Angband
obj-make.h
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1 
19 #ifndef OBJECT_MAKE_H
20 #define OBJECT_MAKE_H
21 
22 #include "cave.h"
23 
28 #define NO_MINIMUM 255
29 
30 void ego_apply_magic(struct object *obj, int level);
31 void copy_artifact_data(struct object *obj, const struct artifact *art);
32 bool make_fake_artifact(struct object *obj, const struct artifact *artifact);
33 void object_prep(struct object *obj, struct object_kind *kind, int lev,
34  aspect rand_aspect);
35 int apply_magic(struct object *obj, int lev, bool okay, bool good,
36  bool great, bool extra_roll);
37 bool kind_is_good(const struct object_kind *kind);
38 struct object_kind *get_obj_num(int level, bool good, int tval);
39 struct object *make_object(struct chunk *c, int lev, bool good, bool great,
40  bool extra_roll, s32b *value, int tval);
41 void acquirement(int y1, int x1, int level, int num, bool great);
42 struct object_kind *money_kind(const char *name, int value);
43 struct object *make_gold(int lev, char *coin_type);
44 
45 #endif /* OBJECT_MAKE_H */
Information about object kinds, including player knowledge.
Definition: object.h:158
byte tval
Item type (from kind)
Definition: object.h:408
bool make_fake_artifact(struct object *obj, const struct artifact *artifact)
Create a fake artifact directly from a blank object.
Definition: obj-make.c:683
struct object_kind * money_kind(const char *name, int value)
Get a money kind by name, or level-appropriate.
Definition: obj-make.c:1183
Definition: game-world.h:24
Definition: cave.h:160
Object information, for a specific object.
Definition: object.h:394
int tval
General object type (see TV_ macros)
Definition: object.h:167
bool kind_is_good(const struct object_kind *kind)
Hack – determine if a template is "good".
Definition: obj-make.c:956
void acquirement(int y1, int x1, int level, int num, bool great)
Scatter some objects near the player.
Definition: obj-make.c:1159
int apply_magic(struct object *obj, int lev, bool okay, bool good, bool great, bool extra_roll)
Applying magic to an object, which includes creating ego-items, and applying random bonuses...
Definition: obj-make.c:859
int num
Definition: libpng12/png.h:1527
void copy_artifact_data(struct object *obj, const struct artifact *art)
Copy artifact data to a normal object.
Definition: obj-make.c:465
struct object * make_object(struct chunk *c, int lev, bool good, bool great, bool extra_roll, s32b *value, int tval)
Attempt to make an object.
Definition: obj-make.c:1104
struct object * make_gold(int lev, char *coin_type)
Make a money object.
Definition: obj-make.c:1213
Matters relating to the current dungeon level.
void object_prep(struct object *obj, struct object_kind *kind, int lev, aspect rand_aspect)
Wipe an object clean and make it a standard object of the specified kind.
Definition: obj-make.c:750
struct object_kind * get_obj_num(int level, bool good, int tval)
Choose an object kind given a dungeon level to choose it for.
Definition: obj-make.c:1045
int32_t s32b
Definition: h-basic.h:173
aspect
Random aspects used by damcalc, m_bonus_calc, and ranvals.
Definition: z-rand.h:55
Intialize random names
Definition: init.c:756
void ego_apply_magic(struct object *obj, int level)
Apply generation magic to an ego-item.
Definition: obj-make.c:336
png_voidp int value
Definition: libpng12/png.h:2145
Information about artifacts.
Definition: object.h:239