Age | Commit message (Collapse) | Author |
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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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svn-id: r54385
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Since CINE uses Debug Channels, this allows for the interactive setting of debugflags as well as providing a base for adding further debugging commands.
svn-id: r54115
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svn-id: r53738
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svn-id: r53484
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Our warning() and error() functions always add an exclamation mark
to the end of the message anyway.
svn-id: r52791
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svn-id: r52608
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svn-id: r51937
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svn-id: r50945
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svn-id: r50944
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svn-id: r50250
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Without this parameter mass detection gave tons of false alarms.
Use globbing for narrowing down the depth search.
svn-id: r49788
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Bug #2812694: "CINE: Operation Stealth german crash". Our code
assumed that there exists only 256-color version which is not
the case for German version. Added code to store background
format. Old savegames are broken and could not be fixed.
Bumped savefile version.
svn-id: r49699
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svn-id: r49691
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Now AD can search nested directories. By default it is turned off,
but there is new parameter to ADParameters struct. Usually value
of 2 is good enough for all purposes.
svn-id: r49653
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svn-id: r49096
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svn-id: r49095
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svn-id: r48994
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svn-id: r48935
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These functions are only used internally be Engine subclasses, and
by moving them to a separate header we can reduce indirect header
dependencies.
svn-id: r48934
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svn-id: r48843
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svn-id: r48821
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svn-id: r48764
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svn-id: r48637
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when moving).
The regression was caused by r47505.
svn-id: r48373
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svn-id: r48287
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This removes the dependency on array.h from str.h.
Also, begun migration from the confusing type name "StringList" to
the more appropriate StringArray.
svn-id: r48282
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svn-id: r48279
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passing a reference of a Color instance to saturatedAddColor instead of a value.
svn-id: r48006
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palette in Palette::setGlobalOSystemPalette.
svn-id: r48005
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(Hopefully this "workaround" will work also for Chrilith's compiler ;-).
svn-id: r47771
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svn-id: r47770
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something
svn-id: r47766
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svn-id: r47716
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sound/decoders/
svn-id: r47579
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svn-id: r47556
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svn-id: r47541
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disappearing when passing over an empty area with a verb already chosen.
svn-id: r47519
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Copy-pasted X to where Y was meant :-P).
- Hopefully NOW things should work without r33872!
svn-id: r47518
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don't work currently.
svn-id: r47517
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With the latest changes to executePlayerInput we
should now be able to free the girl at the bottom of the
ocean without the r33872.
The commit log from r33872 was:
"Fix for bugging moving at the bottom of the ocean when trying to free the 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: r47516
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couple of TODOs for Operation Stealth.
- NOTE: This doesn't seem to work correctly yet.
My current guess is that it has to do with how
some keyboard events are handled in cine/main_loop.cpp's
processEvent-function and some in cine/various.cpp's
executePlayerInput.
svn-id: r47515
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svn-id: r47513
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