--- crossfire/include ---


Protocol:pserver User:anonymous
Machine:crossfire.cvs.sourceforge.net CVSROOT:/cvsroot/crossfire

Filename: define.h
Revision 1.111mwedel 2006/09/04 02:21:04 +1 -100
Bulk of this change is updating some files to use draw_ext_info() - all
future code should use this, since there is no real reason not to and
it provides additional features. One notable change - reversed the
order of the new and old formats in draw_ext_info_format() - the
order was different than that of draw_ext_info(), which leads to confusion.
draw_ext_info_format() wasn't used in many places, so easier to change
that than all the draw_ext_info() calls. Only another 1200
new_draw_info calls left in the server.
--
doc/mediaTags: Fix some typos, clarify some behaviour (the way it works
now so that there will not be confusion in the future).
include/define.h: Remove MSG_ tags - moved to newclient.h
include/newclient.h: Synchronize with client version. Add MSG_ defines
include/newserver.h: Move some defines from here to newclient.h
server/apply.c: Reverse format parameters to draw_ext_info_format() calls.
server/c_misc.c: Rewrite to use draw_ext_info{_format} - this allows nice
formatting of tables, etc. Also general style cleanups, clarify some
messages. in help_topics(), don't do linewrap - let the client
handle it. remove bug_report() function - no longer used. Remove
explore_mode() - wasn't used. Move command_style_map_info() to
c_wiz.c since it is a wiz only command.
server/c_wiz.c: As per above, move command_style_map_info() to this file
since it is a wiz command.
server/player.c: Reverse format parameters to draw_ext_info_format() calls.
server/shop.c: Update to use draw_ext_info{_format} instead of new_draw_info()
socket/info.c: Reverse format parameters in draw_ext_info_format().
Update va_start() to use new last parameter. Remove call to
strip_media() if the client supports the tag - that should only be
used if the client does not support the tag.
socket/request.c: remove commented out MSG_TYPE values.
MSW 2006-09-03
Show difference between Revision 1.110 and 1.111
Revision 1.110ryo_saeba 2006/08/08 05:05:34 +4 -1
Feature request #821645 (change password command)
Show difference between Revision 1.109 and 1.110
Revision 1.109akirschbaum 2006/05/21 08:44:42 +2 -2
Improve comment.
Show difference between Revision 1.108 and 1.109
Revision 1.108mwedel 2006/05/18 00:27:43 +3 -3
This commit adds support for the map2 protocol command (10 layer map).
This changes how the data is stored and sent to the client. This also
implements the idea of client handling map animations, so adds some object
flags so that the server knows if it should let the client handle animations
or not. Support for the original map protocol command is removed.
---
aclocal.m4: rebuilt
configure.ac: Add checks for zlib.h, libz - not used right now, but will
probably be used in the future, so no reason to remove it.
common/loader.l: Add client_anim_sync, client_anim_random FLAGS.
common/map.c: Add add_face_layer() to set face for a layer. Redo/simplify
update_position to store faces away based on layering criteria.
common/time.c: Replace long pticks with a uint32, since size of a long will
vary, and we now send pticks to the client as a 32 bit value.
crossedit/CrEdit.c: Update the draw logic based on the fact there are more
layers now.
crossedit/Edit.c: Comment out some code that probably should be fixed.
Replace calls of SET_MAP_FACE with SET_MAP_FACE_OBJ
doc/Developers/protocol: Updated with map2, tick protocol additions.
Reorganize the parameters in the setup protocol command so they are now
listed in alphabetical order.
include/autoconf.h.in: Add HAVE_ZLIB_H define.
include/define.h: Update for the FLAG_CLIENT_ANIM values.
include/face.h: Remove MapLook structure - no longer used.
include/global.h: change extern type for pticks from long to uint32
include/map.h: Change MAP_LAYERS to 10. Add definitions for what each
map layer is. Remove GET/SET_MAP_FACE macro - no longer used,
GET/SET_MAP_FACE_OBJ replaces it. Add GET_MAP_FACE_OBJS which
returns pointer to all the object info for the space. Remove
faces from MapSpace structure.
include/newclient.h: Update with new defines used for map2 protocol
command.
include/newserver.h: Change type of faces in map_cell_struct to be
uint16 to be consistent. Change 'count' to 'darkness' to more
accurately describe what it represents. Add MAP2_COORD_OFFSET
define. Add Map2Cmd to MapMode enum. Add map_scroll_x/y
to socket structure so we send those as part of map2 command.
Add tick field to socket structure to know if we should send
tick data to the client.
server/login.c: Remove extern long pticks declaration - declared
in global.h - don't need to declare it again locally.
socket/info.c: Rewrite magic map code to use GET_MAP_FACE_OBJ
instead of GET_MAP_FACE macros.
socket/init.c: Initialize new fields in socket structure to 0.
socket/loop.c: If client wants tick data sent, send one each tick.
socket/request.c: Add setup responses for tick, map2 requests. Remove some
extra code in Map1a setup. Send error message to client if not using
at least Map1 protocol level. Modify map_newmap_cmd() to clear
scroll information when using Map2. Remove original (map0) protocol
logic. Update map_clearcell() to clear all 10 layers. Replace
MAX_LAYERS with MAP_LAYERS. Add add_head() to remove some of the
complication from update_space(). Add code in draw_client_map1()
to find which 3 layers to send to the client from the 10 we now have.
Add map2_add_ob(), map2_delete_layer(), check_space_for_heads(),
draw_client_map2() to handle map2 protocol. Add send_tick() -
sends tick to client, but also forces flush of data to reduce lag.
utils/config.guess.utils/config.sub,utils/ltmain.sh: rebuilt
MSW 2006-05-15
Show difference between Revision 1.107 and 1.108
Revision 1.107tchize 2006/04/06 16:18:35 +3 -1

