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* Small documentation updates for Point and RectangleThorbjørn Lindeijer2013-01-102-4/+3
| | | | | | | This documentation used to be accurate, until Point was merged with the Position class in commit 8ff3e6674c1d4fc05fc1ba87f42484689fca0879. Also fixed a typo.
* Removed deprecated and unused Storage::flushSkillThorbjørn Lindeijer2013-01-102-19/+0
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* Update some Doxygen settingsThorbjørn Lindeijer2013-01-101-3/+3
| | | | | Enabled source code browsing and excluded enet from the docs by only including the 'src' directory.
* Made sure in-inventory trigger is called at pickupErik Schilling2013-01-101-1/+9
| | | | | | Also added checks for invalid item and zero amount Reviewed-by: bjorn.
* Removed unused functor obj_name_isThorbjørn Lindeijer2013-01-091-20/+0
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* Replaced EventListener with signals based on libsigc++Thorbjørn Lindeijer2013-01-0923-344/+291
| | | | | | | | | | | | | 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
* Replaced 'unsigned int' with 'unsigned'Thorbjørn Lindeijer2013-01-0955-298/+286
| | | | Same thing, but shorter.
* Micro-optimizations for pushing strings to LuaThorbjørn Lindeijer2013-01-094-37/+29
| | | | | Use lua_pushliteral and lua_pushlstring instead of lua_pushstring, which avoids Lua having to determine the length of the string.
* Added support for Lua 5.2Thorbjørn Lindeijer2013-01-093-1/+23
| | | | Should still work against Lua 5.1 as well.
* Fixed syntax error (added missing '{')Thorbjørn Lindeijer2013-01-081-0/+1
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* Added Vulnerabilities for monstersErik Schilling2013-01-085-3/+30
| | | | | | | You can now actually use the already used node in the monsters.xml Monsters can have different vulnerabillities against elements: <vulnerabillity element="earth" factor="2.0" /> This will double damage of the element earth to this monster.
* Added script binds for getting attack informationErik Schilling2013-01-083-9/+159
| | | | | | | | | | | | | | | | | | | | | | | | | 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
* Work on (Auto)Attack system.Erik Schilling2013-01-0819-535/+688
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | During the implementation bjorn and I agreed to limit the number of attacks that can be used in the same tick to one. This makes a lot of stuff easier and the client cannot display two frames at the same time Things done: - Implemented setting of attacks when equipping/unequipping items - Single place where the xml attack node is parsed - Finished attack logic - Unified the attack handling of monsters and characters - Added a global cooldown after attack use (not only for next use of same attack) - Removed the temponary attributes for the monster attack values - Priorities for all attacks - Rewrote the attack core: - Attacks now have this attributes: - warmup -> time a attack needs after starting it to actually deal the damage - cooldown -> time a attack needs after dealing damage before another attack can be used - reuse -> time before the same attack can be used again - If no attack is performed at the moment the following is done: - make a list with all ready attacks - check for attack that has the necessarily range and highest priority - start this attack (inform client about it) - when warmup is finished -> trigger damage - when cooldown is finished -> allow to use other (or the same if reusetimer allows) attacks TODO: - sync client with this to allow better timed animations
* Rename AutoAttack to AttackErik Schilling2013-01-0812-55/+55
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* Set the current map when executing being callbacksThorbjørn Lindeijer2013-01-071-0/+2
| | | | | | | | The on_death and on_remove callbacks where not being executed in the context of any map. Now they execute in the context of the map of the being. Reviewed-by: Erik Schilling
* Fixed codeblocks compile for linux targetsErik Schilling2013-01-052-273/+294
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* Create database using a single transactionThorbjørn Lindeijer2012-12-151-0/+4
| | | | | Takes the time required to do initial database creation down from 16 to 0.2 seconds on the Raspberry Pi.
* Moved order of sending genderErik Schilling2012-10-112-7/+5
| | | | | | | | | Gender is shared. There is no reason in duplicating code *Breaks compatbility with old clients* *Requires clientside patch* Reviewed-by: Stefan Beller.
* Extended warnings for parsing warpsErik Schilling2012-09-221-1/+1
| | | | Reviewed-by: bjorn.
* Fixed marking map as activatedErik Schilling2012-09-222-19/+40
| | | | | | | | The patch that allowed to use map objects as warp targets broke this. During run of map initalize mActive was still false. This broke creating objects (npc, triggers) in atinit. Reviewed-by: bjorn.
* Added travis configErik Schilling2012-09-181-0/+8
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* Allow map objects as warp targetsErik Schilling2012-09-023-14/+57
| | | | | | | | | | | | | | | | This patch allows map objects as warp targets. For use: - Create object in tiled with type="WARP_DEST" - Set name to anything you want - Create usual WARP object - Leave out the DEST_{X,Y} part - Add DEST_NAME property with the name of the first object This requires the game server to parse all maps at startup. Change is tested. Reviewed-by: bjorn.
