NAME

Games::Roguelike::Area - roguelike area map

SYNOPSIS

package myarea;
use base 'Games::Roguelike::Area';

$a = myarea->new(w=>80,h=>50);     			# creates an area with specified width/height
$a->genmaze2();                                         # make a cavelike maze
$char = Games::Roguelike::Mob->new($a, sym=>'@');                 	# add a mobile object with symbol '@'

DESCRIPTION

library for generating mazes, managing items/mobs

* assumes the user will be using overridden Games::Roguelike::Mob's as characters in the game

METHODS

new(OPT1=>VAL1, OPT2=>VAL2...)

Options can also all be set/get as class accessors:

	world => undef,			# world this area belongs to
	name => '', 			# name of this level/area (required if world is specified)
	map => [] 			# double-indexed array of map symbols 
	color => []			# double-indexed array of strings (used to color map symbols)
	mobs => [],			# list of mobs
	items => [],			# list of items

 # these will default to the world defaults, if world is set

        w=>80, h=>40,			# width/height of this area
        wsym => '#', 			# default wall symbol
        fsym => '.', 			# default floor symbol
        dsym => '+', 			# default door symbol
        debugmap => 0, 			# turn on map coordinate display
        noview => '#+', 		# list of symbols that block view
        nomove => '#', 			# list of symbols that block movement	
	
setmapsym ($x,$y, $sym)
setmapcolor ($x,$y, $sym)

basic map accessors. same as: $area->map->[$x][$y]=$sym, or $area->{map}[$x][$y], or $area->{color}->[$x][$y] = $color or $area->map($x,$y)

etcetera.

rpoint ()

returns a random point that's not off the edge

rpoint_empty ()

Returns a random point that's empty (devoid of map info)

findpath(x1, y1, x2, y2)

Returns 1 if there is a path from x1,y2 to x2,y2

findclose(x1, y1, x2, y2)

Returns the closest you can get to x2,y2 from x1,y2 without going through a "nomove" symbol

maxcardinal ()

Maximum direction someone can walk from x/y in each of 4 cardinal directions, returned as an array of points

digone (x, y, $ws, $fs)

"digs" one square of the map, at position x,y - turning it into a "floor", while also turning the surrounding areas into "walls", if they are currently not assigned.

Optionall specify wall & floor symbols

Does nothing if the square is not a wall or void

nexttosym(x, y, sym)

Returns a direction if x,y are adjacent to sym, otherwise returns undef.

makepath(x1, y1, x2, y2)

Drill a right-angled corridor between 2 valid points using digone()

Notably the whole auto-door upon breaking into an open area doesnt work right, and should

findfeature (symbol)

searches "map feature list" for the given symbol, returns coordinates if found

addfeature (symbol [, x, y])

adds a symbol to the map (to a random floor point if one is not specified), and adds it to the "feature list"

genmaze2([with=>[sym1[,sym2...]])

Makes a random map with a bunch of cave-like rooms connected by corridors Can specify a list of symbols to be added as "features" of the map

genmaze1 ([with=>[sym1[,sym2...]])

Makes a random nethack-style map with a bunch of rectangle rooms connected by corridors

If you specify a "with" list, it puts those symbols on the map in random rooms

draw ({dispx=>, dispy=>, vp=>, con=>});

draws the map using offset params from $display, from the perspective of $vp on the console $con usually done after each move

mobat (x, y)

Returns a single mob located at x/y, or undef if none is there.

items ([x, y])

Returns reference to array of items located at x/y, or all items if no x/y is supplied.

mobs ([x, y])

Returns reference to array of all mobs located at x/y, or all items if no x/y is supplied.

checkpov (vp, x, y)

Returns 1 if the $vp mob can see x/y;

checkmap (vp, x, y, sym)

Returns 1 if the $vp mob can see x/y, 2 if they have memory of x/y, and also memorizes x/y.

addmob (mob)

Adds a mob to the area, unless it's already in it.

delmob (mob)

Removes mob from the area.

findrandmap (symbol[, mobok=0])

Finds a random floor map location.

dump (all)

Prints map to stdout. If all is not true, the just prints at the current point of view.

additem (item)

Adds item to floor. Override this to add floor full messages, etc.

Return value 0 = can't add, too full Return value 1 = add ok Return value -1 = move occured, but not added

delitem (item)

Removes item from the area.

load (file | options)

Loads an area from a file, which is a perl program exporting:

 $map 		: 2d map as one big string
 $yxarray	: 2d map as y then x indexed array
 %key		: for each symbol in the map *optionally* provide:
	color	- color of that symbol
	sym	- real symbol to use
	feature - name of feature for feature table, don't specify with class!
	class	- optional package to use for "new", must be an Games::Roguelike::Mob or Games::Roguelike::Item
	lib	- look up item or mob from library

 %lib		: hash of hashes, used to populate items or monsters - as needed

Alternatively, these can be passed as named option to the load function.

Other variables are passed to the "class" new function. '>', and '<' are assumed to be "stair features" unless otherwise specified. Objects can be looked up by name from the item library instead of specified in full.

Objects derived from class Games::Roguelike::Item have additem called on the container. Likewise addmob is called with mobs.

The example below loads a standard map, with blue doors, 2 mobs and 1 item

One mob is loaded via a package "mymonster", and is passed "hd", "name", and "items" parameters. The other is loaded from the library named "blue dragon", and has it's name and "hp" parameters modified.

The map system knows very little about the game semantics. It's merely a way of loading maps made of symbols - some of which may correlate to perl objects.

lib:

If a key entry has a "lib" entry, it's assumed to the be the name of an entry in the lib hash.

The lib hash is looked up and copied as values into the key entry before using the key entry.

"lib" entries can be recursive.

The "lib" can be loaded from an external shared file, so multiple maps can use the same "lib".

items:

The "items" member of an object (mob or backpack), if an array reference, will be auto-expanded by creating an item object for each array member with the parent object set as the container (first argument to new).

If a member of the items array is a hash ref, it's treated like a key entry. If it's a scalar string, it's equivalent to {lib=>'string'}.

EXAMPLE 1:

 $map = '
 ##########
 #k <+  ! #
 ######## #
 #>  D    #
 ##########
 ';

 %key = (
	'k'=>{class=>'mymonster', type='kobold', name=>'Harvey', hd=>12, 
	      items=>['potion of healing',
		      {class=>'myweapon', name=>'Blue Sword', hd=>9, dd=>4, drain=>1, glow=>1}
		     ]
	     },
	'!'=>{lib=>'potion of speed'},
	'D'=>{lib=>'blue dragon', name=>'Charlie', hp=>209},
	'+'=>{color=>'blue'}
       );

 %lib = (
	'potion of speed'=>{class=>'myitem', type=>'potion', effect=>'speed', power=>1},	
	'blue dragon'=>{class=>'mymob', type=>'dragon', breath=>'lightning', hp=>180, hd=>12, at=>[10,5], dm=>[5,10], speed=>5, loot=>4},
       );

EXAMPLE 2:

use Games::Roguelike::Caves;
my $yx = generate_cave($r->{w},$r->{h}, 12, .46, '#', '.');
$level->load(yxarray=>$yx);