summaryrefslogtreecommitdiff
path: root/src/game-server
AgeCommit message (Collapse)AuthorFilesLines
2012-05-25Fixed handling of skillsErik Schilling2-9/+1
- Removed possibility of skills getting mixed with attributes - Made the server sending the level of the current skill on exp change (currently the client could calculate it itself, but it allows more flexibillity in future this way) - Fixed reading of skills out of the database (for some reason the status effects were added as skills) ** Needs clientside patch as well (coming soon) ** Reviewed-by: Bertram.
2012-05-06Fixed type of returned value from MapReader::readMapThorbjørn Lindeijer1-1/+1
GCC 4.7 warns about this, yay.
2012-05-05Added debugging mode to the protocolThorbjørn Lindeijer2-0/+5
Allows inspection of message data. It is off by default since it consumes additional bandwidth, but it can be turned on using the net_debugMode option in manaserv.xml. Currently the option only affects outgoing data for each host individually. In particular, enabling this debug mode for the server does not automatically make the client annotate its messages. Reviewed-by: Erik Schilling
2012-04-18Removed not needed trigger for specialupdate when INT attribute changed.Erik Schilling1-4/+0
I removed this dependency a while ago. But forgot to remove this code. Reviewed-by: bjorn.
2012-04-14Fixed compiler warning about non-virtual destructorThorbjørn Lindeijer1-0/+2
None of the subclasses actually define a destructor that does anything, but this may change in the future. In any case it's good to get rid of the warning. Reviewed-by: Erik Schilling
2012-04-14Introduced a Timeout class for counting down without countingThorbjørn Lindeijer10-142/+219
The timeout remembers a reference point of time against which it can check how much time is remaining. Reviewed-by: Erik Schilling Reviewed-by: Yohann Ferreira
2012-04-12Fixed issues with server behind routerErik Schilling1-1/+3
Tested-by: jurkan. Reviewed-by: Bertram.
2012-04-04Adding monster::on_damage callbackStefan Beller2-0/+24
Reviewed-by: bjorn
2012-04-04Renamed Thing to EntityThorbjørn Lindeijer19-90/+88
In preparation for using an entity/component system for the entities in the game world, this name will be more recognizable and easier to talk about. Reviewed-by: Yohann Ferreira
2012-04-04Enhanced special supportErik Schilling8-101/+713
- Made the current charge being saved. - Added script binds: - chr_set_special_recharge_speed - chr_get_special_recharge_speed - chr_set_special_mana - chr_get_special_mana - get_special_info - Added special info lua class. Functions: - name - needed_mana - rechargeable - on_use - on_recharged - category Further the engine no longer sets charge to 0 after using of specials this allows more flexbilillity (like failing specials). Changes on the xml database: - recharge renamed to rechargeable (needed by client and server) - needed - the needed mana to trigger a special (server only) - rechargespeed - the defailt recharge speed in mana per tick (server only) - target - the type of target (either being or point) (server and client) I also made the lua engine pushing nil instead of a 0 light userdata when the pointer was 0. Database update needed. Change is tested. Mana-Mantis: #167, #156 Reviewed-by: bjorn.
2012-03-26Some general cleanups and merged Being::perform() into update()Thorbjørn Lindeijer7-114/+104
The main change here is to remove the separate calling of 'perform' on all beings, and rather rely on the beings to do whatever they were doing in that function when the virtual 'update' function is called. Reviewed-by: Yohann Ferreira
2012-03-21Fixed restoring of persistent floor itemsThorbjørn Lindeijer1-1/+1
Only 1/4th of the floor items were being restored after a reboot of the game server. Reviewed-by: jurkan
2012-03-20Fixed finding characters by nameThorbjørn Lindeijer1-1/+1
This was broken in ba66fbeda8ef9afb6c33eba66d109bac85ebf628 where we forgot to make sure to invert the condition when moving it into the function. Reviewed-by: Erik Schilling
2012-03-17Made skill related function capable of taking the skill name as parameterErik Schilling2-4/+16
Reviewed-by: bjorn.
2012-03-17Added map update function, moved schedules there to keep map contextErik Schilling3-29/+35
Reviewed-by: bjorn.
