heh, all i did was figure out how to ascii-fy the current objsave and autoeq seemed to work fine, of course it took a LOT of debugging, and a special way of reading in the obj_save files :-P course, it's kinda hard to work out, but it was worth it. now i have restring working, and i've created vehicles from bugs (item 0) :-P pretty kewl. good luck :-P Code On Akuma the Raging Coder At 06:22 PM 10/10/97 -0800, you wrote: >On Friday, October 10, 1997 12:48 AM, Soren P. Skou [SMTP:serces@MUD.DK] >wrote: >> Hi all.. >> > ><snip> > >> >> I've tried tracking down the error. But it doesn't seem like there is >> anything wrong. 'Cept maybe, I took a good look at the Rentfiles, and >> what location the different EQ's was saved at. And as far as I can >> see, then Objects saved from Inventory has Location 0, regardless of >> if they are in another object or not. Dunno, maybe I'm reading the >> code wrong or something, but I've got the impression that EQ coming >> from a bag, will have a negative number, corresponding to the >> container they are in, or am I totally looney here???? >> > >Why not just write an ascii based object save/load routine? > >Here's how I did it. > >Objects in Inventory are at level 0 > >Objects in a bag are at successively increasing numbers based on how >many bags deep you are currently processing. > >Use a routine to scan inventory, saving each obj. When a bag is encountered, >save it, then increment the count var and start looking in the bag. When you >are done with the bag's contents, decrement the counter var and continue >with the inventory scan. Repeat this process for worn equipment and put >a marker in the file so you know when inventory stops and eq begins. > >If you save the object flags, the values, weight and text strings (if >different >from the prototype) you will have a pretty good system to handle your >rent files. > >Loading is even easier. Just keep an array of object pointers to store the >bags at each level. WHen you increment the counter var you store a new >object in the array. When you decrement it, you take the new highest object >and start using it as the new 'container' for loaded objects. > >It's also portable to just about any system. No binary files to worry about. > >--Mallory > >Example: > >Inventory > > 0 bread > 0 barrel > 0 bag > 1 wand > 1 staff > 1 bag > 2 cookie > 2 flask > > >I can picture in my mind a world without war, a world without hate. >And I can picture us attacking that world, because they'd never >expect it. - Jack Handey > > > +------------------------------------------------------------+ > | Ensure that you have read the CircleMUD Mailing List FAQ: | > | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | > +------------------------------------------------------------+ > > +------------------------------------------------------------+ | "The poets talk about love, but what I talk about is DOOM, | | because in the end, DOOM is all that counts." - | | Alex Machine/George Stark/Stephen King, The Dark Half | | "Nothing is IMPOSSIBLE, Just IMPROBABLE" | | "Easier Said Than Done, But Better Done Than Said..." | +------------------------------------------------------------+ +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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