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2017-11-17SDL: Grab mouse when ScummVM is started in fullscreen modeColin Snover
2017-11-17I18N: Update translation (Czech)Zbyněk Schwarz
Currently translated at 92.3% (887 of 960 strings)
2017-11-16XEEN: Map and game flag fixesPaul Gilbert
2017-11-15XEEN: Fix some Coverity warningsPaul Gilbert
2017-11-15XEEN: Fix uninitialized instance field warningsPaul Gilbert
2017-11-15WIN32: Add German Start Menu entries to the installerrootfather
2017-11-15I18N: Update translation (German)Lothar Serra Mari
Currently translated at 100.0% (960 of 960 strings)
2017-11-15SDL: Don't pass null pointers to SDL_DestroyTexture/SDL_DestroyRendererColin Snover
SDL does not like this and will raise an assertion when built with internal SDL assertions turned on. With internal assertions turned off, it will still call SDL_SetError any time a null pointer is passed, though it will not raise an assertion or crash.
2017-11-14XEEN: Fix some Coverity warningsPaul Gilbert
2017-11-15I18N: Update translations templatesThierry Crozat
2017-11-15Revert "DRASCULA: Revert range 4dbed774..1f1d8607"Filippos Karapetis
This reverts commit bf69b25e33189581848412e77624865aa55ba234. The original game had slight differences between the code for each chapter. Part of these changes was to simplify the code and unify some of these differences, particularly in the checks for clickable areas, where the code is using Common::Rects with contains() now. I have play tested the whole game with these changes, there are no visible regressions, and the game is still completable. Thus, I'm restoring the changes to the engine.
2017-11-14I18N: Update translations templatesThierry Crozat
2017-11-14DRASCULA: Revert range 4dbed774..1f1d8607Willem Jan Palenstijn
This reverts 1f1d8607 DRASCULA: Merge the floor coordinates into _walkRect 1e1b6f7c DRASCULA: Rename gotoObject() to walkToPoint() and simplify it 2bf05c2a DRASCULA: Clean up room variables, and simplify some related checks Reverting due to unanswered questions about why the changes in behaviour in 2bf05c2a746065f373ac136c994714dae376cdbc are correct.
2017-11-14I18N: Update translation (Czech)Zbyněk Schwarz
Currently translated at 90.8% (872 of 960 strings)
2017-11-14XEEN: Added missing initialization for new gamesPaul Gilbert
2017-11-14GRAPHICS: Fix potentially uninitialized pointers in BDF loaderWillem Jan Palenstijn
2017-11-14GRAPHICS: Fix freeing invalid pointers in the BDF font destructorBastien Bouclet
Fixes a crash on exit when using a non default GUI font. Possibly fixes #10318.
2017-11-14DRASCULA: Make remaining static texts translatableEugene Sandulenko
drascula.dat file version bumped
2017-11-13XEEN: Added giveBankInterest methodPaul Gilbert
2017-11-13XEEN: Added resetBlacksmithWares methodPaul Gilbert
2017-11-13XEEN: Fix compiler warningsPaul Gilbert
2017-11-13TITANIC: Fix switch fall throughsPaul Gilbert
2017-11-13COMPOSER: Fix the detection for the French Gregory versionBastien Bouclet
The commit message of 2739d8fa2 says this is for the French version. The language was set to English by mistake. Ref#6548
2017-11-12DREAMWEB: Use accurate memory reclamation for Ex transfersColin Snover
When the Ex memory regions are close to full, it is possible for the game to fail to purge objects and then crash with an OOM error even if it isn't actually out of memory. This patch calculates the amount of free memory truly needed when allocating to Ex memory to allow exactly the entire frame & text regions to be used, instead previously where a hard-coded amount of free space to maintain was used, which guaranteed that the entire memory region could not actually be used by the game. This change may be masking some underlying memory leak, or it may just be that near the end of the game the game naturally comes close to reaching the maximum memory region size. For the moment, I am assuming the latter. This commit also adds some assertion checks to the memory transfer functions to make sure the regions don't quietly overflow in other cases, since pickupConts performs transfers in a manner that doesn't ensure enough free memory exists for them to be successful. Fixes Trac#6820.
2017-11-12SCUMM: Fix race condition in MOD playerColin Snover
Fixes Trac#6272.
2017-11-13I18N: Regenerate translations data fileThierry Crozat
2017-11-12XEEN: Added How Much dialogPaul Gilbert
2017-11-12XEEN: Added resetYearlyBitsPaul Gilbert
2017-11-12XEEN: Added remainder of giveTakePaul Gilbert
2017-11-12I18N: Update translation (French)Thierry Crozat
Currently translated at 100.0% (960 of 960 strings)
2017-11-12SWORD25: Suppress GCC Cast Qualification Warnings.D G Turner
Since lua_pushlightuserdata and lua_touserdata operate on (void *) values, it is tricky to fix these warnings "correctly" without looking at invasive changes to a significant amount of Lua internal code. Since these pointers to consts are already being recast to drop the const qualifications, then removing the const on the underlying value declaration does not further expose this to change and stops the compiler warnings associated with this. Anyone with a better fix for this can restore the const qualifications later.
2017-11-12XEEN: Fix compiler warnings & AmigaOS errorsPaul Gilbert
2017-11-12GRAPHICS: Fix buffer overflow in drawBevelSquareAlgClipBastien Bouclet
Port of the fix from 0d8afad55.
2017-11-11GRAPHICS: Fix buffer overflow in drawBevelSquareAlgColin Snover
Thanks to garethbp for discovering the issue and providing a fix. Fixes Trac#6468.
2017-11-11XEEN: Added more giveTakePaul Gilbert
2017-11-11SCI32: Fix integer overflow calculating audio durationColin Snover
Due to the need to calculate the audio duration with millisecond precision from the file size, it is possible to overflow a 32-bit integer in games with long background audio loops, like RAMA, during the calculation of the duration. It is also not necessary to give some framerate here, so eliminate the unnecessary explicit Timestamp construction with the second argument.
2017-11-11XEEN: In progress implementing giveTakePaul Gilbert
2017-11-11ADL: Remove ADGF_TESTING for hires3+4Walter van Niftrik
2017-11-11DREAMWEB: Fix out-of-bounds read of frame animation dataColin Snover
The game reads until it sees 0xFF, which is not until frame 14 for some animations in the first interactive room of the game. This happened to work previously because the struct is packed so it would read into the b31.. members, but this was still technically an out-of-bounds read.
2017-11-11XEEN: Fix comparisons for script If opcodePaul Gilbert
2017-11-11XEEN: Debugger commands for gold and gemsPaul Gilbert
2017-11-11XEEN: Fix premature sound parsing endPaul Gilbert
2017-11-11I18N: Update translation (Dutch)Ben Castricum
Currently translated at 100.0% (960 of 960 strings)
2017-11-11I18N: Update translations templatesThierry Crozat
2017-11-11DRASCULA: Merge the floor coordinates into _walkRectFilippos Karapetis
2017-11-11DRASCULA: Rename gotoObject() to walkToPoint() and simplify itFilippos Karapetis
2017-11-11DRASCULA: Clean up room variables, and simplify some related checksFilippos Karapetis
2017-11-11DRASCULA: Reduce the scope of framesWithoutActionFilippos Karapetis
2017-11-11DRASCULA: walkToObject is a boolean variableFilippos Karapetis
2017-11-11DRASCULA: Simplify the drawing code in BJ's roomFilippos Karapetis