Mercurial > mm7
view Items.cpp @ 2087:e3d70131fb8b
m
author | Ritor1 |
---|---|
date | Wed, 11 Dec 2013 23:34:15 +0600 |
parents | 33787c8938a5 |
children | d28d3c006077 |
line wrap: on
line source
#ifdef _MSC_VER #define _CRT_SECURE_NO_WARNINGS #endif #include <stdlib.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" 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(int a1, int *a2, int a3, int a4); 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() { if ( pMonstersTXT_Raw ) free(pMonstersTXT_Raw); if ( pMonsterPlacementTXT_Raw ) free(pMonsterPlacementTXT_Raw); if ( pSkillDescTXT_Raw ) free(pSkillDescTXT_Raw); if (pSpcItemsTXT_Raw ) free(pSpcItemsTXT_Raw); if ( pStdItemsTXT_Raw ) free(pStdItemsTXT_Raw); if ( pRndItemsTXT_Raw ) free(pRndItemsTXT_Raw); if ( pItemsTXT_Raw ) free(pItemsTXT_Raw); if ( pHostileTXT_Raw ) free(pHostileTXT_Raw); if ( pHistoryTXT_Raw ) free(pHistoryTXT_Raw); if ( pPotionsTXT_Raw ) free(pPotionsTXT_Raw); if ( pPotionNotesTXT_Raw ) free(pPotionNotesTXT_Raw); pSpcItemsTXT_Raw = NULL; pSkillDescTXT_Raw = NULL; pStdItemsTXT_Raw = NULL; pRndItemsTXT_Raw = NULL; pItemsTXT_Raw = NULL; } //----- (00456D84) -------------------------------------------------------- void ItemsTable::Initialize() { int i,j; char* test_string; unsigned char c; bool break_loop; unsigned int temp_str_len; char* tmp_pos; int decode_step; 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 = NULL; 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 (i=0;i<24;++i) { test_string = strtok(NULL, "\r") + 1; break_loop = false; decode_step=0; do { c = *(unsigned char*)test_string; temp_str_len = 0; while((c!='\t')&&(c>0)) { ++temp_str_len; c=test_string[temp_str_len]; } tmp_pos=test_string+temp_str_len; if (*tmp_pos == 0) break_loop = true; *tmp_pos = 0; if (temp_str_len) { switch (decode_step) { case 0: pEnchantments[i].pBonusStat=RemoveQuotes(test_string); break; case 1: pEnchantments[i].pOfName= RemoveQuotes(test_string); break; default: pEnchantments[i].to_item[decode_step-2]=atoi(test_string); } } else { if (decode_step) break_loop = true; } ++decode_step; test_string=tmp_pos+1; } while ((decode_step<11)&&!break_loop); } memset(&pEnchantmentsSumm, 0, 36); for(i=0;i<9;++i) { for (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(i=0;i<6;++i) //counted from 1 { test_string = strtok(NULL, "\r") + 1; break_loop = false; decode_step=0; do { c = *(unsigned char*)test_string; temp_str_len = 0; while((c!='\t')&&(c>0)) { ++temp_str_len; c=test_string[temp_str_len]; } tmp_pos=test_string+temp_str_len; if (*tmp_pos == 0) break_loop = true; *tmp_pos = 0; if (decode_step==2) bonus_ranges[i].minR = atoi(test_string); else if (decode_step==3) bonus_ranges[i].maxR =atoi(test_string); ++decode_step; test_string=tmp_pos+1; } while ((decode_step<4)&&!break_loop); } pSpcItemsTXT_Raw = 0; pSpcItemsTXT_Raw = (char *)pEvents_LOD->LoadRaw("spcitems.txt", 0); strtok(pSpcItemsTXT_Raw, "\r"); strtok(NULL, "\r"); strtok(NULL, "\r"); strtok(NULL, "\r"); for (i=0;i<72;++i) { test_string = strtok(NULL, "\r") + 1; break_loop = false; decode_step=0; do { c = *(unsigned char*)test_string; temp_str_len = 0; while((c!='\t')&&(c>0)) { ++temp_str_len; c=test_string[temp_str_len]; } tmp_pos=test_string+temp_str_len; if (*tmp_pos == 0) break_loop = true; *tmp_pos = 0; if (temp_str_len) { switch (decode_step) { case 0: pSpecialEnchantments[i].pBonusStatement=RemoveQuotes(test_string); break; case 1: pSpecialEnchantments[i].pNameAdd= RemoveQuotes(test_string); break; case 14: int res; res=atoi(test_string); if(!res) { ++test_string; while (*test_string==' ')//fix X 2 case ++test_string; res=atoi(test_string); } pSpecialEnchantments[i].iValue=res; break; case 15: pSpecialEnchantments[i].iTreasureLevel= tolower(*test_string) - 97;; break; default: pSpecialEnchantments[i].to_item_apply[decode_step-2]=atoi(test_string); } } else { if (decode_step) break_loop = true; } ++decode_step; test_string=tmp_pos+1; } while ((decode_step<16)&&!break_loop); } pSpecialEnchantments_count = 71; memset(&pSpecialEnchantmentsSumm, 0, 96); for(i=0;i<12;++i) { for (j=0;j<=pSpecialEnchantments_count;++j) pSpecialEnchantmentsSumm[i]+=pSpecialEnchantments[j].to_item_apply[i]; } Initialize2DA(); pItemsTXT_Raw = NULL; pItemsTXT_Raw = (char*) pEvents_LOD->LoadRaw("items.txt", 0); strtok(pItemsTXT_Raw, "\r"); strtok(NULL, "\r"); uAllItemsCount = 0; item_counter = 0; while (true) { test_string = strtok(NULL, "\r") + 1; break_loop = false; decode_step=0; do { c = *(unsigned char*)test_string; temp_str_len = 0; while((c!