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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

# User Rev Content
1 root 1.1 =head1 Random Map Deployment Guide
2    
3     =head2 Using random maps
4    
5 root 1.11 Any exit with "/!" as the destination map will generate a random map. To
6 root 1.1 specify random map parameters, you put parameters in the message field for
7     the exit.
8    
9     =head2 How styles work
10    
11 root 1.11 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 root 1.1
18 root 1.11 In principle, you may put any object in any style map. However, the
19 root 1.1 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 root 1.5 Currently, "rogue", "spiral", "maze", "cave",
42 root 1.8 "castle", "snake", "onion", "squarespiral" and
43 root 1.11 "multiple" are allowed. See below for more
44 root 1.8 detail.
45 root 1.1
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 root 1.11 walltype from that style for the random map. All
52     the walls in the map will be of this type. The
53 root 1.1 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 root 1.11 map. Decor objects are modified on insertion so
72 root 1.1 that they do NOT block movement, regardless of the
73 root 1.11 archetype. They are placed randomly. A style of
74 root 1.1 "none" causes no decor objects to be generated.
75    
76     monsterstyle <style> Load /styles/monsterstyles/<style>, if it exists.
77 root 1.11 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 root 1.12 with the name <name>_# with the # closest to the
81 root 1.11 dungeon_level. Monster objects are copied from the
82 root 1.12 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 root 1.1 generated.
86    
87     treasurestyle <style> (Special) If the style name chosen is contained
88     in the lib/treasures file, it will use
89 root 1.11 that for making treasures. If it is NOT
90 root 1.1 in the lib/treasures file, it will look up
91     /styles/treasurestyle/<style>, and pick random
92 root 1.11 treasures from there. If <style> matches neither
93 root 1.1 of these, it will generate treasures using the
94 root 1.11 "chest" treasurelist. A style of "none" causes no
95 root 1.1 treasures to be placed.
96    
97     =head2 Layout Parameters
98    
99    
100 root 1.11 xsize <int> size of the map: if not set, random from 10 to 70
101 root 1.1
102    
103 root 1.11 ysize <int> size of the map: if not set, random from 10 to 70
104 root 1.1
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 root 1.11 2x. Set it to a non-zero integer if this is desired.
109 root 1.1
110    
111 root 1.11 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 root 1.12
123 root 1.11 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 root 1.4
134 root 1.1 50% of the time a maze layout will be "doorified", meaning that doors
135     will be placed at random in the maze.
136    
137 root 1.11 onion layoutoptions1 0 (default) Pick random options
138     See "Onion Rooms" below for
139     the rest of the options.
140 root 1.1
141 root 1.11 onion layoutoptions2 0 (default) Pick a random number of
142     "onion layers"
143 root 1.1
144     =head2 Map generation parameters
145    
146    
147 root 1.12 difficulty Set the map difficulty. Has no relation to the
148 root 1.11 "difficulty" defined in common/*.c.
149 root 1.12 If nonzero, this map and its descendants will
150 root 1.11 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 root 1.12 which monsters to use: for example, if the
169 root 1.11 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 root 1.12 monsters are placed, the map
174 root 1.11 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 root 1.12 random map of the same style if
179 root 1.11 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 root 1.12
212 root 1.11 exit_on_final_map The default action is to place an exit on
213 root 1.12 the final map. When explicitly set to 'no' this will
214 root 1.11 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 root 1.1
217     =head2 Misc. Parameters
218    
219 root 1.11 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 root 1.1
243 root 1.11 If option 1 is not set, options 2-16 are ignored. Options
244 root 1.2 may be added together: treasureoptions 3 means treasure
245     optons 1 and 2 are set.
246    
247 root 1.1 =head2 Map Layout styles
248    
249     =head3 Onion Maps
250    
251     Onion rooms are like this:
252    
253 root 1.11 regular random
254 root 1.1 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 root 1.11 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 root 1.1
281     =head3 Maze Maps
282    
283     Maze maps are like this:
284    
285 root 1.2 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 root 1.1 A "sparse" maze:
314    
315 root 1.2 ########################################
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 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     ##D##########D# #D##########D##
772     # # < # #
773     #####################################
774    
775 root 1.7 =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 root 1.1 =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 root 1.3 =head2 AUTHORS
796 root 1.1
797     The original document was taken from Crossfire and subsequently modified by Marc Lehmann.