--- deliantra/server/include/treasure.h 2006/08/29 08:01:36 1.2 +++ deliantra/server/include/treasure.h 2008/05/06 16:55:26 1.24 @@ -1,32 +1,27 @@ /* - * static char *rcsid_treasure_h = - * "$Id$"; + * This file is part of Deliantra, the Roguelike Realtime MMORPG. + * + * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team + * Copyright (©) 1992,2007 Frank Tore Johansen + * + * Deliantra is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program. If not, see . + * + * The authors can be reached via e-mail to */ /* - CrossFire, A Multiplayer game for X-windows - - Copyright (C) 2002 Mark Wedel & Crossfire Development Team - Copyright (C) 1992 Frank Tore Johansen - - This program is free software; you can redistribute it and/or modify - it under the terms of the GNU General Public License as published by - the Free Software Foundation; either version 2 of the License, or - (at your option) any later version. - - This program is distributed in the hope that it will be useful, - but WITHOUT ANY WARRANTY; without even the implied warranty of - MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - GNU General Public License for more details. - - You should have received a copy of the GNU General Public License - along with this program; if not, write to the Free Software - Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - - The authors can be reached via e-mail at crossfire-devel@real-time.com -*/ - -/* * defines and variables used by the artifact generation routines */ @@ -45,22 +40,19 @@ #define DIFFLEVELS 31 - /* * Flags to generate_treasures(): */ - -enum { - GT_ENVIRONMENT = 0x0001, - GT_INVISIBLE = 0x0002, - GT_STARTEQUIP = 0x0004, - GT_APPLY = 0x0008, - GT_ONLY_GOOD = 0x0010, - GT_UPDATE_INV = 0x0020, - GT_MINIMAL = 0x0040 /* Do minimal adjustments */ +enum +{ + GT_ENVIRONMENT = 0x0001, // put treasure at objetc, not into object + GT_INVISIBLE = 0x0002, + GT_STARTEQUIP = 0x0004, + GT_APPLY = 0x0008, + GT_ONLY_GOOD = 0x0010, + GT_MINIMAL = 0x0020, // Do minimal adjustments }; - /* when a treasure got cloned from archlist, we want perhaps change some default * values. All values in this structure will override the default arch. * TODO: It is a bad way to implement this with a special structure. @@ -70,51 +62,68 @@ * This will allow ANY changes which is possible and we use ony one parser. */ -typedef struct _change_arch { - const char *name; /* is != NULL, copy this over the original arch name */ - const char *title; /* is != NULL, copy this over the original arch name */ - const char *slaying; /* is != NULL, copy this over the original arch name */ +typedef struct _change_arch +{ + shstr name; /* is != NULL, copy this over the original arch name */ + shstr title; /* is != NULL, copy this over the original arch name */ + shstr slaying; /* is != NULL, copy this over the original arch name */ } _change_arch; - /* * treasure is one element in a linked list, which together consist of a * complete treasure-list. Any arch can point to a treasure-list * to get generated standard treasure when an archetype of that type * is generated (from a generator) */ +struct treasure : zero_initialised +{ + arch_ptr item; /* Which item this link can be */ + shstr name; /* If non null, name of list to use + instead */ + treasure *next; /* Next treasure-item in a linked list */ + treasure *next_yes; /* If this item was generated, use */ + /* this link instead of ->next */ + treasure *next_no; /* If this item was not generated, */ + /* then continue here */ + struct _change_arch change_arch; /* override default arch values if set in treasure list */ + uint16 chance; /* Percent chance for this item */ + /* If the entry is a list transition, + * 'magic' contains the difficulty + * required to go to the new list + */ + uint16 nrof; /* random 1 to nrof items are generated */ + uint8 magic; /* Max magic bonus to item */ + + treasure () + : chance (100) + { } +}; -typedef struct treasurestruct { - struct archt *item; /* Which item this link can be */ - const char *name; /* If non null, name of list to use - instead */ - struct treasurestruct *next; /* Next treasure-item in a linked list */ - struct treasurestruct *next_yes; /* If this item was generated, use */ - /* this link instead of ->next */ - struct treasurestruct *next_no; /* If this item was not generated, */ - /* then continue here */ - struct _change_arch change_arch; /* override default arch values if set in treasure list */ - uint8 chance; /* Percent chance for this item */ - uint8 magic; /* Max magic bonus to item */ - /* If the entry is a list transition, - * 'magic' contains the difficulty - * required to go to the new list - */ - uint16 nrof; /* random 1 to nrof items are generated */ -} treasure; - - -typedef struct treasureliststruct { - const char *name; /* Usually monster-name/combination */ +struct treasurelist : zero_initialised +{ + shstr name; /* Usually monster-name/combination */ sint16 total_chance; /* If non-zero, only 1 item on this * list should be generated. The * total_chance contains the sum of * the chance for this list. */ - struct treasureliststruct *next; /* Next treasure-item in linked list */ - struct treasurestruct *items; /* Items in this list, linked */ -} treasurelist; + treasurelist *next; /* Next treasure-item in linked list */ + treasure *items; /* Items in this list, linked */ + void create (object *op, int flag, int difficulty); + static treasurelist *read (object_thawer &f); + static treasurelist *get (const char *name); // find or create + static treasurelist *find (const char *name); +}; + +inline void +object_freezer::put (keyword k, treasurelist *v) +{ + put (k, v ? &v->name : (const char *)0); +} + +void create_treasure (treasurelist *t, object *op, int flag, int difficulty, int tries = 0); #endif +