Commit Graph

41760 Commits

Author SHA1 Message Date
Torbjörn Andersson
71e08336c0 SWORD25: Play the cutscene audio
Once the audio buffer has been queued in the audio stream, the Theora
decoder is no longer responsible for it. It has to allocate a new
audio buffer for the next set of audio data.

Of course, at the moment the audio is pretty useless because the
playback speed is all wrong.

svn-id: r53939
2010-10-30 09:17:21 +00:00
Torbjörn Andersson
09c678e363 SWORD25: Fix hanging cutscene video
Even though our video player does not (yet) support audio, we need to
adjust the values of _audiobufFill and _audiobufReady as if it did, or
it will never realize it has reached the end of the cutscene.

Also fixes what looks like a typo in audio data clipping.

svn-id: r53938
2010-10-30 08:21:10 +00:00
Paul Gilbert
919d79f091 SWORD25: Added a hack to allow the new English voice pack to be detected
svn-id: r53937
2010-10-30 04:30:42 +00:00
Max Horn
a487da3c19 TINSEL: Remove redundant if()
svn-id: r53936
2010-10-30 00:34:41 +00:00
Max Horn
36d17c74d1 TINSEL: Remove unnecessary CORO_PARAM from ObjectTextOut
As a nice side effect, this gets rid of 25 out of 64 occurrences
of nullContext in the TINSEL code.

svn-id: r53935
2010-10-30 00:34:21 +00:00
Max Horn
ac94cf2742 TINSEL: Fix subtle leak in coroutine code, some minor tweaks
* Fix a bug which caused coroutines invoked with nullContext to
  leak their state.
  Sadly, nullContext is underdocumented, yet very delicate and
  full of subtleties... ./
* Move nullContext decl from sched.cpp to coroutine.cpp
* Enhance a few doxygen comments

svn-id: r53934
2010-10-30 00:33:54 +00:00
Max Horn
afb5986c9e TINSEL: Dispose state of active coroutines in Scheduler destructor
This fixes some leaks that occurred when exiting the game resp.
returning to launcher. Note that we still leak some coroutines when
exiting after loading a savegame.

svn-id: r53933
2010-10-30 00:33:31 +00:00
Max Horn
55a8bd9e35 TINSEL: Add COROUTINE_DEBUG macro to ease debugging coroutine code
svn-id: r53932
2010-10-30 00:33:11 +00:00
Max Horn
c0063a6d50 COMMON: Add SCUMMVM_CURRENT_FUNCTION macro (useful for debugging)
svn-id: r53931
2010-10-30 00:32:45 +00:00
Sylvain Dupont
ecd3e29fe0 TOON: Stops all Sfx/voice when exiting a room
Caused crashs when exiting when a sfx or voice was still playing
Bug found by Thomas

svn-id: r53928
2010-10-29 22:00:31 +00:00
Florian Kagerer
c9442e26ad KYRA: match music settings with latest launcher code changes.
(Last commit got trunkated somehow)

svn-id: r53927
2010-10-29 19:00:37 +00:00
Florian Kagerer
67566890bd KYRA: match music settings with latest launcher code changes.
(Users will get AdLib music at default unless they have specified a MIDI device in the launcher (MT-32 for KYRA, GM for HOF and LOL.)

svn-id: r53926
2010-10-29 18:57:19 +00:00
Johannes Schickel
1ed0051fce DRACI: Switch to the new play time counting of the Engine class.
svn-id: r53925
2010-10-29 16:54:10 +00:00
Johannes Schickel
a5c28de26b SWORD1: Switch to the new play time counting of the Engine class.
svn-id: r53924
2010-10-29 16:53:46 +00:00
Johannes Schickel
447ca7ea69 SCUMM: Switch to the new SaveStateDescriptor::setPlayTime.
svn-id: r53923
2010-10-29 16:41:49 +00:00
Johannes Schickel
1b2952e3ff ENGINE: Add a setPlayTime to SaveStateDescriptor taking an ms value.
svn-id: r53922
2010-10-29 16:41:30 +00:00
Johannes Schickel
6aec3882a4 SCI: Remove unused variable + some formatting fixes.
svn-id: r53921
2010-10-29 16:28:22 +00:00
Filippos Karapetis
5cfb461b5b SCI: Added detection of some fan made script patches.
When such a script patch is found, a dialog pops up at the beginning
of the game, asking the user to remove it. The issues that these
script patches fix have already been fixed in ScummVM, thus these
patches aren't necessary, plus they can lead to crashes, freezes, buggy
behavior and/or unexpected errors, thus it is better if they aren't
used at all, if possible

svn-id: r53920
2010-10-29 10:58:54 +00:00
Filippos Karapetis
509f79990d SCI: Updated kSetShowStyle signature for SCI2.1. SQ6 starts again
svn-id: r53919
2010-10-29 10:28:20 +00:00
Yotam Barnoy
547e028b93 PSP: Improved image viewer movement
Before the limit was arbitrary. Now we check the proper location on screen and move in increments relative to the size on screen.

svn-id: r53918
2010-10-29 07:55:18 +00:00
Yotam Barnoy
082d9a4465 PSP: corrected png loader to use bit depth rather than palette size
Sometimes we can have an 8bit file for example that has a palette of 16 colors or less, so we need to go by the bit depth rather than inferring the bit depth from the palette size.

