aboutsummaryrefslogtreecommitdiff
path: root/engines/sword25
AgeCommit message (Collapse)Author
2018-10-17SWORD25: Fix Debug Console Activation via CTRL-d.D G Turner
2018-08-26BLADERUNNER: Remove use of C99 mathColin Snover
C++ math functions are overloaded so operate using single-precision when receiving a float input. The C standard library on FreeMiNT does not fully support C99 math so use of sqrtf, sinf, etc. instead of the C++ API does not work.
2018-08-26SWORD25: Remove use of C99 sqrtfColin Snover
C++ sqrt is overloaded so operates using single-precision when receiving a float input. The C standard library on FreeMiNT does not fully support C99 math so use of sqrtf instead of sqrt(float) does not work.
2018-05-07SWORD25: Fix otherwise unused variable not guarded by USE_VORBISAdrian Frühwirth
This silences a gcc warning when compiling with -Wunused-variable.
2018-04-18JANITORIAL: Fix whitespaceAdrian Frühwirth
2018-04-18JANITORIAL: Fix typosAdrian Frühwirth
2018-03-23JANITORIAL: Silence GCC 7 fallthrough warningsAdrian Frühwirth
2017-11-17SWORD25: Fix possible redefinition of FLT_EPSILONColin Snover
2017-11-12SWORD25: Suppress GCC Cast Qualification Warnings.D G Turner
Since lua_pushlightuserdata and lua_touserdata operate on (void *) values, it is tricky to fix these warnings "correctly" without looking at invasive changes to a significant amount of Lua internal code. Since these pointers to consts are already being recast to drop the const qualifications, then removing the const on the underlying value declaration does not further expose this to change and stops the compiler warnings associated with this. Anyone with a better fix for this can restore the const qualifications later.
2017-11-11SWORD25: Add a constructor to initialize SoundHandle membersBastien Bouclet
Fixes #7018
2017-11-11SWORD25: Fix leaking the save thumbnail surfaceBastien Bouclet
2017-10-07ENGINES: Remove default1x scaler flagColin Snover
This flag is removed for a few reasons: * Engines universally set this flag to true for widths > 320, which made it redundant everywhere; * This flag functioned primarily as a "force 1x scaler" flag, since its behaviour was almost completely undocumented and users would need to figure out that they'd need an explicit non-default scaler set to get a scaler to operate at widths > 320; * (Most importantly) engines should not be in the business of deciding how the backend may choose to render its virtual screen. The choice of rendering behaviour belongs to the user, and the backend, in that order. A nearby future commit restores the default1x scaler behaviour in the SDL backend code for the moment, but in the future it is my hope that there will be a better configuration UI to allow users to specify how they want scaling to work for high resolutions.
2017-09-22SWORD25: Fix leaking the lua state MemoryWriteStreamDynamic bufferBastien Bouclet
2017-09-22SWORD25: Fix leaking the save thumbnail MemoryWriteStreamDynamicBastien Bouclet
2017-08-06JANITORIAL: Silence some more GCC 7 fall through warningsTorbjörn Andersson
I think these are the last one that were already flagged as being deliberate.
2017-08-06SWORD25: Increase buffer length to silence GCC 7 warningTorbjörn Andersson
2017-08-06JANITORIAL: Silence GCC 7 fall through warningTorbjörn Andersson
2017-07-10Revert "COMMON: Change way the Singleton instances are instantiated"Eugene Sandulenko
This reverts commit eefa72afa1978a9dea10f5b1833fcc8f58a3468e. With this patch ConfigManager is broken.
2017-07-10COMMON: Change way the Singleton instances are instantiatedThierry Crozat
This fixes tons of warnings with clang from a recent xcode version on macOS (and possibly other systems) complaining that an instantiation of _singleton is required but no definition is available.
2017-01-28SWORD25: Use direct integer index into indexTblWillem Jan Palenstijn
This matches the behaviour of the Pluto rewrite Eris, and avoids casting the integer indices to void *. I verified this code by running this method in parallel with the current lightuserdata/void* approach and asserting the retrieved objects were identical when loading a savegame.
2017-01-16SWORD25: Fix Warnings about Copy Constructor Failing to Call Base Class.D G Turner
2016-10-09JANITORIAL: Remove trailing spacesEugene Sandulenko
2016-09-03JANITORIAL: Fix include statementsEugene Sandulenko
2016-06-08SWORD25: Use # as savefile matching patternEugene Sandulenko
2016-05-22SWORD25: Fix signed/unsigned warningFilippos Karapetis
2016-05-17ALL: Change main engine header guard defines to <directory>_<engine>_HEugene Sandulenko
Recently we started to use this as new semantics, although in the past we used simly <engine>_H. Now these guard defines are consistent with rest of the files which are used in the engines.
