Mercurial > mm7
diff Engine/Objects/Items.cpp @ 2497:82d5d92a097c
for MVS2012
author | Ritor1 |
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date | Thu, 18 Sep 2014 23:59:29 +0600 |
parents | |
children | 68cdef6879a0 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/Engine/Objects/Items.cpp Thu Sep 18 23:59:29 2014 +0600 @@ -0,0 +1,2286 @@ +#define _CRTDBG_MAP_ALLOC +#include <stdlib.h> +#include <crtdbg.h> + +#define _CRT_SECURE_NO_WARNINGS +#include <stdlib.h> +#include <string> +#include "UI\UIHouses.h" +#include "GUIButton.h" + +#include "ErrorHandling.h" + +#include "Items.h" +#include "MapInfo.h" +#include "GUIWindow.h" +#include "Chest.h" +#include "LOD.h" +#include "Monsters.h" +#include "Party.h" +#include "FactionTable.h" +#include "StorylineTextTable.h" +#include "texts.h" +#include "mm7_data.h" +#include "OurMath.h" + + + +struct ITEM_VARIATION + { + unsigned __int16 treasure_level; + unsigned __int16 item_class[4]; + }; + + +std::array<const char, 5> uItemsAmountPerShopType={ 0, 6, 8, 12, 12}; + +const ITEM_VARIATION shopWeap_variation_ord[15] ={ + { 0, { 0, 0, 0, 0 }}, + { 1, { 23, 27, 20, 20 }}, + { 1, { 23, 24, 28, 20 }}, + { 2, { 23, 24, 25, 20 }}, + { 2, { 27, 27, 26, 26 }}, + { 4, { 24, 30, 25, 27 }}, + { 4, { 24, 30, 25, 27 }}, + { 3, { 30, 24, 20, 20 }}, + { 2, { 20, 20, 20, 20 }}, + { 3, { 27, 27, 26, 26 }}, + { 3, { 28, 28, 25, 25 }}, + { 2, { 23, 23, 24, 24 }}, + { 3, { 23, 23, 26, 26 }}, + { 2, { 30, 26, 26, 26 }}, + { 2, { 28, 25, 28, 29 }}}; + +const ITEM_VARIATION shopArmr_variation_ord[28] ={ + { 1, { 35, 35, 38, 38 }}, + { 1, { 31, 31, 31, 34 }}, + { 1, { 35, 35, 38, 38 }}, + { 1, { 31, 31, 32, 34 }}, + { 2, { 35, 35, 38, 38 }}, + { 2, { 31, 32, 32, 33 }}, + { 2, { 35, 35, 38, 38 }}, + { 2, { 31, 31, 32, 32 }}, + { 4, { 35, 35, 38, 38 }}, + { 4, { 31, 32, 33, 34 }}, + { 4, { 35, 35, 38, 38 }}, + { 4, { 31, 32, 33, 34 }}, + { 3, { 35, 35, 38, 38 }}, + { 3, { 31, 31, 31, 31 }}, + { 2, { 35, 35, 38, 38 }}, + { 2, { 31, 32, 34, 34 }}, + { 3, { 35, 35, 38, 38 }}, + { 3, { 31, 31, 32, 32 }}, + { 3, { 35, 35, 38, 38 }}, + { 3, { 32, 32, 32, 33 }}, + { 3, { 35, 35, 38, 38 }}, + { 3, { 31, 31, 31, 32 }}, + { 3, { 35, 35, 38, 38 }}, + { 3, { 33, 31, 32, 34 }}, + { 3, { 35, 35, 38, 38 }}, + { 3, { 33, 31, 32, 34 }}, + { 4, { 35, 35, 38, 38 }}, + { 4, { 33, 31, 32, 34 }}}; + + + +const unsigned __int16 shopMagic_treasure_lvl[14]= {0, 1, 1, 2, 2, 4, 4, 3, 2, 2, 2, 2, 2, 2}; +const unsigned __int16 shopAlch_treasure_lvl[13] = {0, 1, 1, 2, 2, 3, 3, 4, 4, 2, 2, 2, 2}; + +const ITEM_VARIATION shopWeap_variation_spc[15]={ + { 0, { 0, 0, 0, 0 }}, + { 2, { 25, 30, 20, 20}}, + { 2, { 23, 24, 28, 20}}, + { 3, { 23, 24, 25, 20}}, + { 3, { 27, 27, 26, 26}}, + { 5, { 23, 26, 28, 27}}, + { 5, { 23, 26, 28, 27}}, + { 4, { 30, 24, 20, 20}}, + { 3, { 20, 20, 20, 20}}, + { 4, { 27, 27, 26, 26}}, + { 4, { 28, 28, 25, 25}}, + { 4, { 23, 23, 24, 24}}, + { 4, { 24, 24, 27, 20}}, + { 4, { 30, 26, 26, 26}}, + { 4, { 28, 25, 28, 29}}}; + +const ITEM_VARIATION shopArmr_variation_spc[28]={ + { 2, { 35, 35, 38, 38 }}, + { 2, { 31, 31, 31, 34 }}, + { 2, { 35, 35, 38, 38 }}, + { 2, { 31, 31, 32, 34 }}, + { 3, { 35, 35, 38, 38 }}, + { 3, { 31, 32, 32, 33 }}, + { 3, { 35, 35, 38, 38 }}, + { 3, { 31, 31, 32, 32 }}, + { 5, { 35, 35, 38, 38 }}, + { 5, { 31, 32, 33, 34 }}, + { 5, { 35, 35, 38, 38 }}, + { 5, { 31, 32, 33, 34 }}, + { 4, { 35, 35, 38, 38 }}, + { 4, { 31, 31, 31, 31 }}, + { 3, { 35, 35, 38, 38 }}, + { 3, { 31, 32, 34, 34 }}, + { 4, { 35, 35, 38, 38 }}, + { 4, { 31, 31, 32, 33 }}, + { 4, { 35, 35, 38, 38 }}, + { 4, { 32, 32, 33, 34 }}, + { 4, { 35, 35, 38, 38 }}, + { 4, { 31, 31, 31, 32 }}, + { 4, { 35, 35, 38, 38 }}, + { 4, { 32, 32, 32, 32 }}, + { 4, { 35, 35, 38, 38 }}, + { 4, { 34, 34, 34, 34 }}, + { 5, { 35, 35, 38, 38 }}, + { 5, { 33, 33, 33, 33 }} + }; + +const unsigned __int16 shopMagicSpc_treasure_lvl[14] = {0, 2, 2, 3, 3, 5, 5, 4, 3, 3, 3, 3, 3, 3}; +const unsigned __int16 shopAlchSpc_treasure_lvl[13] = {0, 2, 2, 3, 3, 4, 4, 5, 5, 3, 2, 2, 2}; + + +std::array< std::array<char, 14>, 7> byte_4E8168={{ //byte_4E8178 + { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}, + { 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2}, + { 1, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 3, 3}, + { 2, 2, 2, 2, 3, 3, 3, 4, 4, 4, 4, 4, 4, 4}, + { 2, 2, 2, 2, 3, 4, 4, 4, 4, 5, 5, 5, 5, 5}, + { 2, 2, 2, 2, 4, 4, 4, 5, 5, 5, 5, 6, 6, 6}, + { 2, 2, 2, 2, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7}}}; + +int sub_4BE571_AddItemToSet(int valueToAdd, int *outPutSet, int elemsAlreadyPresent, int elemsNeeded); +int dword_F8B1DC_currentShopOption; // weak + +ItemGen *ptr_50C9A4_ItemToEnchant; + +struct ItemsTable *pItemsTable; // 005D29E0 + + + + + +//----- (00439DF3) -------------------------------------------------------- +int ItemGen::_439DF3_get_additional_damage(int *damage_type, bool *draintargetHP) + { + *draintargetHP = false; + *damage_type = 0; + if ( !uItemID ) + return 0; + UpdateTempBonus(pParty->uTimePlayed); + if (uItemID == 501 ) //Iron Feather -sword + { + *damage_type = 1; + return rand() % 10 + 6; + } + if (uItemID == 507 ) //Ghoulsbane -axe + { + *damage_type = 0; + return rand() % 16 + 3; + } + if ( uItemID == 510 ) //Ullyses -bow + { + *damage_type = 2; + return rand() % 4 + 9; + } + if ( uItemID == 517 ) //Old Nick -dagger + { + *damage_type = 8; + return 8; + } + + switch (uSpecEnchantmentType) + { + case 4: //Adds 3-4 points of Cold damage. + *damage_type = 2; + return rand() % 2 + 3; + break; + case 5: //Adds 6-8 points of Cold damage. + *damage_type = 2; + return rand() % 3 + 6; + break; + case 6: //Adds 9-12 points of Cold damage. + *damage_type = 2; + return rand() % 4 + 9; + break; + case 7: //Adds 2-5 points of Electrical damage. + *damage_type = 1; + return rand() % 4 + 2; + break; + case 8: //Adds 4-10 points of Electrical damage. + *damage_type = 1; + return rand() % 7 + 4; + break; + case 9: //Adds 6-15 points of Electrical damage. + *damage_type = 1; + return rand() % 10 + 6; + break; + case 10: //Adds 1-6 points of Fire damage. + *damage_type = 0; + return GetDiceResult(1, 6); + break; + case 11: //Adds 2-12 points of Fire damage. + *damage_type = 0; + return GetDiceResult(2, 6); + break; + case 12: //Adds 3-18 points of Fire damage. + *damage_type = 0; + return GetDiceResult(3, 6); + break; + case 13: //Adds 5 points of Body damage. + *damage_type = 8; + return 5; + break; + case 14: //Adds 8 points of Body damage. + *damage_type = 8; + return 8; + break; + case 15: //Adds 12 points of Body damage. + *damage_type = 8; + return 12; + break; + case 16: //Drain Hit Points from target. + case 41: //Drain Hit Points from target and Increased Weapon speed. + *damage_type = 10; + *draintargetHP = true; + return 0; + break; + case 46: //Adds 10-20 points of Fire damage and +25 Might. + *damage_type = 0; + return rand() % 11 + 10; + break; + default: + *damage_type = 0; + return 0; + + } + + } + + +//----- (00402F07) -------------------------------------------------------- +void ItemGen::Reset() +{ + this->uHolderPlayer = 0; + this->uAttributes = 0; + this->uNumCharges = 0; + this->uSpecEnchantmentType = 0; + this->m_enchantmentStrength = 0; + this->uEnchantmentType = 0; + this->uItemID = 0; + this->uBodyAnchor = 0; + this->uExpireTime = 0i64; +} + +//----- (00458260) -------------------------------------------------------- +void ItemGen::UpdateTempBonus(__int64 uTimePlayed) +{ + if ( this->uAttributes & ITEM_TEMP_BONUS ) + { + if ( uTimePlayed > (signed __int64)this->uExpireTime ) + { + this->uEnchantmentType = 0; + this->uSpecEnchantmentType = 0; + this->uAttributes = this->uAttributes&(~ITEM_TEMP_BONUS); + } + } +} + +//----- (0045814E) -------------------------------------------------------- +void ItemsTable::Release() +{ + free(pMonstersTXT_Raw); + free(pMonsterPlacementTXT_Raw); + free(pSkillDescTXT_Raw); + free(pSpcItemsTXT_Raw); + free(pStdItemsTXT_Raw); + free(pRndItemsTXT_Raw); + free(pItemsTXT_Raw); + free(pHostileTXT_Raw); + free(pHistoryTXT_Raw); + free(pPotionsTXT_Raw); + free(pPotionNotesTXT_Raw); + pMonstersTXT_Raw = nullptr; + pMonsterPlacementTXT_Raw = nullptr; + pSpcItemsTXT_Raw = nullptr; + pSkillDescTXT_Raw = nullptr; + pStdItemsTXT_Raw = nullptr; + pRndItemsTXT_Raw = nullptr; + pItemsTXT_Raw = nullptr; + pHostileTXT_Raw = nullptr; + pHistoryTXT_Raw = nullptr; + pPotionsTXT_Raw = nullptr; + pPotionNotesTXT_Raw = nullptr; +} + + +//----- (00456D84) -------------------------------------------------------- +void ItemsTable::Initialize() +{ + std::map<std::string, ITEM_EQUIP_TYPE, ci_less> equipStatMap; + equipStatMap["weapon"] = EQUIP_SINGLE_HANDED; + equipStatMap["weapon2"] = EQUIP_TWO_HANDED; + equipStatMap["weapon1or2"] = EQUIP_SINGLE_HANDED; + equipStatMap["missile"] = EQUIP_BOW; + equipStatMap["bow"] = EQUIP_BOW; + equipStatMap["armor"] = EQUIP_ARMOUR; + equipStatMap["shield"] = EQUIP_SHIELD; + equipStatMap["helm"] = EQUIP_HELMET; + equipStatMap["belt"] = EQUIP_BELT; + equipStatMap["cloak"] = EQUIP_CLOAK; + equipStatMap["gauntlets"] = EQUIP_GAUNTLETS; + equipStatMap["boots"] = EQUIP_BOOTS; + equipStatMap["ring"] = EQUIP_RING; + equipStatMap["amulet"] = EQUIP_AMULET; + equipStatMap["weaponw"] = EQUIP_WAND; + equipStatMap["herb"] = EQUIP_REAGENT; + equipStatMap["reagent"] = EQUIP_REAGENT; + equipStatMap["bottle"] = EQUIP_POTION; + equipStatMap["sscroll"] = EQUIP_SPELL_SCROLL; + equipStatMap["book"] = EQUIP_BOOK; + equipStatMap["mscroll"] = EQUIP_MESSAGE_SCROLL; + equipStatMap["gold"] = EQUIP_GOLD; + equipStatMap["gem"] = EQUIP_GEM; + + std::map<std::string, PLAYER_SKILL_TYPE, ci_less> equipSkillMap; + equipSkillMap["staff"] = PLAYER_SKILL_STAFF; + equipSkillMap["sword"] = PLAYER_SKILL_SWORD; + equipSkillMap["dagger"] = PLAYER_SKILL_DAGGER; + equipSkillMap["axe"] = PLAYER_SKILL_AXE; + equipSkillMap["spear"] = PLAYER_SKILL_SPEAR; + equipSkillMap["bow"] = PLAYER_SKILL_BOW; + equipSkillMap["mace"] = PLAYER_SKILL_MACE; + equipSkillMap["blaster"] = PLAYER_SKILL_BLASTER; + equipSkillMap["shield"] = PLAYER_SKILL_SHIELD; + equipSkillMap["leather"] = PLAYER_SKILL_LEATHER; + equipSkillMap["chain"] = PLAYER_SKILL_CHAIN; + equipSkillMap["plate"] = PLAYER_SKILL_PLATE; + equipSkillMap["club"] = PLAYER_SKILL_CLUB; + + std::map<std::string, ITEM_MATERIAL, ci_less> materialMap; + materialMap["artifact"] = MATERIAL_ARTEFACT; + materialMap["relic"] = MATERIAL_RELIC; + materialMap["special"] = MATERIAL_SPECIAL; + + char* test_string; + int item_counter; + + pMapStats = new MapStats; + pMapStats->Initialize(); + + pMonsterStats = new MonsterStats; + pMonsterStats->Initialize(); + pMonsterStats->InitializePlacements(); + + pSpellStats = new SpellStats; + pSpellStats->Initialize(); + + LoadPotions(); + LoadPotionNotes(); + + pFactionTable = new FactionTable; + pFactionTable->Initialize(); + + pStorylineText = new StorylineText; + pStorylineText->Initialize(); + + pStdItemsTXT_Raw = (char *)pEvents_LOD->LoadRaw("stditems.txt", 0); + strtok(pStdItemsTXT_Raw, "\r"); + strtok(NULL, "\r"); + strtok(NULL, "\r"); + strtok(NULL, "\r"); + //Standard Bonuses by Group + for (int i=0;i<24;++i) + { + test_string = strtok(NULL, "\r") + 1; + auto tokens = Tokenize(test_string, '\t'); + pEnchantments[i].pBonusStat=RemoveQuotes(tokens[0]); + pEnchantments[i].pOfName=RemoveQuotes(tokens[1]); + for (int j = 0; j < 9; j++) + { + pEnchantments[i].to_item[j]=atoi(tokens[j+2]); + } + } + + memset(&pEnchantmentsSumm, 0, 36); + for(int i=0;i<9;++i) + { + for (int j=0;j<24;++j) + pEnchantmentsSumm[i]+=pEnchantments[j].to_item[i]; + } + + //Bonus range for Standard by Level + strtok(NULL, "\r"); + strtok(NULL, "\r"); + strtok(NULL, "\r"); + strtok(NULL, "\r"); + strtok(NULL, "\r"); + for(int i=0;i<6;++i) //counted from 1 + { + test_string = strtok(NULL, "\r") + 1; + auto tokens = Tokenize(test_string, '\t'); + Assert(tokens.size() == 4, "Invalid number of tokens"); + bonus_ranges[i].minR = atoi(tokens[2]); + bonus_ranges[i].maxR =atoi(tokens[3]); + } + + + pSpcItemsTXT_Raw = (char *)pEvents_LOD->LoadRaw("spcitems.txt", 0); + strtok(pSpcItemsTXT_Raw, "\r"); + strtok(NULL, "\r"); + strtok(NULL, "\r"); + strtok(NULL, "\r"); + for (int i=0;i<72;++i) + { + test_string = strtok(NULL, "\r") + 1; + auto tokens = Tokenize(test_string, '\t'); + Assert(tokens.size() >= 17, "Invalid number of tokens"); + pSpecialEnchantments[i].pBonusStatement=RemoveQuotes(tokens[0]); + pSpecialEnchantments[i].pNameAdd= RemoveQuotes(tokens[1]); + for (int j = 0; j < 12; j++) + { + pSpecialEnchantments[i].to_item_apply[j]=atoi(tokens[j+2]); + } + int res; + res=atoi(tokens[14]); + if(!res) + { + ++tokens[14]; + while (*tokens[14]==' ')//fix X 2 case + ++tokens[14]; + res=atoi(tokens[14]); + } + pSpecialEnchantments[i].iValue=res; + pSpecialEnchantments[i].iTreasureLevel= tolower(tokens[15][0]) - 97; + } + + pSpecialEnchantments_count = 71; + memset(&pSpecialEnchantmentsSumm, 0, 96); + for(int i=0;i<12;++i) + { + for (unsigned int j=0;j<=pSpecialEnchantments_count;++j) + pSpecialEnchantmentsSumm[i]+=pSpecialEnchantments[j].to_item_apply[i]; + } + + InitializeBuildingResidents(); + + pItemsTXT_Raw = (char*) pEvents_LOD->LoadRaw("items.txt", 0); + strtok(pItemsTXT_Raw, "\r"); + strtok(NULL, "\r"); + uAllItemsCount = 0; + item_counter = 0; + while (item_counter < 800) + { + test_string = strtok(NULL, "\r") + 1; + auto tokens = Tokenize(test_string, '\t'); + item_counter=atoi(tokens[0]); + uAllItemsCount=item_counter; + pItems[item_counter].pIconName = RemoveQuotes(tokens[1]); + pItems[item_counter].pName = RemoveQuotes(tokens[2]); + pItems[item_counter].uValue=atoi(tokens[3]); + auto findResult = equipStatMap.find(tokens[4]); + pItems[item_counter].uEquipType = findResult == equipStatMap.end() ? EQUIP_NONE : findResult->second; + auto findResult2 = equipSkillMap.find(tokens[5]); + pItems[item_counter].uSkillType = findResult2 == equipSkillMap.end() ? PLAYER_SKILL_MISC : findResult2->second; + auto tokens2 = Tokenize(tokens[6], 'd'); + if (tokens2.size() == 2) + { + pItems[item_counter].uDamageDice=atoi(tokens2[0]); + pItems[item_counter].uDamageRoll=atoi(tokens2[1]); + } + else if (tolower(tokens2[0][0]) != 's') + { + pItems[item_counter].uDamageDice=atoi(tokens2[0]); + pItems[item_counter].uDamageRoll=1; + } + else + { + pItems[item_counter].uDamageDice=0; + pItems[item_counter].uDamageRoll=0; + } + pItems[item_counter].uDamageMod=atoi(tokens[7]); + auto findResult3 = materialMap.find(tokens[8]); + pItems[item_counter].uMaterial = findResult3 == materialMap.end() ? MATERIAL_COMMON : findResult3->second; + pItems[item_counter].uItemID_Rep_St=atoi(tokens[9]); + pItems[item_counter].pUnidentifiedName = RemoveQuotes(tokens[10]); + pItems[item_counter].uSpriteID=atoi(tokens[11]); + + pItems[item_counter]._additional_value=0; + pItems[item_counter]._bonus_type=0; + if (pItems[item_counter].uMaterial==MATERIAL_SPECIAL) + { + for(int ii=0; ii<24; ++ii) + { + if (!_stricmp(tokens[12],pEnchantments[ii].pOfName)) + { + pItems[item_counter]._bonus_type=ii+1; + break; + } + } + if (!pItems[item_counter]._bonus_type) + { + for(int ii=0; ii<72; ++ii) + { + if (!_stricmp(tokens[12],pSpecialEnchantments[ii].pNameAdd)) + { + pItems[item_counter]._additional_value=ii+1; + } + } + } + } + + if ((pItems[item_counter].uMaterial==MATERIAL_SPECIAL)&&(pItems[item_counter]._bonus_type)) + { + char b_s=atoi(tokens[13]); + if (b_s) + pItems[item_counter]._bonus_strength=b_s; + else + pItems[item_counter]._bonus_strength=1; + } + else + pItems[item_counter]._bonus_strength=0; + pItems[item_counter].uEquipX=atoi(tokens[14]); + pItems[item_counter].uEquipY=atoi(tokens[15]); + pItems[item_counter].pDescription = RemoveQuotes(tokens[16]); + item_counter++; + } + + uAllItemsCount = item_counter; + pRndItemsTXT_Raw = (char *)pEvents_LOD->LoadRaw("rnditems.txt", 0); + strtok(pRndItemsTXT_Raw, "\r"); + strtok(NULL, "\r"); + strtok(NULL, "\r"); + strtok(NULL, "\r"); + for (item_counter = 0; item_counter < 619; item_counter++) + { + test_string = strtok(NULL, "\r") + 1; + auto tokens = Tokenize(test_string, '\t'); + Assert(tokens.size() > 7, "Invalid number of tokens"); + item_counter = atoi(tokens[0]); + pItems[item_counter].uChanceByTreasureLvl1=atoi(tokens[2]); + pItems[item_counter].uChanceByTreasureLvl2=atoi(tokens[3]); + pItems[item_counter].uChanceByTreasureLvl3=atoi(tokens[4]); + pItems[item_counter].uChanceByTreasureLvl4=atoi(tokens[5]); + pItems[item_counter].uChanceByTreasureLvl5=atoi(tokens[6]); + pItems[item_counter].uChanceByTreasureLvl6=atoi(tokens[7]); + } + + //ChanceByTreasureLvl Summ - to calculate chance + memset(&uChanceByTreasureLvlSumm, 0, 24); + for(int i=0;i<6;++i) + { + for (int j=1;j<item_counter;++j) + uChanceByTreasureLvlSumm[i]+=pItems[j].uChanceByTreasureLvl[i]; + } + + strtok(NULL, "\r"); + strtok(NULL, "\r"); + strtok(NULL, "\r"); + strtok(NULL, "\r"); + strtok(NULL, "\r"); + for (int i=0;i<3;++i) + { + test_string = strtok(NULL, "\r") + 1; + auto tokens = Tokenize(test_string, '\t'); + Assert(tokens.size() > 7, "Invalid number of tokens"); + switch (i) + { + case 0: + uBonusChanceStandart[0]=atoi(tokens[2]); + uBonusChanceStandart[1]=atoi(tokens[3]); + uBonusChanceStandart[2]=atoi(tokens[4]); + uBonusChanceStandart[3]=atoi(tokens[5]); + uBonusChanceStandart[4]=atoi(tokens[6]); + uBonusChanceStandart[5]=atoi(tokens[7]); + break; + case 1: + uBonusChanceSpecial[0]=atoi(tokens[2]); + uBonusChanceSpecial[1]=atoi(tokens[3]); + uBonusChanceSpecial[2]=atoi(tokens[4]); + uBonusChanceSpecial[3]=atoi(tokens[5]); + uBonusChanceSpecial[4]=atoi(tokens[6]); + uBonusChanceSpecial[5]=atoi(tokens[7]); + break; + case 2: + uBonusChanceWpSpecial[0]=atoi(tokens[2]); + uBonusChanceWpSpecial[1]=atoi(tokens[3]); + uBonusChanceWpSpecial[2]=atoi(tokens[4]); + uBonusChanceWpSpecial[3]=atoi(tokens[5]); + uBonusChanceWpSpecial[4]=atoi(tokens[6]); + uBonusChanceWpSpecial[5]=atoi(tokens[7]); + break; + } + } + free(pRndItemsTXT_Raw); + pRndItemsTXT_Raw = nullptr; + + pSkillDescTXT_Raw = (char *)pEvents_LOD->LoadRaw("skilldes.txt", 0); + strtok(pSkillDescTXT_Raw, "\r"); + for (int i=0; i<37; ++i) + { + test_string = strtok(NULL, "\r") + 1; + auto tokens = Tokenize(test_string, '\t'); + Assert(tokens.size() >= 6, "Invalid number of tokens"); + pSkillDesc[i] = RemoveQuotes(tokens[1]); + pNormalSkillDesc[i] = RemoveQuotes(tokens[2]); + pExpertSkillDesc[i] = RemoveQuotes(tokens[3]); + pMasterSkillDesc[i] = RemoveQuotes(tokens[4]); + pGrandSkillDesc[i] = RemoveQuotes(tokens[5]); + } + + pStatsTXT_Raw = (char *)pEvents_LOD->LoadRaw("stats.txt", 0); + strtok(pStatsTXT_Raw, "\r"); + for (int i=0; i<26; ++i) + { + test_string = strtok(NULL, "\r") + 1; + auto tokens = Tokenize(test_string, '\t'); + Assert(tokens.size() == 2, "Invalid number of tokens"); + switch (i) + { + case 0: + case 1: + case 2: + case 3: + case 4: + case 5: + case 6: + pAttributeDescriptions[i] = RemoveQuotes(tokens[1]); + break; + case 7: + pHealthPointsAttributeDescription = RemoveQuotes(tokens[1]); + break; + case 8: + pArmourClassAttributeDescription = RemoveQuotes(tokens[1]); + break; + case 9: + pSpellPointsAttributeDescription = RemoveQuotes(tokens[1]); + break; + case 10: + pPlayerConditionAttributeDescription = RemoveQuotes(tokens[1]); + break; + case 11: + pFastSpellAttributeDescription = RemoveQuotes(tokens[1]); + break; + case 12: + pPlayerAgeAttributeDescription = RemoveQuotes(tokens[1]); + break; + case 13: + pPlayerLevelAttributeDescription = RemoveQuotes(tokens[1]); + break; + case 14: + pPlayerExperienceAttributeDescription = RemoveQuotes(tokens[1]); + break; + case 15: + pAttackBonusAttributeDescription = RemoveQuotes(tokens[1]); + break; + case 16: + pAttackDamageAttributeDescription = RemoveQuotes(tokens[1]); + break; + case 17: + pMissleBonusAttributeDescription = RemoveQuotes(tokens[1]); + break; + case 18: + pMissleDamageAttributeDescription = RemoveQuotes(tokens[1]); + break; + case 19: + pFireResistanceAttributeDescription = RemoveQuotes(tokens[1]); + break; + case 20: + pAirResistanceAttributeDescription = RemoveQuotes(tokens[1]); + break; + case 21: + pWaterResistanceAttributeDescription = RemoveQuotes(tokens[1]); + break; + case 22: + pEarthResistanceAttributeDescription = RemoveQuotes(tokens[1]); + break; + case 23: + pMindResistanceAttributeDescription = RemoveQuotes(tokens[1]); + break; + case 24: + pBodyResistanceAttributeDescription = RemoveQuotes(tokens[1]); + break; + case 25: + pSkillPointsAttributeDescription = RemoveQuotes(tokens[1]); + break; + } + } + + pClassTXT_Raw = 0; + pClassTXT_Raw = (char *)pEvents_LOD->LoadRaw("class.txt", 0); + strtok(pClassTXT_Raw, "\r"); + for (int i=0; i<36; ++i) + { + test_string = strtok(NULL, "\r") + 1; + auto tokens = Tokenize(test_string, '\t'); + Assert(tokens.size() == 3, "Invalid number of tokens"); + pClassDescriptions[i]=RemoveQuotes(tokens[1]); + } + + + + ItemGen::PopulateSpecialBonusMap(); + ItemGen::PopulateArtifactBonusMap(); + ItemGen::PopulateRegularBonusMap(); + + + } + +//----- (00456D17) -------------------------------------------------------- +void ItemsTable::SetSpecialBonus(ItemGen *pItem) +{ + if ( pItems[pItem->uItemID].uMaterial == MATERIAL_SPECIAL ) + { + pItem->uEnchantmentType = pItems[pItem->uItemID]._bonus_type; + pItem->uSpecEnchantmentType = pItems[pItem->uItemID]._additional_value; + pItem->m_enchantmentStrength = pItems[pItem->uItemID]._bonus_strength; + } +} + +//----- (00456D43) -------------------------------------------------------- +bool ItemsTable::IsMaterialSpecial(ItemGen *pItem) +{ + return this->pItems[pItem->uItemID].uMaterial == MATERIAL_SPECIAL; +} + +//----- (00456D5E) -------------------------------------------------------- +bool ItemsTable::IsMaterialNonCommon(ItemGen *pItem) +{ + return pItems[pItem->uItemID].uMaterial == MATERIAL_SPECIAL || + pItems[pItem->uItemID].uMaterial == MATERIAL_RELIC || + pItems[pItem->uItemID].uMaterial == MATERIAL_ARTEFACT; +} + + +//----- (00453B3C) -------------------------------------------------------- +void ItemsTable::LoadPotions() +{ + + CHAR Text[90]; + char* test_string; + unsigned int uRow; + unsigned int uColumn; + unsigned __int8 potion_value; + + free(pPotionNotesTXT_Raw); + auto tokens = Tokenize("", '\t'); + char* pPotionsTXT_Raw = (char *)pEvents_LOD->LoadRaw("potion.txt", 0); + test_string = strtok(pPotionsTXT_Raw ,"\r") + 1; + while (test_string) + { + tokens = Tokenize(test_string, '\t'); + if (!strcmp(tokens[0], "222")) + break; + test_string = strtok(NULL ,"\r") + 1; + } + if (!test_string) + { + MessageBoxA(0, "Error Pre-Parsing Potion Table", "Load Error", MB_ICONHAND|MB_CANCELTRYCONTINUE); + return; + } + + for (uRow = 0;uRow < 50; ++uRow) + { + if (tokens.size() < 50) + { + wsprintfA(Text, "Error Parsing Potion Table at Row: %d Column: %d", uRow, tokens.size()); + MessageBoxA(0, Text, "Parsing Error", MB_ICONHAND|MB_CANCELTRYCONTINUE); + return; + } + for (uColumn = 0; uColumn < 50; ++uColumn) + { + char* currValue = tokens[uColumn + 7]; + potion_value = atoi(currValue); + if ( !potion_value && tolower(currValue[0]) == 'e') + { + potion_value = atoi(currValue + 1); + } + this->potion_data[uRow][uColumn]=potion_value; + } + + test_string = strtok(NULL ,"\r") + 1; + if (!test_string) + { + wsprintfA(Text, "Error Parsing Potion Table at Row: %d Column: %d", uRow, 0); + MessageBoxA(0, Text, "Parsing Error", MB_ICONHAND|MB_CANCELTRYCONTINUE); + return; + } + tokens = Tokenize(test_string, '\t'); + } +} + +//----- (00453CE5) -------------------------------------------------------- +void ItemsTable::LoadPotionNotes() +{ + + CHAR Text[90]; + char* test_string; + unsigned int uRow; + unsigned int uColumn; + unsigned __int8 potion_note; + + free(pPotionNotesTXT_Raw); + auto tokens = Tokenize("", '\t'); + char* pPotionNotesTXT_Raw = (char *)pEvents_LOD->LoadRaw("potnotes.txt", 0); + test_string = strtok(pPotionNotesTXT_Raw ,"\r") + 1; + while (test_string) + { + tokens = Tokenize(test_string, '\t'); + if (!strcmp(tokens[0], "222")) + break; + test_string = strtok(NULL ,"\r") + 1; + } + if (!test_string) + { + MessageBoxA(0, "Error Pre-Parsing Potion Table", "Load Error", MB_ICONHAND|MB_CANCELTRYCONTINUE); + return; + } + + for (uRow = 0;uRow < 50; ++uRow) + { + if (tokens.size() < 50) + { + wsprintfA(Text, "Error Parsing Potion Table at Row: %d Column: %d", uRow, tokens.size()); + MessageBoxA(0, Text, "Parsing Error", MB_ICONHAND|MB_CANCELTRYCONTINUE); + return; + } + for (uColumn = 0; uColumn < 50; ++uColumn) + { + char* currValue = tokens[uColumn + 7]; + potion_note = atoi(currValue); + if ( !potion_note && tolower(currValue[0]) == 'e') + { + potion_note = atoi(currValue + 1); + } + this->potion_note[uRow][uColumn]=potion_note; + } + + test_string = strtok(NULL ,"\r") + 1; + if (!test_string) + { + wsprintfA(Text, "Error Parsing Potion Table at Row: %d Column: %d", uRow, 0); + MessageBoxA(0, Text, "Parsing Error", MB_ICONHAND|MB_CANCELTRYCONTINUE); + return; + } + tokens = Tokenize(test_string, '\t'); + } + + + } + + +//----- (00456442) -------------------------------------------------------- +unsigned int ItemGen::GetValue() + { + unsigned int uBaseValue; // edi@1 + unsigned int bonus; + + uBaseValue = pItemsTable->pItems[this->uItemID].uValue; + if ( this->uAttributes & ITEM_TEMP_BONUS || pItemsTable->IsMaterialNonCommon(this) ) + return uBaseValue; + if (uEnchantmentType ) + return uBaseValue + 100 * m_enchantmentStrength;; + if (uSpecEnchantmentType ) + { + bonus = pItemsTable->pSpecialEnchantments[uSpecEnchantmentType].iTreasureLevel; + if ( bonus > 10 ) + return uBaseValue + bonus; + else + return uBaseValue * bonus; + } + return uBaseValue; + } + +//----- (00456499) -------------------------------------------------------- +const char *ItemGen::GetDisplayName() +{ + if (IsIdentified()) + return GetIdentifiedName(); + else + return pItemsTable->pItems[uItemID].pUnidentifiedName; +} + +//----- (004564B3) -------------------------------------------------------- +const char *ItemGen::GetIdentifiedName() +{ + unsigned __int8 equip_type; + const char *player_name; + const char *nameModificator; + const char *format_str; + + equip_type = GetItemEquipType(); + if ( (equip_type == EQUIP_REAGENT) || (equip_type == EQUIP_POTION) || (equip_type == EQUIP_GOLD) ) + { + sprintf(item__getname_buffer.data(), "%s", pItemsTable->pItems[uItemID].pName); + return item__getname_buffer.data(); + } + sprintf(item__getname_buffer.data(), "%s", pItemsTable->pItems[uItemID].pName); + if ( uItemID == ITEM_LICH_JAR_FULL ) //Lich Jar + { + if ( (uHolderPlayer >0 )&& (uHolderPlayer <= 4) ) + { + player_name = pPlayers[uHolderPlayer]->pName; + if ( player_name[strlen(player_name) - 1] == 's' ) + format_str = pGlobalTXT_LocalizationStrings[655]; //"%s' Jar" + else + format_str = pGlobalTXT_LocalizationStrings[654]; //"%s's Jar" + sprintf(item__getname_buffer.data(), format_str, pPlayers[uHolderPlayer]->pName); + return item__getname_buffer.data(); + } + } + if ( !pItemsTable->IsMaterialNonCommon(this) ) + { + if ( uEnchantmentType ) + { + strcat(item__getname_buffer.data(), " "); + nameModificator = pItemsTable->pEnchantments[uEnchantmentType-1].pOfName; + } + else + { + if ( !uSpecEnchantmentType ) + return item__getname_buffer.data(); + if ( uSpecEnchantmentType == 16 //Drain Hit Points from target. + || uSpecEnchantmentType == 39 //Double damage vs Demons. + || uSpecEnchantmentType == 40 //Double damage vs Dragons + || uSpecEnchantmentType == 45 //+5 Speed and Accuracy + || uSpecEnchantmentType == 56 //+5 Might and Endurance. + || uSpecEnchantmentType == 57 //+5 Intellect and Personality. + || uSpecEnchantmentType == 58 //Increased Value. + || uSpecEnchantmentType == 60 //+3 Unarmed and Dodging skills + || uSpecEnchantmentType == 61 //+3 Stealing and Disarm skills. + || uSpecEnchantmentType == 59 //Increased Weapon speed. + || uSpecEnchantmentType == 63 //Double Damage vs. Elves. + || uSpecEnchantmentType == 64 //Double Damage vs. Undead. + || uSpecEnchantmentType == 67 //Adds 5 points of Body damage and +2 Disarm skill. + || uSpecEnchantmentType == 68 ) //Adds 6-8 points of Cold damage and +5 Armor Class. + { //enchantment and name positions inverted! + sprintf( item__getname_buffer.data(), "%s %s", + pItemsTable->pSpecialEnchantments[uSpecEnchantmentType-1].pNameAdd, + pItemsTable->pItems[uItemID].pName); + return item__getname_buffer.data(); + } + strcat(item__getname_buffer.data(), " "); + nameModificator = pItemsTable->pSpecialEnchantments[uSpecEnchantmentType-1].pNameAdd; + } + strcat(item__getname_buffer.data(), nameModificator); + } + return item__getname_buffer.data(); +} + + +//----- (00456620) -------------------------------------------------------- +void ItemsTable::GenerateItem(int treasure_level, unsigned int uTreasureType, ItemGen *out_item) + { + int treasureLevelMinus1; // ebx@3 + int current_chance; // ebx@43 + int tmp_chance; // ecx@47 + int v17; // ebx@57 + int v18; // edx@62 + unsigned int special_chance; // edx@86 + unsigned int v26; // edx@89 + unsigned int v27; // eax@89 + int v32; // ecx@91 + int v33; // eax@91 +// unsigned int v34; // eax@97 + int v45; // eax@120 + int v46; // edx@120 + int j; // eax@121 + int val_list[800]; // [sp+Ch] [bp-C88h]@33 + int total_chance; // [sp+C8Ch] [bp-8h]@33 + signed int v56; // [sp+CA0h] [bp+Ch]@55 + int v57; // [sp+CA0h] [bp+Ch]@62 + + if (!out_item) + out_item = (ItemGen *)malloc(sizeof(ItemGen)); + memset(out_item, 0, sizeof(*out_item)); + + + treasureLevelMinus1 = treasure_level - 1; + if ( uTreasureType ) //generate known treasure type + { + ITEM_EQUIP_TYPE requested_equip; + PLAYER_SKILL_TYPE requested_skill = PLAYER_SKILL_INVALID; + switch (uTreasureType) + { + case 20: requested_equip = EQUIP_SINGLE_HANDED; break; + case 21: requested_equip = EQUIP_ARMOUR; break; + case 22: requested_skill = PLAYER_SKILL_MISC; break; + case 23: requested_skill = PLAYER_SKILL_SWORD; break; + case 24: requested_skill = PLAYER_SKILL_DAGGER; break; + case 25: requested_skill = PLAYER_SKILL_AXE; break; + case 26: requested_skill = PLAYER_SKILL_SPEAR; break; + case 27: requested_skill = PLAYER_SKILL_BOW; break; + case 28: requested_skill = PLAYER_SKILL_MACE; break; + case 29: requested_skill = PLAYER_SKILL_CLUB; break; + case 30: requested_skill = PLAYER_SKILL_STAFF; break; + case 31: requested_skill = PLAYER_SKILL_LEATHER; break; + case 32: requested_skill = PLAYER_SKILL_CHAIN; break; + case 33: requested_skill = PLAYER_SKILL_PLATE; break; + case 34: requested_equip = EQUIP_SHIELD; break; + case 35: requested_equip = EQUIP_HELMET; break; + case 36: requested_equip = EQUIP_BELT; break; + case 37: requested_equip = EQUIP_CLOAK; break; + case 38: requested_equip = EQUIP_GAUNTLETS; break; + case 39: requested_equip = EQUIP_BOOTS; break; + case 40: requested_equip = EQUIP_RING; break; + case 41: requested_equip = EQUIP_AMULET; break; + case 42: requested_equip = EQUIP_WAND; break; + case 43: requested_equip = EQUIP_SPELL_SCROLL; break; + case 44: requested_equip = EQUIP_POTION; break; + case 45: requested_equip = EQUIP_REAGENT; break; + case 46: requested_equip = EQUIP_GEM; break; + default: + __debugbreak(); // check this condition + requested_equip = (ITEM_EQUIP_TYPE)(uTreasureType - 1); + break; + } + memset(val_list, 0, sizeof(val_list)); + total_chance = 0; + j=0; + //a2a = 1; + if (requested_skill == PLAYER_SKILL_INVALID) // no skill for this item needed + { + for (uint i = 1; i < 500; ++i) + { + if (pItems[i].uEquipType == requested_equip) + { + val_list[j] = i; + ++j; + total_chance += pItems[i].uChanceByTreasureLvl[treasure_level - 1]; + } + } + } + else //have needed skill + { + for (uint i = 1; i < 500; ++i) + { + if (pItems[i].uSkillType == requested_skill) + { + val_list[j] = i; + ++j; + total_chance += pItems[i].uChanceByTreasureLvl[treasure_level - 1]; + } + } + } + + current_chance = 0; + if ( total_chance ) + { + current_chance = rand() % total_chance + 1; + tmp_chance = 0; + j=0; + while(tmp_chance < current_chance) + { + out_item->uItemID = val_list[j]; + tmp_chance += pItems[val_list[j]].uChanceByTreasureLvl[treasure_level - 1]; + ++j; + } + } + else + { + out_item->uItemID = 1; + } + } + else + { + //artifact + if ( treasureLevelMinus1 == 5 ) + { + v56 = 0; + for(int i=0; i<29; ++i) + v56 += pParty->pIsArtifactFound[i]; + v17 = rand() % 29; + if ((rand() % 100 < 5) && !pParty->pIsArtifactFound[v17] && v56 < 13) + { + pParty->pIsArtifactFound[v17] = 1; + out_item->uAttributes = 0; + out_item->uItemID = v17 + 500; + SetSpecialBonus(out_item); + return; + } + } + + v57 = 0; + v18 = rand() % this->uChanceByTreasureLvlSumm[treasure_level - 1] + 1; + while (v57 < v18) + { + ++out_item->uItemID; + v57 += pItems[out_item->uItemID].uChanceByTreasureLvl[treasureLevelMinus1]; + } + } + if (out_item->GetItemEquipType() == EQUIP_POTION && out_item->uItemID != ITEM_POTION_BOTTLE ) + {// if it potion set potion spec + out_item->uEnchantmentType = 0; + for (int i=0; i<2; ++i) + out_item->uEnchantmentType += rand() % 4 + 1; + out_item->uEnchantmentType = out_item->uEnchantmentType * treasure_level; + } + + if ( out_item->uItemID == ITEM_SPELLBOOK_LIGHT_DIVINE_INTERVENTION + && !(unsigned __int16)_449B57_test_bit(pParty->_quest_bits, 239) ) + out_item->uItemID = ITEM_SPELLBOOK_LIGHT_SUN_BURST; + if ( pItemsTable->pItems[out_item->uItemID].uItemID_Rep_St ) + out_item->uAttributes = 0; + else + out_item->uAttributes = 1; + + if ( out_item->GetItemEquipType() != EQUIP_POTION ) + { + out_item->uSpecEnchantmentType = 0; + out_item->uEnchantmentType = 0; + } + //try get special enhansment + switch (out_item->GetItemEquipType()) + { + case EQUIP_SINGLE_HANDED: + case EQUIP_TWO_HANDED : + case EQUIP_BOW : + if ( !uBonusChanceWpSpecial[treasureLevelMinus1] ) + return; + if ((uint)(rand() % 100)>=uBonusChanceWpSpecial[treasureLevelMinus1]) + return; + break; + case EQUIP_ARMOUR : + case EQUIP_SHIELD : + case EQUIP_HELMET : + case EQUIP_BELT : + case EQUIP_CLOAK : + case EQUIP_GAUNTLETS : + case EQUIP_BOOTS : + case EQUIP_RING : + + if ( !uBonusChanceStandart[treasureLevelMinus1] ) + return; + special_chance = rand() % 100; + if ( special_chance < uBonusChanceStandart[treasureLevelMinus1]) + { + v26 = rand() %pEnchantmentsSumm[out_item->GetItemEquipType()-3] + 1; + v27 = 0; + while(v27 < v26) + { + ++out_item->uEnchantmentType; + v27+=pEnchantments[out_item->uEnchantmentType].to_item[out_item->GetItemEquipType()-3]; + } + + v33 = rand() % (bonus_ranges[treasureLevelMinus1].maxR - bonus_ranges[treasureLevelMinus1].minR + 1); + out_item->m_enchantmentStrength = v33 + bonus_ranges[treasureLevelMinus1].minR; + v32 = out_item->uEnchantmentType - 1; + if ( v32 == 21 || v32 == 22 || v32 == 23 ) //Armsmaster skill, Dodge skill, Unarmed skill + out_item->m_enchantmentStrength = out_item->m_enchantmentStrength/2; + if ( out_item->m_enchantmentStrength <= 0 ) + out_item->m_enchantmentStrength = 1; + return; + + } + else if ( special_chance >= uBonusChanceStandart[treasureLevelMinus1] + uBonusChanceSpecial[treasureLevelMinus1] ) + return; + break; + case EQUIP_WAND: + out_item->uNumCharges = rand() % 6 + out_item->GetDamageMod() + 1; + out_item->uMaxCharges = out_item->uNumCharges; + return; + default: + return; + } + + j=0; + int spc_sum=0; + int spc; + memset(&val_list, 0, 3200); + for (unsigned int i=0; i<pSpecialEnchantments_count;++i) + { + int tr_lv= pSpecialEnchantments[i].iTreasureLevel; + if ((treasure_level - 1 == 2) && ( tr_lv == 1 || tr_lv == 0 ) || + (treasure_level - 1 == 3) && (tr_lv == 2 || tr_lv == 1 || tr_lv == 0) || + (treasure_level - 1 == 4) && (tr_lv == 3 || tr_lv == 2 || tr_lv == 1) || + (treasure_level - 1 == 5) && (tr_lv == 3) + ) + { + spc=pSpecialEnchantments[i].to_item_apply[out_item->GetItemEquipType()]; + spc_sum+=spc; + if(spc) + { + val_list[j++]=i; + } + } + } + + v46 = rand()%spc_sum+1;//ñëó÷àéíûå çíà÷åíèÿ îò 1 äî spc_sum + j=0; + v45 = 0; + while (v45<v46) + { + ++j; + out_item->uSpecEnchantmentType=val_list[j]; + v45+=pSpecialEnchantments[val_list[j]].to_item_apply[out_item->GetItemEquipType()]; + } +} + +//----- (004505CC) -------------------------------------------------------- +bool