Changes in top level CVS tree. A few notes when putting entries in this file: 1) Please include a date in the form mm/dd/yyyy (yes, us americans are screwed up relative to most the world, but some consistent date format is needed for this file.) 2) You don't need to go into exacting detail of the changes. This file is mostly meant to give an idea to others what has changed - you don't need to recreate the code here. If you change fixes a reported bug on the mailing list, please provide a brief description of the bug fixed. But please do try to include a useful description of what changed. Saying something like 'General cleanup - just whitespace changes' is much more useful than 'misc edits' or 'code cleanup'. 3) Please include your name with the changes you make. 4) Whenever making an update, please update this file, no matter how small - this just lets others know that the file has changed if nothing else. With this, include the file(s) that you changed. ------------------------------------------------------------------------------ Changes for 1.0.0: common/living.c: Fix AC wrapping problem - now limit ac to +/- 120. MSW 2001-05-12 include/config.h: Add NO_POLYMORPH feature selection include/spellist.h: If NO_POLYMORPH is set, make it so that polymorph will not show up in wands/rods server/spell_util.c: Handling for NO_POLYMORPH selection MSW 2001-05-11 server/rune.c: Make sure rune message is newline terminated. Fix map corruption problem. MSW 2001-05-10 Various improvements to make finding memory leaks easier. common/anim.c: Add free_all_anim function common/arch.c: Modify free_all_arch to free more data common/init.c: If running under MEMORY_DEBUG, don't pre-allocate objects. common/map.c: Add free_all_maps functiion. common/object.c: Modify object allocations if using MEMORY_DEBUG to only malloc one object at a time, and not pre-allocate objects. common/readable.c: Fix memory leak. common/shstr.c: Include autoconf.h so it can pull in dmalloc.h file. include/config.h: Remove notes of what was removed a long time ago. Add MEMORY_DEBUG option. include/libproto.h, include/sockproto.h, include/sproto.h: automatic rebuild server/c_misc.c: Fix 'malloc info command so it reports right memory total for maps. Add command_style_map_info which sums up memory used by style maps. server/commands.c: Add style_info wiz command which dumps memory usage for style maps. server/init.c: Have sighup handler call cleanup function. server/main.c: Fix clean_tmp_files which could result in crash if one of the maps in memory has 0 reset time. Modify cleanup function to free more data. server/player.c: op_on_battleground: Fix compile warning about unuused variable. socket/init.c: Change name of free_all_ericserver to free_all_newserver, have it free all face data. MSW 2001-05-08 socket/item.c: Modify look_at to not stop when it finds the first invisible object. server/monster.c: Modify monster_check_pickup to check to see if the next object got destroyed. I'm not sure the exact way this happens, but I've seen one crash where this did happen - I'm guess some function further down in the monster_check_apply look may call this or destroy the item. MSW 2001-05-01 common/object.c: Add clear_owner function. include/libproto.h: rebuild. server/player.c: Modify op_on_battleground to look for battleground anyplace on space. Temp for for wall of thorns on space - as long as maps don't try to abuse the use of battlegrounds, should be OK. server/time.c: Add clear_owner call to stop_arrow. Fixes problem of thrown objects not getting saved. MSW 2001-04-28 common/object.c: Have update_object map the look window for redraw if the object is not something the client normally animates (like a lever). MSW 2001-04-27 server/apply.c: Modify apply_id_altar check for player - had a && instead of a ||. socket/item.c: Modify ApplyCmd so a removed player can not apply objects. Fix crashes caused by players applying savebeds after they have used the bed. MSW 2001-04-26 server/spell_util.c: have put_a_monster generate random monster abilities. TODO, doc/mapguide: Various minor updates. MSW 2001-04-25 server/c_object.c: Pass right object to query_cost_string so that if you pick up an unpaid object into a container, it generates the correct price. MSW 2001-04-22 server/c_wiz.c: fix shutdown and reset_map wizard commands/function so they no longer crash the server. MSW 2001-04-22 server/monster.c: add check to was_destroyed when monster fires an arrow. Call was certainly missing, and appears to be responsible for crash. MSW 2001-04-20 server/player.c: Clear op->chosen_skill when we get to the play_again prompt. Otherwise, the server may try to use this later on, and it no longer points to a valid object, so it results in a crash. MSW 2001-04-19 server/skill_util.c: Add missing call to out_of_map in skill_attack which could result in crashes if player is at edge of maps and decides to attack in direction off map. MSW 2001-04-18 server/attack.c: Remove error message about golem without owners, also add better checking before clering the op->contr->golem field. common/map.c: set status flag on maps to MAP_SAVING so remove_ob does not do extra work when we are deleting a map (ie, immediate reset) from emory. server/skills.c: If someone is stolen from a player, send an esrv_delete_item to the client so the clients inventory remains correct. MSW 2001-04-16 common/re-cmp.c: Modify re_cmp functiion so that it properly matches strings not at the start 'ie, dude chain will now match against the chain value'. server/monster.c: Properly alter direction monster moves if they are feared or confused. It was properly altering direction when monsters were using range attacks, but not if they were just wanting to move. MSW 2001-04-12 common/living.c: Don't use the last_heal object in experience objects as sp regen penalty. This should fix the problem of inconsistent sp regen rates - last_heal is used in experience objects if the permanent experience option is turned on. MSW 2001-04-11 PeterM: server/spell_util.c: fix peace so it gives experience common/button.c: change the "error" to a "debug" message to reduce server crashing. ------------------------------------------------------------------------------ Changes for 0.98.0: server/skills.c: Modify inscription so that when inscribing cleric spells, it reduces grace. Before, reduced mana no matter the type of spell. server/c_object.c: Fix bug in pick_up where it was not using the right count for picking up objects if the player did not specify one. This allowed players to put objects into containers that should not really fit. server/player.c: Don't let players shoot arrows at themself. Also, minor changes to use new_draw_info_format. server/swap.c: If recycle temp maps, don't save out random maps to get recycled. MSW 2001/04/07 PeterM 2001/04/06: include/libproto.h common/object.c server/apply.c server/spell_util.c Added a new function: instead of stacking many burnout or firetrail objects, only 1 per square is added. Real reduction in server overhead. No reduction in cosmetic effect. common/porting.c: Fix compile warnings/bugs introduced by Win32 changes. server/time.c: Modify move_player_mover so that it determines direction of the mover and then process accordingly, as well as formatting changes. server/c_object.c: modify examine so that it properly shows info about magic bullet spell books. MSW 2001-04-05 common/item.c: Modify identify function to clear the NO_SKILL_IDENT flag so objects will now merge. Also, once the object has been identified, the no_skill_ident doesn't have meaning anymore. MSW 2001-04-03 server/c_object: Modify examine command to only be able to examine valid objects, and not whatever is on top of the space, which may be insivisible. MSW 2001-04-01 include/sproto.h, server/c_wiz.c server/main.c server/player.c socket/loop.c: Modify leave function to take a second parameter that determines if it should print a message about the player leaving the game or not. Proper use of this prevents duplicate XXX left the game messages. MSW 2001-03-29 common/image.c, include/define.h, include/global.h: Add empty_face structure and appropriate code to initialize it. This is used for the server side look selection. include/newserver.h: Add NUM_LOOK_OBJECTS to control number of look objects to send at any one time. add look_position field to the newsocket structure. server/move.c: clear look position as player moves. server/player.c: initalize look_position element in structure. socket/item.c: modify esrv_draw_look to sne NUM_LOOK_OBJECTS at any one time, and to also send pseudo objects that lets the player scroll up and down. modify ApplyCmd so that if it detects the application of one pseudo objects to adjust the look_position. MSW 2001-03-29 common/readable.c: Name spellbooks based on level of spell, and not just randomly. Patch by Preston Crow, applied by Mark Wedel 2001-03-29 configure, configure.in, include/autoconf.h, includes.h: add check for time.h and include it if we find it. socket/item.c: esrv_move_object - have it check to see if the object is already on the ground before we try to re-drop it. Likewise, check to see if it is already in players inventory before we try to pick it up. common/object.c: Don't send face updates to the client or make the space as needing to be redrawn. Client now deals with animation of the look window on its own. utils/(metaserver.pl crossloop add_throw.perl crossloop.pl) lib/(Makefie.in, checkarch.pl collect.pl xpmtopix.pl) - - deleted from CVS - '.in' versions of these files now exist and the real versions are created as part of the configure process. Update Makefile.in to reflect this change. MSW 2001/03/28 common/object.c: have update_position just update the flag that the server needs to send the look window to the client and don't send the item at this point, as sending the look will do that. server/main.c: process_players1: Remove call to draw (which updates the client map) - the handle newclient in socket/loop.c already does this and there is no reason to send multiple instances of the same map. MSW 2001/03/23 server/c_object.c: drop_object function: send delete item to client as item is dropped. This fixes a problem of phantom objects in the inventory. Unrelated change to not call esrv_send_item for objects that are dropped - esrv_draw_look will get called later on and will update this at that time. MSW 2001/03/23 server/c_object.c: Update the return value for some matches - they function was returning immediately when it got a match, but did not give them a high match value, so searching for 'key ring' used to return a match value of 6 or so on the key ring, but a 14 on a key. common/object.c: Modify find_free_spot to call arch_out_of_map so that it properly deals with multipart objects. server/main.c: Fix enter_map so that we first use the golem (and not player) when calling find_free_spot. Also, modify code so that it properly updates coordinates of the multipart golem. MSW 2001/03/20 server/skills.c: Fix orate so that we check for a positive chance (and just not nonzero chance) for successful oration. Due to adjustments, at low levels, the oratory chance can be negative. MSW 2001/03/20 server/spell_effect.c: Change cast_change_attr to find an enemy (and not friend) when casting the curse spell. MSW 2001/03/20 server/apply.c: Increase size of buf to be a HUGE_BUF to very long item names don't cause a stack overflow. MSW 2001/03/20 common/object.c: Modify update_position so that we don't show invisible players to other players. MSW 2001/03/20 ------------------------------------------------------------------------------ Changes for 0.97.0: MSW 2001/03/18: common/init.c: add RESET_LOCATION_TIME initializer to settings structure. include/config.h: Add RESET_LOCATION_TIME value. If nonzero and the save was longer than the specified time in seconds, player will be returned home upon login from save. include/global.h: Add reset_loc_time field to settings structure. server/login.c: Remove some unused variables, add support to return player home as described above. server/spell_effect.c: Fix for crashes when casting control undead and your god does not have an enemy. Now properly check to make sure we are not dereferencing null pointers. MSW 2001/03/16: Change code so that if player dies and loading the players savebed map does not work, return player to EMERGENCY_MAPPATH instead. New function added to server/main.c called enter_player_savebed which does the work, Files changed: include/sproto.h server/main.c server/player.c server/spell_effect.c (comment added) Unrelated change: Remove messages about multiple resist types set. Files changed: common/loader.l common/loader.c MSW 2001/03/15: server/spell_effect.c: Add physical attacktype when casting holy possession. Otherwise, characters who use karate end up not being able to damaage anything. MSW 2001/03/09: crossedit/App.c: Move the loading of images to later in the editor startup state. In this way, the client can allocate the colors it needs for its windows before the the png images use up all the colors. crossedit/png.c: New png loader implementation. New version is much faster (50 times faster). As part of this, only 8 bit displays, a private colormap will be allocated, and after that gets filled up, a color mapping routine will be used - this makes the png images loadable on an 8 bit system in addition to the speedup. crossedit/xutil.c: Adding timing information for loading of images. call init_pngx_loader before starting to load png images. Pass colormap to png_to_xpixmap by pointer and not value so that the loader can change the colormap. AV 2001/03/09: common/button.c: Added new attribute to altar triggers: "last_sp 1". If set, the altar trigger will push the connected value only by dropping the sacrifice, NOT by altar reset. If unset ("last_sp 0") it will work like it used to (push by sacrifice and by reset). MSW 2001/03/06: server/spell_effect.c: Fix message when consecration fails - use the ob->name field and not the ob->title field. Also fix broken logic that checked for the floor. server/init.c: Related to 3-4 change which changed the default name of the logfile to "" so we know to use stderr. This doesn't work for daemon mode, so if the name is "", we use the default logfile instead. MSW 2001/03/04: TODO: add re-connecting player to new client if client logs in with right name/password. common/init.c: Open up the logfile with the provide filename when given the -log option. server/init.c: Make set_logfile a first pass option so the init_library has the right logfile name to work with. server/main.c: Fix crash if map has an exit path yet that file does not exist. Give proper error message. MSW 2001/03/01: server/main.c: Modified random_map code so the server will not crash if the exit object has no message (and thus variables to set for the random map). Modified so that golems move away from player when player changes map. Values were reversed before, causing the golem to move towards the player. MSW 2001/02/25: General player login cleanup. This should fix the crash when players re-roll stats too often. So far, it also seems to have the additional effect that calculated players on map now appears to be correct. common/player.c: No longer allocate the player object structure in get_player_ob (function is really misnamed). Callers to this function were not using the allocated function. server/login.c: Add leave_map call when player is loaded. server/main.c: Add leave_map function. server/player.c: Move get_player function to start of file - can declare it static that way. Move some initialize from add_player to get_player. Add set_first_map function. Add appropriate calls to leave_map and set_first_map when players join and leaves the game. MSW 2001/02/22: TODO: Add some items, remove some others, remove outline of future versions, since it was out of date. common/loader.l,loader.c: Declare msgbuf a static outside the lex_load function. lex_load was otherwise clearing it each time it was called, which resulted in empty messages for the random artifacts (since the call lex_load one line at a time). Instead, we just zero this at start of load_object. Original reason of this change was due to purify errors - as I look at the code, it appears even before these changes that it was clearing the buffer properly. common/map.c: removing pending field from map objects. common/re-cmp.c: Comment out some code which was resulting in too many false compares. include/config.h: increase default for MAX_OBJECTS. 6000 is a bit small on current systems. include/map.h: Remove pending field from map structure. random_maps/treasure.c: Increase size of doorlist. Fixes crash, in that if a random map could place 8 doors around the treasure, the list was not terminated, so the problem would eventually try to read/dereference random memory after the array. server/c_misc.c: Remove pending field from maps, so remove functions and other places that referred to it (like the maps command) server/c_wiz.c: fix up wiz map reset command. Not really tested, but old code had some definate problems just from visual inspection. server/main.c: Further fix for unique exits - relative paths to unique maps from non unique maps should now work. server/monster.c: Various fixes - one is that should get more reliable distance values for multipart monsters. Second, modify dist_att to calculate from closest part of monster, and not the head of the monster. server/pets.c: Remove code dealing with pending objects. server/player.c: Don't remove invisible objects in players inventory when playing with permadeath mode. server/spell_util.c: If you try to cast denied spell, it no longer costs any spellpoints. socket/item.c: Fix bug where it was using 'item' protocol command instead of 'item1' End of MSW 2001/02/22 checkin. ------------------------------------------------------------------------------ Changes for 0.96.0: MSW 2001/01/11: include/rproto.h: Rebuilt for new random map code. server/player.c: remove player insert in key_roll_stat - player is already inserted. server/swap.c: When swapping out map, see if it has already reached reset time, and if so, just delete it and not save it. In flush_old_maps, now have it check for maps that have no timeout set - this sometimes happens when players save/die on maps. MSW 2001/01/11: Other than various general cleanups, the main change this code does is that style maps (for random maps) get loaded special now - they objects they contain are not put on the active list, and they use a private map list so they do not appear in the output of the 'maps command. common/arch.c, common/treasure.c,server/login.c: Update calls to load_object common/loaderl.l,loader.c: Update lex_load to take an optional flags option. This is currently only used so that the loader can decide if it should call update_ob_speedto put objects on the active list or not. Calls to lex_load updated. load_object modified to take another option common.map.c: remove PROCESS_WHILE_LOADING and CHECK_ACTIVE_MAPS ifdefs. update calls to load_object. Remove some dead code. include/config.h: Remove CHECK_ACTIVE_MAPS and PROCESS_WHILE_LOADING flags. Those options did not work, and in all likelihood, this would be done via threading now days and not what code was there. include/libproto.h, sproto.h: updated or various function changes. include/map.h: Add MAP_STYLE flag. random_maps/exit.c: Call set_map_timeout after we load the final map so it will get swapped out. random_maps/standalone.c: Add dummy set_map_timeout function so it compiles. random_maps/style.c: Add load_style_map function which does the job of actually checking to see if a style map is in memory, and if not, loads it up. Updates the pointers so it appears on a map style map list and not the general map list. server/main.c: create set_map_timeout function that deals with setting the map timeouts. Fix bug so server doesn't crash if two players kill each other on hall of selection. server/monster.c remove dead code. socket/loop.c: If realloc fails, catch it and exit with meaningful error message. End of MSW 2001/02/11 checkin. MSW 2001/02/08: server/login.c:Fix that would prevent maps from getting swapped out properly - we would try to swap out a map the player is in the process of leaving - move swap out code until after we have moved the player to the new map. MSW 2001-02-08 MSW 2001/02/06: common/porting.c: relocate clean_path from this file to server/main.c server/main.c: relocate clean_path from porting.c. Add unclean_path. Modify enter_unique_exit so it supports relative maps on unique maps. Modify enter_exit so word of recall (or other forcelike fields), work when the return point is a swapped out unique map. MSW 2001/02/05: server/attack.c: Fix blind and paralyze - logic for reducing duration was broken, resulting in zero duration for most characters. It should now work properly, reducing according to the amount of protection. MSW 2001/02/02: common/item.c: Don't have armour item types get returned as magical if they have an armour value - that is to be expected. This eliminates the false positives that you otherwise get on armor when you cast detect magic. include/newserver/h: and checksum field to FaceInfo struct. Update version_sc to 1026. socket/init.c: calculate image checksums as we load the images. socket/request.c: If client is at least version_Sc 1026, use face1 protocol command that includes the checksum. MSW 2001/01/31: common/object.c: Fix that that spells cast on spaces with no floors get set properly after the spell expires. common/player.c: Use skill tools first (lockpicks, talismans, etc) before using native skills. In this way, an object with bonus automatically gets used. common/living.c: Fix so that negative con bonuses work properly - fixes bug where a higher con could result in lower total hp due to improper calculation. MSW 2001/01/30: Complete rewrite of the exit handling code. Hopefully as an effect, this will fix the player appearing in the middle of the oceans. I think the code should also work better in many other areas. Main enhancements is a 3x3 area for pets to follow player to new map, as well as golems now following players to the new maps. include/sproto.h, random_maps/rproto.h - rebuilt. random_maps/random_map.c: Change generate_random_map to take a structure with the random map paremeters. random_maps/reader.l, reader.c: Add set_random_map_variable function that reads the map parameters from a char buffer. Also, remove some leftover comments that were from the common/loader.l file. random_maps/rogue_layout.c: Change some functions to be static so make proto doesn't collect them. random_maps/standalone.c: Add opening of parms file into main function since it ws removed from the random_map.c file. server/apply.c: Don't display the message of random maps to the players as they enter them, as this message is random map parameters, and not a real message. server/login.c: #if 0 out using of the player loading element in the structure. this isn't used right now. server/main.c: Bulk of the changes. main changes are to break apart the old enter_exit function into smaller functions that more logically do the needed function (random maps, unique maps, and transferring the player to the new map). random map code now passes the parameters via structure instead of file in /tmp. Code is much more understandable now and hopefully bugfree. server/pets.c: minor changes/bugfixes. Search full SIZEOFFREE array, use real owner variable when print out messages. server/player.c: Remove usage of the loading variable in the player structure. End of MSW 2001/01/30 checking. MSW 2001/01/23: Various cleanups/fixes as detected by purify: common/anim.c: animation[0] was given a null pointer as the name, but bsearch/or comparison function will try to de-reference it. Give it a unique name. common/loader.l: msgbuf was being used initialized in the main loading function. loader.c also regenerated. common/object.c: find_free functions were not checking to see if the spaces they were examining were out of the map. Added checks to do so. server/apply.c: buf was being used uninitialized in the function. socket/init.c: input buffer needs to be initialized as we do a strncasecmp against the buffer which may not have any data in it. MSW 2001/01/18: server/skill_util.c: add change_skill_to_skill function to be used when we already know the skill object we want to use. This is more efficient than change_skill which takes a skill number and then searches the inventory for the object. remove extra esrv_send_item from do_skill_attack - don't need to send skills to player. do_skill_attack: remove call to hth_damage - that function does not take into account objects in the player inventory that increase damage, and since that is called each attack, it is not feasible to have it search the players inventory. Instead, we just rely on damage generated by fix_player - only think hth_damage did was adjust damage based on level difference. PeterM 2001/01/16 Added randomly-generated nethack-style maps to crossfire's random map generator. MSW 2001/01/15: Change blindness and paralyze so that duration is reduced based on protection the player has. file server/attack.c MSW 2001/01/15: Various fixes for friendly object code: common/button.c: Add missing call to remove_friendly_object common/friend.c: Pretty much completely re-written. add_friendly_object now checks to make sure the object being added isn't already on the list, remove_friendly_object will remove objects whose tags don't match, and added clean_friendly_list. common/object.c: No reason to use the function pointer to remove_friendly_object since that function is in the lib. common/time.c: Make DEBUG_TIME always on (no longer compile time option). other areas use the global var pticks, so if it was turned off, compile would break anyways. common/treasuer.c: No longer print debug messages on artifacts created. Cluttered log file making it hard to see more important errors. include/config.h: Remove DEBUG_TIME define. include/libproto.h: Rebuilt for clean_friendly_list function. server/main.c: rewrote do_specials to do things based on pticks variable. This allows various specials to be spread out across multiple ticks easier. Also, added clean_friendly_function to part of what this does. server/skills.c: add missing call to remove_friendly_object. Also, removed from #if 0 .. #else .. #endif code. End of MSW 2000/01/15 checkin. PeterM 2001/01/08: Wrathful Eye spell implemented. 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. 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. 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. PeterM 2000/12/18: Re-add the conflict spell (various files) attack.c: fix a bug which could easily have led to seg fault, and did when I was testing under efence. 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. PeterM: 2000/12/17: Various problems fixed in random_maps/*.c: endless loop removed, exit leading to blocked area of spiral fixed. PeterM: 2000/12/17: Stat max bug fixed. server/apply.c 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. PeterM: 2000/12/14: Added spiral map layout PeterM: 2000/12/14: Restructuring of the random map code. Functionally, it should be identical. All global variables moved into the functions. MSW 2000/12/10: 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. 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. 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. common/button.c: Do not set path_attuned when loading connected objects from within 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. 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 MSW 2000/12/3: crossedit/Attr.c: Add the new resist names to set of variables one can set. 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. MSW 2000/12/3: 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. Files changed: common/Makefile.in common/button.c common/exp.c common/friend.c common/holy.c common/info.c common/init.c common/item.c common/living.c common/loader.c common/loader.l common/object.c common/player.c common/re-cmp.c common/readable.c common/treasure.c crossedit/App.c crossedit/crossedit.c crossedit/proto.h doc/crossfire.doc include/define.h include/global.h include/libproto.h include/newclient.h include/newserver.h include/object.h include/player.h include/sproto.h lib/Makefile.in lib/archetypes lib/artifacts lib/crossfire.png lib/crossfire.xbm lib/crossfire.xpm random_maps/rproto.h random_maps/special.c random_maps/style.c server/Makefile.in server/apply.c server/attack.c server/c_misc.c server/c_object.c server/commands.c server/disease.c server/gods.c server/input.c server/monster.c server/player.c server/resurrection.c server/rune.c server/spell_effect.c server/spell_util.c server/swap.c socket/metaserver.c socket/request.c Added Files: include/attack.h ------------------------------------------------------------------------------ Changes for 0.95.8: MSW 2000/11/26: utils/metaserver.pl (added), utils/Makefile.in: Add metaserver.pl script. MSW 2000/11/25: include/patchlevel.h (removed), doc/spell-docs/Makefile (removed), include/Makefile.in, include/version.h, server/init.c, server/main.c, socket/metaserver.c: remove patchlevel.h - include the patchlevel in the version.h file, update other files to use version as a single string. MSW 2000/11/25: socket/metaserver.c: If on FreeBSD systems, do not attempt to connect to the metaserve. FreeBSD seems to have a problem using sendto on a connected soccket. MSW 2000/11/25: configure.in, configure, include/autoconf.h.in, server/main.c: Update to check for libdes.a and des.h and use those for password decryption - fixes a problem on freebsd if it is using md5 crypt. Hopefully it doesn't break anything. main.c was also checking for HAVE_CRYPT_H too early. include/sproto.h: Needed updating. Unrelated to above changes. MSW 2000/11/22 server/main.c: Modify enter_exit so that it properly uses per player unique maps that are only in memory and not on disk. Remove unused variable from process events (unrelated change). PeterM 2000/11/18: New spells added: 1) Sanctuary (aura of counterwall) 2) Peace (make monsters unable to fight) 3) Spiderweb (create spider webs) 4) rage (heroism, armour, haste, regenration combined) 5) forked lightning (lightning which forks and strikes ) 6) flaming aura (aura of fire) 7) vitriol combined ball/cone/pool acid attack spell 8) vitriol splash (spell for internal use only) 9) ironwood skin (clerical version of armour spell) Not implemented: 10) poison fog MSW 2000/11/17: socket/metaserver.c: More changes - use fcntl to set O_NONBLOCK. Don't close socket if connect fails, since with sendto it is not required that the connect works. PeterM: 2000/11/17 define.h spells.h spellist.h spell_util.c spell_effect.c: windstorm spell implemented. attack.c: saving throw behavior modified. Items take a bit of DAM to destroy now instead of being destroyed with 1hp attacks. MSW: 2000/11/16: socket/metaserver.c: Add #ifdef MSG_DONTWAIT into metaserver.c for systems that lack that definition. random_maps/style.c: alphasort was not properly de-referencing pointers when doing name comparisons, and thus returned garbage results, resulting in a crash when entering random maps. This only happens for systems which lack scandir in normal libraries (like Solaris). BSDs and linux have scandir built in, and did not have a problem. server/disease.c: fix infect_object - server would crash if player did not have praying skill and was infecting someone else. end of changes, MSW 2000/11/16 PeterM : 2000/11/14 PeterM: Made some changes so that non-disease effects may be done without being labelled as a disease. Also, fixed a bug in which we'd kill something and then try to insert something in the killed thing's map. metaserver update: common/init.c: Add meta_ fields to settings structure initialization. include/global.h: Add meta_ fields to settings structure. include/sockproto.h: Updated for new meta_ functions. lib/Makefile.in: Have it install settings file. lib/settings: Default settings file with some metaserver default value.s server/init.c: Add load_settings file. Add call to metaserver_init. server/main.c: Add call to metaserver_update in do_specials. socket/Makefile.in: Add metaserver.c to list of files. socket/metaserver.c: File that deals with metaserver related data. socket/item.c: Remove some unused variables. Unrelated to metaserver changes. socket/loop.c: Add calls to metaserver_update in block_until_new)connection. Change function so that if there are no active players, it still timeouts and does metaserver update. Basically changed to do it the way the WATCHDOG code did it. End of metaserver update. MSW 2000-11-13 server/player.c: removed unused tmp2 variable from move_player_attack. modify depletion in kill_player so the maximum depletion for a stat is -50. This should preven stat wrapping from -126 to 127. MSW 2000-11-08 ============================================================================== MSW 2000-11-07 common/item.c: query_base_name was not return plural version of items with 'of' in name. Also, much of the function was not using safe_strcat, which could result in buffer overlow problems. common/object.c: Change update_position so that we always generate 3 images per