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/cvs/deliantra/server/pod/random_maps.pod
Revision: 1.12
Committed: Sun Mar 13 22:42:01 2011 UTC (13 years, 2 months ago) by root
Branch: MAIN
CVS Tags: rel-3_1, HEAD
Changes since 1.11: +12 -12 lines
Log Message:
for the sake of it

File Contents

# Content
1 =head1 Random Map Deployment Guide
2
3 =head2 Using random maps
4
5 Any exit with "/!" as the destination map will generate a random map. To
6 specify random map parameters, you put parameters in the message field for
7 the exit.
8
9 =head2 How styles work
10
11 A "style" is usually a small map which contains only objects which define
12 the "style". For example, a monsterstyle "orc" might be a map which has
13 six orcs, a kobold, and a troll in it. When monsters are placed, the
14 generator will randomly choose monsters from the "orc" style, and for this
15 example, on average, it will generate 6 orcs/troll and 1 kobold/troll. So
16 orcs will be very common, and there'll be occasional trolls and kobolds.
17
18 In principle, you may put any object in any style map. However, the
19 map generator will do special things with the object depending on which
20 directory it is in. Style maps are located in maps/styles/*, you may use
21 the editor to modify the style maps, or create new ones.
22
23 Any style parameters that accept a map path accept both simple maps
24 (F<.map> files), meta files (F<.rmg>) and directories.
25
26 Maps will simply be used as-is.
27
28 Meta files are JSON objects with (currently) only one key: "maps" which
29 must be a hash with C<"path" : weight> pairs, of which one is randomly
30 chosen.
31
32 Directories are handled based on the filenames in it: if there are any
33 files with "_\d+" in their name (e.g F<map_1.map>, F<map_99.map>),
34 then the one with the value closest to the difficulty value is chosen,
35 otherwise a random entry is picked (which can in turn be a meta file,
36 directory etc.).
37
38 =head2 Style Parameters
39
40 layoutstyle <style> (special!) Pick the layout style for the map.
41 Currently, "rogue", "spiral", "maze", "cave",
42 "castle", "snake", "onion", "squarespiral" and
43 "multiple" are allowed. See below for more
44 detail.
45
46 floorstyle <style> Load /styles/floorstyles/<style> and pick a random
47 floortype from that style map for the random map.
48 The entire map will be tiled with the floortype.
49
50 wallstyle <style> Load /styles/wallstyles/<style> and pick a random
51 walltype from that style for the random map. All
52 the walls in the map will be of this type. The
53 walls are modified on insertion so that players
54 cannot go through them: this is expected for
55 walls, but the random map generator makes sure of
56 it. A <style> of "none" causes no walls or doors
57 to be generated.
58
59 doorstyle <style> Load /styles/doorstyles/<style> and pick a random
60 doortype from that style for the random map. A
61 <style> of "none" causes no doors to generated.
62
63 exitstyle <style> Put one or two exits in the map, one leading back
64 to the map where we entered from (origin_map,
65 origin_x, origin_y), and, if appropriate, one
66 leading to another, harder, random map. A style of
67 "none" causes no exits to be generated.
68
69 decorstyle <style> Load /styles/decorstyles/<style> and pick the
70 decor objects from that style to insert in the
71 map. Decor objects are modified on insertion so
72 that they do NOT block movement, regardless of the
73 archetype. They are placed randomly. A style of
74 "none" causes no decor objects to be generated.
75
76 monsterstyle <style> Load /styles/monsterstyles/<style>, if it exists.
77 If it doesn't exist, then it will look for a directory
78 of that name. If it finds a directory, it will choose
79 a style based on dungeon_level. It will pick the style
80 with the name <name>_# with the # closest to the
81 dungeon_level. Monster objects are copied from the
82 style map, so you may form style maps with modified
83 monsters which are weaker or stronger than the default
84 archetype. A style of "none" causes no monsters to be
85 generated.
