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path: root/src/game-server/attribute.cpp
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2013-05-02Fixed a bunch of cppcheck warningsErik Schilling1-1/+1
2013-02-04Random cleanup of attribute codeErik Schilling1-5/+6
Did this during trying to understand the code
2013-01-09Replaced 'unsigned int' with 'unsigned'Thorbjørn Lindeijer1-4/+4
Same thing, but shorter.
2012-08-10Fixed issues with removing attribute modifiersThorbjørn Lindeijer1-4/+5
* AttributeModifiersEffect::remove was not calling updateMod with the 'value' parameter, causing it to have no effect at all for Stackable modifiers. * The cached value of the changed modifier effect was not being recalculated when removing modifiers, because it started one layer too high (there's an inconsistency here: AttributeModifiersEffect::add updates this cached value while AttributeModifiersEffect::remove doesn't). Reviewed-by: Erik Schilling
2012-02-02Added a way to specify the min and max attributes values.Yohann Ferreira1-12/+30
This can now be done in attributes.xml through the minimum and maximum attribute parameters. I also changed the AttributeInfo struct as requested by bjorn. Reviewed-by: Erik Schilling, Thorbjørn Lindeijer
2011-05-15Removed unused variableThorbjørn Lindeijer1-3/+1
2011-04-10Initialize attribute base and cached modified valuesThorbjørn Lindeijer1-0/+2
Attributes that didn't get a value yet are not communicated from account to game server. This could leave some attributes with uninitialized (random) values, like the amount of gold or some uncalculated attack speed bonus. Defaulting the value to 0 seems to be appropriate for all current cases. When another default value should be used, it can be specified in attributes.xml and will be sent from the account server. Reviewed-by: Stefan Dombrowski
2011-03-20Some renamings to try to make things more readableThorbjørn Lindeijer1-54/+81
AT_TY -> StackableType TY_ST -> Stackable TY_NST -> NonStackable TY_NSTB -> NonStackableBonus AME_TY -> ModifierEffectType AME_MULT -> Multiplicative AME_ADD -> Additive Got rid of related documentation, which is now stating the obvious. Also renamed many related variables. Reviewed-by: Freeyorp
2010-11-14Renamed .hpp files into .h for consistency.Yohann Ferreira1-2/+2
Also added an header to the autoattack.{h,cpp} files. Big but trivial fix.
2010-11-04Fix some errors in dispelling non-timed attributesFreeyorp1-15/+40
Reviewed-by: Bertram.
2010-09-19Small fixes.Freeyorp1-2/+2
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/+333
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.