Age | Commit message (Collapse) | Author |
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find -name '*.h' -or -name '*.cpp' | xargs sed -r -i 's@\(([A-Za-z0-9]+)\*\)@(\1 *)@g'
This seems to have caught some params as well which is not undesirable IMO.
It also caught some strings containing this which is undesirable so I
excluded them manually. (engines/sci/engine/kernel_tables.h)
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On some systems, passing signed chars to macros like isspace() etc. lead
to a runtime error. Hence, mark these macros as forbidden by default,
and introduce otherwise equivalent alternatives for them.
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This also reverts 42fd6975447b99f4a66ec411a62def2b3b49c5d6, which was wrong,
since I misread the assembly. Ooops.
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an GM device.
The driver is really specific to the Roland MT-32 right now, since it uses
MT-32 specific sysEx messages to setup instruments etc.
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callback in an extra thread.
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The driver is based on Future Wars. I do not own Operation Stealth, thus I do
not know whether it works fine for it.
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This makes the name match with the name of the STL function with the same
behavior.
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As far as I can tell, it converted the selection back to Y coordinate
for no apparent reason.
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This fixes a potential problem with passing char values that would be sign-extended and yield unexpected results.
See http://msdn.microsoft.com/en-us/library/ms245348.aspx
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This tries to make our code a bit more compliant with our code formatting
conventions. For future use, this is the command I used:
git ls-files "*.cpp" "*.h" | xargs sed -i -e 's/[ \t]*$//'
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This includes a renaming of ADObsoleteGameID to Engine::ObsoleteGameID,
and AdvancedDetector::findGameID now is Engines::findGameID.
Doxygen comments were added or improved
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Safer and less portability issues.
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This also removes the dependency of engines on the event recorder header
and API, and will make it easier to RandomSources that are not properly
registered.
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This unifies the engine names in MetaEngine::getName() and the
credits. In particular drop "Engine" or "engine" from the names when
it was present and use expanded names in credits when the
MetaEngine uses it (e.g. "Beneath a Steel Sky" instead of "BASS").
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Some backends may break as I only compiled SDL
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MKID_BE relied on unspecified behavior of the C++ compiler,
and as such was always a bit unsafe. The new MKTAG macro
is slightly less elegant, but does no longer depend on the
behavior of the compiler.
Inspired by FFmpeg, which has an almost identical macro.
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Found by GCC 4.6's -Wunused-but-set-variable
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Add syncSoundSettings() to set the volume for kPlainSoundType and
respect the global mute setting
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This silences the warnings and a basic playtest has shown no issues.
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svn-id: r55850
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svn-id: r55818
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svn-id: r55806
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Rats' Maze.
This converts the assertion on selection of null background into a test and warning.
svn-id: r55201
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Scene 8 (Rats' Maze).
These arcade puzzles are hard, but solvable. This command is intended to aid debugging and rapid playtesting.
svn-id: r55198
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values of rotation.
This fixes the assert in Operation Stealth in Scene 7 when the Russians mount the Jetskis.
svn-id: r55195
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Labyrinth Maze.
It is now possible to open the office safe and get the envelope, though the engine now asserts with a palette issue in the next scene as the Russians board the Jetskis.
svn-id: r55194
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Playtesting.
This command activates a cheat for the Operation Stealth Scene 6 arcade section i.e. Chased by Guards in Labyrinths in Otto's Mansion. These puzzles are quite hard and thus discourage playtesting beyond this point, especially since it is not possible to save (This may be a bug compared to the original interpreter).
Also, added extra debug output to aid script debug output.
svn-id: r55189
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svn-id: r55186
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svn-id: r55091
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The collisionPage is only initialised with values when loadCtFw() / loadCtOS() is called.
However, currently during the display of the Delphine Software Logo in Operation Stealth,
checkCollision() is called, but the collisionPage has not been loaded.
To fix the invalid reads, have added code to set the page to zero after allocation.
Shouldn't cause any issues to FW as this will load over the top anyway.
Have also added debug output around this behaviour so that if this is not sufficient i.e. a collision page load is actually missing, then this will aid investigation.
svn-id: r55071
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This leakage was reported by Valgrind while playing Operation Stealth.
svn-id: r55070
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Found this using Valgrind when loading a Future Wars savegame from the launcher.
Occurs since the load() method called stop() but this did not unload() the allocated playing
resource data unless it was still playing. Fixed in stop() by calling unload() in all cases.
svn-id: r55059
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svn-id: r55058
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svn-id: r54815
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