comparison mm7_2.cpp @ 2376:bcd7fadbf7d2

Слияние
author Ritor1
date Mon, 12 May 2014 12:28:06 +0600
parents bddcaf5d5db2
children b4a79e3ef2f0
comparison
equal deleted inserted replaced
2375:14c05b876218 2376:bcd7fadbf7d2
576 { 576 {
577 if ( pMessageQueue_50CBD0->uNumMessages ) 577 if ( pMessageQueue_50CBD0->uNumMessages )
578 pMessageQueue_50CBD0->uNumMessages = pMessageQueue_50CBD0->pMessages[0].field_8 != 0; 578 pMessageQueue_50CBD0->uNumMessages = pMessageQueue_50CBD0->pMessages[0].field_8 != 0;
579 pKeyActionMap->SetWindowInputStatus(WINDOW_INPUT_CANCELLED); 579 pKeyActionMap->SetWindowInputStatus(WINDOW_INPUT_CANCELLED);
580 pKeyActionMap->ResetKeys(); 580 pKeyActionMap->ResetKeys();
581 activeLevelDecoration = NULL; 581 activeLevelDecoration = nullptr;
582 current_npc_text = 0; 582 current_npc_text = 0;
583 if ( pDialogueNPCCount == 0) 583 if ( pDialogueNPCCount == 0)
584 return 0; 584 return 0;
585 585
586 if ( dialog_menu_id == HOUSE_DIALOGUE_SHOP_BUY_SPECIAL && ShopTexture ) 586 if ( dialog_menu_id == HOUSE_DIALOGUE_SHOP_BUY_SPECIAL && ShopTexture )
957 } 957 }
958 //while(v231 < dstHeight); 958 //while(v231 < dstHeight);
959 return result; 959 return result;
960 } 960 }
961 961
962 //----- (0044F57C) --------------------------------------------------------
963 void SpawnEncounter(MapInfo *pMapInfo, SpawnPointMM7 *spawn, int a3, int a4, int a5)
964 {
965 //MapInfo *v5; // esi@1
966 //SpawnPointMM7 *v6; // ebx@1
967 int v7; // eax@2
968 char v8; // zf@5
969 // int v9; // edi@9
970 // int v10; // eax@9
971 // int v11; // ecx@9
972 int v12; // edx@9
973 // int v13; // eax@9
974 // int v14; // eax@14
975 // int v15; // ecx@14
976 // int v16; // eax@19
977 // int v17; // ecx@19
978 int v18; // esi@31
979 //int pPosX; // ecx@32
980 //int v20; // edx@32
981 //int v21; // eax@32
982 Actor *pMonster; // esi@35
983 int v23; // edx@36
984 signed int v24; // edi@36
985 int v25; // ecx@36
986 // unsigned __int16 v26; // ax@47
987 MonsterDesc *v27; // edi@48
988 signed int v28; // eax@48
989 // __int16 v29; // cx@50
990 // __int16 v30; // ax@50
991 // __int16 v31; // ax@50
992 int v32; // eax@50
993 // int v33; // edi@50
994 // int v34; // eax@50
995 // int v35; // eax@50
996 // int v36; // eax@50
997 int v37; // eax@51
998 int v38; // eax@52
999 int v39; // edi@52
1000 std::string v40; // [sp-18h] [bp-100h]@60
1001 // void *v41; // [sp-14h] [bp-FCh]@50
1002 //void *v42; // [sp-10h] [bp-F8h]@50
1003 //size_t v43; // [sp-Ch] [bp-F4h]@50
1004 const char *v44; // [sp-8h] [bp-F0h]@13
1005 char *pTexture; // [sp-4h] [bp-ECh]@9
1006 char Str[32]; // [sp+Ch] [bp-DCh]@60
1007 char Str2[120]; // [sp+2Ch] [bp-BCh]@29
1008 unsigned int uFaceID; // [sp+A4h] [bp-44h]@52
1009 MonsterInfo *Src; // [sp+A8h] [bp-40h]@50
1010 int v50; // [sp+ACh] [bp-3Ch]@47
1011 char Source[32]; // [sp+B0h] [bp-38h]@20
1012 int v52; // [sp+D0h] [bp-18h]@34
1013 int v53; // [sp+D4h] [bp-14h]@34
1014 int pSector; // [sp+D8h] [bp-10h]@32
