In a message dated 98-07-14 12:10:33 EDT, siv@CYBERENET.NET writes:
<< why don't you post that code?
[code snipped]
> next_d = d->next;
> log("Checking to make sure RT >= 0.");
> if (GET_RT(d->character) < 0) GET_RT(d->character)
= 0;
> log("Subracting 1 from RT");
> if (GET_RT(d->character) > 0) GET_RT(d->character)
-= 1;
well..let me ask this: what are you trying to do? from what i can infer,
you are trying to have a combat system that will use calculated speed
rather than standard 2 second rounds..if this is the case, i'd
suggest using the dg_event system to create events that will call the
hit() func (or whatever)..it would be much less CPU intensive (no
decrementation of a roundtime var)..i did this a while ago using events
based on the dg system (extracted from the dg src, not the patch that is
now available), but didn't like the feel of event based combat.. >>
I'm running a check on certain commands... ie do_kill, I might do this...
if (GET_RT(ch) < 0)
GET_RT(ch) = 0;
else if (GET_RT(ch) == 0) {
...do_kill code...
The point is to regulate commands while someone's in roundtime. IE, someone
cast's a spell on something (offensive or non-offensive, whichever --ie
doesn't have to start a fight), and they can't type other offensive or
movement commands for x seconds. Get it?
I try to post help more than code, because I'm endeavoring to create a
completely original MUD (except for DG events, Regen, Color, and
Abbreviations). But if I post code it won't be original anymore. Hell, if I
didn't care about originality, I'd be glad to just ftp my MUD to
ftp.circlemud.org! Sorry guys. :-P
Thanx,
-Elrelet
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