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Comparing deliantra/server/include/treasure.h (file contents):
Revision 1.6 by root, Sat Sep 16 22:06:17 2006 UTC vs.
Revision 1.22 by root, Sun Apr 20 05:24:55 2008 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 (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra 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 3 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, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at crossfire-devel@real-time.com
22*/ 22 */
23 23
24/* 24/*
25 * defines and variables used by the artifact generation routines 25 * defines and variables used by the artifact generation routines
26 */ 26 */
27 27
41#define DIFFLEVELS 31 41#define DIFFLEVELS 31
42 42
43/* 43/*
44 * Flags to generate_treasures(): 44 * Flags to generate_treasures():
45 */ 45 */
46
47enum 46enum
48{ 47{
49 GT_ENVIRONMENT = 0x0001, 48 GT_ENVIRONMENT = 0x0001, // put treasure at objetc, not into object
50 GT_INVISIBLE = 0x0002, 49 GT_INVISIBLE = 0x0002,
51 GT_STARTEQUIP = 0x0004, 50 GT_STARTEQUIP = 0x0004,
52 GT_APPLY = 0x0008, 51 GT_APPLY = 0x0008,
53 GT_ONLY_GOOD = 0x0010, 52 GT_ONLY_GOOD = 0x0010,
54 GT_UPDATE_INV = 0x0020, 53 GT_UPDATE_INV = 0x0020,
55 GT_MINIMAL = 0x0040 /* Do minimal adjustments */ 54 GT_MINIMAL = 0x0040, // Do minimal adjustments
56}; 55};
57 56
58/* 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
59 * values. All values in this structure will override the default arch. 58 * 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. 59 * 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 74 * 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 75 * complete treasure-list. Any arch can point to a treasure-list
77 * to get generated standard treasure when an archetype of that type 76 * to get generated standard treasure when an archetype of that type
78 * is generated (from a generator) 77 * is generated (from a generator)
79*/ 78*/
79struct treasure : zero_initialised
80{
81 arch_ptr item; /* Which item this link can be */
82 shstr name; /* If non null, name of list to use
83 instead */
84 treasure *next; /* Next treasure-item in a linked list */
85 treasure *next_yes; /* If this item was generated, use */
86 /* this link instead of ->next */
87 treasure *next_no; /* If this item was not generated, */
88 /* then continue here */
89 struct _change_arch change_arch; /* override default arch values if set in treasure list */
90 uint16 chance; /* Percent chance for this item */
91 /* If the entry is a list transition,
92 * 'magic' contains the difficulty
93 * required to go to the new list
94 */
95 uint16 nrof; /* random 1 to nrof items are generated */
96 uint8 magic; /* Max magic bonus to item */
80 97
81typedef struct treasurestruct : zero_initialised
82{
83 struct archetype *item; /* Which item this link can be */
84 shstr name; /* If non null, name of list to use
85 instead */
86 struct treasurestruct *next; /* Next treasure-item in a linked list */
87 struct treasurestruct *next_yes; /* If this item was generated, use */
88 /* this link instead of ->next */
89 struct treasurestruct *next_no; /* If this item was not generated, */
90 /* then continue here */
91 struct _change_arch change_arch; /* override default arch values if set in treasure list */
92 uint8 chance; /* Percent chance for this item */
93 uint8 magic; /* Max magic bonus to item */
94 /* If the entry is a list transition,
95 * 'magic' contains the difficulty
96 * required to go to the new list
97 */
98 uint16 nrof; /* random 1 to nrof items are generated */
99} treasure; 98 treasure ()
99 : chance (100)
100 { }
101};
100 102
101
102typedef struct treasureliststruct : zero_initialised 103struct treasurelist : zero_initialised
103{ 104{
104 shstr name; /* Usually monster-name/combination */ 105 shstr name; /* Usually monster-name/combination */
105 sint16 total_chance; /* If non-zero, only 1 item on this 106 sint16 total_chance; /* If non-zero, only 1 item on this
106 * list should be generated. The 107 * list should be generated. The
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 struct treasureliststruct *next; /* Next treasure-item in linked list */ 111 treasurelist *next; /* Next treasure-item in linked list */
111 struct treasurestruct *items; /* Items in this list, linked */ 112 treasure *items; /* Items in this list, linked */
112} treasurelist; 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);
119};
120
121inline void
122object_freezer::put (keyword k, treasurelist *v)
123{
124 put (k, v ? &v->name : (const char *)0);
125}
126
127void create_treasure (treasurelist *t, object *op, int flag, int difficulty, int tries = 0);
113 128
114#endif 129#endif
130

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