urgs
use new iterator for diaeses, clean up code
destroy (true) => destroy ()
do the same everywhere else
update copyright
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update copyrights and other minor stuff to deliantra
lock map_data in addition to map_load when loading a map, possibly avoids the crash seen today
fix cure disease giving exp for the wrong skill
quite obvious, don't infect dms
consdierably reduce disease range modifier
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indeed i fucked it up again
- hopefully fix say w.r.t. NDI_REPLY - rework the disease code a bit. - set_owene rfater inserting whne throwing or diseasing. these are the only cases i know where the owner is set when inserting into another object. *cough*
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doh
no kidding, but crossfire actually rewards a speed bonus for progressing diseases. this makes no sense, so I changed that to reflect what most likely was intended. (looking at the disease code there might be still more such traps)
talk is cheap
increase range of some player-stats, we have the memory and we need the precision
- lots of clamping on stats - optimisations/bugfixes in update_stats - disease progression now uses lots of ad-hoc clamping on various values
- 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.
un-insanify
update copyrights in server/*.C
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breath life into completely broken skill tools
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big simplification, still doesn't work, but feels cleaner
indent, avoid lots of double<=>float conversions
remove many strcmps on shstr, added fast strcmp wrapper that only etsts for inequality
- move util/world.png to server/lib/ (should go to maps/world.png, but I will not fiddle around with that now) - compile worldmap to world.pst and install it. - rename FLAG_NO_SAVE to FLAG_NO_MAP_SAVE - define FABS to fabs, as intended - fix all(?) the FABS(int) calls
comments
added some copyrights
initialised :)
replace update_ob_speed by ->set_speed
- 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?)
- minor cleanups - minor optimisations (in_player vs. is_player_inv) - added P_PLAYER map flag - some (dead) concept code
further cleanups and oofication
added a needed abstraction
- more ooficiation - removed now superfluous remove calls
replace some function- by method-calls
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mapstruct => maptile removed many ytypedefs in favor of structure tags
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
expand initial tabs to spaces
Made server compile with C++. Removed cfanim plugin and crossedit. C++ here we come.
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