qndel
7ba878fd4d
fix reflect on loading
5 years ago
BC Ko
14b7e3bdc1
2435 refactor missiles part 2 ( #2635 )
5 years ago
BC Ko
e5434e03b3
2602 Use range-based for-loop for Quests ( #2612 )
5 years ago
qndel
6ce32f8d6a
fix incorrect golem removal
5 years ago
Anders Jenbo
9b2cbbdb38
Clean up checks for open warp gates
5 years ago
qndel
1538f84ddc
apply enum and fix invalid check
5 years ago
qndel
640d32a750
make ReadySpellFromEquipment have correct item data
5 years ago
Juliano Leal Goncalves
f64521a722
🐛 Centralize readied spell update on equipment change
...
This ensures all equipment changes will undergo the check to see if the readied spell needs to change, including auto-equipping items on pickup and with shift click.
5 years ago
Anders Jenbo
9c4e34f988
Player by reference
5 years ago
Anders Jenbo
8ba3bbb6a4
Have PosOkPlayer take PlayerStruct as input ( #2430 )
5 years ago
Vladimir Olteanu
9ac3e49d6e
msg.cpp: get rid of excessive indentation
5 years ago
Vladimir Olteanu
d8da397795
Use std::list to manage TMegaPkts
5 years ago
Anders Jenbo
0889780923
Remove more usage of miniwin types
5 years ago
Vladimir Olteanu
dd4b70a24b
* dthread.cpp: replace TMegaPkt with DThreadStruct
...
* consistently use uint8_t for pnum
* get rid of checks that never fail
* use atomic_bool for dthread_running
* dthread: eliminate superfluous memory copies
* Pass correct-sized buffer to DeltaExportJunk
* dthread: Fix crash when list is empty
* DthreadHandler: eliminate delay
* Dthread: use SdlMutex and lock_guard
* dhtread: explicitly provide T for lock_guard
5 years ago
Anders Jenbo
78124fb389
Add GolemHoldingCell
5 years ago
Anders Jenbo
9c0760e780
♻️ Clean up various checks in monster logic
5 years ago
Vladimir Olteanu
7271e5558c
Get rid of unchecked calls to malloc
5 years ago
Anders Jenbo
e82d103465
🐛 Fix bounds checks in monster code
5 years ago
Anders Jenbo
77b72da276
♻️ Use monster by reference when possible
5 years ago
Anders Jenbo
ef6275caac
Clean up private function names
5 years ago
Anders Jenbo
903d4bd2e1
Scope all for loops
...
This caused 7 of the loops to be rewriteen using range by clang-tidy
5 years ago
Anders Jenbo
467b74dc06
Rename object globals
5 years ago
Anders Jenbo
9ae908f947
Rename missile globals
5 years ago
Anders Jenbo
9b8bf92575
Rename quest globals
5 years ago
Anders Jenbo
96bf75b502
Rename player globals
5 years ago
Anders Jenbo
c8870dbd1f
Rename item globals
5 years ago
Anders Jenbo
07ad083fda
Rename monster globals
5 years ago
Anders Jenbo
bc0d1f7ac0
clang-tidy/Android Stuidio cleanups 3
5 years ago
Anders Jenbo
a7c7fa0030
Fully apply clang-tidy/format to all files
5 years ago
Anders Jenbo
ecea12fc15
Clang-tidy: ParameterCase
5 years ago
Anders Jenbo
ee2e7518c4
Clang-tidy: FunctionCase part 2
5 years ago
Anders Jenbo
b1d237c823
More init clean up ( #2262 )
5 years ago
Anders Jenbo
f0e5bd819b
💚 Fix debug builds
...
This the change from 8e07ef8fe5 .
5 years ago
Anders Jenbo
8e07ef8fe5
Clang-tidy: misc-unused-parameters
5 years ago
ephphatha
357f6f1dc3
Move RNG functions to their own header/source files
5 years ago
Anders Jenbo
d9a04b8390
🚨 Fix bool warning
5 years ago
Anders Jenbo
2bdb6caa07
Cleanup majority of remaning implicit bool conversions ( #2234 )
5 years ago
Anders Jenbo
22b632f04a
♻️ Clean up implicit bool conversions
5 years ago
Anders Jenbo
cac24d12fa
♻️ Clean up msg
5 years ago
Vladimir Olteanu
95643029e3
Refactor missiles.cpp
...
Use Point wherever possible
Make some functions static (not exhaustive)
Reduce excessive indentation (not exhaustive)
Declare variables as needed (not exhaustive)
5 years ago
Anders Jenbo
c6f6c99add
Fix GCC warning
5 years ago
Vladimir Olteanu
f58bff93f2
Use WalkingDistance in On_ATTACKID
5 years ago
Vladimir Olteanu
690211a699
replace Point::Absolute with abs
5 years ago
Vladimir Olteanu
fdf8a21885
Use Point::Absolute in On_ATTACKID
5 years ago
Juliano Leal Goncalves
21ecaa225f
♻️ Leverage 'Point' struct on inventory functions ( #2094 )
5 years ago
Juliano Leal Goncalves
4668a526eb
♻️ Leverage 'Point' struct on monster functions ( #2056 )
5 years ago
Anders Jenbo
8a7ec56d3a
Player by reference part 2
...
This mostly change player to be by reference instead of by index.
But additionally it does stript checks for gold in the belt, move some
value types to the initialization and short circute a few functiongs.
5 years ago
obligaron
d97131349e
Unify player_graphic memory handling
5 years ago
obligaron
d11ed50585
NewPlrAnim now also loads the graphics if needed
5 years ago
obligaron
c424f601ec
Change LoadPlrGFX from pnum to PlayerStruct
5 years ago