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/**
* @file items.cpp
*
* Implementation of item functionality.
*/
#include <algorithm>
#include "all.h"
#include "../3rdParty/Storm/Source/storm.h"
DEVILUTION_BEGIN_NAMESPACE
int itemactive[MAXITEMS];
BOOL uitemflag;
int itemavail[MAXITEMS];
ItemStruct curruitem;
ItemGetRecordStruct itemrecord[MAXITEMS];
/** Contains the items on ground in the current game. */
ItemStruct item[MAXITEMS + 1];
BOOL itemhold[3][3];
CornerStoneStruct CornerStone;
BYTE *itemanims[ITEMTYPES];
BOOL UniqueItemFlag[128];
int auricGold = 10000;
int numitems;
int gnNumGetRecords;
/* data */
int OilLevels[] = { 1, 10, 1, 10, 4, 1, 5, 17, 1, 10 };
int OilValues[] = { 500, 2500, 500, 2500, 1500, 100, 2500, 15000, 500, 2500 };
int OilMagic[] = {
IMISC_OILACC,
IMISC_OILMAST,
IMISC_OILSHARP,
IMISC_OILDEATH,
IMISC_OILSKILL,
IMISC_OILBSMTH,
IMISC_OILFORT,
IMISC_OILPERM,
IMISC_OILHARD,
IMISC_OILIMP,
};
char OilNames[10][25] = {
"Oil of Accuracy",
"Oil of Mastery",
"Oil of Sharpness",
"Oil of Death",
"Oil of Skill",
"Blacksmith Oil",
"Oil of Fortitude",
"Oil of Permanence",
"Oil of Hardening",
"Oil of Imperviousness"
};
int MaxGold = GOLD_MAX_LIMIT;
/** Maps from item_cursor_graphic to in-memory item type. */
BYTE ItemCAnimTbl[] = {
#ifndef HELLFIRE
20, 16, 16, 16, 4, 4, 4, 12, 12, 12,
12, 12, 12, 12, 12, 21, 21, 25, 12, 28,
28, 28, 0, 0, 0, 32, 0, 0, 0, 24,
24, 26, 2, 25, 22, 23, 24, 25, 27, 27,
29, 0, 0, 0, 12, 12, 12, 12, 12, 0,
8, 8, 0, 8, 8, 8, 8, 8, 8, 6,
8, 8, 8, 6, 8, 8, 6, 8, 8, 6,
6, 6, 8, 8, 8, 5, 9, 13, 13, 13,
5, 5, 5, 15, 5, 5, 18, 18, 18, 30,
5, 5, 14, 5, 14, 13, 16, 18, 5, 5,
7, 1, 3, 17, 1, 15, 10, 14, 3, 11,
8, 0, 1, 7, 0, 7, 15, 7, 3, 3,
3, 6, 6, 11, 11, 11, 31, 14, 14, 14,
6, 6, 7, 3, 8, 14, 0, 14, 14, 0,
33, 1, 1, 1, 1, 1, 7, 7, 7, 14,
14, 17, 17, 17, 0, 34, 1, 0, 3, 17,
8, 8, 6, 1, 3, 3, 11, 3, 4
#else
20, 16, 16, 16, 4, 4, 4, 12, 12, 12,
12, 12, 12, 12, 12, 21, 21, 25, 12, 28,
28, 28, 38, 38, 38, 32, 38, 38, 38, 24,
24, 26, 2, 25, 22, 23, 24, 25, 27, 27,
29, 0, 0, 0, 12, 12, 12, 12, 12, 0,
8, 8, 0, 8, 8, 8, 8, 8, 8, 6,
8, 8, 8, 6, 8, 8, 6, 8, 8, 6,
6, 6, 8, 8, 8, 5, 9, 13, 13, 13,
5, 5, 5, 15, 5, 5, 18, 18, 18, 30,
5, 5, 14, 5, 14, 13, 16, 18, 5, 5,
7, 1, 3, 17, 1, 15, 10, 14, 3, 11,
8, 0, 1, 7, 0, 7, 15, 7, 3, 3,
3, 6, 6, 11, 11, 11, 31, 14, 14, 14,
6, 6, 7, 3, 8, 14, 0, 14, 14, 0,
33, 1, 1, 1, 1, 1, 7, 7, 7, 14,
14, 17, 17, 17, 0, 34, 1, 0, 3, 17,
8, 8, 6, 1, 3, 3, 11, 3, 12, 12,
12, 12, 12, 12, 12, 12, 12, 12, 12, 12,
12, 12, 12, 12, 12, 12, 12, 35, 39, 36,
36, 36, 37, 38, 38, 38, 38, 38, 41, 42,
8, 8, 8, 17, 0, 6, 8, 11, 11, 3,
3, 1, 6, 6, 6, 1, 8, 6, 11, 3,
6, 8, 1, 6, 6, 17, 40, 0, 0
#endif
};
/** Map of item type .cel file names. */
const char *const ItemDropNames[] = {
"Armor2",
"Axe",
"FBttle",
"Bow",
"GoldFlip",
"Helmut",
"Mace",
"Shield",
"SwrdFlip",
"Rock",
"Cleaver",
"Staff",
"Ring",
"CrownF",
"LArmor",
"WShield",
"Scroll",
"FPlateAr",
"FBook",
"Food",
"FBttleBB",
"FBttleDY",
"FBttleOR",
"FBttleBR",
"FBttleBL",
"FBttleBY",
"FBttleWH",
"FBttleDB",
"FEar",
"FBrain",
"FMush",
"Innsign",
"Bldstn",
"Fanvil",
"FLazStaf",
"bombs1",
"halfps1",
"wholeps1",
"runes1",
"teddys1",
"cows1",
"donkys1",
"mooses1",
};
/** Maps of item drop animation length. */
BYTE ItemAnimLs[] = {
15,
13,
16,
13,
10,
13,
13,
13,
13,
10,
13,
13,
13,
13,
13,
13,
13,
13,
13,
1,
16,
16,
16,
16,
16,
16,
16,
16,
13,
12,
12,
13,
13,
13,
8,
10,
16,
16,
10,
10,
15,
15,
15,
};
/** Maps of drop sounds effect of dropping the item on ground. */
int ItemDropSnds[] = {
IS_FHARM,
IS_FAXE,
IS_FPOT,
IS_FBOW,
IS_GOLD,
IS_FCAP,
IS_FSWOR,
IS_FSHLD,
IS_FSWOR,
IS_FROCK,
IS_FAXE,
IS_FSTAF,
IS_FRING,
IS_FCAP,
IS_FLARM,
IS_FSHLD,
IS_FSCRL,
IS_FHARM,
IS_FBOOK,
IS_FLARM,
IS_FPOT,
IS_FPOT,
IS_FPOT,
IS_FPOT,
IS_FPOT,
IS_FPOT,
IS_FPOT,
IS_FPOT,
IS_FBODY,
IS_FBODY,
IS_FMUSH,
IS_ISIGN,
IS_FBLST,
IS_FANVL,
IS_FSTAF,
IS_FROCK,
IS_FSCRL,
IS_FSCRL,
IS_FROCK,
IS_FMUSH,
IS_FHARM,
IS_FLARM,
IS_FLARM,
};
/** Maps of drop sounds effect of placing the item in the inventory. */
int ItemInvSnds[] = {
IS_IHARM,
IS_IAXE,
IS_IPOT,
IS_IBOW,
IS_GOLD,
IS_ICAP,
IS_ISWORD,
IS_ISHIEL,
IS_ISWORD,
IS_IROCK,
IS_IAXE,
IS_ISTAF,
IS_IRING,
IS_ICAP,
IS_ILARM,
IS_ISHIEL,
IS_ISCROL,
IS_IHARM,
IS_IBOOK,
IS_IHARM,
IS_IPOT,
IS_IPOT,
IS_IPOT,
IS_IPOT,
IS_IPOT,
IS_IPOT,
IS_IPOT,
IS_IPOT,
IS_IBODY,
IS_IBODY,
IS_IMUSH,
IS_ISIGN,
IS_IBLST,
IS_IANVL,
IS_ISTAF,
IS_IROCK,
IS_ISCROL,
IS_ISCROL,
IS_IROCK,
IS_IMUSH,
IS_IHARM,
IS_ILARM,
IS_ILARM,
};
char *off_4A5AC4 = "SItem";
/** Specifies the current Y-coordinate used for validation of items on ground. */
int idoppely = 16;
/** Maps from Griswold premium item number to a quality level delta as added to the base quality level. */
int premiumlvladd[] = {
// clang-format off
-1,
-1,
0,
0,
1,
2,
// clang-format on
};
/** Maps from Griswold premium item number to a quality level delta as added to the base quality level. */
int premiumLvlAddHellfire[] = {
// clang-format off
-1,
-1,
-1,
0,
0,
0,
0,
1,
1,
1,
1,
2,
2,
3,
3,
// clang-format on
};
bool ShouldSkipItem(int i)
{
if (!gbIsHellfire) {
return (i >= 35 && i <= 47) // Hellfire exclusive items
|| (i >= 83 && i <= 86) // Oils
|| i == 92 // Scroll of Search
|| (i >= 161 && i <= 165); // Runes
}
return false;
}
int get_ring_max_value(int i)
{
int j, res;
res = 0;
for (j = 0; j < NUM_INVLOC; j++) {
if (plr[i].InvBody[j]._iClass != ITYPE_NONE && plr[i].InvBody[j]._itype == ITYPE_RING && res < plr[i].InvBody[j]._iIvalue)
res = plr[i].InvBody[j]._iIvalue;
}
for (j = 0; j < NUM_INV_GRID_ELEM; j++) {
if (plr[i].InvList[j]._iClass != ITYPE_NONE && plr[i].InvList[j]._itype == ITYPE_RING && res < plr[i].InvList[j]._iIvalue)
res = plr[i].InvList[j]._iIvalue;
}
return res;
}
int get_bow_max_value(int i)
{
int j, res;
res = 0;
for (j = 0; j < NUM_INVLOC; j++) {
if (plr[i].InvBody[j]._iClass != ITYPE_NONE && plr[i].InvBody[j]._itype == ITYPE_BOW && res < plr[i].InvBody[j]._iIvalue)
res = plr[i].InvBody[j]._iIvalue;
}
for (j = 0; j < NUM_INV_GRID_ELEM; j++) {
if (plr[i].InvList[j]._iClass != ITYPE_NONE && plr[i].InvList[j]._itype == ITYPE_BOW && res < plr[i].InvList[j]._iIvalue)
res = plr[i].InvList[j]._iIvalue;
}
return res;
}
int get_staff_max_value(int i)
{
int j, res;
res = 0;
for (j = 0; j < NUM_INVLOC; j++) {
if (plr[i].InvBody[j]._iClass != ITYPE_NONE && plr[i].InvBody[j]._itype == ITYPE_STAFF && res < plr[i].InvBody[j]._iIvalue)
res = plr[i].InvBody[j]._iIvalue;
}
for (j = 0; j < NUM_INV_GRID_ELEM; j++) {
if (plr[i].InvList[j]._iClass != ITYPE_NONE && plr[i].InvList[j]._itype == ITYPE_STAFF && res < plr[i].InvList[j]._iIvalue)
res = plr[i].InvList[j]._iIvalue;
}
return res;
}
int get_sword_max_value(int i)
{
int j, res;
res = 0;
for (j = 0; j < NUM_INVLOC; j++) {
if (plr[i].InvBody[j]._iClass != ITYPE_NONE && plr[i].InvBody[j]._itype == ITYPE_SWORD && res < plr[i].InvBody[j]._iIvalue)
res = plr[i].InvBody[j]._iIvalue;
}
for (j = 0; j < NUM_INV_GRID_ELEM; j++) {
if (plr[i].InvList[j]._iClass != ITYPE_NONE && plr[i].InvList[j]._itype == ITYPE_SWORD && res < plr[i].InvList[j]._iIvalue)
res = plr[i].InvList[j]._iIvalue;
}
return res;
}
int get_helm_max_value(int i)
{
int j, res;
res = 0;
for (j = 0; j < NUM_INVLOC; j++) {
if (plr[i].InvBody[j]._iClass != ITYPE_NONE && plr[i].InvBody[j]._itype == ITYPE_HELM && res < plr[i].InvBody[j]._iIvalue)
res = plr[i].InvBody[j]._iIvalue;
}
for (j = 0; j < NUM_INV_GRID_ELEM; j++) {
if (plr[i].InvList[j]._iClass != ITYPE_NONE && plr[i].InvList[j]._itype == ITYPE_HELM && res < plr[i].InvList[j]._iIvalue)
res = plr[i].InvList[j]._iIvalue;
}
return res;
}
int get_shield_max_value(int i)
{
int j, res;
res = 0;
for (j = 0; j < NUM_INVLOC; j++) {
if (plr[i].InvBody[j]._iClass != ITYPE_NONE && plr[i].InvBody[j]._itype == ITYPE_SHIELD && res < plr[i].InvBody[j]._iIvalue)
res = plr[i].InvBody[j]._iIvalue;
}
for (j = 0; j < NUM_INV_GRID_ELEM; j++) {
if (plr[i].InvList[j]._iClass != ITYPE_NONE && plr[i].InvList[j]._itype == ITYPE_SHIELD && res < plr[i].InvList[j]._iIvalue)
res = plr[i].InvList[j]._iIvalue;
}
return res;
}
int get_armor_max_value(int i)
{
int j, res;
res = 0;
for (j = 0; j < NUM_INVLOC; j++) {
if (plr[i].InvBody[j]._iClass != ITYPE_NONE
&& (plr[i].InvBody[j]._itype == ITYPE_LARMOR || plr[i].InvBody[j]._itype == ITYPE_MARMOR || plr[i].InvBody[j]._itype == ITYPE_HARMOR)
&& res < plr[i].InvBody[j]._iIvalue)
res = plr[i].InvBody[j]._iIvalue;
}
for (j = 0; j < NUM_INV_GRID_ELEM; j++) {
if (plr[i].InvList[j]._iClass != ITYPE_NONE
&& (plr[i].InvList[j]._itype == ITYPE_LARMOR || plr[i].InvList[j]._itype == ITYPE_MARMOR || plr[i].InvList[j]._itype == ITYPE_HARMOR)
&& res < plr[i].InvList[j]._iIvalue)
res = plr[i].InvList[j]._iIvalue;
}
return res;
}
int get_mace_max_value(int i)
{
int j, res;
res = 0;
for (j = 0; j < NUM_INVLOC; j++) {
if (plr[i].InvBody[j]._iClass != ITYPE_NONE && plr[i].InvBody[j]._itype == ITYPE_MACE && res < plr[i].InvBody[j]._iIvalue)
res = plr[i].InvBody[j]._iIvalue;
}
for (j = 0; j < NUM_INV_GRID_ELEM; j++) {
if (plr[i].InvList[j]._iClass != ITYPE_NONE && plr[i].InvList[j]._itype == ITYPE_MACE && res < plr[i].InvList[j]._iIvalue)
res = plr[i].InvList[j]._iIvalue;
}
return res;
}
int get_amulet_max_value(int i)
{
int j, res;
res = 0;
for (j = 0; j < NUM_INVLOC; j++) {
if (plr[i].InvBody[j]._iClass != ITYPE_NONE && plr[i].InvBody[j]._itype == ITYPE_AMULET && res < plr[i].InvBody[j]._iIvalue)
res = plr[i].InvBody[j]._iIvalue;
}
for (j = 0; j < NUM_INV_GRID_ELEM; j++) {
if (plr[i].InvList[j]._iClass != ITYPE_NONE && plr[i].InvList[j]._itype == ITYPE_AMULET && res < plr[i].InvList[j]._iIvalue)
res = plr[i].InvList[j]._iIvalue;
}
return res;
}
int get_axe_max_value(int i)
{
int j, res;
res = 0;
for (j = 0; j < NUM_INVLOC; j++) {
if (plr[i].InvBody[j]._iClass != ITYPE_NONE && plr[i].InvBody[j]._itype == ITYPE_AXE && res < plr[i].InvBody[j]._iIvalue)
res = plr[i].InvBody[j]._iIvalue;
}
for (j = 0; j < NUM_INV_GRID_ELEM; j++) {
if (plr[i].InvList[j]._iClass != ITYPE_NONE && plr[i].InvList[j]._itype == ITYPE_AXE && res < plr[i].InvList[j]._iIvalue)
res = plr[i].InvList[j]._iIvalue;
}
return res;
}
int items_get_currlevel()
{
int lvl;
lvl = currlevel;
if (currlevel >= 17 && currlevel <= 20)
lvl = currlevel - 8;
if (currlevel >= 21 && currlevel <= 24)
lvl = currlevel - 7;
return lvl;
}
void InitItemGFX()
{
char arglist[64];
int itemTypes = gbIsHellfire ? ITEMTYPES : 35;
for (int i = 0; i < itemTypes; i++) {
sprintf(arglist, "Items\\%s.CEL", ItemDropNames[i]);
itemanims[i] = LoadFileInMem(arglist, NULL);
}
memset(UniqueItemFlag, 0, sizeof(UniqueItemFlag));
}
BOOL ItemPlace(int xp, int yp)
{
if (dMonster[xp][yp] != 0)
return FALSE;
if (dPlayer[xp][yp] != 0)
return FALSE;
if (dItem[xp][yp] != 0)
return FALSE;
if (dObject[xp][yp] != 0)
return FALSE;
if (dFlags[xp][yp] & BFLAG_POPULATED)
return FALSE;
if (nSolidTable[dPiece[xp][yp]])
return FALSE;
return TRUE;
}
void AddInitItems()
{
int x, y, i, j, rnd;
int curlv = items_get_currlevel();
rnd = random_(11, 3) + 3;
for (j = 0; j < rnd; j++) {
i = itemavail[0];
itemavail[0] = itemavail[MAXITEMS - numitems - 1];
itemactive[numitems] = i;
x = random_(12, 80) + 16;
y = random_(12, 80) + 16;
while (!ItemPlace(x, y)) {
x = random_(12, 80) + 16;
y = random_(12, 80) + 16;
}
item[i]._ix = x;
item[i]._iy = y;
dItem[x][y] = i + 1;
item[i]._iSeed = GetRndSeed();
SetRndSeed(item[i]._iSeed);
if (random_(12, 2) != 0)
GetItemAttrs(i, IDI_HEAL, curlv);
else
GetItemAttrs(i, IDI_MANA, curlv);
item[i]._iCreateInfo = curlv - CF_PREGEN;
SetupItem(i);
item[i]._iAnimFrame = item[i]._iAnimLen;
item[i]._iAnimFlag = FALSE;
item[i]._iSelFlag = 1;
DeltaAddItem(i);
numitems++;
}
}
static void items_42390F()
{
int x, y, id;
x = random_(12, 80) + 16;
y = random_(12, 80) + 16;
while (!ItemPlace(x, y)) {
x = random_(12, 80) + 16;
y = random_(12, 80) + 16;
}
switch (currlevel) {
case 22:
id = IDI_NOTE2;
break;
case 23:
id = IDI_NOTE3;
break;
default:
id = IDI_NOTE1;
break;
}
SpawnQuestItem(id, x, y, 0, 1);
}
void InitItems()
{
int i;
long s;
GetItemAttrs(0, IDI_GOLD, 1);
golditem = item[0];
golditem._iStatFlag = TRUE;
numitems = 0;
for (i = 0; i < MAXITEMS; i++) {
item[i]._itype = ITYPE_MISC;
item[i]._ix = 0;
item[i]._iy = 0;
item[i]._iAnimFlag = FALSE;
item[i]._iSelFlag = 0;
item[i]._iIdentified = FALSE;
item[i]._iPostDraw = FALSE;
}
for (i = 0; i < MAXITEMS; i++) {
itemavail[i] = i;
itemactive[i] = 0;
}
if (!setlevel) {
s = GetRndSeed(); /* unused */
if (QuestStatus(Q_ROCK))
SpawnRock();
if (QuestStatus(Q_ANVIL))
SpawnQuestItem(IDI_ANVIL, 2 * setpc_x + 27, 2 * setpc_y + 27, 0, 1);
if (UseCowFarmer && currlevel == 20)
SpawnQuestItem(IDI_BROWNSUIT, 25, 25, 3, 1);
if (UseCowFarmer && currlevel == 19)
SpawnQuestItem(IDI_GREYSUIT, 25, 25, 3, 1);
if (currlevel > 0 && currlevel < 16)
AddInitItems();
if (currlevel >= 21 && currlevel <= 23)
items_42390F();
}
uitemflag = FALSE;
}
void CalcPlrItemVals(int p, BOOL Loadgfx)
{
int pvid, d;
int mind = 0; // min damage
int maxd = 0; // max damage
int tac = 0; // accuracy
int g;
int i;
int mi;
int bdam = 0; // bonus damage
int btohit = 0; // bonus chance to hit
int bac = 0; // bonus accuracy
int iflgs = ISPL_NONE; // item_special_effect flags
int pDamAcFlags = 0;
int sadd = 0; // added strength
int madd = 0; // added magic
int dadd = 0; // added dexterity
int vadd = 0; // added vitality
unsigned __int64 spl = 0; // bitarray for all enabled/active spells
int fr = 0; // fire resistance
int lr = 0; // lightning resistance
int mr = 0; // magic resistance
int dmod = 0; // bonus damage mod?
