SMAUG Release 1.4 Monday June 12, 1995 Thoric thoric@realms.game.org === Overview of Areas An area is one piece of the world. Each area is defined in a separate file. All of our area files have the extension '.are', but you can call your area files anything you want. Because each area is defined in one file, it is easy to incorporate new areas into SMAUG, or to send SMAUG areas to others for use. === Sections of an Area An area file contains the following sections: #AREA #HELPS #MOBILES #OBJECTS #ROOMS #RESETS #SHOPS #SPECIALS #$ An area is a collection of sections starting with #AREA until the next #AREA. All of our area files (except 'help.are') contain just one #AREA section, which is at the top of the file. The file 'proto.are' contains a prototype for developing new area files. Each of the sections contains its own format. For #MOBILES, #OBJECTS, #ROOMS, and #RESETS, this format is upward compatible with the original Diku formats for tinyworld.mob, tinyworld.obj, tinyworld.wld, and tinyworld.zon, respectively. The #HELPS, #SHOPS, and #SPECIALS sections have new formats. === Data Types All of the data in an area file (even the section headers) consists of a series of values. Each value has a specific type. The server parses the file by reading in data values one at a time according to the types it expects. Blank characters (spaces, tabs, new lines, carriage returns) at the beginning of a data value are always ignored (this includes strings). Thus, you can format the area files whatever way suits your taste and your needs. The individual types are: 'letter', 'word', 'string', 'number', and 'to_eol'. A 'letter' is a single non-blank character. A 'word' is a sequence of non-blank characters terminated by a blank. A 'string' is a seqence of non-tilde characters terminated by a tilde. A tilde is this character: '~'. Thus, strings may contain blanks, and may be multiple lines long. There is no limit on the length of an individual string; however, all strings go into a common memory pool whose size is fixed when the server is compiled. A 'number' is a decimal number with an optional leading '-' or '+'. The '|' character may be used in any number: '1|64|1048576' has the value 1048641. The individual values separated by '|' are added together, so '5|6' is 11, not 7. The components need not be powers of 2. This feature is extremely useful for defining bit vectors, such as the ACT_* and AFF_* bits for mobiles, but is not restricted to bit vectors: any number may use the '|' construction. A 'to_eol' is all the characters from the current position to the end of the current input line. It is used for parsing comments at the ends of lines. In the syntax description below, <value:type> indicates a value to be read of the indicated type. A backslash '\' indicates that the file format itself has only one line, but several lines are used in this description to fit within 80 columns. Braces '{ ... }' are used to enclose elements. They are NOT literal parts of the file format, but a way of indicating that the enclosed elements may be repeated zero or more times. Braces at the same level of indentation indicate that the parallel elements may be present in any order. All other characters in the syntax description are literal characters. The file 'mud.h' lists the meanings of most of the flags and values. The section useful to area builders is set off by big comments; you can't miss it. The file 'const.c' contains the spell list with slot numbers, and the file 'special.c' contains the list of special procedures. Mobiles, objects, and rooms are identified by vnum (virtual number). The range of vnum's is 1 to 32767. Vnum's must be unique (for that particular kind of vnum). Vnums do not have to be in increasing order. Typically an area uses the same range of vnum's for mobile vnum's, object vnum's, and room vnum's, starting with a multiple of 100. This facilitates adding the area into an existing set of areas. === The #AREA section The syntax of this section is: #AREA <area-name:string> The 'area-name' can be any string. The 'areas' command provides a list of areas, so it's worth while to follow the standard SMAUG format for this string: #AREA { 5 35} SMAUG Prototype for New Area~ The first two numbers are recommended level range. The name is the name of the original author of the area. The last phrase is the name of the area. === The #HELPS section The syntax of this section is: #HELPS { <level:number> <keywords:string> <help-text:string> } 0 $~ The 'level' number is the minimum character level needed to read this section. This allows for immortal-only help text. The 