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2010-11-14Renamed .hpp files into .h for consistency.Yohann Ferreira1-179/+0
Also added an header to the autoattack.{h,cpp} files. Big but trivial fix.
2010-09-19Small fixes.Freeyorp1-3/+6
There is no longer any need to send attribute change information for character or correction point changes to the account server. This is now handled elsewhere in a dedicated function. The account server was already doing this but the game server hadn't been updated. This wasn't causing any major problems since this data was being sent at the end of the packet. Update documentation for the functions accordingly. Also adjust a misplaced opening curly brace in attribute calculation which could cause modifiers to be applied wrongly in certain cases. Reviewed-by: Kage
2010-07-10New attribute system and major changes to many low-level areas.Freeyorp1-0/+3
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.
2010-02-07Update Copyright date for Manaserv.Bertram1-1/+1
2009-12-06Fixed name of the project in copyright headersThorbjørn Lindeijer1-7/+6
Also updated the headers to refer to the GPL by URL instead of suggesting to contact the FSF by snail mail, as per the latest GPL usage instructions.
2009-12-06Removed "TMW" and "TMWSERV" from header guardsThorbjørn Lindeijer1-3/+3
2009-12-06A host of code style changesThorbjørn Lindeijer1-1/+1
Removed pointless void in method parameter lists, fixed methods and variables that started with upper case, removed pointless 'const' for stuff passed by value, made some getters const, etc.
2009-11-05Fix handeling of GameServer portJared Adams1-1/+1
2009-04-26Standardize on the position of the const keywordBjørn Lindeijer1-4/+4
Same as for the client.
2009-03-06Added transactional history to game server.David Athay1-0/+5
2008-12-12Fixed game server crash and code styleBjørn Lindeijer1-24/+29
The game server crashed when it was closed while it still hadn't been able to connect to the account server, due to an uninitialized pointer. Code style fixes. Don't use 'const' for arguments that are passed by value and start variable names with lowercase.
2008-12-01Added new table to store online users. See mantis #553Andreas Habel1-1/+8
This upgrade will be the first, we provide database installation scripts and update scripts to upgrade from the previous version. For more details about database upgrades see http://wiki.themanaworld.org/index.php/Upgrade_Database and feel free to comment.
2008-11-30Add sync Buffer according to mantis #550Andreas Habel1-0/+60
The game server buffers all changes made to a character in a sync buffer. The buffer is sent to the account server if the buffer contains more then 20 message, reaches size of 1kb or at least every 10 seconds. ATM Character attributes, corr points and attribute points and skills are synchronized. TODO: items, location, money...
2008-11-16Got rid of CVS/Subversion $Id$ markersBjørn Lindeijer1-2/+0
2008-10-31Changed command system to handle commands without template magic.David Athay1-0/+5
2008-09-19Added post communication between chat and game servers.David Athay1-0/+10
2008-07-03Removed guild stuff from game server and added some party stuff to it.David Athay1-27/+1
2007-09-16Added global accounting of beings.Guillaume Melquiond1-1/+6
2007-08-31Implemented "ban" remote command.Guillaume Melquiond1-0/+5
2007-08-28Implemented quest variables.Guillaume Melquiond1-1/+12
2007-07-23Commented out code unavailable from client side. Added support for NPCs.Guillaume Melquiond1-0/+2
2007-07-17Some more cleanup of chat handler related code.Bjørn Lindeijer1-1/+1
2007-06-26Merged guilds-and-parties branch to trunkDavid Athay1-0/+24
2007-03-14Modified the game-server to use AbstractCharacterData, some renamingRogier Polak1-3/+3
2007-02-04Added support for switching character by reconnecting to the account server andBjørn Lindeijer1-0/+6
fixed the issue where a client is not logged in after registering (patch by Rogier Polak).
2007-01-03Split persistent player data from game server data. Enabled inventory code back.Guillaume Melquiond1-2/+2
2006-12-30Almost a complete implementation for warping players between servers.Guillaume Melquiond1-0/+7
2006-12-29Physically split the server into one tmwserv-acount program (account +Guillaume Melquiond1-0/+50
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.