Anders Jenbo
1203514383
Clean up use of currlevel
2022-06-07 21:35:01 +02:00
Andrew James
1047e408bd
Simplify logic of UpdateMissilePos using helpers from 4620 ( #4621 )
2022-05-31 06:58:47 +02:00
qndel
354e329644
Players[MyPlayerId] -> MyPlayer
2022-05-31 05:35:52 +02:00
obligaron
bc15bdf3a9
Remove PANEL_ defines and replace them with GetMainPanel()
2022-05-29 20:20:44 +02:00
obligaron
70c5cf6cad
Fix item label text with open stash ( #4595 )
...
* Item labels: check if stash is open in IsMouseOverGameArea
* Add IsLeft/RightPanelOpen
2022-05-20 09:12:54 +02:00
qndel
0e2d056a9a
fix refreshing/drawing bottom description part
2022-05-03 23:30:44 +02:00
qndel
0f0e2895fd
fix displacement on death
2022-04-30 06:53:11 +02:00
Anders Jenbo
dc706e8ed5
Use HoldItem for determining if an item is held
...
This cleans up a bit of code and solves a few edge cases where an item
could be lost, the game be unresponsive, or miss fire an event during
lag cause of the cursor not reflecting the currently held item.
2022-04-18 11:27:07 +02:00
Andrew James
8ed94ec365
Use zero-based arch indexes
...
fixes #4434
2022-04-15 01:38:15 +02:00
Gleb Mazovetskiy
a66ca44695
Zero-based frame indexing
...
Index frames starting at 0 instead of 1.
2022-04-14 04:39:26 +01:00
Gleb Mazovetskiy
7de6a25b41
Remove (un)lock_buf
...
We do not seem to render from multiple threads, so these calls are
unnecessary.
2022-03-26 22:27:54 +00:00
Anders Jenbo
a48f89007d
Implement stash
2022-03-18 06:01:53 +01:00
obligaron
973ce9d46e
Use original position for DrawPlayerIconHelper
2022-03-07 21:38:27 +01:00
Gleb Mazovetskiy
f4b43c478a
Fix reflect icon offset ( #4133 )
...
Regression introduced in f4bce38875
2022-03-06 21:39:15 +01:00
Gleb Mazovetskiy
f4bce38875
Use uint16_t for sprite widths
2022-03-06 04:49:13 +01:00
Gleb Mazovetskiy
7fede6c4cb
Clean up owned/unowned CelSprite ambiguity
...
Makes `CelSprite` unowned and adds a new `OwnedCelSprite` class for
owned sprites.
This clarifies ownership and makes the code cleaner in a number of
places.
Additionally, because the `CelSprite` class is now tiny (1 less
pointer), we can pass it by-value instead of by-reference, removing a
pointer indirection in the rendering functions.
2022-03-06 04:49:13 +01:00
qndel
48f102eff1
Chat log
2022-03-06 01:02:55 +01:00
qndel
9ba64ad08b
TRN rewrite + bugfix ( #4056 )
...
* working new TRN system
* apply TRNs to all unique missiles
2022-02-20 14:28:51 +01:00
Gleb Mazovetskiy
48ff656dc0
Load monster graphics into a single buffer
...
Follow-up to a5e1fa5bbe , which loaded
the missiles into a single buffer.
2022-02-17 22:02:41 +00:00
Gleb Mazovetskiy
a5e1fa5bbe
Load missile frames into a single buffer
...
Previously, the memory for each frame was allocated separately.
Changes it to allocate a single buffer for all the frames.
This has the following advantages:
1. Less bookkeeping overhead in the allocator.
2. Less alignment overhead (allocator results are max-aligned by default).
We can follow this up with a similar treatment for other multi-file
animations.