86
87 treasurestyle <style> (Special) If the style name chosen is contained
88 in the lib/treasures file, it will use
89 that for making treasures. If it is NOT
90 in the lib/treasures file, it will look up
91 /styles/treasurestyle/<style>, and pick random
92 treasures from there. If <style> matches neither
93 of these, it will generate treasures using the
94 "chest" treasurelist. A style of "none" causes no
95 treasures to be placed.
96
97 =head2 Layout Parameters
98
99
100 xsize <int> size of the map: if not set, random from 10 to 70
101
102
103 ysize <int> size of the map: if not set, random from 10 to 70
104
105
106 expand2x <bool> Do we double the size of the layout? This has
107 the effect of increasing the corridor widths by about
108 2x. Set it to a non-zero integer if this is desired.
109
110
111 symmetry <sym> symmetry of the layout: You can cause the map generator
112 to generate a symmetrical layout by using this flag.
113 symmetry 0 random symmetry
114 symmetry 1 no symmetry
115 symmetry 2 symmetry about the vertical centerline
116 symmetry 3 symmetry about the horizontal centerline
117 symmetry 4 both 2 and 3 symmetry
118
119
120 Layout Style: Parameter: Effect:
121
122
123 maze maze_type 0: roomy (open space with some walls)
124 1: sparse (maze with some larger open spaces)
125 2: braided (few dead ends)
126 3: closed (complete maze)
127 default: random
128
129 cave cave_type 0: very rough, mazelike
130 1: round 1-2 space corridors, often elliptic
131 2: more open, roundish
132 3: wide open areas, roundish
133
134 50% of the time a maze layout will be "doorified", meaning that doors
135 will be placed at random in the maze.
136
137 onion layoutoptions1 0 (default) Pick random options
138 See "Onion Rooms" below for
139 the rest of the options.
140
141 onion layoutoptions2 0 (default) Pick a random number of
142 "onion layers"
143
144 =head2 Map generation parameters
145
146
147 difficulty Set the map difficulty. Has no relation to the
148 "difficulty" defined in common/*.c.
149 If nonzero, this map and its descendants will
150 have the same difficulty. If zero, it'll be set
151 to the value of dungeon_level and incremeneted with
152 each recursive map.
153
154 difficulty_increase Sets how fast the difficulty increases. This value
155 is a float - the default value is 1.0. Reducing
156 This only applies to map without a default
157 difficulty set (but that could change in the
158 future). For each level of a map, the difficulty
159 is set to depth * difficulty_increase. Setting
160 this parameter to 0.5 (or other values between 0
161 and 1) is a way to have deep dungeons that do not
162 increase in difficulty all that rapidly.
163
164
165 dungeon_level Another way of setting the map difficulty. This
166 has no relation to the "difficulty" defined in
167 the common/*.c source code. The effect is to pick
168 which monsters to use: for example, if the
169 monsterstyle
170 is "humanoid" and the dungeonlevel is 9, the style
171 map /styles/monsterstyles/humanoid/humanoid_9 will be
172 the style from which monsters are chosen. After the
173 monsters are placed, the map
174 difficulty is set according
175 to the server's rule, for treasure purposes.
176
177 dungeon_depth The map generated will have an exit to another
178 random map of the same style if
179 dungeon_level < dungeon_depth. The next random map
180 will have dungeon_level incremented. If dungeon_level
181 >= dungeon_depth, no exit to a more difficult map
182 will be made.
183
184 orientation How the exits look:
185 0 random "orientation"
186 1 player arrives in the map at
187 a "stairs up", he goes to harder
188 levels by finding a "stairs down"
189 2 reverse of 1
190 3-6 exits are horizontal. In the future
191 these will be made to make exits to
192 rightward, leftward, north and south.
193
194 rotate 0 do not randomly rotate the map
195 1 randomly rotate by 90, 180, 270° (default)
196
197 origin_x <You shouldn't need to set this> The exit which
198 leads back from this map will go to this x.
199
200 origin_y Like origin_x
201
202 random_seed Set the random seed number used. This number
203 completely determines the random numbers: a map
204 with the same random seed and other parameters
205 will always produce exactly the same map.
