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2005-11-05Keep German end credits from printing 'dud' characters.Torbjörn Andersson
svn-id: r19465
2005-11-05Call flush() in the savegame stream, when saving. I think SAGA, Simon andTorbjörn Andersson
BS2 were the last engines that didn't. But I could be mistaken. svn-id: r19463
2005-11-03More credits cleanups/fixes.Torbjörn Andersson
svn-id: r19404
2005-11-03Removed commented lines.Torbjörn Andersson
svn-id: r19402
2005-11-03Initialise variable.Torbjörn Andersson
svn-id: r19401
2005-11-03Removed left-over debugging message.Torbjörn Andersson
svn-id: r19400
2005-11-02Used the Array class for storing the end credits lines, rather than aTorbjörn Andersson
statically allocated one. I hope I'm using it correctly. svn-id: r19394
2005-10-30Always fade down the palette at the end of the credits. This fixes aTorbjörn Andersson
palette glitch that would only happen if the credits were allowed to run in their entirety. svn-id: r19371
2005-10-29Applied my own patch #1341495, in an attempt to fix alignment issuesTorbjörn Andersson
reported by Crilith. To elaborate a bit, the engine no longer accesses resource data through packed structs. Instead it uses memory streams and the READ/WRITE functions. If data is mainly read, not written, I have replaced the old struct with a new one with a read() function to read the whole thing from memory into the struct's variables, and a write() function to dump the struct's variables to memory. In fact, most of these write() functions remain unused. If data is both read and written, I have replaced the struct with a class with individual get/set functions to replace the old variables. This manipulates memory directly. Since I'm fairly sure that these structs are frequently stored as local variables for a script, all script variables (both local and global) are stored as little-endian and accessed through the READ/WRITE functions, rather than being treated as arrays of 32-bit integers. On a positive note, the functions for doing endian conversion of resources and save games have been removed, and some general cleanups have been made to assist in the rewrite. Initial reports indicate that this patch indeed fixes alignment issues, and that I have not - surprisingly - broken the game on big-endian platforms. At least not in any immediately obvious way. And there's still plenty of time to fix regressions before 0.9.0, too. svn-id: r19366
2005-10-23Some more Broken Sword I & II -> 1 & 2 changesMax Horn
svn-id: r19257
2005-10-23Unified Broken Sword 1 & 2 name (instead of I & II) -- usage is more ↵Max Horn
consistent with other numerically numbered games (and also internally consistent). Work in progress. svn-id: r19249
2005-10-18Update FSF address. Eek. Actually that took place on May 1, 2005Eugene Sandulenko
svn-id: r19142
2005-10-17Fixed end credits crash. (See bug #1327650). Actually, there were severalTorbjörn Andersson
more or less serious bugs here: * The fnResetGlobals() function returned IR_CONT. Since it potentially kills its own script resource, this can lead to illegal read accesses. Not it returns IR_STOP instead. This was probably a bug in the original interpreter as well, but it handled memory allocation quite differently so it was probably never an issue. * Since fnResetGlobals() forcibly closes resources, I've changed the closeResource() function to silently ignore requests to close resources where the data pointer is NULL. While it could signify an error, it isn't necessarily so. * Don't force the screen to fade up after the credits -- let the script do it instead. This prevents it from fading up the wrong image. svn-id: r19127
2005-10-17Fixed off-by-one error when decoding the original sound files. I thought ITorbjörn Andersson
had already done this, but I guess not... svn-id: r19126
2005-10-16Don't remove the cursor character from the savegame name until the veryTorbjörn Andersson
last moment. Should fix bug #1327439. svn-id: r19109
2005-10-16There was a mention of the "Expected XXX samples..." error in the IRC logs.Torbjörn Andersson
Without a proper bug report, it's hard to diagnose, but this change might allow it to recover after such an error. Maybe. svn-id: r19108
