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path: root/src/scripting/lua.cpp
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2013-04-27Use nullptr instead of NULL everywhereErik Schilling1-10/+10
2013-04-27Fixed typo in script docsErik Schilling1-1/+1
2013-04-15Forgot to rename npc_message in some docsThorbjørn Lindeijer1-11/+11
2013-04-15Fixed small script documentation errorThorbjørn Lindeijer1-1/+1
2013-04-15Fixed error messageThorbjørn Lindeijer1-1/+1
Thanks to Ablu for noticing.
2013-04-15Dropped the & from the Lua function tablesThorbjørn Lindeijer1-149/+149
It's not actually necessary.
2013-04-15Moved functions to entity members where appropriateThorbjørn Lindeijer1-465/+575
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
2013-04-14Simplified some script function namesThorbjørn Lindeijer1-39/+38
npc_message -> say npc_choice -> ask npc_ask_integer -> ask_number npc_ask_string -> ask_string npc_trade -> trade
2013-04-14Removed NPC and character parameters from NPC functionsThorbjørn Lindeijer1-64/+65
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.
2013-04-14Use a full user data for Entity referencesThorbjørn Lindeijer1-31/+22
Only moved a single script function to a member for now, will do others in a separate commit.
2013-04-12Fixed too long lua documentationErik Schilling1-21/+46
2013-04-12Moved Actor into an ComponentErik Schilling1-39/+46
This was the final step to remove the hierachy with Entity on the top.
2013-04-11Converted Being into a ComponentErik Schilling1-147/+170
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.
2013-04-11Converted the Character class into a componentErik Schilling1-69/+81
A CharacterData was created as a proxy class in order to allow using the old serialization method.
2013-04-03Moved the Monster class to a ComponentErik Schilling1-14/+19
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
2013-04-02Fixed multiple warnings and errors that blocked c++0xErik Schilling1-1/+1
This allows the server to compile with c++0x (and enables it). This also includes some coding style / readabillity fixes.
2013-04-02Moved fighting code into a componentErik Schilling1-2/+3
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
2013-03-25Changed NPC to an NpcComponent added to a BeingThorbjørn Lindeijer1-27/+37
2013-03-25Changed Effect to a component of ActorThorbjørn Lindeijer1-1/+1
Reviewed-by: Yohann Ferreira
2013-03-25Changed Item to a component of ActorThorbjørn Lindeijer1-9/+5
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
2013-03-25Changed SpawnArea and TriggerArea to components of EntityThorbjørn Lindeijer1-4/+8
Well, first visible change is that everything just gets longer to read. Reviewed-by: Yohann Ferreira
2013-02-24Documented all lua binds directly in the sourceErik Schilling1-1341/+2201
This change adds a comment to each lua binding. In the future a script should parse those and generate the docs from them. This should prevent outdated docs and duplicate effort to keep code and docs synced. In C++ categories can be defined in this way: /** LUA_CATEGORY long description of the category (shortname) * further text * goes into * the next lines */ The shortname is only used to bind other comments to the category. In lua the category would look like this: --- LUA_CATEGORY long description of the category (shortname) -- further text -- goes into -- the next lines A comment that describes a bind then can look like this: /** LUA some_function (shortnameofcategory) * some_function(string name) * some_function(int id) ** * Description */ Or in Lua: --- LUA some_function (shortnameofcategory) -- some_function(string name) -- some_function(int id) --- -- Description Autoupdates script follows soon
2013-02-21Introduced Script::ContextErik Schilling1-8/+2
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.
2013-02-04Moved attribute (re)calculation to the scriptsErik Schilling1-0/+26
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.
2013-01-09Replaced EventListener with signals based on libsigc++Thorbjørn Lindeijer1-1/+5
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
2013-01-09Micro-optimizations for pushing strings to LuaThorbjørn Lindeijer1-32/+24
Use lua_pushliteral and lua_pushlstring instead of lua_pushstring, which avoids Lua having to determine the length of the string.
2013-01-09Added support for Lua 5.2Thorbjørn Lindeijer1-0/+9
Should still work against Lua 5.1 as well.
