123 lines
5.1 KiB
C
123 lines
5.1 KiB
C
/*
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* static char *rcsid_treasure_h =
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* "$Id: treasure.h 11578 2009-02-23 22:02:27Z lalo $";
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*/
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/*
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CrossFire, A Multiplayer game for X-windows
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Copyright (C) 2002 Mark Wedel & Crossfire Development Team
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Copyright (C) 1992 Frank Tore Johansen
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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The authors can be reached via e-mail at crossfire-devel@real-time.com
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*/
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/**
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* @file
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* Defines and variables used by the artifact generation routines.
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*/
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#ifndef TREASURE_H
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#define TREASURE_H
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/** Chance an item becomes an artifact if not magic is 1 in this value. */
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#define CHANCE_FOR_ARTIFACT 15
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/** Maximum magic for difficulty/magic mapping. */
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#define MAXMAGIC 4
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/** Maximum difficulty for difficulty/magic mapping. */
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#define DIFFLEVELS 201
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/** Highest level of rods/staves/scrolls to generate. */
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#define MAX_SPELLITEM_LEVEL 110
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/**
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* Flags to generate_treasures():
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*
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* @todo
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* document some flags.
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*
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* @anchor GT_xxx
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*/
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enum {
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GT_ENVIRONMENT = 0x0001, /**< ? */
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GT_INVISIBLE = 0x0002, /**< Unused? */
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GT_STARTEQUIP = 0x0004, /**< Generated items have the ::FLAG_STARTEQUIP. */
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GT_APPLY = 0x0008, /**< Monsters should apply generated item. */
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GT_ONLY_GOOD = 0x0010, /**< Don't generate bad/cursed items. Used for new player's equipment. */
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GT_UPDATE_INV = 0x0020, /**< When object has been generated, send its information to player. */
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GT_MINIMAL = 0x0040 /**< Do minimal adjustments, don't make artifacts, and so on. */
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};
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/**
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* when a treasure got cloned from archlist, we want perhaps change some default
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* values. All values in this structure will override the default arch.
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* TODO: It is a bad way to implement this with a special structure.
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* Because the real arch list is a at runtime not changed, we can grap for example
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* here a clone of the arch, store it in the treasure list and then run the original
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* arch parser over this clone, using the treasure list as script until an END comes.
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* This will allow ANY changes which is possible and we use ony one parser.
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*
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* @todo
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* is this still used somewhere in the maps/code??
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*/
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typedef struct _change_arch {
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const char *name; /**< is != NULL, copy this over the original arch name */
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const char *title; /**< is != NULL, copy this over the original arch name */
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const char *slaying; /**< is != NULL, copy this over the original arch name */
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} _change_arch;
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/**
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* treasure is one element in a linked list, which together consist of a
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* complete treasure-list. Any arch can point to a treasure-list
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* to get generated standard treasure when an archetype of that type
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* is generated (from a generator)
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*/
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typedef struct treasurestruct {
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struct archt *item; /**< Which item this link can be */
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const char *name; /**< If non null, name of list to use instead */
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struct treasurestruct *next; /**< Next treasure-item in a linked list */
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struct treasurestruct *next_yes; /**< If this item was generated, use this link instead of ->next */
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struct treasurestruct *next_no; /**< If this item was not generated, then continue here */
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struct _change_arch change_arch; /**< Override default arch values if set in treasure list */
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uint8 chance; /**< Percent chance for this item */
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uint8 magic; /**< Max magic bonus to item
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* If the entry is a list transition,
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* 'magic' contains the difficulty
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* required to go to the new list
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*/
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uint16 nrof; /**< random 1 to nrof items are generated */
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} treasure;
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/**
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* treasureliststruct represents one logical group of items to be generated together.
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*/
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typedef struct treasureliststruct {
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const char *name; /**< Usually monster-name/combination */
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sint16 total_chance; /**< If non-zero, only 1 item on this
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* list should be generated. The
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* total_chance contains the sum of
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* the chance for this list.
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*/
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struct treasureliststruct *next; /**< Next treasure-item in linked list */
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struct treasurestruct *items; /**< Items in this list, linked */
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} treasurelist;
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#endif /* TREASURE_H */
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