On Tue, 19 May 1998, Carlo Mocci wrote:
> Anyway, in developing my current wilderness system, your advices have been
> really useful. I could say I use all of this, but I added wild_elements,
> i.e. each map square is inherited from a wild_element (room_name,
> description, sector type, room flags, clan owner, and all the info you
> like). Name, desc, sector type, flags and exits can also be personalized,
> thus making the room a "real" one.
Yeah, now that I use C++, I considered virtualizing Room and creating a
lightweight room which has very little information and thus saving a chunk
of memory: if the need arises for a wilderness room to have a
non-autogenerated description or something more, it could then become a
real room, rather than a small object. OO offers lots of interesting
possibilities there - many that become more apparent once you read
something like Design Patterns, which describes some really interesting
object setups.
I better finish ARC first though - Abandoned Reality C, an
LPC/ColdC-invented-again language which translates into bytecode which
then runs on a stack-based virtual machine. Lex and Yacc make such a thing
very easy indeed (so far, the parser-compiler-interpreter can handle
expressions with and if checks. A stack based VM reduces the complexity of
the instructions quite a lot too - this is a very fun project :)
=============================================================================
Erwin Andreasen Herlev, Denmark <erwin@pip.dknet.dk> UNIX System Programmer
<URL:http://www.abandoned.org/drylock/> <*> (not speaking for) DDE
=============================================================================
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