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AgeCommit message (Collapse)Author
2016-04-14JANITORIAL: Reduce audio header dependenciesOri Avtalion
2015-07-19MISC: Remove some unused private member variablesMax Horn
2015-07-07ZVISION: Correct code styleDavid Russo
2015-04-11ZVISION: Silence gcc warningsMatthew Hoops
2015-03-22ZVISION: Silence Cppcheck warningTorbjörn Andersson
2015-02-17ZVISION: Fix script bug #6803 (tuning fork box state)Filippos Karapetis
2015-02-14ZVISION: Fix script bug #6791 (max value of delay_render)Filippos Karapetis
This fixes the delay outside the Frobozz Electric building. In all other places, delay_render is called with a value ranging from 1 to 10, so the 100 here looks to be a script bug, and causes an unnecessary long pause in that scene. Thus, we're capping the frame delay value to 10.
2015-02-14ZVISION: Also reference the script manager in ResultAction membersFilippos Karapetis
2015-02-14ZVISION: Fix script bug #6794 - "ZVISION: Yoruk's coffin instant death"Filippos Karapetis
Fixes an edge case where the player goes to the dark room with the grue without holding a torch, and then quickly runs away before the grue's sound effect finishes. Many thanks to eriktorbjorn for the original workaround
2015-02-14ZVISION: Add custom equality operators for game locationFilippos Karapetis
This makes the location checks more readable
2015-02-11ZVISION: Refactor text rendering code in order to fix word wrappingRichieSams
and clarify the logic. Fixes bug #6801
2015-02-08ZVISION: Set safe control state value after animation finishesTorbjörn Andersson
If we set it before the animation starts, the final turn of the wheel won't be animated, because the puzzle will already be solved.
2015-02-08ZVISION: Limit input text to the width of the input controlTorbjörn Andersson
This is to prevent the player from entering ridiculously long savegame descriptions.
2015-02-08ZVISION: Draw transparent text in original save dialogTorbjörn Andersson
Before this change, text was drawn in black boxes in Zork Nemesis, so while this does make it look better (and more like the original) this may actually make the text slightly harder to read. The original dialogs allowed only upper-case letters, but I think that it's better to leave that to the player.
2015-02-03ZVISION: Fix for script bug #6783 (no sound in the ZNem fist puzzle)Filippos Karapetis
This is a bug in the original game script of the Zork Nemesis fist puzzle, which we now patch so that the sound checks are correct for the left fist animation
2015-02-03ZVISION: Fix bug #6784 (wrong scaling in the fist control)Filippos Karapetis
2015-02-02ZVISION: Remove \n from debug messageTorbjörn Andersson
2015-01-26ZVISION: Cleanup.Torbjörn Andersson
We usually don't check a pointer before deleting it.
2015-01-26ZVISION: Use ValueSlot for volume in ActionMusicTorbjörn Andersson
As suggested by Marisa-Chan. I had based my earlier implementation on parseCritera(), and was unaware of this alternative. The good thing is that the diff from the old code is now much smaller, which should reduce the risk of regressions. (There is a lot I haven't tested here...)
2015-01-26ZVISION: Fix ActionMusic volumeTorbjörn Andersson
The volume can be either a constant or a state value. The latter is used by ZGI to simulate a sound being heard at different distances, e.g. the beehive in the Dungeon Master's hideout.
2015-01-23ZVISION: Use correct virtual class type instead of MusicNodeMarisa-Chan
2015-01-23ZVISION: Correct value for attenuateMarisa-Chan
2015-01-23ZVISION: Volume is not linear value, use dB map to linear for -100...0dBMarisa-Chan
2015-01-23ZVISION: Use correct int type for volumeMarisa-Chan
2015-01-23ZVISION: Fix sound bug #6767 by making pan_track code similar to originalMarisa-Chan
2015-01-23ZVISION: Error out when a script file can't be found or be parsedFilippos Karapetis
This should be an error, as we've effectively reached a non-existing scene (such as in bug #6780), or we haven't parsed script files of a scene fully, thus unexpected behavior will likely occur
2015-01-23ZVISION: Fix script bug #6780 (invalid hotspot at base of tower in ZGI)Filippos Karapetis
2015-01-21ZVISION: Remove unnecessary spacesTorbjörn Andersson
2015-01-21ZVISION: Remove superfluous checkFilippos Karapetis
2015-01-20ZVISION: Fix mis-parsing of criteria, a.k.a bug #6774Torbjörn Andersson
A condition in a criteria is made up of three tokens: An id, an operator and an id/value. However, in my copy of ZGI, puzzle:07507 has "[00202] !3 # SPELL_12_IN_BOOK", i.e. there was no space between the second and third tokens. This caused the "glorf" spell to not be properly inscribed in your spell book. To fix this, if the second token is more than one character we use the rest of it as the third token.
