wMUD MUD codebase
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Gergely Polonkai af219eefdf Fix config filename to open 7 years ago
conf Add warning about auto-appended DB file extension to example config 10 years ago
data/texts Added a static text and template handling bundle skeleton 11 years ago
docs/reference/wmud Documentation fixes 10 years ago
iminiru Added menu table and its contents to the SQL files 11 years ago
nbproject Created a NetBeans project 11 years ago
old-codebase Made some more cleanup in old-sources 11 years ago
sql Fixed create-world.sh and drop-world.sh scripts to include menus, too 11 years ago
wmud Fix config filename to open 7 years ago
.gitignore Add generated enumtypes files to .gitignore 7 years ago
AUTHORS Changed my e-mail address 10 years ago
COPYING Added autotools stuff 11 years ago
ChangeLog Added autotools stuff 11 years ago
HACKING Added the HACKING file for later fill, with only a very basic description 11 years ago
INSTALL Added autotools stuff 11 years ago
Makefile.am Fix configure.ac and toplevel Makefile.am 7 years ago
NEWS Added autotools stuff 11 years ago
README Extended the README file 11 years ago
TODO Moved some TODO items to GitHub's issue tracker 11 years ago
autogen.sh Added the libgiosmtp module, and hence libtool support 11 years ago
configure.ac Fix configure.ac and toplevel Makefile.am 7 years ago
create-world.sh.in Fixed create-world.sh and drop-world.sh scripts to include menus, too 11 years ago
drop-world.sh.in Made create-world.sh and drop-world.sh a template. 11 years ago
uncrustify.cfg Uncrustify sources 7 years ago


What is wMUD?

wMUD is a MUD code base. It is written from scratch, using GLib and CURL.
Although it is just another MUD code base, I tried to add unique features, and
also tried to make it as flexible as possible.

What are the key features?

wMUD stores everything in an SQLite3 database, and everything really means
everything. The whole world is dynamic, and most of it can be defined without
touching the code itself. Possible directions, areas, rooms, items, mobs,
races, classes and all important apects of the world are in the database
backend, and as such, can be reloaded runtime without stopping the MUD.

wMUD is modular. Except the basic commands, everything is loaded via dynamic
modules (well, on systems which support it). This again helps flexibility, as
commands, spells, and many more can be loaded or unloaded runtime. This, of
cource can sometimes cause funny things in game play (characters disappearing
because of unloaded race), but everything can be explained with a good story.
Or, if you are not creative enough, you can simply disable this functionality.

wMUD is a threaded application using GLib's GThread functionality. All tasks
are done by separate threads, so the game can run as smoothly as possible. The
game world is ran by one thread. Database updating is done by a separate
maintenance thread. This may cause some lags in the database update process,
but whenever it causes trouble, wizards can force the maintenance thread to
start immediately. The Out-of-Game chat functions also run in different

Why writing a new codebase?

The MUD codebases out there (well, the ones that are freely available) are a
bit outdated. Yes, I know that in the world of MMORPG games even MUD is
outdated, but who cares?

The other part of the story is that I needed challenge. Writing such a software
while creating a world to run in it is a huge job. However, creating a world in
a codebase that does not really support the features I need requires a lot of
coding. I realized it early during the world building with CircleMUD, so I've
decided to create a new codebase even if I have to recode everything from
scratch. As GLib, SQLite3 and CURL are at my hands, even if I'm just trying to
get to know them, it was not that hard.

How can I help in development, or add my own stuff?

wMUD's development, so as other MUD codebases', is no easy task. Although each
thread is coded in a separate file (except the game thread), threading makes it
even difficult. I try to make this task as easy as possible with comments and
an API reference, but this is also a hard goal to accomplish. If you really
want to mess with things, the file HACKING is just the place for you.