Age | Commit message (Collapse) | Author |
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svn-id: r20088
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reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
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svn-id: r19142
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that's how we write it in most other places.
svn-id: r18069
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either very small or, in the case of driver96.h, a disorganized jumbles.
svn-id: r16952
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classes: Screen and Mouse. Screen handles most of the drawing, except the
mouse cursor and in-game menus.
The old Graphics class is no more.
I've also fixed some "reverse stereo" regressions from the first part of
the restructuring.
I'm not sure what the next step will be, but hopefully it will be smaller
than this one was.
svn-id: r16812
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svn-id: r16580
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reduced this (total dependencies on system.h went down from 193 to 85 files)
svn-id: r16527
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svn-id: r16397
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our other engines do this, so there is little reason for BS2 to. I did add
a filtering mechanism so that mouse button releases and scroll wheeling is
ignored during normal gameplay, but I don't know if that was necessary
either.
Since this left little more than an empty husk where the Input class used
to be, I've eliminated that class and buried its remains in Sword2Engine.
svn-id: r13812
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didn't do the change I was hoping for: the coyote stone is still partially
see-through, but perhaps it was in the original as well.
At least we no longer need to keep the buffer the mouse cursor is decoded
to, since that's now handled by the backend.
svn-id: r13782
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resource manager. All new code! All new bugs!
svn-id: r13603
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svn-id: r13494
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svn-id: r13410
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svn-id: r12739
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svn-id: r12181
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"StandardHeader" instead of "_standardHeader".
svn-id: r11997
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few other hitherto harmless bugs, which I've hopefully managed to fix.)
svn-id: r11762
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over the past few weeks, except for g_sword2. (Of course, this doesn't
necessarily make the code any prettier, but we can work on that later.)
svn-id: r11309
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renamed the Display class Graphics for no better reason than me liking the
phrase "sound and graphics" better than "sound and display".
svn-id: r11258
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svn-id: r11212
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svn-id: r10997
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touches a lot of the code, of course, and adds yet another global variable
(temporarily, I hope), but everything still seems to work.
Knock on wood.
svn-id: r10806
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I'm just hoping that if I stall long enough, someone else will make the
move for me. :-)
svn-id: r10676
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svn-id: r10581
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whatever you prefer to call it) the GCC_PACK problem in Doxygen
svn-id: r10569
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play that music for cutscenes that have subtitles.
svn-id: r10460
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message functions with our own.
We still need to go through them and assign sensible debug levels to them.
svn-id: r10422
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cluttering up the files anyway. (Though I do feel a slight twinge of guilt
for removing historical records like this. :-)
svn-id: r10384
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svn-id: r10264
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svn-id: r10220
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svn-id: r10219
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svn-id: r10192
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svn-id: r9885
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animation are removed.
svn-id: r9818
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svn-id: r9808
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maximum cursor size in SDL is 80x80. This *might* cause problems in some cases
svn-id: r9805
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made up from two different images.
svn-id: r9802
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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
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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
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svn-id: r9790
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what the old mouse cursor patch did. I simply replaced it with my own.
Sorry about that. :-)
svn-id: r9786
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something...
svn-id: r9785
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svn-id: r9230
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svn-id: r9222
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svn-id: r9212
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