Commit Graph

66717 Commits

Author SHA1 Message Date
Filippos Karapetis
dbbcf64187 ZVISION: Use the search manager to open files in console commands 2014-12-25 21:17:47 +02:00
Filippos Karapetis
06fbca1e81 ZVISION: Remove dead code 2014-12-25 20:10:24 +02:00
Filippos Karapetis
36c851d0e4 ZVISION: Fix frame rate for RLF videos and remove hack in AnimationNode
_frameTime refers to msec, not ticks
2014-12-25 16:22:36 +02:00
Filippos Karapetis
5535cb02fc ZVISION: Resolve some TODOs 2014-12-25 15:14:59 +02:00
Filippos Karapetis
319323c668 ZVISION: Document some of the ActionRegion effects 2014-12-25 15:09:46 +02:00
Martin Kiewitz
381b7592a4 SCI: actor file format, add debug code kPortrait 2014-12-25 00:31:17 +01:00
Filippos Karapetis
fa2d8d927b ZVISION: Plug more memory leaks 2014-12-24 23:27:03 +02:00
Filippos Karapetis
75d78c71cc ZVISION: Plug another memory leak. Some cleanup 2014-12-24 23:18:01 +02:00
Filippos Karapetis
5f8418394b ZVISION: Set all the internal graphics operations to use RGB555 (2/2)
This is the second part of the changes to make the engine use RGB555
internally again. This is done to simplify the rendering pipeline -
the engine will use RGB555 internally, but will output to RGB565.
The overall changes have been broken into two commits, with this
commit finishing all the changes.

