179 lines
3.9 KiB
C++
Executable File
179 lines
3.9 KiB
C++
Executable File
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#include <windows.h>
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#include "global.h"
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#include "itemdata.h"
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#include "stdio.h"
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#include "string.h"
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item_record_type convert_item (short_item_record_type s_item);
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extern piles_of_stuff_dumping_type *data_store;
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extern piles_of_stuff_dumping_type2 *data_store2;
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short loot_min[5] = {0,0,5,50,400};
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short loot_max[5] = {3,8,40,800,4000};
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//// whole file
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item_record_type return_dummy_item()
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{
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item_record_type dummy_item = {0,0, 0,0,0,0,0,0, 0,0,0,0,0,0, 0, 0,0, {0,0},"", "",0,0,0,0};
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return dummy_item;
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}
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item_record_type get_stored_item(short which)
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{
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short_item_record_type item;
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item_record_type s_item;
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if ((which >= 400) || (which < 0)) {
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s_item = return_dummy_item();
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return s_item;
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}
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s_item = data_store2->scen_item_list.scen_items[which];
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return s_item;
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}
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item_record_type get_food()
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{
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item_record_type food =
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{11,0, 0,0,0,0,0,0, 62,0,0,0,0,0, 0, 0,0, {0,0},"Food", "Food",0,0,0,0};
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food.graphic_num += get_ran(1,0,2);
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food.item_level = get_ran(1,5,10);
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if (get_ran(1,0,9) == 5)
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food.graphic_num = 113;
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if (get_ran(1,0,9) == 5)
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food.graphic_num = 114;
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// food doesn't always appear
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if (get_ran(1,0,2) != 1)
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food.variety = 0;
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return food;
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}
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item_record_type pull_item_of_type(short loot_max,short min_val,short max_val,short t1, short t2, short t3)
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{
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short i,j,val;
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item_record_type temp_i;
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// occasionally get nice item
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if (get_ran(1,0,160) == 80) {
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loot_max += 2;
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max_val += 2000;
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}
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for (i = 0; i < 80; i++) {
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j = get_ran(1,0,399);
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temp_i = get_stored_item(j);
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if ((temp_i.variety == t1) || (temp_i.variety == t2) || (temp_i.variety == t3)) {
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val = (temp_i.charges > 0) ? temp_i.charges * temp_i.value : temp_i.value;
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if ((val >= min_val) && (val <= max_val) && (temp_i.treas_class != 0) &&
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(temp_i.treas_class <= loot_max))
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return temp_i;
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}
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}
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temp_i = return_dummy_item();
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return temp_i;
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}
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item_record_type get_weapon(short loot,short level)
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{
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short r1,i;
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item_record_type weapon;
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if (loot == 0)
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return return_dummy_item();
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weapon = pull_item_of_type(loot,loot_min[loot],loot_max[loot],1,2,-1);
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return weapon;
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}
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item_record_type get_armor(short loot,short level)
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{
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short r1;
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item_record_type armor;
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if (loot == 0)
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return return_dummy_item();
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r1 = get_ran(1,(loot - 1) * 5 + 124,142);
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armor = pull_item_of_type(loot,loot_min[loot],loot_max[loot],13,-1,-1);
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return armor;
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}
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item_record_type get_helm(short loot)
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{
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short r1;
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return pull_item_of_type(loot,loot_min[loot],loot_max[loot],14,-1,-1);
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}
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item_record_type get_gloves(short loot)
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{
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return pull_item_of_type(loot,loot_min[loot],loot_max[loot],15,-1,-1);
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}
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item_record_type get_boots(short loot)
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{
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return pull_item_of_type(loot,loot_min[loot],loot_max[loot],17,-1,-1);
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}
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item_record_type get_shield(short loot)
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{
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return pull_item_of_type(loot,loot_min[loot],loot_max[loot],12,-1,-1);
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}
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item_record_type get_potion(short loot)
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{
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item_record_type p;
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if (get_ran(1,0,80) < 20 * (4 - loot))
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p = pull_item_of_type(loot,loot_min[loot],loot_max[loot] / 2,7,-1,-1);
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else p = pull_item_of_type(loot,loot_min[loot],loot_max[loot],7,-1,-1);
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return p;
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}
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item_record_type get_scroll(short loot)
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{
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return pull_item_of_type(loot,loot_min[loot],loot_max[loot],8,-1,-1);
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}
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item_record_type get_missile(short loot)
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{
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if (get_ran(1,0,2) < 2)
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return pull_item_of_type(loot,loot_min[loot],loot_max[loot],5,6,4);
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return pull_item_of_type(loot,loot_min[loot],loot_max[loot],23,24,25);
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}
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item_record_type get_poison(short loot,short level)
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{
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return pull_item_of_type(loot,loot_min[loot],loot_max[loot],20,-1,-1);
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}
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item_record_type get_wand(short loot)
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{
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return pull_item_of_type(loot,loot_min[loot],loot_max[loot],9,-1,-1);
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}
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item_record_type get_ring(short loot)
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{
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return pull_item_of_type(loot,loot_min[loot],loot_max[loot],18,-1,-1);
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}
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item_record_type get_necklace(short loot)
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{
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item_record_type necklace;
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return pull_item_of_type(loot,loot_min[loot],loot_max[loot],19,-1,-1);
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}
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