Age | Commit message (Collapse) | Author |
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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.
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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.
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drascula.dat file version bumped
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The bug made it possible to only talk once to the drunkard. Any
further attempt to talk to him did nothing. This led to a dead end
if we did not ask about Von Braun the first time around.
This was a bug in ScummVM. The original game did not have the bug.
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The delay occurred when trying to interrupt the animation while at
the start of the first scene with Igor. After the interruption (skipping
the intro, return to launcher or quitting ScummVM) it would continue
to play the animation for a bit longer than necessary.
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version
This simplifies the code and bring it closer to the original source code.
This should help if we need to debug issues in the future.
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Here we transition from an animation at end of chapter 5 to another
animation at start of chapter 6. Usually the cursor is hidden when
performing the action that triggers the animation. But here there is
no action to trigger it and the cursor is made visible when starting
a new chapter or entering a room (so between the two animations).
So explicitly hide it at the start of this specific animation (and it gets
shown again when we enter room 102 at the end of the animation).
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This was a regression from commit fa3d3e3 and this fixes part of
bug #7113 DRASCULA: Serious sprite glitches.
The original uses extraSurface to draw text in draw_abc() in the
Spanish version while other languages use tableSurface. But in
ScummVM this was changed to use tableSurface for all languages.
However this caused an issue in chapter 6 when displaying the
inventory has it is also using tableSurface, as it was for all languages
in the original. While using the same surface works for other
languages, in the Spanish version we get the wrong background in
the inventory.
Rather than revert to using extraSurface for drawing text which is
a big change and impact all the chapters, I have opted to simply
swap the usage of the tableSurface and extraSurface in chapter 6
for the Spanish version compared to the original engine. The
changes therefore only impact chapter 6 and only the Spanish
version. I played the chapter in full to check that it indeed works
without causing adverse effects.
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This removes the superfluous talkHeight, talkWidth and timeDiff
variables. It also changes _loadedDifferentChapter to be a boolean
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This also fixes a palette glitch when trying to interrupt during
a fade. (The old image would flash before the room changed. It's
possible other such glitches still exist here, but if so they're
much less obvious than that one was.)
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A memory leakage was traced down to a failure to call the engine destructor.
This was due to the engine directly calling OSystem quit() i.e. _system->quit(), rather than
just allowing engine::run() to return.
Have removed this code and implemented the changes required to allow graceful Quit/RTL to occur.
svn-id: r55583
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The workaround is no longer needed since we provide the previously
missing track. It shouldn't break the game if you play from the CD
either, as the timing appears to be hardwired rather than keyed to
the music.
svn-id: r52866
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svn-id: r49718
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svn-id: r49717
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Bug #2826610: "DRASCULA: Graveyard GFX error". Actually it was fixed
by previous commit. Added more responsiveness for this animation.
svn-id: r49710
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Bug #2854303: "DRASCULA: Glitch when using cross on vampire guard".
Apparently during refactoring of animation-related code duplication
the conversion was incorrect. Rewrote relevant function.
svn-id: r49704
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svn-id: r49701
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svn-id: r49194
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svn-id: r40476
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svn-id: r35747
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svn-id: r35648
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svn-id: r34575
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#2111804 - "DRASCULA: Cut scene bugs" and #2059648 - "DRASCULA: VonBraun's song"
svn-id: r34574
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second time
svn-id: r34559
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- Merged copyRect and copyRectClip
- Added enums for all the possible character directions and removed duplicate directions
- Extended the talk sequence commands a bit
- Removed unnecessary buffer faceBuffer and the unneeded casts between byte * and char * that were used
svn-id: r34503
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svn-id: r34494
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- Cleaned up updateDoor()
- Bugfixes to exitRoom() and gotoObject()
- Moved cursor-related functions to interface.cpp
- alapuertakeva -> roomExits
svn-id: r34493
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the game itself (this means that there might be regressions where the cursor is visible when it shouldn't be)
- Removed the textSurface pointer, which was used in the Spanish version. Non-Spanish versions of the game hold the font data in the tableSurface buffer (which contains picture 96). The font data for Spanish versions is in picture 974. Now both versions load their font data from the tableSurface buffer
- hay_que_load -> loadedDifferentChapter
- Merged withoutVerb() and selectVerb()
This is a big change, it might lead to regressions!
svn-id: r34488
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svn-id: r34479
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language strings, not all strings
svn-id: r34472
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- Moved several simple animations out of animation.cpp
- Moved some animations with talk sequences inside drascula.dat
- A new version of drascula.dat is needed (will be uploaded shortly)
svn-id: r34464
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svn-id: r34460
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svn-id: r34190
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talk_baul -> talk_trunk
svn-id: r34182
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