Re: Coding monsters and items
- From: Martin Read <mpread@xxxxxxxxxxxxxxxxxxxxxx>
- Date: 20 May 2006 19:12:37 +0100 (BST)
"Gamer_2k4" <gamer2k4@xxxxxxxxx> wrote:
I do not see how you can believe that 004 is easier to
manipulate as a *user* than "pit". I'm obviously missing
something.
Okay, okay, I AM trying to justify my system. I mean, it's the easiest
way to write the game (as far as programming goes). I sort of assume
that a person who can edit every part of the game (not just monsters or
items, but quests and more) in a format slightly more readable than
Angband would not minding using numbers.
When I program, I go to some effort to ensure that I never need to type
the same number with the same meaning twice. If I use the same number
with the same meaning twice, I add another entry to one of my enumerated
types. If the monster or object databases were larger, I might well
consider moving over to an automated mechanism for this.
But I never refer to a "goblin" as 13 when I could refer to it as (for
the sake of argument) PM_GOBLIN. I define PM_GOBLIN to be 13 in one
place, and then use PM_GOBLIN everywhere I mean to reference "goblin".
--
Martin Read - my opinions are my own. share them if you wish.
\_\/_/ http://www.chiark.greenend.org.uk/~mpread/dungeonbash/
\ / "tempted white eyes blinded by the night hollow like the towers from the
\/ inside laura's a machine she's burning insane" fields of the nephilim
.
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- Re: Coding monsters and items
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