Gleb Mazovetskiy
e40b1963f9
🚚 engine.h: Extract CelSprite and file loading
2021-06-21 01:36:20 -07:00
Gleb Mazovetskiy
dcf3397139
🚚 engine.h: Extract ActorPosition
2021-06-21 01:36:20 -07:00
Juliano Leal Goncalves
d47fc924f3
♻️ Use '_item_indexes' instead of 'int' for 'ItemStruct.IDidx' field
2021-06-14 02:07:06 +02:00
obligaron
ab3f3f3ee7
Introduce ItemStruct.SetNewAnimation(bool) to start Animations only at one location
2021-06-08 10:12:09 +02:00
obligaron
6d5291b17d
Enable ADL for Items
2021-06-08 10:12:09 +02:00
obligaron
ccc1ccf9c3
Introduce ItemStruct.AnimInfo
2021-06-08 10:12:09 +02:00
Anders Jenbo
27591cc29f
Fix spawn save game compatability
2021-06-06 04:51:43 +02:00
Juliano Leal Goncalves
e67683e5be
♻️ Simplify 'GetSuperItemLoc' logic using 'Point'.
2021-05-31 06:05:35 +02:00
Juliano Leal Goncalves
b0584f1925
♻️ Simplify 'GetSuperItemSpace' logic using 'Point'.
2021-05-31 06:05:35 +02:00
Juliano Leal Goncalves
1cc121e95c
♻️ Simplify 'SpawnRock' logic using 'Point'.
2021-05-31 06:05:35 +02:00
Juliano Leal Goncalves
1bf319bc11
♻️ Leverage 'Point' struct on 'ItemPlace'
2021-05-31 06:05:35 +02:00
Juliano Leal Goncalves
6aa6efb720
♻️ Extract item position generation logic to common function
2021-05-31 06:05:35 +02:00
Juliano Leal Goncalves
b04047ba4d
♻️ Leverage 'Point' struct on 'SpawnUnique'
2021-05-31 06:05:35 +02:00
Juliano Leal Goncalves
9c85e61025
♻️ Leverage 'Point' struct on 'ItemSpaceOk'
2021-05-31 06:05:35 +02:00
qndel
ab0478319c
assign seed to quest items + rng cleanup
2021-05-28 20:02:58 +02:00
Kalebe Alves
118efe8e6d
Use Point/SDL_Rect for control functions coordinate system
2021-05-28 19:57:16 +02:00
Gleb Mazovetskiy
dd3ea66fa2
♻️ Split getTextColor(bool) into 2 functions
...
This is a bit more readable than using a bool argument.
2021-05-28 13:38:36 +02:00
qndel
2f3cf65b27
cleanup getTextColor
2021-05-26 15:58:14 +02:00
qndel
b1d74d2791
alt highlighting ( #2060 )
2021-05-25 23:47:29 +02:00
Anders Jenbo
68249d07e3
Correct false positives translation warnings
...
Fixes #2053
2021-05-25 01:29:05 +02:00
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.
2021-05-24 21:00:32 +02:00
obligaron
d97131349e
Unify player_graphic memory handling
2021-05-24 20:12:43 +02:00
obligaron
61ba5009ac
Convert to CelSprite
2021-05-24 20:12:43 +02:00
obligaron
3067aeacb8
Remove PlayerStruct._pXYZWidth and replace it with calls to GetAnimationWidth
2021-05-24 20:12:43 +02:00
obligaron
c424f601ec
Change LoadPlrGFX from pnum to PlayerStruct
2021-05-24 20:12:43 +02:00
Jmgr
0e7ada15fc
Apply new format to ngexttext translations
2021-05-21 01:02:45 +02:00
Jmgr
bbd39aa513
Replace sprintfs with strcpy for translatable strings
2021-05-21 01:02:45 +02:00
Jmgr
6e85cde978
Update format strings
2021-05-21 01:02:45 +02:00
Jmgr
0c27e756f7
Add fmt::format
2021-05-21 01:02:45 +02:00
obligaron
a295586636
Support changing animation data on-the-fly even if the number of frames differ
2021-05-19 21:16:19 +02:00
Vladimir Olteanu
0c7c71d579
Cleanup of items.cpp ( #1967 )
...
- Apply Point where applicable
- Deduplicate vendor logic
- Add comment about unhanded edge case in GetSuperItemLoc
- Initialize some variables at deceleration
2021-05-17 00:12:53 +02:00
obligaron
55fa72d138
When changing items hot-swap the hero animation data and don't start a new animation
2021-05-16 21:25:14 +02:00
arcas
6502a3ca4d
Adding resources for translation ( #1973 )
2021-05-15 14:12:28 +02:00
obligaron
1385e47518
Fix UnitTests in DEBUG (Accessed not initialized ItemAnimations)
2021-05-15 02:08:26 +02:00
Anders Jenbo
6c8b116f6c
🐛 Evaluate item names the same as the original
2021-05-13 22:09:27 +02:00
Anders Jenbo
0c2042fa52
♻️ Player by reference
...
Update Source/items.cpp
Update Source/lighting.cpp
Update Source/pack.cpp
asd
ads
as
2021-05-13 01:47:46 +02:00
Anders Jenbo
68e73c0dfe
🐛 Fix infopanel text color
2021-05-12 11:40:31 +02:00
Anders Jenbo
e665a0c4b0
♻️ Draw info box text using DrawString
2021-05-10 22:28:21 +02:00
Anders Jenbo
c5f0d1dbdd
♻️ Use DrawString for rendering the unique item box
2021-05-08 18:48:19 +02:00
Anders Jenbo
68923c6c33
✨ Generic game text render function
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This should gradually replace all the direct rendering of game texts
throughout the code. The interface is made to closly mirror that of the
art fonts as that is what will eventually be used for rendering Unicode
fonts both in the menus and ingame.
fixup! ✨ Generic game text render function
2021-05-08 18:48:19 +02:00
Anders Jenbo
6321bf04d5
♻️ Pass player to towner by reference instead of index
2021-05-07 00:29:46 +02:00
Anders Jenbo
c98a1409f9
♻️ Pass towners by reference instead of index
2021-05-07 00:29:46 +02:00
Gleb Mazovetskiy
0edfa3de66
🚚 Move CEL rendering to engine/render/cel_render.cpp
2021-05-07 00:16:40 +02:00
Juliano Leal Goncalves
39736e2538
♻️ Pass 'PlayerStruct' pointer to 'ClrPlrPath'
2021-05-05 00:38:58 +02:00
thebigMuh
8e19ef5460
- Fixed outline drawing for item on cursor to match rest of game
...
- Made GetOutlineColor const
- Made gold outline golden again... because the white outline made me sad
2021-05-04 06:09:05 +02:00
Anders Jenbo
d83fa8edb3
🌐 Apply plural translation where applicable
2021-05-02 04:47:49 +02:00
thebigMuh
cab62a7dbf
Load item graphics early so they are available for hero selection
2021-05-02 04:12:54 +02:00
Gleb Mazovetskiy
8e634ff02c
♻️ Remove _iAnimWidth
...
No longer needed as of #1796
We could probably go further and not expose `ItemAnimWidth`,
but it'd be dangerous because sometimes `_iAnimData` is null.
2021-05-02 02:05:36 +02:00
Gleb Mazovetskiy
0b18b8977b
🐞 items.cpp: Fix nullopt access
...
A better fix would probably be to not call this function in the first
place before the graphics are loaded.
2021-05-02 01:49:14 +02:00
Anders Jenbo
22d7d41615
🌐 Fix remaning plural form of gold related texts
2021-05-02 00:31:02 +02:00