Commit Graph
350 Commits
Author SHA1 Message Date
Eugene Sandulenko 59905eee0d DRASCULA: Added support for Russian fan translation 2018-02-21 22:39:09 +01:00
Eugene Sandulenko 34d19ff424 DRASCULA: Fix ego manipulation for translated versions 2017-11-18 22:42:06 +01:00
Filippos Karapetis 64b57afe2c Revert "DRASCULA: Revert range 4dbed774..1f1d8607"
This reverts commit bf69b25e33.

The original game had slight differences between the code for each
chapter. Part of these changes was to simplify the code and unify
some of these differences, particularly in the checks for clickable
areas, where the code is using Common::Rects with contains() now.

I have play tested the whole game with these changes, there are no
visible regressions, and the game is still completable. Thus, I'm
restoring the changes to the engine.
2017-11-15 01:49:50 +02:00
Willem Jan Palenstijn bf69b25e33 DRASCULA: Revert range 4dbed774..1f1d8607
This reverts
1f1d8607 DRASCULA: Merge the floor coordinates into _walkRect
1e1b6f7c DRASCULA: Rename gotoObject() to walkToPoint() and simplify it
2bf05c2a DRASCULA: Clean up room variables, and simplify some related checks

Reverting due to unanswered questions about why the changes in behaviour
in 2bf05c2a74 are correct.
2017-11-14 19:14:00 +01:00
Filippos Karapetis 1f1d860797 DRASCULA: Merge the floor coordinates into _walkRect 2017-11-11 17:14:38 +02:00
Filippos Karapetis 1e1b6f7ca4 DRASCULA: Rename gotoObject() to walkToPoint() and simplify it 2017-11-11 17:14:38 +02:00
Filippos Karapetis 2bf05c2a74 DRASCULA: Clean up room variables, and simplify some related checks 2017-11-11 17:14:38 +02:00
Filippos Karapetis 4dbed7742a DRASCULA: Reduce the scope of framesWithoutAction 2017-11-11 17:14:37 +02:00
Filippos Karapetis fd8a86038a DRASCULA: walkToObject is a boolean variable 2017-11-11 17:14:37 +02:00
Filippos Karapetis d81869af58 DRASCULA: Simplify the drawing code in BJ's room 2017-11-11 17:14:36 +02:00
Filippos Karapetis 1c2a9d2e12 DRASCULA: characterMoved and characterVisible are boolean variables 2017-11-11 17:14:36 +02:00
Colin Snover 432fd522d2 ENGINES: Remove default1x scaler flag
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.
2017-10-07 12:30:29 -05:00
Thierry Crozat c095cb31d1 DRASCULA: Add possibility to load and save games using GMM 2017-04-22 23:53:10 +01:00
Ben Castricum ebaab44cd1 ALL: Leave out instructions for engine data issues 2016-12-08 13:38:56 +01:00
Ben Castricum 55512414dd ALL: Change instructions for engine data file issues
The engine data files should be included in the package, so downloading
may not be the best suggestion. Instead refer to the README.
2016-12-06 14:16:37 +01:00
Ben Castricum 1cf3f50b74 ALL: Unify 'wrong version of engine data' message 2016-12-06 09:38:25 +01:00
Ben Castricum eb7ffb1e2c ALL: Unify 'corrupted engine data' message 2016-12-06 09:38:19 +01:00
Ben Castricum e1ec91b69a ALL: Unify 'missing engine data' message 2016-12-05 21:04:50 +01:00
Thierry Crozat 6393315a8e DRASCULA: Remove delays when showing and hiding the inventory
I don't see any purpose to this delays and they were not present in
the original engine. It works fine without those and the interface
seems more responsive.

