Added crossfire-config to the build list of the configure.ac and regenerated the Makefiles and
configure.in to handle it
6364 lines of code changed in 31 files:
Small tool for easier plugin developpement.
This tool is written to get informations about compiled server directories.
compiled name is crossfire-config.
Should make plugin configure script developpement easier.
0 lines of code changed in 2 files:
server/time.c: Fix bad code in stop_arrow that caused crashes/improper
freeing of data.
MSW 2002-12-30
6 lines of code changed in 2 files:
Fix some stupidity in summon_pet that made it not work above level 25 or so.
10 lines of code changed in 1 file:
common/treasure.c: Fix initialization of treasure structs to use calloc.
server/player.c: Fix infinite loop.
socket/loop.c: Make sure we put in null terminator for socket data.
MSW 2002-12-26
13 lines of code changed in 4 files:
New Arrow and Pet Code:
Add bowmode and petmode commands. Allowing the player to change the firing
style for bows to one of either threewide, or spreadshot.
Allow players to change the operating modes of his pet with petmode. Can
be either seek and destroy, defend, or normal historical behavior.
Change bows to impart speed to arrows based on damage and other magical
plusses. Damage decays over distance, to stop arrows from flying forever.
Very fast moving arrows will pierce multiple targets. An arrow moving at a
speed greater than 10.0 will go straight through a target, losing 1.0 of
speed in the process.
Change magic missile to use spell_find_dir instead of find_dir to stop it
from flying in a circle and hitting the caster, and to make it stop
flying into walls to hit creatures behind the walls.
416 lines of code changed in 13 files:
- modified weather table to use snow mountain transparancies
7 lines of code changed in 1 file:
- transparancies for mountain snow, standardized the rivlets colour table
- added foilage along the same lines (?) - made clsc versions of these too
37 lines of code changed in 12 files:
- fixing up the snow forests
adding in classic versions, adding in non floor versions
- would like to add some snow on the trees for the base set, but that will have to wait.
add in classic glacier image
60 lines of code changed in 16 files:
Various bug fixes:
common/living.c: Reset glow_radius for players, so they stop glowing
after they snuff out their torch or whatever.
server/apply.c: Fix message about improving armour so that it is now
accurate.
server/monster.c: Add some debug lines that may show cause of excess
monster hp.
server/spell_effect.c: fix compile warning in summon_pet(). Clean up
indentation of alchemy functions, but functional changes is to
insert gold nuggets below player (so more of the actions work),
as well as to reset the view position, so that it won't have the
'previous 50' object selection. Add suggested parens in
cast_detection.
server/weather.c: Fix crash in weather code if snow was only object
on space.
MSW 2002-12-20
119 lines of code changed in 6 files:
- new classic (oxymoron) image for the deathtrees
0 lines of code changed in 5 files:
added a bunch of new classic pics to enhance the set and to make the weather a bit less troubling players using that image set
32 lines of code changed in 17 files:
Formulae to go along with the new alchemy stuff. By Johnny Shelley,
looked over and verified by myself.
890 lines of code changed in 1 file:
Don't allow players to alchemy cauldrons into gold nuggets.
9 lines of code changed in 1 file:
Add new DM command "possess". This command allows a DM to possess the body
of a monster.
Also, fix a bug in the new implementation of summon_pet()
160 lines of code changed in 6 files:
-you kids get out of my tomatoes!
18 lines of code changed in 5 files:
-forgot this winter forest image
0 lines of code changed in 1 file:
- more graphic tweeking - snow, ipond, and drifts touched up by A.V, also an attempt to make the winter mountainn images nicer by me.
0 lines of code changed in 5 files:
-return of the magic bow - images by A.V.
0 lines of code changed in 4 files:
Per the comment above summon_pet, I have modified summon_pet() to use the
treasurelist, rather than the built-in compiled list.
83 lines of code changed in 2 files:
Per Mark's suggestion, make it so attacktype is only transferred to arrows
that have AT_PHYSICAL only. To avoid fire/cold arrows and the like.
4 lines of code changed in 1 file:
Fix a typo in the attacktype bow->arrow transfer. Make it so gods can
now bless bows like they would any other weapon. Make slaying transfer
fom the bow to the arrow, so the god enchantment is not lost.
18 lines of code changed in 3 files:
Allow enchant weapon scrolls to be read against bows. Since bows and
swords can no longer be wielded together.. this isn't a problem anymore.
21 lines of code changed in 1 file:
Fix the fact that bows do not impart thier attacktype to arrows fired.
5 lines of code changed in 2 files:
It's really lame when I'm DM, and invisible, and a player casts "detect
invisible", and it works on me..
2 lines of code changed in 1 file:
Fix an off by one error in the weather pointed out by Mark. Change the
who command so dm's can see what level everyone is.
5 lines of code changed in 2 files:
More stuff for the changelog
22 lines of code changed in 1 file:
I twiddled these a bit.. Cleaning them up... trying to address a few of
the problems on these. Someone should take a look at them now, and
consider linking them somwhere.
2115 lines of code changed in 7 files:
Clean up the warnings from gcc in this file.
12 lines of code changed in 1 file:
Argh.. cvs merged this for me.. and made a mess.
1 lines of code changed in 1 file:
Header changes for the weather stuff.
