Hey,
Tuesday, October 23, 2001, 5:19:29 PM, you wrote:
> Cool! Must go play...
Nothing like a bit of relief from the everyday chores. :o)
> fputs("...", fp);
I usually use ofstream fout(filename); fout << "string" << endl;
So since I was already using fprintf everywhere else and since I
suspect that the majority of people out there hasn't converted their
circlemud to c++ I just continued with that, but you're right that
fputs is faster in this circumstance.
> if (world[i].zone != zone)
> continue;
> You already have the real zone from above and each room has what zone it's
> in.
> if (world[to].zone != zone)
> continue;
Yep, in normal circle, some joker changed the entire way zones work
in the mud I'm currently trying to rescue (and in which I added
code), forgot to change this back to fit standard circlemud, my bad
- sorry for the confusion.
> Hm...wonder how badly it'll choke on the entire world being fed to it...
Apart from the fact that if your world has enough rooms dot might
want to output a graphics that is larger than it can handle, but
apart from that it should be doable. :)
> I'll know as soon as my compile finishes. :)
Once I'm done adding some further functionality - some options you
can set in the variables and stuff I will probably remail and upload
it to the ftp, but until then feel free to suggest improvements.
I know a proper mapper that puts exits north on the upperside of the
node would be a plus :) unfortunately dot doesn't handle this very
well. If I get a break from my school projects I'll write a
quick'n'dirty graphics library that can do this. :o) Apart from
that, other suggestions are welcome.
--
Yours truly,
Henrik Stuart (http://www.unprompted.com/hstuart/)
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