Protocol: | pserver | User: | anonymous |
Machine: | crossfire.cvs.sourceforge.net | CVSROOT: | /cvsroot/crossfire |
Filename: move.c | |||
Revision 1.41 | ryo_saeba | 2006/05/05 04:26:35 | +5 -3 |
First part of patch #1453869 courtesy Stefan Huehner (shuehner) | |||
Show difference between Revision 1.40 and 1.41 | |||
Revision 1.40 | ryo_saeba | 2006/03/18 09:05:37 | +11 -10 |
Massive cleaning of code. Shouldn't be any functional change. | |||
Show difference between Revision 1.39 and 1.40 | |||
Revision 1.39 | mwedel | 2006/02/07 01:54:46 | +19 -4 |
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 1.38 and 1.39 | |||
Revision 1.38 | mwedel | 2006/01/11 02:05:36 | +11 -9 |
Doesn't really fix anything - just that I had fixed the same bug that Andreas did. I think my fix is slightly better since it uses spaces and map value already calculated, so should be slightly faster so that work doesn't need to be done again. MSW 2006-01-10 | |||
Show difference between Revision 1.37 and 1.38 | |||
Revision 1.37 | akirschbaum | 2006/01/07 06:49:21 | +9 -4 |
Fix issues with map tiling. | |||
Show difference between Revision 1.36 and 1.37 | |||
Revision 1.36 | akirschbaum | 2005/12/10 08:47:19 | +4 -4 |
server/move.c: In move_ob() print error message instead of crashing: check passed arguments before accessing them. | |||
Show difference between Revision 1.35 and 1.36 | |||
Revision 1.35 | mwedel | 2005/11/16 02:16:09 | +19 -14 |
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 1.34 and 1.35 | |||
Revision 1.34 | mwedel | 2004/12/29 02:45:08 | +4 -6 |
common/regexp.c: Fixed couple flaws in regexp handling. First, there was an off by one error in the handling of matches (if the match was for example eureca, player could just say eurec, and it would treat that as a valid match). Second case was that the regular expression logic would not try comparing the rest of the passed in string after a partial match - In the eureca case above, if the passed in string was 'where is eureca', after matching the first e (in where), it then fails to match the to prevent unpaid objects from teleporting out of the shop. Also extend code so that non living objects can't use shop mats. server/player.c: Insert force into the player when they die making them immune to any spells on the space they reappear on - this prevents multiple deaths if there is large spell effect going on in the savebed location. Duration of force should be long enough for most spells to run their course, but no so long that the player can use it for much of an advantage (plus, killing yourself to get such an advantage seems odd, and the force only makes the player immune to the attacktypes currently on the space) server/spell_effect.c: Fix spell casting walls (lighting wall, firewall, etc) in that the spell object they cast was not being inserted, resulting in the walls not doing anything. MSW 2004-12-28 Applied patch (bug misc/zoo2) by Lalo server/time.c: creators can now create multi part objects. Applied patch 1086102 by Salathar: server/attack.c: If player kills another player, add (pk) to the death message. Applied patch 1086103 by Salathar: server/move.c: If player pushes another player, send message to both players that pushed happened. Previously, when pushing another player, the pusher wouldn't get any notice. MSW 2004-12-28 | |||
Show difference between Revision 1.33 and 1.34 | |||
Revision 1.33 | akirschbaum | 2004/08/20 15:02:10 | +4 -3 |
server/disease.c: fix crash when casting diseases on tiled maps. server/move.c: fix problem with multi-tile monsters and pass thru walls. server/spell_effect.c: fix magic walls sometimes appearing in wrong place. Andreas Kirschbaum 2004-08-20 | |||
Show difference between Revision 1.32 and 1.33 | |||
Revision 1.32 | mwedel | 2004/04/16 01:23:43 | +8 -7 |
common/map.c: Change blocked_link() to take a map parameter. Also, change code in blocked_link() to assume that the caller has set up appropriate map and coordinates related to tiling (in all functions that currently call blocked_link, this is the case) include/libproto.h: Rebuilt. server/move.c, server/player.c: update call to blocked_link to include the map. MSW 2004-04-15 | |||
Show difference between Revision 1.31 and 1.32 | |||
Revision 1.31 | mwedel | 2004/04/14 02:24:31 | +12 -6 |
