- Added Engine::_targetName whose value is computed from the name of the active domain
- Removed GameDetector::_targetName, instead code now uses either Engine::_targetName or the name of the active domain
- This in turn allowed for removing usage of GameDetector in many places
svn-id: r21916
caused getObjectUnderCursor() select the wrong object because the object list
was no longer guaranteed to be sorted on priority ("mask").
In Future Wars, this made it difficult (impossible?) to pick up the tunic,
because the game would pick the bushes instead, even though the tunic had a
higher priority.
svn-id: r21825
element to the savefile, including data pointers. After reading the savefile,
it would then test if ptr1 was NULL, to see if it should load the object.
I've extended the savefile format with a byte to indicate whether or not ptr1
was non-NULL. This seems to fix the problems I had with with loading savegames,
but of course any old savegame is now even more broken than before.
I still can't seem to get out of the room with the machine, though. Another
regression when migrating the code from cinE, or just my ability to get past
this annoying, timed puzzle?
svn-id: r21772
interface, so it's still even worse than in the original interpreter (just like
in cinE, presumably), but at least it no longer crashes when loading the saved
game, and hopefully the correct palette is saved.
svn-id: r21718
* When I introduced the getNext* helper functions I accidentally used
getNextWord() instead of getNextByte() in one case.
* When splitting the opcodes into separate functions, I noticed that Operation
Stealth has no opcode 0x40, yet it's used. So for now we only warn when
trying to execute an undefined opcode.
svn-id: r21695
regressions, but hopefully not too many. While doing this, I noticed I had
gotten at least one of the stubs I added recently wrong. That's hopefully
fixed now.
svn-id: r21693
function. It's now possible to choose between English and French menus, and the
command string preposition in English is "on", not "sur".
There are still plenty of hard-coded French messages to do with savegame
handling. I haven't done anything about them.
svn-id: r21682
the opcode decoder a bit easier to read. The same change could be made to
decompileScript() as well, but I have a feeling that this function should be
made a standalone tool instead. Particularly considering how much memory it
currently uses.
svn-id: r21679
eight bits. Perhaps it is. But it seems to match the output from DOSbox when
running Future Wars, and I tend to trust DOSbox in such matters.
svn-id: r21658
to interact with the objects in the second room. We were passing the wrong
pointer to gfxConvertSpriteToRaw() in loadCt(), causing page3Raw (which I
believe is an "image" mapping screen coordinates to objects) to be wrong.
svn-id: r21646
objects that were actually loaded from the file, not the ones that were
skipped. This bug was introduced when porting cinE to the ScummVM framework,
and would cause Future Wars to crash after the copy protection screen. Quite
possibly other bugs, as well.
svn-id: r21632