Gleb Mazovetskiy
304c62d943
Fix a HeadlessMode typo in monster.cpp
...
Fixes #4990
4 years ago
Anders Jenbo
ac2bf9aaac
Limit what gets called in headless mode
4 years ago
Cesar Canassa
ce349789cf
♻️ Refactor M_StartKill to receive a Monster reference ( #4943 )
4 years ago
Cesar Canassa
f0d1d58499
♻️ Remove monsterId from delta_kill_monster
4 years ago
Cesar Canassa
2c558a7aa0
♻️ Adds distanceToEnemy method
4 years ago
Cesar Canassa
fcd5928846
♻️ Refactor RandomWalk to receive a Monster reference ( #4905 )
4 years ago
Andrew James
d9d1385f6c
Take const reference in DirOK ( #4985 )
4 years ago
ephphatha
fe62359dbd
Add helper to map unique types to monster types
4 years ago
ephphatha
1337ff6ea2
Add check if a monster potentially has leashed minions
4 years ago
ephphatha
ff1e67ae73
Rework PlaceGroup to not use UniqueMonsterPack enum
4 years ago
ephphatha
b60bdf8b9b
Unset leader of minions when the leader dies
4 years ago
ephphatha
4fef842b0b
Remove use of ID/index from PlaceGroup
...
use getId helper for leader id
Co-authored-by: Anders Jenbo <anders@jenbo.dk>
4 years ago
ephphatha
1e0f2c149c
Add getLeader helper for monsters in a pack
4 years ago
Gleb Mazovetskiy
33ac2cca8e
♻️ Make Monster counters `size_t`
4 years ago
Anders Jenbo
38113c0ad8
Convert monster_goal in to a scoped enum
4 years ago
Anders Jenbo
3d08f951d6
Clean up use of miniwin
4 years ago
Cesar Canassa
e2ebac0b56
♻️ Remove monsterId from HitMonster and MonsterHitMonster
4 years ago
Gleb Mazovetskiy
9928d691e4
Remove `MonsterData#has_trans`
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1. Removes the field because it is redundant, checks for
`TransFile != nullptr` instead.
2. Fixes the missing TRN on Bone Demon, a stronger variant of Skullwing.
4 years ago
staphen
d7b5edb8d0
Fix monster goal variable references
4 years ago
Anders Jenbo
6a8fd04067
Use player by references ( #4938 )
4 years ago
Gleb Mazovetskiy
53975d9264
monstdat: Simplify paths
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1. Remove `Monsters\` from `sndfile` and `TransFile`.
2. Where `sndfile` is the same as `GraphicType`, set `sndfile` to
`nullptr`.
4 years ago
Gleb Mazovetskiy
197e1180b2
Add StrCat and StrAppend
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Adds simple string / integer concatenation functions.
Many of the uses of `fmt::format` are simply concatenation
of a few strings and integers.
`StrCat` is an easier-to-read alternative to such uses of `fmt`.
4 years ago
ephphatha
1fb45a7f25
Take Player reference in FixPlrWalkTags
4 years ago
ephphatha
420a248e0c
Use FlipCoin for most uses of GenerateRnd with variable frequency
4 years ago
ephphatha
7c54066f31
Use PickRandomlyAmong when choosing between two options
4 years ago
ephphatha
bc0a058350
Invert FlipCoin
4 years ago
Anders Jenbo
8351aac2c8
Clean up monster mode
4 years ago
Cesar Canassa
4d5aa90d77
♻️ Refactor M_WalkDir
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- 🔥 Removed DumbWalk
- 🚚 Renames M_WalkDir to Walk
This integrates the DirOK check into M_WalkDir itself, that makes the DumbWalk function useless and most places that were calling DirOK before M_WalkDir can now be simplified.
4 years ago
Anders Jenbo
ce4595b440
Split Crypt from Cathedral
4 years ago
Cesar Canassa
bb3fb36ddc
✨ Introduces FlipCoin() ( #4908 )
4 years ago
Cesar Canassa
e538acb248
📝 Fixes Doxygen warnings ( #4904 )
4 years ago
Mikołaj Piróg
15989609a8
Members' name changes and comments in Monster struct ( #4861 )
4 years ago
Cesar Canassa
de971c6a8b
♻️ Refactor AddMonster to return a monster pointer ( #4894 )
4 years ago
obligaron
3c571bf64b
Avoid overflow of tickCounterOfCurrentFrame ( #4893 )
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* When MFLAG_ALLOW_SPECIAL is set, don't call processAnimation (avoid overflow of tickCounterOfCurrentFrame)
4 years ago
Cesar Canassa
0d106beaf3
♻️ Refactor M_StartHit to receive a Monster reference
4 years ago
Cesar Canassa
b1275d0163
Renamed m variable into monsterId
4 years ago
Cesar Canassa
dab0517f21
♻️ Refactor ActivateSpawn to receive a Monster reference ( #4889 )
4 years ago
Cesar Canassa
423a2ed614
♻️ Refactor MonsterRangedAttack to receive a Monster reference ( #4891 )
4 years ago
Cesar Canassa
27f8951a94
♻️ Refactor MonsterWalk to receive a Monster reference ( #4888 )
4 years ago
Cesar Canassa
4bb2f30657
♻️ Refactor MonsterDeath to receive a Monster reference ( #4887 )
4 years ago
Cesar Canassa
76da2d14c9
Remove monsterId from M_GetKnockback ( #4882 )
4 years ago
Cesar Canassa
c126839b9f
♻️ Refactor StartMonsterGotHit to receive a Monster reference ( #4880 )
4 years ago
Cesar Canassa
bbb78542df
♻️ Refactor Teleport to receive a Monster reference instead of monsterId ( #4879 )
4 years ago
Cesar Canassa
79f5cdb2be
♻️ change delta_monster_hp to receive a Monster reference ( #4873 )
4 years ago
Cesar Canassa
6579aa53c5
Normalise the player and monster walking function naming ( #4877 )
...
Both player and monster walking functions are not named WalkNorthwards, WalkSouthwards and WalkSideways.
Also renames the PLT_MODE enum to follow the same pattern and removes the comments that are now unnecessary
4 years ago
ephphatha
2da2ea7b03
Take monster reference in M_ClearSquares
4 years ago
Cesar Canassa
eb2740c7b6
♻️ change M_WalkDir to receive a Monster reference ( #4875 )
4 years ago
k-bar
26de74f4a2
AnimationInfo class correct style ( #4870 )
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* AnimationInfo class correct case-style for private members
clang-tidy warnings:
readability-identifier-naming invalid case style for private member
* AnimationInfo class correct case-style for members
clang-tidy warnings:
readability-identifier-naming invalid case style for member
* AnimationInfo class correct case-style for methods
clang-tidy warnings:
readability-identifier-naming invalid case style for method
* AnimationInfo class use nodiscard
clang-tidy warnings:
modernize-use-nodiscard function should be marked [[nodiscard]]
4 years ago
Cesar Canassa
746abaaacb
Improve StartWalkX functions naming ( #4872 )
4 years ago
Cesar Canassa
fa62ff75e3
♻️ Get the moster ID dynamically ( #4820 )
...
Converts the StartWalk functions to receive the monster struct instead of monsterId
4 years ago