Struct TyStruct { ObjectTypeTheFirst first; ObjectTypeTheSecond second; int id; char* name; } Then just make a map of hashes or ints or whatever, each to an object of type TyStruct. Instead of struct, make it a class with full type safety and so on. Take care, Sina -----Original Message----- From: programmingblind-bounce@xxxxxxxxxxxxx [mailto:programmingblind-bounce@xxxxxxxxxxxxx] On Behalf Of Tyler Littlefield Sent: Sunday, July 12, 2009 12:39 PM To: programmingblind@xxxxxxxxxxxxx Subject: Re: game development question:reading and writing game data to and from files hmm, so I would store the pointer to an int/string/double. I need to be able to tell what it is though, no? ----- Original Message ----- From: "Sina Bahram" <sbahram@xxxxxxxxx> To: <programmingblind@xxxxxxxxxxxxx> Sent: Sunday, July 12, 2009 10:36 AM Subject: RE: game development question:reading and writing game data to and from files > The map definitely handles this bro. > > Just don't make it a map of primative to primative, make it a map of > primative to object. That object can be of any type you like. > > Take care, > Sina > > ________________________________ > > From: programmingblind-bounce@xxxxxxxxxxxxx > [mailto:programmingblind-bounce@xxxxxxxxxxxxx] On Behalf Of Tyler > Littlefield > Sent: Sunday, July 12, 2009 12:18 PM > To: programmingblind@xxxxxxxxxxxxx > Subject: game development question:reading and writing game data to and > from > files > > > Hello all, > I've started work on a custom mud, and am trying to figure something out. > Each player will have a set of keys that will be stored, name, connect > time, > creation time, etc. > I was thinking of storing these in a map, but that requires that the map > hold multiple values; something which the c++ map doesn't do. > So, I'm trying to figure something out. > I'd like to be able to store player data, and a list of the player's > inventory so the objects can be recreated when the player connects > somehow. > I would need to store object type, name, etc etc. > I'm not quite sure how I could achieve this easily; I could possibly > itterate through the map once I've gotten the data type thing figured out > and do something like write key=value. > Then when I loaded it I could just strtok on the = and set that up, but > I'm > not quite sure how I'd handle inventory and that. > This is the only snag I'm having so far, and I'm not able to move on > without > it, as I'm to the point where I need to start saving player data, so help > would be really appriciated at this point. :) > Thanks, > > __________ > View the list's information and change your settings at > //www.freelists.org/list/programmingblind > __________ View the list's information and change your settings at //www.freelists.org/list/programmingblind __________ View the list's information and change your settings at //www.freelists.org/list/programmingblind