Commit Graph

519 Commits

Author SHA1 Message Date
mataniko
581a6ec7d6 JANITORIAL: Rename kSupportsRTL to kSupportsReturnToLauncher 2020-05-12 10:36:38 +02:00
Paul Gilbert
9f175c4053 ENGINES: Cleanup of savegame filenames generation
This removes filename methods when it matched the Engine method.
Secondly, ensuring there was an overriden getSaveStateName method
for engines that didn't do the standard target.00x save filenames
2020-02-16 15:44:28 -08:00
Paul Gilbert
a00e44ba6c ENGINES: Merge saveGameState virtual methods into a single one 2020-02-16 15:44:28 -08:00
Paul Gilbert
3a66feb5d9 MORTEVIELLE: Refactor to use Engine debugger 2020-02-16 13:07:19 +02:00
Bastien Bouclet
b2b78df162 MORTEVIELLE: Add override keywords 2020-02-09 12:43:15 +01:00
Eugene Sandulenko
9be24ff214 MORTEVIELLE: Added override keywords 2020-02-05 15:58:16 +01:00
Paul Gilbert
5b80320525 ENGINES: Adding override keyword to hasFeature methods 2020-02-04 20:04:11 -08:00
D G Turner
b86c2923cf MORTEVIELLE: Fix Missing Default Switch Cases
These are flagged by GCC if -Wswitch-default is enabled.
2019-11-11 01:17:49 +00:00
Bastien Bouclet
9c8bd056d6 ENGINES: Stop using 'single id' 2019-11-03 11:43:00 +01:00
Bastien Bouclet
4b42112721 ENGINES: Add an engine ID to all the engines 2019-11-03 11:43:00 +01:00
Henrik "Henke37" Andersson
2b986c98f2 MORTEVIELLE: The game doesn't use MIDI, mark it as such. 2019-09-29 19:34:16 +03:00
Jaromir Wysoglad
990ab61793 MORTEVIELLE: Improve voice mapping to characters.
* Return pitch -= 6 to females, this brings the pitch closer
    to zero
 * Add array of indices which ensures, that we use as many voices
    as we can.
2019-09-01 22:47:55 +03:00
Jaromir Wysoglad
a1f69e6b06 MORTEVIELLE: Refactoring as suggested by Criezy
* Add checks if ttsMan != null before trying to use it
 * Simplify startSpeech
 * Move haut to startSpeech and pass the character index to
    the startSpeech instead.
2019-09-01 22:47:55 +03:00
Jaromir Wysoglad
99550a95b2 MORTEVILLE: Stop speech when pressing F8. 2019-09-01 22:47:55 +03:00
Jaromir Wysoglad
c7dbf192ef TTS: Remove unneeded code
Remove debuging outputs
Remove commented iconv implementation of text conversion to UTF-8
2019-09-01 22:47:55 +03:00
Jaromir Wysoglad
2ecbf9ac18 MORTEVIELLE: Return old code to waitSpeech
The waitSpeech should use the old code, when just sound is playing
(the TTS isn't speaking).
2019-09-01 22:47:55 +03:00
Jaromir Wysoglad
c9ec089e61 MORTEVIELLE: Remove unneeded TTS code 2019-09-01 22:47:55 +03:00
Jaromir Wysoglad
d2b9b9ef21 MORTEVIELLE: Map characters to different voices 2019-09-01 22:47:55 +03:00
Jaromir Wysoglad
e04463b05a MORTEVIELLE: Add text to speech capability 2019-09-01 22:47:55 +03:00
Cameron Cawley
f6015086e1 ENGINES: Add GUIErrorMessageFormat to replace duplicated functions (#1455) 2018-12-19 08:31:26 +02:00
Bastien Bouclet
9a4c0ae281 ENGINES: Normalize the getName() result of metaengines
Also-By: Matthew Hoops <clone2727@gmail.com>
2018-12-10 06:47:27 +01:00
Paul Gilbert
11e33ba3fc JANITORIAL: Removing trailing spaces after int casts 2018-08-17 20:30:20 -07:00
Bastien Bouclet
42e4283b4b MORTEVIELLE: Push down the AD includes 2018-05-01 12:48:05 +02:00
Adrian Frühwirth
00e59a3122 ALL: Load savegame thumbnail only when necessary
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.
2018-04-07 09:26:20 +02:00
Adrian Frühwirth
8f6d8f7f68 MORTEVIELLE: Let listSaves return list sorted on slot numbers 2018-03-26 01:07:32 +02:00
Colin Snover
432fd522d2 ENGINES: Remove default1x scaler flag
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.
2017-10-07 12:30:29 -05:00
Ben Castricum
ebaab44cd1 ALL: Leave out instructions for engine data issues 2016-12-08 13:38:56 +01:00
Ben Castricum
55512414dd ALL: Change instructions for engine data file issues
The engine data files should be included in the package, so downloading
may not be the best suggestion. Instead refer to the README.
2016-12-06 14:16:37 +01:00
Ben Castricum
1cf3f50b74 ALL: Unify 'wrong version of engine data' message 2016-12-06 09:38:25 +01:00
Ben Castricum
eb7ffb1e2c ALL: Unify 'corrupted engine data' message 2016-12-06 09:38:19 +01:00
Ben Castricum
e1ec91b69a ALL: Unify 'missing engine data' message 2016-12-05 21:04:50 +01:00
Alexander Tkachev
b665fc933d ALL: Make simpleSaveNames() a MetaEngineFeature
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.
2016-08-24 16:07:55 +06:00
Alexander Tkachev
ab1d160ec8 ALL: Add MetaEngine::simpleSaveNames()
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.
2016-08-24 16:07:55 +06:00
Eugene Sandulenko
1fc03406e3 MORTEVIELLE: Fix debug channel initialization 2016-07-28 11:41:49 +03:00
Eugene Sandulenko
858a31102f MORTEVIELLE: Use ### as save file pattern 2016-06-08 10:15:06 +02:00
Eugene Sandulenko
8a6e5336a6 MORTEVIELLE: Fix warning 2016-05-02 17:39:30 +02:00
Ori Avtalion
3564032330 JANITORIAL: Reduce audio header dependencies 2016-04-14 16:10:21 +03:00
Johannes Schickel
0b6befdcc5 ENGINES: Make variable names of AdvancedMetaEngine conform to our guidelines.
_singleid   -> _singleId
_gameids    -> _gameIds
_guioptions -> _guiOptions
2016-03-08 19:01:13 +01:00
Eugene Sandulenko
23d74fddb4 CONFIGURE: Introduced new engine dependency: highres
Some backends like GCW0 do no support graphics >320x240 due to
the hardware limitation (downscaling is possible but it will ruin
the pixel hunting which is often part of the gameplay).

