Age | Commit message (Collapse) | Author |
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svn-id: r12504
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svn-id: r12181
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svn-id: r12140
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character was walking. (I had missed a case where pointers were cast to
integers.)
svn-id: r12113
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"StandardHeader" instead of "_standardHeader".
svn-id: r11997
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experimental resource dumping code.
svn-id: r11382
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svn-id: r11318
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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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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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svn-id: r11107
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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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promise I will get rid of g_sword2 later.)
svn-id: r11057
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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: r10923
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svn-id: r10885
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svn-id: r10769
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analogous to the SkyAutoRoute class.
svn-id: r10754
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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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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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svn-id: r10496
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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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open_savefile() fails.
svn-id: r10339
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be safe to remove it. (I'll remove it completely soon, but I'll start here
to avoid compilation errors.)
svn-id: r10331
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svn-id: r10256
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svn-id: r10245
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concealed these obvious mistakes, to check who's paying attention. And only one person (olki) did notice, and even he only got 50%... tsk tsk tsk, how shall this go on. What will happen if I make real mistakes instead of purposeful ones? *cough cough* yeah, right
svn-id: r10240
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svn-id: r10237
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svn-id: r10235
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svn-id: r10225
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svn-id: r10223
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svn-id: r9828
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besides this way all our engines start with an "s" ;)
svn-id: r9301
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svn-id: r9244
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svn-id: r9237
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svn-id: r9232
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svn-id: r9222
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svn-id: r9211
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