2013-01-08Added script binds for getting attack informationErik Schilling1-7/+146
New binds: - Damage: - id - skill - base - delta - cth - element - type - truestrike - range - Attack: - priority - cooldown - warmup - global_cooldown - damage - on_attack - MonsterClass: - attacks - ItemClass: - attacks
2012-08-10Fixed item_drop insertion of objectErik Schilling1-3/+2
2012-08-05Fixed wrong error raising in lua.cppErik Schilling1-2/+2
Reviewed-by: bjorn.
2012-08-05Removed old warnings and documentation from chr_inv_change.Erik Schilling1-7/+3
This was forgotten to do when dropping the money checks and introducing the checkItem function. Reviewed-by: bjorn.
2012-07-21Removed raiseScriptErrorThorbjørn Lindeijer1-22/+24
It wasn't really adding anything since errors raised using luaL_error are already logged anyway. Reviewed-by: Erik Schilling
2012-07-17Added lua binds for issuing request of quest variable + bind for trying to ↵Erik Schilling1-2/+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/+17
Reviewed-by: bjorn.
2012-07-17Added lua bind to send text effect particle to clientsErik Schilling1-0/+13
Change is tested. Reviewed-by: bjorn.
2012-07-17Made chr_get_level capable of retrieving skill levelsErik Schilling1-3/+12
Reviewed-by: bjorn.
2012-07-14Fixed the get_beings_in_rectangle function.Erik Schilling1-1/+2
Previously it only used the rectangle iterator which in fact iterated over the beings in the map zones and returned often way higher number of beings compared to the actual rectangle. Change is tested. Reviewed-by: Bjorn.
2012-07-10Made kill count script bind capable of taking the monster name as argumentErik Schilling1-2/+2
Reviewed-by: bjorn.
2012-07-08Added bind for setting login callbackErik Schilling1-0/+8
Reviewed-by: bjorn.
2012-07-07Added script bind for getting specy id of a monster handleErik Schilling1-0/+12
Reviewed-by: bjorn.
2012-05-20Removed no longer needed codeErik Schilling1-16/+0
I forgot to remove this during my special cleanup Reviewed-by: bjorn.
2012-05-06Don't send NPC text as fixed-length stringThorbjørn Lindeijer1-3/+2
This is intended to be used only when the string length is known. The client was deriving the length from the remaining amount of data in the message, but that doesn't work in the new 'debug mode' of the protocol. Reviewed-by: Ben Longbons
2012-04-04Adding monster::on_damage callbackStefan Beller1-0/+9
Reviewed-by: bjorn
2012-04-04Renamed Thing to EntityThorbjørn Lindeijer1-2/+2
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
2012-04-04Enhanced special supportErik Schilling1-2/+138
- Made the current charge being saved. - Added script binds: - chr_set_special_recharge_speed - chr_get_special_recharge_speed - chr_set_special_mana - chr_get_special_mana - get_special_info - Added special info lua class. Functions: - name - needed_mana - rechargeable - on_use - on_recharged - category Further the engine no longer sets charge to 0 after using of specials this allows more flexbilillity (like failing specials). Changes on the xml database: - recharge renamed to rechargeable (needed by client and server) - needed - the needed mana to trigger a special (server only) - rechargespeed - the defailt recharge speed in mana per tick (server only) - target - the type of target (either being or point) (server and client) I also made the lua engine pushing nil instead of a 0 light userdata when the pointer was 0. Database update needed. Change is tested. Mana-Mantis: #167, #156 Reviewed-by: bjorn.
2012-03-17Made skill related function capable of taking the skill name as parameterErik Schilling1-5/+14
Reviewed-by: bjorn.
2012-03-17Added map update function, moved schedules there to keep map contextErik Schilling1-2/+15
Reviewed-by: bjorn.
2012-03-14Added chr_kick() lua bindErik Schilling1-2/+16
Another step towards scriptable @commands. Reviewed-by: bjorn.
2012-03-14Added being_get_mapid lua bindErik Schilling1-2/+18
Another step for being able to make @commands scriptable Reviewed-by: bjorn.
2012-03-14Added get_character_by_name lua bindErik Schilling1-0/+18
Step to be able to handle chatcommands by scripts. Reviewed-by: bjorn.