Age | Commit message (Collapse) | Author |
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Checked the logic against the original game
(to be precise, DOS English version from GOG, although I think
AI logic has no significant differences with other versions).
Fixed a *lot* of errors with varying visibility for the user.
Also, save+exit+load sometimes resulted in memory corruption like
((EntityParametersSSII*)(new EntityParametersIIII))->param8 = 0;
load operation did not restore the correct type of NPC logic context,
the default one was used (which also has the smallest sizeof).
Should be fixed now. Save+load is still unusable because it locks
everybody waiting for kActionEndSound (the sound state is not restored),
but, at least, it should not corrupt the memory. Hopefully.
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Some backends may break as I only compiled SDL
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svn-id: r55519
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svn-id: r55511
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This is a first step towards getting rid of all uses of regular printf,
fprintf, vprintf, vfprintf, puts, fputs, etc. in our codebase.
The name format() reflects the purpose of the function, and parallels
String.format() in Java, boost::format, and others.
svn-id: r54004
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svn-id: r53883
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- Implement SaveLoad::writeEntry
- Implement missing saveLoadWithSerializer functions for all serialized classes & structs
- Add stub for SaveLoad::computePadding
svn-id: r53845
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svn-id: r53844
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svn-id: r53745
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Add "time" command to convert between in-game and human-readable forms
Rename "dump" command to "show" and use named parameters instead of index
Add progress and flags options to show command
svn-id: r53715
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svn-id: r53579
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