Minor twiddlings and bugfixes throughout the weather code.
Addition of rainfall accumulation data, and finally something for
dynamiclevel 2: Snow. Yes, it now snows, melts, and oceans freeze into
glaciers. Still imperfect, and I don't reccomend turning it on just yet,
(at least for players). It's stable, it just makes a mess of the roads.
312 lines of code changed in 2 files:
These woods didn't have is_floor set.
1 lines of code changed in 1 file:
Fix goblin head quest (final map was wrong).
Add new image (Info/world.gif) - this is a representation of what the
world looks like. Add script (Info/combine.pl) that I used to make
this image.
Add a bunch of unlinked maps. As of this commit, everything in the 'small'
world directory is now here.
MSW 2002-10-29
101221 lines of code changed in 67 files:
Arg matey! Raided the RPG 8 bit library and added some lantern images, a few helmets and a shield.
Fixed the Giant rat attacktype typo
Cleaned up the big keep image
Made a new tower
Added in 5 different skeletal debris arches (for when a corpse just isn't enough)
184 lines of code changed in 24 files:
These maps were actually missing spaces, causing some big fun.
51 lines of code changed in 2 files:
When loading an overlay, if the object we load off the overlay is a floor
tile, load it INS_ABOVE_FLOOR_ONLY, rather than INS_ON_TOP, so we don't
obscure things that would normally sit on the floor.
5 lines of code changed in 1 file:
Hurray! Weather now works and functions. (still no game effect)
This commit adds the compute_sky routine. This routine takes all of the
conditions that make up the weather, and actually figures out what the real
weather is. Also, if we are in fastclock mode, we write the skymap out
occasionally, for debugging purposes. We never read the skymap, it is
allways computed on the fly.
Change the maps program to read the new skymap.
172 lines of code changed in 3 files:
Add a routine to figure out which weathermap something is in, given it's
x,y coordinates, and the name of the current map. Also add a function
to compute the real temperature of a given weathermap location. This
function takes the base temp, and applies wind and time to it.
75 lines of code changed in 2 files:
Finally. Fix the temperature calculations, so that the equator actually
moves north<->south during the seasons. Now the base temperature map is
actually correct.
6 lines of code changed in 1 file:
Add prototypes for new stuff added in weather.c
4 lines of code changed in 1 file:
Add better code for handling the "gulf stream". Now the gulf stream
actually persists, and is no longer nuked by the pressuremap. More
twiddles to the humidity, to try and prevent the whole continent from
becoming a vast desert. It would really help things if there were a few
more lakes and rivers...
247 lines of code changed in 1 file:
Added rubble (for flavour) and a cheeseburger (anachronistic but for something I am working on - do not use lightly)
0 lines of code changed in 4 files:
Added new inn, linked it on world map - fixed A.V's change I clobbered on world_101_114
3784 lines of code changed in 5 files:
Add code to make humidmap.ppm
18 lines of code changed in 1 file:
If you are going to generate a file that takes 30 minutes to generate,
make sure you actually generate it correctly. Lots of fixes for humidity,
but humidity still isn't quite right.
8 lines of code changed in 1 file:
Don't save tiling data in the map_header on overlay maps. It makes the
overlay load really verbose.
5 lines of code changed in 1 file:
Made the main road wider (except the mountain underpass to darcap).
added folder inn_and_outpost for standalone buildings on the worldmap
added Hermes Inn between Navar and Scorn
added some buildings (unlinked as yet) along the road (and a small mining town near the mountain underpass to darcap)
Most worldmaps have not been changed, but are showing up on this list because I swapped mountain2 for mountain4 then back again and this seems to be showing up as a change.
54827 lines of code changed in 58 files:
Forgot to add is_water somewhere
1 lines of code changed in 1 file:
Add back in some "end"'s I nuked. oops
12 lines of code changed in 10 files:
Add messages for crash and bludgeon. Fix a typo in pierce
111 lines of code changed in 1 file:
add is_water to these too.
40 lines of code changed in 28 files:
Add is_water to these
40 lines of code changed in 9 files:
Changelog entry for the last N commits.
25 lines of code changed in 1 file:
utils/maps.c: This program will generate ppm files from each of the
weathermaps. Mostly for debugging, but curious DM's might find it useful
to see the weather.
0 lines of code changed in 1 file:
server/init.c: add code to read fastclock setting
server/weather.c: Complete update, largely rewritten. Now the world is
cut into a 100x100 matrix of weathermaps. Each one of these maps is
computed at initial boot, and written to disk, following which, they are
simply read from disk at boot. For each of the main weather types
(pressure, humitidy, base temperature, wind direction, wind speed) the
game recomputes the entire weathermap, applying smoothing algorithims, or
derriving each map from it's predecessor. Weathermaps are only used if
you have set your dynamiclevel to 1 or greater, and, are using the
bigmap set. At this time, there is still no functional change to the game,
bigmap, or not.
