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2011-09-16Renamed Map::DebugFlags enumeratorsThorbjørn Lindeijer4-34/+34
Their name is a bit more clear with DEBUG prefix rather than MAP prefix. They're already scoped in the Map class anyway. MAP_NORMAL was changed to DEBUG_NONE to represent no debug flags. Acked-by: Bertram
2011-09-13Merge github.com:mana/manaYohann Ferreira7-18/+28
2011-09-13Fix compilation by readding a missing enum value.Yohann Ferreira1-0/+1
Trivial.
2011-09-13Fixed OpenGLGraphics::drawRescaledImagePatternThorbjørn Lindeijer1-32/+45
This fixes overlay effects that are meant to scale with screen resolution. The problem was that the texture coordinates were not calculated correctly. They were adjusted to the scaled size of the image, and when scaling both the vertex and the texture coordinates, the image will simply not appear scaled at all. Now the texture coordinates are calculated based on the visible part of the original texture. There was also a problem with the vertex coordinates, which were not taking into account the visible part of the image. TMW-Mantis-issue: 1047
2011-09-11Merge branch '0.5'Thorbjørn Lindeijer8-50/+72
Conflicts: CMakeLists.txt src/map.cpp src/winver.h
2011-09-11Fixed OpenGLGraphics::drawRescaledImagePatternv0.5.3Thorbjørn Lindeijer2-32/+46
This fixes overlay effects that are meant to scale with screen resolution. The problem was that the texture coordinates were not calculated correctly. They were adjusted to the scaled size of the image, and when scaling both the vertex and the texture coordinates, the image will simply not appear scaled at all. Now the texture coordinates are calculated based on the visible part of the original texture. There was also a problem with the vertex coordinates, which were not taking into account the visible part of the image. TMW-Mantis-issue: 1047 Reviewed-by: Andrei Karas <akaras@inbox.ru>
2011-09-11Fixed drawing glitch with overwide tilesThorbjørn Lindeijer3-5/+11
The layer rendering code was not prepared to handle tiles that were wider than the tile width of the map. This commit also fixes the initialization of the maximum tile height, which was based on the map height rather than the tile height. This could slightly reduce overdraw for some maps. Reviewed-by: Stefan Beller <stefanbeller@googlemail.com>
2011-09-11Bumped version to 0.5.3 and updated the NEWS fileThorbjørn Lindeijer7-15/+17
2011-09-09Set the current build version to 0.6.0 in prevision of a release.Yohann Ferreira2-4/+4
2011-09-09Set the current build version to 0.6.0 in prevision of a release.Yohann Ferreira2-4/+4
2011-09-09Merge github.com:mana/manaYohann Ferreira3-2/+4
2011-09-08Additional change to build master without OpenGLBen Longbons1-1/+2
2011-09-08Merge remote-tracking branch 'origin/0.5'Ben Longbons2-1/+2
2011-09-07Changes need to build without OpenGLBen Longbons2-1/+2
2011-09-05The draw order of particles is now Y - 16 pixels.unknown12-16/+54
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.
2011-09-02The draw order of particles is now Y - 16 pixels.unknown12-16/+54
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.
2011-08-30Merge branch 'equipment-fix'Yohann Ferreira10-51/+121
2011-08-30Fixed a memleak in the ManaServ::InventoryHandler()Yohann Ferreira2-0/+7
2011-08-30Added a way to specify where the equipment boxes will display.Yohann Ferreira4-26/+69
A <box> sub tag was added to the <slot> tag with a x and y parameter to do so.
2011-08-30Made the popup-menu work again for equip/unequip processes.Yohann Ferreira6-24/+41
I disabled the drop from equipment window since it was more simple to implement, and because it seemed useless or even bad for the user experience to me.
2011-08-30Synced the manaserv protocol file with the server's latest changes.Yohann Ferreira1-1/+4
2011-08-25Merge branch 'equipment-fix' of github.com:Bertram25/manaYohann Ferreira16-291/+608
2011-08-25Merge github.com:mana/manaYohann Ferreira0-0/+0
2011-08-19Merge git://gitorious.org/~bertram/mana/mana-equipment-fix into equipment-fixYohann Ferreira16-274/+544
2011-08-19Fixed visible equipment updates, and made it based on equip.xml.Yohann Ferreira9-48/+112
2011-08-18Removed unnecessary warning about windows that might be movedThorbjørn Lindeijer1-9/+3
Keeping the windows within the visible area is expected behavior, no matter for how long it has been broken. It makes little sense to warn about expected behavior.
