comparison TurnEngine.cpp @ 1332:1e35cfed7928

turn engine file added
author Gloval
date Fri, 05 Jul 2013 01:46:44 +0400
parents
children d14bc530cddb
comparison
equal deleted inserted replaced
1331:f0be1fecd642 1332:1e35cfed7928
1
2 #include "MM7.h"
3 #include "mm7_data.h"
4 #include "Actor.h"
5 #include "Player.h"
6 #include "Party.h"
7 #include "AudioPlayer.h"
8 #include "SpriteObject.h"
9 #include "Time.h"
10 #include "stru298.h"
11 #include "IconFrameTable.h"
12 #include "Viewport.h"
13 #include "FactionTable.h"
14
15 #include "TurnEngine.h"
16
17
18 #include "TurnEngine.h"
19 struct stru262_TurnBased *pTurnEngine = new stru262_TurnBased;
20
21
22 //----- (00404544) --------------------------------------------------------
23 void stru262_TurnBased::SortTurnQueue()
24 {
25
26 int active_actors;
27 TurnBased_QueueElem *v7; // eax@16
28 TurnBased_QueueElem *v8; // ecx@18
29 TurnBased_QueueElem temp_elem;
30 int i,j;
31 unsigned int p_type;
32 unsigned int p_id;
33
34 active_actors = this->uActorQueueSize;
35
36 for( i=0; i<uActorQueueSize; ++i)
37 {
38 p_type = PID_TYPE(pQueue[i].uPackedID);
39 p_id = PID_ID(pQueue[i].uPackedID);
40
41 if ( p_type == OBJECT_Actor )
42 {
43 pActors[p_id].uAttributes |= 0x80u;
44 if ( !pActors[p_id].CanAct() )
45 {
46 --active_actors;
47 pQueue[i].field_4 = 1001;
48 pActors[p_id].uAttributes &= ~0x80;
49 }
50 }
51 else if ( p_type == OBJECT_Player)
52 {
53 if ( !pParty->pPlayers[p_id].CanAct() )
54 {
55 --active_actors;
56 pQueue[i].field_4 = 1001;
57 }
58 }
59 }
60 //sort
61 if (uActorQueueSize>0)
62 {
63
64 for( i=0; i<uActorQueueSize-1; ++i)
65 {
66 v7=&pQueue[i];
67 for(j=i+1; j<uActorQueueSize;++j )
68 {
69 v8=&pQueue[j];
70 if ( v8->field_4 < v7->field_4 ||
71 ((v8->field_4 == v7->field_4) &&
72 (
73 ((PID_TYPE(v8->uPackedID) == OBJECT_Player) && (PID_TYPE(v7->uPackedID) == OBJECT_Actor)) ||
74 ((PID_TYPE(v8->uPackedID) == PID_TYPE(v7->uPackedID)) && (PID_ID(v8->uPackedID) < PID_ID(v7->uPackedID)))
75 )
76 )
77 )
78 {
79 memcpy(&temp_elem,v7,sizeof(TurnBased_QueueElem));
80 memcpy(v7,v8, sizeof(TurnBased_QueueElem));
81 memcpy(v8, &temp_elem, sizeof(TurnBased_QueueElem));
82 }
83 }
84 }
85 }
86
87 uActorQueueSize = active_actors;
88
89 if ( PID_TYPE(pQueue[0].uPackedID) == OBJECT_Player)
90 {
91 uActiveCharacter = PID_ID(pQueue[0].uPackedID)+1;
92 field_18 |= TE_PLAYER_TURN;
93 }
94 else
95 {
96 uActiveCharacter = 0;
97 field_18 &= ~TE_PLAYER_TURN;
98 }
99
100 for(i=0; i<uActorQueueSize; ++i)
101 {
102 if ( PID_TYPE(pQueue[i].uPackedID) == OBJECT_Player)
103 pParty->pPlayers[PID_ID(pQueue[i].uPackedID)].uTimeToRecovery = (signed __int64)((double)pQueue[i].field_4 * 0.46875);
104 }
105
106
107 }
108
109 //----- (0040471C) --------------------------------------------------------
110 void stru262_TurnBased::_40471C()
111 {
112 if ( pParty->bTurnBasedModeOn == 1 )
113 {
114 if ( pTurnEngine->field_4 == 2 )
115 _406457(0);
116 }
117 }
118
119 //----- (004059DB) --------------------------------------------------------
120 void stru262_TurnBased::Start()
121 {
122 //stru262_TurnBased *v1; // ebx@1
123 int v3; // esi@1
124 int v4; // eax@5
125 unsigned int actor_id; // esi@7
126 Actor *pActor; // edi@7
127 unsigned int v7; // eax@9
128 unsigned int v8; // edx@10
129 //unsigned __int8 v9; // zf@14
130 //unsigned __int8 v10; // sf@14
131 //unsigned __int8 v11; // of@14
132 //char *v12; // esi@15
133 //int v13; // ecx@16
134 //unsigned __int16 v14; // ax@17
135 int v15; // ecx@18
136 signed __int64 v16; // qax@19
137 int v17; // edx@22
138 unsigned int v18; // esi@27
139 char *v19; // esi@32
140 int v20; // edx@33
141 char *v21; // eax@33
142 int v22; // ecx@33
143 int v23; // eax@34
144 char *v24; // eax@34
145 char *v25; // ecx@34
146 int v26; // edx@34
147 int v27; // eax@38
148 int v28; // ecx@38
149 AIDirection v30; // [sp+Ch] [bp-68h]@10
150 AIDirection v31; // [sp+28h] [bp-4Ch]@10
151 AIDirection a3; // [sp+44h] [bp-30h]@10
152 //int v33; // [sp+60h] [bp-14h]@10
153 int *v34; // [sp+64h] [bp-10h]@6
154 int v35; // [sp+68h] [bp-Ch]@5
155 Player *pPlayer; // [sp+6Ch] [bp-8h]@1
156 int v40b;
157 unsigned int v37; // [sp+70h] [bp-4h]@7
158 int activ_players[4];
159 int players_recovery_time[4];
160 int a_players_count;
161 int i,j;
162 int temp;
163
164
165 pTurnEngine->field_18 &= ~TE_FLAG_2;
166 //v1 = this;
167 pEventTimer->TrackGameTime();
168 pAudioPlayer->StopChannels(-1, -1);
169 pAudioPlayer->PlaySound(SOUND_207, 0, 0, -1, 0, 0, 0, 0);
170 pPlayer = pParty->pPlayers;
171 dword_50C998_turnbased_icon_1A = 8 * pIconsFrameTable->pIcons[uIconID_TurnStart].uAnimLength;
172 dword_50C994 = 0;
173
174 this->field_10 = 100;
175 this->field_0 = 0;
176 this->field_8 = 64;
177 this->field_4 = 1;
178 this->uActorQueueSize = 0;
179
180 for ( v3 = 0; v3 < 4 ; ++v3 )
181 {
182 if ( pParty->pPlayers[v3].CanAct() )
183 {
184 this->pQueue[this->uActorQueueSize].uPackedID = PID(OBJECT_Player,v3);
185 this->pQueue[this->uActorQueueSize].field_C = 2;
186 this->pQueue[this->uActorQueueSize].uActionLength = 0;
187 pParty->pTurnBasedPlayerRecoveryTimes[this->uActorQueueSize] = 0;
188 ++this->uActorQueueSize;
189 }
190 }
191
192 for ( v3 = 0; v3 < ai_arrays_size ; ++v3 )
193 {
194 actor_id = ai_near_actors_ids[v3];
195 if (actor_id == 10)
196 continue;
197 if ( pActors[actor_id].CanAct() )
198 {
199 if ( pActors[actor_id].uAttributes & 0x8000 )
200 {
201 v8 = ai_near_actors_targets_pid[actor_id];
202 pActors[actor_id].uAttributes |= 0x80;
203 memcpy(&v31, Actor::GetDirectionInfo(PID(OBJECT_Actor,actor_id), v8, &a3, 0), sizeof(AIDirection));
204 memcpy(&v30, &v31, sizeof(AIDirection));
205 Actor::AI_StandOrBored(actor_id, 4, 32, &v30);
206 this->pQueue[this->uActorQueueSize].uPackedID = PID(OBJECT_Actor,actor_id);
207 this->pQueue[this->uActorQueueSize].field_C = 2;
208 this->pQueue[this->uActorQueueSize].uActionLength = 0;
209 ++this->uActorQueueSize;
210 }
211 }
212 }
213
214 a_players_count=0;
215 for ( v40b = 0; v40b < this->uActorQueueSize; ++v40b )
216 {
217 //v13 = PID_TYPE(this->pQueue[0].uPackedID);
218 if ( PID_TYPE(this->pQueue[v40b].uPackedID) == OBJECT_Player )
219 {
220 if ( pPlayers[PID_ID(this->pQueue[v40b].uPackedID) + 1]->uTimeToRecovery != 0 )
221 {
222 //v33 = pPlayers[(this->pQueue[0].uPackedID >> 3) + 1]->uTimeToRecovery;
223 v16 = (signed int)((double)pPlayers[PID_ID(this->pQueue[v40b].uPackedID) + 1]->uTimeToRecovery * 0.46875);
224 this->pQueue[v40b].field_4 = v16;
225 }
226 else
227 {
228 activ_players[a_players_count] = v40b;
229 ++a_players_count;
230 }
231 }
232 else if ( PID_TYPE(this->pQueue[v40b].uPackedID) == OBJECT_Actor )
233 {
234 v17 = rand() % 99;
235 if ( v17 < 33 )
236 this->pQueue[v40b].field_4 = 1;
237 else
238 this->pQueue[v40b].field_4= (v17 >= 66)? 5 : 3;
239 }
240 else
241 {
242 this->pQueue[v40b].field_4 = 666;
243 }
244 this->pQueue[v40b].field_4 += 16;
245 }
246
247
248 if ( a_players_count > 0 )
249 {
250 for (i=0; i<a_players_count; ++i)
251 players_recovery_time[i] = pParty->pPlayers[PID_ID(this->pQueue[activ_players[i]].uPackedID)].GetAttackRecoveryTime(0);
252 //sort players by recovery time
253 for (i=0; i < a_players_count-1; ++i)
254 {
255 for(j=i+1; j<a_players_count;++j )
256 {
257 if (players_recovery_time[j] < players_recovery_time[i]) //swap values
258 {
259 temp = players_recovery_time[i];
260 players_recovery_time[i] = players_recovery_time[j];
261 players_recovery_time[j] = temp;
262
263 temp = activ_players[i];
264 activ_players[i] = activ_players[j];
265 activ_players[j] = temp;
266 }
267 }
268 }
269
270 for (i=0; i<a_players_count; ++i)
271 {
272 this->pQueue[activ_players[i]].field_4 = i+2;
273 }
274 }
275 this->SortTurnQueue();
276 }
277
278
279
280 //----- (00405CFF) --------------------------------------------------------
281 void stru262_TurnBased::End(bool bPlaySound)
282 {
283
284 ObjectType objType; // eax@13
285 int objID; // esi@13
286 int i;
287
288 this->field_4 = 0;
289
290 for( i=0; i<uActorQueueSize; ++i)
291 {
292 if ( PID_TYPE(pQueue[i].uPackedID) == OBJECT_Actor )
293 pActors[PID_ID(pQueue[i].uPackedID)].uAttributes &= ~0x80;
294 }
295
296 for( i=0; i<uNumSpriteObjects; ++i)
297 {
298 if (pSpriteObjects[i].uAttributes & 4)
299 pSpriteObjects[i].uAttributes &= ~0x04;
300 }
301
302 for( i=0; i<uActorQueueSize; ++i)
303 {
304 objType = (ObjectType)PID_TYPE(pQueue[i].uPackedID);
305 objID = PID_ID(pQueue[i].uPackedID);
306 if ( objType == OBJECT_Player )
307 {
308 pPlayers[objID + 1]->uTimeToRecovery = (signed __int64)((double)pQueue[i].field_4 * 2.133333333333333);
309 }
310 else if ( objType == OBJECT_Actor )
311 {
312 pActors[objID].pMonsterInfo.uRecoveryTime = (signed __int64)((double)pQueue[i].field_4 * 2.133333333333333);
313 }
314 }
315
316 pAudioPlayer->StopChannels(-1, -1);
317 if ( bPlaySound != 0 )
318 pAudioPlayer->PlaySound(SOUND_206, 0, 0, -1, 0, 0, 0, 0);
319 pTurnEngine->field_18 &= ~TE_FLAG_2;
320 pEventTimer->StopGameTime();
321 dword_50C994 = 0;
322 dword_50C998_turnbased_icon_1A = 0;
323 }
324 // 50C994: using guessed type int dword_50C994;
325 // 50C998: using guessed type int dword_50C998_turnbased_icon_1A;
326
327 //----- (00405E14) --------------------------------------------------------
328 void stru262_TurnBased::_405E14()
329 {
330 stru262_TurnBased *v1; // esi@1
331 int v2; // ecx@1
332 SpellBuff *v3; // edi@2
333 Actor *v4; // ebx@3
334 signed int v5; // edx@20
335 AIDirection *v6; // esi@21
336 int v7; // eax@21
337 int v8; // eax@21
338 int v9; // eax@22
339 int v10; // eax@23
340 int v11; // eax@37
341 int v12; // eax@44
342 AIDirection a3; // [sp+4h] [bp-68h]@21
343 AIDirection v14; // [sp+20h] [bp-4Ch]@21
344 AIDirection v15; // [sp+3Ch] [bp-30h]@21
345 Actor *v16; // [sp+58h] [bp-14h]@2
346 int v17; // [sp+5Ch] [bp-10h]@6
347 stru262_TurnBased *v18; // [sp+60h] [bp-Ch]@1
348 int v19; // [sp+64h] [bp-8h]@8
349 unsigned int v20; // [sp+68h] [bp-4h]@1
350
351 v1 = this;
352 v2 = 0;
353 v18 = v1;
354 v20 = 0;
355 if ( (signed int)uNumActors > 0 )
356 {
357 //v3 = pActors;//[0].pActorBuffs;
358 v16 = pActors.data();//[0].pActorBuffs;
359 v3 = v16->pActorBuffs;
360 do
361 {
362 v4 = v16;
363 if ( SHIDWORD(v3[3].uExpireTime) < v2 || SHIDWORD(v3[3].uExpireTime) <= v2 && LODWORD(v3[3].uExpireTime) <= v2 )
364 v17 = v2;
365 else
366 v17 = 1;
367 v19 = v2;
368 do
369 {
370 if ( v19 != 10 )
371 {
372 v3->_4585CA(pParty->uTimePlayed);
373 v2 = 0;
374 }
375 ++v19;
376 ++v3;
377 }
378 while ( v19 < 22 );
379 if ( v17 != 0
380 && SHIDWORD(v4->pActorBuffs[3].uExpireTime) <= 0
381 && (SHIDWORD(v4->pActorBuffs[3].uExpireTime) < 0 || LODWORD(v4->pActorBuffs[3].uExpireTime) <= 0) )
382 v4->uActorHeight = pMonsterList->pMonsters[v4->pMonsterInfo.uID - 1].uMonsterHeight;
383 if ( !(v4->uAttributes & 0x80) )
384 {
385 if ( !v4->pActorBuffs[5].uExpireTime )
386 {
387 if ( !v4->pActorBuffs[6].uExpireTime )
388 {
389 v5 = v4->uCurrentActionLength;
390 v4->uCurrentActionTime += pMiscTimer->uTimeElapsed;
391 if ( (signed int)v4->uCurrentActionTime >= v5 )
392 {
393 v17 = ai_near_actors_targets_pid[v20];
394 v6 = Actor::GetDirectionInfo(PID(OBJECT_Actor,v20), v17, &a3, 0);
395 v7 = v4->uAIState;
396 memcpy(&v15, v6, sizeof(v15));
397 v8 = v7 - 4;
398 memcpy(&v14, &v15, sizeof(v14));
399 if ( v8 )
400 {
401 v9 = v8 - 1;
402 if ( v9 )
403 {
404 v10 = v9 - 6;
405 if ( v10 )
406 {
407 if ( v10 != 8 )
408 Actor::AI_StandOrBored(v20, v17, 32, &v14);
409 }
410 }
411 }
412 else
413 {
414 v4->uCurrentActionTime = 0;
415 v4->uCurrentActionLength = 0;
416 v4->uAIState = Dead;
417 v4->UpdateAnimation();
418 }
419 v1 = v18;
420 v2 = 0;
