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2013-02-17Monsters no longer load their script filesErik Schilling3-40/+0
Before monsters loaded their script file on *each* spawn. This is rather wrong since the script state keeps growing for each monster. However all of this was unnessecary since the main.lua can simply require the script file. If you do not want to spam the main.lua (or any other file) with all the requires: I guess we can add script binds to iterate over all monsters and add some custom properties to the monsters.xml (See Mana-Mantis #356)
2013-02-04Moved attribute (re)calculation to the scriptsErik Schilling6-176/+70
This introduces two callbacks: - on_update_derived_attribute -> Called to recalculate other derived attributes. - on_recalculate_base_attribute -> Called to recalculate a base attribute (only called for characters. However the function passed as callback can be useful for recalculating the derived attributes as well) Monsters no longer block recalculation of attributes except HP and Speed. I saw no sense to keep this. Fixed constant value in libmana-constants.lua Dropped bool type of the recalculation functions. It would be difficult to keep it while pushing all to the script engine and it was unused anyway. All in all this adds a LOT more flexibillity to projects since they can now adapt all attributes in the way they want.
2013-02-04Random cleanup of attribute codeErik Schilling3-19/+28
Did this during trying to understand the code
2013-02-03Modifications to allow crosscompiling with mingwErik Schilling1-0/+1
Reviewed-by: bjorn.
2013-02-01Silenced to Wreorder warnings.Yohann Ferreira2-3/+3
2013-02-01Added emote support.Yohann Ferreira9-2/+192
2013-01-29Silenced some eclipse warningsErik Schilling7-3/+19
2013-01-15Fixed setting current map for npc update functionErik Schilling1-0/+2
2013-01-10Small simplification in Monster::diedThorbjørn Lindeijer1-4/+4
2013-01-10Used a typedef to make callback syntax more readableThorbjørn Lindeijer1-11/+8
2013-01-10Small documentation updates for Point and RectangleThorbjørn Lindeijer1-1/+1
This documentation used to be accurate, until Point was merged with the Position class in commit 8ff3e6674c1d4fc05fc1ba87f42484689fca0879. Also fixed a typo.
2013-01-10Made sure in-inventory trigger is called at pickupErik Schilling1-1/+9
Also added checks for invalid item and zero amount Reviewed-by: bjorn.
2013-01-09Replaced EventListener with signals based on libsigc++Thorbjørn Lindeijer13-313/+134
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
2013-01-09Replaced 'unsigned int' with 'unsigned'Thorbjørn Lindeijer24-160/+160
Same thing, but shorter.
2013-01-08Fixed syntax error (added missing '{')Thorbjørn Lindeijer1-0/+1
2013-01-08Added Vulnerabilities for monstersErik Schilling3-1/+28
You can now actually use the already used node in the monsters.xml Monsters can have different vulnerabillities against elements: <vulnerabillity element="earth" factor="2.0" /> This will double damage of the element earth to this monster.
2013-01-08Work on (Auto)Attack system.Erik Schilling15-465/+577
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
2013-01-08Rename AutoAttack to AttackErik Schilling8-47/+47
2012-10-11Moved order of sending genderErik Schilling1-3/+1
Gender is shared. There is no reason in duplicating code *Breaks compatbility with old clients* *Requires clientside patch* Reviewed-by: Stefan Beller.
2012-09-22Extended warnings for parsing warpsErik Schilling1-1/+1
Reviewed-by: bjorn.
2012-09-22Fixed marking map as activatedErik Schilling2-19/+40
The patch that allowed to use map objects as warp targets broke this. During run of map initalize mActive was still false. This broke creating objects (npc, triggers) in atinit. Reviewed-by: bjorn.
2012-09-02Allow map objects as warp targetsErik Schilling3-14/+57
This patch allows map objects as warp targets. For use: - Create object in tiled with type="WARP_DEST" - Set name to anything you want - Create usual WARP object - Leave out the DEST_{X,Y} part - Add DEST_NAME property with the name of the first object This requires the game server to parse all maps at startup. Change is tested. Reviewed-by: bjorn.
2012-09-02Dropped .gz suffix for mapsErik Schilling1-2/+0
Reviewed-by: bjorn.
2012-08-10Fixed issues with removing attribute modifiersThorbjørn Lindeijer1-4/+5
* AttributeModifiersEffect::remove was not calling updateMod with the 'value' parameter, causing it to have no effect at all for Stackable modifiers. * The cached value of the changed modifier effect was not being recalculated when removing modifiers, because it started one layer too high (there's an inconsistency here: AttributeModifiersEffect::add updates this cached value while AttributeModifiersEffect::remove doesn't). Reviewed-by: Erik Schilling
2012-08-06Allow monster name in <drop> tagErik Schilling1-3/+17
Reviewed-by: Stefan Beller.
