So now that school is over, I am recoding a new RPG from the ground up, focusing specifically on the features that I could not do last time.
First up I have been coding the inventory system. The problem is that I do not know how to make classes or dynamic arrays.
That means all lists of items have to have a set size before hand and must be made entirely of the same type of data.
So first step to solve that is simply a limited inventory. That is simple enough on its own. Now the problem of different data types was dealt with in an interesting way…
- struct inventoryItem{
- itemType item_Type; //This will be used to determine which array the item is located
- int indexValue; //This is used to determined which element in the array it is
- bool isHere; //This is used mainly in the player's inventory, if it is false, Then it is treated as an empty slot
- };
The main inventory is instead a list of this single data type.
This data type basically serves as a reference to the actual item.
item_Type labels what type of item it is thus which of the master lists its located in.
indexValue is where in the master list it is located.
Example: when item_Type = WEAPON, and indexValue = 3. The program will know it refers to the item located WEAPON_INDEX[3]
This is still far from perfect, I have yet to choose a method to handle items being equipped by the player.
I also have yet to set up the monster list or data types, to be fair I am going to wait on that till I determine just what the battle system will be like, what stats will be used, what formulas…
Feel free to offer suggestions on that.
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