Age | Commit message (Collapse) | Author |
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The original checked the total amount of memory occupied by all resources. This has been
changed to a maximum number of simultaneous resources instead, so the game resources
are no longer leaked. Also disabled the unused or debug functions getUsedMemory(),
setMaxMemoryUsage(), setMaxMemoryUsage(), isLogCacheMiss(), setLogCacheMiss(). Performed
some cleanup on code related to the above.
svn-id: r55594
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on startup.
This reduced the initial memory used by 100MB for me, though the game keeps allocating
new resources in each scene without deleting them, because of the missing functionality in
getUsedMemory(). This change also slightly reduces the loading time on game startup.
svn-id: r55593
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On my system, sizeof(png_uint_32) == 8, while sizeof(int) == 4.
svn-id: r55504
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svn-id: r55501
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svn-id: r55490
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svn-id: r55489
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svn-id: r55488
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svn-id: r55482
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svn-id: r55479
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subclass of the Common::Point class
svn-id: r55478
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svn-id: r55477
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svn-id: r55475
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svn-id: r55473
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svn-id: r55472
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svn-id: r55469
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svn-id: r55465
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svn-id: r55464
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svn-id: r55463
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warning/error/debugC calls
svn-id: r55462
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svn-id: r55320
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svn-id: r55319
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In the other cases I've found in the code, the colour components are
stored in the order B, G, R and A. Assume that's the case here too. I
hope that is correct. It doesn't seem to break anything obvious.
svn-id: r55255
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svn-id: r55077
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svn-id: r54927
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svn-id: r54815
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svn-id: r54551
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svn-id: r54550
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svn-id: r54385
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Only changed this in engines where 'color' was/is already used
almost exclusively
svn-id: r54288
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This makes it possible to write
DECLARE_SINGLETON(foo);
instead of
DECLARE_SINGLETON(foo)
without causing a warning about an extra semicolon.
The extra semicolon helps some editors at parsing the C++ code.
svn-id: r54258
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Since SWORD25 uses Debug Channels, this allows for the interactive setting of debugflags as well as providing a base for adding further debugging commands.
However, this is not currently usable as the command key code is commented out.
This is due to the event loop which reads keyboard input being buried 2 object layers below the Engine VM object and I am unsure how the engine development team would want this exposed / interfaced.
svn-id: r54184
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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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