2022-02-01 04:04:59 +00:00
qndel
9536927301
Display hp/mana values on life/mana orbs ( #4006 )
2022-01-27 12:19:32 +01:00
obligaron
234a053863
Change Missiles Array to std::list
2022-01-20 23:12:48 +01:00
obligaron
35dc64312e
Show preview CelSprite for player actions (Introduce PlayerStruct.pPreviewCelSprite and UpdatePreviewFrame)
2022-01-12 12:26:39 +01:00
obligaron
ac0bd7bb58
DrawPlayer: Calculate Width2 later
2022-01-12 12:26:39 +01:00
Gleb Mazovetskiy
e12adf689e
Fix windows build
2022-01-06 13:43:01 +00:00
Anders Jenbo
6b2481a76c
Touch support on all SDL2 platforms
2022-01-02 11:37:38 +01:00
Trihedraf
bb68c800bc
move FPS display down due to new display of difficulty
2022-01-01 09:34:56 +01:00
ephphatha
279fbe32b3
Tidy up checks for missile collision with objects/tiles
...
This was repeated in multiple places with essentially identical logic. Can expose the existing missiles.cpp function to capture the use in scrollrt.cpp
2021-12-28 16:01:37 +01:00
ephphatha
01ffc2c501
Use ObjectAtPosition helper in DrawObject
2021-12-28 16:01:37 +01:00
Gleb Mazovetskiy
c57644970f
Move UiFlags and UiPanels into their own files
...
The first breaks circular dependency between `DiabloUI` and `text_render`.
The latter one moves `UiPanels` to a more appropriate place.
2021-11-25 12:22:27 +01:00
Gleb Mazovetskiy and Anders Jenbo
7e1fea6f76
clang-format all files in {Source,test}/
...
Also includes a few manual tweaks to comments and newlines for better results.
Co-authored-by: Anders Jenbo <[email protected] >
2021-11-24 23:44:12 +01:00
obligaron
677303cba9
Reduce use of view globals in game menu
2021-11-20 21:57:32 +01:00
qndel
4072bd351f
fix debug display in town
2021-11-14 19:49:31 +01:00
Anders Jenbo
56170b3372
Clean up id normalization
2021-11-07 23:15:10 +01:00
qndel
53f89fb9d9
debug fps command ( #3418 )
2021-11-07 11:23:31 +00:00
Andrew James
796e2813cf
Use scoped enums for DungeonFlags/BFLAG ( #3135 )
2021-11-07 03:11:16 +01:00
qndel
46ed79ad42
add megatiles to tiledata ( #3211 )
2021-11-06 18:53:53 +01:00
ephphatha
782e07d967
Refactor DrawObject to avoid repeated Objects lookup
...
The check if the object position is offset is not strictly necessary as a displacement of {0, 0} remains the same after the world/screen transform.
2021-10-30 09:08:11 +02:00
Anders Jenbo
609414fd69
[touch] Indicate level up in a touch friendly way
2021-10-26 07:52:06 +02:00
qndel
0ccdf940f7
fix bounds checks ( #3237 )
2021-10-24 17:20:04 +02:00
Anders Jenbo
1ba7e07b29
Do not show the cursor when using a touch device
2021-10-20 05:08:45 +02:00
obligaron
f9b306d24f
Change EnableFrameCount() from toggle to enable only
2021-10-14 19:34:59 +02:00
qndel
f8cda02456
apply bounds check function
2021-10-12 01:18:28 +02:00
staphen
1142d2ee7b
Hardware rendering for the virtual gamepad
2021-09-22 00:32:17 +02:00
obligaron
e62aaa562f
Fix missiles don't hit horizontal walking players/monsters
2021-09-17 21:03:41 +02:00
staphen
599b29d825
Add renderer for displaying virtual gamepad on screen
2021-09-16 19:25:31 +02:00
obligaron
9678d002d3
Reduce exported functions in debug.h
2021-09-16 19:18:06 +02:00
Vladimir Olteanu
d4d89077cd
Don't free PalSurface when it was obtained from SDL_GetVideoSurface
2021-09-13 23:07:04 +02:00
qndel
a0461bd1c0
stop displaying 0's in tiledata debug command
2021-09-12 18:15:45 +02:00
qndel
d05316c67d
tiledata debug command
2021-09-12 15:20:27 +02:00