From:
plt@SBBS.remove-w2x-this
To: Mortifis
Re: Re: Issues with adding online game adv. Sherlock Holmes
By: Mortifis to Plt on Thu Jan 24 2019 12:27:28
Sherlock.bat:
c:\sbbs\exec\netcom.exe %1 %2 %3 %4 %5 %6 %7 %8 %9
CD C:\sbbs\doors\GAAB\ADVSHERLOCK
sherlock.exe %# %F
^^^^^
try:
sherlock.exe %1 %2
c:\sbbs\exec\netcom /u
^^^^^^^^^
wouldn't you load netcom /u before sherlock? Also where does the config for sherlock look for the door.sys drop file?
File list:
==========
This document is a simple instruction to use to setup the Adventures of Sherlock Holmes for your RBBS. The following files are included:
SH.DOC - This Document
SHERLOCK.DOC - Player documentation (make it downloadable)
SHERLOCK.BAT - DOORS execution file (sample)
SHERLOCK.EXE - The executible program (will run stand-alone)
SHERLOCK.MPN - Map file (no graphics)
SHERLOCK.MPA - Map file (ASCII graphics)
SHERLOCK.MPG - Map file (ANSI color graphics)
SHERLOCK.HPN - Help file (no graphics)
SHERLOCK.HPA - Help file (ASCII graphics)
SHERLOCK.HPG - Help file (ANSI graphics)
SHERLOCK.DPN - Help file (no graphics)
SHERLOCK.DPA - Help file (ASCII graphics)
SHERLOCK.DPG - Help file (ANSI graphics)
SHERLOCK.RLN - Rules file (no graphics)
SHERLOCK.RLA - Rules file (ASCII graphics)
SHERLOCK.RLG - Rules file (ANSI graphics)
SHERLOCK.PLR - Players names file (created by program)
SHERLOCK.CFG - Game configurations file
SHERLOCK.DAT - Game maintenance tag (created by program)
SHERLOCK.ERR - Game error log (created by program)
CASE00.SMP - Case file template
CASE01.SHL - A sample case
NODES.BBS - A list of your comm port assignments by BBS node
TIMEGEN.EXE - Time control file generator
TIMES.DEF - Sample time control file
SHERLOCK.TIM - Compiled time controls
Program history:
================
7/87 Version P.xx - Preliminary.
8/87 Version 1.00 - Few bug fixes.
Corrected most typos & spelling errors.
Added CHAT support.
More cases added.
9/87 Version 1.10 - Set up default responses to Y/N questions.
Support for time controls.
Support for SNP, ANY, AVL toggles.
Will run under door monitor.
11/87 Version 2.00 - Support for PC-BOARD BBS
Support for multi-tasking (SHARE)
03/88 Version 2.02 - Bug fixes to shared file access
04/88 Version 2.03 - RBBS 16.1A & WILDCAT BBS support
06/88 Version 2.04 - Quick BBS support
New GMON monitor spec support
07/88 Version 2.05 - TIMEGEN interface repaired
New SysOp control keys
Word Wrap added to CHAT
08/88 Version 2.06 - Shared file access bug fix
GAP BBS support added.
11/88 Version 2.07 - PCBoard 14.0 support added.
WWIV BBS support added.
02/89 Version 2.08 - PCBoard 14.0 support bug fix.
07/89 Version 2.10 - ANSI requirements.
Enhanced color.
Player editor incorporated.
Standard config file.
10/89 Version 2.40 - Spitfire support added.
Local login support for most BBSs.
11/89 Version 2.50 - Time access bug fixed.
05/05 Version 3.00 - Ported to Win32 & *nix
Executing Sherlock:
===================
To execute directly as a door, you can use the file SHERLOCK.BAT. The
program must be executed from the directory containing all of the
above listed files except that NODES.BBS must be in the RBBS directory.
Sherlock is invoked one of four ways.
1. SHERLOCK
2. SHERLOCK node
3. SHERLOCK node path
4. SHERLOCK node path handle
The first is used to run Sherlock in local mode. This will play as any
other game on your IBM PC. The second method is used to run Sherlock
as a door with the drop file in the door directory. The third method
is used when running as a door with the drop file elsewhere. The path parameter is the current full path containing the drop file. The node
is the BBS node number. The node number is passed to door batch files
as parameter 1. The fourth method is for dropfiles that don't support
passing a Win32 handle in the dropfile (Currently everything but door32.sys) handle is assumed to be an open COM or socket handle. In general, *nix SysOps and Win23 SysOps using door32.sys should use method three and Win32 SysOps using any other dropfile format should use method four.
SAMPLE for Synchronet: sherlock %# %F
Select 32 bit, Multi User, and use the DOOR32.SYS (Mystic) drop file, in the node directory.
Adding time controls:
=====================
With version 1.10 and newer, Sherlock contains the ability to control access
of the game by security level, time of day, total play time per day, total
play time per game, total game count per day, and time required to wait
in between games.
The time control file may be used directly under RBBS or also with the door monitor. If not included, then only the standard time controls are used.
The time definition file is an ASCII file used to create the time control
data file. It has the following format:
:SYSOP 1000 2330 ; Sysops hours
:LEVEL 006 007 008 008 008 008 008 008 ; Level access classes :DAYT 000 000 000 000 000 000 000 000 ; Daily time limits :DAYG 001 002 003 003 003 003 003 003 ; Daily game limits :WAIT 000 030 030 000 000 000 000 000 ; Time between games :TIME 0000 060 060 060 060 060 060 060 120 ; Per game access :TIME 0600 000 030 030 030 030 030 030 030 ; Per game access :TIME 1000 000 045 045 045 045 045 045 120 ; Per game access :TIME 1600 000 030 030 030 030 030 030 030 ; Per game access :TIME 2000 000 045 045 045 045 045 045 060 ; Per game access
The first entry defines the SysOp hours. This controls when the player may
use the page command. These entires are expressed as HHMM. The second entry may be smaller than the first. As an example, ":SYSOP 0700 1900" allows the player to use the page command from 7am until 7pm. The entry ":SYSOP 2200 0200" allows the page command to be used between 10pm and 2am.
