changeset 2294:815d9ecf9881

Merge
author Grumpy7
date Sun, 16 Mar 2014 19:43:28 +0100
parents b0f10ef66e00 (diff) d65414f65bd4 (current diff)
children 37568c981629 4c3f91554be8
files
diffstat 6 files changed, 160 insertions(+), 179 deletions(-) [+]
line wrap: on
line diff
--- a/Actor.cpp	Sun Mar 16 19:34:51 2014 +0600
+++ b/Actor.cpp	Sun Mar 16 19:43:28 2014 +0100
@@ -2807,8 +2807,8 @@
 					pActor=&pActors[i];
 					if ( pActor->CanAct() )
 					{
-						sDmg = stru_50C198.CalcMagicalDamageToActor(pActor, 5, v4);
-						pActor->sCurrentHP -= stru_50C198.CalcMagicalDamageToActor(pActor, 5, v4);
+						sDmg = pActor->CalcMagicalDamageToActor((DAMAGE_TYPE)5, v4);
+						pActor->sCurrentHP -= sDmg;
 						if ( sDmg )
 						{
 							if ( pActor->sCurrentHP >= 0 )
@@ -3448,7 +3448,7 @@
     }
     attackElement = DMGT_PHISYCAL;
     uDamageAmount = player->CalculateMeleeDamageTo(false, false, pMonster->pMonsterInfo.uID);
-    if ( !stru_50C198.PlayerHitOrMiss(player, pMonster, v61, a4) )
+    if ( !player->PlayerHitOrMiss(pMonster, v61, a4) )
     {
       player->PlaySound(SPEECH_52, 0);
       return;
@@ -3477,11 +3477,11 @@
       case SPELL_LASER_PROJECTILE:
         v16 = player->pActiveSkills[PLAYER_SKILL_BLASTER];
         v61 = 1;
-        if ( (signed int)SkillToMastery(v16) >= 3 )
+        if ( SkillToMastery(v16) >= 3 )
           a4 = player->pActiveSkills[PLAYER_SKILL_BLASTER] & 0x3F;
         attackElement = DMGT_PHISYCAL;
         uDamageAmount = player->CalculateMeleeDamageTo(true, true, 0);
-        if ( !stru_50C198.PlayerHitOrMiss(player, pMonster, v61, a4) )
+        if ( !player->PlayerHitOrMiss(pMonster, v61, a4) )
         {
           player->PlaySound(SPEECH_52, 0);
           return;
@@ -3493,7 +3493,7 @@
         if ( pMonster->pActorBuffs[ACTOR_BUFF_SHIELD].uExpireTime > 0 )
           uDamageAmount >>= 1;
         IsAdditionalDamagePossible = true;
-        if ( !stru_50C198.PlayerHitOrMiss(player, pMonster, v61, a4) )
+        if ( !player->PlayerHitOrMiss(pMonster, v61, a4) )
         {
           player->PlaySound(SPEECH_52, 0);
           return;
@@ -3506,7 +3506,7 @@
         if ( pMonster->pActorBuffs[ACTOR_BUFF_SHIELD].uExpireTime > 0 )
           uDamageAmount >>= 1;
         IsAdditionalDamagePossible = false;
-        if ( !stru_50C198.PlayerHitOrMiss(player, pMonster, v61, a4) )
+        if ( !player->PlayerHitOrMiss( pMonster, v61, a4) )
         {
           player->PlaySound(SPEECH_52, 0);
           return;
@@ -3516,7 +3516,7 @@
         uDamageAmount = 0;
         attackElement = DMGT_PHISYCAL;
         hit_will_stun = 1;
-        if ( !stru_50C198.PlayerHitOrMiss(player, pMonster, v61, a4) )
+        if ( !player->PlayerHitOrMiss( pMonster, v61, a4) )
         {
           player->PlaySound(SPEECH_52, 0);
           return;
@@ -3532,7 +3532,7 @@
         {
           attackElement = DMGT_FIRE;
         }
-        else if ( !stru_50C198.PlayerHitOrMiss(player, pMonster, v61, a4) )
