31 Commits

Author SHA1 Message Date
Torbjörn Andersson
d010b9e560 As an experiment, expire SCREEN_FILE resources faster than other resources.
They're generally the largest resources in the cache by far (though some
ANIMATION_FILE resources are about as big).

I still don't know how much benefit there is to resource caching, but some
of it is definitely needed, or the game won't work properly. Oh well, as
long as no one complains about the extra memory usage...

svn-id: r15079
2004-09-12 17:10:59 +00:00
Torbjörn Andersson
412f7105f0 Fixed evil regression #2. Restarting the game, or using the "start" debug
command, would close the global script variables and player object
resources, without reopening them again. This made them fair game for the
resource expiration mechanism. The player object is probably referenced
often enough to stay alive, but the variables died on me pretty quickly,
causing ScummVM to crash.

I've also added a "reslist" debug command to make this sort of things
easier to spot. By default it only lists resources with refCount > 0. Use
"reslist 0" to see all the cached resources as well.

svn-id: r14958
2004-09-08 07:10:54 +00:00
Torbjörn Andersson
a575576890 fetchObjectName() no longer assumes that the resource will still be in the
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
2004-04-24 12:29:35 +00:00
Torbjörn Andersson
8f8185f035 Major revamping of the BS2 memory manager and, some small changes to the
resource manager. All new code! All new bugs!

svn-id: r13603
2004-04-23 07:02:11 +00:00
Torbjörn Andersson
489e473fca Cleanup.
svn-id: r13494
2004-04-07 12:31:32 +00:00
Torbjörn Andersson
41ef5a97ea Cleanup.
One of the changes, I'm not quite sure about: buildDisplay() used to open
and close the _thisScreen.background_layer_id resource for each layer it
processed. In particular, it used to "release the screen resource before
cacheing the sprites".

I have no idea why, because I can't see any trace of a sprite cache, and I
can't think of any harm in keeping the resource open during the whole
render cycle. The resource is probably loaded into memory already anyway,
though its reference counter may be 0.

svn-id: r13401
2004-03-28 13:16:01 +00:00
Torbjörn Andersson
802a301a16 Removed some of the #includes from sword2.h
svn-id: r12739
2004-02-05 14:19:07 +00:00
Torbjörn Andersson
065f2bb9eb It's a new year in BS2 land, too!
svn-id: r12181
2004-01-06 13:44:17 +00:00
Torbjörn Andersson
6ae8218d53 Hopefully the last big renaming. Now the datatypes have names like
"StandardHeader" instead of "_standardHeader".

svn-id: r11997
2003-12-28 15:08:12 +00:00
Torbjörn Andersson
fa2b8ba8de More cleanup. I've eliminated all the temporary global variables I've added
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
2003-11-16 14:18:29 +00:00
Torbjörn Andersson
446a01ba09 Moved low-level keyboard and mouse handling to a new Input class, and
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
2003-11-11 07:43:02 +00:00
Torbjörn Andersson
688c80b062 Moved more stuff into classes, changed some static allocation to dynamic,
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
2003-11-08 15:47:51 +00:00
Torbjörn Andersson
b3b0118292 The resource and memory managers are now created dynamically.
Renamed the resource manager's open/close methods openResource() and
closeResource() to avoid confusion. (It was I who originally shortened
their names to open() and close(), but I've changed my mind now.)

Moved more stuff into Sword2Engine.

svn-id: r11088
2003-11-03 07:47:42 +00:00
Torbjörn Andersson
2adc147600 Moved some more "homeless" functions into Sword2Engine. (Don't worry -- I
promise I will get rid of g_sword2 later.)

svn-id: r11057
2003-11-02 17:17:10 +00:00
Torbjörn Andersson
94edf540ef More moving of stuff into classes
svn-id: r11025
2003-11-01 16:55:20 +00:00
Max Horn
2fef2dcb84 bs2 -> sword2
svn-id: r10997
2003-10-28 19:51:30 +00:00
Torbjörn Andersson
7c4cc25cec Enable the debug console. Actually, what I've done is to adapt the debug
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
2003-10-26 15:42:49 +00:00
Torbjörn Andersson
3a43829b88 Moved the opcode functions into the Logic class.
svn-id: r10885
2003-10-18 08:11:50 +00:00
Torbjörn Andersson
8b42d65a7e Dumped most of the remaining "driver" code into a new "Display" class. This
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
2003-10-15 06:40:31 +00:00
Torbjörn Andersson
29b646b30a Some cleanup, some code removal and some unstubbing. Nothing important.
svn-id: r10659
2003-10-07 07:07:47 +00:00
Torbjörn Andersson
4fad04846a Changed to use #include "bs2/..." and removed the inclusion of standard C
headers. Most (all?) of the ones we need should probably come from stdafx.h
instead.

svn-id: r10588
2003-10-04 08:07:03 +00:00
Max Horn
5a074e6137 added namespace Sword2
svn-id: r10581
2003-10-04 00:52:27 +00:00
Torbjörn Andersson
568a4bd839 Changed the resource manager object to use more ScummVM-like naming.
svn-id: r10499
2003-09-30 09:27:27 +00:00
Torbjörn Andersson
8ad28e3a7e More cleanup, and I've replaced most - not quite all - of BS2's debug
message functions with our own.

We still need to go through them and assign sensible debug levels to them.

svn-id: r10422
2003-09-27 11:02:58 +00:00
Torbjörn Andersson
b21208e6a9 Some more reformatting / cleanup, and removal of comments that did nothing
but say who added what when. (No disrespect intended, but this information
means very little to us.)

svn-id: r10413
2003-09-26 10:07:18 +00:00
Torbjörn Andersson
2536823c23 cleanup
svn-id: r10267
2003-09-17 06:28:27 +00:00
Torbjörn Andersson
bb5f479a8c Added a WaitForFade() function, to replace numerous while-loops scattered
througout the code.

svn-id: r10127
2003-09-09 12:14:08 +00:00
Oliver Kiehl
0f85cc3061 rename bs2 to sword2 to have the same name as the original engine.
besides this way all our engines start with an "s" ;)

svn-id: r9301
2003-07-30 19:25:31 +00:00
Jonathan Gray
f22cca2be2 rename _DEBUG define to _BS2_DEBUG to stop it conflicting with VC
svn-id: r9237
2003-07-28 09:49:46 +00:00
Travis Howell
ccc40eecc9 Compiles on mingw now
svn-id: r9222
2003-07-28 03:12:49 +00:00
Jonathan Gray
f020d28b5e bs2
svn-id: r9211
2003-07-28 01:44:38 +00:00