Age | Commit message (Collapse) | Author |
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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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the Docks scene in London. See bug #1214168 for details. (The bug was not
serious, but could cause some very obvious glitches.)
svn-id: r18475
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that's how we write it in most other places.
svn-id: r18069
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svn-id: r16580
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svn-id: r16397
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Also, failing the script checksum test is no longer a fatal error. There
has been a report that could mean there is a German version with incorrect
checksums. Whether or not this change will make it playable is an entirely
different matter, of course.
svn-id: r16341
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svn-id: r15810
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itself. :-)
svn-id: r15789
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svn-id: r15612
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MSVC6's idiosyncracies.
svn-id: r13644
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resource manager. All new code! All new bugs!
svn-id: r13603
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svn-id: r13493
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messages to be more like in BS1.)
svn-id: r13491
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This removes a bunch of debugging code/commands that either didn't do
anything useful under ScummVM (e.g. "soft" and "hard"), or which did things
that was already easily avaiable elsewhere (e.g. "save" and "restore").
I didn't have the heart to remove the "tony" command, though. :-)
svn-id: r13422
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svn-id: r13406
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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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svn-id: r12739
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svn-id: r12311
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svn-id: r12309
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svn-id: r12181
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svn-id: r12017
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"StandardHeader" instead of "_standardHeader".
svn-id: r11997
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svn-id: r11764
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svn-id: r11704
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"restart script" opcode. To actually verify this, though, I'd need to find
a case where any other script than script 0 at offset 0 is restarted...
svn-id: r11638
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the dreaded Pyramid Bug.
svn-id: r11427
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svn-id: r11384
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experimental resource dumping code.
svn-id: r11382
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svn-id: r11366
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number of parameters to a function would be useful for debugging, but that
information is already available in the script data itself.
svn-id: r11360
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Added tentative workaround for the bug (a script bug, I think) that causes
the game to hang when examining the lift at the top of the pyramid.
And, of course, some misc. cleanup.
svn-id: r11359
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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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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: r10997
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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: r10945
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svn-id: r10939
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svn-id: r10923
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svn-id: r10907
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svn-id: r10885
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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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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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svn-id: r10391
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svn-id: r10350
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svn-id: r10334
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svn-id: r10333
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svn-id: r10218
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get rid of various endian conversions, and also fixs lots of other problems on BE systems. Beware, though, this may impair save game exchange between LE/BE: we'll have to adjust save_rest.cpp to convert to/from LE upon save/load
svn-id: r10216
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svn-id: r10058
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