Mercurial > mm7
changeset 2238:f66d8be6ad5b
_4B254D_SkillMasteryTeacher unrolling switches
author | Grumpy7 |
---|---|
date | Sun, 23 Feb 2014 15:42:15 +0100 |
parents | d903816e972e |
children | 699bd6ee5ad0 |
files | mm7_4.cpp |
diffstat | 1 files changed, 541 insertions(+), 276 deletions(-) [+] |
line wrap: on
line diff
--- a/mm7_4.cpp Sun Feb 23 14:12:07 2014 +0100 +++ b/mm7_4.cpp Sun Feb 23 15:42:15 2014 +0100 @@ -1825,72 +1825,34 @@ //----- (004B254D) -------------------------------------------------------- const char * _4B254D_SkillMasteryTeacher(int _this) { - //Player *v1; // esi@1 - int v2; // edx@1 - int v3; // ecx@1 + int teacherLevel; // edx@1 + int skillBeingTaught; // ecx@1 int pClassType; // eax@7 - int v6; // eax@7 + int currClassMaxMastery; // eax@7 int pointsInSkillWOutMastery; // ebx@7 - //int v8; // ebx@8 - signed int v9; // esi@8 int classBaseId; // eax@8 - char *v11; // ecx@8 - //int v12; // edi@9 - //char *v13; // edx@9 - signed int v14; // edi@10 unsigned int skillMastery; // eax@29 - //int v17; // eax@36 - char v18; // cl@46 - __int16 v19; // dx@56 - int v20; // eax@60 - //char *v21; // [sp-Ch] [bp-38h]@82 - //const char *v22; // [sp-8h] [bp-34h]@21 - //unsigned int v23; // [sp-8h] [bp-34h]@38 - //char *v24; // [sp-8h] [bp-34h]@82 - const char *v25; // [sp-4h] [bp-30h]@14 - //int v26; // [sp-4h] [bp-30h]@38 - //int v27; // [sp-4h] [bp-30h]@82 - char v28[4]; // [sp+Ch] [bp-20h]@9 unsigned __int16 pointsInSkill; // [sp+1Ch] [bp-10h]@7 - //int v33; // [sp+20h] [bp-Ch]@7 - int v34; // [sp+24h] [bp-8h]@7 - char *v35; // [sp+28h] [bp-4h]@1 + int masteryLevelBeingTaught; // [sp+24h] [bp-8h]@7 contract_approved = 0; - v2 = (_this - 200) % 3; - v3 = (_this - 200) / 3; - v35 = (char *)pNPCTopics[127].pText; - dword_F8B1AC_award_bit_number = v3; - switch(v2) - { - case 0: - gold_transaction_amount = 2000; - dword_F8B1B0 = 2; - break; - case 1: - gold_transaction_amount = 5000; - dword_F8B1B0 = 3; - break; - case 2: - gold_transaction_amount = 8000; - dword_F8B1B0 = 4; - break; - } + teacherLevel = (_this - 200) % 3; + skillBeingTaught = (_this - 200) / 3; pClassType = pPlayers[uActiveCharacter]->classType; - //v33 = pClassType; - v6 = byte_4ED970_skill_learn_ability_by_class_table[pClassType][v3]; - v34 = v2 + 2; - if ( v6 < v2 + 2 ) + currClassMaxMastery = byte_4ED970_skill_learn_ability_by_class_table[pClassType][skillBeingTaught]; + masteryLevelBeingTaught = teacherLevel + 2; + dword_F8B1B0 = masteryLevelBeingTaught; + if ( currClassMaxMastery < masteryLevelBeingTaught ) { classBaseId = pClassType - pClassType % 4; - if (byte_4ED970_skill_learn_ability_by_class_table[classBaseId + 1][v3] >= v34) + if (byte_4ED970_skill_learn_ability_by_class_table[classBaseId + 1][skillBeingTaught] >= masteryLevelBeingTaught) sprintf(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[633], pClassNames[classBaseId + 1]);//Вы должны достичь звания %s для обучения этому уровню навыка. You have to be promoted to %s to learn this skill level. - else if (byte_4ED970_skill_learn_ability_by_class_table[classBaseId + 2][v3] >= v34 - && byte_4ED970_skill_learn_ability_by_class_table[classBaseId + 3][v3] >= v34) + else if (byte_4ED970_skill_learn_ability_by_class_table[classBaseId + 2][skillBeingTaught] >= masteryLevelBeingTaught + && byte_4ED970_skill_learn_ability_by_class_table[classBaseId + 3][skillBeingTaught] >= masteryLevelBeingTaught) sprintf(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[634], pClassNames[classBaseId + 2], pClassNames[classBaseId + 3]);//Вы должны достичь звания %s или %s для обучения этому уровню навыка. You have to be promoted to %s or %s to learn this skill level. - else if (byte_4ED970_skill_learn_ability_by_class_table[classBaseId + 2][v3] >= v34) + else if (byte_4ED970_skill_learn_ability_by_class_table[classBaseId + 2][skillBeingTaught] >= masteryLevelBeingTaught) sprintf(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[633], pClassNames[classBaseId + 2]);//Вы должны достичь звания %s для обучения этому уровню навыка. You have to be promoted to %s to learn this skill level. - else if (byte_4ED970_skill_learn_ability_by_class_table[classBaseId + 3][v3] >= v34) + else if (byte_4ED970_skill_learn_ability_by_class_table[classBaseId + 3][skillBeingTaught] >= masteryLevelBeingTaught) sprintf(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[633], pClassNames[classBaseId + 3]);//Вы должны достичь звания %s для обучения этому уровню навыка. You have to be promoted to %s to learn this skill level. else sprintf(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[632], pClassNames[pClassType]);//Этот уровень навыка не может быть постигнут классом %s. This skill level can not be learned by the %s class. @@ -1898,251 +1860,554 @@ } if ( !pPlayers[uActiveCharacter]->CanAct() ) return pNPCTopics[122].pText; //Not in your condition! - pointsInSkill = pPlayers[uActiveCharacter]->pActiveSkills[v3]; + pointsInSkill = pPlayers[uActiveCharacter]->pActiveSkills[skillBeingTaught]; pointsInSkillWOutMastery = pointsInSkill & 0x3F; if ( !pointsInSkillWOutMastery ) return pNPCTopics[131].pText; //You must know the skill before you can become an expert in it! skillMastery = SkillToMastery(pointsInSkill); - if ( (signed int)skillMastery > v2 + 1 ) // You are already an SKILLLEVEL in this skill. - return pNPCTopics[v2 + 128].pText; - if ( v34 != 2 ) + if ( (signed int)skillMastery > teacherLevel + 1 ) + return pNPCTopics[teacherLevel + 128].pText; // You are already an SKILLLEVEL in this skill. + dword_F8B1AC_award_bit_number = skillBeingTaught; + if ( masteryLevelBeingTaught == 2 && pointsInSkillWOutMastery < 4 + || masteryLevelBeingTaught == 3 && pointsInSkillWOutMastery < 7 + || masteryLevelBeingTaught == 4 && pointsInSkillWOutMastery < 10 + ) + return pNPCTopics[127].pText; //"You don't meet the requirements, and cannot be taught until you do." + switch (dword_F8B1AC_award_bit_number) { - if ( v34 == 3 ) - { - if ( (signed int)skillMastery >= 2 && pointsInSkillWOutMastery >= 7 ) + case PLAYER_SKILL_STAFF: + switch (masteryLevelBeingTaught) + { + case 2: + gold_transaction_amount = 2000; + break; + case 3: + gold_transaction_amount = 5000; + break; + case 4: + gold_transaction_amount = 8000; + break; + } + break; + case PLAYER_SKILL_SWORD: + switch (masteryLevelBeingTaught) + { + case 2: + gold_transaction_amount = 2000; + break; + case 3: + gold_transaction_amount = 5000; + break; + case 4: + gold_transaction_amount = 8000; + break; + } + break; + case PLAYER_SKILL_DAGGER: + switch (masteryLevelBeingTaught) + { + case 2: + gold_transaction_amount = 2000; + break; + case 3: + gold_transaction_amount = 5000; + break; + case 4: + gold_transaction_amount = 8000; + break; + } + break; + case PLAYER_SKILL_AXE: + switch (masteryLevelBeingTaught) + { + case 2: + gold_transaction_amount = 2000; + break; + case 3: + gold_transaction_amount = 5000; + break; + case 4: + gold_transaction_amount = 8000; + break; + } + break; + case PLAYER_SKILL_SPEAR: + switch (masteryLevelBeingTaught) + { + case 2: + gold_transaction_amount = 2000; + break; + case 3: + gold_transaction_amount = 5000; + break; + case 4: + gold_transaction_amount = 8000; + break; + } + break; + case PLAYER_SKILL_BOW: + switch (masteryLevelBeingTaught) + { + case 2: + gold_transaction_amount = 2000; + break; + case 3: + gold_transaction_amount = 5000; + break; + case 4: + gold_transaction_amount = 8000; + break; + } + break; + case PLAYER_SKILL_MACE: + switch (masteryLevelBeingTaught) + { + case 2: + gold_transaction_amount = 2000; + break; + case 3: + gold_transaction_amount = 5000; + break; + case 4: + gold_transaction_amount = 8000; + break; + } + break; + case PLAYER_SKILL_BLASTER: + switch (masteryLevelBeingTaught) + { + case 2: + gold_transaction_amount = 0; + break; + case 3: + gold_transaction_amount = 0; + break; + case 4: + gold_transaction_amount = 0; + break; + } + break; + case PLAYER_SKILL_SHIELD: + switch (masteryLevelBeingTaught) { - switch ( dword_F8B1AC_award_bit_number ) - { - case 12: //Fire magic - case 13: //Air magic - case 14: //Water magic - case 15: //Earth magic - case 16: //Spirit magic - case 17: //Mind magic - case 18: //Body magic - gold_transaction_amount = 4000; - goto LABEL_42; - case 19: //Light magic - v19 = 114; - if ( !(unsigned __int16)_449B57_test_bit(pParty->_quest_bits, v19) ) - return v35; - if ( !gold_transaction_amount ) - goto LABEL_79; - goto LABEL_42; - case 20: //Dark magic - v19 = 110; - if ( !(unsigned __int16)_449B57_test_bit(pParty->_quest_bits, v19) ) - return v35; - if ( !gold_transaction_amount ) - goto LABEL_79; - goto LABEL_42; - case 22: //Merchant - v20 = pPlayers[uActiveCharacter]->GetBaseWillpower(); - if ( v20 < 50 ) - return v35; - if ( !gold_transaction_amount ) - goto LABEL_79; - goto LABEL_42; - case 24: //Body Building - gold_transaction_amount = 2500; - v20 = pPlayers[uActiveCharacter]->GetBaseEndurance(); - if ( v20 < 50 ) - return v35; - if ( !gold_transaction_amount ) - goto LABEL_79; - goto LABEL_42; - case 36: //Learning - v20 = pPlayers[uActiveCharacter]->GetBaseIntelligence(); - if ( v20 < 50 ) - return v35; - if ( !gold_transaction_amount ) - goto LABEL_79; - goto LABEL_42; - case 21: //Identify Item - case 23: //Repait Item - case 25: //Meditation - case 26: //Perception - case 29: //Disarm Trap - case 32: //Identify Monster - case 34: //Stealing - case 35: //Alchemy - gold_transaction_amount = 2500; - goto LABEL_42; - case 8: //Shield - case 9: //Leather - case 10: //Chain - case 11: //Plate - gold_transaction_amount = 3000; - goto LABEL_42; - case 7: //Blaster - gold_transaction_amount = 0; - if ( !gold_transaction_amount ) - goto LABEL_79; - goto LABEL_42; - default: - if ( !gold_transaction_amount ) - goto LABEL_79; - goto LABEL_42; - } - gold_transaction_amount = 0; - if ( !gold_transaction_amount ) - goto LABEL_79; - goto LABEL_42; + case 2: + gold_transaction_amount = 1000; + break; + case 3: + gold_transaction_amount = 3000; + break; + case 4: + gold_transaction_amount = 7000; + break; + } + break; + case PLAYER_SKILL_LEATHER: + switch (masteryLevelBeingTaught) + { + case 2: + gold_transaction_amount = 1000; + break; + case 3: + gold_transaction_amount = 3000; + break; + case 4: + gold_transaction_amount = 7000; + break; + } + break; + case PLAYER_SKILL_CHAIN: + switch (masteryLevelBeingTaught) + { + case 2: + gold_transaction_amount = 1000; + break; + case 3: + gold_transaction_amount = 3000; + break; + case 4: + gold_transaction_amount = 7000; + break; + } + break; + case PLAYER_SKILL_PLATE: + switch (masteryLevelBeingTaught) + { + case 2: + gold_transaction_amount = 1000; + break; + case 3: + gold_transaction_amount = 3000; + break; + case 4: + gold_transaction_amount = 7000; + break; + } + break; + case PLAYER_SKILL_FIRE: + switch (masteryLevelBeingTaught) + { + case 2: + gold_transaction_amount = 1000; + break; + case 3: + gold_transaction_amount = 4000; + break; + case 4: + gold_transaction_amount = 8000; + break; } - } - else - { - if ( v34 != 4 ) + break; + case PLAYER_SKILL_AIR: + switch (masteryLevelBeingTaught) + { + case 2: + gold_transaction_amount = 1000; + break; + case 3: + gold_transaction_amount = 4000; + break; + case 4: + gold_transaction_amount = 8000; + break; + } + break; + case PLAYER_SKILL_WATER: + switch (masteryLevelBeingTaught) + { + case 2: + gold_transaction_amount = 1000; + break; + case 3: + gold_transaction_amount = 4000; + break; + case 4: + gold_transaction_amount = 8000; + break; + } + break; + case PLAYER_SKILL_EARTH: + switch (masteryLevelBeingTaught) { - if ( !gold_transaction_amount ) - goto LABEL_79; - goto LABEL_42; + case 2: + gold_transaction_amount = 1000; + break; + case 3: + gold_transaction_amount = 4000; + break; + case 4: + gold_transaction_amount = 8000; + break; } - if ( (signed int)skillMastery >= 3 && pointsInSkillWOutMastery >= 10 ) + break; + case PLAYER_SKILL_SPIRIT: + switch (masteryLevelBeingTaught) + { + case 2: + gold_transaction_amount = 1000; + break; + case 3: + gold_transaction_amount = 4000; + break; + case 4: + gold_transaction_amount = 8000; + break; + } + break; + case PLAYER_SKILL_MIND: + switch (masteryLevelBeingTaught) + { + case 2: + gold_transaction_amount = 1000; + break; + case 3: + gold_transaction_amount = 4000; + break; + case 4: + gold_transaction_amount = 8000; + break; + } + break; + case PLAYER_SKILL_BODY: + switch (masteryLevelBeingTaught) { - switch ( dword_F8B1AC_award_bit_number ) - { - case 19: //Light Magic - if ( pPlayers[uActiveCharacter]->ProfessionOrGuildFlagsCorrect(0x22u, 1) == 1 ) - { - if ( !gold_transaction_amount ) - goto LABEL_79; - goto LABEL_42; - } - if ( pPlayers[uActiveCharacter]->ProfessionOrGuildFlagsCorrect(0x1Au, 1) == 1 ) - { - if ( !gold_transaction_amount ) - goto LABEL_79; - goto LABEL_42; - } - return v35; - case 20: //Dark Magic - if ( pPlayers[uActiveCharacter]->ProfessionOrGuildFlagsCorrect(0x23u, 1) == 1 ) - { - if ( !gold_transaction_amount ) - goto LABEL_79; - goto LABEL_42; - } - if ( pPlayers[uActiveCharacter]->ProfessionOrGuildFlagsCorrect(0x1Bu, 1) == 1 ) - { - if ( !gold_transaction_amount ) - goto LABEL_79; - goto LABEL_42; - } - return v35; - case 30: //Dodging - v18 = LOBYTE(pPlayers[uActiveCharacter]->pActiveSkills[PLAYER_SKILL_UNARMED]); - if ( (v18 & 0x3Fu) < 0xA ) - return v35; - if ( !gold_transaction_amount ) - goto LABEL_79; - goto LABEL_42; - case 31: //Unarmed - v18 = LOBYTE(pPlayers[uActiveCharacter]->pActiveSkills[PLAYER_SKILL_DODGE]); - if ( (v18 & 0x3Fu) < 0xA ) - return v35; - if ( !gold_transaction_amount ) - goto LABEL_79; - goto LABEL_42; - case 21: //Identify Item - case 23: //Repait Item - case 24: //Body Building - case 25: //Meditation - case 26: //Perception - case 29: //Disarm Trap - case 32: //Identify Monster - case 34: //Stealing - case 35: //Alchemy - gold_transaction_amount = 6000; - goto LABEL_42; - case 8: //Shield - case 9: //Leather - case 10: //Chain - case 11: //Plate - gold_transaction_amount = 7000; - goto LABEL_42; - case 7: //Blaster - break; - default: - if ( !gold_transaction_amount ) - goto LABEL_79; - goto LABEL_42; - } - gold_transaction_amount = 0; - if ( !gold_transaction_amount ) - goto LABEL_79; - goto LABEL_42; + case 2: + gold_transaction_amount = 1000; + break; + case 3: + gold_transaction_amount = 4000; + break; + case 4: + gold_transaction_amount = 8000; + break; + } + break; + case PLAYER_SKILL_LIGHT: + switch (masteryLevelBeingTaught) + { + case 2: + gold_transaction_amount = 2000; + break; + case 3: + if ( !(unsigned __int16)_449B57_test_bit(pParty->_quest_bits, 114) ) + return pNPCTopics[127].pText; + gold_transaction_amount = 5000; + break; + case 4: + if ( !pPlayers[uActiveCharacter]->ProfessionOrGuildFlagsCorrect(0x22u, 1) || + !pPlayers[uActiveCharacter]->ProfessionOrGuildFlagsCorrect(0x1Au, 1)) + return pNPCTopics[127].pText; + gold_transaction_amount = 8000; + break; + } + break; + case PLAYER_SKILL_DARK: + switch (masteryLevelBeingTaught) + { + case 2: + gold_transaction_amount = 2000; + break; + case 3: + if ( !