Commit Graph
91 Commits
Author SHA1 Message Date
ephphatha 829d6b0d4a address clang-format violations 2023-04-16 08:44:22 +02:00
ephphatha 2ce420425e Remake talkbutton.clx as a sheet of two sprites 2023-04-16 08:44:22 +02:00
ephphatha a9f9e2b451 Unroll loop for building alt button states to allow optimising talkbutton.clx 2023-04-16 08:44:22 +02:00
staphen 6bcb4d70e4 Use padmapper bindings on spell icons 2023-04-15 09:53:49 +02:00
qndel ce2ce86070 inspect players command 2023-04-14 02:40:17 +02:00
obligaron c945dc8a46 Make SpellPages const 2023-04-14 02:40:17 +02:00
Eric Robinson f75f66d54b Add playerdat (#5763) 2023-02-10 12:56:28 +00:00
Gleb Mazovetskiy ebcd6b222d Optimize SpellData size: 40 bytes -> 24 2023-02-10 10:51:06 +00:00
Gleb Mazovetskiy b61dac853b Add GetSpellData(SpellID) 2023-02-05 12:12:48 +00:00
KPhoenix d813f13700 enum spell_id -> enum class SpellID 2023-02-05 10:24:58 +00:00
Gleb Mazovetskiy 1788d2f8ec Remove miniwin
Event handling code moved to `engine/events.{hpp,cpp}`.
2023-02-01 16:06:57 +00:00
DakkJaniels 0c1c8d0aa0 fix speedbook crash (#5730) 2023-01-29 02:27:48 +00:00
Eric Robinson 049f75515b Fix bug in ef3a57b7 (#5732) 2023-01-29 02:59:30 +01:00
Eric Robinson ef3a57b7d9 enum spell_type -> enum class SpellType (#5674) 2023-01-28 22:25:37 +01:00
Anders Jenbo e50e21e0e4 Use outline for spell icon texts 2023-01-12 11:04:53 +01:00
Gleb Mazovetskiy 46e755f680 Simplify spell icon handling
Hide the internals of spell icon rendering behind simple functions.
2022-11-22 02:37:19 +01:00
Gleb Mazovetskiy 74ca2ab0db Use no-background spell icons with UNPACKED_MPQS
Spell icons size: 200 KiB -> 81 KiB

Fixes #5470
2022-11-22 00:14:18 +00:00
Gleb Mazovetskiy 6dca019de2 Use function_ref instead of function
`function_ref` is a lightweight function pointer,
whereas `std::function` always involves a heap allocation.
2022-11-02 11:46:15 +00:00
KPhoenix 8c3ced3cb6 Display correct Armor Class in Char Panel (#5443)
In the hit calculation for a monster hitting a player, the player level is used, which equates to the player always having a 2 * clvl increase to what is displayed in the character panel. This adds it in.
2022-11-02 10:09:31 +01:00
Gleb Mazovetskiy 680ab5ec40 Overhaul backbuffer state handling
When rendering directly to the output buffer, we need to maintain the
state of what has been drawn and what needs redrawing per-buffer.

We previously tried to do it implicitly by checking `SDL_DOUBLEBUF` and
other flags. The previous implementation was broken in several
ways, resulting in rendering issues on devices that support 8-bit output
directly.

Changes this mechanism to explicitly maintain buffer state per output
buffer. The new mechanism doesn't require knowledge of the number of
buffers, and thus also works correctly with triple-buffering.

Fixes #5447
2022-11-01 02:43:24 +00:00
Gleb Mazovetskiy 41f43ea3f5 Support unpacked MPQs from devilutionx-mpq-tools
https://github.com/diasurgical/devilutionx-mpq-tools produces an unpacked MPQ
with all the graphics converted to CLX and the unused files removed.
This is primarily useful on RAM-constrained platforms, such as PS2,
because it eliminates the MPQ overhead.

Adds a build option to load from such unpacked directories instead of the MPQ.

These directories are searched for in the same locations
where the MPQs would be searched for otherwise.

