comparison Engine/TurnEngine/TurnEngine.cpp @ 2499:68cdef6879a0

engine folder
author Ritor1
date Fri, 19 Sep 2014 02:57:42 +0600
parents
children a77c34acdbc9
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2498:92eeeb5200f2 2499:68cdef6879a0
1 #define _CRTDBG_MAP_ALLOC
2 #include <stdlib.h>
3 #include <crtdbg.h>
4
5 #define _CRT_SECURE_NO_WARNINGS
6
7
8 #include "../MM7.h"
9 #include "../mm7_data.h"
10 #include "Engine/Objects/Actor.h"
11 #include "../Party.h"
12 #include "AudioPlayer.h"
13 #include "Engine/Objects/SpriteObject.h"
14 #include "../Timer.h"
15 #include "../stru298.h"
16 #include "Engine/Tables/IconFrameTable.h"
17 #include "Engine/Graphics/Viewport.h"
18 #include "Engine/Tables/FactionTable.h"
19
20 #include "TurnEngine.h"
21
22
23 #include "../Game.h"
24 struct stru262_TurnBased *pTurnEngine = new stru262_TurnBased;
25
26
27 //----- (00404544) --------------------------------------------------------
28 void stru262_TurnBased::SortTurnQueue()
29 {
30 int active_actors;
31 TurnBased_QueueElem *current_top; // eax@16
32 TurnBased_QueueElem *test_element; // ecx@18
33 TurnBased_QueueElem temp_elem;
34 int i,j;
35 unsigned int p_type;
36 unsigned int p_id;
37
38 active_actors = this->uActorQueueSize;
39 //set non active actors in queue initiative that not allow them to paticipate
40 for( i = 0; i < uActorQueueSize; ++i)
41 {
42 p_type = PID_TYPE(pQueue[i].uPackedID);
43 p_id = PID_ID(pQueue[i].uPackedID);
44
45 if ( p_type == OBJECT_Actor )
46 {
47 pActors[p_id].uAttributes |= ACTOR_STAND_IN_QUEUE;//0x80
48 if ( !pActors[p_id].CanAct() )
49 {
50 --active_actors;
51 pQueue[i].actor_initiative = 1001;
52 pActors[p_id].ResetQueue();
53 }
54 }
55 else if ( p_type == OBJECT_Player)
56 {
57 if ( !pParty->pPlayers[p_id].CanAct() )
58 {
59 --active_actors;
60 pQueue[i].actor_initiative = 1001;
61 }
62 }
63 }
64 //sort
65 if (uActorQueueSize > 0)
66 {
67 for( i = 0; i < uActorQueueSize-1; ++i)
68 {
69 current_top=&pQueue[i];
70 for ( j = i+1; j < uActorQueueSize; ++j )
71 {
72 test_element=&pQueue[j];
73 if ( test_element->actor_initiative < current_top->actor_initiative || // if less initiative -> top
74 ((test_element->actor_initiative == current_top->actor_initiative) &&
75 (((PID_TYPE(test_element->uPackedID) == OBJECT_Player) && (PID_TYPE(current_top->uPackedID) == OBJECT_Actor)) || //player preferable
76 ((PID_TYPE(test_element->uPackedID) == PID_TYPE(current_top->uPackedID)) && (PID_ID(test_element->uPackedID) < PID_ID(current_top->uPackedID)))))) //less id preferable
77 { //swap
78 memcpy(&temp_elem,current_top,sizeof(TurnBased_QueueElem));
79 memcpy(current_top,test_element, sizeof(TurnBased_QueueElem));
80 memcpy(test_element, &temp_elem, sizeof(TurnBased_QueueElem));
81 }
82 }
83 }
84 }
85 uActorQueueSize = active_actors;
86 if ( PID_TYPE(pQueue[0].uPackedID) == OBJECT_Player) //we have player at queue top
87 {
88 uActiveCharacter = PID_ID(pQueue[0].uPackedID)+1;
89 field_18 |= TE_PLAYER_TURN;
90 }
91 else
92 {
93 uActiveCharacter = 0;
94 field_18 &= ~TE_PLAYER_TURN;
95 }
96 for ( i = 0; i < uActorQueueSize; ++i)
97 {
98 if ( PID_TYPE(pQueue[i].uPackedID) == OBJECT_Player) //set recovery times
99 pParty->pPlayers[PID_ID(pQueue[i].uPackedID)].uTimeToRecovery = (unsigned __int16)((double)pQueue[i].actor_initiative * 0.46875);
100 }
101 }
102 //----- (0040471C) --------------------------------------------------------
103 void stru262_TurnBased::ApplyPlayerAction()
104 {
105 if ( pParty->bTurnBasedModeOn == 1 )
106 {
107 if ( pTurnEngine->turn_stage == TE_ATTACK )
108 _406457(0);
109 }
110 }
111
112 //----- (004059DB) --------------------------------------------------------
113 void stru262_TurnBased::Start()
114 {
115 int v17; // edx@22
116 AIDirection v30; // [sp+Ch] [bp-68h]@10
117 AIDirection v31; // [sp+28h] [bp-4Ch]@10
118 AIDirection a3; // [sp+44h] [bp-30h]@10
119 int activ_players[4];
120 int players_recovery_time[4];
121 int a_players_count;
122 int i,j;
123 int temp;
124
125 pTurnEngine->field_18 &= ~TE_HAVE_PENDING_ACTIONS;
126 pEventTimer->TrackGameTime();
127 pAudioPlayer->StopChannels(-1, -1);
128 pAudioPlayer->PlaySound(SOUND_207, 0, 0, -1, 0, 0, 0, 0);
129 //pPlayer = pParty->pPlayers.data();
130 dword_50C998_turnbased_icon_1A = 8 * pIconsFrameTable->pIcons[uIconID_TurnStart].uAnimLength;
131 dword_50C994 = 0;
132
133 this->turn_initiative = 100;
134 this->turns_count = 0;
135 this->ai_turn_timer = 64;
136 this->turn_stage = TE_WAIT;
137 this->uActorQueueSize = 0;
138
139 for ( uint pl_id = 0; pl_id < 4 ; ++pl_id )
140 {
141 if ( pParty->pPlayers[pl_id].CanAct() )
142 {
143 this->pQueue[this->uActorQueueSize].uPackedID = PID(OBJECT_Player,pl_id);
144 this->pQueue[this->uActorQueueSize].AI_action_type = TE_AI_PURSUE;