This fixes bug #7121 DRASCULA: Delay and freeze when pressing
right mouse click on game

Also move a delay when left clicking to after performing the action.
With the delay between the left click and the action, the mouse
position could have moved when performing the action, resulting
in the wrong action being performed (e.g. activating the wrong verb
or picking the wrong object in the inventory). But removing the
delay altogether causes flickering when picking objects from the
inventory.
2016-04-17 23:41:32 +01:00
Thierry Crozat d05d4263e5 DRASCULA: Remove delay for select verb
The delay, since it updates the mouse position, resulted in a
different verb being selected than the one we clicked on when
moving the mouse quickly after the clic. This was quite confusing
and frustrating. I can't see any reason for this delay and it seems
to work well without it. The initial commit adding it indicates this
was "for better mouse response", but it added a lot of other delays
at the same time, and removing this one doesn't see to impact the
mouse response (on the contrary, we get the new cursor quicker).
2016-04-17 23:23:23 +01:00
Thierry Crozat 6dcaef191c DRASCULA: Fix animations speed
To time animations the original engine uses interrupt to get the
Real Time Clock and divides the number of clock ticks by 0.182.
Since there is approximately 18.2 ticks per second, this means
it uses values in 1/100th of a second. In ScummVM we were using
getMillis() / 20, so the animations was two times slower than in
the original.

This might fix bug #7115 Drascula: FPS are incorrect or some
frames are dropped.

Note that for the walk animation we are still not exactly using the
timing of the original. The original engines keeps each walk frames
for 5.7 times 1/100th of a second (i.e. 17.54 FPS). In ScummVM
getTime returns an integer value and as a result each walk frame is
now kept for 6 times 1/100th of a second (i.e. 16.67 FPS, which i
 better than the 8.33 FPS we were getting before this commit).

 as our getTime returns integer values and thus we use
frames for 6 of 1/100th of a second while the original is slightly
faster as it kept frames for 5.7 times 1/100th of a second.
2016-04-16 18:59:27 +01:00
Thierry Crozat eef8371432 DRASCULA: Swap extraSurface and tableSurface use in chapter 6 for Spanish version
This simplifies the code and bring it closer to the original source code.
This should help if we need to debug issues in the future.
2016-04-16 18:59:27 +01:00
Ori Avtalion 3564032330 JANITORIAL: Reduce audio header dependencies 2016-04-14 16:10:21 +03:00
Thierry Crozat e3cb949b95 DRASCULA: Fix wrong background for inventory in chapter 6
This was a regression from commit fa3d3e3 and this fixes part of
bug #7113 DRASCULA: Serious sprite glitches.

The original uses extraSurface to draw text in draw_abc() in the
Spanish version while other languages use tableSurface. But in
ScummVM this was changed to use tableSurface for all languages.
However this caused an issue in chapter 6 when displaying the
inventory has it is also using tableSurface, as it was for all languages
in the original. While using the same surface works for other
languages, in the Spanish version we get the wrong background in
the inventory.

Rather than revert to using extraSurface for drawing text which is
a big change and impact all the chapters, I have opted to simply
swap the usage of the tableSurface and extraSurface in chapter 6
for the Spanish version compared to the original engine. The
changes therefore only impact chapter 6 and only the Spanish
version. I played the chapter in full to check that it indeed works
without causing adverse effects.
2016-04-12 22:19:43 +01:00
Thierry Crozat cb4c6e547d DRASCULA: Fix regression in subtitle display in Spanish version
This code was committed by mistake in the previous commit.
2016-04-11 19:58:29 +01:00
Thierry Crozat 882299a1b4 DRASCULA: Fix typo in variable name 2016-04-11 09:13:05 +01:00
Thierry Crozat a97f9d0ec6 DRASCULA: Rename variable to clarify its meaning 2016-04-11 01:37:08 +01:00
Thierry Crozat 1c0362d22f DRASCULA: Improve loading savegames in Pendulum scene
The previous fix only fixed the incomplete state when loading from
the launcher. Now this is fixed when loading from the game as well.
It also fixes loading a savegame from the first stage of the pendulum
scene (when the protagonist is not visible) to any other scene in
chapter 6. The protagonist was not made visible again when loading
the savegame.
2016-04-11 01:36:54 +01:00
Thierry Crozat 1be77fc766 DRASCULA: Fix loading games in room 102 when still chained
Room 102 has two states. The first one has an animation of a
pendulum while the protagonist is chained to a table beneath it.
The second state is after the protagonist free himself. In the second
state the pendulum has stopped. When saving in the first state,
loading the save game did not properly setup the pendulum
animation causing graphic glitches.

