Commit badf2d27 authored by Andrew Price's avatar Andrew Price

- Rip out all the stuff I could find relating to mudmode

- Source builds and runs as of this commit
- Debian package builds OK
- Need to check that it copes with upgrades from mw installs where mudmode was previously used
parent 36826894
......@@ -5,7 +5,7 @@ VERSION_TWEAK:= $(shell svnversion -c .|cut -d : -f 2)
VERSION=$(VERSION_MAJOR).$(VERSION_MINOR).$(VERSION_TWEAK)
# the non source files that should get installed
INSTALLFILES = colour help login.banner mudhelp rooms scripthelp talkhelp wizhelp COPYING INSTALL LICENSE README
INSTALLFILES = colour help login.banner scripthelp talkhelp wizhelp COPYING INSTALL LICENSE README
ifndef TMPDIR
rpm deb:
......
NAME
down - Move down
SYNOPSIS
down
DESCRIPTION
Moves you down if that direction is available.
NAME
east - Move east
SYNOPSIS
east
DESCRIPTION
Moves you east if that direction is available.
NAME
help - list functions and their usage
SYNOPSIS
help [TOPIC]
DESCRIPTION
Gives man-page style online help for Milliways MUD commands. For a
list of the MUD commands available, just type [help.
TOPIC
The full name of the command
NAME
in - Move in
SYNOPSIS
in
DESCRIPTION
Moves you in if that direction is available.
NAME
look - Shows Current Room Description
SYNOPSIS
look
DESCRIPTION
Allows you to look around - shows the room name, description, exits and
other users present.
SEE ALSO
users
NAME
north - Move north
SYNOPSIS
north
DESCRIPTION
Moves you north if that direction is available.
NAME
northeast - Move northeast
SYNOPSIS
northeast
DESCRIPTION
Moves you northeast if that direction is available.
NAME
northwest - Move northwest
SYNOPSIS
northwest
DESCRIPTION
Moves you northwest if that direction is available.
NAME
out - Move out
SYNOPSIS
out
DESCRIPTION
Moves you out if that direction is available.
NAME
rreload - Reloads the current room file
SYNOPSIS
rreload
DESCRIPTION
Reloads the current room from disk.
NAME
south - Move south
SYNOPSIS
south
DESCRIPTION
Moves you south if that direction is available.
NAME
southeast - Move southeast
SYNOPSIS
southeast
DESCRIPTION
Moves you southeast if that direction is available.
NAME
southwest - Move southwest
SYNOPSIS
southwest
DESCRIPTION
Moves you southwest if that direction is available.
NAME
up - Move up
SYNOPSIS
up
DESCRIPTION
Moves you up if that direction is available.
NAME
users - Shows the Users in the Current Room
SYNOPSIS
users
DESCRIPTION
Shows you who's in the room with you.
SEE ALSO
look
NAME
verbose - Turns auto-look on and off in MUD navigation
SYNOPSIS
verbose on | off
DESCRIPTION
Enables/disabes verbose mode. This means that when you enter a room, its
description is automatically displayed.
NAME
west - Move west
SYNOPSIS
west
DESCRIPTION
Moves you west if that direction is available.
[general]
name=The Main Hall
prompt=Main Hall
desc=This hall is of classic Roman design with great pillars of marble supporting a$high roof of glass. Looking up, you see some terrible weather off to the north.$ $The east wall has an extremely solid, thick metal door, which shows signs of$heavy warping. The numerous hazard notices adorning the area around it warn of$immense destructive forces on the other side. To the west, you hear many loud$voices, which appear to be several heated arguments, punctuated irregularly by$curiously heavy, muffled bangs...$ $There is another small door of very weathered stout oak to the north. Appearing$to have been built to withstand the harsh elements outside, it looks as if it$will continue do so. Through the windows around it, you see it is an entrance$leading out around to the side of the house. Contrary to the weather outside,$a large quantity of wavering light floods this room from an indoor courtyard to$the south.
[switch]
sproof=0
locked=0
hide=0
[north]
room=99
link=As you step outside, you notice it is cold and gloomy, and more importantly,$that it is pouring with rain. You are soon soaked to the skin...
[east]
room=1
link=As you touch the door, you notice it swings open very easily, almost as if$it wasnt locked - although when you shut it again you can clearly see all$the contraptions there. You carefully lock the door for future security.
[south]
room=2
link=Stepping through the fantastically decorated archway to the south, you are$in awe at the beauty of the courtyard.
[west]
room=4
link=Opening the door to the west the banging becomes clearer, but you still cannot$make neither head nor tail of what the shouting is about.
[general]
name=The Computer Room
prompt=Computer Room
desc=This room is filled with a vast array of computers, each one used by a$nameless person staring blankly at the monitors, and typing rapidly on the$keyboard. They seem to only be able to communicate via the computers. One$has to wonder if they have forgotten the power of speech.$ $You feel this place to be the home of all those sad and lonely people whos$lives are sucked in by technology. You feel pity for these poor wretches..