finished common/arch.c unit test, fixed a few bugs, moved function around and renamed other
Show difference between Revision 1.106 and 1.107
Revision 1.106akirschbaum 2006/02/22 03:47:35 +2 -2
Remove object type CONFUSION since it was not used anymore.
Show difference between Revision 1.105 and 1.106
Revision 1.105mwedel 2006/02/07 01:54:46 +4 -3
Code that adds transports. Transports are described more in detail in
docs/Developers/objects.
---
loader.l: Add new move type ('boat'). Update move_name field to be aware of
this type.
common/object.c: Unrelated to transport, but more apparant with transports -
fix bug with insert_ob_in_map() and multipart objects - we now only
try to fix up map and coordinates if the provided coordinates are
out of the map. Before, function would always use the passed
map for multipart objects, which is incorrect if we have already
set valid coordinates.
doc/Developers/objects: Update notes for TRANSPORTS. Update move
information to include MOVE_BOAT.
include/define.h: Add type TRANSPORT. Add MOVE_BOAT.
include/player.h: Add transport field to player structure.
include/sproto.h: rebuilt.
server/apply.c: Add code to handle applying of transports. Update
apply_below to apply transport if player is on one.
server/attack.c: Update hit_map() to look for transports, and hit any
players with the damage.
server/c_object.c: Update put_object_in_sack() to also handle TRANSPORTS
so that code can be re-used.
server/move.c: Fix handling of multipart objects in move_object() -
old code didn't work right with multipart objects moving along seams
of tiled maps. Add code to move_ob() to update player map position
for all players in a moving transport.
server/player.c: Update move_player_attack() too check of player is
in tranport, and use that for map and location information. Update
move_player() to handle speed related issues with transports.
server/time.c: Add code to credit time back to TRANSPORT objects since
we remove time in move_player() for TRANSPORTS.
socket/item.c: Add add_object_to_socklist() so that same code isn't
reproduced in 3 different places in the file. Update draw_look()
to handle transports - send transport object itself, then objects
in transport. Update esrv_send_inventory() and esrv_send_item()
to use add_object_to_socklist(). Update esrv_get_ob_from_count() to look
for objects in transport if player is in transport.
socket/loop.c: Remove checking of pl->map status, since draw_client_map()
does that, and we need to handle if the player is in a transport.
socket/request.c: Handle map drawing if player is in a transport.
MSW 2006-02-06
Show difference between Revision 1.104 and 1.105
Revision 1.104qal21 2006/01/08 16:40:34 +2 -2
Fix stray commas at the end of enums (detection thanks to paranoid CFLAGS ;P)
Show difference between Revision 1.103 and 1.104
Revision 1.103akirschbaum 2006/01/07 12:18:05 +2 -2
Fix comment.
Show difference between Revision 1.102 and 1.103
Revision 1.102mwedel 2005/11/30 01:58:47 +5 -2
common/map.c: Replace code with OB_TYPE_MOVE_BLOCK - effectively same as what
it was.
include/define.h: Update OB_TYPE_MOVE_BLOCK so that spaces that don't block
any type of movement doesn't block objects that also don't have movement.
This fixes cases of gates not pushing objects off them.
MSW 2005-11-29
Show difference between Revision 1.101 and 1.102
Revision 1.101mwedel 2005/11/16 02:16:00 +58 -11
Commit for new blocking code. Not going to dictate all the changes -
but will outline the broad points. Note also that the
doc/Developers/objects is updated and goes into more details also.
- check for P_WALL no longer used - instead, need to use GET_MAP_MOVE_BLCOK
and check against movement type of objects.
- arch_blocked() changed to ob_blocked(), now takes object. Needed because
just looking at archetype move_ values is no longer sufficient.
- find_first_free_spot() changed to take object, since it just calls
arch_blocked()
- FLAG_FLYING removed, now in move type.
- walk_on/walk_off/fly_on/fly_off removed - now based on move_on and
move_off fields.
- Map space structure extended to hold the move_on/move_off, etc
values so that we can shortcut some processing by not having to
check every object on the space when something enters it if
move_on isn't set.
- archetypes recollected - boulders needed move_walk to properly trigger
buttons.
- Note that the new plugin code has to be fixed up for the new movement
code. Look for FIXME in plugins/cfpython/cfpython_object.c
MSW 2005-11-15
Show difference between Revision 1.100 and 1.101
Revision 1.100ryo_saeba 2005/11/12 07:49:07 +2 -1
Patch 1352485 (newpickup rings/amulets) courtesy anonymous
Show difference between Revision 1.99 and 1.100
Revision 1.99akirschbaum 2005/11/05 08:02:31 +2 -2
server/main.c: Fix possible out-of-bounds array access.
Show difference between Revision 1.98 and 1.99
Revision 1.98akirschbaum 2005/11/01 07:42:15 +3 -1
Improve newpickup command: add new flag PU_NOT_CURSED to ignore cursed items.
Show difference between Revision 1.97 and 1.98
Revision 1.97akirschbaum 2005/10/24 13:27:37 +1 -2
common/image.c, include/define.h, include/global.h: Remove unused variables
potion_face and POTION_FACE_NAME.
Show difference between Revision 1.96 and 1.97
Revision 1.96gros 2005/10/18 11:54:31 +2 -2
Upgrade of the Crossfire server to version 2.0 of the plugin interface.
Upgrade of the Python plugin to version 2.0 of the plugin interface.
Gros - 18/10/05
Show difference between Revision 1.95 and 1.96
Revision 1.95ryo_saeba 2005/10/08 04:56:43 +2 -2
Removed gps code. Added GetMarkedItem to Python
Show difference between Revision 1.94 and 1.95
Revision 1.94cavesomething 2005/10/02 22:29:41 +15 -2
add support for specialised shops
Show difference between Revision 1.93 and 1.94
Revision 1.93ryo_saeba 2005/09/25 13:36:02 +13 -1
Changed quest system, needs tweaks and fixes.
Show difference between Revision 1.92 and 1.93
Revision 1.92akirschbaum 2005/09/09 16:09:40 +2 -2
Allow a DM to cast spells and prayers in no-magic/no-prayer areas. Add new
command "wizcast" to toggle this setting.
Show difference between Revision 1.91 and 1.92
Revision 1.91akirschbaum 2005/09/04 11:58:12 +2 -2
common/{anim.c, image.c, los.c, map.c, porting.c, treasure.c},
include/define.h, random_maps/treasure.c,
server/{apply.c, c_misc.c, c_object.c, c_wiz.c, commands.c, daemon.c,
hiscore.c, init.c, login.c, player.c, plugins.c, resurrection.c, weather.c},
socket/{init.c, item.c, loop.c, lowlevel.c}: Use LOG() for error messages and
debug output instead of stdout/stderr. Include filename in error messages.
server/resurrection.c: Fix error message in read_player().
Show difference between Revision 1.90 and 1.91
Revision 1.90tchize 2005/08/31 15:07:22 +8 -2

Accelerated map loading (a lot) and map saving (a bit) codes to improve map transition
experience.
Show difference between Revision 1.89 and 1.90
Revision 1.89akirschbaum 2005/08/27 17:10:14 +2 -2
socket/init.c: Make setsockopt(REUSEADDR) work if using gcc in Ansi C mode on
Linux.
Show difference between Revision 1.88 and 1.89
Revision 1.88cavesomething 2005/08/16 15:31:41 +2 -2
Add flag to lamps to make them able to be lit without needing negative light radii
Show difference between Revision 1.87 and 1.88
Revision 1.87ryo_saeba 2005/08/12 08:46:34 +2 -2
Fields changed from char* to const char*, cleanup.
Show difference between Revision 1.86 and 1.87
Revision 1.86tchize 2005/05/29 12:35:53 +2 -2

add-on: title more lenghtly are now allowed and the part ' the ' in title is now optional.
This does not add a 'title prefix' command as suggest by mwedel and casper1 on tracker
reference: [ 1088383 ] title_prefix
http://sourceforge.net/tracker/index.php?func=detail&aid=1088383&group_id=13833&atid=313833
Show difference between Revision 1.85 and 1.86
Revision 1.85tchize 2005/05/29 10:37:53 +6 -3

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 1.84 and 1.85
Revision 1.84tchize 2005/05/21 12:34:42 +10 -6

Added support for readable subtypes in sign managements.
Added some documentation on readable subtypes in the form
Now signs should show nice on new clients (if you except my awful drawings)
Show difference between Revision 1.83 and 1.84
Revision 1.83tchize 2005/05/07 06:51:19 +6 -1

Corrected silinesses in code. Now compiles when CFLAGS=-ansi -pedantic
Show difference between Revision 1.82 and 1.83
Revision 1.82tchize 2005/05/06 16:10:15 +96 -2