145 this->pQueue[this->uActorQueueSize].uActionLength = 0;
146 pParty->pTurnBasedPlayerRecoveryTimes[this->uActorQueueSize] = 0;
147 ++this->uActorQueueSize;
148 }
149 }
150
151 for ( int i = 0; i < ai_arrays_size ; ++i )
152 {
153 if (ai_near_actors_ids[i] == 10)
154 continue;
155 if ( pActors[ai_near_actors_ids[i]].CanAct() )
156 {
157 if ( pActors[ai_near_actors_ids[i]].ActorNearby() )
158 {
159 pActors[ai_near_actors_ids[i]].uAttributes |= ACTOR_STAND_IN_QUEUE;//0x80
160 Actor::GetDirectionInfo(PID(OBJECT_Actor,ai_near_actors_ids[i]), ai_near_actors_targets_pid[ai_near_actors_ids[i]], &v31, 0);
161 memcpy(&v30, &v31, sizeof(AIDirection));
162 Actor::AI_StandOrBored(ai_near_actors_ids[i], 4, 32, &v30);
163 this->pQueue[this->uActorQueueSize].uPackedID = PID(OBJECT_Actor,ai_near_actors_ids[i]);
164 this->pQueue[this->uActorQueueSize].AI_action_type = TE_AI_PURSUE;
165 this->pQueue[this->uActorQueueSize].uActionLength = 0;
166 ++this->uActorQueueSize;
167 }
168 }
169 }
170
171 a_players_count = 0;
172 for ( int k = 0; k < this->uActorQueueSize; ++k )
173 {
174 //set initial initiative for turn actors
175 if ( PID_TYPE(this->pQueue[k].uPackedID) == OBJECT_Player )
176 {
177 if ( pPlayers[PID_ID(this->pQueue[k].uPackedID) + 1]->uTimeToRecovery != 0 )
178 this->pQueue[k].actor_initiative = (signed int)((double)pPlayers[PID_ID(this->pQueue[k].uPackedID) + 1]->uTimeToRecovery * 0.46875);
179 else
180 {
181 activ_players[a_players_count] = k;
182 ++a_players_count;
183 }
184 }
185 else if ( PID_TYPE(this->pQueue[k].uPackedID) == OBJECT_Actor )
186 {
187 v17 = rand() % 99;
188 if ( v17 < 33 )
189 this->pQueue[k].actor_initiative = 1;
190 else
191 this->pQueue[k].actor_initiative= (v17 >= 66)? 5 : 3;
192 }
193 else //fot non player and actor
194 this->pQueue[k].actor_initiative = 666;
195 this->pQueue[k].actor_initiative += 16;
196 }
197
198 if ( a_players_count > 0 )
199 {
200 for ( i = 0; i < a_players_count; ++i)
201 players_recovery_time[i] = pParty->pPlayers[PID_ID(this->pQueue[activ_players[i]].uPackedID)].GetAttackRecoveryTime(0);
202 //sort players by recovery time
203 for ( i = 0; i < a_players_count-1; ++i)
204 {
205 for ( j = i + 1; j < a_players_count; ++j )
206 {
207 if (players_recovery_time[j] < players_recovery_time[i]) //swap values
208 {
209 temp = players_recovery_time[i];
210 players_recovery_time[i] = players_recovery_time[j];
211 players_recovery_time[j] = temp;
212 temp = activ_players[i];
213 activ_players[i] = activ_players[j];
214 activ_players[j] = temp;
215 }
216 }
217 }
218 for ( i = 0; i < a_players_count; ++i)
219 this->pQueue[activ_players[i]].actor_initiative = i + 2;
220 }
221 this->SortTurnQueue();
222 }
223
224 //----- (00405CFF) --------------------------------------------------------
225 void stru262_TurnBased::End(bool bPlaySound)
226 {
227 ObjectType objType; // eax@13
228 int objID; // esi@13
229 int i;
230
231 this->turn_stage = TE_NONE;
232 for( i = 0; i < uActorQueueSize; ++i)
233 {
234 if ( PID_TYPE(pQueue[i].uPackedID) == OBJECT_Actor )
235 pActors[PID_ID(pQueue[i].uPackedID)].ResetQueue();
236 }
237
238 for( uint i = 0; i < uNumSpriteObjects; ++i)
239 {
240 if (pSpriteObjects[i].uAttributes & 4)
241 pSpriteObjects[i].uAttributes &= ~0x04;
242 }
243
244 for( i = 0; i < uActorQueueSize; ++i)
245 {
246 objType = (ObjectType)PID_TYPE(pQueue[i].uPackedID);
247 objID = PID_ID(pQueue[i].uPackedID);
248 if ( objType == OBJECT_Player )
249 pPlayers[objID + 1]->uTimeToRecovery = (unsigned __int16)((double)pQueue[i].actor_initiative * 2.133333333333333);
250 else if ( objType == OBJECT_Actor )
251 pActors[objID].pMonsterInfo.uRecoveryTime = (unsigned __int16)((double)pQueue[i].actor_initiative * 2.133333333333333);
252 }
253 pAudioPlayer->StopChannels(-1, -1);
254 if ( bPlaySound != 0 )
255 pAudioPlayer->PlaySound(SOUND_206, 0, 0, -1, 0, 0, 0, 0);
256 pTurnEngine->field_18 &= ~TE_HAVE_PENDING_ACTIONS;
257 pEventTimer->StopGameTime();
258 dword_50C994 = 0;
259 dword_50C998_turnbased_icon_1A = 0;
260 }
261 // 50C994: using guessed type int dword_50C994;
262 // 50C998: using guessed type int dword_50C998_turnbased_icon_1A;
263
264 //----- (00405E14) --------------------------------------------------------
265 void stru262_TurnBased::AITurnBasedAction()
266 {
267 AIDirection v6; // esi@21
268 AIDirection a3; // [sp+4h] [bp-68h]@21
269 AIDirection v14; // [sp+20h] [bp-4Ch]@21
270 AIDirection v15; // [sp+3Ch] [bp-30h]@21
271 Actor *curr_actor; // [sp+58h] [bp-14h]@2
272 int target_pid; // [sp+5Ch] [bp-10h]@6
273 int shrinked;
274 int j;
275
276 for (uint i = 0; i < uNumActors; ++i )
277 {
278 curr_actor=&pActors[i];
279 shrinked=pActors[i].pActorBuffs[ACTOR_BUFF_SHRINK].uExpireTime > 0;
280 for (j = 0; j < 22; ++j) //check expired spell Buffs
281 {
282 if (j != 10)
