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1 #pragma once
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2 #include "VectorTypes.h"
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3 #include "Items.h"
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4 #include "Monsters.h"
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5 #include "Spells.h"
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6
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7
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8
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9
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10
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11
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12 /* 357 */
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13 #pragma pack(push, 1)
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14 struct stru319
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15 {
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16 void LootActor(struct Actor *pActor);
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17 int which_player_would_attack(struct Actor *pActor);
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18 bool special_ability_use_check(struct Actor *pActor, int a2);
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19 int _427102(struct Actor *pActor, signed int a2);
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20 int PlayerHitOrMiss(struct Player *pPlayer, struct Actor *pActor, int a3, int a4);
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21 bool _4273BB(struct Actor *pActor, struct Actor *a2, int a3, int a4);
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22 bool ActorHitOrMiss(struct Actor *pActor, struct Player *pPlayer);
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23 int _427546(int a2);
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24 int CalcMagicalDamageToActor(struct Actor *pActor, int a2, signed int a3);
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25 bool GetMagicalResistance(struct Actor *pActor, unsigned int uType);
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271
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26 int FindClosestActor(int a2, int a3, int a4);
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0
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27
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28 char field_0;
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29 };
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30 #pragma pack(pop)
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31
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32
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33 extern stru319 stru_50C198; // idb
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34
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35
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36
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37
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38
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39
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40 /* 361 */
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41 enum ACTOR_BUFF_INDEX
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42 {
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411
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43 ACTOR_BUFF_CHARM = 1, // an assumption
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44 ACTOR_BUFF_SHRINK = 3, // an assumption
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142
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45 ACTOR_BUFF_STONED = 5,
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46 ACTOR_BUFF_PARALYZED = 6,
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0
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47 };
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48
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49
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50
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51
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52
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53 /* 295 */
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54 enum ObjectType
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55 {
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194
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56 OBJECT_Any = 0x0,
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141
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57 OBJECT_BLVDoor = 0x1,
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58 OBJECT_Item = 0x2,
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59 OBJECT_Actor = 0x3,
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60 OBJECT_Player = 0x4,
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61 OBJECT_Decoration = 0x5,
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62 OBJECT_BModel = 0x6,
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63 };
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64
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65
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66
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67
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68
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69
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70
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71 /* 337 */
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72 enum AI_OBJECT_TYPE
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73 {
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74 AI_OBJECT_LAYING_ITEM = 0x2,
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75 AI_OBJECT_ACTOR = 0x3,
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76 AI_OBJECT_PARTY = 0x4,
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77 AI_OBJECT_DECORATION = 0x5,
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78 };
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79
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80 /* 264 */
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81 enum AIState : unsigned __int16
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82 {
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83 Standing = 0x0,
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84 Tethered = 0x1,
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85 AttackingMelee = 0x2,
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86 AttackingRanged1 = 0x3,
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87 Dying = 0x4,
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88 Dead = 0x5,
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89 Pursuing = 0x6,
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90 Fleeing = 0x7,
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91 Stunned = 0x8,
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92 Fidgeting = 0x9,
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142
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93 Interacting = 10,
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94 Removed = 11,
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95 AttackingRanged2 = 0xC,
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96 AttackingRanged3 = 0xD,
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97 Stoned = 0xE,
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98 Paralyzed = 0xF,
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142
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99 Resurrected = 16,
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141
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100 Summoned = 17,
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142
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101 AttackingRanged4 = 18,
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102 Disabled = 19,
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103 };
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104
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105 /* 265 */
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106 enum ActorAnimation : __int32
