Commit graph

131 commits

Author SHA1 Message Date
Torbjörn Andersson
c6b8b1b9ac SCUMM: Remove stray "the" from recent captain Smirk workaround comment
And I forgot to mention in the previous commits that they were for
Monkey Island 1. Oops. Too late to do anything about that now.
2021-08-02 18:54:36 +02:00
Torbjörn Andersson
8b29bf5271 SCUMM: Restore missing cigar smoke to captain Smirk's close-up
In the EGA and VGA floppy versions, the close-up of captain Smirk has
animated cigar smoke. I don't have the EGA version, but in the VGA
version it apparently depends on whether you're running the game from
floppy or hard disk. If you run it from floppy, there is no smoke,
probably to cut down on disk access.

This is implemented in the entry script for room 76, where it either
sets costume 76 or 0 on actor 12.

In the VGA CD version, it always sets costume 0. Setting it to 76
restores the smoke, but the position is a bit off. Using the positions
from the floppy verion's script 57 fixes that. I have no idea why they
were changed in the CD version when they seem to use the same animation.
Only the colors are a bit different.

The "Ultimate Talkie" version already fixes this, but this fix should
not interfer with that. It uses slightly different positions for the
smoke, but the difference is never more than a single pixel so I'm not
touching those.
2021-08-02 16:21:20 +02:00
Torbjörn Andersson
e2544841df SCUMM: Handle shadow palette in Macintosh b/w mode
In Macintosh b/w mode, there really is no such thing as palette
manipulation. Any color changes have to be handled by the renderer.
Instead of marking the palette as dirty, changes to the shadow palette
trigger a full redraw of the screen.

At the time of writing, I'm only aware of two things that use this: The
lightning flashes at Castle Brunwald in Indiana Jones and the Last
Crusade, and the scene where the dragon finds Rusty in Loom. I have
verified that both of these seem to work correctly.
2021-07-13 09:53:36 +02:00
Torbjörn Andersson
3b730ecc55 SCUMM: Extended old workaround for overlapping MI2 music
While testing the Mac version of MI2, I noticed that the game would
resume the Woodtick music while Largo's theme was still playing after
the scene with the bartender. We already have a workaround for a similar
problem when he's talking to Mad Marty, and the cause seems to be the
same both times: Optimistic scripting. So delay that music transition as
well.

I've excluded the Amiga version from this workaround, because that one
cuts much of the music so it shouldn't be needed there. But if I'm
wrong, please let me know.
2021-07-09 12:50:09 +02:00
athrxx
e452349eea SCUMM: remove obsolete workaround
(obsolete due to f039bdb0)
2021-07-04 21:15:32 +02:00
Torbjörn Andersson
985463cfd0 SCUMM: Make the Indy 3 Mac fix a bit more specific
I don't know if there can ever be any confusion, but check that it's a
global script that's called, just to be safe.
2021-06-30 14:59:55 +02:00
Torbjörn Andersson
671a169153 SCUMM: Fix inventory problem when offering items to other characters.
If you offered an object to someone, e.g. one of the guards at Castle
Brunwald, then clicked "Never mind" instead, the next time you tried you
would only see one inventory object. This seems to be because unlike the
DOS version (at least the 256-color version), script 12 only enables
verb 101, not the whole inventory.

Perhaps the Mac version treated the inventory as a single verb?
2021-06-30 14:59:55 +02:00
sluicebox
674ed112aa JANITORIAL: Update more old bug tracker numbers
I missed the six digit ones and a few others in:
93eeffc84d
2021-06-09 14:28:52 -06:00
Orgad Shaneh
8047607908 SCUMM: Fix unclickable centered verbs
Fixes #12552
2021-05-17 22:16:56 +03:00
Orgad Shaneh
c8fc484c37 SCUMM: Fix X-range of selection for Hebrew on scumm<7
curRect.left is assigned in the script, and it is not modified. right is
assigned with the screen width - original left.

This results in bad highlighting of the verbs all over the line width,
instead of being limited to the actual string.

Due to that, sometimes the selection range of the up/down arrows overlaps
with some of the verbs, and then these verbs cannot be selected.

Solve by storing the original left value, and using it as initial x
position for the string (the actual right-to-left manipulation is done in
drawString()), and modify the value of curRect.left to match the string
that was actually drawn.

This bug is similar to the one that was fixed in 58e921eb87, but the
solution that was done there for v7 and v8 cannot work here, because the
string logic is much more complicated.
2021-04-26 21:26:41 +03:00
Zvika Haramaty
a1f440c073 SCUMM: FM-TOWNS: Add optional trimming to 200 pixels height
Trimming the screen to 200 pixels allows using aspect ratio correction.
2021-04-20 23:56:39 +02:00
sluicebox
93eeffc84d JANITORIAL: Update old bug tracker numbers 2021-03-03 02:15:05 +02:00
D G Turner
59b639ed4d SCUMM: Fix Missing Default Switch Cases
These are flagged by GCC if -Wswitch-default is enabled.
2019-12-23 11:56:16 +00:00
Ben Castricum
9b56d7c6bc SCUMM: MONKEY2: Skip extra code on FMTOWNS, fixes bug #2223 2018-10-02 19:32:32 +01:00
Eugene Sandulenko
e0b3001218 SCUMM: Add missing return statement 2017-08-11 20:20:25 +02:00
Robert Crossfield
4b1b9ec66f SCUMM: Maniac V0: Remove workaround for bug #2971126 (this issue no longer occurs as walking is handled the same as the original) 2014-12-02 16:40:46 +11:00
Torbjörn Andersson
fd40cb2224 SCUMM: Fix potential crash in o5_setClass()
If 'obj' was exactly equal to _numActors, derefActor() would have
complained about it being an invalid actor. I haven't seen any bug
reports about this, so presumably it never actually happened.
2014-07-12 10:44:37 +02:00
Johannes Schickel
3847465163 SCUMM: Make GPL headers consistent in themselves. 2014-02-18 02:39:38 +01:00
Filippos Karapetis
4f807ee53e SCUMM: More renaming for players
Rename "player" directory to "players", and reintroduce the "player_"
file prefix. This has been done after sev's request.
"players/player_foo.*" is more descriptive, and avoids potential name
clashes in libraries
2013-11-01 19:26:51 +02:00
Filippos Karapetis
651bf89939 SCUMM: Move all players to a separate "player" directory
There are 34 player .cpp/.h player files, so they have been placed in
their own directory, to logically separate them from the rest of the
engine
2013-11-01 06:57:53 +02:00
Matthew Hoops
0031c41db8 COMMON: Change kPlatformPC to kPlatformDOS
"PC" was very ambiguous and now it matches what we show in the GUI.

This also corrects sword2's platform to Windows.
2013-05-02 18:43:10 -04:00
Torbjörn Andersson
ce79ff4f2e SCUMM: Change NUM_SCRIPT_LOCALS to NUM_SCRIPT_LOCAL
For consistency with NUM_SCRIPT_SLOT.
2013-05-01 07:47:56 +02:00
Torbjörn Andersson
2284aba719 SCUMM: Use correct array size when calling initializeLocals()
The initializeLocals() function assumes that it can copy 25
elements when being provided an array of values. But this array
was frequently a lot smaller than that. I've introduced a constant
for the number of locals (though VirtualMachineState has one more
for some reason), and fixed the array sizes in a number of places.

CID 1003951, 1003952, 1003953, 1003955, 1003956, 1003959, 1003960,
1003961, 1003963, 100394, 1003965
2013-04-30 22:26:51 +02:00
Johannes Schickel
89abab97e3 JANITORIAL: Remove trailing whitespaces.
Powered by:
git ls-files "*.cpp" "*.h" "*.m" "*.mm" | xargs sed -i -e 's/[ \t]*$//'
2012-09-26 04:17:55 +02:00
Tobias Gunkel
96f8fc6ca9 SCUMM: Fix actor ID handling in v0
Some object functions allow actor IDs and object IDs as parameters. They are easily distinguishable in engines > 0 as actor IDs are < _numActors and object IDs are bigger. In v0 this is not the case as there are objects with IDs like 3 and 5 (e.g. the hamster). So object ID handling was unified for v0 and the other engines by introducing objIsActor(), objToActor() and ActorToObj().
2012-02-11 08:29:13 +01:00
Tobias Gunkel
621017ce65 SCUMM: remove some NOTEs/TODOs
- o5_breakHere() seems to be still needed. For example edna does not manage to walk up the ladder if this is not enabled.
- numLocalObjects seems to be big enough so that < instead of <= can be used. The original interpreter only uses the local ids 0 .. 44 whereas scummvm has _numLocalObjects set to 200.
2012-02-11 08:28:40 +01:00
Tobias Gunkel
de0b5f7674 SCUMM: use command stack and SentenceTab in mm c64
- MM C64 uses command stack (SentenceTab, doSentence()) now
- _cmdObject... added for current SentenceTab. The _active... variables are only used to build a sentence in the inventory but never by a script.
-> many routines are not needed anymore and are removed
2012-02-11 08:28:22 +01:00
Tarek Soliman
71f3c54365 SCUMM: Apply modified patch from #3076698
This adds support for the Ultimate Talkie Edition fanpatch

This is authored by the original UTE author LogicDeLuxe and Fingolfin.

Modification:
Removed detection entries
2011-10-04 23:44:05 -05:00
Eugene Sandulenko
10536e285c SCUMM: Fix bug #3306145: INDY3: EGA version script bugs
Based on a patch presented in the bugreport. Fixes several bugs
connected with calcualting IQ points in Amiga versions of Indy3.
2011-07-13 12:33:51 +01:00
Max Horn
88913c0139 ALL: Remove trailing whitespaces
This tries to make our code a bit more compliant with our code formatting
conventions. For future use, this is the command I used:
  git ls-files "*.cpp" "*.h" | xargs sed -i -e 's/[ \t]*$//'
2011-06-20 00:59:48 +02:00
Matthew Hoops
eea482fa43 ALL: behaviour -> behavior 2011-05-25 10:50:46 -04:00
Max Horn
649f8e0a84 SCUMM: Rename ResTypes->ResType, introduce ResId typedef, change code to use both 2011-05-13 14:02:53 +02:00
Max Horn
b37463fe59 SCUMM: Move class ResourceManager to its own header 2011-05-13 11:47:08 +02:00
strangerke
69b1485a22 GIT: Clean up: Suppress SVN tags, now useless 2011-05-12 01:16:22 +02:00
Max Horn
0725be325f SCUMM: Extend workaround for bug #1668393 (see bug #3267665) 2011-04-04 13:04:17 +02:00
Florian Kagerer
56f98a8574 SCUMM/FM-TOWNS: hopefully fix bug #1463434
o5_verbOps() case 9 (SO_VERB_NEW) works slightly different in SCUMM 3 FM-TOWNS (I don't know about DOS).
This should fix the issue with the broken key shortcuts.
Old savegames won't be fixed, though (since the broken verb states will be restored from the save file).

svn-id: r54872
2010-12-11 23:51:50 +00:00
Max Horn
cda2c950d6 SCUMM: Simplify SO_LOAD_STRING code
svn-id: r53574
2010-10-18 18:56:40 +00:00
Max Horn
32f1a9ad8b SCUMM: Add paranoia check
svn-id: r53573
2010-10-18 18:56:20 +00:00
Max Horn
3b21db1618 SCUMM: Fix parts of bug #3087898 (SCUMM: Code analysis warnings)
svn-id: r53567
2010-10-18 16:00:07 +00:00
Florian Kagerer
8e6ce812d1 LOOM PC-Engine: fix regression
svn-id: r53113
2010-10-10 10:26:49 +00:00
Florian Kagerer
5af782c5d2 SCUMM/FM-TOWNS: disable new graphics code in DS port
svn-id: r53033
2010-10-05 19:04:52 +00:00
Florian Kagerer
0d8f4a22ae SCUMM/FM-TOWNS: fix palette and other graphics issues
This commit should fix at least the following bugs/feature requests: #1032859, #1252088, #1055391, #1315968, #1315938, #1742106, #812891.
The FM-Towns version of Scumm games use a mixed graphics mode with 2 layers (one with 32767 colors and one with 16 colors). Among other things I have added a screen output class which emulates this  dual layer approach which allows specific hardware effects like enabling and disabling layers (e.g. in the voodoo priestess scene in MI1).

Old savegames (saved before this update) will load, but you’ll encounter palette glitches in the verb/inventory screen, since the 16 color palette for layer 2 is not contained in your savegame. This will be true at least for version 5 games. Certain scene change actions (which require the verb/inventory part to be redrawn) might correct this (e.g. try looking at the treasure map in MI1 and closing it). Version 3 games should be okay, since they use a static text palette which is never changed and which will be reset after loading a savegame.

This update requires a USE_RGB_COLORS setting for proper operation. 8 bit users will get a warning that they’ll have to expect palette glitches . Apart from that the engine in 8 bit mode should not only still work okay, but also benefit from some of the other (non palette related) improvements (e.g. bug #1032859 should be fixed even in 8 bit mode).

Japanese font drawing hasn’t been improved much yet. This will be a separate task.

svn-id: r52966
2010-10-01 19:24:52 +00:00
Florian Kagerer
b55a70acb8 KYRA/TOWNS: fix memory leak and some cleanup
svn-id: r52232
2010-08-20 17:04:32 +00:00
Florian Kagerer
29a5c6a45b SCUMM/FM-TOWNS: start rewriting audio code
- Start rewriting audio code for FM-TOWNS versions of Loom, Indy3 and Monkey Island 1 using the recently added code in towns_audio.cpp (Zak should work the same way, but I can't test, since I don't own that one).
- All sound types (pcm, euphony and cd audio) now support volume and balance control (e.g. try walking into/out of the kitchen and opening/closing the door in the Scumm Bar in Monkey Island 1 or walking into/out of the circus tent).
- Pcm sounds now support proper loop start/end and note offsets (e.g. try out the hammer sound in the forge in LOOM for example).
- some other minor improvements
- The FM-Towns versions of Indy 4 and Monkey Island 2 are not affected. I don't have Monkey Island 2, but I presume that it will work like Indy 4. Adding support for these will be a separate task, since they work quite differently.

svn-id: r52198
2010-08-18 21:38:43 +00:00
Max Horn
8a5705132d SCUMM: More finely differentiate opcode tables between v3, v4 and v5
This has been tested and verified as much as I can, but has a small
risk of leading to (easily fixable) regressions.

svn-id: r52130
2010-08-16 19:58:01 +00:00
Max Horn
5602b2cf81 SCUMM: Move setResult/getResultPos to script_v5.cpp
svn-id: r52129
2010-08-16 19:57:35 +00:00
Max Horn
444a6b5976 Workaround bug #3003643 (MI1EGA German: Credit text incorrect)
svn-id: r49895
2010-06-15 23:12:34 +00:00
Max Horn
4e7dddadbc SCUMM: Add WORKAROUND comment
svn-id: r48284
2010-03-18 15:10:07 +00:00
Travis Howell
a7e6397fa4 Add patch #2971126 - MM V0: Ed(na) walk fix.
svn-id: r48268
2010-03-16 08:43:46 +00:00
Max Horn
abbf2bf162 Fix bug 2908376: FOA: Won't launch in Win32
svn-id: r46250
2009-12-04 14:25:31 +00:00