HDTenEightyP/NetNews huggingface dataset:
From: jacob@fy.chalmers.se (Jacob Hallen)
Newsgroups: rec.games.mud.lp
Subject: Re: A comparison of LPMUD vs. TinyMUSH???
Date: 24 Jul 92 12:42:05 GMT
Organization: Chalmers University of Technology, G|teborg, Sweden

To implement the MUSH coding style in LPC would be a rather simple task.
To implement LPC in a MUSH would be close to impossible.

Jacob Hallen
From: hbrda@dec001.hou281.chevron.com (b.r.daniels DEC)
Newsgroups: rec.games.mud.lp
Subject: Re: Functions not found in player.c and living.c
Date: 21 Jul 92 16:54:22 GMT
Organization: Chevron

anipa@cs.tut.fi (Niilo Neuvo) writes:
> rossw@ccu1.aukuni.ac.nz (Ross Williamson) writes:
> > Has anyone else outhere had problems with functions disappearing 
> > on and off.  Like the destruct command  one second it's there and 
> > the next it's not..... werid...
> > We running game driver 3.1.1  and    mudlib 2.4.5  in compat mode
> > any hints as to what this **very** annoying error/problem could be.
> 
> The function that is called by add_action is declared static:
> 	add_action("cmd_destruct","destruct");
> 	...
> 	static cmd_destruct(arg)
> 	^^^^^^
> I have no idea why this is happening, but removing the static keyword
> helps. I would understand if it did it all the time, but the behaviour
> seems to be rather random. Seems to be a bug in the game driver.

This is a problem you can run into when some object executes the command
for you.  For example, I implemented a mechanism for a monster which
follows you around...  It does add_action("maybe_follow","",1), then
executes the command for the player, then checks to see if the player
is still present.  If the player is not present, it executes the command
for the monster...  When it gets to the command(cmd,this_player()) bit,
if the routine invoked in the player object is static, the call will
fail.

It seems like a design misfeature rather than a bug...  The problem is
that a static function can only be accessed from the object defining
the function, and in the comand() case, it is getting called by another
object.  I'm not sure if there is a straightforward fix.

- Brad
-- 
Brad Daniels			| daniels@bigred.enet.dec.com
"Chevron's DEC whipping boy"	| I wouldn't speak for DEC unless
Digital Equipment Corp.		| they asked me, and they won't ask me.
From: doug@abby.chem.ucla.edu
Newsgroups: rec.games.mud.lp
Subject: Overdrive... where has it moved?
Date: 23 Jul 92 19:12:17 GMT
Reply-To: doug@abby.chem.ucla.edu
Organization: Department of Chemistry, UCLA

Subject line says it all....

Please respond by email.

Thanks
-Doug Gibson
 doug@abby.chem.ucla.edu

Neither UCLA nor the National Science Foundation has a clue what I am doing.
They just pay me to do it.

"We have to tear you to shreds because we care." - EAC
From: amylaar@mcshh.Hanse.DE (Joern Rennecke)
Newsgroups: rec.games.mud.lp
Subject: Re: A comparison of LPMUD vs. TinyMUSH???
Date: 26 Jul 92 13:02:44 GMT
Organization: Point of Presence Hamburg

uekleinf@mcs.Drexel.edu (Erik Kleinfelder) writes:

>>>>>> On 24 Jul 92 12:42:05 GMT, jacob@fy.chalmers.se (Jacob Hallen) said:

>Jacob> To implement the MUSH coding style in LPC would be a rather simple task.
>Jacob> To implement LPC in a MUSH would be close to impossible.

>     Ok, First off, you are probably right.  But I would definately say it
>would be in no way simple.  I don't play on any MUSH or code on any MUSH, but
>one of my fellow God's at Dragon's Den(an LP) does and has been for a very
>long time.  I have seen the style of "coding" if that is what you want to
>call it, and there would be some serious difficulties in simulating it.
>Granted you could have permanent objects using save_object() (that's if you
>have a hellof a lot of disk space) and also implement semaphores, but let me
>input one tiny little thing.  LPC is intended to stay in the "C" style coding
>with "reset()" and memeroy cleanup.  To write a driver (basically what you are
>saying) in LPC you better have a psychotically fast machine.  On many LP's
>I have played on they are slow from normal objects.  You would be looking at
>probably the slowest MUSH around, just the semaphore waiting times would be
>redictulous.  This is not a flame, but I really don't think this would be a
>very reasonable task to set for oneself.

