1 | /* |
1 | /* |
2 | * static char *rcsid_treasure_h = |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * "$Id: treasure.h,v 1.5 2006/09/08 16:53:57 root Exp $"; |
3 | * |
|
|
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
|
|
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
|
|
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
|
|
7 | * |
|
|
8 | * Deliantra is free software: you can redistribute it and/or modify |
|
|
9 | * it under the terms of the GNU General Public License as published by |
|
|
10 | * the Free Software Foundation, either version 3 of the License, or |
|
|
11 | * (at your option) any later version. |
|
|
12 | * |
|
|
13 | * This program is distributed in the hope that it will be useful, |
|
|
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
|
|
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
|
|
16 | * GNU General Public License for more details. |
|
|
17 | * |
|
|
18 | * You should have received a copy of the GNU General Public License |
|
|
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
|
|
20 | * |
|
|
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
4 | */ |
22 | */ |
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 | |
23 | |
29 | /* |
24 | /* |
30 | * defines and variables used by the artifact generation routines |
25 | * defines and variables used by the artifact generation routines |
31 | */ |
26 | */ |
32 | |
27 | |
… | |
… | |
43 | |
38 | |
44 | #define MAXMAGIC 4 |
39 | #define MAXMAGIC 4 |
45 | |
40 | |
46 | #define DIFFLEVELS 31 |
41 | #define DIFFLEVELS 31 |
47 | |
42 | |
48 | |
|
|
49 | /* |
43 | /* |
50 | * Flags to generate_treasures(): |
44 | * Flags to generate_treasures(): |
51 | */ |
45 | */ |
52 | |
|
|
53 | enum { |
46 | enum |
54 | GT_ENVIRONMENT = 0x0001, |
47 | { |
|
|
48 | GT_ENVIRONMENT = 0x0001, // put treasure at objetc, not into object |
55 | GT_INVISIBLE = 0x0002, |
49 | GT_INVISIBLE = 0x0002, |
56 | GT_STARTEQUIP = 0x0004, |
50 | GT_STARTEQUIP = 0x0004, |
57 | GT_APPLY = 0x0008, |
51 | GT_APPLY = 0x0008, |
58 | GT_ONLY_GOOD = 0x0010, |
52 | GT_ONLY_GOOD = 0x0010, |
59 | GT_UPDATE_INV = 0x0020, |
|
|
60 | GT_MINIMAL = 0x0040 /* Do minimal adjustments */ |
53 | GT_MINIMAL = 0x0020, // Do minimal adjustments |
61 | }; |
54 | }; |
62 | |
|
|
63 | |
55 | |
64 | /* when a treasure got cloned from archlist, we want perhaps change some default |
56 | /* 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. |
57 | * 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. |
58 | * 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 |
59 | * 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 |
60 | * 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. |
61 | * 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. |
62 | * This will allow ANY changes which is possible and we use ony one parser. |
71 | */ |
63 | */ |
72 | |
64 | |
73 | typedef struct _change_arch { |
65 | typedef struct _change_arch |
|
|
66 | { |
74 | shstr name; /* is != NULL, copy this over the original arch name */ |
67 | shstr name; /* is != NULL, copy this over the original arch name */ |
75 | shstr title; /* is != NULL, copy this over the original arch name */ |
68 | shstr title; /* is != NULL, copy this over the original arch name */ |
76 | shstr slaying; /* is != NULL, copy this over the original arch name */ |
69 | shstr slaying; /* is != NULL, copy this over the original arch name */ |
77 | } _change_arch; |
70 | } _change_arch; |
78 | |
|
|
79 | |
71 | |
80 | /* |
72 | /* |
81 | * treasure is one element in a linked list, which together consist of a |
73 | * 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 |
74 | * complete treasure-list. Any arch can point to a treasure-list |
83 | * to get generated standard treasure when an archetype of that type |