421 }
422 }
423 }
424 }
425 ++v20;
426 v3 = v16[1].pActorBuffs;
427 ++v16;
428 }
429 while ( (signed int)v20 < (signed int)uNumActors );
430 }
431 if ( v1->field_4 == 1 )
432 {
433 v12 = v1->field_8;
434 if ( v12 == 64 )
435 {
436 v1->_406A63();
437 }
438 else
439 {
440 if ( v12 > 0 )
441 {
442 v1->_406B9F();
443 }
444 else
445 {
446 v1->_406AFE();
447 v1->field_10 = 100;
448 }
449 }
450 v1->field_8 -= pEventTimer->uTimeElapsed;
451 return;
452 }
453 if ( v1->field_4 == 2 )
454 {
455 if ( !(v1->field_18 & TE_FLAG_1) )
456 {
457 v11 = v1->field_10;
458 if ( v11 == 100 )
459 {
460 v1->StartTurn();
461 LABEL_39:
462 v1->_40652A();
463 return;
464 }
465 if ( v11 > 0 || v1->pQueue[0].field_4 <= 0 )
466 {
467 v1->_4065B0();
468 goto LABEL_39;
469 }
470 }
471 v1->NextTurn();
472 return;
473 }
474 if ( v1->field_4 == 3 )
475 {
476 if ( v1->uActionPointsLeft <= 0 || v1->field_18 & TE_FLAG_8 )
477 {
478 v1->field_18 &= ~TE_FLAG_8;
479 v1->field_4 = 1;
480 v1->field_8 = 64;
481 }
482 else
483 {
484 v1->_406FA8();
485 }
486 }
487 }
488
489
490 //----- (00406051) --------------------------------------------------------
491 __int16 stru262_TurnBased::StartTurn()
492 {
493 stru262_TurnBased *v1; // esi@1
494 int v2; // ecx@1
495 int v3; // ebx@1
496 char *v4; // edi@1
497 int v5; // eax@4
498 int v6; // eax@12
499 char *v7; // eax@15
500 TurnBased_QueueElem *v8; // edi@17
501 unsigned int v9; // edx@23
502 char *v10; // eax@26
503 int v11; // eax@30
504 int v12; // ebx@30
505 char *v13; // edi@31
506 int v15; // [sp+Ch] [bp-10h]@5
507 TurnBased_QueueElem *v16; // [sp+10h] [bp-Ch]@3
508 int v17; // [sp+14h] [bp-8h]@2
509 int v18; // [sp+14h] [bp-8h]@16
510 signed int v19; // [sp+18h] [bp-4h]@1
511 int v20; // [sp+18h] [bp-4h]@14
512
513 v1 = this;
514 v2 = 0;
515 v19 = 0;
516 v3 = v1->uActorQueueSize;
517 v1->field_1C = 0;
518 v4 = (char *)&v1->pQueue[v3].field_4;
519 do
520 {
521 v17 = v2;
522 if ( v1->uActorQueueSize <= v2 )
523 goto LABEL_11;
524 v16 = v1->pQueue;
525 while ( 1 )
526 {
527 v5 = v16->uPackedID;
528 if ( PID_TYPE(v16->uPackedID) == OBJECT_Player)
529 break;
530 LABEL_8:
531 ++v17;
532 ++v16;
533 if ( v17 >= v1->uActorQueueSize )
534 goto LABEL_11;
535 }
536 v15 = PID_ID(v5);
537 if ( !pPlayers[(PID_ID(v5)) + 1]->CanAct() || v19 != v15 )
538 {
539 v2 = 0;
540 goto LABEL_8;
541 }
542 v2 = 0;
543 LABEL_11:
544 if ( v17 == v1->uActorQueueSize )
545 {
546 *(int *)v4 = 100;
547 v6 = 8 * v19;
548 LOBYTE(v6) = PID(OBJECT_Player,v19);
549 *((int *)v4 + 2) = v2;
550 *((int *)v4 - 1) = v6;
551 *((int *)v4 + 1) = v2;
552 ++v3;
553 v4 += 16;
554 }
555 ++v19;
556 }
557 while ( v19 < 4 );
558 v1->uActorQueueSize = v3;
559 v20 = v2;
560 if ( ai_arrays_size > v2 )
561 {
562 v7 = (char *)&v1->pQueue[v3].field_4;
563 do
564 {
565 v18 = v2;
566 if ( v1->uActorQueueSize > v2 )
567 {
568 v8 = v1->pQueue;
569 do
570 {
571 if ( PID_TYPE(v8->uPackedID) == OBJECT_Actor && ai_near_actors_ids[v20] == PID_ID(v8->uPackedID) )
572 break;
573 ++v18;
574 ++v8;
575 }
576 while ( v18 < v1->uActorQueueSize );
577 v2 = 0;
578 }
579 if ( v18 == v1->uActorQueueSize )
580 {
581 v9 = ai_near_actors_ids[v20];
582 *(int *)v7 = 1;
583 *((int *)v7 + 2) = v2;
584 *((int *)v7 - 1) = PID(OBJECT_Actor,v9);
585 *((int *)v7 + 1) = v2;
586 ++v3;
587 v7 += 16;
588 }
589 ++v20;
590 }
591 while ( v20 < ai_arrays_size );
592 }
593 ++v1->field_0;
594 v1->uActorQueueSize = v3;
595 v1->field_10 = 100;
596 if ( v3 > 0 )
597 {
598 v10 = (char *)&v1->pQueue[0].field_4;
599 do
600 {
601 if ( *(int *)v10 <= 0 )
602 *(int *)v10 = 100;
603 ++v2;
604 v10 += 16;
605 }
606 while ( v2 < v1->uActorQueueSize );
607 }
608 LOWORD(v11) = v1->_4063A1();
609 v12 = 0;
610 if ( v1->uActorQueueSize > 0 )
611 {
612 v13 = (char *)&v1->pQueue[0].field_4;
613 do
614 {
615 v11 = PID_TYPE(*((int *)v13 - 1));
616 if ( (char)v11 == 4 )
617 break;
618 if ( *(int *)v13 > 0 )
619 break;
620 LOWORD(v11) = v1->_40680F(v12++);
621 v13 += 16;
622 }
623 while ( v12 < v1->uActorQueueSize );
624 }
625 return v11;
626 }
627 // 4F75D8: using guessed type int ai_arrays_size;
628
629 //----- (004061CA) --------------------------------------------------------
630 void stru262_TurnBased::NextTurn()
631 {
632 stru262_TurnBased *v1; // esi@1
633 TurnBased_QueueElem *v2; // ebp@1
634 int v3; // ebx@1
635 int v4; // edi@7
636 Actor *v5; // eax@9
637 int v6; // ecx@9
638 signed int v7; // ebx@17
639 int v8; // ebp@27
640 TurnBased_QueueElem *v9; // edi@28
641 int v10; // ecx@30
642 unsigned __int16 v11; // ax@30
643 signed int v12; // edx@35
644 signed int v13; // [sp+10h] [bp-4h]@7
645
646 v1 = this;
647 SortTurnQueue();
648 v2 = v1->pQueue;
649 v3 = 0;
650 if (PID_TYPE(v1->pQueue[0].uPackedID) == OBJECT_Player)
651 uActiveCharacter = PID_ID(v1->pQueue[0].uPackedID) + 1;
652 else
653 uActiveCharacter = 0;
654 viewparams->bRedrawGameUI = 1;
655 if ( v1->field_1C )
656 {
657 pTurnEngine->field_18 |= TE_FLAG_2;
658 return;
659 }
660 pTurnEngine->field_18 &= ~TE_FLAG_2;
661 if ( v1->pQueue[0].field_4 <= 0 )
662 return;
663 v4 = 0;
664 v13 = 0;
665 if ( v1->uActorQueueSize <= 0 )
666 goto LABEL_27;
667 do
668 {
669 if (PID_TYPE(v2->uPackedID) != OBJECT_Player)
670 {
671 v5 = &pActors[PID_ID(v2->uPackedID)];
672 LOWORD(v6) = v5->uAIState;
673 if ( (short)v6 == 4
674 || (short)v6 == 8
675 || (short)v6 == 2
676 || (short)v6 == 3
677 || (short)v6 == 12
678 || (short)v6 == 13
679 || (short)v6 == 18
680 || (short)v6 == 17 )
681 {
682 v7 = v5->uCurrentActionLength;
683 v5->uCurrentActionTime += pEventTimer->uTimeElapsed;
684 if ( (signed int)v5->uCurrentActionTime < v7 )
685 {
686 v13 = 1;
687 LABEL_19:
688 v3 = 0;
689 goto LABEL_20;
690 }
691 v6 = (signed __int16)v6;
692 if ( (signed __int16)v6 == 4 )
693 {
694 v3 = 0;
695 v5->uAIState = Dead;
696 v5->uCurrentActionTime = 0;
697 v5->uCurrentActionLength = 0;
698 v5->UpdateAnimation();
699 }
700 else
701 {
702 if ( v6 != 8 )
703 goto LABEL_19;
704 v3 = 0;
705 Actor::AI_StandOrBored(PID_ID(v2->uPackedID), ai_near_actors_targets_pid[PID_ID(v2->uPackedID)], 32, 0);
706 }
707 }
708 }
709 LABEL_20:
710 ++v4;
711 ++v2;
712 }
713 while ( v4 < v1->uActorQueueSize );
714
715 if ( v13 != v3 )
716 {
717 v1->field_18 |= TE_FLAG_1;
718 return;
719 }
720 LABEL_27:
721 v1->field_18 &= ~TE_FLAG_1;
722 v8 = 0;
723 if ( v1->uActorQueueSize > v3 )
724 {
725 v9 = v1->pQueue;
726 do
727 {
728 if (PID_TYPE(v9->uPackedID) != OBJECT_Player)
729 {
730 v10 = PID_ID(v9->uPackedID);
731 v11 = pActors[v10].uAIState;
732 if ( v11 != 5 )
733 {
734 if ( v11 != 4 && v11 != 11 && v11 != 19 )
735 {
736 if ( v11 != 17 )
737 {
738 v12 = ai_near_actors_targets_pid[v10];
739 v9->uActionLength = v3;
740 Actor::AI_StandOrBored(v10, v12, 32, (AIDirection *)v3);
741 }
742 }
743 }
744 }
745 ++v8;
746 ++v9;
747 }
748 while ( v8 < v1->uActorQueueSize );
749 }
750 v1->field_4 = 3;
751 pParty->uTimePlayed += __PAIR__(v3, 213);
752 _494035_timed_effects__water_walking_damage__etc();
753 v1->uActionPointsLeft = 130;
754 }
755
756 //----- (004063A1) --------------------------------------------------------
757 int stru262_TurnBased::_4063A1()
758 {
759 stru262_TurnBased *v1; // esi@1
760 int v2; // ebp@1
761 signed int result; // eax@1
762 int v4; // edx@1
763 int v5; // edx@3
764 int v6; // edi@4
765 int v7; // ecx@5
766 Actor *v8; // ecx@11
767 unsigned __int16 v9; // dx@12
768 int v10; // edi@16
769 int v11; // edx@17
770 char v12; // zf@18
771
772 v1 = this;
773 SortTurnQueue();
774 v2 = (int)&v1->pQueue[0].field_4;
775 result = 1;
776 viewparams->bRedrawGameUI = 1;
777 v4 = v1->pQueue[0].field_4;
778 if ( v4 )
779 {
780 if (PID_TYPE(v1->pQueue[0].uPackedID) == OBJECT_Player)
781 {
782 v5 = v1->uActorQueueSize;
783 while ( 1 )
784 {
785 v6 = 0;
786 if ( v5 > 0 )
787 {
788 v7 = (int)&v1->pQueue[0].field_4;
789 do
790 {
791 --*(int *)v7;
792 v5 = v1->uActorQueueSize;
793 ++v6;
794 v7 += 16;
795 }
796 while ( v6 < v5 );
797 }
798 --v1->field_10;
799 if ( v1->field_10 <= 0 )
800 break;
801 if ( !*(int *)v2 )
802 goto LABEL_9;
803 }
804 LABEL_24:
805 result = 1;
806 }
807 else
808 {
809 v8 = &pActors[PID_ID(v1->pQueue[0].uPackedID)];
810 if ( v4 > 0 )
811 {
812 do
813 {
814 v9 = v8->uAIState;
815 if ( v9 == 5 )
816 break;
817 if ( v9 == 4 || v9 == 19 || v9 == 11 )
818 break;
819 v10 = 0;
820 if ( v1->uActorQueueSize > 0 )
821 {
822 v11 = (int)&v1->pQueue[0].field_4;
823 do
824 {
825 v12 = (*(int *)v11)-- == 1;
826 if ( v12 )
827 *(int *)(v11 + 4) = 0;
828 ++v10;
829 v11 += 16;
830 }
831 while ( v10 < v1->uActorQueueSize );
832 }
833 --v1->field_10;
834 if ( v1->field_10 <= 0 )
835 goto LABEL_24;
836 }
837 while ( *(int *)v2 > 0 );
838 }
839 LABEL_9:
840 result = 0;
841 }
842 }
843 return result;
844 }
845
846 //----- (00406457) --------------------------------------------------------
847 int stru262_TurnBased::_406457(int a2)
848 {
849 stru262_TurnBased *v2; // esi@1
850 signed int v3; // eax@1
851 signed int v4; // ecx@2
852 char *v5; // edx@2
853 signed int v6; // eax@2
854 int result; // eax@11
855 int v8; // edx@13
856 int v9; // ecx@14
857 char v10; // zf@15
858
859 v2 = this;
860 v3 = *(&this->field_0 + 4 * (a2 + 2));
861 if ( (*((char *)&this->field_0 + 16 * PID_TYPE(a2 + 2))) == OBJECT_Player)
862 {
863 v4 = PID_ID(v3);
864 v5 = (char *)&pParty->pTurnBasedPlayerRecoveryTimes[PID_ID(v3)];
865 v6 = *(int *)v5;
866 if ( *(int *)v5 )
867 *(int *)v5 = 0;
868 else
869 v6 = pPlayers[v4 + 1]->GetAttackRecoveryTime(0);
870 if ( v6 < 30 )
871 v6 = 30;
872 }
873 else
874 {
875 v6 = pMonsterStats->pInfos[pActors[PID_ID(v3)].pMonsterInfo.uID].uRecoveryTime;
876 }
877 v2->pQueue[a2].field_4 = v6;
878 v2->SortTurnQueue();
879 if (PID_TYPE(v2->pQueue[0].uPackedID) == OBJECT_Player)
880 uActiveCharacter = PID_ID(v2->pQueue[0].uPackedID) + 1;
881 else
882 uActiveCharacter = 0;
883 result = (int)&v2->pQueue[0].field_4;
884 viewparams->bRedrawGameUI = 1;
885 while ( *(int *)result > 0 )
886 {
887 if ( v2->field_10 <= 0 )
888 break;
889 v8 = 0;
890 if ( v2->uActorQueueSize > 0 )
891 {
892 v9 = (int)&v2->pQueue[0].field_4;
893 do
894 {
895 v10 = (*(int *)v9)-- == 1;
896 if ( v10 )
897 *(int *)(v9 + 4) = 0;
898 ++v8;
899 v9 += 16;
900 }
901 while ( v8 < v2->uActorQueueSize );
902 }
903 --v2->field_10;
904 if ( v2->field_10 <= 0 )
905 break;
906 }
907 return result;
908 }
909
910 //----- (0040652A) --------------------------------------------------------
911 void stru262_TurnBased::_40652A()
912 {
913 int *v1; // edx@2
914 Actor *v2; // eax@5
915 unsigned __int16 v3; // si@5
916 unsigned int v4; // esi@8
917 int v5; // [sp+Ch] [bp-4h]@1
918
919 v5 = 0;
920 if ( this->uActorQueueSize > 0 )
921 {
922 v1 = &this->pQueue[0].field_4;
923 do
924 {
925 if ( !*(int *)v1 )
926 {
927 if ( PID_TYPE(*(v1 - 4)) == OBJECT_Player)
928 return;
929 v2 = &pActors[PID_ID(*(v1 - 1))];
930 v3 = v2->uAIState;
931 if (v3 == Standing || v3 == Fleeing || v3 == Fidgeting)
932 {
933 v4 = pMonsterStats->pInfos[v2->pMonsterInfo.uID].uRecoveryTime;
934 *(int *)v1 = v4;
935 if ( (signed __int64)v2->pActorBuffs[7].uExpireTime > 0 )
936 *(int *)v1 = 2 * v4;
937 }
938 }
939 ++v5;
940 v1 += 16;
941 }
942 while ( v5 < this->uActorQueueSize );
943 }
944 }
945
946 //----- (004065B0) --------------------------------------------------------
947 void stru262_TurnBased::_4065B0()
948 {
949 stru262_TurnBased *v1; // esi@1
950 signed int v2; // eax@1
951 int v3; // ebx@6
952 int v4; // edi@7
953 unsigned int v5; // edi@14
954
955 v1 = this;
956 SortTurnQueue();
957 if ( v1->pQueue[0].field_4 <= 0
958 || ((_4063A1(), v2 = v1->pQueue[0].uPackedID, PID_TYPE(v1->pQueue[0].uPackedID) != OBJECT_Player) ?
