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