eldhamud_2.3.3/clans/
eldhamud_2.3.3/councils/
eldhamud_2.3.3/doc/
eldhamud_2.3.3/doc/DIKU/
eldhamud_2.3.3/doc/DIKU/.svn/
eldhamud_2.3.3/doc/DIKU/.svn/prop-base/
eldhamud_2.3.3/doc/DIKU/.svn/text-base/
eldhamud_2.3.3/doc/MERC/
eldhamud_2.3.3/doc/MERC/.svn/
eldhamud_2.3.3/doc/SMAUG/.svn/
eldhamud_2.3.3/doc/SMAUG/mudprogs/
eldhamud_2.3.3/doc/SMAUG/mudprogs/.svn/
eldhamud_2.3.3/doc/mudprogs/
eldhamud_2.3.3/gods/
eldhamud_2.3.3/houses/
eldhamud_2.3.3/player/a/
SMAUG - Frequently asked questions

1) What is SMAUG?

  SMAUG (Simulated Medieval Adventure multiUser Game) is a multi-user
internet gaming system.  It is an extension of the MERC 2.1 gaming system
over the last approximately five years on Realms of Despair, by Thoric and
various other people he recruited as the game got larger.  In December of
1996, Thoric released SMAUG 1.01 for other games to use as a "code base",
or starter set of code to expand on as MERC 2.1 is the base for SMAUG.

2) Where can I get SMAUG?

  SMAUG may be obtained by ftping to ftp.game.org, in the /pub/smaug
directory, or can be downloaded from the world wide web at
http://www.game.org.

3a) I have SMAUG, now what?

  Well to start, make sure you have the version of SMAUG that you wish to
run.  The latest version is 1.02a as of the time of this writing.  The
latest version of SMAUG is usually linked to smaug.tgz.  If you wish to run
SMAUG under Windows 95 or Windows NT, you will also need the corresponding
smaugw32*.zip file.
  The installation procedure differs for Linux and other Unix flavors
(herein referred to as simply 'unix') and Windows.
  To install under unix, change to your home directory (cd ~), and move the
smaug.tgz into your home directory if you downloaded it to a different
directory.  Enter the command 'gunzip -cd smaug.tgz | tar -xvf -', without
the quotes.  This will create a directory called dist in your home
directory, and will place SMAUG and its data files in subdirectories beneath
that.  You will now need to change to ~/dist/src, and run make.  This will
compile SMAUG into an executable program.
  To run SMAUG, change to ~/dist/src, and run ./startup 4000.  Startup is a
script which will run SMAUG repetitively until a shutdown command is
executed by an immortal in the game.
  For Windows, you will need to obtain the program Winzip to decompress the
zipped files.  Winzip can be obtained on the world wide web from
http://www.tucows.com, among other places.  Run Winzip, and select
smaug.tgz.  Click on uncompress, and when it asks you where to unzip to,
enter C:\ (or whichever drive you would like).  Note that this creates it
own subdirectory, so it is best to install to the root directory of the
drive.  As with the unix installation, this will create C:\dist, and fill it
with SMAUG and its data files.  Now select the smaugw32*.zip file, and
uncompress it into C:\dist\src.  Move C:\dist\src\cygwin.dll into
C:\windows\system (or wherever your windows system directory is).
  To run under Windows, change to C:\dist\area (note: AREA directory.  SMAUG
expects to be run from here.  The startup script in unix does this
automatically), and run '..\src\smaug.exe 4000' (without the quotes).
  The Windows version does not have a batch file to keep rebooting SMAUG (at
least currently).  You will have to manually reboot the game if you crash.

3b) SMAUG defaults to port 4000, how do I change which port to run on?

  Run it with a different argument.  In unix, run ./startup <port>.  In
Windows, run ..\src\smaug.exe <port>.

4a) I compiled SMAUG under unix, but I'm getting two warnings in interp.c

  Older versions of Linux used a long int in the time structure.  If you
have one of these older versions, you will need to change the two %d's to
%ld's on line 551 in interp.c.  Other flavors of Unix may also see those
warnings, and the same fix applies.

4b) I compiled SMAUG under unix, but I'm getting other errors

  Some flavors of unix may require extra libraries, or may have slightly
different header files.  Consult with your system administrator if you do
not understand the errors.

4c) I compiled SMAUG under unix, or made my own port to Windows or another
    operating system, but I don't have crypt()

  Either define NOCRYPT in your makefile, or try to find the crypt library. 
Note that some flavors of unix DO have crypt, but needs the crypt library
linked in when the MUD compiles.  This is the same problem as question 4a.

5) I'm running SMAUG under Win95 or WinNT, but it won't run properly

  Make sure you installed everything according to question 3, and that you
are running SMAUG from the area directory.
  Also, Winzip doesn't create empty directories, which causes an error in
the 1.02a version of the Windows executable.  Below is a list of the empty
directories, but note that not all of them are required in the Windows
version (for example, the log directory, which is used by the startup script
in unix, which the Windows port has no equivalent of).
  The missing directories are:
    C:\dist\backup
    C:\dist\building
    C:\dist\corpses
    C:\dist\deleted
    C:\dist\gods
    C:\dist\log
    C:\dist\new
    C:\dist\player
    C:\dist\player\a
    C:\dist\player\b
    ...
    C:\dist\player\z

6a) I'm running something other than unix or Windows, can I use SMAUG?

