90 #define ONION_LAYOUT 1
92 #define SPIRAL_LAYOUT 3
93 #define ROGUELIKE_LAYOUT 4
94 #define SNAKE_LAYOUT 5
95 #define SQUARE_SPIRAL_LAYOUT 6
107 #define OPT_CENTERED 1
109 #define OPT_BOTTOM_C 4
110 #define OPT_BOTTOM_R 8
111 #define OPT_IRR_SPACE 16
112 #define OPT_WALL_OFF 32
113 #define OPT_WALLS_ONLY 64
114 #define OPT_NO_DOORS 256
131 #define MIN_RANDOM_MAP_SIZE 10
136 #define BC_RANDOM(x) ((int) ((RANDOM()%(x)+RANDOM()%(x)+RANDOM()%(x))/3.))
char final_exit_archetype[RM_SIZE]
char exit_on_final_map[RM_SIZE]
long unsigned int total_map_hp
char monsterstyle[RM_SIZE]
char dungeon_name[RM_SIZE]
char layoutstyle[RM_SIZE]
float difficulty_increase
int load_parameters(FILE *fp, int bufstate, RMParms *RP)
int set_random_map_variable(RMParms *rp, const char *buf)
struct regiondef * region
char treasurestyle[RM_SIZE]