Commit Graph
43 Commits
Author SHA1 Message Date
Carlo Bramini 7fc0e2d110 BLADERUNNER: optimize math calculations.
This patch just moves the calls to sin() and cos() outside the declaration of the rotation matrix, so that those values are calculated only one time, as it has been already done in other parts of this source code.
2022-11-14 18:54:45 +02:00
antoniou79 52e283a758 BLADERUNNER: Use static const for screen dimensions
Instead of the literals 640 for width and 480 for height
2022-05-11 23:07:38 +03:00
Eugene Sandulenko abea37c9bb ALL: Update ScummVM project license to GPLv3+ 2021-12-26 18:48:43 +01:00
antoniou79 fd45d6cca7 BLADERUNNER: Fix map from 5bit color to 8bit
This fixes a bug with Izo's flash not entirely hiding McCoy, Izo and NPCs

White value was previously calculated as r,g,b (248,248,248) instead of (255,255,255)
2021-07-03 19:31:48 +03:00
Thanasis Antoniou cd076b26ae BLADERUNNER: Using preincrement and pre-decrease where possible
In case the compiler won't optimize such cases
2020-02-24 21:24:06 +02:00
Carlo Bramini 5ffd747613 BLADERUNNER: Set 'ditheringFactor' as static const object. (#2075)
looks good
2020-02-21 00:35:57 +01:00
Peter Kohaut cd7e44f9f9 BLADERUNNER: Group shapes loading 2019-10-13 14:09:47 +02:00
Cameron Cawley 3cb6a84f03 BLADERUNNER: Remove use of C99 math functions 2019-10-03 23:52:46 +01:00
Cameron Cawley c786b139db BLADERUNNER: Remove use of unaligned memory access (#1839) 2019-09-12 22:02:52 +02:00
Peter Kohaut a7399c5111 BLADERUNNER: Use best pixel format on every platform
Updated all drawing routines to be pixel format agnostic.
Might decrease performance.
2019-08-31 23:09:19 +02:00
Thanasis Antoniou 4b482b2d3e BLADERUNNER: prevent seg fault in ESPER
Also added CLIP to all getBasePtr() calls where it would seem appropriate/safer to do so
2019-07-28 14:06:26 +03:00
Peter Kohaut 036f2221f8 BLADERUNNER: Fixed typo in pixelFormat name 2019-04-17 23:09:01 +02:00
Peter Kohaut e86ee33999 BLADERUNNER: Abstraction from 555 pixel format
Removing hardcoded 555 pixel format to support Android
2019-04-17 22:51:18 +02:00
Peter Kohaut f70251819a BLADERUNNER: Fixed CppCheck warnings
Rat interaction at UG15 is now working exactly as in the original game.
Before the bridge didn't break if player shot the rat on it.
2019-02-23 11:39:54 +01:00
Peter Kohaut 60a30b904b BLADERUNNER: Added shorty mode
Available via ScummVM game options
2019-02-10 20:34:05 +01:00
Peter Kohaut 824ecc0aad BLADERUNNER: Preliminary saving & loading support
Saving and loading is accessible via ScummVM dialogs.
No in-game UI support yet.

