Cesar Canassa
f069cdc771
♻️ Pass objects by reference ( #5148 )
4 years ago
obligaron
ca1949a87f
Don't recalculate leveltype (from currlevel) in SaveGameData
4 years ago
ephphatha
0ce76a3f13
Add Object lookup method to mimic map::at()
4 years ago
ephphatha
ed5d2d98e7
Simplify AddBookLever
4 years ago
ephphatha
cdcccef47a
Return pointer from AddObject
...
This allows removing the immediate lookup for call sites which need further initialisation.
4 years ago
Cesar Canassa
1d08d6b974
♻️ Replace dMonster usage on DoAttack ( #5137 )
4 years ago
DakkJaniels
9403084d41
Fix ModifyPlrMag
...
Used BaseStr instead of BaseMag
4 years ago
Cesar Canassa
102f4abe9b
♻️ Remove _misource access from AddLightningWall ( #5098 )
4 years ago
Trihedraf
e10780f6d9
Fix Building SDL2 for MinGW
4 years ago
Gleb Mazovetskiy
2ca6a3e8eb
`Player#getGraphic`: Remove `MyPlayer` check
...
We always have `_pSpell` when this function is called.
4 years ago
ephphatha
2b442a73c2
Fix highlighting towners 1-4 after visiting the dungeon
4 years ago
Gleb Mazovetskiy
7c0b72abc0
Improve demo test error message
...
Example:
```
file "game" is different at byte 54251:
Expected: ... 00 00 00 00 00 00 00 00 30 00 00 00 50 00 00 00 ...
Actual: ... FF FF FF FF 00 00 00 00 30 00 00 00 50 00 00 00 ...
```
4 years ago
qndel
ed8964907a
fix jester's affix description ( #5120 )
...
* fix jester's affix description
4 years ago
ephphatha
35bf79b007
Use Monster& in PrintDebugMonster
4 years ago
Cesar Canassa
75756c518f
♻️ Send the monster reference to the monster AI functions ( #5113 )
4 years ago
Cesar Canassa
07ff79cbdc
♻️ MonsterAttackPlayer receives monster and player as references ( #5111 )
4 years ago
DakkJaniels
163ea36fa6
Convert ZT gamename to lower case ( #5110 )
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
046f826931
[gamepad/touch] Fix targeting berserked
4 years ago
Andrew James
24c57bf6c6
Simplify MonsterOperateDoor ( #5100 )
4 years ago
Cesar Canassa
0ce0f5b7b4
♻️ Remove _misource access from AddSpecArrow
4 years ago
Cesar Canassa
f5af1fa49c
♻️ Remove _misource access from AddRuneExplosion
4 years ago
Cesar Canassa
71edcbed12
♻️ Remove _misource access from AddWarp
4 years ago
Cesar Canassa
f12e636abb
♻️ Remove monsterId from AiPlanPath
4 years ago
Cesar Canassa
800d1665be
♻️ Remove monsterId from RandomWalk2
4 years ago
Cesar Canassa
c58e8b0353
♻️ pass monster by reference on MonsterHitMonster
...
- Sending the monster by reference instead of id
- Changed the golem check to be equal to StartDeathFromMonster
- Changed the parameters order so that the attacker comes first
4 years ago
Cesar Canassa
020ce5eb2b
♻️ Automatically dereference sourcePlayer on AddFlash
4 years ago
Cesar Canassa
98023a822e
♻️ Automatically dereference sourceX on MI_Arrow
4 years ago
Cesar Canassa
582e2b4e12
♻️ Automatically dereference sourceX on MI_Firebolt
4 years ago
Cesar Canassa
c79b15df1a
♻️ Remove monsterId from StartDeathFromMonster ( #5072 )
4 years ago
ephphatha
4a8f375011
Use position for operate object network commands
...
Only one remaining use of Object::getId for caching the target of a command requiring the player to path to an object.
4 years ago
ephphatha
50d292f8c6
Take references in operate door functions
4 years ago
Cesar Canassa
2b19cae569
♻️ Remove _misource access from AddBerserk
4 years ago
Andrew James
9a09b07c4d
Cleanup Object/Quest triggers which activate quests ( #5081 )
4 years ago
Andrew James
fb2fae12e7
use correct attribute -_- ( #5084 )
4 years ago
Andrew James
b56907672f
Add Bitset2d::count() and use it when counting set Dungeonmask tiles ( #5083 )
...
Added comments and renamed other functions to give context why this is different to the use in drlg_l1
4 years ago
Andrew James
2786a65e7b
Tidy up ActivateSkeleton and take monster by reference ( #5080 )
...
* Take reference in OperateSarcophagus
* Use monster reference instead of pointer in ActivateSkeleton
* Clean up ActivateSkeleton
4 years ago
Cesar Canassa
82caea1ca4
♻️ Remove monsterId from RoundWalk
4 years ago
Cesar Canassa
a0cd65e082
♻️ Remove monsterId from M_SyncStartKill
4 years ago
Cesar Canassa
fcdab7f56f
✅ Add test for RotateBlockedMissile ( #5069 )
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
Andrew James
a075e5fe05
Take Object by reference in OperateContainer methods ( #5079 )
4 years ago
Cesar Canassa
c6561596b5
♻️ Remove monsterId from CheckReflect ( #5071 )
4 years ago
Cesar Canassa
f4fd4b1644
♻️ Remove monsterId from AiPlanWalk ( #5073 )
4 years ago
ephphatha
6097a8a90a
Deduplicate operate object command handlers
4 years ago
ephphatha
de83d9440e
Use position for break object network messages
4 years ago
ephphatha
4d730b5e5d
Take object reference in DeltaSyncObject
...
Delta object records are only laid out in the same order as object instances by convention, document this relationship and use the explicit offset instead of "network id"
4 years ago
Andrew James
986650afc8
Take Object by reference when operating quest objects ( #5066 )
4 years ago