Commit Graph

464 Commits

Author SHA1 Message Date
Torbjörn Andersson
8284aa2047 cleanup
svn-id: r10483
2003-09-29 13:38:17 +00:00
Torbjörn Andersson
93b8cefe19 Tiny whitespace / comment change.
svn-id: r10478
2003-09-29 06:48:48 +00:00
Torbjörn Andersson
0ac7630ebb cleanup
svn-id: r10468
2003-09-28 16:38:00 +00:00
Torbjörn Andersson
d4f6639802 cleanup
svn-id: r10467
2003-09-28 16:27:51 +00:00
Torbjörn Andersson
49fa159ed4 More cleanup, plus support for cutscene leadout music. For now, we only
play that music for cutscenes that have subtitles.

svn-id: r10460
2003-09-28 14:13:57 +00:00
Nicolas Bacca
1f5d51c258 Alignment fix
svn-id: r10459
2003-09-28 14:08:20 +00:00
Torbjörn Andersson
1d831d0cea cleanup
svn-id: r10432
2003-09-27 17:41:02 +00:00
Torbjörn Andersson
54a2470c9f Began unifying the function documentation in driver96.h with the one in the
individual files, into what I hope are doxygen ones.

svn-id: r10431
2003-09-27 17:00:15 +00:00
Torbjörn Andersson
e19e7c879a Save enough information about the currently playing music before the
credits so that it can be properly resumed afterwards.

svn-id: r10429
2003-09-27 16:10:43 +00:00
Torbjörn Andersson
796fcfff7e Removed inaccurate comment
svn-id: r10428
2003-09-27 16:05:40 +00:00
Torbjörn Andersson
d1df731855 Removed CopyScreenBuffer() since it was a no-op anyway.
svn-id: r10427
2003-09-27 15:44:26 +00:00
Torbjörn Andersson
bac0fab43d cleanup
svn-id: r10426
2003-09-27 15:38:42 +00:00
Torbjörn Andersson
442fd0cdf8 I don't think UpdatePaletteMatchTable() has to write the table to file. In
fact, I'm not even sure the !data case ever happens.

svn-id: r10425
2003-09-27 15:30:17 +00:00
Torbjörn Andersson
3278a0dce6 cleanup
svn-id: r10424
2003-09-27 15:20:15 +00:00
Jonathan Gray
f9352cfc1c add alternate sword2 target for people who want to use the gui for game detection when the game is either a) on CD b) in a bunch of seperate directories in a structure like that of the CD. Of course pointing ScummVM at such things with the normal target via command line or config file work fine. As everyone awake at the moment only has the sold out version, this is specific to that. I don't know what files are at the root of the original CD we can use for detection purposes
svn-id: r10423
2003-09-27 15:01:35 +00:00
Torbjörn Andersson
8ad28e3a7e More cleanup, and I've replaced most - not quite all - of BS2's debug
message functions with our own.

We still need to go through them and assign sensible debug levels to them.

svn-id: r10422
2003-09-27 11:02:58 +00:00
Torbjörn Andersson
f18b4addb8 cleanup
svn-id: r10415
2003-09-26 14:19:03 +00:00
Torbjörn Andersson
b21208e6a9 Some more reformatting / cleanup, and removal of comments that did nothing
but say who added what when. (No disrespect intended, but this information
means very little to us.)

svn-id: r10413
2003-09-26 10:07:18 +00:00
Torbjörn Andersson
b7a5024daf Ok, I'm stupid.
The initial sample is, indeed, two bytes, just like the rest of them, but
it really, really helps if you read it from the correct position in the
file.

After fixing that, it turned out that my changing of signedness of the
sample was also wrong. Funny how those two bugs almost cancelled each other
out. Almost.

I've made a few other changes as well, but they're just to clean things up
a bit. The credits music works for me, and I've played the game up to
arriving in Quaramonte, with no obvious music-related problems.

svn-id: r10412
2003-09-26 06:26:18 +00:00
Torbjörn Andersson
f5d8300043 Really clear the screen during the credits.
svn-id: r10408
2003-09-25 13:04:46 +00:00
Torbjörn Andersson
a4b32b67e8 Reverted part of the previous change. Control panel music should work again
but the credits music is still broken. I'll have to take a closer look at
this later.

svn-id: r10407
2003-09-25 11:35:54 +00:00
Torbjörn Andersson
b9cc1725b7 Some minor fixes. Unfortunately I've noticed that there is some major sound
distortion in the credits music, and I haven't yet figured out what's
causing this.

svn-id: r10406
2003-09-25 10:02:52 +00:00
Torbjörn Andersson
99eee3fb84 Rewrote the music code to use a premix function instead of a timer. I'm
speculating that the timer didn't always fill the buffer quite fast enough
and that this is what caused the occasional popping noises.

Of course, I may have introduced all kinds of regressions - particularly
since I don't have any big-endian computer to test on - but we're all
friends here, right? :-)

svn-id: r10404
2003-09-25 06:11:07 +00:00
Torbjörn Andersson
09a01e4cbe Replaced abs() with ABS and BOOL with bool, plus some minor cleanups.
svn-id: r10391
2003-09-24 06:40:23 +00:00
Torbjörn Andersson
6e59a2df00 Removed unused / replaced source code. This turned out to be most of the
file. :-)

svn-id: r10385
2003-09-23 17:24:45 +00:00
Torbjörn Andersson
4ae1674a44 Removed ancient version history. Much of it doesn't apply to us, and was
cluttering up the files anyway. (Though I do feel a slight twinge of guilt
for removing historical records like this. :-)

svn-id: r10384
2003-09-23 16:53:25 +00:00
Torbjörn Andersson
95a59bd049 Must ... make ... space ... for ... FotAQ ...
svn-id: r10383
2003-09-23 16:38:38 +00:00
Torbjörn Andersson
bef1facdbc Removed the screenshot code. (The SDL backend already has the ability to
make screenshots.)

svn-id: r10382
2003-09-23 16:13:13 +00:00
Torbjörn Andersson
57d99796ea Changed the keyboard handling to store "keyboard events", rather than just
characters. Hopefully this will make things work smoother on the Mac, but I
have no way of testing that.

svn-id: r10376
2003-09-23 15:59:52 +00:00
Torbjörn Andersson
273e1ac1a0 Fixed really brain-dead bug. (I made it myself - I can call it whatever I
want to! :-) Escaping a cutscene while the voice-over is playing should
work now.

