- implement mood floor types 5 and 6
comments
fixed check_inv now for sure!!?
reverted last 'fix'
this should fix the inv-checker problem in the library. i hope there are no maps who exploit the inv-checker in evil ways... like setting value to 1 in the object to invert the checker (but these were and are usage errors anyways and then shall be fixed on sight (or noted in the server todo)).
more preperations for player eviction
added some copyrights
preliminary snapshot check-in, DO NOT USE IN PRODUCTION SYSTEMS See the Changes file for details
replace update_ob_speed by ->set_speed
- 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.
- reduce map memory consumption by reserving space for only the 3 existing layers - factorise out some functions into mapspace and object
- minor cleanups - minor optimisations (in_player vs. is_player_inv) - added P_PLAYER map flag - some (dead) concept code
reverted the last change to move_apply and check_inv and fixed check_inv differntly: as all the buttons and pedestals check themselves whether the objects above them satisfy their conditions i thought the best would be if check_inv would do the same. The new semantics are compatible with the semantics used by the map makers (at least i hope that) and won't end up in a broken state so easily now. While fixing check_inv i documented inventory checkers in objects.pod
Added a parameter to move_apply that indicates whether something moved on or off and changed check_inv to take the same additional argument. An inventory checker is now mostly state-independend and a bad state is corrected now if the inventory checker is activated. While fixing that i've documented the HOLE type and FLAG_ACTIVATE_ON_(PUSH|RELEASE) in objects.pod.
further cleanups and oofication
remove golem_count, likely golems are destroyed late now
more now invalid tag_t uses replaced by refcounting. reduced codesize quite a bit.
mapstruct => maptile removed many ytypedefs in favor of structure tags
indent
*** empty log message ***
implement owner pointer using refcounted refptr templates
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
rewrote object serialiser, parser is next
fixed an evil crash bug
rewrote parts of the connection code, which now is completly perl invoke- and overrideable.
expand initial tabs to spaces
Made server compile with C++. Removed cfanim plugin and crossedit. C++ here we come.
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