First ask someone smarter than me...
But here is why I reckon it is possible reading Mercedes post here tells us the map is in gmcp data available to the client
https://www.genesismud.org/forums/viewt ... =37&t=2947
The GMCP interface for maps has been changed. The complete ASCII map is now passed with GMCP, along with the coordinates. This way the client doesn't have to rely on the maps being available before from a certain location. For this Room.Info has been amended with the coordinates. This is called when the player moves to another room.
Code:
Room.Info
Upon subscription of the Room package it will send information about the
environment the player is in. The payload for each room is an object with
the following keys:
id - A unique identifier for the room. This will remain static as long
as the code of the room isn't moved.
short - The short description of the room.
exits - An array listing the exits of the room.
doors - An array listing the exits of the room reachable through a door.
x, y - Coordinates of the room on the map. Omitted if the room isn't on
the map. Note x=0 will never happen, so you can test for that.
The zoomx, zoomy are only given if there is a zoomed map.
Example: { "id" : "iX5PnH",
"short" : "A pond with a waterfall.",
"exits" : [ "up", "east" ],
"doors" : [ "north" ],
"x" : x, "y" : y, "zoomx" : zoomx, "zoomy" : zoomy }
In addition, a new Room.Map has been created, that is called whenever the player moves to a new section of the map.
Code:
Room.Map
This package is sent when a player enters into a new map area. It contains
the map graphics and optionally the zoomed map graphics.
Example: { "map" : "map graphics",
"zoom" : "zoomed map graphics" }
Note, the Room.Map is NOT called when the player moves to an area that isn't covered by the Map. Whether the player is on the map can be determined by the Room.Info.X being positive (X=0 will not happen on maps). The presence of the zoom function can be determined by the Room.Info.zoomx being positive.
Then work out how to call that gmcp data up in cmud
http://forums.zuggsoft.com/forums/viewt ... p?p=158455
Explains gmcp in cmud
From that to show map on main screen a command something like this is needed
#SHOW %gmcp.Room.Map
But have to work out how to call the "map graphics" bit. I think it is.
#SHOW %gmcp.Room.Map.map
Once you have a command that shows the map finally need to work out how to send it to its own dedicated chat window.
There is an example here of ppl at another mud sending gmcp data to a new window
http://www.aardwolf.com/wiki/index.php/Clients/CmudGMCP
So try
Code: Select all
execwin MagicMap { #clr }
#win MagicMap {%gmcp.Room.Map.map}
Lol would be pretty amazing if that works
If it does, make a trigger for it to fire every time game sees "exit"
If not ask the guys posting on the mud client section of the forum I'm sure if it is possible they will tell u how.