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2006-04-13Fix display of saved games list in oracle of FF, when savingTravis Howell
svn-id: r21841
2006-04-13vc36_setWindowImage is used for difference purpose in FFTravis Howell
svn-id: r21840
2006-04-13Work around crash in drawSpriteRaw(). In Future Wars, when going to the future,Torbjörn Andersson
I walked back to the room where I first arrived. At that point, maskPtr was NULL for reasons yet unknown. svn-id: r21839
2006-04-13Disable quick load/save is FF, since original sometimes disabled load/save ↵Travis Howell
and it isn't reliable at the moment svn-id: r21838
2006-04-13Minor fixes to scrolling in FFTravis Howell
svn-id: r21837
2006-04-13Fix various crash issues in FF, the image number in vc2_call needed to be ↵Travis Howell
adjusted svn-id: r21836
2006-04-13Clarified detection filenames for HE games (removed FIXME comments).Eugene Sandulenko
svn-id: r21835
2006-04-12Fixed potential crash in drawDialogueMessage(): The function should terminateTorbjörn Andersson
if, for some reason, messagePtr is NULL. svn-id: r21833
2006-04-12Actions that do not have any custom response now print one of the defaultTorbjörn Andersson
responses. (Before, nothing would happen.) svn-id: r21832
2006-04-12Stubbed addPlayerCommandMessage(). I think it may have something to do withTorbjörn Andersson
printing default responses to commands. svn-id: r21829
2006-04-12Fixing mismatch between format strings and data on some systemsMax Horn
svn-id: r21828
2006-04-12Fixing mismatch between format strings and data on some systemsMax Horn
svn-id: r21827
2006-04-12This assertion shouldn't be needed. At least not here.Torbjörn Andersson
svn-id: r21826
2006-04-12Fixed serious bug in removeOverlayElement() that would cause it to fail. ThisTorbjörn Andersson
caused getObjectUnderCursor() select the wrong object because the object list was no longer guaranteed to be sorted on priority ("mask"). In Future Wars, this made it difficult (impossible?) to pick up the tunic, because the game would pick the bushes instead, even though the tunic had a higher priority. svn-id: r21825
2006-04-12sizeof(void *) != sizeof(int) for a large number of systems.Jonathan Gray
Fix a lot of debug/error statements that were using %d/%x for the result of pointer arithmetic. As C++ apparently has no format string for ptrdiff_t use %lu/%lx as appropriate. svn-id: r21824
2006-04-12- Fixed the mistake in Mult_v2::loadMult() that caused Gob2 floppy toSven Hesse
have a messed up script-pointer afterwards - Added/Changed parts of Mult_v2::playMult() et al. so that the intro works for a few seconds (with glitches) before getting killed while trying to draw text (CD) or trying to play sounds (floppy) svn-id: r21823
2006-04-12Fix script dumpingEugene Sandulenko
svn-id: r21820
2006-04-12cleanupEugene Sandulenko
svn-id: r21819
2006-04-12DEBUG_SCRIPT -> debugCEugene Sandulenko
svn-id: r21816
2006-04-11Add F1-F10 keymappings like in original engine.Eugene Sandulenko
svn-id: r21815
2006-04-11Re-fix the CD version of LoomMax Horn
svn-id: r21814
2006-04-11Rearranged code in ScummEngine::openRoom a bit, to separate the filename ↵Max Horn
generation from other things svn-id: r21813
2006-04-11Fix warning.Eugene Sandulenko
svn-id: r21810
2006-04-11Added TODO comment about refreshAnimData[] and why it's not (yet) a field inTorbjörn Andersson
the AnimData struct. svn-id: r21809
2006-04-11If generateDetectName() generates an empty string, that's a failure, not aTorbjörn Andersson
success. Otherwise ScummVM will crash once the game detector reaches the "generic HE game variants", which makes it hard to add non-SCUMM games. svn-id: r21808
2006-04-11Some more MD5 entries / confirmations by Peter EckerleinMax Horn
svn-id: r21788
