Files
oboe/osx/boe.itemdata.cpp
Celtic Minstrel 94d8717a0b Nuke as many warnings as possible, and several globals as well
- Warnings completely suppressed for the included TinyXML and gzstream libraries
- Parentheses warnings are now errors, since there were several that looked like bugs
- Ditto for dangling else warnings

Some of these warnings were actually bugs:
- Town wandering monsters would have never spawned, because the code to do so was accidentally nested within a check for overall_mode == MODE_OUTDOORS
---> boe.monster.cpp, lines 105-137
- Monster's behaviour with respect to elemental fields did not correctly depend on their immunities (this is the same precedence issue Sylae messed up fixing in the Windows code)
---> boe.monsters.cpp, lines 345-359
- Display of damage blocked by armour appeared to be incorrect (needs verification)
---> boe.newgraph.cpp, line 1079
- Three-choice dialogs probably weren't dealing with unusual button types correctly, though that's a minor point since they aren't expected to use such buttons
2014-12-04 12:44:17 -05:00

176 lines
3.9 KiB
C++

#include <cstdio>
#include <cstring>
//#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 = eItemType::NO_ITEM;
return food;
}
cItemRec pull_item_of_type(unsigned int loot_max,short min_val,short max_val,eItemType t1, eItemType t2, eItemType 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 == eItemType::NO_ITEM) continue;
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) {
cItemRec weapon;
if (loot == 0)
return cItemRec();
weapon = pull_item_of_type(loot,loot_min[loot],loot_max[loot],eItemType::ONE_HANDED,eItemType::TWO_HANDED);
return weapon;
}
cItemRec get_armor(short loot) {
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],eItemType::ARMOR);
return armor;
}
cItemRec get_helm(short loot)
{
return pull_item_of_type(loot,loot_min[loot],loot_max[loot],eItemType::HELM);
}
cItemRec get_gloves(short loot)
{
return pull_item_of_type(loot,loot_min[loot],loot_max[loot],eItemType::GLOVES);
}
cItemRec get_boots(short loot)
{
return pull_item_of_type(loot,loot_min[loot],loot_max[loot],eItemType::BOOTS);
}
cItemRec get_shield(short loot)
{
return pull_item_of_type(loot,loot_min[loot],loot_max[loot],eItemType::SHIELD);
}
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,eItemType::POTION);
else p = pull_item_of_type(loot,loot_min[loot],loot_max[loot],eItemType::POTION);
return p;
}
cItemRec get_scroll(short loot)
{
return pull_item_of_type(loot,loot_min[loot],loot_max[loot],eItemType::SCROLL);
}
cItemRec get_missile(short loot)
{
if (get_ran(1,0,2) < 2)
return pull_item_of_type(loot,loot_min[loot],loot_max[loot],eItemType::ARROW,eItemType::THROWN_MISSILE,eItemType::BOW);
return pull_item_of_type(loot,loot_min[loot],loot_max[loot],eItemType::CROSSBOW,eItemType::BOLTS,eItemType::MISSILE_NO_AMMO);
}
cItemRec get_poison(short loot) {
return pull_item_of_type(loot,loot_min[loot],loot_max[loot],eItemType::WEAPON_POISON);
}
cItemRec get_wand(short loot)
{
return pull_item_of_type(loot,loot_min[loot],loot_max[loot],eItemType::WAND);
}
cItemRec get_ring(short loot)
{
return pull_item_of_type(loot,loot_min[loot],loot_max[loot],eItemType::RING);
}
cItemRec get_necklace(short loot)
{
return pull_item_of_type(loot,loot_min[loot],loot_max[loot],eItemType::NECKLACE);
}