/
roa/
roa/lib/boards/
roa/lib/config/
roa/lib/edits/
roa/lib/help/
roa/lib/misc/
roa/lib/plrobjs/
roa/lib/quests/
roa/lib/socials/
roa/lib/www/
roa/lib/www/LEDSign/
roa/lib/www/LEDSign/fonts/
roa/lib/www/LEDSign/scripts/
roa/src/s_inc/
roa/src/sclient/
roa/src/sclient/binary/
roa/src/sclient/text/
roa/src/util/
Realms of Aurealis Update Log
-----------------------------
  This is a log of updates done to the MUD (RoA) so I can keep track of
the things i screw up :)

Note:  Unfortunately I have started this about 10 months too late so
       updates done in those 10 months are not included in this log.

1/4/96
------
	-added arena_wins field to specials2 struct to keep track of mortal
	 arena victories and a counter in check_arena_state to tally them

	-added mortal support to the do_zarena proc, morts can now see who
	 is participating in an arena and each participants prior arena wins

1/5/96
------
	-checked on do_munch to see if its extracting corpses right
	 made some minor compressions of that munch code

	-checked on force-renting and idlesave stuff

	-FIXED a slight mem leak with MUNCH, objects inside corpses that
	 were munched were never put into the room, they were just kinda
	 left floating in nothingness...

1/6/96
------
	-added many more FREES to proc free_char in db.c to free more stuff
	 when a character/mob is released from memory.. this gives us a bit
	 more memory when a mob is purged or a player quits

	-*** Zone Idling *** added zone idling, changes to files in db.c
	 zolc.c, handler.c... causes zone to be purged if it sits idle for a
	 certain length of time, resets when character enters a zone, saves
	 a BUNCH of memory apparently in test cases...

	-added flags Z_SYSTEM for system zones not meant to be editted or 
	 reset or idled out

1/7/96
------
	-revamped the following zarena stuff

	-added mortal support to the zarena command so players can see who
	 is currently in a given arena and each of the contestants previous
	 arena wins, also now show arena wins in do_score and do_stat_char
	 and obviously inc it when a player wins an arena

	-made zones flagged Z_IMMORT never go idle, this will prevent the
	 immortal boards from being waxed...

	-zones now will go idle if empty for one of their lifespans (db.c;
	 zone_table[zone].age)

	-you no longer can charm mobs if they are SLEEPING :) this ought to
	 tick some players off 

1/8/96
------
	-started looking at object hits/decay/damage, and a repair shop
	 spec proc for mobs

	-lowered hit/move/mana gain from *=2 to += <stat>/2  (limits.c)

	-added room_flags2 and extra_flags2 to room and objects respectively
	 needed more slots for more flags (specifically !race flags for now)
	 added checks in handler.c for !race objects and checks in movement.c
	 for !race rooms changed all the stat things to show 2nd set of flags
	 on each as well as olc support for each

	-added identify castable

1/10/96
-------
	-added breath spc_procs for mobs to OLC and in activity.c

	-added appropriate messages to messages file for those spells

	-began adding support for object hits, added object condition
	 messages when player looks at an object

	-added decrements to object that are damaged during battle
	 normal decay is -= 1, while specials attacks may damage object 
	 more, proc damage_object does this after any hits (act.other.c)

	-started work on spc_proc for mobs who will be able to repair damaged
	 objects, impossible to repair any object that has been damaged to
	 a hit state of 0, price is determined by amount of damage that object
	 has sustained  (FINISHED)

	-re checked obj hit decrements to make sure that all specials are 
	 decrementing the appropriate object, normal hits decrement a random
	 object in players equipment list (except light)

1/12/96
-------
	-REWROTE experience algorithms in fight.c, solo exp will be better
	 than group exp, but obviously fighting within a group is safer

	-fixed couple shaman ritual problems, aggressive mobs were not 
	 checking truce on player, now every hit checks truce, regardless
	 of where it comes from, also put affection messages in score if
	 player is affected by any of the AFF2_ flags which are not done
	 by the normal display affections stuff

	-we've been up for nearly 3 days now since the crashing incident of
	 early 96 :), idle purging of zones has saved a dramatic amount
	 of memory

1/13 - 1/15
-----------
	-changed FIXERS a bit so they can fix magic objects for now

	-added MOB_CHART into constants.c for mob level comparisons
	 using the formulas developed my atlanta, kagen, and mouseglove

	-added do_chart for immortals to check mobs levels against those
	 suggested by the formulas

	-added do_adjust and do_zone_adjust, automatically adjusts mobs in
	 a zone (or the whole zone if zone_adjust) to fit the specs of the
	 chart

	-added text related to alignment in score

	-new experience tables seem to work great, with the mob modifications
	 to come now we have the chart command

	-various little things i can't remember

1/24/96
-------
	-For the past week or so, i have been working on the lingual system
	 that will be present on Realms of Aurealis, new languages, native
	 to each race (for the most part), and able to be practiced and
	 learned by other races, as a sort of skill, will be found on the MUD
	 a barrage of new commands and support have been added, and perhaps
	 ill write those changes up in detail sometime , ex) act.comm.c over-
	 hauled, check each characer and chance of misunderstanding by speaker
	 as well as by listener, in every communication procedure, except
	 emote, and quest say i believe, also OOC (out of character comm)
	 channel has been left alone cause by its nature, it's out of char :)
	 most of the changes have been in act.comm.c directly related to the
	 lingual system

	-CONVERTED the playerfile and expanded the skill slots from 128 to
	 256, alotting 240-255 for language skills, though there are only
	 8 languages for now, it may change, the conversion program is
	 cvt.c

	-ADDED all 8 lingual skills and gave them minlevels of 1 in 
	 spell_parser.c so any class can practice them if they so desire,
	 by their intelligent nature, clerics and mages will basically
	 pick up on languages faster than warriors, but its predominately
	 dependant on INTELLIGENCE, just like any other skill...

	-ALTERED the short description players see on other players when they
	 enter a room or look in a room, it now doesnt include TITLE of the
	 player, only race, gender, and name, (class if not incognito)..


Feb - March
-----------
	-heh, welp here goes the updates i can remember thru feb and now most
	 of march

	-added autoauction, fixed bugs that came with it  (base code sent by
	 Romulus@PhoenixMUD, tank ya :)

	-fixed SMART mob crash bug/bugs (thank freebie fer that one)

	-totally waxed spells1.c and spells2.c and spells.h
	 now everything is in magic.c and magic.h, i.e. i moved all ACASTS
	 right before each ASPELL

	-split up some code into a few various files, such as the float_sink
	 and wind stuff is now in nature.c, put all clan stuff in clan.c,

	-wrote a general guild proc for SPECIAL(guild) and made a seperate
	 .c file, guild.c

	-changed the way mob reactions and shopkeep stuff works slightly
	 builder can now have substitutions depending on the character
	 causing the reaction, such as +n in the reaction string for the
	 chars name, shop.c

	-wrote some new mage and cleric spells

	-added rangers (base version from RoI)

	-added bards and their songs (big addition, written from scratch)

	-made protec vs evil and good actually do something (lowers ac vs
	 those mobs player is protected against in combat by 10

