> -----Original Message----- > From: Circle Discussion List [mailto:CIRCLE@post.queensu.ca]On Behalf Of > Axiem > Sent: Saturday, April 15, 2000 5:35 PM > The problem is when I get to mobiles. I plan on having mobiles and > players use the same basic structure (as it practically is now), but if > I load mobiles according to the model above, where do players fit in? Of > course, I could set up a base structure that either has player or mobile > properties, and all the macros check for mobileness. I can't see any > major ramifications as of yet. I can't speak Circle specific, but I'm programming a MUD from scratch using OOP. I created a base "Mobile" object that has all the common characteristics for both players and npc's. No plain Mobile objects are ever created. I then use object inheritence to create a "Player" object that includes the socket links to allow control. I also create an "npc" object that inherits from Mobile as well and includes the specifics on how it controls itself. I originally designed it that both players and npc's used the same structure, however I decided to break up my code better into modules. I also did something kinda different with spells. All spells are in a dynamically linked library that is loaded on demand. I can actually change some game code such as modifying a spell to tweak balance, or creating entirely new spells, all without restarting the MUD by issuing a special imp command. It will pause all processing, unload the DLL of choice, rename it to _old, rename the new dll to the working name, and reload it. Then, action continues - all in a fraction of a second, without kicking out the players. Same thing for npc activity. -Tony +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
This archive was generated by hypermail 2b30 : 04/10/01 PDT