Commit Graph
1445 Commits
Author SHA1 Message Date
Eugene Sandulenko 29e352569f SHERLOCK: Use AD_ENTRY2s in the detection table 2020-11-28 17:41:23 +01:00
Eugene Sandulenko 5936026209 ALL: Clarify POTFILES, remove redundant common/translations.h includes 2020-11-10 03:03:49 +01:00
Paul Gilbert a834c285eb SHERLOCK: Added Scalpel Chinese detection entry 2020-10-31 15:09:20 -07:00
Vladimir Serbinenko ce6eb34121 VIDEO: uplift 3do movie decoder from sherlock engine
The format is generic to 3DO and is also used by plumbers.
I think it's also accelerated on 3DO so probably is used by
a lot of 3DO titles
2020-10-24 00:59:01 +02:00
Eugene Sandulenko 7ff34bc9ec PLUGINS: MetaEngineStatic -> MetaEngineDetection 2020-10-11 23:14:39 +02:00
Eugene Sandulenko 7ea6781043 PLUGINS: PLUGIN_TYPE_METAENGINE -> PLUGIN_TYPE_ENGINE_DETECTION 2020-10-11 23:12:32 +02:00
aryanrawlani28 d26bbe521c ENGINES: ALL: Finish renaming ME & AME classes
- ME -> MetaEngineStatic (static parts)
- MEC -> MetaEngine (dynamic parts)
2020-10-03 14:56:36 +02:00
aryanrawlani28 a56dc094b9 ENGINES: ALL: Move detection_enums -> detection.h
- Cleans up headers quite a bit.
2020-10-03 14:56:36 +02:00
aryanrawlani28 29ceb07959 ENGINES: ALL: Revert detection submodule to be directly present in the engine directory
- DETECT_OBJS are present and added inside an engine's modules.mk file.
2020-10-03 14:56:36 +02:00
aryanrawlani28 f3b9477893 ENGINES: ALL: Add header guards for the new detection-header files. 2020-10-03 14:56:36 +02:00
aryanrawlani28 8189a05316 ENGINES: ALL: Adapt to changes for new plugins by defining a new detection module
For each engine:
- Make a new folder detection
- Move detection-related files inside the folder
- Add a new module "enginename/detection"
- Add DETECT_OBJS here
- Adjust the normal engine module to remove detect_objs
- Adjust every file for the new changes.
2020-10-03 14:56:36 +02:00
aryanrawlani28 e29f02597c SHERLOCK: Split detection features & adapt to new plugins. 2020-10-03 14:56:36 +02:00
aryanrawlani28 4b6976c558 GUI: U32: Reduce number of files changed and fixes
Up until last commit, everything was working fine but the amount of files changed was too large. This commit tries to reduce the changes.

- Add a fake constructor to Keymap, text-to-speech, setDescription (save-state)
- Redirecting functions for PopUpWidget::appendEntry, ButtonWidget::setLabel, GUIErrorMessage
- Use the above functions and constructors to reduce changes in Engines
- Fix warnings being in unicode. Only output english text in - Warnings, Errors, etc.
- Mark some strings as "translation" strings. (Not yet added to POTFILES)
- Remove some CP related things from po/modules.mk
- Previously used some Common::convertToU32 where it was not necessary, replace this with u32constructor
2020-08-30 14:43:41 +02:00
aryanrawlani28 d4d5b8906e GUI: U32: Begin making TTS take in U32Strings for saying
Only for strings without an explicit action. The first level takes in a u32 string, encodes it, and passes it along further with the default action

