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/cvs/deliantra/server/include/treasure.h
Revision: 1.6
Committed: Sat Sep 16 22:06:17 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.5: +4 -10 lines
Log Message:
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File Contents

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