changeset 1535:a18076b22fb7

Player::GetSkillBonus continuing cleanup
author Grumpy7
date Sat, 07 Sep 2013 04:13:22 +0200
parents d4bc1cb9d953
children e264ce95f27d
files Player.cpp
diffstat 1 files changed, 127 insertions(+), 181 deletions(-) [+]
line wrap: on
line diff
--- a/Player.cpp	Sat Sep 07 02:42:54 2013 +0200
+++ b/Player.cpp	Sat Sep 07 04:13:22 2013 +0200
@@ -4819,12 +4819,11 @@
   PLAYER_SKILL_TYPE v11; // edi@21
   int v12; // eax@21
   int v13; // edi@21
-  char v14; // di@25
   signed int v15; // esi@25
   char v16; // al@32
   int v18; // eax@36
   unsigned int v19; // eax@37
-  ITEM_EQUIP_TYPE v20; // edi@40
+  unsigned int v20; // edi@40
   int v21; // edx@41
   int v22; // eax@42
   PLAYER_SKILL_TYPE v23; // edi@45
@@ -4875,7 +4874,7 @@
   int v68; // [sp+1Ch] [bp-10h]@69
   //PlayerEquipment *v69; // [sp+20h] [bp-Ch]@1
   int skill_bonus; // [sp+24h] [bp-8h]@1
-  ITEM_EQUIP_TYPE v71; // [sp+28h] [bp-4h]@1
+  int v71; // [sp+28h] [bp-4h]@1
   int a1; // [sp+34h] [bp+8h]@21
   int a1a; // [sp+34h] [bp+8h]@74
   signed int a1b; // [sp+34h] [bp+8h]@94
@@ -4888,7 +4887,7 @@
   //v69 = 0;
   multiplier =0;
   arm_bonus =0;
-  v71 = (ITEM_EQUIP_TYPE)0;
+  v71 = 0;
   armmaster_skill = GetActualSkillLevel(PLAYER_SKILL_ARMSMASTER);
   v4 = armmaster_skill;
   v5 = 1;
@@ -4931,7 +4930,7 @@
   case CHARACTER_ATTRIBUTE_AC_BONUS:
     {
       a1b = 0;
-      v71 = (ITEM_EQUIP_TYPE)0;
+      v71 = 0;
 
       for (j=0; j<16; ++j) 
       {
@@ -4963,7 +4962,7 @@
             lvl_avl[3]=0;
             break;
           case PLAYER_SKILL_LEATHER:
-            v71 = (ITEM_EQUIP_TYPE)1;
+            v71 = 1;
             lvl_avl[0]=1;
             lvl_avl[1]=0;
             lvl_avl[2]=1;
@@ -5025,14 +5024,20 @@
       if ( v2->IsUnarmed() == 1 )
       {
         v33 = v2->GetActualSkillLevel(PLAYER_SKILL_UNARMED);
-        v34 = v33;
-        if ( !v33 )
-          return skill_bonus;
-        if ( SkillToMastery(v33) >= 3 )
+        if (!v33)
+        {
+          return 0;
+        }
+        v34 = SkillToMastery(v33);
+        if (v34 >= 3)
+        {
           multiplier = 2;
+        }
         else 
-          multiplier=1;
-        v30 = multiplier * (v34 & 0x3F);
+        {
+          multiplier = 1;
+        }
+        v30 = multiplier * (v33 & 0x3F);
         return arm_bonus + v30;
       }
       v35 = (ITEM_EQUIP_TYPE)0;
@@ -5047,105 +5052,65 @@
         }
       }
       if ( i >= 16 )
-        return skill_bonus;
+        return 0;
 
       v38 = (PLAYER_SKILL_TYPE)pItemsTable->pItems[v37].uSkillType;
       a1a = v2->GetActualSkillLevel(v38);
-      v39=  SkillToMastery(a1a);
-      v71 = (ITEM_EQUIP_TYPE)0;
-      switch (v38)
-      {
-      case PLAYER_SKILL_STAFF:
-        v71 = (ITEM_EQUIP_TYPE)1;
-        if ( v39 == 4 )
-        {
-          v40 = v2->GetActualSkillLevel(PLAYER_SKILL_UNARMED);
-          v41 = v40;
-
-          if ( v40 )
-          {
-            if ( SkillToMastery(v40) >= 3 )
-              multiplier = 2;
-            else 
-              multiplier=1;
-            v68 = multiplier * (v41 & 0x3F);
-          }
-        }
-        break;
-      case PLAYER_SKILL_SWORD:
-      case PLAYER_SKILL_DAGGER:
-      case PLAYER_SKILL_AXE:
-      case PLAYER_SKILL_SPEAR:
-      case PLAYER_SKILL_MACE:
-        v71 = (ITEM_EQUIP_TYPE)1;
-        break;
-      case PLAYER_SKILL_BLASTER:
-
+      if (v38 == PLAYER_SKILL_BLASTER)
+      {
+        v39 = SkillToMastery(a1a);
         switch (v39)
         {
-        case 0: multiplier=1; break;
-        case 1: multiplier=3; break;
-        case 3: multiplier=3; break;
-        case 4: multiplier=5; break;
+          case 1: multiplier=1; break;
+          case 2: multiplier=2; break;
+          case 3: multiplier=3; break;
+          case 4: multiplier=5; break;
         }
-        v5 = multiplier;
-        return v5 * (a1a & 0x3F);
-        break;
-      }
-
-      v30 = v68 + v71 * (a1a & 0x3F);
-      return arm_bonus + v30;
+        return multiplier * (a1a & 0x3F);
+      }
+      else if (v38 == PLAYER_SKILL_STAFF && v2->GetActualSkillLevel(PLAYER_SKILL_UNARMED) > 0)
+      {
+        v40 = v2->GetActualSkillLevel(PLAYER_SKILL_UNARMED);
+        if ( SkillToMastery(v40) >= 3 )
+          multiplier = 2;
+        else 
+          multiplier = 1;
+        return multiplier * (v40 & 0x3F) + arm_bonus + (a1a & 0x3F);
+      }
+      else
+      {
+        return arm_bonus + (a1a & 0x3F);
+      }
     }
     break;
 
