[DGD] Command Finders
Noah Gibbs
noah_gibbs at yahoo.com
Tue May 10 08:54:02 CEST 2005
The way you'll want to do this_player() is to have a variable somewhere that
gets set appropriately and queried with a function (maybe called "this_player")
in your AUTO object.
Having actions and a separate text parser (which is how you'll want to make
NPC actions happen and how you'll make them approximately the same as PC
actions) is something you'll need to build for yourself. Phantasmal does the
beginning of that, but it's far from done. Other free DGD MUDlibs (not that
there are many) tend to do less, though I won't speak specifically for GurbaLib
since I don't know about it.
So basically, you'll need to decide how you want that part to work and then
build it.
--- Manzell Blakeley <manzell at reaxion.org> wrote:
> Hello,
> I've been a long time LP/MudOS coder type, and we've just recently
> decided to switch over to DGD. Mostly, because although our library has
> many, many, outstanding features, it's become so bloated that it would
> take more work to strip it down than it would be to try to port the
> functionality we like into DGD.
>
> So, anywho, the first task for us (me) is a command finder. I'm
> wondering about the best option to place this is (I still am shaky on
> the "body" concept and the order of inheritance goes). My first
> intuiting is to hijack process_command() in /usr/game/obj/user.c; which
> can be made workable, but not workable for NPC's who we'd like to at
> least have access to the same commands in a universal way.
>
> lastly, an additional concern is having something reminiscent of
> this_player(). we could always pass the calling object around, but
> this_player() has always been good to us :)
>
> - MRB
> __________________________________________
> http://mail.dworkin.nl/mailman/listinfo/dgd
>
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