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path: root/src/game-server/commandhandler.cpp
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2013-08-26[Abilities] Added support for a global cooldownErik Schilling1-1/+1
Each ability can now define a cooldown that prevents the player from using other abilities for a while. The time of this cooldown can be set to any attribute. The modified value of the attribute is the value of the cooldown in game ticks. The cooldown will be automatically started if the ability has `autoconsume` set to true. Otherwise a script has to call entity:cooldown_ability(ability).
2013-08-26[Abilities] Moved the ability code into a own componentErik Schilling1-9/+6
This later allows monsters and characters to use this component.
2013-08-26[Abilities] Renamed set to categoryErik Schilling1-1/+1
On the one hand setSetName and setName could sound misleading in the qt client patch i plan. On the otherhand i never really liked the name "set". I think category is more general and obvious.
2013-08-26[Abilities] Renamed specials to abilitiesErik Schilling1-64/+64
2013-05-02Fixed a bunch of cppcheck warningsErik Schilling1-14/+9
2013-04-27Use nullptr instead of NULL everywhereErik Schilling1-3/+3
2013-04-12Moved Actor into an ComponentErik Schilling1-16/+19
This was the final step to remove the hierachy with Entity on the top.
2013-04-11Converted Being into a ComponentErik Schilling1-143/+172
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 Schilling1-133/+185
A CharacterData was created as a proxy class in order to allow using the old serialization method.
2013-04-10Fixed @kill killing yourselfErik Schilling1-1/+1
2013-04-03Moved the Monster class to a ComponentErik Schilling1-1/+2
Things done: - Allowed to create new Attributes outside of the protected scope of Being - Moved Monster to MonsterComponent - Some minor cleanup in the Attribute setting code of monsters
2013-04-02Fixed multiple warnings and errors that blocked c++0xErik Schilling1-4/+4
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 Schilling1-1/+1
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
2013-03-25Changed Effect to a component of ActorThorbjørn Lindeijer1-3/+3
Reviewed-by: Yohann Ferreira
2013-03-25Changed Item to a component of ActorThorbjørn Lindeijer1-12/+12
Items also have positions, so the ItemComponent only makes sense as part of an Actor. Later on it will probably be part of an entity that also has an ActorComponent. Since it was annoying to update all the places where items were created, I've introduced a function for this. The component types are now prefixed with "CT_" because I wanted to introduce an 'Item' namespace which would otherwise be conflicting. The component types enum isn't used much in the code so it can look a bit ugly. Reviewed-by: Yohann Ferreira
2013-01-09Replaced 'unsigned int' with 'unsigned'Thorbjørn Lindeijer1-2/+2
Same thing, but shorter.
2012-04-04Enhanced special supportErik Schilling1-6/+194
- Made the current charge being saved. - Added script binds: - chr_set_special_recharge_speed - chr_get_special_recharge_speed - chr_set_special_mana - chr_get_special_mana - get_special_info - Added special info lua class. Functions: - name - needed_mana - rechargeable - on_use - on_recharged - category Further the engine no longer sets charge to 0 after using of specials this allows more flexbilillity (like failing specials). Changes on the xml database: - recharge renamed to rechargeable (needed by client and server) - needed - the needed mana to trigger a special (server only) - rechargespeed - the defailt recharge speed in mana per tick (server only) - target - the type of target (either being or point) (server and client) I also made the lua engine pushing nil instead of a 0 light userdata when the pointer was 0. Database update needed. Change is tested. Mana-Mantis: #167, #156 Reviewed-by: bjorn.
2012-03-16Fixed remaining compiler warningsThorbjørn Lindeijer1-3/+3
These were unused parameters and one return type with an ignored 'const' qualifier. Reviewed-by: Yohann Ferreira
2012-03-14Added get_character_by_name lua bindErik Schilling1-34/+16
Step to be able to handle chatcommands by scripts. Reviewed-by: bjorn.
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