comparison Actor.cpp @ 0:9c0607679772

init
author Ritor1
date Sat, 12 Jan 2013 09:45:18 +0600
parents
children a9e9c6989d04
comparison
equal deleted inserted replaced
-1:000000000000 0:9c0607679772
1 #include "Actor.h"
2 #include "LayingItem.h"
3 #include "Math.h"
4 #include "Party.h"
5 #include "Outdoor.h"
6 #include "AudioPlayer.h"
7 #include "Game.h"
8 #include "ObjectList.h"
9 #include "Overlays.h"
10 #include "Events.h"
11 #include "IndoorCamera.h"
12 #include "FactionTable.h"
13 #include "TurnEngine.h"
14 #include "MapInfo.h"
15 #include "stru277.h"
16 #include "Time.h"
17 #include "LOD.h"
18 #include "Party.h"
19 #include "GUIWindow.h"
20 #include "GUIFont.h"
21
22
23
24
25 Actor pActors[500];
26 size_t uNumActors;
27
28 stru319 stru_50C198; // idb
29
30
31
32
33
34 //----- (00448518) --------------------------------------------------------
35 void __fastcall sub_448518_npc_set_item(int npc, unsigned int item, int a3)
36 {
37 signed int v3; // eax@1
38 int *v4; // edi@2
39 signed int v5; // eax@6
40 char *v6; // ecx@6
41 char *v7; // eax@11
42 ItemGen *v8; // ecx@15
43
44 v3 = 0;
45 if ( (signed int)uNumActors > 0 )
46 {
47 v4 = (int *)&pActors[0].uNPC_ID;
48 while ( *(short *)v4 != npc )
49 {
50 ++v3;
51 v4 += 209;
52 if ( v3 >= (signed int)uNumActors )
53 return;
54 }
55 v5 = v3;
56 v6 = (char *)&pActors[v5].uCarriedItemID;
57 if ( a3 )
58 {
59 if ( *(short *)v6 )
60 {
61 if ( pActors[v5].array_000234[0].uItemID )
62 {
63 v7 = (char *)&pActors[v5].array_000234[1];
64 if ( !*(int *)v7 )
65 *(int *)v7 = item;
66 }
67 else
68 {
69 pActors[v5].array_000234[0].uItemID = item;
70 }
71 }
72 else
73 {
74 *(short *)v6 = item;
75 }
76 }
77 else
78 {
79 if ( *(short *)v6 == item )
80 {
81 *(short *)v6 = 0;
82 }
83 else
84 {
85 v8 = pActors[v5].array_000234;
86 if ( pActors[v5].array_000234[0].uItemID == item
87 || (v8 = &pActors[v5].array_000234[1], pActors[v5].array_000234[1].uItemID == item) )
88 v8->Reset();
89 }
90 }
91 }
92 }
93
94 //----- (004485A7) --------------------------------------------------------
95 void Actor::GiveItem(unsigned int uActorID, unsigned int uItemID, unsigned int bGive)
96 {
97 unsigned int v3; // eax@3
98 char *v4; // ecx@3
99 unsigned int *v5; // eax@8
100 ItemGen *v6; // ecx@12
101
102 if ( (uActorID & 0x80000000u) == 0 && (signed int)uActorID <= (signed int)(uNumActors - 1) )
103 {
104 v3 = uActorID;
105 v4 = (char *)&pActors[uActorID].uCarriedItemID;
106 if ( bGive )
107 {
108 if ( *(short *)v4 )
109 {
110 if ( pActors[v3].array_000234[0].uItemID )
111 {
112 v5 = &pActors[v3].array_000234[1].uItemID;
113 if ( !*v5 )
114 *v5 = uItemID;
115 }
116 else
117 {
118 pActors[v3].array_000234[0].uItemID = uItemID;
119 }
120 }
121 else
122 {
123 *(short *)v4 = uItemID;
124 }
125 }
126 else
127 {
128 if ( *(short *)v4 == uItemID )
129 {
130 *(short *)v4 = 0;
131 }
132 else
133 {
134 v6 = pActors[v3].array_000234;
135 if ( pActors[v3].array_000234[0].uItemID == uItemID
136 || (v6 = &pActors[v3].array_000234[1], pActors[v3].array_000234[1].uItemID == uItemID) )
137 v6->Reset();
138 }
139 }
140 }
141 }
142
143
144 //----- (00445D4A) --------------------------------------------------------
145 void Actor::InitializeDialogue(int bPlayerSaysHello)
146 {
147 Actor *v2; // esi@1
148 unsigned int v3; // ecx@1
149 NPCData *v4; // eax@1
150 NPCData *v5; // ebp@1
151 unsigned int v6; // eax@1
152 signed int v7; // eax@3
153 unsigned int v8; // eax@8
154 int v9; // esi@8
155 int v10; // eax@11
156 GUIWindow *v11; // ecx@19
157 signed int v12; // eax@21
158 int v13; // [sp-8h] [bp-44h]@34
159 const char *v14; // [sp-4h] [bp-40h]@4
160 int v15; // [sp-4h] [bp-40h]@34
161 signed int v16; // [sp-4h] [bp-40h]@35
162 int v17; // [sp+10h] [bp-2Ch]@1
163 char pContainer[32]; // [sp+14h] [bp-28h]@3
164
165 auto a1 = this;
166 v2 = a1;
167 v17 = bPlayerSaysHello;
168 dword_A74CDC = -1;
169 dword_AE336C = -1;
170 pEventTimer->Pause();
171 pMiscTimer->Pause();
172 pAudioPlayer->StopChannels(-1, -1);
173 uDialogueType = 0;
174 v3 = v2->uNPC_ID;
175 uDialogue_SpeakingActorNPC_ID = v2->uNPC_ID;
176 pDialogue_SpeakingActor = v2;
177 v4 = GetNPCData(v3);
178 v5 = v4;
179 v6 = v4->uFlags;
180 if ( (v6 & 3) != 2 )
181 v5->uFlags = v6 + 1;
182 v7 = const_2();
183 sprintf(pContainer, "evt%02d", v7);
184 if ( !pParty->uAlignment )
185 {
186 v14 = "-b";
187 LABEL_7:
188 strcat(pContainer, v14);
189 goto LABEL_8;
190 }
191 if ( pParty->uAlignment == 2 )
192 {
193 v14 = "-c";
194 goto LABEL_7;
195 }
196 LABEL_8:
197 v8 = pIcons_LOD->LoadTexture(pContainer, TEXTURE_16BIT_PALETTE);
198 array_5913D8[6] = 0;
199 uNumDialogueNPCPortraits = 1;
200 pTexture_Dialogue_Background = &pIcons_LOD->pTextures[v8];
201 sprintf(pContainer, "npc%03u", v5->uPortraitID);
202 v9 = 0;
203 pDialogueNPCPortraits[0] = &pIcons_LOD->pTextures[pIcons_LOD->LoadTexture(pContainer, TEXTURE_16BIT_PALETTE)];
204 dword_591084 = areWeLoadingTexture;
205 uTextureID_507B04 = uTextureID_right_panel;
206 if ( !(v5->uFlags & 0x80) && v5->house >= 0 )
207 {
208 if ( (signed int)pParty->GetPartyFame() <= v5->fame
209 || (v10 = v5->uFlags & 0xFFFFFF7F, (v5->uFlags & 0xFFFFFF7F & 0x80000000u) != 0) )
210 {
211 LABEL_16:
212 v9 = 1;
213 goto LABEL_17;
214 }
215 if ( v10 > 1 )
216 {
217 if ( v10 == 2 )
218 {
219 v16 = 3;
220 goto LABEL_36;
221 }
222 if ( v10 != 3 )
223 {
224 if ( v10 == 4 )
225 goto LABEL_17;
226 goto LABEL_16;
227 }
228 LABEL_35:
229 v16 = 2;
230 LABEL_36:
231 v9 = v16;
232 goto LABEL_17;
233 }
234 if ( v5->rep )
235 goto LABEL_35;
236 }
237 LABEL_17:
238 if ( (uDialogue_SpeakingActorNPC_ID & 0x80000000u) != 0 )
239 v9 = 4;
240 v11 = GUIWindow::Create(0, 0, 640, 480, (enum WindowType)10, v9, 0);
241 pDialogueWindow = v11;
242 if ( v5->uFlags & 0x80 )
243 {
244 if ( !v5->bHasUsedTheAbility )
245 {
246 v12 = v5->uProfession;
247 if ( v12 >= 10 )
248 {
249 if ( v12 <= 12 || v12 > 32 && (v12 <= 34 || v12 > 38 && (v12 <= 43 || v12 == 52)) )
250 {
251 v11->CreateButton(
252 0x1E0u,
253 0xFAu,
254 0x8Cu,
255 LOBYTE(pFontArrus->uFontHeight) - 3,
256 1,
257 0,
258 0x88u,
259 9u,
260 0,
261 "",
262 0);
263 pDialogueWindow->_41D08F(4, 1, 0, 1);
264 }
265 }
266 }
267 }
268 pDialogueWindow->CreateButton(61u, 424u, 0x1Fu, 0x28u, 2, 94, 0x6Eu, 1u, 0x31u, "", 0);
269 pDialogueWindow->CreateButton(177u, 424u, 0x1Fu, 0x28u, 2, 94, 0x6Eu, 2u, 0x32u, "", 0);
270 pDialogueWindow->CreateButton(292u, 424u, 0x1Fu, 0x28u, 2, 94, 0x6Eu, 3u, 0x33u, "", 0);
271 pDialogueWindow->CreateButton(407u, 424u, 0x1Fu, 0x28u, 2, 94, 0x6Eu, 4u, 0x34u, "", 0);
272 if ( v17 && uActiveCharacter && !(v5->uFlags & 0x80) )
273 {
274 if ( pParty->uCurrentHour < 5 || pParty->uCurrentHour > 0x15 )
275 {
276 v15 = 0;
277 v13 = 23;
278 }
279 else
280 {
281 v15 = 0;
282 v13 = 22;
283 }
284 pPlayers[uActiveCharacter]->PlaySound(v13, v15);
285 }
286 }
287
288
289 //----- (0040894B) --------------------------------------------------------
290 bool Actor::CanAct()
291 {
292 signed int v1; // esi@1
293 bool v2; // edi@2
294 unsigned __int16 v3; // ax@6
295
296 v1 = 0;
297 v2 = (signed __int64)this->pActorBuffs[5].uExpireTime > 0;// stoned
298 if ( (signed __int64)this->pActorBuffs[6].uExpireTime > 0 )// paralyzed
299 v1 = 1;
300 v3 = this->uAIState;
301 return (v2 | v1 | v3 == Dying | v3 == Dead | v3 == Removed | v3 == Summoned | v3 == Disabled) == 0;
302 }
303
304 //----- (004089C7) --------------------------------------------------------
305 bool Actor::IsAlive()
306 {
307 signed int v1; // esi@1
308 unsigned __int16 v2; // ax@3
309
310 v1 = 0;
311 if ( (signed __int64)this->pActorBuffs[5].uExpireTime > 0 )
312 v1 = 1;
313 v2 = this->uAIState;
314 return (v1 | (v2 == Dying) | (v2 == Dead) | (v2 == Removed) | (v2 == Summoned) | (v2 == Disabled)) != 0;
315 }
316
317 //----- (004086E9) --------------------------------------------------------
318 void Actor::SetRandomGoldIfTheresNoItem()
319 {
320 Actor *v1; // esi@1
321 int v2; // edi@1
322 signed int v3; // ebx@2
323 unsigned __int8 v4; // al@7
324
325 v1 = this;
326 v2 = 0;
327 if ( !this->array_000234[3].uItemID )
328 {
329 v3 = 0;
330 if ( this->pMonsterInfo.uTreasureDiceRolls )
331 {
332 do
333 {
334 ++v3;
335 v2 += rand() % v1->pMonsterInfo.uTreasureDiceSides + 1;
336 }
337 while ( v3 < v1->pMonsterInfo.uTreasureDiceRolls );
338 if ( v2 )
339 {
340 v1->array_000234[3].uItemID = 197;
341 v1->array_000234[3].uAdditionalValue = v2;
342 }
343 }
344 }
345 if ( rand() % 100 < v1->pMonsterInfo.uTreasureDropChance )
346 {
347 v4 = v1->pMonsterInfo.uTreasureLevel;
348 if ( v4 )
349 pItemsTable->GenerateItem(v4, v1->pMonsterInfo.uTreasureType, &v1->array_000234[2]);
350 }
351 v1->uAttributes |= 0x800000;
352 }
353
354 //----- (00404AC7) --------------------------------------------------------
355 void __fastcall Actor::_404AC7(unsigned int uActorID, AIDirection *pDir, int spellnum, int a4, unsigned int uSkillLevel)
356 {
357 Actor *v5; // esi@1
358 unsigned int v6; // edi@1
359 unsigned int v7; // eax@1
360 int v8; // edi@16
361 int v9; // edi@17
362 signed int v10; // ecx@22
363 signed int v11; // eax@29
364 __int16 *v12; // edi@30
365 int v13; // ecx@34
366 int v14; // edx@34
367 int v15; // eax@34
368 AIDirection *v16; // esi@34
369 unsigned __int16 v17; // di@34
370 int v18; // eax@34
371 int v19; // edi@34
372 int v20; // eax@35
373 int v21; // eax@39
374 SoundID v22; // eax@39
375 signed int v23; // eax@41
376 double v24; // st7@49
377 float v25; // ST5C_4@50
378 int v26; // eax@50
379 double v27; // st7@50
380 double v28; // st6@50
381 float v29; // ST4C_4@51
382 int v30; // esi@50
383 int v31; // ST3C_4@51
384 unsigned int v32; // edi@51
385 char *v33; // eax@54
386 unsigned __int16 v34; // ax@57
387 signed int v35; // ecx@58
388 signed int v36; // eax@67
389 signed int v37; // eax@68
390 signed __int64 v38; // qtt@69
391 int v39; // ecx@75
392 int v40; // eax@79
393 int v41; // ecx@90
394 int v42; // ecx@91
395 int v43; // eax@95
396 int v44; // ecx@100
397 int v45; // ecx@101
398 int v46; // eax@105
399 unsigned int v47; // ebx@106
400 int v48; // ecx@110
401 char v49; // zf@123
402 int v50; // eax@127
403 int v51; // ecx@130
404 int v52; // eax@132
405 int v53; // ecx@137
406 int v54; // ecx@138
407 int v55; // eax@142
408 SpellBuff *v56; // esi@143
409 Player **v57; // esi@145
410 int v58; // eax@146
411 int v59; // edi@146
412 int v60; // eax@146
413 int v61; // edi@146
414 int v62; // eax@146
415 signed int v63; // edi@146
416 signed int v64; // edi@147
417 int v65; // eax@151
418 char *v66; // eax@160
419 int v67; // edi@167
420 int v68; // edi@168
421 int v69; // eax@171
422 signed int v70; // ecx@172
423 signed int v71; // eax@179
424 __int16 *v72; // edi@180
425 int v73; // ecx@184
426 int v74; // edx@184
427 int v75; // eax@184
428 AIDirection *v76; // esi@184
429 unsigned __int16 v77; // di@184
430 int v78; // eax@184
431 int v79; // edx@185
432 int v80; // eax@185
433 int v81; // eax@189
434 unsigned __int16 v82; // ax@190
435 int v83; // ecx@192
436 int v84; // edx@192
437 int v85; // eax@192
438 AIDirection *v86; // esi@192
439 unsigned __int16 v87; // di@192
440 __int16 v88; // ax@192
441 signed int v89; // ecx@192
442 int v90; // eax@192
443 signed int v91; // eax@200
444 int v92; // eax@201
445 int v93; // ecx@207
446 int v94; // ecx@208
447 int v95; // eax@212
448 int v96; // ecx@217
449 int v97; // eax@221
450 SoundID v98; // [sp-18h] [bp-E8h]@79
451 signed int v99; // [sp-14h] [bp-E4h]@39
452 unsigned int v100; // [sp-10h] [bp-E0h]@39
453 signed int v101; // [sp-Ch] [bp-DCh]@39
454 signed int v102; // [sp-8h] [bp-D8h]@39
455 int v103; // [sp-4h] [bp-D4h]@39
456 unsigned int v104; // [sp+0h] [bp-D0h]@39
457 signed int v105; // [sp+4h] [bp-CCh]@23
458 int v106; // [sp+4h] [bp-CCh]@39
459 signed int v107; // [sp+4h] [bp-CCh]@42
460 signed int v108; // [sp+4h] [bp-CCh]@173
461 int pitch; // [sp+2Ch] [bp-A4h]@51
462 float v110; // [sp+30h] [bp-A0h]@50
463 int v111; // [sp+38h] [bp-98h]@41
464 float v112; // [sp+3Ch] [bp-94h]@49
465 int v113; // [sp+40h] [bp-90h]@41
466 int v114; // [sp+48h] [bp-88h]@41
467 LayingItem a1; // [sp+4Ch] [bp-84h]@1
468 int v116; // [sp+BCh] [bp-14h]@49
469 AIDirection *v117; // [sp+C0h] [bp-10h]@1
470 int v118; // [sp+C4h] [bp-Ch]@29
471 float v119; // [sp+C8h] [bp-8h]@48
472 float v120; // [sp+CCh] [bp-4h]@1
473 int spellnuma; // [sp+D8h] [bp+8h]@29
474 int spellnumb; // [sp+D8h] [bp+8h]@48
475 float spellnumc; // [sp+D8h] [bp+8h]@50
476 signed int spellnumd; // [sp+D8h] [bp+8h]@53
477 int spellnume; // [sp+D8h] [bp+8h]@179
478 int a1a; // [sp+E0h] [bp+10h]@34
479 signed int a1b; // [sp+E0h] [bp+10h]@145
480 int a1c; // [sp+E0h] [bp+10h]@184
481
482 LODWORD(v120) = uActorID;
483 v5 = &pActors[uActorID];
484 v117 = pDir;
485 v6 = uSkillLevel & 0x3F;
486 v7 = SkillToMastery(uSkillLevel);
487 if ( spellnum <= 47 )
488 {
489 if ( spellnum != 47 )
490 {
491 if ( spellnum <= 18 )
492 {
493 if ( spellnum == 18 || spellnum == 2 )
494 goto LABEL_159;
495 if ( spellnum != 5 )
496 {
497 if ( spellnum == 6 )
498 goto LABEL_159;
499 if ( spellnum != 9 )
500 {
501 if ( spellnum != 11 )
502 {
503 if ( spellnum != 15 )
504 {
505 if ( spellnum != 17 )
506 return;
507 if ( (signed int)v7 <= 0 )
508 goto LABEL_20;
509 if ( (signed int)v7 <= 2 )
510 {
511 v9 = 300 * v6;
512 }
513 else
514 {
515 if ( v7 != 3 )
516 {
517 if ( v7 == 4 )
518 {
519 v8 = 3600 * (v6 + 64);
520 LABEL_21:
521 v5->pActorBuffs[15].Apply(
522 pParty->uTimePlayed + (signed int)(signed __int64)((double)(v8 << 7) * 0.033333335),
523 v7,
524 0,
525 0,
526 0);
527 return;
528 }
529 LABEL_20:
530 v8 = 0;
531 goto LABEL_21;
532 }
533 v9 = 900 * v6;
534 }
535 v8 = v9 + 3840;
536 goto LABEL_21;
537 }
538 v10 = 3;
539 if ( uSkillLevel & 0x0100 )
540 {
541 v105 = 9;
542 }
543 else
544 {
545 if ( (uSkillLevel & 0x80u) == 0 )
546 {
547 if ( !(uSkillLevel & 0x40) )
548 goto LABEL_29;
549 v105 = 5;
550 }
551 else
552 {
553 v105 = 7;
554 }
555 }
556 v10 = v105;
557 LABEL_29:
558 spellnuma = (signed int)(60 * stru_5C6E00->uIntegerDoublePi) / 360;
559 a1.uItemType = stru_4E3ACC[15].uItemType;
560 v118 = (signed int)(60 * stru_5C6E00->uIntegerDoublePi) / 360 / (v10 - 1);
561 v11 = 0;
562 if ( (signed int)pObjectList->uNumObjects <= 0 )
563 {
564 LABEL_33:
565 LOWORD(v11) = 0;
566 }
567 else
568 {
569 v12 = &pObjectList->pObjects->uObjectID;
570 while ( stru_4E3ACC[15].uItemType != *v12 )
571 {
572 ++v11;
573 v12 += 28;
574 if ( v11 >= (signed int)pObjectList->uNumObjects )
575 goto LABEL_33;
576 }
577 }
578 a1.uObjectDescID = v11;
579 a1.stru_24.Reset();
580 a1.field_48 = 15;
581 v13 = v5->vPosition.x;
582 v14 = v5->vPosition.y;
583 a1.field_4C = uSkillLevel;
584 a1.vPosition.x = v13;
585 v15 = v5->vPosition.z + ((signed int)v5->uActorHeight >> 1);
586 v16 = v117;
587 v17 = LOWORD(v117->uYawAngle);
588 a1.field_50 = 0;
589 a1.vPosition.y = v14;
590 a1.vPosition.z = v15;
591 a1.uFacing = v17;
592 a1.uSoundID = 0;
593 a1.uAttributes = 0;
594 a1.uSectorID = pIndoor->GetSector(v13, v14, v15);
595 v18 = 8 * LODWORD(v120);
596 LOBYTE(v18) = 8 * LOBYTE(v120) | AI_OBJECT_ACTOR;
597 a1.field_58 = v18;
598 a1.uSpriteFrameID = 0;
599 a1.field_5C = 0;
600 a1.field_60_distance_related_prolly_lod = 3;
601 v19 = spellnuma / -2;
602 a1a = spellnuma / 2;
603 if ( spellnuma / -2 > spellnuma / 2 )
604 {
605 v20 = spellnuma / 2;
606 }
607 else
608 {
609 do
610 {
611 a1.uFacing = v19 + LOWORD(v16->uYawAngle);
612 v20 = a1.Create(
613 (signed __int16)a1.uFacing,
614 v16->uPitchAngle,
615 pObjectList->pObjects[(signed __int16)a1.uObjectDescID].uSpeed,
616 0);
617 v19 += v118;
618 }
619 while ( v19 <= a1a );
620 }
621 if ( v20 != -1 )
622 {
623 v106 = 0;
624 v104 = 0;
625 v103 = 0;
626 v102 = 0;
627 v21 = 8 * v20;
628 v101 = -1;
629 LOBYTE(v21) = v21 | 2;
630 v100 = 0;
631 v99 = v21;
632 v22 = (SoundID)word_4EE088_sound_ids[15];
633 LABEL_202:
634 v98 = v22;
635 goto LABEL_222;
636 }
637 return;
638 }
639 LABEL_159:
640 a1.uItemType = stru_4E3ACC[spellnum].uItemType;
641 v119 = 0.0;
642 if ( (signed int)pObjectList->uNumObjects <= 0 )
643 {
644 LABEL_191:
645 v82 = 0;
646 }
647 else
648 {
649 v66 = (char *)&pObjectList->pObjects->uObjectID;
650 while ( (short)a1.uItemType != *(short *)v66 )
651 {
652 ++LODWORD(v119);
653 v66 += 56;
654 if ( SLODWORD(v119) >= (signed int)pObjectList->uNumObjects )
655 goto LABEL_191;
656 }
657 v82 = LOWORD(v119);
658 }
659 a1.uObjectDescID = v82;
660 a1.stru_24.Reset();
661 a1.field_48 = spellnum;
662 v83 = v5->vPosition.x;
663 v84 = v5->vPosition.y;
664 a1.field_4C = uSkillLevel;
665 a1.vPosition.x = v83;
666 v85 = v5->vPosition.z + ((signed int)v5->uActorHeight >> 1);
667 v86 = v117;
668 v87 = LOWORD(v117->uYawAngle);
669 a1.field_50 = 0;
670 a1.vPosition.y = v84;
671 a1.vPosition.z = v85;
672 a1.uFacing = v87;
673 a1.uSoundID = 0;
674 a1.uAttributes = 0;
675 v88 = pIndoor->GetSector(v83, v84, v85);
676 v89 = v86->uDistance;
677 a1.uSectorID = v88;
678 LODWORD(v119) = v89;
679 v90 = 8 * LODWORD(v120);
680 LOBYTE(v90) = 8 * LOBYTE(v120) | 3;
681 a1.uSpriteFrameID = 0;
682 a1.field_58 = v90;
683 a1.field_5C = 0;
684 a1.field_60_distance_related_prolly_lod = 3;
685 if ( (double)v89 >= 307.2 )
686 {
687 if ( v89 >= 1024 )
688 {
689 if ( v89 >= 2560 )
690 {
691 if ( v89 < 5120 )
692 a1.field_60_distance_related_prolly_lod = 3;
693 }
694 else
695 {
696 a1.field_60_distance_related_prolly_lod = 2;
697 }
698 }
699 else
700 {
701 a1.field_60_distance_related_prolly_lod = 1;
702 }
703 }
704 else
705 {
706 a1.field_60_distance_related_prolly_lod = 0;
707 }
708 a1.field_61 = 2;
709 v91 = a1.Create(
710 v86->uYawAngle,
711 v86->uPitchAngle,
712 pObjectList->pObjects[(signed __int16)a1.uObjectDescID].uSpeed,
713 0);
714 if ( v91 != -1 )
715 {
716 v106 = 0;
717 v104 = 0;
718 v103 = 0;
719 v102 = 0;
720 v92 = 8 * v91;
721 v101 = -1;
722 LOBYTE(v92) = v92 | 2;
723 v100 = 0;
724 v99 = v92;
725 v22 = (SoundID)word_4EE088_sound_ids[spellnum];
726 goto LABEL_202;
727 }
728 return;
729 }
730 if ( uCurrentlyLoadedLevelType == LEVEL_Indoor )
731 return;
732 v118 = pParty->vPosition.z;
733 v111 = pParty->vPosition.x;
734 v114 = pParty->vPosition.z + 2500;
735 v113 = pParty->vPosition.y;
736 v23 = 8;
737 if ( uSkillLevel & 0x0100 )
738 {
739 v107 = 14;
740 }
741 else
742 {
743 if ( (uSkillLevel & 0x80u) == 0 )
744 {
745 if ( !(uSkillLevel & 0x40) )
746 goto LABEL_48;
747 v107 = 10;
748 }
749 else
750 {
751 v107 = 12;
752 }
753 }
754 v23 = v107;
755 LABEL_48:
756 v119 = 0.0;
757 spellnumb = 0;
758 if ( v23 > 0 )
759 {
760 v24 = (double)v118;
761 v118 = v23;
762 v112 = v24;
763 v116 = 8 * LODWORD(v120) | 3;
764 do
765 {
766 v26 = rand();
767 v27 = (double)spellnumb;
768 v110 = v27;
769 v28 = (double)SLODWORD(v119);
770 v30 = v26 % 1000;
771 v25 = (double)v114;
772 spellnumc = (double)(v26 % 1000) + v112 - v25;
773 v120 = v28 * v28;
774 v119 = v27 * v27;
775 if ( sqrt(spellnumc * spellnumc + v119 + v120) <= 1.0 )
776 {
777 v32 = 0;
778 pitch = 0;
779 }
780 else
781 {
782 v31 = (signed __int64)sqrt(v119 + v120);
783 v29 = v28;
784 v32 = stru_5C6E00->Atan2((signed __int64)v110, (signed __int64)v29);
785 pitch = stru_5C6E00->Atan2(v31, (signed __int64)spellnumc);
786 }
787 a1.stru_24.Reset();
788 a1.uItemType = stru_4E3ACC[9].uItemType;
789 spellnumd = 0;
790 if ( (signed int)pObjectList->uNumObjects <= 0 )
791 {
792 LABEL_57:
793 v34 = 0;
794 }
795 else
796 {
797 v33 = (char *)&pObjectList->pObjects->uObjectID;
798 while ( (short)a1.uItemType != *(short *)v33 )
799 {
800 ++spellnumd;
801 v33 += 56;
802 if ( spellnumd >= (signed int)pObjectList->uNumObjects )
803 goto LABEL_57;
804 }
805 v34 = spellnumd;
806 }
807 a1.uObjectDescID = v34;
808 a1.field_4C = uSkillLevel;
809 a1.vPosition.x = v111;
810 a1.vPosition.y = v113;
811 a1.vPosition.z = v30 + v114;
812 a1.field_48 = 9;
813 a1.field_50 = 0;
814 a1.uAttributes = 0;
815 a1.uSectorID = 0;
816 a1.uSpriteFrameID = 0;
817 a1.field_58 = v116;
818 a1.field_5C = 0;
819 a1.field_60_distance_related_prolly_lod = stru_50C198._427546(v30 + 2500);
820 a1.uFacing = v32;
821 a1.uSoundID = 0;
822 v35 = v117->uDistance;
823 LODWORD(v119) = v117->uDistance;
824 if ( (double)SLODWORD(v119) >= 307.2 )
825 {
826 if ( v35 >= 1024 )
827 {
828 if ( v35 >= 2560 )
829 {
830 if ( v35 < 5120 )
831 a1.field_60_distance_related_prolly_lod = 3;
832 }
833 else
834 {
835 a1.field_60_distance_related_prolly_lod = 2;
836 }
837 }
838 else
839 {
840 a1.field_60_distance_related_prolly_lod = 1;
841 }
842 }
843 else
844 {
845 a1.field_60_distance_related_prolly_lod = 0;
846 }
847 a1.field_61 = 2;
848 v36 = a1.Create(
849 v32,
850 pitch,
851 pObjectList->pObjects[(signed __int16)a1.uObjectDescID].uSpeed,
852 0);
853 if ( v36 != -1 )
854 {
855 v37 = 8 * v36;
856 LOBYTE(v37) = v37 | 2;
857 pAudioPlayer->PlaySound((SoundID)word_4EE088_sound_ids[9], v37, 0, -1, 0, 0, 0, 0);
858 }
859 spellnumb = rand() % 1024 - 512;
860 v38 = rand();
861 v49 = v118-- == 1;
862 LODWORD(v119) = (unsigned __int64)(v38 % 1024) - 512;
863 }
864 while ( !v49 );
865 }
866 return;
867 }
868 if ( (signed int)v7 > 0 )
869 {
870 if ( (signed int)v7 <= 2 )
871 {
872 v39 = 60 * (v6 + 60);
873 goto LABEL_79;
874 }
875 if ( v7 == 3 )
876 {
877 v39 = 180 * (v6 + 20);
878 goto LABEL_79;
879 }
880 if ( v7 == 4 )
881 {
882 v39 = 240 * (v6 + 15);
883 LABEL_79:
884 v5->pActorBuffs[19].Apply(
885 pParty->uTimePlayed + (signed int)(signed __int64)((double)(v39 << 7) * 0.033333335),
886 v7,
887 0,
888 0,
889 0);
890 pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(v5, 0xFF3C1Eu);
891 v106 = 0;
892 v104 = 0;
893 v103 = 0;
894 v102 = 0;
895 v40 = 8 * LODWORD(v120);
896 v101 = -1;
897 LOBYTE(v40) = 8 * LOBYTE(v120) | 3;
898 v100 = 0;
899 v99 = v40;
900 v98 = (SoundID)10040;
901 LABEL_222:
902 pAudioPlayer->PlaySound(v98, v99, v100, v101, v102, v103, v104, v106);
903 return;
904 }
905 }
906 v39 = 0;
907 goto LABEL_79;
908 }
909 if ( spellnum == 26 || spellnum == 29 )
910 goto LABEL_159;
911 if ( spellnum != 38 )
912 {
913 if ( spellnum == 39 || spellnum == 41 )
914 goto LABEL_159;
915 if ( spellnum != 46 )
916 return;
917 if ( (signed int)v7 > 0 )
918 {
919 if ( (signed int)v7 <= 2 )
920 {
921 v41 = 300 * v6;
922 goto LABEL_91;
923 }
924 if ( v7 == 3 )
925 {
926 v41 = 900 * v6;
927 goto LABEL_91;
928 }
929 if ( v7 == 4 )
930 {
931 v41 = 1200 * v6;
932 LABEL_91:
933 v42 = v41 + 3840;
934 LABEL_95:
935 v5->pActorBuffs[17].Apply(
936 pParty->uTimePlayed + (signed int)(signed __int64)((double)(v42 << 7) * 0.033333335),
937 v7,
938 v6 + 5,
939 0,
940 0);
941 pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(
942 v5,
943 (unsigned int)((char *)&pDecalBuilder->std__vector_pDecals[557].pVertices[57].vWorldPosition.x + 1));
944 v106 = 0;
945 v104 = 0;
946 v103 = 0;
947 v102 = 0;
948 v43 = 8 * LODWORD(v120);
949 v101 = -1;
950 LOBYTE(v43) = 8 * LOBYTE(v120) | 3;
951 v100 = 0;
952 v99 = v43;
953 v98 = (SoundID)14010;
954 goto LABEL_222;
955 }
956 }
957 v42 = 0;
958 goto LABEL_95;
959 }
960 if ( (signed int)v7 <= 0 )
961 goto LABEL_104;
962 if ( (signed int)v7 <= 2 )
963 {
964 v45 = 300 * v6;
965 }
966 else
967 {
968 if ( v7 != 3 )
969 {
970 if ( v7 == 4 )
971 {
972 v44 = 3600 * (v6 + 64);
973 LABEL_105:
974 v5->pActorBuffs[16].Apply(
975 pParty->uTimePlayed + (signed int)(signed __int64)((double)(v44 << 7) * 0.033333335),
976 v7,
977 v6 + 5,
978 0,
979 0);
980 pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(
981 v5,
982 (unsigned int)((char *)&pLevelEVT_Events[4335].uEventID + 2));
983 v106 = 0;
984 v104 = 0;
985 v103 = 0;
986 v102 = 0;
987 v46 = 8 * LODWORD(v120);
988 v101 = -1;
989 LOBYTE(v46) = 8 * LOBYTE(v120) | 3;
990 v100 = 0;
991 v99 = v46;
992 v98 = (SoundID)13040;
993 goto LABEL_222;
994 }
995 LABEL_104:
996 v44 = 0;
997 goto LABEL_105;
998 }
999 v45 = 900 * v6;
1000 }
1001 v44 = v45 + 3840;
1002 goto LABEL_105;
1003 }
1004 v47 = 0;
1005 if ( (signed int)v7 > 0 )
1006 {
1007 if ( (signed int)v7 <= 2 )
1008 {
1009 v48 = 2 * v6 + 40;
1010 goto LABEL_114;
1011 }
1012 if ( v7 == 3 )
1013 {
1014 v48 = 3 * v6 + 60;
1015 goto LABEL_114;
1016 }
1017 if ( v7 == 4 )
1018 {
1019 LOWORD(v48) = 2 * (3 * v6 + 60);
1020 LABEL_114:
1021 v5->pActorBuffs[11].Apply(pParty->uTimePlayed + 1280, v7, v48, 0, 0);
1022 pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(
1023 v5,
1024 (unsigned int)((char *)&pDecalBuilder->std__vector_pDecals[557].pVertices[57].vWorldPosition.x + 1));
1025 LABEL_127:
1026 v106 = v47;
1027 v104 = v47;
1028 v103 = v47;
1029 v50 = 8 * LODWORD(v120);
1030 v102 = v47;
1031 v101 = -1;
1032 LOBYTE(v50) = 8 * LOBYTE(v120) | 3;
1033 v100 = v47;
1034 v99 = v50;
1035 v98 = (SoundID)14020;
1036 goto LABEL_222;
1037 }
1038 }
1039 LOWORD(v48) = 0;
1040 goto LABEL_114;
1041 }
1042 if ( spellnum <= 80 )
1043 {
1044 if ( spellnum == 80 )
1045 {
1046 v56 = pParty->pPartyBuffs;
1047 do
1048 {
1049 v56->Reset();
1050 ++v56;
1051 }
1052 while ( (signed int)v56 < (signed int)pParty->pPlayers );
1053 a1b = 1;
1054 v57 = &pPlayers[1];
1055 do
1056 {
1057 v58 = (*v57)->GetActualWillpower();
1058 v59 = (*v57)->_48EA1B_get_static_effect(v58);
1059 v60 = (*v57)->GetActualIntelligence();
1060 v61 = ((*v57)->_48EA1B_get_static_effect(v60) + v59) >> 1;
1061 v62 = (*v57)->GetActualLuck();
1062 v63 = v61 + (*v57)->_48EA1B_get_static_effect(v62) + 30;
1063 if ( rand() % v63 < 30 )
1064 {
1065 v64 = 6048;
1066 do
1067 {
1068 ((SpellBuff *)((char *)*v57 + v64))->Reset();
1069 v64 += 16;
1070 }
1071 while ( v64 < 6432 );
1072 pOtherOverlayList->_4418B1(11210, a1b + 99, 0, 65536);
1073 }
1074 ++a1b;
1075 ++v57;
1076 }
1077 while ( (signed int)v57 <= (signed int)&pPlayers[4] );
1078 v106 = 0;
1079 v104 = 0;
1080 v103 = 0;
1081 v65 = 8 * LODWORD(v120);
1082 v102 = 0;
1083 v101 = -1;
1084 LOBYTE(v65) = 8 * LOBYTE(v120) | 3;
1085 v100 = 0;
1086 v99 = v65;
1087 v22 = (SoundID)word_4EE088_sound_ids[80];
1088 goto LABEL_202;
1089 }
1090 if ( spellnum != 51 )
1091 {
1092 if ( spellnum == 57 || spellnum == 65 || spellnum == 70 )
1093 goto LABEL_159;
1094 if ( spellnum == 73 )
1095 {
1096 if ( (signed int)v7 <= 0 || (signed int)v7 > 4 )
1097 v51 = 0;
1098 else
1099 v51 = 3600 * v6;
1100 v5->pActorBuffs[21].Apply(
1101 pParty->uTimePlayed + (signed int)(signed __int64)((double)(v51 << 7) * 0.033333335),
1102 v7,
1103 v6,
1104 0,
1105 0);
1106 pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(v5, 0xA81376u);
1107 v106 = 0;
1108 v104 = 0;
1109 v103 = 0;
1110 v102 = 0;
1111 v52 = 8 * LODWORD(v120);
1112 v101 = -1;
1113 LOBYTE(v52) = 8 * LOBYTE(v120) | 3;
1114 v100 = 0;
1115 v99 = v52;
1116 v98 = (SoundID)16060;
1117 goto LABEL_222;
1118 }
1119 if ( spellnum == 77 )
1120 {
1121 v5->sCurrentHP += 5 * v6 + 10;
1122 if ( v5->sCurrentHP >= (signed int)v5->pMonsterInfo.uHP )
1123 v5->sCurrentHP = LOWORD(v5->pMonsterInfo.uHP);
1124 pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(v5, 0xA81376u);
1125 v47 = 0;
1126 goto LABEL_127;
1127 }
1128 v49 = spellnum == 78;
1129 LABEL_158:
1130 if ( !v49 )
1131 return;
1132 goto LABEL_159;
1133 }
1134 if ( (signed int)v7 > 0 )
1135 {
1136 if ( (signed int)v7 <= 2 )
1137 {
1138 v53 = 300 * v6;
1139 goto LABEL_138;
1140 }
1141 if ( v7 == 3 )
1142 {
1143 v53 = 900 * v6;
1144 goto LABEL_138;
1145 }
1146 if ( v7 == 4 )
1147 {
1148 v53 = 1200 * v6;
1149 LABEL_138:
1150 v54 = v53 + 3840;
1151 LABEL_142:
1152 v5->pActorBuffs[18].Apply(
1153 pParty->uTimePlayed + (signed int)(signed __int64)((double)(v54 << 7) * 0.033333335),
1154 v7,
1155 v6 + 5,
1156 0,
1157 0);
1158 pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(
1159 v5,
1160 (unsigned int)((char *)&pDecalBuilder->std__vector_pDecals[557].pVertices[57].vWorldPosition.x + 1));
1161 v106 = 0;
1162 v104 = 0;
1163 v103 = 0;
1164 v102 = 0;
1165 v55 = 8 * LODWORD(v120);
1166 v101 = -1;
1167 LOBYTE(v55) = 8 * LOBYTE(v120) | 3;
1168 v100 = 0;
1169 v99 = v55;
1170 v98 = (SoundID)14060;
1171 goto LABEL_222;
1172 }
1173 }
1174 v54 = 0;
1175 goto LABEL_142;
1176 }
1177 if ( spellnum == 85 )
1178 {
1179 if ( (signed int)v7 > 0 )
1180 {
1181 if ( (signed int)v7 <= 2 )
1182 {
1183 v96 = 300 * v6 + 3840;
1184 goto LABEL_221;
1185 }
1186 if ( v7 == 3 )
1187 {
1188 LOWORD(v6) = 3 * v6;
1189 v96 = 900 * (uSkillLevel & 0x3F) + 3840;
1190 goto LABEL_221;
1191 }
1192 if ( v7 == 4 )
1193 {
1194 v96 = 1200 * v6 + 3840;
1195 LOWORD(v6) = 4 * v6;
1196 LABEL_221:
1197 v5->pActorBuffs[13].Apply(
1198 pParty->uTimePlayed + (signed int)(signed __int64)((double)(v96 << 7) * 0.033333335),
1199 v7,
1200 v6,
1201 0,
1202 0);
1203 pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(v5, 0xFFFFFFu);
1204 v106 = 0;
