Age | Commit message (Collapse) | Author |
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svn-id: r55792
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svn-id: r55611
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Shorten long lines to increase readability.
svn-id: r55610
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Not that I understand exactly what this function does, but since it's
a piece of debug code I figure I don't really have to.
svn-id: r55608
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Turned 'no answer selected' into a constant.
svn-id: r55607
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Hide mood and balloon winding extraction into Question and Answer objects.
svn-id: r55606
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Encapsulate text comparison into string owners and removed some ugly
double negative logic.
svn-id: r55605
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svn-id: r55604
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Skip a 'runanswer' state when the text of the only answer available is 'null'.
svn-id: r55603
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Print out the current question or the available answers when debug level is 9.
svn-id: r55602
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svn-id: r55601
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Some dialogue answers are set to the literal 'null', which is used in NS to
simulate a fixed monologue ('null' instructs the engine to jump to the first
entry in the list of available questions, which is always made of a single
item in this case).
BRA has flexible monologues that depend on the game state, so this patch goes
and checks all the available branches before picking the correct one.
svn-id: r55591
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svn-id: r55590
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svn-id: r55510
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This will now avoid invalid memory reads and instead emit warnings if it is called with values outside of the expected data buffer or on a NULL buffer.
svn-id: r55492
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svn-id: r55392
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Amiga Demo.
These were found using Valgrind.
svn-id: r55369
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Walking now works correctly, with no valgrind issues, lockups or assertions.
svn-id: r55281
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svn-id: r55280
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* Renamed and retyped "int _fieldC" to "bool _stillWalkingTowardsNode" to aid readability and clarity of code. Thanks to fuzzie for naming.
* Added assertion to prevent use of invalid memory as reported by Valgrind when walk point p is constructed from an empty list.
* Added code to stop walk if buildPath fails, though this causes an assertion instead currently.
svn-id: r55279
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This command forces the mouse state to Enabled and Visible.
This is intended to help playtesting in Big Red Adventure, which has an issue currently with the mouse pointer getting stuck in the hidden state in some cases.
svn-id: r55234
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The automatic destruction of engine member "_char" of type Character at end of the destructor causes an invalid read in the destruction of the AnimationPtr which is a SharedPtr. To stop this happening, the SharedPtr is reset() prior to the destruction of Gfx, so it's dependencies on Gfx are still present. This will affect Nippon Safes as well as Big Red Adventure, but is unlikely to cause any issues and it is likely this exists in NS as well.
Thanks to fuzzie for this code.
svn-id: r55233
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svn-id: r55232
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This corrects the Valgrind invalid reads associated with the IS_PATH_CLEAR() check reading beyond the data buffer and probably improves the pathfinding behaviour.
Thanks to fuzzie for suggesting this patch.
svn-id: r55231
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svn-id: r55229
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svn-id: r55226
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svn-id: r55225
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Code.
svn-id: r55221
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Red Adventure.
svn-id: r55220
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svn-id: r55148
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* Do not restart character theme is already playing.
* Play the correct tune in the night club.
* Do not play muisc in the location meant to be silent.
svn-id: r55147
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svn-id: r55146
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svn-id: r55091
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show. This fixes bug #3135782.
svn-id: r54882
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TYPE markers. This fixes bug #3131769.
svn-id: r54879
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svn-id: r54815
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svn-id: r54385
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Also renamed the source/header files, now they are more closely
aligned to how we rename most other source files
svn-id: r54264
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svn-id: r54031
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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: r53738
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r50042. Patch #3089932 by fuzzie.
svn-id: r53702
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fuzzie.
svn-id: r53701
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svn-id: r53484
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svn-id: r53161
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This is a partial commit of patch #3085298 "overflows in agi and parallaction".
svn-id: r53146
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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: r52610
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* Remove _isAttached member var and isAttached method
* Engines now always call the onFrame method; whether it does
something is decided by the debugger class resp. its subclasses
* Make detach() protected instead of private, so that subclasses
can invoke it
* Remove _detach_now member var (call detach() instead).
* Rename _frame_countdown to _frameCountdown and properly
document it.
* Add more doxygen comments
* Cleanup
svn-id: r50963
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Patch #3021744 by fuzzie with some comments.
svn-id: r50363
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