HDTenEightyP/NetNews huggingface dataset:
From: whale@leland.Stanford.EDU (Stephen Schmidt)
Subject: Re: Square Roots
Organization: DSG, Stanford University, CA 94305, USA
Date: Sun, 24 Jan 93 01:59:25 GMT

In article <1jsrgnINN27a@tansy.csv.warwick.ac.uk> phuyg@csv.warwick.ac.uk (Mr P V Smith) writes:
>  Boggle, is there an efun or an easy way to do square roots?

This oughta be a FAQ.... No, there isn't anything.
First, one presumes you want integer square roots, sincere are no
floats in LPC. ie, sqrt(19)=4.

Second, one can do this something like this:

i=1 ;
foo=false ;
while (!foo) {
  foo = ((num/i)=i) ;
    i = i + 1 ;
}

which I think works. It's kinda slow if num is bigger than 100. You could
add an efun if your driver (and skills) permit, and you really need to call
sqrt a lot. If you do that, then just use trunc(sqrt(num)) in the C code.

Moby
-- 
Steve Schmidt			<><		   whale@leland.stanford.edu
I can no longer sit back and allow Communist infiltration, Communist
indoctrination, Communist subversion, and the international Communist
conspiracy to sap and impurify all of our precious bodily fluids!
From: spot@wpi.WPI.EDU (Roy W Schletzbaum)
Newsgroups: rec.games.mud.lp
Subject: Needed :  A place to continue work *sigh*
Summary: I almost hate to ask this
Keywords: site
Date: 26 Jan 93 21:16:53 GMT
Organization: The Order of the Blackened Rose (Oblivion)
NNTP-Posting-Host: wpi.wpi.edu

Unfortunately due to a problem with the machine which we are running
Oblivion on, we now have two weeks to relocate.  Right now at the
least we are only looking for a temporary site to put this Mud up at
so that we may complete the rewriting of the Mudlib, and other changes
that need to be made before we get it up and running again.
We have around 25 wizards who have done an EXCELLENT job in their work
here, and I wouldn't want to see their work and enthusiasm go for not.
I ask that anyone who could give us a place to continue our work
(even if you don't want the mud run there for the public) please
contact me at : spot@wpi.wpi.edu

  Thanks for bearing with, yet another, request for a site,
    Daroki, God @ Oblivion, who apologizes for being another person
    making what is a rather common plea these days...
Newsgroups: rec.games.mud.lp
From: whale@leland.Stanford.EDU (Stephen Schmidt)
Subject: Re: Summoning guards
Organization: DSG, Stanford University, CA 94305, USA
Date: Sat, 23 Jan 93 04:36:19 GMT

In article <1993Jan22.233011.10974@ra.oc.com> sass@elf.etsu.edu (Mark Sass) writes:
>
>  Someon said something about a global variable to count how many guards
>have been summoned...no need to do that since there are some neat efuns like
>all_inventory. You take the inventory of the room; parse it for guards(give
>them a special id to separate them), and return an integer for the number of
>guards in the room.

This is a little time consuming, especially if you do this in a combat
function where time counts. Unless you have a strong aversion to global
variables, or you have only 25K on the machine, I'd do it with a global
var to save CPU. Four bytes isn't that big a deal... I think the CPU is
more important. However, there are people who believe that global variables
are the Wrong Thing, and I respect that. I have some coding fetishes too...

