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TODO: The game-server also needs to keep track of this for when new attributes
or attributes not in the default scope need to be created.
Also hopefully fix attribute calculation order for derived attributes. Still
hardcoded for now.
Reviewed-by: Bertram.
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I also made it required to start properly since it's now the case.
Reviewed-by: Jaxad0127.
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It was using at() for setting. Also I changed the unsigned int
to int as the default returned was -1 in the MonsterManager::reload()
function.
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Conflicts:
src/game-server/itemmanager.cpp
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It has to be in sync with the client, even now, and explains
the return value of the Being::getAttackType() function.
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No review asked.
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The syntax IF ((condition) OR (condition)) is not accepted by cmake
prior to 2.6.4.
The patch should address this without affecting newer versions.
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- Added a new 'default' boolean parameter in mana-skills.xml.
If set to true, unknown weapon types will be defaulted
to the given value.
- Added better checks on skill id and names and improved error
reporting.
- Corrected minor typos, and made small cleanups.
Reviewed-by: jaxad0127
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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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Reviewed-by: Jaxad0127.
Resolves: Manasource-Mantis #22
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Resolves: Manasource Mantis #144.
Signed-off-by: Philipp Sehmisch <mana@crushnet.org>
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Also removed some pointless null pointer checks.
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Makes the code a little nicer.
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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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The new parameters in the manaserv.xml file can be used to do so:
log_accountServerLogLevel
log_gameServerLogLevel
Also, updated the sample manaserv.xml accordingly.
Reviewed-by: Thorbjorn.
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Reviewed-by: Bertram
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Reviewed-by: Thorbjorn, Jaxad0127
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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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limit.
This contributes to avoid maps full of loot after a week or so.
This also resolves TMW-Mantis: #708
Reviewed-by: Jaxad0127
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Reviewed-by: Jaxad0127
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No functional changes.
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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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Reviewed-by: Jared Adams
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The lifetime of the default value is often not long enough to survive to
the next statement, so returning it by reference is dangereous.
At the moment there may not be any place that actually tries to use the
returned value as a reference, but it's better not to wait on it to
happen. This was already fixed on the client after it lead to strange
crashes.
Reviewed-by: Jared Adams
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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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Made-by: thorbjorn
Reviewed-by: Bertram
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Reviewed-by: Thorbjorn Lindeijer
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Please re-merge mana and manamobile to fit the change on actor types.
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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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The issue this output was created to help debug has long been fixed
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(trivial change)
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Signed-off-by: Thorbjørn Lindeijer <thorbjorn@lindeijer.nl>
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TMW-Mantis #25 is resolved, btw.
Reviewed-by: thorbjorn, Jaxad0127, and Kage.
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Reviewed-by: Jared Adams <jaxad0127@gmail.com>
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