Actors, cues, event based logic.
Okay, lets take a step away from engine programming, architecture, implementation, you get my point, lets talk more about game logic, and how to program it. Event based logic has recently sparked my interest and I'd like to implement it (even if in a text based RPG).
I've done some googling and havn't come up with much, through talking to a friend on AIM (one of the lead programmers for Visual3D (www.visual3d.net), he told me that an event based logic system would lend itself well to almost any game engine.
So maybe we'll have an actor class, a class that has a list of possible response functions, and also a list of possible cues... Each actor will listen for cues in the "event handler" class, if an event happens in the event handler loop and a certain actor is listening at the time, he will have recieved his cue and respond accordingly.
To put it into a less arbitrary sense, think of winning your space invaders level, you're at the boss, and successfully defeating him will end the level. So you kill the big bad boss, a cue is sent to the level actor, level actor is like oh, you killed the boss, you win! Congratulations, level is over.
Is there anyone out there who can try to unmuddle this concept in my brain, in terms of code I mean, what kind of arbitrary base classes do I need to implement? ETC ETC ETC :).