	-made it so mobs/players can't cast when WAITING() (violence_wait as
	 a result of bash or what not)

	-added sweep skill and a couple others

	-added do_convert for IMPLs, takes an ascii file with RoA color codes
	 in it, and adds the colors and writes that file to disk, used to
	 convert files made in RoA OLC to standard ASCII/ANSI color text
	 files

	-fixed do_voidlist, checks a zone for exits to void

	-slimlined memory usage a bit, in certain procs ive been reducing
	 the size of variables to only whats needed

	-increased the max size that file_to_string can read to 10k for longer
	 policies and whatever

	-updated policies

	-ripped out the extra 1000 slots that db.c was using (boggle) for
	 mobs, objs, rooms, and zones (dont know WHY that was even there) 
	 saved a chunk of memory

	-rearranged login code for tighter use with hometowns and stuff

	-added do_map, shows a little ascii representation of the area 
	 surrounding you, nothing great but kinda interesting (immort
	 only for now)

	-fixed some stuff with the ARENA process, may seperate that into a
	 seperate file, when a specific arena zone is completed, im gonna
	 make arenas in that zone player initiated, meaning an immort doesnt
	 have to run it...

	-now keep track of max_players in game (max_on in comm.c)

	-rearranged the show stats process, now shows more useful information

	-added natural LIGHT code, well rewrote the way it was, added macros
	 like LIT(obj) and OBJ_LIGHT(obj), you will now know if your torch
	 burns out, or if its even lit, also have the ability to extinguish
	 it and save it for night or whatever (will be in nature.c)

	-redid reduce_num() so it wont junk the items yer carryin if yer
	 over the limit, merely make you drop them until you are at 50 items
	 then it will save you

	-totally REWROTE the entire shaman code to make it smoother, still
	 long as hell, but it's an intense class, shaman targetting problems
	 are now fixed, and every ritual has been standardized to use the
	 same command structure in them

	-fixed those annoying olc.c file warnings on compilation, now we got
	 no warnings :)

	-added do_zlist, actually it was there all the time, i just finally
	 threw it in the mud, shows rooms and mobs and players in them

	-rlist, mlist, olist will let you know if NO mobs/objs/rooms are in
	 a zone that you list

	-put an ansi color question on the initiation of new chars in nanny

	-rewrote zone locking code, now much more stable and reliable, uses
	 char IDNUMs instead of their names to determine locked zones, checks
	 for locked zones before you quit, and if you relogin and somehow had
	 a zone locked, it will assign that zone to yer char struct so you
	 can unlock it with no problems

	-fixed some house bugs, and duping problems associated with them

	-fixed do_hedit so player cant delete any exits while editting their
	 house

	-all i can remember for now :)

	-OLCable donation rooms and mailmen, also altered code when someone
	 donates something to choose hometown donation first, if none picks
	 random one

	-soundproof rooms a la the idea from 3.0

	-OLHC - online help creation, unique to RoA, allows online editting
	 and creation of help files ... help.c  <-- major addition
	 old help_table split up into a lib/help dir with each topic a file
	 player reads file on request, same created for wizhelp

	-reworked affect_modify, and affect_total functions, smoother now

	-added colors to stats in do_score, showing departure from true

	-changed the UWATER , FLIGHT flags on room flags to terrain types
	 removed sector types from everywhere, renamed to terrain types
	 making way for online edittable transport code
	 convert all code to reference terrain types and not sector types
	 convert all code dealing with UWATER and FLIGHT flags to now deal
	 with the TERRAIN_UWATER and TERRAIN_AIR terrain_types
	 wrote a function or two converting all rooms that reference those
	 UWATER / FLIGHT room flags to switch to appropriate terrains

	-RoA OLC version 2.0, added much more colors and ansi refreshing
	 support, with added submenus to cut down on menu spam, MUCH
	 smoother to use, also added MOB_PROC and TRANSPORT support into 
	 this new version
	 
	-BTW, the goal of RoA OLC is to make everything available to the
	 players and builders online edittable, just objs/mobs/rooms/zones
	 was only the beginning, shopkeeps are now online edittable as well
	 as a ton of other stuff (donation rooms, mailmen and nearly other 
	 stock spec_proc available)

	-began work on SPC_MOBPROC, mob flag, will be able to follow a list
	 of commands builder edittable, olcable

	-added pause command for mobiles in the middle of a MOBPROC list

April
-----
	-Completed SPC_MOBPROC stuff, now mobprocs are creatable online
	 mob can follow a predetermined sequence of steps / actions / commands
	 and do all sorts of neat stuff, just flag it SPC_MOBPROC and give
	 it a command list, added a couple mobproc commands (soon to be more)
	 like 'begin', 'end' can be used to start mobprocs or end em
	 adds a TON of new possibilities and realism, for instance, i toyed
	 briefly with it and have a noble and a mayor discussing some things
	 about the town they are in, also i made some fox go around and hunt
	 mice in the newbie plateau, this is all done online in RoA OLC
	 very kewl...

	-totally trashed old zone loading and reset code, all that ZCMD. macro 
	 stuff and all the zone_table[].cmd blah blah is gone, i replaced it
	 with new stuff that is much more flexible towards online editting and
	 creating, now the command list is loaded in one string read from file
	 rather than reading and malloc'ing piece by piece as we read a .zon
	 file, and it is now attached to the zone_table[zone].comlist...
	 on reset just parse that string
	 on zunlock (creation of new zone reset list) just free the comlist
	 in one fell swoop and go thru the zone and make a new one...
	 uses recursion to better compensate for the recursive nature of
	 objects... stock had some problems with our OLC and how it recurses
	 when objs are in objs are on mobs in another object etc etc :)
	 no more object in object problems :) also since its text easy to 
	 view online in Zedit

	-which reminds me, added Zedit to RoAOLCv2.0, allows editting of
	 all the zone stuff, like age, reset mode, lifespan, particular
	 zone flags, such as arena/immortal/test/etc, and zone name and
	 puts it all in the same type of RoAOLC menu interface we all love
	 so much :) so it looks good and works good

	-which reminds me (i really should do this as i add stuff, not in 
	 retrospect, heh) in regards to RoAOLC, added a couple more
	 sanity things to it since upping it to version 2.0

	-yanked all the old zname, zreset, zrmode, limit, blah functions
	 from olc.c and zolc.c, no longer needed,  also pulled them from
	 command list in interpreter...

