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CHAPTER 1
Introduction:
The former room system provided a lot of basic features for rooms, but it
has proved rather unflexible. With time demands changed, and it is not
possible to upgrade the current room support to the new demands in Nemesis.
Therefore I implemented a new room system, further called room2. I don't
like the name very much, but it's short and easy to remember. This room
support provides a lot more standard features than the old system and shows
great flexibility.
New features can be added efficiently, even if they are not needed in every
room, so there is no overhead for the game. The basic concepts are explained
in the second chapter.
The new room system is totally incompatible to the old system, though it
re-uses most of the old code, mostly because the room macros XXX_EXIT are
much too static for changes. The new syntax is easier to understand and
also easier to use for new wizards.
In the long run I expect to convert whole Nemesis to this new room support.
Junky (in 1993?)
Annotations:
Kiri says in 2016: This is a hard and long way ;-) We give our best ...
Btw the old room system (#include <room.h>) supports most features of
room2 like set_items, etc., as the code for both room systems is almost
identical.
This tutorial is also available via https://nemesis.de/lpc/doc/room2/ .
A list of changes/fixes/add_ons related to the room2-code can be found
on the last page (page 31) or https://nemesis.de/lpc/doc/room2/page31 .
More and more changes/corrections/fixes/add-ons in this tutorial by Kiri
(see 'whois kiri' or https://nemesis.de/lpc/bin/finger/kiri ) in 2015,
2016 and .... ;-)
About Junky see 'whois junky' or https://nemesis.de/lpc/bin/finger/junky .
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