-- 
Steve Schmidt			<><		   whale@leland.stanford.edu
I can no longer sit back and allow Communist infiltration, Communist
indoctrination, Communist subversion, and the international Communist
conspiracy to sap and impurify all of our precious bodily fluids!
Newsgroups: rec.games.mud.lp
From: Devon_Sheppard@mindlink.bc.ca (Devon Sheppard)
Subject: Re: Frontierians loose hope
Organization: MIND LINK! - British Columbia, Canada
Date: Thu, 28 Jan 1993 17:40:14 GMT

> Edward W. Alexander writes:
>
> Org.  : University of Manitoba, Winnipeg, Canada
>
> Will it ever return.... I'm seeing so many people walking around bug-eyed
> and drooling, quivering from withdrawal.  Any word oh great and revered
> leaders of Frontier.
>
> Curses on those who stuck "whatever" into the drive!
>
> --
> Edward. W. Alexander | umalexa9@ccu.Umanitoba.CA | Computer Sciences I

As one of those buy-eyed droolers, I'm very anxious to find out where
Frontier has gone, as well. Any word as to its future? Could someone maybe
send me some email and explain what actually happened? I just called one day,
and nothing. I didn't bother to check the usenet until now, and any
announcements would have long since scrolled off.

  Devon

--

a4344@mindlink.bc.ca         |   No brains, no headaches!
From: pariah@tartarus.uwa.edu.au (Michael Malone)
Newsgroups: rec.games.mud.lp
Subject: Re: "Safe" way to shout inside of crash()?
Date: 27 Jan 1993 05:51:11 GMT
Organization: The University of Western Australia
NNTP-Posting-Host: tartarus.uwa.edu.au
X-Newsreader: NN version 6.4.19 #1

djohnson@cs.ucsd.edu (Darin Johnson) writes:

>Anyway, what is an efficient way to shout to just interactive
>players?

I dont know if this is still supported in MudOS, but at
one time they allowed array->fn(arg). Perhaps, something
like users()->message("bye bye\n") would work in this
case ? (hey! It works on DM :)

This could easily be expanded of course:
int i;
object *list;

    list = users();
    for (i = sizeof(list) - 1; i >= 0; i ++)
	tell_object(list[i], "Bye bye\n");

What do we put in our crash ? Hmm. just something
like:

save_all_obj();

which, strangely enough, saves all objects.
From: cs90djs2@brunel.ac.uk (Duncan J Stansfield)
Newsgroups: rec.games.mud.lp
Subject: Re: Skill Orientation
Date: 28 Jan 93 09:52:10 GMT
Organization: Brunel University, Uxbridge, UK
X-Newsreader: TIN [version 1.1 PL8]

Mr P V Smith (phuyg@csv.warwick.ac.uk) wrote:

: you should also be able to advance it by simple practice
: (and mere paid lessons should not take you above a certain level, in
: my role playing system i agree with the theory that you cannot get
: any skill above 70% in a 'training' evironment, unless it's a very
: realistic one (eg gladiatorial arena), because (calling on personal
: experience from martial arts once more) you just don't know what it's like

say i would have thought the ceiling would be the ability of the trainer,
the closer you get to his/her ability the less gain you would get.
From: mentar@cs.tu-berlin.de (Rudolf Gross)
Newsgroups: rec.games.mud.lp
Subject: Re: Finding memory size of an object
Date: 23 Jan 1993 00:11:57 GMT
Organization: Technical University of Berlin, Germany
NNTP-Posting-Host: heute.cs.tu-berlin.de
MIME-Version: 1.0
Content-Type: text/plain; charset=ISO-8859-1
Content-Transfer-Encoding: 8bit

amylaar@mcshh.Hanse.DE (Joern Rennecke) writes:

> garion@selway.umt.edu (Jason Curnow) writes:
> 
> >I'm trying to find some code that will tell me the amount of memory that
> >is being taken up by any one object.  It would be (hopefully) for a 
> >compat mode LPmud, running a 3.1.2 driver with a standard mudlib.  
> >Has anyone ever written anything like this, or even know how I might
> >go about doing so?  Thanks.
> 
> Try dumpallobj and efun debug_info() .
> 
> 	Amylaar


*grin* a typical Amylaar-answer. Nearly always correct, always
terse at best and often a little useless if you don't have additional infos
;)

dumpallobj should be known more or less. This command writes some
informations about every Object in the game to /OBJ_DUMP
Of course this file can be HUGE on a bigger MUD with a long uptime.
Looking for information there is an enormous task an not recommendable.

