Age | Commit message (Collapse) | Author |
|
|
|
Instead of returning to the launcher, a game may now specify a list
of "chained" games and optional save slots. The first game is popped
from the list and started. Quitting still quits the entire ScummVM.
It seemed like the sensible thing to do.
|
|
These are cases where the screen is completely blank, showing text.
In such cases, no room is set, thus no room resources are available.
An example is the screen shown after the credits in the Zak FM-TOWNS
intro ("The next day..."). Thanks to segrax for finding this case.
This commit is based off pull request 522, but completely disallows
saving in such scenes, instead of adding explicit checks for them
|
|
Many Thanks to Ben Castricum for the original patch
|
|
A compiler could in principle decide that a ResType enum can
never equal 0xFF or 0xFFFF, and thus incorrectly optimize
the ScummEngine::saveOrLoad code. So check the value
*before* casting it.
|
|
|
|
This was introduced by fd3970aa52a0c7f411afdddfebad208f783281c8:
Apply patch #2984508 - "GSoC: SCUMM stopped audio from playing while
saving"
This was not quite correct as if the save fails, the function exits
without unpausing the engine, which resulted in sound and music
remaining muted. This corrects the logic to unpause in all cases.
|
|
|
|
RFC: Make HE games use the target name in all save files
|
|
|
|
This results in less code and also less I/O operations (including seeking).
|
|
|
|
Rename "player" directory to "players", and reintroduce the "player_"
file prefix. This has been done after sev's request.
"players/player_foo.*" is more descriptive, and avoids potential name
clashes in libraries
|
|
There are 34 player .cpp/.h player files, so they have been placed in
their own directory, to logically separate them from the rest of the
engine
|
|
This makes HE follow the ScummVM convention of using the target name everywhere. It also fixes having more than one team in both soccer and football.
Loading old saves will still work and they will be tried if the newer save names are not found.
|
|
Note that while this removes _townsPlayer->saveLoadWithSerializer(s)
it really shouldn't break anything because _musicEngine also points
to the FM Towns player. Famous last words...
|
|
Powered by:
git ls-files "*.cpp" "*.h" "*.m" "*.mm" | xargs sed -i -e 's/[ \t]*$//'
|
|
find -name '*.h' -or -name '*.cpp' | xargs sed -r -i 's@\(([A-Za-z0-9]+)\*\)@(\1 *)@g'
This seems to have caught some params as well which is not undesirable IMO.
It also caught some strings containing this which is undesirable so I
excluded them manually. (engines/sci/engine/kernel_tables.h)
|
|
This reverts commit 65fc7225bb31e72120dcdf16e91ae377c657548d.
Increasing the savegame version on a branch and then decreasing it again
leads to problems with loading current savegames in old commits during
a bisect.
|
|
Previous versions 89-92 are merged into version 89.
|
|
|
|
|
|
|
|
_activeObject(2)/_activeObject(2)Type
Note: the transition is not completed yet. The code compiles but is probably not runnable as not every occurrence of _activeInventory has been properly replaced.
The usage of _v0ObjectIndex and _v0ObjectInInventory should be revised too and both variables should be replaced by another mechanism (maybe by using a single variable "obj = (type << 8) | id").
- moved v0 only vars _activeInventory, _activeObject, _activeVerb from ScummEngine_v2 to ScummEngine_v0
- removed _activeActor, _activeInvExecute, _activeObject2Inv and _activeInventory. They are handled by _activeObject/_activeObjectType and _activeObject2/_activeObject2Type now.
- removed _activeObject(2)Index as they only bloat the code without any benefit (?)
- merge prep-name tables from ScummEngine_v2::drawPreposition() and ScummEngine_v0::drawSentenceWord() by introducing ScummEngine_v2::drawPreposition()
- rename ObjectData.flags -> obj_type (quick-fix only, needs review! Maybe obj_nr and obj_type can be merged into one var: obj_nr = (obj_type << 8) | obj_nr)
- o_unknown2 is negation of o_ifActiveObject (o_ifNotEqualActiveObject2)
- renamed o_ifActiveObject -> o_ifEqualActiveObject2 as it acts only on _activeObject2
- renamed ScummEngine_v0::drawSentenceWord() -> ScummEngine_v0::getObjectName()
|
|
(change sizeof check to use int16 instead of Common::Rect)
|
|
(only applies to new save files)
|
|
|
|
|
|
FM-TOWNS games
|
|
|
|
|
|
For older saves I added a warning and a fallback which tries to setup
everything correctly. This might cause some issues, but should hopefully be
just fine.
|
|
This should fix incorrect text colors in some scenes.
|
|
Now it returns the Surface, so the caller does not need to create one and pass it.
|
|
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]*$//'
|
|
(this avoids isssues when using savegames from different ports with different 16bit color modes)
|
|
PCE on Android
This mostly reverts 5b7754e3f095eb8a469dd4b7de5a6379f8e13c27. Instead, we try to use other 16bit modes after 555 fails.
|
|
|
|
_resource member
|
|
|
|
both
|
|
|
|
|
|
|
|
This uncovered at least one potentially serious bug in the inventory
code, which still needs to be investigated and fixed.
|
|
|
|
|
|
Previously, we had a couple of arrays of size N (where N = number of
resource types), one for each attribute of a resource type (such as as
the number of resources of that type.
Now, we have one array of size N, whose elements are a record
aggregating all the attributes of each resource type.
|
|
|
|
MKID_BE relied on unspecified behavior of the C++ compiler,
and as such was always a bit unsafe. The new MKTAG macro
is slightly less elegant, but does no longer depend on the
behavior of the compiler.
Inspired by FFmpeg, which has an almost identical macro.
|