81110 Commits

Author SHA1 Message Date
Colin Snover
f44d8b6da6 SCI: Dispose uncached volume file streams
The stream returned by a call to ResourceManager::getVolumeFile
either MUST (when returning an I/O stream from a Common::FSNode)
or must NOT (when returning a Common::File *) be deleted by the
caller, depending upon some internal implementation details of
ResourceSource that should never have been exposed to callers.

FSNode streams that should have been deleted were not being
deleted all the time, which leaked and eventually caused ScummVM
to run out of FDs.

This commit improves this situation by shielding callers from
these internal details by centralizing the destruction logic in
one place, so FSNode read streams stop being leaked and callers
no longer need to know stuff about the internals of the
ResourceSource they are trying to read in order to avoid leaking
or breaking the volume file cache.

Fixes Trac#9782.
2017-05-13 22:46:25 -05:00
Colin Snover
1911b19e15 SCI32: Make sure all save game validity checks are in kCheckSaveGame32
Save game metadata validity checks in SCI32 should all exist within
kCheckSaveGame32 since this allows most games to recover
successfully from an attempt to load an invalid save game. If
gamestate_restore fails, the game will usually crash because the
engine is left in an inconsistent state (game scripts have cleaned
up objects in preparation for a game load that is no longer
happening).
2017-05-13 22:46:25 -05:00
Colin Snover
262ef4de61 SCI32: Fix crash at end of Torin
This "fix" is more of a hack, in the interest of making the game
completable. The root cause is a combination of two problems in
the game scripts:

1. Blink::init expects to receive either 0 or 2 arguments, but
   it assumes that if it received *any* arguments, it must have
   received 2 arguments. This assumption is wrong, though,
   because--
2. soTorinWhoAreYou::changeState(0) calls
   poPecandEyes::setCycle(Blink) without including a second
   argument (the blink speed).

This ends up with the second parameter being some garbage, and
that garbage gets sent to kRandom which then complains about
receiving garbage.

The correct fix for this would be to fix soTorinWhoAreYou (in
script 51400) to pass a second argument to setCycle, but there are
not enough obvious spare bytes for a quick and easy patch, so this
workaround will have to do for now.

Fixes Trac#9779.
2017-05-13 22:46:13 -05:00
Colin Snover
ea6eebca09 SCI: Fix reading of Rave data from compressed KQ6 audio volumes
Refs Trac#9764.
2017-05-10 15:29:53 -05:00
Thierry Crozat
80e7eaa442 I18N: Update translations templates 2017-05-10 19:08:31 +02:00
Colin Snover
9e839775b6 SCI: Add "patch" directory to search paths
Refs Trac#9776.
2017-05-10 12:04:56 -05:00
Colin Snover
200adb99cf SCI: Add example of KQ6 game with incorrect patches directory 2017-05-10 11:53:26 -05:00
Colin Snover
67b72cc5a8 SCI: Remove unused Robot code from SCI16 audio code 2017-05-10 10:55:00 -05:00
Colin Snover
dd13c3be43 SCI: Fix support for ScummVM compressed audio volumes
The runtime code for this had previously relied on hot patching
volume file offsets at the moment that a resource was loaded,
instead of correcting file offsets when reading audio maps. The
code added for sanity checking audio volumes started to report
warnings because the offsets being received were for the original
uncompressed audio volume, which (naturally) is larger than the
compressed audio volume.

This commit also deduplicates code between addResource and
updateResource, and tweaks a validation-related error message for
improved clarity.