int ghit = 0; // increased damage from enemies
int lrad = 10; // light radius
int ihp = 0; // increased HP
int imana = 0; // increased mana
int spllvladd = 0; // increased spell level
int enac = 0; // enhanced accuracy
int fmin = 0; // minimum fire damage
int fmax = 0; // maximum fire damage
int lmin = 0; // minimum lightning damage
int lmax = 0; // maximum lightning damage
for (i = 0; i < NUM_INVLOC; i++) {
ItemStruct *itm = &plr[p].InvBody[i];
if (itm->_itype != ITYPE_NONE && itm->_iStatFlag) {
mind += itm->_iMinDam;
maxd += itm->_iMaxDam;
tac += itm->_iAC;
if (itm->_iSpell != SPL_NULL) {
spl |= SPELLBIT(itm->_iSpell);
}
if (itm->_iMagical == ITEM_QUALITY_NORMAL || itm->_iIdentified) {
bdam += itm->_iPLDam;
btohit += itm->_iPLToHit;
if (itm->_iPLAC) {
int tmpac = itm->_iAC;
tmpac *= itm->_iPLAC;
tmpac /= 100;
if (tmpac == 0)
tmpac = 1;
bac += tmpac;
}
iflgs |= itm->_iFlags;
pDamAcFlags |= itm->_iDamAcFlags;
sadd += itm->_iPLStr;
madd += itm->_iPLMag;
dadd += itm->_iPLDex;
vadd += itm->_iPLVit;
fr += itm->_iPLFR;
lr += itm->_iPLLR;
mr += itm->_iPLMR;
dmod += itm->_iPLDamMod;
ghit += itm->_iPLGetHit;
lrad += itm->_iPLLight;
ihp += itm->_iPLHP;
imana += itm->_iPLMana;
spllvladd += itm->_iSplLvlAdd;
enac += itm->_iPLEnAc;
fmin += itm->_iFMinDam;
fmax += itm->_iFMaxDam;
lmin += itm->_iLMinDam;
lmax += itm->_iLMaxDam;
}
}
}
if (mind == 0 && maxd == 0) {
mind = 1;
maxd = 1;
if (plr[p].InvBody[INVLOC_HAND_LEFT]._itype == ITYPE_SHIELD && plr[p].InvBody[INVLOC_HAND_LEFT]._iStatFlag) {
maxd = 3;
}
if (plr[p].InvBody[INVLOC_HAND_RIGHT]._itype == ITYPE_SHIELD && plr[p].InvBody[INVLOC_HAND_RIGHT]._iStatFlag) {
maxd = 3;
}
if (plr[p]._pClass == PC_MONK) {
mind = std::max(mind, plr[p]._pLevel >> 1);
maxd = std::max(maxd, (int)plr[p]._pLevel);
}
}
#ifdef HELLFIRE
if ((plr[p]._pSpellFlags & 2) == 2) {
sadd += 2 * plr[p]._pLevel;
dadd += plr[p]._pLevel + plr[p]._pLevel / 2;
vadd += 2 * plr[p]._pLevel;
}
if ((plr[p]._pSpellFlags & 4) == 4) {
sadd -= 2 * plr[p]._pLevel;
dadd -= plr[p]._pLevel + plr[p]._pLevel / 2;
vadd -= 2 * plr[p]._pLevel;
}
#endif
plr[p]._pIMinDam = mind;
plr[p]._pIMaxDam = maxd;
plr[p]._pIAC = tac;
plr[p]._pIBonusDam = bdam;
plr[p]._pIBonusToHit = btohit;
plr[p]._pIBonusAC = bac;
plr[p]._pIFlags = iflgs;
plr[p].pDamAcFlags = pDamAcFlags;
plr[p]._pIBonusDamMod = dmod;
plr[p]._pIGetHit = ghit;
if (lrad < 2) {
lrad = 2;
}
if (lrad > 15) {
lrad = 15;
}
if (plr[p]._pLightRad != lrad && p == myplr) {
ChangeLightRadius(plr[p]._plid, lrad);
if (lrad < 10) {
ChangeVisionRadius(plr[p]._pvid, 10);
} else {
ChangeVisionRadius(plr[p]._pvid, lrad);
}
plr[p]._pLightRad = lrad;
}
plr[p]._pStrength = sadd + plr[p]._pBaseStr;
if (plr[myplr]._pStrength <= 0) {
plr[myplr]._pStrength = 0;
}
plr[p]._pMagic = madd + plr[p]._pBaseMag;
if (plr[myplr]._pMagic <= 0) {
plr[myplr]._pMagic = 0;
}
plr[p]._pDexterity = dadd + plr[p]._pBaseDex;
if (plr[myplr]._pDexterity <= 0) {
plr[myplr]._pDexterity = 0;
}
plr[p]._pVitality = vadd + plr[p]._pBaseVit;
if (plr[myplr]._pVitality <= 0) {
plr[myplr]._pVitality = 0;
}
if (plr[p]._pClass == PC_ROGUE) {
plr[p]._pDamageMod = plr[p]._pLevel * (plr[p]._pStrength + plr[p]._pDexterity) / 200;
} else if (plr[p]._pClass == PC_MONK) {
if (plr[p].InvBody[INVLOC_HAND_LEFT]._itype != ITYPE_STAFF) {
if (plr[p].InvBody[INVLOC_HAND_RIGHT]._itype != ITYPE_STAFF && (plr[p].InvBody[INVLOC_HAND_LEFT]._itype != ITYPE_NONE || plr[p].InvBody[INVLOC_HAND_RIGHT]._itype != ITYPE_NONE)) {
plr[p]._pDamageMod = plr[p]._pLevel * (plr[p]._pStrength + plr[p]._pDexterity) / 300;
} else {
plr[p]._pDamageMod = plr[p]._pLevel * (plr[p]._pStrength + plr[p]._pDexterity) / 150;
}
} else {
plr[p]._pDamageMod = plr[p]._pLevel * (plr[p]._pStrength + plr[p]._pDexterity) / 150;
}
} else if (plr[p]._pClass == PC_BARD) {
if (plr[p].InvBody[INVLOC_HAND_LEFT]._itype == ITYPE_SWORD || plr[p].InvBody[INVLOC_HAND_RIGHT]._itype == ITYPE_SWORD)
plr[p]._pDamageMod = plr[p]._pLevel * (plr[p]._pStrength + plr[p]._pDexterity) / 150;
else if (plr[p].InvBody[INVLOC_HAND_LEFT]._itype == ITYPE_BOW || plr[p].InvBody[INVLOC_HAND_RIGHT]._itype == ITYPE_BOW) {
plr[p]._pDamageMod = plr[p]._pLevel * (plr[p]._pStrength + plr[p]._pDexterity) / 250;
} else {
plr[p]._pDamageMod = plr[p]._pLevel * plr[p]._pStrength / 100;
}
} else if (plr[p]._pClass == PC_BARBARIAN) {
if (plr[p].InvBody[INVLOC_HAND_LEFT]._itype == ITYPE_AXE || plr[p].InvBody[INVLOC_HAND_RIGHT]._itype == ITYPE_AXE) {
plr[p]._pDamageMod = plr[p]._pLevel * plr[p]._pStrength / 75;
} else if (plr[p].InvBody[INVLOC_HAND_LEFT]._itype == ITYPE_MACE || plr[p].InvBody[INVLOC_HAND_RIGHT]._itype == ITYPE_MACE) {
plr[p]._pDamageMod = plr[p]._pLevel * plr[p]._pStrength / 75;
} else if (plr[p].InvBody[INVLOC_HAND_LEFT]._itype == ITYPE_BOW || plr[p].InvBody[INVLOC_HAND_RIGHT]._itype == ITYPE_BOW) {
plr[p]._pDamageMod = plr[p]._pLevel * plr[p]._pStrength / 300;
} else {
plr[p]._pDamageMod = plr[p]._pLevel * plr[p]._pStrength / 100;
}
if (plr[p].InvBody[INVLOC_HAND_LEFT]._itype == ITYPE_SHIELD || plr[p].InvBody[INVLOC_HAND_RIGHT]._itype == ITYPE_SHIELD) {
if (plr[p].InvBody[INVLOC_HAND_LEFT]._itype == ITYPE_SHIELD)
plr[p]._pIAC -= plr[p].InvBody[INVLOC_HAND_LEFT]._iAC / 2;
else if (plr[p].InvBody[INVLOC_HAND_RIGHT]._itype == ITYPE_SHIELD)
plr[p]._pIAC -= plr[p].InvBody[INVLOC_HAND_RIGHT]._iAC / 2;
} else if (plr[p].InvBody[INVLOC_HAND_LEFT]._itype != ITYPE_STAFF && plr[p].InvBody[INVLOC_HAND_RIGHT]._itype != ITYPE_STAFF && plr[p].InvBody[INVLOC_HAND_LEFT]._itype != ITYPE_BOW && plr[p].InvBody[INVLOC_HAND_RIGHT]._itype != ITYPE_BOW) {
plr[p]._pDamageMod += plr[p]._pLevel * plr[p]._pVitality / 100;
}
plr[p]._pIAC += plr[p]._pLevel / 4;
} else {
plr[p]._pDamageMod = plr[p]._pLevel * plr[p]._pStrength / 100;
}
plr[p]._pISpells = spl;
EnsureValidReadiedSpell(plr[p]);
plr[p]._pISplLvlAdd = spllvladd;
plr[p]._pIEnAc = enac;
if (plr[p]._pClass == PC_BARBARIAN) {
mr += plr[p]._pLevel;
fr += plr[p]._pLevel;
lr += plr[p]._pLevel;
}
#ifdef HELLFIRE
if ((plr[p]._pSpellFlags & 4) == 4) {
mr -= plr[p]._pLevel;
fr -= plr[p]._pLevel;
lr -= plr[p]._pLevel;
}
#endif
if (iflgs & ISPL_ALLRESZERO) {
// reset resistances to zero if the respective special effect is active
mr = 0;
fr = 0;
lr = 0;
}
if (mr > MAXRESIST)
mr = MAXRESIST;
else if (mr < 0)
mr = 0;
plr[p]._pMagResist = mr;
if (fr > MAXRESIST)
fr = MAXRESIST;
else if (fr < 0)
fr = 0;
plr[p]._pFireResist = fr;
if (lr > MAXRESIST)
lr = MAXRESIST;
else if (lr < 0)
lr = 0;
plr[p]._pLghtResist = lr;
if (plr[p]._pClass == PC_WARRIOR) {
vadd <<= 1;
} else if (plr[p]._pClass == PC_BARBARIAN) {
vadd += vadd;
vadd += (vadd >> 2);
} else if (plr[p]._pClass == PC_ROGUE || plr[p]._pClass == PC_MONK || plr[p]._pClass == PC_BARD) {
vadd += vadd >> 1;
}
ihp += (vadd << 6); // BUGFIX: blood boil can cause negative shifts here (see line 757)
if (plr[p]._pClass == PC_SORCERER) {
madd <<= 1;
}
if (plr[p]._pClass == PC_ROGUE || plr[p]._pClass == PC_MONK) {
madd += madd >> 1;
} else if (plr[p]._pClass == PC_BARD) {
madd += (madd >> 2) + (madd >> 1);
}
imana += (madd << 6);
plr[p]._pHitPoints = ihp + plr[p]._pHPBase;
plr[p]._pMaxHP = ihp + plr[p]._pMaxHPBase;
if (plr[p]._pHitPoints > plr[p]._pMaxHP)
plr[p]._pHitPoints = plr[p]._pMaxHP;
if (p == myplr && (plr[p]._pHitPoints >> 6) <= 0) {
SetPlayerHitPoints(p, 0);
}
plr[p]._pMana = imana + plr[p]._pManaBase;
plr[p]._pMaxMana = imana + plr[p]._pMaxManaBase;
if (plr[p]._pMana > plr[p]._pMaxMana)
plr[p]._pMana = plr[p]._pMaxMana;
plr[p]._pIFMinDam = fmin;
plr[p]._pIFMaxDam = fmax;
plr[p]._pILMinDam = lmin;
plr[p]._pILMaxDam = lmax;
if (iflgs & ISPL_INFRAVISION) {
plr[p]._pInfraFlag = TRUE;
} else {
plr[p]._pInfraFlag = FALSE;
}
plr[p]._pBlockFlag = FALSE;
if (plr[p]._pClass == PC_MONK) {
if (plr[p].InvBody[INVLOC_HAND_LEFT]._itype == ITYPE_STAFF && plr[p].InvBody[INVLOC_HAND_LEFT]._iStatFlag) {
plr[p]._pBlockFlag = TRUE;
plr[p]._pIFlags |= ISPL_FASTBLOCK;
}
if (plr[p].InvBody[INVLOC_HAND_RIGHT]._itype == ITYPE_STAFF && plr[p].InvBody[INVLOC_HAND_RIGHT]._iStatFlag) {
plr[p]._pBlockFlag = TRUE;
plr[p]._pIFlags |= ISPL_FASTBLOCK;
}
if (plr[p].InvBody[INVLOC_HAND_LEFT]._itype == ITYPE_NONE && plr[p].InvBody[INVLOC_HAND_RIGHT]._itype == ITYPE_NONE)
plr[p]._pBlockFlag = TRUE;
if (plr[p].InvBody[INVLOC_HAND_LEFT]._iClass == ICLASS_WEAPON && plr[p].InvBody[INVLOC_HAND_LEFT]._iLoc != ILOC_TWOHAND && plr[p].InvBody[INVLOC_HAND_RIGHT]._itype == ITYPE_NONE)
plr[p]._pBlockFlag = TRUE;
if (plr[p].InvBody[INVLOC_HAND_RIGHT]._iClass == ICLASS_WEAPON && plr[p].InvBody[INVLOC_HAND_RIGHT]._iLoc != ILOC_TWOHAND && plr[p].InvBody[INVLOC_HAND_LEFT]._itype == ITYPE_NONE)
plr[p]._pBlockFlag = TRUE;
}
plr[p]._pwtype = WT_MELEE;
g = 0;
if (plr[p].InvBody[INVLOC_HAND_LEFT]._itype != ITYPE_NONE
&& plr[p].InvBody[INVLOC_HAND_LEFT]._iClass == ICLASS_WEAPON
&& plr[p].InvBody[INVLOC_HAND_LEFT]._iStatFlag) {
g = plr[p].InvBody[INVLOC_HAND_LEFT]._itype;
}
if (plr[p].InvBody[INVLOC_HAND_RIGHT]._itype != ITYPE_NONE
&& plr[p].InvBody[INVLOC_HAND_RIGHT]._iClass == ICLASS_WEAPON
&& plr[p].InvBody[INVLOC_HAND_RIGHT]._iStatFlag) {
g = plr[p].InvBody[INVLOC_HAND_RIGHT]._itype;
}
switch (g) {
case ITYPE_SWORD:
g = ANIM_ID_SWORD;
break;
case ITYPE_AXE:
g = ANIM_ID_AXE;
break;
case ITYPE_BOW:
plr[p]._pwtype = WT_RANGED;
g = ANIM_ID_BOW;
break;
case ITYPE_MACE:
g = ANIM_ID_MACE;
break;
case ITYPE_STAFF:
g = ANIM_ID_STAFF;
break;
}
if (plr[p].InvBody[INVLOC_HAND_LEFT]._itype == ITYPE_SHIELD && plr[p].InvBody[INVLOC_HAND_LEFT]._iStatFlag) {
plr[p]._pBlockFlag = TRUE;
g++;
}
if (plr[p].InvBody[INVLOC_HAND_RIGHT]._itype == ITYPE_SHIELD && plr[p].InvBody[INVLOC_HAND_RIGHT]._iStatFlag) {
plr[p]._pBlockFlag = TRUE;
g++;
}
if (plr[p].InvBody[INVLOC_CHEST]._itype == ITYPE_HARMOR && plr[p].InvBody[INVLOC_CHEST]._iStatFlag) {
if (plr[p]._pClass == PC_MONK && plr[p].InvBody[INVLOC_CHEST]._iMagical == ITEM_QUALITY_UNIQUE)
plr[p]._pIAC += plr[p]._pLevel >> 1;
g += ANIM_ID_HEAVY_ARMOR;
} else if (plr[p].InvBody[INVLOC_CHEST]._itype == ITYPE_MARMOR && plr[p].InvBody[INVLOC_CHEST]._iStatFlag) {
if (plr[p]._pClass == PC_MONK) {
if (plr[p].InvBody[INVLOC_CHEST]._iMagical == ITEM_QUALITY_UNIQUE)
plr[p]._pIAC += plr[p]._pLevel << 1;
else
plr[p]._pIAC += plr[p]._pLevel >> 1;
}
g += ANIM_ID_MEDIUM_ARMOR;
} else if (plr[p]._pClass == PC_MONK) {
plr[p]._pIAC += plr[p]._pLevel << 1;
}
if (plr[p]._pgfxnum != g && Loadgfx) {
plr[p]._pgfxnum = g;
plr[p]._pGFXLoad = 0;
LoadPlrGFX(p, PFILE_STAND);
SetPlrAnims(p);
d = plr[p]._pdir;
assert(plr[p]._pNAnim[d]);
plr[p]._pAnimData = plr[p]._pNAnim[d];
plr[p]._pAnimLen = plr[p]._pNFrames;
plr[p]._pAnimFrame = 1;
plr[p]._pAnimCnt = 0;
plr[p]._pAnimDelay = 3;
plr[p]._pAnimWidth = plr[p]._pNWidth;
plr[p]._pAnimWidth2 = (plr[p]._pNWidth - 64) >> 1;
} else {
plr[p]._pgfxnum = g;
}
for (i = 0; i < nummissiles; i++) {
mi = missileactive[i];
if (missile[mi]._mitype == MIS_MANASHIELD && missile[mi]._misource == p) {
missile[mi]._miVar1 = plr[p]._pHitPoints;
missile[mi]._miVar2 = plr[p]._pHPBase;
break;
}
}
if (plr[p].InvBody[INVLOC_AMULET]._itype == ITYPE_NONE || plr[p].InvBody[INVLOC_AMULET].IDidx != IDI_AURIC) {
int half = MaxGold;
MaxGold = auricGold / 2;
if (half != MaxGold)
StripTopGold(p);
} else {
MaxGold = auricGold;
}
drawmanaflag = TRUE;
drawhpflag = TRUE;
}
void CalcPlrScrolls(int p)
{
int i, j;
plr[p]._pScrlSpells = 0;
for (i = 0; i < plr[p]._pNumInv; i++) {
if (plr[p].InvList[i]._itype != ITYPE_NONE && (plr[p].InvList[i]._iMiscId == IMISC_SCROLL || plr[p].InvList[i]._iMiscId == IMISC_SCROLLT)) {
if (plr[p].InvList[i]._iStatFlag)
plr[p]._pScrlSpells |= SPELLBIT(plr[p].InvList[i]._iSpell);
}
}
for (j = 0; j < MAXBELTITEMS; j++) {
if (plr[p].SpdList[j]._itype != ITYPE_NONE && (plr[p].SpdList[j]._iMiscId == IMISC_SCROLL || plr[p].SpdList[j]._iMiscId == IMISC_SCROLLT)) {
if (plr[p].SpdList[j]._iStatFlag)
plr[p]._pScrlSpells |= SPELLBIT(plr[p].SpdList[j]._iSpell);
}
}
EnsureValidReadiedSpell(plr[p]);
}
void CalcPlrStaff(int p)
{
plr[p]._pISpells = 0;
if (plr[p].InvBody[INVLOC_HAND_LEFT]._itype != ITYPE_NONE
&& plr[p].InvBody[INVLOC_HAND_LEFT]._iStatFlag
&& plr[p].InvBody[INVLOC_HAND_LEFT]._iCharges > 0) {
plr[p]._pISpells |= SPELLBIT(plr[p].InvBody[INVLOC_HAND_LEFT]._iSpell);
}
}
void CalcSelfItems(int pnum)
{
int i;
PlayerStruct *p;
ItemStruct *pi;
BOOL sf, changeflag;
int sa, ma, da;
p = &plr[pnum];
sa = 0;
ma = 0;
da = 0;
pi = p->InvBody;
for (i = 0; i < NUM_INVLOC; i++, pi++) {
if (pi->_itype != ITYPE_NONE) {
pi->_iStatFlag = TRUE;
if (pi->_iIdentified) {
sa += pi->_iPLStr;
ma += pi->_iPLMag;
da += pi->_iPLDex;
}
}
}
do {
changeflag = FALSE;
pi = p->InvBody;
for (i = 0; i < NUM_INVLOC; i++, pi++) {
if (pi->_itype != ITYPE_NONE && pi->_iStatFlag) {
sf = TRUE;
if (sa + p->_pBaseStr < pi->_iMinStr)
sf = FALSE;
if (ma + p->_pBaseMag < pi->_iMinMag)
sf = FALSE;
if (da + p->_pBaseDex < pi->_iMinDex)
sf = FALSE;
if (!sf) {
changeflag = TRUE;
pi->_iStatFlag = FALSE;
if (pi->_iIdentified) {
sa -= pi->_iPLStr;
ma -= pi->_iPLMag;
da -= pi->_iPLDex;
}
}
}
}
} while (changeflag);
}
static BOOL ItemMinStats(PlayerStruct *p, ItemStruct *x)
{
if (p->_pMagic < x->_iMinMag)
return FALSE;
if (p->_pStrength < x->_iMinStr)
return FALSE;
if (p->_pDexterity < x->_iMinDex)
return FALSE;
return TRUE;
}
void CalcPlrItemMin(int pnum)
{
PlayerStruct *p;
ItemStruct *pi;
int i;
p = &plr[pnum];
pi = p->InvList;
i = p->_pNumInv;
while (i--) {
pi->_iStatFlag = ItemMinStats(p, pi);
pi++;
}
pi = p->SpdList;
for (i = MAXBELTITEMS; i != 0; i--) {
if (pi->_itype != ITYPE_NONE) {
pi->_iStatFlag = ItemMinStats(p, pi);
}
pi++;
}
}
void CalcPlrBookVals(int p)
{
int i, slvl;
if (currlevel == 0) {
for (i = 1; witchitem[i]._itype != ITYPE_NONE; i++) {
WitchBookLevel(i);
witchitem[i]._iStatFlag = StoreStatOk(&witchitem[i]);
}
}
for (i = 0; i < plr[p]._pNumInv; i++) {
if (plr[p].InvList[i]._itype == ITYPE_MISC && plr[p].InvList[i]._iMiscId == IMISC_BOOK) {
plr[p].InvList[i]._iMinMag = spelldata[plr[p].InvList[i]._iSpell].sMinInt;
slvl = plr[p]._pSplLvl[plr[p].InvList[i]._iSpell];
while (slvl != 0) {
plr[p].InvList[i]._iMinMag += 20 * plr[p].InvList[i]._iMinMag / 100;
slvl--;
if (plr[p].InvList[i]._iMinMag + 20 * plr[p].InvList[i]._iMinMag / 100 > 255) {
plr[p].InvList[i]._iMinMag = 255;
slvl = 0;
}
}
plr[p].InvList[i]._iStatFlag = ItemMinStats(&plr[p], &plr[p].InvList[i]);
}
}
}
void CalcPlrInv(int p, BOOL Loadgfx)
{
CalcPlrItemMin(p);
CalcSelfItems(p);
CalcPlrItemVals(p, Loadgfx);
CalcPlrItemMin(p);
if (p == myplr) {
CalcPlrBookVals(p);
CalcPlrScrolls(p);
CalcPlrStaff(p);
if (p == myplr && currlevel == 0)
RecalcStoreStats();
}
}
void SetPlrHandItem(ItemStruct *h, int idata)
{
ItemDataStruct *pAllItem;
pAllItem = &AllItemsList[idata];
// zero-initialize struct
memset(h, 0, sizeof(*h));
h->_itype = pAllItem->itype;
h->_iCurs = pAllItem->iCurs;
strcpy(h->_iName, pAllItem->iName);
strcpy(h->_iIName, pAllItem->iName);
h->_iLoc = pAllItem->iLoc;
h->_iClass = pAllItem->iClass;
h->_iMinDam = pAllItem->iMinDam;
h->_iMaxDam = pAllItem->iMaxDam;
h->_iAC = pAllItem->iMinAC;
h->_iMiscId = pAllItem->iMiscId;
h->_iSpell = pAllItem->iSpell;
if (pAllItem->iMiscId == IMISC_STAFF) {
h->_iCharges = gbIsHellfire ? 18 : 40;
}
h->_iMaxCharges = h->_iCharges;
h->_iDurability = pAllItem->iDurability;
h->_iMaxDur = pAllItem->iDurability;
h->_iMinStr = pAllItem->iMinStr;
h->_iMinMag = pAllItem->iMinMag;
h->_iMinDex = pAllItem->iMinDex;
h->_ivalue = pAllItem->iValue;
h->_iIvalue = pAllItem->iValue;
h->_iPrePower = -1;
h->_iSufPower = -1;
h->_iMagical = ITEM_QUALITY_NORMAL;
h->IDidx = idata;
}
void GetPlrHandSeed(ItemStruct *h)
{
h->_iSeed = GetRndSeed();
}
void GetGoldSeed(int pnum, ItemStruct *h)
{
int i, ii, s;
BOOL doneflag;
do {
doneflag = TRUE;
s = GetRndSeed();
for (i = 0; i < numitems; i++) {
ii = itemactive[i];
if (item[ii]._iSeed == s)
doneflag = FALSE;
}
if (pnum == myplr) {
for (i = 0; i < plr[pnum]._pNumInv; i++) {
if (plr[pnum].InvList[i]._iSeed == s)
doneflag = FALSE;
}
}
} while (!doneflag);
h->_iSeed = s;
}
void SetPlrHandSeed(ItemStruct *h, int iseed)
{
h->_iSeed = iseed;
