[comp.sources.games] v11i010: tinymud2 - user-extendible multi-user adventure

billr@saab.CNA.TEK.COM (Bill Randle) (07/30/90)

Submitted-by: James Aspnes <asp@cs.cmu.edu>
Posting-number: Volume 11, Issue 10
Archive-name: tinymud2/Part06
Supersedes: tinymud: Volume 8, Issue 80-83



#! /bin/sh
# This is a shell archive.  Remove anything before this line, then unpack
# it by saving it into a file and typing "sh file".  To overwrite existing
# files, type "sh file -c".  You can also feed this as standard input via
# unshar, or by typing "sh <file", e.g..  If this archive is complete, you
# will see the following message at the end:
#		"End of archive 6 (of 10)."
# Contents:  player.c set.c tiny.docs
# Wrapped by billr@saab on Fri Jul 27 15:27:47 1990
PATH=/bin:/usr/bin:/usr/ucb ; export PATH
if test -f 'player.c' -a "${1}" != "-c" ; then 
  echo shar: Will not clobber existing file \"'player.c'\"
else
echo shar: Extracting \"'player.c'\" \(1801 characters\)
sed "s/^X//" >'player.c' <<'END_OF_FILE'
X#include "copyright.h"
X
X#include "db.h"
X#include "config.h"
X#include "interface.h"
X#include "externs.h"
X
X#ifndef PLAYER_LIST    
X/* don't use this, it's expensive */
X/* maybe soon we'll put in a hash table */
Xdbref lookup_player(const char *name)
X{
X    dbref i;
X
X    for(i = 0; i < db_top; i++) {
X	if(Typeof(i) == TYPE_PLAYER
X	   && db[i].name && !string_compare(db[i].name, name)) return i;
X    }
X    return NOTHING;
X}
X#endif PLAYER_LIST
X
Xdbref connect_player(const char *name, const char *password)
X{
X    dbref player;
X
X    if((player = lookup_player(name)) == NOTHING) return NOTHING;
X    if(db[player].password
X       && *db[player].password
X       &&strcmp(db[player].password, password)) return NOTHING;
X
X    return player;
X}
X
Xdbref create_player(const char *name, const char *password)
X{
X    dbref player;
X
X    if(!ok_player_name(name) || !ok_password(password)) return NOTHING;
X
X    /* else he doesn't already exist, create him */
X    player = new_object();
X
X    /* initialize everything */
X    db[player].name = alloc_string(name);
X    db[player].location = PLAYER_START;
X    db[player].exits = PLAYER_START;	/* home */
X    db[player].owner = player;
X    db[player].flags = TYPE_PLAYER;
X    db[player].password = alloc_string(password);
X    
X    /* link him to PLAYER_START */
X    PUSH(player, db[PLAYER_START].contents);
X
X#ifdef PLAYER_LIST
X    add_player(player);
X#endif PLAYER_LIST    
X
X    return player;
X}
X
Xvoid do_password(dbref player, const char *old, const char *newobj)
X{
X    if(!db[player].password || strcmp(old, db[player].password)) {
X	notify(player, "Sorry");
X    } else if(!ok_password(newobj)) {
X	notify(player, "Bad new password.");
X    } else {
X	free((void *) db[player].password);
X	db[player].password = alloc_string(newobj);
X	notify(player, "Password changed.");
X    }
X}
END_OF_FILE
if test 1801 -ne `wc -c <'player.c'`; then
    echo shar: \"'player.c'\" unpacked with wrong size!
fi
# end of 'player.c'
fi
if test -f 'set.c' -a "${1}" != "-c" ; then 
  echo shar: Will not clobber existing file \"'set.c'\"
else
echo shar: Extracting \"'set.c'\" \(16561 characters\)
sed "s/^X//" >'set.c' <<'END_OF_FILE'
X#include "copyright.h"
X
X/* commands which set parameters */
X#include <stdio.h>
X#include <ctype.h>
X
X#include "db.h"
X#include "config.h"
X#include "match.h"
X#include "interface.h"
X#include "externs.h"
X
X#ifdef COMPRESS
X#define alloc_compressed(x) alloc_string(compress(x))
X#else /* COMPRESS */
X#define alloc_compressed(x) alloc_string(x)
X#endif /* COMPRESS */
X
X#define FREE_STRING(X) X = ((X) ? (free ((void *) (X)), NULL) : NULL)
X
Xstatic dbref match_controlled(dbref player, const char *name)
X{
X    dbref match;
X
X    init_match(player, name, NOTYPE);
X    match_everything();
X
X    match = noisy_match_result();
X    if(match != NOTHING && !controls(player, match)) {
X	notify(player, "Permission denied.");
X	return NOTHING;
X    } else {
X	return match;
X    }
X}
X
Xvoid do_name(dbref player, const char *name, char *newname)
X{
X    dbref thing;
X    char *password;
X
X    if((thing = match_controlled(player, name)) != NOTHING) {
X	/* check for bad name */
X	if(*newname == '\0') {
X	    notify(player, "Give it what new name?");
X	    return;
X	}
X
X	/* check for renaming a player */
X	if(Typeof(thing) == TYPE_PLAYER) {
X	    /* split off password */
X	    for(password = newname;
X		*password && !isspace(*password);
X		password++);
X	    /* eat whitespace */
X	    if(*password) {
X		*password++ = '\0'; /* terminate name */
X		while(*password && isspace(*password)) password++;
X	    }
X
X	    /* check for null password */
X	    if(!*password) {
X		notify(player,
X		       "You must specify a password to change a player name.");
X		notify(player, "E.g.: name player = newname password");
X		return;
X	    } else if(strcmp (db[thing].name, "guest") == 0) {
X		notify(player,
X		       "You are only a guest here...no name changing.");
X		return;
X	    } else if(!db[thing].password) {
X		/* If original has no password, set one */
X		db[thing].password = alloc_string(password);
X	    } else if(strcmp(password, db[thing].password)) {
X		notify(player, "Incorrect password.");
X		return;
X	    } else if(string_compare(newname, db[thing].name) &&
X		      !ok_player_name(newname)) {
X		notify(player, "You can't give a player that name.");
X		return;
X	    }
X	    /* everything ok, notify */
X	    writelog("NAME CHANGE: %s(#%d) to %s\n",
X		    db[thing].name, thing, newname);
X#ifdef PLAYER_LIST
X	    delete_player(thing);
X	    free((void *) db[thing].name);
X	    db[thing].name = alloc_string(newname);
X	    add_player(thing);
X	    notify(player, "Name set.");
X	    return;
X#endif PLAYER_LIST	    
X	} else {
X	    if(!ok_name(newname)) {
X		notify(player, "That is not a reasonable name.");
X		return;
X	    }
X	}
X
X	/* everything ok, change the name */
X	if(db[thing].name) {
