Crossfire Server, Trunk
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Go to the source code of this file.
Data Structures | |
struct | _change_arch |
struct | treasure |
struct | treasurelist |
Macros | |
#define | CHANCE_FOR_ARTIFACT 20 |
#define | DIFFLEVELS 201 |
#define | MAX_SPELLITEM_LEVEL 110 |
#define | MAXMAGIC 4 |
Enumerations | |
enum | { GT_ENVIRONMENT = 0x0001, GT_INVISIBLE = 0x0002, GT_STARTEQUIP = 0x0004, GT_ONLY_GOOD = 0x0008, GT_UPDATE_INV = 0x0010, GT_MINIMAL = 0x0020 } |
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 10 of file treasure.h.
#define DIFFLEVELS 201 |
Maximum difficulty for difficulty/magic mapping.
Definition at line 16 of file treasure.h.
#define MAX_SPELLITEM_LEVEL 110 |
Highest level of rods/staves/scrolls to generate.
Definition at line 19 of file treasure.h.
#define MAXMAGIC 4 |
Maximum magic for difficulty/magic mapping.
Definition at line 13 of file treasure.h.
anonymous enum |
Flags to generate_treasures():
Enumerator | |
---|---|
GT_ENVIRONMENT | ? |
GT_INVISIBLE | Unused? |
GT_STARTEQUIP | Generated items have the FLAG_STARTEQUIP. |
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 30 of file treasure.h.