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path: root/src/game-server/gamehandler.cpp
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2013-08-26Secured the use of the AttributeInfo where nessecaryErik Schilling1-4/+13
In some cases no longer existing attribute ids sent by the account server or client were able to create crashs.
2013-08-26Allowed to push attributeinfos for the attribute recalculationErik Schilling1-4/+6
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.
2013-08-26Readded level handlingErik Schilling1-2/+2
Things done: Wrote a entity:give_experience function (lua side only). Renamed characterpoints to attributepoints (no db update. Did not want to do one for a simple rename). Temponary introduced a ATTR_LEVEL constant. TODO: dehardcode this. Script binds for settings the correction and attribute points.
2013-08-26[Abilities] Removed the old autoattack systemErik Schilling1-22/+1
As a side effect i had to remove the monster attack AI for now. I will readd this as next thing.
2013-08-26[Abilities] Moved the ability code into a own componentErik Schilling1-6/+6
This later allows monsters and characters to use this component.
2013-08-26[Abilities] Renamed specials to abilitiesErik Schilling1-12/+12
2013-04-27Use nullptr instead of NULL everywhereErik Schilling1-1/+1
2013-04-25Fixed crash when checking whether a character is already onlineThorbjørn Lindeijer1-3/+2
Not every connected game client has a character in the world. The code was checking this, but since commit aa04597c5f8bb806996 the pointer was being used before being checked.
2013-04-13Don't try to kill the connection of a deleted characterThorbjørn Lindeijer1-1/+1
The point is to do this on the new character and to allow the client to continue playing with the existing character instance (when it represents the same character in the DB). Somehow was changed in commit aa04597c5f8.
2013-04-12Moved Actor into an ComponentErik Schilling1-42/+48
This was the final step to remove the hierachy with Entity on the top.
2013-04-11Converted Being into a ComponentErik Schilling1-45/+56
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 Schilling1-63/+118
A CharacterData was created as a proxy class in order to allow using the old serialization method.
2013-04-02Moved fighting code into a componentErik Schilling1-1/+2
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 NPC to an NpcComponent added to a BeingThorbjørn Lindeijer1-5/+8
2013-03-25Changed Item to a component of ActorThorbjørn Lindeijer1-15/+16
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
2013-02-01Added emote support.Yohann Ferreira1-0/+12
2013-01-29Silenced some eclipse warningsErik Schilling1-0/+1
2013-01-09Replaced 'unsigned int' with 'unsigned'Thorbjørn Lindeijer1-1/+1
Same thing, but shorter.
2012-08-04Prevent characters from using specials after deathErik Schilling1-0/+6
Reviewed-by: Stefan Beller.
2012-08-03Fixed dead characters being able to use items.Erik Schilling1-0/+4
Change is tested. Mantis: #492. Reviewed-by: Stefan Beller.
2012-08-02Correct further int lengthes.Stefan Beller1-2/+2
Reviewed-by: Ablu.
2012-07-31Gameserver raise attribute: correct integer size.Stefan Beller1-1/+1
Acked-by: bjorn
2012-07-08Added bind for setting login callbackErik Schilling1-0/+2
Reviewed-by: bjorn.
2012-05-25Fixed handling of skillsErik Schilling1-5/+0
- Removed possibility of skills getting mixed with attributes - Made the server sending the level of the current skill on exp change (currently the client could calculate it itself, but it allows more flexibillity in future this way) - Fixed reading of skills out of the database (for some reason the status effects were added as skills) ** Needs clientside patch as well (coming soon) ** Reviewed-by: Bertram.
2012-04-04Enhanced special supportErik Schilling1-7/+41
- 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.
2012-03-20Fixed finding characters by nameThorbjørn Lindeijer1-1/+1
This was broken in ba66fbeda8ef9afb6c33eba66d109bac85ebf628 where we forgot to make sure to invert the condition when moving it into the function. Reviewed-by: Erik Schilling
2012-03-14Added get_character_by_name lua bindErik Schilling1-3/+4
Step to be able to handle chatcommands by scripts. Reviewed-by: bjorn.
