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path: root/sword2/save_rest.cpp
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2004-03-04If the user has previous savegames, display a restart/restore dialog whenTorbjörn Andersson
the game starts. (I know it could look prettier, but I don't have much to work with here...) svn-id: r13178
2004-02-05Removed some of the #includes from sword2.hTorbjörn Andersson
svn-id: r12739
2004-01-18fix warningsPaweł Kołodziejski
svn-id: r12504
2004-01-06It's a new year in BS2 land, too!Torbjörn Andersson
svn-id: r12181
2004-01-04Update a comment to reflect that some functions have different names now.Torbjörn Andersson
svn-id: r12140
2004-01-03Fixed bug that made ScummVM crash when loading a savegame where the mainTorbjörn Andersson
character was walking. (I had missed a case where pointers were cast to integers.) svn-id: r12113
2003-12-28Hopefully the last big renaming. Now the datatypes have names likeTorbjörn Andersson
"StandardHeader" instead of "_standardHeader". svn-id: r11997
2003-11-27Mostly whitespace changes, but also a few modifications to the stillTorbjörn Andersson
experimental resource dumping code. svn-id: r11382
2003-11-16fix compilation on big endian systemsMax Horn
svn-id: r11318
2003-11-16More cleanup. I've eliminated all the temporary global variables I've addedTorbjörn Andersson
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
2003-11-15Mostly cleanup. Also prevented what would probably have been an infiniteTorbjörn Andersson
loop if ScummVM failed to find a file in the demo. (Now it should error out instead, which is marginally preferable.) svn-id: r11298
2003-11-10The script engine frequently needs to pass pointers to various structuresTorbjörn Andersson
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
2003-11-08Removed some now redundant header files.Torbjörn Andersson
svn-id: r11209
2003-11-08Moved more stuff into classes, changed some static allocation to dynamic,Torbjörn Andersson
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
2003-11-04Create g_logic dynamically. More moving of stuff into classes.Torbjörn Andersson
svn-id: r11129
2003-11-03fix compile errorMax Horn
svn-id: r11107
2003-11-03The resource and memory managers are now created dynamically.Torbjörn Andersson
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
2003-11-02Moved some more "homeless" functions into Sword2Engine. (Don't worry -- ITorbjörn Andersson
promise I will get rid of g_sword2 later.) svn-id: r11057
2003-10-28bs2 -> sword2Max Horn
svn-id: r10997
2003-10-26Enable the debug console. Actually, what I've done is to adapt the debugTorbjörn Andersson
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
2003-10-21Moved some more stuff into the Logic class.Torbjörn Andersson
svn-id: r10923
2003-10-18Moved the opcode functions into the Logic class.Torbjörn Andersson
svn-id: r10885
2003-10-12some more target<->game cleanupMax Horn
svn-id: r10769
2003-10-12Moved the "router" code into a new Router class. I'm hoping this isTorbjörn Andersson
analogous to the SkyAutoRoute class. svn-id: r10754
2003-10-08Some more cosmetic changes while I'm considering the next move. (Or maybeTorbjörn Andersson
I'm just hoping that if I stall long enough, someone else will make the move for me. :-) svn-id: r10676
2003-10-04Changed to use #include "bs2/..." and removed the inclusion of standard CTorbjörn Andersson
headers. Most (all?) of the ones we need should probably come from stdafx.h instead. svn-id: r10588
2003-10-04added namespace Sword2Max Horn
svn-id: r10581
2003-09-30Moved the memory manager functions into an object of its own (and enabledTorbjörn Andersson
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
2003-09-30Changed the resource manager object to use more ScummVM-like naming.Torbjörn Andersson
svn-id: r10499
2003-09-30Changed the "logic" object to use ScummVM naming conventions.Torbjörn Andersson
svn-id: r10496
2003-09-27More cleanup, and I've replaced most - not quite all - of BS2's debugTorbjörn Andersson
message functions with our own. We still need to go through them and assign sensible debug levels to them. svn-id: r10422
2003-09-26Some more reformatting / cleanup, and removal of comments that did nothingTorbjörn Andersson
but say who added what when. (No disrespect intended, but this information means very little to us.) svn-id: r10413
2003-09-21ScummVM code formatting conventionsTorbjörn Andersson
svn-id: r10350
2003-09-20The usual cleanup, plus make sure to delete SaveFileManager ifTorbjörn Andersson
open_savefile() fails. svn-id: r10339
2003-09-20The 'colliding' flag is never set to anything else than zero, so it shouldTorbjörn Andersson
be safe to remove it. (I'll remove it completely soon, but I'll start here to avoid compilation errors.) svn-id: r10331
2003-09-14if saveslot specified with -x doesn't exist, show restore menuOliver Kiehl
svn-id: r10256
2003-09-13simplified codeMax Horn
svn-id: r10245
2003-09-13I am not happy at all with the slack our team has shown recently! I barely ↵Max Horn
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
2003-09-13fix global vars storingMax Horn
svn-id: r10237
2003-09-13cleanupMax Horn
svn-id: r10235
2003-09-13fix g_header -> header in commentsMax Horn
svn-id: r10225
2003-09-13endian conversion in save/restore code (may not be complete, beware!)Max Horn
svn-id: r10223
2003-08-23fix a resman method and make saving work using SaveFileManagerJonathan Gray
svn-id: r9828
2003-07-30rename bs2 to sword2 to have the same name as the original engine.Oliver Kiehl
besides this way all our engines start with an "s" ;) svn-id: r9301
2003-07-28fix shadow warningMax Horn
svn-id: r9244
2003-07-28rename _DEBUG define to _BS2_DEBUG to stop it conflicting with VCJonathan Gray
svn-id: r9237
2003-07-28rename _mkdirJonathan Gray
svn-id: r9232
2003-07-28Compiles on mingw nowTravis Howell
svn-id: r9222
2003-07-28bs2Jonathan Gray
svn-id: r9211