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copyright update 2018
freearr => DIR
remove eol whitespace
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copyright update 2016
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trailing space removal
Jonathan Neuschäfer [PATCH 1/9] common/item: remove redundant "type == ROD" Jonathan Neuschäfer [PATCH 2/9] common/readable: remove fixed-size buffers in spellpath_msg Jonathan Neuschäfer [PATCH 3/9] server/attack: remove unused struct att_msg_str Jonathan Neuschäfer [PATCH 4/9] server/c_misc: remove unused typedef'd struct chars_names Jonathan Neuschäfer [PATCH 5/9] server/attack: hit_map: return retflag, as promised Jonathan Neuschäfer [PATCH 6/9] random_maps/wall: remove redundant check Jonathan Neuschäfer [PATCH 7/9] server/spell_attack: fix function name in comment Jonathan Neuschäfer [PATCH 9/9] socket/info: fix memory leak in error path
remove unused variables, kernel_panic
update copyrights to 2012
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update copyright to 2011
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use set_speed, indent
indent
use shstr_tmp, speeds up change_exp and saves code
indent
do not create empty owner refs!
get rid of QUERY_FLAG/SET_FLAG/CLEAR_FLAG macros that I always hated
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mining skill :)
preliminary check-in with dbeugging code
update copyright for up to 2010
remove bogus 2007 copyright that was added wrongly by the script, update to affero license
indent
crash
µopt
-instance, some los fiddling
indent (remove useless use of void)
speed is positive inside the server
argl
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indent
fix icecube thawing bug
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fix material, should probbaly use null pointer
material overhaul
lots of cleanups
make effectively static symbols actually static, part 2
make effectively static symbols actually static, part 1
remove all protos from include/*proto.h for functions that are effectively static
idnent
clarify license
fixed lighters w.r.t. torches.
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added comment to another crossfire relict.
adjust los lightness a bit
added new lamp and torch system.
slim down perl interface
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refactoring of shstr classe,s new shstr_tmp, lots of minor rewriting
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smell, remove gcfclient support, material fixes, cfpod parse fixes, refactoring
use dakrlevel, not darkness
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destroy (true) => destroy ()
introduce drop_and_destroy and use it
do the same everywhere else
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fix kill messages, hopefully
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see Changes
- remove all "obviously safe" uses of esrv_del_item.
refactor decrease_ob* into ->decrease method.
update copyrights and other minor stuff to deliantra
adding backtraces really helps: the "hitter in no relation to target" message was actually caused by the jumping skill (ninjas atcually have it!). jumping removed the hitter from the map and only re-.addedit after hitting, so it indeed was in no relation to target.
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- clean up stuff - get rid of map_load lock - improve change_object
fix cure disease giving exp for the wrong skill
experimentally let other players hear when I hit
more work better says groz
very very preliminary, non-working sound framework
return 0 from name_to_material for unknown materials, to avoid unknown material message
- improve dynbuf implementation further - save now saves shstrs longer than HUGE_BUF, lets fix any brokenness remaining in the server... - converted most describe_*-functions to dynbuf_text, making them likely faster (or maybe slower), while removing any hardcoded length limit. - memory allocated for static dynbuf's is not being returned ever (at least not the initial chunk, maybe fix this?) - implement framework for predeclared const shstrs for comparison purposes (shstrinc.h). - enabled and enforced new material code. - implement hack to clean up book titles. - increases HUGE_BUF to 10240, to be similar to mac network packet size.
- upgrade crossfire trt to the GPL version 3 (hopefully correctly). - add a single file covered by the GNU Affero General Public License (which is not yet released, so I used the current draft, which is legally a bit wavy, but its likely better than nothing as it expresses direct intent by the authors, and we can upgrade as soon as it has been released). * this should ensure availability of source code for the server at least and hopefully also archetypes and maps even when modified versions are not being distributed, in accordance of section 13 of the agplv3.
- improve observe - remove more cruft code - archetype loading almost works again, reloading probbaly still borked.
rename arch->name to arch->archname for preparation of subclassing object
update copyrights in server/*.C
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remove superfluous/broken settings and related code - COZY_SERVER: enabled most msall adjustments, changed digestion formula to the original one, party member treament w.r.t. pets enforced. - PROHIBIT_PLAYERKILL: default - real_wiz: removed and enforced - create_home_portals: removed and enforced - casting_time: removed and forced to be off (was crashing anyways) - was_wiz flag removed and treated as off usually unless it was used in place of flag_wiz. - do not save or restore wiz, wizcast and wizpass flags.
lots of speed logic changes
better feedback, actually switch to the bow when using it
big simplification, still doesn't work, but feels cleaner
re-add 'content'
indent, avoid lots of double<=>float conversions
considerably change the balancing of missile weapons: - treat bows as weapons in update_stats. - completely change calculation of attacktype, damage and wc inside fire_bow. this should make missile weapons much stronger and hopefully more competitive. the formulas are probably broken, but hopefully at least an improvement.
remove a source for relatively useless refcounts being kept on players
server crashed this morning because a freed golem tried to follow his owner, triggering the assertion failure. the golem had no owner, but the owner still had him in his range slots. I refactored a bit of the code and rearranged it to hopefully increase chances of this not occuring again.
debugging output :/
documented problem of already dead doors and icecubes on the southpole.
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- remove many TODO items that in fatc have been fixed already without looking at the TODO. - remove unpaid items on playerdeath unconditionally. - reenabled cede-while-saving.
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
indent
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.
indent
cleanup
indent
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
indent
indent
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
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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