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/cvs/deliantra/server/include/treasure.h
Revision: 1.12
Committed: Fri Jan 19 17:50:11 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_0
Changes since 1.11: +1 -0 lines
Log Message:
- rename Animations => animation
- rename New_Face => facetile
- add but do not implement some generic loader framework classes

File Contents

# User Rev Content
1 root 1.1 /*
2 pippijn 1.11 * CrossFire, A Multiplayer game for X-windows
3     *
4     * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5     * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6     * Copyright (C) 1992 Frank Tore Johansen
7     *
8     * This program is free software; you can redistribute it and/or modify
9     * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation; either version 2 of the License, or
11     * (at your option) any later version.
12     *
13     * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17     *
18     * You should have received a copy of the GNU General Public License
19     * along with this program; if not, write to the Free Software
20     * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21     *
22     * The authors can be reached via e-mail at crossfire@schmorp.de
23     */
24 root 1.1
25     /*
26     * defines and variables used by the artifact generation routines
27     */
28    
29     #ifndef TREASURE_H
30     #define TREASURE_H
31    
32     #define MAGIC_VALUE 10000 /* Might need to increase later */
33     #define CHANCE_FOR_ARTIFACT 20
34    
35     #define STARTMAL 100
36     #define STEPMAL 10
37    
38     /* List, What type to clone_arch(), max magic, how many */
39    
40     #define MAXMAGIC 4
41    
42     #define DIFFLEVELS 31
43    
44     /*
45     * Flags to generate_treasures():
46     */
47    
48 root 1.6 enum
49     {
50 root 1.1 GT_ENVIRONMENT = 0x0001,
51     GT_INVISIBLE = 0x0002,
52     GT_STARTEQUIP = 0x0004,
53     GT_APPLY = 0x0008,
54     GT_ONLY_GOOD = 0x0010,
55     GT_UPDATE_INV = 0x0020,
56     GT_MINIMAL = 0x0040 /* Do minimal adjustments */
57     };
58    
59     /* when a treasure got cloned from archlist, we want perhaps change some default
60     * values. All values in this structure will override the default arch.
61     * TODO: It is a bad way to implement this with a special structure.
62     * Because the real arch list is a at runtime not changed, we can grap for example
63     * here a clone of the arch, store it in the treasure list and then run the original
64     * arch parser over this clone, using the treasure list as script until an END comes.
65     * This will allow ANY changes which is possible and we use ony one parser.
66     */
67    
68 root 1.6 typedef struct _change_arch
69     {
70 root 1.3 shstr name; /* is != NULL, copy this over the original arch name */
71     shstr title; /* is != NULL, copy this over the original arch name */
72     shstr slaying; /* is != NULL, copy this over the original arch name */
73 root 1.1 } _change_arch;
74    
75     /*
76     * treasure is one element in a linked list, which together consist of a
77     * complete treasure-list. Any arch can point to a treasure-list
78     * to get generated standard treasure when an archetype of that type
79     * is generated (from a generator)
80     */
81    
82 root 1.7 struct treasure : zero_initialised
83 root 1.4 {
84 root 1.5 struct archetype *item; /* Which item this link can be */
85 root 1.3 shstr name; /* If non null, name of list to use
86 root 1.2 instead */
87 root 1.7 treasure *next; /* Next treasure-item in a linked list */
88     treasure *next_yes; /* If this item was generated, use */
89 root 1.2 /* this link instead of ->next */
90 root 1.7 treasure *next_no; /* If this item was not generated, */
91 root 1.2 /* then continue here */
92 root 1.1 struct _change_arch change_arch; /* override default arch values if set in treasure list */
93     uint8 chance; /* Percent chance for this item */
94     uint8 magic; /* Max magic bonus to item */
95 root 1.2 /* If the entry is a list transition,
96     * 'magic' contains the difficulty
97     * required to go to the new list
98 root 1.1 */
99     uint16 nrof; /* random 1 to nrof items are generated */
100 root 1.7 };
101 root 1.1
102 root 1.7 struct treasurelist : zero_initialised
103 root 1.4 {
104 root 1.3 shstr name; /* Usually monster-name/combination */
105 root 1.1 sint16 total_chance; /* If non-zero, only 1 item on this
106 root 1.2 * list should be generated. The
107     * total_chance contains the sum of
108     * the chance for this list.
109     */
110 root 1.7 treasurelist *next; /* Next treasure-item in linked list */
111     treasure *items; /* Items in this list, linked */
112     };
113 root 1.1
114     #endif
115 root 1.12