Age | Commit message (Collapse) | Author |
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of on the stack
Also adapted WinCursorGroup and MacMenu to reflect this.
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Flagged by GCC -Wunused-private-field
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These are flagged by GCC if -Wswitch-default is enabled.
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Fixes #10599.
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The target is user defined and not may not contain the game name
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That way changes made while on the main menu with no game started are
persisted across sessions. When a game is started, the options are saved
to the savegame as previously.
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OSystem::fillScreen is documented to only accept values between 0 and
255, and thus cannot be sanely used for hi-color graphics. This is
probably an unfortunate leftover of when hi-color support was added.
Fixes videos playing on a white background on the 3DS.
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Helps with loading times on systems with slow storage.
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Common::PEResources being allocated on the stack was causing a stack overflow. ScummVM is configured to have 256kb of stack memory on the 3DS.
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Because our build system does not allow recursive dependencies, inserting
#error for incorrect configuration. For enabling mystme, myst target must
be enabled as well
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Graphics::Cursor
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Fix assignments to float variables, by adding a float suffix
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It was possible to bypass lowering the ladder when using keyboard
navigation. This is fixed using a game script patch to ensure the
hotspot for getting down the ladder is disabled when appropriate.
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Goes through all the cards clicking on hotspots at random.
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Recursion would happen when multiple events are received in the same
frame. This could happen when mashing both the mouse and the keyboard to
move around faster, as noticed by a speedrunner.
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Fixes #10880.
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The original game scripts are missing a delay.
Fixes #10727.
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These are from bug Trac #6745 "MOHAWK: Two unknown Living Book game
variants..."
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This is from Bug Trac #10705.
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Like the original the game loop returns to the main menu
after the credits end.
The variable states are reset and the player can start
a new game or load an old one.
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Fixes Trac#10675.
Previously, the credits ended as soon as the last row was shown
of the final credits image.
Now some more black rows (empty rows) are shown and finally a few
seconds of black. I set it to 8 seconds of wait beyond where
the credits where previously stopping.
In order to do this updateCredits was enhanced to work past the end
of the last credits image (and just keep adding empty rows).
The original game shows a black screen for a longer period than this.
The credit image numbers are turned into enums.
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Some systems may take longer to process the game loop
than others so we delay by a variable amount so faster
and slower system execute the game loop the same number
of times per second (the fps is capped at 100).
Slower systems that take longer than 10ms to process the game
loop won't have any delay.
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Simplifies doFrame().
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In some cases a mouse moved event could be handled between the moment
the xtakeit script was queued and the moment it is executed (on the same
frame), causing the mouse position no longer to be over a marble
rectangle.
Fixes #10647.
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This occurs when FreeType2 is not enabled and thus fontHeight variable
is unused.
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This can be restored if required at a later time.
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Fixes Trac#10642.
The original engine will move the dome sliders whenever the player is
dragging a dome slider to the left or right regardless of y position.
In ScummVM the dome slider position would only change to the players x
mouse position when the y value was also in the slider hotspot. This
change removes the y check by making the point to be checked always
have a y value in the hotspot rect.
The x values are also bound to the max and min value that any of the
slider hotspots can have. This allows the slider to go all the way to
the left and right even if the user has gone past the slider area
to the left or right while still holding the slider.
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There is a brief period after the credits finish, but before the engine
closes that autosaving can happen.
Fixes Trac#10635.
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Fixes Trac#10573.
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This was happening in the Polish version only.
Fixes #10632.
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Fixes Trac#10575.
When stepping away or pressing the buttom for the mechanical age fortress
rotator after setting it west it would be south. This is because some variables
used for a workaround were being reset everytime the rotator puzzle
was being reinitalized (in o_fortressRotation_int). Which happens when
the player steps back up to the rotator controls.
This change simply removes the variables being reset so they retain
the variables they had before. Those variables are already initalized
in the Mechanical constructor.
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The direction that the fortress is pointing is calculated when
the user locks on using the left throttle (after the gears have
stopped). It also happens when the user hits the button.
There is only a difference in the two behaviors when the user has
changed the direction, but not locked on.
The 2nd case can lead to the direction be different than
what the last locked on direction was. Since the user
can lock the direction to say north, turn it to west, not
lock on and hit the button, which will set the direction
to west. This can lead to confusion since a direction sound
isn't played in this case.
This change removes code, to prevent the recalculation
of the direction when the button is pressed so that direction
is always what it was last locked onto.
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This way all the other actions are blocked while the card load scripts
are executed. Expecially, it's not possible anymore to open the main
menu while the scripts for returning from the main menu are still
executing.
Fixes Trac#10628.
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