Age | Commit message (Collapse) | Author | Files | Lines |
|
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
|
|
These functions can only be used in the context of a character talking
to an NPC, so these parameters can be deduced from that context rather
than passing them explicitly all the time.
Simplifies NPC scripting.
|
|
Only moved a single script function to a member for now, will do others
in a separate commit.
|
|
The point is to do this on the new character and to allow the client
to continue playing with the existing character instance (when it
represents the same character in the DB).
Somehow was changed in commit aa04597c5f8.
|
|
|
|
The requirement for having these definitions was relaxed in the C++11
standard. In short, they are not needed anymore for static const
integral types.
Details:
http://www.open-std.org/jtc1/sc22/wg21/docs/cwg_defects.html#454
|
|
It is only needed temporarily while serializing and deserializing.
|
|
This was the final step to remove the hierachy with Entity on the top.
|
|
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.
|
|
A CharacterData was created as a proxy class in order to allow using the
old serialization method.
|
|
|
|
It looks like mingw does not define all the stuff in c++0x it does
without.
|
|
Things done:
- Allowed to create new Attributes outside of the protected scope of Being
- Moved Monster to MonsterComponent
- Some minor cleanup in the Attribute setting code of monsters
|
|
This allows the server to compile with c++0x (and enables it).
This also includes some coding style / readabillity fixes.
|
|
It was forgotten to remove when the new approach was added
|
|
All damage dealing is now handeled via CombatComponent.
Monsters use a derived MonsterCombatComponent since they can have a damage
mutation and have a seperate script callback.
The wirering with Being is still not optional since most of the stuff does
not exist as components.
Things done:
- Seperated the fighting code from Being and only let Characters and Monsters
add the Component (less overhead for npcs)
- Added a getter for Attribute values to prevent searching it all the time in
non Being members
- Fixed the type if the damage mutation to double (no idea why it was int)
I did not want to copy it over incorrectly
- Removed the addAttack/removeAttack overrides in Character and made the
knuckleAttack being added based on newly added signals
Future TODOS:
- Remove depedency on Being as soon all needed dependencies are available
as components of Entity
- Move the monster script callback into the general combatcomponent and
make it usuable for characters too
|
|
Inline documentation is in general needlessly verbose and only makes it
harder to read the actual class API. This change moves this kind of
documentation to the function implementation for the 'Entity' class.
For inline methods, the implementation is moved outside of the class
using the 'inline' keyword. This provides a good place to put the
documentation, but it also further cleans up the class definition.
The class definition now gives a much better overview over its API. And
if needed, details can be looked up at the function implementations.
Reviewed-by: Erik Schilling
|
|
|
|
Reviewed-by: Yohann Ferreira
|
|
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
|
|
Well, first visible change is that everything just gets longer to read.
Reviewed-by: Yohann Ferreira
|
|
MonsterTargetEventDispatch was used before switching to libsigc++.
|
|
Since the name was used to log things and the default now is "" also added
logging of the address and port too.
|
|
If you set net_gameServerName you can now reserve maps in the maps.xml.
There you have to add the servername - property to the <map> tag.
Then the map will only be activated by that server.
Also changed the activate sequence that the account server now tells the game
server what maps to activate (previously the server requested all maps and the
account server said yes or no).
TODO: Fix general inter server map switching.
|
|
They are now required via the main.lua.
Also made Harmony giving you the plague in order to allow testing.
|
|
This should allow to finally call functions to lua without having to care
about working around situations where a lua call causes a c++ call which
needs to call to lua again.
Tested against the source of tales repository data.
|
|
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)
|
|
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.
|
|
Did this during trying to understand the code
|
|
Reviewed-by: bjorn.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
This documentation used to be accurate, until Point was merged with the
Position class in commit 8ff3e6674c1d4fc05fc1ba87f42484689fca0879.
Also fixed a typo.
|
|
Also added checks for invalid item and zero amount
Reviewed-by: bjorn.
|
|
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
|
|
Same thing, but shorter.
|
|
|
|
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.
|
|
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
|
|
|
|
Gender is shared. There is no reason in duplicating code
*Breaks compatbility with old clients*
*Requires clientside patch*
Reviewed-by: Stefan Beller.
|
|
Reviewed-by: bjorn.
|
|
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.
|
|
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.
|
|
Reviewed-by: bjorn.
|
|
* 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
|