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 BBS Door Skeleton  Bernie Gallagher 22.11.1992

Готовый к компиляции пример построения BBS Door. Поддерживает работу с портами COM1...COM4 и локальный режим.
It is a complete BBS DOOR ready to compile and run!



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DOOR SKELETON COPYRIGHT (C) 1992 BERNIE GALLAGHER ...is a complete BBS DOOR ready to compile and run! --- INTRODUCTION ------------------------------------------------------ Of course, it doesn't do anything (except ask the caller a few silly questions)... It's just a skeleton program for YOU to build your brainchild Door around. However, it is a functional door even as it exists now and you could very well install it as a door on your BBS. In fact, why don't you do that and see what it does before you make any changes to it? Even in it's skeleton form, you will see that it extracts the user's name from DORINFO file (or prompts for your name in local mode), and maintains a player file indexed by first and last name. --- INVOCATION -------------------------------------------------------- The format to invoke the program is: DOORSKEL <node> <bulletin> <node> is a number from 0 to 4. Node 0 means local mode. Node 1 to 4 causes it to read DORINFO<node>.DEF which is created by your BBS (or by a door file conversion program). It obtains the caller's name, com port, baud rate, time remaining, and ANSI preference from this file. <bulletin> is optional, and is the full path/name of the score bulletin to create or update when the player ends his session. No special config or install program is required. This program will create all files it needs "on the fly" when it runs for the first time. --- INSTALLATION------------------------------------------------------- As suggested above, I again suggest that you install it in it's present form as a door on your BBS before you make any modifications to the source. You install Door Skeleton just as you would any other door: configure your BBS to call a BATch file similar to the following one when the caller selects it from your menu of doors. Also configure your BBS to write a caller info file to the directory in which Door Skeleton resides. REM EXAMPLE BATCH FILE TO CALL DOOR SKELETON FROM BBS NODE 1 CD \DOORSKEL DOORSKEL 1 C:\BBS\BULLET7 CD \BBS STARTBBS.BAT Door Skeleton expects a DORINFO type caller info file, named either DORINFO<node>.DEF or CALLINFO.<node>. The format of this file is: Line 1 = Name of BBS Line 2 = Sysop's first name Line 3 = Sysop's last name Line 4 = Com port (1, 2, 3, or 4 - non numeric characters are ignored, ie. "COM3", "COM 3", "3", " 3 ", etc. all translate to com 3) Line 5 = Baud rate (begins scanning at first numeric digit and continues scanning until it comes to a non numeric character or EOL, ie. "2400", " 2400 " "baud 2400", "2400,8,N,1", " 2400 7 E 1", etc., all translate to 2400 baud) Line 6 = ignored Line 7 = Player's first name Line 8 = Player's last name Up to this point, all lines are required, Door Skeleton will now keep reading until all optional lines are read or until it comes to EOF. Line 9 = ignored Line 10 = ANSI switch (numeric value of 2 will select ANSI, any other value will not select ANSI - default is no ANSI). Line 11 = ignored Line 12 = ignored Line 13 = ignored Line 14 = screen width (default is 80) Line 15 = screen length (default is 24) --- CUSTOMIZATION ----------------------------------------------------- The assumption here is that you are already a proficient programmer in Pascal (or are an expert programmer in some other language and are familiar with the syntax and use of your Pascal compiler). Door Skeleton is not intended to be a "door writer's construction set". It is merely a foundation (async/modem drivers, remote terminal I/O, and file locking). YOU must still do the work of programming the "meat" of your door program. After you have tried it out, and have got it to work as a door from your BBS in it's pristine state, you can begin to use it as the foundation for your own door. At first, you should not change any of the modules except these: One is PLAYREC.INC. This is the file record for the player file. You will need to add your own fields to this record to keep track of players position, score, options, etc. during and between sessions. DO NOT delete or modify any of the fields already defined! And DO NOT yourself write to any of those fields with your code! IMPORTANT: any time you change the format of any file record, you must delete that data file, and let it be re-created from scratch, otherwise you will get a "RECORD LENGTH ERROR" the next time you enter the door. The module CLRPLAYR.INC is what initializes each new player record whenever a player enters the game for the first time. You need to initialize all the fields you define here, otherwise your fields will contain random gibberish. Another is CFGREC.INC. This is the file record for the config file. You may want to add your own fields to control the number of credits each player starts out with, the maximum number of widgets a player may posess at any given time, etc. The config file also has it's corresponding CLRCFG.INC. You could change the default values for the daily time limit, turn limit, session limit, or snoop toggle here. COMMON.INC is where you should define all global variables used by your own routines. However, you really should make your variables local whenever possible and pass them as formal parameters. Put the logic of your game in PLAY.INC. This currently contains some comments and example statements to display text and prompt the remote user for input. Modify BULLETIN.INC to create your SCORES BULLETIN. Again, DO NOT change any of the logic of this module. Change only the WRITELN's to format your SCORES BULLETIN the way you want. Add your COPYRIGHT to COPYRITE.INC. You MUST leave my COPYRIGHT intact so it will display at the start of the program! And depending on what brand of Pascal compiler you use, they may also require you to add their copyright too. Oh, and you'll probably want to change the name of the program header in DOORSKEL.PAS to the name of your door. --- ADVANCED CUSTOMIZATION -------------------------------------------- After you have become comfortable with Door Skeleton, you might become daring and start to modify some of the support modules to really customize your door. In fact, you will have to do this if you want to add ANSI special effects, respond immediately to the press of arrow or other keys (hot keys), and other things to make your door truly unique. But DO NOT do this until you thoroughly understand how the support logic works! Browse through some of the INC files that came with Door Skeleton and read the comments at the top of each one. I've given you some Good Stuff that might be useful in writing your door. A really sophisticated door will probably need additional files. For example, in a Trade-Wars-like