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This was an annoyance in long lasting battles.
Resolves: Mana-Mantis #445.
Rewiewed-by: Ablu, bjorn
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Reviewed-by: Ablu
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Conflicts:
src/localplayer.cpp
src/net/manaserv/beinghandler.cpp
src/net/manaserv/charhandler.cpp
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This used to have an associated issue
but I just can't find it anymore.
Reviewed-by: Thorbjorn.
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This also happened when trying to reach a monster.
I didn't fix the pick up once the destination is reached
as the fix will be a little more complex.
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This used to have an issue but i just can't find it anymore.
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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.
Reviewed-by: o11c.
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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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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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- Made the map teleport distance fixed for manaserv.
- Small cleanups.
The branch is considered reviewed by: Cody.
Resolves Mana-Mantis: #74.
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Every files has been checked against the hard coded
32 values except the map.cpp file.
I also added convenience functions in the Game class,
centralized the default item icon size, and removed two
unused defines in being.cpp.
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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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Particles were being drawn with wrong positions due to their Z coordinate
being taken into account when sorting actors. Z is now only taken into account
when drawing them.
Reviewed-by: Bertram
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Currently, we actually receive the local player attack speed
in milliseconds for tA.
Yet, we don't support receiving the attack speed for other beings,
so the old behaviour will remain for them until someone adds that.
As for Manaserv, we're only using the default speed atm.
Most urgent part of mana-mantis: #343.
Reviewed-by: Thorbjorn.
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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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The new destination wasn't sent correctly since the destination
was centered but checked pixel exact afterward.
Now the destination check has been adapted for tile-wise
implementation, leading to an almost desync free movement.
Hurray!
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1 action per second was annoyingly slow.
Reviewed-by: Thorbjørn Lindeijer
Reviewed-by: Yohann Ferreira
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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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Acked-by: Jared Adams
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The character picks up one item at a time (to remain kinda realistic)
and turns to the item picked up.
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The attack range is still hardcoded for Manaserv as long
as generic equipment handling hasn't been implemented.
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The attack range is always the default for manaserv, as proper
equipment handling is to be added.
Anyway, now the proper attack range is handled in tmwAthena
and is always set a proper minimum for both protocols.
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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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Translation file updates ignored.
Conflicts:
src/client.cpp
src/commandhandler.cpp
src/gui/popupmenu.cpp
src/localplayer.cpp
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Reviewed-by: Jaxad0127
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This will greatly help into upgrading the need of
each protocol separately.
This is the first step to a new item and equipment system for manaserv.
A subclassing of the EquipmentWindow will be done in the next commit,
as requested by Thorbjorn.
Reviewed-by: Thorbjorn.
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I had to let the keyboard path not be resend when the player
released the movement keys and work on conditions
used to update the beings direction to avoid conflicts.
Resolves: Mana-mantis #154.
Reviewed-by: Thorbjorn.
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This reverts commit 3d6a2d9c80a969c3613f567dd7029e75ef59b5cb.
I've by that readded the AFK system on master. Please, remove it
when we've got a proper replacement.
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Resolves: Mana-Mantis #265.
Trivial fix.
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Reviewed-by: Jared Adams
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Reviewed-by: Freeyorp
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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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Since the tile coordinates are already avaible the
calculation is not needed. Furthermore this avoids
the correction of the tile, which was needed because
the pixel coordinates are meant as coordinates for
drawing the being.
This resolves http://bugs.manasource.org/view.php?id=249
Reviewed-by: Thorbjorn
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As an upcoming feature the TMW-Athena server sends IP addresses or
IP hashes to game masters. The current client freezes if it receives
such a packet, therefor the game masters need to use a new client before
the server can use it. Normal players are not affected, because they
do not get this packet.
Showing the IP is optional and can be enable with the chat command
"/showip 1". The IP is then shown behind the players name.
Reviewed-by: Bertram
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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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If the player wanted to pick up an item one tile up,
then he moved to that tile before he picked it up.
The same fix is already used in Game::handleInput() for KEY_PICKUP.
TODO: Understand why the position is wrong. As a reminder I made a
mantis ticket: http://bugs.manasource.org/view.php?id=249
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Reviewed-by: Jaxad0127
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This would be if it was handled by a addon later.
Reviewed-By: Freeyorp < Freeyorp101@hotmail.com >
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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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Most of Net::InventoryHandler is now done through events. The
ActorSpriteManager was also replaced by events. A few odds and
ends were taken care of too.
Reviewed-by: Bertram
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EventManager has been merged into Event, with some new convinience methods
added.
Reviewed-by: Chuck Miller
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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
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Reviewed-by: Yohann Ferreira
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Reviewed-by: Freeyorp
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