Age | Commit message (Collapse) | Author | Files | Lines |
|
Just some stuff that piles up while "looking" at the code, which
eventually gets annoying to ignore while staging real changes.
* Replaced a few NULL occurrences with 0
* Rely on default parameter for std::vector::resize.
* Replaced a few "" with std::string()
* Prefer .empty() to == ""
* Removed a few comparisons with NULL
* Don't check pointers before deleting them
* Removed a bunch of redundant semicolons
* Made some global variables static (local to their compilation unit)
* Prefer prefix ++/-- operators to postfix versions when possible
* Corrected location of a comment
|
|
Currently the same equipment window is used as for tmwAthena so that at
least something is visible. This means the location of equipped items is
currently illogical.
It is now possible to equip and unequip items.
Mantis-issue: 164
Reviewed-by: Stefan Dombrowski
|
|
|
|
The player sends party invites to the game server.
If the invitee is within the visual range of the inviter, then
the game server forwards the invite to the chat server.
Reviewed-by: Bjorn, Jaxad0127
|
|
Also fix position of being names.
Reviewed-by: Bertram
|
|
The monster offset wasn't counted anymore so I had to readd it
in the display coordinates.
Part of issue: #345.
|
|
|
|
|
|
|
|
This is provided through the use of the 'effect-id' property
of the <attack> tag.
Note that the 'particle-effect' support has been removed
as it was redundant, but can be kept for backward compatibility.
Now, on both Manaserv and tA, only the attack id 1 is supported,
i.e:
<monster>
...
<attack id="1" effect-id="11" action="attack" />
</monster>
More to come with re-enabling of the attack type support.
I had to fix a crash in the Being::takeDamage() function
when there were no attacker (in Manaserv), and add rotation
support to the effectManager to achieve this.
Reviwed-by: Jaxad0127.
|
|
- double clicking a do_choice item submits it
- double clicking the npc chat will hit 'next'
- double click to buy/sell a single item
- clicking on no item in the inventory now deselects
- double click to use/activate items in inventory
|
|
Reviewed-by: Bjorn
|
|
Signed-off-by: Jared Adams <jaxad0127@gmail.com>
|
|
Useful for making nicer layouts
Signed-off-by: Jared Adams <jaxad0127@gmail.com>
|
|
To make room for the interface tab
Signed-off-by: Jared Adams <jaxad0127@gmail.com>
|
|
Added an 'Interface' tab for the items that seemed to fit better
there than in 'Video'.
Signed-off-by: Jared Adams <jaxad0127@gmail.com>
|
|
Clicking below the last item of a listbox would select the last item.
Made it do nothing instead.
|
|
|
|
|
|
* The f-key is no longer used. That means new players are less likely
to get into trouble by accidentally activating the debug mode.
* The debug mode can now be activated in a new tab in the debug window.
* The main advantage of using a gui is its extensibility. At the moment
the debug mode does show too much information at once. In a follow-up
patch the user should get more choices.
Reviewed-by: Bjorn
|
|
|
|
|
|
Reviewed-by: Yohann Ferreira
|
|
|
|
Incidentally I added support for a monospaced font (which may come in handy).
|
|
Signed-off-by: Jared Adams <jaxad0127@gmail.com>
|
|
Reviewed-by: CodyMartin.
|
|
First of all, the mouse path is only computed when necessary,
This will save a bit of CPU when in debug view.
Secondly, every being paths, collision radius, and position
are graphically represented now.
This will help code and content developers when checking their
sprite offsets.
Reviewed-by: CodyMartin.
|
|
Trivial change, no review needed.
|
|
Reviewed-by: thorbjorn
|
|
|
|
This, instead, of <being-effects>, which is irrelevant, as
effects aren't only used for beings.
|
|
Reviewed-by: Bertram
|
|
My apologies.
|
|
|
|
Bug introduced in 88934303761ba950be56eac8b60de2dede88a29f and spotted
by Stefan Dombrowski.
Reviewed-by: Stefan Dombrowski
Reviewed-by: Yohann Ferreira
|
|
Trivial.
|
|
Currently, we actually receive the local player attack speed
in milliseconds for tA.
Yet, we don't support receiving the attack speed for other beings,
so the old behaviour will remain for them until someone adds that.
As for Manaserv, we're only using the default speed atm.
Most urgent part of mana-mantis: #343.
Reviewed-by: Thorbjorn.
|
|
|
|
Conflicts:
CMakeLists.txt
po/fi.po
po/fr.po
src/gui/skilldialog.cpp
src/localplayer.cpp
src/net/manaserv/generalhandler.cpp
src/net/tmwa/buysellhandler.cpp
src/net/tmwa/generalhandler.cpp
src/net/tmwa/playerhandler.cpp
src/net/tmwa/specialhandler.cpp
src/winver.h
|
|
This patch adds support for the following two parameters
in weapon items:
hit-effect-id: Effect triggered on the victim on normal hit.
critical-hit-effect-id: Triggered on the victim on critical hit.
(Specified in effects.xml)
The patch also permits the use of custom defaults set in paths.xml
by setting the following keys:
(Paths are relative to the 'particles' key value, here.)
hitEffectId: defaulted to effect id 26.
criticalHitEffectId: defaulted to effect id 28.
Resolves: Mana-mantis #337.
Reviewed-by: bcs86
|
|
This reverts commits e35b3bdd0a74464e4b4d3b931ca416f0c7864ba6
and e35b3bdd0a74464e4b4d3b931ca416f0c7864ba6.
Sometimes the text fields and the list show different server
selected, so you don't see to what server you connect. It is
a big security risk sending your user name and password to
the wrong server.
Reviewed-by: Freeyorp, Bertram
|
|
|
|
This avoids log warnings for missing weapon range.
Reviewed-by: thorbjorn, bcs86
|
|
Reviewed-by: Jaxad0127
|
|
This, instead of the protocol specific filenames that are
mana-skills.xml and ea-skills.xml.
This is backward compatible as the old skills.xml file was once
used before the 0.0.29.1 release which is the last alive from
the 0.0.x serie.
The skills.xml will have to added to world data
to make this working, though. (Done in another patch.)
|
|
Reviewed-by: Bertram
|
|
Reviewed-by: Bertram
|
|
This resolves http://bugs.manasource.org/view.php?id=330
Reviewed-by: Bertram
|
|
At some point this variable was used to avoid limiting the framerate
when user input events were coming in. This is no longer relevant now
that we limit the framerate globally using SDL_gfx.
|