Date: Sat, 22 Dec 2001 20:51:19 -0300 From: Ivan Toledo To: rom@rom.org Subject: Some words Hi. I've been really busy in real life these last two years, and my interest in MUDs dropped to almost zero. Since the last OLC version I released, my mud was forced to go down for months and I stopped coding. So my mud's source hasn't been touched in years (1998-1999!). But I've been subscribed to this list all this time, reading almost every post. So, I'm releasing my mud's source code, available at ftp://alumnos.utem.cl/pub/mud/mudtem.tar.gz . I don't know if it compiles in its current state (my main development machines were my home's slackware 3 linux and school's AIX 3), but probably you guys will be able to figure things out. Some things that are included in the pack: - SLang, a C-like interpreter language I modded to make it work as a mob/room/whatever-programs interpreter. Beware that I made some modifications to SLang's source, so keep that in mind if you download a new version from the web. I also made an extension to the spell system so you can use "slangprogs" too, with some sample functions. - OLC 2 : this is probably VERY buggy, but ... - Virtual exits (I think). So you can have program-controlled exits (that add "commands" to a room). - Poker : a poker game that I'm VERY proud of :) with ANSI color. - Events : an event system someone posted to this list a looooooooooooooong way ago. I've also made a "generic" struct for players, objects, rooms, ... so you can pass *anything* to a command like, do_say. Of course this should be buggy... - Replaced some game loops (i.e., aggr) with events that happen only to "smart" mobs... - A "deathmatch" style arena. - A pair of new classes (i think). - A bunch of new, original and incomplete areas... - ANSI color, and an adaptation to make it work in ibm3151's terminals (with status bar support :D) - MOB memory... they hunt you down, and in general are a LOT harder than "normal" mobs. My players hated them. I think that they remembered you -across reboots-. Also they returned to their spawn position if they couldn't attack you (safe room, etc). They call fellow mobs for help too. And they are pretty smart, using only skills/spells available to them AND that have a chance of being useful (i.e., only use "blind" if the victim's not already blind, etc.). Also players could hunt too. And I also made "taxis", so newbie players could be guided to some special destinations via a payed mob. - A "hit-based" xp system... you gain xp based on the damage you made to your victim... so if you have a really good pet your pet will get more xp than you. I also allowed mobs to gain xp and levels, it was fun when the MUD announced "the beastly fido subio de nivel" :). Also you only raise you level when you get to your guildmaster and typed a command. Errr...and you can be multiclass too. - An "automated" maze generator that someone posted to a mailing list I don't remember right now, it regenerates every reboot. If players fail a "recall", they get sent there, and the maze gets filled with player-level hunting rats. - A total lack of documentation, and what's there it's in your favourite language, Spanish. - An "ignore" system, where you could ignore a player's output. - A corpse saving system. - A player-log system, where you can flag a player so every input from him/her gets logged. - Some special rooms get saved too... - A quest system with stuff you could buy from the questmaster. - A "score" system with ranks. - A "mapping" system for OLC developers. - A "petition" system for clan leaders, which works across reboots and doesn't need that the petitioner is logged in to make it a member of a clan. - A "player list". - A calculator from www.snippets.org. - And loads of crap I don't remember. Of course you WILL NOT use a "stock" version of my mud as a base but you're free to rip it as you like. And I did NOT made everything on this list but I modified a bunch of code. My mud's binary grew so large that it broke AIX's sucky compiler and had to switch to gcc. It's strange...