Mercurial > mm7
diff TurnEngine.cpp @ 1332:1e35cfed7928
turn engine file added
author | Gloval |
---|---|
date | Fri, 05 Jul 2013 01:46:44 +0400 |
parents | |
children | d14bc530cddb |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/TurnEngine.cpp Fri Jul 05 01:46:44 2013 +0400 @@ -0,0 +1,1764 @@ + +#include "MM7.h" +#include "mm7_data.h" +#include "Actor.h" +#include "Player.h" +#include "Party.h" +#include "AudioPlayer.h" +#include "SpriteObject.h" +#include "Time.h" +#include "stru298.h" +#include "IconFrameTable.h" +#include "Viewport.h" +#include "FactionTable.h" + +#include "TurnEngine.h" + + +#include "TurnEngine.h" +struct stru262_TurnBased *pTurnEngine = new stru262_TurnBased; + + +//----- (00404544) -------------------------------------------------------- +void stru262_TurnBased::SortTurnQueue() + { + + int active_actors; + TurnBased_QueueElem *v7; // eax@16 + TurnBased_QueueElem *v8; // ecx@18 + TurnBased_QueueElem temp_elem; + int i,j; + unsigned int p_type; + unsigned int p_id; + + active_actors = this->uActorQueueSize; + + for( i=0; i<uActorQueueSize; ++i) + { + p_type = PID_TYPE(pQueue[i].uPackedID); + p_id = PID_ID(pQueue[i].uPackedID); + + if ( p_type == OBJECT_Actor ) + { + pActors[p_id].uAttributes |= 0x80u; + if ( !pActors[p_id].CanAct() ) + { + --active_actors; + pQueue[i].field_4 = 1001; + pActors[p_id].uAttributes &= ~0x80; + } + } + else if ( p_type == OBJECT_Player) + { + if ( !pParty->pPlayers[p_id].CanAct() ) + { + --active_actors; + pQueue[i].field_4 = 1001; + } + } + } + //sort +if (uActorQueueSize>0) + { + + for( i=0; i<uActorQueueSize-1; ++i) + { + v7=&pQueue[i]; + for(j=i+1; j<uActorQueueSize;++j ) + { + v8=&pQueue[j]; + if ( v8->field_4 < v7->field_4 || + ((v8->field_4 == v7->field_4) && + ( + ((PID_TYPE(v8->uPackedID) == OBJECT_Player) && (PID_TYPE(v7->uPackedID) == OBJECT_Actor)) || + ((PID_TYPE(v8->uPackedID) == PID_TYPE(v7->uPackedID)) && (PID_ID(v8->uPackedID) < PID_ID(v7->uPackedID))) + ) + ) + ) + { + memcpy(&temp_elem,v7,sizeof(TurnBased_QueueElem)); + memcpy(v7,v8, sizeof(TurnBased_QueueElem)); + memcpy(v8, &temp_elem, sizeof(TurnBased_QueueElem)); + } + } + } + } + + uActorQueueSize = active_actors; + + if ( PID_TYPE(pQueue[0].uPackedID) == OBJECT_Player) + { + uActiveCharacter = PID_ID(pQueue[0].uPackedID)+1; + field_18 |= TE_PLAYER_TURN; + } + else + { + uActiveCharacter = 0; + field_18 &= ~TE_PLAYER_TURN; + } + + for(i=0; i<uActorQueueSize; ++i) + { + if ( PID_TYPE(pQueue[i].uPackedID) == OBJECT_Player) + pParty->pPlayers[PID_ID(pQueue[i].uPackedID)].uTimeToRecovery = (signed __int64)((double)pQueue[i].field_4 * 0.46875); + } + + + } + +//----- (0040471C) -------------------------------------------------------- +void stru262_TurnBased::_40471C() + { + if ( pParty->bTurnBasedModeOn == 1 ) + { + if ( pTurnEngine->field_4 == 2 ) + _406457(0); + } + } + +//----- (004059DB) -------------------------------------------------------- +void stru262_TurnBased::Start() + { + //stru262_TurnBased *v1; // ebx@1 + int v3; // esi@1 + int v4; // eax@5 + unsigned int actor_id; // esi@7 + Actor *pActor; // edi@7 + unsigned int v7; // eax@9 + unsigned int v8; // edx@10 + //unsigned __int8 v9; // zf@14 + //unsigned __int8 v10; // sf@14 + //unsigned __int8 v11; // of@14 + //char *v12; // esi@15 + //int v13; // ecx@16 + //unsigned __int16 v14; // ax@17 + int v15; // ecx@18 + signed __int64 v16; // qax@19 + int v17; // edx@22 + unsigned int v18; // esi@27 + char *v19; // esi@32 + int v20; // edx@33 + char *v21; // eax@33 + int v22; // ecx@33 + int v23; // eax@34 + char *v24; // eax@34 + char *v25; // ecx@34 + int v26; // edx@34 + int v27; // eax@38 + int v28; // ecx@38 + AIDirection v30; // [sp+Ch] [bp-68h]@10 + AIDirection v31; // [sp+28h] [bp-4Ch]@10 + AIDirection a3; // [sp+44h] [bp-30h]@10 + //int v33; // [sp+60h] [bp-14h]@10 + int *v34; // [sp+64h] [bp-10h]@6 + int v35; // [sp+68h] [bp-Ch]@5 + Player *pPlayer; // [sp+6Ch] [bp-8h]@1 + int v40b; + unsigned int v37; // [sp+70h] [bp-4h]@7 + int activ_players[4]; + int players_recovery_time[4]; + int a_players_count; + int i,j; + int temp; + + + pTurnEngine->field_18 &= ~TE_FLAG_2; + //v1 = this; + pEventTimer->TrackGameTime(); + pAudioPlayer->StopChannels(-1, -1); + pAudioPlayer->PlaySound(SOUND_207, 0, 0, -1, 0, 0, 0, 0); + pPlayer = pParty->pPlayers; + dword_50C998_turnbased_icon_1A = 8 * pIconsFrameTable->pIcons[uIconID_TurnStart].uAnimLength; + dword_50C994 = 0; + + this->field_10 = 100; + this->field_0 = 0; + this->field_8 = 64; + this->field_4 = 1; + this->uActorQueueSize = 0; + + for ( v3 = 0; v3 < 4 ; ++v3 ) + { + if ( pParty->pPlayers[v3].CanAct() ) + { + this->pQueue[this->uActorQueueSize].uPackedID = PID(OBJECT_Player,v3); + this->pQueue[this->uActorQueueSize].field_C = 2; + this->pQueue[this->uActorQueueSize].uActionLength = 0; + pParty->pTurnBasedPlayerRecoveryTimes[this->uActorQueueSize] = 0; + ++this->uActorQueueSize; + } + } + + for ( v3 = 0; v3 < ai_arrays_size ; ++v3 ) + { + actor_id = ai_near_actors_ids[v3]; + if (actor_id == 10) + continue; + if ( pActors[actor_id].CanAct() ) + { + if ( pActors[actor_id].uAttributes & 0x8000 ) + { + v8 = ai_near_actors_targets_pid[actor_id]; + pActors[actor_id].uAttributes |= 0x80; + memcpy(&v31, Actor::GetDirectionInfo(PID(OBJECT_Actor,actor_id), v8, &a3, 0), sizeof(AIDirection)); + memcpy(&v30, &v31, sizeof(AIDirection)); + Actor::AI_StandOrBored(actor_id, 4, 32, &v30); + this->pQueue[this->uActorQueueSize].uPackedID = PID(OBJECT_Actor,actor_id); + this->pQueue[this->uActorQueueSize].field_C = 2; + this->pQueue[this->uActorQueueSize].uActionLength = 0; + ++this->uActorQueueSize; + } + } + } + + a_players_count=0; + for ( v40b = 0; v40b < this->uActorQueueSize; ++v40b ) + { + //v13 = PID_TYPE(this->pQueue[0].uPackedID); + if ( PID_TYPE(this->pQueue[v40b].uPackedID) == OBJECT_Player ) + { + if ( pPlayers[PID_ID(this->pQueue[v40b].uPackedID) + 1]->uTimeToRecovery != 0 ) + { + //v33 = pPlayers[(this->pQueue[0].uPackedID >> 3) + 1]->uTimeToRecovery; + v16 = (signed int)((double)pPlayers[PID_ID(this->pQueue[v40b].uPackedID) + 1]->uTimeToRecovery * 0.46875); + this->pQueue[v40b].field_4 = v16; + } + else + { + activ_players[a_players_count] = v40b; + ++a_players_count; + } + } + else if ( PID_TYPE(this->pQueue[v40b].uPackedID) == OBJECT_Actor ) + { + v17 = rand() % 99; + if ( v17 < 33 ) + this->pQueue[v40b].field_4 = 1; + else + this->pQueue[v40b].field_4= (v17 >= 66)? 5 : 3; + } + else + { + this->pQueue[v40b].field_4 = 666; + } + this->pQueue[v40b].field_4 += 16; + } + + + if ( a_players_count > 0 ) + { + for (i=0; i<a_players_count; ++i) + players_recovery_time[i] = pParty->pPlayers[PID_ID(this->pQueue[activ_players[i]].uPackedID)].GetAttackRecoveryTime(0); + //sort players by recovery time + for (i=0; i < a_players_count-1; ++i) + { + for(j=i+1; j<a_players_count;++j ) + { + if (players_recovery_time[j] < players_recovery_time[i]) //swap values + { + temp = players_recovery_time[i]; + players_recovery_time[i] = players_recovery_time[j]; + players_recovery_time[j] = temp; + + temp = activ_players[i]; + activ_players[i] = activ_players[j]; + activ_players[j] = temp; + } + } + } + + for (i=0; i<a_players_count; ++i) + { + this->pQueue[activ_players[i]].field_4 = i+2; + } + } + this->SortTurnQueue(); + } + + + +//----- (00405CFF) -------------------------------------------------------- +void stru262_TurnBased::End(bool bPlaySound) + { + + ObjectType objType; // eax@13 + int objID; // esi@13 + int i; + + this->field_4 = 0; + + for( i=0; i<uActorQueueSize; ++i) + { + if ( PID_TYPE(pQueue[i].uPackedID) == OBJECT_Actor ) + pActors[PID_ID(pQueue[i].uPackedID)].uAttributes &= ~0x80; + } + + for( i=0; i<uNumSpriteObjects; ++i) + { + if (pSpriteObjects[i].uAttributes & 4) + pSpriteObjects[i].uAttributes &= ~0x04; + } + + for( i=0; i<uActorQueueSize; ++i) + { + objType = (ObjectType)PID_TYPE(pQueue[i].uPackedID); + objID = PID_ID(pQueue[i].uPackedID); + if ( objType == OBJECT_Player ) + { + pPlayers[objID + 1]->uTimeToRecovery = (signed __int64)((double)pQueue[i].field_4 * 2.133333333333333); + } + else if ( objType == OBJECT_Actor ) + { + pActors[objID].pMonsterInfo.uRecoveryTime = (signed __int64)((double)pQueue[i].field_4 * 2.133333333333333); + } + } + + pAudioPlayer->StopChannels(-1, -1); + if ( bPlaySound != 0 ) + pAudioPlayer->PlaySound(SOUND_206, 0, 0, -1, 0, 0, 0, 0); + pTurnEngine->field_18 &= ~TE_FLAG_2; + pEventTimer->StopGameTime(); + dword_50C994 = 0; + dword_50C998_turnbased_icon_1A = 0; + } +// 50C994: using guessed type int dword_50C994; +// 50C998: using guessed type int dword_50C998_turnbased_icon_1A; + +//----- (00405E14) -------------------------------------------------------- +void stru262_TurnBased::_405E14() + { + stru262_TurnBased *v1; // esi@1 + int v2; // ecx@1 + SpellBuff *v3; // edi@2 + Actor *v4; // ebx@3 + signed int v5; // edx@20 + AIDirection *v6; // esi@21 + int v7; // eax@21 + int v8; // eax@21 + int v9; // eax@22 + int v10; // eax@23 + int v11; // eax@37 + int v12; // eax@44 + AIDirection a3; // [sp+4h] [bp-68h]@21 + AIDirection v14; // [sp+20h] [bp-4Ch]@21 + AIDirection v15; // [sp+3Ch] [bp-30h]@21 + Actor *v16; // [sp+58h] [bp-14h]@2 + int v17; // [sp+5Ch] [bp-10h]@6 + stru262_TurnBased *v18; // [sp+60h] [bp-Ch]@1 + int v19; // [sp+64h] [bp-8h]@8 + unsigned int v20; // [sp+68h] [bp-4h]@1 + + v1 = this; + v2 = 0; + v18 = v1; + v20 = 0; + if ( (signed int)uNumActors > 0 ) + { + //v3 = pActors;//[0].pActorBuffs; + v16 = pActors.data();//[0].pActorBuffs; + v3 = v16->pActorBuffs; + do + { + v4 = v16; + if ( SHIDWORD(v3[3].uExpireTime) < v2 || SHIDWORD(v3[3].uExpireTime) <= v2 && LODWORD(v3[3].uExpireTime) <= v2 ) + v17 = v2; + else + v17 = 1; + v19 = v2; + do + { + if ( v19 != 10 ) + { + v3->_4585CA(pParty->uTimePlayed); + v2 = 0; + } + ++v19; + ++v3; + } + while ( v19 < 22 ); + if ( v17 != 0 + && SHIDWORD(v4->pActorBuffs[3].uExpireTime) <= 0 + && (SHIDWORD(v4->pActorBuffs[3].uExpireTime) < 0 || LODWORD(v4->pActorBuffs[3].uExpireTime) <= 0) ) + v4->uActorHeight = pMonsterList->pMonsters[v4->pMonsterInfo.uID - 1].uMonsterHeight; + if ( !