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/*
* PROPRIETARY INFORMATION. This software is proprietary to POWDER
* Development, and is not to be reproduced, transmitted, or disclosed
* in any way without written permission.
*
* Produced by: Jeff Lait
*
* POWDER Development
*
* NAME: artifact.h ( POWDER Library, C++ )
*
* COMMENTS:
* This handles the randart (cool name - always read that as
* random artwork rather than random artifacts). The idea is that
* artifact's properties are generated by their names. Thus, the
* long sword Foobar will be the same from game to game.
*/
#ifndef __artifact__
#define __artifact__
#include "mygba.h"
#include "glbdef.h"
#include "buf.h"
class ARTIFACT
{
public:
ARTIFACT();
~ARTIFACT();
bool hasattack;
ATTACK_DEF attack;
bool hasthrownattack;
ATTACK_DEF thrownattack;
s8 acbonus;
u8 lightradius;
u8 iscarryintrinsic;
char *intrinsics;
// This is used internally to chain the allocated artifacts.
// Treat this as private.
char *name;
ITEM_NAMES baseitem;
ARTIFACT *next;
};
// Global initialization code.
// This will reset the artifact tables. It should be called
// on new game or load.
void
artifact_init();
// Builds a random artifact name.
BUF
artifact_buildname(ITEM_NAMES baseitem);
//
// This builds an artifact table for the given item.
// The long sword Foobar has different properties than
// the wooden shield Foobar.
//
// The returned pointer is persistant.
//
ARTIFACT *
artifact_buildartifact(const char *name, ITEM_NAMES baseitem);
#endif
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