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1996-07-24
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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.
Mark Wedel (mwedel@pyramid.com)