1205 v104 = 0;
1206 v103 = 0;
1207 v102 = 0;
1208 v97 = 8 * LODWORD(v120);
1209 v101 = -1;
1210 LOBYTE(v97) = 8 * LOBYTE(v120) | 3;
1211 v100 = 0;
1212 v99 = v97;
1213 v98 = (SoundID)17070;
1214 goto LABEL_222;
1215 }
1216 }
1217 LOWORD(v6) = uSkillLevel;
1218 v96 = 0;
1219 goto LABEL_221;
1220 }
1221 if ( spellnum == 86 )
1222 {
1223 if ( (signed int)v7 > 0 )
1224 {
1225 if ( (signed int)v7 <= 2 )
1226 {
1227 v93 = 300 * v6;
1228 goto LABEL_208;
1229 }
1230 if ( v7 == 3 )
1231 {
1232 v93 = 900 * v6;
1233 goto LABEL_208;
1234 }
1235 if ( v7 == 4 )
1236 {
1237 v93 = 1200 * v6;
1238 LABEL_208:
1239 v94 = v93 + 3840;
1240 LABEL_212:
1241 v5->pActorBuffs[14].Apply(
1242 pParty->uTimePlayed + (signed int)(signed __int64)((double)(v94 << 7) * 0.033333335),
1243 v7,
1244 v6 + 5,
1245 0,
1246 0);
1247 pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(v5, 0xFFFFFFu);
1248 v106 = 0;
1249 v104 = 0;
1250 v103 = 0;
1251 v102 = 0;
1252 v95 = 8 * LODWORD(v120);
1253 v101 = -1;
1254 LOBYTE(v95) = 8 * LOBYTE(v120) | 3;
1255 v100 = 0;
1256 v99 = v95;
1257 v98 = (SoundID)17080;
1258 goto LABEL_222;
1259 }
1260 }
1261 v94 = 0;
1262 goto LABEL_212;
1263 }
1264 if ( spellnum == 90 )
1265 goto LABEL_159;
1266 if ( spellnum != 93 )
1267 {
1268 if ( spellnum != 95 )
1269 {
1270 v49 = spellnum == 97;
1271 goto LABEL_158;
1272 }
1273 if ( (signed int)v7 > 0 )
1274 {
1275 if ( (signed int)v7 <= 3 )
1276 {
1277 v67 = 300 * v6;
1278 goto LABEL_168;
1279 }
1280 if ( v7 == 4 )
1281 {
1282 v67 = 900 * v6;
1283 LABEL_168:
1284 v68 = v67 + 3840;
1285 LABEL_171:
1286 v5->pActorBuffs[20].Apply(
1287 pParty->uTimePlayed + (signed int)(signed __int64)((double)(v68 << 7) * 0.033333335),
1288 v7,
1289 0,
1290 0,
1291 0);
1292 pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(
1293 v5,
1294 (unsigned int)((char *)&array_77EC08[1607].v_18.z + 2));
1295 v106 = 0;
1296 v104 = 0;
1297 v103 = 0;
1298 v102 = 0;
1299 v69 = 8 * LODWORD(v120);
1300 v101 = -1;
1301 LOBYTE(v69) = 8 * LOBYTE(v120) | 3;
1302 v100 = 0;
1303 v99 = v69;
1304 v98 = (SoundID)18060;
1305 goto LABEL_222;
1306 }
1307 }
1308 v68 = 0;
1309 goto LABEL_171;
1310 }
1311 v70 = 3;
1312 if ( uSkillLevel & 0x100 )
1313 {
1314 v108 = 9;
1315 }
1316 else
1317 {
1318 if ( (uSkillLevel & 0x80u) == 0 )
1319 {
1320 if ( !(uSkillLevel & 0x40) )
1321 goto LABEL_179;
1322 v108 = 5;
1323 }
1324 else
1325 {
1326 v108 = 7;
1327 }
1328 }
1329 v70 = v108;
1330 LABEL_179:
1331 spellnume = (signed int)(60 * stru_5C6E00->uIntegerDoublePi) / 360;
1332 a1.uItemType = stru_4E3ACC[93].uItemType;
1333 v116 = (signed int)(60 * stru_5C6E00->uIntegerDoublePi) / 360 / (v70 - 1);
1334 v71 = 0;
1335 if ( (signed int)pObjectList->uNumObjects <= 0 )
1336 {
1337 LABEL_183:
1338 LOWORD(v71) = 0;
1339 }
1340 else
1341 {
1342 v72 = &pObjectList->pObjects->uObjectID;
1343 while ( stru_4E3ACC[93].uItemType != *v72 )
1344 {
1345 ++v71;
1346 v72 += 28;
1347 if ( v71 >= (signed int)pObjectList->uNumObjects )
1348 goto LABEL_183;
1349 }
1350 }
1351 a1.uObjectDescID = v71;
1352 a1.stru_24.Reset();
1353 a1.field_48 = 93;
1354 v73 = v5->vPosition.x;
1355 v74 = v5->vPosition.y;
1356 a1.field_4C = uSkillLevel;
1357 a1.vPosition.x = v73;
1358 v75 = v5->vPosition.z + ((signed int)v5->uActorHeight >> 1);
1359 v76 = v117;
1360 v77 = LOWORD(v117->uYawAngle);
1361 a1.field_50 = 0;
1362 a1.vPosition.y = v74;
1363 a1.vPosition.z = v75;
1364 a1.uFacing = v77;
1365 a1.uSoundID = 0;
1366 a1.uAttributes = 0;
1367 a1.uSectorID = pIndoor->GetSector(v73, v74, v75);
1368 v78 = 8 * LODWORD(v120);
1369 LOBYTE(v78) = 8 * LOBYTE(v120) | 3;
1370 a1.field_58 = v78;
1371 a1.uSpriteFrameID = 0;
1372 a1.field_5C = 0;
1373 a1.field_60_distance_related_prolly_lod = 3;
1374 a1c = spellnume / -2;
1375 if ( spellnume / -2 > spellnume / 2 )
1376 {
1377 v80 = spellnume / -2;
1378 }
1379 else
1380 {
1381 do
1382 {
1383 v79 = v76->uYawAngle;
1384 a1.uFacing = a1c + LOWORD(v76->uYawAngle);
1385 v80 = a1.Create(
1386 v79,
1387 v76->uPitchAngle,
1388 pObjectList->pObjects[(signed __int16)a1.uObjectDescID].uSpeed,
1389 0);
1390 a1c += v116;
1391 }
1392 while ( a1c <= spellnume / 2 );
1393 }
1394 if ( v80 != -1 )
1395 {
1396 v106 = 0;
1397 v104 = 0;
1398 v103 = 0;
1399 v102 = 0;
1400 v81 = 8 * v80;
1401 v101 = -1;
1402 LOBYTE(v81) = v81 | 2;
1403 v100 = 0;
1404 v99 = v81;
1405 v22 = (SoundID)word_4EE088_sound_ids[93];
1406 goto LABEL_202;
1407 }
1408 }
1409
1410
1411 //----- (0043ABB0) --------------------------------------------------------
1412 bool Actor::_43ABB0(Actor *a1, Actor *a2)
1413 {
1414 unsigned int v2; // esi@1
1415 unsigned int v3; // edi@1
1416 bool result; // eax@9
1417
1418 v2 = a1->uAlly;
1419 v3 = a2->uAlly;
1420 if ( !v2 )
1421 v2 = (a1->pMonsterInfo.uID - 1) / 3 + 1;
1422 if ( !v3 )
1423 v3 = (a2->pMonsterInfo.uID - 1) / 3 + 1;
1424 if ( (signed int)v2 >= 39 && (signed int)v2 <= 44 && (signed int)v3 >= 39 && (signed int)v3 <= 44
1425 || (signed int)v2 >= 45 && (signed int)v2 <= 50 && (signed int)v3 >= 45 && (signed int)v3 <= 50
1426 || (signed int)v2 >= 51 && (signed int)v2 <= 62 && (signed int)v3 >= 51 && (signed int)v3 <= 62
1427 || (signed int)v2 >= 78 && (signed int)v2 <= 83 && (signed int)v3 >= 78 && (signed int)v3 <= 83 )
1428 result = 1;
1429 else
1430 result = v2 == v3;
1431 return result;
1432 }
1433
1434 //----- (0043AC45) --------------------------------------------------------
1435 void Actor::_43AC45(unsigned int uActorID, int a2)
1436 {
1437 Actor *v2; // esi@1
1438 char *v3; // edi@4
1439 int v4; // ebx@8
1440 int v5; // ST1C_4@8
1441 int v6; // eax@8
1442 int v7; // [sp+4h] [bp-10h]@1
1443 unsigned int uActorID_; // [sp+Ch] [bp-8h]@1
1444 signed int v9; // [sp+10h] [bp-4h]@3
1445
1446 uActorID_ = uActorID;
1447 v2 = &pActors[uActorID];
1448 v7 = a2;
1449 if ( a2 == 1 )
1450 BYTE2(v2->uAttributes) |= 8u;
1451 v9 = 0;
1452 if ( (signed int)uNumActors > 0 )
1453 {
1454 v3 = (char *)&pActors[0].vPosition.y;
1455 do
1456 {
1457 if ( ((Actor *)(v3 - 144))->CanAct() )
1458 {
1459 if ( v9 != uActorID_ )
1460 {
1461 if ( Actor::_43ABB0(v2, (Actor *)(v3 - 144)) )
1462 {
1463 v4 = abs(*((short *)v3 - 1) - v2->vPosition.x);
1464 v5 = abs(*(short *)v3 - v2->vPosition.y);
1465 v6 = abs(*((short *)v3 + 1) - v2->vPosition.z);
1466 if ( (double)sub_4621DA(v4, v5, v6) < 4096.0 )
1467 {
1468 *(v3 - 83) = 4;
1469 if ( v7 == 1 )
1470 *(v3 - 106) |= 8u;
1471 }
1472 }
1473 }
1474 }
1475 ++v9;
1476 v3 += 836;
1477 }
1478 while ( v9 < (signed int)uNumActors );
1479 }
1480 }
1481
1482
1483 //----- (00404874) --------------------------------------------------------
1484 char __fastcall Actor::_404874(unsigned int uActorID, AIDirection *a2, int a3, char a4)
1485 {
1486 AIDirection *v4; // edi@1
1487 Actor *v5; // esi@1
1488 char result; // al@1
1489 char *v7; // eax@15
1490 unsigned __int16 v8; // ax@18
1491 unsigned __int16 v9; // ax@19
1492 __int16 v10; // ax@19
1493 signed int v11; // ecx@19
1494 int v12; // eax@19
1495 int v13; // edx@28
1496 //LayingItem a1; // [sp+Ch] [bp-74h]@1
1497 unsigned int v15; // [sp+7Ch] [bp-4h]@1
1498 signed int v16; // [sp+88h] [bp+8h]@14
1499 signed int v17; // [sp+88h] [bp+8h]@19
1500
1501 v15 = uActorID;
1502 v4 = a2;
1503 v5 = &pActors[uActorID];
1504
1505 LayingItem a1; // [sp+Ch] [bp-74h]@1
1506 //LayingItem::LayingItem(&a1);
1507
1508 result = a3 - 1;
1509 switch ( a3 )
1510 {
1511 case 1:
1512 a1.uItemType = 545;
1513 goto LABEL_14;
1514 case 2:
1515 a1.uItemType = 550;
1516 goto LABEL_14;
1517 case 3:
1518 a1.uItemType = 510;
1519 goto LABEL_14;
1520 case 4:
1521 a1.uItemType = 500;
1522 goto LABEL_14;
1523 case 5:
1524 a1.uItemType = 515;
1525 goto LABEL_14;
1526 case 6:
1527 a1.uItemType = 505;
1528 goto LABEL_14;
1529 case 7:
1530 a1.uItemType = 530;
1531 goto LABEL_14;
1532 case 8:
1533 a1.uItemType = 525;
1534 goto LABEL_14;
1535 case 9:
1536 a1.uItemType = 520;
1537 goto LABEL_14;
1538 case 10:
1539 a1.uItemType = 535;
1540 goto LABEL_14;
1541 case 11:
1542 a1.uItemType = 540;
1543 goto LABEL_14;
1544 case 13:
1545 a1.uItemType = 555;
1546 LABEL_14:
1547 v16 = 0;
1548 if ( (signed int)pObjectList->uNumObjects <= 0 )
1549 goto LABEL_18;
1550 v7 = (char *)&pObjectList->pObjects->uObjectID;
1551 break;
1552 default:
1553 return result;
1554 }
1555 while ( (short)a1.uItemType != *(short *)v7 )
1556 {
1557 ++v16;
1558 v7 += 56;
1559 if ( v16 >= (signed int)pObjectList->uNumObjects )
1560 {
1561 LABEL_18:
1562 v8 = 0;
1563 goto LABEL_19;
1564 }
1565 }
1566 v8 = v16;
1567 LABEL_19:
1568 a1.uObjectDescID = v8;
1569 a1.stru_24.Reset();
1570 a1.vPosition.x = v5->vPosition.x;
1571 a1.field_48 = 0;
1572 a1.vPosition.y = v5->vPosition.y;
1573 a1.field_4C = 0;
1574 v17 = v5->uActorHeight;
1575 a1.field_50 = 0;
1576 v9 = LOWORD(v4->uYawAngle);
1577 a1.vPosition.z = v5->vPosition.z - (unsigned int)(signed __int64)((double)v17 * -0.75);
1578 a1.uFacing = v9;
1579 a1.uSoundID = 0;
1580 a1.uAttributes = 0;
1581 v10 = pIndoor->GetSector(a1.vPosition.x, a1.vPosition.y, a1.vPosition.z);
1582 v11 = v4->uDistance;
1583 a1.uSectorID = v10;
1584 v12 = 8 * v15;
1585 LOBYTE(v12) = 8 * v15 | AI_OBJECT_ACTOR;
1586 a1.uSpriteFrameID = 0;
1587 a1.field_58 = v12;
1588 a1.field_5C = 0;
1589 if ( (double)v11 >= 307.2 )
1590 {
1591 if ( v11 >= 1024 )
1592 {
1593 a1.field_60_distance_related_prolly_lod = 2;
1594 if ( v11 >= 2560 )
1595 a1.field_60_distance_related_prolly_lod = 3;
1596 }
1597 else
1598 {
1599 a1.field_60_distance_related_prolly_lod = 1;
1600 }
1601 }
1602 else
1603 {
1604 a1.field_60_distance_related_prolly_lod = 0;
1605 }
1606 a1.field_61 = a4;
1607 result = a1.Create(
1608 v4->uYawAngle,
1609 v4->uPitchAngle,
1610 pObjectList->pObjects[(signed __int16)a1.uObjectDescID].uSpeed,
1611 0);
1612 if ( v5->pMonsterInfo.uSpecialAbilityType == 1 )
1613 {
1614 result = v5->pMonsterInfo.uSpecialAbilityDamageDiceBonus;
1615 if ( result == 2 )
1616 {
1617 a1.vPosition.z += 40;
1618 v13 = v4->uYawAngle;
1619 }
1620 else
1621 {
1622 if ( result != 3 )
1623 return result;
1624 a1.Create(
1625 v4->uYawAngle + 30,
1626 v4->uPitchAngle,
1627 pObjectList->pObjects[(signed __int16)a1.uObjectDescID].uSpeed,
1628 0);
1629 v13 = v4->uYawAngle - 30;
1630 }
1631 result = a1.Create(
1632 v13,
1633 v4->uPitchAngle,
1634 pObjectList->pObjects[(signed __int16)a1.uObjectDescID].uSpeed,
1635 0);
1636 }
1637 return result;
1638 }
1639
1640 //----- (00404736) --------------------------------------------------------
1641 signed int __fastcall Actor::Explode(unsigned int uActorID)
1642 {
1643 Actor *v1; // esi@1
1644 signed int v2; // edx@1
1645 char *v3; // ecx@2
1646 unsigned __int16 v4; // ax@5
1647 int v5; // ebx@6
1648 int v6; // ecx@6
1649 int v7; // eax@6
1650 LayingItem a1; // [sp+Ch] [bp-78h]@1
1651 unsigned int v10; // [sp+7Ch] [bp-8h]@1
1652 int v11; // [sp+80h] [bp-4h]@6
1653
1654 v10 = uActorID;
1655 v1 = &pActors[uActorID];
1656 v2 = 0;
1657 a1.uItemType = 600;
1658 if ( (signed int)pObjectList->uNumObjects <= 0 )
1659 {
1660 LABEL_5:
1661 v4 = 0;
1662 }
1663 else
1664 {
1665 v3 = (char *)&pObjectList->pObjects->uObjectID;
1666 while ( *(short *)v3 != 600 )
1667 {
1668 ++v2;
1669 v3 += 56;
1670 if ( v2 >= (signed int)pObjectList->uNumObjects )
1671 goto LABEL_5;
1672 }
1673 v4 = v2;
1674 }
1675 a1.uObjectDescID = v4;
1676 a1.stru_24.Reset();
1677 a1.vPosition.y = v1->vPosition.y;
1678 a1.field_48 = 0;
1679 v5 = v1->vPosition.x;
1680 v11 = v1->uActorHeight;
1681 a1.field_4C = 0;
1682 a1.field_50 = 0;
1683 a1.vPosition.x = v5;
1684 v6 = v1->vPosition.z - (unsigned int)(signed __int64)((double)v11 * -0.75);
1685 a1.uFacing = 0;
1686 a1.vPosition.z = v6;
1687 a1.uSoundID = 0;
1688 a1.uAttributes = 0;
1689 a1.uSectorID = pIndoor->GetSector(v5, a1.vPosition.y, v6);
1690 v7 = 8 * v10;
1691 LOBYTE(v7) = 8 * v10 | 3;
1692 a1.uSpriteFrameID = 0;
1693 a1.field_58 = v7;
1694 a1.field_5C = 0;
1695 a1.field_60_distance_related_prolly_lod = 3;
1696 a1.field_61 = 4;
1697 return a1.Create(0, 0, 0, 0);
1698 }
1699
1700 //----- (004040E9) --------------------------------------------------------
1701 // // Get direction vector from object1 to object2,
1702 // // distance from object1 to object2 and Euler angles of the direction vector
1703 // //
1704 // //
1705 // // object1 & object2 format : objectType | (objectID << 3)
1706 // // objectType == 2 - LayingItem
1707 // // objectType == 3 - Actor
1708 // // objectType == 4 - Party
1709 // // objectType == 5 - Decoration
1710 // //
1711 // // originally this function had following prototype:
1712 // // struct DirectionInfo GetDirectionInfo(signed int object1, signed int object2, signed int a4)
1713 // // but compiler converts functions returning structures by value in the such way
1714 AIDirection *__fastcall Actor::GetDirectionInfo(unsigned int uObj1ID, unsigned int uObj2ID, AIDirection *pOut, int a4)
1715 {
1716 signed int v4; // eax@1
1717 unsigned int v5; // ecx@1
1718 unsigned int v6; // ebx@1
1719 int v7; // ecx@2
1720 int v8; // ecx@3
1721 int v9; // ecx@4
1722 BLVFace *v10; // eax@8
1723 unsigned int v11; // ecx@8
1724 signed int v12; // eax@9
1725 int v13; // ecx@9
1726 int v14; // eax@9
1727 int v15; // eax@11
1728 int v16; // eax@12
1729 int v17; // eax@13
1730 int v18; // edx@15
1731 signed int v19; // eax@25
1732 signed int v20; // eax@28
1733 int v21; // ebx@28
1734 signed int v22; // eax@28
1735 BLVFace *v23; // eax@35
1736 int v24; // edx@35
1737 unsigned int v25; // ecx@35
1738 signed int v26; // eax@36
1739 int v27; // ecx@36
1740 int v28; // eax@36
1741 int v29; // eax@37
1742 signed int v30; // eax@42
1743 double v31; // st7@45
1744 double v32; // st6@45
1745 double v33; // st7@45
1746 AIDirection *result; // eax@48
1747 int v35; // [sp-18h] [bp-64h]@17
1748 int v36; // [sp-14h] [bp-60h]@17
1749 Vec3_int_ v37; // [sp-10h] [bp-5Ch]@15
1750 int *v38; // [sp-4h] [bp-50h]@15
1751 int *v39; // [sp+0h] [bp-4Ch]@15
1752 int *v40; // [sp+4h] [bp-48h]@15
1753 AIDirection v41; // [sp+14h] [bp-38h]@46
1754 float v42; // [sp+30h] [bp-1Ch]@23
1755 float v43; // [sp+34h] [bp-18h]@45
1756 float v44; // [sp+38h] [bp-14h]@33
1757 float v45; // [sp+3Ch] [bp-10h]@33
1758 int outz; // [sp+40h] [bp-Ch]@6
1759 int outy; // [sp+44h] [bp-8h]@6
1760 int outx; // [sp+48h] [bp-4h]@6
1761 float a4a; // [sp+58h] [bp+Ch]@45
1762
