Angband.oook.cz
Angband.oook.cz
AboutVariantsLadderForumCompetitionComicScreenshotsFunniesLinks

Go Back   Angband Forums > Angband > Development

Reply
 
Thread Tools Display Modes
Old November 18, 2015, 11:19   #1
jrodman
Apprentice
 
Join Date: Feb 2009
Posts: 56
jrodman is on a distinguished road
Bitmap-based dungeon overview (a la TKangband)?

What would it take to get a dungeon overview that actually kind of shows an overview.. The character-based implementations have to throw away a lot of shape-information and don't work that well.

I'm imagining a dungeon overview that uses primarily color to show the shape of the dungeon, with a lower level of information about what's present than the main view. Possibly something like 2x2 pixel squares for cells, with gray for walls, red for monsters, and some other clever color choices for stairs up/down, objects, uniques.

I can start poking at the code independently, but I'd imagine someone has considered this before. The best way to do it isn't clear to me, because the game presumes the outputs are "terminals". I expect this would require a specialcase codepath in some respect. Either the map overview code would need to get a handshake with the terminal that it's using this bitmap mode, or the terminal would have to somehow be a fake high-resolution one that lies that it's huge in size and then downscales itself.

Or maybe there's some parts I'm not understanding right?
jrodman is offline   Reply With Quote
Old November 18, 2015, 18:20   #2
takkaria
Veteran
 
takkaria's Avatar
 
Join Date: Apr 2007
Posts: 1,936
Donated: $40
takkaria is on a distinguished road
Quote:
Originally Posted by jrodman View Post
What would it take to get a dungeon overview that actually kind of shows an overview.. The character-based implementations have to throw away a lot of shape-information and don't work that well.

I'm imagining a dungeon overview that uses primarily color to show the shape of the dungeon, with a lower level of information about what's present than the main view. Possibly something like 2x2 pixel squares for cells, with gray for walls, red for monsters, and some other clever color choices for stairs up/down, objects, uniques.

I can start poking at the code independently, but I'd imagine someone has considered this before. The best way to do it isn't clear to me, because the game presumes the outputs are "terminals". I expect this would require a specialcase codepath in some respect. Either the map overview code would need to get a handshake with the terminal that it's using this bitmap mode, or the terminal would have to somehow be a fake high-resolution one that lies that it's huge in size and then downscales itself.

Or maybe there's some parts I'm not understanding right?
This would be trivial to implement in a platform-specific way, i.e. not using the terminal package. Angband 4 has a relatively comprehensive event system so you can listen (set a function to be called) for map updates that won't interfere with the rest of the code. map_info() tells you what the player thinks is on a given square, not as a ASCII character or a graphic item but as a struct you can use to display however you like (map_info_to_text() does just this for the terminal output).

I think the easiest way to implement it in any given port would be to create a new window using that system, and use that system's native graphics library to plot it.

Does that make sense?
__________________
takkaria whispers something about options. -more-
takkaria is offline   Reply With Quote
Old November 18, 2015, 21:21   #3
jrodman
Apprentice
 
Join Date: Feb 2009
Posts: 56
jrodman is on a distinguished road
Well, I'm not *too* excited about digging into xlib, os x drawing, etc, I was thinking of doing a first-pass for the SDL output-flavor of angband, which should work most anywhere.

If I get that far, it might make sense to look into implementing something for the default display on osx (which I use), and hopefully do a good enough job for others to add platforms later, which could theoretically be me, but we'll see.
jrodman is offline   Reply With Quote
Old November 18, 2015, 23:39   #4
takkaria
Veteran
 
takkaria's Avatar
 
Join Date: Apr 2007
Posts: 1,936
Donated: $40
takkaria is on a distinguished road
Quote:
Originally Posted by jrodman View Post
Well, I'm not *too* excited about digging into xlib, os x drawing, etc, I was thinking of doing a first-pass for the SDL output-flavor of angband, which should work most anywhere.

If I get that far, it might make sense to look into implementing something for the default display on osx (which I use), and hopefully do a good enough job for others to add platforms later, which could theoretically be me, but we'll see.
I'm really interested to see what you do I might pitch in with the platform-independence work, too, if you're on github?
__________________
takkaria whispers something about options. -more-
takkaria is offline   Reply With Quote
Old November 19, 2015, 04:01   #5
jrodman
Apprentice
 
Join Date: Feb 2009
Posts: 56
jrodman is on a distinguished road
Quote:
Originally Posted by takkaria View Post
I'm really interested to see what you do I might pitch in with the platform-independence work, too, if you're on github?
One of the challenges here is learning to use github.

I use git for work, but github has all its own foibles and expected use patterns, and I haven't learned them.
jrodman is offline   Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Party based roguelikes? Therem Harth Idle chatter 32 January 11, 2015 23:11
How about Rune-based squelching? Tobias v4 3 January 17, 2012 11:18
Rune-based ID just got a little better Magnate v4 24 December 8, 2011 07:31
Do we need points based stat generation at all? TJS Vanilla 62 May 16, 2009 21:37
[FA] overview doesn't show anything when using graphics petebull Variants 1 May 2, 2007 21:51


All times are GMT +1. The time now is 14:23.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2019, vBulletin Solutions Inc.