[DGD] Simul-kfuns

Larry Moore cylis at mts.net
Sun May 6 23:52:36 CEST 2018


My issue is, that I didn’t want to bloat the auto object with all of the simul-kfuns. However, having a simul-kfun file included in the auto object doesn’t allow you to compile the individual simul-kfun file, since it is in the auto object and the auto object is in all objects so you end up with an endless loop, so you can only compile the auto object to find out if your simul-kfun file has an error in it. I suppose my issue is that I have been coding in MudOS so long, and our plan is to convert our MUD that has been running for 20 some odd years from MudOS to DGD, and I wanted to make the transition as easy as possible for my staff. If I have to code the simul-kfuns in the auto object, then I can do that, I was just wondering if there was any other way.

Thanks.
Larry Moore
 


From: Felix A. Croes
Sent: May 6, 2018 3:54 PM
To: dgd at dworkin.nl
Subject: Re: [DGD] Simul-kfuns

Larry Moore <cylis at mts.net> wrote:

> Greetings, what I would like to do is set up simul-kfuns in a manner they mimic simul-efuns of MudOS. As it stands now, we’re defining our simul-kfuns in the auto object. The issue I have with this is that in order to update a single simul-kfun, I cannot compile the simul-kfun’s file, but instead compile the auto object.

I didn't see you mention why this is an issue.  Could you explain what
the problem with recompiling the auto object is?


> Is there a way of setting up a file to be inherited by every object other than the auto object? My concern is if I put the simul-kfun file into an include header file, and the simul-kfun is defined nomask, will every file in the inheritance chain complain of a redefinition of a nomask function? 

Putting nomask functions in header files will definitely cause trouble.
Generally speaking, it's almost always a bad idea to put code in an
include file.  That also applies to just putting function prototypes in
an include file; this might be beneficial for MudOS but for DGD it's
pointless.

Putting simul-efuns in an object inherited by every object other than the
auto object is possible, but it might not accomplish what you expect.  To
add or change a simul-efun, you would still need to recompile that object,
and therefore every other object in the game as well, apart from the auto
object.

Regards,
Felix Croes




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