2012-01-22Removed logging of chatErik Schilling1-3/+0
Reviewed-by: Bertram
2012-01-10Made the game server execute the chr_respawn_accept script evenYohann Ferreira1-5/+1
in case of disconnection. I made the Character::disconnected() function handle that case, permitting also to centralize GameState::remove() calls there. I also made the GameState::enqueueWarp() function test whether the Character pointer is about to be deleted, so that the warp can be handled directly to avoid a crash. Last but not least, I also made the Character::update() function not update the Character specials and hp to avoid discrepancies seen in the client. Resolves: Mana-Mantis #309. Reviewed-by: Ablu.
2011-11-12Made the server warn the player when equip/unequip failed.Yohann Ferreira1-4/+15
Reviewed-by: Erik Schilling
2011-09-09Add persistent items support based on seeseekey's work.Yohann Ferreira1-3/+26
Also made some random changes where useful, including: - Code formatting fixes, - Design fix about the fact that only the game config option should be checked. - Fixed the size of the values sent and receive to follow the rest of the development. - Fixed variables names to make them show what they are, and not why they are used. Resolves: Mana-Mantis #142.
2011-09-01Prevented char from picking up items when inventory is full.Erik Schilling1-9/+14
Resolves: Mana-Mantis: #379.
2011-07-27Forgot to update the gamehandler.cpp file.Yohann Ferreira1-8/+8
2011-05-30Routing party invite through the map serverStefan Dombrowski1-0/+43
The player sends party invites to the game server. If the invitee is within the visual range of the inviter, the game server forwards the invite to the chat server. Reviewed-by: Bjorn, Jaxad0127
2011-04-02Split GameHandler::processMessage up into multiple functionsThorbjørn Lindeijer1-375/+453
One huge function that handles all the messages isn't very readable and causes everything to be indented by several levels. Hence we generally split this up. It also exposed a missing 'break;' when handling the PGMSG_USE_SPECIAL message, which would continue into the handling of PGMSG_ACTION_CHANGE. Reviewed-by: Stefan Dombrowski
2011-01-09Fix being direction discrepancies by syncing the BeingDirection.Yohann Ferreira1-1/+2
The server was actually using the bitmask enum while the the client still sent another one, creating discrepancies. A second problem is that the being direction was not properly initialized and not updated while it was moving. Reviewed-by: Jaxad.
2011-01-03Got rid of the superfluous DEFAULT_TILE_HEIGHT/WIDTH.Yohann Ferreira1-2/+2
We've got DEFAULT_TILE_LENGTH in defines.h for that. Trivial fix.
2010-12-29Moved parts needing to be in sync with the client in protocol.h.Yohann Ferreira1-9/+9
Trivial fix.
2010-11-14Renamed .hpp files into .h for consistency.Yohann Ferreira1-21/+21
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 Lindeijer1-43/+43
Mainly for consistency with the client, and the general consensus was that these numbered versions were clearer.
2010-09-19Small fixes.Freeyorp1-6/+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
2010-08-30Added @mute chat command.Philipp Sehmisch1-3/+8
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).
2010-08-29Merge branch 'testing'Freeyorp1-18/+13
Conflicts: src/account-server/storage.cpp src/game-server/being.cpp src/game-server/being.hpp src/game-server/character.cpp src/game-server/character.hpp src/game-server/gamehandler.cpp src/game-server/inventory.cpp src/scripting/lua.cpp src/sql/mysql/createTables.sql src/sql/sqlite/createTables.sql
2010-08-07Renamed modifiedAttribute to updateDerivedAttributesThorbjørn Lindeijer1-2/+2
This describes the purpose of the method better.
2010-07-10New attribute system and major changes to many low-level areas.Freeyorp1-18/+13
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.
2010-06-06Arbitrary cleanups and marked GameHandler::getClientByNameSlow constThorbjørn Lindeijer1-9/+10
2010-03-08Remove an unused function and two protocol messages.Bertram1-12/+0
TMW-Mantis #25 is resolved, btw. Reviewed-by: thorbjorn, Jaxad0127, and Kage.
2010-02-07Update Copyright date for Manaserv.Bertram1-1/+1
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.
2009-10-24Don't log the sitting/standing action change transaction. Mantis #950.Bertram1-6/+18