Anders Jenbo
f64fe57fbe
Do not process theme rooms for Nest and Crypt
...
This causes Objects, Items and Monstesr to have different positions from
the original, but this is acceptable since they are stored in the save
game and so do not break compatability.
4 years ago
Anders Jenbo
52b8221460
[vanilla] Correct number of monster in libraries
4 years ago
Anders Jenbo
0645d9b2a1
Correct missing hellfire level mapping in leveltype
...
Hellfire never added the 2 new dungion types, instead it makes
additional checks on currlevel. This is confusing and mess, so cleaned
it up.
4 years ago
staphen
08494378e4
Ignore leave requests if the player leaving is the local player
4 years ago
galaxyhaxz
157adc7e11
Lazarus level reset bugfix
4 years ago
ephphatha
42033f82f4
Use enum instead of int as bool for docking mode
4 years ago
ephphatha
7f15aa730d
Move definition of ghMainWnd to utils/display.cpp
...
This variable is controlled/set by the code in that file, this also lets other files have more specific/relevant includes instead of the monolith that is diablo.h
4 years ago
staphen
2ebd80c8e8
Use ifdef when checking for _DEBUG
4 years ago
staphen
851b03215b
Accept all PT_MESSAGE packets when buffering messages
4 years ago
ikonomov
c09751b388
minor alignment adjustment ( #4534 )
...
* minor header alignment adjustment in monstdat.cpp
4 years ago
qndel
0e2d056a9a
fix refreshing/drawing bottom description part
4 years ago
John Törnblom
a41dcbf78a
ps4: avoid using std::locale to detect language, and fallback to English on first run
4 years ago
qndel
0f0e2895fd
fix displacement on death
4 years ago
qndel
89109dc9f4
HP bar tweaks and fixes ( #4525 )
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* HP bar tweaks and fixes
4 years ago
staphen
0bbb7a1572
Initialize options before first call to SaveOptions()
4 years ago
DakkJaniels
fc1d699bb2
Restore randomization of stores for multiplayer games
4 years ago
Anders Jenbo
3aca1a50c3
Fix build error
4 years ago
ephphatha
0cfd0e194a
Refactor TryDropItem to reduce use of globals
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The way TryInvPut and DropItemBeforeTrig interacted was fragile, don't think this would've worked as expected at the best of times. Looks like it was added as part of controller support so guessing this isn't vanilla behaviour anyway.
4 years ago
Gleb Mazovetskiy
961e1b584b
Always load fonts as CEL
...
There appear to be no drawbacks, only advantages.
4 years ago
Gleb Mazovetskiy
c2917b1dc8
DiabloUi: Load animated PCX sprites as CEL
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Reduces memory usage in menu (and thus the overall allocator pressure)
4 years ago
Gleb Mazovetskiy
978bae1a15
Add a helper for loading PCX as CEL from path
4 years ago
Gleb Mazovetskiy
7b98735878
Revert "An option to RLE-compress masked art"
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This reverts commit c884f1a354 .
Superceded by `DEVILUTIONX_CONVERT_FONTS_TO_CEL`, which offers the same
RAM reduction but without slowdown.
4 years ago
Gleb Mazovetskiy
2b161e5535
An option to convert fonts to CEL in-memory
...
Reduced RAM usage by 200 KiB with no performance drop, perhaps even an
improvement.
4 years ago
Gleb Mazovetskiy
52e0511479
DiabloUI: Always blit to `PalSurface`
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Previously we were blitting to the output surface directly.
Blitting to `PalSurface` allows us to support CEL/CL2 rendering in the
main menu.
4 years ago
Gleb Mazovetskiy
5eeaa76a75
Move PCX code to utils/pcx.cpp
4 years ago
staphen
eb485c2e89
Validate remote players in multiplayer games
4 years ago
staphen
ef9ae41f6a
Fix item graphics on potion buttons for virtual gamepad
4 years ago
widelec-BB
9fdebdce7a
Fix loading tranlations on big endian platforms
4 years ago
staphen
5093d324ee
Fix order of operations when reading from Single Player save
4 years ago
staphen
90132b23cc
Fix viewport size of UiList in constructor
4 years ago
obligaron
b62cacd1d6
Demomode: Init ControlMode to KeyboardAndMouse
4 years ago
obligaron
d921fb3e97
Throttle send player commands to avoid desyncs
4 years ago
obligaron
daf299940e
ADL: Fix PreviewFrame for some spells
4 years ago
ephphatha
4d7c08d5b4
Deduplicate code for setting stat requirements/flag
4 years ago
ephphatha
ca48efc185
Update spell book requirements when refreshing stash items
4 years ago
ephphatha
64a2c41b2c
Set clang-tidy config for MethodCase option
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Previously this was falling back to FunctionCase, leading to inconsistent casing of class methods throughout the codebase. Applied to Item as an example.
4 years ago
ephphatha
7a3722d63b
Add helper for clearing an item and using it's old value
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Used when moving from one persistent variable to another where we want the source variable to be marked empty. Defining as a function instead of move constructor/assignment operator as we only really need to mark the source for xvalues. Detecting that in the constructor/assignment would be needlessly complicated.
4 years ago
ikonomov
fd8f96b713
minor alignment adjustment ( #4498 )
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minor alignment issue after https://github.com/diasurgical/devilutionX/pull/4129
4 years ago
DakkJaniels
dad46e1905
Item special effect enum ( #4129 )
4 years ago
ephphatha
adba5c4441
Add hint to avoid bugprone-use-after-move warnings
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Makes clang (and GCC) consider item.Clear() a reinitialisation of a moved variable - see https://clang.llvm.org/extra/clang-tidy/checks/bugprone-use-after-move.html#reinitialization
4 years ago
Andrew James
72cfdc31ea
Clear held item when putting in an empty belt slot ( #4490 )
4 years ago
ephphatha
8d3f39d2e5
Clear the held item if it is used to open a quest entrance
4 years ago
ephphatha
ad7ad46ce9
Explicitly clear HoldItem when putting an item into the Inventory/Stash
...
Previously this also relied on NewCursor modifying MyPlayer->HoldItem when setting the cursor to a non-item cursor to avoid item duplication, seems more appropriate to make this explicit in the caller.
4 years ago
ephphatha
7e7798fd2b
Add function to mark an item as empty
4 years ago
ephphatha
28b6eaf7de
Only use HoldItem in InvGetItem if necessary
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When auto-placing gold in the inventory there's no need to trample HoldItem.
4 years ago
ephphatha
56138ecf25
Invalidate held item when pasting into the stash
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Makes use of that Item::isEmpty check in NewCursor to set the hand cursor when empty handed.
4 years ago
ephphatha
026b428c7d
Add NewCursor(Item&) for setting the cursor based on a held item
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The case for empty items should never be hit in the current code, but I've got a related PR that'll make use of that so adding it now.
4 years ago
Anders Jenbo
dc706e8ed5
Use HoldItem for determining if an item is held
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This cleans up a bit of code and solves a few edge cases where an item
could be lost, the game be unresponsive, or miss fire an event during
lag cause of the cursor not reflecting the currently held item.
4 years ago
Anders Jenbo
4f0ddf5c17
Remove use of HoldItem from stores.cpp
4 years ago
Anders Jenbo
dfd8bdab70
Avoid using HeldItem in CreatePlrItems ( #4308 )
4 years ago