Re: [CODE] Pulse status on MOBS??

From: Rasmus 'Con' Ronlev (raro94ab@hp4.econ.cbs.dk)
Date: 10/18/96


On Sat, 12 Oct 1996 the@hp4.econ.cbs.dk wrote:

> :P Problems nothing but problems, have anyone an idea how to make a MOB
> :P extremely fast. Picture this :
> define a new PULSE_FAST  (1 RL_SEC) in structs.h,
> then add it to the heartbeat function in comm.c and use it to check
> for these hyper-agg mobs (make a new function mob_hyper_agg() copying
> the agg code in mobact.c).

Well, using those 'forced' loops will make the mud loop through (possible)
big lists (i.e. the whole mob-list). Instead a short and Immediate way of
making those EXTREME_AGGRO mobs, would be to add a little pice of code
that makes a loop of the ROOM mob-list when a person enters the room. This
would probably take a lot of processing time, accepting the fact that
people could walk through 5 rooms in a seccond, and lost of people could
do that, but well, still like the perform_move version of checking such
stuff better. It's all a personal taste thing, but ONLY using the
perform_move routines are you able to ALLWAYS attack a player. This is due
to the fact, that using pulses a player could just 'run' through a room
within that 1 seccond pulse, and avoid peeing attacked.

Just my two cents,
Con.

d.
--
     Rasmus Rønlev DOEK'94      WWW: http://www.econ.cbs.dk/people/raro94ab
     Student instructor         MUD: exiled.mud.circlemud.org 5000
                                         199.199.16.100 5000
       Student, B.Sc in Computer Science and Business Administration.

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