/** * @file items.cpp * * Implementation of item functionality. */ #include "all.h" int itemactive[MAXITEMS]; BOOL uitemflag; int itemavail[MAXITEMS]; ItemStruct curruitem; ItemGetRecordStruct itemrecord[MAXITEMS]; ItemStruct item[MAXITEMS + 1]; BOOL itemhold[3][3]; BYTE *itemanims[ITEMTYPES]; BOOL UniqueItemFlag[128]; int numitems; int gnNumGetRecords; /* data */ BYTE ItemCAnimTbl[169] = { 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 }; char *ItemDropNames[ITEMTYPES] = { "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" }; BYTE ItemAnimLs[ITEMTYPES] = { 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 }; int ItemDropSnds[ITEMTYPES] = { 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 }; int ItemInvSnds[ITEMTYPES] = { 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 }; int idoppely = 16; int premiumlvladd[6] = { -1, -1, 0, 0, 1, 2 }; void InitItemGFX() { int i; char arglist[64]; for (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]) return FALSE; if (dPlayer[xp][yp]) return FALSE; if (dItem[xp][yp]) return FALSE; if (dObject[xp][yp]) 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; 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)) GetItemAttrs(i, IDI_HEAL, currlevel); else GetItemAttrs(i, IDI_MANA, currlevel); item[i]._iCreateInfo = currlevel - 0x8000; SetupItem(i); item[i]._iAnimFrame = item[i]._iAnimLen; item[i]._iAnimFlag = FALSE; item[i]._iSelFlag = 1; DeltaAddItem(i); numitems++; } } 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(QTYPE_INFRA)) SpawnRock(); if (QuestStatus(QTYPE_ANVIL)) SpawnQuestItem(IDI_ANVIL, 2 * setpc_x + 27, 2 * setpc_y + 27, 0, 1); if (currlevel > 0 && currlevel < 16) AddInitItems(); } 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 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; tac += itm->_iAC; maxd += itm->_iMaxDam; if (itm->_iSpell != SPL_NULL) { spl |= (unsigned __int64)1 << (itm->_iSpell - 1); } if (itm->_iMagical == ITEM_QUALITY_NORMAL || itm->_iIdentified) { bdam += itm->_iPLDam; btohit += itm->_iPLToHit; if (itm->_iPLAC) { int tmpac = itm->_iPLAC * itm->_iAC / 100; if (tmpac == 0) tmpac = 1; bac += tmpac; } dmod += itm->_iPLDamMod; iflgs |= itm->_iFlags; sadd += itm->_iPLStr; madd += itm->_iPLMag; dadd += itm->_iPLDex; vadd += itm->_iPLVit; fr += itm->_iPLFR; lr += itm->_iPLLR; mr += itm->_iPLMR; 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; } } 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]._pIGetHit = ghit; plr[p]._pIMinDam = mind; plr[p]._pIBonusDamMod = dmod; if (lrad < 2) { lrad = 2; } if (lrad > 15) { lrad = 15; } if (plr[p]._pLightRad != lrad && p == myplr) { ChangeLightRadius(plr[p]._plid, lrad); pvid = plr[p]._pvid; if (lrad >= 10) { ChangeVisionRadius(pvid, lrad); } else { ChangeVisionRadius(pvid, 10); } 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 { plr[p]._pDamageMod = plr[p]._pLevel * plr[p]._pStrength / 100; } plr[p]._pISpells = spl; // check if the current RSplType is a valid/allowed spell if (plr[p]._pRSplType == RSPLTYPE_CHARGES && !(spl & ((unsigned __int64)1 << (plr[p]._pRSpell - 1)))) { plr[p]._pRSpell = SPL_INVALID; plr[p]._pRSplType = RSPLTYPE_INVALID; force_redraw = 255; } plr[p]._pISplLvlAdd = spllvladd; plr[p]._pIEnAc = enac; if (iflgs & ISPL_ALLRESZERO) { // reset resistances to zero if the respective special effect is active mr = 0; fr = 0; lr = 0; } if (mr > 75) { mr = 75; } plr[p]._pMagResist = mr; if (fr > 75) { fr = 75; } plr[p]._pFireResist = fr; if (lr > 75) { lr = 75; } plr[p]._pLghtResist = lr; if (plr[p]._pClass == PC_WARRIOR) { vadd *= 2; } if (plr[p]._pClass == PC_ROGUE) { vadd += vadd >> 1; } ihp += (vadd << 6); if (plr[p]._pClass == PC_SORCERER) { madd *= 2; } if (plr[p]._pClass == PC_ROGUE) { madd += madd >> 1; } imana += (madd << 6); plr[p]._pHitPoints = ihp + plr[p]._pHPBase; plr[p]._pMaxHP = ihp + plr[p]._pMaxHPBase; 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; 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; 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++; } #ifndef SPAWN if (plr[p].InvBody[INVLOC_CHEST]._itype == ITYPE_MARMOR && plr[p].InvBody[INVLOC_CHEST]._iStatFlag) { g += ANIM_ID_MEDIUM_ARMOR; } if (plr[p].InvBody[INVLOC_CHEST]._itype == ITYPE_HARMOR && plr[p].InvBody[INVLOC_CHEST]._iStatFlag) { g += ANIM_ID_HEAVY_ARMOR; } #endif if (plr[p]._pgfxnum != g && Loadgfx) { plr[p]._pgfxnum = g; plr[p]._pGFXLoad = 0; LoadPlrGFX(p, PFILE_STAND); SetPlrAnims(p); d = plr[p]._pdir; // TODO: Add debug assert here ( plr[p]._pNAnim[d] != NULL ) 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; } } 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 |= (__int64)1 << (plr[p].InvList[i]._iSpell - 1); } } 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 |= (__int64)1 << (plr[p].SpdList[j]._iSpell - 1); } } if (plr[p]._pRSplType == RSPLTYPE_SCROLL) { if (!(plr[p]._pScrlSpells & 1 << (plr[p]._pRSpell - 1))) { plr[p]._pRSpell = SPL_INVALID; plr[p]._pRSplType = RSPLTYPE_INVALID; force_redraw = 255; } } } 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 |= (__int64)1 << (plr[p].InvBody[INVLOC_HAND_LEFT]._iSpell - 1); } } void CalcSelfItems(int pnum) { int i; PlayerStruct *p; BOOL sf, changeflag; int sa, ma, da; p = &plr[pnum]; sa = 0; ma = 0; da = 0; for (i = 0; i < NUM_INVLOC; i++) { if (p->InvBody[i]._itype != ITYPE_NONE) { p->InvBody[i]._iStatFlag = TRUE; if (p->InvBody[i]._iIdentified) { sa += p->InvBody[i]._iPLStr; ma += p->InvBody[i]._iPLMag; da += p->InvBody[i]._iPLDex; } } } do { changeflag = FALSE; for (i = 0; i < NUM_INVLOC; i++) { if (p->InvBody[i]._itype != ITYPE_NONE && p->InvBody[i]._iStatFlag) { sf = TRUE; if (sa + p->_pBaseStr < p->InvBody[i]._iMinStr) sf = FALSE; if (ma + p->_pBaseMag < p->InvBody[i]._iMinMag) sf = FALSE; if (da + p->_pBaseDex < p->InvBody[i]._iMinDex) sf = FALSE; if (!sf) { changeflag = TRUE; p->InvBody[i]._iStatFlag = FALSE; if (p->InvBody[i]._iIdentified) { sa -= p->InvBody[i]._iPLStr; ma -= p->InvBody[i]._iPLMag; da -= p->InvBody[i]._iPLDex; } } } } } while (changeflag); } 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++; } } 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 CalcPlrBookVals(int p) { int i, slvl; if (!currlevel) { 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) { 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) 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 = 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; 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); #ifdef _DEBUG } #endif 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; #ifndef SPAWN 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], IDI_SORCEROR); GetPlrHandSeed(&plr[p].InvBody[INVLOC_HAND_LEFT]); SetPlrHandItem(&plr[p].SpdList[0], IDI_MANA); GetPlrHandSeed(&plr[p].SpdList[0]); SetPlrHandItem(&plr[p].SpdList[1], IDI_MANA); GetPlrHandSeed(&plr[p].SpdList[1]); break; #endif } 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; if (i < 0 || i >= MAXDUNX || j < 0 || j >= MAXDUNY) return FALSE; if (dMonster[i][j]) return FALSE; if (dPlayer[i][j]) return FALSE; if (dItem[i][j]) return FALSE; if (dObject[i][j]) { 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; rv = random_(14, MAX_SPELLS) + 1; #ifdef SPAWN if (lvl > 5) lvl = 5; #endif s = 1; while (rv > 0) { if (spelldata[s].sBookLvl != -1 && lvl >= spelldata[s].sBookLvl) { 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 == MAX_SPELLS) 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; if (spelldata[bs].sType == STYPE_LIGHTNING) item[i]._iCurs = ICURS_BOOK_BLUE; 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 (!random_(17, 4)) { GetItemPower(i, lvl >> 1, lvl, PLT_STAFF, onlygood); } else { l = lvl >> 1; if (l == 0) l = 1; rv = random_(18, MAX_SPELLS) + 1; #ifdef SPAWN if (lvl > 10) lvl = 10; #endif s = 1; while (rv > 0) { if (spelldata[s].sStaffLvl != -1 && l >= spelldata[s].sStaffLvl) { rv--; bs = s; } s++; if (gbMaxPlayers == 1 && s == SPL_RESURRECT) s = SPL_TELEKINESIS; if (gbMaxPlayers == 1 && s == SPL_HEALOTHER) s = SPL_FLARE; if (s == MAX_SPELLS) s = 1; } 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 GetItemAttrs(int i, int idata, int lvl) { int rndv; 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); item[i]._iFlags = AllItemsList[idata].iFlags; 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; if (item[i]._iMiscId == IMISC_BOOK) GetBookSpell(i, lvl); if (item[i]._itype == ITYPE_GOLD) { if (gnDifficulty == DIFF_NORMAL) rndv = 5 * currlevel + random_(21, 10 * currlevel); if (gnDifficulty == DIFF_NIGHTMARE) rndv = 5 * (currlevel + 16) + random_(21, 10 * (currlevel + 16)); if (gnDifficulty == DIFF_HELL) rndv = 5 * (currlevel + 32) + random_(21, 10 * (currlevel + 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_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 = param1; item[i]._iMaxCharges = param2; break; case IPL_FIREDAM: item[i]._iFlags |= ISPL_FIREDAM; item[i]._iFMinDam = param1; item[i]._iFMaxDam = param2; break; case IPL_LIGHTDAM: item[i]._iFlags |= ISPL_LIGHTDAM; item[i]._iLMinDam = param1; item[i]._iLMaxDam = param2; 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_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_FIRE_ARROWS: item[i]._iFlags |= ISPL_FIRE_ARROWS; item[i]._iFMinDam = param1; item[i]._iFMaxDam = param2; break; case IPL_LIGHT_ARROWS: item[i]._iFlags |= ISPL_LIGHT_ARROWS; item[i]._iLMinDam = param1; item[i]._iLMaxDam = param2; 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: item[i]._iPLEnAc += r; 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]._iPLHP = (plr[myplr]._pIBonusAC + plr[myplr]._pIAC + plr[myplr]._pDexterity / 5) << 6; break; case IPL_ADDMANAAC: item[i]._iAC += (plr[myplr]._pMaxManaBase >> 6) / 10; break; case IPL_FIRERESCLVL: item[i]._iPLFR = 30 - plr[myplr]._pLevel; if (item[i]._iPLFR < 0) item[i]._iPLFR = 0; 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)) post = 1; else pre = 0; } preidx = -1; sufidx = -1; goe = 0; if (!onlygood && random_(0, 3)) onlygood = TRUE; if (!pre) { 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 != 256 || PL_Prefix[j].PLPower != 15)) { l[nt] = j; nt++; if (PL_Prefix[j].PLDouble) { l[nt] = j; nt++; } } } } if (nt) { 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) != 0x11 && (!onlygood || PL_Suffix[j].PLOk)) { l[nl] = j; nl++; } } if (nl) { 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)) { 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); } 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) { 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: GetStaffSpell(i, maxlvl, 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; 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 1; ri = 0; for (i = 0; AllItemsList[i].iLoc != ILOC_INVALID; i++) { if (AllItemsList[i].iRnd == 