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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Trivial fixes.
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Reviewed-by: Freeyorp
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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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Please note that I didn't turned all the getValue() call into new ones,
simply because I have to have config object initiated which is not
forcefully the case the branding file.
Resolves: Manasource Mantis #170.
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Reviewed-by: Bertram
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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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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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accordingly.
This makes room for the actual eAthena protocol future inclusion.
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Reviewed-by: Freeyorp
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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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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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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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This reverts commit d194ea8220658b6ef84522f01fa3cf0d0200545e.
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Reviewed-by: Chuck Miller
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Reviewed-by: Thorbjørn Lindeijer
Reviewed-by: Chuck Miller
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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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Signed-off-by: Jared Adams <jaxad0127@gmail.com>
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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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they happened within a contained widget.
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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Also added the update copyright tool from the Wormux Team.
( And not forgetting credit's due. :P )
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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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http://gitorious.org/mana/mana/commit/58149dca937410826971f99b72e304121e61abb7
by merging ViewPort::mLocalWalkTime and ::mLocalWalktime into the first one,
removing ifdefs, and making sure the setDestination() calls aren't done each
ticks by setting the mLocalWalkTime equal to player->mWalkTime while Mouse Left Dragging,
I also set it back to -1 when stop walking to avoid the bug where you have to start
walking using the keyboard before being able to walk dragging the mouse under eAthena.
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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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Moved remaining widgets into widgets folder, standardized include order, moved TextRenderer out.
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This mode hide big map objects and show collisions.
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Previously, the player had to move using the keyboard before movement with the
mouse was possible
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Now, both eAthena and ManaServ clients follow the mouse correctly
when it is dragged.
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I just discovered that the X,Y offsets aren't handled
the same way between eAthena and Manaserv to draw the player's character.
So, this patch hopefully fix the walk on water bug.
There are some glitches left:
- Like walking diagonally to a blocked corner.
- Or Some times the character miss a blocked tile and correct its route.
- The character's name is drawn in the wrong place for Manaserv client.
- The playerBox draws the player at the wrong location; He's not centered at login
and isn't diplayed at all in equipment window...
But anyway, it's better than before.
I'll go on for some polishing before continuing. Some cleanups
are becoming vital for code's understanding.
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What's left is working on player corner handling and directions while walking.
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