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
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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 |