959 (uActiveCharacter = 0) : (v2 = (PID_ID(v2)) + 1, uActiveCharacter = v2),
960 viewparams->bRedrawGameUI = 1,
961 v1->pQueue[0].field_4 <= 0) )
962 {
963 v3 = 0;
964 if ( v1->uActorQueueSize > 0 )
965 {
966 v4 = (int)v1->pQueue;
967 do
968 {
969 v2 = *(int *)v4;
970 if ( PID_TYPE(*(char *)v4) == OBJECT_Player || *(int *)(v4 + 4) > 0 )
971 break;
972 if ( *(int *)(v4 + 8) <= 0 )
973 {
974 LOWORD(v2) = v2 & 3;
975 if ( (char)v2 == 3 )
976 LOWORD(v2) = v1->_40680F(v3);
977 }
978 ++v3;
979 v4 += 16;
980 }
981 while ( v3 < v1->uActorQueueSize );
982 }
983 }
984 v5 = 0;
985 if ( v1->uActorQueueSize > 0 )
986 {
987 do
988 v1->_406648(v5++);
989 while ( (signed int)v5 < v1->uActorQueueSize );
990 }
991 }
992
993 //----- (00406648) --------------------------------------------------------
994 void stru262_TurnBased::_406648(unsigned int a2)
995 {
996 TurnBased_QueueElem *v1; // ecx@1
997 int v3; // eax@1
998 unsigned int v4; // ebx@2
999 Actor *v5; // esi@2
1000 signed int v6; // edi@5
1001 int v7; // ecx@6
1002 int v8; // eax@6
1003 int v9; // eax@7
1004 int v10; // eax@8
1005 int v11; // eax@9
1006 int v12; // eax@10
1007 int v13; // eax@11
1008 int v14; // eax@14
1009 unsigned int v15; // ecx@14
1010 unsigned int v16; // edx@14
1011 int v17; // eax@17
1012 int v18; // eax@20
1013 char v19; // al@24
1014 unsigned int v21; // [sp-8h] [bp-50h]@16
1015 int v22; // [sp-8h] [bp-50h]@17
1016 AIDirection *v23; // [sp-4h] [bp-4Ch]@14
1017 unsigned int v24; // [sp-4h] [bp-4Ch]@17
1018 char v25; // [sp-4h] [bp-4Ch]@20
1019 AIDirection a3; // [sp+Ch] [bp-3Ch]@2
1020 AIDirection a4; // [sp+28h] [bp-20h]@2
1021 TurnBased_QueueElem *v28; // [sp+44h] [bp-4h]@1
1022 unsigned int a2a; // [sp+50h] [bp+8h]@2
1023
1024 v1 = (TurnBased_QueueElem *)((char *)this + 16 * (a2 + 2));
1025 v28 = v1;
1026 v3 = v1->uPackedID;
1027 if (PID_TYPE(v1->uPackedID) != OBJECT_Player)
1028 {
1029 v4 = PID_ID(v3);
1030 a2a = ai_near_actors_targets_pid[PID_ID(v3)];
1031 memcpy(&a3, Actor::GetDirectionInfo(v1->uPackedID, ai_near_actors_targets_pid[PID_ID(v3)], &a3, 0), sizeof(a3));
1032 memcpy(&a4, &a3, sizeof(a4));
1033 v5 = &pActors[PID_ID(v3)];
1034 LOWORD(v3) = v5->uAIState;
1035 if ( (short)v3 != Dead )
1036 {
1037 if ( (short)v3 != Disabled )
1038 {
1039 if ( (short)v3 != Removed )
1040 {
1041 v6 = v5->uCurrentActionLength;
1042 v5->uCurrentActionTime += pEventTimer->uTimeElapsed;
1043 if ( (signed int)v5->uCurrentActionTime >= v6 )
1044 {
1045 v7 = (signed __int16)v3;
1046 v8 = (signed __int16)v3 - 2;
1047 if ( !v8 )
1048 {
1049 v19 = stru_50C198.special_ability_use_check(&pActors[v4], v4);
1050 stru_50FE08.Add(
1051 v28->uPackedID,
1052 5120,
1053 v5->vPosition.x,
1054 v5->vPosition.y,
1055 v5->vPosition.z + ((signed int)v5->uActorHeight >> 1),
1056 v19,
1057 1);
1058 goto LABEL_25;
1059 }
1060 v9 = v8 - 1;
1061 if ( v9 )
1062 {
1063 v10 = v9 - 1;
1064 if ( !v10 )
1065 goto LABEL_21;
1066 v11 = v10 - 4;
1067 if ( !v11 )
1068 goto LABEL_25;
1069 v12 = v11 - 4;
1070 if ( v12 )
1071 {
1072 v13 = v12 - 1;
1073 if ( v13 )
1074 {
1075 if ( v13 != Dead )
1076 {
1077 if ( v7 != 4 )
1078 {
1079 v14 = rand();
1080 v15 = v4;
1081 v23 = &a4;
1082 v16 = a2a;
1083 if ( !(v14 % 2) )
1084 {
1085 Actor::AI_Bored(v4, a2a, &a4);
1086 return;
1087 }
1088 v21 = 64;
1089 LABEL_26:
1090 Actor::AI_Stand(v15, v16, v21, v23);
1091 return;
1092 }
1093 LABEL_21:
1094 v5->uCurrentActionTime = 0;
1095 v5->uCurrentActionLength = 0;
1096 v5->uAIState = Dead;
1097 pActors[v4].UpdateAnimation();
1098 return;
1099 }
1100 v24 = v5->pMonsterInfo.uSpellSkillAndMastery2;
1101 v22 = 3;
1102 v17 = v5->pMonsterInfo.uSpell2ID;
1103 }
1104 else
1105 {
1106 v24 = v5->pMonsterInfo.uSpellSkillAndMastery1;
1107 v22 = 2;
1108 v17 = v5->pMonsterInfo.uSpell1ID;
1109 }
1110 Actor::AI_SpellAttack(v4, &a4, v17, v22, v24);
1111 LABEL_25:
1112 v16 = a2a;
1113 v23 = &a4;
1114 v21 = 0;
1115 v15 = v4;
1116 goto LABEL_26;
1117 }
1118 v18 = v5->pMonsterInfo.uMissleAttack2Type;
1119 v25 = 1;
1120 }
1121 else
1122 {
1123 v18 = v5->pMonsterInfo.uMissleAttack1Type;
1124 v25 = 0;
1125 }
1126 Actor::AI_RangedAttack(v4, &a4, v18, v25);
1127 goto LABEL_25;
1128 }
1129 }
1130 }
1131 }
1132 }
1133 }
1134 // 50FE08: using guessed type stru298 stru_50FE08;
1135
1136 //----- (0040680F) --------------------------------------------------------
1137 __int16 stru262_TurnBased::_40680F(int a2)
1138 {
1139 TurnBased_QueueElem *v2; // eax@1
1140 unsigned int v3; // eax@1
1141 unsigned int v4; // edi@2
1142 Actor *v5; // ebx@2
1143 unsigned int *v6; // esi@7
1144 AIDirection *v7; // esi@10
1145 int v8; // eax@10
1146 unsigned int v9; // ecx@10
1147 signed int v10; // eax@13
1148 unsigned __int8 v11; // sf@19
1149 unsigned __int8 v12; // of@19
1150 int v13; // esi@29
1151 bool v14; // eax@29
1152 unsigned __int8 v15; // cl@33
1153 AIDirection a3; // [sp+Ch] [bp-44h]@10
1154 AIDirection v18; // [sp+28h] [bp-28h]@10
1155 int a2a; // [sp+44h] [bp-Ch]@2
1156 unsigned int v20; // [sp+48h] [bp-8h]@10
1157 TurnBased_QueueElem *v21; // [sp+4Ch] [bp-4h]@1
1158 signed int v22; // [sp+58h] [bp+8h]@10
1159
1160 v2 = (TurnBased_QueueElem *)((char *)this + 16 * (a2 + 2));
1161 v21 = v2;
1162 v2->uActionLength = 0;
1163 v3 = v2->uPackedID;
1164 if ( (unsigned __int8)v3 & 3 )
1165 {
1166 v3 = PID_ID(v3);
1167 v4 = v3;
1168 a2a = v3;
1169 v5 = &pActors[v3];
1170 LOWORD(v3) = v5->uAIState;
1171 if ( (short)v3 != 5 )
1172 {
1173 if ( (short)v3 != 4 && (short)v3 != 11 && (short)v3 != 19 && (short)v3 != 17 )
1174 {
1175 v6 = (unsigned int *)&ai_near_actors_targets_pid[(int)v4];
