Commit Graph

54941 Commits

Author SHA1 Message Date
Matthew Hoops
0bcd441405 VIDEO: Fix seeking when playing with a custom rate 2012-12-13 17:46:02 -05:00
Einar Johan Trøan Sømåen
7bbd26c9a8 WINTERMUTE: Fix a memory-leak in the thumb-nail loading. 2012-12-13 23:27:38 +01:00
Einar Johan Trøan Sømåen
d6ec8c1947 WINTERMUTE: Split renderTicket into a separate file. 2012-12-13 23:24:37 +01:00
Einar Johan Trøan Sømåen
61f387190c WINTERMUTE: Avoid unneccessary alpha-blits when using dirty-rects. 2012-12-13 22:17:36 +01:00
Einar Johan Trøan Sømåen
18a10a7744 WINTERMUTE: Scale thumbs to kThumbNailWidth/kThumbNailHeight 2012-12-13 21:35:37 +01:00
Johannes Schickel
2773f5d7af COMMON: Forbid symbols for the rest of is* from ctype.h.
I also moved the isprint case to the correct position.

This adds a FIXME to our lua code from sword25, which uses iscntrl directly.
2012-12-13 21:08:48 +01:00
Johannes Schickel
b0ba4b01a4 COMMON: Add wrapper for isprint.
This is done in the spirit of 658080deed.
2012-12-13 21:08:47 +01:00
Einar Johan Trøan Sømåen
7319ccd84f WINTERMUTE: Implement simple sprite-batching to speed up tileImage-drawing. 2012-12-13 21:08:12 +01:00
Einar Johan Trøan Sømåen
9f9b6e2af8 WINTERMUTE: Further optimize drawTicket-checking. 2012-12-13 20:55:49 +01:00
Einar Johan Trøan Sømåen
af857147c2 WINTERMUTE: Privatize members in UITiledImage 2012-12-13 20:55:17 +01:00
Einar Johan Trøan Sømåen
e30271e6f6 WINTERMUTE: Correct the char-code check in BaseKeyboardState 2012-12-13 20:40:40 +01:00
Einar Johan Trøan Sømåen
c785a2bca6 WINTERMUTE: Check renderTicket-owner before anything else. 2012-12-13 20:34:45 +01:00
Einar Johan Trøan Sømåen
aebdeb183f WINTERMUTE: Use ascii for detecting printable-characters instead of Keycode. 2012-12-13 20:12:08 +01:00
Matthew Hoops
8e2e317294 PEGASUS: Fix invalid use of RipTimer 2012-12-13 00:39:49 -05:00
Matthew Hoops
6b6e6c92c7 COMMON: Fix potential uninitialized memory usage 2012-12-13 00:39:48 -05:00
D G Turner
eb30e5c594 TOUCHE: Add support for external digital music.
Detection of the external digital music files works, but they currently
fail to play and cause segfaults if present... Suspected to be related
to premature destruction of audiostream data.
2012-12-13 01:41:54 +00:00
Filippos Karapetis
11b920d8ae TINSEL: Fix a comment in playDW1MacMusic()
Thanks to clone2727 for noticing
2012-12-13 03:41:15 +02:00
Filippos Karapetis
07994fb361 TINSEL: Add support for the digitized music in DW1 Mac 2012-12-13 03:09:41 +02:00
Filippos Karapetis
a3f22b8804 TINSEL: Unify the PSX graphics drawing code with the rest
This is nitpicking, for uniformity which I forgot to add in a previous
cleanup commit
2012-12-13 02:00:59 +02:00
Filippos Karapetis
fe3737f7a3 TINSEL: Remove outdated comment 2012-12-13 01:59:33 +02:00
Filippos Karapetis
576d92e286 TINSEL: Clean up the sound code 2012-12-13 01:58:47 +02:00
D G Turner
8b379a5718 TOUCHE: Add generic music functions to wrap MidiPlayer usages.
This is a precursor to adding code within these functions to select
between MIDI and external digital music files.
2012-12-12 17:02:59 +00:00
Filippos Karapetis
b1732f9aca TINSEL: Clean up the graphics draw types code 2012-12-11 23:46:57 +02:00
Filippos Karapetis
45fcbdcd8c TINSEL: Fix misleading comment 2012-12-11 22:46:50 +02:00
Filippos Karapetis
532194db1f TINSEL: Fix the colors in the Mac version of DW1 2012-12-11 22:40:19 +02:00
Filippos Karapetis
344d6bc2da TINSEL: An additional endianess fix for DW1 Mac
This will also need testing on a BE system
2012-12-11 04:04:04 +02:00
Filippos Karapetis
f23e7a246c TINSEL: Merge the different TinselV0/V1 graphics code handlers 2012-12-11 04:03:22 +02:00
Filippos Karapetis
ee613fe77b TINSEL: The speech file in DW1 Mac demo/full is LE 2012-12-11 03:14:10 +02:00
Filippos Karapetis
e08fa202d6 TINSEL: Handle the invalid max polygons value in DW1 Mac 2012-12-11 03:10:50 +02:00
Filippos Karapetis
6c0a24fd7c TINSEL: Add an initial incomplete graphics decoder for DW1 Mac
Part of the game graphics is now shown
2012-12-11 03:06:50 +02:00
Filippos Karapetis
e21a547667 TINSEL: Fix what seems to be two bugs in the endianess handling code
This will need to be tested in a BE system for correctness. Fixes
the Mac version of DW1
2012-12-11 03:04:59 +02:00
Filippos Karapetis
394ff22232 TINSEL: Add another check to skip the non-MIDI music of DW1 Mac 2012-12-11 02:59:30 +02:00
Filippos Karapetis
b05fa7f204 TINSEL: Add resource handling of the BE resources in DW1 Mac
This is the second attempt. All the BE resources of DW1 Mac are
handled correctly now. Added READ_16, READ_32, FROM_16, FROM_32 and
TO_32 to handle all of the different cases where endianess is
already handled. Note that the game scripts are LE, so these
haven't been changed
2012-12-11 02:56:48 +02:00
Filippos Karapetis
ce87175bed TINSEL: Revert the BE -> LE resource conversion for DW1 Mac
This was a bad idea, as we ended up with another place where the
resource files were processed. Thus, I'm moving back to handling the
BE resources of the Mac version in the engine itself
2012-12-11 02:41:51 +02:00
Torbjörn Andersson
4914bea358 TINSEL: Remove unused variable 2012-12-10 20:07:17 +01:00
Johannes Schickel
d2a536ff89 Revert "OPENGLSDL: Remove HACK in fullscreen toggle mode."
This reverts commit b6f7d69709. This actually
breaks fullscreen mode cycling.
2012-12-10 19:26:13 +01:00
D G Turner
62d87e30f4 AUDIO: Fix MS ADPCM to work with Mono streams using odd sized buffers. 2012-12-10 16:29:16 +00:00
Filippos Karapetis
b532a81b42 TINSEL: Add a WIP BE To LE SCN file conversion code (unfinished)
This is a cleaner approach to handle the Mac version of DW1 (demo
and full versions - refer to bug #3110936). This way, we can keep
the game engine as LE even with the Mac BE resource files.

Both the demo and the full version progress up to drawing the scene
graphics now and crash because of the currently unhandled bitmap
chunk.
2012-12-10 17:38:24 +02:00
Filippos Karapetis
c90d56355f TINSEL: Simplify the scene entrance handling code
This also reverts the rest of the BE resource handling code
2012-12-10 17:38:23 +02:00
Filippos Karapetis
c6cf4827d7 TINSEL: Revert most of the engine BE resource handling code
This was added in commit 3fdddd53b2.
However, having handling for both BE and LE resource complicates
the engine code unnecessarily. Thus, a different approach will be
done.
2012-12-10 17:38:22 +02:00
Matthew Hoops
00e5169991 WINTERMUTE: Fix a gcc warning 2012-12-09 21:58:39 -05:00
Matthew Hoops
81ea69cd33 VIDEO: Fix setRate when _lastTimeChange is less than a frame
Thanks to bgK for noticing
2012-12-09 13:56:06 -05:00
Einar Johan Trøan Sømåen
c9c90e925a WINTERMUTE: Privatize members in AdObject. 2012-12-09 18:10:07 +01:00
Einar Johan Trøan Sømåen
8f33a2ea0b WINTERMUTE: Privatize members in AdSceneState 2012-12-09 17:06:13 +01:00
Einar Johan Trøan Sømåen
4985a89b36 WINTERMUTE: Mark savedGameExt and localSaveDir for eventual removal. 2012-12-09 16:53:33 +01:00
Einar Johan Trøan Sømåen
6a0f72bee0 WINTERMUTE: Remove unused include in BaseGame 2012-12-09 16:50:12 +01:00
Einar Johan Trøan Sømåen
9bd16b80c9 WINTERMUTE: Remove code moved in previous commit. 2012-12-09 16:45:20 +01:00
Einar Johan Trøan Sømåen
6bde2926c1 WINTERMUTE: Move "GetSoundLength" to BaseGameMusic 2012-12-09 16:41:18 +01:00
Einar Johan Trøan Sømåen
115e60e7cb WINTERMUTE: Split out the music-related functionality of BaseGame to a separate class. 2012-12-09 16:31:47 +01:00
Einar Johan Trøan Sømåen
83ecd85e78 WINTERMUTE: Only warn about drawLine once. 2012-12-09 12:54:52 +01:00