diff options
Diffstat (limited to 'src/dungeon_info_type.hpp')
-rw-r--r-- | src/dungeon_info_type.hpp | 118 |
1 files changed, 62 insertions, 56 deletions
diff --git a/src/dungeon_info_type.hpp b/src/dungeon_info_type.hpp index 5f6fc9d0..2f8fefde 100644 --- a/src/dungeon_info_type.hpp +++ b/src/dungeon_info_type.hpp @@ -3,6 +3,10 @@ #include "h-basic.h" #include "rule_type.hpp" #include "obj_theme.hpp" +#include "dungeon_flag_set.hpp" + +#include <array> +#include <string> /** * Maximum number of towns per dungeon @@ -12,61 +16,63 @@ constexpr int TOWN_DUNGEON = 4; /* A structure for the != dungeon types */ struct dungeon_info_type { - const char *name; /* Name */ - char *text; /* Description */ - char short_name[3]; /* Short name */ - - char generator[30]; /* Name of the level generator */ - - s16b floor1; /* Floor tile 1 */ - byte floor_percent1[2]; /* Chance of type 1 */ - s16b floor2; /* Floor tile 2 */ - byte floor_percent2[2]; /* Chance of type 2 */ - s16b floor3; /* Floor tile 3 */ - byte floor_percent3[2]; /* Chance of type 3 */ - s16b outer_wall; /* Outer wall tile */ - s16b inner_wall; /* Inner wall tile */ - s16b fill_type1; /* Cave tile 1 */ - byte fill_percent1[2]; /* Chance of type 1 */ - s16b fill_type2; /* Cave tile 2 */ - byte fill_percent2[2]; /* Chance of type 2 */ - s16b fill_type3; /* Cave tile 3 */ - byte fill_percent3[2]; /* Chance of type 3 */ - byte fill_method; /* Smoothing parameter for the above */ - - s16b mindepth; /* Minimal depth */ - s16b maxdepth; /* Maximal depth */ - - bool_ principal; /* If it's a part of the main dungeon */ - byte next; /* The next part of the main dungeon */ - byte min_plev; /* Minimal plev needed to enter -- it's an anti-cheating mesure */ - - int min_m_alloc_level; /* Minimal number of monsters per level */ - int max_m_alloc_chance; /* There is a 1/max_m_alloc_chance chance per round of creating a new monster */ - - u32b flags1; /* Flags 1 */ - u32b flags2; /* Flags 1 */ - - int size_x, size_y; /* Desired numers of panels */ - - byte rule_percents[100]; /* Flat rule percents */ - rule_type rules[5]; /* Monster generation rules */ - - int final_object; /* The object you'll find at the bottom */ - int final_artifact; /* The artifact you'll find at the bottom */ - int final_guardian; /* The artifact's guardian. If an artifact is specified, then it's NEEDED */ - - int ix, iy, ox, oy; /* Wilderness coordinates of the entrance/output of the dungeon */ - - obj_theme objs; /* The drops type */ - - int d_dice[4]; /* Number of dices */ - int d_side[4]; /* Number of sides */ - int d_frequency[4]; /* Frequency of damage (1 is the minimum) */ - int d_type[4]; /* Type of damage */ - - s16b t_idx[TOWN_DUNGEON]; /* The towns */ - s16b t_level[TOWN_DUNGEON]; /* The towns levels */ - s16b t_num; /* Number of towns */ + std::string name; /* Name */ + std::string text; /* Description */ + std::string short_name; /* Short name */ + + std::string generator; /* Name of the level generator */ + + s16b floor1 = 0; /* Floor tile 1 */ + byte floor_percent1[2] = { 0 }; /* Chance of type 1 */ + s16b floor2 = 0; /* Floor tile 2 */ + byte floor_percent2[2] = { 0 }; /* Chance of type 2 */ + s16b floor3 = 0; /* Floor tile 3 */ + byte floor_percent3[2] = { 0 }; /* Chance of type 3 */ + s16b outer_wall = 0; /* Outer wall tile */ + s16b inner_wall = 0; /* Inner wall tile */ + s16b fill_type1 = 0; /* Cave tile 1 */ + byte fill_percent1[2] = { 0 }; /* Chance of type 1 */ + s16b fill_type2 = 0; /* Cave tile 2 */ + byte fill_percent2[2] = { 0 }; /* Chance of type 2 */ + s16b fill_type3 = 0; /* Cave tile 3 */ + byte fill_percent3[2] = { 0 }; /* Chance of type 3 */ + byte fill_method = 0; /* Smoothing parameter for the above */ + + s16b mindepth = 0; /* Minimal depth */ + s16b maxdepth = 0; /* Maximal depth */ + + bool_ principal = 0; /* If it's a part of the main dungeon */ + byte min_plev = 0; /* Minimal plev needed to enter -- it's an anti-cheating mesure */ + + int min_m_alloc_level = 0; /* Minimal number of monsters per level */ + int max_m_alloc_chance = 0; /* There is a 1/max_m_alloc_chance chance per round of creating a new monster */ + + dungeon_flag_set flags { }; /* Dungeon flags */ + + int size_x = 0; + int size_y = 0; + + byte rule_percents[100] = {0}; /* Flat rule percents */ + std::array<rule_type, 5> rules { }; /* Monster generation rules */ + + int final_object = 0; /* The object you'll find at the bottom */ + int final_artifact = 0; /* The artifact you'll find at the bottom */ + int final_guardian = 0; /* The artifact's guardian. If an artifact is specified, then it's NEEDED */ + + int ix = 0; /* Wilderness coordinates of entrance */ + int iy = 0; /* Wilderness coordinates of entrance */ + int ox = 0; /* Wilderness coordinates of exit */ + int oy = 0; /* Wilderness coordinates of exit */ + + obj_theme objs; /* The drops type */ + + int d_dice[4] = { 0 }; /* Number of dices */ + int d_side[4] = { 0 }; /* Number of sides */ + int d_frequency[4] = { 0 }; /* Frequency of damage (1 is the minimum) */ + int d_type[4] = { 0 }; /* Type of damage */ + + s16b t_idx[TOWN_DUNGEON] = { 0 }; /* The towns */ + s16b t_level[TOWN_DUNGEON] = { 0 }; /* The towns levels */ + s16b t_num = 0; /* Number of towns */ }; |