Age | Commit message (Collapse) | Author |
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Removed amiga and mac sound code for now since I can't test it.
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Textbox now responds to mouse input.
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Still need to do the part which calculates sprite priorities.
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Also started using SharedPtrs.
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The "numbered" files that I implemented can also use letters as the last
character.
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Now updated even
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This corrects the displayed month for querySaveMetaInfos being a month
behind.
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In some cases a mouse moved event could be handled between the moment
the xtakeit script was queued and the moment it is executed (on the same
frame), causing the mouse position no longer to be over a marble
rectangle.
Fixes #10647.
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If the user enters in an invalid description for the save then it will be
simplified by the saved name cache process in Script::savegame.
I checked this with t7g, but not with the 11th guest or any other Groovie game.
The original in-game loading/saving can still only access the first 10 save
slots (0-9).
Its possible to saving via the GMM when the game is interactive.
Loading a game saved via the gui using the original in-game load menu
works fine.
Saving via the GMM with timestamp works, but only only saves the characters
up to the first non-alpha non-letter characer.
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Also bumps the saved game format version to 3.
I changed the order of how the data is saved so that the playtime could
be read in without skipping as much data.
This is because querySaveMetaInfos only needs the metafields where as
saveload::DoRestore() needs more of the header.
A crash was happening when trying to delete a saved game from the launcher.
It is because the engine is not initalized. I assign a dummy value to
resolve the issue.
Loading saved games from previous versions works.
When an old version saved game is loaded it will start with zero playtime.
Old saved games are shown as not having playtime data.
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This changes the convention back to skipping the thumbnail loading
for readSaveGameHeader. querySaveMetaInfos is the only place it
shouldn't be skipped.
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This uses the one in Common.
The engine now contains a 10-bit cosine and sine table.
It used mostly for vector math.
This also allows two vector functions to be removed from vector.h.
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Parallaction::_gfx is referenced by objects destroyed when
Parallaction::_input is destroyed so it cannot be destroyed first.
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Also removes an unnecessary second condition check for oldAnswer
by moving that closer to its point of use.
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This occurs when FreeType2 is not enabled and thus fontHeight variable
is unused.
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It's possible to get the "Fire! Fire!" timer stuck after setting
the the inquisitor doll on fire. This should work around that.
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It was possible to render the game unplayable simply by looking at
Jack's cigar box while waiting for him to return to examine the
lamp. Note that this bug is only present in the DVD version. For
whatever reason, it adds a dummy location for playing the cutscene.
Applying the bugfix in the CD version actually breaks the game.
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format is unavailable
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This can be restored if required at a later time.
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This has no functional change, but improves the consistency with the
renamed stopSound() function.
Also, minor fixes for formatting, removal of redundant comments and code
in sound class.
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Since this was unused, it was causing various compiler warnings of the
set-but-not-used type. If it is needed later, this code can be restored.
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Some of the debug statements in the engine compute values or sizes of
various items by pointer subtraction (which is probably not recommended;
I am not sure if this is why some of the structs were previous packed as
noted and removed by snover).
In any case, the subtractions should result in relatively small integer
values, but using these into debug() calls with printf style format
strings can cause warnings from the compiler with the format specifier
depending on the underlying pointer sizes.
To avoid these, have recast these to int. If this does cause any issues,
they should be limited to debug() value changes and thus not a
functional issue with the engine, which can be corrected by the engine
developers.
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Fixes Trac#10642.
The original engine will move the dome sliders whenever the player is
dragging a dome slider to the left or right regardless of y position.
In ScummVM the dome slider position would only change to the players x
mouse position when the y value was also in the slider hotspot. This
change removes the y check by making the point to be checked always
have a y value in the hotspot rect.
The x values are also bound to the max and min value that any of the
slider hotspots can have. This allows the slider to go all the way to
the left and right even if the user has gone past the slider area
to the left or right while still holding the slider.
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