Age | Commit message (Collapse) | Author |
|
svn-id: r20088
|
|
supposed to be reading data from. Maybe this will help track down the
mysterious missing speech problem reported on the forum.
svn-id: r19823
|
|
prevents the subtitles-only cutscenes fallback from drawing outside the
screen.
svn-id: r19813
|
|
(in one case) by not allocating file handles dynamically. While this isn't
really necessary at the moment, it makes it easier to find the real memory
leaks, if there are any.
svn-id: r19775
|
|
svn-id: r19661
|
|
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
|
|
svn-id: r19257
|
|
svn-id: r19142
|
|
had already done this, but I guess not...
svn-id: r19126
|
|
Without a proper bug report, it's hard to diagnose, but this change might
allow it to recover after such an error. Maybe.
svn-id: r19108
|
|
pop at the end of some sounds because it was trying to decode one sample
too many.
svn-id: r18691
|
|
require both USE_TREMOR and USE_VORBIS to be defined when
using tremor.
svn-id: r18642
|
|
Based on patches against 0.7.1 by Jolan Luff.
svn-id: r18641
|
|
svn-id: r18604
|
|
that:
* Re-worked the elevator script bug workaround so that it's more consistent
with the other two script bug workarounds.
* Some renamings to make it more clear that game events and input events
are two completely different things.
* Added function for clearing pending input events, and used that to fix an
annoying keyboard repeat bug when closing the debug console. (The console
would keep re-opening because the key press to open it kept repeating
even though the key had been released.)
svn-id: r18522
|
|
that's how we write it in most other places.
svn-id: r18069
|
|
svn-id: r18040
|
|
because we already have many classes with that name)
svn-id: r18039
|
|
svn-id: r18037
|
|
svn-id: r17970
|
|
svn-id: r17962
|
|
svn-id: r17961
|
|
svn-id: r17923
|
|
svn-id: r17897
|
|
Screen. I've also added an unused "splash screen" function that displays
the image that used to be shown by CacheNewCluster() while copying a data
file from CD to hard disk. ScummVM doesn't do that, but it's a nice image
that I wish we could do something useful with, and it's easier to have the
code here for reference than having to dig through old revisions of the
resource manager.
svn-id: r17894
|
|
svn-id: r17842
|
|
shouldn't see where the cutscene begins/ends as it's the same image as is
currently displayed by the game engine itself.
Of course, in reality you can still see the seams easily. But at least it
looks a bit beter now. I made most of this change yesterday, but it's less
hard-wired now.
svn-id: r17797
|
|
cutscene, as it's obviously meant to blend in with the rest of the game.
svn-id: r17791
|
|
a callback to plot each point so that it doesn't need to worry about how
the caller deals with screen dirtying, etc.
My plan is to move this function into a standard class. (That's why I used
the American spelling "color" instead of "colour".) I just haven't made up
my mind on which is the most appropriate one yet.
svn-id: r17715
|
|
into a mixer method
svn-id: r17106
|
|
ScummVM standard. It seems the 8-bit version of the code had decayed
slightly, but I believe it's working again now.
svn-id: r17081
|
|
name of the data type / the SoundMixer method names
svn-id: r17052
|
|
about 8 MB.
svn-id: r17007
|
|
either very small or, in the case of driver96.h, a disorganized jumbles.
svn-id: r16952
|
|
loading mp3, ogg or wave data. it blocks the playing thread for too long.
Also added index caching for the speech and music clusters to reduce seeks.
svn-id: r16849
|
|
classes: Screen and Mouse. Screen handles most of the drawing, except the
mouse cursor and in-game menus.
The old Graphics class is no more.
I've also fixed some "reverse stereo" regressions from the first part of
the restructuring.
I'm not sure what the next step will be, but hopefully it will be smaller
than this one was.
svn-id: r16812
|
|
will work even if the file is missing. (This only affects the cutscene
player.)
svn-id: r16806
|
|
the same thing as one for each music stream. If both music streams are
playing music from the same CD, they will both take turns at using the same
file handle.
The only case where both file handles are used is when music from one CD is
fading in while music from the other CD is fading out. Which of course can
only happen if you play the game from hard disk. If the game has to ask for
the other CD, it kills the music immediately.
The reason for doing this is that there was some concern about whether
having two file handles open to the same file was portable or not. I don't
think that question was ever fully answered, so I avoid the situation.
svn-id: r16753
|
|
CD2 at the same time. There will eventually be a better fix for this, I
hope.
svn-id: r16750
|
|
svn-id: r16680
|
|
In this first step, I have moved all opcode functions into functions.cpp,
instead of having them scattered all over the place.
To get things to compile again, I had to rewrite the overly complicated
sound effects handling. It's much simpler now.
The next step will be to move any non-trivial code out of the opcode
functions and into the appropriate object. This, I hope, will make it
easier to create well-separated objects, instead of the current mess.
I also want to tear down the artificial boundary between the main directory
and the "driver" directory. We already have a cross-platform layer; there's
no need to have yet another one. (Actually, the rewriting of the sound
effects code took one first step in this direction.)
At the final stage, I'd like to get rid of the "drivers" directory
completely, but I'll probably need some help with that if I want to
preserve the CVS history of the code.
Things will probably be a bit bumpy along the way, but I seem to have
reached a point of relative stability again, which is why I'm commiting
this now.
svn-id: r16668
|
|
svn-id: r16580
|
|
svn-id: r16540
|
|
reduced this (total dependencies on system.h went down from 193 to 85 files)
svn-id: r16527
|
|
of the engine maintainers can look into using it
svn-id: r16503
|
|
svn-id: r16421
|
|
svn-id: r16397
|
|
svn-id: r16349
|
|
svn-id: r16337
|
|
svn-id: r16333
|