--- deliantra/server/include/treasure.h 2006/12/15 20:07:02 1.8 +++ deliantra/server/include/treasure.h 2018/12/05 19:03:27 1.36 @@ -1,25 +1,27 @@ /* - 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.de -*/ + * This file is part of Deliantra, the Roguelike Realtime MMORPG. + * + * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team + * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * Copyright (©) 2002 Mark Wedel & Crossfire Development Team + * Copyright (©) 1992 Frank Tore Johansen + * + * Deliantra is free software: you can redistribute it and/or modify it under + * the terms of the Affero 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 Affero GNU General Public License + * and the GNU General Public License along with this program. If not, see + * . + * + * The authors can be reached via e-mail to + */ /* * defines and variables used by the artifact generation routines @@ -43,16 +45,14 @@ /* * 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 */ + GT_ENVIRONMENT = 0x0001, // put treasure at object, 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 @@ -60,7 +60,7 @@ * TODO: It is a bad way to implement this with a special structure. * Because the real arch list is a at runtime not changed, we can grap for example * here a clone of the arch, store it in the treasure list and then run the original - * arch parser over this clone, using the treasure list as script until an END comes. + * arch parser over this clone, using the treasure list as script until an END comes. * This will allow ANY changes which is possible and we use ony one parser. */ @@ -77,25 +77,28 @@ * to get generated standard treasure when an archetype of that type * is generated (from a generator) */ - struct treasure : zero_initialised { - struct archetype *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 */ - 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 */ + 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) + { } }; struct treasurelist : zero_initialised @@ -108,6 +111,24 @@ */ 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 (const keyword_string k, treasurelist *v) +{ + if (ecb_expect_true (v)) + put (k, v->name); + else + put (k); +} + +void create_treasure (treasurelist *t, object *op, int flag, int difficulty, int tries = 0); + #endif +