}
void SetPlrHandGoldCurs(ItemStruct *h)
{
if (h->_ivalue >= GOLD_MEDIUM_LIMIT)
h->_iCurs = ICURS_GOLD_LARGE;
else if (h->_ivalue <= GOLD_SMALL_LIMIT)
h->_iCurs = ICURS_GOLD_SMALL;
else
h->_iCurs = ICURS_GOLD_MEDIUM;
}
void CreatePlrItems(int p)
{
int i;
ItemStruct *pi = plr[p].InvBody;
for (i = NUM_INVLOC; i != 0; i--) {
pi->_itype = ITYPE_NONE;
pi++;
}
// converting this to a for loop creates a `rep stosd` instruction,
// so this probably actually was a memset
memset(&plr[p].InvGrid, 0, sizeof(plr[p].InvGrid));
pi = plr[p].InvList;
for (i = NUM_INV_GRID_ELEM; i != 0; i--) {
pi->_itype = ITYPE_NONE;
pi++;
}
plr[p]._pNumInv = 0;
pi = &plr[p].SpdList[0];
for (i = MAXBELTITEMS; i != 0; i--) {
pi->_itype = ITYPE_NONE;
pi++;
}
switch (plr[p]._pClass) {
case PC_WARRIOR:
SetPlrHandItem(&plr[p].InvBody[INVLOC_HAND_LEFT], IDI_WARRIOR);
GetPlrHandSeed(&plr[p].InvBody[INVLOC_HAND_LEFT]);
SetPlrHandItem(&plr[p].InvBody[INVLOC_HAND_RIGHT], IDI_WARRSHLD);
GetPlrHandSeed(&plr[p].InvBody[INVLOC_HAND_RIGHT]);
#ifdef _DEBUG
if (!debug_mode_key_w)
#endif
{
SetPlrHandItem(&plr[p].HoldItem, IDI_WARRCLUB);
GetPlrHandSeed(&plr[p].HoldItem);
AutoPlace(p, 0, 1, 3, TRUE);
}
SetPlrHandItem(&plr[p].SpdList[0], IDI_HEAL);
GetPlrHandSeed(&plr[p].SpdList[0]);
SetPlrHandItem(&plr[p].SpdList[1], IDI_HEAL);
GetPlrHandSeed(&plr[p].SpdList[1]);
break;
case PC_ROGUE:
SetPlrHandItem(&plr[p].InvBody[INVLOC_HAND_LEFT], IDI_ROGUE);
GetPlrHandSeed(&plr[p].InvBody[INVLOC_HAND_LEFT]);
SetPlrHandItem(&plr[p].SpdList[0], IDI_HEAL);
GetPlrHandSeed(&plr[p].SpdList[0]);
SetPlrHandItem(&plr[p].SpdList[1], IDI_HEAL);
GetPlrHandSeed(&plr[p].SpdList[1]);
break;
case PC_SORCERER:
SetPlrHandItem(&plr[p].InvBody[INVLOC_HAND_LEFT], gbIsHellfire ? IDI_SORCEROR : 166);
GetPlrHandSeed(&plr[p].InvBody[INVLOC_HAND_LEFT]);
SetPlrHandItem(&plr[p].SpdList[0], gbIsHellfire ? IDI_HEAL : IDI_MANA);
GetPlrHandSeed(&plr[p].SpdList[0]);
SetPlrHandItem(&plr[p].SpdList[1], gbIsHellfire ? IDI_HEAL : IDI_MANA);
GetPlrHandSeed(&plr[p].SpdList[1]);
break;
case PC_MONK:
SetPlrHandItem(&plr[p].InvBody[INVLOC_HAND_LEFT], IDI_SHORTSTAFF);
GetPlrHandSeed(&plr[p].InvBody[INVLOC_HAND_LEFT]);
SetPlrHandItem(&plr[p].SpdList[0], IDI_HEAL);
GetPlrHandSeed(&plr[p].SpdList[0]);
SetPlrHandItem(&plr[p].SpdList[1], IDI_HEAL);
GetPlrHandSeed(&plr[p].SpdList[1]);
break;
case PC_BARD:
SetPlrHandItem(&plr[p].InvBody[INVLOC_HAND_LEFT], IDI_BARDSWORD);
GetPlrHandSeed(&plr[p].InvBody[INVLOC_HAND_LEFT]);
SetPlrHandItem(&plr[p].InvBody[INVLOC_HAND_RIGHT], IDI_BARDDAGGER);
GetPlrHandSeed(&plr[p].InvBody[INVLOC_HAND_RIGHT]);
SetPlrHandItem(&plr[p].SpdList[0], IDI_HEAL);
GetPlrHandSeed(&plr[p].SpdList[0]);
SetPlrHandItem(&plr[p].SpdList[1], IDI_HEAL);
GetPlrHandSeed(&plr[p].SpdList[1]);
break;
case PC_BARBARIAN:
SetPlrHandItem(&plr[p].InvBody[INVLOC_HAND_LEFT], 139); // TODO: add more enums to items
GetPlrHandSeed(&plr[p].InvBody[INVLOC_HAND_LEFT]);
SetPlrHandItem(&plr[p].InvBody[INVLOC_HAND_RIGHT], IDI_WARRSHLD);
GetPlrHandSeed(&plr[p].InvBody[INVLOC_HAND_RIGHT]);
SetPlrHandItem(&plr[p].SpdList[0], IDI_HEAL);
GetPlrHandSeed(&plr[p].SpdList[0]);
SetPlrHandItem(&plr[p].SpdList[1], IDI_HEAL);
GetPlrHandSeed(&plr[p].SpdList[1]);
break;
}
SetPlrHandItem(&plr[p].HoldItem, IDI_GOLD);
GetPlrHandSeed(&plr[p].HoldItem);
#ifdef _DEBUG
if (!debug_mode_key_w) {
#endif
plr[p].HoldItem._ivalue = 100;
plr[p].HoldItem._iCurs = ICURS_GOLD_SMALL;
plr[p]._pGold = plr[p].HoldItem._ivalue;
plr[p].InvList[plr[p]._pNumInv++] = plr[p].HoldItem;
plr[p].InvGrid[30] = plr[p]._pNumInv;
#ifdef _DEBUG
} else {
plr[p].HoldItem._ivalue = GOLD_MAX_LIMIT;
plr[p].HoldItem._iCurs = ICURS_GOLD_LARGE;
plr[p]._pGold = plr[p].HoldItem._ivalue * 40;
for (i = 0; i < NUM_INV_GRID_ELEM; i++) {
GetPlrHandSeed(&plr[p].HoldItem);
plr[p].InvList[plr[p]._pNumInv++] = plr[p].HoldItem;
plr[p].InvGrid[i] = plr[p]._pNumInv;
}
}
#endif
CalcPlrItemVals(p, FALSE);
}
BOOL ItemSpaceOk(int i, int j)
{
int oi;
// BUGFIX: Check `i + 1 >= MAXDUNX` and `j + 1 >= MAXDUNY` (applied)
if (i < 0 || i + 1 >= MAXDUNX || j < 0 || j + 1 >= MAXDUNY)
return FALSE;
if (dMonster[i][j] != 0)
return FALSE;
if (dPlayer[i][j] != 0)
return FALSE;
if (dItem[i][j] != 0)
return FALSE;
if (dObject[i][j] != 0) {
oi = dObject[i][j] > 0 ? dObject[i][j] - 1 : -(dObject[i][j] + 1);
if (object[oi]._oSolidFlag)
return FALSE;
}
if (dObject[i + 1][j + 1] > 0 && object[dObject[i + 1][j + 1] - 1]._oSelFlag != 0)
return FALSE;
if (dObject[i + 1][j + 1] < 0 && object[-(dObject[i + 1][j + 1] + 1)]._oSelFlag != 0)
return FALSE;
if (dObject[i + 1][j] > 0
&& dObject[i][j + 1] > 0
&& object[dObject[i + 1][j] - 1]._oSelFlag != 0
&& object[dObject[i][j + 1] - 1]._oSelFlag != 0) {
return FALSE;
}
return !nSolidTable[dPiece[i][j]];
}
BOOL GetItemSpace(int x, int y, char inum)
{
int i, j, rs;
int xx, yy;
BOOL savail;
yy = 0;
for (j = y - 1; j <= y + 1; j++) {
xx = 0;
for (i = x - 1; i <= x + 1; i++) {
itemhold[xx][yy] = ItemSpaceOk(i, j);
xx++;
}
yy++;
}
savail = FALSE;
for (j = 0; j < 3; j++) {
for (i = 0; i < 3; i++) {
if (itemhold[i][j])
savail = TRUE;
}
}
rs = random_(13, 15) + 1;
if (!savail)
return FALSE;
xx = 0;
yy = 0;
while (rs > 0) {
if (itemhold[xx][yy])
rs--;
if (rs > 0) {
xx++;
if (xx == 3) {
xx = 0;
yy++;
if (yy == 3)
yy = 0;
}
}
}
xx += x - 1;
yy += y - 1;
item[inum]._ix = xx;
item[inum]._iy = yy;
dItem[xx][yy] = inum + 1;
return TRUE;
}
void GetSuperItemSpace(int x, int y, char inum)
{
int xx, yy;
int i, j, k;
if (!GetItemSpace(x, y, inum)) {
for (k = 2; k < 50; k++) {
for (j = -k; j <= k; j++) {
yy = y + j;
for (i = -k; i <= k; i++) {
xx = i + x;
if (ItemSpaceOk(xx, yy)) {
item[inum]._ix = xx;
item[inum]._iy = yy;
dItem[xx][yy] = inum + 1;
return;
}
}
}
}
}
}
void GetSuperItemLoc(int x, int y, int *xx, int *yy)
{
int i, j, k;
for (k = 1; k < 50; k++) {
for (j = -k; j <= k; j++) {
*yy = y + j;
for (i = -k; i <= k; i++) {
*xx = i + x;
if (ItemSpaceOk(*xx, *yy)) {
return;
}
}
}
}
}
void CalcItemValue(int i)
{
int v;
v = item[i]._iVMult1 + item[i]._iVMult2;
if (v > 0) {
v *= item[i]._ivalue;
}
if (v < 0) {
v = item[i]._ivalue / v;
}
v = item[i]._iVAdd1 + item[i]._iVAdd2 + v;
if (v <= 0) {
v = 1;
}
item[i]._iIvalue = v;
}
void GetBookSpell(int i, int lvl)
{
int rv, s, bs;
if (lvl == 0)
lvl = 1;
int maxSpells = gbIsHellfire ? MAX_SPELLS : 37;
rv = random_(14, maxSpells) + 1;
if (gbIsSpawn && lvl > 5)
lvl = 5;
s = SPL_FIREBOLT;
bs = SPL_FIREBOLT;
while (rv > 0) {
int sLevel = GetSpellBookLevel(s);
if (sLevel != -1 && lvl >= sLevel) {
rv--;
bs = s;
}
s++;
if (gbMaxPlayers == 1) {
if (s == SPL_RESURRECT)
s = SPL_TELEKINESIS;
}
if (gbMaxPlayers == 1) {
if (s == SPL_HEALOTHER)
s = SPL_FLARE;
}
if (s == maxSpells)
s = 1;
}
strcat(item[i]._iName, spelldata[bs].sNameText);
strcat(item[i]._iIName, spelldata[bs].sNameText);
item[i]._iSpell = bs;
item[i]._iMinMag = spelldata[bs].sMinInt;
item[i]._ivalue += spelldata[bs].sBookCost;
item[i]._iIvalue += spelldata[bs].sBookCost;
if (spelldata[bs].sType == STYPE_FIRE)
item[i]._iCurs = ICURS_BOOK_RED;
else if (spelldata[bs].sType == STYPE_LIGHTNING)
item[i]._iCurs = ICURS_BOOK_BLUE;
else if (spelldata[bs].sType == STYPE_MAGIC)
item[i]._iCurs = ICURS_BOOK_GREY;
}
void GetStaffPower(int i, int lvl, int bs, BOOL onlygood)
{
int l[256];
char istr[128];
int nl, j, preidx;
BOOL addok;
int tmp;
tmp = random_(15, 10);
preidx = -1;
if (tmp == 0 || onlygood) {
nl = 0;
for (j = 0; PL_Prefix[j].PLPower != -1; j++) {
if (PL_Prefix[j].PLIType & PLT_STAFF && PL_Prefix[j].PLMinLvl <= lvl) {
addok = TRUE;
if (onlygood && !PL_Prefix[j].PLOk)
addok = FALSE;
if (addok) {
l[nl] = j;
nl++;
if (PL_Prefix[j].PLDouble) {
l[nl] = j;
nl++;
}
}
}
}
if (nl != 0) {
preidx = l[random_(16, nl)];
sprintf(istr, "%s %s", PL_Prefix[preidx].PLName, item[i]._iIName);
strcpy(item[i]._iIName, istr);
item[i]._iMagical = ITEM_QUALITY_MAGIC;
SaveItemPower(
i,
PL_Prefix[preidx].PLPower,
PL_Prefix[preidx].PLParam1,
PL_Prefix[preidx].PLParam2,
PL_Prefix[preidx].PLMinVal,
PL_Prefix[preidx].PLMaxVal,
PL_Prefix[preidx].PLMultVal);
item[i]._iPrePower = PL_Prefix[preidx].PLPower;
}
}
if (!control_WriteStringToBuffer((BYTE *)item[i]._iIName)) {
strcpy(item[i]._iIName, AllItemsList[item[i].IDidx].iSName);
if (preidx != -1) {
sprintf(istr, "%s %s", PL_Prefix[preidx].PLName, item[i]._iIName);
strcpy(item[i]._iIName, istr);
}
sprintf(istr, "%s of %s", item[i]._iIName, spelldata[bs].sNameText);
strcpy(item[i]._iIName, istr);
if (item[i]._iMagical == ITEM_QUALITY_NORMAL)
strcpy(item[i]._iName, item[i]._iIName);
}
CalcItemValue(i);
}
void GetStaffSpell(int i, int lvl, BOOL onlygood)
{
int l, rv, s, minc, maxc, v, bs;
char istr[64];
if (!gbIsHellfire && random_(17, 4) == 0) {
GetItemPower(i, lvl >> 1, lvl, PLT_STAFF, onlygood);
} else {
int maxSpells = gbIsHellfire ? MAX_SPELLS : 37;
l = lvl >> 1;
if (l == 0)
l = 1;
rv = random_(18, maxSpells) + 1;
if (gbIsSpawn && lvl > 10)
lvl = 10;
s = SPL_FIREBOLT;
while (rv > 0) {
int sLevel = GetSpellStaffLevel(s);
if (sLevel != -1 && l >= sLevel) {
rv--;
bs = s;
}
s++;
if (gbMaxPlayers == 1 && s == SPL_RESURRECT)
s = SPL_TELEKINESIS;
if (gbMaxPlayers == 1 && s == SPL_HEALOTHER)
s = SPL_FLARE;
if (s == maxSpells)
s = SPL_FIREBOLT;
}
sprintf(istr, "%s of %s", item[i]._iName, spelldata[bs].sNameText);
if (!control_WriteStringToBuffer((BYTE *)istr))
sprintf(istr, "Staff of %s", spelldata[bs].sNameText);
strcpy(item[i]._iName, istr);
strcpy(item[i]._iIName, istr);
minc = spelldata[bs].sStaffMin;
maxc = spelldata[bs].sStaffMax - minc + 1;
item[i]._iSpell = bs;
item[i]._iCharges = minc + random_(19, maxc);
item[i]._iMaxCharges = item[i]._iCharges;
item[i]._iMinMag = spelldata[bs].sMinInt;
v = item[i]._iCharges * spelldata[bs].sStaffCost / 5;
item[i]._ivalue += v;
item[i]._iIvalue += v;
GetStaffPower(i, lvl, bs, onlygood);
}
}
void GetOilType(int i, int max_lvl)
{
int cnt, t, j, r;
char rnd[32];
if (gbMaxPlayers == 1) {
if (max_lvl == 0)
max_lvl = 1;
cnt = 0;
for (j = 0; j < (int)(sizeof(OilLevels) / sizeof(OilLevels[0])); j++) {
if (OilLevels[j] <= max_lvl) {
rnd[cnt] = j;
cnt++;
}
}
r = random_(165, cnt);
t = rnd[r];
} else {
r = random_(165, 2);
t = (r != 0 ? 6 : 5);
}
strcpy(item[i]._iName, OilNames[t]);
strcpy(item[i]._iIName, OilNames[t]);
item[i]._iMiscId = OilMagic[t];
item[i]._ivalue = OilValues[t];
item[i]._iIvalue = OilValues[t];
}
void GetItemAttrs(int i, int idata, int lvl)
{
int rndv;
int itemlevel;
item[i]._itype = AllItemsList[idata].itype;
item[i]._iCurs = AllItemsList[idata].iCurs;
strcpy(item[i]._iName, AllItemsList[idata].iName);
strcpy(item[i]._iIName, AllItemsList[idata].iName);
item[i]._iLoc = AllItemsList[idata].iLoc;
item[i]._iClass = AllItemsList[idata].iClass;
item[i]._iMinDam = AllItemsList[idata].iMinDam;
item[i]._iMaxDam = AllItemsList[idata].iMaxDam;
item[i]._iAC = AllItemsList[idata].iMinAC + random_(20, AllItemsList[idata].iMaxAC - AllItemsList[idata].iMinAC + 1);
#ifndef HELLFIRE
item[i]._iFlags = AllItemsList[idata].iFlags;
#else
item[i]._iFlags = 0;
#endif
item[i]._iMiscId = AllItemsList[idata].iMiscId;
item[i]._iSpell = AllItemsList[idata].iSpell;
item[i]._iMagical = ITEM_QUALITY_NORMAL;
item[i]._ivalue = AllItemsList[idata].iValue;
item[i]._iIvalue = AllItemsList[idata].iValue;
item[i]._iVAdd1 = 0;
item[i]._iVMult1 = 0;
item[i]._iVAdd2 = 0;
item[i]._iVMult2 = 0;
item[i]._iPLDam = 0;
item[i]._iPLToHit = 0;
item[i]._iPLAC = 0;
item[i]._iPLStr = 0;
item[i]._iPLMag = 0;
item[i]._iPLDex = 0;
item[i]._iPLVit = 0;
item[i]._iCharges = 0;
item[i]._iMaxCharges = 0;
item[i]._iDurability = AllItemsList[idata].iDurability;
item[i]._iMaxDur = AllItemsList[idata].iDurability;
item[i]._iMinStr = AllItemsList[idata].iMinStr;
item[i]._iMinMag = AllItemsList[idata].iMinMag;
item[i]._iMinDex = AllItemsList[idata].iMinDex;
item[i]._iPLFR = 0;
item[i]._iPLLR = 0;
item[i]._iPLMR = 0;
item[i].IDidx = idata;
item[i]._iPLDamMod = 0;
item[i]._iPLGetHit = 0;
item[i]._iPLLight = 0;
item[i]._iSplLvlAdd = 0;
item[i]._iRequest = FALSE;
item[i]._iFMinDam = 0;
item[i]._iFMaxDam = 0;
item[i]._iLMinDam = 0;
item[i]._iLMaxDam = 0;
item[i]._iPLEnAc = 0;
item[i]._iPLMana = 0;
item[i]._iPLHP = 0;
item[i]._iPrePower = -1;
item[i]._iSufPower = -1;
item[i]._iDamAcFlags = 0;
if (item[i]._iMiscId == IMISC_BOOK)
GetBookSpell(i, lvl);
if (gbIsHellfire && item[i]._iMiscId == IMISC_OILOF)
GetOilType(i, lvl);
if (item[i]._itype == ITYPE_GOLD) {
itemlevel = items_get_currlevel();
if (gnDifficulty == DIFF_NORMAL)
rndv = 5 * itemlevel + random_(21, 10 * itemlevel);
else if (gnDifficulty == DIFF_NIGHTMARE)
rndv = 5 * (itemlevel + 16) + random_(21, 10 * (itemlevel + 16));
else if (gnDifficulty == DIFF_HELL)
rndv = 5 * (itemlevel + 32) + random_(21, 10 * (itemlevel + 32));
if (leveltype == DTYPE_HELL)
rndv += rndv >> 3;
if (rndv > GOLD_MAX_LIMIT)
rndv = GOLD_MAX_LIMIT;
item[i]._ivalue = rndv;
if (rndv >= GOLD_MEDIUM_LIMIT)
item[i]._iCurs = ICURS_GOLD_LARGE;
else
item[i]._iCurs = (rndv > GOLD_SMALL_LIMIT) + 4;
}
}
int RndPL(int param1, int param2)
{
return param1 + random_(22, param2 - param1 + 1);
}
int PLVal(int pv, int p1, int p2, int minv, int maxv)
{
if (p1 == p2)
return minv;
if (minv == maxv)
return minv;
return minv + (maxv - minv) * (100 * (pv - p1) / (p2 - p1)) / 100;
}
void SaveItemPower(int i, int power, int param1, int param2, int minval, int maxval, int multval)
{
int r, r2;
r = RndPL(param1, param2);
switch (power) {
case IPL_TOHIT:
item[i]._iPLToHit += r;
break;
case IPL_TOHIT_CURSE:
item[i]._iPLToHit -= r;
break;
case IPL_DAMP:
item[i]._iPLDam += r;
break;
case IPL_DAMP_CURSE:
item[i]._iPLDam -= r;
break;
case IPL_DOPPELGANGER:
item[i]._iDamAcFlags |= 16;
// no break
case IPL_TOHIT_DAMP:
r = RndPL(param1, param2);
item[i]._iPLDam += r;
if (param1 == 20)
r2 = RndPL(1, 5);
if (param1 == 36)
r2 = RndPL(6, 10);
if (param1 == 51)
r2 = RndPL(11, 15);
if (param1 == 66)
r2 = RndPL(16, 20);
if (param1 == 81)
r2 = RndPL(21, 30);
if (param1 == 96)
r2 = RndPL(31, 40);
if (param1 == 111)
r2 = RndPL(41, 50);
if (param1 == 126)
r2 = RndPL(51, 75);
if (param1 == 151)
r2 = RndPL(76, 100);
item[i]._iPLToHit += r2;
break;
case IPL_TOHIT_DAMP_CURSE:
item[i]._iPLDam -= r;
if (param1 == 25)
r2 = RndPL(1, 5);
if (param1 == 50)
r2 = RndPL(6, 10);
item[i]._iPLToHit -= r2;
break;
case IPL_ACP:
item[i]._iPLAC += r;
break;
case IPL_ACP_CURSE:
item[i]._iPLAC -= r;
break;
case IPL_SETAC:
item[i]._iAC = r;
break;
case IPL_AC_CURSE:
item[i]._iAC -= r;
break;
case IPL_FIRERES:
item[i]._iPLFR += r;
break;
case IPL_LIGHTRES:
item[i]._iPLLR += r;
break;
case IPL_MAGICRES:
item[i]._iPLMR += r;
break;
case IPL_ALLRES:
item[i]._iPLFR += r;
item[i]._iPLLR += r;
item[i]._iPLMR += r;
if (item[i]._iPLFR < 0)
item[i]._iPLFR = 0;
if (item[i]._iPLLR < 0)
item[i]._iPLLR = 0;
if (item[i]._iPLMR < 0)
item[i]._iPLMR = 0;
break;
case IPL_SPLLVLADD:
item[i]._iSplLvlAdd = r;
break;
case IPL_CHARGES:
item[i]._iCharges *= param1;
item[i]._iMaxCharges = item[i]._iCharges;
break;
case IPL_SPELL:
item[i]._iSpell = param1;
item[i]._iCharges = param2;
item[i]._iMaxCharges = param2;
break;
case IPL_FIREDAM:
item[i]._iFlags |= ISPL_FIREDAM;
#ifdef HELLFIRE
item[i]._iFlags &= ~ISPL_LIGHTDAM;
#endif
item[i]._iFMinDam = param1;
item[i]._iFMaxDam = param2;
#ifdef HELLFIRE
item[i]._iLMinDam = 0;
item[i]._iLMaxDam = 0;
#endif
break;
case IPL_LIGHTDAM:
item[i]._iFlags |= ISPL_LIGHTDAM;
#ifdef HELLFIRE
item[i]._iFlags &= ~ISPL_FIREDAM;
#endif
item[i]._iLMinDam = param1;
item[i]._iLMaxDam = param2;
#ifdef HELLFIRE
item[i]._iFMinDam = 0;
item[i]._iFMaxDam = 0;
#endif
break;
case IPL_STR:
item[i]._iPLStr += r;
break;
case IPL_STR_CURSE:
item[i]._iPLStr -= r;
break;
case IPL_MAG:
item[i]._iPLMag += r;
break;
case IPL_MAG_CURSE:
item[i]._iPLMag -= r;
break;
case IPL_DEX:
item[i]._iPLDex += r;
break;
case IPL_DEX_CURSE:
item[i]._iPLDex -= r;
break;
case IPL_VIT:
item[i]._iPLVit += r;
break;
case IPL_VIT_CURSE:
item[i]._iPLVit -= r;
break;
case IPL_ATTRIBS:
item[i]._iPLStr += r;
item[i]._iPLMag += r;
item[i]._iPLDex += r;
item[i]._iPLVit += r;
break;
case IPL_ATTRIBS_CURSE:
item[i]._iPLStr -= r;
