Engine changes vs the vendored upstream (full ledger in docs/upstream-patches.md): - Assets: replace the encrypted FILE000N.GLB archives with a catalog of pre-decrypted loose files (data/INDEX); GLB_SlotItems() drives mission-pack / registered-version detection; payloads never run the GLB cipher at runtime. - Platform: Linux/SDL2/ALSA only; Android, MSVC/MinGW, macOS packaging, bundled Windows SDL2 SDKs and the ENDOOM exit screen are gone; EXIT_Error now prints before exiting. - Rendering: decouple presentation from simulation -- sim stays at the original 70/3 Hz, frames render interpolated at display rate (player, map scroll, enemies, shots, bonuses, anims, shadows); menus keep 70 Hz pacing; vsync with a delay-guard fallback. - QoL: borderless window mode (Video/borderless), no menu cursor snapping onto default buttons. Fix four regressions from the render split: - Shield bars never redrew: RAP_ThinkStats latches g_oldshield each sim step before RAP_DisplayStats' dirty check could fire. Bars now draw unconditionally per rendered frame; g_oldsuper deleted, g_oldshield kept as sim-side damage-detection state only. - Dying ships despawned without exploding: the render loop never called ANIMS_DisplayHigh(); most air-death explosions register HIGH_AIR. Restored between the player and enemy shots, as upstream orders it. - Laser turret broke: reusing doneflag as a draw marker (it is hit/retire game state, and the turret retire path never frees its shot) hid the beam on hitting ticks and leaked one SHOTS pool slot per fire until no weapon could shoot. S_LINE tracers now carry an age counter: one Think pass, every render of their birth step, purged at the top of the next Think. - Muzzle flash was cleared per rendered frame, making it invisible at display refresh rates; now cleared once per simulation step.
7.1 KiB
Patches against upstream
Base: nukeykt's reconstructed Raptor source (skynettx/raptor mirror),
vendored in raptor/ (GPLv2+, see raptor/LICENSE and raptor/VENDOR.txt).
Everything below diverges from upstream on purpose. Keep this list current
when touching engine code.
Asset system: catalog of loose files (largest change)
Upstream reads seven encrypted FILE000N.GLB archives via
src/glbapi.cpp. This fork replaces the archive reader with a catalog of
loose files:
GLB_LoadCatalog()parsesdata/INDEX(<hex handle> <size> <path>, sorted);GLB_CatFind()binary-searches it;GLB_Load()reads the file.GLB_SlotItems(slot)(new public API,src/glbapi.h) counts a slot's assets;src/rap.cppuses it for mission-pack and registered-version detection instead of probing for.GLBfilenames.GLB_InitSystemkeeps its signature but ignores the archive-name prefix parameter.- Payloads are pre-decrypted at extraction time; the runtime never runs the
GLB cipher.
GLB_EnCrypt/GLB_DeCryptremain for reference/tooling. FILEDESCshrank to{item, items}; the archive file-handle cache (GLB_FindFile/GLB_OpenFile/GLB_CloseFiles) was removed.
Rationale and format docs: glb-format.md, asset-pipeline.md.
Exit: no ENDOOM screen
Upstream's ShutDown() (src/rap.cpp) loaded LASTSCR*_TXT and opened a
second, text-mode "farewell" window (I_LASTSCR, src/i_lastscr.cpp)
that blocked until a keypress. Removed: ShutDown now closes the game
window and exits directly; src/i_lastscr.cpp/.h deleted.
Diagnostics: EXIT_Error prints
Upstream's EXIT_Error (src/common.h) was a stub that called exit(0)
without printing — every engine error died silently. It now prints its
formatted message to stderr before exiting (still exit(0), matching the
original exit code behavior).
Platform: Linux-only
CMakeLists.txtreduced to the Linux/SDL2/ALSA build; the Android (FetchContent SDL), Windows (MSVC/MinGW +rsrc/resources) and macOS branches are gone.- Deleted upstream trees:
raptor/android/,msvc/,gcc/,pkg/,rsrc/,win32build.bat,osxbuild.sh, the bundled Windows SDL2 SDKs underinclude/, and theSETUP(*).INIdistribution templates. src/loadsave.cpp: removed the__ANDROID__block that copied.GLBfiles to external storage (obsolete concept in this fork).
Data detection
src/rap.cpp: mission-pack presence is derived from catalog slot counts
(GLB_SlotItems) rather than access("FILE000N.GLB") probes; the fatal
"data files NOT FOUND" check now keys off slot 0 / no packs.