2 && monster[m].mLevel >= AllItemsList[i].iMinMLvl) { ril[ri] = i; ri++; } if (AllItemsList[i].iRnd && monster[m].mLevel >= AllItemsList[i].iMinMLvl) { 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_(24, ri)] + 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); ri = 0; for (i = 0; AllItemsList[i].iLoc != ILOC_INVALID; i++) { okflag = TRUE; if (!AllItemsList[i].iRnd) okflag = FALSE; if (m != -1) { if (monster[m].mLevel < AllItemsList[i].iMinMLvl) okflag = FALSE; } else { if (2 * currlevel < 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_0E) 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) { ril[ri] = i; ri++; } } return ril[random_(25, ri)]; } int RndAllItems() { int i, ri; int ril[512]; if (random_(26, 100) > 25) return 0; ri = 0; for (i = 0; AllItemsList[i].iLoc != ILOC_INVALID; i++) { if (AllItemsList[i].iRnd && 2 * currlevel >= AllItemsList[i].iMinMLvl) { 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 i, ri; BOOL okflag; int ril[512]; ri = 0; for (i = 0; AllItemsList[i].iLoc != ILOC_INVALID; i++) { okflag = TRUE; if (!AllItemsList[i].iRnd) okflag = FALSE; if (currlevel << 1 < AllItemsList[i].iMinMLvl) okflag = FALSE; if (AllItemsList[i].itype != itype) okflag = FALSE; if (imid != -1 && AllItemsList[i].iMiscId != imid) okflag = FALSE; if (okflag) { 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 -1; numu = 0; memset(uok, 0, sizeof(uok)); for (j = 0; UniqueItemList[j].UIItemId != UITYPE_INVALID; j++) { if (UniqueItemList[j].UIItemId == AllItemsList[item[i].IDidx].iItemId && lvl >= UniqueItemList[j].UIMinLvl && (recreate || !UniqueItemFlag[j] || gbMaxPlayers != 1)) { uok[j] = TRUE; numu++; } } if (!numu) return -1; random_(29, 10); 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 |= 0x0200; } void SpawnUnique(int uid, int x, int y) { int ii, itype; 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, currlevel); 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, int 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 | 0x8000; if (onlygood) item[ii]._iCreateInfo |= 0x40; if (uper == 15) item[ii]._iCreateInfo |= 0x80; else if (uper == 1) item[ii]._iCreateInfo |= 0x0100; 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); } else { GetUniqueItem(ii, uid); item[ii]._iCreateInfo |= 0x0200; } } if (item[ii]._iMagical != ITEM_QUALITY_UNIQUE) ItemRndDur(ii); } else { if (item[ii]._iLoc != ILOC_UNEQUIPABLE) GetUniqueItem(ii, iseed); } SetupItem(ii); } void SpawnItem(int m, int x, int y, BOOL sendmsg) { int ii, onlygood, idx; if (monster[m]._uniqtype || ((monster[m].MData->mTreasure & 0x8000) && gbMaxPlayers != 1)) { idx = RndUItem(m); if (idx < 0) { SpawnUnique(-(idx + 1), x, y); return; } onlygood = 1; } else if (quests[QTYPE_BLKM]._qactive != 2 || quests[QTYPE_BLKM]._qvar1 != QS_MUSHGIVEN) { idx = RndItem(m); if (!idx) return; if (idx > 0) { idx--; onlygood = 0; } else { SpawnUnique(-(idx + 1), x, y); return; } } else { idx = IDI_BRAIN; quests[QTYPE_BLKM]._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; 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, currlevel); 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; 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 * currlevel, 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 (random_(34, 2)) idx = IDI_HEAL; else idx = IDI_MANA; if (lvl > 1 && !random_(34, 3)) idx = IDI_PORTAL; GetItemAttrs(ii, idx, lvl); item[ii]._iCreateInfo = lvl + 384; SetupItem(ii); } void CreateRndUseful(int pnum, int x, int y, BOOL sendmsg) { int ii; if (numitems < MAXITEMS) { ii = itemavail[0]; GetSuperItemSpace(x, y, ii); itemavail[0] = itemavail[MAXITEMS - numitems - 1]; itemactive[numitems] = ii; SetupAllUseful(ii, GetRndSeed(), currlevel); 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; if (itype != ITYPE_GOLD) idx = RndTypeItems(itype, imisc); else idx = 0; if (numitems < MAXITEMS) { ii = itemavail[0]; GetSuperItemSpace(x, y, ii); itemavail[0] = itemavail[MAXITEMS - numitems - 1]; itemactive[numitems] = ii; SetupAllItems(ii, idx, GetRndSeed(), 2 * currlevel, 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, onlygood, recreate; BOOL 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 & 0x7C00) { RecreateTownItem(ii, idx, icreateinfo, iseed, ivalue); } else if ((icreateinfo & 0x0180) == 0x0180) { SetupAllUseful(ii, iseed, icreateinfo & 0x3F); } else { uper = 0; onlygood = 0; recreate = 0; pregen = FALSE; if (icreateinfo & 0x0100) uper = 1; if (icreateinfo & 0x80) uper = 15; if (icreateinfo & 0x40) onlygood = 1; if (icreateinfo & 0x0200) recreate = 1; if (icreateinfo & 0x8000) pregen = TRUE; SetupAllItems(ii, idx, iseed, icreateinfo & 0x3F, 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) + 19; item[ii]._ivalue = ivalue & 0x3F; item[ii]._iCreateInfo = ic; item[ii]._iSeed = iseed; } void SpawnQuestItem(int itemid, int x, int y, int randarea, int selflag) { BOOL failed; int i, j, tries; 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, currlevel); 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; } 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, currlevel); SetupItem(i); item[i]._iSelFlag = 2; item[i]._iPostDraw = TRUE; item[i]._iAnimFrame = 11; numitems++; } } 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() { int i; for (i = 0; i < 35; 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); } void DoRepair(int pnum, int cii) { PlayerStruct *p; ItemStruct *pi; p = &plr[pnum]; PlaySfxLoc(IS_REPAIR, p->WorldX, p->WorldY); 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); } 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 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) { r = spelldata[pi->_iSpell].sBookLvl; r = random_(38, p->_pLevel / r) + 1; RechargeItem(pi, r); CalcPlrInv(pnum, TRUE); } if (pnum == myplr) SetCursor_(CURSOR_HAND); } void RechargeItem(ItemStruct *i, int r) { while (i->_iCharges != i->_iMaxCharges) { i->_iMaxCharges--; if (i->_iMaxCharges == 0) { break; } i->_iCharges += r; if (i->_iCharges >= i->_iMaxCharges) { if (i->_iCharges > i->_iMaxCharges) i->_iCharges = i->_iMaxCharges; return; } } } void PrintItemOil(char IDidx) { switch (IDidx) { 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: if (x->_iPLFR < 75) sprintf(tempstr, "Resist Fire : %+i%%", x->_iPLFR); if (x->_iPLFR >= 75) sprintf(tempstr, "Resist Fire : 75%% MAX"); break; case IPL_LIGHTRES: if (x->_iPLLR < 75) sprintf(tempstr, "Resist Lightning : %+i%%", x->_iPLLR); if (x->_iPLLR >= 75) sprintf(tempstr, "Resist Lightning : 75%% MAX"); break; case IPL_MAGICRES: if (x->_iPLMR < 75) sprintf(tempstr, "Resist Magic : %+i%%", x->_iPLMR); if (x->_iPLMR >= 75) sprintf(tempstr, "Resist Magic : 75%% MAX"); break; case IPL_ALLRES: 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"); if (x->_iSplLvlAdd == 2) strcpy(tempstr, "spells are increased 2 levels"); if (x->_iSplLvlAdd < 1) strcpy(tempstr, "spells are decreased 1 level"); 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: sprintf(tempstr, "Fire hit damage: %i-%i", x->_iFMinDam, x->_iFMaxDam); break; case IPL_LIGHTDAM: 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_FIRE_ARROWS: sprintf(tempstr, "fire arrows damage: %i-%i", x->_iFMinDam, x->_iFMaxDam); break; case IPL_LIGHT_ARROWS: sprintf(tempstr, "lightning arrows damage %i-%i", x->_iLMinDam, x->_iLMaxDam); 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: strcpy(tempstr, "damages target's armor"); 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: strcpy(tempstr, "Armor class added to life"); break; case IPL_ADDMANAAC: strcpy(tempstr, "10% of mana added to armor"); break; case IPL_FIRERESCLVL: if (x->_iPLFR <= 0) sprintf(tempstr, " "); else if (x->_iPLFR >= 1) sprintf(tempstr, "Resist Fire : %+i%%", x->_iPLFR); break; default: strcpy(tempstr, "Another ability (NW)"); break; } } void DrawUTextBack() { CelDraw(PANEL_X + 24, SCREEN_Y + 327, pSTextBoxCels, 1, 271); #define TRANS_RECT_X (PANEL_LEFT + 27) #define TRANS_RECT_Y 28 #define TRANS_RECT_WIDTH 265 #define TRANS_RECT_HEIGHT 297 #include "asm_trans_rect.inc" } void PrintUString(int x, int y, BOOL cjustflag, char *str, int col) { int len, width, off, i, k; BYTE c; off = x + PitchTbl[SStringY[y] + 204] + 96; 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; off += k; } for (i = 0; i < len; i++) { c = fontframe[gbFontTransTbl[(BYTE)str[i]]]; k += fontkern[c] + 1; if (c && k <= 257) { PrintChar(off, c, col); } off += fontkern[c] + 1; } } void DrawULine(int y) { /// ASSERT: assert(gpBuffer); #ifdef USE_ASM int yy; yy = PitchTbl[SStringY[y] + 198] + 26 + PANEL_X; __asm { mov esi, gpBuffer mov edi, esi add esi, SCREENXY(PANEL_LEFT + 26, 25) add edi, yy mov ebx, BUFFER_WIDTH - 266 mov edx, 3 copyline: mov ecx, 266 / 4 rep movsd movsw add esi, ebx add edi, ebx dec edx jnz copyline } #else int i; BYTE *src, *dst; src = &gpBuffer[SCREENXY(PANEL_LEFT + 26, 25)]; dst = &gpBuffer[PitchTbl[SStringY[y] + 198] + 26 + PANEL_X]; for (i = 0; i < 3; i++, src += BUFFER_WIDTH, dst += BUFFER_WIDTH) memcpy(dst, src, 266); #endif } void DrawUniqueInfo() { int uid, y; if (!chrflag && !questlog) { uid = curruitem._iUid; DrawUTextBack(); PrintUString(PANEL_LEFT + 0, 2, TRUE, UniqueItemList[uid].UIName, 3); DrawULine(5); PrintItemPower(UniqueItemList[uid].UIPower1, &curruitem); y = 6 - UniqueItemList[uid].UINumPL + 8; PrintUString(PANEL_LEFT + 0, y, TRUE, tempstr, 0); if (UniqueItemList[uid].UINumPL > 1) { PrintItemPower(UniqueItemList[uid].UIPower2, &curruitem); PrintUString(PANEL_LEFT + 0, y + 2, TRUE, tempstr, 0); } if (UniqueItemList[uid].UINumPL > 2) { PrintItemPower(UniqueItemList[uid].UIPower3, &curruitem); PrintUString(PANEL_LEFT + 0, y + 4, TRUE, tempstr, 0); } if (UniqueItemList[uid].UINumPL > 3) { PrintItemPower(UniqueItemList[uid].UIPower4, &curruitem); PrintUString(PANEL_LEFT + 0, y + 6, TRUE, tempstr, 0); } if (UniqueItemList[uid].UINumPL > 4) { PrintItemPower(UniqueItemList[uid].UIPower5, &curruitem); PrintUString(PANEL_LEFT + 0, y + 8, TRUE, tempstr, 0); } if (UniqueItemList[uid].UINumPL > 5) { PrintItemPower(UniqueItemList[uid].UIPower6, &curruitem); PrintUString(PANEL_LEFT + 0, 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_BOOK) { 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); } } void PrintItemDetails(ItemStruct *x) { if (x->_iClass == ICLASS_WEAPON) { 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) { 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); if (x->_iMinMag + x->_iMinDex + x->_iMinStr) { 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) { if (x->_iClass == ICLASS_WEAPON) { 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); if (x->_iMinMag + x->_iMinDex + x->_iMinStr) { 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_HEAL_1C: j = plr[p]._pMaxHP >> 8; l = ((j >> 1) + random_(39, j)) << 6; if (plr[p]._pClass == PC_WARRIOR) l *= 2; 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; 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 *= 2; 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_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); break; case IMISC_ELIXDEX: ModifyPlrDex(p, 1); break; case IMISC_ELIXVIT: ModifyPlrVit(p, 1); break; case IMISC_REJUV: j = plr[p]._pMaxHP >> 8; l = ((j >> 1) + random_(39, j)) << 6; if (plr[p]._pClass == PC_WARRIOR) l *= 2; 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 *= 2; 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 |= (__int64)1 << (spl - 1); if (plr[p]._pSplLvl[spl] < 15) 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_SPECELIX: ModifyPlrStr(p, 3); ModifyPlrMag(p, 3); ModifyPlrDex(p, 3); ModifyPlrVit(p, 3); 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_0E) rv = FALSE; if (AllItemsList[i].itype == ITYPE_STAFF) 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 (AllItemsList[i].iRnd && SmithItemOk(i) && lvl >= AllItemsList[i].iMinMLvl) { ril[ri] = i; ri++; if (AllItemsList[i].iRnd == 2) { 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; iCnt = random_(50, SMITH_ITEMS - 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 > SMITH_MAX_VALUE); smithitem[i] = item[0]; smithitem[i]._iCreateInfo = lvl | 0x400; smithitem[i]._iIdentified = TRUE; smithitem[i]._iStatFlag = StoreStatOk(&smithitem[i]); } for (i = iCnt; i < SMITH_ITEMS; i++) smithitem[i]._itype = ITYPE_NONE; SortSmith(); } 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_0E) rv = FALSE; if (AllItemsList[i].itype == ITYPE_STAFF) rv = FALSE; if (gbMaxPlayers != 1) { 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 (AllItemsList[i].iRnd) { if (PremiumItemOk(i)) { if (AllItemsList[i].iMinMLvl >= minlvl && AllItemsList[i].iMinMLvl <= maxlvl) { ril[ri] = i; ri++; } } } } return ril[random_(50, ri)] + 1; } void SpawnOnePremium(int i, int plvl) { int itype; ItemStruct holditem; holditem = item[0]; if (plvl > 30) plvl = 30; if (plvl < 1) plvl = 1; 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); } while (item[0]._iIvalue > SMITH_MAX_PREMIUM_VALUE); premiumitem[i] = item[0]; premiumitem[i]._iCreateInfo = plvl | 0x800; premiumitem[i]._iIdentified = TRUE; premiumitem[i]._iStatFlag = StoreStatOk(&premiumitem[i]); item[0] = holditem; } void SpawnPremium(int lvl) { int i; if (numpremium < SMITH_PREMIUM_ITEMS) { for (i = 0; i < SMITH_PREMIUM_ITEMS; i++) { if (premiumitem[i]._itype == ITYPE_NONE) SpawnOnePremium(i, premiumlevel + premiumlvladd[i]); } numpremium = SMITH_PREMIUM_ITEMS; } while (premiumlevel < lvl) { premiumlevel++; premiumitem[0] = premiumitem[2]; premiumitem[1] = premiumitem[3]; premiumitem[2] = premiumitem[4]; SpawnOnePremium(3, premiumlevel + premiumlvladd[3]); premiumitem[4] = premiumitem[5]; SpawnOnePremium(5, premiumlevel + premiumlvladd[5]); } } 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].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 (AllItemsList[i].iRnd && WitchItemOk(i) && lvl >= AllItemsList[i].iMinMLvl) { 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, iCnt; int idata, maxlvl; 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; iCnt = random_(51, 8) + 10; for (i = 3; 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); } while (item[0]._iIvalue > 140000); witchitem[i] = item[0]; witchitem[i]._iCreateInfo = lvl | 0x2000; witchitem[i]._iIdentified = TRUE; WitchBookLevel(i); witchitem[i]._iStatFlag = StoreStatOk(&witchitem[i]); } for (i = iCnt; i < 20; 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 (AllItemsList[i].iRnd && PremiumItemOk(i) && lvl >= AllItemsList[i].iMinMLvl) { ril[ri] = i; ri++; } } return ril[random_(49, ri)] + 1; } void SpawnBoy(int lvl) { int itype; if (boylevel> 1 || boyitem._itype == ITYPE_NONE) { do { item[0]._iSeed = GetRndSeed(); SetRndSeed(item[0]._iSeed); itype = RndBoyItem(lvl) - 1; GetItemAttrs(0, itype, lvl); GetItemBonus(0, itype, lvl, 2 * lvl, TRUE); } while (item[0]._iIvalue > 90000); boyitem = item[0]; boyitem._iCreateInfo = lvl | 0x1000; 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) { 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; return result; } int RndHealerItem(int lvl) { int i, ri; int ril[512]; ri = 0; for (i = 1; AllItemsList[i].iLoc != ILOC_INVALID; i++) { if (AllItemsList[i].iRnd && HealerItemOk(i) && lvl >= AllItemsList[i].iMinMLvl) { 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; } nsi = random_(50, 8) + 10; 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 | 0x4000; 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 | 0x400; 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); item[ii]._iSeed = iseed; item[ii]._iCreateInfo = plvl | 0x800; 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); item[ii]._iSeed = iseed; item[ii]._iCreateInfo = lvl | 0x1000; 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 { 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); } item[ii]._iSeed = iseed; item[ii]._iCreateInfo = lvl | 0x2000; 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 | 0x4000; item[ii]._iIdentified = TRUE; } void RecreateTownItem(int ii, int idx, WORD icreateinfo, int iseed, int ivalue) { if (icreateinfo & 0x400) RecreateSmithItem(ii, idx, icreateinfo & 0x3F, iseed); else if (icreateinfo & 0x800) RecreatePremiumItem(ii, idx, icreateinfo & 0x3F, iseed); else if (icreateinfo & 0x1000) RecreateBoyItem(ii, idx, icreateinfo & 0x3F, iseed); else if (icreateinfo & 0x2000) RecreateWitchItem(ii, idx, icreateinfo & 0x3F, iseed); else if (icreateinfo & 0x4000) RecreateHealerItem(ii, idx, icreateinfo & 0x3F, 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; idx = RndTypeItems(ITYPE_MISC, IMISC_BOOK); 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 * currlevel, 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; if (numitems < MAXITEMS) { ii = itemavail[0]; GetSuperItemSpace(x, y, ii); itemavail[0] = itemavail[MAXITEMS - numitems - 1]; itemactive[numitems] = ii; idx = RndTypeItems(imisc, IMISC_NONE); while (!done) { SetupAllItems(ii, idx, GetRndSeed(), 2 * currlevel, 1, TRUE, FALSE, delta); if (item[ii]._iCurs == icurs) done = TRUE; else idx = RndTypeItems(imisc, IMISC_NONE); } 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; done = FALSE; if (numitems < MAXITEMS) { ii = itemavail[0]; GetSuperItemSpace(x, y, ii); itemavail[0] = itemavail[MAXITEMS - numitems - 1]; itemactive[numitems] = ii; idx = RndTypeItems(imisc, IMISC_NONE); while (!done) { SetupAllItems(ii, idx, GetRndSeed(), 2 * currlevel, 1, TRUE, FALSE, delta); if (item[ii]._iCurs == icurs) done = TRUE; else idx = RndTypeItems(imisc, IMISC_NONE); } if (sendmsg) NetSendCmdDItem(FALSE, ii); if (delta) DeltaAddItem(ii); numitems++; } } BOOL GetItemRecord(int nSeed, WORD wCI, int nIndex) { int i; DWORD dwTicks; dwTicks = GetTickCount(); 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 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; } void SetItemRecord(int nSeed, WORD wCI, int nIndex) { DWORD dwTicks; dwTicks = GetTickCount(); 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 = GetTickCount(); 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; } } }