Age | Commit message (Collapse) | Author | Files | Lines |
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This was accidentally broken in the SDL buffer commit.
Reviewed-by: Thorbjørn Lindeijer
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Conflicts:
src/beingmanager.cpp
src/beingmanager.h
src/client.cpp
src/localplayer.cpp
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Reviewed-by: Philipp Sehmisch
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Reviewed-by: Jaxad0127
(A few days ago...)
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This way, it's only set to the overlay alpha while drawing the overlay. Fixes
PlayerBox rendering.
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Reviewed-by: Jaxad0127
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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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Moves the parsing logic for the size strings into BeingInfo to
share the code.
Reviewed-by: Freeyorp
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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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Now draw image only in chat item popup.
Reviewed-by: Bertram
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This simplifies handling of target cursors, centralizing their logic into a
single class, instead of two. Also make them more flexible and move the image
files outside of the theme so servers can can control them and give them
better names.
Reviewed-by: Thorbjørn Lindeijer
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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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Signed-off-by: Jared Adams <jaxad0127@gmail.com>
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Signed-off-by: Thorbjørn Lindeijer <thorbjorn@lindeijer.nl>
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Only recognize the collision tile as colliding, since having everything
except the empty non-collision tile collide is confusing.
Should also be changed on the server and in the tmwAthena exporter of
Tiled.
Reviewed-by: Dennis Friis
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Reviewed-by: Thorbjørn Lindeijer
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Small code style changes.
Signed-off-by: Jared Adams <jaxad0127@gmail.com>
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Reviewed-by: Freeyorp
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Reviewed-by: Thorbjørn Lindeijer <thorbjorn@lindeijer.nl>
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Add option in players setup page.
Add command line option.
Signed-off-by: Jared Adams <jaxad0127@gmail.com>
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Reviewed-by: Freeyorp
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The invite and leave buttons are now only enabled when there are tabs. Also,
the code to handle them will do nothing if no tab is selected (backup
logic).
Reviewed-by: Chuck Miller
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A new stats.xml file is parsed for player stats for ManaServ. The old hardcoded
stats remain as backup.
Reviewed-by: Bertram
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Reviewed-by: Bertram
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Reviewed by: Jaxad0127
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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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Modifies BeingManager::findNearestLivingBeing() behaviour to exclude an
optional being from the search.
Signed-off-by: Thorbjørn Lindeijer <thorbjorn@lindeijer.nl>
Signed-off-by: Jared Adams <jaxad0127@gmail.com>
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Reviewed by Jaxad0127
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Reviewed-by: Bertram
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Add variable cur_time for current time.
Add command /away [text]
Reviewed by: Bertram
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See tmwAthena's skill.c lines 7628 and 7633.
Reviewed-by: Chuck Miller
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Latest two patches reviewed by Jaxad0127.
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accordingly.
This makes room for the actual eAthena protocol future inclusion.
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Reviewed-by: Bertram
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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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These are warps.
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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