staphen
e580c26a1f
Ensure that vertically aligned text does not exceed the upper bounds of the rectangle in DrawString()
4 years ago
obligaron
a2ec22667f
Use AnimationInfo::isLastFrame in more places
4 years ago
obligaron
deb0d6d9e1
Use missile helpers in MoveMissile/UpdateMissileRendererData ( #5291 )
4 years ago
Gleb Mazovetskiy
188dc79f6e
Make `Players` a vector
4 years ago
Gleb Mazovetskiy
6327e713e0
Lowercase all file paths
...
We want to be able to use unpacked MPQs on low-end platforms
(PS2/rg99/etc).
This is tricky on case-sensitive filesystems. Avoids case issues by
lowercasing all paths in the code (then we'll just need lowercased
listfiles).
4 years ago
obligaron
68891a8df1
Rename MissileMovementDistrubution => MissileMovementDistribution
4 years ago
Gleb Mazovetskiy
4cf0053ece
Set underlying type for all the enums
...
Reduces rg99 binary size by 3 KiB.
4 years ago
Gleb Mazovetskiy
9b65eca49b
Remove `Art` and related functions
4 years ago
Gleb Mazovetskiy
580d3cb6ee
touch/renderers: Migrate away from Art
4 years ago
Gleb Mazovetskiy
d71a54dba8
Render main panel buttons as CLX
...
Converted with:
```
pcx2clx --num-sprites 3 data/talkbutton.pcx && rm data/talkbutton.pcx
```
Sizes:
```
Surface(63, 114) -> CLX 7296 -> 5336 -26.9%
Surface(53, 48) -> CLX 2688 -> 2324 -13.5%
```
4 years ago
obligaron
2493f06116
ActorPosition: Remove offset, offset2 and velocity
4 years ago
obligaron
a410e989bf
Remove ScrollInfo
4 years ago
Gleb Mazovetskiy
8f7dd16ac3
Show an error on outdated devilutionx/font.mpq
4 years ago
Gleb Mazovetskiy
17a97450bc
Convert assets to CLX
...
Converted using the following commands:
```
cd Packaging/resources/assets
pcx2clx --transparent-color 1 --num-sprites 256 fonts/*.pcx && rm fonts/*.pcx
pcx2clx --num-sprites 2 ui_art/dvl_but_sml.pcx && rm ui_art/dvl_but_sml.pcx
pcx2clx --transparent-color 1 data/hintbox.pcx data/hintboxbackground.pcx && rm data/hintbox.pcx data/hintboxbackground.pcx
pcx2clx --transparent-color 1 --num-sprites 6 data/hinticons.pcx && rm data/hinticons.pcx
pcx2clx --num-sprites 2 data/panel8buc.pcx data/dirtybuc.pcx data/dirtybucp.pcx && rm data/panel8buc.pcx data/dirtybuc.pcx data/dirtybucp.pcx
pcx2clx --transparent-color 1 data/healthbox.pcx && rm data/healthbox.pcx
pcx2clx --transparent-color 1 --num-sprites 6 data/resistance.pcx && rm data/resistance.pcx
pcx2clx --transparent-color 1 --num-sprites 5 data/monstertags.pcx && rm data/monstertags.pcx
pcx2clx --transparent-color 1 data/stash.pcx && rm data/stash.pcx
pcx2clx --transparent-color 1 --num-sprites 5 data/stashnavbtns.pcx && rm data/stashnavbtns.pcx
pcx2clx **/*.pcx && rm **/*.pcx
git checkout master -- ui_art/black_diablo.pcx ui_art/black_hellfire.pcx data/charbg.pcx data/talkbutton.pcx data/panel8bucp.pcx
rm ui_art/black_diablo.clx ui_art/black_hellfire.clx data/charbg.clx data/talkbutton.clx data/panel8bucp.clx
```
4 years ago
Gleb Mazovetskiy
0f0f57080c
render: Move `common_impl.h` into `clx_render.cpp`
...
We no longer have other renderers.
4 years ago
Gleb Mazovetskiy
961866e1c4
CLX: A new graphics format
...
The format is almost identical to CL2, except it uses the frame header
to store frame width and height instead of 5 32-line offsets.
This means we always have access to frame dimensions, so we can use it
as an on-disk format for our graphics as well.
Additionally, we may be able to optimize the rendering even more
in the future now that we have guaranteed knowledge of frame dimensions.
4 years ago
Andrew James
480ab945e7
Only draw towners on their base tile ( #5171 )
4 years ago
obligaron
c5ce29106e
Fix left sideways walking monsters draw order
4 years ago
ephphatha
0ce76a3f13
Add Object lookup method to mimic map::at()
4 years ago
Gleb Mazovetskiy
1cdd76b617
Remove PCX rendering code
...
We no longer render PCX
4 years ago
Gleb Mazovetskiy
0cd035ef61
Load PCX as CL2
...
Similar to #5059 , which converted CEL to CL2 at load time,
we now do the same for PCX.
Some size stats: https://gist.github.com/glebm/067bf1ec73f9d14514932cfe237e4e8e
Notably, fonts RAM usage is decreased by ~35%.