206
207 final_map When dungeon_level >= dungeon_depth, another exit
208 isn't usually made. However, if final_map is set
209 to a map's name, then an exit to this map will
210 be made.
211
212 exit_on_final_map The default action is to place an exit on
213 the final map. When explicitly set to 'no' this will
214 not place a return exit on the final_map.
215 If you use this setting YOU MUST PROVIDE A WAY BACK IN THE FINAL MAP!
216
217 =head2 Misc. Parameters
218
219 decoroptions <option> Currently, ignored. Possibly in the future it
220 will cause the decor to be patterned in some way,
221 such as <put decor along walls> or <put decor
222 in center of rooms>
223
224
225 treasureoptions <opt> Parameterizes how the treasure is placed and protected.
226 0 choose random treasure options
227 1 concentrate the treasure on the map in a few locations
228 2 hide the treasure behind hidden doors
229 4 put the treasure in a chest which must be unlocked.
230 (a key will be placed somewhere in the map, probably
231 in a monster.)
232 8 Put locked doors around the treasure (a key to each
233 door will be placed in a monster or somewhere reachable
234 by the player: one key on each side of the door.)
235 In onion maps, the treasure is co-located with the
236 exit to harder levels, so this makes the exit harder
237 to get to.
238 16 Trap the treasure. A trap from /styles/trapstyles/traps
239 is selected and inserted into the treasure chest.
240 32 sparse treasure. 1/2 as much treasure is generated.
241 64 rich treasure. 2x as much treasure is generated.
242
243 If option 1 is not set, options 2-16 are ignored. Options
244 may be added together: treasureoptions 3 means treasure
245 optons 1 and 2 are set.
246
247 =head2 Map Layout styles
248
249 =head3 Onion Maps
250
251 Onion rooms are like this:
252
253 regular random
254 centered, linear onion: bottom/right centered, nonlinear:
255
256 ######################### #########################
257 # # # #
258 # ######## ########## # # #####################
259 # # # # # # #
260 # # ###### ######## # # # # #
261 # # # # # # # # ######## ########
262 # # # #### ###### # # # # # # #
263 # # # # # # # # # # # #
264 # # # ############ # # # # # # ########### ##
265 # # # # # # # # # # #
266 # # ################ # # # # # # #########
267 # # # # # # # # #
268 # #################### # # # # # #
269 # # # # # # # #
270 ######################### #########################
271
272 options:
273 0 Pick random options below
274 1 "centered"
275 2 linear doors (default is nonlinear)
276 4 bottom "centered"
277 8 bottom-right centered
278 16 outer wall off: i.e., no outer wall.
279 32 irregularly/randomly spaced layers (default: regular)
280
281 =head3 Maze Maps
282
283 Maze maps are like this:
284
285 A "roomy" maze:
286
287 ########################################
288 # #
289 # # # # # # # # #
290 # ## ## # ### # # ## #
291 # ### # # # ## # #
292 # ## ## # ## # # ## #
293 # ## # # ## # # # # # ## ## #
294 # # ## # # #### # #### # # #
295 # ## ## ## ## # # # ## ## # #
296 # # # ## # # # # #
297 # ## ### ### ## #### ## #
298 # ## #### ### # #
299 # ## ### ### # # ## #
300 # ## ### # ## # # # #
301 # ### ### # ### # #### #
302 # # ## ## ##### # ## #
303 # # ## # # ##### ## # #
304 # ## ## ## # # # ## #
305 # ## ### # ## ## # ##### #
306 # #### # # # ### # # #
307 # # ### ## ## # # # # #
308 # ## ## # # ## # #
309 # # #### ## #### #
310 # ##
311 ########################################
312
313 A "sparse" maze:
314
315 ########################################
316 # # # # # # # # # # # # # # #
317 # # # # # # # # # # # # # #
318 #### # # ## ### # # # ## ## #
319 # # ### # ## # ## ## #### ##
320 ## # ## # ## # # # #
321 # ## #### ## ## # ## # ## ####
322 #### # ## ### # ## # #
323 # ## ## ## ## # #### #
324 #### # ### ## ## ## ## #
325 # # ### # # # # ###
326 # ##### #### # #### ### ### #
327 ## # # ### # ####