  There is a Macintosh port of SMAUG which can be found on the MacOS web
pages at http://www.eden.com/~hsoi/mud/ and
http://rarloa-4.pr.mcs.net/~fear/.

  As far as I know, there are currently no ports of SMAUG to any other operating
systems up for ftp from ftp.game.org.  You will either have to write your own
port, or find someone who already has written a port to your operating system.

6b) I'm running Windows 3.1, can I use SMAUG?

  The currently available Windows ports of SMAUG are for 32-bit Windows. 
They will not run in 3.1's 16-bit environment.  I don't know if they can be
used with Win32s.  See question 6a.

7a) SMAUG is up and running, how do I connected?

  Load up your telnet program, and connect to port 4000 on localhost.  If
you do not know what a telnet program is, try the command
'telnet localhost 4000' (without the quotes).

7b) How can other people connect?

  You will need to know your ip address, or (if you have one) your host
name.  People can then telnet to port 4000 at that address.

8) SMAUG is up and running, why can't I be like God?

  Version 1.02 and 1.02a (and possibly others) have authorization turned on
by default.  You will need to load up your favorite text editor and edit
/dist/system/sysdata.dat, and change WaitForAuth to 0.  This will turn off
authorization.  Now log on as a new player and save.  Log off and edit your
player file and change Level to 65.  Player files are found in /dist/player. 
The subdirectories are the initials of the player names.  Select the
appropriate directory for your name.

9) What other known bugs are there in SMAUG?

  In release 1.02a (and possibly others) the vnum for hell has been
programmed in the source as room 8, but in the area, hell is vnum 6.  You
will have to shutdown the MUD and edit /dist/area/limbo.are.  Under #ROOMS,
change #6 to #8 (line 556 in the 1.02a release).  Under #RESETS, change 6 to
8 (line 1023).

10a) What can I do with SMAUG?

  Anything you'd like.  As long as you follow all three license agreements
(DIKU, MERC, and SMAUG), you are free to modify or distribute SMAUG as you'd
like.  Please read the license agreements completely.  If you do not agree
with any part of any of the three agreements, remove SMAUG and either find a
code base with whose license you can agree, or write your own code base.

10b) I don't run SMAUG, but I'd like to implement some of SMAUG's features
     into my game, am I allowed to do this?

  Yes.  You may use any part of SMAUG, as long as you follow all of the
license agreements as listed in question 10a.  The same license applies for
part of SMAUG as it does if you use SMAUG in its entirety.

10c) I run SMAUG, but I'd like to implement features from another code base,
     am I allowed to do this?

  Again, yes.  You must, however comply with the other code base's license
as well as those listed in question 10a.  This applies to any code that has
been written and released by an author other than yourself.

11) I want to build areas for SMAUG, but I don't know where to start

  There is extensive (if somewhat confusing) online help for building in
SMAUG, as well as a (out of date) text file in /dist/doc.  There is also a
web page dedicated to building on SMAUG, found at
http://www.erols.com/moodyg/olc.html.

12) Adding the power of Crayola -- inline color parsing

  SMAUG 1.02a (and possibly 1.02) have added the option of inline color
parsing - the ability to change colors from within a string, whether it be a
channel or a room description.  However, in the distribution this ability
has been limited to certain commands (such as help files).

12a) Adding color parsing to say and other one-liners -- act()

  Open comm.c and find the call to write_to_buffer on line 2740.  This line
should be in the function act(), and look like:

  write_to_buffer( to->desc, txt, strlen(txt) );

Change that line to read:

  send_to_char_color( txt, to );

12b) Adding color to the entire game!
Open mud.h, and goto the very end of the file.  Add the two lines:

  #define send_to_char	send_to_char_color
  #define send_to_pager	send_to_pager_color

This well tell the compiler to use the color counterparts whenever either of
those two functions are called.  Then in comm.c, comment out the two functions
send_to_char() and send_to_pager() so that the compiler won't be trying to
compile two compies of the same function (the real one and the one that's
created when the #defines are convertted by the preprocessor).

12c) I only want to add color part of the game, not all of it!

  This one you'll have to do by hand.  Start with copying ch_printf and
pager_printf to ch_printf_color and pager_printf_color respectively.  Change
the send_to_char and send_to_pager calls to send_to_char_color and
send_to_pager_color, which will activate the color routines for those two
functions.  If you only want some calls to act() parsed for color, but not
others, you will need to add a boolean to the parameter list and either call
the write_to_buffer or send_to_char_color as mentioned in 12a depending on
that boolean.

12d) I want to add color to the initial login screen, before players enter
     their names.

