Anders Jenbo
a03a2c2634
Render chat panel using common text rendering
5 years ago
Anders Jenbo
d723ebce1a
Render help text using common text rendering
5 years ago
Anders Jenbo
44b58c4970
Clean up L5dflags flags
5 years ago
Trihedraf
f2186d4d10
Change Multiplier if RunInTown Enabled to Fix Stuttering.
5 years ago
obligaron
417a3f124a
DrawPlayerHelper: Use correct player offset
5 years ago
Gleb Mazovetskiy
2f3fa76320
Fix gkd350h build
...
Works around a GCC bug on some platforms:
https://gcc.gnu.org/bugzilla/show_bug.cgi?id=97044
5 years ago
staphen
d89221b15e
Close Cathedral Map when B button is pressed on the controller.
5 years ago
staphen
4c39ac4402
Fix crash when using Town Portal on controller.
5 years ago
obligaron
1c77a22735
Fix movement with hold mouse button and stand animation
5 years ago
obligaron
7b16fafbff
track_process: Player by reference
5 years ago
Gleb Mazovetskiy
c79ec673f4
♻️ Implement std's Lockable for SDL mutex wrapper
...
Rather than rolling our own lock guard, implement the requirements for
using `std::lock_guard` et al and use that.
5 years ago
Anders Jenbo
a11bc61ea8
♻️ Render spellbook text via DrawString
5 years ago
Anders Jenbo
2600b44141
Remove old help text
...
The help for the shareware version appears to be an older and more verbose version that simply was never updated (both are unchanged between 1.00 and 1.09).
5 years ago
Vladimir Olteanu
0c7c71d579
Cleanup of items.cpp ( #1967 )
...
- Apply Point where applicable
- Deduplicate vendor logic
- Add comment about unhanded edge case in GetSuperItemLoc
- Initialize some variables at deceleration
5 years ago
obligaron
55fa72d138
When changing items hot-swap the hero animation data and don't start a new animation
5 years ago
obligaron
4d2ac0502a
Add new GetOffsetForWalking helper and use it for player drawing and camera
5 years ago
obligaron
4de25cd2ea
Introduce PlayerStruct.IsWalking()
5 years ago
obligaron
be13a0f727
Point: Add operator* float and operator-
5 years ago
obligaron
19615c6976
AnimationInfo: Add GetAnimationProgress()
5 years ago
thebigMuh
7fbcfeb35c
Adding text rendering flag to adjust spacing to fit horizontally
...
Now also works for multiline strings
5 years ago
Trihedraf
2544bec7f3
Fix PWD ini check for GCC 5.5
5 years ago
Trihedraf
de3f30623b
if Writeable diablo.ini in PWD use that and save saves to PWD
5 years ago
Trihedraf
38cf99a423
Add IsWriteable to file_util.cpp
5 years ago
Anders Jenbo
34744c068f
♻️ Consitantly use %i and not %d
5 years ago
arcas
6502a3ca4d
Adding resources for translation ( #1973 )
5 years ago
Stefan Mielke
30bfe45781
One pixel was not being calculated on the X axis when trying to find for an inventory slot to put the item.
5 years ago
obligaron
1385e47518
Fix UnitTests in DEBUG (Accessed not initialized ItemAnimations)
5 years ago
obligaron
76103eeb7f
Replace C++ RUN_TEST define with gbQuietMode
5 years ago
obligaron
6fb1b0fed9
Seperate main(...) for binary and tests
5 years ago
Anders Jenbo
18aa04fa4f
♻️ Use common text rendering for store menus
5 years ago
qndel
610d5319bd
swap if in drawing inventory items ( #1968 )
5 years ago
qndel
89c40eaa7b
inventory items rendering cleanup ( #1938 )
5 years ago
Gleb Mazovetskiy
8ac9047b4f
🧹 Clean up CEL outline clipping
...
A simpler structure based on the CL2 implementation.
5 years ago
staphen
b580b635eb
Optimize blended transparency calculations at the end of Poisoned Water Supply.
5 years ago
Anders Jenbo
6c8b116f6c
🐛 Evaluate item names the same as the original
5 years ago
Anders Jenbo
7667880de4
🐛 Implement letter spacing in new font rendering
...
Fixes #1950
5 years ago
Gleb Mazovetskiy
4cd1fd9b72
🐞 Fix controller modifier hints
...
Fixes a regression introduced in #1897
Reverts the layout calculation changes from that PR and simply adapts
the previous code to the `DrawString` API
5 years ago
Gleb Mazovetskiy
cb9da2cadc
🎉 SDL1: An option to render directly to video mem
...
Now that we no longer have a buffer border, we can render directly to
the video memory if the output surface is 8-bit and double buffering is
enabled.
Also adds a flag to force this even when double buffering is disabled,
because some systems emulate 8-bit mode with something else, so the
output is always buffered.
This required a tweak to the cursor to make sure that we clear it after
`SDL_Flip`.
5 years ago
Anders Jenbo
d0ee8f90cf
🐛 Fix run in town
5 years ago
Anders Jenbo
a095bc0bf7
♻️ Migrate more code away from miniwin
5 years ago
Gleb Mazovetskiy
29a488738e
🔥 Mark core CL2 and CEL functions as inline hot
5 years ago
Anders Jenbo
ad2085ab7b
💚 Fix bad merge.
5 years ago
Gleb Mazovetskiy
f624b9788c
🔥 Mark `dun_render` functions as `hot`
5 years ago
Gleb Mazovetskiy
4d10642b3d
🧹 Add and use a DVL_ALWAYS_INLINE macro
...
Also moves attribute macros out of miniwin into a new header.
5 years ago
Anders Jenbo
ca65550a5a
Clean up packing/unpacking players
5 years ago
Anders Jenbo
bec0ceec4a
♻️ Add points
5 years ago
Anders Jenbo
0c2042fa52
♻️ Player by reference
...
Update Source/items.cpp
Update Source/lighting.cpp
Update Source/pack.cpp
asd
ads
as
5 years ago
obligaron
7ed009ecb7
Remove PlayerStruct.actionFrame and enable ADL for Walking/Run ( #1939 )
...
- Remove (unused) actionFrame for PM_DEATH
- Remove actionFrame for PM_SPELL
- Remove actionFrame for PM_WALK
- Remove actionFrame
5 years ago
staphen
ecd2e682bc
Check bBlendedTransparancy before calling GenerateBlendedLookupTable() at the end of Poisoned Water Supply quest.
5 years ago
Gleb Mazovetskiy
e53a79259d
🐞 CL2 outline: Fix left clip
5 years ago