| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|
|
|
|
| |
A CharacterData was created as a proxy class in order to allow using the
old serialization method.
|
|
|
|
| |
Same thing, but shorter.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
- 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.
|
|
|
|
| |
Reviewed-by: o11c, bjorn, Bertram.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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
|
|
|
|
| |
Just seems a bit more organized to me.
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
| |
Also added an header to the autoattack.{h,cpp} files.
Big but trivial fix.
|
|
|
|
|
| |
Mainly for consistency with the client, and the general consensus was
that these numbered versions were clearer.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
|
|
|
| |
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
|
| |
|
| |
|
|
|
|
|
|
| |
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.
|
| |
|
| |
|
| |
|
|
|
|
|
| |
It should be noted that Jax still needs to update the client
Level calulation seems broken now too
|
|
|
|
| |
Same as for the client.
|
| |
|
| |
|
| |
|
|
|
|
| |
only receive attribute change messages when the attribute actually changed. Left the HP mechanics as they are for now (although I consider them flawed).
|
| |
|
|
|
|
| |
of TMWserv.
|
| |
|
| |
|
|
serialization interface along the way.
|