Torbjörn Andersson
3f18905732
Force the engine to pick a cursor after restoring a game. This appears to
...
be needed when using the -x command-line option to restore a game, though
I'm not quite sure why.
svn-id: r13400
2004-03-28 13:13:16 +00:00
Torbjörn Andersson
93336d8bc9
Don't show the restart/restore dialog if a boot parameter has been given.
...
And a teensy-weensy little cleanup.
svn-id: r13399
2004-03-28 13:12:10 +00:00
Torbjörn Andersson
d109cc1f98
Fixed bug I introduced in the recent cleanup: It's the screen, not the
...
overlay, that needs to be cleared at the beginning of the movie. Otherwise
what was on the screen may show at the end of the movie.
svn-id: r13398
2004-03-28 13:10:52 +00:00
Torbjörn Andersson
9b9ebb3a91
Make sure looping music is restarted after loading a savegame, regardless
...
of how the savegame is loaded. (ScummVM adds two alternative methods: the
-x command-line parameter, and the restart/restore dialog at the beginning
of the game, which is only shown when there are savegames available.)
svn-id: r13386
2004-03-27 12:07:07 +00:00
Torbjörn Andersson
56ae88d5c7
cleanup
...
svn-id: r13385
2004-03-27 12:02:38 +00:00
Torbjörn Andersson
afefe7dcfa
Use the binary .pal file format that was introduced for 0.6.0.
...
Invalidate the lookup table when the screen changes. (TODO: We also have to
invalidate it if the change happens between cutscenes, don't we?)
Some cleanup, particularly in the BS2 cutscene player. More needed, I
guess...
svn-id: r13377
2004-03-24 07:29:59 +00:00
Max Horn
3fddbc18d6
Unify MPEG2 code even more
...
svn-id: r13365
2004-03-23 00:10:18 +00:00
Max Horn
d24be923f3
share 'init' method, too
...
svn-id: r13361
2004-03-22 20:46:30 +00:00
Torbjörn Andersson
8f9ffdf43a
Fix crash introduced by recent code unification. (Mind you, I'm still
...
extremely grateful that the BS1 and BS2 cutscene players are finally
sharing at least some of their code now.)
svn-id: r13360
2004-03-22 15:57:51 +00:00
Max Horn
838d3e3a93
some more cleanup
...
svn-id: r13359
2004-03-22 01:40:24 +00:00
Max Horn
4466a85598
move commong code into separate source file (more could be done, but it's a start)
...
svn-id: r13358
2004-03-22 01:28:45 +00:00
Max Horn
a9789acfc6
Moved Surface/Font code into new 'graphics' module
...
svn-id: r13357
2004-03-21 21:20:25 +00:00
Max Horn
b94448514e
Unify a bit more...
...
svn-id: r13354
2004-03-21 18:49:04 +00:00
Torbjörn Andersson
4c3a68027f
Use the same syntax for accessing script variables as BS1 does, i.e. now
...
it's Logic::_scriptVars[ID] instead of just ID. Apart from looking cool, it
makes it much easier to tell the difference between variables and constants
when looking at the code.
Of course, this sort of sweeping changes is jolly good for introducing
truly weird regressions, which is why I waited until after 0.6.0.
svn-id: r13331
2004-03-17 09:03:15 +00:00
Max Horn
f8610cd1c5
fix doxygen-comment mistakes
...
svn-id: r13286
2004-03-15 00:55:44 +00:00
Torbjörn Andersson
0fc86ef674
Fixed a slight logic error in the music fading. At this point the code
...
should only check if the music is fading, not in which direction. (Also
made a minor cleanup.)
svn-id: r13235
2004-03-13 12:05:01 +00:00
Nicolas Bacca
9e1fa63575
Apply patch #907359 : Broken Sword videos improved frameskip
...
svn-id: r13180
2004-03-04 18:54:35 +00:00
Torbjörn Andersson
ece97788ac
If the user has previous savegames, display a restart/restore dialog when
...
the game starts. (I know it could look prettier, but I don't have much to
work with here...)
svn-id: r13178
2004-03-04 08:03:32 +00:00
Torbjörn Andersson
1bdcc3e5ef
Removed the test for non-existing demo cutscenes: param[0] is an offset
...
into the chunk of memory handled by the memory manager, not a well-defined
value. Also, it introduced a theoretical memory leak as fnPlaySequence()
wouldn't get to clean up after itself.
