Mercurial > mm7
changeset 1695:33df22a5e376
Player::ReceiveSpecialAttackEffect finishing cleanup, special attack type enum created
author | Grumpy7 |
---|---|
date | Sun, 22 Sep 2013 10:44:42 +0200 |
parents | 5ead2688a227 |
children | 7d99124bccd8 |
files | Monsters.cpp Monsters.h Player.cpp Player.h |
diffstat | 4 files changed, 114 insertions(+), 96 deletions(-) [+] |
line wrap: on
line diff
--- a/Monsters.cpp Sun Sep 22 10:04:33 2013 +0200 +++ b/Monsters.cpp Sun Sep 22 10:44:42 2013 +0200 @@ -894,7 +894,7 @@ int str_len=0; int str_pos=0; pInfos[curr_rec_num].uSpecialAttackLevel=1; - pInfos[curr_rec_num].uSpecialAttackType=0; + pInfos[curr_rec_num].uSpecialAttackType=(SPECIAL_ATTACK_TYPE)0; str_len=strlen(test_string); if (str_len>1) { @@ -908,7 +908,7 @@ break; } } - pInfos[curr_rec_num].uSpecialAttackType=ParseSpecialAttack(test_string); + pInfos[curr_rec_num].uSpecialAttackType=(SPECIAL_ATTACK_TYPE)ParseSpecialAttack(test_string); } } break;
--- a/Monsters.h Sun Sep 22 10:04:33 2013 +0200 +++ b/Monsters.h Sun Sep 22 10:44:42 2013 +0200 @@ -82,6 +82,33 @@ MONSTER_SUPERTYPE_8 = 0x8, }; +enum SPECIAL_ATTACK_TYPE : unsigned __int8 +{ + SPECIAL_ATTACK_NONE = 0, + SPECIAL_ATTACK_CURSE = 1, + SPECIAL_ATTACK_WEAK = 2, + SPECIAL_ATTACK_SLEEP = 3, + SPECIAL_ATTACK_DRUNK = 4, + SPECIAL_ATTACK_INSANE = 5, + SPECIAL_ATTACK_POISON1 = 6, + SPECIAL_ATTACK_POISON2 = 7, + SPECIAL_ATTACK_POISON3 = 8, + SPECIAL_ATTACK_DISEASE1 = 9, + SPECIAL_ATTACK_DISEASE2 = 10, + SPECIAL_ATTACK_DISEASE3 = 11, + SPECIAL_ATTACK_PARALYZED = 12, + SPECIAL_ATTACK_UNCONSCIOUS = 13, + SPECIAL_ATTACK_DEAD = 14, + SPECIAL_ATTACK_PETRIFIED = 15, + SPECIAL_ATTACK_ERADICATED = 16, + SPECIAL_ATTACK_BREAK_ANY = 17, + SPECIAL_ATTACK_BREAK_ARMOR = 18, + SPECIAL_ATTACK_BREAK_WEAPON = 19, + SPECIAL_ATTACK_STEAL = 20, + SPECIAL_ATTACK_AGING = 21, + SPECIAL_ATTACK_MANA_DRAIN = 22, + SPECIAL_ATTACK_FEAR = 23, +}; /* 187 */ @@ -114,7 +141,7 @@ unsigned __int8 uAIType; HostilityRadius uHostilityType; char field_12; - unsigned __int8 uSpecialAttackType; + SPECIAL_ATTACK_TYPE uSpecialAttackType; unsigned __int8 uSpecialAttackLevel; unsigned __int8 uAttack1Type; unsigned __int8 uAttack1DamageDiceRolls;
--- a/Player.cpp Sun Sep 22 10:04:33 2013 +0200 +++ b/Player.cpp Sun Sep 22 10:44:42 2013 +0200 @@ -2268,85 +2268,78 @@ } //----- (0048DCF6) -------------------------------------------------------- -int Player::ReceiveSpecialAttackEffect(int a2, Actor *pActor) //TODO check this with IDA to see what the uninitialized vars are supposed to contain -{ +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 - signed int v12; // edx@9 ItemGen *v13; // eax@9 - int v14; // edx@16 - int v16; // edx@26 - signed int v19; // edx@38 int v22; // eax@49 signed int v23; // ebx@49 void *v27; // ecx@76 - enum CHARACTER_ATTRIBUTE_TYPE v40; // [sp-4h] [bp-A4h]@4 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; - switch ( a2 ) - { - case 1: + switch ( attTypeCast ) + { + case SPECIAL_ATTACK_CURSE: v6 = GetActualWillpower(); v11 = GetParameterBonus(v6); break; - case 2: - case 3: - case 4: - case 9: - case 10: - case 11: - case 13: - case 21: + case SPECIAL_ATTACK_WEAK: + case SPECIAL_ATTACK_SLEEP: + case SPECIAL_ATTACK_DRUNK: + case SPECIAL_ATTACK_DISEASE1: + case SPECIAL_ATTACK_DISEASE2: + case SPECIAL_ATTACK_DISEASE3: + case SPECIAL_ATTACK_UNCONSCIOUS: + case SPECIAL_ATTACK_AGING: v6 = GetActualEndurance(); v11 = GetParameterBonus(v6); break; - case 5: - case 12: - case 23: - v40 = (CHARACTER_ATTRIBUTE_TYPE)14; - v11 = GetActualResistance(v40); + case SPECIAL_ATTACK_INSANE: + case SPECIAL_ATTACK_PARALYZED: + case SPECIAL_ATTACK_FEAR: + v11 = GetActualResistance(CHARACTER_ATTRIBUTE_RESIST_MIND); break; - case 15: - v40 = (CHARACTER_ATTRIBUTE_TYPE)13; - v11 = GetActualResistance(v40); + case SPECIAL_ATTACK_PETRIFIED: + v11 = GetActualResistance(CHARACTER_ATTRIBUTE_RESIST_EARTH); break; - case 6: - case 7: - case 8: - case 14: - case 16: - v40 = (CHARACTER_ATTRIBUTE_TYPE)15; - v11 = GetActualResistance(v40); + case SPECIAL_ATTACK_POISON1: + case SPECIAL_ATTACK_POISON2: + case SPECIAL_ATTACK_POISON3: + case SPECIAL_ATTACK_DEAD: + case SPECIAL_ATTACK_ERADICATED: + v11 = GetActualResistance(CHARACTER_ATTRIBUTE_RESIST_BODY); break; - case 22: + case SPECIAL_ATTACK_MANA_DRAIN: v8 = GetActualWillpower(); v10 = GetActualIntelligence(); v11 = (GetParameterBonus(v10) + GetParameterBonus(v8)) / 2; break; - case 17: + 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++] = v12; + v46[v4++] = i; } if ( !v4 ) return 0; v48 = &this->pInventoryItemList[v46[rand() % v4]]; v11 = 3 * (pItemsTable->pItems[v48->uItemID].uMaterial + pItemsTable->pItems[v48->uItemID].uDamageMod); break; - case 18: + case SPECIAL_ATTACK_BREAK_ARMOR: for (int i = 0; i < 16; i++ ) { - if ( HasItemEquipped((ITEM_EQUIP_TYPE)v14) ) + if ( HasItemEquipped((ITEM_EQUIP_TYPE)i) ) { if ( i == EQUIP_ARMOUR ) v46[v4++] = this->pEquipment.uArmor - 1; @@ -2359,16 +2352,16 @@ v48 = &this->pInventoryItemList[v46[rand() % v4]]; v11 = 3 * (pItemsTable->pItems[v48->uItemID].uMaterial + pItemsTable->pItems[v48->uItemID].uDamageMod); break; - case 19: + case SPECIAL_ATTACK_BREAK_WEAPON: for (int i = 0; i < 16; i++ ) { - if ( HasItemEquipped((ITEM_EQUIP_TYPE)v16) ) + if ( HasItemEquipped((ITEM_EQUIP_TYPE)i) ) { - if ( v16 == EQUIP_BOW ) + if ( i == EQUIP_BOW ) v46[v4++] = LOBYTE(this->pEquipment.uBow) - 1; - if ( (v16 == EQUIP_OFF_HAND || v16 == EQUIP_MAIN_HAND) - && (GetEquippedItemEquipType((ITEM_EQUIP_TYPE)v16) == EQUIP_OFF_HAND || GetEquippedItemEquipType((ITEM_EQUIP_TYPE)v16) == EQUIP_MAIN_HAND) ) - v46[v4++] = this->pEquipment.pIndices[v16] - 1; + if ( (i == EQUIP_OFF_HAND || i == EQUIP_MAIN_HAND) + && (GetEquippedItemEquipType((ITEM_EQUIP_TYPE)i) == EQUIP_OFF_HAND || GetEquippedItemEquipType((ITEM_EQUIP_TYPE)i) == EQUIP_MAIN_HAND) ) + v46[v4++] = this->pEquipment.pIndices[i] - 1; } } if ( !v4 ) @@ -2376,7 +2369,7 @@ v48 = &this->pInventoryItemList[v46[rand() % v4]]; v11 = 3 * (pItemsTable->pItems[v48->uItemID].uMaterial + pItemsTable->pItems[v48->uItemID].uDamageMod); break; - case 20: + case SPECIAL_ATTACK_STEAL: for ( int i = 0; i < 126; i++ ) { int ItemPosInList = this->pInventoryMatrix[i]; @@ -2385,7 +2378,7 @@ ItemGen* v21 = &this->pInventoryItemList[ItemPosInList - 1]; if ( v21->uItemID > 0 && v21->uItemID <= 134 ) { - v46[v4++] = v19; + v46[v4++] = i; } } } @@ -2413,125 +2406,117 @@ break; } - switch ( a2 ) - { - case 1: + switch ( attTypeCast ) + { + case SPECIAL_ATTACK_CURSE: SetCondition(Condition_Cursed, 1); pAudioPlayer->PlaySound((SoundID)221, 0, 0, -1, 0, 0, 0, 0); pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3); return 1; break; - case 2: + case SPECIAL_ATTACK_WEAK: SetCondition(Condition_Weak, 1); pAudioPlayer->PlaySound((SoundID)221, 0, 0, -1, 0, 0, 0, 0); pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3); return 1; break; - case 3: + case SPECIAL_ATTACK_SLEEP: SetCondition(Condition_Sleep, 1); pAudioPlayer->PlaySound((SoundID)221, 0, 0, -1, 0, 0, 0, 0); pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3); return 1; break; - case 23: - SetCondition(Condition_Fear, 1); - pAudioPlayer->PlaySound((SoundID)221, 0, 0, -1, 0, 0, 0, 0); - pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3); - return 1; - break; - case 4: + case SPECIAL_ATTACK_DRUNK: SetCondition(Condition_Drunk, 1); pAudioPlayer->PlaySound((SoundID)221, 0, 0, -1, 0, 0, 0, 0); pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3); return 1; break; - case 5: + case SPECIAL_ATTACK_INSANE: SetCondition(Condition_Insane, 1); pAudioPlayer->PlaySound((SoundID)224, 0, 0, -1, 0, 0, 0, 0); pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3); return 1; break; - case 6: + case SPECIAL_ATTACK_POISON1: SetCondition(Condition_Poison1, 1); pAudioPlayer->PlaySound((SoundID)222, 0, 0, -1, 0, 0, 0, 0); pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3); return 1; break; - case 7: + case SPECIAL_ATTACK_POISON2: SetCondition(Condition_Poison2, 1); pAudioPlayer->PlaySound((SoundID)222, 0, 0, -1, 0, 0, 0, 0); pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3); return 1; break; - case 8: + case SPECIAL_ATTACK_POISON3: SetCondition(Condition_Poison3, 1); pAudioPlayer->PlaySound((SoundID)222, 0, 0, -1, 0, 0, 0, 0); pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3); return 1; break; - case 9: + case SPECIAL_ATTACK_DISEASE1: SetCondition(Condition_Disease1, 1); pAudioPlayer->PlaySound((SoundID)222, 0, 0, -1, 0, 0, 0, 0); pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3); return 1; break; - case 10: + case SPECIAL_ATTACK_DISEASE2: SetCondition(Condition_Disease2, 1); pAudioPlayer->PlaySound((SoundID)222, 0, 0, -1, 0, 0, 0, 0); pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3); return 1; break; - case 11: + case SPECIAL_ATTACK_DISEASE3: SetCondition(Condition_Disease3, 1); pAudioPlayer->PlaySound((SoundID)222, 0, 0, -1, 0, 0, 0, 0); pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3); return 1; break; - case 12: + case SPECIAL_ATTACK_PARALYZED: SetCondition(Condition_Paralyzed, 1); pAudioPlayer->PlaySound((SoundID)224, 0, 0, -1, 0, 0, 0, 0); pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3); return 1; break; - case 15: + case SPECIAL_ATTACK_UNCONSCIOUS: + SetCondition(Condition_Unconcious, 1); + pAudioPlayer->PlaySound((SoundID)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((SoundID)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((SoundID)225, 0, 0, -1, 0, 0, 0, 0); pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3); return 1; break; - case 13: - SetCondition(Condition_Unconcious, 1); - pAudioPlayer->PlaySound((SoundID)224, 0, 0, -1, 0, 0, 0, 0); - pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3); - return 1; - break; - case 14: - SetCondition(Condition_Dead, 1); - pAudioPlayer->PlaySound((SoundID)225, 0, 0, -1, 0, 0, 0, 0); - pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3); - return 1; - break; - case 16: + case SPECIAL_ATTACK_ERADICATED: SetCondition(Condition_Eradicated, 1); pAudioPlayer->PlaySound((SoundID)225, 0, 0, -1, 0, 0, 0, 0); pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3); return 1; break; - case 17: - case 18: - case 19: - if ( v48->uAttributes & ITEM_ENCHANTED ) + case SPECIAL_ATTACK_BREAK_ANY: + case SPECIAL_ATTACK_BREAK_ARMOR: + case SPECIAL_ATTACK_BREAK_WEAPON: + if ( !(v48->uAttributes & ITEM_ENCHANTED) ) { - pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3); - return 1; + PlaySound(SPEECH_40, 0); + v48->SetBroken(); + pAudioPlayer->PlaySound((SoundID)47, 0, 0, -1, 0, 0, 0, 0); } - PlaySound(SPEECH_40, 0); - v48->SetBroken(); - pAudioPlayer->PlaySound((SoundID)47, 0, 0, -1, 0, 0, 0, 0); pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3); return 1; break; - case 20: + case SPECIAL_ATTACK_STEAL: PlaySound(SPEECH_40, 0); v27 = pActor->array_000234; if ( pActor->array_000234[0].uItemID ) @@ -2549,20 +2534,26 @@ pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3); return 1; break; - case 21: + case SPECIAL_ATTACK_AGING: PlaySound(SPEECH_42, 0); ++this->sAgeModifier; pAudioPlayer->PlaySound((SoundID)226, 0, 0, -1, 0, 0, 0, 0); pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3); return 1; break; - case 22: + case SPECIAL_ATTACK_MANA_DRAIN: PlaySound(SPEECH_41, 0); this->sMana = 0; pAudioPlayer->PlaySound((SoundID)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((SoundID)221, 0, 0, -1, 0, 0, 0, 0); + pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3); + return 1; + break; default: return 0; }
--- a/Player.h Sun Sep 22 10:04:33 2013 +0200 +++ b/Player.h Sun Sep 22 10:44:42 2013 +0200 @@ -518,7 +518,7 @@ int StealFromActor(unsigned int uActorID, int _steal_perm, int reputation); void Heal(int amount); int ReceiveDamage(signed int amount, DAMAGE_TYPE dmg_type); - int _48DCF6(int a2, struct Actor *pActor); + int ReceiveSpecialAttackEffect(int attType, struct Actor *pActor); unsigned int GetSpellSchool(unsigned int uSpellID); int GetAttackRecoveryTime(bool bRangedAttack); int GetMaxHealth();