Age | Commit message (Collapse) | Author | Files | Lines |
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All ResourceManager functions that load resources now return respective
ResourceRef values, which helps to make sure resources are properly
cleaned up.
The Sound class was cleaned up and now also allows SoundEffect resources
to be unloaded.
The Animation class now keeps its ImageSet loaded only as long as
necessary. Previously, SimpleAnimation and ParticleEmitter would keep
the ImageSet loaded indefinitely by never decreasing its reference
count.
Reduced duplicated animation loading code between SimpleAnimation and
ParticleEmitter.
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The main feature of the ParticleContainer seemed to be to provide
persistent access to particles, even though they are generally owned by
their parent particle. This allowed particles to be moved along with the
ActorSprite and to be killed explicitly when they were no longer wanted.
The ParticleHandle now takes care of disabling automatic deletion and of
killing the particle along with the handle. It allows the particle
references to be stored in whatever container is suitable, like a vector
for general ActorSprite particle effects, separate vectors for equipment
based particles and finally a map for status effect particles.
Moving the particles along with the ActorSprite does need to happen more
explicitly now, but overall it's a nice cleanup.
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Also, CompoundSprite itself no longer derives from Sprite.
This simplifies the class hierarchies and avoids the compiler warning
about Being::setDirection shadowing Sprite::setDirection.
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Since this stuff is only relevant for Being instances and not for
FloorItem instances.
Also removed the virtual getWidth/getHeight from Actor, since they were
not actually used.
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The GM command @class (alias @charclass) can be used by GMs to change
their character class (also referred to as job, race, base or species).
Changes of the class are now supported, even supporting switching
between appearing as player, monster or NPC.
Part of https://git.themanaworld.org/mana/mana/-/issues/92
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Thanks to https://github.com/cgmb/guardonce and a follow-up replace to
remove duplicated newlines at end of file:
find src -type f -name '*.h' -exec \
sed --in-place -e :a -e '/^\n*$/{$d;N;};/\n$/ba' {} \;
Source: https://unix.stackexchange.com/questions/81685/how-to-remove-multiple-newlines-at-eof
Fixes compile on macOS, which appears to have been due to the EVENT_H
include guard.
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The logic update now uses Time::deltaTimeMs() where needed to make it
framerate-independent. This means there will no longer be multiple logic
calls per frame (as was usually the case with logic ticking at 100 fps
whereas the game would generally run at 60 fps).
At the same time, the game can be more precise at higher framerates and
should now run smoother at 144 Hz, for example. Previously the game would
sometimes skip logic ticks at that rate.
This change affects:
* Updating of animations
* Being movement speed
* More moving of manual time variables to Timer
Notoriously, the particle system still does 100 ticks/second.
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The loading of effects.xml has ended up being duplicated, with an
implementation in getEffectDescription in actorsprite.cpp as well as in
EffectManager. But the one in actorsprite.cpp was actually never used.
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* Removing unused includes
* Use member initialization
* Use range-based for loops
* Use nullptr
* Removed no longer used aliases
* Use override
* Don't use else after return
* Use '= delete' to remove implicit members
* Use std::string::empty instead of comparing to ""
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modernize-use-auto
modernize-use-nullptr
modernize-use-override
modernize-use-using
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On the fringe layer, actors are drawn 'sorted' together with the tiles. When
the sorting order was separated from the actual Y position of the actor, the
tile drawing loop was not adapted to take this drawOrder into account rather
than the plain Y position.
Also, ActorSprite::draw was applying a half-tile offset to position the sprite
at the bottom while the logical position of the actor is at the center of the
tile. However, it failed to override getDrawOrder to account for this offset,
causing actors to get drawn earlier than they should (and thus being overlapped
by fringe layer tiles when they actually shouldn't).
This fixes drawing glitches with the paths around Hurnscald and reduces the
glitches when walking up/down through grass.
Reviewed-by: Erik Schilling
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All cases of documentation for non-existing parameters are now fixed.
Also marked a few getters as 'const', removed some superfluous 'inline'
keywords and removed the unused 'forceQuantity' option from
ItemContainer.
Reviewed-by: Yohann Ferreira
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This required moving to C++0x, so it does that too, and fixes a few errors with
that.
Reviewed-by: Thorbjørn Lindeijer <thorbjorn@lindeijer.nl>
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Most of Net::InventoryHandler is now done through events. The
ActorSpriteManager was also replaced by events. A few odds and
ends were taken care of too.
Reviewed-by: Bertram
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Adds ActorSpriteListener to manage ActorSprite destruction as
recommended by Jaxad0127. This likewise includes the changes made by
Bertram.
Reviewed-by: Jaxad0127, Bertram.
Resolves: Manasource Mantis #160
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Conflicts:
data/graphics/CMakeLists.txt
data/graphics/Makefile.am
src/client.cpp
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No need for two different classes to manage ActorSprites.
Reviewed-by: Chuck Miller
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This simplifies handling of target cursors, centralizing their logic into a
single class, instead of two. Also make them more flexible and move the image
files outside of the theme so servers can can control them and give them
better names.
Reviewed-by: Thorbjørn Lindeijer
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This commit adds a sprite hierarchy (Sprite->ImageSprite,AnimatedSprite,CompundSprite;
CompoundSprite,Actor->ActorSprite;ActorSprite->Being,FloorItem) to collect common
functionailty into new base classes which will make other Mantis tickets easier to do.
Also allows monsters to use particle effects.
Reviewed-by: Bertram
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