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
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