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2010-11-14Renamed .hpp files into .h for consistency.Yohann Ferreira1-17/+17
Also added an header to the autoattack.{h,cpp} files. Big but trivial fix.
2010-11-03Renamed write{Byte,Short,Long} to writeInt{8,16,32}Thorbjørn Lindeijer1-56/+56
Mainly for consistency with the client, and the general consensus was that these numbered versions were clearer.
2010-11-02Some random code cleanups.Yohann Ferreira1-16/+31
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.
2010-10-17Dehardcode the tileWidth and height, except for the speed conversion.Yohann Ferreira1-5/+8
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 Ferreira1-3/+3
Reviewed-by: Thorbjorn.
2010-07-10New attribute system and major changes to many low-level areas.Freeyorp1-18/+17
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.
2010-02-07Update 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.
2009-10-15Speed code unification part 1: Made the server accept speed values in tiles ↵Bertram1-1/+4
per second.
2009-10-09Synced the protocol file with client in protocol.h, letting other defines in ↵Bertram1-1/+0
defines.h, and removing some overheading along the way.
2009-09-27Added script bindings and netcode for creating being-bound effects.Philipp Sehmisch1-5/+14
2009-08-01Simplifies Movement to not send path destinations, but rather just the ↵Chuck Miller1-25/+5
current pos
2009-05-24Fixed a few code style issuesBjørn Lindeijer1-1/+2
Also renamed Guild::totalMembers to Guild::memberCount
2009-04-26Standardize on the position of the const keywordBjørn Lindeijer1-8/+8
Same as for the client.
2009-04-26Merged MovingObject into the Being classBjørn Lindeijer1-32/+39
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.
2009-04-23OBJECT_ACTOR no longer treated as item in debug info.David Athay1-2/+2
2009-04-22Fixed non combat beings taking damage. Added some debugging info on ↵David Athay1-0/+58
inserting and removing objects.
2009-02-24Made a lot of hard-coded values configuration optionsPhilipp Sehmisch1-12/+16
2009-02-15send hair and gender information in update look messages, set looks change ↵Roderic Morris1-1/+5
flag when changing hair
2009-01-12Added @announceDavid Athay1-0/+12
2008-12-01Added new table to store online users. See mantis #553Andreas Habel1-0/+9
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.
2008-11-30Add sync Buffer according to mantis #550Andreas Habel1-0/+6
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...
2008-11-19Added bandwidth monitoringDavid Athay1-1/+5
2008-11-16Got rid of CVS/Subversion $Id$ markersBjørn Lindeijer1-2/+0
2008-11-04Added updating party member health.David Athay1-0/+23
2008-10-27Compile fixes and warning fixes.Bjørn Lindeijer1-4/+5
2008-10-27add effects sending system (by Chuck Miller)Roderic Morris1-17/+41
2008-10-15Added communicating change of direction to clients.David Athay1-0/+9
2008-05-19Implemented NPC names. Implemented the theoretical possibility to have named ↵Philipp Sehmisch1-0/+2
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 Sehmisch1-6/+18
messages from scripts to clients. Implemented trigger areas which are only triggered once when a being steps into them instead of every tick.
2008-03-13Sending destination of beings when the client comes on-screen to fix a bug ↵Philipp Sehmisch1-4/+5
which showed moving monsters as standing in this situation.
2008-03-09Sending the attack type with attack messages so that the client can ↵Philipp Sehmisch1-0/+1
visualize the different attacks monsters are using.
2008-01-24The direction of attacking beings is now transmitted together with attack ↵Philipp Sehmisch1-0/+1
messages (has already been implemented on the client-side but the server-sided part has been forgotten somehow).
2007-09-23Robustified code with respect to insertion failures.Guillaume Melquiond1-20/+55
2007-09-23Changed delayed events to an explicit interface.Guillaume Melquiond1-30/+66
2007-08-29Replaced event system. Fixed race condition between quest variable recovery ↵Guillaume Melquiond1-1/+7
and character removal.
2007-08-18First part of a patch for completing the RPG system (character attributes) ↵Guillaume Melquiond1-34/+9
of TMWserv.
2007-08-13Implemented buy/sell handler.Guillaume Melquiond1-2/+1
2007-08-10Improved helper functions for Lua scripts. Associated scripts to maps.Guillaume Melquiond1-0/+5
2007-08-08Changed some argument types. Added untested protocol for moving objects ↵Guillaume Melquiond1-1/+1
between slots of inventory. Fixed position of the cleaning bit for looks, so that it actually fits into network data.
2007-07-29Added support for trading.Guillaume Melquiond1-0/+7
2007-07-25Added being speed to protocol.Guillaume Melquiond1-0/+1
2007-07-23Commented out code unavailable from client side. Added support for NPCs.Guillaume Melquiond1-0/+7
2007-07-23Sent proper monster identifiers.Guillaume Melquiond1-2/+8
2007-07-14Reduced size of equipment packets. Fixed packet sending on object distance ↵Guillaume Melquiond1-31/+75
change.
2007-07-12Added support for visible equipment.Guillaume Melquiond1-1/+29
2007-07-07Fixed teleportation hack caused by caching of pathfinder results.Guillaume Melquiond1-0/+1
2007-07-07Singleton managers do not need stateful classes. Changed them to namespace ↵Guillaume Melquiond1-9/+22
interfaces.
2007-07-07Simplified code by using map pointers only, instead of using both map IDs ↵Guillaume Melquiond1-45/+13
and map pointers.
2007-07-01Added assertions to detect insertion and removal of objects at updating time.Guillaume Melquiond1-0/+14