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Comparing deliantra/server/include/treasure.h (file contents):
Revision 1.8 by root, Fri Dec 15 20:07:02 2006 UTC vs.
Revision 1.36 by root, Wed Dec 5 19:03:27 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
6 8 *
7 This program is free software; you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 12 * option) any later version.
11 13 *
12 This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 17 * GNU General Public License for more details.
16 18 *
17 You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 20 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
20 22 *
21 The authors can be reached via e-mail at crossfire.de 23 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 24 */
23 25
24/* 26/*
25 * defines and variables used by the artifact generation routines 27 * defines and variables used by the artifact generation routines
26 */ 28 */
27 29
41#define DIFFLEVELS 31 43#define DIFFLEVELS 31
42 44
43/* 45/*
44 * Flags to generate_treasures(): 46 * Flags to generate_treasures():
45 */ 47 */
46
47enum 48enum
48{ 49{
49 GT_ENVIRONMENT = 0x0001, 50 GT_ENVIRONMENT = 0x0001, // put treasure at object, not into object
50 GT_INVISIBLE = 0x0002, 51 GT_INVISIBLE = 0x0002,
51 GT_STARTEQUIP = 0x0004, 52 GT_STARTEQUIP = 0x0004,
52 GT_APPLY = 0x0008, 53 GT_APPLY = 0x0008,
53 GT_ONLY_GOOD = 0x0010, 54 GT_ONLY_GOOD = 0x0010,
54 GT_UPDATE_INV = 0x0020,
55 GT_MINIMAL = 0x0040 /* Do minimal adjustments */ 55 GT_MINIMAL = 0x0020, // 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.
61 * 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
62 * 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
63 * 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.
64 * 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.
65 */ 65 */
66 66
67typedef struct _change_arch 67typedef struct _change_arch
68{ 68{
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 arch_ptr 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 */
89 treasure *next_no; /* If this item was not generated, */ 88 treasure *next_no; /* If this item was not generated, */
90 /* then continue here */ 89 /* then continue here */
91 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 */
92 uint8 chance; /* Percent chance for this item */ 91 uint16 chance; /* Percent chance for this item */
93 uint8 magic; /* Max magic bonus to item */
94 /* If the entry is a list transition, 92 /* If the entry is a list transition,
95 * 'magic' contains the difficulty 93 * 'magic' contains the difficulty
96 * required to go to the new list 94 * required to go to the new list
97 */ 95 */
98 uint16 nrof; /* random 1 to nrof items are generated */ 96 uint16 nrof; /* random 1 to nrof items are generated */
97 uint8 magic; /* Max magic bonus to item */
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
122inline void
123object_freezer::put (const keyword_string k, treasurelist *v)
124{
125 if (ecb_expect_true (v))
126 put (k, v->name);
127 else
128 put (k);
129}
130
131void create_treasure (treasurelist *t, object *op, int flag, int difficulty, int tries = 0);
132
113#endif 133#endif
134

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