	-Pulled every single social (do_action, like hug smile lick) out of
	 the main command list in interpreter, AND deleted lib/misc/socials..
	 WHY, you ask?	before i did that, i added OLSC - Online Social 
	 Creation... an addition to RoAOLC (like OLHC) which allows the 
	 instant creation of any social and integration of it upon save
	 i.e. you want a 'beckon' social? piece of cake, go into socedit
	 fill out the lines, choose yes on save, index gets updated, and it
	 immediately becomes a social available on the MUD... kinda nice, and
	 unique...also nice cause it keeps socials out of the main command
	 list which gives 'real' commands higher priority
	 so RoA has OLCable worlds (mob/obj/wld/zon -- best OLC package
	 i've ever laid eyes upon, not braggin just stating a fact)
	 OLCable Help files - add help topics online for instant access
	 OLCable Socials - make socials online for immediate use
	 OLCable Shopkeeps - deal in any items, speak any language
	 OLCable MobProcs - do just about anything with mobs
	 OLCable Transports - make wagons, ships, etc online no hardwiring
	 
	-typedeffed struct char_data, struct obj_data, struct room_data
	 into chdata, obdata, rmdata

	-added the libident libraries to RoA, allows selected immorts
	 to snag a username from a descriptor, and identify problem people
	 who are logged onto the mud if the machine they are connected
	 from is running identd

	-checked every skip_spaces call to make sure we weren't losing 
	 our beginning of string reference and thus leaking memory, we were
	 in some cases, and those have been remedied

	-updated WWW pages, and seperated the WWW code into www.c
	 added stat page off the RoA home page

	-added the pager stuff from circle3.0 (very nice whoever wrote it
	 i cant think of the name offhand), also fixed the ++col bug to col++ 

	-as per bp11, move gain_condition() to the beginning of point_update

	-finally stomped out a perty large mem leak... send_to_page and
	 send_page_to_char were not freeing any strings, and basically
	 were mallocing a ton of stuff, that was included in with the 
	 base version of OLC i got over a year ago so i promptly waxed it
	 and every reference to it, replacing it with page_string and the
	 new pager stuff mentioned above

	-corrected a couple of dumb page_string calls that were not keeping
	 the string internally to the character, yet using public/global
	 buf and buf2, so char was seeing garbage sometimes...

	-finally added race/hometown/class restrictions *bounce*
	 took out all the hard wired checks in interpreter, what a mess that
	 was, but when ya start with 2 hometowns it looks fine, heh
	 now all class/hometown/race restrictions are loaded at runtime
	 into a const struct or two in constants.c and those structs are
	 used throughout the code so to add a new restriction or remove one
	 i just change a number in that const struct assignment in constants.c
	 better than goin thru and changing every reference to a particular 
	 hometown etc etc
	
	-split up a bunch of stuff in nanny() in interpreter, made check_
	 functions like password, linkless, etc function calls so nanny()
	 itself looks a little smoother and i can keep track of submenus
	 easier, of course recoded the submenus to utilize the new
	 structs assigned in constants.c instead of hard coding it in
	 all in all looks much prettier :P
	 added return to race menu option to newbies who might have made a 
	 mistake in character creation and want to go back to the race menu

	-added something similar to purgeobjs in the plrobjs directory
	 which waxes timed out alias files just like rent files...
	 fixed old purgobj to actually purge the new roa rent files
	 instead of the old ones, which dont exist anyways anymore
	 DOH no wonder it was doing it so fast :P

	-no longer let characters bless, or remove curse from an item that
	 has a higher minlevel than they are

	-OH, now made arena running much easier, immort can set min and
	 max levels on arenas and simply initialize them and players 
	 who qualify can type arjoin and they are instantly transported
	 in, when eveybody is ready, the immort can lock it and players 
	 can begin to beat the pulp out of each other

	-{ insert four month un updated worklog here }

	-i know there is more ive done the past few months, but ill get back
	 to this list soon, if you are a member of the immort staff of RoA
	 and you KNOW ive done something and its not on here, EMAIL ME 
	 and remind me what it is :)


	-dont send mortlog to writing/building/mailing people.
	-revamped autowear routines originally written by Sergey, commented
	 them and such, fixed a couple nearly invisible and annoying
	 bugs
	-put ARENA flag checks on gain_exp calls in fight.c, prevent ARENA
	 combatants from gaining exp on a kill
	-added monks, monk skills, more to come
	-expanded affected_type struct to allow for integer skill/spell 
	 numbers... had an sbyte, rolled over on skill affects over 127
	-previous required a pfile conversion, cvt.c has been updated
	-started conversion of player passwords to unencrypted for now
	 until we switch over to FreeBSD, our FreeBSD has encryption but
	 it encrypts differently, we'll wait til we switch over to add 
	 the encryption back in
	-increased the IDLEing routines to free out idle worlds, instead
	 of just freeing every object/mobile in the zone, it now frees all
	 the strings related to that zones rooms as well, reloads them on
	 an unidle, by player or immortal alike, on gotos, zlocks, and 
	 zresets as well
	-put checks in certain functions to make sure the room or rooms
	 that are going to be interfaced with are indeed loaded into memory
	 if not, they load from disk and refill the strings
	-added a press return prompt after a player hits a DT before jumping
	 to main menu
	-fixed attribute arrays (str/int/wis/etc) to contain only 30 slots
	 for attributes, i.e. max is 30, although 25 is the highest ever used
	 for now, was 70 slots big per array, an Arkayne blunder
	-added hometown arrays, and race restriction arrays to make checking
	 for each easier, look in constants.c
	-added arrays for bard and shaman skills, easier to add skills and
	 rituals for each now, just add a slot in array and point one of its
	 fields to the appropriate function to call
	-put in FREES on shutdown, attempt to free everything before MUD 
	 exits back to OS, in order to track down possible memory leaks
	 with the DMALLOC libraries that have been linked to the mud
	-found and smashed a memory leak in alias.c (found by dmalloc)
	-if a room is skipped during boot_db, now free it completely
	 before reading another room into its slot, and REWRITE the .wld
	 file without the skipped room in it, so next time we wont have to
	 skip it, coming soon for objs/mobs as well
	 used to protect mud from rooms/mobs/objs which do have some type
	 of NULL description, which, in some cases, will crash the mud
	-added a percentage of success number on staffs/wands/potions/etc
	 chance in 100 that it will succeed, gives objects a little more depth
	 added into olc as well
	-rewrote VT100 support to make it more stable and only update per
	 fight pulse, or if the player types a command
	-added Status BARS to coincide with VT100 status bar to make a simple
	 graphical display available to players for diagnosing themselves and
	 enemies, for example, The sage:{>>>>>>   } lets you know that the
	 sage is near 50 percent health, etc etc etc
	-added renumbering of any zone that is reloaded, have to renumber 
	 its exit numbers cause they are read in as VIRTUAL but used as
	 REAL
	-made do_set and do_grant a little prettier, no args gives player a 
	 list of what is available to them, dropped many of the SET minlevels
	 to CIMP to give our CIMP a little more power to do her job
	-added global counters to help/wizhelp/socials/warlockspells so
	 we can keep track to see if we approach max
	-added IN_NOWHERE(ch) checks all throughout code
	 so we dont incorrectly reference the world[] array with an in_room
	 of -1, most recent was act.movement.c, toroom/tozone checks
	-changed show stats in both wizard.c and www.c to reflect the new
	 counters for those dynamic things such as help/wizhelp/socials/etc

	-*Revamped top_of_objt, top_of_mobt, and top_of_world things
	  on bootup, XXX_PADDING is allocated at end of each proto array
	  to allow for OLC additions so we do not jump out of bounds
	  when a new prototype is created

