>> (I believe it's a bitvector thing ... should i just define a LOT >> of space for the possible 42+ classes?). Try this: use different numbers in the player struct for class/sub-class. So the current class var could store the basic class (warrior, cleric, mage, thief, psi), and a new variable, call it subclass, would contain the specific sub-class within that class (paladin, druid, bard, etc.). This way you can do everything with integers and have a ridiculous number of classes. I did this once and had something like: #define CLASS_WARRIOR 1 #define CLASS_CLERIC 2 etc. then: #define WARRIOR_WARRIOR 0 /* Basic warrior */ #define WARRIOR_PALADIN 1 /* Sub-classes */ #define WARRIOR_RANGER 2 etc. #define CLERIC_CLERIC 0 #define CLERIC_DRUID 1 etc. etc. It's a lot more work, of course, as you have to re-write your menu system for character creation, the parse_class function and a bunch of other stuff, but it does give you all the classes you could possibly want. You can do a similar thing with races as well. (e.g. elf ==> drow, high, sylvan, aquatic, etc.) +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
This archive was generated by hypermail 2b30 : 12/08/00 PST