1015 int pPosX; // [sp+DCh] [bp-Ch]@32
1016 int v56; // [sp+E0h] [bp-8h]@8
1017 int v57; // [sp+E4h] [bp-4h]@1
1018
1019 //auto a2 = spawn;
1020 v57 = 0;
1021 //v5 = pMapInfo;
1022 //v6 = spawn;
1023 if ( uCurrentlyLoadedLevelType == LEVEL_Indoor )
1024 v7 = pOutdoor->ddm.field_C_alert;
1025 else if (uCurrentlyLoadedLevelType == LEVEL_Outdoor)
1026 v7 = pIndoor->dlv.field_C_alert;
1027 else
1028 v7 = 0;
1029 if (v7)
1030 v8 = (spawn->uAttributes & 1) == 0;
1031 else
1032 v8 = (spawn->uAttributes & 1) == 1;
1033 if (v8)
1034 return;
1035 //result = (void *)(spawn->uIndex - 1);
1036 v56 = 1;
1037 switch (spawn->uIndex - 1)
1038 {
1039 case 0:
1040 //v9 = pMapInfo->uEncounterMonster1AtLeast;
1041 //v10 = rand();
1042 //v11 = pMapInfo->uEncounterMonster1AtMost;
1043 //pTexture = pMapInfo->pEncounterMonster1Texture;
1044 v12 = rand() % (pMapInfo->uEncounterMonster1AtMost - pMapInfo->uEncounterMonster1AtLeast + 1);
1045 //v13 = pMapInfo->Dif_M1;
1046 v57 = pMapInfo->Dif_M1;
1047 v56 = pMapInfo->uEncounterMonster1AtLeast + v12;
1048 strcpy(Source, pMapInfo->pEncounterMonster1Texture);
1049 break;
1050 case 3:
1051 //pTexture = pMapInfo->pEncounterMonster1Texture;
1052 //v44 = "%s A";
1053 sprintf(Source, "%s A", pMapInfo->pEncounterMonster1Texture);
1054 break;
1055 case 4:
1056 //pTexture = pMapInfo->pEncounterMonster2Texture;
1057 //v44 = "%s A";
1058 sprintf(Source, "%s A", pMapInfo->pEncounterMonster2Texture);
1059 break;
1060 case 5:
1061 //pTexture = pMapInfo->pEncounterMonster3Texture;
1062 //v44 = "%s A";
1063 sprintf(Source, "%s A", pMapInfo->pEncounterMonster3Texture);
1064 break;
1065 case 1:
1066 //v9 = pMapInfo->uEncounterMonster2AtLeast;
1067 //v14 = rand();
1068 //v15 = pMapInfo->uEncounterMonster2AtMost;
1069 //pTexture = pMapInfo->pEncounterMonster2Texture;
1070 v12 = rand() % (pMapInfo->uEncounterMonster2AtMost - pMapInfo->uEncounterMonster2AtLeast + 1);
1071 //v13 = pMapInfo->Dif_M2;
1072 v57 = pMapInfo->Dif_M2;
1073 v56 = pMapInfo->uEncounterMonster2AtLeast + v12;
1074 strcpy(Source, pMapInfo->pEncounterMonster2Texture);
1075 break;
1076 case 6:
1077 //pTexture = pMapInfo->pEncounterMonster1Texture;
1078 //v44 = "%s B";
1079 sprintf(Source, "%s B", pMapInfo->pEncounterMonster1Texture);
1080 break;
1081 case 7:
1082 //pTexture = pMapInfo->pEncounterMonster2Texture;
1083 //v44 = "%s B";
1084 sprintf(Source, "%s B", pMapInfo->pEncounterMonster2Texture);
1085 break;
1086 case 8:
1087 //pTexture = pMapInfo->pEncounterMonster3Texture;
1088 //v44 = "%s B";
1089 sprintf(Source, "%s B", pMapInfo->pEncounterMonster3Texture);
1090 break;
1091 case 2:
1092 //v9 = pMapInfo->uEncounterMonster3AtLeast;
1093 //v16 = rand();
1094 //v17 = pMapInfo->uEncounterMonster3AtMost;
1095 //pTexture = pMapInfo->pEncounterMonster3Texture;
1096 v12 = rand() % (pMapInfo->uEncounterMonster3AtMost - pMapInfo->uEncounterMonster3AtLeast + 1);
1097 //v13 = pMapInfo->Dif_M3;
1098 v57 = pMapInfo->Dif_M3;
1099 v56 = pMapInfo->uEncounterMonster3AtLeast + v12;
1100 strcpy(Source, pMapInfo->pEncounterMonster3Texture);
1101 break;
1102 case 9:
1103 //pTexture = pMapInfo->pEncounterMonster1Texture;
1104 //v44 = "%s C";
1105 sprintf(Source, "%s C", pMapInfo->pEncounterMonster1Texture);
1106 break;
1107 case 10:
1108 //pTexture = pMapInfo->pEncounterMonster2Texture;
1109 //v44 = "%s C";
1110 sprintf(Source, "%s C", pMapInfo->pEncounterMonster2Texture);
1111 break;
1112 case 11:
1113 //pTexture = pMapInfo->pEncounterMonster3Texture;
1114 //v44 = "%s C";
1115 sprintf(Source, "%s C", pMapInfo->pEncounterMonster3Texture);
1116 break;
1117 default:
1118 return;
1119 }
1120 if (Source[0] == '0')
1121 return;
1122 v57 += a3;
1123 if ( v57 > 4 )
1124 v57 = 4;
1125 strcpy(Str2, Source);
1126 if ( a4 )
1127 v56 = a4;
1128 v18 = v56;
1129 if ( (signed int)(v56 + uNumActors) >= 500 )
1130 return;
1131 pSector = 0;
1132 pPosX = spawn->vPosition.x;
1133 a4 = spawn->vPosition.y;
1134 a3 = spawn->vPosition.z;
1135 if ( uCurrentlyLoadedLevelType == LEVEL_Indoor )
1136 pSector = pIndoor->GetSector(spawn->vPosition.x, spawn->vPosition.y, spawn->vPosition.z);
1137 v53 = 0;
1138 v52 = (((uCurrentlyLoadedLevelType != LEVEL_Outdoor) - 1) & 0x40) + 64;
1139 if ( v18 <= 0 )
1140 return;
1141 for (uint i = v53; i < v56; ++i)
1142 {
1143 pMonster = &pActors[uNumActors];
1144 pActors[uNumActors].Reset();
1145 if ( v57 )
1146 {
1147 v23 = rand() % 100;
1148 v24 = 3;
1149 v25 = (unsigned __int16)word_4E8152[3 * v57];
1150 if ( v23 >= v25 )
1151 {
1152 if ( v23 < v25 + (unsigned __int16)word_4E8152[3 * v57 + 1] )
1153 v24 = 2;
1154 }
1155 else
1156 {
1157 v24 = 1;
1158 }
1159 if ( v24 == 1 )
1160 {
1161 pTexture = Source;
1162 v44 = "%s A";
1163 }
1164 else
1165 {
1166 if ( v24 == 2 )
1167 {
1168 pTexture = Source;
1169 v44 = "%s B";
1170 }
1171 else
1172 {
1173 if ( v24 != 3 )
1174 continue;
1175 pTexture = Source;
1176 v44 = "%s C";
1177 }
1178 }
1179 sprintf(Str2, v44, pTexture);
1180 }
1181 v50 = pMonsterList->GetMonsterIDByName(Str2);
1182 pTexture = Str2;
1183 if ( (signed __int16)v50 == -1 )
1184 {
1185 sprintf(Str, "Can't create random monster: '%s'! See MapStats.txt and Monsters.txt!", pTexture);
1186 MessageBoxA(nullptr, Str, nullptr, 0);
1187 ExitProcess(0);
1188 }
1189 v27 = &pMonsterList->pMonsters[(signed __int16)v50];
1190 v28 = pMonsterStats->FindMonsterByTextureName(pTexture);
1191 if ( !v28 )
1192 v28 = 1;
1193 Src = &pMonsterStats->pInfos[v28];
1194 strcpy(pMonster->pActorName, Src->pName);
1195 pMonster->sCurrentHP = Src->uHP;
1196 assert(sizeof(MonsterInfo) == 88);
1197 memcpy(&pMonster->pMonsterInfo, Src, sizeof(MonsterInfo));
1198 pMonster->word_000086_some_monster_id = v50 + 1;
1199 pMonster->uActorRadius = v27->uMonsterRadius;
1200 pMonster->uActorHeight = v27->uMonsterHeight;
1201 pMonster->uMovementSpeed = v27->uMovementSpeed;
1202 pMonster->vInitialPosition.x = spawn->vPosition.x;
1203 pMonster->vPosition.x = spawn->vPosition.x;