* Dropped .gz suffix for mapsErik Schilling2012-09-021-2/+0
| | | | Reviewed-by: bjorn.
* Fixed item_drop insertion of objectErik Schilling2012-08-101-3/+2
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* Fixed issues with removing attribute modifiersThorbjørn Lindeijer2012-08-101-4/+5
| | | | | | | | | | | | | | * AttributeModifiersEffect::remove was not calling updateMod with the 'value' parameter, causing it to have no effect at all for Stackable modifiers. * The cached value of the changed modifier effect was not being recalculated when removing modifiers, because it started one layer too high (there's an inconsistency here: AttributeModifiersEffect::add updates this cached value while AttributeModifiersEffect::remove doesn't). Reviewed-by: Erik Schilling
* Allow monster name in <drop> tagErik Schilling2012-08-061-3/+17
| | | | Reviewed-by: Stefan Beller.
* Fixed wrong error raising in lua.cppErik Schilling2012-08-051-2/+2
| | | | Reviewed-by: bjorn.
* Removed old warnings and documentation from chr_inv_change.Erik Schilling2012-08-051-7/+3
| | | | | | | This was forgotten to do when dropping the money checks and introducing the checkItem function. Reviewed-by: bjorn.
* Fixed the atinit functionErik Schilling2012-08-053-4/+11
| | | | | | | Previously each map had its own scope. They got merged now but the atinit function was forgotten to adapt. Reviewed-by: bjorn.
* Fixed recalculation of base attributesErik Schilling2012-08-051-7/+7
| | | | | | | We do not need to calculate derived attributes of the derived attributes but the base of the derived attribute. Reviewed-by: bjorn.
* Remove resetEffects; move it to destructor in ItemClass.Stefan Beller2012-08-052-18/+20
| | | | Reviewed-by: bjorn
* Cleaned up some world state variable testing codeThorbjørn Lindeijer2012-08-051-10/+2
| | | | | | Kept the accountserver_startup time for now, since it could be useful. Reviewed-by: Stefan Beller
* Fixup segfault at shutdown of gameserver.Stefan Beller2012-08-051-5/+1
| | | | | | | | The objects of ItemEffectInfo class, which are hold in mDispells are definitly in mEffects as well, because they are added in in addEffect as the same pointer. Reviewed-by: Erik Schilling
* Correct updating the old position of beings.Stefan Beller2012-08-051-4/+4
| | | | | Reviewed-by: bjorn acked-by: Ablu
* Prevent characters from using specials after deathErik Schilling2012-08-041-0/+6
| | | | Reviewed-by: Stefan Beller.
* Fixed dead characters being able to use items.Erik Schilling2012-08-031-0/+4
| | | | | | | | Change is tested. Mantis: #492. Reviewed-by: Stefan Beller.
* Made the character not colliding with monsters.Erik Schilling2012-08-031-1/+1
| | | | | | Prevents clientside desyncs. Reviewed-by: Stefan Beller.
* Correct further int lengthes.Stefan Beller2012-08-021-2/+2
| | | | Reviewed-by: Ablu.
* Gameserver raise attribute: correct integer size.Stefan Beller2012-07-311-1/+1
| | | | Acked-by: bjorn
* Make Attributes modifiable by client again.Stefan Beller2012-07-311-1/+2
| | | | Reviewed-by: bjorn
* Fixed SQL syntax error when updating character pointsThorbjørn Lindeijer2012-07-311-2/+1
| | | | | | | Had a comma too much. Reviewed-by: Stefan Beller Reviewed-by: Erik Schilling
* Fix Inventory::getNewEquipItemInstance to yield really unique ids.Stefan Beller2012-07-311-9/+8
| | | | | Signed-off-by: Stefan Beller <stefanbeller@googlemail.com> Reviewed-by: Erik Schilling
* Fixed an error message and inlined some one-linersThorbjørn Lindeijer2012-07-212-30/+29
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* Removed raiseScriptErrorThorbjørn Lindeijer2012-07-213-37/+24
| | | | | | | It wasn't really adding anything since errors raised using luaL_error are already logged anyway. Reviewed-by: Erik Schilling
* Added zlib to the dependencies documented in the READMEThorbjørn Lindeijer2012-07-211-0/+1
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* Added lua binds for issuing request of quest variable + bind for trying to ↵Erik Schilling2012-07-174-13/+134
| | | | | | | | | | | 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.
* Added script binds to get full monster anger list + drop anger of monstersErik Schilling2012-07-172-0/+20
| | | | Reviewed-by: bjorn.
* Added lua bind to send text effect particle to clientsErik Schilling2012-07-172-0/+14
| | | | | | Change is tested. Reviewed-by: bjorn.
* Made chr_get_level capable of retrieving skill levelsErik Schilling2012-07-171-3/+12
| | | | Reviewed-by: bjorn.
* Fixed the get_beings_in_rectangle function.Erik Schilling2012-07-141-1/+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.