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113: Re: mud grammar

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From: Nathan Yospe <yospe@hawaii.edu>
Newsgroups: nu.kanga.list.mud-dev
Date: Fri, 21 Mar 1997 13:37:49 -1000
References: [1]
Organization: Kanga.Nu
On Thu, 20 Mar 1997 claw@null.net wrote:

:On 20/03/97 at 02:08 AM, "Jon A. Lambert" <jlsysinc@ix.netcom.com>
:said:
:
:>I disliked how iterators are used in STL.  They seem rather clumsy to
:>me. 
:
:I really like OpenClass' cursor model here.  It's very simple and
:clean with clear cut semantics of when a cursor is valid or not. 
:Iterators I can get along with, especially once I customise them, but
:I'll agree their not the most natural of beasts.

Anyone else here playing with NeXTSTEP/OPENSTEP? I'm doing it mainly
because my job is gonna take a sharp swing in the direction of Rhapsody
development soon... but I'm trying to make Physmud++ compatible with the
Rhapsody/NeXT paradigms via another set of wrappers...

   __    _   __  _   _   ,  ,  , ,  
  /_  / / ) /_  /_) / ) /| /| / /\            First Light of a Nova Dawn
 /   / / \ /_  /_) / \ /-|/ |/ /_/            Final Night of a World Gone
Nathan F. Yospe - University of Hawaii Dept of Physics - yospe@hawaii.edu

the building in the distance as descriptions in specific rooms. In this arrangement the simple presence of a description is a key to items/places of interest (rooms with road signs start to make sense... jolly implementors can lie on the signs etc.) On the contrary, I would not hide the coordinate system from the user. It's one way to allow a user to remember places, and can lead one to alternative routes to the same place. You could make it a skill if you chose. You could also have great fun... if someone is "lost" or "confused" they get bad or no coordinate info. Store a second location field in the player struct that is an offset and all of a sudden magical doors get interesting (if they don't know they were teleported you can set the new location and offset their reported coordinates.. as far as they know they moved next door, not accross the world). While all of this is required for a graphical mud, I see no reason to limit the techniques to graphical muds. While endless spam can be confusing, going east a dozen times and ending up west (because your builder put the zone in a stupid place) makes navigation both unusual and difficult. -Todd (not that I feel strongly about this or anything...)