Re: [NEWBIE][CODE] invalid_race/invalid_class

From: Peter Ajamian (
Date: 03/10/01

George Greer wrote:
> That function is awful for modifying.

Note however, that in two recent posts about people modifying that
function, they both initially got the mod right for that function, the
problem for both of them was in the #defines, they just thought that that
function was the problem because that's where the compiler was stopping.
The change you made would not have affected them but it may just confuse
newbie coders who are trying to follow the older snippet since the
snippets will no longer show the correct way to modify the function.


Hrmmm, looks easier to modify, but I can't help thinking there's gotta be
a cleaner way to do all that.  I'm wondering if the test can be
bitvectorized to be able to combine all the testing into one...

This is more somethign to ponder over and maybe has out the possibilities
on than a real suggestion, as noted at the end of this post it's really
not feasable to do (unfortunately).

Okay, let's look at what we're comparing...

The ITEM_ANTI_* stuff are part of a bitvector, they start at 13 for
MAGIC_USER and goto 15 for WARRIOR.

The IS_* tests all look like this...


Here at least we can save some CPU by doing the IS_NPC test once at the
beginning instead of once per class.  If we line up the CLASS_ members
with the ITEM_ANTI_ members we can even get away with a simple
bitvectorized comparision, something like this...

if (!IS_NPC(ch) && IS_SET((obj->obj_flags.extra_flags /
  return 1;

return 0;

Note that the / ITEM_ANTI_MAGIC_USER part will line up the obj flags so
that it corresponds with the class number.  This does make for a more
efficient test, unfortunately we can't use it (arrgh!).  The reason is
simple, you can't add more classes and have them remain sequential
without shifting ITEM_NOSELL (which would trash the object files).  So I
guess all this post is for nothing *sigh*.

So why did I post it in the first place?  Because it might be something
to consider if you ever decide that trashing the object files is
necessary for a different reason.  It would work especially well if you
want to move the ITEM_ANTI flags off to thier own separate bitvector in
which case you could just force them to line right up with the classes.

Regards, Peter

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