75 | * to get generated standard treasure when an archetype of that type |
84 | * is generated (from a generator) |
76 | * is generated (from a generator) |
85 | */ |
77 | */ |
|
|
78 | struct treasure : zero_initialised |
|
|
79 | { |
|
|
80 | arch_ptr item; /* Which item this link can be */ |
|
|
81 | shstr name; /* If non null, name of list to use |
|
|
82 | instead */ |
|
|
83 | treasure *next; /* Next treasure-item in a linked list */ |
|
|
84 | treasure *next_yes; /* If this item was generated, use */ |
|
|
85 | /* this link instead of ->next */ |
|
|
86 | treasure *next_no; /* If this item was not generated, */ |
|
|
87 | /* then continue here */ |
|
|
88 | struct _change_arch change_arch; /* override default arch values if set in treasure list */ |
|
|
89 | uint16 chance; /* Percent chance for this item */ |
|
|
90 | /* If the entry is a list transition, |
|
|
91 | * 'magic' contains the difficulty |
|
|
92 | * required to go to the new list |
|
|
93 | */ |
|
|
94 | uint16 nrof; /* random 1 to nrof items are generated */ |
|
|
95 | uint8 magic; /* Max magic bonus to item */ |
86 | |
96 | |
87 | typedef struct treasurestruct : zero_initialised |
|
|
88 | { |
|
|
89 | struct archetype *item; /* Which item this link can be */ |
|
|
90 | shstr name; /* If non null, name of list to use |
|
|
91 | instead */ |
|
|
92 | struct treasurestruct *next; /* Next treasure-item in a linked list */ |
|
|
93 | struct treasurestruct *next_yes; /* If this item was generated, use */ |
|
|
94 | /* this link instead of ->next */ |
|
|
95 | struct treasurestruct *next_no; /* If this item was not generated, */ |
|
|
96 | /* then continue here */ |
|
|
97 | struct _change_arch change_arch; /* override default arch values if set in treasure list */ |
|
|
98 | uint8 chance; /* Percent chance for this item */ |
|
|
99 | uint8 magic; /* Max magic bonus to item */ |
|
|
100 | /* If the entry is a list transition, |
|
|
101 | * 'magic' contains the difficulty |
|
|
102 | * required to go to the new list |
|
|
103 | */ |
|
|
104 | uint16 nrof; /* random 1 to nrof items are generated */ |
|
|
105 | } treasure; |
97 | treasure () |
|
|
98 | : chance (100) |
|
|
99 | { } |
|
|
100 | }; |
106 | |
101 | |
107 | |
|
|
108 | typedef struct treasureliststruct : zero_initialised |
102 | struct treasurelist : zero_initialised |
109 | { |
103 | { |
110 | shstr name; /* Usually monster-name/combination */ |
104 | shstr name; /* Usually monster-name/combination */ |
111 | sint16 total_chance; /* If non-zero, only 1 item on this |
105 | sint16 total_chance; /* If non-zero, only 1 item on this |
112 | * list should be generated. The |
106 | * list should be generated. The |
113 | * total_chance contains the sum of |
107 | * total_chance contains the sum of |
114 | * the chance for this list. |
108 | * the chance for this list. |
115 | */ |
109 | */ |
116 | struct treasureliststruct *next; /* Next treasure-item in linked list */ |
110 | treasurelist *next; /* Next treasure-item in linked list */ |
117 | struct treasurestruct *items; /* Items in this list, linked */ |
111 | treasure *items; /* Items in this list, linked */ |
118 | } treasurelist; |
112 | |
|
|
113 | void create (object *op, int flag, int difficulty); |
|
|
114 | |
|
|
115 | static treasurelist *read (object_thawer &f); |
|
|
116 | static treasurelist *get (const char *name); // find or create |
|
|
117 | static treasurelist *find (const char *name); |
|
|
118 | }; |
|
|
119 | |
|
|
120 | inline void |
|
|
121 | object_freezer::put (keyword k, treasurelist *v) |
|
|
122 | { |
|
|
123 | put (k, v ? &v->name : (const char *)0); |
|
|
124 | } |
|
|
125 | |
|
|
126 | void create_treasure (treasurelist *t, object *op, int flag, int difficulty, int tries = 0); |
119 | |
127 | |
120 | #endif |
128 | #endif |
|
|
129 | |