Quoting Jason Beeland <jbeeland@BELLSOUTH.NET>: > understated. Correct me if i'm wrong (please), but you > would also have to alter the way mobs/objs/etc were read > in from their world files, as well as change how olc writes > said files, and also change how pfiles are written out (if > you are using ascii pfiles). And that still doesn't > address the state of the current world files. They would > have to go through a conversion process. Yes, yes, you're right. Although, those things aren't as big as they seem, either. What I _meant_ to say was that with bitfields (more so than bitvectors), you can hide the cosmetic changes inside structs.h and utils.h. Why? Because if you're J. Random CircleMUD-Coder, you're using the stock and/or stock-like macros. Bitfields lends itself directly to being used in the same manner as the current (single) bitvectors in stock. As far as loading/saving, yes, there are changes. But no, they are not as cataclysmic as it seems! It is not difficult to modify the source code to read the files, and check which format it's following. Your zone saving function (i.e., in Oasis) needs only to save in the new format. I did this a number of times in the process of altering zone files on a previous incarnation of my MUD. So, that cuts out the conversion process, because you'll do it, essentially, in the game, over time. Also, since CircleMUD currently (I believe) saves bitvectors as strings (1011 -> abd), that change to bitfields is not tremendously terrible. Anyway, what I was alluding to, was that if you look at the 128 bitvectors patch on the CircleMUD site (and the snippet it came from, by ________ Niese-Petersen), you'll see that it requires changes throughout the code, with every macro reference and flag alteration. I'd rather only have to modify the save/load mechanism and get the benefits of bitfields than be required to alter everything in an elaborate kludge. Bitfields aren't so bad. -k. -- +---------------------------------------------------------------+ | FAQ: http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | | Archives: http://post.queensu.ca/listserv/wwwarch/circle.html | +---------------------------------------------------------------+
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