Re: Whizzard's adv.t file in progress. Ideas being accepted.


10 May 95 23:39:18 GMT

One thing I've thought about is greater modularity. In other words,
seperating adv.t into a set of files that the programmer can choose to
include or not. Does it really make sense for all TADS games to include
the code for starvation, for example?

At one point, I tried dissecting adv.t into components that I considered
to be intuitively distinct, writing new code where necessary to fill in
the holes that were left when something else was torn out (taking
advantage of "modify", of course.) The only reason I abandoned the
project is that I'd have to keep maintaining it as new versions of adv.t
came out, and I'm far too lazy for that. You're welcome to do it for me,
of course.

At the core, I had something like three files, one providing elementary
input processing like specialwords, one handling containment, and one
handling elementary output routines like listcontents. Concepts like
"rooms" and "travel" got their own files. The hard part was deciding
what I could rely on in each file; you wind up essentially making a
dependence tree for include files, just as you do for classes.

-- 
Carl Muckenhoupt | Is it true that Kibo habitually autogreps all of Usenet
baf@tiac.net     | for his name?  If so:  Hi, Kibo.  Like the sig?