dmm_suite version 1.1

Specification

The dmm_suite provides saving and loading of map files in BYOND's native DMM map format. It approximates the map saving and loading processes of the Dream Maker and Dream Seeker programs so as to allow editing, saving, and loading of maps at runtime.


Usage Notes

Saving Maps

To save a map at runtime, create an instance of the dmm_suite, and then call write_map(), which accepts three arguments:

The order in which the turfs are supplied does not matter, the /dmp_writer will determine the grid containing both, in much the same way as DM's block() function. write_map() returns a text string representing the map in dmp format, which can then be output to a file:
	var/dmp_file = file("my_map.dmp")
	dmp_file << write_map(turf1, turf2, DMP_IGNORE_PLAYERS)
	

Loading Maps

To load a map at runtime, create an instance of /dmm_suite, and then call load_map(), which accepts two arguments:

The /dmm_suite will load the map file starting on the specified z-level. If no z-level was specified, world.maxz will be increased so as to fit the map. Note that if you wish to load a map onto a z-level that already has objects on it, you will have to handle the removal of those objects. Otherwise the new map will simply load the new objects on top of the old ones.

Also note that all type paths specified in the .dmm file must exist in the world's code, and that the /dmm_reader trusts that files to be loaded are in fact valid .dmm files. Errors in the .dmm format will cause runtime errors.


Version History