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The Immortal Struggle v1.07
Created, programmed and copyright (C)1993 by Chris Rea [UL]
A multiplayer online game for BBX, DLG-Pro, FalconCBCS, and Xenolink
Release Date: 12-Feb-93
What is The Immortal Struggle?
-------------------------------------------------------------------------------
The Immortal Struggle is a fantastic multiplayer online game of epic
proportions. While simple in concept and operation, The Immortal Struggle
allows for a vast variety of play strategy and plan execution. The two most
important elements when playing The Immortal Struggle are intellect and
strategy. If your users are tired of ANSI-oriented online games with no
underlying playability or those playable without need of intellect or strategy,
look no further. The Immortal Struggle doesn't need fancy ANSI to impress
people; the playability of the game is by far the most dominant factor. ANSI
colour is supported, but certainly not necessary to fully enjoy T.I.S.
The Immortal Struggle is loosely based upon a great online game which was
called The Endless Quest, programmed under (but never officially released for)
MS-DOS. The Endless Quest, in turn, was loosely based upon Pyroto Mountain
BBS, another MS-DOS BBS/game system. Therefore, it is entirely possible that
you see a resemblance between Pyroto and T.I.S., though there are many very
fundamental differences. If you are not familiar with either of these
programs, do not worry. They are merely mentioned in passing, to give credit
where credit is due for certain underlying concepts.
The game is a simple one. Each player is an Entity, striving to achieve
Omniscience. There are three Mountains in an existence called the Continuum.
Each entity takes a place on one of these three mountains, and attempts to
reach the apex, or a Level of Understanding of 800. There are many
incantations which an entity can use to help him progress to this goal, as well
as many incantations which he can use to hinder the progress of others.
Further, the entities on a mountain can co-operate to hinder the progress of
the other mountains... You can see where this gets interesting.
You can find out more about game play and concepts from within the game
itself. The Immortal Struggle features COMPLETE online documentation for
players; there are six basic instructions files that can be accessed via the
"INSTRUCTIONS" incantation, as well as specific explanations for each
incantation, available with the "EXPLAIN" incantation.
What You Need
-------------------------------------------------------------------------------
To run this version of The Immortal Struggle, you need one of BBX,
DLG-Pro, FalconCBCS, or Xenolink (version Z4 or later) BBS programs. (At time
of release, Xenolink did not directly support passing user variables on the
command line with its CLIDoor menu command; it is said, however, that the Z4
release will include this ability. If you are a Xenolink sysop and wish to run
The Immortal Struggle, be sure you get this version when it becomes available.
You will have to figure out the appropriate command line for Xenolink; only
specific instructions for setting it up with BBX, DLG-Pro, and FalconCBCS will
be included here.)
You will also need an Amiga running Release 2 or later of the system
software. The Immortal Struggle depends highly on a lot of the new functions
made available with the advent of Release 2. Sorry, but if you do not have
Release 2 or later, you will not be able to run The Immortal Struggle. There
will NOT, repeat, NOT be a Release 1.3 or lower version of The Immortal
Struggle. (It is against my morals to support an older operating system for
sake of compatibility when the new one is oh so much easier to program. :-)
A hard drive is highly recommended. The Immortal Struggle accesses
datafiles on a regular basis (namely the question file). I do not think it
would be too bearable on a floppy system. This should not be much of a problem
considering that the vast majority of bulletin board systems have hard drives,
and large ones at that.
The Immortal Struggle consumes about 170k of FAST memory while being run.
Again, this should not be a problem since most bulletin board systems have a
lot of RAM. Regardless, 170k of memory is bearable, especially considering The
Immortal Struggle is a more complex and involved online game than most others.
Setting It Up With BBX
-------------------------------------------------------------------------------
Installing T.I.S. for use with BBX is very simple. Unlike the
DLG-Pro/Falcon/Xenolink version, the BBX version requires that you put the
files in a specific directory. Create the directory "BBX:Extras/TIS" and copy
the "TISBBX" and "TIS_Questions.dat" files there. Copy the "TIS.descr" file to
"BBX:Extras". Your Extras menu should automatically find this file and set up
T.I.S. for you. If you do not use the Extras menu setup, you can call T.I.S.
from one of your regular menus by using the "BBXMenu 108" function. Check out
your BBX documentation on how to do this.
