Age | Commit message (Collapse) | Author | Files | Lines |
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modernize-use-auto
modernize-use-nullptr
modernize-use-override
modernize-use-using
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This getDrawOrder hack is no longer necessary. It basically moved to
the ActorSprite, in the other direction.
Reviewed-by: Erik Schilling
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This means that the order point of the sprites relative to the
particles is no longer the lowest point of the image but
instead a point which is approximately between the feet of
the characters.
The intent of the latest commits to treat sprites as perpendicular to the
ground instead of perpendicular to the view line is retained by this
approach.
I tested this with various particle effects and it results in exactly the
expected behavior. Note that this does NOT fix the current problems on TMW
with the snail slime effect, because the TMW content team accidently placed
this one 10px in the air. Sorry, garbage in, garbage out.
getDrawPixelY was re-renamed to getPixelY to be consistent with getPixelX,
while getPixelY was renamed to getDrawOrder, to make its purpose clear.
Further, particles are no longer drawn when behind other objects. This
is implemented by adding a drawnWhenBehind member function to Actor,
which currently returns true for everything except particles and compound-
sprites with more than one sub-sprites (the later case is consistent with
the previous behavior of them).
An exception are text particles which are excempt from this exception and
whose drawing order is also biased by 16 pixels south instead of north
to make them more visible.
Plus some minor changes from Bertram.
Reviewed-by: Bertram.
Resolves: Mana-Mantis #362.
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for particle effects.
It is now possible to write, for instance:
<particlefx>my-particle-file.xml|#cbcb78,345678</particlefx>
and in my-particle-file.xml:
...
<property image="my-image.png|W" />
...
This will permit the use (and reuse) of generic particle files.
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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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Every particle can now have a death effect. This is an effect which
is created when the particle dies. Which death reasons (timeout,
touching floor, touching sky, reaching target or deleted by external
call) trigger the effect can also be specified. This is useful for
exploding projectiles and many other effects.
Reviewed-by: Bertram
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This resolves: http://bugs.manasource.org/view.php?id=51
Reviewed-by: Bertram
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Please note that I didn't turned all the getValue() call into new ones,
simply because I have to have config object initiated which is not
forcefully the case the branding file.
Resolves: Manasource Mantis #170.
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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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The Actor class manages the Map reference, position vector, and alpha float.
These are the common parts from it's children.
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on the dimensions in the map file or not.
Reviewed-by: Jared Adams
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particle effects. Reviewed-by: Jared Adams <jaxad0127@gmail.com>
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To use simply add something like: missile-particle="graphics/particles/arrow.particle.xml"
to the item's or monster's xml entry
This will only work on equipped weapons, and on specified monster attacks.
This patch also fixes a memory leak with target particles
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Also added the update copyright tool from the Wormux Team.
( And not forgetting credit's due. :P )
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Also remove some extra new lines and fix eAthena's PartyTab define guards.
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are enabled or not in a static member of class Particle instead of an instanced member of Being.
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shoots them.
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It has fast(inv)sqrt and weightedAverage.
Also cleanup the last ocmmit a bit.
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Conflicts:
Many files.
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the open source project Wormux. To improve SDL performance, the number
of layers that are pushed out to the hardware or software buffers should
be reduced, which is where this function comes into play, as it combines
two surfaces together so that the number of blit operations is reduced.
This function is currently not used, but will be used once a good way to
link each of the target systems is determined so that it only initiates
when SDL is enabled, as well as making sure that each hook that uses
this function is benefiting from it sufficiently. At the moment, it's
suspected that the particle engine will likely be the most likely to
benefit from this function, followed by tile drawing, then sprite drawing.
Signed-off-by: Ira Rice <irarice@gmail.com>
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This patch lets all being derivatives use the palette to set their
name's colors. Text Particle Effects all respect the new settings. Some
widgets were updated to use the colors.
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This patch lets all being derivatives use the palette to set their
name's colors. Text Particle Effects all respect the new settings. Some
widgets were updated to use the colors.
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enable/disable this effect (default is off) and another option to disable the pickup notification in the chat log (default is on).
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enable/disable this effect (default is off) and another option to disable the pickup notification in the chat log (default is on).
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useful since buddy lists are tracked through the player relation
interface instead)
Signed-off-by: Ira Rice <irarice@gmail.com>
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Conflicts:
A lot of files...
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Conflicts:
Almost everywhere.
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Signed-off-by: Ira Rice <irarice@gmail.com>
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This dates back to the old days of TMW, but the usage instructions of
GPLv2 don't mention this being necessary. Since it doesn't add anything,
avoid the branding in these sections.
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This dates back to the old days of TMW, but the usage instructions of
GPLv2 don't mention this being necessary. Since it doesn't add anything,
avoid the branding in these sections.
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I wish I had never fallen for this weird style, and I hope removing it
will prevent others from introducing new code like this. :-)
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I wish I had never fallen for this weird style, and I hope removing it
will prevent others from introducing new code like this. :-)
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statements, as well as removing the new skill dialog, which we do not,
nor will we use (if we do, it'd be a new one that we'd make).
WARNING!!! This, and all other previous builds have a linker error for
the Gnome libraries version 4.3.2 on my setup. It's assumed that this is
also the case for other users of this library as well. I'm currently
assuming that there's a bug in the compiler itself, and will look into
reporting this, but in the mean time, it doesn't build for these users,
unfortunately. Sorry about this.
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I don't know why we dealt with these things for so long. Did we ever get
anything out of it?
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an NPC, n for targeting an NPC, and changed basic targeting code so that
it'll time out after being on a target for longer than a minute.
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according to wave functions.
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their
trunk client.
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patch.
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