2006-04-11Added delays to the main and menu event loops to keep Lure from gobbling up allTorbjörn Andersson
available CPU time. svn-id: r21787
2006-04-11Changed max() to MAX(). This fixes compilation for me.Torbjörn Andersson
svn-id: r21786
2006-04-11Added disassembly of room exit handling, as well as a few cleanups to the ↵Paul Gilbert
path finding code svn-id: r21785
2006-04-11Added proper path finding code for rooms, as well as miscellaneous support ↵Paul Gilbert
methods svn-id: r21784
2006-04-11Added a destRoomNumber variable to store which room a highlighted exit goes ↵Paul Gilbert
to, as well as some temporary code used to display pathfinding information onscreen when Toggle Info is turned on svn-id: r21783
2006-04-11Implemented better handling of changing rooms via room exitsPaul Gilbert
svn-id: r21782
2006-04-11Added new resources for pathfinding and new resourcesPaul Gilbert
svn-id: r21781
2006-04-11Resource loader enhanced to load hotspot proximity data and room walkable areasPaul Gilbert
svn-id: r21780
2006-04-11Updated resource structures to add support for hotspot y corrections, ↵Paul Gilbert
proximity data, room walkable areas, and the room exit coordinate list svn-id: r21779
2006-04-11Added a script method for setting a blocking hotspot scriptPaul Gilbert
svn-id: r21778
2006-04-11Ooops, re-enable code in allocBlock()Travis Howell
svn-id: r21776
2006-04-11Update waitForSync() for FF and minor cleanupTravis Howell
svn-id: r21775
2006-04-10Might as well clear ptr1 and ptr2 in animDataTable[] when loading a savegame.Torbjörn Andersson
The previous commit should ensure that the elements that need to be loaded are. svn-id: r21774
2006-04-10CleanupTravis Howell
svn-id: r21773
2006-04-10If I understand things correctly, cinE used to dump the entire animDataTableTorbjörn Andersson
element to the savefile, including data pointers. After reading the savefile, it would then test if ptr1 was NULL, to see if it should load the object. I've extended the savefile format with a byte to indicate whether or not ptr1 was non-NULL. This seems to fix the problems I had with with loading savegames, but of course any old savegame is now even more broken than before. I still can't seem to get out of the room with the machine, though. Another regression when migrating the code from cinE, or just my ability to get past this annoying, timed puzzle? svn-id: r21772
2006-04-10More commented out stuff: added generateFilenameForDetection method, for use ↵Max Horn
by the detector; and applied various fixes to generateFilename (which is still completely untested, so it certainly contains more 'bugs' :) svn-id: r21771
2006-04-10Some more tweaks to the (still unused) gameFilenamesTable; also readded an ↵Max Horn
enhanced version of the (also unused) generateFilename function svn-id: r21770
2006-04-10Removing dummy code from resource.cppMax Horn
svn-id: r21769
2006-04-10Merged scumm_settings into extra_versions, which in turn got renamed to ↵Max Horn
gameVariantsTable svn-id: r21768
2006-04-10Add code for bltOracleText() in FFTravis Howell
svn-id: r21765
2006-04-10Cleanup.Torbjörn Andersson
svn-id: r21764
2006-04-10Split the playTune opcode into Simon 1, Simon 2 and FF versions. The FF versionTorbjörn Andersson
was wrong before, but since it is a no-op, it probably never caused any problems. svn-id: r21763
2006-04-10Some opcodes have been made Simon 1-specific, either because they really areTorbjörn Andersson
only used in Simon 1 (e.g. the "beard" opcodes), or because Simon 2 and FF have their own versions. svn-id: r21762
2006-04-10With the old o_ functions out of the way, I have renamed all o1_ functions asTorbjörn Andersson
the corresponding o_ function. This is in preparation for separating the truly Simon 1-specific opcode functions into a group of their own. svn-id: r21761