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Daichi
Newbie


Joined: 17 Apr 2009
Posts: 2

PostPosted: Fri Apr 17, 2009 6:39 pm   

Z-machine Automapping
 
Hey, I hope this doesn't sound too silly. I decided I wanted to play some classic Z-machine adventure games like Zork, with the use of an automapper. So I setup a Linux shell running dumb Frotz with CMUD as my client. I'm beginning to notice that setting up the automapper might be a bit of a pain with something like Zork. This classic game doesn't tell you about any exits, and directions like north and south don't always directly connect. While it's a bit of a pain, I don't mind adding the exits manually, it still sure beats doing it on paper. Also, if you have already visited the room before, it doesn't list a description. The lack of description when you return to the room is certainly one of my issues. And lets not forget dark rooms where you can't see. The games also have a number of different ways to tell you that you couldn't walk in the direction you wanted to.

So, how would I best config the automapper to work with these games?

Also, since I pretty much have to test each exit anyway, is there any way I can keep track of what exits I've tried?

Here is a blurb from my log.

Code:
 West of House                               Score: 0        Moves: 0

ZORK I: The Great Underground Empire
Copyright (c) 1981, 1982, 1983 Infocom, Inc. All rights reserved.
ZORK is a registered trademark of Infocom, Inc.
Revision 88 / Serial number 840726

West of House
You are standing in an open field west of a white house, with a boarded
front door.
There is a small mailbox here.

>s
s
 South of House                              Score: 0        Moves: 1

South of House
You are facing the south side of a white house. There is no door here, and
all the windows are boarded.

>w
w
 West of House                               Score: 0        Moves: 2

West of House
There is a small mailbox here.

>look
look
 West of House                               Score: 0        Moves: 3

West of House
You are standing in an open field west of a white house, with a boarded
front door.
There is a small mailbox here.

>sw
sw
 West of House                               Score: 0        Moves: 4

You can't go that way.

>wait
wait
 West of House                               Score: 0        Moves: 7

Time passes...

...

>u
u
 Attic                                       Score: 10       Moves: 290

You have moved into a dark place.
It is pitch black. You are likely to be eaten by a grue.

>


Last edited by Daichi on Fri Apr 17, 2009 11:27 pm; edited 1 time in total
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shalimar
GURU


Joined: 04 Aug 2002
Posts: 4692
Location: Pensacola, FL, USA

PostPosted: Fri Apr 17, 2009 7:22 pm   
 
Ample use of #NODIR and #NOMAP
and if you put things within code brackets instead of quote, the whitespace is preserved.
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Discord: Shalimarwildcat
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Daichi
Newbie


Joined: 17 Apr 2009
Posts: 2

PostPosted: Sat Apr 18, 2009 12:26 am   
 
Well, I think I have it mostly setup. Would it be possible to use the database to keep track of failed movement directions? I don't see a lot of documentation on the database.

Edit: I just found the DB documentation. Anyway, I'm thinking when I enter a new room, the database will add all untested directions as a string. I don't see an event for failed room walking, so I'll probably have to add my own. Based off of that, I should be able to show the untested exits in the status bar and to remove the tested exits as needed.

The hard part is figuring out how this all works. >.<; If anyone has a better idea, lemme know.
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