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2024-01-26Apply C++11 fixitsThorbjørn Lindeijer1-14/+14
modernize-use-auto modernize-use-nullptr modernize-use-override modernize-use-using
2012-01-29Removed Sprite::getCurrentFrame and Sprite::getFrameCountThorbjørn Lindeijer1-14/+0
They are apparently no longer being used. Reviewed-by: Erik Schilling
2012-01-29Removed inheritance from std::vector by CompoundSpriteThorbjørn Lindeijer1-9/+11
In my opinion, the code is clearer when using aggregation. For performance it makes no difference. This also fixes a memory leak in CompountSprite::clear, which forgot to delete any existing sprites. Reviewed-by: Erik Schilling
2012-01-26Updated copyrights to 2012Thorbjørn Lindeijer1-1/+1
2011-09-02The draw order of particles is now Y - 16 pixels.unknown1-0/+2
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.
2011-06-23Made the being death sequence better handled.Yohann Ferreira1-0/+2
Now the death animation is set to the minimum of 1.5 seconds just as in the older versions, but permit longer sequences as well. I didn't put a maximum hard cap on it as it may be a burden for the maintainers whatever the hard cap would be, and as it isn't vital to set one anyway. Resolves: Mana-Mantis #364. Reviewed-by: bjorn, Jaxad0127.
2011-05-30Remove some uneeded offsettingJared Adams1-0/+3
Also fix position of being names. Reviewed-by: Bertram
2011-05-17Fix sprite buffering size issuesJared Adams1-2/+11
Reviewed-by: Yohann Ferreira
2010-07-29Changed the items loading to handle a new 'attack-action' parameter.Yohann Ferreira1-1/+1
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.
2010-06-09Remove hard-coded frame counts from Being classJared Adams1-0/+14
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
2010-05-20Buffer layered sprites under SDLJared Adams1-13/+37
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
2010-05-06Add support for floor item spritesJared Adams1-0/+67
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