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
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