version 1.14 | | version 1.15 |
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| | |
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Changes for CVS: | | Changes for CVS: |
| | |
| | socket/loop.c: add a setting fastclock. This makes the server's clock run |
| | *really* fast. For now, it's good for debugging purposes, but in the |
| | future it will allow a dm to ravage a world with weather quickly. |
| | include/define.h: add FLAG_IS_WATER |
| | include/global.h: add fastclock to settings |
| | include/map.h: add water to weathermap structure |
| | include/sproto.h: add tons of new functions in weather.c |
| | common/init.c: update for FLAG_IS_WATER |
| | common/loader.l: update for FLAG_IS_WATER |
| | server/init.c: add code to read fastclock setting |
| | server/weather.c: Complete update, largely rewritten. Now the world is |
| | cut into a 100x100 matrix of weathermaps. Each one of these maps is |
| | computed at initial boot, and written to disk, following which, they are |
| | simply read from disk at boot. For each of the main weather types |
| | (pressure, humitidy, base temperature, wind direction, wind speed) the |
| | game recomputes the entire weathermap, applying smoothing algorithims, or |
| | derriving each map from it's predecessor. Weathermaps are only used if |
| | you have set your dynamiclevel to 1 or greater, and, are using the bigmap |
| | set. At this time, there is still no functional change to the game, |
| | bigmap, or not. |
| | utils/maps.c: This program will generate ppm files from each of the |
| | weathermaps. Mostly for debugging, but curious DM's might find it useful |
| | to see the weather. |
| | garbled 2002-10-27 |
| | |
server/c_chat.c: Fix some buffer overflow issues - use snprintf or | | server/c_chat.c: Fix some buffer overflow issues - use snprintf or |
use new_draw_info_format instead. | | use new_draw_info_format instead. |
lib/artifacts: Update some cloaks not to require a minimum magic level, | | lib/artifacts: Update some cloaks not to require a minimum magic level, |