Files
devilution/Source/items.cpp
2021-01-31 13:37:42 +01:00

6043 lines
144 KiB
C++

/**
* @file items.cpp
*
* Implementation of item functionality.
*/
#include "all.h"
#ifdef HELLFIRE
#include "../3rdParty/Storm/Source/storm.h"
#endif
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];
#ifdef HELLFIRE
CornerStoneStruct CornerStone;
#endif
BYTE *itemanims[ITEMTYPES];
BOOL UniqueItemFlag[128];
#ifdef HELLFIRE
int auricGold = 10000;
#endif
int numitems;
int gnNumGetRecords;
/* data */
#ifdef HELLFIRE
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;
#endif
/** 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",
#ifdef HELLFIRE
"bombs1",
"halfps1",
"wholeps1",
"runes1",
"teddys1",
"cows1",
"donkys1",
"mooses1",
#endif
};
/** 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,
#ifdef HELLFIRE
10,
16,
16,
10,
10,
15,
15,
15,
#endif
};
/** 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,
#ifdef HELLFIRE
IS_FROCK,
IS_FSCRL,
IS_FSCRL,
IS_FROCK,
IS_FMUSH,
IS_FHARM,
IS_FLARM,
IS_FLARM,
#endif
};
/** 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,
#ifdef HELLFIRE
IS_IROCK,
IS_ISCROL,
IS_ISCROL,
IS_IROCK,
IS_IMUSH,
IS_IHARM,
IS_ILARM,
IS_ILARM,
#endif
};
#ifdef HELLFIRE
char *CornerStoneRegKey = "SItem";
#endif
/** 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[SMITH_PREMIUM_ITEMS] = {
// clang-format off
-1,
-1,
#ifdef HELLFIRE
-1,
#endif
0,
0,
#ifdef HELLFIRE
0,
0,
1,
1,
1,
#endif
1,
2,
#ifdef HELLFIRE
2,
3,
3,
#endif
// clang-format on
};
#ifdef HELLFIRE
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;
}
#endif
void InitItemGFX()
{
#ifdef HELLFIRE
DWORD i;
#else
int i;
#endif
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] != 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;
#ifdef HELLFIRE
int curlv = items_get_currlevel();
#endif
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);
#ifdef HELLFIRE
if (random_(12, 2) != 0)
GetItemAttrs(i, IDI_HEAL, curlv);
else
GetItemAttrs(i, IDI_MANA, curlv);
item[i]._iCreateInfo = curlv - CF_PREGEN;
#else
if (random_(12, 2) != 0)
GetItemAttrs(i, IDI_HEAL, currlevel);
else
GetItemAttrs(i, IDI_MANA, currlevel);
item[i]._iCreateInfo = currlevel - CF_PREGEN;
#endif
SetupItem(i);
item[i]._iAnimFrame = item[i]._iAnimLen;
item[i]._iAnimFlag = FALSE;
item[i]._iSelFlag = 1;
DeltaAddItem(i);
numitems++;
}
}
#ifdef HELLFIRE
static void SpawnNote()
{
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);
}
#endif
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);
#ifdef HELLFIRE
if (UseCowFarmer && currlevel == 20)
SpawnQuestItem(IDI_BROWNSUIT, 25, 25, 3, 1);
if (UseCowFarmer && currlevel == 19)
SpawnQuestItem(IDI_GREYSUIT, 25, 25, 3, 1);
#endif
if (currlevel > 0 && currlevel < 16)
AddInitItems();
#ifdef HELLFIRE
if (currlevel >= 21 && currlevel <= 23)
SpawnNote();
#endif
}
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
#ifdef HELLFIRE
int pDamAcFlags = 0;
#endif
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;
#ifdef HELLFIRE
pDamAcFlags |= itm->_iDamAcFlags;
#endif
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;
}
#ifdef HELLFIRE
if (plr[p]._pClass == PC_MONK) {
mind = max(mind, plr[p]._pLevel >> 1);
maxd = max(maxd, plr[p]._pLevel);
}
#endif
}
#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;
#ifdef HELLFIRE
plr[p].pDamAcFlags = pDamAcFlags;
#endif
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;
}
#ifdef HELLFIRE
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;
}
#endif
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
&& !(plr[p]._pISpells & SPELLBIT(plr[p]._pRSpell))) {
plr[p]._pRSpell = SPL_INVALID;
plr[p]._pRSplType = RSPLTYPE_INVALID;
force_redraw = 255;
}
plr[p]._pISplLvlAdd = spllvladd;
plr[p]._pIEnAc = enac;
#ifdef HELLFIRE
if (plr[p]._pClass == PC_BARBARIAN) {
mr += plr[p]._pLevel;
fr += plr[p]._pLevel;
lr += plr[p]._pLevel;
}
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;
#ifdef HELLFIRE
else if (mr < 0)
mr = 0;
#endif
plr[p]._pMagResist = mr;
if (fr > MAXRESIST)
fr = MAXRESIST;
#ifdef HELLFIRE
else if (fr < 0)
fr = 0;
#endif
plr[p]._pFireResist = fr;
if (lr > MAXRESIST)
lr = MAXRESIST;
#ifdef HELLFIRE
else if (lr < 0)
lr = 0;
#endif
plr[p]._pLghtResist = lr;
if (plr[p]._pClass == PC_WARRIOR) {
vadd <<= 1;
}
#ifdef HELLFIRE
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) {
#else
if (plr[p]._pClass == PC_ROGUE) {
