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/cvs/deliantra/server/include/treasure.h
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Comparing deliantra/server/include/treasure.h (file contents):
Revision 1.5 by root, Fri Sep 8 16:53:57 2006 UTC vs.
Revision 1.7 by root, Sat Sep 16 22:24:12 2006 UTC

1/*
2 * static char *rcsid_treasure_h =
3 * "$Id: treasure.h,v 1.5 2006/09/08 16:53:57 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
43 38
44#define MAXMAGIC 4 39#define MAXMAGIC 4
45 40
46#define DIFFLEVELS 31 41#define DIFFLEVELS 31
47 42
48
49/* 43/*
50 * Flags to generate_treasures(): 44 * Flags to generate_treasures():
51 */ 45 */
52 46
53enum { 47enum
48{
54 GT_ENVIRONMENT = 0x0001, 49 GT_ENVIRONMENT = 0x0001,
55 GT_INVISIBLE = 0x0002, 50 GT_INVISIBLE = 0x0002,
56 GT_STARTEQUIP = 0x0004, 51 GT_STARTEQUIP = 0x0004,
57 GT_APPLY = 0x0008, 52 GT_APPLY = 0x0008,
58 GT_ONLY_GOOD = 0x0010, 53 GT_ONLY_GOOD = 0x0010,
59 GT_UPDATE_INV = 0x0020, 54 GT_UPDATE_INV = 0x0020,
60 GT_MINIMAL = 0x0040 /* Do minimal adjustments */ 55 GT_MINIMAL = 0x0040 /* Do minimal adjustments */
61}; 56};
62
63 57
64/* when a treasure got cloned from archlist, we want perhaps change some default 58/* 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. 59 * 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. 60 * 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 61 * 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 62 * 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. 63 * 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. 64 * This will allow ANY changes which is possible and we use ony one parser.
71 */ 65 */
72 66
73typedef struct _change_arch { 67typedef struct _change_arch
68{
74 shstr name; /* is != NULL, copy this over the original arch name */ 69 shstr name; /* is != NULL, copy this over the original arch name */
75 shstr title; /* is != NULL, copy this over the original arch name */ 70 shstr title; /* is != NULL, copy this over the original arch name */
76 shstr slaying; /* is != NULL, copy this over the original arch name */ 71 shstr slaying; /* is != NULL, copy this over the original arch name */
77} _change_arch; 72} _change_arch;
78
79 73
80/* 74/*
81 * treasure is one element in a linked list, which together consist of a 75 * 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 76 * complete treasure-list. Any arch can point to a treasure-list
83 * to get generated standard treasure when an archetype of that type 77 * to get generated standard treasure when an archetype of that type
84 * is generated (from a generator) 78 * is generated (from a generator)
85*/ 79*/
86 80
87typedef struct treasurestruct : zero_initialised 81struct treasure : zero_initialised
88{ 82{
89 struct archetype *item; /* Which item this link can be */ 83 struct archetype *item; /* Which item this link can be */
90 shstr name; /* If non null, name of list to use 84 shstr name; /* If non null, name of list to use
91 instead */ 85 instead */
92 struct treasurestruct *next; /* Next treasure-item in a linked list */ 86 treasure *next; /* Next treasure-item in a linked list */
93 struct treasurestruct *next_yes; /* If this item was generated, use */ 87 treasure *next_yes; /* If this item was generated, use */
94 /* this link instead of ->next */ 88 /* this link instead of ->next */
95 struct treasurestruct *next_no; /* If this item was not generated, */ 89 treasure *next_no; /* If this item was not generated, */
96 /* then continue here */ 90 /* then continue here */
97 struct _change_arch change_arch; /* override default arch values if set in treasure list */ 91 struct _change_arch change_arch; /* override default arch values if set in treasure list */
98 uint8 chance; /* Percent chance for this item */ 92 uint8 chance; /* Percent chance for this item */
99 uint8 magic; /* Max magic bonus to item */ 93 uint8 magic; /* Max magic bonus to item */
100 /* If the entry is a list transition, 94 /* If the entry is a list transition,
101 * 'magic' contains the difficulty 95 * 'magic' contains the difficulty
102 * required to go to the new list 96 * required to go to the new list
103 */ 97 */
104 uint16 nrof; /* random 1 to nrof items are generated */ 98 uint16 nrof; /* random 1 to nrof items are generated */
105} treasure; 99};
106 100
107
108typedef struct treasureliststruct : zero_initialised 101struct treasurelist : zero_initialised
109{ 102{
110 shstr name; /* Usually monster-name/combination */ 103 shstr name; /* Usually monster-name/combination */
111 sint16 total_chance; /* If non-zero, only 1 item on this 104 sint16 total_chance; /* If non-zero, only 1 item on this
112 * list should be generated. The 105 * list should be generated. The
113 * total_chance contains the sum of 106 * total_chance contains the sum of
114 * the chance for this list. 107 * the chance for this list.
115 */ 108 */
116 struct treasureliststruct *next; /* Next treasure-item in linked list */ 109 treasurelist *next; /* Next treasure-item in linked list */
117 struct treasurestruct *items; /* Items in this list, linked */ 110 treasure *items; /* Items in this list, linked */
118} treasurelist; 111};
119 112
120#endif 113#endif

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