It is possible to load saves from original game via debugger console.
ScummVM saves have additional header and are incompatibile with original
game.
2018-11-24 08:39:03 +01:00
Peter Kohaut 17246fca91 BLADERUNNER: Fixed perspective slice rendering
Perspective projection is now working properly and character and object
are now properly rendered.
2018-11-18 15:00:13 +01:00
Colin Snover 81f78d4ddf BLADERUNNER: Remove use of C99 math
C++ math functions are overloaded so operate using single-precision
when receiving a float input. The C standard library on FreeMiNT
does not fully support C99 math so use of sqrtf, sinf, etc.
instead of the C++ API does not work.
2018-08-26 15:33:44 +03:00
Peter Kohaut 19d9e4cec8 BLADERUNNER: Added combat
Math cleanup
Fixed obstacle detection
2018-03-17 16:42:25 +01:00
Peter Kohaut bbe4ef4474 BLADERUNNER: Added shadows 2018-03-11 11:54:01 +01:00
Peter Kohaut 1d9a248abe BLADERUNNER: Fixed more Coverity issues 2018-02-12 20:57:26 +01:00
Peter Kohaut 70e68ace18 BLADERUNNER: VK small fixes
Fixed rendering of non-visible objects
2018-02-11 15:31:40 +01:00
Peter Kohaut 7f53a0cd31 BLADERUNNER: Fixed few Coverity issues 2018-02-01 21:38:30 +01:00
Peter Kohaut 1e5f9d3078 BLADERUNNER: Added basic KIA interface
Settings works
Help works
Clue database works
Fixed code for inserting objects into scene
Reorganization of few files
Unification & code formatting of few older files
2018-01-28 10:57:16 +01:00
Peter Kohaut f79d8cc1fe BLADERUNNER: Added music support & added Maggie
added async walking
named some of the game flags & variables
renamed aesc to screen effects
2017-09-10 20:55:30 +02:00
Peter Kohaut a97fe8f89f BLADERUNNER: Support for AESC 2017-08-26 23:00:54 +02:00
Peter Kohaut 027dc4c38c BLADERUNNER: fixed lighting cache
actors can be now partially illuminated (per slice), it iss visible in scene rc02 in the right part of the room
2017-04-02 18:19:26 +02:00
Thomas Fach-Pedersen 669e6be438 BLADERUNNER: Fix uninitialized variable accesses
Fixes a couple of issues reported by valgrind and clang
sanitizers.

In particular, the initialization of Actor::_inCombat means that McCoy
no longer randomly has his gun out at the beginning of the game. In
SliceRenderer::drawInWorld, the assert of _sliceFramePtr has been
moved to after the call to setupFrameInWorld which is the method that
initializes the field. This misplaced assert caused the game to crash
for several people.
2016-10-22 18:46:28 +02:00
Eugene Sandulenko 6ab1edf597 BLADERUNNER: Fix compilation on older gcc 2016-10-15 13:47:06 +02:00
Peter Kohaut 577c3b56a5 BLADERUNNER: added picking up of items
and some formatting
2016-10-12 23:00:33 +02:00
Peter Kohaut f7acbcb057 BLADERUNNER: fixed speed of pickup effect
formating, small fixes
2016-10-09 12:03:19 +02:00
Peter Kohaut f30f3c46e3 BLADERUNNER: added item pickup effect
also added support for rendering items on screen (not in the world)
pickup effect can be tested in debug compilation by clicking on any object (not item, but object like, hydrant, or doors) in first scene
2016-10-08 21:06:22 +02:00
Eugene Sandulenko 281c19ab03 BLADERUNNER: Code formatting fixes 2016-10-03 12:38:43 +02:00
Peter Kohaut f5d5f3302f BLADERUNNER: fixed current frame selection for lights 2016-09-29 22:33:42 +02:00
Peter Kohaut c7f7341f69 BLADERUNNER: fixed lightning 2016-09-29 22:33:42 +02:00
Peter Kohaut f1cb735ee0 BLADERUNNER: added rendering support for lighting and effects, but its not working correctly yet 2016-09-29 22:33:41 +02:00
Peter Kohaut bf44e97d79 BLADERUNNER: added all scene scripts, esper script, kia script, vk script, completed init script. Added decoding of lights from VQA. Moved view from scene. 2016-09-29 22:33:41 +02:00
Peter Kohaut b67bca20b5 BLADERUNNER: Pull in changes from madmoose 2016-09-29 22:33:40 +02:00
Peter Kohaut de7f961f48 BLADERUNNER: added implementation of more script methods added combat structure (maybe it combat mode??) 2016-09-29 22:33:40 +02:00
Peter Kohaut 479d2f5b62 BLADERUNNER: still adding structures... and implementing some of script methods... 2016-09-29 22:33:40 +02:00
Peter Kohaut 6672e443a8 BLADERUNNER: just basic objects description scene stuff - lightning and effects movement track actor clues db actor walking info moved view from vqa decoder, because its needed elsewhere
does not compile, because new files are not in makefile...
2016-09-29 22:33:40 +02:00
Thomas Fach-Pedersen 74a8b530f1 BLADERUNNER: Add support for ambient sounds, game flags and variables, and use VQA z-buffer when rendering. 2016-09-29 22:33:37 +02:00
Thomas Fach-Pedersen 4b181e4bed BLADERUNNER: First pass at slice animation renderer
Z-buffers are not being read from the VQA background yet, so z-buffer
handling is faked for now.
2016-09-29 22:33:37 +02:00