1204 pMonster->uTetherDistance = 256;
1205 pMonster->vInitialPosition.y = a4;
1206 pMonster->vPosition.y = a4;
1207 pMonster->vInitialPosition.z = a3;
1208 pMonster->vPosition.z = a3;
1209 pMonster->uSectorID = pSector;
1210 pMonster->uGroup = spawn->uGroup;
1211 pMonster->PrepareSprites(0);
1212 pMonster->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Friendly;
1213 v32 = rand();
1214 a3 = fixpoint_mul(stru_5C6E00->Cos(v32 % 2048), v52);
1215 pPosX = a3 + spawn->vPosition.x;
1216 a3 = fixpoint_mul(stru_5C6E00->Sin(v32 % 2048), v52);
1217 a4 = a3 + spawn->vPosition.y;
1218 a3 = spawn->vPosition.z;
1219 if ( uCurrentlyLoadedLevelType == LEVEL_Outdoor )
1220 {
1221 if ( a5 )
1222 pMonster->uAttributes |= 0x080000;
1223 ++uNumActors;
1224 continue;
1225 }
1226 v37 = pIndoor->GetSector(pPosX, a4, spawn->vPosition.z);
1227 if ( v37 == pSector )
1228 {
1229 v38 = BLV_GetFloorLevel(pPosX, a4, a3, v37, &uFaceID);
1230 v39 = v38;
1231 if ( v38 != -30000 )
1232 {
1233 if ( abs(v38 - a3) <= 1024 )
1234 {
1235 a3 = v39;
1236 if ( a5 )
1237 pMonster->uAttributes |= 0x080000;
1238 ++uNumActors;
1239 continue;
1240 }
1241 }
1242 }
1243 ;
1244 //v53 = (char *)v53 + 1;
1245 //result = v53;
1246 }
1247 //while ( (signed int)v53 < v56 );
1248 }
1249
1250 //----- (0044FA4C) --------------------------------------------------------
1251 signed int __fastcall sub_44FA4C_spawn_light_elemental(int a1, int a2, int a3)
1252 {
1253 signed int v3; // ecx@6
1254 Actor *v4; // edx@7
1255 signed int result; // eax@13
1256 Actor *v6; // esi@16
1257 char *v7; // ebx@16
1258 MonsterDesc *v8; // edi@16
1259 unsigned __int16 v9; // ax@16
1260 int v10; // ebx@16
1261 //int v11; // edi@16
1262 //int v12; // eax@16
1263 //int v13; // ecx@16
1264 //int v14; // ebx@16
1265 const char *v15; // [sp-4h] [bp-24h]@2
1266 //unsigned __int16 v16; // [sp+0h] [bp-20h]@1
1267 //int v17; // [sp+4h] [bp-1Ch]@1
1268 unsigned int uFaceID; // [sp+8h] [bp-18h]@16
1269 int v19; // [sp+Ch] [bp-14h]@16
1270 size_t v20; // [sp+10h] [bp-10h]@6
1271 int v21; // [sp+14h] [bp-Ch]@14
1272 //int v22; // [sp+18h] [bp-8h]@14
1273 unsigned int v23; // [sp+1Ch] [bp-4h]@6
1274
1275 //v16 = a2;
1276 //v17 = a1;
1277 if ( a2 == 4 )
1278 {
1279 v15 = "Elemental Light C";
1280 }
1281 else if ( a2 == 3 )
1282 v15 = "Elemental Light B";
1283 else
1284 v15 = "Elemental Light A";
1285
1286 v23 = pMonsterList->GetMonsterIDByName(v15);
1287 v3 = 0;
1288 v20 = uNumActors;
1289 if ( (signed int)uNumActors > 0 )
1290 {
1291 v4 = pActors.data();//[0].uAIState;
1292 while ( v4->uAIState != Removed )
1293 {
1294 ++v3;
1295 ++v4;
1296 if ( v3 >= (signed int)uNumActors )
1297 break;
1298 }
1299 if( v3 < (signed int)uNumActors )
1300 v20 = v3;
1301 }
1302 if ( v20 != uNumActors || (result = uNumActors + 1, (signed int)(uNumActors + 1) < 500) )
1303 {
1304 v21 = 0;
1305 //v22 = pParty->vPosition.z;
1306 if ( uCurrentlyLoadedLevelType == LEVEL_Indoor )
1307 v21 = pIndoor->GetSector(pParty->vPosition.x, pParty->vPosition.y, pParty->vPosition.z);
