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A client can craft something using the @craft command.
The command needs a list of item names and amounts. The gameserver checks
if the character has these items in the inventory and then passes the list
together with the character handle to the lua script function on_craft in
the script file scripts/crafting.lua.
This function can then be used to evaluate if the list is a valid crafting
combination and when this is the case take or give items.
Implemented two example crafting scripts there, one which enforces exact
item order and amount and one which doesn't. Both are disabled per default
and one needs to be enabled by uncommenting a line.
Also gave the player group permission to use the @craft command in
permissions.xml and added two new items (wood and iron) required for the
example crafting combination.
Resolves: #333
Reviewed-by: bcs86, Bertram
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It's better to use luaL_checkint than manually checking and printing out
an error, since using the helper function makes a more informative error
message.
Also, scripts errors need to be raised before constructing objects,
since due to the way Lua does error handling the destructors of the
objects will not be called.
Also fixed an issue with the 4th parameter, which was first cast to
integer and then multiplied by 10000. Now the multiplication happens
before the casting to integer.
Reviewed-by: Crush
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* Rely on the fact that a std::string is empty by default
* Use std::string::empty() rather than comparing to ""
* Construct with std::string() rather than from ""
Reviewed-by: Bertram
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The new lua function mana.chr_shake_screen can cause a screen shake
for a single client with variable x-intensity, y-intensity, decay and
duration.
I also added an example script which causes tremors for nearby characters
with intensity and direction relative to a specific point. The function
is not referenced on the example map because it is quite distracting.
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A C++ developer should be able to recognize a constructor and a
destructor by just looking at it, so let's stop writing down the
obvious. :)
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This reflects much more what the function does IMHO.
Trivial.
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Creation of monsters shouldn't be done during game state
update. So we delay their insertion after the update
to avoid a crash in debug builds and weird stuff happening
in release builds.
Reviewed-by: Thorbjorn.
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Trivial.
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The gameserver now receive a copy of all world state variables when
they are accepted by the accountserver and receive a copy of all
map state variables of a map when they register it successfully.
Implemented LUA script bindings for getting and setting these variables.
When such a variable is set, the accountserver is notified about this
change. Changes to world state variables are then propagated to all
gameservers by the accountserver.
Be aware that when a gameserver is updating a map, there is no check if
it is actually responsible for said map. But I consider this not a
security flaw, because authenticated game servers are considered to be
trustworthy in a lot of other situations, too.
Also renamed "quest" to "character variable" in the sourcecode.
Reviewed-by: Bertram
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This permits to handle such operation after the object locking,
thus avoiding to fail on the assertion: assert(!dbgLockObjects);
when inserting a npc.
Reviewed-by: Ablu.
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Reviewed-by: Freeyorp.
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The function is named mana.chr_get_gender. It returns 0 for male
and 1 for female. libmana-constants.lua defines the variables
GENDER_MALE and GENDER_FEMALE with these values. Also made the
banker NPC refer to the gender of the player character.
Reviewed-by: Jaxad0127
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This reverts commit b2209cbe93aa12dcd4e4e3b9a7cd8b13ed5713e9.
Money should be handled through attributes, not magic numbers.
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- At character's attributes recalculation when necessary.
- In the lua scripting functions.
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The server was actually using the bitmask enum while the the client
still sent another one, creating discrepancies.
A second problem is that the being direction was not properly
initialized and not updated while it was moving.
Reviewed-by: Jaxad.
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Trivial fix.
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Trivial fix.
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Reviewed-by: Bertram
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Reviewed-by: Bertram
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Reviewed-by: Bertram
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Also added an header to the autoattack.{h,cpp} files.
Big but trivial fix.
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Mainly for consistency with the client, and the general consensus was
that these numbered versions were clearer.
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Conflicts:
src/account-server/storage.cpp
src/game-server/being.cpp
src/game-server/being.hpp
src/game-server/character.cpp
src/game-server/character.hpp
src/game-server/gamehandler.cpp
src/game-server/inventory.cpp
src/scripting/lua.cpp
src/sql/mysql/createTables.sql
src/sql/sqlite/createTables.sql
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Now the Lua file name shows up in the error message and stack traceback,
or the map file and object name in case of a script embedded in a map
file.
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The backtrace is printed by using debug.traceback as error handler when
calling Lua functions. At the moment it still looks pretty ugly since
Lua is not aware of the file names of the scripts (to be fixed).
Reviewed-by: Jared Adams
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Should help to locate the problem.
Reviewed-by: Jared Adams
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Based on helper functions in the auxiliary library.
Reviewed-by: Yohann Ferreira
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Conflicts:
src/game-server/itemmanager.cpp
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No review asked.
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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.
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character.
Added script call for getting the cost of a special (recharge only for now)
Deleting specials works server-sided but the client isn't informed about it properly. Specials without recharge cost don't appear for the player. Both of these features require an additional netcode message.
Reviewed-by: Freeyorp
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The dummy data is currently mostly empty data though, so still nothing
to see as far as the example content is concerned.
Reviewed-by: Bertram
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libxml2 should be able to handle files with a BOM fine.
Reviewed-by: Bertram
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inventory.
It permits to open a sell box with every items in the player inventory
as requested by Striker.
Also added different return value support to both the buy selling functions,
and made fixes where relevant.
The test.lua script will be upgraded to show examples in a next commit.
What's left to be done is to fix the inventory handling for both selling
functions. (Sigh...)
Concerns: Manasource mantis: #78, #101.
Reviewed-by: Jaxad0127
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Fixes issues with finding Lua scripts after changing the way client and
server data paths are set up.
Lua scripts can now use 'require' with paths relative from the
serverDataPath to include other Lua scripts.
Reviewed-by: Jared Adams
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Also updated the link to the documentation and fixed the documentation
for being_set_speed.
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Instead of loading data from a 'data' directory in the current working
directory, the server now uses clientDataPath and serverDataPath as
specified in the configuration. This removes the need to set up symbolic
links in order to merge these two types of data.
The default values point to example/clientdata and example/serverdata,
where a minimal example world can be developed to make setting up an
initial server quick and easy.
The XML::Document convenience class was copied over from the client.
Also, the ResourceManager is now shared between both servers, since the
account client is reading items.xml.
Reviewed-by: Jared Adams
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Reviewed by: Jaxad0127
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script into a method of class LuaScript
Reviewed-by: Jared Adams <Jaxad0127@gmail.com>
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Reviewed-by: Jared Adams <Jaxad0127@gmail.com>
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Reviewed-by: Jared Adams <Jaxad0127@gmail.com>
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Signed-off-by: Thorbjørn Lindeijer <thorbjorn@lindeijer.nl>
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Reviewed-by: Jared Adams <jaxad0127@gmail.com>
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with an illegal character handle.
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uninventive server admins can implement their boring kill-ten-rats quests.
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