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/cvs/deliantra/server/pod/random_maps.pod
Revision: 1.9
Committed: Sun Jul 4 00:44:30 2010 UTC (13 years, 10 months ago) by root
Branch: MAIN
Changes since 1.8: +3 -0 lines
Log Message:
new parameter, rotate

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
12 define the "style". For example, a monsterstyle "orc" might be a map
13 generated with crossedit which has six orcs, a kobold, and a troll in it.
14 When monsters are placed, the generator will randomly choose monsters from the
15 "orc" style, and for this example, on average, it will generate 6 orcs/troll
16 and 1 kobold/troll. So orcs will be very common, and there'll be occasional
17 trolls and kobolds.
18
19 In principle, you may put any object in any style map. However, the
20 map generator will do special things with the object depending on which
21 directory it is in. Style maps are located in maps/styles/*, you may use
22 the editor to modify the style maps, or create new ones.
23
24 Any style parameters that accept a map path accept both simple maps
25 (F<.map> files), meta files (F<.rmg>) and directories.
26
27 Maps will simply be used as-is.
28
29 Meta files are JSON objects with (currently) only one key: "maps" which
30 must be a hash with C<"path" : weight> pairs, of which one is randomly
31 chosen.
32
33 Directories are handled based on the filenames in it: if there are any
34 files with "_\d+" in their name (e.g F<map_1.map>, F<map_99.map>),
35 then the one with the value closest to the difficulty value is chosen,
36 otherwise a random entry is picked (which can in turn be a meta file,
37 directory etc.).
38
39 =head2 Style Parameters
40
41 layoutstyle <style> (special!) Pick the layout style for the map.
42 Currently, "rogue", "spiral", "maze", "cave",
43 "castle", "snake", "onion", "squarespiral" and
44 "multiple" are allowed. See below for more
45 detail.
46
47 floorstyle <style> Load /styles/floorstyles/<style> and pick a random
48 floortype from that style map for the random map.
49 The entire map will be tiled with the floortype.
50
51 wallstyle <style> Load /styles/wallstyles/<style> and pick a random
52 walltype from that style for the random map. All
53 the walls in the map will be of this type. The
54 walls are modified on insertion so that players
55 cannot go through them: this is expected for
56 walls, but the random map generator makes sure of
57 it. A <style> of "none" causes no walls or doors
58 to be generated.
59
60 doorstyle <style> Load /styles/doorstyles/<style> and pick a random
61 doortype from that style for the random map. A
62 <style> of "none" causes no doors to generated.
63
64 exitstyle <style> Put one or two exits in the map, one leading back
65 to the map where we entered from (origin_map,
66 origin_x, origin_y), and, if appropriate, one
67 leading to another, harder, random map. A style of
68 "none" causes no exits to be generated.
69
70 decorstyle <style> Load /styles/decorstyles/<style> and pick the
71 decor objects from that style to insert in the
72 map. Decor objects are modified on insertion so
73 that they do NOT block movement, regardless of the
74 archetype. They are placed randomly. A style of
75 "none" causes no decor objects to be generated.
76
77 monsterstyle <style> Load /styles/monsterstyles/<style>, if it exists.
78 If it doesn't exist, then it will look for a directory
79 of that name. If it finds a directory, it will choose
80 a style based on dungeon_level. It will pick the style
81 with the name <name>_# with the # closest to the
82 dungeon_level. Monster objects are copied from the
83 style map, so you may form style maps with modified
84 monsters which are weaker or stronger than the default
85 archetype.A style of "none" causes no monsters to be
86 generated.
87
88 treasurestyle <style> (Special) If the style name chosen is contained
89 in the lib/treasures file, it will use
90 that for making treasures. If it is NOT
91 in the lib/treasures file, it will look up
92 /styles/treasurestyle/<style>, and pick random
93 treasures from there. If <style> matches neither
94 of these, it will generate treasures using the
95 "chest" treasurelist. A style of "none" causes no
96 treasures to be placed.
97
98 =head2 Layout Parameters
99
100
101 xsize <int> size of the map: if not set, random from 10 to 70
102
103
104 ysize <int> size of the map: if not set, random from 10 to 70
105
106
107 expand2x <bool> Do we double the size of the layout? This has
108 the effect of increasing the corridor widths by about
109 2x. Set it to a non-zero integer if this is desired.
