view Engine/Objects/Player.cpp @ 2508:491f0babd563

use_music_folder
author Ritor1
date Thu, 02 Oct 2014 11:52:31 +0600
parents 9b96a51011fb
children 1bcadc6dd203
line wrap: on
line source

#define _CRTDBG_MAP_ALLOC
#include <stdlib.h>
#include <crtdbg.h>

#define _CRT_SECURE_NO_WARNINGS
#include "stru6.h"

#include "../ErrorHandling.h"

#include "Player.h"
#include "../Tables/PlayerFrameTable.h"
#include "Media/Audio/AudioPlayer.h"
#include "../Party.h"
#include "../LOD.h"
#include "GUI/GUIWindow.h"
#include "../Graphics/Viewport.h"
#include "Actor.h"
#include "../Game.h"
#include "IO/Mouse.h"
#include "../TurnEngine/TurnEngine.h"
#include "../Events.h"
#include "../Events2D.h"
#include "../Graphics/Outdoor.h"
#include "../Tables/StorylineTextTable.h"
#include "../Autonotes.h"
#include "../Awards.h"
#include "../texts.h"

#include "../stru123.h"
#include "../stru298.h"
#include "ObjectList.h"
#include "../MM7.h"
#include "SpriteObject.h"
#include "../Graphics/DecalBuilder.h"
#include "../Spells/CastSpellInfo.h"
#include "../OurMath.h"
#include "..\..\GUI\UI\UIPartyCreation.h"




NZIArray<struct Player *, 5> pPlayers;


/*  381 */
#pragma pack(push, 1)
struct PlayerCreation_AttributeProps
{
  unsigned __int8 uBaseValue;
  char uMaxValue;
  char uDroppedStep;
  char uBaseStep;
};
#pragma pack(pop)


#pragma pack(push, 1)



#pragma pack(pop)
PlayerCreation_AttributeProps StatTable[4][7] = //0x4ED7B0
{
  {{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},},
  {{ 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},},
  {{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},},
  {{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}}
};



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
std::array<int, 5> StealingRandomBonuses = {-200, -100, 0, 100, 200};  //dword_4EDEB4
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



 // available skills per class ( 9 classes X 37 skills )
 // 0 - not available
 // 1 - available
 // 2 - primary skill
unsigned char pSkillAvailabilityPerClass[9][37] =  // byte[] @ MM7.exe::004ED820
{
  {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},
  {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},
  {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},
  {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},
  {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},
  {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},
  {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},
  {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},
  {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
};


unsigned char pEquipTypeToBodyAnchor[21] = // 4E8398
{
  1, // EQUIP_SINGLE_HANDED
  1, // EQUIP_TWO_HANDED
  2, // EQUIP_BOW
  3, // EQUIP_ARMOUR
  0, // EQUIP_SHIELD
  4, // EQUIP_HELMET
  5, // EQUIP_BELT
  6, // EQUIP_CLOAK
  7, // EQUIP_GAUNTLETS
  8, // EQUIP_BOOTS
  10, // EQUIP_RING
  9, // EQUIP_AMULET
  1, // EQUIP_WAND
  0, // EQUIP_REAGENT
  0, // EQUIP_POTION
  0, // EQUIP_SPELL_SCROLL
  0, // EQUIP_BOOK
  0, // EQUIP_MESSAGE_SCROLL
  0, // EQUIP_GOLD
  0, // EQUIP_GEM
  0 // EQUIP_NONE
};


unsigned char pBaseHealthByClass[12] = {40, 35, 35, 30, 30, 30, 25, 20, 20, 0, 0, 0};
unsigned char pBaseManaByClass[12]   = { 0,  0,  0,  5,  5,  0, 10, 10, 15, 0, 0, 0};
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};
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};

unsigned char pConditionAttributeModifier[7][19]   =  
{{100, 100, 100, 120,  50, 200,  75,  60,  50,  30,  25,  10, 100, 100, 100, 100, 100, 100, 100},  //Might
 {100, 100, 100,  50,  25,  10, 100, 100,  75,  60,  50,  30, 100, 100, 100, 100, 100,   1, 100},  //Intelligence
 {100, 100, 100,  50,  25,  10, 100, 100,  75,  60,  50,  30, 100, 100, 100, 100, 100,   1, 100},  //Willpower
 {100, 100, 100, 100,  50, 150,  75,  60,  50,  30,  25,  10, 100, 100, 100, 100, 100, 100, 100},  //Endurance
 {100, 100, 100,  50,  10, 100,  75,  60,  50,  30,  25,  10, 100, 100, 100, 100, 100,  50, 100},  //Accuracy
 {100, 100, 100, 120,  20, 120,  75,  60,  50,  30,  25,  10, 100, 100, 100, 100, 100,  50, 100},  //Speed
 {100, 100, 100, 100, 200, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100}}; //Luck

unsigned char pAgingAttributeModifier[7][4] = 
{{100,  75,  40, 10},   //Might
 {100, 150, 100, 10},   //Intelligence
 {100, 150, 100, 10},   //Willpower
 {100,  75,  40, 10},   //Endurance
 {100, 100,  40, 10},   //Accuracy
 {100, 100,  40, 10},   //Speed
 {100, 100, 100, 100}}; //Luck

unsigned int pAgeingTable[4] = {50, 100, 150, 0xFFFF};

std::array<unsigned int, 18> pConditionImportancyTable = {{16, 15, 14, 17, 13, 2, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 1, 0}};

short param_to_bonus_table[29] = {500, 400, 350, 300, 275, 250, 225, 200, 175,
                         150, 125, 100,  75,  50,  40,  35,  30,  25,  21,
                         19,   17,  15,  13,  11,   9,   7,   5,   3,   0};
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};


unsigned short base_recovery_times_per_weapon_type[12] =
{
  100,  // PLAYER_SKILL_STAFF   && Unarmed withoud skill
   90,  // PLAYER_SKILL_SWORD   && Unarmed with skill
   60,  // PLAYER_SKILL_DAGGER
  100,  // PLAYER_SKILL_AXE
   80,  // PLAYER_SKILL_SPEAR
  100,  // PLAYER_SKILL_BOW
   80,  // PLAYER_SKILL_MACE
   30,  // PLAYER_SKILL_BLASTER
   10,  // PLAYER_SKILL_SHIELD
   10,  // PLAYER_SKILL_LEATHER
   20,  // PLAYER_SKILL_CHAIN
   30   // PLAYER_SKILL_PLATE
};

//----- (00490913) --------------------------------------------------------
int PlayerCreation_GetUnspentAttributePointCount()
{
  signed int v0; // edi@1
  int raceId; // ebx@2
  signed int v4; // eax@17
  int v5; // edx@18
  signed int v6; // ecx@18
  signed int remainingStatPoints; // [sp+Ch] [bp-8h]@1

  remainingStatPoints = 50;
  v0 = 50;
  for (int playerNum = 0; playerNum < 4; playerNum++)
  {
    raceId = pParty->pPlayers[playerNum].GetRace();
    for (int statNum = 0; statNum <= 6; statNum++)
    {
      switch ( statNum )
      {
      case 0:
        v0 = pParty->pPlayers[playerNum].uMight;
        break;
      case 1:
        v0 = pParty->pPlayers[playerNum].uIntelligence;
        break;
      case 2:
        v0 = pParty->pPlayers[playerNum].uWillpower;
        break;
      case 3:
        v0 = pParty->pPlayers[playerNum].uEndurance;
        break;
      case 4:
        v0 = pParty->pPlayers[playerNum].uAccuracy;
        break;
      case 5:
        v0 = pParty->pPlayers[playerNum].uSpeed;
        break;
      case 6:
        v0 = pParty->pPlayers[playerNum].uLuck;
        break;
      }
      v4 = StatTable[raceId][statNum].uBaseValue;
      if ( v0 >= v4 )
      {
        v5 = StatTable[raceId][statNum].uDroppedStep;
        v6 = StatTable[raceId][statNum].uBaseStep;
      }
      else
      {
        v5 = StatTable[raceId][statNum].uBaseStep;
        v6 = StatTable[raceId][statNum].uDroppedStep;
      }
      remainingStatPoints += v5 * (v4 - v0) / v6;
    }
  }
  return remainingStatPoints;
}

//----- (00427730) --------------------------------------------------------
bool Player::CanCastSpell(unsigned int uRequiredMana)
{
  if (sMana >= (signed int)uRequiredMana)
  {
    sMana -= (signed int)uRequiredMana;
    return true;
  }

  pAudioPlayer->PlaySound(SOUND_PlayerCantCastSpell, 0, 0, -1, 0, 0, 0, 0);
  return false;
}

//----- (004BE2DD) --------------------------------------------------------
void Player::SalesProcess( unsigned int inventory_idnx, int item_index, int _2devent_idx )
    {
  float v6; // ST04_4@1
  signed int item_value; // eax@1
  signed int sell_price; // ebx@1

  item_value =pOwnItems[item_index].GetValue();
  v6 = p2DEvents[ _2devent_idx - 1].fPriceMultiplier;
  sell_price = GetPriceSell(item_value, v6);
  if ( pOwnItems[item_index].IsBroken() )
    sell_price = 1;
  if ( sell_price < 1 )
    sell_price = 1;
  RemoveItemAtInventoryIndex(inventory_idnx);
  Party::SetGold(pParty->uNumGold + sell_price);
}

//----- (0043EEF3) --------------------------------------------------------
bool Player::NothingOrJustBlastersEquipped()
{
  signed int item_idx; // esi@1
  signed int item_id; // esi@1
  for (int i = 0; i < 16; ++i)
  {
    item_idx = pEquipment.pIndices[i];
    if (item_idx)
    {
      item_id = pOwnItems[item_idx - 1].uItemID;
      if ( item_id != ITEM_BLASTER && item_id != ITEM_LASER_RIFLE ) //blaster& blaster rifle
          return false;
    }
  }
  return true;
}

//----- (004B8040) --------------------------------------------------------
int Player::GetConditionDayOfWeek( unsigned int uCondition )
    {
  return (unsigned int)(((signed __int64)((double)this->pConditions[uCondition] * 0.234375) / 60 / 60) / 24) % 7 + 1;
}

//----- (004B807C) --------------------------------------------------------
int Player::GetTempleHealCostModifier(float a2)
{
  unsigned int conditionIdx; // eax@1
  int conditionTimeMultiplier; // esi@1
  int v6; // eax@8
  signed int result; // qax@13
  signed int baseConditionMultiplier; // [sp+8h] [bp-8h]@4

  conditionIdx = GetMajorConditionIdx();
  if ( conditionIdx >= 14 && conditionIdx <= 16)
  {
    if ( conditionIdx <= 15 )
      baseConditionMultiplier = 5;
    else //if ( conditionIdx == 16 )
      baseConditionMultiplier = 10;
    conditionTimeMultiplier = GetConditionDayOfWeek(conditionIdx);
  }
  else 
  {
    conditionTimeMultiplier = 1;
    baseConditionMultiplier = 1;
    if (conditionIdx < 14)
    {
      for (int i = 0; i <= 13; i++)
      {
        v6 = GetConditionDayOfWeek(i);
        if ( v6 > conditionTimeMultiplier )
          conditionTimeMultiplier = v6;
      }
    }
  }
  result = (int)((double)conditionTimeMultiplier * (double)baseConditionMultiplier * a2);
  if ( result < 1 )
    result = 1;
  return result;
}

//----- (004B8102) --------------------------------------------------------
int Player::GetPriceSell(int uRealValue, float price_multiplier)
{
  signed int v3; // esi@1
  signed int result; // eax@3

  v3 = (signed int)((signed __int64)((double)uRealValue / (price_multiplier + 2.0)) + uRealValue * GetMerchant() / 100);
  if ( v3 > uRealValue )
    v3 = uRealValue;
  result = 1;
  if ( v3 >= 1 )
    result = v3;
  return result;
}

//----- (004B8142) --------------------------------------------------------
int Player::GetBuyingPrice(unsigned int uRealValue, float price_multiplier)
{
  uint price = (uint)(((100 - GetMerchant()) * (uRealValue * price_multiplier)) / 100);

  if (price < uRealValue)
    price = uRealValue;
  return price;
}

//----- (004B8179) --------------------------------------------------------
int Player::GetPriceIdentification(float a2)
{
  signed int v2; // esi@1
  int v3; // ecx@1
  signed int result; // eax@3

  v2 = (signed int)(a2 * 50.0);
  v3 = v2 * (100 - GetMerchant()) / 100;
  if ( v3 < v2 / 3 )
    v3 = v2 / 3;
  result = 1;
  if ( v3 >= 1 )
    result = v3;
  return result;
}

//----- (004B81C3) --------------------------------------------------------
int Player::GetPriceRepair(int a2, float a3)
{
  signed int v3; // esi@1
  int v4; // ecx@1
  signed int result; // eax@3

  v3 = (signed int)((double)a2 / (6.0 - a3));
  v4 = v3 * (100 - GetMerchant()) / 100;
  if ( v4 < v3 / 3 )
    v4 = v3 / 3;
  result = 1;
  if ( v4 >= 1 )
    result = v4;
  return result;
}

//----- (004B8213) --------------------------------------------------------
int Player::GetBaseSellingPrice(int a2, float a3)
{
  signed int v3; // qax@1

  v3 = (signed int)((double)a2 / (a3 + 2.0));
  if ( v3 < 1 )
    v3 = 1;
  return v3;
}

//----- (004B8233) --------------------------------------------------------
int Player::GetBaseBuyingPrice(int a2, float a3)
{
  signed int v3; // qax@1

  v3 = (signed int)((double)a2 * a3);
  if ( v3 < 1 )
    v3 = 1;
  return v3;
}

//----- (004B824B) --------------------------------------------------------
int Player::GetBaseIdentifyPrice(float a2)
{
  signed int v2; // qax@1

  v2 = (signed int)(a2 * 50.0);
  if ( v2 < 1 )
    v2 = 1;
  return v2;
}

//----- (004B8265) --------------------------------------------------------
int Player::GetBaseRepairPrice(int a2, float a3)
{
  signed int v3; // qax@1

  v3 = (signed int)((double)a2 / (6.0 - a3));
  if ( v3 < 1 )
    v3 = 1;
  return v3;
}

//----- (004B6FF9) --------------------------------------------------------
bool Player::IsPlayerHealableByTemple()
{
  if (this->sHealth >= GetMaxHealth() && this->sMana >= GetMaxMana() && GetMajorConditionIdx() == Condition_Good)
    return false;
  else
  {
    if (GetMajorConditionIdx() == Condition_Zombie)
    {
      if (((signed int)window_SpeakInHouse->ptr_1C == 78 || (signed int)window_SpeakInHouse->ptr_1C == 81 || (signed int)window_SpeakInHouse->ptr_1C == 82))
        return false;
      else
        return true;
    }
    else
      return true;
  }
}

//----- (00421E75) --------------------------------------------------------
unsigned int Player::GetItemIDAtInventoryIndex(int *pitem_index)
{
  int item_idx; // eax@1
  int inv_index; // eax@3

  item_idx = *pitem_index;
  if ( item_idx >125 || item_idx < 0 )
    return 0;
  inv_index = this->pInventoryMatrix[item_idx];
  if ( inv_index < 0 )
  {
    *pitem_index = -1 - inv_index;
    inv_index = this->pInventoryMatrix[-1 - inv_index];
  }
  return inv_index;
}

//----- (004160CA) --------------------------------------------------------
void Player::ItemsEnchant( int enchant_count )
    {
  int avalible_items; // ebx@1
  int i; // edx@8
  __int16 item_index_tabl[138]; // [sp+Ch] [bp-118h]@1
 
  avalible_items = 0;
  memset (item_index_tabl,0,sizeof(item_index_tabl));

  for (i = 0; i < 138; ++i)
  {
    if (( pOwnItems[i].uItemID>0)&&(pOwnItems[i].uItemID <= 134))
      item_index_tabl[avalible_items++] = i;
  }

  if ( avalible_items )
  {
    if ( enchant_count )
    {
      for ( i = 0; i < enchant_count; ++i )
      {
        if (!(pInventoryItemList[item_index_tabl[i]].uAttributes&ITEM_HARDENED))
          pInventoryItemList[item_index_tabl[rand() % avalible_items]].uAttributes |= ITEM_HARDENED; 
      }
    }
    else
    {
      for ( i = 0; i < avalible_items; ++i )
      {
          pInventoryItemList[item_index_tabl[i]].uAttributes |= ITEM_HARDENED;
      }
    }
  }
}

//----- (004948B1) --------------------------------------------------------
void Player::PlaySound(PlayerSpeech speech, int a3)
{
  signed int speechCount = 0; // esi@4
  signed int expressionCount = 0; // esi@4
  int pickedVariant; // esi@10
  CHARACTER_EXPRESSION_ID expression; // ebx@17
  signed int pSoundID; // ecx@19
  int speechVariantArray[5]; // [sp+Ch] [bp-1Ch]@7
  int expressionVariantArray[5]; 
  unsigned int pickedSoundID; // [sp+30h] [bp+8h]@4
  unsigned int expressionDuration = 0;

  pickedSoundID = 0;
  if (uVoicesVolumeMultiplier)
  {
    for (int i = 0; i < 2; i++)
    {
      if ( SoundSetAction[speech][i] )
      {
        speechVariantArray[speechCount] = SoundSetAction[speech][i];
        speechCount++;
      }
    }
    if ( speechCount )
    {
      pickedVariant = speechVariantArray[rand() % speechCount];
      int numberOfSubvariants = byte_4ECF08[pickedVariant - 1][uVoiceID];
      if (numberOfSubvariants > 0)
      {
        pickedSoundID = rand() % numberOfSubvariants + 2 * (pickedVariant + 50 * uVoiceID) + 4998;
        pAudioPlayer->PlaySound((SoundID)pickedSoundID, PID(OBJECT_Player, uActiveCharacter + 39), 0, -1, 0, 0, (int)(pSoundVolumeLevels[uVoicesVolumeMultiplier] * 128.0f), 0);
      }
    }
  }

  for (int i = 0; i < 5; i++)
  {
    if ( SoundSetAction[speech][i + 3] )
    {
      expressionVariantArray[expressionCount] = SoundSetAction[speech][i + 3];
      expressionCount++;
    }
  }
  if ( expressionCount )
  {
    expression = (CHARACTER_EXPRESSION_ID)expressionVariantArray[rand() % expressionCount];
    if (expression == CHARACTER_EXPRESSION_21 && pickedSoundID )
    {
      pSoundID = 0;
      if ( pSoundList->sNumSounds )
      {
        for (int i = 0; i < pSoundList->sNumSounds; i++)
        {
          if (pSoundList->pSL_Sounds[i].uSoundID == pickedSoundID)
            pSoundID = i;
        }
      }
      if ( pSoundList->pSL_Sounds[pSoundID].pSoundData[0] )
        expressionDuration = (sLastTrackLengthMS << 7) / 1000;
    }
    PlayEmotion(expression, expressionDuration);
  }
}
// 4948B1: using guessed type int var_1C[5];

//----- (00494A25) --------------------------------------------------------
void Player::PlayEmotion(CHARACTER_EXPRESSION_ID new_expression, int a3)
{
  unsigned int v3 = expression;
  if (expression == CHARACTER_EXPRESSION_DEAD || expression == CHARACTER_EXPRESSION_ERADICATED)
  {
    return;
  }
  else if (expression == CHARACTER_EXPRESSION_PERTIFIED && new_expression != CHARACTER_EXPRESSION_FALLING)
  {
    return;
  }
  else 
  {
    if (expression != CHARACTER_EXPRESSION_SLEEP || new_expression != CHARACTER_EXPRESSION_FALLING)
    {
      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))
      {
        return;
      }
    }
  }
  this->uExpressionTimePassed = 0;
  if ( !a3 )
  {
    this->uExpressionTimeLength = 8 * pPlayerFrameTable->pFrames[a3].uAnimLength;
  }
  else
  {
    this->uExpressionTimeLength = 0;
  }
  expression = new_expression;
  viewparams->bRedrawGameUI = 1;
}

//----- (0049327B) --------------------------------------------------------
bool Player::ProfessionOrGuildFlagsCorrect( unsigned int uClass, int a3 )
{
  if ( this->classType == uClass )
  {
    return true;
  }
  else
  {
    if (!a3)
    {
      return false;
    }
    switch ( uClass )
    {
      case 0x1Au:
        return(_449B57_test_bit((unsigned __int8 *)this->_achieved_awards_bits, 65));
      case 0x1Bu:
        return(_449B57_test_bit((unsigned __int8 *)this->_achieved_awards_bits, 67));
      case 0x22u:
        return(_449B57_test_bit((unsigned __int8 *)this->_achieved_awards_bits, 77));
      case 0x23u:
        return(_449B57_test_bit((unsigned __int8 *)this->_achieved_awards_bits, 79));
        break;
      default:
        Error("Should not be able to get here (%u)", uClass);
        break;
    }
    return false;
  }
}


//----- (00492C0B) --------------------------------------------------------
bool Player::CanAct()
{
  if ( this->IsAsleep() || this->IsParalyzed() || 
       this->IsUnconcious() || this->IsDead() || 
       this->IsPertified() || this->IsEradicated() )
    return false;
  else
    return true;
}

//----- (00492C40) --------------------------------------------------------
bool Player::CanSteal()
{
  return GetActualSkillLevel(PLAYER_SKILL_STEALING) != 0;
}

//----- (00492C4E) --------------------------------------------------------
bool Player::CanEquip_RaceAndAlignmentCheck(unsigned int uItemID)
{
  switch (uItemID)
  {
  case ITEM_RELIC_ETHRICS_STAFF: 
  case ITEM_RELIC_OLD_NICK: 
  case ITEM_RELIC_TWILIGHT: return pParty->IsPartyEvil(); break;
  case ITEM_RELIC_TALEDONS_HELM: 
  case ITEM_RELIC_JUSTICE: return pParty->IsPartyGood(); break;
  case ITEM_ARTIFACT_ELFBANE: return IsRaceGoblin(); break;
  case ITEM_ARTIFACT_MINDS_EYE: return IsRaceHuman(); break;
  case ITEM_ELVEN_CHAINMAIL: return IsRaceElf(); break;
  case ITEM_FORGE_GAUNTLETS: return IsRaceDwarf(); break;
  case ITEM_ARTIFACT_HEROS_BELT: return IsMale(); break;
  case ITEM_ARTIFACT_LADYS_ESCORT: return IsFemale(); break;
  case ITEM_WETSUIT: return NothingOrJustBlastersEquipped(); break;
  default: return 1; break;
  }
}

//----- (00492D65) --------------------------------------------------------
void Player::SetCondition( unsigned int uConditionIdx, int a3 )
{
  signed int player_sex; // ecx@77
  signed int remainig_player; // ebx@82
  int players_before; // [sp+10h] [bp-4h]@2
  int players_after; // [sp+20h] [bp+Ch]@82

  if ( pConditions[uConditionIdx] )
      return;
  
  if (!ConditionProcessor::IsPlayerAffected(this, uConditionIdx, a3))
  {
    return;
  }

  switch ( uConditionIdx )
  {
    case Condition_Cursed: PlaySound(SPEECH_30, 0); break;
    case Condition_Weak: PlaySound(SPEECH_25, 0); break;
    case Condition_Sleep: break; //nosound
    case Condition_Fear: PlaySound(SPEECH_26, 0); break;
    case Condition_Drunk: PlaySound(SPEECH_31, 0); break;
    case Condition_Insane: PlaySound(SPEECH_29, 0); break;
    case Condition_Poison_Weak:
    case Condition_Poison_Medium:
    case Condition_Poison_Severe: PlaySound(SPEECH_27, 0); break;
    case Condition_Disease_Weak:
    case Condition_Disease_Medium:
    case Condition_Disease_Severe: PlaySound(SPEECH_28, 0);break;
    case Condition_Paralyzed: break;  //nosound
    case Condition_Unconcious:
      PlaySound(SPEECH_32, 0);
      if ( sHealth > 0 )
        sHealth = 0;
    break;
    case Condition_Dead:
      PlaySound(SPEECH_33, 0);
      if ( sHealth > 0 )
        sHealth = 0;
      if ( sMana > 0 )
        sMana = 0;
    break;
    case Condition_Pertified:
      PlaySound(SPEECH_34, 0);
    break;
    case Condition_Eradicated:
      PlaySound(SPEECH_35, 0);
      if (sHealth > 0 )
        sHealth = 0;
      if ( sMana > 0 )
        sMana = 0;
    break;
    case Condition_Zombie:
      if ( classType == PLAYER_CLASS_LICH || IsEradicated() || IsZombie() || !IsDead())
        return;
      pConditions.fill(0);
      sHealth = GetMaxHealth();
      sMana = 0;
      player_sex = 0;
      uPrevFace = uCurrentFace;
      uPrevVoiceID = uVoiceID;
      if (IsMale())
      {
        uCurrentFace = 23;
        uVoiceID = 23;
      }
      else
      {
        uCurrentFace = 24;
        uVoiceID = 24;
      }
      PlaySound(SPEECH_99, 0);
    break;
  }

  players_before = 0;
  for (int i = 1; i < 5; ++i)
  {
    if ( pPlayers[i]->CanAct() )
      ++players_before;
  }

  pConditions[uConditionIdx] = pParty->uTimePlayed;

  remainig_player = 0;
  players_after = 0;
  for (int i = 1; i < 5; ++i)
  {
    if ( pPlayers[i]->CanAct() )
    {
      remainig_player = i;
      ++players_after;
    }
  }
  if (( players_before == 2 ) && ( players_after == 1 ))
    pPlayers[remainig_player]->PlaySound(SPEECH_107, 0);//скорее всего обнадёжывающий возглас последнего
  return;
}

//----- (00492528) --------------------------------------------------------
bool Player::CanFitItem(unsigned int uSlot, unsigned int uItemID)
{
  Texture *texture; // esi@1
  unsigned int slotWidth; // ebx@1
  unsigned int slotHeight; // [sp+1Ch] [bp+Ch]@1

  texture = pIcons_LOD->LoadTexturePtr(pItemsTable->pItems[uItemID].pIconName, TEXTURE_16BIT_PALETTE);
  slotWidth = GetSizeInInventorySlots(texture->uTextureWidth);
  slotHeight = GetSizeInInventorySlots(texture->uTextureHeight);
  if ( !areWeLoadingTexture )
  {
    texture->Release();
    pIcons_LOD->SyncLoadedFilesCount();
  }
  Assert(slotHeight > 0 && slotWidth > 0, "Items should have nonzero dimensions");
  if ( (slotWidth + uSlot % INVETORYSLOTSWIDTH) <= INVETORYSLOTSWIDTH && (slotHeight + uSlot / INVETORYSLOTSWIDTH) <= INVETORYSLOTSHEIGHT )
  {
      for (unsigned int x = 0; x < slotWidth; x++)
      {
        for (unsigned int y = 0; y < slotHeight; y++)
        {
          if (pInventoryMatrix[y * INVETORYSLOTSWIDTH + x + uSlot] != 0)
          {
            return false;
          }
        }
      }
    return true;
  }
  return false;
}
// 506128: using guessed type int areWeLoadingTexture;

//----- (004925E6) --------------------------------------------------------
int Player::FindFreeInventoryListSlot()
{
  for (int i = 0; i < 126; i++ )
  {
    if (pInventoryItemList[i].uItemID == 0)
    {
      return i;
    }
  }
  return -1;
}

//----- (00492600) --------------------------------------------------------
int Player::CreateItemInInventory(unsigned int uSlot, unsigned int uItemID)
{
  int result; // eax@8
  signed int freeSlot; // [sp+8h] [bp-4h]@4

  freeSlot = FindFreeInventoryListSlot();
  if ( freeSlot == -1 )
  {
    if ( uActiveCharacter )
      pPlayers[uActiveCharacter]->PlaySound(SPEECH_NoRoom, 0);
    return 0;
  }
  else
  {
    PutItemArInventoryIndex(uItemID, freeSlot, uSlot);
    result = freeSlot + 1;
    this->pInventoryItemList[freeSlot].uItemID = uItemID;
  }
  return result;
}
// 506128: using guessed type int areWeLoadingTexture;

//----- (00492700) --------------------------------------------------------
int Player::HasSkill(unsigned int uSkillType)
{
  if ( uSkillType >= 37 || this->pActiveSkills[uSkillType] )
  {
    return 1;
  }
  else
  {
    sprintfex(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[67], this->pName);
    ShowStatusBarString(pTmpBuf.data(), 2u);
    return 0;
  }
}

//----- (00492745) --------------------------------------------------------
void Player::WearItem( unsigned int uItemID )
{
  int item_body_anch; // edi@6
  int item_indx;
  item_indx = FindFreeInventoryListSlot();
  
  if ( item_indx != -1 )
  {
    pInventoryItemList[item_indx].uItemID = uItemID;
    item_body_anch = pEquipTypeToBodyAnchor[pItemsTable->pItems[uItemID].uEquipType];
    pEquipment.pIndices[item_body_anch] = item_indx + 1;
    pInventoryItemList[item_indx].uBodyAnchor = item_body_anch + 1;
  }
}

//----- (004927A8) --------------------------------------------------------
int Player::AddItem(int index, unsigned int uItemID)
{
  if ( index == -1 )
  {
      for (int xcoord = 0; xcoord < INVETORYSLOTSWIDTH; xcoord++)
      {
        for (int ycoord = 0; ycoord < INVETORYSLOTSHEIGHT; ycoord++)
        {
          if ( CanFitItem(ycoord * INVETORYSLOTSWIDTH + xcoord, uItemID) )
          {
            return CreateItemInInventory(ycoord * INVETORYSLOTSWIDTH + xcoord, uItemID);
          }
        }
      }
    return 0;
  }
  if ( !CanFitItem(index, uItemID) )
  {
    pAudioPlayer->PlaySound(SOUND_error, 0, 0, -1, 0, 0, 0, 0);
    return 0;
  }
  return CreateItemInInventory(index, uItemID);
}

//----- (00492826) --------------------------------------------------------
int Player::AddItem2(int index, ItemGen *Src)
{
  pItemsTable->SetSpecialBonus(Src);

  if ( index == -1 )
  {
    for (int xcoord = 0; xcoord < INVETORYSLOTSWIDTH; xcoord++)
    {
      for (int ycoord = 0; ycoord < INVETORYSLOTSHEIGHT; ycoord++)      //TODO: change pInventoryMatrix to 2 dimensional array.
      {
        if ( CanFitItem(ycoord * INVETORYSLOTSWIDTH + xcoord, Src->uItemID) )
        {
          return CreateItemInInventory2(ycoord * INVETORYSLOTSWIDTH + xcoord, Src);
        }
      }
    }
    return 0;
  }
  if ( !CanFitItem(index, Src->uItemID) )
    return 0;
  return CreateItemInInventory2(index, Src);
}

//----- (0049289C) --------------------------------------------------------
int Player::CreateItemInInventory2( unsigned int index, ItemGen *Src )
{
  signed int freeSlot; // ebx@1
  int result; // eax@6

  freeSlot = FindFreeInventoryListSlot();
  if ( freeSlot == -1 )
  {
    result = 0;
  }
  else
  {
    PutItemArInventoryIndex(Src->uItemID, freeSlot, index);
    memcpy(&pInventoryItemList[freeSlot], Src, sizeof(ItemGen));
    result = freeSlot + 1;
  }
  return result;
}
// 506128: using guessed type int areWeLoadingTexture;

//----- (0049298B) --------------------------------------------------------
void Player::PutItemArInventoryIndex( int uItemID, int itemListPos, int index )   //originally accepted ItemGen* but needed only its uItemID
{
  Texture *item_texture; // esi@1
  int *pInvPos; // esi@4
  unsigned int slot_width; // [sp+Ch] [bp-4h]@1
  unsigned int slot_height; // [sp+18h] [bp+8h]@1

  item_texture = pIcons_LOD->LoadTexturePtr(pItemsTable->pItems[uItemID].pIconName, TEXTURE_16BIT_PALETTE);
  slot_width =  GetSizeInInventorySlots(item_texture->uTextureWidth);
  slot_height = GetSizeInInventorySlots(item_texture->uTextureHeight);
  if ( !areWeLoadingTexture )
  {
    item_texture->Release();
    pIcons_LOD->SyncLoadedFilesCount();
  }
  if ( slot_width > 0 )
  {
    pInvPos = &pInventoryMatrix[index];
    for (unsigned int i = 0; i < slot_height; i++)
    {
      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
      pInvPos += INVETORYSLOTSWIDTH;
    }
  }
  pInventoryMatrix[index] = itemListPos + 1;
}

// 506128: using guessed type int areWeLoadingTexture;

//----- (00492A36) --------------------------------------------------------
void Player::RemoveItemAtInventoryIndex( unsigned int index )
{
  ItemGen *item_in_slot; // ecx@1
  Texture *item_texture; // esi@1
  unsigned int slot_height; // ebp@1
  int *pInvPos; // edx@4
  unsigned int slot_width; // [sp+14h] [bp+4h]@1

  item_in_slot = &this->pInventoryItemList[pInventoryMatrix[index]-1];  
  item_texture = pIcons_LOD->LoadTexturePtr(item_in_slot->GetIconName(), TEXTURE_16BIT_PALETTE);
  item_in_slot->Reset();
  slot_width = GetSizeInInventorySlots(item_texture->uTextureWidth);
  slot_height = GetSizeInInventorySlots(item_texture->uTextureHeight);
  if ( !areWeLoadingTexture )
  {
    item_texture->Release();
    pIcons_LOD->SyncLoadedFilesCount();
  }
  if ( slot_width > 0 )
  {
    pInvPos = &pInventoryMatrix[index];
    for (unsigned int i = 0; i < slot_height; i++)
    {
      memset32(pInvPos, 0, slot_width);
      pInvPos += INVETORYSLOTSWIDTH;
    }
  }
}
// 506128: using guessed type int areWeLoadingTexture;

//----- (00490EEE) --------------------------------------------------------
int Player::SelectPhrasesTransaction(ItemGen *pItem, int building_type, int BuildID_2Events, int ShopMenuType)  //TODO: probably move this somewhere else, not really Player:: stuff
{
  unsigned int idemId; // edx@1
  signed int equipType; // esi@1
  float multiplier; // ST04_4@26
  int price; // edi@26
  int merchantLevel; // [sp+10h] [bp-8h]@1
  int itemValue;

  merchantLevel = GetActualSkillLevel(PLAYER_SKILL_MERCHANT);
  idemId = pItem->uItemID;
  equipType = pItem->GetItemEquipType();
  itemValue = pItem->GetValue();

  switch (building_type)
  {
    case BuildingType_WeaponShop:
      if (idemId >= ITEM_ARTIFACT_HERMES_SANDALS)
        return 5;
      if (equipType > EQUIP_BOW)
        return 4;
    break;
    case BuildingType_ArmorShop:
      if (idemId >= ITEM_ARTIFACT_HERMES_SANDALS)
        return 5;
      if ( equipType < EQUIP_ARMOUR || equipType > EQUIP_BOOTS)
        return 4;
    break;
    case BuildingType_MagicShop:
      if (idemId >= ITEM_ARTIFACT_HERMES_SANDALS)
        return 5;
      if ( pItemsTable->pItems[idemId].uSkillType != PLAYER_SKILL_MISC )
        return 4;
    break;
    case BuildingType_AlchemistShop:
      if ((idemId >= ITEM_ARTIFACT_HERMES_SANDALS && idemId < ITEM_RECIPE_REJUVENATION) || idemId > ITEM_RECIPE_BODY_RESISTANCE)
        return 5;
      if ( !(equipType == EQUIP_REAGENT || equipType == EQUIP_POTION || equipType == EQUIP_MESSAGE_SCROLL))
        return 4;
    break;
    default:
      Error("(%u)", building_type);
    break;
  }
  if (pItem->IsStolen())
    return 6;

  multiplier = p2DEvents[BuildID_2Events - 1].fPriceMultiplier;
  switch (ShopMenuType)
  {
    case 2:
      price = GetBuyingPrice(itemValue, multiplier);
    break;
    case 3:
      if (pItem->IsBroken())
        price = 1;
      else
        price = this->GetPriceSell(itemValue, multiplier);
    break;
    case 4:
      price = this->GetPriceIdentification(multiplier);
    break;
    case 5:
      price = this->GetPriceRepair(itemValue, multiplier);
      break;
    default:
      Error("(%u)", ShopMenuType);
    break;
  }
  if ( merchantLevel )
  {
    if (price == itemValue)
    {
      return 3;
    }
    else
    {
      return 2;
    }
  }
  else
  {
    return 1;
  }
}

//----- (0049107D) --------------------------------------------------------
int Player::GetBodybuilding()
{
  int v1; // al@1

  v1 = GetActualSkillLevel(PLAYER_SKILL_BODYBUILDING);
  int multiplier = GetMultiplierForSkillLevel(v1, 1, 2, 3, 5);
  return multiplier * (v1 & 0x3F);
}

//----- (004910A8) --------------------------------------------------------
int Player::GetMeditation()
{
  int v1; // al@1

  v1 = GetActualSkillLevel(PLAYER_SKILL_MEDITATION);
  int multiplier = GetMultiplierForSkillLevel(v1, 1, 2, 3, 5);
  return multiplier * (v1 & 0x3F);
}

//----- (004910D3) --------------------------------------------------------
bool Player::CanIdentify( ItemGen *pItem )
{
  unsigned __int16 v2; // ax@1
  int v5; // edi@7
  if (CheckHiredNPCSpeciality(Scholar))
    return true;

  v2 = GetActualSkillLevel(PLAYER_SKILL_ITEM_ID);
  if ( (signed int)SkillToMastery(v2) >= 4 )
    return true;

  int multiplier = GetMultiplierForSkillLevel(v2, 1, 2, 3, 5);
  v5 = multiplier * (v2 & 0x3F);
  return v5 >= pItemsTable->pItems[pItem->uItemID].uItemID_Rep_St;
}

//----- (00491151) --------------------------------------------------------
bool Player::CanRepair( ItemGen *pItem )
{
  unsigned __int16 v2; // ax@1
  int v5; // edi@7

  ITEM_EQUIP_TYPE equipType = pItem->GetItemEquipType();
  if (CheckHiredNPCSpeciality(Smith) && equipType <= 2 ||
      CheckHiredNPCSpeciality(Armorer) && equipType >= 3 && equipType <= 9 ||
      CheckHiredNPCSpeciality(Alchemist) && equipType >= 9 )
    return true;

  v2 = GetActualSkillLevel(PLAYER_SKILL_REPAIR);
  if ( (signed int)SkillToMastery(v2) >= 4 )
    return true;

  int multiplier = GetMultiplierForSkillLevel(v2, 1, 2, 3, 5);
  v5 = multiplier * (v2 & 0x3F);
  return v5 >= pItemsTable->pItems[pItem->uItemID].uItemID_Rep_St;
}

//----- (004911F3) --------------------------------------------------------
int Player::GetMerchant()
{
  unsigned __int16 v2; // ax@1
  int v5; // edi@1
  int v7; // eax@3

  v2 = GetActualSkillLevel(PLAYER_SKILL_MERCHANT);
  if ( SkillToMastery(v2) >= 4 )
    return 10000;

  v7 = pParty->GetPartyReputation();
  int multiplier = GetMultiplierForSkillLevel(v2, 1, 2, 3, 5);
  v5 = multiplier * (v2 & 0x3F);
  if (v5 == 0)
  {
    return -v7;
  }
  return v5 - v7 + 7;
}

//----- (0049125A) --------------------------------------------------------
int Player::GetPerception()
{
  unsigned __int16 v2; // ax@1
  int v5; // edi@1

  v2 = GetActualSkillLevel(PLAYER_SKILL_PERCEPTION);
  if ( SkillToMastery(v2) >= 4 )
    return 10000;

  int multiplier = GetMultiplierForSkillLevel(v2, 1, 2, 3, 5);
  v5 = multiplier * (v2 & 0x3F);
  return v5;
}

//----- (004912B0) --------------------------------------------------------
int Player::GetDisarmTrap()
{
  unsigned __int16 v2; // ax@1
  int v5; // edi@1

  v2 = GetActualSkillLevel(PLAYER_SKILL_TRAP_DISARM);
  if ( (signed int)SkillToMastery(v2) >= 4 )
    return 10000;

  int multiplier = GetMultiplierForSkillLevel(v2, 1, 2, 3, 5);
  if ( HasEnchantedItemEquipped(35) )  //only the real skill level is supposed to be added again, not the multiplied value
    multiplier++;
  v5 = multiplier * (v2 & 0x3F);
  return v5;
}

//----- (00491317) --------------------------------------------------------
char Player::GetLearningPercent()
{
  int v2; // eax@1

  v2 = GetActualSkillLevel(PLAYER_SKILL_LEARNING);
  int multiplier = GetMultiplierForSkillLevel(v2, 1, 2, 3, 5);
  return multiplier * v2 + 9;
}

//----- (0048C6AF) --------------------------------------------------------
Player::Player()
{  
  memset(&pEquipment, 0, sizeof(PlayerEquipment));
  pInventoryMatrix.fill(0);
  for (uint i = 0; i < 126; ++i)
    pInventoryItemList[i].Reset();
  for (uint i = 0; i < 12; ++i)
    pEquippedItems[i].Reset();


  for (uint i = 0; i < 24; ++i)
  {
    pPlayerBuffs[i].uSkill = 0;
    pPlayerBuffs[i].uSkill = 0;
    pPlayerBuffs[i].uPower = 0;
    pPlayerBuffs[i].uExpireTime = 0;
    pPlayerBuffs[i].uCaster = 0;
    pPlayerBuffs[i].uFlags = 0;
  }

  pName[0] = 0;
  uCurrentFace = 0;
  uVoiceID = 0;
  pConditions.fill(0);

  field_BB = 0;

  uMight = uMightBonus = 0;
  uIntelligence = uIntelligenceBonus = 0;
  uWillpower = uWillpowerBonus = 0;
  uEndurance = uEnduranceBonus = 0;
  uSpeed = uSpeedBonus = 0;
  uAccuracy = uAccuracyBonus = 0;
  uLuck = uLuckBonus = 0;
  uLevel = sLevelModifier = 0;
  sAgeModifier = 0;
  sACModifier = 0;

//  memset(field_1F5, 0, 30);
  pure_luck_used=0;      
  pure_speed_used=0; 
  pure_intellect_used=0;  
  pure_endurance_used=0;  
  pure_willpower_used=0;       
  pure_accuracy_used=0;      
  pure_might_used=0;  

  sResFireBase = sResFireBonus = 0;
  sResAirBase = sResAirBonus = 0;
  sResWaterBase = sResWaterBonus = 0;
  sResEarthBase = sResEarthBonus = 0;
  sResMagicBase = sResMagicBonus = 0;
  sResSpiritBase = sResSpiritBonus = 0;
  sResMindBase = sResMindBonus = 0;
  sResBodyBase = sResBodyBonus = 0;
  sResLightBase = sResLightBonus = 0;
  sResDarkBase = sResDarkBonus = 0;

  uTimeToRecovery = 0;

  uSkillPoints = 0;

  sHealth = 0;
  uFullHealthBonus = 0;
  _health_related = 0;

  sMana = 0;
  uFullManaBonus = 0;
  _mana_related = 0;

  uQuickSpell = 0;
  memset(pInstalledBeacons.data(), 0, 5 * sizeof(LloydBeacon));

  _some_attack_bonus = 0;
  field_1A91 = 0;
  _melee_dmg_bonus = 0;
  field_1A93 = 0;
  _ranged_atk_bonus = 0;
  field_1A95 = 0;
  _ranged_dmg_bonus = 0;
  field_1A97 = 0;

  expression = CHARACTER_EXPRESSION_INVALID;
  uExpressionTimePassed = 0;
  uExpressionTimeLength = 0;

  uNumDivineInterventionCastsThisDay = 0;
  uNumArmageddonCasts = 0;
  uNumFireSpikeCasts = 0;

  memset(field_1988, 0, sizeof(field_1988));
  memset(playerEventBits, 0, sizeof(playerEventBits));

  field_E0 = 0;
  field_E4 = 0;
  field_E8 = 0;
  field_EC = 0;
  field_F0 = 0;
  field_F4 = 0;
  field_F8 = 0;
  field_FC = 0;
  field_100 = 0;
  field_104 = 0;

  _expression21_animtime = 0;
  _expression21_frameset = 0;

  lastOpenedSpellbookPage = 0;
}


//----- (0048C855) --------------------------------------------------------
int Player::GetBaseStrength()
{
  return this->uMight + GetItemsBonus(CHARACTER_ATTRIBUTE_STRENGTH);
}

//----- (0048C86C) --------------------------------------------------------
int Player::GetBaseIntelligence()
{
  return this->uIntelligence + GetItemsBonus(CHARACTER_ATTRIBUTE_INTELLIGENCE);
}

//----- (0048C883) --------------------------------------------------------
int Player::GetBaseWillpower()
{
  return this->uWillpower + GetItemsBonus(CHARACTER_ATTRIBUTE_WILLPOWER);
}

//----- (0048C89A) --------------------------------------------------------
int Player::GetBaseEndurance()
{
  return this->uEndurance + GetItemsBonus(CHARACTER_ATTRIBUTE_ENDURANCE);
}

//----- (0048C8B1) --------------------------------------------------------
int Player::GetBaseAccuracy()
{
  return this->uAccuracy + GetItemsBonus(CHARACTER_ATTRIBUTE_ACCURACY);
}

//----- (0048C8C8) --------------------------------------------------------
int Player::GetBaseSpeed()
{
  return this->uSpeed + GetItemsBonus(CHARACTER_ATTRIBUTE_SPEED);
}

//----- (0048C8DF) --------------------------------------------------------
int Player::GetBaseLuck()
{
  return this->uLuck + GetItemsBonus(CHARACTER_ATTRIBUTE_LUCK);
}

//----- (0048C8F6) --------------------------------------------------------
int Player::GetBaseLevel()
{
  return this->uLevel + GetItemsBonus(CHARACTER_ATTRIBUTE_LEVEL);
}

//----- (0048C90D) --------------------------------------------------------
int Player::GetActualLevel()
{
  return uLevel + sLevelModifier +
         GetMagicalBonus(CHARACTER_ATTRIBUTE_LEVEL) +
         GetItemsBonus(CHARACTER_ATTRIBUTE_LEVEL);
}

//----- (0048C93C) --------------------------------------------------------
int Player::GetActualMight()
{
  return GetActualAttribute(CHARACTER_ATTRIBUTE_STRENGTH, &Player::uMight, &Player::uMightBonus);
}

//----- (0048C9C2) --------------------------------------------------------
int Player::GetActualIntelligence()
{
  return GetActualAttribute(CHARACTER_ATTRIBUTE_INTELLIGENCE, &Player::uIntelligence, &Player::uIntelligenceBonus);
}

//----- (0048CA3F) --------------------------------------------------------
int Player::GetActualWillpower()
{
  return GetActualAttribute(CHARACTER_ATTRIBUTE_WILLPOWER, &Player::uWillpower, &Player::uWillpowerBonus);
}

//----- (0048CABC) --------------------------------------------------------
int Player::GetActualEndurance()
{
  return GetActualAttribute(CHARACTER_ATTRIBUTE_ENDURANCE, &Player::uEndurance, &Player::uEnduranceBonus);
}

//----- (0048CB39) --------------------------------------------------------
int Player::GetActualAccuracy()
{
  return GetActualAttribute(CHARACTER_ATTRIBUTE_ACCURACY, &Player::uAccuracy, &Player::uAccuracyBonus);
}

//----- (0048CBB6) --------------------------------------------------------
int Player::GetActualSpeed()
{
  return GetActualAttribute(CHARACTER_ATTRIBUTE_SPEED, &Player::uSpeed, &Player::uSpeedBonus);
}

//----- (0048CC33) --------------------------------------------------------
int Player::GetActualLuck()
{
  signed int npc_luck_bonus; // [sp+10h] [bp-4h]@1

  npc_luck_bonus = 0;
  if ( CheckHiredNPCSpeciality(Fool) )
    npc_luck_bonus = 5;
  if ( CheckHiredNPCSpeciality(ChimneySweep) )
    npc_luck_bonus += 20;
  if ( CheckHiredNPCSpeciality(Psychic) )
    npc_luck_bonus += 10;

  return GetActualAttribute(CHARACTER_ATTRIBUTE_LUCK, &Player::uLuck, &Player::uLuckBonus)
       + npc_luck_bonus;
}

//----- (new function) --------------------------------------------------------
int Player::GetActualAttribute( CHARACTER_ATTRIBUTE_TYPE attrId, unsigned short Player::* attrValue, unsigned short Player::* attrBonus )
{
  uint uActualAge = this->sAgeModifier + GetBaseAge();
  uint uAgeingMultiplier = 100;
  for (uint i = 0; i < 4; ++i)
  {
    if (uActualAge >= pAgeingTable[i])
      uAgeingMultiplier = pAgingAttributeModifier[attrId][i];
    else 
      break;
  }

  uchar uConditionMult = pConditionAttributeModifier[attrId][GetMajorConditionIdx()];
  int magicBonus = GetMagicalBonus(attrId);
  int itemBonus = GetItemsBonus(attrId);
  return uConditionMult * uAgeingMultiplier * this->*attrValue / 100 / 100
    + magicBonus
    + itemBonus
    + this->*attrBonus;
}

//----- (0048CCF5) --------------------------------------------------------
int Player::GetActualAttack( bool a2 )
{
  int v3; // eax@1
  int v4; // edi@1
  int v5; // ebx@1
  int v6; // ebp@1

  v3 = GetActualAccuracy();
  v4 = GetParameterBonus(v3);
  v5 = GetSkillBonus(CHARACTER_ATTRIBUTE_ATTACK);
  v6 = GetItemsBonus(CHARACTER_ATTRIBUTE_ATTACK, a2);
  return v4 + v5 + v6 + GetMagicalBonus(CHARACTER_ATTRIBUTE_ATTACK) + this->_some_attack_bonus;
}

//----- (0048CD45) --------------------------------------------------------
int Player::GetMeleeDamageMinimal()
{
  int v2; // eax@1
  int v3; // esi@1
  int v4; // esi@1
  int v5; // esi@1
  signed int result; // eax@1
 
  v2 = GetActualMight();
  v3 = GetParameterBonus(v2);
  v4 = GetItemsBonus(CHARACTER_ATTRIBUTE_MELEE_DMG_MIN) + v3;
  v5 = GetSkillBonus(CHARACTER_ATTRIBUTE_MELEE_DMG_BONUS) + v4;
  result = _melee_dmg_bonus + GetMagicalBonus(CHARACTER_ATTRIBUTE_MELEE_DMG_BONUS) + v5;
  if ( result < 1 )
    result = 1;
  return result;
}

//----- (0048CD90) --------------------------------------------------------
int Player::GetMeleeDamageMaximal()
{
  int v2; // eax@1
  int v3; // esi@1
  int v4; // esi@1
  int v5; // esi@1
  int v6; // esi@1
  signed int result; // eax@1

  v2 = GetActualMight();
  v3 = GetParameterBonus(v2);
  v4 = GetItemsBonus(CHARACTER_ATTRIBUTE_MELEE_DMG_MAX) + v3;
  v5 = GetSkillBonus(CHARACTER_ATTRIBUTE_MELEE_DMG_BONUS) + v4;
  v6 = this->_melee_dmg_bonus + GetMagicalBonus(CHARACTER_ATTRIBUTE_MELEE_DMG_BONUS) + v5;
  result = 1;
  if ( v6 >= 1 )
    result = v6;
  return result;
}

//----- (0048CDDB) --------------------------------------------------------
int Player::CalculateMeleeDamageTo( bool ignoreSkillBonus, bool ignoreOffhand, unsigned int uTargetActorID )
{
  int dmgSum; // esi@62
  signed int result; // eax@64
  int mainWpnDmg; // [sp+18h] [bp-8h]@1
  int offHndWpnDmg; // [sp+1Ch] [bp-4h]@1

  offHndWpnDmg = 0;
  mainWpnDmg = 0;
  if ( IsUnarmed() )
  {
    mainWpnDmg = rand() % 3 + 1;
  }
  else
  {
    if ( HasItemEquipped(EQUIP_TWO_HANDED) )
    {
      ItemGen *mainHandItemGen = this->GetMainHandItem();
      int itemId = mainHandItemGen->uItemID;
      bool addOneDice = false;
      if ( pItemsTable->pItems[itemId].uSkillType == PLAYER_SKILL_SPEAR && !this->pEquipment.uShield )
        addOneDice = true;
      mainWpnDmg = CalculateMeleeDmgToEnemyWithWeapon(mainHandItemGen, uTargetActorID, addOneDice);
    }
    if ( !ignoreOffhand )
    {
      if ( this->HasItemEquipped(EQUIP_SINGLE_HANDED) )
      {
        ItemGen *offHandItemGen = (ItemGen *)&this->pInventoryItemList[this->pEquipment.uShield - 1];
        if ( offHandItemGen->GetItemEquipType() != EQUIP_SHIELD )
        {
          offHndWpnDmg = CalculateMeleeDmgToEnemyWithWeapon(offHandItemGen, uTargetActorID, false);
        }
      }
    }
  }
  dmgSum = mainWpnDmg + offHndWpnDmg;
  if ( !ignoreSkillBonus )
  {
    int might = GetActualMight();
    int mightBonus = GetParameterBonus(might);
    int mightAndSkillbonus = GetSkillBonus(CHARACTER_ATTRIBUTE_MELEE_DMG_BONUS) + mightBonus;
    dmgSum += this->_melee_dmg_bonus + GetMagicalBonus(CHARACTER_ATTRIBUTE_MELEE_DMG_BONUS) + mightAndSkillbonus;
  }
  result = 1;
  if ( dmgSum >= 1 )
    result = dmgSum;
  return result;
}


int Player::CalculateMeleeDmgToEnemyWithWeapon( ItemGen * weapon, unsigned int uTargetActorID , bool addOneDice )
{
  int itemId = weapon->uItemID;
  int diceCount = pItemsTable->pItems[itemId].uDamageDice;
  if (addOneDice)
  {
    diceCount++;
  }
  int diceSides = pItemsTable->pItems[itemId].uDamageRoll;
  int diceResult = 0;
  for (int i = 0; i < diceCount; i++)
  {
    diceResult += rand() % diceSides + 1;
  }
  int totalDmg = pItemsTable->pItems[itemId].uDamageMod + diceResult;
  if ( uTargetActorID > 0)
  {
    int enchType = weapon->uSpecEnchantmentType;
    if ( MonsterStats::BelongsToSupertype(uTargetActorID, MONSTER_SUPERTYPE_UNDEAD) && (enchType == 64 || itemId == ITEM_ARTIFACT_GHOULSBANE || itemId == ITEM_ARTIFACT_GIBBET || itemId == ITEM_RELIC_JUSTICE) )
    {
      totalDmg *= 2;
    }
    else if (MonsterStats::BelongsToSupertype(uTargetActorID, MONSTER_SUPERTYPE_KREEGAN) && ( enchType == 39 || itemId == ITEM_ARTIFACT_GIBBET))
    {
      totalDmg *= 2;
    }
    else if (MonsterStats::BelongsToSupertype(uTargetActorID, MONSTER_SUPERTYPE_DRAGON) && ( enchType == 40 || itemId == ITEM_ARTIFACT_GIBBET))
    {
      totalDmg *= 2;
    }
    else if (MonsterStats::BelongsToSupertype(uTargetActorID, MONSTER_SUPERTYPE_ELF) && ( enchType == 63 || itemId == ITEM_RELIC_OLD_NICK))
    {
      totalDmg *= 2;
    }
    else if (MonsterStats::BelongsToSupertype(uTargetActorID, MONSTER_SUPERTYPE_TITAN) && ( enchType == 65 ))
    {
      totalDmg *= 2;
    }
  }
  if ( (signed int)SkillToMastery(this->pActiveSkills[PLAYER_SKILL_DAGGER]) >= 3
    && pItemsTable->pItems[itemId].uSkillType == 2
    && rand() % 100 < 10 )
    totalDmg *= 3;
  return totalDmg;
}


//----- (0048D0B9) --------------------------------------------------------
int Player::GetRangedAttack()
{
  int v3; // edi@3
  //int v4; // eax@4
  //int v5; // edi@4
  int v6; // edi@4
  int v7; // edi@4

  ItemGen* mainHandItem = GetMainHandItem();
  if ( mainHandItem != nullptr && ( mainHandItem->uItemID < ITEM_BLASTER || mainHandItem->uItemID > ITEM_LASER_RIFLE ))
  {
    //v4 = GetActualAccuracy();
    //v5 = GetParameterBonus(GetActualAccuracy());
    v6 = GetItemsBonus(CHARACTER_ATTRIBUTE_RANGED_ATTACK) + GetParameterBonus(GetActualAccuracy());
    v7 = GetSkillBonus(CHARACTER_ATTRIBUTE_RANGED_ATTACK) + v6;
    v3 = this->_ranged_atk_bonus + GetMagicalBonus(CHARACTER_ATTRIBUTE_RANGED_ATTACK) + v7;
  }
  else
  {
    v3 = GetActualAttack(true);
  }
  return v3;
}

//----- (0048D124) --------------------------------------------------------
int Player::GetRangedDamageMin()
{
  int v2; // edi@1
  int v3; // edi@1
  int v4; // edi@1
  int result; // eax@6

  v2 = GetItemsBonus(CHARACTER_ATTRIBUTE_RANGED_DMG_MIN);
  v3 = GetSkillBonus(CHARACTER_ATTRIBUTE_RANGED_DMG_BONUS) + v2;
  v4 = this->_ranged_dmg_bonus + GetMagicalBonus(CHARACTER_ATTRIBUTE_RANGED_DMG_BONUS) + v3;
  if ( v4 >= 1 )
    result = v4;
  else
    result = 0;
  return result;
}

//----- (0048D191) --------------------------------------------------------
int Player::GetRangedDamageMax()
{
  int v2; // edi@1
  int v3; // edi@1
  int v4; // edi@1
  int result; // eax@6

  v2 = GetItemsBonus(CHARACTER_ATTRIBUTE_RANGED_DMG_MAX);
  v3 = GetSkillBonus(CHARACTER_ATTRIBUTE_RANGED_DMG_BONUS) + v2;
  v4 = this->_ranged_dmg_bonus + GetMagicalBonus(CHARACTER_ATTRIBUTE_RANGED_DMG_BONUS) + v3;
  if ( v4 >= 1 )
    result = v4;
  else
    result = 0;
  return result;
}

//----- (0048D1FE) --------------------------------------------------------
int Player::CalculateRangedDamageTo( int a2 )
{
  ItemGen *v4; // ebx@2
  unsigned int v5; // edi@2
  int v9; // esi@5
  int v10; // ebx@6
  signed int v15; // [sp+8h] [bp-Ch]@2
  int v17; // [sp+10h] [bp-4h]@1

  v17 = 0;
  if ( !HasItemEquipped(EQUIP_BOW) )
    return 0;
  v4 = (ItemGen *)&this->pInventoryItemList[this->pEquipment.uBow-1];
  v5 = v4->uItemID;
  v15 = pItemsTable->pItems[v5].uDamageRoll;
  for( int i = 0; i < pItemsTable->pItems[v5].uDamageDice; i++ )
  {
    int v7 = rand() % v15;
    v17 += v7 + 1;
  }
  v9 = pItemsTable->pItems[v5].uDamageMod + v17;
  if ( a2 )
  {
    v10 = v4->uSpecEnchantmentType;
    if ( v10 == 64 && MonsterStats::BelongsToSupertype(a2, MONSTER_SUPERTYPE_UNDEAD))
    {
      v9 *= 2;
    }
    else if ( v10 == 39 && MonsterStats::BelongsToSupertype(a2, MONSTER_SUPERTYPE_KREEGAN))
    {
      v9 *= 2;
    }
    else if ( v10 == 40 && MonsterStats::BelongsToSupertype(a2, MONSTER_SUPERTYPE_DRAGON))
    {
      v9 *= 2;
    }
    else if ( v10 == 63 && MonsterStats::BelongsToSupertype(a2, MONSTER_SUPERTYPE_ELF))
    {
      v9 *= 2;
    }
  }
  return v9 + this->GetSkillBonus(CHARACTER_ATTRIBUTE_RANGED_DMG_BONUS);
}

//----- (0048D2EA) --------------------------------------------------------
char *Player::GetMeleeDamageString()
{
  int min_damage; // edi@3
  int max_damage; // eax@3

  static char player__getmeleedamagestring_static_buff[40]; // idb

  ItemGen* mainHandItem = GetMainHandItem();

  if (mainHandItem != nullptr && ( mainHandItem->uItemID >= 135 ) && ( mainHandItem->uItemID <= 159 ))
  {
    strcpy(player__getmeleedamagestring_static_buff, pGlobalTXT_LocalizationStrings[595]); //"Wand"
    return player__getmeleedamagestring_static_buff;
  }
  else if (mainHandItem != nullptr && (mainHandItem->uItemID == ITEM_BLASTER || mainHandItem->uItemID == ITEM_LASER_RIFLE))
  {
    min_damage = GetItemsBonus(CHARACTER_ATTRIBUTE_MELEE_DMG_MIN, true);
    max_damage = GetItemsBonus(CHARACTER_ATTRIBUTE_MELEE_DMG_MAX, true);
  }
  else
  {
    min_damage = GetMeleeDamageMinimal();
    max_damage = GetMeleeDamageMaximal();
  }
  if ( min_damage == max_damage )
  {
    sprintf(player__getmeleedamagestring_static_buff, "%d", min_damage);
  }
  else
  {
    sprintf(player__getmeleedamagestring_static_buff, "%d - %d", min_damage, max_damage);
  }
  return player__getmeleedamagestring_static_buff;
}

//----- (0048D396) --------------------------------------------------------
char *Player::GetRangedDamageString()
{
    int min_damage; // edi@3
    int max_damage; // eax@3

    static char player__getrangeddamagestring_static_buff[40]; // idb

    ItemGen* mainHandItem = GetMainHandItem();

    if (mainHandItem != nullptr && ( mainHandItem->uItemID >= 135 ) && ( mainHandItem->uItemID <= 159 ))
    {
      strcpy(player__getrangeddamagestring_static_buff, pGlobalTXT_LocalizationStrings[595]); //"Wand"
      return player__getrangeddamagestring_static_buff;
    }
    else if (mainHandItem != nullptr && (mainHandItem->uItemID == ITEM_BLASTER || mainHandItem->uItemID == ITEM_LASER_RIFLE))
    {
      min_damage = GetItemsBonus(CHARACTER_ATTRIBUTE_MELEE_DMG_MIN, true);
      max_damage = GetItemsBonus(CHARACTER_ATTRIBUTE_MELEE_DMG_MAX, true);
    }
    else
    {
      min_damage = GetRangedDamageMin();
      max_damage = GetRangedDamageMax();
    }
    if ( max_damage > 0)
    {
      if ( min_damage == max_damage )
      {
        sprintf(player__getrangeddamagestring_static_buff, "%d", min_damage);
      }
      else
      {
        sprintf(player__getrangeddamagestring_static_buff, "%d - %d", min_damage, max_damage);
      }
    }
    else
    {
      strcpy(player__getrangeddamagestring_static_buff, "N/A");
    }
    return player__getrangeddamagestring_static_buff;
}

//----- (0048D45A) --------------------------------------------------------
bool Player::CanTrainToNextLevel()
{
  int lvl = this->uLevel + 1;
  int neededExp = ((lvl * (lvl - 1)) / 2 * 1000);
  return this->uExperience >= neededExp;
}

//----- (0048D498) --------------------------------------------------------
unsigned int Player::GetExperienceDisplayColor()
{
  if ( CanTrainToNextLevel() )
    return ui_character_bonus_text_color;
  else
    return ui_character_default_text_color;
}

//----- (0048D4B3) --------------------------------------------------------
int Player::CalculateIncommingDamage( DAMAGE_TYPE dmg_type, int dmg )
{
  int resist_value; // edi@8
  int player_luck; // eax@21
  signed int res_rand_divider; // ebx@2
  int armor_skill; // eax@29

  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
    return 0;

  resist_value = 0;
  switch(dmg_type)
      {
      case DMGT_FIRE:   resist_value = GetActualResistance(CHARACTER_ATTRIBUTE_RESIST_FIRE); break;
      case DMGT_ELECTR: resist_value = GetActualResistance(CHARACTER_ATTRIBUTE_RESIST_AIR);  break;
      case DMGT_COLD:   resist_value = GetActualResistance(CHARACTER_ATTRIBUTE_RESIST_WATER); break;
      case DMGT_EARTH:  resist_value = GetActualResistance(CHARACTER_ATTRIBUTE_RESIST_EARTH); break;
      
      case DMGT_SPIRIT: resist_value = GetActualResistance(CHARACTER_ATTRIBUTE_RESIST_SPIRIT);break;
      case DMGT_MIND:   resist_value = GetActualResistance(CHARACTER_ATTRIBUTE_RESIST_MIND); break;
      case DMGT_BODY:   resist_value = GetActualResistance(CHARACTER_ATTRIBUTE_RESIST_BODY); break;
      }

  player_luck = GetActualLuck();
  res_rand_divider = GetParameterBonus(player_luck) + resist_value + 30;

  if ( GetParameterBonus(player_luck) + resist_value > 0 )
  { 
    for (int i = 0; i < 4; i++)
    {
      if ( rand() % res_rand_divider >= 30 )
        dmg >>= 1;
      else
        break;
    }
  }
  ItemGen* equippedArmor = GetArmorItem();
  if (( dmg_type == DMGT_PHISYCAL ) && ( equippedArmor != nullptr ))
  {
      if (!equippedArmor->IsBroken()) 
      {
        armor_skill = equippedArmor->GetPlayerSkillType();
        if ( armor_skill==PLAYER_SKILL_PLATE )
        {
          if ( SkillToMastery(pActiveSkills[PLAYER_SKILL_PLATE]) >= 3 )
              return dmg / 2;
        }
        if (armor_skill==PLAYER_SKILL_CHAIN )
        {
          if (SkillToMastery(pActiveSkills[PLAYER_SKILL_CHAIN]) == 4) 
             return dmg * 2 / 3;
        }
      }
  }
  return dmg;
}

//----- (0048D62C) --------------------------------------------------------
ITEM_EQUIP_TYPE Player::GetEquippedItemEquipType(ITEM_EQUIP_TYPE uEquipSlot)
{
  return GetNthEquippedIndexItem(uEquipSlot)->GetItemEquipType();
}

//----- (0048D651) --------------------------------------------------------
PLAYER_SKILL_TYPE Player::GetEquippedItemSkillType(ITEM_EQUIP_TYPE uEquipSlot)
{
  return (PLAYER_SKILL_TYPE)GetNthEquippedIndexItem(uEquipSlot)->GetPlayerSkillType();
}

//----- (0048D676) --------------------------------------------------------
bool Player::IsUnarmed()
{
  return !HasItemEquipped(EQUIP_TWO_HANDED) &&
        (!HasItemEquipped(EQUIP_SINGLE_HANDED) || GetOffHandItem()->GetItemEquipType() == EQUIP_SHIELD);
}

//----- (0048D6AA) --------------------------------------------------------
bool Player::HasItemEquipped(ITEM_EQUIP_TYPE uEquipIndex)
{
  uint i = pEquipment.pIndices[uEquipIndex];
  if (i)
    return !pOwnItems[i - 1].IsBroken();
  else 
    return false;
}

//----- (0048D6D0) --------------------------------------------------------
bool Player::HasEnchantedItemEquipped(int uEnchantment)
{
  for (uint i = 0; i < 16; ++i)
  {
    if (HasItemEquipped((ITEM_EQUIP_TYPE)i) &&
      GetNthEquippedIndexItem(i)->uSpecEnchantmentType == uEnchantment)
      return true;
  }
  return false;
}

//----- (0048D709) --------------------------------------------------------
bool Player::WearsItem( int item_id, ITEM_EQUIP_TYPE equip_type )
{
  return ( HasItemEquipped(equip_type) && GetNthEquippedIndexItem(equip_type)->uItemID == item_id );
}

bool Player::WearsItemAnyWhere(int item_id)
{
  for (int i = 0; i < 16; i++)
  {
    if (WearsItem(item_id, (ITEM_EQUIP_TYPE) i))
    {
      return true;
    }
  }
  return false;
}

//----- (0048D76C) --------------------------------------------------------
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
{
  unsigned __int16 v6; // cx@8
  int v7; // edi@8
  unsigned int v8; // ebx@8
  unsigned int itemvalue; // esi@8
  int v10; // eax@8
  int currMaxItemValue; // edi@12

  if ( !itemToSteal
    || this->IsEradicated()
    || this->IsDead()
    || this->IsPertified()
    || this->IsDrunk()
    || this->IsUnconcious()
    || this->IsAsleep() )
  {
    return 0;
  }
  else
  {
    v6 = this->pActiveSkills[PLAYER_SKILL_STEALING];
    v7 = v6 & 0x3F;
    v8 = SkillToMastery(v6);
    itemvalue = itemToSteal->GetValue();
    v10 = itemToSteal->GetItemEquipType();
    if ( v10 == EQUIP_SINGLE_HANDED || v10 == EQUIP_TWO_HANDED || v10 == EQUIP_BOW )
      itemvalue *= 3;
    currMaxItemValue = StealingRandomBonuses[rand() % 5] + v7 * StealingMasteryBonuses[v8];
    *fineIfFailed = 100 * (reputation + extraStealDifficulty) + itemvalue;
    if (a5)
    {
      *fineIfFailed += 500;
    }
    if ( rand() % 100 >= 5 )
    {
      if ( *fineIfFailed > currMaxItemValue )
        if (*fineIfFailed - currMaxItemValue < 500)
        {
          return 1;
        }
        else
        {
          return 0;
        }
      else
        return 2;
    }
    else
    {
      return 0;
    }
  }
}

//----- (0048D88B) --------------------------------------------------------
int Player::StealFromActor(unsigned int uActorID, int _steal_perm, int reputation)
{
  Actor *actroPtr; // edi@1
  int v7; // ebx@10
  unsigned int stealingMastery; // esi@10
  int fineIfFailed; // esi@10
  int v11; // eax@13
  bool HasFullItemSlots; // ebx@15
  unsigned __int16 carriedItemId; // si@21
  unsigned int enchBonusSum; // esi@31
  int *enchTypePtr; // eax@34
  ItemGen tempItem; // [sp+8h] [bp-34h]@15
  int currMaxItemValue;

  actroPtr = &pActors[uActorID];
  if ( !actroPtr
    || this->IsEradicated()
    || this->IsDead()
    || this->IsPertified()
    || this->IsDrunk()
    || this->IsUnconcious()
    || this->IsAsleep() )
  {
    return 0;
  }
  if ( !actroPtr->ActorHasItem() )
    actroPtr->SetRandomGoldIfTheresNoItem();
  unsigned __int16 v6 = this->pActiveSkills[PLAYER_SKILL_STEALING];
  v7 = v6 & 0x3F;
  stealingMastery = SkillToMastery(v6);
  int v30 = StealingMasteryBonuses[stealingMastery];
  int v29 = StealingRandomBonuses[rand() % 5];
  fineIfFailed = actroPtr->pMonsterInfo.uLevel + 100 * (_steal_perm + reputation);
  currMaxItemValue = v29 + v7 * v30;
  if ( rand() % 100 < 5 || fineIfFailed > currMaxItemValue || actroPtr->ActorEnemy() )
  {
    Actor::AggroSurroundingPeasants(uActorID, 1);
    sprintfex(pTmpBuf2.data(), pGlobalTXT_LocalizationStrings[376], this->pName);//"%s was caught stealing!"
    ShowStatusBarString(pTmpBuf2.data(), 2);
    return 0;
  }
  else
  {
    v11 = rand();
    if ( v11 % 100 >= 70 )    //stealing gold
    {
      enchBonusSum = 0;
      for (int i = 0; i < v7; i++)
        enchBonusSum += rand() % StealingEnchantmentBonusForSkill[stealingMastery] + 1;
      if ( actroPtr->ActorHasItems[3].GetItemEquipType() != EQUIP_GOLD )
        return 2;
      enchTypePtr = &actroPtr->ActorHasItems[3].uSpecEnchantmentType;
      if ( (int)enchBonusSum >= *enchTypePtr )
      {
        actroPtr->ActorHasItems[3].uItemID = 0;
        *enchTypePtr = 0;
      }
      else
        *enchTypePtr -= enchBonusSum;
      if ( enchBonusSum )
      {
        pParty->PartyFindsGold(enchBonusSum, 2);
        sprintf(pTmpBuf2.data(), pGlobalTXT_LocalizationStrings[302], this->pName, enchBonusSum);     //%stole %d gold
      }
      else
        sprintfex(pTmpBuf2.data(), pGlobalTXT_LocalizationStrings[377], this->pName);   //%s failed to steal anything
      ShowStatusBarString(pTmpBuf2.data(), 2);
      return 2;
    }
    else if ( v11 % 100 >= 40 )   //stealing an item      
    {
      tempItem.Reset();
      HasFullItemSlots = false;
      int i;
      for (i = 0; i < 4; i++)
      {
        if ( actroPtr->ActorHasItems[i].uItemID != 0 && actroPtr->ActorHasItems[i].GetItemEquipType() != EQUIP_GOLD )
          break;
      }
      if (i == 4)
        HasFullItemSlots = true;
      carriedItemId = actroPtr->uCarriedItemID;
      if ( carriedItemId != 0 || HasFullItemSlots )
      {
        tempItem.Reset();
        if ( carriedItemId != 0 )
        {
          actroPtr->uCarriedItemID = 0;
          tempItem.uItemID = carriedItemId;
          if ( pItemsTable->pItems[carriedItemId].uEquipType == EQUIP_WAND )
            tempItem.uNumCharges = rand() % 6 + pItemsTable->pItems[carriedItemId].uDamageMod + 1;
          else if ( pItemsTable->pItems[carriedItemId].uEquipType == EQUIP_POTION && carriedItemId != ITEM_POTION_BOTTLE)
            tempItem.uEnchantmentType = 2 * rand() % 4 + 2;
        }
        else
        {
          ItemGen* itemToSteal = &actroPtr->ActorHasItems[rand() % 4];
          memcpy(&tempItem, itemToSteal, sizeof(tempItem));
          itemToSteal->Reset();
          carriedItemId = tempItem.uItemID;
        }
        if (carriedItemId != 0)     // looks odd in current context, but avoids accessing zeroth element of pItemsTable->pItems
        {
          pParty->sub_421B2C_PlaceInInventory_or_DropPickedItem();
          sprintf(
            pTmpBuf2.data(),
            pGlobalTXT_LocalizationStrings[304],   // Official                   //TODO: add a normal "%d stole %d" message
            this->pName,
            pItemsTable->pItems[carriedItemId].pUnidentifiedName);
          ShowStatusBarString(pTmpBuf2.data(), 2u);
          pParty->sub_421B2C_PlaceInInventory_or_DropPickedItem();
          memcpy(&pParty->pPickedItem, &tempItem, sizeof(ItemGen));
          pMouse->SetCursorBitmapFromItemID(carriedItemId);
          return 2;
        }
      }
    }
    sprintfex(pTmpBuf2.data(), pGlobalTXT_LocalizationStrings[377], this->pName);   //%s failed to steal anything
    ShowStatusBarString(pTmpBuf2.data(), 2);
    return 2;
  }
}
// 4EDEA0: using guessed type int dword_4EDEA0[];
// 4EDEB4: using guessed type int dword_4EDEB4[];
// 4EDEC4: using guessed type int dword_4EDEC4[];

//----- (0048DBB9) --------------------------------------------------------
void Player::Heal(int amount)
{
  signed int max_health; // eax@3

  if ( !IsEradicated() && !IsDead() )
  {
    max_health = GetMaxHealth();
    if ( IsZombie() )
      max_health /= 2;
    sHealth += amount;
    if ( sHealth > max_health )
        sHealth = max_health;
    if ( IsUnconcious() )
    {
      if ( sHealth > 0 )
      {
        SetUnconcious(false);
      }
    }
  }
}

//----- (0048DC1E) --------------------------------------------------------
int Player::ReceiveDamage( signed int amount, DAMAGE_TYPE dmg_type )
    {
  signed int recieved_dmg; // eax@1
  bool broke_armor;
 
  SetAsleep(false);
  recieved_dmg = CalculateIncommingDamage(dmg_type, amount);
  sHealth -= recieved_dmg;
  broke_armor = sHealth <= -10;
  if ( sHealth < 1 ) //
  {
    if ( (sHealth + uEndurance + GetItemsBonus(CHARACTER_ATTRIBUTE_ENDURANCE) >= 1)
      || pPlayerBuffs[PLAYER_BUFF_PRESERVATION].uExpireTime > 0 )
    {
      SetCondUnconsciousWithBlockCheck(false);
    }
    else
    {
      SetCondDeadWithBlockCheck(false);
      if ( sHealth > 0 )
        sHealth = 0;
    }
    if (broke_armor )
    {
      ItemGen* equippedArmor = GetArmorItem();
      if ( equippedArmor != nullptr )
      {
        if ( !(equippedArmor->uAttributes & ITEM_HARDENED))
        {
          equippedArmor->SetBroken();
        }
      }
    }
  }
  if ( recieved_dmg && CanAct() )
    PlaySound(SPEECH_24, 0);
  return recieved_dmg;
}

