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/cvs/deliantra/server/include/treasure.h
Revision: 1.12
Committed: Fri Jan 19 17:50:11 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_0
Changes since 1.11: +1 -0 lines
Log Message:
- rename Animations => animation
- rename New_Face => facetile
- add but do not implement some generic loader framework classes

File Contents

# Content
1 /*
2 * CrossFire, A Multiplayer game for X-windows
3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail at crossfire@schmorp.de
23 */
24
25 /*
26 * defines and variables used by the artifact generation routines
27 */
28
29 #ifndef TREASURE_H
30 #define TREASURE_H
31
32 #define MAGIC_VALUE 10000 /* Might need to increase later */
33 #define CHANCE_FOR_ARTIFACT 20
34
35 #define STARTMAL 100
36 #define STEPMAL 10
37
38 /* List, What type to clone_arch(), max magic, how many */
39
40 #define MAXMAGIC 4
41
42 #define DIFFLEVELS 31
43
44 /*
45 * Flags to generate_treasures():
46 */
47
48 enum
49 {
50 GT_ENVIRONMENT = 0x0001,
51 GT_INVISIBLE = 0x0002,
52 GT_STARTEQUIP = 0x0004,
53 GT_APPLY = 0x0008,
54 GT_ONLY_GOOD = 0x0010,
55 GT_UPDATE_INV = 0x0020,
56 GT_MINIMAL = 0x0040 /* Do minimal adjustments */
57 };
58
59 /* when a treasure got cloned from archlist, we want perhaps change some default
60 * values. All values in this structure will override the default arch.
61 * TODO: It is a bad way to implement this with a special structure.
62 * Because the real arch list is a at runtime not changed, we can grap for example
63 * here a clone of the arch, store it in the treasure list and then run the original
64 * arch parser over this clone, using the treasure list as script until an END comes.
65 * This will allow ANY changes which is possible and we use ony one parser.
66 */
67
68 typedef struct _change_arch
69 {
70 shstr name; /* is != NULL, copy this over the original arch name */
71 shstr title; /* is != NULL, copy this over the original arch name */
72 shstr slaying; /* is != NULL, copy this over the original arch name */
73 } _change_arch;
74
75 /*
76 * treasure is one element in a linked list, which together consist of a
77 * complete treasure-list. Any arch can point to a treasure-list
78 * to get generated standard treasure when an archetype of that type
79 * is generated (from a generator)
80 */
81
82 struct treasure : zero_initialised
83 {
84 struct archetype *item; /* Which item this link can be */
85 shstr name; /* If non null, name of list to use
86 instead */
87 treasure *next; /* Next treasure-item in a linked list */
88 treasure *next_yes; /* If this item was generated, use */
89 /* this link instead of ->next */
90 treasure *next_no; /* If this item was not generated, */
91 /* then continue here */
92 struct _change_arch change_arch; /* override default arch values if set in treasure list */
93 uint8 chance; /* Percent chance for this item */
94 uint8 magic; /* Max magic bonus to item */
95 /* If the entry is a list transition,
96 * 'magic' contains the difficulty
97 * required to go to the new list
98 */
99 uint16 nrof; /* random 1 to nrof items are generated */
100 };
101
102 struct treasurelist : zero_initialised
103 {
104 shstr name; /* Usually monster-name/combination */
105 sint16 total_chance; /* If non-zero, only 1 item on this
106 * list should be generated. The
107 * total_chance contains the sum of
108 * the chance for this list.
109 */
110 treasurelist *next; /* Next treasure-item in linked list */
111 treasure *items; /* Items in this list, linked */
112 };
113
114 #endif
115