Age | Commit message (Collapse) | Author |
|
|
|
|
|
|
|
|
|
|
|
|
|
logic for full game versus demo into the respective Game classes.
|
|
Ringworld demo scene creation to it's own game class
|
|
|
|
the game
|
|
|
|
|
|
|
|
|
|
serialiser -> serializer
synchronise -> synchronize
|
|
Savegames from revisions bf9b98f and 4f70162d are now version 2 savegames
|
|
|
|
synchronisation methods
|
|
|
|
|
|
|
|
|
|
|
|
walkable areas
|
|
Some backends may break as I only compiled SDL
|
|
|
|
|
|
|
|
Floppy Demo #2
|
|
|
|
|
|
|
|
|
|
|
|
|
|
restarting game
|
|
|
|
|
|
|
|
|
|
matches the original
|
|
|
|
|
|
Mac OS X PPC's standard C(++) library does not feature any sqrtf function,
since the parameter is double anyway I changed it to use sqrt for now.
We might want to consider adding some global macros for that on such
platforms. Another instance where the same issues caused problems in the past
is the MT-32 emulator. See audio/softsynth/mt32/synth.cpp lines 30 to 43 for
reference.
|
|
This makes the code use Common::List for all cases where synchronization can
not be done with tSage::List::synchronise. Furthermore I renamed the custom
List class to SynchronisedList to stress its purpose.
I also removed clear2, contains and forEach and replaced them with algorithm
usage from Common:: or in the case of "contains" replaced them with a simple
inline function which uses Common::find.
|
|
|
|
|
|
|
|
broken, to be fixed
|
|
The problem is the original game presumed that rendering a single frame would take at least 10 ticks (at 60Hz). Since the ScummVM renders it faster than then, the cutscene wasn't working. A new 'ProbeMover' class has been created to ensure the probe shrinking keeps correct pace with the probe's movement.
|