1308 v6 = &pActors[v20];
1309 v7 = (char *)&pMonsterStats->pInfos[v23 + 1];
1310 v19 = (((uCurrentlyLoadedLevelType != LEVEL_Outdoor) - 1) & 0x40) + 64;
1311 v6->Reset();
1312 v8 = &pMonsterList->pMonsters[v23];
1313 strcpy(v6->pActorName, *(const char **)v7);
1314 v6->sCurrentHP = *((short *)v7 + 32);
1315 memcpy(&v6->pMonsterInfo, v7, 0x58u);
1316 v6->word_000086_some_monster_id = v23 + 1;
1317 v6->uActorRadius = v8->uMonsterRadius;
1318 v6->uActorHeight = v8->uMonsterHeight;
1319 v9 = v8->uMovementSpeed;
1320 v6->pMonsterInfo.uTreasureDiceRolls = 0;
1321 v6->pMonsterInfo.uTreasureType = 0;
1322 v6->pMonsterInfo.uExp = 0;
1323 v6->uMovementSpeed = v9;
1324 v10 = rand() % 2048;
1325 //v11 = pParty->vPosition.x + fixpoint_mul(stru_5C6E00->Cos(v10), v19);
1326 uFaceID = stru_5C6E00->Sin(v10);
1327 //v12 = pParty->vPosition.y;
1328 //v13 = fixpoint_mul(uFaceID, v19);
1329 //v14 = pParty->vPosition.y + fixpoint_mul(uFaceID, v19);
1330 //LOWORD(v12) = v22;
1331 v6->vInitialPosition.x = pParty->vPosition.x + fixpoint_mul(stru_5C6E00->Cos(v10), v19);
1332 v6->vPosition.x = v6->vInitialPosition.x;
1333 v6->vInitialPosition.y = pParty->vPosition.y + fixpoint_mul(uFaceID, v19);
1334 v6->vPosition.y = v6->vInitialPosition.y;
1335 v6->vInitialPosition.z = pParty->vPosition.z;
1336 v6->vPosition.z = v6->vInitialPosition.z;
1337 //LOWORD(v12) = v21;
1338 v6->uTetherDistance = 256;
1339 v6->uSectorID = v21;
1340 v6->PrepareSprites(0);
1341 v6->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Friendly;
1342 v6->uAlly = 9999;
1343 v6->uGroup = 0;
1344 v6->uCurrentActionTime = 0;
1345 v6->uAIState = Summoned;
1346 v6->uCurrentActionLength = 256;
1347 v6->UpdateAnimation();
1348 if ( uCurrentlyLoadedLevelType == LEVEL_Outdoor
1349 || (result = pIndoor->GetSector(v6->vPosition.x, v6->vPosition.y, v6->vPosition.z),
1350 result == v21)
1351 && (result = BLV_GetFloorLevel(v6->vPosition.x, v6->vPosition.y, v6->vPosition.z, result, &uFaceID), result != -30000)
1352 && (result = abs(result - pParty->vPosition.z), result <= 1024) )
1353 {
1354 if ( v20 == uNumActors )
1355 ++uNumActors;
1356 v6->uSummonerID = PID(OBJECT_Player, a1);
1357 result = v6->pActorBuffs[ACTOR_BUFF_SUMMONED].Apply(pParty->uTimePlayed + (a3 * 128) / 30.0f,
1358 a2,
1359 a1,
1360 0,
1361 0);
1362 }
1363 }
1364 return result;
1365 }
1366
1367 //----- (00450521) --------------------------------------------------------
1368 int __fastcall sub_450521_ProllyDropItemAt(int ecx0, signed int a2, int a3, int a4, int a5, unsigned __int16 a6)
1369 {
1370 int v6; // edi@1
1371 int v7; // esi@1
1372 signed int v8; // edi@1
1373 unsigned __int16 v9; // cx@1
1374 // char *v10; // edx@2
1375 unsigned __int16 v11; // ax@5
1376 SpriteObject a1; // [sp+8h] [bp-70h]@1
1377
1378 v6 = ecx0;
1379 v7 = a2;
1380 pItemsTable->GenerateItem(v6, v7, &a1.stru_24);
1381 v8 = 0;
1382 v9 = pItemsTable->pItems[a1.stru_24.uItemID].uSpriteID;
