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/cvs/deliantra/server/include/treasure.h
Revision: 1.28
Committed: Fri Mar 26 01:04:44 2010 UTC (14 years, 2 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.27: +1 -1 lines
Log Message:
update copyright for up to 2010

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 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>
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_MINIMAL = 0x0020, // Do minimal adjustments
55 };
56
57 /* when a treasure got cloned from archlist, we want perhaps change some default
58 * values. All values in this structure will override the default arch.
59 * TODO: It is a bad way to implement this with a special structure.
60 * Because the real arch list is a at runtime not changed, we can grap for example
61 * here a clone of the arch, store it in the treasure list and then run the original
62 * arch parser over this clone, using the treasure list as script until an END comes.
63 * This will allow ANY changes which is possible and we use ony one parser.
64 */
65
66 typedef struct _change_arch
67 {
68 shstr name; /* is != NULL, copy this over the original arch name */
69 shstr title; /* is != NULL, copy this over the original arch name */
70 shstr slaying; /* is != NULL, copy this over the original arch name */
71 } _change_arch;
72
73 /*
74 * treasure is one element in a linked list, which together consist of a
75 * complete treasure-list. Any arch can point to a treasure-list
76 * to get generated standard treasure when an archetype of that type
77 * is generated (from a generator)
78 */
79 struct 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 */
97
98 treasure ()
99 : chance (100)
100 { }
101 };
102
103 struct treasurelist : zero_initialised
104 {
105 shstr name; /* Usually monster-name/combination */
106 sint16 total_chance; /* If non-zero, only 1 item on this
107 * list should be generated. The
108 * total_chance contains the sum of
109 * the chance for this list.
110 */
111 treasurelist *next; /* Next treasure-item in linked list */
112 treasure *items; /* Items in this list, linked */
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
121 inline void
122 object_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
130 void create_treasure (treasurelist *t, object *op, int flag, int difficulty, int tries = 0);
131
132 #endif
133