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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svn-id: r18415
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when the dialog window is removed.
svn-id: r18359
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svn-id: r18302
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that's how we write it in most other places.
svn-id: r18069
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increasingly misnamed Router class. (I'll fix the naming later. Probably.)
svn-id: r18066
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svn-id: r18040
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because we already have many classes with that name)
svn-id: r18039
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svn-id: r18038
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svn-id: r18037
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svn-id: r17970
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svn-id: r17963
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svn-id: r17962
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svn-id: r17961
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svn-id: r17923
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(I may have to think up some better name for that class later.)
svn-id: r17901
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svn-id: r17897
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Screen. I've also added an unused "splash screen" function that displays
the image that used to be shown by CacheNewCluster() while copying a data
file from CD to hard disk. ScummVM doesn't do that, but it's a nice image
that I wish we could do something useful with, and it's easier to have the
code here for reference than having to dig through old revisions of the
resource manager.
svn-id: r17894
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svn-id: r17842
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shouldn't see where the cutscene begins/ends as it's the same image as is
currently displayed by the game engine itself.
Of course, in reality you can still see the seams easily. But at least it
looks a bit beter now. I made most of this change yesterday, but it's less
hard-wired now.
svn-id: r17797
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cutscene, as it's obviously meant to blend in with the rest of the game.
svn-id: r17791
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svn-id: r17787
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svn-id: r17768
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WriteStream are now subclasses of it.
* Added new methods eos(), ioFailed(), clearIOFailed() to
all streams. This allows better error checking.
* SaveFile classes take advantage of these new standard
stream APIS
* Removed File::gets()
* Added SeekableReadStream::readLine() (replaces File::gets)
* Added WriteStream::writeString, for convenience
svn-id: r17752
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a callback to plot each point so that it doesn't need to worry about how
the caller deals with screen dirtying, etc.
My plan is to move this function into a standard class. (That's why I used
the American spelling "color" instead of "colour".) I just haven't made up
my mind on which is the most appropriate one yet.
svn-id: r17715
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svn-id: r17535
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game before it has been initialised the normal way.
svn-id: r17519
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for loading and one for saving
svn-id: r17517
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svn-id: r17477
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svn-id: r17231
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into a mixer method
svn-id: r17106
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ScummVM standard. It seems the 8-bit version of the code had decayed
slightly, but I believe it's working again now.
svn-id: r17081
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name of the data type / the SoundMixer method names
svn-id: r17052
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about 8 MB.
svn-id: r17007
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svn-id: r16983
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ScummVM's "Rect" data type in the mouse list. The benefit of this is that
we can then use the contains() function in checkMouseList(), which makes
the code a bit less eye-watering.
svn-id: r16961
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this way to begin with.
svn-id: r16959
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svn-id: r16957
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a bunch of them, it's better that the remaining ones keep the same value
between future releases. (Not that the user will ever get error messages,
of course. *cough* :-)
svn-id: r16953
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either very small or, in the case of driver96.h, a disorganized jumbles.
svn-id: r16952
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svn-id: r16913
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svn-id: r16861
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svn-id: r16859
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loading mp3, ogg or wave data. it blocks the playing thread for too long.
Also added index caching for the speech and music clusters to reduce seeks.
svn-id: r16849
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"restore" other times.) The save/restore dialog now has two separate
classes, though they both inherit from the old combined class of course.
svn-id: r16848
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index tables in memory instead of accessing them over and over again, which caused major slowdowns with cd accesses.
Also, the caching of datafiles depends on the memory usage now, not on the number of screens that the player entered in the meantime.
The old behaviour made the engine run out of memory on the PS2.
svn-id: r16843
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The various game settings are no longer stored in the Gui class. They are
stored in the class that use them.
Code that doesn't belong in the Gui class, e.g. the "restart" code, has
been moved out of it.
Afterwards, the Gui class had been reduced to nothing more than a handful
of trivial methods for invoking the in-game dialogs. So the entire Gui
class has been removed.
svn-id: r16827
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classes: Screen and Mouse. Screen handles most of the drawing, except the
mouse cursor and in-game menus.
The old Graphics class is no more.
I've also fixed some "reverse stereo" regressions from the first part of
the restructuring.
I'm not sure what the next step will be, but hopefully it will be smaller
than this one was.
svn-id: r16812
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will work even if the file is missing. (This only affects the cutscene
player.)
svn-id: r16806
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