Age | Commit message (Collapse) | Author | Files | Lines |
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Conflicts:
mana.cbp
mana.files
src/CMakeLists.txt
src/Makefile.am
src/utils/xml.cpp
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Reviewed-by: Freeyorp
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Signed-off-by: Jared Adams <jaxad0127@gmail.com>
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EventManager has been merged into Event, with some new convinience methods
added.
Reviewed-by: Chuck Miller
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Reviewed-by: Chuck Miller
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Reviewed-by: Chuck Miller
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Reviewed-by: Chuck Miller
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The previous check broke compilation against ENet 1.2.2, which does
define the version macros but does not have the API changes.
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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: Chuck Miller
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Also, fixed a compilation warning about passing a NULL value to a boolean
parameter.
The built-ins are kept for now.
Reviewed-by: Jaxad0127.
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Reviewed-by: Yohann Ferreira
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Conflicts:
src/net/tmwa/chathandler.cpp
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Tested-by: BaseBallBoy
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Tested-by: BaseBallBoy
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Reviewed-by: Yohann Ferreira
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Reviewed-by: Jared Adams
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Uses a state variable in PlayerInfo instead. Moves isTalking from Being
to PlayerInfo. Also some small cleanups.
Reviewed-by: Chuck Miller
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Signed-off-by: Chuck Miller <shadowmil@gmail.com>
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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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Please note that I didn't turned all the getValue() call into new ones,
simply because I have to have config object initiated which is not
forcefully the case the branding file.
Resolves: Manasource Mantis #170.
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Reviewed-by: Chuck Miller
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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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There is still a good way to go, but this should get us
started
Reviewed-by: Jared Adams
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Also move the virtual destructors of the Net handler base classes to
the top of their method lists.
Reviewed-by: Chuck Miller
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Also cleanup PlayerInfo a bit.
Reviewed-by: Chuck Miller
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Reviewed-by: Jared Adams
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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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files.
Restored functional recharge bars in specials window.
Individual specials are only shown after the server informed the client about their status.
Made level label, use button and progress bars optional. Their use is controlled through specials.xml.
The special window button is again shown even when the player has no specials. This problem needs to be solved differently now for architecture reasons.
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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Reviewed-by: Bertram
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Pre-approved-by: Freeyorp
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Pre-approved-by: Freeyorp
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Conflicts:
data/graphics/CMakeLists.txt
data/graphics/Makefile.am
src/client.cpp
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Also fix a small compilation error sometimes reported.
Reviewed-by: Chuck Miller
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No need for two different classes to manage ActorSprites.
Reviewed-by: Chuck Miller
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Rename mWalkTime to mActionTime in Being and have Being manage death.
Reviewed-by: 4144
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Also removes the Monster/Player difference in tmwAthena's Being::logic
and moves the particle code from Being::setAttack to Being::Logic for
tmwAthena.
Reviewed-by: Chuck Miller
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Reviewed-by: Thorbjørn Lindeijer
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Reviewed-by: Thorbjørn Lindeijer
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Reviewed-by: Jaxad0127.
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Conflicts:
src/beingmanager.cpp
src/beingmanager.h
src/client.cpp
src/localplayer.cpp
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Reviewed-by: Jaxad0127
(A few days ago...)
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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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Reviewed-by: Freeyorp
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