nano-cleanups
- add visibility_at to players (only), might/should be an object method - mood spells only affect visible spaces now.
comments
more preperations for player eviction
added some copyrights
- added maptile->insert and object->insert_at methods that might make code using it clearer. - replaced some insert_ob_in_map calls.
replace update_ob_speed by ->set_speed
- small, but subtle, rewrite of object management - perl will now keep attachable objects alive - objects are now refcounted - refcouts need to be tested explicitly (refcnt_chk) - explicit destroy is required current - explicit destroy asks "nicely" for the object to self destruct, if possible - refcounts will be used during mortal killing - minor bugfixes, optimisations etc. - some former hacks removed.
- 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
- remove recycle_tmp_maps setting (hardwired to true) - replace object->flags by std::bitset, seems to be way more efficient, for some unexplainable and not looked-into reason. its way cleaner, too...
further cleanups and oofication
added a needed abstraction
- 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
cleanup
indent
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
intermediate check-in, per-object events work
removed P_SAFE_MAP and added P_SAFE as map flag set by an item with type SAFE_FLOOR (165)
added safe map and some checks over the code to make the maps really safe!
added a safe_map flag which prevents bad effects on maps that should be safe, like some shops and for example the trade shop in scorn.
Made server compile with C++. Removed cfanim plugin and crossedit. C++ here we come.
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