6 #include "dungeon/dungeon-flag-types.h"
7 #include "monster-race/race-ability-flags.h"
8 #include "monster-race/race-behavior-flags.h"
9 #include "monster-race/race-flags-resistance.h"
10 #include "monster-race/race-kind-flags.h"
11 #include "monster-race/race-resistance-mask.h"
12 #include "monster-race/race-visual-flags.h"
13 #include "system/angband.h"
14 #include "util/flag-group.h"
16 #define DUNGEON_FEAT_PROB_NUM 3
18 #define DUNGEON_ANGBAND 1
19 #define DUNGEON_GALGALS 2
21 #define DUNGEON_MAZE 4
22 #define DUNGEON_DRAGON 5
23 #define DUNGEON_GRAVE 6
24 #define DUNGEON_WOOD 7
25 #define DUNGEON_VOLCANO 8
26 #define DUNGEON_HELL 9
27 #define DUNGEON_HEAVEN 10
28 #define DUNGEON_OCEAN 11
29 #define DUNGEON_CASTLE 12
30 #define DUNGEON_CTH 13
31 #define DUNGEON_MOUNTAIN 14
32 #define DUNGEON_GOLD 15
33 #define DUNGEON_NO_MAGIC 16
34 #define DUNGEON_NO_MELEE 17
35 #define DUNGEON_CHAMELEON 18
36 #define DUNGEON_DARKNESS 19
37 #define DUNGEON_MAX 19
39 enum class MonsterRaceId : int16_t;
42 FEAT_IDX feat{}; /* Feature tile */
43 PERCENTAGE percent{}; /* Chance of type */
46 /* A structure for the != dungeon types */
50 std::string name; /* Name */
51 std::string text; /* Description */
56 feat_prob floor[DUNGEON_FEAT_PROB_NUM]{}; /* Floor probability */
57 feat_prob fill[DUNGEON_FEAT_PROB_NUM]{}; /* Cave wall probability */
58 FEAT_IDX outer_wall{}; /* Outer wall tile */
59 FEAT_IDX inner_wall{}; /* Inner wall tile */
60 FEAT_IDX stream1{}; /* stream tile */
61 FEAT_IDX stream2{}; /* stream tile */
63 DEPTH mindepth{}; /* Minimal depth */
64 DEPTH maxdepth{}; /* Maximal depth */
65 PLAYER_LEVEL min_plev{}; /* Minimal plev needed to enter -- it's an anti-cheating mesure */
68 BIT_FLAGS8 mode{}; /* Mode of combinaison of the monster flags */
70 int min_m_alloc_level{}; /* Minimal number of monsters per level */
71 int max_m_alloc_chance{}; /* There is a 1/max_m_alloc_chance chance per round of creating a new monster */
73 EnumClassFlagGroup<DungeonFeatureType> flags{}; /* Dungeon Flags */
75 BIT_FLAGS mflags1{}; /* The monster flags that are allowed */
82 EnumClassFlagGroup<MonsterAbilityType> mon_ability_flags;
83 EnumClassFlagGroup<MonsterBehaviorType> mon_behavior_flags;
84 EnumClassFlagGroup<MonsterVisualType> mon_visual_flags;
85 EnumClassFlagGroup<MonsterKindType> mon_kind_flags;
86 EnumClassFlagGroup<MonsterResistanceType> mon_resistance_flags;
88 char r_char[5]{}; /* Monster race allowed */
89 KIND_OBJECT_IDX final_object{}; /* The object you'll find at the bottom */
90 ARTIFACT_IDX final_artifact{}; /* The artifact you'll find at the bottom */
91 MonsterRaceId final_guardian{}; /* The artifact's guardian. If an artifact is specified, then it's NEEDED */
93 PROB special_div{}; /* % of monsters affected by the flags/races allowed, to add some variety */
99 extern std::vector<DEPTH> max_dlv;
100 extern std::vector<dungeon_type> d_info;
103 DUNGEON_IDX choose_dungeon(concptr note, POSITION y, POSITION x);
104 bool is_in_dungeon(PlayerType *player_ptr);