obligaron
2570c2d240
Don't recalculate player position when loading a game
3 years ago
Anders Jenbo
13b91b77fc
Fix conversion of old automaps
3 years ago
Anders Jenbo
35442c8781
Fully skip dLight loading
3 years ago
staphen
a74d041041
Reenable lights for active monsters when loading level
3 years ago
staphen
45da8b2295
Remove unique monster's light when no corpse is left behind
3 years ago
obligaron
7985a9211d
Change Player::_pSplLvl to uint8_t
3 years ago
Anders Jenbo
12fa487cb5
Fix build
3 years ago
qndel
d97f265cb1
light fix
3 years ago
Anders Jenbo
e969a8ad01
Invert player to vision relation
3 years ago
Anders Jenbo
a997f8d597
Only update vision in dungeon
3 years ago
Anders Jenbo
13c5c09990
Clean up Light related naming
...
A few are left unchanged as they will be removed in a later commit
3 years ago
Anders Jenbo
ec9d1b5550
Rename _oLight to applyLighting
3 years ago
Anders Jenbo
a1df95d580
Do not manipulate lights when saving and also correct save state
3 years ago
Anders Jenbo
779f16280c
Consistently use uint8_t for lighting values
3 years ago
obligaron
a0fca12d22
Only reset _oVar1 for dynamic lights
3 years ago
ThomasChr
c91feb71f9
make light objects unseen when saving level change data, because level change data (instead of real save data) does not save light source and if the light objects will be marked as seen there lights won't be created and they stay dark
3 years ago
obligaron
b87711bc08
Reintroduce Player::spellFrom to seperate teleport cursor from queued spell
3 years ago
Eric Robinson
81e3c7abaa
Remove fixed bugfix comments, apply golem fix
3 years ago
obligaron
eeca953615
Introduce UpdateHellfireFlag to set missing CF_HELLFIRE flag
3 years ago
Gleb Mazovetskiy
957bd03b98
Remove `FMT_COMPILE` in "cold" places
...
Removes most `FMT_COMPILE` calls.
`FMT_COMPILE` results in better performance but larger code size.
Removes `FMT_COMPILE` calls for places that are called infrequently,
i.e. not on every frame.
RG-99 binary size reduced by ~4 KiB.
3 years ago
Eric Robinson
f75f66d54b
Add `playerdat` ( #5763 )
3 years ago
Gleb Mazovetskiy
98294e0ad5
Optimize `MissileData`: 32 bytes -> 24
...
23 bytes used, 1 spare byte in the padding.
3 years ago
KPhoenix
d813f13700
`enum spell_id` -> `enum class SpellID`
3 years ago
KPhoenix
7947b99511
Implement new enum class
3 years ago
Eric Robinson
ef3a57b7d9
`enum spell_type` -> `enum class SpellType` ( #5674 )
3 years ago
Eric Robinson
30c1991039
`enum _mai_id` -> `enum class MonsterAIID` ( #5683 )
3 years ago
DakkJaniels
d683039bdd
stop shaking camera if dead diablo loaded from save. ( #4149 )
3 years ago
Gleb Mazovetskiy
6d274c9547
`UNPACKED_SAVES`: Saves without MPQs
...
Reduces rg99 binary size by ~70 KiB.
3 years ago
KPhoenix
8db521727d
`enum missile_id` -> `enum class MissileID`
...
Changes `enum missile_id` to `enum class MissileID`
3 years ago
Anders Jenbo
a29fc3a074
Correct casing for Player::isWalking()
3 years ago
Gleb Mazovetskiy
ec12d7ce44
Player: Optimize to save 40 bytes
3 years ago
Mikołaj Piróg
4cff046ba9
Replace toHitSpecial member with a function & fix wrong arguments being passed ( #5337 )
4 years ago
Mikołaj Piróg
5e340d3261
Replace level member with a member function in monster ( #5336 )
4 years ago
Mikołaj Piróg
32b3333bfb
Exp overflow fix ( #5070 )
4 years ago
Stephen C. Wills
c91702ffbc
Don't use MyPlayer in SaveHotkeys() ( #5292 )
4 years ago
qndel
ef5a4de227
typos + code cleanup
4 years ago
obligaron
2493f06116
ActorPosition: Remove offset, offset2 and velocity
4 years ago
obligaron
1cfd1ca99d
Fix double casting bug - use separated info for casted and queued spells
4 years ago
obligaron
ca1949a87f
Don't recalculate leveltype (from currlevel) in SaveGameData
4 years ago
Gleb Mazovetskiy
b21ebffaf2
Clean up player graphic loading
4 years ago
ephphatha
975eb3674b
Add helper to check if a monster belongs to a player
...
Co-authored-by: Anders Jenbo <anders@jenbo.dk>
4 years ago
Anders Jenbo
d1189388f5
Use user by reference
4 years ago
Gleb Mazovetskiy
04c3d85179
Remove `MAX_PATH`
...
Rather than using the Windows-like `MAX_PATH`, what we really want is 2
things:
1. Maximum path of a file in an MPQ. This is now `MaxMpqPathSize`.
2. Max size for the known monster paths. This is now 64 for sounds and
TRNs, which is more than enough (picked arbitrarily).
4 years ago
Gleb Mazovetskiy
7ad0ec925f
Reduce sizes of Monster (goal)Vars
...
sizeof(Monster): 168 -> 144
4 years ago
Mikołaj Piróg
262fa9ac2d
Rename MonsterData members ( #5000 )
4 years ago
ephphatha
1337ff6ea2
Add check if a monster potentially has leashed minions
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