Crossfire Server, Branches 1.12
R18729
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Go to the source code of this file.
Data Structures | |
struct | _change_arch |
struct | treasureliststruct |
struct | treasurestruct |
Macros | |
#define | CHANCE_FOR_ARTIFACT 20 |
#define | DIFFLEVELS 201 |
#define | MAX_SPELLITEM_LEVEL 110 |
#define | MAXMAGIC 4 |
Typedefs | |
typedef struct _change_arch | _change_arch |
typedef struct treasurestruct | treasure |
typedef struct treasureliststruct | treasurelist |
Enumerations | |
enum | { GT_ENVIRONMENT = 0x0001, GT_INVISIBLE = 0x0002, GT_STARTEQUIP = 0x0004, GT_APPLY = 0x0008, GT_ONLY_GOOD = 0x0010, GT_UPDATE_INV = 0x0020, GT_MINIMAL = 0x0040 } |
Defines and variables used by the artifact generation routines.
Definition in file treasure.h.
#define CHANCE_FOR_ARTIFACT 20 |
Chance an item becomes an artifact if not magic is 1 in this value.
Definition at line 38 of file treasure.h.
Referenced by fix_generated_item().
#define DIFFLEVELS 201 |
Maximum difficulty for difficulty/magic mapping.
Definition at line 44 of file treasure.h.
Referenced by magic_from_difficulty().
#define MAX_SPELLITEM_LEVEL 110 |
Highest level of rods/staves/scrolls to generate.
Definition at line 47 of file treasure.h.
Referenced by level_for_item().
#define MAXMAGIC 4 |
Maximum magic for difficulty/magic mapping.
Definition at line 41 of file treasure.h.
Referenced by magic_from_difficulty().
typedef struct _change_arch _change_arch |
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 treasurestruct treasure |
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 treasureliststruct treasurelist |
treasureliststruct represents one logical group of items to be generated together.
anonymous enum |
Flags to generate_treasures():
Enumerator | |
---|---|
GT_ENVIRONMENT |
? |
GT_INVISIBLE |
Unused? |
GT_STARTEQUIP |
Generated items have the FLAG_STARTEQUIP. |
GT_APPLY |
Monsters should apply generated item. |
GT_ONLY_GOOD |
Don't generate bad/cursed items. Used for new player's equipment. |
GT_UPDATE_INV |
When object has been generated, send its information to player. |
GT_MINIMAL |
Do minimal adjustments, don't make artifacts, and so on. |
Definition at line 58 of file treasure.h.