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=head1 Random Map Deployment Guide |
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=head2 Using random maps |
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Any exit with "/!" as the destination map will generate a random map. To |
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specify random map parameters, you put parameters in the message field for |
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the exit. |
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=head2 How styles work |
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A "style" is usually a small map which contains only objects which define |
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the "style". For example, a monsterstyle "orc" might be a map which has |
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six orcs, a kobold, and a troll in it. When monsters are placed, the |
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generator will randomly choose monsters from the "orc" style, and for this |
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example, on average, it will generate 6 orcs/troll and 1 kobold/troll. So |
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orcs will be very common, and there'll be occasional trolls and kobolds. |
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In principle, you may put any object in any style map. However, the |
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map generator will do special things with the object depending on which |
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directory it is in. Style maps are located in maps/styles/*, you may use |
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the editor to modify the style maps, or create new ones. |
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Any style parameters that accept a map path accept both simple maps |
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(F<.map> files), meta files (F<.rmg>) and directories. |
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Maps will simply be used as-is. |
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Meta files are JSON objects with (currently) only one key: "maps" which |
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must be a hash with C<"path" : weight> pairs, of which one is randomly |
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chosen. |
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Directories are handled based on the filenames in it: if there are any |
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files with "_\d+" in their name (e.g F<map_1.map>, F<map_99.map>), |
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then the one with the value closest to the difficulty value is chosen, |
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otherwise a random entry is picked (which can in turn be a meta file, |
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directory etc.). |
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=head2 Style Parameters |
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layoutstyle <style> (special!) Pick the layout style for the map. |
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Currently, "rogue", "spiral", "maze", "cave", |
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"castle", "snake", "onion", "squarespiral" and |
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"multiple" are allowed. See below for more |
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detail. |
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floorstyle <style> Load /styles/floorstyles/<style> and pick a random |
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floortype from that style map for the random map. |
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The entire map will be tiled with the floortype. |
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wallstyle <style> Load /styles/wallstyles/<style> and pick a random |
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walltype from that style for the random map. All |
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the walls in the map will be of this type. The |
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walls are modified on insertion so that players |
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cannot go through them: this is expected for |
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walls, but the random map generator makes sure of |
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it. A <style> of "none" causes no walls or doors |
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to be generated. |
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doorstyle <style> Load /styles/doorstyles/<style> and pick a random |
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doortype from that style for the random map. A |
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<style> of "none" causes no doors to generated. |