+        else if ( !player->PlayerHitOrMiss( pMonster, v61, a4) )
         {
           player->PlaySound(SPEECH_52, 0);
           return;
@@ -3551,10 +3551,10 @@
     uDamageAmount /= 2;
   if ( pMonster->pActorBuffs[ACTOR_BUFF_STONED].uExpireTime > 0 )
     uDamageAmount = 0;
-  v61 = stru_50C198.CalcMagicalDamageToActor(pMonster, attackElement, uDamageAmount);
+  v61 = pMonster->CalcMagicalDamageToActor(attackElement, uDamageAmount);
   if ( !projectileSprite && player->IsUnarmed() && player->pPlayerBuffs[PLAYER_BUFF_HAMMERHANDS].uExpireTime > 0 )
   {
-    v61 += stru_50C198.CalcMagicalDamageToActor(pMonster, 8, player->pPlayerBuffs[PLAYER_BUFF_HAMMERHANDS].uPower);
+    v61 += pMonster->CalcMagicalDamageToActor((DAMAGE_TYPE)8, player->pPlayerBuffs[PLAYER_BUFF_HAMMERHANDS].uPower);
   }
   uDamageAmount = v61;
   if ( IsAdditionalDamagePossible )
@@ -3568,7 +3568,7 @@
         if ( player->sHealth > player->GetMaxHealth() )
           player->sHealth = player->GetMaxHealth();
       }
-      uDamageAmount += stru_50C198.CalcMagicalDamageToActor(pMonster, attackElement, a4);
+      uDamageAmount += pMonster->CalcMagicalDamageToActor(attackElement, a4);
     }
     else
     {
@@ -3588,7 +3588,7 @@
             if ( player->sHealth > player->GetMaxHealth() )
               player->sHealth = player->GetMaxHealth();
           }
-          uDamageAmount += stru_50C198.CalcMagicalDamageToActor(pMonster, attackElement, a4);
+          uDamageAmount += pMonster->CalcMagicalDamageToActor(attackElement, a4);
         }
       }
     }
@@ -4153,6 +4153,99 @@
   return rand() % (armorSum + 2 * this->pMonsterInfo.uLevel + 10) + a2a + 1 > armorSum + 5;
 }
 
+//----- (004274AD) --------------------------------------------------------
+bool Actor::ActorHitOrMiss(Player *pPlayer)
+{
+  signed int v3; // edi@1
+  signed int v4; // esi@8
+  int v5; // esi@8
+
+  v3 = 0;
+  if ( this->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uExpireTime > 0 )
+    v3 = this->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uPower;
+  if ( this->pActorBuffs[ACTOR_BUFF_BLESS].uExpireTime > 0 && this->pActorBuffs[ACTOR_BUFF_BLESS].uPower > v3 )
+    v3 = this->pActorBuffs[ACTOR_BUFF_BLESS].uPower;
+  if ( this->pActorBuffs[ACTOR_BUFF_FATE].uExpireTime > 0 )
+  {
+    v3 += this->pActorBuffs[ACTOR_BUFF_FATE].uPower;
+    this->pActorBuffs[ACTOR_BUFF_FATE].Reset();
+  }
+  v4 = pPlayer->GetActualAC() + 2 * this->pMonsterInfo.uLevel + 10;
+  v5 = rand() % v4 + 1;
+  return (v3 + v5 > pPlayer->GetActualAC() + 5);
+}
+
+
+//----- (0042756B) --------------------------------------------------------
+int Actor::CalcMagicalDamageToActor(DAMAGE_TYPE dmgType, signed int incomingDmg)
+{
+  int v4; // edx@1
+  int v5; // ecx@1
+  signed int v6; // eax@4
+  signed int result; // eax@17
+  signed int v8; // esi@18
+
+  v4 = 0;
+  v5 = 0;
+  if ( this->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uExpireTime > 0 )
