3 /* A structure for the != dungeon types */
4 typedef struct dungeon_type dungeon_type;
7 STR_OFFSET name; /* Name */
8 STR_OFFSET text; /* Description */
13 feat_prob floor[DUNGEON_FEAT_PROB_NUM]; /* Floor probability */
14 feat_prob fill[DUNGEON_FEAT_PROB_NUM]; /* Cave wall probability */
15 FEAT_IDX outer_wall; /* Outer wall tile */
16 FEAT_IDX inner_wall; /* Inner wall tile */
17 FEAT_IDX stream1; /* stream tile */
18 FEAT_IDX stream2; /* stream tile */
20 DEPTH mindepth; /* Minimal depth */
21 DEPTH maxdepth; /* Maximal depth */
22 PLAYER_LEVEL min_plev; /* Minimal plev needed to enter -- it's an anti-cheating mesure */
25 BIT_FLAGS8 mode; /* Mode of combinaison of the monster flags */
27 int min_m_alloc_level; /* Minimal number of monsters per level */
28 int max_m_alloc_chance; /* There is a 1/max_m_alloc_chance chance per round of creating a new monster */
30 BIT_FLAGS flags1; /* Flags 1 */
32 BIT_FLAGS mflags1; /* The monster flags that are allowed */
41 BIT_FLAGS m_a_ability_flags1;
42 BIT_FLAGS m_a_ability_flags2;
43 BIT_FLAGS m_a_ability_flags3;
44 BIT_FLAGS m_a_ability_flags4;
46 char r_char[5]; /* Monster race allowed */
47 KIND_OBJECT_IDX final_object; /* The object you'll find at the bottom */
48 ARTIFACT_IDX final_artifact; /* The artifact you'll find at the bottom */
49 MONRACE_IDX final_guardian; /* The artifact's guardian. If an artifact is specified, then it's NEEDED */
51 PROB special_div; /* % of monsters affected by the flags/races allowed, to add some variety */
57 extern dungeon_type *d_info;