Age | Commit message (Collapse) | Author | Files | Lines |
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Reviewed-by: Bertram
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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.
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Reviewed-by: Erik Schilling
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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.
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Resolves: Mana-Mantis: #379.
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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
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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
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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.
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We've got DEFAULT_TILE_LENGTH in defines.h for that.
Trivial fix.
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Trivial fix.
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Also added an header to the autoattack.{h,cpp} files.
Big but trivial fix.
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Mainly for consistency with the client, and the general consensus was
that these numbered versions were clearer.
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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
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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).
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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
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This describes the purpose of the method better.
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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.
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TMW-Mantis #25 is resolved, btw.
Reviewed-by: thorbjorn, Jaxad0127, and Kage.
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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.
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restarted
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It should be noted that Jax still needs to update the client
Level calulation seems broken now too
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Also renamed Guild::totalMembers to Guild::memberCount
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Adding support for npc string input.
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Fix for mysql backend (again)
Lua modification for integer and string ask with NPC, and closing fix.
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Same as for the client.
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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.
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Server side modification for making the three steps trade working.
For tmwserv
Some trade related protocol modification too.
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The game server buffers all changes made to a character in a sync buffer.
The buffer is sent to the account server if the buffer contains more then
20 message, reaches size of 1kb or at least every 10 seconds.
ATM Character attributes, corr points and attribute points and skills are
synchronized. TODO: items, location, money...
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PGMSG_USE_SPECIAL)
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Added GM command for changing player attributes. Changed GM command to
@ as '/' was already being used by client for local commands.
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characters.
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