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February 6th, 01:12 PM
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ExDeathEvn
Peasant Male New Zealand xbox steam
Don't look at me, I'm a ghost 
You've all played Dink Smallwood. You've gotten out of the house, met the wizard, and made your way to Terris. But more importantly, Dink is given a map to look at from ingame, showing landmarks and where he is in relation to it all.

BUT HOW DOES IT WORK?

I looked at the original Dink, and all I can see so far from "s1-ltr.c" is this:
 say_stop("Hey!  A map was enclosed!", 1);
 wait(500);
 &s2-map = 1;
 say_stop_xy("`%(Press M or button 6 for map toggle)", 20,380);


&s2-map also being listed as a global variable in Main.c.
Results of this investigation? Nothing useful.

As a test, I created a key-77.c script. By default, there isn't one. Nor a script named "Map".
Key 76 (L) and Key 78(N) are both listed in the DinkC reference book in alphabetical order so this should mean Key 77 is the letter M - Also known as the Map key. (A quick google search confirms this)

//Key script mapped to 'M' to test map replacement

void main(void)
{
  say_stop("Maps? MEN DON'T USE MAPS!", 1);
  debug("M key pressed! Did this get detected?");
  kill_this_task();
}


First of all, the script didn't run. At all. Dink just says as he normally does "I don't have a map yet." as his default when he doesn't 'have one'.
Secondly it never even appeared in the debug.txt anywhere that I could see.

So... is it possible to do anything to the ingame map function of Dink besides adding or removing a map? Can the M key be free to access with a key-77.c script at all?