- Introduced area grid management in WolfEngine to track player-connected areas.
- Updated enemy behavior to consider area connectivity when alerting and moving.
- Added debugging logs for enemy states and movements to assist in tracking AI behavior.
- Implemented fallback area generation for levels lacking area data.
- Enhanced patrol behavior for dogs and guards to prevent rapid direction changes after hitting walls.
- Updated tests to validate new area connectivity logic and enemy behavior under various conditions.
Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
- Implement RetailSfxModule to map sound effects to numeric slots.
- Create SharewareAssetRegistry to manage assets for the Shareware version.
- Introduce SharewareEntityModule to define available enemies in Shareware.
- Add SharewareMenuPicModule to handle menu pictures with runtime offset computation.
- Implement SharewareMusicModule for music routing in Shareware.
- Define keys for entities, HUD elements, menu pictures, and music tracks.
- Create abstract modules for entity, HUD, menu picture, and music assets.
- Add registry resolver to select appropriate asset registry based on game version and data version.
- Update WolfensteinData to include new asset registry exports.
- Modify tests to utilize the new asset registry structure for Shareware and Retail versions.
Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
- Introduced SoftwareRenderer as a pixel-accurate software rendering backend.
- Removed the obsolete wolf_3d_rasterizer.dart file.
- Created a new wolf_3d_renderer.dart file to centralize rendering exports.
- Updated tests to accommodate the new rendering structure, including pushwall and projection sampling tests.
- Modified the WolfAsciiRenderer and WolfFlutterRenderer to utilize the new SoftwareRenderer.
- Enhanced enemy spawn tests to include new enemy states.
Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
- Updated AsciiRasterizer to support game and episode selection menus with improved layout and cursor handling.
- Enhanced SixelRasterizer and SoftwareRasterizer to modularize menu drawing logic for game and episode selection.
- Introduced new methods for drawing menus and applying fade effects across rasterizers.
- Adjusted wall texture sampling in Rasterizer to anchor to projection height center for consistent rendering.
- Added tests for wall texture sampling behavior to ensure legacy compatibility and new functionality.
- Modified Flutter audio adapter to use nullable access for active game and adjusted game selection logic in the main class.
- Cleaned up input handling in Wolf3dFlutterInput by removing unused menu tap variables.
Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>