144 Commits

Author SHA1 Message Date
AndywinXp
8ddd8da773 SCUMM: GUI: Fix confirmation on exit behavior on script quit commands
We now quit without confirmation when the scripts tell the
interpreter to quit. Except in COMI main menu, when pressing
on the "Quit" option. In that case we must ALWAYS show the
confirmation dialog box.
2023-11-13 22:33:18 +01:00
AndywinXp
8461f25218 SCUMM: Rename enhancementClassActive to enhancementEnabled 2023-11-08 11:46:06 +01:00
AndywinXp
d5fa7aeb90 SCUMM: Mark all enhancements with their respective classes 2023-11-08 11:46:06 +01:00
shkupfer
9fed3e40b9
SCUMM HE: Baseball '01 competitive online play mods (#5341)
* SCUMM HE: BYB01 hit power mod for online competitive play

* SCUMM HE: BYB01 pitch location hit quality mod for competitive online play

* SCUMM HE: Unindent switch case statements

* SCUMM HE: BYB01 online mod: sprint on halfspeed popup

* SCUMM HE: BYB01 online mod: fewer sprints for top speed

* SCUMM HE: Fix BYB01 online turnaround score bug

* SCUMM HE: Add break statements to ensure correct hit quality returned

---------

Co-authored-by: shkupfer <shkupfer@ncsu.edu>
2023-10-01 20:24:07 -04:00
athrxx
8a54e258a5 SCUMM: (SCUMM7/8) - fix actor turning animation
The turning interpolation was completely disabled for v7/8, since it
interfered with DIG walk scripts. The result was that DIG was the only
v7/8 game that still had (script controlled) turning animations. COMI
and FT don't use walk scripts. So the actors would just flip directly from
the current facing direction to the target facing.

I have now changed parts of the walking code (and some other parts)
to better match the original v7/8 code.
2023-08-27 15:06:57 +02:00
AndywinXp
f4455e773e SCUMM: Relabel part of the general sound code
Albeit not 100% necessary for rewriting the HE sound engine,
I decided to make this change in order to:
- Give proper meaning to magic numbers and variables
  which were given temporary names 20 years ago;
- Avoid going insane when making comparison with HE code
  and ours, when rewriting the sound code.
2023-08-18 22:20:45 +02:00
shkupfer
e0a146f908
SCUMM HE: Football online mod: Show full bench when drafting (#5235)
* SCUMM HE: Return 38 for roomvar 9 to show full bench online

* SCUMM HE: Move mod impl to o6_getRandomNumberRange

---------

Co-authored-by: shkupfer <shkupfer@ncsu.edu>
2023-08-07 16:15:23 -04:00
AndywinXp
a5fe613c3f SCUMM: SAMNMAX: Post-load fix for savegames presenting bug #14467
The root cause of the issue is not solved yet, but this would allow for the
affected savegames to still work.
2023-05-21 20:16:14 +02:00
Little Cat
9868e384c5
SCUMM HE: Baseball workarounds for faster logins. 2023-04-16 19:55:34 -03:00
AndywinXp
ae02bf6ab8 SCUMM: Make chosen random numbers visible via debug level 6 2023-04-02 18:24:28 +02:00
AndywinXp
344fb2c2d5 SCUMM: FT: Fix crash with debug mode on when pressing 'A' 2023-03-21 17:01:09 +01:00
AndywinXp
6b157da194 SCUMM: HE: Fix crash in FREDDI2 and cleanup 2023-03-17 13:10:23 +01:00
Donovan Watteau
18ab6803d6 JANITORIAL: Fix various "an" typos in comments 2023-03-16 14:47:28 +01:00
Little Cat
4aede052e3 SCUMM HE: Migrate competitive mods. 2023-03-06 00:07:13 +01:00
Little Cat
568f120784 SCUMM HE: Enable network play on Mac versions. 2023-03-06 00:07:13 +01:00
Little Cat
73cc6cc488 SCUMM HE: Finish mitgrating lobby code. 2023-03-06 00:07:13 +01:00
Little Cat
893eb485f8 SCUMM HE: Use new online session dialog. 2023-03-06 00:07:13 +01:00
BLooperZ
e14b232918 SCUMM: Label v6+ subops 2023-02-26 10:53:53 +01:00
Cameron Cawley
f7785f463a SCUMM: Use the keymapper for bike fights in Full Throttle 2023-02-08 00:11:40 +01:00
Donovan Watteau
96a800ef5c SCUMM: Fix randomly unreachable fire in DOTT (WORKAROUND)
In DOTT, script 13-21 calls `startScript(1,106,[91,5])` when Jefferson
builds the fire, but this script continuously changes the state of the
fire object to a random value between 1 and 5 (this stops when you exit
his room), and so if Hoagie tries interacting with it, he'll say "I
can't reach it." instead of the intended "No. Fire bad." line, most of
the time.  This also happens with the original DOS interpreter, the
2002 Aaron Giles Windows interpreter, and the Remastered version.

