Age | Commit message (Collapse) | Author | Files | Lines |
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- 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 :)
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TMWserv client.
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went on vacation.
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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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Please turn on -Wall, and if you don't notice your warnings, also turn
on -Werror.
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Also some other small merges
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Still need to find where to attach LocalPlayer::pickedUp for TMWServ.
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THe experience message queue is now a general queue for serial
messages (ie: not messages like battle messages that should be done
immediately).
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gui (very, very hackish)
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It was only being applied to the outline and shadow. This improves the
fadeout a little, but because the text is being rendered multiple times,
it still looks strange.
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And make a few others like that, and remove them too.
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then Item pointers.
As suggested by Bjorn
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This also fixes some minor bugs and centralizes some logic.
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This was due to an uninitialized variable.
Signed-off-by: Tametomo <irarice@gmail.com>
Signed-off-by: Bjørn Lindeijer <bjorn@lindeijer.nl>
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shoots them.
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Don't force an FPS limit when people don't want it. Just default to
limit on 60 fps instead, but do allow it to be disabled.
This reverts part of commit 4b7755fcae0de15951c508ec034158007c8b6cf3.
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No real point in having these abstracted away twice. We're using network
interfaces now instead of functions structured in namespaces.
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Also started temparary implementation of the Net::getXHandler() methods
and started using them.
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Also cleanup some related #ifdefs in LocalPlayer.
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No need to complicate the item containers and inventory classes with a
silly offset used by the eAthena server.
Also fixed the logToStandardOut option by reading it from the config
after the configuration has been initialized.
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Now that messages can be sent without requiring a pointer to the
Network instance, a lot of cleanup was possible.
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Started with not being able to click NPCs properly, and I ended up
correcting the draw positions of overhead text, targets and sprite
ordering.
It's now a bit more straight-forward. The position of a being is simply
in the middle of the sprite at the bottom. When drawing the sprite, an
offset remains because all the sprites are compensating for getting
drawn half a tile to the left and one tile up.
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Conflicts:
A lot of files.
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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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The client can now differentiate between the following hit types:
- hit (normal)
- critical (full attack)
- multi (more than one hit at once, currently not used)
- reflect (reflected damage, currently not used)
- flee (dodging criticals)
The Being's showCrit method is now merged into takeDamage.
Being's takeDamage and handleAttack now both get the opponent, the amount of
damage and the attack type as parameter.
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Using unsigned rarely makes sense, especially when the server doesn't
use it either. Other uses of unsigned should be reviewed.
In all other cases, int is the fastest integer type on any architecture.
Using 8 or 16 bits can basically only be a memory optimization.
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enable/disable this effect (default is off) and another option to disable the pickup notification in the chat log (default is on).
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When an NPC got deleted it would reset the player target. I'm assuming
what was meant was to reset the target when the deleted NPC was the
target.
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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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