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2008-08-15Fixes for Cine engine loading from launcherChristopher Page
svn-id: r33914
2008-08-15Defined some MetaEngineFeatures for the engines, the launcher uses these ↵Christopher Page
features to allow/disallow loading and deleting saves svn-id: r33909
2008-08-14Moved showing of the collision page from Alt-key to F11-key because Alt ↵Kari Salminen
conflicted with taking screenshots using Alt-s. Great. Hopefully F11 doesn't conflict with anything useful. svn-id: r33877
2008-08-14Fix for bugging moving at the bottom of the ocean when trying to free the ↵Kari Salminen
girl from the ropes and swimming to the surface. Some global variables related to mouse position weren't being updated in executePlayerInput, now they are and things seem to work. Also enables moving in the labyrinth arcade sequence at the palace. svn-id: r33872
2008-08-14Added debug showing of the collision page when pressing the Alt key. Alt ↵Kari Salminen
isn't used for anything else so one might as well use it for this. svn-id: r33871
2008-08-13Type 21 overlay comment update (Found the drawing routine in the disassembly ↵Kari Salminen
and checked the original for how the oxygen gauge during the first arcade sequence looks like. They're some kind of sprites most likely and not just simply filled rectangles). svn-id: r33826
2008-08-12Hopefully fixes 'Conditional jump or move depends on uninitialised value(s)' ↵Kari Salminen
Valgrind warning at sound.cpp:611. svn-id: r33812
2008-08-12Fixed drawPlainBox's boundary checking (It wrote outside the screen ↵Kari Salminen
occasionally). Now using the Common::Rect for clipping, yay! It's good. svn-id: r33811
2008-08-12Added possibility to get the read resource's size from readBundleFile. Made ↵Kari Salminen
loadMsg handle input data that has empty strings residing just beyond the input buffer (Thanks Valgrind :-)). svn-id: r33810
2008-08-12fix typo 'baclup' -> 'backup'Joost Peters
svn-id: r33809
2008-08-12Fix for GCC warning in OSRenderer::renderOverlay: declaration of 'len' ↵Kari Salminen
shadows a previous local. svn-id: r33808
2008-08-12Tiny comment fix.Kari Salminen
svn-id: r33807
2008-08-12Implemented Operation Stealth's makeCommandLine.Kari Salminen
svn-id: r33805
2008-08-12Implemented Operation Stealth specific parts of processInventory and added ↵Kari Salminen
another mouse button waiting loop into the function's end (It's in both Future Wars and Operation Stealth). Fixes inventory showing in Operation Stealth. svn-id: r33795
2008-08-12Changed commandBuffer from a char[80] to Common::String and made ↵Kari Salminen
FWRenderer::setCommand use a Common::String. Hopefully this might help with the command buffer overflow stuff, although this isn't a fix for the problem behind it, just a bandaid. svn-id: r33793
2008-08-11Made Operation Stealth's action failure messages use a background color set ↵Kari Salminen
by the opcode 0x49 'o1_setDefaultMenuBgColor'. Should fix the 'text hard to read' problems. svn-id: r33792
2008-08-11Implemented drawMessage changes for Operation Stealth's timed cutscenes ↵Kari Salminen
(Negative colors are used for timed text boxes that are totally transparent, only the text is drawn). svn-id: r33790
2008-08-11Moved fontParamTable inside TextHandler struct and made it a constant size ↵Kari Salminen
as that's what it is (No need for using malloc & free anymore). Previously we would've tried to free an array that wasn't heap-allocated in freePoldatDat (Freeing fontParamTable_standard or fontParamTable_alt), that's fixed. svn-id: r33786
2008-08-11Changed palPtr from a pointer to a Common::Array named palArray. Removed ↵Kari Salminen
palEntriesCount variable as it's now equivalent to palArray.size(). svn-id: r33785
2008-08-11Removed textDataPtr pointer as it's not used beyond the loadTextData ↵Kari Salminen
function. Reworked loadTextData a bit so there are no two loops for the same thing (Also renamed some of the local variables). svn-id: r33784
2008-08-11Changed partBuffer from a pointer to a Common::Array. Removed ↵Kari Salminen
numElementInPart variable as it's now equivalent with partBuffer.size(). svn-id: r33783
2008-08-11Added a safeguard to readBundleFile so it shouldn't corrupt memory even if ↵Kari Salminen
the input says the data's unpacked size is less than its packed size (This shouldn't ever happen with non-corrupted data). svn-id: r33782
2008-08-11Changed readBundleFile to unpack data in-place and added debugging messages ↵Kari Salminen
to the function. svn-id: r33781
2008-08-10Merged revisions ↵Christopher Page
33719,33721-33723,33725-33727,33729-33730,33733,33736,33742,33754,33756,33758,33761,33763,33766 via svnmerge from https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/trunk svn-id: r33769
2008-08-09Converted zoneData and zoneQuery tables from plain array types to ↵Kari Salminen
Common::Array. Should help catch out of bounds access errors that may cause memory corruption. svn-id: r33727
2008-08-09Converted animDataTable from a plain array to a Common::Array. Should help ↵Kari Salminen
to catch out of bounds access errors which may cause memory corruption. svn-id: r33726
2008-08-09Converted objectTable from a plain array to a Common::Array. Should help to ↵Kari Salminen
catch out of bounds access errors that may cause memory corruption. svn-id: r33725
2008-08-09Made type 21 & 22 overlays not be flipped (The oxygen gauge looks actually ↵Kari Salminen
better when it reaches zero this way although in its fully charged state it still does look a bit off. Disassembly seems to agree with not flipping the overlays so I'm going with this one for now). svn-id: r33722
2008-08-09Made drawPlainBox's effective width and height always at least one.Kari Salminen
- Makes oxygen gauge during first arcade sequence visible as it gave drawPlainBox a height of zero. Made type 21 overlays be drawn as type 22 (Filled rectangle). - For an example the oxygen gauge during the first arcade sequence is a type 21 overlay. Flipped type 21 & 22 overlays as it looks correct for the oxygen gauge. These features are quite WIP, they need testing to see if they're correct. svn-id: r33721
2008-08-09Merged revisions ↵Christopher Page
33632-33633,33635,33637,33639-33640,33642-33645,33648,33654-33655,33664,33667-33670,33673-33674,33678,33682,33686-33691,33693,33696,33698,33700,33703,33708,33710,33712-33714,33716 via svnmerge from https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/trunk svn-id: r33720
2008-08-09Added preliminary version of drawing type 22 overlays (Such overlays are ↵Kari Salminen
added with opcode 0xA4 (o2_loadMask22) and removed with opcode 0xA5 (o2_unloadMask22)). Things might be wrong so needs testing! WIP! svn-id: r33713
2008-08-09Added updating of global variable var5 to Operation Stealth's renderOverlay ↵Kari Salminen
function's type 20 overlay case (Previously var5 wasn't updated anywhere!). Also added a lower bound for var5's value into a comparison (Previously only the upper bound was tested for). svn-id: r33712
2008-08-09Removing moving with keys qweasdzxc for now because they messed with ↵Kari Salminen
savegame name typing. One can move with the cursor keys anyway. svn-id: r33710
2008-08-09Small cleanup: Renamed rol to rolByte and made it handle all cases.Kari Salminen
svn-id: r33708
2008-08-08Added detection entry for the Sony published CD version of Future Wars.Kari Salminen
Also added decrypting of the crypted AUTO00.PRC for this particular version. Now this version should work but no CD audio support for it yet though. svn-id: r33703
2008-08-08Partially fix Adlib volume setting in Cine (Now uses music volume for Adlib ↵Kari Salminen
volume, previously always played with full volume. Doesn't differentiate between playing sound effects and music!). svn-id: r33700
2008-08-08Added basic moving using keyboard (Only works in Operation Stealth at the ↵Kari Salminen
moment): - Should make it possible to complete the first arcade sequence legitimately Renamed input variables (Their names were mixed up between Future Wars and Operation Stealth): - Future Wars's inputVar1 -> egoMovedWithKeyboard - Future Wars's inputVar2 -> xMoveKeyb - Future Wars's inputVar3 -> yMoveKeyb - Operation Stealth's inputVar0 -> xMoveKeyb - Operation Stealth's inputVar1 -> yMoveKeyb svn-id: r33698
2008-08-07Implemented game speed changing by pressing - or + to e.g. ease testing.Kari Salminen
svn-id: r33689
2008-08-07Added precautionary tests to background scrolling function in Operation ↵Kari Salminen
Stealth to avoid possible memory corruptions. svn-id: r33688
2008-08-07Made drawPlainBox handle border cases so it won't corrupt memory so easily. ↵Kari Salminen
This may help with some memory corruption issues when for an example trying to draw the player's command string out of screen. svn-id: r33687
2008-08-07Fix for popup boxes sometimes blocking animation when they shouldn't in ↵Kari Salminen
Operation Stealth: - Made waitForPlayerClick updating more like in the original. - Moved removeMessages to after the frame drawing in main loop hoping to be more like the original. - Added an additional test to Operation Stealth's implementation of overlay type 2 drawing. - Added an additional parameter incrementing and testing to Operation Stealth's removeMessages. Hopefully this won't cause any regressions in Future Wars! svn-id: r33686
2008-08-06HACK: In Operation Stealth after the first arcade sequence jump player's ↵Kari Salminen
position to avoid getting stuck. The player's position is changed only by *one* pixel but it helps and makes it possible to carry on with the game (Previously the player was totally stuck). svn-id: r33673
2008-08-06Tiny comment update to loadCt-opcodes: Load collision table data.Kari Salminen
svn-id: r33670
2008-08-06Renamed page3Raw to collisionPage so it's more apparent what it does.Kari Salminen
svn-id: r33669
2008-08-06Add 320x200 screen bounds checking to Operation Stealth's checkCollision ↵Kari Salminen
function. Fixes teleporting bug when getting out of the water after first arcade sequence. The player previously got teleported to the beach near the hotel. Now it doesn't happen. The player is still caught motionless and can't move after this fix though... svn-id: r33668
2008-08-06HACK: Force oxygen to maximum during Operation Stealth's first arcade sequence.Kari Salminen
This way the arcade sequence is completable now. This hack should be removed later and the first arcade sequence be made properly playable! svn-id: r33667
2008-08-05Workaround for missing player character animation when exiting the airport ↵Kari Salminen
in Santa Paragua in at least the 256 color PC version of Operation Stealth. svn-id: r33644
2008-08-05Made rest of resource loading functions used in loadResource return -1 on error.Kari Salminen
This fixed a crash in Operation Stealth when walking out of the airport (Some file couldn't be opened and the game crashed because of that. Now it doesn't crash but handles the missing file gracefully). svn-id: r33643
2008-08-05Add detection entry for a previously unrecognized 16 color PC version of ↵Kari Salminen
Operation Stealth (The John Glames variant). svn-id: r33642
2008-08-05Fix prompt updating regression introduced in r32257:Kari Salminen
Previously prompt didn't get updated all the time, like e.g. when selecting EXAMINE and moving the cursor over to DOOR and then moving the cursor to a place where there was no selectable object. The prompt would've still shown "EXAMINE DOOR", now it shows just "EXAMINE" which is correct AFAIK. svn-id: r33637