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This is more precise than sending the attack type, that
can be guessed by the client anyway when the type parameter
will be added in the <attack> tag.
This is the server part of Mana issue: #363.
Reviewed-by: Bjorn.
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Before at most one item was droped and the sum
of all probablilites was limited to 100%.
Also in the example data drops are changed to existing items.
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Just seems a bit more organized to me.
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* Rely on the fact that a std::string is empty by default
* Use std::string::empty() rather than comparing to ""
* Construct with std::string() rather than from ""
Reviewed-by: Bertram
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I rewrote the @spawn command to allow two new things:
1. The monster ID can be replaced with the name of the monster.
2. The amount of monsters can be omitted. In that case a single monster
is spawned.
Reviewed by: Jaxad and Thorbjorn
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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. :)
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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
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Not in tiles, as suggested by the header.
Trivial fix.
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As a consequence, the monsters can spawn again.
Reviewed-by: Freeyorp.
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Trivial fix.
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Also added an header to the autoattack.{h,cpp} files.
Big but trivial fix.
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