KPhoenix
0692c75403
Implement 3XDAMVDEM Logic for Arrows ( #3864 )
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The Deadly Hunter bow contains the 3XDAMVDEM affix power which isn't present in missiles.cpp, preventing the affix from doing anything altogether. This fix adds the logic from player.cpp in a consistent way with how damage gets handled in melee combat.
4 years ago
staphen
5ec83d0b79
Reintroduce c-str overload for SetIniValue()
4 years ago
Andrew James
1047e408bd
Simplify logic of UpdateMissilePos using helpers from 4620 ( #4621 )
4 years ago
staphen
18bfe39d5b
Reset plr_self after leaving game session
4 years ago
Gleb Mazovetskiy
99d490180c
Settings: Add Resampler
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Makes the resampler algorithm configurable from the settings menu.
4 years ago
qndel
354e329644
Players[MyPlayerId] -> MyPlayer
4 years ago
staphen
9c0ec048b4
Improve refresh behavior in selgame
4 years ago
staphen
7ad32e6503
Check if dthread is running before locking mutex
4 years ago
obligaron
583da30151
Fix GuardianTryFireAt missing monster index check
4 years ago
Andrew James
a9a325dc7b
Document/simplify the UpdateMissileVelocity logic
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The multiplication by `1 << 21` was unnecessary, with the way the division is performed it doesn't add precision. Missile velocities are 16 bit fixed values so split out the normalisation step in order to make it clearer what the multiplication and use of `v` ends up doing.
4 years ago
k-bar
bc2c13e8ef
fix for monster melee hit monster ( #4617 )
4 years ago
k-bar
7e3d3c34b9
CheckMissileCol cognitive compexity reduction ( #4614 )
4 years ago
Anders Jenbo
0508311959
Cleanup block_lvid checks
4 years ago
Anders Jenbo
a185b659e7
Set default sample rate to 22050 on Windows
4 years ago
obligaron
bc15bdf3a9
Remove PANEL_ defines and replace them with GetMainPanel()
4 years ago
obligaron
d86c4e5d84
Introduce GetUIRectangle() to distinguish between UI and main panel
4 years ago
obligaron
5337bf1f6a
Initialize Viewport in CalculatePanelAreas
4 years ago
obligaron
539bc6ceea
Adjust variable names for Fireball/Elemental explosion
4 years ago
obligaron
702fd7ba32
Fireball/Elemental: Use missile start position instead of current caster position to check block for explosions
4 years ago
obligaron
ef9dcccb86
Simplify MI_Element explosion calculation
4 years ago
staphen
7b0ae932b0
Blit UI surface to game surface when waiting for game data
4 years ago
obligaron
2f629b6315
Unify cost of wisdom shrines (Fascinating, Sacred and Ornate)
4 years ago
Anders Jenbo
895057584e
Use mtype instead of index id to check for golem monsters
4 years ago
Anders Jenbo
c89d28fe47
Remove leftover firemen code
4 years ago
Anders Jenbo
d6b258926e
Apply type checking on monster type
4 years ago
staphen
0c4940fc00
Skip touch interactions with stash when stash is not open
4 years ago
staphen
0b41ce271f
Skip touch interactions with main panel when not in a game session
4 years ago
Anders Jenbo
8c03e4a73b
Fix code style in IsPossibleToHit
4 years ago
Anders Jenbo
fcfb701ba0
Extract identical MonsterDeath code
4 years ago
Anders Jenbo
5f51092f15
[hellfire] Fix spiderloard not leaving acid when killed by monsters
4 years ago
Anders Jenbo
b99521b376
Do not change animation state for petrified monsters during death
4 years ago
k-bar
4a4e3a5404
Unwindle If-Elses around petrify monster
4 years ago
k-bar
5b29eda518
Remove of CheckMonsterHit (aka LiftGargoylesAndIgnoreMages)
4 years ago
k-bar
417c4c9ce2
Extract duplicated code to functions related to monster
4 years ago
obligaron
8bc89f9b9f
Show hostile players red in talk panel (instead of muted players)
4 years ago
obligaron
1124dd1bd2
Don't show hostile players in automap
4 years ago
obligaron
2b0b944afb
Manage friendly mode per player and sync state between clients
4 years ago
obligaron
70c5cf6cad
Fix item label text with open stash ( #4595 )
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* Item labels: check if stash is open in IsMouseOverGameArea
* Add IsLeft/RightPanelOpen
4 years ago
Dmitry Marakasov
446ec5f95d
check for either linux or BSDs as defined(__unix__)
4 years ago
Dmitry Marakasov
04d0950c9e
Fix UB in random generator
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abs(INT_MIN) is undefined behavior, so process this case without
calling abs()
4 years ago
Stephen C. Wills
99ab06776c
Apply clang-format to inv.cpp ( #4581 )
4 years ago
Nick Tholin
5fd93408f8
Move identical belt items down belt as they are used.
4 years ago
ephphatha
af3187a15e
Provide sound cue when gold is auto-placed into the open inventory
4 years ago
Andrew James
df8643ccf5
Use the count of store items instead of repairOk flag ( #4576 )
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Cursed items (with an item value of 0) will not be added to the list of items by AddStoreHoldRepair. This results in a situation where a player can try repair a null/invalid item because StartSmithRepair doesn't realise that no items are available to be repaired.
4 years ago
Anders Jenbo
6c6999235f
Add debug command for testing custom levels
4 years ago
staphen
7c28029d1a
Fix condition for set pieces in AddL2Torches()
4 years ago
Robin
b86b8fd7c4
msg: add BUGFIX for delta_kill_monster ( #2261 )
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The monster direction is synced even if the receiving player is not
on the same dungeon level as the player killing the monster.
Note, this happens, even if one player is in town, and the other
kills a monster at e.g. dlvl=1. Then the code will check the
monster at index mi even for the player in town, so it will just
read garbage data from memory.
4 years ago
qndel
ab9b61626f
add hellfire rune dmg calc ( #2270 )
4 years ago
Anders Jenbo
17f3f3930b
Correct typo
4 years ago
Anders Jenbo
457f804f10
[vanilla] Fix missing tource light in Lazarus' chamber
4 years ago