Beta 1.1
1) Changed string_add() function in string.c.
New function is cleaned up and removes problem
with editing strings longer than MAX_STRING_LENGTH.
2) Added check for strings longer than MAX_STRING_LENGTH
to format_string(). Calling functions should check
for problems.
Ones I modified were: redit_ed(), redit_format(),
and oedit_ed().
3) Function do_olc() was removed. Functions do_aedit(),
do_redit(), do_oedit(), and do_medit() are all called
from interp.c directly. Help file was updated with
the new calls. Prototypes moved from olc.h to merc.h.
This was a personal preference of mine.
4) The AIX compiling system causes the following to get
flagged: spec_table[cmd].spec_fun[0] != '\0'.
I've changed these to : *spec_table[cmd].spec_fun
in flag_string(), flag_lookup(), spec_string(),
spec_lookup(), show_flag_cmds(), show_spec_cmds(),
and show_help().
5) Area flags all set to FALSE so they cannot be changed.
6) EXIT_BASHED set to FALSE so closed + bashed doors cannot
be made. To create a bashed door you can just make it
open and describe it as bashed.
7) Aedit_create() used to return FALSE when it created an
area. Sorry.
8) Vnum maxes were coded in to ensure that vnum doesn't
exceed INT_MAX.
9) Player can no longer log in as "none" and edit areas.
Thanks Walker.
10) Reset randomization not supported in this version. All
calls to orig_door have been removed.
11) Function new_load_rooms() was added. This loads rooms
that have #ROOMDATA as the keyword. These rooms have
the door bits set by OLC. This includes the door resets.
10) In save_rooms() there were a couple changes.
A) Exits are saved even if they have to_room = NULL.
B) New format(#ROOMDATA) saves the 'D' reset data into
the locks bit.
C) Used area vnum range as the counter because it is
much faster. Profiling information available upon
request.
11) Removed sex flag "none".
12) Door bits are now loaded correctly into pExit->rs_flags
by load_resets().
13) Changes to reset_room()
Containers get reset to original states.
Randomizations of the doors was commented out.
14) Function change_exit() was rewritten. It no longer
supports movement commands. This ensures that the builder
gets syntax information if mistyping. Added "remove"
command to remove keys or keywords or descriptions without
erasing the exit.
15) WALK <dir> command was added to complement change #14.
16) Function save_resets() accidentally assigned pRoom while in
a loop using pRoom for both the O and the R resets. This
may have caused duplicate resets or skipped resets.
17) Because door resets are saved in the ROOMDATA section of area
files now, we no longer need function save_door_resets().
18) New VERBOSE code was written by Rac. Check it out!
19) VERBOSE code separated into functions and verbose can be specified
inside the game to get a readable copy of your area. Syntax is
like: asave area verbose. Added AREA_VERBOSE flag.
20) Changed from *EDIT( *edit_function ) to bool *edit_function ( blah )
because ctags for NeXT and ULTRIX doesn't support #define macros to
lookup functions. Every function in act_olc.c was changed.
21) Flags are checked after commands now in *edit() functions. I
corrected some inconsistencies in the original flag code from
The Isles 1.1 in the process.
22) Search tables were modified for each of the *edit interpreters.
Look at the code to see what changed.
23) Added automatic database saving. Look for PULSE_DB_DUMP in merc.h. It
is currently set to 30 minutes. You can choose what is necessary for
your computer. The database is also saved before shutdown by the
time_update() routine.
I wasn't able to get to these features, or I had trouble with them on
certain operating systems.
Database syntax checking - I posted the corrections. They are accurate, but
I didn't include the code with this version because I thought it would
just complicate installation for people. I will post it as a module soon.
Copy commands for mobiles and objects.
Renumbering areas.
Unlinking areas.
Protection from teleportation to construction areas.
Note: I don't have a good list made up of thigns I need to fix or add. If
there are any suggestions then I would be happy to add them to this list.
-Jason