Age | Commit message (Collapse) | Author |
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Applied eriktorbjorn's patch from that bug tracker item (slightly
modified), which is what NAGI does, and which fixes restarting in LSL1
and PQ1 (bug #2823762), and other AGI games that do not reset the
controller keys when restarting.
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The string buffer should not be cleared on game restart, as game scripts
depend on it being maintained unchanged during restart.
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In preparation of using the sound code with Winnie
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* Instruction tables are now defined in opcodes.{cpp,h}.
* Move opcode handlers from Agi::AgiEngine to Agi
* Opcode handlers take as parameter a pointer to AGI state (AgiGame)
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This tries to make our code a bit more compliant with our code formatting
conventions. For future use, this is the command I used:
git ls-files "*.cpp" "*.h" | xargs sed -i -e 's/[ \t]*$//'
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In AGI games, the numeric keypad is used as an alias for cursor keys to
allow stationary and 8 directional input, but while the predictive
dialog is open, this is more sensibly mapped to numeric input to
allow use of the predictive input on desktop ports.
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This fixes a leak in PreAGI games (which never deleted their
RandomSource), ensures that PreAGI's RandomSource has a name (and hence
is registered with the event recorder) and even slightly simplifies the
AgiEngine destructor.
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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.
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Some backends may break as I only compiled SDL
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Using the timer mechanism for just a simple counter is not just
overkill, its also inaccurate. When using a call frequency of x,
and waiting for y callbacks, the passed time will not be x*y.
The problem amplifies on slower platforms and/or fair thread
schedulers.
Use absolute times instead. Most notably, the walking speed of
the avatar is now smooth on android, but probably on all other
handhelds we support too.
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svn-id: r55850
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svn-id: r54385
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* names now comply to our naming conventions
* the function computeStreamMD5AsString which computes the MD5
as a hex string now returns it as a Common::String
* add doxygen comments
svn-id: r54121
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svn-id: r53872
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svn-id: r53869
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This makes AGI quite a bit less noisy by default.
svn-id: r53868
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(After a brief discussion with sev.) AdLib is now the old Sarien sound,
PCjr is the new PCjr emulation. PCjr is still the default; we don't
need to ask getMusicType() how to get there.
svn-id: r52838
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Music drivers:
default: proper Tandy/PCJr
adlib: proper Tandy/PCJr
pcjr: old Sarien emu
amiga: old Sarien emu in Amiga mode
pcspk: Sarien emu in PCSpk mode (quite wrong)
midi: 4 channel MIDI
svn-id: r52836
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svn-id: r52831
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svn-id: r52373
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svn-id: r51312
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svn-id: r51311
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* Remove _isAttached member var and isAttached method
* Engines now always call the onFrame method; whether it does
something is decided by the debugger class resp. its subclasses
* Make detach() protected instead of private, so that subclasses
can invoke it
* Remove _detach_now member var (call detach() instead).
* Rename _frame_countdown to _frameCountdown and properly
document it.
* Add more doxygen comments
* Cleanup
svn-id: r50963
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svn-id: r50891
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AgiEngine class, and fixed a related bug, too
svn-id: r50607
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svn-id: r50128
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svn-id: r50126
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#defines
svn-id: r50125
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svn-id: r50124
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svn-id: r50033
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Since AGI distinguishes between PCSPK and PCJR/Tandy, make it as a
pseudodriver.
svn-id: r49782
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FR #2813133: "AGI: Proper Tandy 3-Voice/IBM PCjr Sound Support".
Add proper Tandy music. Heavily based on NAGI source, thus attached
its X11 license.
To run it now use -e pcjr. Old one is still default for adlib but
most likely will be changed in the future.
Also lied ground for further separation of different sound generators.
svn-id: r49755
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FR #1913900: "AGI: MIDI support".
Currently it gets selected when Adlib is chosen. Finding a better
way to do it is a todo.
Also default instrument mapping is plain.
Based on original code by Jens. Christian Restemeier.
svn-id: r49751
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svn-id: r48935
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These functions are only used internally be Engine subclasses, and
by moving them to a separate header we can reduce indirect header
dependencies.
svn-id: r48934
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svn-id: r48821
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svn-id: r48279
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engines + GUI and proper keypad handling
svn-id: r48101
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svn-id: r47541
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svn-id: r46942
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svn-id: r45616
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svn-id: r45259
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svn-id: r43623
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common/EventRecorder.[h/cpp]).
svn-id: r42751
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svn-id: r42662
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svn-id: r42658
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svn-id: r41618
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svn-id: r41598
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