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2013-09-26Store questlog values in the databaseErik Schilling2-1/+40
2013-09-21Replaced tabs with spacesErik Schilling1-88/+88
2013-09-08Cleaned up the inventory handlingErik Schilling2-16/+20
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.
2013-08-26Made cooldowns of abilities scriptableErik Schilling2-2/+13
- Removed hardcoded using of attributes - Simply introduced lua functions to set global and ability cooldowns - Requires database update - Bumps the protocol
2013-08-26Removed skillsErik Schilling2-19/+16
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.
2013-08-26[Abilities] Renamed specials to abilitiesErik Schilling2-7/+33
2013-04-13Actually use transactions for mysql updatesErik Schilling2-4/+4
BEGIN; END; does not work similar to sqlite here.
2012-04-04Added mysql update script for the special commitErik Schilling1-0/+11
Forgot to add this to git when doing the commit. Sorry. Reviewed-by: bjorn.
2012-04-04Enhanced special supportErik Schilling1-3/+4
- Made the current charge being saved. - Added script binds: - chr_set_special_recharge_speed - chr_get_special_recharge_speed - chr_set_special_mana - chr_get_special_mana - get_special_info - Added special info lua class. Functions: - name - needed_mana - rechargeable - on_use - on_recharged - category Further the engine no longer sets charge to 0 after using of specials this allows more flexbilillity (like failing specials). Changes on the xml database: - recharge renamed to rechargeable (needed by client and server) - needed - the needed mana to trigger a special (server only) - rechargespeed - the defailt recharge speed in mana per tick (server only) - target - the type of target (either being or point) (server and client) I also made the lua engine pushing nil instead of a 0 light userdata when the pointer was 0. Database update needed. Change is tested. Mana-Mantis: #167, #156 Reviewed-by: bjorn.
2012-03-16Fixed the version in the createTables.sql scriptsThorbjørn Lindeijer1-1/+1
Forgot this in 1afbfb7e5fb5c133924ed8d376c6064575fc1c36. Reviewed-by: Bertram, Ablu.
2012-03-15Fixed createTables scriptsErik Schilling1-3/+3
2012-03-13Fixed problems with map-bound world state variablesThorbjørn Lindeijer2-3/+28
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
2011-12-03Allowed larger item amounts for mysql database.Erik Schilling2-2/+9
Changed range of amount to unsigned int(10). Sqlite update scripts is empty since no change was required here. Reviewed-by: Bertram.
2011-11-01Renamed the db update 15 to 18 as requested by Bjorn.Yohann Ferreira2-3/+3
2011-11-01Merge github.com:mana/manaservYohann Ferreira1-0/+0
Conflicts: src/game-server/character.cpp src/scripting/lua.cpp
2011-10-26End the confusion about the missing upgrade scriptThorbjørn Lindeijer1-0/+0
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
2011-09-09Add persistent items support based on seeseekey's work.Yohann Ferreira2-1/+36
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.
2011-09-08Merge github.com:mana/manaservYohann Ferreira2-2/+9
Conflicts: src/account-server/storage.cpp src/game-server/mapreader.cpp src/sql/mysql/createTables.sql
2011-09-05Fixed size of mapid field in mysql database.Erik Schilling1-1/+1
Resolves: Mana-Mantis: #388.
2011-09-05Fixed size of mapid field in mysql database.Erik Schilling2-1/+8
Resolves: Mana-Mantis: #388. Reviewed-by: Bertram.
2011-08-30Added missing sql update scripts.Yohann Ferreira2-1/+23
2011-07-27Begun Applying the new equipment slot handling design.Yohann Ferreira1-3/+3
now, the equipment slots are independant from the inventory slots according to the inventory and equipment data. This will permit to avoid checking the equipment each time one touches the inventory and vice versa, and make the former delayed mode useless. Also, note that equipped items will be removed from inventory and readded once unequipped. The design will permit the following, even if not implemented yet: - To make equipment items stackable again, if wanted. - Have more than one item with the same id equipped on different slots using the itemInstance field. Note: I didn't add the database structure updates yet, to see whether other changes may later go along with those.
