-modified let_it_snow to produce rivlets not puddles on mountains
-modified siinging_in_the_rain to produce rivlets not puddles on mountains
15 lines of code changed in 1 file:
Thanks to Kevin R Bulgrien for making me look at this file again.
Apparently NOT_PERMADETH and BALANCED_STAT_LOSS were reversed.
1 lines of code changed in 1 file:
fix savewinpos for windowmanagers like twm
4 lines of code changed in 1 file:
redo oldcity to use tiling
21364 lines of code changed in 16 files:
More formulae hacking from Johnny Shelley. Mostly added new bow types,
fiddled a few difficulty/exp settings, and added trans to most of the
smithery/tannery formulae.
198 lines of code changed in 1 file:
Move the messhall over and link the big tower/tavern thingie
35 lines of code changed in 1 file:
Add the tavern and tower maps from <mikeeusa@caethaver2.ath.cx> that was
posted to the mailing list awhile ago. This is a very nice mapset, with
some fun areas in it. Its also quite huge.
548657 lines of code changed in 59 files:
Fix a little stupidity.
1 lines of code changed in 1 file:
Port AV's changes to the bigmap versions..
301 lines of code changed in 5 files:
Update the changelog
25 lines of code changed in 1 file:
Allow artifact file to set materialname. Sprinke materialnames on some
of the obvious artifacts.
11 lines of code changed in 2 files:
Sprinkle some materialnames around. prevents things like "leather
leather armour", "gold coins made of bronze".
14 lines of code changed in 11 files:
New materialtype system for crossfire. Based in concept on my original
design, but rewritten from scratch to make it easily extensible.
In a nutshell:
Each of the old materialtypes (metal, glass, stone, wood) are now a class
of materials. When an item in the game is created, if it does not have a
specific materialname of it's own, a materialname is generated randomly
from the matching entries in the "lib/materials" file. This file
contains all of the saving throws, and other material specific
modifications for each of the expanded materials.
Materials can be manually specified in the arch with the "materialname"
directive. Such as the gold coins, which are specified to be made of,
you guessed it, gold.
Saving throws have been slightly rewritten to use the new materialtypes,
and a few other minor details associated with materialtypes have been
patched up.
Adding a new type of stone or wood, is as simple as adding a new entry in
the lib/materials file. The game will automatically start distributing
them around randomly.
689 lines of code changed in 20 files:
-bugfixes to let_it_snow and plant_a_garden (Tim walked me through these - was hitting empty spaces due to multipart objects in maps)
3 lines of code changed in 1 file:
Apparently nrof==0 == 1. I did not know that.
2 lines of code changed in 1 file:
Fix floor tiles in map - was using floor tiles before, which wasn't
really the right thing to do.
MSW 2003-01-27
543 lines of code changed in 1 file:
- added mountain snow and mountain rain to aviod list (to prevent buildups)
- added mushrooms and mountain foilage to the garden list
21 lines of code changed in 1 file:
Argh.. stupid stupid me. Forgot to check in init.c, which called
read_supllydb() which initializes the supply database to NULL on boot if
it doesn't exist. Without which.. chaos ensues.
1 lines of code changed in 1 file:
Various bug fixes:
common/item.c: If nrof of an item is 0, have it print singular name and
not plural name.
server/c_object.c: Fix typo when printing value of optoins - had an
extra 'the' in place. Also, don't print value of objects with
no pick flag set.
server/login.c: Enforce maximum name length for new characters.
server/monster.c: Change parsing code for messages/@match code -
new code is simpler, and should also be simpler and less bug
ridden, but otherwise functionally equivalant. Also fix up
communicate to work properly on tiled maps.
server/spell_effect.c: fix up move_aura to not crash hopefully.
MSW 2003-01-26
183 lines of code changed in 6 files:
Fix a few bugs in this file - oakdoor was outside the map, bad
match for the shopkeeper, oakdoor also had bad exit coords.
MSW 2003-01-27
8 lines of code changed in 1 file:
Experimental code to attempt a supply and demand based economy for
shops. This code lays the framework for a supply and demand based
pricing scheme, and tracks all purchases and sales by players. It
calculates what the price for the item should be, based on the data it
has collected.
However.. the code to make it actually chaneg the prices in the game has
not been added. At this stage, the code only tracks the prices in a
database, var/supplydb. It is my intention to collect this data from
running servers to see what effect such a change would make. It is quite
possible that this scheme will be backed out, and a different one used
based on the data collected. The data should give us a reasonable
picture of what is sold and purchased in the game, to better judge future
economic changes.
There should be no gameplay changes from this commit.
144 lines of code changed in 4 files:
gtk/config.c, gtk/gx11.c: remove including some files which we don't need included.
gtk/keys.c: Modify to not use X11 for keybinding - instead, uses gdk
functionality - this should make it more portable.