svn-id: r53917
2010-10-29 07:08:24 +00:00
Johannes Schickel
62c5f4f8e5 MT32: Remove useless cast.
svn-id: r53916
2010-10-29 00:40:57 +00:00
Johannes Schickel
07e9c6a035 KYRA: Minor formatting cleanup.
svn-id: r53915
2010-10-29 00:40:35 +00:00
Filippos Karapetis
88ad2d3991 SCI: Fixed a detection entry of Hoyle 1 (bug report #3090841)
svn-id: r53913
2010-10-28 23:59:37 +00:00
Johannes Schickel
32338876f8 KYRA: Rename KyraEngine::saveGameState to KyraEngine::saveGameStateIntern.
This is to avoid name similarity between KyraEngine::saveGameState(Intern)
and Engine::saveGameState.

svn-id: r53912
2010-10-28 23:57:24 +00:00
Johannes Schickel
607920c869 KYRA: Fix some code errors reported by ICC (i.e. subclasses not overwriting methods by missing a const.)
svn-id: r53911
2010-10-28 23:56:36 +00:00
Filippos Karapetis
d7f8fc108e SCI: Updated help page on the new console command "map_instrument"
svn-id: r53910
2010-10-28 22:58:39 +00:00
Johannes Schickel
2c042c263b SWORD25: Comment out unused static variable.
svn-id: r53909
2010-10-28 22:45:15 +00:00
Sylvain Dupont
ec08328f0c TOON: Fixed some animation glitches for small sprites
Fixed problems when the uncompressed is smaller than compressed size
Bug fix sent by Thomas
It also fixes Bug fix #3086004 : "TOON: Lights above WACME doors incorrect"

svn-id: r53908
2010-10-28 21:39:46 +00:00
Filippos Karapetis
b3e42b94c9 SCI: Added some missing GM mappings for MT-32 instruments:
- MT-32 Castanets -> GM Claves
- MT-32 OneNoteJam -> GM Celesta
- MT-32 JungleTune -> GM Pan Flute
For PQ3 (from rev #53902, not in the commit description):
- MT-32 Warm Pad -> GM Pad 2 (warm)

Thanks to digitall and waltervn for their help with these

svn-id: r53907
2010-10-28 18:45:11 +00:00
Filippos Karapetis
27c52434ba SCI: Split the GM related names out of map-mt32-to-gm.h and into a separate header file
svn-id: r53906
2010-10-28 16:26:04 +00:00
Filippos Karapetis
408d0e6c5f SCI: Fixed typo
svn-id: r53905
2010-10-28 15:33:28 +00:00
Filippos Karapetis
0e7444a463 SCI: Fixed compilation and added include safeguards to map-mt32-to-gm.h
svn-id: r53904
2010-10-28 15:27:44 +00:00
Filippos Karapetis
a7b5133903 SCI: Improved the description of the "map_instrument" console command a bit. Also, the dynamic mappings are now checked before the static ones
svn-id: r53903
2010-10-28 13:00:21 +00:00
Filippos Karapetis
3a4647dc50 SCI: Several changes related to MT-32 -> GM mapping
- Changed C - style comments in map-mt32-to-gm.h to C++ - style comments
- Added a new dynamic MT-32 -> GM mapping, complementary to the normal one, which can be done on the fly using the new console command "map_instrument"
- The "show_instruments" command has been moved to the music section and now displays the instruments of the game which aren't in the MT32-> GM mapping

svn-id: r53902
2010-10-28 12:48:51 +00:00
Paul Gilbert
b53d12da23 SWORD25: Standardised savegame filenames, start on advanced engine features
svn-id: r53901
2010-10-28 09:51:56 +00:00
Paul Gilbert
f772de04f9 CREDITS: Added sword25 engine
svn-id: r53900
2010-10-28 08:16:03 +00:00
Max Horn
b2fa7e58a3 SWORD25: Start to rename read/write methods of *PersistenceBlock classes
All should be renamed to reduce risk of accidental incorrect use.

svn-id: r53899
2010-10-28 00:26:25 +00:00
Max Horn
cf3551525f SWORD25: Get rid of CallbackRegistry
svn-id: r53898
2010-10-28 00:25:33 +00:00
Max Horn
7e1d78cab1 SWORD25: Simplify InputEngine::(un)persist
svn-id: r53897
2010-10-28 00:24:53 +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
Florian Kagerer
ab1c54a9ee TOON: fix some evaluation order bugs in smacker decoder
These bugs would cause crashs in MSVC 2008/2010 release builds.

svn-id: r53893
2010-10-27 22:41:08 +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
Filippos Karapetis
8a08ca1f39 SCI: Cleanup, invoking pauseEngine() on Console::preEnter() and Console::postEnter()
svn-id: r53890
2010-10-27 21:43:08 +00:00
Torbjörn Andersson
4089b9fe2c JANITORIAL: Remove unnecessary semicolons
svn-id: r53889
2010-10-27 19:48:54 +00:00
Torbjörn Andersson
8dbe052ca2 LASTEXPRESS: Rename variable to silence GCC warning
svn-id: r53888
2010-10-27 19:43:35 +00:00
Filippos Karapetis
e85f43877a SCI: Proper pausing/resuming of MIDI music in SciEngine::pauseEngineIntern(), Console::preEnter() and Console::postEnter() and added a sanity check in SciEngine::getDebugger()
svn-id: r53886
2010-10-27 19:22:37 +00:00
Julien Templier
5a336830a0 LASTEXPRESS: Use Common::Rational when adjusting menu clock
Also fix the wrong check that set the time directly to the target time

svn-id: r53885
2010-10-27 19:22:05 +00:00
Julien Templier
44ba44297d LASTEXPRESS: Hide menu elements after a game has been loaded
svn-id: r53884
2010-10-27 19:21:52 +00:00
Julien Templier
cdfcaa4d48 LASTEXPRESS: Implement game loading (last save entry only)
svn-id: r53883
2010-10-27 19:20:20 +00:00