summaryrefslogtreecommitdiff
path: root/src/game-server/spawnarea.cpp
AgeCommit message (Collapse)AuthorFilesLines
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.
2010-11-02Some random code cleanups.Yohann Ferreira1-9/+14
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.
2010-07-10New attribute system and major changes to many low-level areas.Freeyorp1-1/+1
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.
2010-02-07Update 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.
2009-01-17Filenames of item use scripts are now taken from the items.xmlPhilipp Sehmisch1-1/+1
2008-11-22Refuse to spawn dead monstersBjørn Lindeijer1-37/+44
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
2008-03-13Implemented dynamic and selective pathblocking. Monsters are blocked by ↵Philipp Sehmisch1-2/+4
player characters and other monsters, player characters only by monsters.
2007-11-13Improved warning message on spawning.Guillaume Melquiond1-3/+4
2007-09-23Changed delayed events to an explicit interface.Guillaume Melquiond1-2/+1
2007-09-10Spawn rate and limit are now read from map files and really fixed size of ↵Eugenio Favalli1-7/+18
spawn area.
2007-09-10Dimensionless spawn points now spawn over the whole map.Eugenio Favalli1-3/+5
2007-08-29Replaced event system. Fixed race condition between quest variable recovery ↵Guillaume Melquiond1-9/+16
and character removal.
2007-08-18First part of a patch for completing the RPG system (character attributes) ↵Guillaume Melquiond1-6/+0
of TMWserv.
2007-07-25Added being speed to protocol.Guillaume Melquiond1-1/+1
2007-07-08Added monster drops.Guillaume Melquiond1-3/+3
2007-07-07Fixed teleportation hack caused by caching of pathfinder results.Guillaume Melquiond1-0/+1
2007-07-07Singleton managers do not need stateful classes. Changed them to namespace ↵Guillaume Melquiond1-1/+1
interfaces.
2007-07-07Simplified code by using map pointers only, instead of using both map IDs ↵Guillaume Melquiond1-8/+9
and map pointers.
2007-06-30Implemented basic monster AI and fixed a stability problem caused by the ↵Philipp Sehmisch1-13/+32
spawn areas.
2007-06-28Delegated creature insertion to the State class so that it does not disturb ↵Guillaume Melquiond1-1/+2
object updating.
2007-03-31Took into account spawn rate.Bjørn Lindeijer1-15/+26
2007-03-31Added a DeathListener interface, which the SpawnArea now uses to get notifiedBjørn Lindeijer1-1/+7
about dying beings, so that it knows when to spawn more.
2007-03-31Made a start with having monsters spawn using a SpawnArea.Bjørn Lindeijer1-0/+68