   case CHARACTER_ATTRIBUTE_RANGED_ATTACK:
     {
-      v71 = (ITEM_EQUIP_TYPE)0;
-      v9 = &v2->pEquipment;
-      while ( 1 )
-      {
-        if ( v2->HasItemEquipped(v71) )
+      for (int i = 0; i < 16; i++)
+      {
+        if ( v2->HasItemEquipped((ITEM_EQUIP_TYPE)v71) )
         {
-          v11 = (PLAYER_SKILL_TYPE)pItemsTable->pItems[v2->pInventoryItemList[*(_DWORD *)v9].uItemID].uEquipType;
-          LOBYTE(v12) = this->GetActualSkillLevel(v11);
-          a1 = v12;
-          SkillToMastery(v12);
-          v13 = v11 - 5;
-          if ( !v13 )
-            return a1 & 0x3F;
-          if ( v13 == 2 )
-            break;
+          v11 = (PLAYER_SKILL_TYPE)pItemsTable->pItems[v2->pInventoryItemList[v2->pEquipment.pIndices[v71] - 1].uItemID].uSkillType;
+          v12 = this->GetActualSkillLevel(v11);
+          if ( v11 == PLAYER_SKILL_BOW )
+          {
+            return v12 & 0x3F;
+          }
+          else if ( v11 == PLAYER_SKILL_BLASTER )
+          {      
+            v39 = SkillToMastery(a1);
+            switch (v39)
+            {
+              case 1: multiplier=1; break;
+              case 2: multiplier=2; break;
+              case 3: multiplier=3; break;
+              case 4: multiplier=5; break;
+            }
+            return multiplier * (v11 & 0x3F);
+          }
         }
-        v71 = (ITEM_EQUIP_TYPE)((int)v71 + 1);
-        v9 = (PlayerEquipment *)((char *)v9 + 4);
-        if ( (signed int)v71 >= 16 )
-          return skill_bonus;
-      }
-      v14 = a1;
-      v15 = 1;
-      if ( (signed int)SkillToMastery(a1) >= 4 )
-      {
-        v62 = 5;
-        v15 = v62;
-        v16 = v14;
-        return v15 * (v16 & 0x3F);
-      }
-      if ( (signed int)SkillToMastery(a1) >= 3 )
-      {
-        v62 = 3;
-        v15 = v62;
-        v16 = v14;
-        return v15 * (v16 & 0x3F);
-      }
-      if ( (signed int)SkillToMastery(a1) < 2 )
-      {
-        v16 = v14;
-        return v15 * (v16 & 0x3F);
-      }
-      v62 = 2;
-      v15 = v62;
-      v16 = v14;
-      return v15 * (v16 & 0x3F);
+      }
+      return 0;
     }
     break;
 
