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copyright update 2018
freearr => DIR
remove eol whitespace
copyright update 2016
enable spell prefix match again, but a bit more strict
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respect mapspace limits in create food/missile
trailing space removal
update copyrights to 2012
big min/max type change
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update copyright to 2011
µopt
mroe failmsg
make sure failed castings alsot ake a while
get rid of QUERY_FLAG/SET_FLAG/CLEAR_FLAG macros that I always hated
remove change_skill & weird skill update logic in cast_destruction
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the skill x => the x skill
update copyright for up to 2010
remove bogus 2007 copyright that was added wrongly by the script, update to affero license
-instance, some los fiddling
speed is positive inside the server
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fix material, should probbaly use null pointer
material overhaul
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lots of cleanups
remove or document dead code
make effectively static symbols actually static, part 2
make effectively static symbols actually static, part 1
clarify license
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dimdoor spellarg
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indent
added cursed effect to lamps and torches.
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clamp effective casting level to max. level
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refactoring of shstr classe,s new shstr_tmp, lots of minor rewriting
smell, remove gcfclient support, material fixes, cfpod parse fixes, refactoring
implement smell member for mapspaces, remove all traces of the old RANDOM macro
fix attunement level limit
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hehe
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destroy (true) => destroy ()
do the same everywhere else
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spell effective level system reworked
introduce ATTUNE_REPELL constant instead of hardcoding the bonus
use SP_casting_level for effective casting level calculation
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fix missile swarm, improve blockign logic
update copyright
add esrv_del_spell
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compare arches by name, not pointer value
add hints
reloadable archetypes, maybe
more const correctness and 5.10 gartituous breakage, sigh
µ-opt
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update copyrights and other minor stuff to deliantra
reformatting
support generic spell sound, too many spells lack some sound
some more raw channel tuning
fix cure disease giving exp for the wrong skill
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implement spell sounds - for every spall cast
cast create food now also makes identified items.
very very preliminary, non-working sound framework
- 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.
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- 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).
rename arch->name to arch->archname for preparation of subclassing object
update copyrights in server/*.C
- fix players frozen on movers - allow overriding of existing spells implement town portal: - new fields portasl_maap|x|y for regions - new ext town_portsla completelyx implementing it - some debugging code, some check code
- 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.
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.
- do not require an item for the use magic item skill. thats because it is often used for "misc" objects such as scrolls, which do not get applied as ranged weapons. not requiring an item is not likely to be a big deal anyways.
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re-add 'content'
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.
implement two new flags and associated gadgets: - FLAG_PRECIOUS: used to mark precious pet monsters. semantics are not fleshed out yet, but destroy_pets floors leave them be. ideas: save them to the player file, do not kill with killpets (but only with killpets all), try harder when following player on other maps. - FLAG_TREASURE_ENV: put treasure into the environment instead of into the object, useful for terrain types on the worldmap. - bumped chance field in treasures to 16 bit (ideally float).
fixed sanctuary spell for floor-spell-effects and added my todo file to the cvs
nano-cleanups
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uglyness prevails in fixing nekosan
rework material code in preparation for nuking object->materials, also add some useful object methods in preparation of the mapspace limiting
RANDOM was broken due to signedness issues, also rewrote random_roll, no longer uses luck, but should
comments
- faster implementation for isqrt - add fast idistance approximation now find_dir_2 has moved to the top of the profiling output for mlab/cwdccastleofmarquis3, followed by get_rangevector, hit_map and ok_to_put_more.
- micro-optimised hit_map and ok_to_put_more, this immensely helped reduce load on dense maps. - introduced xy_normalise, which is imho a saner interface and much faster than get_map_flags so should be used in new code (and time-critical code).
added some copyrights
reindent, minor changes
- 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.
- reduce map memory consumption by reserving space for only the 3 existing layers - factorise out some functions into mapspace and object
removed QUEST and LIGHTNING types.
- minor cleanups - minor optimisations (in_player vs. is_player_inv) - added P_PLAYER map flag - some (dead) concept code
documented CLOCK and LIGHTNING, FLAG_REFLECTING and FLAG_REFL_SPELL. and discovered that LIGHTNING is mostly unused, most spells use subtypes to indicate bolt spells (the actual lightnings are not of type LIGHTNING).
- implement event watcher autoncancellation on reload - used it everywhere - removed lots of compatibility cruft - configure does no longer check for mandatory unix functionality/headers - confgiure now runs much faster
further cleanups and oofication
- more ooficiation - removed now superfluous remove calls
replace some function- by method-calls
allow wizards to cast denied spells
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
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
preventing hits of objects on a map by any effects if it is on a safe ground. this should prevent most harmful effects for items and players there (delta stuff that i didn't think of and couldn't find in the code).
expand initial tabs to spaces
nuke transports
autogenerate eventinc.h
some more fixes and refinements
converted more events, broken per-object events (needs map support), lots of fixes
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!
Made server compile with C++. Removed cfanim plugin and crossedit. C++ here we come.
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