# l_info.txt - Special Level Information File
# v1.01

# This file is used to set up special levels.  These can include monster
# lair levels, or any other special levels that can be generated, but
# need specific information to be properly set up.

# === Understanding l_info.txt ===

# N:Index:Name
# D:Level Feeling
# R:Floor Type:Size
# W:Wall/Terrain Type:Chance:Place_Method
# W:...(8 Max?)
# M:Min:Max:Chance:OOD Mod:Monster Number:Monster Type
# M:...(8 Max?)
# I:Min:Max:Chance:OOD Mod:Item Number:Item Type
# I:...(8 Max?)

#
# 'N' Lists the Index number and name of the special level.
#
# 'D' Special feeling for this type of level.
#
# 'R' Basic level, room and floor layout.
# floor types - NORMAL, makes a normal random generated level
#             - OPEN, normal open level area, large open spaces with rooms
#             - ARENA, arena type levels
#             - BARE, only outer walls exists with no inner structures
#               at all
# max size    - NORMAL, generates normal random method
#             - SMALL
#             - MEDIUM
#             - LARGE
#             - MAXIMUM
#
# 'W' wall and floor flags, are set as a multi part section one
# per line, normally very few of these are set since it is used
# to make specific levels full or having large amounts of a specific
# terrain type or to make certain that specific wall sections show up.
# Wall and floor flags use a multi flag setting the first is type, the
# second is percent chance, and the third is placement method. The types
# are listed below as Wall Flags, and Floor Flags.  The chance is one
# of two methods.  If the place method is random than any of that type
# Wall or Floor, has chance% of becoming that type of terrain.  If the
# place method is anything else it is a % chance per tile (using the
# 'L'ook command) that that type of pattern will show up, and patterns can
# merge or overlay others.
#
# (Currently Just Using F_INFO.TXT)
#
# Wall Flags  - PERMA
#             - GRANITE
#             - VEIN (Normal Random)
#             - TVEIN (Treasure Vein Random)
#             - MAGMA_VEIN
#             - QUARTZ_VEIN
#             - TMAGMA_VEIN
#             - TQUARTZ_VEIN
#             - KTMAGMA_VEIN
#             - KTQUARTZ_VEIN
#             - WRUBBLE (Wall section has turned to rubble)
#             - WOPEN (Wall section is now open)
#
# (More floor types can be added as other terrain is created)
# Floor Flags - OPEN
#             - WET_MUD
#             - DRY_MUD
#             - TILED_FLOOR
#             - WOODEN_FLOOR
#             - PEBBLES
#             - SOLIDIFIED_LAVA
#             - RUBBLE
#             - DEEP_WATER
#             - SHALLOW_WATER
#             - DEEP_LAVA
#             - SHALLOW_LAVA
#             - GRASS
#             - VERY_DEEP_WATER
#             - SHALLOW_ACID
#             - SUBMERGED_TREE
#             - TREE
#             - ROCK_FACE
#             - BOULDER
#             - PINE_TREE
#             - OBELISK
#             - PILLAR
#             - STONE_FENCE
#             - WELL
#             - FOUNTAIN
#             - JUNGLE
#             - BUSH
#             - DEAD_BUSH
#             - LONG_GRASS
#             - ROCK
#             - DEAD_TREE
#             - SNOW
#             - THICK_SWAMP
#             - SWAMP
#             - TRAP
#
# Placement Methods
# (Probably will be added too later)
#
# Place Method - RANDOM
#              - SMALL_STREAMER
#              - NORMAL_STREAMER
#              - LONG_STREAMER
#              - SMALL_CIRCLE
#              - MEDIUM_CIRCLE
#              - LARGE_CIRCLE
#              - SMALL_SQUARE
#              - MEDIUM_SQUARE
#              - LARGE_SQUARE
#
# 'M' Allocates specific monsters or specific types of monsters to the
# level.
# Monster Number - 0 or the r_idx number of the specific type of monster
#                  that you want to appear on the level.  0 means that
#                  there is not a specific monster numebr being used, and
#                  use monster type instead.
