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This was improperly done because of possible differences
in the actual victim position, due to server lag.
Spotted-by: cody
Reviewed-by: Thorbjørn Lindeijer
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- Fixed the player attacking when clicking on a monster,
and then walking near using the keyboard.
- Fixed the walking glitch seen in tile path mode by letting
the character reach its nearest tile path node.
Reviewed-by: Thorbjørn Lindeijer
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Ignore LocalPlayer::setDestination calls in this case, because it relies on the
tile size of the current map.
Reviewed-by: Erik Schilling
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I first removed the keep attacking and pickup targetting unset
statements in the setdestination() function
since it was messing with all the rest of the logic,
and put those targetting logic where they belonged more.
I also changed the gotoTarget function to properly call the setTarget
function which permitted to properly unset the previous target
in that case.
I also finished the logic built around the mGoingToTarget member
(until then actually unused) to make it all work again.
At last, I also removed a now false comment
in the startWalking() function.
Reviewed-by: Erik Schilling
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The direction is updated in those case only when the engine knows
it's the mouse requesting the destination.
Reviewed-by: Erik Schilling
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I also made the range be taken from the server type
as for the pickup and npc talk ranges.
Last but no least, I fixed the parameters sent with
PGMSG_PICKUP to send the (item) position where to pickup at
as described in the manaserv protocol.
The pickup is still not 100% functional due certainly
to two problems:
1. The client item coordinates might not be the exact same as in the server.
2. The client seems to try to pick up the item a bit too soon,
probably for the reason given in 1.
I'll investigate this in another patch.
Reviewed-by: Thorbjørn Lindeijer, Erik Schilling.
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Made the player's character look at where it is going
even when using the keyboard, by setting its direction
after getting the actual destination, and not before.
I also used the lookAt() function to avoid yet another
custom way of setting the direction.
Reviewed-by: Erik Schilling
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The character used to stick to both corners of an obstacle it
encountered when walking diagonally.
Now it simply go back to the straight moving mode when
encountering an obstacle in one of the two direction used.
This also simplifies the function logic.
The character direction bug left is still there,
and will be dealt in a separate patch with.
Reviewed-by: Erik Schilling
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It simply does the same thing, in better.
Reviewed-by: Erik Schilling
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- Renamed mLastTarget to mLastTargetTime, and mLastAction to mLastActionTime
to clarify their use.
- NULL -> 0.
- Removed the unused mLocalWalkTime member.
+ Change requested by bjorn.
Reviewed-by: Thorjørn Lindeijer
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+ Fixes from Bjorns review.
Reviewed-by: Bjorn.
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The hurt sound volume was being played based on the distance in tiles,
even though Sound::playSfx was expecting pixels. This would cause
hurt sounds of other players to play too loud.
There were also several conversions between pixel and tile coordinates
that could be simplified.
Reviewed-by: Yohann Ferreira
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The patch also takes care of not spamming the different servers,
when the servers are setting the being speed correctly.
The most problems were coming from the keyboard movement functions
handling 1 tile paths. To void the issues seen in #405, #439,
and #440, I simply prevented to set a new path before reaching
the destination of the former one, when using the keyboard.
The mouse path system remains unchanged.
I also made some functions private (or here protected)
to show they shouldn't be called by something else than
the localplayer object.
And I removed the nextTile() function, since it was obsolete,
unused, and replaced by the nextTile(direction) function.
That patch was tested on both servers with mouse/keyboard
mixed use.
Resolves: Mana-Mantis #405, #439, #440.
Reviewed-by: bjorn
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This was an annoyance in long lasting battles.
Resolves: Mana-Mantis #445.
Rewiewed-by: Ablu, bjorn
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Reviewed-by: Ablu
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Conflicts:
src/localplayer.cpp
src/net/manaserv/beinghandler.cpp
src/net/manaserv/charhandler.cpp
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This used to have an associated issue
but I just can't find it anymore.
Reviewed-by: Thorbjorn.
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This also happened when trying to reach a monster.
I didn't fix the pick up once the destination is reached
as the fix will be a little more complex.
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This used to have an issue but i just can't find it anymore.
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It has been fixed and be made adapted
to the being movement speed.
Now, for instance, the client sends 3x times less move calls
to the tA server, and roughly 20x times for the Manaserv's one.
Resolves: Mana-Mantis #346.
Reviewed-by: o11c.
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This means that the order point of the sprites relative to the
particles is no longer the lowest point of the image but
instead a point which is approximately between the feet of
the characters.
The intent of the latest commits to treat sprites as perpendicular to the
ground instead of perpendicular to the view line is retained by this
approach.
I tested this with various particle effects and it results in exactly the
expected behavior. Note that this does NOT fix the current problems on TMW
with the snail slime effect, because the TMW content team accidently placed
this one 10px in the air. Sorry, garbage in, garbage out.
getDrawPixelY was re-renamed to getPixelY to be consistent with getPixelX,
while getPixelY was renamed to getDrawOrder, to make its purpose clear.
Further, particles are no longer drawn when behind other objects. This
is implemented by adding a drawnWhenBehind member function to Actor,
which currently returns true for everything except particles and compound-
sprites with more than one sub-sprites (the later case is consistent with
the previous behavior of them).
An exception are text particles which are excempt from this exception and
whose drawing order is also biased by 16 pixels south instead of north
to make them more visible.
Plus some minor changes from Bertram.
Reviewed-by: Bertram.
Resolves: Mana-Mantis #362.
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This means that the order point of the sprites relative to the
particles is no longer the lowest point of the image but
instead a point which is approximately between the feet of
the characters.
The intent of the latest commits to treat sprites as perpendicular to the
ground instead of perpendicular to the view line is retained by this
approach.
I tested this with various particle effects and it results in exactly the
expected behavior. Note that this does NOT fix the current problems on TMW
with the snail slime effect, because the TMW content team accidently placed
this one 10px in the air. Sorry, garbage in, garbage out.
getDrawPixelY was re-renamed to getPixelY to be consistent with getPixelX,
while getPixelY was renamed to getDrawOrder, to make its purpose clear.
Further, particles are no longer drawn when behind other objects. This
is implemented by adding a drawnWhenBehind member function to Actor,
which currently returns true for everything except particles and compound-
sprites with more than one sub-sprites (the later case is consistent with
the previous behavior of them).
An exception are text particles which are excempt from this exception and
whose drawing order is also biased by 16 pixels south instead of north
to make them more visible.
Plus some minor changes from Bertram.
Reviewed-by: Bertram.
Resolves: Mana-Mantis #362.
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It has been fixed and be made adapted
to the being movement speed.
Now, for instance, the client sends 3x times less move calls
to the tA server, and roughly 20x times for the Manaserv's one.
Resolves: Mana-Mantis #346.
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- Made the map teleport distance fixed for manaserv.
- Small cleanups.
The branch is considered reviewed by: Cody.
Resolves Mana-Mantis: #74.
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Every files has been checked against the hard coded
32 values except the map.cpp file.
I also added convenience functions in the Game class,
centralized the default item icon size, and removed two
unused defines in being.cpp.
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It already was, but now the the api is clear about it.
Client part of the mana issue: #363.
Reviewed-by: Bjorn.
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Particles were being drawn with wrong positions due to their Z coordinate
being taken into account when sorting actors. Z is now only taken into account
when drawing them.
Reviewed-by: Bertram
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Currently, we actually receive the local player attack speed
in milliseconds for tA.
Yet, we don't support receiving the attack speed for other beings,
so the old behaviour will remain for them until someone adds that.
As for Manaserv, we're only using the default speed atm.
Most urgent part of mana-mantis: #343.
Reviewed-by: Thorbjorn.
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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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The new destination wasn't sent correctly since the destination
was centered but checked pixel exact afterward.
Now the destination check has been adapted for tile-wise
implementation, leading to an almost desync free movement.
Hurray!
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1 action per second was annoyingly slow.
Reviewed-by: Thorbjørn Lindeijer
Reviewed-by: Yohann Ferreira
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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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The character picks up one item at a time (to remain kinda realistic)
and turns to the item picked up.
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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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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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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
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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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I had to let the keyboard path not be resend when the player
released the movement keys and work on conditions
used to update the beings direction to avoid conflicts.
Resolves: Mana-mantis #154.
Reviewed-by: Thorbjorn.
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This reverts commit 3d6a2d9c80a969c3613f567dd7029e75ef59b5cb.
I've by that readded the AFK system on master. Please, remove it
when we've got a proper replacement.
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Resolves: Mana-Mantis #265.
Trivial fix.
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Reviewed-by: Jared Adams
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