Age | Commit message (Collapse) | Author |
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On macOS, the return code from OSystem::openUrl was the opposite
of what it was supposed to be; it is now fixed, so this caller
needs to be fixed too.
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This allows an engine to match files that exist multiple times
in the same game directory with the same basename.
For example, different releases of Torin's Passage in SCI engine
come with zero or more GERMAN, FRENCH, ENGLISH, etc. directories,
all containing files with the same basenames but with different
contents per language. Because the allFiles map used only the
basename of a file as a key, it could not match more than one of
these localization directories, which made it impossible to select
from all the possible languages.
Refs Trac#9772.
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Currently translated at 99.8% (956 of 957 strings)
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Currently translated at 100.0% (957 of 957 strings)
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Closes gh-948.
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Currently translated at 100.0% (957 of 957 strings)
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Bad resources that need to be blacklisted sometimes seem to have
the same size as good resources. In such cases, the bad resources
can be identified by hash instead. Adding a hash output to
resource_info will make it easy for users to provide the hash of
questionable resources inside of resource bundles that we do not
have access to.
Refs Trac#9797.
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When a game deletes a script and then loads the same script again
before it has been fully deallocated,
SegManager::instantiateScript tries to reuse the same script
& locals segments, but it was failing to reuse the old locals
segment because Script::freeScript would unconditionally clear
the old locals SegmentId, which meant the old locals segment would
just leak.
This patch does not fix old save games which may contain orphaned
locals segments, but should prevent the problem from occurring
going forward. (It is possible to clean up these old save games,
but this is not a big leak so it doesn't seem worth the extra
effort to do so.)
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This situation occurs rarely, but normally, when unreachable but
not yet GC'd objects use a superclass which has already been GC'd.
Thanks to @wjp for looking at this with me and clarifying what
was going on.
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See code comment in Object::init for more details.
Fixes Trac#9780.
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This groundwork enables an object to look up its static name
separately from the normal process that is used to populate
Object::_variables when an object is first constructed.
(The static name property needs to be able to be retrieved from
objects inside of earlier save games whose name properties may
have already been modified at runtime, so the code cannot simply
pluck the value out of Object::_variables when they are first
initialised and then persisted into the save game, as nice and
easy as that would have been.)
This commit also helps to clarify the situation with relocation
tables in SCI1 games that start with a zero entry.
Refs Trac#9780.
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While extremely rare (only Rama script 64948 seems to have this
profile), it *is* possible for an object to have zero properties
(and thus, zero property offsets).
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This ensures that all object name reading code works the same and
is in one place in the codebase.
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ObjMap owns Objects, so every time this map gets copied instead of
referenced, it creates a copy of every single object in the
associated script. This is expensive, and it breaks things like
the `Object::syncBaseObject` call in savegame.cpp, which hasn't
actually been doing anything since
58190c36b4cc84b3200239211d91b0291301db56 because it has been
operating on copies.
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Basically just grepped for getOffset calls being assigned to
uint16s and expanded those to uint32 when they looked trivial.
While some of these changes seem superfluous, at least for the
US/English SCI3 games where potentially impacted game scripts are
not large enough to have a problem with 16-bit offsets (e.g. when
feature detecting the sound type), at least some of these changes
are necessary for correct operation of the find_callk debugger
command in SCI3 games. There should not be a reason why any of
these variables need to be kept as uint16, in any case.
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Fixes Trac#9795.
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Type mismatch is triggered on THEGUIDE.DOS and THEGUIDE.WIN from
at least Phant1 French 1.100.000.
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Currently translated at 99.5% (953 of 957 strings)
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This fixes a crash in the debugger when disassembling the class opcode
with a class from a script that hasn't yet been loaded.
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Audio played was "Tickets, only", subtitle shows "Tickets, please".
Also remove forcing myDialog for KQ6Print::say (which was added,
while fixing this script patch).
see a46f3c162581740a3cad27e1168164ca91beb9c9
Forcing myDialog causes issues during game over screen (bug #9771).
Bug is solved by this, but script patch isn't perfect right now.
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This fixes bug 9786. Thanks to m_kiewitz for verifying with disasm.
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The vocab file for this game does not seem to be valid (other
utilities like SV cannot parse it either), and this game does not
seem to need the parser, so just exit early like the SCI1 branch
when unexpectedly running out of bytes in the vocab file.
Fixes Trac#9765.
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For the moment, only warn about bad resources when a game is
actually starting, since unknown but valid resources being
detected by the fallback detector currently also trigger the
warning.
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The stream returned by a call to ResourceManager::getVolumeFile
either MUST (when returning an I/O stream from a Common::FSNode)
or must NOT (when returning a Common::File *) be deleted by the
caller, depending upon some internal implementation details of
ResourceSource that should never have been exposed to callers.
FSNode streams that should have been deleted were not being
deleted all the time, which leaked and eventually caused ScummVM
to run out of FDs.
This commit improves this situation by shielding callers from
these internal details by centralizing the destruction logic in
one place, so FSNode read streams stop being leaked and callers
no longer need to know stuff about the internals of the
ResourceSource they are trying to read in order to avoid leaking
or breaking the volume file cache.
Fixes Trac#9782.
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Save game metadata validity checks in SCI32 should all exist within
kCheckSaveGame32 since this allows most games to recover
successfully from an attempt to load an invalid save game. If
gamestate_restore fails, the game will usually crash because the
engine is left in an inconsistent state (game scripts have cleaned
up objects in preparation for a game load that is no longer
happening).
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This "fix" is more of a hack, in the interest of making the game
completable. The root cause is a combination of two problems in
the game scripts:
1. Blink::init expects to receive either 0 or 2 arguments, but
it assumes that if it received *any* arguments, it must have
received 2 arguments. This assumption is wrong, though,
because--
2. soTorinWhoAreYou::changeState(0) calls
poPecandEyes::setCycle(Blink) without including a second
argument (the blink speed).
This ends up with the second parameter being some garbage, and
that garbage gets sent to kRandom which then complains about
receiving garbage.
The correct fix for this would be to fix soTorinWhoAreYou (in
script 51400) to pass a second argument to setCycle, but there are
not enough obvious spare bytes for a quick and easy patch, so this
workaround will have to do for now.
Fixes Trac#9779.
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Refs Trac#9764.
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Refs Trac#9776.
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The runtime code for this had previously relied on hot patching
volume file offsets at the moment that a resource was loaded,
instead of correcting file offsets when reading audio maps. The
code added for sanity checking audio volumes started to report
warnings because the offsets being received were for the original
uncompressed audio volume, which (naturally) is larger than the
compressed audio volume.
This commit also deduplicates code between addResource and
updateResource, and tweaks a validation-related error message for
improved clarity.
Fixes Trac#9764.
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Currently translated at 100.0% (957 of 957 strings)
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Currently translated at 99.7% (955 of 957 strings)
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Currently translated at 100.0% (957 of 957 strings)
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Currently translated at 99.6% (954 of 957 strings)
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