2016-05-06SWORD25: Bail out instead of silently leaving the object in incosistent stateEugene Sandulenko
2016-05-06SWORD25: Translate couple of commentsEugene Sandulenko
2016-05-06SWORD25: Fix class initializationEugene Sandulenko
2016-04-14JANITORIAL: Reduce audio header dependenciesOri Avtalion
2016-03-14SWORD25: Fix frozen/flickering title menu movieottogin
Fixes bug #6978: Unload old movie before loading a new one
2016-03-09Merge pull request #699 from criezy/sword25-en-speechEugene Sandulenko
SWORD25: Add engine option to use English speech instead of German
2016-03-09SWORD25: Fix error after changing language in-game with the data file ↵Thierry Crozat
distributed by ScummVM Changing the language in-game causes the language to be set for the target in the scummvm.ini file. Then the next time we try to start the engine, if was causing an error (Sword25 failed to instantiate engine: Game data not found) because there was no match for the path and language in the detection table. Setting the language to Unknown in the detection table for this multilingual data file fixes the issue.
2016-03-09SWORD25: Add engine option to use English speech instead of GermanThierry Crozat
When selecting non-English language, the scripts default to using German voices. This commit edits the file path on the fly to use instead English voices for all languages other than German. This implements bug #6804 - SWORD25: add option to choose language speech. If the English voice pack is not present it falls back to using German voices. The way this is implemented here however does not allow to use German voices with English text or English voices with German text. This could be achieved with a slightly different implementation of the same idea.
2016-03-08ENGINES: Make variable names of AdvancedMetaEngine conform to our guidelines.Johannes Schickel
_singleid -> _singleId _gameids -> _gameIds _guioptions -> _guiOptions
2016-03-06Merge pull request #689 from Tkachov/masterEugene Sandulenko
SWORD25: Fix "Resource not released" warnings
2016-03-05CONFIGURE: Introduced new engine dependency: highresEugene Sandulenko
Some backends like GCW0 do no support graphics >320x240 due to the hardware limitation (downscaling is possible but it will ruin the pixel hunting which is often part of the gameplay). Instead of manually updating the list of engines, we now introduce a new dependency. I marked all relevant engines, but some, like tinsel, require more work with putting their relevant high-res games under USE_HIGHRES define.
2016-03-04SWORD25: Fixed "Resource not released" warnings [GSoC]Tkachov
(Look https://sourceforge.net/p/scummvm/bugs/6980/) The warning messages were appearing because when PRECACHE_RESOURCES is not defined, ResourceManager's `requestResource()` was used to manually "cache" them. When you do that, ResourceManager "locks" the resource once, so you must `release()` it later. Resources were not released, and warnings appeared. When you `release()` resource, it still is loaded ("cached"). Resource's `getLockCount()` is 0, though, so it might be unloaded by ResourceManager if there is a lot of resources.
2016-02-28SWORD25: Remove ADGF_TESTING from Broken Sword 2.5Kirben
2016-02-21SWORD25: Fix bug #6981: High CPU usage on one coreEugene Sandulenko
The game loop is implemented in Lua, and there are no delays. Now we wait 10ms on each event pulling, as we always do.
2016-02-19SWORD25: Fixing bug #7041: SWORD25: Crash in final sceneEugene Sandulenko
The original was ignoring Lua errors in that scene and was restoring the state with longjmp. We are yet to see the platform compatibility, but Lua's code is too tangled to make simple replacement with error() work. Another possible alternative would be to rework the original game scripts. We will do it if this commit is problematic.
2016-02-15JANITORIAL: Typos detected with lintian & grepAlexandre Detiste
2016-02-02SWORD25: Remove now unused functionWillem Jan Palenstijn
2016-02-02SWORD25: Use more appropriate function for growing the stackWillem Jan Palenstijn
The call to lua_growstack in unpersistThread would unconditionally at least double the size of the stack. This caused memory usage to grow exponentially (literally) with the number of serialized threads. Bugs #6977, #6999.
2015-12-14SWORD25: Make #include follow our conventions.Johannes Schickel
2015-12-14SWORD25: Call requested pixel format by its correct name.Johannes Schickel
2015-12-14SWORD25: Cleanup.Johannes Schickel
2015-12-14SWORD25: Fix uninitialized variable usage.Johannes Schickel
When using the constructor of Panel which directly calls unpersist _color was uninitialized. However, unpersit uses setColor which assumes _color is initialized properly. Caused valgrind warnings when loading.
2015-12-14SWORD25: Plug memory leak in RenderedImage.Johannes Schickel
2015-12-14SWORD25: Let ImgLoader write into Graphics::Surface.Johannes Schickel