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- Document DungeonMap V2.2 documentation
- DungeonMap V2.2
- ===============
-
- 1991-94 © Bill Elliot
- 727 94 Ave SW.,
- Calgary, Alberta
- T2V 0X8
-
-
- Disclaimer
- ----------
-
- DungeonMap is provided "AS IS" without warranty of any kind, either expressed
- or implied. By using DungeonMap, you agree to accept the entire risk as to
- the quality and performance of the program. Bill Elliot will not accept any
- liability for this product.
-
-
- 0. Important
- ============
-
- 0.1. A Programmer's Plea
- ------------------------
-
- DungeonMap is shareware. If you find this program useful, please send $10 to:
-
- Bill Elliot
- 727 94 Ave SW.,
- Calgary, Alberta
- T2V 0X8
-
- Even if you think that DungeonMap is terrible, I would appreciate a letter
- giving me CONSTRUCTIVE ideas on how I can improve it.
-
- Please promote the shareware system by making a contribution to the authors
- of the shareware products you commonly use. There are many advantages to
- the shareware system:
-
- -- You can receive quality programs at a decent price. Had this been
- a commercial program, you could expect to pay at least $19.95.
-
- -- You can thoroughly examine a shareware program before reimbursing
- the author. Once you've bought a commercial program, you're stuck
- with it.
-
- -- You promote the creation of a number of exciting and diverse
- programs that would otherwise not reach the public if commercial
- marketing was the only alternative.
-
- Along with your $, please send your name, address, and the version number
- of DungeonMap that you are currently using. This can be found by displaying
- the About requester located in the Project menu.
-
- 0.2. Legal Bits...
- ------------------
-
- Now, for the legal stuff. You don't need to read this unless you plan on
- uploading, distributing, marketing, or stealing DungeonMap...
-
- DungeonMap is Copyrighted 1991-94 by Bill Elliot
- All Rights are Reserved Worldwide
-
- DungeonMap is freely distributable as long as all the following conditions
- are met:
-
- 1) All the files must be included in their original form without
- additions, deletions, or modifications of any kind. Any such
- modifications must appear in separate files.
-
- 2) All copyright notices must remain intact.
-
- 3) DungeonMap may not be sold commercially alone, or as a component in
- another product.
-
- 4) DungeonMap may not appear on shareware or public domain disks for
- which the consumers are charged more than a nominal disk copying fee
- of seven dollars (US $7) per disk.
-
- 5) DungeonMap may not appear on any electronic service which charges
- more than the basic access fee to download DungeonMap.
-
- 6) DungeonMap may not appear on any electronic service that claims
- copyrights to uploaded programs, either alone or as part of a
- collection.
-
- If you would like a variance to any of the above conditions, please contact
- me for written permission.
-
-
-
- 0.3. Another Way to Contact Me + An Ad
- --------------------------------------
-
- I am also on the Amiga Users of Calgary (AMUC) bulletin board on a fairly
- regular basis. This is the first BBS to use the full power of the Amiga's
- ability to multitask. Some of its features are:
-
- - It has a mouse and pull-down menu driven interface.
- - A 2.0 look and feel.
- - Can download, upload, read your messages, take part in an on-line
- conference ALL AT THE SAME TIME.
- - While a file is downloading, and you see another file you want, you
- can just add it to the list to be downloaded.
- - There is also an off-line reader available for it, with the ability to
- do off-line responding.
-
- You can use a regular ASCII terminal package to access VBBS initially to
- get a copy of the special required terminal package. This term package is
- what gives all the above features. Just look for a file called IceTERMnnn.LZH.
- The most current version, as of this writing, is IceTERM115.LZH.
-
- The most current version of the off-line reader program is called IceOLR31.LZH.
-
-
- The phone numbers to call are:
-
- (403)282-5171
- (403)282-5137
- (403)289-1882
- (403)284-5624
- (403)282-5238
- (403)282-5224
- (403)289-1794
-
-
- My Internet address there is:
-
- Bill_Elliot@amuc.mtroyal.ab.ca
-
- 0.4. Requirements
- -----------------
-
- This software was written and tested on AmigaDos version 2.04, and uses the
- features of version 2, such as: Gadtools, ASL, etc. So you require 2.04. If
- you are still using V1.3, GET V2.04 or higher as they are light years ahead
- of V1.3.
