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/* |
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* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
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* |
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* Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team |
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* Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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* Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
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* Copyright (©) 1992 Frank Tore Johansen |
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* |
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* Deliantra is free software: you can redistribute it and/or modify it under |
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* the terms of the Affero GNU General Public License as published by the |
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* Free Software Foundation, either version 3 of the License, or (at your |
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* option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the Affero GNU General Public License |
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* and the GNU General Public License along with this program. If not, see |
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* <http://www.gnu.org/licenses/>. |
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* |
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* The authors can be reached via e-mail to <support@deliantra.net> |
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*/ |
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/* |
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* defines and variables used by the artifact generation routines |
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*/ |
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#ifndef TREASURE_H |
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#define TREASURE_H |
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#define MAGIC_VALUE 10000 /* Might need to increase later */ |
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#define CHANCE_FOR_ARTIFACT 20 |
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#define STARTMAL 100 |
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#define STEPMAL 10 |
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/* List, What type to clone_arch(), max magic, how many */ |
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#define MAXMAGIC 4 |
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#define DIFFLEVELS 31 |
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/* |
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* Flags to generate_treasures(): |
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*/ |
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enum |
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{ |
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GT_ENVIRONMENT = 0x0001, // put treasure at object, not into object |
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GT_INVISIBLE = 0x0002, |
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GT_STARTEQUIP = 0x0004, |
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GT_APPLY = 0x0008, |
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GT_ONLY_GOOD = 0x0010, |
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GT_MINIMAL = 0x0020, // Do minimal adjustments |
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}; |
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/* when a treasure got cloned from archlist, we want perhaps change some default |
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* values. All values in this structure will override the default arch. |
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* TODO: It is a bad way to implement this with a special structure. |
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* Because the real arch list is a at runtime not changed, we can grap for example |
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* here a clone of the arch, store it in the treasure list and then run the original |
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* arch parser over this clone, using the treasure list as script until an END comes. |
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* This will allow ANY changes which is possible and we use ony one parser. |
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*/ |
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typedef struct _change_arch |
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{ |
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shstr name; /* is != NULL, copy this over the original arch name */ |
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shstr title; /* is != NULL, copy this over the original arch name */ |
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shstr slaying; /* is != NULL, copy this over the original arch name */ |
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} _change_arch; |
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/* |
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* treasure is one element in a linked list, which together consist of a |
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* complete treasure-list. Any arch can point to a treasure-list |
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* to get generated standard treasure when an archetype of that type |
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* is generated (from a generator) |
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*/ |
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struct treasure : zero_initialised |
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{ |
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arch_ptr item; /* Which item this link can be */ |
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shstr name; /* If non null, name of list to use |
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instead */ |
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treasure *next; /* Next treasure-item in a linked list */ |
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treasure *next_yes; /* If this item was generated, use */ |
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/* this link instead of ->next */ |
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treasure *next_no; /* If this item was not generated, */ |
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/* then continue here */ |
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struct _change_arch change_arch; /* override default arch values if set in treasure list */ |
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uint16 chance; /* Percent chance for this item */ |
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/* If the entry is a list transition, |
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* 'magic' contains the difficulty |
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* required to go to the new list |
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*/ |
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uint16 nrof; /* random 1 to nrof items are generated */ |
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uint8 magic; /* Max magic bonus to item */ |
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treasure () |
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: chance (100) |
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{ } |
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}; |
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struct treasurelist : zero_initialised |
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{ |
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shstr name; /* Usually monster-name/combination */ |
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sint16 total_chance; /* If non-zero, only 1 item on this |
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* list should be generated. The |
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* total_chance contains the sum of |
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* the chance for this list. |
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*/ |
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treasurelist *next; /* Next treasure-item in linked list */ |
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treasure *items; /* Items in this list, linked */ |
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void create (object *op, int flag, int difficulty); |
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static treasurelist *read (object_thawer &f); |
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static treasurelist *get (const char *name); // find or create |
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static treasurelist *find (const char *name); |
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}; |
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inline void |
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object_freezer::put (const keyword_string k, treasurelist *v) |
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{ |
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if (ecb_expect_true (v)) |
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put (k, v->name); |
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else |
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put (k); |
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} |
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void create_treasure (treasurelist *t, object *op, int flag, int difficulty, int tries = 0); |
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#endif |
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