nano-cleanups
rework material code in preparation for nuking object->materials, also add some useful object methods in preparation of the mapspace limiting
RANDOM was broken due to signedness issues, also rewrote random_roll, no longer uses luck, but should
just experimenting
just experimenting
comments
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winpip to the rescue
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- micro-optimised hit_map and ok_to_put_more, this immensely helped reduce load on dense maps. - introduced xy_normalise, which is imho a saner interface and much faster than get_map_flags so should be used in new code (and time-critical code).
minor stuff
more preperations for player eviction
added some copyrights
rework the logic a bit
initialised :)
different interface design for c++/perl map handling, some random map framework
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.
- preliminary check in, stuff is rudimentarily working - moved most of the player creation process into a perl coroutine - changed internal design of player management to not reuse and morph the object in funny ways. should be safer and much nicer to handle. - got rid of some annoying hacks, such as clear() (TODO: get rid of player_pod and other stuff now unnecessary?)
- made state a per-client variable (that does not magically make state a per-client thing!) - rename player->socket to player->ns. its not a good name for "client", but it is an historical artifact, and better than "socket".
- minor cleanups - minor optimisations (in_player vs. is_player_inv) - added P_PLAYER map flag - some (dead) concept code
ooification
- rewrote most of the socket loop code - moved connection accept into tcp.ext - no evil socket copying anymore, needs more cleanups
further cleanups and oofication
- more ooficiation - removed now superfluous remove calls
replace some function- by method-calls
remove golem_count, likely golems are destroyed late now
Do not crash when all party members left the map of a dieing monster but instead credit to the killer.
enlarge killer and other fields, do not use silly BIG_NAME with no meaning.
fix yet another crash bug
argh
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.
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cleanup
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removed now obsolete generation counter checks - further slimmed down sizeof(objetc) to 616 bytes
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- improve assign to prepend "..." - make more use of assign - implement op->debug_desc() and make some more use of it
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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
improve thawer interface, implement some monster event support
preventing hits of objects on a map by any effects if it is on a safe ground. this should prevent most harmful effects for items and players there (delta stuff that i didn't think of and couldn't find in the code).
expand initial tabs to spaces
nuke transports
intermediate check-in, per-object events work
converted more events, broken per-object events (needs map support), lots of fixes
Made server compile with C++. Removed cfanim plugin and crossedit. C++ here we come.
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