328 # ## # ## ## ### #
329 ## ## ### #### ##### # #
330 # # # ## # # ## #
331 #### #### ## ### #### # # #
332 # # ## ## ## # # #
333 ### ##### # #### #### # ## # ## #
334 # # # ## ## # ## # # #
335 ##### ## ## # ## ## ## # ## # # #
336 # # # # # # ## # ## # # ###
337 # #### # # ## ### # ## # # ## ## # #
338 # # # # # # # # # # # # #
339 ########################################
340
341 A "braided" maze:
342
343 ########################################
344 # # # # # # # # # # # # # # #
345 # # # # # # # # # # ##
346 # ## # # ## # # #
347 # ## ## # ## # ## # ## #######
348 # ### # # # # # # ## # #
349 # # # # # # ### ### #### ## #
350 ### #### ## ### # # # ## ##
351 # # # # # ## # #
352 # ## ## ###### ## ### ## #### ####
353 #### # ### # ## # # #
354 # ## # # # ## # ####### ## ####
355 #### # # ### # # # # #
356 # ## ### # ## # ## ### # ##
357 # # ## ##### # # ### ## # # #
358 ## # # ## ### ## ## #
359 # # # # # #### # ### ###
360 # # # ## ##### # # # ## # # #
361 # ## ## # # ## ## # ### # #
362 # # ### ###### # # # # # #
363 ## # ## # # # ## ## # ### #
364 # # ### # ##### # # # ## # #
365 # ## ## ### # ## # # # # ### #
366 # # # # # # # # # # # #
367 ########################################
368
369 A "full" maze:
370
371 ########################################
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
397 =head3 Cave Maps
398
399 Type 0, rough:
400
401 ########################################
402 ################################# ####
403 ############# ######## # ####
404 ############# ######## ### ## ####
405 ############# #### ######### ####
406 ############# #### ############# ####
407 ########## ## ############ ####
408 ########## ### ####################
409 ######## ## #########################
410 ### ## ### #########################
411 ### ## ### #########################
412 ### ## ## ### #####################
413 ### # ### ###################
414 ### ### ### ###### ###################
415 ######## # ###### # ############
416 ####### ## ######### # #######
417 ####### # ######## # #####
418 ####### ##### ######### ### ### ###
419 ####### ###### #### ### #########
420 ### ### ## ### #### ######
421 ## # # ### ###### ### ####### ######
422 # ## ### ################### #####
423 # ################################ #
424 # #################################### #
425 ########################################
426
427 ########################################
428 ## #### ########## ######### # ###
429 ## ##### ####### ###### # #
430 ## ## # ## ### #
431 ### ####### # #### # #####
432 ##### # ##### ## # # ###
433 ## ## ### ## # # #
434 ## # #### ## ## ## # #
435 ## ##### ### ## # # ###
436 ### ###### # ## # ###
437 ### ### # ###
438 ## ##### # ###
439 ###### ### ####
440 #### # #### ####
441 ## # ### # ## # ####
442 # ## ### ## ## ## #
443 # # # # # # #### # ## #
444 ### ### ##### #### # # ## #
445 # ## ## ## ## ## #
446 # ### ## ### # ## # # ## #
447 # ## # ## ## ### ### #### #
448 # ## # ### #### ## #### #
449 # ## ## ####### ## ######
450 # # ###### ###### #### ## ######
451 ########################################
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 =head3 Castle layouts
564
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 =head3 Spiral Maps
595
596 A Spiral Map:
597
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 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 (i.e., the spiral will look elliptical)
629
630 =head3 Rogue-like Maps
631
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 ##D##########D# #D##########D##
772 # # < # #
773 #####################################
774
775 =head2 Multiple layouts
776
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 =head2 An example input file
782
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 =head2 AUTHORS
796
797 The original document was taken from Crossfire and subsequently modified by Marc Lehmann.