(v4->uAttributes & 0x80) ) + { + if ( !v4->pActorBuffs[5].uExpireTime ) + { + if ( !v4->pActorBuffs[6].uExpireTime ) + { + v5 = v4->uCurrentActionLength; + v4->uCurrentActionTime += pMiscTimer->uTimeElapsed; + if ( (signed int)v4->uCurrentActionTime >= v5 ) + { + v17 = ai_near_actors_targets_pid[v20]; + v6 = Actor::GetDirectionInfo(PID(OBJECT_Actor,v20), v17, &a3, 0); + v7 = v4->uAIState; + memcpy(&v15, v6, sizeof(v15)); + v8 = v7 - 4; + memcpy(&v14, &v15, sizeof(v14)); + if ( v8 ) + { + v9 = v8 - 1; + if ( v9 ) + { + v10 = v9 - 6; + if ( v10 ) + { + if ( v10 != 8 ) + Actor::AI_StandOrBored(v20, v17, 32, &v14); + } + } + } + else + { + v4->uCurrentActionTime = 0; + v4->uCurrentActionLength = 0; + v4->uAIState = Dead; + v4->UpdateAnimation(); + } + v1 = v18; + v2 = 0; + } + } + } + } + ++v20; + v3 = v16[1].pActorBuffs; + ++v16; + } + while ( (signed int)v20 < (signed int)uNumActors ); + } + if ( v1->field_4 == 1 ) + { + v12 = v1->field_8; + if ( v12 == 64 ) + { + v1->_406A63(); + } + else + { + if ( v12 > 0 ) + { + v1->_406B9F(); + } + else + { + v1->_406AFE(); + v1->field_10 = 100; + } + } + v1->field_8 -= pEventTimer->uTimeElapsed; + return; + } + if ( v1->field_4 == 2 ) + { + if ( !(v1->field_18 & TE_FLAG_1) ) + { + v11 = v1->field_10; + if ( v11 == 100 ) + { + v1->StartTurn(); +LABEL_39: + v1->_40652A(); + return; + } + if ( v11 > 0 || v1->pQueue[0].field_4 <= 0 ) + { + v1->_4065B0(); + goto LABEL_39; + } + } + v1->NextTurn(); + return; + } + if ( v1->field_4 == 3 ) + { + if ( v1->uActionPointsLeft <= 0 || v1->field_18 & TE_FLAG_8 ) + { + v1->field_18 &= ~TE_FLAG_8; + v1->field_4 = 1; + v1->field_8 = 64; + } + else + { + v1->_406FA8(); + } + } + } + + +//----- (00406051) -------------------------------------------------------- +__int16 stru262_TurnBased::StartTurn() + { + stru262_TurnBased *v1; // esi@1 + int v2; // ecx@1 + int v3; // ebx@1 + char *v4; // edi@1 + int v5; // eax@4 + int v6; // eax@12 + char *v7; // eax@15 + TurnBased_QueueElem *v8; // edi@17 + unsigned int v9; // edx@23 + char *v10; // eax@26 + int v11; // eax@30 + int v12; // ebx@30 + char *v13; // edi@31 + int v15; // [sp+Ch] [bp-10h]@5 + TurnBased_QueueElem *v16; // [sp+10h] [bp-Ch]@3 + int v17; // [sp+14h] [bp-8h]@2 + int v18; // [sp+14h] [bp-8h]@16 + signed int v19; // [sp+18h] [bp-4h]@1 + int v20; // [sp+18h] [bp-4h]@14 + + v1 = this; + v2 = 0; + v19 = 0; + v3 = v1->uActorQueueSize; + v1->field_1C = 0; + v4 = (char *)&v1->pQueue[v3].field_4; + do + { + v17 = v2; + if ( v1->uActorQueueSize <= v2 ) + goto LABEL_11; + v16 = v1->pQueue; + while ( 1 ) + { + v5 = v16->uPackedID; + if ( PID_TYPE(v16->uPackedID) == OBJECT_Player) + break; +LABEL_8: + ++v17; + ++v16; + if ( v17 >= v1->uActorQueueSize ) + goto LABEL_11; + } + v15 = PID_ID(v5); + if ( !pPlayers[(PID_ID(v5)) + 1]->CanAct() || v19 != v15 ) + { + v2 = 0; + goto LABEL_8; + } + v2 = 0; +LABEL_11: + if ( v17 == v1->uActorQueueSize ) + { + *(int *)v4 = 100; + v6 = 8 * v19; + LOBYTE(v6) = PID(OBJECT_Player,v19); + *((int *)v4 + 2) = v2; + *((int *)v4 - 1) = v6; + *((int *)v4 + 1) = v2; + ++v3; + v4 += 16; + } + ++v19; + } + while ( v19 < 4 ); + v1->uActorQueueSize = v3; + v20 = v2; + if ( ai_arrays_size > v2 ) + { + v7 = (char *)&v1->pQueue[v3].field_4; + do + { + v18 = v2; + if ( v1->uActorQueueSize > v2 ) + { + v8 = v1->pQueue; + do + { + if ( PID_TYPE(v8->uPackedID) == OBJECT_Actor && ai_near_actors_ids[v20] == PID_ID(v8->uPackedID) ) + break; + ++v18; + ++v8; + } + while ( v18 < v1->uActorQueueSize ); + v2 = 0; + } + if ( v18 == v1->uActorQueueSize ) + { + v9 = ai_near_actors_ids[v20]; + *(int *)v7 = 1; + *((int *)v7 + 2) = v2; + *((int *)v7 - 1) = PID(OBJECT_Actor,v9); + *((int *)v7 + 1) = v2; + ++v3; + v7 += 16; + } + ++v20; + } + while ( v20 < ai_arrays_size ); + } + ++v1->field_0; + v1->uActorQueueSize = v3; + v1->field_10 = 100; + if ( v3 > 0 ) + { + v10 = (char *)&v1->pQueue[0].field_4; + do + { + if ( *(int *)v10 <= 0 ) + *(int *)v10 = 100; + ++v2; + v10 += 16; + } + while ( v2 < v1->uActorQueueSize ); + } + LOWORD(v11) = v1->_4063A1(); + v12 = 0; + if ( v1->uActorQueueSize > 0 ) + { + v13 = (char *)&v1->pQueue[0].field_4; + do + { + v11 = PID_TYPE(*((int *)v13 - 1)); + if ( (char)v11 == 4 ) + break; + if ( *(int *)v13 > 0 ) + break; + LOWORD(v11) = v1->_40680F(v12++); + v13 += 16; + } + while ( v12 < v1->uActorQueueSize ); + } + return v11; + } +// 4F75D8: using guessed type int ai_arrays_size; + +//----- (004061CA) -------------------------------------------------------- +void stru262_TurnBased::NextTurn() + { + stru262_TurnBased *v1; // esi@1 + TurnBased_QueueElem *v2; // ebp@1 + int v3; // ebx@1 + int v4; // edi@7 + Actor *v5; // eax@9 + int v6; // ecx@9 + signed int v7; // ebx@17 + int v8; // ebp@27 + TurnBased_QueueElem *v9; // edi@28 + int v10; // ecx@30 + unsigned __int16 v11; // ax@30 + signed int v12; // edx@35 + signed int v13; // [sp+10h] [bp-4h]@7 + + v1 = this; + SortTurnQueue(); + v2 = v1->pQueue; + v3 = 0; + if (PID_TYPE(v1->pQueue[0].uPackedID) == OBJECT_Player) + uActiveCharacter = PID_ID(v1->pQueue[0].uPackedID) + 1; + else + uActiveCharacter = 0; + viewparams->bRedrawGameUI = 1; + if ( v1->field_1C ) + { + pTurnEngine->field_18 |= TE_FLAG_2; + return; + } + pTurnEngine->field_18 &= ~TE_FLAG_2; + if ( v1->pQueue[0].field_4 <= 0 ) + return; + v4 = 0; + v13 = 0; + if ( v1->uActorQueueSize <= 0 ) + goto LABEL_27; + do + { + if (PID_TYPE(v2->uPackedID) != OBJECT_Player) + { + v5 = &pActors[PID_ID(v2->uPackedID)]; + LOWORD(v6) = v5->uAIState; + if ( (short)v6 == 4 + || (short)v6 == 8 + || (short)v6 == 2 + || (short)v6 == 3 + || (short)v6 == 12 + || (short)v6 == 13 + || (short)v6 == 18 + || (short)v6 == 17 ) + { + v7 = v5->uCurrentActionLength; + v5->uCurrentActionTime += pEventTimer->uTimeElapsed; + if ( (signed int)v5->uCurrentActionTime < v7 ) + { + v13 = 1; +LABEL_19: + v3 = 0; + goto LABEL_20; + } + v6 = (signed __int16)v6; + if ( (signed __int16)v6 == 4 ) + { + v3 = 0; + v5->uAIState = Dead; + v5->uCurrentActionTime = 0; + v5->uCurrentActionLength = 0; + v5->UpdateAnimation(); + } + else + { + if ( v6 != 8 ) + goto LABEL_19; + v3 = 0; + Actor::AI_StandOrBored(PID_ID(v2->uPackedID), ai_near_actors_targets_pid[PID_ID(v2->uPackedID)], 32, 0); + } + } + } +LABEL_20: + ++v4; + ++v2; + } + while ( v4 < v1->uActorQueueSize ); + + if ( v13 != v3 ) + { + v1->field_18 |= TE_FLAG_1; + return; + } +LABEL_27: + v1->field_18 &= ~TE_FLAG_1; + v8 = 0; + if ( v1->uActorQueueSize > v3 ) + { + v9 = v1->pQueue; + do + { + if (PID_TYPE(v9->uPackedID) != OBJECT_Player) + { + v10 = PID_ID(v9->uPackedID); + v11 = pActors[v10].uAIState; + if ( v11 != 5 ) + { + if ( v11 != 4 && v11 != 11 && v11 != 19 ) + { + if ( v11 != 17 ) + { + v12 = ai_near_actors_targets_pid[v10]; + v9->uActionLength = v3; + Actor::AI_StandOrBored(v10, v12, 32, (AIDirection *)v3); + } + } + } + } + ++v8; + ++v9; + } + while ( v8 < v1->uActorQueueSize ); + } + v1->field_4 = 3; + pParty->uTimePlayed += __PAIR__(v3, 213); + _494035_timed_effects__water_walking_damage__etc(); + v1->uActionPointsLeft = 130; + } + +//----- (004063A1) -------------------------------------------------------- +int stru262_TurnBased::_4063A1() + { + stru262_TurnBased *v1; // esi@1 + int v2; // ebp@1 + signed int result; // eax@1 + int v4; // edx@1 + int v5; // edx@3 + int v6; // edi@4 + int v7; // ecx@5 + Actor *v8; // ecx@11 + unsigned __int16 v9; // dx@12 + int v10; // edi@16 + int v11; // edx@17 + char v12; // zf@18 + + v1 = this; + SortTurnQueue(); + v2 = (int)&v1->pQueue[0].field_4; + result = 1; + viewparams->bRedrawGameUI = 1; + v4 = v1->pQueue[0].field_4; + if ( v4 ) + { + if (PID_TYPE(v1->pQueue[0].uPackedID) == OBJECT_Player) + { + v5 = v1->uActorQueueSize; + while ( 1 ) + { + v6 = 0; + if ( v5 > 0 ) + { + v7 = (int)&v1->pQueue[0].field_4; + do + { + --*(int *)v7; + v5 = v1->uActorQueueSize; + ++v6; + v7 += 16; + } + while ( v6 < v5 ); + } + --v1->field_10; + if ( v1->field_10 <= 0 ) + break; + if ( !*(int *)v2 ) + goto LABEL_9; + } +LABEL_24: + result = 1; + } + else + { + v8 = &pActors[PID_ID(v1->pQueue[0].uPackedID)]; + if ( v4 > 0 ) + { + do + { + v9 = v8->uAIState; + if ( v9 == 5 ) + break; + if ( v9 == 4 || v9 == 19 || v9 == 11 ) + break; + v10 = 0; + if ( v1->uActorQueueSize > 0 ) + { + v11 = (int)&v1->pQueue[0].field_4; + do + { + v12 = (*(int *)v11)-- == 1; + if ( v12 ) + *(int *)(v11 + 4) = 0; + ++v10; + v11 += 16; + } + while ( v10 < v1->uActorQueueSize ); + } + --v1->field_10; + if ( v1->field_10 <= 0 ) + goto LABEL_24; + } + while ( *(int *)v2 > 0 ); + } +LABEL_9: + result = 0; + } + } + return result; + } + +//----- (00406457) -------------------------------------------------------- +int stru262_TurnBased::_406457(int a2) + { + stru262_TurnBased *v2; // esi@1 + signed int v3; // eax@1 + signed int v4; // ecx@2 + char *v5; // edx@2 + signed int v6; // eax@2 + int result; // eax@11 + int v8; // edx@13 + int v9; // ecx@14 + char v10; // zf@15 + + v2 = this; + v3 = *(&this->field_0 + 4 * (a2 + 2)); + if ( (*((char *)&this->field_0 + 16 * PID_TYPE(a2 + 2))) == OBJECT_Player) + { + v4 = PID_ID(v3); + v5 = (char *)&pParty->pTurnBasedPlayerRecoveryTimes[PID_ID(v3)]; + v6 = *(int *)v5; + if ( *(int *)v5 ) + *(int *)v5 = 0; + else + v6 = pPlayers[v4 + 1]->GetAttackRecoveryTime(0); + if ( v6 < 30 ) + v6 = 30; + } + else + { + v6 = pMonsterStats->pInfos[pActors[PID_ID(v3)].pMonsterInfo.uID].uRecoveryTime; + } + v2->pQueue[a2].field_4 = v6; + v2->SortTurnQueue(); + if (PID_TYPE(v2->pQueue[0].uPackedID) == OBJECT_Player) + uActiveCharacter = PID_ID(v2->pQueue[0].uPackedID) + 1; + else + uActiveCharacter = 0; + result = (int)&v2->pQueue[0].field_4; + viewparams->bRedrawGameUI = 1; + while ( *(int *)result > 0 ) + { + if ( v2->field_10 <= 0 ) + break; + v8 = 0; + if ( v2->uActorQueueSize > 0 ) + { + v9 = (int)&v2->pQueue[0].field_4; + do + { + v10 = (*(int *)v9)-- == 1; + if ( v10 ) + *(int *)(v9 + 4) = 0; + ++v8; + v9 += 16; + } + while ( v8 < v2->uActorQueueSize ); + } + --v2->field_10; + if ( v2->field_10 <= 0 ) + break; + } + return result; + } + +//----- (0040652A) -------------------------------------------------------- +void stru262_TurnBased::_40652A() + { + int *v1; // edx@2 + Actor *v2; // eax@5 + unsigned __int16 v3; // si@5 + unsigned int v4; // esi@8 + int v5; // [sp+Ch] [bp-4h]@1 + + v5 = 0; + if ( this->uActorQueueSize > 0 ) + { + v1 = &this->pQueue[0].field_4; + do + { + if ( !