You recently wrote: Subject: A couple questions.. FROM : <sorry, lost your return address somewhere> Also I was thinking of changing player classes to a bitvector to handle multiclass... Would that be a good way of going about it, or should I try something else? That's how I managed it the first time I did multiclass... a pl8 based version for reference _is_ available at cambot. 20 guesses at who wrote it. :) Now, looking back, I'd probably use a function of sorts to translate between #define CLASS_MAGE 0 #define CLASS_CLERIC 1 to their relevent bitvectors and back, it's all academic, and should be a good excersise in coding, so I'll bugger off now and recommence lurking. Problem with using bv is, you're limited to 32 or so distincted classes, which might be a little restrictive for some. And hte byte class has to be changed to long class... and the original single-class implementation allows up to 256 distinct classes. Another method, slightly less impressive, is to preallocate x extra byte classes: byte class2; byte class3; ... And change the various class checking macros... should really go g++ and use inline functions if you're not going to be porting around. btw: my set of around 20 extra socials have been diff'ed and uploaded to cambot...instructions included therein.
This archive was generated by hypermail 2b30 : 12/18/00 PST