'keywords' are a set of keywords for this help text. The 'help-text' is the help text itself. Normally when a player uses 'help', both the keywords and the help-text are shown. If the 'level' is negative, however, the keywords are suppressed. This allows the help file mechanism to be used for certain other commands, such as the initial 'greetings' text. If a 'help-text' begins with a leading '.', the leading '.' is stripped off. This provides for an escape mechanism from the usual leading-blank stripping of strings, so that picturesque greeting screens may be used. === The #MOBILES section The syntax of this section is: #MOBILES { #<vnum:number> <keywords:string> <short-description:string> <long-description:string> <description:string> <act-flags:number> <affected-flags:number> <alignment:number> S or C <level:number> <hitroll:number> <armor:number> \ <hitnodice:number> d <hitsizedice:number> + <hitplus:number> \ <damnodice:number> d <damsizedice:number> + <damroll:number> <gold:number> <exp:number> <position:number> <position:number> <sex:number> --- These lines only for C type mobs <str int wis dex con cha lck:number> <sav1 sav2 sav3 sav4 sav5:number> <race class height weight speaks speaking numattacks:number> <hitroll damroll xflas res imm sus attacks defenses:number> } #0 The 'vnum' is the virtual number of the mobile. The 'keywords' are words which can be used in commands to identify the mobile. The 'short-description' is the description used by the 'act' function and other functions to identify the mobile. The 'long-description' is the description used when a character walks in the room and the mobile is visible. The 'description' is the longest description. It is used when a character explicitly looks at the mobile. The 'act-flags' define how the mobile acts, and the 'affected-flags' define more attributes of the mobile. The 'alignment' of the mobile ranges from -1000 to +1000. Keep in mind that certain spells ('protection' and 'dispel evil') give characters fighting evil monsters an advantage, and that experience earned is influenced by alignment. The literal letter 'S' must be present after the alignment. In the original Diku mob format, 'S' stands for simple. SMAUG supports simple mobs, as well special complex mobs ('C'). The 'level' is typically a number from 1 to 100, although there is no upper limit. The 'hitroll', 'armor', 'hitnodice, 'hitsizedice', 'hitplus', 'damnodice', 'damsizedice', 'damroll' fields are used, but will be auto-generated if they are set to zero ( 0d0+0 ). This is to remain in compatibility with original Merc mud areas. The 'sex' value may be 0 for neutral, 1 for male, and 2 for female. === The #OBJECTS section The syntax of this section is: #OBJECTS { #<vnum:number> <keywords:string> <short-description:string> <long-description:string> <action-description:string> <item-type:number> <extra-flags:number> <wear-flags:number> <value0 value1 value2 value3 value4 value5:number> <weight:number> <cost:number> <cost-per-day:number> { E <keyword:string> <description:string> } { A <apply-type:number> <apply-value:number> } } #0 The 'vnum' is the virtual number of the object. The 'keywords' are words which can be used in commands to identify the object. The 'short-description' is the description used by the 'act' function and other functions to identify the object. The first character of the short-description should be lower case, because this description is used in the middle of sentences. The 'long-description' is the description used when a character walks in the room and the object is visible. The 'action-description' is not used. The 'item-type' is the type of the item (weapon, armor, potion, et cetera). The 'extra-flags' describe more attributes of the object. The 'wear-flags' describe whether the item can be picked up, and if so, what bodily locations can wear it. The interpretation of the four 'value' numbers depends upon the type of the object. Interpretations are given below. The 'weight' of the object is just that. 'Cost' and 'cost-per-day' are ignored. 