Age | Commit message (Collapse) | Author | Files | Lines |
|
I also made the number of slots displayed
taken from the equip.xml file for manaserv.
|
|
|
|
git://gitorious.org/~bertram/mana/mana-equipment-fix into equipment-fix
|
|
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.
|
|
There are two bugs left I'll take care about in the near future:
- Items dealing with more than one slot capacity
are only showing on the first equip slot.
- The unequip button doesn't get updated when clicking
on the equipped item.
A client design limitation known:
- The client still don't handle correctly items applied on more
than one item type at equip time.
|
|
The password is salted by a random number sent by server.
Reviewed by Bertram.
|
|
Also documented a TODO.
|
|
|
|
- Made the map teleport distance fixed for manaserv.
- Small cleanups.
The branch is considered reviewed by: Cody.
Resolves Mana-Mantis: #74.
|
|
Reviewed-by: Bjorn
|
|
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.
|
|
It already was, but now the the api is clear about it.
Client part of the mana issue: #363.
Reviewed-by: Bjorn.
|
|
The comment in game.cpp about the server waiting for this is a lie.
Reviewed-by: Bertram.
|
|
This required moving to C++0x, so it does that too, and fixes a few errors with
that.
Reviewed-by: Thorbjørn Lindeijer <thorbjorn@lindeijer.nl>
|
|
|
|
Just some stuff that piles up while "looking" at the code, which
eventually gets annoying to ignore while staging real changes.
* Replaced a few NULL occurrences with 0
* Rely on default parameter for std::vector::resize.
* Replaced a few "" with std::string()
* Prefer .empty() to == ""
* Removed a few comparisons with NULL
* Don't check pointers before deleting them
* Removed a bunch of redundant semicolons
* Made some global variables static (local to their compilation unit)
* Prefer prefix ++/-- operators to postfix versions when possible
* Corrected location of a comment
|
|
Currently the same equipment window is used as for tmwAthena so that at
least something is visible. This means the location of equipped items is
currently illogical.
It is now possible to equip and unequip items.
Mantis-issue: 164
Reviewed-by: Stefan Dombrowski
|
|
The player sends party invites to the game server.
If the invitee is within the visual range of the inviter, then
the game server forwards the invite to the chat server.
Reviewed-by: Bjorn, Jaxad0127
|
|
|
|
Reviewed-by: thorbjorn
|
|
Reviewed-by: Bertram
|
|
Conflicts:
CMakeLists.txt
po/fi.po
po/fr.po
src/gui/skilldialog.cpp
src/localplayer.cpp
src/net/manaserv/generalhandler.cpp
src/net/tmwa/buysellhandler.cpp
src/net/tmwa/generalhandler.cpp
src/net/tmwa/playerhandler.cpp
src/net/tmwa/specialhandler.cpp
src/winver.h
|
|
This, instead of the protocol specific filenames that are
mana-skills.xml and ea-skills.xml.
This is backward compatible as the old skills.xml file was once
used before the 0.0.29.1 release which is the last alive from
the 0.0.x serie.
The skills.xml will have to added to world data
to make this working, though. (Done in another patch.)
|
|
Reviewed-by: Bertram
|
|
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.
|
|
This is based on the information given by the server which now
permit resyncs when necessary.
Reviewed-by: Thorbjorn.
|
|
Reviewed-by: Stefan Dombrowski
|
|
The protocol uses ERRMSG_EMAIL_ALREADY_EXISTS instead.
Reviewed-by: Jaxad0127
|
|
- Removed unnecessary comments
- Removed a useless contains() check in getTileCenter()
- Fix the above function documentation
- Don't permit FloorItem to be created without a map object.
Reviewed-by: Thorbjorn Lindeijer.
|
|
I have to admit I contributed a large part of these. Sorry for that.
Less empty space, more attention to the code.
Acked-by: Jared Adams
|
|
Makes it clear what kind of listener it is, since there are other
listener classes as well.
Acked-by: Jared Adams
|
|
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
|
|
Acked-by: Jared Adams
|
|
Acked-by: Jared Adams
|
|
How to reproduce the bug:
* Delete a character.
* Create a new character in another slot.
* Now the deleted character reappears.
Also fixing handling of error messages from character select response.
This resolves http://bugs.manasource.org/view.php?id=322
Reviewed-by: Jaxad0127, VUT
|
|
The position is centered to the nearest tile center in tA.
|
|
- Fixed bogus documentation.
- Fixed Vector parameters to const Vector& where releavant.
- Removed a false comment.
- Removed superfluous headers in src/net/tmwa/beinghandler.h.
- Optimize a bit the tmwa::beingHandler::getPixelsPerTickMoveSpeed()
function.
|
|
The attack range is still hardcoded for Manaserv as long
as generic equipment handling hasn't been implemented.
|
|
I made it so that the behaviour can be changed with only
a boolean setting in the playerhandler.
|
|
The screen can either be "nudged" in a random direction with a specific
intensity or you can define an exact x and y intensity, decay factor and
duration. On a tmwAthena server an effect is triggered when the player
character dies. A method for stopping all shake effects is also
implemented, but not used yet. I added a netcode message for Manaserv to
trigger an effect server-sided. Because our protocol has currently no way
to transport floating point values, the decay is transported as a fixed
point value with 4 decimals which is entirely sufficient for this purpose.
|
|
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!
|
|
Reviewed-by: Jaxad0127, Thorbjorn
|
|
|
|
Yeah, I know Jaxad, we're not releasing but as agreed with
Thorbjorn, the protocol is incompatible even when moving, so
better get rid of old clients early.
|
|
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.
|
|
This follows the changes made on the server.
Reviewed-by: Jaxad.
|
|
This fix the change dir (with alt key), attacks directions,
and the direction of a being standing when you come in its range.
Reviewed-by: Jaxad.
Resolves: Mana-mantis #257
|
|
Trivial.
|
|
I'll sync the two files as for the new enums in a separate commit.
Trivial fix.
Resolves: Mana-mantis #278.
|
|
Reviewed-by: Crush.
|