On Wed, 5 Sep 2001, Caniffe wrote: >Just on the topic of George's object stacking code that's being worked upon >currently - is the main aim with this solely to either increase speed, >decrease memory usage, or both? I'm guessing both? Neither. The shop code goes through various contortions to sort the shopkeeper's inventory so it can present a listing of the various items it has for sale and the number available. Also, the duplication of: a bread a bread a bread a bread is hardly considered a positive feature. So if I can make the shop code cleaner and keep it compatible with old code, then we get inventory/room object stacking for "free." >As such, is there a need to keep all the items in the game if they're all >identical? Or, could a new function be added to have one item in the >game for that character, followed by two variables such as the IDNum of >the player, and the number of the item a player has? I suppose you could. You'd just be changing the view from "the player has objects" to "the objects have players." Whether or not that's a better view I couldn't tell you. Not all objects are going to stack, such as: bags, wands, drink containers, staves, etc. -- George Greer greerga@circlemud.org -- +---------------------------------------------------------------+ | FAQ: http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | | Archives: http://post.queensu.ca/listserv/wwwarch/circle.html | +---------------------------------------------------------------+
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