(unsigned __int16)_449B57_test_bit(pParty->_quest_bits, 110) ) + return pNPCTopics[127].pText; + gold_transaction_amount = 5000; + break; + case 4: + if ( !pPlayers[uActiveCharacter]->ProfessionOrGuildFlagsCorrect(0x23u, 1) + || !pPlayers[uActiveCharacter]->ProfessionOrGuildFlagsCorrect(0x1Bu, 1)) + return pNPCTopics[127].pText; + gold_transaction_amount = 8000; + break; + } + break; + case PLAYER_SKILL_ITEM_ID: + switch (masteryLevelBeingTaught) + { + case 2: + gold_transaction_amount = 500; + break; + case 3: + gold_transaction_amount = 2500; + break; + case 4: + gold_transaction_amount = 6000; + break; + } + break; + case PLAYER_SKILL_MERCHANT: + switch (masteryLevelBeingTaught) + { + case 2: + gold_transaction_amount = 2000; + break; + case 3: + if ( pPlayers[uActiveCharacter]->GetBaseWillpower() < 50 ) + return pNPCTopics[127].pText; + gold_transaction_amount = 5000; + break; + case 4: + gold_transaction_amount = 8000; + break; + } + break; + case PLAYER_SKILL_REPAIR: + switch (masteryLevelBeingTaught) + { + case 2: + gold_transaction_amount = 500; + break; + case 3: + gold_transaction_amount = 2500; + break; + case 4: + gold_transaction_amount = 6000; + break; + } + break; + case PLAYER_SKILL_BODYBUILDING: + switch (masteryLevelBeingTaught) + { + case 2: + gold_transaction_amount = 500; + break; + case 3: + if ( pPlayers[uActiveCharacter]->GetBaseEndurance() < 50 ) + return pNPCTopics[127].pText; + gold_transaction_amount = 2500; + break; + case 4: + gold_transaction_amount = 6000; + break; + } + break; + case PLAYER_SKILL_MEDITATION: + switch (masteryLevelBeingTaught) + { + case 2: + gold_transaction_amount = 500; + break; + case 3: + gold_transaction_amount = 2500; + break; + case 4: + gold_transaction_amount = 6000; + break; } - } - return v35; - } - if ( pointsInSkillWOutMastery < 4 ) - return v35; - if ( dword_F8B1AC_award_bit_number > 27 ) - { - if ( dword_F8B1AC_award_bit_number != 29 - && dword_F8B1AC_award_bit_number != 32 - && (dword_F8B1AC_award_bit_number <= 33 || dword_F8B1AC_award_bit_number > 35) ) - { - if ( !gold_transaction_amount ) - goto LABEL_79; - goto LABEL_42; - } - gold_transaction_amount = 500; - if ( !gold_transaction_amount ) - goto LABEL_79; - goto LABEL_42; - } - if ( dword_F8B1AC_award_bit_number >= 23 ) - { - gold_transaction_amount = 500; - if ( !gold_transaction_amount ) - goto LABEL_79; - goto LABEL_42; + break; + case PLAYER_SKILL_PERCEPTION: + switch (masteryLevelBeingTaught) + { + case 2: + gold_transaction_amount = 500; + break; + case 3: + gold_transaction_amount = 2500; + break; + case 4: + gold_transaction_amount = 6000; + break; + } + break; + case PLAYER_SKILL_DIPLOMACY: + Error("Diplomacy not used"); + break; + case PLAYER_SKILL_TIEVERY: + Error("Thievery not used"); + break; + case PLAYER_SKILL_TRAP_DISARM: + switch (masteryLevelBeingTaught) + { + case 2: + gold_transaction_amount = 500; + break; + case 3: + gold_transaction_amount = 2500; + break; + case 4: + gold_transaction_amount = 6000; + break; + } + break; + case PLAYER_SKILL_DODGE: + switch (masteryLevelBeingTaught) + { + case 2: + gold_transaction_amount = 2000; + break; + case 3: + gold_transaction_amount = 5000; + break; + case 4: + if ( (pPlayers[uActiveCharacter]->pActiveSkills[PLAYER_SKILL_UNARMED] & 63) < 0xA ) + return pNPCTopics[127].pText; + gold_transaction_amount = 8000; + break; + } + break; + case PLAYER_SKILL_UNARMED: + switch (masteryLevelBeingTaught) + { + case 2: + gold_transaction_amount = 2000; + break; + case 3: + gold_transaction_amount = 5000; + break; + case 4: + if ( (pPlayers[uActiveCharacter]->pActiveSkills[PLAYER_SKILL_DODGE] & 63) < 0xA ) + return pNPCTopics[127].pText; + gold_transaction_amount = 8000; + break; + } + break; + case PLAYER_SKILL_MONSTER_ID: + switch (masteryLevelBeingTaught) + { + case 2: + gold_transaction_amount = 500; + break; + case 3: + gold_transaction_amount = 2500; + break; + case 4: + gold_transaction_amount = 6000; + break; + } + break; + case PLAYER_SKILL_ARMSMASTER: + switch (masteryLevelBeingTaught) + { + case 2: + gold_transaction_amount = 2000; + break; + case 3: + gold_transaction_amount = 5000; + break; + case 4: + gold_transaction_amount = 8000; + break; + } + break; + case PLAYER_SKILL_STEALING: + switch (masteryLevelBeingTaught) + { + case 2: + gold_transaction_amount = 500; + break; + case 3: + gold_transaction_amount = 2500; + break; + case 4: + gold_transaction_amount = 6000; + break; + } + break; + case PLAYER_SKILL_ALCHEMY: + switch (masteryLevelBeingTaught) + { + case 2: + gold_transaction_amount = 500; + break; + case 3: + gold_transaction_amount = 2500; + break; + case 4: + gold_transaction_amount = 6000; + break; + } + break; + case PLAYER_SKILL_LEARNING: + switch (masteryLevelBeingTaught) + { + case 2: + gold_transaction_amount = 2000; + break; + case 3: + if ( pPlayers[uActiveCharacter]->GetBaseIntelligence() < 50 ) + return pNPCTopics[127].pText; + gold_transaction_amount = 5000; + break; + case 4: + gold_transaction_amount = 8000; + break; + } + break; + default: + Error("Unknown skill"); } - if ( dword_F8B1AC_award_bit_number == 7 ) - { - gold_transaction_amount = 0; - goto LABEL_79; - } - if ( dword_F8B1AC_award_bit_number <= 7 ) - { - if ( !gold_transaction_amount ) - goto LABEL_79; - goto LABEL_42; - } - if ( dword_F8B1AC_award_bit_number > 18 ) - { - if ( dword_F8B1AC_award_bit_number != 21 ) - { - if ( !gold_transaction_amount ) - goto LABEL_79; - goto LABEL_42; - } - gold_transaction_amount = 500; - if ( !gold_transaction_amount ) - goto LABEL_79; - goto LABEL_42; - } - gold_transaction_amount = 1000; -LABEL_42: if ( gold_transaction_amount > pParty->uNumGold ) - return (char *)pNPCTopics[124].pText; -LABEL_79: + return pNPCTopics[124].pText; //You don't have enough gold! contract_approved = 1; - if ( v34 == 2 ) + if ( masteryLevelBeingTaught == 2 ) { sprintfex(pTmpBuf2.data(), pGlobalTXT_LocalizationStrings[534],//Получить степень ^Pr[%s] в навыке ^Pr[%s] за ^I[%lu] золот^L[ой;ых;ых] pGlobalTXT_LocalizationStrings[433], pSkillNames[dword_F8B1AC_award_bit_number], gold_transaction_amount);//Эксперт - return pTmpBuf2.data(); } - if ( v34 == 3 ) + if ( masteryLevelBeingTaught == 3 ) { sprintfex(pTmpBuf2.data(), pGlobalTXT_LocalizationStrings[534], pGlobalTXT_LocalizationStrings[432], pSkillNames[dword_F8B1AC_award_bit_number], gold_transaction_amount);//Мастер - return pTmpBuf2.data(); } - if ( v34 == 4 ) + if ( masteryLevelBeingTaught == 4 ) sprintfex(pTmpBuf2.data(), pGlobalTXT_LocalizationStrings[534], pGlobalTXT_LocalizationStrings[225], pSkillNames[dword_F8B1AC_award_bit_number], gold_transaction_amount);//Великий Магистр return pTmpBuf2.data();