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<DIV><FONT face=Arial size=2>Thanks for all the suggestions. I kind of figured
call_out would be the way to go, and I'll be looking into it in just a
moment.</FONT></DIV>
<DIV><FONT face=Arial size=2></FONT> </DIV>
<DIV><FONT face=Arial size=2>Answers to some questions asked:</FONT></DIV>
<DIV><FONT face=Arial size=2></FONT> </DIV>
<DIV><FONT face=Arial size=2>I'm building atop the kernel mudlib.</FONT></DIV>
<DIV><FONT face=Arial size=2></FONT> </DIV>
<DIV><FONT face=Arial size=2>The combat system has guns, melee weapons and even
thrown weapons (not yet implemented), but each weapon has a default state on how
it hits unless the player specifies otherwise. A function called reduce_ammo()
even checks to see if a clip is empty and automatically reloads to save a lot of
typing. Other than that, its a pretty straightforward LPMud combat system I have
in mind.</FONT></DIV>
<DIV><FONT face=Arial size=2></FONT> </DIV>
<DIV><FONT face=Arial size=2>As a note, there is no "command" daemon, each item
provides its own commands, usually by way of the inheritable. Thus, objects
provide the "look" command for themselves, guns provide their own "reload"
command, rooms provide their own exits, et cetera. The player object does sit on
top of (currently useless) living object, and the player object would provide
the "fight" command, although a gun might provide "shoot" which would certainly
initiate a fight (but is easy enough to code). The point is, however, the combat
code still has to intercept all of those messages, regardless of whether or not
they are "combat" related. Some of the combat related ones may require combat
actions (like reloading or running), which could easily be implemented by
setting a flag on the player object.</FONT></DIV>
<DIV><FONT face=Arial size=2></FONT> </DIV>
<DIV><FONT face=Arial size=2>Lastly, as the combat will probably tend to be
gun-related, and real-world accuracy is kindof important, combats will probably
be relatively short and sweet. I'm actually thinking of implementing a hit-zone
damage functionality so head hits are far more lethal than leg hits. Armor will
of course play in this later.</FONT></DIV>
<DIV><FONT face=Arial size=2></FONT> </DIV>
<DIV><FONT face=Arial size=2>Thanks again for your help, I think I've got some
good ideas.</FONT></DIV>
<DIV><FONT face=Arial size=2></FONT> </DIV>
<DIV><FONT face=Arial size=2>--jaminv</FONT></DIV></BODY></HTML>