/* * CrossFire, A Multiplayer game for X-windows * * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team * Copyright (C) 2002 Mark Wedel & Crossfire Development Team * Copyright (C) 1992 Frank Tore Johansen * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * 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@schmorp.de */ /* * defines and variables used by the artifact generation routines */ #ifndef TREASURE_H #define TREASURE_H #define MAGIC_VALUE 10000 /* Might need to increase later */ #define CHANCE_FOR_ARTIFACT 20 #define STARTMAL 100 #define STEPMAL 10 /* List, What type to clone_arch(), max magic, how many */ #define MAXMAGIC 4 #define DIFFLEVELS 31 /* * Flags to generate_treasures(): */ enum { GT_ENVIRONMENT = 0x0001, GT_INVISIBLE = 0x0002, GT_STARTEQUIP = 0x0004, GT_APPLY = 0x0008, GT_ONLY_GOOD = 0x0010, GT_UPDATE_INV = 0x0020, 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. * Because the real arch list is a at runtime not changed, we can grap for example * here a clone of the arch, store it in the treasure list and then run the original * arch parser over this clone, using the treasure list as script until an END comes. * This will allow ANY changes which is possible and we use ony one parser. */ 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 * to get generated standard treasure when an archetype of that type * is generated (from a generator) */ 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 */ uint16 nrof; /* random 1 to nrof items are generated */ }; 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. */ treasurelist *next; /* Next treasure-item in linked list */ treasure *items; /* Items in this list, linked */ }; #endif