Mark Heilpern quoted me as saying: > >ObCircle (what was lacked before): > > > >I've made my own personal OLC that is commandline like Obuild but more > >dynamic, using mostly the same defines as in Oasis to allow it to expand > >quickly and easily, and using some of the Oasis 2.0 functions to > >de-kludgificate[2] it more. > > > >For it to maintain what it is working with, I store virtual numbers on the > >character modifying, and use those numbers to access the prototypes. > > > >My question regarding it is as follows: > >Should I see something inherently wrong with editing prototypes directly > >rather than modifying duplicates and overwriting/inserting (I do insert > >new material, actually)? It seems to me that it prevents anything too > >tragic from two people editting the same thing at the same time (I don't > >do any checking of that sort), but maybe somebody else can point out > >problems. Then he said.... > I'm only speculating here... but don't loaded mobs/objects have pointers that > point to some of the strings in the prototypes rather than copy the strings, > to avoid wasting memory? If so, and you change the pointer in the prototype > rather than just overwriting the space (fair to say you may change the pointer, > at least if you allow for longer strings), you could run into problems if > the mob > or object is loaded in the game when you edit. I've never had a problem with that, which one might consider strange. I remember on one MUD, Obuild would cause problems (read crashes) if an object or mobile was loaded when being editted. Maybe if I was somehow allowing my strings to be free()'d, that would be a problem, but I'm not NULLing anything out. -k. Hmmm. Web-based OLC, that'd be neet. [ponder] +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
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