Commit Graph
133 Commits
Author SHA1 Message Date
AndywinXp 0cd609395a SCUMM: Remove whitespace 2022-06-03 19:27:50 +02:00
Andrea Boscarino 38dd15c183 SCUMM: INPUT: Implement Enter and Tab substitution as Left and Right click
The original interpreters allowed the usage of the Enter key as a substitute for left mouse click, and the Tab key as a substitute for right click; while v7-8 games handle this substitution via scripts, we have to do this manually for the other games.
2022-05-26 23:02:51 +02:00
AndywinXp 691900c645 SCUMM: Enable snap scroll only for games which actually feature it
This also gets rid of a bug in which in MANIAC V1, the Edna trigger point at the beginning of the game can be totally bypassed, breaking the game.
In order to get rid of this whole class of bugs, we only enable snap scrolling only for the games which were designed for it.
2022-05-22 21:34:00 +02:00
Cameron Cawley c0dd681824 SCUMM: Fix fighting in Indy 3 when Num lock is off 2022-04-12 10:00:31 +03:00
Eugene Sandulenko abea37c9bb ALL: Update ScummVM project license to GPLv3+ 2021-12-26 18:48:43 +01:00
Orgad Shaneh ed5489929c SCUMM: Use nullptr
Using clang-tidy modernize-use-nullptr
2021-11-14 15:51:59 +02:00
Orgad Shaneh ec3681a62c SCUMM: Extend Ctrl handling to all the games on versions 3-7
Tested with Loom and The Dig. It seems to be consistent.

Sam&Max seems to have different mapping for Ctrl. The DOS version
has the following actions:

Ctrl-I: Rotates the current action
Ctrl-J: Switches to Joystick Mode
Ctrl-K: Shows memory stats
Ctrl-C: Prompts to quit
Ctrl-M: Switches to Mouse Mode

Anyway, since it doesn't break anything, I did not add an exclusion for it.
2021-09-02 00:23:10 +03:00
Orgad Shaneh 390565727f SCUMM: Fix handling of Ctrl+Key in monkey1 and monkey2
There are several Ctrl+Key combinations that are accepted by the engine.
Most famous one is Ctrl+W, which is Instant Win on monkey1 (monkey2 uses
Alt+W, and has a similar hack for passing it correctly).

This used to work with ScummVM 1.9.0/SDL1, but broke with SDL2, and was
later broken further even for SDL1 in f5ed14e93d.

Fixes #10644.
2021-08-30 23:13:35 +02:00
Torbjörn Andersson 819cfb8383 SCUMM: Initial work on Mac Loom font renderer
The main purpose of this set of changes is to refactor the code to make
it easier to pass the name of the Macintosh resource file to other parts
of the engine (it used to be hard-coded in the music players), and to
scale-up the graphics by 2.

The actual font rendering is almost completely broken.
2021-05-17 18:44:29 +02:00
sluicebox 93eeffc84d JANITORIAL: Update old bug tracker numbers 2021-03-03 02:15:05 +02:00
athrxx 4f9ae442d5 SCUMM: (FM-TOWNS) - add smooth scrolling
This is mostly based on ZAK and MI2 disasm (and a bit LOOM). For MI1 and INDY4 I have at least checked with the FM-Towns UNZ emulator to ensure that they actually have the smooth scrolling.

The smooth scrolling is a bit tricky with regard to the timing. The scrolling tends to be a bit too slow for the engine, since it happens at a speed of 1 pixel per 60Hz tick, while the engine sometimes writes one or more new 8 pixel strips at the same time. So the scrolling often has to catch up to the engine. The original has a compensation mechanism which I tried to adapt. We'll see if it needs more fine tuning...

The Loom intro even glitches in the UNZ FM-Towns emulator due overflowing the scrolling surface (and causing a wraparound). But I made a fix for that.

