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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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A CharacterData was created as a proxy class in order to allow using the
old serialization method.
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Also made some random changes where useful, including:
- Code formatting fixes,
- Design fix about the fact that only the game config option
should be checked.
- Fixed the size of the values sent and receive to follow
the rest of the development.
- Fixed variables names to make them show what they are,
and not why they are used.
Resolves: Mana-Mantis #142.
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* Remove SYNC_END_OF_BUFFER since the end of a message can already be
identified by no more data being available.
* Consistently prefix ++ rather than postfix ++ when incrementing
mSyncMessages.
* Made SYNC_BUFFER_SIZE into constants rather than defines, and moved
them into the .cpp file since they're not used anywhere else.
* Just use 1 and 0 to indicate online status. No point in writing it
like 0x01 and 0x00.
* Merged some duplicated documentation for
AccountConnection::syncChanges.
Reviewed-by: Jared Adams
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A C++ developer should be able to recognize a constructor and a
destructor by just looking at it, so let's stop writing down the
obvious. :)
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The gameserver now receive a copy of all world state variables when
they are accepted by the accountserver and receive a copy of all
map state variables of a map when they register it successfully.
Implemented LUA script bindings for getting and setting these variables.
When such a variable is set, the accountserver is notified about this
change. Changes to world state variables are then propagated to all
gameservers by the accountserver.
Be aware that when a gameserver is updating a map, there is no check if
it is actually responsible for said map. But I consider this not a
security flaw, because authenticated game servers are considered to be
trustworthy in a lot of other situations, too.
Also renamed "quest" to "character variable" in the sourcecode.
Reviewed-by: Bertram
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Also added an header to the autoattack.{h,cpp} files.
Big but trivial fix.
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