#
# Monster Type - NONE (Use if Monster Number <> 0)
# (Rest Are Taken From the RF Defs Define.h)
#              - CHAR_CLEAR
#              - CHAR_MULTI
#              - ATTR_CLEAR
#              - ATTR_MULTI
#              - FRIEND
#              - FRIENDS
#              - ESCORT
#              - ESCORTS
#              - NEVER_MOVE
#              - STUPID
#              - SMART
#              - INVISIBLE
#              - COLD_BLOOD
#              - EMPTY_MIND
#              - WEIRD_MIND
#              - MULTIPLY
#              - REGENERATE
#              - POWERFUL
#              - AURA_FIRE
#              - AURA_ELEC
#              - PASS_WALL
#              - KILL_WALL
#              - TAKE_ITEM
#              - KILL_ITEM
#              - ORC
#              - TROLL
#              - GIANT
#              - DRAGON
#              - DEMON
#              - UNDEAD
#              - EVIL
#              - ANIMAL
#              - AMBERITE
#              - GOOD
#              - AURA_COLD
#              - NONLIVING
#              - AQUATIC
#              - CAN_SWIM
#              - CAN_FLY
#              - SILLY
#
# Min, Max and Chance, are for placing # of that type(s) of monster on the
# level.  If Min and Max are set then Chance should be ingnored.
#
# Min - Minimum Number
# Max - Maximum Number
# Generate Min + ( randint ( Max - Min ))
#
# If Chance is used and no Min and Max Values are set (set to 0) then
# Each open tile (floor) will have a %Chance of being that type of monster.
#
# Finally OOD Mod.  This is the out of depth modifier for creating Monster
# Type monsters, it will have no effect on r_idx set monsters since they
# are statically set.  Typed monsters such as ORC can easily be made to
# OOD types.
#
# 'I' is for any specific items found on the level.
# Item Number - 0 or the i_idx number of the type of item you wish to
#               place on the level.  If the number is 0 then Item Type
#               is checked.
#
# Item Type - RANDOM (Any random object - Check OOD Mod for max depth)
#           - RANDOM_WEAPON
#           - COINS (Random Gold)
#           - GEMS (Random Gems/High Gold?)
#           - RANDOM_AMMO
#           - RANDOM_ARMOR
#           - RANDOM_JEWELRY (Ring or Amulet)
#           - RANDOM_SPELLBOOK
#           - RANDOM_CASTER (Wand, Staff, or Rod)
#           - SWORD
#           - POLEARM
#           - HAFTED_WEAPON
#           - BOW
#           - ARROWS
#           - BOLTS
#           - SHOTS
#           - SHIELD
#           - CROWN
#           - HELM
#           - GLOVES
#           - BOOTS
#           - CLOAK
#           - DRAGON_SCALE_MAIL
#           - HARD_ARMOR
#           - SOFT_ARMOR
#           - RING
#           - AMULET
#           - LITE
#           - POTION
#           - SCROLL
#           - WAND
#           - STAFF
#           - ROD
#           - LIFE_SPELLBOOK
#           - SORCERY_SPELLBOOK
#           - NATURE_SPELLBOOK
#           - CHAOS_SPELLBOOK
#           - DEATH_SPELLBOOK
#           - TRUMP_SPELLBOOK
#           - ARCANE_SPELLBOOK
#           - SPIKES
#           - DIGGER
#           - CHEST
#           - MAGICAL_FIGURINE
#           - STATUE
#           - CORPSE
#           - FOOD
#           - FLASK
#           - JUNK
#           - SKELETON
#
# Min, Max and Chance, are for placing # of that type(s) of item on the
# level.  If Min and Max are set then Chance should be ingnored.
#
# Min - Minimum Number
# Max - Maximum Number
# Generate Min + ( randint ( Max - Min ))
#
# If Chance is used and no Min and Max Values are set (set to 0) then
# Each open tile (floor) will have a %Chance of being that type of item.
#
# Finally OOD Mod.  This is the out of depth modifier for creating item
# type and quality, it will have an effect on i_idx set items since they
# can have the bonuses or penalties easily modified.
#

# Some Sample Levels To Start With

N:1:Dragons Lair
D:Dragon's dung up to the knees. This can't be good!
R:OPEN:MAXIMUM
W:TVEIN:10:RANDOM
W:TRAP:3:RANDOM
M:50:200:0:5:0:DRAGON
I:0:0:5:1:0:COINS
I:25:100:0:2:0:GEMS
I:0:0:1:3:0:RANDOM