2011-08-18Removed unnecessary warning about windows that might be movedThorbjørn Lindeijer1-9/+3
Keeping the windows within the visible area is expected behavior, no matter for how long it has been broken. It makes little sense to warn about expected behavior.
2011-08-18Improved equip slots description for both protocols.Yohann Ferreira4-5/+63
Now the itempopup is also telling what equip slot is under the mouse pointer.
2011-08-18Made the equipment window not use server specific code again.Yohann Ferreira5-113/+96
I also made the number of slots displayed taken from the equip.xml file for manaserv.
2011-08-18Made the client able to successfully equip/unequip!Yohann Ferreira6-109/+233
2011-08-18Got rid of the superfluous definition of the slot number for tA.Yohann Ferreira2-4/+4
2011-08-18Add functions to make the item popup able to tell whether the itemYohann Ferreira2-1/+42
is equipped or not. It will be used quite soon to visually see the slot names.
2011-08-11Merge branch 'master' of ↵Yohann Ferreira3-61/+108
git://gitorious.org/~bertram/mana/mana-equipment-fix into equipment-fix
2011-08-11Added true arrows graphics to tab area buttons.Yohann Ferreira5-3/+9
2011-08-11Made the shortcuts link actually use the plural in its caption.Yohann Ferreira1-4/+4
2011-08-11The shortcuts are now refreshed when reassigning keys.Yohann Ferreira5-10/+77
2011-08-11Added icons to the confirm and cancel button of the quit dialog.Yohann Ferreira5-2/+8
This a good example of use for the new graphics and button functionalities.
2011-08-11Fixed back the special window display in a basic but working way.Yohann Ferreira2-1/+4
This to avoid cluttering the gui until Crush has the time to fulfill his issue about those.
2011-08-11Added a naive way to display the window keyboard shortcut.Yohann Ferreira2-10/+31
This is not updated once the keys are reassigned but it will do the trick for now.
2011-08-11Reached the state where the menu bar is now using image buttons.Yohann Ferreira11-7/+15
I had to adapt a bit the images given by Poison ivy to do that.
2011-08-11Made the button icon only shown when the icon file is valid.Yohann Ferreira3-9/+9
And falls back to the text based caption otherwise.
2011-08-11Added the setup button icon and optimized the image size.Yohann Ferreira3-1/+1
2011-08-11Changed the Social button to an image one.Yohann Ferreira6-12/+26
I also made the client able to keep the old behaviour, and i changed the button api to not require the icon frames size as it could easily guess them.
2011-08-11Added textpopup on mouse hovering support to buttons.Yohann Ferreira3-2/+74
I added a use of it to the menu buttons.
2011-08-11Made the delay between to keyboard move calls functional.Yohann Ferreira8-8/+44
It has been fixed and be made adapted to the being movement speed. Now, for instance, the client sends 3x times less move calls to the tA server, and roughly 20x times for the Manaserv's one. Resolves: Mana-Mantis #346.
2011-08-11Adapted the client to the latest server changes.Yohann Ferreira3-45/+91
There are two bugs left I'll take care about in the near future: - Items dealing with more than one slot capacity are only showing on the first equip slot. - The unequip button doesn't get updated when clicking on the equipped item. A client design limitation known: - The client still don't handle correctly items applied on more than one item type at equip time.
2011-08-10Client logs in with salted password now.Stefan Beller4-3/+33
The password is salted by a random number sent by server. Reviewed by Bertram.
2011-07-27Followed server protocol changes.Yohann Ferreira2-22/+23
Also documented a TODO.
2011-07-01make update-po + gettext special comment added.Yohann Ferreira8-394/+412
I added the //xgettext:no-c-format comment because gettext was wrongly guessing the no-c type of those strings. Nicely suggested by Byakushin a lot of time ago.
2011-06-24Fixed path finding by putting back the diagonal values in place.Yohann Ferreira1-4/+2