Re: Proposal for the skills array

From: George Greer (
Date: 11/05/02

On Tue, 5 Nov 2002, Jesse Becker wrote:

>If you store the entire array, that would also make the .mob files larger,
>unless you stored only the non-zero values.

CircleMUD's convention is 0 for a skill is unlearned, so that fits.

>The other downside having each mob have an entire array of skills is that
>you have to then keep a second list of which ones they can actually use;
>otherwise you have to do a linear search on the array for each mob to
>determine what skills the can use.  If you have a list, then you just walk
>the list (which will almost always be very short).

If the array value is 0, then they can't use it.  If you don't want them to
use a skill, don't set the value. :)

And it might be faster[1] to scan a small, linear block of memory than it
is to follow pointers all over virtual memory and back chasing nodes.

George Greer

1: 300 byte array vs. 2 node list would lose, obviously.  But chasing 50
   nodes positioned pseudo-randomly in memory is really bad for your
   caches.  That's the downside of a really big linked list: cache misses.
   And cache misses on a Pentium IV _really_ suck.

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