es gibt keine tiles mehr
- identified random memory corrutpion bug - fixed most likely cause for bug above - rewrote object loader etc. into a simple one-line lookahead parser. - rewrote/cleaned up archetype, treasure, artifact, formula parser. - some optimisations / cleanups
minor stuff, indent
Object => object
fix
cleanups and speedups
- remove google sparsehash dependency again, its actually slower than gcc's current std::tr1::unordered_hash. - remove hardcoded archtable code - the archetypes table is now no longer limited by an hardcoded constant but can grow dynamically at runtime. - removed some cruft
comments
added some copyrights
set no_drop flag on all inv items of created objects (e.g. pets), experimental.
timestamp before arch-pass 2
many minor changes everywhere, random maps crash sometimes but design is in place
- small, but subtle, rewrite of object management - perl will now keep attachable objects alive - objects are now refcounted - refcouts need to be tested explicitly (refcnt_chk) - explicit destroy is required current - explicit destroy asks "nicely" for the object to self destruct, if possible - refcounts will be used during mortal killing - minor bugfixes, optimisations etc. - some former hacks removed.
further cleanups and oofication
added a needed abstraction
- more ooficiation - removed now superfluous remove calls
replace some function- by method-calls
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* remove arch.h * use refcounting for archetypes * cleanup * strat of generic garbage collector
re-implement dump and dumpbelow
mapstruct => maptile removed many ytypedefs in favor of structure tags
replace was_destroyed by much simpler and less expensive ->destroyed, which is valid, as objetc pointers are now reliable.
indent
indent
cleanup
presuppose iso c++0x
make use of slice_allocator and inline zero_initialised
- improve assign to prepend "..." - make more use of assign - implement op->debug_desc() and make some more use of it
indent
indent
genaccess, take two
Cleaned up code a little.
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string scanning (e.g. for patch) is not implemented ATM but should be easy to add with an alternative constructor for object_thawer. Rewrote flex scanner to be simpler, faster and more modularised. Initial speedup: 16% (ah well)
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
introduce overhead in the hope of decreasing it at some point
improve thawer interface, implement some monster event support
expand initial tabs to spaces
- added ready/unready/can_apply events and their passive versions - removed support for event_*-fields in maps - removed support for current_weapon_script - removed timers - removed say/shout/Tell and related commands
improved,more automatic freezer
first, untested persistent objetc storage for players and objects, not yte for maps
intermediate check-in, per-object events work
many, many cleanups
Made server compile with C++. Removed cfanim plugin and crossedit. C++ here we come.
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