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/cvs/deliantra/server/include/treasure.h
Revision: 1.3
Committed: Thu Aug 31 17:54:14 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.2: +5 -7 lines
Log Message:
rewrote object serialiser, parser is next

File Contents

# Content
1 /*
2 * static char *rcsid_treasure_h =
3 * "$Id$";
4 */
5
6 /*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27 */
28
29 /*
30 * defines and variables used by the artifact generation routines
31 */
32
33 #ifndef TREASURE_H
34 #define TREASURE_H
35
36 #define MAGIC_VALUE 10000 /* Might need to increase later */
37 #define CHANCE_FOR_ARTIFACT 20
38
39 #define STARTMAL 100
40 #define STEPMAL 10
41
42 /* List, What type to clone_arch(), max magic, how many */
43
44 #define MAXMAGIC 4
45
46 #define DIFFLEVELS 31
47
48
49 /*
50 * Flags to generate_treasures():
51 */
52
53 enum {
54 GT_ENVIRONMENT = 0x0001,
55 GT_INVISIBLE = 0x0002,
56 GT_STARTEQUIP = 0x0004,
57 GT_APPLY = 0x0008,
58 GT_ONLY_GOOD = 0x0010,
59 GT_UPDATE_INV = 0x0020,
60 GT_MINIMAL = 0x0040 /* Do minimal adjustments */
61 };
62
63
64 /* 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.
66 * 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
68 * 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.
70 * This will allow ANY changes which is possible and we use ony one parser.
71 */
72
73 typedef struct _change_arch {
74 shstr name; /* is != NULL, copy this over the original arch name */
75 shstr title; /* is != NULL, copy this over the original arch name */
76 shstr slaying; /* is != NULL, copy this over the original arch name */
77 } _change_arch;
78
79
80 /*
81 * 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
83 * to get generated standard treasure when an archetype of that type
84 * is generated (from a generator)
85 */
86
87 typedef struct treasurestruct {
88 struct archt *item; /* Which item this link can be */
89 shstr name; /* If non null, name of list to use
90 instead */
91 struct treasurestruct *next; /* Next treasure-item in a linked list */
92 struct treasurestruct *next_yes; /* If this item was generated, use */
93 /* this link instead of ->next */
94 struct treasurestruct *next_no; /* If this item was not generated, */
95 /* then continue here */
96 struct _change_arch change_arch; /* override default arch values if set in treasure list */
97 uint8 chance; /* Percent chance for this item */
98 uint8 magic; /* Max magic bonus to item */
99 /* If the entry is a list transition,
100 * 'magic' contains the difficulty
101 * required to go to the new list
102 */
103 uint16 nrof; /* random 1 to nrof items are generated */
104 } treasure;
105
106
107 typedef struct treasureliststruct {
108 shstr name; /* Usually monster-name/combination */
109 sint16 total_chance; /* If non-zero, only 1 item on this
110 * list should be generated. The
111 * total_chance contains the sum of
112 * the chance for this list.
113 */
114 struct treasureliststruct *next; /* Next treasure-item in linked list */
115 struct treasurestruct *items; /* Items in this list, linked */
116 } treasurelist;
117
118 #endif