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Thursday, 8 January 2004
The Stormclouds About to Clear?
In what's been a troubling trend among a number of Abermuds, the lack of players may spell the end of Stormclouds, formerly known as Dark Cloud 2.

Stormclouds to Close
I've been avoiding this post for some time now but it is past due. I think it is time for Stormclouds, formerly Darkclouds, to close. I stopped working on it maybe 2 years ago now, possibly 3, and don't even login now. I just found out it has been down and I'm not sure when that happened. If one of the folks who ran it originally (or certain trusted other people) want to take over and keep it up, I'm all for giving you the code. The account password could be arranged to. I guess I'd like to hear from Danikid, Spaceboy or Elims on this. My email is drey AT speakeasy DOT org. I'll likely leave it up through the New Year in any event. I'm not certain if Stormclouds has a community anymore because I'm not part of it if it still does.


Posted by abermud at 6:44 PM CST
Updated: Thursday, 8 January 2004 6:23 PM CST
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Sunday, 7 December 2003
New Zones on Phoenix
SOLSTICE
Help the citizens of the peaceful town of Opalia restore the Snow Temple and celebrate the Solstice. Thank you Kitra Nardanaya and Yuki Kiaaron for this charming and non-threatening quest suitable for all levels.

MAVENWOOD
Near the Pechish hamlet of Belith, visit the newly discovered town of Mavenwood, of particular interest to Seraphim. Thank you Rudolph Datura for this challenging new Seraph puzzle.

Pheonix

Posted by abermud at 3:52 PM CST
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Northern Lights Christmas Quest
The annual holiday zone is back in. Can you save Santa from his evil twin brother? Go ahead and try it out while you can, twenty days past christmas we remove the zone again... Start looking near Warm Haven.

Northern Lights MUD

Posted by abermud at 3:46 PM CST
Updated: Sunday, 7 December 2003 3:40 PM CST
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Thursday, 4 December 2003
Abermud 5.30.0
In April of 2002, Alan Cox actually released a new version of Aber 5. Supposedly he was working on a 64-bit version of it as well but it has yet to materialize. I have replaced the download site link for Aber 5 as that Shadow Cabi site no longer exists.

http://ftp.linux.org.uk/pub/linux/alan/Software/Games/AberMUD5/

Posted by abermud at 4:47 PM CST
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MusicMUD Code Release
The codebase for MusicMUD, which started with parts of AberMUD code in it, but chucked it all when it was thought that it could had conflicted with GPL licensing, has released version 2.1.6.

I had not known previously that the source code was ever released for this new type of MUD but it has. You can take a look here:

http://www.evilmagic.org/musicmud/

Posted by abermud at 4:31 PM CST
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Abermud.com
The website known as abermud.com has returned, and the webmaster is looking for SOME Aber code to use that's more recent and semi-stable.

http://www.abermud.com

Posted by abermud at 3:25 PM CST
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The Return of PuKaK
One of the first MUDs I've made wizard on and the first place I actually had a Archwiz level on, PuKaK is back online!

You can pay a visit by connecting at spludge.new 6715 68.35.162.62

Posted by abermud at 1:36 PM CST
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Monday, 1 December 2003
Event Code for iDirt
Abermud Central is pretty much an abandoned site, but someone posted this code months ago that I just noticed: Damian Miller's Event Handler Code for iDiRT 1.82 All I ask is if you use this that you give me a little credit,
Makefile
add events.o to MUDDOBJS

events.h

#ifndef _EVENTS_H_
#define _EVENTS_H_

typedef struct _event_sys {
  struct _event_sys *next;
  Boolean use;
  char name[50];
  time_t timer;
  time_t reset_timer;
  void (*output_func)();
}_EVENT_SYS;

void load_events();
void do_events();
void eventscom ();

#endif

events.c

#include "kernel.h"
#include "mud.h"
#include "log.h"
#include "bootstrap.h"
#include "sendsys.h"
#include "mobile.h"
#include "timing.h"
#include "locations.h"
#include "objsys.h"
#include "bprintf.h"
#include "events.h"
#include "parse.h"
#include "utils.h"

_EVENT_SYS *ehead, *etail;
typedef _EVENT_SYS *eventsys;

void event_healall();

void add_event(char *name, Boolean use, time_t t, void (*d)())
{
	_EVENT_SYS *ecur;
	if(ehead==NULL)
	{
	 ehead = NEW(_EVENT_SYS, 1);
	 etail = ehead;
	 ecur  = ehead;
	}
	else
	{
	etail->next = NEW(_EVENT_SYS, 1);
	etail = etail->next;
	}
	strcpy(etail->name, name);
	etail->use = use;
	etail->reset_timer = t;
	etail->output_func = d;
	etail->next = NULL;
}

void do_events ()
{
  _EVENT_SYS *event;

  for (event = ehead; event != NULL; event = event->next)
  { 
    if (event->use == True) {
    ++event->timer;
     if (event->timer >= event->reset_timer) 
     {
       (void) event->output_func();
       event->timer = 0;
     }
    }
  }
}

//Load the events into the system.
void load_events ()
{
  //         Name       Use?    Reset   Function
  add_event("healall",	True,	300,	event_healall);
}


//A command to show events in the mud.
void eventscom ()
{
  _EVENT_SYS *event;
  char tleft[64];
  int count;
  if (plev (mynum) < LVL_ARCHWIZARD)
  {
   erreval ();
   return;
  }
  bprintf ("&+RTimed &+Cevents &+cin the &+Gland &+cof &+m%s&+c.\n", COL_NAME);
  bprintf ("&+r-------------------------------------------------------------------------------\n");
  bprintf ("&+W%-12s %-6s %-9s\n", "Name", "Active", "Time Left");
  bprintf ("&+r-------------------------------------------------------------------------------\n");
  for (event = ehead, count = 0; event != NULL; event = event->next, ++count)
  {
    strcpy (tleft, sec_to_hhmmss (event->reset_timer - event->timer));
    bprintf ("&+g%-12s %-6s %-9s\n", capitalize(event->name), 
    event->use == True ? "Yes" : "No", tleft);
  }
  bprintf ("&+r-------------------------------------------------------------------------------\n");
  bprintf ("&+cTotal &+YEvents&+C: &+g%d\n", count);
}

/************************************************************
 * Start of events, lets hope all these are nice            *
 ************************************************************/
void event_healall ()
{
  int i;
  int j = 0;
  for (i = 0; i < max_players; ++i) {
    if (is_in_game (i) && pfighting (i) < 0 && plev (i) < LVL_WIZARD &&
        ((pstr (i) < maxstrength (i) || pmagic (i) < maxmagic (i)) ||
         (pstr (i) < maxstrength (i) && pmagic (i) < maxmagic (i)))) {
      setpstr (i, maxstrength (i));
      setpmagic (i, maxmagic (i));
      ++j;
      sendf (i, "&+m%s &+cunleashes a healing spell over the world.\n",
             MUD_NAME);
    }
  }
    if(!j==0)
    send_msg (DEST_ALL, MODE_QUIET, LVL_WIZARD, LVL_MAX, mynum, NOBODY,
              "&+r[&+gEvent: &+CAuto &+YHeal All&+r]\n");
}

open up main.c and add this at the bottom of the includes:

#include "events.h"

then look for the on_timer(); and below it add:

do_events();

save and exit.

open up bootstrap.c and include events.h then in boot_world() add:

load_events();

add the verb "events" to verbs.src

then add #include "events.h" to parse.c and somewhere where you put your commands add:

  case VERB_EVENTS:
    eventscom();
    break;

save and exit. and you got my event code.

do a make clean or rm -rf *.o first

Posted by abermud at 11:43 AM CST
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Saturday, 22 November 2003
Legally Blonde II DVD
The movie in which I spent a long 25 hours standing around in 80-90 degree heat in a suit to film scenes for the last few minutes of the show has been released on DVD a few weeks ago. I haven't rushed out to get the thing, cause I know everyone in the family will have the same idea for a Christmas gift. I have not rushed out to rent it either, but when I do, I'm sure to put up the scene to look for.

Posted by abermud at 11:03 AM CST
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Friday, 14 November 2003
Atrocity MUD - Implements XML!

Brave New World

I've just done what's possibly the scariest update in my time as Atrocity coder. The previously mentioned XML is here, and far reaching as it is (there probably isn't a command you can type that isn't affected in some small way) the potential for mishap is...unknown! On the plus side, this is my first bit of NEWS using XML tags. *bounce* Special thanks Smoke on this one, as he waded through all of our zones and info files (including policy and qinfo) adding tags.

As a part of this, we've replaced the main editor, though you may not notice much difference at first since the interface is pretty much the same. Two improvements that you may find useful though, are:

o You can now insert after "line 0" to add lines at the beginning of a buffer (at long last!)

o The default "view buffer" behaviour shows you the raw text. If you want to see how your buffer will look, use the new Render command from the editor menu.

For information on using XML in the game (for example, in your examine or mudmail) or in zone files, see INFO XML, INFO XMLTAGLIST and HELP XMLINPUT.

On a lighter note, we have a new format of SCORE for you, which includes a listing of what effects (from blindness to empoweredness) you currently have applied to you.


While the scope of adding XML to the mud will take some time to digest and understand, the effect of this is that coding zone files has evolved.


Posted by abermud at 11:51 AM CST
Updated: Friday, 14 November 2003 11:50 AM CST
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