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2009-08-16More merges and conflict resolvesPhilipp Sehmisch1-2/+8
2009-08-16Merged changes from last month with a commit I forgot to commit before I ↵Philipp Sehmisch1-121/+55
went on vacation.
2009-08-13Clean up Being and it's derivativesJared Adams1-2/+8
Move stuff only needed for Players into Player (like slots and sprite limits). Move name handling into Being (no need for three copies of this code). Clean up terminology (including Map terminology). Remove hair-related variables.
2009-08-01Fix a compile error under WindowsJared Adams1-2/+3
2009-07-22Fix updating the status window when money changesJared Adams1-2/+1
2009-07-20Fixed a bunch of compile errors/warningsThorbjørn Lindeijer1-3/+3
Please turn on -Wall, and if you don't notice your warnings, also turn on -Werror.
2009-07-19Merge StatusWindowsJared Adams1-26/+26
Also some other small merges
2009-07-15Merge and cleanup attribute codeJared Adams1-15/+2
2009-07-14Merge and cleanup more stuffJared Adams1-4/+1
2009-07-13Some item pickup cleaningJared Adams1-4/+8
Still need to find where to attach LocalPlayer::pickedUp for TMWServ.
2009-07-13Fix level experience messagesJared Adams1-4/+4
THe experience message queue is now a general queue for serial messages (ie: not messages like battle messages that should be done immediately).
2009-07-08Have both builds use the same SkillDialogJared Adams1-1/+6
2009-07-07Use tmw-skills.xml instead of hardcodingJared Adams1-50/+8
2009-07-06Merge some player statsJared Adams1-22/+2
2009-07-03Implemented display of spell recharge information from server in the magic ↵Philipp Sehmisch1-0/+14
gui (very, very hackish)
2009-05-18Added target combatDavid Athay1-3/+1
2009-05-14Fixed alpha to also apply to the main text of a text particleBjørn Lindeijer1-1/+2
It was only being applied to the outline and shadow. This improves the fadeout a little, but because the text is being rendered multiple times, it still looks strange.
2009-05-13Add GM notification handlingJared Adams1-0/+4
2009-05-12Fix up handling of GM statusJared Adams1-1/+1
2009-05-12Some small cleanups and fixed compile with tmwserv supportBjørn Lindeijer1-4/+1
2009-05-12Remove methods from LocalPlayer that just call NetJared Adams1-40/+2
And make a few others like that, and remove them too.
2009-05-12Makes ItemContainer use indexes for selected and highlighted items, rather ↵Chuck Miller1-5/+0
then Item pointers. As suggested by Bjorn
2009-05-06Remove more inventory handling support #ifdefsJared Adams1-2/+0
This also fixes some minor bugs and centralizes some logic.
2009-05-04Fixed seemingly random attacks from occuring once a target is put up.Tametomo1-2/+0
This was due to an uninitialized variable. Signed-off-by: Tametomo <irarice@gmail.com> Signed-off-by: Bjørn Lindeijer <bjorn@lindeijer.nl>
2009-05-03Added rotational particles, and added code to show arrows when a player ↵Chuck Miller1-1/+1
shoots them.
2009-04-20Drop current target on deathBjørn Lindeijer1-1/+2
2009-04-13Revert forced FPS limitBjørn Lindeijer1-2/+1
Don't force an FPS limit when people don't want it. Just default to limit on 60 fps instead, but do allow it to be disabled. This reverts part of commit 4b7755fcae0de15951c508ec034158007c8b6cf3.
2009-04-11Remove more support #ifdefsJared Adams1-9/+3
2009-04-06Moved many MessageOut constructions aroundBjørn Lindeijer1-3/+0
No real point in having these abstracted away twice. We're using network interfaces now instead of functions structured in namespaces.
2009-04-03Fill in TMWServ's TradeHandlerJared Adams1-2/+1
Also started temparary implementation of the Net::getXHandler() methods and started using them.
2009-04-01Make eAthena's inventory handlerJared Adams1-4/+0
Also cleanup some related #ifdefs in LocalPlayer.
2009-04-01Build eAthena's PlayerHandlerJared Adams1-1/+0
2009-03-29Fix up eAthena party handling some moreJared Adams1-0/+5
2009-03-28Clean up eAthena party handling a bit moreJared Adams1-4/+4
2009-03-27Moved the inventory and storage offset handling into netcodeBjørn Lindeijer1-4/+6
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.
2009-03-27Clean up of most of the Network pointersBjørn Lindeijer1-8/+0
Now that messages can be sent without requiring a pointer to the Network instance, a lot of cleanup was possible.
2009-03-27Fixed some positioning issuesBjørn Lindeijer1-6/+3
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.
2009-03-26Remove redundancy, fix variable names and other code cleanupsBjørn Lindeijer1-1/+1
2009-03-25Merge branch 'eathena/master'Bjørn Lindeijer1-16/+12
Conflicts: A lot of files.
2009-03-22Merged the tmwserv client with the eAthena clientBjørn Lindeijer1-10/+303
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!
2009-03-10Extended hit type handlingsniper1-4/+4
The client can now differentiate between the following hit types: - hit (normal) - critical (full attack) - multi (more than one hit at once, currently not used) - reflect (reflected damage, currently not used) - flee (dodging criticals) The Being's showCrit method is now merged into takeDamage. Being's takeDamage and handleAttack now both get the opponent, the amount of damage and the attack type as parameter.
2009-03-08Add an interface for eAthena's storage systemJared Adams1-4/+1
2009-03-06Got rid of Sint{8,16,32} and Uint32 for being IDBjørn Lindeijer1-2/+2
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.
2009-02-19Added a pickup notification as particle effect. Also make a ui option to ↵Majin Sniper1-0/+5
enable/disable this effect (default is off) and another option to disable the pickup notification in the chat log (default is on).
2009-02-16Don't arbitrarily unset player target on NPC deletionBjørn Lindeijer1-2/+6
When an NPC got deleted it would reset the player target. I'm assuming what was meant was to reset the target when the deleted NPC was the target.
2009-02-15Merge commit 'aethyra/master'Bjørn Lindeijer1-16/+7
Conflicts: CMakeLists.txt configure.ac data/help/header.txt packaging/windows/setup.nsi po/POTFILES.in src/being.cpp src/being.h src/game.cpp src/gui/color.cpp src/gui/color.h src/gui/equipmentwindow.h src/gui/popupmenu.cpp src/gui/recorder.cpp src/gui/setup_colors.h src/gui/setup_keyboard.cpp src/gui/setup_keyboard.h src/gui/skill.cpp src/gui/speechbubble.cpp src/gui/speechbubble.h src/gui/table.cpp src/keyboardconfig.cpp src/keyboardconfig.h src/localplayer.cpp src/main.cpp src/main.h src/map.cpp src/resources/colordb.cpp src/resources/colordb.h src/resources/emotedb.cpp src/resources/emotedb.h src/text.cpp src/text.h src/tmw.rc src/winver.h
2009-02-10Fixed header files, as well as removed the unused buddy list class (notIra Rice1-2/+3
useful since buddy lists are tracked through the player relation interface instead) Signed-off-by: Ira Rice <irarice@gmail.com>
2009-02-10Simplified target drawing so that it actually uses the SimpleAnimationIra Rice1-16/+7
that it creates when initializing the target cursors in the first place. This behavior was carried over in the first place from the Viewport class. Also moved target drawing responsibility from the map to the being being targeted in the first place. This allows for assuring that targets are always drawn below the sprite being targeted (which the previous solution was designed to do, but didn't do correctly). Signed-off-by: Ira Rice <irarice@gmail.com>
2009-02-09Merged with Aethyra master as of 2009-02-09Bjørn Lindeijer1-2/+8
Conflicts: A lot of files...
2009-02-09Merged with Aethyra master as of 2009-01-27Bjørn Lindeijer1-5/+63
Conflicts: Almost everywhere.