4 years ago
ephphatha
9e76cd4ab7
Use object pointer for pcursobj
4 years ago
Gleb Mazovetskiy
43a5d91074
Remove CEL rendering code
...
We no longer render CEL
4 years ago
Gleb Mazovetskiy
8ca71272b8
Load all CEL as CL2
...
Convert CEL files to CL2 at load time. CL2 format is more efficient and is about as fast to render.
CEL vs CL2 sizes, on dLvl 5: https://gist.github.com/glebm/9bbdd76962abcd4fd2405ecd3379af97
Memory:
* Peak memory (while loading): -300 KiB
* Memory in-game (dLvl5): -700 KiB
* RG99 binary size: -15 KiB (1333096 -> 1317192)
Performance on rg99:
* On average, -1 FPS in town.
* Same FPS in dungeon (20 FPS on dLvl 1).
4 years ago
Gleb Mazovetskiy
f9b9a7de9d
CL2 render: `Point` position argument
...
Bring the CL2 API closer to CEL and PCX.
4 years ago
Gleb Mazovetskiy
6f01fb6b79
Unify CEL/PCX/CL2 render functions
...
Except for the outline rendering.
4 years ago
Gleb Mazovetskiy
a4ac41cece
Replace `DVL_VK` virtual key codes with `SDLK`
4 years ago
Gleb Mazovetskiy
70364013b0
Fix fmt v9 deprecation warnings
...
Version 9 of libfmt deprecates printing `enum` without casting it to an
integral type explicitly (consistent with `enum class`).
4 years ago
Mikołaj Piróg
c38db60d0b
Remove monster name member from monster struct ( #4986 )
4 years ago
Anders Jenbo
ac2bf9aaac
Limit what gets called in headless mode
4 years ago
ephphatha
1337ff6ea2
Add check if a monster potentially has leashed minions
4 years ago
Gleb Mazovetskiy
33ac2cca8e
♻️ Make Monster counters `size_t`
4 years ago
Anders Jenbo
3d08f951d6
Clean up use of miniwin
4 years ago
Anders Jenbo
3ae834148a
Split event handeling from general miniwin features
4 years ago
Anders Jenbo
2d21fc372e
Remove more miniwin code
4 years ago
Trihedraf
5ee6e5dd3a
Make zoom a setting in the menu ( #4931 )
4 years ago
Anders Jenbo
6a8fd04067
Use player by references ( #4938 )
4 years ago
Gleb Mazovetskiy
197e1180b2
Add StrCat and StrAppend
...
Adds simple string / integer concatenation functions.
Many of the uses of `fmt::format` are simply concatenation
of a few strings and integers.
`StrCat` is an easier-to-read alternative to such uses of `fmt`.
4 years ago
Gleb Mazovetskiy
2f09c20b08
cel_render: Remove unused `LineEndFn`
...
This was used for stippled transparency which we no longer support.
4 years ago
Cesar Canassa
e538acb248
📝 Fixes Doxygen warnings ( #4904 )
4 years ago
Mikołaj Piróg
15989609a8
Members' name changes and comments in Monster struct ( #4861 )
4 years ago
Gleb Mazovetskiy
eb8721885d
Fix clang warnings
...
As seen in the Xbox NDK build.
4 years ago
k-bar
26de74f4a2
AnimationInfo class correct style ( #4870 )
...
* AnimationInfo class correct case-style for private members
clang-tidy warnings:
readability-identifier-naming invalid case style for private member
* AnimationInfo class correct case-style for members
clang-tidy warnings:
readability-identifier-naming invalid case style for member
* AnimationInfo class correct case-style for methods
clang-tidy warnings:
readability-identifier-naming invalid case style for method
* AnimationInfo class use nodiscard
clang-tidy warnings:
modernize-use-nodiscard function should be marked [[nodiscard]]
4 years ago
Gleb Mazovetskiy
6949a6f418
Monster: Remove MType/MData pointers
...
These pointers are redundant, replaces them with methods.
4 years ago
Gleb Mazovetskiy
d152d2c0fb
Add OptionalOwnedCelSprite
4 years ago
Gleb Mazovetskiy
21dc7f553d
Add OptionalCelSprite: smaller than std::optional
...
`CelSprite` data pointer can never be `nullptr`.
We implement a smaller `optional` for it by taking advantage of that.
4 years ago
Anders Jenbo
b00ae287b8
Minimize propegation of global Players index
4 years ago
ephphatha
0f1ac758d8
use a smaller buffer
...
fmt::memory_buffer uses 500 bytes by default, go back to a 12 byte char array to avoid all the cruft
4 years ago
ephphatha
d6120f05bc
Only call fmt::format_to when the FPS value updates
...
Don't even need to initialise the buffer since the last update time is set when DiabloInit is called, then as long as the loading screen takes more than a second the threshold gets hit to call format_to on the first frame of gameplay.
4 years ago
Gleb Mazovetskiy
72660d9189
Migrate snprintf to fmt ( #4845 )
...
* Migrate `app_fatal` from printf to libfmt
* Migrate snprintf to fmt
4 years ago