Gleb Mazovetskiy
e9544c2fdc
♻️ Cleanup DrawCursor
...
1. Only copy the outline if the cursor is an item.
2. Deduplicate clipping math.
2021-06-18 11:54:59 +02:00
Gleb Mazovetskiy
e7b105b6ed
🐞 Fix off-by-one in DrawCursor
...
The correct size is +2px for the outline, because the outline is on both
sides.
Fixes #2179
2021-06-16 03:53:00 +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
qndel
15a4ac8e42
fix magic rock highlight
2021-06-05 14:51:35 +02:00
Kalebe Alves
118efe8e6d
Use Point/SDL_Rect for control functions coordinate system
2021-05-28 19:57:16 +02:00
qndel
b1d74d2791
alt highlighting ( #2060 )
2021-05-25 23:47:29 +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
61ba5009ac
Convert to CelSprite
2021-05-24 20:12:43 +02:00
Juliano Leal Goncalves
d55cd99dd5
🚚 Rename 'direction' enum to 'Direction'
2021-05-24 04:46:08 +02:00
qndel
69b903743a
fix typos
2021-05-23 05:52:52 +02:00
Anders Jenbo
9e2206a673
Format code
2021-05-21 14:12:31 +02:00
obligaron
86e1d488e6
Draw Reflect Icon similiar to Manashield
2021-05-21 13:27:57 +02:00
Anders Jenbo
6acb49bea4
Render quest and menu text using common text rendering
2021-05-21 04:23:49 +02:00
obligaron
417a3f124a
DrawPlayerHelper: Use correct player offset
2021-05-19 12:17:01 +02:00
obligaron
4d2ac0502a
Add new GetOffsetForWalking helper and use it for player drawing and camera
2021-05-16 21:24:36 +02:00
Anders Jenbo
34744c068f
♻️ Consitantly use %i and not %d
2021-05-15 14:17:52 +02:00
qndel
89c40eaa7b
inventory items rendering cleanup ( #1938 )
2021-05-14 12:46:16 +02:00
Gleb Mazovetskiy
cb9da2cadc
🎉 SDL1: An option to render directly to video mem
...
Now that we no longer have a buffer border, we can render directly to
the video memory if the output surface is 8-bit and double buffering is
enabled.
Also adds a flag to force this even when double buffering is disabled,
because some systems emulate 8-bit mode with something else, so the
output is always buffered.
This required a tweak to the cursor to make sure that we clear it after
`SDL_Flip`.
2021-05-13 03:17:45 +02:00
Anders Jenbo
8eb9c930fe
🚨 Fix remaning GCC warnings ( #1929 )
2021-05-11 09:34:45 +02:00
Gleb Mazovetskiy
1181cc68ac
🎉 Remove buffer padding
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The padding is no longer needed
2021-05-11 07:57:08 +02:00
Gleb Mazovetskiy
b3c921edac
Fix clipping in scrollrt_draw_cursor_item
2021-05-09 05:31:41 +02:00
Anders Jenbo
72598865cc
♻️ Replace PrintGameStr with DrawString
2021-05-08 18:48:19 +02:00
Gleb Mazovetskiy
f025d5c910
Remove clipping from scrollrt_draw_cursor_item
...
There was no reason for this clipping from what I can tell
Now that we actually have working clipping, this just looks odd
2021-05-08 18:23:28 +02:00
Gleb Mazovetskiy
9a9941efdd
🚚 Move CL2 rendering to engine/render/cl2_render.cpp
2021-05-07 01:02:03 +02:00
Gleb Mazovetskiy
0edfa3de66
🚚 Move CEL rendering to engine/render/cel_render.cpp
2021-05-07 00:16:40 +02:00
Gleb Mazovetskiy
59dd42692f
🚚 Move render.cpp to engine/render/dun_render.cpp
2021-05-06 21:30:06 +02:00
Anders Jenbo
f579b2f287
Handle cel/cl2 files as byte arrays
2021-05-06 13:17:54 +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
bfc510fb23
Clean up automap.cpp
2021-05-03 05:44:40 +02:00
Anders Jenbo
654a2b8834
♻️ Clean up automap code
...
Use Point for x,y pairs. Make helpers for drawing door and squares
2021-05-02 15:27:38 +02:00
Gleb Mazovetskiy
34b4ed759a
🐞 Clean up and fix inventory sprite handling
2021-05-02 04:01:03 +02:00
Gleb Mazovetskiy
1b8b62a8c2
♻️ Store CEL width with the sprite itself
...
Instead of passing the CEL sprite width when drawing, store the CEL
width at load time in the new `CelSprite` struct.
Implemented for most sprites except towners, missiles, or monsters.
2021-05-01 20:51:55 +02:00
Anders Jenbo
f884ba5340
🔥 Remove more miniwin dependencies
2021-04-29 23:04:56 +02:00
obligaron
3b87433fc2
Move GetFrameToUseForPlayerRendering to AnimationInfo
2021-04-29 04:33:51 +02:00
obligaron
1de46a8495
Rename member variables
2021-04-29 04:33:51 +02:00
obligaron
0b5183f63e
Introduce AnimationInfo
...
Update AnimationInfo.DelayLen comment
2021-04-29 04:33:51 +02:00
thebigMuh
ad8f342db0
Adding constness
2021-04-26 23:30:02 +02:00
thebigMuh
7ce3957a8a
Split of QoL features into separate files
2021-04-26 19:31:25 +02:00
obligaron
239a43cc1c
Remove "AnimWidth2" expect for missiles ( #1680 )
2021-04-25 13:32:33 +02:00
Jmgr
1b7e0d2cb3
Migrate existing log entries
2021-04-25 02:39:42 +02:00
Anders Jenbo
2bd13451a1
♻️ Apply point positioning to all remaning entities
2021-04-25 01:25:48 +02:00
Anders Jenbo
98cd435fba
♻️ Apply point types to missiles
2021-04-24 21:41:04 +02:00
Anders Jenbo
efbe8a8338
♻️ add possition points to monsters
2021-04-24 20:29:52 +02:00
Anders Jenbo
275404029e
♻️ Cleanup player temp variables
2021-04-24 17:07:07 +02:00
Anders Jenbo
e4cfad3196
♻️ Use points instead of individual fileds for player structure
2021-04-24 04:46:08 +02:00
Anders Jenbo
a32ac83090
🎨 cleanup trivial trype comparisons
2021-04-23 02:48:25 +02:00
Anders Jenbo
cc164985a3
🎨 Correct type checks in src sub-folder
2021-04-22 20:33:24 +02:00
Anders Jenbo
1e3ed903be
🎨 strip redundant else
2021-04-22 00:39:48 +02:00
Anders Jenbo
d024f79b0e
🧹 performance-unnecessary-value-param
2021-04-22 00:08:19 +02:00