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Also added an header to the autoattack.{h,cpp} files.
Big but trivial fix.
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Mainly for consistency with the client, and the general consensus was
that these numbered versions were clearer.
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Also renamed MonsterClass::getType() to getId() since it was
misleading with the use of ThingType::getType()
and didn't represent the actual meaning, IMHO.
Trivial.
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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.
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Reviewed-by: Thorbjorn.
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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.
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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.
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per second.
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defines.h, and removing some overheading along the way.
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current pos
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Also renamed Guild::totalMembers to Guild::memberCount
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Same as for the client.
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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.
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inserting and removing objects.
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flag when changing hair
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This upgrade will be the first, we provide database installation scripts
and update scripts to upgrade from the previous version. For more details
about database upgrades see
http://wiki.themanaworld.org/index.php/Upgrade_Database and feel free to
comment.
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The game server buffers all changes made to a character in a sync buffer.
The buffer is sent to the account server if the buffer contains more then
20 message, reaches size of 1kb or at least every 10 seconds.
ATM Character attributes, corr points and attribute points and skills are
synchronized. TODO: items, location, money...
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monsters along the way. Note that the syntax of the LUA functions for creating NPCs has changed.
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messages from scripts to clients. Implemented trigger areas which are only triggered once when a being steps into them instead of every tick.
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which showed moving monsters as standing in this situation.
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visualize the different attacks monsters are using.
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messages (has already been implemented on the client-side but the server-sided part has been forgotten somehow).
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and character removal.
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of TMWserv.
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between slots of inventory. Fixed position of the cleaning bit for looks, so that it actually fits into network data.
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change.
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interfaces.
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and map pointers.
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