Christopher Daly wrote: >I want to implement a typical wilderness mapping system onto my mud. I >I was thinking of making an array with at least one code letter to >specify the terrain type. It might have more information that could be >used to generate generic descriptions (hey It's only wilderness, >right?). What I'm wondering though is do these rooms get stored with >all the other regular rooms, or do you give them a separate structure >and relate them somehow? >Thanks in advance >Chris > I've done it for a couple of muds here in Italy. It's very memory-efficent (at startup it needs just an array of terrain types, one for each room) cause it adds rooms to world[] just when they are needed (a little fals, but not entirely) but not so CPU-friendly: when you look for a wilderness room using real_room() you have to do a linear scan of the already-allocated wilderness rooms. Still better than existing solution for array-room based muds. For example ROMs use a list for room, so you could insert the room in place. Unfortunately i've lost my scsi HD, so i don't now when the snippet will be done, but someday it will be =) Paolo Greco -- +---------------------------------------------------------------+ | FAQ: http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | | Archives: http://post.queensu.ca/listserv/wwwarch/circle.html | | Newbie List: http://groups.yahoo.com/group/circle-newbies/ | +---------------------------------------------------------------+
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