Rebuild archetypes, seems to be neccessary for new god-intervention.
Anyways, arch and server should be synchronized.
0 lines of code changed in 1 file:
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.
1228 lines of code changed in 22 files:
Added files for new god code. Code by Jan, checkin by MSW 12-26-2000
73 lines of code changed in 42 files:
MSW 2000-12-26:
Added new archetypes & god changes for new god code. Changes by Jan E.,
checked in my MSW.
706 lines of code changed in 46 files:
Added "no_magic 1" and "damned 1" to savebed arch.
It happened that players died while casting spells in
autofire-mode. Getting respawned on the savebed in their
appartment, they blasted the inventory.
2 lines of code changed in 1 file:
MSW 2000-12-24:
Same fix as was done for client - was not using return value
after realloc of pixels, and continued to use small buffer. For the
editor, this may not have been an issue, as the load order of images
for the editor is predictable, and the first image may have allocated
the largest buffer needed.
1 lines of code changed in 1 file:
MSW 2000/12/24:
png.c: Fix a major memory corruption issue - the png function
was re-allocing for a larger hunk of data, but did not update the
pointer and was still using the pointer to the smaller hunk.
Severity of this bug depended on luck - if the first png downloaded
happened to have the full 4 bytes/pixel, it never needed to do a realloc
so would work fine. Otherwise, a matter of luck what data got stomped
over. Also, modified the main function in this file so that it
you can compile against it and it now works with the new in memory
data read.
36 lines of code changed in 2 files:
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.
15 lines of code changed in 3 files:
MSW 2000/12/23:
server/attack.c: Don't exit hit_player function if damage is reduced to 0
in magical attacks. This was preventing face of death and probably a lot
of effect only spells from working.
server/spell_util.c: modify check_cone_push to use move_object to blow
the objects. Before, multisquare monsters were getting sliced
into their individual components - move_object deals with multisquare objects
properly.
65 lines of code changed in 3 files:
Update to use crossfire.real-time.com at metaserver.
MSW 2000-12-23
1 lines of code changed in 1 file:
Update to use crossfire.real-time.com as the metaserver.
MSW 2000-12-23
1 lines of code changed in 1 file:
Wrong flag in save_player(), caused the saving-attempt
to fail.
1 lines of code changed in 1 file:
hp, sp in map.arc obviously worked as default values
for startx, starty in every map. Changing these caused
some inconvenience, so I set them back to 1,1.
This should fix all the map-bugs that appeared after my
HallOfSelection-patch.
2 lines of code changed in 1 file:
I intended to clean up the character-creation process
and thus changed the initial starting place from
"/city/city" to "/HallOfSelection", like it should be.
I hope this will not cause unwanted side-effects.
I really did my best to test it and prevent any bugs
caused by this change. If you still discover some
weirdness that might be related to this change, please
lemme know. -AV
14 lines of code changed in 2 files:
New starting place for character creation:
HallOfSelection instead of scorn.
3 lines of code changed in 1 file:
*** empty log message ***
2 lines of code changed in 1 file:
MSW 2000/12/19:
Metaserver update. Most files updated. This change has the client
connect the metaserver and lets the user choose which server to connect
to. Also, if the client loses a connection (either because the player
has quit playing or the server died), the client will no longer exit and
instead go back to the server selection screen.
A few unrelated changes (cfclient): when running cache, non downloaded
images should look better. Also, client starts up with larger window in
Png mode to take into account the extra space png images takes up in the
game window.
Changes by file:
Makefile.in: Add metaserver.c file.
cconfig.h: Add metaserver configuration information.
client.c: Add meta_ variables, move resists_name to this file, no longer
have DoClient exit if it gets an error on the socket (instead
mark the fd as -1 and return), change main loop such that if
connection to server has been lost, go through loop to establish
a new connection.
client.h: Add Metaserver_Select input state. Change resists_name from
a static to extern.
gx11.c: Remove some unused code, various code cleanups, and additions to
support the metaserver connection process.
init.c: Add reset_client_vars - call it between connections to servers.
proto.h: rebuilt for new functions.
x11.c: Update for metaserver connection status. If running Png mode,
have windows created larger.
xutil.c: When creating default images for cache, create 32x32 images for
png mode, not 24x24 images.
metaserver.c: New file for metaserver code.
End MSW 2000/12/19 checkin.
710 lines of code changed in 11 files:
Re-inserted the Spell of Conflict
fixed a bug in attack.c
14 lines of code changed in 7 files:
Update magicmap command to describe the bitmasks for the high
nibble. MSW 2000/12/18
7 lines of code changed in 1 file:
player.c:
Hopefully fixed a bug related to dying on
battleground.
spell_effect.c:
The spell "word of recall" will now point to
the players's last-applied savebed.
