comparison Actor.cpp @ 781:d170f23f70d1

tidy, code moving
author zipi
date Sun, 24 Mar 2013 01:27:34 +0000
parents 7f1487b74571
children c232f160e6f3
comparison
equal deleted inserted replaced
780:93c6b78abf35 781:d170f23f70d1
19 #include "LOD.h" 19 #include "LOD.h"
20 #include "Party.h" 20 #include "Party.h"
21 #include "GUIWindow.h" 21 #include "GUIWindow.h"
22 #include "GUIFont.h" 22 #include "GUIFont.h"
23 23
24
25
26
27 Actor pActors[500]; 24 Actor pActors[500];
28 int uNumActors; 25 int uNumActors;
29 26
30 stru319 stru_50C198; // idb 27 stru319 stru_50C198; // idb
31 28
32 29 //----- (00448A40) --------------------------------------------------------
33 30 void Actor::ToggleFlag(signed int uActorID, unsigned int uFlag, int bToggle)
34 31 {
32 if ( uActorID >= 0 && uActorID <= (signed int)(uNumActors - 1) )
33 {
34 if ( bToggle )
35 {
36 pActors[uActorID].uAttributes |= uFlag;
37 }
38 else
39 {
40 if ( uFlag == 0x10000 )
41 {
42 if (pActors[uActorID].uAIState == Disabled )
43 pActors[uActorID].uAIState = Standing;
44 }
45 pActors[uActorID].uAttributes &= ~uFlag;
46 }
47 }
48 }
35 49
36 //----- (00448518) -------------------------------------------------------- 50 //----- (00448518) --------------------------------------------------------
37 void __fastcall sub_448518_npc_set_item(int npc, unsigned int item, int a3) 51 void __fastcall sub_448518_npc_set_item(int npc, unsigned int item, int a3)
38 { 52 {
39 signed int v3; // eax@1 53 signed int v3; // eax@1
139 v6->Reset(); 153 v6->Reset();
140 } 154 }
141 } 155 }
142 } 156 }
143 } 157 }
144
145 158
146 //----- (00445D4A) -------------------------------------------------------- 159 //----- (00445D4A) --------------------------------------------------------
147 void Actor::InitializeDialogue(int bPlayerSaysHello) 160 void Actor::InitializeDialogue(int bPlayerSaysHello)
148 { 161 {
149 Actor *v2; // esi@1 162 Actor *v2; // esi@1
287 pPlayers[uActiveCharacter]->PlaySound(SPEECH_GoodEvening, 0); 300 pPlayers[uActiveCharacter]->PlaySound(SPEECH_GoodEvening, 0);
288 else 301 else
289 pPlayers[uActiveCharacter]->PlaySound(SPEECH_GoodDay, 0); 302 pPlayers[uActiveCharacter]->PlaySound(SPEECH_GoodDay, 0);
290 } 303 }
291 } 304 }
292
293 305
294 //----- (0040894B) -------------------------------------------------------- 306 //----- (0040894B) --------------------------------------------------------
295 bool Actor::CanAct() 307 bool Actor::CanAct()
296 { 308 {
297 signed int v1; // esi@1 309 signed int v1; // esi@1
1410 v22 = (SoundID)word_4EE088_sound_ids[93]; 1422 v22 = (SoundID)word_4EE088_sound_ids[93];
1411 goto LABEL_202; 1423 goto LABEL_202;
1412 } 1424 }
1413 } 1425 }
1414 1426
1415
1416 //----- (0043ABB0) -------------------------------------------------------- 1427 //----- (0043ABB0) --------------------------------------------------------
1417 bool Actor::ArePeasantsOfSameFaction(Actor *a1, Actor *a2) 1428 bool Actor::ArePeasantsOfSameFaction(Actor *a1, Actor *a2)
1418 { 1429 {
1419 unsigned int v2; // esi@1 1430 unsigned int v2; // esi@1
1420 unsigned int v3; // edi@1 1431 unsigned int v3; // edi@1
1465 BYTE2(actor->uAttributes) |= 8u; 1476 BYTE2(actor->uAttributes) |= 8u;
1466 } 1477 }
1467 } 1478 }
1468 } 1479 }
1469 } 1480 }
1470
1471 1481
1472 //----- (00404874) -------------------------------------------------------- 1482 //----- (00404874) --------------------------------------------------------
1473 char __fastcall Actor::_404874(unsigned int uActorID, AIDirection *a2, int a3, char a4) 1483 char __fastcall Actor::_404874(unsigned int uActorID, AIDirection *a2, int a3, char a4)
