not a bad idea but how would you have olc save this back to disk? how would it know what was diffrent from the obj and the inhereited except for a item by item search which would take a long while >From: Andrew Ritchie <object@ALPHALINK.COM.AU> >Reply-To: Circle Discussion List <CIRCLE@post.queensu.ca> >To: CIRCLE@post.queensu.ca >Subject: Re: [CIRCLE] [THEORY] Structure... >Date: Sun, 13 Feb 2000 09:01:36 +1100 > >Dear all, > >I haven't contributed much in the past 6 months, my apologies. However I'm >going to join in this little discussion as I must admit I don't really >think >that the current object system in Circle and many other codebases is >versatile enough. > >I agree, Axiem, that the current object system does not really fit in well >with OLC. If you wanted 10 leather studded jackets, one of which was say 10 >years old rather than 8 years, you'd need to add a seperate entry to the >.obj files. Otherwise, when one jacket say gets very worn, all 10 jackets >get very worn. > >I've implemented an INHERIT variable to my MUD (however it's my custom code >so I can't send you a patch). When you edit an existing object, say the >studded jacket, it creates a new object in the database with the INHERIT >variable set to the vnum it held previously. Then, if you wanted to change >say how rusty it is, you'd simply wack that under the INHERIT flag. > >An example (I've forgotten how database files in Circle are laid out, but >you'll get the gist): > >This is what it would have looked like (notice the 'rusty' variables): > >10 >A studded leather jacket~ >A studded leather jacket is before you, and it looks great.~ >variable 8 9 0 >2variable 0 >rusty 1 ># >11 >A studded leather jacket~ >A studded leather jacket is before you, and it looks great.~ >variable 8 9 0 >2variable 0 >rusty 8 >This is what mine looks like: > >10 >A studded leather jacket~ >A studded leather jacket is before you, and it looks great.~ >variable 8 9 0 >2variable 0 >rusty 1 ># >11 >inherit 10 >rusty 8 ># > >-- end example -- > >The server would automatically create a new object with the inherit flag at >any time it wanted to change that object (through OLC or whatever) and that >object had more than one 'instance' in the MUD world. > >Benefits are that it takes up way less room in your db files (if you want >independant objects), but at the same time it allows different objects, >which in the end helps promote roleplay (and other thnings). > >Just my $0.02, been nice to write to you all, > >Andrew Ritchie > > > -----Original Message----- > > From: Circle Discussion List [mailto:CIRCLE@post.queensu.ca]On Behalf Of > > Axiem > > Sent: Sunday, February 13, 2000 8:08 AM > > To: CIRCLE@post.queensu.ca > > Subject: [CIRCLE] [THEORY] Structure... > > > > > > I am currently really confused about how Circle MUD keeps track of items > > and such, and then finds them with the [v]stat commands...and I think I > > have a better idea for implementation of structures, and which allows a > > much easier to deal with OLC, IMO. Object can also mean mobile in the > > following: > > > > Instead of a 'generic' object structure, there'd be two structures for > > objects. One would be used as information is being loaded from the > > actual files. It would be indexed by vnum (of course), and contain all > > essential information of the object (name, description, item values, > > etc.). This structure would have absolutely no representation in the > > MUD. > > But when an object exists in a MUD, we use a different structure. We > > keep track of this one by a different number (rnum?). Inside this > > structure would be the vnum of the model object, and then temporary > > flags. If whenever we want to reference the stats of that real object, > > then we merely look at the vnum, and read the stats of the object with > > that vnum. With OLC, then, if we wanted to change every single occurance > > of a weapon, we wouldn't..we'd just change the stats of the original > > vnum. The rnum object could have flags for enchanted, keep track of > > where it is, etc. The vnum object would just stay in memory. > > > > Similar goes for mobs. As with rooms. Have a 'base' structure per vnum, > > and then every occurance of that have a structure that points to the > > 'base' structure for universal constants. > > > > Sounds good..I'm thinking about doing it..any > > suggestions/comments/thoughts on the matter? > > > > -Axiem > > -axiem@swbell.net > > > > > > +------------------------------------------------------------+ > > | Ensure that you have read the CircleMUD Mailing List FAQ: | > > | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | > > +------------------------------------------------------------+ > > > > > +------------------------------------------------------------+ > | Ensure that you have read the CircleMUD Mailing List FAQ: | > | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | > +------------------------------------------------------------+ ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.com +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
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