space. This fixes players standing on top of dragon transports, but generally works for things like monsters standing on objects. insert_ob_in_map: change 'return' statement to 'return NULL'. Also remove unused map pointer. decrease_ob_nr: Fix bug for client updates when player drops item that is then consume. It was using op->above after object was removed to find the player. Store above pointer before we remove the object. socket/item.c: Don't terminate pointer as returned by query_base_name - instead, terminator buffer after we copy it. For simple object, query_base_name may directly return a pointer to the objects name which is only long enough to hold the name itself. socket/lowlevel.c: Abort if we are trying to send the client a packet longer than supported by the protocol. Since that buffer is static, overflowing it will just create memory corruption - easier to stop then than try and debug it later. End of MSW checkin 2000-11-7 ============================================================================== PeterM: 2000-11-06 server/spell_util.c crash bug removed from move ball lightning: ball lightning mover improved in general. --PeterM -------------------------------------------- --- BEGIN stop_item() / attack fix patch --- Jan Echternach 2000-11-06 -------------------------------------------- Summary of this patch: Provide new stop_item() function for properly handling "moving" items on a map (flying arrows, thrown objects, active cones); obsoletes the workarounds. Fix some attack bugs (with possible server crashes) - many attackers attacked while being removed, even though much code could only handle the attacker being on the same map as the victim (not even the attacker being in the victim's inventory, e.g. poison). common/object.c: insert_ob_in_map(): Call check_walk_on() after update_object() because the latter needs to update some very important flags used by a lot of code before this code is called by check_walk_on(). common/object.c: get_split_ob(): Completed support for splitting removed objects. common/object.c: decrease_ob_nr(): Rewrote this function: Added support for removed objects. Removing an object completely didn't always update the environment's weight properly. Removing an amount of 0 from an object with nrof == 0 destroyed the object. Improved performance a bit (don't need to update the player's weight if an object below the player is modified). server/apply.c: move_apply(): Added recursion limit. server/apply.c: move_apply(): THROWN_OBJ and ARROW: Use new hit_with_arrow() function. server/apply.c: move_apply(): FBULLET and BULLET: Call check_fired_arch() only when the victim blocks the square (FLAG_NO_PASS or FLAG_ALIVE). server/attack.c: save_throw_object(): Use new stop_item() function before trying to modify an object. Added originator to all insert_ob_in_map() calls. server/attack.c: hit_map(): Added log message if the hitter is not on a map. Added was_destroyed() check after calling save_throw_object(). server/attack.c: get_attack_mode() and abort_attack(): New functions to determine the type of attack (simple or full attack). server/attack.c: attack_ob(): Now only attack_ob_simple() with default damage and weapon class values. server/attack.c: attack_ob_simple(): Contains most of old attack_ob(), but takes damage and weapon class as parameters, needed for hit_with_arrow(). Uses get_attack_mode() and abort_attack() to support new "simple" attack mode. server/attack.c: stick_arrow() and hit_with_arrow(): Moved those parts of old stop_arrow() and move_arrow() that dealt with attacking a victim over here. server/attack.c: hit_player(): Uses get_attack_mode() and abort_attack() to support new "simple" attack mode. server/attack.c: paralyze_player(): Use insert_ob_in_map_simple() instead of insert_ob_in_map() because the callers are not prepared for this function triggering any complex machinery, and insert_ob_in_map_simple() should be enough for plain visual effects. server/attack.c: thrown_item_effect(): Don't need to deal with thrown objects, hit_with_arrow() already does everything necessary. server/attack.c: adj_attackroll(): Added log message if hitter and victim are not on the same map. server/c_object.c: Fixed two typos in "can't pick up xxx" messages. server/c_object.c: pick_up_object(): Removed can_pick() check because pick_up() already checks this. Added support for picking up removed objects because the stop_item() in pick_up() can now call us with removed objects. Moved FLAG_STARTEQUIP check to pick_up(). Fixed weight limit lookup for monsters that have strength > MAX_STAT. server/c_object.c: pick_up(): Use new stop_item() function. server/player.c: fire_bow() and server/skills.c: do_throw(): Removed FLAG_NO_PICK workaround for flying objects. stop_item() now handles this correctly. server/rune.c: spring_trap(): Fix unlimited trap recursion. Since traps are triggered by move_apply(), the result of triggering a trap may trigger the trap again before it is deactivated. server/rune.c: spring_trap(): Runes that don't cast spells can only be triggered by living objects. server/spell_effect.c: move_cancellation(): Don't call hit_map() with a removed attacker. server/spell_util.c: cast_cone(): Only print warning message about cones that don't have FLAG_FLY/WALK_ON if the cone does any damage. server/spell_util.c: move_cone(): Removed workaround for cones in ice cubes. stop_item() now handles this correctly. server/spell_util.c: explode_object(): Rewrote this function: New interface - exploding object must not be removed when the function is called, it must have an other_arch (i.e. it must be able to explode), and it will be gone for sure when the function terminates. Removed some code with no effect. Don't call any attack functions with removed attackers. server/spell_util.c: check_fired_arch(): Rewrote this function. server/spell_util.c: move_fired_arch(): Rewrote most of this function: Don't attack with removed attackers. Call check_fired_arch() instead of duplicating its code. server/spell_util.c: move_ball_lightning(): Don't attack with removed attackers. Rewrote the movement algorithm to simplify this task. server/time.c: stop_item() and fix_stopped_item: New functions. server/time.c: fix_stopped_arrow(): Contains most of the old stop_arrow() function. Unlike stop_arrow(), it takes an arrow that is not removed. Removed FLACK_NO_PICK workaround. server/time.c: stop_arrow(): Stops arrows and thrown objects and puts them on the map. Sticking objects into targets is no longer handled by stop_arrow(), but by hit_with_arrow(). server/time.c: move_arrow(): Don't attack with removed attackers. socket/item.c: esrv_move_object(): Removed misleading comment. ------------------------------------------ --- END stop_item() / attack fix patch --- Jan Echternach 2000-11-06 ------------------------------------------ server/time.c: Add call to esrv_update_item to update the face for the client after the player chooses a class. MSW 11/3/2000 server/c_object.c, socket/item.c: Fixed for long item support. pick_up_object in c_object was overwriting a fixed length string, causing server crashes. item.c was not properly terminating plural version of object name, resulting in corrupt packets being sent to the client. MSW 11/2/2000 PeterM: ball lightning made stronger, strikes larger area, never hits player. divine shock spell added. include/sproto.h: Removed prototype of obsolete make_gravestone() function. server/apply.c: Put back gravestone_text() function that was removed accidently a while ago, needed by NOT_PERMADEATH. server/player.c: Don't use the dead player as the originator of object movements. Fixed string handling for NOT_PERMADEATH. - Jan Echternach 10/30/2000 Major race/class change by PeterM: BEGIN: ***************** apply.c: new function, apply changes to player. If the change is a CLASS, player receives certain attributes from the class. login.c: make sure people using the old race/class archetypes in their player files can still use them. player.c: 1) give_initial_items modified for greater flexibility: you can pass in a treasurelist. 2) Also, initial forces are applied to the player. 3) Comment added on the stat roll function. 4) Word of recall into the new class-choice map (unfortunately hard-wired.) for newly-rolled players. 5) gen_sp and gen_hp and gen_grace now allowed to go negative to slow down player regen. skill_util.c 1) Don't give out basic skills anymore. This interferes with the class code. spell_util.c 1) Praying failures moderated in frequency. 2) Summoned creatures enhanced in wc, speed, depending on casting level. 3) Word of recall allowed to work in no-magic areas if a flag is set. time.c 1) Move player changer function added. 2) Marker object expiration added. living.c: cleric fail chance array modified. map.c: bugfix for random map/recycle tmp map problem. define.h: defines added for playerchangers and class types base 10 numbers added for the spell paths. spellist.h: fixed up summoning spells a little sproto.h: new prototypes config.h: hate RECYCLE_TMP_MAPS, turned it off maps/HallOfSelection: new map for class choice. lib/treasures: classs/race stuff heavily modified lib/archetypes, animation, bmaps, bmaps.paths, crossfire.png faces crossfire.xbm New faces, etc. END race/class stuff 10/16/2000 apply.c: bugfix for random map/recycle tmp maps interaction. --PeterM 10/16/200 include/skill* server/skill_util.c: levitation skill added. 9/26/2000. --PeterM common/map.c server/apply.c: Fix an interaction between RECYCLE_TMP_MAPS and random maps which would cause crashing. peterm: 10/12/2000 disease.c spell_effect.c: peterm: 10/5/2000 1) Diseases moderated in power by ~1/2 and randomized. Now monsters can have a mild/moderate/serious/fatal case of a particular disease. 2) cause disease spells modified to NOT go through objects spells ordinarily couldn't go through. ------------------------------------------------------------------------------ Changes for 0.95.7: README: Add crossfire.csua.berkeley.edu server. TODO: Remove entry about setable behaviour for keyrings, since that has now been done. include/patchlevel.h, Makefile.in: Update for 0.95.7 MSW 9/20/2000 lib/maps: got rid of the stuff that was there. Useless stuff. the maps dist. is the thing to use. --PeterM common/living.c, server/skill_util.c: Patches by Garth Denley: Fixes divide by zero crash, sets up perm exp when a new player is loaded, seperates permanent exp code/calculations into another function. checked in by MSW, 8/24/2000 lib/crossfire.png: ground/sea*png - remove transperancies from png images since they should not be transparent. MSW 8/23/2000 doc/spoiler.html/(Makefile.in,empty.pbm, makeps.pl, spoiler.html): Modify to make gif images from png source instead of xpm images. A valid question to ask is why convert to gif at all and not just keep in PNG format. The answer right now is that png support in netscape at least still is not very good, and it displays gifs better. MSW 8/8/2000 Add/Remove some LOG calls: common/living.c: Remove log messages about gen_sp values on armor server/login.c, server/main.c: Add messages about player logins/logouts with IP address. Useful for tracking potentially troublesome players and where they are player from. MSW 8/7/2000 The following change basically does the following: When the server sends an item name to the client, this item name is now two pieces - the first piece of the name is its singular form, the second piece is the plural name. This now makes items in the inventory appear more proper in terms of pluralization and just normal English. I did notice that the server does not know how to properly make 'torch' plural - it turns it into torchs. A matching check in for the client has also been done. include/newserver.h: Update VERSION_SC to 1024 common/item.c: Change query_base_name to take a second option on whether we should generate a plural version of the name or not. socket/item.c: Modify functions to use second argument on the query_base_name function. Update item commands to send two part names (singular & plural). Modify esrv_send_look to use item1 protocol command instead of item command. server/c_object.c: Update item_matched_string to use second option to query_base_name. Modify function to check against both singular and plural versions of name. server/shop.c: Modify shop_listing command usage in query_basename to use second option. It will also generate the singular name, but that is only used on sorting, so I don't think it will generally cause any problems. include/libproto.h: rebuilt because query_base_name has an addition opt. Mark Wedel 8/6/2000 include/config.h, include/global.h, common/init.c, common/living.c, server/init.c, server/player.c, server/skill_util.c: Add permanent experience and balanced stat loss features (code by Garth Denley). Permanent experience make some experience in the skills permanent. Balance stat loss makes stat loss less likely/costly at low level and more costly at higher levels. These features are by default off, but can be turned on either in the config.h file or via command line options. Code checked in by MSW 8/1/2000 server/time.c: Update the change_object function such that if the object is in a players inventory, send a delete & send_item for the object that has changed (the delete + send_item is necessary due to the ways objects change, so we just can't sent a update_item). This fixes the 'torches go dim & then out but client inventory not updated' bug, and likely fixes some other problems - I am not sure how many other objects out there change. MSW 7/28/2000 random_maps/treasure.c: potential crash bug fixed. Only applied when a bad archetype was given as a wallstyle. I will also put in a redundant archetypes fix. --PeterM 7/26/00 lib/adm/map_info, lib/adm/map_check: Update to use new layout of installed files (share/crossfire), know about random exits (it doesn't do any checking to make sure the values are sane, which it probably should, but at least it won't complain about them), update to use /usr/bin/perl. MSW 7/25/2000 server/resurrection.c include/spellist.h: PeterM: fixed a few unintended things about resurrection: experience removal was wrong, spellpoints/levels changed. --PetrM lib/archetypes: Update to keep in sync with arch tree. Changes to about a dozen arch's to remove the 'a' in their name. MSW 6/27/2000 server/c_object.c: Fix command_drop which was doing incorrect check for invisible object - it was supposed to skip over them and only do visible objects, instead it was doing the reverse. Fixes the 'drop command. MSW 6/27/2000 server/input.c: Make the inventory command more robust for very long object names - specify a maximum number of characters we will take from the name. Without this, you could get buffer overruns that cause crashes. No normally generated items would ever likely have names long enough to exploit this bug however. MSW 6/27/2000 INSTALL, README: Update mailing address to real-time address. MSW 6/27/2000 server/login.c: Load and save usekeys value in player save file. MSW 6/27/2000 Patch by Jeffry Hantin which fixes glow objects in map. insert_ob_in_map_simple now will call the appropriate light updating code. Applied by MSW 6/26/2000 server/player.c: check_pick(): Rewrite of this function to consistently skip items that can't be picked up, and to only use a single loop over all items on the map square. - Jan Echternach 6/23/2000 ------------------------------------------------------------------------------ Changes for 0.95.6: server/monster.c: Patch by Neil Muller so that corrupt/bad @match entries will not cause the server to crash. Applied by MSW 6/21/2000 lib/archetypes: rebuilt for 0.95.6 lib/collect.pl: Modify to search the archetypes directories in alphabetical order - before I believe they were collected in basically inode order. This should make it easier to multiple people to run the collect script not have basically an entirely new archetyeps file. MSW 6/21/2000 server/commands.c; server/c_object.c: dump_object_from_tag(): Removed broken command. Fixes server crashes very easily triggered by players. - Jan Echternach 6/21/2000 server/attack.c: deathstrike_player(): Check for def_lev == 0 very early (and print error message if we find such an invalid level). Should fix server crash in case archetypes or maps get broken again in that an alive object has level < 1. - Jan Echternach 6/21/2000 Makefile.in: Update version to 0.95.6 include/patchlevel.h: Update to .6 for 0.95.6 release common/porting.c, include/config.h, include/loader.h, include/skills.h, include/spells.h, include/treasure.h, include/version.h, random_maps/style.c: Update my mail address and copyright date. Mostly committed to sync up my data with the CVS repository - MSW 6/20/2000 random_maps/treasure.c server/apply.c: made containers able to have more than one treasure in them, made a fix to treasure.c, which would change the options given to it in an unintended way. --PeterM 6/20/2000 common/living.c: fix_player(): Bugfix: Don't reset FLAG_FLYING, FLAG_REFL_SPELL, FLAG_REFL_MISSILE and FLAG_SEE_IN_DARK if the archetype has these flags. - Jan Echternach 6/19/2000 random_maps/* Numerous changes improving random maps, including two crash-fixes, a new type of 'special', ability to copy inventory of monsters when putting them into maps... --PeterM 6/19/2000 New naming scheme for random maps: they won't grow in size indefinitely anymore. --PeterM 6/17/2000 server/input.c: command_cast_spell(): Bugfix: Call check_skill_to_fire() even for wizards because this function has the important side effect of setting the current skill and experience objects. - Jan Echternach 6/19/2000 server/apply.c: apply_treasure(): Bugfix: We need to trigger runes as they are found in the treasure chest, because move_rune() will no longer trigger them for us. - Jan Echternach 6/18/2000 Updated the INSTALL directions. MSW 6/16/2000 Modified the editor to make certain objects (teleporters, creators, markers) more easily editable. --PeterM 6/16/2000 Modifed how firewalls worked. They can now be triggered by handles as well as turned. Ones which are turned by handles cannot be triggered by handles. PeterM 6/15/2000 fixes to random_maps: exit.c: won't crash if named final_map doesn't exist room_gen_onion.c: reordered the options more sanely special.c: fixed a crash-bug: nuke_map would nuke parts of monsters, but not the whole monster. --PeterM server/skill_util.c: Fix type in change_skill - was doing an == operation when it should just have been an =. MSW 6/13/2000 common/anim.c: animation_object() - return if object does not have a valid animation after logging error. Before, we logged the error and would promptly crash. MSW 6/13/2000 server/apply.c: apply_treasure(): Bugfix: Set FLAG_NO_APPLY before moving object to the top. - Jan Echternach 6/13/2000 server/time.c: move_marker(): Bugfix: Call update_ob_speed() after changing force->speed. - Jan Echternach 6/13/2000 server/spell_util.c: move_swarm_spell(): Improved distribution of fired objects. Fixed starting position of fired objects to be able to hit targets immediately in front the caster. - Patch by Jeffrey Hantin, applied by Jan Echternach 6/13/2000 server/disease.c, sproto.h, rune.c Fixes from jhantin@derringer.net for diseases: Reversed strstr calls, force argument added to infect_object, diseases in immune carrier last forever, needles use infect object, cast_cause_disease won't fail. --PeterM 6/9/2000 common/loader.l: Fix handling of objects with no animation. Fixes server crash if object's archetype has an animation, but object doesn't. - Jan Echternach 6/9/2000 common/loader.l: get_ob_diff(): Bugfix: Issue a "is_animated 0" line if the object has an animation, but doesn't have FLAG_ANIMATE. - Jan Echternach 6/9/2000 server/apply.c: manual_apply() and monster_apply_special(): Don't check for FLAG_UNPAID if object is applied. This should make the code more robust if an unpaid item get's applied accidently. - Jan Echternach 6/9/2000 server/apply.c: apply_special(): New optional flags AP_NO_MERGE and AP_IGNORE_CURSE. - Jan Echternach 6/9/2000 server/monster.c: find_mon_throw_ob(); server/skills.c: find_throw_ob(): Bugfix: Use AP_NO_MERGE flag to prevent unapplied object be merged with other objects. - Jan Echternach 6/9/2000 server/spell_effect.c: animate_weapon: Bugfixes: Correctly unapply weapon. Don't set FLAG_APPLIED directly on weapon in golem, but use apply_special(). Don't call esrv_send_item() when caster is not a player (fixes server crash if monster casts this spell). - Jan Echternach 6/9/2000 random_map/<various> Fixes in the map code for various things, including: 1) crash bug on multi-square monsters. 2) no treasures in final_map, 3) new feature of doing walls only, .... --PeterM 6/9/2000: common/button.c: do_mood_floor(): Bugfixes: Only players can have pets. Call add_friendly_object() for friendly monsters. - Jan Echternach 6/8/2000 server/spell_effect.c and server/spell_util.c: Several functions: Only add a pet if there really is a pet's owner, and it's a player. - Jan Echternach 6/8/2000 server/spell_effect.c: cast_charm() and cast_charm_undead(): Bugfixes: Only players can cast these spells. This fixes server crash if a monster casted a charm spell, and the charmed pet was killed. Call add_friendly_object for friendly monsters. - Jan Echternach 6/8/2000 common/friend.c: remove_friendly_object(): Use llevError for error messages. - Jan Echternach 6/8/2000 common/living.c: fix_player(); server/gods.c: tailor_god_spell(); server/spell_effect.c: summon_avatar() and animate_weapon(): Bugfix: Set a string to NULL after calling free_string(). This fixes a nasty bug that caused the string's reference count drop below 0, which resulted in corruption of malloc()'s internal data structures (and possibly server crashes). - Jan Echternach 6/8/2000 server/time.c: move_creator(): Bugfix: Call free_string() to free old values of op->name and op->title before overwriting them with new values. - Jan Echternach 6/8/2000 common/object.c: insert_ob_in_map_simple() and insert_ob_in_map(): Check that we don't insert freed objects. - Jan Echternach 6/8/2000 server/attack.c: hit_player_attacktype() and hit_player(): Bugfix: Check that find_god() really found a god, and that 'god->slaying' is not NULL. Fixes crash if a monster casted turn undead and actually hit something. - Jan Echternach 6/8/2000 server/attack.c: hit_player(): Check that a pet's owner is a player. Prevents server crashes if a monster has a pet monster due to a bug somewhere. Use llevError for error message. - Jan Echternach 6/8/2000 server/time.c: move_arrow(): Use llevDebug level for "Arrow had no map" message. - Jan Echternach 6/8/2000 server/c_object.c, server/spell_effect.c, server/spell_util.c: Bugfixes: Added some missing checks for destroyed objects. Use was_destroyed() or return value of insert_ob_in_map() to check for destroyed objects, not FLAG_FREED or FLAG_REMOVED. Don't use op->count of destroyed objects. - Jan Echternach 6/8/2000 server/shop.c: get_payment2(): Type of tag is 'tag_t', not 'long'. - Jan Echternach 6/8/2000 server/spell_effect.c: animate_bomb(): Fix environment checks. - Jan Echternach 6/8/2000 server/spell_util.c: fire_bolt(): Bugfix: Set level of bolt. - Jan Echternach 6/8/2000 server/spell_util.c: explosion(): Bugfix: Set FLAG_NO_APPLY before moving the exploding object to the top. - Jan Echternach 6/8/2000 server/spell_util.c: put_a_monster(): First create the monster completely, then just insert its head. - Jan Echternach 6/8/2000 server/time.c: generate_monster(): Bugfix: Don't free generators that are used up in this function. process_object() already does this. This fixes steambolt (which is a generator but must not used up here - generate_monster() wasn't looking at FLAG_IS_USED_UP) and all generators which should really be used up (because process_object() didn't expect generate_monster() to destroy the object). - Jan Echternach 6/8/2000 server/rune.c: trap_disarm(): Bugfix: Use SK_level() to determine disarmer's level. Fixes server crash if multisquare monster casts "disarm". - Jan Echternach 6/8/2000 server/attack.c: hit_map(): Use was_destroyed() to properly check for destroyed next object. Use llevError for error messages. Skip all objects that are (no longer) at the specified map position. - Jan Echternach 6/8/2000 server/map.h server/main.c Increased buffer sizes for map paths. Needed for random map code. --PeterM 6/6/2000 6/4/2000: Fix done to disease.c which causes diseases to put experience into the appropriate category. --PeterM 6/4/2000: Added race fields to a lot of monsters. Modified disease arcs so that they'll be specific to races. Changed include/spellist.h to re-enable the disease spells. --PeterM 6/4/2000 (disease.c) Added a self-limiting parameter to diseases so that their power can be tuned to be reasonable. --PeterM lib/crossfire.png: Some floors modified to no longer have transperencies. include/newserver.h: Add Send_Face_Png made, also update versions of the protocol include/newclient.h: Add CF_FACE_PNG constant. socket/request.c: Add support for receiving PNG facemode request, ad final logic to send png images to the client. Changes by Mark Wedel, 6/2/2000 lib/checkarch.pl: Check for archetypes with type FIRECHEST but no level. - Jan Echternach 5/29/2000 server/apply.c: move_apply(): Added handling of THROWN_OBJ, CANCELLATION and BALL_LIGHTNING. server/spell_effect.c: cancellation(): Traverse inventory of objects with type THROWN_OBJ. - Jan Echternach 5/29/2000 server/player.c: fire_bow() and server_skills.c: do_throw(): Bugfix: Don't use op->count of freed objects. Use was_destroyed() to check for freed objects instead of QUERY_FLAG (FLAG_FREED). - Jan Echternach 5/29/2000 server/spell_util.c: fire_a_ball(): Bugfixes: Use op->other_arch as the archetype to fire, not FBULLET. (-> Firechests now cast fire balls again, not snowballs.) Set level of fired archetype. Check if object was destroyed after insert_ob_in_map(). - Jan Echternach 5/29/2000 server/time.c: move_firewall() and move_firechest(): Do nothing if object has no map. Fixes server crashes if a dm creates such a thing in the inventory. - Jan Echternach 5/29/2000 lib/collect.pl: Modify so that it does not complain about png files in the arch directory MSW 5/28/2000 common/item.c: Fix query_short_name - wasn't generating all item names properly because of changes made a few days ago - some areas manipulate the string being worked on and was not updating the length properly. MSW 5/26/2000 doc/mapguide: Fix some typos. MSW 5/26/2000 include/define.h: Add MIN_ACTIVE_SPEED value to determine what threshold something will be put on the active list or not instead of using varying values throughout the source code. common/item.c, common/object.c, server/monster.c, server/pets.c, server/spell_effect.c: Updated to use the MIN_ACTIVE_SPEED instead of hardcoded values. MSW 5/26/2000 include/define.h,include/global.h, common/image.c: Remove following old face information: INV_*_FACES, BLOCKED_FACE, STIPPLE[12]_FACE. This is just a general cleanup - the server has not used these since the X11 code was pulled from the server. MSW 5/26/2000 common/living.c: Add entries for the attack type AT_INTERNAL in description. include/material.h: Update to include saves against INTERNAL attacktype. include/living.h: Remove defunct objects_saves external referance. The additions of internal to the tables should not really be needed, as internal attacktypes should not be used publically, but these also act as placeholders for future attacktypes. MSW 5/26/2000 * server/attack.c: hit_map(), hit_player(); server/spell_effect.c: move_cone(); server/rune.c: spring_trap(); server/spell_util.c: move_missile(): Bugfix: Added missing was_destroyed() calls. * server/rune.c: spring_trap(): Bugfix: Call trap_show() before the rune has a chance to be destroyed. * server/attack.c: hit_map(), hit_player(): Check for freed objects right at the beginning of the function. Removed check that hitter has a name from hit_player(). * server/spell_util.c: move_cone(): Bugfix: Remove cone objects in inventories from active list, this fixes the cone without map problem when a flower was hit with ice and put into an icecube. * server/spell_util.c: move_missile(): Bugfix: Don't call hit_map() while missile is removed from the map. * server/apply.c: manual_apply(): Handle MMISSILE. - Jan Echternach 5/26/2000 * server/spell_effect.c: animate_weapon() and server/spell_util.c: summon_monster(): Bugfix: Set FLAG_FRIENDLY for friendly objects. - Jan Echternach 5/26/2000 * server/attack.c: hit_player(): Bugfix: remove_friendly_object() was called always after an object with type GOLEM had been killed, but friendly objects are objects with FLAG_FRIENDLY, not objects with type GOLEM. This fixes some "Remove_friendly_object(): Can't find object" errors. - Jan Echternach 5/26/2000 ----------------------------------- --- BEGIN apply() cleanup patch --- Jan Echternach 26/5/2000 ----------------------------------- * player specific code moved from apply() to player_apply() and player_apply_below(). * apply(): null pointer check removed * (bugfix?) print message if scroll is unusable because of invalid spell number * bugfix: if the altar casted a spell, the message was sent to the (destroyed!) sacrifice, not the player * split apply() -> move_apply() / manual_apply() * move_apply(), check_walk_on(), insert_ob_in_map() and other functions: New parameter 'originator' that is the object that caused another object to be inserted into the map. This removes the need to look through all map objects above an altar to find the player who dropped the sacrifice. * always check FLAG_UNPAID in manual_apply() * don't check FLAG_UNPAID in apply_special(), new function monster_apply_special() which checks FLAG_UNPAID and calls apply_special() * many new functions like apply_altar() and apply_spellbook() to make the switch statements in move_apply() and manual_apply() shorter * changes to actual apply() code: ALTAR: spell casting altars should work now if not operated by a player common/button.c, operate_altar(): altar's message is sent to altar's map, not player's map bugfix: if sacrifice was accepted, apply() didn't tell the caller that it has been destroyed ARROW, CONE, FBULLET, BULLET: now returns 'victim destroyed' if victim was killed by the attack TRAPDOOR: play sound only if something fell through the trapdoor print trapdoor message _before_ falling into trapdoor TRIGGER_ALTAR (in check_trigger()): don't check for sacrifices if called from animate_trigger() don't call check_trigger() from fix_auto_apply() anymore (this change breaks maps with altars that have their sacrifice already stored on them) DEEP_SWAMP: deep_swamp() -> walk_on_deep_swamp() / move_deep_swamp() when deep_swamp() (now move_deep_swamp()) is called from process_object(), assume that state (swamp->stats.food) is already 1 EXIT: removed support for multisquare players don't print 'is closed' message when moving on an exit, only print this message if exit is applied manually SIGN: only increment last_eat if it hadn't reached the limit yet SPELLBOOK: removed partial support for applying by monsters BOW, WAND, ROD, HORN: moved code to apply_special() CLOCK: bugfix: Monsters must not apply a clock, they would crash the server. POWER_CRYSTAL: Bugfix? Don't call esrv_update_item() if not applied by a player. LIGHTER: Bugfix? Just return 0 if not applied by a player. * changes to apply_special(): BOW: remove double check_skill_to_apply() ROD, HORN: change message from "you apply ..." to "you ready ..." BOW: FLAG_READY_BOW is now set by apply_special(), but that seems redundant because monster_check_apply() also sets this flag. Remove setting of this flag from apply_special() because it could have a more complex meaning in monster.c or remove setting of this flag from monster_check_apply() because such stuff should be handled in apply.c? FLAG_READY_BOW is also unset in apply_special() if a bow is unapplied. CONE: don't multiply damage by 20 SIGN: you can hear magic mouths even if you are blind however, now you can also read signs with FLAG_WALK_ON/FLAG_FLY_ON if you are blind (different object types or a new flag would be required) RUNE: detonation moved from move_rune() to move_apply() -> runes will now always detonate if somebody steps on them allow runes with FLAG_FLY_ON completely removed GRAVE and MONEY_CHANGER common/object.c: was_destroyed(): new function include/object.h: new typedef tag_t move_apply() returns void, check_walk_on() uses was_destroyed() lib/checkarch.pl: check for archetypes with walk_on, walk_off, fly_on or fly_off and without a type check for archetypes with type FIREWALL (type 62) and without a level * server/apply.c: Bugfix: Don't skip calls to change_skill() if wizard - calc_skill_exp() requires change_skill() to set the current experience object. * server/monster.c: find_mon_throw_ob(): Bugfix: Unapply applied object even if heaviest object was choosen. Bugfix: Use monster_apply_special() to unapply, clearing FLAG_APPLIED isn't enough. -> Should fix the "HAS_READY_BOW without bow" errors. * server/skills.c: find_throw_ob(): Bugfix: Use player_apply(), clearing FLAG_APPLIED isn't enough. Replace redundant check for FLAG_INV_LOCKED with error message at end of function if the first check failed somehow and