Cosmetic changes to dm_keep (unlinked/kandora/dd_keep) in Kandora for better wall section merging. No functional changes.
20 lines of code changed in 1 file:
Cosmetic changes to dm_inn (unlinked/kandora/dd_inn) in Kandora for better wall section merging. No functional changes.
4 lines of code changed in 1 file:
Cosmetic changes to dd_court (unlinked/kandora/dd_court) in Kandora for better wall section merging. No functional changes.
9 lines of code changed in 1 file:
Cosmetic changes to dm_inn (unlinked/kandora/dd_baron) in Kandora for better wall section and door merging. No functional changes.
7 lines of code changed in 1 file:
Cosmetic changes to dm_shop (unlinked/kandora/dd_alchemy3) in Kandora for better wall section merging. No functional changes.
2 lines of code changed in 1 file:
Cosmetic changes to dm_keep (unlinked/kandora/dd_alchemy) in Kandora for better wall section and door merging. No functional changes.
21 lines of code changed in 1 file:
Replace nonexistent shop_random tiles with shop_general floor tiles in Generalshop (unlinked/forgotten_town/shops/general) in Forgotten town.
40 lines of code changed in 1 file:
Cosmetic changes to Palace of forgotten Town (unlinked/forgotten_town/palace) in Forgotten Town. No functional changes.
14 lines of code changed in 1 file:
Cosmetic changes to Entryquest (unlinked/forgotten_town/enter) in Forgotten town. No functional changes.
0 lines of code changed in 2 files:
Add latency profile printer
26 lines of code changed in 1 file:
Replace non-null assertion with null check
This assertion gets triggered when the server exits right when the
client is connecting. Exit with an error instead.
6 lines of code changed in 1 file:
Make profiling output easier to parse
3 lines of code changed in 2 files:
Sleep in select() instead of usleep()
This allows us to handle commands from the client as soon as they
arrive, reducing the command-handling latency.
64 lines of code changed in 5 files:
Add separate loop to send updates to player
Now do_server() only needs to handle input from the clients. Periodic
updates are handled by send_player_updates().
55 lines of code changed in 3 files:
Stop double-subtracting player speed
Player speed is subtracted in do_server() when commands are processed
from the client. It is subtracted again in process_events(), because
players are just objects. This means that even when players are sitting
around, a command might not be processed immediately because the player
used up all their speed in process_events().
Player objects now process_object() at an effective speed of 1.0, as
long as they didn't consume all of their speed handling commands. This
allows the first command to always be processed immediately and reduces
latency.
11 lines of code changed in 2 files:
Remove extra call to handle_client()
0 lines of code changed in 1 file:
Remove unused writefds
3 lines of code changed in 1 file:
Refactor game loop
35 lines of code changed in 4 files:
Factor out code for 'goto' command
15 lines of code changed in 3 files:
Show correct drain message on death
3 lines of code changed in 3 files:
Disambiguate stat change messages
10 lines of code changed in 1 file:
Slow players down if they eat too much
18 lines of code changed in 1 file:
Add slow_living_by()
40 lines of code changed in 2 files:
Merge duplicate code
5 lines of code changed in 2 files:
Add roads in fishing village
50 lines of code changed in 1 file:
Remove inventory table column limit
32 lines of code changed in 2 files:
Clarify warning
6 lines of code changed in 2 files:
Make warning more useful
7 lines of code changed in 1 file:
14 lines of code changed in 14 files:
Fix table view for large inventories
Fun fact: this bug has been here since the GTKv2 client landed in r3083!
3 lines of code changed in 2 files:
Simplify cell removal
2 lines of code changed in 1 file:
Use one treestore for all tab views
21 lines of code changed in 1 file:
Avoid redrawing on expose event
Since the inventory table is already redrawn when the main loop is idle,
avoid redrawing on expose to prevent the main loop from freezing up from
expose events when the redraw time is long.
0 lines of code changed in 1 file:
Make code more readable
7 lines of code changed in 1 file:
Remove unnecessary helper
1 lines of code changed in 1 file:
Added the next batch up adjustments to spell schools in accordance with the spell shuffle project. Primarily this update is to add lore text to each spell. There were a couple of minor to balance to make things fit better together such as removing godpower from divine storm and adjusting path to electricity (was wounding).
47 lines of code changed in 56 files:
Update music strings
28 lines of code changed in 17 files:
Update undead training center
Make exit from training center return to the original map, instead of
teleporting back to Lake Country. Straighten the roads out a bit.
