Wolfpack Empire - mirror of https://git.pond.sub.org/empserver
http://wolfpackempire.com/
according to context, to make `lstat * ?type#spy&spy>1' work. Closes bug#825363, #905809, #905814 and #922968. (nsc_type, packed_nsc_type, nsc_cat, packed_nsc_cat, nsc_flags): New. (valstr): New. Old code encoded values in type long, which was somewhat hard to read and could only support signed integer values. (nscstr): Redesign. Use valstr. Typed operator. (castr): Split ca_code into ca_type, ca_flags, ca_off. Tables changed. (nstr_comp, nstr_exec): Redesign and rewrite. Callers changed. They used the old design incorrectly, which let players smash the stack by supplying more than NCOND conditions. (encode, nstr_comp_val, decode, nstr_exec_val): Rename, redesign, and rewrite. Callers changed. (nstr_coerce_val): New. (var_ca, sect_ca, ship_ca, land_ca): Checking both var_ca[] and the object's ca complicates proper recognition of unique abbreviations. Copy contents of var_ca[] into the ca of objects, remove var_ca[]. (surv): Reject values with category other than NSC_OFF and types that can't be coerced to NSC_LONG. Old code happily passed values with category NSC_VAL to code_char(). The previous version interpreted them correctly, but earlier versions interpreted them as NSC_OFF, then logged `bad type in decode: 0' and evaluated them into zero. (code_char): Used to test category NSC_VAR to decide whether to display tens or hundreds. NSC_VAR no longer exists. Test type instead. Makes more sense anyway. |
||
---|---|---|
doc | ||
include | ||
info | ||
man | ||
scripts | ||
src | ||
.cvsignore | ||
build.conf | ||
COPYING | ||
CREDITS | ||
LEGAL | ||
LICENSE | ||
Make.sysdefs | ||
Makefile | ||
README |
Welcome to Empire 4, codenamed Wolfpack. Congratulations on your choice! See the "LEGAL", "LICENSE", "CREDITS" and "README" files for all the related information and legal notices. It is expected that any future projects/authors will amend these files as needed. For questions and comments, please contact "wolfpack@wolfpackempire.com". If you want to build the server, follow the few simple steps below. If you are looking for more information on the files here, options for the server, etc. take a look in the "doc" directory, then follow the steps below to build and start the server. (1) Unpacking the server To unpack the server, simply gunzip and untar the source. (2) Building a server Note that you may not have to build a server. If you received the server in binary format, go to the next step, "Creating the world." To build the server, you need to do the following steps: 1) Get a copy of the source. Since you're reading this, we assume you have done that. 2) Gunzip the source. Again, since you're reading this . . . ;-) 3) edit the build.conf file in this directory, and answer the questions it asks you. 4) type "make" to see what architectures are currently supported. 5) choose the architecture that best suits you, and type "make <arch>" where <arch> is the architecture you want to build. 6) type "make depend" to build the dependencies (not required, but helps a lot when you want to recompile something again.) Note: "make depend" doesn't work under NT yet. (3) Creating the world (NOTE: If you received a binary, you must edit the included data/econfig file to represent the paths where your data and info directories are.) 1) First, pick the world size you want to use. Once you have chosen a world size, edit the "data/econfig" file (it was either created at build time, or shipped with the binary) and change the WORLD_X and WORLD_Y to be the sizes you want. The default world size is 64x32. IMPORTANT: WORLD_X *MUST* be divisible by 2. In addition, if you change the world size later, you *MUST* re-create the world by running "bin/files" again. 2) Go into the "bin" directory, and run "./files". 3) If you want to create a new world, run "./fairland 10 30" to create a sample world (read the documentation for fairland for more info on it's arguments.) Note that "files" and "fairland" use the world size in the econfig file if it exists in the data directory. If this file doesn't exist, and you don't specify one, it will use the default world size the server was compiled with (Wolfpack binaries ship with a 64x32 world size) You can create an econfig file with default values using the "bin/pconfig" executable. (4) Running the server 1) Run the bin/emp_server executable to start the server. That's it. Once running, you can log on to the server using the emp_client program found in the "bin" directory. The initial deity country name/password is POGO/peter. If you get a "You're not a deity!" message and logged off, check the "data/server.log" file and look at the end for a "NON-AUTH" entry. There should be a "user@host" message in there that failed to log in. The user and host that your system is using may be different than the one you put in your build.conf file. So, enter this new user and host in the auth file, and you should be able to log into the server as a deity now. Note that if you rebuild the server again, the auth file will be overwritten. For more information on options, programs, files and other general hints look in the "doc" directory. The README there describes the files there and what they talk about. For more information or help, send e-mail to "wolfpack@wolfpackempire.com" and we'll try to answer if we can. Also check out our web site at "http://www.wolfpackempire.com" Have fun! -- The Wolfpack development team...