110
111
112 symmetry <sym> symmetry of the layout: You can cause the map generator
113 to generate a symmetrical layout by using this flag.
114 symmetry 0 random symmetry
115 symmetry 1 no symmetry
116 symmetry 2 symmetry about the vertical centerline
117 symmetry 3 symmetry about the horizontal centerline
118 symmetry 4 both 2 and 3 symmetry
119
120
121 Layout Style: Parameter: Effect:
122
123
124 maze maze_type 0: roomy (open space with some walls)
125 1: sparse (maze with some larger open spaces)
126 2: braided (few dead ends)
127 3: closed (complete maze)
128 default: random
129
130 cave cave_type 0: very rough, mazelike
131 1: round 1-2 space corridors, often elliptic
132 2: more open, roundish
133 3: wide open areas, roundish
134
135 50% of the time a maze layout will be "doorified", meaning that doors
136 will be placed at random in the maze.
137
138 onion layoutoptions1 0 (default) Pick random options
139 See "Onion Rooms" below for
140 the rest of the options.
141
142 onion layoutoptions2 0 (default) Pick a random number of
143 "onion layers"
144
145 =head2 Map generation parameters
146
147
148 difficulty Set the map difficulty. Has no relation to the
149 "difficulty" defined in common/*.c.
150 If nonzero, this map and its descendants will
151 have the same difficulty. If zero, it'll be set
152 to the value of dungeon_level and incremeneted with
153 each recursive map.
154
155 difficulty_increase Sets how fast the difficulty increases. This value
156 is a float - the default value is 1.0. Reducing
157 This only applies to map without a default
158 difficulty set (but that could change in the
159 future). For each level of a map, the difficulty
160 is set to depth * difficulty_increase. Setting
161 this parameter to 0.5 (or other values between 0
162 and 1) is a way to have deep dungeons that do not
163 increase in difficulty all that rapidly.
164
165
166 dungeon_level Another way of setting the map difficulty. This
167 has no relation to the "difficulty" defined in
168 the common/*.c source code. The effect is to pick
169 which monsters to use: for example, if the
170 monsterstyle
171 is "humanoid" and the dungeonlevel is 9, the style
172 map /styles/monsterstyles/humanoid/humanoid_9 will be
173 the style from which monsters are chosen. After the
174 monsters are placed, the map
175 difficulty is set according
176 to the server's rule, for treasure purposes.
177
178 dungeon_depth The map generated will have an exit to another
179 random map of the same style if
180 dungeon_level < dungeon_depth. The next random map
181 will have dungeon_level incremented. If dungeon_level
182 >= dungeon_depth, no exit to a more difficult map
183 will be made.
184
185 orientation How the exits look:
186 0 random "orientation"
187 1 player arrives in the map at
188 a "stairs up", he goes to harder
189 levels by finding a "stairs down"
190 2 reverse of 1
191 3-6 exits are horizontal. In the future
192 these will be made to make exits to
193 rightward, leftward, north and south.
194
195 rotate 0 do not randomly rotate the map
196 1 randomly rotate by 90, 180, 270° (default)
197
198 origin_x <You shouldn't need to set this> The exit which
199 leads back from this map will go to this x.
200
201 origin_y Like origin_x
202
203 random_seed Set the random seed number used. This number
204 completely determines the random numbers: a map
205 with the same random seed and other parameters
206 will always produce exactly the same map.
207
208 final_map When dungeon_level >= dungeon_depth, another exit
209 isn't usually made. However, if final_map is set
210 to a map's name, then an exit to this map will
211 be made.
212
213 exit_on_final_map The default action is to place an exit on
214 the final map. When explicitly set to 'no' this will
215 not place a return exit on the final_map.
216 If you use this setting YOU MUST PROVIDE A WAY BACK IN THE FINAL MAP!
217
218 =head2 Misc. Parameters
219
220 decoroptions <option> Currently, ignored. Possibly in the future it
221 will cause the decor to be patterned in some way,
222 such as <put decor along walls> or <put decor
223 in center of rooms>
224
225
226 treasureoptions <opt> Parameterizes how the treasure is placed and protected.
