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2015-03-01SDL: Call setupIcon for each window creation with SDL2.Johannes Schickel
This should make sure that the logo is properly set on Win32 with SDL2.
2015-02-18WINCE: Fix compilation.Johannes Schickel
2015-02-16CONFIGURE: Make SDL_CONFIG override work with a MinGW host.Johannes Schickel
2015-02-16WIN32: Add experimental SDL2 support.Johannes Schickel
Based on changes by aquadran.
2015-02-16SDL: Handle icon setup in SdlWindow.Johannes Schickel
2015-02-16SDL: Add basic abstraction class for the SDL window.Johannes Schickel
2015-01-25SDL: Guard audio CD code to be SDL 1.2 only.Johannes Schickel
2015-01-25SDL: Also print audio driver used when built with SDL2.Johannes Schickel
2015-01-25SDL: Fix typo.Johannes Schickel
2015-01-25SDL: Add experimental support for SDL2.Johannes Schickel
This is based upon skristiansson's change set to make ScummVM work with SDL2.
2015-01-25CONFIGURE: Allow to overwrite sdl-config to use with SDL_CONFIG.Johannes Schickel
2015-01-25SDL: Cleanup graphics manager switching a bit.Johannes Schickel
2015-01-25SDL: Refactor WM specific functionality into SdlGraphicsManager.Johannes Schickel
2015-01-24ZVISION: Delete stream if there is no audio stream to queue toTorbjörn Andersson
This probably never happens, but is consistent with our common AVI decoder.
2015-01-24ZVISION: Fix lag at beginning of cutscenesTorbjörn Andersson
We have to update _curChunk when decoding audio, otherwise it will decode the entire audio track on the first frame. For the ZGI intro this would take 700-800 ms, and since the audio started playing before the video it looked to me as if it had to play the first bit faster to catch up. Thanks to fuzzie for setting me on the right track with an off-hand remark about the Zork AVI decoder (I was looking at the standard AVI decoder), and for finding the cause a few seconds before I did.
2015-01-24Merge pull request #570 from chrilith/mortevielle_3rdintroArnaud Boutonné
MORTEVIELLE: Added missing mesgId handling for 3rd intro screen
2015-01-24Merge pull request #569 from chrilith/mortevielleArnaud Boutonné
MORTEVIELLE: some display bugs fixed
2015-01-24MORTEVIELLE: alternatively we can make it local to delay()Chris Apers
2015-01-24MORTEVIELLE: Added missing mesgId handling for 3rd intro screenChris Apers
This message is displayed during disk access, so it is not visible as is in ScummVM version, a delay is required. Also delay should hide the mouse to prevent frozen screen.
2015-01-23MORTEVIELLE: Fixed read index parsing alert stringschrilith
because Pascal code is base 1
2015-01-23MORTEVIELLE: Fixed drawBox() to match original codechrilith
2015-01-23ZVISION: Error out when a script file can't be found or be parsedFilippos Karapetis
This should be an error, as we've effectively reached a non-existing scene (such as in bug #6780), or we haven't parsed script files of a scene fully, thus unexpected behavior will likely occur
2015-01-23ZVISION: Fix script bug #6780 (invalid hotspot at base of tower in ZGI)Filippos Karapetis
2015-01-23ZVISION: Fix shadowed variableFilippos Karapetis
A bug in commit 21e9007d80. Thanks to fingolfin for pointing it out
2015-01-21ZVISION: Add console commands to manipulate state flags and variablesFilippos Karapetis
2015-01-21ZVISION: Properly handle confirmation dialogs in the French ver. of ZGIFilippos Karapetis
2015-01-20VIDEO: Make the QuickTime code error out again if the frame data can't be foundMatthew Hoops
The case shouldn't actually ever happen; the off-by-one bug when seeking to the last frame of the media (in an edit) caused this originally
2015-01-20VIDEO: Remove the "-1" edit hackMatthew Hoops
With the previous commits' fixes, it's no longer needed
2015-01-20VIDEO: Fix potential off-by-one frame time after seekMatthew Hoops
If seeking to the final frame of an edit, _nextFrameStartTime wouldn't be adjust properly and would wrongly say that it's at the end of the edit. This never affected anything because of the edit "-1" hack.