we have choosen an object with FLAG_INV_LOCKED. make_throw_ob(): error message if object is applied * lib/checkarch.pl: check that potions (type 5, POTION) have a level * server/apply.c: apply_special(): Handle all cases of applying and unapplying skill objects. * server/apply.c: manual_apply(SKILL): Just call apply_special(). * server/skill_util.c: change_skill(): Rewrite to simply use apply_special() for changing skills. * server/apply.c: apply_special(): Bugfix: Fixed return values. * server/skill_util.c: link_player_skills(): Bugfix: Don't set exp_obj for (visible) skill tools. * server/skill_util.c: link_player_skills(): Bugfix? Reset op->chosen_skill and FLAG_READY_SKILL because we have unapplied all skills. * server/input.c: legal_range(): Bugfix: range_skill is valid only if op->chosen_skill != NULL, not when there is some (unapplied) skill somewhere in the inventory. * server/login.c: check_login(): Bugfix: call legal_range() after init_player_skills() - we can't handle range_skill correctly if skills haven't been initialized. * server/login.c: check_login(): Bugfix: Check return value of legal_range(), and reset op->contr->shoottype to range_none if range was invalid. * server/login.c: check_login(): Bugfix: Don't call fix_weight() - fixing the weight of _all_ players isn't necessary. Just initialize op->carrying directly with sum_weight() instead. This also removes the problem of updating the weight of an object that hasn't been sent to the client yet. * server/login.c: check_login(): Bugfix: We need to call fix_player() (init_player_skills() needs this, and it also makes the code more robust). * server/apply.c: apply_altar(): Bugfix: Print altar's message before casting the spell. * server/spell_util.c: move_cone(): Use copy_owner() instead of set_owner() and manually correcting the skill and experience object pointers. * server/spell_util.c: cast_cone(): Don't set FLAG_FLYING - the archetype needs to have this anyway for move_cone() to work properly. Instead, print error messages if FLAG_FLYING, FLAG_WALK_ON or FLAG_FLY_ON are missing. * server/apply.c: move_apply(): TRAPDOOR: Bugfix: Multiply by op->nrof when calculating the weight. * randommaps/standalone.c, server/apply.c: fix_auto_apply(): Bugfix: Don't call check_trigger() for objects of type TRIGGER. For other trigger types, call check_trigger() only if there is an object above the trigger. This can be used to implement doors that are only open shortly after the map has been loaded. * common/button.c: check_trigger(): Many changes. The triggers should now behave as described in crossfire.doc. -> This breaks maps that rely on old buggy behaviour. * server/monster.c: monster_apply_below(): will_apply & 1 now also applies TRIGGER objects, not only HANDLE objects. Allows an interesting solution for /asyvan/gate9 if there is no second player who can open the middle grate. * common/button.c: check_trigger(TRIGGER_PEDESTAL) and update_button(PEDESTAL): Bugfix: Handle objects with heads correctly. * server/c_object.c: drop_object() and socket/item.c: look_at(): Bugfix: If a player is moved on top with remove_ob()/insert_ob_in_map(), FLAG_NO_APPLY must be set temporarily. * common/object.c: remove_ob(): Bugfix: Don't call move_apply_func() if FLAG_NO_APPLY is set. * server/apply.c: manual_apply(): Don't call apply_special() for objects that are not in the inventory. Return 2 in this case. * server/apply.c: player_apply_below(): Skip objects for which manual_apply() returned 2. * server/apply.c: apply_spellbook(): Bugfix: Don't give experience for items with FLAG_STARTEQUIP. --------------------------------- --- END apply() cleanup patch --- Jan Echternach 26/5/2000 --------------------------------- server/input.c: modify examine_monster to use the maxhp field instead of the arch hp field to determine healthiness of the monster. Also, give this information for all creatures, not just monsters or players. MSW 5/23/200 socket/item.c: Add MAXITEMLEN define at top of file and use that to determine at what point item commands should be broken up. Prior hard coded value was not always large enough. MSW 5/23/2000 include/define.h: add safe_strcat inline/static function. Add DESCRIBE_ABILITY_SAFE and DESCRIBE_PATH_SAFE which use the safe_strcat to prevent buffer overuns. common/item.c: Have query_name use HUGE_BUF for its buffer - query_short_name uses that buffer size, and we call the same thing. have quer_name and query_short_name use the safe_strcat function. Increase buffer size in ring_desc to be a VERY_BIG_BUF and also use safe_strcat along with the DESCRIBE_*_SAFE macros. server/input.c: Modify examine.c to not get buffer overruns for very long/ complicated items. Modify long_desc to also handle long names/descriptions without buffer overruns. socket/item.c: Modify the functions that prepend the length to the name of the object to handle very long (>255) object names properly - now we just truncate it and only send the first 255 bytes. add function add_stringlen_to_sockbuf to make this task easier. With the above changes, very long named items/items with very long descriptions works properly in both the server (no crashes) and the client (no crashes/protocol errors) MSW 5/22/2000 common/item.c: Modify query_short_name to avoid buffer overflow on long ring descriptions. Also, increased size of buffer in this function so that longer ring descriptions will not get truncated. MSW 5/22/2000 server/c_chat.c: Add standard banner to top of file. Fix say command so that it does not crash the server if something beyond 256 characters is spoken - extra data is just truncated. MSW 5/22/2000 common/object.c: Splitted set_owner() into set_owner_simple() and set_owner(). copy_owner(): New function. server/spell_util.c: explode_object(): Use copy_owner() instead of setting skill and experience objects manually. Bugfix: Don't use op->owner directly (fixed by using the caster in call to SP_level_dam_adjust(), not the owner, which was wrong anyway). server/spell_util.c: fire_arch_from_position(): Use copy_owner() instead of set_owner() if 'op' isn't the real owner but only a spell object owned by somebody else. server/spell_util.c: move_swarm_spell(): Use the swarm spell object as the owner in call to fire_arch_from_position(), which now handles this case correctly. server/spell_util.c: fire_swarm(): Call tailor_god_spell(). server/gods.c: determine_god(): op->type==SWARM_SPELL is a spell. server/gods.c: tailor_god_spell(): op->type==SWARM_SPELL is a spell. Always abort function if we couldn't find a god. Always add god's attacktype if the spellop's attacktype has AT_GODPOWER. - Jan Echternach 22/5/2000 common/init.c, common/loger.c, include/logger.h, server/init.c: New log level llevInfo which is the new default log level. Many other files: Use llevInfo instead of llevError where appropriate. Use 'settings.debug >= llevDebug' instead of 'settings.debug'. - Jan Echternach 21/5/2000 server/main.c: Use a marker object to track current position in the list of active objects. Using a pointer didn't work because all objects on that list can be removed from it by process_object(). One of the things this fixes is bogus "Free object on list" errors. - Jan Echternach 21/5/2000 crossedite/Makefile.in: Modify to use $(MAKE) instead of make when descending into subdirectories - fixes compilation on FreeBSD - MSW 5/17/2000 socket/init.c: Fix incorrect check on return value from fread when loading xpm images. MSW 5/17/2000 Fix server/spell_effect.c - was assigning altar->other_arch to an object and not archetype MSW 5/16/2000 server/spell_effect.c: magic_wall(): Duration of darkness spell now implemented with op->stats.food. This avoids problems with very low speed values that were interpreted as infinite duration. lib/spell_params: Changed duration parameters of darkness spell to give a reasonable duration with the new formula. - Jan Echternach 16/5/2000 common/living.c: drain_stat(): There are 7 stats now, not 6. - Jan Echternach 15/5/2000 server/rune.c: rune_attack(): Check that victim still exists after hit_player() was missing. This fixes server crashes if monster applied a chest, found a diseased needle and was killed by it. - Jan Echternach 15/5/2000 server/spell_effect.c: cast_charm(): out_of_map() check was missing. This fixes server crashes when a player casted this spell near the edge of a map. - Jan Echternach 15/5/2000 Make image files and code more generic. This was largely done to make adding support for png files easier, but in reality, it means adding support for any new file format is now trivially easy. Format of the image file is: IMAGE <image num> <datalen> <image name>\n followed by the image data. This allows support for binary image formats (png), but also means that the server doesn't need to know anything about the image format - rather it is all just data as far as the server is concerned. I think this actuallyy loads the xpm data a little faster - it would make sense that it should, since it just reads all the data in with one fread instead of parsing it line by line waiting for the end image delimeter. Note: While png images are loaded, they are currently not supported in the client nor will the server send them - that is the next step in the work, but that will require just a few minor changes to the server - most of those change will be in the client. crossedit/xutil.c: Merge bitmap & pixmap load routine into one called ReadImages, function modified to use above format. crossedit/App.c: Call ReadImages to load images. include/newserver.h: Change FaceInfo structure to have arrays of data and datalength instead of explicity entries for pixmap vs bitmap data. lib/adm/make_xpm_file.pl, lib/crossfire.cfb, lib/xbmtobdf.c: Removed - either note needed or replaced by new naming scheme. lib/adm/collect_images.pl: Replacement/improvement of make_xpm_file.pl above - this handles all image formats (xbm, xpm, png). This is also more intelligent in that it will not try to rebuild the image files if there is not a valid arch directory. lib/crossfire.png, lib/crossfire.xbm (new files): .png file is for png images. xbm is to keep with the new standardized naming convention used and is for the bitmaps. lib/crossfire.xpm: New format used in file. lib/Makefile.in: Modified to collect via new script as well as new directives to collect (png files). socket/init.c: Modified to load with the new format and data structures. socket/request.c: Modified to send data with the new data structures provided. End of image changes, MSW 5/13/2000 configure.in, configure: Add check for perl so that we can call scripts properly - MSW 5/13/2000 common/re-cmp.c: Add some tolower calls in the comparisons so most regular expressions should not be case insenstive (makes matches & says work better). Note that I did not change the behaviour on range matches (Z-f for example), as I thought there may be side effects in that case. MSW 5/8/2000 socket/request.c: Add length checking to NewPlayerCmd so that if the client sends us a really long command, we just truncate the end of it and not overwrite our internal buffers causing crashes. MSW 5/8/2000 server/player.c: add out_of_map check to stand_near_hostile function. This fixes a server crash if the player uses a hiding skill near the edge of a map. MSW 5/8/2000 common/arch.c, common/loader.l (loader.c): Modify the load routines to strip off trailing whitespace in object names and other_arch fields - I believe this is why altars to Sorig did not generally work, and while generally that white space should not exist, doing a little extra checking for it is not a bad idea - MSW 4/26/2000 Add HOLY_ALTAR type, and use that for praying over for gods and the like. doc/crossfire.doc: Add description of HOLY_ALTAR type and meaning of fields. common/map.c: Disable consecration code for altars. include/define.h: Add type for HOLY_ALTAR include/sproto.h: Update for change of some functions below. server/c_wiz.c: Modify setgod command to call become_follower with proper second arg. server/gods.c: Change become_follower to take object pointer to god instead of name, since the holy_altar has the pointer in its other_arch. Modify pray_at_altar to use the new fields, as well as fixed what seemed to be numerous bugs in that function. sever/skills.c: Change check from ALTAR to HOLY_ALTAR, also change check to see if HOLY_ALTAR is consecrated by looking at the other_arch field. server/spell_effect.c: Update consecrate so that caster must be higher effective level than the altar, also update for differing fields. maps/thomas/sisters/shrine0, map/thomas/sisters/tower0: Remove title from altars on these maps - these were the only two maps using old style altars consecrated to a god. Since it appears the real purpose of the altars on these maps was to trigger something else, they were kept as old style altars. arch/gods/altars (relocated from arch/indoors, as I think the new location makes more logical sense): Update for new fields/format. This also affects lib/archetypes, lib/bmaps.paths, lib/crossfire.xpm, lib/crossfire.cfb lib/adm/archsearch.pl: Modified to hunt out old archetypes - some of the changes could be useful in general cases. MSW 4/26/2000 server/spell_util.c: Fix move_golem so that multi square avatars (golems) don't hit themselves. Remove will_hit_self function (only used in move_golem), since it did not work. Change structure & indenting of move_golem function so it isn't quite so nested - functionality remains the same. When we do find something to kill in move_golem, call attack_ob against it instead of hit_map - hit_map is not save for multi object hitters. MSW 4/24/2000 Key usage change: Add new command 'usekeys' that specify how keys are searched for. The three options are inventory, keyrings, and containers. These options apply to both standard keys and special keys. If the player has a key for the door but it is in a container that will not be used, print a friendly message of the key name and container name. Files affected: help/usekeys: Added describing options lib/Makefile.in: Addition of help/usekeys above. include/player.h: Add new enumeration and entry into player structure include/sproto.h: New function prototype server/apply.c: change of Find_Key to new function with slightly different options server/c_misc.c: add function to support 'usekeys command. server/commands.c: addition of usekeys command server/player.c: rewrite & rename of find_key command, as well as changes to move_player_attack Mark Wedel 4/21/2000 server/spell_effect.c: create_bomb(): New spell_type parameter, merely for consistency with itself and with other spell casting functions. - Jan Echternach 4/19/2000 server/spell_effect.c: create_bomb(): Set level of created bomb. Fixes the problem that the splints were casted without a level. - Jan Echternach 4/19/2000 lib/checkarch.pl: New perl script to check the archetypes file for obvious bugs (like object that is alive but doesn't have a level). - Jan Echternach 4/17/2000 include/spellist.h: "meteor swarm" is now a missile spell (PATH_MISSILE) just like "comet". - Jan Echternach 4/17/2000 server/spell_util.c: path_level_mod(): Rewrote to fix countless bugs. New interface with explicit base level parameter. server/spell_effect.c: finger_of_death(): Call path_level_mod() with correct base level. server/spell_util.c: casting_level(): New function that combines SK_level() with path_level_mod(). - Jan Echternach 4/17/2000 server/spell_util.c: Several cosmetic changes (spell type parameter name is spell_type, arch_to_object(get_archtetype(...)) is equivalent to get_archetype(...), use casting_level() if applicable). - Jan Echternach 4/17/2000 server/spell_util.c: fire_swarm(): New 'caster' parameter because owner and caster can be different. Level of the swarm object is casting level of the caster, not overall level of the owner. server/spell_util.c: fire_arch_from_position(): Set level of fired arch to casting level of caster. server/spell_util.c: cast_cone(), cast_smite_spell(): Set level of spell object to casting_level() and not SK_level() to honour path_attuned and path_repelled of the caster. server/spell_util.c: move_cone(): Just copy the level for new cone objects. Missing level meant AT_DEATH didn't work, missing call to path_level_mod()/casting_level() meant path_attuned/path_repelled was ignored. - Jan Echternach 4/17/2000 server/player.c: fire_bow(): Set level of fired arrow. Arrows with AT_DEATH are now working. - Jan Echternach 4/17/2000 server/player.c: fire(): Call check_skill_to_fire() even for wizards because this function has the important side effect of setting the current skill and experience objects. - Jan Echternach 4/17/2000 server/skills.c: do_throw(), server/time.c: stop_arrow(), server/player.c: fire_bow(): Flying arrows and thrown objects have FLAG_NO_PICK set because picking these objects is currently broken (and maybe it shouldn't be possible anyway - picking up a _flying_ arrow?). - Jan Echternach 4/17/2000 server/c_wiz.c: set_god(): Didn't work at all because it was trying to set the current player as his own god. - Jan Echternach 4/17/2000 server/map.c: check_path(): Return value was wrong if the name did not refer to a regular file. A symptom of this bug was that the server crashed if a wizard tried to enter a directory with the 'goto' command. - Jan Echternach 4/17/2000 server/map.c: open_and_uncompress(): Check that the file we have opened is (still) a regular file, fail if it's not. This is the right place for such checks if we want to avoid race conditions (e.g. file replaced by directory while trying to open it). - Jan Echternach 4/17/2000 c_party.c commands.c daemon.c disease.c gods.c spell_effect.c spell_util.c: Cosmetic fixes - updates to rcsid string to include right file name as well as updates to mail address and/or additions to top banner. Mark Wedel 4/13/2000 Various files: Updated my mailing address to be accurate - Mark Wedel 4/13/2000 doc/playbook/handbook.idx: Automatically generated file removed. This is not something normally included in packed up distributions, so no reason to have it in CVS - Mark Wedel 4/13/2000 doc/include_html.pl, doc/playbook/make_index.pl, doc/spoiler-html/makeps.pl, lib/adm/make_xpm_file.pl: Change to use /usr/bin/perl instead of /usr/local/bin/perl - real change is to find perl in configure.in and call the scripts with that. Mark Wedel 4/13/2000 server/input.c: Don't try to calculate spellpoint costs for denied spells, because these are undefined and are now causing lots of BUG messages. Also improved formatting: spellpoint costs can be > 99, and don't fill everything with zeros, use spaces instead. Patch by Jan Echternach, applied & checked in by Mark Wedel, 4/12/2000 server/skill_util.c: Fixed some log messages that were lacking a newline at the end. SK_level(): Rewrite of this function to simplify its structure. Print error message if we find an invalid level. Add top copyright/contact banner (msw) Patch by Jan Echternach, applied & checked in by Mark Wedel, 4/12/2000 server/apply.c, server/monster.c: Fix in apply.c for encounter maps so that proper message is generated, and differentiate behaviour if it is a floor vs not a floor. Also, change to both files in that apply_below stops at the floor object. Patch by Jan Echternach, applied & checked in by Mark Wedel, 4/12/2000 server/apply.c, doc/crossfire.doc: Fix to prevent server crashes when monster applies poison object. doc file is updated to include accurate information on values in poison object. Patch by Jan Echternach, applied & checked in by Mark Wedel, 4/11/2000 CREDITS, server/main.c: Add Peter Gardner to list of credits. Mark Wedel 4/4/2000 server/apply.c, improve_armour(): Maximum armour value reduced to 90. Items can now always be improved up to this value. For armour x you need level x, not level x + 1 as before. esrv_send_item() and fix_player() also called if only magic value was improved. Patch by Jan Echternach, applied & checked in by Mark Wedel, 4/4/2000 server/attack.c, attack_message(): More messages. "grind to dust" is more damage than "shred to pieces". Patch by Jan Echternach, applied & checked in by Mark Wedel, 4/4/2000 server/spell_effect.c, magic_wall(): Fix calculation of duration of darkness spell. Before, you could get huge negative speed values with high experience levels, which meant very short duration. Patch by Jan Echternach, applied & checked in by Mark Wedel, 4/4/2000 server/spell_util.c: 1) New argument of fire_swarm() to specify whether it's a magic attack. All swarm spells except meteor swarm are now magic (just as the underlying basic spell). 2) New function fire_arch_from_position() which doesn't use the owner's position as the starting position of the fired arch. 3) move_swarm_spell(): Correctly set owner and magic in call to fire_arch_from_position(). 4) Above changes fixes "cause many wounds" spell Patch by Jan Echternach, applied & checked in by Mark Wedel, 4/4/2000 common/map.c: Change calls in file to use insert_ob_in_map simple. This fixes bugs with buttons not being applied correctly when the map is loaded - the cause is that push_button is getting called for the button before all the objects the button is linked to have been loaded. Then when the map finishes loading, the call to update_button is called and they are not in sync. This change should make loading slightly faster, mostly because it does not call check_walk_on during the loading, so that buttons don't get pushed/changed around. Mark Wedel 3/28/2000 server/player.c: If player is using pickup mode 6, only have them pick up the item if they know it is magical. Prior to change, items would be picked up if they are magical, but not if the player knew that, so the code was giving extra knowledge to players. Bug reported by Kurt Fitzner, checked in by Mark Wedel, 3/26/2000 common/map.c: Code fix by Kurt Fitzner so that unique maps will get compressed if so needed. Fixes problem of unique maps not being able to get reloaded as they are saved with the compress suffix but not in compressed form. Code checked in by Mark Wedel, 3/26/2000 server/skills.c, server/spell_effect.c: Improve behaviour when identifying items - the identify routine already updates the client if it is in the players inventory, so only send update to client if the item is on the map. Also, do full item update, as many fields may change, and that is what the identify function does. Standard top of file banner also added to skills.c file. Fixes problem of objects in inventory being displayed with two numbers in from (ie, two two bows +1). Bug and initial fix of item updates by Kurt Fitzner, implemented in a bit different way by Mark Wedel. 3/26/2000 Makefile.in, doc/Makefile.in: Modified so that making the docarchive now works. The make must be done from the top level for it to work, since some values are passed, but the doc/Makefile.in was missing some declarations and had some other fixes that needed to be done. msw 3/22/2000 ------------------------------------------------------------------------------ Changes for 0.95.5: Makefile.in: comment out the EXTRA_FLAGS (which contains the -Wall entry) - the presumption that everyone is going to use gcc to compile crossfire is a poor one, and -Wall is only supported on gcc. I would rather have it compile on the maximum number of systems without it needing changes than to require the end user to make the customizations. A better long term solution is to have configure.in check for gcc or if -Wall is supported it and have it add it in. msw 3/21/2000 server/c_object.c: Fix pick_up_object function to deal with non players picking up objects - prior to fix, program would crash when monsters pick up objects. Also, add standard banner at top of file about copyright, contact, version information. msw 3/21/2000 CREDITS, README: Updated to contain my new mailing address. In reality, almost all the files have an out of date address for me, but these are probably the ones people will look at most. README also updated with new ftp location. msw 3/20/2000 include/Makefile.in: Update files to include material.h - need when packing up new releases - msw 3/20/2000 doc/hanbook.ps, doc/spoiler.ps, doc/spoiler-html/spoiler.html: Rebuilt with latest version of crossfire - not sure if there are any content changes, as the tools to build the file have been updated on my system, causing many changes to the prologue and outputted data. - msw 3/20/2000 Change doc/spoiler-html/Makefile.in and doc/playbook-html/Makefile.in to use $(datadir) instead of $(C_LIBDIR). Other add AWK and INCDIR lines so that it properly builds with autoconf setup. msw 3/19/2000 Change spoiler.tex, handbook.tex to build properly with later versions of tetex - added language specifier when using the babel package. msw 3/19/2000 Add missing doc/playbook/fig directory to the CVS reposistory - msw 3/18/2000 Change summon_cult_monster code so that it will no longer summon big monsters on top of walls or the player. Also, if there is not space for a big monster, try to find another pet monster that will fit in the space. File affected: server/spell_effect.c - msw Change gorokh.arc to use anim devil instead of anim Lucifer - fixes crash when using avatars of gorokh - msw Split off kill_player function from do some living, and check for player death upon player login. This splits up an otherwise very large function, but more importantly, the second point allows NOT_PERMADEATH to work as expected when the player is dead when logged out. Previous, the if the player was dead when they logged out, it would just kill off the character permanently (without grave marker or anything), even in NOT_PERMADEATH mode. Also, cleaned up player load code to remove code that supported very old style save files. Files changed: server/login.c server/player.c include/sproto.h - msw Change NO_STAT define in living.h,skillist.h,skill_util.c to NO_STAT_VAL to remove conflict on AIX systems. - msw Fix error in configure.in - was referancing BZIP2, when it should have used BZIP - msw 2/7/2000 server/skill_util.c: Fixed spelling of unwield configure.in: Update -z checks to not use eval, double quote the variable. This seems to be needed on solaris and probably other systems. Both changes commited by Mark Wedel, 2/7/2000 ---SMALL BUGFIX--- John Cater 5/11/1999 server/attack.c: - changed the logic in hit_player to attack enemy races with holy word playtested ---BEGIN BATCH UPDATE--- DAMN 9/17/1999 server/alchemy.c: - minor cleanup server/apply.c: - split multiple lighters server/attack.c: - vulnerability gives -4 to saving throw against non-damage attack effects - immunity to acid reduces the probability of corrosion - immunity and protection and not vulnerability to acid prevents corrosion - magic bonus improves item's saving throw against acid - vulnerability to drain doubles rate of exp loss, protection halves rate - holy word slaying is checked in hit_player, no need to double-check in hit_player_attacktype - prot:magic and vuln:magic affect all magical damage, not just raw magic - Holy Word and Turn Undead affect undead at half strength if they're not listed as an enemy race - Holy Word and Turn Undead have no effect on undead if they're listed as a friendly race - minor bugfix/cleanup server/gods.c: - minor bugfix/cleanup - luck slightly improves chance of divine intervention server/input.c: - fixed typo server/main.c: - trivial bulletproofing, probably no effect server/player.c: - sp regen penalty from armour calculated in fix_player instead of being recalculated for each spell point gained. server/shop.c: - payment will come from open pouches if you don't have enough in your top-level inventory - money for sold items will go into open pouches until they're full, then overflow into top-level inventory server/skills.c: - minor bugfix in throwing - writing in one of a stack of books seperates one book out first server/spell_effect.c: - generalized staff_to_snake to animate_weapon server/spell_util.c: - Staff to Snake, Dancing Sword, and Animate Weapon spells now all use animate_weapon function - holy golems avoid damaging their owners - raw mana spells common/living.c: - minor bugfix - fix_player now calculates sp regen penalty from armour common/readable.c: - spelling fix: grimore -> grimoire doc/crossfire.doc: - minor edits include/defines.h: - moved object type numbers to object.h - moved flag numbers to object.h - moved NROFREALSPELLS to spells.h - moved path numbers to spells.h - moved DESCRIBE_PATH macro to spells.h - moved ARMOUR_ and WEAPON_ macros to player.h - moved player state numbers to player.h - moved monster movement numbers to living.h - moved NROFSKILLS to skills.h include/global.h: - #defines from spells.h and material.h loaded early include/object.h: - now has the #defines for object type numbers include/skills.h: - moved NROFSKILLS here include/player.h: - added gen_sp_armour variable include/spellist.h: - added mana spells, Dancing Sword, and Animate Weapon include/spells.h: - moved NROFREALSPELLS here and updated it - now has the #defines for spell path nummbers - added mana spells, Dancing Sword, and Animate Weapon include/sproto.h: - added animate_weapon and pay_from_container prototypes include/material.h: - new lib/spell_params: - added entries for mana spells along with their fire equivalents lib/formulae: - minor spelling fixes to match minor spelling fixes in artifacts lib/artifacts: Weapons - Sanwe -> Gnarg (any weapon) chance 5, value x10, magic 0, dam 120% - Lythander (any weapon) chance 5, value x20, magic 0, luck +1, weight 90% - Gwormi -> Gaea (wooden weapons only) chance 20, value x50, magic 2, regen +1, dam 110% - Slay Demon -> Valriel (any weapon) chance 15, value x30, magic 2, weapon speed 120%, slaying demon - (new) Gorokh (any weapon) chance 15, value x30, magic 2, weapon speed 120%, slaying angel - (new) the Devourers (any weapon) chance 8, value x30, magic 1, attacktype: physical, cold, depletion - (new) Mostrai (axes and hammers only) chance 10, value x12, magic 1, dam 140%, weight 115% - (new) Sorig (metal weapons only) chance 5, value x15, magic 1, weight 95%, weapon speed 125% attacktype physical, electricity - (new) Ruggilli (metal weapons only) chance 5, value 15, magic 1, weight 85%, weapon speed 110% attacktype physical, fire Helmets (moved to after weapons, with the rest of the armour) - Lordliness -> Valriel (full helm only) chance 20, value x50, magic 2, Wis +1, Cha +1 - Uriel -> Sorig chance 10, value x20, magic 1, ac +1, armour 120%, prot electricity Shields - Theodin -> Mostrai chance 8, value x24, magic 1, prot fire - Gnarg chance 8, value x12, magic 1, ac +1, armour 180%, Cha -1 Gauntlets - (new) Sorig (gauntlets only) chance 15, value x75, magic 2, armour 10, weight 125%, attack: electricity - (new) Sorig (gloves only) chance 10, value x10, magic 1, armour 5, weight 125%, prot: electricity Armour - (new) Valriel (plate and scale only) chance 6, value x20, magic 1, armour 120%, weight 110% - (new) Gorokh (plate and scale only) chance 6, value x15, magic 1, ac +2, armour 110%, weight 105% - (new) Ruggilli (plate, scale, or dragon armour) chance 10, value x55, magic 3, ac +1, armour 120%, weight 90%, prot: fire - (new) Gaea chance 10, value x25, magic 2, ac +1, armour 120% Cloaks - (lesser version of cloak of the Underworld) the Devourers chance 3, difficulty 3, value x50, magic 3, weight 50%, material 0, Cha -2, prot: acid, drain, ghosthit, depletion Bows - (new) Valriel chance 10, value x15, magic 1, weight 110%, damage 200% - (new) Gorokh chance 15, value x15, magic 2, damage 160%, attacktype: physical, acid - (new) Lythander (not crossbow) chance 10, value x22, magic 1, weight 75%, wc +1, speed 150% - (new) Ruggilli (crossbow only) chance 10, value x18, magic 2, weight 85%, wc +1, speed 110%, attacktype: fire - (new) Sorig chance 12, value x20, magic 2, weight 95%, wc +1, speed 125%, attacktype: electricity - (new) Mostrai (crossbow only) chance 5, value x50, magic 3, damage 140%, speed 75%, attacktype: weaponmagic - (new) Thunder chance 10, dificulty 5, value x10, magic 2, weight 90%, damage 150%, wc +2 attacktype: physical, slow, paralyze ...and a few minor spelling fixes ---END OF BATCH UPDATE--- DAMN 9/17/1999 Add crossfire.oc.humbug.org.au server information to README file - msw Change compress method definitions from being determined by checks on system type to having autoconf find the utilities for us. Also, add bzip2 support. Files affected: Makefile.in configure.in common/map.c server/init.c server/login.c include/config.h include/define.h include/autoconf.h.in - msw Fix in server/rune.c - if the victim of a trap/rune is not on a map and the object has a disease, it would crash the server. Temporary fix put in to make sure there is a map, and if not, use a predefined difficult of 1. I think the real issue is how can an object not on a map be setting a trap (in this particular bug, reported by Klaus Elsbernd, the victim was a thrown object) - msw Change by dragonm@absolut.tegris.org - improve crossedit so that if you try to load a map you alreay have in memory, it will raise the window - it will also give you the option to forget, save changes, or just raise the window if the in memory version of that map has been modified. Checked in by msw. (crossedit, App.c, Edit.c, Edit.h) Bugfix in server/apply.c - apply_container() When checking for keys to locked containers, only searched player's inventory, not keyrings. Changed to use FindKey function in player.c, which does search keyrings. --DAMN Bugfix in server/main.c - enter_exit() Unique maps were using their actual location as a path for moving to a new map. They need to use the location of the original map, not the character's individual copy of it. This is re-constructed from the individual map's filename, which is based on the original path. --DAMN Remove xbmtobdf man page - since it is run automatically and it is likely that people will not run it manually (and it appears to be innacruate - or at least imcomplete), may as well remove it. - msw Change install location of man pages to section 6 instead of section 1 - msw New man page submitted by Egbert Hinzen that is actually correct and accurate as the options now relate to crossfire. - msw This one is a suggested fix for the alchemy bug that grants obscene amounts of experience for certain formulas. Those formulas are the ones that create items with a high fixed level, because those items are pretty worthless otherwise. Dust of Repelling Undead, for example, is level 30. The fix I implemented here is to base the chance of success largely on the level of the product, so it's very difficult to produce something like Dust of Repelling Undead, and therefore worth the extra experience. The chance of success is now based on the following factors: 1) level of product 2) number of ingredients in formula 3) rarity of formula as listed in "formulae" data file 4) number of batches being made 5) Alchemy skill (if present) 6) enchantment of cauldron 7) luck patch from DAMN This one makes a couple things level dependent that used to be fixed: 1) time it takes Word of Recall to take effect 2) amount of energy transferred by Transferrence spell 3) percentage of energy drained by Magic Drain spell Also, the following effects have been modified: 1) Followers of a cult that considers undead enemies have a penalty to Command Undead. 