1474 { 1484 {
1475 AIDirection *v4; // edi@1 1485 AIDirection *v4; // edi@1
1948 result = pOut; 1958 result = pOut;
1949 memcpy(pOut, &v41, 0x1Cu); 1959 memcpy(pOut, &v41, 0x1Cu);
1950 return result; 1960 return result;
1951 } 1961 }
1952 1962
1953
1954 //----- (00404030) -------------------------------------------------------- 1963 //----- (00404030) --------------------------------------------------------
1955 void Actor::FaceObject(unsigned int uActorID, unsigned int uObjID, int _48, AIDirection *a4) 1964 void Actor::FaceObject(unsigned int uActorID, unsigned int uObjID, int _48, AIDirection *a4)
1956 { 1965 {
1957 unsigned int v4; // edi@1 1966 unsigned int v4; // edi@1
1958 unsigned int v5; // esi@1 1967 unsigned int v5; // esi@1
2000 if (rand() % 2) 2009 if (rand() % 2)
2001 AI_Bored(uActorID, uObjID, a4); 2010 AI_Bored(uActorID, uObjID, a4);
2002 else 2011 else
2003 AI_Stand(uActorID, uObjID, uActionLength, a4); 2012 AI_Stand(uActorID, uObjID, uActionLength, a4);
2004 } 2013 }
2005
2006
2007 2014
2008 //----- (00403EB6) -------------------------------------------------------- 2015 //----- (00403EB6) --------------------------------------------------------
2009 void Actor::AI_Stand(unsigned int uActorID, unsigned int object_to_face_pid, unsigned int uActionLength, AIDirection *a4) 2016 void Actor::AI_Stand(unsigned int uActorID, unsigned int object_to_face_pid, unsigned int uActionLength, AIDirection *a4)
2010 { 2017 {
2011 assert(uActorID < uNumActors); 2018 assert(uActorID < uNumActors);
2026 actor->vVelocity.z = 0; 2033 actor->vVelocity.z = 0;
2027 actor->vVelocity.y = 0; 2034 actor->vVelocity.y = 0;
2028 actor->vVelocity.x = 0; 2035 actor->vVelocity.x = 0;
2029 actor->UpdateAnimation(); 2036 actor->UpdateAnimation();
2030 } 2037 }
2031
2032 2038
2033 //----- (00403E61) -------------------------------------------------------- 2039 //----- (00403E61) --------------------------------------------------------
2034 void __fastcall Actor::StandAwhile(unsigned int uActorID) 2040 void __fastcall Actor::StandAwhile(unsigned int uActorID)
2035 { 2041 {
2036 Actor *v1; // esi@1 2042 Actor *v1; // esi@1
2146 } 2152 }
2147 else 2153 else
2148 Actor::_402AD7(v24, a2, rand() % 2, 64, arg0); 2154 Actor::_402AD7(v24, a2, rand() % 2, 64, arg0);
2149 } 2155 }
2150 2156
2151
2152 //----- (00438CF3) -------------------------------------------------------- 2157 //----- (00438CF3) --------------------------------------------------------
2153 void Actor::ApplyFineForKillingPeasant(unsigned int uActorID) 2158 void Actor::ApplyFineForKillingPeasant(unsigned int uActorID)
2154 { 2159 {
2155 unsigned int v1; // esi@1 2160 unsigned int v1; // esi@1
2156 unsigned int v2; // edi@2 2161 unsigned int v2; // edi@2
2213 ++ppPlayers; 2218 ++ppPlayers;
2214 } 2219 }
2215 while ( (signed int)ppPlayers <= (signed int)&pPlayers[4] ); 2220 while ( (signed int)ppPlayers <= (signed int)&pPlayers[4] );
2216 } 2221 }
2217 } 2222 }
2218
2219 2223
2220 //----- (0043AE80) -------------------------------------------------------- 2224 //----- (0043AE80) --------------------------------------------------------
2221 void Actor::AddBloodsplatOnDamageOverlay(unsigned int uActorID, int a2, signed int a3) 2225 void Actor::AddBloodsplatOnDamageOverlay(unsigned int uActorID, int a2, signed int a3)
2222 { 2226 {
2223 int result; // eax@1 2227 int result; // eax@1
2324 return; 2328 return;
2325 } 2329 }
2326 return; 2330 return;
2327 } 2331 }
2328 2332
2329
2330 //----- (0043B3E0) -------------------------------------------------------- 2333 //----- (0043B3E0) --------------------------------------------------------
