Age | Commit message (Collapse) | Author |
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This is a left-over vestige of when the gob engine recorded the size
of each variable currently in use, because it byte-swapped all
variables on save/load depending on the machine ScummVM ran on.
The gob engine doesn't do that all anymore (instead, the variables are
always stored in the endianness of the original game), so
getAddressOff8() doesn't store "this is an 8-bit variable" anymore,
making the call a NOP.
This fixes Coverity Scan issue #1267142.
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svn-id: r55653
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svn-id: r55562
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svn-id: r54025
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svn-id: r53950
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Only allow const access through Map::getWayPoint()
svn-id: r53949
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svn-id: r53948
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svn-id: r53792
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svn-id: r49068
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svn-id: r47541
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svn-id: r43900
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just in case
svn-id: r43899
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into 65535 in Map_v2::loadMapObjects. This allows to start the contruction mode and "somehow" use it. (Thanks DrMcCoy for pointing out my errors)
svn-id: r43896
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svn-id: r42894
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svn-id: r42716
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class
svn-id: r41839
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svn-id: r41753
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and is versioned. Unfortunately, this invalidates most save games created on big-endian machines, since endian-issues was a main problem with the old system
- Removed the now superfluous variables sizes
svn-id: r41056
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This should make Woodruff playable on big-endian systems.
svn-id: r32352
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svn-id: r31937
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svn-id: r30238
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been updated.
svn-id: r28966
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svn-id: r28591
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formerly knowns as Gaim) does; added new (incomplete) COPYRIGHT file; updated copyright dates in a few spots
svn-id: r27024
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svn-id: r26369
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- Cutting down the code-dup
- Plucking leaks
- Removing dead/unused code
- Properly naming "word_2342F"-style variables and functions (removing the warnings alongside)
- Fleshing out the "stubby" functions
- Moving functions and variables to more appropriate/logical places
- Re-ordering functions and variables
- Re-structuring functions
- Moving the IMD stuff into a new "Imd" class in the new imd.cpp/.h (still to be completely implemented and cleaned up)
- Formatting
- Getting rid off the classes "Anim", "Pack" and "Timer", along with their files
svn-id: r26252
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it's supposed to check
- Fixed the actor drawn over the background glitch in Bargon Attack
- Plugged some leaks
svn-id: r25651
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- Each save has now its own file (.s??). They also should be endian-safe now
(Can be disabled for testing by uncommenting #define GOB_ORIGSAVES in gob.cpp)
- General endianness-fixes
svn-id: r24794
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- Fixed some mistakes I made in the Parse_v2 functions. Now the goblins
(finally) move. Also, the correct music is played in the first screen.
- Found the hook for the menu
- On freeing a sound slot, only stop the playing music if it's in the
slot to free
svn-id: r23700
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- Updated cursor drawing in general
svn-id: r23429
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svn-id: r23099
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svn-id: r23012
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his boredom. It's the wrong goblin that's deactivated, though.
Also, the entering animation is still missing (now nothing is drawn
instead).
svn-id: r22979
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- Added a memset in Video_v2::SpriteUncompressor(), that should have
been there in the first place; this fixes the tree in GOB2's first room
- Fixed ADL delete[]ing
svn-id: r22917
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- Added Music_Dummy (for --music-driver=null)
- Implemented IMDs. That took longer than I expected...
On the bright side, Ween's intro now plays more correctly
svn-id: r22754
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- Negative frequences?!? Maybe "SFX"?
- No sound for a small part of the intro
(there aren't any sndKeys covering that part either)
- A rythm-instrument (hi-hat?) in the titlemusic isn't played as one
- More differences in the drawing functions fleshed out
- Some of the goblin handling functions written
- More unnamed functions and variables, wheeee...
svn-id: r22410
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