	-altered and updated RoAOLC to version 2.1, involved changing the
	 proto creation paspect of it to fit with the new way we are using
	 the top_of_xxxt ints... no longer are they the last element in
	 the list which is available, but they are now the NUMBER of items
	 in the list which are available, meaning the last item in the
	 array is now referenced by (top_of_xxxt - 1)  so all loops and
	 valid references must be between    0 <= (value) < top_of_xxxt
	 after the XXX_PADDING value is reached per uptime, a hold on
	 creating NEW prototypes will be put into effect until the next
	 reboot, we'll see how that works out

	-minor bug in get_char, crashed on NULL name sent to it
	 auction_update sends get_name_by_id to get_char which sometimes
	 can be a NULL ptr, just threw a quick check in both 
	 get_name_by_id() and get_char() for early bailouts

	-added new last_ip character string to the player_index
	 structure so last ips are now stored in that structure as
	 well as the idnums and names of the players...
	 used for easy quick lookups of player names and last player
	 ips in act.wizard.c in the do_show function, so immortals
	 can quickly scan the player index rather than scanning the
	 player file for substrings of names or ips

	-updated auction some more
	-made arenas player initable
	-did mega work on spawnable editor stuff, spawns off shell,
	 putting character in a seperate editor, nifty stuff, comm.c 
	 startshell()
	-redid saving throw code, now 0 - 100 base roll
	 + is good, - is bad as it should be, easier to understand
	-added mob olcable supprt to saving throws vs each type
	-revamped spells once more, now each spell has a bitvector
	 flags include castable, violent, potionable, scrollable,
	 any the particular type of spell such as fire, cold, magic
	 breath or poison, saves spell now gets spell and checks flags
	 on spell to see which saving throw should be used on character
	-continued work on monshai

        -rearranged light code a bit more, added support for aff2_light
         and added some sanity checking on light values for room, i.e.
         room light value cannot be < 0 anymore, either 0 dark, or not

       -continued checking for freeing errors somewhere somehow
       -fixed a small page bug
       -fixed the infamous str bug, solved it mostly, added strscan command
        for imp+ scan pfile for strs of 0 (to fix players)
       -much more weather code, added all sorts of gizmos
       -much more support of olcable mobprocs for roaolcv2.1
       -changed second fork to a vfork() in startshell external editor
       -now bomb out send signal to parent if an error in opening either
        pty_master or pty_slave, if cant grab a pty for some reason, doesnt
        hang up the player in limbo world forcing a reconnect anymore
       -more macros for the LIGHT values for objects and rooms
       -more error checking added to roaolc modules for NULL values on
        mobs/objs/rooms... NULL values are not good when stumbled upon
       -added a correcting function for extra descrips in rooms and objects
        now scans list of ex_descs and corrects/deletes any bad ones
        did this when i thought that was the ptr problem we suffer from
        apparently, it is not the source of the problem, merely a common
        target linked list (as is the alias list on a player)
       -continued streaming thru the alias code to search for bug, made it
        as streamlined as i could, found basically no bugs in it, so it's
        obvious it's not the alias code, but something else
       -began the tedious task of replacing send_to_XXX functions with act()
        where appropriate
       -moved all relevant functions to their respective files, for example
        objects.c deals with objects (misc.c are still those which i havent
        moved yet)
       -changed names of functions to be more meaningful to me (perhaps not
        the masses, but who the hell cares about the masses :))
       -altered RoAs login sequence, took all names out of title screen, put
        a small paragraph offering credit to diku and circle creators, got
        much slack from a Rom consortium member for something relatively
        menial, ah well, some have nothing better to do i guess :)
       -continued implementing idle code, idle code now saves us up to 80%
        of our memory resources at any given time with relatively minor
        consequences (players cope and deal, so its good) idle code now fully
        integrated into RoA
       -more work on the external shelled editor stuff (SPICO and MUD++ stuff)
        now works _v_e_r_y_ smoothly considering releasing the official patch
        to vanilla 3.0 CircleMUD in the future
        (Why use improved_edit patches when you can use PICO? ...)
       -added full graphical 3d environment with stereo sound via real audio
        just kidding
       -much more VT100 support added, now with sizable 'bars' and upper
        scrolling area (vtsize 21 2  <-- upper 21 lines, menu 2 lines)
       -added more prompt variables mainly for use with VT100 bars
       -added VTMAP for immortals right now, but a 'HUD' updated minor
        map of up to a 10 depth area surrounding player, as of right now
        since the world is not and will never be a true grid structure,
        the map is basically good for builders but not much else, use tintin
        for a better map :)
       -graduated, got a job, workin my bazongas off, trying to keep this
        worklog up to date... those are the major changes in the last few
        months... stay tuned
       -oh, split up olc.c into 5 major component files: m/o/r/z/roaolc.c
        its possible to package and ship it out within the next few months
        but it'd be easier for me to simply release the entire code of RoA
        since there aren't many muds which exist that can even dare to compare
        (imho, ask anyone who knows :P)
       -later

Update... 6/20/97
	I know I haven't been updating this as I should... a TON of things
	have been done as usual, I'll try to remember some of them here...
	
