Age | Commit message (Collapse) | Author |
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Script buffer data is modified after a script is loaded by
savegame operations, and, in SCI16, by string operations. Casting
away const to allow these mutations to happen is not a very good
design, so this patch just changes the privately held reference
to data to be mutable. (Public accessors still return immutable
data.)
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This changes slightly the semantics of the method; however, I assume we
want to print (or not) the warning based on the width/height values that
will in fact be used *in* the method.
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The linker fails when building with --disable-cloud and not
passing --disable-libcurl
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Currently translated at 99.4% (942 of 947 strings)
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This flag was used in SSCI to read from VRAM instead of from the
back buffer when a mouse interrupt was received in the middle of
a back buffer update. Since ScummVM controls when mouse events
are received via polling, it is not possible to receive a mouse
event in the middle of back buffer updates, so this code is
unnecessary for the engine to work properly.
This also fixes Valgrind warnings about use of uninitialized
memory at the start of the game, caused by not filling the cursor
memory buffers because `_frameNowVisible` was false until the first
frame was rendered.
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This change was inadvertently added in commit
44dd029cb17160316b2015321a0a53f8854b6dd3 but is not actually used.
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Currently translated at 99.3% (941 of 947 strings)
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Currently translated at 99.3% (941 of 947 strings)
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When using SDL to save the screenshot, using a told results in
an error.
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up selectors
At least some versions of Island of Dr Brain have a bMessager
instance in script 0 with a var count greater than that of its
class. This probably should never happen since it means the
object has a variable with no corresponding selector.
The next commit adds some extra sanity checking code to object
initialization, to warn on any other games where this happens.
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Currently translated at 100.0% (947 of 947 strings)
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SCI3 resources appear to already be properly handled.
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GK2 on Steam comes with an extra bogus resource map file which
would previously cause ScummVM to refuse to load the game due to
a mismatch in the number of map & volume files. This does not
cause any harm, but is a pain for users (since it requires them to
manually delete the file, and it will be recreated if a user runs
the Steam game file integrity check), so allow the game to load
with a warning instead.
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This broke compilation on buildbot as ShlObj.h cannot be found.
A developer that has access to Windows should take a look to
properly fix this.
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In particular this adds a warning when failing to save a screenshot
in OpenGL mode (there was already one in SurfaceSDL mode).
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There is no GUI option to set the screenshot directory, but this
allows power users to set it if they don't want to use the default.
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This is consistent with the OS shortcut (Crtl+Shift+3) to take a
screenshot.
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This fixes bug #9701: WINDOWS: Flow of taking screenshots
on Windows is broken
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This implements feature request #7885
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This information comes directly from script data and is not
modified at runtime, so it does not need to be persisted in save
games, but does need to be set when reconstructing clones.
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Since SCI3 scripts use selectors instead of offsets as operands
to property-related opcodes, the disassembler can look up and
display property names everywhere (unlike SCI2.1 and earlier,
which need to know the object being operated on to look up the
correct selector for a given offset).
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In SCI2/2.1, variable indexes are used along with a range encoded
in the interpreter executable to determine whether an object
variable is a view-related variable. Operands to aTop, sTop, ipToa,
dpToa, ipTos, and dpTos are byte offsets into an object, which
are divided by two to get the varindex to check against the
interpreter range.
In SCI3, objects in game scripts contain groups of 32 selectors,
and each group has a flag that says whether or not the selectors
in that group are view-related. Operands to aTop, sTop, ipToa,
dpToa, ipTos, and dpTos are selectors.
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This is necessary for at least Lighthouse, which maintains the
state of Robots across save games.
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