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Comparing deliantra/server/include/treasure.h (file contents):
Revision 1.10 by pippijn, Sat Jan 6 14:42:30 2007 UTC vs.
Revision 1.31 by root, Tue Jan 3 11:25:33 2012 UTC

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 (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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 it under
9 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 (at your option) any later version. 11 * 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 Affero GNU General Public License
19 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 21 *
22 The authors can be reached via e-mail at crossfire@schmorp.de 22 * The authors can be reached via e-mail to <support@deliantra.net>
23*/ 23 */
24 24
25/* 25/*
26 * defines and variables used by the artifact generation routines 26 * defines and variables used by the artifact generation routines
27 */ 27 */
28 28
42#define DIFFLEVELS 31 42#define DIFFLEVELS 31
43 43
44/* 44/*
45 * Flags to generate_treasures(): 45 * Flags to generate_treasures():
46 */ 46 */
47
48enum 47enum
49{ 48{
50 GT_ENVIRONMENT = 0x0001, 49 GT_ENVIRONMENT = 0x0001, // put treasure at object, not into object
51 GT_INVISIBLE = 0x0002, 50 GT_INVISIBLE = 0x0002,
52 GT_STARTEQUIP = 0x0004, 51 GT_STARTEQUIP = 0x0004,
53 GT_APPLY = 0x0008, 52 GT_APPLY = 0x0008,
54 GT_ONLY_GOOD = 0x0010, 53 GT_ONLY_GOOD = 0x0010,
55 GT_UPDATE_INV = 0x0020,
56 GT_MINIMAL = 0x0040 /* Do minimal adjustments */ 54 GT_MINIMAL = 0x0020, // 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
82struct treasure : zero_initialised 79struct treasure : zero_initialised
83{ 80{
84 struct archetype *item; /* Which item this link can be */ 81 arch_ptr 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 */
87 treasure *next; /* Next treasure-item in a linked list */ 84 treasure *next; /* Next treasure-item in a linked list */
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 */
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 */
96 uint8 magic; /* Max magic bonus to item */
97
98 treasure ()
99 : chance (100)
100 { }
100}; 101};
101 102
102struct treasurelist : zero_initialised 103struct treasurelist : zero_initialised
103{ 104{
104 shstr name; /* Usually monster-name/combination */ 105 shstr name; /* Usually monster-name/combination */
107 * total_chance contains the sum of 108 * total_chance contains the sum of
108 * the chance for this list. 109 * the chance for this list.
109 */ 110 */
110 treasurelist *next; /* Next treasure-item in linked list */ 111 treasurelist *next; /* Next treasure-item in linked list */
111 treasure *items; /* Items in this list, linked */ 112 treasure *items; /* Items in this list, linked */
113
114 void create (object *op, int flag, int difficulty);
115
116 static treasurelist *read (object_thawer &f);
117 static treasurelist *get (const char *name); // find or create
118 static treasurelist *find (const char *name);
112}; 119};
113 120
121inline void
122object_freezer::put (const keyword_string k, treasurelist *v)
123{
124 if (expect_true (v))
125 put (k, v->name);
126 else
127 put (k);
128}
129
130void create_treasure (treasurelist *t, object *op, int flag, int difficulty, int tries = 0);
131
114#endif 132#endif
133

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