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107 {
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108 ANIM_Standing = 0x0,
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109 ANIM_Walking = 0x1,
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110 ANIM_AtkMelee = 0x2,
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111 ANIM_AtkRanged = 0x3,
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112 ANIM_GotHit = 0x4,
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113 ANIM_Dying = 0x5,
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114 ANIM_Dead = 0x6,
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115 ANIM_Bored = 0x7,
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116 };
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117
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118
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119
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120
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121
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122 /* 247 */
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123 #pragma pack(push, 1)
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124 struct AIDirection
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125 {
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126 Vec3_int_ vDirection;
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127 unsigned int uDistance;
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128 unsigned int uDistanceXZ;
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129 unsigned int uYawAngle;
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130 unsigned int uPitchAngle;
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131 };
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132 #pragma pack(pop)
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133
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134
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135
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136
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137
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138 /* 71 */
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139 #pragma pack(push, 1)
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140 struct ActorJob
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141 {
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142 struct Vec3_short_ vPos;
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143 unsigned __int16 uAttributes;
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144 unsigned __int8 uAction;
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145 unsigned __int8 uHour;
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146 unsigned __int8 uDay;
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147 unsigned __int8 uMonth;
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148 };
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149 #pragma pack(pop)
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150
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151
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152 /* 66 */
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153 #pragma pack(push, 1)
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154 struct Actor
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155 {
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156 //----- (0041F4C1) --------------------------------------------------------
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157 inline Actor()
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158 {
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159 Actor *v1; // esi@1
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160 SpellBuff *v2; // eax@1
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161 signed int v3; // edx@1
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162 ItemGen *v4; // edi@3
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163 signed int v5; // ebx@3
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164
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165 v1 = this;
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166 v2 = this->pActorBuffs;
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167 v3 = 22;
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168 do
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169 {
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170 v2->uSkill = 0;
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171 v2->uPower = 0;
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172 v2->uExpireTime = 0;
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173 v2->uCaster = 0;
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174 v2->uFlags = 0;
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175 ++v2;
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176 --v3;
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177 }
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178 while ( v3 );
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179 v4 = this->array_000234;
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180 v5 = 4;
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181 do
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182 {
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183 v4->Reset();
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184 ++v4;
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185 --v5;
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186 }
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187 while ( v5 );
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188 Reset();
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189 }
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190
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191 int _44FD29(int a2);
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192 void Reset();
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193 void Remove();
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194 void PrepareSprites(char load_sounds_if_bit1_set);
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322
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195 void UpdateAnimation();
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196 signed int GetActorsRelation(Actor *a2);
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197 void SetRandomGoldIfTheresNoItem();
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198 bool CanAct();
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303
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199 bool IsNotAlive();
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200 void InitializeDialogue(int bPlayerSaysHello);
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322
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201 bool IsPeasant();
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202
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203
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322
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204 static void _401221(unsigned int uActorID, int *a2, unsigned int a3);
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205 static void _402686(unsigned int uActorID, unsigned int a2, signed int uActionLength, struct AIDirection *a4);
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206 static void _40281C(unsigned int uActorID, unsigned int a2, signed int uActionLength, struct AIDirection *pDir, int a5);
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207 static void _402968(unsigned int uActorID, signed int edx0, int uActionLength, struct AIDirection *a4);
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208 static void _402AD7(unsigned int uActorID, unsigned int a2, signed int arg0, signed int uActionLength, struct AIDirection *pDir);
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209 static void PlaySound(unsigned int uActorID, unsigned int uSoundID);
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319
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210 static void Die(unsigned int uActorID);
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322
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211 static void Resurrect(unsigned int uActorID);
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212 static void _402F87(unsigned int uActorID, unsigned int uObjID, struct AIDirection *a4);
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213 static void _4030AD(unsigned int uActorID, signed int edx0, int arg0);
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214 static char __fastcall _4031C1_update_job(unsigned int uActorID, signed int a2, int a3);
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322
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215 static void _4032B2(unsigned int a1, unsigned int a2, int a3, int uActionLength);
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216 static void _403476(unsigned int uActorID, signed int edx0, struct AIDirection *pDir);
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217 static void _40368B(unsigned int uActorID, signed int edx0, struct AIDirection *pDir);
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218 static void _403854(unsigned int uActorID, signed int edx0, struct AIDirection *pDir);
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219 static void _403A60(unsigned int uActorID, signed int edx0, struct AIDirection *pDir);
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220 static void _403C6C(unsigned int uActorID, signed int edx0, struct AIDirection *arg0);
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221 static void __fastcall StandAwhile(unsigned int uActorID);
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322
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222 static void _403EB6(unsigned int uActorID, unsigned int a2, unsigned int uActionLength, struct AIDirection *a4);
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223 static void _403F58(unsigned int uActorID, signed int uObjID, int uActionLength, struct AIDirection *a4);
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224 static void FaceObject(unsigned int uActorID, unsigned int uObjID, int _48, struct AIDirection *a4);
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225 static struct AIDirection *__fastcall GetDirectionInfo(unsigned int uObj1ID, unsigned int uObj2ID, struct AIDirection *pOut, int a4);
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226 static signed int __fastcall Explode(unsigned int uActorID);
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227 static char __fastcall _404874(unsigned int uActorID, struct AIDirection *a2, int a3, char a4);
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228 static void __fastcall _404AC7(unsigned int uActorID, struct AIDirection *pDir, int spellnum, int a4, unsigned int uSkillLevel);
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322
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229 static void AggroSurroundingPeasants(unsigned int uActorID, int a2);
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230 static bool ArePeasantsOfSameFaction(Actor *a1, Actor *a2);
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231 static bool StealFrom(unsigned int uActorID);
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232 static void GiveItem(unsigned int uActorID, unsigned int uItemID, unsigned int bGive);
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233 static void ToggleFlag(signed int uActorID, unsigned int uFlag, int bToggle);
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322
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234 static void ApplyFineForKillingPeasant(unsigned int uActorID);
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235 static void DrawHealthBar(Actor *a1, struct GUIWindow *a2);
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236 static int _43B3E0_CalcDamage(Actor *a1, signed int a2);
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322
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237 static void AddBloodsplatOnDamageOverlay(unsigned int uActorID, int a2, signed int a3);
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238
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239
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240 char pActorName[32];
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241 unsigned __int16 uNPC_ID;
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242 __int16 field_22;
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243 unsigned int uAttributes;
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244 __int16 sCurrentHP;
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245 char field_2A[2];
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246 struct MonsterInfo pMonsterInfo;
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247 __int16 word_000084_range_attack;
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248 __int16 word_000086_some_monster_id;
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249 unsigned __int16 uActorRadius;
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250 unsigned __int16 uActorHeight;
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251 unsigned __int16 uMovementSpeed;
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252 struct Vec3_short_ vPosition;
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253 struct Vec3_short_ vVelocity;
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254 unsigned __int16 uYawAngle;
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255 unsigned __int16 uPitchAngle;
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256 __int16 uSectorID;
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257 unsigned __int16 uCurrentActionLength;
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258 struct Vec3_short_ vInitialPosition;
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259 struct Vec3_short_ vGuardingPosition;
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260 unsigned __int16 uTetherDistance;
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261 AIState uAIState;
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262 unsigned __int16 uCurrentActionAnimation;
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263 unsigned __int16 uCarriedItemID;
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264 char field_B6;
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265 char field_B7;
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266 unsigned int uCurrentActionTime;
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267 unsigned __int16 pSpriteIDs[8];
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268 unsigned __int16 pSoundSampleIDs[4];
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269 struct SpellBuff pActorBuffs[22];
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270 struct ItemGen array_000234[4];
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271 unsigned int uGroup;
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272 unsigned int uAlly;
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273 struct ActorJob pScheduledJobs[8];
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274 unsigned int uSummonerID;
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275 unsigned int uLastCharacterIDToHit;
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276 int dword_000334_unique_name;
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277 char field_338[12];
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278 };
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279 #pragma pack(pop)
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280
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281
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282
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283
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284
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285
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286 //extern Actor pMonsterInfoUI_Doll;
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287
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288
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289 extern Actor pActors[500];
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290 extern size_t uNumActors; |