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path: root/src/game-server/mapreader.cpp
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2013-04-27Use nullptr instead of NULL everywhereErik Schilling1-1/+1
2012-05-06Fixed type of returned value from MapReader::readMapThorbjørn Lindeijer1-1/+1
GCC 4.7 warns about this, yay.
2012-02-03Clear the gid flags before processing themThorbjørn Lindeijer1-11/+20
Also read the gids as unsigned integers since that's how Tiled writes them to prevent the number going negative when the highest flag is used. Reviewed-by: Yohann Ferreira
2011-10-19Took interpreting the objects out of the map readerThorbjørn Lindeijer1-148/+8
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
2011-10-15Added script bindings for reading map objectsErik Schilling1-151/+57
map_get_objects([string filter]): returns all object of the current map optionally filtered by type. map_get_object_property(handle object, string key): returns the value of the property of the object. map_get_object_bounds(handle object): returns x, y, width, height of an object. map_get_object_name(handle object): returns name of an object. map_get_object_type(handle object): returns type of an object. Mantis-issue: 397 Reviewed-by: Thorbjørn Lindeijer
2011-09-04Added possibility for using monster name in SPAWN map objects.Erik Schilling1-14/+41
Reviewed-by: Bertram.
2011-03-23Fixed problems with loading XML files containing Windows newlinesThorbjørn Lindeijer1-47/+6
By using xmlParseFile instead of xmlParseMemory, the system-dependent newlines should be handled automatically. The .tmx.gz files should still be supported, but instead of manually decompressing them the xmlParseFile function should take care of that. It also fixes the leaking of XML documents in both the SkillManager as well as the PermissionManager, since they now rely on XML::Document, which cleans up automatically. Reviewed-by: Stefan Dombrowski
2011-03-17Micro-optimizations related to std::stringThorbjørn Lindeijer1-9/+15
* 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
2011-03-11Split path finding out of the Map classThorbjørn Lindeijer1-1/+1
Extracted the path finding algorithm out of the Map class and introduced a new class called PathInfo that has the path finding information that used to be part of MetaTile. This allows a single vector of path information to be shared between all maps running on the server, significantly reducing the memory overhead per map (for 200x200 maps, the memory reduction is about 1 MB per map). Part of this change is some cleanup, like moving the 'occupation' counts into MetaTile, inlining some methods for performance reasons, and using STL to simplify memory management. Mantis-issue: 106 Reviewed-by: Bertram
2011-02-20Adding CSV support from Jaxad's client implementation.Yohann Ferreira1-8/+45
Reviewed-by: Jaxad0127. Resolves: Mana-Mantis #286.
2011-02-19Add support for zlib map layer compression.Yohann Ferreira1-3/+6
Trivial fix.
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.
2010-12-15Fix string comparison in map readingJared Adams1-14/+14
2010-12-15Allow names and types in map files to be of any caseJared Adams1-14/+14
Trivial fix, so no review.
2010-11-14Renamed .hpp files into .h for consistency.Yohann Ferreira1-13/+13
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 Ferreira1-1/+0
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.
2010-09-08Centralized stringToBool conversion.Yohann Ferreira1-12/+15
Also moved the trim() function into the utils namespace where it belongs more, and made some random code cleanups. Reviewed-by: Thorbjorn.
2010-08-29Merge branch 'testing'Freeyorp1-1/+1
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
2010-08-22Pass a script name to Lua for proper reporting of error locationsThorbjørn Lindeijer1-1/+2
Now the Lua file name shows up in the error message and stack traceback, or the map file and object name in case of a script embedded in a map file.
2010-07-10New attribute system and major changes to many low-level areas.Freeyorp1-1/+1
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 Lindeijer1-2/+2
2010-05-30Use XML::Document to automate memory cleanupThorbjørn Lindeijer1-5/+1
Makes the code a little nicer.
2010-05-29Only skip the UTF-8 BOM for Lua scriptsThorbjørn Lindeijer1-4/+2
libxml2 should be able to handle files with a BOM fine. Reviewed-by: Bertram
2010-05-16Changed and split up the default location for loading dataThorbjørn Lindeijer1-3/+3
Instead of loading data from a 'data' directory in the current working directory, the server now uses clientDataPath and serverDataPath as specified in the configuration. This removes the need to set up symbolic links in order to merge these two types of data. The default values point to example/clientdata and example/serverdata, where a minimal example world can be developed to make setting up an initial server quick and easy. The XML::Document convenience class was copied over from the client. Also, the ResourceManager is now shared between both servers, since the account client is reading items.xml. Reviewed-by: Jared Adams
2010-04-25Added a Byte Order Mask (BOM) filter to the ResourceManager.Bertram1-1/+2
Reviewed by: Jaxad0127
2010-02-07Update Copyright date for Manaserv.Bertram1-1/+1
2009-12-09Fix detecting collision layer for mapsJared Adams1-3/+2
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.
2009-07-20Have the game server reconnect with the account-server if account-server is ↵Chuck Miller1-3/+5
restarted
2009-04-26Standardize on the position of the const keywordBjørn Lindeijer1-3/+3
Same as for the client.
2009-03-19Implemented the possibility to have maps with or without PvP combat.Philipp Sehmisch1-3/+16
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.
2008-12-06Fixes map warp issues, and has a better starting locationChuck Miller1-4/+4
2008-11-16Got rid of CVS/Subversion $Id$ markersBjørn Lindeijer1-2/+0
2008-10-23ignore case in map object types (by Chuck Miller)Roderic Morris1-5/+11
2008-08-18fix compilationRoderic Morris1-2/+0
2008-08-04Fixed another crash when reading inlined object properties.Bjørn Lindeijer1-11/+25
2008-07-03avoid map reading crash, arbitrary tile sizes, enable new mapsRoderic Morris1-40/+35
2008-05-19Implemented NPC names. Implemented the theoretical possibility to have named ↵Philipp Sehmisch1-1/+1
monsters along the way. Note that the syntax of the LUA functions for creating NPCs has changed.
2008-05-07Implemented script bindings for making beings talk and sending private chat ↵Philipp Sehmisch1-1/+2
messages from scripts to clients. Implemented trigger areas which are only triggered once when a being steps into them instead of every tick.
2008-04-22Compile fix.Bjørn Lindeijer1-2/+2
2008-04-22Fixed some small issues.Bjørn Lindeijer1-1/+2
2008-03-13Implemented dynamic and selective pathblocking. Monsters are blocked by ↵Philipp Sehmisch1-1/+5
player characters and other monsters, player characters only by monsters.
2007-11-13Trimed script filenames from spaces.Guillaume Melquiond1-2/+4
2007-10-27Made it compile with GCC 4.3Guillaume Melquiond1-0/+2
2007-09-22Cleaned both configuration and resource managers.Guillaume Melquiond1-5/+4
2007-09-10Spawn rate and limit are now read from map files and really fixed size of ↵Eugenio Favalli1-1/+11
spawn area.
2007-08-27Added support for uncompressed map files and compressed layers.Guillaume Melquiond1-80/+105
2007-08-27Enabled loading of npcs and scripts from map files.Eugenio Favalli1-23/+128
2007-07-28Revert to the old pathfinding system without collision with beings, as the ↵Guillaume Melquiond1-2/+1
new one is too cpu intensive.
2007-07-17Implemented loading of warp and spawn areas from map files.Eugenio Favalli1-7/+127