Gleb Mazovetskiy
3d4f0b48b8
Remove TranslateMessage
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It has become entirely redundant.
2022-07-17 11:44:52 +02:00
obligaron
ebfb519ee0
Rename gbQuietMode to HeadlessMode
2022-07-13 18:54:36 +02:00
obligaron
bab9baa42a
Handle gbQuietMode for paths in StartGame
2022-07-13 18:54:36 +02:00
Gleb Mazovetskiy
2be823a468
Fix progress bar on already-visited levels
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Fixes #4970
2022-07-11 23:02:09 +01:00
Anders Jenbo
3ae834148a
Split event handeling from general miniwin features
2022-07-10 21:13:39 +02:00
Anders Jenbo
a7be622aa3
Clean up naming of event handler
2022-07-10 21:13:39 +02:00
Anders Jenbo
2d21fc372e
Remove more miniwin code
2022-07-10 21:13:39 +02:00
Gleb Mazovetskiy
d152d2c0fb
Add OptionalOwnedCelSprite
2022-07-03 12:26:39 +01:00
Gleb Mazovetskiy
5d1a4fd8af
IncProgress: Do not render bar if not active
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Loading the game from within the game calls `IncProgress` multiple times
but we should not render the progress bar when that happens.
2022-06-30 11:41:11 +02:00
obligaron
07de7e2d7c
Fix "Restart in Town" when dying on a quest/set map
2022-06-24 23:15:59 +02:00
Anders Jenbo
72656b3011
Move path and palette to the engine folder
2022-06-24 16:34:20 +02:00
Anders Jenbo
99181fd709
Move more files to the engine folder
2022-06-24 11:08:15 +02:00
Gleb Mazovetskiy
8e9c9e0238
Reduced the size of OwnedCelSprite* by 8 bytes
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`OwnedCelSpriteWithFrameHeight`: 40 -> 32
2022-06-20 01:11:22 +02:00
Gleb Mazovetskiy
c1ea8d58e0
Fix wide-screen background paths
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These files are lowercase when in a bundled filesystem.
2022-06-19 10:19:27 +02:00
obligaron
184290a977
Support setlevel in multiplayer
2022-06-18 17:05:30 +02:00
obligaron
9ac04314f4
Introduce Player::isOnLevel
2022-06-18 17:05:30 +02:00
obligaron
19749420b5
Introduce Player::isOnActiveLevel
2022-06-18 17:05:30 +02:00
obligaron
7afe7d2a70
Save Methods in loadsave gets MpqWriter passed
2022-06-16 09:43:34 +02:00
Gleb Mazovetskiy
9d2948c782
Loading screen: Free the background early
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Frees the background after blitting it once in the loading screen.
This gives the game more RAM for the actual loading.
2022-06-15 12:22:28 +02:00
Gleb Mazovetskiy
e8c57aae67
Render widescreen cutscene bg as PCX
2022-06-13 09:54:01 +01:00
Anders Jenbo
54cd839cf6
Clean up drlg tests
2022-06-05 16:43:06 +02:00
qndel
354e329644
Players[MyPlayerId] -> MyPlayer
2022-05-31 05:35:52 +02:00
obligaron
d86c4e5d84
Introduce GetUIRectangle() to distinguish between UI and main panel
2022-05-29 20:20:44 +02:00
Anders Jenbo
0645d9b2a1
Correct missing hellfire level mapping in leveltype
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Hellfire never added the 2 new dungion types, instead it makes
additional checks on currlevel. This is confusing and mess, so cleaned
it up.
2022-05-10 15:16:38 +02:00
Gleb Mazovetskiy
a66ca44695
Zero-based frame indexing
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Index frames starting at 0 instead of 1.
2022-04-14 04:39:26 +01:00
Gleb Mazovetskiy
7de6a25b41
Remove (un)lock_buf
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We do not seem to render from multiple threads, so these calls are
unnecessary.