  This one is tough, because they won't have a character yet.  You will also
need to add another CON_ state to ask whether or not they would like ANSI
color before the screen is displayed, and a bool to DESCRIPTOR_DATA to
record their answer.  Probably the easiest would be to create a dummy character in
nanny(), such as the following:

  CHAR_DATA dummy;

  if (!d->character)
  {
    memset(&dummy, 0, sizeof(dummy));
    d->character = &dummy;
    dummy.desc = d;
    if (d->ansi) /* The bool mentioned above */
      SET_BIT(dummy.act, PLR_ANSI);
  }

You can then replace all the write_to_buffer()s with send_to_char_color()s
in nanny(), the same as was done in act() in 12a.
** Make sure you NULL-terminate all your strings before you
send_to_char_color() them.  The one in act() was NULL-terminated previously,
but there may be some in nanny() which aren't.

12e) How do I add color to the new player login sequence?

  The new player login is run through nanny() just as the initial login
screen would be once you added the 'Would you like color' prompt as
mentioned in 12d.  Therefore, the same procedure applies.

12f) Send_to_char_color is outputting two copies of everything -- the real
     copy and an uncolorized copy.

  In comm.c, around line 2302, there should be a line that looks like:
    write_to_buffer(d, prevstr, (colstr-prevstr));

  The problem comes when the first character in a string is a color code. 
It makes colstr equal to prevstr, so subtracting them returns 0, which
write_to_buffer() uses to mean find the length of the string itself, so the
result is write_to_buffer() writing out the full string and then the function
continuing the write the colorized string.

  Before that line, add the following, such as:

    if (colstr > prevstr)
      write_to_buffer(d, prevstr, (colstr-prevstr));

  This will make it so that write_to_buffer() is only called when subtracting
the two values returns a result greater than 0.

13a) What are all these string macros/functions?

  In SMAUG, strings have the ability to be hashed, but aren't necessarily. 
You must not mix up hashed and unhashed strings or bad things will happen.
The rule is:

STRALLOC()'d or fread_string()'d -> STRFREE()		/* hashed */
str_dup()'d or fread_string_nohash()'d -> DISPOSE()	/* not hashed */

  Any strings that you want to keep past the end of a function MUST be
allocated.  As a general rule, its also not a good idea to mix in the system
allocation functions -- it just adds more confusion, and the SMAUG functions
do the same job.
  QUICKLINK must only be used with hashed strings (STRALLOC/fread_string).  If
QUICKLINK is used on an unhashed string, bad things can result.
  QUICKMATCH should also only be used with hashed strings.  Although it won't
create a fatal error, it will always return FALSE on unhashed strings.

13b) Where do I use hashed strings and where do I use unhashed?

  Hashing is normally used for strings which are repeated in the MUD often
(mob names, object, names, etc), where as unhashed strings are more for
things that are a one-shot and are not likely to be duplicated (player
names, etc).  Having an unhashed string with the same literal characters as
a hashed string is not a problem, as long as they aren't the same physical
string (a player whose name is the same as a mob's name or something, for
example).

13c) What are all these other memory macros?

  CREATE() should always be used to allocate non-string memory, and DISPOSE()
should always be used to free it.  RECREATE() can be used to resize an old
block of memory, but be careful if you have other pointers into the same
memory block, as it may not return the same block as it was when you called
RECREATE().  These functions are basically overheads for the system
allocation routines, which again shouldn't be used in SMAUG for the sake of
simplicity.

13d) Whats this LINK/UNLINK/etc stuff?

  In a singly-linked list (like MERC/ROM/Envy uses), 'a' points to 'b',
which in turn points to 'c', looking somewhat like a->b->c->NULL.
  SMAUG uses doubly-linked lists.  This means that 'a' points to 'b', which
points both back to 'a' (prev), and forward to 'c' (next).  This structure
looks something like NULL<-a<->b<->c->NULL.  Doubly-linked lists, although
using a little bit more memory (4 bytes with 32bit pointers), is both much
easier to use and much faster to unlink (you already have a pointer to the
previous item in the list).  This also brings rise to the macros.

  LINK(): add a pointer to the END of a list.
  INSERT(): insert a pointer BEFORE the item 'insert'.  If you want to
	    insert an item after, reverse first, next, and prev in the call
	    (so it would be called INSERT(link, insert, last, prev, next),
	    which will insert it before insert, but backwards, so when the
	    list is read forward, link will be after insert.
  UNLINK(): remove a pointer from anywhere in a list.
  CHECK_LINKS(): Will run through a doubly-linked list and report any errors
		 in the list.  It will also attempt to fix the errors, but
		 if you DO see an error from CHECK_LINKS, you should
		 probably reboot the mud as soon as possible, as the error
		 correction routine is not overly intelligent.  It does what
		 it can, but you could easily lose part or all of the list.

14) I've read the FAQ, but still have questions.  Where do I turn?

  There is a mailing list set up for questions about SMAUG.  To subscribe
send an email to smaug-request@realms.game.org, with the line
'subscribe smaug' (without the quotes).