Age | Commit message (Collapse) | Author | Files | Lines |
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Based on helper functions in the auxiliary library.
Reviewed-by: Yohann Ferreira
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made to mainline
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Because of compiler warnings generated
by enet, warnings are switched of for:
* unknown #pragmas, which are for MSVC compiler
* enumeration with missing case
Reviewed-by: Bertram
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(Ooops.)
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Not a good idea to have #if checks in a #ifdef check.
Trivial fix.
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Reviewed-by: Chuck Miller
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Reviewed-by: Philipp Sehmisch
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Assumed to be no longer necessary.
This reverts commit a09d4aa14c6a7b4486080b4cfbe1c76c4fae6fd2.
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This describes the purpose of the method better.
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Reviewed-by: Bertram.
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TODO: The game-server also needs to keep track of this for when new attributes
or attributes not in the default scope need to be created.
Also hopefully fix attribute calculation order for derived attributes. Still
hardcoded for now.
Reviewed-by: Bertram.
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Tested-by: BaseBallBoy
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I also made it required to start properly since it's now the case.
Reviewed-by: Jaxad0127.
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Reviewed-by: Yohann Ferreira
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It was using at() for setting. Also I changed the unsigned int
to int as the default returned was -1 in the MonsterManager::reload()
function.
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Conflicts:
src/game-server/itemmanager.cpp
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It has to be in sync with the client, even now, and explains
the return value of the Being::getAttackType() function.
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No review asked.
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The syntax IF ((condition) OR (condition)) is not accepted by cmake
prior to 2.6.4.
The patch should address this without affecting newer versions.
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- Added a new 'default' boolean parameter in mana-skills.xml.
If set to true, unknown weapon types will be defaulted
to the given value.
- Added better checks on skill id and names and improved error
reporting.
- Corrected minor typos, and made small cleanups.
Reviewed-by: jaxad0127
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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.
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character.
Added script call for getting the cost of a special (recharge only for now)
Deleting specials works server-sided but the client isn't informed about it properly. Specials without recharge cost don't appear for the player. Both of these features require an additional netcode message.
Reviewed-by: Freeyorp
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Reviewed-by: Jaxad0127.
Resolves: Manasource-Mantis #22
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Resolves: Manasource Mantis #144.
Signed-off-by: Philipp Sehmisch <mana@crushnet.org>
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Also removed some pointless null pointer checks.
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Reviewed-by: Thorbjorn
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Makes the code a little nicer.
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The dummy data is currently mostly empty data though, so still nothing
to see as far as the example content is concerned.
Reviewed-by: Bertram
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libxml2 should be able to handle files with a BOM fine.
Reviewed-by: Bertram
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The new parameters in the manaserv.xml file can be used to do so:
log_accountServerLogLevel
log_gameServerLogLevel
Also, updated the sample manaserv.xml accordingly.
Reviewed-by: Thorbjorn.
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Reviewed-by: Bertram
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Reviewed-by: Thorbjorn, Jaxad0127
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inventory.
It permits to open a sell box with every items in the player inventory
as requested by Striker.
Also added different return value support to both the buy selling functions,
and made fixes where relevant.
The test.lua script will be upgraded to show examples in a next commit.
What's left to be done is to fix the inventory handling for both selling
functions. (Sigh...)
Concerns: Manasource mantis: #78, #101.
Reviewed-by: Jaxad0127
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limit.
This contributes to avoid maps full of loot after a week or so.
This also resolves TMW-Mantis: #708
Reviewed-by: Jaxad0127
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