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exitstyle <style> Put one or two exits in the map, one leading back |
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to the map where we entered from (origin_map, |
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origin_x, origin_y), and, if appropriate, one |
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leading to another, harder, random map. A style of |
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"none" causes no exits to be generated. |
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decorstyle <style> Load /styles/decorstyles/<style> and pick the |
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decor objects from that style to insert in the |
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map. Decor objects are modified on insertion so |
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that they do NOT block movement, regardless of the |
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archetype. They are placed randomly. A style of |
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"none" causes no decor objects to be generated. |
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monsterstyle <style> Load /styles/monsterstyles/<style>, if it exists. |
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If it doesn't exist, then it will look for a directory |
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of that name. If it finds a directory, it will choose |
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a style based on dungeon_level. It will pick the style |
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with the name <name>_# with the # closest to the |
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dungeon_level. Monster objects are copied from the |
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style map, so you may form style maps with modified |
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monsters which are weaker or stronger than the default |
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archetype. A style of "none" causes no monsters to be |
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generated. |
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treasurestyle <style> (Special) If the style name chosen is contained |
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in the lib/treasures file, it will use |
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that for making treasures. If it is NOT |
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in the lib/treasures file, it will look up |
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/styles/treasurestyle/<style>, and pick random |
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treasures from there. If <style> matches neither |
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of these, it will generate treasures using the |
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"chest" treasurelist. A style of "none" causes no |
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treasures to be placed. |
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=head2 Layout Parameters |
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xsize <int> size of the map: if not set, random from 10 to 70 |
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ysize <int> size of the map: if not set, random from 10 to 70 |
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expand2x <bool> Do we double the size of the layout? This has |
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the effect of increasing the corridor widths by about |
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2x. Set it to a non-zero integer if this is desired. |
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symmetry <sym> symmetry of the layout: You can cause the map generator |
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to generate a symmetrical layout by using this flag. |
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symmetry 0 random symmetry |
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symmetry 1 no symmetry |
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symmetry 2 symmetry about the vertical centerline |
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symmetry 3 symmetry about the horizontal centerline |
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symmetry 4 both 2 and 3 symmetry |
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Layout Style: Parameter: Effect: |
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maze maze_type 0: roomy (open space with some walls) |
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1: sparse (maze with some larger open spaces) |
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2: braided (few dead ends) |
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3: closed (complete maze) |
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default: random |
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cave cave_type 0: very rough, mazelike |
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1: round 1-2 space corridors, often elliptic |
