NAME
    Games::DungeonMaker - Perl front-end to the DungeonMaker library
    (v2.03), which generates random dungeons for use in isometric games

SYNOPSIS
      use Games::DungeonMaker qw( :SquareData );
      my $dm = Games::DungeonMaker->new($designText) || die;
  
      foreach my $x (0..$dm->maxX()) {
              foreach my $y (0..$dm->maxY()) {
                      my $cell = $dm->getMap($x, $y);
                      print "$x, $y = $cell\n";
              }
      }

PREREQUISITES
    The default Makefile.PL assumes you have DungeonMaker v2.03 installed as
    a shared library (libdungeonmaker).  A Makefile.PL.static is also
    included if you wish to statically link with the DungeonMaker object
    file.  Simply copy the DungeonMaker.h and .cpp files into the top
    directory and use Makefile.PL.static instead.

DESCRIPTION
    This module is in an alpha state!  I promise you the API will change at
    some point in the future!

    This module acts as a Perl front-end to the Sourceforge DungeonMaker
    project (v2.03).  DungeonMaker is a C++ shared library that uses
    artificial life algorithms to randomly generate dungeons for use in
    games.  The entire public interface is wrapped, but only some of the
    functionality is currently abstracted and made readily available.

  METHODS
   new( $designText, [$seed] )
    This is the constructor.  It requires that you pass it a scalar which
    contains a well-formed design specification (see the DungeonMaker
    specs).  An optional random number seed (an unsigned integer) can also
    be passed.  If omitted, the current system "time()" is used.  This
    method generates an empty dungeon and returns a blessed
    Games::DungeonMaker object which can then be queried.

   plonk()
    This method wraps the PlonkDownStuff() and PutPlonkOnMap() methods which
    populate the dungeon with MOBs and Treasures as specified in the design
    document.  All the caveats of these methods explained in the
    DungeonMaker documentation still exist.  The current Perl front-end is
    not conducive to creating your own plonking routines, but will be soon. 
    The default routines do do a fine job though.

   maxX() and maxY()
    These methods return the index of the furthest X or Y coordinate on the
    map.  Being a zero-based index, these numbers should always be one less
    than the actual height and width of the map.

   getMap( $x, $y )
    Given an (x,y) coordinate, this method returns the type of cell found
    there.  All valid SquareData types are supported.  Normally you would
    have to reference them as $Games::DungeonMaker::OPEN, but you can export
    these types using the SquareData export tag.  "use Games::DungeonMaker
    qw(:SquareData);"  OPEN  CLOSED  G_OPEN  G_CLOSED  NJ_OPEN  NJ_CLOSED 
    NJ_G_OPEN  NJ_G_CLOSED  IR_OPEN  IT_OPEN  IA_OPEN  H_DOOR  V_DOOR  MOB1 
    MOB2  MOB3  TREAS1  TREAS2  TREAS3  COLUMN

Future Development
    Eventually this interface will be greatly enhanced to include proper
    wrapping of all internal data thereby giving Perl access to room data
    among other things.  This is being hampered somewhat by some problems
    with Swig.  If anyone out there has Swig experience and is willing to
    help, please let me know.  The Swig interface file used to create this
    module is included in the distribution.

SEE ALSO
    <http://sourceforge.net/projects/dungeonmaker>

AUTHOR
    Aaron Dalton - aaron@daltons.ca This is my first Perl interface to a C
    module.  Any feedback will be warmly welcomed.

COPYRIGHT AND LICENSE
    Copyright (c) 2005 Aaron Dalton.  All rights reserved.  This library is
    free software; you can redistribute it and/or modify it under the same
    terms as Perl itself.