#pragma once #include "h-basic.h" #include "rule_type.hpp" #include "obj_theme.hpp" /** * Maximum number of towns per dungeon */ 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 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 */ };