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
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