MSW 2003-01-22
405 lines of code changed in 4 files:
More bug fixes:
server/player.c: Call fix_player after lifesaving device is used to reset
body location values.
server/spell_effect.c, server/spell_util.c: Add some more P_OUT_OF_MAP
checks.
MSW 2003-01-22
29 lines of code changed in 3 files:
Added support to get/set WC value.
- Gros (22/01/03)
43 lines of code changed in 2 files:
Added support for reading Crossfire installation paths from a script.
- Gros (22/01/03)
102 lines of code changed in 3 files:
I have no idea how this got missed... Sorry.
40 lines of code changed in 1 file:
have it abort() if trying to insert an object outside the map.
MSW 2002-01-20
7 lines of code changed in 1 file:
When players use nonexistent formulae, and they backfire, rp==NULL, so
corner case it.
4 lines of code changed in 1 file:
Reduce the amount of coinage and gems created by random treasure by a
factor of 10, except for goblins. Increase the starting money by a
factor of 20. Decreased the coinage from cyclops by a factor of 100.
101 lines of code changed in 1 file:
Change the way wands rods and scrolls are created. Rather than randomly
picking a level based on difficulty, the game now calculates a
multiplier. This is the larger of either the levels/damage increase or
levels/duration increase. If both of these are 0, we use 5. This does a
number of things:
1) Rather than having 100 different possibilities for level of these
items, there are 100/mult. Meaning that on average, more scrolls will stack.
2) A scroll of level 7 where the ldur was 5 is fundamentally equivilent
to a level 5 scroll.. so just make them that way anyhow.
3) We now change the value of the item, based on these properties.. so a
high level scroll will cost much more than a low level scroll. The cost
increase is more, depending on how much more powerful the scroll is per
level.
In the very least.. scrolls should stack better now, and shop prices for
them will make a wee bit more sense.
49 lines of code changed in 2 files:
-adding casino scripts (Python)
18 lines of code changed in 6 files:
A TON of graphical fixups. Most of these were converted xpms that
somehow got this huge black border around them. it drove me nuts. I
fixed it. Also fixed the annoying thing where slums and cathedrals had a
wierd green glow to the roof. There was a missing color, and it was
transparent.
17 lines of code changed in 133 files:
Add orcknuckle and cointoss commands, per request of his Toddness.
4 lines of code changed in 2 files:
-adding slotmachines
0 lines of code changed in 9 files:
Change the difficulty of all the shops. Make some shops more likely to
generate better stuff, based on area.
25 lines of code changed in 23 files:
Fix the fact that shops ignored the difficulty of the map when generating
shop items. Shops now default to level 5, or difficulty.. whichever is
higher. Retained the old behavior where you could set the level of an
individual tile with the exp stat, which takes precedence over everything.
2 lines of code changed in 1 file:
Fix random map name generation so that it strips off the numbers if
appropriate from the new map name.
MSW 2003-01-16
28 lines of code changed in 2 files:
More bug fixes:
common/item.c: Add missing braces - was resulting in some items getting
display like 'gauntlets of strength (Str+1)(Str+1).
include/map.h: Add MAGIC_MAP definitions to the file.
server/shop.c: Put back in code that uses magic_mapping_mark to determine
what items to display in inventory. Update for new one magic mapping
code stores information away.
server/spell_util.c: Add missing P_OUT_OF_FLAG check, which resulted
in crashes.
socket/info.c: Move MAGIC_MAP definations to map.h. Add check for
P_OUT_OF_MAP. Remove code that stops on P_NO_MAGIC - with that
it wouldn't search the shops.
MSW 2003-01-16
58 lines of code changed in 5 files:
Add a duplicator/multiplier/destroyer object type. This will duplicate a
specific arch when triggered, and that arch is on top of the duplicator.
It will multiply the number of items in the pile, by the level of the
duplicator. If the duplicator is set to level 0, it will destroy the object.
41 lines of code changed in 8 files:
Add a bunch of P_OUT_OF_MAP checks to dimension door.
MSW 2003-01-14
3 lines of code changed in 1 file:
Fix blocked_link - was passing wrong coordinates if coordinates
were outside the map the object was on in a tiled map.
MSW 2003-01-13
1 lines of code changed in 1 file:
Fix exit coordinates for rowboat - was dropping players in the middle
of the ocean.
MSW 2003-01-13
2 lines of code changed in 1 file:
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
31 lines of code changed in 2 files:
Patch by scachi@gmx.de to add different display options for the players
resistances.
common/client.h: increase CONFIG_NUMS and add CONFIG_RESISTS
common/init.c: extend resists_table, initialize resist value to proper
value.
gtk/config.c: Add config option for selecting different options for
resistance displays. Add comment about radio button usage. Increase
size of config window.
gtk/gtkproto.h: rebuilt.
gtk/gx11.c: Update get_message_display to support different resistance
display options. Add resisze_resistance_table function. Disable
code the causes the message window to get relocated next to the
stats display on wide displays.
