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2011-07-27Removed the inventory delay mode for now.Yohann Ferreira1-3/+1
I said I wouldn't do it, but I change my mind. Here is why: The delay mode is used in the trading code, and in the inventory code for lua only. In the lua part, the delay mode is useless as it is used only when the script is requesting removal of more items than owned. This is something that can't be handled well anyway, as for the script part, even when the character was still keeping its items. Plus, it's not actually an error, IMHO. In the trading code, it made sense. But the next commit will bring design changes making the inventory items and the equipment items not linked anymore. Hence, making it impossible to trade equipped items, for instance, which is a good thing IMHO. It will also remove the need of a delayed inventory mode in that case. The two cases where it is used will disappear, making it useless. Last but no least, the part watching for equipment changes in the commit() function is not something easy to debug without first having a proper and working base. (checking of two multimaps changes, for instance). We can add it back once the code has been fully debugged for the most skilled among us. And yes, I am sure of what I'm currently doing. For now the whole inventory and trading code is in need of review but it already was, anyway.
2011-01-30Revert "Fixed the money handling."Jared Adams1-2/+1
This reverts commit b2209cbe93aa12dcd4e4e3b9a7cd8b13ed5713e9. Money should be handled through attributes, not magic numbers.
2011-01-31Fixed the money handling.Yohann Ferreira1-1/+2
- At character's attributes recalculation when necessary. - In the lua scripting functions.
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.
2010-11-03Renamed write{Byte,Short,Long} to writeInt{8,16,32}Thorbjørn Lindeijer1-4/+4
Mainly for consistency with the client, and the general consensus was that these numbered versions were clearer.
2010-07-10New attribute system and major changes to many low-level areas.Freeyorp1-5/+12
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.
2009-10-09Synced the protocol file with client in protocol.h, letting other defines in ↵Bertram1-15/+14
defines.h, and removing some overheading along the way.
2009-05-24Fixed a few code style issuesBjørn Lindeijer1-9/+10
Also renamed Guild::totalMembers to Guild::memberCount
2009-04-21Trade System Patch (server side)blue1121-22/+79
Server side modification for making the three steps trade working. For tmwserv Some trade related protocol modification too.
2008-11-16Got rid of CVS/Subversion $Id$ markersBjørn Lindeijer1-2/+0
2007-08-14Involved money in trade handler.Guillaume Melquiond1-6/+37
2007-08-13Implemented buy/sell handler.Guillaume Melquiond1-4/+4
2007-07-29Added support for trading.Guillaume Melquiond1-0/+169