72 Commits

Author SHA1 Message Date
f6cbe30c10 Merge pull request 'grenzland-region' (#3) from agroschim/grenzland-mud:grenzland-region into master
Reviewed-on: kyonshi/grenzland-mud#3
2026-01-26 20:58:06 +01:00
agroschim
1127cb5d3e Bugfix in trigger #49100 2026-01-22 21:24:17 +01:00
60c28bbfee merge upstream 2026-01-22 21:03:28 +01:00
agroschim
168bdc20b7 First level of the library dungeon 2026-01-22 21:01:22 +01:00
1433fb4145 not needed 2026-01-22 17:32:38 +01:00
b38e0deaf8 test 2026-01-22 17:31:23 +01:00
agroschim
cd6d42146b Added more rooms to the Grenzland Building 2026-01-22 17:24:20 +01:00
1a6953dc9f Merge branch 'master' of https://gitea.wilderland.ovh/kyonshi/grenzland-mud 2026-01-22 12:25:26 +01:00
9b9bb8eab5 moving stuff around 2026-01-22 12:23:29 +01:00
agroschim
6fb926bd21 Made the shops work 2026-01-20 21:32:00 +01:00
agroschim
237948350d Restructured the zone and fleshed out the Grenzland Building. 2026-01-20 20:13:49 +01:00
agroschim
7ab0918c9c Add the first rooms of the Grenzland Building in Midgaard 2026-01-20 18:41:24 +01:00
b1844be82d Update README.md 2026-01-20 16:14:59 +01:00
8fd4d5b234 Merge branch 'master' of https://gitea.wilderland.ovh/kyonshi/grenzland-mud 2026-01-20 16:13:41 +01:00
5ac7427a6f Merge branch 'grenzland' 2026-01-20 16:11:17 +01:00
37ba5ea608 yep 2026-01-20 01:03:20 +01:00
agroschim
1678f66809 Initial commit 2026-01-19 21:29:53 +01:00
e0083e3767 Update README.md 2026-01-16 17:40:31 +01:00
8125d736c9 new branch Grenzland 2026-01-16 13:31:28 +01:00
c8e9cd8dc6 Update README.md 2026-01-16 13:27:16 +01:00
44a7ac0308 changes to text files 2026-01-16 13:24:46 +01:00
Thomas Arp
4e1680db1a KAIZEN remove webster from CMakeLists.txt (#158) 2025-11-07 23:53:23 +01:00
Thomas Arp
f6339b495e Feature/clang tidy (#154)
* First cmake list file, simple docs.

TODO: utils folder.

* Support for building utils

* All fields except HAVE_DOPRNT in place

* Now builds and runs :)

* Added support for clang-tidy, if available.
2025-07-02 22:34:57 +02:00
Thomas Arp
3e0c1ccc18 Support cmake (#153)
* First cmake list file, simple docs.

TODO: utils folder.

* Support for building utils

* All fields except HAVE_DOPRNT in place

* Now builds and runs :)
2025-07-02 22:23:10 +02:00
Thomas Arp
b9d84fc325 Make sure %target% also works in act triggers and code cleanup (#152)
* Make sure %target% works in act triggers

* code cleanup. Remove inline block, make variable names more understandable.

Ref https://www.tbamud.com/forum/4-development/4525-confused-over-piece-of-code-in-parse-room
2025-07-02 22:22:36 +02:00
Thomas Arp
bdaca46e79 Added a new trigger type for mobs, called "Damage", that triggers every (#151)
time the mob is harmed, through any means.

Valid return values: 
-1: prevents damage from occurring. Will also prevent a fight from
starting.
0: forces a miss.
>0 : the damage the mob will endure.

Available variables:
%actor%: the one doing the damage
%victim%: typically the same as %self% - the one being attacked
%damage%: the damage inflicted. Always a non-negative number.
%attacktype%: The attack type. Will be UNDEFINED when hitting with a
weapon.
2025-07-02 22:22:17 +02:00
Thomas Arp
f1794521cf Feature/issue 141 immort where (#142)
* perform_immort_where and print_object_location rewritten to handle paging.

Fixes #141

* A little more info in immort where now we have more space for output.

Fixes #141

* Added PRF_VERBOSE for toggling long output in where command.

Fixes #141

* Also toggle headers in `where x` depending on verbose-pref.

Fixes #141
2025-07-02 22:21:14 +02:00
Thomas Arp
89eb009c4f Remove webster lookup since it no longer works (#99)
* removed useless util/webster.c and fixed a couple of potential buffer overruns in the util functions

* removed stray utf-8 error chars. I guess someone has used an editor with fancy 's

* removed last webster integrations
2025-07-02 22:18:40 +02:00
Thomas Arp
9a0a096f85 Merge remote-tracking branch 'refs/remotes/origin/master' 2025-07-02 21:27:07 +02:00
Thomas Arp
ba7dc7bf6f convert docs files to utf-8 2025-07-02 21:26:19 +02:00
Thomas Arp
558e71eed8 ignore .idea from clion IDE 2025-07-02 21:25:34 +02:00
Marthammor
a4af23538f Add MTTS support (#150)
MTTS support - thanks to marthammer for the patch
2025-06-28 23:58:14 +02:00
Thomas Arp
b471ff195e avoid freeing obj_proto[].name. (#149)
fixes #148
2025-05-06 23:15:06 +02:00
Rumble
392f3d90b8 Staying ahead of the power curve 2025-04-16 12:24:37 -07:00
Thomas Arp
be8de64cf8 fix buffer overrun act.informative.c (#146)
Ref https://www.tbamud.com/kunena/4-development/5636-bug-in-do-toggle-in-act-informative-c#10540

Thanks to Ironfist for the fix
2025-02-19 21:18:39 +01:00
Rumble
5024dd8e66 Updated for 2025 release 2025-01-09 23:57:59 +00:00
Thomas Arp
69888a5d89 Update aedit.c (#145)
fixes #144 

Thanks to @gbstott for the bug report
2025-01-08 22:57:39 +01:00
haloway13
1ccb6adaee Update dg_olc.c (#143)
Better auto-formatting of dg_scripts. Thanks to haloway13 for the patch.
2025-01-01 11:05:54 +01:00
Thomas Arp
d3227f1300 Fix bug in process_output (#140)
Based on error report from JTP in the tbamud forums. If an attacker was able to start a session and then break the connection, the  process_output function would fail. This would trigger two calls to close_socket on the same descriptor. This in turn results in a double free on the character struct.

https://www.tbamud.com/kunena/4-development/5617-another-core-dump-not-long-after-the-one-earlier
Thanks to JTP for the bug report.
2024-12-30 12:30:29 +01:00
Thomas Arp
88b3027ec6 Bugfix/135 while freezes the mud (#138)
* Added loop counter per while instead of global. fixes #135

* Revert "Added loop counter per while instead of global. fixes #135"

This reverts commit 59cf6a1fb2.

* Remove extraneous reset of loop var.

Fixes #135

Thanks to bylins for the fix - https://github.com/bylins
2024-09-28 20:29:11 +02:00
Victor Augusto Borges Dias de Almeida
7036a15782 Changes to make the code compile normally on macOS. (#137)
Changes in configure to set crypt lib dynamically depending on the OS
2024-09-22 11:15:28 +02:00
welcor
e59420363a Merge branch 'master' of git@github.com:tbamud/tbamud.git 2024-09-16 22:26:44 +02:00
Thomas Arp
c838a513dd Added loop counter per while instead of global. fixes #135 (#136) 2024-09-16 22:25:29 +02:00
welcor
ed9e5e1c5a Merge branch 'master' of github.com:tbamud/tbamud 2024-06-20 22:48:59 +02:00
Dan Danese
762cb77c60 Fix a bug with the prior commit for handling triggers. It should have (#132)
continued the loop, not returned since it isn't likely to be the end of
the wld file.

Added the ability to specify multiple files on the command line. This
will load all files passed before processing into html files. This is to
fix the 'missing exits' from the output html files. The prior version
only worked on a single zone or wld file and generated incomplete
output. The record count was moved global to enable proper tracking of
the entire world. The index_boot function was modified to scan the files
first, get a record count, then start over and load the room records.

example usage: wld2html *.wld

This command will generate the entire world as one html file per room.

Fixed room number roll over. The original was using a short int which is
a 16bit int and rolls at 32k.

Fixed an issue where the html files would get negative names due to
integer rollover. It had something to do with sprintf an int using %d,
but only if you passed that to fopen. Casting the int (room number) to
a long before using sprintf with %ld fixed the issue.

Added the missing four directions from the dir_names array and defines.

Co-authored-by: Dan Danese <biouxtia@danese.us>
2024-06-20 19:56:51 +02:00
Thomas Arp
317286d051 Ignore project files on commit, and fix the automap bug showing two (#133)
descriptions
2024-06-20 19:31:20 +02:00
Dan Danese
ac711ffff8 Update wld2html.c (#131)
Triggers on elements of the room break this utility. Added code to toss them since we don't need them. Can add handling that pulls the trigger info later if desired, but too time consuming to index them before building the room for this simple tool.
2024-06-18 20:56:13 +02:00
Thomas Arp
cde4b84be1 Update FAQ.txt (#130)
Added info about generated maps for the areas on tbaMUD
2024-06-08 12:12:54 +02:00
Nick Schmoyer
5da67ddc6a Add missing lookup for flags in read_ibt (#128) 2024-03-02 23:11:28 +01:00
Roman Shapiro
b2d38522e0 Added new easy way of building TbaMUD in the Visual Studio through the CMake (#127)
* Added new experimental MSVC build way through CMake

* Small build/README.md fix
2023-11-19 04:04:39 +01:00
Serge
498b652546 fixed small bug in toggle showvnum (#125)
Thanks, @prool
2023-01-07 15:43:06 +01:00
Rumble
213e52d255 Updated for 2023 release 2023-01-02 14:23:51 +00:00
Steaphan Greene
79e2f91894 Fix (remove) rogue non-ascii character from socials.new. (#123)
This character isn't ascii, nor even utf8.  It doesn't serve any real
textual purpose either, so, just delete it.
2022-12-05 12:53:37 +01:00
Thomas Arp
7f495670f2 Bugfix: the "rest" is added but was never subtracted. (#120) 2022-11-16 23:08:51 +01:00
tjr1974
e9c9808a24 Update act.informative.c (#119)
Fixed formatting for readability.
Indentations should be correct.
Tested on fresh install. 
It does compile. 
Room descriptions display properly.
2022-11-16 23:08:33 +01:00
Thomas Arp
c9ebc7174c Create build.yml (#117)
Support for building pull requests with github actions
2022-11-06 23:41:31 +01:00
Thomas Arp
bde600051d Merge pull request #114 from Vatiken/master
Replaced missing semi-colon. -No Compile
2022-11-05 12:53:30 +01:00
Thomas Arp
a745935421 Merge pull request #113 from tbamud/zusuk-patch-1
Added check for NOTHING key in has_key()
2022-11-05 12:53:05 +01:00
Joseph
0ee3aac10d Replaced missing semi-colon. -No Compile 2022-11-04 21:02:35 -03:00
Thomas Arp
15074b1d93 Added check for NOTHING key in has_key() 2022-11-02 22:31:56 +01:00
Thomas Arp
8f67dd880c Merge pull request #110 from tjr1974/master
Fixes & Code Quality
2022-10-25 00:36:18 +02:00
tjr1974
34aca229df Update act.informative.c
Used code formatter to correct indentations and align all {} in lACMD(do_exits)
Checked for unmactched braces and found none.
My code editor shows all {} are matched.
2022-10-24 17:07:54 -05:00
tjr1974
041765438a Update act.informative.c
Used code formatter to correct indentations and align all {} in the look_at_room()
Checked for unmactched braces and found none.
My code editor shows all {} are matched.
2022-10-24 16:38:11 -05:00
tjr1974
59398b2fdc Update handler.c
Fixes indentations in obj_to_room()
2022-10-24 16:07:49 -05:00
tjr1974
97bd28ffd3 Update act.informative.c
Fixes unguarded blocks of code in ACMD(do_exits) that could cause the server to report scripted trigger events (mob movements, exit links to rooms being reassigned, and doors being opened or closed) as script errors. Particularly, if this code is copy and pasted into the do_auto_exits().
2022-10-23 15:29:43 -05:00
tjr1974
7039f9c402 Update act.informative.c
Fixes unguarded else clauses due to inconsistent use of {} in look_at_room().
2022-10-23 15:12:57 -05:00
tjr1974
3635026433 Update handler.c
Fixes the display order of objects in obj_to_room().
Objects are now displayed in the order they are placed/dropped. This prevents fountains, boards, etcetera from "moving" around the room.
2022-10-23 14:57:14 -05:00
Thomas Arp
16a46903e4 Merge pull request #103 from mackerel3/antipattern
use strncat(sizeof(...) - strlen(...) - 1)
2022-09-03 12:33:01 +02:00
Mackerel
2d8c05b4ed use strncat(sizeof(...) - strlen(...) - 1) 2022-09-03 00:11:03 -04:00
Thomas Arp
95d4da4972 Merge pull request #101 from ktpx/recent
inc size of name, max length names crash on addrecent due to buffer o…
2022-03-25 00:03:13 +01:00
Thomas
9c801f9ab6 inc size of name, max length names crash on addrecent due to buffer overflow 2022-03-24 22:46:43 +01:00
Rumble
5305783e1b Fixed World file errors 2021-03-06 19:29:28 +00:00
89 changed files with 3311 additions and 960 deletions

8
.clang-tidy Normal file
View File

@@ -0,0 +1,8 @@
Checks: >
-*,
clang-analyzer-*,
bugprone-*,
performance-*,
portability-*
#WarningsAsErrors: '*'
HeaderFilterRegex: 'src/.*'

19
.github/workflows/build.yml vendored Normal file
View File

@@ -0,0 +1,19 @@
name: C/C++ CI
on:
push:
branches: [ "master" ]
pull_request:
branches: [ "master" ]
jobs:
build:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v3
- name: configure
run: ./configure
- name: build
run: cd src && touch .accepted && make

87
.gitignore vendored
View File

@@ -10,3 +10,90 @@ src/util/Makefile
src/.accepted src/.accepted
src/depend src/depend
src/util/depend src/util/depend
build/*
# Do not commit files from players
lib/plrfiles/A-E/*
lib/plrfiles/F-J/*
lib/plrfiles/K-O/*
lib/plrfiles/P-T/*
lib/plrfiles/U-Z/*
lib/plrfiles/ZZZ/*
lib/plrfiles/index
# but do commit the placeholders
!lib/plrfiles/A-E/00
!lib/plrfiles/F-J/00
!lib/plrfiles/K-O/00
!lib/plrfiles/P-T/00
!lib/plrfiles/U-Z/00
!lib/plrfiles/ZZZ/00
# or vars
lib/plrvars/A-E/*
lib/plrvars/F-J/*
lib/plrvars/K-O/*
lib/plrvars/P-T/*
lib/plrvars/U-Z/*
lib/plrvars/ZZZ/*
lib/plrvars/index
# except the placeholders
!lib/plrvars/A-E/00
!lib/plrvars/F-J/00
!lib/plrvars/K-O/00
!lib/plrvars/P-T/00
!lib/plrvars/U-Z/00
!lib/plrvars/ZZZ/00
# or objects
lib/plrobjs/A-E/*
lib/plrobjs/F-J/*
lib/plrobjs/K-O/*
lib/plrobjs/P-T/*
lib/plrobjs/U-Z/*
lib/plrobjs/ZZZ/*
lib/plrobjs/index
# except the placeholders
!lib/plrobjs/A-E/00
!lib/plrobjs/F-J/00
!lib/plrobjs/K-O/00
!lib/plrobjs/P-T/00
!lib/plrobjs/U-Z/00
!lib/plrobjs/ZZZ/00
#don't commit logs
!log/*
!syslog.CRASH
# also not autogenerated config file
/lib/etc/config
# or the list of last logins
/lib/etc/last
# or mail
lib/etc/plrmail
#or time
lib/etc/time
# test object files, etc
src/test/depend
src/test/*.o
src/test/testfile
# ide etc.
.vscode
.project
.settings
.idea
.cproject
# macOS generated files
.DS_Store
.DS_Store?
._*
.Spotlight-V100
.Trashes
ehthumbs.db
Thumbs.db

407
CMakeLists.txt Normal file
View File

@@ -0,0 +1,407 @@
cmake_minimum_required(VERSION 3.12)
project(TbaMUD C)
set(CMAKE_C_STANDARD 99)
# Include checker modules
include(CheckFunctionExists)
include(CheckIncludeFile)
include(CheckTypeSize)
include(CheckStructHasMember)
include(CheckSymbolExists)
include(CheckCSourceCompiles)
# Output paths
set(BIN_OUTPUT_DIR ${CMAKE_SOURCE_DIR}/bin)
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${BIN_OUTPUT_DIR})
# Include source and build paths
include_directories(src ${CMAKE_BINARY_DIR})
# ========== Compiler flags ==========
if (CMAKE_COMPILER_IS_GNUCC)
include(CheckCCompilerFlag)
check_c_compiler_flag(-Wall SUPPORTS_WALL)
check_c_compiler_flag(-Wno-char-subscripts SUPPORTS_WNO_CHAR_SUBSCRIPTS)
if (SUPPORTS_WALL)
set(MYFLAGS "-Wall")
if (SUPPORTS_WNO_CHAR_SUBSCRIPTS)
set(MYFLAGS "${MYFLAGS} -Wno-char-subscripts")
endif()
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} ${MYFLAGS}")
endif()
endif()
# clang-tidy if available
find_program(CLANG_TIDY_EXE NAMES clang-tidy)
if(CLANG_TIDY_EXE AND STATIC_ANALYSIS)
message(STATUS "clang-tidy enabled: ${CLANG_TIDY_EXE}")
set(CMAKE_C_CLANG_TIDY "${CLANG_TIDY_EXE}")
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
else()
message(WARNING "clang-tidy not found. Static analysis disabled.")
endif()
# ========== Header checks ==========
check_include_file("fcntl.h" HAVE_FCNTL_H)
check_include_file("errno.h" HAVE_ERRNO_H)
check_include_file("string.h" HAVE_STRING_H)
check_include_file("strings.h" HAVE_STRINGS_H)
check_include_file("limits.h" HAVE_LIMITS_H)
check_include_file("sys/select.h" HAVE_SYS_SELECT_H)
check_include_file("sys/wait.h" HAVE_SYS_WAIT_H)
check_include_file("sys/types.h" HAVE_SYS_TYPES_H)
check_include_file("unistd.h" HAVE_UNISTD_H)
check_include_file("memory.h" HAVE_MEMORY_H)
check_include_file("assert.h" HAVE_ASSERT_H)
check_include_file("arpa/telnet.h" HAVE_ARPA_TELNET_H)
check_include_file("arpa/inet.h" HAVE_ARPA_INET_H)
check_include_file("sys/stat.h" HAVE_SYS_STAT_H)
check_include_file("sys/socket.h" HAVE_SYS_SOCKET_H)
check_include_file("sys/resource.h" HAVE_SYS_RESOURCE_H)
check_include_file("netinet/in.h" HAVE_NETINET_IN_H)
check_include_file("netdb.h" HAVE_NETDB_H)
check_include_file("signal.h" HAVE_SIGNAL_H)
check_include_file("sys/uio.h" HAVE_SYS_UIO_H)
check_include_file("mcheck.h" HAVE_MCHECK_H)
check_include_file("stdlib.h" HAVE_STDLIB_H)
check_include_file("stdarg.h" HAVE_STDARG_H)
check_include_file("float.h" HAVE_FLOAT_H)
if (HAVE_STDLIB_H AND HAVE_STDARG_H AND HAVE_STRING_H AND HAVE_FLOAT_H)
set(STDC_HEADERS 1)
endif()
# macros
macro(check_run_return_value CODE EXPECTED_RESULT VAR_NAME)
set(_file "${CMAKE_BINARY_DIR}/check_run_${VAR_NAME}.c")
file(WRITE "${_file}" "${CODE}")
try_run(_run_result _compile_result
${CMAKE_BINARY_DIR} ${_file}
)
if (_compile_result EQUAL 0 AND _run_result EQUAL ${EXPECTED_RESULT})
set(${VAR_NAME} TRUE)
else()
set(${VAR_NAME} FALSE)
endif()
endmacro()
# ========== Function checks ==========
foreach(FUNC gettimeofday select snprintf strcasecmp strdup strerror
stricmp strlcpy strncasecmp strnicmp strstr vsnprintf vprintf
inet_addr inet_aton)
string(TOUPPER "${FUNC}" _upper_name)
check_function_exists(${FUNC} HAVE_${_upper_name})
endforeach()
if (NOT HAVE_VPRINTF)
check_function_exists(_doprnt HAVE_DOPRNT)
endif()
# ========== Type checks ==========
check_type_size("pid_t" HAVE_PID_T)
check_type_size("size_t" HAVE_SIZE_T)
check_type_size("ssize_t" HAVE_SSIZE_T)
set(CMAKE_EXTRA_INCLUDE_FILES "sys/socket.h")
check_type_size("socklen_t" HAVE_SOCKLEN_T)
unset(CMAKE_EXTRA_INCLUDE_FILES)
if (NOT HAVE_PID_T)
set(pid_t int)
endif()
if (NOT HAVE_SIZE_T)
set(size_t "unsigned")
endif()
if (NOT HAVE_SSIZE_T)
set(ssize_t int)
endif()
if (NOT HAVE_SOCKLEN_T)
set(socklen_t int)
endif()
# ========== const ==========
check_c_source_compiles("
int main() {
/* Ultrix mips cc rejects this. */
typedef int charset[2]; const charset x;
/* SunOS 4.1.1 cc rejects this. */
char const *const *ccp;
char **p;
/* NEC SVR4.0.2 mips cc rejects this. */
struct point {int x, y;};
static struct point const zero = {0,0};
/* AIX XL C 1.02.0.0 rejects this.
It does not let you subtract one const X* pointer from another in an arm
of an if-expression whose if-part is not a constant expression */
const char *g = \"string\";
ccp = &g + (g ? g-g : 0);
/* HPUX 7.0 cc rejects these. */
++ccp;
p = (char**) ccp;
ccp = (char const *const *) p;
{ /* SCO 3.2v4 cc rejects this. */
char *t;
char const *s = 0 ? (char *) 0 : (char const *) 0;
*t++ = 0;
}
{ /* Someone thinks the Sun supposedly-ANSI compiler will reject this. */
int x[] = {25, 17};
const int *foo = &x[0];
++foo;
}
{ /* Sun SC1.0 ANSI compiler rejects this -- but not the above. */
typedef const int *iptr;
iptr p = 0;
++p;
}
{ /* AIX XL C 1.02.0.0 rejects this saying
\"k.c\", line 2.27: 1506-025 (S) Operand must be a modifiable lvalue. */
struct s { int j; const int *ap[3]; };
struct s *b; b->j = 5;
}
{ /* ULTRIX-32 V3.1 (Rev 9) vcc rejects this */
const int foo = 10;
}
; return 0; }
" HAVE_CONST)
if (HAVE_CONST)
set(CONST_KEYWORD const)
else()
set(CONST_KEYWORD "")
endif()
# ========== Struct checks ==========
if (HAVE_NETINET_IN_H)
check_struct_has_member("struct in_addr" s_addr netinet/in.h HAVE_STRUCT_IN_ADDR)
endif()
# ========== crypt()/libcrypt ==========
find_library(CRYPT_LIBRARY crypt)
if (CRYPT_LIBRARY)
message(STATUS "Found libcrypt: ${CRYPT_LIBRARY}")
list(APPEND EXTRA_LIBS ${CRYPT_LIBRARY})
set(_saved_lib_list ${CMAKE_REQUIRED_LIBRARIES})
set(CMAKE_REQUIRED_LIBRARIES ${CRYPT_LIBRARY})
check_include_file("crypt.h" HAVE_CRYPT_H)
check_function_exists(crypt CIRCLE_CRYPT)
check_run_return_value("
#include <string.h>
#include <unistd.h>
${HAVE_CRYPT_H} ? \"#include <crypt.h>\" : \"\"
int main(void)
{
char pwd[11], pwd2[11];
strncpy(pwd, (char *)crypt(\"FooBar\", \"BazQux\"), 10);
pwd[10] = '\\\\0';
strncpy(pwd2, (char *)crypt(\"xyzzy\", \"BazQux\"), 10);
pwd2[10] = '\\\\0';
if (strcmp(pwd, pwd2) == 0)
exit(0);
exit(1);
}
" 0 HAVE_UNSAFE_CRYPT)
set(CMAKE_REQUIRED_LIBRARIES ${_saved_lib_list})
endif()
# ========== network libs ==========
check_function_exists(gethostbyaddr HAVE_GETHOSTBYADDR)
if (NOT HAVE_GETHOSTBYADDR)
message(STATUS "gethostbyaddr() not available, trying nsllib")
find_library(NSL_LIBRARY nsl)
if (NSL_LIBRARY)
message(STATUS "...nsllib found.")
list(APPEND EXTRA_LIBS ${NSL_LIBRARY})
endif()
endif()
check_function_exists(socket HAVE_SOCKET)
if (NOT HAVE_SOCKET)
message(STATUS "socket() not available, trying socketlib")
find_library(SOCKET_LIBRARY socket)
if (SOCKET_LIBRARY)
message(STATUS "...socketlib found")
list(APPEND EXTRA_LIBS ${SOCKET_LIBRARY})
endif()
endif()
# ========== time.h needs special treatment ==========
check_include_file("sys/time.h" HAVE_SYS_TIME_H)
check_include_file("sys/time.h" HAVE_TIME_H)
if (HAVE_SYS_TIME_H AND HAVE_TIME_H)
check_c_source_compiles("
#include <sys/types.h>
#include <sys/time.h>
#include <time.h>
int main() {
struct tm *tp;
; return 0; }
" TIME_WITH_SYS_TIME)
endif()
# ========== Determine return value of signal() ==========
check_c_source_compiles("
#include <signal.h>
int handler(int sig) { return 0; }
int main() {
signal(SIGINT, handler);
return 1;
}
" SIGNAL_RETURNS_INT FAIL_REGEX ".*incompatible pointer type.*")
check_c_source_compiles("
#include <signal.h>
void handler(int sig) { }
int main() {
signal(SIGINT, handler);
return 1;
}
" SIGNAL_RETURNS_VOID FAIL_REGEX ".*incompatible pointer type.*")
if (SIGNAL_RETURNS_INT)
message(STATUS "signal() returns int.")
set(RETSIGTYPE int)
elseif (SIGNAL_RETURNS_VOID)
message(STATUS "signal() returns void.")
set(RETSIGTYPE void)
else()
message(FATAL_ERROR "Could not determine return value from signal handler.")
endif()
# ========== Define general UNIX-system ==========
if (UNIX)
set(CIRCLE_UNIX 1)
endif()
set(PROTO_FUNCTIONS
accept
bind
gettimeofday
atoi
atol
bzero
chdir
close
fclose
fcntl
fflush
fprintf
fputc
fread
fscanf
fseek
fwrite
getpeername
getpid
getrlimit
getsockname
htonl
htons
inet_addr
inet_aton
inet_ntoa
listen
ntohl
perror
printf
qsort
read
remove
rewind
select
setitimer
setrlimit
setsockopt
snprintf
sprintf
sscanf
strcasecmp
strdup
strerror
stricmp
strlcpy
strncasecmp
strnicmp
system
time
unlink
vsnprintf
write
socket
)
configure_file(
${CMAKE_SOURCE_DIR}/src/conf.h.cmake.in
${CMAKE_BINARY_DIR}/tmp_conf.h
)
macro(check_function_prototype FUNCTION)
set(_code "
#define NO_LIBRARY_PROTOTYPES
#define __COMM_C__
#define __ACT_OTHER_C__
#include \"${CMAKE_BINARY_DIR}/tmp_conf.h\"
#include \"${CMAKE_SOURCE_DIR}/src/sysdep.h\"
#ifdef ${FUNCTION}
error - already defined!
#endif
void ${FUNCTION}(int a, char b, int c, char d, int e, char f, int g, char h);
int main() {
; return 0; }
")
string(TOUPPER "${FUNCTION}" _upper_name)
check_c_source_compiles("${_code}" NEED_${_upper_name}_PROTO FAIL_REGEX ".*incompatible pointer type.*")
if (NEED_${_upper_name}_PROTO)
message(STATUS "${FUNCTION}() has no prototype, NEED_${_upper_name}_PROTO set!")
else()
message(STATUS "${FUNCTION}() has a prototype, not setting NEED_${_upper_name}_PROTO")
endif()
endmacro()
foreach (FUNC ${PROTO_FUNCTIONS})
check_function_prototype(${FUNC})
endforeach()
# ========== Generate conf.h ==========
configure_file(
${CMAKE_SOURCE_DIR}/src/conf.h.cmake.in
${CMAKE_BINARY_DIR}/conf.h
)
# ========== Source-filer ==========
file(GLOB SRC_FILES src/*.c)
# ========== Bygg kjørbar ==========
add_executable(circle ${SRC_FILES})
target_link_libraries(circle ${EXTRA_LIBS})
add_subdirectory(src/util)
if (MEMORY_DEBUG)
message(STATUS "MEMORY_DEBUG is activated, setting up zmalloc")
target_compile_definitions(circle PRIVATE MEMORY_DEBUG)
endif()

View File

@@ -1,3 +1,5 @@
Files for tbaMUD.
Files for Grenzland-MUD
Files for grenzland-mud, forked from tbamud

71
configure vendored
View File

@@ -1227,18 +1227,28 @@ if eval "test \"`echo '$ac_cv_func_'crypt`\" = yes"; then
cat >> confdefs.h <<\EOF cat >> confdefs.h <<\EOF
#define CIRCLE_CRYPT 1 #define CIRCLE_CRYPT 1
EOF EOF
CRYPTLIB="-lcrypt"
echo "CRYPTLIB set to: $CRYPTLIB" 1>&6
else else
echo "$ac_t""no" 1>&6 echo "$ac_t""no" 1>&6
echo $ac_n "checking for crypt in -lcrypt""... $ac_c" 1>&6 echo $ac_n "checking for crypt in -lcrypt""... $ac_c" 1>&6
echo "configure:1235: checking for crypt in -lcrypt" >&5 echo "configure:1235: checking for crypt in -lcrypt" >&5
ac_lib_var=`echo crypt'_'crypt | sed 'y%./+-%__p_%'`
if eval "test \"`echo '$''{'ac_cv_lib_$ac_lib_var'+set}'`\" = set"; then OS_NAME=$(uname)
echo $ac_n "(cached) $ac_c" 1>&6 if [ "$OS_NAME" = "Darwin" ]; then
else # macOS: No need for -lcrypt
ac_save_LIBS="$LIBS" CRYPTLIB=""
LIBS="-lcrypt $LIBS" echo "CRYPTLIB not needed on macOS" 1>&6
cat > conftest.$ac_ext <<EOF else
# Other systems (Linux): Use -lcrypt
ac_lib_var=`echo crypt'_'crypt | sed 'y%./+-%__p_%'`
if eval "test \"`echo '$''{'ac_cv_lib_$ac_lib_var'+set}'`\" = set"; then
echo $ac_n "(cached) $ac_c" 1>&6
else
ac_save_LIBS="$LIBS"
LIBS="-lcrypt $LIBS"
cat > conftest.$ac_ext <<EOF
#line 1243 "configure" #line 1243 "configure"
#include "confdefs.h" #include "confdefs.h"
/* Override any gcc2 internal prototype to avoid an error. */ /* Override any gcc2 internal prototype to avoid an error. */
@@ -1250,30 +1260,29 @@ int main() {
crypt() crypt()
; return 0; } ; return 0; }
EOF EOF
if { (eval echo configure:1254: \"$ac_link\") 1>&5; (eval $ac_link) 2>&5; } && test -s conftest${ac_exeext}; then if { (eval echo configure:1254: \"$ac_link\") 1>&5; (eval $ac_link) 2>&5; } && test -s conftest${ac_exeext}; then
rm -rf conftest* rm -rf conftest*
eval "ac_cv_lib_$ac_lib_var=yes" eval "ac_cv_lib_$ac_lib_var=yes"
else else
echo "configure: failed program was:" >&5 echo "configure: failed program was:" >&5
cat conftest.$ac_ext >&5 cat conftest.$ac_ext >&5
rm -rf conftest* rm -rf conftest*
eval "ac_cv_lib_$ac_lib_var=no" eval "ac_cv_lib_$ac_lib_var=no"
fi fi
rm -f conftest* rm -f conftest*
LIBS="$ac_save_LIBS" LIBS="$ac_save_LIBS"
fi
fi if eval "test \"`echo '$ac_cv_lib_'$ac_lib_var`\" = yes"; then
if eval "test \"`echo '$ac_cv_lib_'$ac_lib_var`\" = yes"; then echo "$ac_t""yes" 1>&6
echo "$ac_t""yes" 1>&6 cat >> confdefs.h <<\EOF
cat >> confdefs.h <<\EOF
#define CIRCLE_CRYPT 1 #define CIRCLE_CRYPT 1
EOF EOF
CRYPTLIB="-lcrypt" CRYPTLIB="-lcrypt"
else echo "CRYPTLIB set to: $CRYPTLIB on Linux" 1>&6
echo "$ac_t""no" 1>&6 else
fi echo "$ac_t""no" 1>&6
fi
fi
fi fi

View File

@@ -257,6 +257,9 @@ http://tbamud.com
All donated areas have been added to the latest version of tbaMUD. If you All donated areas have been added to the latest version of tbaMUD. If you
wish to donate some of your own work stop by the Builder Academy. wish to donate some of your own work stop by the Builder Academy.
https://github.com/rds1983 has generated maps of all the existing areas,
and they can be found here: https://mudmapbuilder.github.io/
2.3. I have questions about tbaMUD. Where should I go? 2.3. I have questions about tbaMUD. Where should I go?
Stop by The Builder Academy at tbamud.com 9091 or the website at: Stop by The Builder Academy at tbamud.com 9091 or the website at:

View File

@@ -1,7 +1,7 @@
Updated: Apr 2007 Updated: Apr 2007
tbaMUD README tbaMUD README
------------- -------------
All requests for help or bugs should be reported to: builderacademy.net 9091. All requests for help or bugs should be reported to: tbamud.com 9091.
Information about CircleMUD can be found at the CircleMUD Home Page and FTP: Information about CircleMUD can be found at the CircleMUD Home Page and FTP:
http://www.circlemud.org http://www.circlemud.org

93
doc/README.CMAKE.md Normal file
View File

@@ -0,0 +1,93 @@
Updated 2025-04
## Building TbaMUD with the cmake tool
# Building with CMake
This document describes how to configure, build and install tbamud
from source code using the CMake build tool. To build with CMake, you of
course first have to install CMake. The minimum required version of CMake is
specified in the file `CMakeLists.txt` found in the top of the tbamud source
tree. Once the correct version of CMake is installed you can follow the
instructions below for the platform you are building on.
CMake builds can be configured either from the command line, or from one of
CMake's GUIs.
NOTE: The current CMakeLists.txt only supports linux.
# Configuring
A CMake configuration of tbamud is similar to the autotools build of curl.
It consists of the following steps after you have unpacked the source.
We recommend building with CMake on Windows.
## Using `cmake`
You can configure for in source tree builds or for a build tree
that is apart from the source tree.
- Build in a separate directory (parallel to the source tree in this
example). The build directory is created for you. This is recommended over
building in the source tree to separate source and build artifacts.
```shell
$ cmake -B build -S .
```
- Build in the source tree. Not recommended.
```shell
$ cmake -B .
```
The examples below will assume you have created a build folder.
The above commands will generate the build files. If you need to regenerate
the files, you can delete the cmake cache file, and rerun the above command:
```shell
$ rm build/CMakeCache.txt
```
Once the build files are generated, the build is run with cmake
```shell
$ cmake --build build
```
This will generate the object files in a subdirectory under the specified
build folder and link the executable. The resulting binaries will be in the
bin/ folder.
### Utilities
It is possible to build only single tools, none or all of them,
by specifying the target in the build command:
```shell
# only build the mud
$ cmake --build build --target circle
# only build tools
$ cmake --build build --target utils
# only build one tool
$ cmake --build build --target wld2html
```
### Debugging memory
In case you want to run the mud with memory debugging turned on, you
can set the MEMORY_DEBUG flag during configuration by specifying the
flag:
```shell
$ cmake -B build -S . -DMEMORY_DEBUG:int=1
$ cmake --build build
```
When the mud is shut down, the zmalloc code will identify any leaks in your code.
Note that memory debugging may consume quite a lot of memory and take some time
to be handled on shutdown.

21
doc/README.MSVC2022 Normal file
View File

@@ -0,0 +1,21 @@
Updated: Apr 2025
Compiling CircleMUD under Microsoft Windows XP
using Microsoft Visual C++ 2022 (8.0)
### Overview
This guide describes how to build TbaMUD in the Visual Studio through the new experimental CMake environment.
### Prerequisites
* [Visual Studio 2022+](https://visualstudio.microsoft.com/ru/vs/)
* [CMake 3.27+](https://cmake.org/)
### Build Steps
1. Goto the folder `src` and copy `conf.h.win` to `conf.h`.
2. Run this command in the root folder:
cmake -B build -S . -G "Visual Studio 17 2022"
3. Open `build/circle.sln` in Visual Studio.
4. Compile and run.

View File

@@ -24,7 +24,7 @@ Contents
1.1 Overview 1.1 Overview
The act() function is used to process and send strings of text to characters The act() function is used to process and send strings of text to characters
in a room. It can be used to send the same basic string to a number of in a room. It can be used to send the same basic string to a number of
characters filling in certain segments designated by control characters characters filling in certain segments designated by control characters
in different ways, dependant on what each character can see and who each in different ways, dependant on what each character can see and who each
character is. Once the text string passed to the function has been parsed, it character is. Once the text string passed to the function has been parsed, it
is capitalized and a newline is added to its tail. is capitalized and a newline is added to its tail.
@@ -38,17 +38,17 @@ struct obj_data *obj, const void *vict_obj, int type)
These pieces are used as follows: These pieces are used as follows:
str: This is the basic string, a null terminated character array, including str: This is the basic string, a null terminated character array, including
control characters (see section 1.4 on Control Characters), to be sent to control characters (see section 1.4 on Control Characters), to be sent to
characters designated by the targets. characters designated by the targets.
hide_invisible: A TRUE or FALSE value indicating whether or not to hide the hide_invisible: A TRUE or FALSE value indicating whether or not to hide the
entire output from any characters that cannot see the “performing character”. entire output from any characters that cannot see the “performing character”.
ch: The “performing character”. This is the character that the output string ch: The “performing character”. This is the character that the output string
is associated with. The character is used to determine the room for the output is associated with. The character is used to determine the room for the output
of the action in question. of the action in question.
obj: An object (an actual item obj_data) used in the course of the action. obj: An object (an actual item obj_data) used in the course of the action.
vict_obj: This can be either a character involved in the action, another vict_obj: This can be either a character involved in the action, another
object, or even a predefined string of text. object, or even a predefined string of text.
@@ -73,7 +73,7 @@ The next parameter vict_objcan be a number of things ranging from a game object
null terminated character array (char *). null terminated character array (char *).
Do note, however, that obj and vict_obj are both ignored if there is no control Do note, however, that obj and vict_obj are both ignored if there is no control
character reference (see section 1.4 Control Characters) to them and the type character reference (see section 1.4 Control Characters) to them and the type
is set to TO_ROOM or TO_CHAR. In these cases, NULL should be supplied as the is set to TO_ROOM or TO_CHAR. In these cases, NULL should be supplied as the
input to the function. input to the function.
@@ -96,7 +96,7 @@ TO_CHAR: Finally, this option sends the output to the ch.
TO_SLEEP: This is a special option that must be combined with one of the above TO_SLEEP: This is a special option that must be combined with one of the above
options. It tells act() that the output is to be sent even to characters that options. It tells act() that the output is to be sent even to characters that
are sleeping. It is combined with a bitwise or. i.e. TO_VICT | TO_SLEEP. are sleeping. It is combined with a bitwise or. i.e. TO_VICT | TO_SLEEP.
When the string has been parsed, it is capitalized and a newline is added. When the string has been parsed, it is capitalized and a newline is added.
@@ -105,20 +105,20 @@ In a manner similar to the printf() family of functions, act() uses control
characters. However, instead of using the % symbol, act() uses the $ character characters. However, instead of using the % symbol, act() uses the $ character
to indicate control characters. to indicate control characters.
$n Write name, short description, or “someone”, for ch, depending on whether $n Write name, short description, or “someone”, for ch, depending on whether
ch is a PC, a NPC, or an invisible PC/NPC. ch is a PC, a NPC, or an invisible PC/NPC.
$N Like $n, except insert the text for vict_obj.* $N Like $n, except insert the text for vict_obj.*
$m “him,” “her,” or “it,” depending on the gender of ch. $m “him,” “her,” or “it,” depending on the gender of ch.
$M Like $m, for vict_obj.* $M Like $m, for vict_obj.*
$s “his,” “her,”or “it,” depending on the gender of ch. $s “his,” “her,”or “it,” depending on the gender of ch.
$S Like $s, for vict_obj.* $S Like $s, for vict_obj.*
$e “he,” “she,” “it,” depending on the gender of ch. $e “he,” “she,” “it,” depending on the gender of ch.
$E Like $e, for vict_obj.* $E Like $e, for vict_obj.*
$o Name or “something” for obj, depending on visibility. $o Name or “something” for obj, depending on visibility.
$O Like $o, for vict_obj.* $O Like $o, for vict_obj.*
$p Short description or “something” for obj. $p Short description or “something” for obj.
$P Like $p for vict_obj.* $P Like $p for vict_obj.*
$a “an” or“a”, depending on the first character of objs name. $a “an” or“a”, depending on the first character of objs name.
$A Like $a, for vict_obj.* $A Like $a, for vict_obj.*
$T Prints the string pointed to by vict_obj.* $T Prints the string pointed to by vict_obj.*
$F Processes the string pointed to by vict_obj with the fname() function prior $F Processes the string pointed to by vict_obj with the fname() function prior
@@ -129,7 +129,7 @@ no action is taken.
$U Processes the buffer and uppercases the first letter of the following word $U Processes the buffer and uppercases the first letter of the following word
(the word immediately after to the control code). If there is no following (the word immediately after to the control code). If there is no following
word, no action is taken. word, no action is taken.
$$ Print the character $. $$ Print the character $.
NOTE*: vict_obj must be a pointer of type struct char_data *. NOTE*: vict_obj must be a pointer of type struct char_data *.

View File

@@ -9,8 +9,8 @@ to players in color in the tbaMUD game engine. Its intended audience is for
Coders of tbaMUD. Coders of tbaMUD.
tbaMUD allows you to create colorful messages by using ANSI control sequences. tbaMUD allows you to create colorful messages by using ANSI control sequences.
Each player may select what “level” of color he/she desires from the four Each player may select what “level” of color he/she desires from the four
levels “off,” “brief,” “normal,” and “complete.” Each player can select his/her levels “off,” “brief,” “normal,” and “complete.” Each player can select his/her
color level by using the TOGGLE COLOR command from within the MUD; you as the color level by using the TOGGLE COLOR command from within the MUD; you as the
programmer must decide which messages will be colored for each of the color programmer must decide which messages will be colored for each of the color
levels. levels.
@@ -21,17 +21,17 @@ All files in which you wish to use color must have the line:
This should be put in after all other includes in the beginning of the file. This should be put in after all other includes in the beginning of the file.
There are 8 colors available “normal,” red, green, yellow, blue, magenta, There are 8 colors available “normal,” red, green, yellow, blue, magenta,
cyan and white. They are accessible by sending control sequences as part of cyan and white. They are accessible by sending control sequences as part of
another string, for example: another string, for example:
sprintf(buf, "If youre %shappy%s and you know it clap " sprintf(buf, "If youre %shappy%s and you know it clap "
"%d of your hands.\n\r", x, y, num_of_hands); "%d of your hands.\n\r", x, y, num_of_hands);
send_to_char(ch, buf); send_to_char(ch, buf);
In this example, x and y are the “on” and “off” sequences for the color you In this example, x and y are the “on” and “off” sequences for the color you
want. There are 2 main series of color macros available for you to use (dont want. There are 2 main series of color macros available for you to use (dont
actually use “x” and “y,” of course!): the K series and the CC series. The CC actually use “x” and “y,” of course!): the K series and the CC series. The CC
(Conditional Color) series is recommended for most general use. (Conditional Color) series is recommended for most general use.
The name of the actual sequence starts with the name of its series, plus a The name of the actual sequence starts with the name of its series, plus a
@@ -51,21 +51,21 @@ CCBLU() (arguments defined below).
The K series requires no arguments, and is simply a macro to the ANSI color The K series requires no arguments, and is simply a macro to the ANSI color
code. Therefore, if you use a K-series color code, the color will ALWAYS be code. Therefore, if you use a K-series color code, the color will ALWAYS be
sent, even if the person youre sending it to has color off. This can very bad. sent, even if the person youre sending it to has color off. This can very bad.
Some people who do not have ANSI-compatible terminals will see garbage Some people who do not have ANSI-compatible terminals will see garbage
characters instead of colors. If the terminal correctly ignores ANSI color characters instead of colors. If the terminal correctly ignores ANSI color
codes, then nothing will show up on their screen at all. The K series is mainly codes, then nothing will show up on their screen at all. The K series is mainly
used to print colors to a string if the players color level will later be used to print colors to a string if the players color level will later be
tested manually (for an example, see do_gen_com in act.comm.c). tested manually (for an example, see do_gen_com in act.comm.c).
The recommended series is the CC series (i.e. CCNRM(), CCRED(), etc.) The CC The recommended series is the CC series (i.e. CCNRM(), CCRED(), etc.) The CC
series macros require two arguments a pointer to the character to whom the series macros require two arguments a pointer to the character to whom the
string is being sent, and the minimum color level the player must be set to in string is being sent, and the minimum color level the player must be set to in
order to see the color. Color sent as 'brief' (formerly known as sparse it was order to see the color. Color sent as 'brief' (formerly known as sparse it was
changed for consistency with the syslog command) (C_SPR) will be seen by people changed for consistency with the syslog command) (C_SPR) will be seen by people
with color set to sparse, normal, or complete; color sent as normal (C_NRM) with color set to sparse, normal, or complete; color sent as normal (C_NRM)
will be seen only by people with color set to normal or complete; color sent as will be seen only by people with color set to normal or complete; color sent as
complete (C_CMP) will be seen only by people with color set to complete. complete (C_CMP) will be seen only by people with color set to complete.
To illustrate the above, an example is in order: To illustrate the above, an example is in order:
@@ -76,29 +76,29 @@ ACMD(do_showcolor)
{ {
char buf[300]; char buf[300];
sprintf(buf, "Dont you just love %scolor%s, %scolor%s, " "%sCOLOR%s!\n\r", sprintf(buf, "Dont you just love %scolor%s, %scolor%s, " "%sCOLOR%s!\n\r",
CCBLU(ch, C_CMP), CCNRM(ch, C_CMP), CCYEL(ch, C_NRM), CCNRM(ch, C_NRM), CCBLU(ch, C_CMP), CCNRM(ch, C_CMP), CCYEL(ch, C_NRM), CCNRM(ch, C_NRM),
CCRED(ch, C_SPR), CCNRM(ch, C_SPR)); CCRED(ch, C_SPR), CCNRM(ch, C_SPR));
send_to_char(ch, buf); send_to_char(ch, buf);
} }
What does this do? For people with color set to Complete, it prints: What does this do? For people with color set to Complete, it prints:
Dont you just love color, color, COLOR! (blue) (yellow) (red) Dont you just love color, color, COLOR! (blue) (yellow) (red)
People who have color set to Normal will see: People who have color set to Normal will see:
Dont you just love color, color, COLOR! (yellow) (red) Dont you just love color, color, COLOR! (yellow) (red)
People who have color set to Sparse will see: People who have color set to Sparse will see:
Dont you just love color, color, COLOR! (red) Dont you just love color, color, COLOR! (red)
People who have color set to Off will see: People who have color set to Off will see:
Dont you just love color, color, COLOR! (no color, as youd expect) Dont you just love color, color, COLOR! (no color, as youd expect)
There are several common pitfalls with using the CC series of color macros: There are several common pitfalls with using the CC series of color macros:
Do not confuse CCNRM with C_NRM. CCNRM() is a macro to turn the color back to Do not confuse CCNRM with C_NRM. CCNRM() is a macro to turn the color back to
normal; C_NRMis a color level of “normal.” Always make sure that every pair of normal; C_NRMis a color level of “normal.” Always make sure that every pair of
“on” and “off” codes are at the same color level. For example: “on” and “off” codes are at the same color level. For example:
WRONG: sprintf(buf, "%sCOLOR%s\n\r", CCBLU(ch, C_NRM), CCNRM(ch, C_CMP)); WRONG: sprintf(buf, "%sCOLOR%s\n\r", CCBLU(ch, C_NRM), CCNRM(ch, C_CMP));
@@ -110,14 +110,14 @@ WRONG: sprintf(buf, "%sCOLOR%s\n\r", CCBLU(ch, C_CMP), CCNRM(ch, C_NRM));
The above statement is also wrong, although not as bad. In this case, someone The above statement is also wrong, although not as bad. In this case, someone
with color set to Normal will (correctly) not get the CCBLU code, but will then with color set to Normal will (correctly) not get the CCBLU code, but will then
unnecessarily get the CCNRM code. Never send a color code if you dont have to. unnecessarily get the CCNRM code. Never send a color code if you dont have to.
The codes are several bytes long, and cause a noticeable pause at 2400 baud. The codes are several bytes long, and cause a noticeable pause at 2400 baud.
This should go without saying, but dont ever send color at the C_OFF level. This should go without saying, but dont ever send color at the C_OFF level.
Special precautions must be taken when sending a colored string to a large Special precautions must be taken when sending a colored string to a large
group of people. You cant use the color level of “ch” (the person sending the group of people. You cant use the color level of “ch” (the person sending the
string) each person receiving the string must get a string appropriately string) each person receiving the string must get a string appropriately
colored for his/her level. In such cases, it is usually best to set up two colored for his/her level. In such cases, it is usually best to set up two
strings (one colored and one not), and test each players color level strings (one colored and one not), and test each players color level
individually (see do_gen_comin act.comm.c for an example). individually (see do_gen_comin act.comm.c for an example).

View File

@@ -4,14 +4,14 @@ Builder Academy at telnet://tbamud.com:9091 or email rumble@tbamud.com -- Rumble
The Art of Debugging The Art of Debugging
Originally by Michael Chastain and Sammy Originally by Michael Chastain and Sammy
The following documentation is excerpted from Merc 2.0s hacker.txt file. It The following documentation is excerpted from Merc 2.0s hacker.txt file. It
was written by Furey of MERC Industries and is included here with his was written by Furey of MERC Industries and is included here with his
permission. We have packaged it with tbaMUD (changed in a couple of places, permission. We have packaged it with tbaMUD (changed in a couple of places,
such as specific filenames) because it offers good advice and insight into the such as specific filenames) because it offers good advice and insight into the
art and science of software engineering. More information about tbaMUD, art and science of software engineering. More information about tbaMUD,
can be found at the tbaMUD home page http://tbamud.com. can be found at the tbaMUD home page http://tbamud.com.
1 “Im running a Mud so I can learn C programming!” 1 “Im running a Mud so I can learn C programming!”
Yeah, right. The purpose of this document is to record some of our knowledge, Yeah, right. The purpose of this document is to record some of our knowledge,
experience and philosophy. No matter what your level, we hope that this experience and philosophy. No matter what your level, we hope that this
@@ -31,11 +31,11 @@ Play with it some more.
Read documentation again. Read documentation again.
Get the idea? Get the idea?
The idea is that your mind can accept only so much “new data” in a single The idea is that your mind can accept only so much “new data” in a single
session. Playing with something doesnt introduce very much new data, but it session. Playing with something doesnt introduce very much new data, but it
does transform data in your head from the “new” category to the “familiar” does transform data in your head from the “new” category to the “familiar”
category. Reading documentation doesnt make anything “familiar,” but it category. Reading documentation doesnt make anything “familiar,” but it
refills your “new” hopper. refills your “new” hopper.
Most people, if they even read documentation in the first place, never return Most people, if they even read documentation in the first place, never return
to it. They come to a certain minimum level of proficiency and then never to it. They come to a certain minimum level of proficiency and then never
@@ -47,17 +47,17 @@ through the two-step learning cycle many times to master it.
man gives you online manual pages. man gives you online manual pages.
grep stands for “global regular expression print;” searches for strings in text grep stands for “global regular expression print;” searches for strings in text
files. files.
vi, emacs, jove use whatever editor floats your boat, but learn the hell out vi, emacs, jove use whatever editor floats your boat, but learn the hell out
of it; you should know every command in your editor. of it; you should know every command in your editor.
ctags mags “tags” for your editor which allows you to go to functions by name ctags mags “tags” for your editor which allows you to go to functions by name
in any source file. in any source file.
>, >>, <, | input and output redirection at the command line; get someone to >, >>, <, | input and output redirection at the command line; get someone to
show you, or dig it out of “man csh” show you, or dig it out of “man csh”
These are the basic day-in day-out development tools. Developing without These are the basic day-in day-out development tools. Developing without
knowing how to use all of these well is like driving a car without knowing knowing how to use all of these well is like driving a car without knowing
@@ -70,21 +70,21 @@ the hypothesis, run the program and provide it experimental input, observe its
behavior, and confirm or refute the hypothesis. behavior, and confirm or refute the hypothesis.
A good hypothesis is one which makes surprising predictions which then come A good hypothesis is one which makes surprising predictions which then come
true; predictions that other hypotheses dont make. true; predictions that other hypotheses dont make.
The first step in debugging is not to write bugs in the first place. This The first step in debugging is not to write bugs in the first place. This
sounds obvious, but sadly, is all too often ignored. sounds obvious, but sadly, is all too often ignored.
If you build a program, and you get any errors or any warnings, you should fix If you build a program, and you get any errors or any warnings, you should fix
them before continuing. C was designed so that many buggy ways of writing code them before continuing. C was designed so that many buggy ways of writing code
are legal, but will draw warnings from a suitably smart compiler (such as “gcc” are legal, but will draw warnings from a suitably smart compiler (such as “gcc”
with the -Wall flag enabled). It takes only minutes to check your warnings and with the -Wall flag enabled). It takes only minutes to check your warnings and
to fix the code that generates them, but it takes hours to find bugs otherwise. to fix the code that generates them, but it takes hours to find bugs otherwise.
“Desk checking” (proof reading) is almost a lost art these days. Too bad. You “Desk checking” (proof reading) is almost a lost art these days. Too bad. You
should desk check your code before even compiling it, and desk-check it again should desk check your code before even compiling it, and desk-check it again
periodically to keep it fresh in mind and find new errors. If you have someone periodically to keep it fresh in mind and find new errors. If you have someone
in your group whose only job it is to desk-check other peoples code, that in your group whose only job it is to desk-check other peoples code, that
person will find and fix more bugs than everyone else combined. person will find and fix more bugs than everyone else combined.
One can desk-check several hundred lines of code per hour. A top-flight One can desk-check several hundred lines of code per hour. A top-flight
@@ -95,20 +95,20 @@ fixing technique. Compare that to all the hours you spend screwing around with
broken programs trying to find one bug at a time. broken programs trying to find one bug at a time.
The next technique beyond desk-checking is the time-honored technique of The next technique beyond desk-checking is the time-honored technique of
inserting “print” statements into the code, and then watching the logged inserting “print” statements into the code, and then watching the logged
values. Within tbaMUD code, you can call printf(), fprintf(), or log()to dump values. Within tbaMUD code, you can call printf(), fprintf(), or log()to dump
interesting values at interesting times. Where and when to dump these values interesting values at interesting times. Where and when to dump these values
is an art, which you will learn only with practice. is an art, which you will learn only with practice.
If you dont already know how to redirect output in your operating system, now If you dont already know how to redirect output in your operating system, now
is the time to learn. On Unix, type the command “man csh”, and read the part is the time to learn. On Unix, type the command “man csh”, and read the part
about the “>” operator. You should also learn the difference between “standard about the “>” operator. You should also learn the difference between “standard
output” (for example, output from “printf”) and “standard error” (for example, output” (for example, output from “printf”) and “standard error” (for example,
output from “fprintf(stderr, ...)”). output from “fprintf(stderr, ...)”).
Ultimately, you cannot fix a program unless you understand how it is operating Ultimately, you cannot fix a program unless you understand how it is operating
in the first place. Powerful debugging tools will help you collect data, but in the first place. Powerful debugging tools will help you collect data, but
they cant interpret it, and they cant fix the underlying problems. Only you they cant interpret it, and they cant fix the underlying problems. Only you
can do that. can do that.
When you find a bug... your first impulse will be to change the code, kill the When you find a bug... your first impulse will be to change the code, kill the
@@ -117,9 +117,9 @@ observe is often just the symptom of a deeper bug. You should keep pursuing the
bug, all the way down. You should grok the bug and cherish it in fullness bug, all the way down. You should grok the bug and cherish it in fullness
before causing its discorporation. before causing its discorporation.
Also, when finding a bug, ask yourself two questions: “What design and Also, when finding a bug, ask yourself two questions: “What design and
programming habits led to the introduction of the bug in the first place?” And: programming habits led to the introduction of the bug in the first place?” And:
“What habits would systematically prevent the introduction of bugs like this?” “What habits would systematically prevent the introduction of bugs like this?”
5 Debugging: Tools 5 Debugging: Tools
@@ -127,20 +127,20 @@ When a Unix process accesses an invalid memory location, or (more rarely)
executes an illegal instruction, or (even more rarely) something else goes executes an illegal instruction, or (even more rarely) something else goes
wrong, the Unix operating system takes control. The process is incapable of wrong, the Unix operating system takes control. The process is incapable of
further execution and must be killed. Before killing the process, however, the further execution and must be killed. Before killing the process, however, the
operating system does something for you: it opens a file named “core” and operating system does something for you: it opens a file named “core” and
writes the entire data space of the process into it. writes the entire data space of the process into it.
Thus, “dumping core” is not a cause of problems, or even an effect of problems. Thus, “dumping core” is not a cause of problems, or even an effect of problems.
Its something the operating system does to help you find fatal problems which Its something the operating system does to help you find fatal problems which
have rendered your process unable to continue. have rendered your process unable to continue.
One reads a “core” file with a debugger. The two most popular debuggers on Unix One reads a “core” file with a debugger. The two most popular debuggers on Unix
are adb and gdb, although occasionally one finds dbx. Typically one starts a are adb and gdb, although occasionally one finds dbx. Typically one starts a
debugger like this: “gdb bin/circle” or “gdb bin/circle lib/core”. debugger like this: “gdb bin/circle” or “gdb bin/circle lib/core”.
The first thing, and often the only thing, you need to do inside the debugger The first thing, and often the only thing, you need to do inside the debugger
is take a stack trace. In adb, the command for this is “$c”. In gdb, the is take a stack trace. In adb, the command for this is “$c”. In gdb, the
command is “backtrace”. In dbx, the command is “where”. The stack trace will command is “backtrace”. In dbx, the command is “where”. The stack trace will
tell you what function your program was in when it crashed, and what functions tell you what function your program was in when it crashed, and what functions
were calling it. The debugger will also list the arguments to these functions. were calling it. The debugger will also list the arguments to these functions.
Interpreting these arguments, and using more advanced debugger features, Interpreting these arguments, and using more advanced debugger features,
@@ -343,12 +343,12 @@ new tools.
7 Profiling 7 Profiling
Another useful technique is “profiling,” to find out where your program is Another useful technique is “profiling,” to find out where your program is
spending most of its time. This can help you to make a program more efficient. spending most of its time. This can help you to make a program more efficient.
Here is how to profile a program: Here is how to profile a program:
1. Remove all the .o files and the “circle” executable: 1. Remove all the .o files and the “circle” executable:
make clean make clean
2. Edit your Makefile, and change the PROFILE=line: 2. Edit your Makefile, and change the PROFILE=line:
@@ -359,25 +359,25 @@ make
4. Run circle as usual. Shutdown the game with the shutdown command when you 4. Run circle as usual. Shutdown the game with the shutdown command when you
have run long enough to get a good profiling base under normal usage have run long enough to get a good profiling base under normal usage
conditions. If you crash the game, or kill the process externally, you wont conditions. If you crash the game, or kill the process externally, you wont
get profiling information. get profiling information.
5. Run the profcommand: 5. Run the profcommand:
prof bin/circle > prof.out prof bin/circle > prof.out
6. Read prof.out. Run “man prof” to understand the format of the output. For 6. Read prof.out. Run “man prof” to understand the format of the output. For
advanced profiling, you can use “PROFILE = -pg” in step 2, and use the “gprof” advanced profiling, you can use “PROFILE = -pg” in step 2, and use the “gprof”
command in step 5. The “gprof” form of profiling gives you a report which lists command in step 5. The “gprof” form of profiling gives you a report which lists
exactly how many times any function calls any other function. This information exactly how many times any function calls any other function. This information
is valuable for debugging as well as performance analysis. is valuable for debugging as well as performance analysis.
Availability of “prof” and “gprof” varies from system to system. Almost every Availability of “prof” and “gprof” varies from system to system. Almost every
Unix system has “prof”. Only some systems have “gprof”. Unix system has “prof”. Only some systems have “gprof”.
7 Books for Serious Programmers 7 Books for Serious Programmers
Out of all the thousands of books out there, three stand out: Out of all the thousands of books out there, three stand out:
Kernighan and Plaugher, “The Elements of Programming Style” Kernighan and Plaugher, “The Elements of Programming Style”
Kernighan and Ritchie, “The C Programming Language” Kernighan and Ritchie, “The C Programming Language”
Brooks, “The Mythical Man Month” Brooks, “The Mythical Man Month”

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@@ -3,7 +3,7 @@ Builder Academy at telnet://tbamud.com:9091 or email rumble@tbamud.com -- Rumble
tbaMUD File Manifest tbaMUD File Manifest
The main tbaMUD/ directory has the following subdirectories and files: The main tbaMUD/ directory has the following subdirectories and files:
autorun - Shell script to run the MUD (./autorun &). autorun - Shell script to run the MUD (./autorun &).
FAQ - Frequently Aske Questions with answers. FAQ - Frequently Aske Questions with answers.
@@ -16,7 +16,7 @@ lib/ - MUD data.
log/ - System logs. log/ - System logs.
src/ - Source code. src/ - Source code.
The bin/directory contains only binaries: circle (the main MUD) and its The bin/directory contains only binaries: circle (the main MUD) and its
utilities, which are described in utils.txt. utilities, which are described in utils.txt.
The doc/ directory has its own README file, describing the contents of each The doc/ directory has its own README file, describing the contents of each
@@ -51,12 +51,12 @@ time - Where the MUD time is saved.
The lib/misc/ directory contains the following files: The lib/misc/ directory contains the following files:
bugs - Bugs reported by players with the bug command. bugs - Bugs reported by players with the bug command.
ideas - Ideas from players from idea command. ideas - Ideas from players from idea command.
messages - Spell and skill damage messages. messages - Spell and skill damage messages.
socials - Text file with text of the socials. socials - Text file with text of the socials.
socials.new - New format of socials you can edit via AEDIT. socials.new - New format of socials you can edit via AEDIT.
typos - Typos reported by players with the typo command. typos - Typos reported by players with the typo command.
xnames - Text file of invalid names. xnames - Text file of invalid names.
The lib/plrobjs/ contains the following files and directories: The lib/plrobjs/ contains the following files and directories:
@@ -80,18 +80,18 @@ zzz/
The lib/text/ directory contains the following files: The lib/text/ directory contains the following files:
background - Background story (for option 3 from main menu). background - Background story (for option 3 from main menu).
credits - Text for credits command. credits - Text for credits command.
greetings - Greeting message. greetings - Greeting message.
handbook - Text for Immortal Handbook (handbook command). handbook - Text for Immortal Handbook (handbook command).
immlist - Text for immlist command. immlist - Text for immlist command.
imotd - Immortal MOTD --seen by immortals on login. imotd - Immortal MOTD --seen by immortals on login.
info - Text for info command. info - Text for info command.
motd - MOTD --seen by mortals on login. motd - MOTD --seen by mortals on login.
news - Text for news command. news - Text for news command.
policies - Text for policy command. policies - Text for policy command.
wizlist - Text for wizlist command. wizlist - Text for wizlist command.
/help/screen - Text for help command as a mortal with no arguments. /help/screen - Text for help command as a mortal with no arguments.
/help/iscreen - Text for help command an an immortal with no arguments. /help/iscreen - Text for help command an an immortal with no arguments.
The lib/world/directory contains the following subdirectories: The lib/world/directory contains the following subdirectories:
@@ -103,8 +103,8 @@ wld - Contains *.wld files (world files)
zon - Contains *.zon files (zone files) zon - Contains *.zon files (zone files)
Each of the 6 subdirectories in the lib/world/ directory also contains two Each of the 6 subdirectories in the lib/world/ directory also contains two
additional files one called index, which specifies which files in that additional files one called index, which specifies which files in that
directory should be loaded when the MUD boots, and index.mini, which directory should be loaded when the MUD boots, and index.mini, which
specifies which files should be loaded if the MUD is booted with the -m specifies which files should be loaded if the MUD is booted with the -m
(mini-mud) option. (mini-mud) option.
@@ -128,6 +128,6 @@ trigger - Trigedit log messages.
usage - Mud system usage (player load & memory usage info). usage - Mud system usage (player load & memory usage info).
The src/ directory contains all of the C and header files for the MUD, along The src/ directory contains all of the C and header files for the MUD, along
with a Makefile. The src/util/ directory contains source for tbaMUDs utility with a Makefile. The src/util/ directory contains source for tbaMUDs utility
programs. See admin.txt for more information on how to compile the MUD. See programs. See admin.txt for more information on how to compile the MUD. See
utils.txt for more information on how to use tbaMUDs utilities. utils.txt for more information on how to use tbaMUDs utilities.

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@@ -9,16 +9,16 @@ every platform that exists. This document is for experienced programmers
trying to make tbaMUD work on their platform. trying to make tbaMUD work on their platform.
tbaMUD should work on most UNIX platforms without any modifications; simply run tbaMUD should work on most UNIX platforms without any modifications; simply run
the “configure” script and it should automatically detect what type of system the “configure” script and it should automatically detect what type of system
you have and anything that may be strange about it. These findings are all you have and anything that may be strange about it. These findings are all
stored in a header file called conf.h which is created in the src directory stored in a header file called conf.h which is created in the src directory
from a template called conf.h.in. A Makefile is also created from the template from a template called conf.h.in. A Makefile is also created from the template
Makefile.in. Makefile.in.
Non-UNIX platforms are a problem. Some cant run tbaMUD at all. However, any Non-UNIX platforms are a problem. Some cant run tbaMUD at all. However, any
multitasking OS that has an ANSI C compiler, and supports non-blocking I/O and multitasking OS that has an ANSI C compiler, and supports non-blocking I/O and
socket-based TCP/IP networking, should theoretically be able to run tbaMUD; for socket-based TCP/IP networking, should theoretically be able to run tbaMUD; for
example, OS/2, AmigaOS, Mac OS (Classic versions; Mac OS X supports tbaMUDs example, OS/2, AmigaOS, Mac OS (Classic versions; Mac OS X supports tbaMUDs
configure script from the command line), and all versions of Windows. configure script from the command line), and all versions of Windows.
The port can be very easy or very difficult, depending mainly on whether or nor The port can be very easy or very difficult, depending mainly on whether or nor
@@ -26,7 +26,7 @@ your OS supports the Berkeley socket API.
The general steps for porting tbaMUD to a non-UNIX platform are listed below. A The general steps for porting tbaMUD to a non-UNIX platform are listed below. A
number of tips for porting can be found after the porting steps. Note that we number of tips for porting can be found after the porting steps. Note that we
have already ported tba to Windows, so if youre confused as to how to perform have already ported tba to Windows, so if youre confused as to how to perform
some of these steps, you can look at what we have done as an example (see the some of these steps, you can look at what we have done as an example (see the
files README.CYGWIN). files README.CYGWIN).
@@ -36,11 +36,11 @@ trying to port the code.
Porting the Code Porting the Code
Step 1. Create a “conf.h” file for your system. Copy the template “conf.h.in” Step 1. Create a “conf.h” file for your system. Copy the template “conf.h.in”
to “conf.h”, and then define or undefine each item as directed by the comments to “conf.h”, and then define or undefine each item as directed by the comments
and based on the characteristics of your system. To write the conf.h file, and based on the characteristics of your system. To write the conf.h file,
youll need to know which header files are included with your system, the youll need to know which header files are included with your system, the
return type of signals, whether or not your compiler supports the const return type of signals, whether or not your compiler supports the const
keyword, and whether or not you have various functions such as crypt()and keyword, and whether or not you have various functions such as crypt()and
random(). Also, you can ignore the HAVE_LIBxxx and HAVE_xxx_PROTO constants at random(). Also, you can ignore the HAVE_LIBxxx and HAVE_xxx_PROTO constants at
the end of conf.h.in; they are not used in the code (they are part of UNIX the end of conf.h.in; they are not used in the code (they are part of UNIX
@@ -58,12 +58,12 @@ be in the source file comm.c.
Step 4. Test your changes! Make sure that multiple people can log in Step 4. Test your changes! Make sure that multiple people can log in
simultaneously and that they can all type commands at the same time. No player simultaneously and that they can all type commands at the same time. No player
should ever have a “frozen” screen just because another is waiting at a prompt. should ever have a “frozen” screen just because another is waiting at a prompt.
Leave the MUD up for at least 24 hours, preferably with people playing it, to Leave the MUD up for at least 24 hours, preferably with people playing it, to
make sure that your changes are stable. Make sure that automatic events such as make sure that your changes are stable. Make sure that automatic events such as
zone resets, point regeneration, and corpse decomposition are being timed zone resets, point regeneration, and corpse decomposition are being timed
correctly (a tick should be about 75 seconds). Try resetting all the zones correctly (a tick should be about 75 seconds). Try resetting all the zones
repeatedly by typing “zr *” many times. Play the MUD and make sure that the repeatedly by typing “zr *” many times. Play the MUD and make sure that the
basic commands (killing mobs as a mortal, casting spells, etc.) work correctly. basic commands (killing mobs as a mortal, casting spells, etc.) work correctly.
Step 5. If you are satisfied that your changes work correctly, you are Step 5. If you are satisfied that your changes work correctly, you are
@@ -71,20 +71,20 @@ encouraged to submit them to be included as part of the tbaMUD distribution so
that future releases of tbaMUD will support your platform. This prevents you that future releases of tbaMUD will support your platform. This prevents you
from re-porting the code every time a new version is released and allows other from re-porting the code every time a new version is released and allows other
people who use your platform to enjoy tbaMUD as well. To submit your changes people who use your platform to enjoy tbaMUD as well. To submit your changes
you must make a patch file using the GNU diff program. diff will create a you must make a patch file using the GNU diff program. diff will create a
patch file which can be later used with the patch utility to incorporate patch file which can be later used with the patch utility to incorporate
your changes into the stock tbaMUD distribution. For example, if you have a your changes into the stock tbaMUD distribution. For example, if you have a
copy of tbaMUD in the “stock-tba” directory, and your changes are in “my-tba”, copy of tbaMUD in the “stock-tba” directory, and your changes are in “my-tba”,
you can create a patch file like this: you can create a patch file like this:
diff -u --new-file --recursive stock-tba/src my-tba/src > patch diff -u --new-file --recursive stock-tba/src my-tba/src > patch
This will create a file called patch with your patches. You should then try This will create a file called patch with your patches. You should then try
to use the patch program (the inverse of diff) on a copy of tbaMUD to make to use the patch program (the inverse of diff) on a copy of tbaMUD to make
sure that tbaMUD is correctly changed to incorporate your patches. This step is sure that tbaMUD is correctly changed to incorporate your patches. This step is
very important: if you dont create these patches correctly, your work will be very important: if you dont create these patches correctly, your work will be
useless because no one will be able to figure out what you did! Make sure to useless because no one will be able to figure out what you did! Make sure to
read the documentation to diff and patch if you dont understand how to use read the documentation to diff and patch if you dont understand how to use
them. If your patches work, CELEBRATE!! them. If your patches work, CELEBRATE!!
Step 6. Write a README file for your operating system that describes everything Step 6. Write a README file for your operating system that describes everything
@@ -107,7 +107,7 @@ Each system to which tba is already ported has a CIRCLE_xx constant associated
with it: CIRCLE_UNIX for plain vanilla UNIX tbaMUD, CIRCLE_WINDOWS for MS with it: CIRCLE_UNIX for plain vanilla UNIX tbaMUD, CIRCLE_WINDOWS for MS
Windows, CIRCLE_OS2 for IBM OS/2, and CIRCLE_AMIGA for the Amiga. You must use Windows, CIRCLE_OS2 for IBM OS/2, and CIRCLE_AMIGA for the Amiga. You must use
a similar constant for your system. At the top of your conf.h, make sure to a similar constant for your system. At the top of your conf.h, make sure to
comment out “#define CIRCLE_UNIX” and add “#define CIRCLE_YOUR_SYSTEM”. comment out “#define CIRCLE_UNIX” and add “#define CIRCLE_YOUR_SYSTEM”.
3.2 ANSI C and GCC 3.2 ANSI C and GCC
As long as your system has an ANSI C compiler, all of the code (except for As long as your system has an ANSI C compiler, all of the code (except for
@@ -122,22 +122,22 @@ you use gcc.
Make absolutely sure to use non-blocking I/O; i.e. make sure to enable the Make absolutely sure to use non-blocking I/O; i.e. make sure to enable the
option so that the read() system call will immediately return with an error if option so that the read() system call will immediately return with an error if
there is no data available. If you do not use non-blocking I/O, read() will there is no data available. If you do not use non-blocking I/O, read() will
“block,” meaning it will wait infinitely for one particular player to type “block,” meaning it will wait infinitely for one particular player to type
something even if other players are trying to enter commands. If your system something even if other players are trying to enter commands. If your system
does not implement non-blocking I/O correctly, try using the does not implement non-blocking I/O correctly, try using the
POSIX_NONBLOCK_BROKEN constant in sysdep.h. POSIX_NONBLOCK_BROKEN constant in sysdep.h.
3.4 Timing 3.4 Timing
tbaMUD needs a fairly precise (on the order of 5 or 10 ms) timer in order to tbaMUD needs a fairly precise (on the order of 5 or 10 ms) timer in order to
correctly schedule events such as zone resets, point regeneration (“ticks”), correctly schedule events such as zone resets, point regeneration (“ticks”),
corpse decomposition, and other automatic tasks. If your system supports the corpse decomposition, and other automatic tasks. If your system supports the
select() system call with sufficient precision, the default timing code should select() system call with sufficient precision, the default timing code should
work correctly. If not, youll have to find out which system calls your system work correctly. If not, youll have to find out which system calls your system
supports for determining how much time has passed and replace the select() supports for determining how much time has passed and replace the select()
timing method. timing method.
3.5 Signals and Signal Handlers 3.5 Signals and Signal Handlers
A note about signals: Most systems dont support the concept of signals in the A note about signals: Most systems dont support the concept of signals in the
same way that UNIX does. Since signals are not a critical part of how tbaMUD same way that UNIX does. Since signals are not a critical part of how tbaMUD
works anyway (they are only used for updating the wizlist and some other works anyway (they are only used for updating the wizlist and some other
trivial things), all signal handling is turned off by default when compiling trivial things), all signal handling is turned off by default when compiling
@@ -147,7 +147,7 @@ conf.h file and all signal code will be ignored automatically.
4 Final Note 4 Final Note
IMPORTANT: Remember to keep any changes you make surrounded by #ifdef IMPORTANT: Remember to keep any changes you make surrounded by #ifdef
statements (i.e. “#ifdef CIRCLE_WINDOWS ... #endif”). If you make absolutely statements (i.e. “#ifdef CIRCLE_WINDOWS ... #endif”). If you make absolutely
sure to mark all of your changes with #ifdef statements, then your patches sure to mark all of your changes with #ifdef statements, then your patches
(once you get them to work) will be suitable for incorporation into the (once you get them to work) will be suitable for incorporation into the
tbaMUD distribution, meaning that tbaMUD will officially support your platform. tbaMUD distribution, meaning that tbaMUD will officially support your platform.

