Renamed monster files to creatures

This commit is contained in:
2016-03-21 19:28:49 +11:00
parent fd11f4e0e6
commit a86a41ad46
14 changed files with 7 additions and 3 deletions
+2 -2
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@@ -1,5 +1,5 @@
#include directories #include directories
INCLUDES+=. accounts characters clients entities rooms triggers ../common/debugging ../common/gameplay ../common/map ../common/network ../common/network/packet_types ../common/utilities INCLUDES+=. accounts characters clients creatures entities rooms triggers ../common/debugging ../common/gameplay ../common/map ../common/network ../common/network/packet_types ../common/utilities
#libraries #libraries
#the order of the $(LIBS) is important, at least for MinGW #the order of the $(LIBS) is important, at least for MinGW
@@ -32,8 +32,8 @@ all: $(OBJ) $(OUT)
$(MAKE) -C accounts $(MAKE) -C accounts
$(MAKE) -C characters $(MAKE) -C characters
$(MAKE) -C clients $(MAKE) -C clients
$(MAKE) -C creatures
$(MAKE) -C entities $(MAKE) -C entities
# $(MAKE) -C monsters
$(MAKE) -C rooms $(MAKE) -C rooms
$(MAKE) -C triggers $(MAKE) -C triggers
$(CXX) $(CXXFLAGS) -o $(OUT) $(OBJ) $(LIBS) $(CXX) $(CXXFLAGS) -o $(OUT) $(OBJ) $(LIBS)
+2
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@@ -31,6 +31,8 @@
#include <list> #include <list>
#include <string> #include <string>
//DOCS: rooms are designed to collate all parts of the game that should be able to interact with each other
class RoomData { class RoomData {
public: public:
RoomData() = default; RoomData() = default;
+1
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@@ -177,6 +177,7 @@ void pumpAndChangeRooms(int characterIndex, int newRoomIndex) {
pumpAndChangeRooms(character, newRoomIndex, characterIndex); pumpAndChangeRooms(character, newRoomIndex, characterIndex);
} }
//TODO: (0) refactor this
void pumpAndChangeRooms(CharacterData* const characterData, int newRoomIndex, int characterIndex) { void pumpAndChangeRooms(CharacterData* const characterData, int newRoomIndex, int characterIndex) {
//delete from the old room //delete from the old room
CharacterPacket newPacket; CharacterPacket newPacket;
+1
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@@ -47,6 +47,7 @@ public:
int SetScriptReference(int i); int SetScriptReference(int i);
int GetScriptReference(); int GetScriptReference();
//NOTE: exclusion list is currently used for entities that have already "fired" the trigger
std::list<Entity*>* GetExclusionList(); std::list<Entity*>* GetExclusionList();
private: private:
+1 -1
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@@ -37,7 +37,7 @@ public:
~TriggerManager(); ~TriggerManager();
//common public methods //common public methods
int Create(std::string handle); int Create(std::string handle); //TODO: return the Trigger itself?
void Unload(int uid); void Unload(int uid);
void UnloadAll(); void UnloadAll();