--- deliantra/server/include/treasure.h 2006/08/31 17:54:14 1.3 +++ deliantra/server/include/treasure.h 2006/09/16 22:06:17 1.6 @@ -1,9 +1,4 @@ /* - * static char *rcsid_treasure_h = - * "$Id$"; - */ - -/* CrossFire, A Multiplayer game for X-windows Copyright (C) 2002 Mark Wedel & Crossfire Development Team @@ -45,12 +40,12 @@ #define DIFFLEVELS 31 - /* * Flags to generate_treasures(): */ -enum { +enum +{ GT_ENVIRONMENT = 0x0001, GT_INVISIBLE = 0x0002, GT_STARTEQUIP = 0x0004, @@ -60,7 +55,6 @@ GT_MINIMAL = 0x0040 /* Do minimal adjustments */ }; - /* when a treasure got cloned from archlist, we want perhaps change some default * values. All values in this structure will override the default arch. * TODO: It is a bad way to implement this with a special structure. @@ -70,13 +64,13 @@ * This will allow ANY changes which is possible and we use ony one parser. */ -typedef struct _change_arch { +typedef struct _change_arch +{ shstr name; /* is != NULL, copy this over the original arch name */ shstr title; /* is != NULL, copy this over the original arch name */ shstr slaying; /* is != NULL, copy this over the original arch name */ } _change_arch; - /* * treasure is one element in a linked list, which together consist of a * complete treasure-list. Any arch can point to a treasure-list @@ -84,8 +78,9 @@ * is generated (from a generator) */ -typedef struct treasurestruct { - struct archt *item; /* Which item this link can be */ +typedef struct treasurestruct : zero_initialised +{ + struct archetype *item; /* Which item this link can be */ shstr name; /* If non null, name of list to use instead */ struct treasurestruct *next; /* Next treasure-item in a linked list */ @@ -104,7 +99,8 @@ } treasure; -typedef struct treasureliststruct { +typedef struct treasureliststruct : zero_initialised +{ shstr name; /* Usually monster-name/combination */ sint16 total_chance; /* If non-zero, only 1 item on this * list should be generated. The