3 #include "system/angband.h"
5 #include "grid/feature.h"
6 #include "monster-race/race-ability-flags.h"
7 #include "util/flag-group.h"
12 #define DUNGEON_FEAT_PROB_NUM 3
14 #define DUNGEON_ANGBAND 1
15 #define DUNGEON_GALGALS 2
17 #define DUNGEON_MAZE 4
18 #define DUNGEON_DRAGON 5
19 #define DUNGEON_GRAVE 6
20 #define DUNGEON_WOOD 7
21 #define DUNGEON_VOLCANO 8
22 #define DUNGEON_HELL 9
23 #define DUNGEON_HEAVEN 10
24 #define DUNGEON_OCEAN 11
25 #define DUNGEON_CASTLE 12
26 #define DUNGEON_CTH 13
27 #define DUNGEON_MOUNTAIN 14
28 #define DUNGEON_GOLD 15
29 #define DUNGEON_NO_MAGIC 16
30 #define DUNGEON_NO_MELEE 17
31 #define DUNGEON_CHAMELEON 18
32 #define DUNGEON_DARKNESS 19
34 /* A structure for the != dungeon types */
35 typedef struct dungeon_type dungeon_type;
38 std::string name; /* Name */
39 std::string text; /* Description */
44 feat_prob floor[DUNGEON_FEAT_PROB_NUM]{}; /* Floor probability */
45 feat_prob fill[DUNGEON_FEAT_PROB_NUM]{}; /* Cave wall probability */
46 FEAT_IDX outer_wall{}; /* Outer wall tile */
47 FEAT_IDX inner_wall{}; /* Inner wall tile */
48 FEAT_IDX stream1{}; /* stream tile */
49 FEAT_IDX stream2{}; /* stream tile */
51 DEPTH mindepth{}; /* Minimal depth */
52 DEPTH maxdepth{}; /* Maximal depth */
53 PLAYER_LEVEL min_plev{}; /* Minimal plev needed to enter -- it's an anti-cheating mesure */
56 BIT_FLAGS8 mode{}; /* Mode of combinaison of the monster flags */
58 int min_m_alloc_level{}; /* Minimal number of monsters per level */
59 int max_m_alloc_chance{}; /* There is a 1/max_m_alloc_chance chance per round of creating a new monster */
61 BIT_FLAGS flags1{}; /* Flags 1 */
63 BIT_FLAGS mflags1{}; /* The monster flags that are allowed */
71 EnumClassFlagGroup<RF_ABILITY> m_ability_flags;
73 char r_char[5]{}; /* Monster race allowed */
74 KIND_OBJECT_IDX final_object{}; /* The object you'll find at the bottom */
75 ARTIFACT_IDX final_artifact{}; /* The artifact you'll find at the bottom */
76 MONRACE_IDX final_guardian{}; /* The artifact's guardian. If an artifact is specified, then it's NEEDED */
78 PROB special_div{}; /* % of monsters affected by the flags/races allowed, to add some variety */
84 extern DEPTH *max_dlv;
85 extern std::vector<dungeon_type> d_info;
87 extern DUNGEON_IDX choose_dungeon(concptr note, POSITION y, POSITION x);