1383 a1.uType = pItemsTable->pItems[a1.stru_24.uItemID].uSpriteID;
1384 v11 = 0;
1385 for( int i = 0; i < pObjectList->uNumObjects; i++ )
1386 {
1387 if( v9 == pObjectList->pObjects[i].uObjectID )
1388 {
1389 v11 = i;
1390 break;
1391 }
1392 }
1393 a1.uObjectDescID = v11;
1394 a1.vPosition.y = a4;
1395 a1.vPosition.x = a3;
1396 a1.vPosition.z = a5;
1397 a1.uFacing = a6;
1398 a1.uAttributes = 0;
1399 a1.uSectorID = pIndoor->GetSector(a3, a4, a5);
1400 a1.uSpriteFrameID = 0;
1401 return a1.Create(0, 0, 0, 0);
1402 }
1403
1404 //----- (0045063B) --------------------------------------------------------
1405 int __fastcall _45063B_spawn_some_monster(MapInfo *a1, int a2)
1406 {
1407 int result; // eax@8
1408 int v6; // edi@11
1409 int v7; // ebx@11
1410 int v8; // edi@11
1411 int v9; // ebx@12
1412 int v10; // eax@12
1413 char v11; // zf@16
1414 int v12; // edi@20
1415 int v13; // eax@20
1416 int v14; // ebx@20
1417 int v15; // eax@20
1418 int v16; // eax@20
1419 int v17; // eax@20
1420 int v18; // eax@21
1421 SpawnPointMM7 v19; // [sp+Ch] [bp-38h]@1
1422 int v22; // [sp+2Ch] [bp-18h]@3
1423 unsigned int uFaceID; // [sp+38h] [bp-Ch]@10
1424 int v26; // [sp+3Ch] [bp-8h]@11
1425 int v27; // [sp+40h] [bp-4h]@11
1426
1427 if (!uNumActors)
1428 return 0;
1429
1430 for ( uint mon_id = 0; mon_id < uNumActors; ++mon_id )
1431 {
1432 if ((pActors[mon_id].pMonsterInfo.uID < 121 || pActors[mon_id].pMonsterInfo.uID > 123) && // Dwarf FemaleC A-C
1433 (pActors[mon_id].pMonsterInfo.uID < 124 || pActors[mon_id].pMonsterInfo.uID > 126) && // Dwarf MaleA A-C
1434 (pActors[mon_id].pMonsterInfo.uID < 133 || pActors[mon_id].pMonsterInfo.uID > 135) && // Peasant Elf FemaleA A-C
1435 pActors[mon_id].CanAct())
1436 {
1437 if ( uCurrentlyLoadedLevelType == LEVEL_Outdoor )
1438 {
1439 v22 = 0;
1440 uint face_id = 0;
1441 for ( face_id; face_id < 100; ++face_id )
1442 {
1443 v6 = rand() % 1024 + 512;
1444 v7 = rand() % (signed int)stru_5C6E00->uIntegerDoublePi;
1445 v19.vPosition.x = pParty->vPosition.x + fixpoint_mul(stru_5C6E00->Cos(v7), v6);
1446 v8 = 0;
1447 v19.uIndex = a2;
1448 v19.vPosition.y = fixpoint_mul(stru_5C6E00->Sin(v7), v6) + pParty->vPosition.y;
1449 v19.vPosition.z = pParty->vPosition.z;
1450 v26 = 0;
1451 v27 = 0;
1452 v19.vPosition.z = ODM_GetFloorLevel(v19.vPosition.x, v19.vPosition.y, pParty->vPosition.z, 0, &v26, &v27, 0);
1453 for( int i = 0; i < pOutdoor->uNumBModels; i++ )
1454 {
1455 v9 = abs(v19.vPosition.y - pOutdoor->pBModels[i].vBoundingCenter.y);
1456 v10 = abs(v19.vPosition.x - pOutdoor->pBModels[i].vBoundingCenter.x);
1457 if ( int_get_vector_length(v10, v9, 0) < pOutdoor->pBModels[i].sBoundingRadius + 256 )
1458 {
1459 v22 = 1;
1460 break;
1461 }
1462 }
1463 if ( v22 )
1464 {
1465 v11 = face_id == 100;
1466 break;
1467 }
1468 }
1469 v11 = face_id == 100;
1470 }
1471 else if ( uCurrentlyLoadedLevelType == LEVEL_Indoor )
1472 {
1473 v22 = pIndoor->GetSector(pParty->vPosition.x, pParty->vPosition.y, pParty->vPosition.z);
