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2003-12-19Fixed bug with looping music. It must have been there all along, but maybeTorbjörn Andersson
the recent mixer changes made it more audible. Or maybe I just didn't listen until now. svn-id: r11763
2003-12-19Implemented scroll wheel handling for save/load dialogs. (This turned up aTorbjörn Andersson
few other hitherto harmless bugs, which I've hopefully managed to fix.) svn-id: r11762
2003-12-19distinguish between end of stream and end of dataMax Horn
svn-id: r11756
2003-12-19unregister the premix proc when you go awayMax Horn
svn-id: r11755
2003-12-19I am going to remove the default implementation of readBuffer() ↵Max Horn
(AudioInputStream subclasses really really should implement readBuffer() for good performance) svn-id: r11753
2003-12-17My last commit didn't work on big-endian. Maybe this one does...Torbjörn Andersson
svn-id: r11711
2003-12-17The mixer handles little-endian samples now. Take advantage of that.Torbjörn Andersson
svn-id: r11707
2003-12-17Made sure that *all* AudioInputStream 'know' their sample rate; removed ↵Max Horn
pointless MusicStream class; removed various specific Channel subclasses and instead generalized the base class some more svn-id: r11699
2003-12-14Fixed a potential crash bug where an audio buffer would be freed at the endTorbjörn Andersson
of an animated cutscene while the mixer was still using it. Oddly enough, I didn't encounter this bug when I played through the game recently, but today it happened every time at the end of the cutscene where Nico finds the jaguar stone. svn-id: r11637
2003-12-10Restored some relevant information to a comment that was removed by myTorbjörn Andersson
previous commit. svn-id: r11551
2003-12-10Sprite surfaces (as opposed to standard sprites) are always displayTorbjörn Andersson
aligned, never flipped and never RLE16-compressed. Simplified the code accordingly. (Displaying the restore dialog when specifying an unused save slot from the command-line works again now.) Plus some minor cleanups. svn-id: r11550
2003-12-09I've played through the whole game, and I've scanned through the clusterTorbjörn Andersson
files with a primitive and incomplete tool to present resource information. (It may evolve into something useful and/or presentable later. Much later.) I've found no evidence whatsoever that the mysterious blend & 0x02 case is ever used. Since the code makes no sense to me, I've removed it. svn-id: r11538
2003-12-08Shut up Valgrind warnings.Torbjörn Andersson
svn-id: r11528
2003-12-02cleanupTorbjörn Andersson
svn-id: r11457
2003-11-25More cleanup. Another unused file bites the dust.Torbjörn Andersson
svn-id: r11363
2003-11-16More cleanup. I've eliminated all the temporary global variables I've addedTorbjörn Andersson
over the past few weeks, except for g_sword2. (Of course, this doesn't necessarily make the code any prettier, but we can work on that later.) svn-id: r11309
2003-11-13Re-enabled the CD swapping code, after rewriting it a bit.Torbjörn Andersson
If a cluster file isn't found the resource manager will first check if it's one of the files that it expects to find on the hard disk. If so, it's considered a fatal error. Otherwise it will present the user with an "Insert CD1" or "Insert CD2" message, just like the original did. Unlike the original, the user will have to press a button or click the mouse to indicate when he's done. I don't know if we even can detect the CD automatically in any portable way. As far as I can see, we'll need at least two separate path settings for this to actually work: one for the HD install directory, and one or two for the CDs. The file that are supposed to be found on the HD are only on one of the CDs, so the amount of CD swapping would probably be unbearable otherwise. As a consequence, I haven't actually tried running the game from CD yet. By the way, the old caching code has been removed completely now. All it did was to copy the cluster file to HD for faster access. ScummVM never did that, but so far no one has complained. svn-id: r11273
2003-11-12cleanupTorbjörn Andersson
svn-id: r11266
2003-11-11Removed SVM_timeGetTime(). We may as well call get_msecs() directly.Torbjörn Andersson
svn-id: r11260
2003-11-11Removed redundant header files.Torbjörn Andersson
svn-id: r11259
2003-11-11Moved low-level keyboard and mouse handling to a new Input class, andTorbjörn Andersson
renamed the Display class Graphics for no better reason than me liking the phrase "sound and graphics" better than "sound and display". svn-id: r11258
2003-11-08cleanup whitespacesPaweł Kołodziejski
svn-id: r11212
2003-11-08Removed some now redundant header files.Torbjörn Andersson
svn-id: r11209
2003-11-08Moved more stuff into classes, changed some static allocation to dynamic,Torbjörn Andersson
and removed some of the references to global variables. At this point I believe everything in the main game engine has been moved into classes - not necessarily the correct ones, but still... However, there is some stuff in the driver directory that need to be taken care of as well. svn-id: r11207
