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* fixed on being inform messageErik Schilling2013-05-121-1/+1
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* Fixed setting name of monstersErik Schilling2013-05-111-2/+2
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* Added tick argument to the monster update callbackErik Schilling2013-05-111-0/+1
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* Removed the hardcoded monster AIErik Schilling2013-05-113-202/+1
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* Added get_monster_classes() bindErik Schilling2013-05-111-2/+9
| | | | It returns all monster classes in a id->monsterclass table.
* [Abilities] Added abilities to monstersErik Schilling2013-05-115-16/+95
| | | | | Monsters can now either receive abilities at lifetime via scripts, or via the <ability> node in the monsters node.
* [Abilities] Removed the old autoattack systemErik Schilling2013-05-0821-1367/+12
| | | | | As a side effect i had to remove the monster attack AI for now. I will readd this as next thing.
* [Abilities] Added a add_hit_taken bindErik Schilling2013-05-084-30/+36
| | | | This allows to display hit messages in the client for abilities
* [Abilities] Inform other players about ability usesErik Schilling2013-05-084-4/+75
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* [Abilities] Added support for a global cooldownErik Schilling2013-05-087-4/+81
| | | | | | | | | 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).
* [Abilities] Added a autoconsume optionErik Schilling2013-05-083-0/+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.
* [Abilities] Moved the ability code into a own componentErik Schilling2013-05-087-246/+344
| | | | This later allows monsters and characters to use this component.
* [Abilities] Made the rechargespeed depending on attributesErik Schilling2013-05-084-29/+24
| | | | | | | | | | 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.
* [Abilities] Only send status for actually changed abilitiesErik Schilling2013-05-082-15/+17
| | | | | Previously *every* ability was spammed over the network regardless whether it was changed or not.
* [Abilities] Added network message for removed abilityErik Schilling2013-05-081-1/+3
| | | | This prevents really nasty code clientside
* [Abilities] Renamed set to categoryErik Schilling2013-05-085-29/+29
| | | | | | 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.
* [Abilities] Renamed specials to abilitiesErik Schilling2013-05-0810-424/+428
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* Maps are now configured in settings.xml tooPrzemysław Grzywacz2013-05-034-70/+82
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* Fixed a bunch of cppcheck warningsErik Schilling2013-05-026-27/+19
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* Single xml solutionPrzemysław Grzywacz2013-04-2917-562/+770
| | | | Mana-mantis: #506.
* Use nullptr instead of NULL everywhereErik Schilling2013-04-2711-20/+20
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* Fixed crash when checking whether a character is already onlineThorbjørn Lindeijer2013-04-251-3/+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.
* Simplified BeingComponent::updateDirectionThorbjørn Lindeijer2013-04-252-74/+7
| | | | Same as in the client.
* Moved functions to entity members where appropriateThorbjørn Lindeijer2013-04-153-7/+21
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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
* Removed NPC and character parameters from NPC functionsThorbjørn Lindeijer2013-04-141-0/+2
| | | | | | | | 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.
* Use a full user data for Entity referencesThorbjørn Lindeijer2013-04-142-6/+17
| | | | | Only moved a single script function to a member for now, will do others in a separate commit.
* Don't try to kill the connection of a deleted characterThorbjørn Lindeijer2013-04-131-1/+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.
* Fixed uninitialised variable warning in valgrindErik Schilling2013-04-121-0/+1
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* Removed static member definitions that are no longer neededThorbjørn Lindeijer2013-04-126-11/+1
| | | | | | | | | 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
* Removed CharacterData member from CharacterComponentThorbjørn Lindeijer2013-04-123-9/+3
| | | | It is only needed temporarily while serializing and deserializing.
* Moved Actor into an ComponentErik Schilling2013-04-1232-369/+383
| | | | This was the final step to remove the hierachy with Entity on the top.
* Converted Being into a ComponentErik Schilling2013-04-1139-683/+841
| | | | | | 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.
* Converted the Character class into a componentErik Schilling2013-04-1132-644/+1032
| | | | | A CharacterData was created as a proxy class in order to allow using the old serialization method.
* Fixed @kill killing yourselfErik Schilling2013-04-101-1/+1
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* Fixed undefined #defines in mingw and c++0xErik Schilling2013-04-071-0/+3
| | | | | It looks like mingw does not define all the stuff in c++0x it does without.
* Moved the Monster class to a ComponentErik Schilling2013-04-0311-102/+135
| | | | | | | 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
* Fixed multiple warnings and errors that blocked c++0xErik Schilling2013-04-0214-50/+69
| | | | | This allows the server to compile with c++0x (and enables it). This also includes some coding style / readabillity fixes.
* Removed old commandhandler approachErik Schilling2013-04-021-439/+0
| | | | It was forgotten to remove when the new approach was added
* Moved fighting code into a componentErik Schilling2013-04-0220-372/+640
| | | | | | | | | | | | | | | | | | | | | | | | | 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
* Moved documentation out of class definitionThorbjørn Lindeijer2013-03-252-68/+97
| | | | | | | | | | | | | | | 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
* Changed NPC to an NpcComponent added to a BeingThorbjørn Lindeijer2013-03-2511-138/+135
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* Changed Effect to a component of ActorThorbjørn Lindeijer2013-03-258-52/+60
| | | | Reviewed-by: Yohann Ferreira
* Changed Item to a component of ActorThorbjørn Lindeijer2013-03-2513-74/+124
| | | | | | | | | | | | | | | 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
* Changed SpawnArea and TriggerArea to components of EntityThorbjørn Lindeijer2013-03-2510-53/+185
| | | | | | Well, first visible change is that everything just gets longer to read. Reviewed-by: Yohann Ferreira
* Removed mentioning of retired structThorbjørn Lindeijer2013-02-241-2/+0
| | | | MonsterTargetEventDispatch was used before switching to libsigc++.
* Fixed default value of the servernameErik Schilling2013-02-241-1/+1
| | | | | Since the name was used to log things and the default now is "" also added logging of the address and port too.
* Added possibility to reserve mapsErik Schilling2013-02-242-18/+5
| | | | | | | | | | | | 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.
* Removed loading of script files using the statusmanagerErik Schilling2013-02-211-17/+1
| | | | | They are now required via the main.lua. Also made Harmony giving you the plague in order to allow testing.
* Introduced Script::ContextErik Schilling2013-02-219-42/+25
| | | | | | | | 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.
* Monsters no longer load their script filesErik Schilling2013-02-173-40/+0
| | | | | | | | | | | 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)