Age | Commit message (Collapse) | Author | Files | Lines |
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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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This is a very old legacy option. Today its not very
useful because the logger had become quite verbose that
using it during run-time is not helpful.
Reviewed-By: Jared Adams
Reviewed-By: Freeyorp
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EventManager has been merged into Event, with some new convinience methods
added.
Reviewed-by: Chuck Miller
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Reviewed-by: Chuck Miller
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Uses counts in PlayerInfo instead.
Reviewed-by: Chuck Miller
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Uses a state variable in PlayerInfo instead. Moves isTalking from Being
to PlayerInfo. Also some small cleanups.
Reviewed-by: Chuck Miller
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Reviewed-By: Jared Adams
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Conflicts:
src/gui/itempopup.cpp
src/item.cpp
src/monster.cpp
src/net/manaserv/playerhandler.cpp
src/net/tmwa/partyhandler.cpp
src/npc.cpp
src/player.cpp
src/resources/itemdb.cpp
src/resources/monsterdb.cpp
src/resources/monsterinfo.cpp
src/resources/npcdb.cpp
src/resources/spritedef.cpp
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You'll have to include it anyways 99% of the time
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Also move the virtual destructors of the Net handler base classes to
the top of their method lists.
Reviewed-by: Chuck Miller
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Also cleanup PlayerInfo a bit.
Reviewed-by: Chuck Miller
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data/paths.xml configuration file.
Also added default gui theme path in branding and default wallpaper path
and file searched respectively in the branding and paths.xml files.
Hard-coded values are still used as fallbacks.
Resolves: Manasource Mantis #148.
Reviewed-by: jaxad0127.
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No need for two different classes to manage ActorSprites.
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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This simplifies handling of target cursors, centralizing their logic into a
single class, instead of two. Also make them more flexible and move the image
files outside of the theme so servers can can control them and give them
better names.
Reviewed-by: Thorbjørn Lindeijer
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This commit adds a sprite hierarchy (Sprite->ImageSprite,AnimatedSprite,CompundSprite;
CompoundSprite,Actor->ActorSprite;ActorSprite->Being,FloorItem) to collect common
functionailty into new base classes which will make other Mantis tickets easier to do.
Also allows monsters to use particle effects.
Reviewed-by: Bertram
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Add variable cur_time for current time.
Add command /away [text]
Reviewed by: Bertram
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Also do some cleanup that's been needed for a while.
Reviewed-by: Bertram
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The remaining instances can't easily or safely be changed as the classes
involved don't have type information like Being does.
Reviewed-by: Freeyorp
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This moves inventory/storage type into the Inventory class, having
size default to a call to the netcode to get the sive for the given
type.
Reviewed-by: Chuck Miller
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Reviewed-by: Chuck Miller
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This reverts commit 67e678094b9fddd21fb3c690130e772937ab2746.
Conflicts:
src/gui/gui.cpp
src/gui/viewport.cpp
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Reviewed-by: Chuck Miller
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Reviewed-by: Freeyorp
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Reviewed-by: http://pastebin.ca/1815165
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Reviewed-by: Jared Adams
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Signed-off-by: Jared Adams <jaxad0127@gmail.com>
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Fix talk request flood from keyboard.
Fix duplicate lines in NPC dialogs.
Signed-off-by: Jared Adams <jaxad0127@gmail.com>
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Also make storage under eAthena more flexible.
Reviewed-by: Dennis Friis
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Reviewed-by: Bernd Wachter
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Much code was moved from main() to the new Client::exec(). This new
event loop now integrates with the Game class, so that the tick counter
and framerate limiter apply universally.
The Client class is also responsible for some things that used to be
global variables.
Mantis-issue: ...
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game.
Signed-off-by: Tametomo <irarice@gmail.com>
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Signed-off-by: Tametomo <irarice@gmail.com>
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This change allows players to talk to multiple NPCs at a time (if the server agrees). Manaserv's netcode allows multiple commerce instances too. eAthena's is limited to one commerce instance, due to protocol limitations.
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necessary so long as you're at least getting 1-2 fps (which would
result in a typing speed between 60-120 wpm). Even then, you've got
more serious things to be thinking about at that point than if all of
your input is being tracked, and having it inside the clock time loop
just cuts performance for everyone else.
This loop should get removed altogether, but there are a few items left
in it at the moment which would need to get reworked first before it can
be eliminated. In cases where you can't accurately know where something
would be because it's random, we should just scale the random formulas
to take a more drastic adjustment to compensate for that lag.
Signed-off-by: Tametomo <irarice@gmail.com>
Manual-merge-by: Thorbjørn Lindeijer <thorbjorn@lindeijer.nl>
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Makes sense if we depend on SDL_gfx anyway, and it seems to do a better
job at it than the code we had.
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There was little point in keeping the Engine class separate. It wasn't
an engine at all, but only kept track of the currently active map, a job
more suitable for the Game class anyway.
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Finish support for server types in the server dialog.
Using the new server type function, strip out ifdefs, replacing them with if
blocks for later merging in smaller atomic commits.
Remove any remaining references to the support defs, including in build system.
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It now always works with pixels.
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Right click contextual menu on player "follow" entry
Cancel the following by moving with mouse or keys
Adds a special behavior for map changes
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Also remove some extra new lines and fix eAthena's PartyTab define guards.
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Moved remaining widgets into widgets folder, standardized include order, moved TextRenderer out.
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