Age | Commit message (Collapse) | Author | Files | Lines | |
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2010-11-14 | Renamed .hpp files into .h for consistency. | Yohann Ferreira | 1 | -4/+4 | |
Also added an header to the autoattack.{h,cpp} files. Big but trivial fix. | |||||
2010-11-02 | Some random code cleanups. | Yohann Ferreira | 1 | -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. | |||||
2010-07-10 | New attribute system and major changes to many low-level areas. | Freeyorp | 1 | -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. | |||||
2010-02-07 | Update Copyright date for Manaserv. | Bertram | 1 | -1/+1 | |
2009-12-06 | Fixed name of the project in copyright headers | Thorbjørn Lindeijer | 1 | -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. | |||||
2009-01-17 | Filenames of item use scripts are now taken from the items.xml | Philipp Sehmisch | 1 | -1/+1 | |
2008-11-22 | Refuse to spawn dead monsters | Bjørn Lindeijer | 1 | -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. | |||||
2008-11-16 | Got rid of CVS/Subversion $Id$ markers | Bjørn Lindeijer | 1 | -2/+0 | |
2008-03-13 | Implemented dynamic and selective pathblocking. Monsters are blocked by ↵ | Philipp Sehmisch | 1 | -2/+4 | |
player characters and other monsters, player characters only by monsters. | |||||
2007-11-13 | Improved warning message on spawning. | Guillaume Melquiond | 1 | -3/+4 | |
2007-09-23 | Changed delayed events to an explicit interface. | Guillaume Melquiond | 1 | -2/+1 | |
2007-09-10 | Spawn rate and limit are now read from map files and really fixed size of ↵ | Eugenio Favalli | 1 | -7/+18 | |
spawn area. | |||||
2007-09-10 | Dimensionless spawn points now spawn over the whole map. | Eugenio Favalli | 1 | -3/+5 | |
2007-08-29 | Replaced event system. Fixed race condition between quest variable recovery ↵ | Guillaume Melquiond | 1 | -9/+16 | |
and character removal. | |||||
2007-08-18 | First part of a patch for completing the RPG system (character attributes) ↵ | Guillaume Melquiond | 1 | -6/+0 | |
of TMWserv. | |||||
2007-07-25 | Added being speed to protocol. | Guillaume Melquiond | 1 | -1/+1 | |
2007-07-08 | Added monster drops. | Guillaume Melquiond | 1 | -3/+3 | |
2007-07-07 | Fixed teleportation hack caused by caching of pathfinder results. | Guillaume Melquiond | 1 | -0/+1 | |
2007-07-07 | Singleton managers do not need stateful classes. Changed them to namespace ↵ | Guillaume Melquiond | 1 | -1/+1 | |
interfaces. | |||||
2007-07-07 | Simplified code by using map pointers only, instead of using both map IDs ↵ | Guillaume Melquiond | 1 | -8/+9 | |
and map pointers. | |||||
2007-06-30 | Implemented basic monster AI and fixed a stability problem caused by the ↵ | Philipp Sehmisch | 1 | -13/+32 | |
spawn areas. | |||||
2007-06-28 | Delegated creature insertion to the State class so that it does not disturb ↵ | Guillaume Melquiond | 1 | -1/+2 | |
object updating. | |||||
2007-03-31 | Took into account spawn rate. | Bjørn Lindeijer | 1 | -15/+26 | |
2007-03-31 | Added a DeathListener interface, which the SpawnArea now uses to get notified | Bjørn Lindeijer | 1 | -1/+7 | |
about dying beings, so that it knows when to spawn more. | |||||
2007-03-31 | Made a start with having monsters spawn using a SpawnArea. | Bjørn Lindeijer | 1 | -0/+68 | |