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path: root/src/game-server/commandhandler.cpp
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2012-03-05Added @effect commandErik Schilling1-0/+48
Usage: @effect <id> @effect <id> <char> @effect <id> <x> <y> Reviewed-by: Bertram.
2012-03-02Merged all the different Lua states into oneThorbjørn Lindeijer1-2/+2
No more Lua state for each status effect, monster, item effect or map. All scripts are loaded into the same state. This should be more efficient overall and make it easier to implement dynamic reloading of the scripts in the future. Now, this introduces the problem of name collisions between different Lua scripts. For now this is solved by using more specific function names, like 'tick_plague' and 'tick_jump' rather than just 'tick'. The plan is however to get rid of these globals, and register these callbacks from the script, so that they can be local functions without the danger of colliding with other scripts. Reviewed-by: Erik Schilling Reviewed-by: Yohann Ferreira
2012-01-21Made @announce fully functionalErik Schilling1-7/+8
- Added announcements having senders now. - Removed /announcement support. Reviewed-by: Bjorn.
2011-12-04Added @skills command which lists all skillsErik Schilling1-0/+41
Reviewed-by: o11c.
2011-11-02Added @permissions commandErik Schilling1-18/+47
Added @permissions <character> which lists the permissions of a player. Made @givepermission giving feedback on success. Reviewed-by: Thorbjørn Lindeijer.
2011-10-23Made @money functional again.Erik Schilling1-6/+5
Reviewed-by: Thorbjørn Lindeijer.
2011-09-15Added chatcommand to get position of a character.Erik Schilling1-0/+33
Add chatcommand @getpos <character> which return the mapid and location of the character. Part of: Mana-Mantis: #385. Reviewed-by: Bertram.
2011-09-13Avoid crashing the game server when the last argument is quoted.Yohann Ferreira1-1/+9
Resolves: Mana-Mantis #386 Reviewed-by: o11c.
2011-04-27Added a simple crafting systemPhilipp Sehmisch1-0/+78
A client can craft something using the @craft command. The command needs a list of item names and amounts. The gameserver checks if the character has these items in the inventory and then passes the list together with the character handle to the lua script function on_craft in the script file scripts/crafting.lua. This function can then be used to evaluate if the list is a valid crafting combination and when this is the case take or give items. Implemented two example crafting scripts there, one which enforces exact item order and amount and one which doesn't. Both are disabled per default and one needs to be enabled by uncommenting a line. Also gave the player group permission to use the @craft command in permissions.xml and added two new items (wood and iron) required for the example crafting combination. Resolves: #333 Reviewed-by: bcs86, Bertram
2011-03-18Improved @ban commandPhilipp Sehmisch1-13/+37
When banning a character, the game master now sets a time unit (m, h, d, w or y for minutes, hours, days, weeks or years) after the duration. Ban durations longer than 2^16 minutes are now possible. The banned character is now kicked automatically and the banning character receives a feedback chat message. Reviewed-by: Thorbjorn
2011-03-17Micro-optimizations related to std::stringThorbjørn Lindeijer1-23/+23
* 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
2011-03-16Allowed item names instead of IDs in @commandsPhilipp Sehmisch1-41/+44
The @drop and @item commands can now accept an item name instead of an item ID. In addition the amount can be omitted to create a single item.
2011-03-16Allowed monster names in @spawn commandPhilipp Sehmisch1-17/+23
I rewrote the @spawn command to allow two new things: 1. The monster ID can be replaced with the name of the monster. 2. The amount of monsters can be omitted. In that case a single monster is spawned. Reviewed by: Jaxad and Thorbjorn
2011-03-09Renamed GameState::insertSafe() to inserOrDelete.Yohann Ferreira1-2/+2
This reflects much more what the function does IMHO. Trivial.