@@ -5153,109 +5118,90 @@
     {
       if ( v2->IsUnarmed() )
       {
-        LOBYTE(v18) = v2->GetActualSkillLevel(PLAYER_SKILL_UNARMED);
-        v14 = v18;
+        v18 = v2->GetActualSkillLevel(PLAYER_SKILL_UNARMED);
         if ( !v18 )
-          return skill_bonus;
-        v15 = 0;
-        v19 = SkillToMastery(v18);
-        if ( (signed int)v19 < 3 )
+          return 0;
         {
-          if ( (signed int)v19 >= 2 )
-            v15 = 1;
-          v16 = v14;
-          return v15 * (v16 & 0x3F);
+          v39 = SkillToMastery(v18);
+          switch (v39)
+          {
+            case 1: multiplier=0; break;
+            case 2: multiplier=1; break;
+            case 3: multiplier=1; break;
+            case 4: multiplier=2; break;
+          }
+          return multiplier * (v18 & 0x3F);
         }
-        v62 = 2;
-        v15 = v62;
-        v16 = v14;
-        return v15 * (v16 & 0x3F);
-      }
-      v20 = (ITEM_EQUIP_TYPE)0;
+      }
+      v20 = 0;
       while ( 1 )
       {
-        if ( v2->HasItemEquipped(v20) )
+        if ( v2->HasItemEquipped((ITEM_EQUIP_TYPE)v20) )
         {
           v22 = this->pInventoryItemList[this->pEquipment.pIndices[v20]].uItemID;
           if ( pItemsTable->pItems[v22].uEquipType <= 1u )
             break;
         }
-        v20 = (ITEM_EQUIP_TYPE)((int)v20 + 1);
+        v20++;
         if ( (signed int)v20 >= 16 )
-          return skill_bonus;
-      }
-      v71 = (ITEM_EQUIP_TYPE)0;
+          return 0;
+      }
+      v71 = 0;
       v23 = (PLAYER_SKILL_TYPE)pItemsTable->pItems[v22].uSkillType;
-      LOBYTE(v24) = v2->GetActualSkillLevel(v23);
-      v25 = v24;
-      v26 = SkillToMastery(v24);
-      if ( v23 == PLAYER_SKILL_STAFF)
-      {
-        if ( (signed int)SkillToMastery(v25) >= 4 )
-        {
-          LOBYTE(v31) = v2->GetActualSkillLevel(PLAYER_SKILL_UNARMED);
-          LOBYTE(v25) = v31;
-          if ( v31 )
+      v25 = v2->GetActualSkillLevel(v23);
+      v26 = SkillToMastery(v25);
+      switch (v23)
+      {
+        case PLAYER_SKILL_STAFF:
+          if ( (signed int)SkillToMastery(v25) >= 4 && v2->GetActualSkillLevel(PLAYER_SKILL_UNARMED) > 0)
           {
-            v15 = 0;
-            v32 = SkillToMastery(v31);
-            if ( (signed int)v32 < 3 )
-            {
-              if ( (signed int)v32 >= 2 )
-                v15 = 1;
-            }
-            else
-            {
-              v15 = 2;
-            }
-            v16 = v25;
-            return v15 * (v16 & 0x3F);
+            v31 = v2->GetActualSkillLevel(PLAYER_SKILL_UNARMED);
+            multiplier = GetMultiplierForMastery(v31, 0, 1, 2, 2);
+            return multiplier * (v31 & 0x3F);
+          }
+          else
+          {
+            return arm_bonus;
           }
-        }
-        v30 = v71 * (v25 & 0x3F);
-        return arm_bonus + v30;
-      }
-      if ( v23 == PLAYER_SKILL_DAGGER )
-      {
-        v29 = SkillToMastery(v25);
-        v28 = __OFSUB__(v29, 4);
-        v27 = ((v29 - 4) & 0x80000000u) != 0;
-      }
-      else
-      {
-        if ( v23 <= PLAYER_SKILL_DAGGER )
-        {
-          v30 = v71 * (v25 & 0x3F);
+          break;
+
+        case PLAYER_SKILL_DAGGER:
+          multiplier = GetMultiplierForMastery(v25, 0, 0, 0, 1);
+          v30 = multiplier * (v29 & 0x3F);
           return arm_bonus + v30;
-        }
-        if ( v23 > PLAYER_SKILL_SPEAR )
-        {
-          if ( v23 == PLAYER_SKILL_MACE )
-          {
-            v28 = __OFSUB__(v26, 2);
-            v27 = v26 - 2 < 0;
-            if ( !(v27 ^ v28) )
-              v71 = (ITEM_EQUIP_TYPE)1;
-            v30 = v71 * (v25 & 0x3F);
-            return arm_bonus + v30;
-          }
-          v30 = v71 * (v25 & 0x3F);
+          break;
+        case PLAYER_SKILL_SWORD:
+          return arm_bonus;
+          break;
+        case PLAYER_SKILL_MACE:
+        case PLAYER_SKILL_SPEAR:
+          multiplier = GetMultiplierForMastery(v25, 0, 1, 1, 1);
+          v30 = multiplier * (v29 & 0x3F);
           return arm_bonus + v30;
-        }
-        v28 = __OFSUB__(v26, 3);
-        v27 = v26 - 3 < 0;
-      }
-      if ( !(v27 ^ v28) )
-        v71 = (ITEM_EQUIP_TYPE)1;
-      v30 = v71 * (v25 & 0x3F);
-      return arm_bonus + v30;
+          break;
+        case PLAYER_SKILL_AXE:
+          multiplier = GetMultiplierForMastery(v25, 0, 0, 1, 1);
+          v30 = multiplier * (v29 & 0x3F);
+          return arm_bonus + v30;
+          break;
+      }
     }
   default:
     return 0;
   }
-    
-}
-
+}
+
+unsigned int Player::GetMultiplierForMastery(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;
+  }
+}
 //----- (00490109) --------------------------------------------------------
 // faces are:  0  1  2  3   human males
 //             4  5  6  7   human females