Re: map, the lesser.

From: StormeRider (silk@ICI.NET)
Date: 12/29/97


At 02:22 PM 12/29/97 -0500, you wrote:
>> >and, if you have the 4 exit method, you can't LOOK into a bunch of rooms
>> >that you can SEE. silly, silly, silly!
>> >
>>
>> Not sure I know what you mean on this one.
>
>like this:
>
>^^^+^^^
>^^++^^^
>^^+^^^^
>^^@^^^^
>^^++^^^
>^^^+^^^
>^^^+^^^
>
>if the @ is you, you can see by looking at the map that the square NE of
>you is a mountainous room. if you type 'look NE', you get 'that aint
>here'. IMHO, being able to see a room but not look into it is silly,
>unless there's a closed door or something involved.

I would make it so it would show a stock coded message based on the sector
type as I am hardcoding room descriptions on the vmap rooms.

>It is my opinion that in order to efficiently implement outdoor
>automapping of the type being discussed, rooms with OUTDOOR flags should
>be created, parsed, and displayed using a mostly different handling
>system from the one used for normal rooms.
>

I'm using different sector types m'self.

>The actual visual display of each room should include some degree of
>complexity, not just a 'room type' key. The rooms should appear as larger
>than one character per room.
>
>Etc, etc, etc.
>
>actually, duh, here's a better idea for doing it one room per char:
>
>use buffers. make the buffer a few lines larger than the veiwable area. If
>you move N or S,  you only have to do one cast for the next display
>string, which will actually get tacked to the end (or beginning) of your
>buffer. if they move E or W, you'll have to redraw the whole thing..
>
>fun fun!
>
You betcha! =) Gonna be nice when I have the time to sit down, debug the
rest of my problems, put this in, separate out the changes for it, make a
patch, and sit back and start to hear the cries of "But I put in the vmap
patch and now I can't do this!!!" =) j/k.


StormeRider                  --- http://www.windsofstorm.net/wos/
silk@ici.net                 --- telnet://cmoo.com:4004


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