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@@ -10,6 +10,8 @@ to rec.games.mud.diku which originally announced CircleMUD as a publicly
available MUD source code. available MUD source code.
tbaMUD Release history: tbaMUD Release history:
Version 2025 release: January, 2025
Version 2023 release: January, 2023
Version 2021 release: March, 2021 Version 2021 release: March, 2021
Version 2020 release: January, 2020 Version 2020 release: January, 2020
Version 2019 release: January, 2019 Version 2019 release: January, 2019
@@ -141,7 +143,7 @@ communication channels
totally ignores all commands from that player until they are thawed. totally ignores all commands from that player until they are thawed.
--Even handier DELETE flag allows you to delete players on the fly. --Even handier DELETE flag allows you to delete players on the fly.
--"set" command (mentioned above) allows you to freeze/unfreeze/ --"set" command (mentioned above) allows you to freeze/unfreeze/
delete/siteok/un-siteok players --even if they arent logged in! delete/siteok/un-siteok players --even if they arent logged in!
--Bad password attempts are written to the system log and saved; --Bad password attempts are written to the system log and saved;
if someone tries to hack your account, you see "4 LOGIN FAILURES if someone tries to hack your account, you see "4 LOGIN FAILURES
SINCE LAST SUCCESSFUL LOGIN" next time you log on. SINCE LAST SUCCESSFUL LOGIN" next time you log on.

View File

@@ -110,12 +110,12 @@ is being specified. The command sort name is the shortest part of the command a
player must type for it to match. The hide-flag can be either 0 or 1; if 1, the player must type for it to match. The hide-flag can be either 0 or 1; if 1, the
social is hidden from OTHERS if they cannot see the character performing the social is hidden from OTHERS if they cannot see the character performing the
social. The action is not hidden from the VICTIM, even if s/he cannot see the social. The action is not hidden from the VICTIM, even if s/he cannot see the
character performing the social, although in such cases the characters name character performing the social, although in such cases the characters name
will, of course, be replaced with “someone”. The min positions should be set to will, of course, be replaced with “someone”. The min positions should be set to
dictate the minimum position a player must be in to target the victim and dictate the minimum position a player must be in to target the victim and
perform the social. Min level allows you to further customize who can use what perform the social. Min level allows you to further customize who can use what
socials.Where it makes sense to do so, text fields may be left empty. If socials.Where it makes sense to do so, text fields may be left empty. If
editing manually you should by put a # in the first column on the line. Aedit editing manually you should by put a # in the first column on the line. Aedit
does this automatically. does this automatically.
Examples: Examples:

View File

@@ -34,7 +34,7 @@ older CircleMUD data files to the versions used in CircleMUD v3, while others
are used to convert currently existing files into different formats. are used to convert currently existing files into different formats.
Overall, these utilities have been created in an attempt to make the tbaMUD Overall, these utilities have been created in an attempt to make the tbaMUD
administrators life a bit easier, and to give the administrator some ideas of administrators life a bit easier, and to give the administrator some ideas of
further and more grandiose utilities to create. Some are no longer applicable further and more grandiose utilities to create. Some are no longer applicable
but are retained as examples. but are retained as examples.
@@ -61,7 +61,7 @@ the second, and so forth.
The split utility is designed to split large world files into smaller, zone The split utility is designed to split large world files into smaller, zone
sized files that are easier to manage and maintain. The utility reads its input sized files that are easier to manage and maintain. The utility reads its input
from the standard input and writes the output to files with names specified from the standard input and writes the output to files with names specified
within the larger world file. This is done by inserting =filename into the within the larger world file. This is done by inserting =filename into the
world file at the appropriate points, where filename is the name of the file world file at the appropriate points, where filename is the name of the file
for the following section. for the following section.
@@ -141,8 +141,8 @@ The command line syntax for autowiz is as follows:
autowiz <wizlev> <wizlistfile> <immlev> <immlistfile> [pid to signal] autowiz <wizlev> <wizlistfile> <immlev> <immlistfile> [pid to signal]
where <wizlev> is equal to whatever LVL_GOD is set to in your tbaMUD server, where <wizlev> is equal to whatever LVL_GOD is set to in your tbaMUD server,
<wizlistfile> is the filename for the file containing the games Wizlist. <wizlistfile> is the filename for the file containing the games Wizlist.
<immlev> should be set to your games LVL_IMMORT, while <immlistfile> <immlev> should be set to your games LVL_IMMORT, while <immlistfile>
is the name of the Immlist file. is the name of the Immlist file.
This utility must be recompiled if you make any changes to the player file structure. This utility must be recompiled if you make any changes to the player file structure.

View File

@@ -6109,7 +6109,7 @@ $n looks around for a victim to strangle.
You throw yourself against $N's throat, trying to squeeze the life out. You throw yourself against $N's throat, trying to squeeze the life out.
$n throws $mself after $N's throat. $n throws $mself after $N's throat.
$n throws $mself after your throat, you try to defend yourself. $n throws $mself after your throat, you try to defend yourself.
AARGH! They must have left... #&%£@! AARGH! They must have left...
You put your hands around your throat and stop breathing. You put your hands around your throat and stop breathing.
$n tries to strangle $mself, making a very strange noise and getting blue in the face. $n tries to strangle $mself, making a very strange noise and getting blue in the face.
You strangle $M $t. You strangle $M $t.

View File

@@ -1,8 +1,10 @@
(lib/text/background) (lib/text/background)
There once was a guy who played MUDs The mists part and you find yourself in a
But the MUDs that he played were all duds world unlike the one you have just left.
"I'll write one," said he. Reality twisted and turned, and the land
And he brushed off his C. has found itself in a new configuration.
And soon played his game with his buds. Enter the borderland of reality and find
your own way.
In the Grenzland.

View File

@@ -1,7 +1,13 @@
T B A M U D
2 0 2 1
G R E N Z L A N D M U D
2 0 2 6
Based on tbaMUD, by The Builder Academy
Based on CircleMUD by Jeremy Elson and DikuMUD by Hans-Henrik Staerfeldt, Based on CircleMUD by Jeremy Elson and DikuMUD by Hans-Henrik Staerfeldt,
Katja Nyboe, Tom Madsen, Michael Seifert, and Sebastian Hammer Katja Nyboe, Tom Madsen, Michael Seifert, and Sebastian Hammer
By what name do you wish to be known?
Oh hero, by what name shall you wish to be known?

View File

@@ -865,7 +865,7 @@ AUTOQUESTS QUESTS QUESTMASTERS QUEST-MOBS QUESTMOBS
An autoquest is a quest that can be automatically started and completed An autoquest is a quest that can be automatically started and completed
without the intervention of an immortal. Simply visit a questmaster and join without the intervention of an immortal. Simply visit a questmaster and join
an available quest, and get rewarded on its completion. Keep an eye out for an available quest, and get rewarded on it's completion. Keep an eye out for
autoquests scattered throughout the World. autoquests scattered throughout the World.
See Also: QUEST-FLAG, QUESTPOINTS See Also: QUEST-FLAG, QUESTPOINTS
@@ -1584,7 +1584,6 @@ qedit (quest editor)
questpoints questpoints
buildwalk buildwalk
dig dig
tell m-w (an in game dictionary lookup)
gemote gemote
history history
file file
@@ -2444,25 +2443,6 @@ Example:
> diagnose doctor > diagnose doctor
See also: CONSIDER, HIT, KILL See also: CONSIDER, HIT, KILL
#0
DICTIONARY DICTIONARIES THESAURUS M-W.COM DEFINITION MERRIAM-WEBSTER M-W-DEFINITION WEBSTER MW TELL-M-W BREATHER SPELLING WORDS
Usage: tell m-w <word>
We have a direct link to Merriam Webster. To use the dictionary just
tell m-w <word>
>tell m-w breather
You get this feedback from Merriam-Webster:
That means:
1 : one that breathes
2 : a break in activity for rest or relief
3 : a small vent in an otherwise airtight enclosure
A few obscure definitions are not available through m-w since they are in the
unabridged version that requires membership. They also offer a thesaurus at:
@Chttp://m-w.com/@n
#31 #31
DIG UNDIG RDIG RELINK RLINKS DIG UNDIG RDIG RELINK RLINKS
@@ -3173,7 +3153,7 @@ game.
Invest in a thesaurus. Makes a world of difference, and if that doesn't Invest in a thesaurus. Makes a world of difference, and if that doesn't
help, just make up your own words for things you create (just be sure to help, just make up your own words for things you create (just be sure to
describe them very well. Use @Chttp://m-w.com/@n for an online thesaurus describe them very well. Use @Chttp://m-w.com/@n for an online thesaurus
and dictionary. You can @Rtell m-w <word>@n to lookup a definition. and dictionary.
4. Where can I learn Trigedit? 4. Where can I learn Trigedit?
Here! Welcor is now the developer of trigedit. We have extensive help files, Here! Welcor is now the developer of trigedit. We have extensive help files,
@@ -3312,7 +3292,7 @@ the earthquake spell.
See also: WATERWALK, EARTHQUAKE See also: WATERWALK, EARTHQUAKE
#0 #0
FOLLOWERS FOLLOWERS UNFOLLOW
Usage: follow <leader> Usage: follow <leader>
@@ -3350,7 +3330,7 @@ The 3rd number is liquid type from the following:
value 1: Initial drink units. Must be 1 or greater. value 1: Initial drink units. Must be 1 or greater.
value 2: see below value 2: see below
value 3: 0 for not poisoned. Otherwise, the number of hours until the poison value 3: 0 for not poisoned. Otherwise, the number of hours until the poison
burns off? burns off.
value 2: The type of liquid in the drink-container, one of: value 2: The type of liquid in the drink-container, one of:
@@ -3564,8 +3544,8 @@ GRAMMAR GRAMMER TIPS
words can be particularly tricky and elude electronic spell checkers. A good words can be particularly tricky and elude electronic spell checkers. A good
dictionary, however, will help you spell archaic words. Whenever I am building dictionary, however, will help you spell archaic words. Whenever I am building
I use our Merriam Webster dictionary link on TBA to check any tough words for I use our Merriam Webster dictionary link on TBA to check any tough words for
proper spelling. Test it out @RTELL M-W DEFINITION@n. We hope to add a thesaurus proper spelling. We hope to add a thesaurus soon! Goto @Chttp://m-w.com/@n
soon! Goto @Chttp://m-w.com/@n until then. until then.
I have found that a good principle to make is to avoid the use of all I have found that a good principle to make is to avoid the use of all
contractions. For example, if you mean to say "it is", do not use "it's", spell contractions. For example, if you mean to say "it is", do not use "it's", spell
it out. This will help differentiate between "its" (which means 'belonging to it out. This will help differentiate between "its" (which means 'belonging to
@@ -7192,7 +7172,7 @@ prefer to add the quest in the zone where quest completion takes place.
Quests use vnums in exactly the same way as mobiles, object and rooms. Each Quests use vnums in exactly the same way as mobiles, object and rooms. Each
zone will normally have 100 vnums available (#00 to #99, where # is the zone zone will normally have 100 vnums available (#00 to #99, where # is the zone
number). Usually, when creating the first quest in a zone, #00 is used, number). Usually, when creating the first quest in a zone, #00 is used,
then #01, etc then #01, etc.
When you qedit <vnum> to create a new quest (or edit an existing one), you will When you qedit <vnum> to create a new quest (or edit an existing one), you will
see the menu in @RHELP QEDIT-MENU@n see the menu in @RHELP QEDIT-MENU@n
@@ -7203,12 +7183,12 @@ QEDIT-ACCEPT
This is the text that is sent to the player when they start the quest. It This is the text that is sent to the player when they start the quest. It
should describe in detail exactly what is required to complete the quest. The should describe in detail exactly what is required to complete the quest. The
text is simply output on the players screen, so be creative here. An example text is simply output on the player's screen, so be creative here. An example
of an accept message text could be something like: of an accept message text could be something like:
The questmaster rummages in a large pile of papers. The questmaster rummages in a large pile of papers.
The questmaster says Ah, here it is The questmaster says "Ah, here it is"
The questmaster says Bob, the local butcher has offered this quest The questmaster says "Bob, the local butcher has offered this quest"
The questmaster shows you a hastily scrawled note, that reads: The questmaster shows you a hastily scrawled note, that reads:
I am willing to offer any plucky adventurer 10 quest points if they bring me a I am willing to offer any plucky adventurer 10 quest points if they bring me a
@@ -7218,7 +7198,7 @@ order to fill. I need these within 24 hours
Thanks, Bob the Butcher, Midgaard Thanks, Bob the Butcher, Midgaard
The questmaster sighs. The questmaster sighs.
The questmaster says A tricky quest, but itll cost you 5qp to back out now The questmaster says "A tricky quest, but it'll cost you 5qp to back out now"
#31 #31
QEDIT-COMPLETED QEDIT-ABANDONED QEDIT-COMPLETED QEDIT-ABANDONED
@@ -7232,7 +7212,7 @@ all timed quests.
QEDIT-COMPLETION QEDIT-COMPLETION
Just like the accept message, this is simply text that is output on the Just like the accept message, this is simply text that is output on the
players screen when they successfully complete the quest. Prizes (quest player's screen when they successfully complete the quest. Prizes (quest
points, gold coins, experience points or an object) are automatically points, gold coins, experience points or an object) are automatically
announced after this text is shown, so this text does not need to have that announced after this text is shown, so this text does not need to have that
information in it. information in it.
@@ -7258,7 +7238,7 @@ Quest flags: @cNOBITS@n
Enter quest flags, 0 to quit : Enter quest flags, 0 to quit :
Currently, only one flag is available, the REPEATABLE flag. When you have Currently, only one flag is available, the REPEATABLE flag. When you have
finished turning this on or off, select 0 (zero) to return to the main menu. finished turning this on or off, select "0" (zero) to return to the main menu.
#31 #31
QEDIT-LEVELS QEDIT-LEVELS
@@ -7312,12 +7292,12 @@ QEDIT-NEXT
This is the quest vnum of next quest in a chain. When a player completes This is the quest vnum of next quest in a chain. When a player completes
the current quest, the next quest will automatically be joined. This allows the current quest, the next quest will automatically be joined. This allows
for long quests with a number of steps. for long quests with a number of "steps".
#31 #31
QEDIT-PREREQUISITE QEDIT-PREREQUISITE
This is the object vnum for a prerequisite object. The prerequisite object This is the object vnum for a prerequisite object. The prerequisite object
should be in the players inventory in order for them to be able to join the should be in the player's inventory in order for them to be able to join the
quest. It is not taken from the player when the quest starts. quest. It is not taken from the player when the quest starts.
#31 #31
QEDIT-PREVIOUS QEDIT-PREVIOUS
@@ -7328,15 +7308,15 @@ completed by the player in order to join this quest.
QEDIT-QUANTITY QEDIT-QUANTITY
This is the number of times the player needs to repeat the quest. For This is the number of times the player needs to repeat the quest. For
example, it could be the number of items the player needs to find in a object example, it could be the number of items the player needs to find in a "object"
quest of the number of mobs the player should kill in a kill mob quest. This quest of the number of mobs the player should kill in a "kill mob" quest. This
should be used with caution, however. In an object quest picking up the same should be used with caution, however. In an object quest picking up the same
object 20 times will also complete the quest. object 20 times will also complete the quest.
#31 #31
QEDIT-QUIT QEDIT-MESSAGE QEDIT-QUIT QEDIT-MESSAGE
The quit message is sent to the player when they type quest leave. Players The quit message is sent to the player when they type quest leave. Players
can lose quest points for abandoning a quest (see Abandoned on the next can lose quest points for abandoning a quest (see "Abandoned" on the next
page), so if they lose quest points, this text really should inform them of page), so if they lose quest points, this text really should inform them of
that. that.
#31 #31
@@ -7365,14 +7345,14 @@ Room, Clear Room - Room VNUM
#31 #31
QEDIT-TIME QEDIT-TIME
This is the number of ticks or game hours that the player has to complete This is the number of 'ticks' or game hours that the player has to complete
the quest. If this is set, then the builder should really try to do the quest the quest. If this is set, then the builder should really try to do the quest
themselves, and time how long it takes (typing time before and after the themselves, and time how long it takes (typing 'time' before and after the
attempt), and then giving at least one extra tick for players to complete it. attempt), and then giving at least one extra 'tick' for players to complete it.
#31 #31
QEDIT-TYPE QEDIT-TYPE
There are a few different quest types. When you select option 7 from the There are a few different quest types. When you select option '7' from the
main menu, you will be shown a list to choose from: main menu, you will be shown a list to choose from:
0) Object - Player needs to find a particular object. 0) Object - Player needs to find a particular object.
@@ -7447,7 +7427,7 @@ Usage: quest [list | join <#> | progress | leave | history]
quest - Show usage information for the quest command. quest - Show usage information for the quest command.
quest list - Used at the questmaster to see which quests are available. quest list - Used at the questmaster to see which quests are available.
quest join # - Used to the questmaster to join the quest listed as number nn on quest list. quest join # - Used to the questmaster to join the quest listed as number 'nn' on quest list.
quest progress - Shows the player which quest they are doing, and their quest progress. quest progress - Shows the player which quest they are doing, and their quest progress.
quest leave - Allows the player to abandon the current quest, taking the quest point penalty. quest leave - Allows the player to abandon the current quest, taking the quest point penalty.
quest history - Shows all previously completed non-repeatable quests. quest history - Shows all previously completed non-repeatable quests.
@@ -9352,7 +9332,7 @@ and simply bearing artistic merit. Second, by ensuring that they are absolutely
necessary to achieve the goals of the game! If your game is made for experience necessary to achieve the goals of the game! If your game is made for experience
and equipment gathering, and failure to read descriptions directly impedes this and equipment gathering, and failure to read descriptions directly impedes this
goal, then players will learn to read everything. If your game is made for goal, then players will learn to read everything. If your game is made for
exploring or role-play, most of your players probably already read them Â- exploring or role-play, most of your players probably already read them -
because knowing their environment is a basic requirement of play. In any case, because knowing their environment is a basic requirement of play. In any case,
builders exist to ensure that the goals of play are supported by game builders exist to ensure that the goals of play are supported by game
descriptions. descriptions.
@@ -9364,7 +9344,7 @@ meaning behind descriptions, areas to find, special items, unique nooks and
crannies to spend time socializing, and hints that point to these things crannies to spend time socializing, and hints that point to these things
elsewhere outside of your own zone is an excellent idea. In fact, if you elsewhere outside of your own zone is an excellent idea. In fact, if you
don't wish to be building descriptions no one will read, you should employ don't wish to be building descriptions no one will read, you should employ
special secrets Â- most especially on games where knowing one's environment special secrets - most especially on games where knowing one's environment
does deeply affect a character's development. No matter what kind of zone you does deeply affect a character's development. No matter what kind of zone you
are building, keep it interesting throughout! are building, keep it interesting throughout!
@@ -9387,7 +9367,7 @@ road.
shouldn't be the sole builder of your zone. Instead, seek the assistance of shouldn't be the sole builder of your zone. Instead, seek the assistance of
someone who adds creative merit to your descriptions. You can do practically someone who adds creative merit to your descriptions. You can do practically
everything from plot to secrets to minutiae, even write the zone in full and everything from plot to secrets to minutiae, even write the zone in full and
just ask someone you know who writes well to Â'say it better' and rewrite just ask someone you know who writes well to 'say it better' and rewrite
what you intended to have there all along. Novels have editors, and so what you intended to have there all along. Novels have editors, and so
should any zone. should any zone.
@@ -9659,19 +9639,19 @@ have a point and here it is: *drum roll please*
Building is hard work! It is a form of expression and creativity. What kind Building is hard work! It is a form of expression and creativity. What kind
of areas you build generally reflects on what kind of person you are. You of areas you build generally reflects on what kind of person you are. You
do not have to be a good speller but you do need a good dictionary/thesaurus. do not have to be a good speller but you do need a good dictionary/thesaurus.
@RHELP M-W@n. Sometimes building can seem like a thankless job and sometimes Sometimes building can seem like a thankless job and sometimes building can be
building can be a reward in itself. Building a few areas, even a few good a reward in itself. Building a few areas, even a few good ones, does not make
ones, does not make you an Immortal or an Imp. It takes more than building to you an Immortal or an Imp. It takes more than building to be one of those and
be one of those and it entails even more work. Respect others and they will it entails even more work. Respect others and they will respect you. The more
respect you. The more detailed an area the better it is. Always choose Quality detailed an area the better it is. Always choose Quality over Quantity. Put
over Quantity. Put some pride in your areas, develop a style of your own. Try some pride in your areas, develop a style of your own. Try new things keep it
new things keep it interesting, if you become bored with building an area take interesting, if you become bored with building an area take a break and play a
a break and play a mortal or do something else, don't take advantage of builder mortal or do something else, don't take advantage of builder privileges.
privileges. Treat others as you wish to be treated. One more warning I would Treat others as you wish to be treated. One more warning I would give to
give to builders before they take things personally or get insulted. Everyone builders before they take things personally or get insulted. Everyone has their
has their own ideas on how to run a MUD, what it comes down to is whoever owns own ideas on how to run a MUD, what it comes down to is whoever owns the MUD
the MUD makes the final decision, so it does not matter how good you think your makes the final decision, so it does not matter how good you think your idea
idea is, it may never be used if the owner does not like it. Plain and simple. is, it may never be used if the owner does not like it. Plain and simple.
You see this on every MUD. So please keep the ideas coming, but do not try to You see this on every MUD. So please keep the ideas coming, but do not try to
force them onto anyone. Be constructive, not critical about peoples ideas. force them onto anyone. Be constructive, not critical about peoples ideas.
Everyone is allowed their opinions. Everyone is allowed their opinions.
@@ -9879,6 +9859,7 @@ tbalim test 61165
return return
toggle nohassle on toggle nohassle on
To list empty zones "show zone none"
To setup test with zone 348 To setup test with zone 348
return return
saveall saveall

View File

@@ -1,8 +1,12 @@
(lib/text/policies) (lib/text/policies)
This file should list, in no uncertain terms, the policies you must abide Right now we are all adults and should be able to interact with
by on this MUD. each other without any larger issues.
But the Grenzland maxim still is in force:
We are here to play, don't piss into anyone else's beer.
Bug the higher-ups to make some policies and write them in this file, lest No harassing, no doxxing, no sexism, racism, or other unacceptable
a political disaster ensue... isms towards your fellow players.
We definitely should add something more worked out in here.

