Walraven // Forums // Thread 271
a 'mapkey' command that displays a symbolic version of the room map, giving the position, ordering, etc. of objects, acius, 2003-01-21 14:37:12
This idea reported by Acius
a 'mapkey' command that displays a symbolic version of the room map, giving the position, ordering, etc. of objects
a 'mapkey' command that displays a symbolic version of the room map, giving the position, ordering, etc. of objects
partially done, malap, 2004-07-08 21:13:59
I've made a first pass at this with minimal functionality. This should be enough for someone to pick up and add features to if they like.
bug, malap, 2004-07-08 22:06:51
A good first feature to add would be not showing the down exit in mines. :P
or, sora, 2004-07-09 14:08:52
where the rocks are.
yeah, malap, 2004-07-09 18:51:33
It doesn't handle well any object that has a shape to it like rocks, signs, buildings, etc.
which reminds me, sora, 2004-07-12 10:46:55
Why do rocks have a shape?
shapes, malap, 2004-07-12 17:44:50
Anything that's not a single character like a player, sword, etc. has a shape that defines how code paints it as multiple characters when you see it. The mapkey command needs to take this into account *somehow* -- at the moment it does it by printing a character at the upper-left corner of the shaped object. Suggestions for a more intuitive display?
wrong concern, sora, 2004-07-13 13:07:30
I was wondering why rocks are larger than one character.
rock shapes, malap, 2004-07-13 14:46:43
Because it'd be wasteful to have several dozen rock objects in one room, one per tile, when we can just have one that has a shape.
suggestion, gpfault, 2005-02-08 12:49:46
draw the outline and fill it in. Simple edge detection OR raw dimensions may help here.
example (forgive my bad ASCII barfics here):
+------------+
+######### +
+ ### +
+ +
+ ### +
+ ####### +
+ ####### +
+------------+
+------------+
+A--+-+--- + A rock
+ +-+ + B rock
+ +
+ B-+ +
+ |/+---+ +
+ +-----+ +
+------------+
example (forgive my bad ASCII barfics here):
+------------+
+######### +
+ ### +
+ +
+ ### +
+ ####### +
+ ####### +
+------------+
+------------+
+A--+-+--- + A rock
+ +-+ + B rock
+ +
+ B-+ +
+ |/+---+ +
+ +-----+ +
+------------+
shrug, allaryin, 2005-02-08 15:57:59
'simple edge detection' is not an option here.
The problem is also that grass and fresh water have shapes. Exits have shapes, etc...
It is most difficult to do anything like this well.
The mapkey could be used to fill in regions for large objects like this, but I am wondering how/why we would want to.
The problem is also that grass and fresh water have shapes. Exits have shapes, etc...
It is most difficult to do anything like this well.
The mapkey could be used to fill in regions for large objects like this, but I am wondering how/why we would want to.
idea, gpfault, 2007-10-11 15:14:36
Put the exit inside the rock. When you dig at the right spot, the exit is spilled much like gems or ore would be.
This way, it won't even be visible to mapkey.
This way, it won't even be visible to mapkey.
dup index, gpfault, 2007-10-11 14:46:47
thread 4501