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.
140 lines
7.1 KiB
Markdown
140 lines
7.1 KiB
Markdown
# 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()` parses `data/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.cpp` uses it for mission-pack and registered-version
|
|
detection instead of probing for `.GLB` filenames.
|
|
- `GLB_InitSystem` keeps 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_DeCrypt` remain for reference/tooling.
|
|
- `FILEDESC` shrank to `{item, items}`; the archive file-handle cache
|
|
(`GLB_FindFile/GLB_OpenFile/GLB_CloseFiles`) was removed.
|
|
|
|
Rationale and format docs: [glb-format.md](glb-format.md),
|
|
[asset-pipeline.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.txt` reduced 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
|
|
under `include/`, and the `SETUP(*).INI` distribution templates.
|
|
- `src/loadsave.cpp`: removed the `__ANDROID__` block that copied `.GLB`
|
|
files 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_STEP` in
|
|
`src/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 (`vscroll` in `TILE_Scroll`) because raw `tileyoff` wraps by
|
|
32 px while the on-screen tile grid stays positionally continuous;
|
|
`TILE_Scroll` runs before `TILE_Think` so 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 by `gl_cnt`), S_LINE
|
|
tracers are purged by `SHOTS_Think` instead of being removed mid-draw.
|
|
The S_LINE purge keys off a per-shot `age` counter (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 reuse `doneflag`,
|
|
which is hit/retire game state — reusing it leaked one `SHOTS` pool
|
|
slot per turret fire until `SHOTS_Get()` could service no weapon, and
|
|
hid the beam on hitting ticks.
|
|
- `RAP_DisplayStats` was split into `RAP_ThinkStats` (state: death
|
|
sequence, wave-exit control, low-shield warnings) and the drawing half.
|
|
The shield bars are redrawn unconditionally each rendered frame: the
|
|
old `g_oldsuper`/`g_oldshield` dirty check can never fire when the
|
|
latch runs in `RAP_ThinkStats` before the draw, which froze the bars.
|
|
`g_oldsuper` is gone; `g_oldshield` survives 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
|
|
register `HIGH_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_DisplayUpdate` pacing; 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 so
|
|
`src/fileids.h` and all call sites stay identical to upstream.
|