Torbjörn Andersson
0e2c7d6d7f
Let displayMessage() restore the mouse pointer to the standard BS1 arrow
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once it's done.
svn-id: r14258
2004-07-18 17:47:19 +00:00
Torbjörn Andersson
613642efd0
Open the control panel on both F5 and ESC, like the original did.
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svn-id: r14222
2004-07-16 06:57:47 +00:00
James Brown
9756a420a3
Use extrapath in Sword1 engine (from 0.6.0 branch). More verbose errors to go with the forthcoming new manual. Sword1 CD swapping doesn't work as expected HERE, either :)
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svn-id: r14188
2004-07-11 04:41:48 +00:00
Torbjörn Andersson
6b99d5a971
Added "MUSIC" / "music" to the list of default directories.
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svn-id: r14100
2004-06-28 08:45:09 +00:00
Max Horn
53af3dc670
Enhanced default directory support in the File class; now one can specify arbitrary many default search directories
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svn-id: r14095
2004-06-28 00:06:31 +00:00
Max Horn
b8ad54b3af
Reversed param order of File::open() -- this allowed me to get rid of a few more getGameDataPath() calls
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svn-id: r14090
2004-06-27 22:14:35 +00:00
Max Horn
6b722ff11b
Added Engine::_saveFileMan; thus was able to get rid of auto_ptr usage again
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svn-id: r14058
2004-06-25 22:39:21 +00:00
Max Horn
7a8d469c66
Use auto_ptr to avoid leaks
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svn-id: r14057
2004-06-25 22:12:57 +00:00
Torbjörn Andersson
d40de10534
Some usability fixes to the control panel code:
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* Draw a blinking cursor when typing savegame names. (Bug #908679 )
* Number the savegame slots. At the moment they are numbered differently
than in BS2 in that they start on 1 instead of 0. As far as I recall,
this was the case with the original engine as well, but we may want to
reconsider.
* Added scroll wheel support. This wasn't in the original, but it's a nice
thing to have. Particularly since the scroll buttons don't repeat. (It
would be nice if they did.)
I would like this patch to be considered for 0.6.1, if there aren't any
obvious problems with it.
svn-id: r13833
2004-05-12 06:21:44 +00:00
Torbjörn Andersson
7b9f508729
This fixes bug #917427 , a masking problem, hopefully without causing any
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regressions.
What the patch does is to make sure to check all layers when masking a
sprite, since it's possible that it's being masked by several layers at the
same time. The old code simply picked the first masking layer.
svn-id: r13744
2004-05-02 13:54:05 +00:00
Max Horn
b6a4610a77
be tolerant against abuse of ConfMan.getInt(); add missing default value for 'speech_volume' in bs1
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svn-id: r13435
2004-03-31 18:00:46 +00:00
Max Horn
933aab3100
Use vsprintf instead of vsnprintf: more portable, less safe (but then again, vsnprinft isn't that safe either)
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svn-id: r13434
2004-03-30 22:56:57 +00:00
Paweł Kołodziejski
70545f2c01
please fix
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svn-id: r13433
2004-03-30 07:11:01 +00:00
Max Horn
14378cb56e
Renamed more OSystem methods
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svn-id: r13410
2004-03-28 16:30:50 +00:00
Max Horn
9d89a5f543
Fix bug #920491 (BS1: Game crashes when savepath is invalid)
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svn-id: r13396
2004-03-28 12:59:51 +00:00
Torbjörn Andersson
afefe7dcfa
Use the binary .pal file format that was introduced for 0.6.0.
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Invalidate the lookup table when the screen changes. (TODO: We also have to
invalidate it if the change happens between cutscenes, don't we?)
Some cleanup, particularly in the BS2 cutscene player. More needed, I
guess...
svn-id: r13377
2004-03-24 07:29:59 +00:00
Max Horn
3fddbc18d6
Unify MPEG2 code even more
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svn-id: r13365
2004-03-23 00:10:18 +00:00
Max Horn
d24be923f3
share 'init' method, too
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svn-id: r13361
2004-03-22 20:46:30 +00:00
Max Horn
838d3e3a93
some more cleanup
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svn-id: r13359
2004-03-22 01:40:24 +00:00
Max Horn
4466a85598
move commong code into separate source file (more could be done, but it's a start)
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svn-id: r13358
2004-03-22 01:28:45 +00:00
Max Horn
a9789acfc6
Moved Surface/Font code into new 'graphics' module
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svn-id: r13357
2004-03-21 21:20:25 +00:00
Max Horn
b94448514e
Unify a bit more...
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svn-id: r13354
2004-03-21 18:49:04 +00:00
Max Horn
f8610cd1c5
fix doxygen-comment mistakes
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svn-id: r13286
2004-03-15 00:55:44 +00:00
Torbjörn Andersson
1f5d4dcd23
When both music channels are used, and a third piece of music starts,
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silence the channel that appears to be closest to silence already. This is
the same method I used in BS2, and it might fix a glitch I heard at the
Club Alamut.
svn-id: r13234
2004-03-13 12:04:18 +00:00
Torbjörn Andersson
711f925f69
Always play the "current music" after restoring a savegame, even if it's 0.
