I'vew been recently working on getting object progs implemented into my MUD. Currently, I have 2 possible methods: 1. The SMAUG way: obj progs have their own triggers and such, uses a master "slave mob" which will has its names/etc set to the object's, and loads into the room the object is in. It runs the progs/etc. Advantages: - Expandable (to rprogs) in same manner, - Fast to implement - Uses mprog_driver as its commander, therefore no new commands need to be changed, all bug fixes to mprog_driver and its sub-functions affect obj progs. Disadvantages: - Does require a bit of modification to the various MPcommands - Requires a slave mob - a bit of a slow down (negligible) to setup/release the mob (uses a precreated one, just saves and restores the string *s) 2. The self contained way: obj progs have their own triggers, and oprog_driver and subfunctions. Advantages: - no slave mob needed - a bit faster (negligible) Disadvantages: - Requires heavy modifications and new versions of prog_driver and subfunctions - Requires new ifchecks - More source - Requires new OPcommands So, in your opinions, what should I do? BTW I plan on releasing these to the public once I'm done, in the same manner I released my ROM2.4 prog system that I ported to Circle. Speaking of which, has anyone actually used it, and do you like it? Any suggested improvements? - Chris Jacobson +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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