svn-id: r10369
2003-09-23 06:34:19 +00:00
Torbjörn Andersson
fa8ccef9a4 Removed unused code
svn-id: r10368
2003-09-23 06:31:13 +00:00
Torbjörn Andersson
c7b8a6c01b cleanup
svn-id: r10367
2003-09-23 06:30:52 +00:00
Torbjörn Andersson
f8591911ab Since we probably won't have anything like the original BS2 launcher menu,
make the 'C' key run the credits. I haven't yet implemented the credits
function, but it does play the music at least.

svn-id: r10366
2003-09-23 06:27:58 +00:00
Torbjörn Andersson
0ac7aa0671 whitespace fixes
svn-id: r10365
2003-09-23 06:23:29 +00:00
Torbjörn Andersson
bd6eece093 Initialize the cutscene voice-over sound handle, in case you press Escape
before there is any speech.

svn-id: r10364
2003-09-23 06:22:36 +00:00
Torbjörn Andersson
f3f7489b49 Set the mixer to use the maximum volume. BS2 has its own volume settings,
and we want them to go all the way up to eleven.

svn-id: r10362
2003-09-22 14:55:17 +00:00
Torbjörn Andersson
8e28b0c6b4 Cleaned up the sound code enough to add cutscene voice-overs. I haven't had
the time to do much testing yet, but it seems to work for me.

svn-id: r10361
2003-09-22 06:36:38 +00:00
Max Horn
58721a629d No need to do endian conversion if you check for 0, as BE 0 == LE 0
svn-id: r10359
2003-09-21 18:25:34 +00:00
Max Horn
4a70a93590 fix convertEndian compilation (thanks erik for giving me some work :-); also removed the #ifdef around it, to prevent such 'incidences' in the future
svn-id: r10356
2003-09-21 18:10:12 +00:00
Torbjörn Andersson
df6028b17a cleanup
svn-id: r10352
2003-09-21 16:19:25 +00:00
Torbjörn Andersson
dadad7bafa Removed original ProcessMenu() code.
svn-id: r10351
2003-09-21 16:16:49 +00:00
Torbjörn Andersson
3c7c60196f ScummVM code formatting conventions
svn-id: r10350
2003-09-21 16:11:26 +00:00
Torbjörn Andersson
bfa5c61734 Some cleanup - lots more needed!
svn-id: r10348
2003-09-21 14:26:25 +00:00
Torbjörn Andersson
23373b0123 The usual cleanup. Removed the "run from CD" check.
This pretty much concludes the first stage of the engine cleanup. All of
the files, except for console/debugging stuff and possibly some header
files, have been changed to use the ScummVM brace style.

As for the console, that one could probably do with some rewriting, in
which case cleaning it up first would just be unnecessary work.

The next stages of the cleanup should include renaming of variables and
functions to follow the ScummVM coding standards, and turning everything
into C++ classes. And so on.

Of course, the driver directory should go through a similar cleanup as
well.

This has all been enormously tedious, so don't count on me doing any of
these things at the moment. Particularly not turning everything into C++
classes. I'm really not that familiar with C++. :-)

svn-id: r10340
2003-09-20 18:33:24 +00:00
Torbjörn Andersson
ffce9177d0 The usual cleanup, plus make sure to delete SaveFileManager if
open_savefile() fails.

svn-id: r10339
2003-09-20 17:48:53 +00:00
Torbjörn Andersson
588af50cd6 cleanup
svn-id: r10338
2003-09-20 17:00:14 +00:00
Torbjörn Andersson
a412dd9fcb cleanup
svn-id: r10337
2003-09-20 16:39:17 +00:00
Torbjörn Andersson
4eca44704b Cleanup. I removed the PLOT_PATHS blocks since they depended on some
functions we don't have, and since I didn't deem them useful to us. But
feel free to put them back if you like to.

I'd also like to take this opportunity to say that while I deeply admire
how smoothly BS2 handles the transition between stock animations (e.g.
walking) and special-purpose animations, it certainly needs an unholy
amount of code to do so.

svn-id: r10336
2003-09-20 15:34:53 +00:00
Torbjörn Andersson
c704c30575 cleanup
svn-id: r10335
2003-09-20 13:11:15 +00:00
Torbjörn Andersson
b03c634390 Clarified comment
svn-id: r10334
2003-09-20 12:51:55 +00:00
Torbjörn Andersson
6539b8a0e6 cleanup
svn-id: r10333
2003-09-20 12:43:52 +00:00
Torbjörn Andersson
058273ed7c The 'colliding' flag is never set to anything else than zero, so it should
be safe to remove it. (I'll remove it completely soon, but I'll start here
to avoid compilation errors.)

svn-id: r10331
2003-09-20 12:26:55 +00:00
Torbjörn Andersson
4290567299 Minor cleanup
svn-id: r10330
2003-09-20 12:24:53 +00:00
Torbjörn Andersson
a1735e5502 cleanup
svn-id: r10314
2003-09-19 16:08:54 +00:00
Max Horn
600d4c60d4 cleanup
svn-id: r10313
2003-09-19 15:01:49 +00:00
Torbjörn Andersson
26607c00ce cleanup
svn-id: r10310
2003-09-19 13:55:19 +00:00
Torbjörn Andersson
5628ee7417 cleanup
svn-id: r10308
2003-09-19 06:42:22 +00:00
Torbjörn Andersson
349a7bc399 Cleanup. Apart from reformatting, I've also removed the #ifdef blocks to
skip or mute cutscenes. At the very least, we want to show the subtitles
like we do now.