View File

@@ -10,4 +10,5 @@
Gods Gods
~~~~ ~~~~
kyonshi

View File

@@ -128,6 +128,18 @@ Samuel himself is here, pouring the drinks and getting rich.
300 90000 300 90000
8 8 1 8 8 1
E E
#31510
postal worker postmasters~
the postal worker~
A postal worker is here, ready to send or get your mail.
~
Be careful. No sudden moves. You know how these guys get....
~
10 0 0 0 0 0 0 0 0 E
30 10 -8 6d6+300 5d5+5
300 90000
8 8 1
E
#31511 #31511
Juan pusher potion~ Juan pusher potion~
Juan the potion pusher~ Juan the potion pusher~

25
lib/world/mob/491.mob Normal file
View File

@@ -0,0 +1,25 @@
#49100
waiter~
the waiter~
A waiter who knows all his customers is serving drinks here.
~
He looks very nice. But I bet he packs a punch.
~
24586 0 0 0 0 0 0 0 600 E
23 13 -3 4d4+230 3d3+3
230 52900
8 8 1
E
#49101
shopkeeper~
the shopkeeper~
A friendly man reading a zine is sitting behind the counter.
~
He looks very nice. But I bet he packs a punch.
~
24586 0 0 0 0 0 0 0 600 E
23 13 -3 4d4+230 3d3+3
230 52900
8 8 1
E
$

66
lib/world/mob/492.mob Normal file
View File

@@ -0,0 +1,66 @@
#49200
book worm~
the book worm~
A creepy little book work is crawling through the books.
~
Yuck! I bet they eat books!
~
72 0 0 0 0 0 0 0 -250 E
1 20 9 0d0+10 1d2+0
10 100
8 8 0
E
#49201
apprentice~
Master Ultan's apprentice~
One of Master Ultan's apprentices stands here looking confused.
~
He is clinging to a book he has never read. He looks harmless, but
you never can tell.
~
76 0 0 0 0 0 0 0 0 E
2 20 8 0d0+20 1d2+0
20 400
8 8 1
E
#49202
journeyman guard~
Master Ultan's journeyman~
One of Master Ultan's journeymen stands guard here.
~
The Journeyman is responsible for protecting the books from being read.
What a strange guild they are!
~
10 0 0 0 0 0 0 0 0 E
3 19 8 0d0+30 1d2+0
30 900
8 8 1
E
#49203
book thief~
the book thief~
An imp-like thing is sneaking thorugh the shelves, stealing books.
~
A tiny, vaguely humanoid shaped creature. Before you ever get a
good look at it, it darts back into the shelves.
~
236 0 0 0 0 0 0 0 -800 E
3 19 8 0d0+30 1d2+0
30 900
8 8 1
E
#49204
master ultan~
Master Ultan~
Master Ultan stands here, touching books with his creepy finger.
~
He is the head of the Librarians Guild, which hoards books. He is
an old man, haggard and nearly blind. He looks like a harmless old
man, but he has survived thus far.
~
10 0 0 0 0 0 0 0 0 E
5 19 7 1d1+50 1d2+0
50 2500
8 8 1
E
$

View File

@@ -182,6 +182,8 @@
343.mob 343.mob
345.mob 345.mob
346.mob 346.mob
491.mob
492.mob
555.mob 555.mob
556.mob 556.mob
653.mob 653.mob

View File

@@ -222,8 +222,16 @@ An awl pike is here, taking up much space.~
5 0 0 0 0 an 0 0 0 0 0 0 0 5 0 0 0 0 an 0 0 0 0 0 0 0
4 3 5 3 4 3 5 3
15 750 75 0 0 15 750 75 0 0
#3927
jeweled dagger~
a jeweled dagger~
A dagger is lying here, its jewels sparkling merrily.~
~
5 0 0 0 0 an 0 0 0 0 0 0 0
5 2 3 14
4 120 12 0 0
#3928 #3928
14~ curving dagger~
a wickedly curving dagger~ a wickedly curving dagger~
A dagger lies here on the ground, its curve looking particularly wicked.~ A dagger lies here on the ground, its curve looking particularly wicked.~
~ ~

73
lib/world/obj/49.obj Normal file
View File

@@ -0,0 +1,73 @@
#4900
boards bulletin gen_boards~
a bulletin board~
A small bulletin board is mounted on a wall here.~
~
13 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0
0 0 0 0 0
E
bulletin~
Use 'look board' to read the board.
~
E
board~
If you can read this, the board is not working.
~
#4901
bottle beer~
a bottle~
A beer bottle has been left here.~
~
17 0 0 0 0 a 0 0 0 0 0 0 0
8 8 1 0
10 20 8 0 0
#4902
bottle dark ale~
a bottle~
A dark bottle of ale has been left here.~
~
17 0 0 0 0 a 0 0 0 0 0 0 0
8 8 3 0
10 10 3 0 0
#4903
bottle firebreather~
a bottle~
A bottle of firebreather has been left here.~
~
17 0 0 0 0 a 0 0 0 0 0 0 0
8 8 7 0
10 50 17 0 0
#4904
bottle local~
a bottle~
A dark bottle has been left here.~
~
17 0 0 0 0 a 0 0 0 0 0 0 0
8 8 8 0
10 20 7 0 0
#4905
zine~
the grenzland zine~
A tiny zine labelled "Grenzland No. 7" was left here.~
~
12 0 0 0 0 a 0 0 0 0 0 0 0
0 0 0 0
1 4 0 0 0
E
zine~
It looks like the 7th issue of the Grenzland Zine. This issue
focuses on High Level Adventures, and - look! - there is a report from
the ongoing Arden Vul campaign in there too!
~
#4906
dagger~
a dagger~
A dagger is lying here.~
~
5 ag 0 0 0 ano 0 0 0 0 0 0 0
0 1 4 11
1 1 0 0
A
19 1
$

22
lib/world/obj/491.obj Normal file
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@@ -0,0 +1,22 @@
#49103
sink water~
a sink~
A sink with a tap.~
~
23 cde 0 0 0 0 0 0 0 0 0 0 0
500 500 0 0
505 0 0 0 0
E
sink tap~
It is an ordinary sink with a tap. You might fill your canteen
here.
~
#49104
key~
a small key~
A smalk brass key.~
~
18 c 0 0 0 a 0 0 0 0 0 0 0
1 0 0 0
1 1 0 0
$

View File

@@ -38,6 +38,7 @@
44.obj 44.obj
45.obj 45.obj
46.obj 46.obj
49.obj
50.obj 50.obj
51.obj 51.obj
52.obj 52.obj
@@ -181,6 +182,7 @@
343.obj 343.obj
345.obj 345.obj
346.obj 346.obj
491.obj
555.obj 555.obj
556.obj 556.obj
653.obj 653.obj

51
lib/world/shp/491.shp Normal file
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@@ -0,0 +1,51 @@
CircleMUD v3.0 Shop File~
#49100~
4901
4902
4903
4904
-1
1.50
0.75
-1
%s Sorry, I don't stock that item.~
%s You don't seem to have that.~
%s I don't trade in such items.~
%s I can't afford that!~
%s You are too poor!~
%s That'll be %d coins, thanks.~
%s I'll give you %d coins for that.~
0
2
49100
0
49100
-1
0
28
0
0
#49102~
4905
-1
1.50
0.75
-1
%s Sorry, I don't stock that item.~
%s You don't seem to have that.~
%s I don't trade in such items.~
%s I can't afford that!~
%s You are too poor!~
%s That'll be %d coins, thanks.~
%s I'll give you %d coins for that.~
0
2
49101
0
49102
-1
0
28
0
0
$~

View File

@@ -163,6 +163,7 @@
343.shp 343.shp
345.shp 345.shp
346.shp 346.shp
491.shp
555.shp 555.shp
556.shp 556.shp
653.shp 653.shp

11
lib/world/trg/491.trg Normal file
View File

@@ -0,0 +1,11 @@
#49100
Editorial Room Key - 49104~
2 g 25
~
wait 1 s
if !%actor.has_item(49104)%
%echo% Wait? Is that a key lying there!? Better pick that up!
%load% obj 49104 %actor% inv
end
~
$~

View File

@@ -182,8 +182,10 @@
343.trg 343.trg
345.trg 345.trg
346.trg 346.trg
491.trg
555.trg 555.trg
556.trg 556.trg
653.trg 653.trg
654.trg 654.trg
$ $

View File

@@ -637,10 +637,17 @@ You see Poor Alley.
S S
#3026 #3026
The Dark Alley~ The Dark Alley~
The dark alley, to the west is the common square and to the south is the The dark alley, to the west is the common square and to the south
Guild of Thieves. The alley continues east. is the Guild of Thieves. The alley continues east. You see a curious
building to the north you swear wasn't here the last time you have
been to this dark alley.
~ ~
30 0 0 0 0 1 30 0 0 0 0 1
D0
This building wasn't here last time, right?
~
~
0 -1 49101
D1 D1
The alley continues east. The alley continues east.
~ ~

View File

@@ -1929,6 +1929,34 @@ pamphlet leaflet photograph photo~
even your stomach... Blech! even your stomach... Blech!
~ ~
S S
#30170
The Post Office~
This seems to be the standard post office given to any university by the
wonderful XXX government. You can tell that it is a university post office
because of the surplus amount of obscene graffiti upon the walls. The back
hall is south of here.
~
301 8 0 0 0 0
D2
You can see the back hall from here complete with humming bank machines.
~
~
0 -1 30138
E
graffiti~
You really don't want to read this! (if you want to continue reading type
"look wirt")
~
E
wirt~
You really are a sucker for punishment now aren't you? If you still want to
read it type "look prawn"
~
E
prawn~
You see nothing special. The Prawn is in excellent condition.
~
S
#30173 #30173
De-Tox Unit~ De-Tox Unit~
This room seems to be the place where people get "detoxified". Although it This room seems to be the place where people get "detoxified". Although it

View File

@@ -1,6 +1,6 @@
#30200 #30200
The Top Of The Greasepole~ The Top of the Greasepole~
You've made it to the top! All you have to do now is get down... You've made it to the top! All you have to do now is get down.
~ ~
302 4 0 0 0 5 302 4 0 0 0 5
D5 D5
@@ -9,6 +9,11 @@ It's a long slide down.
~ ~
0 -1 30192 0 -1 30192
E E
pole greasepole~
The pole still looks pretty bad, but it doesn't look quite as bad as before.
~
E
info credits~ info credits~
See zone description room for Campus. See zone description room for Campus.
Zone 302 is linked to the following zones: Zone 302 is linked to the following zones:
@@ -48,11 +53,6 @@ Links: 64e to catacombs
(Mobs Stay_Zone flags have all been disabled to allow free access between (Mobs Stay_Zone flags have all been disabled to allow free access between
301, 302 and 303. Please ensure that any entrances into the area are flagged 301, 302 and 303. Please ensure that any entrances into the area are flagged
nomob to keep them in. - Parna for TBAMud.) nomob to keep them in. - Parna for TBAMud.)
~
E
pole greasepole~
The pole still looks pretty bad, but it doesn't look quite as bad as before.
~ ~
S S
#30201 #30201
@@ -71,13 +71,13 @@ D2
~ ~
0 -1 30142 0 -1 30142
E E
mail~
Why are you trying to look at the mail, it's private!
~
E
hooks hook key keys~ hooks hook key keys~
Unfortunately you don't see any keys hanging off of any of the hooks. Unfortunately you don't see any keys hanging off of any of the hooks.
~ ~
E
mail~
Why are you trying to look at the mail, it's private!
~
S S
#30202 #30202
Main Office~ Main Office~
@@ -92,9 +92,10 @@ This way leads back to the reception desk.
door~ door~
1 30103 30201 1 30103 30201
E E
chair~ filing cabinet files~
The chair is not unusual in any way whatsoever. The chair is in excellent Looking through the files you see that Wally World was originally slated to
condition. have at least eleven levels but the designers got sick and tired of it and gave
up after just a few levels.
~ ~
E E
desk~ desk~
@@ -102,10 +103,9 @@ desk~
excellent condition. excellent condition.
~ ~
E E
filing cabinet files~ chair~
Looking through the files you see that Wally World was originally slated to The chair is not unusual in any way whatsoever. The chair is in excellent
have at least eleven levels but the designers got sick and tired of it and gave condition.
up after just a few levels.
~ ~
S S
#30203 #30203
@@ -230,14 +230,14 @@ You can't tell where this leads.
door~ door~
1 -1 30210 1 -1 30210
E E
door~
The door on the west has the number 206 and the door on the east, 205.
~
E
floor carpet~ floor carpet~
This is a nice, groovy, red patterned carpet which extends all the way down This is a nice, groovy, red patterned carpet which extends all the way down
the hall. the hall.
~ ~
E
door~
The door on the west has the number 206 and the door on the east, 205.
~
S S
#30209 #30209
Private Room 205~ Private Room 205~
@@ -300,15 +300,15 @@ You can't tell where this leads.
door~ door~
1 -1 30213 1 -1 30213
E E
door~
The door on the west has the number 204 and the door on the east, 203 while
the door to the north has the number 201.
~
E
floor carpet~ floor carpet~
This is a nice, groovy, red patterned carpet which extends all the way down This is a nice, groovy, red patterned carpet which extends all the way down
the hall. the hall.
~ ~
E
door~
The door on the west has the number 204 and the door on the east, 203 while
the door to the north has the number 201.
~
S S
#30212 #30212
Private Room 203~ Private Room 203~
@@ -388,14 +388,14 @@ You can't tell where this leads.
door~ door~
1 -1 30217 1 -1 30217
E E
door~
The door on the west has the number 208 and the door on the east, 207.
~
E
floor carpet~ floor carpet~
This is a nice, groovy, red patterned carpet which extends all the way down This is a nice, groovy, red patterned carpet which extends all the way down
the hall. the hall.
~ ~
E
door~
The door on the west has the number 208 and the door on the east, 207.
~
S S
#30216 #30216
Private Room 207~ Private Room 207~
@@ -458,15 +458,15 @@ You can't tell where this leads.
door~ door~
1 -1 30220 1 -1 30220
E E
door~
The door on the west has the number 210 and the door on the east, 209 and the
door to the south has the number 202.
~
E
floor carpet~ floor carpet~
This is a nice, groovy, red patterned carpet which extends all the way down This is a nice, groovy, red patterned carpet which extends all the way down
the hall. the hall.
~ ~
E
door~
The door on the west has the number 210 and the door on the east, 209 and the
door to the south has the number 202.
~
S S
#30219 #30219
Private Room 209~ Private Room 209~
@@ -654,14 +654,14 @@ The trapdoor leads up... beyond that, you aren't sure where it goes.
trapdoor door~ trapdoor door~
1 -1 30233 1 -1 30233
E E
trapdoor~
The trapdoor is neatly fastened with a small hook.
~
E
desk chair plush~ desk chair plush~
The desk and chairs are neatly arranged as if in preparation for an upcoming The desk and chairs are neatly arranged as if in preparation for an upcoming
meeting or something of the sort. meeting or something of the sort.
~ ~
E
trapdoor~
The trapdoor is neatly fastened with a small hook.
~
S S
#30229 #30229
Hallway~ Hallway~
@@ -770,13 +770,13 @@ A chute leads down from this room.
~ ~
0 -1 30235 0 -1 30235
E E
chute~
The chute is rather smooth and looks to be a fun ride.
~
E
grate~ grate~
Beyond the grate you can see the attic. Beyond the grate you can see the attic.
~ ~
E
chute~
The chute is rather smooth and looks to be a fun ride.
~
S S
#30235 #30235
The Chute~ The Chute~
@@ -871,13 +871,13 @@ An exit from this hellhole.
~ ~
0 -1 30240 0 -1 30240
E E
mess~
Need you ask?
~
E
hell hole hellhole~ hell hole hellhole~
Never seen one before? Never seen one before?
~ ~
E
mess~
Need you ask?
~
S S
#30240 #30240
The Ghetto~ The Ghetto~
@@ -897,13 +897,13 @@ A run-down house lies to the west.
~ ~
0 -1 30239 0 -1 30239
E E
house run-down~
It's in bad shape.
~
E
overturned police policemobile mobile~ overturned police policemobile mobile~
It is blocking the road quite nicely. Maybe it is meant to impede passage. It is blocking the road quite nicely. Maybe it is meant to impede passage.
~ ~
E
house run-down~
It's in bad shape.
~
S S
#30241 #30241
The Ghetto Intersection~ The Ghetto Intersection~
@@ -1344,16 +1344,16 @@ The auditorium is to the north.
~ ~
0 -1 30259 0 -1 30259
E E
drab brown curtains curtain~ sturdy wooden plank planks~
They are just your average, everyday, drab brown curtains. They are sturdy. They are wooden. They are planks.
~ ~
E E
cords cord pulley pulleys~ cords cord pulley pulleys~
Hey! It can make you look like you are flying! Hey! It can make you look like you are flying!
~ ~
E E
sturdy wooden plank planks~ drab brown curtains curtain~
They are sturdy. They are wooden. They are planks. They are just your average, everyday, drab brown curtains.
~ ~
S S
#30262 #30262
@@ -1403,13 +1403,13 @@ It's the same stairwell.
~ ~
0 -1 30257 0 -1 30257
E E
cobweb cobwebs web webs~
Don't disturb them now!
~
E
huge stone door~ huge stone door~
The huge stone door looks very inviting. The huge stone door looks very inviting.
~ ~
E
cobweb cobwebs web webs~
Don't disturb them now!
~
S S
#30265 #30265
The Grant Hall Clock~ The Grant Hall Clock~
@@ -1785,10 +1785,6 @@ It is too dark to tell.
~ ~
0 -1 30276 0 -1 30276
E E
door~
This door is covered with all types of non-magical sigils.
~
E
sigils~ sigils~
The sigils seem to form some strange shapes: The sigils seem to form some strange shapes:
SSSSS SSSSS
@@ -1805,6 +1801,10 @@ sigils~
SSSSS SSSSS
I wonder what it could be? I wonder what it could be?
~ ~
E
door~
This door is covered with all types of non-magical sigils.
~
S S
#30281 #30281
A Classroom~ A Classroom~
@@ -1851,13 +1851,13 @@ You are repulsed by this exit since the exit to the east is well lit.
~ ~
0 -1 30274 0 -1 30274
E E
light~
It's nice, warm, and inviting.
~
E
dark~ dark~
Are you mad? Are you mad?
~ ~
E
light~
It's nice, warm, and inviting.
~
S S
#30283 #30283
The Exit~ The Exit~
@@ -1875,13 +1875,13 @@ Back into darkness, I don't think so!
~ ~
0 -1 30282 0 -1 30282
E E
light~
It's nice, warm, and inviting.
~
E
dark~ dark~
Are you mad? Are you mad?
~ ~
E
light~
It's nice, warm, and inviting.
~
S S
#30284 #30284
Mob Chute A~ Mob Chute A~
@@ -1916,10 +1916,6 @@ This is just an exit.
~ ~
0 -1 30106 0 -1 30106
E E
door~
This door is covered with all types of non-magical sigils.
~
E
sigils~ sigils~
The sigils seem to form some strange shapes: The sigils seem to form some strange shapes:
MMM MMM OOO OOO !! MMM MMM OOO OOO !!
@@ -1929,6 +1925,10 @@ sigils~
MM M MM OO OO OO OO MM M MM OO OO OO OO
MM MM OOO OOO !! MM MM OOO OOO !!
~ ~
E
door~
This door is covered with all types of non-magical sigils.
~
S S
#30285 #30285
Mob Chute B~ Mob Chute B~

10
lib/world/wld/49.wld Normal file
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@@ -0,0 +1,10 @@
#4900
In a Time and Place before Creation~
You are standing in the Void. Earth and Sky have not yet been
separated. Nothing has form here, except the Celestial Mound rising
above the shapeless waters of Nu. Could this be a time and place
before Creation?
~
49 ce 0 0 0 0
S
$

162
lib/world/wld/491.wld Normal file
View File

@@ -0,0 +1,162 @@
#49100
The Grenzland Club~
You are in the woodpaneled club room of the Grenzland Building.
People are talking quietly or reading in silence. There is a fire
crackling in the hearth to the North. To the West is a restroom. To
the South is the Entry Hall. To the East is a nice looking bar.
~
491 de 0 0 0 0
D2
You see the Entry Hall to the Grenzland Building.
~
~
1 -1 49101
D3
You see the restroom.
~
~
1 -1 49103
S
#49101
The Entry Hall to the Grenzland Building~
You are in the Entry Hall to the Grenzland Building. To the North
you see the Grenzland Club room. To the West is a door with a small
note pinned to it. To the South you see the Entry Hall. To the South
is a Dark Alley in Midgaard. To the East you see the Grenzland Shop.
A double staircase leads up to the Balcony.
~
491 de 0 0 0 0
D0
You see the Grenzland Club room.
~
~
1 -1 49100
D1
You see the Grenzland Shop.
~
~
1 -1 49102
D2
You see a Dark Alley.
~
~
1 -1 3026
D4
You see the Balcony from below.
~
~
1 -1 49110
E
note~
The note reads:
This door will lead to a teleporter room in the future.
- a.
~
S
#49102
The Grenzland Shop~
You are in the Grenzland Shop. The room is full of books, zines,
dice, minis, and game boxes! The exit is to the West, but do you
really want to leave?
~
491 de 0 0 0 0
D1
You see the Entry Hall.
~
~
1 -1 49101
S
#49103
The Restroom~
You are in the restroom of the Grenzland Club. The exit is to the
East. To the south are some bathroom stalls.
~
491 de 0 0 0 0
D1
You see the Grenzland Club room.
~
~
1 -1 49100
D2
You see bathroom stalls.
~
~
1 -1 49104
S
#49104
Bathroom Stalls~
Well, these are bathroom stalls. Quite clean.
~
491 de 0 0 0 0
D0
You see the sink and the exit.
~
~
1 -1 49103
E
stall stalls toilet toilets room~
Surprisingly clean.
~
S
T 49100
#49110
The Balcony above the Entry Hall~
This is the Balcony above the Entry Hall To the North is the
Library. From the door to the East you hear busy typing. The door to
has a brass plaque on it. A double staircase leads down to the Entry
Hall.
~
491 de 0 0 0 0
D0
You see a double-winged door leading into the Library.
~
~
1 -1 49112
D1
You see a door with a brass plaque on it.
~
~
1 49104 49111
D5
You see the Entry Hall from above.
~
~
1 -1 49101
E
note plaque door~
The plaque reads: "Grenzland Zine Editorial Room"
~
S
#49111
The Grenzland Zine Editorial Room~
This is supposed to be the editorial room of the Grenzland Zine.
Dozens of monkeys chained to typwriters type frantically. This is a
joke, right?
~
491 de 0 0 0 0
D3
You see the Balcony above the Entry Hall.
~
~
1 49104 49110
S
#49112
The Library~
The walls are bookshelves and the room is filled with plenty of
winged chairs, reading desks and map tables. One book shelves to the
North seems to be a door of some sort?
~
491 de 0 0 0 0
D0
A curious door. Where might it lead?
~
~
1 -1 49200
D2
You see the Balcony above the Entry.
~
~
1 -1 49110
S
$

286
lib/world/wld/492.wld Normal file
View File

@@ -0,0 +1,286 @@
#49200
The Entrance to the Library Maze~
This seems to be some secret section of the library. There is
shelves full of books everywhere! Let's hope you don't get lost here.
~
492 d 0 0 0 0
D0
The shelves continue North.
~
~
0 -1 49202
D3
The shelves continue West.
~
~
0 -1 49201
D2
Through the door you see the Library of the Grenzland Build.
~
~
1 -1 49112
S
#49201
A dead end in the Library Maze~
This is a dead end. There is shelves full of books everywhere!
Let's hope you don't get lost here.
~
492 d 0 0 0 0
D1
The shelves continue East.
~
~
0 -1 49200
S
#49202
A corridor in the Library Maze~
This is a corridor. It continues North and South. There is
shelves full of books everywhere! Let's hope you don't get lost here.
~
492 d 0 0 0 0
D0
The shelves continue North.
~
~
0 -1 49203
D2
The shelves continue South.
~
~
0 -1 49200
S
#49203
A junktion in the Library Maze~
This is a junktion. Corridors continue East, South, and West. A
door leads North. There is shelves full of books everywhere! Let's
hope you don't get lost here.
~
492 d 0 0 0 0
D0
A door leads north
~
~
1 -1 49210
D1
The shelves continue East.
~
~
0 -1 49207
D2
The shelves continue South.
~
~
0 -1 49202
D3
The shelves continue West.
~
~
0 -1 49204
S
#49204
A corridor in the Library Maze~
This is a corridor. It continues East and West. There is shelves
full of books everywhere! Let's hope you don't get lost here.
~
492 d 0 0 0 0
D1
The shelves continue East.
~
~
0 -1 49203
D3
The shelves continue West.
~
~
0 -1 49205
S
#49205
A corridor in the Library Maze~
This is a corridor. It continues East. A door leads south. There
is shelves full of books everywhere! Let's hope you don't get lost
here.
~
492 d 0 0 0 0
D1
The shelves continue East.
~
~
0 -1 49204
D2
A door leads South.
~
~
1 -1 49206
S
#49206
A Reading Room~
This seems to be a reading room. There are a few desks here. The
room has only one exit North.
~
492 d 0 0 0 0
D0
A door leads North.
~
~
1 -1 49205
S
#49207
A corridor in the Library Maze~
This is a corridor. It continues East and West. There is shelves
full of books everywhere! Let's hope you don't get lost here.
~
492 d 0 0 0 0
D1
The shelves continue East.
~
~
0 -1 49208
D3
The shelves continue West.
~
~
0 -1 49203
S
#49208
A junktion in the Library Maze~
This is a junktion. Corridors continue South and West. A door
leads North. There is shelves full of books everywhere! Let's hope
you don't get lost here.
~
492 d 0 0 0 0
D0
A door leads north
~
~
1 -1 49211
D2
The shelves continue South.
~
~
0 -1 49209
D3
The shelves continue West.
~
~
0 -1 49207
S
#49209
A dead end in the Library Maze~
This is a dead end. There is shelves full of books everywhere!
Let's hope you don't get lost here.
~
492 d 0 0 0 0
D0
The shelves continue North.
~
~
0 -1 49208
S
#49210
A dark corridor in the Library Maze~
This is a corridor. There are no light sources! The corridor
continues North. A door leads South. There is shelves full of books
everywhere! Let's hope you don't get lost here.
~
492 ad 0 0 0 0
D0
The shelves continue North.
~
~
0 -1 49214
D2
A door leads South.
~
~
1 -1 49203
S
#49211
A dark corridor in the Library Maze~
This is a corridor. There are no light sources! The corridor
continues North. A door leads South. There is shelves full of books
everywhere! Let's hope you don't get lost here.
~
492 ad 0 0 0 0
D0
The shelves continue North.
~
~
0 -1 49212
D2
A door leads South.
~
~
1 -1 49208
S
#49212
A dark corridor in the Library Maze~
This is a corridor. There are no light sources! The corridor
continues South and West. There is shelves full of books everywhere!
Let's hope you don't get lost here.
~
492 ad 0 0 0 0
D2
The shelves continue South.
~
~
0 -1 49211
D3
The shelves continue West.
~
~
1 -1 49213
S
#49213
A dark junktion in the Library Maze~
This is a junktion. There are no light sources! Corridors
continue East and West. A door leads North. There is shelves full
of books everywhere! Let's hope you don't get lost here.
~
492 ad 0 0 0 0
D0
A door leads north
~
~
1 -1 49215
D1
The shelves continue East.
~
~
0 -1 49212
D3
The shelves continue West.
~
~
0 -1 49214
S
#49214
A dark corridor in the Library Maze~
This is a corridor. There are no light sources! The corridor
continues East and South. There is shelves full of books everywhere!
Let's hope you don't get lost here.
~
492 ad 0 0 0 0
D1
The shelves continue East.
~
~
1 -1 49213
D2
The shelves continue South.
~
~
0 -1 49210
S
#49215
Master Ultan's Hideout~
This seems to be a reading room. There are no light sources here!
There are a few desks here. The room has only one exit South.
~
492 d 0 0 0 0
D2
A door leads South.
~
~
1 -1 49213
S
$

View File

@@ -38,6 +38,7 @@
44.wld 44.wld
45.wld 45.wld
46.wld 46.wld
49.wld
50.wld 50.wld
51.wld 51.wld
52.wld 52.wld
@@ -183,6 +184,8 @@
343.wld 343.wld
345.wld 345.wld
346.wld 346.wld
491.wld
492.wld
555.wld 555.wld
556.wld 556.wld
653.wld 653.wld

View File

@@ -103,8 +103,6 @@ E 1 30135 4 16 (a T-square of Death)
O 0 30100 1 30176 (a red key) O 0 30100 1 30176 (a red key)
O 0 30101 1 30186 (a brass key) O 0 30101 1 30186 (a brass key)
O 0 30102 5 30150 (an Oreo(tm) cookie) O 0 30102 5 30150 (an Oreo(tm) cookie)
O 0 30111 99 30172 (a condom)
O 0 30122 8 30171 (Magebane)
O 0 30129 1 30110 (the extension cord) O 0 30129 1 30110 (the extension cord)
O 0 30129 1 30111 (the extension cord) O 0 30129 1 30111 (the extension cord)
O 0 30129 1 30112 (the extension cord) O 0 30129 1 30112 (the extension cord)
@@ -129,7 +127,6 @@ D 0 30155 1 1 (Locker Room)
D 0 30165 0 1 (Campus Pub Stairwell) D 0 30165 0 1 (Campus Pub Stairwell)
D 0 30141 2 1 (Campus Bookstore) D 0 30141 2 1 (Campus Bookstore)
D 0 30167 5 1 (The Infobank) D 0 30167 5 1 (The Infobank)
D 0 30171 4 1 (The Special Hidden Room)
D 0 30177 0 1 (Hallway) D 0 30177 0 1 (Hallway)
D 0 30179 2 1 (Library) D 0 30179 2 1 (Library)
D 0 30178 3 2 (The Back Exit) D 0 30178 3 2 (The Back Exit)

View File

@@ -2,6 +2,8 @@
Matrix of C.A.W.~ Matrix of C.A.W.~
Campus II~ Campus II~
30200 30299 30 2 30200 30299 30 2
R 0 30200 30112 -1 (a tam)
O 1 30112 99 30200 (a tam)
M 0 30105 4 30284 (Security) M 0 30105 4 30284 (Security)
E 1 30115 99 16 (a flashlight) E 1 30115 99 16 (a flashlight)
M 0 30105 4 30284 (Security) M 0 30105 4 30284 (Security)
@@ -32,8 +34,6 @@ M 0 30132 1 30284 (Chris)
M 0 30137 1 30284 (Alex) M 0 30137 1 30284 (Alex)
M 0 30138 1 30284 (Steve) M 0 30138 1 30284 (Steve)
M 0 30145 10 30284 (a copy of Golden World) M 0 30145 10 30284 (a copy of Golden World)
R 0 30200 30112 -1 (a tam)
O 1 30112 99 30200 (a tam)
M 0 30139 1 30245 (Bob the storekeeper) M 0 30139 1 30245 (Bob the storekeeper)
G 1 30136 99 -1 (a pale apple) G 1 30136 99 -1 (a pale apple)
G 1 30140 99 -1 (a can of PopCoke) G 1 30140 99 -1 (a can of PopCoke)

View File

@@ -1,6 +1,6 @@
#4 #4
Unknown~ trunks shaoden~
Jade Forest~ Rename~
400 499 30 2 d 0 0 0 10 25 400 499 30 2 d 0 0 0 10 25
M 0 481 1 481 (Zachary) M 0 481 1 481 (Zachary)
G 1 403 99 -1 (rawhide whip) G 1 403 99 -1 (rawhide whip)

7
lib/world/zon/49.zon Normal file
View File

@@ -0,0 +1,7 @@
#49
GrenzlandMUD~
Grenzland~
4900 4999 15 2 d 0 0 0 1 33
S
$

21
lib/world/zon/491.zon Normal file
View File

@@ -0,0 +1,21 @@
#491
GrenzlandMUD~
Grenzland Building~
49100 49199 15 2 d 0 0 0 1 33
M 0 4900 1 49100 (the waiter)
G 1 4901 100 -1 (a bottle)
G 1 4902 100 -1 (a bottle)
G 1 4903 100 -1 (a bottle)
G 1 4904 100 -1 (a bottle)
M 0 4901 1 49102 (the waiter)
G 1 4905 100 -1 (a zine)
R 0 49101 4900 -1 (a bulletin board)
O 0 4900 99 49101 (a bulletin board)
R 0 49103 49103 -1 (a sink)
O 0 49103 99 49103 (a sink)
R 0 49104 49104 -1 (a key)
D 0 49110 1 2
D 0 49111 3 2
D 0 49112 0 1
S
$

35
lib/world/zon/492.zon Normal file
View File

@@ -0,0 +1,35 @@
#492
GrenzlandMUD~
The Library Maze~
49200 49299 15 2 d 0 0 0 1 7
M 0 49200 8 49200 (a book worm)
M 0 49200 8 49201 (a book worm)
M 0 49200 8 49201 (a book worm)
M 0 49200 8 49202 (a book worm)
M 0 49201 5 49202 (an apprentice)
M 0 49201 5 49203 (an apprentice)
M 0 49200 8 49205 (a book worm)
M 0 49202 2 49206 (a journeyman)
E 1 4906 99 16 (a dagger)
M 0 49200 8 49207 (a book worm)
M 0 49200 8 49208 (a book worm)
M 0 49201 5 49209 (an apprentice)
E 1 4906 99 16 (a dagger)
M 0 49203 3 49210 (a book thief)
M 0 49203 3 49212 (a book thief)
M 0 49202 2 49213 (a journeyman)
E 1 4906 99 16 (a dagger)
M 0 49204 1 49215 (master ultan)
E 1 4906 99 16 (a dagger)
G 1 4905 99 -1 (the grenzland zine)
D 0 49200 2 1
D 0 49203 0 1
D 0 49205 2 1
D 0 49206 0 1
D 0 49208 0 1
D 0 49210 2 1
D 0 49211 2 1
D 0 49213 0 1
D 0 49215 2 1
S
$

View File

@@ -1,5 +1,5 @@
#6 #6
Unknown~ q~
Sea of Souls~ Sea of Souls~
600 699 30 2 d 0 0 0 10 25 600 699 30 2 d 0 0 0 10 25
M 0 600 1 600 (a snail) M 0 600 1 600 (a snail)

View File

@@ -38,6 +38,7 @@
44.zon 44.zon
45.zon 45.zon
46.zon 46.zon
49.zon
50.zon 50.zon
51.zon 51.zon
52.zon 52.zon
@@ -183,6 +184,8 @@
343.zon 343.zon
345.zon 345.zon
346.zon 346.zon
491.zon
492.zon
555.zon 555.zon
556.zon 556.zon
653.zon 653.zon

View File

@@ -1 +0,0 @@
This directory is for log files.

81
power_curve.ipynb Normal file

File diff suppressed because one or more lines are too long

26
src/CMakeLists.txt Normal file
View File

@@ -0,0 +1,26 @@
cmake_minimum_required(VERSION 3.27)
# Set the project name
project(circle)
# Global definitions
if(MSVC)
# using Visual Studio C++
add_definitions(-D_CRT_SECURE_NO_WARNINGS -D_CRT_SECURE_NO_DEPRECATE -D_CRT_NONSTDC_NO_DEPRECATE)
endif()
# circle itself
file(GLOB CIRCLE_SOURCES
"*.h"
"*.c"
)
add_executable(circle ${CIRCLE_SOURCES})
if(MSVC)
