Hey, George:
Congrats on the global buffer removal. I think that was probably my
number one pet peeve. Some of my remaining pet peeves might be such as
the following:
* Money should be an object, not a field on the character. (Yeah, you
mentioned this one).
* CircleMUD still relies on the existence of room #0 and a few others.
This reliance should be removed, or at least be made flexible enough
to be changed without having to recompile the game.
* Moving linkdead characters to the void is kind of a lame way to
prevent them from being attacked. The whole "rescued by the gods"
thing needs to go! :) I would *prefer* that linkdead players are
just invisible to everyone but imms (perhaps add a !(ch)->desc to
the INVIS_OK() macro, I think?).
* Split the drop code from the donation code. While functionally these
things are similar, there are special cases written in that depend on
which subcmd is used. These commands are *not* conceptually equivalent
and should, IMHO, be therefore separated.
* Shops are very convoluted. I'm not sure that pl20 is the right place
to change them, though. Perhaps 3.1? They need some serious cleanup and
re-design, IMHO.
* There are some more, but I can't think of them right now.
> * Why is the donation code 'room_0', 'room_1', etc. instead of an array?
I don't use donation rooms, personally, so I never cared about this
functionality. This would prolly be a reasonable change. I might suggest
making all rooms configurable from the same location, such as:
#define ROOM_CFG_DONATION (1)
#define ROOM_CFG_RENT (2)
#define ROOM_CFG_START_FROZEN (3)
#define ROOM_CFG_START_IMMORTAL (4)
#define ROOM_CFG_START_MORTAL (5)
struct room_cfg_data {
room_vnum room; /* Vnum of room */
int type; /* Type of room; see above */
} room_config[] = {
{ 1204, ROOM_CFG_START_IMMORTAL },
{ 3001, ROOM_CFG_START_MORTAL },
...
{ -1, 0 }
};
> * Why isn't the time scale easily changeable?
This is actually a remarkably simple change to make. One could argue
either way for it being a part of the mainline distribution.
-Geoff
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