283 pActors[i].pActorBuffs[j].IsBuffExpiredToTime(pParty->uTimePlayed);
284 }
285 if (shrinked && pActors[i].pActorBuffs[ACTOR_BUFF_SHRINK].uExpireTime <= 0) //buff 3 expired
286 pActors[i].uActorHeight = pMonsterList->pMonsters[pActors[i].pMonsterInfo.uID - 1].uMonsterHeight;
287 if (!(curr_actor->uAttributes & 0x80) && (!curr_actor->pActorBuffs[ACTOR_BUFF_STONED].uExpireTime) &&
288 (!curr_actor->pActorBuffs[ACTOR_BUFF_PARALYZED].uExpireTime))
289 {
290 curr_actor->uCurrentActionTime += pMiscTimer->uTimeElapsed;
291 if (curr_actor->uCurrentActionTime>=curr_actor->uCurrentActionLength)
292 {
293 target_pid = ai_near_actors_targets_pid[i];
294 Actor::GetDirectionInfo(PID(OBJECT_Actor,i), target_pid, &v6, 0);
295 memcpy(&v15, &v6, sizeof(AIDirection));
296 memcpy(&v14, &v15, sizeof(AIDirection));
297 if ( curr_actor->uAIState == Dying )
298 {
299 curr_actor->uCurrentActionTime = 0;
300 curr_actor->uCurrentActionLength = 0;
301 curr_actor->uAIState = Dead;
302 curr_actor->UpdateAnimation();
303 }
304 else if ( (curr_actor->uAIState > Removed) && (curr_actor->uAIState < Disabled))
305 Actor::AI_StandOrBored(i, target_pid, 32, &v14);
306 }
307 }
308 }
309 if ( turn_stage == TE_WAIT )
310 {
311 if ( ai_turn_timer == 64 )
312 ActorAISetMovementDecision();
313 else if ( ai_turn_timer > 0 )
314 ActorAIDoAdditionalMove();
315 else
316 {
317 ActorAIStopMovement();
318 turn_initiative = 100;
319 }
320 ai_turn_timer -= pEventTimer->uTimeElapsed;
321 }
322 else if ( turn_stage == TE_ATTACK )
323 {
324 if ( !(field_18 &TE_FLAG_1))
325 {
326 if ( turn_initiative == 100 )
327 {
328 StartTurn();
329 SetAIRecoveryTimes();
330 return;
331 }
332 if ( turn_initiative > 0 || pQueue[0].actor_initiative <= 0 )
333 {
334 _4065B0();
335 SetAIRecoveryTimes();
336 return;
337 }
338 }
339 NextTurn();
340 }
341 else if ( turn_stage == TE_MOVEMENT )
342 {
343 if ( (uActionPointsLeft > 0) && (!(field_18 & TE_FLAG_8)) )
344 ActorAIChooseNewTargets();
345 else
346 {
347 field_18 &= ~TE_FLAG_8;
348 turn_stage = TE_WAIT;
349 ai_turn_timer = 64;
350 }
351 }
352 }
353
354
355 //----- (00406051) --------------------------------------------------------
356 void stru262_TurnBased::StartTurn()
357 {
358 int player_num, actor_num, i, j;
359
360 pending_actions = 0;
361 //add player to queue if he can act
362 for ( player_num = 0; player_num < 4; ++player_num)
363 {
364 for ( j = 0; j < uActorQueueSize; ++j )
365 {
366 if (PID_TYPE(pQueue[j].uPackedID) == OBJECT_Player)
367 {
368 if (pPlayers[PID_ID(pQueue[j].uPackedID) + 1]->CanAct() && (player_num != PID_ID(pQueue[j].uPackedID)) )
369 break;
370 }
371 }
372 if ( j == uActorQueueSize )
373 {
374 pQueue[uActorQueueSize].uPackedID = PID(OBJECT_Player,player_num);
375 pQueue[uActorQueueSize].actor_initiative = 100;
376 pQueue[uActorQueueSize].uActionLength = 0;
377 pQueue[uActorQueueSize].AI_action_type = TE_AI_STAND;
378 ++uActorQueueSize;
379 }
380 }
381 //add new arrived actors
382 for ( actor_num = 0; actor_num < ai_arrays_size; ++actor_num )
383 {
384 for ( j = 0; j < uActorQueueSize; ++j )
385 {
386 if ((PID_TYPE(pQueue[j].uPackedID)== OBJECT_Actor)&&
387 ai_near_actors_ids[actor_num] == PID_ID(pQueue[j].uPackedID))
388 break;
389 }
390 if ( j == uActorQueueSize )
391 {
392 pQueue[uActorQueueSize].uPackedID = PID(OBJECT_Actor,ai_near_actors_ids[actor_num]);
393 pQueue[uActorQueueSize].actor_initiative = 1;
394 pQueue[uActorQueueSize].uActionLength = 0;
395 pQueue[uActorQueueSize].AI_action_type = TE_AI_STAND;
396 ++uActorQueueSize;
397 }
398 }
399 ++turns_count;
400 turn_initiative = 100;
401 for ( i = 0; i < uActorQueueSize; ++i )
402 {
403 if (pQueue[i].actor_initiative == 0 )
404 pQueue[i].actor_initiative = 100;
405 }
406 StepTurnQueue();
407 for ( i = 0; i < uActorQueueSize; ++i )
408 {
409 if ((PID_TYPE(pQueue[i].uPackedID) == OBJECT_Player) || (pQueue[i].actor_initiative > 0))
410 break;
411 AI_Action_(i);
412 }
413 }
414 // 4F75D8: using guessed type int ai_arrays_size;
415
416 //----- (004061CA) --------------------------------------------------------
417 void stru262_TurnBased::NextTurn()
418 {
419 int v13; // [sp+10h] [bp-4h]@7
420 int monster_id; // eax@5
421
422 SortTurnQueue();
423 if (PID_TYPE(pQueue[0].uPackedID) == OBJECT_Player)
424 uActiveCharacter = PID_ID(pQueue[0].uPackedID) + 1;
425 else
426 uActiveCharacter = 0;
427 viewparams->bRedrawGameUI = true;
428
429 if ( pending_actions )
430 {
431 pTurnEngine->field_18 |= TE_HAVE_PENDING_ACTIONS;
432 return;
433 }
434 pTurnEngine->field_18 &= ~TE_HAVE_PENDING_ACTIONS;
435 if ( pQueue[0].actor_initiative <= 0 )
436 return;
437
438 v13 = 0;
439 if (uActorQueueSize > 0 )
440 {
441 for ( int i = 0; i < uActorQueueSize; ++i )
442 {
443 if (PID_TYPE(pQueue[i].uPackedID) == OBJECT_Actor)
444 {
