Age | Commit message (Collapse) | Author | Files | Lines |
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* Fixed doxygen comment on KeyFunction struct
* Use SDL_BUTTON_LMASK instead of SDL_BUTTON(1)
* Removed unused include
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Sometimes I've used CamelCase and sometimes SNAKE_CASE for these values.
Since "enum class" values are always prefixed with the enum name, which
uses CamelCase, I find it more fitting to use it for the values as well.
Also fixes compilation on Windows where 'ERROR' was conflicting with a
define.
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Based on the name attributes in the status-effect XML elements.
Also cleanup the code a little. Since the MiniStatusWindow now adjust
its size to respect the status icons, those icons no longer have to be
drawn from the Viewport.
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Fixed leaking of Sprite instances.
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This makes accessing the config values much faster, since it no longer
needs to do a lookup nor string conversion, which means we could remove
some needless copying of the values.
Overall it makes it easier to find out where settings are used and it
puts the defaults along with the declaration.
Options with default values are no longer saved to the config file. This
does not include unrecognized options, which are kept around to provide
some compatibility with older clients.
While most basic options have kept the same name, more complicated
settings like window geometry, shortcuts, outfits, etc. now have their
own XML elements. Older clients will ignore these and erase them when
saving the configuration.
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Fixed with clang-tidy `readability-static-accessed-through-instance`
check.
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Now the experience mightes better with what it was before the logic
update change (59a7d5c58f8b3af21b3e19d4e78f5653bf011bfb). The per-frame
effect is reduced and less constant, based on a sine wave.
The effect is no longer applied directly to the mPixelViewX/Y values,
but is rather only taken into account when rendering the view.
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There was a slight stutter in being movement, since each time a being
reached the next position along its path, it would only continue to the
following position with the next logic tick.
Now the logic has been adjusted to keep moving until all the time for
the current frame was used up, or the path was exhausted.
A slight stutter remains for keyboard movement, as well as broken walk
animation playback, since it will only set a new path once the current
one is finished (see e554d9b2be1ec2fcb15065ae70151302adeef602).
Also simplified some logic in Viewport::draw and removed some obsolete
code in LocalPlayer::startWalking.
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The Timer is efficient because it does not depend on incrementing a
counter to keep track of time, nor does it call SDL_GetTicks every time
its state is checked (this happens once per frame instead).
Along with global functions Time::absoluteTimeMs() and
Time::deltaTimeMs(), this replaces previous globals tick_time, cur_time
and get_elapsed_time().
For now, there is still a fixed 100 times per second logic call rate,
but the new Time::deltaTimeMs() function should allow getting rid of
this.
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Maybe it once had a use, but a change in the "Show own name" setting is
already handled by LocalPlayer::event.
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This SDL_GetMouseState call did not adjust the result to the graphics
scale. Fortunately it could just be removed, since mMouseX and mMouseY
are anyway updated each Viewport::logic.
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Shows outlines of visible widgets as well as highlighting modal focus,
modal mouse focus and regular focus.
Can currently only be toggled in the Debug window, so needs source code
modification to be used during login sequence for now.
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* Removed some unused includes
* Removed unused ListBox::mFont
* Removed wrong cast to SDL_Scancode
* Removed superfluous .c_str()
* Removed superfluous explicit std::string construction
* Removed unused variable
* Use more emplace_back
* Turned FindBeingFunctor into a lambda
* Avoid needless pointer references for ambient layers and use a vector
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* Added "Scale" user option, which can either by "Auto" or an explicit
scaling factor. Its maximum value depends on the current resolution.
The "Auto" factor is based on keeping the logical resolution on at
least 800x600, wheres the maximum scale is based on keeping the
logical resolution on at least 640x480.
* Enabled support for High DPI. This means the rendering target can now
have a different resolution than the window size, which can happen on
macOS, Windows and Wayland. The resulting scale is multiplied by the
above user-controlled scale.
Currently, this looks ugly for non-integer scales, which are not used
on macOS and can only be configured on some Wayland compositors.
Has not been tested on Windows.
* Simplified OpenGL initialization (moved out of _beginDraw).
* Made sure _beginDraw/_endDraw sets a clip area also for SDLGraphics.
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To match support for this in M+, since TMW uses this functionality on
two of its NPCs.
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The new cursor types are not used yet for now.
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This patch is not exhaustive.
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modernize-loop-convert
modernize-deprecated-headers
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SDL_GetKeyboardState array needs to be indexed by scan codes.
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modernize-use-auto
modernize-use-nullptr
modernize-use-override
modernize-use-using
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Reviewed-by: Ablu
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Added a black background for maps that are smaller than the screen resolution
and centered them on screen.
Reviewed-by: Thorbjørn Lindeijer
Mantis-issue: 193
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I also made the range be taken from the server type
as for the pickup and npc talk ranges.
