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<H1>Re: [MUD-Dev]  Circumstances &amp; Situations</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev]  Circumstances &amp; Situations</LI>
<LI><em>From</em>: Richard Woolcock &lt;<A HREF="mailto:KaVir#dial,pipex.com">KaVir#dial,pipex.com</A>&gt;</LI>
<LI><em>Date</em>: Sun, 04 Jan 1998 02:20:49 -0800</LI>
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<PRE>
Travis Casey wrote:
&gt; 
&gt; Richard Woolcock &lt;KaVir#dial,pipex.com&gt; wrote:
&gt; 
&gt; &gt;I was hoping to have my movement code work in a 'walkto &lt;x&gt; &lt;y&gt;' type
&gt; &gt;way (I suppose I could add aliases like 'baker' etc), which would move
&gt; &gt;the player automatically at a speed specific to various things until
&gt; &gt;they arrive or someone stops them.  This wouldn't really be quite like
&gt; &gt;you describe, it would be more like:
&gt; &gt;
&gt; &gt;]goto baker
&gt; &gt;You start walking north along the road.
&gt; &gt;[pause for a couple of seconds]
&gt; &gt;You turn to your left, and continue walking along the road.
&gt; &gt;Far ahead you see a pretty young girl.
&gt; &gt;[pause a moment]
&gt; &gt;Just ahead of you, you see a pretty young girl.
&gt; &gt;[pause a moment]
&gt; &gt;To your left you hear the sound of running feet coming towards you.
&gt; &gt;Just ahead of you, a pretty young girl turns to face your direction.
&gt; &gt;You walk past a pretty young girl.
&gt; 
&gt; [rest of example cut]
&gt; 
&gt; &gt;Basically this will only show things in front of you (or you changing
&gt; &gt;directions), and wouldn't spam you with a load of text every time you
&gt; &gt;move.  I am hoping this will help get around the difficulties generally
&gt; &gt;associated with a world 5120x5120 rooms across.  I'm also going to be
&gt; &gt;making combat reach over rooms (at least one room away) - in fact this
&gt; &gt;will be how backstab will work (hit someone in front of you who is
&gt; &gt;facing away from you).
&gt; 
&gt; Personally, I always get the willies when someone talks about only
&gt; showing what's in front of the character on a text-based mud.  This opens
&gt; a large can of worms -- you have to have positions within rooms, an idea
&gt; of how the character is facing, and an arc of vision for the character.
&gt; 
&gt; This sort of thing has always seemed like too much work to me -- you
&gt; pretty much have to keep track of all the position and facing data that
&gt; a graphical mud would need to draw what the character's seeing, and then
&gt; you have to interpret that data and output it as text.  IMHO, if you want
&gt; this sort of detail, it's probably easier to make a graphical mud -- the
&gt; methods for drawing the world so that only things that are in the player's
&gt; line of sight already exist and are fairly simple for the graphical case.

Erm well no, I don't ;)  I use 'rooms' at coord positions, with the assumption
that a 'room' is a section of something - a room, part of a room, part of a
plain, a bit of river, etc.  When I say you can see what is in front of you,
I mean you can see everything in your 'room' as well as everything in the
'room' ahead of you (or two rooms ahead).  Now I agree that this is not the
best solution, but its quite workable and very simple to implement.

KaVir.

</PRE>

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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev]  Commercial value of RP</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00188" HREF="msg00188.html">Re: [MUD-Dev]  Commercial value of RP</A></strong>, 
Mike Sellers <a href="mailto:mike#online-alchemy,com">mike#online-alchemy,com</a>, Sat 10 Jan 1998, 19:17 GMT
<UL>
<LI><strong><A NAME="00205" HREF="msg00205.html">Re: [MUD-Dev]  Commercial value of RP</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Mon 12 Jan 1998, 06:12 GMT
</LI>
</UL>
</LI>
</ul>
</LI>
<LI><strong><A NAME="00024" HREF="msg00024.html">my bio (was Re: [MUD-Dev]  Mud-Dev FAQ)</A></strong>, 
Mike Sellers <a href="mailto:mike#online-alchemy,com">mike#online-alchemy,com</a>, Mon 05 Jan 1998, 06:11 GMT
<LI><strong><A NAME="00023" HREF="msg00023.html">Who's bugging who? : was- Wild West</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Sun 04 Jan 1998, 20:44 GMT
<LI><strong><A NAME="00020" HREF="msg00020.html">Re: [MUD-Dev]  Circumstances &amp; Situations</A></strong>, 
Richard Woolcock <a href="mailto:KaVir#dial,pipex.com">KaVir#dial,pipex.com</a>, Sun 04 Jan 1998, 01:15 GMT
<LI><strong><A NAME="00019" HREF="msg00019.html">Re: [MUD-Dev]  Mail from mud Update :)</A></strong>, 
Richard Woolcock <a href="mailto:KaVir#dial,pipex.com">KaVir#dial,pipex.com</a>, Sun 04 Jan 1998, 01:10 GMT
<UL>
<LI><strong><A NAME="00076" HREF="msg00076.html">Re: [MUD-Dev] Mail from mud Update :)</A></strong>, 
JC Lawrence <a href="mailto:claw#under,Eng.Sun.COM">claw#under,Eng.Sun.COM</a>, Wed 07 Jan 1998, 00:37 GMT
<UL>
<LI><strong><A NAME="00085" HREF="msg00085.html">Re: [MUD-Dev] Mail from mud Update :)</A></strong>, 
Shawn Halpenny <a href="mailto:malachai#iname,com">malachai#iname,com</a>, Wed 07 Jan 1998, 15:48 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="00017" HREF="msg00017.html">Mud-Dev FAQ</A></strong>, 
Ling <a href="mailto:K.L.Lo-94#student,lboro.ac.uk">K.L.Lo-94#student,lboro.ac.uk</a>, Sat 03 Jan 1998, 16:44 GMT
</LI>
</UL></BLOCKQUOTE>

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