Anders Jenbo
d07b2204d3
Remove -j argument
...
Use the changelevel command instead
5 years ago
Anders Jenbo
4a1e4c599b
Port debug vision to a command
5 years ago
Anders Jenbo
f931778b90
Remove debug_mode_key_w
...
Replaced by debug commands
5 years ago
Anders Jenbo
6bc8475e8c
Clean up debug commands for loading levels
5 years ago
Anders Jenbo
4c6a5bab56
Clean up god mode
5 years ago
obligaron
6be94ceb3f
Move DiabloHotkeyMsg to control.cpp and use IsChatAvailable
5 years ago
Vladimir Olteanu
286eb7144a
Get rid of InitHash
5 years ago
obligaron
77f9bded9e
Introduce demo namespace
5 years ago
obligaron
82cea78def
Apply clang-format
5 years ago
obligaron
6f6412fced
diablo_quit also frees game state (and with this sound objects)
5 years ago
Anders Jenbo
8df8b940c4
Handle some clang-tidy issues
5 years ago
Aaron Sun
3ee90ca629
Add options for sub-panel alignment
5 years ago
obligaron
8baa375c1c
Fix walking command gets ignored
5 years ago
4aron5un
4c8210df21
Center the sub-panels (Quest, Character, Spell and Inventory) ( #2498 )
5 years ago
obligaron
fb562b29e9
Timedemo: Regard ProcessInput and gfProgressToNextGameTick
5 years ago
Anders Jenbo
eda4a5061e
Implement demo recording and playback
...
This records all keyboard and mouse events to a file and lets you play
it back at a later point with a differen game speed.
5 years ago
obligaron
fba534de0a
Remove unused LastMouseButtonTime
5 years ago
Jmgr
84b8b5828d
Keymapper: remove now useless INI access functions
5 years ago
Anders Jenbo
ab8afa7cd7
Fix edge cases in mouse action tracking code ( #2452 )
...
Fixes #2431
Also:
- Track spell targets
- Merge repeat walk in to the new repeat action code
- Avoid time based repeats (use action frame instead)
5 years ago
Anders Jenbo
e5fc7fd17c
Move remaning symbols in to anonymous namespaces
5 years ago
Anders Jenbo
4260d4cfcc
Add OperateObject to MouseAction
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For continiously operate fountains etc
Fixes #1133
5 years ago
Anders Jenbo
f4897c3139
Clean up MouseAction code
5 years ago
Jonathan Bergeron
33ad9fa187
renamed Source/mainmenu.cpp and .h to menu.cpp/.h
5 years ago
Anders Jenbo
a19e7b2a3b
Remove some more use of miniwin
5 years ago
obligaron
70db8456ba
Remove _pwtype and replace it with UsesRangedWeapon
5 years ago
Anders Jenbo
3ffedb7a69
💄 Apply code style to src
5 years ago
Anders Jenbo
b591824182
💚 Fix NOSOUND build
5 years ago
FluffyQuack
ba60907853
Hold mouse button to keep attacking (Diablo 2-style) ( #2349 )
5 years ago
Jonathan Bergeron
57d445d32f
made pause / unpause safer and fixed issue with autopause when losing focus during the loading screen
5 years ago
Anders Jenbo
77b72da276
♻️ Use monster by reference when possible
5 years ago
JoBergeron
be3f1ba928
Pause game and mute music when game window loses focus ( #2337 )
5 years ago
Anders Jenbo
352a0ca510
Place local symbols in an anonymous namespace
5 years ago
Anders Jenbo
bc51e1616d
🎨 Apply clang-tidy
5 years ago
Anders Jenbo
20262e4569
🚚 Move local symbols in to anon namespace
5 years ago
Anders Jenbo
9ebdb6db69
General clean up
5 years ago
Anders Jenbo
467b74dc06
Rename object globals
5 years ago
Anders Jenbo
9b8bf92575
Rename quest globals
5 years ago
Anders Jenbo
96bf75b502
Rename player globals
5 years ago
Anders Jenbo
dce78dde62
Rename lighting globals
5 years ago
Anders Jenbo
c8870dbd1f
Rename item globals
5 years ago
Anders Jenbo
07ad083fda
Rename monster globals
5 years ago
Anders Jenbo
4eabc6024b
Apply various cleanups via Android Studio
5 years ago
Anders Jenbo
a7c7fa0030
Fully apply clang-tidy/format to all files
5 years ago
Anders Jenbo
fc353fc799
Clang-tidy: FunctionCase
5 years ago
Anders Jenbo
ee2e7518c4
Clang-tidy: FunctionCase part 2
5 years ago
Andrew James
3508aa6d3d
Align Life/Mana flask drawing routines ( #2291 )
...
* Clamp hpPer as a sanity check
* Refactor update mana routines in control.cpp to use PlayerStruct::UpdateManaPercentage
* Remove unnecessary calls to UpdateHP/ManaPercentage
* Unify logic that draws the flasks into a single internal function
* Fix style violations
* Remove unnecessary save/loads of hp/manaPer
The way this variable is used expects a value in this range and it gets clamped again anyway, but this makes the code more similar to the manaPer logic for future refactoring
Identical logic in use, the checks to see if the values are negative can be accomplished using clamp and the same divide by zero guard. I'll combine the two attributes in a near future commit.
control_update_life_mana is called during the game loop before any of the drawing functions so hpPer/manaPer are calculated based on the latest current/max of their respective attributes every frame.
There's no need to do the calculation again in the draw routines. (There's also no need to calculate this every frame but that's going to take a bit to untangle.)
5 years ago
Anders Jenbo
d9e0658643
Clang-tidy: basic naming
5 years ago
obligaron
0905b8c064
Introduce GameLogicStep
5 years ago
Anders Jenbo
5537fe748e
Clean up debug code
5 years ago
Anders Jenbo
8e07ef8fe5
Clang-tidy: misc-unused-parameters
5 years ago