Age | Commit message (Collapse) | Author | Files | Lines |
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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 fix possible memory corruption.
Signed-off-by: Jared Adams <jaxad0127@gmail.com>
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Conflicts:
src/beingmanager.cpp
src/beingmanager.h
src/client.cpp
src/localplayer.cpp
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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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Modifies BeingManager::findNearestLivingBeing() behaviour to exclude an
optional being from the search.
Signed-off-by: Thorbjørn Lindeijer <thorbjorn@lindeijer.nl>
Signed-off-by: Jared Adams <jaxad0127@gmail.com>
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Clear the Viewport's hover being when it gets removed and make sure
LocalPlayer's target pointer get's cleared.
Reviewed-by: Freeyorp
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Configuring in Setup / Players / Show gender.
Reviewed-by: Jared Adams <jaxad0127@gmail.com>
Signed-off-by: Thorbjørn Lindeijer <thorbjorn@lindeijer.nl>
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Also added the update copyright tool from the Wormux Team.
( And not forgetting credit's due. :P )
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Many warnings removed.
Reviewed-by: Thorbjørn Lindeijer <thorbjorn@lindeijer.nl>
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It now always works with pixels.
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~Being does this too, so let's leave it there.
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Also move the Monster type offset handling into the eAthena netcode.
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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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Started with not being able to click NPCs properly, and I ended up
correcting the draw positions of overhead text, targets and sprite
ordering.
It's now a bit more straight-forward. The position of a being is simply
in the middle of the sprite at the bottom. When drawing the sprite, an
offset remains because all the sprites are compensating for getting
drawn half a tile to the left and one tile up.
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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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Mostly putting & and * in the right place and making some getters const.
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Conflicts:
A lot of files.
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Also fix several instances where the same net handler was being used for
both servers, and a few other related oddities.
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overridden after map_path, so the saved map path needs to get saved
before that.
Signed-off-by: Ira Rice <irarice@gmail.com>
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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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Conflicts:
src/being.cpp
src/being.h
src/floor_item.cpp
src/floor_item.h
src/flooritemmanager.cpp
src/gui/inventorywindow.cpp
src/gui/inventorywindow.h
src/gui/itemcontainer.cpp
src/gui/popupmenu.cpp
src/net/beinghandler.cpp
src/npc.cpp
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as some other optimizations that I could see that cut down on some
unneeded redraws, which in turn improved frame rates slightly.
Signed-off-by: Ira Rice <irarice@gmail.com>
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Using unsigned rarely makes sense, especially when the server doesn't
use it either. Other uses of unsigned should be reviewed.
In all other cases, int is the fastest integer type on any architecture.
Using 8 or 16 bits can basically only be a memory optimization.
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Using unsigned rarely makes sense, especially when the server doesn't
use it either. Other uses of unsigned should be reviewed.
In all other cases, int is the fastest integer type on any architecture.
Using 8 or 16 bits can basically only be a memory optimization.
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Conflicts:
data/graphics/images/login_wallpaper.png
src/being.cpp
src/beingmanager.cpp
src/engine.cpp
src/game.cpp
src/gui/buysell.cpp
src/gui/buysell.h
src/gui/gui.h
src/gui/npc_text.cpp
src/gui/npc_text.h
src/gui/npcintegerdialog.cpp
src/gui/npclistdialog.cpp
src/gui/npclistdialog.h
src/gui/npcstringdialog.cpp
src/gui/sell.cpp
src/gui/shop.cpp
src/gui/table.cpp
src/net/beinghandler.cpp
src/net/npchandler.cpp
src/net/playerhandler.cpp
src/npc.cpp
src/npc.h
src/shopitem.cpp
src/shopitem.h
src/utils/stringutils.cpp
src/utils/stringutils.h
src/utils/trim.h
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Signed-off-by: Ira Rice <irarice@gmail.com>
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server. TODO: Make this externally configurable, so that specific
servers can specify what they use specific sprite IDs for, as well as
specifying good defaults as well, in case that configuration file isn't
found.
Signed-off-by: Ira Rice <irarice@gmail.com>
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Loosely based on TMW commit f04a8713ffc83db8b3dc4a472b28aad25a2b2bd1
Signed-off-by: Ira Rice <irarice@gmail.com>
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The Being ID is used instead, as that is all that was ever really
needed.
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useful since buddy lists are tracked through the player relation
interface instead)
Signed-off-by: Ira Rice <irarice@gmail.com>
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Conflicts:
Almost everywhere.
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Signed-off-by: Ira Rice <irarice@gmail.com>
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