- byte floor1; /* Floor tile 1 */
- byte floor_percent1; /* Chance of type 1 */
- byte floor2; /* Floor tile 2 */
- byte floor_percent2; /* Chance of type 2 */
- byte floor3; /* Floor tile 3 */
- byte floor_percent3; /* Chance of type 3 */
- byte outer_wall; /* Outer wall tile */
- byte inner_wall; /* Inner wall tile */
- s16b stream1; /* stream tile */
- s16b stream2; /* stream tile */
- byte fill_type1; /* Cave tile 1 */
- byte fill_percent1; /* Chance of type 1 */
- byte fill_type2; /* Cave tile 2 */
- byte fill_percent2; /* Chance of type 2 */
- byte fill_type3; /* Cave tile 3 */
- byte fill_percent3; /* Chance of type 3 */
- s16b mindepth; /* Minimal depth */
- s16b maxdepth; /* Maximal depth */
- byte min_plev; /* Minimal plev needed to enter -- it's an anti-cheating mesure */
+ feat_prob floor[DUNGEON_FEAT_PROB_NUM]; /* Floor probability */
+ feat_prob fill[DUNGEON_FEAT_PROB_NUM]; /* Cave wall probability */
+ s16b outer_wall; /* Outer wall tile */
+ s16b inner_wall; /* Inner wall tile */
+ s16b stream1; /* stream tile */
+ s16b stream2; /* stream tile */
+
+ s16b mindepth; /* Minimal depth */
+ s16b maxdepth; /* Maximal depth */
+ byte min_plev; /* Minimal plev needed to enter -- it's an anti-cheating mesure */