2005-10-15Try do display the virtual keyboard only when a string input widget has focus.Marcus Comstedt
svn-id: r19102
2005-08-15Fixed long-standing bug with sound decompression that would cause a slightTorbjörn Andersson
pop at the end of some sounds because it was trying to decode one sample too many. svn-id: r18691
2005-08-10Don't explicity check for tremor and vorbis everywhere andJonathan Gray
require both USE_TREMOR and USE_VORBIS to be defined when using tremor. svn-id: r18642
2005-08-10Rest of the changes required for tremor to actually work.Jonathan Gray
Based on patches against 0.7.1 by Jolan Luff. svn-id: r18641
2005-07-30Remove trailing whitespaces.Eugene Sandulenko
svn-id: r18604
2005-07-09This should really be two or three different commits, but I'm too lazy forTorbjörn Andersson
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
2005-06-28Worked around script bug which could cause Nico to be in the wrong state atTorbjörn Andersson
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
2005-06-20WhitespaceTorbjörn Andersson
svn-id: r18415
2005-06-05Removed an old hack that I don't think is needed any more. Clear screenTorbjörn Andersson
when the dialog window is removed. svn-id: r18359
2005-05-31Added keyboard auto-repeat. (I've been meaning to do that for a long time.)Torbjörn Andersson
svn-id: r18302
2005-05-12Whitespace: "(type *)something" instead of "(type *) something", becauseTorbjörn Andersson
that's how we write it in most other places. svn-id: r18069
2005-05-12Moved some more animation stuff out of the Logic class and into theTorbjörn Andersson
increasingly misnamed Router class. (I'll fix the naming later. Probably.) svn-id: r18066
2005-05-11Moved some more stuff to namespace Audio (enough for tonight)Max Horn
svn-id: r18040
2005-05-10Moved class SoundMixer to Audio::Mixer (didn't call the namespace 'Sound' ↵Max Horn
because we already have many classes with that name) svn-id: r18039
2005-05-10Moved (In/Out)SaveFile(Manager) and Timer to namespace CommonMax Horn
svn-id: r18038
2005-05-10Moved class File and the MD5 stuff to namespace CommonMax Horn
svn-id: r18037
2005-05-08Fix doxygen warningMax Horn
svn-id: r17970
2005-05-08Made it possible to quit while the game is asking for a CD.Torbjörn Andersson
svn-id: r17963
2005-05-08Quitting the game now implies that the game is done fading the screen.Torbjörn Andersson
svn-id: r17962
2005-05-08Forgot to remove this.Torbjörn Andersson
svn-id: r17961
2005-05-05Fixed some doxygen warningsMax Horn
svn-id: r17923
2005-05-03More cleanup/restructuring: Moved walk-related code from Logic to Router.Torbjörn Andersson
(I may have to think up some better name for that class later.) svn-id: r17901
2005-05-02Don't let drawSprite() modify the SpriteInfo struct.Torbjörn Andersson
svn-id: r17897
2005-05-02Cleanup. Most of is simply moves the credits code out of Logic and intoTorbjörn Andersson
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
2005-04-27Patch #1186744 (Common line-drawing function)Max Horn
svn-id: r17842
2005-04-25Better support for "seamless" cutscenes, i.e. ones where - in theory - youTorbjörn Andersson
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
2005-04-24Don't wait for the lead-out sound to finish when playing the "shaman"Torbjörn Andersson
cutscene, as it's obviously meant to blend in with the rest of the game. svn-id: r17791
2005-04-24Moved conversation stuff from Logic to Mouse.Torbjörn Andersson
svn-id: r17787
2005-04-23Oops. This should have been removed long ago.Torbjörn Andersson
svn-id: r17768
2005-04-22* Added new virtual base class 'Stream', ReadStream andMax Horn
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
2005-04-20Replaced drawLine() with a shorter version described in Wikipedia. It usesTorbjörn Andersson
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
2005-04-11Initialization fix.Torbjörn Andersson
svn-id: r17535
2005-04-10Initialise _currentRunList to avoid failed assertion when quitting theTorbjörn Andersson
game before it has been initialised the normal way. svn-id: r17519
2005-04-10split SaveFileManager::openSavefile and class SaveFile into two, each, one ↵Max Horn
for loading and one for saving svn-id: r17517