MUD++ Alpha 0.16 Copyright(C) 1995 Melvin Smith - Mercer University, Macon GA. msmith@hom.net So you've tried my code and your saying "Ack! This MUD server bites!" Of course it does. It is a new base that I am coding in my spare time. This means, after I code all day at work, I come home and if I am feeling especially good that day, I sit down and try to remember where I was three days ago and start hacking. This means several things: 1) There are a lot of shameful hacks and "temporary code" 2) It may have many inconsistencies in its early versions. 3) Things may change drastically between early releases. 4) I may release 3 updates in 3 days or I may not release one for a week or two. If you are still reading, you must be at least partly hooked. You need to subscribe to the MUD++ development list and start contributing areas, ideas, pizza, money, jewelry, P5's with FPU bug, etc. and generally flaming me for the code that is missing. Send mail to majordomo@mailhost.net In body put 1 line: subscribe mudpp-list Now read on about my plans and a little more info. MUD++ is in no way related or derived from any other existing mud, mush moo, muck, chat, etc. MUD++ stands for Multi User Dimension. The ++ is because the whole shebang is coded in C++ using OOP. What MUD++ has that you probably wont find in another base code. o Its GNU - flamewars begone !! o Distributed server (run your mud on multiple hosts) ( not public yet ) o Coded in C++ using OOP methods. Easier to extend. o Buffered OutFile class with user defined cache size. o Memory mapped InFile class for very fast reads/parses. o Online Creation/Editing o Selective area reloading. ( works if you figure out the command :) ) o Repops are encapsulated in each room. Not 1 big list. o Helps are offline text files. Saves memory in long run and allows -very- large help files and easy management. o An object oriented TCP/IP server that can be used in another application without modifications. (server.h and server.cc) o OOP Socket class. o String class - memory sharing, copy on write. Takes care of allocations and resizing itself. o Linked List class - Allows easy traversal, inserts and removals. o Hash Table class - You don't have to be an expert to use it. o Unlimited bit system and bit based security for imm commands. o Scope based index system instead of the standard Vnums. o Color ( preliminary ) o Nice spell parser. ' char is not needed. o Hashed command tables. Seperate table for wiz commands. o Object types and spell names are stored in the string form allowing areas to be passed between servers with different spells, types. o Hot reboot that doesn't close connections. o Ident support. (blocks right now) o Environment that affects players (in early stages) o ONLY 1 COPYRIGHT!! o Commercial licensing. Future releases: o Socials ( DONE!! ) o Skills ( not DONE!! ) o Languages. o Distributed MUD Server improvements. o Online compiled language for triggers, scripts, spells. o MUD processes ( multi-tasking ) o Multi-threaded. o Certain SQL front end extensions. o Windows client. o Windows based remote server manager. o MUD Mail/Email ( already written, but not included yet ) o SMTP email back end for forwarding MUD mail. ( incomplete, not included ) What probably -wont- be in Future releases and why. o Explicit multi-classing. I have never seen two imps agree on a multi class system and I have decided that multi-classing is out of scope of a base code. Instead the base will incorporate a system of its own and be designed in a way that any imp can add multi-classing with minimal work. o Support for Diku, Merc, Envy, ROM, Circle area files. If enough people want something, someone will usually write it and post it to the list. Thank you for trying MUD++, stay tuned for future releases. -- Fusion Try reaching me at 1 of these in this order. I never know when I'll move. msmith@hom.net mudpp-list@mailhost.net msmith@falcon.mercer.edu melvin@phoenix.mercer.edu