Age | Commit message (Collapse) | Author |
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Currently translated at 92.3% (887 of 960 strings)
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Currently translated at 100.0% (960 of 960 strings)
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SDL does not like this and will raise an assertion when built with
internal SDL assertions turned on. With internal assertions turned
off, it will still call SDL_SetError any time a null pointer is
passed, though it will not raise an assertion or crash.
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This reverts commit bf69b25e33189581848412e77624865aa55ba234.
The original game had slight differences between the code for each
chapter. Part of these changes was to simplify the code and unify
some of these differences, particularly in the checks for clickable
areas, where the code is using Common::Rects with contains() now.
I have play tested the whole game with these changes, there are no
visible regressions, and the game is still completable. Thus, I'm
restoring the changes to the engine.
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This reverts
1f1d8607 DRASCULA: Merge the floor coordinates into _walkRect
1e1b6f7c DRASCULA: Rename gotoObject() to walkToPoint() and simplify it
2bf05c2a DRASCULA: Clean up room variables, and simplify some related checks
Reverting due to unanswered questions about why the changes in behaviour
in 2bf05c2a746065f373ac136c994714dae376cdbc are correct.
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Currently translated at 90.8% (872 of 960 strings)
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Fixes a crash on exit when using a non default GUI font.
Possibly fixes #10318.
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drascula.dat file version bumped
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The commit message of 2739d8fa2 says this is for the French version. The
language was set to English by mistake.
Ref#6548
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When the Ex memory regions are close to full, it is possible for
the game to fail to purge objects and then crash with an OOM error
even if it isn't actually out of memory. This patch calculates the
amount of free memory truly needed when allocating to Ex memory to
allow exactly the entire frame & text regions to be used, instead
previously where a hard-coded amount of free space to maintain was
used, which guaranteed that the entire memory region could not
actually be used by the game.
This change may be masking some underlying memory leak, or it may
just be that near the end of the game the game naturally comes
close to reaching the maximum memory region size. For the moment,
I am assuming the latter.
This commit also adds some assertion checks to the memory transfer
functions to make sure the regions don't quietly overflow in other
cases, since pickupConts performs transfers in a manner that
doesn't ensure enough free memory exists for them to be successful.
Fixes Trac#6820.
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Fixes Trac#6272.
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Currently translated at 100.0% (960 of 960 strings)
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Since lua_pushlightuserdata and lua_touserdata operate on (void *)
values, it is tricky to fix these warnings "correctly" without looking
at invasive changes to a significant amount of Lua internal code.
Since these pointers to consts are already being recast to drop the
const qualifications, then removing the const on the underlying value
declaration does not further expose this to change and stops the
compiler warnings associated with this.
Anyone with a better fix for this can restore the const
qualifications later.
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Port of the fix from 0d8afad55.
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Thanks to garethbp for discovering the issue and providing a fix.
Fixes Trac#6468.
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Due to the need to calculate the audio duration with millisecond
precision from the file size, it is possible to overflow a 32-bit
integer in games with long background audio loops, like RAMA,
during the calculation of the duration.
It is also not necessary to give some framerate here, so eliminate
the unnecessary explicit Timestamp construction with the second
argument.
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The game reads until it sees 0xFF, which is not until frame 14 for
some animations in the first interactive room of the game. This
happened to work previously because the struct is packed so it
would read into the b31.. members, but this was still technically
an out-of-bounds read.
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Currently translated at 100.0% (960 of 960 strings)
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