server-1.12/include/treasure.h

123 lines
5.1 KiB
C

/*
* 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 */