Age | Commit message (Collapse) | Author | Files | Lines |
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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: Jared Adams
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Reviewed-by: Thorbjørn Lindeijer
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It's not complete yet, but it is closer. Also fix up handling of guild/party members.
Reviewed-by: Chuck Miller
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Reviewed-by: Jared Adams
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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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Fix "(C) 2009-2009" to just "(C) 2009"
Fix "(C) 2010 TMW" to "(C) 2010 Mana"
Remove TMW compyright on (hopefully all) files added after 0.0.29.1
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Ownership of the charInfo global variable wasn't well defined. It was
being locked, unlocked and generally modified from a lot of places, and
somewhere in this mess it ended up crashing when switching servers.
Now the CharHandler instances, for eAthena and manaserv respectively,
own this list of characters. A new class, Net::Character wraps up the
slot index in combination with the player dummy. The list is passed on
to the CharSelectDialog each time it changes.
Both related and unrelated cleanups were made as well.
Reviewed-by: Jared Adams
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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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Mantis-issue: 938 (TMW Mantis)
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But I added some logs when speed and other actions where refused due to game/map
uninitialized. This could help.
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This is the First step to get rid of most hardcoded 32 values.
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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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There was little point in keeping the Engine class separate. It wasn't
an engine at all, but only kept track of the currently active map, a job
more suitable for the Game class anyway.
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The enet service loop was waiting up to 10ms for a new network packet to
come in. There is no need for this, so just remove it. Raised the
framerate from about 60 to over 200 fps for me.
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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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Also remove some extra new lines and fix eAthena's PartyTab define guards.
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Should eventually just be skills.xml, but we can't do that at the moment
due to sharing the client data repository between different server
types.
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Removes warnings on older compilers.
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Also merge eAthena's EquipmentHandler and InventoryHander. Fixes http://mantis.themanaworld.org/view.php?id=888 .
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Also fix defaults.
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Instead of each netcode making the global variables and Net referencing them, Net now makes them and the netcodes reference them.
Also remove an innappropriate ChatHandler reference from eA's AdminHandler.
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Dombrowski <stefan@uni-bonn.de>
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Also some related chenges elsewhere
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Ad start eAthena's GuildHandler
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It was just forwarding to disconnect().
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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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rebranded)
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