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2: more open, roundish |
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3: wide open areas, roundish |
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50% of the time a maze layout will be "doorified", meaning that doors |
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will be placed at random in the maze. |
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onion layoutoptions1 0 (default) Pick random options |
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See "Onion Rooms" below for |
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the rest of the options. |
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onion layoutoptions2 0 (default) Pick a random number of |
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"onion layers" |
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=head2 Map generation parameters |
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difficulty Set the map difficulty. Has no relation to the |
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"difficulty" defined in common/*.c. |
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If nonzero, this map and its descendants will |
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have the same difficulty. If zero, it'll be set |
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to the value of dungeon_level and incremeneted with |
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each recursive map. |
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difficulty_increase Sets how fast the difficulty increases. This value |
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is a float - the default value is 1.0. Reducing |
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This only applies to map without a default |
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difficulty set (but that could change in the |
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future). For each level of a map, the difficulty |
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is set to depth * difficulty_increase. Setting |
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this parameter to 0.5 (or other values between 0 |
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and 1) is a way to have deep dungeons that do not |
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increase in difficulty all that rapidly. |
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dungeon_level Another way of setting the map difficulty. This |
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has no relation to the "difficulty" defined in |
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the common/*.c source code. The effect is to pick |
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which monsters to use: for example, if the |
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monsterstyle |
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is "humanoid" and the dungeonlevel is 9, the style |
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map /styles/monsterstyles/humanoid/humanoid_9 will be |
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the style from which monsters are chosen. After the |
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monsters are placed, the map |
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difficulty is set according |
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to the server's rule, for treasure purposes. |
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dungeon_depth The map generated will have an exit to another |
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random map of the same style if |
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dungeon_level < dungeon_depth. The next random map |
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will have dungeon_level incremented. If dungeon_level |
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>= dungeon_depth, no exit to a more difficult map |
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will be made. |
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orientation How the exits look: |
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0 random "orientation" |
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1 player arrives in the map at |
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a "stairs up", he goes to harder |
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levels by finding a "stairs down" |
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2 reverse of 1 |
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3-6 exits are horizontal. In the future |
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these will be made to make exits to |
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rightward, leftward, north and south. |
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rotate 0 do not randomly rotate the map |
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1 randomly rotate by 90, 180, 270° (default) |
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origin_x <You shouldn't need to set this> The exit which |
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leads back from this map will go to this x. |
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origin_y Like origin_x |
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random_seed Set the random seed number used. This number |
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completely determines the random numbers: a map |
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with the same random seed and other parameters |
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will always produce exactly the same map. |
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final_map When dungeon_level >= dungeon_depth, another exit |
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isn't usually made. However, if final_map is set |
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to a map's name, then an exit to this map will |
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be made. |
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exit_on_final_map The default action is to place an exit on |
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the final map. When explicitly set to 'no' this will |
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not place a return exit on the final_map. |
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If you use this setting YOU MUST PROVIDE A WAY BACK IN THE FINAL MAP! |
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=head2 Misc. Parameters |
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decoroptions <option> Currently, ignored. Possibly in the future it |
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will cause the decor to be patterned in some way, |
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such as <put decor along walls> or <put decor |
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in center of rooms> |
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treasureoptions <opt> Parameterizes how the treasure is placed and protected. |
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0 choose random treasure options |
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1 concentrate the treasure on the map in a few locations |
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2 hide the treasure behind hidden doors |
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4 put the treasure in a chest which must be unlocked. |
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(a key will be placed somewhere in the map, probably |
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in a monster.) |
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8 Put locked doors around the treasure (a key to each |
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door will be placed in a monster or somewhere reachable |
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by the player: one key on each side of the door.) |
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In onion maps, the treasure is co-located with the |
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exit to harder levels, so this makes the exit harder |
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to get to. |
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16 Trap the treasure. A trap from /styles/trapstyles/traps |
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is selected and inserted into the treasure chest. |
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32 sparse treasure. 1/2 as much treasure is generated. |
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64 rich treasure. 2x as much treasure is generated. |
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If option 1 is not set, options 2-16 are ignored. Options |
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may be added together: treasureoptions 3 means treasure |
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optons 1 and 2 are set. |
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=head2 Map Layout styles |
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=head3 Onion Maps |
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Onion rooms are like this: |
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regular random |
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centered, linear onion: bottom/right centered, nonlinear: |
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######################### ######################### |
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# # # # |
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# ######## ########## # # ##################### |
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# # # # # # # |
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# # ###### ######## # # # # # |
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# # # # # # # # ######## ######## |
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# # # #### ###### # # # # # # # |
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# # # # # # # # # # # # |
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# # # ############ # # # # # # ########### ## |
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# # # # # # # # # # # |
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# # ################ # # # # # # ######### |
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# # # # # # # # # |
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# #################### # # # # # # |
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# # # # # # # # |
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######################### ######################### |
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options: |
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0 Pick random options below |
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1 "centered" |
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2 linear doors (default is nonlinear) |
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4 bottom "centered" |
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8 bottom-right centered |
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16 outer wall off: i.e., no outer wall. |
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32 irregularly/randomly spaced layers (default: regular) |
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=head3 Maze Maps |
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Maze maps are like this: |
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A "roomy" maze: |
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######################################## |
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# # |
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# # # # # # # # # |
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# ## ## # ### # # ## # |
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# ### # # # ## # # |
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# ## ## # ## # # ## # |
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# # ## # # #### # #### # # # |
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# # # ## # # # # # |
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# ## ### ### ## #### ## # |
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# ## ### ### # # ## # |
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# ## ### # ## # # # # |
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# ### ### # ### # #### # |
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# # ## ## ##### # ## # |
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# # ## # # ##### ## # # |
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# ## ## ## # # # ## # |
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# ## ### # ## ## # ##### # |
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# # #### ## #### # |
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# ## |
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######################################## |
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A "sparse" maze: |
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######################################## |
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# # # # # # # # # # # # # # # |
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# # # # # # # # # # # # # # |
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#### # # ## ### # # # ## ## # |
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# # ### # ## # ## ## #### ## |
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# ## #### ## ## # ## # ## #### |
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# # ### # # # # ### |
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# ##### #### # #### ### ### # |
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## # # ### # #### |
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## ## ### #### ##### # # |
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#### #### ## ### #### # # # |
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##### ## ## # ## ## ## # ## # # # |
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# # # # # # ## # ## # # ### |
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######################################## |
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A "braided" maze: |
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######################################## |
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# # # # # # # # # # # # # # # |
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# ## ## # ## # ## # ## ####### |
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# # ### # ##### # # # ## # # |
365 |
|
|
# ## ## ### # ## # # # # ### # |
366 |
|
|
# # # # # # # # # # # # |
367 |
|
|
######################################## |
368 |
root |
1.1 |
|
369 |
|
|
A "full" maze: |
370 |
|
|
|
371 |
root |
1.2 |
######################################## |
372 |
|
|
# # # # # # # # # # # # |
373 |
|
|
# # # # # # # # # # # # # # # |
374 |
|
|
## #### ### #### #### #### ## ### # # |
375 |
|
|