The correct place for this check is probably in MoviePlayer::play(), where
you can test the name of the cutscene. On the other hand, the original demo
will gladly play eye.smk if there is one, so why shouldn't we?
svn-id: r13139
2004-03-02 07:02:31 +00:00
Nicolas Bacca
85f888e582
Display keyboard when saving
...
svn-id: r13118
2004-03-01 07:56:33 +00:00
James Brown
b77231a9a3
Fix from Roever for bug #892827
...
svn-id: r13107
2004-03-01 04:05:10 +00:00
Travis Howell
2f01efd9f3
Add fix for error at end of sword2demo (From eriktorbjorn)
...
Prevent false warnings in demo.
svn-id: r13102
2004-03-01 00:32:47 +00:00
Max Horn
c6752cccf5
renamed more OSystem methods to follow our naming scheme; renamed NewGuiColor to OverlayColor; fixed some calls to error() in the SDL backend
...
svn-id: r13087
2004-02-28 12:58:13 +00:00
Max Horn
d158280425
the OSystem changes we discussed on the ML (note: renaming of the existing OSystem API is not yet finished); porters will have to fix their ports to get them to compile again
...
svn-id: r13036
2004-02-24 22:39:42 +00:00
Nicolas Bacca
e469cd43a7
Avoid deadlock in MPEG-2 cutscenes + slow devices
...
svn-id: r12996
2004-02-22 18:13:54 +00:00
Max Horn
aa6ec62e9d
Patch #885904 (Flac Support) with some tweaks by me
...
svn-id: r12984
2004-02-22 14:11:16 +00:00
Max Horn
1d7eafe675
unified code a little
...
svn-id: r12974
2004-02-21 20:00:51 +00:00
Torbjörn Andersson
a75b84dc1b
Use unsigned characters when drawing the text in the control panel etc.
...
This is consistent with how the in-game text is drawn, and might possibly
fix the control panel text in the Spanish version (though I have no way of
actually testing this).
svn-id: r12957
2004-02-21 08:30:10 +00:00
Torbjörn Andersson
55556c813c
Proper handling of BS2 cutscene lead-outs, plus some other minor fixes.
...
svn-id: r12907
2004-02-15 14:22:54 +00:00
Torbjörn Andersson
7d9105b7ba
Paint the overlay black at the end of the movie. Not all movies fade out on
...
their own, and sometimes the cutscene player will have to wait for the lead
out to finish before returning to the game. (This will probably be true
even after we fix the timing of the lead-outs.)
svn-id: r12871
2004-02-14 10:37:21 +00:00
Nicolas Bacca
3c6114bd9c
Check for MP3 file in Broken Sword cutscenes - useful for WinCE backend as Tremor crashes for no specific reason (help appreciated :p) here
...
svn-id: r12837
2004-02-13 00:54:58 +00:00
Torbjörn Andersson
5447cd09b5
Changed the playback code to use the new "elapsed time" function instead.
...
