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15 #include "../ResourcesManager.h"
55 if (tlw && tlw->totalChance() != 0) {
56 name = tr(
"%1 (%2%3%, %4 chances on %5)")
61 .arg(tlw->totalChance());
63 name = tr(
"%1 (%2%3%)")
187 for (
auto arch : archs) {
290 if (!art.isEmpty()) {
TreasureYesNo * myNextYes
#define FREE_AND_CLEAR_STR_IF(xyz)
ResourcesManager * myResources
virtual int childIndex(AssetWrapper *child) override
arch
DIALOGCHECK MINARGS 1 MAXARGS 1
virtual int childrenCount() const override
virtual bool canDrop(const QMimeData *data, int row) const override
void markModified(ChangeType change, int extra=0)
static event_registration c
static QIcon getTreasureIcon()
void setList(const treasurelist *list)
virtual int childrenCount() const override
void doAddChild(TreasureYesNo **my, treasure **ti, bool isYes, int index, treasurelist *tl, archetype *arch)
other than new code I created new archetypes
virtual void fillMenu(QMenu *menu) override
virtual void fillMenu(QMenu *menu) override
virtual void removeChild(AssetWrapper *)
static const char * TreasureList
AssetsManager * getManager()
void setListMagicValue(quint8 value)
treasure * wrappedItem() const
Plugin animator file specs[Config] name
virtual AssetWrapper * child(int child) override
virtual QIcon displayIcon() const override
void setNrof(uint16_t nrof)
ArchetypeWrapper * wrap(archetype *arch, AssetWrapper *parent)
sstring add_string(const char *str)
T * find(const Key &name)
TreasureYesNo(TreasureWrapper *parent, treasure *tr, ResourcesManager *resources, bool isYes)
qint8 listMagicAdjustment() const
void treasure_free(treasure *t)
void setMagic(uint8_t magic)
virtual ~TreasureWrapper()
void addChild(treasurelist *tl, archetype *arch)
virtual AssetWrapper * child(int child) override
virtual void removeChild(AssetWrapper *child) override
static QIcon getTreasureOneIcon()
void setSpecificItem(const object *item, bool notify)
void setListMagicAdjustment(qint8 value)
void setArtifact(const QString &art)
virtual PossibleUse uses(const AssetWrapper *asset, std::string &) const override
#define FREE_AND_CLEAR_STR(xyz)
AssetWrapper * displayParent() const
quint8 listMagicValue() const
void remove(treasure *tr)
treasure * get_empty_treasure(void)
void setChance(uint8_t chance)
virtual void drop(const QMimeData *data, int row) override
static QList< T * > extract(const QMimeData *data, const QString &mime, AssetsCollection< T > *assets)
Crossfire Protocol most of the time after the actual code was already omit certain important and possibly make life miserable any new developer or curious player should be able to find most of the relevant information here If inconsistencies are found or this documentation proves to be consider the latest server side protocol code in the public source code repository as the authoritative reference Introduction If you were ever curious enough to telnet or netcat to a Crossfire chances are you were sorely disappointed While the protocol may seem to use plain text at it actually uses a mix of ASCII and binary data This handbook attempts to document various aspects of the Crossfire protocol As consult the README file to find out how to get in touch with helpful people via mailing lists
void doRemoveChild(TreasureYesNo **tr, treasure **ti, int index)
virtual int childIndex(AssetWrapper *child) override
void setArch(const archetype *arch)
static const char * Archetype
void setIsYes(bool isYes)
static QIcon getIcon(uint16_t faceNumber)
TreasureWrapper(AssetWrapper *parent, treasure *tr, ResourcesManager *resources)
virtual QString displayName() const override
int8_t list_magic_adjustment