Hey, George: Congrats on the global buffer removal. I think that was probably my number one pet peeve. Some of my remaining pet peeves might be such as the following: * Money should be an object, not a field on the character. (Yeah, you mentioned this one). * CircleMUD still relies on the existence of room #0 and a few others. This reliance should be removed, or at least be made flexible enough to be changed without having to recompile the game. * Moving linkdead characters to the void is kind of a lame way to prevent them from being attacked. The whole "rescued by the gods" thing needs to go! :) I would *prefer* that linkdead players are just invisible to everyone but imms (perhaps add a !(ch)->desc to the INVIS_OK() macro, I think?). * Split the drop code from the donation code. While functionally these things are similar, there are special cases written in that depend on which subcmd is used. These commands are *not* conceptually equivalent and should, IMHO, be therefore separated. * Shops are very convoluted. I'm not sure that pl20 is the right place to change them, though. Perhaps 3.1? They need some serious cleanup and re-design, IMHO. * There are some more, but I can't think of them right now. > * Why is the donation code 'room_0', 'room_1', etc. instead of an array? I don't use donation rooms, personally, so I never cared about this functionality. This would prolly be a reasonable change. I might suggest making all rooms configurable from the same location, such as: #define ROOM_CFG_DONATION (1) #define ROOM_CFG_RENT (2) #define ROOM_CFG_START_FROZEN (3) #define ROOM_CFG_START_IMMORTAL (4) #define ROOM_CFG_START_MORTAL (5) struct room_cfg_data { room_vnum room; /* Vnum of room */ int type; /* Type of room; see above */ } room_config[] = { { 1204, ROOM_CFG_START_IMMORTAL }, { 3001, ROOM_CFG_START_MORTAL }, ... { -1, 0 } }; > * Why isn't the time scale easily changeable? This is actually a remarkably simple change to make. One could argue either way for it being a part of the mainline distribution. -Geoff -- +---------------------------------------------------------------+ | FAQ: http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | | Archives: http://post.queensu.ca/listserv/wwwarch/circle.html | +---------------------------------------------------------------+
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