| 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. |