Age | Commit message (Collapse) | Author | Files | Lines |
|
|
|
Members that are implemented inline are already inline, there is no need
to mark them as such.
Made two inline members of OpenGLGraphics private since because they are
marked as inline, they can't be used from other classes.
Reviewed-by: Erik Schilling
|
|
This issue was much nastier than it first sounded.
The issue was happening when using a long weapon (like the scythe)
with the SDL backend.
The algorithm computing the sprite compound frames into one
would then update the sprite height to a high value
(127 in my case), leading to put the bubble too far away
from the player.
The algorithm not being in cause about the needed height,
I noticed that the simplest way to set a good Y position
of the text bubbles was to simply set a maximum.
A config option can be added later.
I also unified the way the position is computed in the being class.
+ Function description sentence removal requested by bjorn.
Resolves: Mana-Mantis #447.
Reviewed-by: bjorn.
|
|
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.
|
|
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.
|
|
It already was, but now the the api is clear about it.
Client part of the mana issue: #363.
Reviewed-by: Bjorn.
|
|
Resolves: Mana-Mantis #336.
Reviewed-by: Jaxad0127.
|
|
This required moving to C++0x, so it does that too, and fixes a few errors with
that.
Reviewed-by: Thorbjørn Lindeijer <thorbjorn@lindeijer.nl>
|
|
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
|
|
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.
|
|
Reviewed-by: Yohann Ferreira
|
|
|
|
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 is fixng many issues and (hopefully) will make the movement
rendering much smoother.
Merge branch 'master' of gitorious.org:~bertram/mana/mana-movement-code-merge
Conflicts:
src/being.cpp
src/net/manaserv/beinghandler.cpp
Resolves: TMW-Mantis #946.
Reviewed-by: Thorbjorn.
|
|
We're now using it when picking up items.
Also, de-overnested the Game::handleInput() function when
handling pickups.
|
|
Makes it clear what kind of listener it is, since there are other
listener classes as well.
Acked-by: Jared Adams
|
|
It's just an annoyance when it's only applied to a few classes. Either
we place everything in this namespace or nothing, and at the moment I
don't see any rationale for placing everything in a Mana namespace.
Acked-by: Jared Adams
|
|
Acked-by: Jared Adams
|
|
- Fixed bogus documentation.
- Fixed Vector parameters to const Vector& where releavant.
- Removed a false comment.
- Removed superfluous headers in src/net/tmwa/beinghandler.h.
- Optimize a bit the tmwa::beingHandler::getPixelsPerTickMoveSpeed()
function.
|
|
This was made in favour of the manaserv way of doing things.
I also added a way to keep the original server speed value
so the pixel value can be recomputed at each map change, as this
was necessary since the speed is given before the first map
is loaded.
The code is much more simpler now about movement handling,
and we can already see improvements on other characters
movements in The Mana World with this.
Everything can't be perfect the first time; here are bugs
identified so far:
- Monsters direction isn't updated on TmwAthena for obscure reasons.
- Remote players walking animation is sometimes reset on each steps.
- When changing map, the local player sometimes walks randomly
until the player reacts.
Stay tuned!
|
|
Resolves: Mana-Mantis #265.
Trivial fix.
|
|
Reviewed-by: Jared Adams
|
|
Reviewed-by: Freeyorp
|
|
Reviewed-by: Jared Adams
|
|
Conflicts:
src/being.cpp
src/client.cpp
src/commandhandler.cpp
src/gui/setup_video.cpp
src/gui/socialwindow.cpp
src/gui/viewport.cpp
src/gui/widgets/browserbox.cpp
src/gui/widgets/itemcontainer.cpp
src/imageparticle.cpp
src/localplayer.cpp
src/localplayer.h
src/map.cpp
src/net/tmwa/beinghandler.cpp
src/particle.cpp
src/particle.h
src/player.cpp
src/player.h
|
|
The Being and Player Chat events now have the precomuted permissions
for SPEECH_LOG and SPEECH_FLOAT. The Being class now acts on those
events to show speech (if SPEECH_FLOAT is present). ChatWindow now
checks for the SPEECH_LOG permission.
Reviewed-by: Freeyorp
|
|
Uses a state variable in PlayerInfo instead. Moves isTalking from Being
to PlayerInfo. Also some small cleanups.
Reviewed-by: Chuck Miller
|
|
The old behaviour was to load the weapon-type value and do many
unnecessary checks and transformation on it:
The weapon-type was transformed using hard-coded values into
an integer enum value.
The exact same thing was done on the opposite side in the animation
files before comparing the two.
As both data were string values, I simplified all of it by using
the value taken in items.xml to call the corresponding action.
This now also permit to set up new attack animation in items.xml
and in the playerset.xml without having the need
to modify the client code.
Last but not least, the weapon-type value was used by both the skills
and the actions and avoided the possibility to set up a definite action
for a weapon-type.
Note: The weapon-type parameter will become deprecated for the server
in favor of a 'skill' parameter to reflect more it's actual use.
This patch is the first step to fix Manasource issue: #157.
|
|
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
|
|
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.
|
|
Rename mWalkTime to mActionTime in Being and have Being manage death.
Reviewed-by: 4144
|
|
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
|
|
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
|
|
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
|
|
The Actor class manages the Map reference, position vector, and alpha float.
These are the common parts from it's children.
|
|
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
|
|
|
|
|
|
Reviewed-by: Jared Adams
|
|
Reviewed-by: Jared Adams
|
|
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 :)
|
|
This will help simplifying setDestination() calls.
No regression seen in both client.
|
|
|
|
|
|
|
|
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
|
|
This is the First step to get rid of most hardcoded 32 values.
|
|
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.
|
|
Also added the update copyright tool from the Wormux Team.
( And not forgetting credit's due. :P )
|
|
Sounds a bit better.
|