TinTin++ Mud Client Manual
         MAPPING


         TinTin++ has a powerful automapper that uses a room system similar to
         Diku MUDs which means that odd map layouts and weird exit
         configurations aren't a problem. The mapper provides tools to improve
         the visual map display. For basic path tracking see #help PATH.

         #map create [size]

         This command creates the initial map. The size is 50,000 by default
         and can be changed at any time with the #map resize command. If you
         play a MUD that uses MSDP or GMCP to provide room numbers you'll have
         to increase it to the highest reported room number. Increasing the
         size of the map doesn't decrease performance.

         #map goto <location>

         When you create the map you are not automatically inside the map. By
         default room number (vnum) 1 is created, so you can go to it using
         #map goto 1. Once you are inside the map new rooms are automatically
         created as you move around. Movement commands are defined with the
         pathdir command. By default n, ne, e, se, s, sw, w, nw, u, d are
         defined.

         #map map <rows> <cols> <append|overwrite|list|variable> <name>

         To see the map you can use #map map. It's annoying to have to
         constantly type #map map however. Instead it's possible to use #split
         to display a vt100 map. To do so execute:
         #split 16 1
         #map flag vtmap on
         The first command sets the top split lines to 16 and the bottom split
         line to 1. If you want a smaller or larger map display you can use a
         different value than 16.

         If you don't need to display diagonal exits and prefer a more compact
         look you can use #map flag AsciiGraphics off. This will enable the
         standard display which uses UTF-8 box drawing characters, results may
         vary depending on the font used.

         If your terminal supports UTF-8 you can also give #Map flag unicode on
         a try.

         If you want to display the map in a different location of the screen
         use something like:
         #split 0 1 0 -80
         #map offset 1 81 -4 -1
         This will display the map on the right side of the screen, if the
         width of the screen is wide enough.

         #map undo

         If you accidentally walk into the wall on your MUD the mapper will
         still create a new room. You can easily fix this mistake by using
         #map undo. If you want to move around on the map without moving around
         on the MUD you can use: #map move {direction}. To delete a room
         manually you can use: #map delete {direction}. To create a room
         manually you can use: #map dig {direction}.

         #map write <filename>

         You can save your map using #map write, to load a map you can use
         #map read <filename>.

         #map set <option> <value>

         You can set the room name using #map set roomname <name>. You either
         have to do this manually or create triggers to set the room name
         automatically. Once the room name is set you can use #map goto with
         the room name to visit it. If there are two rooms with the same name
         #map goto will go to the most nearby room. If you want to always go
         to the same room you should memorize the room number. You can further
         narrow down the matches by providing additional arguments, for example:

         #map goto {dark alley} {roomexits} {n;e} {roomarea} {Haddock Ville}

         You can set the room weight using #map set roomweight {value}. The
         weight by default is set to 1.0 and it represents the difficulty of
         traversing the room. If you have a lake as an alternative route, and
         traversing water rooms is 4 times slower than regular rooms, then you
         could set the weight of the lake rooms to 4.0. If the lake is 3 rooms
         wide the total weight is 12. If walking around the lake has a weight
         less than 12 the mapper will go around the lake, if the weight is
         greater than 12 the mapper will take a route through the lake.

         You can set the room symbol using #map set roomsymbol {value}. The
         symbol should be one, two, or three characters, which can be
         colorized. You can for example mark shops with an 'S' and colorize the
         'S' depending on what type of shop it is.

         #map run <location> <delay>

         The run command will have tintin find the shortest path to the given
         location and execute the movement commands to get there. You can
         provide a delay in seconds with floating point precision, for example:
         #map run {dark alley} {0.5}

         #map insert {direction} {flag}

         The insert command is useful for adding spacer rooms called void rooms.
         Often rooms overlap, and by adding void rooms you can stretch out
         exits. For example: #map insert north void. You cannot enter void rooms
         once they've been created, so you'll have to use #map info in an
         adjacent room to find the room vnum, then use #map goto {vnum} to
         visit.

         It's also possible to align rooms using void rooms. This is easily
         done using #map insert north void.

Related: map, path and pathdir.