Commit Graph

454 Commits

Author SHA1 Message Date
Eugene Sandulenko
c6872dcf52 PRINCE: Added more debug output 2018-05-06 19:33:44 +02:00
Eugene Sandulenko
ba666dfc32 PRINCE: Fixed game type for bundled Russian version 2018-05-06 19:33:44 +02:00
Eugene Sandulenko
e6ce8f8130 PRINCE: Added more debug output 2018-05-06 19:33:44 +02:00
Adrian Frühwirth
7f85a988c0 Revert "PRINCE: Don't output debug information unless requested"
This reverts commit dfbf6b7287.
2018-05-06 09:25:31 +02:00
Adrian Frühwirth
589f0f8750 PRINCE: Use ScummVM save/load dialogs
The original option dialogs do not seem to be implemented yet so we
always show the ScummVM ones when using the save/load hotkeys for now.

This partly fixes Trac#9866.
2018-05-06 02:26:28 +02:00
Adrian Frühwirth
dfbf6b7287 PRINCE: Don't output debug information unless requested 2018-05-06 01:24:12 +02:00
Adrian Frühwirth
b09dab8c9f PRINCE: Add FIXMEs for potential bugs 2018-05-06 00:00:38 +02:00
Adrian Frühwirth
13a08a0bb0 PRINCE: Add play time metadata to savegames 2018-05-06 00:00:38 +02:00
Adrian Frühwirth
f5c45e5ca4 PRINCE: Removed unused kBadSVG 2018-05-06 00:00:38 +02:00
Eugene Sandulenko
d84c1ac7e0 PRINCE: Fix header dependency 2018-05-05 23:17:35 +02:00
Eugene Sandulenko
dbc60f55e2 PRINCE: Added Russian options 2018-05-05 23:17:35 +02:00
Eugene Sandulenko
44e44c1f1a PRINCE: Optimize decompression for bundled games 2018-05-05 23:17:35 +02:00
Eugene Sandulenko
5515f414af PRINCE: Decompress files if they're extracted 2018-05-05 23:17:35 +02:00
Eugene Sandulenko
85aa17d9ac PRINCE: Move decompression method to reusable place 2018-05-05 23:17:35 +02:00
Eugene Sandulenko
5a9eba989a PRINCE: Rename resources.cpp 2018-05-05 23:17:35 +02:00
Eugene Sandulenko
a97a3c3886 PRINCE: Further work on support for extracted games 2018-05-05 23:17:35 +02:00
Eugene Sandulenko
6e58c5aaa5 PRINCE: Added support for unbundled compressed files 2018-05-05 23:17:35 +02:00
Eugene Sandulenko
e3b9be6679 JANITORIAL: Whitespace fixes 2018-05-05 23:17:35 +02:00
Eugene Sandulenko
c234630931 PRINCE: Initial support for packed Russian version 2018-05-05 23:17:35 +02:00
Eugene Sandulenko
c95cbdc2c9 JANITORIAL: Fix formatting 2018-05-05 23:17:35 +02:00
Eugene Sandulenko
7352737a69 PRINCE: Even more prince.cpp refactoring. Inventory and pathfinding 2018-05-05 23:17:35 +02:00
Eugene Sandulenko
788a1fab82 PRINCE: More prince.cpp restructuring 2018-05-05 23:17:35 +02:00
Eugene Sandulenko
67abcc36a7 PRINCE: Moved audio-related methods to separate files 2018-05-05 23:17:35 +02:00
Eugene Sandulenko
951c365591 PRINCE: Move cursor manipulation to cursor.cpp 2018-05-05 23:17:34 +02:00
Eugene Sandulenko
faf579c48f PRINCE: Move resource loading methods to separate file 2018-05-05 23:17:34 +02:00
Eugene Sandulenko
132f77fd16 PRINCE: Rename sound.cpp to music.cpp 2018-05-05 23:17:34 +02:00
Eugene Sandulenko
919013d7f2 JANITORIAL: Fix formatting 2018-05-05 23:17:34 +02:00
Bastien Bouclet
ff4498bda3 PRINCE: Push down the AD includes 2018-05-01 12:48:05 +02:00
Adrian Frühwirth
5d1ed6d68f PRINCE: Update detected game titles 2018-04-29 08:57:23 +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
7eed14614b JANITORIAL: Fix typo 2018-03-29 00:16:57 +02:00
Adrian Frühwirth
8ed5969ea1 PRINCE: Let listSaves return list sorted on slot numbers 2018-03-26 01:07:32 +02:00
Eugene Sandulenko
6a56599435 PRINCE: Added detection for alternative Russian version 2017-11-20 22:32:28 +01:00
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
Eugene Sandulenko
c8dca57555 PRINCE: Refactored detection code into widely accepted schema 2016-10-21 10:32:48 +02:00
Eugene Sandulenko
38cf75e885 PRINCE: Make Russian version of the game start.
Crashes right after the intro AVI.
2016-09-03 16:10:59 +02:00
Eugene Sandulenko
7255a53901 PRINCE: Added detection to Russian version of the game.
The engine requires a bit of work, as this version has all files
unpacked from the PTC archives.
2016-09-03 15:59:19 +02:00
Eugene Sandulenko
b5eef9a36a PRINCE: Properly detect translated versions, and mark them via Game Feature 2016-09-03 15:59:19 +02:00
Eugene Sandulenko
fab199d37e JANITORIAL: Make GPL headers uniform 2016-09-03 12:46:38 +02:00
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
Torbjörn Andersson
eff9f87483 PRINCE: Remove manual debug level setting. It's too noisy. 2016-07-04 07:12:45 +02:00
Torbjörn Andersson
9020002c78 PRINCE: Add video player for topware.avi logo
The sound is rather bad, but I assume that's something with our
CinePak video decoder so I'll leave it like this for now. The player
itself is based on the BBVS engine.
2016-07-04 01:03:32 +02:00
Torbjörn Andersson
35a5918ada PRINCE: Prefix the names of the data archives
This avoids a conflict between the "all" directory and the "all"
archive, if the directory happens to be named in all lower case.
While it isn't on the CD, we shouldn't introduce case sensitivity
in the file names if we can avoid it.
2016-07-03 22:20:52 +02:00
Torbjörn Andersson
2ac0b7d7ae PRINCE: Correct search path to voices/databank.ptc
At least in my copy, the voices directory is on the same level as
the other directories. (Though the whole thing is inside a
directory called "data", so maybe that's where that came from?)
2016-07-03 22:20:52 +02:00
Eugene Sandulenko
044f8b2063 PRINCE: Use # as savefile matching pattern 2016-06-08 10:16:18 +02:00
Eugene Sandulenko
523c0ac0aa PRINCE: Detecting unknown cursors 2016-05-31 17:12:18 +02:00
Eugene Sandulenko
df9eaac734 PRINCE: Proper processing of missing sprite mask 2016-05-31 17:12:18 +02:00
Eugene Sandulenko
378f8573b0 PRINCE: Object initialization 2016-05-31 17:12:18 +02:00
Eugene Sandulenko
33abb6118f ALL: Change main engine header guard defines to <directory>_<engine>_H
Recently we started to use this as new semantics, although in the past
we used simly <engine>_H. Now these guard defines are consistent with
rest of the files which are used in the engines.
2016-05-17 18:21:30 +02:00