[MUD-Dev] Room Generation

Colin Coghill C.Coghill at auckland.ac.nz
Sat Jan 20 18:20:55 CET 2001


On Fri, Jan 19, 2001 at 10:22:14AM -0600, Nathanael Dermyer wrote:
> 
> Sample map file: (it'll have to be viewed with a non-true type font to
> look right)
> 
>   O-F-O-S
>   |\| |X
>   O-F-S-O
>      \|/
>   F-S-S-O
> 
> and then the define file would merely say that for a symbol O, use
> such-and-such description/monster generation, for symbol S, etc and so
> on and so forth.  The |-\/X denote exits to/from rooms.

I did something similar (using a MudOS driver).

My map file was like:

  --begin--
  xcoord:40
  ycoord:50
  scale:10
  --key--
  s:sea.c
  f:forest.c
  r:road.c
  c:cave.c
  --map--

   f-f f-r-f-f
   |  /  |/ 
   f-f-c-r-f f
       | |  /
     f-f r-f-f
  --end--

When you entered a "virtual room", it would work out what grid
coordinate you were at (I have a fixed co-ordinate system) and find
the symbol and the surrounding connecting symbols at that
location. It'd then clone off the appropriate file from the key and
call it's setup function with the co-ords.

You could override with specific rooms either by adding them to the
key, or just placing them in the "virtual" directory with names like
a1.c or b5.c.

This is generating them on the fly, but I don't think it'd be a great
stretch to have them written out to an LPC file the first time they're
visited.

I had 100x100 areas happily using this method, although I eventually
abandoned it because I couldn't make the room descriptions more
interesting.

- Colin
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