This fixes bug #880484 for me, but may need some fine-tuning.
svn-id: r12830
2004-02-12 16:55:18 +00:00
Travis Howell
a745b3a7d0
More cutscene fixes from roever
...
svn-id: r12773
2004-02-08 14:02:43 +00:00
James Brown
91f201af29
Patch #874510 from roever, fixes BS2 demo cutscene problems (bug #884568 )
...
svn-id: r12761
2004-02-07 15:09:13 +00:00
Torbjörn Andersson
802a301a16
Removed some of the #includes from sword2.h
...
svn-id: r12739
2004-02-05 14:19:07 +00:00
Max Horn
f59eb3b219
renamed (Const)Iterator to (const_)iterator; changed size() to return an uint
...
svn-id: r12722
2004-02-05 00:19:57 +00:00
Max Horn
da76ac5890
Various changes to the build system which allow building ScummVM in an external directory (and as such, allow you to have a debug, a profiling, and a release build from the same set of source files in parallel). Work in progress
...
svn-id: r12680
2004-01-30 21:54:28 +00:00
Max Horn
2f8d19d004
avoid using huge static structs - they can't be stripped, and increase the exe size (in this case, 16 MB...)
...
svn-id: r12678
2004-01-30 20:57:23 +00:00
Max Horn
4dab40f123
fix whitespaces (we should eventually try to remove this code duplication again, folks. maybe add a 'video' global module or so...)
...
svn-id: r12676
2004-01-30 20:47:21 +00:00
Max Horn
176aa74827
Renamed the 'pan' effect of the mixer to 'balance', since that is what we actually do; applied patch #886786 which corrects a bug in the balance code
...
svn-id: r12665
2004-01-29 18:15:27 +00:00
Max Horn
90b96a94ab
whitespaces
...
svn-id: r12575
2004-01-22 21:02:29 +00:00
Torbjörn Andersson
255e1f9036
Some minor cleanups (comments and spacing), and fixed CPU usage in synced
...
cutscene playback.
svn-id: r12536
2004-01-20 13:26:00 +00:00
Torbjörn Andersson
4b9602615c
This should make subtitles work again in "overlay" cutscene mode.
...
svn-id: r12506
2004-01-18 21:09:57 +00:00
Paweł Kołodziejski
2c3dd03d26
fix warnings
...
svn-id: r12504
2004-01-18 20:57:46 +00:00
Paweł Kołodziejski
ce3e6d7fd8
fix warning
...
svn-id: r12498
2004-01-18 20:11:52 +00:00
Torbjörn Andersson
4ff60e231d
I know we're not supposed to make cleanup commits at this point, but surely
...
we can make an exception for removing self-described hacks and utterly
misleading comments? :-)
svn-id: r12497
2004-01-18 19:50:59 +00:00
James Brown
5a4c5e1485
Don't allow overlapping voice in cutscenes. Fixes crash in carib cutscene.
...
svn-id: r12474
2004-01-18 12:07:21 +00:00
James Brown
ad46828d1c
BS1 cutscene support. Also bugfixes (don't crash if cutscene ogg unavailable)
...
svn-id: r12465
2004-01-18 05:52:04 +00:00
James Brown
04f2bc0276
Update BS2 cutscene player with changes from roever: overlay support (default, 8bit backends should define BACKEND_8BIT for fast colour remapping) and sound syncronisation.
...
svn-id: r12456
2004-01-17 14:20:32 +00:00
Nicolas Bacca
051d5fe2d8
Yet Another EVC fix
...
svn-id: r12452
2004-01-17 11:15:38 +00:00
Paweł Kołodziejski
4270eebbb4
fix compilation for msvc when libmpeg2 enabled
...
svn-id: r12447
2004-01-17 09:15:42 +00:00
Torbjörn Andersson
673862dbfd
Made a separate function out of the code that retrieves information about
...
an in-memory WAV file. At the moment it's only used in one place, which is
a bit silly, but I hope to use it for the cutscene player to figure out
when to start the lead-out music.
(To do that I'll need to know how long the cutscene is, though. I haven't
looked into how to find that out yet.)
svn-id: r12424
2004-01-16 08:16:23 +00:00
Torbjörn Andersson
4980331ecf
I accidentally introduced a bug when I changed the fading that would cause
...
fading-up music to distort and eventually deteriorate into white noise.
