Good idea. However, if I remember correctly, being able to use an "olc" based building format would create some problems, possibily needing runtime info for inheritance chains. However, I very much like the idea of seeing the Circlemud structure "converted" over to a more object-oriented style, multithreaded (imagine the syncronization threads this would start..) system (and a new combat system, throwing out that crappy AD&D one, maybe using a Rolemaster type instead for endless expansion). Just a few ideas. Franco Gasperino Cutting Edge Communications 509-444-INET awe@cet.com ---------- > From: Jeremy Elson <jelson@CIRCLEMUD.ORG> > What I've been mulling over lately, actually, is an all-C++ mud using > POSIX threads, one thread per player, with a compiled worldfile format > more or less resembling C ... but that is such a major change that the > MUD would probably no longer be "CircleMUD". The worldfile format > I've been thinking of is something like: > > DELCARE ROOM 1000-1100; > > /* Defaults for rooms 1000 through 1040 */ > DEFINE ROOM 1000-1040 { > sector-type = indoors; > zone = 30; > flags = peaceful; > }; > > DEFINE ROOM 1001 { > flags += quiet; /* Room 1001 is peaceful and quiet */ > name = "The Big Room"; > desc = > "This room is so big you just can't believe it. What's up with that? > The room is just so huge that you can't even see the top of the walls. > Wow."; > }; > > > -Jeremy > > > +------------------------------------------------------------+ > | Ensure that you have read the CircleMUD Mailing List FAQ: | > | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | > +------------------------------------------------------------+ +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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