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2005-06-24When including files from common/, explicitly use the common/ prefixMax Horn
svn-id: r18444
2005-06-22Changed from char to int8 in a number of places. This makes not assume the ↵Lars Persson
typ of char regardless of any compiler flags. Now looks very nice on the Symbian platfor. svn-id: r18435
2005-06-21Added temporary variables for readability.Torbjörn Andersson
svn-id: r18421
2005-06-14Bug fix for inter_execPtr beeing a char*. Char is not the same defined typ ↵Lars Persson
on all targets. On symbian a char is unsigned char but Gob is assuming int in this case. len = *(int8*)inter_execPtr++; // must be a signed char typ and char is not default signed on all platforms. svn-id: r18393
2005-06-14Changed palanim datatype from char to byteLars Persson
svn-id: r18392
2005-06-14Added struct packning to palette struct && added check for define __WINS__ ↵Lars Persson
for symbian build svn-id: r18391
2005-06-14Added __WINS__ defintion check for the Symbian integration so the right ↵Lars Persson
function is used. svn-id: r18390
2005-06-06VGAVideoDriver::drawLine implementationGregory Montoir
svn-id: r18360
2005-05-26Fix bug #1209059 "GOB: Gobliiins English Floppy version crash"Eugene Sandulenko
svn-id: r18268
2005-05-23Include gob3 md5 from bugreport #1206539 "GOB: Goblins 3 MD5 Report". AlthoughEugene Sandulenko
it will be useless at least for some months :) svn-id: r18233
2005-05-18Oops, was the wrong MD5, forgot to only compute it for the first MB. Now ↵Max Horn
verified by letting ScummVM compute the checksum (note: ScummVM runs into a deep freeze running the gob1 target for the woordruff game data, very bad) svn-id: r18157
2005-05-17Added my Woodruff version to the MD5 listMax Horn
svn-id: r18137
2005-05-15Added comment about which version of Woodruff I added an MD5 sum for.Torbjörn Andersson
svn-id: r18106
2005-05-13Check MD5 at runtime, so game features could be set at run time.Eugene Sandulenko
svn-id: r18084
2005-05-13Added MD5 for (another) Gobliiins 1 CD. See bug report #1201233. Made a fewTorbjörn Andersson
other game detection-related changes, but they're mostly cosmetical at this stage. svn-id: r18082
2005-05-11Moved some more stuff to namespace Audio (enough for tonight)Max Horn
svn-id: r18040
2005-05-10Moved class SoundMixer to Audio::Mixer (didn't call the namespace 'Sound' ↵Max Horn
because we already have many classes with that name) svn-id: r18039
2005-05-10Moved class File and the MD5 stuff to namespace CommonMax Horn
svn-id: r18037
2005-05-09The comment about the DOS version being sold without copy protection infoTorbjörn Andersson
may not be correct after all, so I've removed it. svn-id: r18002
2005-05-09Added Gobliiins MD5 sums provided by Florian Zeitz.Torbjörn Andersson
svn-id: r17993
2005-05-08Comply to our coding conventionsMax Horn
svn-id: r17975
2005-05-07Added MD5 for The Bizarre Adventures of Woodruff and the Schnibble.Torbjörn Andersson
svn-id: r17944
2005-05-06Initial game detection support. I've added the MD5 sums for the games andTorbjörn Andersson
demos I have, except for the Woodruff game which I don't have on this particular computer. (I'll add that one later, if no one beats me to it.) svn-id: r17936
2005-05-06Patch #1196638 'GOB: Simple "beeper"'. Thanks eriktorbjorn.Eugene Sandulenko
svn-id: r17935
2005-05-05Oops.Torbjörn Andersson
svn-id: r17921
2005-05-05Applied patch #1195190. This may help the game run on 64-bit systems, but ITorbjörn Andersson
don't know anyone who can verify that. svn-id: r17914
2005-05-05CleanupTorbjörn Andersson
svn-id: r17913
2005-05-04Cleanup.Torbjörn Andersson
svn-id: r17908
2005-05-04The mult_playSound() function makes absolutely no sense at all to me, soTorbjörn Andersson
I've changed it to something that doesn't trigger assertions in the Gobliiins demo intro. svn-id: r17907
2005-05-04WhitespaceTorbjörn Andersson
svn-id: r17906
2005-05-03Use File::size() instead of stat() to find the size of a file.Torbjörn Andersson
svn-id: r17900