MSW 2003-01-12
259 lines of code changed in 6 files:
- monsters for random sylvan areas
112 lines of code changed in 8 files:
-added banshee treasures/abilities
29 lines of code changed in 1 file:
-adding in tree housing (elves) and a banshee (dead elvin maiden monster)
0 lines of code changed in 19 files:
Add proper checking of socket fd after call do DoClient in negotiate connection.
MSW 2003-01-12
1 lines of code changed in 1 file:
Missed a few. Add weapontypes
3 lines of code changed in 3 files:
Add weapontypes to all of these
19 lines of code changed in 19 files:
Change the collect program to put editor_folder in the collected arches,
just like the java editor wants. Change loader.l to ignore this string.
7 lines of code changed in 2 files:
Mark's magic mapping fix broke shop inventories. Fix.
8 lines of code changed in 1 file:
level_exp() made no sense at all, and looked like it predated the 110
level thing. Update this, and fix the bug where you could never drop out
of level 110. (well, unless you lost *Alot* of exp.)
4 lines of code changed in 1 file:
Dont allow throwing of unpaid objects, preventing looting of shots
nethack style.
4 lines of code changed in 1 file:
Document diff and exp fields
7 lines of code changed in 1 file:
Rewrite alchemy slightly. Now in the formula, we include a difficulty
(percentage) and the experience value for the formula. We no longer
adjust the experience given by the difficulty of the map. We no longer
use the number of items to determine difficulty, rather we use the
difficulty rating in the formula. We no longer multiply the experience
given by the yield of the product, one "casting" one exp. When writing
formulae, calculate the difficulty in when setitng the exp, because it is
not multiplied in any way.
Fix a bug in Mark's new armour enchantment stuff. Send the item to the
player, otherwise they mysteriously dissapear, and only add the split
items back if they were spilt, avoiding a segv when enchanting a single
piece of armour.
Change alchemy skills to only utilize cauldrons directly beneath the
user.. the other behavior was getting annoying.
This should slow down the abusive nature of alchemy. The exp settings
and difficulty levels probably should be tuned better. Feel free.
635 lines of code changed in 7 files:
-Added rapier
-Fixed some images, added new man images for classic set, added elf guard for classic set, removed the ugly glacier image backup file
93 lines of code changed in 29 files:
Make these compile again
4 lines of code changed in 2 files:
Bulk of this commit is to improve code for tiled maps - replace
wall/blocks_magic/blocks_cleric, etc with get_map_flags which
also does map tiling translation as needed. This should fix a lot
of the bugs related to map tiling (there are sure to be more out
there - all the get_map_ob still need to be checked).
Other changes - many spells stopped progressing on spaces that
blocked view - that is now removed - didn't make a lot of sense.
Other fixes - some cleric spells (eg, word of recall) checked to
see if magic was prohibited, didn't check to see if cleric
was prohibited.
Clean up some bugs in the lighting code that would cause erroneous
results. Also, allow players to see immediately around them on
outdoor maps no matter how dark the map really is - behaviour
on indoor maps is the same.
Lots of code reformatted, and lots of obsoleted/dead code removed.
Add max range to dimension door.
Fix magic map - got broken when the layer stuff was redone - was
not showing proper colors. IT also works sensibly on tiled maps
now - rather than display based on the map, it gives the player a
50x50 area centered on where the player is.
Change fire_bow - move special player fire modes into own function -
makes code much cleaner.
Hopefully this fixes more bugs than it introduces.
common/los.c, common/map.c, common/object.c, crossedit/Edit.c,
include/libproto.h, include/sockproto.h, include/map.h,
include/spellist.h, include/sproto.h, random_maps/treasure.c,
random_maps/wall.c, server/attack.c, server/c_misc.c,
server/c_wiz.c, server/disease.c, server/main.c, server/monster.c,
server/pets.c, server/player.c, server/rune.c, server/shop.c,
server/skill_util.c, server/skills.c, server/spell_effect.c,
server/spell_util.c, server/time.c, socket/info.c: See note above
server/apply.c: Limit number of times weapon can be enchanted so
that it won't overflow item_power. Modify enchant armor
to enchant as normal armor is enchanted, also only allows one
item to be enchanted.
MSW 2002-01-07
2619 lines of code changed in 29 files:
Prevent infinate drain. If the player attacks with drain, he can drain
ad infinitum, and then kill the monster at his leisure for full exp, on
top of the millions he got from draining.
2 lines of code changed in 1 file:
Oops.. add a handle so you can escape!
18 lines of code changed in 1 file:
Add lanterns to the treasurelist so they pop in shops. Could probably
be added to a few monster lists.. but not for now..