Fixes Trac#9764.
2017-05-10 10:55:00 -05:00
Paul Gilbert
53b0b82e87 SHERLOCK: SS: Fix Italian fan detection entry language 2017-05-09 20:57:47 -04:00
Paolo Bossi
2a7cda649e I18N: Update translation (Italian)
Currently translated at 100.0% (957 of 957 strings)
2017-05-09 21:03:48 +02:00
Paolo Bossi
6ced8b28a7 I18N: Update translation (Italian)
Currently translated at 99.7% (955 of 957 strings)
2017-05-09 19:21:39 +02:00
Colin Snover
c788642b72 SCI: Add ifdef for SCI32 types in processPatch 2017-05-09 00:26:23 -05:00
Ben Castricum
b7638982c2 I18N: Update translation (Dutch)
Currently translated at 100.0% (957 of 957 strings)
2017-05-09 07:21:31 +02:00
Ben Castricum
d6a3bdcc0a I18N: Update translation (Dutch)
Currently translated at 99.6% (954 of 957 strings)
2017-05-09 07:06:03 +02:00
Colin Snover
eb6e179169 SCI: Fix SCI1.1 patch resources
While earlier commits had fixed handling of audio resources in
audio bundles to match SSCI, audio *patches* in SCI16 were still
being treated like standard resource patches. They are now
special-cased in the resource manager, just like SCI32.

Incidentally, while fixing the problem with audio patches, I also
noticed that the patch resource fixes for SQ5/German were very
similar to the special-case operations for resources in SCI32,
though using an odd heuristic. After investigating, it appears
that Sierra SCI1.1 works mostly like SCI32, and not like what
was there from SCI View. So, the old special-case code is deleted
and the special-case code for SCI32 has been expanded to cover
SCI1.1. (SSCI prior to 1.1 do not appear to do this
special-casing.)

Fixes Trac#9773.
2017-05-08 23:59:28 -05:00
Colin Snover
ae628c18d4 SCI32: Add workaround for KQ7
Fixes Trac#9763.
2017-05-08 19:45:07 -05:00
Timo Mikkolainen
57982eb5ab I18N: Update translation (Finnish)
Currently translated at 100.0% (957 of 957 strings)
2017-05-08 21:19:30 +02:00
Thierry Crozat
1563428340 I18N: Update translations templates 2017-05-08 20:23:44 +02:00
Thierry Crozat
916cdd58cd SCI: Add missing files in POTFILES 2017-05-08 19:19:14 +01:00
Colin Snover
13925065cb SCI: Fix unnecessary copy of Common::String 2017-05-08 11:26:47 -05:00
Colin Snover
f8d4ffa8ed SCI: Fix Audio36 patch suffix matching against lowercase extensions
The Lighthouse glider demo comes with a file named SDirectX.dll
which was failing to match the case-sensitive suffix search for
.DLL.
2017-05-08 11:26:47 -05:00
Colin Snover
130c9ecbb8 SCI: Fix some issues with ChunkResourceSource
1. The chunk number was hard-coded to zero and inaccessible.
2. Running ResourceManager::getVolumeFile for a chunk resource
   would always return nullptr instead of a stream of the chunk,
   which made it impossible to generically validate that resources
   being added were within bounds of the container file (or, in
   this case, container chunk).
2017-05-08 11:26:46 -05:00
Colin Snover
c9cbb8e31c SCI: Translate messages passed to dialogues 2017-05-08 11:26:46 -05:00
Colin Snover
554a73e012 SCI: Improve detection and reporting of resource errors
Simple assertions in the resource manager are not sufficient to
track down resource corruption issues, and some error conditions
that were being checked already were either ignored or only raised
as warnings that casual users would be unlikely to see.

Ideally, error handling in ResourceManager would be improved to
the point where errors would correctly propagate out of it (so the
warning dialogue could be displayed from outside), but right now
error codes are dropped all over the place, and it would take more
effort to fix that without much benefit for the current situation.
If/until someone has the energy to fix that, the warning dialogue
is simply shown from ResourceManager::scanNewSources.

Refs Trac#9764.
2017-05-08 11:26:46 -05:00
Bastien Bouclet
23abcffbc5 OPENGL: Don't update the cursor's texture when the cursor is invisible
Updating the cursor's texture is not necessary if it is not going to be drawn.

