(11/00)
Events now use the same system for index as skills (gsn system of pointers to global ints). This system is far more extensible than the previous system.
(11/00)
Added a new secure trading interface. This code will be available as a snippet very soon.
(11/00)
Added the ability to bind to a single IP.
(10/00)
Squashed a particularly insidious bug that would cause regular crashes by adjusting the race of the target of the dirty fighting skill negative.
(10/00)
Adjusted training costs for magic.
(10/00)
Shadow door skill for ninjas. This is a spell which allows them to move through the shadows several rooms, even through closed doors! The number of rooms that they are able to move is equal to level/50, high level characters can move several rooms at once. In order to move through these rooms no door must have no_shadow and the rooms that they pass through shouldn't have too much light (ie they should have some shadow).
(06/00)
Added a system of large output buffers that can be recycled so that those large buffers created for one-off commands can be freed up (at least to be used by other people).
(06/00)
ident support for the windows version of the server.
(06/00)
Several minor fixes in mud programs, changes to the internal workings, bugfixes.
(06/00)
Optional support for the Mud Client Compression Protocol. This means less bandwidth usage at the cost of memory and speed. I have also hacked the TinyFugue client to include support for MCCP. Much thanks to Oliver Jowett for his work on this.
(06/00)
Bug-fix-o-Rama: parsing error in mud programs, buffer overflow in alias expansion, math error in changing alignment. Several entries in the new db tables fixed, missing entries added. Several typos located and squashed.
(06/00)
Added counting of data that is sent and received. This allows for better accounting.
(06/00)
DalekenMUD 1.12 is here. A new data file format, works perfectly and it is much more readable to me (it's in C style format and I might be a little prejudiced in that respect). Tests show that the new format is not only nicer, but more efficient - an unexpected bonus! Area files are smaller and they load quicker!
(06/00)
Small improvements made: fixing of const string references, deletion of objects and the dig command.
(06/00)
Added support for unique id numbers in mud programs.
(05/00)
Added a type of mud program that is loaded with an area and can be associated with multiple mobs.
(05/00)
The regeneration spell allows clerics to heal over a period of time. This uses events to heal a little every second, if no healing is required the amount of healing is only reduced by a little.
(05/00)
Created a global socials file, socials can be loaded with an area, but are now always stored here.
(05/00)
The become command allows players to switch to another character without having to actually disconnect.
(05/00)
Added code that will kill the mud if it starts using excessive amounts of CPU time.
(05/00)
Taunt, Rescue, Berserk. Now people can target taunt to distract a mob to attack them and so rescue someone. This will make the mob berserk. Any mob with berserk on, cannot be taunted or rescued from.
(05/00)
A complete revamp of the damage spells, standardised the damage and reviewed the costs and levels of spells. Virtually all spells have been affected.
(04/00)
Added a view of a skill for the slookup command that shows levels and a small amount of info about the skill/spell.
(04/00)
A complete code workover to enable use with Borland C++ Builder means that it compiles easily, it no longer requires Cygwin1.dll to run under Windoze.
(04/00)
Fixed the initiative/speed calculations to take the amount of weight carried into consideration.
(04/00)
A new skill: Sense Life, allows players to detect the presence of invisible creatures and players, only gives a number of life forces detected.
(04/00)
Added a full restore to the level gain functions.
(04/00)
Added a confiscate command for immortals.
(04/00)
Removed the pipe command for security reasons. Removed scriptsave, moved this to a separate .c file.
(03/00)
Added terminal velocity to character falling. Objects have no such limit.
(02/00)
Added a mob commands that allow safe open, close, lock and unlock for doors and containers. These commands give out no messages and no traps are triggered.
(02/00)
Added a new mud_prog command that allows the mobile to run a regular command with the visibility of a regular command. This in particular applies to mob commands that don't trigger other programs. In order to interpret a regular command, use the command "cmd".
(02/00)
New position: sitting.
(02/00)
Some of the mud programs now return values through the use of the retval and return builtin commands. These are integers, but for a large number of applications these are treated as C style booleans: 1 (or nonzero) - true, 0 - false. The changes are:
General
COMMAND_PROG - returns true if a pseudo command was fun.
Object programs
GIVE_PROG, DROP_PROG, LOOT_PROG, SAC_PROG, WEAR_PROG, REMOVE_PROG - on a return of false, they prevent whatever was going to happen.
Room programs
*GREET_PROG - a return of false prevents a character from entering.
