Ok. I tried out the code, not that I can get much out of how
and where to put it at the right place. I did like this, and
it feel awfully wrong.
(act.movement.c: in perform_simple_move)
+ if (IS_IMPL(ch))
+ show_map(ch);
if (ch->desc != NULL)
look_at_room(ch, 0);
And then, I did a void function with the code you
sent.
#define MAP_WIDTH 5
#define MAP_HEIGHT 5
#define MAP_ROOMS (MAP_WIDTH * MAP_HEIGHT)
void show_map(struct char_data *ch)
{
char map_chars[MAP_ROOMS][5]; /* So I can have color */
int map_rnum[MAP_ROOMS], i;
const char *sector_symbols[] = {
"&c#&n", /* Inside */
"&w.&n", /* City */
"&gT&n", /* Forest */
"&y^&n", /* Hills */
"&K^&n", /* Mountain */
"&c~&n", /* Water:swim */
"&B~&n", /* Water:!swim */
"&b~&n", /* Underwater */
"&K.&n", /* Flight */
"&R*&n" /* Lava */
};
for (i = 0; i < MAP_ROOMS; i++) {
map_rnum[i] = 0;
*map_chars[i] = '\0';
}
map_rnum[17] = IN_ROOM(ch);
sprintf(map_chars[17], sector_symbols[SECT(map_rnum[17])]);
map_rnum[17 - MAP_WIDTH] = EXIT(ch, 0)->to_room;
map_rnum[17 + 1] = EXIT(ch, 1)->to_room;
map_rnum[17 + MAP_WIDTH] = EXIT(ch, 2)->to_room;
map_rnum[17 - 1] = EXIT(ch, 3)->to_room;
}
I must have done it by the wrong way, and I didn't really
figure out how and where to put this so it might work. I want it
to look like this, as an example:
##
# # #
###&###
# # #
#
#
Centre Square
This is the centre square. Blah, blah, blah, blah
blah blah blah.
[ Exit(s): n e s w ]
A white marble fountain is placed here.
A trustworthy cityguard stands here.
>Christoffer
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