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I think this depends largely on just what you want these 'vnums' to do. At a rudimentary level you could just use a static variable counter to tick off numbers in serial. However, it might make sense to have the tag follow some sort of structure, for the sake of everyone's sanity. Diku-ish muds assign blocks of numbers according to zones, which is an arbitrary amalgam of rooms, objects, and npcs. The benefit to this, of course, is that one can know which 'area' a given object belongs to by simply looking at the vnum. As the previous poster alluded to, while blocks of vnums are associated with a given 'area,' the assignment of vnums within that block is arbitrary.
My mud project is going with a hybrid system; our C++/OOP-based Object system blurs the distinctions between objects of all sorts, so a division according to 'type' is impractical. Instead, each object's id contains discrete data (e.g., prototype id, instance number, etc) that can be used to trace its origins. Each of the sections is separated by a delimeter, with the idea being that people can use abbreviations to refer to 'local' objects.
Not sure if that's what you are looking for, but good luck in any case :)
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