Mercurial > mm7
annotate Actor.h @ 2483:b3f96acf6bab
Fixing arrows not being drawn for 2nd player char
author | Grumpy7 |
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date | Sat, 06 Sep 2014 20:52:46 +0200 |
parents | 104fdbea0386 |
children | 85a12b497698 |
rev | line source |
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0 | 1 #pragma once |
2 #include "Monsters.h" | |
3 #include "Spells.h" | |
1016 | 4 #include "Items.h" |
0 | 5 |
6 | |
7 | |
8 | |
9 | |
10 | |
11 /* 357 */ | |
12 #pragma pack(push, 1) | |
13 struct stru319 | |
14 { | |
1911 | 15 int which_player_to_attack(struct Actor *pActor); |
0 | 16 int _427546(int a2); |
271 | 17 int FindClosestActor(int a2, int a3, int a4); |
0 | 18 |
19 char field_0; | |
20 }; | |
21 #pragma pack(pop) | |
22 | |
23 | |
24 extern stru319 stru_50C198; // idb | |
25 | |
26 | |
1972
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27 enum ABILITY_INDEX |
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28 { |
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29 ABILITY_ATTACK1 = 0, |
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30 ABILITY_ATTACK2 = 1, |
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31 ABILITY_SPELL1 = 2, |
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32 ABILITY_SPELL2 = 3, |
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33 }; |
0 | 34 |
35 | |
36 | |
37 /* 361 */ | |
38 enum ACTOR_BUFF_INDEX | |
39 { | |
1705 | 40 ACTOR_BUFF_CHARM = 1, |
41 ACTOR_BUFF_SUMMONED = 2, | |
42 ACTOR_BUFF_SHRINK = 3, | |
43 ACTOR_BUFF_AFRAID = 4, | |
142 | 44 ACTOR_BUFF_STONED = 5, |
1705 | 45 ACTOR_BUFF_PARALYZED = 6, |
1875
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Actor::_43B3E0_CalcDamage cleaned up, fixed actor buff enums and added 2 values
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46 ACTOR_BUFF_SLOWED = 7, |
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47 ACTOR_BUFF_SOMETHING_THAT_HALVES_AC = 8, |
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48 ACTOR_BUFF_BERSERK = 9, |
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49 ACTOR_BUFF_MASS_DISTORTION = 10, |
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Actor::_43B3E0_CalcDamage cleaned up, fixed actor buff enums and added 2 values
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50 ACTOR_BUFF_FATE = 11, |
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51 ACTOR_BUFF_ENSLAVED = 12, |
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52 ACTOR_BUFF_DAY_OF_PROTECTION = 13, |
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53 ACTOR_BUFF_HOUR_OF_POWER = 14, |
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54 ACTOR_BUFF_SHIELD = 15, |
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55 ACTOR_BUFF_STONESKIN = 16, |
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56 ACTOR_BUFF_BLESS = 17, |
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57 ACTOR_BUFF_HEROISM = 18, |
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58 ACTOR_BUFF_HASTE = 19, |
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59 ACTOR_BUFF_PAIN_REFLECTION = 20, |
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60 ACTOR_BUFF_PAIN_HAMMERHANDS = 21, |
0 | 61 }; |
62 | |
63 | |
64 | |
65 | |
66 | |
67 /* 295 */ | |
68 enum ObjectType | |
69 { | |
194 | 70 OBJECT_Any = 0x0, |
141 | 71 OBJECT_BLVDoor = 0x1, |
0 | 72 OBJECT_Item = 0x2, |
73 OBJECT_Actor = 0x3, | |
74 OBJECT_Player = 0x4, | |
75 OBJECT_Decoration = 0x5, | |
76 OBJECT_BModel = 0x6, | |
77 }; | |
78 | |
79 | |
80 | |
81 | |
82 | |
83 | |
84 | |
85 /* 264 */ | |
86 enum AIState : unsigned __int16 | |
87 { | |
88 Standing = 0x0, | |
89 Tethered = 0x1, | |
90 AttackingMelee = 0x2, | |
91 AttackingRanged1 = 0x3, | |
92 Dying = 0x4, | |
93 Dead = 0x5, | |
94 Pursuing = 0x6, | |
95 Fleeing = 0x7, | |
96 Stunned = 0x8, | |
97 Fidgeting = 0x9, | |
142 | 98 Interacting = 10, |
99 Removed = 11, | |
0 | 100 AttackingRanged2 = 0xC, |
101 AttackingRanged3 = 0xD, | |
102 Stoned = 0xE, | |
103 Paralyzed = 0xF, | |
142 | 104 Resurrected = 16, |
141 | 105 Summoned = 17, |
142 | 106 AttackingRanged4 = 18, |
107 Disabled = 19, | |
0 | 108 }; |
109 | |
110 /* 265 */ | |
111 enum ActorAnimation : __int32 | |
112 { | |
113 ANIM_Standing = 0x0, | |
114 ANIM_Walking = 0x1, | |
115 ANIM_AtkMelee = 0x2, | |
116 ANIM_AtkRanged = 0x3, | |
117 ANIM_GotHit = 0x4, | |
118 ANIM_Dying = 0x5, | |
119 ANIM_Dead = 0x6, | |
120 ANIM_Bored = 0x7, | |
121 }; | |
122 | |
123 | |
124 | |
125 | |
126 | |
127 /* 247 */ | |
128 #pragma pack(push, 1) | |
129 struct AIDirection | |
130 { | |
131 Vec3_int_ vDirection; | |
132 unsigned int uDistance; | |
133 unsigned int uDistanceXZ; | |
134 unsigned int uYawAngle; | |
135 unsigned int uPitchAngle; | |
136 }; | |
137 #pragma pack(pop) | |
138 | |
139 | |
140 | |
141 | |
142 | |
143 /* 71 */ | |
144 #pragma pack(push, 1) | |
145 struct ActorJob | |
146 { | |
147 struct Vec3_short_ vPos; | |
148 unsigned __int16 uAttributes; | |
149 unsigned __int8 uAction; | |
150 unsigned __int8 uHour; | |
151 unsigned __int8 uDay; | |
152 unsigned __int8 uMonth; | |
153 }; | |
154 #pragma pack(pop) | |
155 | |
156 | |
157 /* 66 */ | |
158 #pragma pack(push, 1) | |
159 struct Actor | |
160 { | |
2276 | 161 //----- (0041F4C1) -------------------------------------------------------- |
0 | 162 inline Actor() |
163 { | |
2276 | 164 signed int i; // edx@1 |
0 | 165 |
2276 | 166 for ( i = 0; i < 22; i++ ) |
167 { | |
168 this->pActorBuffs[i].uSkill = 0; | |
169 this->pActorBuffs[i].uPower = 0; | |
170 this->pActorBuffs[i].uExpireTime = 0; | |
171 this->pActorBuffs[i].uCaster = 0; | |
172 this->pActorBuffs[i].uFlags = 0; | |
173 } | |
174 for ( i = 0; i < 4; i++ ) | |
175 this->ActorHasItems[i].Reset(); | |
176 Reset(); | |
0 | 177 } |
178 | |
1895 | 179 void SummonMinion(int summonerId); |
0 | 180 void Reset(); |
181 void Remove(); | |
182 void PrepareSprites(char load_sounds_if_bit1_set); | |
322 | 183 void UpdateAnimation(); |
0 | 184 signed int GetActorsRelation(Actor *a2); |
185 void SetRandomGoldIfTheresNoItem(); | |
186 bool CanAct(); | |
303 | 187 bool IsNotAlive(); |
322 | 188 bool IsPeasant(); |
0 | 189 |
190 | |
417 | 191 static void _SelectTarget(unsigned int uActorID, int *a2, bool can_target_party); |
1060 | 192 static void AI_Pursue3(unsigned int uActorID, unsigned int a2, signed int uActionLength, struct AIDirection *a4); |
193 static void AI_Pursue2(unsigned int uActorID, unsigned int a2, signed int uActionLength, struct AIDirection *pDir, int a5); | |
194 static void AI_Flee(unsigned int uActorID, signed int edx0, int uActionLength, struct AIDirection *a4); | |
195 static void AI_Pursue1(unsigned int uActorID, unsigned int a2, signed int arg0, signed int uActionLength, struct AIDirection *pDir); | |
322 | 196 static void PlaySound(unsigned int uActorID, unsigned int uSoundID); |
319 | 197 static void Die(unsigned int uActorID); |
322 | 198 static void Resurrect(unsigned int uActorID); |
414 | 199 static void AI_Bored(unsigned int uActorID, unsigned int uObjID, struct AIDirection *a4); |
1060 | 200 static void AI_Stun(unsigned int uActorID, signed int edx0, int arg0); |
1882
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Actor::AI_Stun cleaned up, commented out the body of _4031C1_update_job
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201 static char __fastcall _4031C1_update_job_never_gets_called(unsigned int uActorID, signed int a2, int a3); |
1456 | 202 static void AI_RandomMove(unsigned int uActor_id, unsigned int uTarget_id, int radius, int uActionLength); |
1060 | 203 static void AI_MissileAttack1(unsigned int uActorID, signed int sTargetPid, struct AIDirection *pDir); |
204 static void AI_MissileAttack2(unsigned int uActorID, signed int sTargetPid, struct AIDirection *pDir); | |
205 static void AI_SpellAttack1(unsigned int uActorID, signed int sTargetPid, struct AIDirection *pDir); | |
206 static void AI_SpellAttack2(unsigned int uActorID, signed int sTargetPid, struct AIDirection *pDir); | |
