| Commit message (Collapse) | Author | Age | Files | Lines |
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Inspired by the QDebug class and qDebug() function from Qt. Actually it
might be nice if the LOG macro would also use this.
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This documentation used to be accurate, until Point was merged with the
Position class in commit 8ff3e6674c1d4fc05fc1ba87f42484689fca0879.
Also fixed a typo.
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Same thing, but shorter.
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Not entirely according to the standards since this is a C99 header,
but that's better than not having it compile at all, or switching
it entirely over to C++11 mode just now.
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Previously, global function names were defined in the respective XML
definitions of items, monsters and status effects. This was reasonable when
they all had the same state, but now they're sharing the single global
Lua state.
Now the Lua API provides access to the ItemClass, MonsterClass and
StatusEffect instances, on which callbacks for both standard and custom
events can be explicitly set.
Reviewed-by: Erik Schilling
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Also read the gids as unsigned integers since that's how Tiled writes them
to prevent the number going negative when the highest flag is used.
Reviewed-by: Yohann Ferreira
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Reviewed-by: Erik Schilling
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Looks unlikely that we'll be using this. Anyway, it can be found in the
git history if so.
Reviewed-by: Yohann Ferreira
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* Not nice to pass boolean parameter to constructor for preventing the
timer from running on creation. Just call 'start' on it explicitly.
* getTimeInMillisec could be made static.
Reviewed-by: Yohann Ferreira
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When I introduced NameMap it was only used with pointers, but now it is
also used with std::string so it probably makes sense to keep a default-
constructed value around so that a reference can be returned rather than
a copy.
NameMap::find was renamed to NameMap::value to make it more clear that
it doesn't return an iterator, like std::map::find.
Reviewed-by: Yohann Ferreira
Reviewed-by: Ben Longbons
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log_accountToStandardOutput and log_gameToStandardOutput have been
merged together as log_toStandardOutput.
Reviewed-by: Yohann Ferreira
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The bug was pretty generic, as the contains() method
of the Rectangle class wasn't checking against left and top
sides according to the client view point.
I also documented the call site.
Resolves: Mana-Mantis #317.
Reviewed-by: o11c.
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Introduced a template class NameMap, which provides a nice API for
mapping any custom types by their name.
This change also makes any duplicate item or monster definitions be
complete ignored, rather than being merged into the first definition.
Reviewed-by: Philipp Sehmisch
Reviewed-by: Yohann Ferreira
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By using xmlParseFile instead of xmlParseMemory, the system-dependent
newlines should be handled automatically.
The .tmx.gz files should still be supported, but instead of manually
decompressing them the xmlParseFile function should take care of that.
It also fixes the leaking of XML documents in both the SkillManager as
well as the PermissionManager, since they now rely on XML::Document,
which cleans up automatically.
Reviewed-by: Stefan Dombrowski
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Just seems a bit more organized to me.
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A bunch of variables that were continuously requested from the
configuration are now members of the AccountHandler.
Reviewed-by: Freeyorp
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* Rely on the fact that a std::string is empty by default
* Use std::string::empty() rather than comparing to ""
* Construct with std::string() rather than from ""
Reviewed-by: Bertram
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More convenient since it doesn't require calling any methods, and a bit
faster. Also added stream operator for Rectangle.
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Reviewed-by: Jaxad0127.
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A C++ developer should be able to recognize a constructor and a
destructor by just looking at it, so let's stop writing down the
obvious. :)
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This way, any kind of external service can know about the running
state of each servers, even if only the account server is
updating the statistics because:
1. When the account server is running, each <gameserver> tag is
a running game server. Otherwise, it's not listed.
2. Whenever the account server stops running, the stat file
isn't updated anymore and so the <heartbeat> tag isn't.
3. Game servers without any contact with an account server will
try to reconnect to the account server and kick out every players
so they aren't considered as running in that case.
Reviewed-by: Crush.
Resolves: Mana-mantis #270.
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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.
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Reviewed-by: CodyMartin.
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Trivial fix.
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Reviewed-by: Jaxad0127.
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It now takes length into consideration.
Reviewed-by: Chuck Miller
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The static std::string date variable had two nasty problems.
Would it have been static or be named 'date',
and it would have not worked right.
I also made the logger add the proper date on the archived log
when changing the current day.
Resolved: TMW-Mantis #530.
Reviewed-by: Jaxad0127.
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Also added an header to the autoattack.{h,cpp} files.
Big but trivial fix.
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Also made both servers appends on the main log at start
if they aren't empty.
This permits not to lose the previous logs
when quicky restarting the servers.
Trivial fix.
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The speed conversion needs a standard tile length anyway
and can be improved later once the movement code
will start to handle beings size.
Reviewed-by: Crush.
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Added an extension to the ResMan::exist() function
in order to get file existence even not in search path.
Reviewed-by: CodyMartin.
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This patch adds options to enable log rotations
base on files size and or change of date.
Note: Zip support will be added in a second commit.
Reviewed-by: CodyMartin, Thorbjorn.
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Also moved the trim() function into the utils namespace
where it belongs more, and made some random code cleanups.
Reviewed-by: Thorbjorn.
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Conflicts:
src/game-server/itemmanager.cpp
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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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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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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.
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Removed pointless void in method parameter lists, fixed methods and
variables that started with upper case, removed pointless 'const' for
stuff passed by value, made some getters const, etc.
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Also a bit of pointless cleanup in the math utils.
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defines.h, and removing some overheading along the way.
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The previous method was broken because it set the "last time" to the
current time when the client connected. So login would fail when the
username and password were sent within a second from connecting, which
is not desirable.
If I'd have fixed this by setting the "last time" to login time minus
one second, then an attacker would just need to reconnect for each login
attempt. So now it uses an IP address based approach, where each IP can
only try to log in once per second.
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Fix ported from the client.
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