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path: root/src/game-server/gamehandler.cpp
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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
2009-07-20Have the game server reconnect with the account-server if account-server is ↵Chuck Miller1-0/+12
restarted
2009-07-03Makes Skills non hard codedChuck Miller1-1/+6
It should be noted that Jax still needs to update the client Level calulation seems broken now too
2009-05-24Fixed a few code style issuesBjørn Lindeijer1-2/+2
Also renamed Guild::totalMembers to Guild::memberCount
2009-05-24Fixed name of method (recepted -> received)Bjørn Lindeijer1-2/+2
2009-05-19Added time between attacks. Added target for monster.David Athay1-2/+3
2009-05-18Added target combatDavid Athay1-2/+8
2009-05-01tmwserv NPC String inputBlue1-2/+2
Adding support for npc string input.
2009-05-01Mysql backend, lua and NPC handlerBlue1-0/+10
Fix for mysql backend (again) Lua modification for integer and string ask with NPC, and closing fix.
2009-04-26Standardize on the position of the const keywordBjørn Lindeijer1-12/+9
Same as for the client.
2009-04-26Merged MovingObject into the Being classBjørn Lindeijer1-19/+21
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.
2009-04-21Trade System Patch (server side)blue1121-4/+8
Server side modification for making the three steps trade working. For tmwserv Some trade related protocol modification too.
2009-03-06Added transactional history to game server.David Athay1-3/+72
2008-11-30Add sync Buffer according to mantis #550Andreas Habel1-0/+20
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...
2008-11-20Made Bandwidth Monitor GlobalDavid Athay1-26/+1
2008-11-19Added bandwidth monitoringDavid Athay1-1/+26
2008-11-16Got rid of CVS/Subversion $Id$ markersBjørn Lindeijer1-2/+0
2008-11-06Added sending post via NPC.David Athay1-1/+1
2008-11-01fixes for commandhandlerRoderic Morris1-3/+1
2008-11-01Magic implementation roadmap phase 1 and 2 (calling a script function on ↵Philipp Sehmisch1-0/+8
PGMSG_USE_SPECIAL)
2008-10-31Changed command system to handle commands without template magic.David Athay1-3/+4
2008-10-24Added post callback for getting post.David Athay1-13/+1
Added GM command for changing player attributes. Changed GM command to @ as '/' was already being used by client for local commands.
2008-10-15Added communicating change of direction to clients.David Athay1-0/+5
2008-09-19Added post communication between chat and game servers.David Athay1-0/+25
2008-09-18Added postal system to chat server, and modified tick time.David Athay1-6/+11
2008-08-13Corrected the distance needed to speak to NPC and trade with others Yohann Ferreira1-6/+12
characters.
2008-07-24Added error message when NPC is too far away.David Athay1-1/+13
2008-07-04fix errors in the last commitRoderic Morris1-1/+1