Re: If else

  • From: "Littlefield, Tyler" <tyler@xxxxxxxxxxxxx>
  • To: programmingblind@xxxxxxxxxxxxx
  • Date: Thu, 10 Feb 2011 07:52:55 -0700

Is the current engine open source? I'd like to take a poke at it.
On 2/10/2011 7:49 AM, Ken Perry wrote:
I am actually one who can say I work with the original Diku team Our mud
base is called VME in 1992 the entire Diku team re did the code and created
a commercial version.  Well truth be known the diku source was not supposed
to be open sourced when it was but that is all water under the bridge.
Anyway We are originally diku,  I signed on in 93 though and am now the sole
owner of this code base.  If I ever made a million dollars on it I would
definitely send a portion of that to the original coders but I have only
been able to send them a few thousand here and there over the years.

So again ours is what originally was called DikuII and is now VME it has its
own proprietary functional language called Dil that is a functional
scripting language which I some day would like to replace with a engine that
supports multiple languages but that is down the way a ways.  Anyway the
main mud is Valhalla.com

Ken
-----Original Message-----
From: programmingblind-bounce@xxxxxxxxxxxxx
[mailto:programmingblind-bounce@xxxxxxxxxxxxx] On Behalf Of Alex Midence
Sent: Thursday, February 10, 2011 9:18 AM
To: programmingblind@xxxxxxxxxxxxx
Subject: Re: If else

Thanks, Ken.  Tri-trees.  I will look into it.  I personally wouldn't
really try to write a game until I have completely gotten my head
around the object-oriented features of c++ and learned my way around
classes and templates thoroughly.  My inclinations don't lie in the
direction of coding games though.  I want to learn my way around how
gui libraries do what they do under the hood.  I would like to get to
where I can do something about Orca and I want to do it using c or c++
and not Python.  I don't understand why it is so completely dependent
on at-spi and why it can't be taught to understand other accessibility
API's which some of the other widget libraries have built in to them.
I want to get down into the guts of the thing and really get my head
around it so that some day, that program can render widgets using
anything from at-spi to msaa, iaccessible and iaccessible2 to
Qaccessibility usable without having the end user so often resort to
bugging developers of other open source solutions to modify their code
so much when the stuff they use already has accessibility built in
though not necessarily with at-spi.  It's a very ambitious goal and I
will probably get lucky if I can get to where I can watch and
understand what others are doing but, sometimes, you gotta aim for
1000 to get 100.


Your examples brought back memories and have set my mind to thinking.
Of course, some of the muds I've played, (Now, this was years and
years ago, mind ... mercmuds, dikumuds and a Circlemud or two ...)
just gave the infuriating:

"You can't do that."

Message whenever it thought I wasn't using proper syntax.  The ones
that drove me mad weren't even doing something as complex as grabbing
a piece of bread from a bag inside a container in my inventory.  They
were the ones that hadn't coded the ' as an alias for say.  So you
actually had to type:

say 'hello'
Or, worse:

say "hello."

before they'd output what you said.  What is the name of your mud?
What's its code base?  Did you use something like Merc or Dikumud and
build on it or did you make yours from scratch?  There are Dikumuds
out there like Arctic, for instance,  who have had so much development
of their code that it doesn't even feel like a Dikumud from the end
user's point of view.  Oh, and how we did complain when they got
rewritten!  I remember how much we all whined when Moon Gate got
rewritten to Moon Gate II.  I'm sure Vassago, the guy who ran the
thing, got so so sick of us!

Back when I mudded, I was on Pomud, Moon Gate, WOT, and a few others.
My favorite was Pomud though.  Probably long long gone by now,  =)
Multiclassing non-pk with very nicely implemented magic users , druids
and clerics and shape-shifting races.  It was a neat mud.  I was just
a kid then, 18 or 19 and seriously into fantasy novels.  Playing those
games felt like I stepping into one of those books and being part of
the action.  It was massively addictive!


Alex M.

