diff Engine/Objects/Items.cpp @ 2497:82d5d92a097c

for MVS2012
author Ritor1
date Thu, 18 Sep 2014 23:59:29 +0600
parents
children 68cdef6879a0
line wrap: on
line diff
--- /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;
+}