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Comparing deliantra/server/include/treasure.h (file contents):
Revision 1.7 by root, Sat Sep 16 22:24:12 2006 UTC vs.
Revision 1.16 by root, Tue Apr 24 00:42:02 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at crossfire@schmorp.de
22*/ 23 */
23 24
24/* 25/*
25 * defines and variables used by the artifact generation routines 26 * defines and variables used by the artifact generation routines
26 */ 27 */
27 28
41#define DIFFLEVELS 31 42#define DIFFLEVELS 31
42 43
43/* 44/*
44 * Flags to generate_treasures(): 45 * Flags to generate_treasures():
45 */ 46 */
46
47enum 47enum
48{ 48{
49 GT_ENVIRONMENT = 0x0001, 49 GT_ENVIRONMENT = 0x0001, // put treasure at objetc, not into object
50 GT_INVISIBLE = 0x0002, 50 GT_INVISIBLE = 0x0002,
51 GT_STARTEQUIP = 0x0004, 51 GT_STARTEQUIP = 0x0004,
52 GT_APPLY = 0x0008, 52 GT_APPLY = 0x0008,
53 GT_ONLY_GOOD = 0x0010, 53 GT_ONLY_GOOD = 0x0010,
54 GT_UPDATE_INV = 0x0020, 54 GT_UPDATE_INV = 0x0020,
55 GT_MINIMAL = 0x0040 /* Do minimal adjustments */ 55 GT_MINIMAL = 0x0040, // Do minimal adjustments
56}; 56};
57 57
58/* when a treasure got cloned from archlist, we want perhaps change some default 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. 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. 60 * TODO: It is a bad way to implement this with a special structure.
75 * treasure is one element in a linked list, which together consist of a 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 76 * complete treasure-list. Any arch can point to a treasure-list
77 * to get generated standard treasure when an archetype of that type 77 * to get generated standard treasure when an archetype of that type
78 * is generated (from a generator) 78 * is generated (from a generator)
79*/ 79*/
80
81struct treasure : zero_initialised 80struct treasure : zero_initialised
82{ 81{
83 struct archetype *item; /* Which item this link can be */ 82 struct archetype *item; /* Which item this link can be */
84 shstr name; /* If non null, name of list to use 83 shstr name; /* If non null, name of list to use
85 instead */ 84 instead */
86 treasure *next; /* Next treasure-item in a linked list */ 85 treasure *next; /* Next treasure-item in a linked list */
87 treasure *next_yes; /* If this item was generated, use */ 86 treasure *next_yes; /* If this item was generated, use */
88 /* this link instead of ->next */ 87 /* this link instead of ->next */
94 /* If the entry is a list transition, 93 /* If the entry is a list transition,
95 * 'magic' contains the difficulty 94 * 'magic' contains the difficulty
96 * required to go to the new list 95 * required to go to the new list
97 */ 96 */
98 uint16 nrof; /* random 1 to nrof items are generated */ 97 uint16 nrof; /* random 1 to nrof items are generated */
98
99 treasure ()
100 : chance (100)
101 { }
99}; 102};
100 103
101struct treasurelist : zero_initialised 104struct treasurelist : zero_initialised
102{ 105{
103 shstr name; /* Usually monster-name/combination */ 106 shstr name; /* Usually monster-name/combination */
106 * total_chance contains the sum of 109 * total_chance contains the sum of
107 * the chance for this list. 110 * the chance for this list.
108 */ 111 */
109 treasurelist *next; /* Next treasure-item in linked list */ 112 treasurelist *next; /* Next treasure-item in linked list */
110 treasure *items; /* Items in this list, linked */ 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);
111}; 120};
112 121
122void create_treasure (treasurelist *t, object *op, int flag, int difficulty, int tries = 0);
123
113#endif 124#endif
125

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