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* [Abilities] Renamed specials to abilitiesErik Schilling2013-05-081-11/+12
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* Converted the Character class into a componentErik Schilling2013-04-111-11/+9
| | | | | A CharacterData was created as a proxy class in order to allow using the old serialization method.
* Replaced 'unsigned int' with 'unsigned'Thorbjørn Lindeijer2013-01-091-4/+4
| | | | Same thing, but shorter.
* Enhanced special supportErik Schilling2012-04-041-2/+5
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | - 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.
* Made all beings capable of having a genderErik Schilling2012-01-021-1/+2
| | | | Reviewed-by: o11c, bjorn, Bertram.
* Begun Applying the new equipment slot handling design.Yohann Ferreira2011-07-271-19/+26
| | | | | | | | | | | | | | | | | | 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.
* Fixed infinite loop in deserializeCharacterDataThorbjørn Lindeijer2011-04-101-10/+5
| | | | | | | | | | | | | | | | | | | Could happen on servers where a character is being communicated that has something equipped. The infinite loop was due to using "while (msg.getUnreadLength())" on a message after having read one byte too much, causing it to miss the 0 bytes unread and count to minus infinity. This is a danger that we should probably also fix generally. The byte that was read too much was equipmentInSlotType, which I think should have been the number of items equipped in a certain slot type. This number is never written by the serializeCharacterData function and also doesn't seem necessary. When multiple items are equipped in a single equipment slot type, there will simply be multiple pairs transmitted for that equipment slot type. Reviewed-by: Freeyorp
* Moved defines.h and manaserv_protocol.h into 'common'Thorbjørn Lindeijer2011-03-201-1/+1
| | | | Just seems a bit more organized to me.
* Removed the superfluous point struct.Yohann Ferreira2011-01-091-1/+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.
* Renamed .hpp files into .h for consistency.Yohann Ferreira2010-11-141-5/+5
| | | | | | Also added an header to the autoattack.{h,cpp} files. Big but trivial fix.
* Renamed write{Byte,Short,Long} to writeInt{8,16,32}Thorbjørn Lindeijer2010-11-031-60/+60
| | | | | Mainly for consistency with the client, and the general consensus was that these numbered versions were clearer.
* New attribute system and major changes to many low-level areas.Freeyorp2010-07-101-19/+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.
* Added LUA script bindings for manipulating the specials available to a ↵Philipp Sehmisch2010-07-091-0/+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
* Update Copyright date for Manaserv.Bertram2010-02-071-1/+1
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* Added tracing of kill count for each monster per characterPhilipp Sehmisch2010-01-081-1/+32
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* Fixed name of the project in copyright headersThorbjørn Lindeijer2009-12-061-13/+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.
* Removed "TMW" and "TMWSERV" from header guardsThorbjørn Lindeijer2009-12-061-2/+2
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* Adds code for saving and getting status effects from the databaseChuck Miller2009-10-011-0/+17
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* Some final skill fixes, they seem to work fine nowChuck Miller2009-07-061-1/+3
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* Makes Skills non hard codedChuck Miller2009-07-031-4/+12
| | | | | It should be noted that Jax still needs to update the client Level calulation seems broken now too
* Standardize on the position of the const keywordBjørn Lindeijer2009-04-261-3/+3
| | | | Same as for the client.
* Got rid of CVS/Subversion $Id$ markersBjørn Lindeijer2008-11-161-2/+0
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* Added weapon skill system and leveling system.Philipp Sehmisch2008-01-281-2/+17
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* Fixed account server compiling.Philipp Sehmisch2008-01-101-1/+0
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* Implemented some of the game mechanics we decided to use. The clients now ↵Philipp Sehmisch2008-01-071-0/+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).
* Added support for user commands. Implemented "warp" and "item".Guillaume Melquiond2007-08-271-0/+2
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* First part of a patch for completing the RPG system (character attributes) ↵Guillaume Melquiond2007-08-181-4/+4
| | | | of TMWserv.
* Handled money as part of the inventory.Guillaume Melquiond2007-08-141-2/+2
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* Made character data persistent across logout/login.Guillaume Melquiond2007-07-011-4/+0
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* Reverted inventory handling code to the last known working state. Simplified ↵Guillaume Melquiond2007-07-011-0/+104
serialization interface along the way.