Age | Commit message (Collapse) | Author |
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* Replace raw pointers with smart pointers
* Use references instead of const pointers where appropriate
* Tweak initialisation
* Tweak palette copies to the stack
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This will cause non-linear time shifts in the system timer that
the game's custom save logic may not expect, but in initial testing
the game doesn't seem to care about this.
Fixes Trac#10259.
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As it turns out, autorama.sg *is* actually used sometimes.
Fixes Trac#10253.
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Fixes Trac#10251.
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In SCI3, Sierra removed the ability of the main renderer to
automatically scale CelObjs with different source resolutions.
Instead, in SCI3, all CelObjs are treated as having the same
resolution as the screen (i.e. 640x480).
In all SCI3 games other than RAMA, keeping the code paths for
resolution-dependent scaling is not a problem because all the
assets and game code are correctly designed to use the same
640x480 resolution throughout. RAMA, on the other hand, was
written with the text subsystem set to a resolution of 630x450
(Phant1's screen resolution), and in SSCI, resolution-dependent
scaling code was not removed from the *text* subsystem. As a
result, RAMA's game scripts rely on the slightly larger scaled
dimensions coming out of the text system when determining the size
of screen items for rendering, and then also rely on the main
renderer ignoring the 630x450 resolution baked into the bitmaps
generated by the text subsystem when drawing them to the screen.
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Was a game bug, finally fixed.
This was a combined effort of wjp and myself. Thanks to wjp.
We both don't own QfG2 1.000 atm, so we could not try it for that
version.
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This file normally stores brightness, music volume, and most
recently used save game directory. Since we store the music volume
ourselves and don't use the save game directory, the only
potentially useful information is the brightness level, and that
is fine to just restore from the save games.
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Basic keyup event support appears to have been added in the SCI1.1
IBM keyboard driver, and more robust support was provided in SCI32
which actually gets used by at least Lighthouse. This patch adds
support for keyup events in SCI1.1+.
Fixes Trac#10242.
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game restore
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Convert macros and vars to enums, rename keyboard events in
preparation for adding key up events, clean up unnecessary nested
conditionals, add TODOs for potential future work.
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When in Galaxy Galleria, going into the software store and trying
to shoplift the SQ4 Hintbook will crash the game after you leave
and are electrocuted.
Fixes Trac#10229. Closes gh-1031.
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This subop is used only by RAMA.
The VMD objects in RAMA's game code contain a frame rate field,
which is usually -1, but occasionally is not. In the cases where
it is not -1, it appears to be either set for a video with sound
(so the value doesn't do anything to that video), or it is just
resetting back to the baked-in frame rate of the video file (so
it doesn't need to exist, except to fix videos broken by earlier
played videos with explicit frame rates).
Since this is a global state flag that does not get reset in SSCI,
the ultimate effect of kPlayVMDSetFrameRate in RAMA is that it does
nothing to any of the videos where the explicit frame rate is set,
but it does inadvertently cause *other* videos with no sound and no
explicit frame rate to have a different frame rate depending upon
what was played earlier in the game (and whether or not the engine
was restarted in the meantime).
This bad transferring of frame rates is most noticeable with the
exit-video of the vidmail player, which is played when you back out
after selecting a vidmail. Its nominal framerate is 10fps, but it
will play at whatever frame rate was last set by some other video
that happened to have an explicit frame rate, even if that frame
rate was bogus.
So, just ignore all calls to this subop, as it is fatally buggy.
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Fixes CID 1381416.
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This code is currently untestable and is almost certainly at least
partly based on guesswork & not actual reverse-engineering (as was
the case for all other pre-2015 SCI32 code), so future developers
interested in adding SCI32 Mac support should use it only as an
intermediate reference rather than as known good code.
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Near the end of the game, RAMA will start trying to store some
invalid references. This does not affect the save game negatively
in any way, but it was causing the kernel to assert a signature
failure.
