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/cvs/deliantra/server/include/treasure.h
Revision: 1.36
Committed: Wed Dec 5 19:03:27 2018 UTC (5 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.35: +1 -1 lines
Log Message:
some bugfixes

File Contents

# User Rev Content
1 root 1.1 /*
2 root 1.21 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 root 1.32 *
4 root 1.35 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 root 1.33 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6 root 1.27 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
7     * Copyright (©) 1992 Frank Tore Johansen
8 root 1.32 *
9 root 1.25 * Deliantra is free software: you can redistribute it and/or modify it under
10     * the terms of the Affero GNU General Public License as published by the
11     * Free Software Foundation, either version 3 of the License, or (at your
12     * option) any later version.
13 root 1.32 *
14 root 1.20 * This program is distributed in the hope that it will be useful,
15     * but WITHOUT ANY WARRANTY; without even the implied warranty of
16     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17     * GNU General Public License for more details.
18 root 1.32 *
19 root 1.25 * You should have received a copy of the Affero GNU General Public License
20     * and the GNU General Public License along with this program. If not, see
21     * <http://www.gnu.org/licenses/>.
22 root 1.32 *
23 root 1.21 * The authors can be reached via e-mail to <support@deliantra.net>
24 pippijn 1.11 */
25 root 1.1
26     /*
27     * defines and variables used by the artifact generation routines
28     */
29    
30     #ifndef TREASURE_H
31     #define TREASURE_H
32    
33     #define MAGIC_VALUE 10000 /* Might need to increase later */
34     #define CHANCE_FOR_ARTIFACT 20
35    
36     #define STARTMAL 100
37     #define STEPMAL 10
38    
39     /* List, What type to clone_arch(), max magic, how many */
40    
41     #define MAXMAGIC 4
42    
43     #define DIFFLEVELS 31
44    
45     /*
46     * Flags to generate_treasures():
47     */
48 root 1.6 enum
49     {
50 root 1.29 GT_ENVIRONMENT = 0x0001, // put treasure at object, not into object
51 root 1.15 GT_INVISIBLE = 0x0002,
52     GT_STARTEQUIP = 0x0004,
53     GT_APPLY = 0x0008,
54     GT_ONLY_GOOD = 0x0010,
55 root 1.23 GT_MINIMAL = 0x0020, // 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 root 1.34 * arch parser over this clone, using the treasure list as script until an END comes.
64 root 1.1 * 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 1.22 arch_ptr item; /* Which item this link can be */
83     shstr name; /* If non null, name of list to use
84     instead */
85     treasure *next; /* Next treasure-item in a linked list */
86     treasure *next_yes; /* If this item was generated, use */
87     /* this link instead of ->next */
88     treasure *next_no; /* If this item was not generated, */
89     /* then continue here */
90     struct _change_arch change_arch; /* override default arch values if set in treasure list */
91     uint16 chance; /* Percent chance for this item */
92     /* If the entry is a list transition,
93     * 'magic' contains the difficulty
94     * required to go to the new list
95     */
96     uint16 nrof; /* random 1 to nrof items are generated */
97     uint8 magic; /* Max magic bonus to item */
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 1.19 inline void
123 root 1.26 object_freezer::put (const keyword_string k, treasurelist *v)
124 root 1.19 {
125 root 1.36 if (ecb_expect_true (v))
126 root 1.26 put (k, v->name);
127     else
128     put (k);
129 root 1.19 }
130    
131 root 1.15 void create_treasure (treasurelist *t, object *op, int flag, int difficulty, int tries = 0);
132    
133 root 1.1 #endif
134 root 1.12