CDungeon::maze_table_t CDungeon::MazeTable[DUNGEON_MAX+1] =
{
{ NO_EXITS, // This entry should always be first.
"##########"
"##########"
"##########"
"##########"
"##########"
},
{ NORTH_SMALL | SOUTH_SMALL | EAST_SMALL | WEST_SMALL | SMALL_CHAMBER,
"####..####"
"##……##"
"…._-…."
"##……##"
"####..####"
},
…
{ NORTH_LARGE | SOUTH_LARGE | EAST_SMALL | LARGE_CHAMBER,
"##……##"
"##……##"
"##…….."
"##……##"
"##……##"
},
…
{ EAST_SMALL | SOUTH_SMALL,
"##########"
"##########"
"####……"
"####..####"
"####..####"
},
{ NORTH_DOUBLE | SOUTH_DOUBLE | EAST_DOUBLE | WEST_DOUBLE,
"##..##..##"
"….##…."
"##########"
"….##…."
"##..##..##"
},
{ NORTH_DOUBLE | SOUTH_DOUBLE | EAST_SMALL | WEST_SMALL,
"##..##..##"
"##..##..##"
"….##…."
"##..##..##"
"##..##..##"
},
{ NORTH_DOUBLE | SOUTH_SMALL,
"##..##..##"
"##..##..##"
"##……##"
"####..####"
"####..####"
},
Here are the last 3 map dumps.