Age | Commit message (Collapse) | Author |
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svn-id: r15960
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There are plans to add some brains to GameDetector class, which will let us
avoid passing detector to init() method.
svn-id: r15873
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svn-id: r15865
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objections)
svn-id: r15849
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svn-id: r15835
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svn-id: r15826
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in his mail to scummvm-devel. (Though "a discussed a while ago change"
sounds like sort of thing Robert Jordan writes whenever there is danger of
anything actually happening in any of his more recent books. Tantalizing,
yet non-informative. ;-)
It's still rather messy. I'll look into cleaning it up later.
svn-id: r15818
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svn-id: r15810
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svn-id: r15532
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svn-id: r15473
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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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arbitrary many default search directories
svn-id: r14095
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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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Part of this cleanup involved removing _unpauseZone. It was only used by
fnISpeak(), and as far as I could tell it was just because the original
code didn't trust amISpeaking() and getSpeechStatus() to return sensible
values directly after unpausing the game.
svn-id: r13781
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resource manager. All new code! All new bugs!
svn-id: r13603
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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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And a teensy-weensy little cleanup.
svn-id: r13399
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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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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: r12739
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svn-id: r12722
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hackish...
svn-id: r12247
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engine can be properly deleted first. Apart from being the nice thing to
do, this should make it easier to Valgrind for memory leaks.
svn-id: r12184
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svn-id: r12181
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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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it (this way all engines get it for free, allows further cleanup); removed some useless/duplicate member vars in SwordEngine
svn-id: r12134
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svn-id: r12052
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will display it, and it's so much more interesting this way. :-)
svn-id: r12051
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checking the GF_DEMO flag. (There's still one "unnecessary" reference to
GF_DEMO in functions.cpp, but I plan on rewriting that function soon so I
don't want to touch it right now.)
svn-id: r12009
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"StandardHeader" instead of "_standardHeader".
svn-id: r11997
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o Removed SoundMixer::bindToSystem()
o In scumm, replaced _silentMixer, _silentDigitalImuse and _noDigitalSamples by SoundMixer::isReady()
svn-id: r11893
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(not yet done by any detector, but will come with the MD5 detection code)
svn-id: r11811
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GameSettings::gameName to name; added temporary experimental MD5 hack
svn-id: r11603
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e.g. it's 'C' or 'c' to display the credits, not some random function key.
svn-id: r11549
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game engines.
svn-id: r11447
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console a bit earlier so that error messages about missing files will be
more obvious to the user. (If an error happens that early, some of the
debugger commands will cause ScummVM to crash. I might look into that
later.)
svn-id: r11443
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svn-id: r11364
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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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If a cluster file isn't found the resource manager will first check if it's
one of the files that it expects to find on the hard disk. If so, it's
considered a fatal error.
Otherwise it will present the user with an "Insert CD1" or "Insert CD2"
message, just like the original did. Unlike the original, the user will
have to press a button or click the mouse to indicate when he's done. I
don't know if we even can detect the CD automatically in any portable way.
As far as I can see, we'll need at least two separate path settings for
this to actually work: one for the HD install directory, and one or two for
the CDs. The file that are supposed to be found on the HD are only on one
of the CDs, so the amount of CD swapping would probably be unbearable
otherwise.
As a consequence, I haven't actually tried running the game from CD yet.
By the way, the old caching code has been removed completely now. All it
did was to copy the cluster file to HD for faster access. ScummVM never did
that, but so far no one has complained.
svn-id: r11273
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svn-id: r11260
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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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svn-id: r11239
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svn-id: r11212
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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: r11128
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