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EmlenMud Game Engine Revival Project: Utilities, News, and Source Code
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Programming tutorials, source code, and utilities to help out current EmlenMud administrators and the EmlenMud C# Revival project.

 
I would be willing to spend some time looking back through the old code and answering any questions people might have. In other words, I'm willing to work a bit with the old code if you need a little bit of help implementing something new or are just wondering why something isn't working right :) This benefits me as well; if I have to "re-learn" some of the old code, the newly created C# / VB.NET version is likely to look more familiar :)

 
1/29/2007: Instead of writing about a power.dat management program, I'll write a bit about the latest EmlenMud game engine release. There are several things you will notice:
  • I've put in a few functions in a "DB" module in anticipation of storing game data in a database - MySQL or MSSQL.
  • The engine has been split up into more logical components. For instance, a communication library now handles sending and receiving raw data from users (in any form -- via telnet or the web), and a DataClasses project defines the basic data structures used to create the game world. The game engine handles all the coordination tasks: Placing characters in a room, appropriately handling all user commands, and coordinating the interaction between characters, rooms, objects, mobiles, actions, timing and combat, and so on...
  • The DataClasses project can load and store data (including entire areas with mob prototypes, object prototypes, rooms, shops, etc). The game engine is no longer needed to create an editor of any kind.
  • The separation of Data and Function, along with loading and (now) SAVING areas in the "old format" are two huge leaps towards creating offline editors (and eventually, letting users or teams design their own cool graphical UI's that interface with the basic game engine).
I will finish off this short entry with the code for the "attack" command. Note how it doesn't need to know much about anything - each component handles its own "rules" and enforces them. I hope some of you will appreciate the simplicity of the code below (especially when compared to the original attack function!)

public static string do_attack(ICharacterData ch, string presetFirstArgument, string szUserArguments)
{
  ICharacterData chToAttack = FindCharInRoomUsingDigitNameKeywordOrPrefix((ICharacterData)ch, szUserArguments);
  if (chToAttack == null) return "Attack what or whom?";
  if (ch.CanAttackChar(chToAttack) == false) return ch.ReasonCantAttackChar(chToAttack);
  ch.AttackingCharacter = chToAttack;
  return "You begin attacking " + chToAttack.MudInstance.ShortName(ch, chToAttack) + "!";
}

 

 






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