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This fixes most cases of incorrect palette on savegame loading.
Thanks to yaz0r for this fix.
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Traced with gdb to sound.cpp:792 i.e. _fadeOutTimer infinite loop.
This bug was introduced by the addition of the MT-32 output driver for
Future Wars and associated mutex changes.
The _fadeOutTimer increment is done by the timer callback occuring
during the load method call, but this was excluded by the mutex.
Fixed by moving the mutex in the load method.
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Since the cine engine's support for Operation Stealth is still
incomplete with significant GFX glitches, this should be marked
as "ADGF_UNSTABLE" to warn users and prevent invalid bug reports.
However, it should be noted that the game is completable.
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ALL: Avoid using is* macros from ctype.h
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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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