1176 Actor::_SelectTarget((unsigned int)v4, &ai_near_actors_targets_pid[(int)v4], true);
1177 if ( v5->pMonsterInfo.uHostilityType && !*v6 )
1178 v5->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Friendly;
1179 v22 = *v6;
1180 v7 = Actor::GetDirectionInfo(PID(OBJECT_Actor,(int)v4), *v6, &a3, 0);
1181 v8 = v5->uActorRadius;
1182 memcpy(&a3, v7, sizeof(a3));
1183 memcpy(&v18, &a3, sizeof(v18));
1184 v9 = a3.uDistance - v8;
1185 v20 = a3.uDistance - v8;
1186 if ( ((a3.uDistance - v8) & 0x80000000u) != 0 )
1187 {
1188 v9 = 0;
1189 v20 = 0;
1190 }
1191 if (PID_TYPE(v22) == OBJECT_Actor)
1192 //v10 = (unsigned __int8)*(&byte_5C8D1A[89 * (pMonsterStats->pInfos[pActors[PID_ID(v22)].pMonsterInfo.uID].uID - 1) / 3] + (v5->pMonsterInfo.uID - 1) / 3);
1193 v10 = pFactionTable->relations[(pMonsterStats->pInfos[pActors[PID_ID(v22)].pMonsterInfo.uID].uID) / 3 + 1][(v5->pMonsterInfo.uID - 1) / 3 + 1];
1194 else
1195 v10 = 4;
1196 if ( v10 == 1 )
1197 {
1198 if ( (double)(signed int)v20 < 307.2 )
1199 goto LABEL_25;
1200 }
1201 else
1202 {
1203 if ( v10 == 2 )
1204 {
1205 v12 = __OFSUB__(v9, 1024);
1206 v11 = ((v9 - 1024) & 0x80000000u) != 0;
1207 }
1208 else
1209 {
1210 if ( v10 == 3 )
1211 {
1212 v12 = __OFSUB__(v9, 2560);
1213 v11 = ((v9 - 2560) & 0x80000000u) != 0;
1214 }
1215 else
1216 {
1217 if ( v10 != 4 )
1218 goto LABEL_26;
1219 v12 = __OFSUB__(v9, 5120);
1220 v11 = ((v9 - 5120) & 0x80000000u) != 0;
1221 }
1222 }
1223 if ( v11 ^ v12 )
1224 {
1225 LABEL_25:
1226 v5->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Long;
1227 goto LABEL_26;
1228 }
1229 }
1230 LABEL_26:
1231 if ( v5->pMonsterInfo.uHostilityType != 4 || !v22 || (signed int)v9 >= 5120 )
1232 {
1233 v13 = a2a;
1234 goto LABEL_47;
1235 }
1236 v13 = a2a;
1237 v14 = stru_50C198.special_ability_use_check(v5, a2a);
1238 if ( v14 == 1 )
1239 {
1240 if ( v5->pMonsterInfo.uMissleAttack2Type )
1241 {
1242 Actor::AI_MissileAttack2(v13, v22, &v18);
1243 goto LABEL_43;
1244 }
1245 }
1246 else
1247 {
1248 if ( v14 > 1 && v14 <= 3 )
1249 {
1250 if ( v14 == 2 )
1251 v15 = v5->pMonsterInfo.uSpell1ID;
1252 else
1253 v15 = v5->pMonsterInfo.uSpell2ID;
1254 if ( v15 )
1255 {
1256 if ( v14 == 2 )
1257 Actor::AI_SpellAttack1(v13, v22, &v18);
1258 else
1259 Actor::AI_SpellAttack2(v13, v22, &v18);
1260 goto LABEL_43;
1261 }
1262 goto LABEL_44;
1263 }
1264 if ( v5->pMonsterInfo.uMissleAttack1Type )
1265 {
1266 Actor::AI_MissileAttack1(v13, v22, &v18);
1267 LABEL_43:
1268 //v3 = v21;
1269 v21->field_C = 1;
1270 LABEL_48:
1271 v21->uActionLength = v5->uCurrentActionLength;
1272 //return (signed __int16)v3;
1273 return (signed __int16)&v21;
1274 }
1275 }
1276 LABEL_44:
1277 if ( (double)(signed int)v20 < 307.2 )
1278 {
1279 Actor::AI_MeleeAttack(v13, v22, &v18);
1280 //v3 = v21;
1281 v21->field_C = 3;
1282 goto LABEL_48;
1283 }
1284 LABEL_47:
1285 Actor::AI_Stand(v13, v22, 0x40u, &v18);
1286 //v3 = v21;
1287 v21->field_C = 0;
1288 goto LABEL_48;
1289 }
1290 }
1291 }
1292 return (signed __int16)v3;
1293 }
1294
1295 //----- (00406A63) --------------------------------------------------------
1296 void stru262_TurnBased::_406A63()
1297 {
1298 stru262_TurnBased *v1; // ebx@1
1299 int v2; // esi@1
1300 unsigned __int8 v3; // zf@1
1301 unsigned __int8 v4; // sf@1
1302 signed int v5; // ecx@4
1303 AIDirection a3; // [sp+8h] [bp-44h]@5
1304 AIDirection v7; // [sp+24h] [bp-28h]@5
1305 unsigned int v8; // [sp+40h] [bp-Ch]@5
1306 signed int a2; // [sp+44h] [bp-8h]@1
1307 TurnBased_QueueElem *v10; // [sp+48h] [bp-4h]@2
1308
1309 v1 = this;
1310 v2 = 0;
1311 this->field_8 = 64;
1312 dword_50C994 = 0;
1313 uActiveCharacter = 0;
1314 v3 = this->uActorQueueSize == 0;
1315 v4 = this->uActorQueueSize < 0;
1316 a2 = 0;
1317 if ( !(v4 | v3) )
1318 {
1319 v10 = this->pQueue;
1320 while ( 1 )
1321 {
1322 v5 = v10->uPackedID;
1323 if (PID_TYPE(v10->uPackedID) == OBJECT_Actor)
1324 {
1325 v8 = ai_near_actors_targets_pid[PID_ID(v5)];
1326 memcpy(&v7, Actor::GetDirectionInfo(v5, v8, &a3, v2), sizeof(v7));
1327 if ( !v1->ActorTurn(a2) )
1328 Actor::AI_Stand(PID_ID(v10->uPackedID), v8, 32, &v7);
1329 }
1330 ++a2;
1331 ++v10;
1332 if ( a2 >= v1->uActorQueueSize )
1333 break;
1334 v2 = 0;
1335 }
1336 }
1337 }
1338 // 50C994: using guessed type int dword_50C994;
1339
1340 //----- (00406AFE) --------------------------------------------------------
1341 void stru262_TurnBased::_406AFE()
1342 {
1343 stru262_TurnBased *v1; // edi@1
1344 TurnBased_QueueElem *v2; // ebx@2
1345 int v3; // esi@4
1346 int v4; // ecx@5
1347 AIDirection a3; // [sp+4h] [bp-48h]@5
1348 AIDirection v6; // [sp+20h] [bp-2Ch]@5
1349 stru262_TurnBased *v7; // [sp+3Ch] [bp-10h]@1
1350 unsigned int v8; // [sp+40h] [bp-Ch]@4
1351 unsigned int v9; // [sp+44h] [bp-8h]@5
1352 int v10; // [sp+48h] [bp-4h]@1
1353
1354 v10 = 0;
1355 v1 = this;
1356 v7 = this;
1357 if ( this->uActorQueueSize > 0 )
1358 {
1359 v2 = this->pQueue;
1360 do
1361 {
1362 if (PID_TYPE(v2->uPackedID) == OBJECT_Actor)
1363 {
1364 v3 = PID_ID(v2->uPackedID);
1365 v8 = v3;
1366 if ( pActors[v3].CanAct() )
1367 {
1368 v4 = v2->uPackedID;
1369 v9 = ai_near_actors_targets_pid[v3];
1370 memcpy(&v6, Actor::GetDirectionInfo(v4, v9, &a3, 0), sizeof(v6));
1371 Actor::AI_Stand(v8, v9, 32, &v6);
1372 v2->field_C = 0;
1373 v2->uActionLength = 0;
1374 v1 = v7;
1375 }
1376 }
1377 ++v10;
1378 ++v2;
1379 }
1380 while ( v10 < v1->uActorQueueSize );
1381 }
1382 v1->field_4 = 2;
1383 v1->field_8 = 100;
1384 }
1385
1386 //----- (00406B9F) --------------------------------------------------------
1387 int stru262_TurnBased::_406B9F()
1388 {
1389 signed int result; // eax@1
