I noticed that as well, and came up with a fix that may work (though haven't even thought of implementing it yet). Look at the broad picture, races are mostly limited to items due to their size. ie: a sprite won't me wielding a 4 foot claymore. So, instead of using the ITEM_ANTI_racename bitvectors, just make a size bitvector and limit that instead, of course you will need to add this variable, and limitless other pieces of code, but that would enable you to have a large amount of races with only say 5 bits used. claywar[ms] On Tue, 5 Nov 1996, Jones E SrA 51CS/SCMMK wrote: > > >I was just putting some more races in and wondered if there was a limit to > >how many races circlemud can handle in it's present form? Reason i ask is > >i notice in several spots the proggie is shifting a bit depending on which > >race is chosen. I figure eventually if you keep shifting that bit it's > >going into the ol bit-bucket.. so how many races can one have? > > > >-Gerald > > You've noticed this too, huh? I get the left-shift warning 3 times when > compiling because my highest bitvector type thingie is (1 << 34). > > I think it's because of the 32-bit thing, but i'm not sure, and have yet to > figure out how to get it to go away. > > > +-----------------------------------------------------------+ > | Ensure that you have read the CircleMUD Mailing List FAQ: | > | http://cspo.queensu.ca/~fletcher/Circle/list_faq.html | > +-----------------------------------------------------------+ > +-----------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://cspo.queensu.ca/~fletcher/Circle/list_faq.html | +-----------------------------------------------------------+
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