comparison Player.cpp @ 1764:2051dfa0a00c

Слияние
author Ritor1
date Tue, 01 Oct 2013 10:44:02 +0600
parents 20223822fabc a2ea57410b15
children 7b42e79eb2d0
comparison
equal deleted inserted replaced
1763:20223822fabc 1764:2051dfa0a00c
2562 2562
2563 //----- (0048E1B5) -------------------------------------------------------- 2563 //----- (0048E1B5) --------------------------------------------------------
2564 int Player::GetAttackRecoveryTime(bool bRangedAttack) 2564 int Player::GetAttackRecoveryTime(bool bRangedAttack)
2565 { 2565 {
2566 ItemGen *weapon = nullptr; 2566 ItemGen *weapon = nullptr;
2567 ItemDesc *weapon_desc = nullptr;
2568 uint weapon_recovery = base_recovery_times_per_weapon_type[0]; 2567 uint weapon_recovery = base_recovery_times_per_weapon_type[0];
2569 if (bRangedAttack) 2568 if (bRangedAttack)
2570 { 2569 {
2571 if ( HasItemEquipped(EQUIP_BOW) ) 2570 if ( HasItemEquipped(EQUIP_BOW) )
2572 { 2571 {
2645 { 2644 {
2646 if (GetActualSkillLevel((PLAYER_SKILL_TYPE)weapon->GetPlayerSkillType()) && 2645 if (GetActualSkillLevel((PLAYER_SKILL_TYPE)weapon->GetPlayerSkillType()) &&
2647 (weapon->GetPlayerSkillType() == PLAYER_SKILL_SWORD || weapon->GetPlayerSkillType() == PLAYER_SKILL_AXE || weapon->GetPlayerSkillType() == PLAYER_SKILL_BOW) ) 2646 (weapon->GetPlayerSkillType() == PLAYER_SKILL_SWORD || weapon->GetPlayerSkillType() == PLAYER_SKILL_AXE || weapon->GetPlayerSkillType() == PLAYER_SKILL_BOW) )
2648 { 2647 {
2649 if (SkillToMastery(pActiveSkills[weapon->GetPlayerSkillType()]) >= 2 ) // Expert Sword, Axe & Bow reduce recovery 2648 if (SkillToMastery(pActiveSkills[weapon->GetPlayerSkillType()]) >= 2 ) // Expert Sword, Axe & Bow reduce recovery
2650 sword_axe_bow_recovery_reduction = pActiveSkills[weapon_desc->uSkillType] & 0x3F; 2649 sword_axe_bow_recovery_reduction = pActiveSkills[weapon->GetPlayerSkillType()] & 0x3F;
2651 } 2650 }
2652 if (weapon->GetPlayerSkillType() == PLAYER_SKILL_BLASTER) 2651 if (weapon->GetPlayerSkillType() == PLAYER_SKILL_BLASTER)
2653 shooting_laser = true; 2652 shooting_laser = true;
2654 } 2653 }
2655 2654
5513 } 5512 }
5514 if ( var_type <= VAR_ReputationInCurrentLocation 5513 if ( var_type <= VAR_ReputationInCurrentLocation
5515 || var_type > VAR_History_28 5514 || var_type > VAR_History_28
5516 || (v22 = var_type - VAR_History_0, pParty->PartyTimes.HistoryEventTimes[v22]) 5515 || (v22 = var_type - VAR_History_0, pParty->PartyTimes.HistoryEventTimes[v22])
5517 || (pParty->PartyTimes.HistoryEventTimes[v22] = pParty->uTimePlayed, 5516 || (pParty->PartyTimes.HistoryEventTimes[v22] = pParty->uTimePlayed,
5518 v23 = pStorylineText->StoreLine[v22].pText == 0,//*(&pStorylineText->field_0 + 3 * v22) == 0, 5517 pStorylineText->StoreLine[v22].pText == 0) )//*(&pStorylineText->field_0 + 3 * v22) == 0,
5519 v23) )
5520 return; 5518 return;
5521 bFlashHistoryBook = 1; 5519 bFlashHistoryBook = 1;
5522 } 5520 }
5523 v25 = 8 * currPlayerId + 400; 5521 v25 = 8 * currPlayerId + 400;
5524 LOBYTE(v25) = PID(OBJECT_Player,currPlayerId - 112); 5522 LOBYTE(v25) = PID(OBJECT_Player,currPlayerId - 112);
5577 goto LABEL_124; 5575 goto LABEL_124;
5578 case VAR_Class: 5576 case VAR_Class:
5579 this->classType = (PLAYER_CLASS_TYPE)var_value; 5577 this->classType = (PLAYER_CLASS_TYPE)var_value;
5580 if ( (char)var_value == PLAYER_CLASS_LICH ) 5578 if ( (char)var_value == PLAYER_CLASS_LICH )
5581 { 5579 {
5582 v9 = NULL;
5583 for (int i = 0; i < 138; i++) 5580 for (int i = 0; i < 138; i++)
5584 { 5581 {
5585 v9 = &this->pInventoryItemList[i]; 5582 v9 = &this->pInventoryItemList[i];
5586 if (v9->uItemID == ITEM_LICH_JAR_EMPTY) 5583 if (v9->uItemID == ITEM_LICH_JAR_EMPTY)
5584 {
5585 v9->uItemID = ITEM_LICH_JAR_FULL;
5586 v9->uHolderPlayer = currPlayerId + 1;
5587 v10 = (int)((char *)this + 36 * 138);
5588 *(int *)(v10 + 532) = 601;
5589 *(char *)(v10 + 558) = currPlayerId + 1;
5587 break; 5590 break;
5588 } 5591 }
5589 if (v9 != NULL && v9->uItemID != ITEM_LICH_JAR_EMPTY)
5590 {
5591 v10 = (int)((char *)this + 36 * 138); //originally 36 * v8. the code got to this condition only if v8 was equal to 138
5592 *(int *)(v10 + 532) = 601;
5593 *(char *)(v10 + 558) = currPlayerId + 1;
5594 } 5592 }
5595 if ( this->sResFireBase < 20 ) 5593 if ( this->sResFireBase < 20 )
5596 this->sResFireBase = 20; 5594 this->sResFireBase = 20;
5597 if ( this->sResAirBase < 20 ) 5595 if ( this->sResAirBase < 20 )
5598 this->sResAirBase = 20; 5596 this->sResAirBase = 20;
5600 this->sResWaterBase = 20; 5598 this->sResWaterBase = 20;
5601 if ( this->sResEarthBase < 20 ) 5599 if ( this->sResEarthBase < 20 )
5602 this->sResEarthBase = 20; 5600 this->sResEarthBase = 20;
5603 this->sResMindBase = 200; 5601 this->sResMindBase = 200;
5604 this->sResBodyBase = 200; 5602 this->sResBodyBase = 200;
5605 v11 = this->GetSexByVoice();
5606 this->uPrevVoiceID = this->uVoiceID; 5603 this->uPrevVoiceID = this->uVoiceID;
5607 this->uPrevFace = this->uCurrentFace; 5604 this->uPrevFace = this->uCurrentFace;
5608 if ( v11 ) 5605 if ( IsFemale() )
5609 { 5606 {
5610 this->uCurrentFace = 21; 5607 this->uCurrentFace = 21;
5611 this->uVoiceID = 21; 5608 this->uVoiceID = 21;
5612 } 5609 }
5613 else 5610 else
5855 } 5852 }
5856 else 5853 else
5857 { 5854 {
5858 v16 = (int)((char *)&this->pConditions[16] + 2 * var_type); 5855 v16 = (int)((char *)&this->pConditions[16] + 2 * var_type);
5859 v17 = *(char *)v16; 5856 v17 = *(char *)v16;
5860 if ( var_value <= VAR_BodyResistanceBonus ) 5857 if ( var_value <= 63 )
5861 { 5858 {
5862 LOWORD(v15) = (unsigned __int8)var_value; 5859 LOWORD(v15) = (unsigned __int8)var_value;
5863 v18 = v15 | v17 & VAR_BodyResistanceBonus; 5860 v18 = v15 | v17 & 63;
5864 } 5861 }
5865 else 5862 else
5866 { 5863 {
5867 LOWORD(v18) = (unsigned __int8)(var_value | v17 & 0xC0); 5864 LOWORD(v18) = (unsigned __int8)(var_value | v17 & 0xC0);
5868 } 5865 }