1474 for ( uint i = 0; i < 100; ++i )
1475 {
1476 v12 = rand() % 512 + 256;
1477 v13 = rand();
1478 v14 = v13 % (signed int)stru_5C6E00->uIntegerDoublePi;
1479 v15 = stru_5C6E00->Cos(v13 % (signed int)stru_5C6E00->uIntegerDoublePi);
1480 v19.vPosition.x = pParty->vPosition.x + fixpoint_mul(v15, v12);
1481 v16 = stru_5C6E00->Sin(v13 % (signed int)stru_5C6E00->uIntegerDoublePi);
1482 v19.vPosition.y = fixpoint_mul(v16, v12) + pParty->vPosition.y;
1483 v19.vPosition.z = pParty->vPosition.z;
1484 v19.uIndex = a2;
1485 v17 = pIndoor->GetSector(v19.vPosition.x, v19.vPosition.y, pParty->vPosition.z);
1486 if ( v17 == v22 )
1487 {
1488 v18 = BLV_GetFloorLevel(v19.vPosition.x, v19.vPosition.y, v19.vPosition.z, v17, &uFaceID);
1489 v19.vPosition.z = v18;
1490 if ( v18 != -30000 )
1491 {
1492 if ( abs(v18 - pParty->vPosition.z) <= 1024 )
1493 break;
1494 }
1495 }
1496 }
1497 v11 = v26 == 100;
1498 }
1499 if ( v11 )
1500 result = 0;
1501 else
1502 {
1503 SpawnEncounter(a1, &v19, 0, 0, 1);
1504 result = a2;
1505 }
1506 }
1507
1508 //break;
1509 //v22 = v3->pMonsterInfo.uID - 1;
1510 //v4 = (signed __int64)((double)v22 * 0.3333333333333333);
1511 //if ( (int)v4 != 40 )
1512 //{
1513 // if ( (int)v4 != 41 && (int)v4 != 44 && v3->CanAct() )
1514 // break;
1515 //}
1516 //++v2;
1517 //++v3;
1518 //if ( v2 >= (signed int)uNumActors )
1519 // goto LABEL_8;
1520 }
1521 return result;
1522 }
1523
1524 //----- (00450AAA) --------------------------------------------------------
1525 void RespawnGlobalDecorations()
1526 {
1527 memset(stru_5E4C90_MapPersistVars._decor_events.data(), 0, 125);
1528
1529 uint decorEventIdx = 0;
1530 for (uint i = 0; i < uNumLevelDecorations; ++i)
1531 {
1532 LevelDecoration* decor = &pLevelDecorations[i];
1533
1534 if (!decor->uEventID)
1535 {
1536 if (decor->IsInteractive())
1537 {
1538 if (decorEventIdx < 124)
1539 {
1540 decor->_idx_in_stru123 = decorEventIdx + 75;
1541 stru_5E4C90_MapPersistVars._decor_events[decorEventIdx++] = decor->GetGlobalEvent();
1542 }
1543 }
1544 }
1545 }
1546 }
1547
1548 //----- (00450B0A) --------------------------------------------------------
1549 bool __fastcall SpawnActor(unsigned int uMonsterID)
1550 {
1551 unsigned int v1; // ebx@1
1552 bool result; // eax@2
1553 MonsterDesc *v3; // esi@5
1554 MonsterInfo *v4; // edi@5
1555 Vec3_int_ v5; // ST08_12@5
1556 unsigned int v6; // ecx@5
1557 Actor *v7; // eax@7
1558 Actor actor; // [sp+4h] [bp-350h]@5
1559 Vec3_int_ pOut; // [sp+348h] [bp-Ch]@5
1560
1561 v1 = uMonsterID;
1562 if ( uNumActors == 499 )
1563 {
1564 result = 0;
1565 }
1566 else
1567 {
1568 if ( (signed int)uMonsterID >= (signed int)pMonsterList->uNumMonsters )
1569 v1 = 0;
1570 v3 = &pMonsterList->pMonsters[v1];
1571 v4 = &pMonsterStats->pInfos[v1 + 1];
1572 memset(&actor, 0, 0x344u);
1573 strcpy(actor.pActorName, v4->pName);
1574 actor.sCurrentHP = LOWORD(v4->uHP);
1575 memcpy(&actor.pMonsterInfo, &pMonsterStats->pInfos[v1 + 1], 0x58u);
