Commit Graph

568 Commits

Author SHA1 Message Date
Torbjörn Andersson
095035e9c7 Removed obsolete comment.
svn-id: r15193
2004-09-19 18:19:30 +00:00
Torbjörn Andersson
d010b9e560 As an experiment, expire SCREEN_FILE resources faster than other resources.
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
2004-09-12 17:10:59 +00:00
Torbjörn Andersson
7011d697cb Made the output from the "mem" debugger command a bit more informative, and
sorted it to output the biggest memory blocks first.

svn-id: r15078
2004-09-12 17:05:17 +00:00
Torbjörn Andersson
412f7105f0 Fixed evil regression #2. Restarting the game, or using the "start" debug
command, would close the global script variables and player object
resources, without reopening them again. This made them fair game for the
resource expiration mechanism. The player object is probably referenced
often enough to stay alive, but the variables died on me pretty quickly,
causing ScummVM to crash.

I've also added a "reslist" debug command to make this sort of things
easier to spot. By default it only lists resources with refCount > 0. Use
"reslist 0" to see all the cached resources as well.

svn-id: r14958
2004-09-08 07:10:54 +00:00
Torbjörn Andersson
933cbeb91e Fixed debug output.
svn-id: r14951
2004-09-07 17:52:03 +00:00
Torbjörn Andersson
e6f19ff83a Much like an early civilization with no concept of the number zero, the
new memory manager didn't have the concept of the NULL pointer. Now it
does.

If ScummVM ever crashed for you when using the phone early in the game,
this patch hopefully fixes that bug. (If it didn't crash for you, memory
block zero was still allocated, so 0 still decoded to a valid pointer.)

svn-id: r14937
2004-09-07 06:29:57 +00:00
Travis Howell
95a52bf4b4 Fix compile
svn-id: r14898
2004-09-04 23:05:34 +00:00
Torbjörn Andersson
f04e412269 Rewrote the code that loads credits.clu into memory. The new code is
perhaps less clever than the old one I wrote, but should be much easier to
read. Besides, the old code had a small memory leak in it.

svn-id: r14897
2004-09-04 21:17:27 +00:00
Torbjörn Andersson
eff7b341d0 Fixed a glitch in the music fade-out code.
svn-id: r14888
2004-09-04 09:46:47 +00:00
Torbjörn Andersson
cb399b63d5 Added support for compressed music. I'm sure there are some glitches still
to fix, but it should work well enough for now.

In this rewrite of the music code, I removed the "save/restore music state"
function, since it just complicated things for a very small gain. It wasn't
in the original engine, and I added it just for the credits, so that the
previously playing music could be resumed afterwards. I might re-add it
later, but probably not.

svn-id: r14887
2004-09-04 09:27:17 +00:00
Torbjörn Andersson
4a6d5e4119 Cleanup. Removed the original DipMusic() code. If anyone wants to
implement it - personally I don't see the need - they can get it from CVS.

svn-id: r14819
2004-08-28 14:50:44 +00:00
Torbjörn Andersson
f004af9d4f Use the same code for opening the music clusters as for opening the speech
clusters. (No, that doesn't mean compressed music is support yet. This is
just a tiny little step closer.)

svn-id: r14794
2004-08-27 08:31:33 +00:00
Torbjörn Andersson
15fa71e1bf Explicitly cast value to uint32, since there was a report about compilation
problems. Perhaps this will fix it?

svn-id: r14762
2004-08-26 06:59:15 +00:00
Torbjörn Andersson
68acd13ad4 The original speech clusters are now decoded through a custom AudioStream
class, so they are handled the same way as the compressed clusters.

The next step will be to migrate the music playback to use the same class,
which means the fade-in/out logic needs to be separated from the decoding.
Once this is done, adding support for compressed music should be a piece of
cake.

svn-id: r14740
2004-08-25 06:55:15 +00:00
Torbjörn Andersson
137d1ebe48 Added a destructor to the FontRenderer class to free any remaining text
sprites on exit. As far as I can tell, the only case when this makes any
difference is when there is text on screen when you quit ScummVM, so it's
not really a memory leak, but Valgrind will report it as one.

svn-id: r14738
2004-08-25 05:57:17 +00:00
Torbjörn Andersson
44eca16eb6 Fixed the bug that caused Vorbis and FLAC to misbehave with compressed
speech. (Apparently it was just an accident that MP3 worked.)

