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lotheac/bcproxy

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This is a TCP proxy intended to sit between your telnet MUD client and BatMUD. It turns on "BatClient-mode" and filters the BatClient messages the server sends.

Some extra lines are sent to the client by the proxy on reception of BatClient messages. Such lines are prefixed with the marker character ∴ (U+2234 THEREFORE), encoded as \xe2\x88\xb4 in UTF-8) to make it possible to match them in your MUD client.

Features

  • more colors: 24-bit BatClient-mode colors sent by BatMUD are translated into 24-bit color terminal escape sequences
    • if your mud client does not understand 24-bit color, pass --enable-tf-compat to ./configure and 24-bit colors will be approximated to closest-match xterm-256color escape sequences instead
  • connection to BatMUD is encrypted with libtls
  • convert utf-8 from client to iso-8859-1 when sending to server, and vice versa (utf-8 is always used; locales are not taken into account)
  • message classification: some server-sent messages have an additional type visible at the start of the line. these are not prefixed with the marker character, since the messages would be visible also to normal telnet clients (although without type). examples:
chan_tell: You tell Lotheac 'hello'
spec_spell: You watch with self-pride as your golden arrow hits Adult skunk.
  • mapping: room descriptions & exits (edges between rooms) are stored in a database as you play (requires set client_mapper_toggle on configured in game). When the room you are in changes, the room id and ingame area name are displayed. The room may become unknown due to a variety of reasons; when that happens, the room_unknown message is displayed. Examples:
∴room $apr1$dF!!_X#W$i8ByJsY5G/kpbE1RGJzqX1 mage guild
∴room_unknown hallucinating
  • prots: a line with duration is displayed for every prot status update sent by BatMUD. you should set up client triggers for this. example:
∴prots force_absorption 805
∴prots displacement 380
∴prots force_absorption 802
∴prots displacement 377
  • target status: when BatMUD sends updates about your current target's health percentage, a line is printed. examples:
∴target Small_shrew 100
<omitted text>
Small shrew is DEAD, R.I.P.
∴target 0 0
  • cast status: prints lines when the game tells the client to update a skill/spell progress indicator. rounds left are sent by the game when skill/spell starts or is in progress, and 0 signifies unknown number of rounds. cast_cancelled means no skill or spell is in progress any more. Examples, with game-provided heartbeats "Dunk dunk" shown, below:
You start chanting.
Golden arrow: ####
∴cast golden_arrow 4
Dunk dunk
∴cast golden_arrow 0
Dunk dunk
You skillfully cast the spell with haste.
Golden arrow: #
∴cast golden_arrow 1
Dunk dunk
You are done with the chant.
spec_spell: Cast golden arrow at what?
∴cast_cancelled

You start concentrating on the skill.
∴use ceremony 0
∴use ceremony 0
Dunk dunk
You are prepared to do the skill.
spec_skill: You perform the ceremony.
∴cast_cancelled

Setup

  • install postgreqsl client libraries (libpq or libpq-dev) and a postgresql server
  • run ./configure
  • compile with BSD make (bmake on Linuxes): make obj && make
  • set up a postgresql database named batmud
  • initialize the db psql batmud < initdb.sql
  • obj/bcproxy 1234
  • connect your mud client to localhost:1234

Bugs

Stacking of control codes is not completely correct (ref. proxy.c:on_open), which means that setting both background and foreground colors doesn't work currently.