445 monster_id = PID_ID(pQueue[i].uPackedID);
446 if ( (pActors[monster_id].uAIState == Dying) || (pActors[monster_id].uAIState == Stunned)
447 || (pActors[monster_id].uAIState == AttackingMelee) || (pActors[monster_id].uAIState == AttackingRanged1)
448 || (pActors[monster_id].uAIState == AttackingRanged2) || (pActors[monster_id].uAIState == AttackingRanged3)
449 || (pActors[monster_id].uAIState == AttackingRanged4) || (pActors[monster_id].uAIState == Summoned))
450 {
451 pActors[monster_id].uCurrentActionTime += pEventTimer->uTimeElapsed;
452 if ( pActors[monster_id].uCurrentActionTime < pActors[monster_id].uCurrentActionLength )
453 v13 = 1;
454 else if ( pActors[monster_id].uAIState == Dying )// Dying
455 {
456 pActors[monster_id].uAIState = Dead;
457 pActors[monster_id].uCurrentActionTime = 0;
458 pActors[monster_id].uCurrentActionLength = 0;
459 pActors[monster_id].UpdateAnimation();
460 }
461 else
462 {
463 if ( pActors[monster_id].uAIState == Stunned ) //Stunned
464 Actor::AI_StandOrBored(monster_id, ai_near_actors_targets_pid[monster_id], 32, 0);
465 }
466 }
467 }
468 }
469 if ( v13 != 0 )
470 {
471 field_18 |= TE_FLAG_1;
472 return;
473 }
474 }
475
476 field_18 &= ~TE_FLAG_1;
477 //set all actors to stay
478 for ( int i = 0; i < uActorQueueSize; ++i )
479 {
480 if(PID_TYPE(pQueue[i].uPackedID) == OBJECT_Actor)
481 {
482 monster_id = PID_ID(pQueue[i].uPackedID);
483 if ((pActors[monster_id].uAIState != Dead) && (pActors[monster_id].uAIState != Dying) &&
484 (pActors[monster_id].uAIState != Removed) && (pActors[monster_id].uAIState != Summoned) &&
485 (pActors[monster_id].uAIState != Disabled))
486 {
487 pQueue[i].uActionLength = 0;
488 Actor::AI_StandOrBored(monster_id, ai_near_actors_targets_pid[monster_id], 32, nullptr);
489 }
490 }
491 }
492 // turn tick
493 turn_stage = TE_MOVEMENT;
494 pParty->uTimePlayed += 213i64;
495 _494035_timed_effects__water_walking_damage__etc();
496 uActionPointsLeft = 130;
497 }
498
499 //----- (004063A1) --------------------------------------------------------
500 bool stru262_TurnBased::StepTurnQueue()
501 {
502 int v9; // dx@12
503 int j;
504
505 SortTurnQueue();
506 viewparams->bRedrawGameUI = 1;
507 if ( pQueue[0].actor_initiative != 0 )
508 {
509 if (PID_TYPE(pQueue[0].uPackedID) == OBJECT_Player)
510 {
511 do
512 {
513 for (j = 0; j < uActorQueueSize; ++j )
514 --pQueue[j].actor_initiative;
515 --turn_initiative;
516 if (turn_initiative == 0)
517 return true;
518 }
519 while (pQueue[0].actor_initiative != 0);
520 }
521 else
522 {
523 if ( pQueue[0].actor_initiative > 0 )
524 {
525 v9 = pActors[PID_ID(pQueue[0].uPackedID)].uAIState;
526 if (!(v9 == Dying || v9 == Dead ||
527 v9 == Disabled || v9 == Removed))
528 {
529 do
530 {
531 for ( j = 0; j < uActorQueueSize; ++j )
532 {
533 --pQueue[j].actor_initiative;
534 if (pQueue[j].actor_initiative == 0)
535 pQueue[j].uActionLength = 0;
536 }
537 --turn_initiative;
538 if (turn_initiative == 0)
539 return true;
540 }
541 while (pQueue[0].actor_initiative > 0);
542 }
543 }
544 }
545 }
546 return false;
547 }
548
549 //----- (00406457) --------------------------------------------------------
550 void stru262_TurnBased::_406457( int a2 )
551 {
552 signed int v4; // ecx@2
553 signed int v6; // eax@2
554 int i;
555 v6 = 0;
556 if ( PID_TYPE(pQueue[a2].uPackedID) == OBJECT_Player)
557 {
558 v4 = PID_ID(pQueue[a2].uPackedID);
559 if ( pParty->pTurnBasedPlayerRecoveryTimes[v4] )
560 pParty->pTurnBasedPlayerRecoveryTimes[v4] = 0;
561 else
562 v6 = pPlayers[v4 + 1]->GetAttackRecoveryTime(0);
563 if ( v6 < 30 )
564 v6 = 30;
565 }
566 else
567 v6 = pMonsterStats->pInfos[pActors[PID_ID(pQueue[a2].uPackedID)].pMonsterInfo.uID].uRecoveryTime;
568
569 pQueue[a2].actor_initiative = v6;
570 SortTurnQueue();
571 if (PID_TYPE(pQueue[0].uPackedID) == OBJECT_Player)
572 uActiveCharacter = PID_ID(pQueue[0].uPackedID) + 1;
573 else
574 uActiveCharacter = 0;
575 viewparams->bRedrawGameUI = 1;
576 while ( (pQueue[0].actor_initiative > 0) && (turn_initiative > 0) )
577 {
578 for ( i = 0; i < uActorQueueSize; ++i)
579 {
580 --pQueue[i].actor_initiative;
581 if (pQueue[i].actor_initiative == 0)
582 pQueue[i].uActionLength=0;
583 }
584 --turn_initiative;
585 }
586 }
587
588 //----- (0040652A) --------------------------------------------------------
589 void stru262_TurnBased::SetAIRecoveryTimes()
590 {
591 int i;
592 int monster_ai_state;
593 Actor *monster; // eax@5
594
595 for ( i = 0; i < uActorQueueSize; ++i )
596 {
597 if (pQueue[i].actor_initiative == 0)
598 {
599 if(PID_TYPE(pQueue[i].uPackedID) == OBJECT_Player)
600 break;
601 monster=&pActors[PID_ID(pQueue[i].uPackedID)];
602 monster_ai_state=monster->uAIState;
603 if (monster_ai_state == Standing ||
604 monster_ai_state == Fleeing ||