2003-11-03The resource and memory managers are now created dynamically.Torbjörn Andersson
Renamed the resource manager's open/close methods openResource() and closeResource() to avoid confusion. (It was I who originally shortened their names to open() and close(), but I've changed my mind now.) Moved more stuff into Sword2Engine. svn-id: r11088
2003-11-02fixed warningsPaweł Kołodziejski
svn-id: r11046
2003-11-01Instead of having a function that reverses the panning table, we now have aTorbjörn Andersson
function that creates the panning table. The difference is that you now have to tell whether you want one for normal or reverse stereo, so you are not dependent on the previous state of the table. (I still think it may be possible to get rid of the panning table completely, but that's for later cleanups.) svn-id: r11027
2003-10-29Use the ScummVM config manager instead of a separate BS2-specific configTorbjörn Andersson
file, plus some other cleanup. I don't know how the config manager decides if/when to save the settings to file, but we can worry about that later. svn-id: r11001
2003-10-28bs2 -> sword2Max Horn
svn-id: r10997
2003-10-26Enable the debug console. Actually, what I've done is to adapt the debugTorbjörn Andersson
console from the SCUMM engine. I decided that would be easier than to clean up the original console code. Unfortunately there's a bunch of code that I just copied - a pretty lousy form of code-reusal. It'd be nice if the console could be made part of the Engine class, or something like that. Most of the debug commands seem to be working. Some aren't relevant for ScummVM, and some are a bit obscure so I'm not quite sure what they're supposed to be doing. svn-id: r10978
2003-10-15Dumped most of the remaining "driver" code into a new "Display" class. ThisTorbjörn Andersson
touches a lot of the code, of course, and adds yet another global variable (temporarily, I hope), but everything still seems to work. Knock on wood. svn-id: r10806
2003-10-11Moved the text drawing stuff into a class of its own. (Adding anotherTorbjörn Andersson
global variable which will hopefully be dealt with later.) svn-id: r10734
2003-10-08cleanupTorbjörn Andersson
svn-id: r10681
2003-10-08Some more cosmetic changes while I'm considering the next move. (Or maybeTorbjörn Andersson
I'm just hoping that if I stall long enough, someone else will make the move for me. :-) svn-id: r10676
2003-10-07Some cleanup, some code removal and some unstubbing. Nothing important.Torbjörn Andersson
svn-id: r10659
2003-10-05Made a separate class for the cutscene functions, removed some unused codeTorbjörn Andersson
and made some other minor cleanups. svn-id: r10614
2003-10-04use namespace Common a bit more; don't zero the RNG in scumm (else the seed ↵Max Horn
gets reset); remove obsolete 256 color blending code svn-id: r10592
2003-10-04Moved some stuff out of driver96.h. Eventually I'd like to get rid of mostTorbjörn Andersson
Moved some stuff out of driver96.h. Eventually I'd like to get rid of this file completely. Or at the very least most of it. svn-id: r10589
2003-10-04Changed to use #include "bs2/..." and removed the inclusion of standard CTorbjörn Andersson
headers. Most (all?) of the ones we need should probably come from stdafx.h instead. svn-id: r10588
2003-10-04removed Sword2 prefixes of most classes (made obsolete by our namespace ↵Max Horn
usage); renamed Sword2State to Sword2Engine svn-id: r10583
2003-10-04added namespace Sword2Max Horn
svn-id: r10581
2003-10-03fix doxygen commentMax Horn
svn-id: r10570
2003-10-03use C++ struct naming instead of typedefs -> this fixes (or works around, ↵Max Horn
whatever you prefer to call it) the GCC_PACK problem in Doxygen svn-id: r10569
2003-10-03Some renaming (ironic in the light of Fingolfin's recent namespaceTorbjörn Andersson
suggestion, but I prepared the patch long before reading the mail :-). Also, the remaining parts of the control panel etc. have been moved into a class of their own. This is still work in progress. I'm well aware that some of the classes aren't as well separated as they ought to be, and that using global variables to keep track of the different classes probably isn't pretty. svn-id: r10561
2003-10-02renamed namespace ScummVM to CommonMax Horn
svn-id: r10544
2003-10-02Cleanups, mostly related to sound effects.Torbjörn Andersson
svn-id: r10532
2003-10-01ScummVM naming conventions and cleanup in the Sword2Sound class.Torbjörn Andersson
svn-id: r10514
2003-09-30Clear cutscene subtitles before changing back the palette, and slow downTorbjörn Andersson
the subtitles slightly. svn-id: r10503
2003-09-30Moved the memory manager functions into an object of its own (and enabledTorbjörn Andersson
debugging levels). This needs further cleanups, but I believe I have reached a stable point where I can commit it without too much anxiety. svn-id: r10502
2003-09-29Removed - it's the same file as _mouse.hTorbjörn Andersson
svn-id: r10487