--- deliantra/server/include/treasure.h 2006/02/03 07:12:51 1.1.1.1 +++ deliantra/server/include/treasure.h 2006/12/15 20:07:02 1.8 @@ -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 @@ -23,7 +18,7 @@ along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - The authors can be reached via e-mail at crossfire-devel@real-time.com + The authors can be reached via e-mail at crossfire.de */ /* @@ -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 { - const char *name; /* is != NULL, copy this over the original arch name */ - const char *title; /* is != NULL, copy this over the original arch name */ - const char *slaying; /* is != NULL, copy this over the original arch name */ +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 @@ -84,37 +78,36 @@ * is generated (from a generator) */ -typedef struct treasurestruct { - struct archt *item; /* Which item this link can be */ - const char *name; /* If non null, name of list to use - instead */ - struct treasurestruct *next; /* Next treasure-item in a linked list */ - struct treasurestruct *next_yes; /* If this item was generated, use */ - /* this link instead of ->next */ - struct treasurestruct *next_no; /* If this item was not generated, */ - /* then continue here */ +struct treasure : zero_initialised +{ + struct archetype *item; /* Which item this link can be */ + shstr name; /* If non null, name of list to use + instead */ + treasure *next; /* Next treasure-item in a linked list */ + treasure *next_yes; /* If this item was generated, use */ + /* this link instead of ->next */ + treasure *next_no; /* If this item was not generated, */ + /* then continue here */ struct _change_arch change_arch; /* override default arch values if set in treasure list */ uint8 chance; /* Percent chance for this item */ uint8 magic; /* Max magic bonus to item */ - /* If the entry is a list transition, - * 'magic' contains the difficulty - * required to go to the new list + /* If the entry is a list transition, + * 'magic' contains the difficulty + * required to go to the new list */ uint16 nrof; /* random 1 to nrof items are generated */ -} treasure; - +}; -typedef struct treasureliststruct { - const char *name; /* Usually monster-name/combination */ +struct treasurelist : zero_initialised +{ + shstr name; /* Usually monster-name/combination */ sint16 total_chance; /* If non-zero, only 1 item on this - * list should be generated. The - * total_chance contains the sum of - * the chance for this list. - */ - struct treasureliststruct *next; /* Next treasure-item in linked list */ - struct treasurestruct *items; /* Items in this list, linked */ -} treasurelist; - - + * list should be generated. The + * total_chance contains the sum of + * the chance for this list. + */ + treasurelist *next; /* Next treasure-item in linked list */ + treasure *items; /* Items in this list, linked */ +}; #endif