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[MUD-Dev] World-file parsing and RTTI?
For my MUD, I have a simple yet pretty good (IMHO :) format for world-files.
A file contains one or more objects (monsters, locations, etc.), and each
object have a list of properties (key-value pairs). Right now I have a
simple lexer in flex that search for certain keywords like "monster",
"location", "item". When the parser finds such a keyword I create a new
instance of that specific C++ class.
My goal for the parser is to make it as flexible as possible, all anyone
using my code should have to do, is to add a line to a table.
Now comes the question: What is the best way to do this? I have though
about using RTTI, but to my knowledge there exists no platform/compiler
independant system. I could limit the MUD to just be compileable with gcc
or egcs, but I don't like limiting myself in any way.
Discussion?
/ Joachim
======================================================================
The Arrow Email: arrow#trelleborg,mail.telia.com
Joachim Pileborg WWW: http://w1.410.telia.com/~u41003102/
======================================================================
"They say I don't give a shit about anything," -- Magnus Uggla
"but I don't give a shit about that." (translated from swedish)
- Thread context:
- Re: [MUD-Dev] Re: pet peeves, (continued)
- [MUD-Dev] pet peeves,
diablo diablo#best,com, Thu 11 Feb 1999, 21:29 GMT
- [MUD-Dev] World-file parsing and RTTI?,
The Arrow arrow#trelleborg,mail.telia.com, Wed 10 Feb 1999, 18:45 GMT
- [MUD-Dev] Re: optimizing code,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Wed 10 Feb 1999, 02:41 GMT
- [MUD-Dev] code profiling,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Tue 09 Feb 1999, 06:00 GMT
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