X	    free((void *) db[thing].name);
X	}
X	db[thing].name = alloc_string(newname);
X	notify(player, "Name set.");
X    }
X}
X
Xvoid do_describe(dbref player, const char *name, const char *description)
X{
X    dbref thing;
X
X    if((thing = match_controlled(player, name)) != NOTHING) {
X	if(db[thing].description) {
X	    free((void *) db[thing].description);
X	}
X	db[thing].description = alloc_compressed(description);
X	notify(player, "Description set.");
X    }
X}
X
Xvoid do_fail(dbref player, const char *name, const char *message)
X{
X    dbref thing;
X
X    if((thing = match_controlled(player, name)) != NOTHING) {
X	if(db[thing].fail_message) {
X	    free((void *) db[thing].fail_message);
X	}
X	db[thing].fail_message = alloc_compressed(message);
X	notify(player, "Message set.");
X    }
X}
X
Xvoid do_success(dbref player, const char *name, const char *message)
X{
X    dbref thing;
X
X    if((thing = match_controlled(player, name)) != NOTHING) {
X	if(db[thing].succ_message) {
X	    free((void *) db[thing].succ_message);
X	}
X	db[thing].succ_message = alloc_compressed(message);
X	notify(player, "Message set.");
X    }
X}
X
Xvoid do_osuccess(dbref player, const char *name, const char *message)
X{
X    dbref thing;
X
X    if((thing = match_controlled(player, name)) != NOTHING) {
X	if(db[thing].osuccess) {
X	    free((void *) db[thing].osuccess);
X	}
X	db[thing].osuccess = alloc_compressed(message);
X	notify(player, "Message set.");
X    }
X}
X
Xvoid do_ofail(dbref player, const char *name, const char *message)
X{
X    dbref thing;
X
X    if((thing = match_controlled(player, name)) != NOTHING) {
X	if(db[thing].ofail) {
X	    free((void *) db[thing].ofail);
X	}
X	db[thing].ofail = alloc_compressed(message);
X	notify(player, "Message set.");
X    }
X}
X
Xvoid do_lock(dbref player, const char *name, const char *keyname)
X{
X    dbref thing;
X    struct boolexp *key;
X
X    init_match(player, name, NOTYPE);
X    match_everything();
X
X    switch(thing = match_result()) {
X      case NOTHING:
X	notify(player, "I don't see what you want to lock!");
X	return;
X      case AMBIGUOUS:
X	notify(player, "I don't know which one you want to lock!");
X	return;
X      default:
X	if(!controls(player, thing)) {
X	    notify(player, "You can't lock that!");
X	    return;
X	}
X	break;
X    }
X
X    key = parse_boolexp(player, keyname);
X    if(key == TRUE_BOOLEXP) {
X	notify(player, "I don't understand that key.");
X    } else {
X	/* everything ok, do it */
X	free_boolexp(db[thing].key);
X	db[thing].key = key;
X	notify(player, "Locked.");
X    }
X}
X
Xvoid do_unlock(dbref player, const char *name)
X{
X    dbref thing;
X
X    if((thing = match_controlled(player, name)) != NOTHING) {
X	free_boolexp(db[thing].key);
X	db[thing].key = TRUE_BOOLEXP;
X	notify(player, "Unlocked.");
X    }
X}
X
Xvoid do_unlink(dbref player, const char *name)
X{
X    dbref exit;
X
X    init_match(player, name, TYPE_EXIT);
X    match_exit();
X    match_here();
X    if(Wizard(player)) {
X	match_absolute();
X    }
X
X    switch(exit = match_result()) {
X      case NOTHING:
X	notify(player, "Unlink what?");
X	break;
X      case AMBIGUOUS:
X	notify(player, "I don't know which one you mean!");
X	break;
X      default:
X	if(!controls(player, exit)) {
X	    notify(player, "Permission denied.");
X	} else {
X	    switch(Typeof(exit)) {
X	      case TYPE_EXIT:
X		db[exit].location = NOTHING;
X		notify(player, "Unlinked.");
X		break;
X	      case TYPE_ROOM:
X		db[exit].location = NOTHING;
X		notify(player, "Dropto removed.");
X		break;
X	      default:
X		notify(player, "You can't unlink that!");
X		break;
X	    }
X	}
X    }
X}
X
Xvoid do_chown(dbref player, const char *name, const char *newobj)
X{
X    dbref thing;
X    dbref owner;
X    
X    init_match(player, name, NOTYPE);
X    match_everything();
X
X    if((thing = noisy_match_result()) == NOTHING) {
X	return;
X    } else if((owner = lookup_player(newobj)) == NOTHING &&
X	      string_compare(newobj,"me")) {
X	notify(player, "I couldn't find that player.");
X    } else if(Typeof(thing) == TYPE_PLAYER) {
X	notify(player, "Players always own themselves.");
X    } else if (!Wizard(player) &&
X	       ((string_compare(newobj,"me") &&
X		 owner != player) || !(db[thing].flags & UNWANTED))) {
X	notify(player, "Permission denied.");
X    } else if (!Wizard(player) && !could_doit(player,thing)) {
X	notify(player, "That item is locked.");
X    } else {
X	if (!string_compare(newobj,"me"))
X	    owner = player;
X	db[thing].owner = owner;
X	notify(player, "Owner changed.");
X    }
X}
X
Xvoid do_set(dbref player, const char *name, const char *flag)
X{
X    dbref thing;
X    const char *p;
X    object_flag_type f;
X
X    /* find thing */
X    if((thing = match_controlled(player, name)) == NOTHING) return;
X
X    /* move p past NOT_TOKEN if present */
X    for(p = flag; *p && (*p == NOT_TOKEN || isspace(*p)); p++);
X
X    /* identify flag */
X    if(*p == '\0') {
X	notify(player, "You must specify a flag to set.");
X	return;
X    } else if(string_prefix("LINK_OK", p)) {
X	f = LINK_OK;
X    } else if(string_prefix("DARK", p)) {
X	f = DARK;
X    } else if(string_prefix("STICKY", p)) {
X	f = STICKY;
X    } else if(string_prefix("WIZARD", p) ||
X    	      string_prefix("TINKER", p)) {
X	f = WIZARD;
X    } else if(string_prefix("TEMPLE", p) ||
X    	      string_prefix("JUNKPILE", p)) {
X	f = TEMPLE;
X    } else if(string_prefix("HAVEN", p)) {
X	f = HAVEN;
X    } else if(string_prefix("ABODE", p)) {
X	f = ABODE;
X    } else if(string_prefix("UNWANTED", p)) {
X	f = UNWANTED;
X#ifdef ROBOT_MODE
X    } else if(string_prefix("ROBOT", p) ||
X	      string_prefix("BOT", p)) {
X	if (Typeof(thing) == TYPE_PLAYER) {
X	    if (Wizard(player)) {
X		writelog ("ROBOT: success %s(%d) %s %s(%d)\n",
X			  db[player].name, player,
X			  *flag == NOT_TOKEN ? "reset" : "set",
X			  db[thing].name, thing);
X	    } else {
X		writelog ("ROBOT: failed %s(%d) %s %s(%d)\n",
