staphen
5855b3149e
More consistent gamepad context sensitivity
1 year ago
Eric Robinson
8eddf55c3f
Stores - IsPlayerInStore() ( #7843 )
1 year ago
staphen
29372a68fe
Remove translation from pad buttons to keys in spellbook
1 year ago
staphen
e21efc26aa
Trigger deactivate event for virtual gamepad
1 year ago
staphen
5643cf8266
Don't delete items during lag spike
1 year ago
staphen
20c0a8dae8
Fix d-pad in main menu
1 year ago
Gleb Mazovetskiy
3e6b501d82
Fix pathfinding and increase player path limit
...
The previous implementation didn't behave quite like A-* is supposed to.
After trying to figure out what's causing it and giving up,
I've reimplemented it in a straightforward manner.
Now it seems to work a lot better.
Also increases maximum player path length to 100 steps.
We still only store the first 25 steps in the save file for vanilla
compatibility.
1 year ago
Gleb Mazovetskiy
ee16071761
Untangle pathfinding dependencies
...
1. Makes `path.cpp` concerned solely with the pathfinding algorithm.
2. Turns `path_test` into a standalone test.
1 year ago
Gleb Mazovetskiy
bae54d05e3
Options: Move resolutions list init to display.cpp
1 year ago
Gleb Mazovetskiy
3bb1d685af
Extract current input mode into its own library
...
Removes a transitive dependency on the entire plrctrl from options.
1 year ago
Gleb Mazovetskiy
acc335be17
Options: Extract keymapper handling from options
1 year ago
Gleb Mazovetskiy
7afdbe8fdc
Options: Extract padmapper handling from options
...
Options now only contain the padmapper settings, not the padmapping
handling code.
1 year ago
Gleb Mazovetskiy
4113805237
Options: Remove dependency on gbRunGame
1 year ago
Gleb Mazovetskiy
88a9a0656d
Move option change handlers out of `options.cpp`
...
Fixes #7638
1 year ago
Gleb Mazovetskiy
d94bc424df
`sgOptions` -> `GetOptions()`
...
In C++, globals initialization order accross translation units is not
defined. Accessing a global via a function ensures that it is initialized.
This will be needed for #7638 , which will statically initialize change
handlers after the Options object has been initialized.
1 year ago
Gleb Mazovetskiy
c31836eab8
Split up `engine.{h,cpp}`
...
Untangles dependencies by splitting up `engine.{h,cpp}` into 3 files:
1. `primitive_render`
2. `ticks` -- only contains `GetAnimationFrame` for now.
3. `GetWidth2` renamed to `CalculateSpriteTileCenterX` and moved to `levels/dun_tile.hpp`.
1 year ago
Gleb Mazovetskiy
a49b1f2d58
Extract Is{Any,None}Of out of engine.hpp
...
Untangles some of the dependencies
1 year ago
Andrew James
aec1769858
account for held items in ResetInvCursorPosition
1 year ago
Andrew James
9c1a3b7b55
improve movement to body slots
1 year ago
Andrew James
99014d4ce7
allow moving from stash to inv from left side of wide items
1 year ago
Andrew James
3a3498f766
dedupe code for moving from inv to stash
...
also reorganising belt to stash checks to match
1 year ago
Sophie Alberti
21b12f7632
improve gamepad stash control, fix #7019
1 year ago
Gleb Mazovetskiy
36e0abfc35
Fix -Wunused-const-variable in controller_buttons
1 year ago
Gleb Mazovetskiy
f15fbcf61a
Async loading
...
Does the loading on a separate thread, so we're
now loading while fading in and while updating
the progress bar.
1 year ago
Gleb Mazovetskiy
e692acb049
Pathfinding: Rename functions
...
Rename functions to better reflect what they do.
1 year ago
staphen
3caa80f453
Fix double to float conversion warnings in virtual gamepad logic
1 year ago
Gleb Mazovetskiy
1a32a705fe
Replaces uses of doubles with floats
...
Looks like the KallistiOS Dreamcast SDK disables double support
by default: 495e77fd60/environ_dreamcast.sh (L16)
We don't really need doubles in this code.
The one place where we might have needed them is the SMK video
decoder, handled in a separate PR.
1 year ago
Eric Robinson
e90855b3c4
Rename stores.cpp global variables ( #7425 )
2 years ago
Anders Jenbo
974f517fd9
Make belt_item_type in to an enum class
2 years ago
Eric Robinson
6396af1ff5
Cleanup panel code (Part 2) ( #7421 )
2 years ago
Eric Robinson
8970eaa410
Cleanup panel code (Part 1) ( #7417 )
...
HPPer changed from 80 to 81. The globes have 81 rows of pixels that can be filled.
2 years ago
Anders Jenbo
e949f41d83
Clean up selection type
2 years ago
qndel
24f108f193
fix many typos ( #7322 )
2 years ago
Gleb Mazovetskiy
177ba45f8d
Controller buttons: Make most of the code private
...
The compiler constant-folds the lookups in `printItemMiscGamepad`
code to the same asm as the manual version.
2 years ago
Gleb Mazovetskiy
56342126bf
Log: Avoid making strings that won't be printed
...
When we switched to `fmt` for logging, the log functions were
implemented in such a way that the strings were always constructed,
even if log priority was such that they weren't ever logged.
2 years ago
Gleb Mazovetskiy
5ff588d402
Fix some compilation warnings
2 years ago
matheusgomes28
7848ab731e
Splitting CheckInvPaste() into smaller functions ( #6984 )
2 years ago
Eric Robinson
bd89e2f7a0
Bugfix: Celia Infostring displaying after quest ( #7009 )
2 years ago
qndel
d907ee230d
fix typos
...
[skip ci]
2 years ago
obligaron
c8b8996cdd
Fix MSVC warnings in controls\*
2 years ago
obligaron
dc4cd43e8f
Remove duplicate function definitions from control.h
2 years ago
obligaron
2da492d203
Change some functions to Player reference
2 years ago
ephphatha
3b458376bb
Use a pointer to a player instance instead of network id for cursor hovering
2 years ago
Gleb Mazovetskiy
fdb5738815
Add cursor support to DiabloUI and chat
...
Supports move left/right/home/end, backspace, delete, and Ctrl+V.
2 years ago
Gleb Mazovetskiy
848f234aed
Add automap type cycling controls
...
Makes cycling the automap type separate from toggling it on/off.
The TAB key can still be used for quick on/off as usual, while
the new Cycle key ("m" by default) can be used to switch between available
display types.
`Get/NextDebugMonster` debug keybind changed to "v" to avoid a conflict.
3 years ago
ephphatha
24a20ce8e2
Extract uses of MyPlayer to prevent future crashes in tests/game init
3 years ago
ephphatha
bd8aab0aff
handle stash item swapping using the gamepad a bit better
3 years ago
ephphatha
c85fcbdfb1
fix cursor alignment following gamepad movement in stash
...
align the cursor to the middle of the cell/region when moving through the stash to match the way we simulate mouse movement for inventory cells
3 years ago
ephphatha
0d292b10c4
Move to the first inventory column from the left hand while holding wide items
3 years ago
ephphatha
070a11901f
Fix handling of gamepad cursor movement following item cursor change
3 years ago