Instead of manually updating the list of engines, we now introduce
a new dependency.

I marked all relevant engines, but some, like tinsel, require more
work with putting their relevant high-res games under USE_HIGHRES
define.
2016-03-05 14:25:56 +01:00
Strangerke
9d6ae42f65 MORTEVIELLE: Reduce the scope of a variable 2015-11-27 15:05:41 +01:00
Thierry Crozat
fc7df50ed0 MORTEVIELLE: Do not try to use menu.mor file
This file has a different format from menufr.mor and menual.mor and
we don't support it. Trying to use this file would lead to wrong menu.
If the game version does not contain menufr.mor it has to get the
menu from the DAT file.
2015-09-14 22:29:23 +01:00
Thierry Crozat
8349559598 MORTEVIELLE: Fix loading of BRUITS file
This was broken in previous commit when adding support for versions
that do not have this file.
2015-09-08 08:48:50 +01:00
Strangerke
ab612df338 MORTEVIELLE: Fix a couple of crashes occurring in the alternate DOS version 2015-09-08 07:43:30 +02:00
Thierry Crozat
35b27e6986 MORTEVIELLE: Use engine data file for french version without menufr.mor 2015-09-07 23:50:36 +01:00
Strangerke
3ec6dccc4f MORTVILLE: Add detection for the version reported in #6575 2015-08-19 23:03:44 +02:00
Chris Apers
ebc5c55ce3 MORTEVIELLE: fixed text position
Checked against french and german versions. “Your are alone” text isn’t
centred in original code.
2015-01-29 13:24:24 +01:00
Chris Apers
58565c43da MORTEVIELLE: added starting screen string index constant 2015-01-27 20:55:47 +01:00
Chris Apers
d928871f7a MORTEVIELLE: added starting screen
To give credits to the original authors and developers.
2015-01-27 20:48:31 +01:00
Chris Apers
bdd75f975d MORTEVIELLE: added missing inter screen messages 2015-01-26 22:16:31 +01:00
Chris Apers
e695c01862 MORTEVIELLE: 1sec seems to be far enough here 2015-01-25 20:54:09 +01:00