copyright update 2018
copyright update 2016
enable spell prefix match again, but a bit more strict
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trailing space removal
update copyrights to 2012
update copyright to 2011
no longer unapply cursed items
remove artificial run/fire delay, refactoring
the skill x => the x skill
interim check-in
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
make effectively static symbols actually static, part 1
remove all protos from include/*proto.h for functions that are effectively static
clarify license
introduce drop_and_destroy and use it
do the same everywhere else
sigh, no clue what i am doing
sigh, no clue what i am doing
update copyright
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update copyrights and other minor stuff to deliantra
- 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.
update copyrights in server/*.C
lots of little changes: - fix MIN/MAX_AC/WC and use them - abstratc weapon speed into player->weapon_speed, as it is just way too confusing and probably needs frequent updates :) - use ob_speed/weapon_sp * 0.5 as an arbitrary real attack speed .5 needs tuning, elsewhere, but ahs been put in as a stopgap measure. - fix speed issues, properly use weapon_sp (if a bit lagged) - clear current weapon when readying skills because a skill might already be readied implicitly.
almost works
less artificial linebreaks
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fix typoes
big simplification, still doesn't work, but feels cleaner
This is the first rough cut of the skill use system (use the STABLE tag). Details will likely change, and combat skills do not work very well, but it works quite well. Players no longer have a shoottype or range slots, instead, each player has these members: combat_skill/combat_ob the currently selected skill (and weapon) for direct attacks. ranged_skill/ranged_ob the currently selected ranged skill (and bow/spell/item) golem the currently-controlled golem, if any.
goofign around a bit: the while ranged/non-ranged system is borked and needs some serious redesign
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.
kick in perl
remove many strcmps on shstr, added fast strcmp wrapper that only etsts for inequality
comments
added some copyrights
the rename for sanity campaign hits you died - renamed stuff - partially updated copyrights - some cleanups
- more ooficiation - removed now superfluous remove calls
replace some function- by method-calls
remove golem_count, likely golems are destroyed late now
replace was_destroyed by much simpler and less expensive ->destroyed, which is valid, as objetc pointers are now reliable.
indent
- introduce shstr_cmp for mass comparisons to shstr and make use of it - introduce assign utility function to replace strncpy
indent
indent
Some cleanups.
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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