Example directory layout:

* /usr/local/share/diasurgical/devilutionx/diabdat/ -- unpacked and converted diabdat.mpq
* /usr/local/share/diasurgical/devilutionx/hellfire/ -- unpacked and converted hellfire MPQs (all of them merged into 1 directory)
* /usr/local/share/diasurgical/devilutionx/fonts/ -- unpacked fonts.mpq
* /usr/local/share/diasurgical/devilutionx/pl/ -- unpacked pl.mpq

These directory structure is produced by calling `unpack_and_minify_mpq`
2022-10-11 18:00:57 +01:00
staphen 8b6db3a678 Get rid of panelstr, pnumlines, and ClearPanel() 2022-10-02 08:51:24 +02:00
KPhoenix a1822bca8e Remove sSkillText from spelldat.cpp 2022-09-21 23:48:08 +02:00
Gleb Mazovetskiy 6327e713e0 Lowercase all file paths
We want to be able to use unpacked MPQs on low-end platforms
(PS2/rg99/etc).

This is tricky on case-sensitive filesystems. Avoids case issues by
lowercasing all paths in the code (then we'll just need lowercased
listfiles).
2022-08-20 23:49:23 +01:00
Gleb Mazovetskiy 4cf0053ece Set underlying type for all the enums
Reduces rg99 binary size by 3 KiB.
2022-08-11 01:43:54 +02:00
Gleb Mazovetskiy c351acbf7e Remove redundant devilutionx.mpq check
We now check it only once in `CheckArchivesUpToDate`.
We then use `LoadClx` instead of `LoadOptionalClx` throughout.
2022-08-04 15:16:00 +02:00
Gleb Mazovetskiy d71a54dba8 Render main panel buttons as CLX
Converted with:

```
pcx2clx --num-sprites 3 data/talkbutton.pcx && rm data/talkbutton.pcx
```

Sizes:

```
Surface(63, 114) -> CLX	7296 -> 5336	-26.9%
Surface(53, 48) -> CLX	2688 -> 2324	-13.5%
```
2022-08-04 15:16:00 +02:00
Gleb Mazovetskiy 609b711d32 Render char panel as CLX
Converted with:
```
pcx2clx --num-sprites 6 data/panel8bucp.pcx && rm data/panel8bucp.pcx
```

Size: 112640 -> 93215 bytes, -17.2%
2022-08-04 15:16:00 +02:00
Gleb Mazovetskiy 17a97450bc Convert assets to CLX
Converted using the following commands:

```
cd Packaging/resources/assets
pcx2clx --transparent-color 1 --num-sprites 256 fonts/*.pcx && rm fonts/*.pcx
pcx2clx --num-sprites 2 ui_art/dvl_but_sml.pcx && rm ui_art/dvl_but_sml.pcx
pcx2clx --transparent-color 1 data/hintbox.pcx data/hintboxbackground.pcx && rm data/hintbox.pcx data/hintboxbackground.pcx
pcx2clx --transparent-color 1 --num-sprites 6 data/hinticons.pcx && rm data/hinticons.pcx
pcx2clx --num-sprites 2 data/panel8buc.pcx data/dirtybuc.pcx data/dirtybucp.pcx && rm data/panel8buc.pcx data/dirtybuc.pcx data/dirtybucp.pcx
pcx2clx --transparent-color 1 data/healthbox.pcx && rm data/healthbox.pcx
pcx2clx --transparent-color 1 --num-sprites 6 data/resistance.pcx && rm data/resistance.pcx
pcx2clx --transparent-color 1 --num-sprites 5 data/monstertags.pcx && rm data/monstertags.pcx
pcx2clx --transparent-color 1 data/stash.pcx && rm data/stash.pcx
pcx2clx --transparent-color 1 --num-sprites 5 data/stashnavbtns.pcx && rm data/stashnavbtns.pcx
pcx2clx **/*.pcx && rm **/*.pcx
git checkout master -- ui_art/black_diablo.pcx ui_art/black_hellfire.pcx data/charbg.pcx data/talkbutton.pcx data/panel8bucp.pcx
rm ui_art/black_diablo.clx ui_art/black_hellfire.clx data/charbg.clx data/talkbutton.clx data/panel8bucp.clx
```
2022-08-03 16:37:04 +02:00
Gleb Mazovetskiy 961866e1c4 CLX: A new graphics format
The format is almost identical to CL2, except it uses the frame header
to store frame width and height instead of 5 32-line offsets.

This means we always have access to frame dimensions, so we can use it
as an on-disk format for our graphics as well.

Additionally, we may be able to optimize the rendering even more
in the future now that we have guaranteed knowledge of frame dimensions.
2022-08-03 02:38:55 +02:00
Gleb Mazovetskiy 8ca71272b8 Load all CEL as CL2
Convert CEL files to CL2 at load time. CL2 format is more efficient and is about as fast to render.