#endif
vadd += vadd >> 1;
}
ihp += (vadd << 6);
if (plr[p]._pClass == PC_SORCERER) {
madd <<= 1;
}
#ifdef HELLFIRE
if (plr[p]._pClass == PC_ROGUE || plr[p]._pClass == PC_MONK) {
#else
if (plr[p]._pClass == PC_ROGUE) {
#endif
madd += madd >> 1;
}
#ifdef HELLFIRE
else if (plr[p]._pClass == PC_BARD) {
madd += (madd >> 2) + (madd >> 1);
}
#endif
imana += (madd << 6);
plr[p]._pHitPoints = ihp + plr[p]._pHPBase;
plr[p]._pMaxHP = ihp + plr[p]._pMaxHPBase;
#ifdef HELLFIRE
if (plr[p]._pHitPoints > plr[p]._pMaxHP)
plr[p]._pHitPoints = plr[p]._pMaxHP;
#endif
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;
#ifdef HELLFIRE
if (plr[p]._pMana > plr[p]._pMaxMana)
plr[p]._pMana = plr[p]._pMaxMana;
#endif
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;
#ifdef HELLFIRE
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;
}
#endif
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
#ifdef HELLFIRE
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;
}
#else
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
#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;
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;
#ifdef HELLFIRE
break;
#endif
}
}
#ifdef HELLFIRE
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;
}
#endif
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);
}
}
if (plr[p]._pRSplType == RSPLTYPE_SCROLL) {
if (!(plr[p]._pScrlSpells & 1 << (plr[p]._pRSpell - 1))) { // BUGFIX: apply SPELLBIT macro
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 |= 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);
#ifndef HELLFIRE
witchitem[i]._iStatFlag = StoreStatOk(&witchitem[i]);
#endif
}
}
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) {
#ifdef HELLFIRE
h->_iCharges = 18;
#else
h->_iCharges = 40;
#endif
}
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);
#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]);
#ifdef HELLFIRE
SetPlrHandItem(&plr[p].SpdList[0], IDI_HEAL);
GetPlrHandSeed(&plr[p].SpdList[0]);
SetPlrHandItem(&plr[p].SpdList[1], IDI_HEAL);
GetPlrHandSeed(&plr[p].SpdList[1]);
#else
SetPlrHandItem(&plr[p].SpdList[0], IDI_MANA);
GetPlrHandSeed(&plr[p].SpdList[0]);
SetPlrHandItem(&plr[p].SpdList[1], IDI_MANA);
GetPlrHandSeed(&plr[p].SpdList[1]);
#endif
break;
#endif
#ifdef HELLFIRE
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;
#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] != 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;
rv = random_(14, MAX_SPELLS) + 1;
#ifdef SPAWN
if (lvl > 5)
lvl = 5;
#endif
s = SPL_FIREBOLT;
#ifdef HELLFIRE
bs = SPL_FIREBOLT;
#endif
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;
#ifdef HELLFIRE
else
#endif
if (spelldata[bs].sType == STYPE_LIGHTNING)
item[i]._iCurs = ICURS_BOOK_BLUE;
#ifdef HELLFIRE
else
#endif
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 != IPL_INVALID; 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];
#ifndef HELLFIRE
if (random_(17, 4) == 0) {
GetItemPower(i, lvl >> 1, lvl, PLT_STAFF, onlygood);
} else
#endif
{
l = lvl >> 1;
if (l == 0)
l = 1;
rv = random_(18, MAX_SPELLS) + 1;
#ifdef SPAWN
if (lvl > 10)
lvl = 10;
#endif
s = SPL_FIREBOLT;
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 = 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);
}
}
#ifdef HELLFIRE
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];
}
#endif
void GetItemAttrs(int i, int idata, int lvl)
{
int rndv;
#ifdef HELLFIRE
int itemlevel;
#endif
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;
#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;
#ifndef HELLFIRE
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));
#else
item[i]._iFlags = 0;
item[i]._iDamAcFlags = 0;
if (item[i]._iMiscId == IMISC_BOOK)
GetBookSpell(i, lvl);
if (item[i]._iMiscId == IMISC_OILOF)
GetOilType(i, lvl);
itemlevel = items_get_currlevel();
if (item[i]._itype == ITYPE_GOLD) {
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));
#endif
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;
#ifdef HELLFIRE
case IPL_DOPPELGANGER:
item[i]._iDamAcFlags |= ISPLHF_DOPPELGANGER;
// no break
#endif
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;
#ifdef HELLFIRE
item[i]._iCharges = param2;
#else
item[i]._iCharges = param1; // BUGFIX: should be param2. This code was correct in v1.04, and the bug was introduced between 1.04 and 1.09b.
#endif
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;
#ifdef HELLFIRE
case IPL_CRYSTALLINE:
item[i]._iPLDam += 140 + r * 2;
// no break
#endif
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;
#ifdef HELLFIRE
case IPL_MULT_ARROWS:
item[i]._iFlags |= ISPL_MULT_ARROWS;
break;
#endif
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;
#ifdef HELLFIRE
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;
#endif
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:
#ifdef HELLFIRE
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;
#else
item[i]._iPLHP = (plr[myplr]._pIBonusAC + plr[myplr]._pIAC + plr[myplr]._pDexterity / 5) << 6;
#endif
break;
case IPL_ADDMANAAC:
#ifdef HELLFIRE
item[i]._iFlags |= (ISPL_LIGHTDAM | ISPL_FIREDAM);
item[i]._iFMinDam = param1;
item[i]._iFMaxDam = param2;
item[i]._iLMinDam = 2;
item[i]._iLMaxDam = 0;
#else
item[i]._iAC += (plr[myplr]._pMaxManaBase >> 6) / 10;
#endif
break;
case IPL_FIRERESCLVL:
item[i]._iPLFR = 30 - plr[myplr]._pLevel;
if (item[i]._iPLFR < 0)
item[i]._iPLFR = 0;
break;
#ifdef HELLFIRE
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 |= ISPLHF_DEVASTATION;
break;
case IPL_DECAY:
item[i]._iDamAcFlags |= ISPLHF_DECAY;
item[i]._iPLDam += r;
break;
case IPL_PERIL:
item[i]._iDamAcFlags |= ISPLHF_PERIL;
break;
case IPL_JESTERS:
item[i]._iDamAcFlags |= ISPLHF_JESTERS;
break;
case IPL_ACDEMON:
item[i]._iDamAcFlags |= ISPLHF_ACDEMON;
break;
case IPL_ACUNDEAD:
item[i]._iDamAcFlags |= ISPLHF_ACUNDEAD;
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;
#endif
}
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 != IPL_INVALID; 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 != IPL_INVALID; 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)) {
#ifdef HELLFIRE
int aii = item[i].IDidx;
if (AllItemsList[aii].iSName)
strcpy(item[i]._iIName, AllItemsList[aii].iSName);
else
item[i]._iName[0] = 0;
#else
strcpy(item[i]._iIName, AllItemsList[item[i].IDidx].iSName);
#endif
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);
}
#ifdef HELLFIRE
void GetItemBonus(int i, int idata, int minlvl, int maxlvl, BOOL onlygood, BOOLEAN allowspells)
#else
void GetItemBonus(int i, int idata, int minlvl, int maxlvl, BOOL onlygood)
#endif
{
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:
#ifdef HELLFIRE
if (allowspells)
#endif
GetStaffSpell(i, maxlvl, onlygood);
#ifdef HELLFIRE
else
GetItemPower(i, minlvl, maxlvl, PLT_STAFF, onlygood);
#endif
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 (AllItemsList[i].iRnd == IDROP_DOUBLE && monster[m].mLevel >= AllItemsList[i].iMinMLvl
#ifdef HELLFIRE
&& ri < 512
#endif
) {
ril[ri] = i;
ri++;
}
if (AllItemsList[i].iRnd != IDROP_NEVER && monster[m].mLevel >= AllItemsList[i].iMinMLvl
#ifdef HELLFIRE
&& ri < 512
#endif
) {
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);
#ifdef HELLFIRE
int curlv = items_get_currlevel();
#endif
ri = 0;
for (i = 0; AllItemsList[i].iLoc != ILOC_INVALID; i++) {
okflag = TRUE;
if (AllItemsList[i].iRnd == IDROP_NEVER)
okflag = FALSE;
if (m != -1) {
if (monster[m].mLevel < AllItemsList[i].iMinMLvl)
okflag = FALSE;
} else {
#ifdef HELLFIRE
if (2 * curlv < AllItemsList[i].iMinMLvl)
#else
if (2 * currlevel < AllItemsList[i].iMinMLvl)
#endif
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;
#ifdef HELLFIRE
if (okflag && ri < 512) {
#else
if (okflag) {
#endif
ril[ri] = i;
ri++;
}
}
return ril[random_(25, ri)];
}
int RndAllItems()
{
int i, ri;
int ril[512];
if (random_(26, 100) > 25)
return 0;
#ifdef HELLFIRE
int curlv = items_get_currlevel();
#endif
ri = 0;
for (i = 0; AllItemsList[i].iLoc != ILOC_INVALID; i++) {
#ifdef HELLFIRE
if (AllItemsList[i].iRnd != IDROP_NEVER && 2 * curlv >= AllItemsList[i].iMinMLvl && ri < 512) {
#else
if (AllItemsList[i].iRnd != IDROP_NEVER && 2 * currlevel >= AllItemsList[i].iMinMLvl) {
#endif
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)];
}
#ifdef HELLFIRE
int RndTypeItems(int itype, int imid, int lvl)
#else
int RndTypeItems(int itype, int imid)
#endif
{
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 == IDROP_NEVER)
okflag = FALSE;
#ifdef HELLFIRE
if (lvl << 1 < AllItemsList[i].iMinMLvl)
#else
if (currlevel << 1 < AllItemsList[i].iMinMLvl)
#endif
okflag = FALSE;
if (AllItemsList[i].itype != itype)
okflag = FALSE;
if (imid != -1 && AllItemsList[i].iMiscId != imid)
okflag = FALSE;
#ifdef HELLFIRE
if (okflag && ri < 512) {
#else
if (okflag) {
#endif
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 (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;
#ifdef HELLFIRE
int curlv = items_get_currlevel();
#endif
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++;
}
#ifdef HELLFIRE
GetItemAttrs(ii, itype, curlv);
#else
GetItemAttrs(ii, itype, currlevel);
#endif
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) {
#ifdef HELLFIRE
GetItemBonus(ii, idx, iblvl >> 1, iblvl, onlygood, TRUE);
#else
GetItemBonus(ii, idx, iblvl >> 1, iblvl, onlygood);
#endif
} 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;
#ifdef HELLFIRE
int curlv = items_get_currlevel();
#endif
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++;
}
#ifdef HELLFIRE
GetItemAttrs(ii, idx, curlv);
#else
GetItemAttrs(ii, idx, currlevel);
#endif
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;
#ifdef HELLFIRE
int curlv = items_get_currlevel();
#endif
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;
#ifdef HELLFIRE
SetupAllItems(ii, idx, GetRndSeed(), 2 * curlv, 1, onlygood, FALSE, delta);
#else
SetupAllItems(ii, idx, GetRndSeed(), 2 * currlevel, 1, onlygood, FALSE, delta);
#endif
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);
#ifdef HELLFIRE
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;
case 6:
idx = IDI_OIL;
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;
#endif
GetItemAttrs(ii, idx, lvl);
item[ii]._iCreateInfo = lvl + CF_USEFUL;
SetupItem(ii);
}
void CreateRndUseful(int pnum, int x, int y, BOOL sendmsg)
{
int ii;
#ifdef HELLFIRE
int curlv = items_get_currlevel();
#endif
if (numitems < MAXITEMS) {
ii = itemavail[0];
GetSuperItemSpace(x, y, ii);
itemavail[0] = itemavail[MAXITEMS - numitems - 1];
itemactive[numitems] = ii;
#ifdef HELLFIRE
SetupAllUseful(ii, GetRndSeed(), curlv);
#else
SetupAllUseful(ii, GetRndSeed(), currlevel);
#endif
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;
#ifdef HELLFIRE
int curlv = items_get_currlevel();
if (itype != ITYPE_GOLD)
idx = RndTypeItems(itype, imisc, curlv);
#else
if (itype != ITYPE_GOLD)
idx = RndTypeItems(itype, imisc);
#endif
else
idx = IDI_GOLD;
if (numitems < MAXITEMS) {
ii = itemavail[0];
GetSuperItemSpace(x, y, ii);
itemavail[0] = itemavail[MAXITEMS - numitems - 1];
itemactive[numitems] = ii;
#ifdef HELLFIRE
SetupAllItems(ii, idx, GetRndSeed(), 2 * curlv, 1, onlygood, FALSE, delta);
#else
SetupAllItems(ii, idx, GetRndSeed(), 2 * currlevel, 1, onlygood, FALSE, delta);
#endif
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;
}
#ifdef HELLFIRE
void CornerstoneSave()
{
PkItemStruct id;
if (CornerStone.activated) {
if (CornerStone.item.IDidx >= 0) {
PackItem(&id, &CornerStone.item);
SRegSaveData(APP_NAME, CornerStoneRegKey, 0, (BYTE *)&id, 19);
} else {
SRegSaveData(APP_NAME, CornerStoneRegKey, 0, (BYTE *)"", 1);
}
}
}
void CornerstoneLoad(int x, int y)
{
int i, ii;
DWORD 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 (SRegLoadData(APP_NAME, CornerStoneRegKey, 0, (BYTE *)&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++;
}
}
}
#endif
void SpawnQuestItem(int itemid, int x, int y, int randarea, int selflag)
{
BOOL failed;
int i, j, tries;
#ifdef HELLFIRE
int curlv = items_get_currlevel();
#endif
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;
#ifdef HELLFIRE
GetItemAttrs(i, itemid, curlv);
#else
GetItemAttrs(i, itemid, currlevel);
#endif
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;
}
#ifdef HELLFIRE
int curlv = items_get_currlevel();
#endif
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;
#ifdef HELLFIRE
GetItemAttrs(i, IDI_ROCK, curlv);
#else
GetItemAttrs(i, IDI_ROCK, currlevel);
#endif
SetupItem(i);
item[i]._iSelFlag = 2;
item[i]._iPostDraw = TRUE;
item[i]._iAnimFrame = 11;
numitems++;
}
}
#ifdef HELLFIRE
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);
}
#endif
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()
{
#ifdef HELLFIRE
DWORD i;
#else
int i;
#endif
for (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 = spelldata[pi->_iSpell].sBookLvl;
r = random_(38, p->_pLevel / r) + 1;
RechargeItem(pi, r);
CalcPlrInv(pnum, TRUE);
}
if (pnum == myplr)
SetCursor_(CURSOR_HAND);
}
#ifdef HELLFIRE
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);
}
}
}
}
#endif
void PrintItemOil(char IDidx)
{
switch (IDidx) {
#ifdef HELLFIRE
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;
#endif
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:
#ifdef HELLFIRE
case IPL_FIRERES_CURSE:
#endif
if (x->_iPLFR < 75)
sprintf(tempstr, "Resist Fire : %+i%%", x->_iPLFR);
#ifdef HELLFIRE
else
#else
if (x->_iPLFR >= 75)
#endif
sprintf(tempstr, "Resist Fire : 75%% MAX");
break;
case IPL_LIGHTRES:
#ifdef HELLFIRE
case IPL_LIGHTRES_CURSE:
#endif
if (x->_iPLLR < 75)
sprintf(tempstr, "Resist Lightning : %+i%%", x->_iPLLR);
#ifdef HELLFIRE
else
#else
if (x->_iPLLR >= 75)
#endif
sprintf(tempstr, "Resist Lightning : 75%% MAX");
break;
case IPL_MAGICRES:
#ifdef HELLFIRE
case IPL_MAGICRES_CURSE:
#endif
if (x->_iPLMR < 75)
sprintf(tempstr, "Resist Magic : %+i%%", x->_iPLMR);
#ifdef HELLFIRE
else
#else
if (x->_iPLMR >= 75)
#endif
sprintf(tempstr, "Resist Magic : 75%% MAX");
break;
case IPL_ALLRES:
#ifdef HELLFIRE
case IPL_ALLRES_CURSE:
#endif
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");
#ifdef HELLFIRE
else if (x->_iSplLvlAdd > 1)
sprintf(tempstr, "spells are increased %i levels", x->_iSplLvlAdd);
else if (x->_iSplLvlAdd == -1)
#else
if (x->_iSplLvlAdd == 2)
strcpy(tempstr, "spells are increased 2 levels");
if (x->_iSplLvlAdd < 1)
#endif
strcpy(tempstr, "spells are decreased 1 level");
#ifdef HELLFIRE
else if (x->_iSplLvlAdd < -1)
sprintf(tempstr, "spells are decreased %i levels", -x->_iSplLvlAdd);
else if (x->_iSplLvlAdd == 0)
strcpy(tempstr, "spell levels unchanged (?)");
#endif
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:
#ifdef HELLFIRE
if (x->_iFMinDam == x->_iFMaxDam)
sprintf(tempstr, "Fire hit damage: %i", x->_iFMinDam);
else
#endif
sprintf(tempstr, "Fire hit damage: %i-%i", x->_iFMinDam, x->_iFMaxDam);
break;
case IPL_LIGHTDAM:
#ifdef HELLFIRE
if (x->_iLMinDam == x->_iLMaxDam)
sprintf(tempstr, "Lightning hit damage: %i", x->_iLMinDam);
else
#endif
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;
#ifdef HELLFIRE
case IPL_MULT_ARROWS:
sprintf(tempstr, "multiple arrows per shot");
break;
#endif
case IPL_FIRE_ARROWS:
#ifdef HELLFIRE
if (x->_iFMinDam == x->_iFMaxDam)
sprintf(tempstr, "fire arrows damage: %i", x->_iFMinDam);
else
#endif
sprintf(tempstr, "fire arrows damage: %i-%i", x->_iFMinDam, x->_iFMaxDam);
break;
case IPL_LIGHT_ARROWS:
#ifdef HELLFIRE
if (x->_iLMinDam == x->_iLMaxDam)
sprintf(tempstr, "lightning arrows damage %i", x->_iLMinDam);
else
#endif
sprintf(tempstr, "lightning arrows damage %i-%i", x->_iLMinDam, x->_iLMaxDam);
break;
#ifdef HELLFIRE
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;
#endif
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:
#ifdef HELLFIRE
if (x->_iFMinDam == x->_iFMaxDam)
sprintf(tempstr, "lightning damage: %i", x->_iFMinDam);
else
sprintf(tempstr, "lightning damage: %i-%i", x->_iFMinDam, x->_iFMaxDam);
#else
strcpy(tempstr, "Armor class added to life");
#endif
break;
case IPL_ADDMANAAC:
#ifdef HELLFIRE
strcpy(tempstr, "charged bolts on hits");
#else
strcpy(tempstr, "10% of mana added to armor");
#endif
break;
case IPL_FIRERESCLVL:
if (x->_iPLFR <= 0)
sprintf(tempstr, " ");
else if (x->_iPLFR >= 1)
sprintf(tempstr, "Resist Fire : %+i%%", x->_iPLFR);
break;
#ifdef HELLFIRE
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;
#endif
