So I recently changed the ways commands are loaded/saved/stored on my codebase but I am getting an error message on start up…. It compiles clean and I feel like its something simple that I am just over looking. So hopefully an extra set of eyes will help.
Error Message: Sun Aug 9 7:44:02AM 2015 :: [*****] BUG: fread_command: no match: Flags Sun Aug 9 7:44:02AM 2015 :: [*****] BUG: fread_command: no match: Flags Sun Aug 9 7:44:02AM 2015 :: [*****] BUG: fread_command: no match: Flags Sun Aug 9 7:44:02AM 2015 :: [*****] BUG: fread_command: no match: Flags Sun Aug 9 7:44:02AM 2015 :: [*****] BUG: fread_command: no match: Flags
But flags seem to be working correctly. I just disabled a command it stayed disabled and saved the flag correctly.
Example of how the saved/stored commands look: #COMMAND Name tell~ Code do_tell Position 106 Level 0 Log 0 Flags possessed~ Type 0 HText Syntax: gtell <message> Syntax: say <message> Syntax: tell <character> <message>
All of these commands send messages to other players. GTELL sends a message to all of the characters in your group, wherever they are, even if they are sleeping or stunned or dying. ';' is a synonym for GTELL.
SAY sends a message to all awake players in your room. The single quote '' ' is a synonym for SAY. TELL sends a message to one awake player anywhere in the world.
REPLY sends a message to the last player who sent you a TELL. REPLY will work even if you can't see the player, and without revealing their identity. This is handy for talking to invisible or switched immortal players. ~ HUpdatedby Lieos~ Hupdated 1319224931 End
/* * Mods by Trax * Fread in code into char* and try linkage here then * deal in the "usual" way I suppose.. */ command->do_fun = skill_function( command->fun_name ); if( command->do_fun == skill_notfound ) { bug( "%s: Function %s not found for %s", __FUNCTION__, command->fun_name, command->name ); free_command( command ); return; }
case 'N': KEY( "Name", command->name, fread_string( fp ) ); break;
case 'P': if ( !str_cmp(word, "Position") ) { fMatch = TRUE; command->position = fread_number(fp); if( command->position<100 ) { switch(command->position) { default: case 0: case 1: case 2: case 3: case 4: break; case 5: command->position=6; break; case 6: command->position=8; break; case 7: command->position=9; break; case 8: command->position=12; break; case 9: command->position=13; break; case 10: command->position=14; break; case 11: command->position=15; break; } } else command->position-=100; break; } break;
case 'T': KEY( "Type", command->type, fread_number(fp) ); break;
}
if( !fMatch ) { bug( "%s: no match: %s", __FUNCTION__, word ); fread_to_eol( fp ); } } }
Error Message:
Sun Aug 9 7:44:02AM 2015 :: [*****] BUG: fread_command: no match: Flags
Sun Aug 9 7:44:02AM 2015 :: [*****] BUG: fread_command: no match: Flags
Sun Aug 9 7:44:02AM 2015 :: [*****] BUG: fread_command: no match: Flags
Sun Aug 9 7:44:02AM 2015 :: [*****] BUG: fread_command: no match: Flags
Sun Aug 9 7:44:02AM 2015 :: [*****] BUG: fread_command: no match: Flags
But flags seem to be working correctly. I just disabled a command it stayed disabled and saved the flag correctly.
Example of how the saved/stored commands look:
#COMMAND
Name tell~
Code do_tell
Position 106
Level 0
Log 0
Flags possessed~
Type 0
HText Syntax: gtell <message>
Syntax: say <message>
Syntax: tell <character> <message>
All of these commands send messages to other players.
GTELL sends a message to all of the characters in
your group, wherever they are, even if they are sleeping
or stunned or dying. ';' is a synonym for GTELL.
SAY sends a message to all awake players in your room.
The single quote '' ' is a synonym for SAY.
TELL sends a message to one awake player anywhere in
the world.
REPLY sends a message to the last player who sent
you a TELL. REPLY will work even if you can't
see the player, and without revealing their identity.
This is handy for talking to invisible or switched
immortal players.
~
HUpdatedby Lieos~
Hupdated 1319224931
End
Fread Command code:
Its saved like this: