Dynamic Shops

From: David Cole (tiznor@softhome.net)
Date: 10/23/02


I've rewritten the entire shop system to work in a completely different way.
First off if a mob is mob flagged as MOB_SHOPKEEPER then it is a shop
keeper. Second what ever is in the mobs inventory is what is he selling,
with certain perks and checks and what not.

the problem I seem to be having is in my for() loop to check if a mob in a
room is actually a shop keeper:

  for (tch = world[ch->in_room].people; tch; tch = next_tch) {
    next_tch = tch->next_in_room;

 if (IS_PC(tch))

      send_to_char("You can't do that here!\r\n", ch);
bla bla bla....

ok, so if a mob is flagged its cool else, its not, but what happens is it
gets to the first mob and it stops cause of the return and says you can't do
that here, which is good, but bad cause it never finds the shopkeeper, but
if I change return to continue it says you can't do that here for each mob
in the room that isn't a shop keeper, understand my dilemma?

curious if anyone else had take this approach to shops and if so if they
have found a solution to something this trivial? Or if someone can point me
at what I'm doing wrong?


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