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/*
* static char *rcsid_treasure_h =
* "$Id: treasure.h 5117 2006-11-15 02:29:53Z qal21 $";
*/
/*
CrossFire, A Multiplayer game for X-windows
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-devel@real-time.com
*/
/*
* 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
/* Highest level of rods/staves/scrolls to generate. */
#define MAX_SPELLITEM_LEVEL 110
/*
* 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 {
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 */
} _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)
*/
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 _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 */
} treasure;
typedef struct treasureliststruct {
const char *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;
#endif /* TREASURE_H */
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