The ":LEVEL" entry defines how different security level users have access to the game. This line consists of 8 entries in ascending order. Each entry corresponds to a game control level. As an example let us consider the following entry: ":LEVEL 010 020 030 040 050 060 070 080". Any user with
a security level of less than 10 would not have access to the game. Users
with security level 10 through 19 would have level 0 privelidges. Users
with security level 20 through 29 would have level 1 privelidges, etc. Priveledges are explained below.
The ":DAYT" entry defines the maximum time in minutes each privelidge level
may play the game per day. This entry consists of 8 values each corresponding to a privelidge level in ascending order. Each value is in minutes. A value of 0 represents no daily time limit for that particular privelidge level.
The ":DAYG" entry defines the maximum number of times the user may enter the game on a gien day. It consists of 8 values each corresponding to a
privelidge level in ascending order. A value of 0 represents no game limit
for that particular privelidge level.
The ":WAIT" entry defines the amount of time in minutes each user must
wait between entering the game. This entry consists of 8 values each corresponding to a privelidge level in ascending order.
The ":TIME" entries define the amount of time each user may spend during a single play session. It consists of 9 values. The first is the time of
day the period starts. The remaining 8 are the game time limits for
each of the 8 privelidge levels. Time limits are in minutes. A 0 value
here means that the user my not play the game during that time period.
Each ":TIME" entry must be in ascending time of day order. There may be
a maximum of 8 ":TIME" entries.
To build the time control file, the following command line is used:
TIMEGEN def_file time_file
Where def_file is the ASCII file defining all time controls and time_file
is the output file that the game will read. For Sherlock, use the following command line:
TIMEGEN times.def sherlock.tim
The editor:
===========
Sherlock now has a built in editor. The person whose login matches the
one contained in the configuration file or a person on locally may use
the editor. The editor may be entered in two ways. The first is to
enter the word EDITOR in the case selection menu. The second is to enter
the command EDITOR while in a case. In either event you will be prompted
to enter the editor password (also from the configuration file). Note that
the editor password is case sensitive.
Deleting old players:
=====================
Sherlock now automatically deletes players who have not played for more than
30 days.
The configuration file:
=======================
The following is a definition of the SHERLOCK.CFG configuration file:
Line 1: BBS name
Line 2: Complete drive/path/filename of name of user DOC file
Line 3: Complete drive/path/filename of bulletin file
Line 4: Login of person to use editor
Line 5: Password to use editor
Writing new cases:
==================
The following section will describe how to write new cases. The file CASE00.SMP is a template that may be used for creating cases. You can
also examine CASE01.SHL to get a better idea.
The file is made up of records. Each record starts with a record tag describing what kind of record it is. Each record ends with an end record
tag. The file ends with an end case tag. Records may be in any order
except that the title record must be first. The following list will
describe each record type and what they should contain.
:TITLE This record contains the title of the case.
The title should start in column 1 and must
not exceed on line.
:ID_TAG This record contains the case number. This
should be a 3 digit number and should start
in column 1. Each case must have a unique
ID tag. If the ID tag is 0 or greater than
100, then the case will be considered a sample
case and no points will be awarded for solving
it.
:CASE This record contains the case information that
is presented to the player before the start of
the game. It can be 1 or more lines of text.
Each line of text should start in column 8 in
order to keep the appearance of the game nice.
The recommended amount of text is between 30
and 40 lines.
:QUESTION_1 This record contains the first of up to 4
questions the player must solve in order to
win the game. The question should start in
column 8 to keep the asthetics of the game.
The question should consist of only 1 line.
:QUESTION_2 This record contains the second of up to 4
questions. It follows the same format as
:QUESTION_1.
:QUESTION_3 This record contains the third of up to 4
questions. It follows the same format as
:QUESTION_1.
:QUESTION_4 This record contains the fourth of up to 4
questions. It follows the same format as
:QUESTION_1.
:SOLUTION_1 This record contains the solution(s) to the
first question. It contains 1 or more lines
each starting in column 1. Each line should
should contain the same information but in
a slightly different way. This allows the
program to recognize more than a single answer.
As an example, if the killer was Sir Laurence
of York, then the following lines would be
appropriate:
Sir Laurence of York
Sir Laurence
Laurence of York
Laurence
Each line describes the same person in a
different manor.
:SOLUTION_2 This record contains the solution(s) to the
second question. It follows the same format
as :SOLUTION_1.
:SOLUTION_3 This record contains the solution(s) to the
third question. It follows the same format
as :SOLUTION_1.
:SOLUTION_4 This record contains the solution(s) to the
fourth question. It follows the same format
as :SOLUTION_1.
:STORY This record contains an elaborate solution to
the case. It is optionally presented to the
player after the end of the case. It should
contain 1 or more lines of text. Each line
of text should start in column 8 in order to
preserve the asthetics of the game.
:GALLERY This record contains the clue information for
the Loire Art Gallery. It should contain 1
or more lines of text. Each line of text should
begin in column 8 to preserve the asthetics of
the game.
:BOUTIQUE This record contains the clue information for
Hillerys Boutique. The format is the same as
for :GALLERY.
:SCOTLAND This record contains the clue information for
Scotland Yard. The format is the same as for
:GALLERY.
[continued in next message]
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