Age | Commit message (Collapse) | Author |
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- Missing deallocation of queued frames in SceneManager
- Leaking functor on each call to entity setup functions
- Add SoundEntry destructor & better Entity cleanup
as reported by digitall
svn-id: r54196
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svn-id: r54195
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- Reading past the end of file in SaveLoad::init
- Missing deallocation of cache in SoundManager
- Missing deallocation of coords in SceneHotspot
- Missing deallocation of event handlers in LastExpressEngine::setEventHandlers
- Missing deallocation of InSaveFile in SaveLoad::isSavegameValid
- Missing deallocation of frames in Menu
as reported by digitall
svn-id: r54193
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svn-id: r54189
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- Placed the SCI3 version detection in the proper place
- Some new types of SCI3 MT-32 patches (e.g. in the Lighthouse SCI3 demo) are
ignored, for now
svn-id: r54188
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These corrections close a number of leaks in the Toon engine reported by running Valgrind with --leak-check=full option, but a few still remain.
svn-id: r54185
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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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Each map has to be mapped with its own specific volume (as opposed to earlier versions that had one map for all volumes); this code was passing the same map pointer for all volumes.
svn-id: r54179
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- Extended the SCI2.1 kernel function signatures for SCI3, as they share
the same kernel table
- All the engine parts are now initialized in SCI3 games, apart from the VM
svn-id: r54178
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svn-id: r54177
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These corrections close a number of leaks in the Toon engine reported by running Valgrind with --leak-check=full option, but a significant number still remain.
svn-id: r54176
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Thanks Hkz for the help!
svn-id: r54175
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svn-id: r54174
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Shivers 2 doesn't contain SCI scripts. The whole game logic has
been reimplemented from SCI in native code placed in DLL files.
Each room has its own DLL file, and some SCI functions have been
reimplemented/rewritten for this purpose in native code. The
game and demo have all the resources of a SCI game, apart from
the SCI scripts themselves. Thus, they cannot be directly
supported, unless their whole room logic is rewritten from
scratch, which classifies Shivers 2 as "not SCI"
svn-id: r54173
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svn-id: r54168
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- Enabled the SCI3 game entries for testing purposes
- The resource manager is initialized fully now (with a slight hack)
- Added a hack for the demo of Shivers 2 (which seemingly has no
scripts or vocabularies)
- The engine will stop before parsing any game scripts in SCI3 games,
and opens the console for resource manager-related functionality
svn-id: r54167
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svn-id: r54166
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svn-id: r54165
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svn-id: r54164
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This is a regression from r54155, as we previously ignored the result of
addInternalSources() in the fallback detector
svn-id: r54163
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This is a regression from r54155. Fixed by moving the chunk resource loading earlier.
svn-id: r54162
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svn-id: r54161
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svn-id: r54160
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implemented and insufficient for Shivers/Full. It is also unnecessary
for normal play.
svn-id: r54158
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svn-id: r54157
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svn-id: r54156
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ScummVM now rejects them properly instead of spewing lots of
unintelligible stuff.
svn-id: r54155
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svn-id: r54153
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These corrections close a number of leaks reported by running Valgrind with --leak-check=full option, but some still remain, mainly in the image loading and caching.
svn-id: r54152
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currently). Fixes bug #3038686.
(SCI Fanmade - Circus Quest: Crash when starting).
svn-id: r54150
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svn-id: r54148
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This commit contains the AudioCDManager changes from the gsoc2010-opengl
branch. The other changes in that branch are restricted to the backends
directory only (plus configure).
The Nintendo DS and Dreamcast ports still need to be ported over to
the new Audio CD system, but that should be fairly easy to do.
svn-id: r54147
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svn-id: r54143
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- Changed the SCI1 EGA games workaround in kGraphDrawLine() to match the ones in kGraphFillBoxAny() and kNewWindow, updating the relevant comments
- Added some comments in kSetShowStyle()
svn-id: r54142
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Tucker does not currently use Debug Channels, but this does provide a base for adding them along with any other debugging commands.
svn-id: r54141
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SWORD1 does not currently use Debug Channels, but this does provide a base for adding them along with any other debugging commands.
svn-id: r54140
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MADE does not currently use Debug Channels, but this does provide a base for adding them along with any other debugging commands.
svn-id: r54139
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svn-id: r54138
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Since TOUCHE uses Debug Channels, this allows for the interactive setting of debugflags as well as providing a base for adding further debugging commands.
svn-id: r54137
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These corrections close a number of leaks in the Toon engine reported by running Valgrind with --leak-check=full option, but a significant number still remain.
svn-id: r54136
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Get the English versions of objects and methods when checking for script
workarounds, as the objects/methods could be translated. Fixes bug #3104623,
"PQ3: Crash when click on City map"
svn-id: r54134
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- Maintain the state of the string heap space in saved games
- Merged SegManager::reconstructScripts() inside SegManager::saveLoadWithSerializer()
- Disabled a now unnecessary script patch for the cipher puzzle in Castle of Dr. Brain, and performed some cleanup for another disabled patch
- Removed direct access to the _baseObj variable of objects
svn-id: r54133
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svn-id: r54132
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svn-id: r54131
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svn-id: r54130
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svn-id: r54129
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svn-id: r54128
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These corrections close a number of leaks in the Toon engine reported by running Valgrind with --leak-check=full option.
svn-id: r54127
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svn-id: r54126
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svn-id: r54125
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