Anders Jenbo
fbabb96464
[gamepad] Align cursor after using item
4 years ago
staphen
66d9604923
Only load stash on New Game and Load Game
4 years ago
Anders Jenbo
a48f89007d
Implement stash
4 years ago
staphen
dcfd057200
Add two-way handshake between ZeroTier peers
4 years ago
Anders Jenbo
770727b5a0
Correct Leave Pepin menu posision
4 years ago
Anders Jenbo
422f2bae9d
Fix build warnings
4 years ago
qndel
220e9f092b
ignore auric amulet of other players in MP ( #4151 )
4 years ago
obligaron
e0ef3a2307
Init monster TRN after monster load
4 years ago
obligaron
973ce9d46e
Use original position for DrawPlayerIconHelper
4 years ago
qndel
b8fc442210
fix chatlog translation entry ( #4140 )
4 years ago
staphen
b14fda976f
Fix IsGameHost() function for ZeroTier
4 years ago
Stephen C. Wills
ef1821ce57
Apply sequence number to net turns ( #4122 )
4 years ago
staphen
16f82226eb
[ZeroTier] Send PT_CONNECT to all players when new player joins
4 years ago
Gleb Mazovetskiy
f4b43c478a
Fix reflect icon offset ( #4133 )
...
Regression introduced in f4bce38875
4 years ago
ikonomov
a6c33a19cd
AddHeal converted to use GenerateRndSum ( #4108 )
4 years ago
ephphatha
2a09d7f561
Dedupe network call when dropping items on death
4 years ago
ephphatha
ca1ec8548f
Move GoldAutoPlaceInInventorySlot to anonymous namespace
4 years ago
ephphatha
f5da32a21c
Don't assume holdItem when auto-placing gold
4 years ago
Andrew James
f64d17bfa9
Initial clean up of code related to creating items ( #2943 )
...
* Move declaration of dItems to items.cpp
This array is never used in dungeon generation, it's closely related to Items so should be kept together. Ideally managing dItems can become responsibility of a container for Items, which will handle adding/removing items from the list and keeping the positions in sync.
* Rename SetPlrHandItem to match purpose/use
* Give more descriptive name to GetPlrHandSeed
This function sets a new seed on a given item struct, not just the held item.
* Don't use HoldItem as a temporary for the players initial inventory
* Take Item by reference in RespawnItem
* Don't use holdItem as a temporary when dropping gold on death
* Update DeadItem to take item by reference, and refer to it consistently
Move code which invalidates the source of dropped items to the caller
Most call sites use a temporary item instance or remove the item from the container, so there's no real point invalidating the item after it's been copied to the drop list.
Update DeadItem to take position instead of player references
4 years ago
Gleb Mazovetskiy
f4bce38875
Use `uint16_t` for sprite widths
4 years ago
Gleb Mazovetskiy
11aaf2a441
Fix `MissileFileData#GetFrame` for a null missile
...
Fixes the following warning:
/usr/include/c++/11/bits/unique_ptr.h:660:14: runtime error: reference binding to null pointer of type 'byte'
4 years ago
Gleb Mazovetskiy
7fede6c4cb
Clean up owned/unowned CelSprite ambiguity
...
Makes `CelSprite` unowned and adds a new `OwnedCelSprite` class for
owned sprites.
This clarifies ownership and makes the code cleaner in a number of
places.
Additionally, because the `CelSprite` class is now tiny (1 less
pointer), we can pass it by-value instead of by-reference, removing a
pointer indirection in the rendering functions.
4 years ago
DakkJaniels
0bae1ea3a1
switch affix_item_type bit flag enum to class format ( #4123 )
4 years ago
staphen
3b3419d519
Treat firstpeer as a recognized source of packets
4 years ago
DakkJaniels
7bc19ee91a
add enum for the spell flags. Adjust code to use them.
4 years ago
qndel
48f102eff1
Chat log
4 years ago
staphen
e877a8ff0a
Filter out ZeroTier packets that do not come from an expected source
4 years ago
qndel
be0845f41d
barb 2h cleanup
4 years ago
Felipe Wannmacher
6a6fd404dc
improved hints and added icons
4 years ago
DakkJaniels
6e9fd1b18b
Max Resist Item Formatting ( #4104 )
...
Change to use MAXRESIST instead of hardcoded 75 when printing resists to panel, in case someone were to change the MAXRESIST number.
4 years ago
KPhoenix
8d71a48b70
Remove MAX from Char Panel Resists ( #4103 )
...
* Remove MAX from Char Panel Resists
Co-authored-by: obligaron <obligaron@live.com>
Co-authored-by: qndel <stefan551@o2.pl>
4 years ago
obligaron
e48b949dad
Stop music on diablo exit
4 years ago
qndel
81800e64bb
MAXCHARLEVEL cleanup
4 years ago
obligaron
d765fad1cc
Continue playing music in menus
4 years ago
obligaron
75ee55af8d
Don't restart music if the same track is played
4 years ago
qndel
2b53c5f857
Update Source/missiles.h
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Co-authored-by: obligaron <obligaron@live.com>
4 years ago
qndel
ac6a10bfb4
IsTrap()
4 years ago
staphen
331072cdcf
Persist the placed item in AutoPlaceItemInInventorySlot()
4 years ago
qndel
d3995736b9
fix spawning unique monsters
4 years ago
Michael H
9a251a97af
Added Greek language build & option
...
-added greek to the cmake assets build
-added greek to the options menu
4 years ago
Stephen C. Wills
e2a9dbca91
Fix format strings in PrintDebugMonster() ( #4087 )
4 years ago
qndel
766866810e
add a check for trap missiles for TRNs ( #4079 )
4 years ago
DakkJaniels
a44cb36af6
Fix mlSFX miSFX labeling
...
swapped labels to match structure definition
4 years ago
qndel
9ba64ad08b
TRN rewrite + bugfix ( #4056 )
...
* working new TRN system
* apply TRNs to all unique missiles
4 years ago
obligaron
1f7b0607a6
public game browsing: show difficulty, speed, players and possible incompatibility
4 years ago
Gleb Mazovetskiy
48ff656dc0
Load monster graphics into a single buffer
...
Follow-up to a5e1fa5bbe , which loaded
the missiles into a single buffer.
4 years ago
obligaron
05dd2f9f90
Fix flash infinite casting: Add check for _pInvincible to RepeatMouseAction
4 years ago
DakkJaniels
0790416781
Unique Monster Variable Rename ( #4060 )
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* fix variable name to reflect what it is modifying (unique monster custom to hit, not custom hit points)
* align UniqueMonstersData table
4 years ago
qndel
b7b01ce1fd
remove InitLightMax
4 years ago
galaxyhaxz
13175df53d
Add vanilla trap bugfix
4 years ago