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2012-02-11SCUMM: fix ScummEngine_v0::ifEqualActiveObject2Common() parameter nameTobias Gunkel
2012-02-11SCUMM: merge _activeObjectNr/_activeObjectType and _cmdObjectNr/_cmdObjectTypeTobias Gunkel
2012-02-11SCUMM: fix debugger for v0Tobias Gunkel
2012-02-11SCUMM: Fix actor behind man-eating plant issue in v0.Tobias Gunkel
Thanks segra for finding how it works in the original interpreter. The plant is handled specially and 0 is used instead of its y-position.
2012-02-11SCUMM: Add in support in v0 for the unknown variable to o_animateActorsegrax
2012-02-11SCUMM: remove some NOTEs/TODOsTobias Gunkel
- 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.
2012-02-11SCUMM: make what-is verb work in v0 againTobias Gunkel
2012-02-11SCUMM: reset object2 in v0 correctlyTobias Gunkel
This fixes the issue that a kid will not enter the front door after opening it with the key.
2012-02-11SCUMM: pop stack in v0 if command's object1 and 2 are the sameTobias Gunkel
Otherwise the command will never be removed and the stack overflows
2012-02-11SCUMM: improve verb and sentence handlingTobias Gunkel
- execute sentence if verb was clicked twice - reuse the first object if a new verb is selected (but no preposition is used yet)
2012-02-11SCUMM: reset sentence line in v0 if sentence executedTobias Gunkel
2012-02-11SCUMM: fix a regression in v0Tobias Gunkel
Found by segra.
2012-02-11SCUMM: click into sentence line in v0 now performs the actionTobias Gunkel
2012-02-11SCUMM: fix kid selection in v0Tobias Gunkel
The kid names are now displayed in the sentence line (instead of the verb area) as it is done in the original.
2012-02-11SCUMM: fix verb and script handlingTobias Gunkel
- getVerbEntrypoint() should not handle walk-to differently (revert 0x0D handling back to original behavior) - VAR_ACTIVE_ACTOR actually is VAR_ACTIVE_OBJECT2 - runSentenceScript(): "if (_cmdVerb == kVerbWalkTo)" must be "if (_cmdVerb != kVerbWalkTo)"
2012-02-11SCUMM: make START-button in mm c64 kid selection screen work againTobias Gunkel
2012-02-11SCUMM: use command stack and SentenceTab in mm c64Tobias Gunkel
- 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
2012-02-11SCUMM: mm c64 cleanupTobias Gunkel
2012-02-11SCUMM: replace verb, prep and currentMode values with symbolic constantsTobias Gunkel
2012-02-11SCUMM: use constants for c64 actor miscflagsTobias Gunkel
2012-02-11SCUMM: selecting inventory objects and inventory scrolling works againTobias Gunkel
2012-02-11SCUMM: start handling object type and id correctly in mm c64Tobias Gunkel
- removed complicated and unnecessary _v0ObjectIndex, _v0ObjectInInventory, _v0ObjectFlag vars - started to merge object id and type into one object value (type<<8|id) - verb preposition ids do not dependent on language -> remove from VerbSettings Note: - objects with type=0 are foreground objects. They have a state, an owner and a bg overlay image. - objects with type=1 are bg objects. They do not have a state or owner and are already contained in the bg image. The do not have an entry in objectState/OwnerTable
2012-02-11SCUMM: remove unneeded verbPrep() callsTobias Gunkel
2012-02-11SCUMM: fix ScummEngine_v0::o_stopCurrentScript()Tobias Gunkel
2012-02-11SCUMM: changed handling of _activeInventory/_activeActor to ↵Tobias Gunkel
_activeObject(2)/_activeObject(2)Type Note: the transition is not completed yet. The code compiles but is probably not runnable as not every occurrence of _activeInventory has been properly replaced. The usage of _v0ObjectIndex and _v0ObjectInInventory should be revised too and both variables should be replaced by another mechanism (maybe by using a single variable "obj = (type << 8) | id"). - moved v0 only vars _activeInventory, _activeObject, _activeVerb from ScummEngine_v2 to ScummEngine_v0 - removed _activeActor, _activeInvExecute, _activeObject2Inv and _activeInventory. They are handled by _activeObject/_activeObjectType and _activeObject2/_activeObject2Type now. - removed _activeObject(2)Index as they only bloat the code without any benefit (?) - merge prep-name tables from ScummEngine_v2::drawPreposition() and ScummEngine_v0::drawSentenceWord() by introducing ScummEngine_v2::drawPreposition() - rename ObjectData.flags -> obj_type (quick-fix only, needs review! Maybe obj_nr and obj_type can be merged into one var: obj_nr = (obj_type << 8) | obj_nr) - o_unknown2 is negation of o_ifActiveObject (o_ifNotEqualActiveObject2) - renamed o_ifActiveObject -> o_ifEqualActiveObject2 as it acts only on _activeObject2 - renamed ScummEngine_v0::drawSentenceWord() -> ScummEngine_v0::getObjectName()