ItemGen::GenerateArtifact() +{ + signed int uNumArtifactsNotFound; // esi@1 + int artifacts_list[32]; + + memset(artifacts_list, 0,sizeof(artifacts_list)); + uNumArtifactsNotFound = 0; + + for (int i=500;i<529;++i) + if ( !pParty->pIsArtifactFound[i-500] ) + artifacts_list[uNumArtifactsNotFound++] = i; + + Reset(); + if ( uNumArtifactsNotFound ) + { + uItemID = artifacts_list[rand() % uNumArtifactsNotFound]; + pItemsTable->SetSpecialBonus(this); + return true; + } + else + return false; + +} + +std::map<int, std::map<CHARACTER_ATTRIBUTE_TYPE, CEnchantment*>* >ItemGen::regularBonusMap; +std::map<int, std::map<CHARACTER_ATTRIBUTE_TYPE, CEnchantment*>* >ItemGen::specialBonusMap; +std::map<int, std::map<CHARACTER_ATTRIBUTE_TYPE, CEnchantment*>* >ItemGen::artifactBonusMap; + +#define NEWBONUSINTOSPECIALLIST(x,y) AddToMap(ItemGen::specialBonusMap, enchId, x, y); +#define NEWBONUSINTOSPECIALLIST2(x,y,z) AddToMap(ItemGen::specialBonusMap, enchId, x, y, z); + +#define NEWBONUSINTOREGULARLIST(x) AddToMap(ItemGen::regularBonusMap, enchId, x); + +#define NEWBONUSINTOARTIFACTLIST(x,y) AddToMap(ItemGen::artifactBonusMap, itemId, x, y); +#define NEWBONUSINTOARTIFACTLIST2(x,y,z) AddToMap(ItemGen::artifactBonusMap, itemId, x, y, z); + +void ItemGen::AddToMap( std::map<int, std::map<CHARACTER_ATTRIBUTE_TYPE, CEnchantment*>* > &maptoadd, int enchId, CHARACTER_ATTRIBUTE_TYPE attrId, int bonusValue /*= 0*/, unsigned __int16 Player::* skillPtr /*= NULL*/ ) +{ + auto key = maptoadd.find(enchId); + std::map<CHARACTER_ATTRIBUTE_TYPE, CEnchantment*>* currMap; + if (key == maptoadd.end()) + { + currMap = new std::map<CHARACTER_ATTRIBUTE_TYPE, CEnchantment*>; + maptoadd[enchId] = currMap; + } + else + { + currMap = key->second; + } + Assert(currMap->find(attrId) == currMap->end(), "Attribute %d already present for enchantment %d", attrId, enchId); + (*currMap)[attrId] = new CEnchantment(bonusValue, skillPtr); +} + +void ItemGen::PopulateSpecialBonusMap() +{ + int enchId = 1;// of Protection, +10 to all Resistances + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_RESIST_FIRE, 10); + NEWBONUSINTOSPECIALLIST( CHARACTER_ATTRIBUTE_RESIST_AIR, 10); + NEWBONUSINTOSPECIALLIST( CHARACTER_ATTRIBUTE_RESIST_WATER, 10); + NEWBONUSINTOSPECIALLIST( CHARACTER_ATTRIBUTE_RESIST_EARTH, 10); + NEWBONUSINTOSPECIALLIST( CHARACTER_ATTRIBUTE_RESIST_MIND, 10); + NEWBONUSINTOSPECIALLIST( CHARACTER_ATTRIBUTE_RESIST_BODY, 10); + + enchId = 2;//of The Gods, +10 to all Seven Statistics + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_STRENGTH, 10); + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_INTELLIGENCE, 10); + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_WILLPOWER, 10); + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_ENDURANCE, 10); + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_ACCURACY, 10); + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_SPEED, 10); + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_LUCK, 10); + + enchId = 26;//of Air Magic + NEWBONUSINTOSPECIALLIST2(CHARACTER_ATTRIBUTE_SKILL_AIR,0, &Player::skillAir); + + enchId = 27;//of Body Magic + NEWBONUSINTOSPECIALLIST2(CHARACTER_ATTRIBUTE_SKILL_BODY,0, &Player::skillBody); + + enchId = 28;//of Dark Magic + NEWBONUSINTOSPECIALLIST2(CHARACTER_ATTRIBUTE_SKILL_DARK,0, &Player::skillDark); + + enchId = 29;//of Earth Magic + NEWBONUSINTOSPECIALLIST2(CHARACTER_ATTRIBUTE_SKILL_EARTH,0, &Player::skillEarth); + + enchId = 30;//of Fire Magic + NEWBONUSINTOSPECIALLIST2(CHARACTER_ATTRIBUTE_SKILL_FIRE,0, &Player::skillFire); + + enchId = 31;//of Light Magic + NEWBONUSINTOSPECIALLIST2(CHARACTER_ATTRIBUTE_SKILL_LIGHT,0, &Player::skillLight); + + enchId = 32;//of Mind Magic + NEWBONUSINTOSPECIALLIST2(CHARACTER_ATTRIBUTE_SKILL_MIND,0, &Player::skillMind); + + enchId = 33;//of Spirit Magic + NEWBONUSINTOSPECIALLIST2(CHARACTER_ATTRIBUTE_SKILL_SPIRIT,0, &Player::skillSpirit); + + enchId = 34;//of Water Magic + NEWBONUSINTOSPECIALLIST2(CHARACTER_ATTRIBUTE_SKILL_WATER,0, &Player::skillWater); + + enchId = 42;//of Doom + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_STRENGTH, 1); + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_INTELLIGENCE, 1); + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_WILLPOWER, 1); + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_ENDURANCE, 1); + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_ACCURACY, 1); + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_SPEED, 1); + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_LUCK, 1); + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_HEALTH, 1); + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_MANA, 1); + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_AC_BONUS, 1); + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_RESIST_FIRE, 1); + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_RESIST_AIR, 1); + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_RESIST_WATER, 1); + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_RESIST_EARTH, 1); + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_RESIST_MIND, 1); + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_RESIST_BODY, 1); + + enchId = 43;//of Earth + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_ENDURANCE, 10); + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_AC_BONUS, 10); + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_HEALTH, 10); + + enchId = 44;//of Life + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_HEALTH, 10); + + enchId = 45;//Rogues + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_SPEED, 5); + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_ACCURACY, 5); + + enchId = 46;//of The Dragon + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_STRENGTH, 25); + + enchId = 47;//of The Eclipse + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_MANA, 10); + + enchId = 48;//of The Golem + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_ENDURANCE, 15); + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_AC_BONUS, 5); + + enchId = 49;//of The Moon + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_INTELLIGENCE, 10); + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_LUCK, 10); + + enchId = 50;//of The Phoenix + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_RESIST_FIRE, 30); + + enchId = 51;//of The Sky + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_MANA, 10); + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_SPEED, 10); + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_INTELLIGENCE, 10); + + enchId = 52;//of The Stars + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_ENDURANCE, 10); + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_ACCURACY, 10); + + enchId = 53;//of The Sun + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_STRENGTH, 10); + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_WILLPOWER, 10); + + enchId = 54;//of The Troll + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_ENDURANCE, 15); + + enchId = 55;//of The Unicorn + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_LUCK, 15); + + enchId = 56;//Warriors + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_STRENGTH, 5); + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_ENDURANCE, 5); + + enchId = 57;//Wizards + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_INTELLIGENCE, 5); + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_WILLPOWER, 5); + + enchId = 60;//Monks' + NEWBONUSINTOSPECIALLIST2(CHARACTER_ATTRIBUTE_SKILL_DODGE, 3, &Player::skillDodge); + NEWBONUSINTOSPECIALLIST2(CHARACTER_ATTRIBUTE_SKILL_UNARMED, 3, &Player::skillUnarmed); + + enchId = 61;//Thieves' + NEWBONUSINTOSPECIALLIST2(CHARACTER_ATTRIBUTE_SKILL_TRAP_DISARM, 3, &Player::skillStealing); + NEWBONUSINTOSPECIALLIST2(CHARACTER_ATTRIBUTE_SKILL_STEALING, 3, &Player::skillDisarmTrap); + + enchId = 62;//of Identifying + NEWBONUSINTOSPECIALLIST2(CHARACTER_ATTRIBUTE_SKILL_ITEM_ID, 3, &Player::skillItemId); + NEWBONUSINTOSPECIALLIST2(CHARACTER_ATTRIBUTE_SKILL_MONSTER_ID, 3, &Player::skillMonsterId); + + enchId = 67;//Assassins' + NEWBONUSINTOSPECIALLIST2(CHARACTER_ATTRIBUTE_SKILL_TRAP_DISARM, 2, &Player::skillDisarmTrap); + + enchId = 68;//Barbarians' + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_AC_BONUS, 5); + + enchId = 69;//of the Storm + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_RESIST_AIR, 20); + + enchId = 70;//of the Ocean + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_RESIST_WATER, 10); + NEWBONUSINTOSPECIALLIST2(CHARACTER_ATTRIBUTE_SKILL_ALCHEMY, 2, &Player::skillAlchemy); +} + +void ItemGen::PopulateRegularBonusMap() +{ + int enchId = 1;//of Might + NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_STRENGTH); + + enchId = 2;//of Thought + NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_INTELLIGENCE); + + enchId = 3;//of Charm + NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_WILLPOWER); + + enchId = 4;//of Vigor + NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_ENDURANCE); + + enchId = 5;//of Precision + NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_ACCURACY); + + enchId = 6;//of Speed + NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_SPEED); + + enchId = 7;//of Luck + NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_LUCK); + + enchId = 8;//of Health + NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_HEALTH); + + enchId = 9;//of Magic + NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_MANA); + + enchId = 10;//of Defense + NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_AC_BONUS); + + enchId = 11;//of Fire Resistance + NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_RESIST_FIRE); + + enchId = 12;//of Air Resistance + NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_RESIST_AIR); + + enchId = 13;//of Water Resistance + NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_RESIST_WATER); + + enchId = 14;//of Earth Resistance + NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_RESIST_EARTH); + + enchId = 15;//of Mind Resistance + NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_RESIST_MIND); + + enchId = 16;//of Body Resistance + NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_RESIST_BODY); + + enchId = 17;//of Alchemy + NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_SKILL_ALCHEMY); + + enchId = 18;//of Stealing + NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_SKILL_STEALING); + + enchId = 19;//of Disarming + NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_SKILL_TRAP_DISARM); + + enchId = 20;//of Items + NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_SKILL_ITEM_ID); + + enchId = 21;//of Monsters + NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_SKILL_MONSTER_ID); + + enchId = 22;//of Arms + NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_SKILL_ARMSMASTER); + + enchId = 23;//of Dodging + NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_SKILL_DODGE); + + enchId = 24;//of the Fist + NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_SKILL_UNARMED); +} + +void ItemGen::PopulateArtifactBonusMap() +{ + int itemId; + itemId = ITEM_ARTIFACT_PUCK; + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_STRENGTH, 40); + + itemId = ITEM_ARTIFACT_IRON_FEATHER; + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_STRENGTH, 40); + + itemId = ITEM_ARTIFACT_WALLACE; + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_WILLPOWER, 40); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_SKILL_ARMSMASTER, 10); + + itemId = ITEM_ARTIFACT_CORSAIR; + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_LUCK, 40); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_SKILL_TRAP_DISARM, 5); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_SKILL_STEALING, 5); + + itemId = ITEM_ARTIFACT_GOVERNORS_ARMOR; + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_STRENGTH, 10); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_INTELLIGENCE, 10); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_WILLPOWER, 10); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_ENDURANCE, 10); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_ACCURACY, 10); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_SPEED, 10); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_LUCK, 10); + + itemId = ITEM_ARTIFACT_YORUBA; + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_ENDURANCE, 25); + + itemId = ITEM_ARTIFACT_SPLITTER; + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_FIRE, 50); + + itemId = ITEM_ARTEFACT_ULLYSES, + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_ACCURACY, 50); + + itemId = ITEM_ARTEFACT_HANDS_OF_THE_MASTER, + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_SKILL_DODGE, 10); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_SKILL_UNARMED, 10); + + itemId = ITEM_ARTIFACT_LEAGUE_BOOTS; + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_SPEED, 40); + NEWBONUSINTOARTIFACTLIST2(CHARACTER_ATTRIBUTE_SKILL_WATER, 0, &Player::skillWater); + + itemId = ITEM_ARTIFACT_RULERS_RING; + NEWBONUSINTOARTIFACTLIST2(CHARACTER_ATTRIBUTE_SKILL_MIND, 0, &Player::skillMind); + NEWBONUSINTOARTIFACTLIST2(CHARACTER_ATTRIBUTE_SKILL_DARK, 0, &Player::skillDark); + + itemId = ITEM_RELIC_MASH; + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_STRENGTH, 150); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_INTELLIGENCE, -40); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_WILLPOWER, -40); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_SPEED, -40); + + itemId = ITEM_RELIC_ETHRICS_STAFF; + NEWBONUSINTOARTIFACTLIST2(CHARACTER_ATTRIBUTE_SKILL_DARK, 0, &Player::skillDark); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_SKILL_MEDITATION, 15); + + itemId = ITEM_RELIC_HARECS_LEATHER; + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_SKILL_TRAP_DISARM, 5); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_SKILL_STEALING, 5); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_LUCK, 50); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_FIRE, -10); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_WATER, -10); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_AIR, -10); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_EARTH, -10); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_MIND, -10); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_BODY, -10); + + itemId = ITEM_RELIC_OLD_NICK; + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_SKILL_TRAP_DISARM, 5); + + itemId = ITEM_RELIC_AMUCK; + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_STRENGTH, 100); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_ENDURANCE, 100); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_AC_BONUS, -15); + + itemId = ITEM_RELIC_GLORY_SHIELD; + NEWBONUSINTOARTIFACTLIST2(CHARACTER_ATTRIBUTE_SKILL_SPIRIT, 0, &Player::skillSpirit); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_SKILL_SHIELD, 5); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_MIND, -10); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_BODY, -10); + + itemId = ITEM_RELIC_KELEBRIM; + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_ENDURANCE, 50); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_EARTH, -30); + + itemId = ITEM_RELIC_TALEDONS_HELM; + NEWBONUSINTOARTIFACTLIST2(CHARACTER_ATTRIBUTE_SKILL_LIGHT, 0, &Player::skillLight); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_WILLPOWER, 15); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_STRENGTH, 15); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_LUCK, -40); + + itemId = ITEM_RELIC_SCHOLARS_CAP; + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_SKILL_LEARNING, +15); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_ENDURANCE, -50); + + itemId = ITEM_RELIC_PHYNAXIAN_CROWN; + NEWBONUSINTOARTIFACTLIST2(CHARACTER_ATTRIBUTE_SKILL_FIRE, 0, &Player::skillFire); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_WATER, +50); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_WILLPOWER, 30); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_AC_BONUS, -20); + + itemId = ITEM_RILIC_TITANS_BELT; + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_STRENGTH, 75); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_SPEED, -40); + + itemId = ITEM_RELIC_TWILIGHT; + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_SPEED, 50); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_LUCK, 50); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_FIRE, -15); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_WATER, -15); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_AIR, -15); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_EARTH, -15); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_MIND, -15); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_BODY, -15); + + itemId = ITEM_RELIC_ANIA_SELVING; + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_ACCURACY, 150); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_SKILL_BOW, 5); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_AC_BONUS, -25); + + itemId = ITEM_RELIC_JUSTICE; + NEWBONUSINTOARTIFACTLIST2(CHARACTER_ATTRIBUTE_SKILL_MIND, 0, &Player::skillMind); + NEWBONUSINTOARTIFACTLIST2(CHARACTER_ATTRIBUTE_SKILL_BODY, 0, &Player::skillBody); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_SPEED, -40); + + itemId = ITEM_RELIC_MEKORIGS_HAMMER; + NEWBONUSINTOARTIFACTLIST2(CHARACTER_ATTRIBUTE_SKILL_SPIRIT, 0, &Player::skillSpirit); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_STRENGTH, 75); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_AIR, -50); + + itemId = ITEM_ARTIFACT_HERMES_SANDALS; + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_SPEED, 100); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_ACCURACY, 50); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_AIR, 50); + + itemId = ITEM_ARTIFACT_CLOAK_OF_THE_SHEEP; + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_WILLPOWER, -20); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_INTELLIGENCE, -20); + + itemId = ITEM_ARTIFACT_MINDS_EYE; + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_WILLPOWER, 15); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_INTELLIGENCE, 15); + + itemId = ITEM_ELVEN_CHAINMAIL; + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_SPEED, 15); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_ACCURACY, 15); + + itemId = ITEM_FORGE_GAUNTLETS; + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_STRENGTH, 15); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_ENDURANCE, 15); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_FIRE, 30); + + itemId = ITEM_ARTIFACT_HEROS_BELT; + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_STRENGTH, 15); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_SKILL_ARMSMASTER, 5); + + itemId = ITEM_ARTIFACT_LADYS_ESCORT; + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_FIRE, 10); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_AIR, 10); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_WATER, 10); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_EARTH, 10); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_MIND, 10); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_BODY, 10); +} + +void ItemGen::GetItemBonusSpecialEnchantment( Player* owner, CHARACTER_ATTRIBUTE_TYPE attrToGet, int* additiveBonus, int* halfSkillBonus ) +{ + auto bonusList = ItemGen::specialBonusMap.find(this->uSpecEnchantmentType); + if (bonusList == ItemGen::specialBonusMap.end()) + { + return; + } + std::map<CHARACTER_ATTRIBUTE_TYPE, CEnchantment*>* currList = bonusList->second; + if (currList->find(attrToGet) != currList->end()) + { + CEnchantment* currBonus = (*currList)[attrToGet]; + if (currBonus->statPtr != NULL) + { + if (currBonus->statBonus == 0) + { + *halfSkillBonus = owner->*currBonus->statPtr / 2; + } + else + { + if (*additiveBonus < currBonus->statBonus) + { + *additiveBonus = currBonus->statBonus; + } + } + } + else + { + *additiveBonus += currBonus->statBonus; + } + } +} + +void ItemGen::GetItemBonusArtifact( Player* owner, CHARACTER_ATTRIBUTE_TYPE attrToGet, int* bonusSum ) +{ + auto bonusList = ItemGen::artifactBonusMap.find(this->uItemID); + if (bonusList == ItemGen::artifactBonusMap.end()) + { + return; + } + std::map<CHARACTER_ATTRIBUTE_TYPE, CEnchantment*>* currList = bonusList->second; + if (currList->find(attrToGet) != currList->end()) + { + CEnchantment* currBonus = (*currList)[attrToGet]; + if (currBonus->statPtr != NULL) + { + *bonusSum = owner->*currBonus->statPtr / 2; + } + else + { + *bonusSum += currBonus->statBonus; + } + } +} + +bool ItemGen::IsRegularEnchanmentForAttribute( CHARACTER_ATTRIBUTE_TYPE attrToGet ) +{ + auto bonusList = ItemGen::specialBonusMap.find(this->uEnchantmentType); + if (bonusList == ItemGen::specialBonusMap.end()) + { + return false; + } + std::map<CHARACTER_ATTRIBUTE_TYPE, CEnchantment*>* currList = bonusList->second; + return (currList->find(attrToGet) != currList->end()); +} + +ITEM_EQUIP_TYPE ItemGen::GetItemEquipType() +{ + return pItemsTable->pItems[this->uItemID].uEquipType; +} + +unsigned char ItemGen::GetPlayerSkillType() +{ + return pItemsTable->pItems[this->uItemID].uSkillType; +} + +char* ItemGen::GetIconName() +{ + return pItemsTable->pItems[this->uItemID].pIconName; +} + +unsigned __int8 ItemGen::GetDamageDice() +{ + return pItemsTable->pItems[this->uItemID].uDamageDice; +} + +unsigned __int8 ItemGen::GetDamageRoll() +{ + return pItemsTable->pItems[this->uItemID].uDamageRoll; +} + +unsigned __int8 ItemGen::GetDamageMod() +{ + return pItemsTable->pItems[this->uItemID].uDamageMod; +} +//----- (004B8E3D) -------------------------------------------------------- +void GenerateStandartShopItems() +{ + signed int item_count; + signed int shop_index; + int treasure_lvl; + int item_class; + int mdf; + + shop_index = (signed int)window_SpeakInHouse->ptr_1C; + if ( uItemsAmountPerShopType[p2DEvents[shop_index - 1].uType] ) + { + for (item_count = 0; item_count < uItemsAmountPerShopType[p2DEvents[shop_index - 1].uType]; ++item_count ) + { + if (shop_index <= 14) //weapon shop + { + treasure_lvl = shopWeap_variation_ord[shop_index].treasure_level; + item_class = shopWeap_variation_ord[shop_index].item_class[rand() % 4]; + } + else if (shop_index <= 28) //armor shop + { + mdf = 0; + if (item_count > 3) + ++mdf;// rechek offsets + treasure_lvl = shopArmr_variation_ord[2*(shop_index - 15) + mdf].treasure_level; + item_class = shopArmr_variation_ord[2*(shop_index - 15) + mdf].item_class[rand() % 4]; + } + else if (shop_index <= 41) //magic shop + { + treasure_lvl = shopMagic_treasure_lvl[shop_index - 28]; + item_class = 22; //misc + } + else if (shop_index <= 53) //alchemist shop + { + if (item_count < 6) + { + pParty->StandartItemsInShops[shop_index][item_count].Reset(); + pParty->StandartItemsInShops[shop_index][item_count].uItemID = 220; //potion bottle + continue; + } + else + { + treasure_lvl = shopAlch_treasure_lvl[shop_index - 41]; + item_class = 45; //reagent + } + } + pItemsTable->GenerateItem(treasure_lvl, item_class, &pParty->StandartItemsInShops[shop_index][item_count]); + pParty->StandartItemsInShops[shop_index][item_count].SetIdentified(); //identified + } + } + pParty->InTheShopFlags[shop_index] = 0; +} + +//----- (004B8F94) -------------------------------------------------------- +void GenerateSpecialShopItems() +{ + signed int item_count; + signed int shop_index; + int treasure_lvl; + int item_class; + int mdf; + + shop_index = (signed int)window_SpeakInHouse->ptr_1C; + if ( uItemsAmountPerShopType[p2DEvents[shop_index - 1].uType] ) + { + for ( item_count = 0; item_count < uItemsAmountPerShopType[p2DEvents[shop_index - 1].uType]; ++item_count ) + { + if (shop_index <= 14) //weapon shop + { + treasure_lvl = shopWeap_variation_spc[shop_index].treasure_level; + item_class = shopWeap_variation_spc[shop_index].item_class[rand() % 4]; + } + else if (shop_index <= 28) //armor shop + { + mdf = 0; + if (item_count > 3) + ++mdf; + treasure_lvl = shopArmr_variation_spc[2*(shop_index - 15) + mdf].treasure_level; + item_class = shopArmr_variation_spc[2*(shop_index - 15) + mdf].item_class[rand() % 4]; + } + else if (shop_index <= 41) //magic shop + { + treasure_lvl = shopMagicSpc_treasure_lvl[shop_index - 28]; + item_class = 22; //misc + } + else if (shop_index <= 53) //alchemist shop + { + if (item_count < 6) + { + pParty->SpecialItemsInShops[shop_index][item_count].Reset(); + pParty->SpecialItemsInShops[shop_index][item_count].uItemID = rand() % 32 + 740; //mscrool + continue; + } + else + { + treasure_lvl = shopAlchSpc_treasure_lvl[shop_index - 41]; + item_class = 44; //potion + } + } + pItemsTable->GenerateItem(treasure_lvl, item_class, &pParty->SpecialItemsInShops[shop_index][item_count]); + pParty->SpecialItemsInShops[shop_index][item_count].SetIdentified(); //identified + } + } + pParty->InTheShopFlags[shop_index] = 0; +} + + +//----- (00450218) -------------------------------------------------------- +void GenerateItemsInChest() + { + unsigned int mapType; // eax@1 + MapInfo *currMapInfo; // esi@1 + ItemGen *currItem; // ebx@2 + int additionaItemCount; // ebp@4 + int treasureLevelBot; // edi@4 + int treasureLevelTop; // esi@4 + signed int treasureLevelRange; // esi@4 + int resultTreasureLevel; // edx@4 + int goldAmount; // esi@8 + int v11; // ebp@25 + int v12; // esi@25 + signed int whatToGenerateProb; // [sp+10h] [bp-18h]@1 + + mapType = pMapStats->GetMapInfo(pCurrentMapName); + currMapInfo = &pMapStats->pInfos[mapType]; + for(int i=1; i<20;++i) + { + for(int j=0; j<140;++j) + { + + currItem = &pChests[i].igChestItems[j]; + if ( currItem->uItemID < 0 ) + { + additionaItemCount = rand() % 5; //additional items in chect + treasureLevelBot = byte_4E8168[abs(currItem->uItemID)-1][2*currMapInfo->Treasure_prob]; + treasureLevelTop = byte_4E8168[abs(currItem->uItemID)-1][2*currMapInfo->Treasure_prob+1]; + treasureLevelRange = treasureLevelTop - treasureLevelBot + 1; + resultTreasureLevel = treasureLevelBot + rand() % treasureLevelRange; //treasure level + if (resultTreasureLevel<7) + { + v11 = 0; + do + { + whatToGenerateProb = rand() % 100; + if (whatToGenerateProb<20) + { + currItem->Reset(); + } + else if (whatToGenerateProb<60) //generate gold + { + goldAmount=0; + currItem->Reset(); + switch (resultTreasureLevel) + { + case 1: //small gold + goldAmount = rand() % 51 + 50; + currItem->uItemID = 197; + break; + case 2://small gold + goldAmount = rand() % 101 + 100; + currItem->uItemID = 197; + break; + case 3: //medium + goldAmount = rand() % 301 + 200; + currItem->uItemID = 198; + break; + case 4: //medium + goldAmount = rand() % 501 + 500; + currItem->uItemID = 198; + break; + case 5: //big + goldAmount = rand() % 1001 + 1000; + currItem->uItemID = 199; + break; + case 6: //big + goldAmount = rand() % 3001 + 2000; + currItem->uItemID = 199; + break; + } + currItem->SetIdentified(); + currItem->uSpecEnchantmentType = goldAmount; + } + else + { + pItemsTable->GenerateItem(resultTreasureLevel, 0, currItem); + } + v12 = 0; + while ( !(pChests[i].igChestItems[v12].uItemID==0) &&(v12<140)) + { + ++v12; + } + if (v12 >= 140) + break; + currItem=&pChests[i].igChestItems[v12]; + v11++; + } while (v11 < additionaItemCount + 1); // + 1 because it's the item at pChests[i].igChestItems[j] and the additional ones + } + else + currItem->GenerateArtifact(); + } + } + } + +} + + + + +// 4505CC: using guessed type int var_A0[32]; + //----- (004B3703) -------------------------------------------------------- +void FillAviableSkillsToTeach( int _this ) + { + const char *v30; // ecx@65 + unsigned int v29; // edx@56 + int v15; // ecx@19 + int v33; // [sp-4h] [bp-2Ch]@23 + int v34; // [sp-4h] [bp-2Ch]@43 + int v21; // ecx@34 + int v35[5]; // [sp+Ch] [bp-1Ch]@8 + int v37=0; // [sp+24h] [bp-4h]@1* + int i=0; + + dword_F8B1DC_currentShopOption = 0; + + switch (_this) + { + case 1: //shop weapon + for (int i=0; i<2; ++i) + { + for (int j=0; j<4; ++j) + { + if ( i ) + v21 = shopWeap_variation_spc[(unsigned int)window_SpeakInHouse->ptr_1C].item_class[j]; + else + v21 = shopWeap_variation_ord[(unsigned int)window_SpeakInHouse->ptr_1C].item_class[j]; + + switch (v21) + { + case 23: v34 = 37; break; + case 24: v34 = 38; break; + case 25: v34 = 39; break; + case 26: v34 = 40; break; + case 27: v34 = 41; break; + case 28: v34 = 42; break; + case 30: v34 = 36; break; + default: + continue; + } + v37 = sub_4BE571_AddItemToSet(v34, v35, v37, 5); + } + } + break; + case 2: //shop armor + + for (int i=0; i<2; ++i) + { + for (int j=0; j<2; ++j) + { + for (int k=0; k<4; ++k) + { + if ( i ) + v15 = shopArmr_variation_spc[(unsigned int)window_SpeakInHouse->ptr_1C-15+j].item_class[k]; + else + v15 = shopArmr_variation_ord[(unsigned int)window_SpeakInHouse->ptr_1C-15+j].item_class[k]; + switch (v15) + { + case 31: v33 = 45; break; + case 32: v33 = 46; break; + case 33: v33 = 47; break; + case 34: v33 = 44; break; + default: + continue; + } + v37 = sub_4BE571_AddItemToSet(v33, v35, v37, 5); + } + } + } + break; + case 3: //shop magic + v37 = 2; + v35[0] = 57; + v35[1] = 59; + break; + case 4: //shop alchemist + v37 = 2; + v35[0] = 71; + v35[1] = 68; + break; + case 21: //tavern + v37 = 3; + v35[0] = 70; + v35[1] = 65; + v35[2] = 62; + break; + case 23: //temple + v37 = 3; + v35[0] = 67; + v35[1] = 66; + v35[2] = 58; + break; + case 30: ///trainig + v37 = 2; + v35[0] = 69; + v35[1] = 60; + break; + } + for(i=0;i<v37;++i) + { + v29=v35[i]; + switch(v29) + { + case 40 :v30 = pSkillNames[4]; break; + case 5 : v30 = pSkillNames[23]; break; + case 36 :v30 = pSkillNames[0]; break; + case 37 :v30 = pSkillNames[1]; break; + case 38 :v30 = pSkillNames[2]; break; + case 39 :v30 = pSkillNames[3]; break; + case 41 :v30 = pSkillNames[5]; break; + case 42 :v30 = pSkillNames[6]; break; + case 44 :v30 = pSkillNames[8]; break; + case 45 :v30 = pSkillNames[9]; break; + case 46 :v30 = pSkillNames[10]; break; + case 47 :v30 = pSkillNames[11]; break; + case 66 :v30 = pSkillNames[30]; break; + case 57 :v30 = pSkillNames[21]; break; + case 58 :v30 = pSkillNames[22]; break; + case 60 :v30 = pSkillNames[24]; break; + case 62 :v30 = pSkillNames[26]; break; + case 65 :v30 = pSkillNames[29]; break; + case 67:v30 = pSkillNames[31]; break; + case 68:v30 = pSkillNames[32]; break; + case 69:v30 = pSkillNames[33]; break; + case 70:v30 = pSkillNames[34]; break; + case 71:v30 = pSkillNames[35]; break; + default: + v30 = pGlobalTXT_LocalizationStrings[127]; //"No Text!" + } + pShopOptions[dword_F8B1DC_currentShopOption] = const_cast<char *>(v30); + ++dword_F8B1DC_currentShopOption; + CreateButtonInColumn(i+1, v29); + } + pDialogueWindow->_41D08F_set_keyboard_control_group(i, 1, 0, 2); + dword_F8B1E0 = pDialogueWindow->pNumPresenceButton; + } + + //----- (004BE571) -------------------------------------------------------- +int sub_4BE571_AddItemToSet(int valueToAdd, int *outPutSet, int elemsAlreadyPresent, int elemsNeeded) +{ + int i; // esi@3 + + if ( elemsAlreadyPresent < elemsNeeded ) + { + for ( i = 0; i < elemsAlreadyPresent; ++i ) + { + if ( valueToAdd == outPutSet[i] ) + return elemsAlreadyPresent; + } + outPutSet[elemsAlreadyPresent] = valueToAdd; + return elemsAlreadyPresent + 1; + } + return elemsNeeded; +} +//----- (0043C91D) -------------------------------------------------------- +int GetItemTextureFilename(char *pOut, signed int item_id, int index, int shoulder) +{ + int result; // eax@2 + ITEM_EQUIP_TYPE pEquipType; + + result = 0; //BUG fn is void + pEquipType = pItemsTable->pItems[item_id].uEquipType; + if ( item_id > 500 ) + { + switch ( item_id ) + { + case ITEM_RELIC_HARECS_LEATHER: + if (byte_5111F6_OwnedArtifacts[2] != 0) + item_id = 234; + break; + case ITEM_ARTIFACT_YORUBA: + if (byte_5111F6_OwnedArtifacts[1] != 0) + item_id = 236; + break; + case ITEM_ARTIFACT_GOVERNORS_ARMOR: + if (byte_5111F6_OwnedArtifacts[0] != 0) + item_id = 235; + break; + case ITEM_ELVEN_CHAINMAIL: + if (byte_5111F6_OwnedArtifacts[16] != 0) + item_id = 73; + break; + case ITEM_ARTIFACT_LEAGUE_BOOTS: + if (byte_5111F6_OwnedArtifacts[3] != 0) + item_id = 312; + break; + case ITEM_RELIC_TALEDONS_HELM: + if (byte_5111F6_OwnedArtifacts[4] != 0) + item_id = 239; + break; + case ITEM_RELIC_SCHOLARS_CAP: + if (byte_5111F6_OwnedArtifacts[5] != 0) + item_id = 240; + break; + case ITEM_RELIC_PHYNAXIAN_CROWN: + if (byte_5111F6_OwnedArtifacts[6] != 0) + item_id = 241; + break; + case ITEM_ARTIFACT_MINDS_EYE: + if (byte_5111F6_OwnedArtifacts[7] != 0) + item_id = 93; + break; + case ITEM_RARE_SHADOWS_MASK: + if (byte_5111F6_OwnedArtifacts[8] != 0) + item_id = 344; + break; + case ITEM_RILIC_TITANS_BELT: + if (byte_5111F6_OwnedArtifacts[9] != 0) + item_id = 324; + break; + case ITEM_ARTIFACT_HEROS_BELT: + if (byte_5111F6_OwnedArtifacts[10] != 0) + item_id = 104; + break; + case ITEM_RELIC_TWILIGHT: + if (byte_5111F6_OwnedArtifacts[11] != 0) + item_id = 325; + break; + case ITEM_ARTIFACT_CLOAK_OF_THE_SHEEP: + if (byte_5111F6_OwnedArtifacts[12] != 0) + item_id = 330; + break; + case ITEM_RARE_SUN_CLOAK: + if (byte_5111F6_OwnedArtifacts[13] != 0) + item_id = 347; + break; + case ITEM_RARE_MOON_CLOAK: + if (byte_5111F6_OwnedArtifacts[14] != 0) + item_id = 348; + break; + case ITEM_RARE_VAMPIRES_CAPE: + if (byte_5111F6_OwnedArtifacts[15] != 0) + item_id = 350; + break; + default: + return 0; + } + } + + switch (pEquipType) + { + case EQUIP_ARMOUR: + if ( !shoulder ) + return sprintf(pOut, "item%3.3dv%d", item_id, index); + else if ( shoulder == 1 ) + return sprintf(pOut, "item%3.3dv%da1", item_id, index); + else if ( shoulder == 2 ) + return sprintf(pOut, "item%3.3dv%da2", item_id, index); + break; + case EQUIP_CLOAK: + if ( !shoulder ) + return sprintf(pOut, "item%3.3dv%d", item_id, index); + else + return sprintf(pOut, "item%3.3dv%da1", item_id, index); + default: + return sprintf(pOut, "item%3.3dv%d", item_id, index); + } + + result = item_id - 504; + return result; +} + + +//----- (004BDAAF) -------------------------------------------------------- +bool ItemGen::MerchandiseTest(int _2da_idx) +{ + bool test; + + if ( (p2DEvents[_2da_idx - 1].uType != 4 || (signed int)this->uItemID < 740 || (signed int)this->uItemID > 771) + && ((signed int)this->uItemID >= 600 || (signed int)this->uItemID >= 529 && (signed int)this->uItemID <= 599) || this->IsStolen()) + return false; + switch( p2DEvents[_2da_idx - 1].uType ) + { + case BuildingType_WeaponShop: + { + test = this->GetItemEquipType() <= EQUIP_BOW; + break; + } + case BuildingType_ArmorShop: + { + test = this->GetItemEquipType() >= EQUIP_ARMOUR && this->GetItemEquipType() <= EQUIP_BOOTS; + break; + } + case BuildingType_MagicShop: + { + test = this->GetPlayerSkillType() == PLAYER_SKILL_MISC || this->GetItemEquipType() == EQIUP_ANY; + break; + } + case BuildingType_AlchemistShop: + { + test = this->GetItemEquipType() == EQUIP_REAGENT || this->GetItemEquipType() == EQUIP_POTION + || (this->GetItemEquipType() > EQUIP_POTION && !(this->GetItemEquipType() != EQUIP_MESSAGE_SCROLL + || (signed int)this->uItemID < 740) && this->uItemID != 771); + break; + } + default: + { + test = false; + break; + } + } + return test; +} + +//----- (00493F79) -------------------------------------------------------- +void init_summoned_item(stru351_summoned_item *_this, __int64 duration) +{ + signed __int64 v2; // ST2C_8@1 + signed __int64 v3; // qax@1 + //signed __int64 v4; // ST1C_8@1 + unsigned __int64 v5; // qax@1 + unsigned int v6; // ebx@1 + + v2 = (signed __int64)((double)duration * 0.234375); + v3 = v2 / 60 / 60; + //v4 = v3; + v5 = (unsigned int)v3 / 0x18; + v6 = (unsigned int)(v5 / 7) >> 2; + _this->field_0_expire_second = v2 % 60; + _this->field_4_expire_minute = v2 / 60 % 60; + _this->field_8_expire_hour = v3 % 24; + _this->field_10_expire_week = v5 / 7 & 3; + _this->field_C_expire_day = (unsigned int)v5 % 0x1C; + _this->field_14_exprie_month = v6 % 0xC; + _this->field_18_expire_year = v6 / 0xC + game_starting_year; +}