='\t')&&(c>0)) { ++temp_str_len; c=test_string[temp_str_len]; } tmp_pos=test_string+temp_str_len; if (*tmp_pos == 0) break_loop = true; *tmp_pos = 0; if (temp_str_len) { switch (decode_step) { case 0: //Item # item_counter=atoi(test_string); uAllItemsCount=item_counter; break; case 1: //Pic File pItems[item_counter].pIconName = RemoveQuotes(test_string); break; case 2: //Name pItems[item_counter].pName = RemoveQuotes(test_string); break; case 3: //Value pItems[item_counter].uValue=atoi(test_string); break; case 4: //Equip Stat { if ( !_stricmp(test_string, "weapon") ) { pItems[item_counter].uEquipType = EQUIP_SINGLE_HANDED; break; } if ( !_stricmp(test_string, "weapon2") ) { pItems[item_counter].uEquipType = EQUIP_TWO_HANDED; break; } if ( !_stricmp(test_string, "weapon1or2") ) { pItems[item_counter].uEquipType = EQUIP_SINGLE_HANDED; break; } if ( !(_stricmp(test_string, "missile")&&_stricmp(test_string, "bow"))) { pItems[item_counter].uEquipType = EQUIP_BOW; break; } if ( !_stricmp(test_string, "armor") ) { pItems[item_counter].uEquipType = EQUIP_ARMOUR; break; } if ( !_stricmp(test_string, "shield") ) { pItems[item_counter].uEquipType = EQUIP_SHIELD; break; } if ( !_stricmp(test_string, "helm") ) { pItems[item_counter].uEquipType = EQUIP_HELMET; break; } if ( !_stricmp(test_string, "belt") ) { pItems[item_counter].uEquipType = EQUIP_BELT; break; } if ( !_stricmp(test_string, "cloak") ) { pItems[item_counter].uEquipType = EQUIP_CLOAK; break; } if ( !_stricmp(test_string, "gauntlets") ) { pItems[item_counter].uEquipType = EQUIP_GAUNTLETS; break; } if ( !_stricmp(test_string, "boots") ) { pItems[item_counter].uEquipType = EQUIP_BOOTS; break; } if ( !_stricmp(test_string, "ring") ) { pItems[item_counter].uEquipType = EQUIP_RING; break; } if ( !_stricmp(test_string, "amulet") ) { pItems[item_counter].uEquipType = EQUIP_AMULET; break; } if ( !_stricmp(test_string, "weaponw") ) { pItems[item_counter].uEquipType = EQUIP_WAND; break; } if ( !(_stricmp(test_string, "herb")&&_stricmp(test_string, "reagent"))) { pItems[item_counter].uEquipType = EQUIP_REAGENT; break; } if ( !_stricmp(test_string, "bottle") ) { pItems[item_counter].uEquipType = EQUIP_POTION; break; } if ( !_stricmp(test_string, "sscroll") ) { pItems[item_counter].uEquipType = EQUIP_SPELL_SCROLL; break; } if ( !_stricmp(test_string, "book") ) { pItems[item_counter].uEquipType = EQUIP_BOOK; break; } if ( !_stricmp(test_string, "mscroll") ) { pItems[item_counter].uEquipType = EQUIP_MESSAGE_SCROLL; break; } if ( !_stricmp(test_string, "gold") ) { pItems[item_counter].uEquipType = EQUIP_GOLD; break; } if ( !_stricmp(test_string, "gem") ) { pItems[item_counter].uEquipType = EQUIP_GEM; break; } pItems[item_counter].uEquipType = EQUIP_NONE; break; } case 5: //Skill Group { if ( !_stricmp(test_string, "staff") ) { pItems[item_counter].uSkillType = PLAYER_SKILL_STAFF; break; } if ( !_stricmp(test_string, "sword") ) { pItems[item_counter].uSkillType = PLAYER_SKILL_SWORD; break; } if ( !_stricmp(test_string, "dagger") ) { pItems[item_counter].uSkillType = PLAYER_SKILL_DAGGER; break; } if ( !_stricmp(test_string, "axe") ) { pItems[item_counter].uSkillType = PLAYER_SKILL_AXE; break; } if ( !_stricmp(test_string, "spear") ) { pItems[item_counter].uSkillType = PLAYER_SKILL_SPEAR; break; } if ( !_stricmp(test_string, "bow") ) { pItems[item_counter].uSkillType = PLAYER_SKILL_BOW; break; } if ( !_stricmp(test_string, "mace") ) { pItems[item_counter].uSkillType = PLAYER_SKILL_MACE; break; } if ( !_stricmp(test_string, "blaster") ) { pItems[item_counter].uSkillType = PLAYER_SKILL_BLASTER; break; } if ( !_stricmp(test_string, "shield") ) { pItems[item_counter].uSkillType = PLAYER_SKILL_SHIELD; break; } if ( !_stricmp(test_string, "leather") ) { pItems[item_counter].uSkillType = PLAYER_SKILL_LEATHER; break; } if ( !_stricmp(test_string, "chain") ) { pItems[item_counter].uSkillType = PLAYER_SKILL_CHAIN; break; } if ( !_stricmp(test_string, "plate") ) { pItems[item_counter].uSkillType = PLAYER_SKILL_PLATE; break; } if ( !_stricmp(test_string, "club") ) { pItems[item_counter].uSkillType = PLAYER_SKILL_CLUB; break; } pItems[item_counter].uSkillType = PLAYER_SKILL_MISC; break; } case 6: //Mod1 { int ii; char* test_char; int tst_len; tst_len=strlen(test_string); pItems[item_counter].uDamageDice=0; pItems[item_counter].uDamageRoll=0; test_char=test_string; for (ii=0; ii<tst_len; ++ii) { if (tolower(*test_char)=='d') { *test_char=0; pItems[item_counter].uDamageDice=atoi(test_string); pItems[item_counter].uDamageRoll=atoi(test_char+1); *test_char='d'; break; } ++test_char; } test_char=test_string; if ((ii==tst_len)&&(tolower(*test_char)!='s')) { pItems[item_counter].uDamageDice=atoi(test_char); pItems[item_counter].uDamageRoll=1; } break; } case 7: //Mod2 pItems[item_counter].uDamageMod=atoi(test_string); break; case 8: //material { if ( !_stricmp(test_string, "artifact") ) { pItems[item_counter].uMaterial = MATERIAL_ARTEFACT; break; } if ( !_stricmp(test_string, "relic") ) { pItems[item_counter].uMaterial = MATERIAL_RELIC; break; } if ( !_stricmp(test_string, "special") ) { pItems[item_counter].uMaterial = MATERIAL_SPECIAL; break; } pItems[item_counter].uMaterial = MATERIAL_COMMON; break;} case 9: //ID/Rep/St pItems[item_counter].uItemID_Rep_St=atoi(test_string); break; case 10: //Not identified name pItems[item_counter].pUnidentifiedName = RemoveQuotes(test_string); break; case 11: //Sprite Index pItems[item_counter].uSpriteID=atoi(test_string); break; case 12: //VarA { 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(test_string,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(test_string,pSpecialEnchantments[ii].pNameAdd)) { pItems[item_counter]._additional_value=ii+1; } } } } break; } case 13: //VarB if ((pItems[item_counter].uMaterial==MATERIAL_SPECIAL)&&(pItems[item_counter]._bonus_type)) { char b_s=atoi(test_string); if (b_s) pItems[item_counter]._bonus_strength=b_s; else pItems[item_counter]._bonus_strength=1; } else pItems[item_counter]._bonus_strength=0; break; case 14: //Equip X pItems[item_counter].uEquipX=atoi(test_string); break; case 15: //Equip Y pItems[item_counter].uEquipY=atoi(test_string); break; case 16: //Notes pItems[item_counter].pDescription = RemoveQuotes(test_string); break; } } else { if (decode_step) break_loop = true; } ++decode_step; test_string=tmp_pos+1; } while ((decode_step<17)&&!break_loop); ++item_counter; if (item_counter>799) break; } pRndItemsTXT_Raw = NULL; 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"); item_counter = 0; while (true) { test_string = strtok(NULL, "\r") + 1; break_loop = false; decode_step=0; do { c = *(unsigned char*)test_string; temp_str_len = 0; while((c!='\t')&&(c>0)) { ++temp_str_len; c=test_string[temp_str_len]; } tmp_pos=test_string+temp_str_len; if (*tmp_pos == 0) break_loop = true; *tmp_pos = 0; if (temp_str_len) { switch (decode_step) { case 0: item_counter=atoi(test_string); break; case 2: pItems[item_counter].uChanceByTreasureLvl1=atoi(test_string); break; case 3: pItems[item_counter].uChanceByTreasureLvl2=atoi(test_string); break; case 4: pItems[item_counter].uChanceByTreasureLvl3=atoi(test_string); break; case 5: pItems[item_counter].uChanceByTreasureLvl4=atoi(test_string); break; case 6: pItems[item_counter].uChanceByTreasureLvl5=atoi(test_string); break; case 7: pItems[item_counter].uChanceByTreasureLvl6=atoi(test_string); break; } } else { if (decode_step) break_loop = true; } ++decode_step; test_string=tmp_pos+1; } while ((decode_step<8)&&!break_loop); ++item_counter; if (item_counter>618) break; } //ChanceByTreasureLvl Summ - to calculate chance memset(&uChanceByTreasureLvlSumm, 0, 24); for(i=0;i<6;++i) { for (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 (i=0;i<3;++i) { test_string = strtok(NULL, "\r") + 1; break_loop = false; decode_step=0; do { c = *(unsigned char*)test_string; temp_str_len = 0; while((c!