Dynamic Space Map Module (For Dynamic Space Version 2.8+)

This code allows you to define vast areas of a Dynamic Space with default names, descs, succs, etc, by the use of a simple-to-create ASCII map. (This code requires Dynamic Space 2.8 code to be installed first, as it is an add-on for it.)

Author: Unknown
Category: Dynamic Space
Commands: @create, @describe, @force, @set, @vm.


Copy and paste the below code into a compatible MUSH or MUX.

MUSHCode for Dynamic Space Map Module (For Dynamic Space Version 2.8+)

@@ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@@ DYNAMIC SPACE - Map Module Version 1.2

@@ This code allows you to define vast areas of a Dynamic Space with
@@ default names, descs, succs, etc, by the use of a simple-to-create
@@ ASCII map. The normal room altering commands provided by the Dynamic
@@ Space system override anything created by the Map module, so these
@@ areas can be further customized.

@@ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@@ Changes:
@@ 1.2
@@ - Use of TinyMUSH 2.2isms
@@ - Mostly a cosmetic release to complement DS-2.8
@@ 1.1
@@ - Notes on using ISNULL from DS-2.7
@@ - Note about slight optimizations possible with DS-2.7
@@ - Optimized bits and bobs with registers and %vm
@@ - Added example code for a "+map key" global

@@ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@@ ~~~~~~~~~~~~
@@ This script requires: Dynamic_Space-2.8 (or later)

@@ The following will make little sense until you have read the
@@ Dynamic Space script. This is an add on! IT WILL NOT WORK ON
@@ ITS OWN, and should be read after the DS script has at least been
@@ configured.
@@ You MUST read all of the directions contained within this script!
@@ Using this script with just the defaults is pointless.

@@ Suggested course of action:
@@ 1. Get this script and the matching DS script
@@ 2. Read the DS script
@@ 3. Read this script
@@ 4. Configure the DS script with whatever custom stuff you want
@@ 5. Configure this script (limits, dimensions, scale, the map)
@@ 6. Upload the DS script
@@ 7. Upload this script

@@ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@@ Make the Object to hold the Map and Functions

@create Dynamic Map Object
@set Dynamic Map Object=SAFE

@fo me=@vm Dynamic Exit Parent=[num(Dynamic Map Object)]
@fo me=@vm Dynamic Map Object=[num(Dynamic Map Object)]

@@ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@@ Step 1: Making the Map
@@ ~~~~~~~~~~~~~~~~~~~~~~
@@ The first thing you need to do is draw the map. Pick some key,
@@ each character representing one room. (or possibly more, see
@@ below under "Scales") You should not use % or \ as a symbol for
@@ your key, and do NOT use spaces. Using a text editor like Emacs,
@@ or even a word processor like Word Perfect (but use a fixed
@@ width font like Courier!), draw a box like the one below, and
@@ fill it with the symbols to create the map. Its a good idea to
@@ keep the key around, commented out in the script.

@@ Key

@@ oooo = forest ~~~~ = ocean
@@ ,,,, = grassland # = docks
@@ .... = desert * = Capital City
@@ ^^^^ = mountains @ = Small Village
@@ nnnn = hills " = rocky coast

@@ 21111111111 -|+ 11111111112
@@ 09876543210987654321012345678901234567890
&LINE-9 Map Object=+-----------------------------------------+
&LINE-8 Map Object=|^^^^^o,ooooooooooo,,,,,,,,"~~~~~~~~~~~~~~|
&LINE-7 Map Object=|^^oo,,,,,oooo,ooooooo,,,,@#~~~~~~~~~~~~~~|
&LINE-6 Map Object=|^^^^oo,oooooooo,,,nnn,,,,,"~~~~~~~~~~~~~~|
&LINE-5 Map Object=|^,,^^^^oooooooo,,nn,,,,oo,""~~~~~~~~~~~~~|
&LINE-4 Map Object=|^^^,,^^^^^oooo,,nn,,oooo,""~~~~~~~~~~~~~~|
&LINE-3 Map Object=|^^^^^,,,^^^o,,,,,,,oooo"""~~~~~~~~~~~~~~~|
&LINE-2 Map Object=|^,,,,,,,,,,,,,,,,oooo"""~~~~~~~"""""""~~~|
&LINE-1 Map Object=|^^^^^nnn,,,,,,,,,,o"""~~~~~~~~~#@ono,"~~~|
&LINE-0 Map Object=|^^^^^^^nnn,,,,,,o,,,*#~~~~~~~~~"",,"""~~~|
&LINE--1 Map Object=|...^^^^^^nnn,,,,oooo""~~~~~~~~~~""""~~~~~|
&LINE--2 Map Object=|.......^^^^nn,,,,o,""~~~~~~~~~~~~~~~~~~~~|
&LINE--3 Map Object=|.........^^^n,,oo,,,""~~~~~~~~~~~~~~~~~~~|
&LINE--4 Map Object=|.......n^^nn,,oooo,,@#~~~~~~~"~~~~~~~~~~~|
&LINE--5 Map Object=|.....nn^^^^,,ooooo,,,,""""""""~~~~~~~~~~~|
&LINE--6 Map Object=|^.....nnn^^^^,,,ooooo,,,,,,,"~~~~~~~~~~~~|
&LINE--7 Map Object=|^^.......nnn^^^^,,,,,,,,,"""~~~~~~~~~~~~~|
&LINE--8 Map Object=|^^^^..........^^^^^oo,,"""~~~~~~~~~~~~~~~|
&LINE--9 Map Object=+-----------------------------------------+

@@ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@@ Step 2: Making it MUSHcode
@@ ~~~~~~~~~~~~~~~~~~~~~~~~~~
@@ As you can see in the example, each line is prefixed by
@@ &LINE-<some number> The numbers can either increase or
@@ decrease, but making them decrease southward is preferred.
@@ I've also included an X-axis label. I placed the Capital
@@ City at 0,0 to make life simple. Once your labels are
@@ complete, they will tell you what size your Dynamic Space
@@ should be defined as, and you can set the limits
@@ appropriately. Be warned - anything not on the space
@@ will end up blank. The frame lines are optional, but make
@@ the map clearer when examining the object.

&X-LIMITS Dynamic Array Object=1
&Y-LIMITS Dynamic Array Object=1
&Z-LIMITS Dynamic Array Object=1

&MAXX Dynamic Array Object=20
&MINX Dynamic Array Object=-20
&MAXY Dynamic Array Object=8
&MINY Dynamic Array Object=-8
&MAXZ Dynamic Array Object=0
&MINZ Dynamic Array Object=0

@@ Note - I made this example 2 dimensional. There is no reason it
@@ won't work with three, but more work is required in the functions
@@ below, where the changes are explained.

@@ The following attributes hold the offset of the map's coordinates
@@ from the Dynamic Space's coordinates. For X coordinates, the first
@@ character on the line is counted as 0. The offset is the value added
@@ to the X coordinate when looking for a character. In this example, the
@@ 21st character in each line (counting from 0) represents X=0. For Y
@@ coordinates, LINE-0 is assumed to hold the Y=0 descriptors. If you set
@@ Y_OFFSET to 1, then LINE-1 on the map represents the Y=0 line.

&X_OFFSET Dynamic Map Object=21
&Y_OFFSET Dynamic Map Object=0

@@ X_SCALE and Y_SCALE are used prior to the lookup. These have two
@@ uses: The first is to cause a mirror effect, if you want the Y-axis
@@ reversed on the map (eg, LINE-# counting down). The second effect
@@ is to make each character on the map represent a larger area. If
@@ values of 0.5 are used, then each character represents 4 rooms.

&X_SCALE Dynamic Map Object=1
&Y_SCALE Dynamic Map Object=1

@@ Take your key and write the symbols out in a space-seperated list,
@@ replacing the list below. This is why having your key handy helps.
@@ The order will matter later, so make sure you know what symbol
@@ represents what.

&TERRAIN_LIST Dynamic Map Object=o , . ^ n ~ # * @ "

@@ This function finds the object terrain type given the map and a list
@@ of types. It returns the number within the list. You should not
@@ have to change this.

&TERRAIN_TYPE Dynamic Map Object=member(get(%vm/TERRAIN_LIST),mid(get(%vm/LINE-[trunc(add(mul(%1,get(%vm/Y_SCALE)),get(%vm/Y_OFFSET)))]),trunc(add(mul(%0,get(%vm/X_SCALE)),get(%vm/X_OFFSET))),1))

@@ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@@ Step 3: Build the lookup functions
@@ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@@ Usually you will only need to change the Name, Desc and Succ
@@ attributes. I've made this simpler I'm just doing the Name. Please
@@ remember - if you DO want the PARENT to be read off the map, it
@@ should be the dbref# of something that is a close duplicate of the
@@ Dynamic Room Parent or things will get seriously screwed up.

@@ This is how the Map does a Name Lookup. MAP-NAME is passed the
@@ X, Y and Z coordinates in %0, %1 and %2. To be modular, the
@@ NAME-* attributes are evaluated with u() and passed the coordinates
@@ as well. You could have the name changed based on the Z coordinate
@@ by checking %2, and using 0 as the ground level, 1 "Just above",
@@ 2 "High above" and 3 "Far above", for example. I'm assuming
@@ for this example that nothing can fly in this land.

&MAP-NAME Dynamic Map Object=u(%vm/NAME-[u(%vm/TERRAIN_TYPE,%0,%1)],%0,%1,%2)

@@ These should be in the same order as the TERRAIN_LIST symbols were.

&NAME-1 Dynamic Map Object=Deep in the Forest
&NAME-2 Dynamic Map Object=On the Open Grasslands
&NAME-3 Dynamic Map Object=In the Desert
&NAME-4 Dynamic Map Object=Amidst the Towering Mountains
&NAME-5 Dynamic Map Object=In the Rolling Hills
&NAME-6 Dynamic Map Object=On the Open Ocean
&NAME-7 Dynamic Map Object=Down on the Docks
&NAME-8 Dynamic Map Object=In the Streets of the Capital City
&NAME-9 Dynamic Map Object=In a Small Village
&NAME-10 Dynamic Map Object=On the Rocky Coastline

@@ This line fixes the existing Dynamic Space code to look at the
@@ used as a last recourse. You shouldn't need to touch it.

