Age | Commit message (Collapse) | Author |
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svn-id: r19257
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consistent with other numerically numbered games (and also internally consistent). Work in progress.
svn-id: r19249
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svn-id: r19142
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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
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had already done this, but I guess not...
svn-id: r19126
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last moment. Should fix bug #1327439.
svn-id: r19109
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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
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svn-id: r19102
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pop at the end of some sounds because it was trying to decode one sample
too many.
svn-id: r18691
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require both USE_TREMOR and USE_VORBIS to be defined when
using tremor.
svn-id: r18642
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Based on patches against 0.7.1 by Jolan Luff.
svn-id: r18641
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svn-id: r18604
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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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