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Comparing deliantra/server/include/treasure.h (file contents):
Revision 1.1.1.1 by root, Fri Feb 3 07:12:51 2006 UTC vs.
Revision 1.37 by root, Sat Oct 8 21:54:05 2022 UTC

1/* 1/*
2 * static char *rcsid_treasure_h = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: treasure.h,v 1.1.1.1 2006/02/03 07:12:51 root Exp $"; 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
6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
7 * Copyright (©) 1992 Frank Tore Johansen
8 *
9 * Deliantra is free software: you can redistribute it and/or modify it under
10 * the terms of the Affero GNU General Public License as published by the
11 * Free Software Foundation, either version 3 of the License, or (at your
12 * option) any later version.
13 *
14 * This program is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 * GNU General Public License for more details.
18 *
19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
22 *
23 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 24 */
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 25
29/* 26/*
30 * defines and variables used by the artifact generation routines 27 * defines and variables used by the artifact generation routines
31 */ 28 */
32 29
43 40
44#define MAXMAGIC 4 41#define MAXMAGIC 4
45 42
46#define DIFFLEVELS 31 43#define DIFFLEVELS 31
47 44
48
49/* 45/*
50 * Flags to generate_treasures(): 46 * Flags to generate_treasures():
51 */ 47 */
52
53enum { 48enum
54 GT_ENVIRONMENT = 0x0001, 49{
50 GT_ENVIRONMENT = 0x0001, // put treasure at object, not into object
55 GT_INVISIBLE = 0x0002, 51 GT_INVISIBLE = 0x0002,
56 GT_STARTEQUIP = 0x0004, 52 GT_STARTEQUIP = 0x0004,
57 GT_APPLY = 0x0008, 53 GT_APPLY = 0x0008,
58 GT_ONLY_GOOD = 0x0010, 54 GT_ONLY_GOOD = 0x0010,
59 GT_UPDATE_INV = 0x0020,
60 GT_MINIMAL = 0x0040 /* Do minimal adjustments */ 55 GT_MINIMAL = 0x0020, // 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*/
80struct treasure : zero_initialised
81{
82 arch_ptr item; /* Which item this link can be */
83 shstr name; /* If non null, name of list to use
84 instead */
85 treasure *next; /* Next treasure-item in a linked list */
86 treasure *next_yes; /* If this item was generated, use */
87 /* this link instead of ->next */
88 treasure *next_no; /* If this item was not generated, */
89 /* then continue here */
90 struct _change_arch change_arch; /* override default arch values if set in treasure list */
91 uint16 chance; /* Percent chance for this item */
92 /* If the entry is a list transition,
93 * 'magic' contains the difficulty
94 * required to go to the new list
95 */
96 uint16 nrof; /* random 1 to nrof items are generated */
97 uint8 magic; /* Max magic bonus to item */
86 98
87typedef struct treasurestruct {
88 struct archt *item; /* Which item this link can be */
89 const char *name; /* If non null, name of list to use
90 instead */
91 struct treasurestruct *next; /* Next treasure-item in a linked list */
92 struct treasurestruct *next_yes; /* If this item was generated, use */
93 /* this link instead of ->next */
94 struct treasurestruct *next_no; /* If this item was not generated, */
95 /* then continue here */
96 struct _change_arch change_arch; /* override default arch values if set in treasure list */
97 uint8 chance; /* Percent chance for this item */
98 uint8 magic; /* Max magic bonus to item */
99 /* If the entry is a list transition,
100 * 'magic' contains the difficulty
101 * required to go to the new list
102 */
103 uint16 nrof; /* random 1 to nrof items are generated */
104} treasure; 99 treasure ()
100 : chance (100)
101 { }
102};
105 103
104struct treasurelist : zero_initialised
105{
106 shstr name; /* Usually monster-name/combination */
107 sint16 total_chance; /* If non-zero, only 1 item on this
108 * list should be generated. The
109 * total_chance contains the sum of
110 * the chance for this list.
111 */
112 treasurelist *next; /* Next treasure-item in linked list */
113 treasure *items; /* Items in this list, linked */
106 114
107typedef struct treasureliststruct { 115 void create (object *op, int flag, int difficulty);
108 const char *name; /* Usually monster-name/combination */
109 sint16 total_chance; /* If non-zero, only 1 item on this
110 * list should be generated. The
111 * total_chance contains the sum of
112 * the chance for this list.
113 */
114 struct treasureliststruct *next; /* Next treasure-item in linked list */
115 struct treasurestruct *items; /* Items in this list, linked */
116} treasurelist;
117 116
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};
118 121
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);
119 132
120#endif 133#endif
134

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