changeset 1539:5cf28ec7322d

Player:GetSkillBonus cleanup, added back some brackets, because of var declarations, moved here CHARACTER_ATTRIBUTE_RANGED_DMG_BONUS from GetRangedDamageMin and GetRangedDamageMax
author Grumpy7
date Sat, 07 Sep 2013 05:18:32 +0200
parents d6778b04c12a
children 6e4980797714
files Player.cpp
diffstat 1 files changed, 69 insertions(+), 60 deletions(-) [+]
line wrap: on
line diff
--- a/Player.cpp	Sat Sep 07 05:06:15 2013 +0200
+++ b/Player.cpp	Sat Sep 07 05:18:32 2013 +0200
@@ -2108,9 +2108,6 @@
   v2 = GetItemsBonus(CHARACTER_ATTRIBUTE_RANGED_DMG_MIN, 0);
   v3 = GetSkillBonus(CHARACTER_ATTRIBUTE_RANGED_DMG_BONUS) + v2;
   v4 = v1->_ranged_dmg_bonus + GetMagicalBonus(CHARACTER_ATTRIBUTE_RANGED_DMG_BONUS) + v3;
-  v5 = v1->pActiveSkills[5];
-  if ( v5 && (signed int)SkillToMastery(v5) >= 4 && HasItemEquipped(EQUIP_BOW) )
-    v4 += v1->pActiveSkills[5] & 0x3F;
   if ( v4 >= 1 )
     result = v4;
   else
@@ -2132,9 +2129,6 @@
   v2 = GetItemsBonus(CHARACTER_ATTRIBUTE_RANGED_DMG_MAX, 0);
   v3 = GetSkillBonus(CHARACTER_ATTRIBUTE_RANGED_DMG_BONUS) + v2;
   v4 = v1->_ranged_dmg_bonus + GetMagicalBonus(CHARACTER_ATTRIBUTE_RANGED_DMG_BONUS) + v3;
-  v5 = v1->pActiveSkills[5];
-  if ( v5 && (signed int)SkillToMastery(v5) >= 4 && HasItemEquipped(EQUIP_BOW) )
-    v4 += v1->pActiveSkills[5] & 0x3F;
   if ( v4 >= 1 )
     result = v4;
   else
@@ -4827,67 +4821,82 @@
 
   switch(inSkill)
   {
+  case CHARACTER_ATTRIBUTE_RANGED_DMG_BONUS:
+    if (HasItemEquipped(EQUIP_BOW))
+    {
+      int bowSkillLevel = GetActualSkillLevel(PLAYER_SKILL_DODGE);
+      int multiplier = GetMultiplierForMastery(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;
+    {
+      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;
+    {
+      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) 
-    {
-      if (pEquipment.pIndices[j] && (!pOwnItems[pEquipment.pIndices[j]].Broken()))
-      {
-        int curr_item = pOwnItems[pEquipment.pIndices[j]].uItemID;
-        PLAYER_SKILL_TYPE itemSkillType = (PLAYER_SKILL_TYPE)pItemsTable->pItems[curr_item].uSkillType;
-        int currArmorSkillLevel = GetActualSkillLevel(itemSkillType);
-        int multiplier = 0;
-        switch (itemSkillType)
+    {
+      bool wearingArmor = false;
+      bool wearingLeather = false;
+      unsigned int ACSum = 0;
+
+      for (int j = 0; j < 16; ++j) 
+      {
+        if (pEquipment.pIndices[j] && (!pOwnItems[pEquipment.pIndices[j]].Broken()))
         {
-        case PLAYER_SKILL_STAFF:
-          multiplier = GetMultiplierForMastery(currArmorSkillLevel, 0, 1, 1, 1);
-          break;
-        case PLAYER_SKILL_SWORD:
-        case PLAYER_SKILL_SPEAR:
-          multiplier = GetMultiplierForMastery(currArmorSkillLevel, 0, 0, 0, 1);
-          break;
-        case PLAYER_SKILL_SHIELD:
-          wearingArmor = true;
-          multiplier = GetMultiplierForMastery(currArmorSkillLevel, 1, 1, 2, 2);
-          break;
-        case PLAYER_SKILL_LEATHER:
-          wearingLeather = true;
-          multiplier = GetMultiplierForMastery(currArmorSkillLevel, 1, 1, 2, 2);
-          break;
-        case PLAYER_SKILL_CHAIN:
-          wearingArmor = true;
-          multiplier = GetMultiplierForMastery(currArmorSkillLevel, 1, 1, 1, 1);
-          break;
-        case PLAYER_SKILL_PLATE:
-          wearingArmor = true; 
-          multiplier = GetMultiplierForMastery(currArmorSkillLevel, 1, 1, 1, 1);
-          break;
+          int curr_item = pOwnItems[pEquipment.pIndices[j]].uItemID;
+          PLAYER_SKILL_TYPE itemSkillType = (PLAYER_SKILL_TYPE)pItemsTable->pItems[curr_item].uSkillType;
+          int currArmorSkillLevel = GetActualSkillLevel(itemSkillType);
+          int multiplier = 0;
+          switch (itemSkillType)
+          {
+          case PLAYER_SKILL_STAFF:
+            multiplier = GetMultiplierForMastery(currArmorSkillLevel, 0, 1, 1, 1);
+            break;
+          case PLAYER_SKILL_SWORD:
+          case PLAYER_SKILL_SPEAR:
+            multiplier = GetMultiplierForMastery(currArmorSkillLevel, 0, 0, 0, 1);
+            break;
+          case PLAYER_SKILL_SHIELD:
+            wearingArmor = true;
+            multiplier = GetMultiplierForMastery(currArmorSkillLevel, 1, 1, 2, 2);
+            break;
+          case PLAYER_SKILL_LEATHER:
+            wearingLeather = true;
+            multiplier = GetMultiplierForMastery(currArmorSkillLevel, 1, 1, 2, 2);
+            break;
+          case PLAYER_SKILL_CHAIN:
+            wearingArmor = true;
+            multiplier = GetMultiplierForMastery(currArmorSkillLevel, 1, 1, 1, 1);
+            break;
+          case PLAYER_SKILL_PLATE:
+            wearingArmor = true; 
+            multiplier = GetMultiplierForMastery(currArmorSkillLevel, 1, 1, 1, 1);
+            break;
+          }
+          ACSum += multiplier * (currArmorSkillLevel & 0x3F);
         }
-        ACSum += multiplier * (currArmorSkillLevel & 0x3F);
-      }
-    }
-
-    int dodgeSkillLevel = GetActualSkillLevel(PLAYER_SKILL_DODGE);
-    int dodgeMastery = SkillToMastery(dodgeSkillLevel);
-    int multiplier = GetMultiplierForMastery(dodgeSkillLevel, 1, 2, 3, 3);
-    if ( !wearingArmor && (!wearingLeather || dodgeMastery == 4) )
-    {
-      ACSum += multiplier * (dodgeSkillLevel & 0x3F);
-    }
-    return ACSum;
+      }
+
+      int dodgeSkillLevel = GetActualSkillLevel(PLAYER_SKILL_DODGE);
+      int dodgeMastery = SkillToMastery(dodgeSkillLevel);
+      int multiplier = GetMultiplierForMastery(dodgeSkillLevel, 1, 2, 3, 3);
+      if ( !wearingArmor && (!wearingLeather || dodgeMastery == 4) )
+      {
+        ACSum += multiplier * (dodgeSkillLevel & 0x3F);
+      }
+      return ACSum;
+    }
     break;
   case CHARACTER_ATTRIBUTE_ATTACK:
     if ( this->IsUnarmed() )