	-added a bunch of macros to the olc code, making it much easier to 
	 read and understand
	-revamped OLC duping of rooms/objects/mobs/etc making that particular
	 task much more stable and intuitive
	-fixed extra description bug
	-added waxing of OLCed objects on characters if they lose link
	 while in the menus
	-added more weather stuff
	-added zone specific weather messages
	-split up fight messages area of fight.c into a seperate file
	 and made combat messages olcable
	-fixed purge_zone() bug with respect to containers on ground
	-added OLCable object wear/remove message
	-wiped the old weapon type string code (slashes, blasts, etc) and
	 made it more amenable to OLC
	-added BUILDER DEFINED slot to weapon types in OLC
	-added object type GEM (a la harmonic gems)
	-fixed where<playername> bug
	-added room flag SAVE_ROOM which saves objects from room to disk
	 similar to how houses save, to be used first in clan HQs
	-added clan assistant code, so they can also join and dismiss members
	-reset IN_A_RITUAL and DELAY_TYPE for shaman when they die arena style
	-fixed shopkeep in room walkin bug if they die by room affects
	-added return values to functions which could result in character
	 death, CHAR_DIED, CHAR_OK... so further functions and activities
	 do not take place if character died in a called function
	-made zoneact.c for zone_activity procs (similar to mob/room)
	-HUGE additions, clicomm.c for communication with first generation
	 RoAClients (allows for sound file transfer and such, see client docs
	 for more info)
	-added a couple args to olist, spelleq and weapon to list specific
	 object types per zone
	-added a objchart command similar to mobchart for object balancing
	-HUGE addidtions to MOBPROCS, much more stable and robust with
	 new mobproc commands such as mtele and mtargetzone and some more
	 mif boolean checks like mif tarcharlevel < 40, etc mobprocs rock
	-REMORT code is in, see remort.c
	-added player ability to enter their finger stats, such as the UNIX
	 finger command, it's menuized in an RoAOLC format, players can also
	 (obviously) view finger info on other players)
	-no more seeing the "suffer victim never see" messages when poisoned
	-added a bunch of ranger skills, like room snoop presence skill and
	 become (limited player-mob switch) and wildcall
	-revamped house code once again, much more usable now
	-added player ability to add on to their houses themselves using
	 hbuild
	-created convenience OLC commands such as rconnect and rbuild
	-created new zone types, EXITGEN, and DESCGEN, randomly generates
	 exits and descriptions based on SOURCE rooms in same zone
	 rooms and exits can be flagged NOGEN, which will allow them to
	 remain constant during a generation zone reset
	-tell <mob> no longer works for players who are checking is a mob
	 has repopped
	-added more room affectual spells, cloak of blindness, etc
	-fixed mount code a bit, though it still needs a vamping
	-fixed zone-zone idle/transport problems
	-reduced gold by 90%% thruout game
	-bumped hold spell down a bit in power
	-added mob classes
	-added ability to abbreviate socials once more
	-can now buy multiple items at shops with one command, such as
	 buy 10 bread, or buy 2 4.armor
	-fixed extraction of !rent items and keys if player grabbed them
	 before quitting
	-flagged sleep spell violent
	-mounts no longer disappear underneath you when their zone pops
	-added regular expression matching to substring tests in mob
	 triggers (for mobproc mtrigs and REACTOR mobs)
	 can now use something like #|trigger| for any command that contains
	 the word trigger in it
	-updated locate object spell to not locate worn EQ
	-added !LOCATE flag for objects
	-fixed identify spell with regards to the spell it casted if it was 
	 a potion/wand/staff/scroll
	-fixed shaman ritualistic targetting problems when no target
	 was supplied
	-!MOB flag on rooms absolutely disallows mobs in the room by ANY
	 means, such as gating to them or trying to summon them
	-!SUMMON flag on rooms... i think to prevent summoning in certain
	 rooms
	-added CONFUSION flag to rooms, a la spinner rooms from bard's tale
	-added !TRACK flag to rooms, no longer can track thru these
	-added multiple flag sets per one entry in OLC, can now set multiple
	 flags in one entry, such as 4 5 32 0, rather than having to scroll
	 through entire flag list every entry
	-changed look and feel of Exit menus in RoomEdit portion of RoAOLC
	-revamped saving throw code, now 5 major categories, such as 
	 SAVE_VS_COLD, HEAT, MAGIC... added OLCable saving throws for mobs
	 objects also can give saving throw affects, now all saves are
	 on a range from 0-100 dice roll	
	-OLCable mob walkin/outs (dunno if i mentioned that before)
	-added OLCable AFF2 bitvector to mobs to allow for AFF2 affects
	 such as illuminate
	-SOME negative affects such as HOLD are now removed after player
	 is eliminated from arena
	-OLCable mana and movement dice for mobs has been added
	-!BLIND flag for mobs to prevent them from being blinded
	-CORPSELESS flag for mobs who leave no corpse behind
	-SPLITKILL flag for mobs who split up their attacks amongst any
	 group who is fighting it
	-!CALM flag for mobs to prevent them from being calmed
	-DTIME flag for mobs to process their activities twice as fast
	 as normal (useful for some mobprocs)
	-BLEEDER flag for mobs, they leave trails of blood when severely
	 injured
	-added stat zone for immortals to get all stats on a zone, more 
	 comprehensive than show zone
	
6/22/97
-------
	-NO_SUMMON flag for rooms to prevent summoning into them
	-NO_GATE flag for mobs to prevent them from entering a gateway

	-update the player_table when a new char is created... previously
	 only added name to the index in create_entry(), added a new function
	 update_p_index() which updates the IDNUM and last_ip fields of the
	 player_table

	-thats all i can remember right now

7/22/97
-------
	-blind and sleeping mobs can no longer assist
	-fighting mobs can no longer go hunting while fighting
	-blind ppl can cast spells on themselves now, like cure blind
	-followers of a leader can no longer auto-flee if fighting

Updates since move to Red Hat 4.2

8/17/97
-------

	-fixed multiple signal catch bug (wiz/imm list crash)
	-fixed external editor, though still doesnt look right when
  	 mud is ran from an xterm...
	-every race now starts off with a slight bit of COMMON language
	 skill
	-player can now exit game if hometown doesn't exist
	-fixed buffer problem in do_help/do_wizhelp
	-fixed buffer problem in mudlog
	-made welcome message, start message, and credit sequence bootable
	 like titles and motd/imotd

	-updated Immortal Handbook
	-created the RoA Intellectual Property Policy (IPP)
	 Builders must sign off on the policy before they can zlock a zone
	 (one time only)

9/19/97
-------
	-added house <public | private>   invite everybody or specifics
	-began gargatuan OLQC addition, online quest creation
	-added TO_ZONE_MORTLOG and TO_WORLD_MORTLOG act args

9/30/97
-------
	-OLQC finished and in, it rocks the house
	-altered qdescribe to let player know if he/she can/cannot perform a 
         particular quest
	-actually award exp and gold when needed on qreward
	-fixed some other bugs
	-revamped newbie login sequence, more verbose now
	-level 1 can quit anywhere
	-fixed idnum 0 quitting (Vall) and taking all new characters in the 
	 creation menus with him :)
	-added color ability to everything past login (motds...)
	
10/12/97
--------
	-work on PLSHOPs has begun, loading and saving only at the moment

10/12/97
--------
	-added mentor flags for players and ability to locate pc corpses if
	 flagged MENTOR (to help newbies, this flag will appear in who)
	-added findcorpse for mentors
	-exp loss on death reduced
	-exp gain cap increased
	-revamped auction to allow for multiple threads of auctions to take
	 place simultaneously
	-can tell a mob now if in same room

-- -- --
missing?
-- -- --

11/28/97
--------
	-moved many global variables (a LOT) to global.c
	-moved bootup runtime global variable initialization to global.c
	-made global.h with proper defines so to get ahold of the globals
	 from another file, all you have to do is include global.h
	-changed a lot of string constants in game to runtime globals, such
	 as currency name, mud names (long,short), immortal level names, etc
	-made all these globals save to a config file in lib/misc (roa.cfg)
	 as well as load... the strings will be freed upon reload, so it's
	 possible to change the strings and numerical values (autosave_time,
	 for example) durig runtime.  Eventually, the config file will be 
	 made OLCable, but for now, using "config <load/save>" is sufficient
	 if one edits the roa.cfg file offline first.
	-auto save configuration (mainly for month/day/year status) every 
	 half hour (comm.c)
	-big changes regarding currency_name runtime variables... anything to
	 do with gold or coins has been changed to use the runtime variables

12/5/97
--------
	-many fixes and changes with RoAClient communications... check clicomm.c
	-some child forking fixes with file sends to clients
	-currency_names added to configuration file things
	-minor shopkeep bug fixed related to currency name change
	-begin work on class madept, a mage/cleric combo that chooses spells
	 upon creation... this will require a pfile alteration of skill array