Since we do have a bug report about the speed of the ZAK intro (and the new scrolling code does affect the timing) I have run the ZAK intro in ScummVM and in the FM-Towns UNZ emulator (with i80386DX, 16 MHz setting) side by side and they seem totally in sync. If I reduce the MHz setting in the emulator to 10 MHz on the emulator the intro will play slower, but still not play through the whole song. With 8 MHz I get close to finishing the song, but this seems to be almost to slow to run the game properly. So I'll leave that bug ticket open...
2021-02-11 20:01:24 +01:00
Andrea Boscarino 4cbe4c3403 SCUMM: FT: update cutscene fix to account for Version B 2020-12-30 01:43:19 +02:00
Andrea Boscarino 054c970598 SCUMM: FT: fix bug #12022 2020-12-25 23:12:42 +01:00
Paul Gilbert 45cda9db22 SCUMM: Refactor to use Engine debugger 2020-02-16 13:07:19 +02:00
D G Turner 59b639ed4d SCUMM: Fix Missing Default Switch Cases
These are flagged by GCC if -Wswitch-default is enabled.
2019-12-23 11:56:16 +00:00
Cameron Cawley f2b9f7bb76 BACKENDS: Remove the Windows CE port 2019-11-17 22:33:56 +01:00
Thierry Crozat 7cbf5a9289 SCUMM: Fix interrupting speech not working with AZERTY keyboard
On my AZERTY keyboard the period is obtained using SHIFT + ; and
the code checking the PERIOD keycode and no modifier was failing
on both account. The manual for my French DOTT mentions the period
key, but I have not actually checked how it worked with the original
executable and if using the semicolon key without shift or using the
colon key (which would be the period key on a English-US layout)
works.
2018-03-24 18:17:24 +00:00
Eugene Sandulenko 89a782466a SCUMM: Revert skipping of MM C64 demo original save screen display attempt
As per discussion in bug #10116.
2017-11-27 20:50:28 +01:00
Eugene Sandulenko 5183b2024c SCUMM: Do not do anything for real with original save screen in MM C64 demo 2017-11-26 05:15:42 +01:00
Eugene Sandulenko a7182e2a6a SCUMM: Do not try to show original save/load screen in C64 demo
Fixes bug #10116
2017-11-25 23:35:28 +01:00
Ori Avtalion 3ad6af92f2 SCUMM: Reduce audio header dependencies 2016-05-21 13:55:38 +03:00
Ori Avtalion 253e18c440 JANITORIAL: Reduce GUI header dependencies 2016-04-14 13:30:14 +03:00
Johannes Schickel 3b734082c4 SCUMM: Allow Alt-x to be used to quit SCUMM games.
This includes a TODO to check which SCUMM games actually exhibit this behavior
originally. cbd867329e added this behavior to our
backend code initially.
2016-01-29 23:10:36 +01:00
Thierry Crozat 5be63fdda6 SCUMM: Mark additional strings for translation
These were reported in bug #6887
2015-10-11 18:58:50 +01:00
Robert Crossfield 962c8b4524 SCUMM: Maniac V0 Demo: Allow F7 to restart, Add handler for opcode 0x6e (o_screenPrepare) 2014-12-08 19:12:27 +11:00
Johannes Schickel 94f504f22a SCUMM: Fix Ctrl+t key code combination to affect speech mode.
Formerly, the key code combination didn't unmute speech at all.
2014-07-23 02:39:51 +02:00
Johannes Schickel 3847465163 SCUMM: Make GPL headers consistent in themselves. 2014-02-18 02:39:38 +01:00
Torbjörn Andersson 1f9f08c935 SCUMM: Fix test before running VAR_SAVELOAD_SCRIPT2 (CID 1004135)
This doesn't really make any difference because either both
VAR_SAVELOAD_SCRIPT and VAR_SAVELOAD_SCRIPT2 exist, or neither
does. But it feels more correct this way.
2013-07-21 10:02:02 +02:00
Travis Howell 46b020d860 SCUMM: Add code to support different keys used for skipping cutscenes in early ports of Maniac Mansion and Zak McKracken. 2011-11-17 23:01:47 +11:00
Matthew Hoops dbceb0a77d SCUMM: Add some HE72 differences to mouse click handling
Backyard Soccer at least requires this to have input during gameplay.
2011-08-08 21:15:28 -04:00
Johannes Schickel 3b7c91f2a7 COMMON: Move HerculesDimensions enum to SCUMM.
The enum is only used inside the SCUMM engine so it is rather pointless to
keep it in common/util.h right now. Also if we really want it in some common
place it should probably be better in graphics/ too.
2011-06-21 16:59:50 +02:00
Max Horn 477d6233c3 ENGINES: Change 2nd param of Engine::saveGameState to Common::String 2011-06-02 18:31:59 +02:00
Matthew Hoops eea482fa43 ALL: behaviour -> behavior 2011-05-25 10:50:46 -04:00
Max Horn b37463fe59 SCUMM: Move class ResourceManager to its own header 2011-05-13 11:47:08 +02:00
strangerke 69b1485a22 GIT: Clean up: Suppress SVN tags, now useless 2011-05-12 01:16:22 +02:00
Max Horn 668adaa461 GUI: Rename gui/GuiManager.* to gui/gui-manager.*
svn-id: r54265
2010-11-16 10:19:01 +00:00
Max Horn 947edd08c3 Replace SCUMM F5 dialog by GMM & add help button to GMM
The new "Help" button in the GMM is currently only used by SCUMM.
To use it, an engine currently needs to subclass MainMenuDialog.