2331 int Actor::_43B3E0_CalcDamage(Actor *a1, signed int a2) 2334 int Actor::_43B3E0_CalcDamage(Actor *a1, signed int a2)
2332 { 2335 {
2333 signed int v2; // ebp@1 2336 signed int v2; // ebp@1
2334 int v3; // eax@9 2337 int v3; // eax@9
2450 pTurnEngine->_40471C(); 2453 pTurnEngine->_40471C();
2451 result = 1; 2454 result = 1;
2452 } 2455 }
2453 return result; 2456 return result;
2454 } 2457 }
2455
2456 2458
2457 //----- (00403A60) -------------------------------------------------------- 2459 //----- (00403A60) --------------------------------------------------------
2458 void Actor::_403A60(unsigned int uActorID, signed int edx0, AIDirection *pDir) 2460 void Actor::_403A60(unsigned int uActorID, signed int edx0, AIDirection *pDir)
2459 { 2461 {
2460 Actor *v3; // ebx@1 2462 Actor *v3; // ebx@1
2558 } 2560 }
2559 else 2561 else
2560 Actor::_402AD7(v22, a2, v22, 64, pDir); 2562 Actor::_402AD7(v22, a2, v22, 64, pDir);
2561 } 2563 }
2562 2564
2563
2564 //----- (00403854) -------------------------------------------------------- 2565 //----- (00403854) --------------------------------------------------------
2565 void Actor::_403854(unsigned int uActorID, signed int edx0, AIDirection *pDir) 2566 void Actor::_403854(unsigned int uActorID, signed int edx0, AIDirection *pDir)
2566 { 2567 {
2567 Actor *v3; // ebx@1 2568 Actor *v3; // ebx@1
2568 AIDirection *v4; // esi@3 2569 AIDirection *v4; // esi@3
2665 } 2666 }
2666 else 2667 else
2667 Actor::_402AD7(v22, a2, v22, 64, pDir); 2668 Actor::_402AD7(v22, a2, v22, 64, pDir);
2668 } 2669 }
2669 2670
2670
2671 //----- (0040368B) -------------------------------------------------------- 2671 //----- (0040368B) --------------------------------------------------------
2672 void Actor::_40368B(unsigned int uActorID, signed int edx0, AIDirection *pDir) 2672 void Actor::_40368B(unsigned int uActorID, signed int edx0, AIDirection *pDir)
2673 { 2673 {
2674 Actor *v3; // ebx@1 2674 Actor *v3; // ebx@1
2675 AIDirection *v4; // esi@3 2675 AIDirection *v4; // esi@3
2756 v3->UpdateAnimation(); 2756 v3->UpdateAnimation();
2757 } 2757 }
2758 else 2758 else
2759 Actor::_402AD7(v21, a2, v21, 64, pDir); 2759 Actor::_402AD7(v21, a2, v21, 64, pDir);
2760 } 2760 }
2761
2762 2761
2763 //----- (00403476) -------------------------------------------------------- 2762 //----- (00403476) --------------------------------------------------------
2764 void Actor::_403476(unsigned int uActorID, signed int edx0, AIDirection *pDir) 2763 void Actor::_403476(unsigned int uActorID, signed int edx0, AIDirection *pDir)
2765 { 2764 {
2766 Actor *v3; // ebx@1 2765 Actor *v3; // ebx@1
2940 if ( rand() % 100 < 2 ) 2939 if ( rand() % 100 < 2 )
2941 Actor::PlaySound(uActorID, 3u); 2940 Actor::PlaySound(uActorID, 3u);
2942 v5->UpdateAnimation(); 2941 v5->UpdateAnimation();
2943 } 2942 }
2944 2943
2945
2946 //----- (004031C1) -------------------------------------------------------- 2944 //----- (004031C1) --------------------------------------------------------
2947 char __fastcall Actor::_4031C1_update_job(unsigned int uActorID, signed int a2, int a3) 2945 char __fastcall Actor::_4031C1_update_job(unsigned int uActorID, signed int a2, int a3)
2948 { 2946 {
2949 unsigned int v3; // edi@1 2947 unsigned int v3; // edi@1
2950 Actor *v4; // esi@1 2948 Actor *v4; // esi@1
2998 } 2996 }
2999 } 2997 }
3000 } 2998 }
3001 return (char)v5; 2999 return (char)v5;
3002 } 3000 }
3003
3004 3001
3005 //----- (004030AD) -------------------------------------------------------- 3002 //----- (004030AD) --------------------------------------------------------