- For gui widgets, the strings are passed in as native u32 strings.
- For everything else, they are being converted to u32 by Common::convertToU32... and then being passed along
2020-08-30 14:43:41 +02:00
Cameron Cawley cc5abf5ebb TTS: Fix crash when TextToSpeechManager is unavailable, clean up formatting 2020-05-27 12:43:49 +02:00
mataniko 581a6ec7d6 JANITORIAL: Rename kSupportsRTL to kSupportsReturnToLauncher 2020-05-12 10:36:38 +02:00
mataniko 06242a712b JANITORIAL: Rename EVENT_RTL
Now that ScummVM is adding RTL support, the EVENT_RTL should be disambigious that it is for returning to launcher
2020-05-12 10:36:38 +02:00
Henrik "Henke37" Andersson 736702332e SHERLOCK: Debugger, call base postEnter 2020-05-10 23:39:31 +02:00
Paul Gilbert a00e44ba6c ENGINES: Merge saveGameState virtual methods into a single one 2020-02-16 15:44:28 -08:00
Paul Gilbert 9e15215b2d SHERLOCK: Refactor to use Engine debugger 2020-02-16 13:07:19 +02:00
Bastien Bouclet 9240f1f36a SHERLOCK: Add override keywords 2020-02-09 12:43:16 +01:00
Eugene Sandulenko d5d72a13e4 SHERLOCK: Added override keywords 2020-02-05 16:13:39 +01:00
Paul Gilbert 5b80320525 ENGINES: Adding override keyword to hasFeature methods 2020-02-04 20:04:11 -08:00
Eugene Sandulenko 0fa8986a29 SHERLOCK: Fix clashing enums 2020-01-31 14:21:53 +01:00
neuromancer bd92f2d00a SHERLOCK: Enable the use of TTS to read descriptions as a "narrator" for The Case of Serrated Scalpel 2019-12-21 16:49:13 +02:00
D G Turner 839dbe37a6 SHERLOCK: Add Serrated Scalpel Spanish Floppy Detection Entry 2019-12-17 04:57:15 +00:00
D G Turner 538bb7ab3e SHERLOCK: Fix Missing Default Switch Cases
These are flagged by GCC if -Wswitch-default is enabled.
2019-12-01 01:21:09 +00:00
Bastien Bouclet 4b42112721 ENGINES: Add an engine ID to all the engines 2019-11-03 11:43:00 +01:00
Paul Gilbert ccf904d8ff SHERLOCK: SS: Add French version detection 2019-08-01 18:50:44 -07:00
Paul Gilbert 6408771673 SHERLOCK: RT: Fix Spanish crash talking to lady in Tailor shop 2019-05-21 18:30:10 -07:00
Torbjörn Andersson c9a9461d3c SHERLOCK: 3DO: Draw copyright string in intro in correct position
After discussion with dreammaster. Apparently the 3DO version uses
a resolution of 640x400 pixels internally, not 320x200. Doubling
the X and Y coordinates from what they were seems to match what I
have seen in YouTube videos of the original game.
2019-02-26 07:07:07 +01:00
Paul Gilbert 50fe6f508d SHERLOCK: 3DO: Fix display of map screen 2019-02-25 21:44:54 -08:00
Paul Gilbert eae00fe6f9 SHERLOCK: 3DO: Fix transparency for characters, and speech dialogs 2019-02-25 21:27:30 -08:00
Torbjörn Andersson 2603108022 SHERLOCK: Fix misattribution in Rose Tattoo journal
Some messages spoken to Watson show up in the journal as if spoken
to the inspector. (And, presumably, the other way around, but I
haven't gotten that far in playing the game yet.)
2019-01-13 17:15:39 -08:00
Paul Gilbert ba00661b3a SHERLOCK: Speed up other cutscenes to better match the original 2018-12-17 21:50:56 -08:00
Torbjörn Andersson 313cd2315e SHERLOCK: Fix computer aim in Serrated Scalpel's darts game
The computer opponent always aims for the bullseye as long as he
needs more than 50 points. After that, he's supposed to aim for
the closest score to what he needs to win. But this coordinate
was never used, and the computer player would always aim at the
same spot outside of the dart board. This, of course, made it
practically impossible for it to beat you. This commit fixes
that.

I thought at first that this fix wasn't quite right, because the
computer won't always hit the score he aims for even if you remove
the random inaccuracy from its aim. But I think it still hits
near the intended target, so maybe this is good enough?
2018-12-15 19:24:36 -08:00
Torbjörn Andersson b2cd3d9fd7 SHERLOCK: Speed up Blackwood cutscene in The Case of the Serrated Scalpel
When capturing Blackwood in The Case of the Serrated Scalpel, the
whole scene seems to be running in slow motion. This simply doubles
the speed for it. It may still be a tad slow, but at least it fits
the music much better I think.
2018-12-15 19:18:15 -08:00
Bastien Bouclet 9a4c0ae281 ENGINES: Normalize the getName() result of metaengines
Also-By: Matthew Hoops <clone2727@gmail.com>
2018-12-10 06:47:27 +01:00
D G Turner 15306581ab SHERLOCK: RT: Disable Loading from GMM During Prolog or Credits.
Loading from the GMM during the prolog resulted in the mouse cursor
getting stuck hidden and possibly other game state issues, so best to
disable loading in these cases as already was done for saving.

This fixes bug Trac #10746.
2018-10-17 23:29:01 +01:00
Eugene Sandulenko 7e82e748bf SHERLOCK: Fix shadowing warning 2018-06-29 09:37:27 +02:00
Eugene Sandulenko 19e3e229b6 SHERLOCK: Fix warning 2018-06-29 09:14:17 +02:00
Paul Gilbert afc48cfb0e Revert "SHERLOCK: Disable cache for uncompressed resources"
This reverts commit 20d5a67f8b.
2018-05-05 14:36:14 -04:00
Adrian Frühwirth 1ff3282acd SHERLOCK: Display savegame metadata in launcher/GMM
Saving/loading already handles savegame creation/play time, the
information just wasn't displayed until now because the MetaEngine
features weren't being reported as supported which I assume to be
an oversight.

Fixes Trac#10006.
2018-05-02 23:45:25 +02:00
Adrian Frühwirth a20f90cbb7 JANITORIAL: Fix formatting 2018-04-22 00:56:21 +02:00
Adrian Frühwirth 9bee9e1ba6 JANITORIAL: Fix whitespace 2018-04-19 12:08:31 +02:00
Adrian Frühwirth cf96f3f709 JANITORIAL: Indent GFXTransaction code blocks 2018-04-15 16:45:25 +02:00
Adrian Frühwirth 00e59a3122 ALL: Load savegame thumbnail only when necessary
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.
2018-04-07 09:26:20 +02:00
Adrian Frühwirth 114bedc5fe SHERLOCK: Let listSaves return list sorted on slot numbers 2018-03-26 01:07:32 +02:00
Alexander Reim 20d5a67f8b SHERLOCK: Disable cache for uncompressed resources 2017-12-22 14:13:22 +01:00
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