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path: root/src/game-server/gamehandler.cpp
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2023-05-15General code cleanupsThorbjørn Lindeijer1-3/+4
* Overall includes cleanup * Use std::make_pair * Make some functions const
2022-08-19Apply C++11 fixitsThorbjørn Lindeijer1-9/+6
modernize-loop-convert modernize-deprecated-headers
2022-08-19Apply C++11 fixitsThorbjørn Lindeijer1-16/+16
modernize-use-auto modernize-use-nullptr modernize-use-override modernize-use-using
2013-09-19Synchronized some tweaks to protocol file from the clientThorbjørn Lindeijer1-1/+1
2013-09-19Some optimizations in GameHandlerThorbjørn Lindeijer1-38/+17
The findActorNear, findBeingNear and findCharacterNear functions in gamehandler.cpp were iterating over nearby entities in search for an entity with a specific ID. Now they do a quick lookup of exactly that entity, and then check whether it is in range.
2013-09-15Renamed sendFullStatus to markAllInfoAsChangedErik Schilling1-1/+1
Moved the actual sending of info out of update() and into sendStatus to prevent delay issues depending on the order of the components getting updated.
2013-09-15Fixed last commitErik Schilling1-3/+6
Renamed killConnection based on bjorns feedback. Do not send the info on each warp but only on reconnections.
2013-09-15Fixed handling of reconnects while the old connection is still validErik Schilling1-11/+11
The old connection is now terminated. And the new connection will receive the character data properly.
2013-09-08Added support for direction based ability targetsErik Schilling1-0/+22
I had to rearrange the protocol a bit in order to allow to keep the related things together.
2013-09-08Cleaned up the inventory handlingErik Schilling1-36/+15
Things done: - Removed the equips table and added another column which keeps track about whether the item is equipped or not - Added a message to notify the client about failing equips instead of hardcoding to chat notification - Removed the move possibillity. It was a quite long function and our future idea of the inventory does not need any moves - Removed the inInventory and inEquipment parameters from chr_inv_count, but added a equipped key to the table that chr_get_inventory returns This change makes equipped items still being in the inventory. This means in-inventory triggers are still active! However it makes no sense to disable this triggers during equipping since it will appear as still in the inventory to the client.
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.