On Sat, 13 Apr 1996 19:52:28 -0400 (EDT), you wrote: >On Sat, 13 Apr 1996, Thomas Krautz wrote: > >> Just wondering how the OLCs that are currently in existance handle >> creating new rooms. OasisOLC mallocs a new world array of the new size and copys everything over to it, then frees and replaces the old one. The it goes on to update the real_num pointers that are littered throughout the code. >As for problems after resorting the prototype arrays, I can see how rooms >would cause trouble with all the exits, and of course all objects and >mobs in the game are pointers to prptotypes, so those would have to be >updated. Unless you're using threads, that's likely to cause some >serious lag any time you create a new prototype. Agreed. On big worlds, each new room added will cause some serious lag. >Hades' solution of >convetting prototypes into linked lists would probably be a good way to >solve problems with adding new protos. I implemented this on my mud today, and amazingly it booted on only it's second attempt. Almost everything is working fine. New room creation becomes ridiculously easy, and the whole world is so much more flexible. I highly recommend anyone considering this approach to go for it. Rv.
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