This fixes bug #7113 DRASCULA: Serious sprite glitches
2016-04-10 21:22:07 +01:00
Matthew Hoops aa6ff44440 BACKENDS: Only expose one set of functions for AudioCDManager
Engines should only have to call one set of functions and not decide between the two. In fact, the 'emulation' API was documented to just call the 'real CD' API.
2016-03-13 13:57:19 +01:00
Matthew Hoops fb6fe1332a BACKENDS: Move to an openCD() without parameters as the public API 2016-03-13 13:52:24 +01:00
Thierry Crozat 021741eedb DRASCULA: Remove unused static variable
This code was used until commit aaf8b58 that reworked the detection
to support French and German versions.
2014-10-11 14:35:20 +01:00
Filippos Karapetis 9c4d086165 DRASCULA: Handle audio files in the "audio" folder (bug #6631)
The music add-on packs we provide have the audio files in an "audio"
folder, but without clear indication that its contents should be
copied inside the game data folder. Since this can lead to confusion
from users, we just add support for this case
2014-06-15 03:54:43 +03:00
Johannes Schickel cf91cebb9d DRASCULA: Make GPL headers consistent in themselves. 2014-02-18 02:39:34 +01:00
D G Turner 7432a33137 DRASCULA: Hookup up debug console correctly.
This now opens correctly on CTRL-d keystroke.
2013-12-06 22:55:03 +00:00
Eugene Sandulenko fe67837077 DRASCULA: More variables initialized. CID 1003403 2013-11-09 12:51:39 +02:00
Eugene Sandulenko 36ad6a69ca DRASCULA: More uninit variables. CID 1003403 2013-10-29 09:42:11 +02:00
Eugene Sandulenko 6ff57db90f DRASCULA: Initialize class variables. CID 1003403 2013-10-18 16:01:10 +03:00
Willem Jan Palenstijn ee9e6b94ae DRASCULA: Fix build 2013-10-17 13:40:26 +02:00
Eugene Sandulenko 955b585bd0 DRASCULA: Fix uninitalized class variables. CID 1003403 2013-10-17 13:51:30 +03:00
Eugene Sandulenko 66e6830395 DRASCULA: Fix potential buffer overrun. CID 1003309 2013-10-17 13:40:17 +03:00
Filippos Karapetis d531484350 DRASCULA: Some renaming. Also, get rid of some extraneous globals
This removes the superfluous talkHeight, talkWidth and timeDiff
variables. It also changes _loadedDifferentChapter to be a boolean
2013-08-19 03:08:58 +03:00
Filippos Karapetis 89bbc9c292 DRASCULA: Fix shadowing warnings (thanks LordHoto), and rename some variables 2013-01-06 21:54:40 +02:00
Filippos Karapetis c1b0c80cce DRASCULA: Merge some animation functions and document all animations 2013-01-04 19:31:25 +02:00
Filippos Karapetis 4adfdb17e3 DRASCULA: Add advanced savegame functionality
This cleans up the save/load code and resolves multiple issues with the
original save/load screen.
Save game timestamps and thumbnails are now implemented, together with
the ability to load a game from the launcher.
F7 is now mapped to the ScummVM load dialog, and F10 to the save dialog
(if the user has selected to use the ScummVM save screen).
2013-01-04 13:12:52 +02:00
Johannes Schickel 7600751525 DRASCULA: Allow faster quit when in the mid of a conversation.
This allows quitting ScummVM in only a minimal time when a converstion is
running instead of waiting for it to finish. It is still not instant but much
better.
2011-11-13 20:57:41 +01:00
Eugene Sandulenko 6d4189e2ed DRASCULA: Fix warnings 2011-11-02 23:18:10 +00:00
D G Turner 889f5d119a DRASCULA: Replace snprintf() usage with Common::String::format()
Safer and less portability issues.
2011-06-02 02:53:48 +01:00
Max Horn 4cbe4ede66 COMMON: Registers RandomSources in constructor with the event recorder
This also removes the dependency of engines on the event recorder header
and API, and will make it easier to RandomSources that are not properly
registered.
2011-05-17 12:17:26 +02:00
strangerke 69b1485a22 GIT: Clean up: Suppress SVN tags, now useless 2011-05-12 01:16:22 +02:00