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Re: [MUD-Dev] handling ambiguity, and prompts
In <9705191729.80y0#ami-cg,GraySage.Edmonton.AB.CA>, on 05/19/97
at 08:02 PM, cg#ami-cg,graysage.edmonton.ab.ca (Chris Gray) said:
>In earlier discussions, Chris L. had talked about nested
>questions/prompts, and ways of suspending them indefinitely using an
>escape character to allow you to force through a non-answering
>command without cancelling the question/prompt. This kind of thing is
>what would bother me as a user -
>the "stack" in my brain is only about 2 deep!
I have several pieces which contribute here:
A given character may enter a nested prompt state.
That state can be exited either by answering the prompt or
by entering a blank command.
Any command entered at a nested prompt by default will attempt
to answer the prompt. Should it fail to answer the prompt
the command will fail.
A command may be prefixed with a special flag character
indicating that this command is to be handed to the default
command processor (ie no prompt), without removing the prompt
state.
Where this gets messy:
A single human player can simultaneously control one or more
characters
Each character may simultaneously control one or more bodies.
Each body is synonymous with that virtual lump of
nerve-twitching meat I mentioned earlier.
Each body may enter a prompted command state.
A little while ago I gave an example which showed the on-screen
appearance for a human playing several characters each of which was
controlling one or more bodies. I could re-quote if needed.
--
J C Lawrence Internet: claw#null,net
(Contractor) Internet: coder#ibm,net
---------------(*) Internet: clawrenc#cup,hp.com
...Honorary Member Clan McFUD -- Teamer's Avenging Monolith...
- Thread context:
- Re: [MUD-Dev] RP thesis...,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Tue 20 May 1997, 02:17 GMT
- Re: [MUD-Dev] handling ambiguity, and prompts,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Tue 20 May 1997, 00:10 GMT
- Re: [MUD-Dev] handling ambiguity, and prompts,
clawrenc clawrenc#cup,hp.com, Wed 21 May 1997, 08:26 GMT
- Re: [MUD-Dev] handling ambiguity, and prompts,
Raz muddyraz#mushroom,demon.co.uk, Mon 26 May 1997, 10:49 GMT
- Re: (fwd) Re: Multi-threaded mudding (was a flamefest),
clawrenc clawrenc#cup,hp.com, Mon 19 May 1997, 23:57 GMT
- Re: Player coding and security,
Jeff Kesselman jeffk#tenetwork,com, Mon 19 May 1997, 23:51 GMT
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