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Comparing deliantra/server/include/treasure.h (file contents):
Revision 1.2 by root, Tue Aug 29 08:01:36 2006 UTC vs.
Revision 1.19 by root, Wed Jun 6 05:41:26 2007 UTC

1/* 1/*
2 * static char *rcsid_treasure_h = 2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
3 * "$Id: treasure.h,v 1.2 2006/08/29 08:01:36 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * under the terms of the GNU General Public License as published by the Free
10 * Software Foundation; either version 2 of the License, or (at your option)
11 * any later version.
12 *
13 * This program is distributed in the hope that it will be useful, but
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * for more details.
17 *
18 * You should have received a copy of the GNU General Public License along
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
4 */ 23 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/
28 24
29/* 25/*
30 * defines and variables used by the artifact generation routines 26 * defines and variables used by the artifact generation routines
31 */ 27 */
32 28
43 39
44#define MAXMAGIC 4 40#define MAXMAGIC 4
45 41
46#define DIFFLEVELS 31 42#define DIFFLEVELS 31
47 43
48
49/* 44/*
50 * Flags to generate_treasures(): 45 * Flags to generate_treasures():
51 */ 46 */
52
53enum { 47enum
54 GT_ENVIRONMENT = 0x0001, 48{
49 GT_ENVIRONMENT = 0x0001, // put treasure at objetc, not into object
55 GT_INVISIBLE = 0x0002, 50 GT_INVISIBLE = 0x0002,
56 GT_STARTEQUIP = 0x0004, 51 GT_STARTEQUIP = 0x0004,
57 GT_APPLY = 0x0008, 52 GT_APPLY = 0x0008,
58 GT_ONLY_GOOD = 0x0010, 53 GT_ONLY_GOOD = 0x0010,
59 GT_UPDATE_INV = 0x0020, 54 GT_UPDATE_INV = 0x0020,
60 GT_MINIMAL = 0x0040 /* Do minimal adjustments */ 55 GT_MINIMAL = 0x0040, // Do minimal adjustments
61}; 56};
62
63 57
64/* 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
65 * values. All values in this structure will override the default arch. 59 * values. All values in this structure will override the default arch.
66 * 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.
67 * Because the real arch list is a at runtime not changed, we can grap for example 61 * Because the real arch list is a at runtime not changed, we can grap for example
68 * here a clone of the arch, store it in the treasure list and then run the original 62 * here a clone of the arch, store it in the treasure list and then run the original
69 * arch parser over this clone, using the treasure list as script until an END comes. 63 * arch parser over this clone, using the treasure list as script until an END comes.
70 * This will allow ANY changes which is possible and we use ony one parser. 64 * This will allow ANY changes which is possible and we use ony one parser.
71 */ 65 */
72 66
73typedef struct _change_arch { 67typedef struct _change_arch
68{
74 const char *name; /* is != NULL, copy this over the original arch name */ 69 shstr name; /* is != NULL, copy this over the original arch name */
75 const char *title; /* is != NULL, copy this over the original arch name */ 70 shstr title; /* is != NULL, copy this over the original arch name */
76 const char *slaying; /* is != NULL, copy this over the original arch name */ 71 shstr slaying; /* is != NULL, copy this over the original arch name */
77} _change_arch; 72} _change_arch;
78
79 73
80/* 74/*
81 * 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
82 * complete treasure-list. Any arch can point to a treasure-list 76 * complete treasure-list. Any arch can point to a treasure-list
83 * to get generated standard treasure when an archetype of that type 77 * to get generated standard treasure when an archetype of that type
84 * is generated (from a generator) 78 * is generated (from a generator)
85*/ 79*/
86 80struct treasure : zero_initialised
87typedef struct treasurestruct { 81{
88 struct archt *item; /* Which item this link can be */ 82 struct archetype *item; /* Which item this link can be */
89 const char *name; /* If non null, name of list to use 83 shstr name; /* If non null, name of list to use
90 instead */ 84 instead */
91 struct treasurestruct *next; /* Next treasure-item in a linked list */ 85 treasure *next; /* Next treasure-item in a linked list */
92 struct treasurestruct *next_yes; /* If this item was generated, use */ 86 treasure *next_yes; /* If this item was generated, use */
93 /* this link instead of ->next */ 87 /* this link instead of ->next */
94 struct treasurestruct *next_no; /* If this item was not generated, */ 88 treasure *next_no; /* If this item was not generated, */
95 /* then continue here */ 89 /* then continue here */
96 struct _change_arch change_arch; /* override default arch values if set in treasure list */ 90 struct _change_arch change_arch; /* override default arch values if set in treasure list */
97 uint8 chance; /* Percent chance for this item */ 91 uint16 chance; /* Percent chance for this item */
98 uint8 magic; /* Max magic bonus to item */
99 /* If the entry is a list transition, 92 /* If the entry is a list transition,
100 * 'magic' contains the difficulty 93 * 'magic' contains the difficulty
101 * required to go to the new list 94 * required to go to the new list
102 */ 95 */
103 uint16 nrof; /* random 1 to nrof items are generated */ 96 uint16 nrof; /* random 1 to nrof items are generated */
104} treasure; 97 uint8 magic; /* Max magic bonus to item */
105 98
99 treasure ()
100 : chance (100)
101 { }
102};
106 103
107typedef struct treasureliststruct { 104struct treasurelist : zero_initialised
105{
108 const char *name; /* Usually monster-name/combination */ 106 shstr name; /* Usually monster-name/combination */
109 sint16 total_chance; /* If non-zero, only 1 item on this 107 sint16 total_chance; /* If non-zero, only 1 item on this
110 * list should be generated. The 108 * list should be generated. The
111 * total_chance contains the sum of 109 * total_chance contains the sum of
112 * the chance for this list. 110 * the chance for this list.
113 */ 111 */
114 struct treasureliststruct *next; /* Next treasure-item in linked list */ 112 treasurelist *next; /* Next treasure-item in linked list */
115 struct treasurestruct *items; /* Items in this list, linked */ 113 treasure *items; /* Items in this list, linked */
116} treasurelist;
117 114
115 void create (object *op, int flag, int difficulty);
118 116
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
122inline void
123object_freezer::put (keyword k, treasurelist *v)
124{
125 put (k, v ? &v->name : (const char *)0);
126}
127
128void create_treasure (treasurelist *t, object *op, int flag, int difficulty, int tries = 0);
119 129
120#endif 130#endif
131

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