/* * static char *rcsid_treasure_h = * "$Id: treasure.h 11578 2009-02-23 22:02:27Z lalo $"; */ /* 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 */ /** * @file * Defines and variables used by the artifact generation routines. */ #ifndef TREASURE_H #define TREASURE_H /** Chance an item becomes an artifact if not magic is 1 in this value. */ #define CHANCE_FOR_ARTIFACT 15 /** Maximum magic for difficulty/magic mapping. */ #define MAXMAGIC 4 /** Maximum difficulty for difficulty/magic mapping. */ #define DIFFLEVELS 201 /** Highest level of rods/staves/scrolls to generate. */ #define MAX_SPELLITEM_LEVEL 110 /** * Flags to generate_treasures(): * * @todo * document some flags. * * @anchor GT_xxx */ enum { GT_ENVIRONMENT = 0x0001, /**< ? */ GT_INVISIBLE = 0x0002, /**< Unused? */ GT_STARTEQUIP = 0x0004, /**< Generated items have the ::FLAG_STARTEQUIP. */ GT_APPLY = 0x0008, /**< Monsters should apply generated item. */ GT_ONLY_GOOD = 0x0010, /**< Don't generate bad/cursed items. Used for new player's equipment. */ GT_UPDATE_INV = 0x0020, /**< When object has been generated, send its information to player. */ GT_MINIMAL = 0x0040 /**< Do minimal adjustments, don't make artifacts, and so on. */ }; /** * 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. * * @todo * is this still used somewhere in the maps/code?? */ 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; /** * treasureliststruct represents one logical group of items to be generated together. */ 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 */