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» SmaugMuds.org » Codebases » SmaugFUSS » getting started with Smaug
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getting started with Smaug
< Newer Topic :: Older Topic > A few questions re: getting going w

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Post is unread #1 Aug 2, 2010, 8:30 pm
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sorressean
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JoinedAug 2, 2010

Hello,

I just started dabbling with the smaug codebase, and had a few questions. I have a lot of ideas, but am not sure where to start.
First, I’d like to set up a currency system, apart from just gold and silver. How much will have to be changed for this to work?
Second, I want to get rid of the levels (like 60-65 or whatever) for admins and just set admin flags, then the player can level up to the max level. Again, I’m trying to figure out where to go with this.
Last, I noticed a lot of reserved and unused flags in the player file. Does there exist some sort of property table that will allow for storing of values?

I have a lot of ideas, as I mentioned; I’m just not quite sure where to go with them all. To me, some of the code looks really messy, but I don’t have the slightest idea of much in the base, so my cleanup will probably cause more problems down the road.

I have done a lot of work in c and c++, so I’m pretty familiar with the language specifics, pointers, memory management, etc. I think I’m just jumping to far in wanting to modify the deep internals. Is there something I can get started doing that will allow me to sort of get a better view of how things work? I’m not sure what is overly complicated and what isn’t at this point.

Thanks,
~Sorressean~
       
Post is unread #2 Aug 3, 2010, 9:05 am
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Kayle
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For the levels stuff, you can look at how Remcon handled it in LoP, it sounds like he did what you're looking to accomplish. For currency, there's a lot that would go into revising that. You'd need to rework shops, repairshops, loot, and several other things. Some of which are trivial, others not so much so. For flags, most of the flags should be saved as strings in the files, you can look at a pfile, and an area file and see if there are any that aren't saving that way (there shouldn't be any) and then you can go through and remove any flags you don't want.

The easiest way to get a feel for Smaug is to pick a snippet that you think might be appropriate for one of your ideas, and add it to the base, paying attention to what gets modified where, and for what reason. That and asking questions are the easiest ways to learn things.

Smaug is a bit of a mess. But then, so are pretty much all Diku bases. But Smaug more so then others.
       
Post is unread #3 Aug 9, 2010, 11:05 am
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sorressean
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JoinedAug 2, 2010

Hello,
Thanks for the info; I've just dived back in, I'll see what I can come up with. I think my first task is to be converting everything to extended bitvectors (player flags), etc. I really don't want to deal with fighting with fixing every playerfile every time I need to add a flag over 32. :)
       
Post is unread #4 Aug 9, 2010, 5:49 pm
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Remcon
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That is a great place to start, not everything is best changed over, feel free to look at the LoP code or AFK codebases and maybe some other ones that have already done most of that for guidance on whats best to change and whats best to leave.
       
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