*(int *)v1 ) + { + if ( PID_TYPE(*(v1 - 4)) == OBJECT_Player) + return; + v2 = &pActors[PID_ID(*(v1 - 1))]; + v3 = v2->uAIState; + if (v3 == Standing || v3 == Fleeing || v3 == Fidgeting) + { + v4 = pMonsterStats->pInfos[v2->pMonsterInfo.uID].uRecoveryTime; + *(int *)v1 = v4; + if ( (signed __int64)v2->pActorBuffs[7].uExpireTime > 0 ) + *(int *)v1 = 2 * v4; + } + } + ++v5; + v1 += 16; + } + while ( v5 < this->uActorQueueSize ); + } + } + +//----- (004065B0) -------------------------------------------------------- +void stru262_TurnBased::_4065B0() + { + stru262_TurnBased *v1; // esi@1 + signed int v2; // eax@1 + int v3; // ebx@6 + int v4; // edi@7 + unsigned int v5; // edi@14 + + v1 = this; + SortTurnQueue(); + if ( v1->pQueue[0].field_4 <= 0 + || ((_4063A1(), v2 = v1->pQueue[0].uPackedID, PID_TYPE(v1->pQueue[0].uPackedID) != OBJECT_Player) ? + (uActiveCharacter = 0) : (v2 = (PID_ID(v2)) + 1, uActiveCharacter = v2), + viewparams->bRedrawGameUI = 1, + v1->pQueue[0].field_4 <= 0) ) + { + v3 = 0; + if ( v1->uActorQueueSize > 0 ) + { + v4 = (int)v1->pQueue; + do + { + v2 = *(int *)v4; + if ( PID_TYPE(*(char *)v4) == OBJECT_Player || *(int *)(v4 + 4) > 0 ) + break; + if ( *(int *)(v4 + 8) <= 0 ) + { + LOWORD(v2) = v2 & 3; + if ( (char)v2 == 3 ) + LOWORD(v2) = v1->_40680F(v3); + } + ++v3; + v4 += 16; + } + while ( v3 < v1->uActorQueueSize ); + } + } + v5 = 0; + if ( v1->uActorQueueSize > 0 ) + { + do + v1->_406648(v5++); + while ( (signed int)v5 < v1->uActorQueueSize ); + } + } + +//----- (00406648) -------------------------------------------------------- +void stru262_TurnBased::_406648(unsigned int a2) + { + TurnBased_QueueElem *v1; // ecx@1 + int v3; // eax@1 + unsigned int v4; // ebx@2 + Actor *v5; // esi@2 + signed int v6; // edi@5 + int v7; // ecx@6 + int v8; // eax@6 + int v9; // eax@7 + int v10; // eax@8 + int v11; // eax@9 + int v12; // eax@10 + int v13; // eax@11 + int v14; // eax@14 + unsigned int v15; // ecx@14 + unsigned int v16; // edx@14 + int v17; // eax@17 + int v18; // eax@20 + char v19; // al@24 + unsigned int v21; // [sp-8h] [bp-50h]@16 + int v22; // [sp-8h] [bp-50h]@17 + AIDirection *v23; // [sp-4h] [bp-4Ch]@14 + unsigned int v24; // [sp-4h] [bp-4Ch]@17 + char v25; // [sp-4h] [bp-4Ch]@20 + AIDirection a3; // [sp+Ch] [bp-3Ch]@2 + AIDirection a4; // [sp+28h] [bp-20h]@2 + TurnBased_QueueElem *v28; // [sp+44h] [bp-4h]@1 + unsigned int a2a; // [sp+50h] [bp+8h]@2 + + v1 = (TurnBased_QueueElem *)((char *)this + 16 * (a2 + 2)); + v28 = v1; + v3 = v1->uPackedID; + if (PID_TYPE(v1->uPackedID) != OBJECT_Player) + { + v4 = PID_ID(v3); + a2a = ai_near_actors_targets_pid[PID_ID(v3)]; + memcpy(&a3, Actor::GetDirectionInfo(v1->uPackedID, ai_near_actors_targets_pid[PID_ID(v3)], &a3, 0), sizeof(a3)); + memcpy(&a4, &a3, sizeof(a4)); + v5 = &pActors[PID_ID(v3)]; + LOWORD(v3) = v5->uAIState; + if ( (short)v3 != Dead ) + { + if ( (short)v3 != Disabled ) + { + if ( (short)v3 != Removed ) + { + v6 = v5->uCurrentActionLength; + v5->uCurrentActionTime += pEventTimer->uTimeElapsed; + if ( (signed int)v5->uCurrentActionTime >= v6 ) + { + v7 = (signed __int16)v3; + v8 = (signed __int16)v3 - 2; + if ( !v8 ) + { + v19 = stru_50C198.special_ability_use_check(&pActors[v4], v4); + stru_50FE08.Add( + v28->uPackedID, + 5120, + v5->vPosition.x, + v5->vPosition.y, + v5->vPosition.z + ((signed int)v5->uActorHeight >> 1), + v19, + 1); + goto LABEL_25; + } + v9 = v8 - 1; + if ( v9 ) + { + v10 = v9 - 1; + if ( !v10 ) + goto LABEL_21; + v11 = v10 - 4; + if ( !v11 ) + goto LABEL_25; + v12 = v11 - 4; + if ( v12 ) + { + v13 = v12 - 1; + if ( v13 ) + { + if ( v13 != Dead ) + { + if ( v7 != 4 ) + { + v14 = rand(); + v15 = v4; + v23 = &a4; + v16 = a2a; + if ( !(v14 % 2) ) + { + Actor::AI_Bored(v4, a2a, &a4); + return; + } + v21 = 64; +LABEL_26: + Actor::AI_Stand(v15, v16, v21, v23); + return; + } +LABEL_21: + v5->uCurrentActionTime = 0; + v5->uCurrentActionLength = 0; + v5->uAIState = Dead; + pActors[v4].UpdateAnimation(); + return; + } + v24 = v5->pMonsterInfo.uSpellSkillAndMastery2; + v22 = 3; + v17 = v5->pMonsterInfo.uSpell2ID; + } + else + { + v24 = v5->pMonsterInfo.uSpellSkillAndMastery1; + v22 = 2; + v17 = v5->pMonsterInfo.uSpell1ID; + } + Actor::AI_SpellAttack(v4, &a4, v17, v22, v24); +LABEL_25: + v16 = a2a; + v23 = &a4; + v21 = 0; + v15 = v4; + goto LABEL_26; + } + v18 = v5->pMonsterInfo.uMissleAttack2Type; + v25 = 1; + } + else + { + v18 = v5->pMonsterInfo.uMissleAttack1Type; + v25 = 0; + } + Actor::AI_RangedAttack(v4, &a4, v18, v25); + goto LABEL_25; + } + } + } + } + } + } +// 50FE08: using guessed type stru298 stru_50FE08; + +//----- (0040680F) -------------------------------------------------------- +__int16 stru262_TurnBased::_40680F(int a2) + { + TurnBased_QueueElem *v2; // eax@1 + unsigned int v3; // eax@1 + unsigned int v4; // edi@2 + Actor *v5; // ebx@2 + unsigned int *v6; // esi@7 + AIDirection *v7; // esi@10 + int v8; // eax@10 + unsigned int v9; // ecx@10 + signed int v10; // eax@13 + unsigned __int8 v11; // sf@19 + unsigned __int8 v12; // of@19 + int v13; // esi@29 + bool v14; // eax@29 + unsigned __int8 v15; // cl@33 + AIDirection a3; // [sp+Ch] [bp-44h]@10 + AIDirection v18; // [sp+28h] [bp-28h]@10 + int a2a; // [sp+44h] [bp-Ch]@2 + unsigned int v20; // [sp+48h] [bp-8h]@10 + TurnBased_QueueElem *v21; // [sp+4Ch] [bp-4h]@1 + signed int v22; // [sp+58h] [bp+8h]@10 + + v2 = (TurnBased_QueueElem *)((char *)this + 16 * (a2 + 2)); + v21 = v2; + v2->uActionLength = 0; + v3 = v2->uPackedID; + if ( (unsigned __int8)v3 & 3 ) + { + v3 = PID_ID(v3); + v4 = v3; + a2a = v3; + v5 = &pActors[v3]; + LOWORD(v3) = v5->uAIState; + if ( (short)v3 != 5 ) + { + if ( (short)v3 != 4 && (short)v3 != 11 && (short)v3 != 19 && (short)v3 != 17 ) + { + v6 = (unsigned int *)&ai_near_actors_targets_pid[(int)v4]; + Actor::_SelectTarget((unsigned int)v4, &ai_near_actors_targets_pid[(int)v4], true); + if ( v5->pMonsterInfo.uHostilityType && !