On Mon, 18 May 1998, Christian Loth wrote:
> I guess more general would maybe be:
>
>if (attacktype == SKILL_BASH && dam != 0) {
> GET_POS(victim) = POS_SITTING;
> WAIT_STATE(victim, PULSE_VIOLENCE);
>}
That's somewhat better. :)
I think the "best" way would be for 'damage' to return something other than
void, for how much damage it did do, or maybe a success field. Then we
wouldn't have a general function like damage() worried about what all the
specific skill effects are.
>but unlike you George, I'm not a 'general' circle coder, but am used
>to the Realm of Magic code, which is very different at many places.
>But I promise to improve ;)
If you start piling on hacks, your code will eventually degrade into a
jumbled mess of hacks. I'd classify the SillyMUD magic system (as I last
saw it) as that. Generalization like the CircleMUD magic system is good
too, less repeated code.
--
George Greer, greerga@circlemud.org | Genius may have its limitations, but
http://patches.van.ml.org/ | stupidity is not thus handicapped.
http://www.van.ml.org/CircleMUD/ | -- Elbert Hubbard
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