Age | Commit message (Collapse) | Author |
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reduced this (total dependencies on system.h went down from 193 to 85 files)
svn-id: r16527
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svn-id: r16397
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svn-id: r16349
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svn-id: r16333
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svn-id: r15810
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svn-id: r15332
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command, would close the global script variables and player object
resources, without reopening them again. This made them fair game for the
resource expiration mechanism. The player object is probably referenced
often enough to stay alive, but the variables died on me pretty quickly,
causing ScummVM to crash.
I've also added a "reslist" debug command to make this sort of things
easier to spot. By default it only lists resources with refCount > 0. Use
"reslist 0" to see all the cached resources as well.
svn-id: r14958
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Allow object_labels config option in COMI
svn-id: r14408
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or presses a button. This is how displayMsg() was always used, so the only
difference is that the code to check for events is no longer outside the
function.
In the process, it turned out that removeMsg() was probably unnecessary so
I have removed it. May cause regressions, but we can deal with them later.
svn-id: r13953
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svn-id: r13831
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our other engines do this, so there is little reason for BS2 to. I did add
a filtering mechanism so that mouse button releases and scroll wheeling is
ignored during normal gameplay, but I don't know if that was necessary
either.
Since this left little more than an empty husk where the Input class used
to be, I've eliminated that class and buried its remains in Sword2Engine.
svn-id: r13812
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resource manager. All new code! All new bugs!
svn-id: r13603
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it's Logic::_scriptVars[ID] instead of just ID. Apart from looking cool, it
makes it much easier to tell the difference between variables and constants
when looking at the code.
Of course, this sort of sweeping changes is jolly good for introducing
truly weird regressions, which is why I waited until after 0.6.0.
svn-id: r13331
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the game starts. (I know it could look prettier, but I don't have much to
work with here...)
svn-id: r13178
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svn-id: r13118
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This is consistent with how the in-game text is drawn, and might possibly
fix the control panel text in the Spanish version (though I have no way of
actually testing this).
svn-id: r12957
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svn-id: r12739
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svn-id: r12273
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svn-id: r12181
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some other cleanups. (This was a regression caused by the less stupid
screen updates implemented recently.)
svn-id: r12180
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renders the entire screen every frame, but it tries to update (i.e. copy to
the backend) only the parts of the screen that actually changed. At least
approximately so.
svn-id: r12142
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"StandardHeader" instead of "_standardHeader".
svn-id: r11997
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svn-id: r11764
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few other hitherto harmless bugs, which I've hopefully managed to fix.)
svn-id: r11762
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To match original version and other games.
svn-id: r11479
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"nosubtitles", let's change this one as well. Of course, it does break
compatibility with old config files, but I guess the worst that can happen
is that we have an unused "nosubtitles" line in addition to the used
"subtitles" line...
svn-id: r11464
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svn-id: r11366
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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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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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svn-id: r11129
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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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for the mouse stuff, but I need to think about that a bit more. I have a
feeling the code could be cleaned up a bit anyway...
svn-id: r11060
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promise I will get rid of g_sword2 later.)
svn-id: r11057
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svn-id: r11046
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function that creates the panning table. The difference is that you now
have to tell whether you want one for normal or reverse stereo, so you are
not dependent on the previous state of the table.
(I still think it may be possible to get rid of the panning table
completely, but that's for later cleanups.)
svn-id: r11027
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svn-id: r11026
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svn-id: r11025
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svn-id: r11014
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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: r10990
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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: r10923
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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: r10769
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analogous to the SkyAutoRoute class.
svn-id: r10754
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global variable which will hopefully be dealt with later.)
svn-id: r10734
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