This is needed, as the game uses RGB555 graphics internally, but
its AVI animations (full screen and in-game) use RGB565
2014-12-24 22:56:56 +02:00
Filippos Karapetis
e8e21fabe4 ZVISION: Set all the internal graphics operations to use RGB555 (1/2)
This is the first part of the changes to make the engine use RGB555
internally again. This is done to simplify the rendering pipeline -
the engine will use RGB555 internally, but will output to RGB565.
The overall changes have been broken into two commits, thus this
first commit will break all the game colors
2014-12-24 22:56:55 +02:00
Filippos Karapetis
84341a889c ZVISION: Let the cursor manager do pixel format conversion for cursors 2014-12-24 22:56:55 +02:00
Filippos Karapetis
1bc9b13357 ZVISION: Introduce pixel formats for resources (555) and screen (565) 2014-12-24 22:56:55 +02:00
Filippos Karapetis
de2c9ed5bf ZVISION: Disable unused code 2014-12-24 22:56:54 +02:00
Filippos Karapetis
16e208318c ZVISION: Plug a memory leak 2014-12-24 22:56:54 +02:00
Martin Kiewitz
11d3227796 SCI: fix typo in comment for LSL3/German 2014-12-24 20:20:39 +01:00
Martin Kiewitz
970116bc38 SCI: added LSL3/German 5 1/4" floppy version 2014-12-24 20:15:57 +01:00
Matthew Hoops
59cd015fc9 SCI: Silence a gcc warning 2014-12-24 10:38:28 -05:00
Matthew Hoops
bed532587b VIDEO: Fix check to see if the frame rate is a whole number
Thanks to Marisa-Chan for spotting
2014-12-24 10:38:28 -05:00
Filippos Karapetis
702adaf9f8 ZVISION: Remove duplicate code 2014-12-24 14:04:56 +02:00
Filippos Karapetis
c93776e1e0 ZVISION: Remove dead code 2014-12-24 13:55:49 +02:00
Filippos Karapetis
9948d3ca16 ZVISION: Add a hack to set the correct frame delay for RLF videos
Also, use Common::Rational to avoid using floating point math
2014-12-24 06:13:49 +02:00
Filippos Karapetis
6afeec1295 ZVISION: Handle animation rewinding outside the RLF encoder 2014-12-23 21:55:42 +02:00
Filippos Karapetis
6edc16b686 ZVISION: Spacing 2014-12-23 21:54:53 +02:00
Filippos Karapetis
78ba3e3246 ZVISION: Add error checking when loading in-game animations and videos 2014-12-23 21:46:20 +02:00
Filippos Karapetis
e8cc098cd4 ZVISION: Limit the engine delay, even when a custom frame rate is set 2014-12-23 11:54:39 +02:00
Filippos Karapetis
490382098e ZVISION: Disable more unused code 2014-12-23 11:06:39 +02:00
Filippos Karapetis
9f1fd0dbff ZVISION: Disable unused code 2014-12-23 11:03:57 +02:00
Adrian Astley
40bd4c485f ZVISION: Clamp the rotation velocity to never be zero
Before, if we set the in-game preferences to have very low rotation speed,
the velocity ends up always being 0 - 0.99
Hence, when we convert back to an int, everything gets truncated to zero.
Therefore, we clamp, in order to ensure the user can always move, no matter
which setting they use.
2014-12-23 00:39:25 -06:00
Adrian Astley
6548300a41 ZVISION: Use Common::Rational to simplify fixed point math 2014-12-23 00:39:20 -06:00
Adrian Astley
11cb47e897 ZVISION: Remove unnecessary math 2014-12-23 00:39:15 -06:00
Filippos Karapetis
99073f9b57 ZVISION: Fix some buffer overruns with the usage of sscanf() 2014-12-23 02:20:17 +02:00
Filippos Karapetis
7aeeeabba9 ZVISION: Add a comment about the special 0xCCCC character 2014-12-23 01:57:37 +02:00
Filippos Karapetis
15154641ac ZVISION: Move all of the text related code together 2014-12-23 01:53:40 +02:00
Filippos Karapetis
6a53c7cac1 ZVISION: Ignore the special 0xCCCC character in subtitles
This seems to be used as a newline character
2014-12-23 01:45:44 +02:00
Filippos Karapetis
7827dbd354 Merge pull request #552 from pinotree/reduce-maxpathlen
Reduce MAXPATHLEN usage
2014-12-23 00:41:34 +02:00
Pino Toscano
f29b3658b0 AGI: use shorter sizes for buffers
Instead of allocate them with MAXPATHLEN as size, just give them the
size for the data that are going to be written on them.
2014-12-22 23:10:31 +01:00
Pino Toscano
e8fd25e22f DRASCULA: use Common::String::format when possible
Use Common::String::format instead of a MAXPATHLEN-sized char[] buffer.
2014-12-22 23:10:31 +01:00
Pino Toscano
cfd00ad6af AGI: use Common::String::format when possible
Use Common::String::format instead of a MAXPATHLEN-sized char[] buffer.
2014-12-22 23:10:31 +01:00
Filippos Karapetis
eb4645cda8 ZVISION: Spacing 2014-12-23 00:10:12 +02:00
Filippos Karapetis
9bc0686e60 ZVISION: Remove leftover warning 2014-12-23 00:09:18 +02:00
Filippos Karapetis
fb924089fc ZVISION: Avoid using color masks for in-game animations
This fixes the transparency for some in-game animations. Since colors
can be truncated with color masks, and since accurate colors are
required for transparency, color masks can't be used. This fixes the
transparency of the in-game item examination interface in ZGI
2014-12-23 00:07:45 +02:00
Filippos Karapetis
3f36cc94e4 ZVISION: Limit the default engine delay for all animations
This fixes the lag between frames for all in-game animations
with a default frame delay
2014-12-23 00:07:45 +02:00
Filippos Karapetis
4e60fa705f ZVISION: Fix regression from commit 3806aa4418 2014-12-23 00:07:44 +02:00
Filippos Karapetis
58f7c12fa9 ZVISION: Remove dead code 2014-12-23 00:07:44 +02:00
Strangerke
d1bc69426e ACCESS: Move variable from Room manager to local function 2014-12-22 19:41:40 +01:00
Strangerke
fc9595efdc ACCESS: Remove an unused variable in Animation manager 2014-12-22 19:16:11 +01:00
Strangerke
04bc635dc7 ACCESS: Remove a couple of unused variables in CharManager 2014-12-22 19:06:56 +01:00
Fedor
b0250e72d8 VIDEO: Mark TheoraDecoder as used by pegasus 2014-12-22 12:14:18 -05:00
Filippos Karapetis
b51852c641 ZVISION: Error out when the game string file isn't found 2014-12-22 02:58:18 +02:00
Filippos Karapetis
f364756bcf ZVISION: Add support for GNU Freefont fonts. Also, cleanup font loading
The Freefont fonts can just be dropped into the extras ScummVM folder,
to get the game working under non-Windows systems
2014-12-22 02:52:55 +02:00