Age | Commit message (Collapse) | Author |
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commented out workarounds for pharkas and laura bow 2
svn-id: r50214
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reads
svn-id: r50213
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are read
svn-id: r50212
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direct fixes for them, i couldnt figure out a valid replacement for island, pharkas and laurabow2 work that way. this should also get changed to a replacement table
svn-id: r50211
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where and why they occur (they shouldn't occur).
Also turned an error inside send_selector() when argc > 1 into a warning - these are usually script bugs and aren't fatal
svn-id: r50208
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inside op_link
svn-id: r50203
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- Ignoring a non-game breaking script bug (modifying the "longSong" object with argc = 2)
- Don't pop the callk stack frame if the stack is empty - fixes a crash when restoring from the death screen
svn-id: r50157
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loaded or is restarting and the stack position has changed (it's always changed when loading) - fixes the case where the VM is trying to parse an invalid script
svn-id: r50121
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svn-id: r50117
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debugging. Some cleanup
svn-id: r50020
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error pops up from these ones, please add the game where it occurred and the steps to reproduce the error before turning it into a warning
svn-id: r49973
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Also change some things to comply to our code formatting conventions.
svn-id: r49967
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Sq4GlobalNarrator object
svn-id: r49950
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svn-id: r49639
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svn-id: r49570
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some camelCase changes
svn-id: r49568
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svn-id: r49563
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svn-id: r49559
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a bit
svn-id: r49537
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accessed from the relevant variables pointer. Removed direct reference to script 0 from the engine state
svn-id: r49536
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modifier inside saved games (rightfully so). Also, the segment manager is now reset inside the main loop, when the game is restarted, not in game_exit()
svn-id: r49533
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svn-id: r49521
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EngineState class into one variable, abortScriptProcessing. The flag kept to signify a game restart has been placed in a boolean, gameWasRestarted
svn-id: r49518
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svn-id: r49513
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variables, the current and global one
svn-id: r49486
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more state-related variables to it, and remove several FIXME's about non-const global variables. Also, the entries in the data stack are now deleted when loading (fixes a memory leak - thanks to digitall for this).
svn-id: r49465
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svn-id: r49376
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svn-id: r49353
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can now load SCI2 saved games. Added an explanation
why the injected call is necessary
svn-id: r49349
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Script class
svn-id: r49327
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were just cloaking functions with a different name
- GET_SEL32 -> readSelector
- GET_SEL32V -> readSelectorValue
- PUT_SEL32 -> writeSelector
- PUT_SEL32V -> writeSelectorValue
Also, changed some selector-related function names and variables to CamelCase
svn-id: r49317
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svn-id: r49293
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svn-id: r49246
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svn-id: r49233
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variable selector in send_selector()
svn-id: r49232
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send_selector() was a bad idea. Reverting the relevant code, and putting the warning back, with some extra comments
svn-id: r49231
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Added code do make sure that argc is always either 0 or 1 when referencing variable selectors (this isn't strictly necessary, but better safe than sorry...). Some cleanup
svn-id: r49230
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- Moved the code for initializing the object class, species and base object inside the Object class
- Made propertyOffsetToId() a method of the Object class
- Made relocateObject() a method of the Object class
- The Object getVariable() method now returns a reference to the requested variable
Only SegManager::reconstructScripts() is left needing direct access to the members of the Object class
svn-id: r49228
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svn-id: r49161
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svn-id: r49159
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- The game ID is now obtained from ScummVM ID directly, not by converting Sierra's internal ID
- Moved the code which reads the internal Sierra ID inside the resource manager
- Moved the code which converts the internal Sierra ID to ScummVM's IDs together with the rest of the detection code
svn-id: r49152
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and moved validateExportFunc() in the Script class, thus resolving a TODO
svn-id: r49093
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svn-id: r49092
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- Added a pointer to the segment manager from within the Kernel class, thus simplifying the calls to it
svn-id: r49076
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Kernel class, where they belong
- Moved the kernel signature defines inside kernel.h
- Removed some unused references to EngineState
svn-id: r49075
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svn-id: r49071
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pointers are now used (found in util.*) for code that has different endianness in SCI1.1+ Mac games. Add support for Mac 'snd ' and 'CURS' resources. QFG1 Mac is not yet playable due to script compression.
svn-id: r49070
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svn-id: r48935
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svn-id: r48821
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In this case, it was always a break after a return in a switch case. There are
similar cases which cppcheck didn't detect, and a couple of cases where we have
a break after a continue in a switch case (where the continue refers to an
outer loop), but I didn't touch those. Not yet, at least.
svn-id: r48218
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