This will make players more independant from
Scorn.
5 lines of code changed in 2 files:
File will now compile if XPM is not installed. MSW 2000/12/17
8 lines of code changed in 1 file:
Add new file. MSW
253 lines of code changed in 1 file:
MSW 2000/12/17: Various changes. Note that the scope of files in this checkin
make it appear that a lot was changed, but in fact it was mostly just
re-orginization - very little code has actually changed.
include/autoconf.h.in: Add HAVE_LIBDES to file.
include/config.h: Remove comments after defines for MAP_MIN/MAX timeouts.
This just removes some warnings during compile. comments are now
on lines by themselves.
include/player.h: remove shootstrength for player structure. It was unused.
server/Makefile.in: remove input.c file, add c_range.c file.
server/c_chat.c: remove command_last, add command_shout and command_tell
from input.c to this file. Also fix bug in command tell which
would let players crash server at will.
server/c_misc.c,server/c_object.c: Relocate many functions
from input.c into these files.
server/c_move.c, server/c_new.c: Add standard crossfire banner comment.
server/c_range.c: New file - contains range related commands,
including spell casting (relocated from input.c)
server/c_wiz.c: move command_invisible from input.c into this file.
server/commands.c: Remove unused commands (bell, last, strength)
server/input.c: removed file.
server/main.c: Change HAVE_DES_H to HAVE_LIBDES
server/player.c: When choosing a race, draw it facing south for best
presentation of image.
server/spell_util.c: Remove dead code (#if 0 shootstrength related
code)
socket/loop.c: remove unused variables.
NOTE: Due to the addition/removal of files, you will need to do
'config.status; make depend; make' from the top level directory for
everything to be compiled properly.
End of MSW 2000/12/17 checkin.
911 lines of code changed in 16 files:
*** empty log message ***
9 lines of code changed in 1 file:
Fixes for random maps:
1) Spirals won't dump you into walls anymore
2) endless loop bug fixed
PeterM
198 lines of code changed in 6 files:
Fix for the class stat-max-bug, where certain classes would
exceed their racial maxima. Now an extra stat beyond the
racial max is reassigned to some other non-CHA stat randomly.
PM
28 lines of code changed in 1 file:
Multiple skills of the same sort will now eventually join.
4 lines of code changed in 1 file:
Edited for spelling, mostly.
18 lines of code changed in 5 files:
animations:
archetypes:
New race-description msg
treasures:
class alchemist has spell "alchemy" per
default now. I consider this a must.
2 lines of code changed in 1 file:
Added ability of alchemy spell. This is needed to give
alchemy as initial spell to the class "alchemist".
0 lines of code changed in 1 file:
Inserted the new race-descriptions into the player arches.
These will now show up during the race-selection process.
was nice teamwork: Mark did the coding, Peter wrote the
descriptions, and I humbly inserted them in the arches. =)
While at it, I also fixed the animation problems for
Quetzal and Half-Orc.
192 lines of code changed in 11 files:
More fixes. I think this should fix the error on accept calls.
Old code also had a problem with freeing freed data, which my test
programs died on. There was also some code which had no real
effect that I removed.
MSW 2000/12/16
2 lines of code changed in 1 file:
MSW 2000/12/16:
server/player.c: If the player race archetype has a message, print that out.
This allows a descriptive message about what the different races will
get. The message is removed from the player once they decide on the
race.
common/living.c: Add some parens around some PR resistant checks - eliminates
warnings from gcc.
server/disease.c: have cure_disease remove all diseases a player is infected
with. The code suggested it was attempting to do so, and the
messages it printed out certainly suggested that the character
was disease free.
55 lines of code changed in 4 files:
gods.c:
Fixed a problem concerning PR: The god's
immunities must not always be transferred to
the players joining the cult. For example:
Sorig has elec +100%, but the player shall only
get +30%.
player.c:
Small mod, to make the new mini-playguides not
startequip 1. So players can keep them and
even pass them around.
12 lines of code changed in 2 files:
Inserted the new mini-playguides into the
player classes' treasurelist.
20 lines of code changed in 1 file:
rebuild arches
6099 lines of code changed in 3 files:
rebalancing artifacts, concerning PR
24 lines of code changed in 9 files:
Great new feature: =)
Short in-game playguides for newbies.
After character creation, one will find
one of these among the start-equipment.
28 lines of code changed in 8 files:
fixing resistances
0 lines of code changed in 2 files:
MSW 2000/12/15: Added transperency to image.
10 lines of code changed in 1 file:
MSW 2000/12/15:
Remove some file vestiges from crossedit/png.c - it does everything in memory,
but a few file referances were not removed.
0 lines of code changed in 1 file:
Improved tracking for poison fog.
1 lines of code changed in 1 file:
Initial implementation of poison cloud.
