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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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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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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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Less code to achieve the same thing (strong type and namespaced values).
The permissions related values have been moved to a PlayerPermissions
struct, which is also a bit less confusing.
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Previously only the local player's weapon "strike" sound would play,
regardless of hit or miss. Now the sound is played in response to the
SMSG_BEING_ACTION message, so it can be played for all players.
Also added alias "miss", which is used by TMW in some places.
Finally, when no weapon is equipped, it falls back to the sounds defined
on the racesprite item (fixes punch sound on TMW).
Closes #68
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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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* 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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Previous code was assuming there would be no gaps in the emote IDs.
Also cleaned up some confusion where the "emote ID" being passed around
in the code was often offset by 1. Now it is only offset in
communication with tmwAthena and when saving the shortcuts.
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* The code defining the message IDs and sizes are now generated by the
tools/protocol.py script in the tmwAthena repository.
* Reduced client version from 20 to 6, because that is currently the
minimum supported version, and any adjustments needed for later likely
still need to be made.
* Removed use of no longer handled messages:
- CMSG_SKILL_USE_BEING
- CMSG_SKILL_USE_POSITION
- CMSG_SKILL_USE_MAP
- SMSG_PARTY_MOVE
- CMSG_WHO_REQUEST
- SMSG_WHO_ANSWER
- SMSG_MVP
- SMSG_BEING_MOVE2
- SMSG_BEING_CHANGE_LOOKS
* Some messages were renamed to match the server side
- CMSG_PLAYER_ATTACK -> CMSG_PLAYER_CHANGE_ACT
- CMSG_PLAYER_RESTART -> CMSG_PLAYER_REBOOT
- SMSG_ADMIN_IP -> SMSG_BEING_IP_RESPONSE
Part of addressing issues #55 and #47, which we now know are about
handling SMSG_PLAYER_HP and SMSG_NPC_COMMAND respectively. The client
will now ignore them (with a warning) instead of crash.
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modernize-use-auto
modernize-use-nullptr
modernize-use-override
modernize-use-using
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The delayed actor deletion was meant to be used during the logic calls,
to avoid modifying the container while it is being iterated. The
deletions happening from the network layer are not done while iterating
the set of actors, so it can delete immediately.
This fixes an issue where an NPC would disappear when changing
appearance on tmwAthena, because this was implemented as a remove + add,
which broke due to the delayed deletion.
Mantis-issue: 507
Reviewed-by: Jared Adams
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There wasn't a whole lot gained by sharing a common base class, and it makes
extending the manaserv Message{In,Out} classes with a debugging mode
unnecessarily complicated.
Reviewed-by: Yohann Ferreira
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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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- 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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The tA beingmanager was wrongly using the attack type
in the Being::handleAttack() function,
which is in fact used to set the attack id.
Thus, breaking the attack id given
and all its attack parameters.
I noticed that while updating the client data for TMW.
Reviewed-by: Thorbjørn Lindeijer
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This will ease the reading of the next patch about hair handling
at character creation time in tAthena.
As requested by bjorn.
Reviewed-by: bjorn
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Reviewed-by: Ablu
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Part of issue #343.
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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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and made use of it through the tA code.
I also remove the obsolete TODO in the flooritem class.
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- Removed another bogus comment.
- Made functions used only in the tA::beinghandler static.
- Don't init the destination to an irrelevant value
in being::setDestination()
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Also made the destination equal to the desired position
in that case since it's what the tA server expects.
This fixes monsters going to strange destinations while fighting
them, and makes it all much smoother.
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This avoids code duplication.
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by removing a now useless reset in the beinghandler.
Also added checks for flawed directions.
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Also fixed again a condition in Being::logic().
I'll beautify the code in tmwAthena:Beinghandler once everything
will be working better.
Note: I also suspect current clients to flood the server with
keyboard messages, hence blocking the animation when they are remote.
I'll need to test that with someone having the same client than here..
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Also removed dead code.
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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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Reviewed-by: Jared Adams
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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
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Removed due to unresolved social issues.
In master it had been already removed by Kage in
commit 89f192b9039f9c000515f0a12f4bb9fb55c4691c.
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The implamentation is poor, and this is something that
would be better handled by the addon engine later down
the road.
Reviewed-By: Freeyorp < Freeyorp101@hotmail.com >
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Conflicts:
src/actorspritemanager.h
src/beingmanager.cpp
src/game.cpp
src/gui/beingpopup.cpp
src/gui/chat.cpp
src/gui/chat.h
src/gui/inventorywindow.h
src/gui/itempopup.cpp
src/gui/socialwindow.cpp
src/gui/statuswindow.cpp
src/gui/widgets/chattab.cpp
src/gui/widgets/chattab.h
src/net/tmwa/inventoryhandler.cpp
src/net/tmwa/partyhandler.cpp
src/party.cpp
src/sound.cpp
src/utils/stringutils.cpp
src/utils/stringutils.h
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This log message shows up in mana.log: "Unhandled packet: 7c".
Later, the client will have to actually take care of it, though.
Reviewed-by: Bertram, jaxad0127.
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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.
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Reviewed-by: Chuck Miller
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No need for two different classes to manage ActorSprites.
Reviewed-by: Chuck Miller
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Rename mWalkTime to mActionTime in Being and have Being manage death.
Reviewed-by: 4144
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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
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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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accordingly.
This makes room for the actual eAthena protocol future inclusion.
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