2012-03-16Fixed remaining compiler warningsThorbjørn Lindeijer5-10/+10
These were unused parameters and one return type with an ignored 'const' qualifier. Reviewed-by: Yohann Ferreira
2012-03-16Fixed Inventory::unequipItem functionThorbjørn Lindeijer1-1/+1
Due to a misplaced semicolon, it always returned false after the first instance. This function is only used by the script function chr_unequip_item. Reviewed-by: Yohann Ferreira
2012-03-14Added get_character_by_name lua bindErik Schilling4-48/+25
Step to be able to handle chatcommands by scripts. Reviewed-by: bjorn.
2012-03-13Added script bind to set walkmask for beingsErik Schilling8-28/+21
TODO: Inform client about this change. Reviewed-by: bjorn.
2012-03-11Removed the create_npc wrapper and the last two NPC callbacksThorbjørn Lindeijer5-30/+100
When creating an NPC, you now provide its optional talk and update functions directly rather than them being stored in a table on the Lua side and then called in response to a global callback. Also fixed an issue with a missing gender parameter to the delayed NPC creation callback used by NPCs defined on the map (found by Erik while reviewing this patch). Reviewed-by: Erik Schilling
2012-03-11Added callbacks for map/worldvar changesErik Schilling4-0/+77
Reviewed-by: bjorn.
2012-03-10Moved the managing of NPC script coroutines into C++Thorbjørn Lindeijer8-68/+102
Rather than wrapping NPC functions up in coroutines in the Lua side, they are now managed on the C++ side as "script threads", which are essentially the same thing. The main purpose is that the server can now know whether any of these long running script interactions are still active, which will probably be useful when adding the ability to reload scripts. Reviewed-by: Erik Schilling
2012-03-10Removed space before ;Erik Schilling1-1/+1
Reviewed-by: PjotrOrial.
2012-03-05Added @effect commandErik Schilling1-0/+48
Usage: @effect <id> @effect <id> <char> @effect <id> <x> <y> Reviewed-by: Bertram.
2012-03-05Added lua function for getting pvp status of mapErik Schilling1-2/+2
mana.map_get_pvp() now returns one of the constants in libmana-constants.lua Reviewed-by: Bertram.
2012-03-05Added possibility to make a being attack an other beingErik Schilling3-28/+28
This allows the script to let the character perform a scripted attack but the character still gets xp and killed monsters give drops. You can now call: mana.being_damage(target, dmg, dmg_delta, accurancy, type, element, source, skill) While on it I also added checks to the being_damage function. Reviewed-by: bjorn, Bertram.
2012-03-03Removed the last direct call to global script functionThorbjørn Lindeijer2-7/+15
The ScriptAction of the TriggerArea (which can be created by mana.trigger_create) was still using a named global function for its callback. Now it also uses a reference to a script function. Since it was the last occurrence of a call to a global script function, I've also removed the Script::prepare(std::string) overload. Reviewed-by: Erik Schilling Mantis-issue: 299
2012-03-03Use callbacks for items, monsters and status effectsThorbjørn Lindeijer10-90/+139
Previously, global function names were defined in the respective XML definitions of items, monsters and status effects. This was reasonable when they all had the same state, but now they're sharing the single global Lua state. Now the Lua API provides access to the ItemClass, MonsterClass and StatusEffect instances, on which callbacks for both standard and custom events can be explicitly set. Reviewed-by: Erik Schilling
2012-03-03Added further missing callbacksErik Schilling4-14/+68
Reviewed-by: bjorn.
2012-03-02Converted functions called by LuaScript to callbacksThorbjørn Lindeijer4-9/+11
This includes the quest reply, post reply, death notification and remove notification. Also, Script::Ref was changed from a typedef to a small class, automating initialization and making the check for validness clearer. Reviewed-by: Erik Schilling
2012-03-02Use callbacks for handling character death and respawnThorbjørn Lindeijer2-5/+33
Rather than relying on the availability of global functions with certain predefined names, the Lua script now calls API functions to set which function should be called on these global events. This mechanism should make it easier to avoid name collisions in the global namespace, which is important now that there is only a single script state. For these global events this was not likely to become a problem, but this solution can also be used for callbacks on specific item or monster types, or even allow setting callbacks on certain instances. Reviewed-by: Erik Schilling Reviewed-by: Yohann Ferreira
2012-03-02Merged all the different Lua states into oneThorbjørn Lindeijer14-160/+89
No more Lua state for each status effect, monster, item effect or map. All scripts are loaded into the same state. This should be more efficient overall and make it easier to implement dynamic reloading of the scripts in the future. Now, this introduces the problem of name collisions between different Lua scripts. For now this is solved by using more specific function names, like 'tick_plague' and 'tick_jump' rather than just 'tick'. The plan is however to get rid of these globals, and register these callbacks from the script, so that they can be local functions without the danger of colliding with other scripts. Reviewed-by: Erik Schilling Reviewed-by: Yohann Ferreira
2012-02-28Fixed bug with erasing the last status effectThorbjørn Lindeijer1-3/+9
It's not nice to use ++ on an iterator that may be std::map::end(), in my case this caused it to hang indefinitely. Reviewed-by: Yohann Ferreira
2012-02-27Prevent calculating movement of being further if it does not moveErik Schilling1-0/+4
Reviewed-by: bjorn.
