MontyTRC89
865202b33c
Merge branch 'doors_refactoring'
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# Conflicts:
# TR5Main/Game/door.cpp
# TR5Main/Game/door.h
# TR5Main/Game/memory/malloc.cpp
# TR5Main/Objects/Generic/Switches/cog_switch.cpp
# TR5Main/Objects/Generic/Switches/crowbar_switch.cpp
# TR5Main/Objects/Generic/Switches/generic_switch.h
# TR5Main/Objects/Generic/Switches/turn_switch.cpp
# TR5Main/Objects/TR4/Object/tr4_obelisk.cpp
# TR5Main/Renderer/Renderer11Draw.cpp
# TR5Main/Specific/level.cpp
# TR5Main/TombEngine.vcxproj
# TR5Main/TombEngine.vcxproj.filters
2021-09-11 05:38:26 +02:00
Lwmte
4186dfe685
Merge branch 'master' into item_data
2021-09-09 11:10:25 +03:00
Lwmte
9af21e3146
Further code organizing
2021-09-08 18:19:06 +03:00
MontyTRC89
4245bed3b3
Removed TR5 doors code; Added OCB for underwater switches; Small fixes to doors;
2021-09-06 05:27:27 +02:00
MontyTRC89
14152a0b4f
Refactored doors in multiple files
2021-09-05 06:05:00 +02:00
Nils
0af567b7fd
Removed BaddieSlots
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ActiveCreatures now contains pointers to CREATURE_INFOs of items instead
Every Item with Creature Info now contains their own path finding data.
Fixed OoB issues with XZ_GET_SECTOR
2021-09-03 09:37:42 +02:00
Nils
7f774d04b3
Merge branch 'master' into item_data
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# Conflicts:
# TR5Main/Game/Lara/lara.cpp
# TR5Main/Game/Lara/lara_collide.cpp
# TR5Main/Game/Lara/lara_monkey.cpp
# TR5Main/Game/Lara/lara_struct.h
# TR5Main/Game/Lara/lara_tests.cpp
# TR5Main/Game/collide.h
# TR5Main/Game/control.h
# TR5Main/Game/effect.h
# TR5Main/Game/effect2.cpp
# TR5Main/Game/flipeffect.cpp
# TR5Main/Game/floordata.h
# TR5Main/Game/hair.cpp
# TR5Main/Game/health.cpp
# TR5Main/Game/items.cpp
# TR5Main/Game/newinv2.cpp
# TR5Main/Game/spotcam.cpp
# TR5Main/Objects/Effects/tr4_bubbles.cpp
# TR5Main/Objects/TR1/Entity/tr1_ape.cpp
# TR5Main/Objects/TR1/Entity/tr1_bigrat.cpp
# TR5Main/Objects/TR1/Entity/tr1_doppelganger.cpp
# TR5Main/Objects/TR2/Entity/tr2_birdmonster.cpp
# TR5Main/Objects/TR2/Entity/tr2_shark.cpp
# TR5Main/Objects/TR2/Entity/tr2_spider.cpp
# TR5Main/Objects/TR2/Entity/tr2_yeti.cpp
# TR5Main/Objects/TR3/Entity/tr3_fishemitter.cpp
# TR5Main/Objects/TR3/Entity/tr3_flamethrower.cpp
# TR5Main/Objects/TR3/Entity/tr3_monkey.cpp
# TR5Main/Objects/TR3/Entity/tr3_raptor.cpp
# TR5Main/Objects/TR3/Entity/tr3_scuba.cpp
# TR5Main/Objects/TR3/Entity/tr3_trex.cpp
# TR5Main/Objects/TR3/Vehicles/kayak.cpp
# TR5Main/Objects/TR3/Vehicles/minecart.cpp
# TR5Main/Objects/TR4/Entity/tr4_bat.cpp
# TR5Main/Objects/TR4/Entity/tr4_big_beetle.cpp
# TR5Main/Objects/TR4/Entity/tr4_bigscorpion.cpp
# TR5Main/Objects/TR4/Entity/tr4_demigod.cpp
# TR5Main/Objects/TR4/Entity/tr4_dog.cpp
# TR5Main/Objects/TR4/Entity/tr4_hammerhead.cpp
# TR5Main/Objects/TR4/Entity/tr4_harpy.cpp
# TR5Main/Objects/TR4/Entity/tr4_mutant.cpp
# TR5Main/Objects/TR4/Entity/tr4_smallscorpion.cpp
# TR5Main/Objects/TR4/Entity/tr4_troops.cpp
# TR5Main/Objects/TR4/Entity/tr4_wildboar.cpp
# TR5Main/Objects/TR4/Trap/tr4_joby_spikes.cpp
# TR5Main/Objects/TR4/Vehicles/motorbike.cpp
# TR5Main/Objects/TR5/Entity/tr5_doberman.cpp
# TR5Main/Objects/TR5/Entity/tr5_imp.cpp
# TR5Main/Objects/TR5/Entity/tr5_larson.cpp
# TR5Main/Objects/TR5/Entity/tr5_lion.cpp
# TR5Main/Objects/TR5/Entity/tr5_reaper.cpp
# TR5Main/Objects/TR5/Object/tr5_pushableblock.cpp
# TR5Main/Objects/TR5/Object/tr5_rollingball.cpp
# TR5Main/Objects/TR5/Trap/tr5_fallingceiling.cpp
# TR5Main/Renderer/Renderer11Draw2D.cpp
# TR5Main/Specific/input.cpp
# TR5Main/Specific/level.cpp
# TR5Main/TombEngine.vcxproj.filters
2021-08-31 18:20:23 +02:00
Nils
f72a305afd
Fixed Door crashes by doing a simple copy of the floor data instead of memcpy
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Using resize() insteaad of clear() for vectors in LEVEL to force a deallocation
2021-08-30 17:28:26 +02:00
Lwmte
e879038220
Fix namespace case
2021-08-30 18:03:21 +03:00
Nils
2ec9b40f8c
Cleaned up several buffers to use fixed arrays
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Removed game_malloc
TODO: DOOR_DATA destructor crashes
2021-08-29 16:35:19 +02:00
Nils
58eda862e3
Fixed More Include Hell
2021-08-28 13:27:58 +02:00
Lwmte
e0b47d629f
Merge branch 'master' into legacy_trigger_refactor
2021-08-24 19:04:54 +03:00
MontyTRC89
109b7d6e18
Merge branch 'master' of https://github.com/MontyTRC89/TombEngine ; Renamed namespaces;
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# Conflicts:
# TR5Main/TR5Main.vcxproj.user
2021-08-20 05:25:51 +02:00
Lwmte
e7e1cca356
First commit
2021-08-20 02:01:50 +03:00
hispidence
72cd78ace7
Remove ResetHub; as it's almost certainly going to be made obsolete with the new scripts and save game rework.
2021-08-09 00:07:08 +01:00
Lwmte
bc15f34339
Add support for sphere volumes
2021-08-05 15:46:03 +03:00
Lwmte
673db7a866
Update level.cpp
2021-08-05 14:51:15 +03:00
Lwmte
ac17da7336
Fix GetSpheres some more, fix cameras/sinks/AI objects/sound sources not cleaning on reload
2021-08-03 13:23:51 +03:00
Lwmte
5b9bcc2715
Fix several silly mistakes with std::vector
2021-08-03 01:30:44 +03:00
Lwmte
2966d5da02
Add refraction vertex attribute, separate attribs into separate normalized float values
2021-07-31 18:51:38 +03:00
Lwmte
633e0eadc3
Implement per-vertex effects for rooms and objects
2021-07-30 20:55:03 +03:00
hispidence
945082ce54
Change mesh loading to use emplace_back.
...
Change some remaining vector::back calls to use the already-existing references.
2021-07-24 19:14:23 +01:00
hispidence
daf46fed61
Clean up a load of warnings and possible errors:
...
Fix buffer from char*[255] to char[255]. This also allows us to avoid the C-style cast to char const *.
Remove original push_back call to g_Level.SoundSources which I left in by accident.
Use string constructor which takes pointer to first char and pointer to last char + 1. This removes the need to zero the memory (the calls were generating warnings about accessing buffer[256] when buffer is only 255 elements) and also gets rid of warning C6054 about string possibly not being zero-terminated.
Change calls to push_back and back with an emplace_back. Aside from being shorter and slightly more efficient, it gets rid of warning C26444 (about creating local variables with no name).
2021-07-24 19:08:17 +01:00
hispidence
9dd4bcf4ca
Add SOUND_SOURCE_INFO and AI_OBJECT names when loading in the level data. Implement remaining functions on the GameLogicScript side.
