Age | Commit message (Collapse) | Author |
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svn-id: r54271
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- Add EntityCallData destructor to dispose of frames & Sequences
- Properly dispose of frames in Entities::resetSequences()
svn-id: r54270
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svn-id: r54265
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Also renamed the source/header files, now they are more closely
aligned to how we rename most other source files
svn-id: r54264
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svn-id: r54263
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Use of global vars is what prevents RTL from working in Tinsel (and
probably in other engines). More specifically, the fact that many
global vars are not explicitly inited when the engine is (re)launched.
svn-id: r54262
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svn-id: r54261
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This makes it possible to write
DECLARE_SINGLETON(foo);
instead of
DECLARE_SINGLETON(foo)
without causing a warning about an extra semicolon.
The extra semicolon helps some editors at parsing the C++ code.
svn-id: r54258
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svn-id: r54247
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When not keeping the previous frame, the current frame was overwritten.
We now delete it before assigning a new value.
svn-id: r54246
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- Use Common::Rational to compute the current frame
- Added check for _currentChunk != NULL
- Add constructor to Chunk structure
svn-id: r54245
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svn-id: r54244
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Sound entries were being streamed before the data was fully loaded
and queue addition/removal could happen while the sound timer was
going through the queue (reported by digitall).
svn-id: r54241
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Antwerp"
Extended current workarounds to cover QFG1VGA.
svn-id: r54239
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In the SCUMM engine (and maybe other engines), the GMM Dialog is created
in the engine constructor and before the window resolution is updated (so it is
still using the resolution from the Launcher). Therefore if the global scaler is x2
but a SCUMM game overwrite it to use x1, it was not using the correct labels
when they had a different translation for the lowres context.
svn-id: r54237
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svn-id: r54236
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We now also fixup the start point when it's on the edge of an obstacle. If the
start point is also on the edge of the screen, the actor is now allowed to
walk through that obstacle to find his way to clear territory. This is based
on observation of SSCI behavior.
svn-id: r54230
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svn-id: r54228
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Hearts"
svn-id: r54226
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Destructor added to SoundHandler and added delete for _intro in engine destructor.
svn-id: r54225
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svn-id: r54224
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Mainly leaks in audio and animations
svn-id: r54223
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svn-id: r54222
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Smoothing direction changes. Still needs to be polished though.
svn-id: r54221
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svn-id: r54220
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svn-id: r54219
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- Fix H1 Dos bug (animations not showing in Hall and after)
- Get rid of _textSchedule and everything related
H1 Dos shoud now be completable (not tested yet)
svn-id: r54218
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svn-id: r54217
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Patch by lskovlun
svn-id: r54216
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svn-id: r54215
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Based on a patch by lskovlun
svn-id: r54214
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svn-id: r54213
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svn-id: r54212
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svn-id: r54211
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- Now playVideo() is used when playing videos from the console (reducing
code duplication)
- Added support for 16bpp scaling in scale2x, so that the 16-bit color
Duck videos are scaled correctly
svn-id: r54210
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The DUK folder contains all of the recently supported Duck videos in
Phantasmagoria 2. play_video works now with the videos of Phantasmagoria
2 :)
svn-id: r54208
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svn-id: r54207
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svn-id: r54203
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Also add DOS version for this text array
svn-id: r54202
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svn-id: r54201
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Paths along the edge of the screen are now taken as a last resort. Fixes
bugs #3047418 and #3059595.
svn-id: r54199
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svn-id: r54198
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svn-id: r54197
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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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