='\t')&&(c>0)) { ++temp_str_len; c=test_string[temp_str_len]; } tmp_pos=test_string+temp_str_len; if (*tmp_pos == 0) break_loop = true; *tmp_pos = 0; if (temp_str_len) { switch (decode_step) { case 2: switch (i) { case 0: uBonusChanceStandart[0]=atoi(test_string); break; case 1: uBonusChanceSpecial[0]=atoi(test_string); break; case 2: uBonusChanceWpSpecial[0]=atoi(test_string); break; } break; case 3: switch (i) { case 0: uBonusChanceStandart[1]=atoi(test_string); break; case 1: uBonusChanceSpecial[1]=atoi(test_string); break; case 2: uBonusChanceWpSpecial[1]=atoi(test_string); break; } break; case 4: switch (i) { case 0: uBonusChanceStandart[2]=atoi(test_string); break; case 1: uBonusChanceSpecial[2]=atoi(test_string); break; case 2: uBonusChanceWpSpecial[2]=atoi(test_string); break; } break; case 5: switch (i) { case 0: uBonusChanceStandart[3]=atoi(test_string); break; case 1: uBonusChanceSpecial[3]=atoi(test_string); break; case 2: uBonusChanceWpSpecial[3]=atoi(test_string); break; } break; case 6: switch (i) { case 0: uBonusChanceStandart[4]=atoi(test_string); break; case 1: uBonusChanceSpecial[4]=atoi(test_string); break; case 2: uBonusChanceWpSpecial[4]=atoi(test_string); break; } break; case 7: switch (i) { case 0: uBonusChanceStandart[5]=atoi(test_string); break; case 1: uBonusChanceSpecial[5]=atoi(test_string); break; case 2: uBonusChanceWpSpecial[5]=atoi(test_string); break; } break; } } else { if (decode_step) break_loop = true; } ++decode_step; test_string=tmp_pos+1; } while ((decode_step<8)&&!break_loop); } if ( pRndItemsTXT_Raw ) { free(pRndItemsTXT_Raw); pRndItemsTXT_Raw = NULL; } pSkillDescTXT_Raw = NULL; pSkillDescTXT_Raw = (char *)pEvents_LOD->LoadRaw("skilldes.txt", 0); strtok(pSkillDescTXT_Raw, "\r"); for (i=0; i<37; ++i) { test_string = strtok(NULL, "\r") + 1; break_loop = false; decode_step=0; do { c = *(unsigned char*)test_string; temp_str_len = 0; while((c!='\t')&&(c>0)) { ++temp_str_len; c=test_string[temp_str_len]; } tmp_pos=test_string+temp_str_len; if (*tmp_pos == 0) break_loop = true; *tmp_pos = 0; if (temp_str_len) { switch (decode_step) { case 1: pSkillDesc[i] = RemoveQuotes(test_string); break; case 2: pNormalSkillDesc[i] = RemoveQuotes(test_string); break; case 3: pExpertSkillDesc[i] = RemoveQuotes(test_string); break; case 4: pMasterSkillDesc[i] = RemoveQuotes(test_string); break; case 5: pGrandSkillDesc[i] = RemoveQuotes(test_string); break; } } else { if (decode_step) break_loop = true; } ++decode_step; test_string=tmp_pos+1; } while ((decode_step<6)&&!break_loop); } pStatsTXT_Raw = 0; pStatsTXT_Raw = (char *)pEvents_LOD->LoadRaw("stats.txt", 0); strtok(pStatsTXT_Raw, "\r"); for (i=0; i<26; ++i) { test_string = strtok(NULL, "\r") + 1; break_loop = false; decode_step=0; do { c = *(unsigned char*)test_string; temp_str_len = 0; while((c!='\t')&&(c>0)) { ++temp_str_len; c=test_string[temp_str_len]; } tmp_pos=test_string+temp_str_len; if (*tmp_pos == 0) break_loop = true; *tmp_pos = 0; if (temp_str_len) { switch (i) { case 0: case 1: case 2: case 3: case 4: case 5: case 6: pAttributeDescriptions[i] = RemoveQuotes(test_string); break; case 7: pHealthPointsAttributeDescription = RemoveQuotes(test_string); break; case 8: pArmourClassAttributeDescription = RemoveQuotes(test_string); break; case 9: pSpellPointsAttributeDescription = RemoveQuotes(test_string); break; case 10: pPlayerConditionAttributeDescription = RemoveQuotes(test_string); break; case 11: pFastSpellAttributeDescription = RemoveQuotes(test_string); break; case 12: pPlayerAgeAttributeDescription = RemoveQuotes(test_string); break; case 13: pPlayerLevelAttributeDescription = RemoveQuotes(test_string); break; case 14: pPlayerExperienceAttributeDescription = RemoveQuotes(test_string); break; case 15: pAttackBonusAttributeDescription = RemoveQuotes(test_string); break; case 16: pAttackDamageAttributeDescription = RemoveQuotes(test_string); break; case 17: pMissleBonusAttributeDescription = RemoveQuotes(test_string); break; case 18: pMissleDamageAttributeDescription = RemoveQuotes(test_string); break; case 19: pFireResistanceAttributeDescription = RemoveQuotes(test_string); break; case 20: pAirResistanceAttributeDescription = RemoveQuotes(test_string); break; case 21: pWaterResistanceAttributeDescription = RemoveQuotes(test_string); break; case 22: pEarthResistanceAttributeDescription = RemoveQuotes(test_string); break; case 23: pMindResistanceAttributeDescription = RemoveQuotes(test_string); break; case 24: pBodyResistanceAttributeDescription = RemoveQuotes(test_string); break; case 25: pSkillPointsAttributeDescription = RemoveQuotes(test_string); break; } } else { if (decode_step) break_loop = true; } ++decode_step; test_string=tmp_pos+1; } while ((decode_step<2)&&!break_loop); } pClassTXT_Raw = 0; pClassTXT_Raw = (char *)pEvents_LOD->LoadRaw("class.txt", 0); strtok(pClassTXT_Raw, "\r"); for (i=0; i<36; ++i) { test_string = strtok(NULL, "\r") + 1; break_loop = false; decode_step=0; do { c = *(unsigned char*)test_string; temp_str_len = 0; while((c!='\t')&&(c>0)) { ++temp_str_len; c=test_string[temp_str_len]; } tmp_pos=test_string+temp_str_len; if (*tmp_pos == 0) break_loop = true; *tmp_pos = 0; if (temp_str_len) { //if(i) pClassDescriptions[i]=RemoveQuotes(test_string); } else { if (decode_step) break_loop = true; } ++decode_step; test_string=tmp_pos+1; } while ((decode_step<2)&&!break_loop); } 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]; // [sp+Ch] [bp-6Ch]@26 char* test_string; unsigned int uRow; unsigned int uColumn; unsigned __int8 potion_value; if ( pPotionsTXT_Raw ) free(pPotionsTXT_Raw); pPotionsTXT_Raw = NULL; pPotionsTXT_Raw = (char *)pEvents_LOD->LoadRaw("potion.txt", 0); test_string = strtok(pPotionsTXT_Raw,"\t\r\n"); while ( 1 ) { if ( !test_string ) { MessageBoxA(0, "Error Pre-Parsing Potion Table", "Load Error", MB_ICONHAND|MB_CANCELTRYCONTINUE); return; } if ( !strcmp(test_string, "222") ) break; test_string = strtok(NULL, "\t\r\n"); } while ( 1 ) { test_string = strtok(NULL, "\t\r\n"); if ( !test_string ) { MessageBoxA(0, "Error Pre-Parsing Potion Table", "Load Error", MB_ICONHAND|MB_CANCELTRYCONTINUE); return; } if ( !strcmp(test_string, "222") ) break; } for (uRow = 0;uRow < 50; ++uRow) { int skip_count; for (skip_count = 0;skip_count < 6; ++skip_count) { if ( !strtok(NULL, "\r\t\n") ) break; } if ( skip_count != 6 ) break; for (uColumn = 0; uColumn < 50; ++uColumn) { test_string = strtok(NULL, "\r\t\n"); if ( !test_string ) break; potion_value = atoi(test_string); unsigned char c=*test_string; if ( !potion_value ) { if ( tolower(c) == 'e' ) potion_value = atoi(test_string + 1); else potion_value = 0; } this->potion_data[uRow][uColumn]=potion_value; } if ( uColumn != 50 ) break; strtok(NULL, "\r\t\n"); } if ( uRow != 50 ) { wsprintfA(Text, "Error Parsing Potion Table at Row: %d Column: %d", uRow, uColumn); MessageBoxA(0, Text, "Parsing Error", MB_ICONHAND|MB_CANCELTRYCONTINUE); } if ( pPotionsTXT_Raw ) { free(pPotionsTXT_Raw); pPotionsTXT_Raw = 0; } } //----- (00453CE5) -------------------------------------------------------- void ItemsTable::LoadPotionNotes() { CHAR Text[90]; char* test_string; unsigned int uRow; unsigned int uColumn; unsigned __int8 potion_note; if ( pPotionNotesTXT_Raw ) free(pPotionNotesTXT_Raw); pPotionNotesTXT_Raw = NULL; pPotionNotesTXT_Raw = (char *)pEvents_LOD->LoadRaw("potnotes.txt", 0); test_string = strtok(pPotionNotesTXT_Raw ,"\t\r\n"); while ( 1 ) { if ( !test_string ) { MessageBoxA(0, "Error Pre-Parsing Potion Table", "Load Error", MB_ICONHAND|MB_CANCELTRYCONTINUE); return; } if ( !strcmp(test_string, "222") ) break; test_string = strtok(NULL, "\t\r\n"); } while ( 1 ) { test_string = strtok(NULL, "\t\r\n"); if ( !test_string ) { MessageBoxA(0, "Error Pre-Parsing Potion Table", "Load Error", MB_ICONHAND|MB_CANCELTRYCONTINUE); return; } if ( !strcmp(test_string, "222") ) break; } for (uRow = 0;uRow < 50; ++uRow) { int skip_count; for (skip_count = 0;skip_count < 6; ++skip_count) { if ( !strtok(NULL, "\r\t\n") ) break; } if ( skip_count != 6 ) break; for (uColumn = 0; uColumn < 50; ++uColumn) { test_string = strtok(NULL, "\r\t\n"); if ( !test_string ) break; potion_note = atoi(test_string); unsigned char c=*test_string; if ( !potion_note ) { if ( tolower(c) == 'e' ) potion_note = atoi(test_string + 1); else potion_note = 0; } this->potion_note[uRow][uColumn]=potion_note; } if ( uColumn != 50 ) break; strtok(NULL, "\r\t\n"); } if ( uRow != 50 ) { wsprintfA(Text, "Error Parsing Potion Table at Row: %d Column: %d", uRow, uColumn); MessageBoxA(0, Text, "Parsing Error", MB_ICONHAND|MB_CANCELTRYCONTINUE); } } //----- (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; strlen(player_name); 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) { ItemsTable *v5; // edi@1 int v6; // ebx@3 int *v7; // ecx@33 //int v8; // eax@34 //int v9; // eax@39 int current_chance; // ebx@43 int tmp_chance; // ecx@47 unsigned int *v12; // edx@48 unsigned int v13; // eax@49 signed int v14; // ebx@52 int v15; // eax@53 signed int v16; // eax@55 int v17; // ebx@57 int v18; // edx@62 signed int v19; // ebx@70 unsigned __int8 v20; // al@81 int v21; // eax@84 int v22; // ebx@85 int v23; // eax@86 int v24; // ebx@86 int special_chance; // edx@86 int v26; // edx@89 unsigned int v27; // eax@89 int i; // ebx@89 unsigned int v29; // ecx@90 int v30; // ebx@91 int v31; // eax@91 int v32; // ecx@91 int v33; // eax@91 int v34; // eax@97 unsigned __int8 v35; // sf@97 unsigned __int8 v36; // of@97 int v37; // ebx@98 int v38; // edx@99 signed int v39; // ebx@101 int v40; // ecx@102 char v41; // zf@107 char v42; // al@108 char v43; // al@111 int *v44; // edx@118 int v45; // eax@120 int v46; // edx@120 int j; // eax@121 unsigned int v48; // ecx@123 int v49; // eax@123 int v50; // eax@123 int val_list[800]; // [sp+Ch] [bp-C88h]@33 int total_chance; // [sp+C8Ch] [bp-8h]@33 int v53; // [sp+C90h] [bp-4h]@1 int v54; // [sp+C9Ch] [bp+8h]@3 //int v55; // [sp+CA0h] [bp+Ch]@34 signed int v56; // [sp+CA0h] [bp+Ch]@55 int v57; // [sp+CA0h] [bp+Ch]@62 int *v58; // [sp+CA0h] [bp+Ch]@102 int v59; // [sp+CA0h] [bp+Ch]@123 //signed int a2a; // [sp+CA4h] [bp+10h]@33 int a2b; // [sp+CA4h] [bp+10h]@101 int a2c; // [sp+CA4h] [bp+10h]@120 v5 = this; if (!out_item) out_item = (ItemGen *)malloc(sizeof(ItemGen)); memset(out_item, 0, sizeof(*out_item)); v6 = treasure_level - 1; v54 = 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; out_item->uItemID = val_list[0]; if (!out_item->uItemID) out_item->uItemID = 1; if ( pItems[out_item->uItemID].uChanceByTreasureLvl[treasure_level - 1] < current_chance ) { j=0; tmp_chance=pItems[out_item->uItemID].uChanceByTreasureLvl[treasure_level - 1]; do { ++j; out_item->uItemID = val_list[j]; tmp_chance += pItems[val_list[j]].uChanceByTreasureLvl[treasure_level - 1]; } while ( tmp_chance < current_chance ); } 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; } } else { //artifact v56 = 0; for(int i=0; i<29; ++i) v56 += pParty->pIsArtifactFound[i]; v17 = rand() % 29; if ( v6 == 5 && (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() % v5->uChanceByTreasureLvlSumm[treasure_level - 1]; out_item->uItemID = 0; if ( v18 > 0 ) { do { v57 += pItems[out_item->uItemID + 1].uChanceByTreasureLvl[v6]; ++out_item->uItemID; } while ( v57 < v18 ); } if ( !v18 ) out_item->uItemID = 1; if ( !out_item->uItemID ) out_item->uItemID = 1; 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; } 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 + 1].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[v6] ) return; if ((rand() % 100)>=uBonusChanceWpSpecial[v6]) 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[v6] ) return; special_chance = rand() % 100; if ( special_chance < uBonusChanceStandart[v6]) { v26 = rand() %pEnchantmentsSumm[out_item->GetItemEquipType()-3]; out_item->uEnchantmentType = 0; v27=pEnchantments[out_item->uEnchantmentType].to_item[out_item->GetItemEquipType()-3]; if (v26>v27 ) { do { ++out_item->uEnchantmentType; v27+=pEnchantments[out_item->uEnchantmentType].to_item[out_item->GetItemEquipType()-3]; } while (v26>v27); } ++out_item->uEnchantmentType; v33 = rand() % (bonus_ranges[v6].maxR - bonus_ranges[v6].minR + 1); out_item->m_enchantmentStrength = v33 + bonus_ranges[v6].