1 |
/* |
2 |
* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 |
* |
4 |
* Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team |
5 |
* Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
6 |
* Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
7 |
* Copyright (©) 1992 Frank Tore Johansen |
8 |
* |
9 |
* 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 |
* |
14 |
* 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 |
* |
19 |
* 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 |
* |
23 |
* The authors can be reached via e-mail to <support@deliantra.net> |
24 |
*/ |
25 |
|
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 |
enum |
49 |
{ |
50 |
GT_ENVIRONMENT = 0x0001, // put treasure at object, not into object |
51 |
GT_INVISIBLE = 0x0002, |
52 |
GT_STARTEQUIP = 0x0004, |
53 |
GT_APPLY = 0x0008, |
54 |
GT_ONLY_GOOD = 0x0010, |
55 |
GT_MINIMAL = 0x0020, // Do minimal adjustments |
56 |
}; |
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 |
* arch parser over this clone, using the treasure list as script until an END comes. |
64 |
* This will allow ANY changes which is possible and we use ony one parser. |
65 |
*/ |
66 |
|
67 |
typedef struct _change_arch |
68 |
{ |
69 |
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 |
} _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 |
struct treasure : zero_initialised |
81 |
{ |
82 |
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 |
|
99 |
treasure () |
100 |
: chance (100) |
101 |
{ } |
102 |
}; |
103 |
|
104 |
struct treasurelist : zero_initialised |
105 |
{ |
106 |
shstr name; /* Usually monster-name/combination */ |
107 |
sint16 total_chance; /* If non-zero, only 1 item on this |
108 |
* list should be generated. The |
109 |
* total_chance contains the sum of |
110 |
* the chance for this list. |
111 |
*/ |
112 |
treasurelist *next; /* Next treasure-item in linked list */ |
113 |
treasure *items; /* Items in this list, linked */ |
114 |
|
115 |
void create (object *op, int flag, int difficulty); |
116 |
|
117 |
static treasurelist *read (object_thawer &f); |
118 |
static treasurelist *get (const char *name); // find or create |
119 |
static treasurelist *find (const char *name); |
120 |
}; |
121 |
|
122 |
inline void |
123 |
object_freezer::put (const keyword_string k, treasurelist *v) |
124 |
{ |
125 |
if (expect_true (v)) |
126 |
put (k, v->name); |
127 |
else |
128 |
put (k); |
129 |
} |
130 |
|
131 |
void create_treasure (treasurelist *t, object *op, int flag, int difficulty, int tries = 0); |
132 |
|
133 |
#endif |
134 |
|