- 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.
just experimenting
comments
experimental stability and correctness changes
make random map paths more beautiful, in the common case
added some copyrights
- word of recall activated the player indirectly - implement maptile->xy_find and xy_load - separate find and load, even on C level - generate map_leave/enter and map_change events even for tiled map changes (experimental) - implement mainloop freezeing by start/stop, not skipping ticks - no map updates when player !active
increased various limits, strategically added cede's
increased various limits, strategically added cede's
reindent, minor changes
many minor changes everywhere, random maps crash sometimes but design is in place
different interface design for c++/perl map handling, some random map framework
random maps are nphard
preliminary snapshot check-in, DO NOT USE IN PRODUCTION SYSTEMS See the Changes file for details
the big rename
- 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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