Age | Commit message (Collapse) | Author | Files | Lines |
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* Overall includes cleanup
* Use std::make_pair
* Make some functions const
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modernize-loop-convert
modernize-deprecated-headers
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modernize-use-auto
modernize-use-nullptr
modernize-use-override
modernize-use-using
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This is because the network interface on which the account server
listens to the game server does not need to match the one on which the
account server listens to the client.
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Indexing an array with a negative int as index is no good idea...
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- Deleted empty constructor rather than throwing, resulting in compiletime
errors rather than runtime errors.
- Removed some remainings of currentMana
- Fixed some compiler warnings regarding structs getting forward
declared as classes.
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Note @Bertram25: c++11 comes with lowest() min() for float types only
returns the next positive value > 0.
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Without this message it is not possible to reliably know how many items
were traded with an NPC at the client side. It helps with updating the
shop's inventory.
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I was wrong to assume that we do not need it. The accountserver needs to
send the info the the client in order to display the equipment on the
character selection page.
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NPCs, monsters and character are all actors, but no entity exists that
has "actor" as its type.
To avoid having to increment the protocol version, the values of the
different entity types are now mentioned explicitly.
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The findActorNear, findBeingNear and findCharacterNear functions in
gamehandler.cpp were iterating over nearby entities in search for
an entity with a specific ID. Now they do a quick lookup of exactly
that entity, and then check whether it is in range.
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Fixes compile error with GCC 4.6.3.
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Allows to report access to removed entities instead of crashing.
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Moving class definitions for MapZone, ObjectBucket and MapContent into
mapcomposite.cpp since they are not used anywhere else.
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To match the class name.
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Moved the actual sending of info out of update() and into sendStatus to
prevent delay issues depending on the order of the components getting
updated.
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Renamed killConnection based on bjorns feedback.
Do not send the info on each warp but only on reconnections.
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The old connection is now terminated. And the new connection will
receive the character data properly.
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I had to rearrange the protocol a bit in order to allow to keep the
related things together.
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Now we do not have two character.cpp files in the repository.
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Things done:
- Removed the equips table and added another column which keeps track about
whether the item is equipped or not
- Added a message to notify the client about failing equips instead of
hardcoding to chat notification
- Removed the move possibillity. It was a quite long function and our future
idea of the inventory does not need any moves
- Removed the inInventory and inEquipment parameters from chr_inv_count,
but added a equipped key to the table that chr_get_inventory returns
This change makes equipped items still being in the inventory. This means
in-inventory triggers are still active! However it makes no sense to disable
this triggers during equipping since it will appear as still in the inventory
to the client.
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By default they are not persistent now (meaning that they wont get
stored in the database).
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In some cases no longer existing attribute ids sent by the account
server or client were able to create crashs.
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While on it I replaced the id usage in the server with the usage of the
AttributeInfo directly.
Next steps:
- Dehardcode the core attribute ids and store their
attributeinfos somewhere in AttributeManager (for now i simply
wrapped the ids with getAttributeInfo().
- Move AttributeInfo out of AttributeManager to shorten the usage + to
allow using a pointer in ModifierLocation without forward declaring
it.
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This getting annoying while trying to do multiple changes.
Types/structures had to be shared all the time making it nessecary to
find ugly workarounds.
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