Gleb Mazovetskiy
010dda42cf
Remove PCX->CEL conversion
...
It is no longer used as we render all assets directly as PCX.
4 years ago
Gleb Mazovetskiy
7e582a5840
DiabloUi: Render focus indicators as PCX
...
They're slightly larger as PCX then CEL but are tiny overall.
This was the last use of `LoadPcxAssetAsCel`.
4 years ago
Gleb Mazovetskiy
0c7e36e81a
DiabloUI: Clean up portrait loading
...
1. Load portraits as PCX (~30% smaller).
2. Simplify the portrait override logic.
4 years ago
Gleb Mazovetskiy
3178dd5158
Replace most uses of `sprintf` with `fmt` ( #4837 )
4 years ago
Vladimir Olteanu
5a5111f1d8
Refactor CrawlTable ( #4833 )
4 years ago
Mikołaj Piróg
405d9d18b6
Monster cleanup ( #4832 )
4 years ago
Gleb Mazovetskiy
bd66e7d6d8
pcx_render: Fix line skipping for odd widths ( #4828 )
...
When line skipping PCX sprites with odd widths, skip the padding pixel
as well.
4 years ago
Gleb Mazovetskiy
7a58f800f4
DiabloUI: Clean up logo handling ( #4830 )
...
1. There is no small logo. Simply use 2 variables.
2. The medium logo is much smaller as PCX:
* Hellfire (`ui_art\hf_logo2.pcx`): 1591816 bytes -> 195850 bytes
* Diablo (`ui_art\smlogo.pcx`): 341923 bytes -> 333099 bytes
* Move `ArtLogoBig` to `title.cpp`
It is only ever used there
4 years ago
Mikołaj Piróg
2e7ff45fbf
Monster global constants cleanup ( #4827 )
...
* Change #defines to constexpr const, add constexpr where applicable, fix typos
4 years ago
Cesar Canassa
1b3360e98a
🐛 fix town boundaries
4 years ago
k-bar
c2432d23e8
Berserk light fix
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
Anders Jenbo
223fbe8387
Correctly check size of glpMsgTbl
4 years ago
Anders Jenbo
bf47c95fe6
Consistant variable comparisons
4 years ago
Anders Jenbo
cb63e0c8e8
Better name for function that weakens Na-Krul
4 years ago
Anders Jenbo
e5054a51db
Remove useless code
4 years ago
Anders Jenbo
0cc5ee4344
Clean up variable definitions
4 years ago
Cesar Canassa
ddafe87ed3
♻️ Fix inconsistent monster id variables
...
The monster id naming convention was inconsistent with several names being used: i, mid, mon, mi, monsterId
This chanage normalises all names to monsterId
4 years ago
Trihedraf
e002de4d69
show item labels toggle in menu
...
Co-Authored-By: obligaron <25415264+obligaron@users.noreply.github.com>
4 years ago
Anders Jenbo
54598e2a8f
CreatePlayer by reference
4 years ago
Anders Jenbo
b68fd1ff5e
Use player by reference in OperateShrine
4 years ago
Anders Jenbo
488a052ce6
Clean up OperateShrine
4 years ago
Anders Jenbo
ba4ee58c9f
Pass along bools instead of player index
4 years ago
Anders Jenbo
1c286b5624
Directly call StartMonsterDeath instead of feeding M_StartKill invalid input
4 years ago
Anders Jenbo
d82f2ebc9e
Pass players by reference instead of an index
4 years ago
Anders Jenbo
e47599c45f
Clean up BreakBarrel
4 years ago
Anders Jenbo
0d27761ac2
Make _oAnimFlag a boolean
4 years ago
Anders Jenbo
4c62905381
Deduplicate OperateLever
4 years ago
Anders Jenbo
21fd0fb686
Split delta sync from realtime sync
4 years ago
obligaron
c955722c32
Fix portal don't deactive on set levels
4 years ago
Anders Jenbo
9d167e22c1
Clean up Operate Door
4 years ago
Vladimir Olteanu
84687fec42
Remove spurious "I can't cast that here"
4 years ago
Anders Jenbo
b3b5d16633
Clean up DrawPlayerIconHelper
4 years ago
k-bar
842a6e3d7e
[Hellfire bug] fix Fire Ring trap
...
MI_FireRing adds missiles MIS_FIREWALL with TARGET_BOTH and src equals
to either player ID, or -1 if Fire Ring is casted as trap. This has
consequences:
1. Because TARGET_BOTH MonsterMHit was called, as it usually called for
Firewalls. During this calls reference to Player gets garbage data (id
-1). This may miscalculate:
- no heal flags
- knockback flags (already fixed in this PR)
- unsquelch position.last
2. drops ear for firewall flame originating from Fire Ring from trap
Fix:
- Separated TARGET_BOTH from IsTrap for monsters to ensure TryHitMonster
will get passed TrapMissile (MonsterTrapHit) is called instead.
- added additional condition for earflag
4 years ago
Anders Jenbo
f5e7a98fbf
Avoid using -1 as a discriminator
4 years ago
Anders Jenbo
147cb426c8
Fix traps and monsters hitting monsters
...
Fixes #4669
4 years ago
obligaron
0d2a23254e
Use binaryformat for demofile ( #4799 )
4 years ago
k-bar
618c478620
fallen fear absolute dMonster id
4 years ago
Anders Jenbo
eb7673e0ee
Fix building on VS2017 ( #4795 )
4 years ago
Vladimir Olteanu
2588cc12d7
Reduce reliance on `bool done` for control flow, part 2 of x ( #4741 )
4 years ago
obligaron
88a0b5ba60
IsValidLevelForMultiplayer: Fix last set level is wrongly assumed as invalid
4 years ago
obligaron
7a27fcd249
Fix pfile_compare_hero_demo: Close MpqWriter before reading (for comparsion)
4 years ago
k-bar
05bcfd4ad6
FallenFear retreat distance based on level
4 years ago
obligaron
d94380953e
Fix automap not saved in multiplayer quest/set-maps
4 years ago
obligaron
3cb55c95a4
DebugCmdLoadQuestMap: Don't load entry quest lvl if the hero is already on this level
4 years ago
k-bar
6a6f1263dc
lazarus minion missile fix
4 years ago
obligaron
07de7e2d7c
Fix "Restart in Town" when dying on a quest/set map
4 years ago
k-bar
4bb6bfbf79
fix fallen retreat direction bug
4 years ago
k-bar
046bd0c356
M_FallenFear refactor
4 years ago
Anders Jenbo
72656b3011
Move path and palette to the engine folder
4 years ago