*v6 ) + v5->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Friendly; + v22 = *v6; + v7 = Actor::GetDirectionInfo(PID(OBJECT_Actor,(int)v4), *v6, &a3, 0); + v8 = v5->uActorRadius; + memcpy(&a3, v7, sizeof(a3)); + memcpy(&v18, &a3, sizeof(v18)); + v9 = a3.uDistance - v8; + v20 = a3.uDistance - v8; + if ( ((a3.uDistance - v8) & 0x80000000u) != 0 ) + { + v9 = 0; + v20 = 0; + } + if (PID_TYPE(v22) == OBJECT_Actor) + //v10 = (unsigned __int8)*(&byte_5C8D1A[89 * (pMonsterStats->pInfos[pActors[PID_ID(v22)].pMonsterInfo.uID].uID - 1) / 3] + (v5->pMonsterInfo.uID - 1) / 3); + v10 = pFactionTable->relations[(pMonsterStats->pInfos[pActors[PID_ID(v22)].pMonsterInfo.uID].uID) / 3 + 1][(v5->pMonsterInfo.uID - 1) / 3 + 1]; + else + v10 = 4; + if ( v10 == 1 ) + { + if ( (double)(signed int)v20 < 307.2 ) + goto LABEL_25; + } + else + { + if ( v10 == 2 ) + { + v12 = __OFSUB__(v9, 1024); + v11 = ((v9 - 1024) & 0x80000000u) != 0; + } + else + { + if ( v10 == 3 ) + { + v12 = __OFSUB__(v9, 2560); + v11 = ((v9 - 2560) & 0x80000000u) != 0; + } + else + { + if ( v10 != 4 ) + goto LABEL_26; + v12 = __OFSUB__(v9, 5120); + v11 = ((v9 - 5120) & 0x80000000u) != 0; + } + } + if ( v11 ^ v12 ) + { +LABEL_25: + v5->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Long; + goto LABEL_26; + } + } +LABEL_26: + if ( v5->pMonsterInfo.uHostilityType != 4 || !v22 || (signed int)v9 >= 5120 ) + { + v13 = a2a; + goto LABEL_47; + } + v13 = a2a; + v14 = stru_50C198.special_ability_use_check(v5, a2a); + if ( v14 == 1 ) + { + if ( v5->pMonsterInfo.uMissleAttack2Type ) + { + Actor::AI_MissileAttack2(v13, v22, &v18); + goto LABEL_43; + } + } + else + { + if ( v14 > 1 && v14 <= 3 ) + { + if ( v14 == 2 ) + v15 = v5->pMonsterInfo.uSpell1ID; + else + v15 = v5->pMonsterInfo.uSpell2ID; + if ( v15 ) + { + if ( v14 == 2 ) + Actor::AI_SpellAttack1(v13, v22, &v18); + else + Actor::AI_SpellAttack2(v13, v22, &v18); + goto LABEL_43; + } + goto LABEL_44; + } + if ( v5->pMonsterInfo.uMissleAttack1Type ) + { + Actor::AI_MissileAttack1(v13, v22, &v18); +LABEL_43: + //v3 = v21; + v21->field_C = 1; +LABEL_48: + v21->uActionLength = v5->uCurrentActionLength; + //return (signed __int16)v3; + return (signed __int16)&v21; + } + } +LABEL_44: + if ( (double)(signed int)v20 < 307.2 ) + { + Actor::AI_MeleeAttack(v13, v22, &v18); + //v3 = v21; + v21->field_C = 3; + goto LABEL_48; + } +LABEL_47: + Actor::AI_Stand(v13, v22, 0x40u, &v18); + //v3 = v21; + v21->field_C = 0; + goto LABEL_48; + } + } + } + return (signed __int16)v3; + } + +//----- (00406A63) -------------------------------------------------------- +void stru262_TurnBased::_406A63() + { + stru262_TurnBased *v1; // ebx@1 + int v2; // esi@1 + unsigned __int8 v3; // zf@1 + unsigned __int8 v4; // sf@1 + signed int v5; // ecx@4 + AIDirection a3; // [sp+8h] [bp-44h]@5 + AIDirection v7; // [sp+24h] [bp-28h]@5 + unsigned int v8; // [sp+40h] [bp-Ch]@5 + signed int a2; // [sp+44h] [bp-8h]@1 + TurnBased_QueueElem *v10; // [sp+48h] [bp-4h]@2 + + v1 = this; + v2 = 0; + this->field_8 = 64; + dword_50C994 = 0; + uActiveCharacter = 0; + v3 = this->uActorQueueSize == 0; + v4 = this->uActorQueueSize < 0; + a2 = 0; + if ( !(v4 | v3) ) + { + v10 = this->pQueue; + while ( 1 ) + { + v5 = v10->uPackedID; + if (PID_TYPE(v10->uPackedID) == OBJECT_Actor) + { + v8 = ai_near_actors_targets_pid[PID_ID(v5)]; + memcpy(&v7, Actor::GetDirectionInfo(v5, v8, &a3, v2), sizeof(v7)); + if ( !v1->ActorTurn(a2) ) + Actor::AI_Stand(PID_ID(v10->uPackedID), v8, 32, &v7); + } + ++a2; + ++v10; + if ( a2 >= v1->uActorQueueSize ) + break; + v2 = 0; + } + } + } +// 50C994: using guessed type int dword_50C994; + +//----- (00406AFE) -------------------------------------------------------- +void stru262_TurnBased::_406AFE() + { + stru262_TurnBased *v1; // edi@1 + TurnBased_QueueElem *v2; // ebx@2 + int v3; // esi@4 + int v4; // ecx@5 + AIDirection a3; // [sp+4h] [bp-48h]@5 + AIDirection v6; // [sp+20h] [bp-2Ch]@5 + stru262_TurnBased *v7; // [sp+3Ch] [bp-10h]@1 + unsigned int v8; // [sp+40h] [bp-Ch]@4 + unsigned int v9; // [sp+44h] [bp-8h]@5 + int v10; // [sp+48h] [bp-4h]@1 + + v10 = 0; + v1 = this; + v7 = this; + if ( this->uActorQueueSize > 0 ) + { + v2 = this->pQueue; + do + { + if (PID_TYPE(v2->uPackedID) == OBJECT_Actor) + { + v3 = PID_ID(v2->uPackedID); + v8 = v3; + if ( pActors[v3].CanAct() ) + { + v4 = v2->uPackedID; + v9 = ai_near_actors_targets_pid[v3]; + memcpy(&v6, Actor::GetDirectionInfo(v4, v9, &a3, 0), sizeof(v6)); + Actor::AI_Stand(v8, v9, 32, &v6); + v2->field_C = 0; + v2->uActionLength = 0; + v1 = v7; + } + } + ++v10; + ++v2; + } + while ( v10 < v1->uActorQueueSize ); + } + v1->field_4 = 2; + v1->field_8 = 100; + } + +//----- (00406B9F) -------------------------------------------------------- +int stru262_TurnBased::_406B9F() + { + signed int result; // eax@1 + unsigned __int8 v2; // zf@1 + unsigned __int8 v3; // sf@1 + int v4; // esi@4 + unsigned int v5; // esi@5 + Actor *v6; // ebx@5 + unsigned __int16 v7; // cx@15 + AIDirection a3; // [sp+0h] [bp-50h]@15 + AIDirection v9; // [sp+1Ch] [bp-34h]@15 + signed int a1; // [sp+38h] [bp-18h]@4 + stru262_TurnBased *thisa; // [sp+3Ch] [bp-14h]@1 + unsigned int v12; // [sp+40h] [bp-10h]@5 + unsigned int v13; // [sp+44h] [bp-Ch]@8 + TurnBased_QueueElem *v14; // [sp+48h] [bp-8h]@2 + signed int a2; // [sp+4Ch] [bp-4h]@1 + + result = 0; + thisa = this; + v2 = this->uActorQueueSize == 0; + v3 = this->uActorQueueSize < 0; + a2 = 0; + if ( !(v3 | v2) ) + { + v14 = this->pQueue; + while ( 1 ) + { + v4 = v14->uPackedID; + a1 = v14->uPackedID; + if (PID_TYPE(a1) != OBJECT_Player) + { + v5 = PID_ID(v4); + v12 = v5; + v6 = &pActors[v5]; + if ( SHIDWORD(v6->pActorBuffs[5].uExpireTime) < result + || SHIDWORD(v6->pActorBuffs[5].uExpireTime) <= result && LODWORD(v6->pActorBuffs[5].uExpireTime) <= result ) + v13 = result; + else + v13 = 1; + if ( SHIDWORD(v6->pActorBuffs[6].uExpireTime) >= result + && (SHIDWORD(v6->pActorBuffs[6].uExpireTime) > result || LODWORD(v6->pActorBuffs[6].uExpireTime) > result) ) + result = 1; + if ( !(v13 != 0 || result || v6->uAIState == 5 || v6->uAIState == 11 || v6->uAIState == 19) ) + { + v13 = ai_near_actors_targets_pid[v5]; + memcpy(&v9, Actor::GetDirectionInfo(a1, v13, &a3, 0), sizeof(v9)); + v7 = v6->uAIState; + if ( v7 == 6 || v7 == 1 ) + { + if ( (double)(signed int)v9.uDistance < 307.2 ) + goto LABEL_26; + } + v6->uCurrentActionTime += pEventTimer->uTimeElapsed; + if ( (signed int)v6->uCurrentActionTime > v6->uCurrentActionLength ) + { + if ( v7 == 4 ) + { + v6->uCurrentActionTime = 0; + v6->uCurrentActionLength = 0; + v6->uAIState = Dead; + v6->UpdateAnimation(); + } + if ( !thisa->ActorTurn(a2) ) +LABEL_26: + Actor::AI_Stand(v12, v13, 32, &v9); + } + } + } + ++a2; + result = (signed int)thisa; + ++v14; + if ( a2 >= thisa->uActorQueueSize ) + break; + result = 0; + } + } + return result; + } + +//----- (00406D10) -------------------------------------------------------- +bool stru262_TurnBased::ActorTurn(signed int a2) + { + int v2; // ecx@1 + //int v3; // ecx@2 + Actor *actor; // ebx@2 + //unsigned __int16 v5; // dx@2 + int *v6; // esi@7 + TurnBased_QueueElem *v7; // edi@7 + int v8; // eax@7 + AIDirection *v9; // esi@10 + int v10; // eax@10 + unsigned int v11; // ecx@10 + unsigned __int8 pHostileType; // al@12 + unsigned __int8 v13; // sf@16 + unsigned __int8 v14; // of@16 + unsigned int v15; // edx@22 + unsigned int v16; // ecx@23 + TurnBased_QueueElem *v17; // eax@25 + double v18; // st7@33 + double v19; // st6@33 + int v21; // [sp-8h] [bp-5Ch]@23 + int v22; // [sp-8h] [bp-5Ch]@26 + AIDirection *v23; // [sp-4h] [bp-58h]@23 + int v24; // [sp-4h] [bp-58h]@26 + AIDirection a3; // [sp+Ch] [bp-48h]@10 + AIDirection pDir; // [sp+28h] [bp-2Ch]@10 + int v27; // [sp+44h] [bp-10h]@33 + unsigned int v28; // [sp+48h] [bp-Ch]@10 + TurnBased_QueueElem *v29; // [sp+4Ch] [bp-8h]@7 + unsigned int uActorID; // [sp+50h] [bp-4h]@2 + unsigned int a2a; // [sp+5Ch] [bp+8h]@7 + + // __debugbreak();//срабатывает при пошаговом режиме после пяти шагов + v2 = *(&this->field_0 + 4 * (a2 + 2)); + if (PID_TYPE(v2) == OBJECT_Player) + return 0; + uActorID = PID_ID(v2); + //uActorID = v3; + actor = &pActors[uActorID]; + //v5 = v4->uAIState; + if ( actor->uAIState == 5 || actor->uAIState == 4 || actor->uAIState == 11 || actor->uAIState == 19 || actor->uAIState == 17 ) + return 1; + v6 = &ai_near_actors_targets_pid[uActorID]; + v7 = &pTurnEngine->pQueue[a2]; + v8 = *v6; + v29 = &pTurnEngine->pQueue[a2]; + a2a = v8; + Actor::_SelectTarget(uActorID, &ai_near_actors_targets_pid[uActorID], true); + if ( actor->pMonsterInfo.uHostilityType && !*v6 ) + actor->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Friendly; + v9 = Actor::GetDirectionInfo(v7->uPackedID, a2a, &a3, 0); + v10 = actor->uActorRadius; + memcpy(&a3, v9, sizeof(a3)); + memcpy(&pDir, &a3, sizeof(pDir)); + v11 = a3.uDistance - v10; + v28 = a3.uDistance - v10; + if ( ((a3.uDistance - v10) & 0x80000000u) != 0 ) + { + v11 = 0; + v28 = 0; + } + pHostileType = actor->pMonsterInfo.uHostilityType; + if ( pHostileType == 1 ) + { + if ( (double)(signed int)v28 >= 307.2 ) + goto LABEL_21; + actor->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Long; + goto LABEL_21; + } + if ( pHostileType == 2 ) + { + v14 = __OFSUB__(v11, 1024); + v13 = ((v11 - 1024) & 0x80000000u) != 0; + } + else + { + if ( pHostileType != 3 ) + goto LABEL_21; + v14 = __OFSUB__(v11, 2560); + v13 = ((v11 - 2560) & 0x80000000u) != 0; + } + if ( v13 ^ v14 ) + { + actor->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Long; + } +LABEL_21: + if ( (signed __int64)actor->pActorBuffs[4].uExpireTime > 0 ) + { + if ( (signed int)v11 < 10240 ) + { + Actor::AI_Flee(uActorID, a2a, 0, &pDir); + v29->field_C = 4; + v29->uActionLength = actor->uCurrentActionLength; + return 1; + } + Actor::AI_4032B2(uActorID, a2a, 1024, 0); + v29->field_C = 2; + v29->uActionLength = actor->uCurrentActionLength; + return 1; + } + if ( actor->pMonsterInfo.uHostilityType != 4 ) + goto LABEL_46; + if ( !