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
Show difference between Revision 1.81 and 1.82
Revision 1.81ryo_saeba 2005/04/15 15:56:38 +2 -1
New item type: 163 item transformer, see doc
Show difference between Revision 1.80 and 1.81
Revision 1.80majorwoo 2005/03/20 16:26:27 +3 -1
This is patch #1166750 to allow a battleground tile to send a player who dies to maxhp,maxsp or hp,mp based on a matching force=slaying
Show difference between Revision 1.79 and 1.80
Revision 1.79mwedel 2005/03/19 03:14:56 +2 -1
This change makes it so that the smoothing information is pushed to the client
(if the client is using smoothing) instead of a process were we tell the
client the smoothlevel and the client then has to request the face info for
smoothing. If we know the client wants the info, much easier to push it to
the client. This simplifies the client code (doesn't have to keep track
of what is requests). It also fixes the 'problem' that when you join the
game, you get a few frames with no smoothing and then the smoothing shows
up, which seems a bit odd. My testing shows that old clients that want
smoothing use this new logic withouth any problems.
--
common/image.c: add smooth_face default so that we don't have to look it
up everytime.
include/define.h: Add SMOOTH_FACE_NAME used by image.c
include/global.h: Add smooth_face extern declaration.
include/newserver.h: Update comment on what faces_sent is used for,
add NS_FACESENT_* values which determines what info for the face was
sent.
socket/image.c, socket/init.c, socket/item.c: Update faces_sent checks/set
to check against NS_FACESENT bitmask.
socket/request.c: Update faces_sent as mentioned above. And SendSmooth(),
rewrite AskSmooth() to use SendSmooth(). Modify update_smooth()
to send smoothing information to the client.
MSW 2005-03-19
Show difference between Revision 1.78 and 1.79
Revision 1.78ryo_saeba 2005/03/13 09:48:16 +3 -2
Apply patch #1119762 (salathar): afk command
Show difference between Revision 1.77 and 1.78
Revision 1.77ryo_saeba 2005/03/13 09:13:11 +2 -1
Apply patches #1119366 and #1161816
Show difference between Revision 1.76 and 1.77
Revision 1.76akirschbaum 2004/09/19 11:12:18 +2 -2
include/define.h: Add parentheses around arguments of FABS macro.
Show difference between Revision 1.75 and 1.76
Revision 1.75akirschbaum 2004/08/24 14:43:58 +3 -1
include/define.h
server/shop.c
add new flags F_IDENTIFIED and F_NOT_CURSED to query_cost() to pretend
the item to be identified/not cursed or damned.
server/alchemy.c
fix possible abuse of shadow alchemy: do not allow the generated items
to be more valuable than the ingredients when using alternate recipes.
Show difference between Revision 1.74 and 1.75
Revision 1.74akirschbaum 2004/06/13 12:30:21 +6 -1
common/object.c
include/define.h
include/player.h
include/sproto.h
server/attack.c
server/c_object.c
server/player.c
server/shop.c
socket/item.c
socket/loop.c
socket/request.c: Remove explicit calls to
esrv_update_item(UPD_WEIGHT, pl, pl) for player objects. Instead
send the new weight whenever it changes.
Show difference between Revision 1.73 and 1.74
Revision 1.73ryo_saeba 2004/05/15 13:15:34 +2 -1
Added a positioning system
Show difference between Revision 1.72 and 1.73
Revision 1.72mwedel 2004/02/16 21:38:58 +5 -4
include/define.h,server/shop.c: Apply patch by Bernd Edler that gives
bargaining experience based on the amount of money a character saves.
Higher the bargaining skill, the more money they can save.
MSW 2004-02-16
Show difference between Revision 1.71 and 1.72
Revision 1.71ryo_saeba 2004/01/18 04:36:10 +16 -3
Added map-building code.
Show difference between Revision 1.70 and 1.71
Revision 1.70ryo_saeba 2003/12/18 14:39:45 +2 -2
GCC 3.3 infinite loop fixes
Show difference between Revision 1.69 and 1.70
Revision 1.69temitchell 2003/10/26 21:44:33 +3 -3
- Add TRIGGER_MARKER object (type 52)
a MARKER that can activated by a connected trigger.
Show difference between Revision 1.68 and 1.69
Revision 1.68mwedel 2003/09/13 00:01:33 +85 -98
Updated code for skill + spell code. skills and spells are now objects.
tuning these now means changing the archetypes. New spells can now
be added just by making a new archetype. Lots of code cleanup
also done.
MSW 2003-09-12
Show difference between Revision 1.67 and 1.68
Revision 1.67temitchell 2003/09/04 01:25:32 +2 -1
- add new type TRAP, make initial seperations from RUNE in code
add in traps triggering stuff if they are detonated
Show difference between Revision 1.66 and 1.67
Revision 1.66tchize 2003/09/03 07:25:06 +32 -16

generator may now use their inventory as a basis to generated items
instead of the other_arch field. Will allow more fine tuned generators
Show difference between Revision 1.65 and 1.66
Revision 1.65tchize 2003/06/30 14:14:13 +16 -1


Various code optimisations to help preventing peeks at maploads. Includes:
* rewritten saving of objects, removed needs for sprintf calls and most strlen calls
* modified map structures for saving of a very small amount of additionnal precalculated datas for weather
* added FAST_xxx macros for fast string manipulations
Show difference between Revision 1.64 and 1.65
Revision 1.64garbled 2003/02/13 23:50:32 +3 -4
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 1.63 and 1.64
Revision 1.63garbled 2003/01/16 22:38:35 +4 -1
Add a duplicator/multiplier/destroyer object type. This will duplicate a
specific arch when triggered, and that arch is on top of the duplicator.
It will multiply the number of items in the pile, by the level of the
duplicator. If the duplicator is set to level 0, it will destroy the object.
Show difference between Revision 1.62 and 1.63
Revision 1.62garbled 2003/01/07 03:39:15 +2 -2
Add code for lanterns. These lanterns can be turned on and off. This
should make nighttime in the bigworld a bit easier to handle.
Show difference between Revision 1.61 and 1.62
Revision 1.61garbled 2002/11/26 02:48:20 +1 -2
Get rid of #ifdef PLUGINS (it is on by default, I didn't take out gros's
code)
Show difference between Revision 1.60 and 1.61
Revision 1.60garbled 2002/11/06 03:47:23 +2 -3
Better handling for snow. Now when snowing on cobblestones, we use a
see-through image, so we don't obscure the paths. Provide handling for
upgrading and downgrading snow. Actually melt glaciers. Create a new
flag, FLAG_FLOOR_OVERLAY. When set in an overlay map, this item is
loaded INS_ABOVE_FLOOR_ONLY, so we can load the see-through-snow over
cobblestones without obscuring things like signs and walls.
Show difference between Revision 1.59 and 1.60
Revision 1.59garbled 2002/10/27 22:39:07 +3 -2
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
Show difference between Revision 1.58 and 1.59
Revision 1.58mwedel 2002/09/18 01:17:20 +4 -2
Various updates:
NOTE - You need to install the updated archetypes (included below)
if you run this code without the updated archs, you will likely find
many things do not work.
acinclude.m4 aclocal.m4 configure: more refinements for libpython detection.
common/button.c: Two push_button() changes - have it check for ACTIVATE_ON_
PUSH/RELEASE to determine if the object should get activated. Also,
change behaviour of TIMED_GATE so that multipart timed gates work.
common/loader.l, loader.c: Update with acttivate_on_push/release
doc/Developers/objects: Add notes about how to add flags to objects.
include/define.h: add new FLAG_ values
include/win32.h: update by pstolarc so it compiles on Win32.
lib/archetypes: rebuilt
MSW 2002-09-17
Show difference between Revision 1.57 and 1.58
Revision 1.57jbontje 2002/08/22 07:37:53 +5 -1
Pickups: added pickups for spellbooks,skillscrols,normal book/scroll. Patch created by Aprogas
mids 2002/08/22
Show difference between Revision 1.56 and 1.57
Revision 1.56mwedel 2002/07/30 01:37:21 +2 -2
Various fixes:
INSTALL: Update with note about --with-includes configure option.
common/loader.c, common/loader.l: Add comment about flag_invis_undead
include/define.h: Add FLAG_INVIS_UNDEAD
lib/adm/map_info: Modify to not follow symbolic links.
server/monster.c: Modify can_detect_enemy to be a bit more straightforward
in its logic. Also, modify detection of invisible creatures - don't
reduce duration, just return that the monster can detect the player.
There were also spurious messages about the player being seen.
Modify can_see_enemy to check FLAG_INVIS_UNDEAD, also fix broken
comparison
server/player.c: Clear FLAG_INVIS_UNDEAD when invisibility ends. Fix
action_makes_visible() - had reverse logic on FLAG_MAKE_INVIS check,
and a typo in the printed message.
server/spell_effect.c: cast_invisible() to use FLAG_INVIS_UNDEAD -
also check for maximum duration, and only search active objects when
clearing enemy.
server/weather.c: Fix off by one on comparision when intializing maps
darkness when loading map from disk. In dawn_to_dusk, don't do
further processing if the light hasn't changed.
MSW 2002-07-29
Show difference between Revision 1.55 and 1.56
Revision 1.55mwedel 2002/07/25 01:57:14 +2 -2
Various bug fixes, add glyph spell:
TODO: Updated
common/map.c: Fix change_map_light() - if darkness was reduced to zero,
it wouldn't properly notify the players or update the maps they are
on. Also, make it more robust to handle changes by more than one.
include/define.h: Increase NROFREALSPELLS
include/spellist.h: Add glyph spell.
include/spells.h: Add SP_GLYPH entry.
server/attack.c: Fix up kill_object() - it has had some many various
additions that it was difficult to follow the logic. It should also now
do better check on skill objects when awarding experience.
server/player.c: Add some checks/addition to properly deal with freeing the
name_pl in the player object. Fix it so that if you are braced, you
still won't attack friendly creatures.
server/rune.c: Add cast_generic_rune() to handle the glyph and rune spell.
server/spell_effect.c: Fix up some pointers in cast_cause_disease() -
needed so that it works properly when embedded in a glyph. Have it
return 1 even if no one caught anything - you still cast the spell, so
you should lose the grace for it.
server/spell_util.c: Fix some formatting. Break out the code dealing
with rune into cast_generic_rune()
socket/loop.c: Add flag to player command mapping, and update structure -
if flag is set, command can only be issued when player is in play,
and not when waiting at the quit or login prompt - fixes crashes where
players could wait for the map to get swapped out (after quitting), and
then looking at a space.
socket/request.c: Fix map2cmd so that invisible players are drawn.
MSW 2002-07-24
Show difference between Revision 1.54 and 1.55
Revision 1.54mwedel 2002/07/14 23:57:12 +57 -23
-- Start body commit notes --
Major commit. This adds body locations which is used for equipping items.
Equipment has information which body part it gets equipped to, and monsters
have information on how which body locations they can have.