target_link_libraries(circle wsock32.lib)
set_target_properties(circle PROPERTIES
VS_DEBUGGER_WORKING_DIRECTORY "${CMAKE_SOURCE_DIR}/.."
)
endif()

View File

@@ -20,8 +20,8 @@ CFLAGS = @CFLAGS@ $(MYFLAGS) $(PROFILE)
LIBS = @LIBS@ @CRYPTLIB@ @NETLIB@ LIBS = @LIBS@ @CRYPTLIB@ @NETLIB@
SRCFILES := act.comm.c act.informative.c act.item.c act.movement.c act.offensive.c act.other.c act.social.c act.wizard.c aedit.c asciimap.c ban.c boards.c bsd-snprintf.c castle.c cedit.c class.c comm.c config.c constants.c db.c dg_comm.c dg_db_scripts.c dg_event.c dg_handler.c dg_misc.c dg_mobcmd.c dg_objcmd.c dg_olc.c dg_scripts.c dg_triggers.c dg_variables.c dg_wldcmd.c fight.c genmob.c genobj.c genolc.c genqst.c genshp.c genwld.c genzon.c graph.c handler.c hedit.c house.c ibt.c improved-edit.c interpreter.c limits.c lists.c magic.c mail.c medit.c mobact.c modify.c msgedit.c mud_event.c oasis.c oasis_copy.c oasis_delete.c oasis_list.c objsave.c oedit.c players.c prefedit.c protocol.c qedit.c quest.c random.c redit.c sedit.c shop.c spec_assign.c spec_procs.c spell_parser.c spells.c tedit.c utils.c weather.c zedit.c zmalloc.c SRCFILES := $(shell ls *.c | sort)
OBJFILES := act.comm.o act.informative.o act.item.o act.movement.o act.offensive.o act.other.o act.social.o act.wizard.o aedit.o asciimap.o ban.o boards.o bsd-snprintf.o castle.o cedit.o class.o comm.o config.o constants.o db.o dg_comm.o dg_db_scripts.o dg_event.o dg_handler.o dg_misc.o dg_mobcmd.o dg_objcmd.o dg_olc.o dg_scripts.o dg_triggers.o dg_variables.o dg_wldcmd.o fight.o genmob.o genobj.o genolc.o genqst.o genshp.o genwld.o genzon.o graph.o handler.o hedit.o house.o ibt.o improved-edit.o interpreter.o limits.o lists.o magic.o mail.o medit.o mobact.o modify.o msgedit.o mud_event.o oasis.o oasis_copy.o oasis_delete.o oasis_list.o objsave.o oedit.o players.o prefedit.o protocol.o qedit.o quest.o random.o redit.o sedit.o shop.o spec_assign.o spec_procs.o spell_parser.o spells.o tedit.o utils.o weather.o zedit.o zmalloc.o OBJFILES := $(patsubst %.c,%.o,$(SRCFILES))
default: all default: all

56
src/Makefile.macOS Normal file
View File

@@ -0,0 +1,56 @@
# tbaMUD Makefile.in - Makefile template used by 'configure'
# Clean-up provided by seqwith.
# C compiler to use
CC = gcc
# Any special flags you want to pass to the compiler
MYFLAGS = -Wall -Wno-char-subscripts -Wno-invalid-source-encoding -DMEMORY_DEBUG
#flags for profiling (see hacker.doc for more information)
PROFILE =
##############################################################################
# Do Not Modify Anything Below This Line (unless you know what you're doing) #
##############################################################################
BINDIR = ../bin
CFLAGS = -g -O0 $(MYFLAGS) $(PROFILE)
LIBS =
SRCFILES := $(shell ls *.c | sort)
OBJFILES := $(patsubst %.c,%.o,$(SRCFILES))
default: all
all: .accepted
$(MAKE) $(BINDIR)/circle
$(MAKE) utils
.accepted:
@./licheck less
utils: .accepted
(cd util; $(MAKE) all)
circle:
$(MAKE) $(BINDIR)/circle
$(BINDIR)/circle : $(OBJFILES)
$(CC) -o $(BINDIR)/circle $(PROFILE) $(OBJFILES) $(LIBS)
$%.o: %.c
$(CC) $< $(CFLAGS) -c -o $@
clean:
rm -f *.o depend
# Dependencies for the object files (automagically generated with
# gcc -MM)
depend:
$(CC) -MM *.c > depend
-include depend

View File

@@ -150,39 +150,7 @@ ACMD(do_tell)
if (!*buf || !*buf2) if (!*buf || !*buf2)
send_to_char(ch, "Who do you wish to tell what??\r\n"); send_to_char(ch, "Who do you wish to tell what??\r\n");
else if (!strcmp(buf, "m-w")) { else if (GET_LEVEL(ch) < LVL_IMMORT && !(vict = get_player_vis(ch, buf, NULL, FIND_CHAR_WORLD)))
#ifdef CIRCLE_WINDOWS
/* getpid() is not portable */
send_to_char(ch, "Sorry, that is not available in the windows port.\r\n");
#else /* all other configurations */
char word[MAX_INPUT_LENGTH], *p, *q;
if (last_webster_teller != -1L) {
if (GET_IDNUM(ch) == last_webster_teller) {
send_to_char(ch, "You are still waiting for a response.\r\n");
return;
} else {
send_to_char(ch, "Hold on, m-w is busy. Try again in a couple of seconds.\r\n");
return;
}
}
/* Only a-z and +/- allowed. */
for (p = buf2, q = word; *p ; p++)
if ((LOWER(*p) <= 'z' && LOWER(*p) >= 'a') || (*p == '+') || (*p == '-'))
*q++ = *p;
*q = '\0';
if (!*word) {
send_to_char(ch, "Sorry, only letters and +/- are allowed characters.\r\n");
return;
}
snprintf(buf, sizeof(buf), "../bin/webster %s %d &", word, (int) getpid());
last_webster_teller = GET_IDNUM(ch);
send_to_char(ch, "You look up '%s' in Merriam-Webster.\r\n", word);
#endif /* platform specific part */
} else if (GET_LEVEL(ch) < LVL_IMMORT && !(vict = get_player_vis(ch, buf, NULL, FIND_CHAR_WORLD)))
send_to_char(ch, "%s", CONFIG_NOPERSON); send_to_char(ch, "%s", CONFIG_NOPERSON);
else if (GET_LEVEL(ch) >= LVL_IMMORT && !(vict = get_char_vis(ch, buf, NULL, FIND_CHAR_WORLD))) else if (GET_LEVEL(ch) >= LVL_IMMORT && !(vict = get_char_vis(ch, buf, NULL, FIND_CHAR_WORLD)))
send_to_char(ch, "%s", CONFIG_NOPERSON); send_to_char(ch, "%s", CONFIG_NOPERSON);

View File

@@ -46,12 +46,12 @@ static void list_obj_to_char(struct obj_data *list, struct char_data *ch, int mo
static void show_obj_to_char(struct obj_data *obj, struct char_data *ch, int mode); static void show_obj_to_char(struct obj_data *obj, struct char_data *ch, int mode);
static void show_obj_modifiers(struct obj_data *obj, struct char_data *ch); static void show_obj_modifiers(struct obj_data *obj, struct char_data *ch);
/* do_where utility functions */ /* do_where utility functions */
static void perform_immort_where(struct char_data *ch, char *arg); static void perform_immort_where(char_data *ch, const char *arg);
static void perform_mortal_where(struct char_data *ch, char *arg); static void perform_mortal_where(struct char_data *ch, char *arg);
static void print_object_location(int num, struct obj_data *obj, struct char_data *ch, int recur); static size_t print_object_location(int num, const obj_data *obj, const char_data *ch,
char *buf, size_t len, size_t buf_size, int recur);
/* Subcommands */ /* Subcommands */
/* For show_obj_to_char 'mode'. /-- arbitrary */ /* For show_obj_to_char 'mode'. /-- arbitrary */
#define SHOW_OBJ_LONG 0 #define SHOW_OBJ_LONG 0
#define SHOW_OBJ_SHORT 1 #define SHOW_OBJ_SHORT 1
#define SHOW_OBJ_ACTION 2 #define SHOW_OBJ_ACTION 2
@@ -125,7 +125,7 @@ static void show_obj_to_char(struct obj_data *obj, struct char_data *ch, int mod
snprintf(notebuf, sizeof(notebuf), "There is something written on it:\r\n\r\n%s", obj->action_description); snprintf(notebuf, sizeof(notebuf), "There is something written on it:\r\n\r\n%s", obj->action_description);
page_string(ch->desc, notebuf, TRUE); page_string(ch->desc, notebuf, TRUE);
} else } else
send_to_char(ch, "It's blank.\r\n"); send_to_char(ch, "It's blank.\r\n");
return; return;
case ITEM_DRINKCON: case ITEM_DRINKCON:
@@ -225,14 +225,14 @@ static void diag_char_to_char(struct char_data *i, struct char_data *ch)
byte percent; byte percent;
const char *text; const char *text;
} diagnosis[] = { } diagnosis[] = {
{ 100, "is in excellent condition." }, { 100, "is in excellent condition." },
{ 90, "has a few scratches." }, { 90, "has a few scratches." },
{ 75, "has some small wounds and bruises." }, { 75, "has some small wounds and bruises." },
{ 50, "has quite a few wounds." }, { 50, "has quite a few wounds." },
{ 30, "has some big nasty wounds and scratches." }, { 30, "has some big nasty wounds and scratches." },
{ 15, "looks pretty hurt." }, { 15, "looks pretty hurt." },
{ 0, "is in awful condition." }, { 0, "is in awful condition." },
{ -1, "is bleeding awfully from big wounds." }, { -1, "is bleeding awfully from big wounds." },
}; };
int percent, ar_index; int percent, ar_index;
const char *pers = PERS(i, ch); const char *pers = PERS(i, ch);
@@ -240,7 +240,7 @@ static void diag_char_to_char(struct char_data *i, struct char_data *ch)
if (GET_MAX_HIT(i) > 0) if (GET_MAX_HIT(i) > 0)
percent = (100 * GET_HIT(i)) / GET_MAX_HIT(i); percent = (100 * GET_HIT(i)) / GET_MAX_HIT(i);
else else
percent = -1; /* How could MAX_HIT be < 1?? */ percent = -1; /* How could MAX_HIT be < 1?? */
for (ar_index = 0; diagnosis[ar_index].percent >= 0; ar_index++) for (ar_index = 0; diagnosis[ar_index].percent >= 0; ar_index++)
if (percent >= diagnosis[ar_index].percent) if (percent >= diagnosis[ar_index].percent)
@@ -269,12 +269,12 @@ static void look_at_char(struct char_data *i, struct char_data *ch)
found = TRUE; found = TRUE;
if (found) { if (found) {
send_to_char(ch, "\r\n"); /* act() does capitalization. */ send_to_char(ch, "\r\n"); /* act() does capitalization. */
act("$n is using:", FALSE, i, 0, ch, TO_VICT); act("$n is using:", FALSE, i, 0, ch, TO_VICT);
for (j = 0; j < NUM_WEARS; j++) for (j = 0; j < NUM_WEARS; j++)
if (GET_EQ(i, j) && CAN_SEE_OBJ(ch, GET_EQ(i, j))) { if (GET_EQ(i, j) && CAN_SEE_OBJ(ch, GET_EQ(i, j))) {
send_to_char(ch, "%s", wear_where[j]); send_to_char(ch, "%s", wear_where[j]);
show_obj_to_char(GET_EQ(i, j), ch, SHOW_OBJ_SHORT); show_obj_to_char(GET_EQ(i, j), ch, SHOW_OBJ_SHORT);
} }
} }
if (ch != i && (IS_THIEF(ch) || GET_LEVEL(ch) >= LVL_IMMORT)) { if (ch != i && (IS_THIEF(ch) || GET_LEVEL(ch) >= LVL_IMMORT)) {
@@ -300,7 +300,7 @@ static void list_one_char(struct char_data *i, struct char_data *ch)
if (!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_SHOWVNUMS)) { if (!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_SHOWVNUMS)) {
if (IS_NPC(i)) if (IS_NPC(i))
send_to_char(ch, "[%d] ", GET_MOB_VNUM(i)); send_to_char(ch, "[%d] ", GET_MOB_VNUM(i));
if (SCRIPT(i) && TRIGGERS(SCRIPT(i))) { if (SCRIPT(i) && TRIGGERS(SCRIPT(i))) {
if (!TRIGGERS(SCRIPT(i))->next) if (!TRIGGERS(SCRIPT(i))->next)
send_to_char(ch, "[T%d] ", GET_TRIG_VNUM(TRIGGERS(SCRIPT(i)))); send_to_char(ch, "[T%d] ", GET_TRIG_VNUM(TRIGGERS(SCRIPT(i))));
@@ -312,12 +312,12 @@ static void list_one_char(struct char_data *i, struct char_data *ch)
if (GROUP(i)) { if (GROUP(i)) {
if (GROUP(i) == GROUP(ch)) if (GROUP(i) == GROUP(ch))
send_to_char(ch, "(%s%s%s) ", CBGRN(ch, C_NRM), send_to_char(ch, "(%s%s%s) ", CBGRN(ch, C_NRM),
GROUP_LEADER(GROUP(i)) == i ? "leader" : "group", GROUP_LEADER(GROUP(i)) == i ? "leader" : "group",
CCNRM(ch, C_NRM)); CCNRM(ch, C_NRM));
else else
send_to_char(ch, "(%s%s%s) ", CBRED(ch, C_NRM), send_to_char(ch, "(%s%s%s) ", CBRED(ch, C_NRM),
GROUP_LEADER(GROUP(i)) == i ? "leader" : "group", GROUP_LEADER(GROUP(i)) == i ? "leader" : "group",
CCNRM(ch, C_NRM)); CCNRM(ch, C_NRM));
} }
if (IS_NPC(i) && i->player.long_descr && GET_POS(i) == GET_DEFAULT_POS(i)) { if (IS_NPC(i) && i->player.long_descr && GET_POS(i) == GET_DEFAULT_POS(i)) {
@@ -326,9 +326,9 @@ static void list_one_char(struct char_data *i, struct char_data *ch)
if (AFF_FLAGGED(ch, AFF_DETECT_ALIGN)) { if (AFF_FLAGGED(ch, AFF_DETECT_ALIGN)) {
if (IS_EVIL(i)) if (IS_EVIL(i))
send_to_char(ch, "(Red Aura) "); send_to_char(ch, "(Red Aura) ");
else if (IS_GOOD(i)) else if (IS_GOOD(i))
send_to_char(ch, "(Blue Aura) "); send_to_char(ch, "(Blue Aura) ");
} }
send_to_char(ch, "%s", i->player.long_descr); send_to_char(ch, "%s", i->player.long_descr);
@@ -361,24 +361,24 @@ static void list_one_char(struct char_data *i, struct char_data *ch)
if (GET_POS(i) != POS_FIGHTING) { if (GET_POS(i) != POS_FIGHTING) {
if (!SITTING(i)) if (!SITTING(i))
send_to_char(ch, "%s", positions[(int) GET_POS(i)]); send_to_char(ch, "%s", positions[(int) GET_POS(i)]);
else { else {
furniture = SITTING(i); furniture = SITTING(i);
send_to_char(ch, " is %s upon %s.", (GET_POS(i) == POS_SLEEPING ? send_to_char(ch, " is %s upon %s.", (GET_POS(i) == POS_SLEEPING ?
"sleeping" : (GET_POS(i) == POS_RESTING ? "resting" : "sitting")), "sleeping" : (GET_POS(i) == POS_RESTING ? "resting" : "sitting")),
OBJS(furniture, ch)); OBJS(furniture, ch));
} }
} else { } else {
if (FIGHTING(i)) { if (FIGHTING(i)) {
send_to_char(ch, " is here, fighting "); send_to_char(ch, " is here, fighting ");
if (FIGHTING(i) == ch) if (FIGHTING(i) == ch)
send_to_char(ch, "YOU!"); send_to_char(ch, "YOU!");
else { else {
if (IN_ROOM(i) == IN_ROOM(FIGHTING(i))) if (IN_ROOM(i) == IN_ROOM(FIGHTING(i)))
send_to_char(ch, "%s!", PERS(FIGHTING(i), ch)); send_to_char(ch, "%s!", PERS(FIGHTING(i), ch));
else else
send_to_char(ch, "someone who has already left!"); send_to_char(ch, "someone who has already left!");
} }
} else /* NIL fighting pointer */ } else /* NIL fighting pointer */
send_to_char(ch, " is here struggling with thin air."); send_to_char(ch, " is here struggling with thin air.");
} }
@@ -402,13 +402,13 @@ static void list_char_to_char(struct char_data *list, struct char_data *ch)
if (ch != i) { if (ch != i) {
/* hide npcs whose description starts with a '.' from non-holylighted people - Idea from Elaseth of TBA */ /* hide npcs whose description starts with a '.' from non-holylighted people - Idea from Elaseth of TBA */
if (!IS_NPC(ch) && !PRF_FLAGGED(ch, PRF_HOLYLIGHT) && if (!IS_NPC(ch) && !PRF_FLAGGED(ch, PRF_HOLYLIGHT) &&
IS_NPC(i) && i->player.long_descr && *i->player.long_descr == '.') IS_NPC(i) && i->player.long_descr && *i->player.long_descr == '.')
continue; continue;
send_to_char(ch, "%s", CCYEL(ch, C_NRM)); send_to_char(ch, "%s", CCYEL(ch, C_NRM));
if (CAN_SEE(ch, i)) if (CAN_SEE(ch, i))
list_one_char(i, ch); list_one_char(i, ch);
else if (IS_DARK(IN_ROOM(ch)) && !CAN_SEE_IN_DARK(ch) && else if (IS_DARK(IN_ROOM(ch)) && !CAN_SEE_IN_DARK(ch) &&
AFF_FLAGGED(i, AFF_INFRAVISION)) AFF_FLAGGED(i, AFF_INFRAVISION))
send_to_char(ch, "You see a pair of glowing red eyes looking your way.\r\n"); send_to_char(ch, "You see a pair of glowing red eyes looking your way.\r\n");
send_to_char(ch, "%s", CCNRM(ch, C_NRM)); send_to_char(ch, "%s", CCNRM(ch, C_NRM));
} }
@@ -425,12 +425,12 @@ static void do_auto_exits(struct char_data *ch)
continue; continue;
if (EXIT_FLAGGED(EXIT(ch, door), EX_CLOSED) && !CONFIG_DISP_CLOSED_DOORS) if (EXIT_FLAGGED(EXIT(ch, door), EX_CLOSED) && !CONFIG_DISP_CLOSED_DOORS)
continue; continue;
if (EXIT_FLAGGED(EXIT(ch, door), EX_HIDDEN) && !PRF_FLAGGED(ch, PRF_HOLYLIGHT)) if (EXIT_FLAGGED(EXIT(ch, door), EX_HIDDEN) && !PRF_FLAGGED(ch, PRF_HOLYLIGHT))
continue; continue;
if (EXIT_FLAGGED(EXIT(ch, door), EX_CLOSED)) if (EXIT_FLAGGED(EXIT(ch, door), EX_CLOSED))
send_to_char(ch, "%s(%s)%s ", EXIT_FLAGGED(EXIT(ch, door), EX_HIDDEN) ? CCWHT(ch, C_NRM) : CCRED(ch, C_NRM), autoexits[door], CCCYN(ch, C_NRM)); send_to_char(ch, "%s(%s)%s ", EXIT_FLAGGED(EXIT(ch, door), EX_HIDDEN) ? CCWHT(ch, C_NRM) : CCRED(ch, C_NRM), autoexits[door], CCCYN(ch, C_NRM));
else if (EXIT_FLAGGED(EXIT(ch, door), EX_HIDDEN)) else if (EXIT_FLAGGED(EXIT(ch, door), EX_HIDDEN))
send_to_char(ch, "%s%s%s ", CCWHT(ch, C_NRM), autoexits[door], CCCYN(ch, C_NRM)); send_to_char(ch, "%s%s%s ", CCWHT(ch, C_NRM), autoexits[door], CCCYN(ch, C_NRM));
else else
send_to_char(ch, "\t(%s\t) ", autoexits[door]); send_to_char(ch, "\t(%s\t) ", autoexits[door]);
slen++; slen++;
@@ -443,44 +443,50 @@ ACMD(do_exits)
{ {
int door, len = 0; int door, len = 0;
if (AFF_FLAGGED(ch, AFF_BLIND) && GET_LEVEL(ch) < LVL_IMMORT) { if (AFF_FLAGGED(ch, AFF_BLIND) && GET_LEVEL(ch) < LVL_IMMORT)
{
send_to_char(ch, "You can't see a damned thing, you're blind!\r\n"); send_to_char(ch, "You can't see a damned thing, you're blind!\r\n");
return; return;
} }
send_to_char(ch, "Obvious exits:\r\n"); send_to_char(ch, "Obvious exits:\r\n");
for (door = 0; door < DIR_COUNT; door++) { for (door = 0; door < DIR_COUNT; door++)
{
if (!EXIT(ch, door) || EXIT(ch, door)->to_room == NOWHERE) if (!EXIT(ch, door) || EXIT(ch, door)->to_room == NOWHERE)
continue; continue;
if (EXIT_FLAGGED(EXIT(ch, door), EX_CLOSED) && !CONFIG_DISP_CLOSED_DOORS) if (EXIT_FLAGGED(EXIT(ch, door), EX_CLOSED) && !CONFIG_DISP_CLOSED_DOORS)
continue; continue;
if (EXIT_FLAGGED(EXIT(ch, door), EX_HIDDEN) && !PRF_FLAGGED(ch, PRF_HOLYLIGHT)) if (EXIT_FLAGGED(EXIT(ch, door), EX_HIDDEN) && !PRF_FLAGGED(ch, PRF_HOLYLIGHT))
continue; continue;
len++; len++;
if (!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_SHOWVNUMS) && !EXIT_FLAGGED(EXIT(ch, door), EX_CLOSED)) if (!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_SHOWVNUMS) && !EXIT_FLAGGED(EXIT(ch, door), EX_CLOSED))
send_to_char(ch, "%-5s - [%5d]%s %s\r\n", dirs[door], GET_ROOM_VNUM(EXIT(ch, door)->to_room), {
EXIT_FLAGGED(EXIT(ch, door), EX_HIDDEN) ? " [HIDDEN]" : "", world[EXIT(ch, door)->to_room].name); send_to_char(ch, "%-5s -[%5d]%s %s\r\n", dirs[door], GET_ROOM_VNUM(EXIT(ch, door)->to_room),
else if (CONFIG_DISP_CLOSED_DOORS && EXIT_FLAGGED(EXIT(ch, door), EX_CLOSED)) { EXIT_FLAGGED(EXIT(ch, door), EX_HIDDEN) ? "[HIDDEN]" : "", world[EXIT(ch, door)->to_room].name);
/* But we tell them the door is closed */ }
else if (CONFIG_DISP_CLOSED_DOORS && EXIT_FLAGGED(EXIT(ch, door), EX_CLOSED))
{
/*But we tell them the door is closed */
send_to_char(ch, "%-5s - The %s is closed%s\r\n", dirs[door], send_to_char(ch, "%-5s - The %s is closed%s\r\n", dirs[door],
(EXIT(ch, door)->keyword)? fname(EXIT(ch, door)->keyword) : "opening", (EXIT(ch, door)->keyword) ? fname(EXIT(ch, door)->keyword) : "opening",
EXIT_FLAGGED(EXIT(ch, door), EX_HIDDEN) ? " and hidden." : "."); EXIT_FLAGGED(EXIT(ch, door), EX_HIDDEN) ? " and hidden." : ".");
} }
else else
{
send_to_char(ch, "%-5s - %s\r\n", dirs[door], IS_DARK(EXIT(ch, door)->to_room) && send_to_char(ch, "%-5s - %s\r\n", dirs[door], IS_DARK(EXIT(ch, door)->to_room) &&
!CAN_SEE_IN_DARK(ch) ? "Too dark to tell." : world[EXIT(ch, door)->to_room].name); !CAN_SEE_IN_DARK(ch) ? "Too dark to tell." : world[EXIT(ch, door)->to_room].name);
}
} }
if (!len)
if (!len) send_to_char(ch, " None.\r\n");
send_to_char(ch, " None.\r\n");
} }
void look_at_room(struct char_data *ch, int ignore_brief) void look_at_room(struct char_data *ch, int ignore_brief)
{ {
trig_data *t; trig_data * t;
struct room_data *rm = &world[IN_ROOM(ch)]; struct room_data *rm = &world[IN_ROOM(ch)];
room_vnum target_room; room_vnum target_room;
@@ -489,20 +495,22 @@ void look_at_room(struct char_data *ch, int ignore_brief)
if (!ch->desc) if (!ch->desc)
return; return;
if (IS_DARK(IN_ROOM(ch)) && !CAN_SEE_IN_DARK(ch)) { if (IS_DARK(IN_ROOM(ch)) && !CAN_SEE_IN_DARK(ch)){
send_to_char(ch, "It is pitch black...\r\n"); send_to_char(ch, "It is pitch black...\r\n");
return; return;
} else if (AFF_FLAGGED(ch, AFF_BLIND) && GET_LEVEL(ch) < LVL_IMMORT) { }
else if (AFF_FLAGGED(ch, AFF_BLIND) && GET_LEVEL(ch) < LVL_IMMORT) {
send_to_char(ch, "You see nothing but infinite darkness...\r\n"); send_to_char(ch, "You see nothing but infinite darkness...\r\n");
return; return;
} }
send_to_char(ch, "%s", CCCYN(ch, C_NRM));
send_to_char(ch, "%s", CCYEL(ch, C_NRM));
if (!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_SHOWVNUMS)) { if (!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_SHOWVNUMS)) {
char buf[MAX_STRING_LENGTH]; char buf[MAX_STRING_LENGTH];
sprintbitarray(ROOM_FLAGS(IN_ROOM(ch)), room_bits, RF_ARRAY_MAX, buf); sprintbitarray(ROOM_FLAGS(IN_ROOM(ch)), room_bits, RF_ARRAY_MAX, buf);
send_to_char(ch, "[%5d] ", GET_ROOM_VNUM(IN_ROOM(ch))); send_to_char(ch, "[%5d] ", GET_ROOM_VNUM(IN_ROOM(ch)));
send_to_char(ch, "%s [ %s] [ %s ]", world[IN_ROOM(ch)].name, buf, sector_types[world[IN_ROOM(ch)].sector_type]); send_to_char(ch, "%s[ %s][ %s ]", world[IN_ROOM(ch)].name, buf, sector_types[world[IN_ROOM(ch)].sector_type]);
if (SCRIPT(rm)) { if (SCRIPT(rm)) {
send_to_char(ch, "[T"); send_to_char(ch, "[T");
@@ -513,21 +521,23 @@ void look_at_room(struct char_data *ch, int ignore_brief)
} }
else else
send_to_char(ch, "%s", world[IN_ROOM(ch)].name); send_to_char(ch, "%s", world[IN_ROOM(ch)].name);
send_to_char(ch, "%s\r\n", CCNRM(ch, C_NRM)); send_to_char(ch, "%s\r\n", CCNRM(ch, C_NRM));
if ((!IS_NPC(ch) && !PRF_FLAGGED(ch, PRF_BRIEF)) || ignore_brief || if ((!IS_NPC(ch) && !PRF_FLAGGED(ch, PRF_BRIEF)) || ignore_brief ||
ROOM_FLAGGED(IN_ROOM(ch), ROOM_DEATH)) { ROOM_FLAGGED(IN_ROOM(ch), ROOM_DEATH)) {
if(!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_AUTOMAP) && can_see_map(ch)) if (!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_AUTOMAP) && can_see_map(ch))
str_and_map(world[target_room].description, ch, target_room); str_and_map(world[target_room].description, ch, target_room);
else else
send_to_char(ch, "%s", world[IN_ROOM(ch)].description); send_to_char(ch, "%s", world[IN_ROOM(ch)].description);
} }
/* autoexits */
/*autoexits */
if (!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_AUTOEXIT)) if (!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_AUTOEXIT))
do_auto_exits(ch); do_auto_exits(ch);
/* now list characters & objects */ /*now list characters &objects */
list_obj_to_char(world[IN_ROOM(ch)].contents, ch, SHOW_OBJ_LONG, FALSE); list_obj_to_char(world[IN_ROOM(ch)].contents, ch, SHOW_OBJ_LONG, FALSE);
list_char_to_char(world[IN_ROOM(ch)].people, ch); list_char_to_char(world[IN_ROOM(ch)].people, ch);
} }
@@ -557,35 +567,35 @@ static void look_in_obj(struct char_data *ch, char *arg)
if (!*arg) if (!*arg)
send_to_char(ch, "Look in what?\r\n"); send_to_char(ch, "Look in what?\r\n");
else if (!(bits = generic_find(arg, FIND_OBJ_INV | FIND_OBJ_ROOM | else if (!(bits = generic_find(arg, FIND_OBJ_INV | FIND_OBJ_ROOM |
FIND_OBJ_EQUIP, ch, &dummy, &obj))) { FIND_OBJ_EQUIP, ch, &dummy, &obj))) {
send_to_char(ch, "There doesn't seem to be %s %s here.\r\n", AN(arg), arg); send_to_char(ch, "There doesn't seem to be %s %s here.\r\n", AN(arg), arg);
} else if ((GET_OBJ_TYPE(obj) != ITEM_DRINKCON) && } else if ((GET_OBJ_TYPE(obj) != ITEM_DRINKCON) &&
(GET_OBJ_TYPE(obj) != ITEM_FOUNTAIN) && (GET_OBJ_TYPE(obj) != ITEM_FOUNTAIN) &&
(GET_OBJ_TYPE(obj) != ITEM_CONTAINER)) (GET_OBJ_TYPE(obj) != ITEM_CONTAINER))
send_to_char(ch, "There's nothing inside that!\r\n"); send_to_char(ch, "There's nothing inside that!\r\n");
else { else {
if (GET_OBJ_TYPE(obj) == ITEM_CONTAINER) { if (GET_OBJ_TYPE(obj) == ITEM_CONTAINER) {
if (OBJVAL_FLAGGED(obj, CONT_CLOSED) && (GET_LEVEL(ch) < LVL_IMMORT || !PRF_FLAGGED(ch, PRF_NOHASSLE))) if (OBJVAL_FLAGGED(obj, CONT_CLOSED) && (GET_LEVEL(ch) < LVL_IMMORT || !PRF_FLAGGED(ch, PRF_NOHASSLE)))
send_to_char(ch, "It is closed.\r\n"); send_to_char(ch, "It is closed.\r\n");
else { else {
send_to_char(ch, "%s", fname(obj->name)); send_to_char(ch, "%s", fname(obj->name));
switch (bits) { switch (bits) {
case FIND_OBJ_INV: case FIND_OBJ_INV:
send_to_char(ch, " (carried): \r\n"); send_to_char(ch, " (carried): \r\n");
break; break;
case FIND_OBJ_ROOM: case FIND_OBJ_ROOM:
send_to_char(ch, " (here): \r\n"); send_to_char(ch, " (here): \r\n");
break; break;
case FIND_OBJ_EQUIP: case FIND_OBJ_EQUIP:
send_to_char(ch, " (used): \r\n"); send_to_char(ch, " (used): \r\n");
break; break;
} }
list_obj_to_char(obj->contains, ch, SHOW_OBJ_SHORT, TRUE); list_obj_to_char(obj->contains, ch, SHOW_OBJ_SHORT, TRUE);
} }
} else { /* item must be a fountain or drink container */ } else { /* item must be a fountain or drink container */
if ((GET_OBJ_VAL(obj, 1) == 0) && (GET_OBJ_VAL(obj, 0) != -1)) if ((GET_OBJ_VAL(obj, 1) == 0) && (GET_OBJ_VAL(obj, 0) != -1))
send_to_char(ch, "It is empty.\r\n"); send_to_char(ch, "It is empty.\r\n");
else { else {
if (GET_OBJ_VAL(obj, 0) < 0) if (GET_OBJ_VAL(obj, 0) < 0)
{ {
@@ -593,14 +603,15 @@ static void look_in_obj(struct char_data *ch, char *arg)
sprinttype(GET_OBJ_VAL(obj, 2), color_liquid, buf2, sizeof(buf2)); sprinttype(GET_OBJ_VAL(obj, 2), color_liquid, buf2, sizeof(buf2));
send_to_char(ch, "It's full of a %s liquid.\r\n", buf2); send_to_char(ch, "It's full of a %s liquid.\r\n", buf2);
} }
else if (GET_OBJ_VAL(obj,1)>GET_OBJ_VAL(obj,0)) else if (GET_OBJ_VAL(obj,1)>GET_OBJ_VAL(obj,0))
send_to_char(ch, "Its contents seem somewhat murky.\r\n"); /* BUG */ send_to_char(ch, "Its contents seem somewhat murky.\r\n"); /* BUG */
else { else
{
char buf2[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH];
amt = (GET_OBJ_VAL(obj, 1) * 3) / GET_OBJ_VAL(obj, 0); amt = (GET_OBJ_VAL(obj, 1) * 3) / GET_OBJ_VAL(obj, 0);
sprinttype(GET_OBJ_VAL(obj, 2), color_liquid, buf2, sizeof(buf2)); sprinttype(GET_OBJ_VAL(obj, 2), color_liquid, buf2, sizeof(buf2));
send_to_char(ch, "It's %sfull of a %s liquid.\r\n", fullness[amt], buf2); send_to_char(ch, "It's %sfull of a %s liquid.\r\n", fullness[amt], buf2);
} }
} }
} }
} }
@@ -637,14 +648,14 @@ static void look_at_target(struct char_data *ch, char *arg)
} }
bits = generic_find(arg, FIND_OBJ_INV | FIND_OBJ_ROOM | FIND_OBJ_EQUIP | bits = generic_find(arg, FIND_OBJ_INV | FIND_OBJ_ROOM | FIND_OBJ_EQUIP |
FIND_CHAR_ROOM, ch, &found_char, &found_obj); FIND_CHAR_ROOM, ch, &found_char, &found_obj);
/* Is the target a character? */ /* Is the target a character? */
if (found_char != NULL) { if (found_char != NULL) {
look_at_char(found_char, ch); look_at_char(found_char, ch);
if (ch != found_char) { if (ch != found_char) {
if (CAN_SEE(found_char, ch)) if (CAN_SEE(found_char, ch))
act("$n looks at you.", TRUE, ch, 0, found_char, TO_VICT); act("$n looks at you.", TRUE, ch, 0, found_char, TO_VICT);
act("$n looks at $N.", TRUE, ch, 0, found_char, TO_NOTVICT); act("$n looks at $N.", TRUE, ch, 0, found_char, TO_NOTVICT);
} }
return; return;
@@ -666,16 +677,16 @@ static void look_at_target(struct char_data *ch, char *arg)
for (j = 0; j < NUM_WEARS && !found; j++) for (j = 0; j < NUM_WEARS && !found; j++)
if (GET_EQ(ch, j) && CAN_SEE_OBJ(ch, GET_EQ(ch, j))) if (GET_EQ(ch, j) && CAN_SEE_OBJ(ch, GET_EQ(ch, j)))
if ((desc = find_exdesc(arg, GET_EQ(ch, j)->ex_description)) != NULL && ++i == fnum) { if ((desc = find_exdesc(arg, GET_EQ(ch, j)->ex_description)) != NULL && ++i == fnum) {
send_to_char(ch, "%s", desc); send_to_char(ch, "%s", desc);
found = TRUE; found = TRUE;
} }
/* Does the argument match an extra desc in the char's inventory? */ /* Does the argument match an extra desc in the char's inventory? */
for (obj = ch->carrying; obj && !found; obj = obj->next_content) { for (obj = ch->carrying; obj && !found; obj = obj->next_content) {
if (CAN_SEE_OBJ(ch, obj)) if (CAN_SEE_OBJ(ch, obj))
if ((desc = find_exdesc(arg, obj->ex_description)) != NULL && ++i == fnum) { if ((desc = find_exdesc(arg, obj->ex_description)) != NULL && ++i == fnum) {
send_to_char(ch, "%s", desc); send_to_char(ch, "%s", desc);
found = TRUE; found = TRUE;
} }
} }
@@ -683,8 +694,8 @@ static void look_at_target(struct char_data *ch, char *arg)
for (obj = world[IN_ROOM(ch)].contents; obj && !found; obj = obj->next_content) for (obj = world[IN_ROOM(ch)].contents; obj && !found; obj = obj->next_content)
if (CAN_SEE_OBJ(ch, obj)) if (CAN_SEE_OBJ(ch, obj))
if ((desc = find_exdesc(arg, obj->ex_description)) != NULL && ++i == fnum) { if ((desc = find_exdesc(arg, obj->ex_description)) != NULL && ++i == fnum) {
send_to_char(ch, "%s", desc); send_to_char(ch, "%s", desc);
found = TRUE; found = TRUE;
} }
/* If an object was found back in generic_find */ /* If an object was found back in generic_find */
@@ -714,7 +725,7 @@ ACMD(do_look)
send_to_char(ch, "You can't see a damned thing, you're blind!\r\n"); send_to_char(ch, "You can't see a damned thing, you're blind!\r\n");
else if (IS_DARK(IN_ROOM(ch)) && !CAN_SEE_IN_DARK(ch)) { else if (IS_DARK(IN_ROOM(ch)) && !CAN_SEE_IN_DARK(ch)) {
send_to_char(ch, "It is pitch black...\r\n"); send_to_char(ch, "It is pitch black...\r\n");
list_char_to_char(world[IN_ROOM(ch)].people, ch); /* glowing red eyes */ list_char_to_char(world[IN_ROOM(ch)].people, ch); /* glowing red eyes */
} else { } else {
char arg[MAX_INPUT_LENGTH], arg2[MAX_INPUT_LENGTH]; char arg[MAX_INPUT_LENGTH], arg2[MAX_INPUT_LENGTH];
@@ -722,12 +733,12 @@ ACMD(do_look)
if (subcmd == SCMD_READ) { if (subcmd == SCMD_READ) {
if (!*arg) if (!*arg)
send_to_char(ch, "Read what?\r\n"); send_to_char(ch, "Read what?\r\n");
else else
look_at_target(ch, strcpy(tempsave, arg)); look_at_target(ch, strcpy(tempsave, arg));
return; return;
} }
if (!*arg) /* "look" alone, without an argument at all */ if (!*arg) /* "look" alone, without an argument at all */
look_at_room(ch, 1); look_at_room(ch, 1);
else if (is_abbrev(arg, "in")) else if (is_abbrev(arg, "in"))
look_in_obj(ch, arg2); look_in_obj(ch, arg2);
@@ -767,15 +778,15 @@ ACMD(do_examine)
} }
/* look_at_target() eats the number. */ /* look_at_target() eats the number. */
look_at_target(ch, strcpy(tempsave, arg)); /* strcpy: OK */ look_at_target(ch, strcpy(tempsave, arg)); /* strcpy: OK */
generic_find(arg, FIND_OBJ_INV | FIND_OBJ_ROOM | FIND_CHAR_ROOM | generic_find(arg, FIND_OBJ_INV | FIND_OBJ_ROOM | FIND_CHAR_ROOM |
FIND_OBJ_EQUIP, ch, &tmp_char, &tmp_object); FIND_OBJ_EQUIP, ch, &tmp_char, &tmp_object);
if (tmp_object) { if (tmp_object) {
if ((GET_OBJ_TYPE(tmp_object) == ITEM_DRINKCON) || if ((GET_OBJ_TYPE(tmp_object) == ITEM_DRINKCON) ||
(GET_OBJ_TYPE(tmp_object) == ITEM_FOUNTAIN) || (GET_OBJ_TYPE(tmp_object) == ITEM_FOUNTAIN) ||
(GET_OBJ_TYPE(tmp_object) == ITEM_CONTAINER)) { (GET_OBJ_TYPE(tmp_object) == ITEM_CONTAINER)) {
send_to_char(ch, "When you look inside, you see:\r\n"); send_to_char(ch, "When you look inside, you see:\r\n");
look_in_obj(ch, arg); look_in_obj(ch, arg);
} }
@@ -807,18 +818,18 @@ ACMD(do_score)
send_to_char(ch, "\r\n"); send_to_char(ch, "\r\n");
send_to_char(ch, "You have %d(%d) hit, %d(%d) mana and %d(%d) movement points.\r\n", send_to_char(ch, "You have %d(%d) hit, %d(%d) mana and %d(%d) movement points.\r\n",
GET_HIT(ch), GET_MAX_HIT(ch), GET_MANA(ch), GET_MAX_MANA(ch), GET_HIT(ch), GET_MAX_HIT(ch), GET_MANA(ch), GET_MAX_MANA(ch),
GET_MOVE(ch), GET_MAX_MOVE(ch)); GET_MOVE(ch), GET_MAX_MOVE(ch));
send_to_char(ch, "Your armor class is %d/10, and your alignment is %d.\r\n", send_to_char(ch, "Your armor class is %d/10, and your alignment is %d.\r\n",
