Mercurial > mm7
comparison Player.cpp @ 1708:f8414042db1f
Moving NZIArray to a separate class, fixing a few inventory bugs
author | Grumpy7 |
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date | Mon, 23 Sep 2013 07:07:06 +0200 |
parents | ef42788fef1d |
children | 8251e59fd7c1 |
comparison
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inserted
replaced
1702:5cbd88f8a2eb | 1708:f8414042db1f |
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3137 if ( this->HasItemEquipped(EQUIP_MAIN_HAND) ) | 3137 if ( this->HasItemEquipped(EQUIP_MAIN_HAND) ) |
3138 { | 3138 { |
3139 v22 = this->GetEquippedItemEquipType(EQUIP_MAIN_HAND); | 3139 v22 = this->GetEquippedItemEquipType(EQUIP_MAIN_HAND); |
3140 if ( v22 >= 0 && v22 <= 2) | 3140 if ( v22 >= 0 && v22 <= 2) |
3141 { | 3141 { |
3142 v23 = this->pOwnItems[this->pEquipment.uMainHand].uItemID; | 3142 v23 = this->pOwnItems[this->pEquipment.uMainHand - 1].uItemID; |
3143 v26 = pItemsTable->pItems[v23].uDamageRoll; | 3143 v26 = pItemsTable->pItems[v23].uDamageRoll; |
3144 if ( this->pEquipment.uShield || pItemsTable->pItems[v23].uSkillType != 4 ) | 3144 if ( this->pEquipment.uShield || pItemsTable->pItems[v23].uSkillType != 4 ) |
3145 { | 3145 { |
3146 v25 = pItemsTable->pItems[v23].uDamageDice; | 3146 v25 = pItemsTable->pItems[v23].uDamageDice; |
3147 } | 3147 } |
3150 v25 = pItemsTable->pItems[v23].uDamageDice + 1; | 3150 v25 = pItemsTable->pItems[v23].uDamageDice + 1; |
3151 } | 3151 } |
3152 v5 = pItemsTable->pItems[v23].uDamageMod + v25 * v26; | 3152 v5 = pItemsTable->pItems[v23].uDamageMod + v25 * v26; |
3153 } | 3153 } |
3154 } | 3154 } |
3155 if ( getOnlyMainHandDmg || !this->HasItemEquipped(EQUIP_OFF_HAND) || (GetEquippedItemEquipType(EQUIP_OFF_HAND) < 0 && GetEquippedItemEquipType(EQUIP_OFF_HAND) > 2)) | 3155 if ( getOnlyMainHandDmg || !this->HasItemEquipped(EQUIP_OFF_HAND) || (GetEquippedItemEquipType(EQUIP_OFF_HAND) < 0 || GetEquippedItemEquipType(EQUIP_OFF_HAND) > 2)) |
3156 { | 3156 { |
3157 return v5; | 3157 return v5; |
3158 } | 3158 } |
3159 else | 3159 else |
3160 { | 3160 { |
3161 v23 = this->pOwnItems[this->pEquipment.uShield].uItemID; | 3161 v23 = this->pOwnItems[this->pEquipment.uShield - 1].uItemID; |
3162 v15 = pItemsTable->pItems[v23].uDamageMod; | 3162 v15 = pItemsTable->pItems[v23].uDamageMod; |
3163 v14 = pItemsTable->pItems[v23].uDamageDice * pItemsTable->pItems[v23].uDamageRoll; | 3163 v14 = pItemsTable->pItems[v23].uDamageDice * pItemsTable->pItems[v23].uDamageRoll; |
3164 return v5 + v15 + v14; | 3164 return v5 + v15 + v14; |
3165 } | 3165 } |
3166 } | 3166 } |
3198 if ( this->HasItemEquipped(EQUIP_MAIN_HAND) ) | 3198 if ( this->HasItemEquipped(EQUIP_MAIN_HAND) ) |
3199 { | 3199 { |
3200 v9 = this->GetEquippedItemEquipType(EQUIP_MAIN_HAND); | 3200 v9 = this->GetEquippedItemEquipType(EQUIP_MAIN_HAND); |
3201 if ( v9 >= 0 && v9 <= 2) | 3201 if ( v9 >= 0 && v9 <= 2) |
3202 { | 3202 { |
3203 v5 = pItemsTable->pItems[this->pOwnItems[this->pEquipment.uMainHand].uItemID].uDamageDice + | 3203 v5 = pItemsTable->pItems[this->pOwnItems[this->pEquipment.uMainHand - 1].uItemID].uDamageDice + |
3204 pItemsTable->pItems[this->pOwnItems[this->pEquipment.uMainHand].uItemID].uDamageMod; | 3204 pItemsTable->pItems[this->pOwnItems[this->pEquipment.uMainHand - 1].uItemID].uDamageMod; |
3205 if ( !this->pEquipment.uShield && pItemsTable->pItems[this->pOwnItems[this->pEquipment.uMainHand].uItemID].uSkillType == 4) | 3205 if ( !this->pEquipment.uShield && pItemsTable->pItems[this->pOwnItems[this->pEquipment.uMainHand - 1].uItemID].uSkillType == 4) |
3206 { | 3206 { |
3207 ++v5; | 3207 ++v5; |
3208 } | 3208 } |
3209 } | 3209 } |
3210 } | 3210 } |
3771 } | 3771 } |
3772 for (int i = 0; i < 16; i++) | 3772 for (int i = 0; i < 16; i++) |
3773 { | 3773 { |
3774 if ( this->HasItemEquipped((ITEM_EQUIP_TYPE)i) ) | 3774 if ( this->HasItemEquipped((ITEM_EQUIP_TYPE)i) ) |
3775 { | 3775 { |
3776 int currItemId = this->pInventoryItemList[this->pEquipment.pIndices[i]].uItemID; | 3776 int currItemId = this->pInventoryItemList[this->pEquipment.pIndices[i] - 1].uItemID; |
3777 if ( pItemsTable->pItems[currItemId].uEquipType == EQUIP_MAIN_HAND || pItemsTable->pItems[currItemId].uEquipType == EQUIP_OFF_HAND ) | 3777 if ( pItemsTable->pItems[currItemId].uEquipType == EQUIP_MAIN_HAND || pItemsTable->pItems[currItemId].uEquipType == EQUIP_OFF_HAND ) |
3778 { | 3778 { |
3779 PLAYER_SKILL_TYPE currItemSkillType = (PLAYER_SKILL_TYPE)pItemsTable->pItems[currItemId].uSkillType; | 3779 PLAYER_SKILL_TYPE currItemSkillType = (PLAYER_SKILL_TYPE)pItemsTable->pItems[currItemId].uSkillType; |
3780 int currItemSkillLevel = this->GetActualSkillLevel(currItemSkillType); | 3780 int currItemSkillLevel = this->GetActualSkillLevel(currItemSkillType); |
3781 int baseSkillBonus; | 3781 int baseSkillBonus; |