changeset 1781:7b42e79eb2d0

Merge
author Grumpy7
date Thu, 03 Oct 2013 05:30:03 +0200
parents 01b3c314e9be (diff) 53c0453f4eb2 (current diff)
children 421e826f4477
files Player.cpp
diffstat 2 files changed, 555 insertions(+), 463 deletions(-) [+]
line wrap: on
line diff
--- a/Player.cpp	Wed Oct 02 17:11:15 2013 +0600
+++ b/Player.cpp	Thu Oct 03 05:30:03 2013 +0200
@@ -5417,523 +5417,615 @@
 void Player::SetVariable(enum VariableType var_type, signed int var_value)
 {
   signed int currPlayerId; // ebx@1
-  Player *v4_unused; // esi@1
-  unsigned int v5_unused; // edi@1
   unsigned int v6; // esi@13
   unsigned int v7; // esi@14
-  signed int v8_unused; // eax@17
+  signed int v8; // eax@17
   ItemGen *v9; // ecx@17
   int v10; // eax@21
   signed int v11; // eax@30
-  Player *unused12; // ecx@44
-  char *v13; // ecx@45
-  Player *v14; // ecx@49
   int v15; // ecx@86
   int v16; // esi@106
   char v17; // al@106
   int v18; // eax@107
-  Player *v19; // ecx@112
-  Player *v20; // ecx@127
-  int v21; // eax@127
   int v22; // eax@145
-  char v23; // zf@146
   DDM_DLV_Header *v24; // ecx@148
-  signed int v25; // eax@172
-  int v26; // [sp-8h] [bp-3Ch]@84
-  signed int unused27; // [sp-4h] [bp-38h]@4
-  int v28_unused; // [sp-4h] [bp-38h]@84
   ItemGen item; // [sp+Ch] [bp-28h]@52
-  char v30_unused; // [sp+32h] [bp-2h]@1
-  char v31_unused; // [sp+33h] [bp-1h]@1
-  
-  currPlayerId = -1;
-  for (int i = 1; i <= 4; i++)  //TODO: add a member variable for playerid in the future
-  {
-    if ( this == pPlayers[i] )
-    {
-      currPlayerId = i - 1;
-      break;
-    }
-  }
-
-  Assert(currPlayerId != -1);
-  if ( var_type > VAR_AutoNotes )
-  {
-    if ( var_type <= VAR_GoldInBank )
-    {
-      if ( var_type == VAR_GoldInBank )
+
+  currPlayerId = 0;
+  if ( this == pPlayers[2] )
+    currPlayerId = 1;
+  else if ( this == pPlayers[3] )
+    currPlayerId = 2;
+  else if ( this == pPlayers[4] )
+     currPlayerId  = 3;
+
+
+  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)
       {
-        pParty->uNumGoldInBank = var_value;
-        return;
+        bFlashHistoryBook = 1;
+        PlayAwardSound(currPlayerId);
       }
-      if ( var_type <= VAR_Counter10 )
+    }
+    return;
+  }
+
+  if ( var_type >= VAR_MapPersistentVariable_0 && var_type <= VAR_MapPersistentVariable_99 )
+  {
+    byte_5E4C15[var_type] = var_value;
+    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(currPlayerId);
+    return;
+  }
+
+  switch ( var_type )
+  {
+    case VAR_Sex:
+      this->uSex = (PLAYER_SEX)var_value;
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_Class:
+      this->classType = (PLAYER_CLASS_TYPE)var_value;
+      if ( (PLAYER_CLASS_TYPE)var_value == PLAYER_CLASS_LICH )
       {
-        if ( (signed int)var_type >= 0xF5 )
+        for (int i = 0; i < 138; i++)
         {
-          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);
+          if (this->pOwnItems[i].uItemID == ITEM_LICH_JAR_EMPTY)
+          {
+            this->pOwnItems[i].uItemID = ITEM_LICH_JAR_FULL;
+            this->pOwnItems[i].uHolderPlayer = currPlayerId + 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
         {
-          switch ( var_type )
-          {
-            case VAR_PlayerBits:
-              _449B7E_toggle_bit((unsigned char *)field_1A50, var_value, 1u);
-              break;
-            case VAR_NPCs2:
-              pParty->field_709 = 0;
-              LOBYTE(pNPCStats->pNewNPCData[var_value].uFlags) |= 0x80u;
-              pParty->CountHirelings();
-              viewparams->bRedrawGameUI = true;
-              break;
-            case VAR_NumSkillPoints:
-              this->uSkillPoints = var_value;
-              break;
-          }
+          this->uCurrentFace = 20;
+          this->uVoiceID = 20;
         }
-        return;
+        ReloadPlayerPortraits(currPlayerId, this->uCurrentFace);
       }
-      if ( var_type <= VAR_Counter10 )
-        return;
-      if ( (signed int)var_type <= VAR_UnknownTimeEvent19 )
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_CurrentHP:
+      this->sHealth = var_value;
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_MaxHP:
+      this->sHealth = GetMaxHealth();
+      return;
+    case VAR_CurrentSP:
+      this->sMana = var_value;
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_MaxSP:
+      this->sMana = GetMaxMana();
+      return;
+    case VAR_ACModifier:
+      this->sACModifier = (unsigned __int8)var_value;
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_BaseLevel:
+      this->uLevel = (unsigned __int8)var_value;
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_LevelModifier:
+      this->sLevelModifier = (unsigned __int8)var_value;
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_Age:
+      this->sAgeModifier = var_value;
+      return;
+    case VAR_Award:
+      if ( !((unsigned __int8)(0x80u >> ((signed __int16)var_value - 1) % 8) & 
+		this->_achieved_awards_bits[((signed __int16)var_value - 1)/ 8]) //&& dword_723E80_award_related[2 * a3] )
+	&& pAwards[var_value].pText )
       {
-        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);
+        pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+        PlayAwardSound(currPlayerId);
+        this->PlaySound(SPEECH_96, 0);
       }
-      else
+      _449B7E_toggle_bit(this->_achieved_awards_bits, var_value, 1u);
+      return;
+    case VAR_Experience:
+      this->uExperience = var_value;
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_QBits_QuestsDone:
+      if ( !((unsigned __int8)(0x80u >> ((signed __int16)var_value - 1) % 8) & pParty->_quest_bits[((signed __int16)var_value - 1) >> 3])// && (&dword_722F10)[4 * a3] )
+		&& pQuestTable[var_value-1] )
       {
-        if ( var_type == VAR_ReputationInCurrentLocation )
-        {
-          v24 = &pOutdoor->ddm;
-          if ( uCurrentlyLoadedLevelType != LEVEL_Outdoor )
-            v24 = &pIndoor->dlv;
-          v24->uReputation = var_value;
-          if ( var_value > 10000 )
-            v24->uReputation = 10000;
-          return;
-        }
-        if ( var_type <= VAR_ReputationInCurrentLocation
-          || var_type > VAR_History_28
-          || (v22 = var_type - VAR_History_0, pParty->PartyTimes.HistoryEventTimes[v22])
-          || (pParty->PartyTimes.HistoryEventTimes[v22] = pParty->uTimePlayed,
-              pStorylineText->StoreLine[v22].pText == 0) )//*(&pStorylineText->field_0 + 3 * v22) == 0,
-          return;
-        bFlashHistoryBook = 1;
+        bFlashQuestBook = 1;
+        pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+        PlayAwardSound(currPlayerId);
+        this->PlaySound(SPEECH_93, 0);
       }
-      v25 = 8 * currPlayerId + 400;
-      LOBYTE(v25) = PID(OBJECT_Player,currPlayerId - 112);
-      pAudioPlayer->PlaySound(SOUND_20001, v25, 0, -1, 0, 0, 0, 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);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      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();
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_BaseMight:
+      this->uMight = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_92, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_BaseIntellect:
+      this->uIntelligence = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_92, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_BasePersonality:
+      this->uWillpower = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_92, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_BaseEndurance:
+      this->uEndurance = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_92, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_BaseSpeed:
+      this->uSpeed = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_92, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_BaseAccuracy:
+      this->uAccuracy = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_92, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_BaseLuck:
+      this->uLuck = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_92, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_MightBonus:
+    case VAR_ActualMight:
+      this->uMightBonus = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_91, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_IntellectBonus:
+    case VAR_ActualIntellect:
+      this->uIntelligenceBonus = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_91, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_PersonalityBonus:
+    case VAR_ActualPersonality:
+      this->uWillpowerBonus = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_91, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_EnduranceBonus:
+    case VAR_ActualEndurance:
+      this->uEnduranceBonus = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_91, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_SpeedBonus:
+    case VAR_ActualSpeed:
+      this->uSpeedBonus = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_91, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_AccuracyBonus:
+    case VAR_ActualAccuracy:
+      this->uAccuracyBonus = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_92, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_LuckBonus:
+    case VAR_ActualLuck:
+      this->uLuckBonus = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_92, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_FireResistance:
+      this->sResFireBase = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_92, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_AirResistance:
+      this->sResAirBase = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_92, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_WaterResistance:
+      this->sResWaterBase = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_92, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_EarthResistance:
+      this->sResEarthBase = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_92, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_SpiritResistance:
+      this->sResSpiritBase = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_92, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_MindResistance:
+      this->sResMindBase = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_92, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_BodyResistance:
+      this->sResBodyBase = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_92, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_LightResistance:
+      this->sResLightBase = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_92, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_DarkResistance:
+      this->sResDarkBase = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_92, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_MagicResistance:
+      this->sResMagicBase = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_92, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_FireResistanceBonus:
+      this->sResFireBonus = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_91, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
       return;
-    }
-    switch ( var_type )
-    {
+    case VAR_AirResistanceBonus:
+      this->sResAirBonus = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_91, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_WaterResistanceBonus:
+      this->sResWaterBonus = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_91, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_EarthResistanceBonus:
+      this->sResEarthBonus = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_91, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_SpiritResistanceBonus:
+      this->sResSpiritBonus = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_91, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_MindResistanceBonus:
+      this->sResMindBonus = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_91, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_BodyResistanceBonus:
+      this->sResBodyBonus = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_91, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_LightResistanceBonus:
+      this->sResLightBonus = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_91, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_DarkResistanceBonus:
+      this->sResDarkBonus = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_91, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_PhysicalResistanceBonus:
+      Error("Physical res. bonus not used");
+      return;
+    case VAR_MagicResistanceBonus:
+      this->sResMagicBonus = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_91, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_Cursed:
+      this->SetCondition(Condition_Cursed, 1);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_Weak:
+      this->SetCondition(Condition_Weak, 1);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_Asleep:
+      this->SetCondition(Condition_Sleep, 1);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_Afraid:
+      this->SetCondition(Condition_Fear, 1);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_Drunk:
+      this->SetCondition(Condition_Drunk, 1);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_Insane:
+      this->SetCondition(Condition_Insane, 1);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_PoisonedGreen:
+      this->SetCondition(Condition_Poison1, 1);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_DiseasedGreen:
+      this->SetCondition(Condition_Disease1, 1);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_PoisonedYellow:
+      this->SetCondition(Condition_Poison2, 1);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_DiseasedYellow:
+      this->SetCondition(Condition_Disease2, 1);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_PoisonedRed:
+      this->SetCondition(Condition_Poison3, 1);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_DiseasedRed:
+      this->SetCondition(Condition_Disease3, 1);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_Paralyzed:
+      this->SetCondition(Condition_Paralyzed, 1);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_Unconsious:
+      this->SetCondition(Condition_Unconcious, 1);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_Dead:
+      this->SetCondition(Condition_Dead, 1);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_Stoned:
+      this->SetCondition(Condition_Pertified, 1);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_Eradicated:
+      this->SetCondition(Condition_Eradicated, 1);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_MajorCondition:
+      memset(this, 0, 0xA0u);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_AutoNotes:
+      if ( !((unsigned __int8)(0x80u >> ((signed __int16)var_value - 1) % 8) & pParty->_autonote_bits[((signed __int16)var_value - 1) >> 3]) //&& (&dword_723718_autonote_related)[8 * a3] )
+        && pAutonoteTxt[var_value-1].pText )
+      {
+        pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+        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(currPlayerId);
+      return;
+    case VAR_PlayerBits:
+      _449B7E_toggle_bit((unsigned char *)field_1A50, var_value, 1u);
+      return;
+    case VAR_NPCs2:
+      pParty->field_709 = 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;
-      break;
+      return;
     case VAR_NumBounties:
       pParty->uNumBountiesCollected = var_value;
-      break;
+      return;
     case VAR_PrisonTerms:
       pParty->uNumPrisonTerms = var_value;
-      break;
+      return;
     case VAR_ArenaWinsPage:
       pParty->uNumArenaPageWins = var_value;
-      break;
+      return;
     case VAR_ArenaWinsSquire:
       pParty->uNumArenaSquireWins = var_value;
-      break;
+      return;
     case VAR_ArenaWinsKnight:
       pParty->uNumArenaKnightWins = var_value;
-      break;
+      return;
     case VAR_ArenaWinsLord:
       pParty->uNumArenaLordWins = var_value;
-      break;
-    }
-    return;
-  }
-  if ( var_type == VAR_AutoNotes )
-  {
-    if ( !((unsigned __int8)(0x80u >> ((signed __int16)var_value - 1) % 8) & pParty->_autonote_bits[((signed __int16)var_value - 1) >> 3])
-      //&& (&dword_723718_autonote_related)[8 * a3] )
-	  && pAutonoteTxt[var_value].pText )
-    {
-      v20 = pPlayers[currPlayerId + 1];
-      v20->PlaySound(SPEECH_96, 0);
-	  //v21 = pAutonoteTxt[var_value].eType;// dword_72371C[2 * a3];
-      bFlashAutonotesBook = 1;
-      _506568_autonote_type = pAutonoteTxt[var_value].eType;
-      DrawPlayerBuffAnimBasedOnCondition(currPlayerId);
-    }
-    _449B7E_toggle_bit(pParty->_autonote_bits, var_value, 1);
-    PlaySoundBasedOnCondition(currPlayerId);
-    return;
-  }
-  if ( var_type <= VAR_BaseLuck )
-  {
-    switch ( var_type )
-    {
-      case VAR_Sex:
-        this->uSex = (PLAYER_SEX)var_value;
-        goto LABEL_124;
-      case VAR_Class:
-        this->classType = (PLAYER_CLASS_TYPE)var_value;
-        if ( (char)var_value == PLAYER_CLASS_LICH )
-        {
-          for (int i = 0; i < 138; i++)
-          {
-            v9 = &this->pInventoryItemList[i];
-            if (v9->uItemID == ITEM_LICH_JAR_EMPTY)
-            {
-              v9->uItemID = ITEM_LICH_JAR_FULL;
-              v9->uHolderPlayer = currPlayerId + 1;
-              v10 = (int)((char *)this + 36 * 138);
-              *(int *)(v10 + 532) = 601;
-              *(char *)(v10 + 558) = currPlayerId + 1;
-              break;
-            }
-          }
-          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;
-          this->uPrevVoiceID = this->uVoiceID;
-          this->uPrevFace = this->uCurrentFace;
-          if ( IsFemale() )
-          {
-            this->uCurrentFace = 21;
-            this->uVoiceID = 21;
-          }
-          else
-          {
-            this->uCurrentFace = 20;
-            this->uVoiceID = 20;
-          }
-          ReloadPlayerPortraits(currPlayerId, this->uCurrentFace);
-        }
-        goto LABEL_124;
-      case VAR_CurrentHP:
-        this->sHealth = var_value;
-        goto LABEL_124;
-      case VAR_MaxHP:
-        this->sHealth = GetMaxHealth();
-        return;
-      case VAR_CurrentSP:
-        this->sMana = var_value;
-        goto LABEL_124;
-      case VAR_MaxSP:
-        this->sMana = GetMaxMana();
-        return;
-      case VAR_ACModifier:
-        this->sACModifier = (unsigned __int8)var_value;
-        goto LABEL_124;
-      case VAR_BaseLevel:
-        this->uLevel = (unsigned __int8)var_value;
-        goto LABEL_124;
-      case VAR_LevelModifier:
-        this->sLevelModifier = (unsigned __int8)var_value;
-        goto LABEL_124;
-      case VAR_Age:
-        this->sAgeModifier = var_value;
-        return;
-      case VAR_Award:
-        if ( !((unsigned __int8)(0x80u >> ((signed __int16)var_value - 1) % 8) & 
-			  pPlayers[currPlayerId + 1]->_achieved_awards_bits[((signed __int16)var_value - 1)/ 8])
-              //&& dword_723E80_award_related[2 * a3] )
-		    && pAwards[var_value].pText )
-        {
-          pPlayers[currPlayerId + 1]->PlaySound(SPEECH_96, 0);
-          DrawPlayerBuffAnimBasedOnCondition(currPlayerId);
-          PlaySoundBasedOnCondition(currPlayerId);
-        }
-        _449B7E_toggle_bit((unsigned char *)this->_achieved_awards_bits, var_value, 1u);
-        return;
-      case VAR_Experience:
-        this->uExperience = var_value;
-        goto LABEL_124;
-      case VAR_QBits_QuestsDone:
-        if ( !((unsigned __int8)(0x80u >> ((signed __int16)var_value - 1) % 8) & pParty->_quest_bits[((signed __int16)var_value - 1) >> 3])
-          // && (&dword_722F10)[4 * a3] )
-		    && pQuestTable[var_value] )
-          {
-          v14 = pPlayers[currPlayerId + 1];
-          bFlashQuestBook = 1;
-          v14->PlaySound(SPEECH_93, 0);
-          DrawPlayerBuffAnimBasedOnCondition(currPlayerId);
-          PlaySoundBasedOnCondition(currPlayerId);
-        }
-        v13 = (char *)pParty->_quest_bits;
-        _449B7E_toggle_bit((unsigned char *)v13, var_value, 1u);
-        return;
-      case VAR_PlayerItemInHands:
-        item.Reset();
-        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);
-        goto LABEL_124;
-      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();
-        goto LABEL_124;
-      case VAR_MightBonus:
-        goto LABEL_64;
-      case VAR_IntellectBonus:
-        goto LABEL_68;
-      case VAR_PersonalityBonus:
-        goto LABEL_69;
-      case VAR_EnduranceBonus:
-        goto LABEL_70;
-      case VAR_SpeedBonus:
-        goto LABEL_71;
-      case VAR_AccuracyBonus:
-        goto LABEL_72;
-      case VAR_LuckBonus:
-        goto LABEL_73;
-      case VAR_BaseMight:
-        this->uMight = (unsigned __int8)var_value;
-        v26 = 92;
-        goto LABEL_112;
-      case VAR_BaseIntellect:
-        this->uIntelligence = (unsigned __int8)var_value;
-        v26 = 92;
-        goto LABEL_112;
-      case VAR_BasePersonality:
-        this->uWillpower = (unsigned __int8)var_value;
-        v26 = 92;
-        goto LABEL_112;
-      case VAR_BaseEndurance:
-        this->uEndurance = (unsigned __int8)var_value;
-        v26 = 92;
-        goto LABEL_112;
-      case VAR_BaseSpeed:
-        this->uSpeed = (unsigned __int8)var_value;
-        v26 = 92;
-        goto LABEL_112;
-      case VAR_BaseAccuracy:
-        this->uAccuracy = (unsigned __int8)var_value;
-        v26 = 92;
-        goto LABEL_112;
-      case VAR_BaseLuck:
-        this->uLuck = (unsigned __int8)var_value;
-        v26 = 92;
-        goto LABEL_112;
-      default:
-        return;
-    }
-LABEL_111:
-    v26 = SPEECH_91;
-LABEL_112:
-    v19 = pPlayers[currPlayerId + 1];
-    v19->PlaySound((PlayerSpeech)v26, 0);
-    DrawPlayerBuffAnimBasedOnCondition(currPlayerId);
-    PlaySoundBasedOnCondition(currPlayerId);
-    return;
-  }
-  if ( var_type <= VAR_MagicResistance )
-  {
-    switch ( var_type )
-    {
-      case VAR_ActualMight:
-LABEL_64:
-        this->uMightBonus = (unsigned __int8)var_value;
-        goto LABEL_111;
-      case VAR_ActualIntellect:
-LABEL_68:
-        this->uIntelligenceBonus = (unsigned __int8)var_value;
-        goto LABEL_111;
-      case VAR_ActualPersonality:
-LABEL_69:
-        this->uWillpowerBonus = (unsigned __int8)var_value;
-        goto LABEL_111;
-      case VAR_ActualEndurance:
-LABEL_70:
-        this->uEnduranceBonus = (unsigned __int8)var_value;
-        goto LABEL_111;
-      case VAR_ActualSpeed:
-LABEL_71:
-        this->uSpeedBonus = (unsigned __int8)var_value;
-        goto LABEL_111;
-      case VAR_ActualAccuracy:
-LABEL_72:
-        this->uAccuracyBonus = (unsigned __int8)var_value;
-        goto LABEL_111;
-      case VAR_ActualLuck:
-LABEL_73:
-        this->uLuckBonus = (unsigned __int8)var_value;
-        goto LABEL_111;
-      case VAR_FireResistance:
-        this->sResFireBase = (unsigned __int8)var_value;
-        v26 = 92;
-        goto LABEL_112;
-      case VAR_AirResistance:
-        this->sResAirBase = (unsigned __int8)var_value;
-        v26 = 92;
-        goto LABEL_112;
-      case VAR_WaterResistance:
-        this->sResWaterBase = (unsigned __int8)var_value;
-        v26 = 92;
-        goto LABEL_112;
-      case VAR_EarthResistance:
-        this->sResEarthBase = (unsigned __int8)var_value;
-        v26 = 92;
-        goto LABEL_112;
-      case VAR_SpiritResistance:
-        this->sResSpiritBase = (unsigned __int8)var_value;
-        v26 = 92;
-        goto LABEL_112;
-      case VAR_MindResistance:
-        this->sResMindBase = (unsigned __int8)var_value;
-        v26 = 92;
-        goto LABEL_112;
-      case VAR_BodyResistance:
-        this->sResBodyBase = (unsigned __int8)var_value;
-        v26 = 92;
-        goto LABEL_112;
-      case VAR_LightResistance:
-        this->sResLightBase = (unsigned __int8)var_value;
-        v26 = 92;
-        goto LABEL_112;
-      case VAR_DarkResistance:
-        this->sResDarkBase = (unsigned __int8)var_value;
-        v26 = 92;
-        goto LABEL_112;
-      case VAR_MagicResistance:
-        this->sResMagicBase = (unsigned __int8)var_value;
-        v26 = 92;
-        goto LABEL_112;
-      default:
-        return;
-    }
-    return;
-  }
-  HIWORD(v15) = 0;
-  if ( var_type > VAR_DisarmTrapSkill )
-  {
-    if ( var_type != VAR_LearningSkill )
-    {
-      if ( var_type <= VAR_LearningSkill )
-        return;
-      if ( var_type <= VAR_Eradicated )
-      {
-        this->SetCondition(var_type - 105, 1);
-      }
-      else
-      {
-        if ( var_type != VAR_MajorCondition )
-        {
-          if ( var_type > VAR_MajorCondition && var_type <= VAR_MapPersistentVariable_99 )
-            byte_5E4C15[var_type] = var_value;
-          return;
-        }
-        memset(this, 0, 0xA0u);
-      }
+      return;
+  }
+
+  if (var_type >= VAR_StaffSkill && var_type <= VAR_LearningSkill)
+  {
+    HIWORD(v15) = 0;
+
+    v16 = (int)((char *)&this->pConditions[16] + 2 * var_type);
+    v17 = *(char *)v16;
+    if ( var_value <= 63 )
+    {
+      LOWORD(v15) = (unsigned __int8)var_value;
+      v18 = v15 | v17 & 63;
     }
     else
     {
-      v16 = (int)((char *)&this->pConditions[16] + 2 * var_type);
-      v17 = *(char *)v16;
-      if ( var_value <= 63 )
-      {
-        LOWORD(v15) = (unsigned __int8)var_value;
-        v18 = v15 | v17 & 63;
-      }
-      else
-      {
-        LOWORD(v18) = (unsigned __int8)(var_value | v17 & 0xC0);
-      }
-      *(short *)v16 = v18;
-    }
-LABEL_124:
-    DrawPlayerBuffAnimBasedOnCondition(currPlayerId);
-    PlaySoundBasedOnCondition(currPlayerId);
+      LOWORD(v18) = (unsigned __int8)(var_value | v17 & 0xC0);
+    }
+    *(short *)v16 = v18;
+    pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+    PlayAwardSound(currPlayerId);
     return;
   }
-  if ( var_type <= VAR_MagicResistanceBonus )
-  {
-    switch ( var_type )
-    {
-      case VAR_FireResistanceBonus:
-        this->sResFireBonus = (unsigned __int8)var_value;
-        break;
-      case VAR_AirResistanceBonus:
-        this->sResAirBonus = (unsigned __int8)var_value;
-        break;
-      case VAR_WaterResistanceBonus:
-        this->sResWaterBonus = (unsigned __int8)var_value;
-        break;
-      case VAR_EarthResistanceBonus:
-        this->sResEarthBonus = (unsigned __int8)var_value;
-        break;
-      case VAR_SpiritResistanceBonus:
-        this->sResSpiritBonus = (unsigned __int8)var_value;
-        break;
-      case VAR_MindResistanceBonus:
-        this->sResMindBonus = (unsigned __int8)var_value;
-        break;
-      case VAR_BodyResistanceBonus:
-        this->sResBodyBonus = (unsigned __int8)var_value;
-        break;
-      case VAR_LightResistanceBonus:
-        this->sResLightBonus = (unsigned __int8)var_value;
-        break;
-      case VAR_DarkResistanceBonus:
-        this->sResDarkBonus = (unsigned __int8)var_value;
-        break;
-      case VAR_PhysicalResistanceBonus:
-        Assert("VAR_PhysicalResistanceBonus variable unsupported" && false);
-        return;
-        break;
-      case VAR_MagicResistanceBonus:
-        this->sResMagicBonus = (unsigned __int8)var_value;
-        break;
-      default:
-          Error("Unexpected var_type: %u", var_type);
-          return;
-        break;
-    }
-    goto LABEL_111;
-  }
-  if ( var_type > VAR_MagicResistanceBonus && var_type <= VAR_DiplomacySkill || var_type == VAR_DisarmTrapSkill)  //VAR_ThieverySkill wasn't present in the original function
-  {
-    return;
-  }
+  
 }
 
 
 //----- (new function) --------------------------------------------------------
-void Player::PlaySoundBasedOnCondition(int currPlayerId)
+void Player::PlayAwardSound(int currPlayerId)
 {
   signed int v25 = 8 * currPlayerId + 400;
   LOBYTE(v25) = PID(OBJECT_Player,currPlayerId - 112);
   pAudioPlayer->PlaySound(SOUND_20001, v25, 0, -1, 0, 0, 0, 0);
 }
 
-//----- (new function) --------------------------------------------------------
-void Player::DrawPlayerBuffAnimBasedOnCondition(int currPlayerId)
-{
+void Player::SetSkillByEvent( unsigned __int16 Player::* skillToSet, unsigned __int16 newSkillValue, int currPlayerId )
+{
+  unsigned __int16 currSkillValue = this->*skillToSet;
+  if ( newSkillValue > 63 )         //the original had the condition reversed which was probably wrong
+  {
+    this->*skillToSet = newSkillValue | currSkillValue & 63;
+  }
+  else
+  {
+    this->*skillToSet = newSkillValue | currSkillValue & 0xC0;
+  }
   pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+  PlayAwardSound(currPlayerId);
 }
 
 //----- (0044AFFB) --------------------------------------------------------
--- a/Player.h	Wed Oct 02 17:11:15 2013 +0600
+++ b/Player.h	Thu Oct 03 05:30:03 2013 +0200
@@ -592,8 +592,7 @@
   void SalesProcess(unsigned int inventory_idnx, int item_index, int _2devent_idx);//0x4BE2DD
   bool Recover(signed int a2);
   bool CanCastSpell(unsigned int uRequiredMana);
-  void PlaySoundBasedOnCondition(int currPlayerId);
-  void DrawPlayerBuffAnimBasedOnCondition(int currPlayerId);
+  void PlayAwardSound(int currPlayerId);
   void EquipBody(ITEM_EQUIP_TYPE uEquipType);
   bool HasUnderwaterSuitEquipped();
   bool HasItem(unsigned int uItemID, char a3);
@@ -603,6 +602,7 @@
   int CalculateMeleeDmgToEnemyWithWeapon( ItemGen * weapon, unsigned int uTargetActorID , bool addOneDice);
   bool WearsItemAnyWhere(int item_id);
   float GetArmorRecoveryMultiplierFromSkillLevel( unsigned char armour_skill_type, float param2, float param3, float param4, float param5 );
+  void SetSkillByEvent(unsigned __int16 Player::* skillToSet, unsigned __int16 skillValue, int currPlayerId);
 
   bool IsWeak();
   bool IsDead();