X			  db[player].name, player,
X			  *flag == NOT_TOKEN ? "reset" : "set",
X			  db[thing].name, thing);
X		notify(player,
X#ifndef TINKER
X		       "Only a Wizard can designate a player robotic.");
X#else TINKER
X		       "Only a Tinker can designate a player robotic.");
X#endif TINKER
X		return;
X	    }
X	}
X	f = ROBOT;
X#endif ROBOT_MODE
X    } else if(string_prefix("TABULAR_WHO", p)) {
X	f = TABULAR_WHO;
X    } else if(string_prefix("REVERSED_WHO", p)) {
X	f = REVERSED_WHO;
X#ifdef GENDER
X    } else if(string_prefix("MALE", p) || string_prefix("FEMALE", p) ||
X              string_prefix("NEUTER", p)   || string_prefix("UNASSIGNED", p)) {
X        if (Typeof(thing) != TYPE_PLAYER) {
X	    notify(player, "Sorry, only players have gender.");
X	    return;
X        }
X        if (thing != player && !Wizard(player)) {
X	    notify(player, "You can only give yourself a sex-change.");
X	    return;
X        }
X        db[thing].flags &= ~GENDER_MASK;
X	if(string_prefix("UNASSIGNED", p) || *flag == NOT_TOKEN) {
X	    db[thing].flags |= (GENDER_UNASSIGNED << GENDER_SHIFT);
X	    notify(player, "Gender set to unassigned.");
X	} else if (string_prefix("MALE", p)) {
X	    db[thing].flags |= (GENDER_MALE << GENDER_SHIFT);
X	    notify(player, "Gender set to male.");
X        } else if(string_prefix("FEMALE", p)) {
X	    db[thing].flags |= (GENDER_FEMALE << GENDER_SHIFT);
X	    notify(player, "Gender set to female.");
X        } else if(string_prefix("NEUTER", p)) {
X	    db[thing].flags |= (GENDER_NEUTER << GENDER_SHIFT);
X	    notify(player, "Gender set to neuter.");
X	}
X        return;
X#endif /* GENDER */
X#ifdef RESTRICTED_BUILDING
X    } else if(string_prefix("BUILDER", p) ||) {
X    	      string_prefix("CONSTRUCTOR", p)
X	f = BUILDER;
X#endif				/* RESTRICTED_BUILDING */
X    } else {
X	notify(player, "I don't recognize that flag.");
X	return;
X    }
X
X    /* check for restricted flag */
X    if(!Wizard(player)
X       && (f == TEMPLE
X#ifdef RESTRICTED_BUILDING
X	   || f == BUILDER
X#endif /* RESTRICTED_BUILDING */
X	   || f == DARK &&
X	   (Typeof(thing) != TYPE_ROOM && Typeof(thing) != TYPE_THING))) {
X	notify(player, "Permission denied.");
X	return;
X    }
X
X#ifdef GOD_PRIV
X    if (!God(player) && f == DARK && Typeof(thing) == TYPE_PLAYER) {
X	notify(player, "Permission denied.");
X	return;
X    }
X#endif GOD_PRIV
X
X    if (!Wizard(player) && f == DARK && Typeof(thing) == TYPE_THING &&
X    	db[thing].location != player) {
X	notify(player, "You must be holding an object to set it DARK.");
X	return;
X    }
X
X#ifdef GOD_PRIV
X    if(!God(player) && (f == WIZARD)) {
X#else
X    if (!Wizard(player) && (f == WIZARD)) {
X#endif GOD_PRIV
X	writelog ("WIZARD: failed %s(%d) %s %s(%d)\n",
X		  db[player].name, player,
X		  *flag == NOT_TOKEN ? "reset" : "set",
X		  db[thing].name, thing);
X
X	notify(player, "Permission denied.");
X	return;
X    }
X
X    if (f == WIZARD) {
X	writelog ("WIZARD: success %s(%d) %s %s(%d)\n",
X		  db[player].name, player,
X		  *flag == NOT_TOKEN ? "reset" : "set",
X		  db[thing].name, thing);
X    }
X
X#ifdef GOD_PRIV
X    /* check for unGODding */
X    if (f == WIZARD && God(thing)) {
X	notify(player, "Gods can not me made mortal.");
X	return;
X    }
X#else
X    if (f == WIZARD && thing == player) {
X	notify(player, "You cannot make yourself mortal!");
X	return;
X    }
X#endif GOD_PRIV
X
X    if ( f==HAVEN && !(Typeof(thing) == TYPE_ROOM ||
X		       Typeof(thing) == TYPE_PLAYER)) {
X	notify(player, "Only rooms or players can be HAVEN.");
X	return;
X    }
X
X    if (f==UNWANTED && Typeof(thing)==TYPE_PLAYER) {
X	notify(player, "You should always want yourself.");
X	return;
X    }
X
X    if ((f==TABULAR_WHO || f==REVERSED_WHO) &&
X	Typeof(thing) != TYPE_PLAYER) {
X	notify(player, "Player preference flags can only be set on players.");
X	return;
X    }
X    
X    /* else everything is ok, do the set */
X    if(*flag == NOT_TOKEN) {
X	/* reset the flag */
X	db[thing].flags &= ~f;
X	notify(player, "Flag reset.");
X    } else {
X	/* set the flag */
X	db[thing].flags |= f;
X	notify(player, "Flag set.");
X    }
X}
X
X#ifdef RECYCLE
X/****************************************************************
X * do_recycle: Allow any player to give an item away...the item
X * is @chowned to the "Recycler" player, and if it's a thing,
X * it is @linked to the home of the "Recycler" as well.
X ****************************************************************/
X
Xvoid do_recycle(dbref player, const char *name)
X{
X    dbref thing, recip, i;
X    char buf[BUFFER_LEN];
X
X    if (!name || !*name) {
X	notify(player, "You must specify an object to @recycle.");
X	return;
X    }
X
X    if((thing = match_controlled(player, name)) == NOTHING) return;
X    
X    if(Typeof(thing) == TYPE_PLAYER) {
X	notify(player, "You can't @recycle players.");
X	return;
X    }
X
X    if((recip = lookup_player(RECYCLER)) == NOTHING) {
X	notify(player, "There is no current Recycler.");
X	return;
X    }
X    
X    /* Okay - do it */
X    db[thing].owner = recip;
X
X    /* If its a thing, link it to the Recyclers home */
X    if (Typeof(thing) == TYPE_THING) {
X	db[thing].exits = db[recip].exits;
X	moveto (thing, db[thing].exits);
X    }
X
X    /* Clear its strings */
X    FREE_STRING (db[thing].name);
X    FREE_STRING (db[thing].description);
X    FREE_STRING (db[thing].fail_message);
X    FREE_STRING (db[thing].ofail);
X    FREE_STRING (db[thing].succ_message);
X    FREE_STRING (db[thing].osuccess);
X    sprintf (buf, "junk-%d", thing);
X    db[thing].name = alloc_string(buf);
X
X    /* unlock it */
X    free_boolexp(db[thing].key);
X    db[thing].key = TRUE_BOOLEXP;
X
X    /* Make it worthless */
X    db[thing].pennies = 1;
X
X    /* Make it up for grabs */
X    db[thing].flags |= UNWANTED;
X
X    /* Tell player we did it */    
X    notify(player, "Object recycled.");
X}
X
X/****************************************************************
X * do_count: count things...
