Age | Commit message (Collapse) | Author | Files | Lines |
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Reviewed-by: Jared Adams
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Handling moved from LocalPlayer to PlayerInfo class
Event system used to update windows
Reviewed-by: Jared Adams
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Please don't, it causes warnings with my settings, which makes my build
fail. ;)
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Signed-off-by: Thorbjørn Lindeijer <thorbjorn@lindeijer.nl>
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files.
Restored functional recharge bars in specials window.
Individual specials are only shown after the server informed the client about their status.
Made level label, use button and progress bars optional. Their use is controlled through specials.xml.
The special window button is again shown even when the player has no specials. This problem needs to be solved differently now for architecture reasons.
Reviewed-by: Jaxad0127
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Fix receiving whisper message if option
whisper in tabs disabled.
Signed-off-by: Jared Adams <jaxad0127@gmail.com>
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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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Reviewed-by: Bertram
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Made the sell dialog give the idem id, instead of an
internal inventory id when a item is a duplicate.
Reviewed-by: Freeyorp, Strikermdd
Resolves: Manasource-Mantis #101
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Pre-approved-by: Freeyorp
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Reviewed-by: Jaxad0127, Thorbjorn and 4144.
Resolves: TMW-Mantis #759
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Also replaces std::list to std::set in actorspritemanager.
Reviewed-by: Chuck Miller <shadowmil@gmail.com>
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Also it should optimize it a bit since it
only updates used target cursors instead of
all target cursors.
Reviewed-by: Freeyorp
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Conflicts:
data/graphics/CMakeLists.txt
data/graphics/Makefile.am
src/client.cpp
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Signed-off-by: Jared Adams <jaxad0127@gmail.com>
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Also fix a small compilation error sometimes reported.
Reviewed-by: Chuck Miller
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There is no reason why error.xml shouldn't be in this repository, as it is used
when no sprite data is present and is a very small file anyways. Servers can
still replace these if they want to. error.png is only used in sprites, so
should be in the new sprites folder too.
Reviewed-by: 4144
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Signed-off-by: Jared Adams <jaxad0127@gmail.com>
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Signed-off-by: Jared Adams <jaxad0127@gmail.com>
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Signed-off-by: Jared Adams <jaxad0127@gmail.com>
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Signed-off-by: Jared Adams <jaxad0127@gmail.com>
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No need for two different classes to manage ActorSprites.
Reviewed-by: Chuck Miller
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Rename mWalkTime to mActionTime in Being and have Being manage death.
Reviewed-by: 4144
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Also removes the Monster/Player difference in tmwAthena's Being::logic
and moves the particle code from Being::setAttack to Being::Logic for
tmwAthena.
Reviewed-by: Chuck Miller
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It no longer crashes, but will write to the log file instead
Also added checks so it does not crash elsewhere when the
target cursors are unloaded
The game is still playable without the target cursor
because the display name of a being changes when it
gets targetted... so no need to be a fatel error.
Reviewed-by: Thorbjørn Lindeijer
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Reviewed-by: Thorbjørn Lindeijer
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Reviewed-by: Thorbjørn Lindeijer
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Reviewed-by: Thorbjørn Lindeijer
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Reviewed-by: Thorbjørn Lindeijer
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Reviewed-by: Thorbjørn Lindeijer
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Reviewed-by: Thorbjørn Lindeijer
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Problem reported by Sokon.
Reviewed-by: Ignoring server entry with unknown type:
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This greatly simplifies handling DBs when changing states. No more
need to manage unloading in Client (except when exiting).
Reviewed-by: Thorbjørn Lindeijer
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Reviewed-by: Thorbjørn Lindeijer
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Reviewed-by: Thorbjorn
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Reviewed-by: Jaxad0127.
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Reviewed-by: Thorbjorn.
Resolves: Manasource Mantis #136.
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Reviewed-by: Bertram
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Reviewed-by: Bertram
Resolve: Manasource Mantis #143
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The guichan/widgetlistener.hpp file presence is now checked for both
autotools and cmake.
This resolves TMW-Mantis: #503
Reviewed-by: Jaxad0127
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The tool should be fine now, but some testing on mac would be appreciated.
Mainly removed all the program exits using exception, try catch, etc...
I found them rather irrelevant, creating memleaks, while not returning
information about the error in some case.
Reviewed-by: Jaxad0127
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Reviewed-by: Jaxad0127
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The bug was quite nasty to catch:
The RGBA channels were inversed when writing the image, even if the code parts
taken from the Mana Client were exactly copy/pasted.
This was due to the fact that the client does an Image::load() call after recoloring
which call SDL_displaySurface() that reverse the pixel order.
I reversed then the recolored image pixel output to get back the right color
for the image writer.
Reviewed-by: Jaxad0127
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Also fix possible memory corruption.
Signed-off-by: Jared Adams <jaxad0127@gmail.com>
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