game, you will need a file of all the ports. You can create your own additional files with Pascal's low level REWRITE, RESET, READ, WRITE, and CLOSE functions; or you can use PLAYREC.INC, GETPLAYR.INC, PUTPLAYR.INC, CLRPLAYR.INC, DEFPLAYR.INC, ADDPLAYR.INC, and FNDPLAYR.INC as examples for creating equivalent functions to access files of your own design. If you use my file functions as models for additional files of your own, you should place your DEF's after the existing DEF's for the player and config files in START.INC. Of course, you may wish to take the complete opposite approach. You may just want to yank out the async/modem drivers (in ASYNC.INC) and write everything else yourself from scratch. Be my guest - and good luck! --- SPECIAL FEATURES -------------------------------------------------- Some of the nifty features already included are as follows: A sysops CONFIG menu which is automatically entered in local mode, and is also entered in remote mode when the user's name matches the sysop's name on the caller info file. You can set the the maximum number of player turns, daily sessions, time limit, and local snoop toggle from the config menu. Add other options that you need for your particular door. All output sent to the remote user thru PUTSTRING is word wrapped. I.E., you do not have to place end-of-line marks so that your text doesn't run off the right edge of the screen (though you can insert them when you want text formatted Just So). Through the use of a wide variety of ASK_... functions, all input is length, type, and range checked before it is passed back to your code. When ANSI mode is on, all remote text is displayed in ANSI color, with one color for text generated by the program, and another color for text typed by the user. Supports COM-1 thru COM-4, from 300 to 9600 baud. If it is a remote connection, it converses with the remote user, while echoing all communication on the local screen (if snoop is on). It monitors Carrier Detect and exits if the user drops carrier. It will also exit if the remote user remains idle for over 5 minutes. With Turbo Pascal's "split screen" ability, it displays a static status line at the bottom of the local screen at all times while the user is playing (this feature may not be supported if you use a Pascal compiler other than Borland's). It will take the modem "off hook" after a user disconnects or drops carrier so that there will be no window of vulnurability until the BBS reloads itself. It opens each file only while it is being accessed and then closes it again. There is a performance penalty imposed by this design, but the benefit is that no more than 1 file will ever be open at the same time - thus saving you the potential problem of your door locking up because your users hve selected only a small number of file handles on their machines. It also performs file locking by node! YES, you door will be multi-node with no special effort required on your part! A scores bulletin is generated at the end of each player's session (if the bulletin file name is specified on the program parameter list). --- POTENTIAL PROBLEMS ------------------------------------------------ If the program should abend while performing disk I/O, it is possible that it will leave the lock for that node set. All further use of the program will report a FILE SYSTEM DEADLOCK. There are two ways to fix this when it happens. The simplest is to simply ERASE all the lock files. A fancier way to clear the deadlock is to run a utility program included here called FREENODE. It lowers all the semaphores of all the lock files it finds and reports which ones are hung. Obviously, you don't want to do this until you are sure that there are no users playing the game, or you could possibly free a lock that is locked because the door is actually updating data from that node! --- COPYRIGHTS -------------------------------------------------------- A word about copyrights... This code IS copyrighted. You may alter it and change it around any way you like to make your door work the way you want it to work. My only requirement is that you display the following copyright notice at the start of the program (it does this as of the way you received it), below your COPYRIGHT. WRITTEN OVER DOOR SKELETON V1.0 COPYRIGHT (C) 1992 BERNIE GALLAGHER Please also be advised that the publisher of your Pascal compiler (Borland, Microsoft, etc) may require that you also include their copyright in the final compiled COM program. The easiest way to do this is to add it in to COPYRIGHT.INC below my COPYRIGHT. You may NOT distribute any of my Pascal source code (except in it's original unaltered ZIP file as you received it), whether you modified it or not. You may, of course, distribute your own source code PROVIDED that it is completely your own work and not derived from any of my source files. If you ernestly desire to distribute your door in source code form so that users can compile and run it, you may place my unaltered ZIP file as a single file embedded within your ZIP file. If you don't charge a fee for this composite ZIP file, then everything is still hunky-dory. But if you want to CHARGE for your source AND include my source along with it, I'm not opposed to the idea, but we need to have a little chat and work out royalties. Finally, if you distribute a COM program that you have created with the help of my DOOR SKELETON, you must register DOOR SKELETON! Note that you do NOT have to register DOOR SKELETON merely to use it! You may use it for months, or years without having to register it, while you develop your brainchild. But once you start distributing a COM program created from it, you MUST, then, register it! Furthermore, you must register it once for EACH door that you release. You do NOT have to re-register it for a new version of a previously registered door, ONLY for a completely new door. IE, if you register it for GALACTIC MARAUDERS v1.0, you do NOT have to re-register it for GALACTIC MARAUDERS v2.0, 3.0, etc. However, you DO have to re-register it when you release ULTRA TRADER v1.0. --- SUPPORT ----------------------------------------------------------- You are welcome to call my BBS, the Starship BBS at (908) 828-8121 at 2400, 1200, or 300 baud. On my BBS, you will find the latest versions of all doors and other shareware written by myself - including Bernie Host, a complete BBS system. You will also find a large shareware library of Pascal toolboxes and source libraries written by various shareware authors. Hopefully, you will even find actual doors by other shareware authors written with Door Skeleton. Please be advised that as I write this READ.ME in November of 1992, I expect to be moving early 1993. I hope to be able to take my BBS phone number with me when I move, but if not, I am listed in Computer Shopper and you can find my new number listed there. The Starship BBS will still be listed in the 908 area code section.