item[i]._iPLMag -= r;
item[i]._iPLDex -= r;
item[i]._iPLVit -= r;
break;
case IPL_GETHIT_CURSE:
item[i]._iPLGetHit += r;
break;
case IPL_GETHIT:
item[i]._iPLGetHit -= r;
break;
case IPL_LIFE:
item[i]._iPLHP += r << 6;
break;
case IPL_LIFE_CURSE:
item[i]._iPLHP -= r << 6;
break;
case IPL_MANA:
item[i]._iPLMana += r << 6;
drawmanaflag = TRUE;
break;
case IPL_MANA_CURSE:
item[i]._iPLMana -= r << 6;
drawmanaflag = TRUE;
break;
case IPL_DUR:
r2 = r * item[i]._iMaxDur / 100;
item[i]._iMaxDur += r2;
item[i]._iDurability += r2;
break;
case IPL_CRYSTALLINE:
item[i]._iPLDam += 140 + r * 2;
// no break
case IPL_DUR_CURSE:
item[i]._iMaxDur -= r * item[i]._iMaxDur / 100;
if (item[i]._iMaxDur < 1)
item[i]._iMaxDur = 1;
item[i]._iDurability = item[i]._iMaxDur;
break;
case IPL_INDESTRUCTIBLE:
item[i]._iDurability = DUR_INDESTRUCTIBLE;
item[i]._iMaxDur = DUR_INDESTRUCTIBLE;
break;
case IPL_LIGHT:
item[i]._iPLLight += param1;
break;
case IPL_LIGHT_CURSE:
item[i]._iPLLight -= param1;
break;
case IPL_MULT_ARROWS:
item[i]._iFlags |= ISPL_MULT_ARROWS;
break;
case IPL_FIRE_ARROWS:
item[i]._iFlags |= ISPL_FIRE_ARROWS;
#ifdef HELLFIRE
item[i]._iFlags &= ~ISPL_LIGHT_ARROWS;
#endif
item[i]._iFMinDam = param1;
item[i]._iFMaxDam = param2;
#ifdef HELLFIRE
item[i]._iLMinDam = 0;
item[i]._iLMaxDam = 0;
#endif
break;
case IPL_LIGHT_ARROWS:
item[i]._iFlags |= ISPL_LIGHT_ARROWS;
#ifdef HELLFIRE
item[i]._iFlags &= ~ISPL_FIRE_ARROWS;
#endif
item[i]._iLMinDam = param1;
item[i]._iLMaxDam = param2;
#ifdef HELLFIRE
item[i]._iFMinDam = 0;
item[i]._iFMaxDam = 0;
#endif
break;
case IPL_FIREBALL:
item[i]._iFlags |= (ISPL_LIGHT_ARROWS | ISPL_FIRE_ARROWS);
item[i]._iFMinDam = param1;
item[i]._iFMaxDam = param2;
item[i]._iLMinDam = 0;
item[i]._iLMaxDam = 0;
break;
case IPL_THORNS:
item[i]._iFlags |= ISPL_THORNS;
break;
case IPL_NOMANA:
item[i]._iFlags |= ISPL_NOMANA;
drawmanaflag = TRUE;
break;
case IPL_NOHEALPLR:
item[i]._iFlags |= ISPL_NOHEALPLR;
break;
case IPL_ABSHALFTRAP:
item[i]._iFlags |= ISPL_ABSHALFTRAP;
break;
case IPL_KNOCKBACK:
item[i]._iFlags |= ISPL_KNOCKBACK;
break;
case IPL_3XDAMVDEM:
item[i]._iFlags |= ISPL_3XDAMVDEM;
break;
case IPL_ALLRESZERO:
item[i]._iFlags |= ISPL_ALLRESZERO;
break;
case IPL_NOHEALMON:
item[i]._iFlags |= ISPL_NOHEALMON;
break;
case IPL_STEALMANA:
if (param1 == 3)
item[i]._iFlags |= ISPL_STEALMANA_3;
if (param1 == 5)
item[i]._iFlags |= ISPL_STEALMANA_5;
drawmanaflag = TRUE;
break;
case IPL_STEALLIFE:
if (param1 == 3)
item[i]._iFlags |= ISPL_STEALLIFE_3;
if (param1 == 5)
item[i]._iFlags |= ISPL_STEALLIFE_5;
drawhpflag = TRUE;
break;
case IPL_TARGAC:
#ifdef HELLFIRE
item[i]._iPLEnAc = param1;
#else
item[i]._iPLEnAc += r;
#endif
break;
case IPL_FASTATTACK:
if (param1 == 1)
item[i]._iFlags |= ISPL_QUICKATTACK;
if (param1 == 2)
item[i]._iFlags |= ISPL_FASTATTACK;
if (param1 == 3)
item[i]._iFlags |= ISPL_FASTERATTACK;
if (param1 == 4)
item[i]._iFlags |= ISPL_FASTESTATTACK;
break;
case IPL_FASTRECOVER:
if (param1 == 1)
item[i]._iFlags |= ISPL_FASTRECOVER;
if (param1 == 2)
item[i]._iFlags |= ISPL_FASTERRECOVER;
if (param1 == 3)
item[i]._iFlags |= ISPL_FASTESTRECOVER;
break;
case IPL_FASTBLOCK:
item[i]._iFlags |= ISPL_FASTBLOCK;
break;
case IPL_DAMMOD:
item[i]._iPLDamMod += r;
break;
case IPL_RNDARROWVEL:
item[i]._iFlags |= ISPL_RNDARROWVEL;
break;
case IPL_SETDAM:
item[i]._iMinDam = param1;
item[i]._iMaxDam = param2;
break;
case IPL_SETDUR:
item[i]._iDurability = param1;
item[i]._iMaxDur = param1;
break;
case IPL_FASTSWING:
item[i]._iFlags |= ISPL_FASTERATTACK;
break;
case IPL_ONEHAND:
item[i]._iLoc = ILOC_ONEHAND;
break;
case IPL_DRAINLIFE:
item[i]._iFlags |= ISPL_DRAINLIFE;
break;
case IPL_RNDSTEALLIFE:
item[i]._iFlags |= ISPL_RNDSTEALLIFE;
break;
case IPL_INFRAVISION:
item[i]._iFlags |= ISPL_INFRAVISION;
break;
case IPL_NOMINSTR:
item[i]._iMinStr = 0;
break;
case IPL_INVCURS:
item[i]._iCurs = param1;
break;
case IPL_ADDACLIFE:
item[i]._iFlags |= (ISPL_LIGHT_ARROWS | ISPL_FIRE_ARROWS);
item[i]._iFMinDam = param1;
item[i]._iFMaxDam = param2;
item[i]._iLMinDam = 1;
item[i]._iLMaxDam = 0;
break;
case IPL_ADDMANAAC:
item[i]._iFlags |= (ISPL_LIGHTDAM | ISPL_FIREDAM);
item[i]._iFMinDam = param1;
item[i]._iFMaxDam = param2;
item[i]._iLMinDam = 2;
item[i]._iLMaxDam = 0;
break;
case IPL_FIRERESCLVL:
item[i]._iPLFR = 30 - plr[myplr]._pLevel;
if (item[i]._iPLFR < 0)
item[i]._iPLFR = 0;
break;
case IPL_FIRERES_CURSE:
item[i]._iPLFR -= r;
break;
case IPL_LIGHTRES_CURSE:
item[i]._iPLLR -= r;
break;
case IPL_MAGICRES_CURSE:
item[i]._iPLMR -= r;
break;
case IPL_ALLRES_CURSE:
item[i]._iPLFR -= r;
item[i]._iPLLR -= r;
item[i]._iPLMR -= r;
break;
case IPL_DEVASTATION:
item[i]._iDamAcFlags |= 0x01;
break;
case IPL_DECAY:
item[i]._iDamAcFlags |= 0x02;
item[i]._iPLDam += r;
break;
case IPL_PERIL:
item[i]._iDamAcFlags |= 0x04;
break;
case IPL_JESTERS:
item[i]._iDamAcFlags |= 0x08;
break;
case IPL_ACDEMON:
item[i]._iDamAcFlags |= 0x20;
break;
case IPL_ACUNDEAD:
item[i]._iDamAcFlags |= 0x40;
break;
case IPL_MANATOLIFE:
r2 = ((plr[myplr]._pMaxManaBase >> 6) * 50 / 100);
item[i]._iPLMana -= (r2 << 6);
item[i]._iPLHP += (r2 << 6);
break;
case IPL_LIFETOMANA:
r2 = ((plr[myplr]._pMaxHPBase >> 6) * 40 / 100);
item[i]._iPLHP -= (r2 << 6);
item[i]._iPLMana += (r2 << 6);
break;
}
if (item[i]._iVAdd1 || item[i]._iVMult1) {
item[i]._iVAdd2 = PLVal(r, param1, param2, minval, maxval);
item[i]._iVMult2 = multval;
} else {
item[i]._iVAdd1 = PLVal(r, param1, param2, minval, maxval);
item[i]._iVMult1 = multval;
}
}
void GetItemPower(int i, int minlvl, int maxlvl, int flgs, BOOL onlygood)
{
int pre, post, nt, nl, j, preidx, sufidx;
int l[256];
char istr[128];
BYTE goe;
pre = random_(23, 4);
post = random_(23, 3);
if (pre != 0 && post == 0) {
if (random_(23, 2) != 0)
post = 1;
else
pre = 0;
}
preidx = -1;
sufidx = -1;
goe = GOE_ANY;
if (!onlygood && random_(0, 3) != 0)
onlygood = TRUE;
if (pre == 0) {
nt = 0;
for (j = 0; PL_Prefix[j].PLPower != -1; j++) {
if (flgs & PL_Prefix[j].PLIType) {
if (PL_Prefix[j].PLMinLvl >= minlvl && PL_Prefix[j].PLMinLvl <= maxlvl && (!onlygood || PL_Prefix[j].PLOk) && (flgs != PLT_STAFF || PL_Prefix[j].PLPower != IPL_CHARGES)) {
l[nt] = j;
nt++;
if (PL_Prefix[j].PLDouble) {
l[nt] = j;
nt++;
}
}
}
}
if (nt != 0) {
preidx = l[random_(23, nt)];
sprintf(istr, "%s %s", PL_Prefix[preidx].PLName, item[i]._iIName);
strcpy(item[i]._iIName, istr);
item[i]._iMagical = ITEM_QUALITY_MAGIC;
SaveItemPower(
i,
PL_Prefix[preidx].PLPower,
PL_Prefix[preidx].PLParam1,
PL_Prefix[preidx].PLParam2,
PL_Prefix[preidx].PLMinVal,
PL_Prefix[preidx].PLMaxVal,
PL_Prefix[preidx].PLMultVal);
item[i]._iPrePower = PL_Prefix[preidx].PLPower;
goe = PL_Prefix[preidx].PLGOE;
}
}
if (post != 0) {
nl = 0;
for (j = 0; PL_Suffix[j].PLPower != -1; j++) {
if (PL_Suffix[j].PLIType & flgs
&& PL_Suffix[j].PLMinLvl >= minlvl && PL_Suffix[j].PLMinLvl <= maxlvl
&& (goe | PL_Suffix[j].PLGOE) != (GOE_GOOD | GOE_EVIL)
&& (!onlygood || PL_Suffix[j].PLOk)) {
l[nl] = j;
nl++;
}
}
if (nl != 0) {
sufidx = l[random_(23, nl)];
sprintf(istr, "%s of %s", item[i]._iIName, PL_Suffix[sufidx].PLName);
strcpy(item[i]._iIName, istr);
item[i]._iMagical = ITEM_QUALITY_MAGIC;
SaveItemPower(
i,
PL_Suffix[sufidx].PLPower,
PL_Suffix[sufidx].PLParam1,
PL_Suffix[sufidx].PLParam2,
PL_Suffix[sufidx].PLMinVal,
PL_Suffix[sufidx].PLMaxVal,
PL_Suffix[sufidx].PLMultVal);
item[i]._iSufPower = PL_Suffix[sufidx].PLPower;
}
}
if (!control_WriteStringToBuffer((BYTE *)item[i]._iIName)) {
int aii = item[i].IDidx;
if (AllItemsList[aii].iSName)
strcpy(item[i]._iIName, AllItemsList[aii].iSName);
else
item[i]._iName[0] = 0;
if (preidx != -1) {
sprintf(istr, "%s %s", PL_Prefix[preidx].PLName, item[i]._iIName);
strcpy(item[i]._iIName, istr);
}
if (sufidx != -1) {
sprintf(istr, "%s of %s", item[i]._iIName, PL_Suffix[sufidx].PLName);
strcpy(item[i]._iIName, istr);
}
}
if (preidx != -1 || sufidx != -1)
CalcItemValue(i);
}
void GetItemBonus(int i, int idata, int minlvl, int maxlvl, BOOL onlygood, BOOLEAN allowspells)
{
if (item[i]._iClass != ICLASS_GOLD) {
if (minlvl > 25)
minlvl = 25;
switch (item[i]._itype) {
case ITYPE_SWORD:
case ITYPE_AXE:
case ITYPE_MACE:
GetItemPower(i, minlvl, maxlvl, PLT_WEAP, onlygood);
break;
case ITYPE_BOW:
GetItemPower(i, minlvl, maxlvl, PLT_BOW, onlygood);
break;
case ITYPE_SHIELD:
GetItemPower(i, minlvl, maxlvl, PLT_SHLD, onlygood);
break;
case ITYPE_LARMOR:
case ITYPE_HELM:
case ITYPE_MARMOR:
case ITYPE_HARMOR:
GetItemPower(i, minlvl, maxlvl, PLT_ARMO, onlygood);
break;
case ITYPE_STAFF:
if (!gbIsHellfire || allowspells)
GetStaffSpell(i, maxlvl, onlygood);
else
GetItemPower(i, minlvl, maxlvl, PLT_STAFF, onlygood);
break;
case ITYPE_RING:
case ITYPE_AMULET:
GetItemPower(i, minlvl, maxlvl, PLT_MISC, onlygood);
break;
}
}
}
void SetupItem(int i)
{
int it;
it = ItemCAnimTbl[item[i]._iCurs];
item[i]._iAnimData = itemanims[it];
item[i]._iAnimLen = ItemAnimLs[it];
item[i]._iAnimWidth = 96;
item[i]._iAnimWidth2 = 16;
item[i]._iIdentified = FALSE;
item[i]._iPostDraw = FALSE;
if (!plr[myplr].pLvlLoad) {
item[i]._iAnimFrame = 1;
item[i]._iAnimFlag = TRUE;
item[i]._iSelFlag = 0;
} else {
item[i]._iAnimFrame = item[i]._iAnimLen;
item[i]._iAnimFlag = FALSE;
item[i]._iSelFlag = 1;
}
}
int RndItem(int m)
{
int i, ri, r;
int ril[512];
if ((monster[m].MData->mTreasure & 0x8000) != 0)
return -1 - (monster[m].MData->mTreasure & 0xFFF);
if (monster[m].MData->mTreasure & 0x4000)
return 0;
if (random_(24, 100) > 40)
return 0;
if (random_(24, 100) > 25)
return IDI_GOLD + 1;
ri = 0;
for (i = 0; AllItemsList[i].iLoc != ILOC_INVALID; i++) {
if (ShouldSkipItem(i))
continue;
if (AllItemsList[i].iRnd == IDROP_DOUBLE && monster[m].mLevel >= AllItemsList[i].iMinMLvl
&& ri < 512) {
ril[ri] = i;
ri++;
}
if (AllItemsList[i].iRnd != IDROP_NEVER && monster[m].mLevel >= AllItemsList[i].iMinMLvl
&& ri < 512) {
ril[ri] = i;
ri++;
}
if (AllItemsList[i].iSpell == SPL_RESURRECT && gbMaxPlayers == 1)
ri--;
if (AllItemsList[i].iSpell == SPL_HEALOTHER && gbMaxPlayers == 1)
ri--;
}
r = random_(24, ri);
return ril[r] + 1;
}
int RndUItem(int m)
{
int i, ri;
int ril[512];
BOOL okflag;
if (m != -1 && (monster[m].MData->mTreasure & 0x8000) != 0 && gbMaxPlayers == 1)
return -1 - (monster[m].MData->mTreasure & 0xFFF);
int curlv = items_get_currlevel();
ri = 0;
for (i = 0; AllItemsList[i].iLoc != ILOC_INVALID; i++) {
if (ShouldSkipItem(i))
continue;
okflag = TRUE;
if (AllItemsList[i].iRnd == IDROP_NEVER)
okflag = FALSE;
if (m != -1) {
if (monster[m].mLevel < AllItemsList[i].iMinMLvl)
okflag = FALSE;
} else {
if (2 * curlv < AllItemsList[i].iMinMLvl)
okflag = FALSE;
}
if (AllItemsList[i].itype == ITYPE_MISC)
okflag = FALSE;
if (AllItemsList[i].itype == ITYPE_GOLD)
okflag = FALSE;
if (AllItemsList[i].itype == ITYPE_FOOD)
okflag = FALSE;
if (AllItemsList[i].iMiscId == IMISC_BOOK)
okflag = TRUE;
if (AllItemsList[i].iSpell == SPL_RESURRECT && gbMaxPlayers == 1)
okflag = FALSE;
if (AllItemsList[i].iSpell == SPL_HEALOTHER && gbMaxPlayers == 1)
okflag = FALSE;
if (okflag && ri < 512) {
ril[ri] = i;
ri++;
}
}
return ril[random_(25, ri)];
}
int RndAllItems()
{
int i, ri;
int ril[512];
if (random_(26, 100) > 25)
return 0;
int curlv = items_get_currlevel();
ri = 0;
for (i = 0; AllItemsList[i].iLoc != ILOC_INVALID; i++) {
if (ShouldSkipItem(i))
continue;
if (AllItemsList[i].iRnd != IDROP_NEVER && 2 * curlv >= AllItemsList[i].iMinMLvl && ri < 512) {
ril[ri] = i;
ri++;
}
if (AllItemsList[i].iSpell == SPL_RESURRECT && gbMaxPlayers == 1)
ri--;
if (AllItemsList[i].iSpell == SPL_HEALOTHER && gbMaxPlayers == 1)
ri--;
}
return ril[random_(26, ri)];
}
int RndTypeItems(int itype, int imid, int lvl)
{
int i, ri;
BOOL okflag;
int ril[512];
ri = 0;
for (i = 0; AllItemsList[i].iLoc != ILOC_INVALID; i++) {
if (ShouldSkipItem(i))
continue;
okflag = TRUE;
if (AllItemsList[i].iRnd == IDROP_NEVER)
okflag = FALSE;
if (lvl << 1 < AllItemsList[i].iMinMLvl)
okflag = FALSE;
if (AllItemsList[i].itype != itype)
okflag = FALSE;
if (imid != -1 && AllItemsList[i].iMiscId != imid)
okflag = FALSE;
if (okflag && ri < 512) {
ril[ri] = i;
ri++;
}
}
return ril[random_(27, ri)];
}
int CheckUnique(int i, int lvl, int uper, BOOL recreate)
{
int j, idata, numu;
BOOLEAN uok[128];
if (random_(28, 100) > uper)
return UITYPE_INVALID;
numu = 0;
memset(uok, 0, sizeof(uok));
for (j = 0; UniqueItemList[j].UIItemId != UITYPE_INVALID; j++) {
if (!gbIsHellfire && j > 89)
break;
if (UniqueItemList[j].UIItemId == AllItemsList[item[i].IDidx].iItemId
&& lvl >= UniqueItemList[j].UIMinLvl
&& (recreate || !UniqueItemFlag[j] || gbMaxPlayers != 1)) {
uok[j] = TRUE;
numu++;
}
}
if (numu == 0)
return UITYPE_INVALID;
random_(29, 10); /// BUGFIX: unused, last unique in array always gets chosen
idata = 0;
while (numu > 0) {
if (uok[idata])
numu--;
if (numu > 0) {
idata++;
if (idata == 128)
idata = 0;
}
}
return idata;
}
void GetUniqueItem(int i, int uid)
{
UniqueItemFlag[uid] = TRUE;
SaveItemPower(i, UniqueItemList[uid].UIPower1, UniqueItemList[uid].UIParam1, UniqueItemList[uid].UIParam2, 0, 0, 1);
if (UniqueItemList[uid].UINumPL > 1)
SaveItemPower(i, UniqueItemList[uid].UIPower2, UniqueItemList[uid].UIParam3, UniqueItemList[uid].UIParam4, 0, 0, 1);
if (UniqueItemList[uid].UINumPL > 2)
SaveItemPower(i, UniqueItemList[uid].UIPower3, UniqueItemList[uid].UIParam5, UniqueItemList[uid].UIParam6, 0, 0, 1);
if (UniqueItemList[uid].UINumPL > 3)
SaveItemPower(i, UniqueItemList[uid].UIPower4, UniqueItemList[uid].UIParam7, UniqueItemList[uid].UIParam8, 0, 0, 1);
if (UniqueItemList[uid].UINumPL > 4)
SaveItemPower(i, UniqueItemList[uid].UIPower5, UniqueItemList[uid].UIParam9, UniqueItemList[uid].UIParam10, 0, 0, 1);
if (UniqueItemList[uid].UINumPL > 5)
SaveItemPower(i, UniqueItemList[uid].UIPower6, UniqueItemList[uid].UIParam11, UniqueItemList[uid].UIParam12, 0, 0, 1);
strcpy(item[i]._iIName, UniqueItemList[uid].UIName);
item[i]._iIvalue = UniqueItemList[uid].UIValue;
if (item[i]._iMiscId == IMISC_UNIQUE)
item[i]._iSeed = uid;
item[i]._iUid = uid;
item[i]._iMagical = ITEM_QUALITY_UNIQUE;
item[i]._iCreateInfo |= CF_UNIQUE;
}
void SpawnUnique(int uid, int x, int y)
{
int ii, itype;
int curlv = items_get_currlevel();
if (numitems >= MAXITEMS)
return;
ii = itemavail[0];
GetSuperItemSpace(x, y, ii);
itemavail[0] = itemavail[MAXITEMS - numitems - 1];
itemactive[numitems] = ii;
itype = 0;
while (AllItemsList[itype].iItemId != UniqueItemList[uid].UIItemId) {
itype++;
}
GetItemAttrs(ii, itype, curlv);
GetUniqueItem(ii, uid);
SetupItem(ii);
numitems++;
}
void ItemRndDur(int ii)
{
if (item[ii]._iDurability && item[ii]._iDurability != DUR_INDESTRUCTIBLE)
item[ii]._iDurability = random_(0, item[ii]._iMaxDur >> 1) + (item[ii]._iMaxDur >> 2) + 1;
}
void SetupAllItems(int ii, int idx, int iseed, int lvl, int uper, BOOL onlygood, BOOL recreate, BOOL pregen)
{
int iblvl, uid;
item[ii]._iSeed = iseed;
SetRndSeed(iseed);
GetItemAttrs(ii, idx, lvl >> 1);
item[ii]._iCreateInfo = lvl;
if (pregen)
item[ii]._iCreateInfo = lvl | CF_PREGEN;
if (onlygood)
item[ii]._iCreateInfo |= CF_ONLYGOOD;
if (uper == 15)
item[ii]._iCreateInfo |= CF_UPER15;
else if (uper == 1)
item[ii]._iCreateInfo |= CF_UPER1;
if (item[ii]._iMiscId != IMISC_UNIQUE) {
iblvl = -1;
if (random_(32, 100) <= 10 || random_(33, 100) <= lvl) {
iblvl = lvl;
}
if (iblvl == -1 && item[ii]._iMiscId == IMISC_STAFF) {
iblvl = lvl;
}
if (iblvl == -1 && item[ii]._iMiscId == IMISC_RING) {
iblvl = lvl;
}
if (iblvl == -1 && item[ii]._iMiscId == IMISC_AMULET) {
iblvl = lvl;
}
if (onlygood)
iblvl = lvl;
if (uper == 15)
iblvl = lvl + 4;
if (iblvl != -1) {
uid = CheckUnique(ii, iblvl, uper, recreate);
if (uid == UITYPE_INVALID) {
GetItemBonus(ii, idx, iblvl >> 1, iblvl, onlygood, TRUE);
} else {
GetUniqueItem(ii, uid);
item[ii]._iCreateInfo |= CF_UNIQUE;
}
}
if (item[ii]._iMagical != ITEM_QUALITY_UNIQUE)
ItemRndDur(ii);
} else {
if (item[ii]._iLoc != ILOC_UNEQUIPABLE) {
//uid = CheckUnique(ii, iblvl, uper, recreate);
//if (uid != UITYPE_INVALID) {
// GetUniqueItem(ii, uid);
//}
GetUniqueItem(ii, iseed); // BUG: the second argument to GetUniqueItem should be uid.
}
}
SetupItem(ii);
}
void SpawnItem(int m, int x, int y, BOOL sendmsg)
{
int ii, idx;
BOOL onlygood;
if (monster[m]._uniqtype || ((monster[m].MData->mTreasure & 0x8000) && gbMaxPlayers != 1)) {
idx = RndUItem(m);
if (idx < 0) {
SpawnUnique(-(idx + 1), x, y);
return;
}
onlygood = TRUE;
} else if (quests[Q_MUSHROOM]._qactive != QUEST_ACTIVE || quests[Q_MUSHROOM]._qvar1 != QS_MUSHGIVEN) {
idx = RndItem(m);
if (!idx)
return;
if (idx > 0) {
idx--;
onlygood = FALSE;
} else {
SpawnUnique(-(idx + 1), x, y);
return;
}
} else {
idx = IDI_BRAIN;
quests[Q_MUSHROOM]._qvar1 = QS_BRAINSPAWNED;
}
if (numitems < MAXITEMS) {
ii = itemavail[0];
GetSuperItemSpace(x, y, ii);
itemavail[0] = itemavail[MAXITEMS - numitems - 1];
itemactive[numitems] = ii;
if (monster[m]._uniqtype) {
SetupAllItems(ii, idx, GetRndSeed(), monster[m].MData->mLevel, 15, onlygood, FALSE, FALSE);
} else {
SetupAllItems(ii, idx, GetRndSeed(), monster[m].MData->mLevel, 1, onlygood, FALSE, FALSE);
}
numitems++;
if (sendmsg)
NetSendCmdDItem(FALSE, ii);
}
}
void CreateItem(int uid, int x, int y)
{
int ii, idx;
int curlv = items_get_currlevel();
if (numitems < MAXITEMS) {
ii = itemavail[0];
GetSuperItemSpace(x, y, ii);
idx = 0;
itemavail[0] = itemavail[MAXITEMS - numitems - 1];
itemactive[numitems] = ii;
while (AllItemsList[idx].iItemId != UniqueItemList[uid].UIItemId) {
idx++;
}
GetItemAttrs(ii, idx, curlv);
GetUniqueItem(ii, uid);
SetupItem(ii);
item[ii]._iMagical = ITEM_QUALITY_UNIQUE;
numitems++;
}
}
void CreateRndItem(int x, int y, BOOL onlygood, BOOL sendmsg, BOOL delta)
{
int idx, ii;
int curlv = items_get_currlevel();
if (onlygood)
idx = RndUItem(-1);
else
idx = RndAllItems();
if (numitems < MAXITEMS) {
ii = itemavail[0];
GetSuperItemSpace(x, y, ii);
itemavail[0] = itemavail[MAXITEMS - numitems - 1];
itemactive[numitems] = ii;
SetupAllItems(ii, idx, GetRndSeed(), 2 * curlv, 1, onlygood, FALSE, delta);
if (sendmsg)
NetSendCmdDItem(FALSE, ii);
if (delta)
DeltaAddItem(ii);
numitems++;
}
}
void SetupAllUseful(int ii, int iseed, int lvl)
{
int idx;
item[ii]._iSeed = iseed;
SetRndSeed(iseed);
if (gbIsHellfire) {
idx = random_(34, 7);
switch (idx) {
case 0:
idx = IDI_PORTAL;
if ((lvl <= 1))
idx = IDI_HEAL;
break;
case 1:
case 2:
idx = IDI_HEAL;
break;
case 3:
idx = IDI_PORTAL;
if ((lvl <= 1))
idx = IDI_MANA;
break;
case 4:
case 5:
idx = IDI_MANA;
break;
default:
idx = IDI_OIL;
break;
}
} else {
if (random_(34, 2) != 0)
idx = IDI_HEAL;
else
idx = IDI_MANA;
if (lvl > 1 && random_(34, 3) == 0)
idx = IDI_PORTAL;
}
GetItemAttrs(ii, idx, lvl);
item[ii]._iCreateInfo = lvl + CF_USEFUL;
SetupItem(ii);
}
void CreateRndUseful(int pnum, int x, int y, BOOL sendmsg)
{
int ii;
int curlv = items_get_currlevel();
if (numitems < MAXITEMS) {
ii = itemavail[0];
GetSuperItemSpace(x, y, ii);
itemavail[0] = itemavail[MAXITEMS - numitems - 1];
itemactive[numitems] = ii;
SetupAllUseful(ii, GetRndSeed(), curlv);
if (sendmsg) {
NetSendCmdDItem(FALSE, ii);
}
numitems++;
}
}
void CreateTypeItem(int x, int y, BOOL onlygood, int itype, int imisc, BOOL sendmsg, BOOL delta)
{
int idx, ii;
int curlv = items_get_currlevel();
if (itype != ITYPE_GOLD)
idx = RndTypeItems(itype, imisc, curlv);
else
idx = IDI_GOLD;
if (numitems < MAXITEMS) {
ii = itemavail[0];
GetSuperItemSpace(x, y, ii);
itemavail[0] = itemavail[MAXITEMS - numitems - 1];
itemactive[numitems] = ii;
SetupAllItems(ii, idx, GetRndSeed(), 2 * curlv, 1, onlygood, FALSE, delta);
if (sendmsg)
NetSendCmdDItem(FALSE, ii);
if (delta)
DeltaAddItem(ii);
numitems++;
}
}
void RecreateItem(int ii, int idx, WORD icreateinfo, int iseed, int ivalue)
{
int uper;
BOOL onlygood, recreate, pregen;
if (!idx) {
SetPlrHandItem(&item[ii], IDI_GOLD);
item[ii]._iSeed = iseed;
item[ii]._iCreateInfo = icreateinfo;
item[ii]._ivalue = ivalue;
if (ivalue >= GOLD_MEDIUM_LIMIT)
item[ii]._iCurs = ICURS_GOLD_LARGE;
else if (ivalue <= GOLD_SMALL_LIMIT)
item[ii]._iCurs = ICURS_GOLD_SMALL;
else
item[ii]._iCurs = ICURS_GOLD_MEDIUM;
} else {
if (!icreateinfo) {
SetPlrHandItem(&item[ii], idx);
SetPlrHandSeed(&item[ii], iseed);
} else {
if (icreateinfo & CF_TOWN) {
RecreateTownItem(ii, idx, icreateinfo, iseed, ivalue);
} else if ((icreateinfo & CF_USEFUL) == CF_USEFUL) {
SetupAllUseful(ii, iseed, icreateinfo & CF_LEVEL);
} else {
uper = 0;
onlygood = FALSE;
recreate = FALSE;
pregen = FALSE;
if (icreateinfo & CF_UPER1)
uper = 1;
if (icreateinfo & CF_UPER15)
uper = 15;
if (icreateinfo & CF_ONLYGOOD)
onlygood = TRUE;
if (icreateinfo & CF_UNIQUE)
recreate = TRUE;
if (icreateinfo & CF_PREGEN)
pregen = TRUE;
SetupAllItems(ii, idx, iseed, icreateinfo & CF_LEVEL, uper, onlygood, recreate, pregen);
}
}
}
}
void RecreateEar(int ii, WORD ic, int iseed, int Id, int dur, int mdur, int ch, int mch, int ivalue, int ibuff)
{
SetPlrHandItem(&item[ii], IDI_EAR);
tempstr[0] = (ic >> 8) & 0x7F;
tempstr[1] = ic & 0x7F;
tempstr[2] = (iseed >> 24) & 0x7F;
tempstr[3] = (iseed >> 16) & 0x7F;
tempstr[4] = (iseed >> 8) & 0x7F;
tempstr[5] = iseed & 0x7F;
tempstr[6] = Id & 0x7F;
tempstr[7] = dur & 0x7F;
tempstr[8] = mdur & 0x7F;
tempstr[9] = ch & 0x7F;
tempstr[10] = mch & 0x7F;
tempstr[11] = (ivalue >> 8) & 0x7F;
tempstr[12] = (ibuff >> 24) & 0x7F;
tempstr[13] = (ibuff >> 16) & 0x7F;
tempstr[14] = (ibuff >> 8) & 0x7F;
tempstr[15] = ibuff & 0x7F;
tempstr[16] = '\0';
sprintf(item[ii]._iName, "Ear of %s", tempstr);
item[ii]._iCurs = ((ivalue >> 6) & 3) + ICURS_EAR_SORCEROR;
item[ii]._ivalue = ivalue & 0x3F;
item[ii]._iCreateInfo = ic;
item[ii]._iSeed = iseed;
}
void items_427A72()
{
PkItemStruct id;
if (CornerStone.activated) {
if (CornerStone.item.IDidx >= 0) {
PackItem(&id, &CornerStone.item);
setIniValue("Hellfire", off_4A5AC4, (char *)&id, 19);
} else {
setIniValue("Hellfire", off_4A5AC4, (char *)"", 1);
}
}
}
void items_427ABA(int x, int y)
{
int i, ii;
int dwSize;
PkItemStruct PkSItem;
if (CornerStone.activated || x == 0 || y == 0) {
return;
}
CornerStone.item.IDidx = 0;
CornerStone.activated = TRUE;
if (dItem[x][y]) {
ii = dItem[x][y] - 1;
for (i = 0; i < numitems; i++) {
if (itemactive[i] == ii) {
DeleteItem(ii, i);
break;
}
}
dItem[x][y] = 0;
}
dwSize = 0;
if (getIniValue("Hellfire", off_4A5AC4, (char *)&PkSItem, sizeof(PkSItem), &dwSize)) {
if (dwSize == sizeof(PkSItem)) {
ii = itemavail[0];
dItem[x][y] = ii + 1;
itemavail[0] = itemavail[MAXITEMS - numitems - 1];
itemactive[numitems] = ii;
UnPackItem(&PkSItem, &item[ii]);
item[ii]._ix = x;
item[ii]._iy = y;
RespawnItem(ii, FALSE);
CornerStone.item = item[ii];
numitems++;
}
}
}
void SpawnQuestItem(int itemid, int x, int y, int randarea, int selflag)
{
BOOL failed;
int i, j, tries;
int curlv = items_get_currlevel();
if (randarea) {
tries = 0;
while (1) {
tries++;
if (tries > 1000 && randarea > 1)
randarea--;
x = random_(0, MAXDUNX);
y = random_(0, MAXDUNY);
failed = FALSE;
for (i = 0; i < randarea && !failed; i++) {
for (j = 0; j < randarea && !failed; j++) {
failed = !ItemSpaceOk(i + x, j + y);
}
}
if (!failed)
break;
}
}
if (numitems < MAXITEMS) {
i = itemavail[0];
itemavail[0] = itemavail[MAXITEMS - numitems - 1];
itemactive[numitems] = i;
item[i]._ix = x;
item[i]._iy = y;
dItem[x][y] = i + 1;
GetItemAttrs(i, itemid, curlv);
SetupItem(i);
item[i]._iPostDraw = TRUE;
if (selflag) {
item[i]._iSelFlag = selflag;
item[i]._iAnimFrame = item[i]._iAnimLen;
item[i]._iAnimFlag = FALSE;
}
numitems++;
}
}
void SpawnRock()
{
int i, ii;
int xx, yy;
int ostand;
ostand = FALSE;
for (i = 0; i < nobjects && !ostand; i++) {
ii = objectactive[i];
ostand = object[ii]._otype == OBJ_STAND;
}
int curlv = items_get_currlevel();
if (ostand) {
i = itemavail[0];
itemavail[0] = itemavail[127 - numitems - 1];
itemactive[numitems] = i;
xx = object[ii]._ox;
yy = object[ii]._oy;
item[i]._ix = xx;
item[i]._iy = yy;
dItem[xx][item[i]._iy] = i + 1;
GetItemAttrs(i, IDI_ROCK, curlv);
SetupItem(i);
item[i]._iSelFlag = 2;
item[i]._iPostDraw = TRUE;
item[i]._iAnimFrame = 11;
numitems++;
}
}
void SpawnRewardItem(int itemid, int xx, int yy)
{
int i;
i = itemavail[0];
int curlv = items_get_currlevel();
itemavail[0] = itemavail[127 - numitems - 1];
itemactive[numitems] = i;
item[i]._ix = xx;
item[i]._iy = yy;
dItem[xx][yy] = i + 1;
GetItemAttrs(i, itemid, curlv);
SetupItem(i);
item[i]._iSelFlag = 2;
item[i]._iPostDraw = TRUE;
item[i]._iAnimFrame = 1;
item[i]._iAnimFlag = TRUE;
item[i]._iIdentified = TRUE;
numitems++;
}
void SpawnMapOfDoom(int xx, int yy)
{
SpawnRewardItem(IDI_MAPOFDOOM, xx, yy);
}
void SpawnRuneBomb(int xx, int yy)
{
SpawnRewardItem(IDI_RUNEBOMB, xx, yy);
}
void SpawnTheodore(int xx, int yy)
{
SpawnRewardItem(IDI_THEODORE, xx, yy);
}
void RespawnItem(int i, BOOL FlipFlag)
{
int it;
it = ItemCAnimTbl[item[i]._iCurs];
item[i]._iAnimData = itemanims[it];
item[i]._iAnimLen = ItemAnimLs[it];
item[i]._iAnimWidth = 96;
item[i]._iAnimWidth2 = 16;
item[i]._iPostDraw = FALSE;
item[i]._iRequest = FALSE;
if (FlipFlag) {
item[i]._iAnimFrame = 1;
item[i]._iAnimFlag = TRUE;
item[i]._iSelFlag = 0;
} else {
item[i]._iAnimFrame = item[i]._iAnimLen;
item[i]._iAnimFlag = FALSE;
item[i]._iSelFlag = 1;
}
if (item[i]._iCurs == ICURS_MAGIC_ROCK) {
item[i]._iSelFlag = 1;
PlaySfxLoc(ItemDropSnds[it], item[i]._ix, item[i]._iy);
}
if (item[i]._iCurs == ICURS_TAVERN_SIGN)
item[i]._iSelFlag = 1;
if (item[i]._iCurs == ICURS_ANVIL_OF_FURY)
item[i]._iSelFlag = 1;
}
void DeleteItem(int ii, int i)
{
itemavail[MAXITEMS - numitems] = ii;
numitems--;
if (numitems > 0 && i != numitems)
itemactive[i] = itemactive[numitems];
}
void ItemDoppel()
{
int idoppelx;
ItemStruct *i;
if (gbMaxPlayers != 1) {
for (idoppelx = 16; idoppelx < 96; idoppelx++) {
if (dItem[idoppelx][idoppely]) {
i = &item[dItem[idoppelx][idoppely] - 1];
if (i->_ix != idoppelx || i->_iy != idoppely)
dItem[idoppelx][idoppely] = 0;
}
}
idoppely++;
if (idoppely == 96)
idoppely = 16;
}
}
void ProcessItems()
{
int i, ii;
for (i = 0; i < numitems; i++) {
ii = itemactive[i];
if (item[ii]._iAnimFlag) {
item[ii]._iAnimFrame++;
if (item[ii]._iCurs == ICURS_MAGIC_ROCK) {
if (item[ii]._iSelFlag == 1 && item[ii]._iAnimFrame == 11)
item[ii]._iAnimFrame = 1;
if (item[ii]._iSelFlag == 2 && item[ii]._iAnimFrame == 21)
item[ii]._iAnimFrame = 11;
} else {
if (item[ii]._iAnimFrame == item[ii]._iAnimLen >> 1)
PlaySfxLoc(ItemDropSnds[ItemCAnimTbl[item[ii]._iCurs]], item[ii]._ix, item[ii]._iy);
if (item[ii]._iAnimFrame >= item[ii]._iAnimLen) {
item[ii]._iAnimFrame = item[ii]._iAnimLen;
item[ii]._iAnimFlag = FALSE;
item[ii]._iSelFlag = 1;
}
}
}
}
ItemDoppel();
}
void FreeItemGFX()
{
for (int i = 0; i < ITEMTYPES; i++) {
MemFreeDbg(itemanims[i]);
}
}
void GetItemFrm(int i)
{
item[i]._iAnimData = itemanims[ItemCAnimTbl[item[i]._iCurs]];
}
void GetItemStr(int i)
{
int nGold;
if (item[i]._itype != ITYPE_GOLD) {
if (item[i]._iIdentified)
strcpy(infostr, item[i]._iIName);
else
strcpy(infostr, item[i]._iName);
if (item[i]._iMagical == ITEM_QUALITY_MAGIC)
infoclr = COL_BLUE;
if (item[i]._iMagical == ITEM_QUALITY_UNIQUE)
infoclr = COL_GOLD;
} else {
nGold = item[i]._ivalue;
sprintf(infostr, "%i gold %s", nGold, get_pieces_str(nGold));
}
}
void CheckIdentify(int pnum, int cii)
{
ItemStruct *pi;
if (cii >= NUM_INVLOC)
pi = &plr[pnum].InvList[cii - NUM_INVLOC];
else
pi = &plr[pnum].InvBody[cii];
pi->_iIdentified = TRUE;
CalcPlrInv(pnum, TRUE);
if (pnum == myplr)
SetCursor_(CURSOR_HAND);
}
static void RepairItem(ItemStruct *i, int lvl)
{
int rep, d;
if (i->_iDurability == i->_iMaxDur) {
return;
}
if (i->_iMaxDur <= 0) {
i->_itype = ITYPE_NONE;
return;
}
rep = 0;
do {
rep += lvl + random_(37, lvl);
d = i->_iMaxDur / (lvl + 9);
if (d < 1)
d = 1;
i->_iMaxDur = i->_iMaxDur - d;
if (!i->_iMaxDur) {
i->_itype = ITYPE_NONE;
return;
}
} while (rep + i->_iDurability < i->_iMaxDur);
i->_iDurability += rep;
if (i->_iDurability > i->_iMaxDur)
i->_iDurability = i->_iMaxDur;
}
void DoRepair(int pnum, int cii)
{
PlayerStruct *p;
ItemStruct *pi;
p = &plr[pnum];
PlaySfxLoc(IS_REPAIR, p->_px, p->_py);
if (cii >= NUM_INVLOC) {
pi = &p->InvList[cii - NUM_INVLOC];
} else {
pi = &p->InvBody[cii];
}
RepairItem(pi, p->_pLevel);
CalcPlrInv(pnum, TRUE);
if (pnum == myplr)
SetCursor_(CURSOR_HAND);
}
static void RechargeItem(ItemStruct *i, int r)
{
if (i->_iCharges != i->_iMaxCharges) {
do {
i->_iMaxCharges--;
if (i->_iMaxCharges == 0) {
return;
}
i->_iCharges += r;
} while (i->_iCharges < i->_iMaxCharges);
if (i->_iCharges > i->_iMaxCharges)
i->_iCharges = i->_iMaxCharges;
}
}
void DoRecharge(int pnum, int cii)
{
PlayerStruct *p;
ItemStruct *pi;
int r;
p = &plr[pnum];
if (cii >= NUM_INVLOC) {
pi = &p->InvList[cii - NUM_INVLOC];
} else {
pi = &p->InvBody[cii];
}
if (pi->_itype == ITYPE_STAFF && pi->_iSpell != SPL_NULL) {
r = GetSpellBookLevel(pi->_iSpell);
r = random_(38, p->_pLevel / r) + 1;
RechargeItem(pi, r);
CalcPlrInv(pnum, TRUE);
}
if (pnum == myplr)
SetCursor_(CURSOR_HAND);
}
static BOOL OilItem(ItemStruct *x, PlayerStruct *p)
{
int dur, r;
if (x->_iClass == ICLASS_MISC) {
return FALSE;
}
if (x->_iClass == ICLASS_GOLD) {
return FALSE;
}
if (x->_iClass == ICLASS_QUEST) {
return FALSE;
}
switch (p->_pOilType) {
case IMISC_OILACC:
case IMISC_OILMAST:
case IMISC_OILSHARP:
if (x->_iClass == ICLASS_ARMOR) {
return FALSE;
}
break;
case IMISC_OILDEATH:
if (x->_iClass == ICLASS_ARMOR) {
return FALSE;
}
if (x->_itype == ITYPE_BOW) {
return FALSE;
}
break;
case IMISC_OILHARD:
case IMISC_OILIMP:
if (x->_iClass == ICLASS_WEAPON) {
return FALSE;
}
break;
}
switch (p->_pOilType) {
case IMISC_OILACC:
if (x->_iPLToHit < 50) {
x->_iPLToHit += random_(68, 2) + 1;
}
break;
case IMISC_OILMAST:
if (x->_iPLToHit < 100) {
x->_iPLToHit += random_(68, 3) + 3;
}
break;
case IMISC_OILSHARP:
if (x->_iMaxDam - x->_iMinDam < 30) {
x->_iMaxDam = x->_iMaxDam + 1;
}
break;
case IMISC_OILDEATH:
if (x->_iMaxDam - x->_iMinDam < 30) {
x->_iMinDam = x->_iMinDam + 1;
x->_iMaxDam = x->_iMaxDam + 2;
}
break;
case IMISC_OILSKILL:
r = random_(68, 6) + 5;
if (x->_iMinStr > r) {
x->_iMinStr = x->_iMinStr - r;
} else {
x->_iMinStr = 0;
}
if (x->_iMinMag > r) {
x->_iMinMag = x->_iMinMag - r;
} else {
x->_iMinMag = 0;
}
if (x->_iMinDex > r) {
x->_iMinDex = x->_iMinDex - r;
} else {
x->_iMinDex = 0;
}
break;
case IMISC_OILBSMTH:
if (x->_iMaxDur != 255) {
if (x->_iDurability < x->_iMaxDur) {
dur = (x->_iMaxDur + 4) / 5 + x->_iDurability;
if (dur > x->_iMaxDur) {
dur = x->_iMaxDur;
}
} else {
if (x->_iMaxDur >= 100) {
return TRUE;
}
dur = x->_iMaxDur + 1;
x->_iMaxDur = dur;
}
x->_iDurability = dur;
}
break;
case IMISC_OILFORT:
if (x->_iMaxDur != 255 && x->_iMaxDur < 200) {
r = random_(68, 41) + 10;
x->_iMaxDur += r;
x->_iDurability += r;
}
break;
case IMISC_OILPERM:
x->_iDurability = 255;
x->_iMaxDur = 255;
break;
case IMISC_OILHARD:
if (x->_iAC < 60) {
x->_iAC += random_(68, 2) + 1;
}
break;
case IMISC_OILIMP:
if (x->_iAC < 120) {
x->_iAC += random_(68, 3) + 3;
}
break;
}
return TRUE;
}
void DoOil(int pnum, int cii)
{
PlayerStruct *p = &plr[pnum];
if (cii >= NUM_INVLOC || cii == INVLOC_HEAD || (cii > INVLOC_AMULET && cii <= INVLOC_CHEST)) {
if (OilItem(&p->InvBody[cii], p)) {
CalcPlrInv(pnum, TRUE);
if (pnum == myplr) {
SetCursor_(CURSOR_HAND);
}
}
}
}
void PrintItemOil(char IDidx)
{
switch (IDidx) {
case IMISC_OILACC:
strcpy(tempstr, "increases a weapon's");
AddPanelString(tempstr, TRUE);
strcpy(tempstr, "chance to hit");
AddPanelString(tempstr, TRUE);
break;
case IMISC_OILMAST:
strcpy(tempstr, "greatly increases a");
AddPanelString(tempstr, TRUE);
strcpy(tempstr, "weapon's chance to hit");
AddPanelString(tempstr, TRUE);
break;
case IMISC_OILSHARP:
strcpy(tempstr, "increases a weapon's");
AddPanelString(tempstr, TRUE);
strcpy(tempstr, "damage potential");
AddPanelString(tempstr, TRUE);
break;
case IMISC_OILDEATH:
strcpy(tempstr, "greatly increases a weapon's");
AddPanelString(tempstr, TRUE);
strcpy(tempstr, "damage potential - not bows");
AddPanelString(tempstr, TRUE);
break;
case IMISC_OILSKILL:
strcpy(tempstr, "reduces attributes needed");
AddPanelString(tempstr, TRUE);
strcpy(tempstr, "to use armor or weapons");