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, const char *str, int col)
{
int len, width, off, i, k;
BYTE c;
off = x + PitchTbl[SStringY[y] + 44 + SCREEN_Y] + 32 + SCREEN_X;
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(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] + 38 + SCREEN_Y] + 26 + PANEL_X];
for (i = 0; i < 3; i++, src += BUFFER_WIDTH, dst += BUFFER_WIDTH)
memcpy(dst, src, 266); // BUGFIX: should be 267
#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);
}
#ifdef HELLFIRE
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);
}
#endif
if (x->_iMiscId == IMISC_BOOK) {
strcpy(tempstr, "Right click to read");
AddPanelString(tempstr, TRUE);
}
#ifdef HELLFIRE
if (x->_iMiscId == IMISC_NOTE) {
strcpy(tempstr, "Right click to read");
AddPanelString(tempstr, TRUE);
}
#endif
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);
}
#ifdef HELLFIRE
if (x->_iMiscId == IMISC_AURIC) {
sprintf(tempstr, "Doubles gold capacity");
AddPanelString(tempstr, TRUE);
}
#endif
}
void PrintItemDetails(ItemStruct *x)
{
char str, dex;
BYTE mag;
if (x->_iClass == ICLASS_WEAPON) {
#ifdef HELLFIRE
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
#endif
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) {
#ifdef HELLFIRE
if (x->_iMinDam == x->_iMaxDam)
sprintf(tempstr, "dam: %i Dur: %i/%i", x->_iMinDam, x->_iDurability, x->_iMaxDur);
else
#endif
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) {
#ifdef HELLFIRE
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
#endif
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;
#ifdef HELLFIRE
if (plr[p]._pClass == PC_WARRIOR || plr[p]._pClass == PC_BARBARIAN)
#else
if (plr[p]._pClass == PC_WARRIOR)
#endif
l <<= 1;
#ifdef HELLFIRE
if (plr[p]._pClass == PC_ROGUE || plr[p]._pClass == PC_MONK || plr[p]._pClass == PC_BARD)
#else
if (plr[p]._pClass == PC_ROGUE)
#endif
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;
#ifdef HELLFIRE
if (plr[p]._pClass == PC_ROGUE || plr[p]._pClass == PC_MONK || plr[p]._pClass == PC_BARD)
#else
if (plr[p]._pClass == PC_ROGUE)
#endif
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);
#ifdef HELLFIRE
plr[p]._pMana = plr[p]._pMaxMana;
plr[p]._pManaBase = plr[p]._pMaxManaBase;
drawmanaflag = TRUE;
#endif
break;
case IMISC_ELIXDEX:
ModifyPlrDex(p, 1);
break;
case IMISC_ELIXVIT:
ModifyPlrVit(p, 1);
#ifdef HELLFIRE
plr[p]._pHitPoints = plr[p]._pMaxHP;
plr[p]._pHPBase = plr[p]._pMaxHPBase;
drawhpflag = TRUE;
#endif
break;
case IMISC_REJUV:
j = plr[p]._pMaxHP >> 8;
l = ((j >> 1) + random_(39, j)) << 6;
#ifdef HELLFIRE
if (plr[p]._pClass == PC_WARRIOR || plr[p]._pClass == PC_BARBARIAN)
#else
if (plr[p]._pClass == PC_WARRIOR)
#endif
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;
#ifndef HELLFIRE
if (p == myplr && spl == SPL_NOVA)
NetSendCmdLoc(TRUE, CMD_NOVA, cursmx, cursmy);
#endif
}
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;
#ifdef HELLFIRE
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;
#endif
case IMISC_SPECELIX:
ModifyPlrStr(p, 3);
ModifyPlrMag(p, 3);
ModifyPlrDex(p, 3);
ModifyPlrVit(p, 3);
break;
#ifdef HELLFIRE
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;
#endif
}
}
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;
#ifdef HELLFIRE
if (AllItemsList[i].itype == ITYPE_STAFF && AllItemsList[i].iSpell)
#else
if (AllItemsList[i].itype == ITYPE_STAFF)
#endif
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 != IDROP_NEVER && SmithItemOk(i) && lvl >= AllItemsList[i].iMinMLvl
#ifdef HELLFIRE
&& ri < 512
#endif
) {
ril[ri] = i;
ri++;
if (AllItemsList[i].iRnd == IDROP_DOUBLE
#ifdef HELLFIRE
&& ri < 512
#endif
) {
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;
#ifdef HELLFIRE
ItemStruct holditem;
holditem = item[0];
#endif
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 | 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();
#ifdef HELLFIRE
item[0] = holditem;
#endif
}
BOOL PremiumItemOk(int i)
{
BOOL rv;
rv = TRUE;
#ifdef HELLFIRE
if (AllItemsList[i].itype == ITYPE_MISC || AllItemsList[i].itype == ITYPE_GOLD || AllItemsList[i].itype == ITYPE_FOOD)