As part of this work, I also did a lot of code cleanup.

To use this, you must use up to date archetypes - the ones included
in this commit are fine - just make sure you install them. If
you don't, players will not be able to equip items.

common/arch.c: Initialize body_used to be same as body_info for
archetypes - this way when monsters are created, they can
start equipping items right away.
common/exp.c: update new_exp() - some flags it checked for before no longer
exist or have new names.
common/info.c: describe_item() now takes second parameter - update
dump_abilities to use new calling convention.
common/item.c: Add table that describes the body_info locations and
their names. Add functions that calculate item power for objects
that don't have it set. Update display functions to show
item_power in items. Update describe_monster() - use_horn/wand/rod
merged into just use_range. Modify describe_item() to take second
paramater - who the item is being described for. Show item_power
in describe_item.
common/living.c: Pull out MAXLEVEL from being defined in this file -
define in in define.h, since other files use it. Add NUM_STATS
define - replace hard coded values of having just 7 stats with it.
Update change_abil to not display that the player has a new
attacktype when equipping a bow that has it - fix_player() ignores
the attacktype of the bow, so it was incorrect information.
fix_player(): Initialize player ranges structure to null -
will get filled in by code in function, updated to deal with
updating the body_used data from body_info in the objects.
Replace instances of last_heal with gen_sp_armour. Rearrange
some code to make function more readable.
common/loader.c, common/loader.l: Remove the variable_const information - no
longer needed and confusing for new people when adding in new object
elements. Add set_body_info() - parses the string from the load file and
sets the appropriate array element. Add check_loaded_object() - does
sanity checking for an object after finished loading - replaces need for
long processing directive in the actual rules by having seperate function.
Remove unused flags from load directives (apply_once, no_pretext,
can_apply), add some new ones (item_power, gen_sp_armour), update others
to can_use_range. Replace flag_links with simple array that contains the
name for each corresponding flag. Update get_ob_diff to not use the V_
values and just include the actual string name - all recent changes have
done this, just updated for old stuff. Update get_ob_diff to save new
values that have been added.
common/object.c: clear_object: Modify to use memset to clear
the structure to zero - this is less error prone than listing
all the specific values, and probably faster. Also, makes it
easier to add new elements - no need to update object.c in most
cases.
common/player.c: Remove get_player_ob routine - this is now merged
in with get_player_ob in server/player.c. Remove generate_ext_title -
not used.
common/readable.c: Update to pass second argument to describe_item.
common/treasure.c: Update to calculate item_power of generated items.
Clean up a lot of code formatting. Update add_abilities
to use gen_sp_armour values, not last heal (note, it appears
the last_heal values weren't being used before). Update
calls to describe item to take second parameter.
doc/Developers/objects: Update will_apply notes, add note about
item_power, body location.
include/define.h: Comment out unused flags (flag_apply_once, flag_paralyzed,
flag_no_pretext, flag_ready_rod, flag_read_horn). Add flag_use_shield.
rename flag_use_wand to flag_use_range. rename flag_ready_wand to
flag_ready_range. Add flag_ready_scroll. Update ARMOUR_SPELLS access
macro. Add AP_PRINT flag to apply flags. Add CAN_APPLY_.. return types
for can_apply_object function.
include/includes.h: add strftime, mktime checks to this file.
include/libproto.h: rebuilt.
include/living.h: Add NUM_STATS define, update extern declarations
to use it for sizing.
include/loader.h: remove the V_.. info and xbm_.. externs that were not
used.
include/newserver.h: Remove ext_tile information.
include/object.h: Add Body_Locations structure, NUM_BODY_LOCATIONS define.
Add definitions for WILL_APPLY values. Clean up object structure -
formatting is now consistent, ordering of values groups values
together more logically. Update all types to use the int8/int16/int32
types. Several unused fields removed.
include/player.h: Update rangetype enum. Add unapplymode enum.
Clean up player structure - type updates, unused fields removed,
formatting fixed up.
include/spells.h: remove range_name extern. Update SpellTypeFrom
field to combine wand/rod/horn into spellMisc - none of the
spell casting code was differentiating these.
include/sproto.h: rebuilt.
lib/Makefile.in: Add new help files (applymode, bind, brace)
lib/archetypes: rebuilt for body_info, gen_sp_armour, item_power,
can_use_shield information.
lib/artifacts: updated for item_poer and gen_sp_armour changes.
lib/treasures: remove unused _force for player treasure.
plugin/plugin_python.c: Change FLAG_USE_WAND to FLAG_USE_RANGE.
server/apply.c: Move stftime, mktime to include/includes.h. Remove
draw_find() - one line function can just as easly be in the
code itself. Update calls to long_desc to pass second parameter.
move gravestone_text() to player.c file. Add direction parameter to
apply_scroll() - in this way monsters can use it properly.
Remove dead code. Update apply_special function. Add
unapply_special(), get_item_from_body_location(), unapply_for_ob(),
and can_apply_object() functions.
server/attack.c: Remove SET_FLAG(op, FLAG_PARALYZED) line - no code
was ever checking status of FLAG_PARALYZED.
server/c_misc.c: add command_body() which dumps body information for
player. Update who as idle element in player structure removed -
was not being used by anything. Add command_applymode() to
set players prefered unapply method. Remove calls to unlock_player()
in various functions - unlock_player() has not done anything
meaningful for a while.
server/c_object.c: Modify long_desc to take a second parameter
which is who is examing the object. this is needed so that we
can pass it down to some of the lower level functions.
Update calls to describe_item to pass this second parameter.
remove FLAG_NO_PRETEXT code - no archetyps were using it. When
examining objects, also tell player where to put them on.
server/c_range.c: Update legal_range() - we now store the object that
is responsible for a range in the player object, so code is
much simpler. Update change_spell() to not destroy golem
just by readying another spell - we now let players regain control
of golems after switching to another range. Update change_spell
to use item name of object for range description.
server/c_wiz.c: remove reference to count_left from player object -
field removed from structure.
server/commands.c: add new commands (applymode, body) to command dispatch
table.
server/login.c: Remove unlock_player() and lock_player() and calls to it -
current checking of names at login should be sufficient to
prevent duplicates. Remove dead code from check_name. Update
load/save code for unapply mode value. Add set_flag(op,
FLAG_USE_SHIELD) if player is allowed to use armor - needed since
flag_use_shield is really a class feature and so is not automatically
updated for old player files.
server/main.c: Remove references to count_left. memset marker object to
NULL - seems to increase stability on metalforge server.
server/monster.c: Many updates related to the body info - monsters follow some
