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path: root/src/game-server/monster.hpp
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2010-11-14Renamed .hpp files into .h for consistency.Yohann Ferreira1-351/+0
Also added an header to the autoattack.{h,cpp} files. Big but trivial fix.
2010-11-02Some random code cleanups.Yohann Ferreira1-5/+5
Also renamed MonsterClass::getType() to getId() since it was misleading with the use of ThingType::getType() and didn't represent the actual meaning, IMHO. Trivial.
2010-11-01Prevented a crash in the monster loading code.Yohann Ferreira1-0/+7
The server was trying to insert attributes value not in monster scope. The monster code is to be rewritten anyway. Resolves: Mana-Mantis #212.
2010-07-30Fixed a little mistake done in Monster::setAttribute.Yohann Ferreira1-4/+4
It was using at() for setting. Also I changed the unsigned int to int as the default returned was -1 in the MonsterManager::reload() function.
2010-07-10New attribute system and major changes to many low-level areas.Freeyorp1-12/+8
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.
2010-06-06More const correctness and small code cleanupsThorbjørn Lindeijer1-4/+4
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
2009-12-05(refactoring) Replaced various differen tick counting constructs in the ↵Philipp Sehmisch1-12/+2
being classes with a common timer infrastructure
2009-10-26Added optional optimal level mechanic which reduces exp gain of certain ↵Philipp Sehmisch1-4/+12
sources after a certain skill level.
2009-10-15Speed code unification part 1: Made the server accept speed values in tiles ↵Bertram1-5/+5
per second.
2009-10-09Synced the protocol file with client in protocol.h, letting other defines in ↵Bertram1-0/+1
defines.h, and removing some overheading along the way.
2009-10-03Some cleanupThorbjørn Lindeijer1-3/+3
* Removed unsigned/signed warning by just using signed integers. * Made AccountHandler message handler functions members again instead of static functions. * Renamed 'computer' to 'client' since that is a less confusing name.
2009-10-03Adds the changeAnger method to monstersChuck Miller1-0/+5
2009-09-23added script functions for monster attacksPhilipp Sehmisch1-0/+1
2009-09-17Added the possibility to define a monster script for a whole monster class ↵Philipp Sehmisch1-2/+11
in monsters.xml
2009-09-16Allow for basic scripted monstersChuck Miller1-0/+12
2009-08-20Removed remnants of attack zones. Monsters AI now works properly again.Philipp Sehmisch1-4/+3
2009-04-26Standardize on the position of the const keywordBjørn Lindeijer1-2/+2
Same as for the client.
2009-04-26Merged MovingObject into the Being classBjørn Lindeijer1-3/+3
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.
2008-11-22Refuse to spawn dead monstersBjørn Lindeijer1-1/+1
The server now warns instead of spawning dead monsters. Since I threw the spawning code around a bit, I hope I didn't break it.
2008-11-16Got rid of CVS/Subversion $Id$ markersBjørn Lindeijer1-2/+0
2008-10-29Some code formatting cleanup and unduplicated conversion from direction toBjørn Lindeijer1-58/+123
angle.
2008-09-27Implemented getting the attack zone of weapons from the item database and ↵Philipp Sehmisch1-2/+3
implemented single target attacks useful for projectile weapons like bows.
2008-03-13Implemented dynamic and selective pathblocking. Monsters are blocked by ↵Philipp Sehmisch1-0/+12
player characters and other monsters, player characters only by monsters.
2008-03-09bugfix for last commitPhilipp Sehmisch1-1/+1
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.
2008-02-20Implemented different monster attacks read from monsters.xmlPhilipp Sehmisch1-7/+29
2008-02-13Implemented monster mutation.Philipp Sehmisch1-4/+9
2008-02-11Implemented getting size and speed from monster.xmlPhilipp Sehmisch1-24/+16
2008-02-07arts of monster behavior are now read from monsters.xml.Philipp Sehmisch1-4/+29
2008-02-06Exp reward for killing monsters is now read from monster database.Philipp Sehmisch1-4/+15
2008-02-06Monster base attributes are now read from monsters.xml.Philipp Sehmisch1-1/+14
2008-01-28Added weapon skill system and leveling system.Philipp Sehmisch1-0/+10
2008-01-07Player characters and monsters now attack with different ranges and angles ↵Philipp Sehmisch1-0/+2
(preparation for getting attack zone from weapon properties or monster database).
2007-08-29Replaced event system. Fixed race condition between quest variable recovery ↵Guillaume Melquiond1-15/+9
and character removal.
2007-08-18First part of a patch for completing the RPG system (character attributes) ↵Guillaume Melquiond1-13/+6
of TMWserv.
2007-07-23Sent proper monster identifiers.Guillaume Melquiond1-0/+12
2007-07-08Added monster drops.Guillaume Melquiond1-2/+40
2007-06-30Implemented basic monster AI and fixed a stability problem caused by the ↵Philipp Sehmisch1-3/+61
spawn areas.
2007-03-31Added a DeathListener interface, which the SpawnArea now uses to get notifiedBjørn Lindeijer1-1/+1
about dying beings, so that it knows when to spawn more.
2007-03-31Made a start with having monsters spawn using a SpawnArea.Bjørn Lindeijer1-66/+66
2007-03-30repaired some svn errorsPhilipp Sehmisch1-86/+3
2007-03-30Renamed "Controlled" to "Monster" and moved it into the game-server directory.Philipp Sehmisch1-0/+149