svn-id: r10307
2003-09-19 06:41:41 +00:00
Max Horn
6a4663824e added initial support for building our 4 adventure engines as loadable modules; right now only work on OS X; once we add more build rules, other systems with dlopen() should work, too (e.g. Linux); Windows support may come later. This is still very much WIP
svn-id: r10304
2003-09-18 18:23:53 +00:00
Max Horn
a15fdcea21 plugin work: right now, only with build rules for OS X. Once I can get it to work here, I'll add more build rules. Work in progress, a lot ain't work, but the plugin stuff is disabled by default, so no harm should arise
svn-id: r10292
2003-09-18 13:03:56 +00:00
Max Horn
be9d4066e1 moved engine.* to base; this fixes some linking issues when building a barebone ScummVM (or maybe I just want to increase our CVS stats? <g>)
svn-id: r10287
2003-09-18 02:07:18 +00:00
Max Horn
c1a678afeb new module 'base'; moved gameDetector.*, main.cpp and base/plugins.* there (this removes the need for an ugly hack in the build system, and is also conceptionally cleaner)
svn-id: r10282
2003-09-17 22:41:01 +00:00
Max Horn
231cb16b5b some tweaks to the build system (work toward plugin support)
svn-id: r10279
2003-09-17 21:53:13 +00:00
Max Horn
468275bb94 added a static method setDefaultDirectory to class File; used this to simplify some code; added a global g_sound pointer in bs2, this cuts down on uses of g_sword2 (of course both should be removed on the long run); some other minor tweaks/fixes
svn-id: r10278
2003-09-17 21:06:16 +00:00
Max Horn
c0d1061a2d cleanup
svn-id: r10277
2003-09-17 20:34:20 +00:00
Max Horn
0e5e39e64e remove unused variable
svn-id: r10276
2003-09-17 20:07:21 +00:00
Torbjörn Andersson
f291b13134 cleanup
svn-id: r10274
2003-09-17 17:34:04 +00:00
Torbjörn Andersson
0604d3ff10 cleanup
svn-id: r10273
2003-09-17 16:59:12 +00:00
Torbjörn Andersson
27b734a044 Rewrote Read_file() to use our File class, and removed the unused functions
Direct_read_file() and Direct_write_file().

This change is completely untested, but that should be ok since Read_file()
(which is now the only function left in tony_gsdk.cpp) only seems to be
used in debug builds.

Perhaps we should remove these files completely?

svn-id: r10272
2003-09-17 14:33:47 +00:00
Torbjörn Andersson
ccf2eb2cc6 Removed some #includes that seem to be unnecessary. I think we're going to
have to clean up the header files at some point...

svn-id: r10271
2003-09-17 14:03:11 +00:00
Torbjörn Andersson
d6c2957d5c cleanup
svn-id: r10269
2003-09-17 13:03:13 +00:00
Torbjörn Andersson
7d0b682cc9 Cleanup.
Since this file contains a list of global variables which are accessed
both directly by the engine and - presumably - by the scripts, this could
lead to some nasty regressions. I've triple-checked the list against the
old version, so it *should* be ok, I just thought I'd point it out.

svn-id: r10268
2003-09-17 09:03:40 +00:00
Torbjörn Andersson
2536823c23 cleanup
svn-id: r10267
2003-09-17 06:28:27 +00:00
Torbjörn Andersson
00c1fdce3a Removed some unnecessary #includes and #defines.
svn-id: r10264
2003-09-16 09:57:57 +00:00
Torbjörn Andersson
48d0761286 Some cleanup. More to follow, I hope.
svn-id: r10263
2003-09-16 07:11:29 +00:00
Oliver Kiehl
7eaf33e014 actually this is the correct fix to "Cutscene - Press ESC to exit" :)
svn-id: r10259
2003-09-14 23:42:07 +00:00
Oliver Kiehl
685d44940f fix "Cutscene - Press ESC to exit" message
svn-id: r10258
2003-09-14 23:39:06 +00:00
Oliver Kiehl
ffd39dc95a if saveslot specified with -x doesn't exist, show restore menu
svn-id: r10256
2003-09-14 21:45:42 +00:00
Oliver Kiehl
fe349d2d99 enable ``proper'' -x loading
svn-id: r10255
2003-09-14 21:10:14 +00:00
Oliver Kiehl
fd7727e9d2 Fingolfin, now I am really disappointed with you that you didn't see this bug... ;)
svn-id: r10252
2003-09-14 15:07:39 +00:00
Max Horn
30e4785896 simplified code
svn-id: r10245
2003-09-13 21:20:05 +00:00
Oliver Kiehl
52ff6acc1f and another endian fix
svn-id: r10241
2003-09-13 20:42:08 +00:00
Max Horn
7eb758f697 I am not happy at all with the slack our team has shown recently! I barely concealed these obvious mistakes, to check who's paying attention. And only one person (olki) did notice, and even he only got 50%... tsk tsk tsk, how shall this go on. What will happen if I make real mistakes instead of purposeful ones? *cough cough* yeah, right
svn-id: r10240
2003-09-13 19:26:44 +00:00
Max Horn
2afc2c0ca9 fix global vars storing
svn-id: r10237
2003-09-13 18:18:02 +00:00
Max Horn
42bf2a855c cleanup
svn-id: r10236
2003-09-13 18:06:19 +00:00
Max Horn
54a6946eee cleanup
svn-id: r10235
2003-09-13 17:36:53 +00:00
Oliver Kiehl
51703e1014 pack _parallax to be on the safe side
svn-id: r10234
2003-09-13 17:36:39 +00:00
Max Horn
5aa69da8ef convert run lists in the res manager
svn-id: r10233
2003-09-13 17:36:31 +00:00
Oliver Kiehl
6d94352f2f fix speech on BE
svn-id: r10229
2003-09-13 14:32:40 +00:00
Max Horn
059781c80a fix g_header -> header in comments
svn-id: r10225
2003-09-13 13:20:28 +00:00
Oliver Kiehl
bd50e9f3d7 some more endian fixes
svn-id: r10224
2003-09-13 13:05:52 +00:00
Max Horn
d2e56ed4a2 endian conversion in save/restore code (may not be complete, beware!)
svn-id: r10223
2003-09-13 13:04:55 +00:00
Max Horn
49f84b9c41 cleanup
svn-id: r10222
2003-09-13 13:02:44 +00:00
Oliver Kiehl
20fe2b83fc should have been an int32
svn-id: r10220
2003-09-13 12:15:13 +00:00
Oliver Kiehl
35e5c73127 endian fix
svn-id: r10219
2003-09-13 12:12:11 +00:00
Max Horn
f9c28dca49 cleanup
svn-id: r10218
2003-09-13 12:08:17 +00:00
Max Horn
41a17b9da6 let the interpreter use native endianess for variables -> this allows us to get rid of various endian conversions, and also fixs lots of other problems on BE systems. Beware, though, this may impair save game exchange between LE/BE: we'll have to adjust save_rest.cpp to convert to/from LE upon save/load
svn-id: r10216
2003-09-13 12:03:29 +00:00
Oliver Kiehl
f6cfd5775e fix LE bug
svn-id: r10215
2003-09-13 11:39:25 +00:00
Oliver Kiehl
adcbedbfde hack isn't needed anymore
svn-id: r10212
2003-09-13 10:31:46 +00:00
Max Horn
a81ea7667b improved heuristic, fixes crash when clicking on the fence
svn-id: r10207
2003-09-13 02:28:17 +00:00
Max Horn
f18b68cb09 wow - now I can walk around in the BS2 demo!
svn-id: r10206
2003-09-13 02:11:05 +00:00
Max Horn
a00930fbcb YAEB
svn-id: r10205
2003-09-13 01:59:57 +00:00
Max Horn
403ba92327 cleanup
svn-id: r10204
2003-09-13 01:59:11 +00:00
Max Horn
e93964cc4c yet another endian fix
svn-id: r10203
2003-09-13 01:50:11 +00:00
Max Horn
c96ce86cab <joostp> *Fingolfin does +5 damage to endian bug.
svn-id: r10199
2003-09-13 01:06:41 +00:00
Max Horn
01fc842d91 endian fix for walk data
svn-id: r10198
2003-09-13 00:19:39 +00:00
Max Horn
4d9296d4c4 cleanup
svn-id: r10197
2003-09-12 23:22:45 +00:00
Max Horn
af14b48b4d cleanup / fix WALK_GRID_FILE case in convertEndian
svn-id: r10196
2003-09-12 21:40:44 +00:00
Max Horn
e2b842a85a move convertEndian around
svn-id: r10195
2003-09-12 20:48:28 +00:00
Max Horn
54f284fb3b No need to have convertEndian member of class resMan
svn-id: r10194
2003-09-12 20:46:12 +00:00
Max Horn
2ce7c27f0b properly fixed parallax layers in BE systems
svn-id: r10193
2003-09-12 20:26:54 +00:00
Oliver Kiehl
9dc282f1d5 endian fixes
svn-id: r10192
2003-09-12 18:52:53 +00:00
Oliver Kiehl
5b20c4fb91 disable code because it crashes
svn-id: r10160
2003-09-10 16:05:26 +00:00
Max Horn
afe56a4aeb added refCon parameter to timer class
svn-id: r10156
2003-09-10 12:43:54 +00:00
Torbjörn Andersson
d5f4297221 HACK: Display instructions during the cutscenes, so that the user won't
think ScummVM has hung or something.

