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Re: [MUD-Dev] i got's a question for yall on the best way to do something..



PartyG2816#aol,com wrote:
> While this shows some finer points of MUSHes, a more basic system for
> MUD design would be the ability to do something completely nuts:
> Have Container derive from entity, and have room, object, and player
> derive from Container.

Yes, that's about how lambdamoo does it except object doesn't derive from
container.

> Then you can add another unheard of Entity
> called Exit. Exits can be held by Rooms, Objects, and (gasp)
> Players.

I forget if lambdamoo allows this, but perlmoo certianly has at some points
in its development. In fact, it does right now. :-)

> What ya think of that?  Heh, before I can get to that I still have to figure 
> out my area file format and how i wanna dot he reading and writing... do it 
> with something like xml tags? or what *shrug* any input there would be 
> appreciated also ;-)

Hm, again, that's how perlmoo does it. Here is a simple xml dumped-out
object from perlmoo. 

<OBJECT ID="OBJ_10">
<FIELD NAME="bounce">
        $this=shift;
	"The ".$this->name." bounces.";
</FIELD>
<FIELD NAME="name">ball</FIELD>
<FIELD NAME="owner" OBJREF="OBJ_1"/>
</OBJECT>

I find that xml has given me a good combination of readability and
flexability as I've worked on perlmoo and had to change the database format
a couple of times and had to examine and modify the database directly many
times. I will probably support a less verbose format eventually though.


-- 
see shy jo



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