67056 Commits

Author SHA1 Message Date
Paul Gilbert
076ce7e6c1 MADS: Implement scroll wheel support for scrolling inventory 2015-02-21 17:45:20 -05:00
Paul Gilbert
c660119c22 MADS: Fix depth for seaweed in scene 104 2015-02-21 16:48:04 -05:00
Paul Gilbert
549b5d435a MADS: Fix crash when trapping bouncy native in pit 2015-02-21 16:14:59 -05:00
Paul Gilbert
df5742eee4 MADS: Fix player animation when getting blown up by mine 2015-02-21 15:52:01 -05:00
Willem Jan Palenstijn
4f6f0fb148 SCI: Fix digital audio
Regression from 5028487038fd, where I assumed all songs were MIDI.
2015-02-18 09:33:03 +01:00
Willem Jan Palenstijn
fdc09c2cb7 SCI: Add alternative version of QfG3 "Woo" dialog patch
The GOG version of QfG3 is shipped with a patch to script 440 that broke
our existing internal script patch for this script bug.

See bug #6806.
2015-02-17 19:58:24 +01:00
Filippos Karapetis
b45e706012 ZVISION: Fix script bug #6803 (tuning fork box state) 2015-02-17 01:49:59 +02:00
Filippos Karapetis
f04ef8b728 ZVISION: Fix script bug #6793 in Zork Nemesis 2015-02-16 12:11:50 +02:00
Filippos Karapetis
60e83c2d9c PEGASUS: Silence two MSVC warnings 2015-02-15 20:49:16 +02:00
Willem Jan Palenstijn
f477de2009 SCI: Add more audio debugging output 2015-02-15 18:28:57 +01:00
Willem Jan Palenstijn
165a8c26b9 SCI: Fix version check for MIDI controller 4E
This is only supported since SCI1 middle, as verified with xmas1990, SCI1 mgoose, SQ4 floppy, LSL1, Jones floppy.

Fixes missing sounds in Jones floppy.
2015-02-15 18:28:57 +01:00
Paul Gilbert
db325695f4 MADS: Fix proper cycling of idle animations 2015-02-15 11:07:33 -05:00
Paul Gilbert
7739e12e42 MADS: Stop player disappearing after cutscene of fish being eaten 2015-02-15 09:50:14 -05:00
Willem Jan Palenstijn
6dcc8b03b8 Merge branch 'sci_audio'
This branch contains a number of improvements to how song priorities are
handled. We are now much closer to how SSCI treats priority.

It also increases the SCI savegame version from 31 to 33.
2015-02-15 14:16:02 +01:00
Willem Jan Palenstijn
2b49b5f95e SCI: Fix sound object frame selector rate
Thanks waltervn. Verified against asm (QfG2, KQ6CD)
2015-02-15 14:14:46 +01:00
Willem Jan Palenstijn
d0cb5f51fd SCI: Only allow a single 'playBed' song in SCI1early 2015-02-15 14:14:28 +01:00
Paul Gilbert
7658821afd MADS: Fix left screen clipping for scaled flipped sprites 2015-02-15 08:10:13 -05:00
Willem Jan Palenstijn
1c5722f014 SCI: Allow channel remapping from audio thread too 2015-02-15 14:05:56 +01:00
Willem Jan Palenstijn
5028487038 SCI: Use sound resource priority by default for songs
SCI1 sound resources can have an embedded priority. We now use that by
default, unless an explicit DoSound/SetPriority call overrides it.
Thanks waltervn.

This fixes relative priority of songs in at least PQ3 room 29.

