Age | Commit message (Collapse) | Author |
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Prevent false warnings in demo.
svn-id: r13102
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svn-id: r12739
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we can make an exception for removing self-described hacks and utterly
misleading comments? :-)
svn-id: r12497
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svn-id: r12360
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svn-id: r12279
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svn-id: r12181
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checking the GF_DEMO flag. (There's still one "unnecessary" reference to
GF_DEMO in functions.cpp, but I plan on rewriting that function soon so I
don't want to touch it right now.)
svn-id: r12009
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"StandardHeader" instead of "_standardHeader".
svn-id: r11997
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svn-id: r11384
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over the past few weeks, except for g_sword2. (Of course, this doesn't
necessarily make the code any prettier, but we can work on that later.)
svn-id: r11309
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loop if ScummVM failed to find a file in the demo. (Now it should error out
instead, which is marginally preferable.)
svn-id: r11298
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renamed the Display class Graphics for no better reason than me liking the
phrase "sound and graphics" better than "sound and display".
svn-id: r11258
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etc. to the different opcodes. Until now it has done so by casting the
pointer to an int32 (opcode parameters are represented as arrays of int32)
and then the opcode function casts it back to whatever pointer it needs.
At least in C there is no guarantee that a pointer can be represented as an
integer type (though apparently C99 may define such a type), so this has
struck me as unsafe ever since I first noticed it.
However, since all such pointers appear to point to the memory block owned
by the memory manager, we can easily convert them to integers by treating
them as offsets into the memory block. So that's what I have done. I hope I
caught all the occurences in the opcode functions, or we're going to have
some pretty interesting regressions on our hands...
svn-id: r11241
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svn-id: r11209
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and removed some of the references to global variables.
At this point I believe everything in the main game engine has been moved
into classes - not necessarily the correct ones, but still... However,
there is some stuff in the driver directory that need to be taken care of
as well.
svn-id: r11207
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Renamed the resource manager's open/close methods openResource() and
closeResource() to avoid confusion. (It was I who originally shortened
their names to open() and close(), but I've changed my mind now.)
Moved more stuff into Sword2Engine.
svn-id: r11088
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svn-id: r11026
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svn-id: r11025
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file, plus some other cleanup. I don't know how the config manager decides
if/when to save the settings to file, but we can worry about that later.
svn-id: r11001
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svn-id: r10997
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svn-id: r10995
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console from the SCUMM engine. I decided that would be easier than to clean
up the original console code.
Unfortunately there's a bunch of code that I just copied - a pretty lousy
form of code-reusal. It'd be nice if the console could be made part of the
Engine class, or something like that.
Most of the debug commands seem to be working. Some aren't relevant for
ScummVM, and some are a bit obscure so I'm not quite sure what they're
supposed to be doing.
svn-id: r10978
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svn-id: r10885
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touches a lot of the code, of course, and adds yet another global variable
(temporarily, I hope), but everything still seems to work.
Knock on wood.
svn-id: r10806
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svn-id: r10742
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global variable which will hopefully be dealt with later.)
svn-id: r10734
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svn-id: r10728
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svn-id: r10682
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svn-id: r10631
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and made some other minor cleanups.
svn-id: r10614
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headers. Most (all?) of the ones we need should probably come from stdafx.h
instead.
svn-id: r10588
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svn-id: r10581
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suggestion, but I prepared the patch long before reading the mail :-).
Also, the remaining parts of the control panel etc. have been moved into a
class of their own.
This is still work in progress. I'm well aware that some of the classes
aren't as well separated as they ought to be, and that using global
variables to keep track of the different classes probably isn't pretty.
svn-id: r10561
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svn-id: r10514
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debugging levels). This needs further cleanups, but I believe I have
reached a stable point where I can commit it without too much anxiety.
svn-id: r10502
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svn-id: r10499
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message functions with our own.
We still need to go through them and assign sensible debug levels to them.
svn-id: r10422
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but say who added what when. (No disrespect intended, but this information
means very little to us.)
svn-id: r10413
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the time to do much testing yet, but it seems to work for me.
svn-id: r10361
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skip or mute cutscenes. At the very least, we want to show the subtitles
like we do now.
svn-id: r10307
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simplify some code; added a global g_sound pointer in bs2, this cuts down on uses of g_sword2 (of course both should be removed on the long run); some other minor tweaks/fixes
svn-id: r10278
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svn-id: r10224
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svn-id: r10122
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available, since they are separate from the Smacker files themselves.
Next step will be to play the voice-over sounds as well, and to make sure
subtitles settings etc. are taken into account (if they aren't already).
svn-id: r10099
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sensitive filesystems
svn-id: r9846
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svn-id: r9844
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svn-id: r9829
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is depressing and duplicated all over the place... I don't think I can bear to touch this code until it's undergone some MAJOR cleanup :)
svn-id: r9782
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besides this way all our engines start with an "s" ;)
svn-id: r9301
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svn-id: r9280
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