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...Well, go into the function which shows every area, and code in some way to show only the areas you want. (i.e.) add a flag to the area to determine if the area should be shown or not. Then, in that function, do something like: if (isFlagged(area,FLAG_SHOW)==false) continue; ...in your area loop.
As for the class titles... just don't show the class titles anywhere, and noone will know they exist. Then you can name the classes whatever you want... like class200523, for example.
To do either of these things... look over the rest of your code to determine how it's done for similar things. For example, go into your "do_who" code, and look at how each peice of information is displayed, then remove that part for the class names. Do the same thing for "do_score", and whatever else you want. Likewise, look over your code and figure out how other flags are added... then add your show flag, and determine which function checks if something is flagged, and use that in your "arealist" function.
Everything needs to be identified by something... either a name, a number, a reference or pointer in a list, or whatever. You could verywell completely remove the name attribute for every class, but you'd have to remove the references to it everywhere else anyway, so it'd be more work. Not to mention that then you'd have to come up with some other way to identify it anyway. If you decide to go that route, however, you can figure out how to do that based on other areas of your code as well.
Best of Luck, -Jess
(Comment added by mann_jess on Sun Nov 12 0:00:22 2006)
I could be totally wrong here... but I don't see any reason why you'd even want to be creating new classes without names though. I'm guessing what you want to implement, therefore, would be better accomplished with another method. Try to think of some other way to get what you want done. For example, perhaps you want to make every character classless, and allow each character to gain skills and spells while playing?
Best of Luck, -Jess
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