-
- 1. Using DungeonMap
- -------------------
-
- DungeonMap is intended to be used as an aid to Dungeon Masters (DM's) © TSR
- for creating dungeons for use in Advanced Dungeons & Dragons (AD&D) © TSR.
- But, you can use it for what ever you like.
-
- The legend says "Door" and "Arch." But, these can be interpreted any way you
- please (E.g., Door's could be locked or secret doors, and Arch's could be open
- or unlocked doors). Just use your imagination. For the most part the program
- is self explanatory. I'll just cover some of the more subtle points and
- features.
-
- 1.1. Loading Saved Maps...
- --------------------------
-
- DungeonMap will first look for a directory (in what ever directory you
- run DungeonMap from) called DungeonMapData. If DungeonMapData is found,
- DungeonMap will display the files in this directory. Otherwise, it will
- display the files in the current directory. NOTE: All files saved by
- DungeonMap are forced to have a suffix of ".DAT". Therefore, only files
- ending in ".DAT" are displayed. This helps save some time scrolling
- through other unrelated files.
-
- As the dungeon data is loaded, messages are displayed in the drag bar
- after every 100 nodes are loaded. This gives you some idea of what is
- happening during those long loads (E.g., a 1400 node map).
-
- 1.2. Saving Maps...
- -------------------
-
- The same procedure as above is used for selecting which directory to
- display files from. But, this selection process is only for the first
- save or load. The requester will keep the directory you may change it
- to (at least till you quite the program).
-
- 1.3. Choosing a Map format...
- -----------------------------
-
- This allows you to choose the style of map to generate. You can choose a
- dungeon style that is irregular in shape. Or, you can create a town, which
- is rectangular, and where you can control the straightness of the roads
- (among other things.)
-
- 1.4. Creating new Dungeons...
- -----------------------------
-
- This is really what you're here for. You will be presented with a
- requester which asks how for the size of dungeon to create and how you
- want it created. (I.E., What proportion of the exits will be OPEN, WALLS,
- DOORS, and ARCHS). The total of these proportions must equal 100 or the
- OK gadget will not be available. Just a warning on size. I would not try
- anything larger than say 2000 nodes. Even this will take a fairly long
- time.
-
- If you get tired of waiting for the dungeon to be completed, or you feel
- enough dungeon has been created, then the process can be stopped. Just
- select the "NEW MAP" option again. You will notice that while creating
- a map the "NEW MAP" option will read "STOP MAP".
-
- Here are a couple of the messages you will see displayed in the drag bar,
- while the Map is being created. They, and their meanings are as follows:
-
- "Creating dungeon of xxx nodes. yyy nodes created."
-
- This is just a progress report saying that xxx nodes of the requested
- yyy nodes have been created. You will also see the dungeon being drawn
- as it is created.
-
- "No undefined exits. Choosing a new start point for dungeon generation..."
-
- If there are no more undefined exits, a new one is created, at random,
- on one of the outside edges. Then the dungeon creation will continue
- from that point.
-
- 1.5. Editing the Dungeon...
- ---------------------------
-
- Just click the mouse in the middle of a wall, door, arch, or opening to
- change it to the item selected under menu item "Change to". The selection
- process looks at each node as if it had been divided into 9 grids, and
- selects the exit based on the gird it is in. This is easier to visualize
- with a picture. So....
-
- Exit
- +-----------+
- | |XXX| | <------- Entire square is a node on the map.
- | |XXX| |
- |-----------|
- Exit |XXX| |XXX| Exit
- |XXX| |XXX|
- |-----------|
- | |XXX| |
- | |XXX| |
- +-----------+
- Exit
-
- If you try to create an exit on an undefined node, the node will be made
- defined (I.E., turned gray). If this was an accident and you want the
- node to be undefined (I.E., white), then just select "Change to - Erase"
- and click the mouse anywhere on the node.
-
- Also, see the section on `Map centring...'.
-
-
- 1.6. Creating new Towns...
- --------------------------
-
- The requester will ask for the width and height of the map. These values
- must be an odd number. The maximums are calculated based on the size of
- the screen. This is controlled by the amount of overscan you are using,
- and whether interlace option is turned on.
-
- Then there are 3 controls for streets. The straightness must be between 1
- and 99%. The straighter the streets must be the slower the town creation
- will be. The other 2 street controls (Start at wall, & Start at courts)
- control where the streets begin, and how many there are. The limits on
- these values vary depending on the size of the town (the larger the town
- the more streets there can be).
