DISCLAIMER:
I (David Talbot), am not responsiable for any damage caused to any computer
system from use of any of the components contained in the War of The Wyrms
package.  By running this program you are agreeing to these terms.

                        WAR OF THE WYRMS TEXT FILE

PREFACE:


Welcome gamers!

WOTW is written was written as my first gaiming project.  It represents almost
eight months of work between school and job.  I must say at first the task
seemed impossible, but no problem was too big... :)  I must have spent more
than a dozen messages on various programming nets.  Please sysops, remember
that I did spend many many hours making this game, pestered my great beta
testers, and have almost killed myself from lack of sleep.  (Try sleeping
4 hours a night consistantly, you get used to it after awhile, but If I'm
to go without sleep, hey don't I deserve a little cash?<G>)  The registration
is only $20, not much considering the many hours of work.  I know I have spent
more than 200 hours in front of this screen putting in thousands of lines
of code.  This is a great game that breaks away from the same old,"Make
a fighter and kill the dragon".  Well guess what?

                -Remember, the dragon does usually kill the knight.  :)



TABLE OF CONTENTS:


To find what you want fastest, use your keyword search, case sesative.  All
of my area labels are just as you see them such as CONTENTS:.


REGISTERING:   How to register this game.  It is low cost and removes that
               terriably annoying delay.

QUICKSETUP:    This chapter covers how to set up WOTW for your users to use
               in less than five minutes.  Setup is easy, and the questions
               simple.

RESETTING:     Don't need a section for this.  In the directory containing
               War of the Wyrms, simply run RESET.BAT.

EXTERNALMOD:   How to load external modules such as the FAERIE FORSET module
               included for free.

MAKINGMODULES: How to make external modules in C/ C++ for War of the Wyrms.




                        -==-=-=-=-=-=-=-=-=-=-=-=-=-=-==-

REGISTERING:

How to register War of The Wyrms:

Registering is very simple.  Simply send $20 American in a check or money
order to:   (Cash will be accepted, but if I get the envelope and the cash
has been already pillaged, I'll return a codeless envelope to you.  I've
never sent cash through the mail that HAS reached its destination)

David Talbot
PO Box 21741
Waco, TX 76702


Include in the envelope your name, address, phone number(voice & BBS),
name of the BBS it will be registered to, any bugs you might have found, and
what you think would make the game better.
Of course all of this is for not if the $20 is not included.  :)


I STRONGLY URGE YOU TO USE CHECK OR MONEY ORDER! THE POSTAL SERVICE IS NOT
EXACTLY RENOUND FOR LETTING CASH GO THROUGH!!


For registering:

For registering you get use of War Of the Wyrms On your BBS.  Your code
will be of use for versions of WOTW version (0.01) through (1.5).  You
must of course get a copy of the actual file and apply the source code
yourself... It's not hard<G>.





QUICKSETUP:

RUN (WCONFIG.EXE) and fill in all the blanks.  If you don't have a reg code,
enter 0 or whatever.  Where there are no external file modules, enter EMPTY.
NOTE:  When you are entering the external files, you may enter, for example,
FAERiE insted of FAERIE.EXE  Don't worry about extentions.  HOWEVER... your
users see what you type here so capitalize it like you want them to see.

Use your dos editor and edit wotw.cfg(for the computer illits: EDIT WOTW.CFG)
It explains itself well.  Any line where there is a semicolon ; it ignores
the rest of the line.

To enter your reg code, delete wotw2.cfg and run wconfig entering the reg
code in the proper blank.

Make your midnight maitence batch file run MAIT.BAT from the War of The Wyrms
directory.  This changes the announcemnet files and allows the players
who have played to play again.  If this file is not in the maitence batch,
players will only be allowed to play once, then be locked out for eternity...

That's it!  Once again, I encourage you to register, depending on the number
of registration checks I receive I'll make more.  I am already working on
message systems and Draknamur(handfasting)... 

