diff Player.cpp @ 1537:fed56133bf8a

Player:GetSkillBonus cleanup, multiplier evaluation moved to a separate function, variable clanup, renaming, scope reduction
author Grumpy7
date Sat, 07 Sep 2013 05:01:12 +0200
parents e264ce95f27d
children d6778b04c12a
line wrap: on
line diff
--- a/Player.cpp	Sat Sep 07 04:15:06 2013 +0200
+++ b/Player.cpp	Sat Sep 07 05:01:12 2013 +0200
@@ -4805,282 +4805,136 @@
 
 
 //----- (0048FC00) --------------------------------------------------------
-int Player::GetSkillBonus(enum CHARACTER_ATTRIBUTE_TYPE a2)
-{
-  Player *v2; // esi@1
-  int armmaster_skill; // eax@1
-  char v4; // di@1
-  signed int v5; // ebx@1
-  unsigned int armaster_mastery; // eax@2
-  unsigned __int8 v7; // sf@5
-  unsigned __int8 v8; // of@5
-  PlayerEquipment *v9; // ebx@19
-  Player *v10; // ecx@20
-  PLAYER_SKILL_TYPE v11; // edi@21
-  int v12; // eax@21
-  int v13; // edi@21
-  signed int v15; // esi@25
-  char v16; // al@32
-  int v18; // eax@36
-  unsigned int v19; // eax@37
-  unsigned int v20; // edi@40
-  int v21; // edx@41
-  int v22; // eax@42
-  PLAYER_SKILL_TYPE v23; // edi@45
-  unsigned __int16 v24; // ax@45
-  unsigned __int16 v25; // bx@45
-  unsigned int v26; // eax@45
-  unsigned __int8 v27; // sf@50
-  unsigned __int8 v28; // of@50
-  unsigned int v29; // eax@52
-  int v30; // eax@55
-  int v31; // eax@58
-  unsigned int v32; // eax@59
-  int v33; // eax@65
-  char v34; // si@65
-  ITEM_EQUIP_TYPE v35; // edi@69
-  int v36; // edx@70
-  int v37; // eax@71
-  PLAYER_SKILL_TYPE v38; // edi@74
-  int v39; // eax@74
-  int v40; // eax@89
-  char v41; // si@89
-  int v42; // eax@96
-  PLAYER_SKILL_TYPE v43; // edx@97
-  int v44; // eax@97
-  int v45; // eax@98
-  int v46; // eax@99
-  int v47; // eax@100
-  int v48; // eax@101
-  int v49; // eax@102
-  unsigned __int16 v50; // ax@113
-  char v51; // di@113
-  unsigned int v52; // eax@113
-  int v53; // edi@113
-  signed int i; // ecx@113
-  unsigned __int16 v55; // ax@118
-  char v56; // si@118
-  unsigned int v57; // eax@118
-  int v58; // esi@121
-  signed int j; // ecx@121
-  int base_value; // edi@126
-  int attrib_modif; // eax@126
-  signed int v62; // [sp-4h] [bp-30h]@26
-  signed int v63; // [sp-4h] [bp-30h]@80
-  int v64; // [sp+Ch] [bp-20h]@104
-  int v65; // [sp+10h] [bp-1Ch]@104
-  int v66; // [sp+14h] [bp-18h]@104
-  int v67; // [sp+18h] [bp-14h]@104
-  int v68; // [sp+1Ch] [bp-10h]@69
-  //PlayerEquipment *v69; // [sp+20h] [bp-Ch]@1
-  int skill_bonus; // [sp+24h] [bp-8h]@1
-  int v71; // [sp+28h] [bp-4h]@1
-  int a1; // [sp+34h] [bp+8h]@21
-  int a1a; // [sp+34h] [bp+8h]@74
-  signed int a1b; // [sp+34h] [bp+8h]@94
-  int multiplier;
-  int arm_bonus;
-  int lvl_avl[4];
-
-  v2 = this;
-  skill_bonus = 0;
-  //v69 = 0;
-  multiplier =0;
-  arm_bonus =0;
-  v71 = 0;
-  armmaster_skill = GetActualSkillLevel(PLAYER_SKILL_ARMSMASTER);
-  v4 = armmaster_skill;
-  v5 = 1;
-  if ( armmaster_skill )
-  {
-    armaster_mastery = SkillToMastery(armmaster_skill);
-    if ( a2 == CHARACTER_ATTRIBUTE_MELEE_DMG_BONUS )
-    {
-      if ( armaster_mastery == 4 )
-        multiplier =2;
-      else if ( armaster_mastery == 3 )
-        multiplier =1;
-    }
-    else if ( a2 == CHARACTER_ATTRIBUTE_ATTACK )
-    {
-      if ( armaster_mastery == 4 )
-        multiplier =2;
-      else if ( armaster_mastery >= 2 )
-        multiplier =1;
+int Player::GetSkillBonus(enum CHARACTER_ATTRIBUTE_TYPE inSkill)
+{
+  int armsMasterBonus;
+
+  armsMasterBonus = 0;
+  int armmaster_skill = GetActualSkillLevel(PLAYER_SKILL_ARMSMASTER);
+  if ( armmaster_skill > 0 )
+  {
+    int multiplier = 0;
+    if ( inSkill == CHARACTER_ATTRIBUTE_MELEE_DMG_BONUS )
+    {
+      multiplier = GetMultiplierForMastery(armmaster_skill, 0, 0, 1, 2);
+    }
+    else if ( inSkill == CHARACTER_ATTRIBUTE_ATTACK )
+    {
+      multiplier = GetMultiplierForMastery(armmaster_skill, 0, 1, 1, 2);
     } 
-    arm_bonus=(armmaster_skill&0x3F)*multiplier;
-  }
-
-  switch(a2)
+    armsMasterBonus = multiplier * (armmaster_skill & 0x3F);
+  }
+
+  switch(inSkill)
   {
   case CHARACTER_ATTRIBUTE_HEALTH:
     {
-      base_value = pBaseHealthPerLevelByClass[classType];
-      attrib_modif = GetBodybuilding();
+      int base_value = pBaseHealthPerLevelByClass[classType];
+      int attrib_modif = GetBodybuilding();
       return base_value * attrib_modif;
     }
     break;
   case CHARACTER_ATTRIBUTE_MANA:
     {
-      base_value = pBaseManaPerLevelByClass[classType];
-      attrib_modif = GetMeditation();
+      int base_value = pBaseManaPerLevelByClass[classType];
+      int attrib_modif = GetMeditation();
       return base_value * attrib_modif;
     }
     break;
   case CHARACTER_ATTRIBUTE_AC_BONUS:
     {
-      a1b = 0;
-      v71 = 0;
-
-      for (j=0; j<16; ++j) 
-      {
-        if (pEquipment.pIndices[j]&&(!pOwnItems[ pEquipment.pIndices[j]].Broken()))
+      bool wearingArmor = false;
+      bool wearingLeather = false;
+      unsigned int ACSum = 0;
+
+      for (int j = 0; j < 16; ++j) 
+      {
+        if (pEquipment.pIndices[j] && (!pOwnItems[pEquipment.pIndices[j]].Broken()))
         {
-          int curr_item =pOwnItems[pEquipment.pIndices[j]].uItemID;
-          v44=pItemsTable->pItems[curr_item].uSkillType;
-          switch (v44)
+          int curr_item = pOwnItems[pEquipment.pIndices[j]].uItemID;
+          PLAYER_SKILL_TYPE itemSkillType = (PLAYER_SKILL_TYPE)pItemsTable->pItems[curr_item].uSkillType;
+          int currArmorSkillLevel = GetActualSkillLevel(itemSkillType);
+          int multiplier = 0;
+          switch (itemSkillType)
           {
           case PLAYER_SKILL_STAFF:
-
-            lvl_avl[0]=0;
-            lvl_avl[1]=1;
-            lvl_avl[2]=0;
-            lvl_avl[3]=0;
+            multiplier = GetMultiplierForMastery(currArmorSkillLevel, 0, 1, 1, 1);
             break;
           case PLAYER_SKILL_SWORD:
           case PLAYER_SKILL_SPEAR:
-            lvl_avl[0]=0;
-            lvl_avl[1]=0;
-            lvl_avl[2]=0;
-            lvl_avl[3]=1;
+            multiplier = GetMultiplierForMastery(currArmorSkillLevel, 0, 0, 0, 1);
             break;
           case PLAYER_SKILL_SHIELD:
-            a1b = 1;
-            lvl_avl[0]=1;
-            lvl_avl[1]=0;
-            lvl_avl[2]=1;
-            lvl_avl[3]=0;
+            wearingArmor = true;
+            multiplier = GetMultiplierForMastery(currArmorSkillLevel, 1, 1, 2, 2);
             break;
           case PLAYER_SKILL_LEATHER:
-            v71 = 1;
-            lvl_avl[0]=1;
-            lvl_avl[1]=0;
-            lvl_avl[2]=1;
-            lvl_avl[3]=0;
-
+            wearingLeather = true;
+            multiplier = GetMultiplierForMastery(currArmorSkillLevel, 1, 1, 2, 2);
             break;
           case PLAYER_SKILL_CHAIN:
-            a1b = 1;
-            lvl_avl[0]=1;
-            lvl_avl[1]=0;
-            lvl_avl[2]=0;
-            lvl_avl[3]=0;
+            wearingArmor = true;
+            multiplier = GetMultiplierForMastery(currArmorSkillLevel, 1, 1, 1, 1);
             break;
           case PLAYER_SKILL_PLATE:
-            a1b = 1; 
-            lvl_avl[0]=1;
-            lvl_avl[1]=0;
-            lvl_avl[2]=0;
-            lvl_avl[3]=0;
+            wearingArmor = true; 
+            multiplier = GetMultiplierForMastery(currArmorSkillLevel, 1, 1, 1, 1);
             break;
-          default:
-            continue;
           }
-
-          v50= GetActualSkillLevel((PLAYER_SKILL_TYPE)v44);
-          v51 = v50;
-          v52 = SkillToMastery(v50);
-          v53 = v51 & 0x3F;
-          for ( i = 0; i < (signed int)v52; ++i )
-          {
-            if ( lvl_avl[i] )
-              skill_bonus += v53;
-          }
+          ACSum += multiplier * (currArmorSkillLevel & 0x3F);
         }
       }
 
-      lvl_avl[0]=1;
-      lvl_avl[1]=1;
-      lvl_avl[2]=1;
-      lvl_avl[3]=0;
-
-      v55 = GetActualSkillLevel(PLAYER_SKILL_DODGE);
-      v56 = v55;
-      v57 = SkillToMastery(v55);
-      if ( !a1b && (!v71 || v57 == 4) )
-      {
-        v58 = v56 & 0x3F;
-        for ( j = 0; j < (signed int)v57; ++j )
-        {
-          if ( lvl_avl[j] )
-            skill_bonus += v58;
-        }
-      }
-      return skill_bonus;
+      int dodgeSkillLevel = GetActualSkillLevel(PLAYER_SKILL_DODGE);
+      int dodgeMastery = SkillToMastery(dodgeSkillLevel);
+      int multiplier = GetMultiplierForMastery(dodgeSkillLevel, 1, 2, 3, 3);
+      if ( !wearingArmor && (!wearingLeather || dodgeMastery == 4) )
+      {
+        ACSum += multiplier * (dodgeSkillLevel & 0x3F);
+      }
+      return ACSum;
     }
     break;
   case CHARACTER_ATTRIBUTE_ATTACK:
     {
-      if ( v2->IsUnarmed() == 1 )
-      {
-        v33 = v2->GetActualSkillLevel(PLAYER_SKILL_UNARMED);
-        if (!v33)
+      if ( this->IsUnarmed() )
+      {
+        int unarmedSkill = this->GetActualSkillLevel(PLAYER_SKILL_UNARMED);
+        if (!unarmedSkill)
         {
           return 0;
         }
-        v34 = SkillToMastery(v33);
-        if (v34 >= 3)
-        {
-          multiplier = 2;
-        }
-        else 
+        int multiplier = GetMultiplierForMastery(unarmedSkill, 0, 1, 2, 2);
+        return armsMasterBonus + multiplier * (unarmedSkill & 0x3F);
+      }
+      for (int i = 0; i < 16; ++i)
+      {
+        if ( this->HasItemEquipped((ITEM_EQUIP_TYPE)i) )
         {
-          multiplier = 1;
-        }
-        v30 = multiplier * (v33 & 0x3F);
-        return arm_bonus + v30;
-      }
-      v35 = (ITEM_EQUIP_TYPE)0;
-      v68 = 0;
-      for (i=0; i<16 ; ++i)
-      {
-        if ( v2->HasItemEquipped((ITEM_EQUIP_TYPE)i) )
-        {
-          v37 = v2->pEquipment.pIndices[i]-1;
-          if ( pItemsTable->pItems[v37].uEquipType <= EQUIP_MAIN_HAND)
-            break;
+          int currItemIndex = this->pEquipment.pIndices[i] - 1;
+          if ( pItemsTable->pItems[currItemIndex].uEquipType <= EQUIP_MAIN_HAND)
+          {
+            PLAYER_SKILL_TYPE currItemSkillType = (PLAYER_SKILL_TYPE)pItemsTable->pItems[currItemIndex].uSkillType;
+            int currentItemSkillLevel = this->GetActualSkillLevel(currItemSkillType);
+            if (currItemSkillType == PLAYER_SKILL_BLASTER)
+            {
+              int multiplier = GetMultiplierForMastery(currentItemSkillLevel, 1, 2, 3, 5);
+              return multiplier * (currentItemSkillLevel & 0x3F);
+            }
+            else if (currItemSkillType == PLAYER_SKILL_STAFF && this->GetActualSkillLevel(PLAYER_SKILL_UNARMED) > 0)
+            {
+              int unarmedSkillLevel = this->GetActualSkillLevel(PLAYER_SKILL_UNARMED);
+              int multiplier = GetMultiplierForMastery(currentItemSkillLevel, 1, 1, 2, 2);
+              return multiplier * (unarmedSkillLevel & 0x3F) + armsMasterBonus + (currentItemSkillLevel & 0x3F);
+            }
+            else
+            {
+              return armsMasterBonus + (currentItemSkillLevel & 0x3F);
+            }
+          }
         }
       }
-      if ( i >= 16 )
-        return 0;
-
-      v38 = (PLAYER_SKILL_TYPE)pItemsTable->pItems[v37].uSkillType;
-      a1a = v2->GetActualSkillLevel(v38);
-      if (v38 == PLAYER_SKILL_BLASTER)
-      {
-        v39 = SkillToMastery(a1a);
-        switch (v39)
-        {
-          case 1: multiplier=1; break;
-          case 2: multiplier=2; break;
-          case 3: multiplier=3; break;
-          case 4: multiplier=5; break;
-        }
-        return multiplier * (a1a & 0x3F);
-      }
-      else if (v38 == PLAYER_SKILL_STAFF && v2->GetActualSkillLevel(PLAYER_SKILL_UNARMED) > 0)
-      {
-        v40 = v2->GetActualSkillLevel(PLAYER_SKILL_UNARMED);
-        if ( SkillToMastery(v40) >= 3 )
-          multiplier = 2;
-        else 
-          multiplier = 1;
-        return multiplier * (v40 & 0x3F) + arm_bonus + (a1a & 0x3F);
-      }
-      else
-      {
-        return arm_bonus + (a1a & 0x3F);
-      }
+      return 0;
     }
     break;
 
@@ -5088,25 +4942,19 @@
     {
       for (int i = 0; i < 16; i++)
       {
-        if ( v2->HasItemEquipped((ITEM_EQUIP_TYPE)v71) )
+        if ( this->HasItemEquipped((ITEM_EQUIP_TYPE)i) )
         {
-          v11 = (PLAYER_SKILL_TYPE)pItemsTable->pItems[v2->pInventoryItemList[v2->pEquipment.pIndices[v71] - 1].uItemID].uSkillType;
-          v12 = this->GetActualSkillLevel(v11);
-          if ( v11 == PLAYER_SKILL_BOW )
+          PLAYER_SKILL_TYPE currentItemSkillType = (PLAYER_SKILL_TYPE)pItemsTable->pItems[this->pInventoryItemList[this->pEquipment.pIndices[i] - 1].uItemID].uSkillType;
+          int currentItemSkillLevel = this->GetActualSkillLevel(currentItemSkillType);
+          if ( currentItemSkillType == PLAYER_SKILL_BOW )
           {
-            return v12 & 0x3F;
+            int multiplier = GetMultiplierForMastery(currentItemSkillLevel, 0, 0, 0, 0);
+            return multiplier * (currentItemSkillLevel & 0x3F);
           }
-          else if ( v11 == PLAYER_SKILL_BLASTER )
+          else if ( currentItemSkillType == PLAYER_SKILL_BLASTER )
           {      
-            v39 = SkillToMastery(a1);
-            switch (v39)
-            {
-              case 1: multiplier=1; break;
-              case 2: multiplier=2; break;
-              case 3: multiplier=3; break;
-              case 4: multiplier=5; break;
-            }
-            return multiplier * (v11 & 0x3F);
+            int multiplier = GetMultiplierForMastery(currentItemSkillLevel, 1, 2, 3, 5);
+            return multiplier * (currentItemSkillLevel & 0x3F);
           }
         }
       }
@@ -5116,114 +4964,87 @@
 
   case CHARACTER_ATTRIBUTE_MELEE_DMG_BONUS:
     {
-      if ( v2->IsUnarmed() )
-      {
-        v18 = v2->GetActualSkillLevel(PLAYER_SKILL_UNARMED);
-        if ( !v18 )
+      if ( this->IsUnarmed() )
+      {
+        int unarmedSkillLevel = this->GetActualSkillLevel(PLAYER_SKILL_UNARMED);
+        if ( !unarmedSkillLevel )
           return 0;
         {
-          v39 = SkillToMastery(v18);
-          switch (v39)
-          {
-            case 1: multiplier=0; break;
-            case 2: multiplier=1; break;
-            case 3: multiplier=1; break;
-            case 4: multiplier=2; break;
-          }
-          return multiplier * (v18 & 0x3F);
-        }
-      }
-      v20 = 0;
-      while ( 1 )
-      {
-        if ( v2->HasItemEquipped((ITEM_EQUIP_TYPE)v20) )
-        {
-          v22 = this->pInventoryItemList[this->pEquipment.pIndices[v20]].uItemID;
-          if ( pItemsTable->pItems[v22].uEquipType <= 1u )
-            break;
+          int multiplier = GetMultiplierForMastery(unarmedSkillLevel, 0, 1, 2, 2);
+          return multiplier * (unarmedSkillLevel & 0x3F);
         }
-        v20++;
-        if ( (signed int)v20 >= 16 )
-          return 0;
-      }
-      v71 = 0;
-      v23 = (PLAYER_SKILL_TYPE)pItemsTable->pItems[v22].uSkillType;
-      LOBYTE(v24) = v2->GetActualSkillLevel(v23);
-      v25 = v24;
-      v26 = SkillToMastery(v24);
-      switch (v23)
-      {
-        case PLAYER_SKILL_STAFF:
-          if ( (signed int)SkillToMastery(v25) >= 4 && v2->GetActualSkillLevel(PLAYER_SKILL_UNARMED) > 0)
+      }
+      for (int i = 0; i < 16; i++)
+      {
+        if ( this->HasItemEquipped((ITEM_EQUIP_TYPE)i) )
+        {
+          int currItemId = this->pInventoryItemList[this->pEquipment.pIndices[i]].uItemID;
+          if ( pItemsTable->pItems[currItemId].uEquipType == EQUIP_MAIN_HAND || pItemsTable->pItems[currItemId].uEquipType == EQUIP_OFF_HAND )
           {
-            v31 = v2->GetActualSkillLevel(PLAYER_SKILL_UNARMED);
-            if ( v31 )
+            PLAYER_SKILL_TYPE currItemSkillType = (PLAYER_SKILL_TYPE)pItemsTable->pItems[currItemId].uSkillType;
+            int currItemSkillLevel = this->GetActualSkillLevel(currItemSkillType);
+            int baseSkillBonus;
+            int multiplier;
+            switch (currItemSkillType)
             {
-              v32 = SkillToMastery(v31);
-              switch (v32)
+            case PLAYER_SKILL_STAFF:
+              if ( SkillToMastery(currItemSkillLevel) >= 4 && this->GetActualSkillLevel(PLAYER_SKILL_UNARMED) > 0)
+              {
+                int unarmedSkillLevel = this->GetActualSkillLevel(PLAYER_SKILL_UNARMED);
+                int multiplier = GetMultiplierForMastery(unarmedSkillLevel, 0, 1, 2, 2);
+                return multiplier * (unarmedSkillLevel & 0x3F);
+              }
+              else
               {
-              case 1: multiplier=0; break;
-              case 2: multiplier=1; break;
-              case 3: multiplier=2; break;
-              case 4: multiplier=2; break;
+                return armsMasterBonus;
               }
-              return multiplier * (v31 & 0x3F);
+              break;
+
+            case PLAYER_SKILL_DAGGER:
+              multiplier = GetMultiplierForMastery(currItemSkillLevel, 0, 0, 0, 1);
+              baseSkillBonus = multiplier * (currItemSkillLevel & 0x3F);
+              return armsMasterBonus + baseSkillBonus;
+              break;
+            case PLAYER_SKILL_SWORD:
+              multiplier = GetMultiplierForMastery(currItemSkillLevel, 0, 0, 0, 0);
+              baseSkillBonus = multiplier * (currItemSkillLevel & 0x3F);
+              return armsMasterBonus + baseSkillBonus;
+              break;
+            case PLAYER_SKILL_MACE:
+            case PLAYER_SKILL_SPEAR:
+              multiplier = GetMultiplierForMastery(currItemSkillLevel, 0, 1, 1, 1);
+              baseSkillBonus = multiplier * (currItemSkillLevel & 0x3F);
+              return armsMasterBonus + baseSkillBonus;
+              break;
+            case PLAYER_SKILL_AXE:
+              multiplier = GetMultiplierForMastery(currItemSkillLevel, 0, 0, 1, 1);
+              baseSkillBonus = multiplier * (currItemSkillLevel & 0x3F);
+              return armsMasterBonus + baseSkillBonus;
+              break;
             }
           }
-          else
-          {
-            return arm_bonus;
-          }
-          break;
-
-        case PLAYER_SKILL_DAGGER:
-          v29 = SkillToMastery(v25);
-          switch (v29)
-          {
-            case 1: multiplier=0; break;
-            case 2: multiplier=0; break;
-            case 3: multiplier=0; break;
-            case 4: multiplier=1; break;
-          }
-          v30 = multiplier * (v29 & 0x3F);
-          return arm_bonus + v30;
-          break;
-        case PLAYER_SKILL_SWORD:
-          return arm_bonus;
-          break;
-        case PLAYER_SKILL_MACE:
-        case PLAYER_SKILL_SPEAR:
-          v29 = SkillToMastery(v25);
-          switch (v29)
-          {
-            case 1: multiplier=0; break;
-            case 2: multiplier=1; break;
-            case 3: multiplier=1; break;
-            case 4: multiplier=1; break;
-          }
-          v30 = multiplier * (v29 & 0x3F);
-          return arm_bonus + v30;
-          break;
-        case PLAYER_SKILL_AXE:
-          v29 = SkillToMastery(v25);
-          switch (v29)
-          {
-            case 1: multiplier=0; break;
-            case 2: multiplier=0; break;
-            case 3: multiplier=1; break;
-            case 4: multiplier=1; break;
-          }
-          v30 = multiplier * (v29 & 0x3F);
-          return arm_bonus + v30;
-          break;
-      }
+        }
+      }
+      return 0;
     }
   default:
     return 0;
   }
-    
-}
-
+}
+
+unsigned int Player::GetMultiplierForMastery(unsigned int skillValue, int mult1, int mult2, int mult3, int mult4)
+{
+  int masteryLvl = SkillToMastery(skillValue);
+  switch (masteryLvl)
+  {
+    case 1: return mult1;
+    case 2: return mult2;
+    case 3: return mult3;
+    case 4: return mult4;
+  }
+  assert(false);
+  return 0;
+}
 //----- (00490109) --------------------------------------------------------
 // faces are:  0  1  2  3   human males
 //             4  5  6  7   human females