void draw_map(CHAR_DATA *ch, unsigned short int map[50][50])
{
int x,y;
char *sect;
for (y=1;y<= MapDiameter;++y)
{
for (x=1;x<=MapDiameter;++x)
{
switch(map[x][y])
{
default:
sect = ".";
break;
case SECT_INSIDE:
sect = "&w_";
break;
case SECT_ROAD:
sect = "&O_";
break;
case SECT_JUNGLE:
sect = "&g&&";
break;
case SECT_VROAD:
sect = "&O|";
break;
case SECT_HROAD:
sect = "&O-";
break;
case SECT_CAMPSITE:
sect = "&Rx";
break;
case SECT_DOCK:
sect = "&w0";
break;
case (SECT_MAX+1):
sect = " ";
break;
}
if(x==center && y==center)
sect = "&R*";
send_to_char_color(sect, ch);
}
send_to_char("\n\r",ch);
}
return;
}
My problem is when I connect an area to my wilderness unless I connect it on the edge of the wilderness the automapper tries to map the sector types of the area that is connecting to the wilderness. Thus I end up with some crazy look maps where areas connect to wilderness.
I thought of 2 ways that may solve that one I know would, the other I'm not sure.
1) Make an enter exit command for wilderness and keep zones seperate from wilderness. Thus no sector type conflicts. I know that would work, but I think it doesn't look the greatest. Also, with my limited coding ability would be an ugly function like player uses enter command if in this room then send char to this room.
2) Not sure if this would solve it, but was thinking if I make my sectors extended bits, I could keep sector flags different from the wilderness sector flags, maybe putting a W in front of the names of my wilderness sector flags, and some how only having function look_map or draw_map only check wilderness sectors and ignore others? Or will the automapper end up putting blank spaces where it knows a room from another zone is there?
Any suggestions?
Vladaar