+    v5 = this->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uPower;
+  switch ( dmgType )
+  {
+  case DMGT_FIRE:
+    v6 = this->pMonsterInfo.uResFire;
+    v4 = v5;
+    break;
+  case DMGT_ELECTR:
+    v6 = this->pMonsterInfo.uResAir;
+    v4 = v5;
+    break;
+  case DMGT_COLD:
+    v6 = this->pMonsterInfo.uResWater;
+    v4 = v5;
+    break;
+  case DMGT_EARTH:
+    v6 = this->pMonsterInfo.uResEarth;
+    v4 = v5;
+    break;
+  case DMGT_PHISYCAL:
+    v6 = this->pMonsterInfo.uResPhysical;
+    break;
+  case DMGT_SPIRIT:
+    v6 = this->pMonsterInfo.uResSpirit;
+    break;
+  case DMGT_MIND:
+    v6 = this->pMonsterInfo.uResMind;
+    v4 = v5;
+    break;
+  case DMGT_BODY:
+    v6 = this->pMonsterInfo.uResBody;
+    v4 = v5;
+    break;
+  case DMGT_LIGHT:
+    v6 = this->pMonsterInfo.uResLight;
+    break;
+  case DMGT_DARK:
+    v6 = this->pMonsterInfo.uResDark;
+    break;
+  default:
+    v6 = 0;
+    break;
+  }
+  if ( v6 < 200 )
+  {
+    v8 = v4 + v6 + 30;
+    for (int i = 0; i < 4; i++)
+    {
+      if ( rand() % v8 < 30 )
+        break;
+      incomingDmg /= 2;
+    }
+    result = incomingDmg;
+  }
+  else
+    result = 0;
+  return result;
+}
 //----- (00448A98) --------------------------------------------------------
 void __fastcall ToggleActorGroupFlag(unsigned int uGroupID, unsigned int uFlag, unsigned int bToggle)
 {
--- a/Actor.h	Sun Mar 16 19:34:51 2014 +0600
+++ b/Actor.h	Sun Mar 16 19:43:28 2014 +0100
@@ -13,10 +13,7 @@
 struct stru319
 {
   int which_player_to_attack(struct Actor *pActor);
-  int PlayerHitOrMiss(struct Player *pPlayer, struct Actor *pActor, int a3, int a4);
-  bool ActorHitOrMiss(struct Actor *pActor, struct Player *pPlayer);
   int _427546(int a2);
-  int CalcMagicalDamageToActor(struct Actor *pActor, int a2, signed int a3);
   bool GetMagicalResistance(struct Actor *pActor, unsigned int uType);
   int FindClosestActor(int a2, int a3, int a4);
 
@@ -238,6 +235,8 @@
   bool _427102_IsOkToCastSpell(signed int a2);
   ABILITY_INDEX special_ability_use_check(int a2);
   bool _4273BB_DoesHitOtherActor(Actor *defender, int a3, int a4);
+  bool ActorHitOrMiss(Player *pPlayer);
+  int CalcMagicalDamageToActor(DAMAGE_TYPE dmgType, signed int incomingDmg);
 
   char pActorName[32];
   signed __int16 sNPC_ID;
--- a/Player.cpp	Sun Mar 16 19:34:51 2014 +0600
+++ b/Player.cpp	Sun Mar 16 19:43:28 2014 +0100
@@ -7242,7 +7242,7 @@
     playerPtr = &pParty->pPlayers[a4];
     actorPtr = &pActors[uActorID];
     healthBeforeRecvdDamage = playerPtr->sHealth;
-    if ( PID_TYPE(uObjID) != 3 || !stru_50C198.ActorHitOrMiss(actorPtr, playerPtr) )
+    if ( PID_TYPE(uObjID) != 3 || !actorPtr->ActorHitOrMiss(playerPtr) )
       return;
     ItemGen* equippedArmor = playerPtr->GetArmorItem();
     SoundID soundToPlay;
@@ -7311,7 +7311,7 @@
         int actorState = actorPtr->uAIState;
         if ( actorState != Dying && actorState != Dead)
         {
-          int reflectedDamage = stru_50C198.CalcMagicalDamageToActor(actorPtr, damageType, dmgToReceive);
