/* * Item generator 2, a simpler approch to the creation system */ #if defined(macintosh) #include <types.h> #else #include <sys/types.h> #endif #include <ctype.h> #include <stdio.h> #include <string.h> #include <time.h> #include "merc.h" #include "interp.h" #include "magic.h" #include "recycle.h" #include "tables.h" #define GEN_NOTHING 1 #define GEN_GOLD 2 #define GEN_WEAPON 3 #define GEN_ARMOR 4 #define GEN_MAGIC 5 #define GEN_RING 6 #define GEN_AMMY 7 OBJ_DATA * gen_main (OBJ_DATA * obj, int level) { int main_selection = number_range(1, 100); // obj = create_object (get_obj_index (909), 0); switch(main_selection) { default: case 1: case 2: case 3: case 4: case 5: case 6: case 7: case 8: case 9: case 10: case 11: case 12: case 13: case 14: case 15: case 16: case 17: case 18: case 19: case 20: new_gen_gold(obj, level); break; case 21: case 22: case 23: case 24: case 25: case 26: case 27: case 28: case 29: case 30: case 31: case 32: case 33: case 34: case 35: case 36: case 37: case 38: case 39: case 40: case 41: case 42: case 43: case 44: case 45: case 46: case 47: case 48: case 49: case 50: new_gen_gold(obj, level); break; case 51: case 52: case 53: case 54: case 55: case 56: case 57: case 58: case 59: case 60: case 61: case 62: case 63: case 64: case 65: new_gen_armor(obj, level); break; case 66: case 67: case 68: case 69: case 70: case 71: case 72: case 73: case 74: case 75: case 76: case 77: case 78: case 79: case 80: new_gen_weapon(obj, level); break; case 81: case 82: case 83: case 84: case 85: case 86: case 87: case 88: case 89: case 90: case 91: case 92: case 93: case 94: case 95: new_gen_magic(obj, level); break; case 96: case 97: case 98: case 99: switch(number_range(1, 2)) { default: case 1: new_gen_ring(obj, level); break; case 2: new_gen_ammy(obj, level); break; } case 100: gen_rare(obj, level); break; } return(obj); } OBJ_DATA * gen_rare (OBJ_DATA * obj, int level) { int main_selection = number_range(1, 100); switch(main_selection) { default: case 1: case 2: case 3: case 4: case 5: case 6: case 7: case 8: case 9: case 10: case 11: case 12: case 13: case 14: case 15: case 16: case 17: case 18: case 19: case 20: case 21: case 22: case 23: case 24: case 25: case 26: case 27: case 28: case 29: case 30: case 31: case 32: case 33: case 34: case 35: case 36: case 37: case 38: case 39: case 40: gen_armor_rare(obj, level); break; case 41: case 42: case 43: case 44: case 45: case 46: case 47: case 48: case 49: case 50: case 51: case 52: case 53: case 54: case 55: case 56: case 57: case 58: case 59: case 60: case 61: case 62: case 63: case 64: case 65: case 66: case 67: case 68: case 69: case 70: case 71: case 72: case 73: case 74: case 75: case 76: case 77: case 78: case 79: case 80: gen_weapon_rare(obj, level); break; case 81: case 82: case 83: case 84: case 85: case 86: case 87: case 88: case 89: case 90: gen_ring_rare(obj, level); break; case 91: case 92: case 93: case 94: case 95: case 96: case 97: case 98: case 99: gen_ammy_rare(obj, level); break; case 100: gen_relic(obj, level); break; } return(obj); } OBJ_DATA * gen_relic (OBJ_DATA * obj, int level) { int main_selection = number_range(1, 100); switch(main_selection) { default: case 1: case 2: case 3: case 4: case 5: case 6: case 7: case 8: case 9: case 10: case 11: case 12: case 13: case 14: case 15: case 16: case 17: case 18: case 19: case 20: case 21: case 22: case 23: case 24: case 25: case 26: case 27: case 28: case 29: case 30: case 31: case 32: case 33: case 34: case 35: case 36: case 37: case 38: case 39: case 40: gen_armor_relic(obj, level); break; case 41: case 42: case 43: case 44: case 45: case 46: case 47: case 48: case 49: case 50: case 51: case 52: case 53: case 54: case 55: case 56: case 57: case 58: case 59: case 60: case 61: case 62: case 63: case 64: case 65: case 66: case 67: case 68: case 69: case 70: case 71: case 72: case 73: case 74: case 75: case 76: case 77: case 78: case 79: case 80: gen_weapon_relic(obj, level); break; case 81: case 82: case 83: case 84: case 85: case 86: case 87: case 88: case 89: case 90: gen_ring_relic(obj, level); break; case 91: case 92: case 93: case 94: case 95: case 96: case 97: case 98: case 99: gen_ammy_relic(obj, level); break; case 100: gen_artifact(obj, level); break; } return(obj); }