Last but no least, I fixed the parameters sent with
PGMSG_PICKUP to send the (item) position where to pickup at
as described in the manaserv protocol.
The pickup is still not 100% functional due certainly
to two problems:
1. The client item coordinates might not be the exact same as in the server.
2. The client seems to try to pick up the item a bit too soon,
probably for the reason given in 1.
I'll investigate this in another patch.
Reviewed-by: Thorbjørn Lindeijer, Erik Schilling.
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This was already done by ManaPlus. It's a good idea anyway and it makes
comparing the code a little easier.
Reviewed-by: Yohann Ferreira
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Reviewed-by: Ablu
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Their name is a bit more clear with DEBUG prefix rather than MAP
prefix. They're already scoped in the Map class anyway.
MAP_NORMAL was changed to DEBUG_NONE to represent no debug flags.
Acked-by: Bertram
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I disabled the drop from equipment window since it was more
simple to implement, and because it seemed useless or even bad
for the user experience to me.
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Every files has been checked against the hard coded
32 values except the map.cpp file.
I also added convenience functions in the Game class,
centralized the default item icon size, and removed two
unused defines in being.cpp.
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Reviewed-by: Bjorn
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* The f-key is no longer used. That means new players are less likely
to get into trouble by accidentally activating the debug mode.
* The debug mode can now be activated in a new tab in the debug window.
* The main advantage of using a gui is its extensibility. At the moment
the debug mode does show too much information at once. In a follow-up
patch the user should get more choices.
Reviewed-by: Bjorn
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First of all, the mouse path is only computed when necessary,
This will save a bit of CPU when in debug view.
Secondly, every being paths, collision radius, and position
are graphically represented now.
This will help code and content developers when checking their
sprite offsets.
Reviewed-by: CodyMartin.
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This is fixng many issues and (hopefully) will make the movement
rendering much smoother.
Merge branch 'master' of gitorious.org:~bertram/mana/mana-movement-code-merge
Conflicts:
src/being.cpp
src/net/manaserv/beinghandler.cpp
Resolves: TMW-Mantis #946.
Reviewed-by: Thorbjorn.
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It's just an annoyance when it's only applied to a few classes. Either
we place everything in this namespace or nothing, and at the moment I
don't see any rationale for placing everything in a Mana namespace.
Acked-by: Jared Adams
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Acked-by: Jared Adams
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Acked-by: Jared Adams
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I made it so that the behaviour can be changed with only
a boolean setting in the playerhandler.
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The screen can either be "nudged" in a random direction with a specific
intensity or you can define an exact x and y intensity, decay factor and
duration. On a tmwAthena server an effect is triggered when the player
character dies. A method for stopping all shake effects is also
implemented, but not used yet. I added a netcode message for Manaserv to
trigger an effect server-sided. Because our protocol has currently no way
to transport floating point values, the decay is transported as a fixed
point value with 4 decimals which is entirely sufficient for this purpose.
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This was made in favour of the manaserv way of doing things.
I also added a way to keep the original server speed value
so the pixel value can be recomputed at each map change, as this
was necessary since the speed is given before the first map
is loaded.
The code is much more simpler now about movement handling,
and we can already see improvements on other characters
movements in The Mana World with this.
Everything can't be perfect the first time; here are bugs
identified so far:
- Monsters direction isn't updated on TmwAthena for obscure reasons.
- Remote players walking animation is sometimes reset on each steps.
- When changing map, the local player sometimes walks randomly
until the player reacts.
Stay tuned!
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Reviewed-by: Jared Adams
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Reviewed-by: Freeyorp
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Reviewed-by: Jared Adams
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Conflicts:
src/being.cpp
src/client.cpp
src/commandhandler.cpp
src/gui/setup_video.cpp
src/gui/socialwindow.cpp
src/gui/viewport.cpp
src/gui/widgets/browserbox.cpp
src/gui/widgets/itemcontainer.cpp
src/imageparticle.cpp
src/localplayer.cpp
src/localplayer.h
src/map.cpp
src/net/tmwa/beinghandler.cpp
src/particle.cpp
src/particle.h
src/player.cpp
src/player.h
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Removed due to unresolved social issues.
In master it had been already removed by Kage in
commit 89f192b9039f9c000515f0a12f4bb9fb55c4691c.
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When a player clicked on a tile in order to
go to it, then he went to the wrong tile.
Trivial fix.
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The implamentation is poor, and this is something that
would be better handled by the addon engine later down
the road.
Reviewed-By: Freeyorp < Freeyorp101@hotmail.com >
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Until now the being was only set after a mouse move. If the mouse was
pressed after the being was out of sight or dead, then a segmentation
fault happened. Furthermore, pressing the mouse now updates the cursor
type and sets the being popup invisible.
Reviewed-by: Thorbjorn
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