You'd have to create it. I'm sure there might be one out there fitting
your needs, but I havn't seen a complex one releaced just yet. But
ya... if you did what I said and looked for 'wait' you'd find it has
calls in comm.c under the main game loop. Look for a comment that says
'Process input.' and scan that till you see ->
if ( d->character != NULL && d->character->wait > 0 )
{
--d->character->wait;
continue;
}
What you'd prolly want to do is in that, add a new interpreter to look
for commands that can be executed while in the wait process. Or...
uhh, a bool function so if the command is on the 'execute regardless'
list, just decrease wait, and not continue? I dunno how you want it
to work, but thats basicly what you'd do.
Davion
On Sat, 6 Nov 2004 23:51:00 -0500, [EMAIL PROTECTED]
<[EMAIL PROTECTED]> wrote:
> Interpert isn't what actually recieves the command from the player is it?
> So it's interpert->d->inbuf?
> I put some messages in various commands to see what was actually checked
> while a
> player was in a lag state and it was read from descriptor
>
> It looks like the game polls all the descriptors for whats in their inbuf....
> So: main loop -> read from descriptor -> output
>
> I want to intercept what the player is sending to their buffer and execute the
> command from there so it never makes it into the buffer.It's too hard to
> execute it from there and remove the command from the buffer. The game adds
> \n\r's all over the place and it doesn't seem to be working out too well.
>
> Do you know where I can find this event que system? It may be worth looking at
> it.
>
> Thanks.
>
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