Age | Commit message (Collapse) | Author | Files | Lines |
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- Removed unnecessary comments
- Removed a useless contains() check in getTileCenter()
- Fix the above function documentation
- Don't permit FloorItem to be created without a map object.
Reviewed-by: Thorbjorn Lindeijer.
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Reviewd-by: Thorbjorn
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The thanks messages got removed, because they are useless and when
selling many items they completely trashed the chat.
The pick-up information for money now respects the configuration.
Reviewed-by: thorbjorn
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I have to admit I contributed a large part of these. Sorry for that.
Less empty space, more attention to the code.
Acked-by: Jared Adams
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Makes it clear what kind of listener it is, since there are other
listener classes as well.
Acked-by: Jared Adams
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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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How to reproduce the bug:
* Delete a character.
* Create a new character in another slot.
* Now the deleted character reappears.
Also fixing handling of error messages from character select response.
This resolves http://bugs.manasource.org/view.php?id=322
Reviewed-by: Jaxad0127, VUT
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The position is centered to the nearest tile center in tA.
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and made use of it through the tA code.
I also remove the obsolete TODO in the flooritem class.
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- Removed another bogus comment.
- Made functions used only in the tA::beinghandler static.
- Don't init the destination to an irrelevant value
in being::setDestination()
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- Fixed bogus documentation.
- Fixed Vector parameters to const Vector& where releavant.
- Removed a false comment.
- Removed superfluous headers in src/net/tmwa/beinghandler.h.
- Optimize a bit the tmwa::beingHandler::getPixelsPerTickMoveSpeed()
function.
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Also made the destination equal to the desired position
in that case since it's what the tA server expects.
This fixes monsters going to strange destinations while fighting
them, and makes it all much smoother.
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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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This avoids code duplication.
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I made it so that the behaviour can be changed with only
a boolean setting in the playerhandler.
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by removing a now useless reset in the beinghandler.
Also added checks for flawed directions.
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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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Also fixed again a condition in Being::logic().
I'll beautify the code in tmwAthena:Beinghandler once everything
will be working better.
Note: I also suspect current clients to flood the server with
keyboard messages, hence blocking the animation when they are remote.
I'll need to test that with someone having the same client than here..
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Also removed dead code.
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The screen can either be "nudged" in a random direction with a specific
intensity or you can define an exact x and y intensity, decay factor and
duration. On a tmwAthena server an effect is triggered when the player
character dies. A method for stopping all shake effects is also
implemented, but not used yet. I added a netcode message for Manaserv to
trigger an effect server-sided. Because our protocol has currently no way
to transport floating point values, the decay is transported as a fixed
point value with 4 decimals which is entirely sufficient for this purpose.
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This fix the following bug:
When changing map, the local player sometimes walks randomly
until the player reacts.
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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, Thorbjorn
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Reviewed-by: Jaxad0127
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Also added an error message should a server ever need another protocol.
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Conflicts:
po/de.po
src/game.cpp
src/resources/wallpaper.cpp
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Only using cmake conditions and an ifdef. This will greatly help
packaging the mana 0.5 version on other distros.
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Yeah, I know Jaxad, we're not releasing but as agreed with
Thorbjorn, the protocol is incompatible even when moving, so
better get rid of old clients early.
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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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This follows the changes made on the server.
Reviewed-by: Jaxad.
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This fix the change dir (with alt key), attacks directions,
and the direction of a being standing when you come in its range.
Reviewed-by: Jaxad.
Resolves: Mana-mantis #257
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Conflicts:
po/es.po
po/fr.po
src/net/tmwa/adminhandler.cpp
update-creator.sh
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Trivial.
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Could happen sometimes for GMs when the message is received either
before the player instance is created or after it was destroyed.
Also changed to a dynamic_cast, putting a little less trust in the
server.
Reviewed-by: Freeyorp
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I'll sync the two files as for the new enums in a separate commit.
Trivial fix.
Resolves: Mana-mantis #278.
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Reviewed-by: Crush.
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Was happening when logging to the dev manaserv server
and then to TMW-eA.
The client is still crashing after selecting the characters after
relogging but that's not introduced with this patch anyway.
Reviewed-by: Crush.
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Trivial fix.
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I turned the CharacterEntries into a vector.
As for now, it's basically working but I discovered bugs about
slots handling mainly for Manaserv that were already present
before that patch.
Hence, there are three remaining issues:
- Under ManaServ, the character's slots numbers aren't handled
when loading the characters but used when sending selection
or deletion attempts.
For instance, if you delete the character at slot 1, you won't
be able to select or delete characters at slots 2 and 3,
since the server believes that the characters are now in slots 1 and 2,
even thought the client still displays them at the former slots.
- Also under manaserv, you won't be able to create a character at slot 1
and 3, the server will automatically add the new one to the next slot,
which is not corresponding to where you clicked to the 'Create' button.
I propose to make Manaserv send again the character slots numbers
and store them in database since we used them in creation,
selection, and deletion attempts. It would make more sense IMHO.
- The last remaining issue found is that when switching between different
servers, the loginData don't get cleaned up, make the characterSelect dialog
look crazy when the number of slots is different between two servers.
If this one is accepted, my next patch will make the logindata be cleaned up
between each login attempts (as for the slot number, and maybe other sensible
data) and the next ones will readd character slot handling server
and client side.
Reviewed-by: Jaxad0127.
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This permit not to be stuck at character deletion
when something goes wrong.
Trivial fix.
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Resolves: Mana-Mantis #265.
Trivial fix.
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Instead of using events to invoke netcode,
invoke netcode directly and have it send events
Reviewed-by: Freeyorp
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Reviewed-by: Freeyorp
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