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[Adonthell-devel] character class
From: |
Mike Avery |
Subject: |
[Adonthell-devel] character class |
Date: |
Wed, 21 May 2003 09:16:12 -0700 |
Sorry to switch gears here totally Kai. The character class implementation
really is a pretty heavy requirement for the manager class. Just makes
sense to me to get the chracter stuff in palce first. I hope I'm not
pissing you off! I'm jumping all over the place as I read and come to
understand existing code, so I may seem a bit flippant until I'm
comfortable.
I'm looking at the stuff in char-test/character/ and comparing to what is
in place on the C++ side. The Pythion stuff is much further advanced
obviously as we discussed earlier. So how do you envision the character
class implemented?
A C++ skeleton with python extending the class for specific
races/creatures/party members, or do you want the core rules reflected in
C++ (stats, attributes), with creature/character/party attributes defined in
python files? If you could give me a rundown on how you want the character
class implemented I could take what is already there and bring the
c++/Pythno sides up to speed. Then I would feel more comfortable looking at
manager stuff since we have something to manage!
> -----Original Message-----
> From: Mike Avery
> Sent: Wednesday, May 21, 2003 11:55 AM
> To: 'Programmers playground'
> Subject: RE: [Adonthell-devel] Python question
>
>
> > You will probably want to make that structure known to Python
> > by adding
> > it to the py_adonthell.i file. Usually, it'll be enough to
> > add #include
> > "yourclass.h" respectively %include "yourclass.h" at the
> > proper places.
> > (You'll see where what needs to go).
>
> So I define the structure in manager.h and it will get
> included in the shadow manager class when I use
> Manager = adonthel.manager(). I can then interact with the
> class as I would in C++, only using python syntax, correct?
>
>
> > Afterwards, upon running make, SWIG will create a wrapper for your
> > structure and the matching Python shadow class.
> >
> > When calling your get_char_snapshot from the manager,
> you'll get that
> > shadow class, which encapsulates your original C++ object.
> It'll have
> > all the attributes your C++ class has and can be used in
> the same way.
> > And of course, your C++ object will reflect the changes
> made to that
> > shadow object.
> >
> > Btw, that shadow class ends up being defined in
> modules/adonthell.py.
> > See there for more info about what is going on.
>
> Ah, OK. I see how it works now. I was looking at stuff in
> src/adonthell and src/tools/pydonthell and I wasn't seeing
> how things were tied together. It's clearer now, thanks.
>
> I may be getting ahead of myself here. I think I had better
> look at the character class first. It seems to be a skeleton
> right now. Working on get_char_snapshot() without first
> having a working character class seems backwards :)
>
> I think we need the character, item and inv classes sorted
> out before we can really be productive in building the
> manager. Your prototype looks great! I think we end up
> doing work trying to fudge the missing functionality in the
> related classes.
>
> I'm going to switch modes and look at having the C++ and
> Pyton character classes reflect the current status of what we
> want. Is that OK?
>
> Mike
>
- [Adonthell-devel] character class,
Mike Avery <=