1763 v4 = (signed int)uObj1ID >> 3;
1764 v5 = (uObj1ID & 7) - 2;
1765 v6 = uObj2ID;
1766 if ( !v5 )
1767 {
1768 v19 = v4;
1769 outx = pLayingItems[v19].vPosition.x;
1770 v13 = pLayingItems[v19].vPosition.y;
1771 v14 = pLayingItems[v19].vPosition.z;
1772 goto LABEL_26;
1773 }
1774 v7 = v5 - 1;
1775 if ( !v7 )
1776 {
1777 outx = pActors[v4].vPosition.x;
1778 outy = pActors[v4].vPosition.y;
1779 LODWORD(v42) = pActors[v4].uActorHeight;
1780 v11 = pActors[v4].vPosition.z - (unsigned int)(signed __int64)((double)SLODWORD(v42) * -0.75);
1781 goto LABEL_24;
1782 }
1783 v8 = v7 - 1;
1784 if ( !v8 )
1785 {
1786 if ( !v4 )
1787 {
1788 outx = pParty->vPosition.x;
1789 outy = pParty->vPosition.y;
1790 v14 = pParty->vPosition.z + (signed int)pParty->uPartyHeight / 3;
1791 LABEL_27:
1792 outz = v14;
1793 goto LABEL_28;
1794 }
1795 v15 = v4 - 1;
1796 if ( v15 )
1797 {
1798 v16 = v15 - 1;
1799 if ( v16 )
1800 {
1801 v17 = v16 - 1;
1802 if ( v17 )
1803 {
1804 if ( v17 != 1 )
1805 goto LABEL_28;
1806 v40 = &outz;
1807 v39 = &outy;
1808 v38 = &outx;
1809 v18 = pParty->sRotationY - stru_5C6E00->uIntegerHalfPi;
1810 v37.z = pParty->vPosition.z + (signed int)pParty->uPartyHeight / 3;
1811 goto LABEL_20;
1812 }
1813 v40 = &outz;
1814 v39 = &outy;
1815 v38 = &outx;
1816 v18 = pParty->sRotationY - stru_5C6E00->uIntegerHalfPi;
1817 v37.z = pParty->vPosition.z + (signed int)pParty->uPartyHeight / 3;
1818 }
1819 else
1820 {
1821 v40 = &outz;
1822 v39 = &outy;
1823 v38 = &outx;
1824 v37.z = pParty->vPosition.z + (signed int)pParty->uPartyHeight / 3;
1825 v18 = stru_5C6E00->uIntegerHalfPi + pParty->sRotationY;
1826 }
1827 *(_QWORD *)&v37.x = *(_QWORD *)&pParty->vPosition.x;
1828 v36 = 0;
1829 v35 = 8;
1830 LABEL_21:
1831 Vec3_int_::Rotate(v35, v18, v36, v37, v38, v39, v40);
1832 goto LABEL_28;
1833 }
1834 v40 = &outz;
1835 v39 = &outy;
1836 v38 = &outx;
1837 v37.z = pParty->vPosition.z + (signed int)pParty->uPartyHeight / 3;
1838 v18 = stru_5C6E00->uIntegerHalfPi + pParty->sRotationY;
1839 LABEL_20:
1840 *(_QWORD *)&v37 = *(_QWORD *)&pParty->vPosition.x;
1841 v36 = 0;
1842 v35 = 24;
1843 goto LABEL_21;
1844 }
1845 v9 = v8 - 1;
1846 if ( !v9 )
1847 {
1848 v12 = v4;
1849 outx = pLevelDecorations[v12].vPosition.x;
1850 v13 = pLevelDecorations[v12].vPosition.y;
1851 v14 = pLevelDecorations[v12].vPosition.z;
1852 LABEL_26:
1853 outy = v13;
1854 goto LABEL_27;
1855 }
1856 if ( v9 != 1 )
1857 {
1858 outz = 0;
1859 outy = 0;
1860 outx = 0;
1861 goto LABEL_28;
1862 }
1863 if ( uCurrentlyLoadedLevelType == LEVEL_Indoor )
1864 {
1865 v10 = &pIndoor->pFaces[v4];
1866 outx = (v10->pBounding.x1 + v10->pBounding.x2) >> 1;
1867 outy = (v10->pBounding.y1 + v10->pBounding.y2) >> 1;
1868 v11 = (v10->pBounding.z1 + v10->pBounding.z2) >> 1;
1869 LABEL_24:
1870 outz = v11;
1871 }
1872 LABEL_28:
1873 v20 = v6;
1874 v21 = v6 & 7;
1875 v22 = v20 >> 3;
1876 if ( v21 == 2 )
1877 {
1878 v30 = v22;
1879 LODWORD(v45) = pLayingItems[v30].vPosition.x;
1880 v27 = pLayingItems[v30].vPosition.y;
1881 v28 = pLayingItems[v30].vPosition.z;
1882 goto LABEL_43;
1883 }
1884 if ( v21 == 3 )
1885 {
1886 LODWORD(v45) = pActors[v22].vPosition.x;
1887 LODWORD(v44) = pActors[v22].vPosition.y;
1888 v25 = pActors[v22].vPosition.z - (unsigned int)(signed __int64)((double)pActors[v22].uActorHeight * -0.75);
1889 goto LABEL_41;
1890 }
1891 if ( v21 == 4 )
1892 {
1893 LODWORD(v45) = pParty->vPosition.x;
1894 LODWORD(v44) = pParty->vPosition.y;
1895 v29 = a4;
1896 if ( !a4 )
1897 v29 = pParty->sEyelevel;
1898 v28 = pParty->vPosition.z + v29;
1899 goto LABEL_44;
1900 }
1901 if ( v21 == 5 )
1902 {
1903 v26 = v22;
1904 LODWORD(v45) = pLevelDecorations[v26].vPosition.x;
1905 v27 = pLevelDecorations[v26].vPosition.y;
1906 v28 = pLevelDecorations[v26].vPosition.z;
1907 LABEL_43:
1908 LODWORD(v44) = v27;
1909 LABEL_44:
1910 a4 = v28;
1911 goto LABEL_45;
1912 }
1913 if ( v21 != 6 )
1914 {
1915 a4 = 0;
1916 v44 = 0.0;
1917 v45 = 0.0;
1918 goto LABEL_45;
1919 }
1920 if ( uCurrentlyLoadedLevelType == LEVEL_Indoor )
1921 {
1922 v23 = &pIndoor->pFaces[v22];
1923 v24 = v23->pBounding.y1;
1924 LODWORD(v45) = (v23->pBounding.x1 + v23->pBounding.x2) >> 1;
1925 LODWORD(v44) = (v24 + v23->pBounding.y2) >> 1;
1926 v25 = (v23->pBounding.z1 + v23->pBounding.z2) >> 1;
1927 LABEL_41:
1928 a4 = v25;
1929 }
1930 LABEL_45:
1931 v31 = (double)SLODWORD(v45) - (double)outx;
1932 v42 = v31;
1933 v32 = (double)SLODWORD(v44) - (double)outy;
1934 v43 = v32;
1935 a4a = (double)a4 - (double)outz;
1936 v45 = v32 * v32;
1937 v44 = v31 * v31;
1938 v33 = sqrt(a4a * a4a + v44 + v45);
1939 if ( v33 <= 1.0 )
1940 {
1941 v41.vDirection.x = 65536;
1942 v41.vDirection.y = 0;
1943 v41.vDirection.z = 0;
1944 v41.uDistance = 1;
1945 v41.uDistanceXZ = 1;
1946 v41.uYawAngle = 0;
1947 v41.uPitchAngle = 0;
1948 }
1949 else
1950 {
1951 v41.vDirection.x = (signed __int64)(1.0 / v33 * v42 * 65536.0);
1952 v41.vDirection.y = (signed __int64)(1.0 / v33 * v43 * 65536.0);
1953 v41.vDirection.z = (signed __int64)(1.0 / v33 * a4a * 65536.0);
1954 v41.uDistance = (signed __int64)v33;
1955 v41.uDistanceXZ = (signed __int64)sqrt(v44 + v45);
1956 v41.uYawAngle = stru_5C6E00->Atan2((signed __int64)v42, (signed __int64)v43);
1957 v41.uPitchAngle = stru_5C6E00->Atan2(v41.uDistanceXZ, (signed __int64)a4a);
1958 }
1959 result = pOut;
1960 memcpy(pOut, &v41, 0x1Cu);
1961 return result;
1962 }
1963
1964
1965 //----- (00404030) --------------------------------------------------------
1966 unsigned int __fastcall Actor::FaceObject(unsigned int uActorID, unsigned int uObjID, int _48, AIDirection *a4)
1967 {
1968 unsigned int v4; // edi@1
1969 unsigned int v5; // esi@1
1970 unsigned int result; // eax@2
1971 AIDirection *v7; // eax@3
1972 unsigned int v8; // ecx@3
1973 Actor *v9; // ebx@3
1974 AIDirection *v10; // esi@4
1975 unsigned __int16 v11; // ax@5
1976 AIDirection a3; // [sp+8h] [bp-38h]@4
1977 AIDirection v13; // [sp+24h] [bp-1Ch]@4
1978
1979 v4 = uObjID;
1980 v5 = uActorID;
1981 if ( rand() % 100 >= 5 )
1982 {
1983 v7 = a4;
1984 v8 = 0;
1985 v9 = &pActors[v5];
1986 if ( !a4 )
1987 {
1988 v10 = Actor::GetDirectionInfo(8 * v5 | AI_OBJECT_ACTOR, v4, &a3, 0);
1989 v7 = &v13;
1990 memcpy(&v13, v10, sizeof(v13));
1991 v8 = 0;
1992 }
1993 v9->uYawAngle = LOWORD(v7->uYawAngle);
1994 v11 = LOWORD(v7->uPitchAngle);
1995 v9->uCurrentActionTime = v8;
1996 v9->vVelocity.z = v8;
1997 v9->vVelocity.y = v8;
1998 v9->vVelocity.x = v8;
1999 v9->uPitchAngle = v11;
2000 v9->uCurrentActionLength = 256;
2001 v9->uAIState = Interacting;
2002 result = v9->UpdateAnimation();
2003 }
2004 else
2005 {
2006 result = Actor::_402F87(v5, v4, a4);
2007 }
2008 return result;
2009 }
2010
2011 //----- (00403F58) --------------------------------------------------------
2012 unsigned int __fastcall Actor::_403F58(unsigned int uActorID, signed int uObjID, int uActionLength, AIDirection *a4)
2013 {
2014 unsigned int v4; // esi@1
2015 unsigned int result; // eax@2
2016 AIDirection *v6; // eax@3
2017 unsigned int v7; // edi@3
2018 Actor *v8; // ebx@3
2019 AIDirection *v9; // esi@4
2020 AIDirection a3; // [sp+4h] [bp-3Ch]@4
2021 AIDirection v11; // [sp+20h] [bp-20h]@4
2022 signed int a2; // [sp+3Ch] [bp-4h]@1
2023
2024 a2 = uObjID;
2025 v4 = uActorID;
2026 if ( rand() % 2 )
2027 {
2028 result = Actor::_402F87(v4, a2, a4);
2029 }
2030 else
2031 {
2032 v6 = a4;
2033 v7 = 0;
2034 v8 = &pActors[v4];
2035 if ( !a4 )
2036 {
2037 v9 = Actor::GetDirectionInfo(8 * v4 | 3, a2, &a3, 0);
2038 v6 = &v11;
2039 memcpy(&v11, v9, sizeof(v11));
2040 v7 = 0;
2041 }
2042 v8->uYawAngle = LOWORD(v6->uYawAngle);
2043 v8->uPitchAngle = LOWORD(v6->uPitchAngle);
2044 if ( uActionLength == v7 )
2045 v8->uCurrentActionLength = rand() % 256 + 256;
2046 else
2047 v8->uCurrentActionLength = uActionLength;
2048 v8->uCurrentActionTime = v7;
2049 v8->uAIState = Standing;
2050 v8->vVelocity.z = v7;
2051 v8->vVelocity.y = v7;
2052 v8->vVelocity.x = v7;
2053 result = v8->UpdateAnimation();
2054 }
2055 return result;
2056 }
2057
2058
2059
2060 //----- (00403EB6) --------------------------------------------------------
2061 unsigned int __fastcall Actor::_403EB6(unsigned int uActorID, unsigned int a2, unsigned int uActionLength, AIDirection *a4)
2062 {
2063 AIDirection *v4; // eax@1
2064 unsigned int v5; // esi@1
2065 Actor *v6; // ebx@1
2066 AIDirection *v7; // esi@2
2067 AIDirection a3; // [sp+Ch] [bp-38h]@2
2068 AIDirection v10; // [sp+28h] [bp-1Ch]@2
2069
2070 v4 = a4;
2071 v5 = 0;
2072 v6 = &pActors[uActorID];
2073 if ( !a4 )
2074 {
2075 v7 = Actor::GetDirectionInfo(8 * uActorID | 3, a2, &a3, 0);
2076 v4 = &v10;
2077 memcpy(&v10, v7, sizeof(v10));
2078 v5 = 0;
2079 }
2080 v6->uYawAngle = LOWORD(v4->uYawAngle);
2081 if ( uActionLength == v5 )
2082 v6->uCurrentActionLength = rand() % 256 + 256;
2083 else
2084 v6->uCurrentActionLength = uActionLength;
2085 v6->uCurrentActionTime = v5;
2086 v6->uAIState = Standing;
2087 v6->vVelocity.z = v5;
2088 v6->vVelocity.y = v5;
2089 v6->vVelocity.x = v5;
2090 return v6->UpdateAnimation();
2091 }
2092
2093
2094 //----- (00403E61) --------------------------------------------------------
2095 void __fastcall Actor::StandAwhile(unsigned int uActorID)
2096 {
2097 Actor *v1; // esi@1
2098
2099 v1 = &pActors[uActorID];
2100 v1->uCurrentActionLength = rand() % 128 + 128;
2101 v1->uCurrentActionTime = 0;
2102 v1->uAIState = Standing;
2103 v1->vVelocity.z = 0;
2104 v1->vVelocity.y = 0;
2105 v1->vVelocity.x = 0;
2106 v1->UpdateAnimation();
2107 }
2108
2109 //----- (00403C6C) --------------------------------------------------------
2110 unsigned int __fastcall Actor::_403C6C(unsigned int uActorID, signed int edx0, struct AIDirection *arg0)
2111 {
2112 Actor *v3; // ebx@1
2113 char v4; // zf@1
2114 unsigned int result; // eax@3
2115 AIDirection *v6; // esi@6
2116 AIDirection *v7; // edi@6
2117 signed int v8; // eax@7
2118 double v9; // st7@9
2119 Vec3_int_ v10; // ST04_12@9
2120 int v11; // eax@10
2121 AIDirection *v12; // eax@11
2122 unsigned int v13; // esi@11
2123 AIDirection *v14; // esi@12
2124 SpriteFrame *v15; // ecx@13
2125 __int16 v16; // ax@13
2126 unsigned int v17; // ecx@13
2127 signed __int64 v18; // qax@13
2128 AIDirection a3; // [sp+Ch] [bp-48h]@12
2129 AIDirection v20; // [sp+28h] [bp-2Ch]@12
2130 unsigned int v21; // [sp+44h] [bp-10h]@9
2131 signed int a2; // [sp+48h] [bp-Ch]@1
2132 int v23; // [sp+4Ch] [bp-8h]@6
2133 unsigned int v24; // [sp+50h] [bp-4h]@1
2134 unsigned int v25; // [sp+5Ch] [bp+8h]@13
2135
2136 v3 = &pActors[uActorID];
2137 a2 = edx0;
2138 v4 = v3->pMonsterInfo.uMovementType == 5;
2139 v24 = uActorID;
2140 if ( v4 && v3->pMonsterInfo.uAIType == 1 )
2141 {
2142 result = Actor::_403EB6(uActorID, edx0, 0, arg0);
2143 }
2144 else
2145 {
2146 if ( (edx0 & 7) == 3 )
2147 {
2148 v8 = edx0 >> 3;
2149 v6 = (AIDirection *)pActors[v8].vPosition.x;
2150 v7 = (AIDirection *)pActors[v8].vPosition.y;
2151 v23 = (signed __int64)((double)pActors[v8].uActorHeight * 0.75 + (double)pActors[v8].vPosition.z);
2152 }
2153 else
2154 {
2155 if ( (edx0 & 7) == 4 )
2156 {
2157 v6 = (AIDirection *)pParty->vPosition.x;
2158 v7 = (AIDirection *)pParty->vPosition.y;
2159 v23 = pParty->vPosition.z + pParty->sEyelevel;
2160 }
2161 else
2162 {
2163 v6 = arg0;
2164 v7 = arg0;
2165 }
2166 }
2167 v21 = v3->uActorHeight;
2168 v9 = (double)(signed int)v21 * 0.75;
2169 v21 = v3->vPosition.z;
2170 v10.z = (signed __int64)(v9 + (double)(signed int)v21);
2171 v10.y = v3->vPosition.y;
2172 v10.x = v3->vPosition.x;
2173 if ( sub_407A1C((int)v6, (int)v7, v23, v10) )
2174 {
2175 v12 = arg0;
2176 v13 = 0;
2177 if ( !arg0 )
2178 {
2179 v14 = Actor::GetDirectionInfo(8 * v24 | 3, a2, &a3, 0);
2180 v12 = &v20;
2181 memcpy(&v20, v14, sizeof(v20));
2182 v13 = 0;
2183 }
2184 v15 = pSpriteFrameTable->pSpriteSFrames;
2185 v3->uYawAngle = LOWORD(v12->uYawAngle);
2186 v16 = v15[v3->pSpriteIDs[2]].uAnimLength;
2187 v17 = v24;
2188 v3->uCurrentActionLength = 8 * v16;
2189 v3->uCurrentActionTime = v13;
2190 v3->uAIState = AttackingMelee;
2191 Actor::PlaySound(v17, 0);
2192 LODWORD(v18) = pMonsterStats->pInfos[v3->pMonsterInfo.uID].uRecoveryTime;
2193 v25 = pMonsterStats->pInfos[v3->pMonsterInfo.uID].uRecoveryTime;
2194 if ( SHIDWORD(v3->pActorBuffs[7].uExpireTime) >= (signed int)v13
2195 && (SHIDWORD(v3->pActorBuffs[7].uExpireTime) > (signed int)v13 || LODWORD(v3->pActorBuffs[7].uExpireTime) > v13) )
2196 {
2197 LODWORD(v18) = 2 * v18;
2198 v25 = v18;
2199 }
2200 if ( pParty->bTurnBasedModeOn != 1 )
2201 v18 = (signed __int64)(flt_6BE3A8_debug_recmod2 * (double)(signed int)v25 * 2.133333333333333);
2202 v3->pMonsterInfo.uRecoveryTime = v18;
2203 v3->vVelocity.z = v13;
2204 v3->vVelocity.y = v13;
2205 v3->vVelocity.x = v13;
2206 result = v3->UpdateAnimation();
2207 }
2208 else
2209 {
2210 v11 = rand();
2211 result = Actor::_402AD7(v24, a2, v11 % 2, 64, arg0);
2212 }
2213 }
2214 return result;
2215 }
2216
2217
2218 //----- (00438CF3) --------------------------------------------------------
2219 void Actor::_438CF3(unsigned int uActorID)
2220 {
2221 unsigned int v1; // esi@1
2222 unsigned int v2; // edi@2
2223 char v3; // bl@3
2224 char *v4; // ecx@16
2225 signed int v5; // eax@18
2226 Player **ppPlayers; // esi@20
2227
2228 v1 = uLevelMapStatsID;
2229 if ( !uLevelMapStatsID || (v2 = uActorID, !pActors[uActorID]._438B9B()) )
2230 return;
2231 v3 = 1;
2232 if ( v1 != 5 )
2233 {
2234 if ( v1 == 6 || v1 == 7 )
2235 {
2236 _449B57_test_bit(pParty->_award_bits, 99);
2237 if ( (unsigned __int16)_449B57_test_bit(pParty->_award_bits, 100) )
2238 return;
2239 goto LABEL_12;
2240 }
2241 if ( v1 != 8 )
2242 goto LABEL_12;
2243 }
2244 if ( (unsigned __int16)_449B57_test_bit(pParty->_award_bits, 99) )
2245 v3 = 0;
2246 if ( (unsigned __int16)_449B57_test_bit(pParty->_award_bits, 100) )
2247 v3 = 1;
2248 if ( v3 )
2249 {
2250 LABEL_12:
2251 pParty->uFine += 100
2252 * (pMapStats->pInfos[uLevelMapStatsID]._steal_perm
2253 + pActors[v2].pMonsterInfo.uLevel
2254 + GetPartyReputation());
2255 if ( pParty->uFine < 0 )
2256 pParty->uFine = 0;
2257 if ( pParty->uFine > 4000000 )
2258 pParty->uFine = 4000000;
2259 v4 = (char *)&pOutdoor->ddm;
2260 if ( uCurrentlyLoadedLevelType == LEVEL_Indoor)
2261 v4 = (char *)&pIndoor->dlv;
2262 v5 = *((int *)v4 + 2);
2263 if ( v5 < 10000 )
