staphen
fbca4870a1
Don't send spell level in spell casting network message
1 year ago
Eric Robinson
368dd63d22
Make invalid items unusable ( #7506 )
1 year ago
Eric Robinson
9277aa72de
Fix Floating Numbers after death ( #6505 )
3 years ago
staphen
ab1af87bc9
Fix issues with light offset calculation
3 years ago
staphen
69c4fde052
Don't use walk animation as preview frame for standing attack
3 years ago
Gleb Mazovetskiy
65fc1008c6
player.cpp: Avoid redundant copies of `PlayerData`
...
Follow-up to #6288
3 years ago
Eric Robinson
a2af3b5942
Refactor CreatePlayer() ( #6288 )
3 years ago
Anders Jenbo
63277a842d
Clean up player packing
3 years ago
qndel
ddd0f1b051
dont always force staff recharge to change spell
3 years ago
obligaron
e94deb7438
Sync Defiler Quest
3 years ago
qndel
df8362a1cd
fix walking animation getting stuck
3 years ago
qndel
c362808165
debug path command ( #6101 )
3 years ago
ephphatha
03e35988f1
Dedupe OnRespawnItem/OnSpawnItem
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Both methods were exactly the same apart from the use of temporaries for swapped message params.
3 years ago
Anders Jenbo
b7424a0068
Clean up PmChangeLightOff()
3 years ago
Anders Jenbo
5a12f7b0d5
Always spawn players in a valid location
3 years ago
Anders Jenbo
4c51e15f26
Update Source/player.cpp
...
Co-authored-by: Stephen C. Wills <staphen@gmail.com>
3 years ago
Anders Jenbo
45c0b780b9
Move back to an exhaustive clearing of players from the current level
3 years ago
obligaron
7985a9211d
Change Player::_pSplLvl to uint8_t
3 years ago
Anders Jenbo
e969a8ad01
Invert player to vision relation
3 years ago
Anders Jenbo
13c5c09990
Clean up Light related naming
...
A few are left unchanged as they will be removed in a later commit
3 years ago
DakkJaniels
24bb409086
Remove extra entry in experience level table and cap experience at level 50 requirement ( #5782 )
3 years ago
obligaron
1a3e72bf17
Unify normal casting and casting from inventory
3 years ago
obligaron
e1cdec438e
When player position desyncs ensure position.old is also updated
3 years ago
obligaron
9697c82487
Ensure PM_DEATH is reset when restarting in town for remote players
3 years ago
obligaron
f6aae56a28
Refactor StartPlayerKill
3 years ago
obligaron
40bb3aeb45
Replace earflag with DeathReason
3 years ago
qndel
ce2ce86070
inspect players command
3 years ago
Łukasz
2ec0603896
use `Point`s instead of `x, y`s in GetRndObjLoc (objects.cpp) and portal-related functions (portal.cpp) ( #5897 )
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Nice cleanup, thanks.
3 years ago
Gleb Mazovetskiy
957bd03b98
Remove `FMT_COMPILE` in "cold" places
...
Removes most `FMT_COMPILE` calls.
`FMT_COMPILE` results in better performance but larger code size.
Removes `FMT_COMPILE` calls for places that are called infrequently,
i.e. not on every frame.
RG-99 binary size reduced by ~4 KiB.
3 years ago
Eric Robinson
f75f66d54b
Add `playerdat` ( #5763 )
3 years ago
Gleb Mazovetskiy
ebcd6b222d
Optimize `SpellData` size: 40 bytes -> 24
3 years ago
Gleb Mazovetskiy
b61dac853b
Add `GetSpellData(SpellID)`
3 years ago
KPhoenix
d813f13700
`enum spell_id` -> `enum class SpellID`
3 years ago
Gleb Mazovetskiy
1788d2f8ec
Remove miniwin
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Event handling code moved to `engine/events.{hpp,cpp}`.
3 years ago
ikonomov
d05992da75
Remove "Zen" hit recovery ( #5724 )
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The description of Harmony says "Fastest", clearly implying that this is the fastest recovery bonus that is attainable for a given character and also an indication that the bonus is not cumulative with other items.
3 years ago
Eric Robinson
93a145608e
Optimize AddPlrExperience() ( #5737 )
3 years ago
Eric Robinson
ef3a57b7d9
`enum spell_type` -> `enum class SpellType` ( #5674 )
3 years ago
staphen
c857b7c7e4
Update frame skip logic for attacks after movement to match vanilla behavior
3 years ago
Anders Jenbo
c99f7cf644
Floating numbers ( #5639 )
...
Co-authored-by: qndel <stefan551@o2.pl>
Co-authored-by: Stephen C. Wills <staphen@gmail.com>
3 years ago
Gleb Mazovetskiy
b48d4b2900
Remove uses of blank.wav
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blank.wav is a 22 KiB 1-second silence that is not needed with
our sound engine.
3 years ago
KPhoenix
8db521727d
`enum missile_id` -> `enum class MissileID`
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Changes `enum missile_id` to `enum class MissileID`
3 years ago
KPhoenix
f52b2cb71f
Enum Class: MagicType
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Changes enum magic_type to enum class MagicType
3 years ago
Anders Jenbo
a29fc3a074
Correct casing for Player::isWalking()
3 years ago
obligaron
d2d96f988c
Make TalktoMonster multiplayer compatible
3 years ago
obligaron
c8c3f9366c
Play skeleton kings speech only once and also in multiplayer
3 years ago
obligaron
7980a5a890
Make debug god mode damage multiplayer compatible
3 years ago
obligaron
eca1a68bec
AnimationInfo: Use fixed point math for fractions
3 years ago
Gleb Mazovetskiy
680ab5ec40
Overhaul backbuffer state handling
...
When rendering directly to the output buffer, we need to maintain the
state of what has been drawn and what needs redrawing per-buffer.
We previously tried to do it implicitly by checking `SDL_DOUBLEBUF` and
other flags. The previous implementation was broken in several
ways, resulting in rendering issues on devices that support 8-bit output
directly.
Changes this mechanism to explicitly maintain buffer state per output
buffer. The new mechanism doesn't require knowledge of the number of
buffers, and thus also works correctly with triple-buffering.
Fixes #5447
3 years ago
Gleb Mazovetskiy
0498d7d3a7
Fix compilation warnings
3 years ago
Gleb Mazovetskiy
759ca7f055
`WorldTileRectangle/Size`
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Adds a custom sized type for the world tile rectagle.
This allows us to better express intent.
It also allows us to make certain globals smaller, e.g. `THEME_LOC`.
3 years ago