207 static void AI_MeleeAttack(unsigned int uActorID, signed int sTargetPid, struct AIDirection *arg0); | |
0 | 208 static void __fastcall StandAwhile(unsigned int uActorID); |
413 | 209 static void AI_Stand(unsigned int uActorID, unsigned int object_to_face_pid, unsigned int uActionLength, struct AIDirection *a4); |
414 | 210 static void AI_StandOrBored(unsigned int uActorID, signed int uObjID, int uActionLength, struct AIDirection *a4); |
1060 | 211 static void AI_FaceObject(unsigned int uActorID, unsigned int uObjID, int _48, struct AIDirection *a4); |
1910
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Actor::GetDirectionInfo changed the signature to a less confusing one
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212 static void GetDirectionInfo(unsigned int uObj1ID, unsigned int uObj2ID, struct AIDirection *pOut, int a4); |
1863 | 213 static void Explode(unsigned int uActorID); |
1862 | 214 static void AI_RangedAttack(unsigned int uActorID, struct AIDirection *a2, int type, char a4); |
1861
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changing most of party arrays to std::arrays, some minor cleanups in actor.cpp
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215 static void AI_SpellAttack(unsigned int uActorID, struct AIDirection *pDir, int uSpellID, int a4, unsigned int uSkillLevel); |
2310 | 216 static void ActorDamageFromMonster(signed int attacker_id, unsigned int actor_id, struct Vec3_int_ *pVelocity, signed int a4); |
1859 | 217 |
218 static unsigned short GetObjDescId( int spellId ); | |
219 | |
322 | 220 static void AggroSurroundingPeasants(unsigned int uActorID, int a2); |
221 static bool ArePeasantsOfSameFaction(Actor *a1, Actor *a2); | |
1877
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222 static void StealFrom(unsigned int uActorID); |
526 | 223 static void GiveItem(signed int uActorID, unsigned int uItemID, unsigned int bGive); |
0 | 224 static void ToggleFlag(signed int uActorID, unsigned int uFlag, int bToggle); |
322 | 225 static void ApplyFineForKillingPeasant(unsigned int uActorID); |
1763 | 226 static void DrawHealthBar(Actor *actor, struct GUIWindow *window); |
1876 | 227 int _43B3E0_CalcDamage(signed int dmgSource); |
322 | 228 static void AddBloodsplatOnDamageOverlay(unsigned int uActorID, int a2, signed int a3); |
0 | 229 |
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_46DF1A_collide_against_actor cleaned up, moved to Actor.h
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230 static bool _46DF1A_collide_against_actor(int a1, int a2); |
2169 | 231 static void Arena_summon_actor(int monster_id, __int16 x, int y, int z); |
2338
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232 static void DamageMonsterFromParty(signed int a1, unsigned int uActorID_Monster, struct Vec3_int_ *pVelocity); |
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233 static void MakeActorAIList_ODM(); |
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234 static int MakeActorAIList_BLV(); |
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235 static void UpdateActorAI(); |
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236 static void InitializeActors(); |
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237 static unsigned int SearchAliveActors(unsigned int *pTotalActors); |
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238 static unsigned int SearchActorByMonsterID(unsigned int *pTotalActors, int uMonsterID); |
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239 static unsigned int SearchActorByGroup(unsigned int *pTotalActors, unsigned int uGroup); |
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240 static unsigned int SearchActorByID(unsigned int *pTotalActors, unsigned int a2); |
0 | 241 |
1966
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stru319::LootActor(struct Actor *pActor) to Actor::LootActor
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242 |
