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path: root/src/game-server/attributemanager.cpp
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2013-01-09Replaced 'unsigned int' with 'unsigned'Thorbjørn Lindeijer1-3/+3
Same thing, but shorter.
2012-07-31Make Attributes modifiable by client again.Stefan Beller1-1/+2
Reviewed-by: bjorn
2012-02-02Added a way to specify the min and max attributes values.Yohann Ferreira1-15/+23
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
2011-09-28Started to fix the autoattack system.Yohann Ferreira1-1/+4
I simply made the default autoattack look for the default skill and add exp to it when killing monsters. Now the player can earn xp again even if it's not well handled between two logins.
2011-03-24Rely more on the functionality in XML::DocumentThorbjørn Lindeijer1-10/+2
By default XML::Document will use the ResourceManager to resolve the file name you pass to it. There is no point in disabling that functionality only to resolve it manually. Reviewed-by: Jared Adams
2011-03-20Introduced ModifierLocation structThorbjørn Lindeijer1-12/+10
Easier to understand than a std::pair<unsigned int, unsigned int>, or functions like getTagFromInfo(unsigned int, unsigned int), which does not make clear what that "info" actually is. Now it's simply getTag(const ModifierLocation &location), documenting itself and also allowing the name to be shorter. Reviewed-by: Freeyorp
2011-03-20Introduced some functions for reading the attributes fileThorbjørn Lindeijer1-148/+153
Keeps the code indentation within reasonable limits and makes the structure easier to follow. Reviewed-by: Freeyorp
2011-03-20Renaming stuff to make the code more readableThorbjørn Lindeijer1-5/+5
SCOPE_TYPES -> ScopeType (plural was confusing) ATTR_BEING -> BeingScope ATTR_CHAR -> CharacterScope ATTR_MOD -> MonsterScope ATTR_MAX -> MaxScope AttributeScopes -> AttributeScope (A single scope seems to include multiple lists of attributes. Seems wrong to me to name this type in plural form.) getAttributeInfoForType -> getAttributeScope (just naming it after what it is actually returning) Reviewed-by: Freeyorp
2011-03-20Moved defines.h and manaserv_protocol.h into 'common'Thorbjørn Lindeijer1-1/+1
Just seems a bit more organized to me.
2011-03-20Some renamings to try to make things more readableThorbjørn Lindeijer1-28/+28
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
2011-03-20General cleanups and code style fixesThorbjørn Lindeijer1-5/+7
A bunch of variables that were continuously requested from the configuration are now members of the AccountHandler. Reviewed-by: Freeyorp
2011-03-17Micro-optimizations related to std::stringThorbjørn Lindeijer1-4/+7
* Rely on the fact that a std::string is empty by default * Use std::string::empty() rather than comparing to "" * Construct with std::string() rather than from "" Reviewed-by: Bertram
2010-11-14Renamed .hpp files into .h for consistency.Yohann Ferreira1-4/+4
Also added an header to the autoattack.{h,cpp} files. Big but trivial fix.
2010-10-22Made the servers check for positive id in xml db loading.Yohann Ferreira1-26/+38
Also fixed a memleak when loading an invalid monster attack. Resolves: Mana-Mantis #215. Reviewed-by: Thorbjorn.
2010-09-22Centralized the servers' exit values.Yohann Ferreira1-2/+2
Also made random code format clean-ups. Resolves: Mana-Mantis #217 Reviewed-by: Jaxad0127.
2010-09-08Centralized stringToBool conversion.Yohann Ferreira1-17/+22
Also moved the trim() function into the utils namespace where it belongs more, and made some random code cleanups. Reviewed-by: Thorbjorn.
2010-08-30Change primary and secondary tags in attributes.xml from stats and stat to ↵Freeyorp1-2/+2
attributes and attribute respectively.
2010-08-02Changed the stat file name to attributes.xml.Yohann Ferreira1-2/+4
I also made it required to start properly since it's now the case. Reviewed-by: Jaxad0127.
2010-07-10New attribute system and major changes to many low-level areas.Freeyorp1-0/+232
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.