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DIRECTOR: Even more fixes #4755
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pathMakeRelative will attempt to look for files in locations listed in the search path. This can include directories that don't end with a separator. As such, ensure that paths being tested have a separator so they don't get accidentally merged with the target filename. Fixes the loading sequence in The Dark Eye.
Previously, pathMakeRelative didn't make a distinction between relative and absolute paths. The input would always be converted to a relative path, then checked against a number of places (e.g. the current working directory, all the locations in the search path...). This causes an issue for functions such as getNthFileNameInFolder. Quite often, this is used for absolute paths constructed with "the pathName" as a base. ScummVM assumes the game root is also the root of the volume (e.g. "C:\"). As such, when you would call getNthFileNameInFolder("C:\", 1), this would be translated to a relative path of "", and then match with the current directory provided from getCurrentPath; clearly not the same thing. To fix this, we detect if the input to pathMakeRelative is an absolute path, and if so avoid checking every location in the search path and prefixing the result with getCurrentPath(). Fixes "I am unable to save or retrieve games" error message in The Dark Eye.
SpaceMgr::m_parseText can be called multiple times, and assume the context from the previous call exists. For example, ml.dir in The Dark Eye will call it twice; the first time with a full hierarchy starting with a SPACECOLLECTION, the second time with a hierarchy starting with a SPACE and assuming _curSpaceCollection was set by the previous call. We should be able to reuse the object's global "_cur" values for this, as the game will override them soon after loading the model with a SpaceMgr::m_setCurData call. Fixes loading the scene graph data in The Dark Eye.
Fixes visiting Mount Olympus in Wrath of the Gods.
b_go() should only reset the custom event handlers when switching movies, not just frames. Fixes firing the bow at the dragon in Wrath of the Gods.
Fixes palette glitches when rotating the probe in the Mac version of Majestic: Part 1.
The CLUT in the resource fork can contain palettes unused by Director; the key is that all of the ones used for cast members have a palette ID of the cast ID 1024. This is effectively what the D2 branch was relying on, so we can clean up the logic and use it for D3 as well. Fixes the Invictus logo in Over-Ring-Under, the colour cycling in The 7 Colors, and countless others.
Fixes the colors in Gahan Wilson's The Ultimate Haunted House.
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Partially rolls back a change introduced in 2caa338; Director relies on the notion of updateScreen() being near-zero cost if there are no changes. For example, starting director:henachoco05 went from taking a few milliseconds to taking 11 seconds, and opening the top menu in director:easternmind only works on 10% of the screens.
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engines/director/cast.cpp
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stream.readByte(); | ||
index = 3; | ||
if (increment) |
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Seems like a superfluous if statement as increment is set to true and never to false.
Is this intended?
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Excellent progress!
Common::String Archive::formatArchiveInfo() { | ||
Common::String result = "unknown, "; | ||
if (_isBigEndian) | ||
result = "big endian,"; |
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You could use our widespread abbreviations 'BE' and 'LE'.
In Director, palette IDs in the palette channel apply to all subsequent frames. If we seek to an arbitrary frame, the correct palette should be applied. Fixes the introductory cutscene in Majestic: Part 1.
Okay, merging this before it went bitrot :) |
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