Added a \0 to every instance of a char buffer being loaded into a Common::String. Fixed an instance of a large buffer getting repeatedly allocated and deleted inside a for loop. Fixed an instance of a small char buffer being unnecessarily allocated on the heap. Also added a readFilename() convenience function to util.h for reading 8-character filenames found in the data.
The Vampire Diaries' videos are all upside down after decompression, need a palette to be loaded from a separate bitmap file, and background videos are also quarter size (1/2 width and height). This commit adds a GraphicsManager function for loading a Surface or a raw buffer into a ManagedSurface, applying all transformations needed to display it correctly.
Removed the BlitType enum and getBlitType() method from RenderObject, and replaced them with setTransparent(). This was done to reduce redundant code, since ManagedSurface can already pick between a transparent and regular blit depending on whether the provided source surface has a transparent color set. Also added the correct transparent color for The Vampire Diaries, and the transparent color for nancy1 now gets calculated on the fly.
Action records are no longer expected to return how much data they've read, which will be helpful with supporting different versions in the same class. Also added a much more helpful error message on a bad read.
Added generic methods for getting the pixel format and transparent color. Also added a method for loading an image directly into a ManagedSurface, which also loads the palette and lets The Vampire Diaries logo display properly.
Made all states (Scene, Credits, Help, etc.) singletons, as well as subclasses of a common State parent with a proper state switching API. Moved the OnPause virtual function from RenderObject to ActionRecord and hooked it into the state switching code. Also got rid of the NancyEngine pointer that got passed around between most classes, and replaced it with several convenience macros. As a result of these changes action records that render to the viewport no longer disappear after opening the menu, and state changes feel snappier.
Fixed a lot of code formatting issues, including switch case statements being indented, some curly braces not being left hanging, if and for statements not being surrounded by newlines, some double spaces, and more.
Nancy1 adds exactly 12ms to every frame of a secondary video, making it visibly slower than what the current implementation was playing. I'm not sure where exactly that happens yet, but this commit adds a (slightly hacky) fix for the problem
Secondary movies now actually reach the kActionTrigger state, and now also supports reverse playback. The PlaySecondaryMovie class was moved to its own header file, the SecondaryVideoDescription struct was moved to commontypes.h, and new methods for disabling mouse input were added to NancyEngine and Scene.
Implemented the finishExecution function, which allows some action records with the correct execType to restart after they've been triggered. Since this can result in objects getting added to the graphics manager twice, also added checks to the addObject function to avoid duplicates.
Some action records have fields for sound that can be left unused by putting "NO SOUND" in the filename string. This commit moves the check for that keyword inside sound.cpp so it isn't repeated everywhere.
The original engine stores sound information in at least four different types of structs, all of which can now be loaded and played back. Also implemented sound types, which will be configurable from the ScummVM interface, added the correct number of sound channels, and implemented sound fx in a couple of action record types.
Rewrote most of the engine using a much more object-oriented approach and using more of ScummVM's common classes. This design deviates quite a lot from the original engine's, but should be more maintainable and extensible in the future.