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2011-01-09Removed the superfluous point struct.Yohann Ferreira1-1/+1
It was too close from the Position class and it leads to making the server handle one or another type through the code. Still bugged me many times while making changes. Reviewed-by: Jaxad.
2010-11-14Renamed .hpp files into .h for consistency.Yohann Ferreira1-5/+5
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 Lindeijer1-60/+60
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.Freeyorp1-19/+45
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.
2010-07-09Added LUA script bindings for manipulating the specials available to a ↵Philipp Sehmisch1-0/+16
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
2010-02-07Update Copyright date for Manaserv.Bertram1-1/+1
2010-01-08Added tracing of kill count for each monster per characterPhilipp Sehmisch1-1/+32
2009-12-06Fixed name of the project in copyright headersThorbjørn Lindeijer1-13/+13
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.
2009-12-06Removed "TMW" and "TMWSERV" from header guardsThorbjørn Lindeijer1-2/+2
2009-10-01Adds code for saving and getting status effects from the databaseChuck Miller1-0/+17
2009-07-06Some final skill fixes, they seem to work fine nowChuck Miller1-1/+3
2009-07-03Makes Skills non hard codedChuck Miller1-4/+12
It should be noted that Jax still needs to update the client Level calulation seems broken now too
2009-04-26Standardize on the position of the const keywordBjørn Lindeijer1-3/+3
Same as for the client.
2008-11-16Got rid of CVS/Subversion $Id$ markersBjørn Lindeijer1-2/+0
2008-01-28Added weapon skill system and leveling system.Philipp Sehmisch1-2/+17
2008-01-10Fixed account server compiling.Philipp Sehmisch1-1/+0
2008-01-07Implemented some of the game mechanics we decided to use. The clients now ↵Philipp Sehmisch1-0/+1
only receive attribute change messages when the attribute actually changed. Left the HP mechanics as they are for now (although I consider them flawed).
2007-08-27Added support for user commands. Implemented "warp" and "item".Guillaume Melquiond1-0/+2
2007-08-18First part of a patch for completing the RPG system (character attributes) ↵Guillaume Melquiond1-4/+4
of TMWserv.
2007-08-14Handled money as part of the inventory.Guillaume Melquiond1-2/+2
2007-07-01Made character data persistent across logout/login.Guillaume Melquiond1-4/+0
2007-07-01Reverted inventory handling code to the last known working state. Simplified ↵Guillaume Melquiond1-0/+104
serialization interface along the way.