Age | Commit message (Collapse) | Author |
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A new header file common/forbidden.h is included by scummsys.h and it
re-#defines numerous symbols like fopen(), fread(), system(), etc. with
garbage, in order to provoke compile errors in any code using them.
If a .cpp file really *must* use any of these (e.g. because it is a
backend file), then these redefinitions can be disabled by #defining
FORBIDDEN_SYMBOL_ALLOW_ALL as the first thing in the .cpp file. Whenever
this is done, an explanatory comment should be added.
Note that this system cannot catch all "bad" usages (notably the Lua
code in the sword25 engine), as it can only work if scummsys.h is
included.
svn-id: r53961
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svn-id: r53959
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svn-id: r53958
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These are not portable, and (at least in the current code)
do nothing useful either: a file is opened, and closed again,
in write mode. At most this may create / delete the file.
But since the method containing this code is never called...
svn-id: r53957
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- suppress two useless variables
- initialize some variables
svn-id: r53956
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svn-id: r53955
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(Vaelan's Cube can be duplicated at Scotia's Barrier)
This is a bug in the game data of early unpatched floppy versions.
This can also be fixed by applying the official patch (ftp://ftp.westwood.com/pub/lands1/updates/lolus123.exe).
svn-id: r53954
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svn-id: r53953
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svn-id: r53952
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Removing the need to pack that struct
svn-id: r53951
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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: r53947
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- Move enum Direction out of class Map
- Convert kLeft et al into a proper enum RelativeDirection
svn-id: r53946
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svn-id: r53945
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in the dolphin room"
svn-id: r53941
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svn-id: r53940
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Once the audio buffer has been queued in the audio stream, the Theora
decoder is no longer responsible for it. It has to allocate a new
audio buffer for the next set of audio data.
Of course, at the moment the audio is pretty useless because the
playback speed is all wrong.
svn-id: r53939
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Even though our video player does not (yet) support audio, we need to
adjust the values of _audiobufFill and _audiobufReady as if it did, or
it will never realize it has reached the end of the cutscene.
Also fixes what looks like a typo in audio data clipping.
svn-id: r53938
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svn-id: r53937
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svn-id: r53936
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As a nice side effect, this gets rid of 25 out of 64 occurrences
of nullContext in the TINSEL code.
svn-id: r53935
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* Fix a bug which caused coroutines invoked with nullContext to
leak their state.
Sadly, nullContext is underdocumented, yet very delicate and
full of subtleties... ./
* Move nullContext decl from sched.cpp to coroutine.cpp
* Enhance a few doxygen comments
svn-id: r53934
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This fixes some leaks that occurred when exiting the game resp.
returning to launcher. Note that we still leak some coroutines when
exiting after loading a savegame.
svn-id: r53933
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svn-id: r53932
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Caused crashs when exiting when a sfx or voice was still playing
Bug found by Thomas
svn-id: r53928
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(Last commit got trunkated somehow)
svn-id: r53927
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(Users will get AdLib music at default unless they have specified a MIDI device in the launcher (MT-32 for KYRA, GM for HOF and LOL.)
svn-id: r53926
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svn-id: r53925
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svn-id: r53924
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svn-id: r53923
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svn-id: r53922
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svn-id: r53921
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When such a script patch is found, a dialog pops up at the beginning
of the game, asking the user to remove it. The issues that these
script patches fix have already been fixed in ScummVM, thus these
patches aren't necessary, plus they can lead to crashes, freezes, buggy
behavior and/or unexpected errors, thus it is better if they aren't
used at all, if possible
svn-id: r53920
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svn-id: r53919
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svn-id: r53915
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svn-id: r53913
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This is to avoid name similarity between KyraEngine::saveGameState(Intern)
and Engine::saveGameState.
svn-id: r53912
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methods by missing a const.)
svn-id: r53911
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svn-id: r53910
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svn-id: r53909
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Fixed problems when the uncompressed is smaller than compressed size
Bug fix sent by Thomas
It also fixes Bug fix #3086004 : "TOON: Lights above WACME doors incorrect"
svn-id: r53908
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- MT-32 Castanets -> GM Claves
- MT-32 OneNoteJam -> GM Celesta
- MT-32 JungleTune -> GM Pan Flute
For PQ3 (from rev #53902, not in the commit description):
- MT-32 Warm Pad -> GM Pad 2 (warm)
Thanks to digitall and waltervn for their help with these
svn-id: r53907
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header file
svn-id: r53906
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svn-id: r53905
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svn-id: r53904
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Also, the dynamic mappings are now checked before the static ones
svn-id: r53903
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- Changed C - style comments in map-mt32-to-gm.h to C++ - style comments
- Added a new dynamic MT-32 -> GM mapping, complementary to the normal one, which can be done on the fly using the new console command "map_instrument"
- The "show_instruments" command has been moved to the music section and now displays the instruments of the game which aren't in the MT32-> GM mapping
svn-id: r53902
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svn-id: r53901
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