2022-03-26 22:27:54 +00:00
Gleb Mazovetskiy
7fede6c4cb
Clean up owned/unowned CelSprite ambiguity
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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
Anders Jenbo
5390c9baa3
Add widscreen cutstart
2021-09-12 01:37:28 +02:00
obligaron
be4aeca196
DebugCmdWarpToLevel: Use correct WM_DIABTOWNWARP instead of the up-to-town WM_DIABTWARPUP
2021-09-02 21:55:37 +02:00
obligaron
82a5af7332
DebugCmdWarpToLevel: Fix transition from map to level
2021-09-02 21:55:37 +02:00
Juliano Leal Goncalves
20d356a6eb
♻️ Leverage 'Point' in art_draw functions
2021-08-30 06:45:51 +02:00
obligaron
36f13b34dc
Add debug text commands
2021-08-19 03:44:20 +02:00
Anders Jenbo
069249f318
🚚 Move local function to anonymous namespace i-p
2021-07-19 05:44:20 +02:00
Anders Jenbo
35ccc8eb1c
Apply clang-tidy to code
2021-07-10 17:30:15 -07:00
Anders Jenbo
74b57558c9
🚚 Move local code to anonymous namespace
2021-07-10 17:30:15 -07:00
Anders Jenbo
9ebdb6db69
General clean up
2021-07-08 03:30:25 -07:00
Anders Jenbo
96bf75b502
Rename player globals
2021-07-08 02:01:14 -07:00
Anders Jenbo
a7c7fa0030
Fully apply clang-tidy/format to all files
2021-07-03 16:41:43 -07:00
Gleb Mazovetskiy
cb0dae8590
🚚 Rename CelOutputBuf to Surface and extract
2021-07-03 05:33:32 -07:00
Anders Jenbo
f0e5bd819b
💚 Fix debug builds
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This the change from 8e07ef8fe5 .
2021-06-27 20:48:39 +02:00
Anders Jenbo
8e07ef8fe5
Clang-tidy: misc-unused-parameters
2021-06-27 17:34:32 +02:00
Gleb Mazovetskiy
e40b1963f9
🚚 engine.h: Extract CelSprite and file loading
2021-06-21 01:36:20 -07:00
Gleb Mazovetskiy
43bc08bd63
Hardware Cursor: Fall back to software on failure
2021-06-19 12:36:39 +01:00
Gleb Mazovetskiy and Victor Luchits
f9d20b44d6
🎉 Hardware cursor (SDL2-only)
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Disabled by default because of these known issues:
1. When clicking on inventory item, it briefly appears a bit shifted (in the wrong coordinates).
This issue can happen with software cursor as well, but is a lot more
obvious with the hardware cursor.
2. Cursor is scaled with nearest-neighbour scaling, which may look a bit different from
how the rest of the graphics are scaled.
See also previous attempt: https://github.com/diasurgical/devilutionX/pull/955 by @viciious
Co-authored-by: Victor Luchits <[email protected] >
2021-06-19 01:03:40 +02:00
Gleb Mazovetskiy
9c2677c368
DrawCutscene: Clip progress bar draw call
2021-06-16 03:12:54 +02:00
qndel
1c246e64d1
fix loading screens: ( #2109 )
2021-06-04 22:49:54 +02:00
Kalebe Alves
118efe8e6d
Use Point/SDL_Rect for control functions coordinate system
2021-05-28 19:57:16 +02:00
Anders Jenbo
8a7ec56d3a
Player by reference part 2
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This mostly change player to be by reference instead of by index.
But additionally it does stript checks for gold in the belt, move some
value types to the initialization and short circute a few functiongs.
2021-05-24 21:00:32 +02:00
Gleb Mazovetskiy
0edfa3de66
🚚 Move CEL rendering to engine/render/cel_render.cpp
2021-05-07 00:16:40 +02:00
Gleb Mazovetskiy
1b8b62a8c2
♻️ Store CEL width with the sprite itself
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Instead of passing the CEL sprite width when drawing, store the CEL
width at load time in the new `CelSprite` struct.
Implemented for most sprites except towners, missiles, or monsters.
2021-05-01 20:51:55 +02:00