Age | Commit message (Collapse) | Author | Files | Lines | |
---|---|---|---|---|---|
2011-10-23 | Added function to determine the script engine by the file name extension | jurkan | 1 | -8/+31 | |
Reviewed-by: Bjorn, Bertram. | |||||
2011-10-19 | Took interpreting the objects out of the map reader | Thorbjørn Lindeijer | 1 | -27/+180 | |
The map reader is now only concerned with parsing the XML, whereas the MapComposite turns some of the objects into Warps, Spawns and NPCs. Reviewed-by: Yohann Ferreira | |||||
2011-03-17 | Micro-optimizations related to std::string | Thorbjørn Lindeijer | 1 | -2/+2 | |
* Rely on the fact that a std::string is empty by default * Use std::string::empty() rather than comparing to "" * Construct with std::string() rather than from "" Reviewed-by: Bertram | |||||
2011-03-06 | Small fixes coming from my comment on issue #77. | Yohann Ferreira | 1 | -6/+6 | |
Trivial. | |||||
2011-03-04 | Implemented persistent world and map variables | Philipp Sehmisch | 1 | -0/+26 | |
The gameserver now receive a copy of all world state variables when they are accepted by the accountserver and receive a copy of all map state variables of a map when they register it successfully. Implemented LUA script bindings for getting and setting these variables. When such a variable is set, the accountserver is notified about this change. Changes to world state variables are then propagated to all gameservers by the accountserver. Be aware that when a gameserver is updating a map, there is no check if it is actually responsible for said map. But I consider this not a security flaw, because authenticated game servers are considered to be trustworthy in a lot of other situations, too. Also renamed "quest" to "character variable" in the sourcecode. Reviewed-by: Bertram | |||||
2011-01-09 | Removed the superfluous point struct. | Yohann Ferreira | 1 | -1/+1 | |
It was too close from the Position class and it leads to making the server handle one or another type through the code. Still bugged me many times while making changes. Reviewed-by: Jaxad. | |||||
2010-11-14 | Renamed .hpp files into .h for consistency. | Yohann Ferreira | 1 | -5/+5 | |
Also added an header to the autoattack.{h,cpp} files. Big but trivial fix. | |||||
2010-10-17 | Dehardcode the tileWidth and height, except for the speed conversion. | Yohann Ferreira | 1 | -2/+4 | |
The speed conversion needs a standard tile length anyway and can be improved later once the movement code will start to handle beings size. Reviewed-by: Crush. | |||||
2010-09-15 | Reordered the manaserv.xml.example file and made related code cleanups. | Yohann Ferreira | 1 | -6/+6 | |
Reviewed-by: Thorbjorn. | |||||
2010-04-02 | Remove empty LOG print when deallocating | Chuck Miller | 1 | -2/+0 | |
2010-03-30 | Remove unneed debug output | Chuck Miller | 1 | -1/+0 | |
The issue this output was created to help debug has long been fixed | |||||
2010-02-23 | Removed some unnecessary log messages | Philipp Sehmisch | 1 | -2/+2 | |
2010-02-07 | Update Copyright date for Manaserv. | Bertram | 1 | -1/+1 | |
2009-12-06 | Fixed name of the project in copyright headers | Thorbjørn Lindeijer | 1 | -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. | |||||
2009-07-10 | Prevent Actors from getting ID 0 | Jared Adams | 1 | -0/+1 | |
Causes client problems. | |||||
2009-05-29 | Fixes crashes that sometimes happens when allocate and deallocating from map ↵ | Chuck Miller | 1 | -29/+29 | |
buckets | |||||
2009-05-20 | Fix crash caused by non-removal of target. | David Athay | 1 | -12/+17 | |
2009-04-26 | Standardize on the position of the const keyword | Bjørn Lindeijer | 1 | -13/+17 | |
Same as for the client. | |||||
2009-04-26 | Merged MovingObject into the Being class | Bjørn Lindeijer | 1 | -28/+28 | |
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. | |||||
2009-03-30 | Merge branch 'master' of git@gitorious.org:tmwserv/mainline | David Athay | 1 | -0/+9 | |
2009-03-30 | Added debugging | David Athay | 1 | -0/+7 | |
2009-03-24 | Added config option to set default PvP mode | Philipp Sehmisch | 1 | -0/+3 | |
2009-03-19 | Implemented the possibility to have maps with or without PvP combat. | Philipp Sehmisch | 1 | -0/+6 | |
PvP is governed by the map property "pvp". Currently it can be either "none" for no PvP combat or "free" for unrestricted PvP combat. "none" is the default value which is used when pvp is undefined. Later addition of more sophisticated PvP modes is possible. | |||||
2009-01-28 | Moved MapContent into header file. | David Athay | 1 | -118/+24 | |
2008-11-16 | Got rid of CVS/Subversion $Id$ markers | Bjørn Lindeijer | 1 | -2/+0 | |
2008-10-22 | Fixed NPC id bug. Changed time between server reconnection attempts. | David Athay | 1 | -1/+1 | |
2007-08-10 | Improved helper functions for Lua scripts. Associated scripts to maps. | Guillaume Melquiond | 1 | -3/+8 | |
2007-07-28 | Revert to the old pathfinding system without collision with beings, as the ↵ | Guillaume Melquiond | 1 | -4/+0 | |
new one is too cpu intensive. | |||||
2007-07-07 | Simplified code by using map pointers only, instead of using both map IDs ↵ | Guillaume Melquiond | 1 | -41/+156 | |
and map pointers. | |||||
2007-06-30 | Implemented basic monster AI and fixed a stability problem caused by the ↵ | Philipp Sehmisch | 1 | -0/+8 | |
spawn areas. | |||||
2007-03-14 | Modified the game-server to use AbstractCharacterData, some renaming | Rogier Polak | 1 | -23/+23 | |
2007-03-05 | Added an abstrart base class for characterdata, in order to use the same ↵ | Rogier Polak | 1 | -1/+1 | |
serialize and deserialize functions on both the accountserver and the gameserver. | |||||
2007-01-07 | r150@saline: gmelquio | 2007-01-07 15:48:59 +0100 | Guillaume Melquiond | 1 | -0/+13 | |
Commented buckets a bit. | |||||
2007-01-06 | Removed world timer usage from account server, instead letting ENet wait during | Bjørn Lindeijer | 1 | -1/+1 | |
each host service to reduce CPU usage. Modified timer code to gracefully handle jumps back in time. | |||||
2007-01-04 | Server-side implementation of item pick-up. | Guillaume Melquiond | 1 | -0/+7 | |
2007-01-03 | Added a Xmas cake: the server now supports items on floor. | Guillaume Melquiond | 1 | -4/+31 | |
2007-01-03 | Starting to work on adding items to the map. Nothing concrete for now, just ↵ | Guillaume Melquiond | 1 | -1/+1 | |
a few simplifications. Fixed file end-of-lines along the way. | |||||
2007-01-03 | Split persistent player data from game server data. Enabled inventory code back. | Guillaume Melquiond | 1 | -2/+4 | |
2007-01-02 | Removed obsolete files. Added a generic trigger system. | Guillaume Melquiond | 1 | -25/+49 | |
2006-12-30 | Removed reference-counted pointers from the game server. | Guillaume Melquiond | 1 | -8/+8 | |
2006-12-30 | Made attack code pixel-based and faster. Split State::update. Improved | Guillaume Melquiond | 1 | -0/+470 | |
interface of MapComposite iterators. |