svn-id: r10138
2003-09-09 15:54:13 +00:00
Torbjörn Andersson
78afd89698 Reworked the last commit a bit, so that PlaySmacker() doesn't need to know
as much about the text handling functions.

svn-id: r10137
2003-09-09 15:17:12 +00:00
Torbjörn Andersson
bc28dac67d In PlaySmacker(), make sure there really is a text sprite to draw.
svn-id: r10136
2003-09-09 15:10:07 +00:00
Torbjörn Andersson
5bf1974a08 Our ServiceWindows() never returns RDERR_APPCLOSED, and we always behave as
if we have the focus, so there's no need to check.

svn-id: r10130
2003-09-09 12:45:33 +00:00
Torbjörn Andersson
bb5f479a8c Added a WaitForFade() function, to replace numerous while-loops scattered
througout the code.

svn-id: r10127
2003-09-09 12:14:08 +00:00
Torbjörn Andersson
29607a17ef Cleanup
svn-id: r10126
2003-09-09 11:52:43 +00:00
Torbjörn Andersson
fb6e8dd628 Clarified some comments in PlaySmacker(). At this point it should be fairly
trivial to actually play the Smacker voice-overs, but I think the sound
code needs a bit more cleaning up first. (I'm pretty sure it isn't
alignment-safe, and it might not be endian-safe either.)

svn-id: r10123
2003-09-09 07:01:04 +00:00
Torbjörn Andersson
e68176f8c3 Read Smacker voice-overs from the correct file, same way as speech.cpp does
svn-id: r10122
2003-09-09 06:54:11 +00:00
Torbjörn Andersson
5396901ec6 Simplified the code to decide whether to use speech1.clu or speech2.clu
since res_man.WhichCd() appears to be working now.

svn-id: r10121
2003-09-09 06:49:15 +00:00
Torbjörn Andersson
a6661b2070 Cleanup.
svn-id: r10104
2003-09-08 17:44:26 +00:00
Torbjörn Andersson
d0949b7035 Updated comment.
svn-id: r10100
2003-09-08 17:24:00 +00:00
Torbjörn Andersson
c2070e28fa Added some code to display the subtitles for the Smacker movies, when
available, since they are separate from the Smacker files themselves.

Next step will be to play the voice-over sounds as well, and to make sure
subtitles settings etc. are taken into account (if they aren't already).

svn-id: r10099
2003-09-08 17:18:38 +00:00
Max Horn
f23a34c9e5 renamed VersionSettings -> TargetSettings and also renamed some of its members; added GameDetector::findTarget; made launcher use that new method; some initial preparations for Plugin code
svn-id: r10092
2003-09-08 15:38:34 +00:00
Torbjörn Andersson
0b86100456 Complete rewrite of the in-game dialogs (quit, restart, settings, save and
load). The new code is smaller, hopefully a bit easier to read and doesn't
use up all the CPU time.

Of course, it may some new and exciting bugs too. ;-)

svn-id: r10079
2003-09-08 06:38:16 +00:00
Torbjörn Andersson
aff37c083b Hide the menus when displaying full-screen messages, e.g. error messages
from the save/load dialog. (This probably happened automagically in the
original, but we handle screen updates a bit differently now.)

svn-id: r10078
2003-09-08 06:32:37 +00:00
Max Horn
78476c6bd6 more endian fixes
svn-id: r10058
2003-09-07 03:18:27 +00:00
Max Horn
2fb59884f1 some endian fixes
svn-id: r10056
2003-09-07 01:51:15 +00:00
Max Horn
3aa8454efa moved the sound ID param in playRaw before volume/pan
svn-id: r10023
2003-09-05 22:09:56 +00:00
Torbjörn Andersson
cd9496ab3a Added FIXME comment about DipMusic().
svn-id: r10010
2003-09-05 16:07:03 +00:00
Torbjörn Andersson
7400995094 Cleanup.
svn-id: r10009
2003-09-05 15:56:43 +00:00
Torbjörn Andersson
94ec5238c9 This fixes another music-related crash for me. I guess it's our
implementation of music fade-out that makes it a bad thing to close the
music cluster file prematurely.

svn-id: r10007
2003-09-05 15:37:51 +00:00
Torbjörn Andersson
bee5a3820a Removed unused function, StartMusicFadeDown().
svn-id: r10004
2003-09-05 12:19:40 +00:00
Torbjörn Andersson
2ecbd4ae88 Cleaned up UpdateCompSampleStreaming() and re-enabled music fading. We
currently don't fade music that ends because we reached the end of the
musical cue, though. Only music that ends because it's being replaced by
another cue.

svn-id: r10003
2003-09-05 11:12:40 +00:00
Jonathan Gray
bb9a4bbfcc comment unused label
svn-id: r9995
2003-09-05 03:46:30 +00:00
Torbjörn Andersson
9729256b2b Added locking to the music code. I'm not really the right person to do this
but at least it doesn't seem to do any harm.

