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2024-02-22General code cleanupsThorbjørn Lindeijer1-2/+2
* Use default member initializers * Use range-based loops * Don't use 'else' after 'return' * Removed some unused includes * Construct empty strings with std::string() instead of "" * Clear strings with .clear() instead of assigning "" * Check whether strings are empty with .empty() instead of comparing to "" * Removed redundant initializations
2012-01-29Removed Sprite::getCurrentFrame and Sprite::getFrameCountThorbjørn Lindeijer1-11/+1
They are apparently no longer being used. Reviewed-by: Erik Schilling
2012-01-26Updated copyrights to 2012Thorbjørn Lindeijer1-1/+1
2011-06-23Made the being death sequence better handled.Yohann Ferreira1-1/+9
Now the death animation is set to the minimum of 1.5 seconds just as in the older versions, but permit longer sequences as well. I didn't put a maximum hard cap on it as it may be a burden for the maintainers whatever the hard cap would be, and as it isn't vital to set one anyway. Resolves: Mana-Mantis #364. Reviewed-by: bjorn, Jaxad0127.
2011-05-17Fix sprite buffering size issuesJared Adams1-2/+14
Reviewed-by: Yohann Ferreira
2010-07-29Changed the items loading to handle a new 'attack-action' parameter.Yohann Ferreira1-1/+1
The old behaviour was to load the weapon-type value and do many unnecessary checks and transformation on it: The weapon-type was transformed using hard-coded values into an integer enum value. The exact same thing was done on the opposite side in the animation files before comparing the two. As both data were string values, I simplified all of it by using the value taken in items.xml to call the corresponding action. This now also permit to set up new attack animation in items.xml and in the playerset.xml without having the need to modify the client code. Last but not least, the weapon-type value was used by both the skills and the actions and avoided the possibility to set up a definite action for a weapon-type. Note: The weapon-type parameter will become deprecated for the server in favor of a 'skill' parameter to reflect more it's actual use. This patch is the first step to fix Manasource issue: #157.
2010-06-09Remove hard-coded frame counts from Being classJared Adams1-0/+10
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
2010-05-20Buffer layered sprites under SDLJared Adams1-6/+14
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
2010-05-06Add support for floor item spritesJared Adams1-0/+92
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
2010-04-23Add an Actor class to replace the Sprite classJared Adams1-85/+0
The Actor class manages the Map reference, position vector, and alpha float. These are the common parts from it's children.
2010-02-22Modify copyright headersFreeyorp1-1/+2
2010-02-20License header update for The Mana ClientThorbjørn Lindeijer1-4/+3
2010-02-07Updated Copyright year to 2010!Bertram1-1/+1
Also added the update copyright tool from the Wormux Team. ( And not forgetting credit's due. :P )
2009-09-17Partially (but mainly) resolved Mantis #753 by making monsters, NPC, and ↵Bertram1-0/+16
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 ;)
2009-01-25Removed the TMW branding from header guardsBjørn Lindeijer1-2/+2
2009-01-23Removed unnecessary references to The Mana World in code headersBjørn Lindeijer1-4/+4
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.
2009-01-15Style cleanups throughout most of the code. Splitting function type fromIra Rice1-8/+4
the function names should no longer be around. Signed-off-by: Ira Rice <irarice@gmail.com>
2008-11-18Pedantic fixes to the client, where I alphabetized all of the include Ira Rice1-2/+0
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.
2008-07-18Import of client treeLloyd Bryant1-1/+1
2007-05-07Fixed positioning of monster names and target circles.Philipp Sehmisch1-0/+16
2006-12-09Use new animation system in character selection/creation. Shows equipment andBjørn Lindeijer1-1/+1
allowed for some cleanup. Had a bit of help from the patch by VictorSan.
2006-01-31Various small cleanups.Björn Steinbrink1-6/+0
2005-10-10Introduced new window shortcuts and corrected position of job xp bar. AlsoBjørn Lindeijer1-0/+65
corrected strange commit by ElvenProgrammer.
2005-10-10Updated docs for releaseEugenio Favalli1-65/+0
2005-10-09* Made Sprite into an interface implemented by both FloorItem and Being, whichBjørn Lindeijer1-25/+14
hook themselves into the map on construction. The improved fringe layer is working as expected now. * Made sure TMW compiles without warnings even when using "-Wconversion -Wshadow -Wcast-qual -Wwrite-strings -ansi -pedantic", lots of cleanups. * Added two new small tilesets that contain the desert tiles that are twice and three times the height of a normal tile. One well in new_3-1 has been converted to use the new double tiles for testing purposes.
2005-10-07Modified finding NPC as by timonator's suggestion in order to allow NPCs to beBjørn Lindeijer1-0/+76
clicked on their heads too. Also made start to tile engine improvement by adding the Sprite class that is now used by the floor items for being displayed on the map. Finally added documentation to Item class and splitted out Properties class from Map.