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2013-02-03Modifications to allow crosscompiling with mingwErik Schilling1-0/+1
Reviewed-by: bjorn.
2012-05-05Added debugging mode to the protocolThorbjørn Lindeijer1-12/+154
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
2010-11-14Renamed .hpp files into .h for consistency.Yohann Ferreira1-1/+1
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 Lindeijer1-6/+6
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.Freeyorp1-0/+22
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.
2009-04-26Standardize on the position of the const keywordBjørn Lindeijer1-2/+2
Same as for the client.
2008-11-16Got rid of CVS/Subversion $Id$ markersBjørn Lindeijer1-2/+0
2007-10-27Made it compile with GCC 4.3Guillaume Melquiond1-2/+3
2007-03-31Moved writing of outgoing messages into MessageOut and added printing of theBjørn Lindeijer1-2/+2
message ID.
2007-03-31Moved writing of incoming messages into MessageIn and tweaked the printing ofBjørn Lindeijer1-0/+11
the message ID.
2007-01-04Server-side implementation of item pick-up.Guillaume Melquiond1-15/+13
2006-12-29Physically split the server into one tmwserv-acount program (account +Guillaume Melquiond1-0/+100
chat + database) and multiple tmwserv-game programs (selected with respect to the maps). Cleaned the repository by moving server-specific source files into dedicated directories.