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path: root/src/game-server/gamehandler.h
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2013-09-15Fixed last commitErik Schilling1-1/+1
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 Schilling1-1/+1
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/+2
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 Schilling1-1/+0
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.
2013-08-26[Abilities] Removed the old autoattack systemErik Schilling1-1/+0
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] Renamed specials to abilitiesErik Schilling1-2/+2
2013-04-11Converted Being into a ComponentErik Schilling1-8/+9
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 Schilling1-9/+10
A CharacterData was created as a proxy class in order to allow using the old serialization method.
2013-02-01Added emote support.Yohann Ferreira1-0/+2
2012-04-04Enhanced special supportErik Schilling1-1/+2
- 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.
2012-03-14Added get_character_by_name lua bindErik Schilling1-3/+3
Step to be able to handle chatcommands by scripts. Reviewed-by: bjorn.
2011-05-30Routing party invite through the map serverStefan Dombrowski1-0/+2
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 Lindeijer1-19/+28
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
2011-03-12Removed a bunch of silly documentationThorbjørn Lindeijer1-3/+0
A C++ developer should be able to recognize a constructor and a destructor by just looking at it, so let's stop writing down the obvious. :)
2010-11-14Renamed .hpp files into .h for consistency.Yohann Ferreira1-0/+157
Also added an header to the autoattack.{h,cpp} files. Big but trivial fix.