C++ Cirlce Mud worth the effort?

From: Yoink! (xombi@accessus.net)
Date: 10/31/96


Not to disrupt the questions from those who have no idea what it takes to
run a mud (*cough* Bad Boy! Bad Boy *cough*) but i was wondering about the
intracacies of re-programming a mud in a C++ OPP type mud.

To get to some of the paticular's:

1. Charecter's: Structures or Classes?
Switching to classes would allow for certain player-specific actions
(equiping, removing, fighting) to be contained within the class.  Not much
of an advantage if you look at it one way, I'm open to your opinions on
the matter, from charecter creation to death.

2. Channels?
I'm thinking that removing the current channel system with a stream
defined to send messager over the telnet system would be easier to deal
witht he current system.  Image sending text to players with statements
like 'pout << "You are sleeping";' and 'vout << "You fell chilled";'
rather than the sprintf etc statements in current Circle coding.
Adding gossip, chat, and clan channels could be a greatly simplified
process, all derivatives of a (new? Know c++ but not much about unix
specfic stuff like socket programming) base stream.

3. Anything not coming to me at the moment :p

 __      __ 
 \ \\   / //                "If I were a dinosaur, I'd be a licalottapus!"
  \ \\ / //  _____  __       __ ______  ___       -Jonathan "Jax" Armsterd
   \ \/ //  //   \\ |\\     /|| ||   \\ | ||   
    >  <<  ||     ||||\\   //|| |----<< | ||         Hard to believe,
   / /\ \\ ||     |||| \\ // || ||    \\| ||        Harder to killfile!
  / // \ \\ \\___//_||  \//  ||_||____//|_||
 /_//   \_\\       In God We Trust. All others pay cash.

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