rv = FALSE;
if (gbMaxPlayers != 1) {
if (AllItemsList[i].iMiscId == IMISC_OILOF || AllItemsList[i].itype == ITYPE_RING || AllItemsList[i].itype == ITYPE_AMULET)
rv = FALSE;
}
#else
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)
rv = FALSE;
if (gbMaxPlayers != 1) {
if (AllItemsList[i].itype == ITYPE_RING)
rv = FALSE;
if (AllItemsList[i].itype == ITYPE_AMULET)
rv = FALSE;
}
#endif
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 != IDROP_NEVER) {
if (PremiumItemOk(i)) {
#ifdef HELLFIRE
if (AllItemsList[i].iMinMLvl >= minlvl && AllItemsList[i].iMinMLvl <= maxlvl && ri < 512) {
#else
if (AllItemsList[i].iMinMLvl >= minlvl && AllItemsList[i].iMinMLvl <= maxlvl) {
#endif
ril[ri] = i;
ri++;
}
}
}
}
return ril[random_(50, ri)] + 1;
}
#ifdef HELLFIRE
static void SpawnOnePremium(int i, int plvl, int myplr, bool noSpells)
#else
static void SpawnOnePremium(int i, int plvl)
#endif
{
int itype;
ItemStruct holditem;
holditem = item[0];
#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);
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 (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);
#ifdef HELLFIRE
GetItemBonus(0, itype, plvl >> 1, plvl, TRUE, noSpells);
#else
GetItemBonus(0, itype, plvl >> 1, plvl, TRUE);
#endif
#ifdef HELLFIRE
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 > SMITH_MAX_PREMIUM_VALUE
|| item[0]._iMinStr > strength
|| item[0]._iMinMag > magic
|| item[0]._iMinDex > dexterity
|| item[0]._iIvalue < ivalue)
&& count < 150);
#else
} while (item[0]._iIvalue > SMITH_MAX_PREMIUM_VALUE);
#endif
premiumitem[i] = item[0];
premiumitem[i]._iCreateInfo = plvl | CF_SMITHPREMIUM;
premiumitem[i]._iIdentified = TRUE;
premiumitem[i]._iStatFlag = StoreStatOk(&premiumitem[i]);
item[0] = holditem;
}
#ifdef HELLFIRE
void SpawnPremium(int pnum)
#else
void SpawnPremium(int lvl)
#endif
{
int i;
#ifdef HELLFIRE
int lvl = plr[pnum]._pLevel;
#endif
if (numpremium < SMITH_PREMIUM_ITEMS) {
for (i = 0; i < SMITH_PREMIUM_ITEMS; i++) {
if (premiumitem[i]._itype == ITYPE_NONE)
#ifdef HELLFIRE
SpawnOnePremium(i, premiumlevel + premiumlvladd[i], pnum, FALSE);
#else
SpawnOnePremium(i, premiumlevel + premiumlvladd[i]);
#endif
}
numpremium = SMITH_PREMIUM_ITEMS;
}
while (premiumlevel < lvl) {
premiumlevel++;
#ifdef HELLFIRE
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 + premiumlvladd[10], pnum, FALSE);
premiumitem[11] = premiumitem[13];
SpawnOnePremium(12, premiumlevel + premiumlvladd[12], pnum, FALSE);
premiumitem[13] = premiumitem[14];
SpawnOnePremium(14, premiumlevel + premiumlvladd[14], pnum, FALSE);
#else
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]);
#endif
}
}
BOOL WitchItemOk(int i)
{
BOOL rv;
rv = FALSE;
#ifdef HELLFIRE
if (AllItemsList[i].itype == ITYPE_MISC || AllItemsList[i].itype == ITYPE_STAFF)
rv = TRUE;
if (AllItemsList[i].iMiscId == IMISC_MANA || AllItemsList[i].iMiscId == IMISC_FULLMANA)
rv = FALSE;
if (AllItemsList[i].iSpell == SPL_TOWN)
rv = FALSE;
if (AllItemsList[i].iMiscId == IMISC_FULLHEAL || 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) || (AllItemsList[i].iSpell == SPL_HEALOTHER && gbMaxPlayers == 1))
rv = FALSE;
#else
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;
#endif
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 != IDROP_NEVER && WitchItemOk(i) && lvl >= AllItemsList[i].iMinMLvl
#ifdef HELLFIRE
&& ri < 512
#endif
) {
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;
j = 3;
#ifdef HELLFIRE
iCnt = random_(51, WITCH_ITEMS - 10) + 10;
int books = random_(3, 4);
#endif
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;
#ifdef HELLFIRE
int bCnt;
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, 8) + 10;
#endif
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)
#ifdef HELLFIRE
GetItemBonus(0, idata, maxlvl >> 1, maxlvl, TRUE, TRUE);
#else
GetItemBonus(0, idata, maxlvl >> 1, maxlvl, TRUE);
#endif
} while (item[0]._iIvalue > WITCH_MAX_VALUE);