# ## # # # # ### ### # |
376 |
|
|
#### ##### #### ## # # #### # # |
377 |
|
|
# ## # # ## # ## # ### ## ## # |
378 |
|
|
# ### ## ## # # # # # # |
379 |
|
|
# ### ## ## # ### # ##### ## |
380 |
|
|
# ## ## ###### ## # ## #### # # # |
381 |
|
|
### # # # # ## # # ######## |
382 |
|
|
# ####### # ## # ### #### # # |
383 |
|
|
# # # # #### ## # ### ## |
384 |
|
|
#### # # # ## ## #### #### # # # |
385 |
|
|
# ### # ## ## # ### ### ## |
386 |
|
|
# # ## ### # ### ### # # # |
387 |
|
|
#### #### #### # ## # # # ### # |
388 |
|
|
# ## # ## # # # ## ## # ## # |
389 |
|
|
# #### #### # ## ### # # ## # ### |
390 |
|
|
# ### ## # # # #### ##### # |
391 |
|
|
# #### #### ### ### # # # # |
392 |
|
|
# ## # # ### # # ##### # |
393 |
|
|
# ### #### ###### ##### ####### # # |
394 |
|
|
# # # # # # # # # |
395 |
|
|
######################################## |
396 |
root |
1.1 |
|
397 |
root |
1.4 |
=head3 Cave Maps |
398 |
|
|
|
399 |
|
|
Type 0, rough: |
400 |
|
|
|
401 |
|
|
######################################## |
402 |
root |
1.6 |
################################# #### |
403 |
|
|
############# ######## # #### |
404 |
|
|
############# ######## ### ## #### |
405 |
|
|
############# #### ######### #### |
406 |
|
|
############# #### ############# #### |
407 |
|
|
########## ## ############ #### |
408 |
|
|
########## ### #################### |
409 |
|
|
######## ## ######################### |
410 |
|
|
### ## ### ######################### |
411 |
|
|
### ## ### ######################### |
412 |
|
|
### ## ## ### ##################### |
413 |
|
|
### # ### ################### |
414 |
|
|
### ### ### ###### ################### |
415 |
|
|
######## # ###### # ############ |
416 |
|
|
####### ## ######### # ####### |
417 |
|
|
####### # ######## # ##### |
418 |
|
|
####### ##### ######### ### ### ### |
419 |
|
|
####### ###### #### ### ######### |
420 |
|
|
### ### ## ### #### ###### |
421 |
|
|
## # # ### ###### ### ####### ###### |
422 |
|
|
# ## ### ################### ##### |
423 |
|
|
# ################################ # |
424 |
|
|
# #################################### # |
425 |
root |
1.4 |
######################################## |
426 |
|
|
|
427 |
|
|
######################################## |
428 |
root |
1.6 |
## #### ########## ######### # ### |
429 |
|
|
## ##### ####### ###### # # |
430 |
|
|
## ## # ## ### # |
431 |
|
|
### ####### # #### # ##### |
432 |
|
|
##### # ##### ## # # ### |
433 |
|
|
## ## ### ## # # # |
434 |
|
|
## # #### ## ## ## # # |
435 |
|
|
## ##### ### ## # # ### |
436 |
|
|
### ###### # ## # ### |
437 |
|
|
### ### # ### |
438 |
|
|
## ##### # ### |
439 |
|
|
###### ### #### |
440 |
|
|
#### # #### #### |
441 |
|
|
## # ### # ## # #### |
442 |
|
|
# ## ### ## ## ## # |
443 |
|
|
# # # # # # #### # ## # |
444 |
|
|
### ### ##### #### # # ## # |
445 |
|
|
# ## ## ## ## ## # |
446 |
|
|
# ### ## ### # ## # # ## # |
447 |
|
|
# ## # ## ## ### ### #### # |
448 |
|
|
# ## # ### #### ## #### # |
449 |
|
|
# ## ## ####### ## ###### |
450 |
|
|
# # ###### ###### #### ## ###### |
451 |
root |
1.4 |
######################################## |
452 |
|
|
|
453 |
|
|
Type 1: corridors |
454 |
|
|
|
455 |
|
|
######################################## |
456 |
|
|
############################ # |
457 |
|
|
#### #### ################ ## ## # |
458 |
|
|
### ## ######## #### ## #### # |
459 |
|
|
# ## ###### ### ## #### # |
460 |
|
|
# ####### ## ## ## ## # |
461 |
|
|
# ####### #### # ## # # |
462 |
|
|
# ###### ###### ### ### ### # |
463 |
|
|
# ###### ######## ### #### ### # |
464 |
|
|
# #### ########## ### ###### ## # |
465 |
|
|
### ### ############### ###### # |
466 |
|
|
#### ## ## ######### # ###### ### |
467 |
|
|
##### ### ######### # ########## |
468 |
|
|
# ### ### ## ##### ## ######### |
469 |
|
|
# ## #### #### ## # ######### |
470 |
|
|
# ## #### ## ## ########## |
471 |
|
|
# ### ###### ## ########### |
472 |
|
|
# ############## ##### ### ######## |
473 |
|
|
# ## #### ##### #### ####### ###### |
474 |
|
|
### ## #### #### ####### ##### |
475 |
|
|
## ## # ## ##### ###### #### |
476 |
|
|
## ## ###### ##### ### |
477 |
|
|
### #### #### ######### ##### ## # |
478 |
|
|
######### #### # |
479 |
|
|
######################################## |
480 |
|
|
|
481 |
|
|
######################################## |
482 |
|
|
######################################## |
483 |
|
|
### ### ####### |
484 |
|
|
## ##### |
485 |
|
|
# # ############# ########### #### |
486 |
|
|
# ### ########################## ### |
487 |
|
|
# ### # ###### ## |
488 |
|
|
# ## #### ## |
489 |
|
|
# ## ###################### ### ## |
490 |
|
|
# ## ######################## ### ## |
491 |
|
|
# ## ### #### ## ### |
492 |
|
|
# ## ## ### # ### |
493 |
|
|
# ## ## ############### ### ## ### |
494 |
|
|
# ## ## #### ## ## |
495 |
|
|
# ## ### ##### ## ## |
496 |
|
|
# ## #### ################### # ## |
497 |
|
|
# ## ### #################### ## |
498 |
|
|
# ## ###################### ## |
499 |
|
|
# ### ####################### ## |
500 |
|
|
# ####################### ##### ## |
501 |
|
|
# ################### ## ## |
502 |
|
|
## ##### ## |
503 |
|
