clarify license
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updated copyright
sanatized alchemy skill.
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eradictae strstr when contains is meant
further optimisations
refactoring of shstr classe,s new shstr_tmp, lots of minor rewriting
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many minor text layout fixes
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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.
- improve observe - remove more cruft code - archetype loading almost works again, reloading probbaly still borked.
- 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).
fix a segfault when players really have no unarmed combat skill
update copyrights in server/*.C
inv_splay => splay
more skill tuning: - clear_skill is gone, use change_skill (0) instead. - change_skill now clears the current_weapon. - more intelligent weapon switching on unapply. - be more clever when initially applying weapons on player load/connect. - survive wrong setting of READY_WEAPON.
- more rewrite: change_skill now only changes the chosen_skill, nothing else. new flag to suppress skill tool behaviour of readying the skill when applying the tool, for use in find_skill.
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breath life into completely broken skill tools
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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.
some floatingpoint µopts
almost works
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less artificial linebreaks
closer, still hackish
fix typoes
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beta it slowly into shape
better feedback, actually switch to the bow when using it
- skill system is looking as if it were going somewhere, slowly. - support a regex argument to who to limit user reports.
big simplification, still doesn't work, but feels cleaner
works a tad better
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
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.
- rewrote more face handling code - automatically send smooth faces, as the client will need them anyways and it makes little sense to wait for the client to axk for it. of course, gcfclient suffers from weird ordering problems again. - UP_OBJ_FACE was often abused in situations where other things changed, updated lots of spaces, probably more to be done. - update_smooth became so small that inlining it actually clarified the code. similar for update_space, which is not inlined for other reasons. - faces were not initialised properly - add versioncheck for face data - rewrite invisibility handling a bit: god finger etc. now makes you blink, blinking routine has changed to be less annoying and more useful while still indicating invisibleness.
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remove many strcmps on shstr, added fast strcmp wrapper that only etsts for inequality
comments
- move most last_* values into socket, where they belong - this actually saved a lot of space in the text segment, which might mean less complicated pointer accesses, because the data is no where it belongs, mostly.
added some copyrights
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
- simplify headerfiles (this is the 21st century) - remove long long hacks for printf etc.
lld -> I64_PFd
- removed or commented out unused variables - fixed one signedness issue (should work.. uint64 to sint64.. just what about the shopmax still being uint64?)
- rename $uptime to $UPTIME - hopefully force alchemy to use one second delay
- implement and modernize op->insert and op->remove - simplify find_hth_skill to always use first found - change change_skill to move recently used skills to top of inventory
Remove i==0 optimisation which is wrong, as it makes clawing dependent on the order of skills in the inventory.
indent
mapstruct => maptile removed many ytypedefs in favor of structure tags
indent
introducing skillinc.h
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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
many, many cleanups
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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