Modern LPmuds have very minor cpu requirements. Muds look slow if the link
is bad.

	amylaar
Newsgroups: rec.games.mud.lp
From: jj@jhunix.hcf.jhu.edu (Jim Jones)
Subject: Re: RANDOM MOVING AND CHASING
Organization: HAC - Johns Hopkins University, Baltimore
Date: Thu, 30 Jul 1992 04:05:23 GMT

 As someone else has pointed out, using catch_tell() is problematic
 if the player gets a step ahead of the monster.  I'd suggest jumping
 into your mudlib and modifying move_player() (or whatever, if 3.x has
 changed all this around) to do the "follow things" type stuff.  We've
 had code like that running on Akropolis for a long time now and it's
 much easier to code following/chasing objects.  It's nice to have a
 "fool proof" method for knowing when objects move, how they moved,
 and where they ended up after they moved.  If you incorporate it into
 living.c (again substitute 3.x equivalent...), then you should just
 be able to add something like,  start_following(object);  in the
 appropriate spot in your monster code, and it should all take care
 of itself.

 -jj

 PS - If you use catch_tell(), your monster is going to stop following
 for all sorts of reasons.  Those include, dark rooms, rooms with exits
 that don't print "standard" exit messages, and if the player manages
From: cmj1@jaguar.uofs.edu
Newsgroups: rec.games.mud.lp
Subject: NEW MONSTER PROBLEM
Date: 27 Jul 92 21:15:51 GMT
Organization: University of Scranton

Okay.  I have a new problem I need help with.
(Boy, am I glad THIS base exsists)  :)
I have a monster that I want to have change during the fight.
I think I understand it. I can use set_dead_ob(ob) but I don't really 
know how to work it.  Can I make it change the monsters short/long/hp/wc/ac and 
stuff?  Or should I simply just have the monster, when his HP<10, clone in a 
new monster and disteagrate itself?
The first monster is gona have 200hp, the second 1000... how should I do it?
and can I change all that other stuff as well.
You guys/gals are geniuses!
-- 
+++++++++++++++++++++++++++++ Quantum Leap me baby +++++++++++++++++++++++++++
+ Colin M. Joyce                       | Cmj1@Jaguar.Ucs.Uofs.Edu (Internet) +
+ (717-961-1842) Rock 107 (Work Number)| Cmj1@Scranton (Bitnet)              +
+ (717-346-6275) House (Humble Abode)  | GagGoona@Baloopi (World in my head) +
+                                      |                                     +
+                                      | All opinons are, of course, mine,   +
+           "Life Happens"             | and do not reflect the ideas of the +
+                    -Colin M. Joyce   | people around me (Mainly because    +
+                                      | my opinons are not normally placed  +
+                                      | upon reflective surfaces).          +
+++++++++++++++++++++++++++++ Happy Happy Joy Joy! +++++++++++++++++++++++++++
Newsgroups: rec.games.mud.lp
From: frankc@netcom.com (Frank Crowell)
Subject: Re: Shouts!
Date: Sat, 25 Jul 92 21:03:29 GMT
Organization: Netcom - Online Communication Services (408 241-9760 guest)



Yes, channels seem to work just fine.  Once in a while someone
forgets, but no big deal.  Shouts are used more for overall warnings
which may be too important to ignore. 
Newsgroups: rec.games.mud.lp
From: positron@engin.umich.edu (Jonathan Scott Haas)
Subject: Re: hname in 3.1.2-DR
Date: Sun, 26 Jul 92 23:55:46 EDT
Organization: University of Michigan Engineering, Ann Arbor

In article <1992Jul27.024755.17716@ccu1.aukuni.ac.nz> rossw@ccu1.aukuni.ac.nz (Ross Williamson) writes:
>
>    Question why does the hname program remain running as far
>as I can tell all it does is get the host name ......
>

The hname process is used for the efun query_ip_name().