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stru319::LootActor(struct Actor *pActor) to Actor::LootActor
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243 void LootActor(); |
1971 | 244 bool _427102_IsOkToCastSpell(signed int a2); |
1972
3ef25d06b9b0
Actor::special_ability_use_check moved to Actor and cleaned up
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245 ABILITY_INDEX special_ability_use_check(int a2); |
1974
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stru319::_4273BB moved to Actor::_4273BB, renamed to _4273BB_DoesHitOtherActor
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246 bool _4273BB_DoesHitOtherActor(Actor *defender, int a3, int a4); |
2291
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stru319::PlayerHitOrMiss moved to Player class, cleaned up a bit, stru319::ActorHitOrMiss moved to Actor class, cleaned up a bit
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247 bool ActorHitOrMiss(Player *pPlayer); |
2293
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stru319::CalcMagicalDamageToActor moved to Actor class
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248 int CalcMagicalDamageToActor(DAMAGE_TYPE dmgType, signed int incomingDmg); |
2301 | 249 bool DoesDmgTypeDoDamage(DAMAGE_TYPE uType); |
1966
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stru319::LootActor(struct Actor *pActor) to Actor::LootActor
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250 |
0 | 251 char pActorName[32]; |
602 | 252 signed __int16 sNPC_ID; |
0 | 253 __int16 field_22; |
254 unsigned int uAttributes; | |
255 __int16 sCurrentHP; | |
256 char field_2A[2]; | |
257 struct MonsterInfo pMonsterInfo; | |
258 __int16 word_000084_range_attack; | |
259 __int16 word_000086_some_monster_id; | |
260 unsigned __int16 uActorRadius; | |
261 unsigned __int16 uActorHeight; | |
262 unsigned __int16 uMovementSpeed; | |
263 struct Vec3_short_ vPosition; | |
264 struct Vec3_short_ vVelocity; | |
265 unsigned __int16 uYawAngle; | |
266 unsigned __int16 uPitchAngle; | |
267 __int16 uSectorID; | |
268 unsigned __int16 uCurrentActionLength; | |
269 struct Vec3_short_ vInitialPosition; | |
270 struct Vec3_short_ vGuardingPosition; | |
271 unsigned __int16 uTetherDistance; | |
272 AIState uAIState; | |
273 unsigned __int16 uCurrentActionAnimation; | |
274 unsigned __int16 uCarriedItemID; | |
275 char field_B6; | |
276 char field_B7; | |
277 unsigned int uCurrentActionTime; | |
278 unsigned __int16 pSpriteIDs[8]; | |
417 | 279 unsigned __int16 pSoundSampleIDs[4]; // 1 die 3 bored |
0 | 280 struct SpellBuff pActorBuffs[22]; |
2276 | 281 struct ItemGen ActorHasItems[4]; |
0 | 282 unsigned int uGroup; |
283 unsigned int uAlly; | |
284 struct ActorJob pScheduledJobs[8]; | |
285 unsigned int uSummonerID; | |
286 unsigned int uLastCharacterIDToHit; | |
287 int dword_000334_unique_name; | |
288 char field_338[12]; | |
289 }; | |
290 #pragma pack(pop) | |
291 | |
292 | |
293 | |
294 | |
295 | |
296 | |
297 //extern Actor pMonsterInfoUI_Doll; | |
298 | |
1202 | 299 extern std::array<Actor, 500> pActors; |
1503 | 300 extern size_t uNumActors; |
1936 | 301 |
2344 | 302 bool CheckActors_proximity(); |
303 int __fastcall IsActorAlive(unsigned int uType, unsigned int uParam, unsigned int uNumAlive); // idb | |
304 void __fastcall sub_448518_npc_set_item(int npc, unsigned int item, int a3); | |
2348 | 305 void __fastcall ToggleActorGroupFlag(unsigned int uGroupID, unsigned int uFlag, unsigned int bToggle); |
306 bool __fastcall sub_4070EF_prolly_detect_player(unsigned int uObjID, unsigned int uObj2ID); | |
2362 | 307 bool __fastcall SpawnActor(unsigned int uMonsterID); |
308 int __fastcall sub_44FA4C_spawn_light_elemental(int a1, int a2, int a3); | |
309 void SpawnEncounter(struct MapInfo *pMapInfo, struct SpawnPointMM7 *spawn, int a3, int a4, int a5); | |
2464 | 310 void area_of_effect__damage_evaluate(); |
311 double __fastcall sub_43AE12(signed int a1); | |
312 void ItemDamageFromActor(unsigned int uObjID, unsigned int uActorID, struct Vec3_int_ *pVelocity); |