Unfortunately I had to change the file format of the compressed files to
include both the compressed and uncompressed size, but since the tool to
create these files has only lived as an item in the patch tracker, no one
should have exptected it to be the final, working version, right? Right.

svn-id: r14698
2004-08-23 06:17:40 +00:00
Torbjörn Andersson
e00f9f4a97 Experimental (i.e. slightly broken) code for handling compressed speech.
The equally experimental compression tool is in patch #854561.

Support for compressed music will require some restructuring first.

svn-id: r14684
2004-08-22 14:28:11 +00:00
Torbjörn Andersson
bb62b07f4f Don't try to free text sprites with the memory manager - it uses standard
malloc() nowadays! (This only affected the "dummy" player.

svn-id: r14638
2004-08-17 13:52:18 +00:00
Travis Howell
4b4ab244b1 Correct default settings used by COMI
Allow object_labels config option in COMI

svn-id: r14408
2004-08-01 06:52:56 +00:00
Torbjörn Andersson
2fedf7d285 I shouldn't be mixing cleanups and bug fixes, but I'm doing so anyway, just
this once. :-)

The parameters to drawLine() aren't clipped to the screen size, which meant
that it was accessing memory out of bounds when marking the screen as
dirty. The function now uses plotPoint(), which does the bounds checking
and screen dirtying for us. Apart from being a little easier to read, it
dirties only the parts of the screen the line actually passes through,
instead of a rectangle defined by the line's end points.

Since drawLine() is only used for debugging, I wouldn't consider this a
particularly serious bug.

Next change is that only the pixels inside the original parallax layer are
considered when creating the block surfaces. This may make the drawing
slightly more efficient, since fewer surfaces will be labelled as
transparent.

Plus some other minor cleanups.

svn-id: r14340
2004-07-26 16:41:57 +00:00
Torbjörn Andersson
f02a14427b Allowing both music streams to share the same rate converter only worked
by accident, and could cause bad noises during music cross-fades.

This wasn't a problem in 0.6.0 since all music is sampled at 22050 Hz,
which is the most likely output sample rate for ScummVM, so the converter
didn't actually have to do anything. Now, however, the output sample rate
could be anything.

I've given the music streams one converter each. In BS1, which uses similar
music code, it was already necessary to do this since some of its music is
sampled at 11025 Hz.

svn-id: r14237
2004-07-17 14:00:07 +00:00
Max Horn
53af3dc670 Enhanced default directory support in the File class; now one can specify arbitrary many default search directories
svn-id: r14095
2004-06-28 00:06:31 +00:00
Max Horn
b8ad54b3af Reversed param order of File::open() -- this allowed me to get rid of a few more getGameDataPath() calls
svn-id: r14090
2004-06-27 22:14:35 +00:00
Max Horn
6b722ff11b Added Engine::_saveFileMan; thus was able to get rid of auto_ptr usage again
svn-id: r14058
2004-06-25 22:39:21 +00:00
Max Horn
7a8d469c66 Use auto_ptr to avoid leaks
svn-id: r14057
2004-06-25 22:12:57 +00:00
Torbjörn Andersson
a7d7e6eb7a Itsy-bitsy cleanup.
svn-id: r13959
2004-06-17 06:46:18 +00:00
Torbjörn Andersson
e554f46f71 Cleanup
svn-id: r13956
2004-06-12 09:53:45 +00:00
Torbjörn Andersson
93d26c0bd1 Hopefully fixed the displayMsg() fade-up glitch I accidentally introduced
yesterday.

svn-id: r13955
2004-06-11 06:38:45 +00:00
Torbjörn Andersson
13024364b7 Fixed a regression caused by my recent cleanup. This one would cause the
game to crash shortly after Andr� shows you the coyote stone. More
precisely, when the camera view shifts from the close-up of the
conversation back to the normal view of the caf�.

For those who enjoy reading commit messages, this was the crash I was
hunting for yesterday.

svn-id: r13954
2004-06-11 06:37:50 +00:00
Torbjörn Andersson
3c70f5a85c If the 'time' parameter to displayMsg() is 0, wait until the user clicks
or presses a button. This is how displayMsg() was always used, so the only
difference is that the code to check for events is no longer outside the
function.