2015-01-20ZVISION: Properly skip commented out puzzle criteria - fixes bug #6776Filippos Karapetis
In the Zork: Nemesis version bundled in the ZGI SE DVD, the bell rope puzzle has been modified so that it's non-interactive, i.e. there isn't a hotspot to click while the video is playing, and the player is transported to the next room. In the patched script, all criteria of that puzzle were commented out, resulting in an invalid criteria list. Skip any commented out criteria, to avoid ending with an invalid list.
2015-01-20ZVISION: Fix saving when using the original save dialogFilippos Karapetis
A regression from commit dcac5be493
2015-01-19ZVISION: Fix bug #6771 (unable to leave room when loading a game)Filippos Karapetis
Avoid overwriting the previous location when loading a saved game
2015-01-19ZVISION: Simplify the checks in the location changing codeFilippos Karapetis
2015-01-19ZVISION: Fix bug #6768 (unable to save in the prison area)Filippos Karapetis
The save buffer preparation code had a bug, which triggered in the jail area because its room is 'j'
2015-01-18ZVISION: Don't change location when coming back from ScummVM save dialog and ↵RichieSams
do change location when coming back from restore dialog Fixes bug # 6771 We don't need to change locations, since we use the ScummVM save dialog instead of the original one (which is actually a location). Instead we just need to reset _nextLocation to _currentLocation so the engine can stop trying to save. If we change locations, the StateKey_LastWorld/Room/etc. end up being overwritten with the current room. So if a script refers to location 0, 0, 0, 0 (aka, the last room), the engine will try to change location to the same room. On restore, we have to force a location change, just in case we restore to the same room. (Since the logic will only do a location change if _nextLocation != _currentLocation)
2015-01-18Revert "ZVISION: Don't change location when coming back from ScummVM save ↵RichieSams
dialog" This reverts commit b835eacc0cd401bb0d15a33e60d2ac47ebb4d718.
2015-01-18ZVISION: Don't change location when coming back from ScummVM save dialogRichieSams
Fixes bug # 6771 We don't need to change locations, since we use the ScummVM save dialog instead of the original one (which is actually a location). Instead we just need to reset _nextLocation to _currentLocation so the engine can stop trying to save. If we change locations, the StateKey_LastWorld/Room/etc. end up being overwritten with the current room. So if a script refers to location 0, 0, 0, 0 (aka, the last room), the engine will try to change location to the same room.
2015-01-18ZVISION: Fix formatting and add curliesRichieSams
2015-01-18ZVISION: Remove trailing whitespaceSven Hesse
2015-01-17ZVISION: Fix bug #6769 (the "Alchemical debacle" video in ZGI)Filippos Karapetis
2015-01-16ZVISION: Properly handle sounds reusing the same sound slot (bug #6761)Filippos Karapetis
This is based on Marisa-Chan's observations in commit 28e27ea1d9. Tested with both ZNEM and ZGI
2015-01-15ZVISION: Set the state value for the lever position during user draggingRichieSams
Not just during the "returning" animation. Addresses part of bug #6761
2015-01-15ZVISION: Keep the hand cursor during lever movementRichieSams
We have to explicitly set the cursor each call otherwise the cursor will be reset to the idle cursor. Addresses part of bug #6761
2015-01-15ZVISION: Allow multiple sound effects to play at the same timeRichieSams
This is the original behavior. This was noted in bug #6761. Specifically, the knocker on the door plays a sound whenever it is a the top of the bottom of the swing. By only allowing one sound effect to play at the same time, the knocker would only play once, even though it bounces at the bottom.
2015-01-10Revert "ZVISION: Remove ActionRestoreGame and loading of r.svr (restart slot)"Filippos Karapetis
This reverts commit 9f642074ba8e17aa23b01bcee82b2293fe84f8f1, as it broke the credits screen in ZGI. This has been rewritten to use the common save code
2015-01-10ZVISION: Change screen resolution for the hires DVD videos to 800x600Filippos Karapetis
Also, this hooks up the MPEG-PS decoder, but only if libmpeg2 is compiled in. The DVD videos are still disabled until AC3 audio support is implemented. The hires DVD videos are encoded a 720x480 resolution, with double the frame rate of the lowres ones (29.97FPS up from 15FPS)
2015-01-10ZVISION: Change wordingFilippos Karapetis
2015-01-09ZVISION: Clean up save logic, and fix a thumbnail-related FIXMEFilippos Karapetis
This fixes the save game thumbnails when using the original save/load screens
2015-01-07ZVISION: Add stubs for the hires VOB MPEG2 videos of ZGI DVDFilippos Karapetis
VOB file handling is based on clone2727's work. The lowres videos are played for now, until AC3 sound handling is implemented