----- Original Message ----- From: "Dust" <dustlos@HOTMAIL.COM> > I've made combat a wee bit less linear by using a modified event > handler (event.c, etc). So right now, all the damage isn't done every > 2 seconds, however, combat still runs at 2 seconds between pulses, I'm > aiming for 1/2 a second by am hit by my limited C knowledge in dealing > with a couple things.. > > #define OPT_USEC 100000 /* 10 passes per second */ > #define PASSES_PER_SEC (1000000 / OPT_USEC) > #define RL_SEC * PASSES_PER_SEC > > What exactly does --> * PASSES_PER_SEC <-- do? It's just a macro, making it easier (:P) to understand how often things happen. A macro simply substitutes into the code: 10 RL_SEC = 10 * PASSES_PER_SEC = 10 * (1000000 / 100000) = 100 (passes) Thus, PULSE_ZONE equals 100 passes of the code. The OPT_USEC pertains to how long the code will 'sleep' for each pass amd thus, how fast things will seem to happen to the players. As it is, a command is processed each 1/10th of a second. > And how can I make a > pulse for 1/2 a second, I get invalid unary * or other errors when > trying to make 0.5 second pulses. #define PASSES_PER_HALF_SECOND (500000 / OPT_USEC) (it's not coding, it's math...) > Thanks for any advice. NP Welcor -- +---------------------------------------------------------------+ | FAQ: http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | | Archives: http://post.queensu.ca/listserv/wwwarch/circle.html | +---------------------------------------------------------------+
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