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; } if ( !uBonusChanceSpecial[v6]) return; v34 = uBonusChanceStandart[v6] + uBonusChanceSpecial[v6]; if ( special_chance>v34 ) return; break; case EQUIP_WAND: out_item->uNumCharges = rand() % 6 + out_item->GetDamageMod() + 1; out_item->uMaxCharges = out_item->uNumCharges; default: return; } j=0; int spc_sum=0; int spc; memset(&val_list, 0, 3200); for (int i=0; i<pSpecialEnchantments_count;++i) { int tr_lv= pSpecialEnchantments[i].iTreasureLevel; switch ( treasure_level - 1 ) { case 2: if ((tr_lv==1)||(tr_lv==0)) { spc=pSpecialEnchantments[i].to_item_apply[out_item->GetItemEquipType()]; spc_sum+=spc; if(spc) { val_list[j++]=i; } } break; case 3: if ((tr_lv==2)||(tr_lv==1)||(tr_lv==0)) { spc=pSpecialEnchantments[i].to_item_apply[out_item->GetItemEquipType()]; spc_sum+=spc; if(spc) { val_list[j++]=i; } } break; case 4: if ((tr_lv==3)||(tr_lv==2)||(tr_lv==1)) { spc=pSpecialEnchantments[i].to_item_apply[out_item->GetItemEquipType()]; spc_sum+=spc; if(spc) { val_list[j++]=i; } } break; case 5: if (tr_lv==3) { spc=pSpecialEnchantments[i].to_item_apply[out_item->GetItemEquipType()]; spc_sum+=spc; if(spc) { val_list[j++]=i; } } break; } } v46 = rand()%spc_sum+1; j=0; out_item->uSpecEnchantmentType =val_list[j]; v45=pSpecialEnchantments[val_list[j]].to_item_apply[out_item->GetItemEquipType()]; if (v45<v46) { do { ++j; out_item->uSpecEnchantmentType=val_list[j]; v45+=pSpecialEnchantments[val_list[j]].to_item_apply[out_item->GetItemEquipType()]; } while (v45<v46); } ++out_item->uSpecEnchantmentType; } //----- (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 v0; // eax@1 Chest *v1; // ebx@1 MapInfo *v2; // esi@1 ItemGen *v3; // ebx@2 int v4; // ebp@4 int v5; // edi@4 int v6; // esi@4 int v7; // eax@4 signed int v8; // esi@4 int v9; // edx@4 int v10; // esi@8 int v11; // ebp@25 int v12; // esi@25 signed int v13; // ebp@27 ItemGen *v14; // edi@28 signed int v15; // edx@32 signed __int64 v16; // qtt@32 int v17; // esi@34 signed int v18; // [sp+10h] [bp-18h]@1 int v19; // [sp+14h] [bp-14h]@4 MapInfo *v20; // [sp+18h] [bp-10h]@1 Chest *v21; // [sp+1Ch] [bp-Ch]@1 int v22; // [sp+20h] [bp-8h]@26 signed int v23; // [sp+24h] [bp-4h]@2 v18 = rand() % 100; //main random v0 = pMapStats->GetMapInfo(pCurrentMapName); // v1 = pChests; v2 = &pMapStats->pInfos[v0]; //v21 = pChests; //v20 = &pMapStats->pInfos[v0]; for(int i=1; i<20;++i) { for(int j=0; j<140;++j) { v3 = &pChests[i].igChestItems[j]; if ( v3->uItemID < 0 ) { v4 = rand() % 5; //additional items in chect v5 = (unsigned __int8)byte_4E8168[abs((int)v3->uItemID)-1][2*v2->Treasure_prob]; v6 = (unsigned __int8)byte_4E8168[abs((int)v3->uItemID)-1][2*v2->Treasure_prob+1]; v8 = v6 - v5 + 1; v9 = v5 + rand() % v8; //treasure level if (v9<7) { if (v18<20) { v3->Reset(); } else if (v18<60) //generate gold { v10=0; v3->Reset(); switch (v9) { case 1: //small gold v10 = rand() % 51 + 50; v3->uItemID = 197; break; case 2://small gold v10 = rand() % 101 + 100; v3->uItemID = 197; break; case 3: //medium v10 = rand() % 301 + 200; v3->uItemID = 198; break; case 4: //medium v10 = rand() % 501 + 500; v3->uItemID = 198; break; case 5: //big v10 = rand() % 1001 + 1000; v3->uItemID = 199; break; case 6: //big v10 = rand() % 3001 + 2000; v3->uItemID = 199; break; } v3->SetIdentified(); v3->uSpecEnchantmentType = v10; } else { pItemsTable->GenerateItem(v9, 0, v3); } v12 = 0; //generate more items for (v11=0; v11<v4; ++v11) { if ( v12 >= 140 ) break; while ( !(pChests[i].igChestItems[v12].uItemID==0) &&(v12<140)) { ++v12; } v14=&pChests[i].igChestItems[v12]; v18 = rand() % 100; if (v18<20) { v3->Reset(); } else if (v18<60) //generate gold { v10=0; v3->Reset(); switch (v9) { case 1: //small gold v10 = rand() % 51 + 50; v14->uItemID = 197; break; case 2://small gold v10 = rand() % 101 + 100; v14->uItemID = 197; break; case 3: //medium v10 = rand() % 301 + 200; v14->uItemID = 198; break; case 4: //medium v10 = rand() % 501 + 500; v14->uItemID = 198; break; case 5: //big v10 = rand() % 1001 + 1000; v14->uItemID = 199; break; case 6: //big v10 = rand() % 3001 + 2000; v14->uItemID = 199; break; } v14->SetIdentified(); v14->uSpecEnchantmentType = v10; } else { pItemsTable->GenerateItem(v9, 0, v14); } ++v12; } } else v3->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 = 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(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(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] = const_cast<char *>(v30); ++dword_F8B1DC; CreateButtonInColumn(i+1, v29); } pDialogueWindow->_41D08F_set_keyboard_control_group(i, 