-
- The final 2 controls control the number of Gates into the town there will
- be (upper limit is less than or equal to the number of streets starting at
- the wall), and the number of unused nodes in the town (e.g., pillar, rock,
- etc.). Again these are limited based on the size of the town.
-
- The generation of a town can be stopped in the same way as with a dungeon
- map creation (select STOP MAP). But, this option is only checked between
- major steps of the town creation (I.E., it may not be as quick to respond).
- In a future release I'll probably make this more responsive. But, it will
- probably slow down the creation of the town.
-
- I would very much like to thank Kent Paul Dolan for presenting his
- algorithm for creating a town map in his program TownMaze.
-
- 1.7. Editing the Town...
- ------------------------
-
- Editing towns is easier than dungeons. The nodes contain only one object
- (a wall, open space, or door). There is no need to select a specific
- portion of a node. The entire node is changed to the selected type.
-
- Note: You cannot edit the portion outside the outer wall of the town. To
- do this, create a town larger than you need, and erase the portion
- you don't need.
-
- Also, see the section on `Map centring...'.
-
-
- 1.8. Creating random Items/Events...
- ------------------------------------
-
- The requester will ask you how many Items/Events you would like generated.
- The maximum allowed is the lower of all Item/Events available and 20% of
- the available map nodes. That's all there is to it.
-
- 1.9. Editing the Items/Events...
- --------------------------------
-
- Select the Edit option "Change to - Item/Event", and then choose the Item/
- Event option you wish to place. Now each click of your mouse will place
- one of these on the map, up to the limit you have set. The number you
- have left to place is always displayed in the menu beside the Item/Event
- option.
-
- To remove an erroneously placed Item/Event select the Item/Event option
- "Remove Item/Event", and click on the offending Item/Event.
-
- 1.10. Changing the Items/Events Menu...
- ---------------------------------------
-
- The Items/Events displayed in the menu are read from a file called
- "ItemEventList". This file is looked for in the directory where your
- maps are stored. The initially directory is assumed to be
- "DungeonMapData" below where DungeonMap is found. The file is reloaded
- fresh before each random generation, or file load. Also, Items/Events in
- the map file are read first, before the ItemEventList file.
-
- The format of this file is:
-
- A,B,CC,DDDDDDDD
-
- Where A - ASCII letter to use for representing this on the map
- Note: It is not a good idea to use upper and lower case letters
- that look the same. They can be hard to tell apart, unless
- they are used in different types of locations.
-
- B - Type of location this Item/Event can be placed on
- ( F=floor, O=opening ).
-
- C - Maximum number of this Item/Event that you would like in a map.
-
- D - 16 character description of the Item/Event. Essentially the
- remainder of the line, up to 16 characters. The description can
- contain spaces and special characters.
-
- 1.11. Map centring...
- ---------------------
-
- If the centre map option is turned on, all maps created or loaded will
- automatically be centred on the screen. No changes are made to the actual
- map information. It is just drawn centred.
-
- This centring will effect your ability to edit the map. For example, if
- the map is shifted left the nodes on the right part of the map will not
- be available for editing.
-
- To de-centre a map just turn off the option, and select the "Edit" option
- of "Redraw".
-
- 1.12. Choosing the size of the print...
- ---------------------------------------
-
- There are 2 sizes or formats for printing the maps. The first, I call
- "Fixed Size Node", has all maps (regardless of size) having each node
- printed the same size. The second format is called "Max Node Size". This
- prints the map as large as will fit on the paper (paper size is controlled
- via Preferences).
-
- 1.13. Printing the map...
- -------------------------
-
- While the dungeon map is being printed, you sometimes want to cancel the
- printout. This could be because you chose the option by accident or
- because it is taking too long (due to the print density chosen). Well,
- this is no problem. While a dungeon is printing the print option will
- read "STOP PRINT". Just select this option again and the print will be
- stopped. This should happen immediately. The only output that should
- still be printed is just what is already in the printers internal buffer.
-
- The maps (dungeons & towns) are all printed in the background. So, while
- it is being printed, you can continue with loading, or creating new maps.
-
- The printing controls for DungeonMap are all controlled through your
- preferences (set through Workbench). Note: that B/W gives a much better
- print out over gray scale, and that density 2 is usually good enough (At
- least it is on my printer. Your quality may vary).
-
- 1.14. Displaying the legend...
