Age | Commit message (Collapse) | Author | Files | Lines |
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* Overall includes cleanup
* Use std::make_pair
* Make some functions const
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modernize-loop-convert
modernize-deprecated-headers
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modernize-use-auto
modernize-use-nullptr
modernize-use-override
modernize-use-using
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Without this message it is not possible to reliably know how many items
were traded with an NPC at the client side. It helps with updating the
shop's inventory.
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Now we do not have two character.cpp files in the repository.
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While on it I replaced the id usage in the server with the usage of the
AttributeInfo directly.
Next steps:
- Dehardcode the core attribute ids and store their
attributeinfos somewhere in AttributeManager (for now i simply
wrapped the ids with getAttributeInfo().
- Move AttributeInfo out of AttributeManager to shorten the usage + to
allow using a pointer in ModifierLocation without forward declaring
it.
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This was the final step to remove the hierachy with Entity on the top.
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I did not really care too much about staying consistent with the use of
static_casts to Actors since they are only temporary anyway until Actor
is a component too.
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A CharacterData was created as a proxy class in order to allow using the
old serialization method.
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This allows the server to compile with c++0x (and enables it).
This also includes some coding style / readabillity fixes.
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All damage dealing is now handeled via CombatComponent.
Monsters use a derived MonsterCombatComponent since they can have a damage
mutation and have a seperate script callback.
The wirering with Being is still not optional since most of the stuff does
not exist as components.
Things done:
- Seperated the fighting code from Being and only let Characters and Monsters
add the Component (less overhead for npcs)
- Added a getter for Attribute values to prevent searching it all the time in
non Being members
- Fixed the type if the damage mutation to double (no idea why it was int)
I did not want to copy it over incorrectly
- Removed the addAttack/removeAttack overrides in Character and made the
knuckleAttack being added based on newly added signals
Future TODOS:
- Remove depedency on Being as soon all needed dependencies are available
as components of Entity
- Move the monster script callback into the general combatcomponent and
make it usuable for characters too
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Same thing, but shorter.
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now, the equipment slots are independant from the inventory slots
according to the inventory and equipment data.
This will permit to avoid checking the equipment each time
one touches the inventory and vice versa, and make the former
delayed mode useless.
Also, note that equipped items will be removed from inventory
and readded once unequipped.
The design will permit the following, even if not implemented yet:
- To make equipment items stackable again, if wanted.
- Have more than one item with the same id equipped on different
slots using the itemInstance field.
Note: I didn't add the database structure updates yet, to see
whether other changes may later go along with those.
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Just seems a bit more organized to me.
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Now buy/sell lua functions can access the player inventory
again.
This is not using the delayed mode, so it won't be a problem.
Reviewed-by: Freeyorp.
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This reverts commit b2209cbe93aa12dcd4e4e3b9a7cd8b13ed5713e9.
Money should be handled through attributes, not magic numbers.
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- At character's attributes recalculation when necessary.
- In the lua scripting functions.
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Also added an header to the autoattack.{h,cpp} files.
Big but trivial fix.
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Mainly for consistency with the client, and the general consensus was
that these numbered versions were clearer.
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Attribute system:
Structure is no longer completely hardcoded. Attributes and structure is
defined by new xml file (defaulting to stats.xml)
Structure defines non-base modifications to an attribute, to be used by
modifiers from items, effects, etc.
Calculating the base value for core attributes is still done in C++ (and for
such fundamental elements the only reason I can think of to do it any other
way is perhaps being able to quickly change scripts without a compile could be
useful for testing, but such things are a low priority anyway)
Item structure:
Modifiers are now through triggers rather than single events. This also
removes hardcoded types - an item could be both able to be equipped and be
able to be activated.
Item activation no longer consumes by default, this must be specified by the
property <consumes /> inside the trigger.
Currently only attribute modifications, autoattacks, and consumes are defined
as effects, but stubs for others do exist. Autoattacks are currently
non-functional, and this should be rectified with some urgency.
Auto Attacks:
AutoAttacks are now separate entities, though not fully complete, nor fully
integrated with all beings yet. Integration with the Character class is
urgent, integration with other Being children less so.
When fully integrated this will allow for multiple autoattacks, through
equipping multiple items with this as an equip effect or even through other
means if needed.
Equipment structure:
As ItemClass types are no longer hardcoded, so too are equip types. An item
have multiple ways to be equipped across multiple equipment slots with any
number in each slot. Character maximums are global but configurable.
Miscellaneous:
Speed, money, and weight are now attributes.
Some managers have been changed into classes such that their associated
classes can have them as friends, to avoid (ab)use of public accessors.
The serialise procedure should also be set as a friend of Character (both in
the account- and game- server) as well; having public accessors returning
iterators is simply ridiculous.
Some start for such cleanups have been made, but this is not the primary focus
here. Significant work will need to be done before this is resolved
completely, but the start is there.
BuySell::registerPlayerItems() has been completely disabled temporarily. The
previous function iterated through equipment, yet in the context I think it is
intended to fill items? I have been unable to update this function to fit the
modifications made to the Inventory/Equipment/Possessions, as I am unsure what
exactly what it should be doing.
ItemClass::mSpriteId was previously unused, so had been removed, but I
notice that it was used when transmitting equipment to nearby clients.
Experimentation showed that this value was never set to anything other than
0, and so has been left out of the ItemManager rewrite.
I am not entirely sure what is happening here, but it should be worth looking
into at a later time, as I am not sure how equipment appearences would be sent
otherwise.
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inventory.
It permits to open a sell box with every items in the player inventory
as requested by Striker.
Also added different return value support to both the buy selling functions,
and made fixes where relevant.
The test.lua script will be upgraded to show examples in a next commit.
What's left to be done is to fix the inventory handling for both selling
functions. (Sigh...)
Concerns: Manasource mantis: #78, #101.
Reviewed-by: Jaxad0127
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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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defines.h, and removing some overheading along the way.
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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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