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2010-02-25Added script bindings for healing characters and other beings.Philipp Sehmisch1-0/+6
Reviewed-by: Jared Adams <jaxad0127@gmail.com>
2010-02-07Update Copyright date for Manaserv.Bertram1-1/+1
2009-12-06Fixed name of the project in copyright headersThorbjørn Lindeijer1-13/+13
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.
2009-12-06Removed "TMW" and "TMWSERV" from header guardsThorbjørn Lindeijer1-3/+3
2009-12-06Fixed crash when an invalid status effect is requestedThorbjørn Lindeijer1-2/+2
Log an error instead.
2009-12-06Made the Being timer accessors constThorbjørn Lindeijer1-11/+18
2009-12-05(refactoring) Replaced various differen tick counting constructs in the ↵Philipp Sehmisch1-1/+23
being classes with a common timer infrastructure
2009-10-15Speed code unification part 1: Made the server accept speed values in tiles ↵Bertram1-4/+12
per second.
2009-10-09Mostly synced the client and server code for path finding.Bertram1-2/+2
2009-10-09Synced the protocol file with client in protocol.h, letting other defines in ↵Bertram1-1/+0
defines.h, and removing some overheading along the way.
2009-10-01Adds code for saving and getting status effects from the databaseChuck Miller1-1/+1
2009-09-23added script functions for monster attacksPhilipp Sehmisch1-1/+2
2009-08-19Removed attack shape from items. Added distance check on attacks (values ↵Philipp Sehmisch1-2/+1
still hardcoded). performAttack now takes a target and a range argument instead of determining the target with accumulate&fire
2009-07-18Change status effects to prevent duplicationJared Adams1-1/+17
Also add some functions for manipulating status effects: * removeStatusEffect * getStatusEffectTime * setStatusEffectTime
2009-07-17Adds scripted status effectsChuck Miller1-0/+20
2009-07-01Remove complex path finding for players. Add a simple path finding algorithm ↵Roderic Morris1-2/+7
to map.
2009-05-18Added target combatDavid Athay1-1/+14
2009-04-26Standardize on the position of the const keywordBjørn Lindeijer1-6/+6
Same as for the client.
2009-04-26Merged MovingObject into the Being classBjørn Lindeijer1-7/+58
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.
2008-11-26Allows the damage struct to carry more then one used skillChuck Miller1-1/+2
2008-11-16Got rid of CVS/Subversion $Id$ markersBjørn Lindeijer1-2/+0
2008-10-29Some code formatting cleanup and unduplicated conversion from direction toBjørn Lindeijer1-7/+10
angle.
2008-10-24Changed direction values to match the client's (patch by Chuck Miller)Jared Adams1-2/+3
2008-10-21Add limits.h where needed.Dennis Friis1-0/+1
2008-09-27Implemented getting the attack zone of weapons from the item database and ↵Philipp Sehmisch1-1/+2
implemented single target attacks useful for projectile weapons like bows.
2008-05-22(no commit message)Philipp Sehmisch1-1/+1
2008-05-19Implemented NPC names. Implemented the theoretical possibility to have named ↵Philipp Sehmisch1-0/+11
monsters along the way. Note that the syntax of the LUA functions for creating NPCs has changed.
2008-03-09Sending the attack type with attack messages so that the client can ↵Philipp Sehmisch1-0/+6
visualize the different attacks monsters are using.
2008-03-04Added natural HP regeneration, capped HP at maximum and set HP to 1 after ↵Philipp Sehmisch1-0/+2
respawn.
2008-01-28Added weapon skill system and leveling system.Philipp Sehmisch1-1/+2
2008-01-07Player characters and monsters now attack with different ranges and angles ↵Philipp Sehmisch1-1/+1
(preparation for getting attack zone from weapon properties or monster database).
2007-08-29Replaced event system. Fixed race condition between quest variable recovery ↵Guillaume Melquiond1-22/+2
and character removal.
2007-08-19Implemented use of items, e.g. food.Guillaume Melquiond1-6/+5
2007-08-19Added support for protective equipment.Guillaume Melquiond1-0/+5
2007-08-18First part of a patch for completing the RPG system (character attributes) ↵Guillaume Melquiond1-77/+67
of TMWserv.
2007-06-30Implemented basic monster AI and fixed a stability problem caused by the ↵Philipp Sehmisch1-5/+3
spawn areas.
2007-03-31Added a DeathListener interface, which the SpawnArea now uses to get notifiedBjørn Lindeijer1-0/+18
about dying beings, so that it knows when to spawn more.
2007-03-30Separated the Thing and MovingObject classes from the Object module.Bjørn Lindeijer1-1/+1
2007-03-15Set the default map position of new characters to a value that makes more ↵Philipp Sehmisch1-68/+31
sense. Implemented new basic attribute system on account server. Removed attribute modifiers, unified basic and derived attributes, storing attributes in a vector, renamed some attribute identifiers, removed identifiers for derived attributes that aren't needed yet.
2007-03-14Modified the game-server to use AbstractCharacterData, some renamingRogier Polak1-75/+65
2007-03-11Implemented stat handling infrastructure and basic damage calculation.Philipp Sehmisch1-27/+92
2007-03-02Implemented being death, removal of dead mobs and sitting.Philipp Sehmisch1-28/+43
2007-01-03Starting to work on adding items to the map. Nothing concrete for now, just ↵Guillaume Melquiond1-11/+0
a few simplifications. Fixed file end-of-lines along the way.
2007-01-03Split persistent player data from game server data. Enabled inventory code back.Guillaume Melquiond1-0/+214