Solving a TurningPuzzle without an animation (e.g. the
crossed eyes box in nancy6) would previously not trigger
the solve flag, rendering the puzzle unsolveable. This has
now been fixed.
If there are unicode characters in the link, it was leading to
wrong length calculation.
Example of such link:
![Menü-Symbol](menu.png \"Menü-Symbol\"){w=10em}
The problem is that for simplicity, we are working with UTF8 in
Markdown, but still with U32String in MacTextCanvas. This led to
the string length be calculated for UTF8, which is a multibyte
encoding. As a result, we were overshooting the link parsing
and reading texts as numbers.
This is kind of a hacky solution: we convert text to U32 before
caluclating the string length
Director is quite permissive in terms of which fields you are allowed
to access on a missing cast member. Some will return undefined garbage
(if the cast ID is in range), some will return sensible defaults
(if the cast ID is out of range), and the rest will throw a scripting
error.
Fixes entering Henry's room on day 2 in The Dark Eye v1.0.3.
Changed the execution of Conversation records in nancy6
and up, so that the kBegin state falls through to the kRun
one and submits its caption to the Textbox immediately.
This fixes the text displayed in nancy6 scene 1299, where
a subsequent TextboxWrite record overwrites the
Conversation caption with a longer one.
Fixed an issue where AddInventoryNoHS would force an
item to be forever held by the player, if it is already in
the player's inventory prior to the record's execution.
Swapped the cursors used when a scene has inverted
360-degree rotation (so, when the player is rotating
around an object instead of in place; e.g. nancy6 scene 2200),
so that they're now correct.
The nancy7 (and only nancy7) save menu has two extra
strings in the LOAD chunk: one for the text that will appear
when a save slot is empty, and a default save prefix when
the player inputs an empty save name. Both of these are
now correctly loaded and used.
(for fireball, ice storm, lightning bolt, cone of cold, etc)
The current code seems to misbehave on platforms with
slow graphics updates (whether related to our backend,
to SDL or the actual graphics drivers or hardware). This
patch allows frame drops if necessary.