X *	players:	Number of objects owned, carried
X *	rooms:		number of exits from & to, number contents
X ****************************************************************/
X
Xvoid do_count(dbref player, const char *name)
X{
X    dbref thing, i, exit;
X    char buf[BUFFER_LEN];
X    int owned=0, contents=0, from=0, to=0, objects=0, rooms=0, exits=0;
X    int rowned=0, rplayers=0, robjects=0, rrooms=0, rexits=0;
X
X    if (!name || !*name) {
X	notify(player, "You must specify an object to @count.");
X	return;
X    }
X
X    if((thing = match_controlled(player, name)) == NOTHING) return;
X
X    if(Typeof(thing) != TYPE_PLAYER && Typeof(thing) != TYPE_ROOM) {
X	notify(player, "You can only @count people or rooms.\n");
X	return;
X    }
X
X    if(!payfor(player, FIND_COST)) {
X	notify(player, "You don't have enough pennies.");
X	return;
X    }
X    
X    switch (Typeof(thing)) {
X      case TYPE_PLAYER:
X	for (i=0; i<db_top; i++) {
X	    if (db[i].location == thing) contents++;
X	    if (db[i].owner == thing) {
X		switch (Typeof(i)) {
X		  case TYPE_THING:	objects++; break;
X		  case TYPE_EXIT:	exits++; break;
X		  case TYPE_ROOM:	rooms++; break;
X		}
X		owned++;
X	    }
X	}
X	sprintf(buf,
X	     "%s owns %d objects (%d things, %d rooms, %d exits), %d carried.",
X		unparse_object(player, thing),
X	        owned, objects, rooms, exits, contents);
X	notify(player, buf);
X	break;
X
X      case TYPE_ROOM:
X	for (i=0; i<db_top; i++) {
X	    if (db[i].location == thing) {
X		if (Typeof(i) == TYPE_EXIT) {
X		    to++;
X		} else {
X		    contents++;
X		}
X	    }
X	}
X	DOLIST(exit, db[thing].exits) {
X	    from++;
X	}
X	sprintf(buf, "%s has %d entrances, %d exits, %d objects.",
X		unparse_object(player, thing), to, from, contents);
X	notify(player, buf);
X	
X	if (!Wizard (player)) break;
X
X	for (i=0; i<db_top; i++) {
X	    if (db[db[i].owner].location == thing) {
X	    	switch (Typeof(i)) {
X		  case TYPE_EXIT: rexits++; break;
X  		  case TYPE_ROOM: rrooms++; break;
X  		  case TYPE_THING: robjects++; break;
X		  case TYPE_PLAYER: rplayers++; break;
X		}
X		rowned++;
X	    }
X	}
X
X	if (rplayers == 0) {
X	    sprintf (buf, "There are no players in %s.\n",
X	    unparse_object (player, thing));
X	} else {
X	    sprintf(buf,
X	    	"The %d player%s in %s own%s %d %s: %d %s, %d %s, %d %s\n.",
X		rplayers, (rplayers == 1) ? "" : "s",
X		unparse_object(player, thing), (rplayers == 1) ? "s" : "",
X		rowned, "objects", robjects, "things", rrooms, "rooms",
X		rexits, "exits");
X	}
X
X	notify(player, buf);
X
X	break;
X    }
X
X}
X#endif RECYCLE
X
END_OF_FILE
if test 16561 -ne `wc -c <'set.c'`; then
    echo shar: \"'set.c'\" unpacked with wrong size!
fi
# end of 'set.c'
fi
if test -f 'tiny.docs' -a "${1}" != "-c" ; then 
  echo shar: Will not clobber existing file \"'tiny.docs'\"
else
echo shar: Extracting \"'tiny.docs'\" \(33769 characters\)
sed "s/^X//" >'tiny.docs' <<'END_OF_FILE'
XThis set of docs is tailored for Chaos, which is running TinyMUCK2.1.1.
XGenerally, though, these commands hold true for any mud.     
X	
XCOMMANDS: drop, examine, get, give, go, gripe, help, inventory, kill, look, 
Xnews, OUPUTPREFIX, OUTPUTSUFFIX, page, QUIT, rob, say, score, whisper, WHO,
X@action, @attach, @boot, @chown, @create, @describe, @dump, @dig, @drop, @dump,
X@fail, @find, @force, @link, @lock, @name, @newpassword, @odrop, @ofail, @open,
X@osuccess, @password, @pcreate, @prog, @recycle, @set, @shutdown, @stats, 
X@success, @teleport, @toad, @unlink, @unlock, @wall
X
XTOPICS: being killed, custom commands, control, costs, dropping, drop-tos,
Xfailure, flags (wizard, sticky, link_ok, dark, temple, haven, chown_ok,
Xabode, jump_ok, mucker, builder), gender, goal, here, homes, me, money,
Xrobbery, sacrificing, strings, substitutions, success, types, actions,
Xlinking, meta-links, properties, muf.
X
Xdrop <object>.	Drops the <object> if you are holding it. It moves the object
X		to the room you are in, unless its STICKY flag is set (See
X		STICKY), or the room has a drop-to (See DROP-TOS). 
X		Dropping a thing in a room with the TEMPLE flag set
X		sacrifices it (See SACRIFICING).  Unlinked exits can only
X		be dropped in rooms you control (See CONTROL).
X		'throw' is the same as 'drop'.
X
Xexamine [object]. Displays all available information about <object>. <object>
X		can be specified as <name> or #<number>, or as 'me' or 'here'.
X		You must control (See CONTROL) the object to examine it. If
X		you do not control the object, you will just be shown the
X		owner of the object and its description.
X		Wizards can examine objects in other rooms using #<number>
X		or *<player>.
X
Xget <object>.	Picks up <object> if it is in the same room as you, and if
X		it is not locked (See @lock). <object> can be a thing or an
X		unlinked exit.
X		'take' is the same as 'get'.
X
Xgive <player>=<pennies>. Gives <player> the specified number of pennies. The
X		only thing you can give is pennies. You can't give someone
X		pennies if their new total would be greater than 10000.
X		Wizards can give as many pennies as they wish, even negative
X		amounts, without affecting their own supply, and can give
X		pennies to things to change their sacrifice values.
X
Xgo[to] <direction>; go[to] home.
X		Goes in the specified direction. 'go home' is a special
X		command that returns you to your home (See HOMES). The word
X		'go' may be omitted. (You can 'go east', or simply 'east').
X		'move' is the same as 'go'.
X
Xgripe <message>. Sends <message> to the system maintainer.
X
Xhelp.		This displays a short help message.
X
Xinventory.	Lists what you are carrying. This can usually be abbreviated
X		to inv.
X
Xkill <player> [=<cost>]. Attempts to kill <player>. Killing costs either
X		<cost> or 10 pennies, whichever is greater. The probability
X		of success is <cost> percent. Spending 100 pennies always
X		works (except against Wizards, who can never be killed).
X		Killing a player sends them to their home (See HOMES), just
X		as the command 'go home' would (See go). It also gives the
X		killed player 50 pennies.
X		Players cannot be killed in rooms which have the HAVEN flag
X		set (see HAVEN).
X
Xlook [object].	Displays the description of <object>, or the room you're in 
X		if you don't specify one. <object> can be a thing, player,
X		exit, or room, specified as <name> or #<number> or 'me' or
X		'here'. Wizards can look at objects in other rooms using
X		#<number> or *<player>.
X		'read' is the same as 'look'.
X
Xnews.		Displays the current news file for the game. Must be typed
X		in full.
X
XOUTPUTPREFIX [string]. Must be in all capitals, and must be typed in full.
X		This prints the given string before the output of every
X		command. 
X
XOUTPUTSUFFIX [string]. Must be in all capitals, and must be typed in full.
X		This prints the given string after the output of every
X		command.
X
Xpage <player> [=<message>]. This tells a player that you are looking for them.
X		They will get a message telling them your name and location.
X		This costs 1 penny. If you include the '=<message>', it will
X		tell the player your name and your message, along with your
X		location. This will not work if the player you're trying to
X		page is not connected.  If a player has the HAVEN flag set
X		(See HAVEN), you cannot page them, and they will not be
X		notified that you tried.
X
Xpose <action>.  The normal abbreviation for this is ':<message>'. This is used
X		for actions, ex. if your name was Igor, and you typed ':falls
X		down.', everyone would see "Igor falls down." (See also
X		whisper).
X
XQUIT.		This command logs you out of the game. Must be in all capitals.
X
Xrob <player>.	Attempts to steal one penny from <player>. The only thing
X		you can rob are pennies. Being robbed can be prevented (See
X		ROBBING).
X
Xsay <message>.	Says <message> out loud. You can also use '"<message>'.
