Date: Sat, 22 Dec 2001 20:51:19 -0300
From: Ivan Toledo <itoledo.geo@yahoo.com>
To: rom@rom.org
Subject: Some words


  Hi. I've been really busy in real life these last two years, and my
interest in MUDs dropped to almost zero.
Since the last OLC version I released, my mud was forced to go down for
months and I stopped coding. So my mud's
source hasn't been touched in years (1998-1999!). But I've been subscribed
to this list all this time, reading almost every post.
So, I'm releasing my mud's source code, available at
ftp://alumnos.utem.cl/pub/mud/mudtem.tar.gz . I don't know if it compiles
in its current state (my main development machines were my home's slackware
3 linux and school's AIX 3), but probably you guys
will be able to figure things out.

    Some things that are included in the pack:
    - SLang, a C-like interpreter language I modded to make it work as a
mob/room/whatever-programs interpreter. Beware that I made some
modifications to SLang's source, so keep that in mind if you download a new
version from the web. I also made an extension to the spell system so you
can use "slangprogs" too, with some sample functions.
    - OLC 2 : this is probably VERY buggy, but ...
    - Virtual exits (I think). So you can have program-controlled exits
(that add "commands" to a room).
    - Poker : a poker game that I'm VERY proud of :) with ANSI color.
    - Events : an event system someone posted to this list a
looooooooooooooong way ago. I've also made a "generic" struct for players,
objects, rooms, ... so you can pass *anything* to a command like, do_say. Of
course this should be buggy...
    - Replaced some game loops (i.e., aggr) with events that happen only to
"smart" mobs...
    - A "deathmatch" style arena.
    - A pair of new classes (i think).
    - A bunch of new, original and incomplete areas...
    - ANSI color, and an adaptation to make it work in ibm3151's terminals
(with status bar support :D)
    - MOB memory... they hunt you down, and in general are a LOT harder than
"normal" mobs. My players hated them. I think that they remembered
you -across reboots-. Also they returned to their spawn position if they
couldn't attack you (safe room, etc). They call fellow mobs for help too.
And they are pretty smart, using only skills/spells available to them AND
that have a chance of being useful (i.e., only use "blind" if the victim's
not already blind, etc.). Also players could hunt too. And I also made
"taxis", so newbie players could be guided to some special destinations via
a payed mob.
    - A "hit-based" xp system... you gain xp based on the damage you made to
your victim... so if you have a really good pet your pet will get more xp
than you. I also allowed mobs to gain xp and levels, it was fun when the MUD
announced "the beastly fido subio de nivel" :). Also you only raise you
level when you get to your guildmaster and typed a command. Errr...and you
can be multiclass too.
    - An "automated" maze generator that someone posted to a mailing list I
don't remember right now, it regenerates every reboot. If players fail a
"recall", they get sent there, and the maze gets filled with player-level
hunting rats.
    - A total lack of documentation, and what's there it's in your favourite
language, Spanish.
    - An "ignore" system, where you could ignore a player's output.
    - A corpse saving system.
    - A player-log system, where you can flag a player so every input from
him/her gets logged.
    - Some special rooms get saved too...
    - A quest system with stuff you could buy from the questmaster.
    - A "score" system with ranks.
    - A "mapping" system for OLC developers.
    - A "petition" system for clan leaders, which works across reboots and
doesn't need that the petitioner is logged in to make it a member of a clan.
    - A "player list".
    - A calculator from www.snippets.org.
    - And loads of crap I don't remember.

    Of course you WILL NOT use a "stock" version of my mud as a base but
you're free to rip it as you like. And I did NOT made everything on this
list but I modified a bunch of code. My mud's binary grew so large that it
broke AIX's sucky compiler and had to switch to gcc.

    It's strange...