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2009-12-16Stored the cached config value which says if non-crucial particle effects ↵Philipp Sehmisch1-0/+3
are enabled or not in a static member of class Particle instead of an instanced member of Being.
2009-11-07More eAthena guild stuffJared Adams1-5/+5
Also some related chenges elsewhere
2009-11-03Move ManaServ guild code into GuildHandlerJared Adams1-5/+6
Ad start eAthena's GuildHandler
2009-11-03Remove more _SUPPORT ifdefs and do some cleanupJared Adams1-76/+14
2009-11-02Fix an uninitialized value error in LocalPlayerJared Adams1-0/+1
2009-10-29Second round of fine tuning for keyboard movement.Bertram1-4/+2
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.
2009-10-29Mostly fixed the walk on water bug... But...Bertram1-18/+29
The current code tells that the character must stop in the middle of a tile when the tile to the north is blocking. But even now with respecting this, the player is still on water. So, what to do? Correct the water tile?
2009-10-24REplace instances of TMW with ManaJared Adams1-26/+26
2009-10-22Fix flipping player's direction when using keyboard to walk diagonally.Bertram1-2/+2
2009-10-16Made the keyboard walking pixel exact again.Bertram1-3/+9
What's left is working on player corner handling and directions while walking.
2009-10-09Mostly fixed keyboard movement on TMWserv.Bertram1-46/+79
- Making sure that keyboard and mouse are fully working on eAthena. - Making sure the mouse code isn't broken again. There are some glitches left but it's coming! What's left to be fixed: - Come a little closer to walls (localPlyer::nextStep() improvement to be done). - Adapt the next Step range according to the being speed. (again in nextStep()). - Handle more nicely player's direction when walking diagonally. - Get player's speed from server. Enjoy :)
2009-10-09While seeing it, made obvious that LocalPlayer::nextStep() isn't used by ↵Bertram1-2/+3
TMWserv client.
2009-10-09Fixed (again) mouse movement for TMWserv client.Bertram1-2/+3
By removing a stopWalking() call on each being->logic() because of setWalkingdir() when the current path wasn't empty.
2009-10-06Fixes equipment for playersChuck Miller1-1/+6
2009-10-06As little first step, move some specific out from game.cppBertram1-94/+118
I'll go step by step, in order no to screww everything... I also removed hard coded ticks reference in game.cpp
2009-10-02Removed non hurting eAthena ifdefs.Bertram1-6/+0
2009-09-22Added support for the go-through-walls case with mouse movement on TMWserv.Bertram1-0/+15
Also removed an (now) unuseful debug piece of information. Thanks Kage for reporting this case.
2009-09-22An attempt to fix the mouse ignoring collisions in TMWserv.Bertram1-0/+5
2009-09-22Mostly fixed the mouse movement in TMWserv client.Bertram1-2/+2
The only case left in mouse movement is that the client doesn't check for walkability of the destination point when you click on a unwalkable point. Let me explain this NASTY bug: The bug remained in the Being::SetDestination() function, when recalculating the path from tiles to pixels. The changeX and changeY variables went crazy when (endX - startX) gave a negative value. That why the given path became random, and the player went anywhere. This didn't happened to monsters, NPCs, and when walking using the keyboard because the patnodes system isn't used for movement up to 1 tile at a time. I removed some dead code (in viewpoint.cpp), made the keyboard navigation a little bit more bearable, and fixed this client bug. Now, I'll be up to finish fixing the movement system using mouse (What's remaining is a joke next to what I had to do to discover this...), and I'll look at a third time to the keyboard system which is a bit raw, just for now... Regards, P.S.: Kage, I'd like to get a three-cheese pizza!
2009-09-06Resolved Mantis #857: Make Show Own Name consistent.Bertram1-0/+1
2009-08-16More merges and conflict resolvesPhilipp Sehmisch1-14/+15
2009-08-16Merged changes from last month with a commit I forgot to commit before I ↵Philipp Sehmisch1-146/+210
went on vacation.
2009-08-15Fix changing setting for own name visibilityJared Adams1-0/+2
2009-08-13Clean up Being and it's derivativesJared Adams1-14/+13
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.
2009-08-10Move libintl from localplayer to gettextJared Adams1-1/+0
Better for future use.
2009-08-10Included libintl.h before gettext.h in order to make ngettext function work.Bertram1-0/+1
2009-08-04Gettext plural support, step oneKess Vargavind1-16/+6
Step two (updating the headers in all po files) should preferably wait till importing from Launchpad and updating the po files.
2009-08-03Replace a hardcoded particle with EffectManagerJared Adams1-3/+2
2009-08-01Fix a compile error under WindowsJared Adams1-2/+6
2009-08-01Simplifies movement to only move to the current posChuck Miller1-13/+3
2009-07-27Makes mX and mY in the being class privateChuck Miller1-18/+13
2009-07-22Fix updating the status window when money changesJared Adams1-0/+8
2009-07-20Fixed a bunch of compile errors/warningsThorbjørn Lindeijer1-2/+2
Please turn on -Wall, and if you don't notice your warnings, also turn on -Werror.
2009-07-19Merge StatusWindowsJared Adams1-22/+75
Also some other small merges
2009-07-17Various gettext fixesKess Vargavind1-5/+14
* Merged a few split strings * Fixed some spellings and wordings * Turned a couple of std::cout and std::cerr into logger messages
2009-07-15Merge and cleanup attribute codeJared Adams1-2/+14
2009-07-14Merge and cleanup more stuffJared Adams1-19/+11
2009-07-14Add netcode for specialsJared Adams1-1/+2
2009-07-13Rename Net::SkillHandler to Net::SpecialHandlerJared Adams1-1/+0
SkillHandler::up moved to PlayerHandler::increaseSkill
2009-07-13Some item pickup cleaningJared Adams1-13/+34
Still need to find where to attach LocalPlayer::pickedUp for TMWServ.
2009-07-13Fix level experience messagesJared Adams1-30/+23
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 Adams1-7/+13
2009-07-07Use tmw-skills.xml instead of hardcodingJared Adams1-35/+31
2009-07-06Merge some player statsJared Adams1-10/+6
2009-07-03Implemented display of spell recharge information from server in the magic ↵Philipp Sehmisch1-0/+26
gui (very, very hackish)
2009-06-08Try decreasing the look ahead distance for keyboard walking, seemed to ↵Chuck Miller1-2/+2
helped a bit
2009-05-29Some movement fixes for TMWServ build.Chuck Miller1-3/+6
Looked pretty good so I removed annoying debug information. Also should note that movement between two players is still off.
2009-05-26Fixed attacking for tmwserv. Added back attacking with keyboard for tmwserv.David Athay1-3/+17
2009-05-19Fixed attacking.David Athay1-2/+4
2009-05-19Fixed targeting and warn on attack-range not being found in itemdb.David Athay1-9/+5
Tried to make the client continue attacking (it does not need to send attack packets, but just continue playing attack animation and sounds). Now logs a warning when a weapon is found without an attack-range (I keep finding weapons with an attack-range of 0 which makes it hard to target monsters).