2264 *((int *)v4 + 2) = v5 + 1;
2265 ppPlayers = &pPlayers[1];
2266 do
2267 {
2268 if ( pParty->uFine )
2269 {
2270 if ( !(unsigned __int16)_449B57_test_bit((unsigned __int8 *)(*ppPlayers)->field_152, 1) )
2271 _449B7E_toggle_bit((unsigned char *)(*ppPlayers)->field_152, 1, 1u);
2272 }
2273 ++ppPlayers;
2274 }
2275 while ( (signed int)ppPlayers <= (signed int)&pPlayers[4] );
2276 }
2277 }
2278
2279
2280 //----- (0043AE80) --------------------------------------------------------
2281 int Actor::AddBloodsplatOnDamageOverlay(unsigned int uActorID, int a2, signed int a3)
2282 {
2283 int result; // eax@1
2284 unsigned int v4; // esi@1
2285 int v5; // [sp-14h] [bp-18h]@3
2286 unsigned int v6; // [sp-10h] [bp-14h]@3
2287 int v7; // [sp-Ch] [bp-10h]@3
2288 int v8; // [sp-8h] [bp-Ch]@3
2289 __int16 v9; // [sp-4h] [bp-8h]@3
2290
2291 result = a2 - 1;
2292 v4 = 8 * uActorID | 3;
2293 switch ( a2 )
2294 {
2295 case 1:
2296 if ( a3 )
2297 {
2298 v9 = 0;
2299 v8 = (signed __int64)(sub_43AE12(a3) * 65536.0);
2300 v7 = 0;
2301 LOWORD(v6) = v4;
2302 v5 = 904;
2303 goto LABEL_16;
2304 }
2305 return result;
2306 case 2:
2307 if ( a3 )
2308 {
2309 v9 = 0;
2310 v8 = (signed __int64)(sub_43AE12(a3) * 65536.0);
2311 v7 = 0;
2312 LOWORD(v6) = v4;
2313 v5 = 905;
2314 goto LABEL_16;
2315 }
2316 return result;
2317 case 3:
2318 if ( a3 )
2319 {
2320 v9 = 0;
2321 v8 = (signed __int64)(sub_43AE12(a3) * 65536.0);
2322 v7 = 0;
2323 LOWORD(v6) = v4;
2324 v5 = 906;
2325 goto LABEL_16;
2326 }
2327 return result;
2328 case 4:
2329 if ( a3 )
2330 {
2331 v9 = 0;
2332 v8 = (signed __int64)(sub_43AE12(a3) * 65536.0);
2333 v7 = 0;
2334 LOWORD(v6) = v4;
2335 v5 = 907;
2336 goto LABEL_16;
2337 }
2338 return result;
2339 case 5:
2340 v9 = 4;
2341 v8 = 65536;
2342 v7 = 0;
2343 v6 = 8 * uActorID | 3;
2344 v5 = 901;
2345 goto LABEL_16;
2346 case 6:
2347 v9 = 4;
2348 v8 = 65536;
2349 v7 = 0;
2350 v6 = 8 * uActorID | 3;
2351 v5 = 902;
2352 goto LABEL_16;
2353 case 7:
2354 v9 = 4;
2355 v8 = 65536;
2356 v7 = 0;
2357 v6 = 8 * uActorID | 3;
2358 v5 = 903;
2359 goto LABEL_16;
2360 case 8:
2361 v9 = 4;
2362 v8 = 65536;
2363 v7 = 0;
2364 v6 = 8 * uActorID | 3;
2365 v5 = 900;
2366 goto LABEL_16;
2367 case 9:
2368 v9 = 4;
2369 v8 = 65536;
2370 v7 = 0;
2371 v6 = 8 * uActorID | 3;
2372 v5 = 909;
2373 goto LABEL_16;
2374 case 10:
2375 v9 = 4;
2376 v8 = 65536;
2377 v7 = 0;
2378 v6 = 8 * uActorID | 3;
2379 v5 = 908;
2380 LABEL_16:
2381 result = pOtherOverlayList->_4418B6(v5, v6, v7, v8, v9);
2382 break;
2383 default:
2384 return result;
2385 }
2386 return result;
2387 }
2388
2389
2390 //----- (0043B3E0) --------------------------------------------------------
2391 int Actor::_43B3E0_CalcDamage(Actor *a1, signed int a2)
2392 {
2393 signed int v2; // ebp@1
2394 int v3; // eax@9
2395 signed int v4; // edi@9
2396 int v5; // esi@9
2397 int v6; // ebx@11
2398 unsigned __int16 v8; // si@21
2399 int v9; // edi@21
2400 signed int v10; // eax@23
2401 int v11; // [sp+10h] [bp-4h]@1
2402
2403 v2 = 0;
2404 v11 = 0;
2405 if ( a2 )
2406 {
2407 if ( a2 == 1 )
2408 {
2409 v3 = a1->pMonsterInfo.uAttack2DamageDiceRolls;
2410 v4 = a1->pMonsterInfo.uAttack2DamageDiceSides;
2411 v5 = a1->pMonsterInfo.uAttack2DamageBonus;
2412 }
2413 else
2414 {
2415 if ( a2 <= 1 )
2416 return 0;
2417 if ( a2 <= 3 )
2418 {
2419 if ( a2 == 2 )
2420 {
2421 v8 = a1->pMonsterInfo.uSpellSkillAndMastery1;
2422 v9 = a1->pMonsterInfo.uSpell1ID;
2423 }
2424 else
2425 {
2426 v8 = a1->pMonsterInfo.uSpellSkillAndMastery2;
2427 v9 = a1->pMonsterInfo.uSpell2ID;
2428 }
2429 v10 = SkillToMastery(v8);
2430 return _43AFE3_calc_spell_damage(v9, v8 & 0x3F, v10, 0);
2431 }
2432 if ( a2 != 4 )
2433 return 0;
2434 v3 = a1->pMonsterInfo.uSpecialAbilityDamageDiceRolls;
2435 v4 = a1->pMonsterInfo.uSpecialAbilityDamageDiceSides;
2436 v5 = a1->pMonsterInfo.uSpecialAbilityDamageDiceBonus;
2437 }
2438 }
2439 else
2440 {
2441 if ( (signed __int64)a1->pActorBuffs[14].uExpireTime > 0 )
2442 v2 = a1->pActorBuffs[14].uPower;
2443 if ( (signed __int64)a1->pActorBuffs[18].uExpireTime > 0 && a1->pActorBuffs[18].uPower > v2 )
2444 v2 = a1->pActorBuffs[18].uPower;
2445 if ( (signed __int64)a1->pActorBuffs[21].uExpireTime > 0 )
2446 v2 += a1->pActorBuffs[21].uPower;
2447 v3 = a1->pMonsterInfo.uAttack1DamageDiceRolls;
2448 v4 = a1->pMonsterInfo.uAttack1DamageDiceSides;
2449 v5 = a1->pMonsterInfo.uAttack1DamageBonus;
2450 }
2451 if ( v3 > 0 )
2452 {
2453 v6 = v3;
2454 do
2455 {
2456 --v6;
2457 v11 += rand() % v4 + 1;
2458 }
2459 while ( v6 );
2460 }
2461 return v11 + v5 + v2;
2462 }
2463
2464 //----- (00438B9B) --------------------------------------------------------
2465 char Actor::_438B9B()
2466 {
2467 unsigned int v1; // eax@1
2468
2469 v1 = this->uAlly;
2470 if ( !v1 )
2471 v1 = (this->pMonsterInfo.uID - 1) / 3 + 1;
2472 return (signed int)v1 >= 39 && (signed int)v1 <= 44
2473 || (signed int)v1 >= 45 && (signed int)v1 <= 50
2474 || (signed int)v1 >= 51 && (signed int)v1 <= 62
2475 || (signed int)v1 >= 78 && (signed int)v1 <= 83;
2476 }
2477
2478 //----- (0042EBEE) --------------------------------------------------------
2479 bool Actor::StealFrom(unsigned int uActorID)
2480 {
2481 unsigned int v1; // esi@1
2482 Player *pPlayer; // edi@1
2483 bool result; // eax@1
2484 int v4; // ebx@2
2485 unsigned int v5; // eax@2
2486 DDM_DLV_Header *v6; // esi@4
2487 unsigned int v7; // [sp+8h] [bp-4h]@1
2488 int v8; // [sp+8h] [bp-4h]@6
2489
2490 v1 = uActiveCharacter;
2491 v7 = uActorID;
2492 pPlayer = (Player *)&stru_AA1058[3].pSounds[6972 * uActiveCharacter + 40552];
2493 result = pPlayer->CanAct();
2494 if ( result )
2495 {
2496 pStru277->_427D48(v1);
2497 v4 = 0;
2498 v5 = pMapStats->GetMapInfo(pCurrentMapName);
2499 if ( v5 )
2500 v4 = pMapStats->pInfos[v5]._steal_perm;
2501 v6 = &pOutdoor->ddm;
2502 if ( uCurrentlyLoadedLevelType != LEVEL_Outdoor)
2503 v6 = &pIndoor->dlv;
2504 pPlayer->StealFromActor(v7, v4, v6->uReputation++);
2505 v8 = pPlayer->GetAttackRecoveryTime(0);
2506 if ( v8 < 30 )
2507 v8 = 30;
2508 if ( !pParty->bTurnBasedModeOn )
2509 pPlayer->SetRecoveryTime((signed __int64)(flt_6BE3A4_debug_recmod1 * (double)v8 * 2.133333333333333));
2510 pTurnEngine->_40471C();
2511 result = 1;
2512 }
2513 return result;
2514 }
2515
2516
2517 //----- (00403A60) --------------------------------------------------------
2518 unsigned int __fastcall Actor::_403A60(unsigned int uActorID, signed int edx0, AIDirection *pDir)
2519 {
2520 Actor *v3; // ebx@1
2521 AIDirection *v4; // esi@3
2522 AIDirection *v5; // edi@3
2523 signed int v6; // eax@4
2524 Vec3_int_ v7; // ST04_12@6
2525 unsigned int result; // eax@7
2526 AIDirection *v9; // eax@8
2527 unsigned int v10; // esi@8
2528 AIDirection *v11; // esi@9
2529 SpriteFrame *v12; // ecx@10
2530 __int16 v13; // ax@10
2531 unsigned int v14; // ecx@10
2532 unsigned int v15; // eax@10
2533 signed int v16; // ecx@17
2534 AIDirection a3; // [sp+Ch] [bp-48h]@9
2535 AIDirection v18; // [sp+28h] [bp-2Ch]@9
2536 int v19; // [sp+44h] [bp-10h]@6
2537 signed int a2; // [sp+48h] [bp-Ch]@1
2538 int v21; // [sp+4Ch] [bp-8h]@3
2539 unsigned int v22; // [sp+50h] [bp-4h]@1
2540 unsigned int pDira; // [sp+5Ch] [bp+8h]@10
2541
2542 v22 = uActorID;
2543 v3 = &pActors[uActorID];
2544 a2 = edx0;
2545 if ( (edx0 & 7) == 3 )
2546 {
2547 v6 = edx0 >> 3;
2548 v4 = (AIDirection *)pActors[v6].vPosition.x;
2549 v5 = (AIDirection *)pActors[v6].vPosition.y;
2550 v21 = (signed __int64)((double)pActors[v6].uActorHeight * 0.75 + (double)pActors[v6].vPosition.z);
2551 }
2552 else
2553 {
2554 if ( (edx0 & 7) == 4 )
2555 {
2556 v4 = (AIDirection *)pParty->vPosition.x;
2557 v5 = (AIDirection *)pParty->vPosition.y;
2558 v21 = pParty->vPosition.z + pParty->sEyelevel;
2559 }
2560 else
2561 {
2562 v4 = pDir;
2563 v5 = pDir;
2564 }
2565 }
2566 v19 = v3->uActorHeight;
2567 v7.z = v3->vPosition.z - (unsigned int)(signed __int64)((double)v19 * -0.75);
2568 v7.y = v3->vPosition.y;
2569 v7.x = v3->vPosition.x;
2570 if ( sub_407A1C((int)v4, (int)v5, v21, v7) )
2571 {
2572 v9 = pDir;
2573 v10 = 0;
2574 if ( !pDir )
2575 {
2576 v11 = Actor::GetDirectionInfo(8 * v22 | 3, a2, &a3, 0);
2577 v9 = &v18;
2578 memcpy(&v18, v11, sizeof(v18));
2579 v10 = 0;
2580 }
2581 v12 = pSpriteFrameTable->pSpriteSFrames;
2582 v3->uYawAngle = LOWORD(v9->uYawAngle);
2583 v13 = v12[v3->pSpriteIDs[3]].uAnimLength;
2584 v14 = v22;
2585 v3->uCurrentActionLength = 8 * v13;
2586 v3->uCurrentActionTime = v10;
2587 v3->uAIState = AttackingRanged4;
2588 Actor::PlaySound(v14, 0);
2589 v15 = pMonsterStats->pInfos[v3->pMonsterInfo.uID].uRecoveryTime;
2590 pDira = pMonsterStats->pInfos[v3->pMonsterInfo.uID].uRecoveryTime;
2591 if ( SHIDWORD(v3->pActorBuffs[7].uExpireTime) >= (signed int)v10
2592 && (SHIDWORD(v3->pActorBuffs[7].uExpireTime) > (signed int)v10 || LODWORD(v3->pActorBuffs[7].uExpireTime) > v10) )
2593 {
2594 v15 *= 2;
2595 pDira = v15;
2596 }
2597 if ( pParty->bTurnBasedModeOn == 1 )
2598 v3->pMonsterInfo.uRecoveryTime = v15;
2599 else
2600 v3->pMonsterInfo.uRecoveryTime = v3->uCurrentActionLength
2601 - (unsigned int)(signed __int64)(flt_6BE3A8_debug_recmod2
2602 * (double)(signed int)pDira
2603 * -2.133333333333333);
2604 v16 = v3->pMonsterInfo.uSpell2ID;
2605 v3->vVelocity.z = v10;
2606 v3->vVelocity.y = v10;
2607 v3->vVelocity.x = v10;
2608 if ( sub_42FB5C(v16) )
2609 {
2610 v3->uCurrentActionLength = 64;
2611 v3->uCurrentActionTime = v10;
2612 v3->uAIState = Fidgeting;
2613 result = v3->UpdateAnimation();
2614 v3->uAIState = AttackingRanged4;
2615 }
2616 else
2617 {
2618 result = v3->UpdateAnimation();
2619 }
2620 }
2621 else
2622 {
2623 result = Actor::_402AD7(v22, a2, v22, 64, pDir);
2624 }
2625 return result;
2626 }
2627
2628
2629 //----- (00403854) --------------------------------------------------------
2630 unsigned int __fastcall Actor::_403854(unsigned int uActorID, signed int edx0, AIDirection *pDir)
2631 {
2632 Actor *v3; // ebx@1
2633 AIDirection *v4; // esi@3
2634 AIDirection *v5; // edi@3
2635 signed int v6; // eax@4
2636 Vec3_int_ v7; // ST04_12@6
2637 unsigned int result; // eax@7
2638 AIDirection *v9; // eax@8
2639 unsigned int v10; // esi@8
2640 AIDirection *v11; // esi@9
2641 SpriteFrame *v12; // ecx@10
2642 __int16 v13; // ax@10
2643 unsigned int v14; // ecx@10
2644 unsigned int v15; // eax@10
2645 signed int v16; // ecx@17
2646 AIDirection a3; // [sp+Ch] [bp-48h]@9
2647 AIDirection v18; // [sp+28h] [bp-2Ch]@9
2648 int v19; // [sp+44h] [bp-10h]@6
2649 signed int a2; // [sp+48h] [bp-Ch]@1
2650 int v21; // [sp+4Ch] [bp-8h]@3
2651 unsigned int v22; // [sp+50h] [bp-4h]@1
2652 unsigned int pDira; // [sp+5Ch] [bp+8h]@10
2653
2654 v22 = uActorID;
2655 v3 = &pActors[uActorID];
2656 a2 = edx0;
2657 if ( (edx0 & 7) == 3 )
2658 {
2659 v6 = edx0 >> 3;
2660 v4 = (AIDirection *)pActors[v6].vPosition.x;
2661 v5 = (AIDirection *)pActors[v6].vPosition.y;
2662 v21 = (signed __int64)((double)pActors[v6].uActorHeight * 0.75 + (double)pActors[v6].vPosition.z);
2663 }
2664 else
2665 {
2666 if ( (edx0 & 7) == 4 )
2667 {
2668 v4 = (AIDirection *)pParty->vPosition.x;
2669 v5 = (AIDirection *)pParty->vPosition.y;
2670 v21 = pParty->vPosition.z + pParty->sEyelevel;
2671 }
2672 else
2673 {
2674 v4 = pDir;
2675 v5 = pDir;
2676 }
2677 }
2678 v19 = v3->uActorHeight;
2679 v7.z = v3->vPosition.z - (unsigned int)(signed __int64)((double)v19 * -0.75);
2680 v7.y = v3->vPosition.y;
2681 v7.x = v3->vPosition.x;
2682 if ( sub_407A1C((int)v4, (int)v5, v21, v7) )
2683 {
2684 v9 = pDir;
2685 v10 = 0;
2686 if ( !pDir )
2687 {
2688 v11 = Actor::GetDirectionInfo(8 * v22 | 3, a2, &a3, 0);
2689 v9 = &v18;
2690 memcpy(&v18, v11, sizeof(v18));
2691 v10 = 0;
2692 }
2693 v12 = pSpriteFrameTable->pSpriteSFrames;
2694 v3->uYawAngle = LOWORD(v9->uYawAngle);
2695 v13 = v12[v3->pSpriteIDs[3]].uAnimLength;
2696 v14 = v22;
2697 v3->uCurrentActionLength = 8 * v13;
2698 v3->uCurrentActionTime = v10;
2699 v3->uAIState = AttackingRanged3;
2700 Actor::PlaySound(v14, 0);
2701 v15 = pMonsterStats->pInfos[v3->pMonsterInfo.uID].uRecoveryTime;
2702 pDira = pMonsterStats->pInfos[v3->pMonsterInfo.uID].uRecoveryTime;
2703 if ( SHIDWORD(v3->pActorBuffs[7].uExpireTime) >= (signed int)v10
2704 && (SHIDWORD(v3->pActorBuffs[7].uExpireTime) > (signed int)v10 || LODWORD(v3->pActorBuffs[7].uExpireTime) > v10) )
2705 {
2706 v15 *= 2;
2707 pDira = v15;
2708 }
2709 if ( pParty->bTurnBasedModeOn == 1 )
2710 v3->pMonsterInfo.uRecoveryTime = v15;
2711 else
2712 v3->pMonsterInfo.uRecoveryTime = v3->uCurrentActionLength
2713 - (unsigned int)(signed __int64)(flt_6BE3A8_debug_recmod2
2714 * (double)(signed int)pDira
2715 * -2.133333333333333);
2716 v16 = v3->pMonsterInfo.uSpell1ID;
2717 v3->vVelocity.z = v10;
2718 v3->vVelocity.y = v10;
2719 v3->vVelocity.x = v10;
2720 if ( sub_42FB5C(v16) )
2721 {
2722 v3->uCurrentActionLength = 64;
2723 v3->uCurrentActionTime = v10;
2724 v3->uAIState = Fidgeting;
2725 result = v3->UpdateAnimation();
2726 v3->uAIState = AttackingRanged3;
2727 }
2728 else
2729 {
2730 result = v3->UpdateAnimation();
2731 }
2732 }
2733 else
2734 {
2735 result = Actor::_402AD7(v22, a2, v22, 64, pDir);
2736 }
2737 return result;
2738 }
2739
2740
2741 //----- (0040368B) --------------------------------------------------------
2742 unsigned int __fastcall Actor::_40368B(unsigned int uActorID, signed int edx0, AIDirection *pDir)
2743 {
2744 Actor *v3; // ebx@1
2745 AIDirection *v4; // esi@3
2746 AIDirection *v5; // edi@3
2747 signed int v6; // eax@4
2748 Vec3_int_ v7; // ST04_12@6
2749 unsigned int result; // eax@7
2750 AIDirection *v9; // eax@8
2751 unsigned int v10; // esi@8
2752 AIDirection *v11; // esi@9
2753 SpriteFrame *v12; // ecx@10
2754 __int16 v13; // ax@10
2755 unsigned int v14; // ecx@10
2756 signed __int64 v15; // qax@10
2757 AIDirection a3; // [sp+Ch] [bp-48h]@9
2758 AIDirection v17; // [sp+28h] [bp-2Ch]@9
2759 int v18; // [sp+44h] [bp-10h]@6
2760 signed int a2; // [sp+48h] [bp-Ch]@1
2761 int v20; // [sp+4Ch] [bp-8h]@3
2762 unsigned int v21; // [sp+50h] [bp-4h]@1
2763 unsigned int pDira; // [sp+5Ch] [bp+8h]@10
2764
2765 v21 = uActorID;
2766 v3 = &pActors[uActorID];
2767 a2 = edx0;
2768 if ( (edx0 & 7) == 3 )
2769 {
2770 v6 = edx0 >> 3;
2771 v4 = (AIDirection *)pActors[v6].vPosition.x;
2772 v5 = (AIDirection *)pActors[v6].vPosition.y;
2773 v20 = (signed __int64)((double)pActors[v6].uActorHeight * 0.75 + (double)pActors[v6].vPosition.z);
2774 }
2775 else
2776 {
2777 if ( (edx0 & 7) == 4 )
2778 {
2779 v4 = (AIDirection *)pParty->vPosition.x;
2780 v5 = (AIDirection *)pParty->vPosition.y;
2781 v20 = pParty->vPosition.z + pParty->sEyelevel;
2782 }
2783 else
2784 {
2785 v4 = pDir;
2786 v5 = pDir;
2787 }
2788 }
2789 v18 = v3->uActorHeight;
2790 v7.z = v3->vPosition.z - (unsigned int)(signed __int64)((double)v18 * -0.75);
2791 v7.y = v3->vPosition.y;
2792 v7.x = v3->vPosition.x;
2793 if ( sub_407A1C((int)v4, (int)v5, v20, v7) )
2794 {
2795 v9 = pDir;
2796 v10 = 0;
2797 if ( !pDir )
2798 {
2799 v11 = Actor::GetDirectionInfo(8 * v21 | 3, a2, &a3, 0);
2800 v9 = &v17;
2801 memcpy(&v17, v11, sizeof(v17));
2802 v10 = 0;
2803 }
2804 v12 = pSpriteFrameTable->pSpriteSFrames;
2805 v3->uYawAngle = LOWORD(v9->uYawAngle);
2806 v13 = v12[v3->pSpriteIDs[3]].uAnimLength;
2807 v14 = v21;
2808 v3->uCurrentActionLength = 8 * v13;
2809 v3->uCurrentActionTime = v10;
2810 v3->uAIState = AttackingRanged2;
2811 Actor::PlaySound(v14, 0);
2812 LODWORD(v15) = pMonsterStats->pInfos[v3->pMonsterInfo.uID].uRecoveryTime;
2813 pDira = pMonsterStats->pInfos[v3->pMonsterInfo.uID].uRecoveryTime;
2814 if ( SHIDWORD(v3->pActorBuffs[7].uExpireTime) >= (signed int)v10
2815 && (SHIDWORD(v3->pActorBuffs[7].uExpireTime) > (signed int)v10 || LODWORD(v3->pActorBuffs[7].uExpireTime) > v10) )
2816 {
2817 LODWORD(v15) = 2 * v15;
2818 pDira = v15;
2819 }
2820 if ( pParty->bTurnBasedModeOn != 1 )
2821 v15 = (signed __int64)(flt_6BE3A8_debug_recmod2 * (double)(signed int)pDira * 2.133333333333333);
2822 v3->pMonsterInfo.uRecoveryTime = v15;
2823 v3->vVelocity.z = v10;
2824 v3->vVelocity.y = v10;
2825 v3->vVelocity.x = v10;
2826 result = v3->UpdateAnimation();
2827 }
2828 else
2829 {
2830 result = Actor::_402AD7(v21, a2, v21, 64, pDir);
2831 }
2832 return result;
2833 }
2834
2835
2836 //----- (00403476) --------------------------------------------------------
2837 unsigned int __fastcall Actor::_403476(unsigned int uActorID, signed int edx0, AIDirection *pDir)
2838 {
2839 Actor *v3; // ebx@1
2840 int v4; // esi@3
2841 int v5; // edi@3
2842 signed int v6; // eax@4
2843 Vec3_int_ v7; // ST04_12@6
2844 unsigned char v8[12]; // ST04_12@7
2845 unsigned int result; // eax@8
2846 AIDirection *v10; // eax@9
2847 unsigned int v11; // esi@9
2848 AIDirection *v12; // esi@10
2849 SpriteFrame *v13; // ecx@11
2850 __int16 v14; // ax@11
2851 unsigned int v15; // ecx@11
2852 unsigned int v16; // eax@11
2853 AIDirection a3; // [sp+Ch] [bp-48h]@10
2854 AIDirection v18; // [sp+28h] [bp-2Ch]@10
2855 int v19; // [sp+44h] [bp-10h]@6
2856 signed int a2; // [sp+48h] [bp-Ch]@1
2857 unsigned int v21; // [sp+4Ch] [bp-8h]@1
2858 int v22; // [sp+50h] [bp-4h]@3
2859 unsigned int pDira; // [sp+5Ch] [bp+8h]@11
2860
2861 v21 = uActorID;
2862 v3 = &pActors[uActorID];
2863 a2 = edx0;
2864 if ( (edx0 & 7) == 3 )
2865 {
2866 v6 = edx0 >> 3;
2867 v4 = pActors[v6].vPosition.x;
2868 v5 = pActors[v6].vPosition.y;
2869 v22 = (signed __int64)((double)pActors[v6].uActorHeight * 0.75 + (double)pActors[v6].vPosition.z);
2870 }
2871 else
2872 {
2873 if ( (edx0 & 7) == 4 )
2874 {
2875 v4 = pParty->vPosition.x;
2876 v5 = pParty->vPosition.y;
2877 v22 = pParty->vPosition.z + pParty->sEyelevel;
2878 }
2879 else
2880 {
2881 v4 = (int)pDir;
2882 v5 = (int)pDir;
2883 }
2884 }
2885 v19 = v3->uActorHeight;
2886 v7.z = v3->vPosition.z - (unsigned int)(signed __int64)((double)v19 * -0.75);
2887 v7.y = v3->vPosition.y;
2888 v7.x = v3->vPosition.x;
2889 if ( sub_407A1C(v4, v5, v22, v7)
2890 || (*(unsigned int *)&v8[8] = v22,
2891 v19 = v3->uActorHeight,
2892 *(_QWORD *)v8 = __PAIR__(v5, v4),
2893 sub_407A1C(
2894 v3->vPosition.x,
2895 v3->vPosition.y,
2896 v3->vPosition.z - (unsigned int)(signed __int64)((double)v19 * -0.75),
2897 *(Vec3_int_ *)v8)) )
2898 {
2899 v10 = pDir;
2900 v11 = 0;
2901 if ( !pDir )
2902 {
2903 v12 = Actor::GetDirectionInfo(8 * v21 | 3, a2, &a3, 0);
2904 v10 = &v18;
2905 memcpy(&v18, v12, sizeof(v18));
2906 v11 = 0;
2907 }
2908 v13 = pSpriteFrameTable->pSpriteSFrames;
2909 v3->uYawAngle = LOWORD(v10->uYawAngle);
2910 v14 = v13[v3->pSpriteIDs[3]].uAnimLength;
2911 v15 = v21;
2912 v3->uCurrentActionLength = 8 * v14;
2913 v3->uCurrentActionTime = v11;
2914 v3->uAIState = AttackingRanged1;
2915 Actor::PlaySound(v15, 0);
2916 v16 = pMonsterStats->pInfos[v3->pMonsterInfo.uID].uRecoveryTime;
2917 pDira = pMonsterStats->pInfos[v3->pMonsterInfo.uID].uRecoveryTime;
2918 if ( SHIDWORD(v3->pActorBuffs[7].uExpireTime) >= (signed int)v11
2919 && (SHIDWORD(v3->pActorBuffs[7].uExpireTime) > (signed int)v11 || LODWORD(v3->pActorBuffs[7].uExpireTime) > v11) )
2920 {
2921 v16 *= 2;
2922 pDira = v16;
2923 }
2924 if ( pParty->bTurnBasedModeOn == 1 )
2925 v3->pMonsterInfo.uRecoveryTime = v16;
2926 else
2927 v3->pMonsterInfo.uRecoveryTime = v3->uCurrentActionLength
2928 - (unsigned int)(signed __int64)(flt_6BE3A8_debug_recmod2
2929 * (double)(signed int)pDira
2930 * -2.133333333333333);
2931 v3->vVelocity.z = v11;
2932 v3->vVelocity.y = v11;
2933 v3->vVelocity.x = v11;
2934 result = v3->UpdateAnimation();
2935 }
2936 else
2937 {
2938 result = Actor::_402AD7(v21, a2, v21, 64, pDir);
2939 }
2940 return result;
2941 }
2942
2943 //----- (004032B2) --------------------------------------------------------
2944 void __fastcall Actor::_4032B2(unsigned int a1, unsigned int a2, int a3, int uActionLength)
2945 {
2946 unsigned int v4; // edi@1
2947 Actor *v5; // esi@1
2948 int v6; // ebx@1
2949 int v7; // ST08_4@1
2950 int v8; // eax@1
2951 unsigned int v9; // ebx@11
2952 int v10; // ebx@13
2953 signed __int16 v11; // cx@17
2954 unsigned int v12; // [sp-8h] [bp-44h]@10
2955 AIDirection *v13; // [sp-4h] [bp-40h]@10
2956 AIDirection v14; // [sp+Ch] [bp-30h]@7
2957 int v15; // [sp+28h] [bp-14h]@11
2958 unsigned int v16; // [sp+2Ch] [bp-10h]@1
2959 int y; // [sp+30h] [bp-Ch]@1
2960 unsigned int uActorID; // [sp+34h] [bp-8h]@1
2961 int v19; // [sp+38h] [bp-4h]@1
2962
2963 uActorID = a1;
2964 v4 = a1;
2965 v5 = &pActors[a1];
2966 v16 = a2;
2967 v6 = v5->vInitialPosition.x - v5->vPosition.x;
2968 v7 = v5->vInitialPosition.x - v5->vPosition.x;
2969 y = v5->vInitialPosition.y - v5->vPosition.y;
2970 v19 = abs(v7);
2971 v8 = abs(y);
2972 if ( v19 <= v8 )
2973 v19 = v8 + (v19 >> 1);
2974 else
2975 v19 += v8 >> 1;
2976 if ( MonsterStats::BelongsToSupertype(v5->pMonsterInfo.uID, MONSTER_SUPERTYPE_TREANT) )
2977 {
2978 if ( !uActionLength )
2979 uActionLength = 256;
2980 Actor::_403F58(uActorID, 4, uActionLength, &v14);
2981 return;
2982 }
2983 if ( pActors[v4].pMonsterInfo.uMovementType == 3 && v19 < 128 )
2984 {
2985 v13 = &v14;
2986 v12 = 256;
2987 LABEL_16:
2988 Actor::_403EB6(uActorID, v16, v12, v13);
2989 return;
2990 }
2991 v15 = (rand() & 0xF) << 12;
2992 v19 += (unsigned __int64)(v15 * (signed __int64)a3) >> 16;
2993 v9 = (stru_5C6E00->uIntegerDoublePi - 1) & stru_5C6E00->Atan2(v6, y);
2994 if ( rand() % 100 < 25 )
2995 {
2996 Actor::StandAwhile(uActorID);
2997 return;
2998 }
2999 v10 = v9 + rand() % 256 - 128;
3000 if ( abs(v10 - v5->uYawAngle) > 256 && !(BYTE2(v5->uAttributes) & 0x20) )
3001 {
3002 v13 = &v14;
3003 v12 = 256;
3004 goto LABEL_16;
3005 }
3006 v11 = v5->uMovementSpeed;
3007 v5->uYawAngle = v10;
3008 if ( v11 )
3009 v5->uCurrentActionLength = 32 * v19 / v11;
3010 else
3011 v5->uCurrentActionLength = 0;
3012 v5->uCurrentActionTime = 0;
3013 v5->uAIState = Tethered;
3014 if ( rand() % 100 < 2 )
3015 Actor::PlaySound(uActorID, 3u);
3016 v5->UpdateAnimation();
3017 }
3018
3019
3020 //----- (004031C1) --------------------------------------------------------
3021 char __fastcall Actor::_4031C1_update_job(unsigned int uActorID, signed int a2, int a3)
3022 {
3023 unsigned int v3; // edi@1
3024 Actor *v4; // esi@1
3025 ActorJob *v5; // eax@1
3026 signed int v6; // edx@2
3027 ActorJob *v7; // eax@2
3028 signed int v8; // edi@2
3029 char *v9; // ecx@2
3030 __int16 v10; // cx@15
3031 signed int v12; // [sp+8h] [bp-4h]@1
3032
3033 v3 = uActorID;
3034 v12 = a2;
3035 v4 = &pActors[uActorID];
3036 v5 = (ActorJob *)pActors[uActorID].CanAct();
3037 if ( v5 )
3038 {
3039 v6 = 65535;
3040 v7 = &v4->pScheduledJobs[v3];
3041 v8 = 7;
3042 v9 = (char *)&v7[7].uHour;
3043 while ( !(*(v9 - 3) & 1) || (unsigned __int8)*v9 > v12 )
3044 {
3045 --v8;
3046 v9 -= 12;
3047 if ( v8 < 0 )
3048 goto LABEL_8;
3049 }
3050 v6 = v8;
3051 LABEL_8:
3052 if ( !v8 && v6 == 65535 )
3053 v6 = 7;
3054 v5 = &v7[v6];
3055 if ( v4->vInitialPosition.x != v5->vPos.x
3056 || v4->vInitialPosition.y != v5->vPos.y
3057 || v4->vInitialPosition.z != v5->vPos.z
3058 || v4->pMonsterInfo.uMovementType != v5->uAction )
3059 {
3060 v4->vInitialPosition.x = v5->vPos.x;
3061 v4->vInitialPosition.y = v5->vPos.y;
3062 v10 = v5->vPos.z;
3063 v4->vInitialPosition.z = v10;
3064 LOBYTE(v5) = v5->uAction;
3065 v4->pMonsterInfo.uMovementType = (unsigned __int8)v5;
3066 if ( a3 == 1 )
3067 {
3068 v4->vPosition.x = v4->vInitialPosition.x;
3069 v4->vPosition.y = v4->vInitialPosition.y;
3070 LOBYTE(v5) = v10;
3071 v4->vPosition.z = v10;
3072 }
3073 }
3074 }
3075 return (char)v5;
3076 }
3077
3078
3079 //----- (004030AD) --------------------------------------------------------
3080 __int16 __fastcall Actor::_4030AD(unsigned int uActorID, signed int edx0, int arg0)
3081 {
3082 unsigned int v3; // edi@1
3083 Actor *v4; // ebx@1
3084 __int16 result; // ax@10
3085 SpriteFrame *v6; // ecx@16
3086 __int16 v7; // ax@16
3087 unsigned int v8; // ecx@16
3088 AIDirection a3; // [sp+Ch] [bp-40h]@16
3089 AIDirection v10; // [sp+28h] [bp-24h]@16
3090 unsigned int v11; // [sp+44h] [bp-8h]@1
3091 signed int a2; // [sp+48h] [bp-4h]@1
3092
3093 v3 = uActorID;
3094 a2 = edx0;
3095 v4 = &pActors[uActorID];
3096 v11 = uActorID;
3097 if ( v4->uAIState == 7 )
3098 BYTE2(v4->uAttributes) |= 2u;
3099 if ( v4->pMonsterInfo.uHostilityType != 4 )
3100 {
3101 v4->uAttributes &= 0xFFFFFFFBu;
3102 v4->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Long;
3103 }
3104 if ( (signed __int64)v4->pActorBuffs[1].uExpireTime > 0 )
3105 v4->pActorBuffs[1].Reset();
3106 if ( (signed __int64)v4->pActorBuffs[4].uExpireTime > 0 )
3107 v4->pActorBuffs[4].Reset();
3108 if ( arg0
3109 || (result = v4->uAIState, result != 8)
3110 && result != 3
3111 && result != 12
3112 && result != 13
3113 && result != 18
3114 && result != 2 )
3115 {
3116 memcpy(&v10, Actor::GetDirectionInfo(8 * v3 | 3, a2, &a3, 0), sizeof(v10));
3117 v6 = pSpriteFrameTable->pSpriteSFrames;
3118 v4->uYawAngle = LOWORD(v10.uYawAngle);
3119 v7 = v6[v4->pSpriteIDs[4]].uAnimLength;
3120 v8 = v11;
3121 v4->uCurrentActionTime = 0;
3122 v4->uAIState = Stunned;
3123 v4->uCurrentActionLength = 8 * v7;
3124 Actor::PlaySound(v8, 2u);
3125 result = v4->UpdateAnimation();
3126 }
3127 return result;
3128 }
3129
3130 //----- (00402F87) --------------------------------------------------------
3131 int __fastcall Actor::_402F87(unsigned int uActorID, unsigned int uObjID, AIDirection *a4)
3132 {
3133 int v3; // edi@1
3134 AIDirection *v4; // esi@1
3135 Actor *v5; // ebx@1
3136 SpriteFrame *v6; // ecx@3
3137 unsigned int v7; // eax@3
3138 int v8; // edx@3
3139 unsigned int v9; // eax@3
3140 int result; // eax@4
3141 AIDirection a3; // [sp+Ch] [bp-5Ch]@2
3142 AIDirection v12; // [sp+28h] [bp-40h]@2
3143 AIDirection v13; // [sp+44h] [bp-24h]@2
3144 unsigned int v14; // [sp+60h] [bp-8h]@1
3145 unsigned int v15; // [sp+64h] [bp-4h]@1
3146
3147 v3 = uActorID;
3148 v4 = a4;
3149 v5 = &pActors[uActorID];
3150 v14 = uObjID;
3151 v15 = uActorID;
3152 if ( !a4 )
3153 {
3154 memcpy(&v13, Actor::GetDirectionInfo(8 * uActorID | AI_OBJECT_ACTOR, uObjID, &a3, (int)a4), sizeof(v13));
3155 memcpy(&v12, &v13, sizeof(v12));
3156 v3 = v15;
3157 v4 = &v12;
3158 }
3159 v6 = pSpriteFrameTable->pSpriteSFrames;
3160 v5->uYawAngle = LOWORD(v4->uYawAngle);
3161 v5->uCurrentActionLength = 8 * v6[v5->pSpriteIDs[7]].uAnimLength;
3162 v7 = stru_5C6E00->Atan2(v5->vPosition.x - pIndoorCamera->pos.x, v5->vPosition.y - pIndoorCamera->pos.y);
3163 LOWORD(v8) = v5->uYawAngle;
3164 v9 = stru_5C6E00->uIntegerPi + v8 + ((signed int)stru_5C6E00->uIntegerPi >> 3) - v7;
3165 if ( BYTE1(v9) & 7 )
3166 {
3167 result = Actor::_403EB6(v3, v14, v5->uCurrentActionLength, v4);
3168 }
3169 else
3170 {
3171 v5->uAIState = Fidgeting;
3172 v5->uCurrentActionTime = 0;
3173 v5->vVelocity.z = 0;
3174 v5->vVelocity.y = 0;
3175 v5->vVelocity.x = 0;
3176 if ( rand() % 100 < 5 )
3177 Actor::PlaySound(v3, 3u);
3178 result = v5->UpdateAnimation();
3179 }
3180 return result;
3181 }
3182
3183 //----- (00402F27) --------------------------------------------------------
3184 unsigned int __fastcall Actor::Resurrect(unsigned int uActorID)
3185 {
3186 Actor *pActor; // esi@1
3187 SpriteFrame *v2; // edx@1
3188 int v3; // eax@1
3189
3190 pActor = &pActors[uActorID];
3191 v2 = pSpriteFrameTable->pSpriteSFrames;
3192 v3 = pActor->pSpriteIDs[5];
3193 pActor->uCurrentActionTime = 0;
3194 pActor->uAIState = Resurrected;
3195 pActor->uCurrentActionAnimation = ANIM_Dying;
3196 pActor->uCurrentActionLength = 8 * v2[v3].uAnimLength;
3197 pActor->sCurrentHP = LOWORD(pActor->pMonsterInfo.uHP);
3198 Actor::PlaySound(uActorID, 1u);
3199 return pActor->UpdateAnimation();
3200 }
3201
3202
3203 //----- (00402D6E) --------------------------------------------------------
3204 void __fastcall Actor::Die(unsigned int uActorID)
3205 {
3206 Actor *v1; // esi@1
3207 SpriteFrame *v2; // ecx@1
3208 int v3; // eax@1
3209 int v4; // ecx@1
3210 char *v5; // eax@1
3211 SpellBuff *v6; // edi@5
3212 signed int v7; // ebx@5
3213 MONSTER_TYPE v8; // eax@7
3214 int v9; // eax@23
3215 ItemGen _this; // [sp+8h] [bp-28h]@7
3216 unsigned int v11; // [sp+2Ch] [bp-4h]@1
3217
3218 v1 = &pActors[uActorID];
3219 v11 = uActorID;
3220 v2 = pSpriteFrameTable->pSpriteSFrames;
3221 v3 = 60 * v1->pSpriteIDs[5];
3222 v1->uCurrentActionTime = 0;
3223 v1->uAIState = Dying;
3224 v1->uCurrentActionAnimation = 5;
3225 LOWORD(v3) = *(__int16 *)((char *)&v2->uAnimLength + v3);
3226 v1->sCurrentHP = 0;
3227 v1->uCurrentActionLength = 8 * v3;
3228 v1->pActorBuffs[6].Reset();
3229 v1->pActorBuffs[5].Reset();
3230 Actor::PlaySound(v11, 1u);
3231 v1->UpdateAnimation();
