1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
9 | * it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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21 | * |
20 | * |
22 | * The authors can be reached via e-mail at crossfire@schmorp.de |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | /* |
24 | /* |
26 | * defines and variables used by the artifact generation routines |
25 | * defines and variables used by the artifact generation routines |
27 | */ |
26 | */ |
… | |
… | |
42 | #define DIFFLEVELS 31 |
41 | #define DIFFLEVELS 31 |
43 | |
42 | |
44 | /* |
43 | /* |
45 | * Flags to generate_treasures(): |
44 | * Flags to generate_treasures(): |
46 | */ |
45 | */ |
47 | |
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48 | enum |
46 | enum |
49 | { |
47 | { |
50 | GT_ENVIRONMENT = 0x0001, |
48 | GT_ENVIRONMENT = 0x0001, // put treasure at objetc, not into object |
51 | GT_INVISIBLE = 0x0002, |
49 | GT_INVISIBLE = 0x0002, |
52 | GT_STARTEQUIP = 0x0004, |
50 | GT_STARTEQUIP = 0x0004, |
53 | GT_APPLY = 0x0008, |
51 | GT_APPLY = 0x0008, |
54 | GT_ONLY_GOOD = 0x0010, |
52 | GT_ONLY_GOOD = 0x0010, |
55 | GT_UPDATE_INV = 0x0020, |
53 | GT_UPDATE_INV = 0x0020, |
56 | GT_MINIMAL = 0x0040 /* Do minimal adjustments */ |
54 | GT_MINIMAL = 0x0040, // Do minimal adjustments |
57 | }; |
55 | }; |
58 | |
56 | |
59 | /* when a treasure got cloned from archlist, we want perhaps change some default |
57 | /* when a treasure got cloned from archlist, we want perhaps change some default |
60 | * values. All values in this structure will override the default arch. |
58 | * values. All values in this structure will override the default arch. |
61 | * TODO: It is a bad way to implement this with a special structure. |
59 | * TODO: It is a bad way to implement this with a special structure. |
… | |
… | |
76 | * treasure is one element in a linked list, which together consist of a |
74 | * treasure is one element in a linked list, which together consist of a |
77 | * complete treasure-list. Any arch can point to a treasure-list |
75 | * complete treasure-list. Any arch can point to a treasure-list |
78 | * to get generated standard treasure when an archetype of that type |
76 | * to get generated standard treasure when an archetype of that type |
79 | * is generated (from a generator) |
77 | * is generated (from a generator) |
80 | */ |
78 | */ |
81 | |
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82 | struct treasure : zero_initialised |
79 | struct treasure : zero_initialised |
83 | { |
80 | { |
84 | struct archetype *item; /* Which item this link can be */ |
81 | struct archetype *item; /* Which item this link can be */ |
85 | shstr name; /* If non null, name of list to use |
82 | shstr name; /* If non null, name of list to use |
86 | instead */ |
83 | instead */ |
… | |
… | |
88 | treasure *next_yes; /* If this item was generated, use */ |
85 | treasure *next_yes; /* If this item was generated, use */ |
89 | /* this link instead of ->next */ |
86 | /* this link instead of ->next */ |
90 | treasure *next_no; /* If this item was not generated, */ |
87 | treasure *next_no; /* If this item was not generated, */ |
91 | /* then continue here */ |
88 | /* then continue here */ |
92 | struct _change_arch change_arch; /* override default arch values if set in treasure list */ |
89 | struct _change_arch change_arch; /* override default arch values if set in treasure list */ |
93 | uint8 chance; /* Percent chance for this item */ |
90 | uint16 chance; /* Percent chance for this item */ |
94 | uint8 magic; /* Max magic bonus to item */ |
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95 | /* If the entry is a list transition, |
91 | /* If the entry is a list transition, |
96 | * 'magic' contains the difficulty |
92 | * 'magic' contains the difficulty |
97 | * required to go to the new list |
93 | * required to go to the new list |
98 | */ |
94 | */ |
99 | uint16 nrof; /* random 1 to nrof items are generated */ |
95 | uint16 nrof; /* random 1 to nrof items are generated */ |
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96 | uint8 magic; /* Max magic bonus to item */ |
100 | |
97 | |
101 | treasure () |
98 | treasure () |
102 | : chance (100) |
99 | : chance (100) |
103 | { } |
100 | { } |
104 | }; |
101 | }; |
… | |
… | |
112 | * the chance for this list. |
109 | * the chance for this list. |
113 | */ |
110 | */ |
114 | treasurelist *next; /* Next treasure-item in linked list */ |
111 | treasurelist *next; /* Next treasure-item in linked list */ |
115 | treasure *items; /* Items in this list, linked */ |
112 | treasure *items; /* Items in this list, linked */ |
116 | |
113 | |
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114 | void create (object *op, int flag, int difficulty); |
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115 | |
117 | static treasurelist *read (object_thawer &f); |
116 | static treasurelist *read (object_thawer &f); |
118 | static treasurelist *get (const char *name); // find or create |
117 | static treasurelist *get (const char *name); // find or create |
119 | static treasurelist *find (const char *name); |
118 | static treasurelist *find (const char *name); |
120 | }; |
119 | }; |
121 | |
120 | |
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121 | inline void |
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122 | object_freezer::put (keyword k, treasurelist *v) |
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123 | { |
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124 | put (k, v ? &v->name : (const char *)0); |
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125 | } |
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126 | |
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127 | void create_treasure (treasurelist *t, object *op, int flag, int difficulty, int tries = 0); |
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128 | |
122 | #endif |
129 | #endif |
123 | |
130 | |