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/cvs/deliantra/server/include/treasure.h
Revision: 1.1.1.1 (vendor branch)
Committed: Fri Feb 3 07:12:51 2006 UTC (18 years, 3 months ago) by root
Content type: text/plain
Branch: UPSTREAM
CVS Tags: LAST_C_VERSION, UPSTREAM_2006_03_15, UPSTREAM_2006_02_22, UPSTREAM_2006_02_03, difficulty_fix_merge_060810_2300
Branch point for: difficulty_fix
Changes since 1.1: +0 -0 lines
Log Message:
initial import

File Contents

# User Rev Content
1 root 1.1 /*
2     * static char *rcsid_treasure_h =
3     * "$Id: treasure.h,v 1.9 2005/08/12 13:46:34 ryo_saeba Exp $";
4     */
5    
6     /*
7     CrossFire, A Multiplayer game for X-windows
8    
9     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10     Copyright (C) 1992 Frank Tore Johansen
11    
12     This program is free software; you can redistribute it and/or modify
13     it under the terms of the GNU General Public License as published by
14     the Free Software Foundation; either version 2 of the License, or
15     (at your option) any later version.
16    
17     This program is distributed in the hope that it will be useful,
18     but WITHOUT ANY WARRANTY; without even the implied warranty of
19     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20     GNU General Public License for more details.
21    
22     You should have received a copy of the GNU General Public License
23     along with this program; if not, write to the Free Software
24     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25    
26     The authors can be reached via e-mail at crossfire-devel@real-time.com
27     */
28    
29     /*
30     * defines and variables used by the artifact generation routines
31     */
32    
33     #ifndef TREASURE_H
34     #define TREASURE_H
35    
36     #define MAGIC_VALUE 10000 /* Might need to increase later */
37     #define CHANCE_FOR_ARTIFACT 20
38    
39     #define STARTMAL 100
40     #define STEPMAL 10
41    
42     /* List, What type to clone_arch(), max magic, how many */
43    
44     #define MAXMAGIC 4
45    
46     #define DIFFLEVELS 31
47    
48    
49     /*
50     * Flags to generate_treasures():
51     */
52    
53     enum {
54     GT_ENVIRONMENT = 0x0001,
55     GT_INVISIBLE = 0x0002,
56     GT_STARTEQUIP = 0x0004,
57     GT_APPLY = 0x0008,
58     GT_ONLY_GOOD = 0x0010,
59     GT_UPDATE_INV = 0x0020,
60     GT_MINIMAL = 0x0040 /* Do minimal adjustments */
61     };
62    
63    
64     /* when a treasure got cloned from archlist, we want perhaps change some default
65     * values. All values in this structure will override the default arch.
66     * TODO: It is a bad way to implement this with a special structure.
67     * Because the real arch list is a at runtime not changed, we can grap for example
68     * here a clone of the arch, store it in the treasure list and then run the original
69     * arch parser over this clone, using the treasure list as script until an END comes.
70     * This will allow ANY changes which is possible and we use ony one parser.
71     */
72    
73     typedef struct _change_arch {
74     const char *name; /* is != NULL, copy this over the original arch name */
75     const char *title; /* is != NULL, copy this over the original arch name */
76     const char *slaying; /* is != NULL, copy this over the original arch name */
77     } _change_arch;
78    
79    
80     /*
81     * treasure is one element in a linked list, which together consist of a
82     * complete treasure-list. Any arch can point to a treasure-list
83     * to get generated standard treasure when an archetype of that type
84     * is generated (from a generator)
85     */
86    
87     typedef struct treasurestruct {
88     struct archt *item; /* Which item this link can be */
89     const char *name; /* If non null, name of list to use
90     instead */
91     struct treasurestruct *next; /* Next treasure-item in a linked list */
92     struct treasurestruct *next_yes; /* If this item was generated, use */
93     /* this link instead of ->next */
94     struct treasurestruct *next_no; /* If this item was not generated, */
95     /* then continue here */
96     struct _change_arch change_arch; /* override default arch values if set in treasure list */
97     uint8 chance; /* Percent chance for this item */
98     uint8 magic; /* Max magic bonus to item */
99     /* If the entry is a list transition,
100     * 'magic' contains the difficulty
101     * required to go to the new list
102     */
103     uint16 nrof; /* random 1 to nrof items are generated */
104     } treasure;
105    
106    
107     typedef struct treasureliststruct {
108     const char *name; /* Usually monster-name/combination */
109     sint16 total_chance; /* If non-zero, only 1 item on this
110     * list should be generated. The
111     * total_chance contains the sum of
112     * the chance for this list.
113     */
114     struct treasureliststruct *next; /* Next treasure-item in linked list */
115     struct treasurestruct *items; /* Items in this list, linked */
116     } treasurelist;
117    
118    
119    
120     #endif