Gleb Mazovetskiy
a5e1fa5bbe
Load missile frames into a single buffer
...
Previously, the memory for each frame was allocated separately.
Changes it to allocate a single buffer for all the frames.
This has the following advantages:
1. Less bookkeeping overhead in the allocator.
2. Less alignment overhead (allocator results are max-aligned by default).
We can follow this up with a similar treatment for other multi-file
animations.
4 years ago
qndel
9536927301
Display hp/mana values on life/mana orbs ( #4006 )
4 years ago
obligaron
234a053863
Change Missiles Array to std::list
4 years ago
obligaron
35dc64312e
Show preview CelSprite for player actions (Introduce PlayerStruct.pPreviewCelSprite and UpdatePreviewFrame)
4 years ago
obligaron
ac0bd7bb58
DrawPlayer: Calculate Width2 later
4 years ago
Gleb Mazovetskiy
e12adf689e
Fix windows build
4 years ago
Anders Jenbo
6b2481a76c
Touch support on all SDL2 platforms
4 years ago
Trihedraf
bb68c800bc
move FPS display down due to new display of difficulty
4 years ago
ephphatha
279fbe32b3
Tidy up checks for missile collision with objects/tiles
...
This was repeated in multiple places with essentially identical logic. Can expose the existing missiles.cpp function to capture the use in scrollrt.cpp
4 years ago
ephphatha
01ffc2c501
Use ObjectAtPosition helper in DrawObject
4 years ago
Gleb Mazovetskiy
c57644970f
Move `UiFlags` and `UiPanels` into their own files
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The first breaks circular dependency between `DiabloUI` and `text_render`.
The latter one moves `UiPanels` to a more appropriate place.
4 years ago
Gleb Mazovetskiy
7e1fea6f76
clang-format all files in {Source,test}/
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Also includes a few manual tweaks to comments and newlines for better results.
Co-authored-by: Anders Jenbo <anders@jenbo.dk>
4 years ago
obligaron
677303cba9
Reduce use of view globals in game menu
4 years ago
qndel
4072bd351f
fix debug display in town
4 years ago
Anders Jenbo
56170b3372
Clean up id normalization
4 years ago
qndel
53f89fb9d9
debug fps command ( #3418 )
4 years ago
Andrew James
796e2813cf
Use scoped enums for DungeonFlags/BFLAG ( #3135 )
4 years ago
qndel
46ed79ad42
add megatiles to tiledata ( #3211 )
4 years ago
ephphatha
782e07d967
Refactor DrawObject to avoid repeated Objects lookup
...
The check if the object position is offset is not strictly necessary as a displacement of {0, 0} remains the same after the world/screen transform.
4 years ago
Anders Jenbo
609414fd69
[touch] Indicate level up in a touch friendly way
4 years ago
qndel
0ccdf940f7
fix bounds checks ( #3237 )
4 years ago
Anders Jenbo
1ba7e07b29
Do not show the cursor when using a touch device
4 years ago
obligaron
f9b306d24f
Change EnableFrameCount() from toggle to enable only
4 years ago
qndel
f8cda02456
apply bounds check function
4 years ago
staphen
1142d2ee7b
Hardware rendering for the virtual gamepad
5 years ago
obligaron
e62aaa562f
Fix missiles don't hit horizontal walking players/monsters
5 years ago
staphen
599b29d825
Add renderer for displaying virtual gamepad on screen
5 years ago
obligaron
9678d002d3
Reduce exported functions in debug.h
5 years ago
Vladimir Olteanu
d4d89077cd
Don't free PalSurface when it was obtained from SDL_GetVideoSurface
5 years ago
qndel
a0461bd1c0
stop displaying 0's in tiledata debug command
5 years ago
qndel
d05316c67d
tiledata debug command
5 years ago
ephphatha
87a33097a0
Rename ScrollDirection enum to follow convention
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Pretty sure the backing type can be left to the default as well but I haven't had the time to investigate where it's used fully.
5 years ago
ephphatha
b12de6fe12
Use scoped enum for Direction
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Identified and removed an instance of Direction being used as an argument for a bool parameter
Removed a single-use temporary variable being cast from sprite frame to direction to size_t
Co-authored-by: Anders Jenbo <anders@jenbo.dk>
Fix alignment of WalkSettings array
5 years ago
Anders Jenbo
7169882b1f
✨ Implement new font rendering
5 years ago
Siddharth singh chouhan
ec1850e295
Move documentation from implementations to declarations #2735 ( #2836 )
5 years ago
Juliano Leal Goncalves
d82b3b542f
🚚 Rename 'MissileDataStruct' struct to 'MissileData' ( #2803 )
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* 🚚 Rename 'MissileDataStruct' struct to 'MissileData'
* 🚚 Rename 'MissileData' global array to 'MissilesData'
5 years ago
Juliano Leal Goncalves
32e22a16b3
♻️ Leverage conversion constructor for 'Direction' to 'Displacement'
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This makes code more consistent overall as we use the same pattern for dealing with Sizes.
5 years ago
Juliano Leal Goncalves
0d3d4c14f6
🚚 Rename 'Dead' concept to 'Corpse' everywhere ( #2808 )
5 years ago
Juliano Leal Goncalves
84ede906a0
♻️ Replace usages of 'ShiftGrid' against 'Point' values with direct offset/direction-based increments
5 years ago
Juliano Leal Goncalves
f5e88b0d9e
♻️ Leverage 'Point' in 'DrawTileContent' function
5 years ago
Juliano Leal Goncalves
5985bf10a0
♻️ Leverage 'Point' in 'DrawDeadPlayer' function
5 years ago
Juliano Leal Goncalves
184adcefea
♻️ Leverage 'Point' in 'DrawMonster' function
5 years ago
Juliano Leal Goncalves
322d8b340e
♻️ Leverage 'Point' in 'DrawMonsterHelper' function
5 years ago
Juliano Leal Goncalves
11a6be073c
♻️ Leverage 'Point' in 'DrawPlayerIconHelper' function
5 years ago
Juliano Leal Goncalves
66c8bb68af
♻️ Leverage 'Point' in 'DrawPlayerIcons' function
5 years ago
Juliano Leal Goncalves
1f264f7eb4
♻️ Leverage 'Point' in 'DrawPlayer' function
5 years ago
Juliano Leal Goncalves
3a9b4c02c1
♻️ Leverage 'Point' in 'DrawPlayerHelper' function
5 years ago
Juliano Leal Goncalves
bb093ff3a2
♻️ Leverage 'Point' in 'DrawItem' function
5 years ago
Juliano Leal Goncalves
db3ec3f329
♻️ Leverage 'Point' in 'DrawObject' function
5 years ago
Juliano Leal Goncalves
0b2f443d97
♻️ Leverage 'Point' in 'DrawMissile' function
5 years ago