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/cvs/deliantra/server/include/treasure.h
Revision: 1.16
Committed: Tue Apr 24 00:42:02 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.15: +2 -0 lines
Log Message:
- implement a rudimentary framework for a "msg" command that
  replaces drawinfo and drawextinfo and allows for simpler usage
  in simple cases and extensibility for the less complex uses.
- moved the character race choosing logic into perl, making use
  of the new msg command if the client supports it.

File Contents

# Content
1 /*
2 * CrossFire, A Multiplayer game for X-windows
3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program 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 2 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, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail at crossfire@schmorp.de
23 */
24
25 /*
26 * defines and variables used by the artifact generation routines
27 */
28
29 #ifndef TREASURE_H
30 #define TREASURE_H
31
32 #define MAGIC_VALUE 10000 /* Might need to increase later */
33 #define CHANCE_FOR_ARTIFACT 20
34
35 #define STARTMAL 100
36 #define STEPMAL 10
37
38 /* List, What type to clone_arch(), max magic, how many */
39
40 #define MAXMAGIC 4
41
42 #define DIFFLEVELS 31
43
44 /*
45 * Flags to generate_treasures():
46 */
47 enum
48 {
49 GT_ENVIRONMENT = 0x0001, // put treasure at objetc, not into object
50 GT_INVISIBLE = 0x0002,
51 GT_STARTEQUIP = 0x0004,
52 GT_APPLY = 0x0008,
53 GT_ONLY_GOOD = 0x0010,
54 GT_UPDATE_INV = 0x0020,
55 GT_MINIMAL = 0x0040, // Do minimal adjustments
56 };
57
58 /* 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.
60 * TODO: It is a bad way to implement this with a special structure.
61 * Because the real arch list is a at runtime not changed, we can grap for example
62 * here a clone of the arch, store it in the treasure list and then run the original
63 * arch parser over this clone, using the treasure list as script until an END comes.
64 * This will allow ANY changes which is possible and we use ony one parser.
65 */
66
67 typedef struct _change_arch
68 {
69 shstr name; /* is != NULL, copy this over the original arch name */
70 shstr title; /* is != NULL, copy this over the original arch name */
71 shstr slaying; /* is != NULL, copy this over the original arch name */
72 } _change_arch;
73
74 /*
75 * 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
77 * to get generated standard treasure when an archetype of that type
78 * is generated (from a generator)
79 */
80 struct treasure : zero_initialised
81 {
82 struct archetype *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 uint8 chance; /* Percent chance for this item */
92 uint8 magic; /* Max magic bonus to item */
93 /* If the entry is a list transition,
94 * 'magic' contains the difficulty
95 * required to go to the new list
96 */
97 uint16 nrof; /* random 1 to nrof items are generated */
98
99 treasure ()
100 : chance (100)
101 { }
102 };
103
104 struct 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 */
114
115 void create (object *op, int flag, int difficulty);
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 };
121
122 void create_treasure (treasurelist *t, object *op, int flag, int difficulty, int tries = 0);
123
124 #endif
125