Commit graph

23 commits

Author SHA1 Message Date
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