rules as players. Add monster_should_cast_spell function - monsters will
use this for all spellcasting related actions (abilities, scrolls, wands,
etc). Update for merged rod/horn/wand ranges. Update bow use by monsters
- they don't actually need to equip it to fire - this way we don't need to
constantly swap the monsters weapons between the bow and melee item. Use
fire_bow from player.c for most of the work. Modify scroll usage -
monster will use it when player is near, not when it first picks it up.
Add FLAG_READY_SCROLL to denote the monster has a scroll to use. Also,
monster now casts it in appropriate direciton. Merge the
monster_use_wand/rod/horn into monster_use_range. Modify
check_good_weapon and check_good_armour to just look at the stats of the
two items without needing the monster to apply it first.
server/player.c: Print motd in green so it is more noticable. Update
get_player function to do work it did before as well as that of
get_player_ob. Have get_player take a parameter which is the object of
the player if he has one. Modify to use memset to clear the player
structure - more sure fire than explicitly listing values to initialize.
Remove calls to unlock_player. Modify fire_bow so that monsters can also
use the function. Add fire_misc_object() to fire_wand/rod/horn - removes
code from fire(). Add gravesetone_text() to this file.
server/shop.c: Update to pass second parameter to describe_item().
server/skill_util.c: Update check_skill_to_fire since there are fewer
rangetypes now. change range_scroll name to range_golem, as that is
a bit more accurate for what it actually does. Modify show_skills()
to show player his item power and total of items he has equipped.
server/skills.c: Add second paramater to long_desc, remove references to
count_left.
server/spell_effect.c: Add second paramater to long_desc, remove references to
count_left. Update range_scroll to range_golem
server/spell_util.c: remove references to count_left. Update messages
if player trying to cast where he can't with new range names.
socket/info.c: Update range information and how we display what it is -
we will use the object name of the range if available. Remove
reference last_known_spell, last_shoot, last_spell, last_value
player structure fields.
socket/init.c: Remove ext_title information.
socket/request.c: Add element for life_stealing in the resistance array.
Remove references to idle, count_left in player structure. remove
ext2 title information.
MSW 2002-07-14
-- End body commit notes --
Show difference between Revision 1.53 and 1.54
Revision 1.53mwedel 2002/06/09 02:59:31 +5 -2
More minor changes, including a fix for the disappearing object bug -
this was caused by the flag_links not getting updated the last
time new flags were added. Problem probably only showed up now
because loader.c wasn't rebuilt until recent changes.
--
common/loader.c, common/loader.l: add extern to arch_init, when
loading and get an object from a file, complain and ignore it if
arch_init is not set (only time we should get object (vs arch) for
names is when we load the archetypes file). Add missing entries
to flag_links array.
common/treasure.c: Fix code so that proper plural names are generated
for custom items (potions, flesh items, etc).
include/define.h: Add note about updating flag_links when NUM_FLAGS is
increased.
server/skills.c: don't let players steal from players with FLAG_WIZ set.
MSW 2002-06-09
Show difference between Revision 1.52 and 1.53
Revision 1.52mwedel 2002/05/30 23:18:33 +7 -41
Main change is the addition of name_pl and client_type to object
structure. The name_pl contains the proper plural name instance - fixes
problem of '2 tooths'. client_type is sent to the client so that client
doesn't need to figure out sorting on its own. Client_type is an object
attribute, so can be modified in maps to hide the real type.
--
common/arch.c: item_matched_string() modified to use the name_pl field
when trying to match names, and not to try to make the name plural
itself.
common/item.c: query_short_name(),query_base_name() modified to
use name_pl instead of trying to make the name plural.
common/loader.c, common/loader.l: Add code to load and save the name_pl
value and client_type. Add logic when object is finished loading
to set name_pl value to same as name or arch name if no name_pl
is specified - this supports old maps/characters in which the objects
dont have a name_pl field yet. Disable logic for need_an and need_ie
flags since they are no longer needed. Fix bug that caused
elevation not to get saved.
common/object.c: Add client_type check for CAN_MERGE function. Add
appropriate logice in functions to handle setting, clearing, and
copying of name_pl values. Remove unused anim_... fields
initialization.
doc/Developers/objects: Add information about the name_pl field and
client_type.
doc/Developers/protocol: Remove item protocol command info - it has
been obsoleted. Add information about item2 protocol command.
include/define.h: Remote ST1_* values - they were not being used.
comment out FLAG_AN and FLAG_NEED_IE values.
include/newserver.h: Add itemcmd to socket structure - this is the
version of the item protocol command that will be sent to the client.
include/object.h: Add name_pl and client_type field to object structure.
Remove unused anim_* values.
lib/archetypes: rebuilt with new archetypes that contain client_type
and name_pl information.
lib/bmaps, lib/bmaps.paths, lib/crossfire.1, lib/crossfire.0, lib/faces:
rebuilt.
server/monster.c: Remove anim_ references that were not being used.
socket/init.c: Initialize itemcmd version in the socket to 1.
socket/item.c: Remove special handling for clients of old versions - all
clients now have to be at least sc_version 1024 (which has been around for
a long time). This simplifies a lot of the object code that deals with
sending or not sending plural names to the client - now always send them.
Change code that sends item to client to use the item revision (currently
1 or 2) that the client wants. If version 2, send along client_type
information.
socket/request.c: Handle 'itemcmd' parameter in setup command. Make
sure it is in proper range. If client is very old (sc_version < 1024)
tell them so.
MSW 2002-05-30
Show difference between Revision 1.51 and 1.52
Revision 1.51garbled 2002/01/01 17:37:54 +15 -3
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.
Show difference between Revision 1.50 and 1.51
Revision 1.50michtoen 2001/11/27 22:44:42 +2 -2
Anim25 Patch

This patch do this things mainly:

- include same animation sheme for players and monster again
- introduce guard/walk/fight animation in 8 direction
- direct action: monster change from guard/walk animation
when they get attacked and fall back to walk or guard when
the enemy is gone
- Monster do "intelligent" animation
-> facing enemy
-> turn and run when scared
- fixed some animation flaws which invokes late anim
update (monster moves first and hold one frame old facing)
- Include real time player animation!
-> player starts moving animation when player moves
-> fall back to guard anim when player do nothing
-> plays fight anim when hit some

Hope i got all. This patch is much not so hard as it sounds.
Most of these features was easy to include because the old
anim engine was able to do about 80% of this. I had just to
boost up the logic.
Show difference between Revision 1.49 and 1.50
Revision 1.49michtoen 2001/11/26 22:33:46 +192 -156
Arch type & subtype patch

Added type & subtype system with 2 subtypes.
Type & subtype will be send to client.

