Automap
Automap
is a library extension that adds several mapping possible
mapping functions to your game. Automapglk, an
updated version, is recommended as it’ll work on more interpreters, but
the original still works under official Hugo interpreters.
Original Documentation
This file documents the file AUTOMAP.H. This edition, dated 4/23/00, brings Automap up to Hugo 2.5 standards. Some esoteric or unnecessary material has been edited out for the sake of clarity.
Also included in AUTOMAP.H are DrawMapLoc(), PreParse(), a replacement door class definition, a replacement DoWait() routine, and various variable declarations. All of these are necessary for the proper functioning of Map() and FullMap() within a Hugo game.
WHAT THEY ARE
Map() and FullMap() are both routines that implement on-screen mapping for games written with Hugo v2.5. Map() is a routine that draws a small, localized map centered around a specified location, usually in the upper right corner of the screen and in reverse video. FullMap(), on the other hand, draws a full-screen map radiating from a specified location, which location is always positioned at center-screen. FullMap’s scope includes every game location that is connected to the central one and will fit on the screen, and it is drawn in normal video rather than reverse.
HOW THEY WORK
Both Map() and FullMap() work by reading the return values of the “dir_to” properties of room objects. In the case of Map(), a single iteration is performed outward from the central room of the map, revealing the position and exits of its immediate (visited) neighbors. In the case of FullMap(), a branching algorithm is employed which iterates outward through every connected location. When a location is reached that has more than one exit, the first one is chosen and that branch is followed. This process is repeated until the end of a branch is reached, at which point the routine backs up one room and tries any other existing exits, following them in turn to their ends. (A loop barrier is employed to prevent maps with circular paths from putting the routine into an infinite loop.) This continues on until the routine has backed up to the original central location and has no more paths left to follow, at which point it returns to the routine that called it.
HOW TO USE THEM
The Map() routine takes two arguments, although one of these should not be supplied directly by the programmer. The first argument (called “from” in the code) indicates the location the map should center around. Typically, this will be the player’s current location, and when this is the case no argument need be supplied, as the player’s location is assumed by default. The second argument (called “full” in the code) is a switch that tells Map() whether it should display the map in full-screen mode or not. In full-screen mode, the screen is cleared of all existing text before the draw begins, so that the player is left with only a map and the normal command prompt at the end. Consequently, this mode is not appropriate for “real-time” mapping of the kind seen in games like Beyond Zork, and for this reason, unless the programmer has some specific need to employ full-screen mode with Map(), the second argument should be omitted and ignored completely.
FullMap() takes only one argument, the location to be mapped from. Since FullMap() is not a stand-alone routine, but rather engages Map() to do its heavy lifting, it takes care of calling Map() with the “full” parameter set to true automatically.
In essence, then, both Map() and FullMap() are called in one of the following two ways:
Map() FullMap()
or
Map(some_location) FullMap(some_location)
When called without an argument, both routines will assume that the location to be mapped from is the player’s current location. Otherwise, they will map from the location specified in the call. Note that any attempt to map from an object that is not a location (i.e. not an object of type “room”) will result in the player’s current location being substituted instead. Moreover, any attempt to map from an unvisited or dark room will result in the map being refused. In this latter case, nothing will be drawn and an error message (“You wish”) will be issued to the player.
IS THERE ANYTHING SPECIAL I NEED TO KNOW ABOUT THEM?
Well, funny you should ask. Since both Map() and FullMap() function by reading the “dir_to” properties of rooms, it will no longer be possible to put printable text into those properties. This is because “reading the return values” involves actually running the property routines. Consequently, every time those properties are read (which in the mapping routines is quite often), all the code within them will execute and any text output you’ve included there will display to (weird areas of) the screen. To deal with this problem, a PreParse routine is supplied along with the mappers that allows the programmer to code movement conditions, printable text, and so on in a location’s “before” property instead. Here’s how a typical movement condition might be coded now:
room white_house "White House"
{
...
before { location DoGo { if object = n_obj
{
if hillary in self
{
"The sight of Hillary and her shotgun
changes your mind."
}
else
return false
}
}
}
n_to { return north_lawn }
}
In this example, if the hillary object is in the white house, an attempt to move north is met with the message about the shotgun. Otherwise, the before routine is returned from with false, which causes the engine to check for a n_to property routine. Finding one, it executes the move to the north lawn. In general, this is the method one should always use when employing the mappers (indeed, a case can be made that this is the method that should be used always and everywhere–but that’s an argument for a different time and place).
Note two things, however. First, even though the cant_go property is never read by the mappers, it’s advisable not to use it. Any cant_go material should be coded into the location’s before routine just like all the rest. Second, even after I’ve insisted that all code be put in the before routine, it should be borne in mind that it’s really only *printing* code that is forbidden in the dir_to’s. Conditionals placed in those properties can still be of value for manipulating the contents of a map, so one shouldn’t take the admonition as strongly for non-printing code as for printing code. In the case of *printing* code, nevertheless, there are no exceptions.
Finally, note also that if a programmer wishes to do his own pre-parsing on top what is already supplied, he will have to take into account the fact that PreParse() has already been “replace”d in the AUTOMAP.H file. A bit of cutting and pasting may be in order in that case.
WHAT REMAINS TO BE DONE
For FullMap()–though not for Map()–every room must be supplied with a “map_list” property. This property is thirteen elements long and can be declared this way:
room factory "Soylent Green Factory"
{
...
map_list #13
}
Without this property, the full-screen mapper will not function. Indeed, without it, the game will likely crash from a stack overflow the first time a map is attempted. (What follows from this is that if you are experiencing stack overflow errors in your game while employing the full-screen mapper, this is the first–and probably only–place you need to look). The programmer need do nothing else with this property beyond declaring it–it is used only internally by the full-screen mapper.