+          int reflectedDamage = actorPtr->CalcMagicalDamageToActor((DAMAGE_TYPE)damageType, dmgToReceive);
           actorPtr->sCurrentHP -= reflectedDamage;
           if ( reflectedDamage >= 0 )
           {
@@ -7441,7 +7441,7 @@
           || spriteType == 535
           || spriteType == 540 )
       {
-        if ( !stru_50C198.ActorHitOrMiss(actorPtr, playerPtr) )
+        if ( !actorPtr->ActorHitOrMiss(playerPtr) )
           return;
         if ( playerPtr->pPlayerBuffs[PLAYER_BUFF_SHIELD].uExpireTime > 0 )
           dmgToReceive >>= 1;
@@ -7503,7 +7503,7 @@
           unsigned __int16 actorState = actorPtr->uAIState;
           if ( actorState != Dying && actorState != Dead)
           {
-            recvdMagicDmg = stru_50C198.CalcMagicalDamageToActor(actorPtr, damageType, reflectedDmg);
+            recvdMagicDmg = actorPtr->CalcMagicalDamageToActor((DAMAGE_TYPE)damageType, reflectedDmg);
             actorPtr->sCurrentHP -= recvdMagicDmg;
             if ( recvdMagicDmg >= 0 )
             {
@@ -7913,4 +7913,48 @@
   else
     Error("Unexpected player pointer");
   return uPlayerIdx;
+}
+
+//----- (004272F5) --------------------------------------------------------
+bool Player::PlayerHitOrMiss(Actor *pActor, int a3, int a4)
+{
+  signed int naturalArmor; // esi@1
+  signed int armorBuff; // edi@1
+  int effectiveActorArmor; // esi@8
+  int attBonus; // eax@9
+  int v9; // edx@11
+  unsigned __int8 v12; // sf@13
+  unsigned __int8 v13; // of@13
+  int attPositiveMod; // edx@14
+  int attNegativeMod; // eax@14
+  signed int result; // eax@17
+
+  naturalArmor = pActor->pMonsterInfo.uAC;
+  armorBuff = 0;
+  if ( pActor->pActorBuffs[ACTOR_BUFF_SOMETHING_THAT_HALVES_AC].uExpireTime > 0 )
+    naturalArmor /= 2;
+  if ( pActor->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uExpireTime > 0 )
+    armorBuff = pActor->pActorBuffs[ACTOR_BUFF_SHIELD].uPower;
+  if ( pActor->pActorBuffs[ACTOR_BUFF_STONESKIN].uExpireTime > 0 && pActor->pActorBuffs[ACTOR_BUFF_STONESKIN].uPower > armorBuff )
+    armorBuff = pActor->pActorBuffs[ACTOR_BUFF_STONESKIN].uPower;
+  effectiveActorArmor = armorBuff + naturalArmor;
+  if ( a3 )
+    attBonus = this->GetRangedAttack();
+  else
+    attBonus = this->GetActualAttack(false);
+  v9 = rand() % (effectiveActorArmor + 2 * attBonus + 30);
+  attPositiveMod = a4 + v9;
+  if ( a3 == 2 )
+  {
+    attNegativeMod = ((effectiveActorArmor + 15) / 2) + effectiveActorArmor + 15;
+  }
+  else if ( a3 == 3 )
+  {
+    attNegativeMod = 2 * effectiveActorArmor + 30;
+  }
+  else 
+  {
+    attNegativeMod = effectiveActorArmor + 15;
+  }
+  return (attPositiveMod > attNegativeMod);
 }
\ No newline at end of file
--- a/Player.h	Sun Mar 16 19:34:51 2014 +0600
+++ b/Player.h	Sun Mar 16 19:43:28 2014 +0100
@@ -602,6 +602,8 @@
   bool HasItem(unsigned int uItemID, bool checkHeldItem);
   void OnInventoryLeftClick();
 
+  bool PlayerHitOrMiss(Actor *pActor, int a3, int a4);