605 monster_ai_state == Fidgeting)
606 {
607 pQueue[i].actor_initiative = pMonsterStats->pInfos[monster->pMonsterInfo.uID].uRecoveryTime;
608 if (monster->pActorBuffs[ACTOR_BUFF_SLOWED].uExpireTime > 0)
609 pQueue[i].actor_initiative*=2;
610 }
611 }
612 }
613 }
614
615 //----- (004065B0) --------------------------------------------------------
616 void stru262_TurnBased::_4065B0()
617 {
618 int i;
619
620 SortTurnQueue();
621 if (pQueue[0].actor_initiative <= 0)
622 {
623 for ( i = 0; i < uActorQueueSize; ++i )
624 {
625 if ((PID_TYPE(pQueue[i].uPackedID) == OBJECT_Player)|| (pQueue[i].actor_initiative > 0) )
626 break;
627 if ((pQueue[i].uActionLength <= 0) && (PID_TYPE(pQueue[i].uPackedID) == OBJECT_Actor))
628 AI_Action_(i);
629 }
630 }
631 else
632 {
633 StepTurnQueue();
634 if (PID_TYPE(pQueue[0].uPackedID) == OBJECT_Player)
635 uActiveCharacter = PID_ID(pQueue[0].uPackedID) + 1;
636 else
637 uActiveCharacter = 0;
638 viewparams->bRedrawGameUI = 1;
639 }
640 for ( i = 0; i < uActorQueueSize; ++i )
641 AIAttacks(i);
642 }
643
644 //----- (00406648) --------------------------------------------------------
645 void stru262_TurnBased::AIAttacks( unsigned int queue_index )
646 {
647 //TurnBased_QueueElem *v1; // ecx@1
648 //int v3; // eax@1
649 unsigned int actor_id; // ebx@2
650 //Actor *v5; // esi@2
651 char v19; // al@24
652 AIDirection a3; // [sp+Ch] [bp-3Ch]@2
653 AIDirection a4; // [sp+28h] [bp-20h]@2
654 //TurnBased_QueueElem *v28; // [sp+44h] [bp-4h]@1
655 //unsigned int a2a; // [sp+50h] [bp+8h]@2
656
657 //v1 = &pQueue[queue_index];
658 //v28 = v1;
659 //v3 = pQueue[queue_index].uPackedID;
660 if (PID_TYPE(pQueue[queue_index].uPackedID) == OBJECT_Actor)
661 {
662 actor_id = PID_ID(pQueue[queue_index].uPackedID);
663 //a2a = ai_near_actors_targets_pid[v4];
664 Actor::GetDirectionInfo(pQueue[queue_index].uPackedID, ai_near_actors_targets_pid[actor_id], &a3, 0);
665 memcpy(&a4, &a3, sizeof(a4));
666 //v5 = &pActors[v4];
667 //LOWORD(v3) = v5->uAIState;
668 if (( pActors[actor_id].uAIState != Dead ) && ( pActors[actor_id].uAIState != Disabled )
669 &&( pActors[actor_id].uAIState != Removed ))
670 {
671 pActors[actor_id].uCurrentActionTime += pEventTimer->uTimeElapsed;
672 if ( (signed int)pActors[actor_id].uCurrentActionTime >= pActors[actor_id].uCurrentActionLength )
673 {
674 switch (pActors[actor_id].uAIState)
675 {
676 case AttackingMelee:
677 v19 = pActors[actor_id].special_ability_use_check(actor_id);
678 AttackerInfo.Add( pQueue[queue_index].uPackedID, 5120, pActors[actor_id].vPosition.x, pActors[actor_id].vPosition.y,
679 pActors[actor_id].vPosition.z + ((signed int)pActors[actor_id].uActorHeight >> 1), v19, 1);
680 Actor::AI_Stand(actor_id, ai_near_actors_targets_pid[actor_id], 0, &a4);
681 break;
682 case AttackingRanged1:
683 Actor::AI_RangedAttack(actor_id, &a4, pActors[actor_id].pMonsterInfo.uMissleAttack1Type, 0);
684 Actor::AI_Stand(actor_id, ai_near_actors_targets_pid[actor_id], 0,&a4);
685 break;
686 case Dying:
687 pActors[actor_id].uCurrentActionTime = 0;
688 pActors[actor_id].uCurrentActionLength = 0;
689 pActors[actor_id].uAIState = Dead;
690 pActors[actor_id].UpdateAnimation();
691 break;
692 case Stunned:
693 Actor::AI_Stand(actor_id, ai_near_actors_targets_pid[actor_id], 0,&a4);
694 break;
695 case AttackingRanged2:
696 Actor::AI_RangedAttack(actor_id, &a4, pActors[actor_id].pMonsterInfo.uMissleAttack2Type, 1);
697 Actor::AI_Stand(actor_id, ai_near_actors_targets_pid[actor_id], 0,&a4);
698 break;
699 case AttackingRanged3:
700 Actor::AI_SpellAttack(actor_id, &a4, pActors[actor_id].pMonsterInfo.uSpell1ID, 2, pActors[actor_id].pMonsterInfo.uSpellSkillAndMastery1);
701 Actor::AI_Stand(actor_id, ai_near_actors_targets_pid[actor_id], 0, &a4);
702 break;
703 case AttackingRanged4:
704 Actor::AI_SpellAttack(actor_id, &a4, pActors[actor_id].pMonsterInfo.uSpell2ID, 3, pActors[actor_id].pMonsterInfo.uSpellSkillAndMastery2);
705 Actor::AI_Stand(actor_id, ai_near_actors_targets_pid[actor_id], 0, &a4);
706 break;
707 default:
708 if ( !(rand() % 2) )
709 Actor::AI_Bored(actor_id, ai_near_actors_targets_pid[actor_id], &a4);
710 else
711 Actor::AI_Stand(actor_id, ai_near_actors_targets_pid[actor_id], 64,&a4);
712 }
713 }
714 }
715 }
716 }
717 // 50FE08: using guessed type stru298 AttackerInfo;
718
719 //----- (0040680F) --------------------------------------------------------
720 void stru262_TurnBased::AI_Action_( int queue_index )
721 {
722 unsigned int actor_id; // edi@2
723 AIDirection v7; // esi@10
724 int v9; // ecx@10
725 signed int v10; // eax@13
726 int v14; // eax@29
727 AIDirection a3; // [sp+Ch] [bp-44h]@10
728 AIDirection v18; // [sp+28h] [bp-28h]@10
729 signed int v22; // [sp+58h] [bp+8h]@10
730
731 pQueue[queue_index].uActionLength = 0;
