--- deliantra/server/include/treasure.h 2006/02/03 07:12:51 1.1
+++ deliantra/server/include/treasure.h 2008/04/20 05:24:55 1.22
@@ -1,32 +1,27 @@
/*
- * static char *rcsid_treasure_h =
- * "$Id$";
+ * This file is part of Deliantra, the Roguelike Realtime MMORPG.
+ *
+ * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
+ * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
+ * Copyright (©) 1992,2007 Frank Tore Johansen
+ *
+ * Deliantra is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see .
+ *
+ * The authors can be reached via e-mail to
*/
/*
- CrossFire, A Multiplayer game for X-windows
-
- Copyright (C) 2002 Mark Wedel & Crossfire Development Team
- Copyright (C) 1992 Frank Tore Johansen
-
- This program is free software; you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation; either version 2 of the License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
-
- You should have received a copy of the GNU General Public License
- along with this program; if not, write to the Free Software
- Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
-
- The authors can be reached via e-mail at crossfire-devel@real-time.com
-*/
-
-/*
* defines and variables used by the artifact generation routines
*/
@@ -45,22 +40,20 @@
#define DIFFLEVELS 31
-
/*
* Flags to generate_treasures():
*/
-
-enum {
- GT_ENVIRONMENT = 0x0001,
- GT_INVISIBLE = 0x0002,
- GT_STARTEQUIP = 0x0004,
- GT_APPLY = 0x0008,
- GT_ONLY_GOOD = 0x0010,
- GT_UPDATE_INV = 0x0020,
- GT_MINIMAL = 0x0040 /* Do minimal adjustments */
+enum
+{
+ GT_ENVIRONMENT = 0x0001, // put treasure at objetc, not into object
+ GT_INVISIBLE = 0x0002,
+ GT_STARTEQUIP = 0x0004,
+ GT_APPLY = 0x0008,
+ GT_ONLY_GOOD = 0x0010,
+ GT_UPDATE_INV = 0x0020,
+ GT_MINIMAL = 0x0040, // Do minimal adjustments
};
-
/* when a treasure got cloned from archlist, we want perhaps change some default
* values. All values in this structure will override the default arch.
* TODO: It is a bad way to implement this with a special structure.
@@ -70,51 +63,68 @@
* This will allow ANY changes which is possible and we use ony one parser.
*/
-typedef struct _change_arch {
- const char *name; /* is != NULL, copy this over the original arch name */
- const char *title; /* is != NULL, copy this over the original arch name */
- const char *slaying; /* is != NULL, copy this over the original arch name */
+typedef struct _change_arch
+{
+ shstr name; /* is != NULL, copy this over the original arch name */
+ shstr title; /* is != NULL, copy this over the original arch name */
+ shstr slaying; /* is != NULL, copy this over the original arch name */
} _change_arch;
-
/*
* treasure is one element in a linked list, which together consist of a
* complete treasure-list. Any arch can point to a treasure-list
* to get generated standard treasure when an archetype of that type
* is generated (from a generator)
*/
+struct treasure : zero_initialised
+{
+ arch_ptr item; /* Which item this link can be */
+ shstr name; /* If non null, name of list to use
+ instead */
+ treasure *next; /* Next treasure-item in a linked list */
+ treasure *next_yes; /* If this item was generated, use */
+ /* this link instead of ->next */
+ treasure *next_no; /* If this item was not generated, */
+ /* then continue here */
+ struct _change_arch change_arch; /* override default arch values if set in treasure list */
+ uint16 chance; /* Percent chance for this item */
+ /* If the entry is a list transition,
+ * 'magic' contains the difficulty
+ * required to go to the new list
+ */
+ uint16 nrof; /* random 1 to nrof items are generated */
+ uint8 magic; /* Max magic bonus to item */
+
+ treasure ()
+ : chance (100)
+ { }
+};
-typedef struct treasurestruct {
- struct archt *item; /* Which item this link can be */
- const char *name; /* If non null, name of list to use
- instead */
- struct treasurestruct *next; /* Next treasure-item in a linked list */
- struct treasurestruct *next_yes; /* If this item was generated, use */
- /* this link instead of ->next */
- struct treasurestruct *next_no; /* If this item was not generated, */
- /* then continue here */
- struct _change_arch change_arch; /* override default arch values if set in treasure list */
- uint8 chance; /* Percent chance for this item */
- uint8 magic; /* Max magic bonus to item */
- /* If the entry is a list transition,
- * 'magic' contains the difficulty
- * required to go to the new list
- */
- uint16 nrof; /* random 1 to nrof items are generated */
-} treasure;
-
-
-typedef struct treasureliststruct {
- const char *name; /* Usually monster-name/combination */
+struct treasurelist : zero_initialised
+{
+ shstr name; /* Usually monster-name/combination */
sint16 total_chance; /* If non-zero, only 1 item on this
- * list should be generated. The
- * total_chance contains the sum of
- * the chance for this list.
- */
- struct treasureliststruct *next; /* Next treasure-item in linked list */
- struct treasurestruct *items; /* Items in this list, linked */
-} treasurelist;
+ * list should be generated. The
+ * total_chance contains the sum of
+ * the chance for this list.
+ */
+ treasurelist *next; /* Next treasure-item in linked list */
+ treasure *items; /* Items in this list, linked */
+
+ void create (object *op, int flag, int difficulty);
+
+ static treasurelist *read (object_thawer &f);
+ static treasurelist *get (const char *name); // find or create
+ static treasurelist *find (const char *name);
+};
+inline void
+object_freezer::put (keyword k, treasurelist *v)
+{
+ put (k, v ? &v->name : (const char *)0);
+}
+void create_treasure (treasurelist *t, object *op, int flag, int difficulty, int tries = 0);
#endif
+