I've been struggling with that the past year as well, rather the concept behind doing it, and I think the best (and safest) way to approach it is pretty simple. Have a separate table created for objects, call it whatever you want. You really don't need them inserted into the database itself (the players), do it as they save, let the server do the work for you. Something like insert into pobj values "'name', 'obj', insert, more, values, here, such, as, location, affects, etc" should work just fine. Of course, then you'd have an entry in the table for all of their objects, but you should anyways if you're trying to convert everything to sql.
The current structure can save to the table, one object at a time. personally, I wouldn't use ch->id but ch->name for a couple of reasons. A> Eventually you may want to redesign how your resets work, and to me this seems to be a better way to load a mob into a room. B> Ease of use. Say you want to incorporate something like "who has this cool legging". Well, you can do that, and the output would be understandable if you used ch->name. As far as space, I really don't see it taking up a lot more space. To ensure that it only saves what's necessary (ie: what the player has on them), you can do a simple delete * from pobj where pname = "Xantha" , then write the objects. This way you're only saving what they have, removing the older stuff before you do this. I agree, this is the hardest part of the conversion. I actually managed to get the mass of the pfile saved to (and loaded from) sql, but these are going to be a bit more tricky to do. HTH in some way. TJW

