Ok, this is kinda CircleMUD related in that it has to do with how clans are currently done (i know clans aren't in CircleMUD). currently (the clan system I have I assume is some sort of snippet because a previous coder installed it), the clans are stored in a previously set array like so: struct clan_info clan[MAX_CLANS+1]; well, I was thinking of instead of that, to just make it a class and still access it like an array. ie class clan_info; clan_info *clan; and in the class have something like an operator [] clan_info* clan_info::operator[](int number) { int i=0; clan_info *cln; for (i=0, cln=this; cln && i != number; i++, cln = cln->next_clan) ; return (cln); } (i doubt the above would work but i hope the idea got through) so I could do something like this. clan[3].somekindainfo (or would it be clan[3]->somekindainfo?) and access it that way? still like an array? or would it be much less overhead just to zip through the entire linked list once, find the clan and return a pointer to it, and play with it from there? thanks for any insight into this. Code On Akuma the Raging Coder +------------------------------------------------------------+ | "The poets talk about love, but what I talk about is DOOM, | | because in the end, DOOM is all that counts." - | | Alex Machine/George Stark/Stephen King, The Dark Half | | "Nothing is IMPOSSIBLE, Just IMPROBABLE" | | "Easier Said Than Done, But Better Done Than Said..." | +------------------------------------------------------------+ +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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