Ok right now I implemented clans into my mud, and this is how I did it, and you will most likely find it isn't that efficient, but I am very new to coding and this is how I allocated things: Basically the clan.h file contained defines like: -- snip -- #define CLAN_NONE 0 #define CLAN_EDGE 1 #define CLAN_DABUMS 2 -- snip -- #define RANK_NONE 0 #define RANK_INITIATE 1 #define RANK_NOVICE 2 #define RANK_COMMANDER 3 #define RANK_SENIOR 4 #define RANK_MASTER 5 -- snip -- then my clan.c file had: const char *pc_clan_types[] = { "", "--EDGE--", "--DaBums", "\n" }; const char *pc_rank_types[] = { "", "Initiate", "Novice", "Commander", "Senior", "Master", "\n" }; Then I have several clan based commands like : recruit, promote, demote, expell, leaveclan which are basically straight checks with: GET_CLAN(vict) = GET_CLAN(ch); etc, etc. I also then did this (only way I knew and this is where I think it may be taking up unnesscary memory) changed the spare0; 's etc to clan, and rank so they are stored in the playerfile. Now here is my beef, or question. The way i call the clan names is I copied the CLASS_NAME, CLASS_ABBR in utils.h and added a CLAN_NAME, and CLAN_RANK to call it Is there an easier way like to have a directory in the lib like /etc/clan/1.clan etc? Instead of storing in the playerfile could you simply set up a list of members in a lib file and read it say 'backwards' ? Remember I am new to C and mud coding so try to be in newbie english :) Hasta Lasagna, Don't Get Any On ya! silk@direct.ca +-----------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://cspo.queensu.ca/~fletcher/Circle/list_faq.html | +-----------------------------------------------------------+
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