I believe that is why c++ and other object oriented languages were created. Making a stock base then expanding upon it through simple polymorphism is something that would help in this area greatly. However, "template" support for these ideas you talk about is relatively ackward to develop in C, not to mention instance and function naming. Encapsulation is your friend, and if there were a group that decided to rewrite circle in a more object-oriented manner, im sure you would see your vision become a reality. Franco Gasperino Cutting Edge Communications http://www.cet.com/ (509) 444-INET awe@cet.com -----Original Message----- From: Patrick J. Dughi [SMTP:dughi@IMAXX.NET] Sent: Thursday, April 02, 1998 11:39 AM To: CIRCLE@post.queensu.ca Subject: Needful things? I realize that circle is a very open ended-base, and that much of it flourishes on the fact that it _is_ so open. However, every time I think of a really neat expandable idea, I'm upset by the fact that there are certain things missing from stock code... For example, without using a patch, there's no way to differentiate damage from a fireball, from that of a cone of cold, from that of a magic missile. Since diku (and circle by implication) follow the TSR defined world, I was upset to see that if I wanted to add a "ring of fire resistance" I would have to either do some special case coding, or take a bit of time and convert everything. Races too are an issue, and the general stance is "Do it yourself". Now, to make a sword of dragon slaying, or a trident of sea command or something of the like, again, special case coding, or a large re-write for a nice general version. Either way, the neat ideas are quashed because of their non-portability/effort required. I know that new features, new functions are not the goal of the most current version of circle, so I wouldn't expect to see it soon, but it would be nice to have something like races (which just about every mud has - even if the players don't have the choice, there are usually more than one type of mob race) set up in the same manner as skills are - simply write the definition for a new one, and slap it in. There are quite a few things that I don't see in stock code, but that every mud has - of course, they all have incompatiable types. Shouldn't it be possible to add these things in, without specifying that one must use them? Modularize something and then proffer a default choice? (ie. modularize races, and offer human/undifferentiated as the only choice with stock code..functionally identical to current stock) Is there a way to get these 'needful' things out there? Discussion please.. PjD +------------------------------------------------------------+ | 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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