[Scummvm-git-logs] scummvm master -> 40b40d6d8fdd4465e2aea6879b5bee45dd37ebb7
tag2015
noreply at scummvm.org
Tue Apr 25 19:20:31 UTC 2023
This automated email contains information about 2 new commits which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .
Summary:
7ba644c875 AGS: Add detection for Stellar Mess full game
40b40d6d8f AGS: Fix a couple casts in AGSWaves plugin
Commit: 7ba644c875592eabdd09d962bb6ea71d4f7c14ed
https://github.com/scummvm/scummvm/commit/7ba644c875592eabdd09d962bb6ea71d4f7c14ed
Author: Walter Agazzi (walter.agazzi at protonmail.com)
Date: 2023-04-25T10:45:30+02:00
Commit Message:
AGS: Add detection for Stellar Mess full game
Changed paths:
engines/ags/detection_tables.h
diff --git a/engines/ags/detection_tables.h b/engines/ags/detection_tables.h
index bf579da2541..96f3b41e833 100644
--- a/engines/ags/detection_tables.h
+++ b/engines/ags/detection_tables.h
@@ -360,6 +360,7 @@ const PlainGameDescriptor GAME_NAMES[] = {
{ "sphonx", "Sphonx" },
{ "starshipquasar", "Starship Quasar" },
{ "stayingalive", "The Ancient Art of Staying Alive" },
+ { "stellarmessep1", "Stellar Mess - Episode 1: The Princess Conundrum" },
{ "strangeland", "Strangeland" },
{ "sulifallenharmony", "Suli Fallen Harmony" },
{ "sumatra", "Sumatra: Fate of Yandi" },
@@ -2783,7 +2784,6 @@ const PlainGameDescriptor GAME_NAMES[] = {
{ "steamsquares", "Steamsquares" },
{ "steamtrek", "Steam Trek: Clueless around Risa" },
{ "stediddyip1employment", "Stediddy in IP1 - Employment" },
- { "stellarmessep1", "Stellar Mess - Episode 1: The Princess Conundrum" },
{ "stephenkingcars", "Stephen King DodgeEmCars" },
{ "stevequest", "Steve Quest" },
{ "stickamhour1", "Stickam Hour Game - Downfallen Superhero" },
@@ -4080,6 +4080,8 @@ const AGSGameDescription GAME_DESCRIPTIONS[] = {
GAME_ENTRY_STEAM("starshipquasar", "starship quasar.ags", "0ea8150e15a4f4d0f3e82c231a4659f2", 10415936), // Multilang
GAME_ENTRY("starshipquasar", "Starship Quasar.exe", "0ea8150e15a4f4d0f3e82c231a4659f2", 10415936), // Multilang itch.io
GAME_ENTRY_EN_STEAM("stayingalive", "Staying Alive.exe", "fae163b58c16e194688727d0903684be", 17380838),
+ GAME_ENTRY_STEAM("stellarmessep1", "StellarMessTPC.exe", "a409703089eebbcfa13f0a22f6fb71ed", 18068440), // Eng-Esp
+ GAME_ENTRY_STEAM("stellarmessep1", "StellarMessTPC.exe", "a409703089eebbcfa13f0a22f6fb71ed", 18077040), // Eng-Esp v1.4
DETECTION_ENTRY_GUIO("strangeland", "Strangeland.exe", "c5978d50a9b7ee1c8a50a731847d8504", 3186614879, Common::EN_ANY, nullptr, GUIO2(GUIO_NOLANG, GUIO_NOLAUNCHLOAD), nullptr, ADGF_NO_FLAGS),
DETECTION_ENTRY_GUIO("strangeland", "ac2game.dat", "151b0391a650d3c81c2758deaa5852cd", 3183277137, Common::EN_ANY, nullptr, GUIO2(GUIO_NOLANG, GUIO_NOLAUNCHLOAD), nullptr, ADGF_NO_FLAGS),
GAME_ENTRY_PLUGIN_GOG_NOLAUNCHLOAD("strangeland", "Strangeland.exe", "c5978d50a9b7ee1c8a50a731847d8504", 3186989657, nullptr), // Win v2.7
Commit: 40b40d6d8fdd4465e2aea6879b5bee45dd37ebb7
https://github.com/scummvm/scummvm/commit/40b40d6d8fdd4465e2aea6879b5bee45dd37ebb7
Author: Walter Agazzi (walter.agazzi at protonmail.com)
Date: 2023-04-25T21:17:37+02:00
Commit Message:
AGS: Fix a couple casts in AGSWaves plugin
This fixes a segfault in the second part of Strangeland and the
forcefield near the end
Changed paths:
engines/ags/plugins/ags_waves/draw.cpp
diff --git a/engines/ags/plugins/ags_waves/draw.cpp b/engines/ags/plugins/ags_waves/draw.cpp
index 54afeb377de..8e9691ef217 100644
--- a/engines/ags/plugins/ags_waves/draw.cpp
+++ b/engines/ags/plugins/ags_waves/draw.cpp
@@ -143,7 +143,7 @@ void AGSWaves::DrawBlur(ScriptMethodParams ¶ms) {
void AGSWaves::DrawTunnel(ScriptMethodParams ¶ms) {
PARAMS3(int, spriteD, float, scale, float, speed);
- d_time = speed;
+ d_time = PARAM_TO_FLOAT(speed);
BITMAP *src = _engine->GetSpriteGraphic(spriteD);
uint32 *pixela = (uint32 *)_engine->GetRawBitmapSurface(src);
int32 src_width = 640;
@@ -151,7 +151,7 @@ void AGSWaves::DrawTunnel(ScriptMethodParams ¶ms) {
int32 src_depth = 32;
_engine->GetBitmapDimensions(src, &src_width, &src_height, &src_depth);
- BITMAP *src2 = _engine->GetSpriteGraphic(int(scale));
+ BITMAP *src2 = _engine->GetSpriteGraphic((int32)PARAM_TO_FLOAT(scale));
uint32 *pixelb = (uint32 *)_engine->GetRawBitmapSurface(src2);
int h = screenHeight;
int w = screenWidth;
@@ -255,7 +255,7 @@ void AGSWaves::DrawForceField(ScriptMethodParams ¶ms) {
}
if (b_time[id] == 0.0) b_time[id] = 1.0;
if (b_time[id] < 1.0) b_time[id] = 1.0;
- b_time[id] += speed;
+ b_time[id] += PARAM_TO_FLOAT(speed);
BITMAP *src = _engine->GetSpriteGraphic(spriteD);
uint32 *pixelb = (uint32 *)_engine->GetRawBitmapSurface(src);
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