Age | Commit message (Collapse) | Author | Files | Lines |
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Reviewed-by: Freeyorp
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Conflicts:
src/being.cpp
src/client.cpp
src/commandhandler.cpp
src/gui/setup_video.cpp
src/gui/socialwindow.cpp
src/gui/viewport.cpp
src/gui/widgets/browserbox.cpp
src/gui/widgets/itemcontainer.cpp
src/imageparticle.cpp
src/localplayer.cpp
src/localplayer.h
src/map.cpp
src/net/tmwa/beinghandler.cpp
src/particle.cpp
src/particle.h
src/player.cpp
src/player.h
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Since the tile coordinates are already avaible the
calculation is not needed. Furthermore this avoids
the correction of the tile, which was needed because
the pixel coordinates are meant as coordinates for
drawing the being.
This resolves http://bugs.manasource.org/view.php?id=249
Reviewed-by: Thorbjorn
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As an upcoming feature the TMW-Athena server sends IP addresses or
IP hashes to game masters. The current client freezes if it receives
such a packet, therefor the game masters need to use a new client before
the server can use it. Normal players are not affected, because they
do not get this packet.
Showing the IP is optional and can be enable with the chat command
"/showip 1". The IP is then shown behind the players name.
Reviewed-by: Bertram
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Removed due to unresolved social issues.
In master it had been already removed by Kage in
commit 89f192b9039f9c000515f0a12f4bb9fb55c4691c.
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If the player wanted to pick up an item one tile up,
then he moved to that tile before he picked it up.
The same fix is already used in Game::handleInput() for KEY_PICKUP.
TODO: Understand why the position is wrong. As a reminder I made a
mantis ticket: http://bugs.manasource.org/view.php?id=249
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Reviewed-by: Jaxad0127
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This would be if it was handled by a addon later.
Reviewed-By: Freeyorp < Freeyorp101@hotmail.com >
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The implamentation is poor, and this is something that
would be better handled by the addon engine later down
the road.
Reviewed-By: Freeyorp < Freeyorp101@hotmail.com >
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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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EventManager has been merged into Event, with some new convinience methods
added.
Reviewed-by: Chuck Miller
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The Being and Player Chat events now have the precomuted permissions
for SPEECH_LOG and SPEECH_FLOAT. The Being class now acts on those
events to show speech (if SPEECH_FLOAT is present). ChatWindow now
checks for the SPEECH_LOG permission.
Reviewed-by: Freeyorp
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Reviewed-by: Yohann Ferreira
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Reviewed-by: Freeyorp
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Reviewed-By: Jared Adams
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The beinghandler didn't tell to the being::setSprite() function
if the equipment was a weapon or not.
Resolves: Manasource-Mantis #157.
Reviewed-by: Jaxad0127.
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The old behaviour was to load the weapon-type value and do many
unnecessary checks and transformation on it:
The weapon-type was transformed using hard-coded values into
an integer enum value.
The exact same thing was done on the opposite side in the animation
files before comparing the two.
As both data were string values, I simplified all of it by using
the value taken in items.xml to call the corresponding action.
This now also permit to set up new attack animation in items.xml
and in the playerset.xml without having the need
to modify the client code.
Last but not least, the weapon-type value was used by both the skills
and the actions and avoided the possibility to set up a definite action
for a weapon-type.
Note: The weapon-type parameter will become deprecated for the server
in favor of a 'skill' parameter to reflect more it's actual use.
This patch is the first step to fix Manasource issue: #157.
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Reviewed-by: Bertram
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Conflicts:
src/gui/itempopup.cpp
src/item.cpp
src/monster.cpp
src/net/manaserv/playerhandler.cpp
src/net/tmwa/partyhandler.cpp
src/npc.cpp
src/player.cpp
src/resources/itemdb.cpp
src/resources/monsterdb.cpp
src/resources/monsterinfo.cpp
src/resources/npcdb.cpp
src/resources/spritedef.cpp
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You'll have to include it anyways 99% of the time
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Reviewed-by: Chuck Miller
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Also cleanup PlayerInfo a bit.
Reviewed-by: Chuck Miller
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Handling moved from LocalPlayer to PlayerInfo class
Event system used to update windows
Reviewed-by: Jared Adams
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data/paths.xml configuration file.
Also added default gui theme path in branding and default wallpaper path
and file searched respectively in the branding and paths.xml files.
Hard-coded values are still used as fallbacks.
Resolves: Manasource Mantis #148.
Reviewed-by: jaxad0127.
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Adds ActorSpriteListener to manage ActorSprite destruction as
recommended by Jaxad0127. This likewise includes the changes made by
Bertram.
Reviewed-by: Jaxad0127, Bertram.
Resolves: Manasource Mantis #160
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Rename mWalkTime to mActionTime in Being and have Being manage death.
Reviewed-by: 4144
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Also fix possible memory corruption.
Signed-off-by: Jared Adams <jaxad0127@gmail.com>
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Conflicts:
src/beingmanager.cpp
src/beingmanager.h
src/client.cpp
src/localplayer.cpp
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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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This simplifies handling of target cursors, centralizing their logic into a
single class, instead of two. Also make them more flexible and move the image
files outside of the theme so servers can can control them and give them
better names.
Reviewed-by: Thorbjørn Lindeijer
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Reviewed-by: Thorbjørn Lindeijer <thorbjorn@lindeijer.nl>
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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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Add variable cur_time for current time.
Add command /away [text]
Reviewed by: Bertram
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accordingly.
This makes room for the actual eAthena protocol future inclusion.
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The job/class field is used to select the race. If the given race isn't defined,
it falls back on the first race (so servers can use jobs/classes without races).
Also rename job to subtype for Being and subclasses, and begin support for
changing monster and NPC subtypes on the fly (particle effects still need to be
reset when they change).
Reviewed-by: Bertram
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is functional!!
Introduced LocalPlayer::getNextWalkPosition(unsigned char dir)
which takes care about the player next position while moving using keyboard.
I removed the pixel scaler thing because it couldn't handle all the noticed cases
and was rather heavy.
There is still a bug in the movement system (nothing's perfect) but it's very rare
and this is here in eAthena, too.
So, I'll give a try at taking care of it once I'll have polished all of this a bit.
Please try and give feedback!!
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The LocalPlayer::nextTile() function has been sanitized and the movement
system has been fine tuned, but yet not optimized.
(Optimizations and riddance of 32 hard-coded value will come later.)
There is just one case left not handled correctly when the character
walked within one tile south-east of a blocking one and then
the player click north-west (through the blocking tile) on a walkable
location. Quite rare but still here.
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Reviewed-by: Chuck Miller
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This moves inventory/storage type into the Inventory class, having
size default to a call to the netcode to get the sive for the given
type.
Reviewed-by: Chuck Miller
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Reviewed-by: Chuck Miller
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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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Themes can now control the colors they use. Colors in the Viewport (being
names, particles, etc) can still be changed by the user. Also make
ProgressBars more easily colored. DyePalette was made more flexible in the
process.
Also fixes comparing strings of different lengths insensitively.
Reviewed-by: Thorbjørn Lindeijer
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Also merge the guialpha ConfigListener into Theme.
Reviewed-by: Thorbjørn Lindeijer
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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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Reviewed-by: Chuck Miller
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