52 lines of code changed in 3 files:
Smooth road between Scorn and Darcap
94 lines of code changed in 9 files:
Smooth road between Scorn and Lake Country
55 lines of code changed in 4 files:
Add sea_route arch
Sea routes are indistinguishable from normal sea tiles, except for the
arch name. This helps roll-o-matic distinguish between sea routes and
plain old sea tiles.
16 lines of code changed in 1 file:
Reorganize food
561 lines of code changed in 142 files:
Charge money for driven wagon
This serves a secondary purpose, which is to prevent the TIME event from
firing unnecessarily until the wagon is purchased.
17 lines of code changed in 1 file:
Always print message when stopping
7 lines of code changed in 1 file:
Smooth road between Scorn and Navar
The cart can now travel both ways between Scorn and Navar.
61 lines of code changed in 3 files:
Fix cart
9 lines of code changed in 1 file:
Add herustic to get cart stuck less often
3 lines of code changed in 1 file:
Move init_objects()
33 lines of code changed in 3 files:
Remove unused globals
0 lines of code changed in 1 file:
Refactor food apply method
Add MAX_FOOD. Factor common eating effects into eat_common(). Subject
dragons to cursed food effects. Update message sent to player when
eating too much food.
93 lines of code changed in 6 files:
Sell pens and blank books
15 lines of code changed in 1 file:
Reset FLAG_CONFUSED
1 lines of code changed in 1 file:
Invert logic for clarity
8 lines of code changed in 1 file:
Clean up temporary files on exit
While here, document what is really going on in clean_tmp_files().
15 lines of code changed in 1 file:
Add deposit boxes
70 lines of code changed in 8 files:
Add pickmap for common Python objects
56 lines of code changed in 1 file:
Simplify MEMORY_DEBUG
Replace realloc() with a simple direct call to calloc() for each object
and avoid free list handling. This makes MEMORY_DEBUG more useful with
modern conveniences like -fsanitize=address.
While here update documentation for MEMORY_DEBUG.
23 lines of code changed in 3 files:
Check for object existence after running eventfunc
4 lines of code changed in 1 file:
Remove old weather parameters
0 lines of code changed in 1 file:
Improve handling of formula check to handle cauldron and tool differences.
39 lines of code changed in 3 files:
Add artifacts and formulae for black/white leather cloaks.
45 lines of code changed in 3 files:
Revert change of cloak arches. Will use artifacts to denote white and black leather cloaks.
1 lines of code changed in 2 files:
Add white and black leather cloaks as archetypes so that they can be created via formulae.
35 lines of code changed in 4 files:
Stop destroying items based only on die roll
Always look at the material type and resistances. Previously, immune
objects could still be destroyed by attacks; for example, ice storm
could cause an ice cube to unfreeze.
0 lines of code changed in 1 file:
Set FLAG_NO_PICK when weight is zero
Some parts of the code still only check for FLAG_NO_PICK. Fix this class
of bug by setting FLAG_NO_PICK automatically.
6 lines of code changed in 1 file:
Post-decrement food field
An item with one food left should not be removed immediately.
1 lines of code changed in 1 file:
Make objects in icecubes decay slower
12 lines of code changed in 1 file:
Refactor
40 lines of code changed in 1 file:
Fix build
3 lines of code changed in 2 files:
Deduplicate code
13 lines of code changed in 1 file:
Add login message for new characters with accounts
5 lines of code changed in 2 files:
Replace non-ASCII characters
2 lines of code changed in 1 file:
Check for NULL
4 lines of code changed in 1 file:
Add protocol debugging command-line option
14 lines of code changed in 5 files:
Remove more calls to draw_lists()
0 lines of code changed in 1 file:
Disconnect after receiving an unknown command
10 lines of code changed in 2 files:
Refactor
21 lines of code changed in 1 file:
Remove manual output socket buffer handling
Our manual buffer code doesn't handle partial writes. While logging in a
client, this sometimes causes the server to skip the tail of a partial
write, resulting in corrupt data being sent to the client.
Instead of handling this issue ourselves, grow the OS output socket
buffer to SOCKETBUFSIZE and disconnect the client if this buffer ever
gets filled, consistent with current behavior, only now it also works
during login.
32 lines of code changed in 6 files:
Avoid double-linking LIBS
1 lines of code changed in 1 file:
Avoid unnecessary calls to draw_lists()
This speeds up inventory redraw when picking up and dropping many items.
2 lines of code changed in 2 files:
Log events on client start
13 lines of code changed in 2 files:
Log time elapsed with LOG()
6 lines of code changed in 3 files:
Minor cosmetic change to a cave wall section for nicer merging in Snake Pit, Level 5 (lake_country/snake_pit/snakepit_5) in Lake Country. No functional changes.
2 lines of code changed in 1 file: