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