+
   unsigned int GetMultiplierForSkillLevel(unsigned int skillValue, int mult1, int mult2, int mult3, int mult4);
   int CalculateMeleeDmgToEnemyWithWeapon( ItemGen * weapon, unsigned int uTargetActorID , bool addOneDice);
   bool WearsItemAnyWhere(int item_id);
--- a/mm7_5.cpp	Sun Mar 16 19:34:51 2014 +0600
+++ b/mm7_5.cpp	Sun Mar 16 19:43:28 2014 +0100
@@ -275,7 +275,7 @@
       if ( pSpriteObjects[PID_ID(uObjID)].spell_id )
       {
         v6 = _43AFE3_calc_spell_damage(pSpriteObjects[PID_ID(uObjID)].spell_id, pSpriteObjects[PID_ID(uObjID)].spell_level, pSpriteObjects[PID_ID(uObjID)].spell_skill, pActors[uActorID].sCurrentHP);
-        damage = stru_50C198.CalcMagicalDamageToActor(&pActors[uActorID], 0, v6);
+        damage = pActors[uActorID].CalcMagicalDamageToActor((DAMAGE_TYPE)0, v6);
         pActors[uActorID].sCurrentHP -= damage;
         if ( damage )
         {
@@ -361,7 +361,7 @@
           v12 = pActors[PID_ID(v17)].pMonsterInfo.field_3C_some_special_attack;
         else
           v12 = 4;
-        v14 = stru_50C198.CalcMagicalDamageToActor(&pActors[actor_id], v12, v10);
+        v14 = pActors[actor_id].CalcMagicalDamageToActor((DAMAGE_TYPE)v12, v10);
         pActors[actor_id].sCurrentHP -= v14;
         if ( v14 )
         {
--- a/mm7_6.cpp	Sun Mar 16 19:34:51 2014 +0600
+++ b/mm7_6.cpp	Sun Mar 16 19:43:28 2014 +0100
@@ -39,84 +39,6 @@
 
 
 
-//----- (004272F5) --------------------------------------------------------
-int stru319::PlayerHitOrMiss(Player *pPlayer, Actor *pActor, int a3, int a4)
-{
-  signed int v5; // esi@1
-  signed int v6; // edi@1
-  int v7; // esi@8
-  int v8; // eax@9
-  int v9; // edx@11
-  unsigned __int8 v12; // sf@13
-  unsigned __int8 v13; // of@13
-  int v14; // edx@14
-  int v15; // eax@14
-  signed int result; // eax@17
-
-  v5 = pActor->pMonsterInfo.uAC;
-  v6 = 0;
-  if ( (signed __int64)pActor->pActorBuffs[ACTOR_BUFF_SOMETHING_THAT_HALVES_AC].uExpireTime > 0 )
-    v5 /= 2;
-  if ( (signed __int64)pActor->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uExpireTime > 0 )
-    v6 = pActor->pActorBuffs[ACTOR_BUFF_SHIELD].uPower;
-  if ( (signed __int64)pActor->pActorBuffs[ACTOR_BUFF_STONESKIN].uExpireTime > 0 && pActor->pActorBuffs[ACTOR_BUFF_STONESKIN].uPower > v6 )
-    v6 = pActor->pActorBuffs[ACTOR_BUFF_STONESKIN].uPower;
-  v7 = v6 + v5;
-  if ( a3 )
-    v8 = pPlayer->GetRangedAttack();
-  else
-    v8 = pPlayer->GetActualAttack(false);
-  v9 = rand() % (v7 + 2 * v8 + 30);
-  if ( a3 == 2 )
-  {
-    v14 = a4 + v9;
-    v15 = ((v7 + 15) / 2) + v7 + 15;
-    v13 = __OFSUB__(v14, v15);
-    v12 = v14 - v15 < 0;
-  }
-  else if ( a3 == 3 )
-  {
-    v14 = a4 + v9;
-    v15 = 2 * v7 + 30;
-    v13 = __OFSUB__(v14, v15);
-    v12 = v14 - v15 < 0;
-  }
-  else 
-  {
-    v14 = a4 + v9;
-    v15 = v7 + 15;
-    v13 = __OFSUB__(v14, v15);
-    v12 = v14 - v15 < 0;
-  }
-
-  if ( v12 ^ v13 )
-    result = 0;
-  else
-    result = 1;
-  return result;
-}
-
-//----- (004274AD) --------------------------------------------------------
-bool stru319::ActorHitOrMiss(Actor *pActor, Player *pPlayer)
-{
-  signed int v3; // edi@1
-  signed int v4; // esi@8
-  int v5; // esi@8
-
-  v3 = 0;
-  if ( (signed __int64)pActor->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uExpireTime > 0 )
-    v3 = pActor->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uPower;
-  if ( (signed __int64)pActor->pActorBuffs[ACTOR_BUFF_BLESS].uExpireTime > 0 && pActor->pActorBuffs[ACTOR_BUFF_BLESS].uPower > v3 )
-    v3 = pActor->pActorBuffs[ACTOR_BUFF_BLESS].uPower;
-  if ( (signed __int64)pActor->pActorBuffs[ACTOR_BUFF_FATE].uExpireTime > 0 )
-  {
-    v3 += pActor->pActorBuffs[ACTOR_BUFF_FATE].uPower;
-    pActor->pActorBuffs[ACTOR_BUFF_FATE].Reset();
-  }
-  v4 = pPlayer->GetActualAC() + 2 * pActor->pMonsterInfo.uLevel + 10;
-  v5 = rand() % v4 + 1;
-  return v3 + v5 > pPlayer->GetActualAC() + 5;
-}
 
 //----- (00427546) --------------------------------------------------------
 int stru319::_427546(int a2)
@@ -137,85 +59,6 @@
   return result;
 }
 
-//----- (0042756B) --------------------------------------------------------
-int stru319::CalcMagicalDamageToActor(Actor *pActor, int a2, signed int a3)
-{
-  int v4; // edx@1
-  int v5; // ecx@1
-  signed int v6; // eax@4
-  signed int result; // eax@17
-  signed int v8; // esi@18
-
-  v4 = 0;
-  v5 = 0;
-  if ( (signed __int64)pActor->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uExpireTime > 0 )
-    v5 = pActor->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uPower;
-  switch ( a2 )
-  {
-    case 0:
-      v6 = pActor->pMonsterInfo.uResFire;
-      v4 = v5;
-      break;
-    case 1:
-      v6 = pActor->pMonsterInfo.uResAir;
-      v4 = v5;
-      break;
-    case 2:
-      v6 = pActor->pMonsterInfo.uResWater;
-      v4 = v5;
-      break;
-    case 3:
-      v6 = pActor->pMonsterInfo.uResEarth;
-      v4 = v5;
-      break;
-    case 4:
-      v6 = pActor->pMonsterInfo.uResPhysical;
-      break;
-    case 6:
-      v6 = pActor->pMonsterInfo.uResSpirit;
-      break;
-    case 7:
-      v6 = pActor->pMonsterInfo.uResMind;
-      v4 = v5;
-      break;
-    case 8:
-      v6 = pActor->pMonsterInfo.uResBody;
-      v4 = v5;
-      break;
-    case 9:
-      v6 = pActor->pMonsterInfo.uResLight;
-      break;
-    case 10:
-      v6 = pActor->pMonsterInfo.uResDark;
-      break;
-    default:
-      v6 = 0;
-      break;
-  }
-  if ( v6 < 200 )
-  {
-    v8 = v4 + v6 + 30;
-    if ( rand() % v8 >= 30 )
-    {
-      a3 >>= 1;
-      if ( rand() % v8 >= 30 )
-      {
-        a3 >>= 1;
-        if ( rand() % v8 >= 30 )
-        {
-          a3 >>= 1;
-          if ( rand() % v8 >= 30 )
-            a3 >>= 1;
-        }
-      }
-    }
-    result = a3;
-  }
-  else
-    result = 0;
-  return result;
-}
-
 //----- (00427662) --------------------------------------------------------
 bool stru319::GetMagicalResistance(Actor *pActor, unsigned int uType)
 {