2012-08-05Fixed the atinit functionErik Schilling1-0/+2
Previously each map had its own scope. They got merged now but the atinit function was forgotten to adapt. Reviewed-by: bjorn.
2012-08-05Fixed recalculation of base attributesErik Schilling1-7/+7
We do not need to calculate derived attributes of the derived attributes but the base of the derived attribute. Reviewed-by: bjorn.
2012-08-05Remove resetEffects; move it to destructor in ItemClass.Stefan Beller2-18/+20
Reviewed-by: bjorn
2012-08-05Fixup segfault at shutdown of gameserver.Stefan Beller1-5/+1
The objects of ItemEffectInfo class, which are hold in mDispells are definitly in mEffects as well, because they are added in in addEffect as the same pointer. Reviewed-by: Erik Schilling
2012-08-05Correct updating the old position of beings.Stefan Beller1-4/+4
Reviewed-by: bjorn acked-by: Ablu
2012-08-04Prevent characters from using specials after deathErik Schilling1-0/+6
Reviewed-by: Stefan Beller.
2012-08-03Fixed dead characters being able to use items.Erik Schilling1-0/+4
Change is tested. Mantis: #492. Reviewed-by: Stefan Beller.
2012-08-03Made the character not colliding with monsters.Erik Schilling1-1/+1
Prevents clientside desyncs. Reviewed-by: Stefan Beller.
2012-08-02Correct further int lengthes.Stefan Beller1-2/+2
Reviewed-by: Ablu.
2012-07-31Gameserver raise attribute: correct integer size.Stefan Beller1-1/+1
Acked-by: bjorn
2012-07-31Make Attributes modifiable by client again.Stefan Beller1-1/+2
Reviewed-by: bjorn
2012-07-31Fix Inventory::getNewEquipItemInstance to yield really unique ids.Stefan Beller1-9/+8
Signed-off-by: Stefan Beller <stefanbeller@googlemail.com> Reviewed-by: Erik Schilling
2012-07-17Added lua binds for issuing request of quest variable + bind for trying to ↵Erik Schilling3-11/+67
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.
2012-07-17Added script binds to get full monster anger list + drop anger of monstersErik Schilling1-0/+3
Reviewed-by: bjorn.
2012-07-11Made sure the map is set for trigger scriptsErik Schilling1-0/+1
Also unsetted maps after execution of scripts to make finding this mistakes easier. Reviewed-by: bjorn.
2012-07-08Added bind for setting login callbackErik Schilling3-0/+14
Reviewed-by: bjorn.
2012-06-22Collisiondetection: Removing commented code.Stefan Beller1-118/+0
Reviewed-by: Ablu
2012-05-25Fixed handling of skillsErik Schilling2-9/+1
- Removed possibility of skills getting mixed with attributes - Made the server sending the level of the current skill on exp change (currently the client could calculate it itself, but it allows more flexibillity in future this way) - Fixed reading of skills out of the database (for some reason the status effects were added as skills) ** Needs clientside patch as well (coming soon) ** Reviewed-by: Bertram.
2012-05-06Fixed type of returned value from MapReader::readMapThorbjørn Lindeijer1-1/+1
GCC 4.7 warns about this, yay.
2012-05-05Added debugging mode to the protocolThorbjørn Lindeijer2-0/+5
Allows inspection of message data. It is off by default since it consumes additional bandwidth, but it can be turned on using the net_debugMode option in manaserv.xml. Currently the option only affects outgoing data for each host individually. In particular, enabling this debug mode for the server does not automatically make the client annotate its messages. Reviewed-by: Erik Schilling
2012-04-18Removed not needed trigger for specialupdate when INT attribute changed.Erik Schilling1-4/+0
I removed this dependency a while ago. But forgot to remove this code. Reviewed-by: bjorn.
2012-04-14Fixed compiler warning about non-virtual destructorThorbjørn Lindeijer1-0/+2
None of the subclasses actually define a destructor that does anything, but this may change in the future. In any case it's good to get rid of the warning. Reviewed-by: Erik Schilling
2012-04-14Introduced a Timeout class for counting down without countingThorbjørn Lindeijer10-142/+219
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
2012-04-12Fixed issues with server behind routerErik Schilling1-1/+3
Tested-by: jurkan. Reviewed-by: Bertram.
2012-04-04Adding monster::on_damage callbackStefan Beller2-0/+24
Reviewed-by: bjorn