staphen
597cde8ff2
Fix item cursor graphic used when generating Rogue's reward from the Slain Hero quest
4 years ago
obligaron
aaeee3018f
Add Item Highlighting, Screenshot, Pause, Automap and Hide Info Screens Actions to KeyMapper
4 years ago
obligaron
be943df46e
Keymapper: Add key released support
4 years ago
obligaron
75760382ef
Regard preview frame in AnimationInfo
4 years ago
obligaron
a7f361de41
AnimationInfo: Change TicksSinceSequenceStarted and relevantAnimationTicksWithSkipping to float
4 years ago
obligaron
35dc64312e
Show preview CelSprite for player actions (Introduce PlayerStruct.pPreviewCelSprite and UpdatePreviewFrame)
4 years ago
obligaron
7b535d886e
Make LoadPlrGFX check if graphics are already loaded
4 years ago
obligaron
5b9f0f4aaa
Introduce GetPlayerGraphicForSpell
4 years ago
obligaron
ac0bd7bb58
DrawPlayer: Calculate Width2 later
4 years ago
Stephen C. Wills
7525193a9f
Calculate Fireball missile damage in collision logic
...
Co-authored-by: Andrew James <ephphatha@thelettereph.com>
Co-authored-by: Anders Jenbo <anders@jenbo.dk>
4 years ago
SoundChaser83
a7041bb435
Fix Torchant and Hellbat damage range being ignored
...
Monsters like weren't using their min/max damage from the monster data table to determine Fireball damage
4 years ago
SoundChaser83
b52724a15e
Fix monster damage potentially being off by 63/64th
...
Monster damage values from melee/missile hits could potentially add or subtract up to 63/64ths of damage over and above a monster's usual damage range
Co-authored-by: Stephen C. Wills <staphen@gmail.com>
4 years ago
ephphatha
8bf05571a1
Dedupe code which determines how much life/mana to restore for potions
...
This is very similar to the code used when casting heal other, except for how the amount to heal is chosen. Could potentially reuse it there as well with a bit of work.
4 years ago
Andrew James
d3aedf5df1
Split loading of MPQs to handle translations and voice packs ( #3922 )
4 years ago
Andrew James
8fa04ce651
address performance-unnecessary-value-param
...
clang-tidy warns about the unnecessary copy for these params
Could also potentially use std::make_unique if the Action constructor wasn't declared private?
4 years ago
staphen
aeddbb7f98
Reset game info after failing to join game
4 years ago
Gleb Mazovetskiy
c43aead8d1
Cleanup Diablo-SHA and codec.cpp
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1. Switches to 32-bit based calculation throughout. This is faster and
less error-prone as we only byte-swap once when reading and writing.
2. Removes global state from Diablo-SHA implementation.
4 years ago
Gleb Mazovetskiy
9c084dcb29
codec.cpp: Fix alignment and endianness issues
4 years ago
obligaron
150a4edfdb
Settingsmenu: Use two lines if text doesn't fix in one line
4 years ago
obligaron
1fc40aa211
DiabloUI: Fix Handling of UiFlags::NeedsNextElement
4 years ago
obligaron
a6842e7340
Reorder options in settingsmenu
4 years ago
Gleb Mazovetskiy
e12adf689e
Fix windows build
4 years ago
obligaron
5861340925
ZeroTier Submenu: Show "Loading..." info for public games and display if none are found
4 years ago
obligaron
0888546d62
Make DvlNet_SendInfoRequest non blocking
4 years ago
KPhoenix
02dc1f193e
Cleanup missiles.cpp ( #3883 )
4 years ago
KPhoenix
8e6433f400
Enable Dungeon Messages in Multiplayer ( #3872 )
...
* Enable Dungeon Messages in Multiplayer
4 years ago
staphen
9b32c8d541
Update libzt to the latest version
4 years ago
ephphatha
6a1091ce09
Rename Korean/Romanian translation files so they are used in fallback resolution
4 years ago
Anders Jenbo
2e0a73e967
Disable stand button when in town
...
Fixes #3290
4 years ago
ephphatha
14aeeaa24d
Don't count invalid items as active items
4 years ago
ephphatha
5fa0dfbc28
Skip loading item locations from file
...
It's safer and easier to rebuild this as we load each item.
4 years ago
KPhoenix
bb9a20f5e9
Implement unused Long War Bow graphic
4 years ago
staphen
d193b90101
Don't deactivate gamepad when graphics settings change
4 years ago
Anders Jenbo
0c109cbfb1
[touch] Update interface scaling when switching fullscreen mode
4 years ago
Anders Jenbo
b0252b3339
Make Gamepad cursor independant of hardware mouse
...
The gamepad cursor (inventory, spells etc) no longer relies on warping a
real mouse cursor. This should make things work better on platforms that
do not support this, like Wayland.
4 years ago
Anders Jenbo
576d946581
Allow use of touch to select world objects
4 years ago
Anders Jenbo
6b2481a76c
Touch support on all SDL2 platforms
4 years ago
Andrew James
d0756ce872
Use native script for translated language names ( #3884 )
...
* Only display options for languages requiring extended fonts if available
4 years ago
ephphatha
0cd7c530bc
Drop connections when a packet with length 0 header is received
...
This prevents malicious connections crashing a game by sending null bytes, but might still allow errors when packets are manually crafted.
4 years ago
Trihedraf
bb68c800bc
move FPS display down due to new display of difficulty
4 years ago
Andrew James
ab95a29697
Get user preferred languages on apple devices ( #3875 )
...
Co-authored-by: Bubio <bubio66@gmail.com>
4 years ago
KPhoenix
2881f13b6d
Bugfix: Level 16 Dungeon Message ( #3871 )
...
* Bugfix: Level 16 Dungeon Message
Applies the commented bugfix to allow the game to play the level 16 audio message when the player enters the level for the first time.
4 years ago
KPhoenix
d544a467e6
Show game Difficulty in Automap ( #3867 )
4 years ago
ephphatha
13c54102e0
Combine Add*Door functions
...
There's a bit of common code, but most of the initialisation logic relies on globals or other functions defined in objects.cpp so it's not really appropriate to move these wholesale into a member of the Object class.
4 years ago
ephphatha
939df1b9c3
Remove duplicate arguments to Add*Door functions
4 years ago
ephphatha
eebea35280
Pass object by reference
4 years ago
qndel
35c5144bde
fix indentation in items table ( #3868 )
4 years ago
Andrew James
fb8467b045
Move platform specific locale lookup code to platform directory ( #3862 )
4 years ago
Andrew James
e1d01aad7c
Replace en_US code with en when searching for user preferred languages ( #3859 )
4 years ago
ephphatha
abe4075a5a
Deduplicate code checking if the player is next to a two-tile object
...
Used to activate sarcophagi from the top/right tile, probably other objects too.
4 years ago