Age | Commit message (Collapse) | Author |
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svn-id: r20582
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svn-id: r20444
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svn-id: r20088
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supposed to be reading data from. Maybe this will help track down the
mysterious missing speech problem reported on the forum.
svn-id: r19823
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(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
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svn-id: r19402
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svn-id: r19142
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svn-id: r18040
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because we already have many classes with that name)
svn-id: r18039
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svn-id: r18037
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into a mixer method
svn-id: r17106
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either very small or, in the case of driver96.h, a disorganized jumbles.
svn-id: r16952
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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
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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
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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
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CD2 at the same time. There will eventually be a better fix for this, I
hope.
svn-id: r16750
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svn-id: r16679
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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
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svn-id: r16580
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svn-id: r16397
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to keep its own copy of the sound data. It could be even further simplified
(I don't really see any reason for having two different sound queues), but
I seem to have reached a point of stability here and I don't want to jinx
it by making further changes yet.
svn-id: r13705
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svn-id: r12181
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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
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svn-id: r10885
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headers. Most (all?) of the ones we need should probably come from stdafx.h
instead.
svn-id: r10588
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svn-id: r10581
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svn-id: r10333
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so that we at some point can get rid of -Icommon; exception is made for stdafx.h, since a) we might want to rename it and b) might want to move it to the top level)
svn-id: r9359
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svn-id: r9211
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