Adding new types:

FLOOR 71
WALL 77
LIGHT_SOURCE 78
MISC_OBJECT 79
MONSTER 80
SPAWN_GENERATOR 81

Added subtypes for armor & weapons.

new commands are:
sub_type <uint8>
sub_typ2 <uint16>

sub_type2 is for internal server use.

Added new command:
casting_speed <delay>

This will be included later.

I will use the sdl client as tester for this patch,
older clients will not be effected even when the
arches are updated.
Show difference between Revision 1.48 and 1.49
Revision 1.48michtoen 2001/11/26 11:52:26 +6 -4
Attack Patch 25.11.01

Detailed information in the dev list.
The changes are to many to explain here.
Show difference between Revision 1.47 and 1.48
Revision 1.47michtoen 2001/11/17 15:25:21 +2 -1
commit the ext2 gender & guild system - first part. Sorry, my cvs sytem is still broken, i will write a better doc to the list. Notice some other small fixes too.
Show difference between Revision 1.46 and 1.47
Revision 1.46darth_bob 2001/11/05 19:30:49 +2 -2
Added a new disease, rabies
dnh 6/11/01
Show difference between Revision 1.45 and 1.46
Revision 1.45michtoen 2001/11/04 14:22:55 +0 -0
One Arch/one pic patch.

I use a modified map1cmd, called map2cmd
for it.

This is a first tryout implementation.
The code can more then only submit offset data
of multi arch, its also possible to include animation
tags for the faces - we have now more free flags.

The code is NOT optimized. Iam still unsure , what
the best way is to send all this data. Sort & parsing
cost time. At this stage, ill quick parse is by server,
use slightly more bandwitch and let do the client more
work. But thats perhaps not the best way.

But this code will allow to install the arches for this
one arch/one pic.

MT
Show difference between Revision 1.44 and 1.45
Revision 1.44michtoen 2001/11/02 10:22:02 +4 -1
add FLAG_PARALYZE
Now, all player & monster have this flag set, when
they are effected by paralyzes spell.
I have not checked pets & summoned stuff yet,
it will follow.
Show difference between Revision 1.43 and 1.44
Revision 1.43pcurrlin 2001/11/01 13:38:43 +2 -2
Added new spell: "missile swarm"
Basically, several magic missiles fired like a bullet swarm.

Philc - Nov 01, 2001
Show difference between Revision 1.42 and 1.43
Revision 1.42garbled 2001/10/31 01:00:24 +13 -1
Big commit time. This does the following:

Add weapontypes to the game. These are currently used for nothing other
than messages, which are not fully written yet. Players should not see them
appear yet.
Fix the bug where you opened a door with a key and saw "You ."
Fix a bug in the PLUGIN code where current_weapon wasn't set when the
player loaded from savefile.
Take the setting of current_weapon out of #ifdef PLUGIN

garbled 2001-10-31
Show difference between Revision 1.41 and 1.42
Revision 1.41gros 2001/10/21 06:40:38 +7 -7
Added ANVIL object type for Smithery plugins - Chachkoff Y. 10/21/01
Show difference between Revision 1.40 and 1.41
Revision 1.40gros 2001/10/14 05:29:31 +8 -1
Added some definitions for future dynamic spells system, needed by python plugin. - Gros 10/14/01
Show difference between Revision 1.39 and 1.40
Revision 1.39gros 2001/10/14 02:57:14 +4 -3
Major changes: Added dynamic plugin support, removed old Guile support.
- Gros 10/14/01
Show difference between Revision 1.38 and 1.39
Revision 1.38garbled 2001/10/07 02:12:39 +12 -1
Header modifications needed for the new attacktype-based damage messages
code. In addition, fix where I put the prototypes for the utils.c functions
in sproto.h instead of libproto.h

garbled 2001-10-06
Show difference between Revision 1.37 and 1.38
Revision 1.37garbled 2001/09/26 16:40:38 +11 -1
Add prototypes for the luck code, and a few defines to the define.h
file. In addition, fix a problem on NetBSD where MIN and MAX were
multiply defined.

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.

garbled 2001-09-26
Show difference between Revision 1.36 and 1.37
Revision 1.36mwedel 2001/08/29 02:14:16 +50 -2
include/define.h: Pickup type defines added.
include/player.h: Change mode (pickup mode) to 32 bits.
server/c_object.c: command_pickup function modified to support all
the new pickup options.
server/player.c: Fix for path_to_player to prevent crashes. Add check
in move_player_attack just in case. check_pick function modified to
support new pickup options. do_some_living modified to eat flesh
items if player is starving and they don't have any food.
server/spell_effect.c: cast_detection modified so that detect magic/curse
will not show objects beneath the floor. Change so that detect_monster
and detect_evil spells copy the face of what they detected - gives better
appearance on client.
socket/item.c: fix bug LookAt that ws checking blocked_los on wrong
offset.
MSW 2001-08-28
Show difference between Revision 1.35 and 1.36
Revision 1.35mwedel 2001/07/13 23:06:50 +1 -13
Map tiling checkin.
include/config.h: remove RANDOM_ENCOUNTERS (no longer available) and
USE_LIGHTING (now standard part and always on).
include/define.h: move P_... values to map.h
include/global.h: add definition for compression externals, as they
are used in a few files. remove map macro functions - moved to map.h
as appropriate. Add FREE_AND_CLEAR macro that frees data and then
sets the pointer to NULL.
include/map.h: Largely redone - many new macros, new map structure.
include/object.h: remove lights object link pointer from objects.
At some #defines that are the flags for update_object and
insert_ob_in_map
include/player.h: Add a few comments.
MSW 2001-07-13
Show difference between Revision 1.34 and 1.35
Revision 1.34michtoen 2001/06/13 07:52:07 +1 -1
Modified Files:
player.c loader.l loader.c init.c request.c newserver.h
Log Message:
Removed 2 compiler warning from Scriptfire patch in loader.l/loader.c
and script.c.

added a new setup cmd: "newanim"
a client giving the newanim cmd, will enable the new animation system.

The interface is open and not server controlled at this moment.
First using is to enable the player moving in 8 direction. Giving this option to a
server without changed arch will invoke broken player animations.
This will be changed in the future.

MT 2001-06-13
Show difference between Revision 1.33 and 1.34
Revision 1.33michtoen 2001/06/13 05:50:15 +2 -2
Modified Files:
aclocal.m4 configure. configure.in Makefile.in
crossfire32.dsw crossfire32.dsp INSTALL_WIN32.txt
common: arch.c loader.c treasure.c loader.l
crossedit: Attr.c
doc: README_EXTENSIONS README_SCRIPT
include: autoconf.h define.h global.h includes.h loader.h
object.h script.h spellist.h spells.h sproto.h
version.h
server: Makefile.in apply.c attack.c c_object.c gods.c init.c
main.c monster.c player.c script.c script_spells.c
script_types.c skills.c spell_effect.c spell_util.c
time.c
Log Message:
Adding Scriptfire 0b11 to Crossfire.
Massive changes. The facts are in the doc files.

