Random Tome -- sourceforge download
Posted: Sun Mar 20, 2011 11:31 pm
Here is the source code to generate the wilderness for RandomTome--it's simply Tome, with a randomized wilderness West. Rel, the Far East, etc., are unchanged. It works for mac and unix; the same stuff should work with a pc, if you have a compiler like gcc. I've played some medium-long games on it; but I haven't verified that one can, for example, win the entire game using the random map.
All the files are available at SourceForge.
http://sourceforge.net/projects/infiwild/files/
There is compiling required... Download all the files under infiwild; put them in the same directory. (Some place where some spewed out side-files won't bother you.) Use a terminal to go to that directory, and then type
./run.bsh
[update: see below: I've simplified everything, so you just need the files at infiwild, and then simply type g++ world22.c. at a terminal to generate the executable, and then run it. also you can place the file eyal-2 below INSIDE the files of your tome application ("view contents" of package), so there's no need to recompile tome.]
This will generate a file eyal-2.lua (along with other stuffing). (In the off-chance it freezes, just ctrl-c and restart--it does that once every twenty times or so, due to difficulties placing certain sites I'm still working on.) Go to the t-engine directory:
game/modules/tome/data/maps/wilderness/
and rename the file eyal.lua to something like eyal.original, and move the file eyal-2.lua into that directory, and rename it eyal.lua.
Then compile tome.
Run it, and you should be able to play about as normal; you'll just need to explore to find things.
Please let me know, under these comments or in my message box here at the Tome forums, if you have any problems compiling or running.
The immediate future is improving this a bit--what other requirements are needed to make the gameplay run roughly as it does without randomization? A list of current structural requirements is below. Then, the next step is to simplify and elegantify the program, and convert it as much as possible to lua.
Thanks, all!
---
(all these have default requirements of being accessible from derth, unless otherwise stated.)
(((spots and zones)))
"reknor") near iron council
"lumberjack-town") near woods
"telmur")
"antimagic")
"angolwen") inaccessible in mountains
"angolwen-portal") near angolwen
"last-hope") medium-far from derth
"iron-throne") in mountains
"demon-plane-arrival")
"zigur")
"shertul-fortress")
"halfling-ruins")
"tempest-peak") inaccessible in mountains
(((playerpops)))
"allied") trollmire
"dwarf") reknor
"shaloren") scintillating camp
"low-undead")
"lumberjack-cursed") near lumberjack town
"angolwen") (see angolwen)
"infinite-dungeon") random locations
"mark-spellblaze")
(((dungeons etc)))
"derth"); central; plains or low hills
"trollmire"); near derth
"maze"); medium distance from derth
"old-forest"); near derth; woods or forest
"sandworm"); in desert
"dreadfell"); medium far from derth
"daikara"); in north, at edge of mountains
"halfling-ruins");
"kor-pul"); medium-short distance from derth
"last-hope"); medium-far from derth
"shatur"); inaccessible in forest
"elvala"); in woods
"angolwen"); (see angolwen)
"angolwen-teleport"); (see angolwen)
"scintillating-caves"); near elvala
"rhaloren-camp"); near elvala
"zigur");
"iron-council"); in mountains
All the files are available at SourceForge.
http://sourceforge.net/projects/infiwild/files/
There is compiling required... Download all the files under infiwild; put them in the same directory. (Some place where some spewed out side-files won't bother you.) Use a terminal to go to that directory, and then type
./run.bsh
[update: see below: I've simplified everything, so you just need the files at infiwild, and then simply type g++ world22.c. at a terminal to generate the executable, and then run it. also you can place the file eyal-2 below INSIDE the files of your tome application ("view contents" of package), so there's no need to recompile tome.]
This will generate a file eyal-2.lua (along with other stuffing). (In the off-chance it freezes, just ctrl-c and restart--it does that once every twenty times or so, due to difficulties placing certain sites I'm still working on.) Go to the t-engine directory:
game/modules/tome/data/maps/wilderness/
and rename the file eyal.lua to something like eyal.original, and move the file eyal-2.lua into that directory, and rename it eyal.lua.
Then compile tome.
Run it, and you should be able to play about as normal; you'll just need to explore to find things.
Please let me know, under these comments or in my message box here at the Tome forums, if you have any problems compiling or running.
The immediate future is improving this a bit--what other requirements are needed to make the gameplay run roughly as it does without randomization? A list of current structural requirements is below. Then, the next step is to simplify and elegantify the program, and convert it as much as possible to lua.
Thanks, all!
---
(all these have default requirements of being accessible from derth, unless otherwise stated.)
(((spots and zones)))
"reknor") near iron council
"lumberjack-town") near woods
"telmur")
"antimagic")
"angolwen") inaccessible in mountains
"angolwen-portal") near angolwen
"last-hope") medium-far from derth
"iron-throne") in mountains
"demon-plane-arrival")
"zigur")
"shertul-fortress")
"halfling-ruins")
"tempest-peak") inaccessible in mountains
(((playerpops)))
"allied") trollmire
"dwarf") reknor
"shaloren") scintillating camp
"low-undead")
"lumberjack-cursed") near lumberjack town
"angolwen") (see angolwen)
"infinite-dungeon") random locations
"mark-spellblaze")
(((dungeons etc)))
"derth"); central; plains or low hills
"trollmire"); near derth
"maze"); medium distance from derth
"old-forest"); near derth; woods or forest
"sandworm"); in desert
"dreadfell"); medium far from derth
"daikara"); in north, at edge of mountains
"halfling-ruins");
"kor-pul"); medium-short distance from derth
"last-hope"); medium-far from derth
"shatur"); inaccessible in forest
"elvala"); in woods
"angolwen"); (see angolwen)
"angolwen-teleport"); (see angolwen)
"scintillating-caves"); near elvala
"rhaloren-camp"); near elvala
"zigur");
"iron-council"); in mountains