732 if (PID_TYPE(pQueue[queue_index].uPackedID) == OBJECT_Actor)
733 {
734 actor_id = PID_ID(pQueue[queue_index].uPackedID);
735 if (!(pActors[actor_id].uAIState == Dying || pActors[actor_id].uAIState == Dead || pActors[actor_id].uAIState == Summoned ||
736 pActors[actor_id].uAIState == Disabled || pActors[actor_id].uAIState == Removed))
737 {
738 Actor::_SelectTarget(actor_id, &ai_near_actors_targets_pid[actor_id], true);
739 v22 = ai_near_actors_targets_pid[actor_id];
740 if ( pActors[actor_id].pMonsterInfo.uHostilityType && !v22)
741 pActors[actor_id].pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Friendly;
742 Actor::GetDirectionInfo(PID(OBJECT_Actor,actor_id), v22, &v7, 0);
743 memcpy(&a3, &v7, sizeof(AIDirection));
744 memcpy(&v18, &a3, sizeof(AIDirection));
745 v9 = a3.uDistance - pActors[actor_id].uActorRadius;
746 if ( v9 < 0 )
747 v9 = 0;
748 if (PID_TYPE(v22) == OBJECT_Actor)
749 //v10 = (unsigned __int8)*(&byte_5C8D1A[89 * (pMonsterStats->pInfos[pActors[PID_ID(v22)].pMonsterInfo.uID].uID - 1) / 3] + (v5->pMonsterInfo.uID - 1) / 3);
750 v10 = pFactionTable->relations[(pMonsterStats->pInfos[pActors[PID_ID(v22)].pMonsterInfo.uID].uID) / 3 + 1][(pActors[actor_id].pMonsterInfo.uID - 1) / 3 + 1];
751 else
752 v10 = 4;
753 switch (v10)
754 {
755 case 1:
756 if ( (double)(signed int)v9 < 307.2 )
757 pActors[actor_id].pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Long;
758 break;
759 case 2:
760 if ( v9 < 1024 )
761 pActors[actor_id].pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Long;
762 break;
763 case 3:
764 if ( v9 < 2560 )
765 pActors[actor_id].pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Long;
766 break;
767 case 4:
768 if ( v9 < 5120 )
769 pActors[actor_id].pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Long;
770 break;
771 }
772 if ( pActors[actor_id].pMonsterInfo.uHostilityType == 4 && v22 && (signed int)v9 < 5120 )
773 {
774 v14 = pActors[actor_id].special_ability_use_check(actor_id);
775 pQueue[queue_index].AI_action_type = TE_AI_STAND;
776 switch (v14)
777 {
778 case 1:
779 if ( pActors[actor_id].pMonsterInfo.uMissleAttack2Type )
780 {
781 Actor::AI_MissileAttack2(actor_id, v22, &v18);
782 pQueue[queue_index].AI_action_type = TE_AI_RANGED_ATTACK;
783 }
784 break;
785 case 2:
786 if ( pActors[actor_id].pMonsterInfo.uSpell1ID )
787 {
788 Actor::AI_SpellAttack1(actor_id, v22, &v18);
789 pQueue[queue_index].AI_action_type = TE_AI_RANGED_ATTACK;
790 }
791 break;
792 case 3:
793 if (pActors[actor_id].pMonsterInfo.uSpell2ID)
794 {
795 Actor::AI_SpellAttack2(actor_id, v22, &v18);
796 pQueue[queue_index].AI_action_type = TE_AI_RANGED_ATTACK;
797 }
798 break;
799 default:
800 if ( pActors[actor_id].pMonsterInfo.uMissleAttack1Type )
801 {
802 Actor::AI_MissileAttack1(actor_id, v22, &v18);
803 pQueue[queue_index].AI_action_type = TE_AI_RANGED_ATTACK;
804 }
805 }
806 //if (!pQueue[queue_index].AI_action_type)
807 if ( (double)v9 < 307.2)
808 {
809 Actor::AI_MeleeAttack(actor_id, v22, &v18);
810 pQueue[queue_index].AI_action_type = TE_AI_MELEE_ATTACK;
811 pQueue[queue_index].uActionLength = pActors[actor_id].uCurrentActionLength;
812 return;
813 }
814 else
815 {
816 Actor::AI_Stand(actor_id, v22, 64, &v18);
817 pQueue[queue_index].AI_action_type = TE_AI_STAND;
818 pQueue[queue_index].uActionLength = pActors[actor_id].uCurrentActionLength;
819 return;
820 }
821 }
822 else
823 {
824 Actor::AI_Stand(actor_id, v22, 64, &v18);
825 pQueue[queue_index].AI_action_type = TE_AI_STAND;
826 }
827 pQueue[queue_index].uActionLength = pActors[actor_id].uCurrentActionLength;
828 }
829 }
830 }
831
832 //----- (00406A63) --------------------------------------------------------
833 void stru262_TurnBased::ActorAISetMovementDecision()
834 {
835 AIDirection a3; // [sp+8h] [bp-44h]@5
836 AIDirection v7; // [sp+24h] [bp-28h]@5
837 unsigned int target_pid; // [sp+40h] [bp-Ch]@5
838 int i;
839
840 this->ai_turn_timer = 64;
841 dword_50C994 = 0;
842 uActiveCharacter = 0;
843 for ( i = 0; i < uActorQueueSize; ++i )
844 {
845 if (PID_TYPE(pQueue[i].uPackedID) == OBJECT_Actor)
846 {
847 target_pid = ai_near_actors_targets_pid[PID_ID(pQueue[i].uPackedID)];
848 Actor::GetDirectionInfo(pQueue[i].uPackedID, target_pid, &v7, 0);
849 if ( !ActorMove(i) )
850 Actor::AI_Stand(PID_ID(pQueue[i].uPackedID), target_pid, 32, &v7);
851 }
852 }
853 }
854 // 50C994: using guessed type int dword_50C994;
855
856 //----- (00406AFE) --------------------------------------------------------
857 void stru262_TurnBased::ActorAIStopMovement()
858 {
859 AIDirection a3; // [sp+4h] [bp-48h]@5
860 AIDirection v7; // [sp+20h] [bp-2Ch]@5
861 unsigned int target_pid;
862 int i;
863
864 for ( i = 0; i < uActorQueueSize; ++i )
865 {
866 if (PID_TYPE(pQueue[i].uPackedID) == OBJECT_Actor)
867 {