2012-02-11SCUMM: Fix pickupObject()Tobias Gunkel
2012-02-11SCUMM: make verbs working betterTobias Gunkel
2012-02-11SCUMM: Fix bug with tracker ID 3072094Tobias Gunkel
MANIAC C64: Bug while getting the stamps from the parcel - ID: 3072094 MMC64: use stamps with envelope - ID: 3095595
2012-02-11SCUMM: Fix meteor actor indexTobias Gunkel
- Now the correct actor name is shown with "give ... to meteor". Formerly the name was "". - Add actor names that do not have a string assigned
2012-02-11SCUMM: Fix sound playback if fast-mode is onTobias Gunkel
Sounds are played that fast in fast-mode that the queue gets stuck. This is just a workaround and only fixes the symptoms. Check the queue handling for a correct fix.
2012-02-10JANITORIAL: Fix template definition whitespaceTarek Soliman
2012-02-10Merge pull request #177 from ↵Eugene Sandulenko
BenCastricum/5db023646a8c685469bfe9dc551a282f8240ae04 SCUMM: Use regular detection algorithms for FMTOWNS demos.
2012-02-10MT32: Turn off accurate WG as suggested by KingGuppyEugene Sandulenko
2012-02-10TSAGE: R2R - Fix error in scene 1337Strangerke
Thanks to LordHoto for reporting it
2012-02-10TSAGE: R2R - Fix glitch in scene 180Strangerke
Thanks to LordHoto for reporting it
2012-02-10BASE: Remove unneeded code in PluginManagerUncached.Johannes Schickel
Thanks to Yotam for confirming that this isn't needed anymore.
2012-02-10NEWS: Mention TrueType font support.Johannes Schickel
2012-02-09TSAGE: Fix compilation by passing non-POD via pointer through "...".Johannes Schickel
The other uses seem to pass Common::Point via a pointer to the object too, so this seems fine to do here too.
2012-02-09MT32: Fix warningWillem Jan Palenstijn
The workaround for the unused parameter warning caused a warning: parameter 'patchNum' set but not used
2012-02-09TSAGE: R2R - Very preliminary implementation of scene 1337Strangerke
2012-02-09GRAPHICS: Switch to integer based JPEG IDCTBastien Bouclet
Based on public domain code, and explanations from : http://halicery.com/jpeg/idct.html Thanks.
2012-02-09GRAPHICS: Add support for JPEG files using a restart intervalBastien Bouclet
Patch by Scott and clone2727
2012-02-09AUDIO: Add support for RAW PCM wave stream with an incomplete packetBastien Bouclet
The last incomplete packet is ignored
2012-02-09VIDEO: Fix the BINK decoder to play file whose width is 24pxBastien Bouclet
See https://ffmpeg.org/trac/ffmpeg/ticket/962
2012-02-09NEWS: Mention MT-32 emu updateEugene Sandulenko
2012-02-09NEWS: Slight formatting fixEugene Sandulenko
2012-02-09MT32: Hooked up ScummVM MIDI gainEugene Sandulenko
2012-02-09MT32: Update MT-32 emulator to latest Munt codeEugene Sandulenko
Several changes against original code were made. They were intentionally kept to the minimum
2012-02-09KEYMAPPER: Fix re-selecting the top keymapTarek Soliman
Re-selecting the top entry would always populate the actions from the GUI keymap since it is the active keymap (the remap dialog itself is GUI) The top keymap was correct during RemapDialog::open() because the gui keymap had not been pushed to the stack yet.
2012-02-09KEYMAPPER: Display active keymap stack in remap dialog popup listTarek Soliman
This should make it clear what keymaps are on the stack and in what order. Also renamed the label of the top "special" entry in the list to "(Effective)" since it displays the top keymap's action and also displays reachable mapped actions from other active keymaps.