X
Xscore.		Displays how many pennies you are carrying.
X
Xwhisper <player>=<message>. Whispers <message> to <player>, if they are in
X		the same room as you. No one else can see the message.
X		Wizards can whisper *<player>=<message> to whisper to
X		players in other rooms. This command will not work if
X		the player you are trying to whisper to is not connected.
X
XWHO [<player>].	List the name of every player currently logged in, and how
X		long they have been inactive. If given a player name, it
X		displays only that name and idle time. Must be in all
X		capitals.
X
X@action <name>[=<object>]. This sets up an action and attaches it to the
X		thing, room, or player specified. '@action' alone
X		will create an action and you can then use '@attach' to
X		attach it to something (See @attach, ACTIONS). 
X
X@attach <name>=<object>. Attaches the named action to <object>. 
X
X@boot <player>.	Disconnects the player from the game. Only Wizards can use
X		this command.
X
X@chown <object>[=<player>]. Changes the ownership of <object> to <player>.
X		Normally, only wizards may use this command. However,
X		if the object is set CHOWN_OK (see CHOWN_OK), players 
X		can chown it to themselves with 'chown <object>' if they
X		pick the object up. Players can't be @chowned; they always 
X		own themselves.
X
X@create <name> [=<cost>]. Creates a thing with the specified name. Creation
X		costs either <cost> pennies or 10 pennies, whichever is
X		greater. The value of a thing is proportional to its cost.
X		To be exact, value=(cost/5)-1.
X
X@describe <object> [=<description>]. <object> can be a thing, player, exit, or
X		room, specified as <name> or #<number> or 'me' or 'here'.
X		This sets the description a player sees when they use the
X		command 'look <object>'. Without a description argument, it
X		clears the message. 
X		It can be abbreviated @desc.
X
X@dig <name>.	Creates a new room with the specified name and displays its
X		number. This costs 10 pennies.
X
X@drop <object>[=<message>]. Sets the drop message on <object>.  <object>
X		can be specified as <name> or #<number> or 'me' or 'here'.
X		The drop message on a thing is displayed when the
X		thing is dropped. The drop message on an exit is displayed
X		when the player first enters the destination room. The drop
X		message on a player tells whoever killed them how they died.
X		Without a message argument, it clears the message. (See
X		@odrop).
X
X@dump.		Only Wizards may use this command. Saves the database from
X		memory to disk. Automatically occurs every hour, and when
X		@shutdown is used.
X
X@fail <object> [=<message>]. <object> can be a thing, player, exit, or room,
X		specified as <name> or #<number> or 'me' or 'here'. Sets the
X		fail message for <object>. The message is displayed when a
X		player fails to use <object> (See FAILURE). Without a
X		message argument, it clears the message. (See @ofail).
X
X@find [name].	Displays the name and number of every room, thing, or player
X		that you control whose name matches <name>. Because the
X		command is computationally expensive, this costs 1 penny
X		or more, depending on the MUD.
X
X@force <player>=<command>. Only Wizards may use this command. Forces <player>
X		to do <command>.
X
X@link <object>=<number>; @link <object>=here; @link <dir>|<room>=home. Links
X		<object> to room specified by <number>. For things and 
X		players, it sets their home room (See HOMES). For rooms, it
X		sets the drop-to room (See DROP-TOS). To link to a room,
X		you must control it, or it must be set LINK_OK (for exits),
X		or ABODE (for things, players, and rooms). (See LINK_OK and
X		ABODE). Linking costs 1 penny. If someone else owned the
X		exit, their penny is reimbursed. You can link exits to any
X		object, if you own it or it is set LINK_OK. (See LINKING,
X		HOMES, DROP-TOS).
X		Wizards can @link objects in other rooms using #<number>
X		or *<player>.
X
X@lock <object>=<key>. Locks <object> to a specific key(s). <object> can be
X		specified as <name> or #<number>, or as 'me' or 'here'.
X		Boolean expressions are allowed, using '&' (and), '|' (or),
X		'!' (not), and parentheses ('(' and ')') for grouping. To
X		lock to a player, prefix their name with '*' (ex. '*Igor').
X		You can lock to a program, in the same manner as locking to
X		an object (by name or number). You can also lock to a property,
X		with '@lock <exit>=<property>:<type>'. For example, to lock
X		a door to anyone that is male, you '@lock <exit>=sex:male'.
X		Notice that this will allow anyone carrying a male object to
X		pass the exit as well.
X
X@name <object>=<new name> [<password>]. Changes the name of <object>. <object>
X		can be a thing, player, exit, or room, specified as <name>
X		or #<number> or 'me' or 'here'. For a player, it requires
X		the player's password.
X
X@newpassword <player>=<password>. Only Wizards may use this command. Changes
X		<player>'s password, informing <player> that you changed it.
X		Must be typed in full.
X
X@odrop <object>[=<message>]. Sets the odrop message on <object>.  <object>
X		can be specified as <name> or #<number> or 'me' or 'here'.
X		The odrop message on a thing is displayed to everyone
X		else in the room whenthe thing is dropped. The odrop message
X		on an exit is displayed to everyone else in the room when the
X		player first enters the destination room. The odrop message
X		on a player tells everyone else how they died if they are
X		killed. Without a message argument, it clears the message.
X		(See @drop).
X
X@ofail <object>[=<message>]. Sets the ofail message on <object>. <object> 
X		can be specified as <name> or #<number>, or as 'me' or 'here'.
X		The ofail message, prefixed by the player's name, is shown 
X		to others when the player fails to use <object>. Without a
X		message argument, it clears the message.
X		(See @fail, FAILURE).
X
X@open <dir>[;<other dir>]* [=<number>]. Creates an exit in the specified
X		direction(s). If <number> is specified, it is linked to that
X		room. Otherwise, it is created unlinked. You or anyone else
X		may use the '@link' command to specify where the unlinked
X		exit leads. Opening an exit costs 1 penny. If you specify
X		<number>, linking costs 1 more penny.
X
X@osuccess <object>[=<message>]. Sets the osuccess message on <object>.
X		<object> can be specified as <name> or #<number>, or as
X		'me' or 'here'. The osuccess message, prefixed by the
X		player's name, is shown to others when the player
X		successfully uses <object>.  Without a message argument, it
X		clears the message. It can be abbreviated @osucc. 
X		(See @success, SUCCESS).
X
X@password <old password>=<new password>. This changes your password.
X
X@pcreate <name>. On muds with registration, this is a Wizard-only command
X		that creates a character with the given name.
X
X@prog. 		See the MUF programmer's manual.
X
X@recycle <object>. This recycles the <object>. <object> can be a thing, 
X		room, or exit, but not a player. It changes the object
X		to a garbage object, and its number and space are reused
X		later.
X	
X@set <object>=<flag>; @set <object>=!<flag>. Sets (or, with '!', unsets) <flag>
X		on <object>. @set can also be used to set properties,
X		with '@set <object>=<property>:[type]' or '@set <object>=:' to
X		unset all properties. (See FLAGS, PROPERTIES). 
X
X@shutdown.	Only Wizards may use this command. Shuts down the game. Must
X		be typed in full.
X
X@stats [player]. Display the number of objects in the game. For Wizards, also
X		lists a breakdown by object types. Wizards can supply a player
X		name to count only objects owned by that player.
X
X@success <object> [=<message>]. Sets the success message for <object>.
X		<object> can be specified as <name> or #<number>, or as 'me'
X		or 'here'. The success message is displayed when a player
X		successfully uses <object>. Without a message argument,
X		it clears the message.  It can be abbreviated @succ.