CEL vs CL2 sizes, on dLvl 5: https://gist.github.com/glebm/9bbdd76962abcd4fd2405ecd3379af97

Memory:

* Peak memory (while loading): -300 KiB
* Memory in-game (dLvl5): -700 KiB
* RG99 binary size: -15 KiB (1333096 -> 1317192)

Performance on rg99:

* On average, -1 FPS in town.
* Same FPS in dungeon (20 FPS on dLvl 1).
2022-07-19 10:59:35 +02:00
Gleb Mazovetskiy e5e8ba07c2 Hellfire spell book: Set button widths correctly
The hellfire spell book buttons CEL only has 5 frames, all of the
same widths.
2022-07-18 09:32:31 +01:00
Anders Jenbo 3ae834148a Split event handeling from general miniwin features 2022-07-10 21:13:39 +02:00
Anders Jenbo 2d21fc372e Remove more miniwin code 2022-07-10 21:13:39 +02:00
Anders Jenbo 6a8fd04067 Use player by references (#4938) 2022-07-10 11:40:04 +02:00
Gleb Mazovetskiy 197e1180b2 Add StrCat and StrAppend
Adds simple string / integer concatenation functions.

Many of the uses of `fmt::format` are simply concatenation
of a few strings and integers.

`StrCat` is an easier-to-read alternative to such uses of `fmt`.
2022-07-10 06:14:58 +02:00
staphen cab75ded6b Check both SPL_NULL and SPL_INVALID to determine spell validity 2022-07-09 04:04:22 +02:00
Mikołaj Piróg dda0b96ea5 Remove #defines in player.h and add constexpr where applicable (#4896)
* Change defines to constexpr int in player.h

* Add const or constexpr to player.h/cpp where applicable

* Update tests with changed names of player constatns

* remove unecessary variable
2022-07-05 17:25:23 +02:00
Gleb Mazovetskiy 17f8cdddc4 Clean up GetSpellLevel
Remove the buggy `GetSpellLevel` implementation and use
`Player#GetSpellLevel` throughout instead.
2022-07-03 13:40:53 +01:00
Gleb Mazovetskiy d152d2c0fb Add OptionalOwnedCelSprite 2022-07-03 12:26:39 +01:00
Gleb Mazovetskiy 21dc7f553d Add OptionalCelSprite: smaller than std::optional
`CelSprite` data pointer can never be `nullptr`.

We implement a smaller `optional` for it by taking advantage of that.
2022-07-03 12:26:39 +01:00
Anders Jenbo 72656b3011 Move path and palette to the engine folder 2022-06-24 16:34:20 +02:00
ephphatha c68fcf3cb1 Apply MethodCase config to Rectangle::Contains
Also included Circle and VirtualButton classes due to the shared use.
2022-06-24 00:39:55 +02:00
Gleb Mazovetskiy 8e9c9e0238 Reduced the size of OwnedCelSprite* by 8 bytes
`OwnedCelSpriteWithFrameHeight`: 40 -> 32
2022-06-20 01:11:22 +02:00
Andrew James 13a3424ff0 Add helpers for creating/using Rectangles in UI contexts (#4734)
* Add MakeRectangle helper to convert from SDL_Rect

* Add Rectangle::inset method for shrinking a rectangle

Turns out some of the other use cases I though this could apply to were actually doing something based on a fixed region

* Simplify initialisation of settings menu rects
2022-06-19 15:18:48 +02:00
obligaron 9ac04314f4 Introduce Player::isOnLevel 2022-06-18 17:05:30 +02:00
Andrew James 0add7a8af6 Define sizes using Size type in control.cpp/stash.cpp (#4737)
* Use appropriate types for size constants in control.cpp

* Declare constexpr value for iterating over the cells in a stash grid

* Use appropriate type for UIRectangle dimensions
2022-06-18 15:25:52 +02:00
Vladimir Olteanu 2cc9d70fa6 Use decimal separators for gold and XP (#4722) 2022-06-18 09:13:59 +02:00
Gleb Mazovetskiy 1fc8ecb6f6 Add fmt::runtime annotations for C++20 support
`fmt` requires non-contexpr format string arguments to be wrapped in
`fmt::runtime` in C++20.
2022-06-14 12:46:36 +01:00
Gleb Mazovetskiy 779ccaca17 Overhaul translation fetching
1. Do not modify the map after loading. Instead, return string views
   (guaranteed to be null-terminated) from look up functions and return
   the key directly if not found.
2. Use an `unorded_map` instead of `map` where available (C++20).
   Saves a bit of RAM (~50 KiB) and improves lookup performance.
2022-06-14 12:46:36 +01:00