Age | Commit message (Collapse) | Author | Files | Lines |
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This was the final step to remove the hierachy with Entity on the top.
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In preparation for using an entity/component system for the entities
in the game world, this name will be more recognizable and easier to
talk about.
Reviewed-by: Yohann Ferreira
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It was done in both the Character and the Monster destructors, but I
don't see how any Actor should be excluded from this. Now it also
happens for NPC, Effect and Item, though only NPC has a relevant
walkmask.
Also fixed a small issue introduced in 97e0a9eb170499 and added an
assert to freeTile. We should be able to assert that a tile can only be
freed if it was blocked.
Reviewed-by: Stefan Dombrowski
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It was freeing the new tile rather than the previous tile.
Reviewed-by: Stefan Dombrowski
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Also added an header to the autoattack.{h,cpp} files.
Big but trivial fix.
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The speed conversion needs a standard tile length anyway
and can be improved later once the movement code
will start to handle beings size.
Reviewed-by: Crush.
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Also updated the headers to refer to the GPL by URL instead of
suggesting to contact the FSF by snail mail, as per the latest
GPL usage instructions.
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Also renamed Object to Actor, to make it sound a little less generic.
Cleans up a bit the rather big hierarchy of different object types we
have.
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