This tries to make our code a bit more compliant with our code formatting
conventions. For future use, this is the command I used:
git ls-files "*.cpp" "*.h" | xargs sed -i -e 's/[ \t]*$//'
This includes a renaming of ADObsoleteGameID to Engine::ObsoleteGameID,
and AdvancedDetector::findGameID now is Engines::findGameID.
Doxygen comments were added or improved
This also removes the dependency of engines on the event recorder header
and API, and will make it easier to RandomSources that are not properly
registered.
This unifies the engine names in MetaEngine::getName() and the
credits. In particular drop "Engine" or "engine" from the names when
it was present and use expanded names in credits when the
MetaEngine uses it (e.g. "Beneath a Steel Sky" instead of "BASS").
MKID_BE relied on unspecified behavior of the C++ compiler,
and as such was always a bit unsafe. The new MKTAG macro
is slightly less elegant, but does no longer depend on the
behavior of the compiler.
Inspired by FFmpeg, which has an almost identical macro.
It is now possible to open the office safe and get the envelope, though the engine now asserts with a palette issue in the next scene as the Russians board the Jetskis.
svn-id: r55194
This command activates a cheat for the Operation Stealth Scene 6 arcade section i.e. Chased by Guards in Labyrinths in Otto's Mansion. These puzzles are quite hard and thus discourage playtesting beyond this point, especially since it is not possible to save (This may be a bug compared to the original interpreter).
Also, added extra debug output to aid script debug output.
svn-id: r55189
The collisionPage is only initialised with values when loadCtFw() / loadCtOS() is called.
However, currently during the display of the Delphine Software Logo in Operation Stealth,
checkCollision() is called, but the collisionPage has not been loaded.
To fix the invalid reads, have added code to set the page to zero after allocation.
Shouldn't cause any issues to FW as this will load over the top anyway.
Have also added debug output around this behaviour so that if this is not sufficient i.e. a collision page load is actually missing, then this will aid investigation.
svn-id: r55071
Found this using Valgrind when loading a Future Wars savegame from the launcher.
Occurs since the load() method called stop() but this did not unload() the allocated playing
resource data unless it was still playing. Fixed in stop() by calling unload() in all cases.
svn-id: r55059
Since CINE uses Debug Channels, this allows for the interactive setting of debugflags as well as providing a base for adding further debugging commands.
svn-id: r54115