On Tue, 19 May 1998, Carlo Mocci wrote: > Anyway, in developing my current wilderness system, your advices have been > really useful. I could say I use all of this, but I added wild_elements, > i.e. each map square is inherited from a wild_element (room_name, > description, sector type, room flags, clan owner, and all the info you > like). Name, desc, sector type, flags and exits can also be personalized, > thus making the room a "real" one. Yeah, now that I use C++, I considered virtualizing Room and creating a lightweight room which has very little information and thus saving a chunk of memory: if the need arises for a wilderness room to have a non-autogenerated description or something more, it could then become a real room, rather than a small object. OO offers lots of interesting possibilities there - many that become more apparent once you read something like Design Patterns, which describes some really interesting object setups. I better finish ARC first though - Abandoned Reality C, an LPC/ColdC-invented-again language which translates into bytecode which then runs on a stack-based virtual machine. Lex and Yacc make such a thing very easy indeed (so far, the parser-compiler-interpreter can handle expressions with and if checks. A stack based VM reduces the complexity of the instructions quite a lot too - this is a very fun project :) ============================================================================= Erwin Andreasen Herlev, Denmark <erwin@pip.dknet.dk> UNIX System Programmer <URL:http://www.abandoned.org/drylock/> <*> (not speaking for) DDE ============================================================================= +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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