Age | Commit message (Collapse) | Author | Files | Lines |
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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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Reviewed-by: 4144
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This was accidentally broken in the SDL buffer commit.
Reviewed-by: Thorbjørn Lindeijer
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Conflicts:
src/beingmanager.cpp
src/beingmanager.h
src/client.cpp
src/localplayer.cpp
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Reviewed-by: Philipp Sehmisch
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Reviewed-by: Jaxad0127
(A few days ago...)
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This way, it's only set to the overlay alpha while drawing the overlay. Fixes
PlayerBox rendering.
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Reviewed-by: Jaxad0127
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This improves framerate and allows transparent overlay for complex
sprites. Two copies of the buffer are kept, one at full opacity,
one with variable opactiy, to reduce calls to setAlpha.
Reviewed-by: Bertram
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Moves the parsing logic for the size strings into BeingInfo to
share the code.
Reviewed-by: Freeyorp
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Instead of having these three subclasses with minor differences, this
commit merges them back into Being. In the future, we can make Beings
that are talkable to some, attackable by others, etc. This also puts
back support for monster equipment.
Also changes remaining references to Being::Type and the constants to
refer to ActorSprite::Type.
Reviewed-by: Freeyorp
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Now draw image only in chat item popup.
Reviewed-by: Bertram
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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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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: Thorbjørn Lindeijer <thorbjorn@lindeijer.nl>
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