AddPanelString(tempstr, TRUE);
break;
case IMISC_OILBSMTH:
strcpy(tempstr, "restores 20% of an");
AddPanelString(tempstr, TRUE);
strcpy(tempstr, "item's durability");
AddPanelString(tempstr, TRUE);
break;
case IMISC_OILFORT:
strcpy(tempstr, "increases an item's");
AddPanelString(tempstr, TRUE);
strcpy(tempstr, "current and max durability");
AddPanelString(tempstr, TRUE);
break;
case IMISC_OILPERM:
strcpy(tempstr, "makes an item indestructible");
AddPanelString(tempstr, TRUE);
break;
case IMISC_OILHARD:
strcpy(tempstr, "increases the armor class");
AddPanelString(tempstr, TRUE);
strcpy(tempstr, "of armor and shields");
AddPanelString(tempstr, TRUE);
break;
case IMISC_OILIMP:
strcpy(tempstr, "greatly increases the armor");
AddPanelString(tempstr, TRUE);
strcpy(tempstr, "class of armor and shields");
AddPanelString(tempstr, TRUE);
break;
case IMISC_RUNEF:
strcpy(tempstr, "sets fire trap");
AddPanelString(tempstr, TRUE);
break;
case IMISC_RUNEL:
strcpy(tempstr, "sets lightning trap");
AddPanelString(tempstr, TRUE);
break;
case IMISC_GR_RUNEL:
strcpy(tempstr, "sets lightning trap");
AddPanelString(tempstr, TRUE);
break;
case IMISC_GR_RUNEF:
strcpy(tempstr, "sets fire trap");
AddPanelString(tempstr, TRUE);
break;
case IMISC_RUNES:
strcpy(tempstr, "sets petrification trap");
AddPanelString(tempstr, TRUE);
break;
case IMISC_FULLHEAL:
strcpy(tempstr, "fully recover life");
AddPanelString(tempstr, TRUE);
break;
case IMISC_HEAL:
strcpy(tempstr, "recover partial life");
AddPanelString(tempstr, TRUE);
break;
case IMISC_OLDHEAL:
strcpy(tempstr, "recover life");
AddPanelString(tempstr, TRUE);
break;
case IMISC_DEADHEAL:
strcpy(tempstr, "deadly heal");
AddPanelString(tempstr, TRUE);
break;
case IMISC_MANA:
strcpy(tempstr, "recover mana");
AddPanelString(tempstr, TRUE);
break;
case IMISC_FULLMANA:
strcpy(tempstr, "fully recover mana");
AddPanelString(tempstr, TRUE);
break;
case IMISC_ELIXSTR:
strcpy(tempstr, "increase strength");
AddPanelString(tempstr, TRUE);
break;
case IMISC_ELIXMAG:
strcpy(tempstr, "increase magic");
AddPanelString(tempstr, TRUE);
break;
case IMISC_ELIXDEX:
strcpy(tempstr, "increase dexterity");
AddPanelString(tempstr, TRUE);
break;
case IMISC_ELIXVIT:
strcpy(tempstr, "increase vitality");
AddPanelString(tempstr, TRUE);
break;
case IMISC_ELIXWEAK:
strcpy(tempstr, "decrease strength");
AddPanelString(tempstr, TRUE);
break;
case IMISC_ELIXDIS:
strcpy(tempstr, "decrease strength");
AddPanelString(tempstr, TRUE);
break;
case IMISC_ELIXCLUM:
strcpy(tempstr, "decrease dexterity");
AddPanelString(tempstr, TRUE);
break;
case IMISC_ELIXSICK:
strcpy(tempstr, "decrease vitality");
AddPanelString(tempstr, TRUE);
break;
case IMISC_REJUV:
strcpy(tempstr, "recover life and mana");
AddPanelString(tempstr, TRUE);
break;
case IMISC_FULLREJUV:
strcpy(tempstr, "fully recover life and mana");
AddPanelString(tempstr, TRUE);
break;
}
}
void PrintItemPower(char plidx, ItemStruct *x)
{
switch (plidx) {
case IPL_TOHIT:
case IPL_TOHIT_CURSE:
sprintf(tempstr, "chance to hit : %+i%%", x->_iPLToHit);
break;
case IPL_DAMP:
case IPL_DAMP_CURSE:
sprintf(tempstr, "%+i%% damage", x->_iPLDam);
break;
case IPL_TOHIT_DAMP:
case IPL_TOHIT_DAMP_CURSE:
sprintf(tempstr, "to hit: %+i%%, %+i%% damage", x->_iPLToHit, x->_iPLDam);
break;
case IPL_ACP:
case IPL_ACP_CURSE:
sprintf(tempstr, "%+i%% armor", x->_iPLAC);
break;
case IPL_SETAC:
sprintf(tempstr, "armor class: %i", x->_iAC);
break;
case IPL_AC_CURSE:
sprintf(tempstr, "armor class: %i", x->_iAC);
break;
case IPL_FIRERES:
case IPL_FIRERES_CURSE:
if (x->_iPLFR < 75)
sprintf(tempstr, "Resist Fire : %+i%%", x->_iPLFR);
else
sprintf(tempstr, "Resist Fire : 75%% MAX");
break;
case IPL_LIGHTRES:
case IPL_LIGHTRES_CURSE:
if (x->_iPLLR < 75)
sprintf(tempstr, "Resist Lightning : %+i%%", x->_iPLLR);
else
sprintf(tempstr, "Resist Lightning : 75%% MAX");
break;
case IPL_MAGICRES:
case IPL_MAGICRES_CURSE:
if (x->_iPLMR < 75)
sprintf(tempstr, "Resist Magic : %+i%%", x->_iPLMR);
else
sprintf(tempstr, "Resist Magic : 75%% MAX");
break;
case IPL_ALLRES:
case IPL_ALLRES_CURSE:
if (x->_iPLFR < 75)
sprintf(tempstr, "Resist All : %+i%%", x->_iPLFR);
if (x->_iPLFR >= 75)
sprintf(tempstr, "Resist All : 75%% MAX");
break;
case IPL_SPLLVLADD:
if (x->_iSplLvlAdd == 1)
strcpy(tempstr, "spells are increased 1 level");
else if (x->_iSplLvlAdd > 1)
sprintf(tempstr, "spells are increased %i levels", x->_iSplLvlAdd);
else if (x->_iSplLvlAdd == -1)
strcpy(tempstr, "spells are decreased 1 level");
else if (x->_iSplLvlAdd < -1)
sprintf(tempstr, "spells are decreased %i levels", -x->_iSplLvlAdd);
else if (x->_iSplLvlAdd == 0)
strcpy(tempstr, "spell levels unchanged (?)");
break;
case IPL_CHARGES:
strcpy(tempstr, "Extra charges");
break;
case IPL_SPELL:
sprintf(tempstr, "%i %s charges", x->_iMaxCharges, spelldata[x->_iSpell].sNameText);
break;
case IPL_FIREDAM:
if (x->_iFMinDam == x->_iFMaxDam)
sprintf(tempstr, "Fire hit damage: %i", x->_iFMinDam);
else
sprintf(tempstr, "Fire hit damage: %i-%i", x->_iFMinDam, x->_iFMaxDam);
break;
case IPL_LIGHTDAM:
if (x->_iLMinDam == x->_iLMaxDam)
sprintf(tempstr, "Lightning hit damage: %i", x->_iLMinDam);
else
sprintf(tempstr, "Lightning hit damage: %i-%i", x->_iLMinDam, x->_iLMaxDam);
break;
case IPL_STR:
case IPL_STR_CURSE:
sprintf(tempstr, "%+i to strength", x->_iPLStr);
break;
case IPL_MAG:
case IPL_MAG_CURSE:
sprintf(tempstr, "%+i to magic", x->_iPLMag);
break;
case IPL_DEX:
case IPL_DEX_CURSE:
sprintf(tempstr, "%+i to dexterity", x->_iPLDex);
break;
case IPL_VIT:
case IPL_VIT_CURSE:
sprintf(tempstr, "%+i to vitality", x->_iPLVit);
break;
case IPL_ATTRIBS:
case IPL_ATTRIBS_CURSE:
sprintf(tempstr, "%+i to all attributes", x->_iPLStr);
break;
case IPL_GETHIT_CURSE:
case IPL_GETHIT:
sprintf(tempstr, "%+i damage from enemies", x->_iPLGetHit);
break;
case IPL_LIFE:
case IPL_LIFE_CURSE:
sprintf(tempstr, "Hit Points : %+i", x->_iPLHP >> 6);
break;
case IPL_MANA:
case IPL_MANA_CURSE:
sprintf(tempstr, "Mana : %+i", x->_iPLMana >> 6);
break;
case IPL_DUR:
strcpy(tempstr, "high durability");
break;
case IPL_DUR_CURSE:
strcpy(tempstr, "decreased durability");
break;
case IPL_INDESTRUCTIBLE:
strcpy(tempstr, "indestructible");
break;
case IPL_LIGHT:
sprintf(tempstr, "+%i%% light radius", 10 * x->_iPLLight);
break;
case IPL_LIGHT_CURSE:
sprintf(tempstr, "-%i%% light radius", -10 * x->_iPLLight);
break;
case IPL_MULT_ARROWS:
sprintf(tempstr, "multiple arrows per shot");
break;
case IPL_FIRE_ARROWS:
if (x->_iFMinDam == x->_iFMaxDam)
sprintf(tempstr, "fire arrows damage: %i", x->_iFMinDam);
else
sprintf(tempstr, "fire arrows damage: %i-%i", x->_iFMinDam, x->_iFMaxDam);
break;
case IPL_LIGHT_ARROWS:
if (x->_iLMinDam == x->_iLMaxDam)
sprintf(tempstr, "lightning arrows damage %i", x->_iLMinDam);
else
sprintf(tempstr, "lightning arrows damage %i-%i", x->_iLMinDam, x->_iLMaxDam);
break;
case IPL_FIREBALL:
if (x->_iFMinDam == x->_iFMaxDam)
sprintf(tempstr, "fireball damage: %i", x->_iFMinDam);
else
sprintf(tempstr, "fireball damage: %i-%i", x->_iFMinDam, x->_iFMaxDam);
break;
case IPL_THORNS:
strcpy(tempstr, "attacker takes 1-3 damage");
break;
case IPL_NOMANA:
strcpy(tempstr, "user loses all mana");
break;
case IPL_NOHEALPLR:
strcpy(tempstr, "you can't heal");
break;
case IPL_ABSHALFTRAP:
strcpy(tempstr, "absorbs half of trap damage");
break;
case IPL_KNOCKBACK:
strcpy(tempstr, "knocks target back");
break;
case IPL_3XDAMVDEM:
strcpy(tempstr, "+200% damage vs. demons");
break;
case IPL_ALLRESZERO:
strcpy(tempstr, "All Resistance equals 0");
break;
case IPL_NOHEALMON:
strcpy(tempstr, "hit monster doesn't heal");
break;
case IPL_STEALMANA:
if (x->_iFlags & ISPL_STEALMANA_3)
strcpy(tempstr, "hit steals 3% mana");
if (x->_iFlags & ISPL_STEALMANA_5)
strcpy(tempstr, "hit steals 5% mana");
break;
case IPL_STEALLIFE:
if (x->_iFlags & ISPL_STEALLIFE_3)
strcpy(tempstr, "hit steals 3% life");
if (x->_iFlags & ISPL_STEALLIFE_5)
strcpy(tempstr, "hit steals 5% life");
break;
case IPL_TARGAC:
#ifdef HELLFIRE
strcpy(tempstr, "penetrates target's armor");
#else
strcpy(tempstr, "damages target's armor");
#endif
break;
case IPL_FASTATTACK:
if (x->_iFlags & ISPL_QUICKATTACK)
strcpy(tempstr, "quick attack");
if (x->_iFlags & ISPL_FASTATTACK)
strcpy(tempstr, "fast attack");
if (x->_iFlags & ISPL_FASTERATTACK)
strcpy(tempstr, "faster attack");
if (x->_iFlags & ISPL_FASTESTATTACK)
strcpy(tempstr, "fastest attack");
break;
case IPL_FASTRECOVER:
if (x->_iFlags & ISPL_FASTRECOVER)
strcpy(tempstr, "fast hit recovery");
if (x->_iFlags & ISPL_FASTERRECOVER)
strcpy(tempstr, "faster hit recovery");
if (x->_iFlags & ISPL_FASTESTRECOVER)
strcpy(tempstr, "fastest hit recovery");
break;
case IPL_FASTBLOCK:
strcpy(tempstr, "fast block");
break;
case IPL_DAMMOD:
sprintf(tempstr, "adds %i points to damage", x->_iPLDamMod);
break;
case IPL_RNDARROWVEL:
strcpy(tempstr, "fires random speed arrows");
break;
case IPL_SETDAM:
sprintf(tempstr, "unusual item damage");
break;
case IPL_SETDUR:
strcpy(tempstr, "altered durability");
break;
case IPL_FASTSWING:
strcpy(tempstr, "Faster attack swing");
break;
case IPL_ONEHAND:
strcpy(tempstr, "one handed sword");
break;
case IPL_DRAINLIFE:
strcpy(tempstr, "constantly lose hit points");
break;
case IPL_RNDSTEALLIFE:
strcpy(tempstr, "life stealing");
break;
case IPL_NOMINSTR:
strcpy(tempstr, "no strength requirement");
break;
case IPL_INFRAVISION:
strcpy(tempstr, "see with infravision");
break;
case IPL_INVCURS:
strcpy(tempstr, " ");
break;
case IPL_ADDACLIFE:
if (x->_iFMinDam == x->_iFMaxDam)
sprintf(tempstr, "lightning damage: %i", x->_iFMinDam);
else
sprintf(tempstr, "lightning damage: %i-%i", x->_iFMinDam, x->_iFMaxDam);
break;
case IPL_ADDMANAAC:
strcpy(tempstr, "charged bolts on hits");
break;
case IPL_FIRERESCLVL:
if (x->_iPLFR <= 0)
sprintf(tempstr, " ");
else if (x->_iPLFR >= 1)
sprintf(tempstr, "Resist Fire : %+i%%", x->_iPLFR);
break;
case IPL_DEVASTATION:
strcpy(tempstr, "occasional triple damage");
break;
case IPL_DECAY:
sprintf(tempstr, "decaying %+i%% damage", x->_iPLDam);
break;
case IPL_PERIL:
strcpy(tempstr, "2x dmg to monst, 1x to you");
break;
case IPL_JESTERS:
strcpy(tempstr, "Random 0 - 500% damage");
break;
case IPL_CRYSTALLINE:
sprintf(tempstr, "low dur, %+i%% damage", x->_iPLDam);
break;
case IPL_DOPPELGANGER:
sprintf(tempstr, "to hit: %+i%%, %+i%% damage", x->_iPLToHit, x->_iPLDam);
break;
case IPL_ACDEMON:
sprintf(tempstr, "extra AC vs demons");
break;
case IPL_ACUNDEAD:
sprintf(tempstr, "extra AC vs undead");
break;
case IPL_MANATOLIFE:
sprintf(tempstr, "50%% Mana moved to Health");
break;
case IPL_LIFETOMANA:
sprintf(tempstr, "40%% Health moved to Mana");
break;
default:
strcpy(tempstr, "Another ability (NW)");
break;
}
}
void DrawUTextBack()
{
CelDraw(RIGHT_PANEL_X - SPANEL_WIDTH + 24, SCREEN_Y + 327, pSTextBoxCels, 1, 271);
trans_rect(RIGHT_PANEL - SPANEL_WIDTH + 27, 28, 265, 297);
}
void PrintUString(int x, int y, BOOL cjustflag, const char *str, int col)
{
int len, width, sx, sy, i, k;
BYTE c;
sx = x + 32 + SCREEN_X;
sy = y * 12 + 44 + SCREEN_Y;
len = strlen(str);
k = 0;
if (cjustflag) {
width = 0;
for (i = 0; i < len; i++)
width += fontkern[fontframe[gbFontTransTbl[(BYTE)str[i]]]] + 1;
if (width < 257)
k = (257 - width) >> 1;
sx += k;
}
for (i = 0; i < len; i++) {
c = fontframe[gbFontTransTbl[(BYTE)str[i]]];
k += fontkern[c] + 1;
if (c && k <= 257) {
PrintChar(sx, sy, c, col);
}
sx += fontkern[c] + 1;
}
}
void DrawULine(int y)
{
assert(gpBuffer);
int i;
BYTE *src, *dst;
src = &gpBuffer[SCREENXY(26 + RIGHT_PANEL - SPANEL_WIDTH, 25)];
dst = &gpBuffer[BUFFER_WIDTH * (y * 12 + 38 + SCREEN_Y) + 26 + RIGHT_PANEL_X - SPANEL_WIDTH];
for (i = 0; i < 3; i++, src += BUFFER_WIDTH, dst += BUFFER_WIDTH)
memcpy(dst, src, 266); // BUGFIX: should be 267
}
void DrawUniqueInfo()
{
int uid, y;
if ((!chrflag && !questlog) || SCREEN_WIDTH >= SPANEL_WIDTH * 3) {
uid = curruitem._iUid;
DrawUTextBack();
PrintUString(0 + RIGHT_PANEL - SPANEL_WIDTH, 2, TRUE, UniqueItemList[uid].UIName, 3);
DrawULine(5);
PrintItemPower(UniqueItemList[uid].UIPower1, &curruitem);
y = 6 - UniqueItemList[uid].UINumPL + 8;
PrintUString(0 + RIGHT_PANEL - SPANEL_WIDTH, y, TRUE, tempstr, 0);
if (UniqueItemList[uid].UINumPL > 1) {
PrintItemPower(UniqueItemList[uid].UIPower2, &curruitem);
PrintUString(0 + RIGHT_PANEL - SPANEL_WIDTH, y + 2, TRUE, tempstr, 0);
}
if (UniqueItemList[uid].UINumPL > 2) {
PrintItemPower(UniqueItemList[uid].UIPower3, &curruitem);
PrintUString(0 + RIGHT_PANEL - SPANEL_WIDTH, y + 4, TRUE, tempstr, 0);
}
if (UniqueItemList[uid].UINumPL > 3) {
PrintItemPower(UniqueItemList[uid].UIPower4, &curruitem);
PrintUString(0 + RIGHT_PANEL - SPANEL_WIDTH, y + 6, TRUE, tempstr, 0);
}
if (UniqueItemList[uid].UINumPL > 4) {
PrintItemPower(UniqueItemList[uid].UIPower5, &curruitem);
PrintUString(0 + RIGHT_PANEL - SPANEL_WIDTH, y + 8, TRUE, tempstr, 0);
}
if (UniqueItemList[uid].UINumPL > 5) {
PrintItemPower(UniqueItemList[uid].UIPower6, &curruitem);
PrintUString(0 + RIGHT_PANEL - SPANEL_WIDTH, y + 10, TRUE, tempstr, 0);
}
}
}
void PrintItemMisc(ItemStruct *x)
{
if (x->_iMiscId == IMISC_SCROLL) {
strcpy(tempstr, "Right-click to read");
AddPanelString(tempstr, TRUE);
}
if (x->_iMiscId == IMISC_SCROLLT) {
strcpy(tempstr, "Right-click to read, then");
AddPanelString(tempstr, TRUE);
strcpy(tempstr, "left-click to target");
AddPanelString(tempstr, TRUE);
}
if (x->_iMiscId >= IMISC_USEFIRST && x->_iMiscId <= IMISC_USELAST) {
PrintItemOil(x->_iMiscId);
strcpy(tempstr, "Right-click to use");
AddPanelString(tempstr, TRUE);
}
if (x->_iMiscId > IMISC_OILFIRST && x->_iMiscId < IMISC_OILLAST) {
PrintItemOil(x->_iMiscId);
strcpy(tempstr, "Right click to use");
AddPanelString(tempstr, TRUE);
}
if (x->_iMiscId > IMISC_RUNEFIRST && x->_iMiscId < IMISC_RUNELAST) {
PrintItemOil(x->_iMiscId);
strcpy(tempstr, "Right click to use");
AddPanelString(tempstr, TRUE);
}
if (x->_iMiscId == IMISC_BOOK) {
strcpy(tempstr, "Right-click to read");
AddPanelString(tempstr, TRUE);
}
if (x->_iMiscId == IMISC_NOTE) {
strcpy(tempstr, "Right click to read");
AddPanelString(tempstr, TRUE);
}
if (x->_iMiscId == IMISC_MAPOFDOOM) {
strcpy(tempstr, "Right-click to view");
AddPanelString(tempstr, TRUE);
}
if (x->_iMiscId == IMISC_EAR) {
sprintf(tempstr, "Level : %i", x->_ivalue);
AddPanelString(tempstr, TRUE);
}
if (x->_iMiscId == IMISC_AURIC) {
sprintf(tempstr, "Doubles gold capacity");
AddPanelString(tempstr, TRUE);
}
}
void PrintItemDetails(ItemStruct *x)
{
char str, dex;
BYTE mag;
if (x->_iClass == ICLASS_WEAPON) {
if (x->_iMinDam == x->_iMaxDam) {
if (x->_iMaxDur == DUR_INDESTRUCTIBLE)
sprintf(tempstr, "damage: %i Indestructible", x->_iMinDam);
else
sprintf(tempstr, "damage: %i Dur: %i/%i", x->_iMinDam, x->_iDurability, x->_iMaxDur);
} else {
if (x->_iMaxDur == DUR_INDESTRUCTIBLE)
sprintf(tempstr, "damage: %i-%i Indestructible", x->_iMinDam, x->_iMaxDam);
else
sprintf(tempstr, "damage: %i-%i Dur: %i/%i", x->_iMinDam, x->_iMaxDam, x->_iDurability, x->_iMaxDur);
}
AddPanelString(tempstr, TRUE);
}
if (x->_iClass == ICLASS_ARMOR) {
if (x->_iMaxDur == DUR_INDESTRUCTIBLE)
sprintf(tempstr, "armor: %i Indestructible", x->_iAC);
else
sprintf(tempstr, "armor: %i Dur: %i/%i", x->_iAC, x->_iDurability, x->_iMaxDur);
AddPanelString(tempstr, TRUE);
}
if (x->_iMiscId == IMISC_STAFF && x->_iMaxCharges) {
if (x->_iMinDam == x->_iMaxDam)
sprintf(tempstr, "dam: %i Dur: %i/%i", x->_iMinDam, x->_iDurability, x->_iMaxDur);
else
sprintf(tempstr, "dam: %i-%i Dur: %i/%i", x->_iMinDam, x->_iMaxDam, x->_iDurability, x->_iMaxDur);
sprintf(tempstr, "Charges: %i/%i", x->_iCharges, x->_iMaxCharges);
AddPanelString(tempstr, TRUE);
}
if (x->_iPrePower != -1) {
PrintItemPower(x->_iPrePower, x);
AddPanelString(tempstr, TRUE);
}
if (x->_iSufPower != -1) {
PrintItemPower(x->_iSufPower, x);
AddPanelString(tempstr, TRUE);
}
if (x->_iMagical == ITEM_QUALITY_UNIQUE) {
AddPanelString("unique item", TRUE);
uitemflag = TRUE;
curruitem = *x;
}
PrintItemMisc(x);
