Commit Graph

1092 Commits

Author SHA1 Message Date
Eugene Sandulenko
dead4aa014 JANITORIAL: Remove trailing spaces 2016-10-09 14:59:58 +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
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
Johannes Schickel
7b9b1b2f3a ZVISION: Remove gap handling from removeSaveState.
This removes the annoying behavior that removing a save state causes your
physical files to be renamed.

As discussed with RichieSams and wjp.
2016-02-25 21:49:43 +01:00
Johannes Schickel
d38a22011e ZVISION: Let listSaves return list sorted on slot numbers. 2016-02-25 21:39:45 +01:00
Johannes Schickel
224a634d7e ZVISION: Only request actual save slots in listSaves. 2016-01-26 16:35:30 +01:00
Johannes Schickel
045717ca2c ZVISION: Use tabs for indentation in detection.cpp. 2015-12-28 00:18:30 +01:00
Johannes Schickel
bc82ff9216 ZVISION: Remove superflous default value registration for extra GUI options. 2015-12-28 00:14:11 +01:00
Bastien Bouclet
68be74e0a3 ZVISION: Use the cell size mode when loading TrueType fonts 2015-12-21 18:41:14 +01:00
Bastien Bouclet
2d86f6da9c GRAPHICS: Introduce a size mode for TrueType fonts
Allows to match Windows font size selection by converting font heights
to point sizes using the TrueType tables.
2015-12-21 18:41:14 +01:00
Filippos Karapetis
2dc27b57a6 ZVISION: Properly handle monophonic videos in the demo version of ZGI 2015-09-09 17:23:23 +03:00
Pawel Kolodziejski
b046479cab I18N: Add missing files in list of files to parse. Regenerate translation files. 2015-09-06 15:21:13 +02:00
Matthew Hoops
561d1a1d62 VIDEO: Switch to all packetized streams for AVI
ZVision does not currently, but that's OK
2015-08-30 21:01:39 -04:00
Matthew Hoops
de2f4e6982 VIDEO: Add support for MP3 in AVI 2015-08-30 19:53:53 -04:00
Matthew Hoops
ba4469da6a ZVISION: Cleanup the AVI decoder subclass 2015-08-30 19:53:53 -04:00
Max Horn
856475067a MISC: Remove some unused private member variables 2015-07-19 17:13:18 +02:00
Willem Jan Palenstijn
b9ecc55462 ZVISION: Fix build 2015-07-08 00:16:06 +02:00
David Russo
e323853598 ZVISION: Reorganize detection data
Migrated static detection data to detection_tables.h
and removed the need for detection.h includes. Also
edited game option descriptions.
2015-07-07 15:24:26 +01:00
David Russo
fdc4edfa99 ZVISION: Correct code style 2015-07-07 15:24:25 +01:00
David Russo
fd8ac7ea79 ZVISION: Change mentions of ZVision to Z-Vision
To match official documentation (e.g. game manual, credits).
2015-07-07 15:24:25 +01:00
David Russo
0c09973a70 ZVISION: Correct function documentation 2015-07-07 15:24:23 +01:00
Matthew Hoops
ddf170de4a ZVISION: Silence gcc warnings 2015-04-11 16:12:47 -04:00
Torbjörn Andersson
ec16861ec9 ZVISION: Silence Cppcheck warning 2015-03-22 08:14:18 +01:00
Torbjörn Andersson
53cd90b32c ZVISION: Fix GCC signed/unsigned warning 2015-03-05 07:28:40 +01:00
Filippos Karapetis
b45e706012 ZVISION: Fix script bug #6803 (tuning fork box state) 2015-02-17 01:49:59 +02:00
Filippos Karapetis
f04ef8b728 ZVISION: Fix script bug #6793 in Zork Nemesis 2015-02-16 12:11:50 +02:00
RichieSams
52adf5135b ZVISION: Check for point and style changes when early breaking from a font change 2015-02-14 12:06:30 -06:00
Filippos Karapetis
53a2c30cb0 ZVISION: Fix script bug #6791 (max value of delay_render)
This fixes the delay outside the Frobozz Electric building.
In all other places, delay_render is called with a value
ranging from 1 to 10, so the 100 here looks to be a script
bug, and causes an unnecessary long pause in that scene.
Thus, we're capping the frame delay value to 10.
2015-02-14 15:27:01 +02:00
Filippos Karapetis