2011-01-22Fix the default slot values when upgrading the database to version 14.Yohann Ferreira1-1/+1
Reviewed-by: Cody. Resolves: Mana-Mantis #284.
2010-12-29Corrected the database version of newly created databases.Yohann Ferreira1-1/+1
Trivial fix.
2010-12-29Made the server handle properly the characters slots.Yohann Ferreira2-0/+12
I turned the vector storing character data into a map, keeping the character's slot. Fixed a memleak along the way. Reviewed-by: Crush.
2010-12-27Added @kick and @kill commands.Philipp Sehmisch2-0/+2
@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
2010-12-27Transaction logging of various command, new transaction codes and style fix.Philipp Sehmisch2-0/+50
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
2010-11-15Upgrade database version to 12 as it should have been from the latest update.Yohann Ferreira1-1/+1
Trivial fix.
2010-10-17Changed the mana_accounts.email field length to 64 characters.Yohann Ferreira2-1/+14
Reviewed-by: Crush. Resolves: Mana-mantis #251.
2010-09-15Fixed characters not being returned at character selection when using MySQL.Yohann Ferreira2-12/+12
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.
2010-09-12Fixed removal of hardcoded attributes in the MySQL update scriptThorbjørn Lindeijer1-7/+7
It was trying to remove them from the wrong table.
2010-08-29Merge branch 'testing'Freeyorp2-9/+82
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
2010-08-21Fixed version in database table creation filesThorbjørn Lindeijer1-1/+1
Forgotten in commit 81db92232e50d47a318c94bc34fb63b67493559a
2010-08-18Change references from database version 10 to version 11 to reflect changes ↵Freeyorp2-2/+2
made to mainline
2010-08-07Also provide an update script for MySQLThorbjørn Lindeijer1-0/+3
2010-07-10New attribute system and major changes to many low-level areas.Freeyorp2-9/+82
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 Sehmisch2-1/+30
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
2010-03-18Fixed a typo in mysql database update script for v7 to v8.Philipp Sehmisch1-1/+1
(trivial change)
2010-01-23Fix a syntax error in MYSQL createTable scriptBlue Sans Douze1-4/+4
Introduced in commit bb7866f0
2010-01-16Updates mysql to database version 8Chuck Miller2-2/+31
2010-01-10Fixing the mysql backend and the mysql createTables scriptBlue1-19/+63
Implementing the prepared statements in mysql backend
2009-12-06Fixed name of the project in copyright headersThorbjørn Lindeijer1-12/+12
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.
2009-10-24Rebranding tmwserv to manaservThorbjørn Lindeijer2-71/+69
Includes a database update. Use update_6_to_7.sql to update existing sqlite databases.
2009-09-30Adds tmw_char_status_effects tables to mySQL and SQLiteChuck Miller1-1/+19
2009-04-20Mysql update fileblue1122-15/+18
Update file... updated ^^' You can execute it a second time, there's no problem.
2009-04-19Update script mysql 2 to 3Blue1121-0/+16
2009-04-19Mysql Backend Update mysql database to version 3 Fixed compile error with ↵Blue1121-2/+10
mysql backend
2008-12-01Added new table to store online users. See mantis #553Andreas Habel2-3/+67
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.
2008-11-18Fixed a bug in tmw_world_states table script reported by YellowShadow. ↵Andreas Habel1-1/+1
Modified column value to be nullable according to the sqlite table specification.
2008-11-14Added check for database version on startup of Accountserver.Andreas Habel1-0/+4
The provided CreateTable.sql scripts store their versions inline of a database table. The account server checks this version number with its known compatible version. If the numbers don't match, the account server raises an error and shuts down.