Devilution
Diablo devolved - magic behind the 1996 computer game
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48 int RndPL(
int param1,
int param2);
49 int PLVal(
int pv,
int p1,
int p2,
int minv,
int maxv);
50 void SaveItemPower(
int i,
int power,
int param1,
int param2,
int minval,
int maxval,
int multval);
51 void GetItemPower(
int i,
int minlvl,
int maxlvl,
int flgs, BOOL onlygood);
52 void GetItemBonus(
int i,
int idata,
int minlvl,
int maxlvl, BOOL onlygood);
58 int CheckUnique(
int i,
int lvl,
int uper, BOOL recreate);
62 void SetupAllItems(
int ii,
int idx,
int iseed,
int lvl,
int uper,
int onlygood, BOOL recreate, BOOL pregen);
63 void SpawnItem(
int m,
int x,
int y, BOOL sendmsg);
65 void CreateRndItem(
int x,
int y, BOOL onlygood, BOOL sendmsg, BOOL delta);
68 void CreateTypeItem(
int x,
int y, BOOL onlygood,
int itype,
int imisc, BOOL sendmsg, BOOL delta);
69 void RecreateItem(
int ii,
int idx, WORD icreateinfo,
int iseed,
int ivalue);
70 void RecreateEar(
int ii, WORD ic,
int iseed,
int Id,
int dur,
int mdur,
int ch,
int mch,
int ivalue,
int ibuff);
71 void SpawnQuestItem(
int itemid,
int x,
int y,
int randarea,
int selflag);
88 void PrintUString(
int x,
int y, BOOL cjustflag,
char *str,
int col);
94 void UseItem(
int p,
int Mid,
int spl);
122 void RecreateTownItem(
int ii,
int idx, WORD icreateinfo,
int iseed,
int ivalue);
125 void CreateSpellBook(
int x,
int y,
int ispell, BOOL sendmsg, BOOL delta);
126 void CreateMagicArmor(
int x,
int y,
int imisc,
int icurs, BOOL sendmsg, BOOL delta);
127 void CreateMagicWeapon(
int x,
int y,
int imisc,
int icurs, BOOL sendmsg, BOOL delta);
ItemGetRecordStruct itemrecord[MAXITEMS]
void PutItemRecord(int nSeed, WORD wCI, int nIndex)
void CalcPlrItemVals(int p, BOOL Loadgfx)
void RecreateHealerItem(int ii, int idx, int lvl, int iseed)
void GetUniqueItem(int i, int uid)
void DoRepair(int pnum, int cii)
void RecreateWitchItem(int ii, int idx, int lvl, int iseed)
void CalcPlrBookVals(int p)
void PrintItemOil(char IDidx)
int RndTypeItems(int itype, int imid)
void CreateItem(int uid, int x, int y)
BOOL PremiumItemOk(int i)
void SetPlrHandGoldCurs(ItemStruct *h)
void GetGoldSeed(int pnum, ItemStruct *h)
void GetItemAttrs(int i, int idata, int lvl)
void SaveItemPower(int i, int power, int param1, int param2, int minval, int maxval, int multval)
void SpawnPremium(int lvl)
void PrintItemMisc(ItemStruct *x)
void CreateMagicArmor(int x, int y, int imisc, int icurs, BOOL sendmsg, BOOL delta)
int RndWitchItem(int lvl)
void RechargeItem(ItemStruct *i, int r)
BOOL ItemSpaceOk(int i, int j)
void GetItemPower(int i, int minlvl, int maxlvl, int flgs, BOOL onlygood)
void SpawnOnePremium(int i, int plvl)
void RecreatePremiumItem(int ii, int idx, int plvl, int iseed)
void CalcSelfItems(int pnum)
void GetSuperItemLoc(int x, int y, int *xx, int *yy)
BOOL GetItemSpace(int x, int y, char inum)
void PrintUString(int x, int y, BOOL cjustflag, char *str, int col)
void GetSuperItemSpace(int x, int y, char inum)
void PrintItemDetails(ItemStruct *x)
void CreateSpellBook(int x, int y, int ispell, BOOL sendmsg, BOOL delta)
int ItemDropSnds[ITEMTYPES]
void GetPlrHandSeed(ItemStruct *h)
void BubbleSwapItem(ItemStruct *a, ItemStruct *b)
void CalcPlrItemMin(int pnum)
void CreateRndItem(int x, int y, BOOL onlygood, BOOL sendmsg, BOOL delta)
void SpawnItem(int m, int x, int y, BOOL sendmsg)
void GetStaffPower(int i, int lvl, int bs, BOOL onlygood)
void GetItemBonus(int i, int idata, int minlvl, int maxlvl, BOOL onlygood)
int CheckUnique(int i, int lvl, int uper, BOOL recreate)
void SetPlrHandItem(ItemStruct *h, int idata)
void SpawnHealer(int lvl)
void RecreateBoyItem(int ii, int idx, int lvl, int iseed)
void NextItemRecord(int i)
void SpawnQuestItem(int itemid, int x, int y, int randarea, int selflag)
void CalcPlrInv(int p, BOOL Loadgfx)
void UseItem(int p, int Mid, int spl)
BOOL ItemPlace(int xp, int yp)
void RecreateEar(int ii, WORD ic, int iseed, int Id, int dur, int mdur, int ch, int mch, int ivalue, int ibuff)
void CreatePlrItems(int p)
BOOL GetItemRecord(int nSeed, WORD wCI, int nIndex)
void RecreateItem(int ii, int idx, WORD icreateinfo, int iseed, int ivalue)
void GetStaffSpell(int i, int lvl, BOOL onlygood)
void CalcItemValue(int i)
void SetPlrHandSeed(ItemStruct *h, int iseed)
BYTE ItemAnimLs[ITEMTYPES]
ItemStruct item[MAXITEMS+1]
char * ItemDropNames[ITEMTYPES]
BOOL ItemMinStats(PlayerStruct *p, ItemStruct *x)
void SpawnUnique(int uid, int x, int y)
int PLVal(int pv, int p1, int p2, int minv, int maxv)
void SetupAllUseful(int ii, int iseed, int lvl)
BYTE * itemanims[ITEMTYPES]
BOOL StoreStatOk(ItemStruct *h)
void PrintItemPower(char plidx, ItemStruct *x)
int RndSmithItem(int lvl)
void CalcPlrScrolls(int p)
int RndPL(int param1, int param2)
void PrintItemDur(ItemStruct *x)
void CheckIdentify(int pnum, int cii)
void DoRecharge(int pnum, int cii)
void DeleteItem(int ii, int i)
int RndPremiumItem(int minlvl, int maxlvl)
int ItemInvSnds[ITEMTYPES]
void CreateTypeItem(int x, int y, BOOL onlygood, int itype, int imisc, BOOL sendmsg, BOOL delta)
void GetBookSpell(int i, int lvl)
void RepairItem(ItemStruct *i, int lvl)
void RespawnItem(int i, BOOL FlipFlag)
int RndHealerItem(int lvl)
void WitchBookLevel(int ii)
void CreateMagicWeapon(int x, int y, int imisc, int icurs, BOOL sendmsg, BOOL delta)
void RecreateTownItem(int ii, int idx, WORD icreateinfo, int iseed, int ivalue)
void CreateRndUseful(int pnum, int x, int y, BOOL sendmsg)
void SetupAllItems(int ii, int idx, int iseed, int lvl, int uper, int onlygood, BOOL recreate, BOOL pregen)
void RecreateSmithItem(int ii, int idx, int lvl, int iseed)
void SetItemRecord(int nSeed, WORD wCI, int nIndex)