9ce285a11e ZVISION: Also reference the script manager in ResultAction members 2015-02-14 15:08:28 +02:00
Filippos Karapetis
60c06b84b6 ZVISION: Fix script bug #6794 - "ZVISION: Yoruk's coffin instant death"
Fixes an edge case where the player goes to the dark room with the grue
without holding a torch, and then quickly runs away before the grue's
sound effect finishes. Many thanks to eriktorbjorn for the original
workaround
2015-02-14 15:08:28 +02:00
Filippos Karapetis
14914b2a31 ZVISION: Add custom equality operators for game location
This makes the location checks more readable
2015-02-14 15:08:28 +02:00
RichieSams
2d2cfbe005 ZVISION: Create temporary subtitle surfaces on the stack rather than the heap 2015-02-11 15:13:20 -06:00
RichieSams
8ecc5e52c5 ZVISION: Handle question text rendering manually, rather than forcing an entire screen refresh 2015-02-11 15:13:20 -06:00
RichieSams
cff81cd70c ZVISION: Remove forced render to screen
timedMessage() is always called from the scripting system. Which is updated before the rendering system.
Therefore, the message will already be rendered this frame, when the renderingManager->update() is called.
2015-02-11 15:13:19 -06:00
RichieSams
a851fa8e1a ZVISION: Refactor text rendering code in order to fix word wrapping
and clarify the logic. Fixes bug #6801
2015-02-11 15:13:19 -06:00
Torbjörn Andersson
cbbd1a9219 ZVISION: Set safe control state value after animation finishes
If we set it before the animation starts, the final turn of the
wheel won't be animated, because the puzzle will already be solved.
2015-02-08 15:47:20 +01:00
Torbjörn Andersson
8725f2cff2 ZVISION: Limit input text to the width of the input control
This is to prevent the player from entering ridiculously long
savegame descriptions.
2015-02-08 13:56:01 +01:00
Torbjörn Andersson
b7b4e9cc58 ZVISION: Draw transparent text in original save dialog
Before this change, text was drawn in black boxes in Zork Nemesis,
so while this does make it look better (and more like the original)
this may actually make the text slightly harder to read. The
original dialogs allowed only upper-case letters, but I think that
it's better to leave that to the player.
2015-02-08 10:13:18 +01:00
Filippos Karapetis
6c07f918c6 ZVISION: Fix for script bug #6783 (no sound in the ZNem fist puzzle)
This is a bug in the original game script of the Zork Nemesis fist
puzzle, which we now patch so that the sound checks are correct for the
left fist animation
2015-02-03 12:31:58 +02:00
Filippos Karapetis
1adcb23d71 ZVISION: Fix bug #6784 (wrong scaling in the fist control) 2015-02-03 04:16:02 +02:00
Torbjörn Andersson
bc2c1c6a3c ZVISION: Remove \n from debug message 2015-02-02 01:11:53 +01:00
Torbjörn Andersson
76eadc75e2 ZVISION: Add detection for Italian Zork Nemeis (bug #6786) 2015-01-31 19:43:57 +01:00
Marisa-Chan
f46af2eded ZVISION: Fix bug #6787 init lzss window by same values as in original game 2015-01-28 09:26:45 +06:00
Torbjörn Andersson
8c8261aa2a ZVISION: Cleanup.
We usually don't check a pointer before deleting it.
2015-01-26 22:18:23 +01:00
Torbjörn Andersson
dd5cd42f2e ZVISION: Use ValueSlot for volume in ActionMusic
As suggested by Marisa-Chan. I had based my earlier implementation
on parseCritera(), and was unaware of this alternative. The good
thing is that the diff from the old code is now much smaller, which
should reduce the risk of regressions. (There is a lot I haven't
tested here...)
2015-01-26 22:18:23 +01:00
Torbjörn Andersson
51e90b2422 ZVISION: Fix ActionMusic volume
The volume can be either a constant or a state value. The latter is
used by ZGI to simulate a sound being heard at different distances,
e.g. the beehive in the Dungeon Master's hideout.
2015-01-26 19:34:21 +01:00