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/cvs/deliantra/server/include/treasure.h
Revision: 1.16
Committed: Tue Apr 24 00:42:02 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.15: +2 -0 lines
Log Message:
- implement a rudimentary framework for a "msg" command that
  replaces drawinfo and drawextinfo and allows for simpler usage
  in simple cases and extensibility for the less complex uses.
- moved the character race choosing logic into perl, making use
  of the new msg command if the client supports it.

File Contents

# User Rev Content
1 root 1.1 /*
2 pippijn 1.11 * CrossFire, A Multiplayer game for X-windows
3     *
4     * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5     * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6     * Copyright (C) 1992 Frank Tore Johansen
7     *
8     * This program is free software; you can redistribute it and/or modify
9     * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation; either version 2 of the License, or
11     * (at your option) any later version.
12     *
13     * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17     *
18     * You should have received a copy of the GNU General Public License
19     * along with this program; if not, write to the Free Software
20     * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21     *
22     * The authors can be reached via e-mail at crossfire@schmorp.de
23     */
24 root 1.1
25     /*
26     * defines and variables used by the artifact generation routines
27     */
28    
29     #ifndef TREASURE_H
30     #define TREASURE_H
31    
32     #define MAGIC_VALUE 10000 /* Might need to increase later */
33     #define CHANCE_FOR_ARTIFACT 20
34    
35     #define STARTMAL 100
36     #define STEPMAL 10
37    
38     /* List, What type to clone_arch(), max magic, how many */
39    
40     #define MAXMAGIC 4
41    
42     #define DIFFLEVELS 31
43    
44     /*
45     * Flags to generate_treasures():
46     */
47 root 1.6 enum
48     {
49 root 1.15 GT_ENVIRONMENT = 0x0001, // put treasure at objetc, not into object
50     GT_INVISIBLE = 0x0002,
51     GT_STARTEQUIP = 0x0004,
52     GT_APPLY = 0x0008,
53     GT_ONLY_GOOD = 0x0010,
54     GT_UPDATE_INV = 0x0020,
55     GT_MINIMAL = 0x0040, // Do minimal adjustments
56 root 1.1 };
57    
58     /* when a treasure got cloned from archlist, we want perhaps change some default
59     * values. All values in this structure will override the default arch.
60     * TODO: It is a bad way to implement this with a special structure.
61     * Because the real arch list is a at runtime not changed, we can grap for example
62     * here a clone of the arch, store it in the treasure list and then run the original
63     * arch parser over this clone, using the treasure list as script until an END comes.
64     * This will allow ANY changes which is possible and we use ony one parser.
65     */
66    
67 root 1.6 typedef struct _change_arch
68     {
69 root 1.3 shstr name; /* is != NULL, copy this over the original arch name */
70     shstr title; /* is != NULL, copy this over the original arch name */
71     shstr slaying; /* is != NULL, copy this over the original arch name */
72 root 1.1 } _change_arch;
73    
74     /*
75     * treasure is one element in a linked list, which together consist of a
76     * complete treasure-list. Any arch can point to a treasure-list
77     * to get generated standard treasure when an archetype of that type
78     * is generated (from a generator)
79     */
80 root 1.7 struct treasure : zero_initialised
81 root 1.4 {
82 root 1.13 struct archetype *item; /* Which item this link can be */
83 root 1.3 shstr name; /* If non null, name of list to use
84 root 1.2 instead */
85 root 1.7 treasure *next; /* Next treasure-item in a linked list */
86     treasure *next_yes; /* If this item was generated, use */
87 root 1.2 /* this link instead of ->next */
88 root 1.7 treasure *next_no; /* If this item was not generated, */
89 root 1.2 /* then continue here */
90 root 1.1 struct _change_arch change_arch; /* override default arch values if set in treasure list */
91     uint8 chance; /* Percent chance for this item */
92     uint8 magic; /* Max magic bonus to item */
93 root 1.2 /* If the entry is a list transition,
94     * 'magic' contains the difficulty
95     * required to go to the new list
96 root 1.1 */
97     uint16 nrof; /* random 1 to nrof items are generated */
98 root 1.13
99     treasure ()
100     : chance (100)
101     { }
102 root 1.7 };
103 root 1.1
104 root 1.7 struct treasurelist : zero_initialised
105 root 1.4 {
106 root 1.3 shstr name; /* Usually monster-name/combination */
107 root 1.1 sint16 total_chance; /* If non-zero, only 1 item on this
108 root 1.2 * list should be generated. The
109     * total_chance contains the sum of
110     * the chance for this list.
111     */
112 root 1.7 treasurelist *next; /* Next treasure-item in linked list */
113     treasure *items; /* Items in this list, linked */
114 root 1.13
115 root 1.16 void create (object *op, int flag, int difficulty);
116    
117 root 1.14 static treasurelist *read (object_thawer &f);
118 root 1.13 static treasurelist *get (const char *name); // find or create
119     static treasurelist *find (const char *name);
120 root 1.7 };
121 root 1.1
122 root 1.15 void create_treasure (treasurelist *t, object *op, int flag, int difficulty, int tries = 0);
123    
124 root 1.1 #endif
125 root 1.12