Re: [RELEASE] Wilderness/ASCII Mapping System

From: James Turner (turnerjh@XTN.NET)
Date: 06/19/98


Kyle Goodwin <vbmasta@EARTHLINK.NET> writes:

> Ok it's like this.  Say there's a map of a region of underdark like so
>
> X = wall
> O = tunnel
>
>  1        2
>    \       /
> XXOXXOXX
> XXOXXOXX
> XXOOXOXX
> XXXOOOXX
> XXXXOXXXX
>
> With your system people in tunnel 1 couldn't see people in tunnel 2 even
> though the tunnels coverge leter on.  Also on a surface map you could not
> have a map like this:

Your diagram has come out incorrectly.  As for seeing, actually yes
they could see each other.  Line of sight isn't implemented yet;
players get a top down view of their surroundings.  Later perception
skill checks will be used, but for now, you see all other players and
mobs on the overland, and can toggle getting updates if anything moves
near you.

> + = road
> W = forrest
> ^ = where a zone is
>
> WWWWW
> WW^++
> WWWWW
>
> If you had this map with your system and you wanted to make it so that
> moving west from the road next to the zone would make you go inside the
> zone it wouldn't work because the scan traces where the exits go.

I have a separate data file that stores entrances and exits for the
overland map.  If a spot is special, it says so, and you can "enter"
the city.  In the real rooms, a spot is special if it is marked with
an * in the autoexits list.  In that case, you "leave" to get onto the
map.

I'm a bit confused that you seem so ready to attack, or at least
criticize, my code without asking questions first.  I know the method
I use is far from perfect; however, it does work rather well for my
purposes.

James


     +------------------------------------------------------------+
     | Ensure that you have read the CircleMUD Mailing List FAQ:  |
     | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html |
     +------------------------------------------------------------+



This archive was generated by hypermail 2b30 : 12/15/00 PST