1576 actor.word_000086_some_monster_id = v1 + 1;
1577 actor.uActorRadius = v3->uMonsterRadius;
1578 actor.uActorHeight = v3->uMonsterHeight;
1579 actor.uMovementSpeed = v3->uMovementSpeed;
1580 v5 = pParty->vPosition;
1581 Vec3_int_::Rotate(200, pParty->sRotationY, 0, v5, &pOut.x, &pOut.z, &pOut.y);
1582 actor.vInitialPosition.x = pOut.x;
1583 actor.vPosition.x = pOut.x;
1584 actor.uTetherDistance = 256;
1585 actor.vInitialPosition.y = LOWORD(pOut.z);
1586 actor.vPosition.y = LOWORD(pOut.z);
1587 actor.vInitialPosition.z = LOWORD(pOut.y);
1588 actor.vPosition.z = LOWORD(pOut.y);
1589 pSprites_LOD->DeleteSomeSprites();
1590 pPaletteManager->ResetNonTestLocked();
1591 v6 = uNumActors - 1;
1592 if ( dword_5C6DF8 == 1 )
1593 {
1594 dword_5C6DF8 = 0;
1595 v6 = uNumActors++;
1596 }
1597 v7 = &pActors[v6];
1598 memcpy(v7, &actor, 0x344u);
1599 v7->PrepareSprites(1);
1600 result = 1;
1601 }
1602 return result;
1603 }
1604 // 5C6DF8: using guessed type int dword_5C6DF8;
1605
1606 //----- (00450DA3) --------------------------------------------------------
1607 int GetAlertStatus()
1608 {
1609 int result; // eax@2
1610
1611 if ( uCurrentlyLoadedLevelType == LEVEL_Indoor )
1612 result = pOutdoor->ddm.field_C_alert;
1613 else
1614 result = uCurrentlyLoadedLevelType == LEVEL_Outdoor ? pIndoor->dlv.field_C_alert : 0;
1615 return result;
1616 }
1617 962
1618 //----- (00450DDE) -------------------------------------------------------- 963 //----- (00450DDE) --------------------------------------------------------
1619 stru350 *stru350::_450DDE() 964 stru350 *stru350::_450DDE()
1620 { 965 {
1621 _450DF1(&stru_4E82A4, &stru_4E82A4); 966 _450DF1(&stru_4E82A4, &stru_4E82A4);
1892 unsigned int temp_str_len; 1237 unsigned int temp_str_len;
1893 char* tmp_pos; 1238 char* tmp_pos;
1894 int decode_step; 1239 int decode_step;
1895 // int item_counter; 1240 // int item_counter;
1896 1241
1897 if ( pHostileTXT_Raw ) 1242 free(pHostileTXT_Raw);
1898 free(pHostileTXT_Raw);
1899 pHostileTXT_Raw = NULL;
1900 pHostileTXT_Raw = (char *)pEvents_LOD->LoadRaw("hostile.txt", 0); 1243 pHostileTXT_Raw = (char *)pEvents_LOD->LoadRaw("hostile.txt", 0);
1901 strtok(pHostileTXT_Raw, "\r"); 1244 strtok(pHostileTXT_Raw, "\r");
1902 for ( i=0; i < 89; ++i ) 1245 for ( i=0; i < 89; ++i )
1903 { 1246 {
1904 test_string = strtok(NULL, "\r") + 1; 1247 test_string = strtok(NULL, "\r") + 1;
1927 ++decode_step; 1270 ++decode_step;
1928 test_string=tmp_pos+1; 1271 test_string=tmp_pos+1;
1929 } 1272 }
1930 while ((decode_step < 92) && !break_loop ); 1273 while ((decode_step < 92) && !break_loop );
1931 } 1274 }
1932 if ( pHostileTXT_Raw) 1275 free(pHostileTXT_Raw);
1933 { 1276 pHostileTXT_Raw = nullptr;
1934 free(pHostileTXT_Raw);
1935 pHostileTXT_Raw = NULL;
1936 }
1937 } 1277 }
1938 1278
1939 1279
1940 1280
1941 //----- (004610AA) -------------------------------------------------------- 1281 //----- (004610AA) --------------------------------------------------------