home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Software Vault: The Games Collection 1
/
software vault.zip
/
software vault
/
CDR06
/
TLD_220.ZIP
/
INFOMAN.DOC
< prev
next >
Wrap
Text File
|
1993-10-07
|
22KB
|
500 lines
-=*> The TLD Information Manager <*=-
Version 2.20
A Companion Program to The Labyrinth Door
(C)opyright 1991-1993
By Jerry Aldrich II
All Rights Reserved
Originating From
The Bumpkinland BBS
Phone: (314) 328-1532 (USR D/S 16.8)
FidoNet: 1:296/3
ITCnet: 85:838/101
WARRANTY
This product provided "as is" without warranty of
any kind. This includes, but is not limited to,
WARRANTIES OF MERCHANTABILITY and WARRANTIES OF
FIT FOR PARTICULAR PURPOSE. The entire risk as to
the results and performance of the program is
assumed by you the user. Furthermore, I the
author do not warrant, guarantee, or make any
representations regarding the use of, or the
results of the use of the program, and you rely on
the program and results solely at your own risk.
I the author cannot accept responsibility for
system damage, loss of profit, or any other
special, incidental, or consequential damages
resulting from the use or inability to use this
product.
NOTICE: This program *REQUIRES* that valid TLD key be
located in the current directory!
COPYRIGHT
The TLD Information Manager and all related documentation are
copyrighted materials by Jerry Aldrich II and are not to be duplicated
or altered in any way.
SUPPORT
I would like to assure those who decide to register any of my programs
that if you have any problems I will attempt to remedy them as quickly
as possible.
Support for any of my programs (registered and unregistered alike) can
be obtained by calling The Bumpkinland BBS, through NetMail, by
calling me personally by voice, or by regular Mail. Please see the
end of this document for addresses and phone numbers.
THE MENU
The very first thing you will see when you run the program (after the
registration and copyright info) is the menu. As with any menu, it
doesn't really do much except let you go on to other commands. To
choose one of the menu options, just use your arrows to move the
diamond to the option you want. Once you have the diamond on the
option you would like to execute, simple hit the enter key. Following
is a detailed description of each option in the order they are listed in
the menu.
CONVERT MAZE
This is option allows you to perform the main function of the program,
converting Ascii maze files into the Labyrinth Maze File (LMF) format.
Until a maze has been converted into this format, it is totally
useless as far as the door is concerned.
After choosing this option, you will be asked for the name of the
maze. If you chose this option by mistake, just hit the enter key
right here and you will be back at the menu. If not, then you can
enter the name of the maze you wish to convert. This is the name that
will be displayed in the list of available mazes once you upload the
maze to the door. Keep in mind when you are coming up with a name
that the maximum length is 30 characters.
After you have chosen a name and entered it, you will be asked the
name of the Ascii file containing the maze. Take note, this file
*MUST* have the extension .ASC and be located in the current
directory! Therefore, when you enter the name there is no need to put
a pathname or extension because the program will look for it in the
current directory and add .ASC no matter what. If the filename you
gave is not located in the current directory you will be notified at
the bottom of the screen and be started over at the maze name.
Once the program has found the Ascii file it will check to see if
there is already a .LMF file with the same name. If so, you will be
asked whether or not you want to overwrite the existing file. If it
does not find and LMF file with the same name you can then start
entering the information about the maze.
The first piece of information the program will as for is the name of
the person who created the maze (probably you). This name will be
displayed in the Created By position of the Maze Info window within
the door. You can use any name you want here.
Next, you will be prompted to give the dimensions for the maze, first
columns then rows. Note: This is *NOT* the dimensions of the Ascii
file it is the dimensions for the maze itself!! For instance, the
Ascii file for a 25x25 maze will be 76 characters wide by 51 lines
long. However, these are *NOT* the numbers that you enter, you would
enter 25 Columns and 25 Rows.
The next thing the program will ask for is the number of
Entrances/Exits (E/Es)the maze has. The number varies from maze to
maze. You must have at least two but there can be as many as 10. As
a rule, the more E/Es the harder the maze. You must keep in mind when
you are creating your mazes that the should be at least one clear path
from every E/E to every other E/E. This makes the maze more difficult
to solve since the person trying to solve it can end up at ANY exit no
matter where he starts. However, this is not required. What *IS*
required is that there be at least one clear path from E/E #1 (you
decide what the numbers are) to every other E/E. This is due to the
fact that everyone will begin the maze at this point.
And hence, the last step in the procedure, telling the program the
coordinates for every E/E in your maze. You will be asked for the Row
and Column for ever how many E/Es you told said there are. The only
important one is #1. As stated earlier, this is where everyone will
enter the maze. You should keep this in mind when deciding which E/E
to designate #1. To enter the coordinates, simple put the Row number
then Column number separated by a space. For instance, the upper left
hand corner of the maze would be 1 1.
Once you have done this for each E/E in your maze the program will
begin the conversion. When the counter reaches 100% the conversion is
done and the maze will then be added to the Mazes.ndx file. If there
are no errors, you will no have an LMF file in you directory with the
same name as the Ascii file and you will be returned to the menu.
