Hello all,
I am currently in the process of "trying" to make one of my first
snippets for the CircleMUD community, but running into a bit of problems in
terms of cycling an object for more than one char. For
example (in relation to what's below) if I was to create a couch, with
an infinite player limit and infinite weight restriction how would I
properly go about cycling that object for ALL the characters on it. This is
what I am currently tampering with now.
struct rest_object_data {
long weight_capacity; /* how much weight can object hold -1 infinite*/
int player_capacity; /* how many players can use this object -1 " */
int regen_bonus; /* bonus regen per tick */
int rest_type[4]; /* POS's: sleep, rest, kneel, sit */
struct char_data *rested_on_by; /* This is where I need assistance */
struct rest_object_data *next;
};
Two problems I can forsee:
One: I am planning on writing extra bits to the object files obviously
for all fields, rest_type[1] being sleep position, 1 (can be slept on), 0 if
not. Just so as to provide a way for builders to make furniture restable
upon in some ways while restricting others.
Two: I am somewhat left blinded as to how I would go about cycling
ONE object for the amount of chars that are currently resting on it. Would
I have to create a whole new structure all together similar to the
below inorder to succesfully shuffle through the chars?
struct example {
struct char_data *rested_on_by;
struct example *next;
};
And then replace the first instance of *rested_on_by (at the top) with:
struct example *resting_plist;
And then cycle through example independantly?
I'm sorry if I'm not coming across 100% clear, I've only recently begun
to grasp the concept of linked lists, pointers and structures.
Anyhow, that's the dilemna towhich I am sunk knee deep in. Any available
help and or references to helpful material would be greatly appreciated.
Thanks in advance,
Surgeon (webremedies@ca.inter.net)
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