common/object.c: Change CAN_MERGE() so that it compares the stats structure of the objects being merged. Fixes problems of rings improperly merging with other rings that have different stat values. server/monster.c: Modify check_earthwalls() and check_doors() to take a map structure as an option parameter, and use that structure when calling get_map_ob. Fixes a crash in cases where earthwalls/doors were at the edge of a tiled map, and creature was on other map moving into it. server/move.c: Change move_ob() to adjust coordinates for tiling, and pass in these adjusted coordinages (and map) to the check_() functions in monster.c random_maps/treasure.c: Apply patch by Andreas Kirschbaum so that it does more work in trying to place keys on maps. MSW 2004-04-13 | |||
Show difference between Revision 1.30 and 1.31 | |||
Revision 1.30 | mwedel | 2004/03/23 01:52:31 | +9 -1 |
server/attack.c: Add missing skill=NULL in kill_object() - can be rare cases where the proper skill can't be found. server/move.c: Fix push_object() so that it also updates the pushers/ pushees map - should only happen in tiled map cases. server/pets.c: Fix summon_object() so that if a summon cult monsters was cast, we try to find the god from the owner. If still can't find the god, just return instead of crashing. server/rune.c: Change trap_disarm() to call destroy_object() on the trap object, so that all the trapss inventory is also destroyed and not dumped on the ground. server/skills.c: Only players without arms to steal. server/spell_util.c: Change cast_spell to set up the skill pointer for the caster even if the caster is the wizard. MSW 2004-03-22 | |||
Show difference between Revision 1.29 and 1.30 | |||
Revision 1.29 | temitchell | 2003/09/04 01:25:32 | +3 -3 |
- add new type TRAP, make initial seperations from RUNE in code add in traps triggering stuff if they are detonated | |||
Show difference between Revision 1.28 and 1.29 | |||
Revision 1.28 | mwedel | 2003/03/19 02:04:51 | +2 -2 |
common/anim.c: Pass direction to animate_object() - needed for player animations as player's facing may not match direction. crossedit/Attr.c, server/main.c, server/time.c: Update calls to animate_object() include/libproto.h: rebuilt include/newserver.h, plugin_animator/animator_box.c, socket/init.c, socket/request.c: Remove newanim field from socket structure - not needed - how to animate is determined by object, not by socket. server/move.c: Add check to P_OUT_OF_MAP in teleport function. server/player.c: change move_player to call animate_object, so it gets full power of functionality it supports instead of 4 way hardcode animation information. server/spell_effect.c: When altars are consecrated, don't look to arch name for first portion of name - always call them Altar of %s - fixes problem where altar is special god altar that has god's name in archetype, resulting in altar of .. of ... MSW 2003-03-18 | |||
Show difference between Revision 1.27 and 1.28 | |||
Revision 1.27 | mwedel | 2003/02/20 00:46:57 | +22 -17 |
server/move.c: Fix transfer_ob so that it sends newmap command to client if we're moving a playing - otherwise fog of war displays bad information on the client. MSW 2003-02-19 | |||
Show difference between Revision 1.26 and 1.27 | |||
Revision 1.26 | mwedel | 2003/02/16 20:37:38 | +27 -4 |
More bugfixes: server/c_wiz.c: Fix reset command - while it deleted the maps, it made things so that it never got removed from the map listing - instead, just let flush_old_maps do most of the work. server/main.c: If player tries to enter a random map that has been reset and that we have no informatino about (eg, going up in a dungeon), just say the exit is closed instead of making a completely random map that usually isn't in keeping with the dungeon (and still won't lead outdoors) server/move.c: In move_teleporter(), change it so that if a player uses a shop map yet there is no place to put the player, just drop him on top of a monster - this fixes problem of players getting trapped inside of shops in random dungeons. MSW 2003-02-16 | |||
Show difference between Revision 1.25 and 1.26 | |||
Revision 1.25 | mwedel | 2003/02/14 02:18:41 | +3 -5 |
include/sproto.h, server/move.c: Modify try_fit() to take mapstruct parameter for which map we are trying to fit this on - fixes problems with rolling boulders accross map (only function that currently uses this). MSW 2003-02-14 | |||
Show difference between Revision 1.24 and 1.25 | |||
Revision 1.24 | mwedel | 2003/01/13 01:42:50 | +28 -10 |
server/move.c: fix try_to_fit and roll_ob to work properly on tiled maps. Also some performance improvements to those functions. MSW 2003-01-12 | |||
Show difference between Revision 1.23 and 1.24 | |||
Revision 1.23 | mwedel | 2002/09/07 00:55:18 | +2 -1 |
