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Old 03-22-2004, 03:20 PM   #1 (permalink)
Fallon
Junkie
 
Location: RI
[C] Programming a mechwarriors mud

So as the subject says, I'm programming a mud in C from another mud/codebase. Right now, I'm in the process of "trimming all the fat" so to speak. Soon though, I want to start the actual programming but I've hit a couple roadblocks. First, I want to make it as close to the table-top game as possible, so I'd have to have limbs and give each allocation spots. So assuming there are 6 limbs, 12 allocation spots, and a field for status of each allocation space, that'd be about 146 variables for each spot, and I know I'm missing a field or two like what's in the spot and stuff. What does something think the best strategy would be. I've been thinking about using an array for it, but that array would also be kinda hefty. Would my best bet be to just drop the accuracy and go for something simpiler or what?
Next part was the hexigonal board. As those who have played know, you have the board(duh) and each hex has it's own status ie: on fire, grass, trees, water, etc. I was also debating on making this an array as I couldn't see much else to do with it. like have an array like board[3][100]
and each value in the [3] would be an x coordinate, a y coordinate and what is in that hex and the [100] would be all of the possible coordinates.
Thanks for reading this far and I'd appriciate very much any help anyone could give.
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