The better option is to use the efun debug_object() :

    void debug_info (int flag, mixed arg)

In your specific case you should use:

   debug_info (1,object_to_be_checked);

Just note that the informations about program size, variable/array/string
sizes etc. are written to the socket instantly, so there are no return
values.
					Mentar
Newsgroups: rec.games.mud.lp
From: dack@darmstadt.gmd.de (Hyp)
Subject: Re: Square Roots
Organization: GMD-IPSI, Darmstadt, Germany
	<1993Jan24.015925.20716@leland.Stanford.EDU>
	<1993Jan24.020138.20809@leland.Stanford.EDU>
Date: Wed, 27 Jan 1993 14:56:59 GMT

In article <1993Jan24.020138.20809@leland.Stanford.EDU> whale@leland.Stanford.EDU (Stephen Schmidt) writes:

   In article <1jsrgnINN27a@tansy.csv.warwick.ac.uk> phuyg@csv.warwick.ac.uk (Mr P V Smith) writes:
   >  Boggle, is there an efun or an easy way to do square roots?

   This oughta be a FAQ.... No, there isn't anything.
   First, one presumes you want integer square roots, sincere are no
   floats in LPC. ie, sqrt(19)=4.

Well, this is not quite correct. It depends on which gamedriver you
are using. Amylaars Driver version 312k supports the floatpoint data
type and also provides trig. functions like sqrt() to compute the
square root.

--

Sven C. Dack / GMD-IPSI, Dolivostr. 15, 6100 Darmstadt / dack@darmstadt.gmd.de

        "If you have a drinking problem .... anonymous alcoholics,
         if you have a software problem .... anonymous ftp."
Newsgroups: rec.games.mud.lp
From: bobf@feenix.metronet.com (Bob Farmer)
Subject: Re: Finding memory size of an object
Keywords: memory object lpmud
Organization: Texas Metronet Communications Services, Dallas TX
Date: Thu, 21 Jan 1993 18:33:32 GMT

> I'm trying to find some code that will tell me the amount of memory
> that is being taken up by any one object.  It would be (hopefully)
> for a  compat mode LPmud, running a 3.1.2 driver with a standard
> mudlib.   Has anyone ever written anything like this, or even know
> how I might go about doing so?  Thanks.
> 
> - Jason (Garion @ LPCC)

The 'dumpallobj' command on 3.1.2 generates a /OBJ_DUMP file that I believe
contains how much memory each object is supposedly taking up.  Not sure if
it's accurate or not.

Blackthorn
bobf@metronet.com
From: jacob@fy.chalmers.se (Jacob Hallen)
Newsgroups: rec.games.mud.lp
Subject: Re: THE BEST MUD FORMAT
Date: 21 Jan 93 09:23:01 GMT
Organization: Chalmers University of Technology

In article <1993Jan20.161939.27518@donau.et.tudelft.nl> johnvl@dutecaj.et.tudelft.nl (John C.M. van Leeuwen) writes:
>I allready posted a check out KoBra note, but I forgot to mention one thing:
>On KoBra you can allready use the all, except, from constructs in the shop,
>for instance you can:
>sell all apple from bucket    or
>sell all from bucket except orange,potato  or
>sell all except bucket  or
>sell all bottle

No, no, no! Not using plural names is terrible. I'd rather be without this
"feature" than have it this way. There is already too much pidgin floating
around for us to promote it.