'Cost' is generated internally based on the level of the object. Because SMAUG has no rent, 'cost-per-day' is completely ignored. The optional 'E' sections and 'A' sections come after the main data. An 'E' section ('extra description') contains a keyword-list and a string associated with those keywords. This description string is used when a character looks at a word on the keyword list. An 'A' section ('apply') contains an apply-type and an apply-value. When a character uses this object as equipment (holds, wields, or wears it), then the value of 'apply-value' is added to the character attribute identified by 'apply-type'. Not all 'apply-types' are implemented; you have to read the function 'affect_modify' in handler.c to see exactly which ones are. An object may have an unlimited number of 'E' and 'A' sections. === The #ROOMS section The syntax of this section is: #ROOMS { #<vnum:number> <name:string> <description:string> <area room-flags sector-type:number> (optional: teledelay televnum) { D <door:number> <description:string> <keywords:string> <locks:number> <key:number> <to_room:number> } { E <keywords:string> <description:string> } S } #0 The 'vnum' is the virtual number of the room. The 'name' is the name of the room. The 'description' is the long multi-line description of the room. The 'area' is obsolete and unused. Rooms belong to whatever area was most recently defined with #AREA. The 'room-flags' describe more attributes of the room. The 'sector-type' identifies the type of terrain. This affects movement cost through the room. Certain sector types (air and boat) require special capabilities to enter. The 'teledelay' specifies an optional delay to teleport everyone out of the room and into the room specified by 'televnum'. Unlike mobiles and objects, rooms don't have any keywords associated with them. One may not manipulate a room in the same way one manipulates a mobile or object. The optional 'D' sections and 'E' sections come after the main data. A 'D' section contains a 'door' in the range from 0 to 5: 0 north 1 east 2 south 3 west 4 up 5 down 6 northeast 7 northwest 8 southeast 9 southwest 10 somewhere A 'D' command also contains a 'description' for that direction, and 'keywords' for manipulating the door. 'Doors' include not just real door, but any kind of exit from the room. The 'locks' value is 0 for an unhindered exit, 1 for a door, and 2 for a pick-proof door. The 'key' value is the vnum of an object which locks and unlocks the door. Lastly, 'to_room' is the vnum of the room to which this door leads. You must specify two 'D' sections, one for each side of the door. If you specify just one then you'll get a one-way exit. An 'E' section (extended description) contains a 'keywords' string and a 'description' string. As you might guess, looking at one of the words in 'keywords' yields the 'description' string. The 'S' at the end marks the end of the room. It is not optional. === The #RESETS section The syntax of this section is: #RESETS { * <comment:to_eol> } { M <:number> <mob-vnum:number> <limit:number> <room-vnum:number> \ <comment:to_eol> } { O <:number> <obj-vnum:number> <:number> <room-vnum:number> \ <comment:to_eol> } { H <:number> <obj-vnum:number> <:number> \ <comment:to_eol> } { P <:number> <obj-vnum:number> <:number> <obj-vnum:number> \ <comment:to_eol> } { G <:number> <obj-vnum:number> <:number> \ <comment:to_eol> } { E <:number> <obj-vnum:number> <:number> <wear_loc:number> \ <comment:to_eol> } { D <:number> <room-vnum:number> <door:number> <state:number> \ <comment:to_eol> } { R <:number> <room-vnum:number> <last-door:number> \ <comment:to_eol> } { T <flags> <types> <charges> <vnum:number> \ <comment:to_eol> } S To reset an area, the server executes each command in the list of reset commands once. Each area is reset once when the server loads, and again periodically as it ages. An area is reset if it is at least 3 area-minutes old and is empty of players, or if it is 15 area-minutes old. At the 14 area-minute mark, each (awake) player in the area is warned of the impending reset. These values are coded into the function 'reset_area' in 'db.c'. An 'area-minute' varies between 30 and 90 seconds of real time, with an average of 70 seconds. The variation defeats area timekeepers. The 'resets' section contains a series of single lines. The backslashes and line splitting above are for readability; they are not part of the file format. Because of the end-of-line comments, this section is not as free-format as other sections. The reset commands are: * comment M read a mobile O read an object P put object in object G give object to mobile E equip object to mobile D set state of door R randomize room exits T trap an object or room/door H hide an object S stop (end of list) The '*' lines contain comments. The 'S' line is the last line of the section. Every other command contains four numbers (three for the 'G' command). The first number is ignored. The next three (or two) numbers are interpreted as follows: For the 'M' command, the second number is the vnum of a mobile to load. The third number is the limit of how many of this mobile may be present in the world. The fourth number is the vnum of the room where the mobile is loaded. For the 'O', 'P', 'G', and 'E' commands, the second number is the vnum of an object to load. The third number is ignored. For the 'O' command, the fourth number is the vnum of the room where the object is loaded. The object is not loaded if the target room already contains any objects with this vnum. The object is also not loaded if any players are present in the area. For the 'P' command, the fourth number is the vnum of a container object where the object will be loaded. The actual container used is the most recently loaded object with the right vnum; for best results, there should be only one such container in the world. The object is not loaded if no container object exists, or if someone is carrying it, or if it already contains one of the to-be-loaded object. For the 'G' command, there is no fourth number. If the most recent 'M' command succeeded (e.g. the mobile limit wasn't exceeded), the object is given to that mobile. If the most recent 'M' command failed (due to hitting mobile limit), then the object is not loaded. For the 'E' command, the fourth number is an equipment location. If the most recent 'M' command succeeded, that mobile is equipped with the object. If the most recent 'M' command failed, then the object is not loaded. All objects have a level limit, which is computed by inheritance from the most recently read 'M' command (whether it succeeded or not) in 'area_update' in 'db.c'. As distributed, an object's level equals the mobile level minus 2, clipped to the range 0 to 35. For the 'D' command, the second number is the vnum of a room. The third number is a door number from 0 to 5. The fourth number indicates how to set the door: 0 for open and unlocked; 1 for closed and unlocked; 2 for closed and locked. Room exits must be coherent: if room 1 has an exit to room 2, and room 2 has an exit in the reverse direction, that exit must go back to room 1. This doesn't prevent one-way exits; room 2 doesn't HAVE to have an exit in the reverse direction. For the 'R' command, the second number is the vnum of a room. The third number is a door number. When this command, the doors from 0 to the indicated door number are shuffled. The room will still have the same exits leading to the same other rooms as before, but the directions will be different. Thus, a door number of 4 makes a two-dimensional maze room; a door number of 6 makes a three-dimensional maze room. For the 'T' command, the first number is a the combination of all flags wanted on the trap. The second number is the type of trap, the third number is the number of charges, and the fourth number is the VNUM of either the OBJECT the trap is on, or the ROOM the trap is in, (for room and door traps). Use of both the 'D' and 'R' commands on the same room will yield unpredicatable results. Any line (except an 'S' line) may have a comment at the end. === The #SHOPS section The syntax of this section is: #SHOPS { <keeper:number> \ <trade-0:number> <trade-1:number> <trade-2:number> \ <trade-3:number> <trade-4:number> \ <profit-buy:number> <profit-sell:number> \ <open-hour:number> <close-hour:number> \ <comment:to_eol> } 0 Like the #RESETS section, the #SHOPS section has one command per line. The 'keeper' is the vnum of the mobile who is the shopkeeper. All mobiles with that vnum will be shopkeepers. The 'trade-0' through 'trade-5' numbers are item types which the shopkeeper will buy. Unused slots should have a '0' in them; for instance, a shopkeeper who doesn't buy anything would have five zeroes. The 'profit-buy' number is a markup for players buying the item, in percentage points. 100 is nominal price; 150 is 50% markup, and so on. The 'profit-sell' number is a markdown for players selling the item, in percentage points. 100 is nominal price; 75 is a 25% markdown, and so on. The buying markup should be at least 100, and the selling markdown should be at most 100. The 'open-hour' and 'close-hour' numbers define the hours when the shopkeeper will do business. For a 24-hour shop, these numbers would be 0 and 23. Everything beyond 'close-hour' to the end of the line is taken to be a comment. Note that there is no room number for a shop. Just load the shopkeeper mobile into the room of your choice, and make it a sentinel. Or, for a roving shopkeeper, just make it non-sentinel. The objects a shopkeeper sells are exactly those loaded by 'G' reset commands for that shopkeeper. These items replenish automatically. If a player sells an object to a shopkeeper, the shopkeeper will keep it for resale if he, she, or it doesn't already have an identical object. These items do not