Since version v1 or v2.... what do you think 2.0 is? V2.0?

-----Original Message-----
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Valnir
Sent: Tuesday, February 28, 2006 8:14 AM
To: [email protected]
Subject: Re: Const vs Non-Const.

That's good to know, but our mud is about 10 yrs old, and on it's 5th major 
revision already. It has had OLC since around v1 or v2, and has had many 
custom mods done to it, so just plugging in OLC 2.0 wouldn't work too well. 
Thanks for the FYI though, and I'll keep that in mind if I ever decide to 
build one from scratch. :)

- Valnir

----- Original Message ----- 
From: "Ammaross Danan" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Monday, February 27, 2006 11:31 PM
Subject: Re: Const vs Non-Const.


> As an FYI, OLC 2.0 provides command-types such as these, as well as 
> auto-qsort when adding/removing commands.
>
> Ammaross Danan
> Realms of the Forgotten
> www.rotf.net 5000
>
>
> Valnir wrote:
>> I am aware of that. I went ahead and added an additional section to my 
>> table in the process. A "type" section. This way I can categorize all the

>> commands for various reasons, that being one of them.
>>
>> Directions (n,s,w,e,u,d) all got a category of CMD_COMMON, while normal 
>> commands got a category of CMD_GENERAL. Imm commands got CMD_IMM, builder

>> Imm commands got CMD_BLD and RP Imm commands got CMD_RP. While CMD_IMM, 
>> CMD_BLD, and CMD_RP aren't being used for sorting, it does allow me to 
>> sort them for my WizPower list and who has rights to use them. As for the

>> CMD_COMMON. Well, any command that is in that category get's put at the 
>> beginning of the sort list, reguardless of their alphabetical category.
>>
>> Did I miss anything?
>>
>> - Valnir
>>
>> ----- Original Message ----- From: "David Wilson" <[EMAIL PROTECTED]>
>> To: "Valnir" <[EMAIL PROTECTED]>; <[email protected]>
>> Sent: Monday, February 27, 2006 4:34 PM
>> Subject: Re: Const vs Non-Const.
>>
>>
>> One thing that may be a problem is that if you do strict alphabetic
>> substitution, you'll run in to things like if the player types 's' to
>> go south, it will map to 'say' instead.
>>
>> I think.
>>
>> I'm too lazy to look it up right now, though.
>>
>> On 2/27/06, Valnir <[EMAIL PROTECTED]> wrote:
>>> Richard,
>>>
>>> That was my impression as well, but I just wanted to check with all of 
>>> you
>>> guru's out there. I'll wait and see if everyone else confirms your 
>>> thought,
>>> but I'm pretty sure I'm safe on this one.
>>>
>>> - Valnir
>>>
>>> ----- Original Message -----
>>> From: "Richard Lindsey" <[EMAIL PROTECTED]>
>>> To: "Valnir" <[EMAIL PROTECTED]>; <[email protected]>
>>> Sent: Monday, February 27, 2006 3:23 PM
>>> Subject: RE: Const vs Non-Const.
>>>
>>>
>>> I may be wrong here, but I believe the const portion of it just makes it
>>> protected during runtime so that the structure itself can't be
>>> altered... so yeah, if you wanted to qsort it, you'd have to take that
>>> portion of it out... not quite sure of any disadvantages of it
>>> personally, as nothing should modify that structure in-game anyway,
>>> unless you explicitly code it to do that... But like I said at the
>>> beginning, I may be wrong here :D
>>>
>>> Richard Lindsey.
>>>
>>> -----Original Message-----
>>> From: Valnir [mailto:[EMAIL PROTECTED]
>>> Sent: Monday, February 27, 2006 2:25 PM
>>> To: [email protected]
>>> Subject: Const vs Non-Const.
>>>
>>> I have a question, should be a quick answer for you guys. What, if any,
>>> would be the disadvantage of changing my cmd_table from:
>>>
>>> const struct cmd_type cmd_table [] =
>>>
>>> to be just:
>>>
>>> struct cmd_type cmd_table [] =
>>>
>>> I need to take the "const" out of it so I can use qsort to sort the
>>> command
>>> table in memory. I just need to know from you guys what kind of headache
>>> I
>>> might be creating for myself.
>>>
>>> Thanks!
>>>
>>> - Valnir
>>>
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