2021-07-24 12:45:33 +01:00
hispidence
97d5d85f7a
Add AddLuaNameSink, RemoveLuaNameSink, and GetSinkByName.
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Make a template that all GetXByName member functions work off, to reduce copypasted functions.
For consistency, rename RemoveLuaName and AddLuaName to RemoveLuaNameItem and AddLuaNameItem.
Fix some documentation comments, order function documentation into sections.
2021-07-23 16:02:30 +01:00
hispidence
5f64de39dd
Change ReadRooms to push back the ROOM_INFO to g_Level.Rooms first, and then working on the reference. This means that the MESH_INFO reference that gets added to the mesh-name table correctly refers to the copy that sits in the vector of an element of g_Level.Rooms and not a local copy that goes out of scope before the end of the function. It also makes loading about 50ms faster.
2021-07-23 02:41:39 +01:00
hispidence
3635bfca8f
Call AddLuaNameCamera when loading a level to add a reference to the camera to the name-camera map.
2021-07-23 02:12:12 +01:00
hispidence
bbbca5849d
Call AddLuaNameMesh in ReadRooms.
2021-07-21 18:21:10 +01:00
MontyTRC89
81611e2bdd
Added LUA name insertion on items loading; Fixed item rooms change (use ItemNewRoom);
2021-07-19 05:52:21 +02:00
MontyTRC89
3836ed7a26
Fixed volumes and added debug message
2021-07-15 10:56:03 +02:00
MontyTRC89
8294e73199
Merge remote-tracking branch 'origin/lara_info'
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# Conflicts:
# TR5Main/Game/Lara/lara_flare.h
# TR5Main/Scripting/GameLogicScript.cpp
2021-07-14 05:48:42 +02:00
MontyTRC89
1b60545b4a
Merge branch 'master' of https://github.com/MontyTRC89/TR5Main
2021-07-14 05:30:04 +02:00
MontyTRC89
fcc4e4465d
Added LUA name for statics; LUA names refactoring;
2021-07-14 05:29:23 +02:00
hispidence
10aec3d6f2
Make some functions take a GAME_OBJECT_ID instead of a short. Make AIOBJECT use a GAME_OBJECT_ID instead of a short.
2021-07-11 16:55:20 +01:00
MontyTRC89
c1bfae6bf9
Refactored cameras, sinks and sound sources; Added sound sources playback;
2021-07-10 06:55:37 +02:00
MontyTRC89
34862c94e7
Added trigger volumes experimental
2021-07-05 16:33:50 +02:00
MontyTRC89
1c197bae7e
Fix merge conflicts
2021-03-27 07:38:51 +01:00
MontyTRC89
2e86229b5c
New level loader code for anim textures
2021-03-27 07:33:40 +01:00
MontyTRC89
d544ab5917
Animated textures data in polygons
2021-03-12 21:33:02 +01:00
MontyTRC89
67dc6e0379
Implemented new anim textures in file format
2021-03-10 18:45:12 +01:00
asasas9500
29e00e9219
Fix boxes
2021-01-28 20:49:30 -03:00
asasas9500
fbd4848a22
Fix no pathfinding
2021-01-17 20:29:37 -03:00
asasas9500
98e9d953d2
Implement new random system
2020-10-24 01:05:59 -03:00
Nils
0ee12930d5
Added Static Mesh Tint Support
2020-10-07 09:08:23 +02:00
Nils
ea9afa7413
Refactored framework.h
...
Removed Renderer headers from framework.h
Removed bass headers from framework.h
Removed windows-related headers to avoid nameclashes with std::min and std::max
added <algorithm> for general-purpose functions (like std::min/max)
Added NOMINMAX define to project
Minor Refactorings
2020-09-29 21:43:56 +02:00
asasas9500
912b0abbae
Fix bridges; Fix script IDs
2020-09-28 10:04:44 -03:00
asasas9500
9241d011b1
Fix first bugs in new floordata
2020-09-19 20:09:57 -03:00
asasas9500
26a32db4a0
New floordata prototype
2020-09-14 00:19:05 -03:00
Montagna Marco
d09e4d9ae7
Fixed sounds
2020-09-08 19:50:19 +02:00
Montagna Marco
82af97c8cc
Fixed enemy monkey; Added new zone for ID_VON_CROY; Small AI fixes; Added 3 blocks jump;
2020-09-01 07:06:31 +02:00