You recently wrote:
Subject: A couple questions..
FROM : <sorry, lost your return address somewhere>
Also I was thinking of changing player classes to a bitvector to handle
multiclass... Would that be a good way of going about it, or should I
try something else?
That's how I managed it the first time I did multiclass... a pl8 based
version for reference _is_ available at cambot. 20 guesses at who wrote
it. :)
Now, looking back, I'd probably use a function of sorts to translate
between
#define CLASS_MAGE 0
#define CLASS_CLERIC 1
to their relevent bitvectors and back, it's all academic, and should be
a good excersise in coding, so I'll bugger off now and recommence lurking.
Problem with using bv is, you're limited to 32 or so distincted classes,
which might be a little restrictive for some. And hte byte class has to
be changed to long class... and the original single-class implementation
allows up to 256 distinct classes.
Another method, slightly less impressive, is to preallocate x extra byte
classes:
byte class2;
byte class3;
...
And change the various class checking macros... should really go g++ and
use inline functions if you're not going to be porting around.
btw: my set of around 20 extra socials have been diff'ed and uploaded to
cambot...instructions included therein.
This archive was generated by hypermail 2b30 : 12/18/00 PST