2) Magic Drain gives back to the caster a small portion of the energy drained from the victim. And a bug was fixed: 1) SP_level_dam_adjust used and SP_level_strength_adjust used the player's level, where they should have used the caster's level. --Patches from DAMN, applied by PeterM Marker object added, alchemy modified so that recipes can require keycodes and MARKS to execute, detectors modified to be able to detect MARKS, and all of this documented in crossfire.doc --PeterM server/gods.c -- changing gods now costs players their special prayers. --PeterM server/alchemy.c -- levels less than ten no longer produce cursed items, but only slag or nothing. --PeterM server/shop.c -- unidentified stuff is worth at most 60gp or so. ---PeterM random_maps/style.c - fix type in the scandir function which cause compilation problems for those systems that actually need it. - msw Change command_cast_spell so that it preserves a return value from find_spell. This re-enables partial spell matching (ie, cast prot will show all spells that start with that.) - msw ------------------------------------------------------------------------------ Change for 0.95.4: Add better comment in config.h about the DM_MAIL option - msw. Fixed and doc/playbook/Makefile.in doc/spoiler/Makefile.in so it works with autoconf setup. Updated to properly generated handbook.ps when needed - msw doc/crossfire.doc: Updated with disease code notes, detector notes. crossedit: Fix in edit.c to ensure map objects (mainly is_floor objects) are actually removed visually as well as from a pure object standpoint. Change to save_throw_object: If object is in players inventory and is destroyed, send update to client. This can happen when trying to ignite something in the inventory with flint and steel - msw. In apply_lighter, do more accurate check when seeing if the attempted object was actually destroyed. Also, cache the item name so that if it is destroyed, we have a proper name to print out. - msw fireborns changed to have Pow stat bonus instead of Wis stat bonus. --PeterM Some problems in the random map code fixed: specificially, 1) fountains no longer attempted placement outside map 2) Ignore files/dirs named CVS when looking for styles. I changed a few of the maps to have exits to random maps. I made one random house in Scorn, one random exit in the Hall of Bones to an undead maze, another exit to a random map in the hole SE of Scorn, and one in the bottom of the Tower of the Stars. --PeterM Update lib/Makefile.in to create empty bookarch and temp.maps files as part of install process. - msw Change configure.in script so that by default, files will be put in installdir/var/crossfire and installdir/share/crossfire instead of just installdir/var and installdir/share. This allows crossfire to be installed more cleaning without it having its own top level directory. Old installation behaviour can be gained by using --enable-old-layout when running the configure script. - msw Patch by Carsten Pluntke that fixes a problem with unique maps not being properly reloaded after being swapped out (main.c) - msw Fix so that when picking up objects from a container, the client gets an update to remove the object display from the container (ie, if you pick up all the gold coins from a container, the total in the players inventory always got corrected, but the client still displayed some in the container even if there should not be.) The change is in c_object.c - msw Check that hitter has a valid name before it attacks - fixes some crashes (attack.c) - msw Enhance lib/collect.pl to ignore CVS directories - msw. Improve auto_apply functions so that it will create treasures (random_* items) inside other objects. There is still a limit in that it will only look for these objects inside other top level objects - a random potion inside a chest inside a monster will not be processed. But that should be a rare case, and nesting containers very deep has never been well supported in the code. The code affects is in the apply.c file. -msw Add Xaw to start of libraries when linking crossedit - fixes focus problem. File affected configure.in - msw Fixed a bug in the "depletion on death" code. The depletion never had any stat removal specified. --PeterM Remove berzerk code/variable from player structure. The code had no effect - whatever functionality it once had has been removed in the past. - msw Add flag save information for FLAG_CLIENT_SENT that was otherwise missing (loader.l). This fixes the disappearing archetype bug - msw Fixed buffering bug in lowlevel.c --David ------------------------------------------------------------------------------ Changes from Crossfire 0.95.2 to 0.95.3: Fixed missing god animations in the archetypes. SIMPLE_EXP option added. From config.h: * Define this if you want to use the new (0.95.3) experience system. * The system has the following changes: * * 1) 2000 exp need for second level. All additional levels are shifted * accordingly. * 2) Your stats in your skill categories don't affect the amount of * exp you get. * 3) Your level difference doesn't affect the exp you get for killing * monsters. * * If this commented out, you get the old system. * * This can also be set by using -simple-exp/+simple-exp as a run * time option. Change treasure lists so that stat improving potions won't show up in shop. They should still show up on the ramdom_potion spaces on the maps (may in fact be slightly more common there than before) Move socket related code out of server directory and into socket directory and re-arrange cod so that what is in what file makes more sense. Code from Peter Mardahl to have death result in stat depletion and not actual stat loss. Setable by via STAT_LOSS_ON_DEATH option in config.h or -stat_loss_on_death/+stat_loss_on_death command line options. Patch by Peter Mardahl to change immunity spells from PATH_PROT to PATH_NULL - this will stop gods from giving out these spells. Patch by Peter Mardahl so that players will never fumble the reading of scrolls. You only get half as much exp for reading the scrolls now however. Update the README file - the list of public servers was grossly out of date and mostly removed. The instructions for running/playing were out of date, containing information for servers with the old X11 code. Change CAN_MERGE so that identified items with different been_applied will merge (this is currently done by just setting the been_applied flags for the object in CAN_MERGE if they have been identified) Temporary fix for disease code - I was seeing endless loops in weight contributions because an disease object op->env points back at itself. In do_symptoms, we check to see if the victim matches the disease we are about to infect them with, and if so, don't proceed further. The cause of this pointer recursion needs to be found instead of this current fix. Change daemon.c so that hpux systems can also use ioctl (.., TIOCTTY, ..) call in addition to SYSV systems. players and logs command added. players show all current player names currently in use, logs show sockets that are currently listening for kill log information. Add limited support for some commands from the socket (hiscore, logs, maps, motd, players, version, who). After socket has been authenticated to have valid server, shout and tell also available. To switch socket into old style mode, first command entered should be 'oldsocketmode'. Server code then knows not to prepend packet length information, so most functions work on this new socket without any changes. Add verify_player function to login.c (takes name and password and verifies they are ok - used for old socket emulation). Also notify all players when a player joins the game (this must have gotten removed at some point). change prototype for cs_write_string to take a constant string. In readpacket, have it read in 100 bytes even if length information looks incorrect (allows easier initial switching to oldsocketmode). If the length of the input buffer is for some reason negative, call abort. Clean up nconns in socket.c - it was being increased 2 times when a socket was added, and decreased by 2 when a socket was removed. Add newline to initial version command so people telneting in for old socket compatibilty get something a little more presentable. command char pointer added to newsocket structure - used for player name or listener html address. Fix in memory overrun/corruption when freeing the last allocated socket - it would write data beyond the allocated data. if new_draw_info is called to notify everyone, also notify sockets running in old mode if it isn't a kill log listener. Update commands.h file so that it won't declare various values if included multiple times - only the first time it is included will it declare the values. Add extern declaration for init_sockets to global.h since other functions now need to access them. Who command extended to also show active socket connections without a player attached. Kill log (watchable from socket) added. Add support to use old socket commands on the new port. Fix by Seikoh Nishita for weapons that slay multiple creatures - before fix, they would not slay anything (args to strstr were reversed) Don't give out exp for orating to monsters owned by another player - fixes abuse since 2 players could quickly orate back and forth and gets lots of exp. The orate function was also cleaned up a bit to be more efficient (presumption is made that there is only 1 monster on any one space, so once we find one, there is no need to do further processing) If door is passable, print a message to the player if he tries to pick the lock and don't let them pick it (examples here are the doors which you can walk through) Fix by Seikoh Nishita that should prevent some crashes when exiting shops - appears that there could be circumstances when i was trying to referance a null pointer in an error message. Add popen_local for sgi systems - without this, sgi can only open one compressed map before it fails to open further compressed maps. Fix by Timo Kokkonen so that resurrection works with the new player save method. This should also fix the problem that dead players when using PERMADEATH being able to log in after dying. Allow FORCE objects to increase digestion/hp/sp/grace regeneration. Remove style.h file, since we now have an automatically generated proto file from random directory source. Also fix in makefine to use proper ar when creating the archive. Add 'race *' to maps/styles/misc/fountains - this fixes a crash when entering random maps. If use presses an incorrect key at the play again prompt, reprint the play again question. Change find_free_spot to return -1 if no spot available, update calls so check for this return value instead of 0 (value = means current spot available) Change pet movement so that pets should no longer jump walls. Update configure, makefiles, and code to use proper locations of installed files (no longer $prefix/lib, instead $prefix/share for read only, and $prefix/var for read/write. When using a special key to open the door, print a message informing the player what key was used to open the door. Minor map cleanups/changes. Some improper exits changed to point the right place, extraneous style maps removed due to new gods, other maps updated to replace now missing altars with their replacements. Change gate code logic so instead of using speed to determine if the object can move itself, we instead check the ALIVE flag (this fixes problems for animated objects, and is a more accurate method in any case.) Fix by S.Nishita so that containers on the ground get properly unapplied when player moves off them. Fix by S.Yoshioka's so that damage for cone spells is calculated properly as they propogate. Remove server side referances to INFOLINES and INFOCHARS, since that is now controlled by the client. Code cleanup to random map generator to prevent compiler warnings. Also, change comparision of val == 0x1 to val-1 = null, since the later is more portable. added some missing newlines to log messages in the newsocket.c file. fix pickup modes some - mode 4 appeared to work ok (pickup all), but mode 5 wasn't working right (pickup all and stop). I have tested the modes with the X11 client, and they all appear to work properly. House of Healing map (with link from starting city) added by Peter Mardahl. Change player move code so you will no longer swap spaces with a pet monster/other friendly object is you are braced. Fix off by one error in the buffering socket buffering code - this would cause buffer overflows if the data being added equaled exactly the buffer size+1. Similar fix when reading in packets Increase NROFATTACKS to 24 in define.h so the AT_INTERNAL attacktype work properly. Patch by S.Yoshioka so that godpower/holyword spells are not magical. Fix in attack.c by S.Yoshioka to call free_object instead of free for splitting monsters. Fix by S.Yoshioka so that magic bullet or other pure magic spells do damage to other parts of multisquare monsters. Fix by S.Yoshioka so that you can not get exp in other skills with cone spells. Fix by Seikoh Nishita so that magic walsl can not be placed on top of other walls/monsters. Fix by Seikoh Nishita so that we don't clear the NO_STEAL flag on insert_ob_in_map - this makes singing/stealting from the same monster multiple times impossible. Patch by Seikoh Nishita so that boulders will roll off gates. Have server send updated weight of container when dropping all items from a container. New random map decore styles for new religions added. Patches from James Cameron to fix compile errors/warnings. Fix missing animations for some of the gods. Remove *.orig files from maps/picks directory. Maps updated wtih dtabb 2.60, navar_city 2.40 maps from John Cater. ------------------------------------------------------------------------------ Changes from Crossfire 0.95.1 to 0.95.2: speed_left values should not be changed when loading/saving maps with the editor. Map updates from Anthony Tyson and others (990128 version) Note: I was unable to reproduce the staff to snake killing the client bug. If still in this client/server release, please let me know. Set player->count in esrv_move_item when picking up objects. This fixes a bug introduced in 0.95.1 for the improved pickup code which only allowed picking up of all the objects on the ground. lifesaving items should now disappear from client inventory after they are used. Improve decrease_ob_nr so that items dropped on the ground will get removed from the players inventory if they are used up (fixes bug where you drop the last of some item on an altar but it would not disappear from your inventory) Add check to add_exp so that we don't add experience to non living creatures. This should fix the thrown objects getting lots of speed bug. Random map code by Peter Mardahl added. Various changes made so it will compile on non gcc systems as well as non bsd systems. Another fix for pits (holes) so objects should drop through. The fix in the last release made fixed a possible infinite loop, but also made it that once an object on the pit could not drop through, no other objects on the pit would drop through. The change made will attempt to drop all objects through the pit, but also not run into a problem with infinite loops. Update pedestal and detector code to also match on the lockcode of the special keys. Change detector function to call push_button instead of update_button. The later would only change the state of buttons, which doesn't do much good when you want to open a gate. push_button will cause gates and other connected objects to open. Change move_gate so that it won't roll off things like grass or other immovable objects. Update configure script to check for scandir function (needed by disease code) - if not found, then check in -lucb. Disease code from Peter Mardahl added. add break value in while loop in generate artifact message (readable.c) so we eventually break out if no match is found. reduce minimum supported map size in crossedit to 1x1 Don't let characters be easily saved on unholy ground. Player can't issue 'save' command when on unholy ground, and we don't autosave if on unholy ground. Improve pickup code mode 6 (pickup magic item) - call is_magical to determine if an item is magical instead of relying on known_magical flag. If the player has a marked item in need of identifying, identify that specific item first when an apply altar is used. This allows a player to selective choose what to identify. Fix in apply code between server and client. Containers on the ground now work properly. Server side simplified a bit, and updated to be a bit more bandwidth efficient (use update item to open/close containers.) Client updated to handle updating its container status via the update commands. Fix in pay_for_item in that it will not mistake kobans or other coins for gold coins when making change (or converting the older coins into new coins with the same arch but with a different value) Have player swap places with pet monster even if player no longer has peacful set. At confirmation when player quits, inform them that quitting will delete the chararacter. When a weapon is improved by the god, if it had no prior attactkype set, give it physical attacktype in addition to what the god gives it. By default, make new players peaceful. Fix up the fire cancellation function - it seems some of the code wasn't quite right (inserting in map vs setting the owner.) The fix should prevent some core dumps this could have caused. Fix for main loop in socket.c that should prevent infinite loops when a socket dies in some improper way. It should now drop the connection properly and continue with processing. Autoconf fixes - check for canonical system, specail check for alpha-dec-osf to add -std1 to cflags, add check for latex, add check for BOURNE_SHELL (this is used in hte makefiles, as some os's will use the users shell, but some constructs we use require bourne type shell), add check for number of args gettimeofday uses, change order when we create the makefiles to be proper. Use autoconf check above to get correct number of args for gettimeofday. Fix from Anthony Thyssen for the editor - should hopefully fix problem with delete not deleting the correct object. Remove font displaymode from editor - since we are not distributing any fonts anymore, doesn't make a lot of sense to support it. When connection is lost from player, save off the character - prevents items being dropped on the floor or the players duplicating the items. However, some additional logic will need to be added to prevent players from saving their characters in treasure rooms. Improvements in save_player which should better prevent saves from happening at inopportune times (like after they have mostly exited). Add stat_loss_on_death option (yes/no if stat is subtracted when you die.) Default can be set in config.h, and can also be changed with run time flags. Add / behind -I@x_includes@ in crossedit/Makefile.in. This should prevent the includes from being reset if there are no x_includes. Extend draw_look to send multiple item commands - this should only happen if there are a lot of items on one square. Fix should prevent crashes/memory corruption in that case. ------------------------------------------------------------------------------ Changes from Crossfire 0.95.0 to 0.95.1: Fix server crash if player ran into friendly object. Strip extra spaces that may be between the command and option (ie, "use_skill disarm" would result in " disarm" getting passed to the appropriate command function. Some functions could deal with this, others did not, and it makes sense to strip them out. Send update to client to remove item from players inventory when it disintegrates (demon ichors for example). Change load code so that player handling on unique maps should work better (I believe there were various strange cases if the player saved on a per player unique map and that map was or was not in memory, it might not load the per player unique map) Removed player file lockin during login. Extra lock files get left laying around in aborted login attempts. And in retrospect, I don't think it is ever really needed. Some excessive/annoying debugging messages removed. Some general cleanup in some functions that were previous setting automatic variables. If the variables are none changing, we now declare them static, otherwise we don't set the value as the initialization area - this prevents warnings with some compilers. Some casts added for some functions to also prevent warning messages. Remove HAVE_SAVE_UID in config.h - no longer any code using it. In free_player, only call remove_ob on pl->ob if it is not already removed. This fixes crashes when a player kills there login session before it is completed. Instead of calling draw_look (which causes all data on that space being sent to the client) each time the space changes, instead mark that we need to send that change, and have code higher up (top processing loop) send the data each tick if it needs to be send. This should result in less data being sent, and is easier to process. Add flag_client_sent for debugging purposes - makes it much easier to trace down cases where server was sending updates without actually having sent the object yet. Most all of those cases are fixed with the new draw_look logic mentioned above. Add dump_object_from_tag to figure help figure out the objects generating messages. dumptag command is available from within the game if compiled with DEBUG to use this fucntion. Pup land maps updated to version 1.3. Fixes in configure script to autodetect X11 libraries better. Fixes also in Makefiles so all rules should work and all needed variables should now be expanded. Add checks for a few more header files. Makefile fixes also include changes so that archive is packed in proper order that it should not try to rebuild pregenerated files. Master makefile now set to make bzip2 archives in addition to gzip archives. Added watchdog code from Christian Stieber - periodically sends out UDP packets so other programs can watch for them and restart the server if it doesn't see them (hung or down server). Added ISQRT macro to spell_effect.c - seemed that the code was changed a while back but that function wasn't added. It was only needed of SPELL_FAILURE_EFFECTS is compiled in as an option. Simplify checking of MAXNAMELEN in crossedite/include/Posix.h Updated list of options you get when you do -help - removed old options that are no longer around and added new ones. Dropping an active container will now result in all the items in the container being dropped, and not the container itself. It could be argued this should be a client issue (client send a move for each item in the container). However, dropping everything in the container should be faster than individually dropping (ie, you turn the container upside down), and client dropping them one by one would result in that many commands of the player being used. Change esrv_move_object to use the pick_up function instead of pick_up_object. The difference here is that pick_up will look for matching containers, so players manually picking stuff up in the client will have items go into active containers as appropriate. However, this can also cause problems with smarter clients that really want the object to go into the players inventory and not a container (I don't think any will have that problem currently) Fix in apply for holes - return 0 if we can not move the monster through the hole - this prevents an infinite loop in move_hole in time.c Added internal buffering for sockets if the OS's buffers fills up. This greatly improves reliability in the client. Size of buffering is setable in config.h Fixed makefile dependancies - make install should now depend on the actual programs it plans to install. Fix some bugs in the animation code - most notable is animations with just 2 facings like the quetcoutal. Changes to archetypes is to change the half orc to have 4 facings the quetzalcatl to have 2 facings. Fixed animations to always use the direction value for determing object animations. Change examine code so that if the first thing in an object message field is @match, don't display the message. Fix map update code that wasn't calling update_los before sending the map to the client. Fix from Timo Kokkonen for socket code - check to see if we got an interrupted system call (EINTR) on a read/write - if so, loop until it clears or we get a real error. Apparantly greatly improved reliability of the server. ------------------------------------------------------------------------------ Changes from Crossfire 0.94.3 to 0.95.0: Added diagnostic message if you try to use a skill and it can't find a match Fix in send item command to better handle objects with a huge number of items in its inventory. Shop listing code simplified - send all data to the client at once instead of havign to store it and wait for the player to hit a keypress. Fix bug in ghosthit which would cause server to crash (patch for 0.94.3 was released for this bug) Some general code cleanup - fixing/removing unreachable statements, removing unused variable. Build/configuration now done by autoconf (run ./configure). This cleans up a lot of special checks throughout the program, and hopefully should be more portable. Cleaned up/rearranaged the include/.h files. Prior, most all structures where included in structs.h. Structures and support values now in unique header files (ie, player structure and support enums and like in player.h, object structure and support in object.h, etc.). This doesn't change the working on the code, but is just easier to maintain. global.h takes care of including these is the correct order. Many options now removed from config.h file. Options removed either relate to X11 code/old server support or machine specific details which we can now pick up via autoconf. Better speed checking in update_object_speed. When improving a weapon, client should now get updated (code was updating the incorrect object) Improve apply below to be more bug free (that is to say, we preserve the pointer to the next object - I think there were cases where the last of an object was applied, and thus removed, but the apply function did not return a code specifying something was applied, so the code would then try to apply an object with an invalid pointer) Fix for collect.pl script to fix problem traversing directories. (note for 0.95.0, there were many large scale changes, so many of the entries below are more of just an overview of what changed, and not a highly detailed account of the changes.) Fix/improvement in player movers so that players trying to run in the direction they move don't move incredibly fast. They will still seem to move faster (I am guessing roughly player speed + mover speed now). I am not sure of the original bug, but my guess is that the mover moves the player to the next mover (which has a low speed). But now the player still has his own action left, and moves to the next mover which has high speed, so wisks the player to the next mover, which has low speed, so he effectively moves 3 spaces in one tick when he should just move one. Changed save player method so that a directory is created for each player. Added per player unique maps (new apartments). Maps from Christian Stieber, however the implementation is a bit different - if an exit is marked as unique, it will lead to a unique maps. The unique maps are stored in the new player save file directories as above. Removed all X11 support from the server code. Change crossedit so that it can read in the pixmaps as they are stored in for the client/server support (so that only 1 copy needs to be kept). This method of reading them in is slower than the montage method unfortunately. Changed socket handling. Port 13326 has been removed from active service. Socket information is now part of player structure, which cleans up a lot of the old code which had to do with find the player that correlates to a socket and vice versa. Fix bug so that if invaliad variable is given to dm 'patch' command, program no longer crashes. Fix bug so that containers that have a huge number of items don't crash the server (a container needed to have more than 250 items for this to happen). The real problem is containers that allow an infinite amount of junk to be stored in them (Lepreds bag, but this item/map isn't part of the standard distribution). Even with the fix, there still becomes some point where problems will occur (around 2000 items, the amount of data that needs to be sent would exceed the size of the output buffer). In any case, with that many items in place, the player will see a noticable performance hit when such containers are opened. Fix bug that caused the program to crash when attacking ghost or other creatures with ONE_HIT flag set. Print out message to player if they have old keybindings. Some map fixes by Christian Stieber - eliminate ability to bypass quest and typo fixed in other map. Fix so that perceive spell (off of rods/staves/scrolls) properly finds the god of the player. ------------------------------------------------------------------------------ Changes from Crossfire 0.94.2 to 0.94.3: Fixes to some recipes - before some had non existant ingredients. As part of this, a treasurelist for ogres added. archsearch.pl function added to lib/adm. Useful little perl script that can do object context searches (ie, immune to X and attacktype of Y) Old loader code removed - only lex loader supported now (no bugs reported, so it seems to be OK) Debugging output improved in various areas to be easier to read/better inform what is happening. Hopeful fix in place to prevent player movers causing players to have -infinite in speed_left. Fix right now is to just limit speed_left to -50 - I believe the real problem is that some player moves have speed=0.0, and it is diving by that value. Fix so that if a player dimension doors onto a player mover, he no longer gets stuck in an endless loop - he will now move along the movers as expected. When a player dies in NOT_PERMADEATH mode, clear the braced flag. In the case of spell failure, don't cast mana storm in no magic areas (instead, just kill the player) Only write out an updated bookarchive if data has actually changed and needs to be written out. Don't print out new client server usage logging if nothing has changed. Reduced power of 'loose mana' (it appears this only happens when a spell is failed really badly). It seemed to me that the area of affect and damage could be many times deadlier than anything else out there. Hopeful bug fix for thrown objects getting very fast speed (I am unable to reliably reproduce this, so am not sure.) Basically, I believe the problem was that set_owner was only being set for the wrapper in the thrown object, but it is the actual internal object that gets used at some point in the attack sequence. As such, I believe that the knife, spear, whatever was getting the exp for the kill (exp = speed in weapons). To hopefully fix this, I have also added a set_owner call on the real object so when it goes to grant exp, it should find a valid place for it and credit the player and not the weapon. Changed spell parsing so 'of' is not needed in some complex