76 lines of code changed in 1 file:
1st cut at poison fog
1 lines of code changed in 1 file:
Fixed an abuse of containers with too much value
3 lines of code changed in 1 file:
Fixed some code which caused an unnecessary server exit.
move_apply CAN recurse many times when the code is operating properly.
For example, in a room full of rune_summon_water.
a rune is triggerd. 5 water elementals appear and land on neighboring
runes. they go off. each summons 5 more elementals, etcetera.
The recursion ends naturally and correctly when all the runes are consumed.
PeterM
7 lines of code changed in 1 file:
Cleaning up the gods arches:
They had several resistances set (of the same type!).
Moreover I had to reduce the amount of fire and cold
vulnerabilities. With PR these cults would get *very*
unpopular otherwise.
2 lines of code changed in 7 files:
server/attack.c:
Acid will only corrode equipment while the player has
less than 50% acid resist.
Note that acid corrosion makes players feel *very* unappy
since there is no way to reverse the process yet.
Outcommented the deathstrike-debug message. It used to
spam the log like crazy.
server/spell_util.c:
server/time.c:
Patch for spell/missile reflecting:
The "reflect spell/missile" flag does no longer provide
living creatures with perfect immunity to projectiles.
There is a missing chance of: 10% + level of projectile / 10
This does apply for all kinds of magic bullets/missiles,
arrows, bolts and thrown objects.
Smite spells and bolt spells are not affected, they will
always bounce off.
server/spell_effect.c:
Done some more cleaning and adjusting for the protection
spells. E.g. it is no longer possible to have both a god's
blessing and a holy possession in effect.
Also removed is the ability to add holy bless/poss. effects
of more than one god to a char.
67 lines of code changed in 4 files:
Numerous adjustments to the random-artifacts
concerning PR.
32 lines of code changed in 1 file:
Patch for spell/missile reflecting:
function reflwall() changed
1 lines of code changed in 1 file:
Player chars that cannot wear armour (like quetzal and
fireborn) gain in addition to ac a small amount of
armour (= resist_physical) per level. A maxed out char
(level 110) will get 80% armour.
This is not too much, but at least a little help.
7 lines of code changed in 1 file:
I renamed the "potion of restoration" to "potion of life".
The restoration-spell and -potion have *nothing* in
common, so to prevent confusing ppl I renamed the latter.
1 lines of code changed in 1 file:
spirals for random maps
2 lines of code changed in 1 file:
A few little refinements.
13 lines of code changed in 3 files:
Implemented a new sort of random map: the spiral.
267 lines of code changed in 8 files:
Documented a new type of layout for random maps: "spiral".
37 lines of code changed in 1 file:
PeterM: Fixed up random map code. Used a lot of global variables
for stuff. Always meant to fix it and just got 'round to it.
652 lines of code changed in 18 files:
Now there are three classes of res. potions:
- potions with 95% resistance: extremely rare and expensive
- potions with 90%: more common, and to get for a fair price
- potions with 50%: for newbies only, very cheap and rather common
45 lines of code changed in 3 files:
Adjusting the resistances of player races, in regard
of the new PR-system.
In general, vulnerabilities are much lower since more
severe. I also removed some small paralyze/draining
vulns because they would be very nasty.
5 lines of code changed in 4 files:
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.
162 lines of code changed in 9 files:
Possible fix for errors if client connect/disconnect to quickly.
2 lines of code changed in 1 file:
cfsndserv didn't compile on sgi
1 lines of code changed in 1 file:
removed a bogus file, so make archive works
0 lines of code changed in 1 file:
Modifed these two files to use "has_been_loaded" on map loading instead
of using load_original_map. Cuts down on map clutter.
9 lines of code changed in 2 files:
MSW 2000/12/10:
png.c, gx11.c, x11.c, xutil.c: modified to use in memory loading of
png's. This means that if not caching images, we don't need to write it out
to a temp file. This should result in a minor performance gain, but
also remove the need of using tmpnam. Also, modified gx11.c so that
it uses same logic as the x11 client for extended command key (').
Before gx11.c client would use both ' and ", and there was no way to unbind
the later - since one can always bind the command key, I found that a bit
annoying.
70 lines of code changed in 5 files:
utils/metaserver.pl: Various improvements. Main one is that tcp
connections to port 13326 of the metaserver will dump the information
in a easily parsable format for the client or other applications.
include/config.h: Set ARCHTABLE size to correct value.
47 lines of code changed in 2 files:
MSW 2000/12/10:
include/config.h: Set ARCHTABLE size to correct value.
server/player.c: Have server send update item to client for players face
while select class. Added esrv_new_player in Roll_Again, because
without it, the client had yet to receive information on what tag
the player was so could not make sense of the updated face.
server/spell_effect.c: Balance issues for polymorph. Reduce maximum
value for high valued objects, remove ability to polymorph generators,
put maximum level on polymorphed monsters and give them saving
throws against the effects.
