Re: Mob fleeing

From: Gary Barnett (gbarnett@POLARNET.COM)
Date: 10/28/97

On Tuesday, October 28, 1997 5:48 PM, George
> On Tue, 28 Oct 1997, Angus Mezick wrote:
> >#define CHECK_WAIT(ch)  ((!IS_NPC(ch))? \
> >                           (((ch)->desc) ? ((ch)->desc->wait > 1) : 0 ):\
> >                           (GET_MOB_WAIT(ch)>0))
> >
> >I know it looks nasty and icky, but do you see anything wrong but a bad
> >code
> >style?
> I think it's glossing over the real problem at hand.  There shouldn't be
> two versions of the same variable for mobs and pcs.
I agree 100% there. I yanked that union out of the character structure a long
ago. After I spent several hours trying to figure out why the heck one thing
affecting another when they had no business doing so.

Bottom line: IMHO, there shouldn't be unions in the structs. Confuses too

Another thing. Why the heck does stock code allocate a mob_specials structure
for players?

Seems to me fixing both of those problems results in a memory-neutral fix.
saves a few bytes.. but only on players.. not enough to really matter in the
scheme of things.


Neither sweat, nor blood, nor frustration, nor lousy manuals
nor missing parts, nor wrong parts shall keep me from my task.
  --Christopher Hicks

     | Ensure that you have read the CircleMUD Mailing List FAQ:  |
     | |

This archive was generated by hypermail 2b30 : 12/08/00 PST