Age | Commit message (Collapse) | Author | Files | Lines |
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Fixes many memory leaks, but also made it clear that we're very often
loading all the character data only to immediately throw it away again,
even when most of the time all we really need is the database ID or the
name.
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This removes support for skills. The plan is to allow to implement the skills
as they were implemented before via attributes. This adds a lot more
flexibility to the server creators while also removing the confusion about
skills and attributes.
So this change does:
- Remove the skillmanager with all its calls, the skill xml file, etc
- Move exp giving to the script engine:
--> Allows to implement the old behaviour (and more) in the scripts
- Remove the exp tag from the monster definition:
+ Since the server itself does not require it anymore it feels wrong to
require it for EVERY monster. TODO: Add a system to add properties to the
monsters/items.xml which allow defining things like the exp and allows to
read the value from the script engine.
+ Small drawback, but it should not be hard to implement this property
system.
- Drop the level networking and calculation.
+ level calculation will happen via the attribute system later but i would
prefer to do this in a seperate patch since this patch already got longer
than expected especially since this requires to make setting correction
points and available status points scriptable.
+ The level would be simply set as a attribute, the int number of it will be
the level, the remaining digits will be the % number till the next levelup.
- NOT remove any existing skill tables in the database update scripts.
+ There is no way to move them into the attribute table in a unified way
(there are too many different way they could have been used). So server
admins have to care about moving theirs skills to attributes themselves.
+ Keeping the old tables does not hurt for existing databases. So removing
does not give any advantage/is required anyway. The now obsolote info
about the EXP transaction is not removed for updated databases either.
(The update script basically only bumps the version number without doing
anything else.
- bump the network protocol version --> old clients won't be able to connect.
- bump the database version --> serveradmins need to update their db.
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Same thing, but shorter.
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@kick disconnects the client connection of a character. The new error-
code 11 (ERRMSG_ADMINISTRATIVE_LOGOFF) is not supported by the client
yet. It will show a generic "The connection to server was lost" message
instead.
@kill kills the character by setting its HP to 0.
Added @kick transaction code I forgot in last commit. Considering that
this was just minutes ago I think that noone updated his database yet.
So I don't think that a new database version is justified for this.
Reviewed-by: Bertram
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The @mute, @goto, @attribute and @announce commands now logs transactions
to the database.
Added new transaction codes to database. I've preliminarily added a lot
of codes for not yet supported commands so that we needn't do a database
update with every single commit which implements one.
Also using the equivalent "say" helper function in place of the
"GameState::sayTo" method in the command handler.
Reviewed-by: Kage
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Also added an header to the autoattack.{h,cpp} files.
Big but trivial fix.
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