This was because I allowed _fade to be set on channels that weren't playing
and because I only checked _fade for equality when deciding when to stop
the fading. It should work much better now, I think.
svn-id: r12392
2004-01-14 18:33:30 +00:00
Torbjörn Andersson
f75c122b94
Increased the delay I added to interpolation frames from 0 to 10. This will
...
probably make the scrolling less smooth (I don't yet know how much), but it
does seem to fix bug #875683 .
svn-id: r12381
2004-01-14 10:58:09 +00:00
Torbjörn Andersson
15738c13d3
I wanted to Valgrind the cutscene code, so I had to fix the warnings about
...
uninitialized values. Now the only warnings I got were from libmpeg2
itself, and I don't know how serious that is.
I've also added some code - disabled by default - to allow the cutscenes to
run with libmpeg 0.3.1, since that's what I've got on my Linux box. It
appears to work on that one, though I only have the "eye" cutscene on it
yet.
Ogg Vorbis playback is still broken for me under Windows, though. I wonder
if it is because I don't have the very latest Ogg Vorbis libraries on it
(since I didn't manage to compile them under MinGW). But surely the file
format hasn't changed in any important way...?
svn-id: r12374
2004-01-14 08:14:25 +00:00
Torbjörn Andersson
b17d77eae9
Changed the music fading so that volume is increased when ABS(_fading)
...
grows larger, both when fading up or down. This fixes the problem where the
volume would "jump" when changing the fading "direction" of a stream.
Also changed the logic for deciding which music stream to stop if both
streams are playing and a third stream is started. Before it always tried
to pick the one that was fading down. Now it will pick the one with the
lowest volume, assuming that the more faded a stream is the lower its
volume.
Together, this should fix some abrupt music changes at the watchman's hut,
where it would sometimes start two music streams in rapid succession.
svn-id: r12372
2004-01-14 08:06:56 +00:00
Max Horn
c39aa04c31
cut down pointless header interdependencies
...
svn-id: r12360
2004-01-13 14:22:29 +00:00
Max Horn
34960cf375
Moved some methods into class AnimationState (where they really belong - nicely shown by the fact that now all member vars of AnimationState are private)
...
svn-id: r12359
2004-01-13 14:16:40 +00:00
Torbjörn Andersson
dca14d9532
Some more formatting cleanups. Made the Ogg file handle part of the
...
animation state so that it can be deleted in doneAnimation().
svn-id: r12358
2004-01-13 13:12:40 +00:00
Torbjörn Andersson
13481b82c4
As an experiment, I've added a delay of 0 milliseconds when drawing
...
interpolation frames. It shouldn't delay anything, but I'm hoping it will
allow the other threads some breathing room, which might help bug #875683 .
Or not. We'll see.
svn-id: r12357
2004-01-13 10:27:13 +00:00
Torbjörn Andersson
8a66ba33cf
Moved the rest of the MoviePlayer class into animation.cpp/.h, plus some
...
minor cleanups. (Mostly spacing and indentation).
Unfortunately the Ogg Vorbis playback causes ScummVM to crash for me, so I
can't say for certain that I didn't break anything.
svn-id: r12356
2004-01-13 10:09:53 +00:00
Max Horn
b04dac03f2
added legal header; fixed incorrect fscanf use; C++ification (the code still is quite Cish, though :-)
...
svn-id: r12351
2004-01-13 01:26:18 +00:00
Travis Howell
9471d58720
Add mpeg2 option to mingw makefile
...
Fix compile on mingw
svn-id: r12350
2004-01-12 23:41:05 +00:00
Oliver Kiehl
d794488645
fixed bug that was causing lots of havoc on BE machines. Thanks eriktorbjorn
...
svn-id: r12348
2004-01-12 20:04:22 +00:00
Paweł Kołodziejski
b8e3dda84c
- whitespaces
...
