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/cvs/deliantra/server/include/treasure.h
Revision: 1.21
Committed: Thu Nov 8 19:43:25 2007 UTC (16 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_4, rel-2_5, rel-2_32, rel-2_43, rel-2_42, rel-2_41
Changes since 1.20: +4 -4 lines
Log Message:
update copyrights and other minor stuff to deliantra

File Contents

# User Rev Content
1 root 1.1 /*
2 root 1.21 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.11 *
4 root 1.21 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.18 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.11 *
8 root 1.21 * Deliantra is free software: you can redistribute it and/or modify
9 root 1.20 * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation, either version 3 of the License, or
11     * (at your option) any later version.
12 pippijn 1.11 *
13 root 1.20 * 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 pippijn 1.11 *
18 root 1.20 * You should have received a copy of the GNU General Public License
19     * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 root 1.18 *
21 root 1.21 * The authors can be reached via e-mail to <support@deliantra.net>
22 pippijn 1.11 */
23 root 1.1
24     /*
25     * defines and variables used by the artifact generation routines
26     */
27    
28     #ifndef TREASURE_H
29     #define TREASURE_H
30    
31     #define MAGIC_VALUE 10000 /* Might need to increase later */
32     #define CHANCE_FOR_ARTIFACT 20
33    
34     #define STARTMAL 100
35     #define STEPMAL 10
36    
37     /* List, What type to clone_arch(), max magic, how many */
38    
39     #define MAXMAGIC 4
40    
41     #define DIFFLEVELS 31
42    
43     /*
44     * Flags to generate_treasures():
45     */
46 root 1.6 enum
47     {
48 root 1.15 GT_ENVIRONMENT = 0x0001, // put treasure at objetc, not into object
49     GT_INVISIBLE = 0x0002,
50     GT_STARTEQUIP = 0x0004,
51     GT_APPLY = 0x0008,
52     GT_ONLY_GOOD = 0x0010,
53     GT_UPDATE_INV = 0x0020,
54     GT_MINIMAL = 0x0040, // Do minimal adjustments
55 root 1.1 };
56    
57     /* when a treasure got cloned from archlist, we want perhaps change some default
58     * values. All values in this structure will override the default arch.
59     * TODO: It is a bad way to implement this with a special structure.
60     * Because the real arch list is a at runtime not changed, we can grap for example
61     * here a clone of the arch, store it in the treasure list and then run the original
62     * arch parser over this clone, using the treasure list as script until an END comes.
63     * This will allow ANY changes which is possible and we use ony one parser.
64     */
65    
66 root 1.6 typedef struct _change_arch
67     {
68 root 1.3 shstr name; /* is != NULL, copy this over the original arch name */
69     shstr title; /* is != NULL, copy this over the original arch name */
70     shstr slaying; /* is != NULL, copy this over the original arch name */
71 root 1.1 } _change_arch;
72    
73     /*
74     * treasure is one element in a linked list, which together consist of a
75     * complete treasure-list. Any arch can point to a treasure-list
76     * to get generated standard treasure when an archetype of that type
77     * is generated (from a generator)
78     */
79 root 1.7 struct treasure : zero_initialised
80 root 1.4 {
81 root 1.13 struct archetype *item; /* Which item this link can be */
82 root 1.3 shstr name; /* If non null, name of list to use
83 root 1.2 instead */
84 root 1.7 treasure *next; /* Next treasure-item in a linked list */
85     treasure *next_yes; /* If this item was generated, use */
86 root 1.2 /* this link instead of ->next */
87 root 1.7 treasure *next_no; /* If this item was not generated, */
88 root 1.2 /* then continue here */
89 root 1.1 struct _change_arch change_arch; /* override default arch values if set in treasure list */
90 root 1.17 uint16 chance; /* Percent chance for this item */
91 root 1.2 /* If the entry is a list transition,
92     * 'magic' contains the difficulty
93     * required to go to the new list
94 root 1.1 */
95     uint16 nrof; /* random 1 to nrof items are generated */
96 root 1.17 uint8 magic; /* Max magic bonus to item */
97 root 1.13
98     treasure ()
99     : chance (100)
100     { }
101 root 1.7 };
102 root 1.1
103 root 1.7 struct treasurelist : zero_initialised
104 root 1.4 {
105 root 1.3 shstr name; /* Usually monster-name/combination */
106 root 1.1 sint16 total_chance; /* If non-zero, only 1 item on this
107 root 1.2 * list should be generated. The
108     * total_chance contains the sum of
109     * the chance for this list.
110     */
111 root 1.7 treasurelist *next; /* Next treasure-item in linked list */
112     treasure *items; /* Items in this list, linked */
113 root 1.13
114 root 1.16 void create (object *op, int flag, int difficulty);
115    
116 root 1.14 static treasurelist *read (object_thawer &f);
117 root 1.13 static treasurelist *get (const char *name); // find or create
118     static treasurelist *find (const char *name);
119 root 1.7 };
120 root 1.1
121 root 1.19 inline void
122     object_freezer::put (keyword k, treasurelist *v)
123     {
124     put (k, v ? &v->name : (const char *)0);
125     }
126    
127 root 1.15 void create_treasure (treasurelist *t, object *op, int flag, int difficulty, int tries = 0);
128    
129 root 1.1 #endif
130 root 1.12