2012-02-27Fixed compilation again + some more code cleanupErik Schilling1-1/+1
I did some cleanup but i had a wrong path set inside qtcreator. So i recompiled old versions and it all worked fine. But when i recompiled from console i got a whole bunch of errors. Sorry for pushing broken commits. Reviewed-by: bjorn.
2012-02-26Some random code cleanupErik Schilling1-33/+25
Moved a code comment about syncmessages to the bugtracker: #473. Reviewed-by: bjorn.
2012-02-03Clear the gid flags before processing themThorbjørn Lindeijer2-12/+21
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
2012-02-02Added a way to specify the min and max attributes values.Yohann Ferreira8-49/+129
This can now be done in attributes.xml through the minimum and maximum attribute parameters. I also changed the AttributeInfo struct as requested by bjorn. Reviewed-by: Erik Schilling, Thorbjørn Lindeijer
2012-01-22Removed logging of chatErik Schilling1-3/+0
Reviewed-by: Bertram
2012-01-21Made @announce fully functionalErik Schilling1-7/+8
- Added announcements having senders now. - Removed /announcement support. Reviewed-by: Bjorn.
2012-01-18Fixed the chr_inv_count function to handle equipment.Yohann Ferreira2-10/+37
the function can now count in the inventory and/or the player's equipment. I also fixed the script function and added a use case in the example map. + Fixes after Ablu's review. + 2nd fix after Ablu's review: Fix the inventory remove behaviour. Resolves: Mana-Mantis #288 Reviewed-by: Ablu
2012-01-10Made the game server execute the chr_respawn_accept script evenYohann Ferreira4-19/+52
in case of disconnection. I made the Character::disconnected() function handle that case, permitting also to centralize GameState::remove() calls there. I also made the GameState::enqueueWarp() function test whether the Character pointer is about to be deleted, so that the warp can be handled directly to avoid a crash. Last but not least, I also made the Character::update() function not update the Character specials and hp to avoid discrepancies seen in the client. Resolves: Mana-Mantis #309. Reviewed-by: Ablu.
2012-01-10Added unequip lua script functions.Yohann Ferreira2-0/+46
You can unequip using the slot or an item id. + Fixes from Ablu's review. Resolves: Mana-Mantis #350. Reviewed-by: Ablu.
2012-01-10Added equip lua script functions.Yohann Ferreira2-1/+16
One per inventory slot, one per item id or name. + Fixes from 2 Ablu's reviews. Reviewed-by: Ablu. 1st part of Mana-Mantis #339, 350.
2012-01-03Fixed code not getting executed since it was behind a returnErik Schilling1-1/+1
Reviewed-by: o11c.
2012-01-02Made all beings capable of having a genderErik Schilling8-24/+29
Reviewed-by: o11c, bjorn, Bertram.
2011-12-04Added @skills command which lists all skillsErik Schilling1-0/+41
Reviewed-by: o11c.
2011-11-12Prevented the equipment to remove the item when something went wrong.Yohann Ferreira1-10/+12
Reviewed-by: Thorbjorn Lindeijer.
2011-11-12Made the server warn the player when equip/unequip failed.Yohann Ferreira1-4/+15
Reviewed-by: Erik Schilling
2011-11-07Merged three global script states into oneThorbjørn Lindeijer3-9/+9
These scripts could trivially share one script state, since the methods called on them from the server are not overlapping. This does leave them open to access each other's global variables, but that's the problem with global variables. The one remaining global script file name is now configurable, so that it may also be set to a script in a different scripting language. The two related script options are: script_mainFile (default: scripts/main.lua) script_defaultEngine (default: lua) - renamed from defaultScriptEngine Reviewed-by: jurkan Reviewed-by: Yohann Ferreira