REMOVE MAZE
When you choose this option, you will be presented with a list of the
available mazes as given by the Mazes.ndx file. Once you have entered
a maze number, the program will do two things. First, it will delete
the LMF file for that maze. Second, it will remove that mazes entry
from the Maze Index file. That's all it does.
TEST MAZE
After choosing this option, you will be presented with the list of
available mazes as given by the Mazes.ndx file. Simply enter the
number of the maze you would like to test.
Once you have entered a valid number, you will be shown a bar graph of
the programs progress as it is loading the maze. As soon as the maze
is loaded, you will be asked which Exit you would like to end at.
You will then be given a screen similar to the one you seen when
playing the game on the BBS. The main difference is that it does not
contain the Moves Remaining or anything relating to Marks or Time.
I did not include marks in this program since you will most likely
have a copy of the maze on paper in front of you in the event that
you get totally lost while solving the maze.
At this point, you can begin to make your way toward the Exit Row x
Col just like you would in the door and using the same keys. It is a
good idea to test the path from to every Exit to make sure there *IS*
a clear path. Also, you should look for "short cuts" you didn't know
you put into the maze (Trust me, after you've done enough mazes you
*WILL* find some!). In addition, you should look for "mistakes" you
might have made when transferring the maze from paper to the computer.
Basically, you just wander around the maze for a while and see what
turns up.
There are two ways to exit the testing mode. First, if you reach the
Row x Col you designated as the Exit you will get a "Congrats" message
and then be returned to the menu. However, if at any time you want
out of the testing mode, you can simply hit the enter key to return to
the menu also.
PRINT TEMPLATE
This will most likely be the first option you choose each and every
time you start a new maze. It allows you to print out a blank 25x25
template on which you can create a maze. You simply make sure the
printer is ready and then hit enter at the menu. When the template is
finished printing (or in most cases finished being sent to the printer
buffer) you will be returned to the menu.
-=*> SPECIAL NOTE <*=-
When writing this program I was not quite sure how to go about
supporting all types of printers and configurations. Therefore,
I did the best I could by making it work with my Epson 9 Pin
printer running on LPT1. If your printer is not Epson compatible
or not running on LPT1, then this option will probably not work
properly. In an attempt to at least partially remedy this
problem at the outset, I am providing the following explanation
as to how the program prints the template. Hopefully, if you do
have problems with this option, you will be able to improvise
using the information contained in the explanation. Here goes:
The program first instructs the printer to use the Epson
Character Graphics character table by issuing the following
command to the printer:
LPRINT CHR$(27) + CHR$(116) + "1"
This command allows an Epson printer to print the IBM Extended
Characters (those beyond Ascii 128) instead of garbage. The
program then tells the printer to print in condensed elite. This
is equivalent to 20 CPI. To accomplish this I sent the printer
the following commands:
LPRINT CHR$(27) + CHR$(15) <-- Select Condensed Mode
LPRINT CHR$(27) + CHR$(77) <-- Select Elite Mode
After preparing the printer, the program simply shells to dos
with the following command:
COPY 25x25.TMP ,LPT1
This is the key command. If you're printer does not like the
Epson Commands, you can simply set it to print 20 CPI and then
issue this command (or it's equivalent) at the DOS prompt.
If you still can't get it to work, you might try loading the
25x25.TMP file into a word processor, setting the margins to 0
and the font to 20 CPI and then telling it to print.
Hopefully, until such time as I can modify the program to work
with at least most printers, this will help you get by. Sorry for
any in convenience!
PRINT MAZE - (Registered version only)
As you might guess, this option will allow you to print out the mazes
you create. Once you have chosen a maze from the list of available
mazes, the printer will go to work.
-=*> SPECIAL NOTE <*=-
Once again, I am not sure if this option will work with all
printers. If your printer does not like the Epson command
set, then it probably won't work. I will try to fix this in
later versions.
SHOW PLAYERS
This option will allow you to view the player data contained in the
USERS.DAT file. For each player, you will be shown their name, the
current maze they are in, their chalk color, and the last date they
were in the game.
SHOW WINNERS
Just like the Show Winners option in the door menu, this option will
ask you to choose a maze then display the information contained in the
.WIN file for that maze.
SHOW COMMENTS
This option will allow you to view the comments left by players. It
is more advanced that the show comments option in the door which
simply displays the COMMENTS.TXT file. This option will display each
comment individually and allow you to view the author's information
while you are viewing the comment.
ADD PRIZE MAZE
This is where you define which mazes are "Prize Mazes" and enter
the prizes associated with them. You will be asked to choose a
maze from the maze list, then to choose an exit from that maze.
Once you've done this, you will be prompted for the prizes. They
are entered in the order they will be given out, ie 1st Prize first.
You can enter up to 5 prizes for any one maze.
Once you have entered the prizes, the program will create the
appropriate data files needed by the door, and remind you to create
a bulletin notifying your users that the contest has stared.
NOTE: The next version will have this built in!
LIST PRIZES
Once you have set up a Prize Maze, you can use this option to go
back and view the list of prizes.
NOTE: At this time, there is no way to edit this list via the
program. I will be adding that in the next version.
If you do want to edit them, you can do so by editing
the .PMW file created by the program. The file format
is as follows:
LINE1: Exit Number
LINE2: Number of Prizes
LINES 3-? contain the prizes.
Any other lines in the file will be "scores" from where
a user has completed/Gave up on the maze.
RESET PRIZE MAZE
Once you have give your users ample time to solve a prize maze, you
will need to reset it. This is basically the same as "remove" it,
however, the program will calculate who won, based on the scores in
the .PMW file, and create a "Winners" bulletin. At preset, there
is only an ANSI bulletin created. I plan on adding ASCII and WC3.x
formats in the next version.
EXIT
Does this one really need an explanation? I think not.
That's about it for the menu options. If you've made it this far into
the docs, you're probably about ready to go mess with the thing.
Therefore, that is what I suggest. However, if you're still not sure
what's going on, the following is a short tutorial on how to use the
program using the sample Ascii maze file.
MAZE CREATION TUTORIAL
The first step in creating any maze is to print out a template. Once
you have that, you can sit down and design a maze. I'll leave this up
to you to figure out since there's really no set way to go about it.
Once you have your maze on paper, the next step is to get it into an
Ascii file. I personally use TheDraw to do this but any program
capable of producing the line characters will work just fine. If you
use the template provided with the program, it already has things laid
out just like you *HAVE* to enter it. Note, each sector in the maze
*HAS* to be large enough to accommodate two characters:
┌──┐
│XX│
└──┘
This means that every column in your maze will be four (4) characters
wide in the Ascii file (a corner, a flat, a flat, and a corner). The
corners will overlap with the next sector which means for a 25 column
maze your Ascii file should be 76 characters wide. Also, every row in
your maze will take up three lines in the Ascii file (a wall, a path,
a wall). Again, the walls will overlap with the adjoining rows so that
a 25 row maze will end up being a 51 line Ascii file. I would suggest
that you take a look at the sample maze file if you need a guide. To
give you some idea of the time involved, it takes me about 30 minutes
to enter a 25x25 maze using TheDraw. Luckily, you only have to do
this once!
If anyone can write a utility to automate this process,
I would be more than willing to distribute it along
with this program! I am working on one but it's not
going too well.
Once you have your maze converted into an Ascii file, the program
can earn it's keep. From this point on, I will use the sample file
as an example.
From the menu you would choose Convert Maze. Then, you would answer
the questions as follows:
What is the name of this maze ? A Spiral ?
What is the name of the ASCII file for this maze? SPIRAL <- No
Extension
Who created this maze ? Jerry Aldrich II
How many columns does the maze have? 25
How many rows does the maze have? 25
How many Entrances/Exits does the maze have? 2
Enter the Row Col for Entrance/Exit #1: 1 1
Enter the Row Col for Entrance/Exit #2: 25 25
That's all there is to it. The program should now be converting the
file from SPIRAL.ASC to SPIRAL.LMF. Once it is finished, you would go
to the Test Maze menu option and check to make sure everything
converted Ok. Then, if you want to make any changes to the maze, you
would simply edit the Ascii file and then re-convert it.
Once you have the maze like you want it and in the LMF format, you are
ready to upload it to your local BBS so others can get a crack at it.
To do this, simply log on to your local BBS and go into The Labyrinth
Door. When there, hit M for menu. You will notice that one of the
menu options is U for Upload maze. Taking it for granted that your
SysOp has this option enabled (If not, send him a nice little message
letting him know that you would like it enabled), you would simply
tell the door the name of the LMF file for the maze, select a
protocol, then take whatever steps are necessary to instruct your
communications program to send the file. Once the file is received,
the door program will do an integrity check to make sure that the maze
meets the LMF specifications and to make sure nothing got garbaged in
the transfer. If the maze passes the integrity check, then it is
automatically added to the Mazes.ndx file on the BBS and therefore to
the list of available mazes. Then, everyone who comes into the door
will have the opportunity to attempt to solve your maze. Oh, you
really shouldn't go in and solve your own mazes since you have the
more than slightly unfair advantage of having the printed maze right
in front of you. However, the program does not check this so you can
do it if you absolutely must. C'mon play fair!
That's about it for the tutorial. Now you can set out in an attempt
to create the "impossible" maze that noone can find their way out of.
HOW TO CONTACT THE AUTHOR
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
U.S. Mail:
Jerry Aldrich II
Rt. 1 Box 1046
Qulin, MO 63961
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Phone (Voice):
(314) 328-1575
-=-=-=-=-=-=-=-=-=-=-=-=-=-
Phone (Data):
The Bumpkinland BBS
"Home of TLD"
(314) 328-1532
24 Hours
Running a USR Dual Standard 16.8
-=-=-=-=-=-=-=-=-=-=-=-=-
NetMail:
1:296/3 FidoNet
85:838/101 USTGNet
-=-=-=-=-=-=-=-=-=-=-=-=-