MT 2001-06-13
Show difference between Revision 1.32 and 1.33
Revision 1.32michtoen 2001/06/11 13:47:11 +2 -2
change HANDLE to CF_HANDLE
Show difference between Revision 1.31 and 1.32
Revision 1.31michtoen 2001/04/06 14:08:40 +2 -2
win32: change // to /* */
Show difference between Revision 1.30 and 1.31
Revision 1.30michtoen 2001/04/05 19:42:00 +3 -1
*** empty log message ***
Show difference between Revision 1.29 and 1.30
Revision 1.29mwedel 2001/03/30 01:27:48 +2 -1
common/image.c, include/define.h, include/global.h: Add empty_face structure
and appropriate code to initialize it. This is used for the server side
look selection.
include/newserver.h: Add NUM_LOOK_OBJECTS to control number of look objects
to send at any one time. add look_position field to the newsocket
structure.
server/move.c: clear look position as player moves.
server/player.c: initalize look_position element in structure.
socket/item.c: modify esrv_draw_look to sne NUM_LOOK_OBJECTS at any one
time, and to also send pseudo objects that lets the player scroll up and down.
modify ApplyCmd so that if it detects the application of one pseudo objects
to adjust the look_position.
MSW 2001-03-29
Show difference between Revision 1.28 and 1.29
Revision 1.28peterm 2001/01/10 22:53:17 +2 -2
Implemented Wrathful Eye and gave it to Valriel.
Show difference between Revision 1.27 and 1.28
Revision 1.27cvs 2000/12/27 01:53:33 +1 -9
MSW 2000/12/26:
Checkin of Jan's new god intervention code. I haven't played around with
it much, but I haven't seen any really obvious problems.
common/living.c: remove learn_prayer_chance
common/treasure.c: Various changes to treasure generation - mostly to
deal with starting equipment and putting it in the inventory.
doc/crossfire.doc: Update docs on god intervention.
include/define.h: GT_... flags removed.
include/treasure.h: GT_... flags added. Addition flags added from
what was in define.h before.
lib/archetypes, lib/crossfire.png, lib/treasures: Updated with new
archetypes and treasures.
random_maps/standalone.c,server/rune.c,server/time.c: Calls to
create_treasure updated
server/apply.c: New functions for god intervention added, update calls
to create_treasure, other god related changes.
server/c_wiz.c: Calls to create_treasure updated, various functions to
allow DM's to learn/unlearn spells added.
server/commands.c: Various commands added to the wiz set of commands.
See commen for c_wiz.c
server/disease.c: Changes to reduce_symptoms
server/gods.c: Numerous updates for god intervention code.
server/player.c: Modifications for starting player equipment.
server/skill_util.c: Display the god the character worships when they
issue the skills command.
server/skills.c: Minor cosmetic change made to message when praying on altar.
server/spell_effect.c: Changes related to gods, cure spells, and
generation of treasures & items.
End of MSW 2000/12/26 checkin.
Show difference between Revision 1.26 and 1.27
Revision 1.26cvs 2000/12/23 19:48:20 +10 -1
MSW 2000/12/23:
include/define.h: Add SIZEOFFREE1 and SIZEOFFREE2 values to use instead of
arbitrary constants in the code.
server/monster.c: change communicate function to use above values. Before
it was stopping one short of the full 2 space array, so one particular
space (-1, -2 relative to player) would not hear players speech.
Show difference between Revision 1.25 and 1.26
Revision 1.25peterm 2000/12/19 00:54:51 +4 -4
Re-inserted the Spell of Conflict
fixed a bug in attack.c
Show difference between Revision 1.24 and 1.25
Revision 1.24avogl 2000/12/13 21:51:49 +2 -2
PR-patch by AndreasV:

Main features of this patch:

o Negative resistances are calculated in a "logical" way.
For example: +30 and -30 makes a total of zero.

o Vulnerabilities work as "caps" for protection. E.g.:
While wearing one item with fire -20, you cannot get more
than fire +80 overall from equipment.
If one is forced to live with high vulnerability
(like wraith: fire -30), you can still use a potion to go
beyond the cap.

o Potions work completely different than before. The so-called
"immunity-potions" grant an absolute value of 90% protection
(independant from the players's equipment and properties),
there are also very rare ones with 95% and cheap ones with 50%.
If the player has already got more protection than the potion
provides, drinking it won't have any effect.

o Cursed potions are working now (have been broken before).
They give a temporare vulnerability, but can be overriden
by uncursed potions of the same res.-type.

o Protection spells work different than potions. Their effect
does add to the player's equipment. The amount of protection
granted depends on the caster's skill level and path
attunes (if a related spellpath exists). The maximum a player
can get is currently 60% (at wisdom lvl 107 & path_attuned).

o When the player's state of resistance changes, a new kind
of message shows up: The percentage of the new resistance
is displayed: e.g. "You resistance to fire rises to 67%".

o When a player got hit by dam<1 it used to be zero. To make
the calculations more accurate, for 0<dam<1 I "simulate"
a floating point value-effect now. Example: If the correct
damage value would be 0.4, there is 40% chance for dam=1, else
dam=0. For 0.7, ther'd be 70% chance for dam=1... etc.
Without that feature, there would most of the times be no
difference between resistance 95 and 100.
Show difference between Revision 1.23 and 1.24
Revision 1.23cvs 2000/12/03 18:40:04 +5 -35
Checking for partial resistance code. Various minor errors also fixed
(compiler warnings, unused variables, Makefile.in changes, etc).
PR code also includes support to send protections to the client.
Show difference between Revision 1.22 and 1.23
Revision 1.22peterm 2000/11/23 19:16:01 +4 -3
Commented out all the FLAG_BERSERK stuff.
Attempt to add FLAG_BERSERK properly failed, so do this for now.
Show difference between Revision 1.21 and 1.22
Revision 1.21peterm 2000/11/19 18:59:09 +5 -3
New spells added:

conflict
vitriol
ironwood skin.
Show difference between Revision 1.20 and 1.21
Revision 1.20peterm 2000/11/19 01:34:46 +4 -1
peterm: Implementation of:
1) sanctuary
2) holy rage
3) peace
4) forked lightning
5) flaming aura
6) spiderweb
Show difference between Revision 1.19 and 1.20
Revision 1.19peterm 2000/11/17 21:32:34 +3 -2
10 new spells skeleton added to spellist.h and spells.h:
SP_SANCTUARY, SP_PEACE, SP_SPIDERWEB SP_CONFLICT, SP_RAGE,
SP_FORKED_LIGHTING SP_POISON_FOG, SP_FLAME_AURA,
SP_VITRIOL

Of these, SP_SANCTUARY and SP_FLAME_AURA are partially
implemented. These two require archetypes yet.
Show difference between Revision 1.18 and 1.19
Revision 1.18peterm 2000/11/17 05:16:45 +2 -2
New spell added, Windstorm.
It pushes objects, mostly, and does a little damage.
define.h: NROFREALSPELLS++
spellist.h spells.h: "windstorm"
archetypes: new arch added for windstorm
disease.c: comment on new title parameter.
spell_effect.c, sproto.h spell*.c: implmenetation of windstorm.
Show difference between Revision 1.17 and 1.18
Revision 1.17avogl 2000/11/08 14:15:41 +2 -1

The new battleground-feature:
I have created a place where friendly players can battle
each other without having to fear death. The defeated player
will be teleported to a special location (the first-aide station).
No exp nor stats loss. Moreover, exp-draining doesn't work inside
the arena, acid won't harm the equipment.
To make things easier, peaceful mode is ignored in the arena.
--AndreasV
Show difference between Revision 1.16 and 1.17
Revision 1.16peterm 2000/10/30 22:53:48 +2 -2
PeterM:
Divine shock spell added.
Show difference between Revision 1.15 and 1.16
Revision 1.15peterm 2000/10/20 01:39:26 +2 -2
New spell and modified spell paramters.
Show difference between Revision 1.14 and 1.15
Revision 1.14peterm 2000/10/16 14:26:38 +26 -25
define.h: defines added for playerchangers and class types
base 10 numbers added for the spell paths.

spellist.h: fixed up summoning spells a little

sproto.h: new prototypes

config.h: hate RECYCLE_TMP_MAPS, turned it off
--PeterM
Show difference between Revision 1.13 and 1.14
Revision 1.13peterm 2000/09/26 19:50:18 +2 -2
Created a levitation skill for fireborn. They were always supposed
to be flying creatures. And flying creatures should be able to
control whether they levitate or not.
Show difference between Revision 1.12 and 1.13
Revision 1.12jec 2000/06/09 07:01:46 +14 -3
common/loader.l: Fix handling of objects with no animation. Fixes server
crash if object's archetype has an animation, but object doesn't.

common/loader.l: get_ob_diff(): Bugfix: Issue a "is_animated 0" line
if the object has an animation, but doesn't have FLAG_ANIMATE.

server/apply.c: manual_apply() and monster_apply_special(): Don't check
for FLAG_UNPAID if object is applied. This should make the code more
robust if an unpaid item get's applied accidently.

server/apply.c: apply_special(): New optional flags AP_NO_MERGE and
AP_IGNORE_CURSE.

server/monster.c: find_mon_throw_ob(); server/skills.c: find_throw_ob():
Bugfix: Use AP_NO_MERGE flag to prevent unapplied object be merged with
other objects.

server/spell_effect.c: animate_weapon: Bugfixes: Correctly unapply
weapon. Don't set FLAG_APPLIED directly on weapon in golem, but use
apply_special(). Don't call esrv_send_item() when caster is not a player
(fixes server crash if monster casts this spell).
Show difference between Revision 1.11 and 1.12
Revision 1.11cvs 2000/05/27 01:02:58 +3 -1
include/define.h: Add MIN_ACTIVE_SPEED value to determine what threshold
something will be put on the active list or not instead of using
varying values throughout the source code.
common/item.c, common/object.c, server/monster.c, server/pets.c,
server/spell_effect.c: Updated to use the MIN_ACTIVE_SPEED instead of
hardcoded values. MSW 5/26/2000
Show difference between Revision 1.10 and 1.11
Revision 1.10cvs 2000/05/27 00:42:14 +1 -12
include/define.h,include/global.h, common/image.c: Remove following old
face information: INV_*_FACES, BLOCKED_FACE, STIPPLE[12]_FACE. This
is just a general cleanup - the server has not used these since the
X11 code was pulled from the server. MSW 5/26/2000
Show difference between Revision 1.9 and 1.10
Revision 1.9jec 2000/05/26 04:50:47 +10 -3
* apply() cleanup patch 26/5/2000
Show difference between Revision 1.8 and 1.9
Revision 1.8cvs 2000/05/23 02:06:32 +56 -1
include/define.h: add safe_strcat inline/static function. Add
DESCRIBE_ABILITY_SAFE and DESCRIBE_PATH_SAFE which use the safe_strcat
to prevent buffer overuns.
common/item.c: Have query_name use HUGE_BUF for its buffer - query_short_name
uses that buffer size, and we call the same thing. have quer_name and
query_short_name use the safe_strcat function. Increase buffer size
in ring_desc to be a VERY_BIG_BUF and also use safe_strcat along with the
DESCRIBE_*_SAFE macros.
server/input.c: Modify examine.c to not get buffer overruns for very long/
complicated items. Modify long_desc to also handle long names/descriptions
without buffer overruns.
socket/item.c: Modify the functions that prepend the length to the name
of the object to handle very long (>255) object names properly - now we
just truncate it and only send the first 255 bytes. add function
add_stringlen_to_sockbuf to make this task easier.
With the above changes, very long named items/items with very long
descriptions works properly in both the server (no crashes) and the
client (no crashes/protocol errors) MSW 5/22/2000
Show difference between Revision 1.7 and 1.8
Revision 1.7cvs 2000/04/27 02:34:56 +5 -4
common/arch.c, common/loader.l (loader.c): Modify the load routines
to strip off trailing whitespace in object names and other_arch fields -
I believe this is why altars to Sorig did not generally work, and while
generally that white space should not exist, doing a little extra checking
for it is not a bad idea - MSW 4/26/2000

Add HOLY_ALTAR type, and use that for praying over for gods and the
like.
doc/crossfire.doc: Add description of HOLY_ALTAR type and meaning
of fields.
common/map.c: Disable consecration code for altars.
include/define.h: Add type for HOLY_ALTAR
include/sproto.h: Update for change of some functions below.
server/c_wiz.c: Modify setgod command to call become_follower with
proper second arg.
server/gods.c: Change become_follower to take object pointer to god instead
of name, since the holy_altar has the pointer in its other_arch.
Modify pray_at_altar to use the new fields, as well as fixed
what seemed to be numerous bugs in that function.
sever/skills.c: Change check from ALTAR to HOLY_ALTAR, also change
check to see if HOLY_ALTAR is consecrated by looking at the
other_arch field.
server/spell_effect.c: Update consecrate so that caster must be
higher effective level than the altar, also update for
differing fields.
maps/thomas/sisters/shrine0, map/thomas/sisters/tower0: Remove
title from altars on these maps - these were the only two maps
using old style altars consecrated to a god. Since it appears the
real purpose of the altars on these maps was to trigger something
else, they were kept as old style altars.
arch/gods/altars (relocated from arch/indoors, as I think the new
location makes more logical sense): Update for new fields/format.
This also affects lib/archetypes, lib/bmaps.paths, lib/crossfire.xpm,
lib/crossfire.cfb
lib/adm/archsearch.pl: Modified to hunt out old archetypes - some of the
changes could be useful in general cases.
MSW 4/26/2000
Show difference between Revision 1.6 and 1.7
Revision 1.6damn 1999/09/18 02:29:56 +474 -27
Moved everything back where it was, except materials. -- DAMN
Show difference between Revision 1.5 and 1.6
Revision 1.5damn 1999/09/17 15:54:35 +73 -533
- moved object type numbers to object.h
- moved flag numbers to object.h
- moved NROFREALSPELLS to spells.h
- moved path numbers to spells.h
- moved DESCRIBE_PATH macro to spells.h
- moved ARMOUR_ and WEAPON_ macros to player.h
- moved player state numbers to player.h
- moved monster movement numbers to living.h
- moved NROFSKILLS to skills.h -- DAMN
Show difference between Revision 1.4 and 1.5
Revision 1.4cvs 1999/08/22 19:26:13 +1 -10
Change compress method definitions from being determined by checks
on system type to having autoconf find the utilities for us. Also, add
bzip2 support. Files affected: Makefile.in configure.in common/map.c
server/init.c server/login.c include/config.h include/define.h
include/autoconf.h.in - msw
Show difference between Revision 1.3 and 1.4
Revision 1.3cvs 1999/08/02 19:33:17 +3 -1
Changes allowing for a keycode in the alchemical recipes.
Now, if the formula has a field called 'keycode xxxx',
the person must possess a MARK with 'slaying xxxx'
in order to execute the formula successfully.
Show difference between Revision 1.2 and 1.3
Revision 1.2cvs 1999/07/13 01:02:52 +0 -0

Global commit for 0.95.4 - most files have no changes but just have
differing headers between my local RCS and the CVS versions and need to
get synced up.
Show difference between Revision 1.1 and 1.2
Revision 1.1uid200 1999/04/02 13:10:04 None
Initial revision
First version
Revision 1.1.1.1uid200 1999/04/02 13:10:04 +0 -0
First CVS revsion: crossfire-0.95.3
Show difference between Revision 1.1 and 1.1.1.1


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