Re: [Alephmodular-devel] High Level Modules
Status: Pre-Alpha
Brought to you by:
brefin
|
From: Chris P. <sf...@ma...> - 2003-01-02 18:01:39
|
On Thursday, January 2, 2003, at 12:50 AM, Br'fin wrote:
>> "Bio" modules? It's a little more interesting than calling them
>> "Definitions" modules. A "Map Scenario ala E:MR with M2's Bio."
> Bio certainly has a nicer ring to it than Personality :) Not convinced
> 100% but it does ring better.
Fundamentals? Foundation? Trimmings?
I should note that I missed a major bastion of them when I was making
the list of essentials - player.cpp. It has definitions for player
shapes, initial items, and damage responses. (One of my dreams has
always been to play as an Enforcer, so player_shapes_definitions is of
particular interest to me)
>> -------module_compatibility.cpp-------
> Mmm, good idea. Don't know if I'd quite phrase it like that... Or more
> to the point... most modules are compiled together. So something that
> was macro-based to complain during compilation would probably be
> better.
Then the following is probably what you're looking for. In the header
file for a module, you put:
/-------
#define Module Version
\-------
...and then in the implementation for another module that needs it you
add:
/-------
#ifndef Module
#error Module not available
#else
#if (Module != Version) // Module > Version instead?
#error Bad version of Module
#endif
#endif
\-------
Replace "Module" and "Version" with whatever you need, and you're set.
-Sfiera
|