Age | Commit message (Collapse) | Author |
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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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this stage. (So 128 characters is probably excessive, even if the SCUMM
engine uses 256.)
svn-id: r16634
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beside the slider handle can move it more than one step. (When the volume
range was 0-14 or 0-16 this wasn't needed, but now it's 0-255.)
svn-id: r16633
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original code read "LLogic.Logic_up( (*params*65536)+2);".
I don't know where this opcode is actually used, though.
svn-id: r16600
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svn-id: r16580
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MIN() and MAX(). I then removed util.h from a bunch of files which I don't
think need it any more. (Please let me know if I got too blood-thirsty!)
This reverts some of the changes I made this morning.
svn-id: r16541
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svn-id: r16540
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svn-id: r16538
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reduced this (total dependencies on system.h went down from 193 to 85 files)
svn-id: r16527
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of the engine maintainers can look into using it
svn-id: r16503
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svn-id: r16441
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svn-id: r16421
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svn-id: r16397
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svn-id: r16349
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svn-id: r16347
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Also, failing the script checksum test is no longer a fatal error. There
has been a report that could mean there is a German version with incorrect
checksums. Whether or not this change will make it playable is an entirely
different matter, of course.
svn-id: r16341
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svn-id: r16337
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svn-id: r16333
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SFX and music; volume is now controlled based on the sound type
svn-id: r16330
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svn-id: r16227
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svn-id: r16026
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svn-id: r16002
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svn-id: r15990
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svn-id: r15960
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svn-id: r15950
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File::exists method
svn-id: r15913
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that change is reflected everywhere
svn-id: r15911
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'directory' parameter from SaveFileManager::openSavefile and listSavefiles (they always use getSavePath() now, which is what we did anyway)
svn-id: r15901
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svn-id: r15890
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There are plans to add some brains to GameDetector class, which will let us
avoid passing detector to init() method.
svn-id: r15873
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svn-id: r15865
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objections)
svn-id: r15849
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svn-id: r15835
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svn-id: r15826
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in his mail to scummvm-devel. (Though "a discussed a while ago change"
sounds like sort of thing Robert Jordan writes whenever there is danger of
anything actually happening in any of his more recent books. Tantalizing,
yet non-informative. ;-)
It's still rather messy. I'll look into cleaning it up later.
svn-id: r15818
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svn-id: r15810
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itself. :-)
svn-id: r15789
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svn-id: r15701
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svn-id: r15612
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svn-id: r15609
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svn-id: r15594
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svn-id: r15532
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svn-id: r15526
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svn-id: r15473
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svn-id: r15332
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svn-id: r15297
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svn-id: r15277
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svn-id: r15193
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They're generally the largest resources in the cache by far (though some
ANIMATION_FILE resources are about as big).
I still don't know how much benefit there is to resource caching, but some
of it is definitely needed, or the game won't work properly. Oh well, as
long as no one complains about the extra memory usage...
svn-id: r15079
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sorted it to output the biggest memory blocks first.
svn-id: r15078
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