Age | Commit message (Collapse) | Author |
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- Handle the --docdir option which was documented but not accepted.
- Reorder the directory variables and their handling to have the same order
everywhere. This will hopefully make bugs like this harder to happen.
svn-id: r53149
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svn-id: r53148
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This is based on patch #3085298 "overflows in agi and parallaction".
svn-id: r53147
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This is a partial commit of patch #3085298 "overflows in agi and parallaction".
svn-id: r53146
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svn-id: r53145
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svn-id: r53144
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The return value of vsnprintf when the provided buffer is not large
enough to hold the formatted string is implementation-dependent:
C99: The size the formatted string would take up.
MSVC: -1, with no indication of how large the buffer should be.
IRIX: The number of characters actually written, which is at most
the size of the buffer minus one, as the string is truncated
to fit. This means the only way to be sure the entire string
is written is if the return value is less than the capacity - 1.
This change means that whenever we try to format a string where the size
is 1 below the built-in capacity, that the capacity will be needlessly increased.
If this turns out to be problematic we could make this behaviour __sgi conditional.
svn-id: r53143
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* Added teenagent engine souces
* Added some forgotten files for gob and scumm
* Some tweaks to help the simulator targets link
svn-id: r53142
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svn-id: r53141
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svn-id: r53140
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* try to support MacPorts *and* Fink for the (currently not
working? Mac OS X target
* disable C++ exceptions for the release builds, too
* disable SCI32 specific source files for compilation
svn-id: r53139
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Actually, currently all engines are added to the project, but not all
are activated. Enabling and disabling engines is currently not easily
possible from within the project itself. So for now I manually enabled
exactly those engines which configure enables by default.
A proper solution would be to refactor the project, with (sub)targets
resp. (sub)projects for every engine. We might also want to switch the
iPhone port to use dynamic plugins.
svn-id: r53138
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svn-id: r53137
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svn-id: r53136
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svn-id: r53135
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svn-id: r53134
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svn-id: r53133
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svn-id: r53132
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svn-id: r53131
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svn-id: r53130
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svn-id: r53129
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svn-id: r53128
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svn-id: r53127
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svn-id: r53126
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This was very noticeable in the footman conversation music.
svn-id: r53125
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svn-id: r53124
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svn-id: r53123
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In particular, remove references to obsolete files; and sort files in
the project alphabetically.
svn-id: r53122
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svn-id: r53121
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* Add missing M4 source files
* Add missing engine-data files
* Remove redundant library search paths
svn-id: r53120
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svn-id: r53119
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svn-id: r53118
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svn-id: r53117
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svn-id: r53116
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svn-id: r53115
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Ensure the message dialog is wide enough when it contains 2 buttons. This is used by Hugo's engine, e.g. when Exiting the DOS versions.
svn-id: r53114
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svn-id: r53113
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svn-id: r53112
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This should fix the corrupted initial savegame problem
svn-id: r53111
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svn-id: r53110
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svn-id: r53109
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svn-id: r53108
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The Hugo engine currently uses the message dialog. Make sure that
the dialog is always at least wide enough to hold the "Ok" button.
svn-id: r53107
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Add specific parser functions for H1 Dos and H2 Dos
svn-id: r53106
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If I understand this correctly, if the player's desired music driver
isn't supported (e.g. if you have MIDI as default, and haven't said
anything specifically for Maniac Mansion), it tries to pick the
"best" supported music driver instead. In this case, check if PCjr is
supported before picking PC Speaker.
svn-id: r53105
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svn-id: r53104
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svn-id: r53103
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(very noticeable in LOL PC-98)
svn-id: r53102
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A "full palette" is, presumably, 256 colours, not 255.
svn-id: r53101
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svn-id: r53100
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