compute_armor_class(ch), GET_ALIGNMENT(ch)); compute_armor_class(ch), GET_ALIGNMENT(ch));
send_to_char(ch, "You have %d exp, %d gold coins, and %d questpoints.\r\n", send_to_char(ch, "You have %d exp, %d gold coins, and %d questpoints.\r\n",
GET_EXP(ch), GET_GOLD(ch), GET_QUESTPOINTS(ch)); GET_EXP(ch), GET_GOLD(ch), GET_QUESTPOINTS(ch));
if (GET_LEVEL(ch) < LVL_IMMORT) if (GET_LEVEL(ch) < LVL_IMMORT)
send_to_char(ch, "You need %d exp to reach your next level.\r\n", send_to_char(ch, "You need %d exp to reach your next level.\r\n",
level_exp(GET_CLASS(ch), GET_LEVEL(ch) + 1) - GET_EXP(ch)); level_exp(GET_CLASS(ch), GET_LEVEL(ch) + 1) - GET_EXP(ch));
send_to_char(ch, "You have earned %d quest points.\r\n", GET_QUESTPOINTS(ch)); send_to_char(ch, "You have earned %d quest points.\r\n", GET_QUESTPOINTS(ch));
send_to_char(ch, "You have completed %d quest%s, ", send_to_char(ch, "You have completed %d quest%s, ",
@@ -837,13 +848,13 @@ ACMD(do_score)
} }
playing_time = *real_time_passed((time(0) - ch->player.time.logon) + playing_time = *real_time_passed((time(0) - ch->player.time.logon) +
ch->player.time.played, 0); ch->player.time.played, 0);
send_to_char(ch, "You have been playing for %d day%s and %d hour%s.\r\n", send_to_char(ch, "You have been playing for %d day%s and %d hour%s.\r\n",
playing_time.day, playing_time.day == 1 ? "" : "s", playing_time.day, playing_time.day == 1 ? "" : "s",
playing_time.hours, playing_time.hours == 1 ? "" : "s"); playing_time.hours, playing_time.hours == 1 ? "" : "s");
send_to_char(ch, "This ranks you as %s %s (level %d).\r\n", send_to_char(ch, "This ranks you as %s %s (level %d).\r\n",
GET_NAME(ch), GET_TITLE(ch), GET_LEVEL(ch)); GET_NAME(ch), GET_TITLE(ch), GET_LEVEL(ch));
switch (GET_POS(ch)) { switch (GET_POS(ch)) {
case POS_DEAD: case POS_DEAD:
@@ -974,8 +985,8 @@ ACMD(do_time)
weekday = ((35 * time_info.month) + day) % 7; weekday = ((35 * time_info.month) + day) % 7;
send_to_char(ch, "It is %d o'clock %s, on %s.\r\n", send_to_char(ch, "It is %d o'clock %s, on %s.\r\n",
(time_info.hours % 12 == 0) ? 12 : (time_info.hours % 12), (time_info.hours % 12 == 0) ? 12 : (time_info.hours % 12),
time_info.hours >= 12 ? "pm" : "am", weekdays[weekday]); time_info.hours >= 12 ? "pm" : "am", weekdays[weekday]);
/* Peter Ajamian supplied the following as a fix for a bug introduced in the /* Peter Ajamian supplied the following as a fix for a bug introduced in the
* ordinal display that caused 11, 12, and 13 to be incorrectly displayed as * ordinal display that caused 11, 12, and 13 to be incorrectly displayed as
@@ -997,7 +1008,7 @@ ACMD(do_time)
} }
} }
send_to_char(ch, "The %d%s Day of the %s, Year %d.\r\n", send_to_char(ch, "The %d%s Day of the %s, Year %d.\r\n",
day, suf, month_name[time_info.month], time_info.year); day, suf, month_name[time_info.month], time_info.year);
} }
ACMD(do_weather) ACMD(do_weather)
@@ -1012,8 +1023,8 @@ ACMD(do_weather)
if (OUTSIDE(ch)) if (OUTSIDE(ch))
{ {
send_to_char(ch, "The sky is %s and %s.\r\n", sky_look[weather_info.sky], send_to_char(ch, "The sky is %s and %s.\r\n", sky_look[weather_info.sky],
weather_info.change >= 0 ? "you feel a warm wind from south" : weather_info.change >= 0 ? "you feel a warm wind from south" :
"your foot tells you bad weather is due"); "your foot tells you bad weather is due");
if (GET_LEVEL(ch) >= LVL_GOD) if (GET_LEVEL(ch) >= LVL_GOD)
send_to_char(ch, "Pressure: %d (change: %d), Sky: %d (%s)\r\n", send_to_char(ch, "Pressure: %d (change: %d), Sky: %d (%s)\r\n",
weather_info.pressure, weather_info.pressure,
@@ -1051,7 +1062,7 @@ int search_help(const char *argument, int level)
mid++; mid++;
if (strn_cmp(argument, help_table[mid].keywords, minlen) || level < help_table[mid].min_level) if (strn_cmp(argument, help_table[mid].keywords, minlen) || level < help_table[mid].min_level)
break; break;
return (mid); return (mid);
} }
else if (chk > 0) else if (chk > 0)
@@ -1278,7 +1289,7 @@ ACMD(do_who)
GET_LEVEL(tch), CLASS_ABBR(tch), GET_LEVEL(tch), CLASS_ABBR(tch),
GET_NAME(tch), (*GET_TITLE(tch) ? " " : ""), GET_TITLE(tch), GET_NAME(tch), (*GET_TITLE(tch) ? " " : ""), GET_TITLE(tch),
CCNRM(ch, C_SPR)); CCNRM(ch, C_SPR));
if (GET_INVIS_LEV(tch)) if (GET_INVIS_LEV(tch))
send_to_char(ch, " (i%d)", GET_INVIS_LEV(tch)); send_to_char(ch, " (i%d)", GET_INVIS_LEV(tch));
else if (AFF_FLAGGED(tch, AFF_INVISIBLE)) else if (AFF_FLAGGED(tch, AFF_INVISIBLE))
@@ -1371,7 +1382,7 @@ ACMD(do_users)
host_search[0] = name_search[0] = '\0'; host_search[0] = name_search[0] = '\0';
strcpy(buf, argument); /* strcpy: OK (sizeof: argument == buf) */ strcpy(buf, argument); /* strcpy: OK (sizeof: argument == buf) */
while (*buf) { while (*buf) {
char buf1[MAX_INPUT_LENGTH]; char buf1[MAX_INPUT_LENGTH];
@@ -1381,49 +1392,49 @@ ACMD(do_users)
switch (mode) { switch (mode) {
case 'o': case 'o':
case 'k': case 'k':
outlaws = 1; outlaws = 1;
playing = 1; playing = 1;
strcpy(buf, buf1); /* strcpy: OK (sizeof: buf1 == buf) */ strcpy(buf, buf1); /* strcpy: OK (sizeof: buf1 == buf) */
break; break;
case 'p': case 'p':
playing = 1; playing = 1;
strcpy(buf, buf1); /* strcpy: OK (sizeof: buf1 == buf) */ strcpy(buf, buf1); /* strcpy: OK (sizeof: buf1 == buf) */
break; break;
case 'd': case 'd':
deadweight = 1; deadweight = 1;
strcpy(buf, buf1); /* strcpy: OK (sizeof: buf1 == buf) */ strcpy(buf, buf1); /* strcpy: OK (sizeof: buf1 == buf) */
break; break;
case 'l': case 'l':
playing = 1; playing = 1;
half_chop(buf1, arg, buf); half_chop(buf1, arg, buf);
sscanf(arg, "%d-%d", &low, &high); sscanf(arg, "%d-%d", &low, &high);
break; break;
case 'n': case 'n':
playing = 1; playing = 1;
half_chop(buf1, name_search, buf); half_chop(buf1, name_search, buf);
break; break;
case 'h': case 'h':
playing = 1; playing = 1;
half_chop(buf1, host_search, buf); half_chop(buf1, host_search, buf);
break; break;
case 'c': case 'c':
playing = 1; playing = 1;
half_chop(buf1, arg, buf); half_chop(buf1, arg, buf);
showclass = find_class_bitvector(arg); showclass = find_class_bitvector(arg);
break; break;
default: default:
send_to_char(ch, "%s", USERS_FORMAT); send_to_char(ch, "%s", USERS_FORMAT);
return; return;
} /* end of switch */ } /* end of switch */
} else { /* endif */ } else { /* endif */
send_to_char(ch, "%s", USERS_FORMAT); send_to_char(ch, "%s", USERS_FORMAT);
return; return;
} }
} /* end while (parser) */ } /* end while (parser) */
send_to_char(ch, send_to_char(ch,
"Num Class Name State Idl Login\t* Site\r\n" "Num Class Name State Idl Login\t* Site\r\n"
"--- ------- ------------ -------------- ----- -------- ------------------------\r\n"); "--- ------- ------------ -------------- ----- -------- ------------------------\r\n");
one_argument(argument, arg); one_argument(argument, arg);
@@ -1445,7 +1456,7 @@ ACMD(do_users)
if (!CAN_SEE(ch, tch) || GET_LEVEL(tch) < low || GET_LEVEL(tch) > high) if (!CAN_SEE(ch, tch) || GET_LEVEL(tch) < low || GET_LEVEL(tch) > high)
continue; continue;
if (outlaws && !PLR_FLAGGED(tch, PLR_KILLER) && if (outlaws && !PLR_FLAGGED(tch, PLR_KILLER) &&
!PLR_FLAGGED(tch, PLR_THIEF)) !PLR_FLAGGED(tch, PLR_THIEF))
continue; continue;
if (showclass && !(showclass & (1 << GET_CLASS(tch)))) if (showclass && !(showclass & (1 << GET_CLASS(tch))))
continue; continue;
@@ -1453,11 +1464,11 @@ ACMD(do_users)
continue; continue;
if (d->original) if (d->original)
sprintf(classname, "[%2d %s]", GET_LEVEL(d->original), sprintf(classname, "[%2d %s]", GET_LEVEL(d->original),
CLASS_ABBR(d->original)); CLASS_ABBR(d->original));
else else
sprintf(classname, "[%2d %s]", GET_LEVEL(d->character), sprintf(classname, "[%2d %s]", GET_LEVEL(d->character),
CLASS_ABBR(d->character)); CLASS_ABBR(d->character));
} else } else
strcpy(classname, " - "); strcpy(classname, " - ");
@@ -1470,15 +1481,15 @@ ACMD(do_users)
if (d->character && STATE(d) == CON_PLAYING) if (d->character && STATE(d) == CON_PLAYING)
sprintf(idletime, "%5d", d->character->char_specials.timer * sprintf(idletime, "%5d", d->character->char_specials.timer *
SECS_PER_MUD_HOUR / SECS_PER_REAL_MIN); SECS_PER_MUD_HOUR / SECS_PER_REAL_MIN);
else else
strcpy(idletime, " "); strcpy(idletime, " ");
sprintf(line, "%3d %-7s %-12s %-14s %-3s %-8s ", d->desc_num, classname, sprintf(line, "%3d %-7s %-12s %-14s %-3s %-8s ", d->desc_num, classname,
d->original && d->original->player.name ? d->original->player.name : d->original && d->original->player.name ? d->original->player.name :
d->character && d->character->player.name ? d->character->player.name : d->character && d->character->player.name ? d->character->player.name :
"UNDEFINED", "UNDEFINED",
state, idletime, timestr); state, idletime, timestr);
if (*d->host) if (*d->host)
sprintf(line + strlen(line), "[%s]\r\n", d->host); sprintf(line + strlen(line), "[%s]\r\n", d->host);
@@ -1568,23 +1579,23 @@ static void perform_mortal_where(struct char_data *ch, char *arg)
send_to_char(ch, "Players in %s\tn.\r\n--------------------\r\n", zone_table[j].name); send_to_char(ch, "Players in %s\tn.\r\n--------------------\r\n", zone_table[j].name);
for (d = descriptor_list; d; d = d->next) { for (d = descriptor_list; d; d = d->next) {
if (STATE(d) != CON_PLAYING || d->character == ch) if (STATE(d) != CON_PLAYING || d->character == ch)
continue; continue;
if ((i = (d->original ? d->original : d->character)) == NULL) if ((i = (d->original ? d->original : d->character)) == NULL)
continue; continue;
if (IN_ROOM(i) == NOWHERE || !CAN_SEE(ch, i)) if (IN_ROOM(i) == NOWHERE || !CAN_SEE(ch, i))
continue; continue;
if (world[IN_ROOM(ch)].zone != world[IN_ROOM(i)].zone) if (world[IN_ROOM(ch)].zone != world[IN_ROOM(i)].zone)
continue; continue;
send_to_char(ch, "%-20s%s - %s%s\r\n", GET_NAME(i), QNRM, world[IN_ROOM(i)].name, QNRM); send_to_char(ch, "%-20s%s - %s%s\r\n", GET_NAME(i), QNRM, world[IN_ROOM(i)].name, QNRM);
} }
} else { /* print only FIRST char, not all. */ } else { /* print only FIRST char, not all. */
for (i = character_list; i; i = i->next) { for (i = character_list; i; i = i->next) {
if (IN_ROOM(i) == NOWHERE || i == ch) if (IN_ROOM(i) == NOWHERE || i == ch)
continue; continue;
if (!CAN_SEE(ch, i) || world[IN_ROOM(i)].zone != world[IN_ROOM(ch)].zone) if (!CAN_SEE(ch, i) || world[IN_ROOM(i)].zone != world[IN_ROOM(ch)].zone)
continue; continue;
if (!isname(arg, i->player.name)) if (!isname(arg, i->player.name))
continue; continue;
send_to_char(ch, "%-25s%s - %s%s\r\n", GET_NAME(i), QNRM, world[IN_ROOM(i)].name, QNRM); send_to_char(ch, "%-25s%s - %s%s\r\n", GET_NAME(i), QNRM, world[IN_ROOM(i)].name, QNRM);
return; return;
} }
@@ -1592,41 +1603,71 @@ static void perform_mortal_where(struct char_data *ch, char *arg)
} }
} }
static void print_object_location(int num, struct obj_data *obj, struct char_data *ch, static size_t print_object_location(const int num, const obj_data *obj, const char_data *ch, // NOLINT(*-no-recursion)
int recur) char *buf, size_t len, const size_t buf_size, const int recur)
{ {
size_t nlen = 0;
if (num > 0) if (num > 0)
send_to_char(ch, "O%3d. %-25s%s - ", num, obj->short_description, QNRM); nlen = snprintf(buf + len, buf_size - len, "O%4d. %-25s%s - ", num, obj->short_description, QNRM);
else else
send_to_char(ch, "%33s", " - "); nlen = snprintf(buf + len, buf_size - len, "%37s", " - ");
len += nlen;
nlen = 0;
if (len > buf_size)
return len; // let the caller know we overflowed
if (SCRIPT(obj)) { if (SCRIPT(obj)) {
if (!TRIGGERS(SCRIPT(obj))->next) if (!TRIGGERS(SCRIPT(obj))->next)
send_to_char(ch, "[T%d] ", GET_TRIG_VNUM(TRIGGERS(SCRIPT(obj)))); nlen = snprintf(buf + len, buf_size - len, "[T%d] ", GET_TRIG_VNUM(TRIGGERS(SCRIPT(obj))));
else else
send_to_char(ch, "[TRIGS] "); nlen = snprintf(buf + len, buf_size - len, "[TRIGS] ");
} }
len += nlen;
if (len > buf_size)
return len; // let the caller know we overflowed
if (IN_ROOM(obj) != NOWHERE) if (IN_ROOM(obj) != NOWHERE)
send_to_char(ch, "[%5d] %s%s\r\n", GET_ROOM_VNUM(IN_ROOM(obj)), world[IN_ROOM(obj)].name, QNRM); nlen = snprintf(buf + len, buf_size - len, "[%5d] %s%s\r\n", GET_ROOM_VNUM(IN_ROOM(obj)), world[IN_ROOM(obj)].name, QNRM);
else if (obj->carried_by) else if (obj->carried_by) {
send_to_char(ch, "carried by %s%s\r\n", PERS(obj->carried_by, ch), QNRM); if (PRF_FLAGGED(ch, PRF_SHOWVNUMS))
else if (obj->worn_by) nlen = snprintf(buf + len, buf_size - len, "carried by [%5d] %s%s\r\n", GET_MOB_VNUM(obj->carried_by), PERS(obj->carried_by, ch), QNRM);
send_to_char(ch, "worn by %s%s\r\n", PERS(obj->worn_by, ch), QNRM); else
else if (obj->in_obj) { nlen = snprintf(buf + len, buf_size - len, "carried by %s%s\r\n", PERS(obj->carried_by, ch), QNRM);
send_to_char(ch, "inside %s%s%s\r\n", obj->in_obj->short_description, QNRM, (recur ? ", which is" : " ")); if (PRF_FLAGGED(ch, PRF_VERBOSE) && IN_ROOM(obj->carried_by) != NOWHERE && len + nlen < buf_size)
if (recur) nlen += snprintf(buf + len + nlen, buf_size - len - nlen, "%37sin [%5d] %s%s\r\n", " - ", GET_ROOM_VNUM(IN_ROOM(obj->carried_by)), world[IN_ROOM(obj->carried_by)].name, QNRM);
print_object_location(0, obj->in_obj, ch, recur); } else if (obj->worn_by) {
if (PRF_FLAGGED(ch, PRF_SHOWVNUMS))
nlen = snprintf(buf + len, buf_size - len, "worn by [%5d] %s%s\r\n", GET_MOB_VNUM(obj->worn_by), PERS(obj->worn_by, ch), QNRM);
else
nlen = snprintf(buf + len, buf_size - len, "worn by %s%s\r\n", PERS(obj->worn_by, ch), QNRM);
if (PRF_FLAGGED(ch, PRF_VERBOSE) && IN_ROOM(obj->worn_by) != NOWHERE && len + nlen < buf_size)
nlen += snprintf(buf + len + nlen, buf_size - len - nlen, "%37sin [%5d] %s%s\r\n", " - ", GET_ROOM_VNUM(IN_ROOM(obj->worn_by)), world[IN_ROOM(obj->worn_by)].name, QNRM);
} else if (obj->in_obj) {
nlen = snprintf(buf + len, buf_size - len, "inside %s%s%s\r\n", obj->in_obj->short_description, QNRM, (recur ? ", which is" : " "));
if (recur && nlen + len < buf_size) {
len += nlen;
nlen = 0;
len = print_object_location(0, obj->in_obj, ch, buf, len, buf_size, recur);
}
} else } else
send_to_char(ch, "in an unknown location\r\n"); nlen = snprintf(buf + len, buf_size - len, "in an unknown location\r\n");
len += nlen;
return len;
} }
static void perform_immort_where(struct char_data *ch, char *arg) static void perform_immort_where(char_data *ch, const char *arg)
{ {
struct char_data *i; char_data *i;
struct obj_data *k; obj_data *k;
struct descriptor_data *d; struct descriptor_data *d;
int num = 0, found = 0; int num = 0, found = FALSE; // "num" here needs to match the lookup in do_stat, so "stat 4.sword" finds the right one
const char *error_message = "\r\n***OVERFLOW***\r\n";
char buf[MAX_STRING_LENGTH];
size_t len = 0, nlen = 0;
const size_t buf_size = sizeof(buf) - strlen(error_message) - 1;
if (!*arg) { if (!*arg) {
send_to_char(ch, "Players Room Location Zone\r\n"); send_to_char(ch, "Players Room Location Zone\r\n");
@@ -1647,26 +1688,64 @@ static void perform_immort_where(struct char_data *ch, char *arg)
} }
} }
} else { } else {
if (PRF_FLAGGED(ch, PRF_VERBOSE))
len = snprintf(buf, buf_size, " ### Mob name - Room # Room name\r\n");
for (i = character_list; i; i = i->next) for (i = character_list; i; i = i->next)
if (CAN_SEE(ch, i) && IN_ROOM(i) != NOWHERE && isname(arg, i->player.name)) { if (CAN_SEE(ch, i) && IN_ROOM(i) != NOWHERE && isname(arg, i->player.name)) {
found = 1; found = 1;
send_to_char(ch, "M%3d. %-25s%s - [%5d] %-25s%s", ++num, GET_NAME(i), QNRM, nlen = snprintf(buf + len, buf_size - len, "M%4d. %-25s%s - [%5d] %-25s%s", ++num, GET_NAME(i), QNRM,
GET_ROOM_VNUM(IN_ROOM(i)), world[IN_ROOM(i)].name, QNRM); GET_ROOM_VNUM(IN_ROOM(i)), world[IN_ROOM(i)].name, QNRM);
if (len + nlen >= buf_size) {
len += snprintf(buf + len, buf_size - len, "%s", error_message);
break;
}
len += nlen;
if (SCRIPT(i) && TRIGGERS(SCRIPT(i))) { if (SCRIPT(i) && TRIGGERS(SCRIPT(i))) {
if (!TRIGGERS(SCRIPT(i))->next) if (!TRIGGERS(SCRIPT(i))->next)
send_to_char(ch, "[T%d] ", GET_TRIG_VNUM(TRIGGERS(SCRIPT(i)))); nlen = snprintf(buf + len, buf_size - len, "[T%d]", GET_TRIG_VNUM(TRIGGERS(SCRIPT(i))));
else else
send_to_char(ch, "[TRIGS] "); nlen = snprintf(buf + len, buf_size - len, "[TRIGS]");
if (len + nlen >= buf_size) {
snprintf(buf + len, buf_size - len, "%s", error_message);
break;
}
len += nlen;
} }
send_to_char(ch, "%s\r\n", QNRM); nlen = snprintf(buf + len, buf_size - len, "%s\r\n", QNRM);
if (len + nlen >= buf_size) {
snprintf(buf + len, buf_size - len, "%s", error_message);
break;
}
len += nlen;
} }
for (num = 0, k = object_list; k; k = k->next)
if (CAN_SEE_OBJ(ch, k) && isname(arg, k->name)) { if (PRF_FLAGGED(ch, PRF_VERBOSE) && len < buf_size) {
found = 1; nlen = snprintf(buf + len, buf_size - len, " ### Object name Location\r\n");
print_object_location(++num, k, ch, TRUE); if (len + nlen >= buf_size) {
snprintf(buf + len, buf_size - len, "%s", error_message);
} }
len += nlen;
}
if (len < buf_size) {
for (k = object_list; k; k = k->next) {
if (CAN_SEE_OBJ(ch, k) && isname(arg, k->name)) {
found = 1;
len = print_object_location(++num, k, ch, buf, len, buf_size, TRUE);
if (len >= buf_size) {
snprintf(buf + buf_size, sizeof(buf) - buf_size, "%s", error_message);
break;
}
}
}
}
if (!found) if (!found)
send_to_char(ch, "Couldn't find any such thing.\r\n"); send_to_char(ch, "Couldn't find any such thing.\r\n");
else
page_string(ch->desc, buf, TRUE);
} }
} }
@@ -1727,7 +1806,7 @@ ACMD(do_levels)
for (i = min_lev; i < max_lev; i++) { for (i = min_lev; i < max_lev; i++) {
nlen = snprintf(buf + len, sizeof(buf) - len, "[%2d] %8d-%-8d : ", (int)i, nlen = snprintf(buf + len, sizeof(buf) - len, "[%2d] %8d-%-8d : ", (int)i,
level_exp(GET_CLASS(ch), i), level_exp(GET_CLASS(ch), i + 1) - 1); level_exp(GET_CLASS(ch), i), level_exp(GET_CLASS(ch), i + 1) - 1);
if (len + nlen >= sizeof(buf)) if (len + nlen >= sizeof(buf))
break; break;
len += nlen; len += nlen;
@@ -1751,7 +1830,7 @@ ACMD(do_levels)
if (len < sizeof(buf) && max_lev == LVL_IMMORT) if (len < sizeof(buf) && max_lev == LVL_IMMORT)
snprintf(buf + len, sizeof(buf) - len, "[%2d] %8d : Immortality\r\n", snprintf(buf + len, sizeof(buf) - len, "[%2d] %8d : Immortality\r\n",
LVL_IMMORT, level_exp(GET_CLASS(ch), LVL_IMMORT)); LVL_IMMORT, level_exp(GET_CLASS(ch), LVL_IMMORT));
page_string(ch->desc, buf, TRUE); page_string(ch->desc, buf, TRUE);
} }
@@ -1926,6 +2005,9 @@ ACMD(do_toggle)
{"pagelength", 0, 0, "\n", "\n"}, {"pagelength", 0, 0, "\n", "\n"},
{"screenwidth", 0, 0, "\n", "\n"}, {"screenwidth", 0, 0, "\n", "\n"},
{"color", 0, 0, "\n", "\n"}, {"color", 0, 0, "\n", "\n"},
{"verbose", PRF_VERBOSE, LVL_IMMORT,
"You will no longer see verbose output in listings.\n",
"You will now see verbose listings.\n"},
{"\n", 0, -1, "\n", "\n"} /* must be last */ {"\n", 0, -1, "\n", "\n"} /* must be last */
}; };
@@ -1939,16 +2021,17 @@ ACMD(do_toggle)
if (!GET_WIMP_LEV(ch)) if (!GET_WIMP_LEV(ch))
strcpy(buf2, "OFF"); /* strcpy: OK */ strcpy(buf2, "OFF"); /* strcpy: OK */
else else
sprintf(buf2, "%-3.3d", GET_WIMP_LEV(ch)); /* sprintf: OK */ snprintf(buf2, sizeof(buf2), "%-3.3d", GET_WIMP_LEV(ch)); /* thanks to Ironfist for the fix for the buffer overrun here */
if (GET_LEVEL(ch) == LVL_IMPL) { if (GET_LEVEL(ch) == LVL_IMPL) {
send_to_char(ch, send_to_char(ch,
" SlowNameserver: %-3s " " SlowNameserver: %-3s "
" " " "
" Trackthru Doors: %-3s\r\n", " Trackthru Doors: %-3s\r\n",
ONOFF(CONFIG_NS_IS_SLOW), ONOFF(CONFIG_NS_IS_SLOW),
ONOFF(CONFIG_TRACK_T_DOORS)); ONOFF(CONFIG_TRACK_T_DOORS));
} }
if (GET_LEVEL(ch) >= LVL_IMMORT) { if (GET_LEVEL(ch) >= LVL_IMMORT) {
@@ -1959,7 +2042,8 @@ ACMD(do_toggle)
" NoHassle: %-3s " " NoHassle: %-3s "
" Holylight: %-3s " " Holylight: %-3s "
" ShowVnums: %-3s\r\n" " ShowVnums: %-3s\r\n"
" Syslog: %-3s%s ", " Syslog: %-3s "
" Verbose: %-3s%s ",
ONOFF(PRF_FLAGGED(ch, PRF_BUILDWALK)), ONOFF(PRF_FLAGGED(ch, PRF_BUILDWALK)),
ONOFF(PRF_FLAGGED(ch, PRF_NOWIZ)), ONOFF(PRF_FLAGGED(ch, PRF_NOWIZ)),
@@ -1968,6 +2052,7 @@ ACMD(do_toggle)
ONOFF(PRF_FLAGGED(ch, PRF_HOLYLIGHT)), ONOFF(PRF_FLAGGED(ch, PRF_HOLYLIGHT)),
ONOFF(PRF_FLAGGED(ch, PRF_SHOWVNUMS)), ONOFF(PRF_FLAGGED(ch, PRF_SHOWVNUMS)),
types[(PRF_FLAGGED(ch, PRF_LOG1) ? 1 : 0) + (PRF_FLAGGED(ch, PRF_LOG2) ? 2 : 0)], types[(PRF_FLAGGED(ch, PRF_LOG1) ? 1 : 0) + (PRF_FLAGGED(ch, PRF_LOG2) ? 2 : 0)],
ONOFF(PRF_FLAGGED(ch, PRF_VERBOSE)),
GET_LEVEL(ch) == LVL_IMPL ? "" : "\r\n"); GET_LEVEL(ch) == LVL_IMPL ? "" : "\r\n");
} }
if (GET_LEVEL(ch) >= LVL_IMPL) { if (GET_LEVEL(ch) >= LVL_IMPL) {
@@ -2112,7 +2197,7 @@ ACMD(do_toggle)
for (i=0; *arg2 && *(sector_types[i]) != '\n'; i++) for (i=0; *arg2 && *(sector_types[i]) != '\n'; i++)
if (is_abbrev(arg2, sector_types[i])) if (is_abbrev(arg2, sector_types[i]))
break; break;
if (*(sector_types[i]) == '\n') if (*(sector_types[i]) == '\n')
i=0; i=0;
GET_BUILDWALK_SECTOR(ch) = i; GET_BUILDWALK_SECTOR(ch) = i;
send_to_char(ch, "Default sector type is %s\r\n", sector_types[i]); send_to_char(ch, "Default sector type is %s\r\n", sector_types[i]);
@@ -2365,9 +2450,9 @@ ACMD(do_whois)
{ {
CREATE(victim, struct char_data, 1); CREATE(victim, struct char_data, 1);
clear_char(victim); clear_char(victim);
new_mobile_data(victim); new_mobile_data(victim);
CREATE(victim->player_specials, struct player_special_data, 1); CREATE(victim->player_specials, struct player_special_data, 1);
if (load_char(buf, victim) > -1) if (load_char(buf, victim) > -1)

View File

@@ -785,6 +785,9 @@ void name_from_drinkcon(struct obj_data *obj)
if (!obj || (GET_OBJ_TYPE(obj) != ITEM_DRINKCON && GET_OBJ_TYPE(obj) != ITEM_FOUNTAIN)) if (!obj || (GET_OBJ_TYPE(obj) != ITEM_DRINKCON && GET_OBJ_TYPE(obj) != ITEM_FOUNTAIN))
return; return;
if (obj->name == obj_proto[GET_OBJ_RNUM(obj)].name)
obj->name = strdup(obj_proto[GET_OBJ_RNUM(obj)].name);
liqname = drinknames[GET_OBJ_VAL(obj, 2)]; liqname = drinknames[GET_OBJ_VAL(obj, 2)];
remove_from_string(obj->name, liqname); remove_from_string(obj->name, liqname);

View File

@@ -461,6 +461,9 @@ int has_key(struct char_data *ch, obj_vnum key)
{ {
struct obj_data *o; struct obj_data *o;
if (key == NOTHING)
return (0);
for (o = ch->carrying; o; o = o->next_content) for (o = ch->carrying; o; o = o->next_content)
if (GET_OBJ_VNUM(o) == key) if (GET_OBJ_VNUM(o) == key)
return (1); return (1);

View File

@@ -546,7 +546,6 @@ ACMD(do_split)
if (rest) { if (rest) {
send_to_char(ch, "%d coin%s %s not splitable, so you keep the money.\r\n", send_to_char(ch, "%d coin%s %s not splitable, so you keep the money.\r\n",
rest, (rest == 1) ? "" : "s", (rest == 1) ? "was" : "were"); rest, (rest == 1) ? "" : "s", (rest == 1) ? "was" : "were");
increase_gold(ch, rest);
} }
} else { } else {
send_to_char(ch, "How many coins do you wish to split with your group?\r\n"); send_to_char(ch, "How many coins do you wish to split with your group?\r\n");

View File

@@ -557,7 +557,7 @@ void aedit_parse(struct descriptor_data * d, char *arg) {
} }
if (OLC_ACTION(d)->command) if (OLC_ACTION(d)->command)
free(OLC_ACTION(d)->command); free(OLC_ACTION(d)->command);
OLC_ACTION(d)->command = strdup(arg); OLC_ACTION(d)->command = strdup(arg);
break; break;
@@ -566,10 +566,10 @@ void aedit_parse(struct descriptor_data * d, char *arg) {
aedit_disp_menu(d); aedit_disp_menu(d);
return; return;
} }
if (OLC_ACTION(d)->sort_as) { if (OLC_ACTION(d)->sort_as)
free(OLC_ACTION(d)->sort_as); free(OLC_ACTION(d)->sort_as);
OLC_ACTION(d)->sort_as = strdup(arg); OLC_ACTION(d)->sort_as = strdup(arg);
}
break; break;
case AEDIT_MIN_CHAR_POS: case AEDIT_MIN_CHAR_POS:

View File

@@ -53,6 +53,7 @@ struct board_info_type board_info[NUM_OF_BOARDS] = {
{1226, 0, 0, LVL_IMPL, LIB_ETC "board.builder", 0}, {1226, 0, 0, LVL_IMPL, LIB_ETC "board.builder", 0},
{1227, 0, 0, LVL_IMPL, LIB_ETC "board.staff", 0}, {1227, 0, 0, LVL_IMPL, LIB_ETC "board.staff", 0},
{1228, 0, 0, LVL_IMPL, LIB_ETC "board.advertising", 0}, {1228, 0, 0, LVL_IMPL, LIB_ETC "board.advertising", 0},
{4900, 0, 0, LVL_IMMORT, LIB_ETC "board.grenzland", 0},
}; };
/* local (file scope) global variables */ /* local (file scope) global variables */

View File

@@ -13,7 +13,7 @@
#ifndef _BOARDS_H_ #ifndef _BOARDS_H_
#define _BOARDS_H_ #define _BOARDS_H_
#define NUM_OF_BOARDS 7 /* change if needed! */ #define NUM_OF_BOARDS 8 /* change if needed! */
#define MAX_BOARD_MESSAGES 60 /* arbitrary -- change if needed */ #define MAX_BOARD_MESSAGES 60 /* arbitrary -- change if needed */
#define MAX_MESSAGE_LENGTH 4096 /* arbitrary -- change if needed */ #define MAX_MESSAGE_LENGTH 4096 /* arbitrary -- change if needed */

View File

@@ -104,8 +104,7 @@ unsigned long pulse = 0; /* number of pulses since game start */
ush_int port; ush_int port;
socket_t mother_desc; socket_t mother_desc;
int next_tick = SECS_PER_MUD_HOUR; /* Tick countdown */ int next_tick = SECS_PER_MUD_HOUR; /* Tick countdown */
/* used with do_tell and handle_webster_file utility */
long last_webster_teller = -1L;
/* static local global variable declarations (current file scope only) */ /* static local global variable declarations (current file scope only) */
static struct txt_block *bufpool = 0; /* pool of large output buffers */ static struct txt_block *bufpool = 0; /* pool of large output buffers */
@@ -113,14 +112,11 @@ static int max_players = 0; /* max descriptors available */
static int tics_passed = 0; /* for extern checkpointing */ static int tics_passed = 0; /* for extern checkpointing */
static struct timeval null_time; /* zero-valued time structure */ static struct timeval null_time; /* zero-valued time structure */
static byte reread_wizlist; /* signal: SIGUSR1 */ static byte reread_wizlist; /* signal: SIGUSR1 */
/* normally signal SIGUSR2, currently orphaned in favor of Webster dictionary static byte emergency_unban; /* signal: SIGUSR2 */
* lookup
static byte emergency_unban;
*/
static int dg_act_check; /* toggle for act_trigger */ static int dg_act_check; /* toggle for act_trigger */
static bool fCopyOver; /* Are we booting in copyover mode? */ static bool fCopyOver; /* Are we booting in copyover mode? */
static char *last_act_message = NULL; static char *last_act_message = NULL;
static byte webster_file_ready = FALSE;/* signal: SIGUSR2 */
/* static local function prototypes (current file scope only) */ /* static local function prototypes (current file scope only) */
static RETSIGTYPE reread_wizlists(int sig); static RETSIGTYPE reread_wizlists(int sig);
@@ -160,9 +156,6 @@ static int open_logfile(const char *filename, FILE *stderr_fp);
#if defined(POSIX) #if defined(POSIX)
static sigfunc *my_signal(int signo, sigfunc *func); static sigfunc *my_signal(int signo, sigfunc *func);
#endif #endif
/* Webster Dictionary Lookup functions */
static RETSIGTYPE websterlink(int sig);
static void handle_webster_file(void);
static void msdp_update(void); /* KaVir plugin*/ static void msdp_update(void); /* KaVir plugin*/
@@ -958,7 +951,7 @@ void game_loop(socket_t local_mother_desc)
mudlog(CMP, LVL_IMMORT, TRUE, "Signal received - rereading wizlists."); mudlog(CMP, LVL_IMMORT, TRUE, "Signal received - rereading wizlists.");
reboot_wizlists(); reboot_wizlists();
} }
/* Orphaned right now as signal trapping is used for Webster lookup
if (emergency_unban) { if (emergency_unban) {
emergency_unban = FALSE; emergency_unban = FALSE;
mudlog(BRF, LVL_IMMORT, TRUE, "Received SIGUSR2 - completely unrestricting game (emergent)"); mudlog(BRF, LVL_IMMORT, TRUE, "Received SIGUSR2 - completely unrestricting game (emergent)");
@@ -966,11 +959,7 @@ void game_loop(socket_t local_mother_desc)
circle_restrict = 0; circle_restrict = 0;
num_invalid = 0; num_invalid = 0;
} }
*/
if (webster_file_ready) {
webster_file_ready = FALSE;
handle_webster_file();
}
#ifdef CIRCLE_UNIX #ifdef CIRCLE_UNIX
/* Update tics_passed for deadlock protection (UNIX only) */ /* Update tics_passed for deadlock protection (UNIX only) */
@@ -1596,7 +1585,7 @@ static int process_output(struct descriptor_data *t)
result = write_to_descriptor(t->descriptor, osb); result = write_to_descriptor(t->descriptor, osb);
if (result < 0) { /* Oops, fatal error. Bye! */ if (result < 0) { /* Oops, fatal error. Bye! */
close_socket(t); // close_socket(t); // close_socket is called after return of negative result
return (-1); return (-1);
} else if (result == 0) /* Socket buffer full. Try later. */ } else if (result == 0) /* Socket buffer full. Try later. */
return (0); return (0);
@@ -2232,18 +2221,10 @@ static RETSIGTYPE reread_wizlists(int sig)
reread_wizlist = TRUE; reread_wizlist = TRUE;
} }
/* Orphaned right now in place of Webster ...
static RETSIGTYPE unrestrict_game(int sig) static RETSIGTYPE unrestrict_game(int sig)
{ {
emergency_unban = TRUE; emergency_unban = TRUE;
} }
*/
static RETSIGTYPE websterlink(int sig)
{
webster_file_ready = TRUE;
}
#ifdef CIRCLE_UNIX #ifdef CIRCLE_UNIX
@@ -2318,7 +2299,7 @@ static void signal_setup(void)
/* user signal 2: unrestrict game. Used for emergencies if you lock /* user signal 2: unrestrict game. Used for emergencies if you lock
* yourself out of the MUD somehow. */ * yourself out of the MUD somehow. */
my_signal(SIGUSR2, websterlink); my_signal(SIGUSR2, unrestrict_game);
/* set up the deadlock-protection so that the MUD aborts itself if it gets /* set up the deadlock-protection so that the MUD aborts itself if it gets
* caught in an infinite loop for more than 3 minutes. */ * caught in an infinite loop for more than 3 minutes. */
@@ -2780,45 +2761,6 @@ static void circle_sleep(struct timeval *timeout)
#endif /* CIRCLE_WINDOWS */ #endif /* CIRCLE_WINDOWS */
static void handle_webster_file(void) {
FILE *fl;
struct char_data *ch = find_char(last_webster_teller);
char retval[MAX_STRING_LENGTH], line[READ_SIZE];
size_t len = 0, nlen = 0;
last_webster_teller = -1L;
if (!ch) /* they quit ? */
return;
fl = fopen("websterinfo", "r");
if (!fl) {
send_to_char(ch, "It seems the dictionary is offline..\r\n");
return;
}
unlink("websterinfo");
get_line(fl, line);
while (!feof(fl)) {
nlen = snprintf(retval + len, sizeof(retval) - len, "%s\r\n", line);
if (len + nlen >= sizeof(retval))
break;
len += nlen;
get_line(fl, line);
}
if (len >= sizeof(retval)) {
const char *overflow = "\r\n**OVERFLOW**\r\n";
strcpy(retval + sizeof(retval) - strlen(overflow) - 1, overflow); /* strcpy: OK */
}
fclose(fl);
send_to_char(ch, "You get this feedback from Merriam-Webster:\r\n");
page_string(ch->desc, retval, 1);
}
/* KaVir's plugin*/ /* KaVir's plugin*/
static void msdp_update( void ) static void msdp_update( void )
{ {

View File

@@ -60,9 +60,6 @@ void game_loop(socket_t mother_desc);
void heartbeat(int heart_pulse); void heartbeat(int heart_pulse);
void copyover_recover(void); void copyover_recover(void);
/** webster dictionary lookup */
extern long last_webster_teller;
extern struct descriptor_data *descriptor_list; extern struct descriptor_data *descriptor_list;
extern int buf_largecount; extern int buf_largecount;
extern int buf_overflows; extern int buf_overflows;

337
src/conf.h.cmake.in Normal file
View File

@@ -0,0 +1,337 @@
/* src/conf.h.cmake.in. Used as basis for conf.h when building with cmake */
#ifndef _CONF_H_
#define _CONF_H_
/* Define to empty if the keyword does not work. */
#define const @CONST_KEYWORD@
/* Define if you don't have vprintf but do have _doprnt. */
#cmakedefine HAVE_DOPRNT
/* Define if you have <sys/wait.h> that is POSIX.1 compatible. */
#cmakedefine HAVE_SYS_WAIT_H
/* Define if you have the vprintf function. */
#cmakedefine HAVE_VPRINTF
/* Define to `int' if <sys/types.h> doesn't define. */
#cmakedefine pid_t @pid_t@
/* Define as the return type of signal handlers (int or void). */
#define RETSIGTYPE @RETSIGTYPE@
/* Define to `unsigned' if <sys/types.h> doesn't define. */
#cmakedefine size_t @size_t@
/* Define if you have the ANSI C header files. */
#cmakedefine STDC_HEADERS
/* Define if you can safely include both <sys/time.h> and <time.h>. */
#cmakedefine TIME_WITH_SYS_TIME
/* Define if we're compiling CircleMUD under any type of UNIX system. */
#cmakedefine CIRCLE_UNIX
/* Define if the system is capable of using crypt() to encrypt. */
#cmakedefine CIRCLE_CRYPT
/* Define if we don't have proper support for the system's crypt(). */
#cmakedefine HAVE_UNSAFE_CRYPT
/* Define is the system has struct in_addr. */
#cmakedefine HAVE_STRUCT_IN_ADDR
/* Define to `int' if <sys/socket.h> doesn't define. */
#cmakedefine socklen_t @socklen_t@
/* Define to `int' if <sys/types.h> doesn't define. */
#cmakedefine ssize_t @ssize_t@
/* Define if you have the gettimeofday function. */
#cmakedefine HAVE_GETTIMEOFDAY
/* Define if you have the inet_addr function. */
#cmakedefine HAVE_INET_ADDR
/* Define if you have the inet_aton function. */
#cmakedefine HAVE_INET_ATON
/* Define if you have the select function. */
#cmakedefine HAVE_SELECT
/* Define if you have the snprintf function. */
#cmakedefine HAVE_SNPRINTF
/* Define if you have the strcasecmp function. */
#cmakedefine HAVE_STRCASECMP
/* Define if you have the strdup function. */
#cmakedefine HAVE_STRDUP
/* Define if you have the strerror function. */
#cmakedefine HAVE_STRERROR
/* Define if you have the stricmp function. */
#cmakedefine HAVE_STRICMP
/* Define if you have the strlcpy function. */
#cmakedefine HAVE_STRLCPY
/* Define if you have the strncasecmp function. */
#cmakedefine HAVE_STRNCASECMP
/* Define if you have the strnicmp function. */
#cmakedefine HAVE_STRNICMP
/* Define if you have the strstr function. */
#cmakedefine HAVE_STRSTR
/* Define if you have the vsnprintf function. */
#cmakedefine HAVE_VSNPRINTF
/* Define if you have the <arpa/inet.h> header file. */
#cmakedefine HAVE_ARPA_INET_H
/* Define if you have the <arpa/telnet.h> header file. */
#cmakedefine HAVE_ARPA_TELNET_H
/* Define if you have the <assert.h> header file. */
#cmakedefine HAVE_ASSERT_H
/* Define if you have the <crypt.h> header file. */
#cmakedefine HAVE_CRYPT_H
/* Define if you have the <errno.h> header file. */
#cmakedefine HAVE_ERRNO_H
/* Define if you have the <fcntl.h> header file. */
#cmakedefine HAVE_FCNTL_H
/* Define if you have the <limits.h> header file. */
#cmakedefine HAVE_LIMITS_H
/* Define if you have the <mcheck.h> header file. */
#cmakedefine HAVE_MCHECK_H
/* Define if you have the <memory.h> header file. */
#cmakedefine HAVE_MEMORY_H
/* Define if you have the <net/errno.h> header file. */
#cmakedefine HAVE_NET_ERRNO_H
/* Define if you have the <netdb.h> header file. */
#cmakedefine HAVE_NETDB_H
/* Define if you have the <netinet/in.h> header file. */
#cmakedefine HAVE_NETINET_IN_H
/* Define if you have the <signal.h> header file. */
#cmakedefine HAVE_SIGNAL_H
/* Define if you have the <string.h> header file. */
#cmakedefine HAVE_STRING_H
/* Define if you have the <strings.h> header file. */
#cmakedefine HAVE_STRINGS_H
/* Define if you have the <sys/fcntl.h> header file. */
#cmakedefine HAVE_SYS_FCNTL_H
/* Define if you have the <sys/resource.h> header file. */
#cmakedefine HAVE_SYS_RESOURCE_H
/* Define if you have the <sys/select.h> header file. */
#cmakedefine HAVE_SYS_SELECT_H
/* Define if you have the <sys/socket.h> header file. */
#cmakedefine HAVE_SYS_SOCKET_H
/* Define if you have the <sys/stat.h> header file. */
#cmakedefine HAVE_SYS_STAT_H
/* Define if you have the <sys/time.h> header file. */
#cmakedefine HAVE_SYS_TIME_H
/* Define if you have the <sys/types.h> header file. */
#cmakedefine HAVE_SYS_TYPES_H
/* Define if you have the <sys/uio.h> header file. */
#cmakedefine HAVE_SYS_UIO_H
/* Define if you have the <unistd.h> header file. */
#cmakedefine HAVE_UNISTD_H
/* Define if you have the malloc library (-lmalloc). */
#cmakedefine HAVE_LIBMALLOC
/* Check for a prototype to accept. */
#cmakedefine NEED_ACCEPT_PROTO
/* Check for a prototype to atoi. */
#cmakedefine NEED_ATOI_PROTO
/* Check for a prototype to atol. */
#cmakedefine NEED_ATOL_PROTO
/* Check for a prototype to bind. */
#cmakedefine NEED_BIND_PROTO
/* Check for a prototype to bzero. */
#cmakedefine NEED_BZERO_PROTO
/* Check for a prototype to chdir. */
#cmakedefine NEED_CHDIR_PROTO
/* Check for a prototype to close. */
#cmakedefine NEED_CLOSE_PROTO
/* Check for a prototype to crypt. */
#cmakedefine NEED_CRYPT_PROTO
/* Check for a prototype to fclose. */
#cmakedefine NEED_FCLOSE_PROTO
/* Check for a prototype to fcntl. */
#cmakedefine NEED_FCNTL_PROTO
/* Check for a prototype to fflush. */
#cmakedefine NEED_FFLUSH_PROTO
/* Check for a prototype to fprintf. */
#cmakedefine NEED_FPRINTF_PROTO
/* Check for a prototype to fputc. */
#cmakedefine NEED_FPUTC_PROTO
/* Check for a prototype to fputs. */
#cmakedefine NEED_FPUTS_PROTO
/* Check for a prototype to fread. */
#cmakedefine NEED_FREAD_PROTO
/* Check for a prototype to fscanf. */
#cmakedefine NEED_FSCANF_PROTO
/* Check for a prototype to fseek. */
#cmakedefine NEED_FSEEK_PROTO
/* Check for a prototype to fwrite. */
#cmakedefine NEED_FWRITE_PROTO
/* Check for a prototype to getpeername. */
#cmakedefine NEED_GETPEERNAME_PROTO
/* Check for a prototype to getpid. */
#cmakedefine NEED_GETPID_PROTO
/* Check for a prototype to getrlimit. */
#cmakedefine NEED_GETRLIMIT_PROTO
/* Check for a prototype to getsockname. */
#cmakedefine NEED_GETSOCKNAME_PROTO
/* Check for a prototype to gettimeofday. */
#cmakedefine NEED_GETTIMEOFDAY_PROTO
/* Check for a prototype to htonl. */
#cmakedefine NEED_HTONL_PROTO
/* Check for a prototype to htons. */
#cmakedefine NEED_HTONS_PROTO
/* Check for a prototype to inet_addr. */
#cmakedefine NEED_INET_ADDR_PROTO
/* Check for a prototype to inet_aton. */
#cmakedefine NEED_INET_ATON_PROTO
/* Check for a prototype to inet_ntoa. */
#cmakedefine NEED_INET_NTOA_PROTO
/* Check for a prototype to listen. */
#cmakedefine NEED_LISTEN_PROTO
/* Check for a prototype to ntohl. */
#cmakedefine NEED_NTOHL_PROTO
/* Check for a prototype to perror. */
#cmakedefine NEED_PERROR_PROTO
/* Check for a prototype to printf. */
#cmakedefine NEED_PRINTF_PROTO
/* Check for a prototype to qsort. */
#cmakedefine NEED_QSORT_PROTO
/* Check for a prototype to read. */
#cmakedefine NEED_READ_PROTO
/* Check for a prototype to remove. */
#cmakedefine NEED_REMOVE_PROTO
/* Check for a prototype to rewind. */
#cmakedefine NEED_REWIND_PROTO
/* Check for a prototype to select. */
#cmakedefine NEED_SELECT_PROTO
/* Check for a prototype to setitimer. */
#cmakedefine NEED_SETITIMER_PROTO
/* Check for a prototype to setrlimit. */
#cmakedefine NEED_SETRLIMIT_PROTO
/* Check for a prototype to setsockopt. */
#cmakedefine NEED_SETSOCKOPT_PROTO
/* Check for a prototype to snprintf. */
#cmakedefine NEED_SNPRINTF_PROTO
/* Check for a prototype to socket. */
#cmakedefine NEED_SOCKET_PROTO
/* Check for a prototype to sprintf. */
#cmakedefine NEED_SPRINTF_PROTO
/* Check for a prototype to sscanf. */
#cmakedefine NEED_SSCANF_PROTO
/* Check for a prototype to strcasecmp. */
#cmakedefine NEED_STRCASECMP_PROTO
/* Check for a prototype to strdup. */
#cmakedefine NEED_STRDUP_PROTO
/* Check for a prototype to strerror. */
#cmakedefine NEED_STRERROR_PROTO
/* Check for a prototype to stricmp. */
#cmakedefine NEED_STRICMP_PROTO
/* Check for a prototype to strlcpy. */
#cmakedefine NEED_STRLCPY_PROTO
/* Check for a prototype to strncasecmp. */
#cmakedefine NEED_STRNCASECMP_PROTO
/* Check for a prototype to strnicmp. */
#cmakedefine NEED_STRNICMP_PROTO
/* Check for a prototype to system. */
#cmakedefine NEED_SYSTEM_PROTO
/* Check for a prototype to time. */
#cmakedefine NEED_TIME_PROTO
/* Check for a prototype to unlink. */
#cmakedefine NEED_UNLINK_PROTO
/* Check for a prototype to vsnprintf. */
#cmakedefine NEED_VSNPRINTF_PROTO
/* Check for a prototype to write. */
#cmakedefine NEED_WRITE_PROTO
#endif /* _CONF_H_ */

367
src/conf.h.macOS Normal file
View File

@@ -0,0 +1,367 @@
#ifndef _CONF_H_
#define _CONF_H_
/* Define to empty if the keyword does not work. */
/* #undef const */
/* Define if you don't have vprintf but do have _doprnt. */
/* #undef HAVE_DOPRNT */
/* Define if you have <sys/wait.h> that is POSIX.1 compatible. */
#define HAVE_SYS_WAIT_H 1
/* Define if you have the vprintf function. */
#define HAVE_VPRINTF 1
/* Define to `int' if <sys/types.h> doesn't define. */
/* #undef pid_t */
/* Define as the return type of signal handlers (int or void). */
#define RETSIGTYPE void
/* Define to `unsigned' if <sys/types.h> doesn't define. */
/* #undef size_t */
/* Define if you have the ANSI C header files. */
/* #undef STDC_HEADERS */
/* Define if you can safely include both <sys/time.h> and <time.h>. */
#define TIME_WITH_SYS_TIME 1
/* Define if we're compiling CircleMUD under any type of UNIX system. */
#define CIRCLE_UNIX 1
/* Machine-specific dependencies for running on modern macOS systems 10.13+ (High Sierra)
* Updated by Victor Augusto Borges Dias de Almeida (aka Stoneheart), 26 June 2024.
*
* Tested on:
* - macOS 10.13: High Sierra - September 25, 2017 (Latest: 10.13.6)
* - macOS 10.14: Mojave - September 24, 2018 (Latest: 10.14.6)
* - macOS 10.15: Catalina - October 7, 2019 (Latest: 10.15.7)
* - macOS 11: Big Sur - November 12, 2020 (Latest: 11.7.10)
* - macOS 12: Monterey - October 25, 2021 (Latest: 12.7)
* - macOS 13: Ventura - November 7, 2022 (Latest: 13.7)
* - macOS 14: Sonoma - November 7, 2023 (Latest: 14.3)
*
* This file works on Apple Silicon Chips (M1, M2, M3) without futher configurations. */
#if defined(__APPLE__) && defined(__MACH__)
#define CIRCLE_MAC_OS 1
#endif
/* Define if the system is capable of using crypt() to encrypt. */
#define CIRCLE_CRYPT 1
/* Define if we don't have proper support for the system's crypt(). */
/* #undef HAVE_UNSAFE_CRYPT */
/* Define is the system has struct in_addr. */
#define HAVE_STRUCT_IN_ADDR 1
/* Define to `int' if <sys/socket.h> doesn't define. */
/* #undef socklen_t */
/* Define to `int' if <sys/types.h> doesn't define. */
/* #undef ssize_t */
/* Define if you have the gettimeofday function. */
#define HAVE_GETTIMEOFDAY 1
/* Define if you have the inet_addr function. */
#define HAVE_INET_ADDR 1
/* Define if you have the inet_aton function. */
#define HAVE_INET_ATON 1
/* Define if you have the select function. */
#define HAVE_SELECT 1
/* Define if you have the snprintf function. */
#define HAVE_SNPRINTF 1
/* Define if you have the strcasecmp function. */
#define HAVE_STRCASECMP 1
/* Define if you have the strdup function. */
#define HAVE_STRDUP 1
/* Define if you have the strerror function. */
#define HAVE_STRERROR 1
/* Define if you have the stricmp function. */
/* #undef HAVE_STRICMP */
/* Define if you have the strlcpy function. */
#ifndef CIRCLE_MAC_OS
#define HAVE_STRLCPY 1
#else
#define HAVE_STRLCPY 0
#endif
/* Define if you have the strncasecmp function. */
#define HAVE_STRNCASECMP 1
/* Define if you have the strnicmp function. */
/* #undef HAVE_STRNICMP */
/* Define if you have the strstr function. */
#define HAVE_STRSTR 1
/* Define if you have the vsnprintf function. */
#define HAVE_VSNPRINTF 1
/* Define if you have the <arpa/inet.h> header file. */
#define HAVE_ARPA_INET_H 1
/* Define if you have the <arpa/telnet.h> header file. */
#define HAVE_ARPA_TELNET_H 1
/* Define if you have the <assert.h> header file. */
#define HAVE_ASSERT_H 1
/* Define if you have the <crypt.h> header file. */
/* #undef HAVE_CRYPT_H */
#ifdef CIRCLE_MAC_OS
#define HAVE_CRYPT_H 1
#endif
/* Define if you have the <errno.h> header file. */
#define HAVE_ERRNO_H 1
/* Define if you have the <fcntl.h> header file. */
#define HAVE_FCNTL_H 1
/* Define if you have the <limits.h> header file. */
#define HAVE_LIMITS_H 1
/* Define if you have the <mcheck.h> header file. */
/* #undef HAVE_MCHECK_H */
#ifdef CIRCLE_MAC_OS
#define HAVE_MCHECK_H 1
#endif
/* Define if you have the <memory.h> header file. */
#define HAVE_MEMORY_H 1
/* Define if you have the <net/errno.h> header file. */
/* #undef HAVE_NET_ERRNO_H */
/* Define if you have the <netdb.h> header file. */
#define HAVE_NETDB_H 1
/* Define if you have the <netinet/in.h> header file. */
#define HAVE_NETINET_IN_H 1
/* Define if you have the <signal.h> header file. */
#define HAVE_SIGNAL_H 1
/* Define if you have the <string.h> header file. */
#define HAVE_STRING_H 1
/* Define if you have the <strings.h> header file. */
#define HAVE_STRINGS_H 1
/* Define if you have the <sys/fcntl.h> header file. */
#define HAVE_SYS_FCNTL_H 1
/* Define if you have the <sys/resource.h> header file. */
#define HAVE_SYS_RESOURCE_H 1
/* Define if you have the <sys/select.h> header file. */
#define HAVE_SYS_SELECT_H 1
/* Define if you have the <sys/socket.h> header file. */
#define HAVE_SYS_SOCKET_H 1
/* Define if you have the <sys/stat.h> header file. */
#define HAVE_SYS_STAT_H 1
/* Define if you have the <sys/time.h> header file. */
#define HAVE_SYS_TIME_H 1
/* Define if you have the <sys/types.h> header file. */
#define HAVE_SYS_TYPES_H 1
/* Define if you have the <sys/uio.h> header file. */
#define HAVE_SYS_UIO_H 1
/* Define if you have the <unistd.h> header file. */
#define HAVE_UNISTD_H 1
/* Define if you have the malloc library (-lmalloc). */
/* #undef HAVE_LIBMALLOC */
/* Check for a prototype to accept. */
/* #undef NEED_ACCEPT_PROTO */
#ifndef CIRCLE_MAC_OS
/* Check for a prototype to atoi. */
#define NEED_ATOI_PROTO
/* Check for a prototype to atol. */
#define NEED_ATOL_PROTO
#endif
/* Check for a prototype to bind. */
/* #undef NEED_BIND_PROTO */
/* Check for a prototype to bzero. */
/* #undef NEED_BZERO_PROTO */
/* Check for a prototype to chdir. */
/* #undef NEED_CHDIR_PROTO */
/* Check for a prototype to close. */
/* #undef NEED_CLOSE_PROTO */
/* Check for a prototype to crypt. */
/* #undef NEED_CRYPT_PROTO */
/* Check for a prototype to fclose. */
/* #undef NEED_FCLOSE_PROTO */
/* Check for a prototype to fcntl. */
/* #undef NEED_FCNTL_PROTO */
/* Check for a prototype to fflush. */
/* #undef NEED_FFLUSH_PROTO */
/* Check for a prototype to fprintf. */
/* #undef NEED_FPRINTF_PROTO */
/* Check for a prototype to fputc. */
/* #undef NEED_FPUTC_PROTO */
/* Check for a prototype to fputs. */
/* #undef NEED_FPUTS_PROTO */
/* Check for a prototype to fread. */
/* #undef NEED_FREAD_PROTO */
/* Check for a prototype to fscanf. */
/* #undef NEED_FSCANF_PROTO */
/* Check for a prototype to fseek. */
/* #undef NEED_FSEEK_PROTO */
/* Check for a prototype to fwrite. */
/* #undef NEED_FWRITE_PROTO */
/* Check for a prototype to getpeername. */
/* #undef NEED_GETPEERNAME_PROTO */
/* Check for a prototype to getpid. */
/* #undef NEED_GETPID_PROTO */
/* Check for a prototype to getrlimit. */
/* #undef NEED_GETRLIMIT_PROTO */
/* Check for a prototype to getsockname. */
/* #undef NEED_GETSOCKNAME_PROTO */
/* Check for a prototype to gettimeofday. */
/* #undef NEED_GETTIMEOFDAY_PROTO */
/* Check for a prototype to htonl. */
/* #undef NEED_HTONL_PROTO */
/* Check for a prototype to htons. */
/* #undef NEED_HTONS_PROTO */
/* Check for a prototype to inet_addr. */
/* #undef NEED_INET_ADDR_PROTO */
/* Check for a prototype to inet_aton. */
/* #undef NEED_INET_ATON_PROTO */
/* Check for a prototype to inet_ntoa. */
/* #undef NEED_INET_NTOA_PROTO */
/* Check for a prototype to listen. */
/* #undef NEED_LISTEN_PROTO */
/* Check for a prototype to ntohl. */
/* #undef NEED_NTOHL_PROTO */
/* Check for a prototype to perror. */
/* #undef NEED_PERROR_PROTO */
/* Check for a prototype to printf. */
/* #undef NEED_PRINTF_PROTO */
/* Check for a prototype to qsort. */
#ifndef CIRCLE_MAC_OS
#define NEED_QSORT_PROTO
#endif
/* Check for a prototype to read. */
/* #undef NEED_READ_PROTO */
/* Check for a prototype to remove. */
/* #undef NEED_REMOVE_PROTO */
/* Check for a prototype to rewind. */
/* #undef NEED_REWIND_PROTO */
/* Check for a prototype to select. */
/* #undef NEED_SELECT_PROTO */
/* Check for a prototype to setitimer. */
/* #undef NEED_SETITIMER_PROTO */
/* Check for a prototype to setrlimit. */
/* #undef NEED_SETRLIMIT_PROTO */
/* Check for a prototype to setsockopt. */
/* #undef NEED_SETSOCKOPT_PROTO */
/* Check for a prototype to snprintf. */
/* #undef NEED_SNPRINTF_PROTO */
/* Check for a prototype to socket. */
/* #undef NEED_SOCKET_PROTO */
/* Check for a prototype to sprintf. */
/* #undef NEED_SPRINTF_PROTO */
/* Check for a prototype to sscanf. */
/* #undef NEED_SSCANF_PROTO */
/* Check for a prototype to strcasecmp. */
/* #undef NEED_STRCASECMP_PROTO */
/* Check for a prototype to strdup. */
/* #undef NEED_STRDUP_PROTO */
/* Check for a prototype to strerror. */
/* #undef NEED_STRERROR_PROTO */
/* Check for a prototype to stricmp. */
#define NEED_STRICMP_PROTO
/* Check for a prototype to strlcpy. */
/* #undef NEED_STRLCPY_PROTO */
/* Check for a prototype to strncasecmp. */
/* #undef NEED_STRNCASECMP_PROTO */
/* Check for a prototype to strnicmp. */
#define NEED_STRNICMP_PROTO
/* Check for a prototype to system. */
#ifndef CIRCLE_MAC_OS
#define NEED_SYSTEM_PROTO
#endif
/* Check for a prototype to time. */
/* #undef NEED_TIME_PROTO */
/* Check for a prototype to unlink. */
/* #undef NEED_UNLINK_PROTO */
/* Check for a prototype to vsnprintf. */
/* #undef NEED_VSNPRINTF_PROTO */
/* Check for a prototype to write. */
/* #undef NEED_WRITE_PROTO */
#endif /* _CONF_H_ */

View File

@@ -24,7 +24,7 @@
* @todo cpp_extern isn't needed here (or anywhere) as the extern reserved word * @todo cpp_extern isn't needed here (or anywhere) as the extern reserved word
* works correctly with C compilers (at least in my Experience) * works correctly with C compilers (at least in my Experience)
* Jeremy Osborne 1/28/2008 */ * Jeremy Osborne 1/28/2008 */
cpp_extern const char *tbamud_version = "tbaMUD 2021"; cpp_extern const char *tbamud_version = "tbaMUD 2025";
/* strings corresponding to ordinals/bitvectors in structs.h */ /* strings corresponding to ordinals/bitvectors in structs.h */
/* (Note: strings for class definitions in class.c instead of here) */ /* (Note: strings for class definitions in class.c instead of here) */
@@ -877,6 +877,7 @@ const char *trig_types[] = {
"Door", "Door",
"UNUSED", "UNUSED",
"Time", "Time",
"Damage",
"\n" "\n"
}; };

View File

@@ -1091,70 +1091,85 @@ int format_script(struct descriptor_data *d)
char nsc[MAX_CMD_LENGTH], *t, line[READ_SIZE]; char nsc[MAX_CMD_LENGTH], *t, line[READ_SIZE];
char *sc; char *sc;
size_t len = 0, nlen = 0, llen = 0; size_t len = 0, nlen = 0, llen = 0;
int indent = 0, indent_next = FALSE, found_case = FALSE, i, line_num = 0, ret; int indent = 0, indent_next = FALSE, line_num = 0, ret, i; // Declare i here
int block_stack[READ_SIZE]; // Stack to track block types
int stack_top = -1; // Initialize stack as empty
int switch_indent[READ_SIZE]; // Array to track switch indent levels
int switch_top = -1; // Index for switch_indent array
int case_indent = 0; // Track indent for case blocks
int in_switch = 0; // Flag to indicate if we're inside a switch block
if (!d->str || !*d->str) if (!d->str || !*d->str)
return FALSE; return FALSE;
sc = strdup(*d->str); /* we work on a copy, because of strtok() */ sc = strdup(*d->str); // Work on a copy
t = strtok(sc, "\n\r"); t = strtok(sc, "\n\r");
*nsc = '\0'; *nsc = '\0';
while (t) { while (t) {
line_num++; line_num++;
skip_spaces(&t); skip_spaces(&t);
if (!strn_cmp(t, "if ", 3) ||
!strn_cmp(t, "switch ", 7)) { if (!strn_cmp(t, "switch ", 7)) {
indent_next = TRUE; indent_next = TRUE;
} else if (!strn_cmp(t, "while ", 6)) { stack_top++;
found_case = TRUE; /* so you can 'break' a loop without complains */ block_stack[stack_top] = 's'; // 's' for switch
switch_top++;
switch_indent[switch_top] = indent; // Save current indent level for switch
in_switch++; // We're entering a switch block
} else if (!strn_cmp(t, "case", 4) || !strn_cmp(t, "default", 7)) {
if (in_switch > 0) { // If we're inside a switch
indent = switch_indent[switch_top] + 1; // Indent cases one level under switch
indent_next = TRUE; // Indent the next line after case
case_indent = indent; // Save indent for case block
}
} else if (!strn_cmp(t, "if ", 3) || !strn_cmp(t, "while ", 6)) {
indent_next = TRUE; indent_next = TRUE;
} else if (!strn_cmp(t, "end", 3) || stack_top++;
!strn_cmp(t, "done", 4)) { block_stack[stack_top] = 'l'; // 'l' for loop or conditional
if (!indent) { } else if (!strn_cmp(t, "end", 3) || !strn_cmp(t, "done", 4)) {
if (stack_top < 0) {
write_to_output(d, "Unmatched 'end' or 'done' (line %d)!\r\n", line_num); write_to_output(d, "Unmatched 'end' or 'done' (line %d)!\r\n", line_num);
free(sc); free(sc);
return FALSE; return FALSE;
} }
indent--; if (block_stack[stack_top] == 's') {
indent_next = FALSE; indent = switch_indent[switch_top]; // Reset to the exact indent level where switch was declared
switch_top--; // Decrease switch stack if ending a switch
case_indent = 0; // Reset case indent since we're leaving the switch
in_switch--; // We're leaving a switch block
} else {
indent--; // For other blocks like while
}
stack_top--;
indent_next = FALSE; // Reset for next line
} else if (!strn_cmp(t, "else", 4)) { } else if (!strn_cmp(t, "else", 4)) {
if (!indent) { if (stack_top < 0 || block_stack[stack_top] != 'l') {
write_to_output(d, "Unmatched 'else' (line %d)!\r\n", line_num); write_to_output(d, "Unmatched 'else' (line %d)!\r\n", line_num);
free(sc); free(sc);
return FALSE; return FALSE;
} }
indent--; indent--; // Reduce indent for else, then increment for next statement
indent_next = TRUE; indent_next = TRUE;
} else if (!strn_cmp(t, "case", 4) ||
!strn_cmp(t, "default", 7)) {
if (!indent) {
write_to_output(d, "Case/default outside switch (line %d)!\r\n", line_num);
free(sc);
return FALSE;
}
if (!found_case) /* so we don't indent multiple case statements without a break */
indent_next = TRUE;
found_case = TRUE;
} else if (!strn_cmp(t, "break", 5)) { } else if (!strn_cmp(t, "break", 5)) {
if (!found_case || !indent ) { if (stack_top < 0 || (block_stack[stack_top] != 's' && block_stack[stack_top] != 'l')) {
write_to_output(d, "Break not in case (line %d)!\r\n", line_num); write_to_output(d, "Break not in case or loop (line %d)!\r\n", line_num);
free(sc); free(sc);
return FALSE; return FALSE;
} }
found_case = FALSE; indent = case_indent + 1; // Indent break one level deeper than case
indent--; indent_next = FALSE; // Ensure no automatic increase for next line after break
} }
*line = '\0'; *line = '\0';
for (nlen = 0, i = 0;i<indent;i++) { for (nlen = 0, i = 0; i < indent; i++) {
strncat(line, " ", sizeof(line)-1); strncat(line, " ", sizeof(line) - strlen(line) - 1);
nlen += 2; nlen += 2;
} }
ret = snprintf(line + nlen, sizeof(line) - nlen, "%s\r\n", t); ret = snprintf(line + nlen, sizeof(line) - nlen, "%s\r\n", t);
llen = (size_t)ret; llen = (size_t)ret;
if (ret < 0 || llen + nlen + len > d->max_str - 1 ) { if (ret < 0 || llen + nlen + len > d->max_str - 1) {
write_to_output(d, "String too long, formatting aborted\r\n"); write_to_output(d, "String too long, formatting aborted\r\n");
free(sc); free(sc);
return FALSE; return FALSE;
@@ -1169,8 +1184,8 @@ int format_script(struct descriptor_data *d)
t = strtok(NULL, "\n\r"); t = strtok(NULL, "\n\r");
} }
if (indent) if (stack_top >= 0)
write_to_output(d, "Unmatched if, while or switch ignored.\r\n"); write_to_output(d, "Unmatched block statements ignored.\r\n");
free(*d->str); free(*d->str);
*d->str = strdup(nsc); *d->str = strdup(nsc);

View File

@@ -16,7 +16,7 @@
#include "dg_scripts.h" #include "dg_scripts.h"
#define NUM_TRIG_TYPE_FLAGS 20 #define NUM_TRIG_TYPE_FLAGS 21
/* Submodes of TRIGEDIT connectedness. */ /* Submodes of TRIGEDIT connectedness. */
#define TRIGEDIT_MAIN_MENU 0 #define TRIGEDIT_MAIN_MENU 0

View File

@@ -2486,7 +2486,6 @@ int script_driver(void *go_adress, trig_data *trig, int type, int mode)
char cmd[MAX_INPUT_LENGTH], *p; char cmd[MAX_INPUT_LENGTH], *p;
struct script_data *sc = 0; struct script_data *sc = 0;
struct cmdlist_element *temp; struct cmdlist_element *temp;
unsigned long loops = 0;
void *go = NULL; void *go = NULL;
void obj_command_interpreter(obj_data *obj, char *argument); void obj_command_interpreter(obj_data *obj, char *argument);
@@ -2578,8 +2577,8 @@ int script_driver(void *go_adress, trig_data *trig, int type, int mode)
if (process_if(p + 6, go, sc, trig, type)) { if (process_if(p + 6, go, sc, trig, type)) {
temp->original = cl; temp->original = cl;
} else { } else {
cl->loops = 0;
cl = temp; cl = temp;
loops = 0;
} }
} else if (!strn_cmp("switch ", p, 7)) { } else if (!strn_cmp("switch ", p, 7)) {
cl = find_case(trig, cl, go, sc, type, p + 7); cl = find_case(trig, cl, go, sc, type, p + 7);
@@ -2599,9 +2598,10 @@ int script_driver(void *go_adress, trig_data *trig, int type, int mode)
if (cl->original && process_if(orig_cmd + 6, go, sc, trig, if (cl->original && process_if(orig_cmd + 6, go, sc, trig,
type)) { type)) {
cl = cl->original; cl = cl->original;
loops++; cl->loops++;
GET_TRIG_LOOPS(trig)++; GET_TRIG_LOOPS(trig)++;
if (loops == 30) { if (cl->loops == 30) {
cl->loops = 0;
process_wait(go, trig, type, "wait 1", cl); process_wait(go, trig, type, "wait 1", cl);
depth--; depth--;
return ret_val; return ret_val;

View File

@@ -71,6 +71,7 @@
#define MTRIG_DOOR (1 << 17) /* door manipulated in room */ #define MTRIG_DOOR (1 << 17) /* door manipulated in room */
#define MTRIG_TIME (1 << 19) /* trigger based on game hour */ #define MTRIG_TIME (1 << 19) /* trigger based on game hour */
#define MTRIG_DAMAGE (1 << 20) /* trigger whenever mob is damaged */
/* obj trigger types */ /* obj trigger types */
#define OTRIG_GLOBAL (1 << 0) /* unused */ #define OTRIG_GLOBAL (1 << 0) /* unused */
@@ -135,6 +136,7 @@ struct cmdlist_element {
char *cmd; /* one line of a trigger */ char *cmd; /* one line of a trigger */
struct cmdlist_element *original; struct cmdlist_element *original;
struct cmdlist_element *next; struct cmdlist_element *next;
int loops; /* for counting number of runs in a while loop */
}; };
struct trig_var_data { struct trig_var_data {
@@ -263,6 +265,7 @@ void time_wtrigger(room_data *room);
int login_wtrigger(struct room_data *room, char_data *actor); int login_wtrigger(struct room_data *room, char_data *actor);
int damage_mtrigger(char_data *ch, char_data *victim, int dam, int attacktype);
/* function prototypes from dg_scripts.c */ /* function prototypes from dg_scripts.c */
ACMD(do_attach) ; ACMD(do_attach) ;
ACMD(do_detach); ACMD(do_detach);

View File

@@ -554,6 +554,33 @@ int cast_mtrigger(char_data *actor, char_data *ch, int spellnum)
return 1; return 1;
} }
int damage_mtrigger(char_data *actor, char_data *victim, int dam, int attacktype)
{
trig_data *t;
char buf[MAX_INPUT_LENGTH];
if (victim == NULL)
return dam;
if (!SCRIPT_CHECK(victim, MTRIG_DAMAGE) || AFF_FLAGGED(victim, AFF_CHARM))
return dam;
for (t = TRIGGERS(SCRIPT(victim)); t; t = t->next) {
if (TRIGGER_CHECK(t, MTRIG_DAMAGE) &&
(rand_number(1, 100) <= GET_TRIG_NARG(t))) {
ADD_UID_VAR(buf, t, char_script_id(actor), "actor", 0);
ADD_UID_VAR(buf, t, char_script_id(victim), "victim", 0);
sprintf(buf, "%d", dam);
add_var(&GET_TRIG_VARS(t), "damage", buf, 0);
add_var(&GET_TRIG_VARS(t), "attacktype", skill_name(attacktype), 0);
return script_driver(&victim, t, MOB_TRIGGER, TRIG_NEW);
}
}
return dam;
}
int leave_mtrigger(char_data *actor, int dir) int leave_mtrigger(char_data *actor, int dir)
{ {
trig_data *t; trig_data *t;

View File

@@ -620,6 +620,11 @@ int damage(struct char_data *ch, struct char_data *victim, int dam, int attackty
if (!IS_NPC(victim) && ((GET_LEVEL(victim) >= LVL_IMMORT) && PRF_FLAGGED(victim, PRF_NOHASSLE))) if (!IS_NPC(victim) && ((GET_LEVEL(victim) >= LVL_IMMORT) && PRF_FLAGGED(victim, PRF_NOHASSLE)))
