Mikołaj Piróg
4cff046ba9
Replace toHitSpecial member with a function & fix wrong arguments being passed ( #5337 )
4 years ago
Mikołaj Piróg
5e340d3261
Replace level member with a member function in monster ( #5336 )
4 years ago
qndel
21f67eaadd
use array size instead of sizeof math
4 years ago
qndel
f132d4a13a
fix golem detection ( #5342 )
4 years ago
obligaron
a2ec22667f
Use AnimationInfo::isLastFrame in more places
4 years ago
zaid-ismail031
b0c9a8024e
Refactor missiles.cpp to use Direction enum instead of magic Point/Displacement constants.
4 years ago
Mikołaj Piróg
32b3333bfb
Exp overflow fix ( #5070 )
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
qndel
aa65d27e5c
break hidden invis on death
4 years ago
qndel
2c6bd410c2
increase pDiabloKillLevel variable in singleplayer on diablo kill
4 years ago
qndel
ef5a4de227
typos + code cleanup
4 years ago
staphen
f9e01f25c4
Consistently send network messages when monsters are damaged
4 years ago
obligaron
2493f06116
ActorPosition: Remove offset, offset2 and velocity
4 years ago
obligaron
5913783826
Add walking offset calculation to ActorPosition (and validate it)
4 years ago
obligaron
49c7ea71af
Simplify SyncLightPosition
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
Cesar Canassa
1bdee4523b
✨ Adds ignoreMovingMonsters to MonsterAtPosition ( #5118 )
4 years ago
ephphatha
9309f2fe4f
Add enum to represent monster sound effects
4 years ago
Stephen C. Wills
e364b7488c
HitMonster() cleanup ( #5147 )
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
ephphatha
975eb3674b
Add helper to check if a monster belongs to a player
...
Co-authored-by: Anders Jenbo <anders@jenbo.dk>
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
c79b15df1a
♻️ Remove monsterId from StartDeathFromMonster ( #5072 )
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
c6561596b5
♻️ Remove monsterId from CheckReflect ( #5071 )
4 years ago
Cesar Canassa
f4fd4b1644
♻️ Remove monsterId from AiPlanWalk ( #5073 )
4 years ago
Anders Jenbo
d1189388f5
Use user by reference
4 years ago
Gleb Mazovetskiy
04c3d85179
Remove `MAX_PATH`
...
Rather than using the Windows-like `MAX_PATH`, what we really want is 2
things:
1. Maximum path of a file in an MPQ. This is now `MaxMpqPathSize`.
2. Max size for the known monster paths. This is now 64 for sounds and
TRNs, which is more than enough (picked arbitrarily).
4 years ago
Anders Jenbo
16b65120ea
Clean up LevelMonsterTypes related code
4 years ago
Gleb Mazovetskiy
7ad0ec925f
Reduce sizes of Monster (goal)Vars
...
sizeof(Monster): 168 -> 144
4 years ago
Mikołaj Piróg
262fa9ac2d
Rename MonsterData members ( #5000 )
4 years ago
Mikołaj Piróg
c38db60d0b
Remove monster name member from monster struct ( #4986 )
4 years ago
Gleb Mazovetskiy
f460405818
Fix warnings
...
Note that in test/utf8_test.cpp, the first comparison was redundant.
For a signed char, this iterates from -128 to -1, unsigned from 0 to 128.
4 years ago
Gleb Mazovetskiy
304c62d943
Fix a HeadlessMode typo in monster.cpp
...
Fixes #4990
4 years ago
Anders Jenbo
ac2bf9aaac
Limit what gets called in headless mode
4 years ago
Cesar Canassa
ce349789cf
♻️ Refactor M_StartKill to receive a Monster reference ( #4943 )
4 years ago
Cesar Canassa
f0d1d58499
♻️ Remove monsterId from delta_kill_monster
4 years ago
Cesar Canassa
2c558a7aa0
♻️ Adds distanceToEnemy method
4 years ago
Cesar Canassa
fcd5928846
♻️ Refactor RandomWalk to receive a Monster reference ( #4905 )
4 years ago
Andrew James
d9d1385f6c
Take const reference in DirOK ( #4985 )
4 years ago
ephphatha
fe62359dbd
Add helper to map unique types to monster types
4 years ago
ephphatha
1337ff6ea2
Add check if a monster potentially has leashed minions
4 years ago
ephphatha
ff1e67ae73
Rework PlaceGroup to not use UniqueMonsterPack enum
4 years ago
ephphatha
b60bdf8b9b
Unset leader of minions when the leader dies
4 years ago