On Sat, 28 Jul 2001, Geoff Davis wrote: >Congrats on the global buffer removal. I think that was probably my >number one pet peeve. Hindsight being what it is, they were deemed not worth it ultimately. The intention was in the right direction though. >* Money should be an object, not a field on the character. (Yeah, you > mentioned this one). > put 152 coins in bag > drop bag No funny special casing. The only requirement would be handling stuff like: > put 2 sword in bag so 'coins' wasn't some hideous special case. It'd probably also support 's' at the end to at least be somewhat grammatically correct. >* 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?). If we fixed invisibility to break a fight then we could probably remove the Void. The problem being mass spells that would still hit people linkdead but invisible, unless we special-cased it. >* 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. It's a way to rid yourself of an item and seems similar. >* 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. Stuff designed years ago does tend to show its age but I am not inclined to change anything about shops at the moment. Maybe post-CircleMUD 3.1. >> * Why is the donation code 'room_0', 'room_1', etc. instead of an array? [...] > 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 } > }; I'd go: room_vnum room; int hometown; Then 'hometown' would actually mean something. Gods would simply have a hometown of the Immortal Complex. What to do for a frozen person without losing their proper hometown would be interesting. >> * 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. I meant the calendar, which causes a lot of little changes to magical constants all over the code. -- George Greer greerga@circlemud.org -- +---------------------------------------------------------------+ | FAQ: http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | | Archives: http://post.queensu.ca/listserv/wwwarch/circle.html | +---------------------------------------------------------------+
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