8 lines of code changed in 1 file:
Add the lantern archetypes
2 lines of code changed in 2 files:
Add code for lanterns. These lanterns can be turned on and off. This
should make nighttime in the bigworld a bit easier to handle.
73 lines of code changed in 3 files:
Convert all cloaks and gloves (not gauntlets) to woodsman/tanbench.
Convert all the "oven" instances to stove.
40 lines of code changed in 1 file:
Add the township of Marksel. These maps are redesigned kandora maps,
that were either fixed, or created newly by Joel South. Part of this was
to move the grumms_inn to the marksel town directory. Watch this space
for more of kandora to be ressurected.
11380 lines of code changed in 9 files:
Add floors to kandora.. (why did I bother?)
Add the new maps for the alchemy shops to the bigworld.
15814 lines of code changed in 24 files:
- more touchups for the classic set, fixed the thief_1 anim (was spinning like a top using the player anim), added a goose
46 lines of code changed in 15 files:
Add the light_shop square type
7 lines of code changed in 1 file:
Add a square for light shops.. produces flints and torches.. will eventually
produce lamps.
0 lines of code changed in 1 file:
common/item.c: Add 'unidentified' to display of examined items if the
item has not been identified. Only display spell regen penalty
for armour if there is in fact a penalty.
lib/archetypes: rebuilt for updated demon speed, pick up other new archs.
lib/animations, lib/bmaps lib/bmaps.paths lib/crossfire.0 lib/crossfire.1
lib/faces: rebuilt
server/main.c: Name random maps based on final map component (if available)
or map they are spawned from - this gives so clue in 'who' command
where the players really are.
server/monster.c: Fix code that would cause monsters to ignore golems/
avatars.
server/pets.c: Clean up a few warnings, fix bug in pet_move that caused
crashes - owner of a pet isn't always a player.
server/player.c: Remove on_same_map check - can_detect_monster also
performed check, so no need to have extra call.
server/spell_effect.c: modify alchemy to properly deal with tiled maps,
change behavior for spells that block view - they no longer block
alchemy, but spaces that block magic will.
MSW 2002-01-05
71 lines of code changed in 7 files:
Uopdate speed of devil generator
MSW 2003-01-05
1 lines of code changed in 1 file:
-the witch tiles were offsize (funny they displayed fine in the DX client- I wonder what that means) and did not display in the cfclient.
-added stove and tanning bench for alchemy
-a 'classic' female elf
69 lines of code changed in 13 files:
made the princess look a bit more like a princess
24 lines of code changed in 7 files:
x11/x11.c: Patch by Jochen Suckfuell that fixes problem of lines
printed out while entering extended commands causes the extended command
line to get overwritten - the extended command line is now copied to the
next line.
common/client.c: Add handling of client if it loses its connection to
server during setup phase.
common/newsocket.c: Have SockList_ReadPacket return -1 if it gets
a real error on read - in this way, callers can tell if error is
terminal or retryable (return code 0)
MSW 2003-01-03
66 lines of code changed in 4 files:
TODO - add notes about item damage - clear it out of my mailbox.
common/loader.l, loader.c: Add check at load time to see if monsters
hp is higher than its maxhp and print a debug message if so.
devel/Makefile: Remove - makefiles shouldn't be in CVS, only .in versions.
server/attack.c: Fix calculation of max_damage in kill_object - this
was being done incorrectly, resulting in fired spell objects causing
incorrect amounts of damage, resulint in some monsters ending up with
a lot of hp. Fix call to kill_object to pass in correct damage value.
server/monster.c: Put in check so that monster won't regen to more hp
than they should have.
server/spell_util.c: Removed unused variable from move_missile.
server/weather.c: fix bug that causes crash if empty space is encountered
on map.
MSW 2003-01-03
70 lines of code changed in 7 files:
Now generates fire elementals and doesn't disappear under counterspell attacks.
9 lines of code changed in 2 files:
Rebuild automatically generated files, as they had become out of
data.
treasures: Remove some extra 'mores' before the end of the lists for
the pet monster tresurelists that were causing warnings at server
startup.
Makefile.in - rebuilt, my config is somehow different that it doesn't like
the .in file built previously.
MSW 2003-01-01
36 lines of code changed in 2 files:
Remove no_pass from lamppost - image doesn't have appearance that it
should block movement.
MSW 2003-01-01
0 lines of code changed in 1 file:
socket/request.c: Fix buffer (malloc) overrun in esrv_send_stats - more
stuff has gotten to be added, without ever increasing the size of the
buffer to hold it.
MSW 2003-01-01
6 lines of code changed in 2 files:
-adding images for elf-man arch
0 lines of code changed in 2 files:
-added more elf NPCs (pay no attention to the man behind the curtain)
0 lines of code changed in 9 files:
-added two herbs (for garbled garden or other uses)
36 lines of code changed in 5 files: