changeset 1272:19a4809e1da0

Player::DecreaseAttribute cleanup
author Grumpy7
date Sat, 15 Jun 2013 02:31:27 +0200
parents 5a3f48b370d5
children fbb7428fa58c
files Player.cpp
diffstat 1 files changed, 29 insertions(+), 45 deletions(-) [+]
line wrap: on
line diff
--- a/Player.cpp	Sat Jun 15 02:23:04 2013 +0200
+++ b/Player.cpp	Sat Jun 15 02:31:27 2013 +0200
@@ -6424,51 +6424,35 @@
   pDroppedStep = StatTable[0][v2].uDroppedStep;
   uMinValue = pBaseValue - 2;
   pStep = StatTable[0][v2].uBaseStep;
-    switch ( eAttribute )
-    {
-      case CHARACTER_ATTRIBUTE_STRENGTH:
-        if ( this->uMight <= pBaseValue )
-          pStep = pDroppedStep;
-        if ( this->uMight - pStep >= uMinValue )
-         this->uMight -= pStep;
-        break;
-	  case CHARACTER_ATTRIBUTE_INTELLIGENCE:
-        if ( this->uIntelligence <= pBaseValue )
-          pStep = pDroppedStep;
-        if ( this->uIntelligence - pStep >= uMinValue )
-          this->uIntelligence -= pStep;
-        break;
-      case CHARACTER_ATTRIBUTE_WILLPOWER:
-        if ( this->uWillpower <= pBaseValue )
-          pStep = pDroppedStep;
-        if ( this->uWillpower - pStep >= uMinValue )
-          this->uWillpower -= pStep;
-        break;
-      case CHARACTER_ATTRIBUTE_ENDURANCE:
-        if ( this->uEndurance <= pBaseValue )
-          pStep = pDroppedStep;
-        if ( this->uEndurance - pStep >= uMinValue )
-          this->uEndurance -= pStep;
-        break;
-      case CHARACTER_ATTRIBUTE_ACCURACY:
-        if ( this->uAccuracy <= pBaseValue )
-          pStep = pDroppedStep;
-        if ( this->uAccuracy - pStep >= uMinValue )
-          this->uAccuracy -= pStep;
-        break;
-      case CHARACTER_ATTRIBUTE_SPEED:
-        if ( this->uSpeed <= pBaseValue )
-          pStep = pDroppedStep;
-        if ( this->uSpeed - pStep >= uMinValue )
-          this->uSpeed -= pStep;
-        break;
-      case CHARACTER_ATTRIBUTE_LUCK:
-		if ( this->uLuck <= pBaseValue )
-          pStep = pDroppedStep;
-        if ( this->uLuck - pStep >= uMinValue )
-          this->uLuck -= pStep;
-        break;
-    }
+  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;
 }
 
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