Setting It Up With DLG-Pro/Falcon
-------------------------------------------------------------------------------
First, after unpacking the T.I.S. distribution archive, copy both the
"TISDFX" and "TIS_Questions.dat" file to a directory of your choice. The
datafiles that will be created will be located in the same directory as the
program. You do not need a logical assignment for T.I.S. to locate its files;
the Release 2 function GetProgramDir() is used to alleviate this need.
T.I.S. has been thoroughly tested with a 10K size stack. Please make
sure that you have this size stack from where you are running T.I.S.; you may
or may not run into problems with something lower. Check out your
documentation for the AmigaDOS Stack command for further details. :-)
All of the command line arguments are optional, except for the user's
name. This must always be present. The template for general setup is as
follows:
TISDFX <User Name> [<Posts> [<Uploads> [<Screen Height> [<ANSI Type>]]]]
Note the use of square brackets. If you are going to use the ANSI
keyword, you must also have all of the other command line options present. The
ANSI keyword is "MONO" for no colour, and anything else (or nothing) for
colour. It is suggested that you use all options supported.
If you have FalconCBCS, set up the following menu command somewhere in
your Menus.bbs file:
NORMAL I CON A "TISDFX \"«FULLNAME»\" «MSGS» «TOTALUP» «HEIGHT» «ANSI»«»«MONO»
The "I" after "NORMAL" may be any letter you want; this is the actual
command letter the user will type to enter the game. It is also wise to edit
the menu help file of which ever menu you are putting the game in. (Please see
your FalconCBCS documentation on how to do this.)
If you would like to get T.I.S. working with DLG-Pro, please follow the
instructions given in the file "TIS_DLG.doc", which is also in the distribution
archive. Note that this ARexx method is used instead of directly adding T.I.S.
to DLG because, as of this writing, DLG had a bug which would confuse any calls
to the Release 2 function GetProgramDir(). If you add T.I.S. directly to DLG
as a menu item, T.I.S. will always think that it was called from the DLG:
directory. Using the simple ARexx script included to launch T.I.S. alleviates
this problem. (If you do not wish to use the ARexx script, you MAY add T.I.S.
directly as a menu item, however you must ensure that you place all of the
files in DLG:. I suggest you use the ARexx script so you may place the files
wherever you choose. You have ARexx anyways, since The Immortal Struggle
requires Release 2 to operate. Release 2 includes ARexx. :-)
Please ensure that the quotes around the first argument are not missing,
or that the user's name does not contain any spaces. (For example, the Falcon
example above ensures that the name has quotes surrounding it, while the DLG
setup in the TIS_DLG.doc file passes a user name with underscores instead of
spaces.) T.I.S. must receive the user's name as one argument. Also, you may
need to supply your BBS program with the path to the "TISDFX" program if it is
not searched for in the regular path. In the case of the Falcon setup, modify
the menu entry above. For DLG, a simple modification to the ARexx launch
script will suffice.
As a side note, you do not necessarily have to use the «MSGS», «TOTALUP»
(or, for DLG-Pro, %MSGENTER and %FILESUP) arguments. These are used by the
game to give the user a "bonus" if their activity (messages-posted,
files-uploaded) since the last time they played has increased. If you do not
want these arguments passed, but would still like to pass a screen height etc.,
simply insert a zero in their place.
If no screen height is specified, T.I.S. will assume a screen 24 lines
high. (The screen height is merely used for More? prompting at various places
in the game.) The screen height may be no less than 10 lines high, and no more
than 255 lines high.
The ANSI argument ("MONO" being turn off colours, anything else meaning
leave them on) only affects new players. It is used to determine what mode to
initially use (colours, yes or no) when a new player enters the game.
Otherwise, this argument is ignored and whatever the player was last using in
the game will be used instead. Players are freely able to modify their ANSI
status with the "ANSI" incantation available within the game. This information
will be saved in the player's data structure.
