#pragma once #include "ability_type.hpp" #include "artifact_type.hpp" #include "dungeon_info_type.hpp" #include "ego_item_type.hpp" #include "feature_type.hpp" #include "hist_type.hpp" #include "monster_ego.hpp" #include "monster_race.hpp" #include "object_kind.hpp" #include "owner_type.hpp" #include "player_class.hpp" #include "player_race.hpp" #include "player_race_mod.hpp" #include "randart_gen_type.hpp" #include "randart_part_type.hpp" #include "set_type.hpp" #include "skill_descriptor.hpp" #include "store_action_type.hpp" #include "store_info_type.hpp" #include "vault_type.hpp" #include "wilderness_type_info.hpp" #include /** * Game edit data, i.e. the parsed contents of the edit .txt * files. */ struct GameEditData { /** * Dungeons */ std::vector d_info; /** * Vaults */ std::vector v_info; /** * Random artifact part descriptors, i.e. the bits that * randarts are made up of. */ std::vector ra_info; /** * Random artifact generation parameters. */ std::vector ra_gen; /** * Artifacts */ std::vector a_info; /** * Ego items */ std::vector e_info; /** * Artifact sets */ std::vector set_info; /** * Object kinds */ std::vector k_info; /** * Building actions. */ std::vector ba_info; /** * Buildings */ std::vector st_info; /** * Building owners. */ std::vector ow_info; /** * Player classes. */ std::vector class_info; /** * Player races. */ std::vector race_info; /** * Player subraces. */ std::vector race_mod_info; /** * Player race histories */ std::vector bg; /** * Player skills */ std::vector s_descriptors; /* * The monster races */ std::vector r_info; /** * Monster race egos */ std::vector re_info; /* * Terrain features */ std::vector f_info; /** * Wilderness features */ std::vector wf_info; /** * Base skills for all characters. */ skill_modifiers gen_skill; /** * Player abilities. */ std::vector ab_info; };