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2013-02-24Added Debug class for more convenient debugging outputThorbjørn Lindeijer1-0/+34
Inspired by the QDebug class and qDebug() function from Qt. Actually it might be nice if the LOG macro would also use this.
2013-02-24Merge branch 'master' into lpc2012Erik Schilling2-2/+3
2013-02-24Fixed default value of the servernameErik Schilling2-2/+3
Since the name was used to log things and the default now is "" also added logging of the address and port too.
2013-02-24Merge branch 'master' into lpc2012Erik Schilling11-1392/+2348
2013-02-24Added possibility to reserve mapsErik Schilling8-31/+139
If you set net_gameServerName you can now reserve maps in the maps.xml. There you have to add the servername - property to the <map> tag. Then the map will only be activated by that server. Also changed the activate sequence that the account server now tells the game server what maps to activate (previously the server requested all maps and the account server said yes or no). TODO: Fix general inter server map switching.
2013-02-24Made the scripts being able to installErik Schilling1-3/+7
The game server will now look for the scripts in this order: - serverPath - config value - current working directory - the PKG_DATADIR #define
2013-02-24Documented all lua binds directly in the sourceErik Schilling1-1341/+2201
This change adds a comment to each lua binding. In the future a script should parse those and generate the docs from them. This should prevent outdated docs and duplicate effort to keep code and docs synced. In C++ categories can be defined in this way: /** LUA_CATEGORY long description of the category (shortname) * further text * goes into * the next lines */ The shortname is only used to bind other comments to the category. In lua the category would look like this: --- LUA_CATEGORY long description of the category (shortname) -- further text -- goes into -- the next lines A comment that describes a bind then can look like this: /** LUA some_function (shortnameofcategory) * some_function(string name) * some_function(int id) ** * Description */ Or in Lua: --- LUA some_function (shortnameofcategory) -- some_function(string name) -- some_function(int id) --- -- Description Autoupdates script follows soon
2013-02-21Removed loading of script files using the statusmanagerErik Schilling1-17/+1
They are now required via the main.lua. Also made Harmony giving you the plague in order to allow testing.
2013-02-21Merge branch 'master' into lpc2012Erik Schilling16-87/+99
2013-02-21Introduced Script::ContextErik Schilling16-87/+99
This should allow to finally call functions to lua without having to care about working around situations where a lua call causes a c++ call which needs to call to lua again. Tested against the source of tales repository data.
2013-02-20Bumped the protocol versionErik Schilling1-1/+1
2013-02-20Revert "Revert "Moved order of sending gender""Erik Schilling2-7/+5
This reverts commit d707495540581f8c1b9ab3d5007c9c4d1ab83b53.
2013-02-20Merge branch 'master' into lpc2012Erik Schilling91-1023/+938
Conflicts: gameserver.cbp src/account-server/accounthandler.cpp src/game-server/attack.cpp src/game-server/attack.h src/game-server/being.cpp src/game-server/being.h src/game-server/character.cpp src/game-server/character.h src/game-server/inventory.cpp src/game-server/item.h src/game-server/monster.cpp src/game-server/monster.h
2013-02-17Monsters no longer load their script filesErik Schilling3-40/+0
Before monsters loaded their script file on *each* spawn. This is rather wrong since the script state keeps growing for each monster. However all of this was unnessecary since the main.lua can simply require the script file. If you do not want to spam the main.lua (or any other file) with all the requires: I guess we can add script binds to iterate over all monsters and add some custom properties to the monsters.xml (See Mana-Mantis #356)
2013-02-04Moved attribute (re)calculation to the scriptsErik Schilling7-176/+96
This introduces two callbacks: - on_update_derived_attribute -> Called to recalculate other derived attributes. - on_recalculate_base_attribute -> Called to recalculate a base attribute (only called for characters. However the function passed as callback can be useful for recalculating the derived attributes as well) Monsters no longer block recalculation of attributes except HP and Speed. I saw no sense to keep this. Fixed constant value in libmana-constants.lua Dropped bool type of the recalculation functions. It would be difficult to keep it while pushing all to the script engine and it was unused anyway. All in all this adds a LOT more flexibillity to projects since they can now adapt all attributes in the way they want.
2013-02-04Random cleanup of attribute codeErik Schilling3-19/+28
Did this during trying to understand the code
2013-02-03Modifications to allow crosscompiling with mingwErik Schilling7-4/+23
Reviewed-by: bjorn.
2013-02-01Silenced to Wreorder warnings.Yohann Ferreira2-3/+3
2013-02-01Added emote support.Yohann Ferreira11-2/+196
2013-01-29Silenced some eclipse warningsErik Schilling8-5/+21
2013-01-15Fixed setting current map for npc update functionErik Schilling1-0/+2
2013-01-10Small simplification in Monster::diedThorbjørn Lindeijer1-4/+4
2013-01-10Used a typedef to make callback syntax more readableThorbjørn Lindeijer1-11/+8
2013-01-10Small documentation updates for Point and RectangleThorbjørn Lindeijer2-4/+3
This documentation used to be accurate, until Point was merged with the Position class in commit 8ff3e6674c1d4fc05fc1ba87f42484689fca0879. Also fixed a typo.
2013-01-10Removed deprecated and unused Storage::flushSkillThorbjørn Lindeijer2-19/+0
2013-01-10Made sure in-inventory trigger is called at pickupErik Schilling1-1/+9
Also added checks for invalid item and zero amount Reviewed-by: bjorn.
2013-01-09Removed unused functor obj_name_isThorbjørn Lindeijer1-20/+0
2013-01-09Replaced EventListener with signals based on libsigc++Thorbjørn Lindeijer19-337/+150
This replaces the rather hard to understand event dispatcher with a probably even harder to understand templated library, but fortunately we can rely on the available documentation. Hopefully it will also help with the readability of our code and with adding additional signals to other classes. Added libsigc++ to README and Travis CI configuration. Reviewed-by: Erik Schilling
2013-01-09Replaced 'unsigned int' with 'unsigned'Thorbjørn Lindeijer55-298/+286
Same thing, but shorter.
2013-01-09Micro-optimizations for pushing strings to LuaThorbjørn Lindeijer4-37/+29
Use lua_pushliteral and lua_pushlstring instead of lua_pushstring, which avoids Lua having to determine the length of the string.
2013-01-09Added support for Lua 5.2Thorbjørn Lindeijer3-1/+23
Should still work against Lua 5.1 as well.
2013-01-08Fixed syntax error (added missing '{')Thorbjørn Lindeijer1-0/+1
2013-01-08Added Vulnerabilities for monstersErik Schilling3-1/+28
You can now actually use the already used node in the monsters.xml Monsters can have different vulnerabillities against elements: <vulnerabillity element="earth" factor="2.0" /> This will double damage of the element earth to this monster.
2013-01-08Added script binds for getting attack informationErik Schilling2-8/+155
New binds: - Damage: - id - skill - base - delta - cth - element - type - truestrike - range - Attack: - priority - cooldown - warmup - global_cooldown - damage - on_attack - MonsterClass: - attacks - ItemClass: - attacks
2013-01-08Work on (Auto)Attack system.Erik Schilling16-474/+617
During the implementation bjorn and I agreed to limit the number of attacks that can be used in the same tick to one. This makes a lot of stuff easier and the client cannot display two frames at the same time Things done: - Implemented setting of attacks when equipping/unequipping items - Single place where the xml attack node is parsed - Finished attack logic - Unified the attack handling of monsters and characters - Added a global cooldown after attack use (not only for next use of same attack) - Removed the temponary attributes for the monster attack values - Priorities for all attacks - Rewrote the attack core: - Attacks now have this attributes: - warmup -> time a attack needs after starting it to actually deal the damage - cooldown -> time a attack needs after dealing damage before another attack can be used - reuse -> time before the same attack can be used again - If no attack is performed at the moment the following is done: - make a list with all ready attacks - check for attack that has the necessarily range and highest priority - start this attack (inform client about it) - when warmup is finished -> trigger damage - when cooldown is finished -> allow to use other (or the same if reusetimer allows) attacks TODO: - sync client with this to allow better timed animations
2013-01-08Rename AutoAttack to AttackErik Schilling10-50/+50
2013-01-07Set the current map when executing being callbacksThorbjørn Lindeijer1-0/+2
The on_death and on_remove callbacks where not being executed in the context of any map. Now they execute in the context of the map of the being. Reviewed-by: Erik Schilling
2012-12-15Create database using a single transactionThorbjørn Lindeijer1-0/+4
Takes the time required to do initial database creation down from 16 to 0.2 seconds on the Raspberry Pi.
2012-10-22Revert "Moved order of sending gender"Erik Schilling2-5/+7
This reverts commit b2741a6c49eafb9f19f9cd6625836d85d31980b3.
2012-10-11Merge branch 'master' into lpc2012Erik Schilling2-7/+5
2012-10-11Moved order of sending genderErik Schilling2-7/+5
Gender is shared. There is no reason in duplicating code *Breaks compatbility with old clients* *Requires clientside patch* Reviewed-by: Stefan Beller.
2012-09-22Merge branch 'master' into lpc2012Erik Schilling2-20/+41
2012-09-22Extended warnings for parsing warpsErik Schilling1-1/+1
Reviewed-by: bjorn.
2012-09-22Fixed marking map as activatedErik Schilling2-19/+40
The patch that allowed to use map objects as warp targets broke this. During run of map initalize mActive was still false. This broke creating objects (npc, triggers) in atinit. Reviewed-by: bjorn.
2012-09-02Merge branch 'master' into lpc2012Erik Schilling3-16/+57
2012-09-02Allow map objects as warp targetsErik Schilling3-14/+57
This patch allows map objects as warp targets. For use: - Create object in tiled with type="WARP_DEST" - Set name to anything you want - Create usual WARP object - Leave out the DEST_{X,Y} part - Add DEST_NAME property with the name of the first object This requires the game server to parse all maps at startup. Change is tested. Reviewed-by: bjorn.
2012-09-02Dropped .gz suffix for mapsErik Schilling1-2/+0
Reviewed-by: bjorn.
2012-08-10Merge branch 'master' into lpc2012Erik Schilling1-3/+2
2012-08-10Fixed item_drop insertion of objectErik Schilling1-3/+2
2012-08-10Fixed issues with removing attribute modifiersThorbjørn Lindeijer1-4/+5
* AttributeModifiersEffect::remove was not calling updateMod with the 'value' parameter, causing it to have no effect at all for Stackable modifiers. * The cached value of the changed modifier effect was not being recalculated when removing modifiers, because it started one layer too high (there's an inconsistency here: AttributeModifiersEffect::add updates this cached value while AttributeModifiersEffect::remove doesn't). Reviewed-by: Erik Schilling