update copyrights and other minor stuff to deliantra
minor fixes
- upgrade crossfire trt to the GPL version 3 (hopefully correctly). - add a single file covered by the GNU Affero General Public License (which is not yet released, so I used the current draft, which is legally a bit wavy, but its likely better than nothing as it expresses direct intent by the authors, and we can upgrade as soon as it has been released). * this should ensure availability of source code for the server at least and hopefully also archetypes and maps even when modified versions are not being distributed, in accordance of section 13 of the agplv3.
- archetype is now a subclass of object. - store archetypes in an object_vector. - use a different startegy for archetype loading (reloading is MOST CERTAINLY broken).
VERY EXPERIMENTAL - change the way archetypes and treasurelists are being loaded: - referring to a nonexisting treasurelist will create an empty one - referring to a nonexisting archetype will create an empty one - archetypes/treasurelists will overwrite any existing object of the same name. - net effect should be to allow reloading of archetypes and treasurelists at runtime at a later stage.
fixed placement problems in random map generator and removed MOVE_BLOCK_DEFAULT and replaced it's uses with MOVE_WALK.
- reduce default output-sync to less than a second - output-sync command now uses seconds as unit, not something users cannot even know. - lots of useless const adjustments.
- prepare find_style_map rewrite - move pick_random_object to maptile:: - make pick_random_object fair overe the numbe rof monsters and no longer prefer big monsters.
- experimentall.y determine minimum random map size (12) - harden random map generator by stresstesting - reduced codesize while increasing readability (RANDOM => rndm) - fixed a likely unimportant bug in random_roll64 - possibly broke lots of code
proactive
- fix a crashing bug inside the random map generator - do not decrease dungeon size with random map depth
just experimenting
properly use xsize/ysize default as random for random maps. 10/10 was not just wrong but also greatly increased the pressure on the generator, leading to more crashes. those should be solved, obviously...
fix possibly uninitialised kx,ky because find_free_spot does not seem to guarentee a result
comments
experimental stability and correctness changes
fix yet another 'i am stupid and renamed magic constants so everybody crashes' bugs in the random map generator
testing helps
added some copyrights
increased various limits, strategically added cede's
reindent, minor changes
random maps are nphard
- minor cleanups - minor optimisations (in_player vs. is_player_inv) - added P_PLAYER map flag - some (dead) concept code
- more ooficiation - removed now superfluous remove calls
replace some function- by method-calls
mapstruct => maptile removed many ytypedefs in favor of structure tags
indent
cleanup
indent
THIS CODE WILL NOT COMPILE use the STABLE tag instead. - major changes in object lifetime and memory management - replaced manual refcounting by shstr class - removed quest system - many optimisations - major changes
expand initial tabs to spaces
Made server compile with C++. Removed cfanim plugin and crossedit. C++ here we come.
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