Age | Commit message (Collapse) | Author |
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used at all, only used to 'mark' binaries compiling Lua in, I think we could safely remove it, too)
svn-id: r54056
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svn-id: r54055
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svn-id: r54045
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svn-id: r54040
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svn-id: r54002
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A new header file common/forbidden.h is included by scummsys.h and it
re-#defines numerous symbols like fopen(), fread(), system(), etc. with
garbage, in order to provoke compile errors in any code using them.
If a .cpp file really *must* use any of these (e.g. because it is a
backend file), then these redefinitions can be disabled by #defining
FORBIDDEN_SYMBOL_ALLOW_ALL as the first thing in the .cpp file. Whenever
this is done, an explanatory comment should be added.
Note that this system cannot catch all "bad" usages (notably the Lua
code in the sword25 engine), as it can only work if scummsys.h is
included.
svn-id: r53961
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Once the audio buffer has been queued in the audio stream, the Theora
decoder is no longer responsible for it. It has to allocate a new
audio buffer for the next set of audio data.
Of course, at the moment the audio is pretty useless because the
playback speed is all wrong.
svn-id: r53939
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Even though our video player does not (yet) support audio, we need to
adjust the values of _audiobufFill and _audiobufReady as if it did, or
it will never realize it has reached the end of the cutscene.
Also fixes what looks like a typo in audio data clipping.
svn-id: r53938
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svn-id: r53937
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svn-id: r53909
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svn-id: r53901
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All should be renamed to reduce risk of accidental incorrect use.
svn-id: r53899
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svn-id: r53898
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svn-id: r53897
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Previously, you could get the game into a state where it would think a
key was constantly being pressed. E.g. by pressing 'p' several times
quickly in a row, the game would end in a state where it endlessly
toggled between pause mode and regular mode.
svn-id: r53878
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This should enable use of F-keys in BS25. Most of the KEY_*
constants are not used by the scripts anyway.
svn-id: r53877
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This fixes a crash one got by quitting via the GMM.
svn-id: r53876
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svn-id: r53840
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svn-id: r53839
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The save system of this engine currently partially bypasses the
SaveFileManager API, by (abusing) the fact that the Lua engine allows
creating files in arbitrary places (it exposes fopen, fread, fwrite
etc.). This is used to create a 'config.lua' configuration file. This makes it non-portable.
In addition, the filenames used for the savestates ("0.b25s") do not
comply with our naming conventions for engine savestates.
It should be possible to overcome all this, but it might require hacking
the Lua engine; or we could try to replace some of the BS2.5 script
functions with our own, dynamically.
svn-id: r53838
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svn-id: r53837
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svn-id: r53835
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svn-id: r53832
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svn-id: r53760
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svn-id: r53759
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svn-id: r53758
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The interlaced part is untested since I do not know any place
in the game where interlaced data is used.
svn-id: r53757
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Only CF_ARGB32 was supported anyway.
svn-id: r53756
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This looses some flexibility when it comes to supporting other image
formats. But since the game does not use other image formats, this seems
rather irrelevant, compared to how much simpler the code now is.
svn-id: r53755
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svn-id: r53754
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This also gets rid of an evil use of atexit.
svn-id: r53753
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svn-id: r53752
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Previously, the constructor of an anonymous global object was used to do
this, for no apparent reason.
However, maybe there was a hidden reason which I missed, so this change
might cause regressions. I.e., please test.
svn-id: r53735
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svn-id: r53734
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This stores the date and time of when the game was saved, since ScummVM doesn't support getting a file's age like the original engine did.
svn-id: r53638
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svn-id: r53637
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svn-id: r53626
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svn-id: r53625
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svn-id: r53623
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svn-id: r53622
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svn-id: r53621
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Now all transitions and dimming out screen at exit dialog is supported.
svn-id: r53620
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svn-id: r53611
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svn-id: r53610
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upon exit)
svn-id: r53609
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svn-id: r53608
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svn-id: r53607
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svn-id: r53606
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svn-id: r53604
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This fixes a corruption where vertice arrays were being copied directly and destroyed prematurely
svn-id: r53603
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