Age | Commit message (Collapse) | Author |
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svn-id: r18038
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svn-id: r18037
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svn-id: r17970
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svn-id: r17963
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svn-id: r17962
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svn-id: r17961
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svn-id: r17923
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(I may have to think up some better name for that class later.)
svn-id: r17901
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svn-id: r17897
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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
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svn-id: r17842
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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
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cutscene, as it's obviously meant to blend in with the rest of the game.
svn-id: r17791
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svn-id: r17787
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svn-id: r17768
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WriteStream are now subclasses of it.
* Added new methods eos(), ioFailed(), clearIOFailed() to
all streams. This allows better error checking.
* SaveFile classes take advantage of these new standard
stream APIS
* Removed File::gets()
* Added SeekableReadStream::readLine() (replaces File::gets)
* Added WriteStream::writeString, for convenience
svn-id: r17752
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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
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svn-id: r17535
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game before it has been initialised the normal way.
svn-id: r17519
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for loading and one for saving
svn-id: r17517
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svn-id: r17477
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svn-id: r17231
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into a mixer method
svn-id: r17106
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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
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name of the data type / the SoundMixer method names
svn-id: r17052
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about 8 MB.
svn-id: r17007
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svn-id: r16983
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ScummVM's "Rect" data type in the mouse list. The benefit of this is that
we can then use the contains() function in checkMouseList(), which makes
the code a bit less eye-watering.
svn-id: r16961
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this way to begin with.
svn-id: r16959
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svn-id: r16957
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a bunch of them, it's better that the remaining ones keep the same value
between future releases. (Not that the user will ever get error messages,
of course. *cough* :-)
svn-id: r16953
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either very small or, in the case of driver96.h, a disorganized jumbles.
svn-id: r16952
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svn-id: r16913
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svn-id: r16861
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svn-id: r16859
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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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"restore" other times.) The save/restore dialog now has two separate
classes, though they both inherit from the old combined class of course.
svn-id: r16848
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index tables in memory instead of accessing them over and over again, which caused major slowdowns with cd accesses.
Also, the caching of datafiles depends on the memory usage now, not on the number of screens that the player entered in the meantime.
The old behaviour made the engine run out of memory on the PS2.
svn-id: r16843
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The various game settings are no longer stored in the Gui class. They are
stored in the class that use them.
Code that doesn't belong in the Gui class, e.g. the "restart" code, has
been moved out of it.
Afterwards, the Gui class had been reduced to nothing more than a handful
of trivial methods for invoking the in-game dialogs. So the entire Gui
class has been removed.
svn-id: r16827
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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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will work even if the file is missing. (This only affects the cutscene
player.)
svn-id: r16806
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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: r16680
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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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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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