Note that it is entirely possible to execute The Immortal Struggle from
your standard, run-of-the-mill Shell window. The Immortal Struggle modifies
the input and output streams of the current I/O handle to RAW mode, instead of
the traditional (buffered) CON mode. It is reset to the original state when
the door exits, either by break signal or the usual method. Note that if you
run it in a Shell window, you must be using a font and/or window-size
combination that will let you see 80 columns of characters.
That should be it for setup. You will want to try the game out for
yourself to make sure that the files are being located properly. Use the
"CLIMB" command and make sure that the TIS_Questions.dat file is being
accessed. If it does not present you with a question, either the
TIS_Questions.dat file is not located in the same directory as the "TISDFX"
program, or something else went wrong. (Certain methods of execution don't
work. Starting T.I.S. from a DLG menu script using the "EXE" command, for
example, will not properly report to AmigaDOS which directory the program was
called from. Please see the "TIS_DLG.doc" file on how to properly set up
T.I.S. with DLG so that this problem does not occur.)
Execution
-------------------------------------------------------------------------------
When a user enters the game, a few things are checked. First, the program
will check things like operating system revision, number of arguments passed on
the command line, and so forth. Next, it will check if there is already
another copy of The Immortal Struggle currently running. If this is the case,
the user will be told that the game is currently in use, and to please try
again in a few minutes. If this is not the case, the user may enter the game
as usual. This method is required since on a multiline system only one node
may be playing The Immortal Struggle at any one time.
If the user has not played within the last 28800 seconds (eight hours),
they are allowed to entry into the game. A player's Sense (with which he may
cast incantations) regenerates as time passes. If the player has a positive
amount of Sense, they are permitted to enter the game and are presented with a
list of things that happened since they last played, etc. The game command
line comes up and the user is free to continue as usual. Those in doubt at
this point should try the "HELP" and "INSTRUCTIONS" incantations. (Type these
directly. The Immortal Struggle uses complete word commands, not cryptic
single letter hotkeys that other online games are fond of.)
Information On Data Files Created
-------------------------------------------------------------------------------
T.I.S. will create a number of data files, named the following:
TIS_Global.dat - high message pointers, mountain information
TIS_Players.dat - individual player data structures
TIS_Suggestions.dat - questions suggested by players
TIS_Log.dat - journal of past game events
Messages/#? - player private/public mountain/global messages
The only files you should ever feel the need to mess with are the
TIS_Suggestions.dat and the TIS_Log.dat files.
The TIS_Suggestions.dat file is a file of questions suggested by players.
These questions will be of the same format as the TIS_Questions.dat file. You
should peruse this file every few days if there are new questions. With a
capable text editor, move the questions over from this file to the
TIS_Questions.dat file, if they are acceptable. (The whole reason for this
method, and not directly adding the questions to the TIS_Questions.dat file, is
to weed out stupid or inaccurate questions. Nobody is perfect.) The name of
the player who suggested the question will appear immediately after the answer.
This also may be moved over to the questions file, however it is not necessary.
(The name is there only for your reference; the game ignores everything after
the question and answer lines.)
If you would like to add your own questions to the TIS_Questions.dat file
(in fact, it is HIGHLY suggested that you do so!), again, use a capable text
editor. Follow the format used in the file. This format is a line of "---"
separating each question. After this line, the question appears, one a single
line only, up to 76 characters in length. The question may contain any
printable characters. On the next line appears the answer. The answer must
not exceed 39 characters in length, and may only contain UPPERCASE alphabetical
characters. It is suggested that numerical answers be short; they must be
written. It is also suggested that names be of the form FIRSTNAME LASTNAME, to
avoid any ambiguity when the question is posed. Similarly, do not use words
like "THE" or "A" prepended to an answer. Try and phrase the question in such
a way that such words are not needed when answering.
You can use the "SQ" (sort question) utility included with this release of
The Immortal Struggle to both sort your question data file and verify the
format of the questions. Please read the "SQ.doc" file for more information
about this utility.
Next, you may feel that the TIS_Log.dat file needs trimming after the game
has been running for a long time. T.I.S. has no problem with the large log
file; it accesses it from end to beginning (in reverse chronological order.) If
you feel that you need to trim the log file (if your hard drive space is at a
premium in other words), then, once again, load up your capable text editor.
