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authorjohndoe1232012-09-22 00:55:40 +0000
committerWillem Jan Palenstijn2013-05-08 20:43:42 +0200
commitfc0e40db304aa489d4117299fcce1f80ba0b6379 (patch)
treee8f25ec91d06c4150e17a661c2285c1f411b89eb /engines/neverhood/scene.cpp
parent0bb70c39f084dc122d213b07b1ef2d946608fe88 (diff)
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NEVERHOOD: Implement the actual audio code
Sounds and music play now in some scenes (I didn't change the comments to code in all modules yet) - Fix calcHash to ignore non-alphanumeric characters, this fixes at least one animation glitch (when inserting tapes into the player) - Move SoundResource to sound.cpp
Diffstat (limited to 'engines/neverhood/scene.cpp')
-rw-r--r--engines/neverhood/scene.cpp16
1 files changed, 10 insertions, 6 deletions
diff --git a/engines/neverhood/scene.cpp b/engines/neverhood/scene.cpp
index d189fad240..8520d6467d 100644
--- a/engines/neverhood/scene.cpp
+++ b/engines/neverhood/scene.cpp
@@ -375,7 +375,7 @@ uint32 Scene::smackerHandleMessage(int messageNum, const MessageParam &param, En
}
bool Scene::queryPositionSprite(int16 mouseX, int16 mouseY) {
- debug("Scene::queryPositionSprite(%d, %d)", mouseX, mouseY);
+ //debug("Scene::queryPositionSprite(%d, %d)", mouseX, mouseY);
for (uint i = 0; i < _vm->_collisionMan->getSpriteCount(); i++) {
Sprite *sprite = _vm->_collisionMan->getSprite(i);
if (sprite->hasMessageHandler() && sprite->isPointInside(mouseX, mouseY) &&
@@ -397,7 +397,7 @@ bool Scene::queryPositionRectList(int16 mouseX, int16 mouseY) {
for (uint j = 0; j < rectList[i].subRects.size(); j++) {
debug(2, " (%d, %d) ? (%d, %d, %d, %d)", mouseX, mouseY, rectList[i].subRects[j].rect.x1, rectList[i].subRects[j].rect.y1, rectList[i].subRects[j].rect.x2, rectList[i].subRects[j].rect.y2);
if (rectList[i].subRects[j].rect.contains(mouseX, mouseY)) {
- debug("Scene::queryPositionRectList() -> %08X", rectList[i].subRects[j].messageListId);
+ //debug("Scene::queryPositionRectList() -> %08X", rectList[i].subRects[j].messageListId);
return setMessageList2(rectList[i].subRects[j].messageListId);
}
}
@@ -416,7 +416,7 @@ void Scene::setMessageList(uint32 id, bool messageListFlag, bool systemCallbackF
}
void Scene::setMessageList(MessageList *messageList, bool messageListFlag, bool systemCallbackFlag) {
- debug("Scene::setMessageList(%p)", (void*)messageList);
+ //debug("Scene::setMessageList(%p)", (void*)messageList);
_messageList = messageList;
_messageListCount = _messageList ? _messageList->size() : 0;
_messageListIndex = 0;
@@ -426,11 +426,13 @@ void Scene::setMessageList(MessageList *messageList, bool messageListFlag, bool
_messageListStatus = 1;
sendMessage(_klayman, 0x101C, 0);
+#if 0
// DEBUG: Show message list
for (uint i = 0; i < messageList->size(); i++) {
debug("A: %02d: %04X, %08X", i, (*messageList)[i].messageNum, (*messageList)[i].messageValue);
}
debug("A: ================================================================");
+#endif
}
@@ -441,13 +443,15 @@ bool Scene::setMessageList2(uint32 id, bool messageListFlag, bool systemCallback
bool Scene::setMessageList2(MessageList *messageList, bool messageListFlag, bool systemCallbackFlag) {
bool result = false;
- debug("Scene::setMessageList2(%p)", (void*)messageList);
+ //debug("Scene::setMessageList2(%p)", (void*)messageList);
+#if 0
// DEBUG: Show message list
for (uint i = 0; i < messageList->size(); i++) {
debug("B: %02d: %04X, %08X", i, (*messageList)[i].messageNum, (*messageList)[i].messageValue);
}
debug("B: ================================================================");
+#endif
if (_messageListStatus == 1) {
if (messageList != _messageList2) {
@@ -500,7 +504,7 @@ void Scene::runMessageList() {
uint32 messageNum = (*_messageList)[_messageListIndex].messageNum;
uint32 messageParam = (*_messageList)[_messageListIndex].messageValue;
- debug("Scene::runMessageList() %04X, %08X", messageNum, messageParam);
+ //debug("Scene::runMessageList() %04X, %08X", messageNum, messageParam);
_messageListIndex++;
if (_messageListIndex == _messageListCount) {
@@ -573,7 +577,7 @@ void Scene::clearRectList() {
void Scene::loadHitRectList() {
HitRectList *hitRectList = _dataResource.getHitRectList();
- debug("Scene::loadHitRectList() hitRectList = %p", (void*)hitRectList);
+ //debug("Scene::loadHitRectList() hitRectList = %p", (void*)hitRectList);
if (hitRectList) {
_hitRectList = *hitRectList;
_vm->_collisionMan->setHitRects(&_hitRectList);