comparison Engine/Objects/Player.cpp @ 2498:92eeeb5200f2

.
author Ritor1
date Fri, 19 Sep 2014 00:03:04 +0600
parents
children 68cdef6879a0
comparison
equal deleted inserted replaced
2497:82d5d92a097c 2498:92eeeb5200f2
1 #define _CRTDBG_MAP_ALLOC
2 #include <stdlib.h>
3 #include <crtdbg.h>
4
5 #define _CRT_SECURE_NO_WARNINGS
6 #include "stru6.h"
7
8 #include "ErrorHandling.h"
9
10 #include "Player.h"
11 #include "PlayerFrameTable.h"
12 #include "AudioPlayer.h"
13 #include "Party.h"
14 #include "LOD.h"
15 #include "GUIWindow.h"
16 #include "Engine/Graphics/Viewport.h"
17 #include "Actor.h"
18 #include "Game.h"
19 #include "Mouse.h"
20 #include "TurnEngine.h"
21 #include "Events.h"
22 #include "Events2D.h"
23 #include "Engine/Graphics/Outdoor.h"
24 #include "StorylineTextTable.h"
25 #include "Autonotes.h"
26 #include "Awards.h"
27 #include "texts.h"
28
29 #include "stru123.h"
30 #include "stru298.h"
31 #include "ObjectList.h"
32 #include "MM7.h"
33 #include "SpriteObject.h"
34 #include "Engine/Graphics/DecalBuilder.h"
35 #include "CastSpellInfo.h"
36 #include "OurMath.h"
37 #include "UI\UIPartyCreation.h"
38
39
40
41
42 NZIArray<struct Player *, 5> pPlayers;
43
44
45 /* 381 */
46 #pragma pack(push, 1)
47 struct PlayerCreation_AttributeProps
48 {
49 unsigned __int8 uBaseValue;
50 char uMaxValue;
51 char uDroppedStep;
52 char uBaseStep;
53 };
54 #pragma pack(pop)
55
56
57 #pragma pack(push, 1)
58
59
60
61 #pragma pack(pop)
62 PlayerCreation_AttributeProps StatTable[4][7] = //0x4ED7B0
63 {
64 {{11, 25, 1, 1}, {11, 25, 1, 1}, {11, 25, 1, 1}, { 9, 25, 1, 1}, {11, 25, 1, 1}, {11, 25, 1, 1}, {9, 25, 1, 1},},
65 {{ 7, 15, 2, 1}, {14, 30, 1, 2}, {11, 25, 1, 1}, { 7, 15, 2, 1}, {14, 30, 1, 2}, {11, 25, 1, 1}, {9, 20, 1, 1},},
66 {{14, 30, 1, 2}, { 7, 15, 2, 1}, { 7, 15, 2, 1}, {11, 25, 1, 1}, {11, 25, 1, 1}, {14, 30, 1, 2}, {9, 20, 1, 1},},
67 {{14, 30, 1, 2}, {11, 25, 1, 1}, {11, 25, 1, 1}, {14, 30, 1, 2}, { 7, 15, 2, 1}, { 7, 15, 2, 1}, {9, 20, 1, 1}}
68 };
69
70
71
72 std::array<int, 5> StealingMasteryBonuses = {0, 100, 200, 300, 500}; //dword_4EDEA0 //the zeroth element isn't accessed, it just helps avoid -1 indexing, originally 4 element array off by one
73 std::array<int, 5> StealingRandomBonuses = {-200, -100, 0, 100, 200}; //dword_4EDEB4
74 std::array<int, 5> StealingEnchantmentBonusForSkill = {0, 2, 4, 6, 10}; //dword_4EDEC4 //the zeroth element isn't accessed, it just helps avoid -1 indexing, originally 4 element array off by one
75
76
77
78 // available skills per class ( 9 classes X 37 skills )
79 // 0 - not available
80 // 1 - available
81 // 2 - primary skill
82 unsigned char pSkillAvailabilityPerClass[9][37] = // byte[] @ MM7.exe::004ED820
83 {
84 {0, 2, 0, 1, 1, 1, 1, 0, 1, 2, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0},
85 {0, 1, 2, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 1, 0, 0, 1, 1, 0, 0, 0, 2, 1, 0},
86 {1, 1, 1, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 2, 2, 1, 1, 0, 0, 0},
87 {0, 1, 1, 1, 0, 0, 2, 0, 1, 1, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0},
88 {0, 1, 0, 1, 1, 2, 0, 0, 0, 1, 0, 0, 1, 2, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1},
89 {0, 1, 1, 2, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 2, 0, 0, 1, 1, 0, 1, 1, 0, 0, 0},
90 {0, 0, 0, 0, 0, 0, 2, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 2, 0, 0, 0, 1, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1},
91 {0, 0, 2, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 1, 2, 1, 0, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1},
92 {2, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 2, 1, 1, 1, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0} // some of these are started at 4ED94C, but needs to be here
93 };
94
95
96 unsigned char pEquipTypeToBodyAnchor[21] = // 4E8398
97 {
98 1, // EQUIP_SINGLE_HANDED
99 1, // EQUIP_TWO_HANDED
100 2, // EQUIP_BOW
101 3, // EQUIP_ARMOUR
102 0, // EQUIP_SHIELD
103 4, // EQUIP_HELMET
104 5, // EQUIP_BELT
105 6, // EQUIP_CLOAK
106 7, // EQUIP_GAUNTLETS
107 8, // EQUIP_BOOTS
108 10, // EQUIP_RING
109 9, // EQUIP_AMULET
110 1, // EQUIP_WAND
111 0, // EQUIP_REAGENT
112 0, // EQUIP_POTION
113 0, // EQUIP_SPELL_SCROLL
114 0, // EQUIP_BOOK
115 0, // EQUIP_MESSAGE_SCROLL
116 0, // EQUIP_GOLD
117 0, // EQUIP_GEM
118 0 // EQUIP_NONE
119 };
120
121
122 unsigned char pBaseHealthByClass[12] = {40, 35, 35, 30, 30, 30, 25, 20, 20, 0, 0, 0};
123 unsigned char pBaseManaByClass[12] = { 0, 0, 0, 5, 5, 0, 10, 10, 15, 0, 0, 0};
124 unsigned char pBaseHealthPerLevelByClass[36] = {5, 7, 9, 9, 4, 6, 8, 8, 5, 6, 8, 8, 4, 5, 6, 6, 3, 4, 6, 6, 4, 5, 6, 6, 2, 3, 4, 4, 2, 3, 4, 4, 2, 3, 3, 3};
125 unsigned char pBaseManaPerLevelByClass[36] = {0, 0, 0, 0, 0, 1, 1, 1, 0, 1, 1, 1, 1, 2, 3, 3, 1, 2, 3, 3, 0, 2, 3, 3, 3, 4, 5, 5, 3, 4, 5, 5, 3, 4, 6, 6};
126
127 unsigned char pConditionAttributeModifier[7][19] =
128 {{100, 100, 100, 120, 50, 200, 75, 60, 50, 30, 25, 10, 100, 100, 100, 100, 100, 100, 100}, //Might
129 {100, 100, 100, 50, 25, 10, 100, 100, 75, 60, 50, 30, 100, 100, 100, 100, 100, 1, 100}, //Intelligence
130 {100, 100, 100, 50, 25, 10, 100, 100, 75, 60, 50, 30, 100, 100, 100, 100, 100, 1, 100}, //Willpower
131 {100, 100, 100, 100, 50, 150, 75, 60, 50, 30, 25, 10, 100, 100, 100, 100, 100, 100, 100}, //Endurance
132 {100, 100, 100, 50, 10, 100, 75, 60, 50, 30, 25, 10, 100, 100, 100, 100, 100, 50, 100}, //Accuracy
133 {100, 100, 100, 120, 20, 120, 75, 60, 50, 30, 25, 10, 100, 100, 100, 100, 100, 50, 100}, //Speed
134 {100, 100, 100, 100, 200, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100}}; //Luck
135
136 unsigned char pAgingAttributeModifier[7][4] =
137 {{100, 75, 40, 10}, //Might
138 {100, 150, 100, 10}, //Intelligence
139 {100, 150, 100, 10}, //Willpower
140 {100, 75, 40, 10}, //Endurance
141 {100, 100, 40, 10}, //Accuracy
142 {100, 100, 40, 10}, //Speed
143 {100, 100, 100, 100}}; //Luck
144
145 unsigned int pAgeingTable[4] = {50, 100, 150, 0xFFFF};
146
147 std::array<unsigned int, 18> pConditionImportancyTable = {{16, 15, 14, 17, 13, 2, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 1, 0}};
148
149 short param_to_bonus_table[29] = {500, 400, 350, 300, 275, 250, 225, 200, 175,
150 150, 125, 100, 75, 50, 40, 35, 30, 25, 21,
151 19, 17, 15, 13, 11, 9, 7, 5, 3, 0};
152 signed int parameter_to_bonus_value[29] = {30, 25, 20, 19, 18, 17, 16, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, -1, -2, -3, -4, -5, -6};
153
154
155 unsigned short base_recovery_times_per_weapon_type[12] =
156 {
157 100, // PLAYER_SKILL_STAFF && Unarmed withoud skill
158 90, // PLAYER_SKILL_SWORD && Unarmed with skill
159 60, // PLAYER_SKILL_DAGGER
160 100, // PLAYER_SKILL_AXE
161 80, // PLAYER_SKILL_SPEAR
162 100, // PLAYER_SKILL_BOW
163 80, // PLAYER_SKILL_MACE
164 30, // PLAYER_SKILL_BLASTER
165 10, // PLAYER_SKILL_SHIELD
166 10, // PLAYER_SKILL_LEATHER
167 20, // PLAYER_SKILL_CHAIN
168 30 // PLAYER_SKILL_PLATE
169 };
170
171 //----- (00490913) --------------------------------------------------------
172 int PlayerCreation_GetUnspentAttributePointCount()
173 {
174 signed int v0; // edi@1
175 int raceId; // ebx@2
176 signed int v4; // eax@17
177 int v5; // edx@18
178 signed int v6; // ecx@18
179 signed int remainingStatPoints; // [sp+Ch] [bp-8h]@1
180
181 remainingStatPoints = 50;
182 v0 = 50;
183 for (int playerNum = 0; playerNum < 4; playerNum++)
184 {
185 raceId = pParty->pPlayers[playerNum].GetRace();
186 for (int statNum = 0; statNum <= 6; statNum++)
187 {
188 switch ( statNum )
189 {
190 case 0:
191 v0 = pParty->pPlayers[playerNum].uMight;
192 break;
193 case 1:
194 v0 = pParty->pPlayers[playerNum].uIntelligence;
195 break;
196 case 2:
197 v0 = pParty->pPlayers[playerNum].uWillpower;
198 break;
199 case 3:
200 v0 = pParty->pPlayers[playerNum].uEndurance;
201 break;
202 case 4:
203 v0 = pParty->pPlayers[playerNum].uAccuracy;
204 break;
205 case 5:
206 v0 = pParty->pPlayers[playerNum].uSpeed;
207 break;
208 case 6:
209 v0 = pParty->pPlayers[playerNum].uLuck;
210 break;
211 }
212 v4 = StatTable[raceId][statNum].uBaseValue;
213 if ( v0 >= v4 )
214 {
215 v5 = StatTable[raceId][statNum].uDroppedStep;
216 v6 = StatTable[raceId][statNum].uBaseStep;
217 }
218 else
219 {
220 v5 = StatTable[raceId][statNum].uBaseStep;
221 v6 = StatTable[raceId][statNum].uDroppedStep;
222 }
223 remainingStatPoints += v5 * (v4 - v0) / v6;
224 }
225 }
226 return remainingStatPoints;
227 }
228
229 //----- (00427730) --------------------------------------------------------
230 bool Player::CanCastSpell(unsigned int uRequiredMana)
231 {
232 if (sMana >= (signed int)uRequiredMana)
233 {
234 sMana -= (signed int)uRequiredMana;
235 return true;
236 }
237
238 pAudioPlayer->PlaySound(SOUND_PlayerCantCastSpell, 0, 0, -1, 0, 0, 0, 0);
239 return false;
240 }
241
242 //----- (004BE2DD) --------------------------------------------------------
243 void Player::SalesProcess( unsigned int inventory_idnx, int item_index, int _2devent_idx )
244 {
245 float v6; // ST04_4@1
246 signed int item_value; // eax@1
247 signed int sell_price; // ebx@1
248
249 item_value =pOwnItems[item_index].GetValue();
250 v6 = p2DEvents[ _2devent_idx - 1].fPriceMultiplier;
251 sell_price = GetPriceSell(item_value, v6);
252 if ( pOwnItems[item_index].IsBroken() )
253 sell_price = 1;
254 if ( sell_price < 1 )
255 sell_price = 1;
256 RemoveItemAtInventoryIndex(inventory_idnx);
257 Party::SetGold(pParty->uNumGold + sell_price);
258 }
259
260 //----- (0043EEF3) --------------------------------------------------------
261 bool Player::NothingOrJustBlastersEquipped()
262 {
263 signed int item_idx; // esi@1
264 signed int item_id; // esi@1
265 for (int i = 0; i < 16; ++i)
266 {
267 item_idx = pEquipment.pIndices[i];
268 if (item_idx)
269 {
270 item_id = pOwnItems[item_idx - 1].uItemID;
271 if ( item_id != ITEM_BLASTER && item_id != ITEM_LASER_RIFLE ) //blaster& blaster rifle
272 return false;
273 }
274 }
275 return true;
276 }
277
278 //----- (004B8040) --------------------------------------------------------
279 int Player::GetConditionDayOfWeek( unsigned int uCondition )
280 {
281 return (unsigned int)(((signed __int64)((double)this->pConditions[uCondition] * 0.234375) / 60 / 60) / 24) % 7 + 1;
282 }
283
284 //----- (004B807C) --------------------------------------------------------
285 int Player::GetTempleHealCostModifier(float a2)
286 {
287 unsigned int conditionIdx; // eax@1
288 int conditionTimeMultiplier; // esi@1
289 int v6; // eax@8
290 signed int result; // qax@13
291 signed int baseConditionMultiplier; // [sp+8h] [bp-8h]@4
292
293 conditionIdx = GetMajorConditionIdx();
294 if ( conditionIdx >= 14 && conditionIdx <= 16)
295 {
296 if ( conditionIdx <= 15 )
297 baseConditionMultiplier = 5;
298 else //if ( conditionIdx == 16 )
299 baseConditionMultiplier = 10;
300 conditionTimeMultiplier = GetConditionDayOfWeek(conditionIdx);
301 }
302 else
303 {
304 conditionTimeMultiplier = 1;
305 baseConditionMultiplier = 1;
306 if (conditionIdx < 14)
307 {
308 for (int i = 0; i <= 13; i++)
309 {
310 v6 = GetConditionDayOfWeek(i);
311 if ( v6 > conditionTimeMultiplier )
312 conditionTimeMultiplier = v6;
313 }
314 }
315 }
316 result = (int)((double)conditionTimeMultiplier * (double)baseConditionMultiplier * a2);
317 if ( result < 1 )
318 result = 1;
319 return result;
320 }
321
322 //----- (004B8102) --------------------------------------------------------
323 int Player::GetPriceSell(int uRealValue, float price_multiplier)
324 {
325 signed int v3; // esi@1
326 signed int result; // eax@3
327
328 v3 = (signed int)((signed __int64)((double)uRealValue / (price_multiplier + 2.0)) + uRealValue * GetMerchant() / 100);
329 if ( v3 > uRealValue )
330 v3 = uRealValue;
331 result = 1;
332 if ( v3 >= 1 )
333 result = v3;
334 return result;
335 }
336
337 //----- (004B8142) --------------------------------------------------------
338 int Player::GetBuyingPrice(unsigned int uRealValue, float price_multiplier)
339 {
340 uint price = (uint)(((100 - GetMerchant()) * (uRealValue * price_multiplier)) / 100);
341
342 if (price < uRealValue)
343 price = uRealValue;
344 return price;
345 }
346
347 //----- (004B8179) --------------------------------------------------------
348 int Player::GetPriceIdentification(float a2)
349 {
350 signed int v2; // esi@1
351 int v3; // ecx@1
352 signed int result; // eax@3
353
354 v2 = (signed int)(a2 * 50.0);
355 v3 = v2 * (100 - GetMerchant()) / 100;
356 if ( v3 < v2 / 3 )
357 v3 = v2 / 3;
358 result = 1;
359 if ( v3 >= 1 )
360 result = v3;
361 return result;
362 }
363
364 //----- (004B81C3) --------------------------------------------------------
365 int Player::GetPriceRepair(int a2, float a3)
366 {
367 signed int v3; // esi@1
368 int v4; // ecx@1
369 signed int result; // eax@3
370
371 v3 = (signed int)((double)a2 / (6.0 - a3));
372 v4 = v3 * (100 - GetMerchant()) / 100;
373 if ( v4 < v3 / 3 )
374 v4 = v3 / 3;
375 result = 1;
376 if ( v4 >= 1 )
377 result = v4;
378 return result;
379 }
380
381 //----- (004B8213) --------------------------------------------------------
382 int Player::GetBaseSellingPrice(int a2, float a3)
383 {
384 signed int v3; // qax@1
385
386 v3 = (signed int)((double)a2 / (a3 + 2.0));
387 if ( v3 < 1 )
388 v3 = 1;
389 return v3;
390 }
391
392 //----- (004B8233) --------------------------------------------------------
393 int Player::GetBaseBuyingPrice(int a2, float a3)
394 {
395 signed int v3; // qax@1
396
397 v3 = (signed int)((double)a2 * a3);
398 if ( v3 < 1 )
399 v3 = 1;
400 return v3;
401 }
402
403 //----- (004B824B) --------------------------------------------------------
404 int Player::GetBaseIdentifyPrice(float a2)
405 {
406 signed int v2; // qax@1
407
408 v2 = (signed int)(a2 * 50.0);
409 if ( v2 < 1 )
410 v2 = 1;
411 return v2;
412 }
413
414 //----- (004B8265) --------------------------------------------------------
415 int Player::GetBaseRepairPrice(int a2, float a3)
416 {
417 signed int v3; // qax@1
418
419 v3 = (signed int)((double)a2 / (6.0 - a3));
420 if ( v3 < 1 )
421 v3 = 1;
422 return v3;
423 }
424
425 //----- (004B6FF9) --------------------------------------------------------
426 bool Player::IsPlayerHealableByTemple()
427 {
428 if (this->sHealth >= GetMaxHealth() && this->sMana >= GetMaxMana() && GetMajorConditionIdx() == Condition_Good)
429 return false;
430 else
431 {
432 if (GetMajorConditionIdx() == Condition_Zombie)
433 {
434 if (((signed int)window_SpeakInHouse->ptr_1C == 78 || (signed int)window_SpeakInHouse->ptr_1C == 81 || (signed int)window_SpeakInHouse->ptr_1C == 82))
435 return false;
436 else
437 return true;
438 }
439 else
440 return true;
441 }
442 }
443
444 //----- (00421E75) --------------------------------------------------------
445 unsigned int Player::GetItemIDAtInventoryIndex(int *pitem_index)
446 {
447 int item_idx; // eax@1
448 int inv_index; // eax@3
449
450 item_idx = *pitem_index;
451 if ( item_idx >125 || item_idx < 0 )
452 return 0;
453 inv_index = this->pInventoryMatrix[item_idx];
454 if ( inv_index < 0 )
455 {
456 *pitem_index = -1 - inv_index;
457 inv_index = this->pInventoryMatrix[-1 - inv_index];
458 }
459 return inv_index;
460 }
461
462 //----- (004160CA) --------------------------------------------------------
463 void Player::ItemsEnchant( int enchant_count )
464 {
465 int avalible_items; // ebx@1
466 int i; // edx@8
467 __int16 item_index_tabl[138]; // [sp+Ch] [bp-118h]@1
468
469 avalible_items = 0;
470 memset (item_index_tabl,0,sizeof(item_index_tabl));
471
472 for (i = 0; i < 138; ++i)
473 {
474 if (( pOwnItems[i].uItemID>0)&&(pOwnItems[i].uItemID <= 134))
475 item_index_tabl[avalible_items++] = i;
476 }
477
478 if ( avalible_items )
479 {
480 if ( enchant_count )
481 {
482 for ( i = 0; i < enchant_count; ++i )
483 {
484 if (!(pInventoryItemList[item_index_tabl[i]].uAttributes&ITEM_HARDENED))
485 pInventoryItemList[item_index_tabl[rand() % avalible_items]].uAttributes |= ITEM_HARDENED;
486 }
487 }
488 else
489 {
490 for ( i = 0; i < avalible_items; ++i )
491 {
492 pInventoryItemList[item_index_tabl[i]].uAttributes |= ITEM_HARDENED;
493 }
494 }
495 }
496 }
497
498 //----- (004948B1) --------------------------------------------------------
499 void Player::PlaySound(PlayerSpeech speech, int a3)
500 {
501 signed int speechCount = 0; // esi@4
502 signed int expressionCount = 0; // esi@4
503 int pickedVariant; // esi@10
504 CHARACTER_EXPRESSION_ID expression; // ebx@17
505 signed int pSoundID; // ecx@19
506 int speechVariantArray[5]; // [sp+Ch] [bp-1Ch]@7
507 int expressionVariantArray[5];
508 unsigned int pickedSoundID; // [sp+30h] [bp+8h]@4
509 unsigned int expressionDuration = 0;
510
511 pickedSoundID = 0;
512 if (uVoicesVolumeMultiplier)
513 {
514 for (int i = 0; i < 2; i++)
515 {
516 if ( SoundSetAction[speech][i] )
517 {
518 speechVariantArray[speechCount] = SoundSetAction[speech][i];
519 speechCount++;
520 }
521 }
522 if ( speechCount )
523 {
524 pickedVariant = speechVariantArray[rand() % speechCount];
525 int numberOfSubvariants = byte_4ECF08[pickedVariant - 1][uVoiceID];
526 if (numberOfSubvariants > 0)
527 {
528 pickedSoundID = rand() % numberOfSubvariants + 2 * (pickedVariant + 50 * uVoiceID) + 4998;
529 pAudioPlayer->PlaySound((SoundID)pickedSoundID, PID(OBJECT_Player, uActiveCharacter + 39), 0, -1, 0, 0, (int)(pSoundVolumeLevels[uVoicesVolumeMultiplier] * 128.0f), 0);
530 }
531 }
532 }
533
534 for (int i = 0; i < 5; i++)
535 {
536 if ( SoundSetAction[speech][i + 3] )
537 {
538 expressionVariantArray[expressionCount] = SoundSetAction[speech][i + 3];
539 expressionCount++;
540 }
541 }
542 if ( expressionCount )
543 {
544 expression = (CHARACTER_EXPRESSION_ID)expressionVariantArray[rand() % expressionCount];
545 if (expression == CHARACTER_EXPRESSION_21 && pickedSoundID )
546 {
547 pSoundID = 0;
548 if ( pSoundList->sNumSounds )
549 {
550 for (int i = 0; i < pSoundList->sNumSounds; i++)
551 {
552 if (pSoundList->pSL_Sounds[i].uSoundID == pickedSoundID)
553 pSoundID = i;
554 }
555 }
556 if ( pSoundList->pSL_Sounds[pSoundID].pSoundData[0] )
557 expressionDuration = (sLastTrackLengthMS << 7) / 1000;
558 }
559 PlayEmotion(expression, expressionDuration);
560 }
561 }
562 // 4948B1: using guessed type int var_1C[5];
563
564 //----- (00494A25) --------------------------------------------------------
565 void Player::PlayEmotion(CHARACTER_EXPRESSION_ID new_expression, int a3)
566 {
567 unsigned int v3 = expression;
568 if (expression == CHARACTER_EXPRESSION_DEAD || expression == CHARACTER_EXPRESSION_ERADICATED)
569 {
570 return;
571 }
572 else if (expression == CHARACTER_EXPRESSION_PERTIFIED && new_expression != CHARACTER_EXPRESSION_FALLING)
573 {
574 return;
575 }
576 else
577 {
578 if (expression != CHARACTER_EXPRESSION_SLEEP || new_expression != CHARACTER_EXPRESSION_FALLING)
579 {
580 if (v3 >= 2 && v3 <= 11 && v3 != 8 && !(new_expression == CHARACTER_EXPRESSION_DMGRECVD_MINOR || new_expression == CHARACTER_EXPRESSION_DMGRECVD_MODERATE || new_expression == CHARACTER_EXPRESSION_DMGRECVD_MAJOR))
581 {
582 return;
583 }
584 }
585 }
586 this->uExpressionTimePassed = 0;
587 if ( !a3 )
588 {
589 this->uExpressionTimeLength = 8 * pPlayerFrameTable->pFrames[a3].uAnimLength;
590 }
591 else
592 {
593 this->uExpressionTimeLength = 0;
594 }
595 expression = new_expression;
596 viewparams->bRedrawGameUI = 1;
597 }
598
599 //----- (0049327B) --------------------------------------------------------
600 bool Player::ProfessionOrGuildFlagsCorrect( unsigned int uClass, int a3 )
601 {
602 if ( this->classType == uClass )
603 {
604 return true;
605 }
606 else
607 {
608 if (!a3)
609 {
610 return false;
611 }
612 switch ( uClass )
613 {
614 case 0x1Au:
615 return(_449B57_test_bit((unsigned __int8 *)this->_achieved_awards_bits, 65));
616 case 0x1Bu:
617 return(_449B57_test_bit((unsigned __int8 *)this->_achieved_awards_bits, 67));
618 case 0x22u:
619 return(_449B57_test_bit((unsigned __int8 *)this->_achieved_awards_bits, 77));
620 case 0x23u:
621 return(_449B57_test_bit((unsigned __int8 *)this->_achieved_awards_bits, 79));
622 break;
623 default:
624 Error("Should not be able to get here (%u)", uClass);
625 break;
626 }
627 return false;
628 }
629 }
630
631
632 //----- (00492C0B) --------------------------------------------------------
633 bool Player::CanAct()
634 {
635 if ( this->IsAsleep() || this->IsParalyzed() ||
636 this->IsUnconcious() || this->IsDead() ||
637 this->IsPertified() || this->IsEradicated() )
638 return false;
639 else
640 return true;
641 }
642
643 //----- (00492C40) --------------------------------------------------------
644 bool Player::CanSteal()
645 {
646 return GetActualSkillLevel(PLAYER_SKILL_STEALING) != 0;
647 }
648
649 //----- (00492C4E) --------------------------------------------------------
650 bool Player::CanEquip_RaceAndAlignmentCheck(unsigned int uItemID)
651 {
652 switch (uItemID)
653 {
654 case ITEM_RELIC_ETHRICS_STAFF:
655 case ITEM_RELIC_OLD_NICK:
656 case ITEM_RELIC_TWILIGHT: return pParty->IsPartyEvil(); break;
657 case ITEM_RELIC_TALEDONS_HELM:
658 case ITEM_RELIC_JUSTICE: return pParty->IsPartyGood(); break;
659 case ITEM_ARTIFACT_ELFBANE: return IsRaceGoblin(); break;
660 case ITEM_ARTIFACT_MINDS_EYE: return IsRaceHuman(); break;
661 case ITEM_ELVEN_CHAINMAIL: return IsRaceElf(); break;
662 case ITEM_FORGE_GAUNTLETS: return IsRaceDwarf(); break;
663 case ITEM_ARTIFACT_HEROS_BELT: return IsMale(); break;
664 case ITEM_ARTIFACT_LADYS_ESCORT: return IsFemale(); break;
665 case ITEM_WETSUIT: return NothingOrJustBlastersEquipped(); break;
666 default: return 1; break;
667 }
668 }
669
670 //----- (00492D65) --------------------------------------------------------
671 void Player::SetCondition( unsigned int uConditionIdx, int a3 )
672 {
673 signed int player_sex; // ecx@77
674 signed int remainig_player; // ebx@82
675 int players_before; // [sp+10h] [bp-4h]@2
676 int players_after; // [sp+20h] [bp+Ch]@82
677
678 if ( pConditions[uConditionIdx] )
679 return;
680
681 if (!ConditionProcessor::IsPlayerAffected(this, uConditionIdx, a3))
682 {
683 return;
684 }
685
686 switch ( uConditionIdx )
687 {
688 case Condition_Cursed: PlaySound(SPEECH_30, 0); break;
689 case Condition_Weak: PlaySound(SPEECH_25, 0); break;
690 case Condition_Sleep: break; //nosound
691 case Condition_Fear: PlaySound(SPEECH_26, 0); break;
692 case Condition_Drunk: PlaySound(SPEECH_31, 0); break;
693 case Condition_Insane: PlaySound(SPEECH_29, 0); break;
694 case Condition_Poison_Weak:
695 case Condition_Poison_Medium:
696 case Condition_Poison_Severe: PlaySound(SPEECH_27, 0); break;
697 case Condition_Disease_Weak:
698 case Condition_Disease_Medium:
699 case Condition_Disease_Severe: PlaySound(SPEECH_28, 0);break;
700 case Condition_Paralyzed: break; //nosound
701 case Condition_Unconcious:
702 PlaySound(SPEECH_32, 0);
703 if ( sHealth > 0 )
704 sHealth = 0;
705 break;
706 case Condition_Dead:
707 PlaySound(SPEECH_33, 0);
708 if ( sHealth > 0 )
709 sHealth = 0;
710 if ( sMana > 0 )
711 sMana = 0;
712 break;
713 case Condition_Pertified:
714 PlaySound(SPEECH_34, 0);
715 break;
716 case Condition_Eradicated:
717 PlaySound(SPEECH_35, 0);
718 if (sHealth > 0 )
719 sHealth = 0;
720 if ( sMana > 0 )
721 sMana = 0;
722 break;
723 case Condition_Zombie:
724 if ( classType == PLAYER_CLASS_LICH || IsEradicated() || IsZombie() || !IsDead())
725 return;
726 pConditions.fill(0);
727 sHealth = GetMaxHealth();
728 sMana = 0;
729 player_sex = 0;
730 uPrevFace = uCurrentFace;
731 uPrevVoiceID = uVoiceID;
732 if (IsMale())
733 {
734 uCurrentFace = 23;
735 uVoiceID = 23;
736 }
737 else
738 {
739 uCurrentFace = 24;
740 uVoiceID = 24;
741 }
742 PlaySound(SPEECH_99, 0);
743 break;
744 }
745
746 players_before = 0;
747 for (int i = 1; i < 5; ++i)
748 {
749 if ( pPlayers[i]->CanAct() )
750 ++players_before;
751 }
752
753 pConditions[uConditionIdx] = pParty->uTimePlayed;
754
755 remainig_player = 0;
756 players_after = 0;
757 for (int i = 1; i < 5; ++i)
758 {
759 if ( pPlayers[i]->CanAct() )
760 {
761 remainig_player = i;
762 ++players_after;
763 }
764 }
765 if (( players_before == 2 ) && ( players_after == 1 ))
766 pPlayers[remainig_player]->PlaySound(SPEECH_107, 0);//ñêîðåå âñåãî îáíàä¸æûâàþùèé âîçãëàñ ïîñëåäíåãî
767 return;
768 }
769
770 //----- (00492528) --------------------------------------------------------
771 bool Player::CanFitItem(unsigned int uSlot, unsigned int uItemID)
772 {
773 Texture *texture; // esi@1
774 unsigned int slotWidth; // ebx@1
775 unsigned int slotHeight; // [sp+1Ch] [bp+Ch]@1
776
777 texture = pIcons_LOD->LoadTexturePtr(pItemsTable->pItems[uItemID].pIconName, TEXTURE_16BIT_PALETTE);
778 slotWidth = GetSizeInInventorySlots(texture->uTextureWidth);
779 slotHeight = GetSizeInInventorySlots(texture->uTextureHeight);
780 if ( !areWeLoadingTexture )
781 {
782 texture->Release();
783 pIcons_LOD->SyncLoadedFilesCount();
784 }
785 Assert(slotHeight > 0 && slotWidth > 0, "Items should have nonzero dimensions");
786 if ( (slotWidth + uSlot % INVETORYSLOTSWIDTH) <= INVETORYSLOTSWIDTH && (slotHeight + uSlot / INVETORYSLOTSWIDTH) <= INVETORYSLOTSHEIGHT )
787 {
788 for (unsigned int x = 0; x < slotWidth; x++)
789 {
790 for (unsigned int y = 0; y < slotHeight; y++)
791 {
792 if (pInventoryMatrix[y * INVETORYSLOTSWIDTH + x + uSlot] != 0)
793 {
794 return false;
795 }
796 }
797 }
798 return true;
799 }
800 return false;
801 }
802 // 506128: using guessed type int areWeLoadingTexture;
803
804 //----- (004925E6) --------------------------------------------------------
805 int Player::FindFreeInventoryListSlot()
806 {
807 for (int i = 0; i < 126; i++ )
808 {
809 if (pInventoryItemList[i].uItemID == 0)
810 {
811 return i;
812 }
813 }
814 return -1;
815 }
816
817 //----- (00492600) --------------------------------------------------------
818 int Player::CreateItemInInventory(unsigned int uSlot, unsigned int uItemID)
819 {
820 int result; // eax@8
821 signed int freeSlot; // [sp+8h] [bp-4h]@4
822
823 freeSlot = FindFreeInventoryListSlot();
824 if ( freeSlot == -1 )
825 {
826 if ( uActiveCharacter )
827 pPlayers[uActiveCharacter]->PlaySound(SPEECH_NoRoom, 0);
828 return 0;
829 }
830 else
831 {
832 PutItemArInventoryIndex(uItemID, freeSlot, uSlot);
833 result = freeSlot + 1;
834 this->pInventoryItemList[freeSlot].uItemID = uItemID;
835 }
836 return result;
837 }
838 // 506128: using guessed type int areWeLoadingTexture;
839
840 //----- (00492700) --------------------------------------------------------
841 int Player::HasSkill(unsigned int uSkillType)
842 {
843 if ( uSkillType >= 37 || this->pActiveSkills[uSkillType] )
844 {
845 return 1;
846 }
847 else
848 {
849 sprintfex(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[67], this->pName);
850 ShowStatusBarString(pTmpBuf.data(), 2u);
851 return 0;
852 }
853 }
854
855 //----- (00492745) --------------------------------------------------------
856 void Player::WearItem( unsigned int uItemID )
857 {
858 int item_body_anch; // edi@6
859 int item_indx;
860 item_indx = FindFreeInventoryListSlot();
861
862 if ( item_indx != -1 )
863 {
864 pInventoryItemList[item_indx].uItemID = uItemID;
865 item_body_anch = pEquipTypeToBodyAnchor[pItemsTable->pItems[uItemID].uEquipType];
866 pEquipment.pIndices[item_body_anch] = item_indx + 1;
867 pInventoryItemList[item_indx].uBodyAnchor = item_body_anch + 1;
868 }
869 }
870
871 //----- (004927A8) --------------------------------------------------------
872 int Player::AddItem(int index, unsigned int uItemID)
873 {
874 if ( index == -1 )
875 {
876 for (int xcoord = 0; xcoord < INVETORYSLOTSWIDTH; xcoord++)
877 {
878 for (int ycoord = 0; ycoord < INVETORYSLOTSHEIGHT; ycoord++)
879 {
880 if ( CanFitItem(ycoord * INVETORYSLOTSWIDTH + xcoord, uItemID) )
881 {
882 return CreateItemInInventory(ycoord * INVETORYSLOTSWIDTH + xcoord, uItemID);
883 }
884 }
885 }
886 return 0;
887 }
888 if ( !CanFitItem(index, uItemID) )
889 {
890 pAudioPlayer->PlaySound(SOUND_error, 0, 0, -1, 0, 0, 0, 0);
891 return 0;
892 }
893 return CreateItemInInventory(index, uItemID);
894 }
895
896 //----- (00492826) --------------------------------------------------------
897 int Player::AddItem2(int index, ItemGen *Src)
898 {
899 pItemsTable->SetSpecialBonus(Src);
900
901 if ( index == -1 )
902 {
903 for (int xcoord = 0; xcoord < INVETORYSLOTSWIDTH; xcoord++)
904 {
905 for (int ycoord = 0; ycoord < INVETORYSLOTSHEIGHT; ycoord++) //TODO: change pInventoryMatrix to 2 dimensional array.
906 {
907 if ( CanFitItem(ycoord * INVETORYSLOTSWIDTH + xcoord, Src->uItemID) )
908 {
909 return CreateItemInInventory2(ycoord * INVETORYSLOTSWIDTH + xcoord, Src);
910 }
911 }
912 }
913 return 0;
914 }
915 if ( !CanFitItem(index, Src->uItemID) )
916 return 0;
917 return CreateItemInInventory2(index, Src);
918 }
919
920 //----- (0049289C) --------------------------------------------------------
921 int Player::CreateItemInInventory2( unsigned int index, ItemGen *Src )
922 {
923 signed int freeSlot; // ebx@1
924 int result; // eax@6
925
926 freeSlot = FindFreeInventoryListSlot();
927 if ( freeSlot == -1 )
928 {
929 result = 0;
930 }
931 else
932 {
933 PutItemArInventoryIndex(Src->uItemID, freeSlot, index);
934 memcpy(&pInventoryItemList[freeSlot], Src, sizeof(ItemGen));
935 result = freeSlot + 1;
936 }
937 return result;
938 }
939 // 506128: using guessed type int areWeLoadingTexture;
940
941 //----- (0049298B) --------------------------------------------------------
942 void Player::PutItemArInventoryIndex( int uItemID, int itemListPos, int index ) //originally accepted ItemGen* but needed only its uItemID
943 {
944 Texture *item_texture; // esi@1
945 int *pInvPos; // esi@4
946 unsigned int slot_width; // [sp+Ch] [bp-4h]@1
947 unsigned int slot_height; // [sp+18h] [bp+8h]@1
948
949 item_texture = pIcons_LOD->LoadTexturePtr(pItemsTable->pItems[uItemID].pIconName, TEXTURE_16BIT_PALETTE);
950 slot_width = GetSizeInInventorySlots(item_texture->uTextureWidth);
951 slot_height = GetSizeInInventorySlots(item_texture->uTextureHeight);
952 if ( !areWeLoadingTexture )
953 {
954 item_texture->Release();
955 pIcons_LOD->SyncLoadedFilesCount();
956 }
957 if ( slot_width > 0 )
958 {
959 pInvPos = &pInventoryMatrix[index];
960 for (unsigned int i = 0; i < slot_height; i++)
961 {
962 memset32(pInvPos, -1 - index, slot_width);//TODO: try to come up with a better solution. negative values are used when drawing the inventory - nothing is drawn
963 pInvPos += INVETORYSLOTSWIDTH;
964 }
965 }
966 pInventoryMatrix[index] = itemListPos + 1;
967 }
968
969 // 506128: using guessed type int areWeLoadingTexture;
970
971 //----- (00492A36) --------------------------------------------------------
972 void Player::RemoveItemAtInventoryIndex( unsigned int index )
973 {
974 ItemGen *item_in_slot; // ecx@1
975 Texture *item_texture; // esi@1
976 unsigned int slot_height; // ebp@1
977 int *pInvPos; // edx@4
978 unsigned int slot_width; // [sp+14h] [bp+4h]@1
979
980 item_in_slot = &this->pInventoryItemList[pInventoryMatrix[index]-1];
981 item_texture = pIcons_LOD->LoadTexturePtr(item_in_slot->GetIconName(), TEXTURE_16BIT_PALETTE);
982 item_in_slot->Reset();
983 slot_width = GetSizeInInventorySlots(item_texture->uTextureWidth);
984 slot_height = GetSizeInInventorySlots(item_texture->uTextureHeight);
985 if ( !areWeLoadingTexture )
986 {
987 item_texture->Release();
988 pIcons_LOD->SyncLoadedFilesCount();
989 }
990 if ( slot_width > 0 )
991 {
992 pInvPos = &pInventoryMatrix[index];
993 for (unsigned int i = 0; i < slot_height; i++)
994 {
995 memset32(pInvPos, 0, slot_width);
996 pInvPos += INVETORYSLOTSWIDTH;
997 }
998 }
999 }
1000 // 506128: using guessed type int areWeLoadingTexture;
1001
1002 //----- (00490EEE) --------------------------------------------------------
1003 int Player::SelectPhrasesTransaction(ItemGen *pItem, int building_type, int BuildID_2Events, int ShopMenuType) //TODO: probably move this somewhere else, not really Player:: stuff
1004 {
1005 unsigned int idemId; // edx@1
1006 signed int equipType; // esi@1
1007 float multiplier; // ST04_4@26
1008 int price; // edi@26
1009 int merchantLevel; // [sp+10h] [bp-8h]@1
1010 int itemValue;
1011
1012 merchantLevel = GetActualSkillLevel(PLAYER_SKILL_MERCHANT);
1013 idemId = pItem->uItemID;
1014 equipType = pItem->GetItemEquipType();
1015 itemValue = pItem->GetValue();
1016
1017 switch (building_type)
1018 {
1019 case BuildingType_WeaponShop:
1020 if (idemId >= ITEM_ARTIFACT_HERMES_SANDALS)
1021 return 5;
1022 if (equipType > EQUIP_BOW)
1023 return 4;
1024 break;
1025 case BuildingType_ArmorShop:
1026 if (idemId >= ITEM_ARTIFACT_HERMES_SANDALS)
1027 return 5;
1028 if ( equipType < EQUIP_ARMOUR || equipType > EQUIP_BOOTS)
1029 return 4;
1030 break;
1031 case BuildingType_MagicShop:
1032 if (idemId >= ITEM_ARTIFACT_HERMES_SANDALS)
1033 return 5;
1034 if ( pItemsTable->pItems[idemId].uSkillType != PLAYER_SKILL_MISC )
1035 return 4;
1036 break;
1037 case BuildingType_AlchemistShop:
1038 if ((idemId >= ITEM_ARTIFACT_HERMES_SANDALS && idemId < ITEM_RECIPE_REJUVENATION) || idemId > ITEM_RECIPE_BODY_RESISTANCE)
1039 return 5;
1040 if ( !(equipType == EQUIP_REAGENT || equipType == EQUIP_POTION || equipType == EQUIP_MESSAGE_SCROLL))
1041 return 4;
1042 break;
1043 default:
1044 Error("(%u)", building_type);
1045 break;
1046 }
1047 if (pItem->IsStolen())
1048 return 6;
1049
1050 multiplier = p2DEvents[BuildID_2Events - 1].fPriceMultiplier;
1051 switch (ShopMenuType)
1052 {
1053 case 2:
1054 price = GetBuyingPrice(itemValue, multiplier);
1055 break;
1056 case 3:
1057 if (pItem->IsBroken())
1058 price = 1;
1059 else
1060 price = this->GetPriceSell(itemValue, multiplier);
1061 break;
1062 case 4:
1063 price = this->GetPriceIdentification(multiplier);
1064 break;
1065 case 5:
1066 price = this->GetPriceRepair(itemValue, multiplier);
1067 break;
1068 default:
1069 Error("(%u)", ShopMenuType);
1070 break;
1071 }
1072 if ( merchantLevel )
1073 {
1074 if (price == itemValue)
1075 {
1076 return 3;
1077 }
1078 else
1079 {
1080 return 2;
1081 }
1082 }
1083 else
1084 {
1085 return 1;
1086 }
1087 }
1088
1089 //----- (0049107D) --------------------------------------------------------
1090 int Player::GetBodybuilding()
1091 {
1092 int v1; // al@1
1093
1094 v1 = GetActualSkillLevel(PLAYER_SKILL_BODYBUILDING);
1095 int multiplier = GetMultiplierForSkillLevel(v1, 1, 2, 3, 5);
1096 return multiplier * (v1 & 0x3F);
1097 }
1098
1099 //----- (004910A8) --------------------------------------------------------
1100 int Player::GetMeditation()
1101 {
1102 int v1; // al@1
1103
1104 v1 = GetActualSkillLevel(PLAYER_SKILL_MEDITATION);
1105 int multiplier = GetMultiplierForSkillLevel(v1, 1, 2, 3, 5);
1106 return multiplier * (v1 & 0x3F);
1107 }
1108
1109 //----- (004910D3) --------------------------------------------------------
1110 bool Player::CanIdentify( ItemGen *pItem )
1111 {
1112 unsigned __int16 v2; // ax@1
1113 int v5; // edi@7
1114 if (CheckHiredNPCSpeciality(Scholar))
1115 return true;
1116
1117 v2 = GetActualSkillLevel(PLAYER_SKILL_ITEM_ID);
1118 if ( (signed int)SkillToMastery(v2) >= 4 )
1119 return true;
1120
1121 int multiplier = GetMultiplierForSkillLevel(v2, 1, 2, 3, 5);
1122 v5 = multiplier * (v2 & 0x3F);
1123 return v5 >= pItemsTable->pItems[pItem->uItemID].uItemID_Rep_St;
1124 }
1125
1126 //----- (00491151) --------------------------------------------------------
1127 bool Player::CanRepair( ItemGen *pItem )
1128 {
1129 unsigned __int16 v2; // ax@1
1130 int v5; // edi@7
1131
1132 ITEM_EQUIP_TYPE equipType = pItem->GetItemEquipType();
1133 if (CheckHiredNPCSpeciality(Smith) && equipType <= 2 ||
1134 CheckHiredNPCSpeciality(Armorer) && equipType >= 3 && equipType <= 9 ||
1135 CheckHiredNPCSpeciality(Alchemist) && equipType >= 9 )
1136 return true;
1137
1138 v2 = GetActualSkillLevel(PLAYER_SKILL_REPAIR);
1139 if ( (signed int)SkillToMastery(v2) >= 4 )
1140 return true;
1141
1142 int multiplier = GetMultiplierForSkillLevel(v2, 1, 2, 3, 5);
1143 v5 = multiplier * (v2 & 0x3F);
1144 return v5 >= pItemsTable->pItems[pItem->uItemID].uItemID_Rep_St;
1145 }
1146
1147 //----- (004911F3) --------------------------------------------------------
1148 int Player::GetMerchant()
1149 {
1150 unsigned __int16 v2; // ax@1
1151 int v5; // edi@1
1152 int v7; // eax@3
1153
1154 v2 = GetActualSkillLevel(PLAYER_SKILL_MERCHANT);
1155 if ( SkillToMastery(v2) >= 4 )
1156 return 10000;
1157
1158 v7 = pParty->GetPartyReputation();
1159 int multiplier = GetMultiplierForSkillLevel(v2, 1, 2, 3, 5);
1160 v5 = multiplier * (v2 & 0x3F);
1161 if (v5 == 0)
1162 {
1163 return -v7;
1164 }
1165 return v5 - v7 + 7;
1166 }
1167
1168 //----- (0049125A) --------------------------------------------------------
1169 int Player::GetPerception()
1170 {
1171 unsigned __int16 v2; // ax@1
1172 int v5; // edi@1
1173
1174 v2 = GetActualSkillLevel(PLAYER_SKILL_PERCEPTION);
1175 if ( SkillToMastery(v2) >= 4 )
1176 return 10000;
1177
1178 int multiplier = GetMultiplierForSkillLevel(v2, 1, 2, 3, 5);
1179 v5 = multiplier * (v2 & 0x3F);
1180 return v5;
1181 }
1182
1183 //----- (004912B0) --------------------------------------------------------
1184 int Player::GetDisarmTrap()
1185 {
1186 unsigned __int16 v2; // ax@1
1187 int v5; // edi@1
1188
1189 v2 = GetActualSkillLevel(PLAYER_SKILL_TRAP_DISARM);
1190 if ( (signed int)SkillToMastery(v2) >= 4 )
1191 return 10000;
1192
1193 int multiplier = GetMultiplierForSkillLevel(v2, 1, 2, 3, 5);
1194 if ( HasEnchantedItemEquipped(35) ) //only the real skill level is supposed to be added again, not the multiplied value
1195 multiplier++;
1196 v5 = multiplier * (v2 & 0x3F);
1197 return v5;
1198 }
1199
1200 //----- (00491317) --------------------------------------------------------
1201 char Player::GetLearningPercent()
1202 {
1203 int v2; // eax@1
1204
1205 v2 = GetActualSkillLevel(PLAYER_SKILL_LEARNING);
1206 int multiplier = GetMultiplierForSkillLevel(v2, 1, 2, 3, 5);
1207 return multiplier * v2 + 9;
1208 }
1209
1210 //----- (0048C6AF) --------------------------------------------------------
1211 Player::Player()
1212 {
1213 memset(&pEquipment, 0, sizeof(PlayerEquipment));
1214 pInventoryMatrix.fill(0);
1215 for (uint i = 0; i < 126; ++i)
1216 pInventoryItemList[i].Reset();
1217 for (uint i = 0; i < 12; ++i)
1218 pEquippedItems[i].Reset();
1219
1220
1221 for (uint i = 0; i < 24; ++i)
1222 {
1223 pPlayerBuffs[i].uSkill = 0;
1224 pPlayerBuffs[i].uSkill = 0;
1225 pPlayerBuffs[i].uPower = 0;
1226 pPlayerBuffs[i].uExpireTime = 0;
1227 pPlayerBuffs[i].uCaster = 0;
1228 pPlayerBuffs[i].uFlags = 0;
1229 }
1230
1231 pName[0] = 0;
1232 uCurrentFace = 0;
1233 uVoiceID = 0;
1234 pConditions.fill(0);
1235
1236 field_BB = 0;
1237
1238 uMight = uMightBonus = 0;
1239 uIntelligence = uIntelligenceBonus = 0;
1240 uWillpower = uWillpowerBonus = 0;
1241 uEndurance = uEnduranceBonus = 0;
1242 uSpeed = uSpeedBonus = 0;
1243 uAccuracy = uAccuracyBonus = 0;
1244 uLuck = uLuckBonus = 0;
1245 uLevel = sLevelModifier = 0;
1246 sAgeModifier = 0;
1247 sACModifier = 0;
1248
1249 // memset(field_1F5, 0, 30);
1250 pure_luck_used=0;
1251 pure_speed_used=0;
1252 pure_intellect_used=0;
1253 pure_endurance_used=0;
1254 pure_willpower_used=0;
1255 pure_accuracy_used=0;
1256 pure_might_used=0;
1257
1258 sResFireBase = sResFireBonus = 0;
1259 sResAirBase = sResAirBonus = 0;
1260 sResWaterBase = sResWaterBonus = 0;
1261 sResEarthBase = sResEarthBonus = 0;
1262 sResMagicBase = sResMagicBonus = 0;
1263 sResSpiritBase = sResSpiritBonus = 0;
1264 sResMindBase = sResMindBonus = 0;
1265 sResBodyBase = sResBodyBonus = 0;
1266 sResLightBase = sResLightBonus = 0;
1267 sResDarkBase = sResDarkBonus = 0;
1268
1269 uTimeToRecovery = 0;
1270
1271 uSkillPoints = 0;
1272
1273 sHealth = 0;
1274 uFullHealthBonus = 0;
1275 _health_related = 0;
1276
1277 sMana = 0;
1278 uFullManaBonus = 0;
1279 _mana_related = 0;
1280
1281 uQuickSpell = 0;
1282 memset(pInstalledBeacons.data(), 0, 5 * sizeof(LloydBeacon));
1283
1284 _some_attack_bonus = 0;
1285 field_1A91 = 0;
1286 _melee_dmg_bonus = 0;
1287 field_1A93 = 0;
1288 _ranged_atk_bonus = 0;
1289 field_1A95 = 0;
1290 _ranged_dmg_bonus = 0;
1291 field_1A97 = 0;
1292
1293 expression = CHARACTER_EXPRESSION_INVALID;
1294 uExpressionTimePassed = 0;
1295 uExpressionTimeLength = 0;
1296
1297 uNumDivineInterventionCastsThisDay = 0;
1298 uNumArmageddonCasts = 0;
1299 uNumFireSpikeCasts = 0;
1300
1301 memset(field_1988, 0, sizeof(field_1988));
1302 memset(playerEventBits, 0, sizeof(playerEventBits));
1303
1304 field_E0 = 0;
1305 field_E4 = 0;
1306 field_E8 = 0;
1307 field_EC = 0;
1308 field_F0 = 0;
1309 field_F4 = 0;
1310 field_F8 = 0;
1311 field_FC = 0;
1312 field_100 = 0;
1313 field_104 = 0;
1314
1315 _expression21_animtime = 0;
1316 _expression21_frameset = 0;
1317
1318 lastOpenedSpellbookPage = 0;
1319 }
1320
1321
1322 //----- (0048C855) --------------------------------------------------------
1323 int Player::GetBaseStrength()
1324 {
1325 return this->uMight + GetItemsBonus(CHARACTER_ATTRIBUTE_STRENGTH);
1326 }
1327
1328 //----- (0048C86C) --------------------------------------------------------
1329 int Player::GetBaseIntelligence()
1330 {
1331 return this->uIntelligence + GetItemsBonus(CHARACTER_ATTRIBUTE_INTELLIGENCE);
1332 }
1333
1334 //----- (0048C883) --------------------------------------------------------
1335 int Player::GetBaseWillpower()
1336 {
1337 return this->uWillpower + GetItemsBonus(CHARACTER_ATTRIBUTE_WILLPOWER);
1338 }
1339
1340 //----- (0048C89A) --------------------------------------------------------
1341 int Player::GetBaseEndurance()
1342 {
1343 return this->uEndurance + GetItemsBonus(CHARACTER_ATTRIBUTE_ENDURANCE);
1344 }
1345
1346 //----- (0048C8B1) --------------------------------------------------------
1347 int Player::GetBaseAccuracy()
1348 {
1349 return this->uAccuracy + GetItemsBonus(CHARACTER_ATTRIBUTE_ACCURACY);
1350 }
1351
1352 //----- (0048C8C8) --------------------------------------------------------
1353 int Player::GetBaseSpeed()
1354 {
1355 return this->uSpeed + GetItemsBonus(CHARACTER_ATTRIBUTE_SPEED);
1356 }
1357
1358 //----- (0048C8DF) --------------------------------------------------------
1359 int Player::GetBaseLuck()
1360 {
1361 return this->uLuck + GetItemsBonus(CHARACTER_ATTRIBUTE_LUCK);
1362 }
1363
1364 //----- (0048C8F6) --------------------------------------------------------
1365 int Player::GetBaseLevel()
1366 {
1367 return this->uLevel + GetItemsBonus(CHARACTER_ATTRIBUTE_LEVEL);
1368 }
1369
1370 //----- (0048C90D) --------------------------------------------------------
1371 int Player::GetActualLevel()
1372 {
1373 return uLevel + sLevelModifier +
1374 GetMagicalBonus(CHARACTER_ATTRIBUTE_LEVEL) +
1375 GetItemsBonus(CHARACTER_ATTRIBUTE_LEVEL);
1376 }
1377
1378 //----- (0048C93C) --------------------------------------------------------
1379 int Player::GetActualMight()
1380 {
1381 return GetActualAttribute(CHARACTER_ATTRIBUTE_STRENGTH, &Player::uMight, &Player::uMightBonus);
1382 }
1383
1384 //----- (0048C9C2) --------------------------------------------------------
1385 int Player::GetActualIntelligence()
1386 {
1387 return GetActualAttribute(CHARACTER_ATTRIBUTE_INTELLIGENCE, &Player::uIntelligence, &Player::uIntelligenceBonus);
1388 }
1389
1390 //----- (0048CA3F) --------------------------------------------------------
1391 int Player::GetActualWillpower()
1392 {
1393 return GetActualAttribute(CHARACTER_ATTRIBUTE_WILLPOWER, &Player::uWillpower, &Player::uWillpowerBonus);
1394 }
1395
1396 //----- (0048CABC) --------------------------------------------------------
1397 int Player::GetActualEndurance()
1398 {
1399 return GetActualAttribute(CHARACTER_ATTRIBUTE_ENDURANCE, &Player::uEndurance, &Player::uEnduranceBonus);
1400 }
1401
1402 //----- (0048CB39) --------------------------------------------------------
1403 int Player::GetActualAccuracy()
1404 {
1405 return GetActualAttribute(CHARACTER_ATTRIBUTE_ACCURACY, &Player::uAccuracy, &Player::uAccuracyBonus);
1406 }
1407
1408 //----- (0048CBB6) --------------------------------------------------------
1409 int Player::GetActualSpeed()
1410 {
1411 return GetActualAttribute(CHARACTER_ATTRIBUTE_SPEED, &Player::uSpeed, &Player::uSpeedBonus);
1412 }
1413
1414 //----- (0048CC33) --------------------------------------------------------
1415 int Player::GetActualLuck()
1416 {
1417 signed int npc_luck_bonus; // [sp+10h] [bp-4h]@1
1418
1419 npc_luck_bonus = 0;
1420 if ( CheckHiredNPCSpeciality(Fool) )
1421 npc_luck_bonus = 5;
1422 if ( CheckHiredNPCSpeciality(ChimneySweep) )
1423 npc_luck_bonus += 20;
1424 if ( CheckHiredNPCSpeciality(Psychic) )
1425 npc_luck_bonus += 10;
1426
1427 return GetActualAttribute(CHARACTER_ATTRIBUTE_LUCK, &Player::uLuck, &Player::uLuckBonus)
1428 + npc_luck_bonus;
1429 }
1430
1431 //----- (new function) --------------------------------------------------------
1432 int Player::GetActualAttribute( CHARACTER_ATTRIBUTE_TYPE attrId, unsigned short Player::* attrValue, unsigned short Player::* attrBonus )
1433 {
1434 uint uActualAge = this->sAgeModifier + GetBaseAge();
1435 uint uAgeingMultiplier = 100;
1436 for (uint i = 0; i < 4; ++i)
1437 {
1438 if (uActualAge >= pAgeingTable[i])
1439 uAgeingMultiplier = pAgingAttributeModifier[attrId][i];
1440 else
1441 break;
1442 }
1443
1444 uchar uConditionMult = pConditionAttributeModifier[attrId][GetMajorConditionIdx()];
1445 int magicBonus = GetMagicalBonus(attrId);
1446 int itemBonus = GetItemsBonus(attrId);
1447 return uConditionMult * uAgeingMultiplier * this->*attrValue / 100 / 100
1448 + magicBonus
1449 + itemBonus
1450 + this->*attrBonus;
1451 }
1452
1453 //----- (0048CCF5) --------------------------------------------------------
1454 int Player::GetActualAttack( bool a2 )
1455 {
1456 int v3; // eax@1
1457 int v4; // edi@1
1458 int v5; // ebx@1
1459 int v6; // ebp@1
1460
1461 v3 = GetActualAccuracy();
1462 v4 = GetParameterBonus(v3);
1463 v5 = GetSkillBonus(CHARACTER_ATTRIBUTE_ATTACK);
1464 v6 = GetItemsBonus(CHARACTER_ATTRIBUTE_ATTACK, a2);
1465 return v4 + v5 + v6 + GetMagicalBonus(CHARACTER_ATTRIBUTE_ATTACK) + this->_some_attack_bonus;
1466 }
1467
1468 //----- (0048CD45) --------------------------------------------------------
1469 int Player::GetMeleeDamageMinimal()
1470 {
1471 int v2; // eax@1
1472 int v3; // esi@1
1473 int v4; // esi@1
1474 int v5; // esi@1
1475 signed int result; // eax@1
1476
1477 v2 = GetActualMight();
1478 v3 = GetParameterBonus(v2);
1479 v4 = GetItemsBonus(CHARACTER_ATTRIBUTE_MELEE_DMG_MIN) + v3;
1480 v5 = GetSkillBonus(CHARACTER_ATTRIBUTE_MELEE_DMG_BONUS) + v4;
1481 result = _melee_dmg_bonus + GetMagicalBonus(CHARACTER_ATTRIBUTE_MELEE_DMG_BONUS) + v5;
1482 if ( result < 1 )
1483 result = 1;
1484 return result;
1485 }
1486
1487 //----- (0048CD90) --------------------------------------------------------
1488 int Player::GetMeleeDamageMaximal()
1489 {
1490 int v2; // eax@1
1491 int v3; // esi@1
1492 int v4; // esi@1
1493 int v5; // esi@1
1494 int v6; // esi@1
1495 signed int result; // eax@1
1496
1497 v2 = GetActualMight();
1498 v3 = GetParameterBonus(v2);
1499 v4 = GetItemsBonus(CHARACTER_ATTRIBUTE_MELEE_DMG_MAX) + v3;
1500 v5 = GetSkillBonus(CHARACTER_ATTRIBUTE_MELEE_DMG_BONUS) + v4;
1501 v6 = this->_melee_dmg_bonus + GetMagicalBonus(CHARACTER_ATTRIBUTE_MELEE_DMG_BONUS) + v5;
1502 result = 1;
1503 if ( v6 >= 1 )
1504 result = v6;
1505 return result;
1506 }
1507
1508 //----- (0048CDDB) --------------------------------------------------------
1509 int Player::CalculateMeleeDamageTo( bool ignoreSkillBonus, bool ignoreOffhand, unsigned int uTargetActorID )
1510 {
1511 int dmgSum; // esi@62
1512 signed int result; // eax@64
1513 int mainWpnDmg; // [sp+18h] [bp-8h]@1
1514 int offHndWpnDmg; // [sp+1Ch] [bp-4h]@1
1515
1516 offHndWpnDmg = 0;
1517 mainWpnDmg = 0;
1518 if ( IsUnarmed() )
1519 {
1520 mainWpnDmg = rand() % 3 + 1;
1521 }
1522 else
1523 {
1524 if ( HasItemEquipped(EQUIP_TWO_HANDED) )
1525 {
1526 ItemGen *mainHandItemGen = this->GetMainHandItem();
1527 int itemId = mainHandItemGen->uItemID;
1528 bool addOneDice = false;
1529 if ( pItemsTable->pItems[itemId].uSkillType == PLAYER_SKILL_SPEAR && !this->pEquipment.uShield )
1530 addOneDice = true;
1531 mainWpnDmg = CalculateMeleeDmgToEnemyWithWeapon(mainHandItemGen, uTargetActorID, addOneDice);
1532 }
1533 if ( !ignoreOffhand )
1534 {
1535 if ( this->HasItemEquipped(EQUIP_SINGLE_HANDED) )
1536 {
1537 ItemGen *offHandItemGen = (ItemGen *)&this->pInventoryItemList[this->pEquipment.uShield - 1];
1538 if ( offHandItemGen->GetItemEquipType() != EQUIP_SHIELD )
1539 {
1540 offHndWpnDmg = CalculateMeleeDmgToEnemyWithWeapon(offHandItemGen, uTargetActorID, false);
1541 }
1542 }
1543 }
1544 }
1545 dmgSum = mainWpnDmg + offHndWpnDmg;
1546 if ( !ignoreSkillBonus )
1547 {
1548 int might = GetActualMight();
1549 int mightBonus = GetParameterBonus(might);
1550 int mightAndSkillbonus = GetSkillBonus(CHARACTER_ATTRIBUTE_MELEE_DMG_BONUS) + mightBonus;
1551 dmgSum += this->_melee_dmg_bonus + GetMagicalBonus(CHARACTER_ATTRIBUTE_MELEE_DMG_BONUS) + mightAndSkillbonus;
1552 }
1553 result = 1;
1554 if ( dmgSum >= 1 )
1555 result = dmgSum;
1556 return result;
1557 }
1558
1559
1560 int Player::CalculateMeleeDmgToEnemyWithWeapon( ItemGen * weapon, unsigned int uTargetActorID , bool addOneDice )
1561 {
1562 int itemId = weapon->uItemID;
1563 int diceCount = pItemsTable->pItems[itemId].uDamageDice;
1564 if (addOneDice)
1565 {
1566 diceCount++;
1567 }
1568 int diceSides = pItemsTable->pItems[itemId].uDamageRoll;
1569 int diceResult = 0;
1570 for (int i = 0; i < diceCount; i++)
1571 {
1572 diceResult += rand() % diceSides + 1;
1573 }
1574 int totalDmg = pItemsTable->pItems[itemId].uDamageMod + diceResult;
1575 if ( uTargetActorID > 0)
1576 {
1577 int enchType = weapon->uSpecEnchantmentType;
1578 if ( MonsterStats::BelongsToSupertype(uTargetActorID, MONSTER_SUPERTYPE_UNDEAD) && (enchType == 64 || itemId == ITEM_ARTIFACT_GHOULSBANE || itemId == ITEM_ARTIFACT_GIBBET || itemId == ITEM_RELIC_JUSTICE) )
1579 {
1580 totalDmg *= 2;
1581 }
1582 else if (MonsterStats::BelongsToSupertype(uTargetActorID, MONSTER_SUPERTYPE_KREEGAN) && ( enchType == 39 || itemId == ITEM_ARTIFACT_GIBBET))
1583 {
1584 totalDmg *= 2;
1585 }
1586 else if (MonsterStats::BelongsToSupertype(uTargetActorID, MONSTER_SUPERTYPE_DRAGON) && ( enchType == 40 || itemId == ITEM_ARTIFACT_GIBBET))
1587 {
1588 totalDmg *= 2;
1589 }
1590 else if (MonsterStats::BelongsToSupertype(uTargetActorID, MONSTER_SUPERTYPE_ELF) && ( enchType == 63 || itemId == ITEM_RELIC_OLD_NICK))
1591 {
1592 totalDmg *= 2;
1593 }
1594 else if (MonsterStats::BelongsToSupertype(uTargetActorID, MONSTER_SUPERTYPE_TITAN) && ( enchType == 65 ))
1595 {
1596 totalDmg *= 2;
1597 }
1598 }
1599 if ( (signed int)SkillToMastery(this->pActiveSkills[PLAYER_SKILL_DAGGER]) >= 3
1600 && pItemsTable->pItems[itemId].uSkillType == 2
1601 && rand() % 100 < 10 )
1602 totalDmg *= 3;
1603 return totalDmg;
1604 }
1605
1606
1607 //----- (0048D0B9) --------------------------------------------------------
1608 int Player::GetRangedAttack()
1609 {
1610 int v3; // edi@3
1611 //int v4; // eax@4
1612 //int v5; // edi@4
1613 int v6; // edi@4
1614 int v7; // edi@4
1615
1616 ItemGen* mainHandItem = GetMainHandItem();
1617 if ( mainHandItem != nullptr && ( mainHandItem->uItemID < ITEM_BLASTER || mainHandItem->uItemID > ITEM_LASER_RIFLE ))
1618 {
1619 //v4 = GetActualAccuracy();
1620 //v5 = GetParameterBonus(GetActualAccuracy());
1621 v6 = GetItemsBonus(CHARACTER_ATTRIBUTE_RANGED_ATTACK) + GetParameterBonus(GetActualAccuracy());
1622 v7 = GetSkillBonus(CHARACTER_ATTRIBUTE_RANGED_ATTACK) + v6;
1623 v3 = this->_ranged_atk_bonus + GetMagicalBonus(CHARACTER_ATTRIBUTE_RANGED_ATTACK) + v7;
1624 }
1625 else
1626 {
1627 v3 = GetActualAttack(true);
1628 }
1629 return v3;
1630 }
1631
1632 //----- (0048D124) --------------------------------------------------------
1633 int Player::GetRangedDamageMin()
1634 {
1635 int v2; // edi@1
1636 int v3; // edi@1
1637 int v4; // edi@1
1638 int result; // eax@6
1639
1640 v2 = GetItemsBonus(CHARACTER_ATTRIBUTE_RANGED_DMG_MIN);
1641 v3 = GetSkillBonus(CHARACTER_ATTRIBUTE_RANGED_DMG_BONUS) + v2;
1642 v4 = this->_ranged_dmg_bonus + GetMagicalBonus(CHARACTER_ATTRIBUTE_RANGED_DMG_BONUS) + v3;
1643 if ( v4 >= 1 )
1644 result = v4;
1645 else
1646 result = 0;
1647 return result;
1648 }
1649
1650 //----- (0048D191) --------------------------------------------------------
1651 int Player::GetRangedDamageMax()
1652 {
1653 int v2; // edi@1
1654 int v3; // edi@1
1655 int v4; // edi@1
1656 int result; // eax@6
1657
1658 v2 = GetItemsBonus(CHARACTER_ATTRIBUTE_RANGED_DMG_MAX);
1659 v3 = GetSkillBonus(CHARACTER_ATTRIBUTE_RANGED_DMG_BONUS) + v2;
1660 v4 = this->_ranged_dmg_bonus + GetMagicalBonus(CHARACTER_ATTRIBUTE_RANGED_DMG_BONUS) + v3;
1661 if ( v4 >= 1 )
1662 result = v4;
1663 else
1664 result = 0;
1665 return result;
1666 }
1667
1668 //----- (0048D1FE) --------------------------------------------------------
1669 int Player::CalculateRangedDamageTo( int a2 )
1670 {
1671 ItemGen *v4; // ebx@2
1672 unsigned int v5; // edi@2
1673 int v9; // esi@5
1674 int v10; // ebx@6
1675 signed int v15; // [sp+8h] [bp-Ch]@2
1676 int v17; // [sp+10h] [bp-4h]@1
1677
1678 v17 = 0;
1679 if ( !HasItemEquipped(EQUIP_BOW) )
1680 return 0;
1681 v4 = (ItemGen *)&this->pInventoryItemList[this->pEquipment.uBow-1];
1682 v5 = v4->uItemID;
1683 v15 = pItemsTable->pItems[v5].uDamageRoll;
1684 for( int i = 0; i < pItemsTable->pItems[v5].uDamageDice; i++ )
1685 {
1686 int v7 = rand() % v15;
1687 v17 += v7 + 1;
1688 }
1689 v9 = pItemsTable->pItems[v5].uDamageMod + v17;
1690 if ( a2 )
1691 {
1692 v10 = v4->uSpecEnchantmentType;
1693 if ( v10 == 64 && MonsterStats::BelongsToSupertype(a2, MONSTER_SUPERTYPE_UNDEAD))
1694 {
1695 v9 *= 2;
1696 }
1697 else if ( v10 == 39 && MonsterStats::BelongsToSupertype(a2, MONSTER_SUPERTYPE_KREEGAN))
1698 {
1699 v9 *= 2;
1700 }
1701 else if ( v10 == 40 && MonsterStats::BelongsToSupertype(a2, MONSTER_SUPERTYPE_DRAGON))
1702 {
1703 v9 *= 2;
1704 }
1705 else if ( v10 == 63 && MonsterStats::BelongsToSupertype(a2, MONSTER_SUPERTYPE_ELF))
1706 {
1707 v9 *= 2;
1708 }
1709 }
1710 return v9 + this->GetSkillBonus(CHARACTER_ATTRIBUTE_RANGED_DMG_BONUS);
1711 }
1712
1713 //----- (0048D2EA) --------------------------------------------------------
1714 char *Player::GetMeleeDamageString()
1715 {
1716 int min_damage; // edi@3
1717 int max_damage; // eax@3
1718
1719 static char player__getmeleedamagestring_static_buff[40]; // idb
1720
1721 ItemGen* mainHandItem = GetMainHandItem();
1722
1723 if (mainHandItem != nullptr && ( mainHandItem->uItemID >= 135 ) && ( mainHandItem->uItemID <= 159 ))
1724 {
1725 strcpy(player__getmeleedamagestring_static_buff, pGlobalTXT_LocalizationStrings[595]); //"Wand"
1726 return player__getmeleedamagestring_static_buff;
1727 }
1728 else if (mainHandItem != nullptr && (mainHandItem->uItemID == ITEM_BLASTER || mainHandItem->uItemID == ITEM_LASER_RIFLE))
1729 {
1730 min_damage = GetItemsBonus(CHARACTER_ATTRIBUTE_MELEE_DMG_MIN, true);
1731 max_damage = GetItemsBonus(CHARACTER_ATTRIBUTE_MELEE_DMG_MAX, true);
1732 }
1733 else
1734 {
1735 min_damage = GetMeleeDamageMinimal();
1736 max_damage = GetMeleeDamageMaximal();
1737 }
1738 if ( min_damage == max_damage )
1739 {
1740 sprintf(player__getmeleedamagestring_static_buff, "%d", min_damage);
1741 }
1742 else
1743 {
1744 sprintf(player__getmeleedamagestring_static_buff, "%d - %d", min_damage, max_damage);
1745 }
1746 return player__getmeleedamagestring_static_buff;
1747 }
1748
1749 //----- (0048D396) --------------------------------------------------------
1750 char *Player::GetRangedDamageString()
1751 {
1752 int min_damage; // edi@3
1753 int max_damage; // eax@3
1754
1755 static char player__getrangeddamagestring_static_buff[40]; // idb
1756
1757 ItemGen* mainHandItem = GetMainHandItem();
1758
1759 if (mainHandItem != nullptr && ( mainHandItem->uItemID >= 135 ) && ( mainHandItem->uItemID <= 159 ))
1760 {
1761 strcpy(player__getrangeddamagestring_static_buff, pGlobalTXT_LocalizationStrings[595]); //"Wand"
1762 return player__getrangeddamagestring_static_buff;
1763 }
1764 else if (mainHandItem != nullptr && (mainHandItem->uItemID == ITEM_BLASTER || mainHandItem->uItemID == ITEM_LASER_RIFLE))
1765 {
1766 min_damage = GetItemsBonus(CHARACTER_ATTRIBUTE_MELEE_DMG_MIN, true);
1767 max_damage = GetItemsBonus(CHARACTER_ATTRIBUTE_MELEE_DMG_MAX, true);
1768 }
1769 else
1770 {
1771 min_damage = GetRangedDamageMin();
1772 max_damage = GetRangedDamageMax();
1773 }
1774 if ( max_damage > 0)
1775 {
1776 if ( min_damage == max_damage )
1777 {
1778 sprintf(player__getrangeddamagestring_static_buff, "%d", min_damage);
1779 }
1780 else
1781 {
1782 sprintf(player__getrangeddamagestring_static_buff, "%d - %d", min_damage, max_damage);
1783 }
1784 }
1785 else
1786 {
1787 strcpy(player__getrangeddamagestring_static_buff, "N/A");
1788 }
1789 return player__getrangeddamagestring_static_buff;
1790 }
1791
1792 //----- (0048D45A) --------------------------------------------------------
1793 bool Player::CanTrainToNextLevel()
1794 {
1795 int lvl = this->uLevel + 1;
1796 int neededExp = ((lvl * (lvl - 1)) / 2 * 1000);
1797 return this->uExperience >= neededExp;
1798 }
1799
1800 //----- (0048D498) --------------------------------------------------------
1801 unsigned int Player::GetExperienceDisplayColor()
1802 {
1803 if ( CanTrainToNextLevel() )
1804 return ui_character_bonus_text_color;
1805 else
1806 return ui_character_default_text_color;
1807 }
1808
1809 //----- (0048D4B3) --------------------------------------------------------
1810 int Player::CalculateIncommingDamage( DAMAGE_TYPE dmg_type, int dmg )
1811 {
1812 int resist_value; // edi@8
1813 int player_luck; // eax@21
1814 signed int res_rand_divider; // ebx@2
1815 int armor_skill; // eax@29
1816
1817 if ( classType == PLAYER_CLASS_LICH && (dmg_type == CHARACTER_ATTRIBUTE_RESIST_MIND || dmg_type == CHARACTER_ATTRIBUTE_RESIST_BODY || dmg_type == CHARACTER_ATTRIBUTE_RESIST_SPIRIT )) //TODO: determine if spirit resistance should be handled by body res. modifier
1818 return 0;
1819
1820 resist_value = 0;
1821 switch(dmg_type)
1822 {
1823 case DMGT_FIRE: resist_value = GetActualResistance(CHARACTER_ATTRIBUTE_RESIST_FIRE); break;
1824 case DMGT_ELECTR: resist_value = GetActualResistance(CHARACTER_ATTRIBUTE_RESIST_AIR); break;
1825 case DMGT_COLD: resist_value = GetActualResistance(CHARACTER_ATTRIBUTE_RESIST_WATER); break;
1826 case DMGT_EARTH: resist_value = GetActualResistance(CHARACTER_ATTRIBUTE_RESIST_EARTH); break;
1827
1828 case DMGT_SPIRIT: resist_value = GetActualResistance(CHARACTER_ATTRIBUTE_RESIST_SPIRIT);break;
1829 case DMGT_MIND: resist_value = GetActualResistance(CHARACTER_ATTRIBUTE_RESIST_MIND); break;
1830 case DMGT_BODY: resist_value = GetActualResistance(CHARACTER_ATTRIBUTE_RESIST_BODY); break;
1831 }
1832
1833 player_luck = GetActualLuck();
1834 res_rand_divider = GetParameterBonus(player_luck) + resist_value + 30;
1835
1836 if ( GetParameterBonus(player_luck) + resist_value > 0 )
1837 {
1838 for (int i = 0; i < 4; i++)
1839 {
1840 if ( rand() % res_rand_divider >= 30 )
1841 dmg >>= 1;
1842 else
1843 break;
1844 }
1845 }
1846 ItemGen* equippedArmor = GetArmorItem();
1847 if (( dmg_type == DMGT_PHISYCAL ) && ( equippedArmor != nullptr ))
1848 {
1849 if (!equippedArmor->IsBroken())
1850 {
1851 armor_skill = equippedArmor->GetPlayerSkillType();
1852 if ( armor_skill==PLAYER_SKILL_PLATE )
1853 {
1854 if ( SkillToMastery(pActiveSkills[PLAYER_SKILL_PLATE]) >= 3 )
1855 return dmg / 2;
1856 }
1857 if (armor_skill==PLAYER_SKILL_CHAIN )
1858 {
1859 if (SkillToMastery(pActiveSkills[PLAYER_SKILL_CHAIN]) == 4)
1860 return dmg * 2 / 3;
1861 }
1862 }
1863 }
1864 return dmg;
1865 }
1866
1867 //----- (0048D62C) --------------------------------------------------------
1868 ITEM_EQUIP_TYPE Player::GetEquippedItemEquipType(ITEM_EQUIP_TYPE uEquipSlot)
1869 {
1870 return GetNthEquippedIndexItem(uEquipSlot)->GetItemEquipType();
1871 }
1872
1873 //----- (0048D651) --------------------------------------------------------
1874 PLAYER_SKILL_TYPE Player::GetEquippedItemSkillType(ITEM_EQUIP_TYPE uEquipSlot)
1875 {
1876 return (PLAYER_SKILL_TYPE)GetNthEquippedIndexItem(uEquipSlot)->GetPlayerSkillType();
1877 }
1878
1879 //----- (0048D676) --------------------------------------------------------
1880 bool Player::IsUnarmed()
1881 {
1882 return !HasItemEquipped(EQUIP_TWO_HANDED) &&
1883 (!HasItemEquipped(EQUIP_SINGLE_HANDED) || GetOffHandItem()->GetItemEquipType() == EQUIP_SHIELD);
1884 }
1885
1886 //----- (0048D6AA) --------------------------------------------------------
1887 bool Player::HasItemEquipped(ITEM_EQUIP_TYPE uEquipIndex)
1888 {
1889 uint i = pEquipment.pIndices[uEquipIndex];
1890 if (i)
1891 return !pOwnItems[i - 1].IsBroken();
1892 else
1893 return false;
1894 }
1895
1896 //----- (0048D6D0) --------------------------------------------------------
1897 bool Player::HasEnchantedItemEquipped(int uEnchantment)
1898 {
1899 for (uint i = 0; i < 16; ++i)
1900 {
1901 if (HasItemEquipped((ITEM_EQUIP_TYPE)i) &&
1902 GetNthEquippedIndexItem(i)->uSpecEnchantmentType == uEnchantment)
1903 return true;
1904 }
1905 return false;
1906 }
1907
1908 //----- (0048D709) --------------------------------------------------------
1909 bool Player::WearsItem( int item_id, ITEM_EQUIP_TYPE equip_type )
1910 {
1911 return ( HasItemEquipped(equip_type) && GetNthEquippedIndexItem(equip_type)->uItemID == item_id );
1912 }
1913
1914 bool Player::WearsItemAnyWhere(int item_id)
1915 {
1916 for (int i = 0; i < 16; i++)
1917 {
1918 if (WearsItem(item_id, (ITEM_EQUIP_TYPE) i))
1919 {
1920 return true;
1921 }
1922 }
1923 return false;
1924 }
1925
1926 //----- (0048D76C) --------------------------------------------------------
1927 int Player::StealFromShop( ItemGen *itemToSteal, int extraStealDifficulty, int reputation, int a5, int *fineIfFailed ) //returns an int, but is the return value is compared to zero, so might change to bool
1928 {
1929 unsigned __int16 v6; // cx@8
1930 int v7; // edi@8
1931 unsigned int v8; // ebx@8
1932 unsigned int itemvalue; // esi@8
1933 int v10; // eax@8
1934 int currMaxItemValue; // edi@12
1935
1936 if ( !itemToSteal
1937 || this->IsEradicated()
1938 || this->IsDead()
1939 || this->IsPertified()
1940 || this->IsDrunk()
1941 || this->IsUnconcious()
1942 || this->IsAsleep() )
1943 {
1944 return 0;
1945 }
1946 else
1947 {
1948 v6 = this->pActiveSkills[PLAYER_SKILL_STEALING];
1949 v7 = v6 & 0x3F;
1950 v8 = SkillToMastery(v6);
1951 itemvalue = itemToSteal->GetValue();
1952 v10 = itemToSteal->GetItemEquipType();
1953 if ( v10 == EQUIP_SINGLE_HANDED || v10 == EQUIP_TWO_HANDED || v10 == EQUIP_BOW )
1954 itemvalue *= 3;
1955 currMaxItemValue = StealingRandomBonuses[rand() % 5] + v7 * StealingMasteryBonuses[v8];
1956 *fineIfFailed = 100 * (reputation + extraStealDifficulty) + itemvalue;
1957 if (a5)
1958 {
1959 *fineIfFailed += 500;
1960 }
1961 if ( rand() % 100 >= 5 )
1962 {
1963 if ( *fineIfFailed > currMaxItemValue )
1964 if (*fineIfFailed - currMaxItemValue < 500)
1965 {
1966 return 1;
1967 }
1968 else
1969 {
1970 return 0;
1971 }
1972 else
1973 return 2;
1974 }
1975 else
1976 {
1977 return 0;
1978 }
1979 }
1980 }
1981
1982 //----- (0048D88B) --------------------------------------------------------
1983 int Player::StealFromActor(unsigned int uActorID, int _steal_perm, int reputation)
1984 {
1985 Actor *actroPtr; // edi@1
1986 int v7; // ebx@10
1987 unsigned int stealingMastery; // esi@10
1988 int fineIfFailed; // esi@10
1989 int v11; // eax@13
1990 bool HasFullItemSlots; // ebx@15
1991 unsigned __int16 carriedItemId; // si@21
1992 unsigned int enchBonusSum; // esi@31
1993 int *enchTypePtr; // eax@34
1994 ItemGen tempItem; // [sp+8h] [bp-34h]@15
1995 int currMaxItemValue;
1996
1997 actroPtr = &pActors[uActorID];
1998 if ( !actroPtr
1999 || this->IsEradicated()
2000 || this->IsDead()
2001 || this->IsPertified()
2002 || this->IsDrunk()
2003 || this->IsUnconcious()
2004 || this->IsAsleep() )
2005 {
2006 return 0;
2007 }
2008 if ( !actroPtr->ActorHasItem() )
2009 actroPtr->SetRandomGoldIfTheresNoItem();
2010 unsigned __int16 v6 = this->pActiveSkills[PLAYER_SKILL_STEALING];
2011 v7 = v6 & 0x3F;
2012 stealingMastery = SkillToMastery(v6);
2013 int v30 = StealingMasteryBonuses[stealingMastery];
2014 int v29 = StealingRandomBonuses[rand() % 5];
2015 fineIfFailed = actroPtr->pMonsterInfo.uLevel + 100 * (_steal_perm + reputation);
2016 currMaxItemValue = v29 + v7 * v30;
2017 if ( rand() % 100 < 5 || fineIfFailed > currMaxItemValue || actroPtr->ActorEnemy() )
2018 {
2019 Actor::AggroSurroundingPeasants(uActorID, 1);
2020 sprintfex(pTmpBuf2.data(), pGlobalTXT_LocalizationStrings[376], this->pName);//"%s was caught stealing!"
2021 ShowStatusBarString(pTmpBuf2.data(), 2);
2022 return 0;
2023 }
2024 else
2025 {
2026 v11 = rand();
2027 if ( v11 % 100 >= 70 ) //stealing gold
2028 {
2029 enchBonusSum = 0;
2030 for (int i = 0; i < v7; i++)
2031 enchBonusSum += rand() % StealingEnchantmentBonusForSkill[stealingMastery] + 1;
2032 if ( actroPtr->ActorHasItems[3].GetItemEquipType() != EQUIP_GOLD )
2033 return 2;
2034 enchTypePtr = &actroPtr->ActorHasItems[3].uSpecEnchantmentType;
2035 if ( (int)enchBonusSum >= *enchTypePtr )
2036 {
2037 actroPtr->ActorHasItems[3].uItemID = 0;
2038 *enchTypePtr = 0;
2039 }
2040 else
2041 *enchTypePtr -= enchBonusSum;
2042 if ( enchBonusSum )
2043 {
2044 pParty->PartyFindsGold(enchBonusSum, 2);
2045 sprintf(pTmpBuf2.data(), pGlobalTXT_LocalizationStrings[302], this->pName, enchBonusSum); //%stole %d gold
2046 }
2047 else
2048 sprintfex(pTmpBuf2.data(), pGlobalTXT_LocalizationStrings[377], this->pName); //%s failed to steal anything
2049 ShowStatusBarString(pTmpBuf2.data(), 2);
2050 return 2;
2051 }
2052 else if ( v11 % 100 >= 40 ) //stealing an item
2053 {
2054 tempItem.Reset();
2055 HasFullItemSlots = false;
2056 int i;
2057 for (i = 0; i < 4; i++)
2058 {
2059 if ( actroPtr->ActorHasItems[i].uItemID != 0 && actroPtr->ActorHasItems[i].GetItemEquipType() != EQUIP_GOLD )
2060 break;
2061 }
2062 if (i == 4)
2063 HasFullItemSlots = true;
2064 carriedItemId = actroPtr->uCarriedItemID;
2065 if ( carriedItemId != 0 || HasFullItemSlots )
2066 {
2067 tempItem.Reset();
2068 if ( carriedItemId != 0 )
2069 {
2070 actroPtr->uCarriedItemID = 0;
2071 tempItem.uItemID = carriedItemId;
2072 if ( pItemsTable->pItems[carriedItemId].uEquipType == EQUIP_WAND )
2073 tempItem.uNumCharges = rand() % 6 + pItemsTable->pItems[carriedItemId].uDamageMod + 1;
2074 else if ( pItemsTable->pItems[carriedItemId].uEquipType == EQUIP_POTION && carriedItemId != ITEM_POTION_BOTTLE)
2075 tempItem.uEnchantmentType = 2 * rand() % 4 + 2;
2076 }
2077 else
2078 {
2079 ItemGen* itemToSteal = &actroPtr->ActorHasItems[rand() % 4];
2080 memcpy(&tempItem, itemToSteal, sizeof(tempItem));
2081 itemToSteal->Reset();
2082 carriedItemId = tempItem.uItemID;
2083 }
2084 if (carriedItemId != 0) // looks odd in current context, but avoids accessing zeroth element of pItemsTable->pItems
2085 {
2086 pParty->sub_421B2C_PlaceInInventory_or_DropPickedItem();
2087 sprintf(
2088 pTmpBuf2.data(),
2089 pGlobalTXT_LocalizationStrings[304], // Official //TODO: add a normal "%d stole %d" message
2090 this->pName,
2091 pItemsTable->pItems[carriedItemId].pUnidentifiedName);
2092 ShowStatusBarString(pTmpBuf2.data(), 2u);
2093 pParty->sub_421B2C_PlaceInInventory_or_DropPickedItem();
2094 memcpy(&pParty->pPickedItem, &tempItem, sizeof(ItemGen));
2095 pMouse->SetCursorBitmapFromItemID(carriedItemId);
2096 return 2;
2097 }
2098 }
2099 }
2100 sprintfex(pTmpBuf2.data(), pGlobalTXT_LocalizationStrings[377], this->pName); //%s failed to steal anything
2101 ShowStatusBarString(pTmpBuf2.data(), 2);
2102 return 2;
2103 }
2104 }
2105 // 4EDEA0: using guessed type int dword_4EDEA0[];
2106 // 4EDEB4: using guessed type int dword_4EDEB4[];
2107 // 4EDEC4: using guessed type int dword_4EDEC4[];
2108
2109 //----- (0048DBB9) --------------------------------------------------------
2110 void Player::Heal(int amount)
2111 {
2112 signed int max_health; // eax@3
2113
2114 if ( !IsEradicated() && !IsDead() )
2115 {
2116 max_health = GetMaxHealth();
2117 if ( IsZombie() )
2118 max_health /= 2;
2119 sHealth += amount;
2120 if ( sHealth > max_health )
2121 sHealth = max_health;
2122 if ( IsUnconcious() )
2123 {
2124 if ( sHealth > 0 )
2125 {
2126 SetUnconcious(false);
2127 }
2128 }
2129 }
2130 }
2131
2132 //----- (0048DC1E) --------------------------------------------------------
2133 int Player::ReceiveDamage( signed int amount, DAMAGE_TYPE dmg_type )
2134 {
2135 signed int recieved_dmg; // eax@1
2136 bool broke_armor;
2137
2138 SetAsleep(false);
2139 recieved_dmg = CalculateIncommingDamage(dmg_type, amount);
2140 sHealth -= recieved_dmg;
2141 broke_armor = sHealth <= -10;
2142 if ( sHealth < 1 ) //
2143 {
2144 if ( (sHealth + uEndurance + GetItemsBonus(CHARACTER_ATTRIBUTE_ENDURANCE) >= 1)
2145 || pPlayerBuffs[PLAYER_BUFF_PRESERVATION].uExpireTime > 0 )
2146 {
2147 SetCondUnconsciousWithBlockCheck(false);
2148 }
2149 else
2150 {
2151 SetCondDeadWithBlockCheck(false);
2152 if ( sHealth > 0 )
2153 sHealth = 0;
2154 }
2155 if (broke_armor )
2156 {
2157 ItemGen* equippedArmor = GetArmorItem();
2158 if ( equippedArmor != nullptr )
2159 {
2160 if ( !(equippedArmor->uAttributes & ITEM_HARDENED))
2161 {
2162 equippedArmor->SetBroken();
2163 }
2164 }
2165 }
2166 }
2167 if ( recieved_dmg && CanAct() )
2168 PlaySound(SPEECH_24, 0);
2169 return recieved_dmg;
2170 }
2171
2172 //----- (0048DCF6) --------------------------------------------------------
2173 int Player::ReceiveSpecialAttackEffect( int attType, struct Actor *pActor )
2174 {
2175 SPECIAL_ATTACK_TYPE attTypeCast = (SPECIAL_ATTACK_TYPE) attType;
2176 signed int v3; // edi@1
2177 signed int v4; // ebx@1
2178 int v6; // eax@2
2179 int v8; // eax@8
2180 int v10; // eax@8
2181 int v11; // ebx@8
2182 ItemGen *v13; // eax@9
2183 int v22; // eax@49
2184 signed int v23; // ebx@49
2185 void *v27; // ecx@76
2186 char v46[140]; // [sp+Ch] [bp-94h]@13
2187 unsigned int v47; // [sp+98h] [bp-8h]@1
2188 ItemGen* v48; // [sp+9Ch] [bp-4h]@1
2189
2190 v4 = 0;
2191 v47 = 0;
2192 v48 = nullptr;
2193 switch ( attTypeCast )
2194 {
2195 case SPECIAL_ATTACK_CURSE:
2196 v6 = GetActualWillpower();
2197 v11 = GetParameterBonus(v6);
2198 break;
2199 case SPECIAL_ATTACK_WEAK:
2200 case SPECIAL_ATTACK_SLEEP:
2201 case SPECIAL_ATTACK_DRUNK:
2202 case SPECIAL_ATTACK_DISEASE_WEAK:
2203 case SPECIAL_ATTACK_DISEASE_MEDIUM:
2204 case SPECIAL_ATTACK_DISEASE_SEVERE:
2205 case SPECIAL_ATTACK_UNCONSCIOUS:
2206 case SPECIAL_ATTACK_AGING:
2207 v6 = GetActualEndurance();
2208 v11 = GetParameterBonus(v6);
2209 break;
2210 case SPECIAL_ATTACK_INSANE:
2211 case SPECIAL_ATTACK_PARALYZED:
2212 case SPECIAL_ATTACK_FEAR:
2213 v11 = GetActualResistance(CHARACTER_ATTRIBUTE_RESIST_MIND);
2214 break;
2215 case SPECIAL_ATTACK_PETRIFIED:
2216 v11 = GetActualResistance(CHARACTER_ATTRIBUTE_RESIST_EARTH);
2217 break;
2218 case SPECIAL_ATTACK_POISON_WEAK:
2219 case SPECIAL_ATTACK_POISON_MEDIUM:
2220 case SPECIAL_ATTACK_POISON_SEVERE:
2221 case SPECIAL_ATTACK_DEAD:
2222 case SPECIAL_ATTACK_ERADICATED:
2223 v11 = GetActualResistance(CHARACTER_ATTRIBUTE_RESIST_BODY);
2224 break;
2225 case SPECIAL_ATTACK_MANA_DRAIN:
2226 v8 = GetActualWillpower();
2227 v10 = GetActualIntelligence();
2228 v11 = (GetParameterBonus(v10) + GetParameterBonus(v8)) / 2;
2229 break;
2230 case SPECIAL_ATTACK_BREAK_ANY:
2231 for (int i = 0; i < 138; i++)
2232 {
2233 v13 = &this->pInventoryItemList[i];
2234 if ( v13->uItemID > 0 && v13->uItemID <= 134 && !v13->IsBroken())
2235 v46[v4++] = i;
2236 }
2237 if ( !v4 )
2238 return 0;
2239 v48 = &this->pInventoryItemList[v46[rand() % v4]];
2240 v11 = 3 * (pItemsTable->pItems[v48->uItemID].uMaterial + v48->GetDamageMod());
2241 break;
2242 case SPECIAL_ATTACK_BREAK_ARMOR:
2243 for (int i = 0; i < 16; i++ )
2244 {
2245 if ( HasItemEquipped((ITEM_EQUIP_TYPE)i) )
2246 {
2247 if ( i == EQUIP_ARMOUR )
2248 v46[v4++] = this->pEquipment.uArmor - 1;
2249 if ( (i == EQUIP_SINGLE_HANDED || i == EQUIP_TWO_HANDED) && GetEquippedItemEquipType((ITEM_EQUIP_TYPE)i) == EQUIP_SHIELD )
2250 v46[v4++] = this->pEquipment.pIndices[i] - 1;
2251 }
2252 }
2253 if ( !v4 )
2254 return 0;
2255 v48 = &this->pInventoryItemList[v46[rand() % v4]];
2256 v11 = 3 * (pItemsTable->pItems[v48->uItemID].uMaterial + v48->GetDamageMod());
2257 break;
2258 case SPECIAL_ATTACK_BREAK_WEAPON:
2259 for (int i = 0; i < 16; i++ )
2260 {
2261 if ( HasItemEquipped((ITEM_EQUIP_TYPE)i) )
2262 {
2263 if ( i == EQUIP_BOW )
2264 v46[v4++] = LOBYTE(this->pEquipment.uBow) - 1;
2265 if ( (i == EQUIP_SINGLE_HANDED || i == EQUIP_TWO_HANDED)
2266 && (GetEquippedItemEquipType((ITEM_EQUIP_TYPE)i) == EQUIP_SINGLE_HANDED || GetEquippedItemEquipType((ITEM_EQUIP_TYPE)i) == EQUIP_TWO_HANDED) )
2267 v46[v4++] = this->pEquipment.pIndices[i] - 1;
2268 }
2269 }
2270 if ( !v4 )
2271 return 0;
2272 v48 = &this->pInventoryItemList[v46[rand() % v4]];
2273 v11 = 3 * (pItemsTable->pItems[v48->uItemID].uMaterial + v48->GetDamageMod());
2274 break;
2275 case SPECIAL_ATTACK_STEAL:
2276 for ( int i = 0; i < 126; i++ )
2277 {
2278 int ItemPosInList = this->pInventoryMatrix[i];
2279 if (ItemPosInList > 0)
2280 {
2281 ItemGen* v21 = &this->pInventoryItemList[ItemPosInList - 1];
2282 if ( v21->uItemID > 0 && v21->uItemID <= 134 )
2283 {
2284 v46[v4++] = i;
2285 }
2286 }
2287 }
2288 if ( !v4 )
2289 return 0;
2290 v47 = v46[rand() % v4];
2291 v6 = GetActualAccuracy();
2292 v11 = GetParameterBonus(v6);
2293 break;
2294 default:
2295 v11 = 0;
2296 break;
2297 }
2298 v22 = GetActualLuck();
2299 v23 = GetParameterBonus(v22) + v11 + 30;
2300 if ( rand() % v23 >= 30 )
2301 {
2302 return 0;
2303 }
2304 else
2305 {
2306 for ( v3 = 0; v3 < 4; v3++ )
2307 {
2308 if ( this == pPlayers[v3 + 1] )
2309 break;
2310 }
2311
2312 switch ( attTypeCast )
2313 {
2314 case SPECIAL_ATTACK_CURSE:
2315 SetCondition(Condition_Cursed, 1);
2316 pAudioPlayer->PlaySound((SoundID)221, 0, 0, -1, 0, 0, 0, 0);
2317 pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
2318 return 1;
2319 break;
2320 case SPECIAL_ATTACK_WEAK:
2321 SetCondition(Condition_Weak, 1);
2322 pAudioPlayer->PlaySound((SoundID)221, 0, 0, -1, 0, 0, 0, 0);
2323 pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
2324 return 1;
2325 break;
2326 case SPECIAL_ATTACK_SLEEP:
2327 SetCondition(Condition_Sleep, 1);
2328 pAudioPlayer->PlaySound((SoundID)221, 0, 0, -1, 0, 0, 0, 0);
2329 pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
2330 return 1;
2331 break;
2332 case SPECIAL_ATTACK_DRUNK:
2333 SetCondition(Condition_Drunk, 1);
2334 pAudioPlayer->PlaySound((SoundID)221, 0, 0, -1, 0, 0, 0, 0);
2335 pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
2336 return 1;
2337 break;
2338 case SPECIAL_ATTACK_INSANE:
2339 SetCondition(Condition_Insane, 1);
2340 pAudioPlayer->PlaySound((SoundID)224, 0, 0, -1, 0, 0, 0, 0);
2341 pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
2342 return 1;
2343 break;
2344 case SPECIAL_ATTACK_POISON_WEAK:
2345 SetCondition(Condition_Poison_Weak, 1);
2346 pAudioPlayer->PlaySound((SoundID)222, 0, 0, -1, 0, 0, 0, 0);
2347 pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
2348 return 1;
2349 break;
2350 case SPECIAL_ATTACK_POISON_MEDIUM:
2351 SetCondition(Condition_Poison_Medium, 1);
2352 pAudioPlayer->PlaySound((SoundID)222, 0, 0, -1, 0, 0, 0, 0);
2353 pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
2354 return 1;
2355 break;
2356 case SPECIAL_ATTACK_POISON_SEVERE:
2357 SetCondition(Condition_Poison_Severe, 1);
2358 pAudioPlayer->PlaySound((SoundID)222, 0, 0, -1, 0, 0, 0, 0);
2359 pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
2360 return 1;
2361 break;
2362 case SPECIAL_ATTACK_DISEASE_WEAK:
2363 SetCondition(Condition_Disease_Weak, 1);
2364 pAudioPlayer->PlaySound((SoundID)222, 0, 0, -1, 0, 0, 0, 0);
2365 pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
2366 return 1;
2367 break;
2368 case SPECIAL_ATTACK_DISEASE_MEDIUM:
2369 SetCondition(Condition_Disease_Medium, 1);
2370 pAudioPlayer->PlaySound((SoundID)222, 0, 0, -1, 0, 0, 0, 0);
2371 pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
2372 return 1;
2373 break;
2374 case SPECIAL_ATTACK_DISEASE_SEVERE:
2375 SetCondition(Condition_Disease_Severe, 1);
2376 pAudioPlayer->PlaySound((SoundID)222, 0, 0, -1, 0, 0, 0, 0);
2377 pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
2378 return 1;
2379 break;
2380 case SPECIAL_ATTACK_PARALYZED:
2381 SetCondition(Condition_Paralyzed, 1);
2382 pAudioPlayer->PlaySound((SoundID)224, 0, 0, -1, 0, 0, 0, 0);
2383 pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
2384 return 1;
2385 break;
2386 case SPECIAL_ATTACK_UNCONSCIOUS:
2387 SetCondition(Condition_Unconcious, 1);
2388 pAudioPlayer->PlaySound((SoundID)224, 0, 0, -1, 0, 0, 0, 0);
2389 pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
2390 return 1;
2391 break;
2392 case SPECIAL_ATTACK_DEAD:
2393 SetCondition(Condition_Dead, 1);
2394 pAudioPlayer->PlaySound((SoundID)225, 0, 0, -1, 0, 0, 0, 0);
2395 pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
2396 return 1;
2397 break;
2398 case SPECIAL_ATTACK_PETRIFIED:
2399 SetCondition(Condition_Pertified, 1);
2400 pAudioPlayer->PlaySound((SoundID)225, 0, 0, -1, 0, 0, 0, 0);
2401 pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
2402 return 1;
2403 break;
2404 case SPECIAL_ATTACK_ERADICATED:
2405 SetCondition(Condition_Eradicated, 1);
2406 pAudioPlayer->PlaySound((SoundID)225, 0, 0, -1, 0, 0, 0, 0);
2407 pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
2408 return 1;
2409 break;
2410 case SPECIAL_ATTACK_BREAK_ANY:
2411 case SPECIAL_ATTACK_BREAK_ARMOR:
2412 case SPECIAL_ATTACK_BREAK_WEAPON:
2413 if ( !(v48->uAttributes & ITEM_HARDENED) )
2414 {
2415 PlaySound(SPEECH_40, 0);
2416 v48->SetBroken();
2417 pAudioPlayer->PlaySound((SoundID)47, 0, 0, -1, 0, 0, 0, 0);
2418 }
2419 pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
2420 return 1;
2421 break;
2422 case SPECIAL_ATTACK_STEAL:
2423 PlaySound(SPEECH_40, 0);
2424 v27 = pActor->ActorHasItems;
2425 if ( pActor->ActorHasItems[0].uItemID )
2426 {
2427 v27 = &pActor->ActorHasItems[1];
2428 if ( pActor->ActorHasItems[1].uItemID )
2429 {
2430 pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
2431 return 1;
2432 }
2433 }
2434 memcpy(v27, &this->pInventoryItemList[this->pInventoryMatrix[v47]-1], 0x24u);
2435 RemoveItemAtInventoryIndex(v47);
2436 pAudioPlayer->PlaySound((SoundID)47, 0, 0, -1, 0, 0, 0, 0);
2437 pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
2438 return 1;
2439 break;
2440 case SPECIAL_ATTACK_AGING:
2441 PlaySound(SPEECH_42, 0);
2442 ++this->sAgeModifier;
2443 pAudioPlayer->PlaySound((SoundID)226, 0, 0, -1, 0, 0, 0, 0);
2444 pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
2445 return 1;
2446 break;
2447 case SPECIAL_ATTACK_MANA_DRAIN:
2448 PlaySound(SPEECH_41, 0);
2449 this->sMana = 0;
2450 pAudioPlayer->PlaySound((SoundID)226, 0, 0, -1, 0, 0, 0, 0);
2451 pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
2452 return 1;
2453 break;
2454 case SPECIAL_ATTACK_FEAR:
2455 SetCondition(Condition_Fear, 1);
2456 pAudioPlayer->PlaySound((SoundID)221, 0, 0, -1, 0, 0, 0, 0);
2457 pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
2458 return 1;
2459 break;
2460 default:
2461 return 0;
2462 }
2463 }
2464 }
2465
2466 // 48DCF6: using guessed type char var_94[140];
2467
2468 //----- (0048E1A3) --------------------------------------------------------
2469 unsigned int Player::GetSpellSchool(unsigned int uSpellID)
2470 {
2471 return pSpellStats->pInfos[uSpellID].uSchool;
2472 }
2473
2474 //----- (0048E1B5) --------------------------------------------------------
2475 int Player::GetAttackRecoveryTime(bool bRangedAttack)
2476 {
2477 ItemGen *weapon = nullptr;
2478 uint weapon_recovery = base_recovery_times_per_weapon_type[0];
2479 if (bRangedAttack)
2480 {
2481 if ( HasItemEquipped(EQUIP_BOW) )
2482 {
2483 weapon = GetBowItem();
2484 weapon_recovery = base_recovery_times_per_weapon_type[weapon->GetPlayerSkillType()];
2485 }
2486 }
2487 else if ( IsUnarmed() == 1 && GetActualSkillLevel(PLAYER_SKILL_UNARMED) > 0)
2488 {
2489 weapon_recovery = base_recovery_times_per_weapon_type[1];
2490 }
2491 else if ( HasItemEquipped(EQUIP_TWO_HANDED) )
2492 {
2493 weapon = GetMainHandItem();
2494 if (weapon->GetItemEquipType() == EQUIP_WAND)
2495 {
2496 __debugbreak(); // looks like offset in player's inventory and wand_lut much like case in 0042ECB5
2497 __debugbreak(); // looks like wands were two-handed weapons once, or supposed to be. should not get here now
2498 weapon_recovery = pSpellDatas[wand_spell_ids[weapon->uItemID - ITEM_WAND_FIRE]].uExpertLevelRecovery;
2499 }
2500 else
2501 weapon_recovery = base_recovery_times_per_weapon_type[weapon->GetPlayerSkillType()];
2502 }
2503 if (HasItemEquipped(EQUIP_SINGLE_HANDED) && GetEquippedItemEquipType(EQUIP_SINGLE_HANDED) != EQUIP_SHIELD)
2504 // ADD: shield check because shield recovery is added later and can be accidentally doubled
2505 {
2506 if (base_recovery_times_per_weapon_type[GetOffHandItem()->GetPlayerSkillType()] > weapon_recovery)
2507 {
2508 weapon = GetOffHandItem();
2509 weapon_recovery = base_recovery_times_per_weapon_type[weapon->GetPlayerSkillType()];
2510 }
2511 }
2512
2513 uint armour_recovery = 0;
2514 if ( HasItemEquipped(EQUIP_ARMOUR) )
2515 {
2516 uchar armour_skill_type = GetArmorItem()->GetPlayerSkillType();
2517 uint base_armour_recovery = base_recovery_times_per_weapon_type[armour_skill_type];
2518 float multiplier;
2519
2520 if (armour_skill_type == PLAYER_SKILL_LEATHER)
2521 {
2522 multiplier = GetArmorRecoveryMultiplierFromSkillLevel(armour_skill_type, 1.0f, 0, 0, 0);
2523 }
2524 else if (armour_skill_type == PLAYER_SKILL_CHAIN)
2525 {
2526 multiplier = GetArmorRecoveryMultiplierFromSkillLevel(armour_skill_type, 1.0f, 0.5f, 0, 0);
2527 }
2528 else if (armour_skill_type == PLAYER_SKILL_PLATE)
2529 {
2530 multiplier = GetArmorRecoveryMultiplierFromSkillLevel(armour_skill_type, 1.0f, 0.5f, 0.5f, 0);
2531 }
2532 else
2533 {
2534 Error("Unknown armour type"); // what kind of armour is that?
2535 multiplier = GetArmorRecoveryMultiplierFromSkillLevel(armour_skill_type, 1.0f, 1.0f, 1.0f, 1.0f);
2536 }
2537
2538 armour_recovery = (uint)(base_armour_recovery * multiplier);
2539 }
2540
2541 uint shield_recovery = 0;
2542 if (HasItemEquipped(EQUIP_SINGLE_HANDED) && GetEquippedItemEquipType(EQUIP_SINGLE_HANDED) == EQUIP_SHIELD)
2543 {
2544 uchar skill_type = GetOffHandItem()->GetPlayerSkillType();
2545
2546 uint shield_base_recovery = base_recovery_times_per_weapon_type[skill_type];
2547 float multiplier = GetArmorRecoveryMultiplierFromSkillLevel(skill_type, 1.0f, 0, 0, 0);
2548 shield_recovery = (uint)(shield_base_recovery * multiplier);
2549 }
2550
2551 uint player_speed_recovery_reduction = GetParameterBonus(GetActualSpeed()),
2552 sword_axe_bow_recovery_reduction = 0;
2553 bool shooting_laser = false;
2554 if (weapon != nullptr)
2555 {
2556 if (GetActualSkillLevel((PLAYER_SKILL_TYPE)weapon->GetPlayerSkillType()) &&
2557 (weapon->GetPlayerSkillType() == PLAYER_SKILL_SWORD || weapon->GetPlayerSkillType() == PLAYER_SKILL_AXE || weapon->GetPlayerSkillType() == PLAYER_SKILL_BOW) )
2558 {
2559 if (SkillToMastery(pActiveSkills[weapon->GetPlayerSkillType()]) >= 2 ) // Expert Sword, Axe & Bow reduce recovery
2560 sword_axe_bow_recovery_reduction = pActiveSkills[weapon->GetPlayerSkillType()] & 0x3F;
2561 }
2562 if (weapon->GetPlayerSkillType() == PLAYER_SKILL_BLASTER)
2563 shooting_laser = true;
2564 }
2565
2566 uint armsmaster_recovery_reduction = 0;
2567 if (!bRangedAttack && !shooting_laser)
2568 {
2569 if (uint armsmaster_level = GetActualSkillLevel(PLAYER_SKILL_ARMSMASTER))
2570 {
2571 armsmaster_recovery_reduction = armsmaster_level & 0x3F;
2572 if (SkillToMastery(armsmaster_level) >= 4)
2573 armsmaster_recovery_reduction *= 2;
2574 }
2575 }
2576
2577 uint hasteRecoveryReduction = 0;
2578 if (pPlayerBuffs[PLAYER_BUFF_HASTE].uExpireTime > 0 || pParty->pPartyBuffs[PARTY_BUFF_HASTE].uExpireTime > 0 )
2579 hasteRecoveryReduction = 25;
2580
2581 uint weapon_enchantment_recovery_reduction = 0;
2582 if ( weapon )
2583 {
2584 if (weapon->uSpecEnchantmentType == 59 ||
2585 weapon->uSpecEnchantmentType == 41 ||
2586 weapon->uSpecEnchantmentType == 500)
2587 weapon_enchantment_recovery_reduction = 20;
2588 }
2589
2590 int recovery = weapon_recovery +
2591 armour_recovery +
2592 shield_recovery
2593 - armsmaster_recovery_reduction
2594 - weapon_enchantment_recovery_reduction
2595 - hasteRecoveryReduction
2596 - sword_axe_bow_recovery_reduction
2597 - player_speed_recovery_reduction;
2598
2599 if (recovery < 0)
2600 recovery = 0;
2601 return recovery;
2602 }
2603
2604
2605 //----- new --------------------------------------------------------
2606 float Player::GetArmorRecoveryMultiplierFromSkillLevel( unsigned char armour_skill_type, float mult1, float mult2, float mult3, float mult4 )
2607 {
2608 uint skill_mastery = SkillToMastery(pActiveSkills[armour_skill_type]);
2609 switch (skill_mastery)
2610 {
2611 case 1: return mult1; break;
2612 case 2: return mult2; break;
2613 case 3: return mult3; break;
2614 case 4: return mult4; break;
2615 }
2616 Error("Unexpected input value: %d", armour_skill_type);
2617 return 0;
2618 }
2619
2620 //----- (0048E4F8) --------------------------------------------------------
2621 int Player::GetMaxHealth()
2622 {
2623 int v3; // esi@1
2624 int v4; // esi@1
2625 int v6; // esi@1
2626
2627 v3 = GetParameterBonus(GetActualEndurance());
2628 v4 = pBaseHealthPerLevelByClass[classType] * (GetActualLevel() + v3);
2629 v6 = uFullHealthBonus
2630 + pBaseHealthByClass[classType / 4]
2631 + GetSkillBonus(CHARACTER_ATTRIBUTE_HEALTH)
2632 + GetItemsBonus(CHARACTER_ATTRIBUTE_HEALTH) + v4;
2633 return max(1, v6);
2634 }
2635
2636 //----- (0048E565) --------------------------------------------------------
2637 int Player::GetMaxMana()
2638 {
2639 int v2; // eax@2
2640 int v3; // esi@4
2641 int v4; // eax@5
2642 int v5; // esi@5
2643 int v6; // eax@5
2644 int v7; // esi@6
2645 int v8; // esi@6
2646 int v9; // esi@6
2647
2648 switch (classType)
2649 {
2650 case PLAYER_CLASS_ROGUE:
2651 case PLAYER_CLASS_SPY:
2652 case PLAYER_CLASS_ASSASSIN:
2653 case PLAYER_CLASS_ARCHER:
2654 case PLAYER_CLASS_WARRIOR_MAGE:
2655 case PLAYER_CLASS_MASTER_ARCHER:
2656 case PLAYER_CLASS_SNIPER:
2657 case PLAYER_CLASS_SORCERER:
2658 case PLAYER_CLASS_WIZARD:
2659 case PLAYER_CLASS_ARCHMAGE:
2660 case PLAYER_CLASS_LICH:
2661 v2 = GetActualIntelligence();
2662 v3 = GetParameterBonus(v2);
2663 break;
2664 case PLAYER_CLASS_INITIATE:
2665 case PLAYER_CLASS_MASTER:
2666 case PLAYER_CLASS_NINJA:
2667 case PLAYER_CLASS_PALADIN:
2668 case PLAYER_CLASS_CRUSADER:
2669 case PLAYER_CLASS_HERO:
2670 case PLAYER_CLASS_VILLIAN:
2671 case PLAYER_CLASS_CLERIC:
2672 case PLAYER_CLASS_PRIEST:
2673 case PLAYER_CLASS_PRIEST_OF_SUN:
2674 case PLAYER_CLASS_PRIEST_OF_MOON:
2675 v2 = GetActualWillpower();
2676 v3 = GetParameterBonus(v2);
2677 break;
2678 case PLAYER_CLASS_HUNTER:
2679 case PLAYER_CLASS_RANGER_LORD:
2680 case PLAYER_CLASS_BOUNTY_HUNTER:
2681 case PLAYER_CLASS_DRUID:
2682 case PLAYER_CLASS_GREAT_DRUID:
2683 case PLAYER_CLASS_ARCH_DRUID:
2684 case PLAYER_CLASS_WARLOCK:
2685 v4 = GetActualWillpower();
2686 v5 = GetParameterBonus(v4);
2687 v6 = GetActualIntelligence();
2688 v3 = GetParameterBonus(v6) + v5;
2689 break;
2690 default:
2691 return 0;
2692 break;
2693 }
2694 v7 = pBaseManaPerLevelByClass[classType] * (GetActualLevel() + v3);
2695 v8 = GetItemsBonus(CHARACTER_ATTRIBUTE_MANA) + v7;
2696 v9 = uFullManaBonus
2697 + pBaseManaByClass[classType / 4]
2698 + GetSkillBonus(CHARACTER_ATTRIBUTE_MANA)
2699 + v8;
2700 return max(0,v9);
2701 }
2702
2703 //----- (0048E656) --------------------------------------------------------
2704 int Player::GetBaseAC()
2705 {
2706 int v2; // eax@1
2707 int v3; // esi@1
2708 int v4; // esi@1
2709 int v5; // esi@1
2710
2711 v2 = GetActualSpeed();
2712 v3 = GetParameterBonus(v2);
2713 v4 = GetItemsBonus(CHARACTER_ATTRIBUTE_AC_BONUS) + v3;
2714 v5 = GetSkillBonus(CHARACTER_ATTRIBUTE_AC_BONUS) + v4;
2715 return max(0, v5);
2716 }
2717
2718 //----- (0048E68F) --------------------------------------------------------
2719 int Player::GetActualAC()
2720 {
2721 int v2; // eax@1
2722 int v3; // esi@1
2723 int v4; // esi@1
2724 int v5; // esi@1
2725 int v6; // esi@1
2726
2727 v2 = GetActualSpeed();
2728 v3 = GetParameterBonus(v2);
2729 v4 = GetItemsBonus(CHARACTER_ATTRIBUTE_AC_BONUS) + v3;
2730 v5 = GetSkillBonus(CHARACTER_ATTRIBUTE_AC_BONUS) + v4;
2731 v6 = this->sACModifier + GetMagicalBonus(CHARACTER_ATTRIBUTE_AC_BONUS) + v5;
2732 return max(0, v6);
2733 }
2734
2735 //----- (0048E6DC) --------------------------------------------------------
2736 unsigned int Player::GetBaseAge()
2737 {
2738 return (unsigned int)(((__int64)(pParty->uTimePlayed * 0.234375) / 60 / 60 / 24) / 7 / 4 / 12 - uBirthYear + game_starting_year);
2739 }
2740
2741 //----- (0048E72C) --------------------------------------------------------
2742 unsigned int Player::GetActualAge()
2743 {
2744 return this->sAgeModifier + GetBaseAge();
2745 }
2746
2747 //----- (0048E73F) --------------------------------------------------------
2748 int Player::GetBaseResistance(enum CHARACTER_ATTRIBUTE_TYPE a2)
2749 {
2750 int v7; // esi@20
2751 int racialBonus = 0;
2752 __int16* resStat;
2753 int result;
2754
2755 switch (a2)
2756 {
2757 case CHARACTER_ATTRIBUTE_RESIST_FIRE:
2758 resStat = &sResFireBase;
2759 if (IsRaceGoblin())
2760 racialBonus = 5;
2761 break;
2762 case CHARACTER_ATTRIBUTE_RESIST_AIR:
2763 resStat = &sResAirBase;
2764 if (IsRaceGoblin())
2765 racialBonus = 5;
2766 break;
2767 case CHARACTER_ATTRIBUTE_RESIST_WATER:
2768 resStat = &sResWaterBase;
2769 if (IsRaceDwarf())
2770 racialBonus = 5;
2771 break;
2772 case CHARACTER_ATTRIBUTE_RESIST_EARTH:
2773 resStat = &sResEarthBase;
2774 if (IsRaceDwarf())
2775 racialBonus = 5;
2776 break;
2777 case CHARACTER_ATTRIBUTE_RESIST_MIND:
2778 resStat = &sResMindBase;
2779 if (IsRaceElf())
2780 racialBonus = 10;
2781 break;
2782 case CHARACTER_ATTRIBUTE_RESIST_BODY:
2783 case CHARACTER_ATTRIBUTE_RESIST_SPIRIT:
2784 resStat = &sResBodyBase;
2785 if (IsRaceHuman())
2786 racialBonus = 5;
2787 break;
2788 default:
2789 Error("Unknown attribute");
2790 }
2791 v7 = GetItemsBonus(a2) + racialBonus;
2792 result = v7 + *resStat;
2793 if ( classType == PLAYER_CLASS_LICH )
2794 {
2795 if ( result > 200 )
2796 result = 200;
2797 }
2798 return result;
2799 }
2800
2801 //----- (0048E7D0) --------------------------------------------------------
2802 int Player::GetActualResistance(enum CHARACTER_ATTRIBUTE_TYPE a2)
2803 {
2804 signed int v10 = 0; // [sp+14h] [bp-4h]@1
2805 __int16* resStat;
2806 int result;
2807 int baseRes;
2808
2809 int leatherArmorSkillLevel = GetActualSkillLevel(PLAYER_SKILL_LEATHER);
2810 if ( CheckHiredNPCSpeciality(Enchanter) )
2811 v10 = 20;
2812 if ( (a2 == CHARACTER_ATTRIBUTE_RESIST_FIRE
2813 || a2 == CHARACTER_ATTRIBUTE_RESIST_AIR
2814 || a2 == CHARACTER_ATTRIBUTE_RESIST_WATER
2815 || a2 == CHARACTER_ATTRIBUTE_RESIST_EARTH)
2816 && SkillToMastery(leatherArmorSkillLevel) == 4
2817 && HasItemEquipped(EQUIP_ARMOUR)
2818 && GetEquippedItemSkillType(EQUIP_ARMOUR) == PLAYER_SKILL_LEATHER )
2819 v10 += leatherArmorSkillLevel & 0x3F;
2820 switch (a2)
2821 {
2822 case CHARACTER_ATTRIBUTE_RESIST_FIRE:
2823 resStat = &sResFireBonus;
2824 break;
2825 case CHARACTER_ATTRIBUTE_RESIST_AIR:
2826 resStat = &sResAirBonus;
2827 break;
2828 case CHARACTER_ATTRIBUTE_RESIST_WATER:
2829 resStat = &sResWaterBonus;
2830 break;
2831 case CHARACTER_ATTRIBUTE_RESIST_EARTH:
2832 resStat = &sResEarthBonus;
2833 break;
2834 case CHARACTER_ATTRIBUTE_RESIST_MIND:
2835 resStat = &sResMindBonus;
2836 break;
2837 case CHARACTER_ATTRIBUTE_RESIST_BODY:
2838 case CHARACTER_ATTRIBUTE_RESIST_SPIRIT:
2839 resStat = &sResBodyBonus;
2840 break;
2841 default: Error("Unexpected attribute");
2842 }
2843 baseRes = GetBaseResistance(a2);
2844 result = v10 + GetMagicalBonus(a2) + baseRes + *(resStat);
2845 if ( classType == PLAYER_CLASS_LICH )
2846 {
2847 if ( result > 200 )
2848 result = 200;
2849 }
2850 return result;
2851 }
2852
2853 //----- (0048E8F5) --------------------------------------------------------
2854 bool Player::Recover(int dt)
2855 {
2856 int v3; // qax@1
2857
2858 v3 = (int)(dt * GetSpecialItemBonus(17) * 0.01 + dt);
2859
2860 //Log::Warning(L"Recover(dt = %u/%u - %u", dt, (uint)v3, (uint)uTimeToRecovery);
2861
2862 if (uTimeToRecovery > v3)
2863 {
2864 uTimeToRecovery -= v3;
2865 return true;
2866 }
2867 else
2868 {
2869 uTimeToRecovery = 0;
2870 viewparams->bRedrawGameUI = true;
2871 if (!uActiveCharacter)
2872 uActiveCharacter = pParty->GetNextActiveCharacter();
2873 return false;
2874 }
2875 }
2876
2877 //----- (0048E96A) --------------------------------------------------------
2878 void Player::SetRecoveryTime(signed int rec)
2879 {
2880 Assert(rec >= 0);
2881
2882 if (rec > uTimeToRecovery)
2883 uTimeToRecovery = rec;
2884
2885 if (uActiveCharacter != 0 && pPlayers[uActiveCharacter] == this && !some_active_character)
2886 uActiveCharacter = pParty->GetNextActiveCharacter();
2887
2888 viewparams->bRedrawGameUI = true;
2889 }
2890 // 50C0C4: using guessed type int some_active_character;
2891
2892 //----- (0048E9B7) --------------------------------------------------------
2893 void Player::RandomizeName()
2894 {
2895 if (!uExpressionTimePassed)
2896 strcpy(pName, pNPCStats->pNPCNames[rand() % pNPCStats->uNumNPCNames[uSex]][uSex]);
2897 }
2898
2899 //----- (0048E9F4) --------------------------------------------------------
2900 unsigned int Player::GetMajorConditionIdx()
2901 {
2902 for (uint i = 0; i < 18; ++i)
2903 if (pConditions[pConditionImportancyTable[i]] != 0)
2904 return pConditionImportancyTable[i];
2905
2906 return 18;
2907 }
2908
2909 //----- (0048EA1B) --------------------------------------------------------
2910 int Player::GetParameterBonus( int player_parameter )
2911 {
2912 int i; // eax@1
2913 i = 0;
2914 while (param_to_bonus_table[i])
2915 {
2916 if (player_parameter >= param_to_bonus_table[i])
2917 break;
2918 ++i;
2919 }
2920 return parameter_to_bonus_value[i];
2921 }
2922
2923 //----- (0048EA46) --------------------------------------------------------
2924 int Player::GetSpecialItemBonus( int enchantmentId )
2925 {
2926 for (int i = EQUIP_SINGLE_HANDED; i < EQUIP_BOOK; ++i )
2927 {
2928 if ( HasItemEquipped((ITEM_EQUIP_TYPE)i) )
2929 {
2930 if (enchantmentId == 17)
2931 {
2932 if ((GetNthEquippedIndexItem(i)->uSpecEnchantmentType == 17) || (GetNthEquippedIndexItem(i)->uItemID == 533)) //Elven Chainmail+Increases rate of Recovery
2933 return 50;
2934 }
2935 if (enchantmentId == 24)
2936 {
2937 if (GetNthEquippedIndexItem(i)->uSpecEnchantmentType == 24) //Increased Knockback.
2938 return 5;
2939 }
2940 }
2941 }
2942 return 0;
2943 }
2944
2945 //----- (0048EAAE) --------------------------------------------------------
2946 int Player::GetItemsBonus( enum CHARACTER_ATTRIBUTE_TYPE attr, bool getOnlyMainHandDmg /*= false*/ )
2947 {
2948 int v5; // edi@1
2949 int v9; // eax@49
2950 int v14; // ecx@58
2951 int v15; // eax@58
2952 int v17; // eax@62
2953 int v22; // eax@76
2954 int v25; // ecx@80
2955 int v26; // edi@80
2956 int v32; // eax@98
2957 int v56; // eax@365
2958 signed int v58; // [sp-4h] [bp-20h]@10
2959 int v61; // [sp+10h] [bp-Ch]@1
2960 int v62; // [sp+14h] [bp-8h]@1
2961 ItemGen *currEquippedItem; // [sp+20h] [bp+4h]@101
2962 bool no_skills;
2963
2964 v5 = 0;
2965 v62 = 0;
2966 v61 = 0;
2967
2968 no_skills=false;
2969 switch (attr)
2970 {
2971 case CHARACTER_ATTRIBUTE_SKILL_ALCHEMY: v58 = PLAYER_SKILL_ALCHEMY; break;
2972 case CHARACTER_ATTRIBUTE_SKILL_STEALING: v58 = PLAYER_SKILL_STEALING; break;
2973 case CHARACTER_ATTRIBUTE_SKILL_TRAP_DISARM: v58 = PLAYER_SKILL_TRAP_DISARM; break;
2974 case CHARACTER_ATTRIBUTE_SKILL_ITEM_ID: v58 = PLAYER_SKILL_ITEM_ID; break;
2975 case CHARACTER_ATTRIBUTE_SKILL_MONSTER_ID: v58 = PLAYER_SKILL_MONSTER_ID; break;
2976 case CHARACTER_ATTRIBUTE_SKILL_ARMSMASTER: v58 = PLAYER_SKILL_ARMSMASTER; break;
2977 case CHARACTER_ATTRIBUTE_SKILL_DODGE: v58 = PLAYER_SKILL_DODGE; break;
2978 case CHARACTER_ATTRIBUTE_SKILL_UNARMED: v58 = PLAYER_SKILL_UNARMED; break;
2979 case CHARACTER_ATTRIBUTE_SKILL_FIRE: v58 = PLAYER_SKILL_FIRE; break;
2980 case CHARACTER_ATTRIBUTE_SKILL_AIR: v58 = PLAYER_SKILL_AIR; break;
2981 case CHARACTER_ATTRIBUTE_SKILL_WATER: v58 = PLAYER_SKILL_WATER; break;
2982 case CHARACTER_ATTRIBUTE_SKILL_EARTH: v58 = PLAYER_SKILL_EARTH; break;
2983 case CHARACTER_ATTRIBUTE_SKILL_SPIRIT: v58 = PLAYER_SKILL_SPIRIT; break;
2984 case CHARACTER_ATTRIBUTE_SKILL_MIND: v58 = PLAYER_SKILL_MIND; break;
2985 case CHARACTER_ATTRIBUTE_SKILL_BODY: v58 = PLAYER_SKILL_BODY; break;
2986 case CHARACTER_ATTRIBUTE_SKILL_LIGHT: v58 = PLAYER_SKILL_LIGHT; break;
2987 case CHARACTER_ATTRIBUTE_SKILL_DARK: v58 = PLAYER_SKILL_DARK; break;
2988 case CHARACTER_ATTRIBUTE_SKILL_MEDITATION: v58 = PLAYER_SKILL_MEDITATION; break;
2989 case CHARACTER_ATTRIBUTE_SKILL_BOW: v58 = PLAYER_SKILL_BOW; break;
2990 case CHARACTER_ATTRIBUTE_SKILL_SHIELD: v58 = PLAYER_SKILL_SHIELD; break;
2991 case CHARACTER_ATTRIBUTE_SKILL_LEARNING: v58 = PLAYER_SKILL_LEARNING; break;
2992 default:
2993 no_skills=true;
2994 }
2995 if (!no_skills)
2996 {
2997 if ( !this->pActiveSkills[v58] )
2998 return 0;
2999 }
3000
3001 switch(attr) //TODO would be nice to move these into separate functions
3002 {
3003 case CHARACTER_ATTRIBUTE_RANGED_DMG_BONUS:
3004 case CHARACTER_ATTRIBUTE_RANGED_ATTACK:
3005 if ( HasItemEquipped(EQUIP_BOW) )
3006 v5 = GetBowItem()->GetDamageMod();
3007 return v5;
3008 break;
3009
3010 case CHARACTER_ATTRIBUTE_RANGED_DMG_MIN:
3011 if ( !HasItemEquipped(EQUIP_BOW) )
3012 return 0;
3013 v5 = GetBowItem()->GetDamageMod();
3014 v56 = GetBowItem()->GetDamageDice();
3015 return v5 + v56;
3016 break;
3017
3018 case CHARACTER_ATTRIBUTE_RANGED_DMG_MAX:
3019 if ( !HasItemEquipped(EQUIP_BOW) )
3020 return 0;
3021 v5 = GetBowItem()->GetDamageDice() * GetBowItem()->GetDamageRoll();
3022 v56 = GetBowItem()->GetDamageMod();
3023 return v5 + v56;
3024
3025 case CHARACTER_ATTRIBUTE_LEVEL:
3026 if ( !Player::HasEnchantedItemEquipped(25) )
3027 return 0;
3028 return 5;
3029 break;
3030
3031 case CHARACTER_ATTRIBUTE_MELEE_DMG_MAX:
3032 if ( IsUnarmed() )
3033 {
3034 return 3;
3035 }
3036 else
3037 {
3038 if ( this->HasItemEquipped(EQUIP_TWO_HANDED) )
3039 {
3040 v22 = this->GetEquippedItemEquipType(EQUIP_TWO_HANDED);
3041 if ( v22 >= 0 && v22 <= 2)
3042 {
3043 ItemGen* mainHandItem = GetMainHandItem();
3044 v26 = mainHandItem->GetDamageRoll();
3045 if ( GetOffHandItem() != nullptr || mainHandItem->GetPlayerSkillType() != 4 )
3046 {
3047 v25 = mainHandItem->GetDamageDice();
3048 }
3049 else
3050 {
3051 v25 = mainHandItem->GetDamageDice() + 1;
3052 }
3053 v5 = mainHandItem->GetDamageMod() + v25 * v26;
3054 }
3055 }
3056 if ( getOnlyMainHandDmg || !this->HasItemEquipped(EQUIP_SINGLE_HANDED) || (GetEquippedItemEquipType(EQUIP_SINGLE_HANDED) < 0 || GetEquippedItemEquipType(EQUIP_SINGLE_HANDED) > 2))
3057 {
3058 return v5;
3059 }
3060 else
3061 {
3062 ItemGen* offHandItem = GetOffHandItem();
3063 v15 = offHandItem->GetDamageMod();
3064 v14 = offHandItem->GetDamageDice() * offHandItem->GetDamageRoll();
3065 return v5 + v15 + v14;
3066 }
3067 }
3068 break;
3069
3070 case CHARACTER_ATTRIBUTE_MELEE_DMG_BONUS:
3071 case CHARACTER_ATTRIBUTE_ATTACK:
3072 if ( IsUnarmed() )
3073 {
3074 return 0;
3075 }
3076 if ( this->HasItemEquipped(EQUIP_TWO_HANDED) )
3077 {
3078 v17 = this->GetEquippedItemEquipType(EQUIP_TWO_HANDED);
3079 if ( v17 >= 0 && v17 <= 2)
3080 {
3081 v5 = GetMainHandItem()->GetDamageMod();
3082 }
3083 }
3084 if ( getOnlyMainHandDmg || !this->HasItemEquipped(EQUIP_SINGLE_HANDED) || (this->GetEquippedItemEquipType(EQUIP_SINGLE_HANDED) < 0) || this->GetEquippedItemEquipType(EQUIP_SINGLE_HANDED) > 2 )
3085 return v5;
3086 else
3087 {
3088 v56 = GetOffHandItem()->GetDamageMod();
3089 return v5 + v56;
3090 }
3091 break;
3092
3093 case CHARACTER_ATTRIBUTE_MELEE_DMG_MIN:
3094 if ( IsUnarmed() )
3095 {
3096 return 1;
3097 }
3098 if ( this->HasItemEquipped(EQUIP_TWO_HANDED) )
3099 {
3100 v9 = this->GetEquippedItemEquipType(EQUIP_TWO_HANDED);
3101 if ( v9 >= 0 && v9 <= 2)
3102 {
3103 ItemGen* mainHandItem = GetMainHandItem();
3104 v5 = mainHandItem->GetDamageDice() +
3105 mainHandItem->GetDamageMod();
3106 if ( GetOffHandItem() == nullptr && mainHandItem->GetPlayerSkillType() == 4)
3107 {
3108 ++v5;
3109 }
3110 }
3111 }
3112
3113 if ( getOnlyMainHandDmg || !this->HasItemEquipped(EQUIP_SINGLE_HANDED) || (this->GetEquippedItemEquipType(EQUIP_SINGLE_HANDED) < 0) || this->GetEquippedItemEquipType(EQUIP_SINGLE_HANDED) > 2 )
3114 {
3115 return v5;
3116 }
3117 else
3118 {
3119 ItemGen* offHandItem = GetOffHandItem();
3120 v14 = offHandItem->GetDamageMod();
3121 v15 = offHandItem->GetDamageDice();
3122 return v5 + v15 + v14;
3123 }
3124 break;
3125
3126 case CHARACTER_ATTRIBUTE_STRENGTH:
3127 case CHARACTER_ATTRIBUTE_INTELLIGENCE:
3128 case CHARACTER_ATTRIBUTE_WILLPOWER:
3129 case CHARACTER_ATTRIBUTE_ENDURANCE:
3130 case CHARACTER_ATTRIBUTE_ACCURACY:
3131 case CHARACTER_ATTRIBUTE_SPEED:
3132 case CHARACTER_ATTRIBUTE_LUCK:
3133 case CHARACTER_ATTRIBUTE_HEALTH:
3134 case CHARACTER_ATTRIBUTE_MANA:
3135 case CHARACTER_ATTRIBUTE_AC_BONUS:
3136
3137 case CHARACTER_ATTRIBUTE_RESIST_FIRE:
3138 case CHARACTER_ATTRIBUTE_RESIST_AIR:
3139 case CHARACTER_ATTRIBUTE_RESIST_WATER:
3140 case CHARACTER_ATTRIBUTE_RESIST_EARTH:
3141 case CHARACTER_ATTRIBUTE_RESIST_MIND:
3142 case CHARACTER_ATTRIBUTE_RESIST_BODY:
3143 case CHARACTER_ATTRIBUTE_RESIST_SPIRIT:
3144
3145 case CHARACTER_ATTRIBUTE_SKILL_ALCHEMY:
3146 case CHARACTER_ATTRIBUTE_SKILL_STEALING:
3147 case CHARACTER_ATTRIBUTE_SKILL_TRAP_DISARM:
3148 case CHARACTER_ATTRIBUTE_SKILL_ITEM_ID:
3149 case CHARACTER_ATTRIBUTE_SKILL_MONSTER_ID:
3150 case CHARACTER_ATTRIBUTE_SKILL_ARMSMASTER:
3151 case CHARACTER_ATTRIBUTE_SKILL_DODGE:
3152 case CHARACTER_ATTRIBUTE_SKILL_UNARMED:
3153
3154 case CHARACTER_ATTRIBUTE_SKILL_FIRE:
3155 case CHARACTER_ATTRIBUTE_SKILL_AIR:
3156 case CHARACTER_ATTRIBUTE_SKILL_WATER:
3157 case CHARACTER_ATTRIBUTE_SKILL_EARTH:
3158 case CHARACTER_ATTRIBUTE_SKILL_SPIRIT:
3159 case CHARACTER_ATTRIBUTE_SKILL_MIND:
3160 case CHARACTER_ATTRIBUTE_SKILL_BODY:
3161 case CHARACTER_ATTRIBUTE_SKILL_LIGHT:
3162 case CHARACTER_ATTRIBUTE_SKILL_DARK:
3163 case CHARACTER_ATTRIBUTE_SKILL_MEDITATION:
3164 case CHARACTER_ATTRIBUTE_SKILL_BOW:
3165 case CHARACTER_ATTRIBUTE_SKILL_SHIELD:
3166 case CHARACTER_ATTRIBUTE_SKILL_LEARNING:
3167 for (int i = 0; i < 16; i++)
3168 {
3169 if ( HasItemEquipped((ITEM_EQUIP_TYPE)i) )
3170 {
3171 currEquippedItem = GetNthEquippedIndexItem(i);
3172 if ( attr == CHARACTER_ATTRIBUTE_AC_BONUS )
3173 {
3174 v32 = currEquippedItem->GetItemEquipType();
3175 if ( v32 >= 3 && v32 <= 11 )
3176 {
3177 v5 += currEquippedItem->GetDamageDice() + currEquippedItem->GetDamageMod();
3178 }
3179 }
3180 if ( pItemsTable->IsMaterialNonCommon(currEquippedItem)
3181 && !pItemsTable->IsMaterialSpecial(currEquippedItem) )
3182 {
3183 currEquippedItem->GetItemBonusArtifact(this, attr, &v62);
3184 }
3185 else if ( currEquippedItem->uEnchantmentType != 0 )
3186 {
3187 if (this->pInventoryItemList[this->pEquipment.pIndices[i] - 1].uEnchantmentType - 1 == attr)//if (currEquippedItem->IsRegularEnchanmentForAttribute(attr))
3188 {
3189 if ( attr > CHARACTER_ATTRIBUTE_RESIST_BODY && v5 < currEquippedItem->m_enchantmentStrength )//for skills bonuses
3190 v5 = currEquippedItem->m_enchantmentStrength;
3191 else // for resists and attributes bonuses
3192 v5 += currEquippedItem->m_enchantmentStrength;
3193 }
3194 }
3195 else
3196 {
3197 currEquippedItem->GetItemBonusSpecialEnchantment(this, attr, &v5, &v61);
3198 }
3199 }
3200 }
3201 return v5 + v62 + v61;
3202 break;
3203 default:
3204 return 0;
3205 }
3206 }
3207
3208 //----- (0048F73C) --------------------------------------------------------
3209 int Player::GetMagicalBonus(enum CHARACTER_ATTRIBUTE_TYPE a2)
3210 {
3211 int v3 = 0; // eax@4
3212 int v4 = 0; // ecx@5
3213
3214 switch ( a2 )
3215 {
3216 case CHARACTER_ATTRIBUTE_RESIST_FIRE:
3217 v3 = this->pPlayerBuffs[PLAYER_BUFF_RESIST_FIRE].uPower;
3218 v4 = pParty->pPartyBuffs[PARTY_BUFF_RESIST_FIRE].uPower;
3219 break;
3220 case CHARACTER_ATTRIBUTE_RESIST_AIR:
3221 v3 = this->pPlayerBuffs[PLAYER_BUFF_RESIST_AIR].uPower;
3222 v4 = pParty->pPartyBuffs[PARTY_BUFF_RESIST_AIR].uPower;
3223 break;
3224 case CHARACTER_ATTRIBUTE_RESIST_BODY:
3225 v3 = this->pPlayerBuffs[PLAYER_BUFF_RESIST_BODY].uPower;
3226 v4 = pParty->pPartyBuffs[PARTY_BUFF_RESIST_BODY].uPower;
3227 break;
3228 case CHARACTER_ATTRIBUTE_RESIST_WATER:
3229 v3 = this->pPlayerBuffs[PLAYER_BUFF_RESIST_WATER].uPower;
3230 v4 = pParty->pPartyBuffs[PARTY_BUFF_RESIST_WATER].uPower;
3231 break;
3232 case CHARACTER_ATTRIBUTE_RESIST_EARTH:
3233 v3 = this->pPlayerBuffs[PLAYER_BUFF_RESIST_EARTH].uPower;
3234 v4 = pParty->pPartyBuffs[PARTY_BUFF_RESIST_EARTH].uPower;
3235 break;
3236 case CHARACTER_ATTRIBUTE_RESIST_MIND:
3237 v3 = this->pPlayerBuffs[PLAYER_BUFF_RESIST_MIND].uPower;
3238 v4 = pParty->pPartyBuffs[PARTY_BUFF_RESIST_MIND].uPower;
3239 break;
3240 case CHARACTER_ATTRIBUTE_ATTACK:
3241 case CHARACTER_ATTRIBUTE_RANGED_ATTACK:
3242 v3 = this->pPlayerBuffs[PLAYER_BUFF_BLESS].uPower; //only player effect spell in both VI and VII
3243 break;
3244 case CHARACTER_ATTRIBUTE_MELEE_DMG_BONUS:
3245 v3 = this->pPlayerBuffs[PLAYER_BUFF_HEROISM].uPower;
3246 v4 = pParty->pPartyBuffs[PARTY_BUFF_HEROISM].uPower;
3247 break;
3248 case CHARACTER_ATTRIBUTE_STRENGTH:
3249 v3 = pPlayerBuffs[PLAYER_BUFF_STRENGTH].uPower;
3250 v4 = pParty->pPartyBuffs[PARTY_BUFF_DAY_OF_GODS].uPower;
3251 break;
3252 case CHARACTER_ATTRIBUTE_INTELLIGENCE:
3253 v3 = pPlayerBuffs[PLAYER_BUFF_INTELLIGENCE].uPower;
3254 v4 = pParty->pPartyBuffs[PARTY_BUFF_DAY_OF_GODS].uPower;
3255 break;
3256 case CHARACTER_ATTRIBUTE_WILLPOWER:
3257 v3 = pPlayerBuffs[PLAYER_BUFF_WILLPOWER].uPower;
3258 v4 = pParty->pPartyBuffs[PARTY_BUFF_DAY_OF_GODS].uPower;
3259 break;
3260 case CHARACTER_ATTRIBUTE_ENDURANCE:
3261 v3 = pPlayerBuffs[PLAYER_BUFF_ENDURANCE].uPower;
3262 v4 = pParty->pPartyBuffs[PARTY_BUFF_DAY_OF_GODS].uPower;
3263 break;
3264 case CHARACTER_ATTRIBUTE_ACCURACY:
3265 v3 = pPlayerBuffs[PLAYER_BUFF_ACCURACY].uPower;
3266 v4 = pParty->pPartyBuffs[PARTY_BUFF_DAY_OF_GODS].uPower;
3267 break;
3268 case CHARACTER_ATTRIBUTE_SPEED:
3269 v3 = pPlayerBuffs[PLAYER_BUFF_SPEED].uPower;
3270 v4 = pParty->pPartyBuffs[PARTY_BUFF_DAY_OF_GODS].uPower;
3271 break;
3272 case CHARACTER_ATTRIBUTE_LUCK:
3273 v3 = pPlayerBuffs[PLAYER_BUFF_LUCK].uPower;
3274 v4 = pParty->pPartyBuffs[PARTY_BUFF_DAY_OF_GODS].uPower;
3275 break;
3276 case CHARACTER_ATTRIBUTE_AC_BONUS:
3277 v3 = this->pPlayerBuffs[PLAYER_BUFF_STONESKIN].uPower;
3278 v4 = pParty->pPartyBuffs[PARTY_BUFF_STONE_SKIN].uPower;
3279 break;
3280 }
3281 return v3 + v4;
3282 }
3283
3284 //----- (0048F882) --------------------------------------------------------
3285 int Player::GetActualSkillLevel( PLAYER_SKILL_TYPE uSkillType )
3286 {
3287 signed int bonus_value; // esi@1
3288 unsigned __int16 skill_value; // ax@126
3289 int result; // al@127
3290
3291 bonus_value = 0;
3292 switch (uSkillType)
3293 {
3294 case PLAYER_SKILL_MONSTER_ID:
3295 {
3296 if ( CheckHiredNPCSpeciality(Hunter) )
3297 bonus_value = 6;
3298 if ( CheckHiredNPCSpeciality(Sage) )
3299 bonus_value += 6;
3300 bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_MONSTER_ID);
3301 }
3302 break;
3303
3304 case PLAYER_SKILL_ARMSMASTER:
3305 {
3306 if ( CheckHiredNPCSpeciality(Armsmaster) )
3307 bonus_value = 2;
3308 if ( CheckHiredNPCSpeciality(Weaponsmaster) )
3309 bonus_value += 3;
3310 bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_ARMSMASTER);
3311 }
3312 break;
3313
3314 case PLAYER_SKILL_STEALING:
3315 {
3316 if (CheckHiredNPCSpeciality(Burglar))
3317 bonus_value = 8;
3318 bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_STEALING);
3319 }
3320 break;
3321
3322
3323 case PLAYER_SKILL_ALCHEMY:
3324 {
3325 if ( CheckHiredNPCSpeciality(Herbalist) )
3326 bonus_value = 4;
3327 if ( CheckHiredNPCSpeciality(Apothecary) )
3328 bonus_value += 8;
3329 bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_ALCHEMY);
3330 }
3331 break;
3332
3333 case PLAYER_SKILL_LEARNING:
3334 {
3335 if ( CheckHiredNPCSpeciality(Teacher) )
3336 bonus_value = 10;
3337 if ( CheckHiredNPCSpeciality(Instructor) )
3338 bonus_value += 15;
3339 if ( CheckHiredNPCSpeciality(Scholar) )
3340 bonus_value += 5;
3341 bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_LEARNING);
3342 }
3343 break;
3344
3345 case PLAYER_SKILL_UNARMED:
3346 {
3347 if (CheckHiredNPCSpeciality(Monk) )
3348 bonus_value = 2;
3349 bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_UNARMED);
3350 }
3351 break;
3352
3353 case PLAYER_SKILL_DODGE:
3354 {
3355 if ( CheckHiredNPCSpeciality(Monk) )
3356 bonus_value = 2;
3357 bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_DODGE);
3358 }
3359 break;
3360
3361 case PLAYER_SKILL_BOW:
3362 bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_BOW);
3363 break;
3364 case PLAYER_SKILL_SHIELD:
3365 bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_SHIELD);
3366 break;
3367
3368 case PLAYER_SKILL_EARTH:
3369 if ( CheckHiredNPCSpeciality(Apprentice) )
3370 bonus_value = 2;
3371 if ( CheckHiredNPCSpeciality(Mystic) )
3372 bonus_value += 3;
3373 if ( CheckHiredNPCSpeciality(Spellmaster) )
3374 bonus_value += 4;
3375 if ( classType == PLAYER_CLASS_WARLOCK && PartyHasDragon() )
3376 bonus_value += 3;
3377 bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_EARTH);
3378 break;
3379 case PLAYER_SKILL_FIRE:
3380 if ( CheckHiredNPCSpeciality(Apprentice) )
3381 bonus_value = 2;
3382 if ( CheckHiredNPCSpeciality(Mystic) )
3383 bonus_value += 3;
3384 if ( CheckHiredNPCSpeciality(Spellmaster) )
3385 bonus_value += 4;
3386 if ( classType == PLAYER_CLASS_WARLOCK && PartyHasDragon() )
3387 bonus_value += 3;
3388 bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_FIRE);
3389 break;
3390 case PLAYER_SKILL_AIR:
3391 if ( CheckHiredNPCSpeciality(Apprentice) )
3392 bonus_value = 2;
3393 if ( CheckHiredNPCSpeciality(Mystic) )
3394 bonus_value += 3;
3395 if ( CheckHiredNPCSpeciality(Spellmaster) )
3396 bonus_value += 4;
3397 if ( classType == PLAYER_CLASS_WARLOCK && PartyHasDragon() )
3398 bonus_value += 3;
3399 bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_AIR);
3400 break;
3401 case PLAYER_SKILL_WATER:
3402 if ( CheckHiredNPCSpeciality(Apprentice) )
3403 bonus_value = 2;
3404 if ( CheckHiredNPCSpeciality(Mystic) )
3405 bonus_value += 3;
3406 if ( CheckHiredNPCSpeciality(Spellmaster) )
3407 bonus_value += 4;
3408 if ( classType == PLAYER_CLASS_WARLOCK && PartyHasDragon() )
3409 bonus_value += 3;
3410 bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_WATER);
3411 break;
3412 case PLAYER_SKILL_SPIRIT:
3413 if ( CheckHiredNPCSpeciality(Acolyte2) )
3414 bonus_value = 2;
3415 if ( CheckHiredNPCSpeciality(Initiate) )
3416 bonus_value += 3;
3417 if ( CheckHiredNPCSpeciality(Prelate) )
3418 bonus_value += 4;
3419 bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_SPIRIT);
3420 break;
3421 case PLAYER_SKILL_MIND:
3422 if ( CheckHiredNPCSpeciality(Acolyte2) )
3423 bonus_value = 2;
3424 if ( CheckHiredNPCSpeciality(Initiate) )
3425 bonus_value += 3;
3426 if ( CheckHiredNPCSpeciality(Prelate) )
3427 bonus_value += 4;
3428 bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_MIND);
3429 break;
3430 case PLAYER_SKILL_BODY:
3431 if ( CheckHiredNPCSpeciality(Acolyte2) )
3432 bonus_value = 2;
3433 if ( CheckHiredNPCSpeciality(Initiate) )
3434 bonus_value += 3;
3435 if ( CheckHiredNPCSpeciality(Prelate) )
3436 bonus_value += 4;
3437 bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_BODY);
3438 break;
3439 case PLAYER_SKILL_LIGHT:
3440 bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_LIGHT);
3441 break;
3442 case PLAYER_SKILL_DARK:
3443 {
3444 bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_DARK);
3445 }
3446 break;
3447
3448 case PLAYER_SKILL_MERCHANT:
3449 {
3450 if ( CheckHiredNPCSpeciality(Trader) )
3451 bonus_value = 4;
3452 if ( CheckHiredNPCSpeciality(Merchant) )
3453 bonus_value += 6;
3454 if ( CheckHiredNPCSpeciality(Gypsy) )
3455 bonus_value += 3;
3456 if ( CheckHiredNPCSpeciality(Duper) )
3457 bonus_value += 8;
3458 }
3459 break;
3460
3461 case PLAYER_SKILL_PERCEPTION:
3462 {
3463 if ( CheckHiredNPCSpeciality(Scout) )
3464 bonus_value = 6;
3465 if ( CheckHiredNPCSpeciality(Psychic) )
3466 bonus_value += 5;
3467 }
3468 break;
3469
3470 case PLAYER_SKILL_ITEM_ID:
3471 bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_ITEM_ID);
3472 break;
3473 case PLAYER_SKILL_MEDITATION:
3474 bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_MEDITATION);
3475 break;
3476 case PLAYER_SKILL_TRAP_DISARM:
3477 {
3478 if ( CheckHiredNPCSpeciality(Tinker) )
3479 bonus_value = 4;
3480 if ( CheckHiredNPCSpeciality(Locksmith) )
3481 bonus_value += 6;
3482 if ( CheckHiredNPCSpeciality(Burglar) )
3483 bonus_value += 8;
3484 bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_TRAP_DISARM);
3485 }
3486 break;
3487 }
3488
3489 skill_value = pActiveSkills[uSkillType];
3490 if ( bonus_value + (skill_value & 0x3F) < 60 )
3491 result = bonus_value + skill_value;
3492 else
3493 result = skill_value & 0xFFFC | 0x3C; //al
3494 return result;
3495 }
3496
3497
3498 //----- (0048FC00) --------------------------------------------------------
3499 int Player::GetSkillBonus(enum CHARACTER_ATTRIBUTE_TYPE inSkill) //TODO: move the individual implementations to attribute classes once possible
3500 {
3501 int armsMasterBonus;
3502
3503 armsMasterBonus = 0;
3504 int armmaster_skill = GetActualSkillLevel(PLAYER_SKILL_ARMSMASTER);
3505 if ( armmaster_skill > 0 )
3506 {
3507 int multiplier = 0;
3508 if ( inSkill == CHARACTER_ATTRIBUTE_MELEE_DMG_BONUS )
3509 {
3510 multiplier = GetMultiplierForSkillLevel(armmaster_skill, 0, 0, 1, 2);
3511 }
3512 else if ( inSkill == CHARACTER_ATTRIBUTE_ATTACK )
3513 {
3514 multiplier = GetMultiplierForSkillLevel(armmaster_skill, 0, 1, 1, 2);
3515 }
3516 armsMasterBonus = multiplier * (armmaster_skill & 0x3F);
3517 }
3518
3519 switch(inSkill)
3520 {
3521 case CHARACTER_ATTRIBUTE_RANGED_DMG_BONUS:
3522 if (HasItemEquipped(EQUIP_BOW))
3523 {
3524 int bowSkillLevel = GetActualSkillLevel(PLAYER_SKILL_DODGE);
3525 int multiplier = GetMultiplierForSkillLevel(bowSkillLevel, 0, 0, 0, 1);
3526 return multiplier * (bowSkillLevel & 0x3F);
3527 }
3528 return 0;
3529 break;
3530 case CHARACTER_ATTRIBUTE_HEALTH:
3531 {
3532 int base_value = pBaseHealthPerLevelByClass[classType];
3533 int attrib_modif = GetBodybuilding();
3534 return base_value * attrib_modif;
3535 }
3536 break;
3537 case CHARACTER_ATTRIBUTE_MANA:
3538 {
3539 int base_value = pBaseManaPerLevelByClass[classType];
3540 int attrib_modif = GetMeditation();
3541 return base_value * attrib_modif;
3542 }
3543 break;
3544 case CHARACTER_ATTRIBUTE_AC_BONUS:
3545 {
3546 bool wearingArmor = false;
3547 bool wearingLeather = false;
3548 unsigned int ACSum = 0;
3549
3550 for (int j = 0; j < 16; ++j)
3551 {
3552 ItemGen* currItem = GetNthEquippedIndexItem(j);
3553 if (currItem != nullptr && (!currItem->IsBroken()))
3554 {
3555 PLAYER_SKILL_TYPE itemSkillType = (PLAYER_SKILL_TYPE)currItem->GetPlayerSkillType();
3556 int currArmorSkillLevel = 0;
3557 int multiplier = 0;
3558 switch (itemSkillType)
3559 {
3560 case PLAYER_SKILL_STAFF:
3561 currArmorSkillLevel = GetActualSkillLevel(itemSkillType);
3562 multiplier = GetMultiplierForSkillLevel(currArmorSkillLevel, 0, 1, 1, 1);
3563 break;
3564 case PLAYER_SKILL_SWORD:
3565 case PLAYER_SKILL_SPEAR:
3566 currArmorSkillLevel = GetActualSkillLevel(itemSkillType);
3567 multiplier = GetMultiplierForSkillLevel(currArmorSkillLevel, 0, 0, 0, 1);
3568 break;
3569 case PLAYER_SKILL_SHIELD:
3570 currArmorSkillLevel = GetActualSkillLevel(itemSkillType);
3571 wearingArmor = true;
3572 multiplier = GetMultiplierForSkillLevel(currArmorSkillLevel, 1, 1, 2, 2);
3573 break;
3574 case PLAYER_SKILL_LEATHER:
3575 currArmorSkillLevel = GetActualSkillLevel(itemSkillType);
3576 wearingLeather = true;
3577 multiplier = GetMultiplierForSkillLevel(currArmorSkillLevel, 1, 1, 2, 2);
3578 break;
3579 case PLAYER_SKILL_CHAIN:
3580 currArmorSkillLevel = GetActualSkillLevel(itemSkillType);
3581 wearingArmor = true;
3582 multiplier = GetMultiplierForSkillLevel(currArmorSkillLevel, 1, 1, 1, 1);
3583 break;
3584 case PLAYER_SKILL_PLATE:
3585 currArmorSkillLevel = GetActualSkillLevel(itemSkillType);
3586 wearingArmor = true;
3587 multiplier = GetMultiplierForSkillLevel(currArmorSkillLevel, 1, 1, 1, 1);
3588 break;
3589 }
3590 ACSum += multiplier * (currArmorSkillLevel & 0x3F);
3591 }
3592 }
3593
3594 int dodgeSkillLevel = GetActualSkillLevel(PLAYER_SKILL_DODGE);
3595 int dodgeMastery = SkillToMastery(dodgeSkillLevel);
3596 int multiplier = GetMultiplierForSkillLevel(dodgeSkillLevel, 1, 2, 3, 3);
3597 if ( !wearingArmor && (!wearingLeather || dodgeMastery == 4) )
3598 {
3599 ACSum += multiplier * (dodgeSkillLevel & 0x3F);
3600 }
3601 return ACSum;
3602 }
3603 break;
3604 case CHARACTER_ATTRIBUTE_ATTACK:
3605 if ( this->IsUnarmed() )
3606 {
3607 int unarmedSkill = this->GetActualSkillLevel(PLAYER_SKILL_UNARMED);
3608 if (!unarmedSkill)
3609 {
3610 return 0;
3611 }
3612 int multiplier = GetMultiplierForSkillLevel(unarmedSkill, 0, 1, 2, 2);
3613 return armsMasterBonus + multiplier * (unarmedSkill & 0x3F);
3614 }
3615 for (int i = 0; i < 16; ++i)
3616 {
3617 if ( this->HasItemEquipped((ITEM_EQUIP_TYPE)i) )
3618 {
3619 ItemGen* currItem = GetNthEquippedIndexItem(i);
3620 if ( currItem->GetItemEquipType() <= EQUIP_TWO_HANDED)
3621 {
3622 PLAYER_SKILL_TYPE currItemSkillType = (PLAYER_SKILL_TYPE)currItem->GetPlayerSkillType();
3623 int currentItemSkillLevel = this->GetActualSkillLevel(currItemSkillType);
3624 if (currItemSkillType == PLAYER_SKILL_BLASTER)
3625 {
3626 int multiplier = GetMultiplierForSkillLevel(currentItemSkillLevel, 1, 2, 3, 5);
3627 return multiplier * (currentItemSkillLevel & 0x3F);
3628 }
3629 else if (currItemSkillType == PLAYER_SKILL_STAFF && this->GetActualSkillLevel(PLAYER_SKILL_UNARMED) > 0)
3630 {
3631 int unarmedSkillLevel = this->GetActualSkillLevel(PLAYER_SKILL_UNARMED);
3632 int multiplier = GetMultiplierForSkillLevel(currentItemSkillLevel, 1, 1, 2, 2);
3633 return multiplier * (unarmedSkillLevel & 0x3F) + armsMasterBonus + (currentItemSkillLevel & 0x3F);
3634 }
3635 else
3636 {
3637 return armsMasterBonus + (currentItemSkillLevel & 0x3F);
3638 }
3639 }
3640 }
3641 }
3642 return 0;
3643 break;
3644
3645 case CHARACTER_ATTRIBUTE_RANGED_ATTACK:
3646 for (int i = 0; i < 16; i++)
3647 {
3648 if ( this->HasItemEquipped((ITEM_EQUIP_TYPE)i) )
3649 {
3650 ItemGen* currItemPtr = GetNthEquippedIndexItem(i);
3651 if ( currItemPtr->GetItemEquipType() == EQUIP_TWO_HANDED || currItemPtr->GetItemEquipType() == EQUIP_SINGLE_HANDED )
3652 {
3653 PLAYER_SKILL_TYPE currentItemSkillType = (PLAYER_SKILL_TYPE)GetNthEquippedIndexItem(i)->GetPlayerSkillType();
3654 int currentItemSkillLevel = this->GetActualSkillLevel(currentItemSkillType);
3655 if ( currentItemSkillType == PLAYER_SKILL_BOW )
3656 {
3657 int multiplier = GetMultiplierForSkillLevel(currentItemSkillLevel, 1, 1, 1, 1);
3658 return multiplier * (currentItemSkillLevel & 0x3F);
3659 }
3660 else if ( currentItemSkillType == PLAYER_SKILL_BLASTER )
3661 {
3662 int multiplier = GetMultiplierForSkillLevel(currentItemSkillLevel, 1, 2, 3, 5);
3663 return multiplier * (currentItemSkillLevel & 0x3F);
3664 }
3665 }
3666 }
3667 }
3668 return 0;
3669 break;
3670
3671 case CHARACTER_ATTRIBUTE_MELEE_DMG_BONUS:
3672 if ( this->IsUnarmed() )
3673 {
3674 int unarmedSkillLevel = this->GetActualSkillLevel(PLAYER_SKILL_UNARMED);
3675 if ( !unarmedSkillLevel )
3676 {
3677 return 0;
3678 }
3679 int multiplier = GetMultiplierForSkillLevel(unarmedSkillLevel, 0, 1, 2, 2);
3680 return multiplier * (unarmedSkillLevel & 0x3F);
3681 }
3682 for (int i = 0; i < 16; i++)
3683 {
3684 if ( this->HasItemEquipped((ITEM_EQUIP_TYPE)i) )
3685 {
3686 ItemGen* currItemPtr = GetNthEquippedIndexItem(i);
3687 if ( currItemPtr->GetItemEquipType() == EQUIP_TWO_HANDED || currItemPtr->GetItemEquipType() == EQUIP_SINGLE_HANDED )
3688 {
3689 PLAYER_SKILL_TYPE currItemSkillType = (PLAYER_SKILL_TYPE)currItemPtr->GetPlayerSkillType();
3690 int currItemSkillLevel = this->GetActualSkillLevel(currItemSkillType);
3691 int baseSkillBonus;
3692 int multiplier;
3693 switch (currItemSkillType)
3694 {
3695 case PLAYER_SKILL_STAFF:
3696 if ( SkillToMastery(currItemSkillLevel) >= 4 && this->GetActualSkillLevel(PLAYER_SKILL_UNARMED) > 0)
3697 {
3698 int unarmedSkillLevel = this->GetActualSkillLevel(PLAYER_SKILL_UNARMED);
3699 int multiplier = GetMultiplierForSkillLevel(unarmedSkillLevel, 0, 1, 2, 2);
3700 return multiplier * (unarmedSkillLevel & 0x3F);
3701 }
3702 else
3703 {
3704 return armsMasterBonus;
3705 }
3706 break;
3707
3708 case PLAYER_SKILL_DAGGER:
3709 multiplier = GetMultiplierForSkillLevel(currItemSkillLevel, 0, 0, 0, 1);
3710 baseSkillBonus = multiplier * (currItemSkillLevel & 0x3F);
3711 return armsMasterBonus + baseSkillBonus;
3712 break;
3713 case PLAYER_SKILL_SWORD:
3714 multiplier = GetMultiplierForSkillLevel(currItemSkillLevel, 0, 0, 0, 0);
3715 baseSkillBonus = multiplier * (currItemSkillLevel & 0x3F);
3716 return armsMasterBonus + baseSkillBonus;
3717 break;
3718 case PLAYER_SKILL_MACE:
3719 case PLAYER_SKILL_SPEAR:
3720 multiplier = GetMultiplierForSkillLevel(currItemSkillLevel, 0, 1, 1, 1);
3721 baseSkillBonus = multiplier * (currItemSkillLevel & 0x3F);
3722 return armsMasterBonus + baseSkillBonus;
3723 break;
3724 case PLAYER_SKILL_AXE:
3725 multiplier = GetMultiplierForSkillLevel(currItemSkillLevel, 0, 0, 1, 1);
3726 baseSkillBonus = multiplier * (currItemSkillLevel & 0x3F);
3727 return armsMasterBonus + baseSkillBonus;
3728 break;
3729 }
3730 }
3731 }
3732 }
3733 return 0;
3734 break;
3735 default:
3736 return 0;
3737 }
3738 }
3739
3740 unsigned int Player::GetMultiplierForSkillLevel(unsigned int skillValue, int mult1, int mult2, int mult3, int mult4)
3741 {
3742 int masteryLvl = SkillToMastery(skillValue);
3743 switch (masteryLvl)
3744 {
3745 case 1: return mult1;
3746 case 2: return mult2;
3747 case 3: return mult3;
3748 case 4: return mult4;
3749 }
3750 Error("(%u)", masteryLvl);
3751 return 0;
3752 }
3753 //----- (00490109) --------------------------------------------------------
3754 // faces are: 0 1 2 3 human males
3755 // 4 5 6 7 human females
3756 // 8 9 elf males
3757 // 10 11 elf females
3758 // 12 13 dwarf males
3759 // 14 15 dwarf females
3760 // 16 17 goblin males
3761 // 18 19 goblin females
3762 // 20 lich male
3763 // 21 lich female
3764 // 22 underwater suits (unused)
3765 // 23 zombie male
3766 // 24 zombie female
3767 enum CHARACTER_RACE Player::GetRace()
3768 {
3769 if ( uCurrentFace <= 7 )
3770 {
3771 return CHARACTER_RACE_HUMAN;
3772 }
3773 else if ( uCurrentFace <= 11 )
3774 {
3775 return CHARACTER_RACE_ELF;
3776 }
3777 else if ( uCurrentFace <= 15 )
3778 {
3779 return CHARACTER_RACE_DWARF;
3780 }
3781 else if ( uCurrentFace <= 19 )
3782 {
3783 return CHARACTER_RACE_GOBLIN;
3784 }
3785 else
3786 {
3787 return CHARACTER_RACE_HUMAN;
3788 }
3789 }
3790
3791 //----- (00490141) --------------------------------------------------------
3792 PLAYER_SEX Player::GetSexByVoice()
3793 {
3794 switch ( this->uVoiceID )
3795 {
3796 case 0u:
3797 case 1u:
3798 case 2u:
3799 case 3u:
3800 case 8u:
3801 case 9u:
3802 case 0xCu:
3803 case 0xDu:
3804 case 0x10u:
3805 case 0x11u:
3806 case 0x14u:
3807 case 0x17u:
3808 return SEX_MALE;
3809
3810 case 4u:
3811 case 5u:
3812 case 6u:
3813 case 7u:
3814 case 0xAu:
3815 case 0xBu:
3816 case 0xEu:
3817 case 0xFu:
3818 case 0x12u:
3819 case 0x13u:
3820 case 0x15u:
3821 case 0x18u:
3822 return SEX_FEMALE;
3823 }
3824 Error("(%u)", this->uVoiceID);
3825 return SEX_MALE;
3826 }
3827
3828 //----- (00490188) --------------------------------------------------------
3829 void Player::SetInitialStats()
3830 {
3831 CHARACTER_RACE v1 = GetRace();
3832 uMight = StatTable[v1][0].uBaseValue;
3833 uIntelligence = StatTable[v1][1].uBaseValue;
3834 uWillpower = StatTable[v1][2].uBaseValue;
3835 uEndurance = StatTable[v1][3].uBaseValue;
3836 uAccuracy = StatTable[v1][4].uBaseValue;
3837 uSpeed = StatTable[v1][5].uBaseValue;
3838 uLuck = StatTable[v1][6].uBaseValue;
3839 }
3840
3841 //----- (004901FC) --------------------------------------------------------
3842 void Player::SetSexByVoice()
3843 {
3844 switch ( this->uVoiceID)
3845 {
3846 case 0:
3847 case 1:
3848 case 2:
3849 case 3:
3850 case 8:
3851 case 9:
3852 case 0xC:
3853 case 0xD:
3854 case 0x10:
3855 case 0x11:
3856 case 0x14:
3857 case 0x17:
3858 this->uSex = SEX_MALE;
3859 break;
3860 case 4:
3861 case 5:
3862 case 6:
3863 case 7:
3864 case 0xA:
3865 case 0xB:
3866 case 0xE:
3867 case 0xF:
3868 case 0x12:
3869 case 0x13:
3870 case 0x15:
3871 case 0x18:
3872 this->uSex = SEX_FEMALE;
3873 break;
3874 default:
3875 Error("(%u)", this->uVoiceID);
3876 break;
3877 }
3878
3879 }
3880
3881 //----- (0049024A) --------------------------------------------------------
3882 void Player::Reset(PLAYER_CLASS_TYPE cls)
3883 {
3884 sLevelModifier = 0;
3885 sAgeModifier = 0;
3886
3887 classType = cls;
3888 uLuckBonus = 0;
3889 uSpeedBonus = 0;
3890 uAccuracyBonus = 0;
3891 uEnduranceBonus = 0;
3892 uWillpowerBonus = 0;
3893 uIntelligenceBonus = 0;
3894 uMightBonus = 0;
3895 uLevel = 1;
3896 uExperience = 251 + rand() % 100;
3897 uBirthYear = 1147 - rand() % 6;
3898 pActiveSkills.fill(0);
3899 memset(_achieved_awards_bits, 0, sizeof(_achieved_awards_bits));
3900 memset(&spellbook, 0, sizeof(spellbook));
3901
3902 for (uint i = 0; i < 37; ++i)
3903 {
3904 if (pSkillAvailabilityPerClass[classType / 4][i] != 2)
3905 continue;
3906
3907 pActiveSkills[i] = 1;
3908
3909 switch (i)
3910 {
3911 case PLAYER_SKILL_FIRE:
3912 spellbook.pFireSpellbook.bIsSpellAvailable[0] = true;//its temporary, for test spells
3913
3914 extern bool all_magic;
3915 if ( all_magic == true )
3916 {
3917 pActiveSkills[PLAYER_SKILL_AIR] = 1;
3918 pActiveSkills[PLAYER_SKILL_WATER] = 1;
3919 pActiveSkills[PLAYER_SKILL_EARTH] = 1;
3920 spellbook.pFireSpellbook.bIsSpellAvailable[1] = true;
3921 spellbook.pFireSpellbook.bIsSpellAvailable[2] = true;
3922 spellbook.pFireSpellbook.bIsSpellAvailable[3] = true;
3923 spellbook.pFireSpellbook.bIsSpellAvailable[4] = true;
3924 spellbook.pFireSpellbook.bIsSpellAvailable[5] = true;
3925 spellbook.pFireSpellbook.bIsSpellAvailable[6] = true;
3926 spellbook.pFireSpellbook.bIsSpellAvailable[7] = true;
3927 spellbook.pFireSpellbook.bIsSpellAvailable[8] = true;
3928 spellbook.pFireSpellbook.bIsSpellAvailable[9] = true;
3929 spellbook.pFireSpellbook.bIsSpellAvailable[10] = true;
3930 spellbook.pAirSpellbook.bIsSpellAvailable[0] = true;
3931 spellbook.pAirSpellbook.bIsSpellAvailable[1] = true;
3932 spellbook.pAirSpellbook.bIsSpellAvailable[2] = true;
3933 spellbook.pAirSpellbook.bIsSpellAvailable[3] = true;
3934 spellbook.pAirSpellbook.bIsSpellAvailable[4] = true;
3935 spellbook.pAirSpellbook.bIsSpellAvailable[5] = true;
3936 spellbook.pAirSpellbook.bIsSpellAvailable[6] = true;
3937 spellbook.pAirSpellbook.bIsSpellAvailable[7] = true;
3938 spellbook.pAirSpellbook.bIsSpellAvailable[8] = true;
3939 spellbook.pAirSpellbook.bIsSpellAvailable[9] = true;
3940 spellbook.pAirSpellbook.bIsSpellAvailable[10] = true;
3941 spellbook.pWaterSpellbook.bIsSpellAvailable[0] = true;
3942 spellbook.pWaterSpellbook.bIsSpellAvailable[1] = true;
3943 spellbook.pWaterSpellbook.bIsSpellAvailable[2] = true;
3944 spellbook.pWaterSpellbook.bIsSpellAvailable[3] = true;
3945 spellbook.pWaterSpellbook.bIsSpellAvailable[4] = true;
3946 spellbook.pWaterSpellbook.bIsSpellAvailable[5] = true;
3947 spellbook.pWaterSpellbook.bIsSpellAvailable[6] = true;
3948 spellbook.pWaterSpellbook.bIsSpellAvailable[7] = true;
3949 spellbook.pWaterSpellbook.bIsSpellAvailable[8] = true;
3950 spellbook.pWaterSpellbook.bIsSpellAvailable[9] = true;
3951 spellbook.pWaterSpellbook.bIsSpellAvailable[10] = true;
3952 spellbook.pEarthSpellbook.bIsSpellAvailable[0] = true;
3953 spellbook.pEarthSpellbook.bIsSpellAvailable[1] = true;
3954 spellbook.pEarthSpellbook.bIsSpellAvailable[2] = true;
3955 spellbook.pEarthSpellbook.bIsSpellAvailable[3] = true;
3956 spellbook.pEarthSpellbook.bIsSpellAvailable[4] = true;
3957 spellbook.pEarthSpellbook.bIsSpellAvailable[5] = true;
3958 spellbook.pEarthSpellbook.bIsSpellAvailable[6] = true;
3959 spellbook.pEarthSpellbook.bIsSpellAvailable[7] = true;
3960 spellbook.pEarthSpellbook.bIsSpellAvailable[8] = true;
3961 spellbook.pEarthSpellbook.bIsSpellAvailable[9] = true;
3962 spellbook.pEarthSpellbook.bIsSpellAvailable[10] = true;
3963 }
3964 break;
3965 case PLAYER_SKILL_AIR:
3966 spellbook.pAirSpellbook.bIsSpellAvailable[0] = true;
3967 break;
3968 case PLAYER_SKILL_WATER:
3969 spellbook.pWaterSpellbook.bIsSpellAvailable[0] = true;
3970 break;
3971 case PLAYER_SKILL_EARTH:
3972 spellbook.pEarthSpellbook.bIsSpellAvailable[0] = true;
3973 break;
3974 case PLAYER_SKILL_SPIRIT:
3975 spellbook.pSpiritSpellbook.bIsSpellAvailable[0] = true;
3976 break;
3977 case PLAYER_SKILL_MIND:
3978 spellbook.pMindSpellbook.bIsSpellAvailable[0] = true;
3979 break;
3980 case PLAYER_SKILL_BODY:
3981 spellbook.pBodySpellbook.bIsSpellAvailable[0] = true;
3982
3983 if ( all_magic == true )
3984 {
3985 pActiveSkills[PLAYER_SKILL_MIND] = 1;
3986 pActiveSkills[PLAYER_SKILL_SPIRIT] = 1;
3987 spellbook.pBodySpellbook.bIsSpellAvailable[1] = true;
3988 spellbook.pBodySpellbook.bIsSpellAvailable[2] = true;
3989 spellbook.pBodySpellbook.bIsSpellAvailable[3] = true;
3990 spellbook.pBodySpellbook.bIsSpellAvailable[4] = true;
3991 spellbook.pBodySpellbook.bIsSpellAvailable[5] = true;
3992 spellbook.pBodySpellbook.bIsSpellAvailable[6] = true;
3993 spellbook.pBodySpellbook.bIsSpellAvailable[7] = true;
3994 spellbook.pBodySpellbook.bIsSpellAvailable[8] = true;
3995 spellbook.pBodySpellbook.bIsSpellAvailable[9] = true;
3996 spellbook.pBodySpellbook.bIsSpellAvailable[10] = true;
3997 spellbook.pMindSpellbook.bIsSpellAvailable[0] = true;
3998 spellbook.pMindSpellbook.bIsSpellAvailable[1] = true;
3999 spellbook.pMindSpellbook.bIsSpellAvailable[2] = true;
4000 spellbook.pMindSpellbook.bIsSpellAvailable[3] = true;
4001 spellbook.pMindSpellbook.bIsSpellAvailable[4] = true;
4002 spellbook.pMindSpellbook.bIsSpellAvailable[5] = true;
4003 spellbook.pMindSpellbook.bIsSpellAvailable[6] = true;
4004 spellbook.pMindSpellbook.bIsSpellAvailable[7] = true;
4005 spellbook.pMindSpellbook.bIsSpellAvailable[8] = true;
4006 spellbook.pMindSpellbook.bIsSpellAvailable[9] = true;
4007 spellbook.pMindSpellbook.bIsSpellAvailable[10] = true;
4008 spellbook.pSpiritSpellbook.bIsSpellAvailable[0] = true;
4009 spellbook.pSpiritSpellbook.bIsSpellAvailable[1] = true;
4010 spellbook.pSpiritSpellbook.bIsSpellAvailable[2] = true;
4011 spellbook.pSpiritSpellbook.bIsSpellAvailable[3] = true;
4012 spellbook.pSpiritSpellbook.bIsSpellAvailable[4] = true;
4013 spellbook.pSpiritSpellbook.bIsSpellAvailable[5] = true;
4014 spellbook.pSpiritSpellbook.bIsSpellAvailable[6] = true;
4015 spellbook.pSpiritSpellbook.bIsSpellAvailable[7] = true;
4016 spellbook.pSpiritSpellbook.bIsSpellAvailable[8] = true;
4017 spellbook.pSpiritSpellbook.bIsSpellAvailable[9] = true;
4018 spellbook.pSpiritSpellbook.bIsSpellAvailable[10] = true;
4019 }
4020 break;
4021 case PLAYER_SKILL_LIGHT:
4022 spellbook.pLightSpellbook.bIsSpellAvailable[0] = true;
4023 break;
4024 case PLAYER_SKILL_DARK:
4025 spellbook.pDarkSpellbook.bIsSpellAvailable[0] = true;
4026 break;
4027 }
4028 }
4029
4030 memset(&pEquipment, 0, sizeof(PlayerEquipment));
4031 pInventoryMatrix.fill(0);
4032 for (uint i = 0; i < 126; ++i)
4033 pInventoryItemList[i].Reset();
4034 for (uint i = 0; i < 12; ++i)
4035 pEquippedItems[i].Reset();
4036
4037 sHealth = GetMaxHealth();
4038 sMana = GetMaxMana();
4039 }
4040
4041 //----- (004903C9) --------------------------------------------------------
4042 PLAYER_SKILL_TYPE Player::GetSkillIdxByOrder(signed int order)
4043 {
4044 int counter; // edx@5
4045 bool canBeInactive;
4046 unsigned char requiredValue;
4047 signed int offset;
4048
4049 if ( order <= 1 )
4050 {
4051 canBeInactive = false;
4052 requiredValue = 2; // 2 - primary skill
4053 offset = 0;
4054 }
4055 else if ( order <= 3 )
4056 {
4057 canBeInactive = false;
4058 requiredValue = 1; // 1 - available
4059 offset = 2;
4060 }
4061 else if ( order <= 12 )
4062 {
4063 canBeInactive = true;
4064 requiredValue = 1; // 1 - available
4065 offset = 4;
4066 }
4067 else
4068 {
4069 return (PLAYER_SKILL_TYPE)37;
4070 }
4071 counter = 0;
4072 for (int i = 0; i < 37; i++)
4073 {
4074 if ( (this->pActiveSkills[i] || canBeInactive) && pSkillAvailabilityPerClass[classType / 4][i] == requiredValue )
4075 {
4076 if ( counter == order - offset )
4077 return (PLAYER_SKILL_TYPE)i;
4078 ++counter;
4079 }
4080 }
4081
4082 return (PLAYER_SKILL_TYPE)37;
4083 }
4084
4085
4086
4087 //----- (0049048D) --------------------------------------------------------
4088 //unsigned __int16 PartyCreation_BtnMinusClick(Player *_this, int eAttribute)
4089 void Player::DecreaseAttribute(int eAttribute)
4090 {
4091 int pBaseValue; // ecx@1
4092 int pDroppedStep; // ebx@1
4093 int pStep; // esi@1
4094 int uMinValue; // [sp+Ch] [bp-4h]@1
4095
4096 int raceId = GetRace();
4097 pBaseValue = StatTable[raceId][eAttribute].uBaseValue;
4098 pDroppedStep = StatTable[raceId][eAttribute].uDroppedStep;
4099 uMinValue = pBaseValue - 2;
4100 pStep = StatTable[raceId][eAttribute].uBaseStep;
4101 unsigned short* AttrToChange = nullptr;
4102 switch ( eAttribute )
4103 {
4104 case CHARACTER_ATTRIBUTE_STRENGTH:
4105 AttrToChange = &this->uMight;
4106 break;
4107 case CHARACTER_ATTRIBUTE_INTELLIGENCE:
4108 AttrToChange = &this->uIntelligence;
4109 break;
4110 case CHARACTER_ATTRIBUTE_WILLPOWER:
4111 AttrToChange = &this->uWillpower;
4112 break;
4113 case CHARACTER_ATTRIBUTE_ENDURANCE:
4114 AttrToChange = &this->uEndurance;
4115 break;
4116 case CHARACTER_ATTRIBUTE_ACCURACY:
4117 AttrToChange = &this->uAccuracy;
4118 break;
4119 case CHARACTER_ATTRIBUTE_SPEED:
4120 AttrToChange = &this->uSpeed;
4121 break;
4122 case CHARACTER_ATTRIBUTE_LUCK:
4123 AttrToChange = &this->uLuck;
4124 break;
4125 }
4126 if ( *AttrToChange <= pBaseValue )
4127 pStep = pDroppedStep;
4128 if ( *AttrToChange - pStep >= uMinValue )
4129 *AttrToChange -= pStep;
4130 }
4131
4132 //----- (004905F5) --------------------------------------------------------
4133 //signed int PartyCreation_BtnPlusClick(Player *this, int eAttribute)
4134 void Player::IncreaseAttribute( int eAttribute )
4135 {
4136 int raceId; // eax@1
4137 int maxValue; // ebx@1
4138 signed int baseStep; // edi@1
4139 signed int tmp; // eax@17
4140 signed int result; // eax@18
4141 int baseValue; // [sp+Ch] [bp-8h]@1
4142 signed int droppedStep; // [sp+10h] [bp-4h]@1
4143 unsigned short* statToChange;
4144
4145 raceId = GetRace();
4146 maxValue = StatTable[raceId][eAttribute].uMaxValue;
4147 baseStep = StatTable[raceId][eAttribute].uBaseStep;
4148 baseValue = StatTable[raceId][eAttribute].uBaseValue;
4149 droppedStep = StatTable[raceId][eAttribute].uDroppedStep;
4150 PlayerCreation_GetUnspentAttributePointCount();
4151 switch ( eAttribute )
4152 {
4153 case 0:
4154 statToChange = &this->uMight;
4155 break;
4156 case 1:
4157 statToChange = &this->uIntelligence;
4158 break;
4159 case 2:
4160 statToChange = &this->uWillpower;
4161 break;
4162 case 3:
4163 statToChange = &this->uEndurance;
4164 break;
4165 case 4:
4166 statToChange = &this->uAccuracy;
4167 break;
4168 case 5:
4169 statToChange = &this->uSpeed;
4170 break;
4171 case 6:
4172 statToChange = &this->uLuck;
4173 break;
4174 default:
4175 Error("(%u)", eAttribute);
4176 break;
4177 }
4178 if ( *statToChange < baseValue )
4179 {
4180 tmp = baseStep;
4181 baseStep = droppedStep;
4182 droppedStep = tmp;
4183 }
4184 result = PlayerCreation_GetUnspentAttributePointCount();
4185 if ( result >= droppedStep )
4186 {
4187 if ( baseStep + *statToChange <= maxValue )
4188 *statToChange += baseStep;
4189 }
4190 }
4191
4192 //----- (0049070F) --------------------------------------------------------
4193 void Player::Zero()
4194 {
4195 this->sLevelModifier = 0;
4196 this->sACModifier = 0;
4197 this->uLuckBonus = 0;
4198 this->uAccuracyBonus = 0;
4199 this->uSpeedBonus = 0;
4200 this->uEnduranceBonus = 0;
4201 this->uWillpowerBonus = 0;
4202 this->uIntelligenceBonus = 0;
4203 this->uMightBonus = 0;
4204 this->field_100 = 0;
4205 this->field_FC = 0;
4206 this->field_F8 = 0;
4207 this->field_F4 = 0;
4208 this->field_F0 = 0;
4209 this->field_EC = 0;
4210 this->field_E8 = 0;
4211 this->field_E4 = 0;
4212 this->field_E0 = 0;
4213 memset(&this->sResFireBonus, 0, 0x16u);
4214 this->field_1A97 = 0;
4215 this->_ranged_dmg_bonus = 0;
4216 this->field_1A95 = 0;
4217 this->_ranged_atk_bonus = 0;
4218 this->field_1A93 = 0;
4219 this->_melee_dmg_bonus = 0;
4220 this->field_1A91 = 0;
4221 this->_some_attack_bonus = 0;
4222 this->_mana_related = 0;
4223 this->uFullManaBonus = 0;
4224 this->_health_related = 0;
4225 this->uFullHealthBonus = 0;
4226 }
4227
4228 //----- (004907E7) --------------------------------------------------------
4229 unsigned int Player::GetStatColor(int uStat)
4230 {
4231 int attribute_value; // edx@1
4232
4233 int base_attribute_value = StatTable[GetRace()][uStat].uBaseValue;
4234 switch (uStat)
4235 {
4236 case 0: attribute_value = uMight; break;
4237 case 1: attribute_value = uIntelligence; break;
4238 case 2: attribute_value = uWillpower; break;
4239 case 3: attribute_value = uEndurance; break;
4240 case 4: attribute_value = uAccuracy; break;
4241 case 5: attribute_value = uSpeed; break;
4242 case 6: attribute_value = uLuck; break;
4243 default: Error("Unexpected attribute");
4244 };
4245
4246 if (attribute_value == base_attribute_value)
4247 return ui_character_stat_default_color;
4248 else if (attribute_value > base_attribute_value)
4249 return ui_character_stat_buffed_color;
4250 else
4251 return ui_character_stat_debuffed_color;
4252 }
4253
4254 //----- (004908A8) --------------------------------------------------------
4255 bool Player::DiscardConditionIfLastsLongerThan(unsigned int uCondition, signed __int64 uTime)
4256 {
4257 if ( pConditions[uCondition] && (uTime < (signed long long)pConditions[uCondition]) )
4258 {
4259 pConditions[uCondition] = 0i64;
4260 return true;
4261 }
4262 else
4263 return false;
4264 }
4265
4266 //----- (004680ED) --------------------------------------------------------
4267 void Player::UseItem_DrinkPotion_etc(signed int player_num, int a3)
4268 {
4269 Player *playerAffected; // esi@1
4270 signed int v5; // eax@17
4271 int v8; // edx@39
4272 const char *v13; // eax@45
4273 signed int v15; // edi@68
4274 int v16; // edx@73
4275 unsigned __int16 v17; // edi@73
4276 unsigned int v18; // eax@73
4277 const char *v22; // eax@84
4278 int scroll_id; // esi@96
4279 int v25; // eax@109
4280 int v26; // eax@113
4281 int new_mana_val; // edi@114
4282 signed __int64 v28; // qax@120
4283 __int64 v30; // edi@137
4284 __int64 v32; // ST3C_4@137
4285 __int64 v34; // ST34_4@137
4286 unsigned __int16 v50; // [sp-Ch] [bp-38h]@120
4287 const char *v66; // [sp-4h] [bp-30h]@69
4288 signed int v67; // [sp-4h] [bp-30h]@77
4289 const char *v68; // [sp-4h] [bp-30h]@89
4290 char v72; // [sp+20h] [bp-Ch]@68
4291 signed int v73; // [sp+24h] [bp-8h]@1
4292 const char* v74; // [sp+24h] [bp-8h]@23
4293 //Player *thisb; // [sp+28h] [bp-4h]@1
4294 unsigned int thisa; // [sp+28h] [bp-4h]@22
4295
4296 //thisb = this;
4297 playerAffected = &pParty->pPlayers[player_num-1];
4298 v73 = 1;
4299 if ( pParty->bTurnBasedModeOn == true && (pTurnEngine->turn_stage == TE_WAIT || pTurnEngine->turn_stage == TE_MOVEMENT) )
4300 return;
4301 if ( pParty->pPickedItem.GetItemEquipType() == EQUIP_REAGENT )
4302 {
4303 if ( pParty->pPickedItem.uItemID == 160 )
4304 {
4305 playerAffected->SetCondition(Condition_Poison_Weak, 1);
4306 }
4307 else if ( pParty->pPickedItem.uItemID == 161 )
4308 {
4309 new_mana_val = playerAffected->sMana;
4310 new_mana_val += 2;
4311 if ( new_mana_val > playerAffected->GetMaxMana() )
4312 new_mana_val = playerAffected->GetMaxMana();
4313 playerAffected->PlaySound(SPEECH_36, 0);
4314 }
4315 else if ( pParty->pPickedItem.uItemID == 162 )
4316 {
4317 playerAffected->Heal(2);
4318 playerAffected->PlaySound(SPEECH_36, 0);
4319 }
4320 else
4321 {
4322 v68 = pParty->pPickedItem.GetDisplayName();
4323 sprintfex(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[36], v68);//"%s can not be used that way"
4324 ShowStatusBarString(pTmpBuf.data(), 2);
4325 pAudioPlayer->PlaySound((SoundID)27, 0, 0, -1, 0, 0, 0, 0);
4326 return;
4327 }
4328 pAudioPlayer->PlaySound((SoundID)211, 0, 0, -1, 0, 0, 0, 0);
4329
4330 if ( pGUIWindow_CurrentMenu && pGUIWindow_CurrentMenu->eWindowType != WINDOW_null)
4331 {
4332 pMessageQueue_50CBD0->AddGUIMessage(UIMSG_Escape, 0, 0);
4333 }
4334 if ( v73 )
4335 {
4336 if ( pParty->bTurnBasedModeOn )
4337 {
4338 pParty->pTurnBasedPlayerRecoveryTimes[player_num-1] = 100;
4339 this->SetRecoveryTime(100);
4340 pTurnEngine->ApplyPlayerAction();
4341 }
4342 else
4343 {
4344 this->SetRecoveryTime((int)(flt_6BE3A4_debug_recmod1 * 213.3333333333333));
4345 }
4346 }
4347 pMouse->RemoveHoldingItem();
4348 return;
4349 }
4350
4351 if ( pParty->pPickedItem.GetItemEquipType() == EQUIP_POTION )
4352 {
4353 switch ( pParty->pPickedItem.uItemID )
4354 {
4355 case 221: //Catalyst
4356 playerAffected->SetCondition(Condition_Poison_Weak, 1);
4357 break;
4358 case 222: //Cure Wounds
4359 v25 = pParty->pPickedItem.uEnchantmentType + 10;
4360 playerAffected->Heal(v25);
4361 playerAffected->PlaySound(SPEECH_36, 0);
4362 break;
4363 case 223: //Magic Potion
4364 v26 = pParty->pPickedItem.uEnchantmentType + 10;
4365 new_mana_val = playerAffected->sMana;
4366 new_mana_val += v26;
4367 if ( new_mana_val > playerAffected->GetMaxMana() )
4368 new_mana_val = playerAffected->GetMaxMana();
4369 playerAffected->PlaySound(SPEECH_36, 0);
4370 playerAffected->sMana = new_mana_val;
4371 break;
4372 case 224: //Cure Weakness
4373 playerAffected->pConditions[Condition_Weak] = 0i64;
4374 playerAffected->PlaySound(SPEECH_36, 0);
4375 break;
4376 case 225: //Cure Disease
4377 playerAffected->pConditions[Condition_Disease_Severe] = 0i64;
4378 playerAffected->pConditions[Condition_Disease_Medium] = 0i64;
4379 playerAffected->pConditions[Condition_Disease_Weak] = 0i64;
4380 playerAffected->PlaySound(SPEECH_36, 0);
4381 break;
4382 case 226: //Cure Poison
4383 playerAffected->pConditions[Condition_Poison_Severe] = 0i64;
4384 playerAffected->pConditions[Condition_Poison_Medium] = 0i64;
4385 playerAffected->pConditions[Condition_Poison_Weak] = 0i64;
4386 playerAffected->PlaySound(SPEECH_36, 0);
4387 break;
4388 case 227: //Awaken
4389 playerAffected->pConditions[Condition_Sleep] = 0i64;
4390 playerAffected->PlaySound(SPEECH_36, 0);
4391 break;
4392 case 228: //Haste
4393 if ( !playerAffected->pConditions[Condition_Weak] )
4394 {
4395 v28 = (signed __int64)((double)(230400 * pParty->pPickedItem.uEnchantmentType) * 0.033333335);
4396 playerAffected->pPlayerBuffs[PLAYER_BUFF_HASTE].Apply(pParty->uTimePlayed + v28, 3, 5, 0, 0);
4397 playerAffected->PlaySound(SPEECH_36, 0);
4398 }
4399 break;
4400 case 229: //Heroism
4401 v28 = (signed __int64)((double)(230400 * pParty->pPickedItem.uEnchantmentType) * 0.033333335);
4402 playerAffected->pPlayerBuffs[PLAYER_BUFF_HEROISM].Apply(pParty->uTimePlayed + v28, 3, 5, 0, 0);
4403 playerAffected->PlaySound(SPEECH_36, 0);
4404 break;
4405 case 230: //Bless
4406 v28 = (signed __int64)((double)(230400 * pParty->pPickedItem.uEnchantmentType) * 0.033333335);
4407 playerAffected->pPlayerBuffs[PLAYER_BUFF_BLESS].Apply(pParty->uTimePlayed + v28, 3, 5, 0, 0);
4408 playerAffected->PlaySound(SPEECH_36, 0);
4409 break;
4410 case 231: //Preservation
4411 v50 = 3 * pParty->pPickedItem.uEnchantmentType;
4412 v28 = (signed __int64)((double)(230400 * pParty->pPickedItem.uEnchantmentType) * 0.033333335);
4413 playerAffected->pPlayerBuffs[PLAYER_BUFF_PRESERVATION].Apply(pParty->uTimePlayed + v28, 0, v50, 0, 0);
4414 playerAffected->PlaySound(SPEECH_36, 0);
4415 break;
4416 case 232: //Shield
4417 v50 = 3 * pParty->pPickedItem.uEnchantmentType;
4418 v28 = (signed __int64)((double)(230400 * pParty->pPickedItem.uEnchantmentType) * 0.033333335);
4419 playerAffected->pPlayerBuffs[PLAYER_BUFF_SHIELD].Apply(pParty->uTimePlayed + v28, 0, v50, 0, 0);
4420 playerAffected->PlaySound(SPEECH_36, 0);
4421 break;
4422 case 234: //Stoneskin
4423 v28 = (signed __int64)((double)(230400 * pParty->pPickedItem.uEnchantmentType) * 0.033333335);
4424 playerAffected->pPlayerBuffs[PLAYER_BUFF_STONESKIN].Apply(pParty->uTimePlayed + v28, 3, 5, 0, 0);
4425 playerAffected->PlaySound(SPEECH_36, 0);
4426 break;
4427 case 235: //Water Breathing
4428 v28 = (signed __int64)((double)(230400 * pParty->pPickedItem.uEnchantmentType) * 0.033333335),
4429 playerAffected->pPlayerBuffs[PLAYER_BUFF_WATER_WALK].Apply(pParty->uTimePlayed +v28, 3, 5, 0, 0);
4430 break;
4431 case 237: //Remove Fear
4432 playerAffected->pConditions[Condition_Fear] = 0i64;
4433 playerAffected->PlaySound(SPEECH_36, 0);
4434 break;
4435 case 238: //Remove Curse
4436 playerAffected->pConditions[Condition_Cursed] = 0i64;
4437 playerAffected->PlaySound(SPEECH_36, 0);
4438 break;
4439 case 239: //Cure Insanity
4440 playerAffected->pConditions[Condition_Insane] = 0i64;
4441 playerAffected->PlaySound(SPEECH_36, 0);
4442 break;
4443 case 240: //Might Boost
4444 v50 = 3 * pParty->pPickedItem.uEnchantmentType;
4445 v28 = (signed __int64)((double)(230400 * pParty->pPickedItem.uEnchantmentType) * 0.033333335);
4446 playerAffected->pPlayerBuffs[PLAYER_BUFF_STRENGTH].Apply(pParty->uTimePlayed + v28, 0, v50, 0, 0);
4447 playerAffected->PlaySound(SPEECH_36, 0);
4448 break;
4449 case 241: //Intellect Boost
4450 v50 = 3 * pParty->pPickedItem.uEnchantmentType;
4451 v28 = (signed __int64)((double)(230400 * pParty->pPickedItem.uEnchantmentType) * 0.033333335);
4452 playerAffected->pPlayerBuffs[PLAYER_BUFF_INTELLIGENCE].Apply(pParty->uTimePlayed + v28, 0, v50, 0, 0);
4453 playerAffected->PlaySound(SPEECH_36, 0);
4454 break;
4455 case 242: //Personality Boost
4456 v50 = 3 * pParty->pPickedItem.uEnchantmentType;
4457 v28 = (signed __int64)((double)(230400 * pParty->pPickedItem.uEnchantmentType) * 0.033333335);
4458 playerAffected->pPlayerBuffs[PLAYER_BUFF_WILLPOWER].Apply(pParty->uTimePlayed + v28, 0, v50, 0, 0);
4459 playerAffected->PlaySound(SPEECH_36, 0);
4460 break;
4461 case 243://Endurance Boost
4462 v50 = 3 * pParty->pPickedItem.uEnchantmentType;
4463 v28 = (signed __int64)((double)(230400 * pParty->pPickedItem.uEnchantmentType) * 0.033333335);
4464 playerAffected->pPlayerBuffs[PLAYER_BUFF_ENDURANCE].Apply(pParty->uTimePlayed + v28, 0, v50, 0, 0);
4465 playerAffected->PlaySound(SPEECH_36, 0);
4466 break;
4467 case 244: //Speed Boost
4468 v50 = 3 * pParty->pPickedItem.uEnchantmentType;
4469 v28 = (signed __int64)((double)(230400 * pParty->pPickedItem.uEnchantmentType) * 0.033333335);
4470 playerAffected->pPlayerBuffs[PLAYER_BUFF_SPEED].Apply(pParty->uTimePlayed + v28, 0, v50, 0, 0);
4471 playerAffected->PlaySound(SPEECH_36, 0);
4472 break;
4473 case 245: //Accuracy Boost
4474 v50 = 3 * pParty->pPickedItem.uEnchantmentType;
4475 v28 = (signed __int64)((double)(230400 * pParty->pPickedItem.uEnchantmentType) * 0.033333335);
4476 playerAffected->pPlayerBuffs[PLAYER_BUFF_ACCURACY].Apply(pParty->uTimePlayed + v28, 0, v50, 0, 0);
4477 playerAffected->PlaySound(SPEECH_36, 0);
4478 break;
4479 case 251: //Cure Paralysis
4480 playerAffected->pConditions[Condition_Paralyzed] = 0i64;
4481 playerAffected->PlaySound(SPEECH_36, 0);
4482 break;
4483 case 252://Divine Restoration
4484 v30 = playerAffected->pConditions[Condition_Dead];
4485 v32 = playerAffected->pConditions[Condition_Pertified];
4486 v34 = playerAffected->pConditions[Condition_Eradicated];
4487 pConditions.fill(0);
4488 playerAffected->pConditions[Condition_Dead] = v30;
4489 playerAffected->pConditions[Condition_Pertified] = v32;
4490 playerAffected->pConditions[Condition_Eradicated] = v34;
4491 playerAffected->PlaySound(SPEECH_36, 0);
4492 break;
4493 case 253: //Divine Cure
4494 v25 = 5 * pParty->pPickedItem.uEnchantmentType;
4495 playerAffected->Heal(v25);
4496 playerAffected->PlaySound(SPEECH_36, 0);
4497 break;
4498 case 254: //Divine Power
4499 v26 = 5 * pParty->pPickedItem.uEnchantmentType;
4500 new_mana_val = playerAffected->sMana;
4501 new_mana_val += v26;
4502 if ( new_mana_val > playerAffected->GetMaxMana() )
4503 new_mana_val = playerAffected->GetMaxMana();
4504 playerAffected->PlaySound(SPEECH_36, 0);
4505 break;
4506 case 255: //Luck Boost
4507 v50 = 3 * pParty->pPickedItem.uEnchantmentType;
4508 v28 = (signed __int64)((double)(230400 * pParty->pPickedItem.uEnchantmentType) * 0.033333335);
4509 playerAffected->pPlayerBuffs[PLAYER_BUFF_LUCK].Apply(pParty->uTimePlayed + v28, 0, v50, 0, 0);
4510 playerAffected->PlaySound(SPEECH_36, 0);
4511 break;
4512 case 256: //Fire Resistance
4513 v50 = 3 * pParty->pPickedItem.uEnchantmentType;
4514 v28 = (signed __int64)((double)(230400 * pParty->pPickedItem.uEnchantmentType) * 0.033333335);
4515 playerAffected->pPlayerBuffs[PLAYER_BUFF_RESIST_FIRE].Apply(pParty->uTimePlayed + v28, 0, v50, 0, 0);
4516 playerAffected->PlaySound(SPEECH_36, 0);
4517 break;
4518 case 257: //Air Resistance
4519 v50 = 3 * pParty->pPickedItem.uEnchantmentType;
4520 v28 = (signed __int64)((double)(230400 * pParty->pPickedItem.uEnchantmentType) * 0.033333335);
4521 playerAffected->pPlayerBuffs[PLAYER_BUFF_RESIST_AIR].Apply(pParty->uTimePlayed + v28, 0, v50, 0, 0);
4522 playerAffected->PlaySound(SPEECH_36, 0);
4523 break;
4524 case 258: //Water Resistance
4525 v50 = 3 * pParty->pPickedItem.uEnchantmentType;
4526 v28 = (signed __int64)((double)(230400 * pParty->pPickedItem.uEnchantmentType) * 0.033333335);
4527 playerAffected->pPlayerBuffs[PLAYER_BUFF_RESIST_WATER].Apply(pParty->uTimePlayed + v28, 0, v50, 0, 0);
4528 playerAffected->PlaySound(SPEECH_36, 0);
4529 break;
4530 case 259: //Earth Resistance
4531 v50 = 3 * pParty->pPickedItem.uEnchantmentType;
4532 v28 = (signed __int64)((double)(230400 * pParty->pPickedItem.uEnchantmentType) * 0.033333335);
4533 playerAffected->pPlayerBuffs[PLAYER_BUFF_RESIST_EARTH].Apply(pParty->uTimePlayed + v28, 0, v50, 0, 0);
4534 playerAffected->PlaySound(SPEECH_36, 0);
4535 break;
4536 case 260: //Mind Resistance
4537 v50 = 3 * pParty->pPickedItem.uEnchantmentType;
4538 v28 = (signed __int64)((double)(230400 * pParty->pPickedItem.uEnchantmentType) * 0.033333335);
4539 playerAffected->pPlayerBuffs[PLAYER_BUFF_RESIST_MIND].Apply(pParty->uTimePlayed + v28, 0, v50, 0, 0);
4540 playerAffected->PlaySound(SPEECH_36, 0);
4541 break;
4542 case 261: //Body Resistance
4543 v50 = 3 * pParty->pPickedItem.uEnchantmentType;
4544 v28 = (signed __int64)((double)(230400 * pParty->pPickedItem.uEnchantmentType) * 0.033333335);
4545 playerAffected->pPlayerBuffs[PLAYER_BUFF_RESIST_BODY].Apply(pParty->uTimePlayed + v28, 0, v50, 0, 0);
4546 playerAffected->PlaySound(SPEECH_36, 0);
4547 break;
4548 case 262: //Stone to Flesh
4549 playerAffected->pConditions[Condition_Pertified] = 0i64;
4550 playerAffected->PlaySound(SPEECH_36, 0);
4551 break;
4552 case 264: //Pure Luck
4553 if ( !playerAffected->pure_luck_used )
4554 {
4555 playerAffected->uLuck += 50;
4556 playerAffected->pure_luck_used = 1;
4557 }
4558 playerAffected->PlaySound(SPEECH_36, 0);
4559 break;
4560 case 265: //Pure Speed
4561 if ( !playerAffected->pure_speed_used )
4562 {
4563 playerAffected->uSpeed += 50;
4564 playerAffected->pure_speed_used = 1;
4565 }
4566 playerAffected->PlaySound(SPEECH_36, 0);
4567 break;
4568 case 266: //Pure Intellect
4569 if ( !playerAffected->pure_intellect_used )
4570 {
4571 playerAffected->uIntelligence += 50;
4572 playerAffected->pure_intellect_used = 1;
4573 }
4574 playerAffected->PlaySound(SPEECH_36, 0);
4575 break;
4576 case 267: //Pure Endurance
4577 if ( !playerAffected->pure_endurance_used )
4578 {
4579 playerAffected->uEndurance += 50;
4580 playerAffected->pure_endurance_used = 1;
4581 }
4582 playerAffected->PlaySound(SPEECH_36, 0);
4583 break;
4584 case 268: //Pure Personality
4585 if ( !playerAffected->pure_willpower_used )
4586 {
4587 playerAffected->uWillpower += 50;
4588 playerAffected->pure_willpower_used = 1;
4589 }
4590 playerAffected->PlaySound(SPEECH_36, 0);
4591 break;
4592 case 269: //Pure Accuracy
4593 if ( !playerAffected->pure_accuracy_used )
4594 {
4595 playerAffected->uAccuracy += 50;
4596 playerAffected->pure_accuracy_used = 1;
4597 }
4598 playerAffected->PlaySound(SPEECH_36, 0);
4599 break;
4600 case 270: //Pure Might
4601 if ( !playerAffected->pure_might_used )
4602 {
4603 playerAffected->uMight += 50;
4604 playerAffected->pure_might_used = 1;
4605 }
4606 playerAffected->PlaySound(SPEECH_36, 0);
4607 break;
4608 case 271: //Rejuvenation
4609 playerAffected->sAgeModifier = 0;
4610 playerAffected->PlaySound(SPEECH_36, 0);
4611 break;
4612
4613 default:
4614 v68 = pParty->pPickedItem.GetDisplayName();
4615 sprintfex(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[36], v68);//"%s can not be used that way"
4616 ShowStatusBarString(pTmpBuf.data(), 2u);
4617 pAudioPlayer->PlaySound((SoundID)27, 0, 0, -1, 0, 0, 0, 0);
4618 return;
4619 }
4620 pAudioPlayer->PlaySound((SoundID)210, 0, 0, -1, 0, 0, 0, 0);
4621 if ( pGUIWindow_CurrentMenu && pGUIWindow_CurrentMenu->eWindowType != WINDOW_null)
4622 {
4623 // if ( !v73 ) v73 is always 1 at this point
4624 // {
4625 // pMouse->RemoveHoldingItem();
4626 // return;
4627 // }
4628 pMessageQueue_50CBD0->AddGUIMessage(UIMSG_Escape, 0, 0);
4629 }
4630 if ( v73 )
4631 {
4632 if ( pParty->bTurnBasedModeOn )
4633 {
4634 pParty->pTurnBasedPlayerRecoveryTimes[player_num-1] = 100;
4635 this->SetRecoveryTime(100);
4636 pTurnEngine->ApplyPlayerAction();
4637 }
4638 else
4639 {
4640 this->SetRecoveryTime((int)(flt_6BE3A4_debug_recmod1 * 213.3333333333333));
4641 }
4642 }
4643 pMouse->RemoveHoldingItem();
4644 return;
4645 }
4646
4647
4648 if ( pParty->pPickedItem.GetItemEquipType() == EQUIP_SPELL_SCROLL )
4649 {
4650 if ( pCurrentScreen == SCREEN_CASTING )
4651 return;
4652 if ( !playerAffected->CanAct() )
4653 {
4654
4655 v68 = aCharacterConditionNames[playerAffected->GetMajorConditionIdx()];
4656 sprintfex(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[382], v68);
4657 ShowStatusBarString(pTmpBuf.data(), 2u);
4658 pAudioPlayer->PlaySound((SoundID)27, 0, 0, -1, 0, 0, 0, 0);
4659 return;
4660 }
4661 if ( bUnderwater == 1 )
4662 {
4663 ShowStatusBarString(pGlobalTXT_LocalizationStrings[652], 2u);//"You can not do that while you are underwater!"
4664 pAudioPlayer->PlaySound((SoundID)27, 0, 0, -1, 0, 0, 0, 0);
4665 return;
4666 }
4667
4668 scroll_id = pParty->pPickedItem.uItemID - 299;
4669 if ( scroll_id == 30 || scroll_id == 4 || scroll_id == 91 || scroll_id == 28 ) //Enchant Item scroll, Vampiric Weapon scroll ,Recharge Item ,Fire Aura
4670 {
4671 pMouse->RemoveHoldingItem();
4672 pGUIWindow_CurrentMenu->Release();
4673 pIcons_LOD->RemoveTexturesPackFromTextureList();
4674 pCurrentScreen = SCREEN_GAME;
4675 viewparams->bRedrawGameUI = 1;
4676 _42777D_CastSpell_UseWand_ShootArrow(scroll_id, player_num - 1, 0x85u, 1, 0);
4677 }
4678 else
4679 {
4680 pMouse->RemoveHoldingItem();
4681 pMessageQueue_50C9E8->AddGUIMessage(UIMSG_SpellScrollUse, scroll_id, player_num - 1);
4682 if ( pCurrentScreen && pGUIWindow_CurrentMenu
4683 && (pGUIWindow_CurrentMenu->eWindowType != WINDOW_null))
4684 {
4685 pMessageQueue_50CBD0->AddGUIMessage(UIMSG_Escape, 0, 0);
4686 }
4687 }
4688 return;
4689 }
4690
4691 if ( pParty->pPickedItem.GetItemEquipType() == EQUIP_BOOK )
4692 {
4693 v15 = pParty->pPickedItem.uItemID - 400;
4694 v72 = playerAffected->spellbook.bHaveSpell[pParty->pPickedItem.uItemID-400];//(char *)&v3->pConditions[0] + pParty->pPickedItem.uItemID + 2;
4695 if ( v72 )
4696 {
4697 v66 = pParty->pPickedItem.GetDisplayName();
4698 sprintfex(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[380], v66);//"You already know the %s spell"
4699 ShowStatusBarString(pTmpBuf.data(), 2u);
4700 pAudioPlayer->PlaySound((SoundID)27, 0, 0, -1, 0, 0, 0, 0);
4701 return;
4702 }
4703 if ( !playerAffected->CanAct() )
4704 {
4705 v66 = aCharacterConditionNames[playerAffected->GetMajorConditionIdx()];
4706 sprintfex(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[382], v66);//"That player is %s"
4707 ShowStatusBarString(pTmpBuf.data(), 2);
4708 pAudioPlayer->PlaySound((SoundID)27, 0, 0, -1, 0, 0, 0, 0);
4709 return;
4710 }
4711 v16 = v15 % 11 + 1;
4712 v17 = playerAffected->pActiveSkills[v15 / 11 + 12];
4713 v18 = SkillToMastery(v17) - 1;
4714 switch (v18)
4715 {
4716 case 0: v67 = 4; break;
4717 case 1: v67 = 7; break;
4718 case 2: v67 = 10; break;
4719 case 3: v67 = 11; break;
4720 default:
4721 v67 = player_num;
4722 }
4723
4724 if ( v16 > v67 || !v17 )
4725 {
4726 v22 = pParty->pPickedItem.GetDisplayName();
4727 sprintfex(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[381], v22); //"You don't have the skill to learn %s"
4728 ShowStatusBarString(pTmpBuf.data(), 2);
4729 playerAffected->PlaySound((PlayerSpeech)20, 0);
4730 return;
4731 }
4732 playerAffected->spellbook.bHaveSpell[pParty->pPickedItem.uItemID-400] = 1;
4733 playerAffected->PlaySound(SPEECH_21, 0);
4734 v73 = 0;
4735
4736
4737 if ( pGUIWindow_CurrentMenu && pGUIWindow_CurrentMenu->eWindowType != WINDOW_null)
4738 {
4739 if ( !v73 )
4740 {
4741 pMouse->RemoveHoldingItem();
4742 return;
4743 }
4744 pMessageQueue_50CBD0->AddGUIMessage(UIMSG_Escape, 0, 0);
4745 }
4746 // if ( v73 ) v73 is always 0 at this point
4747 // {
4748 // if ( pParty->bTurnBasedModeOn )
4749 // {
4750 // pParty->pTurnBasedPlayerRecoveryTimes[player_num-1] = 100;
4751 // thisb->SetRecoveryTime(100);
4752 // pTurnEngine->ApplyPlayerAction();
4753 // }
4754 // else
4755 // {
4756 // thisb->SetRecoveryTime(flt_6BE3A4_debug_recmod1 * 213.3333333333333);
4757 // }
4758 // }
4759 pMouse->RemoveHoldingItem();
4760 return;
4761 }
4762
4763 if ( pParty->pPickedItem.GetItemEquipType() == EQUIP_MESSAGE_SCROLL )
4764 {
4765 if ( playerAffected->CanAct() )
4766 {
4767 CreateMsgScrollWindow(pParty->pPickedItem.uItemID);
4768 playerAffected->PlaySound(SPEECH_37, 0);
4769 return;
4770 }
4771 v68 = aCharacterConditionNames[playerAffected->GetMajorConditionIdx()];
4772 sprintfex(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[382], v68);//That player is %s
4773 ShowStatusBarString(pTmpBuf.data(), 2);
4774 pAudioPlayer->PlaySound((SoundID)27, 0, 0, -1, 0, 0, 0, 0);
4775 return;
4776 }
4777 else
4778 {
4779 if (pParty->pPickedItem.uItemID == 616) //Genie Lamp
4780 {
4781 thisa = pParty->uCurrentMonthWeek + 1;
4782 if ( pParty->uCurrentMonth >= 7 )
4783 v74 = nullptr;
4784 else
4785 v74 = aAttributeNames[pParty->uCurrentMonth];
4786 switch ( pParty->uCurrentMonth )
4787 {
4788 case 0:
4789 playerAffected->uMight += thisa;
4790 sprintf(pTmpBuf.data(), "+%u %s %s", thisa, v74, pGlobalTXT_LocalizationStrings[121]);//"Permanent"
4791 break;
4792 case 1:
4793 playerAffected->uIntelligence += thisa;
4794 sprintf(pTmpBuf.data(), "+%u %s %s", thisa, v74, pGlobalTXT_LocalizationStrings[121]);//"Permanent"
4795 break;
4796 case 2:
4797 playerAffected->uWillpower += thisa;
4798 sprintf(pTmpBuf.data(), "+%u %s %s", thisa, v74, pGlobalTXT_LocalizationStrings[121]);//"Permanent"
4799 break;
4800 case 3:
4801 playerAffected->uEndurance += thisa;
4802 sprintf(pTmpBuf.data(), "+%u %s %s", thisa, v74, pGlobalTXT_LocalizationStrings[121]);//"Permanent"
4803 break;
4804 case 4:
4805 playerAffected->uAccuracy += thisa;
4806 sprintf(pTmpBuf.data(), "+%u %s %s", thisa, v74, pGlobalTXT_LocalizationStrings[121]);//"Permanent"
4807 break;
4808 case 5:
4809 playerAffected->uSpeed += thisa;
4810 sprintf(pTmpBuf.data(), "+%u %s %s", thisa, v74, pGlobalTXT_LocalizationStrings[121]);//"Permanent"
4811 break;
4812 case 6:
4813 playerAffected->uLuck += thisa;
4814 sprintf(pTmpBuf.data(), "+%u %s %s", thisa, v74, pGlobalTXT_LocalizationStrings[121]);//"Permanent"
4815 break;
4816 case 7:
4817 pParty->PartyFindsGold(1000 * thisa, 0);
4818 sprintf(pTmpBuf.data(), "+%u %s", 1000 * thisa, pGlobalTXT_LocalizationStrings[97]);//"Gold"
4819 break;
4820 case 8:
4821 Party::GiveFood(5 * thisa);
4822 sprintf(pTmpBuf.data(), "+%u %s",5 * thisa , pGlobalTXT_LocalizationStrings[653]);//"Food"
4823 break;
4824 case 9u:
4825 playerAffected->uSkillPoints += 2 * thisa;
4826 sprintf(pTmpBuf.data(), "+%u %s", 2 * thisa, pGlobalTXT_LocalizationStrings[LOCSTR_SKILL_POINTS]);
4827 break;
4828 case 10:
4829 playerAffected->uExperience += 2500 * thisa;
4830 sprintf(pTmpBuf.data(), "+%u %s", 2500 * thisa, pGlobalTXT_LocalizationStrings[LOCSTR_EXPIRIENCE]);
4831 break;
4832 case 11:
4833 v8 = rand() % 6;
4834 switch (v8)
4835 {
4836 case 0:
4837 playerAffected->sResFireBase += thisa;
4838 v13 = pGlobalTXT_LocalizationStrings[87];//Fire
4839 break;
4840 case 1:
4841 playerAffected->sResAirBase += thisa;
4842 v13 = pGlobalTXT_LocalizationStrings[6];//Air
4843 break;
4844 case 2:
4845 playerAffected->sResWaterBase += thisa;
4846 v13 = pGlobalTXT_LocalizationStrings[240];//Water
4847 break;
4848 case 3:
4849 playerAffected->sResEarthBase += thisa;
4850 v13 = pGlobalTXT_LocalizationStrings[70];//Earth
4851 break;
4852 case 4:
4853 playerAffected->sResMindBase += thisa;
4854 v13 = pGlobalTXT_LocalizationStrings[142];//Mind
4855 break;
4856 case 5:
4857 playerAffected->sResBodyBase += thisa;
4858 v13 = pGlobalTXT_LocalizationStrings[29];//Body
4859 break;
4860 default: ("Unexpected attribute");
4861 return;
4862 }
4863 sprintf(pTmpBuf.data(), "+%u %s %s", thisa, v13, pGlobalTXT_LocalizationStrings[121]);//Permanent
4864 break;
4865
4866 }
4867 ShowStatusBarString(pTmpBuf.data(), 2u);
4868 pMouse->RemoveHoldingItem();
4869 pGame->pStru6Instance->SetPlayerBuffAnim(SPELL_QUEST_COMPLETED, player_num - 1);
4870 playerAffected->PlaySound(SPEECH_93, 0);
4871 pAudioPlayer->PlaySound((SoundID)219, 0, 0, -1, 0, 0, 0, 0);
4872 if ( pParty->uDaysPlayed == 6 || pParty->uDaysPlayed == 20 )
4873 {
4874 playerAffected->SetCondition(Condition_Eradicated, 0);
4875 pAudioPlayer->PlaySound((SoundID)215, 0, 0, -1, 0, 0, 0, 0);
4876 }
4877 else if ( pParty->uDaysPlayed == 12 || pParty->uDaysPlayed == 26 )
4878 {
4879 playerAffected->SetCondition(Condition_Dead, 0);
4880 pAudioPlayer->PlaySound((SoundID)215, 0, 0, -1, 0, 0, 0, 0);
4881 }
4882 else if ( pParty->uDaysPlayed == 4 || pParty->uDaysPlayed == 25 )
4883 {
4884 playerAffected->SetCondition(Condition_Pertified, 0);
4885 pAudioPlayer->PlaySound((SoundID)215, 0, 0, -1, 0, 0, 0, 0);
4886 }
4887 return;
4888 }
4889 else if ( pParty->pPickedItem.uItemID == 630 ) //Red Apple
4890 {
4891 Party::GiveFood(1u);
4892 pAudioPlayer->PlaySound(SOUND_EatApple, 0, 0, -1, 0, 0, 0, 0);
4893 }
4894 else if ( pParty->pPickedItem.uItemID == 632 ) //Lute
4895 {
4896 pAudioPlayer->PlaySound(SOUND_PlayLute, 0, 0, -1, 0, 0, 0, 0);
4897 return;
4898 }
4899 else if ( pParty->pPickedItem.uItemID == 633 ) //Faerie Pipes
4900 {
4901 pAudioPlayer->PlaySound(SOUND_PlayFaeriePipes, 0, 0, -1, 0, 0, 0, 0);
4902 return;
4903 }
4904 else if ( pParty->pPickedItem.uItemID == 634 ) //Gryphonheart's Trumpet
4905 {
4906 pAudioPlayer->PlaySound(SOUND_PlayGryphonheartsTrumpet, 0, 0, -1, 0, 0, 0, 0);
4907 return;
4908 }
4909 else if ( pParty->pPickedItem.uItemID == 646 ) //Horseshoe
4910 {
4911 pGame->pStru6Instance->SetPlayerBuffAnim(SPELL_QUEST_COMPLETED, player_num - 1);
4912 v5 = PID(OBJECT_Player, player_num + 49);
4913 pAudioPlayer->PlaySound(SOUND_20001, v5, 0, -1, 0, 0, 0, 0);
4914 playerAffected->AddVariable(VAR_NumSkillPoints, 2);
4915 }
4916 else if ( pParty->pPickedItem.uItemID == 650 ) //Temple in a Bottle
4917 {
4918 TeleportToNWCDungeon();
4919 return;
4920 }
4921 else
4922 {
4923 v68 = pParty->pPickedItem.GetDisplayName();
4924 sprintfex(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[36],v68);//"%s can not be used that way"
4925 ShowStatusBarString(pTmpBuf.data(), 2u);
4926 pAudioPlayer->PlaySound((SoundID)27, 0, 0, -1, 0, 0, 0, 0);
4927 return;
4928 }
4929
4930 pMouse->RemoveHoldingItem();
4931 return;
4932 }
4933 }
4934
4935 bool CmpSkillValue(int valToCompare, int skillValue)
4936 {
4937 int v4;
4938 if ( valToCompare <= 63 )
4939 v4 = skillValue & 0x3F;
4940 else
4941 v4 = skillValue & skillValue;
4942 return v4 >= valToCompare;
4943 }
4944
4945 //----- (00449BB4) --------------------------------------------------------
4946 bool Player::CompareVariable( enum VariableType VarNum, signed int pValue ) // in some cases this calls only calls v4 >= pValue, which i've changed to return false, since these values are supposed to be positive and v4 was -1 by default
4947 {
4948 Assert(pValue >= 0, "Compare variable shouldn't have negative arguments");
4949
4950 signed int v4; // edi@1
4951 unsigned __int8 test_bit_value; // eax@25
4952 unsigned __int8 byteWithRequestedBit; // cl@25
4953 DDM_DLV_Header *v19; // eax@122
4954 DDM_DLV_Header *v21; // eax@126
4955 int actStat; // ebx@161
4956 int baseStat; // eax@161
4957
4958
4959 if ( (signed int)VarNum >= VAR_MapPersistentVariable_0 && VarNum <= VAR_MapPersistentVariable_74 )
4960 return (unsigned __int8)stru_5E4C90_MapPersistVars.field_0[VarNum - VAR_MapPersistentVariable_0] > 0; // originally (unsigned __int8)byte_5E4C15[VarNum];
4961 if ( (signed int)VarNum >= VAR_MapPersistentVariable_75 && VarNum <= VAR_MapPersistentVariable_99 )
4962 return (unsigned __int8)stru_5E4C90_MapPersistVars._decor_events[VarNum - VAR_MapPersistentVariable_75] > 0; //not really sure whether the number gets up to 99, but can't ignore the possibility
4963
4964 switch ( VarNum )
4965 {
4966 case VAR_Sex:
4967 return ( pValue == this->uSex );
4968 case VAR_Class:
4969 return ( pValue == this->classType );
4970 case VAR_Race:
4971 return pValue == GetRace();
4972 case VAR_CurrentHP:
4973 return this->sHealth >= pValue;
4974 case VAR_MaxHP:
4975 return (this->sHealth >= GetMaxHealth());
4976 case VAR_CurrentSP:
4977 return this->sMana >= pValue;
4978 case VAR_MaxSP:
4979 return (this->sMana >= GetMaxMana());
4980 case VAR_ActualAC:
4981 return GetActualAC() >= pValue;
4982 case VAR_ACModifier:
4983 return this->sACModifier >= pValue;
4984 case VAR_BaseLevel:
4985 return this->uLevel >= pValue;
4986 case VAR_LevelModifier:
4987 return this->sLevelModifier >= pValue;
4988 case VAR_Age:
4989 return GetActualAge() >= (unsigned int)pValue;
4990 case VAR_Award:
4991 return _449B57_test_bit(this->_achieved_awards_bits, pValue);
4992 case VAR_Experience:
4993 return this->uExperience >= pValue; //TODO change pValue to long long
4994 case VAR_QBits_QuestsDone:
4995 return _449B57_test_bit(pParty->_quest_bits, pValue);
4996 case VAR_PlayerItemInHands:
4997 //for (int i = 0; i < 138; i++)
4998 for (int i = 0; i < 126; i++)
4999 {
5000 if (pInventoryItemList[i].uItemID == pValue)
5001 {
5002 return true;
5003 }
5004 }
5005 return pParty->pPickedItem.uItemID == pValue;
5006 case VAR_Hour:
5007 if ( (long long)(pParty->uTimePlayed * 0.234375) / 60 / 60 % 24 == pValue )
5008 return true;
5009 return false;
5010 case VAR_DayOfYear:
5011 if (((long long)(pParty->uTimePlayed * 0.234375) / 60 / 60) / 24 % 336 + 1 == pValue)
5012 return true;
5013 return false;
5014 case VAR_DayOfWeek:
5015 if (((long long)(pParty->uTimePlayed * 0.234375) / 60 / 60) / 24 % 7)
5016 return true;
5017 return false;
5018 case VAR_FixedGold:
5019 return pParty->uNumGold >= (unsigned int)pValue;
5020 case VAR_FixedFood:
5021 return pParty->uNumFoodRations >= (unsigned int)pValue;
5022 case VAR_MightBonus:
5023 return this->uMightBonus >= pValue;
5024 case VAR_IntellectBonus:
5025 return this->uIntelligenceBonus >= pValue;
5026 case VAR_PersonalityBonus:
5027 return this->uWillpowerBonus >= pValue;
5028 case VAR_EnduranceBonus:
5029 return this->uEnduranceBonus >= pValue;
5030 case VAR_SpeedBonus:
5031 return this->uSpeedBonus >= pValue;
5032 case VAR_AccuracyBonus:
5033 return this->uAccuracyBonus >= pValue;
5034 case VAR_LuckBonus:
5035 return this->uLuckBonus >= pValue;
5036 case VAR_BaseMight:
5037 return this->uMight >= pValue;
5038 case VAR_BaseIntellect:
5039 return this->uIntelligence >= pValue;
5040 case VAR_BasePersonality:
5041 return this->uWillpower >= pValue;
5042 case VAR_BaseEndurance:
5043 return this->uEndurance >= pValue;
5044 case VAR_BaseSpeed:
5045 return this->uSpeed >= pValue;
5046 case VAR_BaseAccuracy:
5047 return this->uAccuracy >= pValue;
5048 case VAR_BaseLuck:
5049 return this->uLuck >= pValue;
5050 case VAR_ActualMight:
5051 return GetActualMight() >= pValue;
5052 case VAR_ActualIntellect:
5053 return GetActualIntelligence() >= pValue;
5054 case VAR_ActualPersonality:
5055 return GetActualWillpower() >= pValue;
5056 case VAR_ActualEndurance:
5057 return GetActualEndurance() >= pValue;
5058 case VAR_ActualSpeed:
5059 return GetActualSpeed() >= pValue;
5060 case VAR_ActualAccuracy:
5061 return GetActualAccuracy() >= pValue;
5062 case VAR_ActualLuck:
5063 return GetActualLuck() >= pValue;
5064 case VAR_FireResistance:
5065 return this->sResFireBase >= pValue;
5066 case VAR_AirResistance:
5067 return this->sResAirBase >= pValue;
5068 case VAR_WaterResistance:
5069 return this->sResWaterBase >= pValue;
5070 case VAR_EarthResistance:
5071 return this->sResEarthBase >= pValue;
5072 case VAR_SpiritResistance:
5073 return this->sResSpiritBase >= pValue;
5074 case VAR_MindResistance:
5075 return this->sResMindBase >= pValue;
5076 case VAR_BodyResistance:
5077 return this->sResBodyBase >= pValue;
5078 case VAR_LightResistance:
5079 return this->sResLightBase >= pValue;
5080 case VAR_DarkResistance:
5081 return this->sResDarkBase >= pValue;
5082 case VAR_PhysicalResistance:
5083 Error("Physical resistance isn't used in events");
5084 return false;
5085 case VAR_MagicResistance:
5086 return this->sResMagicBase >= pValue;
5087 case VAR_FireResistanceBonus:
5088 return this->sResFireBonus >= pValue;
5089 case VAR_AirResistanceBonus:
5090 return this->sResAirBonus >= pValue;
5091 case VAR_WaterResistanceBonus:
5092 return this->sResWaterBonus >= pValue;
5093 case VAR_EarthResistanceBonus:
5094 return this->sResEarthBonus >= pValue;
5095 case VAR_SpiritResistanceBonus:
5096 return this->sResSpiritBonus >= pValue;
5097 case VAR_MindResistanceBonus:
5098 return this->sResMindBonus >= pValue;
5099 case VAR_BodyResistanceBonus:
5100 return this->sResBodyBonus >= pValue;
5101 case VAR_LightResistanceBonus:
5102 return this->sResLightBonus >= pValue;
5103 case VAR_DarkResistanceBonus:
5104 return this->sResDarkBonus >= pValue;
5105 case VAR_MagicResistanceBonus:
5106 return this->sResMagicBonus >= pValue;
5107 case VAR_StaffSkill:
5108 return CmpSkillValue(pValue, this->skillStaff);
5109 case VAR_SwordSkill:
5110 return CmpSkillValue(pValue, this->skillSword);
5111 case VAR_DaggerSkill:
5112 return CmpSkillValue(pValue, this->skillDagger);
5113 case VAR_AxeSkill:
5114 return CmpSkillValue(pValue, this->skillAxe);
5115 case VAR_SpearSkill:
5116 return CmpSkillValue(pValue, this->skillSpear);
5117 case VAR_BowSkill:
5118 return CmpSkillValue(pValue, this->skillBow);
5119 case VAR_MaceSkill:
5120 return CmpSkillValue(pValue, this->skillMace);
5121 case VAR_BlasterSkill:
5122 return CmpSkillValue(pValue, this->skillBlaster);
5123 case VAR_ShieldSkill:
5124 return CmpSkillValue(pValue, this->skillShield);
5125 case VAR_LeatherSkill:
5126 return CmpSkillValue(pValue, this->skillLeather);
5127 case VAR_SkillChain:
5128 return CmpSkillValue(pValue, this->skillChain);
5129 case VAR_PlateSkill:
5130 return CmpSkillValue(pValue, this->skillPlate);
5131 case VAR_FireSkill:
5132 return CmpSkillValue(pValue, this->skillFire);
5133 case VAR_AirSkill:
5134 return CmpSkillValue(pValue, this->skillAir);
5135 case VAR_WaterSkill:
5136 return CmpSkillValue(pValue, this->skillWater);
5137 case VAR_EarthSkill:
5138 return CmpSkillValue(pValue, this->skillEarth);
5139 case VAR_SpiritSkill:
5140 return CmpSkillValue(pValue, this->skillSpirit);
5141 case VAR_MindSkill:
5142 return CmpSkillValue(pValue, this->skillMind);
5143 case VAR_BodySkill:
5144 return CmpSkillValue(pValue, this->skillBody);
5145 case VAR_LightSkill:
5146 return CmpSkillValue(pValue, this->skillLight);
5147 case VAR_DarkSkill:
5148 return CmpSkillValue(pValue, this->skillDark);
5149 case VAR_IdentifyItemSkill:
5150 return CmpSkillValue(pValue, this->skillItemId);
5151 case VAR_MerchantSkill:
5152 return CmpSkillValue(pValue, this->skillMerchant);
5153 case VAR_RepairSkill:
5154 return CmpSkillValue(pValue, this->skillRepair);
5155 case VAR_BodybuildingSkill:
5156 return CmpSkillValue(pValue, this->skillBodybuilding);
5157 case VAR_MeditationSkill:
5158 return CmpSkillValue(pValue, this->skillMeditation);
5159 case VAR_PerceptionSkill:
5160 return CmpSkillValue(pValue, this->skillPerception);
5161 case VAR_DiplomacySkill:
5162 return CmpSkillValue(pValue, this->skillDiplomacy);
5163 case VAR_ThieverySkill:
5164 Error("Thievery isn't used in events");
5165 return false;
5166 case VAR_DisarmTrapSkill: //wasn't in the original
5167 return CmpSkillValue(pValue, this->skillDisarmTrap);
5168 case VAR_DodgeSkill: //wasn't in the original
5169 return CmpSkillValue(pValue, this->skillDodge);
5170 case VAR_UnarmedSkill: //wasn't in the original
5171 return CmpSkillValue(pValue, this->skillUnarmed);
5172 case VAR_IdentifyMonsterSkill: //wasn't in the original
5173 return CmpSkillValue(pValue, this->skillMonsterId);
5174 case VAR_ArmsmasterSkill: //wasn't in the original
5175 return CmpSkillValue(pValue, this->skillArmsmaster);
5176 case VAR_StealingSkill: //wasn't in the original
5177 return CmpSkillValue(pValue, this->skillStealing);
5178 case VAR_AlchemySkill: //wasn't in the original
5179 return CmpSkillValue(pValue, this->skillAlchemy);
5180 case VAR_LearningSkill:
5181 return CmpSkillValue(pValue, this->skillLearning);
5182 case VAR_Cursed:
5183 return pConditions[Condition_Cursed] > 0;
5184 case VAR_Weak:
5185 return pConditions[Condition_Weak] > 0;
5186 case VAR_Asleep:
5187 return pConditions[Condition_Sleep] > 0;
5188 case VAR_Afraid:
5189 return pConditions[Condition_Fear] > 0;
5190 case VAR_Drunk:
5191 return pConditions[Condition_Drunk] > 0;
5192 case VAR_Insane:
5193 return pConditions[Condition_Insane] > 0;
5194 case VAR_PoisonedGreen:
5195 return pConditions[Condition_Poison_Weak] > 0;
5196 case VAR_DiseasedGreen:
5197 return pConditions[Condition_Disease_Weak] > 0;
5198 case VAR_PoisonedYellow:
5199 return pConditions[Condition_Poison_Medium] > 0;
5200 case VAR_DiseasedYellow:
5201 return pConditions[Condition_Disease_Medium] > 0;
5202 case VAR_PoisonedRed:
5203 return pConditions[Condition_Poison_Severe] > 0;
5204 case VAR_DiseasedRed:
5205 return pConditions[Condition_Disease_Severe] > 0;
5206 case VAR_Paralyzed:
5207 return pConditions[Condition_Paralyzed] > 0;
5208 case VAR_Unconsious:
5209 return pConditions[Condition_Unconcious] > 0;
5210 case VAR_Dead:
5211 return pConditions[Condition_Dead] > 0;
5212 case VAR_Stoned:
5213 return pConditions[Condition_Pertified] > 0;
5214 case VAR_Eradicated:
5215 return pConditions[Condition_Eradicated] > 0;
5216 case VAR_MajorCondition:
5217 v4 = GetMajorConditionIdx();
5218 if ( v4 != 18 )
5219 {
5220 return v4 >= pValue;
5221 }
5222 return true;
5223 case VAR_AutoNotes : //TODO: find out why the double subtraction. or whether this is even used
5224 test_bit_value = 0x80u >> (pValue - 2) % 8;
5225 byteWithRequestedBit = pParty->_autonote_bits[(pValue - 2) /8];
5226 return (test_bit_value & byteWithRequestedBit) != 0;
5227 case VAR_IsMightMoreThanBase:
5228 actStat = GetActualMight();
5229 baseStat = GetBaseStrength();
5230 return (actStat >= baseStat);
5231 case VAR_IsIntellectMoreThanBase:
5232 actStat = GetActualIntelligence();
5233 baseStat = GetBaseIntelligence();
5234 return (actStat >= baseStat);
5235 case VAR_IsPersonalityMoreThanBase:
5236 actStat = GetActualWillpower();
5237 baseStat = GetBaseWillpower();
5238 return (actStat >= baseStat);
5239 case VAR_IsEnduranceMoreThanBase:
5240 actStat = GetActualEndurance();
5241 baseStat = GetBaseEndurance();
5242 return (actStat >= baseStat);
5243 case VAR_IsSpeedMoreThanBase:
5244 actStat = GetActualSpeed();
5245 baseStat = GetBaseSpeed();
5246 return (actStat >= baseStat);
5247 case VAR_IsAccuracyMoreThanBase:
5248 actStat = GetActualAccuracy();
5249 baseStat = GetBaseAccuracy();
5250 return (actStat >= baseStat);
5251 case VAR_IsLuckMoreThanBase:
5252 actStat = GetActualLuck();
5253 baseStat = GetBaseLuck();
5254 return (actStat >= baseStat);
5255 case VAR_PlayerBits:
5256 test_bit_value = 0x80u >> ((signed __int16)pValue - 1) % 8;
5257 byteWithRequestedBit = this->playerEventBits[((signed __int16)pValue - 1)/8];
5258 return ( test_bit_value & byteWithRequestedBit ) != 0;
5259 case VAR_NPCs2:
5260 return pNPCStats->pNewNPCData[pValue].Hired();
5261 case VAR_IsFlying:
5262 if ( pParty->bFlying
5263 && (pParty->pPartyBuffs[PARTY_BUFF_FLY].uExpireTime> 0) )
5264 return true;
5265 return false;
5266 case VAR_HiredNPCHasSpeciality:
5267 return CheckHiredNPCSpeciality(pValue);
5268 case VAR_CircusPrises: //isn't used in MM6 since 0x1D6u is a book of regeneration
5269 v4 = 0;
5270 for (int playerNum = 0; playerNum < 4; playerNum++)
5271 {
5272 for (int invPos = 0; invPos < 138; invPos++)
5273 {
5274 int itemId = pParty->pPlayers[playerNum].pInventoryItemList[invPos].uItemID;
5275 switch ( itemId )
5276 {
5277 case 0x1D6u:
5278 ++v4;
5279 break;
5280 case 0x1D7u:
5281 v4 += 3;
5282 break;
5283 case 0x1DDu:
5284 v4 += 5;
5285 break;
5286 }
5287 }
5288 }
5289 return v4 >= pValue;
5290 case VAR_NumSkillPoints:
5291 return this->uSkillPoints >= (unsigned int)pValue;
5292 case VAR_MonthIs:
5293 return (pParty->uCurrentMonth == (unsigned int)pValue);
5294 case VAR_Counter1:
5295 case VAR_Counter2:
5296 case VAR_Counter3:
5297 case VAR_Counter4:
5298 case VAR_Counter5:
5299 case VAR_Counter6:
5300 case VAR_Counter7:
5301 case VAR_Counter8:
5302 case VAR_Counter9:
5303 case VAR_Counter10:
5304 if (pParty->PartyTimes.CounterEventValues[VarNum - VAR_Counter1]) //originally (signed __int64)(__PAIR__(*(int *)&stru_AA1058[3].pSounds[8 * VarNum + 44304], *(int *)&stru_AA1058[3].pSounds[8 * VarNum + 44300])
5305 {
5306 return (pParty->PartyTimes.CounterEventValues[VarNum - VAR_Counter1] + 460800 * pValue * 0.033333335) <= pParty->uTimePlayed ;
5307 }
5308 case VAR_ReputationInCurrentLocation:
5309 v19 = &pOutdoor->ddm;
5310 if ( uCurrentlyLoadedLevelType != LEVEL_Outdoor )
5311 v19 = &pIndoor->dlv;
5312 return (v19->uReputation >= pValue);
5313 case VAR_Unknown1:
5314 v21 = &pOutdoor->ddm;
5315 if ( uCurrentlyLoadedLevelType != LEVEL_Outdoor )
5316 v21 = &pIndoor->dlv;
5317 return (v21->field_C_alert == pValue); //yes, equality, not >=
5318 case VAR_GoldInBank:
5319 return pParty->uNumGoldInBank >= (unsigned int)pValue;
5320 case VAR_NumDeaths:
5321 return pParty->uNumDeaths >= (unsigned int)pValue;
5322 case VAR_NumBounties:
5323 return pParty->uNumBountiesCollected >= (unsigned int)pValue;
5324 case VAR_PrisonTerms:
5325 return pParty->uNumPrisonTerms >= pValue;
5326 case VAR_ArenaWinsPage:
5327 return (unsigned __int8)pParty->uNumArenaPageWins >= pValue;
5328 case VAR_ArenaWinsSquire:
5329 return (unsigned __int8)pParty->uNumArenaSquireWins >= pValue;
5330 case VAR_ArenaWinsKnight:
5331 return (unsigned __int8)pParty->uNumArenaKnightWins >= pValue;
5332 case VAR_ArenaWinsLord:
5333 return pParty->uNumArenaLordWins >= pValue;
5334 case VAR_Invisible:
5335 return ( pParty->pPartyBuffs[PARTY_BUFF_INVISIBILITY].uExpireTime > 0 );
5336 case VAR_ItemEquipped:
5337 for (int i = 0; i < 16; i++)
5338 {
5339 if ( HasItemEquipped((ITEM_EQUIP_TYPE)i) && GetNthEquippedIndexItem(i)->uItemID == pValue )
5340 {
5341 return true;
5342 }
5343 }
5344 return false;
5345 }
5346
5347 return false;
5348 }
5349
5350
5351 //----- (0044A5CB) --------------------------------------------------------
5352 void Player::SetVariable(enum VariableType var_type, signed int var_value)
5353 {
5354 unsigned int v6; // esi@13
5355 unsigned int v7; // esi@14
5356 signed int v11; // eax@30
5357 DDM_DLV_Header *v24; // ecx@148
5358 ItemGen item; // [sp+Ch] [bp-28h]@52
5359
5360
5361 if ( var_type >= VAR_History_0 && var_type <= VAR_History_28)
5362 {
5363 if (!pParty->PartyTimes.HistoryEventTimes[var_type - VAR_History_0])
5364 {
5365 pParty->PartyTimes.HistoryEventTimes[var_type - VAR_History_0] = pParty->uTimePlayed;
5366 if (pStorylineText->StoreLine[var_type - VAR_History_0].pText)
5367 {
5368 bFlashHistoryBook = 1;
5369 PlayAwardSound();
5370 }
5371 }
5372 return;
5373 }
5374
5375 if ( var_type >= VAR_MapPersistentVariable_0 && var_type <= VAR_MapPersistentVariable_99 )
5376 {
5377 if ( var_type >= VAR_MapPersistentVariable_0 && var_type <= VAR_MapPersistentVariable_74 )
5378 stru_5E4C90_MapPersistVars.field_0[var_type - VAR_MapPersistentVariable_0] = (char)var_value; // originally (unsigned __int8)byte_5E4C15[VarNum];
5379 if ( var_type >= VAR_MapPersistentVariable_75 && var_type <= VAR_MapPersistentVariable_99 )
5380 stru_5E4C90_MapPersistVars._decor_events[var_type - VAR_MapPersistentVariable_75] = (unsigned char)var_value; //not really sure whether the number gets up to 99, but can't ignore the possibility
5381 return;
5382 }
5383
5384 if ( var_type >= VAR_UnknownTimeEvent0 && var_type <= VAR_UnknownTimeEvent19 )
5385 {
5386 pParty->PartyTimes._s_times[var_type - VAR_UnknownTimeEvent0] = pParty->uTimePlayed; //*(int *)&stru_AA1058[3].pSounds[8 * var_type + 44532] = LODWORD(pParty->uTimePlayed);, *(int *)&stru_AA1058[3].pSounds[8 * var_type + 44536] = HIDWORD(pParty->uTimePlayed
5387 PlayAwardSound();
5388 return;
5389 }
5390
5391 switch ( var_type )
5392 {
5393 case VAR_Sex:
5394 this->uSex = (PLAYER_SEX)var_value;
5395 PlayAwardSound_Anim();
5396 return;
5397 case VAR_Class:
5398 this->classType = (PLAYER_CLASS_TYPE)var_value;
5399 if ( (PLAYER_CLASS_TYPE)var_value == PLAYER_CLASS_LICH )
5400 {
5401 for (int i = 0; i < 138; i++)
5402 {
5403 if (this->pOwnItems[i].uItemID == ITEM_LICH_JAR_EMPTY)
5404 {
5405 this->pOwnItems[i].uItemID = ITEM_LICH_JAR_FULL;
5406 this->pOwnItems[i].uHolderPlayer = GetPlayerIndex() + 1;
5407 }
5408 }
5409 if ( this->sResFireBase < 20 )
5410 this->sResFireBase = 20;
5411 if ( this->sResAirBase < 20 )
5412 this->sResAirBase = 20;
5413 if ( this->sResWaterBase < 20 )
5414 this->sResWaterBase = 20;
5415 if ( this->sResEarthBase < 20 )
5416 this->sResEarthBase = 20;
5417 this->sResMindBase = 200;
5418 this->sResBodyBase = 200;
5419 v11 = this->GetSexByVoice();
5420 this->uPrevVoiceID = this->uVoiceID;
5421 this->uPrevFace = this->uCurrentFace;
5422 if ( v11 )
5423 {
5424 this->uCurrentFace = 21;
5425 this->uVoiceID = 21;
5426 }
5427 else
5428 {
5429 this->uCurrentFace = 20;
5430 this->uVoiceID = 20;
5431 }
5432 ReloadPlayerPortraits(GetPlayerIndex(), this->uCurrentFace);
5433 }
5434 PlayAwardSound_Anim();
5435 return;
5436 case VAR_CurrentHP:
5437 this->sHealth = var_value;
5438 PlayAwardSound_Anim();
5439 return;
5440 case VAR_MaxHP:
5441 this->sHealth = GetMaxHealth();
5442 return;
5443 case VAR_CurrentSP:
5444 this->sMana = var_value;
5445 PlayAwardSound_Anim();
5446 return;
5447 case VAR_MaxSP:
5448 this->sMana = GetMaxMana();
5449 return;
5450 case VAR_ACModifier:
5451 this->sACModifier = (unsigned __int8)var_value;
5452 PlayAwardSound_Anim();
5453 return;
5454 case VAR_BaseLevel:
5455 this->uLevel = (unsigned __int8)var_value;
5456 PlayAwardSound_Anim();
5457 return;
5458 case VAR_LevelModifier:
5459 this->sLevelModifier = (unsigned __int8)var_value;
5460 PlayAwardSound_Anim();
5461 return;
5462 case VAR_Age:
5463 this->sAgeModifier = var_value;
5464 return;
5465 case VAR_Award:
5466 if ( !_449B57_test_bit(this->_achieved_awards_bits, var_value) && pAwards[var_value].pText )
5467 {
5468 PlayAwardSound_Anim();
5469 this->PlaySound(SPEECH_96, 0);
5470 }
5471 _449B7E_toggle_bit(this->_achieved_awards_bits, var_value, 1u);
5472 return;
5473 case VAR_Experience:
5474 this->uExperience = var_value;
5475 PlayAwardSound_Anim();
5476 return;
5477 case VAR_QBits_QuestsDone:
5478 if ( !_449B57_test_bit(pParty->_quest_bits, var_value) && pQuestTable[var_value-1] )
5479 {
5480 bFlashQuestBook = 1;
5481 pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, GetPlayerIndex());
5482 PlayAwardSound();
5483 this->PlaySound(SPEECH_93, 0);
5484 }
5485 _449B7E_toggle_bit(pParty->_quest_bits, var_value, 1u);
5486 return;
5487 case VAR_PlayerItemInHands:
5488 item.Reset();
5489 item.uItemID = var_value;
5490 item.uAttributes = 1;
5491 pParty->SetHoldingItem(&item);
5492 if ( var_value >= ITEM_ARTIFACT_PUCK && var_value <= ITEM_RELIC_MEKORIGS_HAMMER )
5493 pParty->pIsArtifactFound[var_value-500] = 1;
5494 return;
5495 case VAR_FixedGold:
5496 Party::SetGold(var_value);
5497 return;
5498 case VAR_RandomGold:
5499 v6 = rand() % var_value + 1;
5500 Party::SetGold(v6);
5501 sprintf(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[500], v6);// You have %lu gold
5502 ShowStatusBarString(pTmpBuf.data(), 2u);
5503 GameUI_DrawFoodAndGold();
5504 return;
5505 case VAR_FixedFood:
5506 Party::SetFood(var_value);
5507 PlayAwardSound_Anim();
5508 return;
5509 case VAR_RandomFood:
5510 v7 = rand() % var_value + 1;
5511 Party::SetFood(v7);
5512 sprintf(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[501], v7);// You have %lu food
5513 ShowStatusBarString(pTmpBuf.data(), 2u);
5514 GameUI_DrawFoodAndGold();
5515 PlayAwardSound_Anim();
5516 return;
5517 case VAR_BaseMight:
5518 this->uMight = (unsigned __int8)var_value;
5519 PlayAwardSound_Anim_Face(SPEECH_92);
5520 return;
5521 case VAR_BaseIntellect:
5522 this->uIntelligence = (unsigned __int8)var_value;
5523 PlayAwardSound_Anim_Face(SPEECH_92);
5524 return;
5525 case VAR_BasePersonality:
5526 this->uWillpower = (unsigned __int8)var_value;
5527 PlayAwardSound_Anim_Face(SPEECH_92);
5528 return;
5529 case VAR_BaseEndurance:
5530 this->uEndurance = (unsigned __int8)var_value;
5531 PlayAwardSound_Anim_Face(SPEECH_92);
5532 return;
5533 case VAR_BaseSpeed:
5534 this->uSpeed = (unsigned __int8)var_value;
5535 PlayAwardSound_Anim_Face(SPEECH_92);
5536 return;
5537 case VAR_BaseAccuracy:
5538 this->uAccuracy = (unsigned __int8)var_value;
5539 PlayAwardSound_Anim_Face(SPEECH_92);
5540 return;
5541 case VAR_BaseLuck:
5542 this->uLuck = (unsigned __int8)var_value;
5543 PlayAwardSound_Anim_Face(SPEECH_92);
5544 return;
5545 case VAR_MightBonus:
5546 case VAR_ActualMight:
5547 this->uMightBonus = (unsigned __int8)var_value;
5548 PlayAwardSound_Anim_Face(SPEECH_91);
5549 return;
5550 case VAR_IntellectBonus:
5551 case VAR_ActualIntellect:
5552 this->uIntelligenceBonus = (unsigned __int8)var_value;
5553 PlayAwardSound_Anim_Face(SPEECH_91);
5554 return;
5555 case VAR_PersonalityBonus:
5556 case VAR_ActualPersonality:
5557 this->uWillpowerBonus = (unsigned __int8)var_value;
5558 PlayAwardSound_Anim_Face(SPEECH_91);
5559 return;
5560 case VAR_EnduranceBonus:
5561 case VAR_ActualEndurance:
5562 this->uEnduranceBonus = (unsigned __int8)var_value;
5563 PlayAwardSound_Anim_Face(SPEECH_91);
5564 return;
5565 case VAR_SpeedBonus:
5566 case VAR_ActualSpeed:
5567 this->uSpeedBonus = (unsigned __int8)var_value;
5568 PlayAwardSound_Anim_Face(SPEECH_91);
5569 return;
5570 case VAR_AccuracyBonus:
5571 case VAR_ActualAccuracy:
5572 this->uAccuracyBonus = (unsigned __int8)var_value;
5573 PlayAwardSound_Anim_Face(SPEECH_92);
5574 return;
5575 case VAR_LuckBonus:
5576 case VAR_ActualLuck:
5577 this->uLuckBonus = (unsigned __int8)var_value;
5578 PlayAwardSound_Anim_Face(SPEECH_92);
5579 return;
5580 case VAR_FireResistance:
5581 this->sResFireBase = (unsigned __int8)var_value;
5582 PlayAwardSound_Anim_Face(SPEECH_92);
5583 return;
5584 case VAR_AirResistance:
5585 this->sResAirBase = (unsigned __int8)var_value;
5586 PlayAwardSound_Anim_Face(SPEECH_92);
5587 return;
5588 case VAR_WaterResistance:
5589 this->sResWaterBase = (unsigned __int8)var_value;
5590 PlayAwardSound_Anim_Face(SPEECH_92);
5591 return;
5592 case VAR_EarthResistance:
5593 this->sResEarthBase = (unsigned __int8)var_value;
5594 PlayAwardSound_Anim_Face(SPEECH_92);
5595 return;
5596 case VAR_SpiritResistance:
5597 this->sResSpiritBase = (unsigned __int8)var_value;
5598 PlayAwardSound_Anim_Face(SPEECH_92);
5599 return;
5600 case VAR_MindResistance:
5601 this->sResMindBase = (unsigned __int8)var_value;
5602 PlayAwardSound_Anim_Face(SPEECH_92);
5603 return;
5604 case VAR_BodyResistance:
5605 this->sResBodyBase = (unsigned __int8)var_value;
5606 PlayAwardSound_Anim_Face(SPEECH_92);
5607 return;
5608 case VAR_LightResistance:
5609 this->sResLightBase = (unsigned __int8)var_value;
5610 PlayAwardSound_Anim_Face(SPEECH_92);
5611 return;
5612 case VAR_DarkResistance:
5613 this->sResDarkBase = (unsigned __int8)var_value;
5614 PlayAwardSound_Anim_Face(SPEECH_92);
5615 return;
5616 case VAR_MagicResistance:
5617 this->sResMagicBase = (unsigned __int8)var_value;
5618 PlayAwardSound_Anim_Face(SPEECH_92);
5619 return;
5620 case VAR_FireResistanceBonus:
5621 this->sResFireBonus = (unsigned __int8)var_value;
5622 PlayAwardSound_Anim_Face(SPEECH_91);
5623 return;
5624 case VAR_AirResistanceBonus:
5625 this->sResAirBonus = (unsigned __int8)var_value;
5626 PlayAwardSound_Anim_Face(SPEECH_91);
5627 return;
5628 case VAR_WaterResistanceBonus:
5629 this->sResWaterBonus = (unsigned __int8)var_value;
5630 PlayAwardSound_Anim_Face(SPEECH_91);
5631 return;
5632 case VAR_EarthResistanceBonus:
5633 this->sResEarthBonus = (unsigned __int8)var_value;
5634 PlayAwardSound_Anim_Face(SPEECH_91);
5635 return;
5636 case VAR_SpiritResistanceBonus:
5637 this->sResSpiritBonus = (unsigned __int8)var_value;
5638 PlayAwardSound_Anim_Face(SPEECH_91);
5639 return;
5640 case VAR_MindResistanceBonus:
5641 this->sResMindBonus = (unsigned __int8)var_value;
5642 PlayAwardSound_Anim_Face(SPEECH_91);
5643 return;
5644 case VAR_BodyResistanceBonus:
5645 this->sResBodyBonus = (unsigned __int8)var_value;
5646 PlayAwardSound_Anim_Face(SPEECH_91);
5647 return;
5648 case VAR_LightResistanceBonus:
5649 this->sResLightBonus = (unsigned __int8)var_value;
5650 PlayAwardSound_Anim_Face(SPEECH_91);
5651 return;
5652 case VAR_DarkResistanceBonus:
5653 this->sResDarkBonus = (unsigned __int8)var_value;
5654 PlayAwardSound_Anim_Face(SPEECH_91);
5655 return;
5656 case VAR_PhysicalResistanceBonus:
5657 Error("Physical res. bonus not used");
5658 return;
5659 case VAR_MagicResistanceBonus:
5660 this->sResMagicBonus = (unsigned __int8)var_value;
5661 PlayAwardSound_Anim_Face(SPEECH_91);
5662 return;
5663 case VAR_Cursed:
5664 this->SetCondition(Condition_Cursed, 1);
5665 PlayAwardSound_Anim();
5666 return;
5667 case VAR_Weak:
5668 this->SetCondition(Condition_Weak, 1);
5669 PlayAwardSound_Anim();
5670 return;
5671 case VAR_Asleep:
5672 this->SetCondition(Condition_Sleep, 1);
5673 PlayAwardSound_Anim();
5674 return;
5675 case VAR_Afraid:
5676 this->SetCondition(Condition_Fear, 1);
5677 PlayAwardSound_Anim();
5678 return;
5679 case VAR_Drunk:
5680 this->SetCondition(Condition_Drunk, 1);
5681 PlayAwardSound_Anim();
5682 return;
5683 case VAR_Insane:
5684 this->SetCondition(Condition_Insane, 1);
5685 PlayAwardSound_Anim();
5686 return;
5687 case VAR_PoisonedGreen:
5688 this->SetCondition(Condition_Poison_Weak, 1);
5689 PlayAwardSound_Anim();
5690 return;
5691 case VAR_DiseasedGreen:
5692 this->SetCondition(Condition_Disease_Weak, 1);
5693 PlayAwardSound_Anim();
5694 return;
5695 case VAR_PoisonedYellow:
5696 this->SetCondition(Condition_Poison_Medium, 1);
5697 PlayAwardSound_Anim();
5698 return;
5699 case VAR_DiseasedYellow:
5700 this->SetCondition(Condition_Disease_Medium, 1);
5701 PlayAwardSound_Anim();
5702 return;
5703 case VAR_PoisonedRed:
5704 this->SetCondition(Condition_Poison_Severe, 1);
5705 PlayAwardSound_Anim();
5706 return;
5707 case VAR_DiseasedRed:
5708 this->SetCondition(Condition_Disease_Severe, 1);
5709 PlayAwardSound_Anim();
5710 return;
5711 case VAR_Paralyzed:
5712 this->SetCondition(Condition_Paralyzed, 1);
5713 PlayAwardSound_Anim();
5714 return;
5715 case VAR_Unconsious:
5716 this->SetCondition(Condition_Unconcious, 1);
5717 PlayAwardSound_Anim();
5718 return;
5719 case VAR_Dead:
5720 this->SetCondition(Condition_Dead, 1);
5721 PlayAwardSound_Anim();
5722 return;
5723 case VAR_Stoned:
5724 this->SetCondition(Condition_Pertified, 1);
5725 PlayAwardSound_Anim();
5726 return;
5727 case VAR_Eradicated:
5728 this->SetCondition(Condition_Eradicated, 1);
5729 PlayAwardSound_Anim();
5730 return;
5731 case VAR_MajorCondition:
5732 pConditions.fill(0);
5733 PlayAwardSound_Anim();
5734 return;
5735 case VAR_AutoNotes:
5736 if ( !_449B57_test_bit(pParty->_autonote_bits, var_value) && pAutonoteTxt[var_value-1].pText )
5737 {
5738 pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, GetPlayerIndex());
5739 this->PlaySound(SPEECH_96, 0);
5740 bFlashAutonotesBook = 1;
5741 _506568_autonote_type = pAutonoteTxt[var_value-1].eType;// dword_72371C[2 * a3];
5742 }
5743 _449B7E_toggle_bit(pParty->_autonote_bits, var_value, 1u);
5744 PlayAwardSound();
5745 return;
5746 case VAR_PlayerBits:
5747 _449B7E_toggle_bit((unsigned char *)playerEventBits, var_value, 1u);
5748 return;
5749 case VAR_NPCs2:
5750 pParty->hirelingScrollPosition = 0;
5751 LOBYTE(pNPCStats->pNewNPCData[var_value].uFlags) |= 0x80u;
5752 pParty->CountHirelings();
5753 viewparams->bRedrawGameUI = true;
5754 return;
5755 case VAR_NumSkillPoints:
5756 this->uSkillPoints = var_value;
5757 return;
5758 case VAR_Counter1:
5759 case VAR_Counter2:
5760 case VAR_Counter3:
5761 case VAR_Counter4:
5762 case VAR_Counter5:
5763 case VAR_Counter6:
5764 case VAR_Counter7:
5765 case VAR_Counter8:
5766 case VAR_Counter9:
5767 case VAR_Counter10:
5768 pParty->PartyTimes.CounterEventValues[var_type - VAR_Counter1] = pParty->uTimePlayed; // *(int *)&stru_AA1058[3].pSounds[8 * var_type + 44300] = LODWORD(pParty->uTimePlayed);*(int *)&stru_AA1058[3].pSounds[8 * var_type + 44304] = HIDWORD(pParty->uTimePlayed);
5769 return;
5770 case VAR_ReputationInCurrentLocation:
5771 v24 = &pOutdoor->ddm;
5772 if ( uCurrentlyLoadedLevelType != LEVEL_Outdoor )
5773 v24 = &pIndoor->dlv;
5774 v24->uReputation = var_value;
5775 if ( var_value > 10000 )
5776 v24->uReputation = 10000;
5777 return;
5778 case VAR_GoldInBank:
5779 pParty->uNumGoldInBank = var_value;
5780 return;
5781 case VAR_NumDeaths:
5782 pParty->uNumDeaths = var_value;
5783 return;
5784 case VAR_NumBounties:
5785 pParty->uNumBountiesCollected = var_value;
5786 return;
5787 case VAR_PrisonTerms:
5788 pParty->uNumPrisonTerms = var_value;
5789 return;
5790 case VAR_ArenaWinsPage:
5791 pParty->uNumArenaPageWins = var_value;
5792 return;
5793 case VAR_ArenaWinsSquire:
5794 pParty->uNumArenaSquireWins = var_value;
5795 return;
5796 case VAR_ArenaWinsKnight:
5797 pParty->uNumArenaKnightWins = var_value;
5798 return;
5799 case VAR_ArenaWinsLord:
5800 pParty->uNumArenaLordWins = var_value;
5801 return;
5802 case VAR_StaffSkill:
5803 SetSkillByEvent(&Player::skillStaff, var_value);
5804 return;
5805 case VAR_SwordSkill:
5806 SetSkillByEvent(&Player::skillSword, var_value);
5807 return;
5808 case VAR_DaggerSkill:
5809 SetSkillByEvent(&Player::skillDagger, var_value);
5810 return;
5811 case VAR_AxeSkill:
5812 SetSkillByEvent(&Player::skillAxe, var_value);
5813 return;
5814 case VAR_SpearSkill:
5815 SetSkillByEvent(&Player::skillSpear, var_value);
5816 return;
5817 case VAR_BowSkill:
5818 SetSkillByEvent(&Player::skillBow, var_value);
5819 return;
5820 case VAR_MaceSkill:
5821 SetSkillByEvent(&Player::skillMace, var_value);
5822 return;
5823 case VAR_BlasterSkill:
5824 SetSkillByEvent(&Player::skillBlaster, var_value);
5825 return;
5826 case VAR_ShieldSkill:
5827 SetSkillByEvent(&Player::skillShield, var_value);
5828 return;
5829 case VAR_LeatherSkill:
5830 SetSkillByEvent(&Player::skillLeather, var_value);
5831 return;
5832 case VAR_SkillChain:
5833 SetSkillByEvent(&Player::skillChain, var_value);
5834 return;
5835 case VAR_PlateSkill:
5836 SetSkillByEvent(&Player::skillPlate, var_value);
5837 return;
5838 case VAR_FireSkill:
5839 SetSkillByEvent(&Player::skillFire, var_value);
5840 return;
5841 case VAR_AirSkill:
5842 SetSkillByEvent(&Player::skillAir, var_value);
5843 return;
5844 case VAR_WaterSkill:
5845 SetSkillByEvent(&Player::skillWater, var_value);
5846 return;
5847 case VAR_EarthSkill:
5848 SetSkillByEvent(&Player::skillEarth, var_value);
5849 return;
5850 case VAR_SpiritSkill:
5851 SetSkillByEvent(&Player::skillSpirit, var_value);
5852 return;
5853 case VAR_MindSkill:
5854 SetSkillByEvent(&Player::skillMind, var_value);
5855 return;
5856 case VAR_BodySkill:
5857 SetSkillByEvent(&Player::skillBody, var_value);
5858 return;
5859 case VAR_LightSkill:
5860 SetSkillByEvent(&Player::skillLight, var_value);
5861 return;
5862 case VAR_DarkSkill:
5863 SetSkillByEvent(&Player::skillDark, var_value);
5864 return;
5865 case VAR_IdentifyItemSkill:
5866 SetSkillByEvent(&Player::skillItemId, var_value);
5867 return;
5868 case VAR_MerchantSkill:
5869 SetSkillByEvent(&Player::skillMerchant, var_value);
5870 return;
5871 case VAR_RepairSkill:
5872 SetSkillByEvent(&Player::skillRepair, var_value);
5873 return;
5874 case VAR_BodybuildingSkill:
5875 SetSkillByEvent(&Player::skillBodybuilding, var_value);
5876 return;
5877 case VAR_MeditationSkill:
5878 SetSkillByEvent(&Player::skillMeditation, var_value);
5879 return;
5880 case VAR_PerceptionSkill:
5881 SetSkillByEvent(&Player::skillPerception, var_value);
5882 return;
5883 case VAR_DiplomacySkill:
5884 SetSkillByEvent(&Player::skillDiplomacy, var_value);
5885 return;
5886 case VAR_ThieverySkill:
5887 Error ("Thieving unsupported");
5888 return;
5889 case VAR_DisarmTrapSkill:
5890 SetSkillByEvent(&Player::skillDisarmTrap, var_value);
5891 return;
5892 case VAR_DodgeSkill:
5893 SetSkillByEvent(&Player::skillDodge, var_value);
5894 return;
5895 case VAR_UnarmedSkill:
5896 SetSkillByEvent(&Player::skillUnarmed, var_value);
5897 return;
5898 case VAR_IdentifyMonsterSkill:
5899 SetSkillByEvent(&Player::skillMonsterId, var_value);
5900 return;
5901 case VAR_ArmsmasterSkill:
5902 SetSkillByEvent(&Player::skillArmsmaster, var_value);
5903 return;
5904 case VAR_StealingSkill:
5905 SetSkillByEvent(&Player::skillStealing, var_value);
5906 return;
5907 case VAR_AlchemySkill:
5908 SetSkillByEvent(&Player::skillAlchemy, var_value);
5909 return;
5910 case VAR_LearningSkill:
5911 SetSkillByEvent(&Player::skillLearning, var_value);
5912 return;
5913 }
5914 }
5915
5916
5917 //----- (new function) --------------------------------------------------------
5918 void Player::PlayAwardSound()
5919 {
5920 int playerIndex = GetPlayerIndex();
5921 signed int v25 = 8 * playerIndex + 400;
5922 LOBYTE(v25) = PID(OBJECT_Player,playerIndex - 112);
5923 pAudioPlayer->PlaySound(SOUND_20001, v25, 0, -1, 0, 0, 0, 0);
5924 }
5925
5926 //----- (new function) --------------------------------------------------------
5927 void Player::PlayAwardSound_Anim()
5928 {
5929 int playerIndex = GetPlayerIndex();
5930 pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, playerIndex);
5931 PlayAwardSound();
5932 }
5933
5934 //----- (new function) --------------------------------------------------------
5935 void Player::PlayAwardSound_Anim_Face( PlayerSpeech speech )
5936 {
5937 this->PlaySound(speech, 0);
5938 PlayAwardSound_Anim();
5939 }
5940
5941 //----- (new function) --------------------------------------------------------
5942 void Player::SetSkillByEvent( unsigned __int16 Player::* skillToSet, unsigned __int16 skillValue )
5943 {
5944 unsigned __int16 currSkillValue = this->*skillToSet;
5945 if ( skillValue > 63 ) //the original had the condition reversed which was probably wrong
5946 {
5947 this->*skillToSet = skillValue | currSkillValue & 63;
5948 }
5949 else
5950 {
5951 this->*skillToSet = skillValue | currSkillValue & 0xC0;
5952 }
5953 int playerIndex = GetPlayerIndex();
5954 pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, playerIndex);
5955 PlayAwardSound();
5956 }
5957
5958 //----- (0044AFFB) --------------------------------------------------------
5959 void Player::AddVariable(enum VariableType var_type, signed int val)
5960 {
5961 int v6; // eax@15
5962 unsigned int v7; // esi@18
5963 DDM_DLV_Header *v27; // eax@153
5964 ItemGen item; // [sp+Ch] [bp-2Ch]@45
5965
5966 if ( var_type >= VAR_Counter1 && var_type <= VAR_Counter10)
5967 {
5968 pParty->PartyTimes.CounterEventValues[var_type - VAR_Counter1] = pParty->uTimePlayed;
5969 return;
5970 }
5971
5972 if ( var_type >= VAR_UnknownTimeEvent0 && var_type <= VAR_UnknownTimeEvent19 )
5973 {
5974 pParty->PartyTimes._s_times[var_type - VAR_UnknownTimeEvent0] = pParty->uTimePlayed;
5975 PlayAwardSound();
5976 return;
5977 }
5978
5979 if ( var_type >= VAR_MapPersistentVariable_0 && var_type <= VAR_MapPersistentVariable_99 )
5980 {
5981
5982 if ( var_type >= VAR_MapPersistentVariable_0 && var_type <= VAR_MapPersistentVariable_74 )
5983 {
5984 if (255 - val > stru_5E4C90_MapPersistVars.field_0[var_type - VAR_MapPersistentVariable_0])
5985 stru_5E4C90_MapPersistVars.field_0[var_type - VAR_MapPersistentVariable_0] += val;
5986 else
5987 stru_5E4C90_MapPersistVars.field_0[var_type - VAR_MapPersistentVariable_0] = 255;
5988 }
5989 if ( (signed int)var_type >= VAR_MapPersistentVariable_75 && var_type <= VAR_MapPersistentVariable_99 )
5990 {
5991 if (255 - val > stru_5E4C90_MapPersistVars._decor_events[var_type - VAR_MapPersistentVariable_75])
5992 stru_5E4C90_MapPersistVars._decor_events[var_type - VAR_MapPersistentVariable_75] += val;
5993 else
5994 stru_5E4C90_MapPersistVars._decor_events[var_type - VAR_MapPersistentVariable_75] = 255;
5995 }
5996 return;
5997 }
5998
5999 if ( var_type >= VAR_History_0 && var_type <= VAR_History_28)
6000 {
6001 if (!pParty->PartyTimes.HistoryEventTimes[var_type - VAR_History_0])
6002 {
6003 pParty->PartyTimes.HistoryEventTimes[var_type - VAR_History_0] = pParty->uTimePlayed;
6004 if (pStorylineText->StoreLine[var_type - VAR_History_0].pText = 0)
6005 {
6006 bFlashHistoryBook = 1;
6007 PlayAwardSound();
6008 }
6009 }
6010 return;
6011 }
6012
6013 switch ( var_type )
6014 {
6015 case VAR_RandomGold:
6016 if ( val == 0 )
6017 val = 1;
6018 v6 = rand();
6019 pParty->PartyFindsGold(v6 % val + 1, 1);
6020 GameUI_DrawFoodAndGold();
6021 return;
6022 case VAR_RandomFood:
6023 if ( val == 0 )
6024 val = 1;
6025 v7 = rand() % val + 1;
6026 Party::GiveFood(v7);
6027 sprintf(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[502], v7);// You find %lu food
6028 ShowStatusBarString(pTmpBuf.data(), 2u);
6029 GameUI_DrawFoodAndGold();
6030 PlayAwardSound();
6031 return;
6032 case VAR_Sex:
6033 this->uSex = (PLAYER_SEX)val;
6034 PlayAwardSound_Anim97();
6035 return;
6036 case VAR_Class:
6037 this->classType = (PLAYER_CLASS_TYPE)val;
6038 PlayAwardSound_Anim97();
6039 return;
6040 case VAR_CurrentHP:
6041 this->sHealth = min(this->sHealth + val, this->GetMaxHealth() );
6042 PlayAwardSound_Anim97();
6043 return;
6044 case VAR_MaxHP:
6045 this->_health_related = 0;
6046 this->uFullHealthBonus = 0;
6047 this->sHealth = this->GetMaxHealth();
6048 return;
6049 case VAR_CurrentSP:
6050 this->sMana = min(this->sMana + val, this->GetMaxMana() );
6051 PlayAwardSound_Anim97();
6052 return;
6053 case VAR_MaxSP:
6054 this->_mana_related = 0;
6055 this->uFullManaBonus = 0;
6056 this->sMana = GetMaxMana();
6057 return;
6058 case VAR_ACModifier:
6059 this->sACModifier = min(this->sACModifier + val, 255);
6060 PlayAwardSound_Anim97();
6061 return;
6062 case VAR_BaseLevel:
6063 this->uLevel = min(this->uLevel + val, 255);
6064 PlayAwardSound_Anim97();
6065 return;
6066 case VAR_LevelModifier:
6067 this->sLevelModifier = min(this->sLevelModifier + val, 255);
6068 PlayAwardSound_Anim97();
6069 return;
6070 case VAR_Age:
6071 this->sAgeModifier += val;
6072 return;
6073 case VAR_Award:
6074 if (_449B57_test_bit(this->_achieved_awards_bits, val) && pAwards[val].pText )
6075 {
6076 PlayAwardSound_Anim97_Face(SPEECH_96);
6077 }
6078 _449B7E_toggle_bit(this->_achieved_awards_bits, val, 1);
6079 return;
6080 case VAR_Experience:
6081 this->uExperience = min(this->uExperience + val, 4000000000i64);
6082 PlayAwardSound_Anim97();
6083 return;
6084 case VAR_QBits_QuestsDone:
6085 if ( !_449B57_test_bit(pParty->_quest_bits, val) && pQuestTable[val] )
6086 {
6087 bFlashQuestBook = 1;
6088 PlayAwardSound_Anim97_Face(SPEECH_93);
6089 }
6090 _449B7E_toggle_bit(pParty->_quest_bits, val, 1);
6091 return;
6092 case VAR_PlayerItemInHands:
6093 item.Reset();
6094 item.uAttributes = 1;
6095 item.uItemID = val;
6096 if ( val >= ITEM_ARTIFACT_PUCK && val <= ITEM_RELIC_MEKORIGS_HAMMER )
6097 pParty->pIsArtifactFound[val-500] = 1;
6098 else if ( val >= ITEM_WAND_FIRE && val <= ITEM_WAND_INCENERATION )
6099 {
6100 item.uNumCharges = rand() % 6 + item.GetDamageMod() + 1;
6101 item.uMaxCharges = LOBYTE(item.uNumCharges);
6102 }
6103 pParty->SetHoldingItem(&item);
6104 return;
6105 case VAR_FixedGold:
6106 pParty->PartyFindsGold(val, 1);
6107 return;
6108 case VAR_BaseMight:
6109 this->uMight = min(this->uMight + val, 255);
6110 PlayAwardSound_Anim97_Face(SPEECH_92);
6111 return;
6112 case VAR_BaseIntellect:
6113 this->uIntelligence = min(this->uIntelligence + val, 255);
6114 PlayAwardSound_Anim97_Face(SPEECH_92);
6115 return;
6116 case VAR_BasePersonality:
6117 this->uWillpower = min(this->uWillpower + val, 255);
6118 PlayAwardSound_Anim97_Face(SPEECH_92);
6119 return;
6120 case VAR_BaseEndurance:
6121 this->uEndurance = min(this->uEndurance + val, 255);
6122 PlayAwardSound_Anim97_Face(SPEECH_92);
6123 return;
6124 case VAR_BaseSpeed:
6125 this->uSpeed = min(this->uSpeed + val, 255);
6126 PlayAwardSound_Anim97_Face(SPEECH_92);
6127 return;
6128 case VAR_BaseAccuracy:
6129 this->uAccuracy = min(this->uAccuracy + val, 255);
6130 PlayAwardSound_Anim97_Face(SPEECH_92);
6131 return;
6132 case VAR_BaseLuck:
6133 this->uLuck = min(this->uLuck + val, 255);
6134 PlayAwardSound_Anim97_Face(SPEECH_92);
6135 return;
6136 case VAR_FixedFood:
6137 Party::GiveFood(val);
6138 sprintfex(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[502], val);
6139 ShowStatusBarString(pTmpBuf.data(), 2u);
6140 if ( pParty->uNumFoodRations > 0xFFFF )
6141 Party::SetFood(0xFFFFu);
6142 PlayAwardSound();
6143 return;
6144 case VAR_MightBonus:
6145 case VAR_ActualMight:
6146 this->uMightBonus = min(this->uMightBonus + val, 255);
6147 PlayAwardSound_Anim97_Face(SPEECH_91);
6148 return;
6149 case VAR_IntellectBonus:
6150 case VAR_ActualIntellect:
6151 this->uIntelligenceBonus = min(this->uIntelligenceBonus + val, 255);
6152 PlayAwardSound_Anim97_Face(SPEECH_91);
6153 return;
6154 case VAR_PersonalityBonus:
6155 case VAR_ActualPersonality:
6156 this->uWillpowerBonus = min(this->uWillpowerBonus + val, 255);
6157 PlayAwardSound_Anim97_Face(SPEECH_91);
6158 return;
6159 case VAR_EnduranceBonus:
6160 case VAR_ActualEndurance:
6161 this->uEnduranceBonus = min(this->uEnduranceBonus + val, 255);
6162 PlayAwardSound_Anim97_Face(SPEECH_91);
6163 return;
6164 case VAR_SpeedBonus:
6165 case VAR_ActualSpeed:
6166 this->uSpeedBonus = min(this->uSpeedBonus + val, 255);
6167 PlayAwardSound_Anim97_Face(SPEECH_91);
6168 return;
6169 case VAR_AccuracyBonus:
6170 case VAR_ActualAccuracy:
6171 this->uAccuracyBonus = min(this->uAccuracyBonus + val, 255);
6172 PlayAwardSound_Anim97_Face(SPEECH_91);
6173 return;
6174 case VAR_LuckBonus:
6175 case VAR_ActualLuck:
6176 this->uLuckBonus = min(this->uLuckBonus + val, 255);
6177 PlayAwardSound_Anim97_Face(SPEECH_91);
6178 return;
6179 case VAR_FireResistance:
6180 this->sResFireBase = min(this->sResFireBase + val, 255);
6181 PlayAwardSound_Anim97_Face(SPEECH_92);
6182 return;
6183 case VAR_AirResistance:
6184 this->sResAirBase = min(this->sResAirBase + val, 255);
6185 PlayAwardSound_Anim97_Face(SPEECH_92);
6186 return;
6187 case VAR_WaterResistance:
6188 this->sResWaterBase = min(this->sResWaterBase + val, 255);
6189 PlayAwardSound_Anim97_Face(SPEECH_92);
6190 return;
6191 case VAR_EarthResistance:
6192 this->sResEarthBase = min(this->sResEarthBase + val, 255);
6193 PlayAwardSound_Anim97_Face(SPEECH_92);
6194 return;
6195 case VAR_SpiritResistance:
6196 this->sResSpiritBase = min(this->sResSpiritBase + val, 255);
6197 PlayAwardSound_Anim97_Face(SPEECH_92);
6198 return;
6199 case VAR_MindResistance:
6200 this->sResMindBase = min(this->sResMindBase + val, 255);
6201 PlayAwardSound_Anim97_Face(SPEECH_92);
6202 return;
6203 case VAR_BodyResistance:
6204 this->sResBodyBase = min(this->sResBodyBase + val, 255);
6205 PlayAwardSound_Anim97_Face(SPEECH_92);
6206 return;
6207 case VAR_LightResistance:
6208 this->sResLightBase = min(this->sResLightBase + val, 255);
6209 PlayAwardSound_Anim97_Face(SPEECH_92);
6210 return;
6211 case VAR_DarkResistance:
6212 this->sResDarkBase = min(this->sResDarkBase + val, 255);
6213 PlayAwardSound_Anim97_Face(SPEECH_92);
6214 return;
6215 case VAR_MagicResistance:
6216 this->sResMagicBase = min(this->sResMagicBase + val, 255);
6217 PlayAwardSound_Anim97_Face(SPEECH_92);
6218 return;
6219 case VAR_FireResistanceBonus:
6220 this->sResFireBonus = min(this->sResFireBonus + val, 255);
6221 PlayAwardSound_Anim97_Face(SPEECH_91);
6222 return;
6223 case VAR_AirResistanceBonus:
6224 this->sResAirBonus = min(this->sResAirBonus + val, 255);
6225 PlayAwardSound_Anim97_Face(SPEECH_91);
6226 return;
6227 case VAR_WaterResistanceBonus:
6228 this->sResWaterBonus = min(this->sResWaterBonus + val, 255);
6229 PlayAwardSound_Anim97_Face(SPEECH_91);
6230 return;
6231 case VAR_EarthResistanceBonus:
6232 this->sResEarthBonus = min(this->sResEarthBonus + val, 255);
6233 PlayAwardSound_Anim97_Face(SPEECH_91);
6234 return;
6235 case VAR_SpiritResistanceBonus:
6236 this->sResSpiritBonus = min(this->sResSpiritBonus + val, 255);
6237 PlayAwardSound_Anim97_Face(SPEECH_91);
6238 return;
6239 case VAR_MindResistanceBonus:
6240 this->sResMindBonus = min(this->sResMindBonus + val, 255);
6241 PlayAwardSound_Anim97_Face(SPEECH_91);
6242 return;
6243 case VAR_BodyResistanceBonus:
6244 this->sResBodyBonus = min(this->sResBodyBonus + val, 255);
6245 PlayAwardSound_Anim97_Face(SPEECH_91);
6246 return;
6247 case VAR_LightResistanceBonus:
6248 this->sResLightBonus = min(this->sResLightBonus + val, 255);
6249 PlayAwardSound_Anim97_Face(SPEECH_91);
6250 return;
6251 case VAR_DarkResistanceBonus:
6252 this->sResDarkBonus = min(this->sResDarkBonus + val, 255);
6253 PlayAwardSound_Anim97_Face(SPEECH_91);
6254 return;
6255 case VAR_MagicResistanceBonus:
6256 this->sResMagicBonus = min(this->sResMagicBonus + val, 255);
6257 PlayAwardSound_Anim97_Face(SPEECH_91);
6258 return;
6259 case VAR_Cursed:
6260 this->SetCondition(Condition_Cursed, 1);
6261 PlayAwardSound_Anim97();
6262 return;
6263 case VAR_Weak:
6264 this->SetCondition(Condition_Weak, 1);
6265 PlayAwardSound_Anim97();
6266 return;
6267 case VAR_Asleep:
6268 this->SetCondition(Condition_Sleep, 1);
6269 PlayAwardSound_Anim97();
6270 return;
6271 case VAR_Afraid:
6272 this->SetCondition(Condition_Fear, 1);
6273 PlayAwardSound_Anim97();
6274 return;
6275 case VAR_Drunk:
6276 this->SetCondition(Condition_Drunk, 1);
6277 PlayAwardSound_Anim97();
6278 return;
6279 case VAR_Insane:
6280 this->SetCondition(Condition_Insane, 1);
6281 PlayAwardSound_Anim97();
6282 return;
6283 case VAR_PoisonedGreen:
6284 this->SetCondition(Condition_Poison_Weak, 1);
6285 PlayAwardSound_Anim97();
6286 return;
6287 case VAR_DiseasedGreen:
6288 this->SetCondition(Condition_Disease_Weak, 1);
6289 PlayAwardSound_Anim97();
6290 return;
6291 case VAR_PoisonedYellow:
6292 this->SetCondition(Condition_Poison_Medium, 1);
6293 PlayAwardSound_Anim97();
6294 return;
6295 case VAR_DiseasedYellow:
6296 this->SetCondition(Condition_Disease_Medium, 1);
6297 PlayAwardSound_Anim97();
6298 return;
6299 case VAR_PoisonedRed:
6300 this->SetCondition(Condition_Poison_Severe, 1);
6301 PlayAwardSound_Anim97();
6302 return;
6303 case VAR_DiseasedRed:
6304 this->SetCondition(Condition_Disease_Severe, 1);
6305 PlayAwardSound_Anim97();
6306 return;
6307 case VAR_Paralyzed:
6308 this->SetCondition(Condition_Paralyzed, 1);
6309 PlayAwardSound_Anim97();
6310 return;
6311 case VAR_Unconsious:
6312 this->SetCondition(Condition_Unconcious, 1);
6313 PlayAwardSound_Anim97();
6314 return;
6315 case VAR_Dead:
6316 this->SetCondition(Condition_Dead, 1);
6317 PlayAwardSound_Anim97();
6318 return;
6319 case VAR_Stoned:
6320 this->SetCondition(Condition_Pertified, 1);
6321 PlayAwardSound_Anim97();
6322 return;
6323 case VAR_Eradicated:
6324 this->SetCondition(Condition_Eradicated, 1);
6325 PlayAwardSound_Anim97();
6326 return;
6327 case VAR_MajorCondition :
6328 pConditions.fill(0);
6329 PlayAwardSound_Anim97();
6330 return;
6331 case VAR_AutoNotes:
6332 if ( !_449B57_test_bit(pParty->_autonote_bits, val) && pAutonoteTxt[val].pText )
6333 {
6334 this->PlaySound(SPEECH_96, 0);
6335 bFlashAutonotesBook = 1;
6336 _506568_autonote_type = pAutonoteTxt[val].eType;
6337 pGame->pStru6Instance->SetPlayerBuffAnim(0x97u, GetPlayerIndex());
6338 }
6339 _449B7E_toggle_bit(pParty->_autonote_bits, val, 1);
6340 PlayAwardSound();
6341 return;
6342 case VAR_PlayerBits:
6343 _449B7E_toggle_bit((unsigned char *)this->playerEventBits, val, 1u);
6344 return;
6345 case VAR_NPCs2:
6346 pParty->hirelingScrollPosition = 0;
6347 LOBYTE(pNPCStats->pNewNPCData[val].uFlags) |= 0x80u;
6348 pParty->CountHirelings();
6349 viewparams->bRedrawGameUI = true;
6350 return;
6351 case VAR_NumSkillPoints:
6352 this->uSkillPoints += val;
6353 return;
6354 case VAR_ReputationInCurrentLocation:
6355 v27 = &pOutdoor->ddm;
6356 if ( uCurrentlyLoadedLevelType != LEVEL_Outdoor )
6357 v27 = &pIndoor->dlv;
6358 v27->uReputation += val;
6359 if ( v27->uReputation > 10000 )
6360 v27->uReputation = 10000;
6361 return;
6362 case VAR_GoldInBank:
6363 pParty->uNumGoldInBank += val;
6364 return;
6365 case VAR_NumDeaths:
6366 pParty->uNumDeaths += val;
6367 return;
6368 case VAR_NumBounties:
6369 pParty->uNumBountiesCollected += val;
6370 return;
6371 case VAR_PrisonTerms:
6372 pParty->uNumPrisonTerms += val;
6373 return;
6374 case VAR_ArenaWinsPage:
6375 pParty->uNumArenaPageWins += val;
6376 return;
6377 case VAR_ArenaWinsSquire:
6378 pParty->uNumArenaSquireWins += val;
6379 return;
6380 case VAR_ArenaWinsKnight:
6381 pParty->uNumArenaKnightWins += val;
6382 return;
6383 case VAR_ArenaWinsLord:
6384 pParty->uNumArenaLordWins += val;
6385 return;
6386 case VAR_StaffSkill:
6387 AddSkillByEvent(&Player::skillStaff, val);
6388 return;
6389 case VAR_SwordSkill:
6390 AddSkillByEvent(&Player::skillSword, val);
6391 return;
6392 case VAR_DaggerSkill:
6393 AddSkillByEvent(&Player::skillDagger, val);
6394 return;
6395 case VAR_AxeSkill:
6396 AddSkillByEvent(&Player::skillAxe, val);
6397 return;
6398 case VAR_SpearSkill:
6399 AddSkillByEvent(&Player::skillSpear, val);
6400 return;
6401 case VAR_BowSkill:
6402 AddSkillByEvent(&Player::skillBow, val);
6403 return;
6404 case VAR_MaceSkill:
6405 AddSkillByEvent(&Player::skillMace, val);
6406 return;
6407 case VAR_BlasterSkill:
6408 AddSkillByEvent(&Player::skillBlaster, val);
6409 return;
6410 case VAR_ShieldSkill:
6411 AddSkillByEvent(&Player::skillShield, val);
6412 return;
6413 case VAR_LeatherSkill:
6414 AddSkillByEvent(&Player::skillLeather, val);
6415 return;
6416 case VAR_SkillChain:
6417 AddSkillByEvent(&Player::skillChain, val);
6418 return;
6419 case VAR_PlateSkill:
6420 AddSkillByEvent(&Player::skillPlate, val);
6421 return;
6422 case VAR_FireSkill:
6423 AddSkillByEvent(&Player::skillFire, val);
6424 return;
6425 case VAR_AirSkill:
6426 AddSkillByEvent(&Player::skillAir, val);
6427 return;
6428 case VAR_WaterSkill:
6429 AddSkillByEvent(&Player::skillWater, val);
6430 return;
6431 case VAR_EarthSkill:
6432 AddSkillByEvent(&Player::skillEarth, val);
6433 return;
6434 case VAR_SpiritSkill:
6435 AddSkillByEvent(&Player::skillSpirit, val);
6436 return;
6437 case VAR_MindSkill:
6438 AddSkillByEvent(&Player::skillMind, val);
6439 return;
6440 case VAR_BodySkill:
6441 AddSkillByEvent(&Player::skillBody, val);
6442 return;
6443 case VAR_LightSkill:
6444 AddSkillByEvent(&Player::skillLight, val);
6445 return;
6446 case VAR_DarkSkill:
6447 AddSkillByEvent(&Player::skillDark, val);
6448 return;
6449 case VAR_IdentifyItemSkill:
6450 AddSkillByEvent(&Player::skillItemId, val);
6451 return;
6452 case VAR_MerchantSkill:
6453 AddSkillByEvent(&Player::skillMerchant, val);
6454 return;
6455 case VAR_RepairSkill:
6456 AddSkillByEvent(&Player::skillRepair, val);
6457 return;
6458 case VAR_BodybuildingSkill:
6459 AddSkillByEvent(&Player::skillBodybuilding, val);
6460 return;
6461 case VAR_MeditationSkill:
6462 AddSkillByEvent(&Player::skillMeditation, val);
6463 return;
6464 case VAR_PerceptionSkill:
6465 AddSkillByEvent(&Player::skillPerception, val);
6466 return;
6467 case VAR_DiplomacySkill:
6468 AddSkillByEvent(&Player::skillDiplomacy, val);
6469 return;
6470 case VAR_ThieverySkill:
6471 Error ("Thieving unsupported");
6472 return;
6473 case VAR_DisarmTrapSkill:
6474 AddSkillByEvent(&Player::skillDisarmTrap, val);
6475 return;
6476 case VAR_DodgeSkill:
6477 AddSkillByEvent(&Player::skillDodge, val);
6478 return;
6479 case VAR_UnarmedSkill:
6480 AddSkillByEvent(&Player::skillUnarmed, val);
6481 return;
6482 case VAR_IdentifyMonsterSkill:
6483 AddSkillByEvent(&Player::skillMonsterId, val);
6484 return;
6485 case VAR_ArmsmasterSkill:
6486 AddSkillByEvent(&Player::skillArmsmaster, val);
6487 return;
6488 case VAR_StealingSkill:
6489 AddSkillByEvent(&Player::skillStealing, val);
6490 return;
6491 case VAR_AlchemySkill:
6492 AddSkillByEvent(&Player::skillAlchemy, val);
6493 return;
6494 case VAR_LearningSkill:
6495 AddSkillByEvent(&Player::skillLearning, val);
6496 return;
6497 default:
6498 return;
6499 }
6500 }
6501
6502 //----- (new function) --------------------------------------------------------
6503 void Player::PlayAwardSound_Anim97()
6504 {
6505 int playerIndex = GetPlayerIndex();
6506 pGame->pStru6Instance->SetPlayerBuffAnim(0x97u, playerIndex);
6507 PlayAwardSound();
6508 }
6509
6510 //----- (new function) --------------------------------------------------------
6511 void Player::PlayAwardSound_Anim97_Face( PlayerSpeech speech )
6512 {
6513 this->PlaySound(speech, 0);
6514 PlayAwardSound_Anim97();
6515 }
6516
6517 //----- (new function) --------------------------------------------------------
6518 void Player::AddSkillByEvent( unsigned __int16 Player::* skillToSet, unsigned __int16 addSkillValue )
6519 {
6520 if ( addSkillValue > 63 )
6521 {
6522 this->*skillToSet = (unsigned __int8)addSkillValue | this->*skillToSet & 63;
6523 }
6524 else
6525 {
6526 this->*skillToSet = min(this->*skillToSet + addSkillValue, 60) | this->*skillToSet & 0xC0;
6527 }
6528 PlayAwardSound_Anim97();
6529 return;
6530 }
6531
6532 //----- (0044B9C4) --------------------------------------------------------
6533 void Player::SubtractVariable( enum VariableType VarNum, signed int pValue )
6534 {
6535 DDM_DLV_Header *locationHeader; // eax@90
6536 int randGold;
6537 int randFood;
6538 int npcIndex;
6539
6540 if ( VarNum >= VAR_MapPersistentVariable_0 && VarNum <= VAR_MapPersistentVariable_99 )
6541 {
6542 if ( VarNum >= VAR_MapPersistentVariable_0 && VarNum <= VAR_MapPersistentVariable_74 )
6543 {
6544 stru_5E4C90_MapPersistVars.field_0[VarNum - VAR_MapPersistentVariable_0] -= pValue;
6545 }
6546 if ( (signed int)VarNum >= VAR_MapPersistentVariable_75 && VarNum <= VAR_MapPersistentVariable_99 )
6547 {
6548 stru_5E4C90_MapPersistVars._decor_events[VarNum - VAR_MapPersistentVariable_75] -= pValue;
6549 }
6550 return;
6551 }
6552
6553 switch (VarNum)
6554 {
6555 case VAR_CurrentHP:
6556 ReceiveDamage((signed int)pValue, DMGT_PHISYCAL);
6557 PlayAwardSound_Anim98();
6558 return;
6559 case VAR_CurrentSP:
6560 this->sMana = max(this->sMana - pValue, 0);
6561 PlayAwardSound_Anim98();
6562 return;
6563 case VAR_ACModifier:
6564 this->sACModifier -= (unsigned __int8)pValue;
6565 PlayAwardSound_Anim98();
6566 return;
6567 case VAR_BaseLevel:
6568 this->uLevel -= (unsigned __int8)pValue;
6569 PlayAwardSound_Anim98();
6570 return;
6571 case VAR_LevelModifier:
6572 this->sLevelModifier -= (unsigned __int8)pValue;
6573 PlayAwardSound_Anim98();
6574 return;
6575 case VAR_Age:
6576 this->sAgeModifier -= (signed __int16)pValue;
6577 return;
6578 case VAR_Award:
6579 _449B7E_toggle_bit(this->_achieved_awards_bits, (signed __int16)pValue, 0);
6580 return;
6581 case VAR_Experience:
6582 this->uExperience -= pValue;
6583 PlayAwardSound_Anim98();
6584 return;
6585 case VAR_QBits_QuestsDone:
6586 _449B7E_toggle_bit(pParty->_quest_bits, (__int16)pValue, 0);
6587 this->PlaySound(SPEECH_96, 0);
6588 return;
6589 case VAR_PlayerItemInHands:
6590 for ( uint i = 0; i < 16; ++i )
6591 {
6592 int id_ = this->pEquipment.pIndices[i];
6593 if ( id_ > 0 )
6594 {
6595 if ( this->pInventoryItemList[this->pEquipment.pIndices[i] - 1].uItemID == pValue )
6596 {
6597 this->pEquipment.pIndices[i] = 0;
6598 }
6599 }
6600 }
6601 for (int i = 0; i < 126; i++)
6602 {
6603 int id_ = this->pInventoryMatrix[i];
6604 if ( id_ > 0 )
6605 {
6606 if ( this->pInventoryItemList[id_ - 1].uItemID == pValue )
6607 {
6608 RemoveItemAtInventoryIndex(i);
6609 return;
6610 }
6611 }
6612 }
6613 if ( pParty->pPickedItem.uItemID == pValue )
6614 {
6615 pMouse->RemoveHoldingItem();
6616 return;
6617 }
6618 return;
6619 case VAR_FixedGold:
6620 if ( (unsigned int)pValue > pParty->uNumGold )
6621 {
6622 dword_5B65C4_cancelEventProcessing = 1;
6623 return;
6624 }
6625 Party::TakeGold((unsigned int)pValue);
6626 return;
6627 case VAR_RandomGold:
6628 randGold = rand() % (signed int)pValue + 1;
6629 if ( (unsigned int)randGold > pParty->uNumGold )
6630 randGold = pParty->uNumGold;
6631 Party::TakeGold(randGold);
6632 sprintf(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[503], randGold);
6633 ShowStatusBarString(pTmpBuf.data(), 2);
6634 GameUI_DrawFoodAndGold();
6635 return;
6636 case VAR_FixedFood:
6637 Party::TakeFood((unsigned int)pValue);
6638 PlayAwardSound_Anim98();
6639 return;
6640 case VAR_RandomFood:
6641 randFood = rand() % (signed int)pValue + 1;
6642 if ( (unsigned int)randFood > pParty->uNumFoodRations )
6643 randFood = pParty->uNumFoodRations;
6644 Party::TakeFood(randFood);
6645 sprintf(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[504], randFood);
6646 ShowStatusBarString(pTmpBuf.data(), 2u);
6647 GameUI_DrawFoodAndGold();
6648 PlayAwardSound_Anim98();
6649 return;
6650 case VAR_MightBonus:
6651 case VAR_ActualMight:
6652 this->uMightBonus -= (unsigned __int16)pValue;
6653 this->PlayAwardSound_Anim98_Face(SPEECH_91);
6654 return;
6655 case VAR_IntellectBonus:
6656 case VAR_ActualIntellect:
6657 this->uIntelligenceBonus -= (unsigned __int16)pValue;
6658 this->PlayAwardSound_Anim98_Face(SPEECH_91);
6659 return;
6660 case VAR_PersonalityBonus:
6661 case VAR_ActualPersonality:
6662 this->uWillpowerBonus -= (unsigned __int16)pValue;
6663 this->PlayAwardSound_Anim98_Face(SPEECH_91);
6664 return;
6665 case VAR_EnduranceBonus:
6666 case VAR_ActualEndurance:
6667 this->uEnduranceBonus -= (unsigned __int16)pValue;
6668 this->PlayAwardSound_Anim98_Face(SPEECH_91);
6669 return;
6670 case VAR_SpeedBonus:
6671 case VAR_ActualSpeed:
6672 this->uSpeedBonus -= (unsigned __int16)pValue;
6673 this->PlayAwardSound_Anim98_Face(SPEECH_91);
6674 return;
6675 case VAR_AccuracyBonus:
6676 case VAR_ActualAccuracy:
6677 this->uAccuracyBonus -= (unsigned __int16)pValue;
6678 this->PlayAwardSound_Anim98_Face(SPEECH_91);
6679 return;
6680 case VAR_LuckBonus:
6681 case VAR_ActualLuck:
6682 this->uLuckBonus -= (unsigned __int16)pValue;
6683 this->PlayAwardSound_Anim98_Face(SPEECH_91);
6684 return;
6685 case VAR_BaseMight:
6686 this->uMight -= (unsigned __int16)pValue;
6687 this->PlayAwardSound_Anim98_Face(SPEECH_92);
6688 return;
6689 case VAR_BaseIntellect:
6690 this->uIntelligence -= (unsigned __int16)pValue;
6691 this->PlayAwardSound_Anim98_Face(SPEECH_92);
6692 return;
6693 case VAR_BasePersonality:
6694 this->uWillpower -= (unsigned __int16)pValue;
6695 this->PlayAwardSound_Anim98_Face(SPEECH_92);
6696 return;
6697 case VAR_BaseEndurance:
6698 this->uEndurance -= (unsigned __int16)pValue;
6699 this->PlayAwardSound_Anim98_Face(SPEECH_92);
6700 return;
6701 case VAR_BaseSpeed:
6702 this->uSpeed -= (unsigned __int16)pValue;
6703 this->PlayAwardSound_Anim98_Face(SPEECH_92);
6704 return;
6705 case VAR_BaseAccuracy:
6706 this->uAccuracy -= (unsigned __int16)pValue;
6707 this->PlayAwardSound_Anim98_Face(SPEECH_92);
6708 return;
6709 case VAR_BaseLuck:
6710 this->uLuck -= (unsigned __int16)pValue;
6711 this->PlayAwardSound_Anim98_Face(SPEECH_92);
6712 return;
6713 case VAR_FireResistance:
6714 this->sResFireBase -= (signed __int16)pValue;
6715 this->PlayAwardSound_Anim98_Face(SPEECH_92);
6716 return;
6717 case VAR_AirResistance:
6718 this->sResAirBase -= (signed __int16)pValue;
6719 this->PlayAwardSound_Anim98_Face(SPEECH_92);
6720 return;
6721 case VAR_WaterResistance:
6722 this->sResWaterBase -= (signed __int16)pValue;
6723 this->PlayAwardSound_Anim98_Face(SPEECH_92);
6724 return;
6725 case VAR_EarthResistance:
6726 this->sResEarthBase -= (signed __int16)pValue;
6727 this->PlayAwardSound_Anim98_Face(SPEECH_92);
6728 return;
6729 case VAR_SpiritResistance:
6730 this->sResSpiritBase -= (signed __int16)pValue;
6731 this->PlayAwardSound_Anim98_Face(SPEECH_92);
6732 return;
6733 case VAR_MindResistance:
6734 this->sResMindBase -= (signed __int16)pValue;
6735 this->PlayAwardSound_Anim98_Face(SPEECH_92);
6736 return;
6737 case VAR_BodyResistance:
6738 this->sResBodyBase -= (signed __int16)pValue;
6739 this->PlayAwardSound_Anim98_Face(SPEECH_92);
6740 return;
6741 case VAR_LightResistance:
6742 this->sResLightBase -= (signed __int16)pValue;
6743 this->PlayAwardSound_Anim98_Face(SPEECH_92);
6744 return;
6745 case VAR_DarkResistance:
6746 this->sResDarkBase -= (signed __int16)pValue;
6747 this->PlayAwardSound_Anim98_Face(SPEECH_92);
6748 return;
6749 case VAR_MagicResistance:
6750 this->sResMagicBase -= (signed __int16)pValue;
6751 this->PlayAwardSound_Anim98_Face(SPEECH_92);
6752 return;
6753 case VAR_FireResistanceBonus:
6754 this->sResFireBonus -= (signed __int16)pValue;
6755 this->PlayAwardSound_Anim98_Face(SPEECH_92);
6756 return;
6757 case VAR_AirResistanceBonus:
6758 this->sResAirBonus -= (signed __int16)pValue;
6759 this->PlayAwardSound_Anim98_Face(SPEECH_92);
6760 return;
6761 case VAR_WaterResistanceBonus:
6762 this->sResWaterBonus -= (signed __int16)pValue;
6763 this->PlayAwardSound_Anim98_Face(SPEECH_91);
6764 return;
6765 case VAR_EarthResistanceBonus:
6766 this->sResEarthBonus -= (signed __int16)pValue;
6767 this->PlayAwardSound_Anim98_Face(SPEECH_91);
6768 return;
6769 case VAR_SpiritResistanceBonus:
6770 this->sResSpiritBonus -= (signed __int16)pValue;
6771 this->PlayAwardSound_Anim98_Face(SPEECH_91);
6772 return;
6773 case VAR_MindResistanceBonus:
6774 this->sResMindBonus -= (signed __int16)pValue;
6775 this->PlayAwardSound_Anim98_Face(SPEECH_91);
6776 return;
6777 case VAR_BodyResistanceBonus:
6778 this->sResBodyBonus -= (signed __int16)pValue;
6779 this->PlayAwardSound_Anim98_Face(SPEECH_91);
6780 return;
6781 case VAR_LightResistanceBonus:
6782 this->sResLightBonus -= (signed __int16)pValue;
6783 this->PlayAwardSound_Anim98_Face(SPEECH_91);
6784 return;
6785 case VAR_DarkResistanceBonus:
6786 this->sResDarkBonus -= (signed __int16)pValue;
6787 this->PlayAwardSound_Anim98_Face(SPEECH_91);
6788 return;
6789 case VAR_MagicResistanceBonus:
6790 this->sResMagicBonus -= (signed __int16)pValue;
6791 this->PlayAwardSound_Anim98_Face(SPEECH_91);
6792 return;
6793 case VAR_StaffSkill:
6794 this->skillStaff -= (unsigned __int8)pValue;
6795 PlayAwardSound_Anim98();
6796 return;
6797 case VAR_SwordSkill:
6798 this->skillSword -= (unsigned __int8)pValue;
6799 PlayAwardSound_Anim98();
6800 return;
6801 case VAR_DaggerSkill:
6802 this->skillDagger -= (unsigned __int8)pValue;
6803 PlayAwardSound_Anim98();
6804 return;
6805 case VAR_AxeSkill:
6806 this->skillAxe -= (unsigned __int8)pValue;
6807 PlayAwardSound_Anim98();
6808 return;
6809 case VAR_SpearSkill:
6810 this->skillSpear -= (unsigned __int8)pValue;
6811 PlayAwardSound_Anim98();
6812 return;
6813 case VAR_BowSkill:
6814 this->skillBow -= (unsigned __int8)pValue;
6815 PlayAwardSound_Anim98();
6816 return;
6817 case VAR_MaceSkill:
6818 this->skillMace -= (unsigned __int8)pValue;
6819 PlayAwardSound_Anim98();
6820 return;
6821 case VAR_BlasterSkill:
6822 this->skillBlaster -= (unsigned __int8)pValue;
6823 PlayAwardSound_Anim98();
6824 return;
6825 case VAR_ShieldSkill:
6826 this->skillShield -= (unsigned __int8)pValue;
6827 PlayAwardSound_Anim98();
6828 return;
6829 case VAR_LeatherSkill:
6830 this->skillLearning -= (unsigned __int8)pValue;
6831 PlayAwardSound_Anim98();
6832 return;
6833 case VAR_SkillChain:
6834 this->skillChain -= (unsigned __int8)pValue;
6835 PlayAwardSound_Anim98();
6836 return;
6837 case VAR_PlateSkill:
6838 this->skillPlate -= (unsigned __int8)pValue;
6839 PlayAwardSound_Anim98();
6840 return;
6841 case VAR_FireSkill:
6842 this->skillFire -= (unsigned __int8)pValue;
6843 PlayAwardSound_Anim98();
6844 return;
6845 case VAR_AirSkill:
6846 this->skillAir -= (unsigned __int8)pValue;
6847 PlayAwardSound_Anim98();
6848 return;
6849 case VAR_WaterSkill:
6850 this->skillWater -= (unsigned __int8)pValue;
6851 PlayAwardSound_Anim98();
6852 return;
6853 case VAR_EarthSkill:
6854 this->skillEarth -= (unsigned __int8)pValue;
6855 PlayAwardSound_Anim98();
6856 return;
6857 case VAR_SpiritSkill:
6858 this->skillSpirit -= (unsigned __int8)pValue;
6859 PlayAwardSound_Anim98();
6860 return;
6861 case VAR_MindSkill:
6862 this->skillMind -= (unsigned __int8)pValue;
6863 PlayAwardSound_Anim98();
6864 return;
6865 case VAR_BodySkill:
6866 this->skillBody -= (unsigned __int8)pValue;
6867 PlayAwardSound_Anim98();
6868 return;
6869 case VAR_LightSkill:
6870 this->skillLight -= (unsigned __int8)pValue;
6871 PlayAwardSound_Anim98();
6872 return;
6873 case VAR_DarkSkill:
6874 this->skillDark -= (unsigned __int8)pValue;
6875 PlayAwardSound_Anim98();
6876 return;
6877 case VAR_IdentifyItemSkill:
6878 this->skillItemId -= (unsigned __int8)pValue;
6879 PlayAwardSound_Anim98();
6880 return;
6881 case VAR_MerchantSkill:
6882 this->skillMerchant -= (unsigned __int8)pValue;
6883 PlayAwardSound_Anim98();
6884 return;
6885 case VAR_RepairSkill:
6886 this->skillRepair -= (unsigned __int8)pValue;
6887 PlayAwardSound_Anim98();
6888 return;
6889 case VAR_BodybuildingSkill:
6890 this->skillBodybuilding -= (unsigned __int8)pValue;
6891 PlayAwardSound_Anim98();
6892 return;
6893 case VAR_MeditationSkill:
6894 this->skillMeditation -= (unsigned __int8)pValue;
6895 PlayAwardSound_Anim98();
6896 return;
6897 case VAR_PerceptionSkill:
6898 this->skillPerception -= (unsigned __int8)pValue;
6899 PlayAwardSound_Anim98();
6900 return;
6901 case VAR_DiplomacySkill:
6902 this->skillDiplomacy -= (unsigned __int8)pValue;
6903 PlayAwardSound_Anim98();
6904 return;
6905 case VAR_ThieverySkill:
6906 Error ("Thieving unsupported");
6907 return;
6908 case VAR_DisarmTrapSkill:
6909 this->skillDisarmTrap -= (unsigned __int8)pValue;
6910 PlayAwardSound_Anim98();
6911 return;
6912 case VAR_DodgeSkill:
6913 this->skillDodge -= (unsigned __int8)pValue;
6914 PlayAwardSound_Anim98();
6915 return;
6916 case VAR_UnarmedSkill:
6917 this->skillUnarmed -= (unsigned __int8)pValue;
6918 PlayAwardSound_Anim98();
6919 return;
6920 case VAR_IdentifyMonsterSkill:
6921 this->skillMonsterId -= (unsigned __int8)pValue;
6922 PlayAwardSound_Anim98();
6923 return;
6924 case VAR_ArmsmasterSkill:
6925 this->skillArmsmaster -= (unsigned __int8)pValue;
6926 PlayAwardSound_Anim98();
6927 return;
6928 case VAR_StealingSkill:
6929 this->skillStealing -= (unsigned __int8)pValue;
6930 PlayAwardSound_Anim98();
6931 return;
6932 case VAR_AlchemySkill:
6933 this->skillAlchemy -= (unsigned __int8)pValue;
6934 PlayAwardSound_Anim98();
6935 return;
6936 case VAR_LearningSkill:
6937 this->skillLearning -= (unsigned __int8)pValue;
6938 PlayAwardSound_Anim98();
6939 return;
6940 case VAR_Cursed:
6941 this->pConditions[Condition_Cursed] = 0;
6942 PlayAwardSound_Anim98();
6943 return;
6944 case VAR_Weak:
6945 this->pConditions[Condition_Weak] = 0;
6946 PlayAwardSound_Anim98();
6947 return;
6948 case VAR_Asleep:
6949 this->pConditions[Condition_Sleep] = 0;
6950 PlayAwardSound_Anim98();
6951 return;
6952 case VAR_Afraid:
6953 this->pConditions[Condition_Fear] = 0;
6954 PlayAwardSound_Anim98();
6955 return;
6956 case VAR_Drunk:
6957 this->pConditions[Condition_Drunk] = 0;
6958 PlayAwardSound_Anim98();
6959 return;
6960 case VAR_Insane:
6961 this->pConditions[Condition_Insane] = 0;
6962 PlayAwardSound_Anim98();
6963 return;
6964 case VAR_PoisonedGreen:
6965 this->pConditions[Condition_Poison_Weak] = 0;
6966 PlayAwardSound_Anim98();
6967 return;
6968 case VAR_DiseasedGreen:
6969 this->pConditions[Condition_Disease_Weak] = 0;
6970 PlayAwardSound_Anim98();
6971 return;
6972 case VAR_PoisonedYellow:
6973 this->pConditions[Condition_Poison_Medium] = 0;
6974 PlayAwardSound_Anim98();
6975 return;
6976 case VAR_DiseasedYellow:
6977 this->pConditions[Condition_Disease_Medium] = 0;
6978 PlayAwardSound_Anim98();
6979 return;
6980 case VAR_PoisonedRed:
6981 this->pConditions[Condition_Poison_Severe] = 0;
6982 PlayAwardSound_Anim98();
6983 return;
6984 case VAR_DiseasedRed:
6985 this->pConditions[Condition_Disease_Severe] = 0;
6986 PlayAwardSound_Anim98();
6987 return;
6988 case VAR_Paralyzed:
6989 this->pConditions[Condition_Paralyzed] = 0;
6990 PlayAwardSound_Anim98();
6991 return;
6992 case VAR_Unconsious:
6993 this->pConditions[Condition_Unconcious] = 0;
6994 PlayAwardSound_Anim98();
6995 return;
6996 case VAR_Dead:
6997 this->pConditions[Condition_Dead] = 0;
6998 PlayAwardSound_Anim98();
6999 return;
7000 case VAR_Stoned:
7001 this->pConditions[Condition_Pertified] = 0;
7002 PlayAwardSound_Anim98();
7003 return;
7004 case VAR_Eradicated:
7005 this->pConditions[Condition_Eradicated] = 0;
7006 PlayAwardSound_Anim98();
7007 return;
7008 case VAR_AutoNotes:
7009 _449B7E_toggle_bit(pParty->_autonote_bits, pValue - 1, 0);
7010 return;
7011 case VAR_NPCs2:
7012 npcIndex = 0;
7013 GetNewNPCData(sDialogue_SpeakingActorNPC_ID, &npcIndex);
7014 if ( npcIndex == pValue )
7015 {
7016 npcIdToDismissAfterDialogue = pValue;
7017 }
7018 else
7019 {
7020 npcIdToDismissAfterDialogue = 0;
7021 pParty->hirelingScrollPosition = 0;
7022 LOBYTE(pNPCStats->pNewNPCData[(int)pValue].uFlags) &= 0x7Fu;
7023 pParty->CountHirelings();
7024 viewparams->bRedrawGameUI = true;
7025 }
7026 return;
7027 case VAR_HiredNPCHasSpeciality:
7028 for (unsigned int i = 0; i < pNPCStats->uNumNewNPCs; i++)
7029 {
7030 if (pNPCStats->pNewNPCData[i].uProfession == pValue)
7031 {
7032 LOBYTE(pNPCStats->pNewNPCData[(int)pValue].uFlags) &= 0x7Fu;
7033 }
7034 }
7035 if ( pParty->pHirelings[0].uProfession == pValue )
7036 memset(&pParty->pHirelings[0], 0, sizeof(NPCData));
7037 if ( pParty->pHirelings[1].uProfession == pValue )
7038 memset(&pParty->pHirelings[1], 0, sizeof(NPCData));
7039 pParty->hirelingScrollPosition = 0;
7040 pParty->CountHirelings();
7041 return;
7042 case VAR_NumSkillPoints:
7043 if ((unsigned int)pValue <= this->uSkillPoints)
7044 {
7045 this->uSkillPoints -= pValue;
7046 }
7047 else
7048 {
7049 this->uSkillPoints = 0;
7050 }
7051 return;
7052 case VAR_ReputationInCurrentLocation:
7053 locationHeader = &pOutdoor->ddm;
7054 if ( uCurrentlyLoadedLevelType != LEVEL_Outdoor )
7055 locationHeader = &pIndoor->dlv;
7056 locationHeader->uReputation -= pValue;
7057 if (locationHeader->uReputation < -10000)
7058 locationHeader->uReputation = -10000;
7059 return;
7060 case VAR_GoldInBank:
7061 if ( (unsigned int)pValue <= pParty->uNumGoldInBank )
7062 {
7063 pParty->uNumGoldInBank -= (unsigned int)pValue;
7064 }
7065 else
7066 {
7067 dword_5B65C4_cancelEventProcessing = 1;
7068 }
7069 return;
7070 case VAR_NumDeaths:
7071 pParty->uNumDeaths -= (unsigned int)pValue;
7072 return;
7073 case VAR_NumBounties:
7074 pParty->uNumBountiesCollected -= (unsigned int)pValue;
7075 return;
7076 case VAR_PrisonTerms:
7077 pParty->uNumPrisonTerms -= (int)pValue;
7078 return;
7079 case VAR_ArenaWinsPage:
7080 pParty->uNumArenaPageWins -= (char)pValue;
7081 return;
7082 case VAR_ArenaWinsSquire:
7083 pParty->uNumArenaSquireWins -= (char)pValue;
7084 return;
7085 case VAR_ArenaWinsKnight:
7086 pParty->uNumArenaKnightWins -= (char)pValue;
7087 return;
7088 case VAR_ArenaWinsLord:
7089 pParty->uNumArenaLordWins -= (char)pValue;
7090 return;
7091 }
7092 }
7093 // 5B65C4: using guessed type int dword_5B65C4;
7094 // 5B65CC: using guessed type int dword_5B65CC;
7095
7096 //----- (new function) --------------------------------------------------------
7097 void Player::PlayAwardSound_Anim98()
7098 {
7099 int playerIndex = GetPlayerIndex();
7100 pGame->pStru6Instance->SetPlayerBuffAnim(0x98u, playerIndex);
7101 PlayAwardSound();
7102 }
7103
7104 //----- (new function) --------------------------------------------------------
7105 void Player::PlayAwardSound_Anim98_Face( PlayerSpeech speech )
7106 {
7107 this->PlaySound(speech, 0);
7108 PlayAwardSound_Anim98();
7109 }
7110
7111 //----- (00467E7F) --------------------------------------------------------
7112 void Player::EquipBody(ITEM_EQUIP_TYPE uEquipType)
7113 {
7114 int itemAnchor; // ebx@1
7115 int itemInvLocation; // edx@1
7116 int freeSlot; // eax@3
7117 ItemGen tempPickedItem; // [sp+Ch] [bp-30h]@1
7118
7119 tempPickedItem.Reset();
7120 itemAnchor = pEquipTypeToBodyAnchor[uEquipType];
7121 itemInvLocation = pPlayers[uActiveCharacter]->pEquipment.pIndices[itemAnchor];
7122 if ( itemInvLocation )//ïåðåîäåòüñÿ â äðóãóþ âåùü
7123 {
7124 memcpy(&tempPickedItem, &pParty->pPickedItem, sizeof(tempPickedItem));
7125 pPlayers[uActiveCharacter]->pInventoryItemList[itemInvLocation - 1].uBodyAnchor = 0;
7126 pParty->pPickedItem.Reset();
7127 pParty->SetHoldingItem(&pPlayers[uActiveCharacter]->pInventoryItemList[itemInvLocation - 1]);
7128 tempPickedItem.uBodyAnchor = itemAnchor + 1;
7129 memcpy(&pPlayers[uActiveCharacter]->pInventoryItemList[itemInvLocation - 1], &tempPickedItem, sizeof(ItemGen));
7130 pPlayers[uActiveCharacter]->pEquipment.pIndices[itemAnchor] = itemInvLocation;
7131 }
7132 else//îäåòü âåùü
7133 {
7134 freeSlot = pPlayers[uActiveCharacter]->FindFreeInventoryListSlot();
7135 if (freeSlot >= 0)
7136 {
7137 pParty->pPickedItem.uBodyAnchor = itemAnchor + 1;
7138 memcpy(&pPlayers[uActiveCharacter]->pInventoryItemList[freeSlot], &pParty->pPickedItem, sizeof(ItemGen));
7139 pPlayers[uActiveCharacter]->pEquipment.pIndices[itemAnchor] = freeSlot + 1;
7140 pMouse->RemoveHoldingItem();
7141 }
7142 }
7143 }
7144
7145 //----- (0049387A) --------------------------------------------------------
7146 int CycleCharacter(bool backwards)
7147 {
7148 const int PARTYSIZE = 4;
7149 int valToAdd = backwards ? (PARTYSIZE - 2) : 0;
7150 int mult = backwards ? -1 : 1;
7151
7152 for (int i = 0; i < (PARTYSIZE - 1); i++)
7153 {
7154 int currCharId = ((uActiveCharacter + mult * i + valToAdd) % PARTYSIZE) + 1;
7155 if ( pPlayers[currCharId]->uTimeToRecovery == 0 )
7156 {
7157 return currCharId;
7158 }
7159 }
7160 return uActiveCharacter;
7161 }
7162
7163 //----- (0043EE77) --------------------------------------------------------
7164 bool Player::HasUnderwaterSuitEquipped() //the original function took the player number as a parameter. if it was 0, the whole party was checked. calls with the parameter 0 have been changed to calls to this for every player
7165 {
7166 if (GetArmorItem() == nullptr || GetArmorItem()->uItemID != 604)
7167 {
7168 return false;
7169 }
7170 return true;
7171 }
7172
7173 //----- (0043EE15) --------------------------------------------------------
7174 bool Player::HasItem( unsigned int uItemID, bool checkHeldItem )
7175 {
7176 if ( !checkHeldItem || pParty->pPickedItem.uItemID != uItemID )
7177 {
7178 for ( uint i = 0; i < 126; ++i )
7179 {
7180 if ( this->pInventoryMatrix[i] > 0 )
7181 {
7182 if ( (unsigned int)this->pInventoryItemList[this->pInventoryMatrix[i] - 1].uItemID == uItemID )
7183 return true;
7184 }
7185 }
7186 for ( uint i = 0; i < 16; ++i )
7187 {
7188 if ( this->pEquipment.pIndices[i] )
7189 {
7190 if ( (unsigned int)this->pInventoryItemList[this->pEquipment.pIndices[i] - 1].uItemID == uItemID )
7191 return true;
7192 }
7193 }
7194 return false;
7195 }
7196 else
7197 {
7198 return true;
7199 }
7200 }
7201 //----- (0043EDB9) --------------------------------------------------------
7202 bool ShouldLoadTexturesForRaceAndGender(unsigned int _this)
7203 {
7204 CHARACTER_RACE race; // edi@2
7205 PLAYER_SEX sex; // eax@2
7206
7207 for (int i = 1; i <= 4; i++)
7208 {
7209 race = pPlayers[i]->GetRace();
7210 sex = pPlayers[i]->GetSexByVoice();
7211 switch(_this)
7212 {
7213 case 0:
7214 if (( race == CHARACTER_RACE_HUMAN || race == CHARACTER_RACE_ELF || race == CHARACTER_RACE_GOBLIN ) && sex == SEX_MALE )
7215 return true;
7216 break;
7217 case 1:
7218 if (( race == CHARACTER_RACE_HUMAN || race == CHARACTER_RACE_ELF || race == CHARACTER_RACE_GOBLIN ) && sex == SEX_FEMALE )
7219 return true;
7220 break;
7221 case 2:
7222 if ( race == CHARACTER_RACE_DWARF && sex == SEX_MALE )
7223 return true;
7224 break;
7225 case 3:
7226 if ( race == CHARACTER_RACE_DWARF && sex == SEX_FEMALE )
7227 return true;
7228 break;
7229 }
7230 }
7231 return false;
7232 }
7233
7234 //----- (0043ED6F) --------------------------------------------------------
7235 bool IsDwarfPresentInParty(bool a1)
7236 {
7237 for (uint i = 0; i < 4; ++i)
7238 {
7239 CHARACTER_RACE race = pParty->pPlayers[i].GetRace();
7240
7241 if (race == CHARACTER_RACE_DWARF && a1)
7242 return true;
7243 else if (race != CHARACTER_RACE_DWARF && !a1)
7244 return true;
7245 }
7246 return false;
7247 }
7248
7249 //----- (00439FCB) --------------------------------------------------------
7250 void __fastcall DamagePlayerFromMonster(unsigned int uObjID, int dmgSource, Vec3_int_ *pPos, signed int a4)
7251 {
7252 Player *playerPtr; // ebx@3
7253 Actor *actorPtr; // esi@3
7254 int spellId; // eax@38
7255 signed int recvdMagicDmg; // eax@139
7256 int v72[4]; // [sp+30h] [bp-24h]@164
7257 int healthBeforeRecvdDamage; // [sp+48h] [bp-Ch]@3
7258 unsigned int uActorID; // [sp+4Ch] [bp-8h]@1
7259
7260 uActorID = PID_ID(uObjID);
7261 if ( PID_TYPE(uObjID) != 2)
7262 {
7263 playerPtr = &pParty->pPlayers[a4];
7264 actorPtr = &pActors[uActorID];
7265 healthBeforeRecvdDamage = playerPtr->sHealth;
7266 if ( PID_TYPE(uObjID) != 3 || !actorPtr->ActorHitOrMiss(playerPtr) )
7267 return;
7268 ItemGen* equippedArmor = playerPtr->GetArmorItem();
7269 SoundID soundToPlay;
7270 if ( !equippedArmor
7271 || equippedArmor->IsBroken()
7272 ||
7273 (equippedArmor->GetPlayerSkillType() != PLAYER_SKILL_CHAIN
7274 && equippedArmor->GetPlayerSkillType() != PLAYER_SKILL_PLATE
7275 )
7276 )
7277 {
7278 int randVal = rand() % 4;
7279 switch (randVal)
7280 {
7281 case 0 : soundToPlay = (SoundID)108; break;
7282 case 1 : soundToPlay = (SoundID)109; break;
7283 case 2 : soundToPlay = (SoundID)110; break;
7284 case 3 : soundToPlay = (SoundID)44; break;
7285 default: Error("Unexpected sound value");
7286 }
7287 }
7288 else
7289 {
7290 int randVal = rand() % 4;
7291 switch (randVal)
7292 {
7293 case 0 : soundToPlay = (SoundID)105; break;
7294 case 1 : soundToPlay = (SoundID)106; break;
7295 case 2 : soundToPlay = (SoundID)107; break;
7296 case 3 : soundToPlay = (SoundID)45; break;
7297 default: Error("Unexpected sound value");
7298 }
7299 }
7300 pAudioPlayer->PlaySound(soundToPlay, PID(OBJECT_Player,a4 + 80), 0, -1, 0, 0, 0, 0);
7301 int dmgToReceive = actorPtr->_43B3E0_CalcDamage(dmgSource);
7302 if ( actorPtr->pActorBuffs[ACTOR_BUFF_SHRINK].uExpireTime > 0 )
7303 {
7304 __int16 spellPower = actorPtr->pActorBuffs[ACTOR_BUFF_SHRINK].uPower;
7305 if ( spellPower )
7306 dmgToReceive /= (signed int)spellPower;
7307 }
7308 int damageType;
7309 switch (dmgSource)
7310 {
7311 case 0: damageType = actorPtr->pMonsterInfo.uAttack1Type;
7312 break;
7313 case 1: damageType = actorPtr->pMonsterInfo.uAttack2Type;
7314 break;
7315 case 2: spellId = actorPtr->pMonsterInfo.uSpell1ID;
7316 damageType = LOBYTE(pSpellStats->pInfos[spellId].uSchool);
7317 break;
7318 case 3: spellId = actorPtr->pMonsterInfo.uSpell2ID;
7319 damageType = LOBYTE(pSpellStats->pInfos[spellId].uSchool);
7320 break;
7321 case 4: damageType = actorPtr->pMonsterInfo.field_3C_some_special_attack;
7322 break;
7323 default:
7324 case 5: damageType = 4; //yes, the original just assigned the value 4
7325 break;
7326 }
7327 if ( !(dword_6BE368_debug_settings_2 & DEBUG_SETTINGS_NO_DAMAGE) )
7328 {
7329 dmgToReceive = playerPtr->ReceiveDamage(dmgToReceive, (DAMAGE_TYPE)damageType);
7330 if ( playerPtr->pPlayerBuffs[PLAYER_BUFF_PAIN_REFLECTION].uExpireTime > 0 )
7331 {
7332 int actorState = actorPtr->uAIState;
7333 if ( actorState != Dying && actorState != Dead)
7334 {
7335 int reflectedDamage = actorPtr->CalcMagicalDamageToActor((DAMAGE_TYPE)damageType, dmgToReceive);
7336 actorPtr->sCurrentHP -= reflectedDamage;
7337 if ( reflectedDamage >= 0 )
7338 {
7339 if ( actorPtr->sCurrentHP >= 1 )
7340 {
7341 Actor::AI_Stun(uActorID, PID(OBJECT_Player,a4), 0); //todo extract this branch to a function once Actor::functions are changed to nonstatic actor functions
7342 Actor::AggroSurroundingPeasants(uActorID, 1);
7343 }
7344 else
7345 {
7346 if ( pMonsterStats->pInfos[actorPtr->pMonsterInfo.uID].bQuestMonster & 1 && pGame->uFlags2 & GAME_FLAGS_2_DRAW_BLOODSPLATS)
7347 {
7348 int splatRadius = byte_4D864C && BYTE2(pGame->uFlags) & 8 ? 10 * actorPtr->uActorRadius : actorPtr->uActorRadius;
7349 pDecalBuilder->AddBloodsplat(actorPtr->vPosition.x, actorPtr->vPosition.y, actorPtr->vPosition.z, 1.0, 0.0, 0.0, (float)splatRadius, 0, 0);
7350 }
7351 Actor::Die(uActorID);
7352 Actor::ApplyFineForKillingPeasant(uActorID);
7353 Actor::AggroSurroundingPeasants(uActorID, 1);
7354 if ( actorPtr->pMonsterInfo.uExp )
7355 pParty->GivePartyExp(pMonsterStats->pInfos[actorPtr->pMonsterInfo.uID].uExp);
7356 int speechToPlay = SPEECH_51;
7357 if ( rand() % 100 < 20 )
7358 speechToPlay = actorPtr->pMonsterInfo.uHP >= 100 ? 2 : 1;
7359 playerPtr->PlaySound((PlayerSpeech)speechToPlay, 0);
7360 }
7361 }
7362 }
7363 }
7364 if ( !(dword_6BE368_debug_settings_2 & DEBUG_SETTINGS_NO_DAMAGE)
7365 && actorPtr->pMonsterInfo.uSpecialAttackType
7366 && rand() % 100 < actorPtr->pMonsterInfo.uLevel * actorPtr->pMonsterInfo.uSpecialAttackLevel )
7367 {
7368 playerPtr->ReceiveSpecialAttackEffect(actorPtr->pMonsterInfo.uSpecialAttackType, actorPtr);
7369 }
7370 }
7371 if ( !pParty->bTurnBasedModeOn )
7372 {
7373 int actEndurance = playerPtr->GetActualEndurance();
7374 int recoveryTime = (int)((20 - playerPtr->GetParameterBonus(actEndurance)) * flt_6BE3A4_debug_recmod1 * 2.133333333333333);
7375 playerPtr->SetRecoveryTime(recoveryTime);
7376 }
7377 int yellThreshold = playerPtr->GetMaxHealth() / 4;
7378 if ( yellThreshold < playerPtr->sHealth && yellThreshold >= healthBeforeRecvdDamage && playerPtr->sHealth > 0 )
7379 {
7380 playerPtr->PlaySound(SPEECH_48, 0);
7381 }
7382 viewparams->bRedrawGameUI = 1;
7383 return;
7384 }
7385 else
7386 {
7387 SpriteObject* v37 = &pSpriteObjects[uActorID];
7388 int uActorType = PID_TYPE(v37->spell_caster_pid);
7389 int uActorID = PID_ID(v37->spell_caster_pid);
7390 if ( uActorType == 2 )
7391 {
7392 Player *playerPtr; // eax@81
7393 if ( a4 != -1 )
7394 {
7395 playerPtr = &pParty->pPlayers[a4];
7396 }
7397 else
7398 {
7399 int activePlayerCounter = 0;
7400 for (int i = 1; i <= 4; i++)
7401 {
7402 if (pPlayers[i]->CanAct())
7403 {
7404 v72[activePlayerCounter] = i;
7405 activePlayerCounter++;
7406 }
7407 }
7408 if ( activePlayerCounter )
7409 {
7410 playerPtr = &pParty->pPlayers[v72[rand() % activePlayerCounter] - 1];//&stru_AA1058[3].pSounds[6972 * *(&v72 + rand() % v74) + 40552];
7411 }
7412 }
7413 int v68;
7414 int v69;
7415 if ( uActorType != OBJECT_Player || v37->spell_id != SPELL_BOW_ARROW)
7416 {
7417 int playerMaxHp = playerPtr->GetMaxHealth();
7418 v68 = _43AFE3_calc_spell_damage(v37->spell_id, v37->spell_level, v37->spell_skill, playerMaxHp);
7419 v69 = LOBYTE(pSpellStats->pInfos[v37->spell_id].uSchool);
7420 }
7421 else
7422 {
7423 v68 = pParty->pPlayers[uActorID].CalculateRangedDamageTo(0);
7424 v69 = 0;
7425 }
7426 playerPtr->ReceiveDamage(v68, (DAMAGE_TYPE)v69);
7427 if ( uActorType == OBJECT_Player && !_A750D8_player_speech_timer )
7428 {
7429 _A750D8_player_speech_timer = 256i64;
7430 PlayerSpeechID = SPEECH_44;
7431 uSpeakingCharacter = uActorID + 1;
7432 }
7433 return;
7434 }
7435 else if ( uActorType == 3 )
7436 {
7437 Actor *actorPtr = &pActors[uActorID];
7438 if ( a4 == -1 )
7439 a4 = stru_50C198.which_player_to_attack(actorPtr);
7440 Player *playerPtr = &pParty->pPlayers[a4];
7441 int dmgToReceive = actorPtr->_43B3E0_CalcDamage(dmgSource);
7442 unsigned __int16 spriteType = v37->uType;
7443 if ( v37->uType == 545 )
7444 {
7445 __int16 skillLevel = playerPtr->GetActualSkillLevel(PLAYER_SKILL_UNARMED);
7446 if ( SkillToMastery(skillLevel) >= 4 && rand() % 100 < (skillLevel & 0x3F) )
7447 {
7448 sprintf(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[637], playerPtr->pName);
7449 ShowStatusBarString(pTmpBuf.data(), 2u);
7450 playerPtr->PlaySound(SPEECH_6, 0);
7451 return;
7452 }
7453 }
7454 else if ( spriteType == 555
7455 || spriteType == 510
7456 || spriteType == 500
7457 || spriteType == 515
7458 || spriteType == 505
7459 || spriteType == 530
7460 || spriteType == 525
7461 || spriteType == 520
7462 || spriteType == 535
7463 || spriteType == 540 )
7464 {
7465 if ( !actorPtr->ActorHitOrMiss(playerPtr) )
7466 return;
7467 if ( playerPtr->pPlayerBuffs[PLAYER_BUFF_SHIELD].uExpireTime > 0 )
7468 dmgToReceive >>= 1;
7469 if ( playerPtr->HasEnchantedItemEquipped(36) )
7470 dmgToReceive >>= 1;
7471 if ( playerPtr->HasEnchantedItemEquipped(69) )
7472 dmgToReceive >>= 1;
7473 if ( playerPtr->HasItemEquipped(EQUIP_ARMOUR)
7474 && playerPtr->GetArmorItem()->uItemID == ITEM_ARTIFACT_GOVERNORS_ARMOR )
7475 dmgToReceive >>= 1;
7476 if ( playerPtr->HasItemEquipped(EQUIP_TWO_HANDED))
7477 {
7478 ItemGen* mainHandItem = playerPtr->GetMainHandItem();
7479 if ( mainHandItem->uItemID == ITEM_RELIC_KELEBRIM || mainHandItem->uItemID == ITEM_ARTIFACT_ELFBANE || (mainHandItem->GetItemEquipType() == EQUIP_SHIELD && SkillToMastery(playerPtr->pActiveSkills[PLAYER_SKILL_SHIELD]) == 4))
7480 dmgToReceive >>= 1;
7481 }
7482 if ( playerPtr->HasItemEquipped(EQUIP_SINGLE_HANDED))
7483 {
7484 ItemGen* offHandItem = playerPtr->GetOffHandItem();
7485 if ( offHandItem->uItemID == ITEM_RELIC_KELEBRIM || offHandItem->uItemID == ITEM_ARTIFACT_ELFBANE || (offHandItem->GetItemEquipType() == EQUIP_SHIELD && SkillToMastery(playerPtr->pActiveSkills[PLAYER_SKILL_SHIELD]) == 4))
7486 dmgToReceive >>= 1;
7487 }
7488 }
7489 if ( actorPtr->pActorBuffs[ACTOR_BUFF_SHRINK].uExpireTime > 0 )
7490 {
7491 int spellPower = actorPtr->pActorBuffs[ACTOR_BUFF_SHRINK].uPower;
7492 if ( spellPower )
7493 dmgToReceive /= (signed int)spellPower;
7494 }
7495 int damageType;
7496 switch(dmgSource)
7497 {
7498 case 0:
7499 damageType = actorPtr->pMonsterInfo.uAttack1Type;
7500 break;
7501 case 1:
7502 damageType = actorPtr->pMonsterInfo.uAttack2Type;
7503 break;
7504 case 2:
7505 spellId = actorPtr->pMonsterInfo.uSpell1ID;
7506 damageType = LOBYTE(pSpellStats->pInfos[spellId].uSchool);
7507 break;
7508 case 3:
7509 spellId = actorPtr->pMonsterInfo.uSpell2ID;
7510 damageType = LOBYTE(pSpellStats->pInfos[spellId].uSchool);
7511 break;
7512 case 4:
7513 damageType = actorPtr->pMonsterInfo.field_3C_some_special_attack;
7514 break;
7515 case 5:
7516 damageType = 4;
7517 break;
7518 }
7519 if ( !(dword_6BE368_debug_settings_2 & DEBUG_SETTINGS_NO_DAMAGE) )
7520 {
7521 int reflectedDmg = playerPtr->ReceiveDamage(dmgToReceive, (DAMAGE_TYPE)damageType);
7522 if ( playerPtr->pPlayerBuffs[PLAYER_BUFF_PAIN_REFLECTION].uExpireTime > 0 )
7523 {
7524 unsigned __int16 actorState = actorPtr->uAIState;
7525 if ( actorState != Dying && actorState != Dead)
7526 {
7527 recvdMagicDmg = actorPtr->CalcMagicalDamageToActor((DAMAGE_TYPE)damageType, reflectedDmg);
7528 actorPtr->sCurrentHP -= recvdMagicDmg;
7529 if ( recvdMagicDmg >= 0 )
7530 {
7531 if ( actorPtr->sCurrentHP >= 1 )
7532 {
7533 Actor::AI_Stun(uActorID, PID(OBJECT_Player,a4), 0);
7534 Actor::AggroSurroundingPeasants(uActorID, 1);
7535 }
7536 else
7537 {
7538 if ( pMonsterStats->pInfos[actorPtr->pMonsterInfo.uID].bQuestMonster & 1 && pGame->uFlags2 & GAME_FLAGS_2_DRAW_BLOODSPLATS )
7539 {
7540 int splatRadius = byte_4D864C && BYTE2(pGame->uFlags) & 8 ? 10 * actorPtr->uActorRadius : actorPtr->uActorRadius;
7541 pDecalBuilder->AddBloodsplat(actorPtr->vPosition.x, actorPtr->vPosition.y, actorPtr->vPosition.z, 1.0, 0.0, 0.0, (float)splatRadius, 0, 0);
7542 }
7543 Actor::Die(uActorID);
7544 Actor::ApplyFineForKillingPeasant(uActorID);
7545 Actor::AggroSurroundingPeasants(uActorID, 1);
7546 if ( actorPtr->pMonsterInfo.uExp )
7547 pParty->GivePartyExp(pMonsterStats->pInfos[actorPtr->pMonsterInfo.uID].uExp);
7548 int speechToPlay = SPEECH_51;
7549 if ( rand() % 100 < 20 )
7550 speechToPlay = actorPtr->pMonsterInfo.uHP >= 100 ? 2 : 1;
7551 playerPtr->PlaySound((PlayerSpeech)speechToPlay, 0);
7552 }
7553 }
7554 }
7555 }
7556 }
7557 if ( !dmgSource
7558 && !(dword_6BE368_debug_settings_2 & DEBUG_SETTINGS_NO_DAMAGE)
7559 && actorPtr->pMonsterInfo.uSpecialAttackType
7560 && rand() % 100 < actorPtr->pMonsterInfo.uLevel * actorPtr->pMonsterInfo.uSpecialAttackLevel )
7561 {
7562 playerPtr->ReceiveSpecialAttackEffect(actorPtr->pMonsterInfo.uSpecialAttackType, actorPtr);
7563 }
7564 if ( !pParty->bTurnBasedModeOn )
7565 {
7566 int actEnd = playerPtr->GetActualEndurance();
7567 int recTime = (int)((20 - playerPtr->GetParameterBonus(actEnd))
7568 * flt_6BE3A4_debug_recmod1
7569 * 2.133333333333333);
7570 playerPtr->SetRecoveryTime(recTime);
7571 }
7572 return;
7573 }
7574 else
7575 {
7576 return;
7577 }
7578 }
7579 }
7580 //----- (00421EA6) --------------------------------------------------------
7581 void Player::OnInventoryLeftClick()
7582 {
7583 signed int inventoryXCoord; // ecx@2
7584 int inventoryYCoord; // eax@2
7585 int invMatrixIndex; // eax@2
7586 unsigned int enchantedItemPos; // eax@7
7587 unsigned int pickedItemId; // esi@12
7588 unsigned int invItemIndex; // eax@12
7589 unsigned int itemPos; // eax@18
7590 ItemGen tmpItem; // [sp+Ch] [bp-3Ch]@1
7591 unsigned int pY; // [sp+3Ch] [bp-Ch]@2
7592 unsigned int pX; // [sp+40h] [bp-8h]@2
7593 CastSpellInfo *pSpellInfo;
7594
7595 if ( pWindowList_at_506F50_minus1_indexing_buttons____and_an_int_[0] == 103 )
7596 {
7597 pMouse->GetClickPos(&pX, &pY);
7598 inventoryYCoord = (pY - 17) / 32;
7599 inventoryXCoord = (pX - 14) / 32;
7600 invMatrixIndex = inventoryXCoord + (INVETORYSLOTSWIDTH * inventoryYCoord);
7601 if ( inventoryYCoord >= 0 && inventoryYCoord < INVETORYSLOTSHEIGHT && inventoryXCoord >= 0 && inventoryXCoord < INVETORYSLOTSWIDTH)
7602 {
7603 if ( _50C9A0_IsEnchantingInProgress )
7604 {
7605 enchantedItemPos = this->GetItemIDAtInventoryIndex(&invMatrixIndex);
7606 if ( enchantedItemPos )
7607 {
7608 /* *((char *)pGUIWindow_Settings->ptr_1C + 8) &= 0x7Fu;
7609 *((short *)pGUIWindow_Settings->ptr_1C + 2) = uActiveCharacter - 1;
7610 *((int *)pGUIWindow_Settings->ptr_1C + 3) = enchantedItemPos - 1;
7611 *((short *)pGUIWindow_Settings->ptr_1C + 3) = invMatrixIndex;*/
7612 pSpellInfo = (CastSpellInfo *)pGUIWindow_Settings->ptr_1C;
7613 pSpellInfo->uFlags &= 0x7F;
7614 pSpellInfo->uPlayerID_2 = uActiveCharacter - 1;
7615 pSpellInfo->spell_target_pid = enchantedItemPos - 1;
7616 pSpellInfo->field_6 = invMatrixIndex;
7617 ptr_50C9A4_ItemToEnchant = &this->pInventoryItemList[enchantedItemPos-1];
7618 _50C9A0_IsEnchantingInProgress = 0;
7619 if ( pMessageQueue_50CBD0->uNumMessages )
7620 pMessageQueue_50CBD0->uNumMessages = pMessageQueue_50CBD0->pMessages[0].field_8 != 0;
7621 pMouse->SetCursorBitmap("MICON1");
7622 _50C9D0_AfterEnchClickEventId = 113;
7623 _50C9D4_AfterEnchClickEventSecondParam = 0;
7624 _50C9D8_AfterEnchClickEventTimeout = 256;
7625 }
7626 return;
7627 }
7628 if ( ptr_50C9A4_ItemToEnchant )
7629 return;
7630 pickedItemId = pParty->pPickedItem.uItemID;
7631 invItemIndex = this->GetItemIDAtInventoryIndex(&invMatrixIndex);
7632 if (!pickedItemId)
7633 {
7634 if ( !invItemIndex )
7635 return;
7636 else
7637 {
7638 memcpy(&pParty->pPickedItem, &this->pInventoryItemList[invItemIndex-1], sizeof(pParty->pPickedItem));
7639 this->RemoveItemAtInventoryIndex(invMatrixIndex);
7640 pickedItemId = pParty->pPickedItem.uItemID;
7641 pMouse->SetCursorBitmap(pItemsTable->pItems[pickedItemId].pIconName);
7642 return;
7643 }
7644 }
7645 else
7646 {
7647 if ( invItemIndex )
7648 {
7649 ItemGen* invItemPtr = &this->pInventoryItemList[invItemIndex-1];
7650 memcpy(&tmpItem, invItemPtr, sizeof(tmpItem));
7651 this->RemoveItemAtInventoryIndex(invMatrixIndex);
7652 int emptyIndex = this->AddItem2(invMatrixIndex, &pParty->pPickedItem);
7653 if ( !emptyIndex )
7654 {
7655 emptyIndex = this->AddItem2(-1, &pParty->pPickedItem);
7656 if ( !emptyIndex )
7657 {
7658 this->PutItemArInventoryIndex(tmpItem.uItemID, invItemIndex - 1, invMatrixIndex);
7659 memcpy(invItemPtr, &tmpItem, sizeof(ItemGen));
7660 return;
7661 }
7662 }
7663 memcpy(&pParty->pPickedItem, &tmpItem, sizeof(ItemGen));
7664 pMouse->SetCursorBitmap(pParty->pPickedItem.GetIconName());
7665 return;
7666 }
7667 else
7668 {
7669 itemPos = this->AddItem(invMatrixIndex, pickedItemId);
7670 if ( itemPos )
7671 {
7672 memcpy(&this->pInventoryItemList[itemPos-1], &pParty->pPickedItem, sizeof(ItemGen));
7673 pMouse->RemoveHoldingItem();
7674 return;
7675 }
7676 itemPos = this->AddItem(-1, pickedItemId);
7677 if ( itemPos )
7678 {
7679 memcpy(&this->pInventoryItemList[itemPos-1], &pParty->pPickedItem, sizeof(ItemGen));
7680 pMouse->RemoveHoldingItem();
7681 return;
7682 }
7683 }
7684 }
7685 }
7686 }
7687 }
7688
7689
7690 bool Player::IsWeak()
7691 {
7692 return pConditions[Condition_Weak] != 0;
7693 }
7694
7695 bool Player::IsDead()
7696 {
7697 return pConditions[Condition_Dead] != 0;
7698 }
7699
7700 bool Player::IsEradicated()
7701 {
7702 return pConditions[Condition_Eradicated] != 0;
7703 }
7704
7705 bool Player::IsZombie()
7706 {
7707 return pConditions[Condition_Zombie] != 0;
7708 }
7709
7710 bool Player::IsCursed()
7711 {
7712 return pConditions[Condition_Cursed] != 0;
7713 }
7714
7715 bool Player::IsPertified()
7716 {
7717 return pConditions[Condition_Pertified] != 0;
7718 }
7719
7720 bool Player::IsUnconcious()
7721 {
7722 return pConditions[Condition_Unconcious] != 0;
7723 }
7724
7725 bool Player::IsAsleep()
7726 {
7727 return pConditions[Condition_Sleep] != 0;
7728 }
7729
7730 bool Player::IsParalyzed()
7731 {
7732 return pConditions[Condition_Paralyzed] != 0;
7733 }
7734
7735 bool Player::IsDrunk()
7736 {
7737 return pConditions[Condition_Drunk] != 0;
7738 }
7739
7740 void Player::SetCursed( unsigned long long state )
7741 {
7742 pConditions[Condition_Cursed] = state;
7743 }
7744
7745 void Player::SetWeak( unsigned long long state )
7746 {
7747 pConditions[Condition_Weak] = state;
7748 }
7749
7750 void Player::SetAsleep( unsigned long long state )
7751 {
7752 pConditions[Condition_Sleep] = state;
7753 }
7754
7755 void Player::SetAfraid( unsigned long long state )
7756 {
7757 pConditions[Condition_Fear] = state;
7758 }
7759
7760 void Player::SetDrunk( unsigned long long state )
7761 {
7762 pConditions[Condition_Drunk] = state;
7763 }
7764
7765 void Player::SetInsane( unsigned long long state )
7766 {
7767 pConditions[Condition_Insane] = state;
7768 }
7769
7770 void Player::SetPoisonWeak( unsigned long long state )
7771 {
7772 pConditions[Condition_Poison_Weak] = state;
7773 }
7774
7775 void Player::SetDiseaseWeak( unsigned long long state )
7776 {
7777 pConditions[Condition_Disease_Weak] = state;
7778 }
7779
7780 void Player::SetPoisonMedium( unsigned long long state )
7781 {
7782 pConditions[Condition_Poison_Medium] = state;
7783 }
7784
7785 void Player::SetDiseaseMedium( unsigned long long state )
7786 {
7787 pConditions[Condition_Disease_Medium] = state;
7788 }
7789
7790 void Player::SetPoisonSevere( unsigned long long state )
7791 {
7792 pConditions[Condition_Poison_Severe] = state;
7793 }
7794
7795 void Player::SetDiseaseSevere( unsigned long long state )
7796 {
7797 pConditions[Condition_Disease_Severe] = state;
7798 }
7799
7800 void Player::SetParalyzed( unsigned long long state )
7801 {
7802 pConditions[Condition_Paralyzed] = state;
7803 }
7804
7805 void Player::SetUnconcious( unsigned long long state )
7806 {
7807 pConditions[Condition_Unconcious] = state;
7808 }
7809
7810 void Player::SetDead( unsigned long long state )
7811 {
7812 pConditions[Condition_Dead] = state;
7813 }
7814
7815 void Player::SetPertified( unsigned long long state )
7816 {
7817 pConditions[Condition_Pertified] = state;
7818 }
7819
7820 void Player::SetEradicated( unsigned long long state )
7821 {
7822 pConditions[Condition_Eradicated] = state;
7823 }
7824
7825 void Player::SetZombie( unsigned long long state )
7826 {
7827 pConditions[Condition_Zombie] = state;
7828 }
7829
7830 void Player::SetCondWeakWithBlockCheck( int blockable )
7831 {
7832 SetCondition(Condition_Weak, blockable);
7833 }
7834
7835 void Player::SetCondInsaneWithBlockCheck( int blockable )
7836 {
7837 SetCondition(Condition_Insane, blockable);
7838 }
7839
7840 void Player::SetCondDeadWithBlockCheck( int blockable )
7841 {
7842 SetCondition(Condition_Dead, blockable);
7843 }
7844
7845 void Player::SetCondUnconsciousWithBlockCheck( int blockable )
7846 {
7847 SetCondition(Condition_Dead, blockable);
7848 }
7849
7850 ItemGen* Player::GetOffHandItem()
7851 {
7852 return GetItem(&PlayerEquipment::uShield);
7853 }
7854
7855 ItemGen* Player::GetMainHandItem()
7856 {
7857 return GetItem(&PlayerEquipment::uMainHand);
7858 }
7859
7860 ItemGen* Player::GetBowItem()
7861 {
7862 return GetItem(&PlayerEquipment::uBow);
7863 }
7864
7865 ItemGen* Player::GetArmorItem()
7866 {
7867 return GetItem(&PlayerEquipment::uArmor);
7868 }
7869
7870 ItemGen* Player::GetHelmItem()
7871 {
7872 return GetItem(&PlayerEquipment::uHelm);
7873 }
7874
7875 ItemGen* Player::GetBeltItem()
7876 {
7877 return GetItem(&PlayerEquipment::uBelt);
7878 }
7879
7880 ItemGen* Player::GetCloakItem()
7881 {
7882 return GetItem(&PlayerEquipment::uCloak);
7883 }
7884
7885 ItemGen* Player::GetGloveItem()
7886 {
7887 return GetItem(&PlayerEquipment::uGlove);
7888 }
7889
7890 ItemGen* Player::GetBootItem()
7891 {
7892 return GetItem(&PlayerEquipment::uBoot);
7893 }
7894
7895 ItemGen* Player::GetAmuletItem()
7896 {
7897 return GetItem(&PlayerEquipment::uAmulet);
7898 }
7899
7900 ItemGen* Player::GetNthRingItem(int ringNum)
7901 {
7902 return GetNthEquippedIndexItem(ringNum + 10);
7903 }
7904
7905 ItemGen* Player::GetNthEquippedIndexItem(int index)
7906 {
7907 if (this->pEquipment.pIndices[index] == 0)
7908 {
7909 return nullptr;
7910 }
7911 return &this->pInventoryItemList[this->pEquipment.pIndices[index] - 1];
7912 }
7913
7914 ItemGen* Player::GetItem(unsigned int PlayerEquipment::* itemPos)
7915 {
7916 if (this->pEquipment.*itemPos == 0)
7917 {
7918 return nullptr;
7919 }
7920 return &this->pInventoryItemList[this->pEquipment.*itemPos - 1];
7921 }
7922
7923 int Player::GetPlayerIndex()
7924 {
7925 int uPlayerIdx = 0;
7926 if ( this == pPlayers[1] )
7927 uPlayerIdx = 0;
7928 else if( this == pPlayers[2] )
7929 uPlayerIdx = 1;
7930 else if ( this == pPlayers[3] )
7931 uPlayerIdx = 2;
7932 else if ( this == pPlayers[4] )
7933 uPlayerIdx = 3;
7934 else
7935 Error("Unexpected player pointer");
7936 return uPlayerIdx;
7937 }
7938
7939 //----- (004272F5) --------------------------------------------------------
7940 bool Player::PlayerHitOrMiss(Actor *pActor, int a3, int a4)
7941 {
7942 signed int naturalArmor; // esi@1
7943 signed int armorBuff; // edi@1
7944 int effectiveActorArmor; // esi@8
7945 int attBonus; // eax@9
7946 int v9; // edx@11
7947 // unsigned __int8 v12; // sf@13
7948 // unsigned __int8 v13; // of@13
7949 int attPositiveMod; // edx@14
7950 int attNegativeMod; // eax@14
7951 // signed int result; // eax@17
7952
7953 naturalArmor = pActor->pMonsterInfo.uAC;
7954 armorBuff = 0;
7955 if ( pActor->pActorBuffs[ACTOR_BUFF_SOMETHING_THAT_HALVES_AC].uExpireTime > 0 )
7956 naturalArmor /= 2;
7957 if ( pActor->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uExpireTime > 0 )
7958 armorBuff = pActor->pActorBuffs[ACTOR_BUFF_SHIELD].uPower;
7959 if ( pActor->pActorBuffs[ACTOR_BUFF_STONESKIN].uExpireTime > 0 && pActor->pActorBuffs[ACTOR_BUFF_STONESKIN].uPower > armorBuff )
7960 armorBuff = pActor->pActorBuffs[ACTOR_BUFF_STONESKIN].uPower;
7961 effectiveActorArmor = armorBuff + naturalArmor;
7962 if ( a3 )
7963 attBonus = this->GetRangedAttack();
7964 else
7965 attBonus = this->GetActualAttack(false);
7966 v9 = rand() % (effectiveActorArmor + 2 * attBonus + 30);
7967 attPositiveMod = a4 + v9;
7968 if ( a3 == 2 )
7969 {
7970 attNegativeMod = ((effectiveActorArmor + 15) / 2) + effectiveActorArmor + 15;
7971 }
7972 else if ( a3 == 3 )
7973 {
7974 attNegativeMod = 2 * effectiveActorArmor + 30;
7975 }
7976 else
7977 {
7978 attNegativeMod = effectiveActorArmor + 15;
7979 }
7980 return (attPositiveMod > attNegativeMod);
7981 }
7982
7983
7984 //----- (0042ECB5) --------------------------------------------------------
7985 void Player::_42ECB5_PlayerAttacksActor()
7986 {
7987 // char *v5; // eax@8
7988 // unsigned int v9; // ecx@21
7989 // char *v11; // eax@26
7990 // unsigned int v12; // eax@47
7991 // SoundID v24; // [sp-4h] [bp-40h]@58
7992
7993 //result = pParty->pPlayers[uActiveCharacter-1].CanAct();
7994 Player* player = &pParty->pPlayers[uActiveCharacter - 1];
7995 if (!player->CanAct())
7996 return;
7997
7998 CastSpellInfoHelpers::_427D48();
7999 //v3 = 0;
8000 if (pParty->Invisible())
8001 pParty->pPartyBuffs[PARTY_BUFF_INVISIBILITY].Reset();
8002
8003 //v31 = player->pEquipment.uBow;
8004 int bow_idx = player->pEquipment.uBow;
8005 if (bow_idx && player->pInventoryItemList[bow_idx - 1].IsBroken())
8006 bow_idx = 0;
8007
8008 //v32 = 0;
8009 int wand_item_id = 0;
8010 //v33 = 0;
8011 //v4 = v1->pEquipment.uMainHand;
8012 int laser_weapon_item_id = 0;
8013
8014 int main_hand_idx = player->pEquipment.uMainHand;
8015 if (main_hand_idx)
8016 {
8017 ItemGen* item = &player->pInventoryItemList[main_hand_idx - 1];
8018 //v5 = (char *)v1 + 36 * v4;
8019 if (!item->IsBroken())
8020 {
8021 //v28b = &v1->pInventoryItems[v4].uItemID;
8022 //v6 = v1->pInventoryItems[v4].uItemID;//*((int *)v5 + 124);
8023 if (item->GetItemEquipType() == EQUIP_WAND)
8024 {
8025 if (item->uNumCharges <= 0)
8026 player->pEquipment.uMainHand = 0; // wand discharged - unequip
8027 else
8028 wand_item_id = item->uItemID;//*((int *)v5 + 124);
8029 }
8030 else if (item->uItemID == ITEM_BLASTER || item->uItemID == ITEM_LASER_RIFLE)
8031 laser_weapon_item_id = item->uItemID;//*((int *)v5 + 124);
8032 }
8033 }
8034
8035 //v30 = 0;
8036 //v29 = 0;
8037 //v28 = 0;
8038 //v7 = pMouse->uPointingObjectID;
8039
8040 int target_pid = pMouse->uPointingObjectID;
8041 int target_type = PID_TYPE(target_pid),
8042 target_id = PID_ID(target_pid);
8043 if (target_type != OBJECT_Actor || !pActors[target_id].CanAct())
8044 {
8045 target_pid = stru_50C198.FindClosestActor(5120, 0, 0);
8046 target_type = PID_TYPE(target_pid);
8047 target_id = PID_ID(target_pid);
8048 }
8049
8050 Actor* actor = &pActors[target_id];
8051 int actor_distance = 0;
8052 if (target_type == OBJECT_Actor)
8053 {
8054 int distance_x = actor->vPosition.x - pParty->vPosition.x,
8055 distance_y = actor->vPosition.y - pParty->vPosition.y,
8056 distance_z = actor->vPosition.z - pParty->vPosition.z;
8057 actor_distance = integer_sqrt(distance_x * distance_x + distance_y * distance_y + distance_z * distance_z) - actor->uActorRadius;
8058 if (actor_distance < 0)
8059 actor_distance = 0;
8060 }
8061
8062 bool shooting_bow = false,
8063 shotting_laser = false,
8064 shooting_wand = false,
8065 melee_attack = false;
8066 if (laser_weapon_item_id)
8067 {
8068 shotting_laser = true;
8069 _42777D_CastSpell_UseWand_ShootArrow(SPELL_LASER_PROJECTILE, uActiveCharacter - 1, 0, 0, uActiveCharacter + 8);
8070 }
8071 else if (wand_item_id)
8072 {
8073 shooting_wand = true;
8074
8075 int main_hand_idx = player->pEquipment.uMainHand;
8076 _42777D_CastSpell_UseWand_ShootArrow(wand_spell_ids[player->pInventoryItemList[main_hand_idx - 1].uItemID - ITEM_WAND_FIRE], uActiveCharacter - 1, 8, 0, uActiveCharacter + 8);
8077
8078 if (!--player->pInventoryItemList[main_hand_idx - 1].uNumCharges)
8079 player->pEquipment.uMainHand = 0;
8080 }
8081 else if (target_type == OBJECT_Actor && actor_distance <= 407.2)
8082 {
8083 melee_attack = true;
8084
8085 Vec3_int_ a3;
8086 a3.x = actor->vPosition.x - pParty->vPosition.x;
8087 a3.y = actor->vPosition.y - pParty->vPosition.y;
8088 a3.z = actor->vPosition.z - pParty->vPosition.z;
8089 Vec3_int_::Normalize(&a3.x, &a3.y, &a3.z);
8090
8091 Actor::DamageMonsterFromParty(PID(OBJECT_Player, uActiveCharacter - 1), target_id, &a3);
8092 if (player->WearsItem(ITEM_ARTIFACT_SPLITTER, EQUIP_TWO_HANDED) || player->WearsItem(ITEM_ARTIFACT_SPLITTER, EQUIP_SINGLE_HANDED))
8093 _42FA66_do_explosive_impact(actor->vPosition.x, actor->vPosition.y, actor->vPosition.z + actor->uActorHeight / 2, 0, 512, uActiveCharacter);
8094 }
8095 else if (bow_idx)
8096 {
8097 shooting_bow = true;
8098 _42777D_CastSpell_UseWand_ShootArrow(SPELL_BOW_ARROW, uActiveCharacter - 1, 0, 0, 0);
8099 }
8100 else
8101 {
8102 melee_attack = true;
8103 ; // actor out of range or no actor; no ranged weapon so melee attacking air
8104 }
8105
8106 if (!pParty->bTurnBasedModeOn && melee_attack) // wands, bows & lasers will add recovery while shooting spell effect
8107 {
8108 int recovery = player->GetAttackRecoveryTime(false);
8109 if (recovery < 30 )
8110 recovery = 30;
8111 player->SetRecoveryTime(flt_6BE3A4_debug_recmod1 * (double)recovery * 2.133333333333333);
8112 }
8113
8114 int v34 = 0;
8115 if (shooting_wand)
8116 return;
8117 else if (shooting_bow)
8118 {
8119 v34 = 5;
8120 player->PlaySound(SPEECH_50, 0);
8121 }
8122 if (shotting_laser)
8123 v34 = 7;
8124 else
8125 {
8126 int main_hand_idx = player->pEquipment.uMainHand;
8127 if (player->HasItemEquipped(EQUIP_TWO_HANDED))
8128 v34 = player->pInventoryItemList[main_hand_idx - 1].GetPlayerSkillType();
8129 pTurnEngine->ApplyPlayerAction();
8130 }
8131
8132 switch (v34)
8133 {
8134 case 0: pAudioPlayer->PlaySound(SOUND_81, 0, 0, -1, 0, 0, 0, 0); break;
8135 case 1: pAudioPlayer->PlaySound(SOUND_84, 0, 0, -1, 0, 0, 0, 0); break;
8136 case 2: pAudioPlayer->PlaySound(SOUND_85, 0, 0, -1, 0, 0, 0, 0); break;
8137 case 3: pAudioPlayer->PlaySound(SOUND_78, 0, 0, -1, 0, 0, 0, 0); break;
8138 case 4: pAudioPlayer->PlaySound(SOUND_80, 0, 0, -1, 0, 0, 0, 0); break;
8139 case 5: pAudioPlayer->PlaySound(SOUND_71, 0, 0, -1, 0, 0, 0, 0); break;
8140 case 6: pAudioPlayer->PlaySound(SOUND_83, 0, 0, -1, 0, 0, 0, 0); break;
8141 case 7: pAudioPlayer->PlaySound(SOUND_67, 0, 0, -1, 0, 0, 0, 0); break;
8142 }
8143 }
8144
8145
8146 //----- (0042FA66) --------------------------------------------------------
8147 void Player::_42FA66_do_explosive_impact(int a1, int a2, int a3, int a4, __int16 a5, signed int a6)
8148 {
8149 unsigned __int16 v9; // ax@5
8150
8151 SpriteObject a1a; // [sp+Ch] [bp-74h]@1
8152 //SpriteObject::SpriteObject(&a1a);
8153 a1a.uType = 600;
8154 a1a.stru_24.Reset();
8155
8156 a1a.spell_id = SPELL_FIRE_FIREBALL;
8157 a1a.spell_level = 8;
8158 a1a.spell_skill = 3;
8159 v9 = 0;
8160 for ( uint i = 0; i < pObjectList->uNumObjects; ++i )
8161 {
8162 if ( a1a.uType == pObjectList->pObjects[i].uObjectID )
8163 v9 = i;
8164 }
8165 a1a.uObjectDescID = v9;
8166 a1a.vPosition.x = a1;
8167 a1a.vPosition.y = a2;
8168 a1a.vPosition.z = a3;
8169 a1a.uAttributes = 0;
8170 a1a.uSectorID = pIndoor->GetSector(a1, a2, a3);
8171 a1a.uSpriteFrameID = 0;
8172 a1a.spell_target_pid = 0;
8173 a1a.field_60_distance_related_prolly_lod = 0;
8174 a1a.uFacing = 0;
8175 a1a.uSoundID = 0;
8176 if ( a6 >= 1 || a6 <= 4 )
8177 a1a.spell_caster_pid = PID(OBJECT_Player, a6 - 1);
8178 else
8179 a1a.spell_caster_pid = 0;
8180
8181 int id = a1a.Create(0, 0, 0, 0);
8182 if (id != -1)
8183 AttackerInfo.Add(PID(OBJECT_Item, id), a5, SLOWORD(a1a.vPosition.x), SLOWORD(a1a.vPosition.y),
8184 SLOWORD(a1a.vPosition.z), 0, 0);
8185 }
8186
8187 //----- (00458244) --------------------------------------------------------
8188 unsigned int SkillToMastery( unsigned int skill_value )
8189 {
8190 switch (skill_value & 0x1C0)
8191 {
8192 case 0x100: return 4; // Grandmaster
8193 case 0x80: return 3; // Master
8194 case 0x40: return 2; // Expert
8195 case 0x00: return 1; // Normal
8196 }
8197 assert(false);
8198 return 0;
8199 }