[west]
room=2
link=As you exit the room, you hear another slight 'plink', and you notice the$whole place suddenly looks like its back in the dark ages...
[general]
name=Main Corridor
prompt=Main Corridor
desc=A brightly lit corridor. This part of the corridor has beautiful stained$glass windows along its eastern wall, allowing glowing vibrant colours to$touch everything in sight.$ $The corridor opens out into a courtyard to the north, while to the south the$corridor continues on into the rest of the mansion.
[north]
room=2
link=The multicoloured light takes on a green tinge as you move north, and opens$out into a verdant, green courtyard
[south]
room=11
link=The light brightens and takes on some even more fantastic hues...
[west]
room=6
link=Entering the lobby you are in awe at the shining marble and the expensive$portraits.
\ No newline at end of file
name: The Attic
prompt: The Attic
desc: This place seems dusty, as if it is rarely used. Odd relics seem to be placed$randomly on the floor, and a few bones poke out of holes in the walls and$ceiling. In all, this place is claustrophobic, spooky, and for some strange$reason, you decide, just the place to have a nice long nap.$ $There is a trapdoor in one corner, with a ladder that leads down to the$landing below$
trapdoor: 19
[general]
name=Damp Tunnel
prompt=Damp Tunnel
desc=This corridor is damp :)
[west]
room=601
link=Examining the wall carefully, you find a lever in a small hole in the wall,$hidden in deep shadows from the flickering torchlight. You pull the lever,$and suddenly find the wall swings loose on well-oiled hinges, without a$sound. You step through and shut the door behind you.
name=Lever
leave=seemingly vanished
leaving=going west
arrive=seemingly materialised
hidden=1
[misc]
extern=601:nowhere
[switch]
sproof=0
locked=0
hide=0
[general]
name=The Ethereal Void
prompt=Ethereal Void
desc=This place gives you the spooks. It is a vast cosmic void, that seems to$only exist in 5.7 dimensions, the 6th being not quite there. There are vague$wandering and warping pathways floating around in mid void, and you are$suspended above them, wriggling, not quite able to move around, but drifting$slowly off in roughly one of the dimensional directions you wish to go in.$ $You notice that there are several inhabitants here, and each are more warped$than any possible material entity, so you assume you are in a place where$things have generally reached a state of higher conciousness.$ $One thing that really alarms you is that you notice your brain gradually$drifting passed you.... on second thoughts, you never used it anyway, so you$just let it wander off on its own to evolve without your hindrance...
[down]
room=500
link=You fold yourself back up into the normal mundane 3 dimensions, tuck your$inards back into roughly the right shape, and rematerialise in the normal$plane of reality.
name=Kata
leave=folded down some dimensions
leaving=folding down some dimensions
arrive=climbed down
[switch]
sproof=0
hide=0
locked=0
[misc]
extern=500:The Canopy
[general]
name=Out To Lunch
prompt=Out To Lunch
desc=This is the small holding area for people that are out to lunch.$Most of the time this room is empty, but the ghosts of people being fed$can regularly be seen in the early afternoon.
[switch]
sproof=0
hide=0
locked=0
[out]
room=0
[general]
name=Exit Portal
desc=You are in the exit room for the Stone Maze. There is an old man here giving$out a single ribbon-bound slipper and a congratulatory document to all of$those that make it this far. You feel smug to be able to count yourself as$one of these people.
[south]
room=49
link=You quickly enter the portal back to the entrance room, and taunt the people there smugly
[switch]
locked=1
hide=1
sproof=1
[misc]
extern=49:a portal
extern=58:Stone Maze
[general]
name=Jo's Tunnel of Lurve
prompt=Tunnel of Love
desc=The sunlight streams down between the leafy arbours as you walk though a$long blossom lined arcade. The scent of spring engulfs your nostrils, as$your mind is flooded with memories of innocent, endless spring times spent$carefree in the crisp new air. A gentle warm breeze ruffles your hair$slightly, softly sweeping the stray wisps away from your face. The birds$are singing, the sun is shining and everything in the world seems as it$should be.$ $You have a feeling that today is going to be a *good* day.$
[west]
room=98
[east]
room=1026
[switch]
hide=1
[general]
name=Jo's Secret Garden
prompt=Secret Garden
desc=The sound of running water increases in volume as you stroll across the$plush lawn which is provided by a spectacular waterfall on your left.$For some unknown reason you get the feeling of immense space, and although$slightly confused, a wonderful sense of freedom and happiness.$ $A swing draped with flower garlands hangs from the largest branch of a$majestic oak tree, to your right, whilst a white sunbonnet with large brim$and adorned with pale blue flowers lies softly on the well trimmed grass.$Although the breeze has stoppped, the swing continues to sway ever so$slightly, indictating that perhaps close by there's someone playing a$mischievious game of hide and seek...$
[west]
room=1025
[switch]
hide=1
sproof=1
locked=1
[general]
name=Main Corridor
prompt=Main Corridor
desc=This is a fantastically lit, open-plan room in the middle of the corridor.$Huge crystal chandeliers hang from the ceiling, and send prismed light$glittering in every direction.$ $A vast staircase to the west heads up and down to different floors, and the$corridor continues to the north and south.
[north]
room=10
link=As you walk north, the light changes slightly, losing a little in intensity$and a few hues, but still retaining the vivid beauty many people now$associate with the Milliways Manor.
[south]
room=12
link=As you walk south, the fantastic light fades to a flickery orange gloom
[west]
room=14
[general]
name=New Room Layout Test
prompt=Layout Test
desc= This room is in the new INI file format.$ $This means that anyone doing a .who while in mudmode, with a user in this$room, will segfault hideously.$ $It also means, that it is a hell of a lot easier to configure, and that if$you are reading this, it actually WORKS! :)
[switch]
sproof=1
hide=1
[east]
room=666
[down]
room=666
link=You somehow manage to squeeze yourself into the dumb waiter and now have to$hope you haven't got stuck.
name=Hatch
leave=climbed into
leaving=climbing into
arrive=entered
[misc]
extern=666:Lumpy Fish
[general]
name=Main Corridor
prompt=Main Corridor
desc=This part of the corridor is much darker than the rest, and is lit only by a$few flickering orange torches, that really dont do the job. There is also a$bit of stray light from further north in the corridor, but nothing that$helps that much.$ $There is a pair of heavy oak double doors set into the eastern wall. There is a$vase perched on a table on either side of the door, probably for effect. The$corridor continues to the north.$ $Also, you notice a small nail-studded door set into the west wall. It is$under heavy shadow, and seems to be going out of its way to avoid unwanted$attention...
[north]
room=11
link=The room brightens and the flickering disappears, alowing your headache to$recede, and your eyes to stop hurting...
[east]
room=49
[west]
room=700
link=As you open the door, you hear the odd scream, and for some reason, you find$you are terribly, terribly afraid of who or what lives down here...
[general]
name=West Drive
prompt=West Drive
desc=A long gravelled drive winds though a densely packed forest. The ground is$covered in a light layer of sun-dappled leaves, and the light bounces to and$fro as the branches sway in the wind overhead. It is peaceful here, and the$air is full of twitterings and bird song. You smell the smell of musty damp$wood, and leaves, with the odd breath of a strongly scented flower hiding in$among the tree roots.$ $There is a small wood-cutters lane winding off to the north, leading up the$gentle slope to the hills in the distant north. You catch a brief smell of$smoke from a hardwood fire, and you can see the smoke drifting in the breeze$above the trees. The drive continues winding off towards the southwest.$
[southwest]
room=37
[north]
room=400
[east]
room=31
[general]
name=Grand Staircase
prompt=Staircase
desc=You are on a large balconied staircase. It is one of those posh affairs with$the knobs on the bottom and top of the hand rail. There are two sets of$stairs from here, one going up to the first floor landing, and one going$down to the basement below. Both sets of stairs curve sweepingly around a 90$degree corner as they go to their respective floors from here.
[up]
room=16
[east]
room=11
[down]
room=600
[general]
name=Landing
prompt=Landing
desc=This part of the landing is darker than the rest, with only one small window$providing the illumination, and that seemingly under duress. Indeed, the whole$atmosphere of the place is that it is in existance only under protest.$ $The only thing of interest here is a steep staircase leading to the Attic,$and that is not particularly interesting.$ $To the north is the main part of the landing, much brighter and much happier$than where you currently are.
[north]
room=16
link=Walking north you are relieved to be back to reality that is happy to exist
[up]
room=19
link=Climbing up the steep stairs you bash your head on the ceiling three times$before noticing that the trapdoor needs to be opened.
\ No newline at end of file
[general]
name=Arthur's House
prompt=Art's House
desc=Before you stand the towering polished columns of white veined marble that$form the facia of this grand house. In the centre at floor level is set a heavy$mahoganny door with large brass door knocker. A small polished gold plaque$proclaims this to be Arthur's House
[east]
room=98
[west]
room=151
[general]
name=Arthur's Lobby
prompt=Art's Lobby
desc=You are standing in the main lobby of Arthur's House, a grand marble$staircase leads upstairs to a balcony that encircles this great hall.$To the south you can see the lush greenery of a conservatory.$A wall of glass doors to the west leads out to a sparkling pool and patio.
[east]
room=150
[south]
room=152
[west]
room=153
link=As you walk out through the glass doors you realise too late that the pool was RIGHT outside the door, and you fall in.
