Mercurial > mm7
diff mm7_4.cpp @ 2237:d903816e972e
_4B254D_SkillMasteryTeacher adding case, removing nested ifs, adding some comments
author | Grumpy7 |
---|---|
date | Sun, 23 Feb 2014 14:12:07 +0100 |
parents | 3c802b5e026a |
children | f66d8be6ad5b |
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--- a/mm7_4.cpp Sun Feb 23 12:55:01 2014 +0100 +++ b/mm7_4.cpp Sun Feb 23 14:12:07 2014 +0100 @@ -1823,22 +1823,22 @@ } //----- (004B254D) -------------------------------------------------------- -char * _4B254D_SkillMasteryTeacher(int _this) +const char * _4B254D_SkillMasteryTeacher(int _this) { //Player *v1; // esi@1 int v2; // edx@1 int v3; // ecx@1 int pClassType; // eax@7 int v6; // eax@7 - int v7; // ebx@7 + int pointsInSkillWOutMastery; // ebx@7 //int v8; // ebx@8 signed int v9; // esi@8 - int v10; // eax@8 + int classBaseId; // eax@8 char *v11; // ecx@8 //int v12; // edi@9 //char *v13; // edx@9 signed int v14; // edi@10 - unsigned int v16; // eax@29 + unsigned int skillMastery; // eax@29 //int v17; // eax@36 char v18; // cl@46 __int16 v19; // dx@56 @@ -1851,7 +1851,7 @@ //int v26; // [sp-4h] [bp-30h]@38 //int v27; // [sp-4h] [bp-30h]@82 char v28[4]; // [sp+Ch] [bp-20h]@9 - unsigned __int16 a1[2]; // [sp+1Ch] [bp-10h]@7 + unsigned __int16 pointsInSkill; // [sp+1Ch] [bp-10h]@7 //int v33; // [sp+20h] [bp-Ch]@7 int v34; // [sp+24h] [bp-8h]@7 char *v35; // [sp+28h] [bp-4h]@1 @@ -1860,119 +1860,90 @@ v2 = (_this - 200) % 3; v3 = (_this - 200) / 3; v35 = (char *)pNPCTopics[127].pText; - dword_F8B1AC_award_bit_number = v3; - if ( v2 ) + dword_F8B1AC_award_bit_number = v3; + switch(v2) { - if ( v2 == 1 ) - { + case 0: + gold_transaction_amount = 2000; + dword_F8B1B0 = 2; + break; + case 1: gold_transaction_amount = 5000; dword_F8B1B0 = 3; - } - else - { - if ( v2 == 2 ) - { - gold_transaction_amount = 8000; - dword_F8B1B0 = 4; - } - } - } - else - { - gold_transaction_amount = 2000; - dword_F8B1B0 = 2; + break; + case 2: + gold_transaction_amount = 8000; + dword_F8B1B0 = 4; + break; } pClassType = pPlayers[uActiveCharacter]->classType; //v33 = pClassType; v6 = byte_4ED970_skill_learn_ability_by_class_table[pClassType][v3]; - *(int *)a1 = pPlayers[uActiveCharacter]->pActiveSkills[v3]; - v7 = a1[0] & 0x3F; v34 = v2 + 2; if ( v6 < v2 + 2 ) { - //v8 = v33; - - v10 = pClassType - pClassType % 4; - v11 = &byte_4ED970_skill_learn_ability_by_class_table[pClassType - pClassType % 4][v3]; - for ( v9 = 0; v9 < 4; ++v9 ) - { - v28[v9] = ( (unsigned __int8)*v11 < v34 ) ? 0 : 1; - v11 += 37; - } - if ( v28[1] == 1 ) - { - v25 = pClassNames[v10 + 1]; - } + classBaseId = pClassType - pClassType % 4; + if (byte_4ED970_skill_learn_ability_by_class_table[classBaseId + 1][v3] >= v34) + sprintf(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[633], pClassNames[classBaseId + 1]);//Вы должны достичь звания %s для обучения этому уровню навыка. You have to be promoted to %s to learn this skill level. + else if (byte_4ED970_skill_learn_ability_by_class_table[classBaseId + 2][v3] >= v34 + && byte_4ED970_skill_learn_ability_by_class_table[classBaseId + 3][v3] >= v34) + sprintf(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[634], pClassNames[classBaseId + 2], pClassNames[classBaseId + 3]);//Вы должны достичь звания %s или %s для обучения этому уровню навыка. You have to be promoted to %s or %s to learn this skill level. + else if (byte_4ED970_skill_learn_ability_by_class_table[classBaseId + 2][v3] >= v34) + sprintf(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[633], pClassNames[classBaseId + 2]);//Вы должны достичь звания %s для обучения этому уровню навыка. You have to be promoted to %s to learn this skill level. + else if (byte_4ED970_skill_learn_ability_by_class_table[classBaseId + 3][v3] >= v34) + sprintf(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[633], pClassNames[classBaseId + 3]);//Вы должны достичь звания %s для обучения этому уровню навыка. You have to be promoted to %s to learn this skill level. else - { - if ( v28[2] == 1 ) - { - if ( v28[3] == 1 ) - { - sprintf(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[634], pClassNames[v10 + 2], pClassNames[v10 + 3]);//Вы должны достичь звания %s или %s для обучения этому уровню навыка. - return pTmpBuf.data(); - } - v25 = pClassNames[v10 + 2]; - } - else - { - if ( v28[3] != 1 ) - { - sprintf(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[632], pClassNames[pClassType]);//Этот уровень навыка не может быть постигнут классом %s. - return pTmpBuf.data(); - } - v25 = pClassNames[v10 + 3]; - } - } - sprintf(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[633], v25);//Вы должны достичь звания %s для обучения этому уровню навыка. + sprintf(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[632], pClassNames[pClassType]);//Этот уровень навыка не может быть постигнут классом %s. This skill level can not be learned by the %s class. return pTmpBuf.data(); } if ( !pPlayers[uActiveCharacter]->CanAct() ) - return (char *)pNPCTopics[122].pText; - if ( !v7 ) - return (char *)pNPCTopics[131].pText; - v16 = SkillToMastery(a1[0]); - if ( (signed int)v16 > v2 + 1 ) - return (char *)pNPCTopics[v2 + 128].pText; + return pNPCTopics[122].pText; //Not in your condition! + pointsInSkill = pPlayers[uActiveCharacter]->pActiveSkills[v3]; + pointsInSkillWOutMastery = pointsInSkill & 0x3F; + if ( !pointsInSkillWOutMastery ) + return pNPCTopics[131].pText; //You must know the skill before you can become an expert in it! + skillMastery = SkillToMastery(pointsInSkill); + if ( (signed int)skillMastery > v2 + 1 ) // You are already an SKILLLEVEL in this skill. + return pNPCTopics[v2 + 128].pText; if ( v34 != 2 ) { if ( v34 == 3 ) { - if ( (signed int)v16 >= 2 && v7 >= 7 ) + if ( (signed int)skillMastery >= 2 && pointsInSkillWOutMastery >= 7 ) { switch ( dword_F8B1AC_award_bit_number ) { - case 12: - case 13: - case 14: - case 15: - case 16: - case 17: - case 18: + case 12: //Fire magic + case 13: //Air magic + case 14: //Water magic + case 15: //Earth magic + case 16: //Spirit magic + case 17: //Mind magic + case 18: //Body magic gold_transaction_amount = 4000; goto LABEL_42; - case 19: + case 19: //Light magic v19 = 114; if ( !(unsigned __int16)_449B57_test_bit(pParty->_quest_bits, v19) ) return v35; if ( !gold_transaction_amount ) goto LABEL_79; goto LABEL_42; - case 20: + case 20: //Dark magic v19 = 110; if ( !(unsigned __int16)_449B57_test_bit(pParty->_quest_bits, v19) ) return v35; if ( !gold_transaction_amount ) goto LABEL_79; goto LABEL_42; - case 22: + case 22: //Merchant v20 = pPlayers[uActiveCharacter]->GetBaseWillpower(); if ( v20 < 50 ) return v35; if ( !gold_transaction_amount ) goto LABEL_79; goto LABEL_42; - case 24: + case 24: //Body Building gold_transaction_amount = 2500; v20 = pPlayers[uActiveCharacter]->GetBaseEndurance(); if ( v20 < 50 ) @@ -1980,30 +1951,30 @@ if ( !gold_transaction_amount ) goto LABEL_79; goto LABEL_42; - case 36: + case 36: //Learning v20 = pPlayers[uActiveCharacter]->GetBaseIntelligence(); if ( v20 < 50 ) return v35; if ( !gold_transaction_amount ) goto LABEL_79; goto LABEL_42; - case 21: - case 23: - case 25: - case 26: - case 29: - case 32: - case 34: - case 35: + case 21: //Identify Item + case 23: //Repait Item + case 25: //Meditation + case 26: //Perception + case 29: //Disarm Trap + case 32: //Identify Monster + case 34: //Stealing + case 35: //Alchemy gold_transaction_amount = 2500; goto LABEL_42; - case 8: - case 9: - case 10: - case 11: + case 8: //Shield + case 9: //Leather + case 10: //Chain + case 11: //Plate gold_transaction_amount = 3000; goto LABEL_42; - case 7: + case 7: //Blaster gold_transaction_amount = 0; if ( !gold_transaction_amount ) goto LABEL_79; @@ -2027,11 +1998,11 @@ goto LABEL_79; goto LABEL_42; } - if ( (signed int)v16 >= 3 && v7 >= 10 ) + if ( (signed int)skillMastery >= 3 && pointsInSkillWOutMastery >= 10 ) { switch ( dword_F8B1AC_award_bit_number ) { - case 19: + case 19: //Light Magic if ( pPlayers[uActiveCharacter]->ProfessionOrGuildFlagsCorrect(0x22u, 1) == 1 ) { if ( !gold_transaction_amount ) @@ -2045,7 +2016,7 @@ goto LABEL_42; } return v35; - case 20: + case 20: //Dark Magic if ( pPlayers[uActiveCharacter]->ProfessionOrGuildFlagsCorrect(0x23u, 1) == 1 ) { if ( !gold_transaction_amount ) @@ -2059,38 +2030,38 @@ goto LABEL_42; } return v35; - case 30: + case 30: //Dodging v18 = LOBYTE(pPlayers[uActiveCharacter]->pActiveSkills[PLAYER_SKILL_UNARMED]); if ( (v18 & 0x3Fu) < 0xA ) return v35; if ( !gold_transaction_amount ) goto LABEL_79; goto LABEL_42; - case 31: + case 31: //Unarmed v18 = LOBYTE(pPlayers[uActiveCharacter]->pActiveSkills[PLAYER_SKILL_DODGE]); if ( (v18 & 0x3Fu) < 0xA ) return v35; if ( !gold_transaction_amount ) goto LABEL_79; goto LABEL_42; - case 21: - case 23: - case 24: - case 25: - case 26: - case 29: - case 32: - case 34: - case 35: + case 21: //Identify Item + case 23: //Repait Item + case 24: //Body Building + case 25: //Meditation + case 26: //Perception + case 29: //Disarm Trap + case 32: //Identify Monster + case 34: //Stealing + case 35: //Alchemy gold_transaction_amount = 6000; goto LABEL_42; - case 8: - case 9: - case 10: - case 11: + case 8: //Shield + case 9: //Leather + case 10: //Chain + case 11: //Plate gold_transaction_amount = 7000; goto LABEL_42; - case 7: + case 7: //Blaster break; default: if ( !gold_transaction_amount ) @@ -2105,7 +2076,7 @@ } return v35; } - if ( v7 < 4 ) + if ( pointsInSkillWOutMastery < 4 ) return v35; if ( dword_F8B1AC_award_bit_number > 27 ) {