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Comparing deliantra/server/include/treasure.h (file contents):
Revision 1.7 by root, Sat Sep 16 22:24:12 2006 UTC vs.
Revision 1.23 by root, Tue Apr 22 07:01:47 2008 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 (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at crossfire-devel@real-time.com
22*/ 22 */
23 23
24/* 24/*
25 * defines and variables used by the artifact generation routines 25 * defines and variables used by the artifact generation routines
26 */ 26 */
27 27
41#define DIFFLEVELS 31 41#define DIFFLEVELS 31
42 42
43/* 43/*
44 * Flags to generate_treasures(): 44 * Flags to generate_treasures():
45 */ 45 */
46
47enum 46enum
48{ 47{
49 GT_ENVIRONMENT = 0x0001, 48 GT_ENVIRONMENT = 0x0001, // put treasure at objetc, not into object
50 GT_INVISIBLE = 0x0002, 49 GT_INVISIBLE = 0x0002,
51 GT_STARTEQUIP = 0x0004, 50 GT_STARTEQUIP = 0x0004,
52 GT_APPLY = 0x0008, 51 GT_APPLY = 0x0008,
53 GT_ONLY_GOOD = 0x0010, 52 GT_ONLY_GOOD = 0x0010,
54 GT_UPDATE_INV = 0x0020,
55 GT_MINIMAL = 0x0040 /* Do minimal adjustments */ 53 GT_MINIMAL = 0x0020, // Do minimal adjustments
56}; 54};
57 55
58/* 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
59 * values. All values in this structure will override the default arch. 57 * 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. 58 * TODO: It is a bad way to implement this with a special structure.
75 * 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
76 * complete treasure-list. Any arch can point to a treasure-list 74 * complete treasure-list. Any arch can point to a treasure-list
77 * to get generated standard treasure when an archetype of that type 75 * to get generated standard treasure when an archetype of that type
78 * is generated (from a generator) 76 * is generated (from a generator)
79*/ 77*/
80
81struct treasure : zero_initialised 78struct treasure : zero_initialised
82{ 79{
83 struct archetype *item; /* Which item this link can be */ 80 arch_ptr item; /* Which item this link can be */
84 shstr name; /* If non null, name of list to use 81 shstr name; /* If non null, name of list to use
85 instead */ 82 instead */
86 treasure *next; /* Next treasure-item in a linked list */ 83 treasure *next; /* Next treasure-item in a linked list */
87 treasure *next_yes; /* If this item was generated, use */ 84 treasure *next_yes; /* If this item was generated, use */
88 /* this link instead of ->next */ 85 /* this link instead of ->next */
89 treasure *next_no; /* If this item was not generated, */ 86 treasure *next_no; /* If this item was not generated, */
90 /* then continue here */ 87 /* then continue here */
91 struct _change_arch change_arch; /* override default arch values if set in treasure list */ 88 struct _change_arch change_arch; /* override default arch values if set in treasure list */
92 uint8 chance; /* Percent chance for this item */ 89 uint16 chance; /* Percent chance for this item */
93 uint8 magic; /* Max magic bonus to item */
94 /* If the entry is a list transition, 90 /* If the entry is a list transition,
95 * 'magic' contains the difficulty 91 * 'magic' contains the difficulty
96 * required to go to the new list 92 * required to go to the new list
97 */ 93 */
98 uint16 nrof; /* random 1 to nrof items are generated */ 94 uint16 nrof; /* random 1 to nrof items are generated */
95 uint8 magic; /* Max magic bonus to item */
96
97 treasure ()
98 : chance (100)
99 { }
99}; 100};
100 101
101struct treasurelist : zero_initialised 102struct treasurelist : zero_initialised
102{ 103{
103 shstr name; /* Usually monster-name/combination */ 104 shstr name; /* Usually monster-name/combination */
106 * total_chance contains the sum of 107 * total_chance contains the sum of
107 * the chance for this list. 108 * the chance for this list.
108 */ 109 */
109 treasurelist *next; /* Next treasure-item in linked list */ 110 treasurelist *next; /* Next treasure-item in linked list */
110 treasure *items; /* Items in this list, linked */ 111 treasure *items; /* Items in this list, linked */
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);
111}; 118};
112 119
120inline void
121object_freezer::put (keyword k, treasurelist *v)
122{
123 put (k, v ? &v->name : (const char *)0);
124}
125
126void create_treasure (treasurelist *t, object *op, int flag, int difficulty, int tries = 0);
127
113#endif 128#endif
129

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