998 lines of code changed in 2 files:
common/init.c: update for FLAG_IS_WATER
common/loader.l: update for FLAG_IS_WATER
2 lines of code changed in 2 files:
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
31 lines of code changed in 4 files:
add a setting fastclock. This makes the server's clock run *really*
fast. For now, it's good for debugging purposes, but in the future it will
allow a dm to ravage a world with weather quickly.
7 lines of code changed in 1 file:
Corrections for teleporter problem due to
missing "activate_on_push/release" flags. Same changes
as to the standard map set, including a fix for
reception tower map-bug.
--AndreasV
3298 lines of code changed in 23 files:
Added to Aljwaf quest and moved the ruins to the wolrd map - changed old map link to this quest
20537 lines of code changed in 18 files:
ome additional winter terrain - more snow and a glacier arch
0 lines of code changed in 3 files:
Update halforc images for base set
0 lines of code changed in 4 files:
doors that swing open (with connect) - the mdoor images is the door outline and not referred in the arch.
4 lines of code changed in 13 files:
anged bird animation
14 lines of code changed in 9 files:
Added a special image for the god_grace_limits.
This is only for their appearance in the editor.
--AV
5 lines of code changed in 5 files:
server/c_chat.c: Fix some buffer overflow issues - use snprintf or
use new_draw_info_format instead.
lib/artifacts: Update some cloaks not to require a minimum magic level,
since that will never be met.
MSW 2002-10-16
27 lines of code changed in 3 files:
Add a bunch more maps to the bigworld.
MSW 2002-10-15
205439 lines of code changed in 98 files:
Add a bunch of new maps to the bigworld maps. Update many maps
they sit on. Update HallOfQuests with update information for where
some of these maps are.
MSW 2002-10-14
469137 lines of code changed in 138 files:
Minor bugfixes:
common/living.c: Fix it so that if you die, you won't _gain_ exp in any
skills - could happen if new table is harder - 3 level loss could still
mean having higher exp total.
common/map.c: Fix on_same_map so check to see if either object has null
map value - prevents crashes.
MSW 2002-10-13
23 lines of code changed in 3 files:
Experience cleanup - the main functional change is that no upper limit of
exp in an individual skill, save for the limit that there is an upper
limit of total exp a player can have. Thus, if a player concentrates
complete in one skill, he could get to level 110 in it. A lot of
code cleanup was done - so much had gotten added to the exp code that it
was a real mess.
common/living.c: re-arrange some of the code, so all the exp related
functions are together. remove adjust_exp(), change check_dm_add_exp_to_obj()
to check_exp_adjust. Add new functions add_player_exp(), check_exp_loss(),
check_exp_add(), subtract_player_exp().
include/libproto.h: rebuilt.
server/c_wiz.c: Update command_addexp() to use new exp functions.
server/gods.c: Update lose_priest_exp() to use new exp functions.
MSW 2002-10-11
252 lines of code changed in 5 files:
configure, configure.ac: Remove --enable-old-layout option - that is more than
3+ years old now. Add --enable-dmalloc option so code can be compiled
with dmalloc debugging without needing to change/rebuild the configure
files.
common/porting.c: Add stdarg.h to list of included files.
include/autoconf.h.in: rebuilt, HAVE_LIBDMALLOC undef added.
random_maps/square_spiral.c: fix bound checking value.
MSW 2002-10-07
93 lines of code changed in 6 files:
tk/gx11.c: Add patch by jshelley@ictransnet.com that fixes save window
positions. MSW 2002-10-03
9 lines of code changed in 2 files:
common/item.c: Fix bug with identified potions not getting set to proper name.
MSW 2002-10-03
6 lines of code changed in 2 files:
Bug fix for animate weapon control - broken in last change with golems,
as golem_count wasn't getting set.
MSW 2002-10-03
1 lines of code changed in 1 file:
Bugfixes: Add golem_count element to player structure so we can properly
detect when golem is destroyed. This fixes a crash in some places as the
code tried to remove this already removed golem.
Fix crash when null player maps.
include/player.h: Add golem_count element to player structure.
server/player.c: Add code in handle_newscs_player() that checks status of
golem, clears op->contr->golem is value is bogus
server/spell_effect.c, server/spell_util.c: Initialize golem_count
value when golem is created.
socket/request.c: Check for null map value.
MSW 2002-10-04
29 lines of code changed in 6 files: