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path: root/engines/sci/engine/savegame.h
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2010-05-19Updated the save game format for the changes in #49093Filippos Karapetis
svn-id: r49094
2010-01-31Removed duplicate code. Some cleanupFilippos Karapetis
svn-id: r47735
2010-01-30Add support for saving/loading Arrays/Strings in SCI32. It's possible to ↵Matthew Hoops
save a game in GK1 now via the console, but not load (yet). svn-id: r47696
2010-01-01SCI: fixing saved game compatibilityMartin Kiewitz
svn-id: r46827
2010-01-01SCI/new music code:Filippos Karapetis
- Resolved a deadlock with the mixer, and added appropriate mutexes (a result of the fact that SCI mixes MIDI and digital audio in the same list) - Fixed sound playing when loading games, by properly resetting the MIDI driver - Reverted savegame version to 14 - the changes in versions 15 and 16 don't have any effect on the currently enabled old music code, and the new music code is disabled by default, and is still prone to changes - Now saving/loading signal, loop and hold for each sound, as well as reverb - Added stub code for setting reverb and channel hold - The signal, loop and hold values of each song are cached, like in SSCI and like what happens in Greg's SCI implementation. This allows a clear separation of the engine code from the rest of the engine. Reverted commits 46792 and 46797 - Removed duplicate song list accessing code - Song cues are now updated in kAnimate for SCI0, like the old music code does, to compensate for the fact that SCI0 didn't poll for music changes via cmdUpdateCues, like what SCI01 and newer do - Cleanup svn-id: r46812
2009-12-31SCI/new music code: The loop selector for each music score is no longer ↵Filippos Karapetis
cached, but read directly from the sound object svn-id: r46792
2009-12-27SCI/new music code:Filippos Karapetis
- Implemented sound muting - Now saving/loading the master music volume svn-id: r46643
2009-12-25SCI/new music code: Some initial code for saving/loading the sound stateFilippos Karapetis
svn-id: r46549
2009-12-08SCI: Saving picPort now (fixes loading saved games in castle of dr. brain)Martin Kiewitz
svn-id: r46292
2009-10-11Implemented some advanced savegame functionality - loading and deleting ↵Filippos Karapetis
savegames from the GMM is now possible, and new saved games will also have thumbnails. Saving from the GMM creates corrupted saved games, so it has been disabled for now svn-id: r44930
2009-09-25SCI: Remove EngineState::game_version, it was only used for saving anyway. ↵Max Horn
Also remove syncCStr() svn-id: r44358
2009-09-21SCI: Replace IntMapper Script::_objIndices and Common::Array ↵Max Horn
Script::_objects by a HashMap -- goodbye, class IntMapper svn-id: r44240
2009-09-06SCI: Replace "IntMapper *id_seg_map" in SegManager with a ↵Max Horn
Common::HashMap<int,int> This simplifies the code considerably. Also changed the savegame format accordingly, which required me to bump the format version to 10. Old saves should still load fine. svn-id: r43986
2009-08-25- Simplified the parameters of some functionsFilippos Karapetis
- Replaced some EngineState parameters - The SCI version is now obtained from the resource manager or the segment manager, thereby simplifying several functions - Plugged 2 leaks in the fallback detector - Renamed the segment manager and resource manager to "segmentManager" and "resourceManager" in all places, for consistency svn-id: r43722
2009-05-14- Replaced SCI_VERSION_FTU_LOFS_ABSOLUTE with the GF_SCI1_LOFSABSOLUTE game flagFilippos Karapetis
- Moved the version defines outside of versions.h svn-id: r40559
2009-03-12EngineState is a struct, not a classFilippos Karapetis
svn-id: r39355
2009-03-12SCI: Moved savegame specific stuff from state.h to a new header savegame.hMax Horn
svn-id: r39351