spells (ie, create food or marking rune). From kfitzner@nexus.v-wave.com Fixed bug in which you could kill multispace monsters with paralyze or slow attacktypes. Added ncom and comc commands to client and server. These commands allow client command queing/dropping (note that server will only send a comc if it gets a ncom first, so old clients should still work just fine). The protocol numbers increased to 1021. Added more objects to the show invisible list - hopefully the pupland maps should now be fully playable. RPLAY_SOUND definitions changed to RPLAY_SND - should make for cleaner compilations for those using that. Fixed #ifdef for NetBSD in common/time.c to use proper symbol. Fix so that counterspell should no longer kill monsters with magic attacktype (ie, jessys and probably others) Added debugging in deathstrike code to hopefully be able to better track down face of death problems. My guess is that it is a problem with level comparisons. Fixed/clarified many nexted if/else statements that were ambiguous. Now braces are properly in place (From Klaus Elsbernd) Hopeful bug for disappear objects when emptying bags. I believe the problem was that invisible objects ended up showing up in the containers somehow - this by itself is not a problem. However, the empty bag function calls drop with the object to drop and keeps the next value - however, drop would forward past the invisible object so the calling functions next value is no longer accurate. Drop function now does not skip over invisible objects in containers (will skip over them in player inventory) - it instead removes the invisible object since I believe it is garbage anyways. I am not sure if this will fix the problem, but there was certainly some problem in the code here. Fixed bug with multipart monsters & pits. Before, they got split into a few parts like a magician trick. Now they stay in one piece. At current time, the logic probably isn't great, as all that is currently checked for is the head of monster being on a pit - in reality, probably all the monster parts need to be on a pit. -m9 and -mt options added (Code from Raphakl Quinet). Formulas have been fixed such that all are now creatable (none missing archetypes). However, the output still shows some formulas out of balance in terms of costs. Changed AT_GHOSTHIT meaning and added ONE_HIT flag. GHOSTHIT is now treated like any other attacktype (monster will not be removed just for having ghosthit). ONE_HIT flag now means the monster will disappear. This fixes the acid sphere deadliness (before, they did have ghosthit as an attacktype). All the objects with ghosthit have been updated. However, there are probably some other undead which could now have ghosthit added to their attacktypes since it won't cause them to disappear now. Updated the programming_guide doc. Hopefully, it is a bit easier to read and a little more accurate. Improved polymorph. Invisible objects should no longer appear. Also improved so that all objects of a type would be possible results (before, it would be the first 80 weapons would be chosen from, or the first 80 monsters, etc.) Now it is unlimited. Smarter initial selection should also result in a few less meltdowns from it now being able to find an acceptable object. Also, possible fix that could cause crashes on rare occasion (monster polymorphed into something else, and when inserted into the map, something on that space kills it) Also, we stop processing a space once we hit the floor - I don't recall floor types ever changing anyways, but there could be other problems processing subfloor items. ------------------------------------------------------------------------------ Changes from Crossfire 0.94.1 to 0.94.2: Changed calls to send_query on server side to include the string on what the query is for. This is to make clients be able to do smarter/nicer things when it receives a query. Bug fix in check_walk_on which would cause crashes when objects are put on spaces with multiple destructive forces (ie, earthwall cast on top of a double pool of chaos). Once check_walk_on finds that the item has been freed, it stops doing any further processing on it. Animation code cleaned up. Animations are now object properties, and not archetype properties (and thus can be changed in maps). Also cleaned up so that the is_turning flag is removed - more complex animations available via the num_facings. Below is the section from the TODO file. Note that there is still potential to improve animations (many 1 frame animations could take advantage of the new code to have multi frame (ie, players can now have images for all directions, and animations for each of those) New code is in common/anim.c: Clean up animation code and make it more general purpose (instead of is_animated and is_turning flags, instead add a value that states how many animations/direction there are. For example, right now the big dragon has 8 animations and 2 facings (left & right), with 4 animations/facing. Something like num_facings could be added so we know there is 2 facings. For arrows, num_facings would be 8, so we know that it shouldn't be animated (since there are only 8 images in its animation.) This would make the code a little cleaner, and allow better/ more complex animations (an object that faces 8 directions could have animations for all directions, were as right now, that is not possible.) collect.pl changed to handle generation of animation file. Wipe below added to crossedit by Steven Unruh removed non NEW_HIT_PLAYER in attack.c (ie, old attack code removed) Added hitback code (looks like it was missing from the NEW_HIT_PLAYER code) dm commands will now be accepted from the new client (provided they have dm priveledges of course) Add AT_INTERNAL attacktype used only for internal calculations (ie, does that amount of damage). Actual damage section of poison now uses this. Fix spoiler generation - don't convert monster archetype names to lowercase - images generated properly for them now. Also, fixed problem with some images (dragon) being rotated when they shouldn't. Clear INV_LOCKED flag when stealing objects. Fixed couple of bugs in throw code. First, players remaining speed calculation seemed incorrect. Second, you can now specify an object name to throw (ie, throw ring, throw chair). Third, the client now gets properly updated with the new/changed item. Make UNIQUE_ITEMS standard feature. Removed LOCK_ITEMS as a secondary feature - running multiple servers against the same set of files is no longer supported. Note for compatibility reasons of both methods, it will look for unique files starting at v00 and will write new ones with the .v00 extensions. If you have .v01 files, these will be read in the first time through (provided you also don't have a .v00), but all new files will be written with the .v00 extension. Referances to ITEMS_DIR changed to be UNIQUE_DIR - I think that is more descriptive. This includes the environmental variable. Change ok_to_put_more to do more complete checking and also not to stop spells because of a monster with certain immunities being on a space. If hit_player is called with the 'tail' of a monster, it would previously just exit if the attacktype included slow or paralyze functions (must hit the head with those.) Changed hit_player so we just remove the slow and paralyze, and still hit with any remaining attacktypes. change explode_object so it only hits the monster once with the bullet/ meteor. Previously, it called hit_map, which then hit the player, and then called hit_player again. This effectively doubled the amount of damage caused by the bullet - it now does the correct amount of damage. As best as I can tell, meteor/meteor swarm does properly damage the monster even if the tail was hit. Bug fix in singing so exp should now be granted the first time singing is used on a monster. Changed so that server can be compiled with new client/server support but without old (port 13326) support. Various sections of code updated to work/compile in such a setting. Fixed premature freeing of map->tmpanme. Now in delete_map instead. Added checking in free_object to see if we are called on a non removed object. IF many cores is defined, will dump core here. I believe there is some section of code calling free_object on a monster without calling remove_object, which is causing a lot of error/warning messages when it happens (very infrequently.) With this test in, it should become quite easy to track down when it happens. Added free bsd & net bsd to those systems whose gettimeofday takes 2 arguments (common/time.c) -lcompat added to libraries needed for FreeBsd. Include unistd.h on freebsd. Don't include malloc.h in xbmtobdf.c on freebsd. Sample ban_file added to lib. Read in of ban_file will now ignore lines that start with #. Also, animations file (used for new animation code) included. Config file rearranged to hopefully be in better sections and easier to edit. NEW_IMPROVE_WEAPON and SIMPLE_PARTY_SYSTEMS removed from options - now always selected. NO_LOG, ONE_PLAYER_PR_UID, CHRFONT removed from sections - these can never be valid. NO_ADD added to prevent players from adding others Server updated to send full lines of text with query commands to client so for clients that pop up a dialog box, they can print meaningful data on what the request is for. Bug fix so that you can no longer apply multiple objects of the same type with apply -a Give better messages when attempting to light something. New client/server statistic gathering added - will periodically dump usage stats to the log file. Server will now longer crash if client/supposed client sends bad data - will now just close the connection instead. Server will not longer crash when player runs into a door. Can now longer polymorph objects into items that are invisible. Removed client directory from main archive. Too many people thought that was the new client creating confusion, and I don't see a big need to have it around (it will go away when the X11 code is yanked from the server anyways0. If you still like it, the old version of it will work just fine (no changes have been made to it in a very long time0 Map changes: color_ removed from map files. library card cost decreased some. oldcity maps updated to take full advantage of XPM mode.. Lake_Country/DA map changed - exp reduced, sp increased. ------------------------------------------------------------------------------ Changes from Crossfire 0.94.0 to 0.94.1: in artifacts file - moved some settings of difficulty before Object line. (difficulty after the Object line have no effect) In low level socket code, retry read/write again if we get a EWOULDBLOCK in addition to EAGAIN errors. Some systems return EAGAIN, others EWOULDBLOCK Fixed possible crash in move_monsters. I believe the problem was that the monster got killed by a door, and the function was not expecting it, and would use the invalid object. Not sure if the code I put in will really fix the problem, or just migrate it to a higher level calling function (have not seen the crash myself) If on linux, include crypt.h in main.c Various minor memory leaks fixed. Better error message for non wiz people trying to use shutdown command. Shutdown command actually added to command structures and is now usuable. Internal animations changed from explicit defines to use SET_ANIMATION macro. Much easier to read, and better supports client side animations. Include sounds.h/sound calls no matter what RPLAY is set to. Only rplay special code is in sounds.h. This way, client can still get sound information without rplay being defined. removed NPC_PROG code - not used at all - only thing there was a few #ifdefs setting values. Moved typedefs for function pointer stuff from structs.h to funcpoint.h. No outside affect on code, just makes more sense internally. Disable default selection of DEBUG_DMALLOC on crosssite.def Removed old/unused charisma bonus values from common/living.c Minor fix so that a space is properly added between item number and name. Added a lex loading routine. Performance seems to be roughly the same, but ease of maintenace/readability seems better to me. Modifications to loader.c should not be done - instead, they should be done to loader.l Loader directive flags and loader return flags added to loader.l - those are now used instead of arbitrary integer values. Fix c_wix.c dm goto command to set the destination object/map name. Otherwise, if an invalid map was entered, the enter_exit would try to print a null string - some systems handle this OK, others will crash. Changed common/time.c to use GETTIMEOFDAY macro defined once at top of file instead of having #ifdefs throughout the file. Fix so that items of differing values will not be merged. Also, when merging objects, do not clear startequip flag. Fix in doc/playbook-html so all include directives are handled properly with the include_html.pl script. More details printed about improved weapons (how many improvements done, max number of improvements.) Also, skills will show how many improvements the character can handle. Bargaining skill will be auto applied when in shops. Change teleporter code so the teleporter does not have to be the first or second item on the space - teleporter can be any object on the space. -a, -u apply options added (always apply/unapply instead of toggling). Internally, apply and apply_special have been changed to take one more option which is this flag. Applied rings will not be merged - instead they will remain seperate. Fixes problems with getting full bonuses, and also makes it easier to apply/unapply one item. Increased frequency of generation for strange ring (nodrain ring). This should make it appear probably roughly as often as the ring of life, or maybe even more often. Put maximum carry limit in - beyond the limit, a character can carry no more. This limit is fairly high right now, but should improve playbalance and prevent characters from getting a negative weight or carrying so much stuff it takes forever to move (session appears hung to them) Added CS_STAT_WEIGHT_LIM to newclient.h, so client can know how much the player can handle (only used for GUI, so it can do a carry/limit type of thing) Title information now used in hiscore displays. Show invisible spell will now make handles visible. New server code won't crash if player does nothing when it prompts for the name. Also, include necessary dummy functions so server will compile of ERIC_SERVER is not set. Will now search keyrings when running into special doors for matching keys (players can protect keys by putting them in other containers.) Change jump skill so that any spaces with FLY_ON set will affect the jumping player. This prevents the character from jumping over player movers. In create_wall - if insertion if the initial wall fails (new all is destroyed), don't extend the wall. Fixes the earthwall on top of pool of chaos which creates strange map problems. Map fixes: Lake_Country/ebony/masterlev altar should now accept fragment of chaos. Put no magic areas in apartment so it should no longer be able to dimension door and get keys. /city/houses/wizz.entry should now be entered at the correct position. /city/misc/library - library cards are now identified, so it should no longer be able to buy then sell at a profit. /city/houses/wizz* maps: removed ./ from start of some map paths - causes apparant problems. Lake_Country/Butakis/blacksmith - can no longer get free dragon mails or other items - have to pay for them now. Remove pup_land/rainbow/Lv4/\nkey (\n was an embedded newline). Map doesn't look to be needed. Archetype changes: Added blocksview to gwall so you can no longer see through them. Fixed up castle animation in bitmap mode (212/312 images needed to be swapped) Increased exp for skulls from 3500 to 5000, reduced exp of deathtrees from 1400 to 1000. fixed typo in gauntlets which meant title was set right. aggressive 1 values changed to unagressive 0 values in some archetypes (no such value as agressive) ------------------------------------------------------------------------------ Changes from Crossfire 0.93.7 to 0.94.0: Added outline of future versions in the TODO file. a mana storm should now hit with godpower attacktype. The spell create_food will now create food with 0 monetary value, and be marked as starting equipment, so can not be dropped. Player titles with spaces should now load properly. Updated command times for use skill, ready skill, and stay commands so when client executes them, proper amount of time is subtracted. drop_object now preserves the freeze inv/look window, which prevents slowdowns when picking up a lot of objects/dropped. Added yield to water of diamond, fixed typo for dust of frost recipe. If a recipe doesn't have a yield, recipe should still be properly generated. Hiscore savefile now stores maxgrace and seperates player title from player name. Option added to only swap out maps when MAX_OBJECTS is exceeded (MAX_OBJECTS_LWM) Changed internal definition from SOUND_EFFECTS to RPLAY_SOUND to properly reflect what it actually enables (sounds for the client are always enabled) No longer put a 'a' for single objects. Changed ring generation so rings of power can be generated. Change can_merge so that more objects are mergable, add nrof 1 to some objects. Improved set_owner which can fix getting into endless loops. Change insert_ob_in_map_simple so it doesn't call check_walk_on. fixes player being slowed way down when dropping objects on slow move space. Animations moved out of archetype and into seperate array. This is necessary for the client as it makes a unique referance number for each animations. Also, in future, this would make it easier to be able to change aminations in objects/maps. Print out level gain messages in red so they are more noticable. Change can_pick so that invisible objects can not be picked up. Change singing so you can calm a monster multiple times - you only get exp once however. Change show invisible so it only makes monsters and players visible, and not things like magic mouths and ears. Patch so that if peaceful is set, you will not attack other players even if they have attacked you. Auto apply woodsman/mountaineering benefit when in the appropriate terrain. Fix get command so it takes from a container if appropriate. shutdown and kick wizard commands added. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Client/Server changes for 0.94.0 Updated protocol version to 1010 Server debugging statements in ericserver can be enabled/disabled by define at top. Client can lock/unlock items on the server. Client can now look at spaces now. Send update of item to client when it is identified. Send update command to client from decrease_ob_nr to update players overall weight. Now send animation information to the client. Now send sound information to the client, client can send setsound to server to enable/disable sounds. Client side image caching fully supported. Added updates when picking up objects/dropping objects so that players weight and container weight is updated if necessary. Also, if object merges, make sure we then send a delete of the original object that is now gone to the client. Update object changed to send floor animations to the client. Send update when power crystal changes speed. Send update of player object after player is loaded. Change server so that only send map update and player stats once a tick - should be more efficient and equally sufficient. Added LOCKED flag to item transmission command so client can no which items are locked. Added item1 command which superceded item command - sends more informatin. Added update command to protocol, and function in server - only sends portions of an object that need to be updated. Server now properly handles repeat fire on. ------------------------------------------------------------------------------ Changes from Crossfire 0.93.6 to 0.93.7: set_god wiz command added. Changed call to 'index' to 'strchr' in commands.c - keeps with what the rest of the program does. Pupland archetypes and maps added (v1.2 of pupland distribution). Changed get_random_mon to be more random when a monster of a specific level is requested. Casting transferrance spell on another playing and having their head explode will no longet get the recipient of the spell exp - instead, the caster of the spell will get the exp for any kills. change put_a_monster function so it properly handles multi-square monsters (put_a_monster is called by summon_evil_monsters, at probably others) Changed alchemy so you no longer get exp for failed/random mixtures If a container on the ground that the player is using (ie opened) is somehow removed, update the players view to now be the ground and not the container. Player titles will now be loaded properly from save files. Can no longer sing and make the same monster unagressive multiple times. The implementation is actually borrowing the NO_STEAL flag, which means you can't steal after you sing, and after a failed steal, you can't sing and calm it down. Also, make sure that only the 'head' of a monster is sung to. Fixed up CSword_116 xpm file (too many chars on one line) Added note/option in config.h for systems lacking O_NDELAY. Fixed up some of the quests in Lake Country - can no longer just run and get the dragonbane or buy the armor with a lot of scales. New Client/Server changes: changed esrv_send_face to take the client_num instead of client_id (should be slightly more efficient). This does not affect the protocol in any way - it just makes the handling on the serverside more efficient. Changed item command to calculate objects total weight before sending it to the client (total weight = weight+carrying). This is needed because there are many times that the client does not know what is in the container and thus can not properly calculate the weight. Change server so it sends updates for the parent items that the object is being moved from/to (ie, when removing something from a sack, send an update for the sacks weight). For the client to properly handle the player being re-updated, some special handling had to be added so the inventory list would be updated and so that we don't try and add another player object (client search routine for tags didn't look at the player) Fixed server so it now properly updates the original item from which a portion of it is being dropped. Fixed bug in server handling which kept the -1 return code from a blocked socket and decreased amount to send by that - reset to zero so amount to be sent remains the same. askface and mapredraw commands added to Protocol by Phil. Changed load player function so it calls fix_player before sending initial data to client. Removed some printf/debug statements from pickup code for newcs in player.c ------------------------------------------------------------------------------ Changes from Crossfire 0.93.5 to 0.93.6: If we fail to save a map, all objects on that map should now be properly deleted from memory. Fix possible crash when score is being generated if player is on swapped out map. Default output buffer for new clients is now 64k. Partial code in place for client side image caching. Alchemy changes from Peter & Brian. Main change is that multiple recipes can be made at once. Bad grammer in messages printed out when readable object is beyond players comprehension. ethreality recipe commented out in formulae file. Some playbalance issues on maps fixed by Samuli Tursas. Internal handling of shop menus changed - instead of a list of objects, change it to an array of strings. Minor changes in porting.c to hopefully make that file compile properly on more systems. doc/experience updated with some more notes from Brian. CAN_MERGE changed from a macro in define.h to an inline function in object.c (only file it is used.). It makes it a bit clearer, and hopefully a little safer. There is an option at the top of config.h for handling of the INLINE function declaration. Possible fix so that altars should not be re-concecrated if god is set in the editor. Undead monsters can now see in the dark. Fixed bug in parse_command which would cause crashes if a socket connection entered a string with a ; in it. Increased string size in new_draw_info which prevents crashes/stack corruption when really ling strings from a socket is entered. Changed spell level/costs between invisibility and improved invis such so that the improved version is now a higher level and more sp. Now possible to steal from a creature more than once as long as character remains unseen. Each steal attempt will become harder in any case. Remove some special player checking in get_nearest_player - I think it caused some crashes, and wasn't necessary (in fact, clever players could use it to get it such that monsters would not target them.) When characters stop levitating, call check_walk_on so they will fall through pits or other applicable effects. Fixed up some archetypes which could be picked up when that should be set (trapdoor, bullet, meteor). The last 2 cases can not be picked up, but clever casting of alchemy could have nuetralized them. collect.pl will now print warning if an object has walk_on set but does not have no_pick set. Added new map from Bjoern Helfesrieder to starting town (Yarin's House) Fix in item matching code that could cause core dumps. Fixed clearinfo command so that it still works even if player is using scroll mode (only if player issues the clearinfo command - other uses of clearinfo in function won't clear in scroll mode.) Improved shop listings so they are sorted by type, then sorted by name. Fixed bug in backspacing the to the front of the first line of an extended command - it now works properly and puts you back in normal command mode (this got broken in the addition of extended line input.) Player should still be able to save if they were the wizard. However, wizard status will be stripped for save, but the fact they were a wizard will not be stripped. Imp made even wimpier by Peter M. If you set of traps, open doors, push a player, or roll a boulder, you now become visible. Change it so that when something/someone reads a scroll, only inform the other people on the map (perhaps this is still overkill?) ------------------------------------------------------------------------------ Changes from Crossfire 0.93.4 to 0.93.5: Replaced handbook make_index script with perl version. Much faster, and also fixes problem with echo command doing different things on different systems. Minor change in crossedit such that if it is not compiled with XPM support, it will give an error message if run with the -xpm option. Changed code so that experience objects no longer change stats (reverses 'fix' made in 0.92.9) Fixes problem of characters getting extra stat points from the experience objcts. Fix bug that could cause infinite recursion loop in spellpath_msg. From cameron@ripper.stl.dec.com (James Cameron) Fix bug in complex keybindings in which all the commands in the keybinding were executed that tick. Thus, if you bound a key to north;north;north;north and pressed that key, you would move 4 spaces north no matter what your speed was. It now works properly, and you move at proper speed (keybinding is copied into buffer in player structure, and removed as we go along.) Note: This buffer could also be used to hold keypresses not yet processed, but that hasn't been done yet. Added ability to enter lines longer than the info window is wide. This allows for longer keybindings or say commands. It isn't the most sophisitcated thing (the extra lines show up with a 1> and 2>, etc for the extra lines, and we just redraw the previous line if you backspace that far. After you complete the command, it does end up redrawing the entire command, which can take a few lines, which gives some confirmation on what you typed in. This feature was added to both the standard server code and the new client. Change use of tempnam to tempnam_local which we supply. Standard tempnam will look at the TMPDIR environmental variable, and use that to override any other value for the directory - this causes problems if different people runn the program and using the temporary maps accross runs. tempnam_local will not look at the TMPDIR variable, and will instead always use the value we pass it. This can be changed if we were not compiled in SECURE mode by changing the CROSSFIRE_TMPDIR environmental variable. Code was also changed so the CROSSFIRE_TMPDIR variable will not be used if compiled in SECURE mode. Fix so that you can no longer move really fast or fire really fast by using the mouse buttons in the game window. Using the mouse buttons in the game window should now result in the same speed as using the keyboard. Patches from Peter Mardahl: Dusts now cast as ability and not spells. This mean that they will not have magic as part of the attacktype. Spells that are cast on oneself now ignore direction. Thus, healing and protection potions can not be cast on something next to the player using the object. Detector object added. Similar to inventory checkers, but only periodically samples what is in the space, and doesn't look at the inventory, only objects actually on the map. Creators can now cause objects they create to inherit names. They can also periodically create items. Arch diffs: imps weakened, cold dragon spews forth cold, creator modified to have default speed 0. New FireTemple set of maps. These have been onto the Volcano in the southeast area of the continent. The maps that were there were moved to world_e2, under the crater. Gradual light/darkness code put in place. I fixed a few of the bugs that were in peters orignal version, so it works flawlessly for both server and new client. ------------------------------------------------------------------------------ Changes from Crossfire 0.93.3 to 0.93.4: Inventory checkers can now act as doors. If no_pass is set in an inventory checker, player can not move onto that space unless they meet the match requirements. Signs that are usuable only a fixed number of times added. Fix for pedestals & buttons so they are only activated once when a player moves onto a space (previously, they were being activated twice.) Fix for connected objects so that they will not be sacrificed on altars. This fixes a case where you might want to put a check_inv and altar with the same sacrifice on the same space. Before, the inventory checker would be sacrificed on the altar, causing the linked button list for inventory checker to be corrupt. Many maps updated to look better in xpm mode or just better in general. Change in crossedit so that if you set the randomitems variable for an object, it only sets the value at the head of the object, and not all parts of the object (it would be nice to allow non head parts to have this set, but I am not sure how to get what part was clicked on in the editor, since it seems the head is passed to the function.). xpmtopix.pl script added. Eventually, I hope this will replace the C version. For now, all it is good for is to verify that the XPM images are using the proper colors. Numerous XPM images were not using the proper colors (a lot were using brown, which is not an official color - see the xpm template for what is.) Cleanup of proto directive to turn __signed into signed. Also, change #if __STDC__ to #ifdef __STDC__ in proto files. Fix so it should now compile if SECURE is defined. Ability to more easily added needed libraries in crosssite.def - Extra_Libraries option added. Assume Linux has a prototype for tempnam (at least my version does.) Many objects added, and many XPM images updated/improved. Change in new CS code - don't send the version string until after we fully set up the structure. Change so crossfire will compile if SAVE_HOMEDIR is set. Reverse actions of -m8 and -m9 (Believe they were doing the wrong thing relative to the scripts and what the docs say.) Change in hiding code and detection by monsters. ------------------------------------------------------------------------------ Changes from Crossfire 0.93.2 to 0.93.3: Added a fill below function in crossedit. This make filling in backgrounds for maps much easier. Basically, it just puts whatever object you select as the bottom object of the bounding box. If the bottom object on the map matches the object being inserted, the object is not inserted. As a side effect of some code in GetMapObjectZ, if it matches the top object, it won't be inserted either. This makes things much easier to update map backgrounds for XPM mode. Hiding made easier for players. Stealing is made easier for players, but harder beyond the first item. Many image colored and perspective corrected David Sundqvist. Also, several new objects added (specialized altars, some more indoor furniture/more orientations, some sliding secret doors, and new wall types.) Barn image naming conventioned changed to follow what is considered proper. A few maps added by David (two temples in starting village, along with a mercenary recruitment building.) Also, some maps fixed to look better in XPM made. Party kill option added by Rauli Ruohonen. IT lets you see who has killed what recently in your party. Saving throw for objects cleaned up. Previously, an objects immunities/ protections were not being used correctly to determine if it made its saving throw (that is why icecubes could be destroyed by ice). It is now set up properly. Gods will no longer improve weapons that have been enchanted by other gods (Or I believe by yourself.) Fix memory overrun (1 entry) when initializing values for the images. Program will not recover properly when it attempts to load a temporary map. This means that load_temporary_map returns the map object to use, since it might change. When setting the owner of a monster, clear its ability to use skills Fix in decrease_ob_nr so it should now work on 64 bit systems. Mapguide updated with various suggestions made on the mailing list. Linux systems assumed to have at least random available (change in the config.h file.) 