Protocol: | pserver | User: | anonymous |
Machine: | crossfire.cvs.sourceforge.net | CVSROOT: | /cvsroot/crossfire |
Filename: utils.c | |||
Revision 1.26 | akirschbaum | 2006/05/21 07:23:40 | +2 -1 |
Declare missing variable if NEW_MATERIAL_CODE is defined. | |||
Show difference between Revision 1.25 and 1.26 | |||
Revision 1.25 | ryo_saeba | 2006/03/18 11:15:24 | +1 -2 |
Use const when possible. Patch courtesy Stefan Huehner. | |||
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Revision 1.24 | ryo_saeba | 2006/03/14 08:41:00 | +5 -1 |
Apply patch #1445892 (transmute_materialname crash) courtesy the cf.schmorp.de development team | |||
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Revision 1.23 | akirschbaum | 2006/02/08 18:48:36 | +5 -5 |
Apply patch #1427979 (code-cleanup: add const, fix warnings) by Stefan Huehner. | |||
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Revision 1.22 | qal21 | 2006/01/08 16:47:56 | +3 -2 |
Fix warning with paranoid cflags and make more proper: Don't let inactive code that would never be reached get through the preprocessor. | |||
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Revision 1.21 | cavesomething | 2005/10/21 14:03:24 | +33 -1 |
make shops check if a player can afford all items, before buying any of them | |||
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Revision 1.20 | qal21 | 2005/10/17 08:08:26 | +37 -1 |
Add convenience function for string replacement (Which I plan to use soon) | |||
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Revision 1.19 | mwedel | 2005/10/13 02:26:00 | +2 -2 |
Add extra set of parentheses (and !=NULL check for clarity) - gcc warns on while (a=b) type constructs. MSW 2005-10-12 | |||
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Revision 1.18 | ryo_saeba | 2005/07/17 06:00:03 | +2 -2 |
Use const char* instead of char* when possible. Removed unused variables from weather code. | |||
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Revision 1.17 | akirschbaum | 2005/07/14 04:18:55 | +7 -3 |
common/{button.c, treasure.c, utils.c}, server/{c_wiz.c, login.c, shop.c, skill_util.c, spell_effect.c}, socket/{image.c, item.c}: Fix printf like format specifiers. At least one of them fixes a means to crash the server. Andreas Kirschbaum 2005-07-14 | |||
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Revision 1.16 | tchize | 2005/05/29 10:37:53 | +20 -1 |
MOTD now splitted in 3 files: rules, news and motd. They are sent on connection to client in this exact order. | |||
Show difference between Revision 1.15 and 1.16 | |||
Revision 1.15 | tchize | 2005/05/06 16:10:07 | +24 -1 |
added a new command to identify the type of text send to client. media tags can be included inside them. Those text types include scrolls, books, message of the day, signs, aso. See protocol doc for details | |||
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Revision 1.14 | ryo_saeba | 2005/04/16 17:05:09 | +2 -2 |
Use const char* instead of char* in function parameters | |||
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Revision 1.13 | akirschbaum | 2004/09/19 11:17:48 | +10 -7 |
common/utils.c: Fix random_roll() and die_roll() to not return out of range values. | |||
Show difference between Revision 1.12 and 1.13 | |||
Revision 1.12 | mwedel | 2003/11/09 23:39:50 | +43 -1 |
bulk of this is to fix exp loss when changing gods if you have more than 2 billion exp, removal of spells when you switch levels, and not giving you all new spells when you switch religions. -- common/living.c: Update exp functions to be fully 64 bit aware. Don't take away from player total exp if SK_SUBTRACT_SKILL_EXP is passed in. common/utils.c: Add 64 bit version of random_roll(), called random_roll64() lib/treasures: Make indentation consistent for some treasures. server/apply.c: Use the FLAG_STARTEQUIP to denote god given spells, instead of using special prayer markers. This simplifies the spell learning and removal code. server/gods.c: Make exp loss for changing religions 64 bit compliant. Fix become_follower() so that it doesn't give all the new gods special spells if you switch religions. Fix code so that it properly removes all special prayers from previous god, and also print out message on what spells you lost. Don't set the prayer skill as applied in various areas - this results in two skills being applied, which isn't proper. MSW 2003-11-09 | |||
Show difference between Revision 1.11 and 1.12 | |||
Revision 1.11 | mwedel | 2003/05/21 02:31:13 | +19 -1 |
common/item.c, common/utils.c, include/config.h: Add #define NEW_MATERIAL_CODE and checks in the other files for this - if this is commented out (default), then the new material naming code is disabled - material names won't be put in the items names as shown in the inventory (can still see material by examining an object), and objects that are created will be created with the default material (eg, iron for most armor/weapons, eg, brass, bronze, copper items won't show up anymore). lib/settings: Add comments from the old config.h file that describes what the options already does. Having no comments in this file or in config.h anymore is very unfriendly. MSW 2003-05-20 | |||
Show difference between Revision 1.10 and 1.11 | |||
Revision 1.10 | garbled | 2003/02/13 23:50:29 | +21 -13 |
