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