Fixes glDrawArrays sometimes failing due to using a framebuffer with an
incomplete color attachment. In SCI32 games, the framebuffer is incomplete
because the engine does not define pixel data for the cursor.
2017-05-08 06:50:30 +02:00
Paul Gilbert
a795c450bb SHERLOCK: Add detection entry for Italian fan translation 2017-05-07 22:51:05 -04:00
Colin Snover
a403523faf SCI32: Add workaround for KQ7
Fixes Trac#9759.
2017-05-06 21:45:41 -05:00
Colin Snover
c9f22eb1aa SCI32: Add missing ifdef for EngineState::_eventCounter 2017-05-06 21:23:23 -05:00
Colin Snover
8e933b79ec SCI32: Add Spanish Windows KQ7 to detection table
(The DOS version was already listed.)
2017-05-06 20:58:06 -05:00
Colin Snover
57dd79d4dc SCI32: Detect and handle tight loops around kGetEvent
In SSCI, mouse events are received through a hardware interrupt
and the cursor is drawn directly to the graphics card by the
interrupt handler. This allows game scripts to omit calls to
kFrameOut without stopping the mouse cursor from being redrawn
in response to mouse movement.

ScummVM, in contrast, needs to poll for events and submit screen
updates explicitly from the main thread. Submitting screen updates
may block on vsync, which means that this call should really only
be made once per frame, just after the game has finished updating
its back buffer. The closest signal in SCI32 for having completed
drawing a frame is the kFrameOut call, so this is where the
update is submitted (by calling OSystem::updateScreen).

The problem with the approach in ScummVM is that, even though the
mouse position is being updated (by calls to kGetEvent) and drawn
to the backend's back buffer (by GfxCursor32::drawToHardware),
OSystem::updateScreen is never called during game loops that omit
calls to kFrameOut.

This commit introduces a workaround that looks at the number of
times kGetEvent is called between calls to kFrameOut. If the
number of kGetEvent calls is higher than usual (where "usual"
seems to be 0 or 1), we assume that the game is running one of
these tight event loops, and kGetEvent starts calling
OSystem::updateScreen until the next kFrameOut call. We also
then start throttling the calls to kGetEvent to keep CPU usage
down. This fixes at least two such known loops:

1. When interacting with the menu bar at the top of the screen
   in LSL6hires;
2. When restoring a game in Phant2 and sitting on the "click mouse"
   screen.

A similar workaround may also be needed for kGetTime, though loops
around kGetTime should preferably be replaced using a script patch
to call kWait instead.
2017-05-06 19:03:54 -05:00
Colin Snover
604ac1a375 SCI32: Update cursor even when position appears unchanged
This may be masking another bug, but at least what happens in
Phant1 is that the mouse does not get redrawn after being moved
programmatically to the fast-forward button when deviceMoved
returns early.
2017-05-06 19:00:04 -05:00
Colin Snover
85105294f2 SCI32: Add some missing onFrame hooks for the debugger 2017-05-06 10:38:59 -05:00
Colin Snover
8a590e600f SCI32: Disable VMD kPlayFlagBlackPalette flag
Videos in GK2 use this flag (e.g. the chapter 6 intro).

Now that GfxPalette32::updateHardware no longer calls
OSystem::updateScreen (only GfxFrameout::frameOut does this now),
every time a palette swap occurs during playback, there is a frame
of blackness that should not exist. This is because the order of
operation is:

1. Send black palette
2. Call frameOut (which updates the screen)
3. Send new, correct palette
4. No frameOut (so the screen is not updated with the correct
   palette)

OSystem::updateScreen cannot be called multiple times for the same
frame due to vsync, but also, there does not appear to be any
reason to send a black palette, since it seems to be intended to
avoid temporarily rendering video frames with the wrong palette on
a hardware device that cannot guarantee simultaneous application
of a new palette and new pixel data. ScummVM does not have such
a problem, so this feature appears to be unnecessary for us.

