Age | Commit message (Collapse) | Author |
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A regression from 4fb53ad170f483bbce2e27643cd3ee1fa604cebd
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This mostly enforces tabs for indentation and spaces for formatting. But also
fixes spaces on empty lines, some extra/missing spaces.
astyle + manual fixup
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see commit 0b75bf37219cf49f274da330a44e81068152599c
Original AGI did not do, what we are doing now
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Use hardcoded first line instead
In Donald Duck the status line is at line 24, but also hidden
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Fixes graphics glitch for Donald Duck
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Was changed to Ctrl-Shift-D at some point, because a SCI game
uses Ctrl-D. Comment wasn't changed accordingly back then.
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Renamed "ourModifiers" to "scummVMKeyFlags"
Now also using the flags directly from the ScummVM event in case
it actually was a Keyboard event.
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7aeadba863ed1893fa6095008d35b32ce5117749
Thanks LordHoto for spotting it
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Was the ScummVM-system-Keycode, sometimes modified.
Changed Menu/Portrait/Controls32-code to use .character instead.
Cleaned up a bit of code in getScummVMEvent()
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SWORD25: Use more appropriate function for growing the stack
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Also added comment about .data field. Should be renamed.
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Was effectively caused by commit adding the keyboard driver bug
for SCI0/SCI01, although the bug is actually real and happens.
It seems Sierra did not check the key-modifier in kMenuSelect.
We do and that's why the code didn't recognize all sorts of
menu keys anymore.
We now isolate the lower byte before comparing.
I also noticed, that Sierra passed keyboard modifiers in mouse
events. This was probably done, so that owners of a 1-button
mouse were able to right-click. We do this now too.
Also added information about mouse modifiers in kGetEvent.
Moved the mouse modifier code into getScummVMEvent().
This should fix bug #7009.
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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.
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Regression from cd3ebf687c0e783147723095056d72684eddd347.
This fixes bug #6997.
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op_getInventoryItem/op_setInventoryItem could operate on
inventoryItems[4] while inventoryItems has only 4 elements. This
effectively accesses the 'money' field right behind this array.
Due to a broken assert, this was never detected.
This commit fixes it by redirecting accesses to inventoryItems[4] to
money, and also fixes the assert.
An alternative solution would have been enlarging the array, and
removing the money field, but that would require more changes in the
engine.
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This reverts commit 9d2cc7ce84107d93d56371e8266cbe2193a7923b.
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No functional change
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Also a bit of cleanup
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No longer needed
We use ScummVM system total play time functionality instead
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In game timer wasn't resumed, which caused no more cycles to
get executed.
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It seems the issues on AmigaOS aren't actually caused by the new
code. Reverting the revert.
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It seems the issues on AmigaOS aren't actually caused by the new
code. Reverting the revert.
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Description is trimmed for the verify window, width is now accurate
Actual save filename is now also shown, just like in the original
Cleanup
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ALL: Handle Alt-x internally in SCUMM.
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It seems the current code causes issues on at least AmigaOS.
Changed current code to the way SCI handled it.
Needs to get investigated in detail.
Added FIXME. Also see engines/sci/event.cpp
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Seems to cause at least issues on AmigaOS probably b/c SDL.
See bug #7009.
Added FIXME. Underlying issue needs to get fixed in SDL backend
or in SDL itself.
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AGI: graphics rewrite + cleanup
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Volume changes in ScummVM system menu now gets sent to scripts
as well.
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Original code did assume that AGI volume level is 0-15
(0 for silence, 15 for maximum volume). It actually is the
other way. 0 is maximum, 15 is silence.
Fixed that. Also implemented sync with ScummVM settings dialog.
In case "mute" is enabled by the user, any volume changes done by
scripts are ignored.
Fixes Manhunter 1 Apple IIgs not getting sound anymore since the
VM Var cleanup (the script volume change by the scripts didn't
reach us before)
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in game timer is now updated, when scripts read in game timer
VM variables and during main loop. ScummVM total play time feature
is used for it. Game cycle syncing is done at the same time.
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thanks to eriktorbjorn for pointing those out
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