12/20/97
--------
	-continued work on Madepts, just about done... ready for beta testing
	-massive split of structs.h into structures.h and defines.h
	-new group parsing function, allows things which happens to a group to
	 be done much more smoothly... (group_member())
	-eliminated age old group leader incognito class showing bug thanks to
	 new group processing
	-begin changing group processing code throughout over to the new form,
	 perhaps i'll locate some other minor bugs while doing this...
	-damaged objects get a * next to them in short listings, color based on
	 amount of damage... easier for player to locate damaged objects and
	 get them repaired sooner
	-changed the makefile to include the RoA header and also correctly 
	 compile the identd objects...
	-Druid slot is in, although i'm waiting on other ppl for the bulk of
	 this class's code (Mouse/Annette design, DE code)
	-level 70 cleric spell - retrieve corpse
	-ranger room affect, hide trail (basically NOTRACK room affect)
	-warlock spell - mindtrap, retaliation against cleric casting locate
	 being on warlock
	-mobs sav_vs_magic against mirror images now, if success, they hit true
	 else they hit mirror
	-hold person has undergone another change, the holder gets true exp, 
	 anybody else gets 1/10th the normal exp

12/30/97
--------
	-moved files around in the source directory, made dirs s_obj and s_lib
	 and placed appropriate files in there... objects go into s_obj now as
	 things are compiled... cleans the directory up some with all the files
	 that exist now...
	-modified the Makefile to work with the new directory structures
	-made "config" directory off of lib, modified global.c/.h to work with new
	 location of main configuration file (which should be in this new config
	 directory)  All further configuration files (races, classes, hometowns,
	 others perhaps) will be placed in this config directory.
	-MAJOR revamp of boards.  Now board info loads from a config file in the
	 lib/config directory
	-various board commands, badd(board add), blist(list board table), bsave, 
	 etc.
	-added object type ITEM_BOARD, item must be flagged this and be added to
	 the board table in order for it to function as a board
	-yanked the SPECIAL(gen_board), no longer needed with new board design
	-player owned shops immortal menuing alteration system (phew) completed
	 i.e., the menus by which immortals can create/delete/edit plshops have
	 been finished for the most part, tweaking is always necessary...
	-began work on mortal interaction commands with plshops
	-updated wiz.c with olc_perms() calls for OLC priv lookups
	-gave madepts recharge spell
	-removed int_app_CRAP, simple formula, check guild.c get_learned_perc()

1/4/98
------
	-no longer check LOADROOM for appropriate donation rooms, check the vnum 
	 of PCs HOMETOWN.
	-added htown.c/.h, allows hometowns to be read in from a config file, i.e.
	 runtime determined... later on can be OLCable, added htlist, htstat, 
	 htsave

1/8/98
------
	-fixed htown crash bugs

1/12/98
-------
	-fixed texedit real big file crash
	-added htedit for editting hometowns on the fly
	-added htcreate for creating and sending char into htedit

1/18/98
-------
	-fixed some linefeed bugs in mount messages in info.c
	-added an illuminate failure string
	-considering SUCCESS, RESISTS, ALREADY_AFFECTED, etc return values from 
	 ASPELL to generalize spell messages
	-revamped how mobproc MIFs are processed, it should speed them up quite
	 a bit (switch on search_block() result, rather than strcmp()ing against every command)
	-added immortal command "mproc < mcommands | mifs >" so imms can view up
	 to date lists of the commands available for each
	-fixed bug in nanny() that only allowed one digit hometown choices
	-added >=, <= abilities to mobprocs "mif tarcharlevel XX #", eg.: mif tarcharlevel >= 5
	-added mortal plshop commands: shopgive, shoptake, shopdeposit, shopwithdraw, shopstats,
	 shopopen, shopclose
	-added checks on regular perform_give() so non owners cannot give stuff to shopkeeps...
	-added load/save plshopkeep objects and load on mob load in db.c
	-reordered PLR2 flags to work with REMORTING better
	-made IMPLs able to test remorting stuff without everlasting affects
	-added flag reordering to pfile_fix
	-reset whirlwind on command type if not fighting
	-added flagtog
	-added olist <zone> flag <flag text>

1/20/98
-------
	-setup baseline area on home PC as a CM area to pull shipped versions out of
	-wrote a setup script and some brief documentation to help beta site installers
	-released version 1.2 of RoAMUD to Grimslayde as 2nd beta site...
	-
  v1.3	-continued work on plshops... do not give objs to mob inv on zone save if they are
	 plshopkeep mobs (they will have objs saved in a seperate file), note: still allows
	 EQ to be zun -saved on them
	-decided that plshopkeep mobs will be enhanced version, or superset of normal shopkeep
	 mobs, so they will contain the hourly characteristics of normal shopkeep mobs
	-do_list, set_original_objects both compatible with plshops now
	-fixed group bug: leader was not getting in_room check

1/24/98
-------
	-added shopedit ability for mortals, limited pledit
	-finished do_buy, do_sell, do_value upgrades to work with plshops
	-plshops 1st phase finished!!!

1/26/98
-------
	-qdesc linefeed
	-updated can_see, imms can always see mobs...
	-added !assassin and assassin only object flags

1/28/98
-------
	-added some error checking/logging on roa.cfg load
	-added room affects: shower of life, cursed grounds, absolute ward, circle of warding
	-fixed yet another smart mob bug, not checking if wield was absolutely successful
	-made zcreate to an auto zlock and zun -save so files are created immediately

2/2/98
------
  v1.31	-incorporated autowiz code into mud, removed seperate executable creation...
	 (still dunno why it was originally designed like that)

2/5/98
------
	-fixed some bard string errors
	-save both zones on hbuild now
	-clan asses er assisstants can no longer dismiss leaders
	-list <arg> now only lists objs of that type on shopkeep
	-vnum now can take two names to hone in on targets ("vnum o sword silver")

2/9/98
------
	-fixed annoying immortal cannot see hidden mobs sometimes bug
	-fixed wacky str bug with remorts
	-eased the roll values to smooth out gains on remort (for hit,mana,move)


2/11/98
-------
  v1.32	-fixed stat zone crash bug, do_stat - REAL_ZONE() comparison error
	-show true mana usage in skills list


2/12/98
-------
	-fixed shaman negative rite rolling over problem, no more 200 rites, now a signed
	 byte, rather than unsigned...rites can and should be able to go negative now because
	 of +rite EQ being worn and removed...
	-fixed remort EQ check before and during remort... no longer can get more than 50 items
	 when one is remorting...also sets nogive before entering menu...
	-fixed bard alignment bug in one of the songs
	-added max_aliases to config file (roa.cfg) after maxdeathexploss
	-assure upon mud initialization that it runs under a vt100 environment... so external
	 spawning works ok...
	-wax color codes from logs and from www who and goss pages
	-added weight current and max to do_icount (inventory) display...
	-fixed olc range on travel_time and such on transports

2/14/98
-------
  v1.40	-major revamp (once again) in roa client-server comms, enough that 1st generation clients
	 will no longer be able to talk to latest servers... oh well, nobody had a client except
	 me anyways :P, see clicomm.c/.c and comm.c
	-added soundlist command so imms can list the available files in the sound dir... 

2/17/98
-------
  v1.41	-added zone OLCable music trigger and replay stuff, loading/saving/OLCable
	-added zone music trigger on do_move(), will add to do_goto and such

2/19/98
-------
  v1.42	-added music triggers on rooms/mobs and repeat timers to zon/room/mobs for
         repeating sound after a period of time
	-added -c to do_users for seeing who has client connections
	-added csend for immortals to send text messages to client
	-added failure message to spell_sleep
	-added verbage to do_say, you "ask/exclaim/say..."
	-even though druids arent really "in", let them cast spells in sparse.c

2/20/98
-------
  v1.43	-fixed GO/NOGO server side lockups relating to soundfile sends when client doesn't
	 respond immediately to server query
	-fixed spell swarm no affect message

2/21/98
-------
  v1.44	-decided to fork off every single thing that is sent from server to client to prevent
	 lag - where main server waits for sloppy/slow clients... (maybe I should just use
         UDP and forget about it...)
	-added clpidlist command for imms to get a list of currently forked off client sends
	-added sound_file freeing to zone/room/mob waxing and duping functions
	-only allow first letter of names to be capped

2/25/98
-------
  v1.45	-added cliedit command... why? attemping to add another large string editting
	 alternative.  For RoAClient users who build, if flagged CLIEDIT and they have
	 a client connection, a win95 editor will pop up, allow them to edit to their
	 delight, then hit done, then the string will pop back to the MUD... similar to
	 EXEDIT (where builder is spawned into spico), but this pops up an editor on the
	 builder's home machine where they can edit locally... neat stuff.

2/26/98
-------
  v1.46	-fixed some cliedit bugs
	-added COMMAND client message type, lets client send normal mud commands to mud

2/27/98
-------
  v1.47	-added some new mobproc mif comparisons, mif tarcharonquest and mif !tarcharonquest
	 to test if a particular character is currently DOING a particular quest
	-added mobproc command do_msoundsendchar which will send a soundfile to a character
	-added mobproc command do_soundsendroom which sends a soundfile to all in room
	-generalized return values from all ASPELL()s to provide at least basic messages
	 on irregular returns...

3/1/98
-------
	-some more tweaking of clpid lists and what happens when chars/descriptors are ripped
	 from the game whilst having files on queue to client dl
	-small fix to plshops, when creating a new one, added command to relink a char's plshop
	 list so they can immediately access it...
	-added yet another bitvector for mobs to make way for TRAINERS and ASSASSIN mobs
	-added mob TRAINER code which will allow chars to trade pracs for stats...
	-made train<->stat amount configurable via roa.cfg...

3/2/98
-------
	-protected immortal where buffer overflows
	-made non spellcasters able to train on 3/4 the amount of train_pracs of spellcasters
	 since spellcasters usually have MUCH more pracs to waste on training because their
	 spells cost so little in the way of practices
	-added NOTARGET mobflag t prevent certain mobs from being targettet by other mprocs
	-added roomaffect and roomflag WALLOFFOG, also mage/madept spell

3/7/98
-------
  v1.48	-cleaned up signal handling, ignore SIGCHLD on system calls
	-added many DEBUG_MAX debug logs to clicomm and exshell
	-added more error checking to room affect code to prevent invalid world referencing
	-moved shopkeep open/close logs to debug_max compiles only (lot of spam)
	-made sure all chars are freed upon shutdown, including descriptor chars
	-removed all stock castle code from mud (finally!), it can be done better with OLC now
	 anyways...

3/15/98
-------
	- (been workin on the win95 client)
	-view hidden bug fixed
	-spell haste now also checks for skill_hasten and viceversa
	-just ignore deaths of system calls in reaper without blocking SIGCHLD before we do a
	 system call, blocking caused the ignorance of some other dying children (yes, could
	 block, but it's much easier to just ignore -1 on a wait3())
	-changed max user markup percentage on objects to 999% (greedy people :P)
	-also made it possible to mark down items 99% (generous ppl :))

3/18/98
-------
  v1.49	-Welcome Darkenelf, an additional coder who will merge the best of Eternal MUD 
	 into this codebase and then continue to work with me to improve this MUDBase.
	-merged first small wave of EternalMUD features (do_ignore, De's macros, etc.)
	-hopefully fixed wizlist duping problem
	-fixed idle zone plshop crash on char load
	-added additional client message, mainly for the Win95 RoAClient MUDTerm...
	 MUDTERM_INFO_MSG, which will update MUD date/time automatically on the term
	-added do_listid() for players who wish to identify an item in a shopkeeps list
	 before buying it.
	-fixed a memory leak with do_ignore, also free up all gags on shutdown

3/23/98
-------
  v1.49.5 - Wave of Darkenelf's changes ...
	- - - - - - - -
   	-Added reveal and conceal. Both follow the mold of ignore, and allow selective 
	 invisibility/visibility.
   	-Dollar signs no longer double in channels or speech.
   	-Bits (such as roomflags, affections, etc) are now comma-separated.
   	-Modified 'users' command for better time tracking. Instead of Login@, and idletime 
	 measurement in ticks, we now have 'On for' and idletime measurement in seconds, 
	 minutes, and hours.
   	-Added functions in utils.c: time_format_1() - 3. 1 & 2 are used in the new users 
	 format...3 is for possible future use...
   	-The use of "me" and "self" is now more widely supported.
   	-The MUD now looks for 0.<name> as a player.
   	-Modified get_player_vis() in handler.c to prevent 0.player from working from across 
	 the MUD. Updated all instances throughout.
   	-Immorts that are following an immort that uses 'goto' will goto-follow that immort. 
	 Usual restrictions apply.
   	-Added char *reserved[] and a reserved_word() function, and replaced the str_cmp() 
	 checks for "self", "room" and "all" with this in the login name prompt.
   	-Heavy re-write on do_load() to allow loading by name. May later expand this to accept 
 	 numbered parameters (ie: 3.sword)
	- - - - - - - -

3/26/98
-------
  v1.5	-de - made sprintbit look a little nicer
	-de - added 4 more strings to exits for what char/others see when a particular exit
	      is moved through
	-de - changed do_users a bit with respect to idle time and login/time on
	-MAJOR ranger revamp, much skills/spells added and modified
	-fixed system zones not being reset on bootup
	-let imps set system zones online
	-let imps set level directly once more
	-added area of return/return spells to mages arsenal
	-added projection spell to mages arsenal

4/30/98
---------
	-thieves revamp began, new druid class continuing
	-added trap types possible on exits, objects, and rooms (snares)
	-added associated trap informational code
	-added lots of exit flags, like secret exits, jammed exits, !doorbash and
	 !knock along with code support inside for em
	-fixed crash bug in graph.c after do_move (if hunter dies on move)
	-many many thief skills comin in utilizing the new exit and trap code
	-added new liquid type pure poison for thieves to poison weapons and 
	 traps with
	-continue reordering some commands in interpreter after the rewrite in there
	-De's got a slew of druid spells coming in
	-added assocaited freeing and managment of traps
	-added anchor flag to all portals/gateways so they dont float away :)
	-added room entry snare check in check_death_trap() in move.c
	-fixed duplicate assassin vs assassin messages throughout
	-continual thief additions
	-added some logic in the round per round fighting
	-beginning new strcat and strcpy tracking... try to hunt out of
	 bounds writes...
	-more fight.c combat round logic adds
	-more thief skills, mage knock, warrior doorbash
	-have traps on rooms and exits freezable by zlocking, setting, 
	 and unlocking a zone (the same way exit stats work)
	-added freezable room affects as well
	-fixed follow bug introduced by trap add to check_death_trap()
	-fixed bootup misleading board errors to syslog

