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Each Skin can point to a different palette, which can be used to tweak text
colors where necessary. For now there is no generic solution for this, instead
a number of locations have been adjusted to take the palette into account:
* ChatWindow sets its palette on the BrowserBox used in its tabs.
* Popup sets its palette on child widgets when they are added (covering
BrowserBox, Label and TextBox).
* ItemPopup now uses its palette when looking up colors.
The BrowserBox now retrieves its numbered text colors from the theme. Also
added OLDCHAT, AWAYCHAT and GLOBAL theme colors, with ##g, ##o and ##a to
choose these colors respectively.
Fixed ImageRect move constructor.
TextPreview class was cleaned up from unused functionality.
Being name colors are no longer different between the name shown on the being
and the name shown in the SpeechDialog.
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Sometimes I've used CamelCase and sometimes SNAKE_CASE for these values.
Since "enum class" values are always prefixed with the enum name, which
uses CamelCase, I find it more fitting to use it for the values as well.
Also fixes compilation on Windows where 'ERROR' was conflicting with a
define.
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* Displayed Being was deleting its SpeechBubble after the
WindowContainer had already deleted it. Resolved by registering a
DeathListener.
* On dialog deletion, the CharHandler had become a roaming pointer but
was still accessed.
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* Fixed ManaServ::EquipBackend removing all slots in response to
GPMSG_INVENTORY_FULL, rather than resetting them to empty.
* Fixed updating of buttons in InventoryWindow as relevant from the
ManaServ::InventoryHandler.
* Updated handling of equipment sprites in messages related to character
appearance (Manaserv now always sends all relevant equipment and as
such does not send removals).
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For now, PlayerHandler::attack just tries to trigger the "Strike"
ability.
Adjusted the AbilityDB to the removal of ability categories and the
addition of the useaction attribute
(mana/manaserv@81f126ae001b1446dc0be37341f133dca5ab2923)
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The main feature of the ParticleContainer seemed to be to provide
persistent access to particles, even though they are generally owned by
their parent particle. This allowed particles to be moved along with the
ActorSprite and to be killed explicitly when they were no longer wanted.
The ParticleHandle now takes care of disabling automatic deletion and of
killing the particle along with the handle. It allows the particle
references to be stored in whatever container is suitable, like a vector
for general ActorSprite particle effects, separate vectors for equipment
based particles and finally a map for status effect particles.
Moving the particles along with the ActorSprite does need to happen more
explicitly now, but overall it's a nice cleanup.
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Supporting these fields is necessary to correctly identify status
effects sent by tmwAthena.
This is a manual port of ac4e40a1408ad4d6fbcfce9d2bc6a0bc187ea5a4,
542d2ba78d84e0fa051e0620ccab5fb3a0c711e3 and
8800940bb4b94f6dab7dcf80bf0abc3e3b09e35f from M+.
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Since this stuff is only relevant for Being instances and not for
FloorItem instances.
Also removed the virtual getWidth/getHeight from Actor, since they were
not actually used.
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The GM command @class (alias @charclass) can be used by GMs to change
their character class (also referred to as job, race, base or species).
Changes of the class are now supported, even supporting switching
between appearing as player, monster or NPC.
Part of https://git.themanaworld.org/mana/mana/-/issues/92
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Specifying an unknown sprite or direction is reported as error and will
not cause any replacements. Specific item replacements are supported
also when not specifying the sprite.
Replacements do not affect particle effects.
Part of https://git.themanaworld.org/mana/mana/-/issues/92
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Thanks to https://github.com/cgmb/guardonce and a follow-up replace to
remove duplicated newlines at end of file:
find src -type f -name '*.h' -exec \
sed --in-place -e :a -e '/^\n*$/{$d;N;};/\n$/ba' {} \;
Source: https://unix.stackexchange.com/questions/81685/how-to-remove-multiple-newlines-at-eof
Fixes compile on macOS, which appears to have been due to the EVENT_H
include guard.
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* Removed `Actor::getNumberOfLayers`, since we really only cared about
whether they should be visible when behind other stuff.
* Removed `CompoundSprite::drawnWhenBehind`, since this property was
only relevant for actors.
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This change addresses the slight stutter and broken animation playback
when walking with the keyboard.
Once the end of the path has been reached but a movement key is still
held, the LocalPlayer now immediately calculates a new path rather than
waiting on the next logic update.
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There was a slight stutter in being movement, since each time a being
reached the next position along its path, it would only continue to the
following position with the next logic tick.
Now the logic has been adjusted to keep moving until all the time for
the current frame was used up, or the path was exhausted.
A slight stutter remains for keyboard movement, as well as broken walk
animation playback, since it will only set a new path once the current
one is finished (see e554d9b2be1ec2fcb15065ae70151302adeef602).
Also simplified some logic in Viewport::draw and removed some obsolete
code in LocalPlayer::startWalking.