svn-id: r49249
2010-05-26 19:54:50 +00:00
Yotam Barnoy ef330ed9b4 Patch for bug 2943361 by littleboy, adding full kb modifier support to all engines + GUI and proper keypad handling
svn-id: r48101
2010-02-21 04:04:13 +00:00
Johannes Schickel aed02365ec Strip trailing spaces/tabs.
svn-id: r47541
2010-01-25 01:39:44 +00:00
Eugene Sandulenko f6b210bb86 Patch #2898445: "MM NES: Add support for original save/load dialog"
svn-id: r46513
2009-12-23 21:03:28 +00:00
Travis Howell d76c1c6552 Add patch from Tobias, for menu keys in PCE version of Loom, with minor change.
svn-id: r45554
2009-10-31 09:48:19 +00:00
Travis Howell 1be7ab068e Add patch #2846581 - MM C64: savedialog.
svn-id: r43801
2009-08-29 14:08:19 +00:00
Matthew Hoops ce30a513ac Introduce a better fix for the Mac OS X backspace problem by adding the workaround to default-events.cpp.
svn-id: r43441
2009-08-16 14:04:54 +00:00
Matthew Hoops 34380d9335 Fix using the backspace key on Mac OS X in HE games.
svn-id: r43420
2009-08-16 01:43:18 +00:00
Travis Howell 68a75c2170 Remove keyboard support for mouse buttons, since it interferes with load/save scripts in HE games and input scripts in others games (COMI, FT). It isn't much use anyway, since we dropped support for cursor movement via keyboard long ago.
svn-id: r42674
2009-07-23 10:31:06 +00:00
Travis Howell 46be9c3a1c Simplify the code to check whether loading or saving a game is possible.
svn-id: r42672
2009-07-23 05:57:00 +00:00
Travis Howell fad11ade6e Simplify the code to check whether loading or saving a game is possible.
svn-id: r42671
2009-07-23 05:48:20 +00:00
Travis Howell b159517dc3 Fix bug #2821215 - DIG: Skipping planetarium animation disables F5 menu.
svn-id: r42498
2009-07-15 02:06:26 +00:00
Travis Howell 01624bbb28 Fix bug #2820472 - MAZE: Keyboard input fault.
svn-id: r42434
2009-07-13 07:55:11 +00:00
Johannes Schickel b3c6751b9b Strip trailing whitespaces in the whole code base.
svn-id: r40867
2009-05-24 15:17:42 +00:00