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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
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Instead of having these three subclasses with minor differences, this
commit merges them back into Being. In the future, we can make Beings
that are talkable to some, attackable by others, etc. This also puts
back support for monster equipment.
Also changes remaining references to Being::Type and the constants to
refer to ActorSprite::Type.
Reviewed-by: Freeyorp
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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
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The Actor class manages the Map reference, position vector, and alpha float.
These are the common parts from it's children.
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accordingly.
This makes room for the actual eAthena protocol future inclusion.
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The job/class field is used to select the race. If the given race isn't defined,
it falls back on the first race (so servers can use jobs/classes without races).
Also rename job to subtype for Being and subclasses, and begin support for
changing monster and NPC subtypes on the fly (particle effects still need to be
reset when they change).
Reviewed-by: Bertram
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is functional!!
Introduced LocalPlayer::getNextWalkPosition(unsigned char dir)
which takes care about the player next position while moving using keyboard.
I removed the pixel scaler thing because it couldn't handle all the noticed cases
and was rather heavy.
There is still a bug in the movement system (nothing's perfect) but it's very rare
and this is here in eAthena, too.
So, I'll give a try at taking care of it once I'll have polished all of this a bit.
Please try and give feedback!!
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It permits two things:
1. It simplifies and demystifies Being::SetDestination() code.
2. It will permit to show the *real* calulated path when using
the drawDebugPath feature for ManaServ.
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The LocalPlayer::nextTile() function has been sanitized and the movement
system has been fine tuned, but yet not optimized.
(Optimizations and riddance of 32 hard-coded value will come later.)
There is just one case left not handled correctly when the character
walked within one tile south-east of a blocking one and then
the player click north-west (through the blocking tile) on a walkable
location. Quite rare but still here.
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This should really be fixed a different way, but until I find
the cause of the issue, this will have to hold.
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Themes can now control the colors they use. Colors in the Viewport (being
names, particles, etc) can still be changed by the user. Also make
ProgressBars more easily colored. DyePalette was made more flexible in the
process.
Also fixes comparing strings of different lengths insensitively.
Reviewed-by: Thorbjørn Lindeijer
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This reverts commit b1845e9e081df1fc77d9bcbed3ab95792d6ba682.
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Configuring in Setup / Players / Show gender.
Reviewed-by: Jared Adams <jaxad0127@gmail.com>
Signed-off-by: Thorbjørn Lindeijer <thorbjorn@lindeijer.nl>
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Conflicts:
src/being.cpp
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Reviewed-by: Jared Adams
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to Being.
This fixes some movement glitches under ManaServ and make the code much cleaner
even if it's not perfect enough yet.
First of all, many checks have been gathered in the Being::setDestination() calls.
Also, now all path nodes including destination are checked against surrounding
tiles to correct the path when necessary.
The LocalPlayer::nextTile() still needs to be reviewed and some checks are missing
but it's almost done :)
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Much code was moved from main() to the new Client::exec(). This new
event loop now integrates with the Game class, so that the tick counter
and framerate limiter apply universally.
The Client class is also responsible for some things that used to be
global variables.
Mantis-issue: ...
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Ownership of the charInfo global variable wasn't well defined. It was
being locked, unlocked and generally modified from a lot of places, and
somewhere in this mess it ended up crashing when switching servers.
Now the CharHandler instances, for eAthena and manaserv respectively,
own this list of characters. A new class, Net::Character wraps up the
slot index in combination with the player dummy. The list is passed on
to the CharSelectDialog each time it changes.
Both related and unrelated cleanups were made as well.
Reviewed-by: Jared Adams
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To use simply add something like: missile-particle="graphics/particles/arrow.particle.xml"
to the item's or monster's xml entry
This will only work on equipped weapons, and on specified monster attacks.
This patch also fixes a memory leak with target particles
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Just because something is the kind of calculation that seems to be
required does not mean it makes sense in general. Let's try to keep
things understandable.
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But I added some logs when speed and other actions where refused due to game/map
uninitialized. This could help.
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This is the First step to get rid of most hardcoded 32 values.
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No longer a dialog with an annoying progress bar (due to going back and
forth), but rather a progress indicator that integrates better with the
background.
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Also added the update copyright tool from the Wormux Team.
( And not forgetting credit's due. :P )
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Sounds a bit better.
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Finish support for server types in the server dialog.
Using the new server type function, strip out ifdefs, replacing them with if
blocks for later merging in smaller atomic commits.
Remove any remaining references to the support defs, including in build system.
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Many warnings removed.
Reviewed-by: Thorbjørn Lindeijer <thorbjorn@lindeijer.nl>
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Disabled by default.
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are enabled or not in a static member of class Particle instead of an instanced member of Being.
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I just discovered that the X,Y offsets aren't handled
the same way between eAthena and Manaserv to draw the player's character.
So, this patch hopefully fix the walk on water bug.
There are some glitches left:
- Like walking diagonally to a blocked corner.
- Or Some times the character miss a blocked tile and correct its route.
- The character's name is drawn in the wrong place for Manaserv client.
- The playerBox draws the player at the wrong location; He's not centered at login
and isn't diplayed at all in equipment window...
But anyway, it's better than before.
I'll go on for some polishing before continuing. Some cleanups
are becoming vital for code's understanding.
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The current code tells that the character must stop in the middle of a tile
when the tile to the north is blocking.
But even now with respecting this, the player is still on water. So, what to do?
Correct the water tile?
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