't' is now bound by default to 'ready_skill throw' missing demon types (imp, big_demon, Greater_Demon) added to the list of demon races. xpmtopix will print a warning if it detects and XPM file using a tab character in the color name - makes it easier to track possible image corruption. Check for power of improved weapons now in its own function. Also, we now properly check weapon power when improving one (before, you could improve it one level more than you could actually use.) When a container is applied, make sure it is a player applying it before checking for new client/server information - otherwise an invalid pointer is dereference. Complex keybindings added - thus, you can bind several commands seperated with semicolons to one key. Fix in encounter.c so if compiled with RANDOM_ENCOUNTERS, the new settings structure is used for map location. Added check fot out_of_map in various places that needed them - prevents some more core dumps. skill identifications will now look on objects on ground in addition to those in the inventory. perceive self should now tell you what god you worship. map reset times on maps (temporary maps accross multiple runs) will not be altered if there is no map reset time. ------------------------------------------------------------------------------ Changes from Crossfire 0.93.1 to 0.93.2: New argument parsing routine - we now parse arguments in phases. With this, I have moved many of the global settings into a settings structure, and allowed highscores to be displayed by class/name. The man page and -h option have also been updated. Also, all the files that could previously be specified via environmental variables can now be specified with command line options. The temporary directory can now be specified via -tmpdir command line option or CROSSFIRE_TMPDIR environmental variable. If you cast word of recall and then save before it takes effect, it will no longer corrupt the character (and will in fact take effect when you restart). Don't let players throw starting equipment. At the same time, don't mark throwable items as starting equipment - instead, just give it zero value. Fixed inscription - now properly writes scroll when passed no string instead of crashing. Artifact monsters now possible (monsters whose abilities are changed based on the artifacts file.) Top of the artifacts file has more information on this. For now, I have only set up the orc, ogre, and goblin to get special leaders. Temp maps can be reused across multiple runs. See config.h for more notes. Bug fix in inscription: If you inscribed a scroll and already had one like it in your inventory, the game would crash after they merged. Also, if you failed in inscribe a scroll, the game would also crash (object it was using to calculate experience had never been initialized). For now, I just changed it to return -10*spell level as the exp award. Items will now be merged with other items even if one has been inventory locked. This way, if you have some torches that are locked and you pick up some more, they will merge in instead of showing up seperately. Bug fix for saving throw on objects hit by cold. There could be cases where an object being processed is no longer on the map and would cause a crash. Change find_first_free_space to return -1 if there are no free spaces. Calling function should check this and then do the 'right thing'. This fixes problems with runes creating monsters on top of monsters (or below the player). Magic map cleanup. Now have magicmap field in NewFace structure. This field holds the color to use for magic map in low 4 bits, and various flags in high 4 (right now, only floor bit is used, since drawing may differ on bw systems with that value.) magicmap filed is now supported in .arc and faces file. collect.pl modified to automaticaly put magicmap into the faces file, will also copy is_floor into faces file. magicmap takes a color name. This seperation allows magic map colors to be set independant of foreground and background colors, and simplifies the code a good deal. Also, it makes new client magic map support easier. Now all the archetypes need to be updated (I have already done the armour, connect and construct directories.) Magic map for client now implemented. Definition of protocol added to Protocol file. Only limitation implementation has over direct server is it only flashes the position of the player who cast the spell. This seems perfectly reasonable to me (use color or other attribute to know where other players are.) Old client (telnet front end) changed so that it no longer requires libcross.a. save object should do a better job if it gets an object without an archetype. buffer size for LOG increased - there were cases where this buffer was not large enough and was causing crashes (sending large amounts of garbage data to the socket was one way.) Load map will now reload the original map if the temporary map is for some reason no longer around. Fix bug where randomitems may not have been properly initialized for now objects (was inside an #ifdef for CASTING_TIME) strerror_local added to porting.c. Lets up give up more reasonable error descriptions for certain errors. If an object is cursed, set its vulnerable values to its protected and immune fields, adn clear those fields. Fixes 'problems' with finding cursed rings which are not really cursed (pro fire/vuln cold rings.) If trying to switch to private colormap in XPM mode, check to see if we are successful. Fix crossedit so that if you have a map loaded and you then try to load an invalid file, it no longer crashes (now reverts back to old file) Archetype changes: Golden unicorn horn now has its own set of images. Editable field updated for the gods archetypes (they were showing up in all the menus.) living_chaos object added (need for Brian Thomas's maps.) Update the editor/picks map so that all archetypes are included in at least one of the maps. Modified the map_info script to print out unused archetype. New server: Only increase buffer size of socket if it would increase overall size. fix in skill experience calculation to use magic field properly. Alchemy spell changed. If there is a cauldron in area of effect, only do cauldron alchemy. Otherwise, do item to gold nugget conversion. Added a few more notes/thoughts to the mapguide/ ------------------------------------------------------------------------------ Changes from Crossfire 0.93.0 to 0.93.1: change race initialization functions to to fix cases where race is specified in race file but no race is specified in the arch it points to - before it would not be added to the proper race list. include handbook.ps in the standard distribution. Client server rewritten to no longer use eutl package. Other bugfixes for client server: server now properly sends delete item command to client, client now properly adds up a containers (and hence players) weight, pixmaps are now supported. Snowball spells added - these are the same idea as the fireball spells. (by peterm) Magic wall will consume several squares now. spells array (in spellist.h) updated - was missing a spell (cure blindness). splitter.pl (by peterm) added to arch/dev directory - takes a larger xpm file and splits it into 24x24 chunks. icestorm and small snowball added to possible list of starting spells. Only set minimum speed of 0.01 for players. This fixes the bug introduced in 0.93.0 where multisquare monsters moved too slow. Only print out a creature lost a spell if it is in fact a player. Only applies for casting time. fix_me command added - basically just calls the fixme function. Can be useful if you that your characters weight is for some reason incorrect. Fixed sprintf that was copying over static character data if you tried to form a party that already matched a name. Also, fixed a possible buffer overrun situation. More memory leaks fixed by Rupert Goldie - also fix to prevent orated monsters from attack themselves. New xpm images for woods and some buildings by David Sundqvist. The new buildings have a bit more texture and 3-d look, the new woods look a little bit more in scale and mesh together better. The old images are in the xpm_pref directory if you prefer those. More code added to free memory when server shuts down (useful for trying to track down some memory leaks). ------------------------------------------------------------------------------ Changes from Crossfire 0.92.9 to 0.93.0: Minor map changes: Some maps cleaned up to look better in XPM mode. Removed no magic areas from around the demilichs in lord ramsdre mansion. map_expand perl script added (located in lib/adm) Cleaned up use of externs and declarations of many structures. Depending on the linker, these would not be merged into one value, and thus not be initialized/set properly (fixes 'mark pushed you bug'). This was a problem at least on SGI systems, probably others. If on a sun and not using sun's acc, assuming Stupid Sun Headers, even if on a Solaris system. Changed change_abil so it returns true if a value actually changed (useful for printint out information when apply objects like potions.) A lot of return checking of this function in apply.c is removed - that checking now seems obsolete. Set visibility to zero at first stage initialization. Put a lower limit of 0.01 for player speed. This still gives an action every 12 seconds if you pick up way too much junk. When praying at altars, have gods grant out spells only if it is a spell they are attuned to. Cleaned up some memory leaks, courtesy of Rupert G. Goldie. Cleaned up the cast command code. Also, if you do something like 'cast p', it will now show all spells you know that start with p, instead of casting the first one it finds. Shift middle button in the inventory window should now mark an item. Fix button handling for look and message window so that only if it is clicked with the right 30 pixels do we consider it a scrollbar event (before, anything more than 270 from the left was considered scrollbar - works fine for default sizes, but if you resize, it would cause problems. If on SGI systems, don't default to using rand - it should now pick up lrand48 or random instead. Change spell casting such that if you aren't high enough level, it more obviously states it (previously it said you 'lack the skill', which can lead to confusion.) Fix so that the first recipe is now accessible when performing alchemies. Added many thoughts/ideas to the TODO list. Increase buffer size for examine command - some object could overflow the old buffer. remove no_magic from all monsters - immunity values should be used instead. am not sure Made changes for strcasecmp detect - was checking as defined(sun), now is defined(__sun__) - this is proper and what the rest of the code uses. define MAXNAMLEN in crossedit/Posix.h - needed for ultrix systems. Made it so that boots are not always considered magical (since there are now many plain boots out there.) Also, removed the always_magical function - is_magical should now handle it all. Allow items of type BOOK to be identified, since you can now find non identified readable items. Change loot_object so it doesn't remove experience objects - this way skills don't get removed when a player dies. ------------------------------------------------------------------------------ Changes from Crossfire 0.92.8 to 0.92.9: Make sure all skills are unapplied when changing the class. When generating a spell listing (cast with no options), display the level of the spell (or den if it is denied.) Also, display mage spells in one batch, priest spels in another group - I think this is more relevant now since these are seperate exp objects and draw on different power sources. Still no pause key (doing those is a real pain) - that is really a client issue or we should just add a scrollbar to the text window. Removed level 20 from artifact 'sword of Beserkgang' - was preventing characters from using it. Put cause many wounds spell in PATH_WOUNDING. Book chance for holy word increased. Let experience objects change stats. Many debugging messages added or updated to print out more useful/ detailed information. Changed usage and set_protocol function names in client/client.c. This prevents name collision with libcross. Web site locations added to the README file. Load and save window positions even if split windows is not set. This way, window posititions are lost if you run the game in non split mode (and I don't see any reason to discard these values.) Also, -split can be used in addition to -w to get split mode. Changed check inventory objects to recursively search through containers, and cleaned up the code. Also, added notes on crossfire.doc on using it, and made basic archetype to use. When using inventory checkers in crossedit, have the attributes by default come up with connected and lockcode fields. Made change to unique items: If the object is a floor and has unique items set, then all objects above and including the floor get saved as unique objects. Also, when merging maps and freeing old unique items, make sure we remove them from the button links. Made an apartment map which characters can buy permanent apartments and also store equipment in. When exiting the program, save off all maps so the unique items get written out. Xpm fixes: Moved floor setting from map loader to update_object. This makes it so that crossedit will display the map properly in XPM mode as you make updates. Also, made default visiblity 0 - this makes the double floor work properly. There still seems to be some bug when pasting objects in the editor with respect to updates. Change made to goths taverns and tavern in lake country. Change is so that some of the wimpier informants don't have really good stuff to take. Periodically write out the book archive during play, and not just when the program exits. Bug fix so 'drop x items' should no longer crash. Also, 'drop 1 item' should now only drop 1 item of 'item', and not all of 'item'. Bug fix so 'unlock item' should now work OK. When throwing objects, clear the APPLIED flag before the throw. Prayer granting from praying at altars changed around - you will get more unusual prayers, and a Wisdom of 25 is not a yes/no cutoff - value of sucess depends on wisdom. Archetype changes: remove no_magic flag from demon lord - I don't think this should be set in any monster - instead, immune should be set properly. Added damned flag to gates that are no magic (probably not necessary, but I think it makes sense.) Added check_inv object. Removed some duplicate skill types (same skill, different arch names.) Have get_pointed_target return the head of the monster if it is a multi part monster. Change smite and finger of death spell so they have no effect if creature reflects spells. Fix to prevent bug crashes with magic rune spell. Fix in spring_trap to correctly target the victim. Also, fix in find_traps which prevented the gaining of experience. If character has bonus grace, display it with percieve self. Also, load and store the last_grace value properly. Changes from Brians hide/attack patch: Adjustments for attacking based on varying factors, monsters wake up & call for help if it, can't remain hidden if you attack, changes for monster detection of hidden/dark/invisible players, players no longer remain invisible if attacking, adjustment in exp for stealing, stealing and hiding chances changed based on terrain and other modifiers, when generating flesh items, set no_steal, give chinese dragons some treasure, giants a little more gold. ------------------------------------------------------------------------------ Changes from Crossfire 0.92.7 to 0.92.8: races file changed, a bit more flexible. Additional dump flag (-m8) to dump god information. If attacktype is holyword, creature must be in slaying field of holyword. Better handling for items that remove/add protections,immunities, vulnerabilities. Only print changes if there is an actual change. holy power, blinding attacktypes added. Add poison to list of items that might not be identified. Two when windows are killed: 1) data is freed properly without causing crash now. 2) If player has saved but window is still active, will no longer make a save of the player. This save would be a no-item save that the character had been playing. Bug fix to prevent crashes if clicking a button in the message window and show_Buttons not enabled. Also, moved button handling in message window into its own function. Bug fix for pet monsters that should prevent cores if cycling through many maps very quickly. appendix for god information added to handbook (both latex and html versions.) gods2 patch applied from Brian Thomas. The main thrust of the patch is to make gods objects/archetype, and not array entries in the source code. A lot of code needed to be changed to support this difference. God patches so that game doesn't crash if no gods are set. Hopeful change for FreeBSD so it automatically pulls in the crypt library. Can no longer cast spells which are beyond your skill level. More powerful spell failures added. Can no longer read scrolls/other readable if blind. Fix bug that if a weapon had slaying, it slayed all monsters, not just the ones it was supposed to. Don't add the bows attacktype in when figuring out the attacktype of this player. This pretty much always gave the character a physical attacktype in addition to everything else. Fix 'peaceful' when using buttons so it doesn't crash the game. path_to_player changed to work better on diagonals. Spell choosing by monsters a bit more intelligent. No longer get experience for disarming/finding your own traps or those of other players. Add NO_STEAL flag, with obvious meaning. If a monster notices you stealing stuff, all his items are set to this, so nothing more can be stolen. Flag is automatically cleared when items are dropped. Add run and fire messages to message (stat bar) window. Make USE_BUTTONS playable setable item instead of compile time item. Don't insert heavy (>5 kg) missile objects into player when they hit - have them drop to the ground instead. -- Made more general object matching routines. item_matched_string sees if an object matches a string (which can be comma seperated list of many things.) find_best_object_match finds the best match in the players inventory. item_matched_string gets used for for matching multiple items. It is used in drop, get, take, lock/unlock find_best_object_match is used for apply, examine, mark, search-items. Also changed code so that certain actions are in sync with what display mode is set (mostly drop.) -- If levitating, you can now remove items from containers in your inventory (after all, they are levitation with you.) Clear is_changing flag if object is being thrown. Changes made to inscription code to work better. Changes mode to experience awarding for player skills. Fixes made to Peter Mardahl's dragonquest maps. Big Wizard, Belzebub, and Demon lord xpm versions colored. Minor bug fix to container in Thomas map. Some new archetypes/images for peterm/dragonquest maps. Make food creation spell more dynamic - food names/values no longer hard coded in. Additional demons added by Peter Mardahl Bug fix to prevent crashes with improve armor/weapon scrolls. Bug fix to prevent crossedit from crashing when exiting with edit windows open. Fix to prevent monsters from throwing certain good objects. Make sure praying over an altar only gets cleric spells. Increase saving throw array to correspond with max level. Monster hp/sp regeneration method changed some - more accurately tunable for low regeneration values. ------------------------------------------------------------------------------ Changes from Crossfire 0.92.6 to 0.92.7: Monsters now tend to be more agressive about firing spells. Several changes - now monsters will fire along diagonals. For multisquare monsters, we check to see if any part of the monster has a good shot at the player, not just the head. This changes tend to make it more likely that a monster will cast a spell and hit other monsters (makes a pack of wyverns more dangerous, as many will cast spells at you.) I am not sure if this is a bad thing - all it means is that you can't mix fire using creatures with monsters that will be damaged by fire. Let archetypes in the races file have spaces (for Arch Angel) Throwing code added - players and monsters can now throw objects. Some new throwable archetypes added. You need to add throwing_skill to any old players - you can run the utils/add_throw.perl <playerfile> to do this crossedit: If a object have editable of 0, make it so it doesn't appear in any of the menus. Max yield added to recipes. Better checks for insert_ob_in_ob to make sure we really have a player before calling some of the update functions. Weight limit for custom containers is now saved. If we load an object and find it has no archetype, just drop the object. This shouldn't happen, but can prevent core dumps for maps with missing objects or players from a different version. Add 5 static buffers to query_name - it is now safe to call it a few times in a sprintf or the like without losing the old value. Added 'statistics' command. Shows useful information about the character (none that can't be found in the docs.) Also changed 'skills' to show how much exp you need in each category for the next level. change_abil changed so that it only prints out what values/attributes have changed. Ie, if you remove a ring that gives protection from fire, but have other fire resistance, it won't say you are more vulnerable to file (since you are not.) Charisma bonus/mechanism changed (again.) Values in living.c are more easily/directly translated into what it means for buy/sell cost. Curve also balanced out some more. Query_cost changed so the value mechanism is a bit different (unfortunately, we need to multiply the value of objects by 4 to keep them roughly the same price as before.) Added 'mark' command. You use this to mark objects that are used for other objects (ie, torches with flint & steel, weapon with improvement scroll, etc.) This removes the necessity that the item you want to apply be the first thing in your inventory (in fact, that is no longer supported.) This should also make things easier for the client. Bug fix that prevents crashes on spaces which have a teleporter and sacrifice altar on the same space (/Lake_Country/DA). Some minor changes to lighting code, some maps also updated to use lighting code. Added halfling and half orc character to the game (From Brian Thomas) Changed valuation for FLESH items. Before it was value*level of creature. Now it is value*sqrt(level*2). For low level, this keeps roughly the same value, but for high levels, it keeps things more reasonable (drops the value of zombie corpses to about half previous value) Bug fix for monsters that have attacktype of ghosthit along with others (main fix ghasts, for Lake County, REtower/tower3, but this could happen for any monster.) Fix for attacks doing no damage against monsters they should. Bug fixes to readable code - should no longer core dump (At times) when books are created, should also be more robust and fix some other bugs. Also, give more detailed messages on how many levels beyond your comprehension a book is. randomitems now stored in object, not archetype. This means that treasure types can be changed in the map - a new archetype doesn't need to be added. However, the treasure to set must still be in the treasures file (or you can use none so treasure is not generated.) Removed color_fg and color_bg variables from game - these have long been obsoleted, but code to handle them has never been completely removed. Changed code so that best wc possible is +/-120 - should now prevent overflows. ------------------------------------------------------------------------------ Changes from Crossfire 0.92.5 to 0.92.6: If player deletes window and we can't save, delete player objects instead of dumping them on the map. Make NEW_PROCESS_EVENTS standard - remove old proces code and ifdefs. Remove temporary object from cast_spell - pass along both spellcasting and owner objects. Seems to fix some bugs and increase reliability (also is a better way to deal with it.) Change made so that converters are also knowledge about 'money' psuedotype. change spellcasting altars so they also push the button. Fixes altars on some old maps. Some minor tweaks made to the artifact file - mostly clarification of names or setting values correctly. spellcasting skill renamed to wizardry. Fix made so that 'old' potions (strength, int, etc) use correct price. If you examine food/flesh items, you now get detailed information (food value, protections, etc.) Code by brian thomas so that book titles will remain constant across different program runs. Bug fix for crashes caused by multisquare monsters stepping on deadly objects. Basically, fully insert the object, then start doing the check_walkon's one at a time to see if the creature dies. Brian Thomas' valley of the sisters quest added. Additional archetypes and treasures added to handle this. 'sort_inventory' option added (player setable.) IF set, when items are picked up, they will be inserted by type, then alphabetical. Very handy for scrolls and rings. Some fixes made to the kundi maps. Flesh/alchemy fixes by Brian Thomas. Flesh type now inherit properties from parent creature (weight, and possibly protections/vulnerabilities are added). Change made for alchemy - you can't toss a bunch of junk in a cauldron and get a good item out unless you sucessfully use alchemy. handbook added to the doc directory (tex/postscript.) And html version is also there, along with an html version to the spoiler. Tex version of spoiler also fixed so it is generated properly with new Latex. ------------------------------------------------------------------------------ Changes from Crossfire 0.92.4 to 0.92.5: Som bug fixes made dealing with cursed improvement potions. Always let players learn spells if they are in their starting spellbook. New attack methodology put in palce. To put in simply, if there is only 1 attacktype, things remain the same. If there are multiple attacktypes, we cycle through them one by one, and take the one that does the best damage and use it. Some attacktypes no longer do damage - they are effects (ie, paralyzation, slow.) In the case of of these, the effect will always be applied if appropriate. Code looks to behave pretty much the same, but is easier to follow. IF new code is buggy, or you don't want it, there is a define at the top of attack.c you can change. If god blesses you, lets actually remove the depletion object from the player inventory. Other god related fixes put in place - look to also deal with blessed weapons. Additional dump flag added. fix bugs with USE_BUTTONS and the peaceful button. Only allow write_rune to use objects of type RUNE Bugfix in get_pointed_target if it can't find a target - prevents endless loop NRSPELLPATHS set to correct value. Remove null terminator from gods array - not needed anymore. Fix savethrow array size to match maxlevel properly (was 1 short) remove damnation and remove curse now cleric spells. Fix some header code to better work on solaris 2.5 Support for compilation with the dmalloc (debug malloc) package. Allow altars and related items to match objects based on type. Use hp field of altar object as the type to match. Library patch by Brian Thomas. Various skill fixes by Brian Thomas. Alchemy patch by Brian Thomas. Here is a copy of his README: + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + The amount of work I put into this was substantial; other than new code -- I created new archetypes, revised archetypes, altered the treasures file and created 2 new object types and a flag. It therefore may be enjoyable to install this patch (incl code) and *not* define ALCHEMY in define.h. In particular, this patch does the following things: 1) more varieties of potions are available in shops. 