In the process, it turned out that removeMsg() was probably unnecessary so
I have removed it. May cause regressions, but we can deal with them later.

svn-id: r13953
2004-06-10 06:48:50 +00:00
Torbjörn Andersson
dabb32ce1a Some more work on the - still disabled - "right click to clear luggage"
code I added some time ago.

svn-id: r13952
2004-06-10 06:41:08 +00:00
Torbjörn Andersson
0d193e87ce Added another assert(). I'm hunting - unsuccessfully so far - for a
reproducable crash where an invalid pointer is decoded. Strangely, I never
saw it being encoded... Oh well, I'll find it eventually.

svn-id: r13951
2004-06-10 06:33:11 +00:00
Torbjörn Andersson
c63cc7c7d1 One of my not-so-recent cleanups caused BS2 to produce corrupt savegames.
And no one even noticed! Should be fixed now.

svn-id: r13950
2004-06-10 06:14:07 +00:00
Torbjörn Andersson
0426d38aa5 Cleaned up the palette handling a bit. Renamed _palCopy to _palette since I
found the old name misleading (there is only one array that stores the
palette in the engine, though it could be argued that it's a copy of the
one used by the backend), and removed some code that I'm almost certain was
never used. (I've added assert()s to trigger in the cases where it would
have been used.)

svn-id: r13949
2004-06-09 06:33:29 +00:00
Torbjörn Andersson
7e70c86870 Added a few comments, rewrote a few others, and added a couple of assert()s
svn-id: r13947
2004-06-08 06:53:35 +00:00
Torbjörn Andersson
78404c30d4 Added comment.
svn-id: r13946
2004-06-07 05:57:00 +00:00
Torbjörn Andersson
c9c56d2f72 Cleaned up sprite scaling.
svn-id: r13944
2004-06-06 15:40:31 +00:00
Torbjörn Andersson
dac16f4f43 Cleanup
svn-id: r13933
2004-06-05 10:28:42 +00:00
Torbjörn Andersson
1189083fe0 Close menus before restarting. (This is a purely cosmetical fix.)
svn-id: r13831
2004-05-10 07:11:40 +00:00
Torbjörn Andersson
9742985e50 Fixed typo.
svn-id: r13830
2004-05-10 07:10:28 +00:00
Torbjörn Andersson
9e4c641de1 Forgot to remove this file when I changed input handling.
svn-id: r13813
2004-05-09 13:40:39 +00:00
Torbjörn Andersson
fc970b3c75 Removed the buffering of mouse and keyboard events. I don't think any of
our other engines do this, so there is little reason for BS2 to. I did add
a filtering mechanism so that mouse button releases and scroll wheeling is
ignored during normal gameplay, but I don't know if that was necessary
either.

Since this left little more than an empty husk where the Input class used
to be, I've eliminated that class and buried its remains in Sword2Engine.

svn-id: r13812
2004-05-09 13:32:04 +00:00
Torbjörn Andersson
577600537c When drawing lines and points, mark the corresponding screen area as dirty
so that it gets properly redrawn. Only the debugging code uses these
drawing primitives, so it's no big deal, but it's still the right thing to
do.

svn-id: r13811
2004-05-09 13:24:07 +00:00
Torbjörn Andersson
ed9bac56b0 My recent sound changes broke "restart". This should un-break it again.
svn-id: r13810
2004-05-09 13:20:12 +00:00
Torbjörn Andersson
afb91fc184 Cleanup.
svn-id: r13806
2004-05-07 19:56:19 +00:00
Torbjörn Andersson
0600200980 Take advantage of the changes in the backend's mouse cursor handling. It
didn't do the change I was hoping for: the coyote stone is still partially
see-through, but perhaps it was in the original as well.

At least we no longer need to keep the buffer the mouse cursor is decoded
to, since that's now handled by the backend.

svn-id: r13782
2004-05-05 07:22:35 +00:00
Torbjörn Andersson
5882ea5819 Cleanup.
Part of this cleanup involved removing _unpauseZone. It was only used by
fnISpeak(), and as far as I could tell it was just because the original
code didn't trust amISpeaking() and getSpeechStatus() to return sensible
values directly after unpausing the game.

svn-id: r13781
2004-05-05 07:06:18 +00:00
Torbjörn Andersson
bc77ba431a Simplified the handling of sound effects. It's not necessary for the driver
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
2004-05-01 10:42:23 +00:00
Torbjörn Andersson
e830d35a21 Made the "debugoff" console command actually turn *off* the debug info.
svn-id: r13704
2004-05-01 10:24:47 +00:00
Torbjörn Andersson
6a432d10b5 Cleanup. I plan to take a closer look at the sound effects handling later.
svn-id: r13661
2004-04-28 11:47:19 +00:00