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#pragma once
#include "ability_type.hpp"
#include "dungeon_info_type.hpp"
#include "hist_type.hpp"
#include "monster_ego.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 <vector>
/**
* Game edit data, i.e. the parsed contents of the edit .txt
* files.
*/
struct GameEditData {
/**
* Dungeons
*/
std::vector<dungeon_info_type> d_info;
/**
* Vaults
*/
std::vector<vault_type> v_info;
/**
* Random artifact part descriptors, i.e. the bits that
* randarts are made up of.
*/
std::vector<randart_part_type> ra_info;
/**
* Random artifact generation parameters.
*/
std::vector<randart_gen_type> ra_gen;
/**
* Artifact sets
*/
std::vector<set_type> set_info;
/**
* Building actions.
*/
std::vector<store_action_type> ba_info;
/**
* Buildings
*/
std::vector<store_info_type> st_info;
/**
* Building owners.
*/
std::vector<owner_type> ow_info;
/**
* Player classes.
*/
std::vector<player_class> class_info;
/**
* Player races.
*/
std::vector<player_race> race_info;
/**
* Player subraces.
*/
std::vector<player_race_mod> race_mod_info;
/**
* Player race histories
*/
std::vector<hist_type> bg;
/**
* Player skills
*/
std::vector<skill_descriptor> s_descriptors;
/**
* Monster race egos
*/
std::vector<monster_ego> re_info;
/**
* Base skills for all characters.
*/
skill_modifiers gen_skill;
/**
* Player abilities.
*/
std::vector<ability_type> ab_info;
};
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