2015-01-20VIDEO: Fix edit frame calculationMatthew Hoops
An edit that seeks to the last frame of the media would not show
2015-01-20VIDEO: Round the edit time offset instead of truncating itMatthew Hoops
Allows for the KQ6 Mac intro to play without the edit "-1" hack
2015-01-20VIDEO: Fix timing with frames going past the edit boundaryMatthew Hoops
2015-01-21JANITORIAL: Remove unnecessary semicolonsTorbjörn Andersson
2015-01-21ZVISION: Remove unnecessary spacesTorbjörn Andersson
2015-01-21ZVISION: Remove superfluous checkFilippos Karapetis
2015-01-20ZVISION: Convert subtitles to UTF-32 before rendering them (bug #6772)Torbjörn Andersson
Because we use Common::String to store UTF-8 data, the font renderer will draw the wrong glyphs for non-ASCII characters, unless we first convert the string to UTF-32. (I thought the same change would have to be made for the ZGI game over screens, but apparently they work anyway. At least the German version, I'm told.) I've discussed this change with [md5], and while it would probably be more correct to make the engine use UTF-32 throughout, that is also rather painful.
2015-01-21ZVISION: Do not process cheat codes while in the game menusFilippos Karapetis
This prevents the cheat codes from being accidentally triggered when using the save screen, for example
2015-01-20ZVISION: Adapt confirmation dialogs for non-English versionsFilippos Karapetis
2015-01-20ZVISION: Fix mis-parsing of criteria, a.k.a bug #6774Torbjörn Andersson
A condition in a criteria is made up of three tokens: An id, an operator and an id/value. However, in my copy of ZGI, puzzle:07507 has "[00202] !3 # SPELL_12_IN_BOOK", i.e. there was no space between the second and third tokens. This caused the "glorf" spell to not be properly inscribed in your spell book. To fix this, if the second token is more than one character we use the rest of it as the third token.
2015-01-20ZVISION: Properly skip commented out puzzle criteria - fixes bug #6776Filippos Karapetis
In the Zork: Nemesis version bundled in the ZGI SE DVD, the bell rope puzzle has been modified so that it's non-interactive, i.e. there isn't a hotspot to click while the video is playing, and the player is transported to the next room. In the patched script, all criteria of that puzzle were commented out, resulting in an invalid criteria list. Skip any commented out criteria, to avoid ending with an invalid list.
2015-01-20ZVISION: Fix saving when using the original save dialogFilippos Karapetis
A regression from commit dcac5be493
2015-01-19ZVISION: Fix bug #6771 (unable to leave room when loading a game)Filippos Karapetis
Avoid overwriting the previous location when loading a saved game
2015-01-19ZVISION: Simplify the checks in the location changing codeFilippos Karapetis
2015-01-19Merge pull request #567 from fedor4ever/masterFilippos Karapetis
ZVISION: Fix comparison between signed and unsigned integers
2015-01-19ZVISION: Fix comparison between signed and unsigned integersFedor
2015-01-19ZVISION: Fix bug #6768 (unable to save in the prison area)Filippos Karapetis
The save buffer preparation code had a bug, which triggered in the jail area because its room is 'j'
2015-01-18ZVISION: Don't change location when coming back from ScummVM save dialog and ↵RichieSams
do change location when coming back from restore dialog Fixes bug # 6771 We don't need to change locations, since we use the ScummVM save dialog instead of the original one (which is actually a location). Instead we just need to reset _nextLocation to _currentLocation so the engine can stop trying to save. If we change locations, the StateKey_LastWorld/Room/etc. end up being overwritten with the current room. So if a script refers to location 0, 0, 0, 0 (aka, the last room), the engine will try to change location to the same room. On restore, we have to force a location change, just in case we restore to the same room. (Since the logic will only do a location change if _nextLocation != _currentLocation)
2015-01-18Revert "ZVISION: Don't change location when coming back from ScummVM save ↵RichieSams
dialog" This reverts commit b835eacc0cd401bb0d15a33e60d2ac47ebb4d718.
2015-01-18ZVISION: Don't change location when coming back from ScummVM save dialogRichieSams
Fixes bug # 6771 We don't need to change locations, since we use the ScummVM save dialog instead of the original one (which is actually a location). Instead we just need to reset _nextLocation to _currentLocation so the engine can stop trying to save. If we change locations, the StateKey_LastWorld/Room/etc. end up being overwritten with the current room. So if a script refers to location 0, 0, 0, 0 (aka, the last room), the engine will try to change location to the same room.
2015-01-18ZVISION: Fix formatting and add curliesRichieSams