- ------------------------------
-
- The legend is an option, that when selected, will display a small window.
- The window contains a color coded legend for the maps. Just so you can keep
- it out of your way, this window can be moved to anywhere on the screen,
-
- The legend will not be printed if it is displayed.
-
- 1.15. Exiting from DungeonMap...
- --------------------------------
-
- If you are printing, creating a new map, or haven't saved your most
- recent creation/change, them you will be told this, and asked what you
- wish to do about it. I believe in graceful exits.
-
- 1.16. Rexx Commands...
- ----------------------
-
- To use ARexx to access and manipulate DungeonMap there are only a few things
- you need to know, besides how to use ARexx.
-
- The first is the name of the port or 'ADDRESS' for DungeonMap. This will be
- the string 'DungeonMap' plus a single digit. The first execution of
- DungeonMap will have an address of DungeonMap0, the second will be
- DungeonMap1, and so on, up to DungeonMap9. If you need more than 10 copies
- of DungeonMap running at one time, CALL ME. I'ld love to know what you are
- doing.
-
- The second think you need to know is that you must use the ARexx command
- "OPTIONS RESULTS" to turn on the ability to get information from DungeonMap.
- With this done the DungeonMap commands "Info" and "WhatIs" can return you
- the requested information (see below for details).
-
- The last major thing to know is to ALWAYS eith use "FAIL AT 10" at the start
- of your ARexx or check RC after EVERY command to ensure success. The values
- that RC may have after a DungeonMap command are as follows:
-
- 0 - Everything is fine.
- 10 - The command failed to do what you asked, or a requester was
- presented and you canceled the operation.
- 20 - You passed an invalid argument or are missing an argument for the
- command. Check the command syntax again.
- 100 - DungeonMap doesn't know this command. Check the spelling.
- 200 - Major system failure (e.g. out of memory, menus couldn't be
- constructed, etc.). This is usually accompanied by a requester
- telling you what is wrong.
-
- Now just a few words on the syntax format I'll be using for the rest of
- this section. If there are 2 or more values separated with a slash (/)
- then this is a list of options, and only one is returned or needed. A
- value in round brackets is an actual value. There are only 3 of these -
-
- (x) - An X offset on the DungeonMap in nodes.
- (y) - A Y offset on the DungeonMap in nodes.
- (ItemSymbol) - A character you have assigned to an Item/Event via the
- file "ItemEventList". These can also be seen in the
- Item/Event menu. Or, this may be blank if you wish to
- erase Item/Events.
-
- Well with that out of the way, here are the available commands:
-
- 1.16.1. Information Retrieval Commands
- --------------------------------------
-
- Info - Returns a single string in RESULT with the following info.
-
- Interlace/Non-Interlace AutoCentre/NoAutoCentre Fixed/Max Dungeon/Town
- (x) (y) Open/Wall/Arch/Door/Item/Erase (ItemSymbol)
-
- Interlace/Non-Interlace - Screen Mode
- AutoCentre/NoAutoCentre - Is the map being drawn centred on the screen
- Fixed/Max - Print Size
- Dungeon/Town - Map format selected
- (x) (y) - Maximum size of screen in nodes. You may draw
- between 1 to (x) and 1 to (y).
- Open/Wall/Arch/Door/Item/Erase - The thing to be drawn with the "Draw"
- command.
- (ItemSymbol) - If the thing to be draw is an Item/Event then
- this is the Item/Event that will be drawn.
-
- WhatIs (x) (y) Floor/North/East/West/South
-
- - Returns what is in the map at a specific location, and optionally a
- direction. If no direction is given, then the floor is assumed. In
- Dungeons the floor is only usefull to get the Item/Event. This
- command returns the following info.
-
- Open/Wall/Arch/Door/Floor/Undefined (ItemSymbol)
-
- 1.16.2. Options Setting Commands
- --------------------------------
-
- These commands mirror there menu counter-parts. For more information see
- their descriptions above.
-
- AutoCentre On/Off
-
- Format Dungeon/Town
-
- Interlace On/Off
-
- PrintSize Fixed/Max
-
- 1.16.3. Map Manipulation Commands
- ---------------------------------
-
- This is the real meat of the system. This is where you can start to change
- the maps you have created, or create them using your own methods.
-
- ClearMap - Clear the screen for a new map.
-
- ChangeTo Open/Wall/Arch/Door/Item/Erase - Change the thing you are going
- to be drawing
-
- Draw (x) (y) Open/Wall/Arch/Door/Floor - Draw the above at location (x) (y)
- Direction is only useful for
- Dungeons. Towns ignore direction.
-
- ItemEvent (ItemSymbol)/blank - Change the Item/Event to be drawn.
-
- Load (Filename) - Load up the map called (Filename).
-
- NewItemEvents (n) - Generate (n) random Item/Events. The maximum for (n)
- is the lower of 20% of the non-wall nodes, and the
- number of ItemEvents available.
-
- Print - Print the displayed map. No need to wait for DungeonMap
- to complete printing, as a copy is made for printing.
-
- SaveAs (FileName) - Save this map as (Filename).
-
- Quit - Just like it says, quit out of DungeonMap.
-
- 2. History & Future Plans
- -------------------------
-
- History
- -------
-
- V1.0
- - First release with dungeons only..
-
- V1.1
- - Creation of town type maps with streets, buildings, and town squares.
- - Allow background printing of one map while the next is being created.
- - Improved the speed and quality of the creation method.
- - Added a title to the printout.
- - Allowed for 2 types of printout (Fixed node size, and maximum node size)
- - Automatically adjust window size to your overscan settings.
- - Moved the legend into an optional window to make more room for drawing.
- - Some internal restructuring to ease future additions.
- - The format of the saved dungeon files, has been changed. DungeonMap will
- still read version 1.0 format dungeon files. But, it will save them in
- the new format. To avoid future problems, please load and save all files
- you may have created using DungeonMap V1.0.
- - The default data directory was changed from "DATA" to "DungeonMapData".
- There were just too many programs looking for DATA.
- - The auto-centre option, and the centre edit command no longer modify the
- actual map data. It only modifies how the map is displayed.
- - Program now contains a version string. So you can find the version of
- DungeonMap by typing "VERSION DungeonMap".
-
- - This will be the last version that will save or print without
- registering. I don't like doing this. But, not enough registrations
- are being sent in. To those who did, my heart felt thanx. You will
- notice some of your ideas were added to the list
-
- V2.0
- - This version forward REQUIRES ADOS 2.04 or higher.
- - Convert to ADos 2.0 ASL.LIBRARY from REQ.LIBRARY.
- - Convert appearance to conform to 2.0 style guide.
- - Add ability to lay down a series of walls, instead of single wall nodes.
- - Convert requesters to use sliders for easier input, and NO error message
- as you cannot enter invalid values. You can also more easily see the
- maximum allowable values.
- - ALL gadgets on these new requesters are keyboard controllable.
- - Small addition to the saved files. This release will still read the old
- format, but will only write the new format. To avoid future problems,
- please load and save all files you may have created using DungeonMap V2.0.
- - Added an option to toggle interlace mode on and off.
- - Modified the node hot spots for dungeons. This was needed to allow for
- the laying down of walls.
- - Added the ability to just start editing with no map loaded. Just start
- drawing to un-ghost the menu items.
- - Added more Right-Amiga commands.
- - Fixed a number of small bugs found.
-
- V2.1
- - Allow the random creation and editing of encounters in dungeons & towns.
- These encounter descriptions can be specified by the user & the user can
- specify a maximum number of occurances for a map.
- - Added more Right-Amiga commands.
- - Fixed a number of small bugs found.
-
- V2.2
- - Add a REXX interface to control editing via Rexx macros. See the
- documentation for a list of the 15 available commands.
- - Fixed a problem with drawing in Town type maps.
- - Added reading the screen configuration prefs. The screen will now auto-
- configure to the same as your default public screen (frequently this is
- just Workbench).
-
-
- Future plans
- ------------
-
- I have a lot I would like to do with DungeonMap. The following are a few
- of my ideas and a rough grouping of them into releases. This is only
- tentative. So if you would like to see an option sooner, or have any
- other ideas, just drop me a note and I'll see what I can do.
-
- V2.3
- - Create Icons for data files, and allow starting of DungeonMap from the
- data file Icon.
- - Save the configuration options in the program & project Icons.
-
- V2.4
- - Allow for maps that are larger than a single screen. This will
- require the ability to scroll the map on the screen.
- - Add a zoom feature to enlarge sections of the map.
- - Add ability to insert previously designed maps or map portions.
- - Maybe, add ability to have roaming monsters, to simulate random
- encounters.
- - Additional ideas that people may request.
-