Age | Commit message (Collapse) | Author |
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This tries to make our code a bit more compliant with our code formatting
conventions. For future use, this is the command I used:
git ls-files "*.cpp" "*.h" | xargs sed -i -e 's/[ \t]*$//'
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This fixes the parsing of "buy healing pills" in QfG2 (bug #3288328).
The behaviour is half-confirmed with experimentation in SSCI.
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Some backends may break as I only compiled SDL
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Found by GCC 4.6's -Wunused-but-set-variable
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This renaming allows us to better distinguish that this version is for games
that only had an EGA version, and avoid confusion with newer SCI1 game releases
with EGA graphics (e.g. KQ5 EGA). The only game with this SCI version is QFG2,
a SCI1 EGA game with a parser. Also, added some games for each SCI version.
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svn-id: r55043
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SSCI did
This is a more correct way of fixing bug #3037618 than in rev #55017.
- Changed replaceant/replacement to be uint16's (they're very small positive
values, usually smaller than 4096)
- Changed SynonymList to an Array (so that it can be saved/loaded)
- Removed the PQ2 script patch to Game::replay()
- Added savegame history
svn-id: r55032
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simplified version, thus greatly simplifying handling of system strings
svn-id: r54805
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svn-id: r54037
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svn-id: r54007
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This allows the input of accented characters and Japanese using plain ascii
in non-English games.
svn-id: r53001
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svn-id: r52990
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In SCI01 and up, each typed word may be interpreted as multiple
class,group pairs. This patch adds support to the vocabulary and
parser. It uses the matcher support added in r52985.
This fixes parser issues in German LSL3, but needs testing.
svn-id: r52989
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svn-id: r52986
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This is to prepare for multilingual SCI versions. In those a single typed word
may be parsed to multiple class,group pairs, any of which may match
the said specs. The actual parsing is not yet implemented.
svn-id: r52985
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svn-id: r52984
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Get a pointer to the said spec instead of copying to a buffer. The fan games use a said spec with size < 64. Also, make said() take a const pointer as the spec cannot change. Thanks to waltervn and wjp.
svn-id: r51432
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svn-id: r51421
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svn-id: r51242
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svn-id: r51167
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Now 'coldly' is correctly recognized as the adverb form of 'cold',
and 'attained' as the adjective form of 'attain'.
svn-id: r51166
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We now use a manual parser instead of a bison-generated one, and the
new code to match said trees with parse trees matches sierra's more
closely.
Also change the parse/spec tree nodes to use direct pointers to
their child nodes to make it more convenient to manipulate the trees.
This has a high potential for regressions.
svn-id: r51099
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makes pq2 load japanese vocabulary too
svn-id: r51033
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we have to reset the parser when switching vocabulary
svn-id: r51031
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fixes multilingual games not accepting words that contain extended chars (>= 0x80)
svn-id: r51029
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not fully working, extended chars do not work currently as input
svn-id: r51027
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svn-id: r51025
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pq2 japanese only uses sci01 vocabulary and everything else is still like in sci0 - fixes pq2 not accepting any input in parser
svn-id: r51024
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This fixes a number of said specs in Iceman, but has a good
chance of introducing regressions since it's fairly invasive.
It also removes the need for the hack in r50958.
svn-id: r50992
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SCI0 vocab resource number, fixes pq2 japanese crashing on startup
svn-id: r50970
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svn-id: r50959
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affirmative not recognized
svn-id: r50958
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svn-id: r50956
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svn-id: r50403
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removed from the engine state
svn-id: r49373
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svn-id: r49160
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at this
svn-id: r49077
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svn-id: r48046
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svn-id: r48043
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using 'bison -l -o said.cpp said.y'
svn-id: r48033
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svn-id: r47541
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- Moved the kSetSynonyms() function inside kscripts (as it's for script synonyms, not parser word synonyms)
- The parser vocabulary is now only initialized for SCI0 and SCI01 games, which had a parser
svn-id: r47483
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svn-id: r47480
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