1390 unsigned __int8 v2; // zf@1
1391 unsigned __int8 v3; // sf@1
1392 int v4; // esi@4
1393 unsigned int v5; // esi@5
1394 Actor *v6; // ebx@5
1395 unsigned __int16 v7; // cx@15
1396 AIDirection a3; // [sp+0h] [bp-50h]@15
1397 AIDirection v9; // [sp+1Ch] [bp-34h]@15
1398 signed int a1; // [sp+38h] [bp-18h]@4
1399 stru262_TurnBased *thisa; // [sp+3Ch] [bp-14h]@1
1400 unsigned int v12; // [sp+40h] [bp-10h]@5
1401 unsigned int v13; // [sp+44h] [bp-Ch]@8
1402 TurnBased_QueueElem *v14; // [sp+48h] [bp-8h]@2
1403 signed int a2; // [sp+4Ch] [bp-4h]@1
1404
1405 result = 0;
1406 thisa = this;
1407 v2 = this->uActorQueueSize == 0;
1408 v3 = this->uActorQueueSize < 0;
1409 a2 = 0;
1410 if ( !(v3 | v2) )
1411 {
1412 v14 = this->pQueue;
1413 while ( 1 )
1414 {
1415 v4 = v14->uPackedID;
1416 a1 = v14->uPackedID;
1417 if (PID_TYPE(a1) != OBJECT_Player)
1418 {
1419 v5 = PID_ID(v4);
1420 v12 = v5;
1421 v6 = &pActors[v5];
1422 if ( SHIDWORD(v6->pActorBuffs[5].uExpireTime) < result
1423 || SHIDWORD(v6->pActorBuffs[5].uExpireTime) <= result && LODWORD(v6->pActorBuffs[5].uExpireTime) <= result )
1424 v13 = result;
1425 else
1426 v13 = 1;
1427 if ( SHIDWORD(v6->pActorBuffs[6].uExpireTime) >= result
1428 && (SHIDWORD(v6->pActorBuffs[6].uExpireTime) > result || LODWORD(v6->pActorBuffs[6].uExpireTime) > result) )
1429 result = 1;
1430 if ( !(v13 != 0 || result || v6->uAIState == 5 || v6->uAIState == 11 || v6->uAIState == 19) )
1431 {
1432 v13 = ai_near_actors_targets_pid[v5];
1433 memcpy(&v9, Actor::GetDirectionInfo(a1, v13, &a3, 0), sizeof(v9));
1434 v7 = v6->uAIState;
1435 if ( v7 == 6 || v7 == 1 )
1436 {
1437 if ( (double)(signed int)v9.uDistance < 307.2 )
1438 goto LABEL_26;
1439 }
1440 v6->uCurrentActionTime += pEventTimer->uTimeElapsed;
1441 if ( (signed int)v6->uCurrentActionTime > v6->uCurrentActionLength )
1442 {
1443 if ( v7 == 4 )
1444 {
1445 v6->uCurrentActionTime = 0;
1446 v6->uCurrentActionLength = 0;
1447 v6->uAIState = Dead;
1448 v6->UpdateAnimation();
1449 }
1450 if ( !thisa->ActorTurn(a2) )
1451 LABEL_26:
1452 Actor::AI_Stand(v12, v13, 32, &v9);
1453 }
1454 }
1455 }
1456 ++a2;
1457 result = (signed int)thisa;
1458 ++v14;
1459 if ( a2 >= thisa->uActorQueueSize )
1460 break;
1461 result = 0;
1462 }
1463 }
1464 return result;
1465 }
1466
1467 //----- (00406D10) --------------------------------------------------------
1468 bool stru262_TurnBased::ActorTurn(signed int a2)
1469 {
1470 int v2; // ecx@1
1471 //int v3; // ecx@2
1472 Actor *actor; // ebx@2
1473 //unsigned __int16 v5; // dx@2
1474 int *v6; // esi@7
1475 TurnBased_QueueElem *v7; // edi@7
1476 int v8; // eax@7
1477 AIDirection *v9; // esi@10
1478 int v10; // eax@10
1479 unsigned int v11; // ecx@10
1480 unsigned __int8 pHostileType; // al@12
1481 unsigned __int8 v13; // sf@16
1482 unsigned __int8 v14; // of@16
1483 unsigned int v15; // edx@22
1484 unsigned int v16; // ecx@23
1485 TurnBased_QueueElem *v17; // eax@25
1486 double v18; // st7@33
1487 double v19; // st6@33
1488 int v21; // [sp-8h] [bp-5Ch]@23
1489 int v22; // [sp-8h] [bp-5Ch]@26
1490 AIDirection *v23; // [sp-4h] [bp-58h]@23
1491 int v24; // [sp-4h] [bp-58h]@26
1492 AIDirection a3; // [sp+Ch] [bp-48h]@10
1493 AIDirection pDir; // [sp+28h] [bp-2Ch]@10
1494 int v27; // [sp+44h] [bp-10h]@33
1495 unsigned int v28; // [sp+48h] [bp-Ch]@10
1496 TurnBased_QueueElem *v29; // [sp+4Ch] [bp-8h]@7
1497 unsigned int uActorID; // [sp+50h] [bp-4h]@2
1498 unsigned int a2a; // [sp+5Ch] [bp+8h]@7
1499
1500 // __debugbreak();//срабатывает при пошаговом режиме после пяти шагов
1501 v2 = *(&this->field_0 + 4 * (a2 + 2));
1502 if (PID_TYPE(v2) == OBJECT_Player)
1503 return 0;
1504 uActorID = PID_ID(v2);
1505 //uActorID = v3;
1506 actor = &pActors[uActorID];
1507 //v5 = v4->uAIState;
1508 if ( actor->uAIState == 5 || actor->uAIState == 4 || actor->uAIState == 11 || actor->uAIState == 19 || actor->uAIState == 17 )
1509 return 1;
1510 v6 = &ai_near_actors_targets_pid[uActorID];
1511 v7 = &pTurnEngine->pQueue[a2];
1512 v8 = *v6;
1513 v29 = &pTurnEngine->pQueue[a2];
1514 a2a = v8;
1515 Actor::_SelectTarget(uActorID, &ai_near_actors_targets_pid[uActorID], true);
1516 if ( actor->pMonsterInfo.uHostilityType && !*v6 )
1517 actor->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Friendly;
1518 v9 = Actor::GetDirectionInfo(v7->uPackedID, a2a, &a3, 0);
1519 v10 = actor->uActorRadius;
1520 memcpy(&a3, v9, sizeof(a3));
1521 memcpy(&pDir, &a3, sizeof(pDir));
1522 v11 = a3.uDistance - v10;
1523 v28 = a3.uDistance - v10;
1524 if ( ((a3.uDistance - v10) & 0x80000000u) != 0 )
1525 {
1526 v11 = 0;
1527 v28 = 0;
1528 }
1529 pHostileType = actor->pMonsterInfo.uHostilityType;
1530 if ( pHostileType == 1 )
1531 {
1532 if ( (double)(signed int)v28 >= 307.2 )
1533 goto LABEL_21;
1534 actor->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Long;
1535 goto LABEL_21;
1536 }
1537 if ( pHostileType == 2 )
1538 {
1539 v14 = __OFSUB__(v11, 1024);
1540 v13 = ((v11 - 1024) & 0x80000000u) != 0;
1541 }
1542 else
1543 {
1544 if ( pHostileType != 3 )
1545 goto LABEL_21;
1546 v14 = __OFSUB__(v11, 2560);
1547 v13 = ((v11 - 2560) & 0x80000000u) != 0;
1548 }
1549 if ( v13 ^ v14 )
1550 {
1551 actor->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Long;
1552 }
1553 LABEL_21:
1554 if ( (signed __int64)actor->pActorBuffs[4].uExpireTime > 0 )
1555 {
1556 if ( (signed int)v11 < 10240 )
1557 {
1558 Actor::AI_Flee(uActorID, a2a, 0, &pDir);
1559 v29->field_C = 4;
1560 v29->uActionLength = actor->uCurrentActionLength;
1561 return 1;
1562 }
1563 Actor::AI_4032B2(uActorID, a2a, 1024, 0);
1564 v29->field_C = 2;
1565 v29->uActionLength = actor->uCurrentActionLength;