Disabled the sound FX "garbage collection" in FxServer(). I'm not really
convinced it's necessary at all, and even if it is, doing it from a
separate thread it just begging for trouble. I've modified OpenFx()
slightly to deal with this, but I may still have introduced regressions.

Temporarily disabled the "goto label1" hack, since it seems to be the main
reason for ScummVM crashing if I allow a piece of music to finish on its
own (i.e. when not terminating it prematurely by triggering another piece
of music).

svn-id: r9990
2003-09-04 10:58:55 +00:00
Torbjörn Andersson
a1e336c1cb Added FIXME comment about how we probably need locking for FxServer() and
the functions which access data manipulated by FxServer().

For instance, FxServer() may free bufferFx[i], which sounds potentially
unhealthy to me.

svn-id: r9989
2003-09-03 18:59:02 +00:00
Torbjörn Andersson
ee68d3d198 Removed fxLooped[], fxCached[] and musCounter[]. They were written to, but
never read.

svn-id: r9984
2003-09-03 06:27:25 +00:00
Paweł Kołodziejski
3fba3b3d4c fixed music fading out. it's "goto" hack.
originaly dsound has 3 seconds buffer fillled with data enought for fading
this hack continue play music for time while fading is going

svn-id: r9983
2003-09-03 06:03:29 +00:00
Paweł Kołodziejski
1fc3c0be23 more cleanup
svn-id: r9982
2003-09-03 05:04:55 +00:00
Paweł Kołodziejski
b62c527fa0 some cleanup code
svn-id: r9981
2003-09-03 04:45:57 +00:00
Paweł Kołodziejski
455d3faf2f fixed interval of fxServer func (why i saw before 1000 miliseconds?), moved init sound data to class sound
svn-id: r9980
2003-09-03 03:57:23 +00:00
Torbjörn Andersson
124a84033f Unless I'm gravely mistaken, StreamCompMusic() should always create a new
stream, in which case the warning about the sound handle being 0 is bogus.

svn-id: r9973
2003-09-02 16:20:10 +00:00
Torbjörn Andersson
145f17c4a9 Moved the sound initialisation to the Sword2Sound constructor to avoid
warning messages about uninitialised sound handles.

svn-id: r9972
2003-09-02 15:55:55 +00:00
Torbjörn Andersson
907485c1a2 Another untested endian fix.
svn-id: r9971
2003-09-02 15:11:19 +00:00
Torbjörn Andersson
730e6b8c38 Use the new per-channel pausing. This allows us to play the music for the
in-game dialogs.

svn-id: r9969
2003-09-02 13:50:45 +00:00
Torbjörn Andersson
8c61a29c29 Since soundHandleMusic[] is now an array of sound handles instead of
channel indexes, we should use stopHandle() instead of stop() to kill the
music channel.

Am I the only one who finds the distinction between channel indexes and
sound handles confusing at times? :-)

svn-id: r9967
2003-09-02 12:55:20 +00:00
Torbjörn Andersson
5270fa2d5a Re-formatted the code to be a bit more in line with the rest of ScummVM,
and made a few (untested) endian-fixes.

svn-id: r9965
2003-09-02 09:55:11 +00:00
Torbjörn Andersson
66cdc7900e Re-formatted the code to be a bit more in line with the rest of ScummVM.
svn-id: r9964
2003-09-02 09:54:42 +00:00
Paweł Kołodziejski
743a3fbdaf added sound handle stuff to mixer streams
svn-id: r9956
2003-09-01 13:43:22 +00:00
Torbjörn Andersson
178b0d82df Another attempt at fixing the music1.clu / music2.clu thing.
svn-id: r9952
2003-09-01 06:40:07 +00:00
Paweł Kołodziejski
56ca9f03df possibly fixes for not exist id stream channel
svn-id: r9951
2003-09-01 06:23:04 +00:00
Paweł Kołodziejski
beb138d4d8 added warkaround for not exist music stream id at appendStream call
svn-id: r9950
2003-09-01 06:13:47 +00:00
Paweł Kołodziejski
2533b23a60 added mixer features: volume and pan control per channel
svn-id: r9944
2003-08-31 20:26:21 +00:00
Torbjörn Andersson
54f5caedc5 Untested (because I don't have any savegames on this computer) support for
using music1.clu and music2.clu instead of music.clu

svn-id: r9943
2003-08-31 18:09:21 +00:00
Torbjörn Andersson
e60ee06e2d When a fading music channel is freed to make room for new music, or when a
music channel has faded out, destroy the channel immediately. Don't wait
for the mixer to finish it off.

This seems to fix a problem where the mixer would eventually run out of
slots if you left the Quit dialog showing for too long.

Unfortunately I don't know if it fixes the "out of slots" errors I
encountered once during normal play. Oh well, time will tell...

svn-id: r9942
2003-08-31 17:28:36 +00:00
Torbjörn Andersson
3b62d9b4da No longer assume that all sound effects are 22 kHz. Some are 11 kHz.
svn-id: r9939
2003-08-31 10:45:14 +00:00
Torbjörn Andersson
155f4591c9 Cleaned up StreamCompMusic(), including some untested endian-fixes.
This should also fix the bug where music sometimes didn't start playing.

svn-id: r9938
2003-08-31 10:38:32 +00:00
Jonathan Gray
25a7c5de67 support having speech clusters named speech1.clu and speech2.clu cd.bin is needed if you want to use this scheme
svn-id: r9937
2003-08-31 03:19:43 +00:00
Jonathan Gray
4ea7eeb563 fix compilation
svn-id: r9934
2003-08-31 00:00:09 +00:00
Torbjörn Andersson
c54baa429b BS2 crashed because it passed a buffer of uneven length to the mixer. This
is the only place I can think of where this could have happened, so I've
added a paranoid check to ensure the buffer length is even.