X		(See @osuccess, USING OBJECTS).
X
X@teleport [<object>=] <room>. Teleports <object> to <room>. <object> must be a
X		thing. (Wizards can also teleport players.) You must be able
X		to link to the destination, and either control (See CONTROL)
X		the object or its current location. You can only teleport 
X		objects into a room, not into someone's inventory, unless you
X		are a Wizard. If the destination room has a drop-to, <object>
X		will go to the drop-to room instead.  
X
X@toad <player>. Only Wizards may use this command. Turns the player into a
X		slimy toad, destroying their character. Must be typed in full.  
X
X@unlink <dir>; @unlink here. Removes the link on the exit in the specified
X		direction, or removes the drop-to on the room. Unlinked exits
X		may be picked up and dropped elsewhere. Be careful, anyone
X		can relink an unlinked exit, becoming its new owner (but you 
X		will be reimbursed your 1 penny). (See @link).
X
X@unlock <object>. Removes the lock on <object>. (See @lock).
X
X@wall <message>. Only Wizards may use this command. Shouts something to every
X		player connected. Must be typed in full.
X
XBEING KILLED:
XGetting killed is no big deal. If you are killed, you return to your home, and
Xall things you carry return to their homes. You also collect 50 pennies in
Xinsurance money (unless you have >= 10000 pennies). See MONEY.
X
XCUSTOM COMMANDS:
XCustom commands can be made one of two ways. You can either use exits, or use
Xprograms. 
XUsing an exit: For example, to make a 'sit' command, one could "@open sit",
Xthen "@link sit=here" (because unlinked exits can be stolen),
X"@lock sit=me&!me" (impossible to be both at once, therefore always fails),
Xand "@fail sit=You sit on the chair."; "@ofail sit=sits on the chair.".
XSince nobody can go through it, it always fails. The @fail message is displayed
Xto the player, and the @ofail message (preceded by the player's name) to
Xeveryone else. 
XUsing a program: you'd create a MUF program on an appropriate object, like
Xa 'sit' program on a chair. (See MUF).
X
XCONTROL:
XThere are 3 rules to controlling objects: 1) You control anything you own. 2) A
Xwizard controls everything. 3) Anybody controls an unlinked exit, even if it is
Xlocked. Builders should beware of 3, lest their exits be linked or stolen.
X(In other words, never leave unlinked exits lying around unless you *want* 
Xsomeone to get them).
X
XCOSTS:
Xkill: 10p (or more, up to 100p).
Xpage: 1p.
X@create: 10p (or more, up to 505p), sacrifice value=(cost/5)-1.
X@dig: 10p.
X@find: 1p (or more, depending on the MUD).
X@link: 1p (if you didn't already own it, +1p to the previous owner).
X@open: 1p (2p if linked at the same time). 
X
XDROPPING:
XYou see the drop and odrop message on a thing when you drop it. You see
Xthe drop and odrop messages on an exit when you go through it. You see the
Xdrop and odrop messages on a person when you kill them. Drop and odrop
Xmessages have no meaning for rooms.
X
XDROP-TOs:
XWhen the @link command is used on a room, it sets a drop-to location. Any
Xobject dropped in the room (if it isn't STICKY) will go to that location. If
Xthe room is STICKY, the drop-to will be delayed until the last person in the
Xroom has left.
X
XFAILURE:
XYou fail to use a thing when you cannot take it (because its lock fails). You
Xfail to use an exit when you cannot go through it (because it's unlinked or
Xlocked). You fail to use a person when you fail to rob them. You fail to use a
Xroom when you fail to look around (because it's locked). 
X
XFLAGS:
XThe flags are displayed as letters following an object's ID number. Flags are
Xset with the @set command. The general flags are: W(izard), S(ticky),
XL(ink_OK), D(ark), T(emple), H(aven), C(hown_OK), A(bode), J(ump_OK), 
XM(ucker), and B(uilder).
XSee individual flag names.
X
XWIZARD:
XIf a person is WIZARD, they are unkillable, subject to fewer restrictions,
Xand able to use wizard commands. It is only meaningful for players. Only
Xwizard #1 can set and unset this flag. In general, WIZARDs can do anything
Xusing #<number> or *<player>. No Wizard can turn their own WIZARD flag off.
X
XSTICKY:
XIf a thing is STICKY, it goes home when dropped (See HOMES). If a room is
XSTICKY, its drop-to is delayed until the last person leaves (See DROP-TOS).
XIf an action/exit is STICKY, and it is attached to an object, the object
Xstays there when the action/exit is triggered. (See LINKING).
XNot meaningful for players.
X
XLINK_OK:
XIf something is LINK_OK, anyone can link actions or exits to it (but still
Xnot from it).  (See @link, LINKING).
X
XDARK:
XIf a room is DARK, then when people besides the owner 'look' there, they only
Xsee things they own. If a thing or player is DARK, then "look" does not list
Xthat object in the room's Contents:. Only wizards can set players dark. 
X
XTEMPLE:
XIf a room is TEMPLE, you can sacrifice things for pennies by dropping them
Xthere. It has no meaning for players, things, or exits. Only wizards can set
Xthis flag.
X
XCHOWN_OK:
XIf a thing is set CHOWN_OK, anyone can chown the object to themselves with 
X"@chown <thing>". They must pick up the object to do this.
X
XGENDER:
X@set me=sex:male|female|neuter. Default unassigned. If a player's gender
Xis set, %-substitutions will use the appropriate pronoun for that player. Only
Xmeaningful for players. See SUBSTITUTIONS.
X
XHAVEN:
X@set here=haven;@set me=haven. If a room is HAVEN, you cannot kill in that 
Xroom. If a player is set HAVEN, he cannot be paged.
X
XABODE:
X@set here=abode. If a room is set ABODE, players can set their homes there, 
Xand can set the homes of objects there. (LINK_OK is now used only for exits,
Xand ABODE is for players and objects.)
X
XJUMP_OK:
X@set <object>=jump_ok. If a room is set JUMP_OK, programs can move people
Xinto it. If a player is set JUMP_OK, actions/exits linked to that player
Xwill work (otherwise, they'll fail.) There are several other rules dealing
Xwith JUMP_OK, but they all refer to restrictions on MUF programs. See the
XMUF documentation for more details.
X
XBUILDER:
XIf this flag is in effect, only people who are set BUILDER can create
Xthings. Only Wizards can set this flag. (This flag is not currently in use
Xon _Chaos_).
X
XMUCKER:
XThis can only be set by Wizards. This flag allows players to enter @prog
Xmode, and program in MUF. (See MUF).
X
XGOAL:
XThere isn't one, except to have fun. If you're not having fun, quit. Have fun.
X
XHERE:
XThe word 'here' refers to the room you are in. For example, to rename the room
Xyou're in (if you control it), you could enter "@name here=<new name>".
X
XHOMES:
XEvery thing or player has a home. This is where things go when sacrificed,
Xplayers when they go home, or things with the STICKY flag set go when dropped
X(See STICKY). Homes are set with the @link command. A thing's home defaults to
Xthe room where it was created, if you control that room, or your home. You can
Xlink an exit to send players home (with their inventory) by "@link <dir>=home".
XDrop-tos can also be set to 'home' (See DROP-TOS, @link).
X
XME:
XThe word 'me' refers to yourself. Some things to do when starting out: 1) give
Xyourself a description with "@describe me=<description>", then look at yourself
Xwith "look me". 2) prevent anyone else from robbing you with "@lock me=me". 3)
Xset your gender, if you wish it known, with "@set me=sex:male" or
X"@set me=sex:female" (or "@set me=sex:neuter" to be an 'it'). 
X
XMONEY:
XBuilding and some other actions cost money. How to get money: 1) find pennies.
X2) sacrifice (drop) things in the temple. 3) get killed. 4) be given money. 5)
Xrob someone. Once you reach 10000 pennies, it becomes difficult to acquire
Xmore. (See COSTS and SACRIFICING).
XWizards don't need money to do anything.
X
XROBBERY:
XWhen you rob someone, you succeed or fail to use them (See SUCCESS and
XFAILURE). You can protect yourself from being robbed by entering "@lock me=me"
X(See ME, and, @lock). If you lock yourself to yourself, you
Xcan rob yourself and set off your @success and @osuccess messages. Try
Xentering "@osucc me=is goofy." and robbing yourself in a crowd. (See rob).
X
XSACRIFICING:
XYou sacrifice a thing by dropping it in the temple. Sacrificing an object
Xgives you the value of an object. You can't sacrifice something you own.
XIf you have >= 10000 pennies, all sacrifices are worth only 1 penny. The 
Xsacrifice value of a thing is set at creation by "@create frob=cost", by 
Xthe formula value=(cost/5)-1. Only a wizard can change the value of an 
Xobject, once created.
X
XSTRINGS:
XObjects have 8 strings: 1) a name. 2) a description. 3) a success message
X(seen by the player). 4) a fail message (seen by the player). 5) an 
Xosuccess message (seen by others). 6) an ofail message (seen by others).
X7) a drop message (seen by the player). 8) a odrop message (seen by others).
X
XSUBSTITUTIONS:
X@osuccess and @ofail messages may contain %-substitutions, which evaluate to
Xgender-specific pronouns if the player's gender is set. They are: %s
X(subjective) = Name, he, she, it. %o (objective) = Name, him, her, it. %p
X(possessive) = Name's, his, her, its. %n (player's name) = Name. If you need a 
X'%', use %%. Ex. '@ofail teapot=burns %p hand on the hot teapot.' (See GENDER).
XYou can also custom set your own substitutions. For example, '@set me=%o:hir',
Xwill cause 'hir' to be substituted for %o instead of him, her, or it.
X
XSUCCESS:
XYou successfully use an object when you take it. You use an exit successfully
Xwhen you go through it. You successfully use a person successfully when you
Xsuccessfully rob them. You successfully use a room when you look around.
X
XTYPES:
XThere are 4 types of objects: things, players, exits, and rooms. The first
Xletter following an object's ID number indicates the type: P(layer), E(xit),
XR(oom), otherwise, thing. Things are inanimate objects that can be carried.
XPlayers are animate objects that can move and carry. Exits are the means by
Xwhich objects move. Rooms are locations that contain objects and linked 
Xexits. (Mind you, MUF programming can write its own rules. You can have
Xmobile rooms (vehicles) and containers easily.)
X
XACTIONS:
XActions are similar to exits, as you can '@link' them to things, and they can
Xthen take you places, or bring things to you. Actions can thus be thought of
Xas moveable exits, as they move with the thing or player that they are attached
Xto. Actions will always work in the owner's rooms and in rooms with the JUMP_OK
Xflag (See JUMP_OK) set. Actions attached to a thing always work whenever the 
Xthing is in the room. Actions attached to a player can only work for the player
Xthat owns them.
X
XLINKING:
X You can link to something if you control it, or if it is set LINK_OK (or
XABODE). Being able to link means you can set the homes of objects or yourself
Xto a room if it is set ABODE, and can set the destination of exits to a room 
Xif it is LINK_OK. (See LINK_OK and ABODE, and @link).
X Linking an action/exit to an object means that a successful activation of the
Xexit will bring the object to you, if the action/exit is attached to you or to
Xthe room you're in. If that object is with another player, then it disappears
Xfrom their inventory and is brought to you (either to your inventory, if the
Xaction/exit is attached to you, or to your room, if it is attached to the
Xroom).  If the action/exit is attached to a thing, that thing will go home
Xwhen the action/exit is triggered, unless the action/exit's STICKY flag is
Xset (See STICKY). In that case, it summons the thing it's linked to as normal.
XFor example: a sticky exit 'press button' attached to a 'candy machine', linked
Xto a 'candy bar', summons the candy bar into the room. a 'eat candy' exit 
Xattached to the 'candy bar', linked to a 'half-eaten candy bar', will summon
Xthe 'half-eaten candy bar' and remove the 'candy bar'.
X Linking an action/exit to a player means that a successful activation of the
Xexit will bring you to the player, if the player has their JUMP_OK flag set.
X Linking an action/exit to a program allows you to use that program. (without
Xcarrying it around with you).
X Linking an action/exit to other actions/exits is a meta-link. (See META-LINKS).
X
XMETA-LINKS:
XWhen a meta-link is triggered, all the exits that it was linked to will be 
Xtriggered at the same time. As a result, all of those exits will occur, moving
Xobjects around or many other things. It will not move players to rooms however.
XFor example, if action/exit 'a' is linked to thing #123, when 'a' is 
Xtriggered, it summons thing #123. If 'b' is linked to thing #456, when 'b'
Xis triggered, it summons thing #456. If 'c' is linked to both 'a' and 'b',
X(with "@link c=a;b"), when 'c' is triggered, *both* 'a' and 'b' will be
Xtriggered, summoning #123 and #456 at the same time.
X
XPROPERTIES:
XProperty lists (p-lists) are an extension to flags. Each object will have a
Xp-list that can be checked against in locks and such. p-lists can be anything.
XTo unset properties use "@set thing=property:". To remove all properties use 
X"@set thing=:". 
X
XMUF:
XMUF is a FORTH-derived language, in which programs can be written by players
Xwith the MUCKER flag. Type 'man' to see a terse summary of MUF commands,
Xor you can ftp the docs from belch.berkeley.edu, in the directory pub/tinymuck.
X
XExamples
X--------
X
XIgor is a new player. He sets his description by typing:
X   @desc me=Igor is a ferret with an evil glint in his eye.
XHe has guarded himself from being robbed, and set some fail messages on 
Xhimself that people will see when they try to rob him. He typed:
X   @lock me=me
X   @fail me=Igor chomps you on the knee with his little sharp teeth.
X   @ofail me=howls in pain as Igor bites them.
XNow, here is what happens if Murf tries to rob Igor:
X   Murf types:   rob igor
X   Murf sees:    Igor chomps you on the knee with his little sharp teeth.
X   all else see: Murf howls in pain as Igor bites them.
X'them' as a pronoun isn't to specific, and so Igor should do this:
X   @ofail me=howls in pain as Igor bites %o.
XSo if Murf robs Igor, this is what everyone else will see:
X   Murf howls in pain as Igor bites him.
XThis is assuming that Murf did a '@set me=sex:male'. If not, it would have
Xprinted:
X   Murf howls in pain as Igor bites Murf.
X
XIgor wants to set a message that he will use a lot, so he sets his @osucc:
X   @osucc me=runs around the room nipping at everyone's heels.
XNow, if he wants to display that message:
X   Igor types:   rob me
X   Igor sees:    You stole a penny.
X	         Igor stole one of your pennies!
X   all else see: Igor runs around the room nipping at everyone's heels.
X
XIgor wants to make an object called 'Ferret chow'. He types:
X   @create Ferret Chow
X   @desc Ferret Chow=This is a big bag full of yummy ferret chow. 
X   @succ Ferret Chow=You tear into the end of the bag, stuffing yourself.
X   @osucc Ferret Chow=tears into the Ferret Chow bag, eating greedily.
XNow Igor decides that he wants to be the only one who can pick up the bag.
X   @lock Ferret Chow=me
X   @fail Ferret Chow=It's icky Ferret Chow. It would probably taste gross.
X   @ofail Ferret Chow=decides Ferret Chow is icky.
XIf Igor picks up the bag:
X   Igor types:   get Ferret Chow 
X   Igor sees:    You tear into the end of the bag, stuffing yourself.
X   all else see: Igor tears into the Ferret Chow bag, eating greedily.
XIgor is now carrying the bag. He must drop it if he wants to see the messages
Xagain.  If Murf picks up the bag:
X   Murf types:   get Ferret Chow
X   Murf sees:    It's icky Ferret Chow. It would probably taste gross.
X   all else see: Murf decides Ferret Chow is icky.
XBecause the bag was locked to Igor, Murf cannot get the bag.
X
XIgor wants to build a few rooms. He can only build off of a place where he
Xcan get a link. He needs to ask around to find one of these if he is just
Xstarting to build. Murf is going to give Igor a link named 'n;north'. That
Xmeans that both 'n' and 'north' activate that exit. Igor digs a room, and
Xlinks the exit to it. He types:
X   @dig Igor's House
XAt this point, the program will respond "Igor's House created with room number 
Xxxxx". We'll pretend it gave the room number as 1234.
X   @link n;north=1234
XThe program will respond with "Linked." Now Igor sets a few messages on the
Xexit. He types:
X   @desc n=North is Igor's House.
X   @succ n=You crawl into Igor's House.
X   @osucc n=crawls into Igor's House.
XThese messages work just the same way they work on object, like the Ferret Chow.
XNext, Igor goes in the room, and creates an out exit. Murf has been nice enough
Xto not only give Igor the n;north exit, but to set his room to L(ink_ok). Murf's
Xroom number is 623.  Igor types 'n' or 'north' to go in the room, then types:
X   @open out;back;s;south=623
XThe program will respond with "Opened. Trying to link... Linked." Igor now
Xhas a south exit back to Murf's room. Murf can now set his room to !link_ok,
Xso no one else can link to it. Igor puts some messages on the south link as
Xwell. He decides he wants to describe the room, so he types:
X   @desc here=This is Igor's home. It is a small room, lined with paper shreds.
X   Over in the corner is a small hole.
XNow Igor wants to dig a small room that the hole connects to. He types:
X   @dig Igor's Hidden Room
XThe program tells him that the room is number 1250. He then types:
X   @open hole=1250
X   @lock hole=me
X   @desc hole=This is a small hole, just the size of Igor.
X   @fail hole=You can't fit.
X   @ofail hole=can't fit through the hole.
X   @succ hole=You slip into the hole.
X   @osucc hole=slips into the hole.
XThis creates and links the exit called 'hole' to Igor's Hidden Room. He locks
Xthe exit to him, so only he can go through the exit. When he uses the exit,
Xthe success and osuccess messages will be displayed. When someone else tries to
Xuse the exit, the fail and ofail messages will be displayed. Since Igor owned
Xthe room that he was linking from, he had to use @open to create the link first.
XHe now types 'hole' to go in the room, and types '@open out=1234' to create
Xand link an exit called 'out' that leads to his House. 
XIf Igor wants everyone BUT Murf to be able to go 'hole', he types:
X   @lock hole=!*murf
XThis locks the hole against the player Murf. If he wants a person to be able to
Xgo through 'hole' only if they have the bag of Ferret Chow, he types:
X   @lock hole=Ferret Chow
XIf he wants himself to be able to go in the hole, even if he doesn't have the
XFerret Chow, he types:
X   @lock hole=Ferret Chow | me
XIf he wants to lock everyone out except for himself and Murf if Murf has the bag
Xof Ferret Chow, he types:
X   @lock hole=(*murf & Ferret Chow) | me
XYou can get more and more complicated with locks this way.
XIgor is done building his home, and wants to set his home to it, so when he
Xtypes 'home' he will go there instead of Limbo(#0RDLA). He goes in his house,
Xand types:
X   @link me=here
XThe program will respond with "Home set." Now Igor can go 'home', and QUIT
Xand not worry about his inactive body cluttering up the landscape.
X
XCreating whole houses and adventures can be easy if you understand the way
Xthe @ commands work.
XWhen you build a room, it makes it neater if you have a very thorough
Xdescription. Every thing listed in the description can be given a bogus
Xexit (see entry) to detail the place. For example, here is the description 
Xof a room built by Three.
X
X   Three's flat(#5400)
X   Red wall-to-wall carpeting covers the floor. A cushy brown leather
X   couch sits across from a wide-screen TV with a VCR and video disc
X   player stacked on top.  Escher prints hang on the walls, hilited by
X   track lighting. Papers protrude from a roll-top desk to one side,
X   adjoining an imposing stereo whose controls rival those of 747 cockpits.
X   The kitchen lies north, the foyer south, and the bedroom beyond a
X   short passage east.
X   Contents:
X   Flitterby Award for Comprehensive Building
X
XNow, you noticed the desk in the room. A 'look desk' will show:
X   Every drawer and cubby is overflowing with papers, envelopes, flyers,
X   leaflets, folders, booklets, binders, quick reference cards, and
X   other paper products. A Compaq luggable sits in a small canyon of
X   paper. Atop the desk stands a framed photo. Under the desk sits a
X   back stool.
XNow, since this was done with a exit to create a bogus command, you might
Xtry going through the exit, so you will get the fail message. A 'desk' will
Xshow:
X   You rummage thru the desk drawers, finding nothing of interest.
XHere is an examine of the bogus command, to show you how it was done (only
Xthe owner or a WIZARD can do an examine and get this output):
X   desk(#5395E)
X   Owner: Three  Key: Three(#5370PTF)&!Three(#5370PTF) Pennies: 0
X   Every drawer and cubby is overflowing with papers, envelopes, flyers,
X   leaflets, folders, booklets, binders, quick reference cards, and
X   other paper products. A Compaq luggable sits in a small canyon of
X   paper. Atop the desk stands a framed photo. Under the desk sits a
X   back stool.
X   Fail: You rummage thru the desk drawers, finding nothing of interest.
X   Ofail: rummages thru the desk drawers.
X   Destination: Three's flat(#5400R)
X
XIn this way, a highly detailed room can be built, and greatly increase the
Xatmosphere of the place. Take a walk around and look at the place first, 
Xbefore deciding to build. Then sit down and think carefully about what you
Xwant to build. Careful planning has made several very interesting places.
X
END_OF_FILE
if test 33769 -ne `wc -c <'tiny.docs'`; then
    echo shar: \"'tiny.docs'\" unpacked with wrong size!
fi
# end of 'tiny.docs'
fi
echo shar: End of archive 6 \(of 10\).
cp /dev/null ark6isdone
MISSING=""
for I in 1 2 3 4 5 6 7 8 9 10 ; do
    if test ! -f ark${I}isdone ; then
	MISSING="${MISSING} ${I}"
    fi
done
if test "${MISSING}" = "" ; then
    echo You have unpacked all 10 archives.
    echo ">>> now type 'sh joinspl.sh'"
    rm -f ark[1-9]isdone ark[1-9][0-9]isdone
else
    echo You still need to unpack the following archives:
    echo "        " ${MISSING}
fi
##  End of shell archive.
exit 0