replenish. === The #SPECIALS section The syntax of this section is: #SPECIALS { * <comment_to_eol> } { M <mob-vnum:number> <spec-fun:word> <comment:to_eol> } S Like the #RESETS section, the #SPECIALS section has one command per line. This section defines special functions (spec-fun's) for mobiles. A spec-fun is a C function which gives additional behavior to all mobiles with a given vnum, such as the peripatetic mayor or the beholder casting spells in combat. See 'special.c' for a list of available spec-fun's. The 'M' command assigns 'spec-fun' to all mobiles of with virtual number 'mob-vnum'. All spec-fun's are assigned by name. An 'M' line may have a comment at the end. Every three seconds, the server function 'mobile_update' examines every mobile in the game. If the mobile has an associated spec-fun, then 'mobile_update' calls that spec-fun with a single parameter, the 'ch' pointer for that mob. The spec-fun returns TRUE if the mobile did something, or FALSE if it did not. If the spec-fun returns TRUE, then further activity by that mobile is suppressed. To add a new special function: (1) Add a DECLARE_SPEC_FUN line to the top of 'special.c'. (2) Add a line for translating the ascii name of the function into a function pointer to the function 'spec_lookup' in 'special.c'. (3) Write the spec-fun and add it to 'special.c'. Note that SMAUG special functions take a single parameter, rather than the three parameters of Diku. If you have an Ansi C compiler, you're protected against accidental mismatches. (4) Assign the spec-fun by writing an appropriate line into the #SPECIALS section in an area file. Any number of mobs may have the same spec-fun. === The #$ section The syntax of this section is: #$ This section marks the end of an area file. If you concatenate several area files into one, remember to delete the terminating '#$' from all but the last file. Conversely, if you split area files, remember to terminate each new file with a '#$'. === Meaning of Value Numbers by Item Type In the values below, 'sn' is a spell, indexed by slot number. A zero or negative sn means 'no spell'. 01 ITEM_LIGHT value[0] unused value[1] unused value[2] hours of light available, 0 is dead, -1 is infinite value[3] unused 02 ITEM_SCROLL value[0] level value[1] sn 1 value[2] sn 2 value[3] sn 3 03 ITEM_WAND value[0] level value[1] max charges value[2] current charges value[3] sn 04 ITEM_STAFF value[0] level value[1] max charges value[2] current charges value[3] sn 05 ITEM_WEAPON value[0] condition value[1] number dice v1 and v2 are optional and will be value[2] size dice autogenerated if set to 0 value[3] weapon type: 01 slice 02 stab 03 slash 04 whip 05 claw 06 blast 07 pound 08 crush 09 grep??? 10 bite 11 pierce 12 suction 08 ITEM_TREASURE value[0] (treasure type) value[1] (condition) value[2] unused value[3] unused 09 ITEM_ARMOR value[0] AC adjust/current condition value[1] Original AC value[2] unused value[3] unused 10 ITEM_POTION value[0] level value[1] sn 1 value[2] sn 2 value[3] sn 3 12 ITEM_FURNITURE value[0] unused value[1] unused value[2] unused value[3] unused 13 ITEM_TRASH value[0] unused value[1] unused value[2] unused value[3] unused 15 ITEM_CONTAINER value[0] weight capacity value[1] flags: 1 closeable, 2 pickproof, 4 closed, 8 locked value[2] key vnum value[3] durability 17 ITEM_DRINK_CON value[0] capacity value[1] current quantity value[2] liquid number (see 'liq_table' in const.c) value[3] if non-zero, drink is poisoned 18 ITEM_KEY value[0] unused value[1] unused value[2] unused value[3] unused 19 ITEM_FOOD value[0] hours of food value value[1] (condition) value[2] unused value[3] if non-zero, food is poisoned 20 ITEM_MONEY value[0] value in gold pieces value[1] unused value[2] unused value[3] unused 22 ITEM_BOAT value[0] unused value[1] unused value[2] unused value[3] unused 23 ITEM_CORPSE_NPC value[0] unused value[1] unused value[2] unused value[3] unused 24 ITEM_CORPSE_PC value[0] unused value[1] unused value[2] unused value[3] unused 25 ITEM_FOUNTAIN value[0] unused value[1] unused value[2] unused value[3] unused 26 ITEM_PILL value[0] level value[1] sn 1 value[2] sn 2 value[3] sn 3 44 ITEM_TRAP value[0] charges value[1] type value[2] level value[3] flags === Slot Numbers These slot numbers are used in magical objects to indicate spells. Save files do not use slot numbers; they use names instead. 