//----- (0048DCF6) --------------------------------------------------------
int Player::ReceiveSpecialAttackEffect( int attType, struct Actor *pActor )
{
  SPECIAL_ATTACK_TYPE attTypeCast = (SPECIAL_ATTACK_TYPE) attType;
  signed int v3; // edi@1
  signed int v4; // ebx@1
  int v6; // eax@2
  int v8; // eax@8
  int v10; // eax@8
  int v11; // ebx@8
  ItemGen *v13; // eax@9
  int v22; // eax@49
  signed int v23; // ebx@49
  void *v27; // ecx@76
  char v46[140]; // [sp+Ch] [bp-94h]@13
  unsigned int v47; // [sp+98h] [bp-8h]@1
  ItemGen* v48; // [sp+9Ch] [bp-4h]@1

  v4 = 0;
  v47 = 0;
  v48 = nullptr;
  switch ( attTypeCast )
  {
    case SPECIAL_ATTACK_CURSE:
      v6 = GetActualWillpower();
      v11 = GetParameterBonus(v6);
      break;
    case SPECIAL_ATTACK_WEAK:
    case SPECIAL_ATTACK_SLEEP:
    case SPECIAL_ATTACK_DRUNK:
    case SPECIAL_ATTACK_DISEASE_WEAK:
    case SPECIAL_ATTACK_DISEASE_MEDIUM:
    case SPECIAL_ATTACK_DISEASE_SEVERE:
    case SPECIAL_ATTACK_UNCONSCIOUS:
    case SPECIAL_ATTACK_AGING:
      v6 = GetActualEndurance();
      v11 = GetParameterBonus(v6);
      break;
    case SPECIAL_ATTACK_INSANE:
    case SPECIAL_ATTACK_PARALYZED:
    case SPECIAL_ATTACK_FEAR:
      v11 = GetActualResistance(CHARACTER_ATTRIBUTE_RESIST_MIND);
      break;
    case SPECIAL_ATTACK_PETRIFIED:
      v11 = GetActualResistance(CHARACTER_ATTRIBUTE_RESIST_EARTH);
      break;
    case SPECIAL_ATTACK_POISON_WEAK:
    case SPECIAL_ATTACK_POISON_MEDIUM:
    case SPECIAL_ATTACK_POISON_SEVERE:
    case SPECIAL_ATTACK_DEAD:
    case SPECIAL_ATTACK_ERADICATED:
      v11 = GetActualResistance(CHARACTER_ATTRIBUTE_RESIST_BODY);
      break;
    case SPECIAL_ATTACK_MANA_DRAIN:
      v8 = GetActualWillpower();
      v10 = GetActualIntelligence();
      v11 = (GetParameterBonus(v10) + GetParameterBonus(v8)) / 2;
      break;
    case SPECIAL_ATTACK_BREAK_ANY:
      for (int i = 0; i < 138; i++)
      {
        v13 = &this->pInventoryItemList[i];
        if ( v13->uItemID > 0 && v13->uItemID <= 134 && !v13->IsBroken())
          v46[v4++] = i;
      }
      if ( !v4 )
        return 0;
      v48 = &this->pInventoryItemList[v46[rand() % v4]];
      v11 = 3 * (pItemsTable->pItems[v48->uItemID].uMaterial + v48->GetDamageMod());
      break;
    case SPECIAL_ATTACK_BREAK_ARMOR:
      for (int i = 0; i < 16; i++ )
      {
        if ( HasItemEquipped((ITEM_EQUIP_TYPE)i) )
        {
          if ( i == EQUIP_ARMOUR )
            v46[v4++] = this->pEquipment.uArmor - 1;
          if ( (i == EQUIP_SINGLE_HANDED || i == EQUIP_TWO_HANDED) && GetEquippedItemEquipType((ITEM_EQUIP_TYPE)i) == EQUIP_SHIELD )
            v46[v4++] = this->pEquipment.pIndices[i] - 1;
        }
      }
      if ( !v4 )
        return 0;
      v48 = &this->pInventoryItemList[v46[rand() % v4]];
      v11 = 3 * (pItemsTable->pItems[v48->uItemID].uMaterial + v48->GetDamageMod());
      break;
    case SPECIAL_ATTACK_BREAK_WEAPON:
      for (int i = 0; i < 16; i++ )
      {
        if ( HasItemEquipped((ITEM_EQUIP_TYPE)i) )
        {
          if ( i == EQUIP_BOW )
            v46[v4++] = LOBYTE(this->pEquipment.uBow) - 1;
          if ( (i == EQUIP_SINGLE_HANDED || i == EQUIP_TWO_HANDED)
            && (GetEquippedItemEquipType((ITEM_EQUIP_TYPE)i) == EQUIP_SINGLE_HANDED || GetEquippedItemEquipType((ITEM_EQUIP_TYPE)i) == EQUIP_TWO_HANDED) )
            v46[v4++] = this->pEquipment.pIndices[i] - 1;
        }
      }
      if ( !v4 )
        return 0;
      v48 = &this->pInventoryItemList[v46[rand() % v4]];
      v11 = 3 * (pItemsTable->pItems[v48->uItemID].uMaterial + v48->GetDamageMod());
      break;
    case SPECIAL_ATTACK_STEAL:
      for ( int i = 0; i < 126; i++ )
      {
        int ItemPosInList = this->pInventoryMatrix[i];
        if (ItemPosInList > 0)
        {
          ItemGen* v21 = &this->pInventoryItemList[ItemPosInList - 1];
          if ( v21->uItemID > 0 && v21->uItemID <= 134 )
          {
              v46[v4++] = i;
          }
        }
      }
      if ( !v4 )
        return 0;
      v47 = v46[rand() % v4];
      v6 = GetActualAccuracy();
      v11 = GetParameterBonus(v6);
      break;
    default:
      v11 = 0;
      break;
  }
  v22 = GetActualLuck();
  v23 = GetParameterBonus(v22) + v11 + 30;
  if ( rand() % v23 >= 30 )
  {
    return 0;
  }
  else
  {
    for ( v3 = 0; v3 < 4; v3++ )
    {
      if ( this == pPlayers[v3 + 1] )
        break;
    }

    switch ( attTypeCast )
    {
      case SPECIAL_ATTACK_CURSE:
        SetCondition(Condition_Cursed, 1);
        pAudioPlayer->PlaySound(SOUND_221, 0, 0, -1, 0, 0, 0, 0);
        pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
        return 1;
        break;
      case SPECIAL_ATTACK_WEAK:
        SetCondition(Condition_Weak, 1);
        pAudioPlayer->PlaySound(SOUND_221, 0, 0, -1, 0, 0, 0, 0);
        pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
        return 1;
        break;
      case SPECIAL_ATTACK_SLEEP:
        SetCondition(Condition_Sleep, 1);
        pAudioPlayer->PlaySound(SOUND_221, 0, 0, -1, 0, 0, 0, 0);
        pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
        return 1;
        break;
      case SPECIAL_ATTACK_DRUNK:
        SetCondition(Condition_Drunk, 1);
        pAudioPlayer->PlaySound(SOUND_221, 0, 0, -1, 0, 0, 0, 0);
        pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
        return 1;
        break;
      case SPECIAL_ATTACK_INSANE:
        SetCondition(Condition_Insane, 1);
        pAudioPlayer->PlaySound(SOUND_224, 0, 0, -1, 0, 0, 0, 0);
        pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
        return 1;
        break;
      case SPECIAL_ATTACK_POISON_WEAK:
        SetCondition(Condition_Poison_Weak, 1);
        pAudioPlayer->PlaySound(SOUND_222, 0, 0, -1, 0, 0, 0, 0);
        pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
        return 1;
        break;
      case SPECIAL_ATTACK_POISON_MEDIUM:
        SetCondition(Condition_Poison_Medium, 1);
        pAudioPlayer->PlaySound(SOUND_222, 0, 0, -1, 0, 0, 0, 0);
        pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
        return 1;
        break;
      case SPECIAL_ATTACK_POISON_SEVERE:
        SetCondition(Condition_Poison_Severe, 1);
        pAudioPlayer->PlaySound(SOUND_222, 0, 0, -1, 0, 0, 0, 0);
        pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
        return 1;
        break;
      case SPECIAL_ATTACK_DISEASE_WEAK:
        SetCondition(Condition_Disease_Weak, 1);
        pAudioPlayer->PlaySound(SOUND_222, 0, 0, -1, 0, 0, 0, 0);
        pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
        return 1;
        break;
      case SPECIAL_ATTACK_DISEASE_MEDIUM:
        SetCondition(Condition_Disease_Medium, 1);
        pAudioPlayer->PlaySound(SOUND_222, 0, 0, -1, 0, 0, 0, 0);
        pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
        return 1;
        break;
      case SPECIAL_ATTACK_DISEASE_SEVERE:
        SetCondition(Condition_Disease_Severe, 1);
        pAudioPlayer->PlaySound(SOUND_222, 0, 0, -1, 0, 0, 0, 0);
        pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
        return 1;
        break;
      case SPECIAL_ATTACK_PARALYZED:
        SetCondition(Condition_Paralyzed, 1);
        pAudioPlayer->PlaySound(SOUND_224, 0, 0, -1, 0, 0, 0, 0);
        pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
        return 1;
        break;
      case SPECIAL_ATTACK_UNCONSCIOUS:
        SetCondition(Condition_Unconcious, 1);
        pAudioPlayer->PlaySound(SOUND_224, 0, 0, -1, 0, 0, 0, 0);
        pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
        return 1;
        break;
      case SPECIAL_ATTACK_DEAD:
        SetCondition(Condition_Dead, 1);
        pAudioPlayer->PlaySound(SOUND_225, 0, 0, -1, 0, 0, 0, 0);
        pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
        return 1;
        break;
      case SPECIAL_ATTACK_PETRIFIED:
        SetCondition(Condition_Pertified, 1);
        pAudioPlayer->PlaySound(SOUND_225, 0, 0, -1, 0, 0, 0, 0);
        pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
        return 1;
        break;
      case SPECIAL_ATTACK_ERADICATED:
        SetCondition(Condition_Eradicated, 1);
        pAudioPlayer->PlaySound(SOUND_225, 0, 0, -1, 0, 0, 0, 0);
        pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
        return 1;
        break;
      case SPECIAL_ATTACK_BREAK_ANY:
      case SPECIAL_ATTACK_BREAK_ARMOR:
      case SPECIAL_ATTACK_BREAK_WEAPON:
        if ( !(v48->uAttributes & ITEM_HARDENED) )
        {
          PlaySound(SPEECH_40, 0);
          v48->SetBroken();
          pAudioPlayer->PlaySound(SOUND_47, 0, 0, -1, 0, 0, 0, 0);
        }
        pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
        return 1;
        break;
      case SPECIAL_ATTACK_STEAL:
        PlaySound(SPEECH_40, 0);
        v27 = pActor->ActorHasItems;
        if ( pActor->ActorHasItems[0].uItemID )
        {
          v27 = &pActor->ActorHasItems[1];
          if ( pActor->ActorHasItems[1].uItemID )
          {
            pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
            return 1;
          }
        }
        memcpy(v27, &this->pInventoryItemList[this->pInventoryMatrix[v47]-1], 0x24u);
        RemoveItemAtInventoryIndex(v47);
        pAudioPlayer->PlaySound(SOUND_47, 0, 0, -1, 0, 0, 0, 0);
        pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
        return 1;
        break;
      case SPECIAL_ATTACK_AGING:
        PlaySound(SPEECH_42, 0);
        ++this->sAgeModifier;
        pAudioPlayer->PlaySound(SOUND_226, 0, 0, -1, 0, 0, 0, 0);
        pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
        return 1;
        break;
      case SPECIAL_ATTACK_MANA_DRAIN:
        PlaySound(SPEECH_41, 0);
        this->sMana = 0;
        pAudioPlayer->PlaySound(SOUND_226, 0, 0, -1, 0, 0, 0, 0);
        pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
        return 1;
        break;
      case SPECIAL_ATTACK_FEAR:
        SetCondition(Condition_Fear, 1);
        pAudioPlayer->PlaySound(SOUND_221, 0, 0, -1, 0, 0, 0, 0);
        pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
        return 1;
        break;
      default:
        return 0;
    }
  }
}

// 48DCF6: using guessed type char var_94[140];

//----- (0048E1A3) --------------------------------------------------------
unsigned int Player::GetSpellSchool(unsigned int uSpellID)
{
  return pSpellStats->pInfos[uSpellID].uSchool;
}

//----- (0048E1B5) --------------------------------------------------------
int Player::GetAttackRecoveryTime(bool bRangedAttack)
{
  ItemGen  *weapon = nullptr;
  uint      weapon_recovery = base_recovery_times_per_weapon_type[0];
  if (bRangedAttack)
  {
    if ( HasItemEquipped(EQUIP_BOW) )
    {
      weapon = GetBowItem();
      weapon_recovery = base_recovery_times_per_weapon_type[weapon->GetPlayerSkillType()];
    }
  }
  else if ( IsUnarmed() == 1 && GetActualSkillLevel(PLAYER_SKILL_UNARMED) > 0)
  {
      weapon_recovery = base_recovery_times_per_weapon_type[1];
  }
  else if ( HasItemEquipped(EQUIP_TWO_HANDED) )
  {
    weapon = GetMainHandItem();
    if (weapon->GetItemEquipType() == EQUIP_WAND)
    {
      __debugbreak();  // looks like offset in player's inventory and wand_lut much like case in 0042ECB5
      __debugbreak();  // looks like wands were two-handed weapons once, or supposed to be. should not get here now
      weapon_recovery = pSpellDatas[wand_spell_ids[weapon->uItemID - ITEM_WAND_FIRE]].uExpertLevelRecovery;
    }
    else
      weapon_recovery = base_recovery_times_per_weapon_type[weapon->GetPlayerSkillType()];
  }
  if (HasItemEquipped(EQUIP_SINGLE_HANDED) && GetEquippedItemEquipType(EQUIP_SINGLE_HANDED) != EQUIP_SHIELD) 
      // ADD: shield check because shield recovery is added later and can be accidentally doubled
  {
    if (base_recovery_times_per_weapon_type[GetOffHandItem()->GetPlayerSkillType()] > weapon_recovery)
    {
      weapon = GetOffHandItem();
      weapon_recovery = base_recovery_times_per_weapon_type[weapon->GetPlayerSkillType()];
    }
  }

  uint armour_recovery = 0;
  if ( HasItemEquipped(EQUIP_ARMOUR) )
  {
    uchar armour_skill_type = GetArmorItem()->GetPlayerSkillType();
    uint base_armour_recovery = base_recovery_times_per_weapon_type[armour_skill_type];
    float multiplier;

    if (armour_skill_type == PLAYER_SKILL_LEATHER)
    {
      multiplier = GetArmorRecoveryMultiplierFromSkillLevel(armour_skill_type, 1.0f, 0, 0, 0);
    }
    else if (armour_skill_type == PLAYER_SKILL_CHAIN)
    {
      multiplier = GetArmorRecoveryMultiplierFromSkillLevel(armour_skill_type, 1.0f, 0.5f, 0, 0);
    }
    else if (armour_skill_type == PLAYER_SKILL_PLATE)
    {
      multiplier = GetArmorRecoveryMultiplierFromSkillLevel(armour_skill_type, 1.0f, 0.5f, 0.5f, 0);
    }
    else
    {
      Error("Unknown armour type"); // what kind of armour is that?
      multiplier = GetArmorRecoveryMultiplierFromSkillLevel(armour_skill_type, 1.0f, 1.0f, 1.0f, 1.0f);
    }

    armour_recovery = (uint)(base_armour_recovery * multiplier);
  }

  uint shield_recovery = 0;
  if (HasItemEquipped(EQUIP_SINGLE_HANDED) && GetEquippedItemEquipType(EQUIP_SINGLE_HANDED) == EQUIP_SHIELD)
  {
    uchar skill_type = GetOffHandItem()->GetPlayerSkillType();

    uint shield_base_recovery = base_recovery_times_per_weapon_type[skill_type];
    float multiplier = GetArmorRecoveryMultiplierFromSkillLevel(skill_type, 1.0f, 0, 0, 0);
    shield_recovery = (uint)(shield_base_recovery * multiplier);
  }

  uint player_speed_recovery_reduction = GetParameterBonus(GetActualSpeed()),
       sword_axe_bow_recovery_reduction = 0;
  bool shooting_laser = false;
  if (weapon != nullptr)
  {
    if (GetActualSkillLevel((PLAYER_SKILL_TYPE)weapon->GetPlayerSkillType()) &&
        (weapon->GetPlayerSkillType() == PLAYER_SKILL_SWORD || weapon->GetPlayerSkillType() == PLAYER_SKILL_AXE || weapon->GetPlayerSkillType() == PLAYER_SKILL_BOW) )
    {
      if (SkillToMastery(pActiveSkills[weapon->GetPlayerSkillType()]) >= 2 )  // Expert   Sword, Axe & Bow   reduce recovery
        sword_axe_bow_recovery_reduction = pActiveSkills[weapon->GetPlayerSkillType()] & 0x3F;
    }
    if (weapon->GetPlayerSkillType() == PLAYER_SKILL_BLASTER)
      shooting_laser = true;
  }

  uint armsmaster_recovery_reduction = 0;
  if (!bRangedAttack && !shooting_laser)
  {
    if (uint armsmaster_level = GetActualSkillLevel(PLAYER_SKILL_ARMSMASTER))
    {
      armsmaster_recovery_reduction = armsmaster_level & 0x3F;
      if (SkillToMastery(armsmaster_level) >= 4)
        armsmaster_recovery_reduction *= 2;
    }
  }

  uint hasteRecoveryReduction = 0;
  if (pPlayerBuffs[PLAYER_BUFF_HASTE].uExpireTime > 0 || pParty->pPartyBuffs[PARTY_BUFF_HASTE].uExpireTime > 0 )
    hasteRecoveryReduction = 25;

  uint weapon_enchantment_recovery_reduction = 0;
  if ( weapon  )
  {
    if (weapon->uSpecEnchantmentType == 59 ||
        weapon->uSpecEnchantmentType == 41 ||
        weapon->uSpecEnchantmentType == 500)
      weapon_enchantment_recovery_reduction = 20;
  }

  int recovery = weapon_recovery +
                 armour_recovery +
                 shield_recovery
                 - armsmaster_recovery_reduction
                 - weapon_enchantment_recovery_reduction
                 - hasteRecoveryReduction
                 - sword_axe_bow_recovery_reduction
                 - player_speed_recovery_reduction;

  if (recovery < 0)
    recovery = 0;
  return recovery;
}


//----- new --------------------------------------------------------
float Player::GetArmorRecoveryMultiplierFromSkillLevel( unsigned char armour_skill_type, float mult1, float mult2, float mult3, float mult4 )
{
  uint skill_mastery = SkillToMastery(pActiveSkills[armour_skill_type]);
  switch (skill_mastery)
  {
    case 1: return mult1; break;
    case 2: return mult2; break;
    case 3: return mult3; break;
    case 4: return mult4; break;
  }
  Error("Unexpected input value: %d", armour_skill_type);
  return 0;
}

//----- (0048E4F8) --------------------------------------------------------
int Player::GetMaxHealth()
{
  int v3; // esi@1
  int v4; // esi@1
  int v6; // esi@1

  v3 = GetParameterBonus(GetActualEndurance());
  v4 = pBaseHealthPerLevelByClass[classType] * (GetActualLevel() + v3);
  v6 = uFullHealthBonus
     + pBaseHealthByClass[classType / 4]
     + GetSkillBonus(CHARACTER_ATTRIBUTE_HEALTH)
     + GetItemsBonus(CHARACTER_ATTRIBUTE_HEALTH) + v4;
  return max(1, v6);
}

//----- (0048E565) --------------------------------------------------------
int Player::GetMaxMana()
{
  int v2; // eax@2
  int v3; // esi@4
  int v4; // eax@5
  int v5; // esi@5
  int v6; // eax@5
  int v7; // esi@6
  int v8; // esi@6
  int v9; // esi@6
  
  switch (classType)
  {
    case PLAYER_CLASS_ROGUE:
    case PLAYER_CLASS_SPY:
    case PLAYER_CLASS_ASSASSIN:
    case PLAYER_CLASS_ARCHER:
    case PLAYER_CLASS_WARRIOR_MAGE:
    case PLAYER_CLASS_MASTER_ARCHER:
    case PLAYER_CLASS_SNIPER:
    case PLAYER_CLASS_SORCERER:
    case PLAYER_CLASS_WIZARD:
    case PLAYER_CLASS_ARCHMAGE:
    case PLAYER_CLASS_LICH:
      v2 = GetActualIntelligence();
      v3 = GetParameterBonus(v2);
      break;
    case PLAYER_CLASS_INITIATE:
    case PLAYER_CLASS_MASTER:
    case PLAYER_CLASS_NINJA:
    case PLAYER_CLASS_PALADIN:
    case PLAYER_CLASS_CRUSADER:
    case PLAYER_CLASS_HERO:
    case PLAYER_CLASS_VILLIAN:
    case PLAYER_CLASS_CLERIC:
    case PLAYER_CLASS_PRIEST:
    case PLAYER_CLASS_PRIEST_OF_SUN:
    case PLAYER_CLASS_PRIEST_OF_MOON:
      v2 = GetActualWillpower();
      v3 = GetParameterBonus(v2);
      break;
    case PLAYER_CLASS_HUNTER:
    case PLAYER_CLASS_RANGER_LORD:
    case PLAYER_CLASS_BOUNTY_HUNTER:
    case PLAYER_CLASS_DRUID:
    case PLAYER_CLASS_GREAT_DRUID:
    case PLAYER_CLASS_ARCH_DRUID:
    case PLAYER_CLASS_WARLOCK:
      v4 = GetActualWillpower();
      v5 = GetParameterBonus(v4);
      v6 = GetActualIntelligence();
      v3 = GetParameterBonus(v6) + v5;
      break;
    default:
      return 0;
      break;
  }
  v7 = pBaseManaPerLevelByClass[classType] * (GetActualLevel() + v3);
  v8 = GetItemsBonus(CHARACTER_ATTRIBUTE_MANA) + v7;
  v9 = uFullManaBonus
      + pBaseManaByClass[classType / 4]
  + GetSkillBonus(CHARACTER_ATTRIBUTE_MANA)
      + v8;
  return max(0,v9);
}

//----- (0048E656) --------------------------------------------------------
int Player::GetBaseAC()
{
  int v2; // eax@1
  int v3; // esi@1
  int v4; // esi@1
  int v5; // esi@1

  v2 = GetActualSpeed();
  v3 = GetParameterBonus(v2);
  v4 = GetItemsBonus(CHARACTER_ATTRIBUTE_AC_BONUS) + v3;
  v5 = GetSkillBonus(CHARACTER_ATTRIBUTE_AC_BONUS) + v4;
  return max(0, v5);
}

//----- (0048E68F) --------------------------------------------------------
int Player::GetActualAC()
{
  int v2; // eax@1
  int v3; // esi@1
  int v4; // esi@1
  int v5; // esi@1
  int v6; // esi@1

  v2 = GetActualSpeed();
  v3 = GetParameterBonus(v2);
  v4 = GetItemsBonus(CHARACTER_ATTRIBUTE_AC_BONUS) + v3;
  v5 = GetSkillBonus(CHARACTER_ATTRIBUTE_AC_BONUS) + v4;
  v6 = this->sACModifier + GetMagicalBonus(CHARACTER_ATTRIBUTE_AC_BONUS) + v5;
  return max(0, v6);
}

//----- (0048E6DC) --------------------------------------------------------
unsigned int Player::GetBaseAge()
{
  return (unsigned int)(((__int64)(pParty->uTimePlayed * 0.234375) / 60 / 60 / 24) / 7 / 4 / 12 - uBirthYear + game_starting_year);
}

//----- (0048E72C) --------------------------------------------------------
unsigned int Player::GetActualAge()
{
  return this->sAgeModifier + GetBaseAge();
}

//----- (0048E73F) --------------------------------------------------------
int Player::GetBaseResistance(enum CHARACTER_ATTRIBUTE_TYPE a2)
{
  int v7; // esi@20
  int racialBonus = 0;
  __int16* resStat;
  int result;

  switch (a2)
  {
    case CHARACTER_ATTRIBUTE_RESIST_FIRE:
      resStat = &sResFireBase;
      if (IsRaceGoblin())
        racialBonus = 5;
      break;
    case CHARACTER_ATTRIBUTE_RESIST_AIR:
      resStat = &sResAirBase;
      if (IsRaceGoblin())
        racialBonus = 5;
      break;
    case  CHARACTER_ATTRIBUTE_RESIST_WATER:
      resStat = &sResWaterBase;
      if (IsRaceDwarf())
        racialBonus = 5;
      break;
    case CHARACTER_ATTRIBUTE_RESIST_EARTH:
      resStat = &sResEarthBase;
      if (IsRaceDwarf())
        racialBonus = 5;
    break;
    case CHARACTER_ATTRIBUTE_RESIST_MIND:
      resStat = &sResMindBase;
      if (IsRaceElf())
        racialBonus = 10;
      break;
    case CHARACTER_ATTRIBUTE_RESIST_BODY:
    case CHARACTER_ATTRIBUTE_RESIST_SPIRIT:
      resStat = &sResBodyBase;
      if (IsRaceHuman())
        racialBonus = 5;
      break;
    default:
      Error("Unknown attribute");
  }
  v7 = GetItemsBonus(a2) + racialBonus;
  result = v7 + *resStat;
  if ( classType == PLAYER_CLASS_LICH )
  {
    if ( result > 200 )
      result = 200;
  }
  return result;
}

//----- (0048E7D0) --------------------------------------------------------
int Player::GetActualResistance(enum CHARACTER_ATTRIBUTE_TYPE a2)
{
  signed int v10 = 0; // [sp+14h] [bp-4h]@1
  __int16* resStat;
  int result;
  int baseRes;

  int leatherArmorSkillLevel = GetActualSkillLevel(PLAYER_SKILL_LEATHER);
  if ( CheckHiredNPCSpeciality(Enchanter) )
    v10 = 20;
  if ( (a2 == CHARACTER_ATTRIBUTE_RESIST_FIRE
     || a2 == CHARACTER_ATTRIBUTE_RESIST_AIR
     || a2 == CHARACTER_ATTRIBUTE_RESIST_WATER
     || a2 == CHARACTER_ATTRIBUTE_RESIST_EARTH)
    && SkillToMastery(leatherArmorSkillLevel) == 4
    && HasItemEquipped(EQUIP_ARMOUR)
    && GetEquippedItemSkillType(EQUIP_ARMOUR) == PLAYER_SKILL_LEATHER )
    v10 += leatherArmorSkillLevel & 0x3F;
  switch (a2)
  {
    case CHARACTER_ATTRIBUTE_RESIST_FIRE:
      resStat = &sResFireBonus;
      break;
    case CHARACTER_ATTRIBUTE_RESIST_AIR:
      resStat = &sResAirBonus;
      break;
    case  CHARACTER_ATTRIBUTE_RESIST_WATER:
      resStat = &sResWaterBonus;
      break;
    case CHARACTER_ATTRIBUTE_RESIST_EARTH:
      resStat = &sResEarthBonus;
      break;
    case CHARACTER_ATTRIBUTE_RESIST_MIND:
      resStat = &sResMindBonus;
      break;
    case CHARACTER_ATTRIBUTE_RESIST_BODY:
    case CHARACTER_ATTRIBUTE_RESIST_SPIRIT:
      resStat = &sResBodyBonus;
      break;
    default: Error("Unexpected attribute");
  }
  baseRes = GetBaseResistance(a2);
  result = v10 + GetMagicalBonus(a2) + baseRes + *(resStat);
  if ( classType == PLAYER_CLASS_LICH )
  {
    if ( result > 200 )
      result = 200;
  }
  return result;
}

//----- (0048E8F5) --------------------------------------------------------
bool Player::Recover(int dt)
{
  int v3; // qax@1

  v3 = (int)(dt * GetSpecialItemBonus(17) * 0.01 + dt);

  //Log::Warning(L"Recover(dt = %u/%u - %u", dt, (uint)v3, (uint)uTimeToRecovery);

  if (uTimeToRecovery > v3)
  {
    uTimeToRecovery -= v3;
    return true;
  }
  else
  {
    uTimeToRecovery = 0;
    viewparams->bRedrawGameUI = true;
    if (!uActiveCharacter)
      uActiveCharacter = pParty->GetNextActiveCharacter();
    return false;
  }
}

//----- (0048E96A) --------------------------------------------------------
void Player::SetRecoveryTime(signed int rec)
{
  Assert(rec >= 0);

  if (rec > uTimeToRecovery)
    uTimeToRecovery = rec;

  if (uActiveCharacter != 0 && pPlayers[uActiveCharacter] == this && !some_active_character)
    uActiveCharacter = pParty->GetNextActiveCharacter();

  viewparams->bRedrawGameUI = true;
}
// 50C0C4: using guessed type int some_active_character;

//----- (0048E9B7) --------------------------------------------------------
void Player::RandomizeName()
{
  if (!uExpressionTimePassed)
    strcpy(pName, pNPCStats->pNPCNames[rand() % pNPCStats->uNumNPCNames[uSex]][uSex]);
}

//----- (0048E9F4) --------------------------------------------------------
unsigned int Player::GetMajorConditionIdx()
{
  for (uint i = 0; i < 18; ++i)
    if (pConditions[pConditionImportancyTable[i]] != 0)
      return pConditionImportancyTable[i];

  return 18;
}

//----- (0048EA1B) --------------------------------------------------------
int Player::GetParameterBonus( int player_parameter )
{
  int i; // eax@1
  i = 0;
  while (param_to_bonus_table[i])
  { 
    if (player_parameter >= param_to_bonus_table[i])
      break;
    ++i;    
  }   
  return parameter_to_bonus_value[i];
}

//----- (0048EA46) --------------------------------------------------------
int Player::GetSpecialItemBonus( int enchantmentId )
{
  for (int i = EQUIP_SINGLE_HANDED; i < EQUIP_BOOK; ++i )
  {
    if ( HasItemEquipped((ITEM_EQUIP_TYPE)i) )
    {
      if (enchantmentId == 17)
      {
        if ((GetNthEquippedIndexItem(i)->uSpecEnchantmentType == 17) || (GetNthEquippedIndexItem(i)->uItemID == 533)) //Elven Chainmail+Increases rate of Recovery
          return 50;
      }
      if (enchantmentId == 24) 
      {
        if (GetNthEquippedIndexItem(i)->uSpecEnchantmentType == 24) //Increased Knockback.
          return 5;
      }
    }
  }
  return 0;
}

//----- (0048EAAE) --------------------------------------------------------
int Player::GetItemsBonus( enum CHARACTER_ATTRIBUTE_TYPE attr, bool getOnlyMainHandDmg /*= false*/ )
{
  int v5; // edi@1
  int v9; // eax@49
  int v14; // ecx@58
  int v15; // eax@58
  int v17; // eax@62
  int v22; // eax@76
  int v25; // ecx@80
  int v26; // edi@80
  int v32; // eax@98
  int v56; // eax@365
  signed int v58; // [sp-4h] [bp-20h]@10
  int v61; // [sp+10h] [bp-Ch]@1
  int v62; // [sp+14h] [bp-8h]@1
  ItemGen *currEquippedItem; // [sp+20h] [bp+4h]@101
  bool no_skills;

  v5 = 0;
  v62 = 0;
  v61 = 0;
  
  no_skills=false;
  switch (attr)
  {
    case  CHARACTER_ATTRIBUTE_SKILL_ALCHEMY:      v58 = PLAYER_SKILL_ALCHEMY;      break;
    case  CHARACTER_ATTRIBUTE_SKILL_STEALING:     v58 = PLAYER_SKILL_STEALING;     break;
    case  CHARACTER_ATTRIBUTE_SKILL_TRAP_DISARM:  v58 = PLAYER_SKILL_TRAP_DISARM;  break;
    case  CHARACTER_ATTRIBUTE_SKILL_ITEM_ID:      v58 = PLAYER_SKILL_ITEM_ID;      break;
    case  CHARACTER_ATTRIBUTE_SKILL_MONSTER_ID:   v58 = PLAYER_SKILL_MONSTER_ID;   break;
    case  CHARACTER_ATTRIBUTE_SKILL_ARMSMASTER:   v58 = PLAYER_SKILL_ARMSMASTER;   break;
    case  CHARACTER_ATTRIBUTE_SKILL_DODGE:        v58 = PLAYER_SKILL_DODGE;        break;
    case  CHARACTER_ATTRIBUTE_SKILL_UNARMED:      v58 = PLAYER_SKILL_UNARMED;      break;
    case  CHARACTER_ATTRIBUTE_SKILL_FIRE:         v58 = PLAYER_SKILL_FIRE;         break;
    case  CHARACTER_ATTRIBUTE_SKILL_AIR:          v58 = PLAYER_SKILL_AIR;          break;
    case  CHARACTER_ATTRIBUTE_SKILL_WATER:        v58 = PLAYER_SKILL_WATER;        break;
    case  CHARACTER_ATTRIBUTE_SKILL_EARTH:        v58 = PLAYER_SKILL_EARTH;        break;
    case  CHARACTER_ATTRIBUTE_SKILL_SPIRIT:       v58 = PLAYER_SKILL_SPIRIT;       break;
    case  CHARACTER_ATTRIBUTE_SKILL_MIND:         v58 = PLAYER_SKILL_MIND;         break;
    case  CHARACTER_ATTRIBUTE_SKILL_BODY:         v58 = PLAYER_SKILL_BODY;         break;
    case  CHARACTER_ATTRIBUTE_SKILL_LIGHT:        v58 = PLAYER_SKILL_LIGHT;        break;
    case  CHARACTER_ATTRIBUTE_SKILL_DARK:         v58 = PLAYER_SKILL_DARK;         break;
    case  CHARACTER_ATTRIBUTE_SKILL_MEDITATION:   v58 = PLAYER_SKILL_MEDITATION;   break;
    case  CHARACTER_ATTRIBUTE_SKILL_BOW:          v58 = PLAYER_SKILL_BOW;          break;
    case  CHARACTER_ATTRIBUTE_SKILL_SHIELD:       v58 = PLAYER_SKILL_SHIELD;       break;
    case  CHARACTER_ATTRIBUTE_SKILL_LEARNING:     v58 = PLAYER_SKILL_LEARNING;     break;
    default:
      no_skills=true;
  }
  if (!no_skills)
  {
    if ( !this->pActiveSkills[v58] )
      return 0;
  }

  switch(attr)      //TODO would be nice to move these into separate functions
  {
    case CHARACTER_ATTRIBUTE_RANGED_DMG_BONUS:
    case CHARACTER_ATTRIBUTE_RANGED_ATTACK:
      if ( HasItemEquipped(EQUIP_BOW) )
        v5 = GetBowItem()->GetDamageMod();
      return v5;
      break;

    case CHARACTER_ATTRIBUTE_RANGED_DMG_MIN:
      if ( !HasItemEquipped(EQUIP_BOW) )
        return 0;
      v5 = GetBowItem()->GetDamageMod();
      v56 = GetBowItem()->GetDamageDice();
      return v5 + v56;
      break;

    case CHARACTER_ATTRIBUTE_RANGED_DMG_MAX:
      if ( !HasItemEquipped(EQUIP_BOW) )
        return 0;
      v5 = GetBowItem()->GetDamageDice() * GetBowItem()->GetDamageRoll();
      v56 = GetBowItem()->GetDamageMod();
      return v5 + v56;

    case CHARACTER_ATTRIBUTE_LEVEL: 
      if ( !Player::HasEnchantedItemEquipped(25) )
        return 0;
      return 5;
      break;

    case CHARACTER_ATTRIBUTE_MELEE_DMG_MAX:
      if ( IsUnarmed() )
      {
        return 3;
      }
      else
      {
        if ( this->HasItemEquipped(EQUIP_TWO_HANDED) )
        {
          v22 = this->GetEquippedItemEquipType(EQUIP_TWO_HANDED);
          if ( v22 >= 0 && v22 <= 2)
          {
            ItemGen* mainHandItem = GetMainHandItem();
            v26 = mainHandItem->GetDamageRoll();
            if ( GetOffHandItem() != nullptr || mainHandItem->GetPlayerSkillType() != 4 )
            {
              v25 = mainHandItem->GetDamageDice();
            }
            else
            {
              v25 = mainHandItem->GetDamageDice() + 1;
            }
            v5 = mainHandItem->GetDamageMod() + v25 * v26;
          }
        }
        if ( getOnlyMainHandDmg || !this->HasItemEquipped(EQUIP_SINGLE_HANDED) ||  (GetEquippedItemEquipType(EQUIP_SINGLE_HANDED) < 0 || GetEquippedItemEquipType(EQUIP_SINGLE_HANDED) > 2))
        {
            return v5;
        }
        else
        {
          ItemGen* offHandItem = GetOffHandItem();
          v15 = offHandItem->GetDamageMod();
          v14 = offHandItem->GetDamageDice() * offHandItem->GetDamageRoll();
          return v5 + v15 + v14;
        }
      }
    break;

    case CHARACTER_ATTRIBUTE_MELEE_DMG_BONUS:
    case CHARACTER_ATTRIBUTE_ATTACK:
      if ( IsUnarmed() )
      {
        return 0;
      }
      if ( this->HasItemEquipped(EQUIP_TWO_HANDED) )
      {
        v17 = this->GetEquippedItemEquipType(EQUIP_TWO_HANDED);
        if ( v17 >= 0 && v17 <= 2)
        {
          v5 = GetMainHandItem()->GetDamageMod();
        }
      }
      if ( getOnlyMainHandDmg || !this->HasItemEquipped(EQUIP_SINGLE_HANDED) || (this->GetEquippedItemEquipType(EQUIP_SINGLE_HANDED) < 0) || this->GetEquippedItemEquipType(EQUIP_SINGLE_HANDED) > 2 )
        return v5;
      else
      {
        v56 = GetOffHandItem()->GetDamageMod();
        return v5 + v56;
      }
      break;

    case CHARACTER_ATTRIBUTE_MELEE_DMG_MIN:
      if ( IsUnarmed() )
      {
        return 1;
      }
      if ( this->HasItemEquipped(EQUIP_TWO_HANDED) )
      {
        v9 = this->GetEquippedItemEquipType(EQUIP_TWO_HANDED);
        if ( v9 >= 0 && v9 <= 2)
        {
          ItemGen* mainHandItem = GetMainHandItem();
          v5 = mainHandItem->GetDamageDice() +
            mainHandItem->GetDamageMod();
          if ( GetOffHandItem() == nullptr && mainHandItem->GetPlayerSkillType() == 4)
          {
            ++v5;
          }
        }
      }

      if ( getOnlyMainHandDmg || !this->HasItemEquipped(EQUIP_SINGLE_HANDED) || (this->GetEquippedItemEquipType(EQUIP_SINGLE_HANDED) < 0) || this->GetEquippedItemEquipType(EQUIP_SINGLE_HANDED) > 2 )
      {
        return v5;
      }
      else
      {
        ItemGen* offHandItem = GetOffHandItem();
        v14 = offHandItem->GetDamageMod();
        v15 = offHandItem->GetDamageDice();
        return v5 + v15 + v14;
      }
      break;

    case   CHARACTER_ATTRIBUTE_STRENGTH:
    case   CHARACTER_ATTRIBUTE_INTELLIGENCE:
    case   CHARACTER_ATTRIBUTE_WILLPOWER:
    case   CHARACTER_ATTRIBUTE_ENDURANCE:
    case   CHARACTER_ATTRIBUTE_ACCURACY:
    case   CHARACTER_ATTRIBUTE_SPEED:
    case   CHARACTER_ATTRIBUTE_LUCK:
    case   CHARACTER_ATTRIBUTE_HEALTH:
    case   CHARACTER_ATTRIBUTE_MANA:
    case   CHARACTER_ATTRIBUTE_AC_BONUS:

    case   CHARACTER_ATTRIBUTE_RESIST_FIRE:
    case   CHARACTER_ATTRIBUTE_RESIST_AIR:
    case   CHARACTER_ATTRIBUTE_RESIST_WATER:
    case   CHARACTER_ATTRIBUTE_RESIST_EARTH:
    case   CHARACTER_ATTRIBUTE_RESIST_MIND:
    case   CHARACTER_ATTRIBUTE_RESIST_BODY:        
    case   CHARACTER_ATTRIBUTE_RESIST_SPIRIT:

    case   CHARACTER_ATTRIBUTE_SKILL_ALCHEMY:
    case   CHARACTER_ATTRIBUTE_SKILL_STEALING:
    case   CHARACTER_ATTRIBUTE_SKILL_TRAP_DISARM:
    case   CHARACTER_ATTRIBUTE_SKILL_ITEM_ID:
    case   CHARACTER_ATTRIBUTE_SKILL_MONSTER_ID:
    case   CHARACTER_ATTRIBUTE_SKILL_ARMSMASTER:
    case   CHARACTER_ATTRIBUTE_SKILL_DODGE:
    case   CHARACTER_ATTRIBUTE_SKILL_UNARMED:

    case   CHARACTER_ATTRIBUTE_SKILL_FIRE:
    case   CHARACTER_ATTRIBUTE_SKILL_AIR:
    case   CHARACTER_ATTRIBUTE_SKILL_WATER:
    case   CHARACTER_ATTRIBUTE_SKILL_EARTH:
    case   CHARACTER_ATTRIBUTE_SKILL_SPIRIT:
    case   CHARACTER_ATTRIBUTE_SKILL_MIND:
    case   CHARACTER_ATTRIBUTE_SKILL_BODY:
    case   CHARACTER_ATTRIBUTE_SKILL_LIGHT:
    case   CHARACTER_ATTRIBUTE_SKILL_DARK:
    case   CHARACTER_ATTRIBUTE_SKILL_MEDITATION:
    case   CHARACTER_ATTRIBUTE_SKILL_BOW:
    case   CHARACTER_ATTRIBUTE_SKILL_SHIELD:
    case   CHARACTER_ATTRIBUTE_SKILL_LEARNING:
      for (int i = 0; i < 16; i++)
      {
        if ( HasItemEquipped((ITEM_EQUIP_TYPE)i) )
        {
          currEquippedItem = GetNthEquippedIndexItem(i);
          if ( attr == CHARACTER_ATTRIBUTE_AC_BONUS )
          {
            v32 = currEquippedItem->GetItemEquipType();
            if ( v32 >= 3 && v32 <= 11 )
            {
              v5 += currEquippedItem->GetDamageDice() + currEquippedItem->GetDamageMod();
            }
          }
          if ( pItemsTable->IsMaterialNonCommon(currEquippedItem)
            && !pItemsTable->IsMaterialSpecial(currEquippedItem) )
          {
            currEquippedItem->GetItemBonusArtifact(this, attr, &v62);
          }
          else if ( currEquippedItem->uEnchantmentType != 0 )
          {
            if (this->pInventoryItemList[this->pEquipment.pIndices[i] - 1].uEnchantmentType - 1 == attr)//if (currEquippedItem->IsRegularEnchanmentForAttribute(attr))
            {
              if ( attr > CHARACTER_ATTRIBUTE_RESIST_BODY && v5 < currEquippedItem->m_enchantmentStrength )//for skills bonuses
                v5 = currEquippedItem->m_enchantmentStrength;
              else // for resists and attributes bonuses
                v5 += currEquippedItem->m_enchantmentStrength;
            }
          }
          else
          {
            currEquippedItem->GetItemBonusSpecialEnchantment(this, attr, &v5, &v61);
          }
        }
      }
      return v5 + v62 + v61;
      break;
    default:
      return 0;
    }
}

//----- (0048F73C) --------------------------------------------------------
int Player::GetMagicalBonus(enum CHARACTER_ATTRIBUTE_TYPE a2)
{
  int v3 = 0; // eax@4
  int v4 = 0; // ecx@5

  switch ( a2 )
  {
    case CHARACTER_ATTRIBUTE_RESIST_FIRE:
      v3 = this->pPlayerBuffs[PLAYER_BUFF_RESIST_FIRE].uPower;
      v4 = pParty->pPartyBuffs[PARTY_BUFF_RESIST_FIRE].uPower;
      break;
    case CHARACTER_ATTRIBUTE_RESIST_AIR:
      v3 = this->pPlayerBuffs[PLAYER_BUFF_RESIST_AIR].uPower;
      v4 = pParty->pPartyBuffs[PARTY_BUFF_RESIST_AIR].uPower;
      break;
    case CHARACTER_ATTRIBUTE_RESIST_BODY:
      v3 = this->pPlayerBuffs[PLAYER_BUFF_RESIST_BODY].uPower;
      v4 = pParty->pPartyBuffs[PARTY_BUFF_RESIST_BODY].uPower;
      break;
    case CHARACTER_ATTRIBUTE_RESIST_WATER:
      v3 = this->pPlayerBuffs[PLAYER_BUFF_RESIST_WATER].uPower;
      v4 = pParty->pPartyBuffs[PARTY_BUFF_RESIST_WATER].uPower;
      break;
    case CHARACTER_ATTRIBUTE_RESIST_EARTH:
      v3 = this->pPlayerBuffs[PLAYER_BUFF_RESIST_EARTH].uPower;
      v4 = pParty->pPartyBuffs[PARTY_BUFF_RESIST_EARTH].uPower;
      break;
    case CHARACTER_ATTRIBUTE_RESIST_MIND:
      v3 = this->pPlayerBuffs[PLAYER_BUFF_RESIST_MIND].uPower;
      v4 = pParty->pPartyBuffs[PARTY_BUFF_RESIST_MIND].uPower;
      break;
    case CHARACTER_ATTRIBUTE_ATTACK:
    case CHARACTER_ATTRIBUTE_RANGED_ATTACK:
      v3 = this->pPlayerBuffs[PLAYER_BUFF_BLESS].uPower;  //only player effect spell in both VI and VII
      break;
    case CHARACTER_ATTRIBUTE_MELEE_DMG_BONUS:
      v3 = this->pPlayerBuffs[PLAYER_BUFF_HEROISM].uPower;
      v4 = pParty->pPartyBuffs[PARTY_BUFF_HEROISM].uPower;
      break;
    case CHARACTER_ATTRIBUTE_STRENGTH:
      v3 = pPlayerBuffs[PLAYER_BUFF_STRENGTH].uPower;
      v4 = pParty->pPartyBuffs[PARTY_BUFF_DAY_OF_GODS].uPower;
      break;
    case CHARACTER_ATTRIBUTE_INTELLIGENCE:
      v3 = pPlayerBuffs[PLAYER_BUFF_INTELLIGENCE].uPower;
      v4 = pParty->pPartyBuffs[PARTY_BUFF_DAY_OF_GODS].uPower;
      break;
    case CHARACTER_ATTRIBUTE_WILLPOWER:
      v3 = pPlayerBuffs[PLAYER_BUFF_WILLPOWER].uPower;
      v4 = pParty->pPartyBuffs[PARTY_BUFF_DAY_OF_GODS].uPower;
      break;
    case CHARACTER_ATTRIBUTE_ENDURANCE:
      v3 = pPlayerBuffs[PLAYER_BUFF_ENDURANCE].uPower;
      v4 = pParty->pPartyBuffs[PARTY_BUFF_DAY_OF_GODS].uPower;
      break;
    case CHARACTER_ATTRIBUTE_ACCURACY:
      v3 = pPlayerBuffs[PLAYER_BUFF_ACCURACY].uPower;
      v4 = pParty->pPartyBuffs[PARTY_BUFF_DAY_OF_GODS].uPower;
      break;
    case CHARACTER_ATTRIBUTE_SPEED:
      v3 = pPlayerBuffs[PLAYER_BUFF_SPEED].uPower;
      v4 = pParty->pPartyBuffs[PARTY_BUFF_DAY_OF_GODS].uPower;
      break;
    case CHARACTER_ATTRIBUTE_LUCK:
      v3 = pPlayerBuffs[PLAYER_BUFF_LUCK].uPower;
      v4 = pParty->pPartyBuffs[PARTY_BUFF_DAY_OF_GODS].uPower;
      break;
    case CHARACTER_ATTRIBUTE_AC_BONUS:
      v3 = this->pPlayerBuffs[PLAYER_BUFF_STONESKIN].uPower;
      v4 = pParty->pPartyBuffs[PARTY_BUFF_STONE_SKIN].uPower;
      break;
  }
  return v3 + v4;
}

//----- (0048F882) --------------------------------------------------------
int Player::GetActualSkillLevel( PLAYER_SKILL_TYPE uSkillType )
{
  signed int bonus_value; // esi@1
  unsigned __int16 skill_value; // ax@126
  int result; // al@127
  
  bonus_value = 0;
  switch (uSkillType)
  {
    case PLAYER_SKILL_MONSTER_ID:
    {
      if ( CheckHiredNPCSpeciality(Hunter) )
        bonus_value = 6;
      if ( CheckHiredNPCSpeciality(Sage) )
        bonus_value += 6;
      bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_MONSTER_ID);
    }
    break;

    case PLAYER_SKILL_ARMSMASTER:
    {
        if ( CheckHiredNPCSpeciality(Armsmaster) )
          bonus_value = 2;
        if ( CheckHiredNPCSpeciality(Weaponsmaster) )
          bonus_value += 3;
      bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_ARMSMASTER);
    }
    break;

    case PLAYER_SKILL_STEALING:
    {
      if (CheckHiredNPCSpeciality(Burglar))
          bonus_value = 8;
      bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_STEALING);
    }
    break;


    case PLAYER_SKILL_ALCHEMY:
    {
        if ( CheckHiredNPCSpeciality(Herbalist) )
          bonus_value = 4;
        if ( CheckHiredNPCSpeciality(Apothecary) )
          bonus_value += 8;
        bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_ALCHEMY);
    }
    break;

    case PLAYER_SKILL_LEARNING:
    {
        if ( CheckHiredNPCSpeciality(Teacher) )
          bonus_value = 10;
        if ( CheckHiredNPCSpeciality(Instructor) )
          bonus_value += 15;
        if ( CheckHiredNPCSpeciality(Scholar) )
          bonus_value += 5;
      bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_LEARNING);
    }
    break;

    case PLAYER_SKILL_UNARMED:
    {
      if (CheckHiredNPCSpeciality(Monk) )
        bonus_value = 2;
      bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_UNARMED);
    }
    break;

    case PLAYER_SKILL_DODGE:
    {
      if ( CheckHiredNPCSpeciality(Monk) )
        bonus_value = 2;
      bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_DODGE);
    }
    break;
    
    case PLAYER_SKILL_BOW:
      bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_BOW);
    break;
    case PLAYER_SKILL_SHIELD:
      bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_SHIELD);
    break;

    case PLAYER_SKILL_EARTH:
      if ( CheckHiredNPCSpeciality(Apprentice) )
            bonus_value = 2;
          if ( CheckHiredNPCSpeciality(Mystic) )
            bonus_value += 3;
          if ( CheckHiredNPCSpeciality(Spellmaster) )
            bonus_value += 4;
          if ( classType == PLAYER_CLASS_WARLOCK && PartyHasDragon() )
            bonus_value += 3;
      bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_EARTH);
    break;
    case PLAYER_SKILL_FIRE:
      if ( CheckHiredNPCSpeciality(Apprentice) )
            bonus_value = 2;
          if ( CheckHiredNPCSpeciality(Mystic) )
            bonus_value += 3;
          if ( CheckHiredNPCSpeciality(Spellmaster) )
            bonus_value += 4;
          if ( classType == PLAYER_CLASS_WARLOCK && PartyHasDragon() )
            bonus_value += 3;
      bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_FIRE);
    break;
    case PLAYER_SKILL_AIR:
      if ( CheckHiredNPCSpeciality(Apprentice) )
            bonus_value = 2;
          if ( CheckHiredNPCSpeciality(Mystic) )
            bonus_value += 3;
          if ( CheckHiredNPCSpeciality(Spellmaster) )
            bonus_value += 4;
          if ( classType == PLAYER_CLASS_WARLOCK && PartyHasDragon() )
            bonus_value += 3;
      bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_AIR);
    break;
    case PLAYER_SKILL_WATER:
      if ( CheckHiredNPCSpeciality(Apprentice) )
            bonus_value = 2;
          if ( CheckHiredNPCSpeciality(Mystic) )
            bonus_value += 3;
          if ( CheckHiredNPCSpeciality(Spellmaster) )
            bonus_value += 4;
          if ( classType == PLAYER_CLASS_WARLOCK && PartyHasDragon() )
            bonus_value += 3;
      bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_WATER);
    break;
    case PLAYER_SKILL_SPIRIT:
          if ( CheckHiredNPCSpeciality(Acolyte2) )
            bonus_value = 2;
          if ( CheckHiredNPCSpeciality(Initiate) )
            bonus_value += 3;
          if ( CheckHiredNPCSpeciality(Prelate) )
            bonus_value += 4;
      bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_SPIRIT);
    break;
    case PLAYER_SKILL_MIND:
          if ( CheckHiredNPCSpeciality(Acolyte2) )
            bonus_value = 2;
          if ( CheckHiredNPCSpeciality(Initiate) )
            bonus_value += 3;
          if ( CheckHiredNPCSpeciality(Prelate) )
            bonus_value += 4;
      bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_MIND);
    break;
    case PLAYER_SKILL_BODY:
          if ( CheckHiredNPCSpeciality(Acolyte2) )
            bonus_value = 2;
          if ( CheckHiredNPCSpeciality(Initiate) )
            bonus_value += 3;
          if ( CheckHiredNPCSpeciality(Prelate) )
            bonus_value += 4;
      bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_BODY);
    break;
    case PLAYER_SKILL_LIGHT:
      bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_LIGHT);
    break;
    case PLAYER_SKILL_DARK:
    {
      bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_DARK);
    }
    break;

    case PLAYER_SKILL_MERCHANT:
    {
        if ( CheckHiredNPCSpeciality(Trader) )
          bonus_value = 4;
        if ( CheckHiredNPCSpeciality(Merchant) )
          bonus_value += 6;
        if ( CheckHiredNPCSpeciality(Gypsy) )
          bonus_value += 3;
        if ( CheckHiredNPCSpeciality(Duper) )
          bonus_value += 8;
    }
    break;

    case PLAYER_SKILL_PERCEPTION:
    {
      if ( CheckHiredNPCSpeciality(Scout) )
        bonus_value = 6;
      if ( CheckHiredNPCSpeciality(Psychic) )
        bonus_value += 5;
    }
    break;

    case PLAYER_SKILL_ITEM_ID:
      bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_ITEM_ID);
      break;
    case PLAYER_SKILL_MEDITATION:
      bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_MEDITATION);
    break;
    case PLAYER_SKILL_TRAP_DISARM:
    {
      if ( CheckHiredNPCSpeciality(Tinker) )
        bonus_value = 4;
      if ( CheckHiredNPCSpeciality(Locksmith) )
        bonus_value += 6;
      if ( CheckHiredNPCSpeciality(Burglar) )
        bonus_value += 8;
      bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_TRAP_DISARM);
    }
    break;
  }

  skill_value = pActiveSkills[uSkillType];
  if ( bonus_value + (skill_value & 0x3F) < 60 )
    result = bonus_value + skill_value;
  else
    result = skill_value & 0xFFFC | 0x3C; //al
  return result;
}


//----- (0048FC00) --------------------------------------------------------
int Player::GetSkillBonus(enum CHARACTER_ATTRIBUTE_TYPE inSkill)    //TODO: move the individual implementations to attribute classes once possible
{
  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 = GetMultiplierForSkillLevel(armmaster_skill, 0, 0, 1, 2);
    }
    else if ( inSkill == CHARACTER_ATTRIBUTE_ATTACK )
    {
      multiplier = GetMultiplierForSkillLevel(armmaster_skill, 0, 1, 1, 2);
    } 
    armsMasterBonus = multiplier * (armmaster_skill & 0x3F);
  }

  switch(inSkill)
  {
  case CHARACTER_ATTRIBUTE_RANGED_DMG_BONUS:
    if (HasItemEquipped(EQUIP_BOW))
    {
      int bowSkillLevel = GetActualSkillLevel(PLAYER_SKILL_DODGE);
      int multiplier = GetMultiplierForSkillLevel(bowSkillLevel, 0, 0, 0, 1);
      return multiplier * (bowSkillLevel & 0x3F);
    }
    return 0;
    break;
  case CHARACTER_ATTRIBUTE_HEALTH:
    {
      int base_value = pBaseHealthPerLevelByClass[classType];
      int attrib_modif = GetBodybuilding();
      return base_value * attrib_modif;
    }
    break;
  case CHARACTER_ATTRIBUTE_MANA:
    {
      int base_value = pBaseManaPerLevelByClass[classType];
      int attrib_modif = GetMeditation();
      return base_value * attrib_modif;
    }
    break;
  case CHARACTER_ATTRIBUTE_AC_BONUS:
    {
      bool wearingArmor = false;
      bool wearingLeather = false;
      unsigned int ACSum = 0;

      for (int j = 0; j < 16; ++j) 
      {
        ItemGen* currItem = GetNthEquippedIndexItem(j);
        if (currItem != nullptr && (!currItem->IsBroken()))
        {
          PLAYER_SKILL_TYPE itemSkillType = (PLAYER_SKILL_TYPE)currItem->GetPlayerSkillType();
          int currArmorSkillLevel = 0;
          int multiplier = 0;
          switch (itemSkillType)
          {
          case PLAYER_SKILL_STAFF:
            currArmorSkillLevel = GetActualSkillLevel(itemSkillType);
            multiplier = GetMultiplierForSkillLevel(currArmorSkillLevel, 0, 1, 1, 1);
            break;
          case PLAYER_SKILL_SWORD:
          case PLAYER_SKILL_SPEAR:
            currArmorSkillLevel = GetActualSkillLevel(itemSkillType);
            multiplier = GetMultiplierForSkillLevel(currArmorSkillLevel, 0, 0, 0, 1);
            break;
          case PLAYER_SKILL_SHIELD:
            currArmorSkillLevel = GetActualSkillLevel(itemSkillType);
            wearingArmor = true;
            multiplier = GetMultiplierForSkillLevel(currArmorSkillLevel, 1, 1, 2, 2);
            break;
          case PLAYER_SKILL_LEATHER:
            currArmorSkillLevel = GetActualSkillLevel(itemSkillType);
            wearingLeather = true;
            multiplier = GetMultiplierForSkillLevel(currArmorSkillLevel, 1, 1, 2, 2);
            break;
          case PLAYER_SKILL_CHAIN:
            currArmorSkillLevel = GetActualSkillLevel(itemSkillType);
            wearingArmor = true;
            multiplier = GetMultiplierForSkillLevel(currArmorSkillLevel, 1, 1, 1, 1);
            break;
          case PLAYER_SKILL_PLATE:
            currArmorSkillLevel = GetActualSkillLevel(itemSkillType);
            wearingArmor = true; 
            multiplier = GetMultiplierForSkillLevel(currArmorSkillLevel, 1, 1, 1, 1);
            break;
          }
          ACSum += multiplier * (currArmorSkillLevel & 0x3F);
        }
      }

      int dodgeSkillLevel = GetActualSkillLevel(PLAYER_SKILL_DODGE);
      int dodgeMastery = SkillToMastery(dodgeSkillLevel);
      int multiplier = GetMultiplierForSkillLevel(dodgeSkillLevel, 1, 2, 3, 3);
      if ( !wearingArmor && (!wearingLeather || dodgeMastery == 4) )
      {
        ACSum += multiplier * (dodgeSkillLevel & 0x3F);
      }
      return ACSum;
    }
    break;
  case CHARACTER_ATTRIBUTE_ATTACK:
    if ( this->IsUnarmed() )
    {
      int unarmedSkill = this->GetActualSkillLevel(PLAYER_SKILL_UNARMED);
      if (!unarmedSkill)
      {
        return 0;
      }
      int multiplier = GetMultiplierForSkillLevel(unarmedSkill, 0, 1, 2, 2);
      return armsMasterBonus + multiplier * (unarmedSkill & 0x3F);
    }
    for (int i = 0; i < 16; ++i)
    {
      if ( this->HasItemEquipped((ITEM_EQUIP_TYPE)i) )
      {
        ItemGen* currItem = GetNthEquippedIndexItem(i);
        if ( currItem->GetItemEquipType() <= EQUIP_TWO_HANDED)
        {
          PLAYER_SKILL_TYPE currItemSkillType = (PLAYER_SKILL_TYPE)currItem->GetPlayerSkillType();
          int currentItemSkillLevel = this->GetActualSkillLevel(currItemSkillType);
          if (currItemSkillType == PLAYER_SKILL_BLASTER)
          {
            int multiplier = GetMultiplierForSkillLevel(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 = GetMultiplierForSkillLevel(currentItemSkillLevel, 1, 1, 2, 2);
            return multiplier * (unarmedSkillLevel & 0x3F) + armsMasterBonus + (currentItemSkillLevel & 0x3F);
          }
          else
          {
            return armsMasterBonus + (currentItemSkillLevel & 0x3F);
          }
        }
      }
    }
    return 0;
    break;

  case CHARACTER_ATTRIBUTE_RANGED_ATTACK:
    for (int i = 0; i < 16; i++)
    {
      if ( this->HasItemEquipped((ITEM_EQUIP_TYPE)i) )
      {
        ItemGen* currItemPtr = GetNthEquippedIndexItem(i);
        if ( currItemPtr->GetItemEquipType() == EQUIP_TWO_HANDED || currItemPtr->GetItemEquipType() == EQUIP_SINGLE_HANDED )
        {
          PLAYER_SKILL_TYPE currentItemSkillType = (PLAYER_SKILL_TYPE)GetNthEquippedIndexItem(i)->GetPlayerSkillType();
          int currentItemSkillLevel = this->GetActualSkillLevel(currentItemSkillType);
          if ( currentItemSkillType == PLAYER_SKILL_BOW )
          {
            int multiplier = GetMultiplierForSkillLevel(currentItemSkillLevel, 1, 1, 1, 1);
            return multiplier * (currentItemSkillLevel & 0x3F);
          }
          else if ( currentItemSkillType == PLAYER_SKILL_BLASTER )
          {
            int multiplier = GetMultiplierForSkillLevel(currentItemSkillLevel, 1, 2, 3, 5);
            return multiplier * (currentItemSkillLevel & 0x3F);
          }
        }
      }
    }
    return 0;
    break;

  case CHARACTER_ATTRIBUTE_MELEE_DMG_BONUS:
    if ( this->IsUnarmed() )
    {
      int unarmedSkillLevel = this->GetActualSkillLevel(PLAYER_SKILL_UNARMED);
      if ( !unarmedSkillLevel )
      {
        return 0;
      }
      int multiplier = GetMultiplierForSkillLevel(unarmedSkillLevel, 0, 1, 2, 2);
      return multiplier * (unarmedSkillLevel & 0x3F);
    }
    for (int i = 0; i < 16; i++)
    {
      if ( this->HasItemEquipped((ITEM_EQUIP_TYPE)i) )
      {
        ItemGen* currItemPtr = GetNthEquippedIndexItem(i);
        if ( currItemPtr->GetItemEquipType() == EQUIP_TWO_HANDED || currItemPtr->GetItemEquipType() == EQUIP_SINGLE_HANDED )
        {
          PLAYER_SKILL_TYPE currItemSkillType = (PLAYER_SKILL_TYPE)currItemPtr->GetPlayerSkillType();
          int currItemSkillLevel = this->GetActualSkillLevel(currItemSkillType);
          int baseSkillBonus;
          int multiplier;
          switch (currItemSkillType)
          {
          case PLAYER_SKILL_STAFF:
            if ( SkillToMastery(currItemSkillLevel) >= 4 && this->GetActualSkillLevel(PLAYER_SKILL_UNARMED) > 0)
            {
              int unarmedSkillLevel = this->GetActualSkillLevel(PLAYER_SKILL_UNARMED);
              int multiplier = GetMultiplierForSkillLevel(unarmedSkillLevel, 0, 1, 2, 2);
              return multiplier * (unarmedSkillLevel & 0x3F);
            }
            else
            {
              return armsMasterBonus;
            }
            break;

          case PLAYER_SKILL_DAGGER:
            multiplier = GetMultiplierForSkillLevel(currItemSkillLevel, 0, 0, 0, 1);
            baseSkillBonus = multiplier * (currItemSkillLevel & 0x3F);
            return armsMasterBonus + baseSkillBonus;
            break;
          case PLAYER_SKILL_SWORD:
            multiplier = GetMultiplierForSkillLevel(currItemSkillLevel, 0, 0, 0, 0);
            baseSkillBonus = multiplier * (currItemSkillLevel & 0x3F);
            return armsMasterBonus + baseSkillBonus;
            break;
          case PLAYER_SKILL_MACE:
          case PLAYER_SKILL_SPEAR:
            multiplier = GetMultiplierForSkillLevel(currItemSkillLevel, 0, 1, 1, 1);
            baseSkillBonus = multiplier * (currItemSkillLevel & 0x3F);
            return armsMasterBonus + baseSkillBonus;
            break;
          case PLAYER_SKILL_AXE:
            multiplier = GetMultiplierForSkillLevel(currItemSkillLevel, 0, 0, 1, 1);
            baseSkillBonus = multiplier * (currItemSkillLevel & 0x3F);
            return armsMasterBonus + baseSkillBonus;
            break;
          }
        }
      }
    }
    return 0;
    break;
  default:
    return 0;
  }
}

unsigned int Player::GetMultiplierForSkillLevel(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;
  }
  Error("(%u)", masteryLvl);
  return 0;
}
//----- (00490109) --------------------------------------------------------
// faces are:  0  1  2  3   human males
//             4  5  6  7   human females
//                   8  9   elf males
//                  10 11   elf females
//                  12 13   dwarf males
//                  14 15   dwarf females
//                  16 17   goblin males
//                  18 19   goblin females
//                     20   lich male
//                     21   lich female
//                     22   underwater suits (unused)
//                     23   zombie male
//                     24   zombie female
enum CHARACTER_RACE Player::GetRace()
{
  if ( uCurrentFace <= 7 )
  {
    return CHARACTER_RACE_HUMAN;
  }
  else if ( uCurrentFace <= 11 )
  {
      return CHARACTER_RACE_ELF;
  }
  else if ( uCurrentFace <= 15 )
  {
    return CHARACTER_RACE_DWARF;
  }
  else if ( uCurrentFace <= 19 )
  {
    return CHARACTER_RACE_GOBLIN;
  }
  else
  {
    return CHARACTER_RACE_HUMAN;
  }
}

//----- (00490141) --------------------------------------------------------
PLAYER_SEX Player::GetSexByVoice()
{
  switch ( this->uVoiceID )
  {
    case 0u:
    case 1u:
    case 2u:
    case 3u:
    case 8u:
    case 9u:
    case 0xCu:
    case 0xDu:
    case 0x10u:
    case 0x11u:
    case 0x14u:
    case 0x17u:
      return SEX_MALE;

    case 4u:
    case 5u:
    case 6u:
    case 7u:
    case 0xAu:
    case 0xBu:
    case 0xEu:
    case 0xFu:
    case 0x12u:
    case 0x13u:
    case 0x15u:
    case 0x18u:
      return SEX_FEMALE;
  }
  Error("(%u)", this->uVoiceID);
  return SEX_MALE;
}

//----- (00490188) --------------------------------------------------------
void Player::SetInitialStats()
{
  CHARACTER_RACE v1 = GetRace();
  uMight = StatTable[v1][0].uBaseValue;
  uIntelligence = StatTable[v1][1].uBaseValue;
  uWillpower = StatTable[v1][2].uBaseValue;
  uEndurance = StatTable[v1][3].uBaseValue;
  uAccuracy = StatTable[v1][4].uBaseValue;
  uSpeed = StatTable[v1][5].uBaseValue;
  uLuck = StatTable[v1][6].uBaseValue;
}

//----- (004901FC) --------------------------------------------------------
void Player::SetSexByVoice()
{
  switch ( this->uVoiceID)
  {
    case 0:
    case 1:
    case 2:
    case 3:
    case 8:
    case 9:
    case 0xC:
    case 0xD:
    case 0x10:
    case 0x11:
    case 0x14:
    case 0x17:
      this->uSex = SEX_MALE;
      break;
    case 4:
    case 5:
    case 6:
    case 7:
    case 0xA:
    case 0xB:
    case 0xE:
    case 0xF:
    case 0x12:
    case 0x13:
    case 0x15:
    case 0x18:
      this->uSex = SEX_FEMALE;
      break;
    default:
      Error("(%u)", this->uVoiceID);
      break;
  }
 
}

//----- (0049024A) --------------------------------------------------------
void Player::Reset(PLAYER_CLASS_TYPE cls)
{
  sLevelModifier = 0;
  sAgeModifier = 0;

  classType = cls;
  uLuckBonus = 0;
  uSpeedBonus = 0;
  uAccuracyBonus = 0;
  uEnduranceBonus = 0;
  uWillpowerBonus = 0;
  uIntelligenceBonus = 0;
  uMightBonus = 0;
  uLevel = 1;
  uExperience = 251 + rand() % 100;
  uBirthYear = 1147 - rand() % 6;
  pActiveSkills.fill(0);
  memset(_achieved_awards_bits, 0, sizeof(_achieved_awards_bits));
  memset(&spellbook, 0, sizeof(spellbook));

  for (uint i = 0; i < 37; ++i)
  {
    if (pSkillAvailabilityPerClass[classType / 4][i] != 2)
      continue;

    pActiveSkills[i] = 1;

    switch (i)
    {
      case PLAYER_SKILL_FIRE:
        spellbook.pFireSpellbook.bIsSpellAvailable[0] = true;//its temporary, for test spells

        extern bool all_magic;
        if ( all_magic == true )
        {
          pActiveSkills[PLAYER_SKILL_AIR] = 1;
          pActiveSkills[PLAYER_SKILL_WATER] = 1;
          pActiveSkills[PLAYER_SKILL_EARTH] = 1;
          spellbook.pFireSpellbook.bIsSpellAvailable[1] = true;
          spellbook.pFireSpellbook.bIsSpellAvailable[2] = true;
          spellbook.pFireSpellbook.bIsSpellAvailable[3] = true;
          spellbook.pFireSpellbook.bIsSpellAvailable[4] = true;
          spellbook.pFireSpellbook.bIsSpellAvailable[5] = true;
          spellbook.pFireSpellbook.bIsSpellAvailable[6] = true;
          spellbook.pFireSpellbook.bIsSpellAvailable[7] = true;
          spellbook.pFireSpellbook.bIsSpellAvailable[8] = true;
          spellbook.pFireSpellbook.bIsSpellAvailable[9] = true;
          spellbook.pFireSpellbook.bIsSpellAvailable[10] = true;
          spellbook.pAirSpellbook.bIsSpellAvailable[0] = true;
          spellbook.pAirSpellbook.bIsSpellAvailable[1] = true;
          spellbook.pAirSpellbook.bIsSpellAvailable[2] = true;
          spellbook.pAirSpellbook.bIsSpellAvailable[3] = true;
          spellbook.pAirSpellbook.bIsSpellAvailable[4] = true;
          spellbook.pAirSpellbook.bIsSpellAvailable[5] = true;
          spellbook.pAirSpellbook.bIsSpellAvailable[6] = true;
          spellbook.pAirSpellbook.bIsSpellAvailable[7] = true;
          spellbook.pAirSpellbook.bIsSpellAvailable[8] = true;
          spellbook.pAirSpellbook.bIsSpellAvailable[9] = true;
          spellbook.pAirSpellbook.bIsSpellAvailable[10] = true;
          spellbook.pWaterSpellbook.bIsSpellAvailable[0] = true;
          spellbook.pWaterSpellbook.bIsSpellAvailable[1] = true;
          spellbook.pWaterSpellbook.bIsSpellAvailable[2] = true;
          spellbook.pWaterSpellbook.bIsSpellAvailable[3] = true;
          spellbook.pWaterSpellbook.bIsSpellAvailable[4] = true;
          spellbook.pWaterSpellbook.bIsSpellAvailable[5] = true;
          spellbook.pWaterSpellbook.bIsSpellAvailable[6] = true;
          spellbook.pWaterSpellbook.bIsSpellAvailable[7] = true;
          spellbook.pWaterSpellbook.bIsSpellAvailable[8] = true;
          spellbook.pWaterSpellbook.bIsSpellAvailable[9] = true;
          spellbook.pWaterSpellbook.bIsSpellAvailable[10] = true;
          spellbook.pEarthSpellbook.bIsSpellAvailable[0] = true;
          spellbook.pEarthSpellbook.bIsSpellAvailable[1] = true;
          spellbook.pEarthSpellbook.bIsSpellAvailable[2] = true;
          spellbook.pEarthSpellbook.bIsSpellAvailable[3] = true;
          spellbook.pEarthSpellbook.bIsSpellAvailable[4] = true;
          spellbook.pEarthSpellbook.bIsSpellAvailable[5] = true;
          spellbook.pEarthSpellbook.bIsSpellAvailable[6] = true;
          spellbook.pEarthSpellbook.bIsSpellAvailable[7] = true;
          spellbook.pEarthSpellbook.bIsSpellAvailable[8] = true;
          spellbook.pEarthSpellbook.bIsSpellAvailable[9] = true;
          spellbook.pEarthSpellbook.bIsSpellAvailable[10] = true;
        }
        break;
      case PLAYER_SKILL_AIR:
        spellbook.pAirSpellbook.bIsSpellAvailable[0] = true;
        break;
      case PLAYER_SKILL_WATER:
        spellbook.pWaterSpellbook.bIsSpellAvailable[0] = true;
        break;
      case PLAYER_SKILL_EARTH:
        spellbook.pEarthSpellbook.bIsSpellAvailable[0] = true;
        break;
      case PLAYER_SKILL_SPIRIT:
        spellbook.pSpiritSpellbook.bIsSpellAvailable[0] = true;
        break;
      case PLAYER_SKILL_MIND:
        spellbook.pMindSpellbook.bIsSpellAvailable[0] = true;
        break;
      case PLAYER_SKILL_BODY:
        spellbook.pBodySpellbook.bIsSpellAvailable[0] = true;

        if ( all_magic == true )
        {
          pActiveSkills[PLAYER_SKILL_MIND] = 1;
          pActiveSkills[PLAYER_SKILL_SPIRIT] = 1;
          spellbook.pBodySpellbook.bIsSpellAvailable[1] = true;
          spellbook.pBodySpellbook.bIsSpellAvailable[2] = true;
          spellbook.pBodySpellbook.bIsSpellAvailable[3] = true;
          spellbook.pBodySpellbook.bIsSpellAvailable[4] = true;
          spellbook.pBodySpellbook.bIsSpellAvailable[5] = true;
          spellbook.pBodySpellbook.bIsSpellAvailable[6] = true;
          spellbook.pBodySpellbook.bIsSpellAvailable[7] = true;
          spellbook.pBodySpellbook.bIsSpellAvailable[8] = true;
          spellbook.pBodySpellbook.bIsSpellAvailable[9] = true;
          spellbook.pBodySpellbook.bIsSpellAvailable[10] = true;
          spellbook.pMindSpellbook.bIsSpellAvailable[0] = true;
          spellbook.pMindSpellbook.bIsSpellAvailable[1] = true;
          spellbook.pMindSpellbook.bIsSpellAvailable[2] = true;
          spellbook.pMindSpellbook.bIsSpellAvailable[3] = true;
          spellbook.pMindSpellbook.bIsSpellAvailable[4] = true;
          spellbook.pMindSpellbook.bIsSpellAvailable[5] = true;
          spellbook.pMindSpellbook.bIsSpellAvailable[6] = true;
          spellbook.pMindSpellbook.bIsSpellAvailable[7] = true;
          spellbook.pMindSpellbook.bIsSpellAvailable[8] = true;
          spellbook.pMindSpellbook.bIsSpellAvailable[9] = true;
          spellbook.pMindSpellbook.bIsSpellAvailable[10] = true;
          spellbook.pSpiritSpellbook.bIsSpellAvailable[0] = true;
          spellbook.pSpiritSpellbook.bIsSpellAvailable[1] = true;
          spellbook.pSpiritSpellbook.bIsSpellAvailable[2] = true;
          spellbook.pSpiritSpellbook.bIsSpellAvailable[3] = true;
          spellbook.pSpiritSpellbook.bIsSpellAvailable[4] = true;
          spellbook.pSpiritSpellbook.bIsSpellAvailable[5] = true;
          spellbook.pSpiritSpellbook.bIsSpellAvailable[6] = true;
          spellbook.pSpiritSpellbook.bIsSpellAvailable[7] = true;
          spellbook.pSpiritSpellbook.bIsSpellAvailable[8] = true;
          spellbook.pSpiritSpellbook.bIsSpellAvailable[9] = true;
          spellbook.pSpiritSpellbook.bIsSpellAvailable[10] = true;
        }
        break;
      case PLAYER_SKILL_LIGHT:
        spellbook.pLightSpellbook.bIsSpellAvailable[0] = true;
        break;
      case PLAYER_SKILL_DARK:
        spellbook.pDarkSpellbook.bIsSpellAvailable[0] = true;
        break;
    }
  }

  memset(&pEquipment, 0, sizeof(PlayerEquipment));
  pInventoryMatrix.fill(0);
  for (uint i = 0; i < 126; ++i)
    pInventoryItemList[i].Reset();
  for (uint i = 0; i < 12; ++i)
    pEquippedItems[i].Reset();

  sHealth = GetMaxHealth();
  sMana = GetMaxMana();
}

//----- (004903C9) --------------------------------------------------------
PLAYER_SKILL_TYPE Player::GetSkillIdxByOrder(signed int order)
{
  int counter; // edx@5
  bool canBeInactive;
  unsigned char requiredValue;
  signed int offset;

  if ( order <= 1 )
  {
    canBeInactive = false;
    requiredValue = 2;  // 2 - primary skill
    offset = 0;
  }
  else if ( order <= 3 )
  {
    canBeInactive = false;
    requiredValue = 1;  // 1 - available
    offset = 2;
  }
  else if ( order <= 12 )
  {
    canBeInactive = true;
    requiredValue = 1;  // 1 - available
    offset = 4;
  }
  else
  {
    return (PLAYER_SKILL_TYPE)37;
  }
  counter = 0;
  for (int i = 0; i < 37; i++)
  {
    if ( (this->pActiveSkills[i] || canBeInactive) && pSkillAvailabilityPerClass[classType / 4][i] == requiredValue )
    {
      if ( counter == order - offset )
        return (PLAYER_SKILL_TYPE)i;
      ++counter;
    }
  }

  return (PLAYER_SKILL_TYPE)37;
}



//----- (0049048D) --------------------------------------------------------
//unsigned __int16 PartyCreation_BtnMinusClick(Player *_this, int eAttribute)
void Player::DecreaseAttribute(int eAttribute)
{
  int pBaseValue; // ecx@1
  int pDroppedStep; // ebx@1
  int pStep; // esi@1
  int uMinValue; // [sp+Ch] [bp-4h]@1

  int raceId = GetRace();
  pBaseValue = StatTable[raceId][eAttribute].uBaseValue;
  pDroppedStep = StatTable[raceId][eAttribute].uDroppedStep;
  uMinValue = pBaseValue - 2;
  pStep = StatTable[raceId][eAttribute].uBaseStep;
  unsigned short* AttrToChange = nullptr;
  switch ( eAttribute )
  {
    case CHARACTER_ATTRIBUTE_STRENGTH:
      AttrToChange = &this->uMight;
      break;
    case CHARACTER_ATTRIBUTE_INTELLIGENCE:
      AttrToChange = &this->uIntelligence;
      break;
    case CHARACTER_ATTRIBUTE_WILLPOWER:
      AttrToChange = &this->uWillpower;
      break;
    case CHARACTER_ATTRIBUTE_ENDURANCE:
      AttrToChange = &this->uEndurance;
      break;
    case CHARACTER_ATTRIBUTE_ACCURACY:
      AttrToChange = &this->uAccuracy;
      break;
    case CHARACTER_ATTRIBUTE_SPEED:
      AttrToChange = &this->uSpeed;
      break;
    case CHARACTER_ATTRIBUTE_LUCK:
      AttrToChange = &this->uLuck;
      break;
  }
  if ( *AttrToChange <= pBaseValue )
    pStep = pDroppedStep;
  if ( *AttrToChange - pStep >= uMinValue )
    *AttrToChange -= pStep;
}

//----- (004905F5) --------------------------------------------------------
//signed int  PartyCreation_BtnPlusClick(Player *this, int eAttribute)
void Player::IncreaseAttribute( int eAttribute )
{
  int raceId; // eax@1
  int maxValue; // ebx@1
  signed int baseStep; // edi@1
  signed int tmp; // eax@17
  signed int result; // eax@18
  int baseValue; // [sp+Ch] [bp-8h]@1
  signed int droppedStep; // [sp+10h] [bp-4h]@1
  unsigned short* statToChange;

  raceId = GetRace();
  maxValue = StatTable[raceId][eAttribute].uMaxValue;
  baseStep = StatTable[raceId][eAttribute].uBaseStep;
  baseValue = StatTable[raceId][eAttribute].uBaseValue;
  droppedStep = StatTable[raceId][eAttribute].uDroppedStep;
  PlayerCreation_GetUnspentAttributePointCount();
  switch ( eAttribute )
  {
  case 0:
    statToChange = &this->uMight;
    break;
  case 1:
    statToChange = &this->uIntelligence;
    break;
  case 2:
    statToChange = &this->uWillpower;
    break;
  case 3:
    statToChange = &this->uEndurance;
    break;
  case 4:
    statToChange = &this->uAccuracy;
    break;
  case 5:
    statToChange = &this->uSpeed;
    break;
  case 6:
    statToChange = &this->uLuck;
    break;
  default:
    Error("(%u)", eAttribute);
    break;
  }
  if ( *statToChange < baseValue )
  {
    tmp = baseStep;
    baseStep = droppedStep;
    droppedStep = tmp;
  }
  result = PlayerCreation_GetUnspentAttributePointCount();
  if ( result >= droppedStep )
  {
    if ( baseStep + *statToChange <= maxValue )
      *statToChange += baseStep;
  }
}

//----- (0049070F) --------------------------------------------------------
void Player::Zero()
{
  this->sLevelModifier = 0;
  this->sACModifier = 0;
  this->uLuckBonus = 0;
  this->uAccuracyBonus = 0;
  this->uSpeedBonus = 0;
  this->uEnduranceBonus = 0;
  this->uWillpowerBonus = 0;
  this->uIntelligenceBonus = 0;
  this->uMightBonus = 0;
  this->field_100 = 0;
  this->field_FC = 0;
  this->field_F8 = 0;
  this->field_F4 = 0;
  this->field_F0 = 0;
  this->field_EC = 0;
  this->field_E8 = 0;
  this->field_E4 = 0;
  this->field_E0 = 0;
  memset(&this->sResFireBonus, 0, 0x16u);
  this->field_1A97 = 0;
  this->_ranged_dmg_bonus = 0;
  this->field_1A95 = 0;
  this->_ranged_atk_bonus = 0;
  this->field_1A93 = 0;
  this->_melee_dmg_bonus = 0;
  this->field_1A91 = 0;
  this->_some_attack_bonus = 0;
  this->_mana_related = 0;
  this->uFullManaBonus = 0;
  this->_health_related = 0;
  this->uFullHealthBonus = 0;
}

//----- (004907E7) --------------------------------------------------------
unsigned int Player::GetStatColor(int uStat)
{
  int attribute_value; // edx@1

  int base_attribute_value = StatTable[GetRace()][uStat].uBaseValue;
  switch (uStat)
  {
    case 0:  attribute_value = uMight;        break;
    case 1:  attribute_value = uIntelligence; break;
    case 2:  attribute_value = uWillpower;    break;
    case 3:  attribute_value = uEndurance;    break;
    case 4:  attribute_value = uAccuracy;     break;
    case 5:  attribute_value = uSpeed;        break;
    case 6:  attribute_value = uLuck;         break;
    default: Error("Unexpected attribute");
  };

  if (attribute_value == base_attribute_value)
    return ui_character_stat_default_color;
  else if (attribute_value > base_attribute_value)
    return ui_character_stat_buffed_color;
  else
    return ui_character_stat_debuffed_color;
}

//----- (004908A8) --------------------------------------------------------
bool Player::DiscardConditionIfLastsLongerThan(unsigned int uCondition, signed __int64 uTime)
{
  if ( pConditions[uCondition] && (uTime < (signed long long)pConditions[uCondition]) )
  {
    pConditions[uCondition] = 0i64;
    return true;
  }
  else
   return false;
}

//----- (004680ED) --------------------------------------------------------
void Player::UseItem_DrinkPotion_etc(signed int player_num, int a3)
{
  Player *playerAffected; // esi@1
  signed int v5; // eax@17
  int v8; // edx@39
  const char *v13; // eax@45
  signed int v15; // edi@68
  int v16; // edx@73
  unsigned __int16 v17; // edi@73
  unsigned int v18; // eax@73
  const char *v22; // eax@84
  int scroll_id; // esi@96
  int v25; // eax@109
  int v26; // eax@113
  int new_mana_val; // edi@114
  signed __int64 v28; // qax@120
  __int64 v30; // edi@137
  __int64 v32; // ST3C_4@137
  __int64 v34; // ST34_4@137
  unsigned __int16 v50; // [sp-Ch] [bp-38h]@120
  const char *v66; // [sp-4h] [bp-30h]@69
  signed int v67; // [sp-4h] [bp-30h]@77
  const char *v68; // [sp-4h] [bp-30h]@89
  char v72; // [sp+20h] [bp-Ch]@68
  signed int v73; // [sp+24h] [bp-8h]@1
  const char*  v74; // [sp+24h] [bp-8h]@23
  //Player *thisb; // [sp+28h] [bp-4h]@1
  unsigned int thisa; // [sp+28h] [bp-4h]@22

  //thisb = this;
  playerAffected = &pParty->pPlayers[player_num-1];
  v73 = 1;
  if ( pParty->bTurnBasedModeOn == true && (pTurnEngine->turn_stage == TE_WAIT || pTurnEngine->turn_stage == TE_MOVEMENT) )
      return;
  if ( pParty->pPickedItem.GetItemEquipType() == EQUIP_REAGENT )
  {
    if ( pParty->pPickedItem.uItemID == 160 )
    { 
      playerAffected->SetCondition(Condition_Poison_Weak, 1);
    }
    else if ( pParty->pPickedItem.uItemID == 161 )
    {
      new_mana_val = playerAffected->sMana;
      new_mana_val += 2;
      if ( new_mana_val > playerAffected->GetMaxMana() )
        new_mana_val = playerAffected->GetMaxMana();
      playerAffected->PlaySound(SPEECH_36, 0);
    }
    else if ( pParty->pPickedItem.uItemID == 162 )
    {
      playerAffected->Heal(2);
      playerAffected->PlaySound(SPEECH_36, 0);
    }
    else
    {    
      v68 = pParty->pPickedItem.GetDisplayName();
      sprintfex(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[36], v68);//"%s can not be used that way"
      ShowStatusBarString(pTmpBuf.data(), 2);
      pAudioPlayer->PlaySound(SOUND_error, 0, 0, -1, 0, 0, 0, 0);
      return;
    }
    pAudioPlayer->PlaySound(SOUND_EatApple, 0, 0, -1, 0, 0, 0, 0);

    if ( pGUIWindow_CurrentMenu && pGUIWindow_CurrentMenu->eWindowType != WINDOW_null)
    {
      pMessageQueue_50CBD0->AddGUIMessage(UIMSG_Escape, 0, 0);
    }
    if ( v73 )
    {
      if ( pParty->bTurnBasedModeOn )
      {
        pParty->pTurnBasedPlayerRecoveryTimes[player_num-1] = 100;
        this->SetRecoveryTime(100);
        pTurnEngine->ApplyPlayerAction();
      }
      else
      {
        this->SetRecoveryTime((int)(flt_6BE3A4_debug_recmod1 * 213.3333333333333));
      }
    }
    pMouse->RemoveHoldingItem();
    return;
  }

  if ( pParty->pPickedItem.GetItemEquipType() == EQUIP_POTION )
  {
      switch ( pParty->pPickedItem.uItemID )
      {
          case 221: //Catalyst
              playerAffected->SetCondition(Condition_Poison_Weak, 1);
              break;
          case 222: //Cure Wounds
              v25 = pParty->pPickedItem.uEnchantmentType + 10;
              playerAffected->Heal(v25);
              playerAffected->PlaySound(SPEECH_36, 0);
              break;
          case 223: //Magic Potion
              v26 = pParty->pPickedItem.uEnchantmentType + 10;
              new_mana_val = playerAffected->sMana;
              new_mana_val += v26;
              if ( new_mana_val > playerAffected->GetMaxMana() )
                  new_mana_val = playerAffected->GetMaxMana();
              playerAffected->PlaySound(SPEECH_36, 0);
              playerAffected->sMana = new_mana_val;
              break;
          case 224: //Cure Weakness
              playerAffected->pConditions[Condition_Weak] = 0i64;
              playerAffected->PlaySound(SPEECH_36, 0);
              break;
          case 225: //Cure Disease
              playerAffected->pConditions[Condition_Disease_Severe] = 0i64;      
              playerAffected->pConditions[Condition_Disease_Medium] = 0i64;
              playerAffected->pConditions[Condition_Disease_Weak] = 0i64;
              playerAffected->PlaySound(SPEECH_36, 0);
              break;
          case 226: //Cure Poison
              playerAffected->pConditions[Condition_Poison_Severe] = 0i64;
              playerAffected->pConditions[Condition_Poison_Medium] = 0i64;
              playerAffected->pConditions[Condition_Poison_Weak] = 0i64;
              playerAffected->PlaySound(SPEECH_36, 0);
              break;
          case 227: //Awaken
              playerAffected->pConditions[Condition_Sleep] = 0i64;
              playerAffected->PlaySound(SPEECH_36, 0);
              break;
          case 228: //Haste
              if ( !playerAffected->pConditions[Condition_Weak] )
              {
                v28 = (signed __int64)((double)(230400 * pParty->pPickedItem.uEnchantmentType) * 0.033333335);
                playerAffected->pPlayerBuffs[PLAYER_BUFF_HASTE].Apply(pParty->uTimePlayed + v28, 3, 5, 0, 0);
                playerAffected->PlaySound(SPEECH_36, 0);
              }
              break;
          case 229: //Heroism
              v28 = (signed __int64)((double)(230400 * pParty->pPickedItem.uEnchantmentType) * 0.033333335);
              playerAffected->pPlayerBuffs[PLAYER_BUFF_HEROISM].Apply(pParty->uTimePlayed + v28, 3, 5, 0, 0);
              playerAffected->PlaySound(SPEECH_36, 0);
              break;
          case 230: //Bless
              v28 = (signed __int64)((double)(230400 * pParty->pPickedItem.uEnchantmentType) * 0.033333335);
              playerAffected->pPlayerBuffs[PLAYER_BUFF_BLESS].Apply(pParty->uTimePlayed + v28, 3, 5, 0, 0);
              playerAffected->PlaySound(SPEECH_36, 0);
              break;
          case 231: //Preservation
              v50 = 3 * pParty->pPickedItem.uEnchantmentType;
              v28 = (signed __int64)((double)(230400 * pParty->pPickedItem.uEnchantmentType) * 0.033333335);
              playerAffected->pPlayerBuffs[PLAYER_BUFF_PRESERVATION].Apply(pParty->uTimePlayed + v28, 0, v50, 0, 0);
              playerAffected->PlaySound(SPEECH_36, 0);
              break;
          case 232: //Shield
              v50 = 3 * pParty->pPickedItem.uEnchantmentType;
              v28 = (signed __int64)((double)(230400 * pParty->pPickedItem.uEnchantmentType) * 0.033333335);
              playerAffected->pPlayerBuffs[PLAYER_BUFF_SHIELD].Apply(pParty->uTimePlayed + v28, 0, v50, 0, 0);
              playerAffected->PlaySound(SPEECH_36, 0);
              break;
          case 234: //Stoneskin
              v28 = (signed __int64)((double)(230400 * pParty->pPickedItem.uEnchantmentType) * 0.033333335);
              playerAffected->pPlayerBuffs[PLAYER_BUFF_STONESKIN].Apply(pParty->uTimePlayed + v28, 3, 5, 0, 0);
              playerAffected->PlaySound(SPEECH_36, 0);
              break;
          case 235: //Water Breathing
              v28 = (signed __int64)((double)(230400 * pParty->pPickedItem.uEnchantmentType) * 0.033333335),
              playerAffected->pPlayerBuffs[PLAYER_BUFF_WATER_WALK].Apply(pParty->uTimePlayed +v28,  3, 5, 0, 0);
              break;
          case 237: //Remove Fear
              playerAffected->pConditions[Condition_Fear] = 0i64;
              playerAffected->PlaySound(SPEECH_36, 0);
              break;
          case 238: //Remove Curse
              playerAffected->pConditions[Condition_Cursed] = 0i64;
              playerAffected->PlaySound(SPEECH_36, 0);
              break;
          case 239: //Cure Insanity
              playerAffected->pConditions[Condition_Insane] = 0i64;
              playerAffected->PlaySound(SPEECH_36, 0);
              break;
          case 240: //Might Boost
              v50 = 3 * pParty->pPickedItem.uEnchantmentType;
              v28 = (signed __int64)((double)(230400 * pParty->pPickedItem.uEnchantmentType) * 0.033333335);
              playerAffected->pPlayerBuffs[PLAYER_BUFF_STRENGTH].Apply(pParty->uTimePlayed + v28, 0, v50, 0, 0);
              playerAffected->PlaySound(SPEECH_36, 0);
              break;
          case 241: //Intellect Boost
              v50 = 3 * pParty->pPickedItem.uEnchantmentType;
              v28 = (signed __int64)((double)(230400 * pParty->pPickedItem.uEnchantmentType) * 0.033333335);
              playerAffected->pPlayerBuffs[PLAYER_BUFF_INTELLIGENCE].Apply(pParty->uTimePlayed + v28, 0, v50, 0, 0);
              playerAffected->PlaySound(SPEECH_36, 0);
              break;
          case 242: //Personality Boost
              v50 = 3 * pParty->pPickedItem.uEnchantmentType;
              v28 = (signed __int64)((double)(230400 * pParty->pPickedItem.uEnchantmentType) * 0.033333335);
              playerAffected->pPlayerBuffs[PLAYER_BUFF_WILLPOWER].Apply(pParty->uTimePlayed + v28, 0, v50, 0, 0);
              playerAffected->PlaySound(SPEECH_36, 0);
              break;
          case 243://Endurance Boost
              v50 = 3 * pParty->pPickedItem.uEnchantmentType;
              v28 = (signed __int64)((double)(230400 * pParty->pPickedItem.uEnchantmentType) * 0.033333335);
              playerAffected->pPlayerBuffs[PLAYER_BUFF_ENDURANCE].Apply(pParty->uTimePlayed + v28, 0, v50, 0, 0);
              playerAffected->PlaySound(SPEECH_36, 0);
              break;
          case 244: //Speed Boost
              v50 = 3 * pParty->pPickedItem.uEnchantmentType;
              v28 = (signed __int64)((double)(230400 * pParty->pPickedItem.uEnchantmentType) * 0.033333335);
              playerAffected->pPlayerBuffs[PLAYER_BUFF_SPEED].Apply(pParty->uTimePlayed + v28, 0, v50, 0, 0);
              playerAffected->PlaySound(SPEECH_36, 0);
              break;
          case 245: //Accuracy Boost
              v50 = 3 * pParty->pPickedItem.uEnchantmentType;
              v28 = (signed __int64)((double)(230400 * pParty->pPickedItem.uEnchantmentType) * 0.033333335);
              playerAffected->pPlayerBuffs[PLAYER_BUFF_ACCURACY].Apply(pParty->uTimePlayed + v28, 0, v50, 0, 0);
              playerAffected->PlaySound(SPEECH_36, 0);
              break;
          case 251: //Cure Paralysis
              playerAffected->pConditions[Condition_Paralyzed] = 0i64;
              playerAffected->PlaySound(SPEECH_36, 0);
              break;
          case 252://Divine Restoration
              v30 = playerAffected->pConditions[Condition_Dead];
              v32 = playerAffected->pConditions[Condition_Pertified];
              v34 = playerAffected->pConditions[Condition_Eradicated];    
              pConditions.fill(0);
              playerAffected->pConditions[Condition_Dead] = v30;
              playerAffected->pConditions[Condition_Pertified] = v32;
              playerAffected->pConditions[Condition_Eradicated] = v34;
              playerAffected->PlaySound(SPEECH_36, 0);
              break;
          case 253: //Divine Cure
              v25 = 5 * pParty->pPickedItem.uEnchantmentType;
              playerAffected->Heal(v25);
              playerAffected->PlaySound(SPEECH_36, 0);
              break;
          case 254: //Divine Power
              v26 = 5 * pParty->pPickedItem.uEnchantmentType;
              new_mana_val = playerAffected->sMana;
              new_mana_val += v26;
              if ( new_mana_val > playerAffected->GetMaxMana() )
                  new_mana_val = playerAffected->GetMaxMana();
              playerAffected->PlaySound(SPEECH_36, 0);
              break;
          case 255: //Luck Boost
              v50 = 3 * pParty->pPickedItem.uEnchantmentType;
              v28 = (signed __int64)((double)(230400 * pParty->pPickedItem.uEnchantmentType) * 0.033333335);
              playerAffected->pPlayerBuffs[PLAYER_BUFF_LUCK].Apply(pParty->uTimePlayed + v28, 0, v50, 0, 0);
              playerAffected->PlaySound(SPEECH_36, 0);
              break;
          case 256: //Fire Resistance
              v50 = 3 * pParty->pPickedItem.uEnchantmentType;
              v28 = (signed __int64)((double)(230400 * pParty->pPickedItem.uEnchantmentType) * 0.033333335);
              playerAffected->pPlayerBuffs[PLAYER_BUFF_RESIST_FIRE].Apply(pParty->uTimePlayed + v28, 0, v50, 0, 0);
              playerAffected->PlaySound(SPEECH_36, 0);
              break;
          case 257: //Air Resistance
              v50 = 3 * pParty->pPickedItem.uEnchantmentType;
              v28 = (signed __int64)((double)(230400 * pParty->pPickedItem.uEnchantmentType) * 0.033333335);
              playerAffected->pPlayerBuffs[PLAYER_BUFF_RESIST_AIR].Apply(pParty->uTimePlayed + v28, 0, v50, 0, 0);
              playerAffected->PlaySound(SPEECH_36, 0);
              break;
          case 258: //Water Resistance
              v50 = 3 * pParty->pPickedItem.uEnchantmentType;
              v28 = (signed __int64)((double)(230400 * pParty->pPickedItem.uEnchantmentType) * 0.033333335);
              playerAffected->pPlayerBuffs[PLAYER_BUFF_RESIST_WATER].Apply(pParty->uTimePlayed + v28, 0, v50, 0, 0);
              playerAffected->PlaySound(SPEECH_36, 0);
              break;
          case 259: //Earth Resistance
              v50 = 3 * pParty->pPickedItem.uEnchantmentType;
              v28 = (signed __int64)((double)(230400 * pParty->pPickedItem.uEnchantmentType) * 0.033333335);
              playerAffected->pPlayerBuffs[PLAYER_BUFF_RESIST_EARTH].Apply(pParty->uTimePlayed + v28, 0, v50, 0, 0);
              playerAffected->PlaySound(SPEECH_36, 0);
              break;
          case 260: //Mind Resistance
              v50 = 3 * pParty->pPickedItem.uEnchantmentType;
              v28 = (signed __int64)((double)(230400 * pParty->pPickedItem.uEnchantmentType) * 0.033333335);
              playerAffected->pPlayerBuffs[PLAYER_BUFF_RESIST_MIND].Apply(pParty->uTimePlayed + v28, 0, v50, 0, 0);
              playerAffected->PlaySound(SPEECH_36, 0);
              break;
          case 261: //Body Resistance
              v50 = 3 * pParty->pPickedItem.uEnchantmentType;
              v28 = (signed __int64)((double)(230400 * pParty->pPickedItem.uEnchantmentType) * 0.033333335);
              playerAffected->pPlayerBuffs[PLAYER_BUFF_RESIST_BODY].Apply(pParty->uTimePlayed + v28, 0, v50, 0, 0);
              playerAffected->PlaySound(SPEECH_36, 0);
              break;
          case 262: //Stone to Flesh
              playerAffected->pConditions[Condition_Pertified] = 0i64;
              playerAffected->PlaySound(SPEECH_36, 0);
              break;
          case 264: //Pure Luck
              if ( !playerAffected->pure_luck_used )
              {
                playerAffected->uLuck += 50;
                playerAffected->pure_luck_used = 1;
              }
              playerAffected->PlaySound(SPEECH_36, 0);
              break;
          case 265: //Pure Speed
              if ( !playerAffected->pure_speed_used )
              {
                playerAffected->uSpeed += 50;
                playerAffected->pure_speed_used = 1;
              }
              playerAffected->PlaySound(SPEECH_36, 0);
              break;
          case 266: //Pure Intellect
              if ( !playerAffected->pure_intellect_used )
              {
                playerAffected->uIntelligence += 50;
                playerAffected->pure_intellect_used = 1;
              }
              playerAffected->PlaySound(SPEECH_36, 0);
              break;
          case 267: //Pure Endurance
              if ( !playerAffected->pure_endurance_used )
              {
                playerAffected->uEndurance += 50;
                playerAffected->pure_endurance_used = 1;
              }
              playerAffected->PlaySound(SPEECH_36, 0);
              break;
          case 268:  //Pure Personality
              if ( !playerAffected->pure_willpower_used )
              {
                playerAffected->uWillpower += 50;
                playerAffected->pure_willpower_used = 1;
              }
              playerAffected->PlaySound(SPEECH_36, 0);
              break;
          case 269: //Pure Accuracy
              if ( !playerAffected->pure_accuracy_used )
              {
                playerAffected->uAccuracy += 50;
                playerAffected->pure_accuracy_used = 1;
              }
              playerAffected->PlaySound(SPEECH_36, 0);
              break;
          case 270: //Pure Might
              if ( !playerAffected->pure_might_used )
              {
                playerAffected->uMight += 50;
                playerAffected->pure_might_used = 1;
              }
              playerAffected->PlaySound(SPEECH_36, 0);
              break;
          case 271: //Rejuvenation
              playerAffected->sAgeModifier = 0;
              playerAffected->PlaySound(SPEECH_36, 0);
              break;

          default:
          v68 = pParty->pPickedItem.GetDisplayName();
          sprintfex(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[36], v68);//"%s can not be used that way"
          ShowStatusBarString(pTmpBuf.data(), 2);
          pAudioPlayer->PlaySound(SOUND_error, 0, 0, -1, 0, 0, 0, 0);
          return;
      }
      pAudioPlayer->PlaySound(SOUND_210, 0, 0, -1, 0, 0, 0, 0);
      if ( pGUIWindow_CurrentMenu && pGUIWindow_CurrentMenu->eWindowType != WINDOW_null)
      {
//         if ( !v73 )                                            v73 is always 1 at this point
//         {
//           pMouse->RemoveHoldingItem();
//           return;
//         }
        pMessageQueue_50CBD0->AddGUIMessage(UIMSG_Escape, 0, 0);
      }
      if ( v73 )
      {
        if ( pParty->bTurnBasedModeOn )
        {
          pParty->pTurnBasedPlayerRecoveryTimes[player_num-1] = 100;
          this->SetRecoveryTime(100);
          pTurnEngine->ApplyPlayerAction();
        }
        else
        {
          this->SetRecoveryTime((int)(flt_6BE3A4_debug_recmod1 * 213.3333333333333));
        }
      }
      pMouse->RemoveHoldingItem();
      return;
  }


  if ( pParty->pPickedItem.GetItemEquipType() == EQUIP_SPELL_SCROLL )
  {
    if ( pCurrentScreen == SCREEN_CASTING )
        return;
    if ( !playerAffected->CanAct() )
    {

      v68 = aCharacterConditionNames[playerAffected->GetMajorConditionIdx()];
      sprintfex(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[382], v68);
      ShowStatusBarString(pTmpBuf.data(), 2);
      pAudioPlayer->PlaySound(SOUND_error, 0, 0, -1, 0, 0, 0, 0);
      return;
    }
    if ( bUnderwater == 1 )
    {
      ShowStatusBarString(pGlobalTXT_LocalizationStrings[652], 2u);//"You can not do that while you are underwater!"
      pAudioPlayer->PlaySound(SOUND_error, 0, 0, -1, 0, 0, 0, 0);
      return;
    }

    scroll_id = pParty->pPickedItem.uItemID - 299;
    if ( scroll_id == 30 || scroll_id == 4 || scroll_id == 91 || scroll_id == 28 ) //Enchant Item scroll, Vampiric Weapon scroll ,Recharge Item ,Fire Aura
    {
      pMouse->RemoveHoldingItem();
      pGUIWindow_CurrentMenu->Release();
      pIcons_LOD->RemoveTexturesPackFromTextureList();
      pCurrentScreen = SCREEN_GAME;
      viewparams->bRedrawGameUI = 1;
      _42777D_CastSpell_UseWand_ShootArrow(scroll_id, player_num - 1, 0x85u, 1, 0);
    }
    else
    {
      pMouse->RemoveHoldingItem();
      pMessageQueue_50C9E8->AddGUIMessage(UIMSG_SpellScrollUse, scroll_id, player_num - 1);
      if ( pCurrentScreen && pGUIWindow_CurrentMenu
        && (pGUIWindow_CurrentMenu->eWindowType != WINDOW_null))
      {
        pMessageQueue_50CBD0->AddGUIMessage(UIMSG_Escape, 0, 0);
      }
    }
    return;
  }

  if ( pParty->pPickedItem.GetItemEquipType() == EQUIP_BOOK )
  {  
      v15 = pParty->pPickedItem.uItemID - 400;
      v72 = playerAffected->spellbook.bHaveSpell[pParty->pPickedItem.uItemID-400];//(char *)&v3->pConditions[0] + pParty->pPickedItem.uItemID + 2;
      if ( v72 )
      {
        v66 = pParty->pPickedItem.GetDisplayName();
        sprintfex(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[380], v66);//"You already know the %s spell"
        ShowStatusBarString(pTmpBuf.data(), 2);
        pAudioPlayer->PlaySound(SOUND_error, 0, 0, -1, 0, 0, 0, 0);
        return;
      }
      if ( !playerAffected->CanAct() )
      {
        v66 = aCharacterConditionNames[playerAffected->GetMajorConditionIdx()];
        sprintfex(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[382], v66);//"That player is %s"
        ShowStatusBarString(pTmpBuf.data(), 2);
        pAudioPlayer->PlaySound(SOUND_error, 0, 0, -1, 0, 0, 0, 0);
        return;
      }
      v16 = v15 % 11 + 1;
      v17 = playerAffected->pActiveSkills[v15 / 11 + 12];
      v18 = SkillToMastery(v17) - 1;
      switch (v18)  
      {
        case 0: v67 = 4; break;
        case 1: v67 = 7; break;
        case 2: v67 = 10; break;
        case 3: v67 = 11; break;
        default:
          v67 = player_num;   
      }
  
      if ( v16 > v67 || !v17 )
      {
        v22 = pParty->pPickedItem.GetDisplayName();
        sprintfex(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[381], v22); //"You don't have the skill to learn %s"
        ShowStatusBarString(pTmpBuf.data(), 2);
        playerAffected->PlaySound((PlayerSpeech)20, 0);
        return; 
      }
      playerAffected->spellbook.bHaveSpell[pParty->pPickedItem.uItemID-400] = 1;
      playerAffected->PlaySound(SPEECH_21, 0);
      v73 = 0;


      if ( pGUIWindow_CurrentMenu && pGUIWindow_CurrentMenu->eWindowType != WINDOW_null)
      {
        if ( !v73 )
        {
          pMouse->RemoveHoldingItem();
          return;
        }
        pMessageQueue_50CBD0->AddGUIMessage(UIMSG_Escape, 0, 0);
      }
//       if ( v73 )                                                v73 is always 0 at this point
//       {
//         if ( pParty->bTurnBasedModeOn )
//         {
//           pParty->pTurnBasedPlayerRecoveryTimes[player_num-1] = 100;
//           thisb->SetRecoveryTime(100);
//           pTurnEngine->ApplyPlayerAction();
//         }
//         else
//         {
//           thisb->SetRecoveryTime(flt_6BE3A4_debug_recmod1 * 213.3333333333333);
//         }
//       }
      pMouse->RemoveHoldingItem();
      return;
  }

  if ( pParty->pPickedItem.GetItemEquipType() == EQUIP_MESSAGE_SCROLL )
  {
      if ( playerAffected->CanAct() )
      {
          CreateMsgScrollWindow(pParty->pPickedItem.uItemID);
          playerAffected->PlaySound(SPEECH_37, 0);
          return;
      }
      v68 = aCharacterConditionNames[playerAffected->GetMajorConditionIdx()];
      sprintfex(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[382], v68);//That player is %s
      ShowStatusBarString(pTmpBuf.data(), 2);
      pAudioPlayer->PlaySound(SOUND_error, 0, 0, -1, 0, 0, 0, 0);
      return;
  }
  else
  {
    if (pParty->pPickedItem.uItemID == 616) //Genie Lamp
    {
      thisa = pParty->uCurrentMonthWeek + 1;
      if ( pParty->uCurrentMonth >= 7 )
          v74 = nullptr;
      else
          v74 = aAttributeNames[pParty->uCurrentMonth];
      switch ( pParty->uCurrentMonth )
      {
        case 0:
            playerAffected->uMight += thisa;
            sprintf(pTmpBuf.data(), "+%u %s %s", thisa, v74, pGlobalTXT_LocalizationStrings[121]);//"Permanent"	
            break;
        case 1:
            playerAffected->uIntelligence += thisa;
            sprintf(pTmpBuf.data(), "+%u %s %s", thisa, v74, pGlobalTXT_LocalizationStrings[121]);//"Permanent"	
            break;
        case 2:
            playerAffected->uWillpower += thisa;
            sprintf(pTmpBuf.data(), "+%u %s %s", thisa, v74, pGlobalTXT_LocalizationStrings[121]);//"Permanent"	
            break;
        case 3:
            playerAffected->uEndurance += thisa;
            sprintf(pTmpBuf.data(), "+%u %s %s", thisa, v74, pGlobalTXT_LocalizationStrings[121]);//"Permanent"	
            break;
        case 4:
            playerAffected->uAccuracy += thisa;
            sprintf(pTmpBuf.data(), "+%u %s %s", thisa, v74, pGlobalTXT_LocalizationStrings[121]);//"Permanent"	
            break;
        case 5:
            playerAffected->uSpeed += thisa;
            sprintf(pTmpBuf.data(), "+%u %s %s", thisa, v74, pGlobalTXT_LocalizationStrings[121]);//"Permanent"	
            break;
        case 6:
            playerAffected->uLuck += thisa;
            sprintf(pTmpBuf.data(), "+%u %s %s", thisa, v74, pGlobalTXT_LocalizationStrings[121]);//"Permanent"	
            break;
        case 7:
            pParty->PartyFindsGold(1000 * thisa, 0);
            sprintf(pTmpBuf.data(), "+%u %s", 1000 * thisa, pGlobalTXT_LocalizationStrings[97]);//"Gold"
            break;
        case 8:
            Party::GiveFood(5 * thisa); 
            sprintf(pTmpBuf.data(), "+%u %s",5 * thisa , pGlobalTXT_LocalizationStrings[653]);//"Food"
            break;
        case 9u:
            playerAffected->uSkillPoints += 2 * thisa;
            sprintf(pTmpBuf.data(), "+%u %s", 2 * thisa, pGlobalTXT_LocalizationStrings[LOCSTR_SKILL_POINTS]);
            break;
        case 10:
            playerAffected->uExperience += 2500 * thisa;
            sprintf(pTmpBuf.data(), "+%u %s", 2500 * thisa, pGlobalTXT_LocalizationStrings[LOCSTR_EXPIRIENCE]);
            break;
        case 11:
            v8 = rand() % 6;
            switch (v8)
            {
            case 0:
                playerAffected->sResFireBase += thisa;
                v13 = pGlobalTXT_LocalizationStrings[87];//Fire
                break;
            case 1:
                playerAffected->sResAirBase += thisa;
                v13 = pGlobalTXT_LocalizationStrings[6];//Air
                break;
            case 2:
                playerAffected->sResWaterBase += thisa;
                v13 = pGlobalTXT_LocalizationStrings[240];//Water
                break;
            case 3:
                playerAffected->sResEarthBase += thisa;
                v13 = pGlobalTXT_LocalizationStrings[70];//Earth
                break;
            case 4:
                playerAffected->sResMindBase += thisa;
                v13 = pGlobalTXT_LocalizationStrings[142];//Mind
                break;
            case 5:
                playerAffected->sResBodyBase += thisa;
                v13 = pGlobalTXT_LocalizationStrings[29];//Body
                break;
            default: ("Unexpected attribute");
              return;
            }
            sprintf(pTmpBuf.data(), "+%u %s %s", thisa, v13, pGlobalTXT_LocalizationStrings[121]);//Permanent
            break;

      }
      ShowStatusBarString(pTmpBuf.data(), 2);
      pMouse->RemoveHoldingItem();
      pGame->pStru6Instance->SetPlayerBuffAnim(SPELL_QUEST_COMPLETED, player_num - 1);
      playerAffected->PlaySound(SPEECH_93, 0);
      pAudioPlayer->PlaySound(SOUND_219, 0, 0, -1, 0, 0, 0, 0);
      if ( pParty->uDaysPlayed == 6 || pParty->uDaysPlayed == 20 )
      {
        playerAffected->SetCondition(Condition_Eradicated, 0);
        pAudioPlayer->PlaySound(SOUND_215, 0, 0, -1, 0, 0, 0, 0);
      }
      else if ( pParty->uDaysPlayed == 12 || pParty->uDaysPlayed == 26 )
      {
        playerAffected->SetCondition(Condition_Dead, 0);
        pAudioPlayer->PlaySound(SOUND_215, 0, 0, -1, 0, 0, 0, 0);
      }
      else  if ( pParty->uDaysPlayed == 4 || pParty->uDaysPlayed == 25 )
      {
        playerAffected->SetCondition(Condition_Pertified, 0);
        pAudioPlayer->PlaySound(SOUND_215, 0, 0, -1, 0, 0, 0, 0);                 
      }
      return;
      }
      else if ( pParty->pPickedItem.uItemID == 630 ) //Red Apple
      {
          Party::GiveFood(1);
          pAudioPlayer->PlaySound(SOUND_EatApple, 0, 0, -1, 0, 0, 0, 0);
      }
      else if ( pParty->pPickedItem.uItemID == 632 ) //Lute
      {
        pAudioPlayer->PlaySound(SOUND_PlayLute,  0, 0, -1, 0, 0, 0, 0);
        return;
      }
      else if ( pParty->pPickedItem.uItemID == 633 ) //Faerie Pipes
      {
        pAudioPlayer->PlaySound(SOUND_PlayFaeriePipes,  0, 0, -1, 0, 0, 0, 0);
        return;
      }
      else if ( pParty->pPickedItem.uItemID == 634 ) //Gryphonheart's Trumpet
      {
        pAudioPlayer->PlaySound(SOUND_PlayGryphonheartsTrumpet,  0, 0, -1, 0, 0, 0, 0);
        return;
      }
      else if ( pParty->pPickedItem.uItemID == 646 ) //Horseshoe
      {
        pGame->pStru6Instance->SetPlayerBuffAnim(SPELL_QUEST_COMPLETED, player_num - 1);
        v5 = PID(OBJECT_Player, player_num + 49);
        pAudioPlayer->PlaySound(SOUND_20001, v5, 0, -1, 0, 0, 0, 0);
        playerAffected->AddVariable(VAR_NumSkillPoints, 2);
      }
      else if ( pParty->pPickedItem.uItemID == 650 ) //Temple in a Bottle
      {
        TeleportToNWCDungeon();
        return;
      }
      else
      {
        v68 = pParty->pPickedItem.GetDisplayName();
        sprintfex(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[36],v68);//"%s can not be used that way"
        ShowStatusBarString(pTmpBuf.data(), 2);
        pAudioPlayer->PlaySound(SOUND_error, 0, 0, -1, 0, 0, 0, 0);
        return;
      }

      pMouse->RemoveHoldingItem();
      return;
  }
}

bool CmpSkillValue(int valToCompare, int skillValue)
{
  int v4;
  if ( valToCompare <= 63 )
    v4 = skillValue & 0x3F;
  else
    v4 = skillValue & skillValue;
  return v4 >= valToCompare;
}

//----- (00449BB4) --------------------------------------------------------
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
{
  Assert(pValue >= 0, "Compare variable shouldn't have negative arguments");

  signed int v4; // edi@1
  unsigned __int8 test_bit_value; // eax@25
  unsigned __int8 byteWithRequestedBit; // cl@25
  DDM_DLV_Header *v19; // eax@122
  DDM_DLV_Header *v21; // eax@126
  int actStat; // ebx@161
  int baseStat; // eax@161


  if ( (signed int)VarNum >= VAR_MapPersistentVariable_0 && VarNum <= VAR_MapPersistentVariable_74 )
    return (unsigned __int8)stru_5E4C90_MapPersistVars.field_0[VarNum - VAR_MapPersistentVariable_0] > 0;  // originally (unsigned __int8)byte_5E4C15[VarNum];
  if ( (signed int)VarNum >= VAR_MapPersistentVariable_75 && VarNum <= VAR_MapPersistentVariable_99 )
    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

  switch ( VarNum )
  {
    case VAR_Sex:
      return ( pValue == this->uSex );
    case VAR_Class:
      return ( pValue == this->classType );
    case VAR_Race:
      return pValue == GetRace();
    case VAR_CurrentHP:
      return this->sHealth >= pValue;
    case VAR_MaxHP:
      return (this->sHealth >= GetMaxHealth());
    case VAR_CurrentSP:
      return this->sMana >= pValue;
    case VAR_MaxSP:
      return (this->sMana >= GetMaxMana());
    case VAR_ActualAC:
      return GetActualAC() >= pValue;
    case VAR_ACModifier:
      return this->sACModifier >= pValue;
    case VAR_BaseLevel:
      return this->uLevel >= pValue;
    case VAR_LevelModifier:
      return this->sLevelModifier >= pValue;
    case VAR_Age:
      return GetActualAge() >= (unsigned int)pValue;
    case VAR_Award:
      return _449B57_test_bit(this->_achieved_awards_bits, pValue);
    case VAR_Experience:
      return this->uExperience >= pValue;       //TODO change pValue to long long
    case VAR_QBits_QuestsDone:
      return _449B57_test_bit(pParty->_quest_bits, pValue);
    case VAR_PlayerItemInHands:
      //for (int i = 0; i < 138; i++)
      for (int i = 0; i < 126; i++)
      {
        if (pInventoryItemList[i].uItemID == pValue)
        {
          return true;
        }
      }
      return pParty->pPickedItem.uItemID == pValue;
    case VAR_Hour:
      if ( (long long)(pParty->uTimePlayed * 0.234375) / 60 / 60 % 24 == pValue )
        return true;
      return false;
    case VAR_DayOfYear:
      if (((long long)(pParty->uTimePlayed * 0.234375) / 60 / 60) / 24 % 336 + 1 == pValue)
        return true;
      return false;
    case VAR_DayOfWeek:
      if (((long long)(pParty->uTimePlayed * 0.234375) / 60 / 60) / 24 % 7)
        return true;
      return false;
    case VAR_FixedGold:
      return pParty->uNumGold >= (unsigned int)pValue;
    case VAR_FixedFood:
      return pParty->uNumFoodRations >= (unsigned int)pValue;
    case VAR_MightBonus:
      return this->uMightBonus >= pValue;
    case VAR_IntellectBonus:
      return this->uIntelligenceBonus >= pValue;
    case VAR_PersonalityBonus:
      return this->uWillpowerBonus >= pValue;
    case VAR_EnduranceBonus:
      return this->uEnduranceBonus >= pValue;
    case VAR_SpeedBonus:
      return this->uSpeedBonus >= pValue;
    case VAR_AccuracyBonus:
      return this->uAccuracyBonus >= pValue;
    case VAR_LuckBonus:
      return this->uLuckBonus >= pValue;
    case VAR_BaseMight:
      return this->uMight >= pValue;
    case VAR_BaseIntellect:
      return this->uIntelligence >= pValue;
    case VAR_BasePersonality:
      return this->uWillpower >= pValue;
    case VAR_BaseEndurance:
      return this->uEndurance >= pValue;
    case VAR_BaseSpeed:
      return this->uSpeed >= pValue;
    case VAR_BaseAccuracy:
      return this->uAccuracy >= pValue;
    case VAR_BaseLuck:
      return this->uLuck >= pValue;
    case VAR_ActualMight:
      return GetActualMight() >= pValue;
    case VAR_ActualIntellect:
      return GetActualIntelligence() >= pValue;
    case VAR_ActualPersonality:
      return GetActualWillpower() >= pValue;
    case VAR_ActualEndurance:
      return GetActualEndurance() >= pValue;
    case VAR_ActualSpeed:
      return GetActualSpeed() >= pValue;
    case VAR_ActualAccuracy:
      return GetActualAccuracy() >= pValue;
    case VAR_ActualLuck:
      return GetActualLuck() >= pValue;
    case VAR_FireResistance:
      return this->sResFireBase >= pValue;
    case VAR_AirResistance:
      return this->sResAirBase >= pValue;
    case VAR_WaterResistance:
      return this->sResWaterBase >= pValue;
    case VAR_EarthResistance:
      return this->sResEarthBase >= pValue;
    case VAR_SpiritResistance:
      return this->sResSpiritBase >= pValue;
    case VAR_MindResistance:
      return this->sResMindBase >= pValue;
    case VAR_BodyResistance:
      return this->sResBodyBase >= pValue;
    case VAR_LightResistance:
      return this->sResLightBase >= pValue;
    case VAR_DarkResistance:
      return this->sResDarkBase >= pValue;
    case VAR_PhysicalResistance:
      Error("Physical resistance isn't used in events");
      return false;
    case VAR_MagicResistance:
      return this->sResMagicBase >= pValue;
    case VAR_FireResistanceBonus:
      return this->sResFireBonus >= pValue;
    case VAR_AirResistanceBonus:
      return this->sResAirBonus >= pValue;
    case VAR_WaterResistanceBonus:
      return this->sResWaterBonus >= pValue;
    case VAR_EarthResistanceBonus:
      return this->sResEarthBonus >= pValue;
    case VAR_SpiritResistanceBonus:
      return this->sResSpiritBonus >= pValue;
    case VAR_MindResistanceBonus:
      return this->sResMindBonus >= pValue;
    case VAR_BodyResistanceBonus:
      return this->sResBodyBonus >= pValue;
    case VAR_LightResistanceBonus:
      return this->sResLightBonus >= pValue;
    case VAR_DarkResistanceBonus:
      return this->sResDarkBonus >= pValue;
    case VAR_MagicResistanceBonus:
      return this->sResMagicBonus >= pValue;
    case VAR_StaffSkill:
      return CmpSkillValue(pValue, this->skillStaff);
    case VAR_SwordSkill:
      return CmpSkillValue(pValue, this->skillSword);
    case VAR_DaggerSkill:
      return CmpSkillValue(pValue, this->skillDagger);
    case VAR_AxeSkill:
      return CmpSkillValue(pValue, this->skillAxe);
    case VAR_SpearSkill:
      return CmpSkillValue(pValue, this->skillSpear);
    case VAR_BowSkill:
      return CmpSkillValue(pValue, this->skillBow);
    case VAR_MaceSkill:
      return CmpSkillValue(pValue, this->skillMace);
    case VAR_BlasterSkill:
      return CmpSkillValue(pValue, this->skillBlaster);
    case VAR_ShieldSkill:
      return CmpSkillValue(pValue, this->skillShield);
    case VAR_LeatherSkill:
      return CmpSkillValue(pValue, this->skillLeather);
    case VAR_SkillChain:
      return CmpSkillValue(pValue, this->skillChain);
    case VAR_PlateSkill:
      return CmpSkillValue(pValue, this->skillPlate);
    case VAR_FireSkill:
      return CmpSkillValue(pValue, this->skillFire);
    case VAR_AirSkill:
      return CmpSkillValue(pValue, this->skillAir);
    case VAR_WaterSkill:
      return CmpSkillValue(pValue, this->skillWater);
    case VAR_EarthSkill:
      return CmpSkillValue(pValue, this->skillEarth);
    case VAR_SpiritSkill:
      return CmpSkillValue(pValue, this->skillSpirit);
    case VAR_MindSkill:
      return CmpSkillValue(pValue, this->skillMind);
    case VAR_BodySkill:
      return CmpSkillValue(pValue, this->skillBody);
    case VAR_LightSkill:
      return CmpSkillValue(pValue, this->skillLight);
    case VAR_DarkSkill:
      return CmpSkillValue(pValue, this->skillDark);
    case VAR_IdentifyItemSkill:
      return CmpSkillValue(pValue, this->skillItemId);
    case VAR_MerchantSkill:
      return CmpSkillValue(pValue, this->skillMerchant);
    case VAR_RepairSkill:
      return CmpSkillValue(pValue, this->skillRepair);
    case VAR_BodybuildingSkill:
      return CmpSkillValue(pValue, this->skillBodybuilding);
    case VAR_MeditationSkill:
      return CmpSkillValue(pValue, this->skillMeditation);
    case VAR_PerceptionSkill:
      return CmpSkillValue(pValue, this->skillPerception);
    case VAR_DiplomacySkill:
      return CmpSkillValue(pValue, this->skillDiplomacy);
    case VAR_ThieverySkill:
      Error("Thievery isn't used in events");
      return false;
    case VAR_DisarmTrapSkill:         //wasn't in the original
      return CmpSkillValue(pValue, this->skillDisarmTrap);
    case VAR_DodgeSkill:         //wasn't in the original
      return CmpSkillValue(pValue, this->skillDodge);
    case VAR_UnarmedSkill:         //wasn't in the original
      return CmpSkillValue(pValue, this->skillUnarmed);
    case VAR_IdentifyMonsterSkill:         //wasn't in the original
      return CmpSkillValue(pValue, this->skillMonsterId);
    case VAR_ArmsmasterSkill:         //wasn't in the original
      return CmpSkillValue(pValue, this->skillArmsmaster);
    case VAR_StealingSkill:         //wasn't in the original
      return CmpSkillValue(pValue, this->skillStealing);
    case VAR_AlchemySkill:         //wasn't in the original
      return CmpSkillValue(pValue, this->skillAlchemy);
    case VAR_LearningSkill:
      return CmpSkillValue(pValue, this->skillLearning);
    case VAR_Cursed:
      return pConditions[Condition_Cursed] > 0;
    case VAR_Weak:
      return pConditions[Condition_Weak] > 0;
    case VAR_Asleep:
      return pConditions[Condition_Sleep] > 0;
    case VAR_Afraid:
      return pConditions[Condition_Fear] > 0;
    case VAR_Drunk:
      return pConditions[Condition_Drunk] > 0;
    case VAR_Insane:
      return pConditions[Condition_Insane] > 0;
    case VAR_PoisonedGreen:
      return pConditions[Condition_Poison_Weak] > 0;
    case VAR_DiseasedGreen:
      return pConditions[Condition_Disease_Weak] > 0;
    case VAR_PoisonedYellow:
      return pConditions[Condition_Poison_Medium] > 0;
    case VAR_DiseasedYellow:
      return pConditions[Condition_Disease_Medium] > 0;
    case VAR_PoisonedRed:
      return pConditions[Condition_Poison_Severe] > 0;
    case VAR_DiseasedRed:
      return pConditions[Condition_Disease_Severe] > 0;
    case VAR_Paralyzed:
      return pConditions[Condition_Paralyzed] > 0;
    case VAR_Unconsious:
      return pConditions[Condition_Unconcious] > 0;
    case VAR_Dead:
      return pConditions[Condition_Dead] > 0;
    case VAR_Stoned:
      return pConditions[Condition_Pertified] > 0;
    case VAR_Eradicated:
      return pConditions[Condition_Eradicated] > 0;
    case VAR_MajorCondition:
      v4 = GetMajorConditionIdx();
      if ( v4 != 18 )
      {
        return v4 >= pValue;
      }
      return true;
    case VAR_AutoNotes :  //TODO: find out why the double subtraction. or whether this is even used
      test_bit_value = 0x80u >> (pValue - 2) % 8;
      byteWithRequestedBit = pParty->_autonote_bits[(pValue - 2) /8];
      return (test_bit_value & byteWithRequestedBit) != 0;
    case VAR_IsMightMoreThanBase:
      actStat = GetActualMight();
      baseStat = GetBaseStrength();
      return (actStat >= baseStat);
    case VAR_IsIntellectMoreThanBase:
      actStat = GetActualIntelligence();
      baseStat = GetBaseIntelligence();
      return (actStat >= baseStat);
    case VAR_IsPersonalityMoreThanBase:
      actStat = GetActualWillpower();
      baseStat = GetBaseWillpower();
      return (actStat >= baseStat);
    case VAR_IsEnduranceMoreThanBase:
      actStat = GetActualEndurance();
      baseStat = GetBaseEndurance();
      return (actStat >= baseStat);
    case VAR_IsSpeedMoreThanBase:
      actStat = GetActualSpeed();
      baseStat = GetBaseSpeed();
      return (actStat >= baseStat);
    case VAR_IsAccuracyMoreThanBase:
      actStat = GetActualAccuracy();
      baseStat = GetBaseAccuracy();
      return (actStat >= baseStat);
    case VAR_IsLuckMoreThanBase:
      actStat = GetActualLuck();
      baseStat = GetBaseLuck();
      return (actStat >= baseStat);
    case VAR_PlayerBits:
      test_bit_value = 0x80u >> ((signed __int16)pValue - 1) % 8;
      byteWithRequestedBit = this->playerEventBits[((signed __int16)pValue - 1)/8];
      return ( test_bit_value & byteWithRequestedBit ) != 0;
    case VAR_NPCs2:
      return pNPCStats->pNewNPCData[pValue].Hired();
    case VAR_IsFlying:
      if ( pParty->bFlying
        && (pParty->pPartyBuffs[PARTY_BUFF_FLY].uExpireTime> 0) )
        return true;
      return false;
    case VAR_HiredNPCHasSpeciality:
      return CheckHiredNPCSpeciality(pValue);
    case VAR_CircusPrises:    //isn't used in MM6 since 0x1D6u is a book of regeneration
      v4 = 0;
      for (int playerNum = 0; playerNum < 4; playerNum++)
      {
        for (int invPos = 0; invPos < 138; invPos++)
        {
          int itemId = pParty->pPlayers[playerNum].pInventoryItemList[invPos].uItemID;
          switch ( itemId )
          {
          case 0x1D6u:
            ++v4;
            break;
          case 0x1D7u:
            v4 += 3;
            break;
          case 0x1DDu:
            v4 += 5;
            break;
          }
        }
      }
      return v4 >= pValue;
    case VAR_NumSkillPoints:
      return this->uSkillPoints >= (unsigned int)pValue;
    case VAR_MonthIs:
      return (pParty->uCurrentMonth == (unsigned int)pValue);
    case VAR_Counter1:
    case VAR_Counter2:
    case VAR_Counter3:
    case VAR_Counter4:
    case VAR_Counter5:
    case VAR_Counter6:
    case VAR_Counter7:
    case VAR_Counter8:
    case VAR_Counter9:
    case VAR_Counter10:
      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])
      {
        return (pParty->PartyTimes.CounterEventValues[VarNum - VAR_Counter1] + 460800 * pValue * 0.033333335) <= pParty->uTimePlayed ;
      }
    case VAR_ReputationInCurrentLocation:
      v19 = &pOutdoor->ddm;
      if ( uCurrentlyLoadedLevelType != LEVEL_Outdoor )
        v19 = &pIndoor->dlv;
      return (v19->uReputation >= pValue);
    case VAR_Unknown1:
      v21 = &pOutdoor->ddm;
      if ( uCurrentlyLoadedLevelType != LEVEL_Outdoor )
        v21 = &pIndoor->dlv;
      return (v21->field_C_alert == pValue);        //yes, equality, not >=
    case VAR_GoldInBank:
      return pParty->uNumGoldInBank >= (unsigned int)pValue;
    case VAR_NumDeaths:
      return pParty->uNumDeaths >= (unsigned int)pValue;
    case VAR_NumBounties:
      return pParty->uNumBountiesCollected >= (unsigned int)pValue;
    case VAR_PrisonTerms:
      return pParty->uNumPrisonTerms >= pValue;
    case VAR_ArenaWinsPage:
      return (unsigned __int8)pParty->uNumArenaPageWins >= pValue;
    case VAR_ArenaWinsSquire:
      return (unsigned __int8)pParty->uNumArenaSquireWins >= pValue;
    case VAR_ArenaWinsKnight:
      return (unsigned __int8)pParty->uNumArenaKnightWins >= pValue;
    case VAR_ArenaWinsLord:
      return pParty->uNumArenaLordWins >= pValue;
    case VAR_Invisible:
      return ( pParty->pPartyBuffs[PARTY_BUFF_INVISIBILITY].uExpireTime > 0 );
    case VAR_ItemEquipped:
      for (int i = 0; i < 16; i++)
      {
        if ( HasItemEquipped((ITEM_EQUIP_TYPE)i) && GetNthEquippedIndexItem(i)->uItemID == pValue )
        {
          return true;
        }
      }
      return false;
  }
  
  return false;
}


//----- (0044A5CB) --------------------------------------------------------
void Player::SetVariable(enum VariableType var_type, signed int var_value)
{
  unsigned int v6; // esi@13
  unsigned int v7; // esi@14
  signed int v11; // eax@30
  DDM_DLV_Header *v24; // ecx@148
  ItemGen item; // [sp+Ch] [bp-28h]@52


  if ( var_type >= VAR_History_0 && var_type <= VAR_History_28)
  {
    if (!pParty->PartyTimes.HistoryEventTimes[var_type - VAR_History_0])
    {
      pParty->PartyTimes.HistoryEventTimes[var_type - VAR_History_0] = pParty->uTimePlayed;
      if (pStorylineText->StoreLine[var_type - VAR_History_0].pText)
      {
        bFlashHistoryBook = 1;
        PlayAwardSound();
      }
    }
    return;
  }

  if ( var_type >= VAR_MapPersistentVariable_0 && var_type <= VAR_MapPersistentVariable_99 )
  {
    if ( var_type >= VAR_MapPersistentVariable_0 && var_type <= VAR_MapPersistentVariable_74 )
      stru_5E4C90_MapPersistVars.field_0[var_type - VAR_MapPersistentVariable_0] = (char)var_value;  // originally (unsigned __int8)byte_5E4C15[VarNum];
    if ( var_type >= VAR_MapPersistentVariable_75 && var_type <= VAR_MapPersistentVariable_99 )
      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
    return;
  }

  if ( var_type >= VAR_UnknownTimeEvent0 && var_type <= VAR_UnknownTimeEvent19 )
  {
    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
    PlayAwardSound();
    return;
  }

  switch ( var_type )
  {
    case VAR_Sex:
      this->uSex = (PLAYER_SEX)var_value;
      PlayAwardSound_Anim();
      return;
    case VAR_Class:
      this->classType = (PLAYER_CLASS_TYPE)var_value;
      if ( (PLAYER_CLASS_TYPE)var_value == PLAYER_CLASS_LICH )
      {
        for (int i = 0; i < 138; i++)
        {
          if (this->pOwnItems[i].uItemID == ITEM_LICH_JAR_EMPTY)
          {
            this->pOwnItems[i].uItemID = ITEM_LICH_JAR_FULL;
            this->pOwnItems[i].uHolderPlayer = GetPlayerIndex() + 1;
          }
        }
        if ( this->sResFireBase < 20 )
          this->sResFireBase = 20;
        if ( this->sResAirBase < 20 )
          this->sResAirBase = 20;
        if ( this->sResWaterBase < 20 )
          this->sResWaterBase = 20;
        if ( this->sResEarthBase < 20 )
          this->sResEarthBase = 20;
        this->sResMindBase = 200;
        this->sResBodyBase = 200;
        v11 = this->GetSexByVoice();
        this->uPrevVoiceID = this->uVoiceID;
        this->uPrevFace = this->uCurrentFace;
        if ( v11 )
        {
          this->uCurrentFace = 21;
          this->uVoiceID = 21;
        }
        else
        {
          this->uCurrentFace = 20;
          this->uVoiceID = 20;
        }
        ReloadPlayerPortraits(GetPlayerIndex(), this->uCurrentFace);
      }
      PlayAwardSound_Anim();
      return;
    case VAR_CurrentHP:
      this->sHealth = var_value;
      PlayAwardSound_Anim();
      return;
    case VAR_MaxHP:
      this->sHealth = GetMaxHealth();
      return;
    case VAR_CurrentSP:
      this->sMana = var_value;
      PlayAwardSound_Anim();
      return;
    case VAR_MaxSP:
      this->sMana = GetMaxMana();
      return;
    case VAR_ACModifier:
      this->sACModifier = (unsigned __int8)var_value;
      PlayAwardSound_Anim();
      return;
    case VAR_BaseLevel:
      this->uLevel = (unsigned __int8)var_value;
      PlayAwardSound_Anim();
      return;
    case VAR_LevelModifier:
      this->sLevelModifier = (unsigned __int8)var_value;
      PlayAwardSound_Anim();
      return;
    case VAR_Age:
      this->sAgeModifier = var_value;
      return;
    case VAR_Award:
      if ( !_449B57_test_bit(this->_achieved_awards_bits, var_value) && pAwards[var_value].pText )
      {
        PlayAwardSound_Anim();
        this->PlaySound(SPEECH_96, 0);
      }
      _449B7E_toggle_bit(this->_achieved_awards_bits, var_value, 1u);
      return;
    case VAR_Experience:
      this->uExperience = var_value;
      PlayAwardSound_Anim();
      return;
    case VAR_QBits_QuestsDone:
      if ( !_449B57_test_bit(pParty->_quest_bits, var_value) && pQuestTable[var_value-1] )
      {
        bFlashQuestBook = 1;
        pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, GetPlayerIndex());
        PlayAwardSound();
        this->PlaySound(SPEECH_93, 0);
      }
      _449B7E_toggle_bit(pParty->_quest_bits, var_value, 1u);
      return;
    case VAR_PlayerItemInHands:
      item.Reset();
      item.uItemID = var_value;
      item.uAttributes = 1;
      pParty->SetHoldingItem(&item);
      if ( var_value >= ITEM_ARTIFACT_PUCK && var_value <= ITEM_RELIC_MEKORIGS_HAMMER )
        pParty->pIsArtifactFound[var_value-500] = 1;
      return;
    case VAR_FixedGold:
      Party::SetGold(var_value);
      return;
    case VAR_RandomGold:
      v6 = rand() % var_value + 1;
      Party::SetGold(v6);
      sprintf(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[500], v6);// You have %lu gold
      ShowStatusBarString(pTmpBuf.data(), 2u);
      GameUI_DrawFoodAndGold();
      return;
    case VAR_FixedFood:
      Party::SetFood(var_value);
      PlayAwardSound_Anim();
      return;
    case VAR_RandomFood:
      v7 = rand() % var_value + 1;
      Party::SetFood(v7);
      sprintf(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[501], v7);// You have %lu food
      ShowStatusBarString(pTmpBuf.data(), 2u);
      GameUI_DrawFoodAndGold();
      PlayAwardSound_Anim();
      return;
    case VAR_BaseMight:
      this->uMight = (unsigned __int8)var_value;
      PlayAwardSound_Anim_Face(SPEECH_92);
      return;
    case VAR_BaseIntellect:
      this->uIntelligence = (unsigned __int8)var_value;
      PlayAwardSound_Anim_Face(SPEECH_92);
      return;
    case VAR_BasePersonality:
      this->uWillpower = (unsigned __int8)var_value;
      PlayAwardSound_Anim_Face(SPEECH_92);
      return;
    case VAR_BaseEndurance:
      this->uEndurance = (unsigned __int8)var_value;
      PlayAwardSound_Anim_Face(SPEECH_92);
      return;
    case VAR_BaseSpeed:
      this->uSpeed = (unsigned __int8)var_value;
      PlayAwardSound_Anim_Face(SPEECH_92);
      return;
    case VAR_BaseAccuracy:
      this->uAccuracy = (unsigned __int8)var_value;
      PlayAwardSound_Anim_Face(SPEECH_92);
      return;
    case VAR_BaseLuck:
      this->uLuck = (unsigned __int8)var_value;
      PlayAwardSound_Anim_Face(SPEECH_92);
      return;
    case VAR_MightBonus:
    case VAR_ActualMight:
      this->uMightBonus = (unsigned __int8)var_value;
      PlayAwardSound_Anim_Face(SPEECH_91);
      return;
    case VAR_IntellectBonus:
    case VAR_ActualIntellect:
      this->uIntelligenceBonus = (unsigned __int8)var_value;
      PlayAwardSound_Anim_Face(SPEECH_91);
      return;
    case VAR_PersonalityBonus:
    case VAR_ActualPersonality:
      this->uWillpowerBonus = (unsigned __int8)var_value;
      PlayAwardSound_Anim_Face(SPEECH_91);
      return;
    case VAR_EnduranceBonus:
    case VAR_ActualEndurance:
      this->uEnduranceBonus = (unsigned __int8)var_value;
      PlayAwardSound_Anim_Face(SPEECH_91);
      return;
    case VAR_SpeedBonus:
    case VAR_ActualSpeed:
      this->uSpeedBonus = (unsigned __int8)var_value;
      PlayAwardSound_Anim_Face(SPEECH_91);
      return;
    case VAR_AccuracyBonus:
    case VAR_ActualAccuracy:
      this->uAccuracyBonus = (unsigned __int8)var_value;
      PlayAwardSound_Anim_Face(SPEECH_92);
      return;
    case VAR_LuckBonus:
    case VAR_ActualLuck:
      this->uLuckBonus = (unsigned __int8)var_value;
      PlayAwardSound_Anim_Face(SPEECH_92);
      return;
    case VAR_FireResistance:
      this->sResFireBase = (unsigned __int8)var_value;
      PlayAwardSound_Anim_Face(SPEECH_92);
      return;
    case VAR_AirResistance:
      this->sResAirBase = (unsigned __int8)var_value;
      PlayAwardSound_Anim_Face(SPEECH_92);
      return;
    case VAR_WaterResistance:
      this->sResWaterBase = (unsigned __int8)var_value;
      PlayAwardSound_Anim_Face(SPEECH_92);
      return;
    case VAR_EarthResistance:
      this->sResEarthBase = (unsigned __int8)var_value;
      PlayAwardSound_Anim_Face(SPEECH_92);
      return;
    case VAR_SpiritResistance:
      this->sResSpiritBase = (unsigned __int8)var_value;
      PlayAwardSound_Anim_Face(SPEECH_92);
      return;
    case VAR_MindResistance:
      this->sResMindBase = (unsigned __int8)var_value;
      PlayAwardSound_Anim_Face(SPEECH_92);
      return;
    case VAR_BodyResistance:
      this->sResBodyBase = (unsigned __int8)var_value;
      PlayAwardSound_Anim_Face(SPEECH_92);
      return;
    case VAR_LightResistance:
      this->sResLightBase = (unsigned __int8)var_value;
      PlayAwardSound_Anim_Face(SPEECH_92);
      return;
    case VAR_DarkResistance:
      this->sResDarkBase = (unsigned __int8)var_value;
      PlayAwardSound_Anim_Face(SPEECH_92);
      return;
    case VAR_MagicResistance:
      this->sResMagicBase = (unsigned __int8)var_value;
      PlayAwardSound_Anim_Face(SPEECH_92);
      return;
    case VAR_FireResistanceBonus:
      this->sResFireBonus = (unsigned __int8)var_value;
      PlayAwardSound_Anim_Face(SPEECH_91);
      return;
    case VAR_AirResistanceBonus:
      this->sResAirBonus = (unsigned __int8)var_value;
      PlayAwardSound_Anim_Face(SPEECH_91);
      return;
    case VAR_WaterResistanceBonus:
      this->sResWaterBonus = (unsigned __int8)var_value;
      PlayAwardSound_Anim_Face(SPEECH_91);
      return;
    case VAR_EarthResistanceBonus:
      this->sResEarthBonus = (unsigned __int8)var_value;
      PlayAwardSound_Anim_Face(SPEECH_91);
      return;
    case VAR_SpiritResistanceBonus:
      this->sResSpiritBonus = (unsigned __int8)var_value;
      PlayAwardSound_Anim_Face(SPEECH_91);
      return;
    case VAR_MindResistanceBonus:
      this->sResMindBonus = (unsigned __int8)var_value;
      PlayAwardSound_Anim_Face(SPEECH_91);
      return;
    case VAR_BodyResistanceBonus:
      this->sResBodyBonus = (unsigned __int8)var_value;
      PlayAwardSound_Anim_Face(SPEECH_91);
      return;
    case VAR_LightResistanceBonus:
      this->sResLightBonus = (unsigned __int8)var_value;
      PlayAwardSound_Anim_Face(SPEECH_91);
      return;
    case VAR_DarkResistanceBonus:
      this->sResDarkBonus = (unsigned __int8)var_value;
      PlayAwardSound_Anim_Face(SPEECH_91);
      return;
    case VAR_PhysicalResistanceBonus:
      Error("Physical res. bonus not used");
      return;
    case VAR_MagicResistanceBonus:
      this->sResMagicBonus = (unsigned __int8)var_value;
      PlayAwardSound_Anim_Face(SPEECH_91);
      return;
    case VAR_Cursed:
      this->SetCondition(Condition_Cursed, 1);
      PlayAwardSound_Anim();
      return;
    case VAR_Weak:
      this->SetCondition(Condition_Weak, 1);
      PlayAwardSound_Anim();
      return;
    case VAR_Asleep:
      this->SetCondition(Condition_Sleep, 1);
      PlayAwardSound_Anim();
      return;
    case VAR_Afraid:
      this->SetCondition(Condition_Fear, 1);
      PlayAwardSound_Anim();
      return;
    case VAR_Drunk:
      this->SetCondition(Condition_Drunk, 1);
      PlayAwardSound_Anim();
      return;
    case VAR_Insane:
      this->SetCondition(Condition_Insane, 1);
      PlayAwardSound_Anim();
      return;
    case VAR_PoisonedGreen:
      this->SetCondition(Condition_Poison_Weak, 1);
      PlayAwardSound_Anim();
      return;
    case VAR_DiseasedGreen:
      this->SetCondition(Condition_Disease_Weak, 1);
      PlayAwardSound_Anim();
      return;
    case VAR_PoisonedYellow:
      this->SetCondition(Condition_Poison_Medium, 1);
      PlayAwardSound_Anim();
      return;
    case VAR_DiseasedYellow:
      this->SetCondition(Condition_Disease_Medium, 1);
      PlayAwardSound_Anim();
      return;
    case VAR_PoisonedRed:
      this->SetCondition(Condition_Poison_Severe, 1);
      PlayAwardSound_Anim();
      return;
    case VAR_DiseasedRed:
      this->SetCondition(Condition_Disease_Severe, 1);
      PlayAwardSound_Anim();
      return;
    case VAR_Paralyzed:
      this->SetCondition(Condition_Paralyzed, 1);
      PlayAwardSound_Anim();
      return;
    case VAR_Unconsious:
      this->SetCondition(Condition_Unconcious, 1);
      PlayAwardSound_Anim();
      return;
    case VAR_Dead:
      this->SetCondition(Condition_Dead, 1);
      PlayAwardSound_Anim();
      return;
    case VAR_Stoned:
      this->SetCondition(Condition_Pertified, 1);
      PlayAwardSound_Anim();
      return;
    case VAR_Eradicated:
      this->SetCondition(Condition_Eradicated, 1);
      PlayAwardSound_Anim();
      return;
    case VAR_MajorCondition:
      pConditions.fill(0);
      PlayAwardSound_Anim();
      return;
    case VAR_AutoNotes:
      if ( !_449B57_test_bit(pParty->_autonote_bits, var_value) && pAutonoteTxt[var_value-1].pText )
      {
        pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, GetPlayerIndex());
        this->PlaySound(SPEECH_96, 0);
        bFlashAutonotesBook = 1;
        _506568_autonote_type = pAutonoteTxt[var_value-1].eType;// dword_72371C[2 * a3];
      }
      _449B7E_toggle_bit(pParty->_autonote_bits, var_value, 1u);
      PlayAwardSound();
      return;
    case VAR_PlayerBits:
      _449B7E_toggle_bit((unsigned char *)playerEventBits, var_value, 1u);
      return;
    case VAR_NPCs2:
      pParty->hirelingScrollPosition = 0;
      LOBYTE(pNPCStats->pNewNPCData[var_value].uFlags) |= 0x80u;
      pParty->CountHirelings();
      viewparams->bRedrawGameUI = true;
      return;
    case VAR_NumSkillPoints:
      this->uSkillPoints = var_value;
      return;
    case VAR_Counter1:
    case VAR_Counter2:
    case VAR_Counter3:
    case VAR_Counter4:
    case VAR_Counter5:
    case VAR_Counter6:
    case VAR_Counter7:
    case VAR_Counter8:
    case VAR_Counter9:
    case VAR_Counter10:
      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);
      return;
    case VAR_ReputationInCurrentLocation:
      v24 = &pOutdoor->ddm;
      if ( uCurrentlyLoadedLevelType != LEVEL_Outdoor )
        v24 = &pIndoor->dlv;
      v24->uReputation = var_value;
      if ( var_value > 10000 )
        v24->uReputation = 10000;
      return;
    case VAR_GoldInBank:
      pParty->uNumGoldInBank = var_value;
      return;
    case VAR_NumDeaths:
      pParty->uNumDeaths = var_value;
      return;
    case VAR_NumBounties:
      pParty->uNumBountiesCollected = var_value;
      return;
    case VAR_PrisonTerms:
      pParty->uNumPrisonTerms = var_value;
      return;
    case VAR_ArenaWinsPage:
      pParty->uNumArenaPageWins = var_value;
      return;
    case VAR_ArenaWinsSquire:
      pParty->uNumArenaSquireWins = var_value;
      return;
    case VAR_ArenaWinsKnight:
      pParty->uNumArenaKnightWins = var_value;
      return;
    case VAR_ArenaWinsLord:
      pParty->uNumArenaLordWins = var_value;
      return;
    case VAR_StaffSkill:
      SetSkillByEvent(&Player::skillStaff, var_value);
      return;
    case VAR_SwordSkill:
      SetSkillByEvent(&Player::skillSword, var_value);
      return;
    case VAR_DaggerSkill:
      SetSkillByEvent(&Player::skillDagger, var_value);
      return;
    case VAR_AxeSkill:
      SetSkillByEvent(&Player::skillAxe, var_value);
      return;
    case VAR_SpearSkill:
      SetSkillByEvent(&Player::skillSpear, var_value);
      return;
    case VAR_BowSkill:
      SetSkillByEvent(&Player::skillBow, var_value);
      return;
    case VAR_MaceSkill:
      SetSkillByEvent(&Player::skillMace, var_value);
      return;
    case VAR_BlasterSkill:
      SetSkillByEvent(&Player::skillBlaster, var_value);
      return;
    case VAR_ShieldSkill:
      SetSkillByEvent(&Player::skillShield, var_value);
      return;
    case VAR_LeatherSkill:
      SetSkillByEvent(&Player::skillLeather, var_value);
      return;
    case VAR_SkillChain:
      SetSkillByEvent(&Player::skillChain, var_value);
      return;
    case VAR_PlateSkill:
      SetSkillByEvent(&Player::skillPlate, var_value);
      return;
    case VAR_FireSkill:
      SetSkillByEvent(&Player::skillFire, var_value);
      return;
    case VAR_AirSkill:
      SetSkillByEvent(&Player::skillAir, var_value);
      return;
    case VAR_WaterSkill:
      SetSkillByEvent(&Player::skillWater, var_value);
      return;
    case VAR_EarthSkill:
      SetSkillByEvent(&Player::skillEarth, var_value);
      return;
    case VAR_SpiritSkill:
      SetSkillByEvent(&Player::skillSpirit, var_value);
      return;
    case VAR_MindSkill:
      SetSkillByEvent(&Player::skillMind, var_value);
      return;
    case VAR_BodySkill:
      SetSkillByEvent(&Player::skillBody, var_value);
      return;
    case VAR_LightSkill:
      SetSkillByEvent(&Player::skillLight, var_value);
      return;
    case VAR_DarkSkill:
      SetSkillByEvent(&Player::skillDark, var_value);
      return;
    case VAR_IdentifyItemSkill:
      SetSkillByEvent(&Player::skillItemId, var_value);
      return;
    case VAR_MerchantSkill:
      SetSkillByEvent(&Player::skillMerchant, var_value);
      return;
    case VAR_RepairSkill:
      SetSkillByEvent(&Player::skillRepair, var_value);
      return;
    case VAR_BodybuildingSkill:
      SetSkillByEvent(&Player::skillBodybuilding, var_value);
      return;
    case VAR_MeditationSkill:
      SetSkillByEvent(&Player::skillMeditation, var_value);
      return;
    case VAR_PerceptionSkill:
      SetSkillByEvent(&Player::skillPerception, var_value);
      return;
    case VAR_DiplomacySkill:
      SetSkillByEvent(&Player::skillDiplomacy, var_value);
      return;
    case VAR_ThieverySkill:
      Error ("Thieving unsupported");
      return;
    case VAR_DisarmTrapSkill:
      SetSkillByEvent(&Player::skillDisarmTrap, var_value);
      return;
    case VAR_DodgeSkill:
      SetSkillByEvent(&Player::skillDodge, var_value);
      return;
    case VAR_UnarmedSkill:
      SetSkillByEvent(&Player::skillUnarmed, var_value);
      return;
    case VAR_IdentifyMonsterSkill:
      SetSkillByEvent(&Player::skillMonsterId, var_value);
      return;
    case VAR_ArmsmasterSkill:
      SetSkillByEvent(&Player::skillArmsmaster, var_value);
      return;
    case VAR_StealingSkill:
      SetSkillByEvent(&Player::skillStealing, var_value);
      return;
    case VAR_AlchemySkill:
      SetSkillByEvent(&Player::skillAlchemy, var_value);
      return;
    case VAR_LearningSkill:
      SetSkillByEvent(&Player::skillLearning, var_value);
      return;
  }
}


//----- (new function) --------------------------------------------------------
void Player::PlayAwardSound()
{
  int playerIndex = GetPlayerIndex();
  signed int v25 = 8 * playerIndex + 400;
  LOBYTE(v25) = PID(OBJECT_Player,playerIndex - 112);
  pAudioPlayer->PlaySound(SOUND_20001, v25, 0, -1, 0, 0, 0, 0);
}

//----- (new function) --------------------------------------------------------
void Player::PlayAwardSound_Anim()
{
  int playerIndex = GetPlayerIndex();
  pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, playerIndex);
  PlayAwardSound();
}

//----- (new function) --------------------------------------------------------
void Player::PlayAwardSound_Anim_Face( PlayerSpeech speech )
{
  this->PlaySound(speech, 0);
  PlayAwardSound_Anim();
}

//----- (new function) --------------------------------------------------------
void Player::SetSkillByEvent( unsigned __int16 Player::* skillToSet, unsigned __int16 skillValue )
{
  unsigned __int16 currSkillValue = this->*skillToSet;
  if ( skillValue > 63 )         //the original had the condition reversed which was probably wrong
  {
    this->*skillToSet = skillValue | currSkillValue & 63;
  }
  else
  {
    this->*skillToSet = skillValue | currSkillValue & 0xC0;
  }
  int playerIndex = GetPlayerIndex();
  pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, playerIndex);
  PlayAwardSound();
}

//----- (0044AFFB) --------------------------------------------------------
void Player::AddVariable(enum VariableType var_type, signed int val)
{
  int v6; // eax@15
  unsigned int v7; // esi@18
  DDM_DLV_Header *v27; // eax@153
  ItemGen item; // [sp+Ch] [bp-2Ch]@45
 
  if ( var_type >= VAR_Counter1 && var_type <= VAR_Counter10)
  {
    pParty->PartyTimes.CounterEventValues[var_type - VAR_Counter1] = pParty->uTimePlayed;
    return;
  }

  if ( var_type >= VAR_UnknownTimeEvent0 && var_type <= VAR_UnknownTimeEvent19 )
  {
    pParty->PartyTimes._s_times[var_type - VAR_UnknownTimeEvent0] = pParty->uTimePlayed;
    PlayAwardSound();
    return;
  }

  if ( var_type >= VAR_MapPersistentVariable_0 && var_type <= VAR_MapPersistentVariable_99 )
  {

    if ( var_type >= VAR_MapPersistentVariable_0 && var_type <= VAR_MapPersistentVariable_74 )
    {
      if (255 - val > stru_5E4C90_MapPersistVars.field_0[var_type - VAR_MapPersistentVariable_0])
        stru_5E4C90_MapPersistVars.field_0[var_type - VAR_MapPersistentVariable_0] += val;
      else
        stru_5E4C90_MapPersistVars.field_0[var_type - VAR_MapPersistentVariable_0] = 255;
    }
    if ( (signed int)var_type >= VAR_MapPersistentVariable_75 && var_type <= VAR_MapPersistentVariable_99 )
    {
      if (255 - val > stru_5E4C90_MapPersistVars._decor_events[var_type - VAR_MapPersistentVariable_75])
        stru_5E4C90_MapPersistVars._decor_events[var_type - VAR_MapPersistentVariable_75] += val;
      else
        stru_5E4C90_MapPersistVars._decor_events[var_type - VAR_MapPersistentVariable_75] = 255;
    }
    return;
  }

  if ( var_type >= VAR_History_0 && var_type <= VAR_History_28)
  {
    if (!pParty->PartyTimes.HistoryEventTimes[var_type - VAR_History_0])
    {
      pParty->PartyTimes.HistoryEventTimes[var_type - VAR_History_0] = pParty->uTimePlayed;
      if (pStorylineText->StoreLine[var_type - VAR_History_0].pText = 0)
      {
        bFlashHistoryBook = 1;
        PlayAwardSound();
      }
    }
    return;
  }

