| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
| |
The default argument values had no effect, because they are
not in the declaration.
Updating the codeblock project, because protocol.h had been renamed.
Reviewed-by: Bertram
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
| |
* Adding missing protocol.h
* Switching debugger symbols and compiler optimization on
* Show the Mana icon for executable files
|
|
|
|
|
|
| |
Also added an header to the autoattack.{h,cpp} files.
Big but trivial fix.
|
|
|
|
|
|
| |
12 files were missing because of this.
Reviewed-by: Thorbjørn Lindeijer <thorbjorn@lindeijer.nl>
|
|\
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
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
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
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.
|
|/
|
|
|
|
|
|
|
| |
Because of compiler warnings generated
by enet, warnings are switched of for:
* unknown #pragmas, which are for MSVC compiler
* enumeration with missing case
Reviewed-by: Bertram
|
|
|
|
|
|
|
|
|
|
| |
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
|
| |
|
| |
|
| |
|
|
|
|
| |
his email to appear in the log.
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
| |
LUA scripts
|
| |
|
|
|
|
| |
The files were removed in 3dde50b0e702c81d0856db5d46f5d8b0dc671fe5
|
| |
|
| |
|
| |
|
|
|
|
|
|
| |
Added GM command for changing player attributes. Changed GM command to
@ as '/' was already being used by client for local commands.
|
|
|
|
| |
implemented single target attacks useful for projectile weapons like bows.
|
| |
|
| |
|
|
|
|
|
|
|
| |
which also includes guild channels. Channels now have a joinable
field, which is true for channels that are created by users, and
false for guild channels. Chatting in guild channels now works, and
non-guild members can no longer join guild channels
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|