HOW TO MAKE AN AUTOMAPPER
Call Map() at the end of main(). This is currently as close as one can get. Hopefully, a junction routine may be supplied at some time in the future that will allow Map() to be called even when main() isn’t, but right now only successful actions prompt a call to main() and, consequently, a map draw. For this reason, it is strongly recommended that a command grammar be provided for the player so that he can display the map manually if necessary. Here is a suggested standard for the grammar:
"map on" turn automapping on
"map off" turn automapping off
"map" display automap (small map), reckoning from
player's location
"map from <object>" display automap (small map), reckoning from
specified location
"map game" display full-screen map, reckoning from
player's location
"map game from <object>" display full-screen map, reckoning from
specified location
Note that rooms are not typically given nouns, which means that there is typically no way for a player to refer to them directly, which means that “map from
MAP DESIGN RESTRICTIONS
While both Map() and FullMap() can display weird room layouts without self-destructing, they nevertheless cannot always do so *correctly*. In order to ensure that the maps displayed by both mappers are accurate, the following rules must be adhered to when designing a game:
- No cross connections.
- No “strange” connections.
An example of the first would be (where “*” represents a room):
* * <--don't design a layout so that something such as
X <--this results
* *
An example of the second would be something like: room A connects south to room B, while room B connects north to some room other than room A. Or, room A connects to room B, but it does so by “jumping over” several other rooms that should logically fall in between.
(Since what is meant here may be difficult to grasp when merely described this way, a sample “game” is included with AUTOMAP.H that gives a fairly clear indication of how maps ought to be laid out when coding.)
Actually, cross connections are handled properly for the rooms immediately surrounding the central room. Thus, if only Map() is being employed, there should be no problem in having them. Beyond that, however, there is just no feasible or practical way to code for such connections, so they are not supported. (Like most things, cross connections won’t blow up the mappers, though; they’ll simply not be displayed accurately. In the little picture above, for example, the “X” would be replaced by a “/” or a “\”, giving the misleading impression that two of the rooms are not connected to each other.)
Note: the mappers *can* handle rooms that connect to themselves. These are always indicated on the map by a symbol pointing in the appropriate direction, but without any neighboring room attached to it. In other words, such a connection will always look like a connection to a room that hasn’t been visited yet.
HOW THE MAPPERS HANDLE DOORS
They ignore them. For map-drawing purposes, the doors might as well not even be there. There is no provision made for open/closed status, so if a programmer wants to, say, stop mapping at closed doors, he’ll have to figure out how to do that himself (or contact the author, who will try to remember his own code well enough to advise him).
HOW THE MAPPERS HANDLE UP, DOWN, IN, AND OUT
These exit directions are indicated in the rooms that have them with the letters “u”, “d”, “i”, and “o” respectively. That’s all. The rooms they lead to are ignored completely. For all intents and purposes, maps are conceived as “levels”, with the neighbors of a room only displayed if they occupy the same “level” as the room itself. (To speak of “in” and “out” as pointing to different “levels” is perhaps misleading, but the case of “up” and “down” should be clear enough, so that just thinking of “in” and “out” as being a kind of “up” and “down” for purposes of map-drawing shouldn’t be too confusing.)
HOW THE MAPPERS HANDLE USER-DEFINED DIRECTION OBJECTS
Contrary to what was stated in the first draft of this document, user-defined direction objects are not a problem. Neither Map() nor FullMap() ever addresses direction *objects* at all. It is the dir_to properties of rooms that matter. Thus, if one doesn’t employ the normal n_to, s_to, etc. properties for moving around, the mappers won’t work. If one does, they will. End of story.
(An interesting aside somewhat related to this topic: since what happens when the mappers don’t find a room connection is nothing, it’s possible to hide rooms from the player by coding their return values in the before routine(s) of the room(s) that lead to them instead of in the dir_to properties. Such a strategy could be quite useful, particularly, in the creation of mazes. The exits from maze rooms are often meant to be kept hidden from the player, which means he shouldn’t be able to see a map of them–nor, indeed (in the case of the full-screen mapper), the layout of the maze at large. Hiding the exits and neighboring rooms with null dir_to properties is a very good way to keep a player from seeing what you don’t want him to see. Using hidden rooms, moreover, cross connections and strange connections are still very possible, inasmuch as such connections won’t ever be seen or displayed by the mappers.)
OVERWHELMED? FOLLOW THESE STEPS
- #include AUTOMAP.H in your source immediately prior to main().
- There is no step 2.
- Declare your new command grammar, if any (the sample game can be looked to for an example).
- If you want to use Map() as an automapper, put a call to Map() at the end of main(). If you are providing a “map on” and “map off” facility, then use an “if” conditional with the global variable AUTOMAP_ON to act as a switch. You should use AUTOMAP_ON instead of creating one of your own, since AUTOMAP.H depends on it for proper handling of the “wait” commands. (Again, see the sample game for guidance if you need help.)
- Other than adhering to the coding and design rules, you’re done. Remember that, for the full-screen mapper, every room MUST have a “map_list #13” property. Must, must, must. Don’t forget it.
CREDITS (from the “it goes without saying” department)
The author wishes to thank in particular Kent Tessman and Julian Arnold for their help in the production of the mappers–Kent for his technical assistance and support, Jools for his playtesting, and both for their admirable discipline in not simply bursting out laughing when this project was proposed. May they both live long and Prosser.
Enjoy! This file and AUTOMAP.H (c) 1997-2000 by Cardinal Teulbachs, Archbishop of Frith. The Cardinal can be insult–er, consulted–at jnewl@pacbell.net