* Database.hpp is still the only external include file (moved to db/)
* The header is still uppercase to match its namespace
* db/internal.hpp is the shared header for the DB source files
* Added -Isrc/ compile flag for src-relative include paths
* Hoisted CHDR above CSRC in Makefile (it was bothering me)
* make clean now removes all objects in the subdirectories as well
This is terrible. It was a mistake to do this before cleaning up the
actual code. It might be better not to use this commit and to do this
refactor in a different order or something.
* Monkey Skyway paths are now saved in a format compatible with
paths.json
* flush() is called on every periodic DB save in addition to the /flush
and /mss N export commands
* Monkeys now accept WIP routes
Also:
* Made the timeout configurable
* Removed the stale randomcharacters config option
* Switched to time_t for time values, even though it doesn't really
matter that much
* Halved the keepAliveTimer frequency
* Clean up spacing/indentation
* Proper enum formatting
* Fix nano dismissal (for real this time)
* Do not copy Player struct when a pointer is right there
* Stop looking after the trade partner has been found
* Make sure we're shifting unsigned values (and 64-bit when they need to be)
* Look for JSONs in tdata/
* Add a dbsaveinterval to the example config.ini, in the login category
* Sanity checks + Starting level changes
- Item movement handler checks to make sure items aren't moved from equipment slot to equipment slot.
- Item give command checks to make sure an out of bounds item is not spawned (Below iType 0 or above iType 8)
- Players now begin at level 36, consequently the item give command does not level you up now.
* Initial Trade Implementation
* Sanity Check
- Prevents out of bounds item movement by comparing it to AINVEN_COUNT.
* Taros and Trading
* Update ItemManager.cpp
* Update ItemManager.cpp
* working trading system
* Trading system code pointerified
- It works with the recent pointer changes needed.
* Vehicles and Trading bugfixes
This way we're not always passing it around by value.
Note that the Player structs in CNSharedData are still
pass-by-reference. Will probably change this later.