You wrote:
> 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.
Definitely classes.
Data Structures Inheritance:
Item
/ \
/ \
/ \
ItemPrototype ItemInstance
Character
/ \
/ \
/ \
Player Mobile
|
|
|
(God ?)
Embedding:
World
|
|
|
Zones
/ | \
/ | \
/ | \
Rooms Items Mobiles (prototypes)
/ \
/ \
/ \
Characters ItemInstances
> 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
Too much work, just count the send_to_char statements in the code
and add the acts and then rethink. i personally don't like C++ streams.
> 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.
Heh, there are other big advantages of OO that make it worth.
Cat.
--
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_/_/ _/_/
_/_/ Thomas Katzlberger _/_/
_/_/ katzlbt@vuse.vanderbilt.edu _/_/
_/_/ http://www.vuse.vanderbilt.edu/~katzlbt/ _/_/
_/_/ _/_/
_/_/ "You can tune a file system, but you can't tune a fish." _/_/
_/_/ UNIX man page for tunefs. _/_/
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