Age | Commit message (Collapse) | Author | Files | Lines |
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Mana-mantis: #506.
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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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Same thing, but shorter.
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During the implementation bjorn and I agreed to limit the number of attacks that
can be used in the same tick to one. This makes a lot of stuff easier and the
client cannot display two frames at the same time
Things done:
- Implemented setting of attacks when equipping/unequipping items
- Single place where the xml attack node is parsed
- Finished attack logic
- Unified the attack handling of monsters and characters
- Added a global cooldown after attack use
(not only for next use of same attack)
- Removed the temponary attributes for the monster attack values
- Priorities for all attacks
- Rewrote the attack core:
- Attacks now have this attributes:
- warmup -> time a attack needs after starting it to actually deal the damage
- cooldown -> time a attack needs after dealing damage before another attack
can be used
- reuse -> time before the same attack can be used again
- If no attack is performed at the moment the following is done:
- make a list with all ready attacks
- check for attack that has the necessarily range and highest priority
- start this attack (inform client about it)
- when warmup is finished -> trigger damage
- when cooldown is finished -> allow to use other (or the same if reusetimer
allows) attacks
TODO:
- sync client with this to allow better timed animations
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Reviewed-by: bjorn.
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When I introduced NameMap it was only used with pointers, but now it is
also used with std::string so it probably makes sense to keep a default-
constructed value around so that a reference can be returned rather than
a copy.
NameMap::find was renamed to NameMap::value to make it more clear that
it doesn't return an iterator, like std::map::find.
Reviewed-by: Yohann Ferreira
Reviewed-by: Ben Longbons
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This will permit better handling of both skills names and id.
This is needed to start reworking on the auto-attack system.
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Ack-by: o11c.
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By using xmlParseFile instead of xmlParseMemory, the system-dependent
newlines should be handled automatically.
The .tmx.gz files should still be supported, but instead of manually
decompressing them the xmlParseFile function should take care of that.
It also fixes the leaking of XML documents in both the SkillManager as
well as the PermissionManager, since they now rely on XML::Document,
which cleans up automatically.
Reviewed-by: Stefan Dombrowski
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Also added an header to the autoattack.{h,cpp} files.
Big but trivial fix.
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Also fixed a memleak when loading an invalid monster attack.
Resolves: Mana-Mantis #215.
Reviewed-by: Thorbjorn.
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Also moved the trim() function into the utils namespace
where it belongs more, and made some random code cleanups.
Reviewed-by: Thorbjorn.
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- Added a new 'default' boolean parameter in mana-skills.xml.
If set to true, unknown weapon types will be defaulted
to the given value.
- Added better checks on skill id and names and improved error
reporting.
- Corrected minor typos, and made small cleanups.
Reviewed-by: jaxad0127
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libxml2 should be able to handle files with a BOM fine.
Reviewed-by: Bertram
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Reviewed-by: Thorbjorn, Jaxad0127
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Instead of loading data from a 'data' directory in the current working
directory, the server now uses clientDataPath and serverDataPath as
specified in the configuration. This removes the need to set up symbolic
links in order to merge these two types of data.
The default values point to example/clientdata and example/serverdata,
where a minimal example world can be developed to make setting up an
initial server quick and easy.
The XML::Document convenience class was copied over from the client.
Also, the ResourceManager is now shared between both servers, since the
account client is reading items.xml.
Reviewed-by: Jared Adams
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Reviewed by: Jaxad0127
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