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2018-05-03ZVISION: Add play time metadata to savegamesAdrian Frühwirth
Fixes Trac#10266.
2018-04-18ZVISION: Fix crash when loading a savegameAdrian Frühwirth
Commit 00e59a3122 introduced a change to savegame handling which results in savegame thumbnails only being loaded when necessary. ZVISION's readSaveGameHeader() doesn't under all circumstances initialize the thumbnail pointer and 00e59a3122 failed to remove an otherwise unnecessary delete which resulted in the uninitialized thumbnail pointer being passed to delete (UB). Thanks to eriktorbjorn for noticing.
2018-04-11ZVISION: Change game option description to match all other enginesThierry Crozat
2018-04-07ALL: Load savegame thumbnail only when necessaryAdrian Frühwirth
This commit introduces the following changes: 1. Graphics::loadThumbnail() Now returns a boolean and takes a new argument skipThumbnail which defaults to false. In case of true, loadThumbnail() reads past the thumbnail data in the input stream instead of actually loading the thumbnail. This simplifies savegame handling where, up until now, many engines always read the whole savegame metadata (including the thumbnail) and then threw away the thumbnail when not needed (which is in almost all cases, the most common exception being MetaEngine::querySaveMetaInfos() which is responsible for loading savegame metadata for displaying it in the GUI launcher. 2. readSavegameHeader() Engines which already implement such a method (name varies) now take a new argument skipThumbnail (default: true) which is passed through to loadThumbnail(). This means that the default case for readSavegameHeader() is now _not_ loading the thumbnail from a savegame and just reading past it. In those cases, e.g. querySaveMetaInfos(), where we actually are interested in loading the thumbnail readSavegameHeader() needs to explicitely be called with skipThumbnail == false. Engines whose readSavegameHeader() (name varies) already takes an argument loadThumbnail have been adapted to have a similar prototype and semantics. I.e. readSaveHeader(in, loadThumbnail, header) now is readSaveHeader(in, header, skipThumbnail). 3. Error handling Engines which previously did not check the return value of readSavegameHeader() (name varies) now do so ensuring that possibly broken savegames (be it a broken thumbnail or something else) don't make it into the GUI launcher list in the first place.
2018-01-14ZVISION: Clarified comment for workaround for bug #6770Torbjörn Andersson
I should have done this before it was merged, but I completely forgot that dafioram had verified that the bug *does* in fact happen in the original game as well.
2018-01-14ZVISION: Workaround for bug #6770Torbjörn Andersson
Explicitly check if the time tunnel is open (and therefore shown in close-up) before executing the scripts that draw the lever that is shown in the normal view. This apparently doesn't happen in the original engine, which suggests there may be a ScummVM bug. But it still doesn't seem like the *wrong* thing to do here.
2017-10-07ENGINES: Remove default1x scaler flagColin Snover
This flag is removed for a few reasons: * Engines universally set this flag to true for widths > 320, which made it redundant everywhere; * This flag functioned primarily as a "force 1x scaler" flag, since its behaviour was almost completely undocumented and users would need to figure out that they'd need an explicit non-default scaler set to get a scaler to operate at widths > 320; * (Most importantly) engines should not be in the business of deciding how the backend may choose to render its virtual screen. The choice of rendering behaviour belongs to the user, and the backend, in that order. A nearby future commit restores the default1x scaler behaviour in the SDL backend code for the moment, but in the future it is my hope that there will be a better configuration UI to allow users to specify how they want scaling to work for high resolutions.
2017-09-22ZVISION: Fix leaking save / thumbnail MemoryWriteStreamDynamic buffersBastien Bouclet
2017-07-27VIDEO: Allow setting the mixer sound type used to play audio tracksBastien Bouclet
2016-11-29ALL: save file => saved gameBen Castricum
2016-11-29ALL: Remove comma before the word 'instead'Ben Castricum
2016-11-26ZVISION: Enable translation for some more stringsrootfather
2016-10-09JANITORIAL: Remove trailing spacesEugene Sandulenko
2016-09-03JANITORIAL: Make GPL headers uniformEugene Sandulenko
2016-08-24ALL: Make simpleSaveNames() a MetaEngineFeatureAlexander Tkachev
Added it into hasFeature() of all engines which returned `true` in simpleSaveNames() before. As mentioned in #788, SCI is not always using simple names, so it doesn't have such feature now.
2016-08-24ALL: Add MetaEngine::simpleSaveNames()Alexander Tkachev
Engines with "simple" savenames would support "Run in background" in save/load dialog and gradual save slots unlocking. Other engines save/load feature would be locked until save sync is over.
2016-04-14JANITORIAL: Reduce audio header dependenciesOri Avtalion
2016-03-08ENGINES: Make variable names of AdvancedMetaEngine conform to our guidelines.Johannes Schickel
_singleid -> _singleId _gameids -> _gameIds _guioptions -> _guiOptions
2016-03-05CONFIGURE: Introduced new engine dependency: highresEugene Sandulenko
Some backends like GCW0 do no support graphics >320x240 due to the hardware limitation (downscaling is possible but it will ruin the pixel hunting which is often part of the gameplay). Instead of manually updating the list of engines, we now introduce a new dependency. I marked all relevant engines, but some, like tinsel, require more work with putting their relevant high-res games under USE_HIGHRES define.
2016-02-25ZVISION: Remove gap handling from removeSaveState.Johannes Schickel
This removes the annoying behavior that removing a save state causes your physical files to be renamed. As discussed with RichieSams and wjp.
2016-02-25ZVISION: Let listSaves return list sorted on slot numbers.Johannes Schickel
2016-01-26ZVISION: Only request actual save slots in listSaves.Johannes Schickel
2015-12-28ZVISION: Use tabs for indentation in detection.cpp.Johannes Schickel
2015-12-28ZVISION: Remove superflous default value registration for extra GUI options.Johannes Schickel
2015-12-21ZVISION: Use the cell size mode when loading TrueType fontsBastien Bouclet
2015-12-21GRAPHICS: Introduce a size mode for TrueType fontsBastien Bouclet
Allows to match Windows font size selection by converting font heights to point sizes using the TrueType tables.
2015-09-09ZVISION: Properly handle monophonic videos in the demo version of ZGIFilippos Karapetis
2015-09-06I18N: Add missing files in list of files to parse. Regenerate translation files.Pawel Kolodziejski
2015-08-30VIDEO: Switch to all packetized streams for AVIMatthew Hoops
ZVision does not currently, but that's OK
2015-08-30VIDEO: Add support for MP3 in AVIMatthew Hoops
2015-08-30ZVISION: Cleanup the AVI decoder subclassMatthew Hoops
2015-07-19MISC: Remove some unused private member variablesMax Horn
2015-07-08ZVISION: Fix buildWillem Jan Palenstijn
2015-07-07ZVISION: Reorganize detection dataDavid Russo
Migrated static detection data to detection_tables.h and removed the need for detection.h includes. Also edited game option descriptions.
2015-07-07ZVISION: Correct code styleDavid Russo
2015-07-07ZVISION: Change mentions of ZVision to Z-VisionDavid Russo
To match official documentation (e.g. game manual, credits).
2015-07-07ZVISION: Correct function documentationDavid Russo
2015-04-11ZVISION: Silence gcc warningsMatthew Hoops
2015-03-22ZVISION: Silence Cppcheck warningTorbjörn Andersson
2015-03-05ZVISION: Fix GCC signed/unsigned warningTorbjörn Andersson
2015-02-17ZVISION: Fix script bug #6803 (tuning fork box state)Filippos Karapetis
2015-02-16ZVISION: Fix script bug #6793 in Zork NemesisFilippos Karapetis
2015-02-14ZVISION: Check for point and style changes when early breaking from a font ↵RichieSams
change
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: Create temporary subtitle surfaces on the stack rather than the heapRichieSams
2015-02-11ZVISION: Handle question text rendering manually, rather than forcing an ↵RichieSams
entire screen refresh
2015-02-11ZVISION: Remove forced render to screenRichieSams
timedMessage() is always called from the scripting system. Which is updated before the rendering system. Therefore, the message will already be rendered this frame, when the renderingManager->update() is called.