Dungeon Town Creator

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Domiano
Crimson Mold
Posts: 55
Joined: Sat 23.04.2011, 04:10

Dungeon Town Creator

Post by Domiano » Thu 20.10.2011, 22:32

Hi everyone!
I'm in the process of making an excel file that allows you to convert a text map of characters to a mangband map!
It will also allow you to do the opposite. Convert a mangband map to characters, so that you can edit it.

In order to make the excel file work right, I need to make sure I have all the things that can appear in a level.
So far I have the following;
Permanent rock, rock, mud floor, hidden door, >, <, 7,6,5,4,3,2,1,Treasure, grass, bright floor, trees, water, bridge, brown crop, green crop, rune, door.



Can anyone think of other characters, or point me in the direction of the file that has all the character codes in it?

Thanks in advance,
Schroeder

Ace
Crystal Ooze
Posts: 368
Joined: Fri 15.02.2008, 12:50

Re: Dungeon Town Creator

Post by Ace » Fri 21.10.2011, 06:35

there are also dark trees or dirt (when you chop down a tree e.g)

PowerWyrm
Balrog
Posts: 1574
Joined: Sun 27.11.2005, 15:57

Re: Dungeon Town Creator

Post by PowerWyrm » Fri 21.10.2011, 11:19

PWMAngband has an in-game system for building levels. Just go to the depth you want to create the specific layout, open the DM menu and choose any building command you want. This is really made easier by the fact that all features are kept in the terrain.txt file in /lib/edit. In MAngband, I presume you need to rely on the hardcoded FEAT_XXX defines.

Billsey
King Vampire
Posts: 272
Joined: Sun 12.02.2006, 14:36
Location: Oregon, USA
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Re: Dungeon Town Creator

Post by Billsey » Thu 03.11.2011, 03:59

Remember that there are several types of doors, several types of shop doors, several types of traps and several types of rubble (and you thought some was harder to dig just randomly!).

Code: Select all

/* Various */
#define FEAT_FLOOR		0x01
#define FEAT_INVIS		0x02
#define FEAT_GLYPH		0x03
#define FEAT_OPEN		0x04
#define FEAT_BROKEN	0x05
#define FEAT_LESS		0x06
#define FEAT_MORE		0x07

/* Shops */
#define FEAT_SHOP_HEAD	0x08
#define FEAT_SHOP_TAIL	0x0F

/* Traps */
#define FEAT_TRAP_HEAD	0x10
#define FEAT_TRAP_TAIL	0x1F

/* Doors */
#define FEAT_DOOR_HEAD	0x20
#define FEAT_DOOR_TAIL	0x2F

/* Extra */
#define FEAT_SECRET	0x30
#define FEAT_RUBBLE	0x31

/* Seams */
#define FEAT_MAGMA	0x32
#define FEAT_QUARTZ	0x33
#define FEAT_MAGMA_H	0x34
#define FEAT_QUARTZ_H	0x35
#define FEAT_MAGMA_K	0x36
#define FEAT_QUARTZ_K	0x37

/* Walls */
#define FEAT_WALL_EXTRA	0x38
#define FEAT_WALL_INNER	0x39
#define FEAT_WALL_OUTER	0x3A
#define FEAT_WALL_SOLID	0x3B
#define FEAT_PERM_EXTRA	0x3C
#define FEAT_PERM_INNER		0x3D
#define FEAT_PERM_OUTER	0x3E
#define FEAT_PERM_SOLID		0x3F

/* adding various wilderness features here.
feat_perm is used for an "invisible" outside wall
that keeps many algorithms happy. -APD- */
#define FEAT_DRAWBRIDGE	0x50
#define FEAT_LOGS			0x60
#define FEAT_PERM_CLEAR	0x70	
#define FEAT_PVP_ARENA 		0x5F	

/* Trees */
#define FEAT_TREE			0x61
#define FEAT_EVIL_TREE		0x62

/* Wilds */
#define FEAT_DIRT			0x40
#define FEAT_GRASS			0x41
#define FEAT_CROP			0x42
#define FEAT_LOOSE_DIRT		0x44
#define FEAT_WATER		0x4C
#define FEAT_MUD			0x48

/* Special "home doors" */
#define FEAT_HOME_OPEN	0x51
#define FEAT_HOME_HEAD	0x71
#define FEAT_HOME_TAIL	0x78
Mangband Project Team Member

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