3006 void Actor::_4030AD(unsigned int uActorID, signed int edx0, int arg0) 3003 void Actor::_4030AD(unsigned int uActorID, signed int edx0, int arg0)
3007 { 3004 {
3008 unsigned int v3; // edi@1 3005 unsigned int v3; // edi@1
3102 pActor->uCurrentActionLength = 8 * v2[v3].uAnimLength; 3099 pActor->uCurrentActionLength = 8 * v2[v3].uAnimLength;
3103 pActor->sCurrentHP = LOWORD(pActor->pMonsterInfo.uHP); 3100 pActor->sCurrentHP = LOWORD(pActor->pMonsterInfo.uHP);
3104 Actor::PlaySound(uActorID, 1u); 3101 Actor::PlaySound(uActorID, 1u);
3105 pActor->UpdateAnimation(); 3102 pActor->UpdateAnimation();
3106 } 3103 }
3107
3108 3104
3109 //----- (00402D6E) -------------------------------------------------------- 3105 //----- (00402D6E) --------------------------------------------------------
3110 void Actor::Die(unsigned int uActorID) 3106 void Actor::Die(unsigned int uActorID)
3111 { 3107 {
3112 auto actor = &pActors[uActorID]; 3108 auto actor = &pActors[uActorID];
3370 v5->UpdateAnimation(); 3366 v5->UpdateAnimation();
3371 } 3367 }
3372 } 3368 }
3373 } 3369 }
3374 3370
3375
3376 //----- (0040281C) -------------------------------------------------------- 3371 //----- (0040281C) --------------------------------------------------------
3377 void Actor::_40281C(unsigned int uActorID, unsigned int a2, signed int uActionLength, AIDirection *pDir, int a5) 3372 void Actor::_40281C(unsigned int uActorID, unsigned int a2, signed int uActionLength, AIDirection *pDir, int a5)
3378 { 3373 {
3379 unsigned int v5; // edi@1 3374 unsigned int v5; // edi@1
3380 int v6; // eax@1 3375 int v6; // eax@1
3453 v7->uCurrentActionTime = 0; 3448 v7->uCurrentActionTime = 0;
3454 v7->uPitchAngle = v14; 3449 v7->uPitchAngle = v14;
3455 v7->uAIState = Pursuing; 3450 v7->uAIState = Pursuing;
3456 v7->UpdateAnimation(); 3451 v7->UpdateAnimation();
3457 } 3452 }
3458
3459 3453
3460 //----- (00402686) -------------------------------------------------------- 3454 //----- (00402686) --------------------------------------------------------
3461 void Actor::_402686(unsigned int uActorID, unsigned int a2, signed int uActionLength, AIDirection *a4) 3455 void Actor::_402686(unsigned int uActorID, unsigned int a2, signed int uActionLength, AIDirection *a4)
3462 { 3456 {
3463 unsigned int v4; // edi@1 3457 unsigned int v4; // edi@1
3815 return 0; 3809 return 0;
3816 } 3810 }
3817 return 0; 3811 return 0;
3818 } 3812 }
3819 3813
3820
3821 //----- (0045976D) -------------------------------------------------------- 3814 //----- (0045976D) --------------------------------------------------------
3822 void Actor::UpdateAnimation() 3815 void Actor::UpdateAnimation()
3823 { 3816 {
3824 //AIState state; // edx@1 3817 //AIState state; // edx@1
3825 //unsigned int result; // eax@1 3818 //unsigned int result; // eax@1
3956 for (int i=0;i<4;++i ) 3949 for (int i=0;i<4;++i )
3957 pSoundSampleIDs[i]=v3->pSoundSampleIDs[i]; 3950 pSoundSampleIDs[i]=v3->pSoundSampleIDs[i];
3958 } 3951 }
3959 } 3952 }
3960 3953
3961
3962 //----- (00459667) -------------------------------------------------------- 3954 //----- (00459667) --------------------------------------------------------
3963 void Actor::Remove() 3955 void Actor::Remove()
3964 { 3956 {
3965 this->uAIState = Removed; 3957 this->uAIState = Removed;
3966 } 3958 }
3967
3968 3959
3969 //----- (0044FD29) -------------------------------------------------------- 3960 //----- (0044FD29) --------------------------------------------------------
3970 int Actor::_44FD29(int a2) 3961 int Actor::_44FD29(int a2)
3971 { 3962 {
3972 Actor *v2; // edi@1 3963 Actor *v2; // edi@1