  switch ( var_type )
  {
    case VAR_RandomGold:
      if ( val == 0 )
        val = 1;
      v6 = rand();
      pParty->PartyFindsGold(v6 % val + 1, 1);
      GameUI_DrawFoodAndGold();
      return;
    case VAR_RandomFood:
      if ( val == 0 )
        val = 1;
      v7 = rand() % val + 1;
      Party::GiveFood(v7);
      sprintf(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[502], v7);// You find %lu food
      ShowStatusBarString(pTmpBuf.data(), 2u);
      GameUI_DrawFoodAndGold();
      PlayAwardSound();
      return;
    case VAR_Sex:
      this->uSex = (PLAYER_SEX)val;
      PlayAwardSound_Anim97();
      return;
    case VAR_Class:
      this->classType = (PLAYER_CLASS_TYPE)val;
      PlayAwardSound_Anim97();
      return;
    case VAR_CurrentHP:
      this->sHealth = min(this->sHealth + val, this->GetMaxHealth() );
      PlayAwardSound_Anim97();
      return;
    case VAR_MaxHP:
      this->_health_related = 0;
      this->uFullHealthBonus = 0;
      this->sHealth = this->GetMaxHealth();
      return;
    case VAR_CurrentSP:
      this->sMana = min(this->sMana + val, this->GetMaxMana() );
      PlayAwardSound_Anim97();
      return;
    case VAR_MaxSP:
      this->_mana_related = 0;
      this->uFullManaBonus = 0;
      this->sMana = GetMaxMana();
      return;
    case VAR_ACModifier:
      this->sACModifier = min(this->sACModifier + val, 255);
      PlayAwardSound_Anim97();
      return;
    case VAR_BaseLevel:
      this->uLevel = min(this->uLevel + val, 255);
      PlayAwardSound_Anim97();
      return;
    case VAR_LevelModifier:
      this->sLevelModifier = min(this->sLevelModifier + val, 255);
      PlayAwardSound_Anim97();
      return;
    case VAR_Age:
      this->sAgeModifier += val;
      return;
    case VAR_Award:
      if (_449B57_test_bit(this->_achieved_awards_bits, val) && pAwards[val].pText )
      {
        PlayAwardSound_Anim97_Face(SPEECH_96);
      }
      _449B7E_toggle_bit(this->_achieved_awards_bits, val, 1);
      return;
    case VAR_Experience:
      this->uExperience = min(this->uExperience + val, 4000000000i64);
      PlayAwardSound_Anim97();
      return;
    case VAR_QBits_QuestsDone:
      if ( !_449B57_test_bit(pParty->_quest_bits, val) && pQuestTable[val] )
      {
        bFlashQuestBook = 1;
        PlayAwardSound_Anim97_Face(SPEECH_93);
      }
      _449B7E_toggle_bit(pParty->_quest_bits, val, 1);
      return;
    case VAR_PlayerItemInHands:
      item.Reset();
      item.uAttributes = 1;
      item.uItemID = val;
      if ( val >= ITEM_ARTIFACT_PUCK && val <= ITEM_RELIC_MEKORIGS_HAMMER )
        pParty->pIsArtifactFound[val-500] = 1;
      else if ( val >= ITEM_WAND_FIRE && val <= ITEM_WAND_INCENERATION )
      {
        item.uNumCharges = rand() % 6 + item.GetDamageMod() + 1;
        item.uMaxCharges = LOBYTE(item.uNumCharges);
      }
      pParty->SetHoldingItem(&item);
      return;
    case VAR_FixedGold:
      pParty->PartyFindsGold(val, 1);
      return;
    case VAR_BaseMight:
      this->uMight = min(this->uMight + val, 255);
      PlayAwardSound_Anim97_Face(SPEECH_92);
      return;
    case VAR_BaseIntellect:
      this->uIntelligence = min(this->uIntelligence + val, 255);
      PlayAwardSound_Anim97_Face(SPEECH_92);
      return;
    case VAR_BasePersonality:
      this->uWillpower = min(this->uWillpower + val, 255);
      PlayAwardSound_Anim97_Face(SPEECH_92);
      return;
    case VAR_BaseEndurance:
      this->uEndurance = min(this->uEndurance + val, 255);
      PlayAwardSound_Anim97_Face(SPEECH_92);
      return;
    case VAR_BaseSpeed:
      this->uSpeed = min(this->uSpeed + val, 255);
      PlayAwardSound_Anim97_Face(SPEECH_92);
      return;
    case VAR_BaseAccuracy:
      this->uAccuracy = min(this->uAccuracy + val, 255);
      PlayAwardSound_Anim97_Face(SPEECH_92);
      return;
    case VAR_BaseLuck:
      this->uLuck = min(this->uLuck + val, 255);
      PlayAwardSound_Anim97_Face(SPEECH_92);
      return;
    case VAR_FixedFood:
      Party::GiveFood(val);
      sprintfex(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[502], val);
      ShowStatusBarString(pTmpBuf.data(), 2u);
      if ( pParty->uNumFoodRations > 0xFFFF )
        Party::SetFood(0xFFFFu);
      PlayAwardSound();
      return;
    case VAR_MightBonus:
    case VAR_ActualMight:
      this->uMightBonus = min(this->uMightBonus + val, 255);
      PlayAwardSound_Anim97_Face(SPEECH_91);
      return;
    case VAR_IntellectBonus:
    case VAR_ActualIntellect:
      this->uIntelligenceBonus = min(this->uIntelligenceBonus + val, 255);
      PlayAwardSound_Anim97_Face(SPEECH_91);
      return;
    case VAR_PersonalityBonus:
    case VAR_ActualPersonality:
      this->uWillpowerBonus = min(this->uWillpowerBonus + val, 255);
      PlayAwardSound_Anim97_Face(SPEECH_91);
      return;
    case VAR_EnduranceBonus:
    case VAR_ActualEndurance:
      this->uEnduranceBonus = min(this->uEnduranceBonus + val, 255);
      PlayAwardSound_Anim97_Face(SPEECH_91);
      return;
    case VAR_SpeedBonus:
    case VAR_ActualSpeed:
      this->uSpeedBonus = min(this->uSpeedBonus + val, 255);
      PlayAwardSound_Anim97_Face(SPEECH_91);
      return;
    case VAR_AccuracyBonus:
    case VAR_ActualAccuracy:
      this->uAccuracyBonus = min(this->uAccuracyBonus + val, 255);
      PlayAwardSound_Anim97_Face(SPEECH_91);
      return;
    case VAR_LuckBonus:
    case VAR_ActualLuck:
      this->uLuckBonus = min(this->uLuckBonus + val, 255);
      PlayAwardSound_Anim97_Face(SPEECH_91);
      return;
    case VAR_FireResistance:
      this->sResFireBase = min(this->sResFireBase + val, 255);
      PlayAwardSound_Anim97_Face(SPEECH_92);
      return;
    case VAR_AirResistance:
      this->sResAirBase = min(this->sResAirBase + val, 255);
      PlayAwardSound_Anim97_Face(SPEECH_92);
      return;
    case VAR_WaterResistance:
      this->sResWaterBase = min(this->sResWaterBase + val, 255);
      PlayAwardSound_Anim97_Face(SPEECH_92);
      return;
    case VAR_EarthResistance:
      this->sResEarthBase = min(this->sResEarthBase + val, 255);
      PlayAwardSound_Anim97_Face(SPEECH_92);
      return;
    case VAR_SpiritResistance:
      this->sResSpiritBase = min(this->sResSpiritBase + val, 255);
      PlayAwardSound_Anim97_Face(SPEECH_92);
      return;
    case VAR_MindResistance:
      this->sResMindBase = min(this->sResMindBase + val, 255);
      PlayAwardSound_Anim97_Face(SPEECH_92);
      return;
    case VAR_BodyResistance:
      this->sResBodyBase = min(this->sResBodyBase + val, 255);
      PlayAwardSound_Anim97_Face(SPEECH_92);
      return;
    case VAR_LightResistance:
      this->sResLightBase = min(this->sResLightBase + val, 255);
      PlayAwardSound_Anim97_Face(SPEECH_92);
      return;
    case VAR_DarkResistance:
      this->sResDarkBase = min(this->sResDarkBase + val, 255);
      PlayAwardSound_Anim97_Face(SPEECH_92);
      return;
    case VAR_MagicResistance:
      this->sResMagicBase = min(this->sResMagicBase + val, 255);
      PlayAwardSound_Anim97_Face(SPEECH_92);
      return;
    case VAR_FireResistanceBonus:
      this->sResFireBonus = min(this->sResFireBonus + val, 255);
      PlayAwardSound_Anim97_Face(SPEECH_91);
      return;
    case VAR_AirResistanceBonus:
      this->sResAirBonus = min(this->sResAirBonus + val, 255);
      PlayAwardSound_Anim97_Face(SPEECH_91);
      return;
    case VAR_WaterResistanceBonus:
      this->sResWaterBonus = min(this->sResWaterBonus + val, 255);
      PlayAwardSound_Anim97_Face(SPEECH_91);
      return;
    case VAR_EarthResistanceBonus:
      this->sResEarthBonus = min(this->sResEarthBonus + val, 255);
      PlayAwardSound_Anim97_Face(SPEECH_91);
      return;
    case VAR_SpiritResistanceBonus:
      this->sResSpiritBonus = min(this->sResSpiritBonus + val, 255);
      PlayAwardSound_Anim97_Face(SPEECH_91);
      return;
    case VAR_MindResistanceBonus:
      this->sResMindBonus = min(this->sResMindBonus + val, 255);
      PlayAwardSound_Anim97_Face(SPEECH_91);
      return;
    case VAR_BodyResistanceBonus:
      this->sResBodyBonus = min(this->sResBodyBonus + val, 255);
      PlayAwardSound_Anim97_Face(SPEECH_91);
      return;
    case VAR_LightResistanceBonus:
      this->sResLightBonus = min(this->sResLightBonus + val, 255);
      PlayAwardSound_Anim97_Face(SPEECH_91);
      return;
    case VAR_DarkResistanceBonus:
      this->sResDarkBonus = min(this->sResDarkBonus + val, 255);
      PlayAwardSound_Anim97_Face(SPEECH_91);
      return;
    case VAR_MagicResistanceBonus:
      this->sResMagicBonus = min(this->sResMagicBonus + val, 255);
      PlayAwardSound_Anim97_Face(SPEECH_91);
      return;
    case VAR_Cursed:
      this->SetCondition(Condition_Cursed, 1);
      PlayAwardSound_Anim97();
      return;
    case VAR_Weak:
      this->SetCondition(Condition_Weak, 1);
      PlayAwardSound_Anim97();
      return;
    case VAR_Asleep:
      this->SetCondition(Condition_Sleep, 1);
      PlayAwardSound_Anim97();
      return;
    case VAR_Afraid:
      this->SetCondition(Condition_Fear, 1);
      PlayAwardSound_Anim97();
      return;
    case VAR_Drunk:
      this->SetCondition(Condition_Drunk, 1);
      PlayAwardSound_Anim97();
      return;
    case VAR_Insane:
      this->SetCondition(Condition_Insane, 1);
      PlayAwardSound_Anim97();
      return;
    case VAR_PoisonedGreen:
      this->SetCondition(Condition_Poison_Weak, 1);
      PlayAwardSound_Anim97();
      return;
    case VAR_DiseasedGreen:
      this->SetCondition(Condition_Disease_Weak, 1);
      PlayAwardSound_Anim97();
      return;
    case VAR_PoisonedYellow:
      this->SetCondition(Condition_Poison_Medium, 1);
      PlayAwardSound_Anim97();
      return;
    case VAR_DiseasedYellow:
      this->SetCondition(Condition_Disease_Medium, 1);
      PlayAwardSound_Anim97();
      return;
    case VAR_PoisonedRed:
      this->SetCondition(Condition_Poison_Severe, 1);
      PlayAwardSound_Anim97();
      return;
    case VAR_DiseasedRed:
      this->SetCondition(Condition_Disease_Severe, 1);
      PlayAwardSound_Anim97();
      return;
    case VAR_Paralyzed:
      this->SetCondition(Condition_Paralyzed, 1);
      PlayAwardSound_Anim97();
      return;
    case VAR_Unconsious:
      this->SetCondition(Condition_Unconcious, 1);
      PlayAwardSound_Anim97();
      return;
    case VAR_Dead:
      this->SetCondition(Condition_Dead, 1);
      PlayAwardSound_Anim97();
      return;
    case VAR_Stoned:
      this->SetCondition(Condition_Pertified, 1);
      PlayAwardSound_Anim97();
      return;
    case VAR_Eradicated:
      this->SetCondition(Condition_Eradicated, 1);
      PlayAwardSound_Anim97();
      return;
    case VAR_MajorCondition :
      pConditions.fill(0);
      PlayAwardSound_Anim97();
      return;
    case VAR_AutoNotes:
        if ( !_449B57_test_bit(pParty->_autonote_bits, val) && pAutonoteTxt[val].pText )
        {
          this->PlaySound(SPEECH_96, 0);
          bFlashAutonotesBook = 1;
          _506568_autonote_type = pAutonoteTxt[val].eType;
          pGame->pStru6Instance->SetPlayerBuffAnim(0x97u, GetPlayerIndex());
        }
        _449B7E_toggle_bit(pParty->_autonote_bits, val, 1);
        PlayAwardSound();
        return;
    case VAR_PlayerBits:
      _449B7E_toggle_bit((unsigned char *)this->playerEventBits, val, 1u);
      return;
    case VAR_NPCs2:
      pParty->hirelingScrollPosition = 0;
      LOBYTE(pNPCStats->pNewNPCData[val].uFlags) |= 0x80u;
      pParty->CountHirelings();
      viewparams->bRedrawGameUI = true;
      return;
    case VAR_NumSkillPoints:
      this->uSkillPoints += val;
      return;
    case VAR_ReputationInCurrentLocation:
      v27 = &pOutdoor->ddm;
      if ( uCurrentlyLoadedLevelType != LEVEL_Outdoor )
        v27 = &pIndoor->dlv;
      v27->uReputation += val;
      if ( v27->uReputation > 10000 )
        v27->uReputation = 10000;
      return;
    case VAR_GoldInBank:
      pParty->uNumGoldInBank += val;
      return;
    case VAR_NumDeaths:
      pParty->uNumDeaths += val;
      return;
    case VAR_NumBounties:
      pParty->uNumBountiesCollected += val;
      return;
    case VAR_PrisonTerms:
      pParty->uNumPrisonTerms += val;
      return;
    case VAR_ArenaWinsPage:
      pParty->uNumArenaPageWins += val;
      return;
    case VAR_ArenaWinsSquire:
      pParty->uNumArenaSquireWins += val;
      return;
    case VAR_ArenaWinsKnight:
      pParty->uNumArenaKnightWins += val;
      return;
    case VAR_ArenaWinsLord:
      pParty->uNumArenaLordWins += val;
      return;
    case VAR_StaffSkill:
      AddSkillByEvent(&Player::skillStaff, val);
      return;
    case VAR_SwordSkill:
      AddSkillByEvent(&Player::skillSword, val);
      return;
    case VAR_DaggerSkill:
      AddSkillByEvent(&Player::skillDagger, val);
      return;
    case VAR_AxeSkill:
      AddSkillByEvent(&Player::skillAxe, val);
      return;
    case VAR_SpearSkill:
      AddSkillByEvent(&Player::skillSpear, val);
      return;
    case VAR_BowSkill:
      AddSkillByEvent(&Player::skillBow, val);
      return;
    case VAR_MaceSkill:
      AddSkillByEvent(&Player::skillMace, val);
      return;
    case VAR_BlasterSkill:
      AddSkillByEvent(&Player::skillBlaster, val);
      return;
    case VAR_ShieldSkill:
      AddSkillByEvent(&Player::skillShield, val);
      return;
    case VAR_LeatherSkill:
      AddSkillByEvent(&Player::skillLeather, val);
      return;
    case VAR_SkillChain:
      AddSkillByEvent(&Player::skillChain, val);
      return;
    case VAR_PlateSkill:
      AddSkillByEvent(&Player::skillPlate, val);
      return;
    case VAR_FireSkill:
      AddSkillByEvent(&Player::skillFire, val);
      return;
    case VAR_AirSkill:
      AddSkillByEvent(&Player::skillAir, val);
      return;
    case VAR_WaterSkill:
      AddSkillByEvent(&Player::skillWater, val);
      return;
    case VAR_EarthSkill:
      AddSkillByEvent(&Player::skillEarth, val);
      return;
    case VAR_SpiritSkill:
      AddSkillByEvent(&Player::skillSpirit, val);
      return;
    case VAR_MindSkill:
      AddSkillByEvent(&Player::skillMind, val);
      return;
    case VAR_BodySkill:
      AddSkillByEvent(&Player::skillBody, val);
      return;
    case VAR_LightSkill:
      AddSkillByEvent(&Player::skillLight, val);
      return;
    case VAR_DarkSkill:
      AddSkillByEvent(&Player::skillDark, val);
      return;
    case VAR_IdentifyItemSkill:
      AddSkillByEvent(&Player::skillItemId, val);
      return;
    case VAR_MerchantSkill:
      AddSkillByEvent(&Player::skillMerchant, val);
      return;
    case VAR_RepairSkill:
      AddSkillByEvent(&Player::skillRepair, val);
      return;
    case VAR_BodybuildingSkill:
      AddSkillByEvent(&Player::skillBodybuilding, val);
      return;
    case VAR_MeditationSkill:
      AddSkillByEvent(&Player::skillMeditation, val);
      return;
    case VAR_PerceptionSkill:
      AddSkillByEvent(&Player::skillPerception, val);
      return;
    case VAR_DiplomacySkill:
      AddSkillByEvent(&Player::skillDiplomacy, val);
      return;
    case VAR_ThieverySkill:
      Error ("Thieving unsupported");
      return;
    case VAR_DisarmTrapSkill:
      AddSkillByEvent(&Player::skillDisarmTrap, val);
      return;
    case VAR_DodgeSkill:
      AddSkillByEvent(&Player::skillDodge, val);
      return;
    case VAR_UnarmedSkill:
      AddSkillByEvent(&Player::skillUnarmed, val);
      return;
    case VAR_IdentifyMonsterSkill:
      AddSkillByEvent(&Player::skillMonsterId, val);
      return;
    case VAR_ArmsmasterSkill:
      AddSkillByEvent(&Player::skillArmsmaster, val);
      return;
    case VAR_StealingSkill:
      AddSkillByEvent(&Player::skillStealing, val);
      return;
    case VAR_AlchemySkill:
      AddSkillByEvent(&Player::skillAlchemy, val);
      return;
    case VAR_LearningSkill:
      AddSkillByEvent(&Player::skillLearning, val);
      return;
    default:
      return;
  }
}

//----- (new function) --------------------------------------------------------
void Player::PlayAwardSound_Anim97()
{
  int playerIndex = GetPlayerIndex();
  pGame->pStru6Instance->SetPlayerBuffAnim(0x97u, playerIndex);
  PlayAwardSound();
}

//----- (new function) --------------------------------------------------------
void Player::PlayAwardSound_Anim97_Face( PlayerSpeech speech )
{
  this->PlaySound(speech, 0);
  PlayAwardSound_Anim97();
}

//----- (new function) --------------------------------------------------------
void Player::AddSkillByEvent( unsigned __int16 Player::* skillToSet, unsigned __int16 addSkillValue )
{
  if ( addSkillValue > 63 )
  {
    this->*skillToSet = (unsigned __int8)addSkillValue | this->*skillToSet & 63;
  }
  else
  {
    this->*skillToSet = min(this->*skillToSet + addSkillValue, 60) | this->*skillToSet & 0xC0;
  }
  PlayAwardSound_Anim97();
  return;
}

//----- (0044B9C4) --------------------------------------------------------
void Player::SubtractVariable( enum VariableType VarNum, signed int pValue )
{
  DDM_DLV_Header *locationHeader; // eax@90
  int randGold;
  int randFood;
  int npcIndex;

  if ( VarNum >= VAR_MapPersistentVariable_0 && VarNum <= VAR_MapPersistentVariable_99 )
  {
    if ( VarNum >= VAR_MapPersistentVariable_0 && VarNum <= VAR_MapPersistentVariable_74 )
    {
      stru_5E4C90_MapPersistVars.field_0[VarNum - VAR_MapPersistentVariable_0] -= pValue;
    }
    if ( (signed int)VarNum >= VAR_MapPersistentVariable_75 && VarNum <= VAR_MapPersistentVariable_99 )
    {
      stru_5E4C90_MapPersistVars._decor_events[VarNum - VAR_MapPersistentVariable_75] -= pValue;
    }
    return;
  }

  switch (VarNum)
  {
    case VAR_CurrentHP:
      ReceiveDamage((signed int)pValue, DMGT_PHISYCAL);
      PlayAwardSound_Anim98();
      return;
    case VAR_CurrentSP:
      this->sMana = max(this->sMana - pValue, 0);
      PlayAwardSound_Anim98();
      return;
    case VAR_ACModifier:
      this->sACModifier -= (unsigned __int8)pValue;
      PlayAwardSound_Anim98();
      return;
    case VAR_BaseLevel:
      this->uLevel -= (unsigned __int8)pValue;
      PlayAwardSound_Anim98();
      return;
    case VAR_LevelModifier:
      this->sLevelModifier -= (unsigned __int8)pValue;
      PlayAwardSound_Anim98();
      return;
    case VAR_Age:
      this->sAgeModifier -= (signed __int16)pValue;
      return;
    case VAR_Award:
      _449B7E_toggle_bit(this->_achieved_awards_bits, (signed __int16)pValue, 0);
      return;
    case VAR_Experience:
      this->uExperience -= pValue;
      PlayAwardSound_Anim98();
      return;
    case VAR_QBits_QuestsDone:
      _449B7E_toggle_bit(pParty->_quest_bits, (__int16)pValue, 0);
      this->PlaySound(SPEECH_96, 0);
      return;
    case VAR_PlayerItemInHands:
      for ( uint i = 0; i < 16; ++i )
      {
        int id_ = this->pEquipment.pIndices[i];
        if ( id_ > 0 )
        {
          if ( this->pInventoryItemList[this->pEquipment.pIndices[i] - 1].uItemID == pValue )
          {
            this->pEquipment.pIndices[i] = 0;
          }
        }
      }
      for (int i = 0; i < 126; i++)
      {
        int id_ = this->pInventoryMatrix[i];
        if ( id_ > 0 )
        {
          if ( this->pInventoryItemList[id_ - 1].uItemID == pValue )
          {
            RemoveItemAtInventoryIndex(i);
            return;
          }
        }
      }
      if ( pParty->pPickedItem.uItemID == pValue )
      {
        pMouse->RemoveHoldingItem();
        return;
      }
      return;
    case VAR_FixedGold:
      if ( (unsigned int)pValue > pParty->uNumGold )
      {
        dword_5B65C4_cancelEventProcessing = 1;
        return;
      }
      Party::TakeGold((unsigned int)pValue);
      return;
    case VAR_RandomGold:
      randGold = rand() % (signed int)pValue + 1;
      if ( (unsigned int)randGold > pParty->uNumGold )
        randGold = pParty->uNumGold;
      Party::TakeGold(randGold);
      sprintf(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[503], randGold);
      ShowStatusBarString(pTmpBuf.data(), 2);
      GameUI_DrawFoodAndGold();
      return;
    case VAR_FixedFood:
      Party::TakeFood((unsigned int)pValue);
      PlayAwardSound_Anim98();
      return;
    case VAR_RandomFood:
      randFood = rand() % (signed int)pValue + 1;
      if ( (unsigned int)randFood > pParty->uNumFoodRations )
        randFood = pParty->uNumFoodRations;
      Party::TakeFood(randFood);
      sprintf(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[504], randFood);
      ShowStatusBarString(pTmpBuf.data(), 2u);
      GameUI_DrawFoodAndGold();
      PlayAwardSound_Anim98();
      return;
    case VAR_MightBonus:
    case VAR_ActualMight:
      this->uMightBonus -= (unsigned __int16)pValue;
      this->PlayAwardSound_Anim98_Face(SPEECH_91);
      return;
    case VAR_IntellectBonus:
    case VAR_ActualIntellect:
      this->uIntelligenceBonus -= (unsigned __int16)pValue;
      this->PlayAwardSound_Anim98_Face(SPEECH_91);
      return;
    case VAR_PersonalityBonus:
    case VAR_ActualPersonality:
      this->uWillpowerBonus -= (unsigned __int16)pValue;
      this->PlayAwardSound_Anim98_Face(SPEECH_91);
      return;
    case VAR_EnduranceBonus:
    case VAR_ActualEndurance:
      this->uEnduranceBonus -= (unsigned __int16)pValue;
      this->PlayAwardSound_Anim98_Face(SPEECH_91);
      return;
    case VAR_SpeedBonus:
    case VAR_ActualSpeed:
      this->uSpeedBonus -= (unsigned __int16)pValue;
      this->PlayAwardSound_Anim98_Face(SPEECH_91);
      return;
    case VAR_AccuracyBonus:
    case VAR_ActualAccuracy:
      this->uAccuracyBonus -= (unsigned __int16)pValue;
      this->PlayAwardSound_Anim98_Face(SPEECH_91);
      return;
    case VAR_LuckBonus:
    case VAR_ActualLuck:
      this->uLuckBonus -= (unsigned __int16)pValue;
      this->PlayAwardSound_Anim98_Face(SPEECH_91);
      return;
    case VAR_BaseMight:
      this->uMight -= (unsigned __int16)pValue;
      this->PlayAwardSound_Anim98_Face(SPEECH_92);
      return;
    case VAR_BaseIntellect:
      this->uIntelligence -= (unsigned __int16)pValue;
      this->PlayAwardSound_Anim98_Face(SPEECH_92);
      return;
    case VAR_BasePersonality:
      this->uWillpower -= (unsigned __int16)pValue;
      this->PlayAwardSound_Anim98_Face(SPEECH_92);
      return;
    case VAR_BaseEndurance:
      this->uEndurance -= (unsigned __int16)pValue;
      this->PlayAwardSound_Anim98_Face(SPEECH_92);
      return;
    case VAR_BaseSpeed:
      this->uSpeed -= (unsigned __int16)pValue;
      this->PlayAwardSound_Anim98_Face(SPEECH_92);
      return;
    case VAR_BaseAccuracy:
      this->uAccuracy -= (unsigned __int16)pValue;
      this->PlayAwardSound_Anim98_Face(SPEECH_92);
      return;
    case VAR_BaseLuck:
      this->uLuck -= (unsigned __int16)pValue;
      this->PlayAwardSound_Anim98_Face(SPEECH_92);
      return;
    case VAR_FireResistance:
      this->sResFireBase -= (signed __int16)pValue;
      this->PlayAwardSound_Anim98_Face(SPEECH_92);
      return;
    case VAR_AirResistance:
      this->sResAirBase -= (signed __int16)pValue;
      this->PlayAwardSound_Anim98_Face(SPEECH_92);
      return;
    case VAR_WaterResistance:
      this->sResWaterBase -= (signed __int16)pValue;
      this->PlayAwardSound_Anim98_Face(SPEECH_92);
      return;
    case VAR_EarthResistance:
      this->sResEarthBase -= (signed __int16)pValue;
      this->PlayAwardSound_Anim98_Face(SPEECH_92);
      return;
    case VAR_SpiritResistance:
      this->sResSpiritBase -= (signed __int16)pValue;
      this->PlayAwardSound_Anim98_Face(SPEECH_92);
      return;
    case VAR_MindResistance:
      this->sResMindBase -= (signed __int16)pValue;
      this->PlayAwardSound_Anim98_Face(SPEECH_92);
      return;
    case VAR_BodyResistance:
      this->sResBodyBase -= (signed __int16)pValue;
      this->PlayAwardSound_Anim98_Face(SPEECH_92);
      return;
    case VAR_LightResistance:
      this->sResLightBase -= (signed __int16)pValue;
      this->PlayAwardSound_Anim98_Face(SPEECH_92);
      return;
    case VAR_DarkResistance:
      this->sResDarkBase -= (signed __int16)pValue;
      this->PlayAwardSound_Anim98_Face(SPEECH_92);
      return;
    case VAR_MagicResistance:
      this->sResMagicBase -= (signed __int16)pValue;
      this->PlayAwardSound_Anim98_Face(SPEECH_92);
      return;
    case VAR_FireResistanceBonus:
      this->sResFireBonus -= (signed __int16)pValue;
      this->PlayAwardSound_Anim98_Face(SPEECH_92);
      return;
    case VAR_AirResistanceBonus:
      this->sResAirBonus -= (signed __int16)pValue;
      this->PlayAwardSound_Anim98_Face(SPEECH_92);
      return;
    case VAR_WaterResistanceBonus:
      this->sResWaterBonus -= (signed __int16)pValue;
      this->PlayAwardSound_Anim98_Face(SPEECH_91);
      return;
    case VAR_EarthResistanceBonus:
      this->sResEarthBonus -= (signed __int16)pValue;
      this->PlayAwardSound_Anim98_Face(SPEECH_91);
      return;
    case VAR_SpiritResistanceBonus:
      this->sResSpiritBonus -= (signed __int16)pValue;
      this->PlayAwardSound_Anim98_Face(SPEECH_91);
      return;
    case VAR_MindResistanceBonus:
      this->sResMindBonus -= (signed __int16)pValue;
      this->PlayAwardSound_Anim98_Face(SPEECH_91);
      return;
    case VAR_BodyResistanceBonus:
      this->sResBodyBonus -= (signed __int16)pValue;
      this->PlayAwardSound_Anim98_Face(SPEECH_91);
      return;
    case VAR_LightResistanceBonus:
      this->sResLightBonus -= (signed __int16)pValue;
      this->PlayAwardSound_Anim98_Face(SPEECH_91);
      return;
    case VAR_DarkResistanceBonus:
      this->sResDarkBonus -= (signed __int16)pValue;
      this->PlayAwardSound_Anim98_Face(SPEECH_91);
      return;
    case VAR_MagicResistanceBonus:
      this->sResMagicBonus -= (signed __int16)pValue;
      this->PlayAwardSound_Anim98_Face(SPEECH_91);
      return;
    case VAR_StaffSkill:
      this->skillStaff -= (unsigned __int8)pValue;
      PlayAwardSound_Anim98();
      return;
    case VAR_SwordSkill:
      this->skillSword -= (unsigned __int8)pValue;
      PlayAwardSound_Anim98();
      return;
    case VAR_DaggerSkill:
      this->skillDagger -= (unsigned __int8)pValue;
      PlayAwardSound_Anim98();
      return;
    case VAR_AxeSkill:
      this->skillAxe -= (unsigned __int8)pValue;
      PlayAwardSound_Anim98();
      return;
    case VAR_SpearSkill:
      this->skillSpear -= (unsigned __int8)pValue;
      PlayAwardSound_Anim98();
      return;
    case VAR_BowSkill:
      this->skillBow -= (unsigned __int8)pValue;
      PlayAwardSound_Anim98();
      return;
    case VAR_MaceSkill:
      this->skillMace -= (unsigned __int8)pValue;
      PlayAwardSound_Anim98();
      return;
    case VAR_BlasterSkill:
      this->skillBlaster -= (unsigned __int8)pValue;
      PlayAwardSound_Anim98();
      return;
    case VAR_ShieldSkill:
      this->skillShield -= (unsigned __int8)pValue;
      PlayAwardSound_Anim98();
      return;
    case VAR_LeatherSkill:
      this->skillLearning -= (unsigned __int8)pValue;
      PlayAwardSound_Anim98();
      return;
    case VAR_SkillChain:
      this->skillChain -= (unsigned __int8)pValue;
      PlayAwardSound_Anim98();
      return;
    case VAR_PlateSkill:
      this->skillPlate -= (unsigned __int8)pValue;
      PlayAwardSound_Anim98();
      return;
    case VAR_FireSkill:
      this->skillFire -= (unsigned __int8)pValue;
      PlayAwardSound_Anim98();
      return;
    case VAR_AirSkill:
      this->skillAir -= (unsigned __int8)pValue;
      PlayAwardSound_Anim98();
      return;
    case VAR_WaterSkill:
      this->skillWater -= (unsigned __int8)pValue;
      PlayAwardSound_Anim98();
      return;
    case VAR_EarthSkill:
      this->skillEarth -= (unsigned __int8)pValue;
      PlayAwardSound_Anim98();
      return;
    case VAR_SpiritSkill:
      this->skillSpirit -= (unsigned __int8)pValue;
      PlayAwardSound_Anim98();
      return;
    case VAR_MindSkill:
      this->skillMind -= (unsigned __int8)pValue;
      PlayAwardSound_Anim98();
      return;
    case VAR_BodySkill:
      this->skillBody -= (unsigned __int8)pValue;
      PlayAwardSound_Anim98();
      return;
    case VAR_LightSkill:
      this->skillLight -= (unsigned __int8)pValue;
      PlayAwardSound_Anim98();
      return;
    case VAR_DarkSkill:
      this->skillDark -= (unsigned __int8)pValue;
      PlayAwardSound_Anim98();
      return;
    case VAR_IdentifyItemSkill:
      this->skillItemId -= (unsigned __int8)pValue;
      PlayAwardSound_Anim98();
      return;
    case VAR_MerchantSkill:
      this->skillMerchant -= (unsigned __int8)pValue;
      PlayAwardSound_Anim98();
      return;
    case VAR_RepairSkill:
      this->skillRepair -= (unsigned __int8)pValue;
      PlayAwardSound_Anim98();
      return;
    case VAR_BodybuildingSkill:
      this->skillBodybuilding -= (unsigned __int8)pValue;
      PlayAwardSound_Anim98();
      return;
    case VAR_MeditationSkill:
      this->skillMeditation -= (unsigned __int8)pValue;
      PlayAwardSound_Anim98();
      return;
    case VAR_PerceptionSkill:
      this->skillPerception -= (unsigned __int8)pValue;
      PlayAwardSound_Anim98();
      return;
    case VAR_DiplomacySkill:
      this->skillDiplomacy -= (unsigned __int8)pValue;
      PlayAwardSound_Anim98();
      return;
    case VAR_ThieverySkill:
      Error ("Thieving unsupported");
      return;
    case VAR_DisarmTrapSkill:
      this->skillDisarmTrap -= (unsigned __int8)pValue;
      PlayAwardSound_Anim98();
      return;
    case VAR_DodgeSkill:
      this->skillDodge -= (unsigned __int8)pValue;
      PlayAwardSound_Anim98();
      return;
    case VAR_UnarmedSkill:
      this->skillUnarmed -= (unsigned __int8)pValue;
      PlayAwardSound_Anim98();
      return;
    case VAR_IdentifyMonsterSkill:
      this->skillMonsterId -= (unsigned __int8)pValue;
      PlayAwardSound_Anim98();
      return;
    case VAR_ArmsmasterSkill:
      this->skillArmsmaster -= (unsigned __int8)pValue;
      PlayAwardSound_Anim98();
      return;
    case VAR_StealingSkill:
      this->skillStealing -= (unsigned __int8)pValue;
      PlayAwardSound_Anim98();
      return;
    case VAR_AlchemySkill:
      this->skillAlchemy -= (unsigned __int8)pValue;
      PlayAwardSound_Anim98();
      return;
    case VAR_LearningSkill:
      this->skillLearning -= (unsigned __int8)pValue;
      PlayAwardSound_Anim98();
      return;
    case VAR_Cursed:
      this->pConditions[Condition_Cursed] = 0;
      PlayAwardSound_Anim98();
      return;
    case VAR_Weak:
      this->pConditions[Condition_Weak] = 0;
      PlayAwardSound_Anim98();
      return;
    case VAR_Asleep:
      this->pConditions[Condition_Sleep] = 0;
      PlayAwardSound_Anim98();
      return;
    case VAR_Afraid:
      this->pConditions[Condition_Fear] = 0;
      PlayAwardSound_Anim98();
      return;
    case VAR_Drunk:
      this->pConditions[Condition_Drunk] = 0;
      PlayAwardSound_Anim98();
      return;
    case VAR_Insane:
      this->pConditions[Condition_Insane] = 0;
      PlayAwardSound_Anim98();
      return;
    case VAR_PoisonedGreen:
      this->pConditions[Condition_Poison_Weak] = 0;
      PlayAwardSound_Anim98();
      return;
    case VAR_DiseasedGreen:
      this->pConditions[Condition_Disease_Weak] = 0;
      PlayAwardSound_Anim98();
      return;
    case VAR_PoisonedYellow:
      this->pConditions[Condition_Poison_Medium] = 0;
      PlayAwardSound_Anim98();
      return;
    case VAR_DiseasedYellow:
      this->pConditions[Condition_Disease_Medium] = 0;
      PlayAwardSound_Anim98();
      return;
    case VAR_PoisonedRed:
      this->pConditions[Condition_Poison_Severe] = 0;
      PlayAwardSound_Anim98();
      return;
    case VAR_DiseasedRed:
      this->pConditions[Condition_Disease_Severe] = 0;
      PlayAwardSound_Anim98();
      return;
    case VAR_Paralyzed:
      this->pConditions[Condition_Paralyzed] = 0;
      PlayAwardSound_Anim98();
      return;
    case VAR_Unconsious:
      this->pConditions[Condition_Unconcious] = 0;
      PlayAwardSound_Anim98();
      return;
    case VAR_Dead:
      this->pConditions[Condition_Dead] = 0;
      PlayAwardSound_Anim98();
      return;
    case VAR_Stoned:
      this->pConditions[Condition_Pertified] = 0;
      PlayAwardSound_Anim98();
      return;
    case VAR_Eradicated:
      this->pConditions[Condition_Eradicated] = 0;
      PlayAwardSound_Anim98();
      return;
    case VAR_AutoNotes:
      _449B7E_toggle_bit(pParty->_autonote_bits, pValue - 1, 0);
      return;
    case VAR_NPCs2:
      npcIndex = 0;
      GetNewNPCData(sDialogue_SpeakingActorNPC_ID, &npcIndex);
      if ( npcIndex == pValue )
      {
        npcIdToDismissAfterDialogue = pValue;
      }
      else
      {
        npcIdToDismissAfterDialogue = 0;
        pParty->hirelingScrollPosition = 0;
        LOBYTE(pNPCStats->pNewNPCData[(int)pValue].uFlags) &= 0x7Fu;
        pParty->CountHirelings();
        viewparams->bRedrawGameUI = true;
      }
      return;
    case VAR_HiredNPCHasSpeciality:
      for (unsigned int i = 0; i < pNPCStats->uNumNewNPCs; i++)
      {
        if (pNPCStats->pNewNPCData[i].uProfession == pValue)
        {
          LOBYTE(pNPCStats->pNewNPCData[(int)pValue].uFlags) &= 0x7Fu;
        }
      }
      if ( pParty->pHirelings[0].uProfession == pValue )
        memset(&pParty->pHirelings[0], 0, sizeof(NPCData));
      if ( pParty->pHirelings[1].uProfession == pValue )
        memset(&pParty->pHirelings[1], 0, sizeof(NPCData));
      pParty->hirelingScrollPosition = 0;
      pParty->CountHirelings();
      return;
    case VAR_NumSkillPoints:
      if ((unsigned int)pValue <= this->uSkillPoints)
      {
        this->uSkillPoints -= pValue;
      }
      else
      {
        this->uSkillPoints = 0;
      }
      return;
    case VAR_ReputationInCurrentLocation:
      locationHeader = &pOutdoor->ddm;
      if ( uCurrentlyLoadedLevelType != LEVEL_Outdoor )
        locationHeader = &pIndoor->dlv;
      locationHeader->uReputation -= pValue;
      if (locationHeader->uReputation < -10000)
        locationHeader->uReputation = -10000;
      return;
    case VAR_GoldInBank:
      if ( (unsigned int)pValue <= pParty->uNumGoldInBank )
      {
        pParty->uNumGoldInBank -= (unsigned int)pValue;
      }
      else
      {
        dword_5B65C4_cancelEventProcessing = 1;
      }
      return;
    case VAR_NumDeaths:
        pParty->uNumDeaths -= (unsigned int)pValue;
        return;
    case VAR_NumBounties:
      pParty->uNumBountiesCollected -= (unsigned int)pValue;
      return;
    case VAR_PrisonTerms:
      pParty->uNumPrisonTerms -= (int)pValue;
      return;
    case VAR_ArenaWinsPage:
      pParty->uNumArenaPageWins -= (char)pValue;
      return;
    case VAR_ArenaWinsSquire:
      pParty->uNumArenaSquireWins -= (char)pValue;
      return;
    case VAR_ArenaWinsKnight:
      pParty->uNumArenaKnightWins -= (char)pValue;
      return;
    case VAR_ArenaWinsLord:
      pParty->uNumArenaLordWins -= (char)pValue;
      return;
  }
}
// 5B65C4: using guessed type int dword_5B65C4;
// 5B65CC: using guessed type int dword_5B65CC;

//----- (new function) --------------------------------------------------------
void Player::PlayAwardSound_Anim98()
{
  int playerIndex = GetPlayerIndex();
  pGame->pStru6Instance->SetPlayerBuffAnim(0x98u, playerIndex);
  PlayAwardSound();
}

//----- (new function) --------------------------------------------------------
void Player::PlayAwardSound_Anim98_Face( PlayerSpeech speech )
{
  this->PlaySound(speech, 0);
  PlayAwardSound_Anim98();
}

//----- (00467E7F) --------------------------------------------------------
void Player::EquipBody(ITEM_EQUIP_TYPE uEquipType)
{
  int itemAnchor; // ebx@1
  int itemInvLocation; // edx@1
  int freeSlot; // eax@3
  ItemGen tempPickedItem; // [sp+Ch] [bp-30h]@1

  tempPickedItem.Reset();
  itemAnchor = pEquipTypeToBodyAnchor[uEquipType];
  itemInvLocation = pPlayers[uActiveCharacter]->pEquipment.pIndices[itemAnchor];
  if ( itemInvLocation )//переодеться в другую вещь
  {
    memcpy(&tempPickedItem, &pParty->pPickedItem, sizeof(tempPickedItem));
    pPlayers[uActiveCharacter]->pInventoryItemList[itemInvLocation - 1].uBodyAnchor = 0;
    pParty->pPickedItem.Reset();
    pParty->SetHoldingItem(&pPlayers[uActiveCharacter]->pInventoryItemList[itemInvLocation - 1]);
    tempPickedItem.uBodyAnchor = itemAnchor + 1;
    memcpy(&pPlayers[uActiveCharacter]->pInventoryItemList[itemInvLocation - 1], &tempPickedItem, sizeof(ItemGen));
    pPlayers[uActiveCharacter]->pEquipment.pIndices[itemAnchor] = itemInvLocation;
  }
  else//одеть вещь
  {
    freeSlot = pPlayers[uActiveCharacter]->FindFreeInventoryListSlot();
    if (freeSlot >= 0)
    {
      pParty->pPickedItem.uBodyAnchor = itemAnchor + 1;
      memcpy(&pPlayers[uActiveCharacter]->pInventoryItemList[freeSlot], &pParty->pPickedItem, sizeof(ItemGen));
      pPlayers[uActiveCharacter]->pEquipment.pIndices[itemAnchor] = freeSlot + 1;
      pMouse->RemoveHoldingItem();
    }
  }
}

//----- (0049387A) --------------------------------------------------------
int CycleCharacter(bool backwards)
{
  const int PARTYSIZE = 4;
  int valToAdd = backwards ? (PARTYSIZE - 2) : 0;
  int mult = backwards ? -1 : 1;

  for (int i = 0; i < (PARTYSIZE - 1); i++)
  {
    int currCharId = ((uActiveCharacter + mult * i + valToAdd) % PARTYSIZE) + 1;
    if ( pPlayers[currCharId]->uTimeToRecovery == 0 )
    {
      return currCharId;
    }
  }
  return uActiveCharacter;
}

