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


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