Age | Commit message (Collapse) | Author | Files | Lines |
|
modernize-use-auto
modernize-use-nullptr
modernize-use-override
modernize-use-using
|
|
|
|
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.
|
|
I have to admit I contributed a large part of these. Sorry for that.
Less empty space, more attention to the code.
Acked-by: Jared Adams
|
|
The position is centered to the nearest tile center in tA.
|
|
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
|
|
The Actor class manages the Map reference, position vector, and alpha float.
These are the common parts from it's children.
|
|
|
|
|
|
|
|
Also added the update copyright tool from the Wormux Team.
( And not forgetting credit's due. :P )
|
|
Also remove some extra new lines and fix eAthena's PartyTab define guards.
|
|
Floor Items visible even covered.
Next Step would be to add a caching system for multi-layered sprites + copy functions for SDL and OpenGL.
Then, I'll be able to finish this, by making also players visible when covered...
But Kage asked me (each and every hour) to do something else first ;)
|
|
Move stuff only needed for Players into Player (like slots and sprite
limits). Move name handling into Being (no need for three copies of
this code). Clean up terminology (including Map terminology). Remove
hair-related variables.
|
|
Increased their pixel y coordinate by half a tile, to make them draw
between the fringe and the beings.
|
|
We don't use underscores in the filenames generally, and let's be
consistent on that matter.
|