Let's see how that works out...

svn-id: r9933
2003-08-30 22:17:59 +00:00
Torbjörn Andersson
f00b48b4cf Set a default music volume so that we can actually hear it. :-)
svn-id: r9932
2003-08-30 21:58:10 +00:00
Paweł Kołodziejski
7b3aae7c03 fixed not cleared sound handle for music
svn-id: r9931
2003-08-30 21:09:13 +00:00
Paweł Kołodziejski
b321a7a468 ah
svn-id: r9928
2003-08-30 20:27:48 +00:00
Paweł Kołodziejski
c684a076ee revert id handle stuff
svn-id: r9927
2003-08-30 20:25:07 +00:00
Paweł Kołodziejski
a2dad74da1 added sfx support, increased speech support, and music code(streaming works fine but you don't hear anything) newStream, and appendStream doesn't work but playRaw works for music
svn-id: r9923
2003-08-30 18:06:08 +00:00
Jonathan Gray
5825a28330 properly close down when playing demo
svn-id: r9921
2003-08-30 15:21:51 +00:00
Torbjörn Andersson
23ba54ec92 Fixed sprite clipping issues, I hope.
svn-id: r9920
2003-08-30 10:23:40 +00:00
Torbjörn Andersson
fb060c6cbd Disabled debug output. (I really need to get the debug message level to
work for BS2! :-)

svn-id: r9906
2003-08-29 06:46:52 +00:00
Torbjörn Andersson
ed698cb635 Added some code to stop producing interpolation frames if the scene has
already reached its scroll target. This keeps BS2 from using all available
CPU time all of the time.

It may still be that we need a mechanism for throttling the frame rate when
the scene is moving towards a scroll target, but my computer isn't really
fast enough to test that.

Two other bugs fixed in the process:

* I think the last frame of the render cycle was rendered, but not
  displayed. If so, that should be fixed now.

* I discovered that there are cases where we do need to clear the screen
  (e.g. at the "Meanwhile..." message when George has found out about the
  Glease Gallery), so I've re-enabled the function and disabled it in the
  render cycle.

svn-id: r9904
2003-08-29 06:42:34 +00:00
Torbjörn Andersson
d900ea66bd Cleanup.
svn-id: r9903
2003-08-29 06:19:34 +00:00
Torbjörn Andersson
259fb42459 I forgot to commit this file earlier. (It's only a FIXME comment anyway.)
svn-id: r9892
2003-08-28 12:26:28 +00:00
Torbjörn Andersson
f7ce39763e Removed the Surface class in favor of small struct specially made for the
block surfaces. (A block surface is a 64x64 tile of a parallax layer.)

I've also done a few things to try and optimize the drawing:

* The back buffer is no longer cleared between frames. This may cause
  regressions, but I do believe that the entire picture area is always
  completely re-rendered for each frame.

  As a result of this, the menu code is now responsible for clearing the
  icon areas itself.

* A few unnecessary copy_rect() calls were commented out in favor of one
  big copy_rect() in ServiceWindows().

* Completely opaque block surfaces are copied with memcpy(), one line at a
  time.

Unless we manage to add intelligent screen redrawing, I don't think it will
get that much faster than this, though there is some unnecessary data
copying in DrawSprite() that could be removed.

And the game is still a terrible CPU hog. I believe the animation runs at
approximately 12 fps. If there's still time left, it will pump out further
frames to get smooth scrolling. We ought to put a cap on that, and if it
has already reached the scroll target it should sleep for the rest of the
render cycle.

svn-id: r9886
2003-08-28 06:36:15 +00:00
Torbjörn Andersson
76df5a2733 Cleanup
svn-id: r9885
2003-08-28 06:14:46 +00:00
Torbjörn Andersson
aab8d69078 Fixed format string error.
svn-id: r9884
2003-08-28 06:13:59 +00:00
Torbjörn Andersson
9154abefa9 Add code to check for game-specific scaler and fullscreen settings, like we
do for the other game engines.

svn-id: r9880
2003-08-27 13:31:47 +00:00
Torbjörn Andersson
0119d6d642 Added code for smoothing upscaled sprites (for the highest detail setting).
I don't know if I got it right - the result doesn't look that great to me -
but at least the infrastructure is there.

This, I think, marks the point where BS2 graphics is pretty much done. Some
functions haven't been unstubbed yet, but I believe they're used for
debugging and/or profiling. I'm not sure they're worth the trouble.

Of course, there is still testing and clean-ups to make. For instance, I'd
like DrawSprite() to use malloc() a bit less.

svn-id: r9879
2003-08-27 07:17:12 +00:00
Torbjörn Andersson
1ebb3cb742 Unstubbed DimPalette() (used when pausing the game) and re-indented the
code to be more in line with the ScummVM coding style.

svn-id: r9878
2003-08-27 07:01:05 +00:00
Jonathan Gray
8b91af78db use file class for speech so people with clusters in different directories get to hear sound as well
svn-id: r9875
2003-08-27 06:32:42 +00:00
Joost Peters
6969357505 errr. this shouldn't have been committed
svn-id: r9872
2003-08-27 00:48:55 +00:00
Joost Peters
3443c5c3d0 Basic speech code, the change in speech.cpp is needed for me, but I am afraid it might break "speech.clu opening" for someone else..I'm confused as to how this all works. heh.
Anyway, if you hear no voices: this is probably where to look.

svn-id: r9871
2003-08-27 00:36:01 +00:00
Torbjörn Andersson
fda7df57fa Handle the fadeNow parameter to BS2_SetPalette() so that the palette is
only uploaded to the backend if fadeNow == RDPAL_INSTANT. Otherwise, assume
that FadeServer() will do it for us, eventually.

I think this is the correct behaviour, and it prevents the bug where the
unfaded room image might flash by briefly when moving the mouse while
changing rooms.

svn-id: r9868
2003-08-26 15:19:29 +00:00
Torbjörn Andersson
8277c6cb79 The graphics detail settings partially work now. They only affect how
sprites are drawn, but I think that's how it should be.

1: No bells or whistles.
2: This setting adds sprite blending, e.g. the smoke at the docks or the
   display cases at the Glease Gallery.
3: This setting adds light map support, e.g. when walking under the shack
   at the docks.
4: This setting adds better scaling algorithms.

The first three settings should work fine now. In fact, the third setting
is what we used to implement. The fourth setting still needs work and
testing. I've added code for downscaling case, but frankly I'm not
convinced the result is any better than with the simpler scaler. I usually
can't even tell the difference.

