rr-
2981c35358
3dsystem: pull VIEW_NEAR, VIEW_FAR, DEPTH_Q_START, DEPTH_Q_END
2021-11-12 20:07:23 +01:00
rr-
b232d69dd8
vars: pull PhdNearZ, PhdFarZ and PhdViewDist
2021-11-12 20:07:23 +01:00
rr-
fd9bb5fac0
input, lara: improve tr3 sidesteps
...
Closes #190
2021-11-12 16:33:09 +01:00
rr-
1fdc2eb363
game/option: fix after bad merge
2021-11-12 16:09:52 +01:00
rr-
47395ac2f6
game/option: fix dummy option
...
Closes #217
2021-11-12 10:31:36 +01:00
rr-
9bcf8f6ae8
game/option: use bool
2021-11-12 10:31:36 +01:00
rr-
982a2b4675
option: add adjustable ingame brightness
2021-11-12 00:20:05 +01:00
rr-
1e6d4aee25
game/overlay: replace static struct idiom with m_
2021-11-11 18:00:27 +01:00
rr-
24794853ef
text: drop static struct S idiom in favor of m_
...
We employ Hungarian notation that stands for module-specific global
variable.
2021-11-11 18:00:27 +01:00
rr-
2d373902f5
text: fix cleaning old text handles
2021-11-11 18:00:27 +01:00
rr-
68bd19cc86
vars: pull AmmoText, FPSText and VersionText
2021-11-11 18:00:27 +01:00
rr-
92959a4582
inv: remove text manipulation
...
These assignments might be an attempt to remove any overlay text before
HWR_CopyPicture(), but they do not work – when the player opens the
inventory, the text is captured on the bitmap. If we decide to tackle
this, it needs to happen another way.
2021-11-11 18:00:27 +01:00
rr-
ef6d87fb05
text: add simple destructors
...
Whenever someone calls Text_RemoveAll(), all of the pointers remembered
by the users of Text_Create() need to be invalidated. To make this
possible, currently every caller of Text_RemoveAll() needs to know of
all possible "dangling" pointers to invalidate. This is bad design.
Every Text_Create user should be responsible for its own cleanup. To
achieve a bit better design, we add a simple destructor – "on_remove" –
that the callers of Text_Create can hook into to invalidate their
pointers.
2021-11-11 18:00:27 +01:00
rr-
c5140f3637
text: simplify text allocation
2021-11-11 18:00:27 +01:00
rr-
a4c4cac149
text: refactor consts
2021-11-11 18:00:27 +01:00
rr-
701994e8e1
text: allocate strings on the stack
2021-11-11 18:00:27 +01:00
rr-
4e3cf53cd0
text: apply private state idiom
2021-11-11 18:00:27 +01:00
rr-
2fb0135a95
text: convert flags to a bitfield
2021-11-11 18:00:27 +01:00
rr-
1adc622826
text: make possible functions static
2021-11-11 18:00:27 +01:00
rr-
3568d8aabc
text: rename functions
2021-11-11 18:00:27 +01:00
rr-
f75626fc12
text: use bool
2021-11-11 18:00:27 +01:00
rr-
adbf5378aa
vars: drop padding information
...
We no longer have need for it. OG types are documented in docs/ida_types.h.
2021-11-11 18:00:27 +01:00
rr-
35afe7cdd6
game/draw: simplify 3d pickup lighting
2021-11-11 01:52:26 +01:00
rr-
8df7be07f0
game/draw: fix typos
2021-11-10 14:57:48 +01:00
rr-
722fc4abef
lib: don't hardcode fmv player routine addresses
2021-11-10 12:22:17 +01:00
rr-
4c805292c0
hwr: fix stack corruption in lightning renderer
...
Closes #205
2021-11-10 12:04:52 +01:00
rr-
dabfb885c6
hwr: remove magic numbers from alpha operations
2021-11-10 12:04:52 +01:00
rr-
b431c248d0
hwr: draw lightning segments immediately
2021-11-10 12:04:52 +01:00
oziphantom
0f3df2ac94
s/init: clear GameMemory
...
Explicitly clear the memory to 0. GCC does this by default, other
compilers don't. MSVC sets it to 0xcdcdcdcd for debugging purposes.
Sadly the trigger data in Folly has an invalid item number which is
usually fine because it gets an all null, the floor is null and so
nothing is called.
2021-11-09 09:49:38 +01:00
oziphantom
da1a2d1684
input: fix enum type mismatch
2021-11-09 09:46:13 +01:00
rr-
e1747aa22e
inv: add T1M version in the corner
...
Closes #155
2021-11-06 18:42:10 +01:00
rr-
90146b229e
health: refactor into overlay
2021-11-05 12:59:30 +01:00
rr-
64c2264b8f
health: move drawing bars to health.c
2021-11-05 12:59:30 +01:00
rr-
3f22956e06
vars: refactor more variables
2021-11-05 12:59:30 +01:00
rr-
e8a5a118bf
vars: refactor DemoPtr and DemoCount
2021-11-05 12:59:30 +01:00
rr-
0cf625a7a5
demo: fix infinite loop if there are no demos
2021-11-05 12:59:30 +01:00
rr-
e39bf22073
vars: reduce access scope of globals
2021-11-05 12:59:30 +01:00
rr-
abbc03ee59
vars: remove WaterPalette
2021-11-05 12:59:30 +01:00
rr-
f4ffa7522d
vars: initialize all variables
2021-11-05 12:59:30 +01:00
rr-
7542e95a31
vars: remove TitleLoaded
2021-11-05 12:59:30 +01:00
rr-
fe31a13969
vars: fix PhdSpriteInfo size
2021-11-05 12:59:30 +01:00
rr-
10066506aa
file: fix ub for unknown opening modes
2021-11-05 12:59:30 +01:00
rr-
6fd0fdef60
option: fix render settings
...
Also allow changing resolution from within the inventory menu, which
simplifies the menu logic. Requires the player to close the inventory
for effect.
2021-11-05 12:59:30 +01:00
rr-
a5d5319892
hwr: initialize HWR_SelectedTexture to -1
2021-11-05 12:59:30 +01:00
rr-
771f3f9541
vars: specify array sizes
2021-11-05 12:59:30 +01:00
rr-
6edcd76f74
specific/init: reset memory allocator vars
2021-11-05 12:59:30 +01:00
rr-
e6f447865a
option: fix invalid name for backslash
2021-11-05 12:59:30 +01:00
rr-
03b5eebe48
vars: change RoomsToDraw back to static array
2021-11-05 12:59:30 +01:00
rr-
6016577a7d
log: add missing va_end calls
2021-11-05 12:59:30 +01:00
rr-
29a46104f2
misc: raise texture limits
...
Closes #174
2021-11-05 12:59:30 +01:00