Age | Commit message (Collapse) | Author | Files | Lines |
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Also namespace both Player- and TradeHandlers
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Since we'll have three "InventoryHandler" classes, etc. this shows an
example of how we can compile with all of them at the same time using
namespaces. We'll have:
Net::InventoryHandler - the interface
EAthena::InventoryHandler - the eAthena implementation
TmwServ::InventoryHandler - the tmwserv implementation
Maybe we'll find a better way later, but for now this works. I'm not
convinced yet that using namespaces is better than just using longer
class names like EAthenaInventoryHandler.
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Initialization order, return values, unused variables, missing
enumerator.
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Also started temparary implementation of the Net::getXHandler() methods
and started using them.
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Also add ping to MapHandler and fill in eAthena's MapHandler's connect
method.
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* Removed superfluous 'virtual' keyword in *Handler implementations
* Renamed NPCHandler to NpcHandler
* Renamed InvyHandler to InventoryHandler
* Made all *Handler interface methods pure virtual
* Used forward declarations in net.h
* Renamed {start,end}Shoping to {start,end}Shopping
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Also expand aAthena's AdminHandler
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When confirming item add for trade, the inventory offset was not
substracted from the item index.
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Map, chat, and admin have been finished (to the degree they handle all
existing cases).
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Also cleanup some related #ifdefs in LocalPlayer.
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Party, skill, and trade handlers made for eAthena.
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eAthena NPC handler has been implemented and is being used for NPC
interraction.
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Also move the Monster type offset handling into the eAthena netcode.
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The draw() method of a widget isn't called when a widget is not visible.
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No need to complicate the item containers and inventory classes with a
silly offset used by the eAthena server.
Also fixed the logToStandardOut option by reading it from the config
after the configuration has been initialized.
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Now that messages can be sent without requiring a pointer to the
Network instance, a lot of cleanup was possible.
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Now the instance doesn't need to be passed into the MessageOut class
anymore. Expect a lot of cleanup in the next commit.
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NPCListDialog couldn't be opened because of infinite recursion, and it
and NPCTextDialog both had resize bugs.
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Conflicts:
src/beingmanager.cpp
src/gui/confirm_dialog.cpp
src/gui/inventorywindow.cpp
src/gui/inventorywindow.h
src/gui/label.cpp
src/gui/label.h
src/gui/popup.cpp
src/gui/popup.h
src/gui/scrollarea.cpp
src/gui/skin.cpp
src/gui/skin.h
src/gui/speechbubble.cpp
src/gui/window.cpp
src/gui/window.h
src/localplayer.h
src/main.cpp
src/net/ea/playerhandler.cpp
src/resources/ambientoverlay.h
src/resources/dye.cpp
src/resources/imagewriter.cpp
src/resources/itemdb.cpp
src/shopitem.cpp
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Fixed a faulty == statement that should have been an assignment and a
mismatched 'else' block.
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Also dynamically calculated the size of the array, so that you don't
have to count the messages manually. :P
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ChatTabs now manage their own adding/removal from the chat window, which
lost most of it's chat related messages. Whisper handling is stil done
by the ChatWindow, but it no longer manages any other tabs. ChannelTab
handling is now the sole responsability of the Channels they are
attached to. The general tab is handled by Game.
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Mostly unsigned/signed mismatches and an unused variable.
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Mostly putting & and * in the right place and making some getters const.
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Conflicts:
.mailmap
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Conflicts:
A lot of files.
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This merge involved major changes on both sides, and as such took
several weeks. Lots of things are expected to be broken now, however, we
now have a single code base to improve and extend, which can be compiled
to support either eAthena or tmwserv.
In the coming months, the plan is to work towards a client that supports
both eAthena and tmwserv, without needing to be recompiled.
Conflicts:
Everywhere!
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