Age | Commit message (Collapse) | Author | Files | Lines |
|
|
|
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
|
|
TODO: Inform client about this change.
Reviewed-by: bjorn.
|
|
TriggerArea::update() function.
|
|
A C++ developer should be able to recognize a constructor and a
destructor by just looking at it, so let's stop writing down the
obvious. :)
|
|
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
|
|
Extracted the path finding algorithm out of the Map class and introduced
a new class called PathInfo that has the path finding information that
used to be part of MetaTile.
This allows a single vector of path information to be shared between all
maps running on the server, significantly reducing the memory overhead
per map (for 200x200 maps, the memory reduction is about 1 MB per map).
Part of this change is some cleanup, like moving the 'occupation' counts
into MetaTile, inlining some methods for performance reasons, and using
STL to simplify memory management.
Mantis-issue: 106
Reviewed-by: Bertram
|
|
It was too close from the Position class and it leads to
making the server handle one or another type through the
code. Still bugged me many times while making changes.
Reviewed-by: Jaxad.
|
|
Reviewed-by: CodyMartin.
|
|
Trivial.
|
|
Also added an header to the autoattack.{h,cpp} files.
Big but trivial fix.
|