Age | Commit message (Collapse) | Author | Files | Lines |
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Use batch commands and not selecting already selected texture.
Signed-off-by: Jared Adams <jaxad0127@gmail.com>
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Fixes a bunch of crash courses for me.
Reviewed-by: Freeyorp
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Reviewed-by: Bertram
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Reviewed-by: Bertram
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Reviewed-by: Bertram.
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Reviewed-by: Bertram
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Conflicts:
src/gui/itempopup.cpp
src/item.cpp
src/monster.cpp
src/net/manaserv/playerhandler.cpp
src/net/tmwa/partyhandler.cpp
src/npc.cpp
src/player.cpp
src/resources/itemdb.cpp
src/resources/monsterdb.cpp
src/resources/monsterinfo.cpp
src/resources/npcdb.cpp
src/resources/spritedef.cpp
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Reviewed-by: Jared Adams
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You'll have to include it anyways 99% of the time
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There is still a good way to go, but this should get us
started
Reviewed-by: Jared Adams
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Reviewed-by: Chuck Miller
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Reviewed-by: Jared Adams
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Also move the virtual destructors of the Net handler base classes to
the top of their method lists.
Reviewed-by: Chuck Miller
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Also cleanup PlayerInfo a bit.
Reviewed-by: Chuck Miller
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Reviewed-by: Jared Adams
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Reviewed-by: trapdoor
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Handling moved from LocalPlayer to PlayerInfo class
Event system used to update windows
Reviewed-by: Jared Adams
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Signed-off-by: Jared Adams <jaxad0127@gmail.com>
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Please don't, it causes warnings with my settings, which makes my build
fail. ;)
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data/paths.xml configuration file.
Also added default gui theme path in branding and default wallpaper path
and file searched respectively in the branding and paths.xml files.
Hard-coded values are still used as fallbacks.
Resolves: Manasource Mantis #148.
Reviewed-by: jaxad0127.
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Signed-off-by: Thorbjørn Lindeijer <thorbjorn@lindeijer.nl>
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files.
Restored functional recharge bars in specials window.
Individual specials are only shown after the server informed the client about their status.
Made level label, use button and progress bars optional. Their use is controlled through specials.xml.
The special window button is again shown even when the player has no specials. This problem needs to be solved differently now for architecture reasons.
Reviewed-by: Jaxad0127
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This change allows extending tilesets without causing issues.
Reviewed-by: Freeyorp
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Fix receiving whisper message if option
whisper in tabs disabled.
Signed-off-by: Jared Adams <jaxad0127@gmail.com>
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Adds ActorSpriteListener to manage ActorSprite destruction as
recommended by Jaxad0127. This likewise includes the changes made by
Bertram.
Reviewed-by: Jaxad0127, Bertram.
Resolves: Manasource Mantis #160
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Reviewed-by: Bertram
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Made the sell dialog give the idem id, instead of an
internal inventory id when a item is a duplicate.
Reviewed-by: Freeyorp, Strikermdd
Resolves: Manasource-Mantis #101
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Pre-approved-by: Freeyorp
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Pre-approved-by: Freeyorp
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Reviewed-by: Jaxad0127, Thorbjorn and 4144.
Resolves: TMW-Mantis #759
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Also replaces std::list to std::set in actorspritemanager.
Reviewed-by: Chuck Miller <shadowmil@gmail.com>
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Also it should optimize it a bit since it
only updates used target cursors instead of
all target cursors.
Reviewed-by: Freeyorp
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Conflicts:
data/graphics/CMakeLists.txt
data/graphics/Makefile.am
src/client.cpp
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Signed-off-by: Jared Adams <jaxad0127@gmail.com>
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Also fix a small compilation error sometimes reported.
Reviewed-by: Chuck Miller
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There is no reason why error.xml shouldn't be in this repository, as it is used
when no sprite data is present and is a very small file anyways. Servers can
still replace these if they want to. error.png is only used in sprites, so
should be in the new sprites folder too.
Reviewed-by: 4144
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Signed-off-by: Jared Adams <jaxad0127@gmail.com>
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Signed-off-by: Jared Adams <jaxad0127@gmail.com>
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Signed-off-by: Jared Adams <jaxad0127@gmail.com>
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Signed-off-by: Jared Adams <jaxad0127@gmail.com>
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No need for two different classes to manage ActorSprites.
Reviewed-by: Chuck Miller
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Rename mWalkTime to mActionTime in Being and have Being manage death.
Reviewed-by: 4144
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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
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It no longer crashes, but will write to the log file instead
Also added checks so it does not crash elsewhere when the
target cursors are unloaded
The game is still playable without the target cursor
because the display name of a being changes when it
gets targetted... so no need to be a fatel error.
Reviewed-by: Thorbjørn Lindeijer
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