Ignoring this script fixes this problem and it doesn't seem to cause any
regression with the fire itself. My hypothesis is that the game designers
wanted to have an "early fire" animation when the fire has just been lit
by Jefferson, but then they dropped the idea and used the same unique fire
animation but forgot to turn off this script.
2023-01-23 00:00:31 +02:00
Donovan Watteau
28a4e9c2ee SCUMM: Document that Trac#4464 workaround is intentionally not an enhancement
This workaround fixed a complete scene hang that any user could
trigger during a legitimate gameplay, and there's no point in letting
users hang the game… (if you're really curious for it, you know how to
build ScummVM or how to run an original interpreter).

Also make it explicit that the bug also happens with DREAMM, while
there.
2023-01-18 20:04:22 +01:00
Donovan Watteau
3d608e10f6 SCUMM: Make the Plunder Town Theater music workaround an optional enhancement
This is an original script bug that also happens with the original
EXE, and so this fix is an enhancement.
2023-01-18 19:46:49 +01:00
Donovan Watteau
4939404410 SCUMM: Make Sam & Max WORKAROUND for Trac#269 an enhancement
I've checked with DREAMM that the original has the same behavior, and so
this script fix probably qualifies as an enhancement.
2023-01-17 19:53:41 +01:00
Donovan Watteau
91a37f88bf SCUMM: Make Sam & Max WORKAROUND for Trac#2068 an enhancement
The full context is documented in the original ticket, but we still need
this workaround if one plays with subtitles and voices and a slow text
speed, and this is indeed an original script issue since the small glitch
with the fishing line also happens with the original interpreters.

Since we're fixing an original, non-game-breaking bug, this qualifies as
an enhancement that one can disable if they want to be as close as
possible to the original experience.
2023-01-17 19:15:09 +01:00
AndywinXp
58185c5654 SCUMM: SMUSH: Extend dynamic video framerate changes to all games
This has been verified from disasm, and also removes the need for
another old workaround.
2023-01-15 22:20:01 +01:00
AndywinXp
546fd42749 SCUMM: Properly fix bug #813
Verified for the disasms of v3-v6 and HE
2023-01-14 11:53:50 +01:00
AndywinXp
61fa4b6253 SCUMM: v7-8: Fix FT camera bug and properly fix #1195 and #1579
There was a nasty bug in the fuel tower room, when the cops arrive at the
tower and the player regains control, in which the camera would be brought up
and then down again.

While I was there, since this is the same domain, I rechecked the v7-8 camera
code from the disasm, made some corrections, and properly fixed #1195 and
#1579. Another workaround bites the dust :)
2023-01-08 17:42:50 +01:00
Donovan Watteau
0944138334 SCUMM: Fix some placeholder text in the bar in French FT (WORKAROUND)
In the French release of Full Throttle, when Ben looks at one of the
small pictures above the piano, a strange "piano-low-kick" string
appears in the subtitle. Just drop it and replace it with the missing
characters in order to match what he's saying (as done in the 2017
remaster).
2022-11-18 03:51:35 +02:00
AndywinXp
d65f6f4c92 SCUMM: SAMNMAX: Remove never triggered workaround
This workaround was originally meant to address the case in which derefActor was called with
an id == 0. Originally, a value of 0 triggered a range error. As a matter of fact, we (correctly) accept
actors id == 0 now, so this workaround is never being triggered.
2022-10-17 22:28:48 +02:00
Donovan Watteau
4fd6ea1813 SCUMM: Make Trac#1452 subtitle workaround for Dig optional
Like the other "missing waitForActor()" workarounds we have.
2022-10-12 13:42:43 +02:00
Donovan Watteau
a16a1e57e2 SCUMM: Make Dig crypt subtitle workaround an optional waitForActor()
When Low finds the meaning of the crypt inside the tomb, subtitles are
not printed because of a missing waitForActor() call. This also happens
in the original interpreters.

In Trac#4410 and commit 3b05a52588fc92885d7cae0c96be7eb516d27e5c, this
was implemented as an actor.cpp workaround, but doing it this way make
Low glide on the floor instead of having his usual walking animation.

Having him wait finishing his sentence before he moves to the crypt may
feel a bit odd too, but Low already does that in some other parts of the
game, and he just reacts at a very slow pace in general.

Moving this to o6_talkActor() also means that it's next to the other
waitForActor() workarounds, where we try to only target the impacted
lines when we can.

Also make this workaround use `_enableEnhancements` while there.
2022-10-09 00:22:05 +03:00
Donovan Watteau
e0b8678482 SCUMM: Let Max finish his comment on capitalism at Snuckey's (WORKAROUND)
If Sam tries buying something at Snuckey's without any having money, Max
will not always have enough time to finish his comment on capitalism,
because the employee will say "Anything else?" without any call to
waitForMessage() to make sure that Max is done speaking. But good jokes
from Max should never be cut!