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If it is, all that happens is that it silences the music. Otherwise, the
current music that was playing before the game was restored will keep
playing afterwards.
(One example of this: I went into the Hotel Ubu and restored a savegame at
the hospital. The piano music kept playing in the background.)
svn-id: r13230
2004-03-12 08:21:01 +00:00
Robert Göffringmann
8b39133cab
changed workaround again, it's also needed when entering the room, not only when restoring a savegame.
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svn-id: r13216
2004-03-07 19:24:41 +00:00
Robert Göffringmann
757bc4cec6
work around script bug #911508 BS1: Crash when loading certain savegames
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svn-id: r13215
2004-03-07 19:14:32 +00:00
Torbjörn Andersson
de848a5d80
Removed obsolete warning message from fnPlaySequence().
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svn-id: r13195
2004-03-05 07:39:28 +00:00
Nicolas Bacca
9e1fa63575
Apply patch #907359 : Broken Sword videos improved frameskip
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svn-id: r13180
2004-03-04 18:54:35 +00:00
Torbjörn Andersson
1db5ef710e
Set the wantFade variable in initialize() as well. Otherwise it'll be false
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if you use the start-up dialog to restore an old savegame.
svn-id: r13164
2004-03-03 07:37:46 +00:00
Nicolas Bacca
30d169d2be
Display keyboard when saving
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svn-id: r13151
2004-03-02 19:47:17 +00:00
Torbjörn Andersson
82c451774c
When scrolling, force a full redraw not only when the scroll offset changes
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but also on the first frame where it doesn't. This is necessary because
parallax layers may be drawn on the *old* scroll offset (for reasons
unknown to me).
To see the bug, walk right from the first screen until you reach the tree.
Notice how the part of the tree you walk behind gets redrawn slightly to
the left.
svn-id: r13120
2004-03-01 08:04:10 +00:00
James Brown
b77231a9a3
Fix from Roever for bug #892827
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svn-id: r13107
2004-03-01 04:05:10 +00:00
Max Horn
c6752cccf5
renamed more OSystem methods to follow our naming scheme; renamed NewGuiColor to OverlayColor; fixed some calls to error() in the SDL backend
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svn-id: r13087
2004-02-28 12:58:13 +00:00
Max Horn
d158280425
the OSystem changes we discussed on the ML (note: renaming of the existing OSystem API is not yet finished); porters will have to fix their ports to get them to compile again
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svn-id: r13036
2004-02-24 22:39:42 +00:00
Nicolas Bacca
e469cd43a7
Avoid deadlock in MPEG-2 cutscenes + slow devices
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svn-id: r12996
2004-02-22 18:13:54 +00:00
Torbjörn Andersson
e40e3dd530
Cody56's fix for a minor graphics glitch.
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<Cody56> but don't commit it to the 0.6.0 branch
svn-id: r12993
2004-02-22 16:31:32 +00:00
Torbjörn Andersson
95831a2d5b
Free _screenBuf and _screenGrid before allocating new ones.
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svn-id: r12990
2004-02-22 16:09:34 +00:00
Max Horn
aa6ec62e9d
Patch #885904 (Flac Support) with some tweaks by me
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svn-id: r12984
2004-02-22 14:11:16 +00:00
Max Horn
1d7eafe675
unified code a little
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svn-id: r12974
2004-02-21 20:00:51 +00:00
Torbjörn Andersson
55556c813c
Proper handling of BS2 cutscene lead-outs, plus some other minor fixes.
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svn-id: r12907
2004-02-15 14:22:54 +00:00
Travis Howell
154bd9e3c5
Fix for valgrind warning (From LavosSpawn)
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svn-id: r12846
2004-02-13 11:04:15 +00:00
Nicolas Bacca
3c6114bd9c
Check for MP3 file in Broken Sword cutscenes - useful for WinCE backend as Tremor crashes for no specific reason (help appreciated :p) here
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svn-id: r12837
2004-02-13 00:54:58 +00:00
Torbjörn Andersson
447e8d9386
Updated the cutscene playback code to use the new "elapsed time" mixer
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function.
svn-id: r12831
2004-02-12 17:16:38 +00:00
Travis Howell
587622d664
More cutscene fixes from roever
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svn-id: r12774
2004-02-08 14:11:11 +00:00
Max Horn
f59eb3b219
renamed (Const)Iterator to (const_)iterator; changed size() to return an uint
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svn-id: r12722
2004-02-05 00:19:57 +00:00
Max Horn
25e2688b4d
help poor VC7
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svn-id: r12711
2004-02-01 21:10:26 +00:00
Max Horn
da76ac5890
Various changes to the build system which allow building ScummVM in an external directory (and as such, allow you to have a debug, a profiling, and a release build from the same set of source files in parallel). Work in progress
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svn-id: r12680
2004-01-30 21:54:28 +00:00
Max Horn
2f8d19d004
avoid using huge static structs - they can't be stripped, and increase the exe size (in this case, 16 MB...)
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svn-id: r12678
2004-01-30 20:57:23 +00:00
Max Horn
4dab40f123
fix whitespaces (we should eventually try to remove this code duplication again, folks. maybe add a 'video' global module or so...)
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svn-id: r12676
2004-01-30 20:47:21 +00:00