2) new gems and types of food. 3) monsters will now leave behind body parts when you kill them. 4) if ALCHEMY is defined players may make potions/artifacts. I have included instructions for installation in INSTALL.PATCH, and a brief document for using the code (Alchemy.doc). Finally, as always, feedback is appreciated. b.t. thomas@astro.psu.edu + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + ------------------------------------------------------------------------------ Changes from Crossfire 0.92.3 to 0.92.4: Various bug fixes to readable code. Let altars be able to cast spells. sp field determine what spell to cast. Fix obscure bug that an arrow can be 'killed' if a monster that has hitback moves onto it while it is moving. Thus would then cause problems because apply would try to remove the object after it had been killed. Give quetzalcoatl melee attack skill. Give experience for clawing attacks. Include literacy skill with fighter skill - this should now give all starting classes literacy skill. I think it improves play balance. Don't mark a players starting money as being start equipment - otherwise they can't drop it on identify altars and it can get merged with money gained at a later date, yet still be marked as starting equipment. Bug fix in keybindings so that we check return of XKeysymToString to make sure we don't use a null value. Some keyboards have keys with no names, and on some systems, passing a null pointer as a string causes it to crash. ------------------------------------------------------------------------------ Changes from Crossfire 0.92.2 to 0.92.3: Removed ability to use unpaid objects for sacrifices. Changed weapon improvement code to be based on skill levels (if skills are used.) Code in place to generate hit points by average of fighter and overall level - to enable this, change the #if 0 to #if 1 at around line 1040 in common/living.c Books hack by Brian Thomas. This mainly means that when emptry books are created (or are otherwise on the map), that they will be filled with some type of information. Some (like monster/spells/gods/artifacts) are generated via the program itself. Information from a messages file that is stored in lib can also be found. Experience can be gained by reading this information. Read/write patch by Brian Thomas. This mainly encompasses the fact that players can now write messages in books, that you must be literate enough (as determined by literacy skill level) to read various books/scrolls. Scrolls are now not identified, but literacy can be used to identify them. Players can still read signs even if they are not literated (needed for game balance/ information) ------------------------------------------------------------------------------ Changes from Crossfire 0.92.1 to 0.92.2: Give artifact Gram weapon attacktype physical|confusion. Before, it was only confusion which would never actually damage anything. If a player dies in a shop, remove any unpaid items from his inventory and put them back in the map. Only applies in NOT_PERMADEATH mode. Put in better DM security - now checks for name, password, and hostname (any of those can be wildcarded out) - see the lib/dm_file for some demo. To supply a password for dm mode, just use dm with the password (ie, "'dm <fireball>") Lighting code added (with various support objects, spells, etc). No maps support this yet. Don't baptize altars if we are in the editor. Leave altars the way they are so that they will be baptized the crossfire loads the map instead. Allow the title of and object to be set from within crossedit. Allow individual players to set the inventory icon, now longer a compile time option. If we get a non critical error and do an emergency save just in case, then don't remove any information/objects. This probably fixes the disappearing inventory bug. ------------------------------------------------------------------------------ Changes from Crossfire 0.92.0 to 0.92.1: Improved altar sacrifice code (actually, any object type that calls check_altar) - treat a slaying field of 'money' as something special- don't care what form the money is in (see docs for more details) Improve identify table (in conjunction with altar code above) - now takes any type of money, won't take money if nothing needs to be identified, will identify as many things as money is dropped for (ie, drop 200 gold, it will do 10 items) In the map attributes in crossedit, you can select an option called "ShowWeakWalls". If this is selected, weak walls will be shown in a partial teardown state - makes working with some maps much easier. New client updated to support Power and Grace stats. Magic system broken into 2 forms of magic - clerical and mage (they are now seperate). Power stat also added to the game - plays into mage spellpoint (mana) total. Grace also added - used for cleric spell casting. Skill system greatly expanded - different experience types with skills associated with them (only has meaning if you are using the skill code) - thus you gain experience for certain categories as you use certain skills - see doc/skills.doc for more info Multiple gods added (via config option in config.h) - basically, different gods have different enemies, and the effects cleric spells have will depend on this. Altars are created for different gods. See doc/Multigod.doc for more information. Along with this, some new spells were added. Fix a problem of some objects falling out of sight when they shouldn't. Send delete item to client if decrease_ob reduces the items nrof to 0. Weight should now be fixed up when transferring stuff to/from containers. config option called NO_AUTO_SKILL_SWITCH added - it means range type doesn't automatically get switched to skill type when using melee weapon. Main effects is that it makes it easier to switch between melee and range weapons (pretty much makes it like it was prior to the skill code.) Sack code cleaned up - we don't need to split an object to see if it will actually fit in a container - we can just say how many we want to try to put in. Actually put wimpy command back in (all code was there, just the link to call the fucntion was missing.) Increase max count from 9999 to 99,999. Wasn't that uncommen for high level characters to have more than 10000 platinum coins. When invoking spells, temporarily switch the range type to range_magic - otherwise, a proper check for spellpoints is not done, and it then becomes possible to go negative. Modified crossloop so that it renames and compresses any core files created while it is running - very handy for debugging (note that you could easily modify it to remove the core files instead.) ------------------------------------------------------------------------------ Changes from Crossfire 0.91.9 to 0.92.0: Make sure the weight a container is carrying can never go below 0. Fixed fall below code, so that objects with visibility will not fall below objects that otherwise blocks view. Fixed colormap problems with xpm graphics on black and white displays. ALLOW_SKILLS is now the default in the config.h file. IS_SUMMON_SPELL macro fixed (= was supposed to be ==) Artifact foods added by Brian Thomas. These are foods that can give some nice benefits (stat improvements, etc), or be much nastier poisons. Bug fix made to skill selection that would otherwise cause core dumps. Bug fix made to query_cost that would cause core dumps if the alchemy spell was used. Fixed bug in dimension door that would cause core dumps if cast from a wand. find_target_for_friendly_spell fixed to use the get_owner call instead of referring to op->owner (get_owner should always be used.) Fixed core dumps that were caused when the owner would be killed, but still have a pet monster (vampires as an example.) get_owner makes checks to make sure the owner still exists. Only set the windows colormap if on a color display. ------------------------------------------------------------------------------ Changes from Crossfire 0.91.8 to 0.91.9: Changed some parameter names from spell to spellnum. Some compilers don't like parameter names that match structure names. Alot of skill code added by Brian Thomas. Assume that Suns running solaris have strncasecmp. Also, if using Xpm_Pix, assume the strcasecmp is available (the Xpm library should provide it.) get_player_ob function now uses the CALLOC define, instead of just calloc. When dropping items onto objects that blocks view, they now fall below the object that blocks the view. XPM mode now works with private colormaps. It will also switch to a private colormap if it runs out of color during the xpm creation (works for crossedit also). Don't let players put starting equipment into containers. A bows weapon class (WC) is now used to determined hit probability for arrows. When a player dies (in NOT_PERMADEATH mode), the character is immediately saved. Thus, if you die there is no advantage to crashing the server, hoping for a copy of your character from before you died. Set the value to 0 for arrows created with the create missile spell. When transferrance is cast excessively, don't hit the person receiving the spell with 9999 points of physical damage (otherwise, spell can be used to kill many powerful monsters.) Made some changes to make it compile properly under Solaris. Fixed bug in dropall that would cause an infinite loop if the player had an open container. Exits can now inflict damage on players. Fixed middle mouse button missle attack. Now clears the fire_on flag. ------------------------------------------------------------------------------ Changes from Crossfire 0.91.7 to 0.91.8: Messages about an objects speed no longer printed to the console. When players exit maps, no longer inform all the other players. install-same and install-font directives added to lib/Imakefile - used if game is being installed to same font it was unpacked in. Client now supports receiving bitmaps - server does not support sending them, however. Max experience achievable is based on max level, not a hard coded value (although, at present time, max level is hardcoded to 100) insert_ob_in_ob now returns an object - needed for client/server code. check_inv function added to button.c. Trigger will be altered depending if the character has a matching item (or lack of a matching item.) Option added to config.h to make it so that backup saves will save the player back at home, instead of the present map. Code adapated from code sent by John Steven Moerk (jsm@axon.ksc.nasa.gov) Minor bug in crossedit fixed that would cause it to exit if both -p and -xpm is specified. Both can now be specified - it will effectively ignore the -pix portion. New skills added, with corresponding code to use these skills (from Brian Thomas) Use of skill code is selectable in the config.h file. Two new spells: summon fog and steambolt (from Brian Thomas) Enchant armor code added (from Brian Thomas) Fixed bug in crossedit that would cause it to core dump whenever a non exit was selected and then the enter command run. Fixed bug in attack.c that was using info_all if CASTING_TIME was selected. Made it so that decrease_ob_nr will never decrease the object number below 0. This fixes a bug in that remove_ob would calculate a negative weight, and then call sub_weight with that negative value. This ended up resulting in weight being added to the player instead of subtracted. ------------------------------------------------------------------------------ Changes from Crossfire 0.91.6 to 0.91.7: Item saving throw changed around - items are only invulernable to attack types that they are protectected or immune to. For example, if an item is protected from magic, and is is by AT_FIRE | AT_MAGIC, it still needs to save against fire. Before, since it was protected from magic and the attack type includes magic, it would not have been affected in any way. insert_ob_in_map_simple function added. This is used in functions that what to examine all the objects on a space, yet insert new objects as it goes (polymorph). This function will not merge objects, so traversing the stack will work fine. Should fix removing removed object bugs that used to happen for polymorph (function should be used in other functions that do a similar thing) Damage field in objects is now 16 bits (signed). Needed because some high level spells would do more damage than could be stored in signed 8 bits. The 'old' client program no longer compares versions - there is no reason to, since the client doesn't do anything that requires an exact version match. Better handling of the Eutl library added - selection is now done in crosssite.def. Large lake faces expanded - now set up like walls, where auto join works. walls pick file expanded to include this image series and some other walls that were not previously set. Pacify spell added - code from Brian Thomas Show invisible and X-ray spell added (code by Peter Mardahl) Face data is static - that is to say the the color for any face can not be changed. In order to do a face with a different color, a new face needs to be created (or perhaps linked to the old). This change was made because for client/server communication, having a known color for each image greatly simplify things (also, on monochrome or XPM displays, color information didn't have any effect). Related changes: 1) color information is no longer stored in the archetypes file, but continues to be stored in the individual .arc files. collect.pl has been modified to store this information in a faces file. 2) visibility variable added. This is a face value, and it is meant to take the place of the DOUBLE_FLOOR_PATCH. System will work like this if DOUBLE_FLOOR_PATCH is enabled: the floor and the object with the highest visibility + the top object will be drawn. 3) color can not be changed in maps - in fact, since color is now stored in a different file, the color handling for objects has been removed. Note - when loading a map with crossedit, this information is silently ignored. Thus, when then saving the map, the color information will be lost. The maps should be updated with new faces if this color information is imporant. The lib/adm/map_info perl program now will print out warning messages for maps that are using color changes. Also, the code in loader.c can easily be changed to print out when it loads a color change (disabled because it is too verbose for most uses) PLAYER_COLORS config option and code support removed - with new static face information above, this can not be supported in any real way. Shop buildings no longer have is_floor set. This was a hack for the DOUBLE_FLOOR_PATCH for XPM mode. However, enabling it can make it so objects disappear beneath the shops (due to the way maps save.) Having objects not disappear is much more important (IMHO) than having things look just a little bit nicer for XPM mode. Archetypes exist for it, but are in the dev/unused/0.91/7/mood_floor directory, since no maps presently use them Mood floors added (code by thomas@nomad.astro.psu.edu). When activated, these floors can change the mode/flags of monsters (make them aggressive, make them unagressive, make them fall asleep, or charm them) New output mode in place - this uses a much smarter buffering method - it keeps track of several messages, and how often they are flushed is setable with the output-sync and output-flush commands (a help file does exist). All the various draw/write functions have been cleaned up, so that there now exists only 1 front end function (new_draw_info), which takes flags, priority, object, and the actual string. The flags are defined in newclient.h, as NDI_* (in this file because client should use the color flags sometime in the future, and it makes sense to keep all the flags in one place). Priority corresponds to the listen level that the player has set - the lower priority, the more likely it will be printed. Certain runes/traps now work properly (things like create bomb and magic draining would not work if the player is not on the same square as the rune) When a player kills a window, the players objects will be destroyed and not placed on the map. Scrolls, rods, wands, and staves will always be at least level 1. Beefed up demilich's. Previously, for the experience they were worth, it was much to easy to kill them. Main difference is that now their speed is 0.25 compared to 0.06 Fixed minor bugs with player movers - if the object to be moved had a speed greater than 1, it was possible to avoid all affects of the mover. Objects that slay are fixed up. Previously, only if the race matched the slaying type did it work. Now, in addition, f the race of archetype name matches the slaying, the object will slay. This fixes stakes, and probably a lot of other items that weren't slaying creatures properly. Changed some of the stat bonuses/penalties for all the classes. All the 'normal' races now have a net total of 0 (fireborn, wraith, and quetzalcoatl are not considered normal races, so their totals are unchanged.) Some of the items in the artifacts file have been fixed up - fixed spelling errors and errors in placement of the difficulty. ------------------------------------------------------------------------------ Changes from Crossfire 0.91.5 to 0.91.6: When player stops attacking, make sure his speed_left is not larger than his normal speed. Fixes a bug where you could attack a wall, then try to attack in another direction, and move quite quickly for a short time, since weapon speed would be used for that short burst of movement. Drain attacks become attack type physical when the character reaches the mininum experience possible. Do not allow equipped weapons to be improved if they would make it too powerful for the character to use. errmsg buffer sized increased to HUGE_BUF. Should fix some bugs that were causes when this was overflowed in dump_object2. SOUND_EFFECTS (if selected) is now defined when compiling all files. Previously, it was only set when compiling files in the server directory - this had the effect that the player structure was different between the server and common area. speed+2 items now increase speed properly. Values in the computation were not being cast to floats, so a speed+2 ended up giving the same amount of speed as a speed+1 item. Restoration changed around. The spell will no longer restore depleted stats - this can only be done with the potion. The potion is now only generic restoration - specific stat restoration potions removed. Also, perceive self will now tell the player what stats are drained and by how much. Reduce the amount of experience you get from killing other players to 1/10'th what it used to be. This should also discourage players from killing other players. SAVE_PLAYER removed from configurable options - it is always on. I can't see why anyone wouldn't want to be able to use this, and if you really don't want to use it, removing the save directory would pretty much work. Fixed dropall command. It wasn't dropping all items (seemed to stop at first locked item.) Also, 'dropall armour' now drops helmets in addition to shields and armor. Fixed heroism potion. It was casting the incorrect spell (detect curse). Now it casts heroism. Fixed bug that would cause remove object to try and remove object. When loading maps, an object in a container in a container would not be inserted (this mostly happened with an object in a chest in an icecube.) Changed code in load_objects to a recursive call, which can handle inventories any number of layers deep. Fixed bug in drop_all that would cause core dumps. ------------------------------------------------------------------------------ Changes from Crossfire 0.91.4 to 0.91.5 Inventory icons are now updated properly. Also, the inv_name and look_name arrays in the player structure have been redone - these are now arrays of function pointers and use the shared string libraries to allocated and free storage. This should take less space than the fixed size arrays that were previously used. When buying equipment, weight is now subtracted properly from the player for the coins that are used. Maps can now have a fixed reset time. This means that the map will reset after a set amount of time, no matter whether it is accessed or not. Useful for highly used maps that really need to be reset once in a while. Bug fixed in get_ob_diff. The difference array would get overflow, corrupting other data. Many core dumps were probably caused by this. Fixed bug in legal_range routine where legal_range would only check to first item of type BOW in a players inventory. This caused rotateshoottype to not list the bow entry if it was not the first bow equipped. Cloaks are not always turned into artifacts - normal cloaks can be found now. Charisma bonus changed around some more. Penalties are not quite as harsh for very ugly characters - with the change, a character will never pay more than 10 times to buy something than to sell that same item. Various functions changed around and some new ones added so things will work properly with the new client (still under developement.) Most notable changes were to common/xutil.c, with the newclient.c and newsocket.c files added. Unpaid items that are alchemied are now worth nothing. TWO_BYTES_FONT is now a standard. I can't see crossfire ever going back to having less than 256 images. free map->tmpname when it is no longer needed (before setting it to NULL). this pointer is assigned from a tempnam calls, which (on Sunos 4.1.x) uses malloc to allocate space. Note - if this is not true for you system, let me know, so I can put code in to handle this. destruction spell (from scrolls) fixed. This was actually a problem in that cast_spell was not setting the owner properly. Magic mapping improved for bw systems. This actually makes it work like it used to, with it doing stippling for object. Casting of director spells changed. Placement away from characters and underneath characters now possible New potion type added - Improvement: This will raise level hit point or spell point gain to the maximum value. It starts at the lowest level (ie, first hit/spell points gained), and will raise one value to maximum. Some patches added (From Manfred Weichel, manfred.weichel@mch.sni.de) which should make compiles on SVR4 work properly. New artifacts (in lib/artifacts file) added. Configurable option: cone attacks no longer propogate through monster - it will only hit the first row. Remove curse/damnation changed so that it will not remove curses which are a higher level than the spell caster. Polymorph code changed around. Greater chance of items being destroyed, value can never be greater than twice the original value, no mininum value. Also, now the item value and not clone value is used, so things like scrolls, wands, rods, etc should have the max price work correctly. magic is not maintained, rather, magic*4 is used as the difficulty for creating the new item, with max_magic of the new item never being greater than the magic of the old item. The number of objects remaining after a polymorph will be less than the original (10 arrows might become 8 bolts, for example.) You will no longer attack players in the group you are in by running into them. Titles now restored properly from save files (only makes a different if SET_TITLE is defined When doing a save, check the return value of fclose when writing to tmp file and the final file. If either of these writes file, use the backup file instead (previous save file is renamed as a backup file.) Should prevent problems when there are full filesystems of quotas in effect. The character will not be saved, but at least an older save file exsists instead of the character being totally gone (like before.) Patch from Laurent Wacrenier <Wacren@Gin.ObsPM.Fr> Plural names for items that have a 'of' in them is fixed/added. This mostly deal with potions (so instead of potion of dexterys, you get potions of dexterity) Patch from Laurent Wacrenier <Wacren@Gin.ObsPM.Fr> query_cost changed around so that value for very low priced items are now computed correctly. Before, the nrof of items was multiplied in very late, and various divisions (for being unidentified) were done previously. For low value items, this would result in a zero value. Zero values still result for low priced items if you only have 1 or 2 of them, but if you have 80 of them, a proper value is now generated. Code to control golems (and in fact many summoned creatures) now fixed. Help file added about golems. This also fixes a core dump that was caused when a summoned creature was around, and another scroll was used. Modified logger in common directory to no longer create a fatal error if you get too many minor errors in and the editor is what is being used. Before, occasional errors would be reported by the editor (mostly dealing with not found archetypes in maps), which would eventually cause a fatal error. This seemed erratic, because the editor never changes the tick, so loading one map might result in the fatal error because of the error total from the previous maps. Also, when using the editor, having missiong archetypes probably should not be a fatal condition. food value can be changed in artifact file. Food is mostly used to have various meanings in different objects. The artifact file has also been updated about everything that is changable, and what the values mean (ie, docs are built into the top of the file as comments) Weapons/armor no longer 'disappear' when a class that can not use such an item tries to equip a group of them. That is, if a class that could not use armor tried to equip 2 chain mails, one of the chain mails would disappear. ------------------------------------------------------------------------------ Changes from Crossfire 0.91.3 to 0.91.4 FLAG_NO_FIX_PLAYER is set before saving the player, and cleared after the player is loaded. Before, a character will full sp and hp could be save, and when reload, not be at full strength. This is because fix_player was being called during the load process, before all the characters items had been loaded and equipped. This, the maxsp and maxhp values were that of the character with no items. Artifacts can now pass the various spell paths to the newly created artifact. The values are or'd with the previous spell path values of the object. The artifact file now supports objects with name NONE. If this object is rolled up when trying to generate an artifact, then no artifact is generated. This allows for better tuning the chances of having certain artifacts, by just reducing the chance of having an artifact at all. The 'type' field of the Object in the artifact field is still required, but any other fields for the artifact object are not used. Crossedit fixed so that all the images do not appeared inversed when being used on a monochrome display. Changed common/xutil.h so that XPM mode will work on monochrome systems. In fact, XPM mode should now work on all systems, previously, the load process tried to create a pixmap 8 bits deep. If the X server did not support it, errors would result. So while playing in XPM mode on monochrome may be pointless, this allows play on systems where it may have some use. libproto.h and sproto.h only check that __STDC__ is defined. Previously, __STDC__ had to be nonzero, and not all compilers set this. Also, in global.h, if __STDC__ is not defined, return an error. Many compilers do not allow _STDC__ to be redefined. Updated changable variable in crossedit. Now the various spell paths can be set in the editor. SPEED_GAME now standard compile option, and not selectable. Having it as an option seemed to create more problems than bugs non speed game found. Crossfire man page updated. xledit.man changed to crossedit.man, to reflect the name of the program it represents. crossfire.doc updated with more information - mostly about new objects added to the game. More help files. Objects with type CREATOR were added. The objects, when applied, create other objects. Documentation in crossfire.doc. Object that cast spells (rod, scrolls, wands, and horns) now have a level associated with them. This level is used to determine at what level the spell should be cast, instead of using the owners level, which was typically used before (allows creation of super powerful wands/rods/horns, but having them be a very high level.) Bow, crossbow, bolt, and arrow code redone by Tero Haatanen. This cleans up the code, and allows for magical arrows and bolts. Race can now be changed in the artifacts file. A spell of Banishment has been added. Attacktype AT_DEATH is now more potent when if against a monster that the item also has slayign capability against. Bug fixed to prevent players from getting infinite experience for finding the same trap. Also, experience changed for disarming traps. ------------------------------------------------------------------------------ Changes from Crossfire 0.91.2 to 0.91.3 Changed artifact structure so that items with a chance greater than 255 are now possible. Object now put into icecubes when hit by a cold spell, like before. This probably got messed up in the saving throw re-write, where objects had to be either immune or protected from cold to be put in icecubes. In fact, the reverse was supposed (and now does) happen. IF an object is protected/immune from cold, it is also immune from being put in an icecbub. Fixed up is_magical and need_identify routines to handle more items. Rods, scrolls, and spellbooks are always considered magical in nature. Wands and staves are magical if they still have charges. Also, fixed up so that some of the Artifact items are now detected as being magical. If player lacks sufficient money to buy from shop, it now prints how much short he is in standard english string, (ie, 2 platinum 3 gold,etc), instead of gold.silver format (lacke 44.25 gold). Inventory drawing changed. Should be a little more efficient, and be more efficient on drawing. With auto pickup modes (that pick up more than one item), inventory will be drawn after all applicable items have been picked up, instead of after each one. Item status is printed next to item image in players inventory if SHOW_INV_ICON is selected in the config.h file. It would be nice if better imagines were designed for the status (right now, just words are printed out.) When connecting to the server, a one line welcome message is printed. Crossclient was modified to ignore this line if it starts with 'Welcome', so changing it may cause problems with crossclient. Potion of restorations are now handled by means of different archetypes and treasure lists, instead of having special code in the program to handle them. If a RUNE is found in an object inventory when free_object has been called, remove the rune instead of dropping it to the ground. This is so that traps (runes) disappear when the object they are placed on is destroyed. Doors are now trapped, and be detected & searched just like chest traps. Map difficulty can now be set in the map, and not be calculated at map load time. Crossedit has been modified so that 'Attributes' now contains a difficulty field, and if set, this will be used when loading a map (it is stored in the level field of the map). If this value is 0 (default), then the old formula for calculating the difficulty will be done. The advantage of this is that map creators can now set the difficulty of the map more to their liking, and certainly do a better job than the program can do. Pickup by value density fixed. The number of items is now taken into consideration (before it did not, so a lot of arrows would be picked up, because the total value divided by the weight of 1 arrow was greater than the pickup value.) Bug fixed in query_cost. Before, for F_TRUE value, unless the item was worth more than 10,000 sp, F_SELL value would be calculated instead of the true value. Merge several small files in common.c into one file called porting.c. porting.c contains common functions that are called by crossfire. This allows system dependent code by be in one file, instead of scattered throughout the program. -listen_port <num> command line option added. num is the port to use for connections, instead of the default (13326) Instances when a variable name is the same as a structure name have been fixed (by changing the variable name). On some compilers, this is a problem. I can not be sure that all such cases have been fixed, as I have not found a way for gcc to create warnings in this situation. Random happenings when a spell fails due to encumbrance has been added. This option is configurable in the config.h file. Trap code added. Chests and doors can now be trapped. 'search' and 'disarm' commands added. old 'search' command was changed to 'search items' Inventory locking added. Makes it so that items can be locked in a players inventory, and will not be dropped when a 'dropall' command is issued. 'inv-lock' and 'inv-unlock' commands were also added. 'gsay' command added for party mode. Spellbooks can now have their slaying field set to the name of the spell that the spellbook is of. Debugging output disabled in crossedit. It produced copious amounts of data that has little relevance except for the developers. It can easy be turned back on by editing the crossedit/include/debug.h file. Artifact gems (worth lots of money) and amulets added. Invisible object now appear in crossedit. Fixes a problem, but now makes use of the global 'editor' variable, making it likely it won't be obsolete any time soon. Artifacts (in artifacts file) can now have nrof field that will be used to generated the number of items instead of the treasure list. If the nrof in the artifact is 0, then the standard treasure list nrof is used instead. Artifacts can now grant reflect missile and spell ability. Also, by setting stand_still, the objects will not be animated. ------------------------------------------------------------------------------ Changes from Crossfire 0.91.1 to 0.91.2 Some options now standard part of game (SHOP_LISTINGS, Line of Sight). The config.h (for this release) contains these options, but they are commented out with the note they no longer do anything. Changed value pickup to pick up things based on true value, and not sell value. True value is how much the item is worth without applying charisma bonuses. Before, if two different characters used the same pickup mode, different stuff could be picked up because of charisma differences (or even if a character gained charisma, the same pickup mode may not work as it did before). By using true value, pickup mode operates the same between all characters, Items of type TREASURE can now have their experience set, and this will be used for the difficulty of the generated treasure instead of the map difficulty (as was done with shops). If experience is not set, then the map difficulty will instead be used (or 14 in the case of shop floors). Cure poison actually cures it, instead of reducing the duration. Don't use fseek when loading in map files. Some systems do not support fseek on pipes (which are used for compressed files). Instead, just set the variable with the data we read, instead of seeking back and re-reading it. Transferrance spell changed so that supercharging will have bad effects (first confuses the player, then a large fireball is created (with player losing all spellpoints) Poisoning made more vicious - it does more damage based on the level of the creature that uses it (level/2 in fact). This makes it so that very tough creatures that poison someone will have the poison do serious damage. Also, damage caused is no longer random. Chests can now contain multiple items. Code changed to handle this properly. Treasure is also always dropped on the floor (Even if the chest is in an objects inventory.) hp field used in chests (and in fact all treasures) to determine how many objects to create (thus, a chest with 3 hp will have 3 objects created). Crossedit now draws a rectangle around the selected area. Reversing the color of the images did not work in XPM mode. Have client.c include "includes.h". includes.h sets up all the name defines properly (ie, __sgi__, __sun__) SP_* functions changed (by Rupert Goldie) to take an object pointer instead of a level value. This makes adjustments for spell costs (via stuff like spell paths) easier to make, because now only the SP_* functions need to be changed. With the object structure, checking for known paths (or perhaps other things in the future) can easily be done. Bombs will now be dropped before exploding. New attack type (God Power) added. The cleric cause wound spells use this attack type. Charm monster spell added. Party system re-written by Scott MacFiggen <smurf@soda.berkeley.edu>. Characters will now only share experience if on the same map, and other features were also added. Modified check_item function (used in creating weapons with the improve scrolls). The objects being sacrificed do not need to be in one group (ie, two groups of 4 potions of dex will now be counted as 8 potions). This only applies to potions, since some can be identified and others not identified. Also, cursed or damned items will not count towards sacrifice count (although, they will be consumed). Changed way cancellation works on items. Before, if cancellation hit a player and the player failed the saving throws, the items got no saving throw versus cancellation (only if their absolute magic value was less than RANDOM()%6 did they survive). Now each item gets a saving throw. Note that if a container makes a saving throw, then the items inside do not need to make saving throws and are unaffected. A separate function did_make_save_item was split off from save_throw_object. did_make_save_item justs checks to see if the item made its saving throw based on the tables (and any protections or immunities grants it an automatic save, as before) save_throw_item calls this function, and in addition, does the appropriate actions (burns up items, turns them into icecubes, calls cancellation, etc.) Saving throw method changed. Before, each item got 5 chances to make a save for each item it is composed of. Now, it gets one chance for material it is composed of. Then, based on the number of saves it made, and the number materials it is composed of, an overall made save/failed save is determined. This change is to make it easier to figure out saving throw values, and hopefully make adjustment easier. Saving throw tables updated. In general, each item is +5 compared to what it was before. This should hopefully make it so that items have about the same success rate they did before. Crossedit modified to preserve value of connected field when cut/copying and pasting. Before, an object that was copied/cut would also have its connected field reset to 0. More XPM images colored. Filenames for the river directory have been re-done, to actually make it a bit clearer of what does what. The archetype names were not renamed however, to keep compatibility. World expanded. Another row of maps was added to the southern edge. The world maps were also renamed to a world_xy format, where x is a letter and y is a number. This represents the x and y location of the map, making it easier to figure out how maps related to each other. Map spaces can prevent magic user spells, cleric spells, or both. Before, an anti magic square prevented all types of spell casting. Have monsters regenerate spell points even if they don't cast a spell. Monsters have a 1:3 chance of casting spells, irregardless of any other factors. Before, spellpoints would only be regenerated if it got past this check. Also, some monsters (dragons, chinese dragons) have had their max spellpoint and regeneration rates increased to correspond with the higher cost of casting their breath weapons. Altars now will also match on the slaying field of the object being sacrificed. This is similar to how keys and special doors work. With this change, it is no longer required to make a unique item that then needs to be sacrificed (ie, the dagger, the cup, and the crown for the old city quests). Instead, a cup, and crown can be used, with the slaying field set appropriately (unfortunately, will not work for weapons, as it will think that is the monster to do extra damage against.) However, the altar code always did match item name, so calling it something special like 'The Dagger' and have the sacrifice look for that should also work. Spell encumbrance code added. More you are carrying the higher your chance for failure. ------------------------------------------------------------------------------ Changes from Crossfire 0.91.0 to 0.91.1: Fixed bug in the enchant weapon code. It was not allocing enough space for the string, and thus would corrupt the heap. Minor fix to spells.c. IT was using strdup instead of strdup_local, which caused the compile to fail on some machines. No longer gets errors when adding a player on a map that is not loaded in a multi player game. Before, process_events would see that the player has no object, and could get enough errors to cause the game to quit. Now, it suppresses errors if it is only loading objects for that map. Default map difficult for treasure that is created in shops was changed from 9 to 5. In this way, the likelihood is higher that good items will be found in dungeons, not in the shops (there are very few items with difficulty above 9) Archetypes cleaned up. All archetypes that were not being used in a map were moved to dev/unused/0.91.1. Note: There are still a few archetypes that are not used in any maps, but these are part of a collection (ie, one section type of a wall). This was done really because there is no reason to have archetypes that are not being used to be in the official distribution. It could be misleading for people looking through the arch directory (ie, 'I thought I looked at all the maps, but never saw this monster'). Also, I have no problem moving these archetypes back in, once some maps actually use them. 