Angband
obj-make.h
Go to the documentation of this file.
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 */
Use the roguelike command false Show damage player deals to false Always pickup false Show flavors in object false Highlight player with cursor between false Show walls as solid false false Center map false Automatically clear more false Allow mouse clicks to move the true false false false false false Generate a random artifact false Force player false Restrict creation of false Lose artifacts when leaving level
Definition: list-options.h:86
Information about object kinds, including player knowledge.
Definition: object.h:157
byte tval
Item type (from kind)
Definition: object.h:407
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:1181
Definition: cave.h:153
Object information, for a specific object.
Definition: object.h:393
int tval
General object type (see TV_ macros)
Definition: object.h:166
bool kind_is_good(const struct object_kind *kind)
Hack – determine if a template is "good".
Definition: obj-make.c:954
void acquirement(int y1, int x1, int level, int num, bool great)
Scatter some objects near the player.
Definition: obj-make.c:1157
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:857
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:1102
struct object * make_gold(int lev, char *coin_type)
Make a money object.
Definition: obj-make.c:1211
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:1043
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:664
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:238