Delete a number of lines from the BEGINNING to another line in the file. Do
NOT delete from the end backwards. Do not, under any circumstances, edit a
line of the file so that it is less than or greater than 80 characters in
length. T.I.S. depends on each line being exactly 80 lines in length. (If
you have alot of hard drive space and are not worried about a few hundred
kilobytes of game log file, leave it alone. Players are meant to look at this
log file often to get an idea of what transpired since they last played the
game.)
Deleting old messages from the Messages directory CAN be done, but it is
not a good idea. The message reader in T.I.S. will stop reading messages when
it can't find a message file. Basically this means that if you want to delete
any messages from the "Messages/" directory, it is best to delete the old ones,
leaving a single contiguous block of messages from the last one you didn't
delete up to the current message.
Lastly, there is also a program called "LPL" (list player levels) included
with this release of The Immortal Struggle. This utility was written at the
request of my DLG-Pro beta-tester, who is currently running a T.I.S. contest
on his system. This utility is so you can determine a "winner" after a set
period of time instead of having to wait until the game is complete (which may
take a LONG time!) Please read the "LPL.doc" file for more information about
this utility.
Licensing/Registration Information
-------------------------------------------------------------------------------
(This information also appears in the INSTRUCTIONS/LICENSING section of
the "TIS" program. The only difference is that the following information is
flush-justified, and contains my mailing address for registration purposes.)
The Immortal Struggle is copyright (C)1993 by Chris Rea. All rights are
indeed reserved. You may run The Immortal Struggle (hereafter referred to as
T.I.S.) on your bulletin board system provided that the following conditions
are met:
A) If you are running a pay-for-access system that grants non-pay users
less than than 40 minutes a day online time, or no access at all, you MUST send
in the registration fee after fifteen days of online usage of T.I.S.; I am
hoping that your users will harass you if you overstep this limit. (T.I.S. is
not crippleware; I would not make it so.)
B) Whether or not part A applies to you, if you are running it in the
greater Toronto (416) area code, you must get written permission from me to run
T.I.S. on your public system. If you register your copy you will
automatically have my permission. (If part A applies to you, you must register
after fifteen days anyways.)
C) If your system is non-pay and is not located in the greater Toronto
area, (in other words, neither parts A nor B apply to you) then you may freely
run T.I.S. on your bulletin board. You may still want to register, both to
get the benefits of the registered version and to get guilt off of your
conscience :-)
When you run T.I.S., you automatically agree to the above conditions.
Violation of any of the conditions is a crime. Please don't be a criminal :-)
The registered version of T.I.S. will feature configurability; there will
both be a "registered" executable and a sysop's configuring and editing
utility. There will also be a sizeable question file (with questions different
from those distributed with the unregistered version) distributed with these
programs. The distribution of these will be limited only to those who have
registered the program. (Hopefully enough sysops will register to warrant
creating this registered version.)
No guarantees are made, either expressed or implied, as to the
functionality of The Immortal Struggle. If you must, or would like to,
register T.I.S., please send a cheque or postal money order for the amount of
either CDN$20 or US$16 to:
Chris W. Rea
3058 Council Ring Road
Mississauga, Ontario
L5L 1N8 (CANADA)
Don't forget to include a return address, and, if available, the number
for your bulletin board system. (If your system is in North America, I would
not mind calling it to upload your registered version, provided you have at
least a 9600bps v.32 modem.)
Final Notes
-------------------------------------------------------------------------------
Please read the CREDITS section of the INSTRUCTIONS from within the game
itself. Thanks, once again, to all those mentioned in the CREDITS section, and
all whom I may have forgotten. (Forgive me. :-) Encourage your users to read
all of the instruction files available within the game, etc. The game is truly
fantastic and deserves more attention than other online games available.
Regarding other BBS programs, *NO* The Immortal Struggle will NOT be
converted to work with them. If you are an AmiExpress, Paragon/StarNet,
Atredes/Skyline, C-Net, etc. sysop, sorry but you will either have to find
your own way to kludge The Immortal Struggle to work with your system, or
upgrade to a better bulletin board program that has a non-proprietary door
protocol. (When I say proprietary, I mean that in order for the door to have
access to things like the user's name it must get them using specific BBS
functions and structures.)
