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/cvs/deliantra/server/include/treasure.h
Revision: 1.24
Committed: Tue May 6 16:55:26 2008 UTC (16 years ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_80, rel-2_6, rel-2_7, rel-2_72, rel-2_73, rel-2_71, rel-2_76, rel-2_77, rel-2_74, rel-2_75, rel-2_54, rel-2_55, rel-2_56, rel-2_79, rel-2_78, rel-2_61
Changes since 1.23: +1 -1 lines
Log Message:
update copyright

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 1.24 * Copyright (©) 2005,2006,2007,2008 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 root 1.23 GT_MINIMAL = 0x0020, // Do minimal adjustments
54 root 1.1 };
55    
56     /* when a treasure got cloned from archlist, we want perhaps change some default
57     * values. All values in this structure will override the default arch.
58     * TODO: It is a bad way to implement this with a special structure.
59     * Because the real arch list is a at runtime not changed, we can grap for example
60     * here a clone of the arch, store it in the treasure list and then run the original
61     * arch parser over this clone, using the treasure list as script until an END comes.
62     * This will allow ANY changes which is possible and we use ony one parser.
63     */
64    
65 root 1.6 typedef struct _change_arch
66     {
67 root 1.3 shstr name; /* is != NULL, copy this over the original arch name */
68     shstr title; /* is != NULL, copy this over the original arch name */
69     shstr slaying; /* is != NULL, copy this over the original arch name */
70 root 1.1 } _change_arch;
71    
72     /*
73     * treasure is one element in a linked list, which together consist of a
74     * complete treasure-list. Any arch can point to a treasure-list
75     * to get generated standard treasure when an archetype of that type
76     * is generated (from a generator)
77     */
78 root 1.7 struct treasure : zero_initialised
79 root 1.4 {
80 root 1.22 arch_ptr item; /* Which item this link can be */
81     shstr name; /* If non null, name of list to use
82     instead */
83     treasure *next; /* Next treasure-item in a linked list */
84     treasure *next_yes; /* If this item was generated, use */
85     /* this link instead of ->next */
86     treasure *next_no; /* If this item was not generated, */
87     /* then continue here */
88     struct _change_arch change_arch; /* override default arch values if set in treasure list */
89     uint16 chance; /* Percent chance for this item */
90     /* If the entry is a list transition,
91     * 'magic' contains the difficulty
92     * required to go to the new list
93     */
94     uint16 nrof; /* random 1 to nrof items are generated */
95     uint8 magic; /* Max magic bonus to item */
96 root 1.13
97     treasure ()
98     : chance (100)
99     { }
100 root 1.7 };
101 root 1.1
102 root 1.7 struct treasurelist : zero_initialised
103 root 1.4 {
104 root 1.3 shstr name; /* Usually monster-name/combination */
105 root 1.1 sint16 total_chance; /* If non-zero, only 1 item on this
106 root 1.2 * list should be generated. The
107     * total_chance contains the sum of
108     * the chance for this list.
109     */
110 root 1.7 treasurelist *next; /* Next treasure-item in linked list */
111     treasure *items; /* Items in this list, linked */
112 root 1.13
113 root 1.16 void create (object *op, int flag, int difficulty);
114    
115 root 1.14 static treasurelist *read (object_thawer &f);
116 root 1.13 static treasurelist *get (const char *name); // find or create
117     static treasurelist *find (const char *name);
118 root 1.7 };
119 root 1.1
120 root 1.19 inline void
121     object_freezer::put (keyword k, treasurelist *v)
122     {
123     put (k, v ? &v->name : (const char *)0);
124     }
125    
126 root 1.15 void create_treasure (treasurelist *t, object *op, int flag, int difficulty, int tries = 0);
127    
128 root 1.1 #endif
129 root 1.12