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[Deprecated] This engine is no longer in development, a new engine is currently being developed and will be made available shortly. InfectEngineV2 is a reboot of the InfectEngine utilizing a hybrid of ROM24, CombatMUD, and InfectEngineV1. CombatMUD and InfectEngineV1 are ground up mudbases entirely programmed in C++ and LUA. This is a open source project to expediate the development of this MUD core.

C++ 94.80% C 4.45% Makefile 0.71% Shell 0.03%
c-plus-plus deprecated mud mud-server rom

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infectenginev2's Issues

Room flags

InfectEngineV1 had flags for ROOM_RESPAWN, that created random Zombies, this system needs to be ported to InfectEngine V2.

Enhancements include: spawning zombies on bootup, spawning 1 zombie, and spawning zombies quickly (so instead of every 15 minutes, every 5-7 minutes). This needs to be added, and upgraded to meet the standards of our new engine.

Future enhancements to this system: endless spawns, max spawns, spawning with random equipment.

This will prevent builders from having to build too many Zombie NPC's and instead will allow focus on main game details. This system is a must-have for Beta Testing in November.

Makefile does not push .o files into appropriate directory

When compiling InfectEngine all of the .o files should be pushed into the Code/obj folder, however they are not going into the directory properly. Once this is corrected compiling will take less time as currently I have to move all the .o files manually.

String Editor requires replacement

String editor must be replaced with InfectEngineV1's string editor for the following reasons:

1 - Backs up original string
2 - Is crash proof
3 - Contains ability to edit std::string
4 - Has better formatting options
5 - Looks totally sweet.

Non-C++ Classes

structures to be converted to classes for constructors/destructors.

Still tastes like rom.

System needs to have the InfectEngine feel of gameplay, currently too much of a ROM feel.

Day/Night only mobs

Add new option to the room-editor to add vnums of npc's that will be loaded during day/night.

Upon certain time requirements, npc's will be loaded/unloaded, when loaded, they will be assigned ACT_flags accordingly, ie, ACT_NIGHT_ONLY, ACT_DAY_ONLY, and at the change of day/night, those mobs will be extracted.

These mobs only load once day/night occur, and not again throughout the night/day, only at the specified times.

in announceNightFall() and announceDayLight() the call to extract all mobs with the opposing flags will be called, then they will load the mobs with the appropriate flags for the new timeframe. Effectively loading/unloading NPC's.

When mobs are extracted that are flagged as NIGHT_ONLY they will extract, if the NPC's are in combat, they will take additional damage until they die. And if they win battle, they will instantly extract once their fighting value is set to NULL.

When mobs are extracted that are flagged as DAY_ONLY they will extract, if the NPC's are in combat, they will attempt to flee, as the night monsters are far worse.

Shriekers: shriekers will call zombies to them and create swarms. Shriekers are weak, but their hordes of zombies will protect them.

Move all commands to their own .cpp file within the commands directory

All commands are to be moved into their own respective .cpp file. Example being:

cmd_alias.cpp, contains only an include for a header, and the actual command cmd_alias.

What this does is help us work towards debugging the overall system, it will make the system easier to debug in the long run, while making the overall executable larger, the tradeoff is worth it for debugging purposes.

Memory leak on shutdown

Memory for all allocated data on shutdown is still reachable, thus hiding any possible leaks in the source.

This needs to be properly addressed and updated.

Login glitch

Multiple people can log in 1 character if they log in to the character name, and wait at the password prompt.

If you put 50 people all like this, same character, then enter the password for each user, they will all log in to the same user and log-in. This is a major glitch!

dex_app + other culprits

dex_app and other tables used by the mud need to be replaced with things that can exceed bounds.

Currently things are designed to use tables, with a max of 25, we must be able to exceed 25 for bonuses to data as well as for future expansion. New functions already being designed for use:

get_defense has been added but needs to replace dex_app in all accounts.

Other functions must be added to ensure that we can expand in the future without issue.

get_curr_stat maxes out at 25, this must not have a MAX value so that we can infact expand in the future.

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