Difference between revisions of "Linked List Tutorial"
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But there are a couple of problems. Unfortunately, they will have to wait for a week or so because I am out of time for today and leaving for awhile. This should give you plenty of questions. | But there are a couple of problems. Unfortunately, they will have to wait for a week or so because I am out of time for today and leaving for awhile. This should give you plenty of questions. | ||
==Previous Page== | |||
[[Dynamic Storage]] |
Revision as of 22:03, 4 May 2006
Unfortunate Realities
Before we get started, let me address some unfortunate realities. The code I wrote earlier won't work. You can't call
set Curr.Child to Something
On a non-persistent reference. That means I can't call it on any of the objects I create in game. So that causes a serious problem. Fortunately there is a way to address it.
We create a Persistent Reference that the Nodes can talk to and pass data through. I call the base object of this Persistent Reference the DSTDataMgr. So a very basic DSTDataMgrScript will look like this
scn DSTDataMgrScript ref Head ;This script will store the head of my list ref ChildRef ;This is somewhere to store the data we need to know as a ;child node long Number_of_Nodes ;It is helpful to know this information and it allows us to ;number the nodes
Now I know how to store the ChildRef that the Prev Node needs to store, but how do I tell the Prev Node that it needs to set it's Child Node? We add one more line to the DSTDataMgrScript
short setChild
Then we need to add an OnActivate block to the DSTDataMgrNode. This is an easy way to tell a node to do something. We will also need to define a new Persistent Reference DSTDataMgr. Do this by dragging a DSTDataMgr into a gameworld Cell (I like to put it by the exit to the Imperial Sewers (Tamriel->ICPrisonSewerExit01) but that's just personal taste). Then name it pDSTDataMgrRef and check the Persistent reference checkbox. Now we can access it in our DSTDataNodeScript
scn DSTDataNodeScript ref Child long Number begin OnActivate if (pDSTDataMgrRef.setChild == 1) set Child to pDSTDataMgrRef.ChildRef set Number to pDSTDataMgrRef.Number_of_Nodes set pDSTDataMgrRef.Number_of_Nodes to pDSTDataMgrRef.Number_of_Nodes + 1 set pDSTDataMgrRef.ChildRef to 0 set pDSTDataMgrRef.setChild to 0 endif end
With these two scripts we can set up our list like so
scn DSTTestScript1 short count ref NewNodeRef ref Prev begin GameMode if (count < 20) set count to count + 1 set NewNodeRef to PlaceAtMe DSTDataNode 1, 0, 0 if (Prev == 0) set pDSTDataMgrRef.Head to NewNodeRef else set pDSTDataMgrRef.ChildRef to NewNodeRef set pDSTDataMgrRef.setChild to 1 Prev.Activate Prev 1 endif set Prev to NewNodeRef endif end
But there are a couple of problems. Unfortunately, they will have to wait for a week or so because I am out of time for today and leaving for awhile. This should give you plenty of questions.