|
### ######### ### |
504 |
|
|
######################################## |
505 |
|
|
######################################## |
506 |
|
|
|
507 |
|
|
Type 2: somewhat open |
508 |
|
|
|
509 |
|
|
######################################## |
510 |
|
|
#################### ##### ### |
511 |
|
|
############# ##### #### ## |
512 |
|
|
#### ##### #### ## # |
513 |
|
|
### ### ##### ## # |
514 |
|
|
# # ##### # ## #### # |
515 |
|
|
# # ### ### ######## #### # |
516 |
|
|
# # # ## # ### ## # # |
517 |
|
|
# # # ## # |
518 |
|
|
## ### ## ## # |
519 |
|
|
### ####### ### ## ### |
520 |
|
|
############## ### #### #### |
521 |
|
|
############### ## #### #### |
522 |
|
|
### ######## ## ### # ### |
523 |
|
|
## ########## ## ## ### ## |
524 |
|
|
### ### ### ## ##### # |
525 |
|
|
## ### ## # ## ######## # |
526 |
|
|
## ##### ### # ## ######### # |
527 |
|
|
# #### ### ## ### ####### # |
528 |
|
|
# ## ### ##### ## ## |
529 |
|
|
## #### ## # ###### # ### |
530 |
|
|
### ### #### # ## ##### #### |
531 |
|
|
#### # ##### ### ############## |
532 |
|
|
#### ##### ################### |
533 |
|
|
######################################## |
534 |
|
|
|
535 |
|
|
Type 3: wide open |
536 |
|
|
|
537 |
|
|
######################################## |
538 |
|
|
# ######## ####### # |
539 |
|
|
# ######## ######## # |
540 |
|
|
# ##### ######### ### |
541 |
|
|
### ##### ## ### ########## ### |
542 |
|
|
## ##### ### #### ### ### ### |
543 |
|
|
### ###### ### #### ## # |
544 |
|
|
### ##### ## ######## ## # |
545 |
|
|
## ## ## ########## # |
546 |
|
|
## ## ## ########## # |
547 |
|
|
# ### ######### ## # |
548 |
|
|
# ####### ######## #### # |
549 |
|
|
# ## ######## ##### ##### # |
550 |
|
|
# #### ##### ### ##### # |
551 |
|
|
# #### ### #### # |
552 |
|
|
# #### ### #### #### # |
553 |
|
|
# ### ### ##### ##### # |
554 |
|
|
# ### #### ## ########### #### # |
555 |
|
|
# ## #### ## ########## ##### |
556 |
|
|
# ## ####### ##### #### |
557 |
|
|
# ### ####### ###### # # |
558 |
|
|
# ### ######### # ### # |
559 |
|
|
# # ##### ## ######## # |
560 |
|
|
# #### ####### # |
561 |
|
|
######################################## |
562 |
|
|
|
563 |
root |
1.10 |
=head3 Castle layouts |
564 |
root |
1.8 |
|
565 |
|
|
Castles are similar to caves, except they generate very straight dungeon |
566 |
|
|
features (not unlike roguelike layouts). |
567 |
|
|
|
568 |
|
|
######################################## |
569 |
|
|
#### #################### ## |
570 |
|
|
#### ###### ######### ## |
571 |
|
|
#### ### ####### # ######### ## |
572 |
|
|
#### D D ## ##### ## |
573 |
|
|
#####D## ##### D ## |
574 |
|
|
##### # # # ## ## |
575 |
|
|
##### # #### # ########## |
576 |
|
|
##### # # # # D # |
577 |
|
|
##### # # # ######## #D# # |
578 |
|
|
##### # #D# # ######### ######## |
579 |
|
|
##### ######### # D ####### |
580 |
|
|
##### ########## D ##D######## |
581 |
|
|
###### ### #### ###### #D# # ##### |
582 |
|
|
##### #D# ## ### D # ##### |
583 |
|
|
##### # # ## ###### ##### |
584 |
|
|
##### # # ### ###### ##### |
585 |
|
|
#######D###D### ### ## # ## |
586 |
|
|
###### #### ### ## # ## |
587 |
|
|
###### # ##### ## ## |
588 |
|
|
###### # ####### ## # ## |
589 |
|
|
###### D ############# # ## |
590 |
|
|
########### ############# # ## |
591 |
|
|
########### ################## ## |
592 |
|
|
######################################## |
593 |
|
|
|
594 |
root |
1.1 |
=head3 Spiral Maps |
595 |
|
|
|
596 |
root |
1.4 |
A Spiral Map: |
597 |
root |
1.1 |
|
598 |
|
|
########################### |
599 |
|
|
########################### |
600 |
|
|
########### D ########## |
601 |
|
|
######### #### ######## |
602 |
|
|
######## ######## ####### |
603 |
|
|
####### ########## ###### |
604 |
|
|
###### ############ ##### |
605 |
|
|
###### #### #####D##### |
606 |
|
|
##### ### ### #### #### |
607 |
|
|
##### #### ##### #### #### |
608 |
|
|
#####D#### ###### ####D#### |
609 |
|
|
##### ### #C### #### #### |
610 |
|
|
###### #### >###D#### #### |
611 |
|
|
######D########## ####D#### |
612 |
|
|
###### ######## ### #### |
613 |
|
|
####### ###### #### ##### |
614 |
|
|
######## D D D #### ##### |
615 |
|
|
#################### ###### |
616 |
|
|
################### ###### |
617 |
|
|
################# ####### |
618 |
|
|
################# <######## |
619 |
|
|
########################### |
620 |
|
|
########################### |
621 |
|
|
|
622 |
|
|
layoutoptions1: |
623 |
|
|
|
624 |
|
|
0 pick random options |
625 |
root |
1.11 |
1 Regular spiral: distance increases constantly with angle |
626 |
|
|
2 Fine spiral: most coils possible are fit in |
627 |
|
|
4 Fit Spiral: scale spiral to fit rectanglar region |
628 |
root |
1.2 |
(i.e., the spiral will look elliptical) |
629 |
root |
1.1 |
|
630 |
root |
1.4 |
=head3 Rogue-like Maps |
631 |
root |
1.1 |
|
632 |
|
|
A Rogue-like Map: |
633 |
|
|
|
634 |
|
|
############################### |
635 |
|
|
############# ########### |
636 |
|
|
# ## ########### |
637 |
|
|
# DD ########### |
638 |
|
|
# ## ########### |
639 |
|
|
# ## #### ## |
640 |
|
|
# #####D####### ## |
641 |
|
|
# D D ## |
642 |
|
|