DROP_PROG - a return of false prevents a character from dropping the object. *NEW PROGRAM*
SLEEP_PROG, REST_PROG - a return of zero prevents rest.
Also added a protection against triggering the same program while it is running (eg. forcing the player to sleep in a sleep_prog).
(02/00)
Prettied up the highest command, it's now framed like score and who.
(02/00)
Added a wait command to mud programs, this required a complete revamp of the parsing functions and use of the new event system. Several new commands can be used:
eval, halt, return, retval, wait, regmatch
there are some differences, but these will have no effect on current programs as they only affect the more complex programs.
(01/00)
'clan consider' command to show information on other clans.
(01/00)
Resting and sleeping on furniture, as in ROM.
(01/00)
KARMA for orders
add some for: remove some for:
(12/99)
Corpse and containers decay and the objects from inside are left in the room, or an enclosing container.
(12/99)
'group all' and 'group self' (disband) command added (aka LEXIMUD).
(12/99)
Added ident code, mostly copied and pasted from a patch by Dark@Igor for Dutch Mountains.
(11/99)
Changed fighting pulses to run from event system, fighting is now slightly different. Bonus attacks still exist.
(11/99)
Added events that would take care of ALL mob autonomous action. mobile_update(), the function that took 25% of CPU time on the old envy system, has been cut up and parcelled out, it no longer exists, all the parts probably take less CPU time now too.
(11/99)
Added regular expression matching to mudprog triggers.
(11/99)
Fixed the bug with deleting exits where they gave BUG messages.
(11/99)
Fixed a bug with time_prog checking, it now works.
(11/99)
More events:
(11/99)
Began addition of Event system.
(9/99)
Double pass on dispel magic.
(8/99)
Added planes, a new structure that contains a small amount of general information on the areas it contains, each plane has its own weather system.
(8/99)
Added a command prog trigger, every command that is run is checked against room, mobs and objects in room and inventory as a trigger, if the trigger is run, the normal command is not run.
(8/99)
Added the requirement that bandages be used to repair damaged body parts. To balance this, added a skill that allows people to not require bandages (all classes).
(8/99)
greet_prog/all_greet_prog/leave_prog.  Added an extra optional argument which is the directions that are valid for the prog.  leave_prog now triggers on all, not just on mobiles.
(8/99)
Added a new function to pick a target to fight in a standard way. Reduced the size of most of the offensive skill commands.
(8/99)
Removed the MURDER command.
(8/99)
Fixed a crash/hang bug with disconnect.
(8/99)
Damaged Body parts
(8/99)
Added a quote command, only accessible by immortals through the normal command interpreter. The command uses 'fortune' to produce a random quote when someone quits.
(8/99)
Added the CAST_PROG trigger which goes off when a spell is cast on a mob.
(8/99)
Added flag so that mobs running programs can see anything/anyone.
(8/99)
Added descriptions for areas, can be seen in 'where' and 'look area'
(7/99)
ITEM_GEM which can store mana
(7/99)
Added ispell interface as described by Erwin Andreasen.
(7/99)
Changed functions that used static char arrays to so they now return char * and require the passing of an extra argument, to reduce the huge static data segment (and to help make the program thread safe as if it is ever going to be threaded!)
(7/99)
Changed all calls to do_* and olc (as well as a fair number more) functions require a const char * argument, fixed all potential crash bugs revealed by this, where it was possible to try to change static strings.
(7/99)
Changed edit_mpadd to be in the format: mpadd <#num> <%type> <$args>
(7/99)
An extra mana slot for spells.
(7/99)
Juggle skill for Jesters
(6/99)
Spells and Skills
(6/99)
Poses for all classes.
(6/99)
Added bounty for player killers so people can set bounty on the heads of enemies.
(6/99)
fix the 'hire' command, base costs on the pet shops,
(6/99)
Added extra stuff to the mercenary code.
(6/99)
Security checks have been added to all mudprog commands.
(6/99)
The TOAD command can turn a player into anything (until slain).
(6/99)
Names that cannot be used for new players are stored in a file and this can be edited online.
(6/99)
Players can now learn languages.
(6/99)
Added colour to OLC displays.
(6/99)
Fun slay messages for mucking about immortals.
(6/99)
All port numbers are 12345.
(6/99)
Pload/Punload
(5/99)
Character creation allows 'help' and 'back' commands.
(5/99)
Cygwin32 support (Makefile and startup scripts).
(5/99)
Fire/Earth/Water/Air/Spirit Spells
(5/99)
Room and Object Programs