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path: root/src/game-server/mapcomposite.cpp
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2011-10-23Added function to determine the script engine by the file name extensionjurkan1-8/+31
Reviewed-by: Bjorn, Bertram.
2011-10-19Took interpreting the objects out of the map readerThorbjørn Lindeijer1-27/+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
2011-03-17Micro-optimizations related to std::stringThorbjørn Lindeijer1-2/+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
2011-03-06Small fixes coming from my comment on issue #77.Yohann Ferreira1-6/+6
Trivial.
2011-03-04Implemented persistent world and map variablesPhilipp Sehmisch1-0/+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
2011-01-09Removed the superfluous point struct.Yohann Ferreira1-1/+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.
2010-11-14Renamed .hpp files into .h for consistency.Yohann Ferreira1-5/+5
Also added an header to the autoattack.{h,cpp} files. Big but trivial fix.
2010-10-17Dehardcode the tileWidth and height, except for the speed conversion.Yohann Ferreira1-2/+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.
2010-09-15Reordered the manaserv.xml.example file and made related code cleanups.Yohann Ferreira1-6/+6
Reviewed-by: Thorbjorn.
2010-04-02Remove empty LOG print when deallocatingChuck Miller1-2/+0
2010-03-30Remove unneed debug outputChuck Miller1-1/+0
The issue this output was created to help debug has long been fixed
2010-02-23Removed some unnecessary log messagesPhilipp Sehmisch1-2/+2
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.
2009-07-10Prevent Actors from getting ID 0Jared Adams1-0/+1
Causes client problems.
2009-05-29Fixes crashes that sometimes happens when allocate and deallocating from map ↵Chuck Miller1-29/+29
buckets
2009-05-20Fix crash caused by non-removal of target.David Athay1-12/+17
2009-04-26Standardize on the position of the const keywordBjørn Lindeijer1-13/+17
Same as for the client.
2009-04-26Merged MovingObject into the Being classBjørn Lindeijer1-28/+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.
2009-03-30Merge branch 'master' of git@gitorious.org:tmwserv/mainlineDavid Athay1-0/+9
2009-03-30Added debuggingDavid Athay1-0/+7
2009-03-24Added config option to set default PvP modePhilipp Sehmisch1-0/+3
2009-03-19Implemented the possibility to have maps with or without PvP combat.Philipp Sehmisch1-0/+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.
2009-01-28Moved MapContent into header file.David Athay1-118/+24
2008-11-16Got rid of CVS/Subversion $Id$ markersBjørn Lindeijer1-2/+0
2008-10-22Fixed NPC id bug. Changed time between server reconnection attempts.David Athay1-1/+1
2007-08-10Improved helper functions for Lua scripts. Associated scripts to maps.Guillaume Melquiond1-3/+8
2007-07-28Revert to the old pathfinding system without collision with beings, as the ↵Guillaume Melquiond1-4/+0
new one is too cpu intensive.
2007-07-07Simplified code by using map pointers only, instead of using both map IDs ↵Guillaume Melquiond1-41/+156
and map pointers.
2007-06-30Implemented basic monster AI and fixed a stability problem caused by the ↵Philipp Sehmisch1-0/+8
spawn areas.
2007-03-14Modified the game-server to use AbstractCharacterData, some renamingRogier Polak1-23/+23
2007-03-05Added an abstrart base class for characterdata, in order to use the same ↵Rogier Polak1-1/+1
serialize and deserialize functions on both the accountserver and the gameserver.
2007-01-07 r150@saline: gmelquio | 2007-01-07 15:48:59 +0100Guillaume Melquiond1-0/+13
Commented buckets a bit.
2007-01-06Removed world timer usage from account server, instead letting ENet wait duringBjørn Lindeijer1-1/+1
each host service to reduce CPU usage. Modified timer code to gracefully handle jumps back in time.
2007-01-04Server-side implementation of item pick-up.Guillaume Melquiond1-0/+7
2007-01-03Added a Xmas cake: the server now supports items on floor.Guillaume Melquiond1-4/+31
2007-01-03Starting to work on adding items to the map. Nothing concrete for now, just ↵Guillaume Melquiond1-1/+1
a few simplifications. Fixed file end-of-lines along the way.
2007-01-03Split persistent player data from game server data. Enabled inventory code back.Guillaume Melquiond1-2/+4
2007-01-02Removed obsolete files. Added a generic trigger system.Guillaume Melquiond1-25/+49
2006-12-30Removed reference-counted pointers from the game server.Guillaume Melquiond1-8/+8
2006-12-30Made attack code pixel-based and faster. Split State::update. Improved Guillaume Melquiond1-0/+470
interface of MapComposite iterators.