Of course, my translation of the original code could very well be buggy.

svn-id: r9867
2003-08-26 06:53:00 +00:00
Torbjörn Andersson
528cde2735 Clarified the comments for our Surface class a bit. I plan on removing it
completely soon, so don't use it unless you really, really need to.

svn-id: r9855
2003-08-25 11:30:01 +00:00
Torbjörn Andersson
fcc904a813 FadeServer() is now called from ServiceWindows(), thus eliminating the need
for the making it a timer handler. This should eliminate the occasional
glitches I've been seeing with fades not being completed.

I'm also hoping that it will fix the problem where the game would sometimes
hang when moving between rooms. I know that at least once when I had that
happen to me the game was busy-waiting for the palette to fade.

At the very least, it's one place less to worry about thread-safety in.

svn-id: r9854
2003-08-25 06:13:28 +00:00
Jonathan Gray
011d7b897d use less generic file name for settings.dat, I assume filenames > 8.3 are ok for everyone?
svn-id: r9849
2003-08-24 14:13:12 +00:00
Jonathan Gray
527fa147c5 make settings use SaveFileManager stuff as well
svn-id: r9848
2003-08-24 13:46:42 +00:00
Jonathan Gray
2c4f688e59 fix strange keyboard issues by passing the game the values it wants
svn-id: r9847
2003-08-24 13:18:19 +00:00
Jonathan Gray
a8ddcec684 be more tolerant of files being in different spots, and living on case sensitive filesystems
svn-id: r9846
2003-08-24 12:13:03 +00:00
Jonathan Gray
070a746de4 this should be signed
svn-id: r9845
2003-08-24 11:39:32 +00:00
Jonathan Gray
e52f4c89c7 correct slashes in paths
svn-id: r9844
2003-08-24 08:15:01 +00:00
Jonathan Gray
cf9ad3aee3 bring up the restore game menu when any -x param is specified, this is nicer than telling it to load a slot as it validates the saves and doesn't try to load a non existent save etc, its also similiar to what the original did (any command line params at all would load the restore menu)
svn-id: r9843
2003-08-24 06:57:32 +00:00
Jonathan Gray
d50c6f4ef8 we don't need to be told when we've hit a key
svn-id: r9842
2003-08-24 02:51:33 +00:00
Jonathan Gray
5d1863070b return read error in PlayCompSpeech for now so we get subtitles
svn-id: r9841
2003-08-24 02:43:44 +00:00
Max Horn
e8cd460441 work around compiler bug in GCC 2.95.x
svn-id: r9836
2003-08-24 00:40:55 +00:00
Max Horn
01f020da2b SetPalette conflicts with an OS symbol on OS X
svn-id: r9829
2003-08-23 14:42:37 +00:00
Jonathan Gray
4df7dd406f fix a resman method and make saving work using SaveFileManager
svn-id: r9828
2003-08-23 14:33:57 +00:00
Torbjörn Andersson
df247cff62 Unstubbed the Create/Draw/DeleteSurface() functions, and removed some
unnecessary stuff from our own Surface class. The former allows the in-game
dialogs to at least sort of work, and the latter gained me a few frames per
second, according to the built-in FPS counter.

svn-id: r9825
2003-08-23 13:02:21 +00:00
Jonathan Gray
0649a8e30d enable boot param like option for bs2, valid numbers can be found in startup.inf
svn-id: r9822
2003-08-22 08:40:27 +00:00
Torbjörn Andersson
641d164e21 Added light mask support (in the demo this is most visible when walking
under the shack), plus some other cleanups. The s->blend & 0x02 case looks
bogus to me, but I don't know where it's used and I can't see that the
original did it differently.

svn-id: r9819
2003-08-22 07:04:50 +00:00
Torbjörn Andersson
812f42ce8e Only hide the mouse cursor if both the mouse animation and the luggage
animation are removed.

svn-id: r9818
2003-08-22 06:59:05 +00:00
Jonathan Gray
5018d206bc stop bs2 trying to cache clusters
svn-id: r9815
2003-08-22 06:39:18 +00:00
Jonathan Gray
a51be5d39e -Werror cleanup, don't try to free const variables...
svn-id: r9808
2003-08-21 14:58:47 +00:00
Jonathan Gray
ce42f4d3dd patch #791738 g++ 3.4 compile fix, from Falk Hueffner and a few minor local bits in my tree
svn-id: r9807
2003-08-21 13:39:21 +00:00
Torbjörn Andersson
255c7ae5ff When a menu icon reaches its full size it can be drawn directly, without
being run through the shrinker first.

svn-id: r9806
2003-08-21 11:42:27 +00:00
Oliver Kiehl
bfefcc3567 Draw combined cursor properly. Thanks to joost for finding out that the
maximum cursor size in SDL is 80x80. This *might* cause problems in some cases

svn-id: r9805
2003-08-20 21:46:00 +00:00
Torbjörn Andersson
8b9158817d Lots of cleanup.
Oh, and the menus should work now. :-)

svn-id: r9804
2003-08-20 21:17:23 +00:00
Torbjörn Andersson
875decf544 Initial (slightly buggy) support for "luggage" mouse cursors, i.e. cursors
made up from two different images.

svn-id: r9802
2003-08-20 15:43:25 +00:00
Joost Peters
123af30147 fix warning (properly initialise 2 dimensional arrays)
svn-id: r9798
2003-08-20 12:08:55 +00:00
Torbjörn Andersson
7651aa2bb7 Applied a different fix for the mouse offset problem. As far as I can tell,
the old way would have made it impossible to access the (not yet
implemented) menu icons at the top of the window. I hope this one works...

svn-id: r9793
2003-08-20 11:41:43 +00:00
Torbjörn Andersson
264b2d8767 Removed some memset()s that I added earlier out of paranoia. Added a FIXME
comment, noting that DrawMouse() used to handle the "luggage animations" as
well. I don't know if I broke anything when I moved that part of the code.

svn-id: r9792
2003-08-20 11:28:22 +00:00
Jonathan Gray
77f13830ed SetMenuIcon(), other stubs in menu.cpp will have to be done for things to be visible, don't have time to do this at the moment. As a side note the demo is now finishable even though you can't see the inventory :)
svn-id: r9791
2003-08-20 11:13:13 +00:00
Jonathan Gray
52f3fa76dc correction from olki that fixes mouse y offset being too high
svn-id: r9790
2003-08-20 11:04:32 +00:00
Torbjörn Andersson
1100a46242 Cleaned up DrawSprite() and added scaling, based on the "line doubling"
method in the original code.

