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
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