868 target_pid = ai_near_actors_targets_pid[PID_ID(pQueue[i].uPackedID)];
869 Actor::GetDirectionInfo(pQueue[i].uPackedID, target_pid, &v7, 0);
870 Actor::AI_Stand(PID_ID(pQueue[i].uPackedID), target_pid, 32, &v7);
871 pQueue[i].AI_action_type = TE_AI_STAND;
872 pQueue[i].uActionLength = 0;
873 }
874 }
875 turn_stage = TE_ATTACK;
876 ai_turn_timer = 100;
877 }
878
879 //----- (00406B9F) --------------------------------------------------------
880 void stru262_TurnBased::ActorAIDoAdditionalMove()
881 {
882 AIDirection a3; // [sp+0h] [bp-50h]@15
883 AIDirection v9; // [sp+1Ch] [bp-34h]@15
884 unsigned int v13; // [sp+44h] [bp-Ch]@8
885 unsigned int monster_id;
886
887 for ( int i = 0; i < uActorQueueSize; ++i )
888 {
889 if (PID_TYPE(pQueue[i].uPackedID) == OBJECT_Actor)
890 {
891 monster_id = PID_ID(pQueue[i].uPackedID);
892 if ( !(pActors[monster_id].pActorBuffs[ACTOR_BUFF_STONED].uExpireTime > 0|| (pActors[monster_id].pActorBuffs[ACTOR_BUFF_PARALYZED].uExpireTime > 0) ||
893 pActors[monster_id].uAIState == Dead || pActors[monster_id].uAIState == Removed || pActors[monster_id].uAIState == Disabled) )
894 {
895 v13 = ai_near_actors_targets_pid[PID_ID(pQueue[i].uPackedID)];
896 Actor::GetDirectionInfo(pQueue[i].uPackedID, v13, &v9, 0);
897 if ( pActors[monster_id].uAIState == Pursuing || pActors[monster_id].uAIState == Tethered )
898 {
899 if ( (double)(signed int)v9.uDistance < 307.2 )
900 Actor::AI_Stand(PID_ID(pQueue[i].uPackedID), v13, 32, &v9);
901 }
902 else
903 {
904 pActors[monster_id].uCurrentActionTime += pEventTimer->uTimeElapsed;
905 if ( pActors[monster_id].uCurrentActionTime > pActors[monster_id].uCurrentActionLength )
906 {
907 if ( pActors[monster_id].uAIState == Dying )
908 {
909 pActors[monster_id].uCurrentActionTime = 0;
910 pActors[monster_id].uCurrentActionLength = 0;
911 pActors[monster_id].uAIState = Dead;
912 pActors[monster_id].UpdateAnimation();
913 }
914 if ( !ActorMove(i) )
915 Actor::AI_Stand(PID_ID(pQueue[i].uPackedID), v13, 32, &v9);
916 }
917 }
918 }
919 }
920 }
921 }
922
923 //----- (00406D10) --------------------------------------------------------
924 bool stru262_TurnBased::ActorMove(signed int queue_position)
925 {
926 AIDirection v9; // esi@10
927 int v11; // ecx@10
928 unsigned __int8 pHostileType; // al@12
929 AIDirection a3; // [sp+Ch] [bp-48h]@10
930 AIDirection pDir; // [sp+28h] [bp-2Ch]@10
931 unsigned int uActorID; // [sp+50h] [bp-4h]@2
932
933 if (PID_TYPE(pQueue[queue_position].uPackedID) == OBJECT_Player)
934 return 0;
935 uActorID = PID_ID(pQueue[queue_position].uPackedID);
936 if ( pActors[uActorID].uAIState == Dead || pActors[uActorID].uAIState == Dying ||
937 pActors[uActorID].uAIState == Removed|| pActors[uActorID].uAIState == Disabled ||
938 pActors[uActorID].uAIState == Summoned )
939 return 1;
940 Actor::_SelectTarget(uActorID, &ai_near_actors_targets_pid[uActorID], true);
941 if ( pActors[uActorID].pMonsterInfo.uHostilityType && !ai_near_actors_targets_pid[uActorID] )
942 pActors[uActorID].pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Friendly;
943 Actor::GetDirectionInfo(pQueue[queue_position].uPackedID, ai_near_actors_targets_pid[uActorID], &v9, 0);
944 memcpy(&a3, &v9, sizeof(AIDirection));
945 memcpy(&pDir, &a3, sizeof(AIDirection));
946 v11 = a3.uDistance - pActors[uActorID].uActorRadius;
947 if ( v11 < 0 )
948 v11 = 0;
949 pHostileType = pActors[uActorID].pMonsterInfo.uHostilityType;
950 switch (pHostileType)
951 {
952 case 1:
953 if ( (double)v11 < 307.2 )
954 pActors[uActorID].pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Long;
955 break;
956 case 2:
957 if ( v11 < 1024 )
958 pActors[uActorID].pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Long;
959 break;
960 case 3:
961 if ( v11 < 2560 )
962 pActors[uActorID].pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Long;
963 break;
964 }
965 if ( pActors[uActorID].pActorBuffs[ACTOR_BUFF_AFRAID].uExpireTime > 0 )
966 {
967 if (v11 < 10240 )
968 {
969 Actor::AI_Flee(uActorID, ai_near_actors_targets_pid[uActorID], 0, &pDir);
970 pTurnEngine->pQueue[queue_position].AI_action_type = 4;
971 }
972 else
973 {
974 Actor::AI_RandomMove(uActorID, ai_near_actors_targets_pid[uActorID], 1024, 0);
975 pTurnEngine->pQueue[queue_position].AI_action_type = TE_AI_PURSUE;
976 }
977 pTurnEngine->pQueue[queue_position].uActionLength = pActors[uActorID].uCurrentActionLength;
978 return true;
979 }
980 if ( pActors[uActorID].pMonsterInfo.uHostilityType == MonsterInfo::Hostility_Long )
981 {
982 if ( !(pActors[uActorID].uAttributes & ACTOR_FLEEING) || pActors[uActorID].pMonsterInfo.uAIType == 1 )
983 {
984 if ( pActors[uActorID].pMonsterInfo.uAIType == 1 )
985 {
986 if ( pActors[uActorID].pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_STAIONARY )