More bugfixes: common/loader.l, loader.c: Fix up the handling with speed with respect to style maps - the objects were still getting put on the active list. common/map.c: Fix up blocked_link() to behave more like the blocked_two() function - inventory checkers and door handling. Comment out blocked_two since it isn't used anymore. Modify load_objects to remove objects on style maps from the active list. Remove some of the debug messages about map loading. common/object.c: Add remove_from_active_list() function for use in map.c to remove objects from active list. common/porting.c: Comment out debug message if open_and_uncompress() can open a file - caller of the function should print out messages, and it really isn't much of an error in any case. include/libproto.h: rebuilt. random_maps/special.c: Modify place_special_exit() - this should fix bug of very large treasure maps - problem was if the generated map size was too small, when generate_random_map was called, it would generate a newly sized map that was much larger. Code was also re-arranged some to make it a little more readable. server/attack.c: Fix crash when creature may not have an owner and it kills something else. server/move.c: comment added - no code change. socket/request.c: Fix off by one error in esrv_send_animation() - rare condition as it only showed up when trying to send the last animation (zombie) - only an issue if the player is put on top of a zombie for some reason (no other space for them) - observed when leaving the random dungeon in the undead church in scorn without clearing out all the zombies first. MSW 2002-09-06 | |||
Show difference between Revision 1.22 and 1.23 | |||
Revision 1.22 | mwedel | 2002/09/01 01:32:31 | +70 -101 |
This change mostly deals with improving behaviour of pet monstes. Most of the code is from K. Reinert - however, I did some code cleanup/ fixes related to pet monsters, so it is difficult to note where each piece of code came from. One thing this does fix is handling of multipart pets - these now work properly. common/map.c: Update comment for get_rangevector() - no code change. common/object.c: Add get_search_arr() which is used in pet monster code. This returns a semi random scrambling of the freearr array. doc/Developers/protocol: Update documentation about map1a protocol command. include/libproto.h, include/sproto.h: rebuilt. server/attack.c: Have drain attacks return 1 damage so that it is clear that you are actually hitting your opponent. Otherwise, you would get messages that 'you missed xyz', even though you are draining it. This extra point of damage shouldn't change balance in any significant way. server/monster.c: Update hnadling of enemies for pet monsters. It should more intelligently choose the monsters and not switch/clear the enemy field for no reason anymore. Change find_nearest_living_creature to use the get_search_arr() to more randomly choose direction of target - before, there was a proclivity to always look in the north direction. Modify can_hit() to look for closes part of enemy - otherwise, monsters may not attack opponents even if they were right next to them because they couldn't get to the enemies head. Remove move_object from this function - merged with move_ob in move.c server/move.c: Fix move_ob to use 'cleaner' code of move_object, but also have specific features that move_ob had (player handling). Before move_ob didn't handle multipart objects correctly, and the two functions were largely the same. Now move_object() just calls move_ob - the only difference in the functions is that move_ob() takes 3 parameters instead of 2 of move_object() (added parameter is originator). I think this should now mean multipart player objects may now work. server/pets.c: get_pet_enemy enhanced to be much smarter about selecting/finding things for the pet to attack. server/player.c: Remove commented out line of init_beforeplay MSW 2002-08-31 | |||
Show difference between Revision 1.21 and 1.22 | |||
Revision 1.21 | mwedel | 2002/08/26 02:14:11 | +4 -4 |
