Angband
obj-randart.h
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1 
23 #ifndef OBJECT_RANDART_H
24 #define OBJECT_RANDART_H
25 
26 #include "object.h"
27 
28 #define MAX_TRIES 200
29 #define BUFLEN 1024
30 
31 #define MIN_NAME_LEN 5
32 #define MAX_NAME_LEN 9
33 
39 #define INHIBIT_STRONG (one_in_(6))
40 #define INHIBIT_WEAK (one_in_(2))
41 
47 #define AGGR_POWER 300
48 
53 enum {
54  #define ART_IDX(a, b) ART_IDX_##a,
55  #include "list-randart-properties.h"
56  #undef ART_IDX
57 };
58 
60  /* Mean start and increment values for to_hit, to_dam and AC */
67 
68  /* Data structures for learned probabilities */
69  int *art_probs;
70  int *tv_probs;
71  int *tv_num;
72  int bow_total;
81  int total;
83 
84  /* Tval frequency values */
85  int *tv_freq;
86 
87  /* Artifact power ratings */
88  int *base_power;
89  int max_power;
90  int min_power;
91  int avg_power;
92  int var_power;
96 
97  /* Base item levels */
99 
100  /* Base item rarities */
102 
103  /* Artifact rarities */
105 };
106 
107 
108 char *artifact_gen_name(struct artifact *a, const char ***wordlist);
109 void do_randart(u32b randart_seed, bool create_file);
110 
111 #endif /* OBJECT_RANDART_H */
int * base_power
Definition: obj-randart.h:88
int * tv_num
Definition: obj-randart.h:71
int shield_total
Definition: obj-randart.h:77
uint32_t u32b
Definition: h-basic.h:172
int max_power
Definition: obj-randart.h:89
int * base_item_level
Definition: obj-randart.h:98
int var_power
Definition: obj-randart.h:92
int headgear_total
Definition: obj-randart.h:76
void do_randart(u32b randart_seed, bool create_file)
Randomize the artifacts.
Definition: obj-randart.c:2864
int armor_total
Definition: obj-randart.h:79
int * min_tv_power
Definition: obj-randart.h:94
int neg_power_total
Definition: obj-randart.h:82
int * max_tv_power
Definition: obj-randart.h:95
List of properties used in randart generation.
int * tv_probs
Definition: obj-randart.h:70
int min_power
Definition: obj-randart.h:90
int hit_startval
Definition: obj-randart.h:63
int glove_total
Definition: obj-randart.h:75
int * avg_tv_power
Definition: obj-randart.h:93
int boot_total
Definition: obj-randart.h:74
int melee_total
Definition: obj-randart.h:73
int * base_art_alloc
Definition: obj-randart.h:104
int * base_item_prob
Definition: obj-randart.h:101
int dam_increment
Definition: obj-randart.h:62
int * tv_freq
Definition: obj-randart.h:85
int dam_startval
Definition: obj-randart.h:64
int total
Definition: obj-randart.h:81
basic object structs and enums
int hit_increment
Definition: obj-randart.h:61
int other_total
Definition: obj-randart.h:80
int avg_power
Definition: obj-randart.h:91
int bow_total
Definition: obj-randart.h:72
int * art_probs
Definition: obj-randart.h:69
int cloak_total
Definition: obj-randart.h:78
int ac_startval
Definition: obj-randart.h:65
Information about artifacts.
Definition: object.h:238
char * artifact_gen_name(struct artifact *a, const char ***wordlist)
Generation of a set of random artifacts
Definition: obj-randart.c:2442
int ac_increment
Definition: obj-randart.h:66
Definition: obj-randart.h:59