Tarek Soliman
a4798602d7
JANITORIAL: Fix missing whitespace in pointer cast
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find -name '*.h' -or -name '*.cpp' | xargs sed -r -i 's@\(([A-Za-z0-9]+)\*\)@(\1 *)@g'
This seems to have caught some params as well which is not undesirable IMO.
It also caught some strings containing this which is undesirable so I
excluded them manually. (engines/sci/engine/kernel_tables.h)
2012-02-15 10:07:10 -06:00
strangerke
69b1485a22
GIT: Clean up: Suppress SVN tags, now useless
2011-05-12 01:16:22 +02:00
Ori Avtalion
9414d7a6e2
JANITORIAL: Reduce header dependencies in shared code
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Some backends may break as I only compiled SDL
2011-04-28 15:08:58 +03:00
David Turner
0089d3b338
CINE: Fix for Operation Stealth assertion when caught by rat in Scene 8 Rats' Maze.
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This converts the assertion on selection of null background into a test and warning.
svn-id: r55201
2011-01-11 16:50:26 +00:00
Eugene Sandulenko
327d30d719
CINE: eliminate global variables
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svn-id: r51937
2010-08-09 11:38:01 +00:00
Johannes Schickel
1e29dc3641
Fixed use of uninitialized variable.
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svn-id: r50250
2010-06-24 22:55:44 +00:00
Eugene Sandulenko
d577d863ce
CINE: Fix bug #2812694 .
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Bug #2812694 : "CINE: Operation Stealth german crash". Our code
assumed that there exists only 256-color version which is not
the case for German version. Added code to store background
format. Old savegames are broken and could not be fixed.
Bumped savefile version.
svn-id: r49699
2010-06-15 10:17:18 +00:00
Eugene Sandulenko
2be9bb3d5f
Implement FR #2841494 : FW: Pause doesn't work
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svn-id: r49095
2010-05-19 12:17:59 +00:00
Max Horn
76553e6418
CINE: Get rid of some global constructor uses
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svn-id: r48843
2010-04-28 22:24:11 +00:00
Max Horn
37b7be4519
CINE: Change Doxygen commands to match our CFC
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svn-id: r48764
2010-04-21 21:22:43 +00:00
Max Horn
cac0ac66e2
COMMON: Get rid of Common::StringList
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svn-id: r48287
2010-03-18 15:54:40 +00:00
Johannes Schickel
a28ac2881a
Hopefully fix highlight background color in PC versions of CinE games.
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svn-id: r47556
2010-01-25 17:21:55 +00:00
Johannes Schickel
aed02365ec
Strip trailing spaces/tabs.
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svn-id: r47541
2010-01-25 01:39:44 +00:00
Marcus Comstedt
40f9506163
The default keycolor for mouse pointers used to be 255.
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This makes sense as a default for CLUT8 modes, but not really
for anything else. As part of the gsoc2009-16bit merge, the
default was changed to "all ones", with extra code in the SDL
backend to truncate this to the depth of the mode. However,
"all ones" (white) still isn't a very useful default for RGB modes.
So rather than jumping through hoops to provide a bad default,
it's better to remove the default altogether. Engines which relied
on the old default of 255 have been updated to specify it explicitly.
svn-id: r47118
2010-01-07 15:07:36 +00:00
Johannes Schickel
ebde95b3d8
Clear menu stack in FWRenderer deconstructor.
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svn-id: r44264
2009-09-22 17:53:00 +00:00
Johannes Schickel
e591333d4b
Implement menu stack to support all menu color effects, specific to the Amiga version of the game.
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svn-id: r44263
2009-09-22 17:51:06 +00:00
Johannes Schickel
cb41cea6f1
Changed AMIGA menu code to closer match the original. (The menu item highlight selection is still wrong though.)
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svn-id: r44231
2009-09-21 01:15:34 +00:00
Johannes Schickel
94e359d3fb
Fix box outline color for FW Amiga.
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svn-id: r44229
2009-09-21 01:14:50 +00:00
Johannes Schickel
8daf7fbba8
Changed some type names to match our coding guidelines.
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svn-id: r44224
2009-09-20 23:34:48 +00:00
Johannes Schickel
e062a56c31
Implement support for transparent dialgue boxes in the Amiga version of Future Wars.
