who here has played adventure? how about the 14 million clones? well, im writing another one. except mine is just a tad different. im not claiming excellence, just having fun. 
anyway, this will be a text rpg with windows for the main text i/o, inventory, stats, a map, etc. now, everything else is working ok and is fairly simple. but i have no clue how to do the map. my objective is something like what morrowind has, a scrolling map with a rotating arrow in the middle for the player.
i think that also knowing how i do player navigation in this game would perhaps help with this. i basically have a "world" struct hold regions, and the regions hold towns, dungeons, etc. the most important member of the region struct though is the tile struct. it looks like this...
struct Tile
{
struct Tile *north, *south, *east, *west;
struct Tile *ne, *nw, *se, *sw;
char *description;
};
as you can see, it makes some sort of an octally linked list for ease of navigation and there will be a pointer to which tile the player is on at all times. the navigation system, as described, works fine.
now, this is all written in C and the windowing is done in the win32 api. can anyone either point me to a page that is something like what im asking (yes ive googled it) or does anyone know how one would do this using this system of navigation?
if nothing else, thanks for reading this far. ^_^
žÅNžÅ
anyway, this will be a text rpg with windows for the main text i/o, inventory, stats, a map, etc. now, everything else is working ok and is fairly simple. but i have no clue how to do the map. my objective is something like what morrowind has, a scrolling map with a rotating arrow in the middle for the player.
i think that also knowing how i do player navigation in this game would perhaps help with this. i basically have a "world" struct hold regions, and the regions hold towns, dungeons, etc. the most important member of the region struct though is the tile struct. it looks like this...
struct Tile
{
struct Tile *north, *south, *east, *west;
struct Tile *ne, *nw, *se, *sw;
char *description;
};
as you can see, it makes some sort of an octally linked list for ease of navigation and there will be a pointer to which tile the player is on at all times. the navigation system, as described, works fine.
now, this is all written in C and the windowing is done in the win32 api. can anyone either point me to a page that is something like what im asking (yes ive googled it) or does anyone know how one would do this using this system of navigation?
if nothing else, thanks for reading this far. ^_^
žÅNžÅ