de-
  v1.60 -Added current date and time to users command output per Cyng's request.
   	-Added ACMD(do_commune) in speak.c, which combines whisper and ask. I
	 also added 'sayto' functionality to this. Added SCMD_ASK, SCMD_WHISPER,
	 and SCMD_SAYTO in interpreter.h and made appropriate changes to the
	 command pointers in interpreter.c. The sayto command can be found as
	 either sayto or " for a shortcut.
   	-Yanked the WATER_BREATHING spell and replaced it with ANIMATE_DEAD,
	 which I have yet to code. Affected files are sparse.c, druid.c, and
	 magic.h.
   	-Added charming to spell_earth_servant and spell_fire_servant in druid.c
   	-Added check in do_double for the 'forest warrior' spell.
   	-Added spell_touch_affects() in fight.c for spells such as wall of
	 brambles and wall of fire.
   	-Yanked the SPELL_AIR_WALK and haven't replaced it with anything
	 yet...Druids now get wings instead.
   	-Partial rewrite of do_cast to allow spellname abbreviation such as:
	 cast 'w o b' instead of 'wall of brambles'. Added the find_skill_num()
	 function for this.
   	-Added TAR_SELF_NONO to the spello() call for SPELL_THORNSTORM.
   	-Modified AFK to allow a message of up to 10 characters in
	 length...should this be a config option? Files affected are: misc.c,
	 structures.h, info.c, freeall.c
   	-Added checks and removal of wall of brambles and wall of fire in
	 end_combat_round() if the player is not fighting anymore and nobody in the
	 room is fighting the player.

5/20/98
---------
  v1.70 -finally found an annoying double freeing bug, eliminated it (freeall.c with instruments)
	-added linefeed to users stuff
	-added ability to log memory frees if needs be...(free_log)
	-added htown_portal room flag to port ppl to their hometowns
	-fixed assembly file location bug in texedit
	-V3 Client interface revamp, see cli_route.c and clicomm.c for updates
	 (no more server side client connection problems or lockups)

- 5/28/98
---------
	-major eq slot revamp, removed light, shield... added face, two ears and two more rings
	-added wherevector support to chars and objects (which is, olcable) to allow for
	 objs to occupy multiple slots... (two handed weapons, full suits of armor, etc.)
	-revamped spell_identify a bit, also works with wvectors now
	-fixed earthquake truce, !kill, and flight bypasses
	-removed objsave_child and objsave_next from autowear routines...
	-replaced one of them with owner_of (to save char's id who owns obj, primarily to correct
	 naming instruments on login)

- 5/30/98
---------
	-fixed some more instrument naming quirks

- 6/18/98
---------
	-much rework of roa client code (now version 1.5)
	-major addition: roomprocs.  LOTs of code there.
	-updated mobprocs as well, tags, race/class/gender targetting capabilities, etc.
	-no more gating to newbies
	-failed blindstrike causes wait_state of 3 now
	-new clientopt command, allows player server side to determine what should be
	 sent over to client (sound, who, inv, eq, channels, etc.) so as to not flood
	 clients with unwanted bandwidth
	-mega testing of client with server, nearly stress testing, ripped through it
	 very well on both sides.
	-autorun script fix to kill cli_router if mud doesnt get it first
	-reordered the cli_router kill and unlinking of local unix cli-ser socket

	-small peaceman bug, not telling the right ppl to stop fighting
	-cityguard, smart mobs speak in their language...

- 6/23/98
---------
	-more client side code updates, added more config options
	-fixed quest bug of never ending quest
	-MASSIVE (or it seemed so) skill array revamp, dialects now seperate array
	 both ripped from char_file_u and saved in seperate file in plrobjs area
	-added associated Lprac commands for dialects
	-added loading/saving and associated code to work with new loading/saving of skills
	 and dialects.
	-boils down to NO pfile limitations to skill array size, further expansion will not
	 require pwipe/pconverts
	-now fill skill_names array at bootup from spello() in sparse, no more worrying about
	 matching the order/slot with skill_names when adding skills...
	-genericized ***get_filename() func for files in plrobjs/XXXX directory into a 
	 get_pdata_filename() func, used with everything from quests to aliases to objects.


- 6/25/98
---------
	-spells more difficult to cast if caster is cursed
	-NPC/Immort waver on remort only objects


- 6/30/98
---------
	-cleaned up do_use, split it up better
	-moved most obj related routines in misc.c to objects.c
	-added tome objects to learn skills/spells from objects if madept type class
	-no sounds to client if in OLC (eases client side network thread queue on blocked cliedit
	 modal editor, though has no real affect server side one way or the other)

- 7/8/98
---------
	-updated grant things to work with new command structure
	-added ITEM_TOMEs, and associated functionality to olc and do_use
	-another update of the dialect/general skill array, rather large once more, works better and
	 will allow for easier expansion from now on
	-huge class and skill interaction update, includes runtime definition of classes, soon to be
	 OLCable
	-added regular long_string_arg client edit support (for those who like to use client for
	 building and want regular long description support in it)
	-minor fix in global, dont free configuration strings first time thru if using defaults, might
	 be affecting maxforarenawin variable, which is getting hosed sometimes

- 7/8/98
---------
	-huge revamp of descriptor menuing system, ripped out nanny, see descmenu.*... easier to add
	 additional menus and paths and whatnot to the initial connection menus (motd, main menu, char
	 creation menus, etc.)
	-ripped all initial login functions from interpreter.c, moved relevants to descmenu.c... descmenus
	 now take care of getting character into the game from initial connection... interpreter.c is now
	 only concerned with interpreting and routing commands to the appropriate place (+ some utilities)

- 7/20/98
---------
	-converted all editing (stock, string add, posting, writing, mailing) to use menuing system rather
	 than special cases in string_add.  Since now boards and mail msgs go thru var_string_arg somethin
	 er other, all of that CAN be done if you have a client connection up... (imm only right now, soon
	 not to be)... so posting, writing, olcing can all be done thru client editor for win95...
	-added alignment option upon login in descmenu.c

- 7/31/98
---------
	-still more (re)arranging and such of the descmenus, consistent headings, etc.
	-fixed flagtog crashbug, added grant support to it
	-fixed minor do_practice bug, showing last skill '\n' in list
	-added server side client-help support, client can get help index and particular help file
	 from server now... (soon have help functionality in client itself)
	-added server side hitmanamove updating of client... sorta... not sending it yet...

- 8/3/98
---------
	-fixed pretty big plshop-infinite-money-laundering-bug (found by atlas)
	-fixed some server forking things when dealing with cli_router, now restarts it if it dies and
	 gives imps ability to start it (restartrouter) if there was some error on bootup 
	(never released bind from previous run or something)
	-added bards songlist at some point cant remember when....
	-fixed range of qnum for mobs in m_olc (now 0 - max_quests rather than 1)

(Release is now 2.0.)


JTRhone |  De
  aka   |   aka
 Vall   | Darkenelf