ok this is hard for me to explain... so im gonna break it up if i can...
(sorry for the long post)
im trying to make a game where data is loaded into mem for each different character
this memory i would like to have stored into an array of classes (Character[])
then i would like to be able to make an array of instance classes or something similar to an array of child classes based on one index of each Character[] class, so this array of classes would probably have to be 2d (Player[ , ])
the player[ , ] class should be able to use the data loaded by the Character[] class like below:
player[0,0] and Player[0,1] should have access to the data loaded by Character[0]
player[1,0] and Player[1,1] should have access to the data loaded by Character[1]
so basically:
Player[A,I] has access to Character[A]'s loaded data
SUMMARY:
Character[ ] - used to load and store the character data (model, texture, ect...)
Player[ , ] - keeps track of player values (x,y,z coordinates and weapon)
I Have the Character[ ] class made and working
Im basically trying to figure out how i could set this sort of thing up in c++
WHAT I WAS THINKING OF DOING... BUT AM NOT SURE IF IT WILL WORK:
1:
have the loader put the data into Character[ ] and keep track of how many
characters have been loaded
2:
wait for players to join... and wait for game to begin initialization
3:
create 2d array Player[A,B] with 'A' being the number of characters loaded
and 'B' being the number of players in the game
4:
create a bunch of pointers to the data in Character[ ] for each Player[ , ] index
THE PROBLEM I SEE WITH THAT:
I will almost always end up with a bunch of empty Player classes
This would be alot easier to do if i knew how many different characters there were going to be... but sadly there is no way of me knowing...
Can anyone Think of a more efficient way to do this???