EXTERNALMOD:
To add new external modules later, simply delete wotw2.cfg and
run wconfig again and do as you did before adding the name of the new module.

This copy of War of the Wyrms has a freeware copy of The Faerie Forest
external module.  I wrote this one as an example, where you run amuck in
the Faerie Forest eating faeries and killing lepracauns!


MAKINGMODULES:
Once you register WOTW you have the right to make unlimited modules
that can be used anywhere-- you may even sell your module for money.

FOLLOWING IS ALL THE INFORMATION ON DATA STRUCTUES FROM THE DROP FILES AND SO
ON...  NOTE ALSO:  I PROGRAMMED THIS GAME USING AN EXCELLENT TOOLKIT CALLED
OPENDOORS.  I JUST CAN'T RAVE ENOUGH ABOUT HOW EAZY THIS TOOLKIT MAKES DOOR
PROGRAMMING!


PLAYER FILES... I used C player commands and a mirror file.  SEE WFILE AND
RFILE functions included.
struct inforec
{
	char name[20];
	int str, dex, def, color, lev, hp, maxhp, maxspecial, spuses,
	head, finger1, finger2, finger3, finger4, dunkill, dead, maiden,
        usernum, ontoday;
	long exp, hoarde;
}person, foe;
str = the person's strength.  Determines Damage, and str * 2 is the special
	attack power.

dex = the person's ability to hit another.  if((DEX + random(40)) > (DEF +
	random(20)) was the basic idea of the formula used.

def = The person's ability to not be hit.  See dex

color = this is a numerical value between 1 and 9.  The dragons are listed
	in order on the dragon creation process.  1 being a gold, 2 ruby,
	3 amber, 4 white, 5 blue, 6 topaz, 7 red, 8 black, 9 green.

lev = the persons leval.

horde = how much gold they have.

hp = current amout of hps.  When player gets hurt, subtract here.

maxhp = the maximum amout of hps they have.

maxspecial = the amout of times a person can use their special attack.

spuses = the static number of specials they have.  (This number goes down
	each time special is used while maxspecial SHOULD not.)

head, and finger1 - 4 = Don't use these.  These hold the item values.  I may
	in future versions let the public have my monster and item editors,
	and at such time would allow you to use my readitem() function.

dunkill = the highest dungeon they have defeated.  Don't use this one.

dead = 0 if they are alive (set at login), 1 if they are killed.  If you
        want a player to die, person.dead = 1; wfile(); exit(0);  Wotw will
        automatically pick up on this and subtract the penalities.

maiden = 1 if they have captured a maiden, 0 if they don't have a maiden.

ontoday = 0 not on today, 1 been on today.

exp = go figure... :)
struct
{
	int externalactions, fights;
} wotwdrop;

externalactions is set by the sysop by the number of things the users may
do in the external world.  The fights is the number of hunt fights the person
has.  Write to this file with the "wb" flag.

I used the user's name in for the file and a second file (userpt) to write all
the user's names in.  This created "invalid" file names, but WOTW picks up
on them... so it works...

Hopefully you're a competent enough C user the be able to write your own file
I/O functions, although I'm thinking of writing a book on file I/O only.
I could'nt find a single book that centered around file I/O, even though it
is an essential part of C.

I hope to add more to this text file in future versions...

I know it's vague, but if I had included everything, then well... you would'nt
need to register would you?  You could just change my source code!  <GiGGLE>
Feel free to contact me through conventional mail:

David Talbot :  attn QUESTION
PO Box 21741
Waco, TX 76702


I'll try to help you to the best of my ability.

Please send any bugs you find to this address as well.

Good luck, and may your dragons fly high!
(I used alot of gotos because it has such a small source.  I used mostly
functions in the main game.  Don't let your techers fool you, gotos aren't all
bad!  They greatly speed some things and are great for breaking out of loops
on certain conditions.)

(And I did'nt use a SINGLE flow chart in either game.)

