Gleb Mazovetskiy
3d4f0b48b8
Remove `TranslateMessage`
...
It has become entirely redundant.
4 years ago
obligaron
ebfb519ee0
Rename gbQuietMode to HeadlessMode
4 years ago
obligaron
bab9baa42a
Handle gbQuietMode for paths in StartGame
4 years ago
Gleb Mazovetskiy
2be823a468
Fix progress bar on already-visited levels
...
Fixes #4970
4 years ago
Anders Jenbo
3ae834148a
Split event handeling from general miniwin features
4 years ago
Anders Jenbo
a7be622aa3
Clean up naming of event handler
4 years ago
Anders Jenbo
2d21fc372e
Remove more miniwin code
4 years ago
Gleb Mazovetskiy
d152d2c0fb
Add OptionalOwnedCelSprite
4 years ago
Gleb Mazovetskiy
5d1a4fd8af
`IncProgress`: Do not render bar if not active
...
Loading the game from within the game calls `IncProgress` multiple times
but we should not render the progress bar when that happens.
4 years ago
obligaron
07de7e2d7c
Fix "Restart in Town" when dying on a quest/set map
4 years ago
Anders Jenbo
72656b3011
Move path and palette to the engine folder
4 years ago
Anders Jenbo
99181fd709
Move more files to the engine folder
4 years ago
Gleb Mazovetskiy
8e9c9e0238
Reduced the size of `OwnedCelSprite*` by 8 bytes
...
`OwnedCelSpriteWithFrameHeight`: 40 -> 32
4 years ago
Gleb Mazovetskiy
c1ea8d58e0
Fix wide-screen background paths
...
These files are lowercase when in a bundled filesystem.
4 years ago
obligaron
184290a977
Support setlevel in multiplayer
4 years ago
obligaron
9ac04314f4
Introduce Player::isOnLevel
4 years ago
obligaron
19749420b5
Introduce Player::isOnActiveLevel
4 years ago
obligaron
7afe7d2a70
Save Methods in loadsave gets MpqWriter passed
4 years ago
Gleb Mazovetskiy
9d2948c782
Loading screen: Free the background early
...
Frees the background after blitting it once in the loading screen.
This gives the game more RAM for the actual loading.
4 years ago
Gleb Mazovetskiy
e8c57aae67
Render widescreen cutscene bg as PCX
4 years ago
Anders Jenbo
54cd839cf6
Clean up drlg tests
4 years ago
qndel
354e329644
Players[MyPlayerId] -> MyPlayer
4 years ago
obligaron
d86c4e5d84
Introduce GetUIRectangle() to distinguish between UI and main panel
4 years ago
Anders Jenbo
0645d9b2a1
Correct missing hellfire level mapping in leveltype
...
Hellfire never added the 2 new dungion types, instead it makes
additional checks on currlevel. This is confusing and mess, so cleaned
it up.
4 years ago
Gleb Mazovetskiy
a66ca44695
Zero-based frame indexing
...
Index frames starting at 0 instead of 1.
4 years ago
Gleb Mazovetskiy
7de6a25b41
Remove `(un)lock_buf`
...
We do not seem to render from multiple threads, so these calls are
unnecessary.
4 years ago
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.
4 years ago
Anders Jenbo
5390c9baa3
Add widscreen cutstart
5 years ago
obligaron
be4aeca196
DebugCmdWarpToLevel: Use correct WM_DIABTOWNWARP instead of the up-to-town WM_DIABTWARPUP
5 years ago
obligaron
82a5af7332
DebugCmdWarpToLevel: Fix transition from map to level
5 years ago
Juliano Leal Goncalves
20d356a6eb
♻️ Leverage 'Point' in art_draw functions
5 years ago
obligaron
36f13b34dc
Add debug text commands
5 years ago
Anders Jenbo
069249f318
🚚 Move local function to anonymous namespace i-p
5 years ago
Anders Jenbo
35ccc8eb1c
Apply clang-tidy to code
5 years ago
Anders Jenbo
74b57558c9
🚚 Move local code to anonymous namespace
5 years ago
Anders Jenbo
9ebdb6db69
General clean up
5 years ago
Anders Jenbo
96bf75b502
Rename player globals
5 years ago
Anders Jenbo
a7c7fa0030
Fully apply clang-tidy/format to all files
5 years ago
Gleb Mazovetskiy
cb0dae8590
🚚 Rename `CelOutputBuf` to `Surface` and extract
5 years ago
Anders Jenbo
f0e5bd819b
💚 Fix debug builds
...
This the change from 8e07ef8fe5 .
5 years ago
Anders Jenbo
8e07ef8fe5
Clang-tidy: misc-unused-parameters
5 years ago
Gleb Mazovetskiy
e40b1963f9
🚚 engine.h: Extract `CelSprite` and file loading
5 years ago
Gleb Mazovetskiy
43bc08bd63
Hardware Cursor: Fall back to software on failure
5 years ago
Gleb Mazovetskiy
f9d20b44d6
🎉 Hardware cursor (SDL2-only)
...
Disabled by default because of these known issues:
1. When clicking on inventory item, it briefly appears a bit shifted (in the wrong coordinates).
This issue can happen with software cursor as well, but is a lot more
obvious with the hardware cursor.
2. Cursor is scaled with nearest-neighbour scaling, which may look a bit different from
how the rest of the graphics are scaled.
See also previous attempt: https://github.com/diasurgical/devilutionX/pull/955 by @viciious
Co-authored-by: Victor Luchits <vluchits@gmail.com>
5 years ago
Gleb Mazovetskiy
9c2677c368
DrawCutscene: Clip progress bar draw call
5 years ago
qndel
1c246e64d1
fix loading screens: ( #2109 )
5 years ago
Kalebe Alves
118efe8e6d
Use Point/SDL_Rect for control functions coordinate system
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
Gleb Mazovetskiy
0edfa3de66
🚚 Move CEL rendering to engine/render/cel_render.cpp
5 years ago
Gleb Mazovetskiy
1b8b62a8c2
♻️ Store CEL width with the sprite itself
...
Instead of passing the CEL sprite width when drawing, store the CEL
width at load time in the new `CelSprite` struct.
Implemented for most sprites except towners, missiles, or monsters.
5 years ago