| Data Transfer |
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All the data values used in the game are mainly stored in the modules, that is,
each module contains several instances (eg. the Base module has data for several bases)
and each instance holds the data associated with it (e.g. Base Inventory). Some data types are globally defined. Although we are trying to achieve module independance, this part can't be helped. Examples include Equipment, Vehicles, individual Agents. Modules will store lists of these data types (eg. base with its inventory). It is important to note that no module will store more than 1 list of any type for any given instance. eg. 1 base will have all of its inventory data in only 1 list. Modules need not declare whether they hold a certain type of data or not - instead they will be queried for it, and return nothing. Data Manipulation The data held within any given module will at some time be required inside a different one. eg. An equip agent window will need to show all the equipment that exists at the agents location, this equipment will always be held in a different module. Some mechanism needs to exist to move, or otherwise provide a view of, the data in the other module. This mechanism is provided by the Game Engine. All modules requiring data of a particular type will ask the Game Engine for it, the GE will then look at all module instances that are in the same location as the requesting instance and obtain a pointer to the memory list of that data that it can then pass back to the asking module. The Game Engine will also lock the memory list in the data-providing modules so that it cannot be modified whilst the data transfer is taking place. |
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