113 #define ONION_LAYOUT 1 114 #define MAZE_LAYOUT 2 115 #define SPIRAL_LAYOUT 3 116 #define ROGUELIKE_LAYOUT 4 117 #define SNAKE_LAYOUT 5 118 #define SQUARE_SPIRAL_LAYOUT 6 119 #define NROFLAYOUTS 6 130 #define OPT_CENTERED 1 132 #define OPT_BOTTOM_C 4 133 #define OPT_BOTTOM_R 8 134 #define OPT_IRR_SPACE 16 135 #define OPT_WALL_OFF 32 136 #define OPT_WALLS_ONLY 64 137 #define OPT_NO_DOORS 256 154 #define MIN_RANDOM_MAP_SIZE 10 159 #define BC_RANDOM(x) ((int) ((RANDOM()%(x)+RANDOM()%(x)+RANDOM()%(x))/3.)) char final_exit_archetype[RM_SIZE]
If not empty, the archetype name of the exit leading to the final map.
int outdoor
Whether generated map is outdoor or not.
char floorstyle[RM_SIZE]
Name of the floor style file, in /styles/floors, can be an empty string in which case a random one is...
char final_map[RM_SIZE]
If not empty, the path of the final map this whole maze leads to.
char exit_on_final_map[RM_SIZE]
If this is "no", then no exit will be made to the final map from the previous random map...
int difficulty_given
If non zero, this means the difficulty was not zero initially.
char doorstyle[RM_SIZE]
Name of the doors style file, in /styles/doorstyles, see put_doors().
int multiple_floors
If non zero, then the map will have multiple floors, else only one floor will be used.
long unsigned int total_map_hp
Total hit points of the monsters in the map, used for treasure generation.
char monsterstyle[RM_SIZE]
Name of the monster style directory, in /styles/monsters, can be an empty string in which case a rand...
char dungeon_name[RM_SIZE]
If not empty, will be used in the name of the random keys.
bool link_source_map
Whether to set the reset group (if not already defined) of the source map for this random map...
char exitstyle[RM_SIZE]
Name of the exit style files, in /styles/exitstyles/{up,down}, can be an empty string in which case a...
int darkness
Map darkness.
char layoutstyle[RM_SIZE]
Contains the layout type to generate, see layoutgen() for valid types.
char origin_map[RM_SIZE]
Path to the map this random map is generated from, to make an exit back.
char wall_name[RM_SIZE]
Will contain the actual wall archetype, can be an empty string in which case a random one is chosen...
float difficulty_increase
int load_parameters(FILE *fp, int bufstate, RMParms *RP)
int set_random_map_variable(RMParms *rp, const char *buf)
char this_map[RM_SIZE]
Path of the map from which the random map(s) were created.
char cheststyle[RM_SIZE]
Name of the chests style file, in /styles/cheststyles, can be an empty string in which case a random ...
char treasurestyle[RM_SIZE]
Name of the treasures style file, in /styles/treasurestyles, can be an empty string in which case a r...
char decorstyle[RM_SIZE]
Name of the decor style file, in /styles/decorstyles, can be an empty string in which case a random o...
char wallstyle[RM_SIZE]
Name of the wall style file, in /styles/wallstyles, can be an empty string in which case a random one...