0 NULL 70 acid blast 1 armor 90 astral walk 3 bless 4 blindness 5 burning hands 6 call lightning 63 cause critical 62 cause light 64 cause serious 82 change sex 7 charm person 8 chill touch 10 colour spray 57 continual light 11 control weather 85 create fire 12 create food 80 create spring 13 create water 14 cure blindness 15 cure critical 16 cure light 43 cure poison 61 cure serious 17 curse 18 detect evil 44 detect hidden 19 detect invis 20 detect magic 21 detect poison 86 detect trap 22 dispel evil 59 dispel magic 23 earthquake 24 enchant weapon 25 energy drain 72 faerie fire 73 faerie fog 26 fireball 88 fireshield 65 flamestrike 56 fly 83 gate 39 giant strength 27 harm 28 heal 53 identify 77 infravision 29 invis 58 know alignment 30 lightning bolt 31 locate object 32 magic missile 69 mass invis 74 pass door 33 poison 34 protection 81 refresh 35 remove curse 87 remove trap 36 sanctuary 91 scry 67 shield 37 shocking grasp 89 shockshield 38 sleep 66 stone skin 40 summon 2 teleport 41 ventriloquate 68 weaken 42 word of recall 200 acid breath 201 fire breath 202 frost breath 203 gas breath 204 lightning breath === Booting and Testing Areas When the SMAUG server starts, it reads a file named 'area.lst' in the current directory. This file contains a list of all the area files to read in. To add or delete areas, simply edit area.lst. The server reads all of the area files into memory once at load time and then closes them. Thus you can edit area files while the server is running. Changes will take effect the next time the server boots. Because the server is completely memory-based, zone resets are fast, too. (And paradoxically, moving to a memory-based system allowed certain memory optimizations to be made, cutting memory usage by 50% from Merc 1.0). You can test areas by running SMAUG in a different directory with a different 'area.lst' file with new areas dropped into it. Setting up an appropriate directory structure is an exercise for the student. (You DID say you're running a mud because you wanted to learn more about system administration, right?) Hint: you can run a program in another directory just by invoking its full name: '../src/mud', for example. The server reports syntax errors, including the area file name and a line number. Take the line number with a grain of salt; some kinds of errors cause the server to run on for quite a few lines before ultimately detecting the error. The server also reports semantic errors, such as references to non-existent mobiles, objects, or rooms. Error recovery is simply not possible without far more sophisticated input parsing than we're willing to write. (Hey, feel free to write your own.) Thus the server exits after reporting any error. SMAUG takes only a few seconds to load, however, so it's quite practical to use the whole server as a syntax checker. === Compressing the Area Files It is possible to run SMAUG with a single combined, compressed area file. Here's how to do this on a Unix system: (1) In 'area.lst', remove the last line (the '$' line). (2) Execute the command: cat `cat area.lst` | compress > all_area.Z (3) Edit 'area.lst' again. Insert a '-' at the beginning of every line. Do not put any spaces between the '-' and the file name. Put the last '$' line back at the end of the file. (4) Edit 'startup'. Change the line: ../src/mud $port >&! $logfile to: zcat all_area.Z | ../src/mud $port >&! $logfile (5) Test the changes so far. SMAUG should start up normally, although it may take a few seconds longer to zcat everything. Now you can remove all the original *.are files. Notice that all of the compression and decompression takes place outside of the SMAUG server. Thus, you can substitute any archiving program of your choice, as long as it can write its output to standard output. You can recover the original areas simply by running 'uncompress all_area.Z' and dissecting them out of all_area. From the server's point of view, when an area file name starts with '-', it simply reads standard input for the area, terminating at '#$' as usual (but without closing standard input). Diagnostic messages are given with the full name (e.g. '-arachnos.are'), but the line number will be reported as zero. You can freely mix areas from standard input with ordinary area files. Thus, you could compress all the SMAUG standard zones into a file such as smaug_area.Z, prefixing them with '-' in 'area.lst'. Then you could add your own areas anywhere in the file (beginning, middle, end, wherever your areas need to go), and omit the '-' on the lines for your areas. The server will take a little longer to load with compressed area files, because 'zcat' needs time to run. This is offset by a reduction in time spent opening disk files. After loading, the server has all of the area database in memory and never rereads the files. Thus, there is zero performance impact on server operation after loading.