2005-05-01This should fix the negative frequency bug that caused some sound effectsTorbjörn Andersson
to not be played, and probably fixes wrong frequency on some that were played. It's all guesswork, though. I don't know if this is what the original did. svn-id: r17882
2005-04-30Support for looping sounds.Torbjörn Andersson
svn-id: r17872
2005-04-29Added comment.Torbjörn Andersson
svn-id: r17865
2005-04-29Replaced rand()/srand() with RandomSource. Of course, util_getRandom() is aTorbjörn Andersson
pretty unnecessary function - we could call RandomSource directly - but let's take this one thing at a time. svn-id: r17863
2005-04-29Some limited - and quite possibly wrong - sound effects support. I haveTorbjörn Andersson
assumed, given their tiny size, that the sound samples are 8-bit mono. Looping is not implemented yet. Some sounds are skipped since the engine asks that they be played at a negative sample rate. (I think there is more to this than just a simple signed/unsigned issue, because they sound wrong even if I treat the frequency as unsigned.) svn-id: r17862
2005-04-28This should fix a crash which could happen when placing several objects tooTorbjörn Andersson
close to each other on the ground. (Happened to me on the first level after destroying the voodoo doll, where I'd drop the banana, the soap and the false nose close to each other on the ground after using them.) Reasoning behind the change: From what I understand, map_itemsMap[] contains information for each "cell" of the map about which objects are there. Each cell can contain two objects which are stored in the upper and lower byte of a 16-bit word. When dropping an object, it is written into map_itemsMap[], but not just to the indicated cell but also to a few of the surrounding ones. Presumably to make it easier to pick it up afterwards. When writing an object to a cell, we check if one of the bytes is already occupied. If it is, write to the other byte. Otherwise, write to that byte. (If both bytes are occupied, one will be overwritten.) The old code assumed that if one byte was free at position (x,y) the same byte would automatically be the free one in the surrounding cells. This could cause bad values in the array, since the item was added to an existing value, rather than replacing it. This new code makes the check for each cell that is modified. (It also gets rid of some code duplication.) svn-id: r17851
2005-04-26We need to use unsigned chars here to be able to print accented characters,Torbjörn Andersson
e.g. in the German cutscenes. svn-id: r17805
2005-04-26Make it possible to specify language at run-time, since the Gobliiins 1Torbjörn Andersson
support for other languages appears to work at least fairly well, and this makes it easier to test it. svn-id: r17804
2005-04-25Keep track per piece whether or not it was dynamically allocated, otherwiseTorbjörn Andersson
we'll end up trying to free invalid pointers. (Happened to me at the end of the level where you get the voodoo doll.) svn-id: r17802
2005-04-25This one looks wrong too, but I don't think it has caused any crash for me.Torbjörn Andersson
Not yet, at least. And now, hopefully, it never will. svn-id: r17801
2005-04-25This ought to fix bug #1188910Torbjörn Andersson
svn-id: r17796
2005-04-22Must call openCD to support real Audio CD tracksMax Horn
svn-id: r17747
2005-04-21Initialized variable to avoid Valgrind warning.Torbjörn Andersson
svn-id: r17732
2005-04-19Call initCommonGFX() to set the graphics mode etc.Torbjörn Andersson
svn-id: r17684
2005-04-19WhitespaceTorbjörn Andersson
svn-id: r17683
2005-04-16Hack to get the CD version to play even if no CD track is presentMax Horn
svn-id: r17641
2005-04-15o Switch track on each new scene.Eugene Sandulenko
o Slight improvement on track time calculation. o Stub for gob2. svn-id: r17603
2005-04-14Fix from wjp for redraws and input during delaysEugene Sandulenko
svn-id: r17602
2005-04-13Enable perfect timer so intro runs in sync now. Matches disassemblyEugene Sandulenko
svn-id: r17593