&GETNAME Dynamic Exit Parent=[setq(1,get(v(ARRAY)/NAME-%0.%1.%2))][switch(r(1),,u(%vm/MAP-NAME,%0,%1,%2),r(1))]

@@ You can tweak the speed of the above function marginally if you
@@ are using DS-2.7 or later by replacing v(ARRAY) with %va

@@ To do Descs, Succs, etc, simply take the above code and duplicate
@@ it, changing NAME to DESC, SUCC, etc.

@@ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@@ Step 3.5: How I do it: Parents
@@ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@@ On Narnia, for the desert, I use parents for different regions.
@@ I create one object for each region, apply the appropriate
@@ Desc, Succ, etc (they are weather dependent) and then parent
@@ all of these to the Dynamic Room Parent. For a gorge, I set
@@ BLOCKED_EXITS on the gorge parent.
@@ Then I have GETPARENT and MAP-PARENT functions to parent individual
@@ DS rooms to these region parents. It works well!
@@ If you do parents, you'll want to alter *all* of the GET* functions
@@ on the Dynamic Exit Parent - they provide defaults for descs,
@@ and you'll want the parents to override.

@@ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@@ Step 4: Cows Can't Swim
@@ ~~~~~~~~~~~~~~~~~~~~~~~
@@ DS-2.7 and later allow "null" rooms that are useful for constructing
@@ hedge-maze type layouts. However, they can also be used to disallow
@@ certain players or creatures into certain terrain types without
@@ much additional code.

@@ Use "NULL-#" attributes. Anything which evaluates to non-zero
@@ blocks the user (%#) from passing. You can just leave the NULL-#
@@ attributes off for completely passable terrain, which counts
@@ as zero.

@@ This sample disallows anything from entering or moving around in the
@@ water unless it has a CAN_SWIM attribute set to a non-zero value.
@@ Presuming, of course, that the CAN_SWIM attribute is !private (which
@@ a wizard has to do with @attribute/access). It also stops anything
@@ from entering the mountains, much to the chagrin of any goats you
@@ may have on the MUSH:

&NULL-4 Dynamic Map Object=1
&NULL-6 Dynamic Map Object=not(get(%#/CAN_SWIM))

&MAP-NULL Dynamic Map Object=u(%vm/NULL-[u(%vm/TERRAIN_TYPE,%0,%1)],%0,%1,%2)

&ISNULL Dynamic Exit Parent=u(%vm/MAP-NULL,%0,%1,%2)

@@ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@@ Step 5: Extras
@@ ~~~~~~~~~~~~~~
@@ There are some things the existing Dynamic Space code script does
@@ that we probably don't want any more. The first is that the (0,0,0)
@@ room is prenamed.

&NAME-0.0.0 Dynamic Array Object

@@ Note: If you "FIX"ed the initial room, you'll want to unfix it.
@@ This will allow the Map to rename/desc/succ/etc it. I've left the
@@ next line commented, but it'll do the unfixing for you. Commented
@@ out for your safety: remember, *something* has to stay fixed.

@@ @Aleave get(Dynamic Array Object/num-0.0.0)

@@ Nuking the default desc is probably a good idea as well:

@Desc Dynamic Room Parent

@@ While it is simplest to take the ASCII map, tidy it up, and put it
@@ in the MUSH's News file as an entry on its own, it is possible to make
@@ a global do it within the MUSH. For example:

@@ &MAP_OBJECT Global Commands=<dbref# of Dynamic Map Object>

@@ &CMD_SHOW_MAP Global Commands=$+map:
@@ @dolist lattr(v(MAP_OBJECT)/LINE-*)=
@@ @pemit %#=get(v(map_object)/##)

@@ And this does a key, just associating names with symbols.

@@ &CMD_SHOW_MAP_KEY Global Commands=$+map key:
@@ @dolist lnum(words(get(v(MAP_OBJECT)/TERRAIN_LIST)))=
@@ @pemit %#=
@@ `[extract(get(v(MAP_OBJECT)/TERRAIN_LIST),add(##,1),1)]' =
@@ [get(v(MAP_OBJECT)/NAME-[add(##,1)])]

@@ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@@ Step 6: Party Time
@@ ~~~~~~~~~~~~~~~~~~
@@ Thats it! Now that you have the scripts patched the way you want
@@ them, run the Dynamic_Space script first, then this second.
@@ You may have to walk one space north and then one more south
@@ before the map kicks in, but you should now have a perfectly
@@ functional landscape to play with!

@@ Final Note:
@@ I recommend removing the @@ comment lines before running this script
@@ This will increase the speed of the script, and probably make your
@@ client and your MUSH happier. It will NOT affect the code during
@@ operation, however. From unix:

@@ grep -v ^@@ Dynamic_Space_Map-1.2 > dsmap_script

@@ Then run the dsmap_script file.

@@ Alternately (since you needed to get it *anyway* to use the
@@ Dynamic Space code itself), pass this through mpp.