Anders Jenbo
16b65120ea
Clean up LevelMonsterTypes related code
2022-07-15 19:36:47 +02:00
ephphatha
1337ff6ea2
Add check if a monster potentially has leashed minions
2022-07-13 07:13:34 +02:00
Gleb Mazovetskiy
33ac2cca8e
♻️ Make Monster counters size_t
2022-07-12 03:04:53 +01:00
Mikołaj Piróg
15989609a8
Members' name changes and comments in Monster struct ( #4861 )
2022-07-06 10:21:22 +02:00
Gleb Mazovetskiy
6949a6f418
Monster: Remove MType/MData pointers
...
These pointers are redundant, replaces them with methods.
2022-07-03 13:21:11 +01:00
Mikołaj Piróg
7cab074aa5
Correct members' names in monster.h ( #4850 )
...
* Fix case in AnimStruct
* Rename CMonster members
2022-07-01 23:34:32 +02:00
Mikołaj Piróg
2e7ff45fbf
Monster global constants cleanup ( #4827 )
...
* Change #defines to constexpr const, add constexpr where applicable, fix typos
2022-07-01 00:43:03 +02:00
Anders Jenbo
6d56058708
Move level generation to subfolder
2022-06-23 09:21:58 +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
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
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
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
ephphatha and Anders Jenbo
b12de6fe12
Use scoped enum for Direction
...
Identified and removed an instance of Direction being used as an argument for a bool parameter
Removed a single-use temporary variable being cast from sprite frame to direction to size_t
Co-authored-by: Anders Jenbo <[email protected] >
Fix alignment of WalkSettings array
2021-09-12 02:27:47 +02:00
Juliano Leal Goncalves
0d3d4c14f6
🚚 Rename 'Dead' concept to 'Corpse' everywhere (#2808 )
2021-09-06 12:49:00 +02:00
qndel
e355d03019
Rename SetDead
2021-08-21 02:11:41 +02:00
vlad
a07ea153ae
load animation into correct Dead slot - fixes crash on killing petrified monsters -
...
fixes https://github.com/diasurgical/devilutionX/issues/2633
2021-08-20 00:47:45 +02:00
Anders Jenbo
e9f1d6ad88
Fix crash on monster death with existing saves
...
fixes #2603
2021-08-15 04:08:05 +02:00
Anders Jenbo
f289fbcec5
Remove dead missile code
2021-08-13 03:59:29 +02:00
Vladimir Olteanu
040ca7b1e9
Remove logic related to unused MFLAG_ALLOW_SPECIAL
2021-08-12 00:19:09 +02:00
Vladimir Olteanu
3364a4e00c
Refactor MisFileData
...
MisFileData: make pinnedMem private
2021-08-12 00:19:09 +02:00
Anders Jenbo
77b72da276
♻️ Use monster by reference when possible
2021-07-14 20:22:35 -07:00
Anders Jenbo
ef6275caac
Clean up private function names
2021-07-12 17:59:22 -07:00
obligaron
54d63e2edd
Change AnimationInfo.pCelSprite to const
2021-07-12 07:40:38 -07:00
obligaron
3e57d0d69b
Introduce MonsterGraphic enum class
2021-07-12 07:40:38 -07:00
obligaron
5f7a2803fc
Introduce CMonster::GetAnimData
2021-07-12 07:40:38 -07:00
Anders Jenbo
9ae908f947
Rename missile globals
2021-07-08 02:01:14 -07:00
Anders Jenbo
07ad083fda
Rename monster globals
2021-07-08 02:01:14 -07:00
Anders Jenbo
cb564a2d54
Clean up A-D
2021-07-04 05:25:37 -07:00
Anders Jenbo
4eabc6024b
Apply various cleanups via Android Studio
2021-07-03 18:27:17 -07:00
Anders Jenbo
e11b86b6f1
Clang-tidy: llvm-namespace-comment
2021-06-27 01:44:20 +02:00
Anders Jenbo
de4ced7e4f
Clang-tidy: readability-qualified-auto
2021-06-27 00:56:08 +02:00
obligaron
b5ad92eb2c
Convert _mAnimData to CelSprite
2021-06-18 21:47:19 +02:00
obligaron
ceda0b46ce
Introduce InitDeadAnimationFromMonster
2021-06-18 21:47:19 +02:00
Juliano Leal Goncalves
b3ec79af4f
Leverage 'Point' in Lighting and Player functions ( #2048 )
2021-05-24 17:28:52 +02:00
Juliano Leal Goncalves
d55cd99dd5
🚚 Rename 'direction' enum to 'Direction'
2021-05-24 04:46:08 +02:00
Gleb Mazovetskiy
28182ca5e3
🧹 Fix a couple more compilation warnings
2021-05-01 23:55:45 +02:00
Vladimir Olteanu
4d5b9ac023
Coding style changes for dead.h, dead.cpp
2021-04-28 12:56:00 +02:00
Vladimir Olteanu
2a3cf98850
Slight cleanup of dead{.h,.cpp}
2021-04-28 12:56:00 +02:00
obligaron
239a43cc1c
Remove "AnimWidth2" expect for missiles ( #1680 )
2021-04-25 13:32:33 +02:00
Anders Jenbo
61d15e23db
🎨 Apply direction enum to monsters and relations
...
Missiles _mimfnum is being used for a lot more then just directions and
can also be a 16 degree direction so can't apply enum verbs and
restricitons to it in most cases. This in turns also affects SetMissDir
and some other functions that have to stay int.
2021-04-18 23:13:03 +02:00
Anders Jenbo
b238d320c2
🎨 Clean up dead.cpp
2021-04-18 21:21:51 +02:00
Anders Jenbo
01afe7c997
🎨 clang-tidy iterators
2021-04-18 21:21:51 +02:00
Anders Jenbo
d9c2108513
🎨 clang-tidy type definition
2021-04-18 21:21:51 +02:00
Anders Jenbo
997c1dba55
🚚 Split up all.h in to proper header relations
2021-04-16 01:04:54 +02:00
Anders Jenbo
61244c4d93
♻️ Rearange and apply more enums
2021-04-10 05:24:01 +02:00
Anders Jenbo
bfb3c11c2b
🎨 Change namespace to devilution
2021-04-06 15:21:25 +02:00
Anders Jenbo
630e507f63
🚚 Apply namespace
2021-04-06 15:21:25 +02:00
pionere
f5c1079d6f
eliminate unused code
2021-02-19 22:04:11 +01:00
Anders Jenbo
3c5982083f
Merge branch 'master' of github.com:diasurgical/devilution
2020-04-06 12:05:13 +02:00
Anders Jenbo
f217b14e3e
Order variables logically
2020-04-06 05:43:20 +02:00