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path: root/src/scripting/lua.cpp
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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 This should prevent outdated docs and duplicate effort to keep code and docs synced.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.
2012-03-13Added script bind to set walkmask for beingsErik Schilling1-0/+42
TODO: Inform client about this change. Reviewed-by: bjorn.
2012-03-11Removed "mana." from script function documentationThorbjørn Lindeijer1-102/+99
Forgot to do this in the previous commit.
2012-03-11Register Lua script API functions into the global namespaceThorbjørn Lindeijer1-2/+3
Scripts mostly execute the Mana script API, and it seems like just unnecessary verbosity to refer to the 'mana' table all the time. This table no longer exists now. Reviewed-by: Erik Schilling
2012-03-11Removed the create_npc wrapper and the last two NPC callbacksThorbjørn Lindeijer1-36/+24
When creating an NPC, you now provide its optional talk and update functions directly rather than them being stored in a table on the Lua side and then called in response to a global callback. Also fixed an issue with a missing gender parameter to the delayed NPC creation callback used by NPCs defined on the map (found by Erik while reviewing this patch). Reviewed-by: Erik Schilling
2012-03-11Added callbacks for map/worldvar changesErik Schilling1-0/+22
Reviewed-by: bjorn.
2012-03-10Moved the managing of NPC script coroutines into C++Thorbjørn Lindeijer1-82/+55
Rather than wrapping NPC functions up in coroutines in the Lua side, they are now managed on the C++ side as "script threads", which are essentially the same thing. The main purpose is that the server can now know whether any of these long running script interactions are still active, which will probably be useful when adding the ability to reload scripts. Reviewed-by: Erik Schilling
2012-03-07Fixed compileThorbjørn Lindeijer1-1/+1
This was meant to be amended to the previous commit...
2012-03-07Added a function that returns the current map or raises an errorThorbjørn Lindeijer1-134/+46
The new function 'checkCurrentMap' will raise an error when no current map has been set, eliminating the need to do custom error handling all over the place. This also fixes several functions that would otherwise have simply crashed when there was no current map. Also cleaned up some "empty string parameter" checks. Reviewed-by: Erik Schilling
2012-03-05Added lua function for getting pvp status of mapErik Schilling1-0/+13
mana.map_get_pvp() now returns one of the constants in libmana-constants.lua Reviewed-by: Bertram.
2012-03-05Added possibility to make a being attack an other beingErik Schilling1-7/+33
This allows the script to let the character perform a scripted attack but the character still gets xp and killed monsters give drops. You can now call: mana.being_damage(target, dmg, dmg_delta, accurancy, type, element, source, skill) While on it I also added checks to the being_damage function. Reviewed-by: bjorn, Bertram.
2012-03-05Improved Lua API argument checkingThorbjørn Lindeijer1-572/+159
It's a bit embarrassing the way this has gotten out of hand. The error checking was inconsistent, and in some cases wrong. A host of new helper functions, starting with 'check' rather than 'get', perform error handling on function arguments (they will not return when encountering an error). Reviewed-by: Erik Schilling
2012-03-03Removed the last direct call to global script functionThorbjørn Lindeijer1-12/+15
The ScriptAction of the TriggerArea (which can be created by mana.trigger_create) was still using a named global function for its callback. Now it also uses a reference to a script function. Since it was the last occurrence of a call to a global script function, I've also removed the Script::prepare(std::string) overload. Reviewed-by: Erik Schilling Mantis-issue: 299
2012-03-03Improved handling of item and monster class parametersThorbjørn Lindeijer1-152/+29
Item and monster classes could already be identified by either their id or their name. Now the explicit values returned by 'get_item_class' and 'get_monster_class' can also be used as parameter. In addition the above two getters learned to understand all three types of parameter as well, rather than only supporting a name. Reviewed-by: Erik Schilling
2012-03-03Use callbacks for items, monsters and status effectsThorbjørn Lindeijer1-30/+81
Previously, global function names were defined in the respective XML definitions of items, monsters and status effects. This was reasonable when they all had the same state, but now they're sharing the single global Lua state. Now the Lua API provides access to the ItemClass, MonsterClass and StatusEffect instances, on which callbacks for both standard and custom events can be explicitly set. Reviewed-by: Erik Schilling
2012-03-03Added further missing callbacksErik Schilling1-0/+97
Reviewed-by: bjorn.
2012-03-02Converted functions called by LuaScript to callbacksThorbjørn Lindeijer1-0/+32
This includes the quest reply, post reply, death notification and remove notification. Also, Script::Ref was changed from a typedef to a small class, automating initialization and making the check for validness clearer. Reviewed-by: Erik Schilling