Age | Commit message (Collapse) | Author |
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svn-id: r18604
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that:
* Re-worked the elevator script bug workaround so that it's more consistent
with the other two script bug workarounds.
* Some renamings to make it more clear that game events and input events
are two completely different things.
* Added function for clearing pending input events, and used that to fix an
annoying keyboard repeat bug when closing the debug console. (The console
would keep re-opening because the key press to open it kept repeating
even though the key had been released.)
svn-id: r18522
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when the dialog window is removed.
svn-id: r18359
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that's how we write it in most other places.
svn-id: r18069
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because we already have many classes with that name)
svn-id: r18039
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name of the data type / the SoundMixer method names
svn-id: r17052
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"restore" other times.) The save/restore dialog now has two separate
classes, though they both inherit from the old combined class of course.
svn-id: r16848
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The various game settings are no longer stored in the Gui class. They are
stored in the class that use them.
Code that doesn't belong in the Gui class, e.g. the "restart" code, has
been moved out of it.
Afterwards, the Gui class had been reduced to nothing more than a handful
of trivial methods for invoking the in-game dialogs. So the entire Gui
class has been removed.
svn-id: r16827
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classes: Screen and Mouse. Screen handles most of the drawing, except the
mouse cursor and in-game menus.
The old Graphics class is no more.
I've also fixed some "reverse stereo" regressions from the first part of
the restructuring.
I'm not sure what the next step will be, but hopefully it will be smaller
than this one was.
svn-id: r16812
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the same thing as one for each music stream. If both music streams are
playing music from the same CD, they will both take turns at using the same
file handle.
The only case where both file handles are used is when music from one CD is
fading in while music from the other CD is fading out. Which of course can
only happen if you play the game from hard disk. If the game has to ask for
the other CD, it kills the music immediately.
The reason for doing this is that there was some concern about whether
having two file handles open to the same file was portable or not. I don't
think that question was ever fully answered, so I avoid the situation.
svn-id: r16753
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In this first step, I have moved all opcode functions into functions.cpp,
instead of having them scattered all over the place.
To get things to compile again, I had to rewrite the overly complicated
sound effects handling. It's much simpler now.
The next step will be to move any non-trivial code out of the opcode
functions and into the appropriate object. This, I hope, will make it
easier to create well-separated objects, instead of the current mess.
I also want to tear down the artificial boundary between the main directory
and the "driver" directory. We already have a cross-platform layer; there's
no need to have yet another one. (Actually, the rewriting of the sound
effects code took one first step in this direction.)
At the final stage, I'd like to get rid of the "drivers" directory
completely, but I'll probably need some help with that if I want to
preserve the CVS history of the code.
Things will probably be a bit bumpy along the way, but I seem to have
reached a point of relative stability again, which is why I'm commiting
this now.
svn-id: r16668
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beside the slider handle can move it more than one step. (When the volume
range was 0-14 or 0-16 this wasn't needed, but now it's 0-255.)
svn-id: r16633
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svn-id: r16580
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MIN() and MAX(). I then removed util.h from a bunch of files which I don't
think need it any more. (Please let me know if I got too blood-thirsty!)
This reverts some of the changes I made this morning.
svn-id: r16541
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svn-id: r16538
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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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