[general]
name=Arthur's Converatory
prompt=Art's Conservatory
desc=You are standing in a large glass conservatory.$Through the crystal clear windows you have a breathtaking view down the verdant$hillside into the valley below. As you relax in the soft chaise loungues$you hear can hear the gentle burble of an indoor stream.
[north]
room=151
[general]
name=Arthur's Swimming Pool
prompt=Art's Pool
desc=The rear of Arthur's house has a large marble patio containing a huge swimming$pool. At one end a set of small fountains and waterfalls cascade fresh water$into the pool, To the north a set of steps run upto the top of a huge water$slide which snakes it way back and forth across the hillside, finally$depositing its riders into the pool by the waterfalls.
[switch]
sproof=0
hide=0
locked=0
[out]
room=151
link=You clamber out of the pool, and after briskly drying off you step back into$the house.
[general]
name=Landing
prompt=Landing
desc=Standing at the top of the stairs, you can just about see all the way down$to the basement, a trick often to be seen performed by younger children,$racing up and down the stairs as if they had all the energy in the world.$ $The landing continues to the north and south, with the former direction$looking significantly the lighter.
[down]
room=14
link=Leaving the landing you walk down the stairs, and are suitably$impressed by their ornateness
[north]
room=17
link=Heading towards the north you enter the lighter end of the landing.
[south]
room=15
link=Walking south you enter the darker part of the landing.
[general]
name=Landing
prompt=Landing
desc=This part of the landing is light and airy, with stylish patio doors opening$on to the balcony.$ $To the west is the Milliways Library, containing many works of differing$styles, this is a favoured spot for bookworms to sit and read.$ $To the east is a full length, Georgian window, offering impressive views over$the Manor grounds to the hills.
[west]
room=300
link=The doors to the library are a familiar sight to many on the estate.
[south]
room=16
link=You walk on down the corridor, towards the grand staircase
[north]
room=18
link=Folding open the patio doors, the sound of the fountain immediately starts$to relax you.
[general]
name=The Balcony
prompt=Balcony
desc=You are on a balcony which overlooks the courtyard below.$ $The glass ceiling, a further storey above you, allows in as much light and$heat as possible, while keeping out inclement weather, makes this a warm and$sunny place. $ $Providing areas of cooling shade throughout the day is a veranda with a $gently sloping, tiled roof. The veranda, along with the mix of colours and $smells of the various climing and potted plants, and the sounds of the$fountain below, lends a mediterranean atmosphere to the balcony, and makes$it a nice place to relax.$ $To the west is the fiction library, and the first floor landing is to the$south, while to the north and east there are doors to other rooms on the$first floor.
[south]
room=17
link=Closing the patio doors behind you, you leave the warmth of the veranda for
the cooler landing.
[east]
room=305
link=Leaving the veranda you notice a notable drop in the ambient temperature.
[north]
room=303
link=Walking trough the door to the north, you decide that next time you will$open the door *before* trying to walk through it!
[west]
room=301
link=After the birght sunlight of the veranda it takes a few minutes for your$eyes to adjust to the lower light levels here.
\ No newline at end of file
[general]
name=Attic Storage Room
prompt=The Attic
desc=This place seems dusty, as if it is rarely used. Odd relics seem to be placed$randomly on the floor, and a large amount of cardboard boxes and suitcases$are piled in seemingly random heaps all over the room.$ $There is nothing of obvious interest here, although perhaps there may be the$odd bit of useful junk in here somewhere...$ $There is a trapdoor in one corner, with a steep flight of steps leading back$down to the landing below
[trapdoor]
room=15
link=You open the trapdoor, and climb down the steep flight of steps back to the$landing below. However, just as you are about to close the hatch, it slaps$shut on you of its own accord, and you get knocked down about 6 steps to land$in a muddled, bruised pile on the floor. You get up and brush yourself down,$giving a few furtive glances around, and hope no-one noticed you...
[general]
name=The Courtyard
prompt=Courtyard
desc=This is an indoor courtyard just off the Main Hall. It has a glass ceiling,$to keep off the elements, but allows in as much light as possible. The walls$are covered in a vast array of leafy climbing plants, with a variety of$different flowers that add a range of colours and smells to the room.$ $The light in the room is wonderful and vibrant, and dances and ripples around$the room, with a green tint as it shines through the leafy fronds of the$plants, which are waving gently in a slight draught.$ $In the centre of the courtyard is a shallow pool and fountain, which burbles$quietly in the sunshine, reflecting prisms of light off its wild and excited$surface.$ $Numerous doors lead off the courtyard to other rooms.
[north]
room=0
[east]
room=1
link=When you open the door, you hear a slight 'plink' in the air around you, and$you see before you a sight from another era...
[south]
room=10
[west]
room=8