Commit Graph

18 Commits

Author SHA1 Message Date
Tiernan
d8b86072d4
Fixed Misspelling of Tresure variable for petcomponent (#1617) 2024-11-17 18:48:48 -08:00
David Markowitz
0d218fc5c7 fix: PetComponent crashing due to nullptr access
Resolves an issue where item is null but is accessed but not doing that code and instead consulting the EntityManager for a valid Entity, alongside nullifying the m_Owner objectID should the pet be destroyed and timer still exist.

Update PetComponent.cpp

Add nullptr check

Add back timer

Update PetComponent.cpp

speculative fix for a different crash

Why are we accessing something before checking if its null
2024-10-26 21:44:19 -07:00
jadebenn
0367c67c85
chore: move the pet minigame table loading logic out of petcomponent (#1551)
* move the pet minigame table loading logic out of petcomponent

* misc fixes

* actually, using paths is dumb here when they're already char strings. why bother? silly me.

* removed unga bunga reference-casting

* add back in puzzle not found error message

* pre-allocate unordered map and make getter const-correct

* Update dDatabase/CDClientDatabase/CDClientTables/CDTamingBuildPuzzleTable.cpp

Co-authored-by: David Markowitz <39972741+EmosewaMC@users.noreply.github.com>

---------

Co-authored-by: David Markowitz <39972741+EmosewaMC@users.noreply.github.com>
2024-04-24 10:09:15 -05:00
jadebenn
8fdc212cda
chore: Convert heap allocation to optional (#1553)
* chore: Convert heap allocation to optional

* Update dGame/dComponents/PetComponent.h

Default-initialize
2024-04-24 10:09:04 -05:00
jadebenn
3a6313a3ba
chore: Table Loading Improvements (#1492)
* Assorted pet improvements

* remove unecessary include

* updates to address some feedback

* fixed database code for testing

* messinng around with tables

* updated to address feedback

* fix world hang

* Remove at() in CDLootTableTable.cpp

* Uncapitalize LOT variable

* Uncapitalize LOT variable
2024-03-06 23:45:24 -06:00
jadebenn
b261e63233
chore: Change entity and component logic to use bitstream references (#1468)
* chore: Change entity and component logic to use bitstream references

* merge
2024-02-27 01:25:44 -06:00
jadebenn
5225c86d65
chore: Misc. component cleanup (#1433)
* Misc component cleanup

* Update InventoryComponent.h

* Update MissionComponent.h

* Update PropertyManagementComponent.h

* Update PropertyVendorComponent.h

* Update SkillComponent.h

maximum pedantry B)

* SoundTriggerComponent.h braces gone

* Rename SoundTriggerComponent.h braces gone to SoundTriggerComponent.h

I was tired
2024-01-23 23:13:23 -06:00
jadebenn
4a50c60559
chore: Assorted pet improvements (#1402)
* Assorted pet improvements

* remove unecessary include

* updates to address some feedback

* fixed database code for testing

* Removed reference member (for now)

* Removed cmake flag
2024-01-08 15:32:09 -08:00
jadebenn
ef6f2f133e
chore: Eradicate C-style casts and further clean up some code (#1361)
* cast and code cleanup

* cast cleanup

* bug fixes and improvements

* no getBoolField method exists

* fixes

* unbroke sg cannon scoring

* removing comments

* Remove the c-style cast warning I added from CMakeLists now that they're gone (it triggers on 3rd party dependencies and slows down compilation)

* (Hopefully) fix MacOS compilation error

* partially-implemented feedback

* more updates to account for feedback

* change bool default

---------

Co-authored-by: jadebenn <jonahebenn@yahoo.com>
2023-12-27 22:18:20 -06:00
David Markowitz
ae349d6b15
feat: Add isolated and simplified path to add components (#1204)
* Components: Make ComponentType inline

Prevents the next commits ODR violation

* Components: Add new components

* Entity: Add headers

inline script component ComponentType

* Components: Flip constructor argument order

Entity comes first always

* Entity: Add generic AddComponent

Allows for much easier adding of components and is error proof by not allowing the user to add more than 1 of a specific component type to an Entity.

* Entity: Migrate all component constructors

Move all to the new variadic templates AddComponent function to reduce clutter and ways the component map is modified.
The new function makes no assumptions.  Component is assumed to not exist and is checked for with operator[].  This will construct a null component which will then be newed if the component didnt exist, or it will just get the current component if it does already exist.  No new component will be allocated or constructed if the component already exists and the already existing pointer is returned instead.

* Entity: Add placement new

For the case where the component may already exist, use a placement new to construct the component again, it would be constructed again, but would not need to go through the allocator.

* Entity: Add comments on likely new code

* Tests: Fix tests

* Update Entity.cpp

* Update SGCannon.cpp

* Entity: call destructor when re-constructing

* Update Entity.cpp

Update Entity.cpp

---------

Co-authored-by: Aaron Kimbrell <aronwk.aaron@gmail.com>
2023-10-22 20:08:49 -05:00
David Markowitz
2cc13c6499
chore: Make serialize actually virtual (#1156)
* Make serialize actually virtual

* fix serialize and make update virutal

* Update VendorComponent.h

* Remove flag var

* Update SoundTriggerComponent.h

---------

Co-authored-by: Aaron Kimbrell <aronwk.aaron@gmail.com>
2023-08-10 14:33:15 -07:00
Aaron Kimbrell
6aa90ad5b2
Breakout rest of the enums from dCommonVars and clean it up (#1061)
* Breakout rest of the enums from dcommonvars
so we don't have to deal with merge conflicts
ePlayerFlags is not a scoped enum, yet, due to it's complexity

* address feedback

* make player flag types consistent

* fix typo
2023-05-02 17:39:21 -05:00
Aaron Kimbrell
e524b86e12
breakout the component types into a scoped enum (#1002)
* breakout the component types into a scoped enum

tested that things are the same as they were before

* fix missed rename

* fix brick-by-brick name to be crafting
because that's what it is
2023-03-04 01:16:37 -06:00
aronwk-aaron
19e77a38d8 format codebase 2022-07-28 08:39:57 -05:00
EmosewaMC
2a0616d0e9 Dont take imagination on initial tame 2022-06-18 00:16:00 -07:00
EmosewaMC
35ea3d35ae Add pet imagination draining
Address an issue where pets did not consume imagination when they were spawned.
2022-06-17 23:53:09 -07:00
EmosewaMC
5eb801eb12 uses number of bricks now 2022-04-06 22:21:29 -07:00
Unknown
0545adfac3 Public release of the DLU server code!
Have fun!
2021-12-05 18:54:36 +01:00