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2013-08-26Allow names instead of ids for attributes + cleanupErik Schilling14-199/+208
I did not adapt the scripts yet since we need some special handling for the attributes which are required by the server directly. So you still have to use the ids for those. I will change that later. In the future I want to use the AttributeInfo class instead of the int id everywhere possible. So I did a small start on that too.
2013-08-26Warn when defining an attribute without a scopeErik Schilling1-3/+3
Attributes without a scope make no sense.
2013-08-26Added a first very basic monster ai versionErik Schilling1-15/+0
The ai is similar to the old c++ version. Only the target searching is executed every 10 ticks only now to prevent performance issues with too many lua calls.
2013-08-26Added look_at bindErik Schilling1-0/+33
2013-08-26Fixed setting name of monstersErik Schilling1-2/+2
2013-08-26Added tick argument to the monster update callbackErik Schilling1-0/+1
2013-08-26Removed the hardcoded monster AIErik Schilling3-202/+1
2013-08-26Added entity:destination() bindErik Schilling1-0/+18
2013-08-26Added function to check for length of a possible pathErik Schilling3-9/+54
2013-08-26Added get_monster_classes() bindErik Schilling3-2/+28
It returns all monster classes in a id->monsterclass table.
2013-08-26[Abilities] Added abilities to monstersErik Schilling6-26/+140
Monsters can now either receive abilities at lifetime via scripts, or via the <ability> node in the monsters node.
2013-08-26[Abilities] Removed the old autoattack systemErik Schilling25-1899/+15
As a side effect i had to remove the monster attack AI for now. I will readd this as next thing.
2013-08-26[Abilities] Added a add_hit_taken bindErik Schilling5-30/+51
This allows to display hit messages in the client for abilities
2013-08-26[Abilities] Inform other players about ability usesErik Schilling5-4/+77
2013-08-26[Abilities] Added support for a global cooldownErik Schilling11-40/+141
Each ability can now define a cooldown that prevents the player from using other abilities for a while. The time of this cooldown can be set to any attribute. The modified value of the attribute is the value of the cooldown in game ticks. The cooldown will be automatically started if the ability has `autoconsume` set to true. Otherwise a script has to call entity:cooldown_ability(ability).
2013-08-26[Abilities] Added a autoconsume optionErik Schilling3-0/+14
You do not need to reset the mana in the scripts if you do not want to. We will need this for attacks later since those do not nessecary have a script.
2013-08-26[Abilities] Moved the ability code into a own componentErik Schilling9-255/+355
This later allows monsters and characters to use this component.
2013-08-26[Abilities] Made the rechargespeed depending on attributesErik Schilling6-87/+25
This allows a lot more flexibility and makes stuff like magical items a lot easier to implement. We will also use this for the attack system in the future. So a attack (abilitiy) would simply depend on some value like Agility (or a derived attribute from it). Which sets the recharge speed. The recharge speed is the modified value of the attribute per game tick.
2013-08-26[Abilities] Only send status for actually changed abilitiesErik Schilling2-15/+17
Previously *every* ability was spammed over the network regardless whether it was changed or not.
2013-08-26[Abilities] Added network message for removed abilityErik Schilling2-1/+4
This prevents really nasty code clientside
2013-08-26[Abilities] Renamed set to categoryErik Schilling6-30/+30
On the one hand setSetName and setName could sound misleading in the qt client patch i plan. On the otherhand i never really liked the name "set". I think category is more general and obvious.
2013-08-26[Abilities] Renamed specials to abilitiesErik Schilling24-640/+698
2013-08-25Use std::unique_ptr for Account instance of AccountClientThorbjørn Lindeijer3-38/+32
Makes cleanup automatic and ownership somewhat better recognizable.
2013-07-28Allow -v for setting verbosityErik Schilling2-4/+4
I am really bad at spelling verbosity :->
2013-07-19Adapted the inline documentation for markdown docsErik Schilling1-163/+226
2013-06-18Allow manaserv to be built with external ENetBrian Callahan1-3/+9
2013-05-10Partial rewrite and improvements of Warp objectPrzemysław Grzywacz4-30/+180
2013-05-03Maps are now configured in settings.xml tooPrzemysław Grzywacz4-70/+82
2013-05-03Made member function tables available as a globalsThorbjørn Lindeijer1-0/+5
This way the scripts can add or replace existing member functions, which can be useful. As demonstration chr_money and chr_money_change are now added as Entity.money and Entity.change_money. Also fixed the banker to use ask_number instead of ask_integer (I had decided to rename this and apparently forgot the banker). Mantis-issue: 503 Reviewed-by: Ablu
2013-05-02Fixed a bunch of cppcheck warningsErik Schilling21-93/+78
2013-04-30Bumped the protocol version to 3Thorbjørn Lindeijer1-1/+1
Version 2 was on the lpc2012 branch. With version 3 the lpc2012 and master branches use again the same protocol.
2013-04-29Single xml solutionPrzemysław Grzywacz21-569/+884
Mana-mantis: #506.
2013-04-29Fixed two SQL queries that broke since NULL -> nullptr replacementThorbjørn Lindeijer1-3/+3
2013-04-27Warn at failing overridesErik Schilling1-1/+2
2013-04-27Use nullptr instead of NULL everywhereErik Schilling39-78/+78
2013-04-27Fixed typo in script docsErik Schilling1-1/+1
2013-04-25Fixed crash when checking whether a character is already onlineThorbjørn Lindeijer1-3/+2
Not every connected game client has a character in the world. The code was checking this, but since commit aa04597c5f8bb806996 the pointer was being used before being checked.
2013-04-25Simplified BeingComponent::updateDirectionThorbjørn Lindeijer2-74/+7
Same as in the client.
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.
2013-04-15Used static_assert for static assertionThorbjørn Lindeijer1-1/+2
Yay for C++11! static_assert is available since GCC 4.3. Fixed warning when compiling with GCC 4.8: src/utils/mathutils.cpp:53:18: warning: typedef ‘float_must_be_32_bits’ locally defined but not used [-Wunused-local-typedefs]
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 Lindeijer4-472/+596
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 Lindeijer3-64/+71
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 Lindeijer6-95/+64
Only moved a single script function to a member for now, will do others in a separate commit.
2013-04-13Don't try to kill the connection of a deleted characterThorbjørn Lindeijer1-1/+1
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.
2013-04-13Actually use transactions for mysql updatesErik Schilling2-4/+4
BEGIN; END; does not work similar to sqlite here.
2013-04-12Fixed uninitialised variable warning in valgrindErik Schilling1-0/+1