987 Actor::AI_Stand(uActorID, ai_near_actors_targets_pid[uActorID], 32, 0);
988 else
989 Actor::AI_Flee(uActorID, ai_near_actors_targets_pid[uActorID], 32, 0);
990 pTurnEngine->pQueue[queue_position].AI_action_type = TE_AI_FLEE;
991 pTurnEngine->pQueue[queue_position].uActionLength = pActors[uActorID].uCurrentActionLength;
992 return true;
993 }
994 if ( pActors[uActorID].pMonsterInfo.uAIType == 2 )
995 {
996 if (((double)pActors[uActorID].pMonsterInfo.uHP * 0.2) > (double)pActors[uActorID].sCurrentHP && (v11 < 10240 ) )
997 {
998 if ( pActors[uActorID].pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_STAIONARY )
999 Actor::AI_Stand(uActorID, ai_near_actors_targets_pid[uActorID], 32, 0);
1000 else
1001 Actor::AI_Flee(uActorID, ai_near_actors_targets_pid[uActorID], 32, 0);
1002 pTurnEngine->pQueue[queue_position].AI_action_type = TE_AI_FLEE;
1003 pTurnEngine->pQueue[queue_position].uActionLength = pActors[uActorID].uCurrentActionLength;
1004 return true;
1005 }
1006 }
1007 if ( pActors[uActorID].pMonsterInfo.uAIType == 3 )
1008 {
1009 if ( ((double)pActors[uActorID].pMonsterInfo.uHP * 0.1) > (double)pActors[uActorID].sCurrentHP && (v11 < 10240 ))
1010 {
1011 if ( pActors[uActorID].pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_STAIONARY )
1012 Actor::AI_Stand(uActorID, ai_near_actors_targets_pid[uActorID], 32, 0);
1013 else
1014 Actor::AI_Flee(uActorID, ai_near_actors_targets_pid[uActorID], 32, 0);
1015 pTurnEngine->pQueue[queue_position].AI_action_type = TE_AI_FLEE;
1016 pTurnEngine->pQueue[queue_position].uActionLength = pActors[uActorID].uCurrentActionLength;
1017 return true;
1018 }
1019 }
1020 }
1021 if ( (double)(signed int)v11 < 307.2 )
1022 return 0;
1023 if ( (signed int)v11 < 5120 )
1024 {
1025 if ( pActors[uActorID].pMonsterInfo.uMissleAttack1Type && (signed int)v11 < 1024 )
1026 Actor::AI_Pursue1(uActorID, ai_near_actors_targets_pid[uActorID], uActorID, 32, &pDir);
1027 else
1028 Actor::AI_Pursue2(uActorID, ai_near_actors_targets_pid[uActorID], 32, &pDir, 307);
1029 pTurnEngine->pQueue[queue_position].AI_action_type = TE_AI_PURSUE;
1030 pTurnEngine->pQueue[queue_position].uActionLength = pActors[uActorID].uCurrentActionLength;
1031 return true;
1032 }
1033 }
1034 switch(pActors[uActorID].pMonsterInfo.uMovementType)
1035 {
1036 case MONSTER_MOVEMENT_TYPE_SHORT:
1037 Actor::AI_RandomMove(uActorID, ai_near_actors_targets_pid[uActorID], 1024, 32);
1038 break;
1039 case MONSTER_MOVEMENT_TYPE_MEDIUM:
1040 Actor::AI_RandomMove(uActorID, ai_near_actors_targets_pid[uActorID], 2560, 32);
1041 break;
1042 case MONSTER_MOVEMENT_TYPE_LONG:
1043 Actor::AI_RandomMove(uActorID, ai_near_actors_targets_pid[uActorID], 5120, 32);
1044 break;
1045 case MONSTER_MOVEMENT_TYPE_FREE:
1046 Actor::AI_RandomMove(uActorID, ai_near_actors_targets_pid[uActorID], 10240, 32);
1047 break;
1048 case MONSTER_MOVEMENT_TYPE_STAIONARY:
1049 Actor::AI_Stand(uActorID, ai_near_actors_targets_pid[uActorID], 32, 0);
1050 break;
1051 default:
1052 return true;
1053 }
1054 pTurnEngine->pQueue[queue_position].AI_action_type = TE_AI_PURSUE;
1055 pTurnEngine->pQueue[queue_position].uActionLength = pActors[uActorID].uCurrentActionLength;
1056 return true;
1057 }
1058
1059 //----- (00406FA8) --------------------------------------------------------
1060 void stru262_TurnBased::ActorAIChooseNewTargets()
1061 {
1062 Actor *curr_acror; // ebx@4
1063 AIDirection a3; // [sp+Ch] [bp-6Ch]@8
1064 AIDirection v9; // [sp+28h] [bp-50h]@8
1065 AIDirection a4; // [sp+44h] [bp-34h]@8
1066 unsigned int target_pid; // [sp+60h] [bp-18h]@1
1067 int uActorID; // [sp+68h] [bp-10h]@4
1068 int i;
1069
1070 for ( i = 0; i < uActorQueueSize; ++i )
1071 {
1072 if (PID_TYPE(pQueue[i].uPackedID) == OBJECT_Actor)
1073 {
1074 uActorID=PID_ID(pQueue[i].uPackedID);
1075 curr_acror = &pActors[uActorID];
1076 if ( !( curr_acror->uAIState == Summoned|| curr_acror->uAIState == Dead ||
1077 curr_acror->uAIState == Removed || curr_acror->uAIState == Disabled) )
1078 {
1079 target_pid = ai_near_actors_targets_pid[uActorID];
1080 Actor::_SelectTarget(uActorID, &ai_near_actors_targets_pid[uActorID], true);
1081 Actor::GetDirectionInfo(pQueue[i].uPackedID, target_pid, &v9, 0);
1082 memcpy(&a4, &v9, sizeof(AIDirection));
1083 curr_acror->uCurrentActionTime += pEventTimer->uTimeElapsed;
1084 if ( curr_acror->uCurrentActionTime > curr_acror->uCurrentActionLength )
1085 {
1086 if ( curr_acror->uAIState == Dying )
1087 {
1088 curr_acror->uCurrentActionTime = 0;
1089 curr_acror->uCurrentActionLength = 0;
1090 curr_acror->uAIState = Dead;
1091 curr_acror->UpdateAnimation();
1092 break;
1093 }
1094 if ( rand() % 2 )
1095 Actor::AI_Stand(uActorID, target_pid, 64, &a4);
1096 else
1097 Actor::AI_Bored(uActorID, target_pid, &a4);
1098 }
1099 }
1100 }
1101 }
1102 }
1103