3232 v4 = v1->pMonsterInfo.uID;
3233 v5 = (char *)pParty->field_75A;
3234 do
3235 {
3236 if ( v4 == *((short *)v5 - 5) )
3237 *(short *)v5 = 1;
3238 v5 += 2;
3239 }
3240 while ( (signed int)v5 < (signed int)&pParty->field_764 );
3241 v6 = v1->pActorBuffs;
3242 v7 = 22;
3243 do
3244 {
3245 v6->Reset();
3246 ++v6;
3247 --v7;
3248 }
3249 while ( v7 );
3250 _this.Reset();
3251 v8 = (MONSTER_TYPE)v1->pMonsterInfo.uID;
3252 if ( v8 > MONSTER_HARPY_3 )
3253 {
3254 if ( v8 < MONSTER_OOZE_1 )
3255 goto LABEL_21;
3256 if ( v8 <= MONSTER_OOZE_3 )
3257 {
3258 _this.uItemID = ITEM_OOZE_ECTOPLASM_BOTTLE;
3259 goto LABEL_21;
3260 }
3261 if ( v8 <= MONSTER_PEASANT_GOBLIN_MALE_3_3 || v8 > MONSTER_TROLL_3 )
3262 {
3263 LABEL_21:
3264 if ( !_this.uItemID )
3265 goto LABEL_24;
3266 goto LABEL_22;
3267 }
3268 _this.uItemID = ITEM_TROLL_BLOOD;
3269 }
3270 else
3271 {
3272 if ( v8 >= MONSTER_HARPY_1 )
3273 {
3274 _this.uItemID = ITEM_HARPY_FEATHER;
3275 }
3276 else
3277 {
3278 if ( v8 < MONSTER_DEVIL_1 )
3279 goto LABEL_21;
3280 if ( v8 > MONSTER_DEVIL_3 )
3281 {
3282 if ( v8 <= MONSTER_DRAGON_3 )
3283 {
3284 _this.uItemID = ITEM_DRAGON_EYE;
3285 goto LABEL_22;
3286 }
3287 goto LABEL_21;
3288 }
3289 _this.uItemID = ITEM_DEVIL_ICHOR;
3290 }
3291 }
3292 LABEL_22:
3293 if ( rand() % 100 < 20 )
3294 {
3295 v9 = rand();
3296 sub_42F7EB_DropItemAt(
3297 pItemsTable->pItems[_this.uItemID].uSpriteID,
3298 v1->vPosition.x,
3299 v1->vPosition.y,
3300 v1->vPosition.z + 16,
3301 v9 % 200 + 200,
3302 1,
3303 1,
3304 0,
3305 &_this);
3306 }
3307 LABEL_24:
3308 if ( v1->pMonsterInfo.uSpecialAbilityType == MONSTER_SPECIAL_ABILITY_EXPLODE )
3309 Actor::Explode(v11);
3310 }
3311
3312 //----- (00402CED) --------------------------------------------------------
3313 void __fastcall Actor::PlaySound(unsigned int uActorID, unsigned int uSoundID)
3314 {
3315 Actor *v2; // eax@1
3316 unsigned __int16 v3; // dx@1
3317 int v4; // eax@3
3318 int v5; // eax@4
3319 unsigned int v6; // eax@6
3320 signed int v7; // eax@12
3321 signed int v8; // [sp-18h] [bp-1Ch]@10
3322 signed int v9; // [sp-14h] [bp-18h]@10
3323 int v10; // [sp-10h] [bp-14h]@10
3324 unsigned int v11; // [sp-Ch] [bp-10h]@10
3325 int v12; // [sp-8h] [bp-Ch]@10
3326
3327 v2 = &pActors[uActorID];
3328 v3 = v2->pSoundSampleIDs[uSoundID];
3329 if ( v3 )
3330 {
3331 if ( (signed __int64)v2->pActorBuffs[3].uExpireTime <= 0 )
3332 {
3333 v12 = 0;
3334 v11 = 0;
3335 v10 = 0;
3336 v9 = 0;
3337 v8 = -1;
3338 }
3339 else
3340 {
3341 v4 = v2->pActorBuffs[3].uPower - 2;
3342 if ( v4 )
3343 {
3344 v5 = v4 - 1;
3345 if ( v5 )
3346 {
3347 if ( v5 == 1 )
3348 v6 = 55125;
3349 else
3350 v6 = uActorID;
3351 }
3352 else
3353 {
3354 v6 = 44100;
3355 }
3356 }
3357 else
3358 {
3359 v6 = 33075;
3360 }
3361 v12 = v6;
3362 v11 = 0;
3363 v10 = 0;
3364 v9 = 0;
3365 v8 = 0;
3366 }
3367 v7 = 8 * uActorID;
3368 LOBYTE(v7) = 8 * uActorID | 3;
3369 pAudioPlayer->PlaySound((SoundID)(signed __int16)v3, v7, 0, v8, v9, v10, v11, v12);
3370 }
3371 }
3372
3373
3374 //----- (00402AD7) --------------------------------------------------------
3375 unsigned int __fastcall Actor::_402AD7(unsigned int uActorID, unsigned int a2, signed int arg0, signed int uActionLength, AIDirection *pDir)
3376 {
3377 unsigned int v5; // edi@1
3378 int v6; // eax@1
3379 Actor *v7; // ebx@1
3380 unsigned int v8; // ecx@1
3381 char v9; // zf@1
3382 AIDirection *v10; // esi@6
3383 int v12; // ecx@19
3384 unsigned int v13; // eax@19
3385 AIDirection a3; // [sp+Ch] [bp-5Ch]@7
3386 AIDirection v15; // [sp+28h] [bp-40h]@7
3387 AIDirection v16; // [sp+44h] [bp-24h]@7
3388 unsigned int v17; // [sp+60h] [bp-8h]@1
3389 unsigned int v18; // [sp+64h] [bp-4h]@1
3390 int v19; // [sp+70h] [bp+8h]@19
3391
3392 v5 = uActorID;
3393 v6 = 0;
3394 v7 = &pActors[uActorID];
3395 v18 = a2;
3396 v8 = 8 * uActorID | 3;
3397 v9 = v7->pMonsterInfo.uFlying == 0;
3398 v17 = v5;
3399 if ( !v9 && !pParty->bFlying )
3400 {
3401 if ( v7->pMonsterInfo.uMissleAttack1Type )
3402 v6 = v7->uActorRadius + 512;
3403 else
3404 v6 = pParty->uPartyHeight;
3405 }
3406 v10 = pDir;
3407 if ( !pDir )
3408 {
3409 memcpy(&v15, Actor::GetDirectionInfo(v8, a2, &a3, v6), sizeof(v15));
3410 memcpy(&v16, &v15, sizeof(v16));
3411 v5 = v17;
3412 v10 = &v16;
3413 }
3414 if ( MonsterStats::BelongsToSupertype(v7->pMonsterInfo.uID, MONSTER_SUPERTYPE_TREANT) )
3415 {
3416 if ( !uActionLength )
3417 uActionLength = 256;
3418 return Actor::_403F58(v5, 4, uActionLength, v10);
3419 }
3420 if ( (double)(signed int)v10->uDistance < 307.2 )
3421 {
3422 if ( !uActionLength )
3423 uActionLength = 256;
3424 return Actor::_403EB6(v5, v18, uActionLength, v10);
3425 }
3426 if ( !v7->uMovementSpeed )
3427 return Actor::_403EB6(v5, v18, uActionLength, v10);
3428 v18 = 16;
3429 if ( arg0 % 2 )
3430 v18 = -16;
3431 v12 = ((unsigned __int64)(stru_5C6E00->SinCos(v18 + stru_5C6E00->uIntegerPi + v10->uYawAngle)
3432 * (signed __int64)v10->uDistanceXZ) >> 16)
3433 + pParty->vPosition.x;
3434 v13 = stru_5C6E00->uIntegerPi + v10->uYawAngle;
3435 v17 = v12;
3436 v19 = stru_5C6E00->SinCos(v18 + v13 - stru_5C6E00->uIntegerHalfPi);
3437 v7->uYawAngle = stru_5C6E00->Atan2(
3438 v17 - v7->vPosition.x,
3439 pParty->vPosition.y
3440 + ((unsigned __int64)(v19 * (signed __int64)v10->uDistanceXZ) >> 16)
3441 - v7->vPosition.y);
3442 if ( uActionLength )
3443 v7->uCurrentActionLength = uActionLength;
3444 else
3445 v7->uCurrentActionLength = 128;
3446 v7->uPitchAngle = LOWORD(v10->uPitchAngle);
3447 v7->uAIState = Pursuing;
3448 return v7->UpdateAnimation();
3449 }
3450
3451 //----- (00402968) --------------------------------------------------------
3452 unsigned int __fastcall Actor::_402968(unsigned int uActorID, signed int edx0, int uActionLength, AIDirection *a4)
3453 {
3454 unsigned int v4; // esi@1
3455 Actor *v5; // ebx@1
3456 unsigned int result; // eax@1
3457 int v7; // ecx@2
3458 signed __int16 v8; // cx@10
3459 unsigned __int16 v9; // ax@15
3460 AIDirection v10; // [sp+8h] [bp-7Ch]@4
3461 AIDirection a3; // [sp+24h] [bp-60h]@3
3462 AIDirection v12; // [sp+40h] [bp-44h]@3
3463 AIDirection v13; // [sp+5Ch] [bp-28h]@4
3464 signed int a1; // [sp+78h] [bp-Ch]@2
3465 unsigned int v15; // [sp+7Ch] [bp-8h]@1
3466 signed int a2; // [sp+80h] [bp-4h]@1
3467
3468 v4 = uActorID;
3469 a2 = edx0;
3470 v15 = uActorID;
3471 v5 = &pActors[uActorID];
3472 result = pActors[uActorID].CanAct();
3473 if ( result )
3474 {
3475 v7 = 8 * v4 | 3;
3476 a1 = 8 * v4 | 3;
3477 if ( !a4 )
3478 {
3479 a4 = &v12;
3480 memcpy(&v12, Actor::GetDirectionInfo(v7, a2, &a3, v5->pMonsterInfo.uFlying), sizeof(v12));
3481 v7 = a1;
3482 }
3483 memcpy(&a3, Actor::GetDirectionInfo(v7, 4u, &v10, 0), sizeof(a3));
3484 memcpy(&v13, &a3, sizeof(v13));
3485 if ( MonsterStats::BelongsToSupertype(v5->pMonsterInfo.uID, MONSTER_SUPERTYPE_TREANT)
3486 || (a2 & 7) == 3 && (double)(signed int)v13.uDistance < 307.2 )
3487 {
3488 if ( !uActionLength )
3489 uActionLength = 256;
3490 result = Actor::_403F58(v15, 4, uActionLength, &v13);
3491 }
3492 else
3493 {
3494 v8 = v5->uMovementSpeed;
3495 if ( v8 )
3496 v5->uCurrentActionLength = (signed int)(a4->uDistanceXZ << 7) / v8;
3497 else
3498 v5->uCurrentActionLength = 0;
3499 if ( v5->uCurrentActionLength > 256 )
3500 v5->uCurrentActionLength = 256;
3501 v5->uYawAngle = LOWORD(stru_5C6E00->uIntegerHalfPi) + LOWORD(a4->uYawAngle);
3502 v5->uYawAngle = LOWORD(stru_5C6E00->uDoublePiMask) & (v5->uYawAngle + rand() % (signed int)stru_5C6E00->uIntegerPi);
3503 v9 = LOWORD(a4->uPitchAngle);
3504 v5->uCurrentActionTime = 0;
3505 v5->uPitchAngle = v9;
3506 v5->uAIState = Fleeing;
3507 result = v5->UpdateAnimation();
3508 }
3509 }
3510 return result;
3511 }
3512
3513
3514 //----- (0040281C) --------------------------------------------------------
3515 int __fastcall Actor::_40281C(unsigned int uActorID, unsigned int a2, signed int uActionLength, AIDirection *pDir, int a5)
3516 {
3517 unsigned int v5; // edi@1
3518 int v6; // eax@1
3519 Actor *v7; // ebx@1
3520 unsigned int v8; // ecx@1
3521 char v9; // zf@1
3522 AIDirection *v10; // esi@7
3523 signed int v11; // edx@12
3524 signed __int16 v13; // cx@19
3525 unsigned __int16 v14; // ax@25
3526 int v15; // [sp-8h] [bp-54h]@12
3527 AIDirection *v16; // [sp-4h] [bp-50h]@12
3528 AIDirection a3; // [sp+Ch] [bp-40h]@8
3529 AIDirection v18; // [sp+28h] [bp-24h]@8
3530 unsigned int v19; // [sp+44h] [bp-8h]@1
3531 unsigned int v20; // [sp+48h] [bp-4h]@1
3532
3533 v5 = uActorID;
3534 v6 = 0;
3535 v7 = &pActors[uActorID];
3536 v19 = a2;
3537 v8 = 8 * uActorID | 3;
3538 v9 = v7->pMonsterInfo.uFlying == 0;
3539 v20 = v5;
3540 if ( !v9 && !pParty->bFlying )
3541 {
3542 if ( v7->pMonsterInfo.uMissleAttack1Type && uCurrentlyLoadedLevelType == LEVEL_Outdoor )
3543 v6 = v7->uActorRadius + 512;
3544 else
3545 v6 = pParty->uPartyHeight;
3546 }
3547 v10 = pDir;
3548 if ( !pDir )
3549 {
3550 memcpy(&v18, Actor::GetDirectionInfo(v8, a2, &a3, v6), sizeof(v18));
3551 memcpy(0, &v18, 0x1Cu);
3552 v10 = 0;
3553 v5 = v20;
3554 }
3555 if ( MonsterStats::BelongsToSupertype(v7->pMonsterInfo.uID, MONSTER_SUPERTYPE_TREANT) )
3556 {
3557 if ( !uActionLength )
3558 uActionLength = 256;
3559 v16 = v10;
3560 v15 = uActionLength;
3561 v11 = 4;
3562 return Actor::_403F58(v5, v11, v15, v16);
3563 }
3564 if ( (signed int)v10->uDistance < a5 )
3565 {
3566 if ( !uActionLength )
3567 uActionLength = 256;
3568 v11 = v19;
3569 v16 = v10;
3570 v15 = uActionLength;
3571 return Actor::_403F58(v5, v11, v15, v16);
3572 }
3573 if ( uActionLength )
3574 {
3575 v7->uCurrentActionLength = uActionLength;
3576 }
3577 else
3578 {
3579 v13 = v7->uMovementSpeed;
3580 if ( v13 )
3581 v7->uCurrentActionLength = (signed int)(v10->uDistanceXZ << 7) / v13;
3582 else
3583 v7->uCurrentActionLength = 0;
3584 if ( v7->uCurrentActionLength > 32 )
3585 v7->uCurrentActionLength = 32;
3586 }
3587 v7->uYawAngle = LOWORD(v10->uYawAngle);
3588 v14 = LOWORD(v10->uPitchAngle);
3589 v7->uCurrentActionTime = 0;
3590 v7->uPitchAngle = v14;
3591 v7->uAIState = Pursuing;
3592 return v7->UpdateAnimation();
3593 }
3594
3595
3596 //----- (00402686) --------------------------------------------------------
3597 unsigned int __fastcall Actor::_402686(unsigned int uActorID, unsigned int a2, signed int uActionLength, AIDirection *a4)
3598 {
3599 unsigned int v4; // edi@1
3600 int v5; // eax@1
3601 Actor *v6; // ebx@1
3602 int v7; // ecx@1
3603 char v8; // zf@1
3604 AIDirection *v9; // esi@7
3605 signed int v10; // edx@12
3606 signed __int16 v12; // cx@19
3607 int v13; // edx@25
3608 __int16 v14; // ax@25
3609 unsigned __int16 v15; // ax@26
3610 unsigned __int16 v16; // ax@28
3611 int v17; // [sp-8h] [bp-54h]@12
3612 AIDirection *v18; // [sp-4h] [bp-50h]@12
3613 AIDirection a3; // [sp+Ch] [bp-40h]@8
3614 AIDirection v20; // [sp+28h] [bp-24h]@8
3615 int v21; // [sp+44h] [bp-8h]@1
3616 unsigned int v22; // [sp+48h] [bp-4h]@1
3617
3618 v4 = uActorID;
3619 v5 = 0;
3620 v6 = &pActors[uActorID];
3621 v21 = a2;
3622 v7 = 8 * uActorID | 3;
3623 v8 = v6->pMonsterInfo.uFlying == 0;
3624 v22 = v4;
3625 if ( !v8 && !pParty->bFlying )
3626 {
3627 if ( v6->pMonsterInfo.uMissleAttack1Type && uCurrentlyLoadedLevelType == LEVEL_Outdoor )
3628 v5 = v6->uActorRadius + 512;
3629 else
3630 v5 = pParty->uPartyHeight;
3631 }
3632 v9 = a4;
3633 if ( !a4 )
3634 {
3635 memcpy(&v20, Actor::GetDirectionInfo(v7, a2, &a3, v5), sizeof(v20));
3636 memcpy(0, &v20, 0x1Cu);
3637 v9 = 0;
3638 v4 = v22;
3639 }
3640 if ( MonsterStats::BelongsToSupertype(v6->pMonsterInfo.uID, MONSTER_SUPERTYPE_TREANT) )
3641 {
3642 if ( !uActionLength )
3643 uActionLength = 256;
3644 v18 = v9;
3645 v17 = uActionLength;
3646 v10 = 4;
3647 return Actor::_403F58(v4, v10, v17, v18);
3648 }
3649 if ( (double)(signed int)v9->uDistance < 307.2 )
3650 {
3651 if ( !uActionLength )
3652 uActionLength = 256;
3653 v10 = v21;
3654 v18 = v9;
3655 v17 = uActionLength;
3656 return Actor::_403F58(v4, v10, v17, v18);
3657 }
3658 if ( uActionLength )
3659 {
3660 v6->uCurrentActionLength = uActionLength + rand() % uActionLength;
3661 }
3662 else
3663 {
3664 v12 = v6->uMovementSpeed;
3665 if ( v12 )
3666 v6->uCurrentActionLength = (signed int)(v9->uDistanceXZ << 7) / v12;
3667 else
3668 v6->uCurrentActionLength = 0;
3669 if ( v6->uCurrentActionLength > 128 )
3670 v6->uCurrentActionLength = 128;
3671 }
3672 v13 = rand() % 2;
3673 v14 = LOWORD(v9->uYawAngle);
3674 if ( v13 )
3675 v15 = v14 + 256;
3676 else
3677 v15 = v14 - 256;
3678 v6->uYawAngle = v15;
3679 v16 = LOWORD(v9->uPitchAngle);
3680 v6->uCurrentActionTime = 0;
3681 v6->uPitchAngle = v16;
3682 v6->uAIState = Pursuing;
3683 if ( rand() % 100 < 2 )
3684 Actor::PlaySound(v4, 2u);
3685 return v6->UpdateAnimation();
3686 }
3687
3688 //----- (00401221) --------------------------------------------------------
3689 void __fastcall Actor::_401221(unsigned int uActorID, int *a2, unsigned int a3)
3690 {
3691 Actor *v3; // esi@1
3692 unsigned int v4; // ebx@1
3693 int v5; // ecx@1
3694 unsigned int v6; // eax@1
3695 char *v7; // edi@2
3696 __int16 v8; // ax@3
3697 int v9; // eax@10
3698 signed int v10; // eax@13
3699 int v11; // ebx@16
3700 int v12; // eax@16
3701 int v13; // eax@25
3702 signed int v14; // eax@31
3703 int v15; // edi@43
3704 int v16; // ebx@45
3705 int v17; // eax@45
3706 int v18; // eax@51
3707 int v19; // [sp+Ch] [bp-24h]@16
3708 int *v20; // [sp+10h] [bp-20h]@1
3709 signed int v21; // [sp+14h] [bp-1Ch]@1
3710 unsigned int v22; // [sp+18h] [bp-18h]@1
3711 int v23; // [sp+1Ch] [bp-14h]@16
3712 unsigned int v24; // [sp+20h] [bp-10h]@1
3713 int v25; // [sp+24h] [bp-Ch]@1
3714 signed int v26; // [sp+28h] [bp-8h]@1
3715 int v27; // [sp+2Ch] [bp-4h]@16
3716 int v28; // [sp+2Ch] [bp-4h]@45
3717
3718 v25 = -1;
3719 v22 = uActorID;
3720 v3 = &pActors[uActorID];
3721 v4 = 0;
3722 v5 = 0;
3723 v6 = v3->uLastCharacterIDToHit;
3724 *a2 = 0;
3725 v20 = a2;
3726 v21 = 0;
3727 v24 = v6;
3728 v26 = 0;
3729 if ( (signed int)uNumActors <= 0 )
3730 goto LABEL_26;
3731 v7 = (char *)&pActors[0].uAIState;
3732 do
3733 {
3734 v8 = *(short *)v7;
3735 if ( *(short *)v7 == 5 || v8 == 4 || v8 == 11 || v8 == 17 || v8 == 19 || v22 == v5 )
3736 goto LABEL_23;
3737 if ( v24 == v4 || (v9 = 8 * v5, LOBYTE(v9) = 8 * v5 | 3, v24 != v9) )
3738 goto LABEL_13;
3739 if ( ((Actor *)(v7 - 176))->IsAlive() == 1 )
3740 {
3741 v24 = v4;
3742 v3->uLastCharacterIDToHit = v4;
3743 LABEL_13:
3744 v10 = v3->GetActorsRelation((Actor *)(v7 - 176));
3745 if ( v10 == v4 )
3746 goto LABEL_23;
3747 goto LABEL_14;
3748 }
3749 v18 = *((unsigned int *)v7 + 133);
3750 if ( (v18 != v4 || v3->uGroup != v4) && v18 == v3->uGroup )
3751 goto LABEL_23;
3752 v10 = 4;
3753 LABEL_14:
3754 if ( v3->pMonsterInfo.uHostilityType )
3755 v10 = pMonsterStats->pInfos[v3->pMonsterInfo.uID].uHostilityType;
3756 v11 = dword_4DF380[v10];
3757 v23 = abs(v3->vPosition.x - *((short *)v7 - 17));
3758 v27 = abs(v3->vPosition.y - *((short *)v7 - 16));
3759 v12 = abs(v3->vPosition.z - *((short *)v7 - 15));
3760 v19 = v12;
3761 if ( v23 <= v11
3762 && v27 <= v11
3763 && v12 <= v11
3764 && sub_4070EF_prolly_collide_objects(8 * v26 | 3, 8 * v22 | 3)
3765 && v23 * v23 + v27 * v27 + v19 * v19 < (unsigned int)v25 )
3766 {
3767 v25 = v23 * v23 + v27 * v27 + v19 * v19;
3768 v21 = v26;
3769 }
3770 v4 = 0;
3771 LABEL_23:
3772 v7 += 836;
3773 v5 = v26++ + 1;
3774 }
3775 while ( v26 < (signed int)uNumActors );
3776 if ( v25 != -1 )
3777 {
3778 v13 = 8 * v21;
3779 LOBYTE(v13) = 8 * v21 | 3;
3780 *v20 = v13;
3781 }
3782 LABEL_26:
3783 if ( SHIDWORD(pParty->pPartyBuffs[11].uExpireTime) >= (signed int)v4
3784 && (SHIDWORD(pParty->pPartyBuffs[11].uExpireTime) > (signed int)v4 || LODWORD(pParty->pPartyBuffs[11].uExpireTime) > v4) )
3785 a3 = v4;
3786 if ( a3 != v4 )
3787 {
3788 v14 = v3->GetActorsRelation(0);
3789 if ( BYTE2(v3->uAttributes) & 8
3790 && SHIDWORD(v3->pActorBuffs[12].uExpireTime) <= (signed int)v4
3791 && (SHIDWORD(v3->pActorBuffs[12].uExpireTime) < (signed int)v4 || LODWORD(v3->pActorBuffs[12].uExpireTime) <= v4)
3792 && SHIDWORD(v3->pActorBuffs[1].uExpireTime) <= (signed int)v4
3793 && (SHIDWORD(v3->pActorBuffs[1].uExpireTime) < (signed int)v4 || LODWORD(v3->pActorBuffs[1].uExpireTime) <= v4)
3794 && SHIDWORD(v3->pActorBuffs[2].uExpireTime) <= (signed int)v4
3795 && (SHIDWORD(v3->pActorBuffs[2].uExpireTime) < (signed int)v4 || LODWORD(v3->pActorBuffs[2].uExpireTime) <= v4) )
3796 v14 = 4;
3797 if ( v14 != v4 )
3798 {
3799 v15 = dword_4DF390;
3800 if ( !v3->pMonsterInfo.uHostilityType )
3801 v15 = dword_4DF380[v14];
3802 v16 = abs(v3->vPosition.x - pParty->vPosition.x);
3803 v28 = abs(v3->vPosition.y - pParty->vPosition.y);
3804 v17 = abs(v3->vPosition.z - pParty->vPosition.z);
3805 if ( v16 <= v15 && v28 <= v15 && v17 <= v15 )
3806 {
3807 if ( v16 * v16 + v28 * v28 + v17 * v17 < (unsigned int)v25 )
3808 *v20 = 4;
3809 }
3810 }
3811 }
3812 }
3813 // 4DF380: using guessed type int dword_4DF380[];
3814 // 4DF390: using guessed type int dword_4DF390;
3815
3816 //----- (0040104C) --------------------------------------------------------
3817 signed int Actor::GetActorsRelation(Actor *a2)
3818 {
3819 Actor *v2; // esi@1
3820 int v3; // ebp@5
3821 int v4; // edi@11
3822 unsigned int v5; // edx@15
3823 unsigned int v6; // eax@16
3824 unsigned int v7; // ebp@19
3825 int v8; // eax@22
3826 unsigned int v9; // edx@25
3827 unsigned int v10; // edx@33
3828
3829 auto a1 = this;
3830 v2 = a2;
3831 if ( a1 )
3832 {
3833 if ( SHIDWORD(a1->pActorBuffs[9].uExpireTime) >= 0
3834 && (SHIDWORD(a1->pActorBuffs[9].uExpireTime) > 0 || LODWORD(a1->pActorBuffs[9].uExpireTime) > 0) )
3835 return 4;
3836 v3 = a1->pMonsterInfo.uID;
3837 }
3838 else
3839 {
3840 v3 = 0;
3841 }
3842 if ( a2 )
3843 {
3844 if ( SHIDWORD(a2->pActorBuffs[9].uExpireTime) >= 0
3845 && (SHIDWORD(a2->pActorBuffs[9].uExpireTime) > 0 || LODWORD(a2->pActorBuffs[9].uExpireTime) > 0) )
3846 return 4;
3847 v4 = a2->pMonsterInfo.uID;
3848 }
3849 else
3850 {
3851 v4 = 0;
3852 }
3853 if ( a2 )
3854 {
3855 if ( a1 )
3856 {
3857 v5 = a2->uGroup;
3858 if ( v5 )
3859 {
3860 v6 = a1->uGroup;
3861 if ( v6 )
3862 {
3863 if ( v5 == v6 )
3864 return 0;
3865 }
3866 }
3867 }
3868 }
3869 if ( v3 )
3870 v7 = (v3 - 1) / 3 + 1;
3871 else
3872 v7 = 0;
3873 if ( v4 )
3874 v8 = (v4 - 1) / 3 + 1;
3875 else
3876 v8 = 0;
3877 if ( a1 )
3878 {
3879 v9 = a1->uAlly;
3880 if ( (signed int)v9 <= 0 )
3881 {
3882 if ( v9 != 9999 )
3883 goto LABEL_30;
3884 }
3885 else
3886 {
3887 if ( v9 != 9999 )
3888 {
3889 v7 = a1->uAlly;
3890 goto LABEL_30;
3891 }
3892 }
3893 v7 = 0;
3894 LABEL_30:
3895 if ( (signed __int64)a1->pActorBuffs[12].uExpireTime > 0 )
3896 v7 = 0;
3897 }
3898 if ( !v2 )
3899 goto LABEL_40;
3900 v10 = v2->uAlly;
3901 if ( (signed int)v10 <= 0 )
3902 {
3903 if ( v10 != 9999 )
3904 goto LABEL_38;
3905 }
3906 else
3907 {
3908 if ( v10 != 9999 )
3909 {
3910 v8 = v2->uAlly;
3911 goto LABEL_38;
3912 }
3913 }
3914 v8 = 0;
3915 LABEL_38:
3916 if ( (signed __int64)v2->pActorBuffs[12].uExpireTime > 0 )
3917 v8 = 0;
3918 LABEL_40:
3919 if ( a1 && (signed __int64)a1->pActorBuffs[1].uExpireTime > 0 && !v8
3920 || v2 && (signed __int64)v2->pActorBuffs[1].uExpireTime > 0 && !v7 )
3921 return 0;
3922 if ( a1 && (signed __int64)a1->pActorBuffs[12].uExpireTime <= 0 && a1->uAttributes & 0x80000 && !v8 )
3923 return 4;
3924 if ( v2 && a1 && (signed __int64)a1->pActorBuffs[12].uExpireTime <= 0 && v2->uAttributes & 0x80000 )
3925 {
3926 if ( v7 )
3927 goto LABEL_55;
3928 return 4;
3929 }
3930 if ( !v7 )
3931 {
3932 if ( (!v2 || (signed __int64)v2->pActorBuffs[12].uExpireTime > 0 || !(v2->uAttributes & 0x80000))
3933 && !*((unsigned char *)&pFactionTable->relations + 89 * v8) )
3934 {
3935 LABEL_56:
3936 if ( v8 < 89 )
3937 return *((unsigned char *)&pFactionTable->relations + 89 * v7 + v8);
3938 return 0;
3939 }
3940 return 4;
3941 }
3942 LABEL_55:
3943 if ( (signed int)v7 < 89 )
3944 goto LABEL_56;
3945 return 0;
3946 }
3947
3948
3949 //----- (0045976D) --------------------------------------------------------
3950 unsigned int Actor::UpdateAnimation()
3951 {
3952 AIState state; // edx@1
3953 unsigned int result; // eax@1
3954
3955 state = (AIState)this->uAIState;
3956 BYTE2(this->uAttributes) &= 0xDFu;
3957 result = this->uAttributes;
3958 switch ( state )
3959 {
3960 case Tethered:
3961 this->uCurrentActionAnimation = ANIM_Walking;
3962 return result;
3963 case AttackingMelee:
3964 this->uCurrentActionAnimation = ANIM_AtkMelee;
3965 goto LABEL_10;
3966 case AttackingRanged1:
3967 case AttackingRanged2:
3968 case AttackingRanged3:
3969 case AttackingRanged4:
3970 this->uCurrentActionAnimation = ANIM_AtkRanged;
3971 goto LABEL_10;
3972 case Dying:
3973 case Resurrected:
3974 this->uCurrentActionAnimation = ANIM_Dying;
3975 goto LABEL_10;
3976 case Pursuing:
3977 case Fleeing:
3978 this->uCurrentActionAnimation = ANIM_Walking;
3979 goto LABEL_10;
3980 case Stunned:
3981 this->uCurrentActionAnimation = ANIM_GotHit;
3982 goto LABEL_10;
3983 case Fidgeting:
3984 this->uCurrentActionAnimation = ANIM_Bored;
3985 goto LABEL_10;
3986 case Standing:
3987 case Interacting:
3988 case Summoned:
3989 this->uCurrentActionAnimation = ANIM_Standing;
3990 LABEL_10:
3991 result |= 0x200000u;
3992 this->uAttributes = result;
3993 break;
3994 case Dead:
3995 result = 60 * this->pSpriteIDs[6];
3996 if ( *(__int16 *)((char *)pSpriteFrameTable->pSpriteSFrames->pHwSpriteIDs + result) <= 0 )
3997 this->uAIState = Removed;
3998 else
3999 this->uCurrentActionAnimation = ANIM_Dead;
4000 break;
4001 default:
4002 return result;
4003 }
4004 return result;
4005 }
4006
4007 //----- (00459671) --------------------------------------------------------
4008 void Actor::Reset()
4009 {
4010 this->pActorName[0] = 0;
4011 this->word_000086_some_monster_id = 0;
4012 this->uNPC_ID = 0;
4013 this->vPosition.z = 0;
4014 this->vPosition.y = 0;
4015 this->vPosition.x = 0;
4016 this->vVelocity.z = 0;
4017 this->vVelocity.y = 0;
4018 this->vVelocity.x = 0;
4019 this->uYawAngle = 0;
4020 this->uPitchAngle = 0;
4021 this->uAttributes = 0;
4022 this->uSectorID = 0;
4023 this->uCurrentActionTime = 0;
4024 this->vInitialPosition.z = 0;
4025 this->vInitialPosition.y = 0;
4026 this->vInitialPosition.x = 0;
4027 this->vGuardingPosition.z = 0;
4028 this->vGuardingPosition.y = 0;
4029 this->vGuardingPosition.x = 0;
4030 this->uTetherDistance = 256;
4031 this->uActorRadius = 32;
4032 this->uActorHeight = 128;
4033 this->uAIState = Standing;
4034 this->uCurrentActionAnimation = 0;
4035 this->uMovementSpeed = 200;
4036 this->uCarriedItemID = 0;
4037 this->uGroup = 0;
4038 this->uAlly = 0;
4039 this->uSummonerID = 0;
4040 this->uLastCharacterIDToHit = 0;
4041 this->dword_000334_unique_name = 0;
4042 memset(this->pSpriteIDs, 0, sizeof(pSpriteIDs));
4043 memset(this->pActorBuffs, 0, 0x160u);
4044 }
4045
4046 //----- (0045959A) --------------------------------------------------------
4047 void Actor::PrepareSprites(char load_sounds_if_bit1_set)
4048 {
4049 //Actor *v2; // edi@1
4050 MonsterDesc *v3; // esi@1
4051 //__int16 v4; // ax@2
4052 unsigned __int16 *v5; // ecx@4
4053 unsigned __int16 *v6; // eax@4
4054 signed int v7; // edx@4
4055 //char pSpriteName[120]; // [sp+Ch] [bp-88h]@2
4056 MonsterInfo *v9; // [sp+84h] [bp-10h]@1
4057 //int v10; // [sp+88h] [bp-Ch]@1
4058 //char *Source; // [sp+8Ch] [bp-8h]@1
4059 //unsigned __int16 *v12; // [sp+90h] [bp-4h]@1
4060
4061 //v2 = this;
4062 //v10 = 8;
4063 v3 = &pMonsterList->pMonsters[pMonsterInfo.uID - 1];
4064 v9 = &pMonsterStats->pInfos[pMonsterInfo.uID - 1 + 1];
4065 //v12 = pSpriteIDs;
4066 //Source = (char *)v3->pSpriteNames;
4067 //do
4068 for (uint i = 0; i < 8; ++i)
4069 {
4070 //strcpy(pSpriteName, v3->pSpriteNames[i]);
4071 pSpriteIDs[i] = pSpriteFrameTable->FastFindSprite(v3->pSpriteNames[i]);
4072 //*v12 = v4;
4073 pSpriteFrameTable->InitializeSprite(pSpriteIDs[i]);
4074 //++v12;
4075 //Source += 10;
4076 //--v10;
4077 }
4078 //while ( v10 );
4079 uActorHeight = v3->uMonsterHeight;
4080 uActorRadius = v3->uMonsterRadius;
4081 uMovementSpeed = LOWORD(v9->uBaseSpeed);
4082 if ( !(load_sounds_if_bit1_set & 1) )
4083 {
4084 v5 = pSoundSampleIDs;
4085 v6 = v3->pSoundSampleIDs;
4086 v7 = 4;
4087 do
4088 {
4089 *v5 = *v6;
4090 ++v6;
4091 ++v5;
4092 --v7;
4093 }
4094 while ( v7 );
4095 }
4096 }
4097
4098
4099 //----- (00459667) --------------------------------------------------------
4100 void Actor::Remove()
4101 {
4102 this->uAIState = Removed;
4103 }
4104
4105
4106 //----- (0044FD29) --------------------------------------------------------
4107 int Actor::_44FD29(int a2)
4108 {
4109 Actor *v2; // edi@1
4110 unsigned __int8 v3; // al@1
4111 int v4; // esi@1
4112 int v5; // edx@2
4113 int v6; // eax@8
4114 int v7; // edi@10
4115 Actor *v8; // esi@10
4116 MonsterInfo *v9; // ebx@10
4117 MonsterDesc *v10; // edi@10
4118 unsigned __int16 v11; // ax@10
4119 int v12; // eax@10
4120 int v13; // ebx@10
4121 int v14; // eax@10
4122 int v15; // edi@10
4123 int v16; // eax@10
4124 int v17; // ebx@10
4125 Actor *v18; // ecx@10
4126 signed __int64 v19; // qax@10
4127 unsigned int v20; // eax@12
4128 int v21; // eax@13
4129 int result; // eax@13
4130 Actor *v23; // eax@16
4131 int v24; // [sp+Ch] [bp-1Ch]@1
4132 unsigned int uFaceID; // [sp+10h] [bp-18h]@8
4133 int v26; // [sp+14h] [bp-14h]@10
4134 int v27; // [sp+18h] [bp-10h]@10
4135 int v28; // [sp+1Ch] [bp-Ch]@8
4136 int v29; // [sp+20h] [bp-8h]@10
4137 Actor *v30; // [sp+24h] [bp-4h]@1
4138
4139 v2 = this;
4140 v24 = a2;
4141 v30 = this;
4142 v3 = this->pMonsterInfo.uSpecialAbilityDamageDiceRolls;
4143 v4 = this->pMonsterInfo.field_3C_some_special_attack;
4144 if ( v3 )
4145 {
4146 if ( v3 >= 1u && v3 <= 3u )
4147 v4 = v4 + v3 - 1;
4148 }
4149 else
4150 {
4151 v5 = rand() % 100;
4152 if ( v5 >= 60 )
4153 {
4154 ++v4;
4155 if ( v5 >= 90 )
4156 ++v4;
4157 }
4158 }
4159 v6 = v2->vPosition.z;
4160 v28 = 0;
4161 uFaceID = v6;
4162 if ( uCurrentlyLoadedLevelType == LEVEL_Indoor )
4163 v28 = pIndoor->GetSector(v2->vPosition.x, v2->vPosition.y, v6);
4164 v7 = v4 - 1;
4165 v8 = &pActors[uNumActors];
4166 v27 = (((uCurrentlyLoadedLevelType != LEVEL_Outdoor) - 1) & 0x40) + 64;
4167 v29 = v7;
4168 v9 = &pMonsterStats->pInfos[v7 + 1];
4169 pActors[uNumActors].Reset();
4170 v10 = &pMonsterList->pMonsters[v7];
4171 strcpy(v8->pActorName, v9->pName);
4172 v8->sCurrentHP = LOWORD(v9->uHP);
4173 memcpy(&v8->pMonsterInfo, v9, 0x58u);
4174 v8->word_000086_some_monster_id = v29 + 1;
4175 v8->uActorRadius = v10->uMonsterRadius;
4176 v8->uActorHeight = v10->uMonsterHeight;
4177 v11 = v10->uMovementSpeed;
4178 v8->pMonsterInfo.uTreasureDiceRolls = 0;
4179 v8->pMonsterInfo.uTreasureType = 0;
4180 v8->pMonsterInfo.uExp = 0;
4181 v8->uMovementSpeed = v11;
4182 v12 = rand();
4183 v13 = v12 % 2048;
4184 v14 = stru_5C6E00->SinCos(v12 % 2048);
4185 v26 = v14;
4186 v15 = ((unsigned __int64)(v14 * (signed __int64)v27) >> 16) + v30->vPosition.x;
4187 v16 = stru_5C6E00->SinCos(v13 - stru_5C6E00->uIntegerHalfPi);
4188 v26 = v16;
4189 v29 = (unsigned __int64)(v16 * (signed __int64)v27) >> 16;
4190 LOWORD(v16) = uFaceID;
4191 v17 = v29 + v30->vPosition.y;
4192 v8->vInitialPosition.z = uFaceID;
4193 v8->vPosition.z = v16;
4194 LOWORD(v16) = v28;
4195 v8->vInitialPosition.x = v15;
4196 v8->vPosition.x = v15;
4197 v8->vInitialPosition.y = v17;
4198 v8->vPosition.y = v17;
4199 v8->uTetherDistance = 256;
4200 v8->uSectorID = v16;
4201 v8->PrepareSprites(0);
4202 v18 = v30;
4203 v8->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Friendly;
4204 LODWORD(v19) = v18->uAlly;
4205 if ( !(uint)v19 )
4206 {
4207 uFaceID = v18->pMonsterInfo.uID - 1;
4208 v19 = (signed __int64)((double)uFaceID * 0.33333334);
4209 v18 = v30;
4210 }
4211 v8->uAlly = v19;
4212 v20 = v18->uGroup;
4213 v8->uCurrentActionTime = 0;
4214 v8->uGroup = v20;
4215 v8->uAIState = Summoned;
4216 v8->uCurrentActionLength = 256;
4217 v8->UpdateAnimation();
4218 if ( uCurrentlyLoadedLevelType == LEVEL_Outdoor
4219 || (v21 = v30->vPosition.z,
4220 v27 = v30->vPosition.z,
4221 result = pIndoor->GetSector(v15, v17, v21),
4222 result == v28)
4223 && (result = _46CEC3_get_floor_level(v15, v17, v27, result, &uFaceID), result != -30000)
4224 && (result = abs(result - v27), result <= 1024) )
4225 {
4226 v23 = v30;
4227 ++uNumActors;
4228 ++v23->pMonsterInfo.uSpecialAbilityDamageDiceBonus;
4229 if ( v23->uAttributes & 0x80000 )
4230 v8->uAttributes |= 0x80000u;
4231 result = 8 * v24;
4232 LOBYTE(result) = 8 * v24 | 3;
4233 v8->uSummonerID = result;
4234 }
4235 return result;
4236 }