This is what a building layout definition looks like (this is the one for a bar):
[code]
mapf::formatted_set_simple(this, 1, 1,
"
|---------+±--------|\n
| |\n
| ## ## ## ccc|\n
| ## ## ## c &|\n
| c B|\n
| c B|\n
| c B|\n
| ## ## ## c B|\n
| ## ## ## c |\n
| cc |\n
| |\n
| |\n
| xxxxx xxxxx |\n
| xxxxx xxxxx |\n
| |\n
|------------------D-|\n
D &|\n
|cccc|\n
|----|\n",
mapf::basic_bind("- | + D", t_wall_h, t_wall_v, t_door_c, t_door_locked),
mapf::basic_bind("# c x & B", f_table, f_counter, f_pool_table, f_fridge, f_rack));
[\code]
You can see at the bottom it associates symbols with terrain types, like ‘-’ is a t_wall_h, which is a wall section that’s horizontally oriented. Generally you use something similar to the in-game symbol for the terrain type.
If you have ideas for locations, making a nice layout like this is actually one of the biggest pains, since you have to carefully plot everything out.
You also need to specify what items spawn at various locations, and you can also spawn other goodies like monsters or traps.
If you have all this laid out, you can poke a coder and see about getting it integrated. At some point in the future we’d like to make this something you can do in a config file, but this is one that doesn’t break down as easily as some of the other pieces of data, like items or monsters.[/code]