On 2/10/11, Ken Perry<whistler@xxxxxxxxxxxxx>  wrote:

I want to point out that all these ideas for an adventure game is great
till
you actually try to code one this way.  You really need a tri-tree at
least
to parse the commands and maybe even some natural language algorithms or
the
game is very hard to use and very robotic.  For example you need to let
people get stuff from a bag let's see a simple command parser which most
muds use go word at a time so the only thing you can use is

Get item name from bag


Well what if you want to get 4 of them from the bag then you have to add
complexity to your if statements god forbid your using just if statements

Get 4 apples from bag

Note that is if someone was smart enough to put an s on apple they are not
always. So your parser should be able to take

Get 4 apples from bag
Or
Get 4 apple from bag


Of course that brings up another problem maybe someone wants to type real
English

Get apples from bag

That should get all your apples not just one

Get all apples

Should do the same.

Wait what if someone wants to  do something like this

Get all the apples out of my bag.

Wow you just jumped the complexity or what about

Get all apples from bill's bag

Do you allow it do you understand it?

What if you get it from your third bag cause we all know we carry more
than
one bag

Get apples from 3 bag?


Boy that sounds stupid so maybe we should allow

Get apples from third bag

Hmm Try to figure it out if you're up to 55 though does the person have to
type

Get apples from the fifty fifth bag?



In just these examples you can see adventure games are not as easy to
write
if you don't want to make the person learn a language to do it.

Now what some people do is make a graphical interface but even that has so
many problems with just simple if statements that I can't even go there.
I
think the last I checked my mud has over 616 commands and 224 spells all
of
which have different parsing schemes.  I am not saying my mud is perfect
either I need to add some language naturalization and maybe when I am done
with my current job it will get a huge intelligence overall but the point
is
if statements is not always your best method to figure about a command.
If
you haven't read on tri-trees you might want to.

ken

-----Original Message-----
From: programmingblind-bounce@xxxxxxxxxxxxx
[mailto:programmingblind-bounce@xxxxxxxxxxxxx] On Behalf Of John G
Sent: Thursday, February 10, 2011 2:12 AM
To: programmingblind@xxxxxxxxxxxxx
Subject: Re: If else


Another way to do it is this:

string direction;
cout<<  "Which way to go?  ";
cin>>  direction;
if !(direction == "north" || direction == "south" || direction ==
"east" || direction == "west")
{
cout<<  "You go "<<  direction<<  "."<<  endl;
}
else {
cout<<  "You can't go that way.";
}


This way, you use a variable for your direction and introduce an error
message if the user doesn't go the right way.

is the logical negation symbol (!) just after the "if" intentional??



Alex M

On 2/9/11, John G<jglists0@xxxxxxxxx>  wrote:
I think I meant to say Kristoffer in my previous message. At any
rate, you're all welcome to contact me directly if you need that
extra help with c/c++.
kind regards
John

At 22:34 09/02/2011, you wrote:
Hmm, strange. that was what I tried.
I'll have another look tomorrow at this.
/Kristoffer
/Kristoffer

----- Original Message -----
From:<mailto:tyler@xxxxxxxxxxxxx>Littlefield, Tyler
To:
<mailto:programmingblind@xxxxxxxxxxxxx>programmingblind@xxxxxxxxxxxxx
Sent: Wednesday, February 09, 2011 11:26 PM
Subject: Re: If else

if (direction == "north")
{
std::cout<<  "You go north."<<  std::endl;
}
else if (direction =="south")
{
std::cout<<  "You go south."<<  std::endl;
}

On 2/9/2011 3:07 PM, Kristoffer Gustafsson wrote:
Hi.
Now I've decided that I'll learn to do things both without goto,
and with it. Because then I'll maybe discover that goto is bad:)
I got one last code question today.
I need so that my program can do more than one action. for example
of writing a text adventure you want many.
I've managed to put an if statement in my code. for example
if direction=="south";
{
cout<<"you go south.";
}
Now if I want to go north, how can I do that?
I tried if else, but it only says "expected primary expression
before else expected.
Can you help me with this please?
/Kristoffer


--


Thanks,

Ty
__________
View the list's information and change your settings at
//www.freelists.org/list/programmingblind
__________
View the list's information and change your settings at
//www.freelists.org/list/programmingblind

__________
View the list's information and change your settings at
//www.freelists.org/list/programmingblind


__________
View the list's information and change your settings at
//www.freelists.org/list/programmingblind

__________
View the list's information and change your settings at
//www.freelists.org/list/programmingblind




--

Thanks,
Ty

__________
View the list's information and change your settings at //www.freelists.org/list/programmingblind

Other related posts: