Age | Commit message (Collapse) | Author | Files | Lines |
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Reviewed-by: Bjorn
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Reviewed-by: Bertram
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This is fixng many issues and (hopefully) will make the movement
rendering much smoother.
Merge branch 'master' of gitorious.org:~bertram/mana/mana-movement-code-merge
Conflicts:
src/being.cpp
src/net/manaserv/beinghandler.cpp
Resolves: TMW-Mantis #946.
Reviewed-by: Thorbjorn.
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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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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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I also precised the find/Pixel/Tile/Path() documentation.
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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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I made it so that the behaviour can be changed with only
a boolean setting in the playerhandler.
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This prevent some weird things happening in path finding when
playing for a very long time.
Reviewed-by: Thorbjorn.
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Reviewed-by: Bertram
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Conflicts:
data/graphics/CMakeLists.txt
data/graphics/Makefile.am
src/client.cpp
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Reviewed-by: Thorbjørn Lindeijer
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The Actor class manages the Map reference, position vector, and alpha float.
These are the common parts from it's children.
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It permits two things:
1. It simplifies and demystifies Being::SetDestination() code.
2. It will permit to show the *real* calulated path when using
the drawDebugPath feature for ManaServ.
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Fix Random crushes and valgrind memory errors.
Reviewed-by: thorbjorn
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particle effects. Reviewed-by: Jared Adams <jaxad0127@gmail.com>
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But I added some logs when speed and other actions where refused due to game/map
uninitialized. This could help.
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This is the First step to get rid of most hardcoded 32 values.
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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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Looks for "graphics/minimap/MAPID.png"
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Also remove some extra new lines and fix eAthena's PartyTab define guards.
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This mode hide big map objects and show collisions.
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just that they are drawn before the tiles instead of afterwards. Renamed overlays to foregrounds (but kept backward compatibility intact)
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second in TMWserv.
While I was on it, I tweaked the default speed value to its final 6 tiles per second value,
which seems to be nice to me.
Another notice, the server does already send speed value to the player.
The keyboard movement protocol is one step ahead Release Candidate, enjoy ;)
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This "optional action" specifies whether the server expects to get an
email address during registration. It is used now instead of having the
general handlers of eAthena and tmwserv set a pointer to an email
string on the GUI dialogs (to keep things understandable, the dependency
should preferably go one way).
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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.
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to map.
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Makes sure the player walks around other players and beings when
reasonably possible. This was meant to be based on the blockmask stuff,
but I half removed that a few months ago.
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Instead of shutting down, the client will now draw a gray background.
This allows the player to still contact a GM in order to be helped out
of the situation.
It also helps me warp out of the non-existing map I accidentally warped
myself onto. ;)
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need to poll the CPU for them, when they already can compensate for
missed clock ticks.
Signed-off-by: Tametomo <irarice@gmail.com>
Signed-off-by: Bjørn Lindeijer <bjorn@lindeijer.nl>
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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:
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
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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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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>
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Signed-off-by: Ira Rice <irarice@gmail.com>
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tad less performant than the intended solution but at least it is constantly so.
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This dates back to the old days of TMW, but the usage instructions of
GPLv2 don't mention this being necessary. Since it doesn't add anything,
avoid the branding in these sections.
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the function names should no longer be around.
Signed-off-by: Ira Rice <irarice@gmail.com>
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