Jacob Hallen
Newsgroups: rec.games.mud.lp
From: stile@okcforum.osrhe.uoknor.edu (Howard Wilson)
Subject: VikingMUD
Organization: Okcforum Unix Users Group
X-Newsreader: TIN [version 1.1 PL6]
Date: Sat, 23 Jan 1993 21:53:09 GMT


Am I to assume VikingMUD has gone to Bit Heaven, never to grace our
terminals again?  First, it was down a week.  After that week, I try to
connect and see a message it has been extended for another week.  Sigh.
Ok, I call the next week.  It has now been extended a few days ("we will
be back up by 2 O'clock Jan. 19th).  Humph.  I try to connect now, and I
don't even get a "sorry, it's taking even longer" message.  I either time
out, or the connection is refused.
 
A nice note would be nice.  Is it dead, or is it just taking awhile?
 
Howard Wilson II

--
Stile, Howard Wilson II, and any other names I might use can be reached at:
   stile@okcforum.uoknor.edu   | I have two personalities.  One is paranoid,
I speak for no one but myself! | and the other is out to get him.
Send mail for information on The Darwinners and the Evolving Fish!
From: mcr0193@zeus.tamu.edu (Blitzkrieg)
Newsgroups: rec.games.mud.lp
Subject: Re: Valhalla Open House!
Date: 21 Jan 1993 22:35 CST
Organization: Texas A&M University, Academic Computing Services
Distribution: world
NNTP-Posting-Host: zeus.tamu.edu
News-Software: VAX/VMS VNEWS 1.41    

In article <1993Jan22.032817.24000@IRO.UMontreal.CA>, laviers@IRO.UMontreal.CA (Cocotte Minute) writes...
>In article <93021.143709BAB127@psuvm.psu.edu> bab <BAB127@psuvm.psu.edu> writes:

>I still wouldn't pay 8$/month to mud.
>And I suppose that you have played extensively on all the LPmuds in netville?
> 
>Well, in any case, my daddy is stronger than your daddy!
> 
>Seb
>
It's easy to see how he could make that distinction, normally you tend to
refer to your favorite mud as the best one whether you have played every
other mud or not. I personally think that Ivory Tower is the best mud going,
but that's my opinion.
	However, I gotta agree with ya. Anybody who would pay 8 bucks a 
month to play a mud has been out in the sun too long :)

Blitzkrieg               


Organization: Sponsored account, School Of Computer Science, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.mud.lp
Date: Mon, 25 Jan 1993 16:20:33 -0500 
From: Sean Christopher Simmons <ss72+@andrew.cmu.edu>
Subject: Re: Valhalla Open House!


Mmm, well, while I won't claim to be an expert on this subject, I feel
I am far from ignorant, and I thought that I would make a few comments
on this.

#1:  The name LP can easily be claimed as copyright, and therein
calling your mud an LP mud is an infringement on that copyright.

#2:  The internet was bought out by private interests about 2 years
ago, and while this hasn't effected educational and government sights,
it has probably changed the rules for the internet at large.  the
rules most people refer to about no advertising or no profit seeking
ventures over the Internet, only apply to educational and maybe
government sights.  The change in ownership of the internet is not
widely known, for reasons I don't understand, and I'm sure people will
flame the hell out of me, in gloriuos rightous indignation, knowing
that it is still under government control and moderation, and all I
can say is, no, you're wrong, but you are not the only person who
doesn't know. 

#3:  I am curious how you (Fletloss, I think his name was), intend to
enforce payment, etc.  Are you registering character names?

#4:  Finally, I hope you realize that in charging money you are
incurring upon yourself a great deal of responsibilty that you are
legally responsible for.  Things that most muds can get away with in
wiz-player relations, crashes, unbalanced castles, wizards cheating,
etc.  are not such mundane problems for you.  The worst problem of all
is that some hacker should, god forbid, come in and nuke your mud,
your machine, etc.  People are paying for 24hr. realiable connection,
are you prepared to provide that, and compensate people if you are
unable to?

I don't think so.


===============================================================================
|     "jaa, na"                                                               |
| Shin -- ss72@andrew.cmu.edu			Senior Undergrad CS           |
|      (Sean Simmons)                           Carnegie-Mellon University    |
===============================================================================

P.S. rgm* posting number 2 in 4 years ;)
Newsgroups: rec.games.mud.lp
From: hasse@solace.hsh.se (Hans Holmberg)
Subject: Re: "Safe" way to shout inside of crash()?
Organization: Solace Computer Club, Sundsvall, Sweden
Date: Sat, 23 Jan 1993 18:35:06 MET

In <43888@sdcc12.ucsd.edu> djohnson@cs.ucsd.edu (Darin Johnson) writes:

>Here's a bizarre one that just reared up...  Under MudOS,
>the master->crash() will be called when the game crashes.
>I set this routine up to shout a humorous message, log
>some info, then save all players.

>This time however, the crash routine ran into a too-long-evaluation
>and aborted.  Apparently, the culprit was the shout(), which caused
>a bunch of monsters to reset (lazy reset option on), some of those
>causing other resets to cascade, etc...

>Anyway, what is an efficient way to shout to just interactive
>players?  I could put in a catch() around the shout, but
>knowing our machine, that could make things worse (like hiccuping
>in the middle of a sneeze).  Maybe a compile-time option so
>that shouts don't go to non-interactive objects?

Why not implement a function crash_quit(message) in the player object?
Then you just do (from the crash() function):

    users()->crash_quit("funny message");

and the crash_quit() may look something like this:

void crash_quit(string mess)
{
    write(mess);
    dowhateveryouwanttosavetheplayer;
}

Well, you get the basic idea.

>While on the subject, what do other people put in their
>crash() routines?
>-- 
>Darin Johnson
>djohnson@ucsd.edu
>    Strange things are afoot at the circle-K...

/Hasse
-- 
/     email: hasse@solace.hsh.se, irc: Knightman, mud: Kniggit@VikingMud      \
\     snail-mail: Hans Holmberg, Sommarvagen 5, 854 67 Sundsvall, Sweden      /
/                  phone: +46 60 569169, fax: +46 60 569266                   \
\          "In a crazy world a sane person would appear to be crazy."         /
Newsgroups: rec.games.mud.lp
From: spierce@wam.umd.edu (Stephen Pierce)
Subject: Re: Valhalla Open House!
Organization: University of Maryland, College Park
Date: Tue, 26 Jan 1993 03:37:47 GMT

>>#4:  Finally, I hope you realize that in charging money you are
>>incurring upon yourself a great deal of responsibilty that you are
>>legally responsible for. Things that most muds can get away with in
>>wiz-player relations, crashes, unbalanced castles, wizards cheating,
>>etc.  are not such mundane problems for you.  The worst problem of all
>>is that some hacker should, god forbid, come in and nuke your mud,
>>your machine, etc.  People are paying for 24hr. realiable connection,
>>are you prepared to provide that, and compensate people if you are
>>unable to?
>>
>On the contrary, he has made no promise of 24 hour reliability and there's
>no reason to implicitly infer one, since no other MUD (or even any other
>computer service for fee like Genie) guarantees 24 hour reliability. It
>might be better if he explicitly stated that he is NOT guaranteeing it,
>but if he doesn't say either way, then you cannot assume that he has made
>any guarantees to you, unless he's made an act of deception which he has
>certainly not done in this case.

  He might have to, given that he is accepting money. There might be 
certain laws and regulations that specify that. Or, if someone pays,
and the mud is down, they could sue, and that would be bad.

Steve
From: phuyg@csv.warwick.ac.uk (Mr P V Smith)
Newsgroups: rec.games.mud.lp
Subject: Re: Summoning guards
Date: 22 Jan 1993 09:00:10 -0000
Organization: Computing Services, University of Warwick, UK
NNTP-Posting-Host: dill.csv.warwick.ac.uk

  Someone wanted to know how to make some guards pop along when his
king was attacked.. well, i'm no great guru, but here;'s how i'd do it..

you prepare a file on it's own for the king, inheriting obj/monster.c,
set everything up on the reset etc,
but then do something like..

heart_beat() {
   ::heart_beat();
   if (this_object()->query_attack()) summon_guards();
}

summon_guards() {
/* write lots of messages, clone lots of guards etc */
}

Note, this wont take care of an instant kill (so give the dude
a load of hit points else use a second_life function to call the guards
anyway)

shrug, no doubt someone will have a better way, but this works for me ;)
(just make sure yer do the ::heart_beat else it'll bugger up bad

That's all
  ~Beebop / Paul V. Smith
Newsgroups: rec.games.mud.lp
From: lipscomb@lonestar.utsa.edu (David S. Lipscomb)
Subject: list
Organization: University of Texas at San Antonio
Date: Tue, 26 Jan 1993 17:33:23 GMT

A simple request:  please post the mudlist mine got zapped. thanks.
From: guddt@uniwa.uwa.edu.au (David Bennett)
Newsgroups: rec.games.mud.lp
Subject: Re: THE BEST MUD FORMAT
Date: 21 Jan 1993 16:28:23 +0800
Organization: The University of Western Australia
NNTP-Posting-Host: uniwa.uwa.edu.au
X-Newsreader: NN version 6.4.19 #1

johnvl@dutecaj.et.tudelft.nl (John C.M. van Leeuwen) writes:
>> Following other PCs.
>To what use; if you start killing, automatically follow? Would make things
>cruel, wouldn't they?

Follow is useful.  It has some minuses.  But I think it overly benifical.
It does detract from some things.  But if you organise your mud more
carefully it should not be a major proble.  However, you cannot follow people
who are being attacked by you.  You can also loose any prospecive follower.
On a side note, I quite liked the eotl method where you have to allow the
person to follow you.  Thats quite a nice method.

(What colour is love?)
(An old question I know, but I like it)
David.
[DDT] Pink fish forever.
-- 
  David Bennett,  guddt@uniwa.uwa.oz.au | University Computer Club
     Where Pink fish swim backwards.    | c/o Guild of Undergraduates
These words I am singing now mean nothing more than meow to an animal - TMBG
Disclaimer: Any spelling mistakes in this article are all entirly my fault.  Any grammer errors spotted in this article were put there because I could.
Newsgroups: rec.games.mud.lp
From: heilig@plains.NoDak.edu (Zachary Heilig)
Subject: Re: Square Roots
Date: Mon, 25 Jan 1993 04:37:16 GMT
Organization: University of North Dakota, Grand Forks

I haven't seen this solution posted yet, so here goes:

int sqrt(int x)
{
	int tmp,sqrt;

	tmp = 1;
	sqrt = 0;

	while(x >= 0) {
		x -= tmp;
		sqrt++;
		tmp += 2;
	}
	return sqrt - 1;
}

This returns the integer part of the square root, so sqrt(9)==3, sqrt(15)==3,
while sqrt(16)==4.  I didn't test this, so it may need a little tweaking to 
give exactly correct answers.  You can even make it round approximately, i.e.
if (x+tmp) > (tmp/2) you can round up.  The rounding isn't real exact, but
it's pretty close.
-- 
    - Zach Heilig (heilig@plains.nodak.edu)

Ninety-Ninety Rule of Project Schedules:
	The first ninety percent of the task takes ninety percent of
	the time, and the last ten percent takes the other ninety
	percent.
From: swh0@ns1.cc.lehigh.edu (STEPHEN WILLIAM HUMINSKI)
Newsgroups: rec.games.mud.lp
Subject: Overdrive Time Table?
Date: 22 Jan 93 16:46:48 GMT
Organization: Lehigh University

This is primarily for Talyessin.  Is there any type of time schedule for the
reopening of OD?  We Lehighites are anxious for its return.
-- 
                    o
                    |-}             -->           (O)   Stephen "Stew" Huminski
                   /\                                   SWH0 @Lehigh.edu