rewrote output buffer handling. the new system: - outputs messages immediately. - suppresses following duplicates. - enforces a minimum setting. - is, as usual, faster and leaner. the only problem is that the code worked out of the box, which is not reassuring.
WARNING: this release is BROKEN - rewrote map handling. map types are now completely pluggable, maybe *too* pluggable, as everything is a plug-in now. - mark mandatory extensions as such. - handle overloaded attachable objects correctly. - many minor changes.
preliminary snapshot check-in, DO NOT USE IN PRODUCTION SYSTEMS See the Changes file for details
- 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
- separate all comamnds into immediate/socket-level and queued/player-level - clean up player command handling, handle up to 8 commands/tick
the rename for sanity campaign hits you died - renamed stuff - partially updated copyrights - some cleanups
- remove some old socket mode cruft - preliminarily added attachable client_socket interface to perl (untested but also unreachable from perl code atm)
mapstruct => maptile removed many ytypedefs in favor of structure tags
archt => archetype
rewrote object serialiser, parser is next
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