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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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svn-id: r16580
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svn-id: r16397
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found the old name misleading (there is only one array that stores the
palette in the engine, though it could be argued that it's a copy of the
one used by the backend), and removed some code that I'm almost certain was
never used. (I've added assert()s to trigger in the cases where it would
have been used.)
svn-id: r13949
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resource manager. All new code! All new bugs!
svn-id: r13603
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svn-id: r12181
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"StandardHeader" instead of "_standardHeader".
svn-id: r11997
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better to do. :-)
svn-id: r11649
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Added tentative workaround for the bug (a script bug, I think) that causes
the game to hang when examining the lift at the top of the pyramid.
And, of course, some misc. cleanup.
svn-id: r11359
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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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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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but say who added what when. (No disrespect intended, but this information
means very little to us.)
svn-id: r10413
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svn-id: r9211
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