dam = 0; dam = 0;
dam = damage_mtrigger(ch, victim, dam, attacktype);
if (dam == -1) {
return (0);
}
if (victim != ch) { if (victim != ch) {
/* Start the attacker fighting the victim */ /* Start the attacker fighting the victim */
if (GET_POS(ch) > POS_STUNNED && (FIGHTING(ch) == NULL)) if (GET_POS(ch) > POS_STUNNED && (FIGHTING(ch) == NULL))

View File

@@ -268,7 +268,7 @@ void create_world_index(int znum, const char *type)
while (get_line(oldfile, buf)) { while (get_line(oldfile, buf)) {
if (*buf == '$') { if (*buf == '$') {
/* The following used to add a blank line, thanks to Brian Taylor for the fix. */ /* The following used to add a blank line, thanks to Brian Taylor for the fix. */
fprintf(newfile, "%s", (!found ? strncat(buf1, "\n$\n", sizeof(buf1)-1) : "$\n")); fprintf(newfile, "%s", (!found ? strncat(buf1, "\n$\n", sizeof(buf1) - strlen(buf1) - 1) : "$\n"));
break; break;
} else if (!found) { } else if (!found) {
sscanf(buf, "%d", &num); sscanf(buf, "%d", &num);

View File

@@ -671,12 +671,20 @@ struct char_data *get_char_num(mob_rnum nr)
/* put an object in a room */ /* put an object in a room */
void obj_to_room(struct obj_data *object, room_rnum room) void obj_to_room(struct obj_data *object, room_rnum room)
{ {
if (!object || room == NOWHERE || room > top_of_world) if (!object || room == NOWHERE || room > top_of_world){
log("SYSERR: Illegal value(s) passed to obj_to_room. (Room #%d/%d, obj %p)", log("SYSERR: Illegal value(s) passed to obj_to_room. (Room #%d/%d, obj %p)",
room, top_of_world, (void *)object); room, top_of_world, (void *)object);
}
else { else {
object->next_content = world[room].contents; if (world[room].contents == NULL){ // if list is empty
world[room].contents = object; world[room].contents = object; // add object to list
}
else {
struct obj_data *i = world[room].contents; // define a temporary pointer
while (i->next_content != NULL) i = i->next_content; // find the first without a next_content
i->next_content = object; // add object at the end
}
object->next_content = NULL; // mostly for sanity. should do nothing.
IN_ROOM(object) = room; IN_ROOM(object) = room;
object->carried_by = NULL; object->carried_by = NULL;
if (ROOM_FLAGGED(room, ROOM_HOUSE)) if (ROOM_FLAGGED(room, ROOM_HOUSE))

View File

@@ -177,6 +177,13 @@ static IBT_DATA *read_ibt( char *filename, FILE *fp )
} }
break; break;
case 'F':
if (!str_cmp(word, "Flags")) {
fMatch = TRUE;
fread_flags(fp, ibtData->flags, 4);
}
break;
case 'I': case 'I':
TXT_KEY("IdNum", id_num, fread_line(fp)); TXT_KEY("IdNum", id_num, fread_line(fp));
break; break;

View File

@@ -146,7 +146,8 @@ static void prefedit_disp_main_menu(struct descriptor_data *d)
"%sImmortal Preferences\r\n" "%sImmortal Preferences\r\n"
"%s1%s) Syslog Level %s[%s%8s%s] %s4%s) ClsOLC %s[%s%3s%s]\r\n" "%s1%s) Syslog Level %s[%s%8s%s] %s4%s) ClsOLC %s[%s%3s%s]\r\n"
"%s2%s) Show Flags %s[%s%3s%s] %s5%s) No WizNet %s[%s%3s%s]\r\n" "%s2%s) Show Flags %s[%s%3s%s] %s5%s) No WizNet %s[%s%3s%s]\r\n"
"%s3%s) No Hassle %s[%s%3s%s] %s6%s) Holylight %s[%s%3s%s]\r\n", "%s3%s) No Hassle %s[%s%3s%s] %s6%s) Holylight %s[%s%3s%s]\r\n"
"%s7%s) Verbose %s[%s%3s%s] ",
CBWHT(d->character, C_NRM), CBWHT(d->character, C_NRM),
/* Line 1 - syslog and clsolc */ /* Line 1 - syslog and clsolc */
CBYEL(d->character, C_NRM), CCNRM(d->character, C_NRM), CCCYN(d->character, C_NRM), CCYEL(d->character, C_NRM), CBYEL(d->character, C_NRM), CCNRM(d->character, C_NRM), CCCYN(d->character, C_NRM), CCYEL(d->character, C_NRM),
@@ -159,12 +160,17 @@ static void prefedit_disp_main_menu(struct descriptor_data *d)
/* Line 3 - nohassle and holylight */ /* Line 3 - nohassle and holylight */
CBYEL(d->character, C_NRM), CCNRM(d->character, C_NRM), CCCYN(d->character, C_NRM), CCYEL(d->character, C_NRM), CBYEL(d->character, C_NRM), CCNRM(d->character, C_NRM), CCCYN(d->character, C_NRM), CCYEL(d->character, C_NRM),
ONOFF(PREFEDIT_FLAGGED(PRF_NOHASSLE)), CCCYN(d->character, C_NRM), CBYEL(d->character, C_NRM), CCNRM(d->character, C_NRM), ONOFF(PREFEDIT_FLAGGED(PRF_NOHASSLE)), CCCYN(d->character, C_NRM), CBYEL(d->character, C_NRM), CCNRM(d->character, C_NRM),
CCCYN(d->character, C_NRM), CCYEL(d->character, C_NRM), ONOFF(PREFEDIT_FLAGGED(PRF_HOLYLIGHT)), CCCYN(d->character, C_NRM) CCCYN(d->character, C_NRM), CCYEL(d->character, C_NRM), ONOFF(PREFEDIT_FLAGGED(PRF_HOLYLIGHT)), CCCYN(d->character, C_NRM),
/* Line 4 - Verbose */
CBYEL(d->character, C_NRM), CCNRM(d->character, C_NRM), CCCYN(d->character, C_NRM), CCYEL(d->character, C_NRM),
ONOFF(PREFEDIT_FLAGGED(PRF_VERBOSE)), CCCYN(d->character, C_NRM)
); );
if (GET_LEVEL(PREFEDIT_GET_CHAR) == LVL_IMPL) if (GET_LEVEL(PREFEDIT_GET_CHAR) == LVL_IMPL)
send_to_char(d->character, "%s7%s) Zone Resets %s[%s%3s%s]\r\n", send_to_char(d->character, "%s8%s) Zone Resets %s[%s%3s%s]\r\n",
CBYEL(d->character, C_NRM), CCNRM(d->character, C_NRM), CCCYN(d->character, C_NRM), CCYEL(d->character, C_NRM), CBYEL(d->character, C_NRM), CCNRM(d->character, C_NRM), CCCYN(d->character, C_NRM), CCYEL(d->character, C_NRM),
ONOFF(PREFEDIT_FLAGGED(PRF_ZONERESETS)), CCCYN(d->character, C_NRM)); ONOFF(PREFEDIT_FLAGGED(PRF_ZONERESETS)), CCCYN(d->character, C_NRM));
else
send_to_char(d->character, "\r\n");
} }
/* Finishing Off */ /* Finishing Off */
@@ -505,7 +511,19 @@ void prefedit_parse(struct descriptor_data * d, char *arg)
} }
break; break;
case '7': case '7':
if (GET_LEVEL(PREFEDIT_GET_CHAR) < LVL_IMMORT)
{
send_to_char(d->character, "%sInvalid choice!%s\r\n", CBRED(d->character, C_NRM), CCNRM(d->character, C_NRM));
prefedit_disp_main_menu(d);
}
else
{
TOGGLE_BIT_AR(PREFEDIT_GET_FLAGS, PRF_VERBOSE);
}
break;
case '8':
if (GET_LEVEL(PREFEDIT_GET_CHAR) < LVL_IMPL) if (GET_LEVEL(PREFEDIT_GET_CHAR) < LVL_IMPL)
{ {
send_to_char(d->character, "%sInvalid choice!%s\r\n", CBRED(d->character, C_NRM), CCNRM(d->character, C_NRM)); send_to_char(d->character, "%sInvalid choice!%s\r\n", CBRED(d->character, C_NRM), CCNRM(d->character, C_NRM));
@@ -901,6 +919,10 @@ void prefedit_Restore_Defaults(struct descriptor_data *d)
if (PREFEDIT_FLAGGED(PRF_AUTODOOR)) if (PREFEDIT_FLAGGED(PRF_AUTODOOR))
SET_BIT_AR(PREFEDIT_GET_FLAGS, PRF_AUTODOOR); SET_BIT_AR(PREFEDIT_GET_FLAGS, PRF_AUTODOOR);
/* PRF_VERBOSE - On */
if (PREFEDIT_FLAGGED(PRF_VERBOSE))
SET_BIT_AR(PREFEDIT_GET_FLAGS, PRF_VERBOSE);
/* Other (non-toggle) options */ /* Other (non-toggle) options */
PREFEDIT_GET_WIMP_LEV = 0; /* Wimpy off by default */ PREFEDIT_GET_WIMP_LEV = 0; /* Wimpy off by default */
PREFEDIT_GET_PAGELENGTH = 22; /* Default telnet screen is 22 lines */ PREFEDIT_GET_PAGELENGTH = 22; /* Default telnet screen is 22 lines */

View File

@@ -13,6 +13,11 @@
#include <sys/types.h> #include <sys/types.h>
#include "protocol.h" #include "protocol.h"
#ifdef _MSC_VER
#include "telnet.h"
#define alloca _alloca
#endif
/****************************************************************************** /******************************************************************************
The following section is for Diku/Merc derivatives. Replace as needed. The following section is for Diku/Merc derivatives. Replace as needed.
******************************************************************************/ ******************************************************************************/
@@ -1763,7 +1768,26 @@ static void PerformSubnegotiation( descriptor_t *apDescriptor, char aCmd, char *
Write(apDescriptor, RequestTTYPE); Write(apDescriptor, RequestTTYPE);
} }
if ( PrefixString("Mudlet", pClientName) ) if ( PrefixString("MTTS ", pClientName) )
{
pProtocol->pVariables[eMSDP_CLIENT_VERSION]->ValueInt = atoi(pClientName+5);
if (pProtocol->pVariables[eMSDP_CLIENT_VERSION]->ValueInt & 1)
{
pProtocol->pVariables[eMSDP_ANSI_COLORS]->ValueInt = 1;
}
if (pProtocol->pVariables[eMSDP_CLIENT_VERSION]->ValueInt & 4)
{
pProtocol->pVariables[eMSDP_UTF_8]->ValueInt = 1;
}
if (pProtocol->pVariables[eMSDP_CLIENT_VERSION]->ValueInt & 8)
{
pProtocol->pVariables[eMSDP_XTERM_256_COLORS]->ValueInt = 1;
pProtocol->b256Support = eYES;
}
}
else if ( PrefixString("Mudlet", pClientName) )
{ {
/* Mudlet beta 15 and later supports 256 colours, but we can't /* Mudlet beta 15 and later supports 256 colours, but we can't
* identify it from the mud - everything prior to 1.1 claims * identify it from the mud - everything prior to 1.1 claims

View File

@@ -136,6 +136,7 @@ void assign_objects(void)
ASSIGNOBJ(3097, gen_board); /* freeze board */ ASSIGNOBJ(3097, gen_board); /* freeze board */
ASSIGNOBJ(3098, gen_board); /* immortal board */ ASSIGNOBJ(3098, gen_board); /* immortal board */
ASSIGNOBJ(3099, gen_board); /* mortal board */ ASSIGNOBJ(3099, gen_board); /* mortal board */
ASSIGNOBJ(4900, gen_board); /* mortal board */
ASSIGNOBJ(115, bank); ASSIGNOBJ(115, bank);
ASSIGNOBJ(334, bank); /* atm */ ASSIGNOBJ(334, bank); /* atm */

View File

@@ -262,9 +262,10 @@
#define PRF_AUTOMAP 31 /**< Show map at the side of room descs */ #define PRF_AUTOMAP 31 /**< Show map at the side of room descs */
#define PRF_AUTOKEY 32 /**< Automatically unlock locked doors when opening */ #define PRF_AUTOKEY 32 /**< Automatically unlock locked doors when opening */
#define PRF_AUTODOOR 33 /**< Use the next available door */ #define PRF_AUTODOOR 33 /**< Use the next available door */
#define PRF_ZONERESETS 34 #define PRF_ZONERESETS 34 /**< Show when zones reset */
#define PRF_VERBOSE 35 /**< Listings like where are more verbose */
/** Total number of available PRF flags */ /** Total number of available PRF flags */
#define NUM_PRF_FLAGS 35 #define NUM_PRF_FLAGS 36
/* Affect bits: used in char_data.char_specials.saved.affected_by */ /* Affect bits: used in char_data.char_specials.saved.affected_by */
/* WARNING: In the world files, NEVER set the bits marked "R" ("Reserved") */ /* WARNING: In the world files, NEVER set the bits marked "R" ("Reserved") */
@@ -1276,7 +1277,7 @@ struct happyhour {
struct recent_player struct recent_player
{ {
int vnum; /* The ID number for this instance */ int vnum; /* The ID number for this instance */
char name[MAX_NAME_LENGTH]; /* The char name of the player */ char name[MAX_NAME_LENGTH+1];/* The char name of the player */
bool new_player; /* Is this a new player? */ bool new_player; /* Is this a new player? */
bool copyover_player; /* Is this a player that was on during the last copyover? */ bool copyover_player; /* Is this a player that was on during the last copyover? */
time_t time; /* login time */ time_t time; /* login time */

View File

@@ -63,6 +63,24 @@
/* Do not change anything below this line. */ /* Do not change anything below this line. */
#if defined(__APPLE__) && defined(__MACH__)
/* Machine-specific dependencies for running on modern macOS systems 10.13+ (High Sierra)
* Updated by Victor Augusto Borges Dias de Almeida (aka Stoneheart), 26 June 2024.
*
* Tested on:
* - macOS 10.13: High Sierra (Lobo) - September 25, 2017 (Latest: 10.13.6)
* - macOS 10.14: Mojave (Liberty) - September 24, 2018 (Latest: 10.14.6)
* - macOS 10.15: Catalina (Jazz) - October 7, 2019 (Latest: 10.15.7)
* - macOS 11: Big Sur (GoldenGate) - November 12, 2020 (Latest: 11.7.10)
* - macOS 12: Monterey (Star) - October 25, 2021 (Latest: 12.7)
* - macOS 13: Ventura (Rome) - November 7, 2022 (Latest: 13.7)
* - macOS 14: Sonoma (Sunburst) - November 7, 2023 (Latest: 14.3)
*
* This file works on Apple Silicon Chips (M1, M2, M3) without futher configurations.
*/
#define CIRCLE_MAC_OS 1
#endif
/* Set up various machine-specific things based on the values determined from /* Set up various machine-specific things based on the values determined from
* configure and conf.h. */ * configure and conf.h. */
@@ -78,7 +96,7 @@
#include <strings.h> #include <strings.h>
#endif #endif
#if (defined (STDC_HEADERS) || defined (__GNU_LIBRARY__)) #if (defined (STDC_HEADERS) || defined (__GNU_LIBRARY__) || defined(CIRCLE_MAC_OS))
#include <stdlib.h> #include <stdlib.h>
#else /* No standard headers. */ #else /* No standard headers. */
@@ -88,9 +106,8 @@
#endif #endif
extern char *malloc(), *calloc(), *realloc(); extern char *malloc(), *calloc(), *realloc();
extern void free (); extern void free();
extern void abort(), exit();
extern void abort (), exit ();
#endif /* Standard headers. */ #endif /* Standard headers. */
@@ -150,9 +167,11 @@ extern void abort (), exit ();
#include <sys/errno.h> #include <sys/errno.h>
#endif #endif
#ifndef CIRCLE_MAC_OS
#ifdef HAVE_CRYPT_H #ifdef HAVE_CRYPT_H
#include <crypt.h> #include <crypt.h>
#endif #endif
#endif
#ifdef TIME_WITH_SYS_TIME #ifdef TIME_WITH_SYS_TIME
# include <sys/time.h> # include <sys/time.h>
@@ -434,9 +453,11 @@ struct in_addr {
char *strerror(int errnum); char *strerror(int errnum);
#endif #endif
#ifndef CIRCLE_MAC_OS
#ifdef NEED_STRLCPY_PROTO #ifdef NEED_STRLCPY_PROTO
size_t strlcpy(char *dest, const char *src, size_t copylen); size_t strlcpy(char *dest, const char *src, size_t copylen);
#endif #endif
#endif
#ifdef NEED_SYSTEM_PROTO #ifdef NEED_SYSTEM_PROTO
int system(const char *string); int system(const char *string);

45
src/util/CMakeLists.txt Normal file
View File

@@ -0,0 +1,45 @@
set(TOOLS
asciipasswd
autowiz
plrtoascii
rebuildIndex
rebuildMailIndex
shopconv
sign
split
wld2html
)
# common includes and flags
include_directories(${CMAKE_SOURCE_DIR}/src)
add_definitions(-DCIRCLE_UTIL)
find_library(CRYPT_LIBRARY crypt)
find_library(NETLIB_LIBRARY nsl socket) # for sign.c, hvis nødvendig
foreach(tool ${TOOLS})
if(${tool} STREQUAL "rebuildIndex")
add_executable(rebuildIndex rebuildAsciiIndex.c)
else()
add_executable(${tool} ${tool}.c)
endif()
# Set output location
set_target_properties(${tool} PROPERTIES
RUNTIME_OUTPUT_DIRECTORY ${CMAKE_SOURCE_DIR}/bin
)
# Link to libcrypt for asciipasswd
if(${tool} STREQUAL "asciipasswd" AND CRYPT_LIBRARY)
target_link_libraries(${tool} ${CRYPT_LIBRARY})
endif()
# Link to netlib for sign
if(${tool} STREQUAL "sign" AND NETLIB_LIBRARY)
target_link_libraries(${tool} ${NETLIB_LIBRARY})
endif()
endforeach()
add_custom_target(utils DEPENDS ${TOOLS})

View File

@@ -23,7 +23,7 @@ CFLAGS = @CFLAGS@ $(MYFLAGS) $(PROFILE) -I$(INCDIR)
default: all default: all
all: $(BINDIR)/asciipasswd $(BINDIR)/autowiz $(BINDIR)/plrtoascii $(BINDIR)/rebuildIndex $(BINDIR)/rebuildMailIndex $(BINDIR)/shopconv $(BINDIR)/sign $(BINDIR)/split $(BINDIR)/wld2html $(BINDIR)/webster all: $(BINDIR)/asciipasswd $(BINDIR)/autowiz $(BINDIR)/plrtoascii $(BINDIR)/rebuildIndex $(BINDIR)/rebuildMailIndex $(BINDIR)/shopconv $(BINDIR)/sign $(BINDIR)/split $(BINDIR)/wld2html
asciipasswd: $(BINDIR)/asciipasswd asciipasswd: $(BINDIR)/asciipasswd
@@ -43,8 +43,6 @@ split: $(BINDIR)/split
wld2html: $(BINDIR)/wld2html wld2html: $(BINDIR)/wld2html
webster: $(BINDIR)/webster
$(BINDIR)/asciipasswd: asciipasswd.c $(BINDIR)/asciipasswd: asciipasswd.c
$(CC) $(CFLAGS) -o $(BINDIR)/asciipasswd asciipasswd.c @CRYPTLIB@ $(CC) $(CFLAGS) -o $(BINDIR)/asciipasswd asciipasswd.c @CRYPTLIB@
@@ -72,9 +70,6 @@ $(BINDIR)/split: split.c
$(BINDIR)/wld2html: wld2html.c $(BINDIR)/wld2html: wld2html.c
$(CC) $(CFLAGS) -o $(BINDIR)/wld2html wld2html.c $(CC) $(CFLAGS) -o $(BINDIR)/wld2html wld2html.c
$(BINDIR)/webster: webster.c
$(CC) $(CFLAGS) -o $(BINDIR)/webster webster.c
# Dependencies for the object files (automagically generated with # Dependencies for the object files (automagically generated with
# gcc -MM) # gcc -MM)

View File

@@ -85,7 +85,7 @@ void read_file(void)
while (get_line(fl, line)) while (get_line(fl, line))
if (*line != '~') if (*line != '~')
recs++; recs++;
rewind(fl); rewind(fl);
for (i = 0; i < recs; i++) { for (i = 0; i < recs; i++) {
get_line(fl, line); get_line(fl, line);

View File

@@ -155,7 +155,7 @@ static int boot_the_shops_conv(FILE * shop_f, FILE * newshop_f, char *filename)
int main(int argc, char *argv[]) int main(int argc, char *argv[])
{ {
FILE *sfp, *nsfp; FILE *sfp, *nsfp;
char fn[256], part[256]; char fn[120], part[256];
int result, index, i; int result, index, i;
if (argc < 2) { if (argc < 2) {
@@ -173,20 +173,20 @@ int main(int argc, char *argv[])
perror(fn); perror(fn);
} else { } else {
if ((nsfp = fopen(fn, "w")) == NULL) { if ((nsfp = fopen(fn, "w")) == NULL) {
printf("Error writing to %s.\n", fn); printf("Error writing to %s.\n", fn);
continue; continue;
} }
printf("%s:\n", fn); printf("%s:\n", fn);
result = boot_the_shops_conv(sfp, nsfp, fn); result = boot_the_shops_conv(sfp, nsfp, fn);
fclose(nsfp); fclose(nsfp);
fclose(sfp); fclose(sfp);
if (result) { if (result) {
sprintf(part, "mv %s.tmp %s", fn, fn); sprintf(part, "mv %s.tmp %s", fn, fn);
i = system(part); i = system(part);
} else { } else {
sprintf(part, "mv %s.tmp %s.bak", fn, fn); sprintf(part, "mv %s.tmp %s.bak", fn, fn);
i = system(part); i = system(part);
printf("Done!\n"); printf("Done!\n");
} }
} }
} }

View File

@@ -1,175 +0,0 @@
/* ************************************************************************
* File: webster.c Part of tbaMUD *
* Usage: Use an online dictionary via tell m-w <word>. *
* *
* Based on the Circle 3.0 syntax checker and wld2html programs. *
************************************************************************ */
#define log(msg) fprintf(stderr, "%s\n", msg)
#include "conf.h"
#include "sysdep.h"
#define MEM_USE 10000
char buf[MEM_USE];
int get_line(FILE * fl, char *buf);
void skip_spaces(char **string);
void parse_webster_html(char *arg);
int main(int argc, char **argv)
{
int pid = 0;
if (argc != 3) {
return 0; /* no word/pid given */
}
pid = atoi(argv[2]);
snprintf(buf, sizeof(buf),
"lynx -accept_all_cookies -source http://www.thefreedictionary.com/%s"
" >webster.html", argv[1]);
system(buf);
parse_webster_html(argv[1]);
if (pid)
kill(pid, SIGUSR2);
return (0);
}
void parse_webster_html(char *arg) {
FILE *infile, *outfile;
char scanbuf[MEM_USE], outline[MEM_USE], *p, *q;
outfile = fopen("websterinfo", "w");
if (!outfile)
exit(1);
infile = fopen("webster.html", "r");
if (!infile) {
fprintf(outfile, "A bug has occured in webster. (no webster.html) Please notify Welcor.");
fclose(outfile);
return;
}
unlink("webster.html"); /* We can still read */
for ( ; get_line(infile, buf)!=0; ) {
if (strncmp(buf, "<script>write_ads(AdsNum, 0, 1)</script>", 40) != 0)
continue; // read until we hit the line with results in it.
p = buf+40;
if (strncmp(p, "<br>", 4) == 0)
{
fprintf(outfile, "That word could not be found.\n");
goto end;
}
else if (strncmp(p, "<div ", 5) == 0) // definition is here, all in one line.
{
while (strncmp(p, "ds-list", 7)) //seek to the definition
p++;
strncpy(scanbuf, p, sizeof(scanbuf)); // strtok on a copy.
p = strtok(scanbuf, ">"); // chop the line at the end of tags: <br><b>word</b> becomes "<br" "<b" "word</b"
p = strtok(NULL, ">"); // skip the rest of this tag.
fprintf(outfile, "Info on: %s\n\n", arg);
while (1)
{
q = outline;
while (*p != '<')
{
assert(p < scanbuf+sizeof(scanbuf));
*q++ = *p++;
}
if (!strncmp(p, "<br", 3) || !strncmp(p, "<p", 2) || !strncmp(p, "<div class=\"ds-list\"", 23) || !strncmp(p, "<div class=\"sds-list\"", 24))
*q++ = '\n';
// if it's not a <br> tag or a <div class="sds-list"> or <div class="ds-list"> tag, ignore it.
*q++='\0';
fprintf(outfile, "%s", outline);
if (!strncmp(p, "</table", 7))
goto end;
p = strtok(NULL, ">");
}
}
else if (strncmp(p, "<div>", 5) == 0) // not found, but suggestions are ample:
{
strncpy(scanbuf, p, sizeof(scanbuf)); // strtok on a copy.
p = strtok(scanbuf, ">"); // chop the line at the end of tags: <br><b>word</b> becomes "<br>" "<b>" "word</b>"
p = strtok(NULL, ">"); // skip the rest of this tag.
while (1)
{
q = outline;
while (*p != '<')
*q++ = *p++;
if (!strncmp(p, "<td ", 4))
*q++ = '\n';
// if it's not a <td> tag, ignore it.
*q++='\0';
fprintf(outfile, "%s", outline);
if (!strncmp(p, "</table", 7))
goto end;
p = strtok(NULL, ">");
}
}
else
{
// weird.. one of the above should be correct.
fprintf(outfile, "It would appear that the free online dictionary has changed their format.\n"
"Sorry, but you might need a webrowser instead.\n\n"
"See http://www.thefreedictionary.com/%s", arg);
goto end;
}
}
end:
fclose(infile);
fprintf(outfile, "~");
fclose(outfile);
}
/* get_line reads the next non-blank line off of the input stream.
* The newline character is removed from the input.
*/
int get_line(FILE * fl, char *buf)
{
char temp[MEM_USE];
do {
fgets(temp, MEM_USE, fl);
if (*temp)
temp[strlen(temp) - 1] = '\0';
} while (!feof(fl) && !*temp);
if (feof(fl))
return (0);
else {
strcpy(buf, temp);
return (1);
}
}
/*
* Function to skip over the leading spaces of a string.
*/
void skip_spaces(char **string)
{
for (; **string && isspace(**string); (*string)++);
}

View File

@@ -12,7 +12,6 @@
#include "conf.h" #include "conf.h"
#include "sysdep.h" #include "sysdep.h"
#define NOWHERE -1 /* nil reference for room-database */ #define NOWHERE -1 /* nil reference for room-database */
/* The cardinal directions: used as index to room_data.dir_option[] */ /* The cardinal directions: used as index to room_data.dir_option[] */
@@ -22,14 +21,17 @@
#define WEST 3 #define WEST 3
#define UP 4 #define UP 4
#define DOWN 5 #define DOWN 5
#define NORTHWEST 6
#define NORTHEAST 7
#define SOUTHEAST 8
#define SOUTHWEST 9
#define NUM_OF_DIRS 6 #define NUM_OF_DIRS 10
#define CREATE(result, type, number) do {\ #define CREATE(result, type, number) do {\
if (!((result) = (type *) calloc ((number), sizeof(type))))\ if (!((result) = (type *) calloc ((number), sizeof(type))))\
{ perror("malloc failure"); abort(); } } while(0) { perror("malloc failure"); abort(); } } while(0)
/* Exit info: used in room_data.dir_option.exit_info */ /* Exit info: used in room_data.dir_option.exit_info */
#define EX_ISDOOR (1 << 0) /* Exit is a door */ #define EX_ISDOOR (1 << 0) /* Exit is a door */
#define EX_CLOSED (1 << 1) /* The door is closed */ #define EX_CLOSED (1 << 1) /* The door is closed */
@@ -45,7 +47,7 @@ typedef unsigned short int ush_int;
typedef char bool; typedef char bool;
typedef char byte; typedef char byte;
typedef sh_int room_num; typedef int room_num;
typedef sh_int obj_num; typedef sh_int obj_num;
@@ -133,13 +135,14 @@ struct room_data {
struct room_data *world = NULL; /* array of rooms */ struct room_data *world = NULL; /* array of rooms */
int top_of_world = 0; /* ref to top element of world */ int top_of_world = 0; /* ref to top element of world */
int rec_count = 0;
/* local functions */ /* local functions */
char *fread_string(FILE * fl, char *error); char *fread_string(FILE * fl, char *error);
void setup_dir(FILE * fl, int room, int dir); void setup_dir(FILE * fl, int room, int dir);
void index_boot(char *name); void index_boot(int cnt, char **name);
void discrete_load(FILE * fl); void discrete_load(FILE * fl);
void parse_room(FILE * fl, int virtual_nr); void parse_room(FILE * fl, int virtual_nr);
void parse_mobile(FILE * mob_f, int nr); void parse_mobile(FILE * mob_f, int nr);
@@ -150,7 +153,7 @@ void write_output(void);
char *dir_names[] = char *dir_names[] =
{"North", "East", "South", "West", "Up", "Down"}; {"North", "East", "South", "West", "Up", "Down","North West","North East","South East","South West"};
/************************************************************************* /*************************************************************************
@@ -160,14 +163,12 @@ char *dir_names[] =
/* body of the booting system */ /* body of the booting system */
int main(int argc, char **argv) int main(int argc, char **argv)
{ {
if (argc != 2) { if (argc < 2) {
fprintf(stderr, "Usage: %s <world-file-name>\n", argv[0]); fprintf(stderr, "Usage: %s <world-file-name(s)>\n", argv[0]);
exit(1); exit(1);
} }
index_boot(argv[1]);
log("Renumbering rooms."); index_boot(argc,argv);
renum_world();
log("Writing output."); log("Writing output.");
write_output(); write_output();
@@ -176,6 +177,21 @@ int main(int argc, char **argv)
return (0); return (0);
} }
/* Since the world is loaded into memory by index
* and not room number, we need to search through
* all rooms and return the correct one. This is
* used to generate door information (ie: the name)
*/
struct room_data* findRoom(int nr)
{
int i;
for (i=0;i<rec_count;i++)
if (world[i].number==nr)
return &world[i];
return NULL;
}
void write_output(void) void write_output(void)
{ {
@@ -184,11 +200,22 @@ void write_output(void)
char buf[128]; char buf[128];
register int door, found; register int door, found;
for (i = 0; i <= top_of_world; i++) { for (i=0;i<rec_count;i++) {
//print the record number, but no linefeed.
fprintf(stderr, "Record: %d ",i);
if (world[i].name == NULL) {
//linefeed the prior record since we're skipping this one.
log("");
//the name is blank, which means, most likely, the record is bad as well.
continue;
}
sprintf(buf, "Writing %d.html", world[i].number); sprintf(buf, "Writing %d.html", world[i].number);
log(buf); log(buf);
sprintf(buf, "%d.html", world[i].number); //for some reason, if you use %d with sprintf it rolls over like its 16bit,
//but only if you use the buffer with fopen.
//using %ld and casting to long solves this in case someone really wants
//to use negative room numbers.
sprintf(buf, "%ld.html",(long)world[i].number);
if (!(fl = fopen(buf, "w"))) { if (!(fl = fopen(buf, "w"))) {
perror("opening output file"); perror("opening output file");
exit(1); exit(1);
@@ -203,18 +230,22 @@ void write_output(void)
found = 0; found = 0;
for (door = 0; door < NUM_OF_DIRS; door++) for (door = 0; door < NUM_OF_DIRS; door++)
if (world[i].dir_option[door] && if (world[i].dir_option[door] &&
world[i].dir_option[door]->to_room != NOWHERE) { world[i].dir_option[door]->to_room != NOWHERE) {
found = 1; found = 1;
fprintf(fl, "<a href = \"%d.html\"> %s to %s</a> <p>\n", //this call gets a pointer to the room referenced by the to_room for the door.
world[world[i].dir_option[door]->to_room].number, //This fixes a lot of issues introduced with the whole 'renumbering rooms' call
dir_names[door], //and the binary search that didn't work well.
world[world[i].dir_option[door]->to_room].name); struct room_data* to_room = findRoom(world[i].dir_option[door]->to_room);
fprintf(fl, "<a href = \"%d.html\"> %s to %s</a> <p>\n",
to_room->number,
dir_names[door],
to_room->name);
} }
if (!found) if (!found)
fprintf(fl, "None!"); fprintf(fl, "None!");
fclose(fl); fclose(fl);
} }
} }
/* function to count how many hash-mark delimited records exist in a file */ /* function to count how many hash-mark delimited records exist in a file */
int count_hash_records(FILE * fl) int count_hash_records(FILE * fl)
@@ -231,19 +262,35 @@ int count_hash_records(FILE * fl)
void index_boot(char *name) void index_boot(int cnt, char **names)
{ {
FILE *db_file; FILE *db_file;
int rec_count = 0;
if (!(db_file = fopen(name, "r"))) { //throw first entry away as that is the executable.
perror("error opening world file"); for (int i=1;i<cnt;i++) {
exit(1); if (!(db_file = fopen(names[i], "r"))) {
perror("error opening world file");
exit(1);
}
//have to loop through files twice.
//once to get total record count
//second time to load them
rec_count += count_hash_records(db_file);
fclose(db_file);
} }
rec_count = count_hash_records(db_file); sprintf(buf,"Total records: %d\n",rec_count);
log(buf);
//now that we know how many records in total
//we can create the memory structure
CREATE(world, struct room_data, rec_count); CREATE(world, struct room_data, rec_count);
rewind(db_file); //now loop through files and load them
discrete_load(db_file); for (int i=1;i<cnt;i++) {
if (!(db_file = fopen(names[i], "r"))) {
perror("error opening world file");
exit(1);
}
discrete_load(db_file);
}
} }
@@ -257,6 +304,9 @@ void discrete_load(FILE * fl)
fprintf(stderr, "Format error after room #%d\n", nr); fprintf(stderr, "Format error after room #%d\n", nr);
exit(1); exit(1);
} }
if (*line == 'T') //Toss triggers. THey currently break this util.
continue;
if (*line == '$') if (*line == '$')
return; return;
@@ -394,22 +444,6 @@ void setup_dir(FILE * fl, int room, int dir)
} }
/* resolve all vnums into rnums in the world */
void renum_world(void)
{
register int room, door;
for (room = 0; room <= top_of_world; room++)
for (door = 0; door < NUM_OF_DIRS; door++)
if (world[room].dir_option[door])
if (world[room].dir_option[door]->to_room != NOWHERE)
world[room].dir_option[door]->to_room =
real_room(world[room].dir_option[door]->to_room,
world[room].number);
}
/************************************************************************* /*************************************************************************
* procedures for resetting, both play-time and boot-time * * procedures for resetting, both play-time and boot-time *
*********************************************************************** */ *********************************************************************** */
@@ -464,32 +498,6 @@ char *fread_string(FILE * fl, char *error)
/* returns the real number of the room with given virtual number */
int real_room(int virtual, int reference)
{
int bot, top, mid;
bot = 0;
top = top_of_world;
/* perform binary search on world-table */
for (;;) {
mid = (bot + top) / 2;
if ((world + mid)->number == virtual)
return (mid);
if (bot >= top) {
fprintf(stderr, "Room %d does not exist in database (referenced in room %d)\n", virtual, reference);
return (-1);
}
if ((world + mid)->number > virtual)
top = mid - 1;
else
bot = mid + 1;
}
}
/* get_line reads the next non-blank line off of the input stream. /* get_line reads the next non-blank line off of the input stream.
* The newline character is removed from the input. Lines which begin * The newline character is removed from the input. Lines which begin
* with '*' are considered to be comments. * with '*' are considered to be comments.