(I seriously recommend BBX, which will surely revolutionize the Amiga BBS
market when it is released. Highly configurable, powerful, and user-friendly.
Completely Release 2/ARexx compliant, since it requires both to operate. You
want configurability? Don't go looking for proprietary menu script languages
that other BBS programs use. BBX offers the extreme flexibility of ARexx. No,
not just as an easy way to make doors. ARexx is used for the actual menus.
The possibilities are limitless!)
If you would like to contact me, for bug reports, suggestions, etc., I may
be reached either by the address given above (hopefully for registrations) or
with the BBS number and network addresses listed below.
------------------------------------------------------------------------
.- -. Christopher William Rea (U. of T. Computer Sci. Student)
| | | | | Sysop/IntuitionBase BBX (416)569-1482 (Toronto, Canada)
| |__| |__ | UUCP: cwrea@eastern.com FIDO: Chris Rea @ 1:167/104.0
`- -' "I open my mouth and some idiot speaks..." -Midnight Oil
------------------------------------------------------------------------
12-Feb-93
Cheers!
Appendix A: Release History (Newest First)
-------------------------------------------------------------------------------
12-Feb-93 / v1.07
-----------------
Second release. This can be considered a "major" release because now
there is a BBX-specific version of The Immortal Struggle included as well. The
BBX-specific executable is called "TISBBX" to differentiate between the
DLG-Pro/FalconCBCS/Xenolink version, which is now called "TISDFX". The BBX
version of T.I.S. has a NODE utilities command, which also shows up in the
other version but disabled. The ANSI command in the BBX version is disabled,
since BBX offers superior ANSI colour mapping control. The BBX version takes
advantage of which ever text editor the user has configured his account to use,
instead of using the original less capable T.I.S. message editor.
Also new and included in this release are two programs, "SQ", a question
file sorter and validation utility, and "LPL", a program to list players'
levels to determine a contest winner. Please see the documentation for these
programs for more information.
Lastly, there have been a few minor modifications to T.I.S. itself. The
player data and mountain data are no longer written as often; superior break
condition handling has reduced the need for writing these files as often as
they were written before. The executable has also become slightly smaller and
more optimal as a result of the work to convert T.I.S. to take advantage of
BBX. A small display bug or two fixed and a couple of other trivial things
also changed.
02-Jan-93 / v1.00
-----------------
Initial release of The Immortal Struggle. DLG-Pro/FalconCBCS/Xenolink
version only was released. No bugs were reported, which is good, and I also
got a few registrations, which is also good. But I'd like to see more. :-)
Appendix B: The Immortal Coffee (A Recipe)
-------------------------------------------------------------------------------
The Immortal Coffee is a highly interesting beverage with which you can
gain higher wisdom. To create The Immortal Coffee, you must follow the
following instructions.
You must procure some water, a fairly large quantity of instant coffee,
some highly sweet brown sugar, some Bailey's Irish Cream, some Kahlua, and
possibly some egg-nog. (If it is the proper season for such an item.)
Initially, boil some water. Pour this water in a cup. When I say cup, I
mean a large cup. In fact, I really mean a very large cup. Within this cup,
you must add a double dose of instant coffee. Disregard anything it might say
on the container's label. When I say double dose I mean double what one would
usually find enough to make one quite wired indeed. Next, add one shot (one
fluid ounce) of Kahlua to this large cup of boiling water and instant coffee.
After this ingredient, add two shots (two fluid ounces) of Bailey's Irish
Cream, and then possibly some egg-nog (again, if it is in season.) Lastly, add
plenty of brown sugar.
The Immortal Coffee is, indeed, quite Immortal. This combination of
sugar, caffeine, and ethanol will indubitably keep you awake for a long period
of time. Thus the reason why this is The Immortal Coffee. (Did I forget to
mention it tastes wicked?) Enjoy, and fleuh.
-------------------------------------------------------------------------------
END OF FILE
-------------------------------------------------------------------------------