George writes: >On Wed, 15 Oct 1997, Jeremy Elson wrote: > >>If I'm on a boat, and I drop something, I would expect it to drop in >>the boat -- not in the water. Unfortunately this is beyond the >>capabilities of Circle because objects can't go into other objects -- > >Make boats a container? Ack - dumb me. I got so caught up in thinking about a generic "object-oriented" system (e.g. being able to "put box on table", etc.) that it didn't occur to me that a plain old container would probably do the trick. Making boats a container might work, but it would probably be very messy -- it would probably require tons of "special-case" code everywhere to deal with the fact that an object sitting in a boat has some properties of a container and some properties of something sitting on the ground. i.e., special code would be required for "get anvil" (if it was on the boat with you), and "look" (to print what is sitting in the boat with you), etc. >Is not the realism of don't drop things while over the water better than >things such as anvils floating around? In my opinion, no. There are already many examples of concessions we make to realism for the purpose of making the game more playable (e.g. "gossip"); I wouldn't want to deal with the first 10 players to lose their Amazing Sword of Destruction after dropping it while on a boat. The container idea is nice, but I don't think it can really be implemented elegantly unless and until C++-Circle comes out :-) (where instead of a "type field" on objects, they are all derived types of a common superclass) -- then all the special cases would be very neatly taken care of by way of virtual functions. Jer +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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