- fix for compilation at MAX, at include types
- changed to our types
svn-id: r12344
2004-01-12 19:08:04 +00:00
Torbjörn Andersson
cc67c13711
Don't hog the CPU when playing cutscenes.
...
svn-id: r12342
2004-01-12 16:36:01 +00:00
James Brown
a685422a13
Initial libmpeg2 cutscene support based on patch #874510 .
...
Pre-converted cutscenes w/ palette files available - ask LeChuck about Cutscenes :)
svn-id: r12338
2004-01-12 11:11:19 +00:00
Torbjörn Andersson
c75f5efd2f
Sync the credits so that the text scroll and music will last for about the
...
same amount of time. I don't think the original did this, but it turned out
to be pretty easy.
svn-id: r12334
2004-01-12 08:01:25 +00:00
Torbjörn Andersson
7309705db5
cleanup
...
svn-id: r12322
2004-01-11 16:53:33 +00:00
Torbjörn Andersson
a7fe335c82
I forgot this in the previous cleanup.
...
svn-id: r12311
2004-01-10 21:56:59 +00:00
Torbjörn Andersson
1db3b65825
cleanup
...
svn-id: r12309
2004-01-10 21:21:20 +00:00
Torbjörn Andersson
06caf87bdc
Removed redundant comment.
...
svn-id: r12282
2004-01-09 15:58:21 +00:00
Torbjörn Andersson
b9c3b7b008
Removed redundant comments.
...
svn-id: r12279
2004-01-09 14:52:39 +00:00
Torbjörn Andersson
638231cc59
Make it possible to quit while showing in-game dialogs. (Regression fix.)
...
svn-id: r12273
2004-01-09 07:54:16 +00:00
Torbjörn Andersson
58c46a2b92
Fix a harmless clipping bug (block surfaces were drawn even when their
...
width or height was 0), and use consistent naming for clip rect parameters.
svn-id: r12272
2004-01-09 07:53:08 +00:00
Torbjörn Andersson
12cd552cab
Allow quitting during cutscenes and credits again. This is getting a bit
...
hackish...
svn-id: r12247
2004-01-08 13:03:50 +00:00
Torbjörn Andersson
6d0dd6aee8
Valgrind fixes. Mostly about memory not being freed when the engine is
...
deleted.
svn-id: r12211
2004-01-07 07:42:00 +00:00
Torbjörn Andersson
60b59de181
Never call _system->quit() directly. Let ScummVM handle that so that the
...
engine can be properly deleted first. Apart from being the nice thing to
do, this should make it easier to Valgrind for memory leaks.
svn-id: r12184
2004-01-06 16:49:04 +00:00
Torbjörn Andersson
065f2bb9eb
It's a new year in BS2 land, too!
...
svn-id: r12181
2004-01-06 13:44:17 +00:00
Torbjörn Andersson
eb5c4a1449
Made sure the screen is really cleared when drawing a dialog window, plus
...
some other cleanups. (This was a regression caused by the less stupid
screen updates implemented recently.)
svn-id: r12180
2004-01-06 13:33:28 +00:00
Torbjörn Andersson
6a7cf6d6cf
Marked some more structs as packed. I don't know if it makes any
...
difference, as they contain only 32-bit integers, but I also believe it
does no harm.
svn-id: r12159
2004-01-05 14:46:12 +00:00
Torbjörn Andersson
8dabcaaef1
Changed some memmove()s to memcpy(), since the memory areas were not
...
overlapping.
Enabled some sanity-checking code.
Fixed clearWalkGridList() so that it clears the entire walk grid list. That
was a really stupid bug of mine, and I hope it had at least some bearing on
the rare (for me, at least) walk problems I've seen.
svn-id: r12154
2004-01-05 11:09:33 +00:00
Torbjörn Andersson
55167e392e
Tiny cleanup.