For the moment, this 'feature' remains hidden behind an ifdef,
instead of being removed entirely, to avoid potential confusion
when comparing VMD code from SSCI.
2017-05-06 10:38:58 -05:00
Colin Snover
8b49313af3 SCI32: Fix terrible rendering performance when vsync is enabled
More than one call to OSystem::updateScreen per frame on systems
with vsync ruins performance because the call is blocked until
the next vsync interval.

This also fixes bad rendering performance with the OpenGL backend.
2017-05-06 10:38:58 -05:00
Colin Snover
91df45c6c5 SCI32: Fix missing/incorrect game features detection 2017-05-06 10:38:58 -05:00
Colin Snover
575ed98da1 SCI32: Centralize handling of pixel format switches 2017-05-06 10:38:58 -05:00
Colin Snover
b73e275b42 SCI32: Micro-optimize speedRoom comparison 2017-05-06 10:38:58 -05:00
Tarek Soliman
f30f34cbde SCI32: Set a savegame description if none was entered
This fixes the the SCI32 incarnation of Trac#5343
(defect#3061964): Savegames with no name can't be restored
2017-05-05 12:38:04 -05:00
Colin Snover
8d94a04605 SCI32: Disable game script video benchmarking
The approach to video benchmarking used by SCI engine does not
translate very well to modern video devices -- it will either be
so slow that the games think the system is not capable of showing
normal visual effects, or so fast that the benchmarks overflow
their counters. So, game scripts that perform video benchmarking
are now patched to unconditionally return the highest speed value.

A pleasant but subtle side-effect of this change is that the extra
time sitting at a blank screen before the start of a game (while
benchmarks ran) is now gone.

Fixes Trac#9741.
2017-05-04 23:00:53 -05:00
Martin Kiewitz
c057f00eab SCI32: Fix comment about Phantasmagoria 2 changes between EN+DE/FR 2017-05-04 22:17:03 +02:00
Colin Snover
db17478d1a SCI32: Add Italian KQ7 detection entry
Fixes Trac#9739.
2017-05-03 16:05:50 -05:00
Martin Kiewitz
73b6f4dc40 SCI32: Fix Japanese Phantasmagoria 2 detection entry 2017-05-03 22:40:15 +02:00
Martin Kiewitz
afa2c7bd2b SCI32: Add Japanese Phantasmagoria 2 detection data
Also add a bit of info to the German detection entry of
Phantasmagoria 2. Also add URL to censorship information on our wiki.
2017-05-03 21:45:04 +02:00
Bastien Bouclet
e25d472aa9 SCI32: Add detecton for KQ7 1.65c French 2017-05-03 18:53:55 +02:00
Colin Snover
ffdfa317f1 SCI32: Add detection entry for French Shivers
Fixes Trac#9742.
2017-05-02 20:35:07 -05:00
Retro-Junk
e4ab357d14 PLUMBERS: Add engine for Plumbers Don't Wear Ties 2017-05-03 00:42:13 +01:00
Thierry Crozat
ee0ac26621 BASE: Fix auto-detect command to detect and start game
There were several issues.

The first one was introduced recently and caused the preferred target
to be used as a game ID, which resulted in an error when this is not
a valid game ID. Thus this fixes bug #9754.

The other issues were here since the auto-detect command was added and
caused other command line options, suh as the path, to be lost. This
usually resulted in a failure to start the game as the data files could
not be found (unless the ID happened to be the same name as a target
previously added). This also caused a reappearance of the old bug
2017-05-03 00:17:16 +01:00
Eugene Sandulenko
bfd2b487eb DIRECTOR: Fix code formatting 2017-05-02 22:06:59 +02:00
Eugene Sandulenko
98f0006ad9 DIRECTOR: Reduce header dependency 2017-05-02 22:06:39 +02:00