Mercurial > mm7
view Items.cpp @ 2383:342b73a61a60
sub_407A1C - refactoring min-max
author | zipi |
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date | Sun, 22 Jun 2014 14:39:50 +0100 |
parents | 48dbf99c0f7f |
children | f4af3b203f65 |
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#define _CRT_SECURE_NO_WARNINGS #include <stdlib.h> #include <string> #include "UI\UIHouses.h" #include "GUIButton.h" #include "mm7_unsorted_subs.h" #include "ErrorHandling.h" #include "Items.h" #include "MapInfo.h" #include "GUIWindow.h" #include "Events2D.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 : findResult->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); } 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 result = 0; //BUG fn is void 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 (pItemsTable->pItems[item_id].uEquipType) { 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; }