###D######D##### ####### ## |
643 |
|
|
### ## ### ## ## |
644 |
|
|
###D D ### ###D#### |
645 |
|
|
### ## D D < ### #### |
646 |
|
|
### ######D##### ### #### |
647 |
|
|
###D###### ##### #### #### |
648 |
|
|
## #### ##### # ##### #### |
649 |
|
|
## #### ##### ######### #### |
650 |
|
|
## ####D##### ######### #### |
651 |
|
|
## ## ### # ### #### |
652 |
|
|
## ## ### # ###D#### |
653 |
|
|
## ## ### # ### ## |
654 |
|
|
######## ### # ### # |
655 |
|
|
######## D D D ### > # |
656 |
|
|
######## ##### ### # |
657 |
|
|
######## ##### ### ## |
658 |
|
|
######## ##### ######## |
659 |
|
|
################## ######## |
660 |
|
|
############################### |
661 |
|
|
|
662 |
|
|
layoutoptions1: |
663 |
|
|
|
664 |
|
|
0 pick random room shapes (i.e., mix it up) |
665 |
|
|
1 Always use rectangular rooms |
666 |
|
|
2 Always use "circular" rooms |
667 |
|
|
|
668 |
|
|
=head3 Snake layouts |
669 |
|
|
|
670 |
|
|
No options are available for snake layouts. |
671 |
|
|
A player must touch every room to descend deeper in a snake. |
672 |
|
|
|
673 |
|
|
This is a basic snake layout: |
674 |
|
|
|
675 |
|
|
############################ |
676 |
|
|
#> # |
677 |
|
|
# # |
678 |
|
|
# # |
679 |
|
|
##########################D# |
680 |
|
|
# # |
681 |
|
|
# # |
682 |
|
|
# # |
683 |
|
|
#D########################## |
684 |
|
|
# # |
685 |
|
|
# # |
686 |
|
|
# # |
687 |
|
|
##########################D# |
688 |
|
|
# # |
689 |
|
|
# # |
690 |
|
|
# # |
691 |
|
|
#D########################## |
692 |
|
|
# # |
693 |
|
|
# # |
694 |
|
|
# # |
695 |
|
|
# # |
696 |
|
|
# <# |
697 |
|
|
############################ |
698 |
|
|
|
699 |
|
|
This is a roomified, xy-symmetric snake layout: |
700 |
|
|
|
701 |
|
|
################################### |
702 |
|
|
#> # # # # ># |
703 |
|
|
# # # # # # |
704 |
|
|
##D####### D D #######D## |
705 |
|
|
# # # # # # |
706 |
|
|
# # # # # # |
707 |
|
|
# D # < # D # |
708 |
|
|
# # # # # # |
709 |
|
|
# # # # # # |
710 |
|
|
##D####### D D #######D## |
711 |
|
|
# # # # # # |
712 |
|
|
#> # # # # ># |
713 |
|
|
################################### |
714 |
|
|
|
715 |
|
|
=head3 Square spirals |
716 |
|
|
|
717 |
|
|
No options are available for square spirals |
718 |
|
|
A player must touch every room to descend in a square spiral. |
719 |
|
|
|
720 |
|
|
This is a basic square spiral layout: |
721 |
|
|
|
722 |
|
|
############################### |
723 |
|
|
# # # |
724 |
|
|
# D # |
725 |
|
|
# #####################D##### |
726 |
|
|
# # # # # |
727 |
|
|
# # # # # |
728 |
|
|
# # D # # |
729 |
|
|
# # #############D### # |
730 |
|
|
# # # # # # # |
731 |
|
|
# # # # # # # |
732 |
|
|
# # # D # # # |
733 |
|
|
# # # #####D### # # |
734 |
|
|
# # # # > # # # # |
735 |
|
|
# # # D # # # # |
736 |
|
|
# # ######### # # # |
737 |
|
|
# # # D # # # |
738 |
|
|
# # # # # # # |
739 |
|
|
# # D # # # # |
740 |
|
|
# ################# # # |
741 |
|
|
# # D # # |
742 |
|
|
# # # # # |
743 |
|
|
# D # # # |
744 |
|
|
######################### # |
745 |
|
|
# D # |
746 |
|
|
# # # |
747 |
|
|
# # # |
748 |
|
|
#< # # |
749 |
|
|
############################### |
750 |
|
|
|
751 |
|
|
This is an xy-symmetric square spiral layout: |
752 |
|
|
|
753 |
|
|
##################################### |
754 |
|
|
# # < # # |
755 |
|
|
##D##########D# #D##########D## |
756 |
|
|
# # # ####D#### # # # |
757 |
|
|
# ###DD### # # ###DD### # |
758 |
|
|
# # #> # ##D###D## # ># # # |
759 |
|
|
# # ####D### ###D#### # # |
760 |
|
|
# # D # # D # # |
761 |
|
|
# ############D#####D############ # |
762 |
|
|
# D D # |
763 |
|
|
# # # # |
764 |
|
|
# D D # |
765 |
|
|
# ############D#####D############ # |
766 |
|
|
# # D # # D # # |
767 |
|
|
# # ####D### ###D#### # # |
768 |
|
|
# # #> # ##D###D## # ># # # |
769 |
|
|
# ###DD### # # ###DD### # |
770 |
|
|
# # # ####D#### # # # |
771 |
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##D##########D# #D##########D## |
772 |
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# # < # # |
773 |
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##################################### |
774 |
|
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|
775 |
root |
1.7 |
=head2 Multiple layouts |
776 |
|
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|
777 |
|
|
The layoutstyle "multiple" divides the map into many areas |
778 |
|
|
and uses random layout styles in each area. Works best with |
779 |
|
|
very high or wide maps and fewer levels. |
780 |
|
|
|
781 |
root |
1.1 |
=head2 An example input file |
782 |
|
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|
783 |
|
|
layoutstyle onion |
784 |
|
|
monsterstyle humanoid |
785 |
|
|
dungeon_depth 3 |
786 |
|
|
xsize 15 |
787 |
|
|
ysize 15 |
788 |
|
|
exitstyle cstair |
789 |
|
|
orientation 1 |
790 |
|
|
decorstyle furniture |
791 |
|
|
floorstyle dirt |
792 |
|
|
wallstyle wooden |
793 |
|
|
symmetry 1 |
794 |
|
|
|
795 |
root |
1.3 |
=head2 AUTHORS |
796 |
root |
1.1 |
|
797 |
|
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The original document was taken from Crossfire and subsequently modified by Marc Lehmann. |