| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|
|
|
| |
Well, first visible change is that everything just gets longer to read.
Reviewed-by: Yohann Ferreira
|
| |
|
|
|
|
|
|
|
|
|
|
|
| |
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
|
| |
|
|
|
|
| |
Also added an header to the autoattack.{h,cpp} files.
Big but trivial fix.
|
| |
|
|
|
|
|
|
| |
Also renamed MonsterClass::getType() to getId() since it was
misleading with the use of ThingType::getType()
and didn't represent the actual meaning, IMHO.
Trivial.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Attribute system:
Structure is no longer completely hardcoded. Attributes and structure is
defined by new xml file (defaulting to stats.xml)
Structure defines non-base modifications to an attribute, to be used by
modifiers from items, effects, etc.
Calculating the base value for core attributes is still done in C++ (and for
such fundamental elements the only reason I can think of to do it any other
way is perhaps being able to quickly change scripts without a compile could be
useful for testing, but such things are a low priority anyway)
Item structure:
Modifiers are now through triggers rather than single events. This also
removes hardcoded types - an item could be both able to be equipped and be
able to be activated.
Item activation no longer consumes by default, this must be specified by the
property <consumes /> inside the trigger.
Currently only attribute modifications, autoattacks, and consumes are defined
as effects, but stubs for others do exist. Autoattacks are currently
non-functional, and this should be rectified with some urgency.
Auto Attacks:
AutoAttacks are now separate entities, though not fully complete, nor fully
integrated with all beings yet. Integration with the Character class is
urgent, integration with other Being children less so.
When fully integrated this will allow for multiple autoattacks, through
equipping multiple items with this as an equip effect or even through other
means if needed.
Equipment structure:
As ItemClass types are no longer hardcoded, so too are equip types. An item
have multiple ways to be equipped across multiple equipment slots with any
number in each slot. Character maximums are global but configurable.
Miscellaneous:
Speed, money, and weight are now attributes.
Some managers have been changed into classes such that their associated
classes can have them as friends, to avoid (ab)use of public accessors.
The serialise procedure should also be set as a friend of Character (both in
the account- and game- server) as well; having public accessors returning
iterators is simply ridiculous.
Some start for such cleanups have been made, but this is not the primary focus
here. Significant work will need to be done before this is resolved
completely, but the start is there.
BuySell::registerPlayerItems() has been completely disabled temporarily. The
previous function iterated through equipment, yet in the context I think it is
intended to fill items? I have been unable to update this function to fit the
modifications made to the Inventory/Equipment/Possessions, as I am unsure what
exactly what it should be doing.
ItemClass::mSpriteId was previously unused, so had been removed, but I
notice that it was used when transmitting equipment to nearby clients.
Experimentation showed that this value was never set to anything other than
0, and so has been left out of the ItemManager rewrite.
I am not entirely sure what is happening here, but it should be worth looking
into at a later time, as I am not sure how equipment appearences would be sent
otherwise.
|
| | |
|
| |
|
|
|
|
| |
Also updated the headers to refer to the GPL by URL instead of
suggesting to contact the FSF by snail mail, as per the latest
GPL usage instructions.
|
| | |
|
| |
|
|
|
| |
The server now warns instead of spawning dead monsters. Since I threw
the spawning code around a bit, I hope I didn't break it.
|
| | |
|
| |
|
|
| |
player characters and other monsters, player characters only by monsters.
|
| | |
|
| | |
|
| |
|
|
| |
spawn area.
|
| | |
|
| |
|
|
| |
and character removal.
|
| |
|
|
| |
of TMWserv.
|
| | |
|
| | |
|
| | |
|
| |
|
|
| |
interfaces.
|
| |
|
|
| |
and map pointers.
|
| |
|
|
| |
spawn areas.
|
| |
|
|
| |
object updating.
|
| | |
|
| |
|
|
|
| |
about dying beings, so that it knows when to spawn more.
|
| |
|