mag = x->_iMinMag;
dex = x->_iMinDex;
str = x->_iMinStr;
if (mag + dex + str) {
strcpy(tempstr, "Required:");
if (x->_iMinStr)
sprintf(tempstr, "%s %i Str", tempstr, x->_iMinStr);
if (x->_iMinMag)
sprintf(tempstr, "%s %i Mag", tempstr, x->_iMinMag);
if (x->_iMinDex)
sprintf(tempstr, "%s %i Dex", tempstr, x->_iMinDex);
AddPanelString(tempstr, TRUE);
}
pinfoflag = TRUE;
}
void PrintItemDur(ItemStruct *x)
{
char str, dex;
BYTE mag;
if (x->_iClass == ICLASS_WEAPON) {
if (x->_iMinDam == x->_iMaxDam) {
if (x->_iMaxDur == DUR_INDESTRUCTIBLE)
sprintf(tempstr, "damage: %i Indestructible", x->_iMinDam);
else
sprintf(tempstr, "damage: %i Dur: %i/%i", x->_iMinDam, x->_iDurability, x->_iMaxDur);
} else {
if (x->_iMaxDur == DUR_INDESTRUCTIBLE)
sprintf(tempstr, "damage: %i-%i Indestructible", x->_iMinDam, x->_iMaxDam);
else
sprintf(tempstr, "damage: %i-%i Dur: %i/%i", x->_iMinDam, x->_iMaxDam, x->_iDurability, x->_iMaxDur);
}
AddPanelString(tempstr, TRUE);
if (x->_iMiscId == IMISC_STAFF && x->_iMaxCharges) {
sprintf(tempstr, "Charges: %i/%i", x->_iCharges, x->_iMaxCharges);
AddPanelString(tempstr, TRUE);
}
if (x->_iMagical != ITEM_QUALITY_NORMAL)
AddPanelString("Not Identified", TRUE);
}
if (x->_iClass == ICLASS_ARMOR) {
if (x->_iMaxDur == DUR_INDESTRUCTIBLE)
sprintf(tempstr, "armor: %i Indestructible", x->_iAC);
else
sprintf(tempstr, "armor: %i Dur: %i/%i", x->_iAC, x->_iDurability, x->_iMaxDur);
AddPanelString(tempstr, TRUE);
if (x->_iMagical != ITEM_QUALITY_NORMAL)
AddPanelString("Not Identified", TRUE);
if (x->_iMiscId == IMISC_STAFF && x->_iMaxCharges) {
sprintf(tempstr, "Charges: %i/%i", x->_iCharges, x->_iMaxCharges);
AddPanelString(tempstr, TRUE);
}
}
if (x->_itype == ITYPE_RING || x->_itype == ITYPE_AMULET)
AddPanelString("Not Identified", TRUE);
PrintItemMisc(x);
str = x->_iMinStr;
mag = x->_iMinMag;
dex = x->_iMinDex;
if (str + mag + dex) {
strcpy(tempstr, "Required:");
if (x->_iMinStr)
sprintf(tempstr, "%s %i Str", tempstr, x->_iMinStr);
if (x->_iMinMag)
sprintf(tempstr, "%s %i Mag", tempstr, x->_iMinMag);
if (x->_iMinDex)
sprintf(tempstr, "%s %i Dex", tempstr, x->_iMinDex);
AddPanelString(tempstr, TRUE);
}
pinfoflag = TRUE;
}
void UseItem(int p, int Mid, int spl)
{
int l, j;
switch (Mid) {
case IMISC_HEAL:
case IMISC_FOOD:
j = plr[p]._pMaxHP >> 8;
l = ((j >> 1) + random_(39, j)) << 6;
if (plr[p]._pClass == PC_WARRIOR || plr[p]._pClass == PC_BARBARIAN)
l <<= 1;
if (plr[p]._pClass == PC_ROGUE || plr[p]._pClass == PC_MONK || plr[p]._pClass == PC_BARD)
l += l >> 1;
plr[p]._pHitPoints += l;
if (plr[p]._pHitPoints > plr[p]._pMaxHP)
plr[p]._pHitPoints = plr[p]._pMaxHP;
plr[p]._pHPBase += l;
if (plr[p]._pHPBase > plr[p]._pMaxHPBase)
plr[p]._pHPBase = plr[p]._pMaxHPBase;
drawhpflag = TRUE;
break;
case IMISC_FULLHEAL:
plr[p]._pHitPoints = plr[p]._pMaxHP;
plr[p]._pHPBase = plr[p]._pMaxHPBase;
drawhpflag = TRUE;
break;
case IMISC_MANA:
j = plr[p]._pMaxMana >> 8;
l = ((j >> 1) + random_(40, j)) << 6;
if (plr[p]._pClass == PC_SORCERER)
l <<= 1;
if (plr[p]._pClass == PC_ROGUE || plr[p]._pClass == PC_MONK || plr[p]._pClass == PC_BARD)
l += l >> 1;
if (!(plr[p]._pIFlags & ISPL_NOMANA)) {
plr[p]._pMana += l;
if (plr[p]._pMana > plr[p]._pMaxMana)
plr[p]._pMana = plr[p]._pMaxMana;
plr[p]._pManaBase += l;
if (plr[p]._pManaBase > plr[p]._pMaxManaBase)
plr[p]._pManaBase = plr[p]._pMaxManaBase;
drawmanaflag = TRUE;
}
break;
case IMISC_FULLMANA:
if (!(plr[p]._pIFlags & ISPL_NOMANA)) {
plr[p]._pMana = plr[p]._pMaxMana;
plr[p]._pManaBase = plr[p]._pMaxManaBase;
drawmanaflag = TRUE;
}
break;
case IMISC_ELIXSTR:
ModifyPlrStr(p, 1);
break;
case IMISC_ELIXMAG:
ModifyPlrMag(p, 1);
if (gbIsHellfire) {
plr[p]._pMana = plr[p]._pMaxMana;
plr[p]._pManaBase = plr[p]._pMaxManaBase;
drawmanaflag = TRUE;
}
break;
case IMISC_ELIXDEX:
ModifyPlrDex(p, 1);
break;
case IMISC_ELIXVIT:
ModifyPlrVit(p, 1);
if (gbIsHellfire) {
plr[p]._pHitPoints = plr[p]._pMaxHP;
plr[p]._pHPBase = plr[p]._pMaxHPBase;
drawhpflag = TRUE;
}
break;
case IMISC_REJUV:
j = plr[p]._pMaxHP >> 8;
l = ((j >> 1) + random_(39, j)) << 6;
if (plr[p]._pClass == PC_WARRIOR || plr[p]._pClass == PC_BARBARIAN)
l <<= 1;
if (plr[p]._pClass == PC_ROGUE)
l += l >> 1;
plr[p]._pHitPoints += l;
if (plr[p]._pHitPoints > plr[p]._pMaxHP)
plr[p]._pHitPoints = plr[p]._pMaxHP;
plr[p]._pHPBase += l;
if (plr[p]._pHPBase > plr[p]._pMaxHPBase)
plr[p]._pHPBase = plr[p]._pMaxHPBase;
drawhpflag = TRUE;
j = plr[p]._pMaxMana >> 8;
l = ((j >> 1) + random_(40, j)) << 6;
if (plr[p]._pClass == PC_SORCERER)
l <<= 1;
if (plr[p]._pClass == PC_ROGUE)
l += l >> 1;
if (!(plr[p]._pIFlags & ISPL_NOMANA)) {
plr[p]._pMana += l;
if (plr[p]._pMana > plr[p]._pMaxMana)
plr[p]._pMana = plr[p]._pMaxMana;
plr[p]._pManaBase += l;
if (plr[p]._pManaBase > plr[p]._pMaxManaBase)
plr[p]._pManaBase = plr[p]._pMaxManaBase;
drawmanaflag = TRUE;
}
break;
case IMISC_FULLREJUV:
plr[p]._pHitPoints = plr[p]._pMaxHP;
plr[p]._pHPBase = plr[p]._pMaxHPBase;
drawhpflag = TRUE;
if (!(plr[p]._pIFlags & ISPL_NOMANA)) {
plr[p]._pMana = plr[p]._pMaxMana;
plr[p]._pManaBase = plr[p]._pMaxManaBase;
drawmanaflag = TRUE;
}
break;
case IMISC_SCROLL:
if (spelldata[spl].sTargeted) {
plr[p]._pTSpell = spl;
plr[p]._pTSplType = RSPLTYPE_INVALID;
if (p == myplr)
NewCursor(CURSOR_TELEPORT);
} else {
ClrPlrPath(p);
plr[p]._pSpell = spl;
plr[p]._pSplType = RSPLTYPE_INVALID;
plr[p]._pSplFrom = 3;
plr[p].destAction = ACTION_SPELL;
plr[p].destParam1 = cursmx;
plr[p].destParam2 = cursmy;
if (p == myplr && spl == SPL_NOVA)
NetSendCmdLoc(TRUE, CMD_NOVA, cursmx, cursmy);
}
break;
case IMISC_SCROLLT:
if (spelldata[spl].sTargeted) {
plr[p]._pTSpell = spl;
plr[p]._pTSplType = RSPLTYPE_INVALID;
if (p == myplr)
NewCursor(CURSOR_TELEPORT);
} else {
ClrPlrPath(p);
plr[p]._pSpell = spl;
plr[p]._pSplType = RSPLTYPE_INVALID;
plr[p]._pSplFrom = 3;
plr[p].destAction = ACTION_SPELL;
plr[p].destParam1 = cursmx;
plr[p].destParam2 = cursmy;
}
break;
case IMISC_BOOK:
plr[p]._pMemSpells |= SPELLBIT(spl);
if (plr[p]._pSplLvl[spl] < MAX_SPELL_LEVEL)
plr[p]._pSplLvl[spl]++;
plr[p]._pMana += spelldata[spl].sManaCost << 6;
if (plr[p]._pMana > plr[p]._pMaxMana)
plr[p]._pMana = plr[p]._pMaxMana;
plr[p]._pManaBase += spelldata[spl].sManaCost << 6;
if (plr[p]._pManaBase > plr[p]._pMaxManaBase)
plr[p]._pManaBase = plr[p]._pMaxManaBase;
if (p == myplr)
CalcPlrBookVals(p);
drawmanaflag = TRUE;
break;
case IMISC_MAPOFDOOM:
doom_init();
break;
case IMISC_OILACC:
case IMISC_OILMAST:
case IMISC_OILSHARP:
case IMISC_OILDEATH:
case IMISC_OILSKILL:
case IMISC_OILBSMTH:
case IMISC_OILFORT:
case IMISC_OILPERM:
case IMISC_OILHARD:
case IMISC_OILIMP:
plr[p]._pOilType = Mid;
if (p != myplr) {
return;
}
if (sbookflag) {
sbookflag = FALSE;
}
if (!invflag) {
invflag = TRUE;
}
NewCursor(CURSOR_OIL);
break;
case IMISC_SPECELIX:
ModifyPlrStr(p, 3);
ModifyPlrMag(p, 3);
ModifyPlrDex(p, 3);
ModifyPlrVit(p, 3);
break;
case IMISC_RUNEF:
plr[p]._pTSpell = SPL_RUNEFIRE;
plr[p]._pTSplType = RSPLTYPE_INVALID;
if (p == myplr)
NewCursor(CURSOR_TELEPORT);
break;
case IMISC_RUNEL:
plr[p]._pTSpell = SPL_RUNELIGHT;
plr[p]._pTSplType = RSPLTYPE_INVALID;
if (p == myplr)
NewCursor(CURSOR_TELEPORT);
break;
case IMISC_GR_RUNEL:
plr[p]._pTSpell = SPL_RUNENOVA;
plr[p]._pTSplType = RSPLTYPE_INVALID;
if (p == myplr)
NewCursor(CURSOR_TELEPORT);
break;
case IMISC_GR_RUNEF:
plr[p]._pTSpell = SPL_RUNEIMMOLAT;
plr[p]._pTSplType = RSPLTYPE_INVALID;
if (p == myplr)
NewCursor(CURSOR_TELEPORT);
break;
case IMISC_RUNES:
plr[p]._pTSpell = SPL_RUNESTONE;
plr[p]._pTSplType = RSPLTYPE_INVALID;
if (p == myplr)
NewCursor(CURSOR_TELEPORT);
break;
}
}
BOOL StoreStatOk(ItemStruct *h)
{
BOOL sf;
sf = TRUE;
if (plr[myplr]._pStrength < h->_iMinStr)
sf = FALSE;
if (plr[myplr]._pMagic < h->_iMinMag)
sf = FALSE;
if (plr[myplr]._pDexterity < h->_iMinDex)
sf = FALSE;
return sf;
}
BOOL SmithItemOk(int i)
{
BOOL rv;
rv = TRUE;
if (AllItemsList[i].itype == ITYPE_MISC)
rv = FALSE;
if (AllItemsList[i].itype == ITYPE_GOLD)
rv = FALSE;
if (AllItemsList[i].itype == ITYPE_FOOD)
rv = FALSE;
if (AllItemsList[i].itype == ITYPE_STAFF && (!gbIsHellfire || AllItemsList[i].iSpell))
rv = FALSE;
if (AllItemsList[i].itype == ITYPE_RING)
rv = FALSE;
if (AllItemsList[i].itype == ITYPE_AMULET)
rv = FALSE;
return rv;
}
int RndSmithItem(int lvl)
{
int i, ri;
int ril[512];
ri = 0;
for (i = 1; AllItemsList[i].iLoc != ILOC_INVALID; i++) {
if (ShouldSkipItem(i))
continue;
if (AllItemsList[i].iRnd != IDROP_NEVER && SmithItemOk(i) && lvl >= AllItemsList[i].iMinMLvl
&& ri < 512) {
ril[ri] = i;
ri++;
if (AllItemsList[i].iRnd == IDROP_DOUBLE
&& ri < 512) {
ril[ri] = i;
ri++;
}
}
}
return ril[random_(50, ri)] + 1;
}
void BubbleSwapItem(ItemStruct *a, ItemStruct *b)
{
ItemStruct h;
h = *a;
*a = *b;
*b = h;
}
void SortSmith()
{
int j, k;
BOOL sorted;
j = 0;
while (smithitem[j + 1]._itype != ITYPE_NONE) {
j++;
}
sorted = FALSE;
while (j > 0 && !sorted) {
sorted = TRUE;
for (k = 0; k < j; k++) {
if (smithitem[k].IDidx > smithitem[k + 1].IDidx) {
BubbleSwapItem(&smithitem[k], &smithitem[k + 1]);
sorted = FALSE;
}
}
j--;
}
}
void SpawnSmith(int lvl)
{
int i, iCnt, idata;
int maxValue, maxItems;
ItemStruct holditem;
holditem = item[0];
if (gbIsHellfire) {
maxValue = 200000;
maxItems = 25;
} else {
maxValue = 140000;
maxItems = 20;
}
iCnt = random_(50, maxItems - 10) + 10;
for (i = 0; i < iCnt; i++) {
do {
item[0]._iSeed = GetRndSeed();
SetRndSeed(item[0]._iSeed);
idata = RndSmithItem(lvl) - 1;
GetItemAttrs(0, idata, lvl);
} while (item[0]._iIvalue > maxValue);
smithitem[i] = item[0];
smithitem[i]._iCreateInfo = lvl | CF_SMITH;
smithitem[i]._iIdentified = TRUE;
smithitem[i]._iStatFlag = StoreStatOk(&smithitem[i]);
}
for (i = iCnt; i < SMITH_ITEMS; i++)
smithitem[i]._itype = ITYPE_NONE;
SortSmith();
item[0] = holditem;
}
BOOL PremiumItemOk(int i)
{
BOOL rv;
rv = TRUE;
if (AllItemsList[i].itype == ITYPE_MISC)
rv = FALSE;
if (AllItemsList[i].itype == ITYPE_GOLD)
rv = FALSE;
if (AllItemsList[i].itype == ITYPE_FOOD)
rv = FALSE;
if (!gbIsHellfire && AllItemsList[i].itype == ITYPE_STAFF)
rv = FALSE;
if (gbMaxPlayers != 1) {
if (AllItemsList[i].iMiscId == IMISC_OILOF)
rv = FALSE;
if (AllItemsList[i].itype == ITYPE_RING)
rv = FALSE;
if (AllItemsList[i].itype == ITYPE_AMULET)
rv = FALSE;
}
return rv;
}
int RndPremiumItem(int minlvl, int maxlvl)
{
int i, ri;
int ril[512];
ri = 0;
for (i = 1; AllItemsList[i].iLoc != ILOC_INVALID; i++) {
if (ShouldSkipItem(i))
continue;
if (AllItemsList[i].iRnd != IDROP_NEVER) {
if (PremiumItemOk(i)) {
if (AllItemsList[i].iMinMLvl >= minlvl && AllItemsList[i].iMinMLvl <= maxlvl && ri < 512) {
ril[ri] = i;
ri++;
}
}
}
}
return ril[random_(50, ri)] + 1;
}
static void SpawnOnePremium(int i, int plvl, int myplr)
{
int itype;
ItemStruct holditem;
holditem = item[0];
int ivalue;
int count = 0;
int strength = get_max_strength(plr[myplr]._pClass);
int dexterity = get_max_dexterity(plr[myplr]._pClass);
int magic = get_max_magic(plr[myplr]._pClass);
if (strength < plr[myplr]._pStrength) {
strength = plr[myplr]._pStrength;
}
strength *= 1.2;
if (dexterity < plr[myplr]._pDexterity) {
dexterity = plr[myplr]._pDexterity;
}
dexterity *= 1.2;
if (magic < plr[myplr]._pMagic) {
magic = plr[myplr]._pMagic;
}
magic *= 1.2;
if (plvl > 30)
plvl = 30;
if (plvl < 1)
plvl = 1;
int maxValue = gbIsHellfire ? 200000 : 140000;
do {
item[0]._iSeed = GetRndSeed();
SetRndSeed(item[0]._iSeed);
itype = RndPremiumItem(plvl >> 2, plvl) - 1;
GetItemAttrs(0, itype, plvl);
GetItemBonus(0, itype, plvl >> 1, plvl, TRUE, FALSE);
if (!gbIsHellfire) {
if (item[0]._iIvalue > maxValue)
continue;
break;
}
ivalue = 0;
switch (item[0]._itype) {
case ITYPE_LARMOR:
case ITYPE_MARMOR:
case ITYPE_HARMOR:
ivalue = get_armor_max_value(myplr);
break;
case ITYPE_SHIELD:
ivalue = get_shield_max_value(myplr);
break;
case ITYPE_AXE:
ivalue = get_axe_max_value(myplr);
break;
case ITYPE_BOW:
ivalue = get_bow_max_value(myplr);
break;
case ITYPE_MACE:
ivalue = get_mace_max_value(myplr);
break;
case ITYPE_SWORD:
ivalue = get_sword_max_value(myplr);
break;
case ITYPE_HELM:
ivalue = get_helm_max_value(myplr);
break;
case ITYPE_STAFF:
ivalue = get_staff_max_value(myplr);
break;
case ITYPE_RING:
ivalue = get_ring_max_value(myplr);
break;
case ITYPE_AMULET:
ivalue = get_amulet_max_value(myplr);
break;
}
ivalue *= 0.8;
count++;
} while ((item[0]._iIvalue > maxValue
|| item[0]._iMinStr > strength
|| item[0]._iMinMag > magic
|| item[0]._iMinDex > dexterity
|| item[0]._iIvalue < ivalue)
&& count < 150);
premiumitem[i] = item[0];
premiumitem[i]._iCreateInfo = plvl | CF_SMITHPREMIUM;
premiumitem[i]._iIdentified = TRUE;
premiumitem[i]._iStatFlag = StoreStatOk(&premiumitem[i]);
item[0] = holditem;
}
void SpawnPremium(int pnum)
{
int i;
int lvl = plr[pnum]._pLevel;
int maxItems = gbIsHellfire ? SMITH_PREMIUM_ITEMS : 6;
if (numpremium < maxItems) {
for (i = 0; i < maxItems; i++) {
if (premiumitem[i]._itype == ITYPE_NONE) {
int plvl = premiumlevel + (gbIsHellfire ? premiumLvlAddHellfire[i] : premiumlvladd[i]);
SpawnOnePremium(i, plvl, pnum);
}
}
numpremium = maxItems;
}
while (premiumlevel < lvl) {
premiumlevel++;
if (gbIsHellfire) {
premiumitem[0] = premiumitem[3];
premiumitem[1] = premiumitem[4];
premiumitem[2] = premiumitem[5];
premiumitem[3] = premiumitem[6];
premiumitem[4] = premiumitem[7];
premiumitem[5] = premiumitem[8];
premiumitem[6] = premiumitem[9];
premiumitem[7] = premiumitem[10];
premiumitem[8] = premiumitem[11];
premiumitem[9] = premiumitem[12];
SpawnOnePremium(10, premiumlevel + premiumLvlAddHellfire[10], pnum);
premiumitem[11] = premiumitem[13];
SpawnOnePremium(12, premiumlevel + premiumLvlAddHellfire[12], pnum);
premiumitem[13] = premiumitem[14];
SpawnOnePremium(14, premiumlevel + premiumLvlAddHellfire[14], pnum);
} else {
premiumitem[0] = premiumitem[2];
premiumitem[1] = premiumitem[3];
premiumitem[2] = premiumitem[4];
SpawnOnePremium(3, premiumlevel + premiumlvladd[3], pnum);
premiumitem[4] = premiumitem[5];
SpawnOnePremium(5, premiumlevel + premiumlvladd[5], pnum);
}
}
}
BOOL WitchItemOk(int i)
{
BOOL rv;
rv = FALSE;
if (AllItemsList[i].itype == ITYPE_MISC)
rv = TRUE;
if (AllItemsList[i].itype == ITYPE_STAFF)
rv = TRUE;
if (AllItemsList[i].iMiscId == IMISC_MANA)
rv = FALSE;
if (AllItemsList[i].iMiscId == IMISC_FULLMANA)
rv = FALSE;
if (AllItemsList[i].iSpell == SPL_TOWN)
rv = FALSE;
if (AllItemsList[i].iMiscId == IMISC_FULLHEAL)
rv = FALSE;
if (AllItemsList[i].iMiscId == IMISC_HEAL)
rv = FALSE;
if (AllItemsList[i].iMiscId > IMISC_OILFIRST && AllItemsList[i].iMiscId < IMISC_OILLAST)
rv = FALSE;
if (AllItemsList[i].iSpell == SPL_RESURRECT && gbMaxPlayers == 1)
rv = FALSE;
if (AllItemsList[i].iSpell == SPL_HEALOTHER && gbMaxPlayers == 1)
rv = FALSE;
return rv;
}
int RndWitchItem(int lvl)
{
int i, ri;
int ril[512];
ri = 0;
for (i = 1; AllItemsList[i].iLoc != ILOC_INVALID; i++) {
if (ShouldSkipItem(i))
continue;
if (AllItemsList[i].iRnd != IDROP_NEVER && WitchItemOk(i) && lvl >= AllItemsList[i].iMinMLvl
&& ri < 512) {
ril[ri] = i;
ri++;
}
}
return ril[random_(51, ri)] + 1;
}
void SortWitch()
{
int j, k;
BOOL sorted;
j = 3;
while (witchitem[j + 1]._itype != ITYPE_NONE) {
j++;
}
sorted = FALSE;
while (j > 3 && !sorted) {
sorted = TRUE;
for (k = 3; k < j; k++) {
if (witchitem[k].IDidx > witchitem[k + 1].IDidx) {
BubbleSwapItem(&witchitem[k], &witchitem[k + 1]);
sorted = FALSE;
}
}
j--;
}
}
void WitchBookLevel(int ii)
{
int slvl;
if (witchitem[ii]._iMiscId == IMISC_BOOK) {
witchitem[ii]._iMinMag = spelldata[witchitem[ii]._iSpell].sMinInt;
slvl = plr[myplr]._pSplLvl[witchitem[ii]._iSpell];
while (slvl) {
witchitem[ii]._iMinMag += 20 * witchitem[ii]._iMinMag / 100;
slvl--;
if (witchitem[ii]._iMinMag + 20 * witchitem[ii]._iMinMag / 100 > 255) {
witchitem[ii]._iMinMag = 255;
slvl = 0;
}
}
}
}
void SpawnWitch(int lvl)
{
int i, j, iCnt;
int idata, maxlvl, maxValue;
j = 3;
GetItemAttrs(0, IDI_MANA, 1);
witchitem[0] = item[0];
witchitem[0]._iCreateInfo = lvl;
witchitem[0]._iStatFlag = TRUE;
GetItemAttrs(0, IDI_FULLMANA, 1);