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 (AllItemsList[i].iRnd != IDROP_NEVER && PremiumItemOk(i) && lvl >= AllItemsList[i].iMinMLvl
#ifdef HELLFIRE
&& ri < 512
#endif
) {
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) {
do {
item[0]._iSeed = GetRndSeed();
SetRndSeed(item[0]._iSeed);
itype = RndBoyItem(lvl) - 1;
GetItemAttrs(0, itype, lvl);
#ifdef HELLFIRE
GetItemBonus(0, itype, lvl, 2 * lvl, TRUE, TRUE);
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 > BOY_MAX_VALUE
|| item[0]._iMinStr > strength
|| item[0]._iMinMag > magic
|| item[0]._iMinDex > dexterity
|| item[0]._iIvalue < ivalue)
&& count < 250);
#else
GetItemBonus(0, itype, lvl, 2 * lvl, TRUE);
} while (item[0]._iIvalue > BOY_MAX_VALUE);
#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 (AllItemsList[i].iRnd != IDROP_NEVER && HealerItemOk(i) && lvl >= AllItemsList[i].iMinMLvl
#ifdef HELLFIRE
&& ri < 512
#endif
) {
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);
#ifdef HELLFIRE
GetItemBonus(ii, itype, plvl >> 1, plvl, TRUE, FALSE);
#else
GetItemBonus(ii, itype, plvl >> 1, plvl, TRUE);
#endif
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);
#ifdef HELLFIRE
GetItemBonus(ii, itype, lvl, 2 * lvl, TRUE, TRUE);
#else
GetItemBonus(ii, itype, lvl, 2 * lvl, TRUE);
#endif
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)
#ifdef HELLFIRE
GetItemBonus(ii, itype, iblvl >> 1, iblvl, TRUE, TRUE);
}
#else
GetItemBonus(ii, itype, iblvl >> 1, iblvl, TRUE);
#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;
#ifdef HELLFIRE
int lvl = spelldata[ispell].sBookLvl + 1;
if (lvl < 1) {
return;
}
idx = RndTypeItems(ITYPE_MISC, IMISC_BOOK, lvl);
#else
idx = RndTypeItems(ITYPE_MISC, IMISC_BOOK);
#endif
if (numitems < MAXITEMS) {
ii = itemavail[0];
GetSuperItemSpace(x, y, ii);
itemavail[0] = itemavail[MAXITEMS - numitems - 1];
itemactive[numitems] = ii;
while (!done) {
#ifdef HELLFIRE
SetupAllItems(ii, idx, GetRndSeed(), 2 * lvl, 1, TRUE, FALSE, delta);
#else
SetupAllItems(ii, idx, GetRndSeed(), 2 * currlevel, 1, TRUE, FALSE, delta);
#endif
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;
#ifdef HELLFIRE
int curlv = items_get_currlevel();
#endif
if (numitems < MAXITEMS) {
ii = itemavail[0];
GetSuperItemSpace(x, y, ii);
itemavail[0] = itemavail[MAXITEMS - numitems - 1];
itemactive[numitems] = ii;
#ifdef HELLFIRE
idx = RndTypeItems(imisc, IMISC_NONE, curlv);
#else
idx = RndTypeItems(imisc, IMISC_NONE);
#endif
while (!done) {
#ifdef HELLFIRE
SetupAllItems(ii, idx, GetRndSeed(), 2 * curlv, 1, TRUE, FALSE, delta);
#else
SetupAllItems(ii, idx, GetRndSeed(), 2 * currlevel, 1, TRUE, FALSE, delta);
#endif
if (item[ii]._iCurs == icurs)
done = TRUE;
else
#ifdef HELLFIRE
idx = RndTypeItems(imisc, IMISC_NONE, curlv);
#else
idx = RndTypeItems(imisc, IMISC_NONE);
#endif
}
if (sendmsg)
NetSendCmdDItem(FALSE, ii);
if (delta)
DeltaAddItem(ii);
numitems++;
}
}
#ifdef HELLFIRE
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++;
}
}
#endif
void CreateMagicWeapon(int x, int y, int imisc, int icurs, BOOL sendmsg, BOOL delta)
{
int ii, idx;
BOOL done;
done = FALSE;
#ifdef HELLFIRE
int imid;
if (imisc == ITYPE_STAFF)
imid = IMISC_STAFF;
else
imid = IMISC_NONE;
int curlv = items_get_currlevel();
#endif
if (numitems < MAXITEMS) {
ii = itemavail[0];
GetSuperItemSpace(x, y, ii);
itemavail[0] = itemavail[MAXITEMS - numitems - 1];
itemactive[numitems] = ii;
#ifdef HELLFIRE
idx = RndTypeItems(imisc, imid, curlv);
#else
idx = RndTypeItems(imisc, IMISC_NONE);
#endif
while (!done) {
#ifdef HELLFIRE
SetupAllItems(ii, idx, GetRndSeed(), 2 * curlv, 1, TRUE, FALSE, delta);
#else
SetupAllItems(ii, idx, GetRndSeed(), 2 * currlevel, 1, TRUE, FALSE, delta);
#endif
if (item[ii]._iCurs == icurs)
done = TRUE;
else
#ifdef HELLFIRE
idx = RndTypeItems(imisc, imid, curlv);
#else
idx = RndTypeItems(imisc, IMISC_NONE);
#endif
}
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 = 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 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;
}
}
}