TinTin++ Mud Client Manual

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Syntax: #map
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This command is used for the auto mapper and supports most of the auto mapping functionality available. For basic path tracking see #mark and #path.
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To start mapping using #map create which will create the first room of a maximum of 15.000. To enter the map use: #map goto 1 which will place you inside the map.
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In order to add rooms you can simply move around. The default directions, n e s w u d, are created by default. If your mud has the non standard directions, ne se sw nw, you must add these with #pathdir for them to work.
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There are two ways to display the map. The first is #map map which will display an ascii map of the surrounding rooms. The second option is splitting the screen in 3 sections, using #split 10 1 where 10 is the size of the top section. With #map flag vtmap the map will be shown in the top section, and will be updated as you move around.
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The default ascii set used for drawing the map is rather poor. Fortunately several fonts provide drawing characters that can be used instead. To display the drawing characters and their corresponding index number you can use the following commands: #delay 0 #loop {32 255} #echo {%s - %a} {&0 &0}
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To change the drawing characters you use the #map legenda command. The legenda exists of 17 decimal numbers which represent the character symbols used for drawing a map. Binary order is used with, n e s w, representing bit 1 to 4. Number 2 to 16 stand for exits leading: n e ne s ns es nes w nw ew new sw nsw esw nesw. Number 1 stands for a no exit room, and number 17 for the room the player is currently in.
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To make life easier I created a font I called MUD (available in the download section) which has 2 sets of line drawing characters. When using this font for your terminal you can enable its usage with:

#map legenda {128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 161}

or

#map legenda {144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 161}
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While getting the font working for WinTin++ is as easy as copying the font to C:\WINDOWS\Fonts and changing -fn and -fb Courier to MUD in the shortcut, it can be quite tedious on other operating systems. On linux systems you can try: #map flag vtgraphics and setting your legenda to: 250 223 222 200 220 186 201 204 221 188 205 202 187 185 203 206 246
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Some muds use ne nw se sw exits. To deal with this you can use #map flag asciigraphics which works for every platform, however, each drawn room will be 3 rows high and 6 columns wide.
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Quite a few muds have overlapping areas or even overlapping rooms within areas. To deal with this you can stretch out rooms by turning a room into a link between 2 other rooms. You do this with #map roomflag void. Keep in mind a room with this flag should only have 2 exits.
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Like most auto mappers you can speedwalk easily. Assuming you named the first room recall using #map name recall while standing in the first room, next walked from Midgaard to Bubba in the Mushroom Forest whose room you named Bubba's bar, you can speedwalk back using: #map walk recall. Of course it's faster to simply recall back, in which case you can tell the mapper you are back in midgaard using: #map goto recall. If you particularly enjoy watching the map update itself with vtmap enabled, or are anxious to try this out, you can slow walk back to Bubba. Enter #map find Bubba's bar;#tick slowwalk {#walk} 1;#act {#END OF PATH.} {#untick slowwalk}
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After all this hard work you can save your map using #map write [filename] which can be loaded back in with #map read [filename].
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For more information about the available commands use #help map within tintin which has the most up to date command summary.
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