'grass' and 'sea' are no longer animated. There are a few reasons for this: 1) The animations never really were that interesting, 2) being animated put them on the speed list, and being that over all, they are the second and third most used objects, this is a performance hit, and 3) With pixmap and xpm images, re-draws are only done on squared the have changed (really improves performance). However, with them being animated, they often changed, so that more re-draws were needed. The old archetype and image files are in dev/old (in arch distribution) if you actually want to use the animated versions. Put a limit of 70 on damage bonus for weapons. Treasure lists expanded. The old treasure lists (in treasure.c) have been removed, and treasure lists added to the treasures file added to take their place. The treasure file has been expanded have list transitions, and treasure lists in which 1 object on that list will be generated. Archetypes (shop, random, and chest) updated to use the randomitems field to determine what treasure list to use to generate the items. Advantages of the new method: Ability to better tune treasure probabilities, re-compiling not necessary in order to update treasures. the create_treasure function was modified to add an extra argument - this is used to keep track of how many times it has been called on this attempt to create a treasure. In this way, infinite loops (with list transitions) are avoided. Generate treasure replaced with a simpler function that calls create_treasure, and returns the object. create_treasure takes a treasurelist instead of a integer treasurelist number, like it did before. The crossfire.doc file has been updated about the new treasures file capabilities. Chests are now created with their treasure as their inventory (this mostly happened because of the treasure changes above). Advantage is that when a chest burns up, its treasure may remain (or may be burned up). Before, when a chest was burned up, its treasure inside was not created. Rolling multi-part objects should now work better (not perfect, however). Carrying an open bag with a mode that picks everything up will no longer cause an infinite loop. Crossedit changed to draw selected areas as a black box. Fixes some problems with display in XPM mode. Fixed bug that would cause game to crash when pets were summoned. Problem was an infinite recursive loop, that would then cause the system to run out of stack space. Solution is to decrease the speed_left of the object before one of the function calls. This makes it so that at some point, one of the functions will not be called. When a rune is cast, use the s->archname for the archetype name, and not hard coded strings. Cured a bug with rune of transference. Also, allowed several case statements to be merged. Really, no archetype names should be used in spells.c, when casting spells. The archetype name should be gotten from the spell structure. If a button is being updated on a map that is being saved, just return from the function. Prevents errors 'object has speed but is free' Fixed bug that caused objects that got a speed_left of exactly 0 to be frozen. This was because speed_left >0 to have the object be processed, and <0 to have speed added. Now, speed is added if speed_left <=0. Some minor changes made to hopefully make it compile on AIX systems without any modifications. process_active_maps now called when a map is being loaded. It should hopefully work properly, since enter_exit was modified to not use any static variables. Also, process_events was modified to take a map as an argument, and if non null, only update objects on that map. That makes process_map obsolete. process_active_maps was also changed to still process even if there is only one player. Crossfire should let players still perform actions when a map is being saved. Problem is, handling a map that is in the process of it being saved, and having a character enter it. Crossfire needs to finish saving that map, then re-load it and insert the character. Large changes to how player interact with loading & saving of maps would probably be needed, and probably should be done. You no longer lose luck if you kill yourself, and the player who kills another player now loses the luck (before, the player killed would lose luck). Now inventory display modes - unpaid, cursed, magical, nonmagical. All pretty self explanatory. ------------------------------------------------------------------------------ Changes from Crossfire 0.90.5 to 0.91.0: Some new maps added to the standard distribution (Magara and some of the esben maps). Magara was added as a place to depart to by ship, the esben maps were merged in as new buildings or towers on existing maps, not as a new continent. Keyboard buffering is now selectable via 'keyboard' command. Before, an attempt to remove keystrokes from the X Events queue was made, but could not always remove all of them. Now, it should remove all of them, or none of them, depending on the keyboard buffer setting. The value will be saved with the player. Pickup mode value now saved and restored from the characters save files. Inventory and look window should only be re-drawn once when selling an item. Calls to draw_stats in common/living.c will only be made if the object type is a player (should prevent some warning messages) Fixed create earth wall spell so that it uses bdur as the base hit points of the wall (instead of bdam). This will prevent some core dumps, because otherwise, the wall can have 0 hit points. Program should not core dump when person quits that game and the map he is on has been swapped out. (ie, person saves or quits the character, but the map gets swapped out before they type 'q' to the play again question) Word activated teleporter code added (Peter Mardahl). Who can become DM, based on their user id, can now be set in the dm_file (assumed to be in lib.) (Tyler Van Gorder) Tell should now work properly (Eric Mehlhaff) Cloak code added (Peter Mardahl) Objects can not grant invisibility, make_invisible variable added to archetype files. Added information to the crossfire.doc file (was missing several attack types and materials). Added better information on what some of the flags do. Noticed that will_apply 4 applied for both scrolls and earthwalls, now only applies to earthwalls. To have a monster use scrolls, can_use_scroll should be used instead. Code added to deny users or sites from connecting. This is to prevent users who intentionally crash the server to connect and start up a window, which they then crash the server with. Patches from Tyler Van Gorder. Two floors will can now be drawn when using XPM mode and this options has been selected in config.h This allows for towers to sit on top of grass to look proper. From Gregor Schmid <schmid@fb3-s7.math.tu-berlin.de> Patches that modified 'create food' spell. Better food (ie, waybread) will be created at higher levels, and the caster can also specify what type of food to be created. From Peter Mardahl. Spell paths added by Rupert G. Goldie <rgg@aaii.oz.au>. Simply put, each 'spell path' contains a certain category of spells. Objects and races can be attuned, repelled, or denied certain paths (objects would apply the the person wearing them). Attuned allows casting of spells in that path at lower cost and greater efficiency, repelled paths are cast at a higher cost and lower efficiency, and denied paths can not be cast at all. Thus, a wand of small fireball that is attuned to Fire would cast more powerful fireballs. A character wearing a ring that is denied the path of fire could not cast fire spells at all. Right now, no items will be created using these features, and no characters have any of these, but these might be added in the future. Look at the spell-paths file in the doc directory for a little more information. Pickup mode 6 (pick up magical items) will not pick up known cursed items. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Object structure and process_events changed. Now, a separate list us used to keep track of active objects (objects whose speed is nonzero). All objects on the active list are still on the normal list, but process_objects only needs to go through the active_list for objects to process, saving a lot of time. The cost is adding two pointers (active_next and active_prev) to each objects. But the speed gains are well worth the minor memory cost. the 'malloc command was changed to display the number of objects on the active list - note that there is zero memory usage for these, since these objects are also on the normal object list. Programming note: Any time an objects speed is changed (doesn't happen too often), a call to update_ob_speed(object *) must be made, so that the object can be added or removed from the active list, as appropriate. In testing, I first ran crossfire, with process events using the normal object list, and printing out error messages if it found objects that had speed but were not in the active_list. I cleared out a couple warehouses in Navar without any errors. Then, I switched to using the active_list, and printing out errors if it found objects on that list with zero speed. I cleared out the mages tower in Navar city without any errors. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Selling items now works properly (it only failed to work if AUTO_SAVE was not set previously, and the value of the item was beyond a certain amount.) Look window code changed so that it does not erase the unused area unless necessary. Also, when a player moves, freeze_look is set. This was changed because the functions that move_ob calls update the look window, and the window was being updated 3 times each time the player moved. When poisoning ends, it no longer core dumps. Inventory window updated if reading an unidentified spell book and you already know that spell. Casting rune spells now works properly. Spells now (once again) sorted upon loading of characters. ------------------------------------------------------------------------------ Changes from Crossfire 0.90.4 to 0.90.5: Bug fixed with window titles getting their names changed. (Tero Haatanen) Container code changed around. Containers can be locked, they can be used from the ground. FLAG_CONTAINER removed, since there is already a type container, and bonus removed from object structure (Tero Haatanen) insert_ob_in_ob sorts objects, so items with more magic are before those with no magic bonuses even for unidentified. It also uses the absolute value of the magic, so it should be a little more difficult to know if the item is cursed or not. Added unique-flag and UNIQUE_ITEMS define. All items which have unique flag are saved to directory .../lib/unique-items. A filename is mapname + ".v" + number, where number is normally 01, but if two or more server is running same time it can be also greater. This feature can be used to banks and inns to save permanently items. The code is one limitation: if map contains unique item which can be carried away from map (e.g. an unique excalibur) there must be at least one unique item on map which can't be carried away. This is because unique items are loaded from original map only if unique items file doesn't exit. If all unique items are carried away from map then they are loaded back next time when someone enters that map. This should not a problem if map makers remembers this. (Tero Haatanen) Editor by Jarkko Sonninen. He added toggle button into attribute window and made map's reset time and timeout so that they can be configured in maps. He also fixed map archetype, so that map default stating coordinate is (2,2) like before. This seems break a gatehouse map, where it use default value on map (changed 0 to 2), but it's easy to fix. Change check_walk_on (common/object.c) so it no longer calls the draw_func. This eliminates a problem of seeing flashes of areas that should be blocked. This is because the draw function it called would re-draw the game window before the variable to re-calculate line of set was set. As I see it, this function call was not needed in any case, because this is called during the players movement. After the player moves, the draw function is called from the process_events (now process_players1) function. This should also conserver a little cpu time, and bandwidth. Coin code in shop.c changed. Patch from Kjetil Torgrim Homme made it so that coin value can be changed in archetypes and the shop code should still work properly. I made changes so that the number of coin types is set with a #define, making adding new coin types easier. AUTOSAVE, SAVE_INTERVAL, and NO_EMERGENCY_SAVE should now work properly. See include/config.h for more information on these options. Changed it so that updates to other maps will not be performed while loading a map. This caused a bug if two players entered exits at the same time. One or both of the players may end up in incorrect locations, all exits in that location may be closed, etc. Saving throw table expanded to handle all materials and attack types (Peter Mardahl) Fixes so that Turn Undead does not do physical damage (Peter Mardahl) Patch to make it impossible to prepare multiple weapons at the same time (Peter Mardahl) Added 'sea1' archetype. This is the same as the sea archetype, but allows for walk on. Its purpose is to use for backgrounds behind boats and similar objects. Because it will probably be needed in so many places, I decided to make an archetype, instead of editing the variables inside crossedit for the object. Removed xbm_values array. This was used to map a face number to that face location in memory. Since the bmaps file is created automatically without any holes, this is not longer necessary. Archetype for wonder spell now in place. This will prevent core dumps when the spell is cast. Pixmaps will now be freed upon exiting Crossfire. They will also be freed after emergency saves are performed. This fixes the problem that some X-Terminals would not free the memory used the the pixmaps otherwise, and run out of memory. This fix pertains to both -pix and -xpm mode. Patch to hopefully double death problem/core dumps with NOT_PERMADEATH mode. Changed the size of the temporary string that is used when loading messages. For a few very long messages, 1024 bytes was not enought. Patches put in Crossedit to allow for XPM mode. From Petri Heinil. Cleaned up the code for look window. Now, everything agrees (ie, when you click on something in the look window, it is actually that object.) Likewise, invisible objects are not displayed anywhere. This should also fix a bug of not being able to enter some building by clicking the middle mouse button on them. Added help file for pickup. Explains the 8 basic pickup modes plus the value-density pickup mode. Detect magic will detect magic on all items in a stack, not just the top object. Spells fixes (From Peter Mardahl): 1) Identify modified to identify items on the ground if inventory is identified. 2) Detect magic spell finds magical runes and makes them more visible 3) AT_CHAOS and AT_COUNTERSPELL reimplemented so that they are not treated as special cases by the move_cone function 4) Magical walls created by spells (firewall, frostwall, ....) are fixed If a map is reset, that map is then removed from the list of map objects (what you see when you type 'maps ). This way, the 'maps commands only displays maps that are reasonably active. This change should also save a little memory. make depend now descends into crossedit/Cnv to depend there. Changed some of the colors in the xutil.c file. This is so that it uses the same colors as the official colors for XPM files. It would have been better to make those colors part of the official XPM colors to start with, but it is a bit late to do that now. The change of the xutil.c file was made so that crossfire would not use quite as many entries in the colormap. The change in colors should be quite minor. Two new pickup modes added - one picks up all money and gems, the other all magical items. Removed a lot of dead code from the various header files. removed hiscore.h from distribution (wasn't declaring anything that was not being declared elsewhere.) ------------------------------------------------------------------------------ Changes from Crossfire 0.90.3 to 0.90.4: Many more XPM images now properly colored. NOTE TO COLORERS: A few minor changes have been to the xpm.template file (palegreen has been replaced with green3, and a more medium orange has been added.) I replaced palegreen because it was very close to the 'green' color already present. And a medium green was lacking. A medium orange was also lacking, so I added one in. New pickup modes, that can be based on value density (from Peter Mardahl <peterm@soda.berkeley.edu>) Spells now have a casting time. (From Matthew Zeher <matt@cs.odu.edu>) Added libproto1.h file. This will be used for function prototypes are affected by certain settings (ie, SPEED_GAME). This way, people should not need to run 'make proto' New XPM loading method. Creates montage of the xpm files, so that not as many calls to XPM are needed. This has reduced loading time to about 30% of what it was before. Note: This done mean it takes some more memory at start up, as the montage has to be stored temporarily. Changed charisma bonuses. At 30 charisma, it will no longer be possible to buy an item, and then sell it for more than you bought it for. Graphic exposures turned off on the GC's that are used in the game window. Should improve performance. When a raise stat spell ends, the proper message (ie, You look ugly, you feel less intelligent, etc) will now be printed out. If player NOT_PERMADEATH mode, and you die, a stat will only be decreased one. Before, that stat was decreased one, and the max stat was set to that value. So if the player was poisoned, or a stat was lowered due to some other reason, that loss would become permanent. Now, both the stat and orig_stat only gets decreased by one. invoke.c removed, cast_spell modified to handle what invoke.c did. Keep old shoot type if reading a scroll, instead of it being set to none. Raise stats spells should be progressively more costly (From Peter Mardahl) Should now be able to handle broken pipes without problem (ie, telnet session closing unexpectedly). Made it so that listen level 0 on a socket means that draw_all_sockets will not write to that socket. Crossclient uses this so that it does not get unexpected messages, and thinks that it failed. Added 'set font' option. This basically unsets color pixmaps or xpm mode. If crossclient was run without -xpm or -pix mode, it will send this command to use fonts. What this means is that set (font,pix,xpm) should set that display mode. Before, the display selection it defaulted to for crossclient seemed unreliable at best. Fixed memory allocation problem in commands.c (it was writing to more bytes than it had allocated) Draw message window almost complete re-written. In an effort to cut down on flashing of the the status bars. ( Niilo Neuvo <anipa@guru.magic.fi>) More bug fixes for spells (from Peter Mardahl) Fixed some bugs for compiling on the Alpha running OSF/1 1.3 ------------------------------------------------------------------------------ Changes from Crossfire 0.90.2 to 0.90.3: Added -xpm command line option to crossclient. All spells should not be handled in the switch statement in spells.c Let players buy zero value items from shop. This really shouldn't be a problem, the only zero value items of any use might be wands with very few charges. If someone wants to buy poison or cursed items, they should be able to. Fix spelling error of command line argument 'detatch'. It is now spelled properly (detach). Change draw_color_pix in server/xio.c. It now draws the images to an intermediate pixmap, and then draws that to the screen. May or may not be quicker (XSetClipOrigin only needs to be set once), but it does prevent flicker. Also add two more GC's to the player struct, to make these operations faster. Unless XPM_PIX is defined, draw_color_pix will note be compiled in the code. Fixes to make it compile on both Solaris and NeXT machines (hopefully) Removed PLAYER_COLOR #ifdefs and lines they control out of login.c. Those were not needed any more. Added 'mapinfo' command to valid input commands. Only have crossfire display -m as a valid command if it was compiled with DUMP_SWITCHES set. Changed install procedure to only copy those files necessary to playing into lib. Also, don't install obsolete scripts into the bin directory when installing. ----------------------------------------------------------------------------- Changes from Crossfire 0.90.1 to 0.90.2: Cleaned up the display from 'maps. Now things line up nicely. It doesn't print the name anymore, and truncates the path at 18 characters. But this doesn't make a difference for most maps, and now you can actually see what variables are set to what. Experience requirements changed. Initial values from Peter, but I changed them to be more round numbers. Change targets in server and crossclient from ComplexProgramTarget to AllTarget, DependTarget, and NormalProgramTarget. This is because ComplexProgramTarget expects man pages in those directories, which do not exist. Moved data initialization out of treasure.h and into common/treasure.h. In theory, no data initialization should be done in the .h files, it should all be done in the .c files, with the .h files declaring the appropriate externs. Likewise, no .c files should have extern's for other data functions, they should include the appropriate .h file to get those externs declared. This would fix the problem of having to go through the various .c files whenever one of the data structures change, to update all the externs made to it. Since the compiler will check to make sure that the extern in the .h file and the actual declaration in the .c file are the same, it prevents errors of mismatched declarations (ie, having something like char s[40][20], which at later point gets to char *s[40], but some files still think it is supposed to be s[40][20].) Changed doc/Imakefile so that make install.man will actually install the man pages. Characters that dies who were poisoned should have the poisoning removed. Changes from the Berkeley Folks: What we've done that's in this server code that I know of: --level dependency added to many spells. --level dependency tunable on the fly by editing the spell_params in the 'lib' dir and using the dm command 'spellreset' spellpoints and spell level are also changeable on the fly. --many new spells added --protection spells can now superimpose, as can gain stat spells. repeated applications of protective or stat spells yield diminishing returns. --runes added--an implementation of magical traps. any spell may go in a rune. Read the documentation. --new spell interface. invoke <spell> invokes that spell immediately. Some spells can take parameters now. invoke magic rune <spell> will store <spell> in a magic rune. invoke <spell> will not set the range spell. cast and prepare are synonymous. --Certain spells cannot be set as range spells now--less than 10 of these. These are spells which no one would want to use more than once in a while, like magic map. --A hack to object.c in common dir which makes objects created by objects with owners owned by the creating object's owner. (This allows players to get credit for a kill with the meteor swarm spell, which creates a 'swarm' object, which in turn creates the meteor objects.) -- End of Berkeley additions. New maps and archetypes added. Crossedit can now load maps that are compressed. Add Solaris 2.x compile support. Now prints out what the scroll name was that turned to dust. Minor artifact changes (ring of ice is blue, ring of fire is red) Horn range weapon now works properly, via using the + and - keys. New input method (From Jari Vanhala <jam@modeemi.cs.tut.fi>). Looks like it should now be possible to define keys to do most every command. Made a few minor changes to default key file to make the present set up act like the previous one. Fixed triggers and magic mouth. These devices will now open gates as would be expected. The problem was that the opening routine expects to see the op->value of these to be one, in order to open the gate or whatever. Changed routines to toggle value between 0 and 1. Note: As I understand, trigger handles return to their original state, but keep the same value. That is, you pull the trigger handle, the handle returns to its original position, but gate opens. Pull handle again, handle returns to same position, but gate now closes. Or at least that is how I implemented the devices. Make some more changes to the is_magical routine. Hopefully, it will now detect all rings and amulets that are magical. Also, it should not detect monsters (or any living object) as magical. Fixed bug with Color Pixmaps (XPM). Would try to free the pl->pixmaps area twice, causing core dump. Looks like the same thing should have happened when using bitmaps also. In any case, only one free(pl->pixmaps) is now performed. Bug fixed with XPM code, in which 'floors' would appear to be carried around with the player. This is because the players pixmap did not change, and hence, it did not update that square. Now fixed. Random encounter bug might now be fixed (patches from Frank) New FLAG method used. flags in the object structure is now an array, and SET_FLAG, CLEAR_FLAG and QUERY_FLAG functions are now used. This reduced a lot of code in common/loader.c Fixed bug in common/object.c in expand_objects function. Looks like braces were missing from for statement, so the the prev and flag fields of the new objects were not being set properly. Fixed bug that could cause core dump if trying to print map message when no message existed. (From Tero Haatanen <Tero.Haatanen@lut.fi>) Starting character will have uncursed, undamned and identified items at the start of the game. (From Tero Haatanen <Tero.Haatanen@lut.fi>) ----------------------------------------------------------------------------- Changes from Crossfire 0.90.0 to 0.90.1: Crossedit 0.7 was merged in with the 0.90.0 source. This once again creates a common distribution. I tried to retain the best features of both programs. This means that the artifact code, and cursed/uncursed items (from CF 0.90.0) remain. But I also used the filepaths for fonts, elimination of omaps for internals use, and creation of partially processed bitmap file for bitmap reading. The general patch method was to keep the cf 0.90.0, and create a diff file for crossedit 0.7 from crossfire 0.89.3. These patches were then applied. Many had to be implemented by hand. There are some exceptions. The crossedit program is almost the exact same thing as in the crossedit 0.7 distribution. I made a few minor changes to clean up compiling, but otherwise, no serious changes were made. The archetypes (lib/arch) structure was also taken from crossedit 0.7, as well as most of the archetypes themselves. I think the breakdown makes things much easier to handle for changes or improvements. NOTE: it is likely that directory (lib/arch) will not be in the standard distribution, but will instead be a separate file (to keep the size down). The various files (archetypes, bmaps, font, etc.) will be created for the distribution. All new archetypes from cf 0.90.0 were merged into the structure, as well as a few minor changes in the old archetypes I noticed. The maps are from the crossfire 0.90.0-a-maps distribution. A few simple programs (in lib/adm) were used convert them to use fontpaths and to change some monster names that conflicted with character classes. Note: Because in the old format, a 'food' field was used to determine the map to link to, it is possible some of these fields were changed when they were not supposed to be. This is because some other archetypes (altars for one) also use the food field. If you notice any converted by mistake, please let me know. A few minor memory leaks and other patches have also been applied. Other specific changes to this version: 'set' now gives better help message (like what can be set.) XPM code added. Fixed bug in 'who', which would cause a core dump if done when another playing was still creating their character. 'who' also display the map path of the other players, and not the map name. Map names seldom seem to be set. The crossfire.cfb and crossfire.pix files (in lib) can be compressed. Fixed bug that caused core dumps when pet monsters were summoned. If restoring a saved game, and the map it was saved on does not exist, start them on the standard starting level. Added option in config.h, that allows full ring and amulet descriptions to be printed in inventory and look window. Hopefully fixed bug which caused game to dump core when player died, if NOT_PERMADEATH was set on. Add flag HAS_MAGIC, and use that for the detect magic spell. This way, artifacts that have no magic, will still be shown as magical. So will rings that change abilities, etc. Doesn't work quite perfectly, but seems to work as well as the old method. Fixed bug so that if it can not find a map, it just prints that that exit is closed, instead of panicing. Have it re-draw the look window when you middle click on something (ie apply) in that window. This fixes a bug with bags/sacks, of it not updating when an item is used directly from a sack.