Age | Commit message (Collapse) | Author | Files | Lines |
|
This avoids log warnings for missing weapon range.
Reviewed-by: thorbjorn, bcs86
|
|
Reviewed-by: Jaxad0127
|
|
Reviewed-By: Jared Adams
|
|
|
|
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.
|
|
Now the client returns to server choice dialog with a warning
instead of aborting.
I'm kinda certain I'm not the only one getting crazy
with such a lazy behaviour.
Reviewed-by: Jaxad.
|
|
(Preparation for bringing a smaller item loading refactoring patch.)
Trivial.
|
|
Conflicts:
src/actorspritemanager.h
src/beingmanager.cpp
src/game.cpp
src/gui/beingpopup.cpp
src/gui/chat.cpp
src/gui/chat.h
src/gui/inventorywindow.h
src/gui/itempopup.cpp
src/gui/socialwindow.cpp
src/gui/statuswindow.cpp
src/gui/widgets/chattab.cpp
src/gui/widgets/chattab.h
src/net/tmwa/inventoryhandler.cpp
src/net/tmwa/partyhandler.cpp
src/party.cpp
src/sound.cpp
src/utils/stringutils.cpp
src/utils/stringutils.h
|
|
How to reproduce the bug: Switch login, then for every
item there is this warning in the log file:
"ItemDB: Duplicate name of item found".
Reviewed-by: thorbjorn
|
|
|
|
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.
|
|
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.
|
|
To avoid misunderstanding between the actual attackType
and this one.
(Trivial fix.)
|
|
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
|
|
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.
|
|
Conflicts:
data/graphics/CMakeLists.txt
data/graphics/Makefile.am
src/client.cpp
|
|
This greatly simplifies handling DBs when changing states. No more
need to manage unloading in Client (except when exiting).
Reviewed-by: Thorbjørn Lindeijer
|
|
This commit adds a sprite hierarchy (Sprite->ImageSprite,AnimatedSprite,CompundSprite;
CompoundSprite,Actor->ActorSprite;ActorSprite->Being,FloorItem) to collect common
functionailty into new base classes which will make other Mantis tickets easier to do.
Also allows monsters to use particle effects.
Reviewed-by: Bertram
|
|
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
|
|
|
|
|
|
To use simply add something like: missile-particle="graphics/particles/arrow.particle.xml"
to the item's or monster's xml entry
This will only work on equipped weapons, and on specified monster attacks.
This patch also fixes a memory leak with target particles
|
|
Also added the update copyright tool from the Wormux Team.
( And not forgetting credit's due. :P )
|
|
|
|
Also remove some extra new lines and fix eAthena's PartyTab define guards.
|
|
As reported by swimmy on the forums
|
|
|
|
In commit 2a9f8e05312c210ec204e09861f47c3d017706eb I meant to move the
normalizing of item names into the database, but the commit failed to
include this change.
|
|
Conflicts:
src/gui/widgets/chattab.cpp
|
|
Just a few notes that would help us translators immensly:
* Please do not split one sentence into several strings
* Please try to refrain from inserting extra spaces into the strings
(cherry picked from commit 9712489ef67f95d6a5fa1fc3102bb7c4ee6a1f59)
|
|
The crash was due to an assertion which shouldn't have been there, so I
removed the assertion instead. I've also made sure the unknown item has
its id initialized to 0, so that it can be used to check against instead
of the item name.
Normalization of item names was moved within the item database.
|
|
Just a few notes that would help us translators immensly:
* Please do not split one sentence into several strings
* Please try to refrain from inserting extra spaces into the strings
|
|
Tried to make the client continue attacking (it does not need to send
attack packets, but just continue playing attack animation and sounds).
Now logs a warning when a weapon is found without an attack-range (I
keep finding weapons with an attack-range of 0 which makes it hard to
target monsters).
|
|
It was a list of pointers to Stat instances that had long been popped
off the stack and deleted.
|
|
negative items, since these aren't inventory items.
Signed-off-by: Tametomo <irarice@gmail.com>
Signed-off-by: Bjørn Lindeijer <bjorn@lindeijer.nl>
|
|
|
|
|
|
Nothing in particular worth mentioning.
|
|
|
|
Plus some random cleanups.
|
|
|
|
|
|
There is also a new rule that trivial constructors and destructors
should no longer be trivially "documented", since this just takes up
space with no gain.
|
|
|
|
Conflicts:
A lot of files.
|
|
Conflicts:
Many files.
|
|
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!
|
|
ItemDB. This helps reduce the junk logging for the player and hair
sprites.
Signed-off-by: Ira Rice <irarice@gmail.com>
|
|
Conflicts:
src/being.cpp
src/being.h
src/floor_item.cpp
src/floor_item.h
src/flooritemmanager.cpp
src/gui/inventorywindow.cpp
src/gui/inventorywindow.h
src/gui/itemcontainer.cpp
src/gui/popupmenu.cpp
src/net/beinghandler.cpp
src/npc.cpp
|
|
constant, particle attacks are now weapon specific, so that different
weapons can have different attacks.
Signed-off-by: Ira Rice <irarice@gmail.com>
|