1566 return 1;
1567 }
1568 if ( actor->pMonsterInfo.uHostilityType != 4 )
1569 goto LABEL_46;
1570 if ( !(actor->uAttributes & 0x020000) || actor->pMonsterInfo.uAIType == 1 )
1571 {
1572 if ( actor->pMonsterInfo.uAIType == 1 )
1573 {
1574 if ( actor->pMonsterInfo.uMovementType == 5 )
1575 {
1576 Actor::AI_Stand(uActorID, a2a, 32, 0);
1577 v29->field_C = 4;
1578 v29->uActionLength = actor->uCurrentActionLength;
1579 return 1;
1580 }
1581 Actor::AI_Flee(uActorID, a2a, 32, 0);
1582 v29->field_C = 4;
1583 v29->uActionLength = actor->uCurrentActionLength;
1584 return 1;
1585 }
1586 if ( actor->pMonsterInfo.uAIType == 2 )
1587 {
1588 v27 = actor->sCurrentHP;
1589 v18 = (double)v27;
1590 v19 = (double)(signed int)actor->pMonsterInfo.uHP * 0.2;
1591 if ( v19 > v18 && (signed int)v11 < 10240 )
1592 {
1593 if ( actor->pMonsterInfo.uMovementType == 5 )
1594 {
1595 Actor::AI_Stand(uActorID, a2a, 32, 0);
1596 v29->field_C = 4;
1597 v29->uActionLength = actor->uCurrentActionLength;
1598 return 1;
1599 }
1600 Actor::AI_Flee(uActorID, a2a, 32, 0);
1601 v29->field_C = 4;
1602 v29->uActionLength = actor->uCurrentActionLength;
1603 return 1;
1604 }
1605 goto LABEL_39;
1606 }
1607 if ( actor->pMonsterInfo.uAIType == 3 )
1608 {
1609 v27 = actor->sCurrentHP;
1610 v18 = (double)v27;
1611 v19 = (double)(signed int)actor->pMonsterInfo.uHP * 0.1;
1612 if ( v19 > v18 && (signed int)v11 < 10240 )
1613 {
1614 if ( actor->pMonsterInfo.uMovementType == 5 )
1615 {
1616 Actor::AI_Stand(uActorID, a2a, 32, 0);
1617 v29->field_C = 4;
1618 v29->uActionLength = actor->uCurrentActionLength;
1619 return 1;
1620 }
1621 Actor::AI_Flee(uActorID, a2a, 32, 0);
1622 v29->field_C = 4;
1623 v29->uActionLength = actor->uCurrentActionLength;
1624 return 1;
1625 }
1626 goto LABEL_39;
1627 }
1628 }
1629 LABEL_39:
1630 if ( (double)(signed int)v28 < 307.2 )
1631 return 0;
1632 if ( (signed int)v11 < 5120 )
1633 {
1634 if ( actor->pMonsterInfo.uMissleAttack1Type && (signed int)v11 < 1024 )
1635 Actor::AI_Pursue1(uActorID, a2a, uActorID, 32, &pDir);
1636 else
1637 Actor::AI_Pursue2(uActorID, a2a, 32, &pDir, 307);
1638 v29->field_C = 2;
1639 v29->uActionLength = actor->uCurrentActionLength;
1640 return 1;
1641 }
1642 LABEL_46:
1643 if ( actor->pMonsterInfo.uMovementType == 0 )
1644 {
1645 Actor::AI_4032B2(uActorID, a2a, 1024, 32);
1646 v29->field_C = 2;
1647 v29->uActionLength = actor->uCurrentActionLength;
1648 return 1;
1649 }
1650 if ( actor->pMonsterInfo.uMovementType == 1 )
1651 {
1652 Actor::AI_4032B2(uActorID, a2a, 2560, 32);
1653 v29->field_C = 2;
1654 v29->uActionLength = actor->uCurrentActionLength;
1655 return 1;
1656 }
1657 if ( actor->pMonsterInfo.uMovementType == 2 )
1658 {
1659 Actor::AI_4032B2(uActorID, a2a, 5120, 32);
1660 v29->field_C = 2;
1661 v29->uActionLength = actor->uCurrentActionLength;
1662 return 1;
1663 }
1664 if ( actor->pMonsterInfo.uMovementType == 4 )
1665 {
1666 Actor::AI_4032B2(uActorID, a2a, 10240, 32);
1667 v29->field_C = 2;
1668 v29->uActionLength = actor->uCurrentActionLength;
1669 return 1;
1670 }
1671 if ( actor->pMonsterInfo.uMovementType == 5 )
1672 {
1673 Actor::AI_Stand(uActorID, a2a, 32, 0);
1674 v29->field_C = 2;
1675 v29->uActionLength = actor->uCurrentActionLength;
1676 return 1;
1677 }
1678 return 1;
1679 }
1680
1681 //----- (00406FA8) --------------------------------------------------------
1682 void stru262_TurnBased::_406FA8()
1683 {
1684 unsigned __int8 v1; // zf@1
1685 unsigned __int8 v2; // sf@1
1686 TurnBased_QueueElem *v3; // edi@2
1687 int v4; // eax@4
1688 Actor *v5; // ebx@4
1689 unsigned __int16 v6; // cx@4
1690 unsigned int *v7; // edx@8
1691 unsigned int v8; // esi@8
1692 unsigned __int8 v9; // of@13
1693 AIDirection a3; // [sp+Ch] [bp-6Ch]@8
1694 AIDirection v11; // [sp+28h] [bp-50h]@8
1695 AIDirection a4; // [sp+44h] [bp-34h]@8
1696 stru262_TurnBased *v13; // [sp+60h] [bp-18h]@1
1697 TurnBased_QueueElem *v14; // [sp+64h] [bp-14h]@2
1698 int uActorID; // [sp+68h] [bp-10h]@4
1699 unsigned int a2; // [sp+6Ch] [bp-Ch]@8
1700 int v17; // [sp+70h] [bp-8h]@1
1701 unsigned int v18; // [sp+74h] [bp-4h]@2
1702
1703 v17 = 0;
1704 v1 = this->uActorQueueSize == 0;
1705 v2 = this->uActorQueueSize < 0;
1706 v13 = this;
1707 if ( !(v2 | v1) )
1708 {
1709 v3 = this->pQueue;
1710 v18 = (char *)&pTurnEngine - (char *)this;
1711 v14 = this->pQueue;
1712 do
1713 {
1714 if (PID_TYPE(v3->uPackedID) != OBJECT_Player)
1715 {
1716 v4 = PID_ID(v3->uPackedID);
1717 uActorID = v4;
1718 v5 = &pActors[v4];
1719 v6 = v5->uAIState;
1720 if ( v6 != 5 )
1721 {
1722 if ( v6 != 11 )
1723 {
1724 if ( v6 != 19 )
1725 {
1726 if ( v6 != 17 )
1727 {
1728 v7 = (unsigned int *)&ai_near_actors_targets_pid[v4];
1729 a2 = *v7;
1730 v8 = a2;
1731 Actor::_SelectTarget(v4, (int *)v7, true);
1732 memcpy(&v11, Actor::GetDirectionInfo(*(int *)((char *)&v3->uPackedID + v18), v8, &a3, 0), sizeof(v11));
1733 memcpy(&a4, &v11, sizeof(a4));
1734 v5->uCurrentActionTime += pMiscTimer->uTimeElapsed;
1735 if ( (signed int)v5->uCurrentActionTime >= v5->uCurrentActionLength )
1736 {
1737 if (v5->uAIState == Dying)
1738 {
1739 v5->uCurrentActionTime = 0;
1740 v5->uCurrentActionLength = 0;
1741 v5->uAIState = Dead;
1742 v5->UpdateAnimation();
1743 return;
1744 }
1745 if ( rand() % 2 )
1746 Actor::AI_Stand(uActorID, a2, 64, &a4);
1747 else
1748 Actor::AI_Bored(uActorID, a2, &a4);
1749 }
1750 }
1751 }
1752 }
1753 }
1754 }
1755 ++v17;
1756 v3 = v14 + 1;
1757 v9 = __OFSUB__(v17, v13->uActorQueueSize);
1758 v2 = v17 - v13->uActorQueueSize < 0;
1759 ++v14;
1760 }
1761 while ( v2 ^ v9 );
1762 }
1763 }
1764