> Rnums are sequentialy ordered...1, 2, 3, etc. this is the number that they > are in the structure arrays world, mob_index, and obj_index. > They must be dynamic, if a room is inserted in the first zone, all of the > rnums change. This makes it impractical to use rnums (think about going > through and changing all the SPECASSIGNs everytime something new is added, > or having to figure out the rnums for goto everytime you wanted to do one). > So there are vnums. Vnums stay the same, no matter how many things are > added, deleted or changed. > > I have thought of a way to take out vnums, but it would be very time > consuming, with little benefit. > I did the opposite. I took out rnums. Switched everything into a large binary tree data structure. Not quite done with it, because I lost momentum :) It's one of those long boring rewrite the entire way mob/obj/room/char/zone commands/shops are accessed internally. To date, I have all rooms working, all zone commands working (but they're all accessing binary-tree type specifications, so none of the commands do anything cept door movements, since obj and mob tables seem 'empty'). I'll finish it up and put it up as a neat little thing. It has the fun side effect that you never have to renumber anything - whether you delete or insert. This means that you can forget a rigid zone structure, and load up 1 room, or obj, or mob at a time. Good for memory. :) I've posted on this before, if you're really interested. PjD +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
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