Commit Graph
48 Commits
Author SHA1 Message Date
Simon Delamarre 6a1e2d5d21 GOB: misc format/style/typo fixes in Adibou2 changes 2022-12-02 11:44:35 +01:00
Simon Delamarre 2ec5b0185d GOB: more comments on Map "oblique" coordinates used in Adibou2 2022-12-02 11:44:35 +01:00
Simon Delamarre 2d0ee1ffa1 GOB: fix some parasite sprites issues in Adibou2
Some sprite cleaning was missing when destroying objects.
2022-12-02 11:44:32 +01:00
Simon Delamarre 6e820968c2 GOB: remove _mapUnknownBool warning
This "unknown bool" is true and used in Adibou2 (although its exact meaning is not clear yet)
2022-12-02 11:44:27 +01:00
Simon Delamarre 24b6eeb0a0 GOB: Adibou2 characters animations 2022-12-02 11:44:24 +01:00
Simon Delamarre 35eceb6bd3 GOB: draw sprites when animation < 0 without associated VMD 2022-12-02 11:44:23 +01:00
Simon Delamarre 0358d870b5 GOB: add a few warnings on unimplemented cases 2022-12-02 11:44:23 +01:00
Simon Delamarre d23e92c5c7 GOB: implement case 65533 in o2_loadMapObjects() 2022-12-02 11:44:22 +01:00
Eugene Sandulenko abea37c9bb ALL: Update ScummVM project license to GPLv3+ 2021-12-26 18:48:43 +01:00
Orgad Shaneh 8d91d66a15 GOB: Use nullptr
Using clang-tidy modernize-use-nullptr
2021-11-14 15:51:59 +02:00
Sven Hesse 370107c953 GOB: Remove a useless call to Variables::getAddressOff8()
This is a left-over vestige of when the gob engine recorded the size
of each variable currently in use, because it byte-swapped all
variables on save/load depending on the machine ScummVM ran on.

The gob engine doesn't do that all anymore (instead, the variables are
always stored in the endianness of the original game), so
getAddressOff8() doesn't store "this is an 8-bit variable" anymore,
making the call a NOP.

This fixes Coverity Scan issue #1267142.
2015-08-03 15:56:43 +02:00
Johannes Schickel ea21bc939a GOB: Make GPL headers consistent in themselves. 2014-02-18 02:39:34 +01:00
strangerke 69b1485a22 GIT: Clean up: Suppress SVN tags, now useless 2011-05-12 01:16:22 +02:00
Sven Hesse c88ee19478 GOB: Stub some Adibou mult stuff
svn-id: r55653
2011-01-30 13:14:32 +00:00
Sven Hesse e237ff3628 GOB: Some Addy gameflow stubs
svn-id: r55562
2011-01-27 13:26:34 +00:00
Sven Hesse 314d6568b3 GOB: Fix a map cleanup regression
svn-id: r54025
2010-11-01 20:47:38 +00:00
Sven Hesse 0f536e28f9 GOB: Rename Map::_widthByte to _mapVersion
svn-id: r53950
2010-10-30 17:27:23 +00:00
Sven Hesse bfa88a05a1 GOB: Make Map::_wayPoints protected
Only allow const access through Map::getWayPoint()

svn-id: r53949
2010-10-30 17:26:49 +00:00
Sven Hesse 4c23f3e163 GOB: Make Map::_passMap protected and group some vars
svn-id: r53948
2010-10-30 17:26:06 +00:00
Sven Hesse f1d41b8326 GOB: Format optimizePoints() to be a bit more readable
svn-id: r53792
2010-10-25 03:39:04 +00:00
Johannes Schickel cbbb78d9f2 Enforce conversion formatting on pointer casts in the DEV code.
svn-id: r49068
2010-05-17 22:46:53 +00:00
Johannes Schickel aed02365ec Strip trailing spaces/tabs.
svn-id: r47541
2010-01-25 01:39:44 +00:00
Sven Hesse 20d93e494a Making another variable offset unsigned, since it overflows int16
svn-id: r43900
2009-09-01 21:16:12 +00:00
Sven Hesse eaedf892e6 Fixing warnings and adding a warning should the ID be something yet unknown, just in case
svn-id: r43899
2009-09-01 21:08:42 +00:00
Arnaud Boutonné 76d60f3b5a Playtoons: Add support to IDs 65530, 65531, 65532, 65534, and renamed Id -1 into 65535 in Map_v2::loadMapObjects. This allows to start the contruction mode and "somehow" use it. (Thanks DrMcCoy for pointing out my errors)
svn-id: r43896
2009-09-01 20:36:03 +00:00
Sven Hesse ca7c35bc9a Oops, fixing a regression I created with the Map_v4/Map_v2-merge
svn-id: r42894
2009-07-29 15:57:50 +00:00
Sven Hesse da747553d8 Merging Map_v4 into Map_v2
svn-id: r42716
2009-07-24 21:36:59 +00:00
Sven Hesse d03dc08b64 Wrapping resources (out of TOT, EXT, IM? and EX? files) loading into its own class
svn-id: r41839
2009-06-24 21:49:37 +00:00
Sven Hesse 962fc19b57 Encapsulating script file access
svn-id: r41753
2009-06-22 10:13:37 +00:00
Sven Hesse 896df6daf3 - A new save system for the GobEngine, one that is not fundamentally broken and is versioned. Unfortunately, this invalidates most save games created on big-endian machines, since endian-issues was a main problem with the old system
- Removed the now superfluous variables sizes

svn-id: r41056
2009-05-31 02:15:43 +00:00
Sven Hesse 8da68b2964 Script variables are now always stored in the game version's native endianess.
This should make Woodruff playable on big-endian systems.