-- 
__/\__  Jonathan S. Haas         | Jake liked his women the way he liked
\    /  University of Michigan   | his kiwi fruit: sweet yet tart, firm-
/_  _\  positron@engin.umich.edu | fleshed yet yielding to the touch, and
  \/                             | covered with short brown fuzzy hair.
From: wdell@ds5000.DAC.Northeastern.edu (Chilly)
Newsgroups: rec.games.mud.lp
Subject: Repost of Clueless...
Keywords: LPC, driver, lpmud
Date: 29 Jul 92 21:45:57 GMT
Organization: Northeastern University, Boston MA. USA 02115

Ok let me explain this with my purpose. My purpose of being hidden from
these calls (find_player, find_living, users) is to monitor anyone
even wizzes of any illegal activity. Just being invis only works with
players but not wizzes. And after looking over the driver code,
I'm too inexperienced to define new efuns or even modify them.
 
So if anyone has any ideas leave a post in this group or mail
to email: dell@meceng.coe.northeastern.edu
Thanks.


Newsgroups: rec.games.mud.lp
From: slayer@acca.nmsu.edu (Slayer)
Subject: allanite where did it go
Organization: New Mexico State University
X-Newsreader: Tin 1.1 PL4
Date: Tue, 21 Jul 1992 21:07:03 GMT

	What has happened to allanite it has ben down for 2 weeks now was it moved the adress is 134.126.20.223 2222 let me know if you have a clue where it     went.HAPPY MUDDING!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
From: ubnareho@mcs.Drexel.edu (Brian S. Narehood)
Newsgroups: rec.games.mud.lp
Subject: Re: Clueless...
Date: 29 Jul 92 16:38:39 GMT
	<1992Jul28.234215.21146@monu6.cc.monash.edu.au>
Organization: Drexel University

>>>>> On 28 Jul 92 23:42:15 GMT, ins894r@aurora.cc.monash.edu.au (Aaron Wigley [Wigs]) said:

Aaron> wdell@ds5000.DAC.Northeastern.edu (Chilly) writes:

Aaron> On Shattered Worlds this has been implemented to some degree..

Aaron> users() - the 'who' command looks though the array of users on,
Aaron> 	and checks in their inventory if they are carrying an object
Aaron> 	that id's to 'no_who'. If it doesn't find it, it displays the 
Aaron> 	player's name.

Aaron> find_player(), find_living() and find_object() -
Aaron> 	they rely on the 'id' command, so in the player object, you can 
Aaron> 	put code along the lines of:

Aaron> id(str) {
Aaron> 	if (I_am_hidden) return 0;
Aaron> 	.. normal id check ..
Aaron> }

Aaron> 	This has not been done for player objects, but has been done for
Aaron> std/object.c (the base object, formerly obj/treasure.c): if : :i
       Any replies, respond here in this group or
Aaron> 	If the object has the property 'HIDDEN', then it will not id to
Aaron> anything, and has no long or short. lfun search() in room/room.c simply
Aaron> unhides any hidden object in the room, by removing the hidden property.


   You are slightly wrong here, or at least on a 3.x Lpmud parser.
The efun functions find_player and find_living searches the living
name hash table(which is set up with the efun set_living() )

   The function find_object() is sent the file_name of the object
you want to locate. It also does not check the id.  This may be
different on your mud do to the fact that the Gods eather redefined
these functions in simulate efun, or they changed the parser.
Newsgroups: rec.games.mud.lp
From: demon@sequent.com (Dave Richards)
Subject: Re: F_REGEXP and F_SAVE_OBJECT in 3.1.2
Organization: Sequent Computer Systems Inc.
Date: Thu, 30 Jul 92 07:01:12 GMT


Thanks for the help.  The problem was that make list_funcs generated output
that the make_funcs parser could not handle.  There was extra line control
information in the list_funcs outpot.  The problem was resolved by
adding -Wp,-P to the compiler/preprocess command line in the make file.


	Thanks again,

	Dave
Newsgroups: rec.games.mud.lp,alt.mud.lp
From: rick@ee.ee.uwm.edu (Rick Miller)
Subject: A comparison of LPMUD vs. TinyMUSH???
Organization: University of Wisconsin, Milwaukee
Date: Wed, 22 Jul 1992 12:02:00 GMT

After "programming" a bit on a TinyMUSH, it occurred to me that there
ought to be a more reasonable way to go about it... then I heard of LPC.

Can anyone (who has *been* there) tell me what the differences are
between LPMUD and TinyMUSH?  What might the advantages of LPMUD be?

Rick Miller						<rick@ee.uwm.edu>
*** Sendu al mi bildkarton de via areo, kaj vi ricevos unu de Milvauxki! ***
Send me a photo-postcard from your area, and you'll get one from Milwaukee!
Rick Miller, Rm A516 \ WEPCo. \ 333 W. Everett St. \ Milwaukee, WI 53203 USA
Newsgroups: rec.games.mud.lp
From: slayer@acca.nmsu.edu (Slayer)
Subject: ALLANITE IS GONE AND WILL NEVER BE BACK.
Organization: New Mexico State University
X-Newsreader: Tin 1.1 PL4
Date: Thu, 23 Jul 1992 19:33:24 GMT

	Sorry allanite is down and will never come back and you can take that to the bank. Any questions mail me at slayer@acca.nmsu.edu 

Newsgroups: rec.games.mud.lp
From: pfratar@watserv1.uwaterloo.ca (Paul Frattaroli - DCS)
Subject: Black Hole Reunion
Organization: University of Waterloo
Date: Tue, 21 Jul 1992 23:09:45 GMT


For anyone that played on Black Hole....

try out:

    grackle.uwaterloo.ca 2010

Your character will still be there with the same old password.  If you
can't remember your password, sign on to a new character and let me
(Macros) know, I can change it for you to something new.

....Paul
ps: For those people with brain-damaged nameservers:
    grackle  is  129.97.108.105

pps: If you really liked BH, and you want it back...you may be in for
     a pleasant surprise... :)

-- 
         Paul "vi joe" Frattaroli - Department of Computing Services
          University of Waterloo  Waterloo, Ontario Canada  N2L-3G1
  < pfratar@watshine.UWaterloo.CA >       < pfratar@watserv1.UWaterloo.CA >
                 NeXT Mail: < pfratar@magpie.UWaterloo.CA >
From: djohnson@cs.ucsd.edu (Darin Johnson)
Newsgroups: rec.games.mud.lp
Subject: Re: Clueless...
Date: 29 Jul 92 18:46:51 GMT
Reply-To: djohnson@ucsd.edu (Darin Johnson)
Organization: =CSE Dept., U.C. San Diego

>Well, unless you put it in master.c and were 98% sure that was secure
>this will not be a solution. The best all around solution is in the
>driver. 

Huh?  He said put it in simul_efun.  This means that ALL calls to
users() will call the LPC version.  Putting it in master.c won't help,
since you'll have to convince everyone to use a different syntax (ie,
master->users()).  If all it does is check invisibility then call the
real users() routine, how could it be insecure?

Of course, you can get around this, but if a wizard who knows how to
do this bugs you, then just remove their wizard status.
-- 
Darin Johnson
djohnson@ucsd.edu
  - Luxury!  In MY day, we had to make do with 5 bytes of swap...
From: fetzer@sdphu3.ucsd.edu (Michael E Fetzer)
Newsgroups: rec.games.mud.lp
Subject: MacMud - how to set it up?
Date: 30 Jul 92 00:38:56
Organization: /u2/grads/fetzer/.organization
NNTP-Posting-Host: sdphu3.ucsd.edu

I was lucky enough to get MacMud and macmud.tar off complex.is before the
files disappeared. However, I can't get anything to run. Now, I know 
*someone* out there has this working... Here's what I have:
MacMud (3.0.52) which turned into two binaries, I take it one is for comp
mode and the other for native? macmud.tar, which *seems* to be the source
for the binaries? And I picked up cd.00.24 mulib, which I take it is the
latest version. Now... how do I arrange these things? Where do the binaries
go, so they can find the rest of the stuff? When I try to start up, I get
a short error message flashing up on the screen, but it's too fast for me
to be able to read it. Looks like it's lookign for stdio.h? 

If you've evben got half an idea what to do here, please send me mail.

Mike
Newsgroups: rec.games.mud.lp
From: guile@engin.umich.edu (Kenneth K Lee)
Subject: Re: Clueless...
Date: Tue, 28 Jul 92 20:54:19 EDT
Organization: University of Michigan Engineering, Ann Arbor

In article <1992Jul28.234215.21146@monu6.cc.monash.edu.au> ins894r@aurora.cc.monash.edu.au (Aaron Wigley [Wigs]) writes:
>wdell@ds5000.DAC.Northeastern.edu (Chilly) writes:
>: Ok. I'm in need of some assistance. I would like to know if there is a way
>: to "hide" yourself from users(),find_player(),find_living(),find_object(),
>: etc... This purpose is to exclude me from those functions and act as if
>: I weren't in the game. This can be particularly useful especially if
>: you're an admin or a god on an lpmud. If this is possible, can someone
>: make up some sort of code for the driver? I'm not that proficient in
 C. Any help would be greatly appreciated.

Actually, I think that MudOS has the idea of this implemented in the 0.8.14
driver, although not working correctly.  (It'll crash).  Perhaps in the next
release, it will be working...
From: beeman@cats.ucsc.edu (Adam Beeman)
Newsgroups: rec.games.mud.lp
Subject: Admins hiding.... [was: Re: Clueless...]
Keywords: lpmud, LPC, driver
Date: 31 Jul 92 11:33:57 GMT
Organization: University of California; Santa Cruz
NNTP-Posting-Host: am.ucsc.edu


In article <1992Jul28.105727.999@mcshh.Hanse.DE> amylaar@mcshh.Hanse.DE (Joern Rennecke) writes:
>wdell@ds5000.DAC.Northeastern.edu (Chilly) writes:
>
>>Ok. I'm in need of some assistance. I would like to know if there is a way
>>to "hide" yourself from users(),find_player(),find_living(),find_object(),
>>etc... This purpose is to exclude me from those functions and act as if
>>I weren't in the game. This can be particularly useful especially if
>>you're an admin or a god on an lpmud. If this is possible, can someone
>>make up some sort of code for the driver? I'm not that proficient in
>>C. Any help would be greatly appreciated.
>

Get the MudOS driver 0.9.0 once it's released.  Convert your mudlib or
just throw that out too and get a mudlib that works with it.  But don't 
pester me about release dates.  This problem has been dealt with, a wonderful
little thing called set_hide() that only admins can use... You'll be able
to hide from all the wizards... ;-)

>What for would you want to hide yourself? If you stayed forever in the
>game ( not necessarily sitting in front of the screen ) the effect would
>be the same.
>

Actually Amylaar's solution is much easier and it works... if I idle on people
long enough they will eventually go away or not even bug me in the first place.
*really evil idea*
just change your idle time, and make the mud show you as being logged in
and idle even when you're not there!


>	amylaar

Buddha@TMI

-- 
#include <std_disclaimer.h>
#define NAME	"Adam Beeman"
#define EMAIL	"beeman@{cats, ucscb}.ucsc.edu"
inherit SIGNATURE; // enhanced .sig virus
Organization: Penn State University
Date: Fri, 31 Jul 1992 15:57:43 EDT
From: <JDA108@psuvm.psu.edu>
Newsgroups: rec.games.mud.lp
Subject: Re: Anyone out there know Mary Lou Retton?

In article <1992Jul31.025410.26446@wam.umd.edu>, some_guy@wam.umd.edu (X) says:
>
>She seems like a really neat person, and I hope
>to someday meet her.  Does anyone know if she's
>in school, married, anything?
>
>Michael.

Hmmm.... this alsop got posted to alt.supermodels.   Oh well...

-Jeff
Newsgroups: rec.games.mud.lp
From: behrends@arctecws-10.dfki.uni-kl.de (Karl Reimer Behrends)
Subject: Re: How to use get_dir
Reply-To: behrends@dfki.uni-kl.de (Karl Reimer Behrends)
Organization: University of Kaiserslautern, Germany
Date: Thu, 30 Jul 1992 22:34:00 GMT

In article <1992Jul28.043250.6958@ccu1.aukuni.ac.nz>, rossw@ccu1.aukuni.ac.nz (Ross Williamson) writes:
|>     Does anyone know how to use get_dir properly in 
|> game driver 3.1.2-DR  I've had a play with it but I can't seem to get it 
|> working.
|> 

Well, I haven't had a look at the 3.1.2-DR game driver, but in the case of
vanilla 3.1.2 LPmud wizards usually run across the problem that you will get
something like get_dir("/obj")==({ "obj" }). This can be resolved by using
get_dir("/obj/.") instead and will even work if there are files named "*" in
the given directory. It will also avoid returning directories "." and ".." in
the array which get_dir("/obj/*") does.

						Reimer Behrends


--
Sorry, we've run out of .signatures lately.
Newsgroups: rec.games.mud.lp
From: guddt@uniwa.uwa.edu.au (David Bennett)
Subject: Re: NEW MONSTER PROBLEM
Organization: University of Western Australia
Date: Tue, 28 Jul 1992 06:37:21 GMT

K111114@ALIJKU11.BITNET writes:

>hi.
>usually u have a room where u create the monster. why not code a routine
>in the following room.

How about doing it off hit_player and makeing it so that you dont need
to clone a new monster at all.

int not_regen;

hit_player(dam) {
/* Ok, Ok, don't tell me that it is randomised, I know.,...  But this is
 * a reasonable sleeze and it wont die too much quicker than expected.
 */
  if (dam > hp && !not_regen) {
    write("The monster is suddent revitalised and turns into a huge frog "+
          "right before you.\n");
    set_name("frog");
    set_short("huge frog");
    set_long("Huge horrible nasty looking frog with great big teeth and "+
             "not looking at all like a bunny.\n");
/* I have no idea what the 2.4.5 functions for setting up a monster are
 * Make nice random thingy additions in here.
 */
    not_regen = not_regen++;
    return random(dam);  /* Give them a bit of xp */
  }
  return ::hit_player(dam);
}


Share and enjoy,
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,rec.games.mud
From: bkdavis@eos.ncsu.edu (B K DAVIS)
Subject: What happened to Black Hole II
Originator: bkdavis@c00052-100lez.eos.ncsu.edu
Reply-To: bkdavis@eos.ncsu.edu (B K DAVIS)
Organization: North Carolina State University, Project Eos
Date: Tue, 28 Jul 1992 02:49:40 GMT


WELL ??
What happened to Black Hole II.


Brebane
Xref: sparky rec.games.mud.lp:2466 rec.games.mud.misc:366
From: djohnson@cs.ucsd.edu (Darin Johnson)
Newsgroups: rec.games.mud.lp,rec.games.mud.misc
Subject: Re: A comparison of LPMUD vs. TinyMUSH???
Date: 24 Jul 92 20:47:23 GMT
Reply-To: djohnson@ucsd.edu (Darin Johnson)
Followup-To: rec.games.mud.lp
Organization: =CSE Dept., U.C. San Diego

(sorry this isn't going to r.g.m.tiny, but it doesn't exist over here yet)

>Really?  This is something I'd have to see to believe.  In order to do it
>right, you'd have to make objects permanent.

This is easy to do.  I think the original point though was that you could
have a MUSH (or mush-like) style game using only LPC, not that you could
mix together mush and original styles within the same game.

To save objects - use save_object perhaps.  Depending upon how you
design the game, you could have all of a single players objects in a
single file, containing a large array with a list of all the
objects/attributes (similar to mush-DB).  All objects would then be
generic objects that referred to this information when necessary.

You could do it, but *why* you would want to is another matter...  If
all you wanted was more advanced string handling functions, then just
add them (you can do this without recompiling the parser and still
have everyone get access to them).  If what you want is just to have
non-wizards be able to create/customize permanent objects, then this
is possible - and is already done on some muds.

>Even forgoing this, I'd love to
>see semaphores done or user-defined attributes done well (working with
>@trigger and the like).

This is a moot point really.  Once you design the system to use
attributes, user-defined attributes are trivial.  And once you
design a command queue, semaphores are trivial.
-- 
Darin Johnson
djohnson@ucsd.edu
  - I'm not a well adjusted person, but I play one on the net.