Gleb Mazovetskiy
ba4def9382
Use utils/algorithm/container.hpp in more places
2023-08-19 19:57:11 +09:00
Gleb Mazovetskiy
26f42520fa
Fix unused variable warnings
2023-08-16 06:02:17 +09:00
Gleb Mazovetskiy
8c1a847f41
Remove utils/stdcompat/string_view.hpp
2023-08-14 09:59:14 +01:00
Gleb Mazovetskiy
62d067b653
Remove utils/stdcompat/abs.hpp
2023-08-14 01:54:29 +01:00
obligaron
d5642daeb4
Introduce GetScreenPosition
2023-08-12 17:47:31 +02:00
obligaron
578ce01432
Introduce Towner/Player/Object/Item/Monster::currentSprite/getRenderingOffset
2023-08-12 17:47:31 +02:00
DakkJaniels
ad19caf667
Move hp/mana display and item graphics to gameplay options
2023-07-14 03:12:29 +02:00
qndel
c362808165
debug path command ( #6101 )
2023-05-13 10:20:15 +01:00
qndel
3500dc1861
code cleanup
2023-05-11 20:03:31 +02:00
Gleb Mazovetskiy
4fa3732526
Add missing <cstdint> includes
...
Done with the following script:
```ruby
Dir["Source/**/*.{h,c,cc,cpp,hpp}"].each do |path|
v = File.read(path)
next if !v.include?("uint32_t") || v.include?("cstdint")
lines = v.lines
line_num = if lines[2].start_with?(" *")
lines.index { |l| l.start_with?(" */") } + 3
else
3
end
lines.insert(line_num, "#include <cstdint>\n")
File.write(path, lines.join(""))
end
```
then fixed-up manually
2023-05-10 13:50:12 +01:00
Anders Jenbo
6998906b32
Hellfire: let light affect the player
2023-04-24 17:51:39 +02:00
Anders Jenbo
ec9d1b5550
Rename _oLight to applyLighting
2023-04-19 19:41:10 +02:00
Gleb Mazovetskiy
8408743eed
Draw item labels before the monster health bar
...
Fixes #5867
2023-03-26 11:57:49 +01:00
obligaron
36ecc50fcb
Always use infravision in Arenas
2023-03-13 01:00:30 +01:00
KPhoenix
a1fbf5253f
enum talk_id -> enum class TalkID
2023-02-09 13:04:01 +01:00
Gleb Mazovetskiy
98294e0ad5
Optimize MissileData: 32 bytes -> 24
...
23 bytes used, 1 spare byte in the padding.
2023-02-07 08:08:04 +01:00
Gleb Mazovetskiy
0a6a8e8aa0
Clean up missile data access
...
Replace enum static casts with `GetMissile(Sprite)Data`.
2023-02-03 14:37:44 +00:00
KPhoenix
7947b99511
Implement new enum class
2023-02-03 05:05:12 +01:00
Gleb Mazovetskiy
1788d2f8ec
Remove miniwin
...
Event handling code moved to `engine/events.{hpp,cpp}`.
2023-02-01 16:06:57 +00:00
staphen
dd6ce177f7
Derive viewport geometry from player position
2023-01-30 04:22:33 +01:00
Gleb Mazovetskiy
527e876fff
Disable item labels when in store
...
Also disable ground item outlines on hover when in store.
2023-01-22 15:58:12 +01:00
c99f7cf644
Floating numbers ( #5639 )
...
Co-authored-by: qndel <[email protected] >
Co-authored-by: Stephen C. Wills <[email protected] >
2023-01-22 07:20:10 +01:00
KPhoenix
8db521727d
enum missile_id -> enum class MissileID
...
Changes `enum missile_id` to `enum class MissileID`
2023-01-18 17:17:25 +00:00
Anders Jenbo
bb2463862c
Use Position in AddItemToLabelQueue()
2023-01-12 09:56:47 +01:00
Anders Jenbo
a29fc3a074
Correct casing for Player::isWalking()
2023-01-12 09:42:49 +01:00
Gleb Mazovetskiy
e06ca9a016
dun_render: Remove unused argument from RenderTile
...
Now that we pass the mask into `RenderTile`, we no longer need to pass
`levelPieceId`.
2022-12-14 10:12:24 +01:00
Gleb Mazovetskiy
aa2f88e5f6
Remove software cursor state for hardware cursor
...
Switching between software and hardware cursor could cause a glitch
as described in #5560 .
Fixes #5560
2022-12-08 12:09:36 +01:00
Gleb Mazovetskiy
79b330825d
dun_render: Avoid Invalid tile type
...
1. Do not call `RenderTile` with invalid values to begin with.
2. Move mask selection out of `RenderTile`.
2022-12-05 01:32:29 +01:00
Gleb Mazovetskiy
44ed0296d8
dun_render: Overhaul mask handling
...
We notice that masks can be described by 2 parameters:
1. Whether they have 0 or 1 as their high bits.
2. Whether they shift to the left or to the right on the next line.
Describing masks this way allows us to lift them to template variables and simplify the code.
We also avoid handling the mask in the `RenderLine` loop entirely.
Also fixes a foliage rendering bug: Transparent foliage pixels were previously blended but they should have been simply skipped.
2022-12-04 21:53:52 +01:00
Gleb Mazovetskiy
5024bc0f07
Show FPS up to 1 decimal point
...
If FPS < 100, print it with 1 decimal point.
Useful for measuring performance impact on low-end devices.
2022-12-03 21:42:18 +01:00
Gleb Mazovetskiy
aca4aae3c1
dun_render: Remove the use of LightTableIndex
...
Replaces the global with an argument.
2022-11-25 15:00:04 +01:00
Gleb Mazovetskiy
3afef6299f
Level renderer: Remove cel_transparency/foliage_active globals
2022-11-25 15:00:04 +01:00
Gleb Mazovetskiy
1293dfb86d
Level renderer: Remove level_piece_id global
...
`DrawFloor` now passes the piece ID into RenderTile.
Previously, `DrawFloor` did not set `level_piece_id`.
2022-11-25 14:16:30 +01:00
Gleb Mazovetskiy
c616e0d6d2
Level renderer: Remove arch_draw_type global
2022-11-25 14:16:30 +01:00
Gleb Mazovetskiy
69c429bb68
Level renderer: Remove level_cel_block global
2022-11-25 14:16:30 +01:00
Gleb Mazovetskiy
a7324a15c0
Item labels: Clip to viewport
...
Instead of redrawing the panel to avoid item label clipping, clip the labels themselves.
2022-11-22 03:14:58 +00:00
Gleb Mazovetskiy
4c0b43508a
DoBlitScreen: Fix update rects
...
Fixes chat input at 640x480.
Also fixes the other rects, they were slightly off.
2022-11-17 14:25:03 +01:00
obligaron
dc3d797269
GetOffsetForWalking: use uint8_t for animation fraction
2022-11-11 13:29:00 +00:00
obligaron
eca1a68bec
AnimationInfo: Use fixed point math for fractions
2022-11-06 12:31:40 +00:00
Gleb Mazovetskiy
1da4be3839
Fix chat
...
Accidentally broken by #5453
2022-11-02 11:19:00 +00:00
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
0498d7d3a7
Fix compilation warnings
2022-10-29 13:41:23 +01:00
obligaron
a2ec22667f
Use AnimationInfo::isLastFrame in more places
2022-09-04 18:00:16 +02:00
obligaron
deb0d6d9e1
Use missile helpers in MoveMissile/UpdateMissileRendererData ( #5291 )
2022-08-26 21:50:42 +02:00
Gleb Mazovetskiy
188dc79f6e
Make Players a vector
2022-08-26 13:22:04 +09:00
obligaron
68891a8df1
Rename MissileMovementDistrubution => MissileMovementDistribution
2022-08-20 23:41:40 +02:00
Gleb Mazovetskiy
580d3cb6ee
touch/renderers: Migrate away from Art
2022-08-08 14:29:45 +01:00
obligaron
2493f06116
ActorPosition: Remove offset, offset2 and velocity
2022-08-03 21:25:21 +02:00
obligaron
a410e989bf
Remove ScrollInfo
2022-08-03 21:25:21 +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