From: George a. R. N. <no...@ac...> - 2000-08-14 18:50:02
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james muncy wrote: > George and Robin Noel wrote: > <snip> > > new_message = new_Message(message_array[122].str_show()); > new_message->load_parameter(1, STRING_TYPE, the_player->get_name()); > new_message->load_parameter(2, STRING_TYPE, the_object->get_name()); > new_message->format_message(); > send_plr("%s\n", new_message->str_show()); > > Whatcha think? Too complicated? Can anyone think of a better way to > do > it? > > George > > I think what I would like to see most is to switch over from "Strings.h" > > to <string>. One of the reasons I created a Strings class is to protect against memory leaks and overflows. If you keep the malloc and frees in the Strings functions, it helps ensure fewer problems down the road. The coding I had done on muds previously, overflows and leaks in strings were the hardest problems to track down. If we can do this with the <string> functions, then I could see considering that. > > > Then work on an event message system between objects such as in this > case, > player_object send a event message to object_key get_attempt and sends > an event text message > to the connection_object describing the reach for the key. > The object_key responds with event message succeeded or failed to the > player_object > and an appropriate text message to the player_object to be passed on to > the connection_object. > I see this being handled at the MudObject level with virtual functions. Yeah, this is a good way of doing things, how OO is supposed to be. I would not have a problem coding things in this fashion, as long as it is efficient. George |