some bugfixes
copyright update 2018
freearr => DIR
remove eol whitespace
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copyright update 2016
trailing space removal
update copyrights to 2012
big min/max type change
update copyright to 2011
typos, shstr_gold, noise
more fully support RANGED
correctly update mapspace lights for stand_in_light
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use a more sensible semantics for find_dir_2
get rid of QUERY_FLAG/SET_FLAG/CLEAR_FLAG macros that I always hated
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looks good, no totally obvious bugs
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update copyright for up to 2010
remove bogus 2007 copyright that was added wrongly by the script, update to affero license
move_ob/move_object => ->move
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indent (remove useless use of void)
speed is positive inside the server
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
mark gpl sections, server/
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clarify license
indent
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indent
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rmeove most shstr-strcmps
2.74
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smell, remove gcfclient support, material fixes, cfpod parse fixes, refactoring
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primitive smell erasure
more smell
indent
implement smell member for mapspaces, remove all traces of the old RANDOM macro
use dakrlevel, not darkness
slight changes
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thats => that's some more typo fixes in maps (i => I, missing commas, bad casing, etc.)
indent
enotunderstood
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introduce drop_and_destroy and use it
do the same everywhere else
update copyright
update copyrights and other minor stuff to deliantra
indeed i fucked it up again
cleanup
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cleanup
- 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.
- archetype is now a subclass of object. - store archetypes in an object_vector. - use a different startegy for archetype loading (reloading is MOST CERTAINLY broken).
update copyrights in server/*.C
add books from books.pod via some most dire hacks
- unrelated change, replace get_attr_value/set_attr_value by a nicer to use stat member function. should really replace the struct values by an array.
indent
- add two new slots for shields and combat weapons - make slots into bitfields, they are not too speed-critical and this saves 16 bytes in the object structure. - add accessors to body lcoation names etc. to perl - use those in the body command
only allow one range weapon to be applied at any one time, some dynbuf fixes
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.
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.
finally fixed the inactive pet monsters and the disappearing pet monsters of traps/runes and doors. yay!
- clean_save => unclean_save (with timestamp) - wanr palyers when they didn't use a savebed proper
just experimenting
comments
- potentially fix the bug associated with 2007-01-14 18:51:45.228 find_nearest_living_creature: map /mlab/cwdccastleofmarquis3 (40,44) has is_alive set but did not find a monster? a) the mesage seemed to be totally bogus. P_IS_ALIVE means something with FLAG_IS_ALIVE is here, not a monster or anything else. b) map flags caching was disabled due to my stupidity, probably causing high cpu usage. c) ymmv
added some copyrights
preliminary snapshot check-in, DO NOT USE IN PRODUCTION SYSTEMS See the Changes file for details
replace update_ob_speed by ->set_speed
- minor cleanups - minor optimisations (in_player vs. is_player_inv) - added P_PLAYER map flag - some (dead) concept code
ooification
further cleanups and oofication
- more ooficiation - removed now superfluous remove calls
replace some function- by method-calls
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
removed now obsolete generation counter checks - further slimmed down sizeof(objetc) to 616 bytes
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
improve thawer interface, implement some monster event support
expand initial tabs to spaces
- added ready/unready/can_apply events and their passive versions - removed support for event_*-fields in maps - removed support for current_weapon_script - removed timers - removed say/shout/Tell and related commands
intermediate check-in, per-object events work
Made server compile with C++. Removed cfanim plugin and crossedit. C++ here we come.
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