Age | Commit message (Collapse) | Author | Files | Lines |
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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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- Removed hardcoded using of attributes
- Simply introduced lua functions to set global and ability cooldowns
- Requires database update
- Bumps the protocol
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This removes support for skills. The plan is to allow to implement the skills
as they were implemented before via attributes. This adds a lot more
flexibility to the server creators while also removing the confusion about
skills and attributes.
So this change does:
- Remove the skillmanager with all its calls, the skill xml file, etc
- Move exp giving to the script engine:
--> Allows to implement the old behaviour (and more) in the scripts
- Remove the exp tag from the monster definition:
+ Since the server itself does not require it anymore it feels wrong to
require it for EVERY monster. TODO: Add a system to add properties to the
monsters/items.xml which allow defining things like the exp and allows to
read the value from the script engine.
+ Small drawback, but it should not be hard to implement this property
system.
- Drop the level networking and calculation.
+ level calculation will happen via the attribute system later but i would
prefer to do this in a seperate patch since this patch already got longer
than expected especially since this requires to make setting correction
points and available status points scriptable.
+ The level would be simply set as a attribute, the int number of it will be
the level, the remaining digits will be the % number till the next levelup.
- NOT remove any existing skill tables in the database update scripts.
+ There is no way to move them into the attribute table in a unified way
(there are too many different way they could have been used). So server
admins have to care about moving theirs skills to attributes themselves.
+ Keeping the old tables does not hurt for existing databases. So removing
does not give any advantage/is required anyway. The now obsolote info
about the EXP transaction is not removed for updated databases either.
(The update script basically only bumps the version number without doing
anything else.
- bump the network protocol version --> old clients won't be able to connect.
- bump the database version --> serveradmins need to update their db.
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BEGIN; END; does not work similar to sqlite here.
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Forgot to add this to git when doing the commit. Sorry.
Reviewed-by: bjorn.
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Due to a wrong primary key, which covered only the state name, it was
impossible to use the same state name on different maps. This has now
been fixed.
Another problem was that the map variables were being included in the
global variables, because the related database query did not filter on
the map_id column properly. While fixing that, the map_id column now
allows explicitly marking a state variable as global (with the value 0)
or system variables (with the value -1).
System variables are currently not accessible from scripts, but that
could be changed later.
Reviewed-by: Yohann Ferreira
Reviewed-by: Erik Schilling
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Changed range of amount to unsigned int(10).
Sqlite update scripts is empty since no change was required here.
Reviewed-by: Bertram.
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Conflicts:
src/game-server/character.cpp
src/scripting/lua.cpp
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Version 15 was skipped, and we'll never go back. Renamed the 15_to_16
update scripts to 14_to_16 to avoid confusing everybody who wants to
update their DBs.
Reviewed-by: Yohann Ferreira
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Also made some random changes where useful, including:
- Code formatting fixes,
- Design fix about the fact that only the game config option
should be checked.
- Fixed the size of the values sent and receive to follow
the rest of the development.
- Fixed variables names to make them show what they are,
and not why they are used.
Resolves: Mana-Mantis #142.
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Conflicts:
src/account-server/storage.cpp
src/game-server/mapreader.cpp
src/sql/mysql/createTables.sql
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Resolves: Mana-Mantis: #388.
Reviewed-by: Bertram.
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Reviewed-by: Cody.
Resolves: Mana-Mantis #284.
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I turned the vector storing character data into a map,
keeping the character's slot.
Fixed a memleak along the way.
Reviewed-by: Crush.
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@kick disconnects the client connection of a character. The new error-
code 11 (ERRMSG_ADMINISTRATIVE_LOGOFF) is not supported by the client
yet. It will show a generic "The connection to server was lost" message
instead.
@kill kills the character by setting its HP to 0.
Added @kick transaction code I forgot in last commit. Considering that
this was just minutes ago I think that noone updated his database yet.
So I don't think that a new database version is justified for this.
Reviewed-by: Bertram
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The @mute, @goto, @attribute and @announce commands now logs transactions
to the database.
Added new transaction codes to database. I've preliminarily added a lot
of codes for not yet supported commands so that we needn't do a database
update with every single commit which implements one.
Also using the equivalent "say" helper function in place of the
"GameState::sayTo" method in the command handler.
Reviewed-by: Kage
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Reviewed-by: Crush.
Resolves: Mana-mantis #251.
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The table mana_char_equips wasn't created due to an SQL error, this led
the account server to not return the player's characters.
Seen in the logs:
[19:40:41] [ERR] (DALStorage::getCharacter #1) SQL query failure:
Table 'bertram.mana_char_equips' doesn't exist
[19:40:41] [ERR] Failed to get character 11 for account 1.
Resolves: Manasource mantices: 189, 230.
Reviewed-by: Thorbjorn.
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It was trying to remove them from the wrong table.
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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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made to mainline
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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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(trivial change)
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Update file... updated ^^'
You can execute it a second time, there's no problem.
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This upgrade will be the first, we provide database installation scripts
and update scripts to upgrade from the previous version. For more details
about database upgrades see
http://wiki.themanaworld.org/index.php/Upgrade_Database and feel free to
comment.
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