ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/include/treasure.h
(Generate patch)

Comparing deliantra/server/include/treasure.h (file contents):
Revision 1.5 by root, Fri Sep 8 16:53:57 2006 UTC vs.
Revision 1.34 by root, Sun Jan 29 02:47:05 2017 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 1.5 2006/09/08 16:53:57 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
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 24
29/* 25/*
30 * defines and variables used by the artifact generation routines 26 * defines and variables used by the artifact generation routines
31 */ 27 */
32 28
43 39
44#define MAXMAGIC 4 40#define MAXMAGIC 4
45 41
46#define DIFFLEVELS 31 42#define DIFFLEVELS 31
47 43
48
49/* 44/*
50 * Flags to generate_treasures(): 45 * Flags to generate_treasures():
51 */ 46 */
52
53enum { 47enum
54 GT_ENVIRONMENT = 0x0001, 48{
49 GT_ENVIRONMENT = 0x0001, // put treasure at object, not into object
55 GT_INVISIBLE = 0x0002, 50 GT_INVISIBLE = 0x0002,
56 GT_STARTEQUIP = 0x0004, 51 GT_STARTEQUIP = 0x0004,
57 GT_APPLY = 0x0008, 52 GT_APPLY = 0x0008,
58 GT_ONLY_GOOD = 0x0010, 53 GT_ONLY_GOOD = 0x0010,
59 GT_UPDATE_INV = 0x0020,
60 GT_MINIMAL = 0x0040 /* Do minimal adjustments */ 54 GT_MINIMAL = 0x0020, // Do minimal adjustments
61}; 55};
62
63 56
64/* when a treasure got cloned from archlist, we want perhaps change some default 57/* 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. 58 * 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. 59 * 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 60 * 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 61 * 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. 62 * 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. 63 * This will allow ANY changes which is possible and we use ony one parser.
71 */ 64 */
72 65
73typedef struct _change_arch { 66typedef struct _change_arch
67{
74 shstr name; /* is != NULL, copy this over the original arch name */ 68 shstr name; /* is != NULL, copy this over the original arch name */
75 shstr title; /* is != NULL, copy this over the original arch name */ 69 shstr title; /* is != NULL, copy this over the original arch name */
76 shstr slaying; /* is != NULL, copy this over the original arch name */ 70 shstr slaying; /* is != NULL, copy this over the original arch name */
77} _change_arch; 71} _change_arch;
78
79 72
80/* 73/*
81 * treasure is one element in a linked list, which together consist of a 74 * 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 75 * complete treasure-list. Any arch can point to a treasure-list
83 * to get generated standard treasure when an archetype of that type 76 * to get generated standard treasure when an archetype of that type
84 * is generated (from a generator) 77 * is generated (from a generator)
85*/ 78*/
79struct treasure : zero_initialised
80{
81 arch_ptr item; /* Which item this link can be */
82 shstr name; /* If non null, name of list to use
83 instead */
84 treasure *next; /* Next treasure-item in a linked list */
85 treasure *next_yes; /* If this item was generated, use */
86 /* this link instead of ->next */
87 treasure *next_no; /* If this item was not generated, */
88 /* then continue here */
89 struct _change_arch change_arch; /* override default arch values if set in treasure list */
90 uint16 chance; /* Percent chance for this item */
91 /* If the entry is a list transition,
92 * 'magic' contains the difficulty
93 * required to go to the new list
94 */
95 uint16 nrof; /* random 1 to nrof items are generated */
96 uint8 magic; /* Max magic bonus to item */
86 97
87typedef 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; 98 treasure ()
99 : chance (100)
100 { }
101};
106 102
107
108typedef struct treasureliststruct : zero_initialised 103struct treasurelist : zero_initialised
109{ 104{
110 shstr name; /* Usually monster-name/combination */ 105 shstr name; /* Usually monster-name/combination */
111 sint16 total_chance; /* If non-zero, only 1 item on this 106 sint16 total_chance; /* If non-zero, only 1 item on this
112 * list should be generated. The 107 * list should be generated. The
113 * total_chance contains the sum of 108 * total_chance contains the sum of
114 * the chance for this list. 109 * the chance for this list.
115 */ 110 */
116 struct treasureliststruct *next; /* Next treasure-item in linked list */ 111 treasurelist *next; /* Next treasure-item in linked list */
117 struct treasurestruct *items; /* Items in this list, linked */ 112 treasure *items; /* Items in this list, linked */
118} treasurelist; 113
114 void create (object *op, int flag, int difficulty);
115
116 static treasurelist *read (object_thawer &f);
117 static treasurelist *get (const char *name); // find or create
118 static treasurelist *find (const char *name);
119};
120
121inline void
122object_freezer::put (const keyword_string k, treasurelist *v)
123{
124 if (expect_true (v))
125 put (k, v->name);
126 else
127 put (k);
128}
129
130void create_treasure (treasurelist *t, object *op, int flag, int difficulty, int tries = 0);
119 131
120#endif 132#endif
133

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines