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AgeCommit message (Collapse)Author
2015-01-28ZVISION: Fix bug #6787 init lzss window by same values as in original gameMarisa-Chan
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.
2015-01-26Merge pull request #568 from Marisa-Chan/masterFilippos Karapetis
ZVISION: Fix sound bug #6767 by making pan_track code similar to origina...
2015-01-24ZVISION: Delete stream if there is no audio stream to queue toTorbjörn Andersson
This probably never happens, but is consistent with our common AVI decoder.
2015-01-24ZVISION: Fix lag at beginning of cutscenesTorbjörn Andersson
We have to update _curChunk when decoding audio, otherwise it will decode the entire audio track on the first frame. For the ZGI intro this would take 700-800 ms, and since the audio started playing before the video it looked to me as if it had to play the first bit faster to catch up. Thanks to fuzzie for setting me on the right track with an off-hand remark about the Zork AVI decoder (I was looking at the standard AVI decoder), and for finding the cause a few seconds before I did.
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
2015-01-23ZVISION: Fix shadowed variableFilippos Karapetis
A bug in commit 21e9007d80. Thanks to fingolfin for pointing it out
2015-01-21ZVISION: Add console commands to manipulate state flags and variablesFilippos Karapetis
2015-01-21ZVISION: Properly handle confirmation dialogs in the French ver. of ZGIFilippos Karapetis
2015-01-21ZVISION: Remove unnecessary spacesTorbjörn Andersson
2015-01-21ZVISION: Remove superfluous checkFilippos Karapetis
2015-01-20ZVISION: Convert subtitles to UTF-32 before rendering them (bug #6772)Torbjörn Andersson
Because we use Common::String to store UTF-8 data, the font renderer will draw the wrong glyphs for non-ASCII characters, unless we first convert the string to UTF-32. (I thought the same change would have to be made for the ZGI game over screens, but apparently they work anyway. At least the German version, I'm told.) I've discussed this change with [md5], and while it would probably be more correct to make the engine use UTF-32 throughout, that is also rather painful.
2015-01-21ZVISION: Do not process cheat codes while in the game menusFilippos Karapetis
This prevents the cheat codes from being accidentally triggered when using the save screen, for example
2015-01-20ZVISION: Adapt confirmation dialogs for non-English versionsFilippos 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 comparison between signed and unsigned integersFedor
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
2015-01-18ZVISION: Fix path handling in case-sensitive file systems (bug #6775)Filippos Karapetis
A regression from commit d70503cc98. Thanks to wjp for bisecting.
2015-01-17ZVISION: Fix bug #6769 (the "Alchemical debacle" video in ZGI)Filippos Karapetis
2015-01-17ZVISION: made error messages more detailedFedor
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
2015-01-16ZVISION: Fix detection of Windows fontsFilippos Karapetis
2015-01-16ZVISION: Add detection for the Spanish version of ZGI (bug #6764)Filippos Karapetis
2015-01-16ZVISION: Allow empty sound streams. Fixes bugs #6762 and #6763Filippos Karapetis
A regression from commit 07ad10babe
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.
2015-01-13ZVISION: Add support for German ZGI - CD versionRichieSams
Fixes #6760
2015-01-13ZVISION: Add detection for the French version of ZGIBastien Bouclet
2015-01-13ZVISION: Add support for Liberation FontsFilippos Karapetis
These look better than the GNU FreeType fonts, and are thus preferred over them. Many thanks to eriktorbjorn for his work on the different fonts available Also, this commit cleans up the font style array, moving it back into the CPP file
2015-01-12ZVISION: Check eos() after reading from stream, not beforeTorbjörn Andersson
This fixes stray character in ZGI game over screen, when it reads an empty line of text.
2015-01-12ZVISION: Check for all the required fonts before starting a gameFilippos Karapetis
2015-01-11ZVISION: Build the engine by defaultFilippos Karapetis