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Despite what game script disassembly lead me to believe, the game
seems to create only one auto-save, which ends up being saved as
911.sg (not autorama.sg). This save file is created just before
entering the underground Avian Lair in New York, and seems to be
designed as some emergency backup since entering the Avian Lair is
a one-way trip.
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Used by RAMA, in various places, starting with the refrigerator
at base camp after the cable car at the beginning of the game.
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for Hk So Good store catalog.
Implements enhancement #10227
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If this is not done and the file is buffered, it will not show up
in the list of save games, and the new save will fail.
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Somehow, up until trying to view an encrypted data cube in RAMA,
the missing relocation of locals did not seem to cause any trouble
in any of the other SCI3 games.
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This reverts commit d2dd942ad79df0c4ac9d841fb5b0919d260bb79c.
The Serializable class is an interface class and has only the
empty default copy constructor. There is no reason to call this
explicitly. Whatever is warning about this should be fixed to stop
warning about it, rather than adding such unnecessary calls to the
engine code.
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kArrayCopy would perform an unnecessary memory copy of the source
array, the treatment of the count value as unsigned was clearly
not correct since it was being sign-extended and checked against
-1.
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One of the strings is a static string of the same size as the size
passed to strncmp so there is no point in not just using strcmp.
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RAMA has its own custom save game format that game scripts write,
but we still want to be able to use these save game files from the
ScummVM launcher, so the metadata has to be able to be written
separately from the rest of the game saving.
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function
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Preparations for adding support for RAMA's custom save game format.
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The maxSize given when generating a SegmentRef is supposed to be
the maximum size of raw data that can be held inside the offset-
part of a reg_t, not the entire size including the segment.
This fixes a buffer overflow in "Inside the Chest", which still
does not work, but at least doesn't cause heap overflows anymore
with this change.
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I missed these lines when going through things earlier.
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This fixes a problem in Lighthouse 2.0a where the mini-sub would
fail to start playing the animation of the shipwreck when clicking
on the throttle.
In SSCI, in SCI3 only, r_acc was (inadvertently?) set to the
superclass object ID whenever a super call was made. This happened
because OP_super would call to get the superclass object ID, the
calling conventions of the compiler put this return value into EAX,
and then the PMachine message processing code put whatever was in
EAX into r_acc before each message was processed.
In the game code, there are a sequence of steps that look like
this:
* First, throttle::doVerb is called when throttle is clicked on;
* Which calls getRobot::doit to tell the shipwreck robot to start
playing;
* Which calls wreckBot::init to reset the Robot for the animation;
* Which calls Hiliter::hotVerbs(0) to remove cursor hotspots;
* Which calls Hiliter::dispose to clean up since it is not used;
* Which causes Hiliter::verbList to get set to 0.
* Later, verbList is loaded into r_acc, and it is still 0;
* Then, Hiliter::dispose makes a super call to Obj::dispose;
* Then, Obj::dispose does nothing except call kDisposeClone,
which does not mutate r_acc, so r_acc is still 0 from verbList;
* Then we return back through 5 calls to throttle::doVerb;
* Then throttle::doVerb checks that r_acc is non-zero, and if so,
adds wreckBot to theDoits global, allowing the animation to
occur.
In ScummVM, without setting r_acc in the super call, the non-zero
check failed and the wreckBot didn't get put into theDoits, so the
entire sequence fell apart. In SSCI, the non-zero check happened
to succeed because the Obj::dispose super call put the Obj class
into the accumulator. So now we do that too, and now Lighthouse
2.0a works here.
Earlier versions of SSCI used EAX for other things in between the
OP_super call and the message processing, so would set r_acc from
different data, so this change does not apply to those versions.
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In the DOS interpreters, this function is a no-op. Lighthouse calls
it regardless of platform, so dummy it out for non-Windows
platforms. This is not known to address any particular issue, and
is really just to eliminate the warning about an unknown
configuration setting when starting Lighthouse in a manner that is
compatible with the original interpreter.
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This wait function is used by kernel calls other than kWait, and
those other functions do not mutate r_acc in SSCI.
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