The same glitch that happens with the flower girl also happens with the
housekeeper: Walking nearby triggers a conversation, but doesn't abort
the current action. This can cause the UI to get corrupted.
At least for the housekeeper, this does not happen with the original
interpreter. I have no idea why.
This would happen when examining certain room objects (ones where
printing the description was part of a custom animation) while the
inventory was open. This was a bug in the original interpreter as well.
When talking to another character, his animation would usually freeze.
Most of the time this is just a cosmetic problem, but it does make
solving the puzzle with the billiard players more annoying than it
should be, since you had to leave and re-enter the room. See bug #10931.
When moving from one location to another, the Holmes icon should be
removed from the old location when travel begins. I've added a missing
restoreIcon() call, which seems to fix that.
Before, the game would sometimes register the mouse release event right
as the mouse pointer passed over the Exit button, causing e.g the
conversation window to close right away. This was probably also what
caused it to sometimes select conversation topics seemingly at random
for me.
This seems to match the speed of the original better, and makes the
power bars move at the same speed for both you and your opponent. It
does make the game more frustrating, I guess, but playing darts is
optional anyway.
The user interface windows should generally end one pixel short of the
bottom of the screen, not two. This was most noticeable when saving to
the last visible slot, because the blinking cursor would erase part of
the background.
I honestly don't know if I got all of them, but it should be a bit
better than before at least.
When examining a room object with a description that spans multiple
pages, only the first page was shown if the inventory was open at the
same time. This bug happens in the original too. Hopefully fixing it
does not cause any unwanted side effects.
Instead of using _backBuffer1 directly, we should draw the inventory
icons to the current back buffer. This makes a difference in cases where
the engine has activated back buffer 2. Referring to _backBuffer2
directly should still be ok. This fixes inventory redrawing after
examining a room object.
The exact position is still guesswork, apparently, but at least now the
movie should be correctly positioned inside its decorative frame, both
in high and low resolution mode.
If The Case of the Serrated Scalpel can't run in 640x400 pixels, the
portrait movies have to be downscaled on a temporary surface. Use the
same pixel format on this surface as the video decoder uses for the
full-size frame.
OSystem now just returns a nullptr if there is no text to speech manager instance
(because none is compiled into the binary, or the system doesn't provide support
for it). This removed the need for the engine authors to add scummvm osystem compile
time options checks into their engine code
Up until last commit, everything was working fine but the amount of files changed was too large. This commit tries to reduce the changes.
- Add a fake constructor to Keymap, text-to-speech, setDescription (save-state)
- Redirecting functions for PopUpWidget::appendEntry, ButtonWidget::setLabel, GUIErrorMessage
- Use the above functions and constructors to reduce changes in Engines
- Fix warnings being in unicode. Only output english text in - Warnings, Errors, etc.
- Mark some strings as "translation" strings. (Not yet added to POTFILES)
- Remove some CP related things from po/modules.mk
- Previously used some Common::convertToU32 where it was not necessary, replace this with u32constructor
Only for strings without an explicit action. The first level takes in a u32 string, encodes it, and passes it along further with the default action
- For gui widgets, the strings are passed in as native u32 strings.
- For everything else, they are being converted to u32 by Common::convertToU32... and then being passed along
After discussion with dreammaster. Apparently the 3DO version uses
a resolution of 640x400 pixels internally, not 320x200. Doubling
the X and Y coordinates from what they were seems to match what I
have seen in YouTube videos of the original game.
The computer opponent always aims for the bullseye as long as he
needs more than 50 points. After that, he's supposed to aim for
the closest score to what he needs to win. But this coordinate
was never used, and the computer player would always aim at the
same spot outside of the dart board. This, of course, made it
practically impossible for it to beat you. This commit fixes
that.
I thought at first that this fix wasn't quite right, because the
computer won't always hit the score he aims for even if you remove
the random inaccuracy from its aim. But I think it still hits
near the intended target, so maybe this is good enough?
When capturing Blackwood in The Case of the Serrated Scalpel, the
whole scene seems to be running in slow motion. This simply doubles
the speed for it. It may still be a tad slow, but at least it fits
the music much better I think.
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.
Without this change the Apple gcc 4.0 compiler (the last version to
support the MacOS X 10.4 SDK) generate a lot of errors regarding
trying to initialise references to Sherlock::Scalpel::Talk with the
address to a Sherlock::Talk object, or about forward declarations of Sherlock::Scalpel::Talk.
As far as I can tell, the lines I removed to draw the search box
are already handled by the call to makeField() above. Also, they
were drawing to the wrong surface, and one of them was in the
wrong direction, which is what triggered an assertion.