1 #include "room/room-info-table.h"
5 *[from SAngband (originally from OAngband)]\n
7 * Table of values that control how many times each type of room will\n
8 * appear. Each type of room has its own row, and each column\n
9 * corresponds to dungeon levels 0, 10, 20, and so on. The final\n
10 * value is the minimum depth the room can appear at. -LM-\n
12 * Level 101 and below use the values for level 100.\n
14 * Rooms with lots of monsters or loot may not be generated if the\n
15 * object or monster lists are already nearly full. Rooms will not\n
16 * appear above their minimum depth. Tiny levels will not have space\n
17 * for all the rooms you ask for.\n
19 room_info_type room_info_normal[ROOM_T_MAX] = {
21 /* 0 10 20 30 40 50 60 70 80 90 100 min limit */
22 { { 999, 900, 800, 700, 600, 500, 400, 300, 200, 100, 0 }, 0 }, /*NORMAL */
23 { { 1, 10, 20, 30, 40, 50, 60, 70, 80, 90, 100 }, 1 }, /*OVERLAP */
24 { { 1, 10, 20, 30, 40, 50, 60, 70, 80, 90, 100 }, 3 }, /*CROSS */
25 { { 1, 10, 20, 30, 40, 50, 60, 70, 80, 90, 100 }, 3 }, /*INNER_F */
26 { { 0, 1, 1, 1, 2, 3, 5, 6, 8, 10, 13 }, 10 }, /*NEST */
27 { { 0, 1, 1, 2, 3, 4, 6, 8, 10, 13, 16 }, 10 }, /*PIT */
28 { { 0, 1, 1, 1, 2, 2, 3, 5, 6, 8, 10 }, 10 }, /*LESSER_V */
29 { { 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 4 }, 20 }, /*GREATER_V*/
30 { { 0, 100, 200, 300, 400, 500, 600, 700, 800, 900, 999 }, 10 }, /*FRACAVE */
31 { { 0, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2 }, 10 }, /*RANDOM_V */
32 { { 0, 4, 8, 12, 16, 20, 24, 28, 32, 36, 40 }, 3 }, /*OVAL */
33 { { 1, 6, 12, 18, 24, 30, 36, 42, 48, 54, 60 }, 10 }, /*CRYPT */
34 { { 0, 0, 1, 1, 1, 2, 3, 4, 5, 6, 8 }, 20 }, /*TRAP_PIT */
35 { { 0, 0, 1, 1, 1, 2, 3, 4, 5, 6, 8 }, 20 }, /*TRAP */
36 { { 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 2 }, 40 }, /*GLASS */
37 { { 1, 1, 1, 1, 1, 1, 1, 2, 2, 3, 3 }, 1 }, /*ARCADE */
38 { { 1, 8, 16, 24, 32, 40, 48, 56, 64, 72, 80 }, 1 }, /*FIX */
41 /*! 部屋の生成処理順 / Build rooms in descending order of difficulty. */
42 byte room_build_order[ROOM_T_MAX] = {