obligaron
e3e3d02da7
Correct Doxygen comments
5 years ago
Anders Jenbo
6321bf04d5
♻️ Pass player to towner by reference instead of index
5 years ago
Anders Jenbo
f579b2f287
Handle cel/cl2 files as byte arrays
5 years ago
obligaron
b5954eb34b
Change AnimationDistributionParams to AnimationDistributionFlags
5 years ago
Juliano Goncalves
6e3c33ad23
✨ Add key to stop walking and cancel pending actions
5 years ago
Juliano Leal Goncalves
39736e2538
♻️ Pass 'PlayerStruct' pointer to 'ClrPlrPath'
5 years ago
obligaron
ff995adc2b
Move ProcessPlayerAnimation to AnimationInfo
5 years ago
obligaron
16b3b38908
Move NewPlrAnim logic to AnimationInfo
...
Adjust SetNewAnimation-Parameter Names to Class Member
Adjust NewPlrAnim-Parameter Names to SetNewAnimation-Parameter Names
5 years ago
obligaron
3b87433fc2
Move GetFrameToUseForPlayerRendering to AnimationInfo
5 years ago
obligaron
0b5183f63e
Introduce AnimationInfo
...
Update AnimationInfo.DelayLen comment
5 years ago
obligaron
a3229741d1
🖌️ Refurbish tables in source code (clang-format off)
5 years ago
obligaron
239a43cc1c
Remove "AnimWidth2" expect for missiles ( #1680 )
5 years ago
Jmgr
c33182d6de
Modernize deprecated headers
5 years ago
Anders Jenbo
efbe8a8338
♻️ add possition points to monsters
5 years ago
Anders Jenbo
7912e510f0
🎨 Clean up overuse of SDL types
5 years ago
Anders Jenbo
275404029e
♻️ Cleanup player temp variables
5 years ago
obligaron
b1ee8c00b3
change AnimationDistributionFlags to enum class and rename to AnimationDistributionParams
5 years ago
obligaron
1930b0f1a6
rename enum AnimationFlags to AnimationDistributionFlags
5 years ago
obligaron
e0aec0b153
Rename _pAnimRelevantAnimationFramesForDistributen to _pAnimRelevantAnimationFramesForDistributing
5 years ago
obligaron
613c54496d
player.h: change comment styles (doxygen)
5 years ago
obligaron
fa6bf63dd3
Introduce AnimationFlags::SkipsDelayOfLastFrame and handle it
5 years ago
obligaron
c9b506d334
Introduce AnimationFlags::ProcessAnimationPending and stop passing skipped Frames cause of ProcessAnimationPending as skipped Frames
5 years ago
obligaron
f908f47751
Move the original logic to NewPlrAnim and introduce _pAnimGameTickModifier and _pAnimRelevantAnimationFramesForDistributen
5 years ago
Anders Jenbo
e4cfad3196
♻️ Use points instead of individual fileds for player structure
5 years ago
Anders Jenbo
69a70b77f8
🚚 Move enum_traits.h to utils
5 years ago
Anders Jenbo
97d7171123
🔥 Get rid of _ptargx/y
5 years ago
qndel
ec74917cb4
class sounds cleanup
5 years ago
FluffyQuack
4f417d2fdc
Fix to one desync related to player movement (queuing moving after attacking).
5 years ago
Anders Jenbo
a9874d65c1
♻️ Remove SDL types from player header
5 years ago
Anders Jenbo
373f28736f
🎨 Acceptable parts of modernize-*
5 years ago
Anders Jenbo
c89bd9c001
🚨 Fix remaning warnings for clang and gcc
5 years ago
staphen
4faf09c2df
Consolidate logic for Mana Shield and player damage.
5 years ago
Juliano Leal Goncalves
f8871aab07
♻️ Unify most valuable player item logic on new method
5 years ago
Anders Jenbo
f450d6a125
🚚 Move defines to there proper files
5 years ago
Juliano Leal Goncalves
cc5f2a8f49
🎨 Rename 'attribute_id' enum to 'CharacterAttribute'
...
Members were renamed as well for readability.
5 years ago
Juliano Leal Goncalves
f54cc5aa95
♻️ Convert 'attribute_id' to a scoped enumeration
5 years ago
Juliano Leal Goncalves
8cf972e843
♻️ Move 'HeroClass::ClassCount' to external tracking template
...
This eliminates the problem where the compiler complains we are not handling all enumeration values by moving the "hack" counting member into somewhere else external to the enum.
5 years ago
obligaron
c7b9ffec1f
Decouple Animations from Gamelogi (Smooth Animations for skipped Frames).
...
NewPlrAnim: Use default arguments instead of overloads
StartPlrHit: Fix skippedAnimationFrames - Frames starts with 1
Add missing comment for StartPlrHit
Fix GotHit-Animation: Skipping Frames corrected and adjusted _pAnimGameTicksSinceSequenceStarted for animations that don't start with a additional tick.
Thanks @StephenCWills for the gothit skipping frame calculation logic :-)
Update StartWalk: calculated numSkippedFrames in own line.
Co-authored-by: Anders Jenbo <anders@jenbo.dk>
StartPlrHit: always initialize skippedAnimationFrames
Co-authored-by: Anders Jenbo <anders@jenbo.dk>
Update nthread_GetProgressToNextGameTick comment
Co-authored-by: Anders Jenbo <anders@jenbo.dk>
fix spelling "lenght" instead of "length"
Update NewPlrAnim comment
Co-authored-by: Anders Jenbo <anders@jenbo.dk>
GetFrameToUseForPlayerRendering: avoid one "else"
5 years ago
Juliano Leal Goncalves
28ad9d43c5
🎨 Rename 'plr_class' enum to 'HeroClass'
...
Members were renamed as well for readability.
5 years ago
Juliano Leal Goncalves
7d95bfed39
♻️ Convert 'plr_class' to a scoped enumeration
5 years ago
Anders Jenbo
e7ae8ddd04
🚚 Move all enums to there respective headers
5 years ago
Anders Jenbo
61244c4d93
♻️ Rearange and apply more enums
5 years ago
Anders Jenbo
93d42b62b8
♻️ Change BOOL to bool
5 years ago
Anders Jenbo
779e6cf950
♻️ Apply more enums
5 years ago
Anders Jenbo
b1ffdca0a3
♻️ make better use of enums
5 years ago
Juliano Leal Goncalves
30cd12c000
♻️ Eliminate global 'MaxStats' variable
5 years ago
Juliano Leal Goncalves
25db7743dd
♻️ Reuse 'player.GetMaximumAttributeValue' for max stats
5 years ago
Gleb Mazovetskiy
da7567f06e
InitPlrGfx: Only alloc enough for the class
...
Previously, the allocation size was the maximum size over all the classes.
RAM usage per player:
* Before: 2.2 MiB (any class)
* After:
* Warrior: 2.0 MiB
* Rogue: 1.5 MiB
* Sorcerer: 1.6 MiB
* Monk: 1.7 MiB
We now also only allocate memory in multi-player as needed.
This means the game will only use as much RAM for player graphics
as there are players currently in the game.
Less RAM is used for each player because class is now taken into account.
5 years ago
Gleb Mazovetskiy
01574de6a8
Simplify InitPlrGfx
...
It was tracking each type of graphics individually but they're always
initialized together.
5 years ago
Anders Jenbo
433edc63ea
♻️ Consistently use pragma once to guard the headers
5 years ago