Age | Commit message (Collapse) | Author | Files | Lines |
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Some functions were skipped for now because they may need a new name
or change of behavior. Changes:
chr_warp entity:warp
chr_get_inventory entity:inventory
chr_inv_change entity:inv_change
chr_inv_count entity:inv_count
chr_get_equipment entity:equipment
chr_equip_slot entity:equip_slot
chr_equip_item entity:equip_item
chr_unequip_slot entity:unequip_slot
chr_unequip_item entity:unequip_item
chr_get_level entity:level
chr_get_exp entity:xp
chr_give_exp entity:give_xp
chr_get_rights entity:rights
chr_set_hair_style entity:set_hair_style
chr_get_hair_style entity:hair_style
chr_set_hair_color entity:set_hair_color
chr_get_hair_color entity:hair_color
chr_get_kill_count entity:kill_count
chr_give_special entity:give_special
chr_has_special entity:has_special
chr_take_special entity:take_special
chr_set_special_recharge_speed entity:set_special_recharge_speed
chr_get_special_recharge_speed entity:special_recharge_speed
chr_set_special_mana entity:set_special_mana
chr_get_special_mana entity:special_mana
chr_kick entity:kick
exp_for_level xp_for_level
monster_get_id entity:monster_id
monster_change_anger entity:change_anger
monster_drop_anger entity:drop_anger
monster_get_angerlist entity:angerlist
being_apply_status entity:apply_status
being_remove_status entity:remove_status
being_has_status entity:has_status
being_set_status_time entity:set_status_time
being_get_status_time entity:status_time
being_get_gender entity:gender
being_set_gender entity:set_gender
being_type entity:type
being_walk entity:walk
being_say entity:say
being_damage entity:damage
being_heal entity:heal
being_get_name entity:name
being_get_action entity:action
being_set_action entity:set_action
being_get_direction entity:direction
being_set_direction entity:set_direction
being_apply_attribute_modifier entity:apply_attribute_modifier
being_remove_attribute_modifier entity:remove_attribute_modifier
being_set_base_attribute entity:set_base_attribute
being_get_modified_attribute entity:modified_attribute
being_get_base_attribute entity:base_attribute
being_set_walkmask entity:set_walkmask
being_get_walkmask entity:walkmask
being_get_mapid entity:mapid
chat_message entity:message
being_register entity:register
chr_shake_screen entity:shake_screen
chr_create_text_particle entity:show_text_particle
- entity:position
posX entity:x
posY entity:y
monster_get_name monsterclass:name
item_get_name itemclass:name
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This was the final step to remove the hierachy with Entity on the top.
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I did not really care too much about staying consistent with the use of
static_casts to Actors since they are only temporary anyway until Actor
is a component too.
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A CharacterData was created as a proxy class in order to allow using the
old serialization method.
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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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Items also have positions, so the ItemComponent only makes sense as part of
an Actor. Later on it will probably be part of an entity that also has an
ActorComponent.
Since it was annoying to update all the places where items were created,
I've introduced a function for this.
The component types are now prefixed with "CT_" because I wanted to introduce
an 'Item' namespace which would otherwise be conflicting. The component types
enum isn't used much in the code so it can look a bit ugly.
Reviewed-by: Yohann Ferreira
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The timeout remembers a reference point of time against which it can check
how much time is remaining.
Reviewed-by: Erik Schilling
Reviewed-by: Yohann Ferreira
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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
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Reviewed-by: bjorn.
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This reflects much more what the function does IMHO.
Trivial.
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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
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Also added an header to the autoattack.{h,cpp} files.
Big but trivial fix.
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