28 lines of code changed in 4 files:
Rebuilt arches to include the new Giant Worm.
4405 lines of code changed in 3 files:
Added treasurelist "giant worm"
18 lines of code changed in 1 file:
Vitriol attack spell, needed for "Giant Worm".
0 lines of code changed in 1 file:
New monster added: "Giant Worm"
Basically it could be considered a kind of "acid dragon".
It's attacktypes are physical, poison, acid and slow, it
uses the vitriol-spell as primary attack too.
This beast is quite tough to fight without high acid protection.
Especially in groups "Giant Worms" are a deadly force.
82 lines of code changed in 25 files:
Most forces will just refresh and not reinforce when cast multiple
times, excpt armour.
12 lines of code changed in 1 file:
Activated the vitriol splash spell, which was previously
inactivated.
1 lines of code changed in 1 file:
Corrected the attacktype of vitriol splash to
be 64 (= acid).
1 lines of code changed in 1 file:
Set #define ARCHTABLE 5003
This should fix troubles that arose from
the growing number of arches. Note that 5003 is prime
as it should be.
1 lines of code changed in 1 file:
MSW 2000/12/5:
server/player.c: Move location of where it sets the player has_hit variable
until after we have confirmed that the player has actually attacked a monster
and not that the space is blocked. Fixes various problems and make
behaviour more predictable.
7 lines of code changed in 2 files:
MSW 2000/12/5:
common/button.c: Do not set path_attuned when loading connected objects from w!
the editor. This is normally done for random map code/glue logic.
common/player.c: When trying to find a skill to use, use a native skill
first before going off and returning a skill object like a talisman.
16 lines of code changed in 2 files:
MSW 2000/12/5
Do not set path_attuned when loading connected objects from within
the editor. This is normally done for random map code/glue logic.
1 lines of code changed in 1 file:
MSW 2000/12/4:
common/treasure.c: Make it so resistances from artifact files are absolute
adjustments.
Makefile.in configure configure.in: Fix check for libdes to see if des_crypt
exists in libdes before setting HAVE_LIBDES
crossedit/Makefile.in: Add Cnv/libCnv.a before LIBS - should fix
linking error on irix systems.
utils/metaserver.pl: modified so it ignores entries from hosts that
report their name as put.your.hostname.here
104 lines of code changed in 7 files:
*** empty log message ***
131 lines of code changed in 1 file:
Adding file that doesn't seem to have gotten committed. MSW 2000/12/4
78 lines of code changed in 1 file:
Upped the protection to fire a bit.
1 lines of code changed in 1 file:
Some tweaks done to various PR values.
86 lines of code changed in 32 files:
MSW 2000/12/3:
crossedit/Attr.c: Add the new resist names to set of variables one can set (PR change)
12 lines of code changed in 2 files:
Reset some PR values to 50 from 30.
21 lines of code changed in 16 files:
*** empty log message ***
4 lines of code changed in 1 file:
MSW 2000/12/3:
Misc changes. Main one is adding PNG support to the editor.
TODO: Remove outdated things to do (like partial resistance code)
configure, configure.in, include/autoconf.h.in: Add check for libpng.
include/global.h: Remove displaymodes - moved to crossedit/Defines.h
crossedit/App.c, crossedit/App.h crossedit/CrEdit.c crossedit/CrFace.c
crossedit/CrList.c crossedit/CrUtil.c crossedit/Edit.c crossedit/crossedit.c
crossedit/xutil.c, crossedit/png.c (new file): Add support for png display
in crossedit.
crossedit/Makefile.in: Add png.c file.
server/c_misc.c: Change who command to only display real players, and not
players in process of connecting/unconnecting. Also, remove code to display
old sockets, since those are not supported anymore.
225 lines of code changed in 18 files:
Converted the old "armor" "protected" "vulnerable" and "immune" to
the partial-resistance equivalents.
1244 lines of code changed in 274 files:
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.
1284 lines of code changed in 52 files:
MSW 2000-12-3:
Commit for PR code. General changes was to clean up archetypes that
were immune/protected/vulnerable to the same attacktype (ie, protected &
immune). Disease code changed to use last_grace instead of armour for
contagious values. Gods still need to be fixed up.
72 lines of code changed in 30 files:
Updated to display resistance values in the message window. Except for
armour, this is only displayed when running against serves with PR
code. Change for both cfclient and gcfclient. Files affected:
Protocol client.h commands.c gx11.c newclient.h player.c
sounds soundsdef.h x11.c
MSW 12-3-2000
310 lines of code changed in 8 files: