- Replaced all occurrences of FillCRect with the new tileImage, to get away from 'ppat' resources. - Fixed a minor error in the character editor where part of a text string was off the window. - With the prefix header gone, libticpp.dylib has been removed; TinyXML++ is now compiled right into the program. - The scenario editor splash screen is now loaded from a file. - The pc editor title has its transparency problem fixed. - Added an overload of tileImage that takes a RgnHandle instead of a Rect in order to replace the single occurrence of FillCRgn. - Removed an unused function in boe.graphics.cpp - Changed loading of patterns. Instead of loading each pattern individually from a resource, a single file containing all of them is loading. The arrays that formerly contained the actual patterns now contain the source rects of the patterns. - Fixed the cursor hotspots (the coordinates were reversed) - Removed the useless flip_pict that was written when I didn't know what I was doing. - Fixed error in tileImage in which vrep and hrep were switched. - Added code to tileImage to ensure that the pattern will line up with anything already onscreen, regardless of the rect to fill. - Two images were altered: pcedtitle.png to fix the transparenct problem, and pixpats.png to add one pattern that had been missed (and also rearrange the smaller patterns a little) git-svn-id: http://openexile.googlecode.com/svn/trunk@91 4ebdad44-0ea0-11de-aab3-ff745001d230
181 lines
3.7 KiB
C++
181 lines
3.7 KiB
C++
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#include <Carbon/Carbon.h>
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#include <cstdio>
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#include <cstring>
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//#include "item.h"
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#include "boe.global.h"
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#include "classes.h"
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#include "boe.itemdata.h"
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#include "mathutil.h"
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//extern piles_of_stuff_dumping_type *data_store;
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extern cScenario scenario;
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//item_record_type convert_item (short_item_record_type s_item);
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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};
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//
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// return dummy_item;
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//}
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cItemRec get_stored_item(short which)
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{
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cItemRec s_item;
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if ((which >= 400) || (which < 0)) {
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s_item = cItemRec();
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return s_item;
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}
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s_item = scenario.scen_items[which];
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return s_item;
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}
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cItemRec get_food()
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{
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cItemRec food('food');
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// {11,0, 0,0,0,0,0,0, 62,0,0,0,0, 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 = ITEM_TYPE_NO_ITEM;
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return food;
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}
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cItemRec 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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cItemRec 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 = cItemRec();
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return temp_i;
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}
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cItemRec get_weapon(short loot,short level)
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{
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cItemRec weapon;
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if (loot == 0)
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return cItemRec();
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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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cItemRec get_armor(short loot,short level)
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{
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short r1;
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cItemRec armor;
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if (loot == 0)
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return cItemRec();
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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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cItemRec get_helm(short loot)
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{
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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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cItemRec 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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cItemRec 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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cItemRec 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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cItemRec get_potion(short loot)
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{
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cItemRec 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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cItemRec 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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cItemRec 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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cItemRec 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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cItemRec 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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cItemRec 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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cItemRec get_necklace(short loot)
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{
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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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