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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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No longer supported by manaserv and not supported by tmwAthena.
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When switching between tmwAthena and Manaserv the GeneralHandler was not
getting deleted, resulting in crashes later on when the still around
instance (or one of its child handlers) would try to respond to events
it was listening to.
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This extends the messages regarding abilities, replacing the specific
"attack" messages. It also unifies attribute handling, with a generic
system replacing specific variables for attributes like level, xp and
skills.
The inventory and equipment handling was adjusted such that equipped
items stay in the inventory.
Support for quest states was added.
Added:
* GPMSG_ABILITY_REMOVED
(mana/manaserv@e3fcc1a47db312933a0f5b7e725c5779a1a45722)
* GPMSG_ABILITY_COOLDOWN
(mana/manaserv@c2f00b2f3ba920cb25333d19a1d37d251342caf8)
* GPMSG_BEING_ABILITY_POINT
* GPMSG_BEING_ABILITY_BEING
(mana/manaserv@2f2393b6d190deb8958fcb806b58418508d25e28)
* GPMSG_ATTRIBUTE_POINTS_STATUS
(mana/manaserv@1e5a15c0a5e24fb4b358fff75a7082d65496e1f9)
* PGMSG_USE_ABILITY_ON_DIRECTION
(mana/manaserv@05fc955a3f8a03539088fa7569395434e29d90e8)
* GPMSG_BEING_ABILITY_DIRECTION
(mana/manaserv@54389afd7ba9fecf0761333185145e968e2453ae)
* GPMSG_QUESTLOG_STATUS
(mana/manaserv@66a98a3a0df795761328d62ef2ad07f81e383f9e)
Removed:
* PGMSG_ATTACK
* GPMSG_BEING_ATTACK
(mana/manaserv@f31277b327df701361391b1d4b8bd6f89f4e3109)
* GPMSG_PLAYER_EXP_CHANGE
* GPMSG_LEVELUP
* GPMSG_LEVEL_PROGRESS
(mana/manaserv@44ee071d7ece5a2023f79307f36e8a244c9e7b3a)
Changed:
* GPMSG_ABILITY_STATUS
(mana/manaserv@ba573fcc38580a01985172b9bc864c97ce855af3)
* GPMSG_BEING_LOOKS_CHANGE
(mana/manaserv@8ddda85d923a528c7497a628d2fe10fc40b80a1f)
* APMSG_CHAR_INFO
(mana/manaserv@4f5053f463fd8da0de1615ca6b0f212f02f3d653)
* APMSG_CHAR_CREATE_RESPONSE
(mana/manaserv@1263c729d85df649c7ab59726bddad7c8cd7ae81)
* GPMSG_NPC_BUYSELL_RESPONSE
(mana/manaserv@336ce321a9b996e56a61a5364bb32124efa84dd9)
Equipment changes (mana/manaserv@f712d68495dd8e040c32da3b1c85bcb7845543ec):
* Changed GPMSG_INVENTORY_FULL, GPMSG_EQUIP
* Removed PGMSG_MOVE_ITEM
* Added GPMSG_EQUIP_RESPONSE, GPMSG_UNEQUIP_RESPONSE, GPMSG_UNEQUIP
While this change deals with some of the protocol changes, there's still
many changes required in the UI regarding using of abilities (including
attacking), showing of certain attributes and quest log.
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To match mana/manaserv@9ff69160ea1c3c64ea7012cd70a3b50ff4373264.
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* Moved the memory buffer and mutex handling into the Download class to
simplify the code updating the UI in ServerDialog and UpdaterWindow.
* Replaced the "DownloadUpdate" callback function with simply polling
Download::getState, since in the end polling was happening anyway.
This changes also fixes handling of the Enter key while downloading
updates, which no longer cancels the update process. Also, when pressing
Escape while things are being downloaded, the first press cancels and
only the second press goes back to login.
Introduced a ThreadSafe template class, which wraps any type and makes
it only accessible by calling lock(). This ensures the data is never
accessed without locking the relevant mutex.
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* ActorSpriteManager failed to delete its AutoCompleteLister instances.
* CharCreateDialog was relying on ~Window to delete its child widgets,
but it wasn't always adding all its widgets, so some failed to get
deleted. Now it only creates the widgets it needs.
* SkillDialog didn't delete its SkillModels.
* PlayerList didn't delete its player Avatar instances.
* Fixed deletion of the EffectManager.
Leaks located using AddressSanitizer.
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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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This appears to have been a regression in
f405849b49614254f42eb3ee6147434458978623, which for some reason erased
the port (and any trailing parts) from not just the update directory but
also from the update URL.