Various bugfixes: common/map.c: Change so that same logic is used to determine pclose/fclose that is used to determine popen/fopen - otherwise, compressed map files probably don't work properly. common/treasure.c: Do a memset to make sure entire treasureslist is set to sane values. lib/archetypes: Fix 'slaying' field (which determines spell name) in god_spelldirect_face_of_death and god_spelldirect_finger_of_death server/apply.c: Fix infinite loop if the player had cursed items that needed to be unapplied to apply an item - setting up next item iteration was inside if check when it shouldn't be. Also, print message to player if this is the case. server/monster.c: Better format some of the code for improved readability. Fix indentation of can_see_enemy. Clean up invisiblity check - may have fixed a bug - old code should have worked, but wasn't very readable. server/move.c: Fix some bad code from last checkin - didn't fix the crash on no floor for door type, and instead removed check type from next line by accident. server/player.c: Remove call for init_beforeplay - this is already properly called, and re-calling it resulted in some things being redone when they shouldn't be. server/skills.c: Add message if there is nothing to steal form the monster. server/spell_effect.c: Improve message when invisiblity duration is maximized. socket/init.c: change O_NDELAY to O_NONBLOCK of fcntl. MSW 2002-08-25 | |||
Show difference between Revision 1.20 and 1.21 | |||
Revision 1.20 | mwedel | 2002/08/22 01:49:04 | +3 -3 |
doc/Developers/objects: Update with new (better) information from Todd Mitchell. Doc is more complete, and now has an index which should make it easier to find things. server/move.c: Fix dereferencing NULL problem - was looking at op->above, but op could be NULL if the map had no objects on a space (typically not the case, but...) No reason I can see that we care about the object above - just process in normal order. MSW 2002-08-21 | |||
Show difference between Revision 1.19 and 1.20 | |||
Revision 1.19 | mwedel | 2002/04/21 00:23:20 | +93 -76 |
Various minor bugfixes. Note the changes may appear larger than they really are due to formatting/indentation changes. Run diff -w to supress those: make_win32/installwin32.bat: Update for new image files. server/c_object.c: Fix SAVE_INTERVAL #ifdef block. It failed to compile as it was written. Simplify code, but it should have the same effect. server/move.c: Modify push_object so that if a player swaps position with his pet, we send a esrv_map_scroll. This should save bandwidth, and also prevents display corruption when fog of war on the client is in use. Add some new comments, adjust some formatting. server/player.c: Fix minor typo in comment. server/skills.c: Modify new_draw_info that is responsible for the "You pray" messages to not have the NDI_UNIQUE flag so that they can get batched up, depending on users value of output-count server/swap.c: Remove swapped out per player unique maps from the list of maps. Reduces cpu and memory consumption by a minor amount, and results in a cleaner 'maps command output. server/weather.c: Add standard crossfire banner to top of file. Modify long long declartion to just be a long. MSW 2002-04-20 | |||
Show difference between Revision 1.18 and 1.19 | |||
Revision 1.18 | michtoen | 2001/11/27 22:44:42 | +5 -4 |
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 1.17 and 1.18 | |||
Revision 1.17 | michtoen | 2001/11/26 22:33:46 | +0 -0 |
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 1.16 and 1.17 | |||
Revision 1.16 | michtoen | 2001/11/26 11:52:26 | +49 -15 |
Attack Patch 25.11.01 Detailed information in the dev list. The changes are to many to explain here. | |||
Show difference between Revision 1.15 and 1.16 | |||
Revision 1.15 | michtoen | 2001/11/04 14:22:55 | +7 -6 |
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 1.14 and 1.15 | |||
Revision 1.14 | garbled | 2001/10/31 01:00:24 | +2 -2 |
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 1.13 and 1.14 | |||
Revision 1.13 | michtoen | 2001/10/29 20:30:20 | +0 -1 |
Remove a bug, reset some modules | |||
Show difference between Revision 1.12 and 1.13 | |||
Revision 1.12 | michtoen | 2001/10/29 18:49:03 | +2 -1 |
really SOME fixes - most casting | |||
Show difference between Revision 1.11 and 1.12 | |||
Revision 1.11 | garbled | 2001/09/26 16:34:08 | +6 -3 |
Apply the big luck patch to all these files. This removes the special cases for alchemy and prayer as well. 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 1.10 and 1.11 | |||
Revision 1.10 | mwedel | 2001/09/03 01:44:55 | +60 -39 |
