Age | Commit message (Collapse) | Author | Files | Lines |
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These checks are unnecessary as deleting a null pointer has no effect.
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Continuation of 2c51c98625b225cecfb9628c30d62d4e30f7e3e1, which had
already removed most of the alpha cache in Image.
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Using the latest implementation from ManaPlus. Previous version was
introduced with 844e9a7a72faca6a212e788a3adc45e17f41dca6 and failed to
"secure" the name due to broken conditions.
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modernize-loop-convert
modernize-deprecated-headers
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Fixes compatibility with SDL2. The old version compiled for whatever
reason, but it would crash when the client tried to play a sound.
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SDL_GetKeyboardState array needs to be indexed by scan codes.
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SDL_GetKeyState used to return an array that is indexed by SDLKey, but
its equivalant, SDL_GetKeyboardState, returns an array that is supposed
to be indexed using SDL_Scancode.
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A custom "Mask" property on a layer or a "foregroundXmask" property on a
map can now be used in combination with the SMSG_MAP_MASK to dynamically
disable certain map layers from the server.
Feature previously seen on ManaPlus and implemented for Mana client for
compatibility.
Also added a ResourceRef class for automating the Resource reference
counting.
Closes #44
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For compatibility with TMW, which has not yet adopted a central
"settings.xml" that includes all the other files.
Also, a "name" attribute with an absolute path is now supported in
addition to the relative "file" attribute, since that is what ManaPlus
supported.
This resolves most of issue #43.
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modernize-use-auto
modernize-use-nullptr
modernize-use-override
modernize-use-using
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This option was added in ManaPlus and support for it is required to
connect to The Mana World as it is currently set up, since the server
sends 127.0.0.1 for the character server and map server IP.
Can't play yet, because of an unknown packet 0x226 being received once
connecting to the map server.
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Since we now use SDL2, OpenGL is used through the SDL2 API. This appears
to work very well and handles resizing better (with less flicker). Our
manual OpenGL rendering code is probably obsolete.
The "hwaccel" option referred to hardware accelerations supported by
SDL1 and is no longer relevant.
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It was only used for the clipboard, which is now interacted with through
SDL 2.
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It is unclear whether there are any protocol differences that should be
dealt with at this point, but without this the login fails with "Client
too old." error.
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There should be no need to export the functions explicitly, given that
they are compiled as part of the executable.
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* Fixed compiler errors due to dynamic exception specifications
* Replace std::auto_ptr with std::unique_ptr
* Replace std::mem_fun with std::mem_fn
* Prefix for_each with std:: (apparently not needed before)
* Just use lambda instead of std::bind2nd
* Removed usages of std::unary_function
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The CMSG_NPC_STR_RESPONSE packet transmits a string
of variable length.
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It should not return large numbers after reading past the end of a
message. This can cause infinite loops in several places in the client
when a message happened to be shorter than expected.
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Previously the redirect was from www.manasource.org to manasource.org.
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The delayed actor deletion was meant to be used during the logic calls,
to avoid modifying the container while it is being iterated. The
deletions happening from the network layer are not done while iterating
the set of actors, so it can delete immediately.
This fixes an issue where an NPC would disappear when changing
appearance on tmwAthena, because this was implemented as a remove + add,
which broke due to the delayed deletion.
Mantis-issue: 507
Reviewed-by: Jared Adams
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When the minimum and maximum values of the attributes are equal, then
there is nothing for the player to customize and the sliders are not
shown.
At the same time the dialog has been fixed to resize properly to any
number of modifiable attributes.
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This is so that master and lpc2012 use the same protocol again,
where starting attributes are sent on character creation.
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Mana-mantis: #506.
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This file was introduced by ManaPlus as a way of configuring the
character creation process. It defines the number of hair styles
and colors, how stat points should be divided and what the starting
equipment of the player is.
The minimum and maximum hair color/style IDs are not supported at
the moment.
This is mostly a backport of ManaPlus commits 10cf52b5 and dcc18eba,
with some style changes.
Mantis-issue: 501
Reviewed-by: Ablu
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This way it can also be used when connecting to a tmwAthena server for
customizing the min/max of attributes and the amount of starting points.
Mantis-issue: 501
Reviewed-by: Ablu
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Reviewed-by: Erik Schilling.
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Reviewed-by: Stefan Beller.
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Server was already sending a error message. But the client ignored it.
Reviewed-by: Stefan Beller.
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Tested-by: Frost.
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Reviewed-by: Thorbjørn Lindeijer.
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Reviewed-by: Thorbjørn Lindeijer.
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And removed the unused TabbedArea.
Reviewed-by: Erik Schilling
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They allowed using gcn::Image, which in turns allows using gcn::Icon
and gcn::ImageFont, but none of this is actually used anymore.
Reviewed-by: Erik Schilling
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Actually neither glFlush nor glFinish need to be called manually [1].
However, the rendering pipeline is then free to queue up future frames
which can cause a lag which is especially noticable with mouse movement.
To avoid this lag, we call glFinish after SDL_GL_SwapBuffers. This makes
sure processing of the next frame does not start before the current
frame is being displayed.
[1] http://www.opengl.org/wiki/Common_Mistakes#glFinish_and_glFlush
Reviewed-by: Yohann Ferreira
Sounded-fine-to: Erik Schilling
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