Anders Jenbo
a350fb0b15
Clang-tidy: FunctionCase part 1
5 years ago
Anders Jenbo
b71b0149a3
Clang-tidy: ConstexprVariableCase
5 years ago
Anders Jenbo
58cddd6e5e
Clean up missiles var init
5 years ago
Juliano Leal Goncalves
cbb84199c2
♻️ Replace Point addition with 'Point + Displacement'
5 years ago
Anders Jenbo
8e07ef8fe5
Clang-tidy: misc-unused-parameters
5 years ago
ephphatha
357f6f1dc3
Move RNG functions to their own header/source files
5 years ago
Anders Jenbo
0a00d1d7ba
♻️ Use a switch for AddClassHealingBonus
5 years ago
Anders Jenbo
8a4d38dd74
Stabalize clang-tidy runs
5 years ago
Anders Jenbo
ec8d7bebe2
Clang-tidy: modernize-use-auto
5 years ago
Anders Jenbo
8f3266244a
Clang-tidy: readability-else-after-return
5 years ago
Anders Jenbo
de4ced7e4f
Clang-tidy: readability-qualified-auto
5 years ago
Anders Jenbo
f4f8f22699
Clang-tidy: readability-redundant-control-flow
5 years ago
ephphatha
f4f6a8a51e
Refactor PlaySfxLoc to take a Point instead of x/y params
...
Because of the heavy usage of this function in objects.cpp and the mixed use of aliases and direct references to the active object in Operate*Door functions I've done some refactoring of those areas beyond what is strictly necessary. Hopefully this makes sense and is reasonable to include in this change.
5 years ago
Anders Jenbo
22b632f04a
♻️ Clean up implicit bool conversions
5 years ago
obligaron
fb23521288
Introduce AnimationInfo.IsPetrified to handle Stone Curse Spell
5 years ago
obligaron
317a6ee82c
Introduce MonsterStruct::Petrify
5 years ago
Anders Jenbo
1cc0eb25ca
♻️ Use ranges for loops (clang-tidy)
5 years ago
Anders Jenbo
b1ca8ee45f
♻️ Simplify loops in to mulitplications ( #2225 )
5 years ago
Anders Jenbo
325ac10044
♻️ Add helper function to wall spells
5 years ago
Anders Jenbo
1119c2d2d9
♻️ Cleanup missiles
5 years ago
Anders Jenbo
ee7b32d8f6
Player by reference part 3
5 years ago
Vladimir Olteanu
e664e39061
Direction16: nits
...
* use static_cast
* fix bad math that yielded same result as correct math
5 years ago
Anders Jenbo
a1a8dd4bba
🔥 Remove redundant MI_Lightctrl code
5 years ago
Gleb Mazovetskiy
8a9618aea2
♻️ Clean up `cel_header.hpp`
...
1. Rename `CelGetFrameStart` to `CelGetFrame`, in line with the other 2
functions with the same name and load the `uint32_t` safely.
2. Remove redundant `FrameHeader`, simply use `LoadLE16`.
3. Document all the functions.
5 years ago
Vladimir Olteanu
2624d1e62f
Introduce Direction16 as enum
5 years ago
Vladimir Olteanu
74863f95e9
Cleanup of MI_Lightctrl * Removal of redundant checks w.r.t. mx, my * Reduced indentation * Use Point stuff
5 years ago
Vladimir Olteanu
8c3c9ae74a
Cleanup AddWarp
5 years ago
Anders Jenbo
00f8cab32a
Cleanup missile velocity calculations
5 years ago
Vladimir Olteanu
0765d2a70e
Cleanup missiles_process_charge
5 years ago
Vladimir Olteanu
52cc7ccc63
Cleanup MI_Hbolt
5 years ago
Vladimir Olteanu
1368c4d499
Cleanup MI_Wave
5 years ago
Vladimir Olteanu
67e37e5b54
Cleanup of MI_Apoca
5 years ago
Vladimir Olteanu
87d5124fac
Consolidate MI_FireRing and MI_LightningRing
5 years ago
Vladimir Olteanu
fab8ecbb78
AddHiveExplosion: remove duplicate code
5 years ago
Vladimir Olteanu
0b72187cbc
Refactor MI_Cbolt
5 years ago
Vladimir Olteanu
356a90411a
AddRuneExplosion: Use loop to get rid of duplicate code
5 years ago
Vladimir Olteanu
95643029e3
Refactor missiles.cpp
...
Use Point wherever possible
Make some functions static (not exhaustive)
Reduce excessive indentation (not exhaustive)
Declare variables as needed (not exhaustive)
5 years ago
Gleb Mazovetskiy
14218080b6
🚚 engine.h: Extract `CelGetFrame` and friends
5 years ago
Gleb Mazovetskiy
e40b1963f9
🚚 engine.h: Extract `CelSprite` and file loading
5 years ago
obligaron
b5ad92eb2c
Convert _mAnimData to CelSprite
5 years ago
obligaron
ab9a300393
Introduce InitMissileAnimationFromMonster
5 years ago
qndel
8ba4afe313
fix wrong sound/message
5 years ago
Vladimir Olteanu
03f9392e0f
Use Point stuff in MI_Fireman
...
Update Source/missiles.cpp
Co-authored-by: Anders Jenbo <anders@jenbo.dk>
5 years ago
Vladimir Olteanu
34fd7d7651
Use WalkingDistance in CheckIfTrig
5 years ago
Juliano Leal Goncalves
4668a526eb
♻️ Leverage 'Point' struct on monster functions ( #2056 )
5 years ago
Juliano Leal Goncalves
dd9e05222d
♻️ Change 'PosOkPlayer' to take a 'Point' instead of 2 separate ints
5 years ago
Anders Jenbo
8a7ec56d3a
Player by reference part 2
...
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.
5 years ago
Juliano Leal Goncalves
b3ec79af4f
Leverage 'Point' in Lighting and Player functions ( #2048 )
5 years ago
Juliano Leal Goncalves
d55cd99dd5
🚚 Rename 'direction' enum to 'Direction'
5 years ago
Juliano Leal Goncalves
15c46b9eb0
💬 Rename HeroSpeech members to improve discoverability
5 years ago