158 Commits

Author SHA1 Message Date
Filippos Karapetis
4f807ee53e SCUMM: More renaming for players
Rename "player" directory to "players", and reintroduce the "player_"
file prefix. This has been done after sev's request.
"players/player_foo.*" is more descriptive, and avoids potential name
clashes in libraries
2013-11-01 19:26:51 +02:00
Filippos Karapetis
651bf89939 SCUMM: Move all players to a separate "player" directory
There are 34 player .cpp/.h player files, so they have been placed in
their own directory, to logically separate them from the rest of the
engine
2013-11-01 06:57:53 +02:00
Torbjörn Andersson
f784d683e0 SCUMM: Save/load Mac music engine state for Loom and MI1
Note that while this removes _townsPlayer->saveLoadWithSerializer(s)
it really shouldn't break anything because _musicEngine also points
to the FM Towns player. Famous last words...
2012-11-15 22:23:44 +01:00
Johannes Schickel
89abab97e3 JANITORIAL: Remove trailing whitespaces.
Powered by:
git ls-files "*.cpp" "*.h" "*.m" "*.mm" | xargs sed -i -e 's/[ \t]*$//'
2012-09-26 04:17:55 +02:00
Tarek Soliman
a4798602d7 JANITORIAL: Fix missing whitespace in pointer cast
find -name '*.h' -or -name '*.cpp' | xargs sed -r -i 's@\(([A-Za-z0-9]+)\*\)@(\1 *)@g'

This seems to have caught some params as well which is not undesirable IMO.
It also caught some strings containing this which is undesirable so I
excluded them manually. (engines/sci/engine/kernel_tables.h)
2012-02-15 10:07:10 -06:00
Willem Jan Palenstijn
784472a669 Revert "SCUMM: revert savegame version to 89"
This reverts commit 65fc7225bb31e72120dcdf16e91ae377c657548d.

Increasing the savegame version on a branch and then decreasing it again
leads to problems with loading current savegames in old commits during
a bisect.
2012-02-11 10:55:55 +01:00
Tobias Gunkel
65fc7225bb SCUMM: revert savegame version to 89
Previous versions 89-92 are merged into version 89.
2012-02-11 08:36:38 +01:00
Tobias Gunkel
8d3b272939 SCUMM: save complete v0 state and initialize actors correctly 2012-02-11 08:30:07 +01:00
Tobias Gunkel
124e8926ba SCUMM: do not convert a savegame twice 2012-02-11 08:29:07 +01:00
Tobias Gunkel
347035385e SCUMM: merge object v0 id and type into one object var 2012-02-11 08:28:49 +01:00
Tobias Gunkel
a79f224c23 SCUMM: changed handling of _activeInventory/_activeActor to _activeObject(2)/_activeObject(2)Type
Note: the transition is not completed yet. The code compiles but is probably not runnable as not every occurrence of _activeInventory has been properly replaced.
The usage of _v0ObjectIndex and _v0ObjectInInventory should be revised too and both variables should be replaced by another mechanism (maybe by using a single variable "obj = (type << 8) | id").

- moved v0 only vars _activeInventory, _activeObject, _activeVerb from  ScummEngine_v2 to ScummEngine_v0
- removed _activeActor, _activeInvExecute, _activeObject2Inv and _activeInventory. They are handled by _activeObject/_activeObjectType and _activeObject2/_activeObject2Type now.
- removed _activeObject(2)Index as they only bloat the code without any benefit (?)
- merge prep-name tables from ScummEngine_v2::drawPreposition() and ScummEngine_v0::drawSentenceWord() by introducing ScummEngine_v2::drawPreposition()
- rename ObjectData.flags -> obj_type (quick-fix only, needs review! Maybe obj_nr and obj_type can be merged into one var: obj_nr = (obj_type << 8) | obj_nr)
- o_unknown2 is negation of o_ifActiveObject (o_ifNotEqualActiveObject2)
- renamed o_ifActiveObject -> o_ifEqualActiveObject2 as it acts only on _activeObject2
- renamed ScummEngine_v0::drawSentenceWord() -> ScummEngine_v0::getObjectName()
2012-02-11 08:02:32 +01:00
athrxx
fe21e5b0a9 SCUMM: paranoia "fix" for ae5192c5d396b6ab3caf57adabeb03a832966dd3
(change sizeof check to use int16 instead of Common::Rect)
2011-11-24 22:00:09 +01:00
athrxx
ae5192c5d3 SCUMM: make FM-Towns save files compatible between DS and other platforms
(only applies to new save files)
2011-11-24 21:29:14 +01:00
Willem Jan Palenstijn
1d8960ccde SCUMM: Minor clean up 2011-11-02 01:34:52 +01:00
athrxx
de5d3fc8e1 SCUMM: add comment to last commit 2011-11-01 17:38:49 +01:00
athrxx
8315d5d2c8 SCUMM: fix save file incompatibility between DS and other ports for non FM-TOWNS games 2011-11-01 17:04:31 +01:00
Johannes Schickel
d0e64ce4a3 SCUMM: Properly prefix player_towns.h include with scumm/. 2011-08-27 19:58:36 +02:00
Johannes Schickel
003c16920c SCUMM: Also save first used color beyond 80 in Indy4 Amiga palette. 2011-08-27 19:57:45 +02:00
Johannes Schickel
f77fc07b6b SCUMM: Save Indy4 Amiga specific palettes like the original did.
For older saves I added a warning and a fallback which tries to setup
everything correctly. This might cause some issues, but should hopefully be
just fine.
2011-08-26 18:43:28 +02:00
Johannes Schickel
4ea4172cba SCUMM: Implement proper Indy4 Amiga palette handling.
This should fix incorrect text colors in some scenes.
2011-08-26 05:54:47 +02:00
Christoph Mallon
e35b4f20c1 GRAPHICS: Simplify the interface of Graphics::loadThumbnail().
Now it returns the Surface, so the caller does not need to create one and pass it.
2011-08-07 15:19:09 +02:00
Max Horn
88913c0139 ALL: Remove trailing whitespaces
This tries to make our code a bit more compliant with our code formatting
conventions. For future use, this is the command I used:
  git ls-files "*.cpp" "*.h" | xargs sed -i -e 's/[ \t]*$//'
2011-06-20 00:59:48 +02:00
athrxx
81e0dd1444 SCUMM: regenerate 16bit palette after loading a savegame in LOOM PCE
(this avoids isssues when using savegames from different ports with different 16bit color modes)
2011-06-18 19:45:39 +02:00
athrxx
0a42a7d625 SCUMM: hopefully fix 16bit mode support for SCUMM FM-TOWNS games and LOOM PCE on Android
This mostly reverts 5b7754e3f095eb8a469dd4b7de5a6379f8e13c27. Instead, we try to use other 16bit modes  after 555 fails.
2011-06-15 22:30:04 +02:00
Max Horn
477d6233c3 ENGINES: Change 2nd param of Engine::saveGameState to Common::String 2011-06-02 18:31:59 +02:00
Max Horn
9ec64a66fe SCUMM: Turned ResTypeData into a Common::Array<Resource>, subsuming its _resource member 2011-05-13 14:48:01 +02:00
Max Horn
45207a52d4 SCUMM: Remove ResTypeData::_num 2011-05-13 14:12:00 +02:00
Max Horn
649f8e0a84 SCUMM: Rename ResTypes->ResType, introduce ResId typedef, change code to use both 2011-05-13 14:02:53 +02:00
Max Horn
c02420df43 SCUMM: Add a Resource class, refactor res code around it 2011-05-13 11:47:13 +02:00
Max Horn
abaaf0cad9 SCUMM: Tweak sound res syncing 2011-05-13 11:47:12 +02:00
Max Horn
0342ab3f1b SCUMM: Rename ResTypeData::num to _num 2011-05-13 11:47:11 +02:00
Max Horn
75b9deb185 SCUMM: Get rid of the MemBlkHeader hack
This uncovered at least one potentially serious bug in the inventory
code, which still needs to be investigated and fixed.
2011-05-13 11:47:10 +02:00
Max Horn
7be0305da9 SCUMM: Rename saveLoadResource to loadResourceOLD, remove unused save code in it 2011-05-13 11:47:09 +02:00
Max Horn
26efa39d2c SCUMM: Document and cleanup resource type mode 2011-05-13 11:47:09 +02:00
Max Horn
45e65d7ea0 SCUMM: Refactor how resource (types) are srepresented
Previously, we had a couple of arrays of size N (where N = number of
resource types), one for each attribute of a resource type (such as as
the number of resources of that type.

Now, we have one array of size N, whose elements are a record
aggregating all the attributes of each resource type.
2011-05-13 11:47:08 +02:00
strangerke
69b1485a22 GIT: Clean up: Suppress SVN tags, now useless 2011-05-12 01:16:22 +02:00
Max Horn
0ce2ca4e00 COMMON: Replace MKID_BE by MKTAG
MKID_BE relied on unspecified behavior of the C++ compiler,
and as such was always a bit unsafe. The new MKTAG macro
is slightly less elegant, but does no longer depend on the
behavior of the compiler.
Inspired by FFmpeg, which has an almost identical macro.
2011-04-12 16:53:15 +02:00
Max Horn
fb53303847 SCUMM: Rename InfoStuff to SaveStateMetaInfos 2011-04-05 15:18:08 +02:00
Max Horn
42ab839dd6 AUDIO: Rename sound/ dir to audio/
svn-id: r55850
2011-02-09 01:09:01 +00:00
Max Horn
2180b2d6b5 COMMON: Split common/stream.h into several headers
svn-id: r54385
2010-11-19 17:03:07 +00:00
Max Horn
059944e59c COMMON: Push #include audiocd.h in system.h out to .cpp files
svn-id: r54148
2010-11-08 23:07:42 +00:00
Max Horn
82e473bc3b BACKENDS: Partial merge of gsoc2010-opengl: Audio CD changes only
This commit contains the AudioCDManager changes from the gsoc2010-opengl
branch. The other changes in that branch are restricted to the backends
directory only (plus configure).

The Nintendo DS and Dreamcast ports still need to be ported over to
the new Audio CD system, but that should be fairly easy to do.

svn-id: r54147
2010-11-08 22:53:36 +00:00
Johannes Schickel
dac9493069 ENGINE: Rename resetTotalPlayTime to setTotalPlayTime.
I also extended the comment for it to show two possible use cases.

svn-id: r53895
2010-10-27 22:52:02 +00:00
Johannes Schickel
2ad28b8cd5 ENGINE: Generalize SCUMM play time counting and move it into Engine.
This implements Max's idea on -devel
("Re: [Scummvm-devel] ATTN Engine authors: Advanced engine features") from
27.10.2010 on 11:12PM CEST.

Unlike the SCUMM implementation it stores the play time as ms instead of s.

The SCUMM engine was adapted to use this instead to reduce code duplication.

svn-id: r53892
2010-10-27 22:37:51 +00:00
Johannes Schickel
75e8452b6e OPENGL: Merged from trunk, from rev 52105 to 53396.
This includes an rather hacky attempt to merge all the recent gp2x backend
changes into the branch. I suppose the gp2x backend and probably all new
backends, i.e. gph, dingux etc., might not compile anymore.

Since I have no way of testing those it would be nice if porters could look
into getting those up to speed in this branch.

svn-id: r53399
2010-10-13 03:57:44 +00:00
Florian Kagerer
5af782c5d2 SCUMM/FM-TOWNS: disable new graphics code in DS port
svn-id: r53033
2010-10-05 19:04:52 +00:00
Florian Kagerer
0d8f4a22ae SCUMM/FM-TOWNS: fix palette and other graphics issues
This commit should fix at least the following bugs/feature requests: #1032859, #1252088, #1055391, #1315968, #1315938, #1742106, #812891.
The FM-Towns version of Scumm games use a mixed graphics mode with 2 layers (one with 32767 colors and one with 16 colors). Among other things I have added a screen output class which emulates this  dual layer approach which allows specific hardware effects like enabling and disabling layers (e.g. in the voodoo priestess scene in MI1).

Old savegames (saved before this update) will load, but you’ll encounter palette glitches in the verb/inventory screen, since the 16 color palette for layer 2 is not contained in your savegame. This will be true at least for version 5 games. Certain scene change actions (which require the verb/inventory part to be redrawn) might correct this (e.g. try looking at the treasure map in MI1 and closing it). Version 3 games should be okay, since they use a static text palette which is never changed and which will be reset after loading a savegame.

This update requires a USE_RGB_COLORS setting for proper operation. 8 bit users will get a warning that they’ll have to expect palette glitches . Apart from that the engine in 8 bit mode should not only still work okay, but also benefit from some of the other (non palette related) improvements (e.g. bug #1032859 should be fixed even in 8 bit mode).

Japanese font drawing hasn’t been improved much yet. This will be a separate task.

svn-id: r52966
2010-10-01 19:24:52 +00:00
Florian Kagerer
29a5c6a45b SCUMM/FM-TOWNS: start rewriting audio code
- Start rewriting audio code for FM-TOWNS versions of Loom, Indy3 and Monkey Island 1 using the recently added code in towns_audio.cpp (Zak should work the same way, but I can't test, since I don't own that one).
- All sound types (pcm, euphony and cd audio) now support volume and balance control (e.g. try walking into/out of the kitchen and opening/closing the door in the Scumm Bar in Monkey Island 1 or walking into/out of the circus tent).
- Pcm sounds now support proper loop start/end and note offsets (e.g. try out the hammer sound in the forge in LOOM for example).
- some other minor improvements
- The FM-Towns versions of Indy 4 and Monkey Island 2 are not affected. I don't have Monkey Island 2, but I presume that it will work like Indy 4. Adding support for these will be a separate task, since they work quite differently.

svn-id: r52198
2010-08-18 21:38:43 +00:00
Alejandro Marzini
33e40e1a20 Merged from trunk, from r51495 to r51775
svn-id: r51776
2010-08-06 03:21:21 +00:00
Johannes Schickel
4e33b7a3be GRAPHICS: Renamed skipThumbnailHeader to skipThumbnail.
svn-id: r51668
2010-08-02 22:28:30 +00:00