Rendering: decoupled presentation loop
The original game advanced simulation and presentation in lockstep at
70/3 Hz (~23 fps): Do_Game() ran one think+draw pass, then waited three
timer ticks. This fork keeps the simulation at exactly that rate but
presents interpolated frames at display rate:
- Simulation is paced by a wall-clock accumulator (
RAP_SIM_STEPinsrc/rap.cpp, units of 1/70000 s = 3 ticks). Input handling, all*_Think(),DEMO_Think()(one attract-mode record per step), palette fades and the stats state machine run once per step, preserving game speed, demo playback timing and RNG consumption order. - After each step the scene is redrawn and presented with an interpolation
fraction until the next step is due (
GFX_SetInterp/GFX_InterpCoord,src/gfxapi.cpp). When behind schedule (blocking menus ate wall time) renders are skipped so the simulation catches up, matching the old tick-wait behavior. - Draw positions are lerped between the previous and current simulation
states for player ship, tile map scroll, enemies, enemy/player shots,
bonuses, anims and shadows. The map scroll interpolates an unwrapped
counter (
vscrollinTILE_Scroll) because rawtileyoffwraps by 32 px while the on-screen tile grid stays positionally continuous;TILE_Scrollruns beforeTILE_Thinkso wrap intervals render seamlessly. - State changes that used to ride inside draw calls were moved to
simulation or gated per step: enemy engine-flame toggle (
eframe,ENEMY_Think), beam-shot animation counter (SHOTS_Think), ion-scanner sweep (OBJS_DisplayStats, gated bygl_cnt), S_LINE tracers are purged bySHOTS_Thinkinstead of being removed mid-draw. The S_LINE purge keys off a per-shotagecounter (one simulation step of life, matching upstream's draw-then-remove); the turret's retire path never frees its shot, so the purge must not reusedoneflag, which is hit/retire game state — reusing it leaked oneSHOTSpool slot per turret fire untilSHOTS_Get()could service no weapon, and hid the beam on hitting ticks. RAP_DisplayStatswas split intoRAP_ThinkStats(state: death sequence, wave-exit control, low-shield warnings) and the drawing half. The shield bars are redrawn unconditionally each rendered frame: the oldg_oldsuper/g_oldshielddirty check can never fire when the latch runs inRAP_ThinkStatsbefore the draw, which froze the bars.g_oldsuperis gone;g_oldshieldsurvives as the sim-side previous-step shield used for damage detection. The muzzle-flash ship pic (g_flash) is likewise cleared once per simulation step, not per rendered frame, or it would be invisible at display refresh rates.- The above-player anim layer (
ANIMS_DisplayHigh) is drawn between the player and enemy shots as upstream does; most air-death explosions registerHIGH_AIR, so dropping that call made dying ships vanish without exploding. - Vsync is enabled when the display reports a refresh rate;
I_VsyncActive()lets the game loop fall back to a delay guard when the renderer ignores the flag. - Menus keep their 70 Hz
GFX_DisplayUpdatepacing; intro/story screens still pace at 4 ticks (~17.5 fps).
Video: borderless window mode
New Video/borderless SETUP.INI option (VIDEO_LoadPrefs). When set,
SetVideoMode creates a decoration-free window at the desktop resolution
anchored at (0,0) (SDL_WINDOW_BORDERLESS). Alt+Enter cycles between the
borderless desktop window and a normal decorated window while the mode is
active. Exclusive fullscreen_width/height modes ignore it; if both
fullscreen=1 and borderless=1 are set, fullscreen wins. The stale
commented-out -borderless command-line snippet was removed.
Input: no cursor snapping
Dialog/menu code no longer warps the mouse cursor onto the default
button: SWD_SetWindowPtr/SWD_SetFieldPtr were deleted along with all
callers (store.cpp, windows.cpp), as were the direct
PTR_SetPos(field-center) calls when opening ask dialogs, the difficulty
select, the hangar keyboard navigation and the ship computer. Keyboard
selection still highlights fields without moving the pointer. The
mission-start PTR_SetPos(playerx, playery) in Do_Game is kept — it
seeds mouse ship control, not menu focus.
Deliberately unchanged
- Game logic, mission data formats, audio synthesis — untouched.
GLB_*API names and handle layout (slot << 16 | item) — kept sosrc/fileids.hand all call sites stay identical to upstream.