10 lines of code changed in 2 files:
More weather routines:
Now the game will attempt to completely reformat the world, and modify it
with the weather and elevation. When dynamiclevel is set to 5 or above,
the game looks at each tile, and the weather conditions present in that
tile. It then consults a table of different terrain types, and what
conditions they prefer to grow under. If the conditions match the spot,
and there is nothing special about the spot (like a house, or a road),
then we drop the new tile type on the overlay map on that location.
Tuning of this can be done at the top of weather.c, by changing the
weather_tile array.
Also.. add a feather_map() routine which tries to break up the blockiness
of some of the weather effects by spreading the tiles around.
This code works.. but needs tuning, and probably a little more testing.
Some of the conditions for the various tiles really need to be looked at,
and fiddled with.
437 lines of code changed in 1 file:
Fire plane artefacts..... "It's Coming!..."
5 lines of code changed in 276 files:
common/exp.c: Fix bug were drain attacks added exp.
MSW 2002-12-05
6 lines of code changed in 2 files:
server/player.c: Change move_player_attack() so that we look for monsters
to attack even after finding a rollable object - there can be non
blocking rollable objects with monsters on top - we want to attack
the monster, not roll the object.
MSW 2002-12-03
43 lines of code changed in 2 files:
Fix final_map path for goblin chief. Also, set difficulty 2 -
hopefully this won't be too hard, as it now adds some monsters to the
maps leading up to the final map.
MSW 2002-12-03
3 lines of code changed in 1 file:
Change any exits that were directly on the floor to have a floor arch
underneath them.
101 lines of code changed in 15 files:
TODO: Move more items from my mailbox to the TODO list.
common/living.c: Init item_power in player to zero in fix_player() -
bogus results were getting generated as it just kept getting incremented.
common/porting.c: fix remove_directory so it works properly - checking
for . and .. entries too late, calling unlink instead of rmdir.
include/sproto.h: rebuilt
lib/animations, lib/archetypes, lib/bmaps, lib/bmaps.paths, lib/crossfire.0,
lib/crossfire.1, lib/faces: Rebuilt - new archs added, catch is_thrown
addition to thrown rock/boulder archs.
server/c_move.c, server/c_range.c: Add another parameter to do_skill() - part, which
is closest part of creature to target object - current only used
for the throw code. Update calls to this function to add additional
parameter.
server/c_object.c: Remove the NDI_UNIQUE from the 'item is too heavy
to pick up' so that it won't flood the client with them if players
goes onto space with lots of objects.
server/main.c: Minor cleanup to fix compiler warning about ambigous
if/else.
server/monster.c: Pass closest part of monster when having it use
a skill so that it doesn't throw rocks into itself. Update calls to
do_skill as described above.
server/player.c: Cal delete_player() when player quits - this properly
cleans up any per player unique maps they have. Also, check for
any such maps currently in memory, and delete those so that unique
maps don't get 'gifted' to the next character of the same name.
Update calls to do_skill as described above.
server/shop.c: Combine items of the same name together in the output
of the shop listings. Include the number of items, remove special
casing of some objects so that query_base_name is used for all item
types.
server/skill_util.c: Modify do_skill() to take additional param as
described above. Also, have do_skill return 1 on success,
0 on failur to use skill, and not return exp - otherwise,
monster code has no idea if skill was successfully used, as throw
doesn't grant exp, and this caused monsters to move into the
object they just threw. Update calls to do_skill as described
above.
server/skills.c: Clean up skill_throw function to return meaningfull
value. Also, pass along extra part of closest monster part
to target. Modify do_throw to return value, use closest
part of body as origin point for thwon object.
server/spell_effect.c: Use isqrt function instead of definining
ISQRT that used float version. Cleans up compile warning - most
likely not seen before as spell was #ifdef SPELL_ENCUMBERANCE out.
server/time.c: Put sanity checking for players speed_left in
move_player_mover() - got some reports of infinite negative speed
on metalforge, and this is the only place in the code where I could
see that happening given the description of the events.
utils/arch2xml.py, utils/cfarches.xsl: New script (and template) by
Todd Mitchell. Script can convert archs to xml, and the template
is usuable with mozilla to look at the output.
MSW 2002-12-02
520 lines of code changed in 18 files:
typo
1 lines of code changed in 1 file:
-sorry bout that - one wizards desk.
0 lines of code changed in 1 file:
A new image for the waterfall, that fits the rest of the world. rivlets
for the mountains, because puddles look stupid on them.
22 lines of code changed in 5 files:
New images for steppe and a lighter steppe.
13 lines of code changed in 3 files:
add new images that tile better for the dark and medium grass. New images
to represent dying grass.
30 lines of code changed in 6 files:
Add arches and images for thaumatugist's desk and jeweler's bench. Images
by temitchell.
1 lines of code changed in 4 files:
Add is_thrown to these thrown objects so that the code will find them
properly and have monsters throw them.
MSW 2002-11-30
4 lines of code changed in 4 files:
Fix exit for wyvern quest - was missing the slaying /! portion.
MSW 2002-11-30
1 lines of code changed in 1 file:
Fix exit path for this map - was dumping players out to wrong map,
leaving them in the middle of the ocean.
MSW 2002-11-30
5 lines of code changed in 1 file: