maldorne / hexagon Goto Github PK
View Code? Open in Web Editor NEWMudOS-alike mudlib running on the DGD driver.
Home Page: http://www.maldorne.org
MudOS-alike mudlib running on the DGD driver.
Home Page: http://www.maldorne.org
Different games have different in-game calendars:
/lib/cmds/player/calendar.c
to /games/<game>/cmds/player/calendar.c
Our own version of the restore_object
function is not working, and do not write anything (even removes the .o
file when doing save_object
after a failed restore_object
).
The install script (install.sh
) automatically modifies some code in the DGD codebase before compiling, commenting some lines, and since the last DGD version this is done on the wrong lines.
Investigate a little about how to allow binary connections in DGD, and start the work for the future implementations of httpd, ftpd, etc.
visible_strlen seems to not be counting the international characters (like áéíóú, etc).
Actions to send messages to other players:
About languages:
Convert to cmds:
read
action)Full review and translation of the login
/user
commands:
With the multigame feature, different games uses their own handlers and tables instead of the generic ones in /lib/handlers
. When created, the npcs are using the right handler to learn languages, when speaking they try to use the generic one (where their languages might not exist).
It is probably an error with the efuns defined in /lib/core/efuns/games.c
.
Full review and translation of the admin
commands:
Review the objects from ccmudlib
:
weapon.c
, add to the repositoryshield.c
, add to the repositoryarmour.c
Test armed combat.
Ideally:
readme.md
fileMost of the code is already in the repository, but it won't be reviewed or improved until version 2.2 Edoras.
On disconnecting and reconnecting,
/lib/living/feats.c
, move feats
to skills
.search
to skill.hide
to skill.orientation
skill, use it in the forest in demo-fantasy
.Some of the files in the repository use UTF-8, while others use iso-8859-1. Take a look to this and unify criteria.
I can't create account with the create cmd
Full review and translation of the coder
commands:
ftpd
package)intermud
package)The current verb is not persistent between call_outs, we need to give it the same treatment as the initiator objects to be sure we will never lose the original verb/command.
Make it impossible to update/reload/etc every handler:
/lib/core/heart_beats.c
/lib/core/mudos.c
/lib/core/objects.c
(empty for now)/lib/core/singletons.c
/lib/core/users.c
/lib/core/livings.c
And also anticloning:
/lib/core/heart_beats.c
/lib/core/mudos.c
/lib/core/objects.c
(empty for now)/lib/core/singletons.c
/lib/core/users.c
/lib/core/livings.c
And
/lib/handlers/livings.c
to /lib/core/livings.c
// create the user object
_user->set_user_name(user_name);
_user->set_password(password)
set_password doesn't work and when create an account the account doesn't have password so it can't login
The contents of the /docs
directory are outdated, mostly copied from old muds, using the concepts of efun
/lfun
from mudos. They have to be cleaned.
/docs/en
and /docs/es
and maybe the languages are not correct. Look for original english doc if we only have a translated one.lfun
/efun
contents if needed.help
cmd.man
cmd.find_match
with a singular id like "sword", returns a list of every item that matches that id, instead of just the first.
Take a look to the efun present
, it also does the identification with sword 2
. See if both efuns are necessary and where are they called from.
Full review and translation of the player
commands:
cmd
in v2.1 Daggerfall, #27)skill
in v2.1 Daggerfall, #25)They use only the load_chat messages. Maybe related to #17.
Now every command in /lib/cmds
(commands by user category: player
, coder
, admin
, etc) are launched by its file name and allow synonyms in a _CMD_ALIASES
file.
We need to use something like set_command_names( ({ "something", "other something" });
in every cmd, that can be automatically translated using the #include <language.h>
system. And to remove every _CMD_ALIASES
file.
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