...
svn-id: r12153
2004-01-05 11:02:00 +00:00
Torbjörn Andersson
9ea89568da
Fixed some debugging messages so they refer to the correct function.
...
svn-id: r12152
2004-01-05 11:01:12 +00:00
Torbjörn Andersson
5f9cfba548
Slowed down the credits slightly. With the recent optimizations, the music
...
lasted longer than the text. Now the text lasts longer than the music.
svn-id: r12151
2004-01-05 11:00:12 +00:00
Torbjörn Andersson
8a91ae3257
Adapted LavosSpawn's idea for more efficient screen updating. It still
...
renders the entire screen every frame, but it tries to update (i.e. copy to
the backend) only the parts of the screen that actually changed. At least
approximately so.
svn-id: r12142
2004-01-04 15:11:30 +00:00
Torbjörn Andersson
5607f41e2d
Some cleanup and Valgrind warning fixes.
...
svn-id: r12141
2004-01-04 15:05:54 +00:00
Torbjörn Andersson
14acddb167
Update a comment to reflect that some functions have different names now.
...
svn-id: r12140
2004-01-04 14:59:36 +00:00
Max Horn
d1e6c6059e
renamed global var _debugLevel to g_debugLevel; let Engine constructor init it (this way all engines get it for free, allows further cleanup); removed some useless/duplicate member vars in SwordEngine
...
svn-id: r12134
2004-01-04 14:00:58 +00:00
Max Horn
cf6a5c0a04
cleanup
...
svn-id: r12116
2004-01-03 19:12:23 +00:00
Max Horn
ee3558b748
fix for BE systems
...
svn-id: r12115
2004-01-03 19:02:18 +00:00
Torbjörn Andersson
c1cddedca8
Fixed bug that made ScummVM crash when loading a savegame where the main
...
character was walking. (I had missed a case where pointers were cast to
integers.)
svn-id: r12113
2004-01-03 15:52:05 +00:00
Torbjörn Andersson
fa523f7f7e
It was pointed out to me that we can't use the DEMO variable here, because
...
the missing file may be the one with the resource for the global variables.
svn-id: r12112
2004-01-03 14:49:52 +00:00
Max Horn
bfea71b0c4
renamed AudioInputStream -> AudioStream
...
svn-id: r12110
2004-01-03 14:10:13 +00:00
Torbjörn Andersson
bb8ff0cd90
Made the music code more like the one in BS1, i.e. the fade time is longer
...
and it now fades both up and down.
Plenty of cleanups, simplifications and just moving code around to group it
in what I hope is a more logical fashion.
Fixed a long-standing bug where spot effects would eventually use up all
available sound effect handles. (I may have introduced this when I removed
the expiration of sound effects from FxServer().)
svn-id: r12108
2004-01-03 11:24:39 +00:00
Torbjörn Andersson
033a847e77
Oops, that was the wrong data type. (Not that it should matter, but...)
...
svn-id: r12069
2004-01-01 15:15:47 +00:00
Torbjörn Andersson
0d327b3b79
Some tweaking of the new credits code. It is no longer necessary to have
...
to have the credits.bmp file, though if you don't you won't see the
"Smacker" logo. (Whether or not this is a feature is open to debate.)
Happy New Year!
svn-id: r12062
2003-12-31 23:32:40 +00:00
Torbjörn Andersson
2687402c6b
oops, forgot one case
...
svn-id: r12056
2003-12-31 14:10:42 +00:00
Torbjörn Andersson
c85301b2a9
When saving the music state, remember the name of the music file that was
...
open so that it can be re-opened afterwards. It's not so much that it may
have changed, but it may have been closed.
This should fix a crash when escaping the credits.
svn-id: r12055
2003-12-31 14:05:53 +00:00
Torbjörn Andersson
6899aa23cb
I still don't know how to draw the credits like the original did, but at
...
least the credits text is showing now.
svn-id: r12053
2003-12-31 13:14:07 +00:00