uglyness prevails in fixing nekosan
remove many strcmps on shstr, added fast strcmp wrapper that only tests for inequality
indent
- fix This exit is cloed on login because the maplevel of players not on any map was not saved.
""
added some copyrights
small formatting change
add some robustness checks, add map find/load locking
more use of shstr where it makes sense naturally
fixed the problem where objects with speed=0 were on the active object list. extended debug_desc a bit. implemented object::has_active_speed ().
preliminary snapshot check-in, DO NOT USE IN PRODUCTION SYSTEMS See the Changes file for details
more cleanups and bugfixes, we are reaching a local peak of stability now
replace update_ob_speed by ->set_speed
simplify logic in apply_builder_remove, let update_ob_speed work if the objetc is in delayed destruction
- 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?)
- 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
ooification
further cleanups and oofication
- more ooficiation - removed now superfluous remove calls
replace some function- by method-calls
re-implement dump and dumpbelow
fix yet another crash bug
mapstruct => maptile removed many ytypedefs in favor of structure tags
indent
aggressively use refcounted pointers for object references - seems to fix all random stomping. also reduced size of object further from originally 656 to 624 bytes
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
rewrote parts of the connection code, which now is completly perl invoke- and overrideable.
expand initial tabs to spaces
nuke transports
- 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
further refinements
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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