This commit implements all of the known plane transitions from
SCI2 through SCI2.1mid games. Because kSetShowStyle is always
called indirectly via the Styler game script, it is difficult to
find all the places where transitions are used. As such,
transitions that appeared to never be used have been added as
stubs which will trigger a game crash with a message to report
what was being done, so any missed transition types can be
identified quickly and then implemented.
Remap would crash SCI2.1early games with 19 remap slots, and
did not actually work in most cases in SCI2.1mid+ games.
The SCI16 implementation was moved to its own separate file but
was otherwise touched as little as possible, so may still have
similar problems to the SCI32 code.
1. Split SCI16 and SCI32 code into separate files
2. Use -32 prefixes for SCI32 code and no prefix for SCI16 code,
where possible, to match other existing code
3. Avoid accidental corruption of values from the VM that may be
valid when signed or larger than 8 bits
4. Added documentation
5. Add missing remap CelObj calls
6. Inline where possible in performance-critical code paths
7. Fix bad `matchColor` function, and move it from GfxPalette to
GfxRemap32 since it is only used by GfxRemap32
8. Fix bad capitalisation in getCycleMap
9. Remove unnecessary initialisation of SingleRemaps
10. Update architecture to more closely mirror how SSCI worked
11. Clarify the purpose of each type of remap type (and
associated variable names)
12. Split large `apply` function into smaller units
13. Fix buffer overrun when loading a SCI2.1early game with remap
14. Remove use of `#define` constants
15. Warn instead of crashing with an error on invalid input (to
match SSCI more closely)
16. Change the collision avoidance mechanism between the RemapType
enum and remap kernel functions
17. Add save/load function
This provides a complete implementation of kDoAudio through
SCI2.1mid, plus partial implementation of SCI3 features.
Digital audio calls shunted through kDoSound have also been
updated to go through the SCI32 audio mixer, though these shunts
are a bit hacky because the ScummVM implementation of kDoSound
does not currently match how SSCI kDoSound is designed.
It is probably possible in the future to just replace the SCI1.1
audio code (audio.cpp) with the new SCI32 code, since the major
differences seem to be that (1) SCI1.1 only supported one digital
audio playback channel (this is configurable already), (2) it
had extra commands for CD audio playback and queued sample
playback.
Phantasmagoria's scripts keep polling for the existence of the savegame
index file and request to read and write it using the same parameters
when opening it. The index file is closed and reopened for every save
slot, which is slow and can be much slower on non-desktop devices.
Also, the game scripts request seeking in writable streams and request
to expand the existing index file.
To provide this functionality and to reduce constant slow file opening
and closing, this virtual class has been introduced
This refactoring reduces a lot of code duplication, allows for better control,
makes the code more readable and allows us to remove a lot of now unneeded
workarounds
SciEngine class
- Robot videos are now shown in frameOut(), like they should, and kRobot(sync) is only
used for syncing with the game scripts
- Hooked video playing into the "play_video" console command
svn-id: r55801