Also increase savegame version to 33.
2015-02-15 14:05:36 +01:00
Willem Jan Palenstijn
0018bb0f6f SCI: Give songs that start playing later higher priority 2015-02-15 14:01:44 +01:00
Willem Jan Palenstijn
0aadd20aea SCI: Add debugging output 2015-02-15 14:01:35 +01:00
Willem Jan Palenstijn
b80e74af5d SCI: Handle voice limits differently
For playBed songs, SCI1early remappers didn't unmap the entire song when
there weren't enough voices for a channel. Thanks waltervn.
2015-02-15 13:57:11 +01:00
Willem Jan Palenstijn
e42a512357 SCI: Don't remap channels from playBed songs 2015-02-15 13:57:11 +01:00
Willem Jan Palenstijn
5964cc239b SCI: Always re-sort playlist in soundPlay
Previously, it would only sort if a song wasn't already in the playlist.
Since initSound already adds it, this effectively prevented the list
from being sorted.
2015-02-15 13:57:03 +01:00
Paul Gilbert
51561c80c0 MADS: Fix left edge screen clipping for non-scaled flipped sprites 2015-02-15 07:19:42 -05:00
Paul Gilbert
2c9ad1ee9b MADS: Fix death animations for seaweed and underwater mine 2015-02-14 21:34:09 -05:00
Paul Gilbert
a505ae941c MADS: Fix picture when picking up timer module 2015-02-14 20:44:59 -05:00
Paul Gilbert
be489d88e6 MADS: Fix palette loading for in-game dialogs 2015-02-14 18:03:45 -05:00
Paul Gilbert
d31e602add MADS: Allow Escape key to close game options dialog 2015-02-14 16:54:47 -05:00
Paul Gilbert
1aa9181466 MADS: Cleanup and bugfixes for panning transition support methods 2015-02-14 15:34:11 -05:00
RichieSams
52adf5135b ZVISION: Check for point and style changes when early breaking from a font change 2015-02-14 12:06:30 -06:00
Willem Jan Palenstijn
58ef44eb8d SCI: Register and save playBed option to PlaySound
The playBed option is not handled yet, only stored. This increases
the savegame format version.
2015-02-14 16:06:55 +01:00
Willem Jan Palenstijn
26d55b09a8 SCI: Match SSCI channel reset order
It may or may not matter for a driver's voice mapping.
2015-02-14 16:06:55 +01:00
Willem Jan Palenstijn
f1e34f11d7 SCI: Initialize voice counts in SCI1+ 2015-02-14 16:06:55 +01:00
Willem Jan Palenstijn
84d2414a7d SCI: Avoid resetting already unused channels 2015-02-14 16:06:55 +01:00
Filippos Karapetis
53a2c30cb0 ZVISION: Fix script bug #6791 (max value of delay_render)
This fixes the delay outside the Frobozz Electric building.
In all other places, delay_render is called with a value
ranging from 1 to 10, so the 100 here looks to be a script
bug, and causes an unnecessary long pause in that scene.
Thus, we're capping the frame delay value to 10.
2015-02-14 15:27:01 +02:00
Filippos Karapetis
9ce285a11e ZVISION: Also reference the script manager in ResultAction members 2015-02-14 15:08:28 +02:00
Filippos Karapetis
60c06b84b6 ZVISION: Fix script bug #6794 - "ZVISION: Yoruk's coffin instant death"
Fixes an edge case where the player goes to the dark room with the grue
without holding a torch, and then quickly runs away before the grue's
sound effect finishes. Many thanks to eriktorbjorn for the original
workaround
2015-02-14 15:08:28 +02:00
Filippos Karapetis
14914b2a31 ZVISION: Add custom equality operators for game location
This makes the location checks more readable
2015-02-14 15:08:28 +02:00
RichieSams
2d2cfbe005 ZVISION: Create temporary subtitle surfaces on the stack rather than the heap 2015-02-11 15:13:20 -06:00
RichieSams
8ecc5e52c5 ZVISION: Handle question text rendering manually, rather than forcing an entire screen refresh 2015-02-11 15:13:20 -06:00
RichieSams
cff81cd70c ZVISION: Remove forced render to screen
timedMessage() is always called from the scripting system. Which is updated before the rendering system.
Therefore, the message will already be rendered this frame, when the renderingManager->update() is called.
2015-02-11 15:13:19 -06:00
RichieSams
a851fa8e1a ZVISION: Refactor text rendering code in order to fix word wrapping
and clarify the logic. Fixes bug #6801
2015-02-11 15:13:19 -06:00
Paul Gilbert
55be1b82a8 MADS: Variable renaming in closestColor 2015-02-08 23:54:51 -05:00
Paul Gilbert
5e00b39cae MADS: Implementing code for panning screen transitions 2015-02-08 22:07:42 -05:00
Torbjörn Andersson
cbbd1a9219 ZVISION: Set safe control state value after animation finishes
If we set it before the animation starts, the final turn of the
wheel won't be animated, because the puzzle will already be solved.
2015-02-08 15:47:20 +01:00
Torbjörn Andersson
8725f2cff2 ZVISION: Limit input text to the width of the input control
This is to prevent the player from entering ridiculously long
savegame descriptions.
2015-02-08 13:56:01 +01:00
Torbjörn Andersson
b7b4e9cc58 ZVISION: Draw transparent text in original save dialog
Before this change, text was drawn in black boxes in Zork Nemesis,
so while this does make it look better (and more like the original)
this may actually make the text slightly harder to read. The
original dialogs allowed only upper-case letters, but I think that
it's better to leave that to the player.
2015-02-08 10:13:18 +01:00
Torbjörn Andersson
a0661328b9 SCUMM: Fix detection of the DoTT Maniac Mansion easter egg target
It's the key, not the gameid, that is the proper target name. In
my case, the key for that version of MM had the target name
"maniac-old" and gameid "maniac" (can you tell I've messed around
with this file a bit on my own?), so it tried to use "maniac" as
the target, which happened to be the target name for the enhanced
version instead.
2015-02-07 21:55:24 +01:00
Torbjörn Andersson
531029f54a HUGO: Avoid drawing text above screen (bug #6799)
When drawing cursor text, don't draw it above the top of the screen,
since this would lead to memory corruption and crashes. I'm not quite
sure this is all of bug #6799 since it also mentioned that "sometimes
simply using a hotspot will be enough", but it's a start.
2015-02-05 00:04:04 +01:00