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path: root/src/game-server/mapcomposite.h
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2013-09-19Cleaned up mapcomposite.hThorbjørn Lindeijer1-106/+7
Moving class definitions for MapZone, ObjectBucket and MapContent into mapcomposite.cpp since they are not used anywhere else.
2013-04-12Moved Actor into an ComponentErik Schilling1-16/+15
This was the final step to remove the hierachy with Entity on the top.
2013-04-11Converted Being into a ComponentErik Schilling1-8/+7
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.
2013-04-11Converted the Character class into a componentErik Schilling1-3/+3
A CharacterData was created as a proxy class in order to allow using the old serialization method.
2012-09-22Fixed marking map as activatedErik Schilling1-0/+4
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.
2012-09-02Allow map objects as warp targetsErik Schilling1-1/+4
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.
2012-04-04Renamed Thing to EntityThorbjørn Lindeijer1-6/+6
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
2012-03-17Added map update function, moved schedules there to keep map contextErik Schilling1-0/+4
Reviewed-by: bjorn.
2012-03-11Added callbacks for map/worldvar changesErik Schilling1-0/+19
Reviewed-by: bjorn.
2012-03-05Added lua function for getting pvp status of mapErik Schilling1-2/+2
mana.map_get_pvp() now returns one of the constants in libmana-constants.lua Reviewed-by: Bertram.
2012-03-03Added further missing callbacksErik Schilling1-0/+7
Reviewed-by: bjorn.
2012-03-02Merged all the different Lua states into oneThorbjørn Lindeijer1-9/+0
No more Lua state for each status effect, monster, item effect or map. All scripts are loaded into the same state. This should be more efficient overall and make it easier to implement dynamic reloading of the scripts in the future. Now, this introduces the problem of name collisions between different Lua scripts. For now this is solved by using more specific function names, like 'tick_plague' and 'tick_jump' rather than just 'tick'. The plan is however to get rid of these globals, and register these callbacks from the script, so that they can be local functions without the danger of colliding with other scripts. Reviewed-by: Erik Schilling Reviewed-by: Yohann Ferreira
2011-10-19Took interpreting the objects out of the map readerThorbjørn Lindeijer1-13/+14
The map reader is now only concerned with parsing the XML, whereas the MapComposite turns some of the objects into Warps, Spawns and NPCs. Reviewed-by: Yohann Ferreira
2011-03-12Removed a bunch of silly documentationThorbjørn Lindeijer1-7/+0
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. :)
2011-03-06Small fixes coming from my comment on issue #77.Yohann Ferreira1-3/+5
Trivial.
2011-03-04Implemented persistent world and map variablesPhilipp Sehmisch1-1/+20
The gameserver now receive a copy of all world state variables when they are accepted by the accountserver and receive a copy of all map state variables of a map when they register it successfully. Implemented LUA script bindings for getting and setting these variables. When such a variable is set, the accountserver is notified about this change. Changes to world state variables are then propagated to all gameservers by the accountserver. Be aware that when a gameserver is updating a map, there is no check if it is actually responsible for said map. But I consider this not a security flaw, because authenticated game servers are considered to be trustworthy in a lot of other situations, too. Also renamed "quest" to "character variable" in the sourcecode. Reviewed-by: Bertram
2010-11-14Renamed .hpp files into .h for consistency.Yohann Ferreira1-0/+347
Also added an header to the autoattack.{h,cpp} files. Big but trivial fix.