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The logic update now uses Time::deltaTimeMs() where needed to make it
framerate-independent. This means there will no longer be multiple logic
calls per frame (as was usually the case with logic ticking at 100 fps
whereas the game would generally run at 60 fps).
At the same time, the game can be more precise at higher framerates and
should now run smoother at 144 Hz, for example. Previously the game would
sometimes skip logic ticks at that rate.
This change affects:
* Updating of animations
* Being movement speed
* More moving of manual time variables to Timer
Notoriously, the particle system still does 100 ticks/second.
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The Timer is efficient because it does not depend on incrementing a
counter to keep track of time, nor does it call SDL_GetTicks every time
its state is checked (this happens once per frame instead).
Along with global functions Time::absoluteTimeMs() and
Time::deltaTimeMs(), this replaces previous globals tick_time, cur_time
and get_elapsed_time().
For now, there is still a fixed 100 times per second logic call rate,
but the new Time::deltaTimeMs() function should allow getting rid of
this.
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The effect is also there when the equipment is dropped, because it uses
the same field as the floor item.
Removed unused ItemInfo::particle.
Based roughly on M+ commit 44e5d8bcb7fea443ca9ed3844454b11ac6e4dbed.
Closes #85
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The targetSelection attribute is supported on monsters and NPCs.
Also changed return value of Being::getInfo to indicate it can't return
nullptr.
(cherry picked from M+ commit dbc3b324a0c5dcb1a0ee29b289e71423a06e85fd)
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* Removed some unused includes
* Removed unused ListBox::mFont
* Removed wrong cast to SDL_Scancode
* Removed superfluous .c_str()
* Removed superfluous explicit std::string construction
* Removed unused variable
* Use more emplace_back
* Turned FindBeingFunctor into a lambda
* Avoid needless pointer references for ambient layers and use a vector
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* Use final for all message handlers, Client, LocalPlayer,
Being::getType, Being::setPosition and Being::setMap.
(avoids some warnings about virtual dispatch in constructors)
* Use auto in more places
* Use emplace_back instead of push_back in some places
* Use default member initializers
* Less else after return
* Removed superfluous .c_str()
* Removed type aliases that are only used once
* Removed more unused includes
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This change fixes hair style to take into account "race", which makes
the faces visible again. Hair colors should also be fixed now, with
partial support for itemcolors.xml added.
The Mana client now also supports per-character gender, and it now hides
the hair style and color buttons on character creation, when there are
none to choose from.
Closes #43
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To match support for this in M+, since TMW uses this functionality on
two of its NPCs.
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* Use default member initializers
* Use range-based loops
* Don't use 'else' after 'return'
* Removed some unused includes
* Construct empty strings with std::string() instead of ""
* Clear strings with .clear() instead of assigning ""
* Check whether strings are empty with .empty() instead of comparing to ""
* Removed redundant initializations
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* Removing unused includes
* Use member initialization
* Use range-based for loops
* Use nullptr
* Removed no longer used aliases
* Use override
* Don't use else after return
* Use '= delete' to remove implicit members
* Use std::string::empty instead of comparing to ""
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modernize-use-auto
modernize-use-nullptr
modernize-use-override
modernize-use-using
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The tmwa/BeingHandler was adjusting the effect id rather than the emote
id, causing it to not find the last emote (and the rest of the emotes
only worked correctly because the effect ids were consecutive in the same
order as the emote ids).
Furthermore, the EmoteShortcutContainer refused to draw the icon for the
last emote due to an off-by-one error in dealing with the 1-adjusted
emote ids used by the EmoteShortcut class.
Also cleaned up some old remains of a player ignore strategy that used
to use the two balloon emotes (this had been their original purpose).
Reviewed-by: Erik Schilling
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Made the player's character look at where it is going
even when using the keyboard, by setting its direction
after getting the actual destination, and not before.
I also used the lookAt() function to avoid yet another
custom way of setting the direction.
Reviewed-by: Erik Schilling
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- I made the charCreatedialog handle a possible
max permitted color Id and a minimum hair style id for tA.
- Added a foundation to later load the styles and colors from
the same file, to handle the Mana-issue #224 for manaserv.
- Support for non-contiguous hair color and style ids
has also been added.
- I also replaced the < and > arrow signs with images.
Reviewed-by: Ben Longbons, Thorbjørn Lindeijer
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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
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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.
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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.
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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.
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It already was, but now the the api is clear about it.
Client part of the mana issue: #363.
Reviewed-by: Bjorn.
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Resolves: Mana-Mantis #336.
Reviewed-by: Jaxad0127.
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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>
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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
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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.
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Reviewed-by: Yohann Ferreira
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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
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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.
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We're now using it when picking up items.
Also, de-overnested the Game::handleInput() function when
handling pickups.
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Makes it clear what kind of listener it is, since there are other
listener classes as well.
Acked-by: Jared Adams
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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
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Acked-by: Jared Adams
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- 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.
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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!
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Resolves: Mana-Mantis #265.
Trivial fix.
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Reviewed-by: Jared Adams
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