- 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.
hotfix random-map-gen. until find_style_map has been rewritten
- 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
comments
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
reindent, minor changes
do not crash in the unlikely case, return 'blocked' instead
- style maps need very special treatment - cf has a nonzero chance of crashing in a random map
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
preliminary snapshot check-in, DO NOT USE IN PRODUCTION SYSTEMS See the Changes file for details
misc stuff
introduce for_all_maps
interim.checkin
- minor cleanups - minor optimisations (in_player vs. is_player_inv) - added P_PLAYER map flag - some (dead) concept code
- implement event watcher autoncancellation on reload - used it everywhere - removed lots of compatibility cruft - configure does no longer check for mandatory unix functionality/headers - confgiure now runs much faster
removed #ifn?def WIN32 from all files
mapstruct => maptile removed many ytypedefs in favor of structure tags
indent
indent
expand initial tabs to spaces
Made server compile with C++. Removed cfanim plugin and crossedit. C++ here we come.
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