Age | Commit message (Collapse) | Author | Files | Lines |
|
Added @permissions <character> which lists the permissions of a player.
Made @givepermission giving feedback on success.
Reviewed-by: Thorbjørn Lindeijer.
|
|
We can't arbitrarily remove inventory items on initialization, and
shouldn't have to, because what's in the DB was correct when it was
stored.
Also, there should be no need to check the inventory after inserting
items, since the insert method should already make sure not to insert
items when there is no space.
Reviewed-by: Yohann Ferreira
|
|
Also, removed the fallback to the standard config file path when a
config file path is specified on the command line. Surely that's not
what you would want to happen.
Reviewed-by: Yohann Ferreira
|
|
Conflicts:
src/game-server/character.cpp
src/scripting/lua.cpp
|
|
Reviewed-by: Thorbjørn Lindeijer.
|
|
Reviewed-by: Bjorn, Bertram.
|
|
I also added a link to the skillmanager object in its header
file. This will later be used to get info from elsewhere than
the server main loop.
Reviewed-by: Bjorn.
|
|
Reviewed-by: o11c.
|
|
|
|
|
|
When I introduced NameMap it was only used with pointers, but now it is
also used with std::string so it probably makes sense to keep a default-
constructed value around so that a reference can be returned rather than
a copy.
NameMap::find was renamed to NameMap::value to make it more clear that
it doesn't return an iterator, like std::map::find.
Reviewed-by: Yohann Ferreira
Reviewed-by: Ben Longbons
|
|
Conflicts:
src/game-server/accountconnection.cpp
|
|
log_accountToStandardOutput and log_gameToStandardOutput have been
merged together as log_toStandardOutput.
Reviewed-by: Yohann Ferreira
|
|
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
|
|
Being::findPath doesn't change the position of a being, and so should
not be syncing mOld to the current position. When invoked on the wrong
moment, this could cause MapComposite::update to fail to realize that a
being has moved into another zone.
Also removed some other usages of mOld that were not necessary, to make
its purpose clearer and make a potential cleanup easier.
Reviewed-by: Yohann Ferreira
|
|
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
|
|
I simply made the default autoattack look for the default skill
and add exp to it when killing monsters.
Now the player can earn xp again even if it's not well handled
between two logins.
|
|
I also added a link to the skillmanager object in its header
file. This will later be used to get info from elsewhere than
the server main loop.
|
|
|
|
Conflicts:
src/game-server/inventory.cpp
src/game-server/inventory.h
src/game-server/item.h
src/game-server/main-game.cpp
src/game-server/skillmanager.cpp
src/utils/point.h
|
|
and item managers.
ack-by: o11c.
note: The managers still need to auto deinit when already loaded.
This will be done in another trivial commit.
|
|
Reviewed-by: o11c.
Note: the initialize/reload() api problem will be fixed in another
commit.
|
|
TriggerArea::update() function.
|
|
This will permit better handling of both skills names and id.
This is needed to start reworking on the auto-attack system.
|
|
Ack-by: o11c.
|
|
The bug was pretty generic, as the contains() method
of the Rectangle class wasn't checking against left and top
sides according to the client view point.
I also documented the call site.
Resolves: Mana-Mantis #317.
Reviewed-by: o11c.
|
|
This doesn't change anything yet.
Reviewed-by: o11c.
|
|
Add chatcommand @getpos <character> which return the mapid and location of the character.
Part of: Mana-Mantis: #385.
Reviewed-by: Bertram.
|
|
Resolves: Mana-Mantis #386
Reviewed-by: o11c.
|
|
Also made some random changes where useful, including:
- Code formatting fixes,
- Design fix about the fact that only the game config option
should be checked.
- Fixed the size of the values sent and receive to follow
the rest of the development.
- Fixed variables names to make them show what they are,
and not why they are used.
Resolves: Mana-Mantis #142.
|
|
Conflicts:
src/account-server/storage.cpp
src/game-server/mapreader.cpp
src/sql/mysql/createTables.sql
|
|
|
|
Reviewed-by: Bertram.
|
|
Resolves: Mana-Mantis: #379.
Reviewed-by: Bertram.
|
|
Add chatcommand @getpos <character> which return the mapid and location of the character.
Part of: Mana-Mantis: #385.
|
|
Resolves: Mana-Mantis: #379.
|
|
|
|
Resolves: Mana-Mantis #386
|
|
|
|
This will permit better handling of both skills names and id.
This is needed to start reworking on the auto-attack system.
|
|
TriggerArea::update() function.
|
|
The bug was pretty generic, as the contains() method
of the Rectangle class wasn't checking against left and top
sides according to the client view point.
Resolves: Mana-Mantis #317.
|
|
an arbitrary number of layers. (up to 255).
|
|
Made the server handle only one slot type requirement since
it's irrelevant to have more anyway.
Plus, it simplifies the code for both equipping/unequipping.
I also added a dagger to show how equipping/unequipping
is working.
|
|
It will make the client capable to tell which item
is to be unequipped when there are several item equipped
within a slot type, for instance.
The client has now yet to be upgraded to follow the new protocol.
|
|
|
|
I made the system handle the fact that equipment item
are completely unlinked to the inventory items.
Equip items now have a unique itemInstance number permitting
to equip the same item type multiple time when the slot capacity
is wide enough to do so.
I also prepared the functions to welcome in the near tests against
scripted equipment.
The equip process is known to be working server-side but the unequip
process has yet to be reviewed, even if implemented.
|
|
Previously it was a list of pair ofunsigned int,
used to get the equipment slot requirements.
It didn't make sense as the ItemEquipsInfo was already a list of it.
So you had to manage with a list of list and that ended up being
irrelevant to the need.
I had to disable the equip function to permit compilation.
This will be fixed in my next commit.
|
|
|
|
to something more meaningful.
|