On Fri, 28 Aug 1998, Andrey Fidrya wrote: >Here is my definition of ACMD: >#define ACMD(name) \ > void name(struct char_data *ch, char *parg1, char *parg2, \ > struct char_data *ach1, struct char_data *ach2, \ > struct obj_data *aobj1, struct obj_data *aobj2, \ > char *argument, int cmd, int subcmd) Ouch, that's a lot of variables to push and pop... >Example of command definition: >{ "give", POS_RESTING, do_give, 0, 0, A_MOBJ | W_INV, A_CH | W_RM}, >First argument: Multiple (or single) Object(s) in inventory, second argument - >character in same room. >If you want to keep original do_give, just describe both arguments as NULLs >and do_give will receive unmodified string from player. > >Btw, I saw no replies from Jeremy and George... Can you write me please, what >do you think about this system? Jeremy just went from east coast to west coast in a week, don't expect a reply soon. ;) Personally, I think it looks fine, but it's not something I'd consider more clean than the current method. -- George Greer, greerga@circlemud.org | Genius may have its limitations, but http://mouse.van.ml.org/ (not done) | stupidity is not thus handicapped. http://www.van.ml.org/CircleMUD/ | -- Elbert Hubbard +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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