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1992-12-06
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DungeonMap V1.1
===============
A Programmer's Plea
-------------------
DungeonMap is shareware. If you find this program useful, please send $ to:
Bill Elliot
727 94 Ave SW.,
Calgary, Alberta
T2V 0X8
Some suggested amounts are as follows:
$5 - You like the software
$10 - You like the software, and would like a copy of the next upgrade.
$25 - You like the software, and would like a copy of the next upgrade
and a copy of the source.
If outside Canada and the US, and are choosing the $10 or $25 option,
please add an extra $4 for the extra international postage & handling.
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 purchased a commercial program, however,
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 Information requester located in the Program menu.
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.
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 © Copyright 1992 by Bill Elliot
All Rights are Reserved Worldwide
DungeonMap is freely distributable as long as all of the following
conditions are met:
1) All of 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.
Now, on to DungeonMap (IE. What your really reading this for)...
Software Requirements
---------------------
This software was written and tested on AmigaDos versions 1.3 and 2.0. So
it should run on most machines. It has not been tested with ENFORCER, as I
don't have an MMU (If any one does test it with ENFORCER and finds a
problem, please drop me a note and tell me).
DungeonMap uses the REQ.LIBRARY. Since I hate getting shareware software
that requires some special library and does not include it, I have included
the library and a routine to install the library for those that don't have
REQ.LIBRARY. Future releases may not need this library, as I intend to
convert over to use the new ASL.LIBRARY of AmigaDos 2.0.
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 (Eg. 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 explanitory. I'll just cover some of the more subtle points/features.
Loading Saved Maps...
DungeonMap will first look for a directory (in what ever directory you
ran 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 (Eg. a 1400 node map).
Saving Maps...
The same proceedure 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).
Choosing a Map format...
This allows you to chose the style of map to generate. You can chose 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).
Creating new Dungeons...
This is really what your 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. (IE. What proportion of the exits will be OPEN, WALLS,
DOORS, and ARCHS). 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 wll 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
there.
Editing the Dungeon...
Just click the mouse close to 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 like it had a diagonal cross through it, and selects
the exit from the node that it is in. This is easier to visualize with a
picture. So....
Exit
+--------+
|\ /|
| \ / | <------- Entire square is a node on the map.
| \ / |
Exit | \/ | Exit
| /\ |
| / \ |
| / \ |
|/ \|
+--------+
Exit
If you try to create an exit on an undefined node, the node will be made
defined (IE, turned grey). If this was an accident and you want the node
to be undefined (IE. white), then just select "Change to - Undefined" and
click the mouse anywhere on the node.
A future zoom option will make this easier to edit.
Creating new Towns...
The requester will ask for the width and height of the maze. These values
must be an odd number. The maximums are calculated based on the amount of
overscan you are using.
Then there are 3 controls for steets. The straightness must be between 1
and 99%. Te 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). If you ask for too many the program will
let you know.
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 cells in the town (eg. pillar, rock,
etc). Again these are limited based on the size of the town.
The generation of a town can be stoped in the same way as with the dungeon
map creation (select STOP MAP). But, this option is only checked between
major steps of the town creation (IE. it may not be as quick to respond).
In a future release I'll probably make this more responsive. But, it wll
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.
Editing the Town...
Editing towns is easier than dungeons. The cells contain only one object
(a wall, open space, or door). There is no need to select a specific
portion of a cell. The entire cell is changed to the selected type.
Choosing the size of the print...
There are 2 sizes or formats for printing the maps. The first I call
"Fixed Size Cell", has all maps regardless of size having each cell
printed the same size. The second format is called "Max Cell Size". This
prints the map as large as will fit on the paper (paper size is controled
via Preferences).
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 via your
preferences (set through Workbench). Note: that B/W gives a much better
print out over grey scale, and that density 2 is usually good enough.
Displaying the legend...
The legend is an option, that when selected, will display a small window.
This legend window can be moved to anywhere on the screen, so you can
keep it out of your way. It will not be printed if it is displayed.
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.