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/* |
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* static char *rcsid_treasure_h = |
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* "$Id: treasure.h,v 1.9 2005/08/12 13:46:34 ryo_saeba Exp $"; |
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*/ |
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|
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/* |
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CrossFire, A Multiplayer game for X-windows |
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|
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Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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Copyright (C) 1992 Frank Tore Johansen |
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|
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
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|
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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|
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You should have received a copy of the GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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|
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The authors can be reached via e-mail at crossfire-devel@real-time.com |
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*/ |
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|
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/* |
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* defines and variables used by the artifact generation routines |
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*/ |
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|
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#ifndef TREASURE_H |
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#define TREASURE_H |
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|
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#define MAGIC_VALUE 10000 /* Might need to increase later */ |
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#define CHANCE_FOR_ARTIFACT 20 |
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|
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#define STARTMAL 100 |
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#define STEPMAL 10 |
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|
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/* List, What type to clone_arch(), max magic, how many */ |
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|
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#define MAXMAGIC 4 |
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|
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#define DIFFLEVELS 31 |
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|
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|
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/* |
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* Flags to generate_treasures(): |
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*/ |
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|
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enum { |
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GT_ENVIRONMENT = 0x0001, |
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GT_INVISIBLE = 0x0002, |
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GT_STARTEQUIP = 0x0004, |
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GT_APPLY = 0x0008, |
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GT_ONLY_GOOD = 0x0010, |
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GT_UPDATE_INV = 0x0020, |
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GT_MINIMAL = 0x0040 /* Do minimal adjustments */ |
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}; |
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|
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|
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/* when a treasure got cloned from archlist, we want perhaps change some default |
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* values. All values in this structure will override the default arch. |
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* TODO: It is a bad way to implement this with a special structure. |
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* Because the real arch list is a at runtime not changed, we can grap for example |
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* here a clone of the arch, store it in the treasure list and then run the original |
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* arch parser over this clone, using the treasure list as script until an END comes. |
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* This will allow ANY changes which is possible and we use ony one parser. |
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*/ |
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|
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typedef struct _change_arch { |
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const char *name; /* is != NULL, copy this over the original arch name */ |
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const char *title; /* is != NULL, copy this over the original arch name */ |
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const char *slaying; /* is != NULL, copy this over the original arch name */ |
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} _change_arch; |
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|
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|
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/* |
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* treasure is one element in a linked list, which together consist of a |
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* complete treasure-list. Any arch can point to a treasure-list |
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* to get generated standard treasure when an archetype of that type |
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* is generated (from a generator) |
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*/ |
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|
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typedef struct treasurestruct { |
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struct archt *item; /* Which item this link can be */ |
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const char *name; /* If non null, name of list to use |
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instead */ |
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struct treasurestruct *next; /* Next treasure-item in a linked list */ |
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struct treasurestruct *next_yes; /* If this item was generated, use */ |
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/* this link instead of ->next */ |
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struct treasurestruct *next_no; /* If this item was not generated, */ |
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/* then continue here */ |
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struct _change_arch change_arch; /* override default arch values if set in treasure list */ |
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uint8 chance; /* Percent chance for this item */ |
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uint8 magic; /* Max magic bonus to item */ |
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/* If the entry is a list transition, |
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* 'magic' contains the difficulty |
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* required to go to the new list |
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*/ |
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uint16 nrof; /* random 1 to nrof items are generated */ |
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} treasure; |
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|
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|
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typedef struct treasureliststruct { |
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const char *name; /* Usually monster-name/combination */ |
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sint16 total_chance; /* If non-zero, only 1 item on this |
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* list should be generated. The |
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* total_chance contains the sum of |
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* the chance for this list. |
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*/ |
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struct treasureliststruct *next; /* Next treasure-item in linked list */ |
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struct treasurestruct *items; /* Items in this list, linked */ |
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} treasurelist; |
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|
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|
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|
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#endif |