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2010-08-14Set the database ID of a new character immediately after creating it.Freeyorp1-3/+3
(Ooops.)
2010-08-07Fixed index creation on mana_char_kill_stats tableThorbjørn Lindeijer1-1/+1
Reviewed-by: Philipp Sehmisch
2010-08-07Revert "Added a method of updating the passwords of an existing database"Thorbjørn Lindeijer1-48/+0
Assumed to be no longer necessary. This reverts commit a09d4aa14c6a7b4486080b4cfbe1c76c4fae6fd2.
2010-07-10New attribute system and major changes to many low-level areas.Freeyorp1-160/+222
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.
2010-07-09Added LUA script bindings for manipulating the specials available to a ↵Philipp Sehmisch1-5/+54
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
2010-05-30Use XML::Document to automate memory cleanupThorbjørn Lindeijer1-1/+1
Makes the code a little nicer.
2010-05-16Random cleanups, adding const, removing unnecessary clear callsThorbjørn Lindeijer1-5/+1
Reviewed-by: Jared Adams
2010-05-16Changed and split up the default location for loading dataThorbjørn Lindeijer1-14/+6
Instead of loading data from a 'data' directory in the current working directory, the server now uses clientDataPath and serverDataPath as specified in the configuration. This removes the need to set up symbolic links in order to merge these two types of data. The default values point to example/clientdata and example/serverdata, where a minimal example world can be developed to make setting up an initial server quick and easy. The XML::Document convenience class was copied over from the client. Also, the ResourceManager is now shared between both servers, since the account client is reading items.xml. Reviewed-by: Jared Adams
2010-02-23Removed some unnecessary log messagesPhilipp Sehmisch1-1/+0
2010-02-07Update Copyright date for Manaserv.Bertram1-1/+1
2010-01-18Reverted the accountserver-affecting changes of commits a9a87aea and ↵Philipp Sehmisch1-3/+0
dfc6875e - doesn't work out the way I planned.
2010-01-17Removed last traces of hardcoded access levels form game-server, begun with ↵Philipp Sehmisch1-0/+3
using the permission manager in the account-server.
2010-01-08Added tracing of kill count for each monster per characterPhilipp Sehmisch1-3/+83
2009-12-06Added a method of updating the passwords of an existing databaseThorbjørn Lindeijer1-3/+48
To be removed sometime soon.
2009-12-06Moved storagesql.hpp into storage.hppThorbjørn Lindeijer1-4/+44
Also removed the not very useful documentation, so that the list of constants is more readable.
2009-12-06Renamed DALStorage to StorageThorbjørn Lindeijer1-0/+1998
The only reason it was a DALStorage was because it used to implement the Storage interface, but that interface got removed a long time ago.
2007-08-30Got rid of abstract storage and reference-counted pointers. Fixed lifetime ↵Guillaume Melquiond1-65/+0
of accounts and characters in server memory. Cleaned some code.
2007-07-02Cleaned prototypes and factored out duplicate code.Guillaume Melquiond1-81/+1
2006-12-29Physically split the server into one tmwserv-acount program (account +Guillaume Melquiond1-0/+145
chat + database) and multiple tmwserv-game programs (selected with respect to the maps). Cleaned the repository by moving server-specific source files into dedicated directories.