svn-id: r32352
2008-05-28 21:15:11 +00:00
Sven Hesse 220d6ce82f Restructured sound code
svn-id: r31937
2008-05-08 00:47:23 +00:00
Paul Gilbert 6eb64102a4 Fix to remove a tab character from the GPL header
svn-id: r30238
2008-01-05 12:45:14 +00:00
Nicola Mettifogo 258901bab9 Merged common/stdafx.h into common/scummsys.h. All referencing files have been updated.
svn-id: r28966
2007-09-19 08:40:12 +00:00
Sven Hesse 5bacb6edee Woodruff is now controllable
svn-id: r28591
2007-08-13 14:04:50 +00:00
Max Horn 218e132e37 Updated legal headers in source files, based on what Pidgin (the IM client formerly knowns as Gaim) does; added new (incomplete) COPYRIGHT file; updated copyright dates in a few spots
svn-id: r27024
2007-05-30 21:56:52 +00:00
Sven Hesse 53119f2c5d "char *" -> "byte *" where appropriate
svn-id: r26369
2007-04-02 11:05:09 +00:00
Sven Hesse 2dc7cb2cd4 Major clean-up, including:
- Cutting down the code-dup
- Plucking leaks
- Removing dead/unused code
- Properly naming "word_2342F"-style variables and functions (removing the warnings alongside)
- Fleshing out the "stubby" functions
- Moving functions and variables to more appropriate/logical places
- Re-ordering functions and variables
- Re-structuring functions
- Moving the IMD stuff into a new "Imd" class in the new imd.cpp/.h (still to be completely implemented and cleaned up)
- Formatting
- Getting rid off the classes "Anim", "Pack" and "Timer", along with their files

svn-id: r26252
2007-03-20 14:51:57 +00:00
Sven Hesse 5df29654fc - Added a warning when o1_checkData()/o2_checkData() can't find the file it's supposed to check
- Fixed the actor drawn over the background glitch in Bargon Attack
- Plugged some leaks

svn-id: r25651
2007-02-17 09:56:09 +00:00
Sven Hesse 9afb08341c - Properly implemented o2_getCDTrackPos()
- Each save has now its own file (.s??). They also should be endian-safe now
  (Can be disabled for testing by uncommenting #define GOB_ORIGSAVES in gob.cpp)
- General endianness-fixes

svn-id: r24794
2006-11-27 14:19:30 +00:00
Sven Hesse 1c4715b71f - Some more goblins-handling functions
- Fixed some mistakes I made in the Parse_v2 functions. Now the goblins
  (finally) move. Also, the correct music is played in the first screen.
- Found the hook for the menu
- On freeing a sound slot, only stop the playing music if it's in the
  slot to free

svn-id: r23700
2006-08-12 09:16:08 +00:00
Sven Hesse b7997a7231 - Fixed a few mistakes that added up to look correct, fixing bargon's cursor
- Updated cursor drawing in general

svn-id: r23429
2006-07-08 16:37:23 +00:00
Sven Hesse 332e1d860e Some more READ_LE_* -> MemoryReadStream.* conversions
svn-id: r23099
2006-06-13 19:15:08 +00:00
Sven Hesse 897fa6a5a6 More stub-filling + small clean-up
svn-id: r23012
2006-06-10 14:37:48 +00:00
Sven Hesse 34dae22c1a More goblin handling functions, now the deactivated goblin shows
his boredom. It's the wrong goblin that's deactivated, though.
Also, the entering animation is still missing (now nothing is drawn
instead).

svn-id: r22979
2006-06-07 18:49:20 +00:00
Sven Hesse b5bc1c82fa - Fixed endianness/signess issues
- Added a memset in Video_v2::SpriteUncompressor(), that should have
  been there in the first place; this fixes the tree in GOB2's first room
- Fixed ADL delete[]ing

svn-id: r22917
2006-06-04 17:24:03 +00:00
Sven Hesse d6f1ba1540 - More GOB2 map conversions
- Added Music_Dummy (for --music-driver=null)
- Implemented IMDs. That took longer than I expected...
  On the bright side, Ween's intro now plays more correctly

svn-id: r22754
2006-05-29 18:24:52 +00:00
Sven Hesse 42e03bd707 - Sound! Still a bit glitchy, though:
- Negative frequences?!? Maybe "SFX"?
  - No sound for a small part of the intro
    (there aren't any sndKeys covering that part either)
  - A rythm-instrument (hi-hat?) in the titlemusic isn't played as one
- More differences in the drawing functions fleshed out
- Some of the goblin handling functions written
- More unnamed functions and variables, wheeee...

svn-id: r22410
2006-05-11 19:43:30 +00:00