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path: root/engines/gob/mult_v2.cpp
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2007-03-20Major clean-up, including:Sven Hesse
- Cutting down the code-dup - Plucking leaks - Removing dead/unused code - Properly naming "word_2342F"-style variables and functions (removing the warnings alongside) - Fleshing out the "stubby" functions - Moving functions and variables to more appropriate/logical places - Re-ordering functions and variables - Re-structuring functions - Moving the IMD stuff into a new "Imd" class in the new imd.cpp/.h (still to be completely implemented and cleaned up) - Formatting - Getting rid off the classes "Anim", "Pack" and "Timer", along with their files svn-id: r26252
2007-03-04- Some minor fixesSven Hesse
- Added the Gob2 Mac version fac76 reported in bug #1673397 svn-id: r25977
2007-02-17- Added a warning when o1_checkData()/o2_checkData() can't find the file ↵Sven Hesse
it's supposed to check - Fixed the actor drawn over the background glitch in Bargon Attack - Plugged some leaks svn-id: r25651
2007-02-06Implemented vertical scrollingSven Hesse
svn-id: r25401
2007-02-05- Moved struct Mult_Data from Mult_v2 to Mult and merged Mult::_multData, ↵Sven Hesse
Mult::_multData2 and some of the loose variables in Mult - Added some missing MD5s/game versions (#1652352) svn-id: r25393
2007-02-04- Plugged some leaks and fixed some memory errorsSven Hesse
- Fixed the cursor animation loops in Ween and Bargon - Added Draw_Bargon + Inter_Bargon - Implemented Bargon Attack's hardcoded intro parts svn-id: r25387
2007-02-01- Fixed the palette animationsSven Hesse
- Changed waitRetrace() to take some time, because the scrolling speed is tuned to the retrace delays svn-id: r25319
2007-01-31- Correctly setting of Snd::_playingSoundSven Hesse
- Implemented sound fading in/out - o2_stub0x81 -> o2_scroll svn-id: r25307
2007-01-30- Changed _soundFlags and implemented "compositions"Sven Hesse
- Changed Snd to be a permanent audiostream, to have better control over stopping, looping and compositions - Some clean-up svn-id: r25292
2007-01-29- Another attempt at fixing the immediately-closing notepad heisenbug (#1621089)Sven Hesse
- Implemented wide surfaces + scrolling - Some clean-up svn-id: r25253
2007-01-25- Some clean-upSven Hesse
- Fixed sound playing and looping - Changed Paula to use non-absolute panning, defaulting to 0.25/0.75 and 0.75/0.25, as per madmoose's suggestion - Prepared/Cleaned-up Paula and Infogrames for the move to sound/mods/ svn-id: r25189
2007-01-13Rename special debug levels to conform our suggested naming scheme.Eugene Sandulenko
svn-id: r25073
2006-12-17Fixed a walking animations related mistakeSven Hesse
svn-id: r24867
2006-11-27- Properly implemented o2_getCDTrackPos()Sven Hesse
- Each save has now its own file (.s??). They also should be endian-safe now (Can be disabled for testing by uncommenting #define GOB_ORIGSAVES in gob.cpp) - General endianness-fixes svn-id: r24794
2006-11-21- Fixed the crashes in Gob1 EGA and Gob2 DemoSven Hesse
- Fixed the compile error in GobEngine::saveGame on some systems svn-id: r24756
2006-11-20Changed the way sprites-freeing is handled, now the menu sprites and window ↵Sven Hesse
decorations are drawn svn-id: r24752
2006-11-09Closing bug #1593768 (Logical and should probably be bitwise and)Sven Hesse
svn-id: r24667
2006-08-12- Some more goblins-handling functionsSven Hesse
- Fixed some mistakes I made in the Parse_v2 functions. Now the goblins (finally) move. Also, the correct music is played in the first screen. - Found the hook for the menu - On freeing a sound slot, only stop the playing music if it's in the slot to free svn-id: r23700
2006-07-08- Fixed a few mistakes that added up to look correct, fixing bargon's cursorSven Hesse
- Updated cursor drawing in general svn-id: r23429
2006-06-29- Renamed a few mult-variables to something more fittingSven Hesse
- Fixed a small mistake, making the entering animation work - Correcting Game_v2::playTot() so that the loading screen is shown - Updated most of the collisions stuff, the objects names hint stuff works now svn-id: r23346
