You wrote: > 1. Charecter's: Structures or Classes? > Switching to classes would allow for certain player-specific > actions (equiping, removing, fighting) to be contained within the > class. Not much of an advantage if you look at it one way, I'm open > to your opinions on the matter, from charecter creation to death. Definitely classes. Data Structures Inheritance: Item / \ / \ / \ ItemPrototype ItemInstance Character / \ / \ / \ Player Mobile | | | (God ?) Embedding: World | | | Zones / | \ / | \ / | \ Rooms Items Mobiles (prototypes) / \ / \ / \ Characters ItemInstances > 2. Channels? > I'm thinking that removing the current channel system with a stream > defined to send messager over the telnet system would be easier to > deal witht he current system. Image sending text to players with > statements like 'pout << "You are sleeping";' and 'vout << "You > fell chilled";' rather than the sprintf etc statements in current Too much work, just count the send_to_char statements in the code and add the acts and then rethink. i personally don't like C++ streams. > Circle coding. Adding gossip, chat, and clan channels could be a > greatly simplified process, all derivatives of a (new? Know c++ but > not much about unix specfic stuff like socket programming) base > stream. Heh, there are other big advantages of OO that make it worth. Cat. -- _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ _/_/ _/_/ _/_/ Thomas Katzlberger _/_/ _/_/ katzlbt@vuse.vanderbilt.edu _/_/ _/_/ http://www.vuse.vanderbilt.edu/~katzlbt/ _/_/ _/_/ _/_/ _/_/ "You can tune a file system, but you can't tune a fish." _/_/ _/_/ UNIX man page for tunefs. _/_/ _/_/ _/_/ _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/+-----------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://cspo.queensu.ca/~fletcher/Circle/list_faq.html | +-----------------------------------------------------------+
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