Lots of updates here: common/item.c: make item_power stop showing up in ring short descriptions. fix some of the items that were double-displaying materialnames, like mithril mithril chainmail. common/loader.l: add tooltype common/utils.c: Unless the object is armour or weapons, pick the first materialname we find. Now, newly generated diamonds will stack. Fix name_to_material to return NULL if it finds nothing, fixes navar_city/museum crash. Change set_materialname to take a materialtype_t argument, allowing functions to manually set the materialname, rather than let the randomizer pick for them. include/define.h: Add TOOL and BUILDFAC for item building. include/object.h: add tooltype for item building. include/materials.h: add M_SPECIAL. Set this in an object, to prevent things like mithril mithril chainmail. This is primarily only needed in artifacts, because they change the base material of the arch. Also useful in things like the demonspawn shield, and on maps. lib/artifacts: sprinkle M_SPECIAL around. server/player.c: remove auto_heal. This never should have been committed, and was never referenced by any code. server/c_object.c: add item building, but add it disabled. Too many bugfixes were tied in with this code to cleanly add them. When enabled, this code will add player item building, similar to create to take place. Requires a host of graphics and arches to be useable. | |||
Show difference between Revision 1.9 and 1.10 | |||
Revision 1.9 | garbled | 2003/02/07 00:57:17 | +1 -8 |
Mark clued me in that query_name existed.. and that brought to light that the way I was handling materialnames before was stupid. Back the old code out, and use query_name instead. Put something in the loader to back the names out of the objects I mangled. | |||
Show difference between Revision 1.8 and 1.9 | |||
Revision 1.8 | garbled | 2003/02/06 02:08:49 | +40 -3 |
Fix the following bugs: When doing alchemy with a transmute formula, check if we should add one of the materialtype's special modification properties into the newly created object. When performing alchemy, do better checks to remove the materialname form the object's strtoint value. Don't remove the materialname on non-weapon/armour, and don't remove it if the object has it manually specified in the arch. Fixes alot of formulae I broke. | |||
Show difference between Revision 1.7 and 1.8 | |||
Revision 1.7 | garbled | 2003/01/29 18:07:08 | +64 -1 |
New materialtype system for crossfire. Based in concept on my original design, but rewritten from scratch to make it easily extensible. In a nutshell: Each of the old materialtypes (metal, glass, stone, wood) are now a class of materials. When an item in the game is created, if it does not have a specific materialname of it's own, a materialname is generated randomly from the matching entries in the "lib/materials" file. This file contains all of the saving throws, and other material specific modifications for each of the expanded materials. Materials can be manually specified in the arch with the "materialname" directive. Such as the gold coins, which are specified to be made of, you guessed it, gold. Saving throws have been slightly rewritten to use the new materialtypes, and a few other minor details associated with materialtypes have been patched up. Adding a new type of stone or wood, is as simple as adding a new entry in the lib/materials file. The game will automatically start distributing them around randomly. | |||
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Revision 1.6 | garbled | 2002/11/08 02:50:44 | +4 -2 |
Add glue for weather_effect from server/weather.c Make decay_objects stop destroying all my snow and puddles. Lower the ferocity of this function a bit as well. in ready_map_name, we call weather_effect, so that as a player enters a worldmap tile, he will immediately see the current weather conditions. | |||
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Revision 1.5 | mwedel | 2002/07/14 23:25:39 | +3 -3 |
Update banner copyright with proper contact information. MSW 2002-07-14 | |||
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Revision 1.4 | garbled | 2002/01/01 17:37:54 | +62 -1 |
Add the concept of overlay maps to the code. An overlay map is a map which is loaded on top of another map, replacing values in the header, and placing objects on top of other objects. This is the fundamental part of the new weather code, but also can be used to allow dynamic editing of the worldmaps by DM's eventually. garbled 2002-01-01 Phase II of the new weather system is done. Please let me know immediately if this causes any bizzare effects. | |||
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Revision 1.3 | garbled | 2001/10/01 14:29:11 | +2 -2 |
Argh.. fix my stupidity here. typo. garbled 2001-10-01 | |||
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Revision 1.2 | garbled | 2001/10/01 14:10:27 | +6 -2 |
Fix a potential SIGFPE and an off-by-one error in rndm(). Thanks to mids for spotting it. garbled 2001-10-01 | |||
Show difference between Revision 1.1 and 1.2 | |||
Revision 1.1 | garbled | 2001/09/26 16:12:33 | None |
Initial commit of new luck code. utils.c is the file that contains the actual luck routines, living.c was modified to use the luck code. Discussed at length with dhb, av and gros. Has been tested on both the mids crossfire server, and on my private server. This code removes all current use of the luck stat for players, and replaces it with a general luck modifier for all random rolls. The intent of this code is to give a general positive (or negative) effect on a player due to luck. This effect should be generally intangible to the player, yet help him out over the course of a game. | |||
First version |