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svn-id: r44222
2009-09-20 23:00:08 +00:00
Johannes Schickel
228ceb3b63
Fix for bugs #2843081 "FW: Assert starting demo (regression)" and #2843080 "OS: Assert starting demo (regression)".
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svn-id: r43743
2009-08-25 23:11:17 +00:00
Kari Salminen
f5b2e69522
Fix Operation Stealth's 2nd arcade sequence's revolving doors.
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- Now the doors actually do revolve when before they didn't.
- The fix was to alias the 9th background with the collision
page directly when loading collision page data. This way
changes written to the 9th background go to the collision
page and vice versa (And there were changes in the labyrinth).
- Also converted _bgTable from a pure array to a Common::Array
svn-id: r41453
2009-06-11 18:32:35 +00:00
Kari Salminen
cfae016200
Convert FWRenderer and OSRenderer to use Cine::Palette.
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Also fix some bugs that came up in testing of Cine::Palette.
svn-id: r41386
2009-06-08 20:46:21 +00:00
Eugene Sandulenko
696897b058
Whoa! Removing trailing spaces.
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svn-id: r35648
2009-01-01 15:06:43 +00:00
Kari Salminen
089c8b4e48
Make the 256 color transformPaletteRange-function and Future Wars's refreshPalette-function compliant with disassembly.
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svn-id: r35118
2008-11-18 19:54:44 +00:00
Kari Salminen
5252f07305
Remove unnecessary function overloadings for loadBg16 and loadBg256.
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svn-id: r34840
2008-10-22 20:45:25 +00:00
Kari Salminen
b9709b5793
Make incrustMask and incrustSprite only draw to the current background in Operation Stealth.
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svn-id: r34838
2008-10-22 19:56:38 +00:00
Kari Salminen
41bbdc427d
Added a warning to bug #2055912 's fix committed in revision 34132.
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svn-id: r34146
2008-08-25 12:00:38 +00:00
Kari Salminen
81e54d0555
Fix for bug #2055912 : FW: incrustSprite fails on savegame loading.
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What little testing I did, this seems to work, but more testing
would be nice.
svn-id: r34132
2008-08-24 23:16:37 +00:00
Kari Salminen
d26a62effa
Fix font loading:
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Fixes bug #2058539 : OS: Assert starting demo (regression).
May possibly also fix bug #2019344 : FW: crash with Amiga Italian version (photocopy room),
but not sure about that because I couldn't reproduce the bug myself.
svn-id: r34065
2008-08-20 17:31:35 +00:00
Kari Salminen
95aa2ce56f
Added some documentation about how data is unpacked in gfxConvertSpriteToRaw (Learned this from trying to implement convertPI1_2 i.e. gfxConvertSpriteToRaw myself to see if that was the problem with the Operation Stealth's labyrinth arcade sequence).
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svn-id: r33976
2008-08-17 20:53:18 +00:00
Kari Salminen
a32cae809b
Forwardport of branch-0-12-0's r33966: Fix to Future Wars's rendering of type 0 overlays (i.e. color sprites). Objects with negative frame values are supposed to be jumped over (Verified with disassembly).
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svn-id: r33967
2008-08-17 10:43:54 +00:00
Kari Salminen
e56359eac0
Moved showing of the collision page from Alt-key to F11-key because Alt conflicted with taking screenshots using Alt-s. Great. Hopefully F11 doesn't conflict with anything useful.
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svn-id: r33877
2008-08-14 22:01:56 +00:00
Kari Salminen
63f3169213
Added debug showing of the collision page when pressing the Alt key. Alt isn't used for anything else so one might as well use it for this.
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svn-id: r33871
2008-08-14 20:18:13 +00:00
Kari Salminen
6ee8022bac
Type 21 overlay comment update (Found the drawing routine in the disassembly and checked the original for how the oxygen gauge during the first arcade sequence looks like. They're some kind of sprites most likely and not just simply filled rectangles).
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svn-id: r33826
2008-08-13 13:40:28 +00:00
Kari Salminen
954244d350
Fixed drawPlainBox's boundary checking (It wrote outside the screen occasionally). Now using the Common::Rect for clipping, yay! It's good.
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svn-id: r33811
2008-08-12 23:44:39 +00:00
Kari Salminen
095fa55527
Fix for GCC warning in OSRenderer::renderOverlay: declaration of 'len' shadows a previous local.