This would happen if Sam only picked up the pecan-flavored candies, for
example.
2022-10-08 22:20:50 +03:00
Donovan Watteau
b41d3f4eea SCUMM: Replicate the original clock tower behavior (COMI)
Guybrush can read the clock of Puerto Pollo, but this was only enabled
in the English, Italian and (fan-made) Russian releases, probably
because the result was poor for the other languages.

The German, French, Spanish, Brazilian Portuguese and CJK releases
disabled this feature, but the check was done in the interpreter, not in
the scripts.  This replicates this original behavior.

Findings and ScummEngine_v7::actorTalk() change by AndywinXp.
2022-09-15 17:29:50 +02:00
eientei
d47127aa90 SCUMM: Simplify bug #4556 workaround; comment fixes 2022-08-17 21:47:29 +02:00
AndywinXp
6ee5f03ffa SCUMM: v7-8: Fix correct moment to call checkExecVerbs()
Also, remove 20 years old workarounds because of this
2022-08-06 13:33:56 +02:00
Donovan Watteau
1f0cb06250 SCUMM: Fix a continuity error with George Washington's teeth (DOTT)
You can't make George Washington leave the main hall without starting a
fire, but this fire can't be started if George Washington's is not
wearing the chattering teeth.

So, when he comes back to that room, he should be wearing them, but
this is not the case during the associated cutscene (he does wear them
if you talk to him outside, or come back to this room again after this
cutscene).  So, force costume 69 (chattering teeth) instead of costume
53 (no chattering teeth) for George Washington in this script.
2022-08-02 22:06:16 +02:00
Donovan Watteau
e3152645d2 SCUMM: Fix missing Dr. Fred line when he receives a new diamond
When Dr. Fred receives a new diamond, he's supposed to report the status
of Hoagie's and Laverne's units, but these talkActor() lines don't have
any associated wait.waitForMessage(), so they were unseen and unheard in
the game until now.

I couldn't find a way of only targeting the impacted lines, so this is
applied to every line from Dr. Fred in this part of the script.
2022-06-17 14:50:04 +03:00
Eugene Sandulenko
c73af63436
SCUMM: Fix random number generation in SCUMM6
Now it matches disassembly and particularly fixes RNG in
Backyard Sports games.
2022-06-08 15:16:57 +02:00
AndywinXp
d104366815 SCUMM: COMI: Fix music track playing indefinitely in an edge case
This is a bug in the original interpreter, so the following workaround is marked as an enhancement.
When Guybrush gets on the Sea Cucumber for the first time and the monkeys show up on deck, if the ESC key is pressed before the "Any last words, Threepwood?" dialogue, the music will continue playing indefinitely throughout the game (or until another "sequence" music is played). To amend this, we intercept this exact script override and we force the playback of sound 2277, which is the iMUSE sequence which would have been played after the dialogue.
This workaround has been stress-tested on all Steam available languages + Akella Russian.
2022-05-27 23:05:20 +02:00
Donovan Watteau
c69d83b638 SCUMM: Move the #3832 workaround from o6_setState() to o6_animateActor() 2022-04-23 15:16:28 +03:00
Donovan Watteau
8531668db9 SCUMM: Fix glitch when Bruno flees Bumpusville (bug #3832)
When Bruno and Trixie leave Bumpusville, a new actor is used for their
escape animation, but the original script never removes this actor from the
scene, so some parts of Bruno can still be seen on the wall when the door
closes.  So we force the removal of this actor just before that.
2022-04-23 15:16:28 +03:00
Torbjörn Andersson
54fd5caac8 SCUMM: Adjust timings for German Sam & Max intro. (Bug #13378) 2022-04-21 11:22:26 +02:00
Little Cat
3bae66919b SCUMM: Don't pause at startup in Moonbase. 2022-04-15 22:41:21 +02:00
athrxx
de4513cdff SCUMM: (SCUMM7/8) - implement original text formatting flags for more flexibility 2022-04-08 19:53:44 +02:00
Torbjörn Andersson
378cf3a953 SCUMM: Make DOTT workaround optional
This workaround happens in some cases when Bernard interacts with the
chewing gum on the floor, where he will speak using Laverne's voice. See
bug #3803 for details. I've re-verified that it happens in the original
as well.
2022-04-08 16:37:03 +02:00
Eugene Sandulenko
abea37c9bb
ALL: Update ScummVM project license to GPLv3+ 2021-12-26 18:48:43 +01:00
Andrea Boscarino
f731cfd648
SCUMM: DiMUSE: New Digital iMUSE Engine (#3368)
SCUMM: DiMUSE: Add new implementation of the engine
2021-11-16 00:05:18 +01:00
Orgad Shaneh
ed5489929c SCUMM: Use nullptr
Using clang-tidy modernize-use-nullptr
2021-11-14 15:51:59 +02:00
athrxx
bfd8c8ed8c SCUMM: whitespace 2021-08-16 18:29:47 +02:00
sluicebox
674ed112aa JANITORIAL: Update more old bug tracker numbers
I missed the six digit ones and a few others in:
93eeffc84dd64461b8267a732baa569262828e27
2021-06-09 14:28:52 -06:00