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#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 */
};
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