summaryrefslogtreecommitdiff
path: root/src/game-server/buysell.cpp
AgeCommit message (Collapse)AuthorFilesLines
2023-05-15General code cleanupsThorbjørn Lindeijer1-0/+1
* Overall includes cleanup * Use std::make_pair * Make some functions const
2022-08-19Apply C++11 fixitsThorbjørn Lindeijer1-13/+10
modernize-loop-convert modernize-deprecated-headers
2022-08-19Apply C++11 fixitsThorbjørn Lindeijer1-3/+3
modernize-use-auto modernize-use-nullptr modernize-use-override modernize-use-using
2013-10-13Added GPMSG_NPC_BUYSELL_RESPONSEThorbjørn Lindeijer1-7/+18
Without this message it is not possible to reliably know how many items were traded with an NPC at the client side. It helps with updating the shop's inventory.
2013-09-08Renamed character.cpp to charactercomponent.cppErik Schilling1-1/+1
Now we do not have two character.cpp files in the repository.
2013-08-26Allowed to push attributeinfos for the attribute recalculationErik Schilling1-6/+8
While on it I replaced the id usage in the server with the usage of the AttributeInfo directly. Next steps: - Dehardcode the core attribute ids and store their attributeinfos somewhere in AttributeManager (for now i simply wrapped the ids with getAttributeInfo(). - Move AttributeInfo out of AttributeManager to shorten the usage + to allow using a pointer in ModifierLocation without forward declaring it.
2013-04-12Moved Actor into an ComponentErik Schilling1-4/+5
This was the final step to remove the hierachy with Entity on the top.
2013-04-11Converted Being into a ComponentErik Schilling1-10/+16
I did not really care too much about staying consistent with the use of static_casts to Actors since they are only temporary anyway until Actor is a component too.
2013-04-11Converted the Character class into a componentErik Schilling1-5/+7
A CharacterData was created as a proxy class in order to allow using the old serialization method.
2013-04-02Fixed multiple warnings and errors that blocked c++0xErik Schilling1-10/+16
This allows the server to compile with c++0x (and enables it). This also includes some coding style / readabillity fixes.
2013-04-02Moved fighting code into a componentErik Schilling1-3/+3
All damage dealing is now handeled via CombatComponent. Monsters use a derived MonsterCombatComponent since they can have a damage mutation and have a seperate script callback. The wirering with Being is still not optional since most of the stuff does not exist as components. Things done: - Seperated the fighting code from Being and only let Characters and Monsters add the Component (less overhead for npcs) - Added a getter for Attribute values to prevent searching it all the time in non Being members - Fixed the type if the damage mutation to double (no idea why it was int) I did not want to copy it over incorrectly - Removed the addAttack/removeAttack overrides in Character and made the knuckleAttack being added based on newly added signals Future TODOS: - Remove depedency on Being as soon all needed dependencies are available as components of Entity - Move the monster script callback into the general combatcomponent and make it usuable for characters too
2013-01-09Replaced 'unsigned int' with 'unsigned'Thorbjørn Lindeijer1-1/+1
Same thing, but shorter.
2011-07-27Begun Applying the new equipment slot handling design.Yohann Ferreira1-3/+3
now, the equipment slots are independant from the inventory slots according to the inventory and equipment data. This will permit to avoid checking the equipment each time one touches the inventory and vice versa, and make the former delayed mode useless. Also, note that equipped items will be removed from inventory and readded once unequipped. The design will permit the following, even if not implemented yet: - To make equipment items stackable again, if wanted. - Have more than one item with the same id equipped on different slots using the itemInstance field. Note: I didn't add the database structure updates yet, to see whether other changes may later go along with those.
2011-03-20Moved defines.h and manaserv_protocol.h into 'common'Thorbjørn Lindeijer1-2/+1
Just seems a bit more organized to me.
2011-02-15Fixed registering the players items to the buysell handler.Yohann Ferreira1-24/+46
Now buy/sell lua functions can access the player inventory again. This is not using the delayed mode, so it won't be a problem. Reviewed-by: Freeyorp.
2011-01-30Revert "Fixed the money handling."Jared Adams1-1/+1
This reverts commit b2209cbe93aa12dcd4e4e3b9a7cd8b13ed5713e9. Money should be handled through attributes, not magic numbers.
2011-01-31Fixed the money handling.Yohann Ferreira1-1/+1
- At character's attributes recalculation when necessary. - In the lua scripting functions.
2010-11-14Renamed .hpp files into .h for consistency.Yohann Ferreira1-7/+7
Also added an header to the autoattack.{h,cpp} files. Big but trivial fix.
2010-11-03Renamed write{Byte,Short,Long} to writeInt{8,16,32}Thorbjørn Lindeijer1-4/+4
Mainly for consistency with the client, and the general consensus was that these numbered versions were clearer.
2010-07-10New attribute system and major changes to many low-level areas.Freeyorp1-4/+21
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.
2010-05-28Modified the npc_trade() lua function to permit selling the whole player ↵Yohann Ferreira1-4/+34
inventory. It permits to open a sell box with every items in the player inventory as requested by Striker. Also added different return value support to both the buy selling functions, and made fixes where relevant. The test.lua script will be upgraded to show examples in a next commit. What's left to be done is to fix the inventory handling for both selling functions. (Sigh...) Concerns: Manasource mantis: #78, #101. Reviewed-by: Jaxad0127
2010-02-07Update Copyright date for Manaserv.Bertram1-1/+1
2009-12-06Fixed name of the project in copyright headersThorbjørn Lindeijer1-9/+8
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.
2009-10-09Synced the protocol file with client in protocol.h, letting other defines in ↵Bertram1-1/+0
defines.h, and removing some overheading along the way.
2009-04-26Merged MovingObject into the Being classBjørn Lindeijer1-4/+6
Also renamed Object to Actor, to make it sound a little less generic. Cleans up a bit the rather big hierarchy of different object types we have.
2008-11-16Got rid of CVS/Subversion $Id$ markersBjørn Lindeijer1-2/+0
2007-08-14Involved money in trade handler.Guillaume Melquiond1-1/+1
2007-08-14Handled money as part of the inventory.Guillaume Melquiond1-5/+3
2007-08-13Implemented buy/sell handler.Guillaume Melquiond1-0/+114