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svn-id: r33808
2008-08-12 20:58:26 +00:00
Kari Salminen
c935a09ef5
Changed commandBuffer from a char[80] to Common::String and made FWRenderer::setCommand use a Common::String. Hopefully this might help with the command buffer overflow stuff, although this isn't a fix for the problem behind it, just a bandaid.
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svn-id: r33793
2008-08-12 00:13:27 +00:00
Kari Salminen
96a1ca1709
Made Operation Stealth's action failure messages use a background color set by the opcode 0x49 'o1_setDefaultMenuBgColor'. Should fix the 'text hard to read' problems.
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svn-id: r33792
2008-08-11 23:20:10 +00:00
Kari Salminen
88ec480cef
Implemented drawMessage changes for Operation Stealth's timed cutscenes (Negative colors are used for timed text boxes that are totally transparent, only the text is drawn).
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svn-id: r33790
2008-08-11 23:01:32 +00:00
Kari Salminen
36e0d2eab8
Moved fontParamTable inside TextHandler struct and made it a constant size as that's what it is (No need for using malloc & free anymore). Previously we would've tried to free an array that wasn't heap-allocated in freePoldatDat (Freeing fontParamTable_standard or fontParamTable_alt), that's fixed.
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svn-id: r33786
2008-08-11 22:26:25 +00:00
Kari Salminen
983a4f21e5
Converted animDataTable from a plain array to a Common::Array. Should help to catch out of bounds access errors which may cause memory corruption.
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svn-id: r33726
2008-08-09 20:55:01 +00:00
Kari Salminen
0911982954
Converted objectTable from a plain array to a Common::Array. Should help to catch out of bounds access errors that may cause memory corruption.
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svn-id: r33725
2008-08-09 20:50:10 +00:00
Kari Salminen
3e5e5f5342
Made type 21 & 22 overlays not be flipped (The oxygen gauge looks actually better when it reaches zero this way although in its fully charged state it still does look a bit off. Disassembly seems to agree with not flipping the overlays so I'm going with this one for now).
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svn-id: r33722
2008-08-09 19:57:46 +00:00
Kari Salminen
0f07592184
Made drawPlainBox's effective width and height always at least one.
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- Makes oxygen gauge during first arcade sequence visible as it gave drawPlainBox a height of zero.
Made type 21 overlays be drawn as type 22 (Filled rectangle).
- For an example the oxygen gauge during the first arcade sequence is a type 21 overlay.
Flipped type 21 & 22 overlays as it looks correct for the oxygen gauge.
These features are quite WIP, they need testing to see if they're correct.
svn-id: r33721
2008-08-09 19:47:05 +00:00
Kari Salminen
e02f94d392
Added preliminary version of drawing type 22 overlays (Such overlays are added with opcode 0xA4 (o2_loadMask22) and removed with opcode 0xA5 (o2_unloadMask22)). Things might be wrong so needs testing! WIP!
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svn-id: r33713
2008-08-09 16:07:08 +00:00
Kari Salminen
80648431d9
Added updating of global variable var5 to Operation Stealth's renderOverlay function's type 20 overlay case (Previously var5 wasn't updated anywhere!). Also added a lower bound for var5's value into a comparison (Previously only the upper bound was tested for).
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svn-id: r33712
2008-08-09 15:17:32 +00:00
Kari Salminen
da84a54694
Added precautionary tests to background scrolling function in Operation Stealth to avoid possible memory corruptions.
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svn-id: r33688
2008-08-07 19:46:06 +00:00
Kari Salminen
853f4dbbe0
Made drawPlainBox handle border cases so it won't corrupt memory so easily. This may help with some memory corruption issues when for an example trying to draw the player's command string out of screen.
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svn-id: r33687
2008-08-07 19:31:12 +00:00
Kari Salminen
b8bfd5d04f
Fix for popup boxes sometimes blocking animation when they shouldn't in Operation Stealth:
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- Made waitForPlayerClick updating more like in the original.
- Moved removeMessages to after the frame drawing in main loop hoping to be more like the original.
- Added an additional test to Operation Stealth's implementation of overlay type 2 drawing.
- Added an additional parameter incrementing and testing to Operation Stealth's removeMessages.
Hopefully this won't cause any regressions in Future Wars!
svn-id: r33686
2008-08-07 19:04:19 +00:00