Age | Commit message (Collapse) | Author | Files | Lines |
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Rare crash is in KeyboardConfig, where the active keys array is accessed
before it's initialized. Also remove some debug prints that made it into
a previous commit.
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skin loads.
Signed-off-by: Ira Rice <irarice@gmail.com>
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Rare crash is in KeyboardConfig, where the active keys array is accessed
before it's initialized. Also remove some debug prints that made it into
a previous commit.
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dimensions.
Signed-off-by: Ira Rice <irarice@gmail.com>
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setLocationRelativeTo as well.
Signed-off-by: Ira Rice <irarice@gmail.com>
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that position. This makes it so that when resolutions are changed, the
default locations stay relative to the window's position, and not the
800x600 screen resolution.
Signed-off-by: Ira Rice <irarice@gmail.com>
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Use the last location the user gave instead. Also, do the same for the
inventory dialog.
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The client can now differentiate between the following hit types:
- hit (normal)
- critical (full attack)
- multi (more than one hit at once, currently not used)
- reflect (reflected damage, currently not used)
- flee (dodging criticals)
The Being's showCrit method is now merged into takeDamage.
Being's takeDamage and handleAttack now both get the opponent, the amount of
damage and the attack type as parameter.
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as removed a redundant call for sizing in the minimap class.
Signed-off-by: Ira Rice <irarice@gmail.com>
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the maximum width and height. Exceeding the minumum width and height
is a desireable case in some situations.
Signed-off-by: Ira Rice <irarice@gmail.com>
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This was needed in the Minimap class, but not migrated out to the Window
class until now.
Signed-off-by: Ira Rice <irarice@gmail.com>
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smaller than the minimum width and height (a check that should have
been enforced in the first place), as well as modified the NPC list and
text dialogs to remember where they were when they were moved or resized
last.
Signed-off-by: Ira Rice <irarice@gmail.com>
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The client can now differentiate between the following hit types:
- hit (normal)
- critical (full attack)
- multi (more than one hit at once, currently not used)
- reflect (reflected damage, currently not used)
- flee (dodging criticals)
The Being's showCrit method is now merged into takeDamage.
Being's takeDamage and handleAttack now both get the opponent, the amount of
damage and the attack type as parameter.
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The cancel button in Video configuration window doesn't switch back the
"show name" setting to the original state. This patch fixes that.
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This patch makes item links work in any chatLog() message, not only chatSend()
as before. I enabled it for the "You picked <nr> <item>" message by explicitly
adding [] around the item name in the string.
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Signed-off-by: Ira Rice <irarice@gmail.com>
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The cancel button in Video configuration window doesn't switch back the
"show name" setting to the original state. This patch fixes that.
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This patch makes item links work in any chatLog() message, not only chatSend()
as before. I enabled it for the "You picked <nr> <item>" message by explicitly
adding [] around the item name in the string.
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Both packets do the same, but we should be explicit anyways. Also,
seperate out NPC client packets.
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Both packets do the same, but we should be explicit anyways. Also,
seperate out NPC client packets.
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of adding overridable close functionality to the Window class. Now, if
you need a close button, but need to do something different, or in
addition to the Window close functionality, you can override it and do
that action.
Signed-off-by: Ira Rice <irarice@gmail.com>
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NPCs are always in range, so show it. Also, don't attack NPCs (causes an
infinite talk loop with most).
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code. While this shouldn't do too much, if anything, for performance, it
makes maintenence easier in the future if only one set of ints needs to
be modified rather than 9 when they do the same thing.
Signed-off-by: Ira Rice <irarice@gmail.com>
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Conflicts:
src/being.cpp
src/being.h
src/floor_item.cpp
src/floor_item.h
src/flooritemmanager.cpp
src/gui/inventorywindow.cpp
src/gui/inventorywindow.h
src/gui/itemcontainer.cpp
src/gui/popupmenu.cpp
src/net/beinghandler.cpp
src/npc.cpp
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as some other optimizations that I could see that cut down on some
unneeded redraws, which in turn improved frame rates slightly.
Signed-off-by: Ira Rice <irarice@gmail.com>
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Signed-off-by: Ira Rice <irarice@gmail.com>
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Using unsigned rarely makes sense, especially when the server doesn't
use it either. Other uses of unsigned should be reviewed.
In all other cases, int is the fastest integer type on any architecture.
Using 8 or 16 bits can basically only be a memory optimization.
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No need to include localplayer.h from inventorywindow.h
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