There are still a few minor things missing, but it should work well enough
for now.

svn-id: r9788
2003-08-20 06:51:35 +00:00
Torbjörn Andersson
c2df1277a6 This should fix the crash in the demo when you tried to walk down the
stairs to the water. (And probably countless other places as well.)

svn-id: r9787
2003-08-20 06:48:07 +00:00
Torbjörn Andersson
d0faf4c225 This should fix mouse cursor animations. (Actually, I hardly even looked at
what the old mouse cursor patch did. I simply replaced it with my own.
Sorry about that. :-)

svn-id: r9786
2003-08-20 06:35:15 +00:00
Oliver Kiehl
050241ff87 preliminary cursor code. dirty, hacky and no animation yet. but at least something...
svn-id: r9785
2003-08-19 21:42:21 +00:00
James Brown
ec447fdfbb Remove a bunch of unneeded cruft - but barely the surface of it. This code is depressing and duplicated all over the place... I don't think I can bear to touch this code until it's undergone some MAJOR cleanup :)
svn-id: r9782
2003-08-19 14:57:26 +00:00
Jonathan Gray
b6ec652a49 patch #791032 from erik SWORD2: Sprite drawing (incomplete)
svn-id: r9780
2003-08-19 08:47:09 +00:00
Torbjörn Andersson
c611888606 Added support for opaque surfaces (it's the default now, actually) since it
looks like the sprite renderer may need them.

svn-id: r9753
2003-08-18 07:46:46 +00:00
Jonathan Gray
48ceff0545 patch #790060 SWORD2: Initial graphics work from erik very nice indeed :)
svn-id: r9737
2003-08-17 14:07:16 +00:00
Jamieson Christian
e1bc6493d8 Replaced ADLIB_ALWAYS and ADLIB_PREFERRED with a more flexible
list of music types supported. This was done because now
PC speaker support must be treated separately, along with
Adlib and native (GM/MT32) support.

This fixes a problem with games that don't support PC speaker
(including V5 games that don't parse SPK resources yet)
being run with -epcspk or -epcjr. Those games now properly
switch to -enull so that music resources still get parsed
and music/script synchronization mechanisms don't break.

svn-id: r9703
2003-08-15 10:19:24 +00:00
Torbjörn Andersson
a78508af33 On second thought, WAVE_FORMAT_PCM probably means uncompressed WAV-data
after all, or at least not ADPCM-compressed. Updated the comments, but I
still don't know how to play it.

svn-id: r9433
2003-08-03 15:45:09 +00:00
Marcus Comstedt
c3c9fac55b Don't use level 1 I/O, it's not part of the C++ standard...
svn-id: r9432
2003-08-03 15:38:27 +00:00
Jonathan Gray
a932a74dcb patch #781530 Initial work on StreamCompMusic() by erik
svn-id: r9394
2003-08-02 02:31:36 +00:00
Max Horn
103112dd3d removed OSystem::set_mouse_pos (I hope I didn't break any backends, but if I did it should be trivial to get them working again)
svn-id: r9391
2003-08-02 00:36:38 +00:00
Max Horn
0df319e952 #include cleanup (explicityl specify the location for headers from common/, so that we at some point can get rid of -Icommon; exception is made for stdafx.h, since a) we might want to rename it and b) might want to move it to the top level)
svn-id: r9359
2003-08-01 12:21:04 +00:00
Max Horn
86af2b1e29 never include headers in other headers if you can avoid it -> this cuts down on the number of files that have to be recompiled when a header is modified
svn-id: r9348
2003-07-31 20:30:55 +00:00
Paweł Kołodziejski
e5e117006a back disable warnings into stdafx.h, vc6 is lack of warnings support
svn-id: r9337
2003-07-31 18:35:01 +00:00
Jonathan Gray
b11c3a6c0b remove bs2 specific osystem var
svn-id: r9330
2003-07-31 15:24:23 +00:00
Jonathan Gray
6822552a10 slightly changed version of erik's implmentation of FadeServer
svn-id: r9328
2003-07-31 14:51:02 +00:00
Oliver Kiehl
0f85cc3061 rename bs2 to sword2 to have the same name as the original engine.
besides this way all our engines start with an "s" ;)

svn-id: r9301
2003-07-30 19:25:31 +00:00
Jonathan Gray
f1a6025aa2 turn d_sound.cpp into class BS2Sound
svn-id: r9280
2003-07-29 12:34:46 +00:00
Paweł Kołodziejski
83940e1867 fix vc compilation
svn-id: r9263
2003-07-28 21:55:09 +00:00
Max Horn
462898465a StopSpeech -> StopSpeechBS2 (avoid conflict wiht SpeechSynthesis framework on OS X)
svn-id: r9248
2003-07-28 14:50:54 +00:00
Jonathan Gray
6d392a73e2 fix shadow'd vars
svn-id: r9245
2003-07-28 12:24:13 +00:00
Max Horn
2ef51278b2 fix shadow warning
svn-id: r9244
2003-07-28 11:56:34 +00:00
Max Horn
43cd0cac87 fixed const errors
svn-id: r9243
2003-07-28 11:54:26 +00:00
Jonathan Gray
c1cbd4605e fix some VC7 warnings
svn-id: r9240
2003-07-28 11:21:25 +00:00
Jonathan Gray
2b0c2a20b2 match prototype
svn-id: r9238
2003-07-28 10:28:29 +00:00
Jonathan Gray
f22cca2be2 rename _DEBUG define to _BS2_DEBUG to stop it conflicting with VC
svn-id: r9237
2003-07-28 09:49:46 +00:00
Jonathan Gray
84bccaa83b substitute long int for LARGE_INTEGER
svn-id: r9236
2003-07-28 08:08:42 +00:00
Jonathan Gray
98b1a0d7ff replace DWORD usage with uint32
svn-id: r9235
2003-07-28 08:04:03 +00:00
Jonathan Gray
5d309dd171 rename memory struct as well
svn-id: r9234
2003-07-28 07:52:01 +00:00
Jonathan Gray
d520390cc5 rename functions with windows specific names
svn-id: r9233
2003-07-28 07:47:21 +00:00
Jonathan Gray
71a9b1bc2d rename _mkdir
svn-id: r9232
2003-07-28 07:36:27 +00:00
Jonathan Gray
b17e45c9bc undefine these functions for now but in the long run we should probably rename them
svn-id: r9231
2003-07-28 07:31:14 +00:00