227 0 choose random treasure options
228 1 concentrate the treasure on the map in a few locations
229 2 hide the treasure behind hidden doors
230 4 put the treasure in a chest which must be unlocked.
231 (a key will be placed somewhere in the map, probably
232 in a monster.)
233 8 Put locked doors around the treasure (a key to each
234 door will be placed in a monster or somewhere reachable
235 by the player: one key on each side of the door.)
236 In onion maps, the treasure is co-located with the
237 exit to harder levels, so this makes the exit harder
238 to get to.
239 16 Trap the treasure. A trap from /styles/trapstyles/traps
240 is selected and inserted into the treasure chest.
241 32 sparse treasure. 1/2 as much treasure is generated.
242 64 rich treasure. 2x as much treasure is generated.
243
244 If option 1 is not set, options 2-16 are ignored. Options
245 may be added together: treasureoptions 3 means treasure
246 optons 1 and 2 are set.
247
248 =head2 Map Layout styles
249
250 =head3 Onion Maps
251
252 Onion rooms are like this:
253
254 regular random
255 centered, linear onion: bottom/right centered, nonlinear:
256
257 ######################### #########################
258 # # # #
259 # ######## ########## # # #####################
260 # # # # # # #
261 # # ###### ######## # # # # #
262 # # # # # # # # ######## ########
263 # # # #### ###### # # # # # # #
264 # # # # # # # # # # # #
265 # # # ############ # # # # # # ########### ##
266 # # # # # # # # # # #
267 # # ################ # # # # # # #########
268 # # # # # # # # #
269 # #################### # # # # # #
270 # # # # # # # #
271 ######################### #########################
272
273 options:
274 0 Pick random options below
275 1 "centered"
276 2 linear doors (default is nonlinear)
277 4 bottom "centered"
278 8 bottom-right centered
279 16 outer wall off: i.e., no outer wall.
280 32 irregularly/randomly spaced layers (default: regular)
281
282 =head3 Maze Maps
283
284 Maze maps are like this:
285
286 A "roomy" maze:
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
314 A "sparse" maze:
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
342 A "braided" maze:
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
370 A "full" maze:
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
398 =head3 Cave Maps
399
400 Type 0, rough:
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
454 Type 1: corridors
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
508 Type 2: somewhat open
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
536 Type 3: wide open
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
564 =head2 Castle layouts
565
566 Castles are similar to caves, except they generate very straight dungeon
567 features (not unlike roguelike layouts).
568
569 ########################################
570 #### #################### ##
571 #### ###### ######### ##
572 #### ### ####### # ######### ##
573 #### D D ## ##### ##
574 #####D## ##### D ##
575 ##### # # # ## ##
576 ##### # #### # ##########
577 ##### # # # # D #
578 ##### # # # ######## #D# #
579 ##### # #D# # ######### ########
580 ##### ######### # D #######
581 ##### ########## D ##D########
582 ###### ### #### ###### #D# # #####
583 ##### #D# ## ### D # #####
584 ##### # # ## ###### #####
585 ##### # # ### ###### #####
586 #######D###D### ### ## # ##
587 ###### #### ### ## # ##
588 ###### # ##### ## ##
589 ###### # ####### ## # ##
590 ###### D ############# # ##
591 ########### ############# # ##
592 ########### ################## ##
593 ########################################
594
595 =head3 Spiral Maps
596
597 A Spiral Map:
598
599 ###########################
600 ###########################
601 ########### D ##########
602 ######### #### ########
603 ######## ######## #######
604 ####### ########## ######
605 ###### ############ #####
606 ###### #### #####D#####
607 ##### ### ### #### ####
608 ##### #### ##### #### ####
609 #####D#### ###### ####D####
610 ##### ### #C### #### ####
611 ###### #### >###D#### ####
612 ######D########## ####D####
613 ###### ######## ### ####
614 ####### ###### #### #####
615 ######## D D D #### #####
616 #################### ######
617 ################### ######
618 ################# #######
619 ################# <########
620 ###########################
621 ###########################
622
623 layoutoptions1:
624
625 0 pick random options
626 1 Regular spiral: distance increases constantly with angle
627 2 Fine spiral: most coils possible are fit in
628 4 Fit Spiral: scale spiral to fit rectanglar region
629 (i.e., the spiral will look elliptical)
630
631 =head3 Rogue-like Maps
632
633 A Rogue-like Map:
634
635 ###############################
636 ############# ###########
637 # ## ###########
638 # DD ###########
639 # ## ###########
640 # ## #### ##
641 # #####D####### ##
642 # D D ##
643 ###D######D##### ####### ##
644 ### ## ### ## ##
645 ###D D ### ###D####
646 ### ## D D < ### ####
647 ### ######D##### ### ####
648 ###D###### ##### #### ####
649 ## #### ##### # ##### ####
650 ## #### ##### ######### ####
651 ## ####D##### ######### ####
652 ## ## ### # ### ####
653 ## ## ### # ###D####
654 ## ## ### # ### ##
655 ######## ### # ### #
656 ######## D D D ### > #
657 ######## ##### ### #
658 ######## ##### ### ##
659 ######## ##### ########
660 ################## ########
661 ###############################
662
663 layoutoptions1:
664
665 0 pick random room shapes (i.e., mix it up)
