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path: root/src/game-server/quest.cpp
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2013-01-09Replaced EventListener with signals based on libsigc++Thorbjørn Lindeijer1-38/+40
This replaces the rather hard to understand event dispatcher with a probably even harder to understand templated library, but fortunately we can rely on the available documentation. Hopefully it will also help with the readability of our code and with adding additional signals to other classes. Added libsigc++ to README and Travis CI configuration. Reviewed-by: Erik Schilling
2012-07-17Added lua binds for issuing request of quest variable + bind for trying to ↵Erik Schilling1-3/+19
read them The difference to the old chr_get_quest bind is that this allows querying quest vars from non npc functions as well. Change is tested. Reviewed-by: bjorn.
2012-04-04Renamed Thing to EntityThorbjørn Lindeijer1-2/+2
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
2012-03-10Moved the managing of NPC script coroutines into C++Thorbjørn Lindeijer1-2/+3
Rather than wrapping NPC functions up in coroutines in the Lua side, they are now managed on the C++ side as "script threads", which are essentially the same thing. The main purpose is that the server can now know whether any of these long running script interactions are still active, which will probably be useful when adding the ability to reload scripts. Reviewed-by: Erik Schilling
2012-03-02Converted functions called by LuaScript to callbacksThorbjørn Lindeijer1-1/+1
This includes the quest reply, post reply, death notification and remove notification. Also, Script::Ref was changed from a typedef to a small class, automating initialization and making the check for validness clearer. Reviewed-by: Erik Schilling
2011-03-04Implemented persistent world and map variablesPhilipp Sehmisch1-2/+2
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 Ferreira1-4/+4
Also added an header to the autoattack.{h,cpp} files. Big but trivial fix.
2010-02-07Update Copyright date for Manaserv.Bertram1-1/+1
2009-12-06Fixed name of the project in copyright headersThorbjørn Lindeijer1-7/+6
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.
2009-10-09Synced the protocol file with client in protocol.h, letting other defines in ↵Bertram1-1/+0
defines.h, and removing some overheading along the way.
2009-04-26Standardize on the position of the const keywordBjørn Lindeijer1-11/+11
Same as for the client.
2008-11-16Got rid of CVS/Subversion $Id$ markersBjørn Lindeijer1-2/+0
2007-10-27Made it compile with GCC 4.3Guillaume Melquiond1-19/+22
2007-08-30Fixed compile error by reverting to old constructor syntax.Guillaume Melquiond1-1/+1
2007-08-29Replaced event system. Fixed race condition between quest variable recovery ↵Guillaume Melquiond1-14/+35
and character removal.
2007-08-29Commented non-compliant coding.Guillaume Melquiond1-0/+5
2007-08-28Implemented quest variables.Guillaume Melquiond1-0/+138