2006-06-13More READ_LE_* -> MemoryReadStream conversion + minor cleanupSven Hesse
svn-id: r23089
2006-06-12Fixing loading of Scenery::_animations[] + small gob2 cleanupSven Hesse
svn-id: r23066
2006-06-12Small corrections and cleanup for Gob2, fixing the graphical glitches in the ↵Sven Hesse
intro svn-id: r23060
2006-06-10More stub-filling + small clean-upSven Hesse
svn-id: r23012
2006-06-07More goblin handling functions, now the deactivated goblin showsSven Hesse
his boredom. It's the wrong goblin that's deactivated, though. Also, the entering animation is still missing (now nothing is drawn instead). svn-id: r22979
2006-06-06Two segfault and several coding style related fixesSven Hesse
svn-id: r22954
2006-06-02- Fixed IMD transparencySven Hesse
- Fixed SegFault due to uninitialized _multData2 - Removed left-over debug comment svn-id: r22830
2006-05-31- Removed usage of OSystem::quit(), added a _quitRequested variableSven Hesse
- Fixed some leaks, unitialized memory and delete/delete[]-errors svn-id: r22790
2006-05-29- More GOB2 map conversionsSven Hesse
- Added Music_Dummy (for --music-driver=null) - Implemented IMDs. That took longer than I expected... On the bright side, Ween's intro now plays more correctly svn-id: r22754
2006-05-11- Sound! Still a bit glitchy, though:Sven Hesse
- Negative frequences?!? Maybe "SFX"? - No sound for a small part of the intro (there aren't any sndKeys covering that part either) - A rythm-instrument (hi-hat?) in the titlemusic isn't played as one - More differences in the drawing functions fleshed out - Some of the goblin handling functions written - More unnamed functions and variables, wheeee... svn-id: r22410
2006-05-01More stubs; GOB2 goes in-game for a second, then segfaults in theSven Hesse
Global-constructor; valgrind shows invalid reads in parseValExpr() and parseExpr() while accessing _inter_variables and _inter_execPtr svn-id: r22262
2006-05-01- More differences in Draw_v2::spriteOperation()Sven Hesse
- GOB2 handles _frontSurface/_backSurface a bit differently, this fixes (most of) the drawing glitches in the intro - Added using a fallback when the user's game version doesn't have the requested language - off_2E51B et al. stubs, I think it has something to do with the menu svn-id: r22254
2006-04-18- I misunderstood Draw::initBigSprite(); fixedSven Hesse
- Changed Draw::spriteOperation() for blitting from/to/between and fillrecting to big sprites - Enabled drawing of text svn-id: r22001
2006-04-14- Seems like I forget a branch in Mult_v2::animate()Sven Hesse
- sub_1A52B is Scenery::updateStatic() svn-id: r21889
2006-04-13Fixed the invalid reads visible with valgrind, deleted theSven Hesse
printText-dup, it's wrong for Gob2 anyway... svn-id: r21849
2006-04-13Some more stubs and rearrangingsSven Hesse
svn-id: r21847
2006-04-13- More stubs, the intro now works completely (with extreme graphicalSven Hesse
glitches and without sound in the floppy version), the title screen is shown afterwards - Added skipping of the floppy version's copy protection screen, since the CD version doesn't show it either svn-id: r21845
2006-04-12- Fixed the mistake in Mult_v2::loadMult() that caused Gob2 floppy toSven Hesse
have a messed up script-pointer afterwards - Added/Changed parts of Mult_v2::playMult() et al. so that the intro works for a few seconds (with glitches) before getting killed while trying to draw text (CD) or trying to play sounds (floppy) svn-id: r21823
2006-04-04Removed extra exclamation marks in warning() calls as well.Eugene Sandulenko
svn-id: r21608
2006-03-29Do not #include endian.h in scummsys.h (cuts down deps on endian.h from ~400 ↵Max Horn
to ~250). Many greetings to eriktorbjorn, and have fun recompiling. svn-id: r21500
2006-02-24Changed debug()s to debugC()sSven Hesse
svn-id: r20848
2006-02-24Adding GOB2's CD handling opcodes, the CD version of GOB2 now startsSven Hesse
correctly; playMult() doesn't work yet, though svn-id: r20844
2006-02-23fixed warningsPaweł Kołodziejski
svn-id: r20829
2006-02-21More GOB2 changes (Mult::loadMult()) + correcting some mistakes I madeSven Hesse
svn-id: r20806