I have had this idea and have attempted it on several different occations, not with much success. Attempted using basically an array of data, 100 by 100 or so that contained a bit for the terrain type, bitvectors for exits, etc. Example? #define terrain_sea 1 #define terrain_coast 2 #define terrain_plains 3 #define terrain_hills 4 #define terrain_mountain 5 #define terrain_swamp 6 #define terrain_desert 7 #define world_exit_n 1 #define world_exit_s 2 #define world_exit_e 4 #define world_exit_w 8 struct world_map { byte terrain; byte exits; /* Possibly have a char here for the description of the room, then load them all based off the terrain, so u technically only have 7 rooms or so. 1 for each terrain. */ } const world_map *world[][] = { } This is very vague, and probably doesn't make sense, but thats all I could think of =/ Email me private if you want to talk more. Okay, JinX +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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