witchitem[1] = item[0];
witchitem[1]._iCreateInfo = lvl;
witchitem[1]._iStatFlag = TRUE;
GetItemAttrs(0, IDI_PORTAL, 1);
witchitem[2] = item[0];
witchitem[2]._iCreateInfo = lvl;
witchitem[2]._iStatFlag = TRUE;
if (gbIsHellfire) {
iCnt = random_(51, WITCH_ITEMS - 10) + 10;
maxValue = 200000;
int bCnt;
int books = random_(3, 4);
for (i = 114, bCnt = 0; i <= 117 && bCnt < books; ++i) {
if (WitchItemOk(i)
&& lvl >= AllItemsList[i].iMinMLvl) {
item[0]._iSeed = GetRndSeed();
SetRndSeed(item[0]._iSeed);
volatile int junk = random_(0, 1);
GetItemAttrs(0, i, lvl);
witchitem[j] = item[0];
witchitem[j]._iCreateInfo = lvl | CF_WITCH;
witchitem[j]._iIdentified = TRUE;
WitchBookLevel(j);
witchitem[j]._iStatFlag = StoreStatOk(&witchitem[j]);
j++;
bCnt++;
}
}
} else {
iCnt = random_(51, WITCH_ITEMS - 12) + 10;
maxValue = 140000;
}
for (i = j; i < iCnt; i++) {
do {
item[0]._iSeed = GetRndSeed();
SetRndSeed(item[0]._iSeed);
idata = RndWitchItem(lvl) - 1;
GetItemAttrs(0, idata, lvl);
maxlvl = -1;
if (random_(51, 100) <= 5)
maxlvl = 2 * lvl;
if (maxlvl == -1 && item[0]._iMiscId == IMISC_STAFF)
maxlvl = 2 * lvl;
if (maxlvl != -1)
GetItemBonus(0, idata, maxlvl >> 1, maxlvl, TRUE, TRUE);
} while (item[0]._iIvalue > maxValue);
witchitem[i] = item[0];
witchitem[i]._iCreateInfo = lvl | CF_WITCH;
witchitem[i]._iIdentified = TRUE;
WitchBookLevel(i);
witchitem[i]._iStatFlag = StoreStatOk(&witchitem[i]);
}
for (i = iCnt; i < WITCH_ITEMS; i++)
witchitem[i]._itype = ITYPE_NONE;
SortWitch();
}
int RndBoyItem(int lvl)
{
int i, ri;
int ril[512];
ri = 0;
for (i = 1; AllItemsList[i].iLoc != ILOC_INVALID; i++) {
if (ShouldSkipItem(i))
continue;
if (AllItemsList[i].iRnd != IDROP_NEVER && PremiumItemOk(i) && lvl >= AllItemsList[i].iMinMLvl
&& ri < 512) {
ril[ri] = i;
ri++;
}
}
return ril[random_(49, ri)] + 1;
}
void SpawnBoy(int lvl)
{
int itype;
#ifdef HELLFIRE
int ivalue;
int count = 0;
int strength = get_max_strength(plr[myplr]._pClass);
int dexterity = get_max_dexterity(plr[myplr]._pClass);
int magic = get_max_magic(plr[myplr]._pClass);
int pc = plr[myplr]._pClass;
if (strength < plr[myplr]._pStrength) {
strength = plr[myplr]._pStrength;
}
strength *= 1.2;
if (dexterity < plr[myplr]._pDexterity) {
dexterity = plr[myplr]._pDexterity;
}
dexterity *= 1.2;
if (magic < plr[myplr]._pMagic) {
magic = plr[myplr]._pMagic;
}
magic *= 1.2;
#endif
if (boylevel < (lvl >> 1) || boyitem._itype == ITYPE_NONE) {
int maxValue = gbIsHellfire ? 200000 : 140000;
do {
item[0]._iSeed = GetRndSeed();
SetRndSeed(item[0]._iSeed);
itype = RndBoyItem(lvl) - 1;
GetItemAttrs(0, itype, lvl);
GetItemBonus(0, itype, lvl, 2 * lvl, TRUE, TRUE);
#ifdef HELLFIRE
ivalue = 0;
int itemType = item[0]._itype;
switch (itemType) {
case ITYPE_LARMOR:
case ITYPE_MARMOR:
case ITYPE_HARMOR:
ivalue = get_armor_max_value(myplr);
break;
case ITYPE_SHIELD:
ivalue = get_shield_max_value(myplr);
break;
case ITYPE_AXE:
ivalue = get_axe_max_value(myplr);
break;
case ITYPE_BOW:
ivalue = get_bow_max_value(myplr);
break;
case ITYPE_MACE:
ivalue = get_mace_max_value(myplr);
break;
case ITYPE_SWORD:
ivalue = get_sword_max_value(myplr);
break;
case ITYPE_HELM:
ivalue = get_helm_max_value(myplr);
break;
case ITYPE_STAFF:
ivalue = get_staff_max_value(myplr);
break;
case ITYPE_RING:
ivalue = get_ring_max_value(myplr);
break;
case ITYPE_AMULET:
ivalue = get_amulet_max_value(myplr);
break;
}
ivalue *= 0.8;
count++;
if (count < 200) {
switch (pc) {
case PC_WARRIOR:
if (itemType == ITYPE_BOW || itemType == ITYPE_STAFF)
ivalue = INT_MAX;
break;
case PC_ROGUE:
if (itemType == ITYPE_SWORD || itemType == ITYPE_STAFF || itemType == ITYPE_AXE || itemType == ITYPE_MACE || itemType == ITYPE_SHIELD)
ivalue = INT_MAX;
break;
case PC_SORCERER:
if (itemType == ITYPE_STAFF || itemType == ITYPE_AXE || itemType == ITYPE_BOW || itemType == ITYPE_MACE)
ivalue = INT_MAX;
break;
case PC_MONK:
if (itemType == ITYPE_BOW || itemType == ITYPE_MARMOR || itemType == ITYPE_SHIELD || itemType == ITYPE_MACE)
ivalue = INT_MAX;
break;
case PC_BARD:
if (itemType == ITYPE_AXE || itemType == ITYPE_MACE || itemType == ITYPE_STAFF)
ivalue = INT_MAX;
break;
case PC_BARBARIAN:
if (itemType == ITYPE_BOW || itemType == ITYPE_STAFF)
ivalue = INT_MAX;
break;
}
}
} while ((item[0]._iIvalue > maxValue
|| item[0]._iMinStr > strength
|| item[0]._iMinMag > magic
|| item[0]._iMinDex > dexterity
|| item[0]._iIvalue < ivalue)
&& count < 250);
#else
} while (item[0]._iIvalue > maxValue);
#endif
boyitem = item[0];
boyitem._iCreateInfo = lvl | CF_BOY;
boyitem._iIdentified = TRUE;
boyitem._iStatFlag = StoreStatOk(&boyitem);
boylevel = lvl >> 1;
}
}
BOOL HealerItemOk(int i)
{
BOOL result;
result = FALSE;
if (AllItemsList[i].itype != ITYPE_MISC)
return FALSE;
if (AllItemsList[i].iMiscId == IMISC_SCROLL && AllItemsList[i].iSpell == SPL_HEAL)
result = TRUE;
if (AllItemsList[i].iMiscId == IMISC_SCROLLT && AllItemsList[i].iSpell == SPL_RESURRECT && gbMaxPlayers != 1)
result = FALSE;
if (AllItemsList[i].iMiscId == IMISC_SCROLLT && AllItemsList[i].iSpell == SPL_HEALOTHER && gbMaxPlayers != 1)
result = TRUE;
if (gbMaxPlayers == 1) {
#ifdef HELLFIRE
if (AllItemsList[i].iMiscId == IMISC_ELIXSTR && plr[myplr]._pBaseStr < MaxStats[plr[myplr]._pClass][ATTRIB_STR])
result = TRUE;
else if (AllItemsList[i].iMiscId == IMISC_ELIXMAG && plr[myplr]._pBaseMag < MaxStats[plr[myplr]._pClass][ATTRIB_MAG])
result = TRUE;
else if (AllItemsList[i].iMiscId == IMISC_ELIXDEX && plr[myplr]._pBaseDex < MaxStats[plr[myplr]._pClass][ATTRIB_DEX])
result = TRUE;
else if (AllItemsList[i].iMiscId == IMISC_ELIXVIT && plr[myplr]._pBaseVit < MaxStats[plr[myplr]._pClass][ATTRIB_VIT])
result = TRUE;
}
if (AllItemsList[i].iMiscId == IMISC_FULLHEAL) // BUGFIX this is a duplicate with the wrong case
result = TRUE;
else if (AllItemsList[i].iMiscId == IMISC_REJUV)
result = TRUE;
else if (AllItemsList[i].iMiscId == IMISC_FULLREJUV)
result = TRUE;
else if (AllItemsList[i].iMiscId == IMISC_HEAL)
result = FALSE;
else if (AllItemsList[i].iMiscId == IMISC_FULLHEAL)
result = FALSE;
else if (AllItemsList[i].iMiscId == IMISC_MANA)
result = FALSE;
else if (AllItemsList[i].iMiscId == IMISC_FULLMANA)
result = FALSE;
#else
if (AllItemsList[i].iMiscId == IMISC_ELIXSTR)
result = TRUE;
if (AllItemsList[i].iMiscId == IMISC_ELIXMAG)
result = TRUE;
if (AllItemsList[i].iMiscId == IMISC_ELIXDEX)
result = TRUE;
if (AllItemsList[i].iMiscId == IMISC_ELIXVIT)
result = TRUE;
}
if (AllItemsList[i].iMiscId == IMISC_FULLHEAL) // BUGFIX this is a duplicate with the wrong case
result = TRUE;
if (AllItemsList[i].iMiscId == IMISC_REJUV)
result = TRUE;
if (AllItemsList[i].iMiscId == IMISC_FULLREJUV)
result = TRUE;
if (AllItemsList[i].iMiscId == IMISC_HEAL)
result = FALSE;
if (AllItemsList[i].iMiscId == IMISC_FULLHEAL)
result = FALSE;
if (AllItemsList[i].iMiscId == IMISC_MANA)
result = FALSE;
if (AllItemsList[i].iMiscId == IMISC_FULLMANA)
result = FALSE;
#endif
return result;
}
int RndHealerItem(int lvl)
{
int i, ri;
int ril[512];
ri = 0;
for (i = 1; AllItemsList[i].iLoc != ILOC_INVALID; i++) {
if (ShouldSkipItem(i))
continue;
if (AllItemsList[i].iRnd != IDROP_NEVER && HealerItemOk(i) && lvl >= AllItemsList[i].iMinMLvl
&& ri < 512) {
ril[ri] = i;
ri++;
}
}
return ril[random_(50, ri)] + 1;
}
void SortHealer()
{
int j, k;
BOOL sorted;
j = 2;
while (healitem[j + 1]._itype != ITYPE_NONE) {
j++;
}
sorted = FALSE;
while (j > 2 && !sorted) {
sorted = TRUE;
for (k = 2; k < j; k++) {
if (healitem[k].IDidx > healitem[k + 1].IDidx) {
BubbleSwapItem(&healitem[k], &healitem[k + 1]);
sorted = FALSE;
}
}
j--;
}
}
void SpawnHealer(int lvl)
{
int i, nsi, srnd, itype;
GetItemAttrs(0, IDI_HEAL, 1);
healitem[0] = item[0];
healitem[0]._iCreateInfo = lvl;
healitem[0]._iStatFlag = TRUE;
GetItemAttrs(0, IDI_FULLHEAL, 1);
healitem[1] = item[0];
healitem[1]._iCreateInfo = lvl;
healitem[1]._iStatFlag = TRUE;
if (gbMaxPlayers != 1) {
GetItemAttrs(0, IDI_RESURRECT, 1);
healitem[2] = item[0];
healitem[2]._iCreateInfo = lvl;
healitem[2]._iStatFlag = TRUE;
srnd = 3;
} else {
srnd = 2;
}
#ifdef HELLFIRE
nsi = random_(50, 10) + 10;
#else
nsi = random_(50, 8) + 10;
#endif
for (i = srnd; i < nsi; i++) {
item[0]._iSeed = GetRndSeed();
SetRndSeed(item[0]._iSeed);
itype = RndHealerItem(lvl) - 1;
GetItemAttrs(0, itype, lvl);
healitem[i] = item[0];
healitem[i]._iCreateInfo = lvl | CF_HEALER;
healitem[i]._iIdentified = TRUE;
healitem[i]._iStatFlag = StoreStatOk(&healitem[i]);
}
for (i = nsi; i < 20; i++) {
healitem[i]._itype = ITYPE_NONE;
}
SortHealer();
}
void SpawnStoreGold()
{
GetItemAttrs(0, IDI_GOLD, 1);
golditem = item[0];
golditem._iStatFlag = TRUE;
}
void RecreateSmithItem(int ii, int idx, int lvl, int iseed)
{
int itype;
SetRndSeed(iseed);
itype = RndSmithItem(lvl) - 1;
GetItemAttrs(ii, itype, lvl);
item[ii]._iSeed = iseed;
item[ii]._iCreateInfo = lvl | CF_SMITH;
item[ii]._iIdentified = TRUE;
}
void RecreatePremiumItem(int ii, int idx, int plvl, int iseed)
{
int itype;
SetRndSeed(iseed);
itype = RndPremiumItem(plvl >> 2, plvl) - 1;
GetItemAttrs(ii, itype, plvl);
GetItemBonus(ii, itype, plvl >> 1, plvl, TRUE, FALSE);
item[ii]._iSeed = iseed;
item[ii]._iCreateInfo = plvl | CF_SMITHPREMIUM;
item[ii]._iIdentified = TRUE;
}
void RecreateBoyItem(int ii, int idx, int lvl, int iseed)
{
int itype;
SetRndSeed(iseed);
itype = RndBoyItem(lvl) - 1;
GetItemAttrs(ii, itype, lvl);
GetItemBonus(ii, itype, lvl, 2 * lvl, TRUE, TRUE);
item[ii]._iSeed = iseed;
item[ii]._iCreateInfo = lvl | CF_BOY;
item[ii]._iIdentified = TRUE;
}
void RecreateWitchItem(int ii, int idx, int lvl, int iseed)
{
int iblvl, itype;
if (idx == IDI_MANA || idx == IDI_FULLMANA || idx == IDI_PORTAL) {
GetItemAttrs(ii, idx, lvl);
} else {
#ifdef HELLFIRE
if (idx >= 114 && idx <= 117) {
SetRndSeed(iseed);
volatile int hi_predelnik = random_(0, 1);
iblvl = lvl;
GetItemAttrs(ii, idx, iblvl);
} else {
#endif
SetRndSeed(iseed);
itype = RndWitchItem(lvl) - 1;
GetItemAttrs(ii, itype, lvl);
iblvl = -1;
if (random_(51, 100) <= 5)
iblvl = 2 * lvl;
if (iblvl == -1 && item[ii]._iMiscId == IMISC_STAFF)
iblvl = 2 * lvl;
if (iblvl != -1)
GetItemBonus(ii, itype, iblvl >> 1, iblvl, TRUE, TRUE);
#ifdef HELLFIRE
}
#endif
}
item[ii]._iSeed = iseed;
item[ii]._iCreateInfo = lvl | CF_WITCH;
item[ii]._iIdentified = TRUE;
}
void RecreateHealerItem(int ii, int idx, int lvl, int iseed)
{
int itype;
if (idx == IDI_HEAL || idx == IDI_FULLHEAL || idx == IDI_RESURRECT) {
GetItemAttrs(ii, idx, lvl);
} else {
SetRndSeed(iseed);
itype = RndHealerItem(lvl) - 1;
GetItemAttrs(ii, itype, lvl);
}
item[ii]._iSeed = iseed;
item[ii]._iCreateInfo = lvl | CF_HEALER;
item[ii]._iIdentified = TRUE;
}
void RecreateTownItem(int ii, int idx, WORD icreateinfo, int iseed, int ivalue)
{
if (icreateinfo & CF_SMITH)
RecreateSmithItem(ii, idx, icreateinfo & CF_LEVEL, iseed);
else if (icreateinfo & CF_SMITHPREMIUM)
RecreatePremiumItem(ii, idx, icreateinfo & CF_LEVEL, iseed);
else if (icreateinfo & CF_BOY)
RecreateBoyItem(ii, idx, icreateinfo & CF_LEVEL, iseed);
else if (icreateinfo & CF_WITCH)
RecreateWitchItem(ii, idx, icreateinfo & CF_LEVEL, iseed);
else if (icreateinfo & CF_HEALER)
RecreateHealerItem(ii, idx, icreateinfo & CF_LEVEL, iseed);
}
void RecalcStoreStats()
{
int i;
for (i = 0; i < SMITH_ITEMS; i++) {
if (smithitem[i]._itype != ITYPE_NONE) {
smithitem[i]._iStatFlag = StoreStatOk(&smithitem[i]);
}
}
for (i = 0; i < SMITH_PREMIUM_ITEMS; i++) {
if (premiumitem[i]._itype != ITYPE_NONE) {
premiumitem[i]._iStatFlag = StoreStatOk(&premiumitem[i]);
}
}
for (i = 0; i < 20; i++) {
if (witchitem[i]._itype != ITYPE_NONE) {
witchitem[i]._iStatFlag = StoreStatOk(&witchitem[i]);
}
}
for (i = 0; i < 20; i++) {
if (healitem[i]._itype != ITYPE_NONE) {
healitem[i]._iStatFlag = StoreStatOk(&healitem[i]);
}
}
boyitem._iStatFlag = StoreStatOk(&boyitem);
}
int ItemNoFlippy()
{
int r;
r = itemactive[numitems - 1];
item[r]._iAnimFrame = item[r]._iAnimLen;
item[r]._iAnimFlag = FALSE;
item[r]._iSelFlag = 1;
return r;
}
void CreateSpellBook(int x, int y, int ispell, BOOL sendmsg, BOOL delta)
{
int ii, idx;
BOOL done;
done = FALSE;
int lvl = currlevel;
if (gbIsHellfire) {
lvl = GetSpellBookLevel(ispell) + 1;
if (lvl < 1) {
return;
}
}
idx = RndTypeItems(ITYPE_MISC, IMISC_BOOK, lvl);
if (numitems < MAXITEMS) {
ii = itemavail[0];
GetSuperItemSpace(x, y, ii);
itemavail[0] = itemavail[MAXITEMS - numitems - 1];
itemactive[numitems] = ii;
while (!done) {
SetupAllItems(ii, idx, GetRndSeed(), 2 * lvl, 1, TRUE, FALSE, delta);
if (item[ii]._iMiscId == IMISC_BOOK && item[ii]._iSpell == ispell)
done = TRUE;
}
if (sendmsg)
NetSendCmdDItem(FALSE, ii);
if (delta)
DeltaAddItem(ii);
numitems++;
}
}
void CreateMagicArmor(int x, int y, int imisc, int icurs, BOOL sendmsg, BOOL delta)
{
int ii, idx;
BOOL done;
done = FALSE;
int curlv = items_get_currlevel();
if (numitems < MAXITEMS) {
ii = itemavail[0];
GetSuperItemSpace(x, y, ii);
itemavail[0] = itemavail[MAXITEMS - numitems - 1];
itemactive[numitems] = ii;
idx = RndTypeItems(imisc, IMISC_NONE, curlv);
while (!done) {
SetupAllItems(ii, idx, GetRndSeed(), 2 * curlv, 1, TRUE, FALSE, delta);
if (item[ii]._iCurs == icurs)
done = TRUE;
else
idx = RndTypeItems(imisc, IMISC_NONE, curlv);
}
if (sendmsg)
NetSendCmdDItem(FALSE, ii);
if (delta)
DeltaAddItem(ii);
numitems++;
}
}
void CreateAmulet(int x, int y, int curlv, BOOL sendmsg, BOOL delta)
{
int ii, idx;
BOOLEAN done;
done = FALSE;
if (numitems < MAXITEMS) {
ii = itemavail[0];
GetSuperItemSpace(x, y, ii);
itemavail[0] = itemavail[MAXITEMS - numitems - 1];
itemactive[numitems] = ii;
idx = RndTypeItems(ITYPE_AMULET, IMISC_AMULET, curlv);
while (!done) {
SetupAllItems(ii, idx, GetRndSeed(), 2 * curlv, 1, TRUE, FALSE, delta);
if (item[ii]._iCurs == ICURS_AMULET) {
done = TRUE;
} else {
idx = RndTypeItems(ITYPE_AMULET, IMISC_AMULET, curlv);
}
}
if (sendmsg)
NetSendCmdDItem(FALSE, ii);
if (delta)
DeltaAddItem(ii);
numitems++;
}
}
void CreateMagicWeapon(int x, int y, int imisc, int icurs, BOOL sendmsg, BOOL delta)
{
int ii, idx;
BOOL done;
int imid;
if (imisc == ITYPE_STAFF)
imid = IMISC_STAFF;
else
imid = IMISC_NONE;
int curlv = items_get_currlevel();
if (numitems < MAXITEMS) {
ii = itemavail[0];
GetSuperItemSpace(x, y, ii);
itemavail[0] = itemavail[MAXITEMS - numitems - 1];
itemactive[numitems] = ii;
idx = RndTypeItems(imisc, imid, curlv);
while (!done) {
SetupAllItems(ii, idx, GetRndSeed(), 2 * curlv, 1, TRUE, FALSE, delta);
if (item[ii]._iCurs == icurs)
done = TRUE;
else
idx = RndTypeItems(imisc, imid, curlv);
}
if (sendmsg)
NetSendCmdDItem(FALSE, ii);
if (delta)
DeltaAddItem(ii);
numitems++;
}
}
static void NextItemRecord(int i)
{
gnNumGetRecords--;
if (gnNumGetRecords == 0) {
return;
}
itemrecord[i].dwTimestamp = itemrecord[gnNumGetRecords].dwTimestamp;
itemrecord[i].nSeed = itemrecord[gnNumGetRecords].nSeed;
itemrecord[i].wCI = itemrecord[gnNumGetRecords].wCI;
itemrecord[i].nIndex = itemrecord[gnNumGetRecords].nIndex;
}
BOOL GetItemRecord(int nSeed, WORD wCI, int nIndex)
{
int i;
DWORD dwTicks;
dwTicks = SDL_GetTicks();
for (i = 0; i < gnNumGetRecords; i++) {
if (dwTicks - itemrecord[i].dwTimestamp > 6000) {
NextItemRecord(i);
i--;
} else if (nSeed == itemrecord[i].nSeed && wCI == itemrecord[i].wCI && nIndex == itemrecord[i].nIndex) {
return FALSE;
}
}
return TRUE;
}
void SetItemRecord(int nSeed, WORD wCI, int nIndex)
{
DWORD dwTicks;
dwTicks = SDL_GetTicks();
if (gnNumGetRecords == MAXITEMS) {
return;
}
itemrecord[gnNumGetRecords].dwTimestamp = dwTicks;
itemrecord[gnNumGetRecords].nSeed = nSeed;
itemrecord[gnNumGetRecords].wCI = wCI;
itemrecord[gnNumGetRecords].nIndex = nIndex;
gnNumGetRecords++;
}
void PutItemRecord(int nSeed, WORD wCI, int nIndex)
{
int i;
DWORD dwTicks;
dwTicks = SDL_GetTicks();
for (i = 0; i < gnNumGetRecords; i++) {
if (dwTicks - itemrecord[i].dwTimestamp > 6000) {
NextItemRecord(i);
i--;
} else if (nSeed == itemrecord[i].nSeed && wCI == itemrecord[i].wCI && nIndex == itemrecord[i].nIndex) {
NextItemRecord(i);
break;
}
}
}
DEVILUTION_END_NAMESPACE