common/map.c: Change calls in file to use insert_ob_in_map simple.
This fixes bugs with buttons not being applied correctly when the map
is loaded - the cause is that push_button is getting called for the
button before all the objects the button is linked to have been loaded.
Then when the map finishes loading, the call to update_button is called
and they are not in sync. This change should make loading slightly faster,
mostly because it does not call check_walk_on during the loading, so that
buttons don't get pushed/changed around. Mark Wedel 3/28/2000
15 lines of code changed in 2 files:
server/player.c: If player is using pickup mode 6, only have them pick up
the item if they know it is magical. Prior to change, items would be
picked up if they are magical, but not if the player knew that, so the code
was giving extra knowledge to players. Bug reported by Kurt Fitzner,
checked in by Mark Wedel, 3/26/2000
9 lines of code changed in 2 files:
Fix typo in previous checkin - code is the same, but now it actually
compiles - msw 3/26/2000
1 lines of code changed in 1 file:
common/map.c: Code fix by Kurt Fitzner so that unique maps will get
compressed if so needed. Fixes problem of unique maps not being
able to get reloaded as they are saved with the compress suffix but
not in compressed form. Code checked in by Mark Wedel, 3/26/2000
12 lines of code changed in 2 files:
server/skills.c, server/spell_effect.c: Improve behaviour when identifying
items - the identify routine already updates the client if it is
in the players inventory, so only send update to client if the item is
on the map. Also, do full item update, as many fields may change, and
that is what the identify function does. Standard top of
file banner also added to skills.c file.
Bug and initial fix of item updates by Kurt Fitzner,
implemented in a bit different way by Mark Wedel. 3/26/2000
43 lines of code changed in 3 files:
Makefile.in, doc/Makefile.in: Modified so that making the docarchive
now works. The make must be done from the top level for it to work, since
some values are passed, but the doc/Makefile.in was missing some declarations
and had some other fixes that needed to be done. msw 3/22/2000
23 lines of code changed in 1 file:
Makefile.in: comment out the EXTRA_FLAGS (which contains the -Wall
entry) - the presumption that everyone is going to use gcc to compile
crossfire is a poor one, and -Wall is only supported on gcc. I would
rather have it compile on the maximum number of systems without it
needing changes than to require the end user to make the customizations.
A better long term solution is to have configure.in check for gcc or
if -Wall is supported it and have it add it in. msw 3/21/2000
2 lines of code changed in 1 file:
server/c_object.c: Fix pick_up_object function to deal with non players
picking up objects - prior to fix, program would crash when monsters
pick up objects. Also, add standard banner at top of file about
copyright, contact, version information. msw 3/21/2000
37 lines of code changed in 1 file:
CREDITS, README: Updated to contain my new mailing address. In reality,
almost all the files have an out of date address for me, but these
are probably the ones people will look at most. msw 3/20/2000
18 lines of code changed in 3 files:
Updated for upcoming 0.95.5 release. msw 3/20/2000
2 lines of code changed in 1 file:
include/Makefile.in: Update files to include material.h - need when
packing up new releases - msw 3/20/2000
1 lines of code changed in 1 file:
Rebuild for upcoming 0.95.5. Some changes have been made to the
archetyps since the last build, and these are reflected in this file.
msw 3/20/2000
43 lines of code changed in 1 file:
doc/hanbook.ps, doc/spoiler.ps: Rebuilt with latest version of crossfire - not
sure if there are any content changes, as the tools to build the file have
been updated on my system, causing many changes to the prologue and outputted
data. - msw 3/20/2000
12032 lines of code changed in 1 file:
Rebuilt with latest version of crossfire - not sure if there are any
content changes, as the tools to build the file have been updated on
my system, causing many changes to the prologue and outputted data.
msw 3/20/2000
11027 lines of code changed in 1 file:
Updated for upcoming 0.95.5 release - msw.
1 lines of code changed in 1 file:
Change doc/spoiler-html/Makefile.in and doc/playbook-html/Makefile.in to use
$(datadir) instead of $(C_LIBDIR). Other add AWK and INCDIR lines so that it
properly builds with autoconf setup. msw 3/19/2000
47 lines of code changed in 3 files:
Change spoiler.tex, handbook.tex to build properly with later versions
of tetex - added language specifier when using the babel package.
msw 3/19/2000
12 lines of code changed in 3 files:
Added comment about find_free_space only checking head of object.
- msw 3/15/2000
3 lines of code changed in 1 file:
Change summon_cult_monster code so that it will no longer summon big monsters
on top of walls or the player. Also, if there is not space for a big
monster, try to find another pet monster that will fit in the space.
File affected: server/spell_effect.c - msw
187 lines of code changed in 2 files:
Change gorokh.arc to use anim devil instead of anim Lucifer - fixes crash
when using avatars of gorokh - msw
3 lines of code changed in 1 file:
Change gorokh.arc to use anim devil instead of anim Lucifer - fixes crash
when using avatars of gorokh - msw
1 lines of code changed in 1 file:
Split off kill_player function from do some living, and check for player
death upon player login. This splits up an otherwise very large function,
but more importantly, the second point allows NOT_PERMADEATH to work as
expected when the player is dead when logged out. Previous, the if the
player was dead when they logged out, it would just kill off the character
permanently (without grave marker or anything), even in NOT_PERMADEATH
mode. Also, cleaned up player load code to remove code that supported
very old style save files.
Files changed: server/login.c server/player.c include/sproto.h - msw
53 lines of code changed in 1 file:
Split off kill_player function from do some living, and check for player
death upon player login. This splits up an otherwise very large function,
but more importantly, the second point allows NOT_PERMADEATH to work as
expected when the player is dead when logged out. Previous, the if the
player was dead when they logged out, it would just kill off the character
permanently (without grave marker or anything), even in NOT_PERMADEATH
mode. Also, cleaned up player load code to remove code that supported
very old style save files.
Files changed: server/login.c server/player.c include/sproto.h - msw
189 lines of code changed in 1 file:
Split off kill_player function from do some living, and check for player
death upon player login. This splits up an otherwise very large function,
but more importantly, the second point allows NOT_PERMADEATH to work as
expected when the player is dead when logged out. Previous, the if the
player was dead when they logged out, it would just kill off the character
permanently (without grave marker or anything), even in NOT_PERMADEATH
mode. Also, cleaned up player load code to remove code that supported
very old style save files.
Files changed: server/login.c server/player.c include/sproto.h - msw
21 lines of code changed in 2 files: