I've been approaching a new type of assemble system were items are combined to create another item. This exists on many muds already, but i'm taking a shot at coding it on my own. So far i've got it done and working great, but now i've come across the difficulty of coding it so it can be used for QUEST ASSEMBLES.
Now a quest assemble is a bit more work since all the pieces and the result piece have to be quest pieces, so i've figured out most of it, all the dirty work is done.. the problem i've run into is when the player types 'quest info' it should display what mobs have recieved the quest pieces and what room their in.
I've come up with an idea to add questmob to ch->pcdata which would be of CHAR_DATA * structure.
Now this is the problem, how can i add an unknown amount of mobs to ch->pcdata->questmob.
So when quest info is typed, it would cycle through that list and display all their info (because it would be a pointer to the target mobs).
I don't think this can be anymore descriptive.
BTW:
I have a vague idea of how it works, it would be like assigning mobs to questmob then doing something like questmob = questmob->next, then assigning the mob to questmob again, the only prob with that is getting back to the start and keeping the new mobs at the same time.
Now a quest assemble is a bit more work since all the pieces and the result piece have to be quest pieces, so i've figured out most of it, all the dirty work is done.. the problem i've run into is when the player types 'quest info' it should display what mobs have recieved the quest pieces and what room their in.
I've come up with an idea to add questmob to ch->pcdata which would be of CHAR_DATA * structure.
Now this is the problem, how can i add an unknown amount of mobs to ch->pcdata->questmob.
So when quest info is typed, it would cycle through that list and display all their info (because it would be a pointer to the target mobs).
I don't think this can be anymore descriptive.
BTW:
I have a vague idea of how it works, it would be like assigning mobs to questmob then doing something like questmob = questmob->next, then assigning the mob to questmob again, the only prob with that is getting back to the start and keeping the new mobs at the same time.