666 1 Always use rectangular rooms
667 2 Always use "circular" rooms
668
669 =head3 Snake layouts
670
671 No options are available for snake layouts.
672 A player must touch every room to descend deeper in a snake.
673
674 This is a basic snake layout:
675
676 ############################
677 #> #
678 # #
679 # #
680 ##########################D#
681 # #
682 # #
683 # #
684 #D##########################
685 # #
686 # #
687 # #
688 ##########################D#
689 # #
690 # #
691 # #
692 #D##########################
693 # #
694 # #
695 # #
696 # #
697 # <#
698 ############################
699
700 This is a roomified, xy-symmetric snake layout:
701
702 ###################################
703 #> # # # # >#
704 # # # # # #
705 ##D####### D D #######D##
706 # # # # # #
707 # # # # # #
708 # D # < # D #
709 # # # # # #
710 # # # # # #
711 ##D####### D D #######D##
712 # # # # # #
713 #> # # # # >#
714 ###################################
715
716 =head3 Square spirals
717
718 No options are available for square spirals
719 A player must touch every room to descend in a square spiral.
720
721 This is a basic square spiral layout:
722
723 ###############################
724 # # #
725 # D #
726 # #####################D#####
727 # # # # #
728 # # # # #
729 # # D # #
730 # # #############D### #
731 # # # # # # #
732 # # # # # # #
733 # # # D # # #
734 # # # #####D### # #
735 # # # # > # # # #
736 # # # D # # # #
737 # # ######### # # #
738 # # # D # # #
739 # # # # # # #
740 # # D # # # #
741 # ################# # #
742 # # D # #
743 # # # # #
744 # D # # #
745 ######################### #
746 # D #
747 # # #
748 # # #
749 #< # #
750 ###############################
751
752 This is an xy-symmetric square spiral layout:
753
754 #####################################
755 # # < # #
756 ##D##########D# #D##########D##
757 # # # ####D#### # # #
758 # ###DD### # # ###DD### #
759 # # #> # ##D###D## # ># # #
760 # # ####D### ###D#### # #
761 # # D # # D # #
762 # ############D#####D############ #
763 # D D #
764 # # # #
765 # D D #
766 # ############D#####D############ #
767 # # D # # D # #
768 # # ####D### ###D#### # #
769 # # #> # ##D###D## # ># # #
770 # ###DD### # # ###DD### #
771 # # # ####D#### # # #
772 ##D##########D# #D##########D##
773 # # < # #
774 #####################################
775
776 =head2 Multiple layouts
777
778 The layoutstyle "multiple" divides the map into many areas
779 and uses random layout styles in each area. Works best with
780 very high or wide maps and fewer levels.
781
782 =head2 An example input file
783
784 layoutstyle onion
785 monsterstyle humanoid
786 dungeon_depth 3
787 xsize 15
788 ysize 15
789 exitstyle cstair
790 orientation 1
791 decorstyle furniture
792 floorstyle dirt
793 wallstyle wooden
794 symmetry 1
795
796 =head2 AUTHORS
797
798 The original document was taken from Crossfire and subsequently modified by Marc Lehmann.