This fix doesn't seem to break other Future Wars versions like r34039 did.
Some versions of TITRE.ANI use 15 for transparency color, others use 0.
Previously only one of the choices was supported, now both are recognized.
svn-id: r34081
This fixed a crash in Operation Stealth when walking out of the airport
(Some file couldn't be opened and the game crashed because of that.
Now it doesn't crash but handles the missing file gracefully).
svn-id: r33643
- Made resource loading functions (loadSpl, loadMsk etc)
return the number of the animDataTable entry right after
the loaded data.
- Made resource loading functions always load multiframe
data into directly sequential animDataTable entries
(Hopefully this won't break anything).
svn-id: r33529
- Changed savegame loading related functions to use SeekableReadStream
rather than InSaveFile so MemoryReadStream can be used transparently.
- Fixed loadResourcesFromSave to load multiframe animations correctly
and to load 0.11.0/0.11.1 Future Wars savegames which used a slightly
different format.
- Added a savegame format detector that tries to detect between the old
Future Wars savegame format, the new one and a broken revision of the
new one.
- Changed makeLoad to first load the savegame fully into memory and only
then handle it (If the savegame's packed then it's unpacked first). If
the packed savegame can't tell its unpacked size (i.e. it's using zlib
format) then we'll try to load up to 256kB of the savegame data.
Thanks to wjp for his help with nailing this release critical bug.
svn-id: r33192
- Use sizeof(_name) instead of magic number 10 with memset
- 'usually' instead of 'ussually'
- 'delete[]' instead of 'delete []'
- Fixed parameter name discrepancy between loadResource's definition and declaration
svn-id: r31701
I don't know if the loadSet() / loadSetAbs() functions are every used in Future
Wars. If so, we should commit this to the branch as well.
svn-id: r27590
to be packed, so I've removed the packing and added the 'refresh' field to
AnimData instead of having it as a separate array.
On the other hand, animHeaderStruct and animHeader2Struct *should* have been
packed, but weren't. I've changed they way they are initialised so that the
packing should no longer matter for them either.
svn-id: r22651
element to the savefile, including data pointers. After reading the savefile,
it would then test if ptr1 was NULL, to see if it should load the object.
I've extended the savefile format with a byte to indicate whether or not ptr1
was non-NULL. This seems to fix the problems I had with with loading savegames,
but of course any old savegame is now even more broken than before.
I still can't seem to get out of the room with the machine, though. Another
regression when migrating the code from cinE, or just my ability to get past
this annoying, timed puzzle?
svn-id: r21772