Replaces ParseFixed6/parseFixed6/readFixed6/readDecimal's raw-int
plumbing with the new FixedPoint type, then propagates strongly-typed
fixed-point fields through everywhere that consumed them: player
_pHitPoints/_pMana (and their base/max variants), ClassAttributes'
percentage/multiplier fields, Item::_iPLHP/_iPLMana, and
Monster::hitPoints/maxHitPoints. Eliminates manual <<6/>>6 bit-shifting
at nearly every call site in favor of fromInt/fromRaw/whole() and the
new fixed-point arithmetic operators, while preserving raw() only at
genuine serialization/network wire-format boundaries.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
While a mouse button or controller action is held, the last action is
re-sent every game tick. This affects walking, melee attacks on targets
out of reach and operating objects the player isn't next to. If no path
to the target exists, each repeat runs two or three worst-case path
searches for the same result, which noticeably reduces FPS.
Add WalkabilityGeneration, bumped whenever tile solidity, objects or
the tiles occupied by monsters and players change. RepeatPlayerAction
remembers the last request that needed walking and skips an identical
one while the start tile, destination, generation and player life
states are unchanged. A request that finds a path moves the player, so
this only skips requests that failed or are still pending.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Split several monolithic files to reduce transitive dependencies and
enable the dun_render_benchmark to link without bringing in all of
DevilutionX:
- Extract dungeon tile globals and loading functions from `gendung` into
`dun_tile_data.{hpp,cpp}`
- Extract light table data and MakeLightTable from lighting into
`engine/light_tables.{hpp,cpp}`
- Move cursor_id and SelectionRegion to cursor_defs.hpp
- Extract quest log rendering to `panels/quest_log.{hpp,cpp}`
- Extract drlg quest setpiece logic to `levels/drlg_quests.{hpp,cpp}`
- Extract quest data loading to `tables/questdat.{hpp,cpp}`
- Move `GameData` and `gbIsMultiplayer` into `game_mode.{hpp,cpp}`
- Add `parse_sfx_id.{hpp,cpp}`
- Update CMake libraries accordingly
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
Now that the project targets C++23, use the standard library's
std::expected instead of the vendored tl::expected polyfill:
- tl::expected -> std::expected, tl::unexpected/tl::make_unexpected -> std::unexpected
- .map()/.map_error() -> .transform()/.transform_error()
- #include <expected.hpp> -> #include <expected>, grouped with std headers
- Remove 3rdParty/tl/expected.hpp (the tl target remains for function_ref.hpp)
Co-Authored-By: Claude Fable 5 <[email protected]>
* Fix broken catacombs wall tile
When tile 15 is followed by tile 1 below, change tile 1 to tile 8
(left corner) to fix a visual glitch in the catacombs.
* Silence fmt catch warnings and guard SaveHelper copy
The previous implementation didn't behave quite like A-* is supposed to.
After trying to figure out what's causing it and giving up,
I've reimplemented it in a straightforward manner.
Now it seems to work a lot better.
Also increases maximum player path length to 100 steps.
We still only store the first 25 steps in the save file for vanilla
compatibility.
1. Moves more assets-related stuff from `init` to `engine/assets`.
2. Removes `SDL_audiolib` dependency from `soundsample.h`.
3. Cleans up some unused/missing includes.
Untangles dependencies by splitting up `engine.{h,cpp}` into 3 files:
1. `primitive_render`
2. `ticks` -- only contains `GetAnimationFrame` for now.
3. `GetWidth2` renamed to `CalculateSpriteTileCenterX` and moved to `levels/dun_tile.hpp`.