2011-02-22Implementing @killmonstersStefan Dombrowski1-0/+26
Reviewed-by: Crush
2010-12-27Implemented @log and @logsay commands.Philipp Sehmisch1-0/+42
The @log command is the equivalent to tmwAthena's @l. It allows to log a text as a transaction for documentation purpose. The @logsay command works like @t on tmwAthena. It says something in public chat while also logging it as a separate trasaction. Reviewed-by: Thorbjorn
2010-12-27Added @kick and @kill commands.Philipp Sehmisch1-0/+71
@kick disconnects the client connection of a character. The new error- code 11 (ERRMSG_ADMINISTRATIVE_LOGOFF) is not supported by the client yet. It will show a generic "The connection to server was lost" message instead. @kill kills the character by setting its HP to 0. Added @kick transaction code I forgot in last commit. Considering that this was just minutes ago I think that noone updated his database yet. So I don't think that a new database version is justified for this. Reviewed-by: Bertram
2010-12-27Transaction logging of various command, new transaction codes and style fix.Philipp Sehmisch1-4/+28
The @mute, @goto, @attribute and @announce commands now logs transactions to the database. Added new transaction codes to database. I've preliminarily added a lot of codes for not yet supported commands so that we needn't do a database update with every single commit which implements one. Also using the equivalent "say" helper function in place of the "GameState::sayTo" method in the command handler. Reviewed-by: Kage
2010-12-17Implemented @die chat commandPhilipp Sehmisch1-2/+11
The @die chat command kills the evoking character by setting its hit points to 0. The example permissions.xml assigns it to the "tester" rights group and not "players" because server admins who are not aware of this command might run into trouble when they assume that players don't have a method to teleport to their spawn point voluntarily. Resolves: mantis ticket #192 Reviewed-by: Jaxad0127
2010-12-08Fix many compiler warnings.Freeyorp1-4/+6
Reviewed-by: Bertram
2010-12-06Improve warp commandsJared Adams1-15/+120
@warp no longer takes a character. @charwarp was added to handle that ('#' still means the player). Both can take a map name, map id (preceded by '#') or '#' for the player's current map. Logging of warp commands now logs destination map and player warped (for @charwarp).
2010-11-14Renamed .hpp files into .h for consistency.Yohann Ferreira1-17/+17
Also added an header to the autoattack.{h,cpp} files. Big but trivial fix.
2010-09-15Reordered the manaserv.xml.example file and made related code cleanups.Yohann Ferreira1-13/+17
Reviewed-by: Thorbjorn.
2010-08-30Added @mute chat command.Philipp Sehmisch1-0/+52
The @mute command stops another character from talking in the public chat for a specified amount of seconds. It doesn't survive a reconnect of the client, but I don't think that this is necessary because a mute by a GM is usually intended as a slap on the wrist with more severe consequences to follow (like @ban).
2010-07-10New attribute system and major changes to many low-level areas.Freeyorp1-9/+10
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.
2010-07-08Made Manaserv accept parameters enclosed with double-quotes.Yohann Ferreira1-3/+34
Reviewed-by: Jaxad0127. Resolves: Manasource-Mantis #22
2010-02-22Fixed unused variable warningsThorbjørn Lindeijer1-2/+0
2010-02-07Update Copyright date for Manaserv.Bertram1-1/+1
2010-01-17Removed last traces of hardcoded access levels form game-server, begun with ↵Philipp Sehmisch1-82/+20
using the permission manager in the account-server.
2010-01-17Some refractoring at the command handler for easier maintainabilityPhilipp Sehmisch1-84/+112
2010-01-17Added commands for setting permissions by aliasPhilipp Sehmisch1-0/+116
2010-01-17Added permission manager. Currently only used for @commands and doesn't ↵Philipp Sehmisch1-90/+51
support <deny> and <alias> yet.
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.
2009-10-09Synced the protocol file with client in protocol.h, letting other defines in ↵Bertram1-2/+0
defines.h, and removing some overheading along the way.
2009-07-08changed handleAnnounce to send the full message not only the first wordMaximilian Philipps1-4/+1
2009-04-26Standardize on the position of the const keywordBjørn Lindeijer1-18/+19
Same as for the client.
2009-03-06Added transactional history to game server.David Athay1-1/+42
2009-01-18Made command handler even more helpful when entering an invalid command.Philipp Sehmisch1-1/+1
2009-01-18Fixed invalid permission spam for low level accountsPhilipp Sehmisch1-3/+3
2009-01-18Added @where and @rights chat commands for querying the own location and ↵Philipp Sehmisch1-17/+77
access level. Improved feedback for erroneous chat commands.
2009-01-12Added @announceDavid Athay1-0/+19
2008-11-20Changed @level to @setgroupDavid Athay1-5/+5
2008-11-20Changed from Access Levels to Command Groups for @ commandsDavid Athay1-49/+101
2008-11-16Got rid of CVS/Subversion $Id$ markersBjørn Lindeijer1-2/+0
2008-11-05Use a string util for converting strings toDavid Athay1-54/+14
integers, as per Bjorns suggestion.
2008-11-05Fix integer arguments randomly failing due to stream flags not being ↵Dennis Friis1-28/+28
cleared. To reuse a stream you must do stream.clear(); stream.str(string); for it to work.
2008-11-03Fixed command handler.David Athay1-5/+10
2008-11-01fixes for commandhandlerRoderic Morris1-155/+157
2008-10-31Changed command system to handle commands without template magic.David Athay1-0/+753