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/cvs/deliantra/server/include/treasure.h
Revision: 1.37
Committed: Sat Oct 8 21:54:05 2022 UTC (19 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: HEAD
Changes since 1.36: +4 -4 lines
Log Message:
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File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
7 * Copyright (©) 1992 Frank Tore Johansen
8 *
9 * Deliantra is free software: you can redistribute it and/or modify it under
10 * the terms of the Affero GNU General Public License as published by the
11 * Free Software Foundation, either version 3 of the License, or (at your
12 * option) any later version.
13 *
14 * This program is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 * GNU General Public License for more details.
18 *
19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
22 *
23 * The authors can be reached via e-mail to <support@deliantra.net>
24 */
25
26 /*
27 * defines and variables used by the artifact generation routines
28 */
29
30 #ifndef TREASURE_H
31 #define TREASURE_H
32
33 #define MAGIC_VALUE 10000 /* Might need to increase later */
34 #define CHANCE_FOR_ARTIFACT 20
35
36 #define STARTMAL 100
37 #define STEPMAL 10
38
39 /* List, What type to clone_arch(), max magic, how many */
40
41 #define MAXMAGIC 4
42
43 #define DIFFLEVELS 31
44
45 /*
46 * Flags to generate_treasures():
47 */
48 enum
49 {
50 GT_ENVIRONMENT = 0x0001, // put treasure at object, not into object
51 GT_INVISIBLE = 0x0002,
52 GT_STARTEQUIP = 0x0004,
53 GT_APPLY = 0x0008,
54 GT_ONLY_GOOD = 0x0010,
55 GT_MINIMAL = 0x0020, // 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 arch_ptr 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 uint16 chance; /* Percent chance for this item */
92 /* If the entry is a list transition,
93 * 'magic' contains the difficulty
94 * required to go to the new list
95 */
96 uint16 nrof; /* random 1 to nrof items are generated */
97 uint8 magic; /* Max magic bonus to item */
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 inline void
123 object_freezer::put (const keyword_string k, treasurelist *v)
124 {
125 if (ecb_expect_true (v))
126 put (k, v->name);
127 else
128 put (k);
129 }
130
131 void create_treasure (treasurelist *t, object *op, int flag, int difficulty, int tries = 0);
132
133 #endif
134