There are 2 bug reports regarding one version of GoldRush that
wasn't recognized by the detection table.
On bug #3320, it was explained to be a pirated version. Therefore,
this update, in order to avoid further reporting of the same issue.
It closes bug #11308.
This fixes these, but adding constructors causes further memset usage
warnings on the structures which are now "non-trivial" due to the addition
of constructors. Should be able to fix by repeating this process to remove
further memset usage.
Some games, especially fangames appear to blit to co-ordinates outside
the screen area, which caused an assertion in the graphics backend.
To prevent this and allow further debugging in these cases, we clamp
this to the screen area. Note that there are several other locations
which do backend graphics calls, so this may need to be applied
elsewhere in the general case.
This fixes bug Trac #10736.
It was also necessary to make sure that the Common::String objects
were initialised correctly by switching to use a C++ container
for engine objects instead of calloc, since they were no longer
C-compatible PODs.
This commit introduces the following changes:
1. Graphics::loadThumbnail()
Now returns a boolean and takes a new argument skipThumbnail which
defaults to false. In case of true, loadThumbnail() reads past the
thumbnail data in the input stream instead of actually loading the
thumbnail. This simplifies savegame handling where, up until now,
many engines always read the whole savegame metadata (including
the thumbnail) and then threw away the thumbnail when not needed
(which is in almost all cases, the most common exception being
MetaEngine::querySaveMetaInfos() which is responsible for loading
savegame metadata for displaying it in the GUI launcher.
2. readSavegameHeader()
Engines which already implement such a method (name varies) now take
a new argument skipThumbnail (default: true) which is passed
through to loadThumbnail(). This means that the default case for
readSavegameHeader() is now _not_ loading the thumbnail from a
savegame and just reading past it. In those cases, e.g.
querySaveMetaInfos(), where we actually are interested in loading
the thumbnail readSavegameHeader() needs to explicitely be called
with skipThumbnail == false.
Engines whose readSavegameHeader() (name varies) already takes an
argument loadThumbnail have been adapted to have a similar
prototype and semantics.
I.e. readSaveHeader(in, loadThumbnail, header) now is
readSaveHeader(in, header, skipThumbnail).
3. Error handling
Engines which previously did not check the return value of
readSavegameHeader() (name varies) now do so ensuring that possibly
broken savegames (be it a broken thumbnail or something else) don't
make it into the GUI launcher list in the first place.
This flag is removed for a few reasons:
* Engines universally set this flag to true for widths > 320,
which made it redundant everywhere;
* This flag functioned primarily as a "force 1x scaler" flag,
since its behaviour was almost completely undocumented and users
would need to figure out that they'd need an explicit non-default
scaler set to get a scaler to operate at widths > 320;
* (Most importantly) engines should not be in the business of
deciding how the backend may choose to render its virtual screen.
The choice of rendering behaviour belongs to the user, and the
backend, in that order.
A nearby future commit restores the default1x scaler behaviour in
the SDL backend code for the moment, but in the future it is my
hope that there will be a better configuration UI to allow users
to specify how they want scaling to work for high resolutions.
We have lots and lots of -Wimplicit-fallthrough warnings, and I
don't know if it's worth fixing them or not. But if we want to,
this is how it can be done.
and therefore set the "fully played"-flag/variable, so that scripts
don't block forever in for example Police Quest 1 poker back room.
Fixes bug #9706
Thanks waltervn
Thanks waltervn for finding this one.
Was a regression caused by the timer heuristic for detecting
bad script code. When the heuristic identified being in an
inner timer loop, it told ScummVM to sleep + process events.
During that time a restore can get triggered by the user via GMM.
When that happens, the restore is executed immediately.
When still being inside testIfCode(), it may happen that execution
goes beyond the end of the current logic incl. error/crash.
TODO: maybe better change GMM as a whole for AGI, that restores are
always processed in a delayed way after main loop got processed
once?
Original AGI only created a stationary event, when the last
pressed direction key was released. We do that now as well.
Makes cursor in MH1 behave properly.
Thanks to waltervn for pointing this out.
Thanks waltervn for pointing this issue out
AppleIIgs adjustment tables had to be extended, because the first
3 arcade sequences were running way too fast, while the last one
ran fine and all of those are part of one single room.
Original AGI TIME_DELAY 0 made the game run as fast
as possible. We didn't go that far, but it still seems to run
too fast. This should hopefully fix that.
See bug #9607
Added it into hasFeature() of all engines which returned `true` in
simpleSaveNames() before.
As mentioned in #788, SCI is not always using simple names, so it
doesn't have such feature now.
Engines with "simple" savenames would support "Run in background" in
save/load dialog and gradual save slots unlocking. Other engines
save/load feature would be locked until save sync is over.