Adds a custom sized type for the world tile rectagle.
This allows us to better express intent.
It also allows us to make certain globals smaller, e.g. `THEME_LOC`.
https://github.com/diasurgical/devilutionx-mpq-tools produces an unpacked MPQ
with all the graphics converted to CLX and the unused files removed.
This is primarily useful on RAM-constrained platforms, such as PS2,
because it eliminates the MPQ overhead.
Adds a build option to load from such unpacked directories instead of the MPQ.
These directories are searched for in the same locations
where the MPQs would be searched for otherwise.
Example directory layout:
* /usr/local/share/diasurgical/devilutionx/diabdat/ -- unpacked and converted diabdat.mpq
* /usr/local/share/diasurgical/devilutionx/hellfire/ -- unpacked and converted hellfire MPQs (all of them merged into 1 directory)
* /usr/local/share/diasurgical/devilutionx/fonts/ -- unpacked fonts.mpq
* /usr/local/share/diasurgical/devilutionx/pl/ -- unpacked pl.mpq
These directory structure is produced by calling `unpack_and_minify_mpq`
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.
* Move declaration of dItems to items.cpp
This array is never used in dungeon generation, it's closely related to Items so should be kept together. Ideally managing dItems can become responsibility of a container for Items, which will handle adding/removing items from the list and keeping the positions in sync.
* Rename SetPlrHandItem to match purpose/use
* Give more descriptive name to GetPlrHandSeed
This function sets a new seed on a given item struct, not just the held item.
* Don't use HoldItem as a temporary for the players initial inventory
* Take Item by reference in RespawnItem
* Don't use holdItem as a temporary when dropping gold on death
* Update DeadItem to take item by reference, and refer to it consistently
Move code which invalidates the source of dropped items to the caller
Most call sites use a temporary item instance or remove the item from the container, so there's no real point invalidating the item after it's been copied to the drop list.
Update DeadItem to take position instead of player references
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.
All set maps initialise objects as expected so dObject has the correct ID already, no need to iterate over all active objects. Also by returning a pointer we can use this function to test if an object exists at the target position.
While on msvc int8_t is typedefed to signed char we might as well match the expected data type for the dObject array
1. Adds a `libdevilution_so` target when tests are enabled.
2. Each test file is now a separate binary target linked against `libdevilutionx_so` (can now run tests in parallel).
3. Tests are now defined in a separate `test/CMakeLists.txt` file.
4. Building the tests is now controlled by the standard `BUILD_TESTING` option (defined by CTest).
5. Tests are now built by default.
6. On CI, test errors are now reported.
Also:
* `.clang-format`: Enable SortIncludes in tests
* `path_test.cpp`: Fix -Wsign-compare