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2013-02-04Moved attribute (re)calculation to the scriptsErik Schilling10-177/+174
This introduces two callbacks: - on_update_derived_attribute -> Called to recalculate other derived attributes. - on_recalculate_base_attribute -> Called to recalculate a base attribute (only called for characters. However the function passed as callback can be useful for recalculating the derived attributes as well) Monsters no longer block recalculation of attributes except HP and Speed. I saw no sense to keep this. Fixed constant value in libmana-constants.lua Dropped bool type of the recalculation functions. It would be difficult to keep it while pushing all to the script engine and it was unused anyway. All in all this adds a LOT more flexibillity to projects since they can now adapt all attributes in the way they want.
2013-02-04Changed Sword to Vit bonus since it has a lot derived attributesErik Schilling1-1/+1
Only done for easier debugging
2013-02-04Random cleanup of attribute codeErik Schilling3-19/+28
Did this during trying to understand the code
2013-02-03Fixed configure with old cmakeErik Schilling1-2/+3
2013-02-03Modifications to allow crosscompiling with mingwErik Schilling10-13/+32
Reviewed-by: bjorn.
2013-02-03Fixed codeblocks compile for linux with sigc++Erik Schilling1-3/+7
2013-02-01Merge pull request #11 from Bertram25/manaserv-emotes-supportYohann Ferreira16-25/+220
Added emote support. Reviewed-by: Ablu
2013-02-01Silenced to Wreorder warnings.Yohann Ferreira2-3/+3
2013-02-01Added emote support.Yohann Ferreira14-22/+217
2013-01-29Silenced some eclipse warningsErik Schilling8-5/+21
2013-01-29Fixed and silenced compiler warningErik Schilling1-4/+5
Also removed a senseless line
2013-01-15Fixed setting current map for npc update functionErik Schilling1-0/+2
2013-01-10Small simplification in Monster::diedThorbjørn Lindeijer1-4/+4
2013-01-10Used a typedef to make callback syntax more readableThorbjørn Lindeijer1-11/+8
2013-01-10Small documentation updates for Point and RectangleThorbjørn Lindeijer2-4/+3
This documentation used to be accurate, until Point was merged with the Position class in commit 8ff3e6674c1d4fc05fc1ba87f42484689fca0879. Also fixed a typo.
2013-01-10Removed deprecated and unused Storage::flushSkillThorbjørn Lindeijer2-19/+0
2013-01-10Update some Doxygen settingsThorbjørn Lindeijer1-3/+3
Enabled source code browsing and excluded enet from the docs by only including the 'src' directory.
2013-01-10Made sure in-inventory trigger is called at pickupErik Schilling1-1/+9
Also added checks for invalid item and zero amount Reviewed-by: bjorn.
2013-01-09Removed unused functor obj_name_isThorbjørn Lindeijer1-20/+0
2013-01-09Replaced EventListener with signals based on libsigc++Thorbjørn Lindeijer23-344/+291
This replaces the rather hard to understand event dispatcher with a probably even harder to understand templated library, but fortunately we can rely on the available documentation. Hopefully it will also help with the readability of our code and with adding additional signals to other classes. Added libsigc++ to README and Travis CI configuration. Reviewed-by: Erik Schilling
2013-01-09Replaced 'unsigned int' with 'unsigned'Thorbjørn Lindeijer55-298/+286
Same thing, but shorter.
2013-01-09Micro-optimizations for pushing strings to LuaThorbjørn Lindeijer4-37/+29
Use lua_pushliteral and lua_pushlstring instead of lua_pushstring, which avoids Lua having to determine the length of the string.
2013-01-09Added support for Lua 5.2Thorbjørn Lindeijer3-1/+23
Should still work against Lua 5.1 as well.
2013-01-08Fixed syntax error (added missing '{')Thorbjørn Lindeijer1-0/+1
2013-01-08Added Vulnerabilities for monstersErik Schilling5-3/+30
You can now actually use the already used node in the monsters.xml Monsters can have different vulnerabillities against elements: <vulnerabillity element="earth" factor="2.0" /> This will double damage of the element earth to this monster.
