Age | Commit message (Collapse) | Author | Files | Lines |
|
|
|
While on it I replaced the id usage in the server with the usage of the
AttributeInfo directly.
Next steps:
- Dehardcode the core attribute ids and store their
attributeinfos somewhere in AttributeManager (for now i simply
wrapped the ids with getAttributeInfo().
- Move AttributeInfo out of AttributeManager to shorten the usage + to
allow using a pointer in ModifierLocation without forward declaring
it.
|
|
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.
|
|
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.
|
|
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.
|
|
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
|
|
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
|
|
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
|
|
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
|
|
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
|
|
Reviewed-by: bjorn.
|
|
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
|
|
Rather than relying on the availability of global functions with certain
predefined names, the Lua script now calls API functions to set which
function should be called on these global events.
This mechanism should make it easier to avoid name collisions in the global
namespace, which is important now that there is only a single script state.
For these global events this was not likely to become a problem, but this
solution can also be used for callbacks on specific item or monster types,
or even allow setting callbacks on certain instances.
Reviewed-by: Erik Schilling
Reviewed-by: Yohann Ferreira
|
|
No more Lua state for each status effect, monster, item effect or map. All
scripts are loaded into the same state. This should be more efficient overall
and make it easier to implement dynamic reloading of the scripts in the
future.
Now, this introduces the problem of name collisions between different Lua
scripts. For now this is solved by using more specific function names, like
'tick_plague' and 'tick_jump' rather than just 'tick'. The plan is however
to get rid of these globals, and register these callbacks from the script,
so that they can be local functions without the danger of colliding with
other scripts.
Reviewed-by: Erik Schilling
Reviewed-by: Yohann Ferreira
|
|
These scripts could trivially share one script state, since the methods
called on them from the server are not overlapping. This does leave them
open to access each other's global variables, but that's the problem
with global variables.
The one remaining global script file name is now configurable, so that
it may also be set to a script in a different scripting language. The
two related script options are:
script_mainFile (default: scripts/main.lua)
script_defaultEngine (default: lua) - renamed from defaultScriptEngine
Reviewed-by: jurkan
Reviewed-by: Yohann Ferreira
|
|
Reviewed-by: Bjorn, Bertram.
|
|
A client can craft something using the @craft command.
The command needs a list of item names and amounts. The gameserver checks
if the character has these items in the inventory and then passes the list
together with the character handle to the lua script function on_craft in
the script file scripts/crafting.lua.
This function can then be used to evaluate if the list is a valid crafting
combination and when this is the case take or give items.
Implemented two example crafting scripts there, one which enforces exact
item order and amount and one which doesn't. Both are disabled per default
and one needs to be enabled by uncommenting a line.
Also gave the player group permission to use the @craft command in
permissions.xml and added two new items (wood and iron) required for the
example crafting combination.
Resolves: #333
Reviewed-by: bcs86, Bertram
|
|
A C++ developer should be able to recognize a constructor and a
destructor by just looking at it, so let's stop writing down the
obvious. :)
|
|
Also added an header to the autoattack.{h,cpp} files.
Big but trivial fix.
|