This checkin mainly fixes multipart teleporters - they should now work properly. Also a minor fix to make the new pickup code work. server/apply.c: apply_shop_mat rewritten to be more 'presentable'. Minor changes were needed in any case to pass the player/creature a a second object to teleport. server/c_object.c: change the sscanf to be unsigned when getting value for new pickup mode. At least on my system, if the value in the string was larger than the max signed value, sscanf set it to the max value. server/move.c: teleport function largely re-written. Instead of the third arg being the 'originator', it is now the object to teleport. This allows the head of the teleporter to get passed to this function even if the object to teleport is not on the head. server/time.c: move_teleporter modified to also check for objects on the other parts of multipart teleporters. Also, pass the head object to the teleport function so that proper destination is used. MSW 2001-09-02 | |||
Show difference between Revision 1.9 and 1.10 | |||
Revision 1.9 | gros | 2001/08/27 11:49:49 | +3 -3 |
Corrected two possible endless loops - Chachkoff Y. 08/27/01 | |||
Show difference between Revision 1.8 and 1.9 | |||
Revision 1.8 | gros | 2001/08/27 11:47:47 | +4 -2 |
Corrected a bug related to the new map code (NULL map pointer not checked) - Chachkoff Y. 08/27/01 | |||
Show difference between Revision 1.7 and 1.8 | |||
Revision 1.7 | mwedel | 2001/08/05 00:07:20 | +4 -2 |
common/map.c: modify link_multipart_objects to preserve name and title of head when making the more parts. modify update_position so that it should never show an invisible face to the player. common/object.c: fix check_walk_on so that spells will now properly get affected by spinners and directories. include/sockproto.h: Rebuilt to include MapNewmapCmd server/hiscore.c: Fix crash if player savebeds map on map which does not have a name. Use the path instead. server/move.c: modify teleporter function to send MapNewmapCmd to client if player got teleported. Needed for fog of war code. server/time.c: modify move_teleporter so that it will not teleport walls. socket/Makefile.in: Modified to use cproto to generate proto files. MSW 2001-08-04 | |||
Show difference between Revision 1.6 and 1.7 | |||
Revision 1.6 | mwedel | 2001/07/31 01:33:23 | +117 -102 |
common/map.c free_map Set in_memory status to MAP_SWAPPED - fixed bugs of maps not getting reset properly common/object.c: insert_ob_in_map - was passing wrong value to check_walk_on, resulting in some things not working as expected. doc/Protocol: Clarify how the sending of the version command works. server/move.c: move_ob redone. It should hopefully be more efficient (only' remove objects after verifying they can in fact move). IMO, code is also simpler, and hopefully has fewer bugs. socket/init.c: InitConnection - modified to set faces_sent[0] to one so that we will never send any information about face 0 to the client. facecode 0 is sent in the map1 command to clear spaces/layers. MSW 2001-07-30 | |||
Show difference between Revision 1.5 and 1.6 | |||
Revision 1.5 | mwedel | 2001/07/13 23:11:18 | +11 -11 |
Map tiling checkin server/Makefile.in: Remove encounter.c file. Use cproto instead of cextract to create proto file. server/alchemy.c,server/attack.c,server/c_object.c,server/c_wiz.c, server/disease.c, server/login.c, server/main.c, server/monster.c, server/move.c, server/pets.c, server/player.c, server/resurrection.c, server/rune.c, server/shop.c,server/skill_util.c, server/skills.c, server/spell_effect.c, server/spell_util.c, server/swap.c, server/time.c modified to use modified insert_ob_in_map function, use new macros to access map structure related data. change calls to update_all_los, remove lighting related code. server/apply.c: modified to use new insert_ob_in_map function. Update calls to update_object. remove RANDOM_ENCOUNTER code. for exits, modified to use the head for valid coordinates since the other parts may not have valid values since they are not saved out to disk anymore. server/c_misc.c,server/hiscore.c: modified to use new map structure/information. server/commands.c: remove dumplights command. server/encounter.c: removed - code no longer used server/init.c: remove RANDOM_ENCOUNTERS code. server/script.c: change Script_getMapObject to return NULL since there is no longer a map object. Modify to use new insert_ob_in_map and update_object functions. MSW 2001-07-13 | |||
Show difference between Revision 1.4 and 1.5 | |||
Revision 1.4 | mwedel | 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 1.3 and 1.4 | |||
Revision 1.3 | jec | 2000/05/26 04:50:49 | +40 -20 |
* apply() cleanup patch 26/5/2000 | |||
Show difference between Revision 1.2 and 1.3 | |||
Revision 1.2 | cvs | 1999/07/13 01:03:04 | +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 1.1 | uid200 | 1999/04/02 13:10:04 | None |
Initial revision | |||
First version | |||
Revision 1.1.1.1 | uid200 | 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 |