2013-01-08Added script binds for getting attack informationErik Schilling3-9/+159
New binds: - Damage: - id - skill - base - delta - cth - element - type - truestrike - range - Attack: - priority - cooldown - warmup - global_cooldown - damage - on_attack - MonsterClass: - attacks - ItemClass: - attacks
2013-01-08Work on (Auto)Attack system.Erik Schilling19-535/+688
During the implementation bjorn and I agreed to limit the number of attacks that can be used in the same tick to one. This makes a lot of stuff easier and the client cannot display two frames at the same time Things done: - Implemented setting of attacks when equipping/unequipping items - Single place where the xml attack node is parsed - Finished attack logic - Unified the attack handling of monsters and characters - Added a global cooldown after attack use (not only for next use of same attack) - Removed the temponary attributes for the monster attack values - Priorities for all attacks - Rewrote the attack core: - Attacks now have this attributes: - warmup -> time a attack needs after starting it to actually deal the damage - cooldown -> time a attack needs after dealing damage before another attack can be used - reuse -> time before the same attack can be used again - If no attack is performed at the moment the following is done: - make a list with all ready attacks - check for attack that has the necessarily range and highest priority - start this attack (inform client about it) - when warmup is finished -> trigger damage - when cooldown is finished -> allow to use other (or the same if reusetimer allows) attacks TODO: - sync client with this to allow better timed animations
2013-01-08Rename AutoAttack to AttackErik Schilling12-55/+55
2013-01-07Set the current map when executing being callbacksThorbjørn Lindeijer1-0/+2
The on_death and on_remove callbacks where not being executed in the context of any map. Now they execute in the context of the map of the being. Reviewed-by: Erik Schilling
2013-01-05Fixed codeblocks compile for linux targetsErik Schilling2-273/+294
2012-12-15Create database using a single transactionThorbjørn Lindeijer1-0/+4
Takes the time required to do initial database creation down from 16 to 0.2 seconds on the Raspberry Pi.
2012-10-11Moved order of sending genderErik Schilling2-7/+5
Gender is shared. There is no reason in duplicating code *Breaks compatbility with old clients* *Requires clientside patch* Reviewed-by: Stefan Beller.
2012-09-22Extended warnings for parsing warpsErik Schilling1-1/+1
Reviewed-by: bjorn.
2012-09-22Fixed marking map as activatedErik Schilling2-19/+40
The patch that allowed to use map objects as warp targets broke this. During run of map initalize mActive was still false. This broke creating objects (npc, triggers) in atinit. Reviewed-by: bjorn.
2012-09-18Added travis configErik Schilling1-0/+8
2012-09-02Allow map objects as warp targetsErik Schilling3-14/+57
This patch allows map objects as warp targets. For use: - Create object in tiled with type="WARP_DEST" - Set name to anything you want - Create usual WARP object - Leave out the DEST_{X,Y} part - Add DEST_NAME property with the name of the first object This requires the game server to parse all maps at startup. Change is tested. Reviewed-by: bjorn.
2012-09-02Dropped .gz suffix for mapsErik Schilling1-2/+0
Reviewed-by: bjorn.
2012-08-10Fixed item_drop insertion of objectErik Schilling1-3/+2
2012-08-10Fixed issues with removing attribute modifiersThorbjørn Lindeijer1-4/+5
* AttributeModifiersEffect::remove was not calling updateMod with the 'value' parameter, causing it to have no effect at all for Stackable modifiers. * The cached value of the changed modifier effect was not being recalculated when removing modifiers, because it started one layer too high (there's an inconsistency here: AttributeModifiersEffect::add updates this cached value while AttributeModifiersEffect::remove doesn't). Reviewed-by: Erik Schilling
2012-08-06Allow monster name in <drop> tagErik Schilling1-3/+17
Reviewed-by: Stefan Beller.
2012-08-05Fixed wrong error raising in lua.cppErik Schilling1-2/+2
Reviewed-by: bjorn.
2012-08-05Removed old warnings and documentation from chr_inv_change.Erik Schilling1-7/+3
This was forgotten to do when dropping the money checks and introducing the checkItem function. Reviewed-by: bjorn.
2012-08-05Fixed the atinit functionErik Schilling3-4/+11
Previously each map had its own scope. They got merged now but the atinit function was forgotten to adapt. Reviewed-by: bjorn.
2012-08-05Fixed recalculation of base attributesErik Schilling1-7/+7
We do not need to calculate derived attributes of the derived attributes but the base of the derived attribute. Reviewed-by: bjorn.
2012-08-05Remove resetEffects; move it to destructor in ItemClass.Stefan Beller2-18/+20
Reviewed-by: bjorn
2012-08-05Cleaned up some world state variable testing codeThorbjørn Lindeijer1-10/+2
Kept the accountserver_startup time for now, since it could be useful. Reviewed-by: Stefan Beller
2012-08-05Fixup segfault at shutdown of gameserver.Stefan Beller1-5/+1
The objects of ItemEffectInfo class, which are hold in mDispells are definitly in mEffects as well, because they are added in in addEffect as the same pointer. Reviewed-by: Erik Schilling
2012-08-05Correct updating the old position of beings.Stefan Beller1-4/+4
Reviewed-by: bjorn acked-by: Ablu
2012-08-04Prevent characters from using specials after deathErik Schilling1-0/+6
Reviewed-by: Stefan Beller.
2012-08-03Fixed dead characters being able to use items.Erik Schilling1-0/+4
Change is tested. Mantis: #492. Reviewed-by: Stefan Beller.