Age | Commit message (Collapse) | Author |
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svn-id: r15810
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code I added some time ago.
svn-id: r13952
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svn-id: r13830
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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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cache after it's been closed. (Currently it always is, but ideally I'd like
for BS to work even if resource caching is disabled.)
svn-id: r13610
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didn't make. :-)
(That is, I made the change and then thought better of it, but I forgot to
change one line back to its original form.)
svn-id: r13608
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resource manager. All new code! All new bugs!
svn-id: r13603
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of how the savegame is loaded. (ScummVM adds two alternative methods: the
-x command-line parameter, and the restart/restore dialog at the beginning
of the game, which is only shown when there are savegames available.)
svn-id: r13386
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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: r12282
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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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svn-id: r12141
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"StandardHeader" instead of "_standardHeader".
svn-id: r11997
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aligned, never flipped and never RLE16-compressed. Simplified the code
accordingly. (Displaying the restore dialog when specifying an unused save
slot from the command-line works again now.)
Plus some minor cleanups.
svn-id: r11550
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the dreaded Pyramid Bug.
svn-id: r11427
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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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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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svn-id: r11266
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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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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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events.cpp, so there could be regressions.
svn-id: r11053
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svn-id: r11026
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svn-id: r11025
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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: 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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global variable which will hopefully be dealt with later.)
svn-id: r10734
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inventory/conversation menu (which is drawn at the bottom of the screen) as
the "top menu".
svn-id: r10693
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I'm just hoping that if I stall long enough, someone else will make the
move for me. :-)
svn-id: r10676
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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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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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svn-id: r10350
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svn-id: r10314
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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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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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