(actor->uAttributes & 0x020000) || actor->pMonsterInfo.uAIType == 1 ) + { + if ( actor->pMonsterInfo.uAIType == 1 ) + { + if ( actor->pMonsterInfo.uMovementType == 5 ) + { + Actor::AI_Stand(uActorID, a2a, 32, 0); + v29->field_C = 4; + v29->uActionLength = actor->uCurrentActionLength; + return 1; + } + Actor::AI_Flee(uActorID, a2a, 32, 0); + v29->field_C = 4; + v29->uActionLength = actor->uCurrentActionLength; + return 1; + } + if ( actor->pMonsterInfo.uAIType == 2 ) + { + v27 = actor->sCurrentHP; + v18 = (double)v27; + v19 = (double)(signed int)actor->pMonsterInfo.uHP * 0.2; + if ( v19 > v18 && (signed int)v11 < 10240 ) + { + if ( actor->pMonsterInfo.uMovementType == 5 ) + { + Actor::AI_Stand(uActorID, a2a, 32, 0); + v29->field_C = 4; + v29->uActionLength = actor->uCurrentActionLength; + return 1; + } + Actor::AI_Flee(uActorID, a2a, 32, 0); + v29->field_C = 4; + v29->uActionLength = actor->uCurrentActionLength; + return 1; + } + goto LABEL_39; + } + if ( actor->pMonsterInfo.uAIType == 3 ) + { + v27 = actor->sCurrentHP; + v18 = (double)v27; + v19 = (double)(signed int)actor->pMonsterInfo.uHP * 0.1; + if ( v19 > v18 && (signed int)v11 < 10240 ) + { + if ( actor->pMonsterInfo.uMovementType == 5 ) + { + Actor::AI_Stand(uActorID, a2a, 32, 0); + v29->field_C = 4; + v29->uActionLength = actor->uCurrentActionLength; + return 1; + } + Actor::AI_Flee(uActorID, a2a, 32, 0); + v29->field_C = 4; + v29->uActionLength = actor->uCurrentActionLength; + return 1; + } + goto LABEL_39; + } + } +LABEL_39: + if ( (double)(signed int)v28 < 307.2 ) + return 0; + if ( (signed int)v11 < 5120 ) + { + if ( actor->pMonsterInfo.uMissleAttack1Type && (signed int)v11 < 1024 ) + Actor::AI_Pursue1(uActorID, a2a, uActorID, 32, &pDir); + else + Actor::AI_Pursue2(uActorID, a2a, 32, &pDir, 307); + v29->field_C = 2; + v29->uActionLength = actor->uCurrentActionLength; + return 1; + } +LABEL_46: + if ( actor->pMonsterInfo.uMovementType == 0 ) + { + Actor::AI_4032B2(uActorID, a2a, 1024, 32); + v29->field_C = 2; + v29->uActionLength = actor->uCurrentActionLength; + return 1; + } + if ( actor->pMonsterInfo.uMovementType == 1 ) + { + Actor::AI_4032B2(uActorID, a2a, 2560, 32); + v29->field_C = 2; + v29->uActionLength = actor->uCurrentActionLength; + return 1; + } + if ( actor->pMonsterInfo.uMovementType == 2 ) + { + Actor::AI_4032B2(uActorID, a2a, 5120, 32); + v29->field_C = 2; + v29->uActionLength = actor->uCurrentActionLength; + return 1; + } + if ( actor->pMonsterInfo.uMovementType == 4 ) + { + Actor::AI_4032B2(uActorID, a2a, 10240, 32); + v29->field_C = 2; + v29->uActionLength = actor->uCurrentActionLength; + return 1; + } + if ( actor->pMonsterInfo.uMovementType == 5 ) + { + Actor::AI_Stand(uActorID, a2a, 32, 0); + v29->field_C = 2; + v29->uActionLength = actor->uCurrentActionLength; + return 1; + } + return 1; + } + +//----- (00406FA8) -------------------------------------------------------- +void stru262_TurnBased::_406FA8() + { + unsigned __int8 v1; // zf@1 + unsigned __int8 v2; // sf@1 + TurnBased_QueueElem *v3; // edi@2 + int v4; // eax@4 + Actor *v5; // ebx@4 + unsigned __int16 v6; // cx@4 + unsigned int *v7; // edx@8 + unsigned int v8; // esi@8 + unsigned __int8 v9; // of@13 + AIDirection a3; // [sp+Ch] [bp-6Ch]@8 + AIDirection v11; // [sp+28h] [bp-50h]@8 + AIDirection a4; // [sp+44h] [bp-34h]@8 + stru262_TurnBased *v13; // [sp+60h] [bp-18h]@1 + TurnBased_QueueElem *v14; // [sp+64h] [bp-14h]@2 + int uActorID; // [sp+68h] [bp-10h]@4 + unsigned int a2; // [sp+6Ch] [bp-Ch]@8 + int v17; // [sp+70h] [bp-8h]@1 + unsigned int v18; // [sp+74h] [bp-4h]@2 + + v17 = 0; + v1 = this->uActorQueueSize == 0; + v2 = this->uActorQueueSize < 0; + v13 = this; + if ( !(v2 | v1) ) + { + v3 = this->pQueue; + v18 = (char *)&pTurnEngine - (char *)this; + v14 = this->pQueue; + do + { + if (PID_TYPE(v3->uPackedID) != OBJECT_Player) + { + v4 = PID_ID(v3->uPackedID); + uActorID = v4; + v5 = &pActors[v4]; + v6 = v5->uAIState; + if ( v6 != 5 ) + { + if ( v6 != 11 ) + { + if ( v6 != 19 ) + { + if ( v6 != 17 ) + { + v7 = (unsigned int *)&ai_near_actors_targets_pid[v4]; + a2 = *v7; + v8 = a2; + Actor::_SelectTarget(v4, (int *)v7, true); + memcpy(&v11, Actor::GetDirectionInfo(*(int *)((char *)&v3->uPackedID + v18), v8, &a3, 0), sizeof(v11)); + memcpy(&a4, &v11, sizeof(a4)); + v5->uCurrentActionTime += pMiscTimer->uTimeElapsed; + if ( (signed int)v5->uCurrentActionTime >= v5->uCurrentActionLength ) + { + if (v5->uAIState == Dying) + { + v5->uCurrentActionTime = 0; + v5->uCurrentActionLength = 0; + v5->uAIState = Dead; + v5->UpdateAnimation(); + return; + } + if ( rand() % 2 ) + Actor::AI_Stand(uActorID, a2, 64, &a4); + else + Actor::AI_Bored(uActorID, a2, &a4); + } + } + } + } + } + } + ++v17; + v3 = v14 + 1; + v9 = __OFSUB__(v17, v13->uActorQueueSize); + v2 = v17 - v13->uActorQueueSize < 0; + ++v14; + } + while ( v2 ^ v9 ); + } + } +