Unfortunately we can't access Mana-Mantis #381 at the moment, but
presumably the port was removed due to the colon being a problematic
character. Instead, now the colon (and other special characters) are
replaced by _ when determining the update directory.
Closes https://git.themanaworld.org/mana/mana/-/issues/80
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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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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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This makes accessing the config values much faster, since it no longer
needs to do a lookup nor string conversion, which means we could remove
some needless copying of the values.
Overall it makes it easier to find out where settings are used and it
puts the defaults along with the declaration.
Options with default values are no longer saved to the config file. This
does not include unrecognized options, which are kept around to provide
some compatibility with older clients.
While most basic options have kept the same name, more complicated
settings like window geometry, shortcuts, outfits, etc. now have their
own XML elements. Older clients will ignore these and erase them when
saving the configuration.
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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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Seems to be no point in using a macro here.
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Mostly adjustments based on feedback from the Finnish translator.
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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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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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For new characters (and in general, when logging in with a character
that had nothing equipped), the equipment backend wasn't being
initialized. This resulted in the equipment not being visible in the
Equipment window.
Fixes #83
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Nobody cared for the events that were emitted when NPC related network
messages had been sent.
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The online list refreshes every 18 seconds, which matches ManaVerse
behavior. It's not ideal, but to improve this would mean diving into
TMWA.
The client version was bumped to 8 to get a SMSG_ONLINE_LIST reply.
Further changes needed related to the client version are tracked by #71.
This also changes the TabbedArea to take into account the frame size for
its tab widgets, to make sure those frames are not clipped by the
TabbedArea widget (as happened in the Social window).
The horizontal scroll bar is now disabled in all social tabs, with the
vertical one appearing only when necessary.
Closes #61
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These are server chat messages triggered from scripts. In TMW this
appears to be used only by the magic system. Added in client protocol
version 5 (see issue #71).
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Since for tmwAthena we're writing messages directly into the output
buffer, the MessageOut implementation does not need any members.
Also used SDL_SwapLE16 and SDL_SwapLE32 for convenience.
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* Use default member initializers
* Use range-based for loops
* Avoid needless pointer references for ShopItem::mDuplicates
* Removed type aliases that are only used once or twice
* Removed more unused includes
* Removed some unused functions
* Removed superfluous .c_str()
* Rely on default copy and assignment operators for Vector class
* Use std::unique_ptr in some places
* Removed duplicated mPlayerMoney updating in SellDialog
* Removed duplicated Game::handleInput call
* Removed unused SDLInput::mMouseInWindow
* Removed remnant of manual widget positioning in HelpWindow
* Removed superfluous initialization of static pointers
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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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This only adds support for the NPC_CLOSE_DIALOG and
NPC_CLEAR_DIALOG sub-commands.
Closes #47
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* Fixed duplication of player name in chat
Closes #49
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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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It happened to me a few times. Needs checking whether we could instead
make sure we always have a Game instance when receiving this message,
because this way a map mask might get ignored.
Or maybe the map mask just needs to be stored elsewhere.
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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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This stuff was removed from tmwAthena, so it will never be supported.
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* Removed /announce command
* Changed "Kick player" in player pop-up to kick by name
Other messages, like CMSG_ADMIN_HIDE, CMSG_ADMIN_MUTE and
CMSG_ADMIN_LOCAL_ANNOUNCE were already not used by the client. Also,
none of this was implemented for Manaserv.
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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-loop-convert
modernize-deprecated-headers
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A custom "Mask" property on a layer or a "foregroundXmask" property on a
map can now be used in combination with the SMSG_MAP_MASK to dynamically
disable certain map layers from the server.
Feature previously seen on ManaPlus and implemented for Mana client for
compatibility.
Also added a ResourceRef class for automating the Resource reference
counting.
Closes #44
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modernize-use-auto
modernize-use-nullptr
modernize-use-override
modernize-use-using
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This option was added in ManaPlus and support for it is required to
connect to The Mana World as it is currently set up, since the server
sends 127.0.0.1 for the character server and map server IP.
Can't play yet, because of an unknown packet 0x226 being received once
connecting to the map server.
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It is unclear whether there are any protocol differences that should be
dealt with at this point, but without this the login fails with "Client
too old." error.
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* Fixed compiler errors due to dynamic exception specifications
* Replace std::auto_ptr with std::unique_ptr
* Replace std::mem_fun with std::mem_fn
* Prefix for_each with std:: (apparently not needed before)
* Just use lambda instead of std::bind2nd
* Removed usages of std::unary_function
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The CMSG_NPC_STR_RESPONSE packet transmits a string
of variable length.
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