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2005-11-13CleanupTorbjörn Andersson
svn-id: r19587
2005-10-29Applied my own patch #1341495, in an attempt to fix alignment issuesTorbjörn Andersson
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
2005-10-18Update FSF address. Eek. Actually that took place on May 1, 2005Eugene Sandulenko
svn-id: r19142
2005-04-09Removed unnecessary includes.Torbjörn Andersson
svn-id: r17477
2005-02-22Moved some debugging stuff into the debugger class.Torbjörn Andersson
svn-id: r16859
2005-01-28Began what I hope is the final major restructuring of the BS2 engine.Torbjörn Andersson
In this first step, I have moved all opcode functions into functions.cpp, instead of having them scattered all over the place. To get things to compile again, I had to rewrite the overly complicated sound effects handling. It's much simpler now. The next step will be to move any non-trivial code out of the opcode functions and into the appropriate object. This, I hope, will make it easier to create well-separated objects, instead of the current mess. I also want to tear down the artificial boundary between the main directory and the "driver" directory. We already have a cross-platform layer; there's no need to have yet another one. (Actually, the rewriting of the sound effects code took one first step in this direction.) At the final stage, I'd like to get rid of the "drivers" directory completely, but I'll probably need some help with that if I want to preserve the CVS history of the code. Things will probably be a bit bumpy along the way, but I seem to have reached a point of relative stability again, which is why I'm commiting this now. svn-id: r16668
2005-01-17Updated copyright header, as discussed on the mailing list.Torbjörn Andersson
svn-id: r16580
2005-01-01Updated copyright year.Torbjörn Andersson
svn-id: r16397
2004-11-14CleanupTorbjörn Andersson
svn-id: r15810
2004-04-24fetchObjectName() no longer assumes that the resource will still be in theTorbjörn Andersson
cache after it's been closed. (Currently it always is, but ideally I'd like for BS to work even if resource caching is disabled.) svn-id: r13610
2004-04-23Major revamping of the BS2 memory manager and, some small changes to theTorbjörn Andersson
resource manager. All new code! All new bugs! svn-id: r13603
2004-03-30CleanupTorbjörn Andersson
svn-id: r13431
2004-03-29Cleanup.Torbjörn Andersson
This removes a bunch of debugging code/commands that either didn't do anything useful under ScummVM (e.g. "soft" and "hard"), or which did things that was already easily avaiable elsewhere (e.g. "save" and "restore"). I didn't have the heart to remove the "tony" command, though. :-) svn-id: r13422
2004-03-17Use the same syntax for accessing script variables as BS1 does, i.e. nowTorbjörn Andersson
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
2004-02-05Removed some of the #includes from sword2.hTorbjörn Andersson
svn-id: r12739
2004-01-09Removed redundant comments.Torbjörn Andersson
svn-id: r12279
2004-01-06It's a new year in BS2 land, too!Torbjörn Andersson
svn-id: r12181
2003-12-28Hopefully the last big renaming. Now the datatypes have names likeTorbjörn Andersson
"StandardHeader" instead of "_standardHeader". svn-id: r11997
2003-11-16More cleanup. I've eliminated all the temporary global variables I've addedTorbjörn Andersson
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
2003-11-15Mostly cleanup. Also prevented what would probably have been an infiniteTorbjörn Andersson
loop if ScummVM failed to find a file in the demo. (Now it should error out instead, which is marginally preferable.) svn-id: r11298
2003-11-10The script engine frequently needs to pass pointers to various structuresTorbjörn Andersson
etc. to the different opcodes. Until now it has done so by casting the pointer to an int32 (opcode parameters are represented as arrays of int32) and then the opcode function casts it back to whatever pointer it needs. At least in C there is no guarantee that a pointer can be represented as an integer type (though apparently C99 may define such a type), so this has struck me as unsafe ever since I first noticed it. However, since all such pointers appear to point to the memory block owned by the memory manager, we can easily convert them to integers by treating them as offsets into the memory block. So that's what I have done. I hope I caught all the occurences in the opcode functions, or we're going to have some pretty interesting regressions on our hands... svn-id: r11241
2003-11-08Removed some now redundant header files.Torbjörn Andersson
svn-id: r11209
2003-11-08Moved more stuff into classes, changed some static allocation to dynamic,Torbjörn Andersson
and removed some of the references to global variables. At this point I believe everything in the main game engine has been moved into classes - not necessarily the correct ones, but still... However, there is some stuff in the driver directory that need to be taken care of as well. svn-id: r11207
2003-11-07spelling fixesJonathan Gray
svn-id: r11175
2003-11-04Create g_logic dynamically. More moving of stuff into classes.Torbjörn Andersson
svn-id: r11129
2003-11-02More moving of stuff into classes. I had to make a few changes/cleanups toTorbjörn Andersson
events.cpp, so there could be regressions. svn-id: r11053
2003-10-28bs2 -> sword2Max Horn
svn-id: r10997
2003-10-26Enable the debug console. Actually, what I've done is to adapt the debugTorbjörn Andersson
console from the SCUMM engine. I decided that would be easier than to clean up the original console code. Unfortunately there's a bunch of code that I just copied - a pretty lousy form of code-reusal. It'd be nice if the console could be made part of the Engine class, or something like that. Most of the debug commands seem to be working. Some aren't relevant for ScummVM, and some are a bit obscure so I'm not quite sure what they're supposed to be doing. svn-id: r10978
2003-10-18Moved the opcode functions into the Logic class.Torbjörn Andersson
svn-id: r10885
2003-10-10cleanupTorbjörn Andersson
svn-id: r10728
2003-10-05Made a separate class for the cutscene functions, removed some unused codeTorbjörn Andersson
and made some other minor cleanups. svn-id: r10614
2003-10-04Changed to use #include "bs2/..." and removed the inclusion of standard CTorbjörn Andersson
headers. Most (all?) of the ones we need should probably come from stdafx.h instead. svn-id: r10588
2003-10-04added namespace Sword2Max Horn
svn-id: r10581
2003-09-30Changed the "logic" object to use ScummVM naming conventions.Torbjörn Andersson
svn-id: r10496
2003-09-27More cleanup, and I've replaced most - not quite all - of BS2's debugTorbjörn Andersson
message functions with our own. We still need to go through them and assign sensible debug levels to them. svn-id: r10422
2003-09-26Some more reformatting / cleanup, and removal of comments that did nothingTorbjörn Andersson
but say who added what when. (No disrespect intended, but this information means very little to us.) svn-id: r10413
2003-09-20cleanupTorbjörn Andersson
svn-id: r10335
2003-09-02Re-formatted the code to be a bit more in line with the rest of ScummVM.Torbjörn Andersson
svn-id: r9964
2003-07-28Compiles on mingw nowTravis Howell
svn-id: r9222
2003-07-28bs2Jonathan Gray
svn-id: r9211