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#include "levels.hpp"
#include "game.hpp"
#include "variable.hpp"
static level_data const ¤t_level_data()
{
static level_data *default_level_data = new level_data { };
auto const &d_info = game->edit_data.d_info;
auto const &level_data_by_depth = d_info[dungeon_type].level_data_by_depth;
auto const it = level_data_by_depth.find(dun_level);
if (it != level_data_by_depth.end())
{
return it->second;
}
else
{
return *default_level_data;
}
}
int get_branch()
{
return current_level_data().branch;
}
int get_fbranch()
{
return current_level_data().fbranch;
}
int get_flevel()
{
return current_level_data().flevel;
}
boost::optional<std::string> get_dungeon_save_extension()
{
return current_level_data().save_extension;
}
boost::optional<std::string> get_dungeon_map_name()
{
return current_level_data().map_name;
}
boost::optional<std::string> get_dungeon_name()
{
return current_level_data().name;
}
dungeon_flag_set get_level_flags()
{
return current_level_data().flags;
}
boost::optional<std::string> get_level_description()
{
return current_level_data().description;
}
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