//----- (0043EE77) --------------------------------------------------------
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
{
  if (GetArmorItem() == nullptr || GetArmorItem()->uItemID != 604)
  {
    return false;
  }
  return true;
}

//----- (0043EE15) --------------------------------------------------------
bool Player::HasItem( unsigned int uItemID, bool checkHeldItem )
{
  if ( !checkHeldItem || pParty->pPickedItem.uItemID != uItemID )
  {
    for ( uint i = 0; i < 126; ++i )
    {
      if ( this->pInventoryMatrix[i] > 0 )
      {
        if ( (unsigned int)this->pInventoryItemList[this->pInventoryMatrix[i] - 1].uItemID == uItemID )
          return true;
      }
    }
    for ( uint i = 0; i < 16; ++i )
    {
      if ( this->pEquipment.pIndices[i] )
      {
        if ( (unsigned int)this->pInventoryItemList[this->pEquipment.pIndices[i] - 1].uItemID == uItemID )
          return true;
      }
    }
    return false;
  }
  else
  {
    return true;
  }
}
//----- (0043EDB9) --------------------------------------------------------
bool ShouldLoadTexturesForRaceAndGender(unsigned int _this)
{
  CHARACTER_RACE race; // edi@2
  PLAYER_SEX sex; // eax@2

  for (int i = 1; i <= 4; i++)
  {
    race = pPlayers[i]->GetRace();
    sex = pPlayers[i]->GetSexByVoice();
    switch(_this)
    {
       case 0:
         if (( race == CHARACTER_RACE_HUMAN || race == CHARACTER_RACE_ELF || race == CHARACTER_RACE_GOBLIN ) && sex == SEX_MALE )
           return true;
         break;
       case 1:
         if (( race == CHARACTER_RACE_HUMAN || race == CHARACTER_RACE_ELF || race == CHARACTER_RACE_GOBLIN ) && sex == SEX_FEMALE )
           return true;
         break;
       case 2:
         if ( race == CHARACTER_RACE_DWARF && sex == SEX_MALE )
           return true;
         break;
       case 3:
         if ( race == CHARACTER_RACE_DWARF && sex == SEX_FEMALE )
           return true;
         break;
    }
  }
  return false;
}

//----- (0043ED6F) --------------------------------------------------------
bool IsDwarfPresentInParty(bool a1)
{
  for (uint i = 0; i < 4; ++i)
  {
    CHARACTER_RACE race = pParty->pPlayers[i].GetRace();

    if (race == CHARACTER_RACE_DWARF && a1)
      return true;
    else if (race != CHARACTER_RACE_DWARF && !a1)
      return true;
  }
  return false;
}

//----- (00439FCB) --------------------------------------------------------
void __fastcall DamagePlayerFromMonster(unsigned int uObjID, int dmgSource, Vec3_int_ *pPos, signed int a4)
{
  Player *playerPtr; // ebx@3
  Actor *actorPtr; // esi@3
  int spellId; // eax@38
  signed int recvdMagicDmg; // eax@139
  int v72[4]; // [sp+30h] [bp-24h]@164
  int healthBeforeRecvdDamage; // [sp+48h] [bp-Ch]@3
  unsigned int uActorID; // [sp+4Ch] [bp-8h]@1

  uActorID = PID_ID(uObjID);
  if ( PID_TYPE(uObjID) != 2)
  {
    playerPtr = &pParty->pPlayers[a4];
    actorPtr = &pActors[uActorID];
    healthBeforeRecvdDamage = playerPtr->sHealth;
    if ( PID_TYPE(uObjID) != 3 || !actorPtr->ActorHitOrMiss(playerPtr) )
      return;
    ItemGen* equippedArmor = playerPtr->GetArmorItem();
    SoundID soundToPlay;
    if ( !equippedArmor
      || equippedArmor->IsBroken()
      || 
      (equippedArmor->GetPlayerSkillType() != PLAYER_SKILL_CHAIN 
      && equippedArmor->GetPlayerSkillType() != PLAYER_SKILL_PLATE 
      )
      )
    {
      int randVal = rand() % 4;
      switch (randVal)
      {
        case 0 : soundToPlay = (SoundID)108; break;
        case 1 : soundToPlay = (SoundID)109; break;
        case 2 : soundToPlay = (SoundID)110; break;
        case 3 : soundToPlay = (SoundID)44; break;
        default: Error("Unexpected sound value");
      }
    }
    else
    {
      int randVal = rand() % 4;
      switch (randVal)
      {
        case 0 : soundToPlay = (SoundID)105; break;
        case 1 : soundToPlay = (SoundID)106; break;
        case 2 : soundToPlay = (SoundID)107; break;
        case 3 : soundToPlay = (SoundID)45; break;
        default: Error("Unexpected sound value");
      }
    }
    pAudioPlayer->PlaySound(soundToPlay, PID(OBJECT_Player,a4 + 80), 0, -1, 0, 0, 0, 0);
    int dmgToReceive = actorPtr->_43B3E0_CalcDamage(dmgSource);
    if ( actorPtr->pActorBuffs[ACTOR_BUFF_SHRINK].uExpireTime > 0 )
    {
      __int16 spellPower = actorPtr->pActorBuffs[ACTOR_BUFF_SHRINK].uPower;
      if ( spellPower )
        dmgToReceive /= (signed int)spellPower;
    }
    int damageType;
    switch (dmgSource)
    {
      case 0: damageType = actorPtr->pMonsterInfo.uAttack1Type; 
        break;
      case 1: damageType = actorPtr->pMonsterInfo.uAttack2Type; 
        break;
      case 2: spellId = actorPtr->pMonsterInfo.uSpell1ID;
        damageType = LOBYTE(pSpellStats->pInfos[spellId].uSchool);
        break;
      case 3: spellId = actorPtr->pMonsterInfo.uSpell2ID;
        damageType = LOBYTE(pSpellStats->pInfos[spellId].uSchool);
        break;
      case 4: damageType = actorPtr->pMonsterInfo.field_3C_some_special_attack; 
        break;
      default:
      case 5: damageType = 4; //yes, the original just assigned the value 4
        break;   
    }
    if ( !(dword_6BE368_debug_settings_2 & DEBUG_SETTINGS_NO_DAMAGE) )
    {
      dmgToReceive = playerPtr->ReceiveDamage(dmgToReceive, (DAMAGE_TYPE)damageType);
      if ( playerPtr->pPlayerBuffs[PLAYER_BUFF_PAIN_REFLECTION].uExpireTime > 0 )
      {
        int actorState = actorPtr->uAIState;
        if ( actorState != Dying && actorState != Dead)
        {
          int reflectedDamage = actorPtr->CalcMagicalDamageToActor((DAMAGE_TYPE)damageType, dmgToReceive);
          actorPtr->sCurrentHP -= reflectedDamage;
          if ( reflectedDamage >= 0 )
          {
            if ( actorPtr->sCurrentHP >= 1 )
            {
              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
              Actor::AggroSurroundingPeasants(uActorID, 1);
            }
            else
            {
              if ( pMonsterStats->pInfos[actorPtr->pMonsterInfo.uID].bQuestMonster & 1 && pGame->uFlags2 & GAME_FLAGS_2_DRAW_BLOODSPLATS)
              {
                int splatRadius = byte_4D864C && BYTE2(pGame->uFlags) & 8 ? 10 * actorPtr->uActorRadius : actorPtr->uActorRadius;
                pDecalBuilder->AddBloodsplat(actorPtr->vPosition.x, actorPtr->vPosition.y, actorPtr->vPosition.z, 1.0, 0.0, 0.0, (float)splatRadius, 0, 0);
              }
              Actor::Die(uActorID);
              Actor::ApplyFineForKillingPeasant(uActorID);
              Actor::AggroSurroundingPeasants(uActorID, 1);
              if ( actorPtr->pMonsterInfo.uExp )
                pParty->GivePartyExp(pMonsterStats->pInfos[actorPtr->pMonsterInfo.uID].uExp);
              int speechToPlay = SPEECH_51;
              if ( rand() % 100 < 20 )
                speechToPlay = actorPtr->pMonsterInfo.uHP >= 100 ? 2 : 1;
              playerPtr->PlaySound((PlayerSpeech)speechToPlay, 0);
            }
          }
        }
      }
      if ( !(dword_6BE368_debug_settings_2 & DEBUG_SETTINGS_NO_DAMAGE)
        && actorPtr->pMonsterInfo.uSpecialAttackType
        && rand() % 100 < actorPtr->pMonsterInfo.uLevel * actorPtr->pMonsterInfo.uSpecialAttackLevel )
      {
        playerPtr->ReceiveSpecialAttackEffect(actorPtr->pMonsterInfo.uSpecialAttackType, actorPtr);
      }
    }
    if ( !pParty->bTurnBasedModeOn )
    {
      int actEndurance = playerPtr->GetActualEndurance();
      int recoveryTime = (int)((20 - playerPtr->GetParameterBonus(actEndurance)) * flt_6BE3A4_debug_recmod1 * 2.133333333333333);
      playerPtr->SetRecoveryTime(recoveryTime);
    }
    int yellThreshold = playerPtr->GetMaxHealth() / 4;
    if ( yellThreshold < playerPtr->sHealth && yellThreshold >= healthBeforeRecvdDamage && playerPtr->sHealth > 0 )
    {
      playerPtr->PlaySound(SPEECH_48, 0);
    }
    viewparams->bRedrawGameUI = 1;
    return;
  }
  else
  {
    SpriteObject* v37 = &pSpriteObjects[uActorID];
    int uActorType = PID_TYPE(v37->spell_caster_pid);
    int uActorID = PID_ID(v37->spell_caster_pid);
    if ( uActorType == 2 )
    {
      Player *playerPtr; // eax@81
      if ( a4 != -1 )
      {
        playerPtr = &pParty->pPlayers[a4];
      }
      else
      {
        int activePlayerCounter = 0;
        for (int i = 1; i <= 4; i++)
        {
          if (pPlayers[i]->CanAct())
          {
            v72[activePlayerCounter] = i;
            activePlayerCounter++;
          }
        }
        if ( activePlayerCounter )
        {
          playerPtr = &pParty->pPlayers[v72[rand() % activePlayerCounter] - 1];//&stru_AA1058[3].pSounds[6972 * *(&v72 + rand() % v74) + 40552];
        }
      }
      int v68;
      int v69;
      if ( uActorType != OBJECT_Player || v37->spell_id != SPELL_BOW_ARROW)
      {
        int playerMaxHp = playerPtr->GetMaxHealth();
        v68 = _43AFE3_calc_spell_damage(v37->spell_id, v37->spell_level, v37->spell_skill, playerMaxHp);
        v69 = LOBYTE(pSpellStats->pInfos[v37->spell_id].uSchool);
      }
      else
      {
        v68 = pParty->pPlayers[uActorID].CalculateRangedDamageTo(0);
        v69 = 0;
      }
      playerPtr->ReceiveDamage(v68, (DAMAGE_TYPE)v69);
      if ( uActorType == OBJECT_Player && !_A750D8_player_speech_timer )
      {
        _A750D8_player_speech_timer = 256i64;
        PlayerSpeechID = SPEECH_44;
        uSpeakingCharacter = uActorID + 1;
      }
      return;
    }
    else if ( uActorType == 3 )
    {
      Actor *actorPtr = &pActors[uActorID];
      if ( a4 == -1 )
        a4 = stru_50C198.which_player_to_attack(actorPtr);
      Player *playerPtr = &pParty->pPlayers[a4];
      int dmgToReceive = actorPtr->_43B3E0_CalcDamage(dmgSource);
      unsigned __int16 spriteType = v37->uType;
      if ( v37->uType == 545 )
      {
        __int16 skillLevel = playerPtr->GetActualSkillLevel(PLAYER_SKILL_UNARMED);
        if ( SkillToMastery(skillLevel) >= 4 && rand() % 100 < (skillLevel & 0x3F) )
        {
		    sprintf(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[637], playerPtr->pName);
          ShowStatusBarString(pTmpBuf.data(), 2u);
          playerPtr->PlaySound(SPEECH_6, 0);
          return;
        }
      }
      else if ( spriteType == 555
          || spriteType == 510
          || spriteType == 500
          || spriteType == 515
          || spriteType == 505
          || spriteType == 530
          || spriteType == 525
          || spriteType == 520
          || spriteType == 535
          || spriteType == 540 )
      {
        if ( !actorPtr->ActorHitOrMiss(playerPtr) )
          return;
        if ( playerPtr->pPlayerBuffs[PLAYER_BUFF_SHIELD].uExpireTime > 0 )
          dmgToReceive >>= 1;
        if ( playerPtr->HasEnchantedItemEquipped(36) )
          dmgToReceive >>= 1;
        if ( playerPtr->HasEnchantedItemEquipped(69) )
          dmgToReceive >>= 1;
        if ( playerPtr->HasItemEquipped(EQUIP_ARMOUR)
          && playerPtr->GetArmorItem()->uItemID == ITEM_ARTIFACT_GOVERNORS_ARMOR )
          dmgToReceive >>= 1;
        if ( playerPtr->HasItemEquipped(EQUIP_TWO_HANDED))
        {
          ItemGen* mainHandItem = playerPtr->GetMainHandItem();
          if ( mainHandItem->uItemID == ITEM_RELIC_KELEBRIM || mainHandItem->uItemID == ITEM_ARTIFACT_ELFBANE || (mainHandItem->GetItemEquipType() == EQUIP_SHIELD && SkillToMastery(playerPtr->pActiveSkills[PLAYER_SKILL_SHIELD]) == 4))
            dmgToReceive >>= 1;
        }
        if ( playerPtr->HasItemEquipped(EQUIP_SINGLE_HANDED))
        {
          ItemGen* offHandItem = playerPtr->GetOffHandItem();
          if ( offHandItem->uItemID == ITEM_RELIC_KELEBRIM || offHandItem->uItemID == ITEM_ARTIFACT_ELFBANE || (offHandItem->GetItemEquipType() == EQUIP_SHIELD && SkillToMastery(playerPtr->pActiveSkills[PLAYER_SKILL_SHIELD]) == 4))
            dmgToReceive >>= 1;
        }
      }
      if ( actorPtr->pActorBuffs[ACTOR_BUFF_SHRINK].uExpireTime > 0 )
      {
        int spellPower = actorPtr->pActorBuffs[ACTOR_BUFF_SHRINK].uPower;
        if ( spellPower )
          dmgToReceive /= (signed int)spellPower;
      }
      int damageType;
      switch(dmgSource)
      {
        case 0:
          damageType = actorPtr->pMonsterInfo.uAttack1Type;
          break;
        case 1:
          damageType = actorPtr->pMonsterInfo.uAttack2Type;
          break;
        case 2:
          spellId = actorPtr->pMonsterInfo.uSpell1ID;
          damageType = LOBYTE(pSpellStats->pInfos[spellId].uSchool);
          break;
        case 3:
          spellId = actorPtr->pMonsterInfo.uSpell2ID;
          damageType = LOBYTE(pSpellStats->pInfos[spellId].uSchool);
          break;
        case 4:
          damageType = actorPtr->pMonsterInfo.field_3C_some_special_attack;
          break;
        case 5:
          damageType = 4;
          break;
      }
      if ( !(dword_6BE368_debug_settings_2 & DEBUG_SETTINGS_NO_DAMAGE) )
      {
        int reflectedDmg = playerPtr->ReceiveDamage(dmgToReceive, (DAMAGE_TYPE)damageType);
        if ( playerPtr->pPlayerBuffs[PLAYER_BUFF_PAIN_REFLECTION].uExpireTime > 0 )
        {
          unsigned __int16 actorState = actorPtr->uAIState;
          if ( actorState != Dying && actorState != Dead)
          {
            recvdMagicDmg = actorPtr->CalcMagicalDamageToActor((DAMAGE_TYPE)damageType, reflectedDmg);
            actorPtr->sCurrentHP -= recvdMagicDmg;
            if ( recvdMagicDmg >= 0 )
            {
              if ( actorPtr->sCurrentHP >= 1 )
              {
                Actor::AI_Stun(uActorID, PID(OBJECT_Player,a4), 0);
                Actor::AggroSurroundingPeasants(uActorID, 1);
              }
              else
              {
                if ( pMonsterStats->pInfos[actorPtr->pMonsterInfo.uID].bQuestMonster & 1 && pGame->uFlags2 & GAME_FLAGS_2_DRAW_BLOODSPLATS )
                {
                  int splatRadius = byte_4D864C && BYTE2(pGame->uFlags) & 8 ? 10 * actorPtr->uActorRadius : actorPtr->uActorRadius;
                  pDecalBuilder->AddBloodsplat(actorPtr->vPosition.x, actorPtr->vPosition.y, actorPtr->vPosition.z, 1.0, 0.0, 0.0, (float)splatRadius, 0, 0);
                }
                Actor::Die(uActorID);
                Actor::ApplyFineForKillingPeasant(uActorID);
                Actor::AggroSurroundingPeasants(uActorID, 1);
                if ( actorPtr->pMonsterInfo.uExp )
                  pParty->GivePartyExp(pMonsterStats->pInfos[actorPtr->pMonsterInfo.uID].uExp);
                int speechToPlay = SPEECH_51;
                if ( rand() % 100 < 20 )
                  speechToPlay = actorPtr->pMonsterInfo.uHP >= 100 ? 2 : 1;
                playerPtr->PlaySound((PlayerSpeech)speechToPlay, 0);
              }
            }
          }
        }
      }
      if ( !dmgSource
        && !(dword_6BE368_debug_settings_2 & DEBUG_SETTINGS_NO_DAMAGE)
        && actorPtr->pMonsterInfo.uSpecialAttackType
        && rand() % 100 < actorPtr->pMonsterInfo.uLevel * actorPtr->pMonsterInfo.uSpecialAttackLevel )
      {
        playerPtr->ReceiveSpecialAttackEffect(actorPtr->pMonsterInfo.uSpecialAttackType, actorPtr);
      }
      if ( !pParty->bTurnBasedModeOn )
      {
        int actEnd = playerPtr->GetActualEndurance();
        int recTime = (int)((20 - playerPtr->GetParameterBonus(actEnd))
          * flt_6BE3A4_debug_recmod1
          * 2.133333333333333);
        playerPtr->SetRecoveryTime(recTime);
      }
      return;
    }
    else
    {
      return;
    }
  }
}
//----- (00421EA6) --------------------------------------------------------
void Player::OnInventoryLeftClick()
{
  signed int inventoryXCoord; // ecx@2
  int inventoryYCoord; // eax@2
  int invMatrixIndex; // eax@2
  unsigned int enchantedItemPos; // eax@7
  unsigned int pickedItemId; // esi@12
  unsigned int invItemIndex; // eax@12
  unsigned int itemPos; // eax@18
  ItemGen tmpItem; // [sp+Ch] [bp-3Ch]@1
  unsigned int pY; // [sp+3Ch] [bp-Ch]@2
  unsigned int pX; // [sp+40h] [bp-8h]@2
  CastSpellInfo *pSpellInfo;

  if ( pWindowList_at_506F50_minus1_indexing_buttons____and_an_int_[0] == 103 )
  {
    pMouse->GetClickPos(&pX, &pY);
    inventoryYCoord = (pY - 17) / 32;
    inventoryXCoord = (pX - 14) / 32;
    invMatrixIndex = inventoryXCoord + (INVETORYSLOTSWIDTH * inventoryYCoord);
    if ( inventoryYCoord >= 0 && inventoryYCoord < INVETORYSLOTSHEIGHT && inventoryXCoord >= 0 && inventoryXCoord < INVETORYSLOTSWIDTH)
    {
      if ( _50C9A0_IsEnchantingInProgress )
      {
        enchantedItemPos = this->GetItemIDAtInventoryIndex(&invMatrixIndex);
        if ( enchantedItemPos )
        {
         /* *((char *)pGUIWindow_Settings->ptr_1C + 8) &= 0x7Fu;
          *((short *)pGUIWindow_Settings->ptr_1C + 2) = uActiveCharacter - 1;
          *((int *)pGUIWindow_Settings->ptr_1C + 3) = enchantedItemPos - 1;
          *((short *)pGUIWindow_Settings->ptr_1C + 3) = invMatrixIndex;*/
          pSpellInfo = (CastSpellInfo *)pGUIWindow_Settings->ptr_1C;
          pSpellInfo->uFlags &= 0x7F;
          pSpellInfo->uPlayerID_2 = uActiveCharacter - 1;
          pSpellInfo->spell_target_pid = enchantedItemPos - 1;
          pSpellInfo->field_6 = invMatrixIndex;
          ptr_50C9A4_ItemToEnchant = &this->pInventoryItemList[enchantedItemPos-1];
          _50C9A0_IsEnchantingInProgress = 0;
          if ( pMessageQueue_50CBD0->uNumMessages )
            pMessageQueue_50CBD0->uNumMessages = pMessageQueue_50CBD0->pMessages[0].field_8 != 0;
          pMouse->SetCursorBitmap("MICON1");
          _50C9D0_AfterEnchClickEventId = 113;
          _50C9D4_AfterEnchClickEventSecondParam = 0;
          _50C9D8_AfterEnchClickEventTimeout = 256;
        }
        return;
      }
      if ( ptr_50C9A4_ItemToEnchant )
        return;
      pickedItemId = pParty->pPickedItem.uItemID;
      invItemIndex = this->GetItemIDAtInventoryIndex(&invMatrixIndex);
      if (!pickedItemId)
      {
        if ( !invItemIndex )
          return;
        else
        {
          memcpy(&pParty->pPickedItem, &this->pInventoryItemList[invItemIndex-1], sizeof(pParty->pPickedItem));
          this->RemoveItemAtInventoryIndex(invMatrixIndex);
          pickedItemId = pParty->pPickedItem.uItemID;
          pMouse->SetCursorBitmap(pItemsTable->pItems[pickedItemId].pIconName);
          return;
        }
      }
      else
      {
        if ( invItemIndex )
        {
          ItemGen* invItemPtr = &this->pInventoryItemList[invItemIndex-1];
          memcpy(&tmpItem, invItemPtr, sizeof(tmpItem));
          this->RemoveItemAtInventoryIndex(invMatrixIndex);
          int emptyIndex = this->AddItem2(invMatrixIndex, &pParty->pPickedItem);
          if ( !emptyIndex )
          {
            emptyIndex = this->AddItem2(-1, &pParty->pPickedItem);
            if ( !emptyIndex )
            {
              this->PutItemArInventoryIndex(tmpItem.uItemID, invItemIndex - 1, invMatrixIndex);
              memcpy(invItemPtr, &tmpItem, sizeof(ItemGen));
              return;
            }
          }
          memcpy(&pParty->pPickedItem, &tmpItem, sizeof(ItemGen));
          pMouse->SetCursorBitmap(pParty->pPickedItem.GetIconName());
          return;
        }
        else
        {
          itemPos = this->AddItem(invMatrixIndex, pickedItemId);
          if ( itemPos )
          {
            memcpy(&this->pInventoryItemList[itemPos-1], &pParty->pPickedItem, sizeof(ItemGen));
            pMouse->RemoveHoldingItem();
            return;
          }
          itemPos = this->AddItem(-1, pickedItemId);
          if ( itemPos )
          {
            memcpy(&this->pInventoryItemList[itemPos-1], &pParty->pPickedItem, sizeof(ItemGen));
            pMouse->RemoveHoldingItem();
            return;
          }
        }
      }
    }
  }
}


bool Player::IsWeak()
{
  return pConditions[Condition_Weak] != 0;
}

bool Player::IsDead()
{
  return pConditions[Condition_Dead] != 0;
}

bool Player::IsEradicated()
{
  return pConditions[Condition_Eradicated] != 0;
}

bool Player::IsZombie()
{
  return pConditions[Condition_Zombie] != 0;
}

bool Player::IsCursed()
{
  return pConditions[Condition_Cursed] != 0;
}

bool Player::IsPertified()
{
  return pConditions[Condition_Pertified] != 0;
}

bool Player::IsUnconcious()
{
  return pConditions[Condition_Unconcious] != 0;
}

bool Player::IsAsleep()
{
  return pConditions[Condition_Sleep] != 0;
}

bool Player::IsParalyzed()
{
  return pConditions[Condition_Paralyzed] != 0;
}

bool Player::IsDrunk()
{
  return pConditions[Condition_Drunk] != 0;
}

void Player::SetCursed( unsigned long long state )
{
  pConditions[Condition_Cursed] = state;
}

void Player::SetWeak( unsigned long long state )
{
  pConditions[Condition_Weak] = state;
}

void Player::SetAsleep( unsigned long long state )
{
  pConditions[Condition_Sleep] = state;
}

void Player::SetAfraid( unsigned long long state )
{
  pConditions[Condition_Fear] = state;
}

void Player::SetDrunk( unsigned long long state )
{
  pConditions[Condition_Drunk] = state;
}

void Player::SetInsane( unsigned long long state )
{
  pConditions[Condition_Insane] = state;
}

void Player::SetPoisonWeak( unsigned long long state )
{
  pConditions[Condition_Poison_Weak] = state;
}

void Player::SetDiseaseWeak( unsigned long long state )
{
  pConditions[Condition_Disease_Weak] = state;
}

void Player::SetPoisonMedium( unsigned long long state )
{
  pConditions[Condition_Poison_Medium] = state;
}

void Player::SetDiseaseMedium( unsigned long long state )
{
  pConditions[Condition_Disease_Medium] = state;
}

void Player::SetPoisonSevere( unsigned long long state )
{
  pConditions[Condition_Poison_Severe] = state;
}

void Player::SetDiseaseSevere( unsigned long long state )
{
  pConditions[Condition_Disease_Severe] = state;
}

void Player::SetParalyzed( unsigned long long state )
{
  pConditions[Condition_Paralyzed] = state;
}

void Player::SetUnconcious( unsigned long long state )
{
  pConditions[Condition_Unconcious] = state;
}

void Player::SetDead( unsigned long long state )
{
  pConditions[Condition_Dead] = state;
}

void Player::SetPertified( unsigned long long state )
{
  pConditions[Condition_Pertified] = state;
}

void Player::SetEradicated( unsigned long long state )
{
  pConditions[Condition_Eradicated] = state;
}

void Player::SetZombie( unsigned long long state )
{
  pConditions[Condition_Zombie] = state;
}

void Player::SetCondWeakWithBlockCheck( int blockable )
{
  SetCondition(Condition_Weak, blockable);
}

void Player::SetCondInsaneWithBlockCheck( int blockable )
{
  SetCondition(Condition_Insane, blockable);
}

void Player::SetCondDeadWithBlockCheck( int blockable )
{
  SetCondition(Condition_Dead, blockable);
}

void Player::SetCondUnconsciousWithBlockCheck( int blockable )
{
  SetCondition(Condition_Dead, blockable);
}

ItemGen* Player::GetOffHandItem()
{
  return GetItem(&PlayerEquipment::uShield);
}

ItemGen* Player::GetMainHandItem()
{
  return GetItem(&PlayerEquipment::uMainHand);
}

ItemGen* Player::GetBowItem()
{
  return GetItem(&PlayerEquipment::uBow);
}

ItemGen* Player::GetArmorItem()
{
  return GetItem(&PlayerEquipment::uArmor);
}

ItemGen* Player::GetHelmItem()
{
  return GetItem(&PlayerEquipment::uHelm);
}

ItemGen* Player::GetBeltItem()
{
  return GetItem(&PlayerEquipment::uBelt);
}

ItemGen* Player::GetCloakItem()
{
  return GetItem(&PlayerEquipment::uCloak);
}

ItemGen* Player::GetGloveItem()
{
  return GetItem(&PlayerEquipment::uGlove);
}

ItemGen* Player::GetBootItem()
{
  return GetItem(&PlayerEquipment::uBoot);
}

ItemGen* Player::GetAmuletItem()
{
  return GetItem(&PlayerEquipment::uAmulet);
}

ItemGen* Player::GetNthRingItem(int ringNum)
{
  return GetNthEquippedIndexItem(ringNum + 10);
}

ItemGen* Player::GetNthEquippedIndexItem(int index)
{
  if (this->pEquipment.pIndices[index] == 0)
  {
    return nullptr;
  }
  return &this->pInventoryItemList[this->pEquipment.pIndices[index] - 1];
}

ItemGen* Player::GetItem(unsigned int PlayerEquipment::* itemPos)
{
  if (this->pEquipment.*itemPos == 0)
  {
    return nullptr;
  }
  return &this->pInventoryItemList[this->pEquipment.*itemPos - 1];
}

int Player::GetPlayerIndex()
{
  int uPlayerIdx = 0;
  if ( this == pPlayers[1] )
    uPlayerIdx = 0;
  else if( this == pPlayers[2] )
    uPlayerIdx = 1;
  else if ( this == pPlayers[3] )
    uPlayerIdx = 2;
  else if ( this == pPlayers[4] )  
    uPlayerIdx = 3;
  else
    Error("Unexpected player pointer");
  return uPlayerIdx;
}

//----- (004272F5) --------------------------------------------------------
bool Player::PlayerHitOrMiss(Actor *pActor, int a3, int a4)
{
  signed int naturalArmor; // esi@1
  signed int armorBuff; // edi@1
  int effectiveActorArmor; // esi@8
  int attBonus; // eax@9
  int v9; // edx@11
//  unsigned __int8 v12; // sf@13
//  unsigned __int8 v13; // of@13
  int attPositiveMod; // edx@14
  int attNegativeMod; // eax@14
//  signed int result; // eax@17

  naturalArmor = pActor->pMonsterInfo.uAC;
  armorBuff = 0;
  if ( pActor->pActorBuffs[ACTOR_BUFF_SOMETHING_THAT_HALVES_AC].uExpireTime > 0 )
    naturalArmor /= 2;
  if ( pActor->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uExpireTime > 0 )
    armorBuff = pActor->pActorBuffs[ACTOR_BUFF_SHIELD].uPower;
  if ( pActor->pActorBuffs[ACTOR_BUFF_STONESKIN].uExpireTime > 0 && pActor->pActorBuffs[ACTOR_BUFF_STONESKIN].uPower > armorBuff )
    armorBuff = pActor->pActorBuffs[ACTOR_BUFF_STONESKIN].uPower;
  effectiveActorArmor = armorBuff + naturalArmor;
  if ( a3 )
    attBonus = this->GetRangedAttack();
  else
    attBonus = this->GetActualAttack(false);
  v9 = rand() % (effectiveActorArmor + 2 * attBonus + 30);
  attPositiveMod = a4 + v9;
  if ( a3 == 2 )
  {
    attNegativeMod = ((effectiveActorArmor + 15) / 2) + effectiveActorArmor + 15;
  }
  else if ( a3 == 3 )
  {
    attNegativeMod = 2 * effectiveActorArmor + 30;
  }
  else 
  {
    attNegativeMod = effectiveActorArmor + 15;
  }
  return (attPositiveMod > attNegativeMod);
}


//----- (0042ECB5) --------------------------------------------------------
void Player::_42ECB5_PlayerAttacksActor()
{
//  char *v5; // eax@8
//  unsigned int v9; // ecx@21
//  char *v11; // eax@26
//  unsigned int v12; // eax@47
//  SoundID v24; // [sp-4h] [bp-40h]@58

  //result = pParty->pPlayers[uActiveCharacter-1].CanAct();
  Player* player = &pParty->pPlayers[uActiveCharacter - 1];
  if (!player->CanAct())
    return;

  CastSpellInfoHelpers::_427D48();
    //v3 = 0;
  if (pParty->Invisible())
    pParty->pPartyBuffs[PARTY_BUFF_INVISIBILITY].Reset();

    //v31 = player->pEquipment.uBow;
  int bow_idx = player->pEquipment.uBow;
  if (bow_idx && player->pInventoryItemList[bow_idx - 1].IsBroken())
    bow_idx = 0;

    //v32 = 0;
  int wand_item_id = 0;
    //v33 = 0;
    //v4 = v1->pEquipment.uMainHand;
  int laser_weapon_item_id = 0;

  int main_hand_idx = player->pEquipment.uMainHand;
  if (main_hand_idx)
  {
    ItemGen* item = &player->pInventoryItemList[main_hand_idx - 1];
      //v5 = (char *)v1 + 36 * v4;
    if (!item->IsBroken())
    {
		//v28b = &v1->pInventoryItems[v4].uItemID;
        //v6 = v1->pInventoryItems[v4].uItemID;//*((int *)v5 + 124);
      if (item->GetItemEquipType() == EQUIP_WAND)
      {
        if (item->uNumCharges <= 0)
          player->pEquipment.uMainHand = 0; // wand discharged - unequip
        else
          wand_item_id = item->uItemID;//*((int *)v5 + 124);
      }
      else if (item->uItemID == ITEM_BLASTER || item->uItemID == ITEM_LASER_RIFLE)
        laser_weapon_item_id = item->uItemID;//*((int *)v5 + 124);
    }
  }

    //v30 = 0;
    //v29 = 0;
    //v28 = 0;
    //v7 = pMouse->uPointingObjectID;

  int target_pid = pMouse->uPointingObjectID;
  int target_type = PID_TYPE(target_pid),
      target_id = PID_ID(target_pid);
  if (target_type != OBJECT_Actor || !pActors[target_id].CanAct())
  {
    target_pid = stru_50C198.FindClosestActor(5120, 0, 0);
    target_type = PID_TYPE(target_pid);
    target_id = PID_ID(target_pid);
  }

  Actor* actor = &pActors[target_id];
  int actor_distance = 0;
  if (target_type == OBJECT_Actor)
  {
    int distance_x = actor->vPosition.x - pParty->vPosition.x,
        distance_y = actor->vPosition.y - pParty->vPosition.y,
        distance_z = actor->vPosition.z - pParty->vPosition.z;
    actor_distance = integer_sqrt(distance_x * distance_x + distance_y * distance_y + distance_z * distance_z) - actor->uActorRadius;
    if (actor_distance < 0)
      actor_distance = 0;
  }

  bool shooting_bow = false,
       shotting_laser = false,
       shooting_wand = false,
       melee_attack = false;
  if (laser_weapon_item_id)
  {
    shotting_laser = true;
    _42777D_CastSpell_UseWand_ShootArrow(SPELL_LASER_PROJECTILE, uActiveCharacter - 1, 0, 0, uActiveCharacter + 8);
  }
  else if (wand_item_id)
  {
    shooting_wand = true;

    int main_hand_idx = player->pEquipment.uMainHand;
    _42777D_CastSpell_UseWand_ShootArrow(wand_spell_ids[player->pInventoryItemList[main_hand_idx - 1].uItemID - ITEM_WAND_FIRE], uActiveCharacter - 1, 8, 0, uActiveCharacter + 8);

    if (!--player->pInventoryItemList[main_hand_idx - 1].uNumCharges)
      player->pEquipment.uMainHand = 0;
  }
  else if (target_type == OBJECT_Actor && actor_distance <= 407.2)
  {
    melee_attack = true;

    Vec3_int_ a3;
    a3.x = actor->vPosition.x - pParty->vPosition.x;
    a3.y = actor->vPosition.y - pParty->vPosition.y;
    a3.z = actor->vPosition.z - pParty->vPosition.z;
    Vec3_int_::Normalize(&a3.x, &a3.y, &a3.z);

    Actor::DamageMonsterFromParty(PID(OBJECT_Player, uActiveCharacter - 1), target_id, &a3);
    if (player->WearsItem(ITEM_ARTIFACT_SPLITTER, EQUIP_TWO_HANDED) || player->WearsItem(ITEM_ARTIFACT_SPLITTER, EQUIP_SINGLE_HANDED))
          _42FA66_do_explosive_impact(actor->vPosition.x, actor->vPosition.y, actor->vPosition.z + actor->uActorHeight / 2, 0, 512, uActiveCharacter);
  }
  else if (bow_idx)
  {
    shooting_bow = true;
    _42777D_CastSpell_UseWand_ShootArrow(SPELL_BOW_ARROW, uActiveCharacter - 1, 0, 0, 0);
  }
  else
  {
    melee_attack = true;
    ; // actor out of range or no actor; no ranged weapon so melee attacking air
  }

  if (!pParty->bTurnBasedModeOn && melee_attack) // wands, bows & lasers will add recovery while shooting spell effect
  {
    int recovery = player->GetAttackRecoveryTime(false);
    if (recovery < 30 )
      recovery = 30;
    player->SetRecoveryTime(flt_6BE3A4_debug_recmod1 * (double)recovery * 2.133333333333333);
  }

  int v34 = 0;
  if (shooting_wand)
    return;
  else if (shooting_bow)
  {
    v34 = 5;
    player->PlaySound(SPEECH_50, 0);
  }
  if (shotting_laser)
    v34 = 7;
  else
  {
    int main_hand_idx = player->pEquipment.uMainHand;
    if (player->HasItemEquipped(EQUIP_TWO_HANDED))
      v34 = player->pInventoryItemList[main_hand_idx - 1].GetPlayerSkillType();
    pTurnEngine->ApplyPlayerAction();
  }

  switch (v34)
  {
    case 0: pAudioPlayer->PlaySound(SOUND_81, 0, 0, -1, 0, 0, 0, 0); break;
    case 1: pAudioPlayer->PlaySound(SOUND_84, 0, 0, -1, 0, 0, 0, 0); break;
    case 2: pAudioPlayer->PlaySound(SOUND_85, 0, 0, -1, 0, 0, 0, 0); break;
    case 3: pAudioPlayer->PlaySound(SOUND_78, 0, 0, -1, 0, 0, 0, 0); break;
    case 4: pAudioPlayer->PlaySound(SOUND_80, 0, 0, -1, 0, 0, 0, 0); break;
    case 5: pAudioPlayer->PlaySound(SOUND_71, 0, 0, -1, 0, 0, 0, 0); break;
    case 6: pAudioPlayer->PlaySound(SOUND_83, 0, 0, -1, 0, 0, 0, 0); break;
    case 7: pAudioPlayer->PlaySound(SOUND_67, 0, 0, -1, 0, 0, 0, 0); break;
  }
}


//----- (0042FA66) --------------------------------------------------------
void Player::_42FA66_do_explosive_impact(int a1, int a2, int a3, int a4, __int16 a5, signed int a6)
{
  unsigned __int16 v9; // ax@5

  SpriteObject a1a; // [sp+Ch] [bp-74h]@1
  //SpriteObject::SpriteObject(&a1a);
  a1a.uType = 600;
  a1a.stru_24.Reset();

  a1a.spell_id = SPELL_FIRE_FIREBALL;
  a1a.spell_level = 8;
  a1a.spell_skill = 3;
  v9 = 0;
  for ( uint i = 0; i < pObjectList->uNumObjects; ++i )
  {
    if ( a1a.uType == pObjectList->pObjects[i].uObjectID )
      v9 = i;
  }
  a1a.uObjectDescID = v9;
  a1a.vPosition.x = a1;
  a1a.vPosition.y = a2;
  a1a.vPosition.z = a3;
  a1a.uAttributes = 0;
  a1a.uSectorID = pIndoor->GetSector(a1, a2, a3);
  a1a.uSpriteFrameID = 0;
  a1a.spell_target_pid = 0;
  a1a.field_60_distance_related_prolly_lod = 0;
  a1a.uFacing = 0;
  a1a.uSoundID = 0;
  if ( a6 >= 1 || a6 <= 4 )
    a1a.spell_caster_pid = PID(OBJECT_Player, a6 - 1);
  else
    a1a.spell_caster_pid = 0;

  int id = a1a.Create(0, 0, 0, 0);
  if (id != -1)
    AttackerInfo.Add(PID(OBJECT_Item, id), a5, SLOWORD(a1a.vPosition.x), SLOWORD(a1a.vPosition.y),
    SLOWORD(a1a.vPosition.z), 0, 0);
}

//----- (00458244) --------------------------------------------------------
unsigned int SkillToMastery( unsigned int skill_value )
{
  switch (skill_value & 0x1C0)
  {
  case 0x100: return 4;     // Grandmaster
  case 0x80:  return 3;     // Master
  case 0x40:  return 2;     // Expert
  case 0x00:  return 1;     // Normal
  }
  assert(false);
  return 0;
}