1, 0, 2); dword_F8B1E0 = pDialogueWindow->pNumPresenceButton; } //----- (004BE571) -------------------------------------------------------- int sub_4BE571(int a1, int *a2, int a3, int a4) { int result; // eax@1 int i; // esi@3 result = a3; if ( a3 < a4 ) { for ( i = 0; i < a3; ++i ) { if ( a1 == a2[i] ) break; } if ( i == a3 ) { a2[a3] = a1; result = a3 + 1; } return result; } else { return a4; } } //----- (0043C91D) -------------------------------------------------------- int __fastcall GetItemTextureFilename(char *pOut, signed int item_id, int index, int shoulder) { int result; // eax@2 char v5; // zf@3 const char *v6; // [sp-Ch] [bp-18h]@88 signed int v7; // [sp-8h] [bp-14h]@61 int v8; // [sp-4h] [bp-10h]@61 signed int v9; // [sp-4h] [bp-10h]@69 result = 0; //BUG fn is void if ( item_id <= 500 ) { //v5 = *((char *)&pBloodsplatContainer->std__vector_pBloodsplats[62].field_20 + a2 + 2) == 0; v5 = party_has_equipment[(item_id - 100) + 32 + 2] == 0; switch ( item_id ) { case 516: v5 = byte_5111F6[2] == 0; break; case 505: v5 = byte_5111F6[1] == 0; break; case 504: v5 = byte_5111F6[0] == 0; break; case 533: v5 = byte_5111F6[16] == 0; break; case 512: v5 = byte_5111F6[3] == 0; break; case 521: v5 = byte_5111F6[4] == 0; break; case 522: v5 = byte_5111F6[5] == 0; break; case 523: v5 = byte_5111F6[6] == 0; break; case 532: v5 = byte_5111F6[7] == 0; break; case 544: v5 = byte_5111F6[8] == 0; break; case 524: v5 = byte_5111F6[9] == 0; break; case 535: v5 = byte_5111F6[10] == 0; break; case 525: v5 = byte_5111F6[11] == 0; break; case 530: v5 = byte_5111F6[12] == 0; break; case 547: v5 = byte_5111F6[13] == 0; break; case 548: v5 = byte_5111F6[14] == 0; break; case 550: v5 = byte_5111F6[15] == 0; break; default: break; } if ( v5 ) return result; result = 516; if ( item_id < 66 || item_id > 78 ) { if ( item_id == 516 ) { if ( !shoulder ) return sprintf(pOut, "item%3.3dv%d", 234, index); if ( shoulder == 1 ) return sprintf(pOut, "item%3.3dv%da1", 234, index); if ( shoulder == 2 ) return sprintf(pOut, "item%3.3dv%da2", 234, index); } if ( item_id != 504 && item_id != 505 && item_id != 533 ) { if ( (item_id < 100 || item_id > 104) && item_id != 524 && item_id != 535 ) { if ( item_id >= 115 && item_id <= 119 || item_id == 512 ) { if ( item_id == 512 ) item_id = 312; return sprintf(pOut, "item%3.3dv%d", item_id, index); } if ( (item_id < 89 || item_id > 99) && item_id != 521 && item_id != 522 && item_id != 523 && item_id != 532 && item_id != 544 ) { result = 525; if ( (item_id < 105 || item_id > 109) && item_id != 525 && item_id != 530 && item_id != 547 && item_id != 548 && item_id != 550 ) return result; switch ( item_id ) { case 525: item_id = 325; break; case 530: item_id = 330; break; case 547: item_id = 347; break; case 548: item_id = 348; break; case 550: item_id = 350; break; } if ( !shoulder ) return sprintf(pOut, "item%3.3dv%d", item_id, index); return sprintf(pOut, "item%3.3dv%da1", item_id, index); } if ( item_id == 521 ) return sprintf(pOut, "item%3.3dv%d", 239, index); if ( item_id == 522 ) return sprintf(pOut, "item%3.3dv%d", 240, index); if ( item_id == 523 ) return sprintf(pOut, "item%3.3dv%d", 241, index); if ( item_id != 532 ) { if ( item_id == 544 ) item_id = 344; return sprintf(pOut, "item%3.3dv%d", item_id, index); } return sprintf(pOut, "item%3.3dv%d", 93, index); } if ( item_id == 524 ) return sprintf(pOut, "item%3.3dv%d", 324, index); if ( item_id == 535 ) item_id = 104; return sprintf(pOut, "item%3.3dv%d", item_id, index); } } if ( item_id != 516 ) { switch ( item_id ) { case 504: item_id = 235; break; case 505: item_id = 236; break; case 533: item_id = 73; break; } if ( !shoulder ) return sprintf(pOut, "item%3.3dv%d", item_id, index); if ( shoulder == 1 ) return sprintf(pOut, "item%3.3dv%da1", item_id, index); if ( shoulder == 2 ) return sprintf(pOut, "item%3.3dv%da2", item_id, index); } if ( !shoulder ) return sprintf(pOut, "item%3.3dv%d", 234, index); if ( shoulder == 1 ) return sprintf(pOut, "item%3.3dv%da1", 234, index); if ( shoulder == 2 ) return sprintf(pOut, "item%3.3dv%da2", 234, index); } result = item_id - 504; return result; }