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.
reset (some) signal handlers to default after fork, limit the number of concurrent async backtraces
VERY EXPERIMENTAL - change the way archetypes and treasurelists are being loaded: - referring to a nonexisting treasurelist will create an empty one - referring to a nonexisting archetype will create an empty one - archetypes/treasurelists will overwrite any existing object of the same name. - net effect should be to allow reloading of archetypes and treasurelists at runtime at a later stage.
comments
added some copyrights
- word of recall activated the player indirectly - implement maptile->xy_find and xy_load - separate find and load, even on C level - generate map_leave/enter and map_change events even for tiled map changes (experimental) - implement mainloop freezeing by start/stop, not skipping ticks - no map updates when player !active
- minor cleanups - minor optimisations (in_player vs. is_player_inv) - added P_PLAYER map flag - some (dead) concept code
further cleanups and oofication
replace some function- by method-calls
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
more docs, more events
expand initial tabs to spaces
nuke transports
get rid of esrv_map_scroll and MapNewmapCmd, map update will handle it automatically
Made server compile with C++. Removed cfanim plugin and crossedit. C++ here we come.
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