Mercurial > mm7
diff Engine/Objects/Actor.cpp @ 2497:82d5d92a097c
for MVS2012
author | Ritor1 |
---|---|
date | Thu, 18 Sep 2014 23:59:29 +0600 |
parents | |
children | 68cdef6879a0 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/Engine/Objects/Actor.cpp Thu Sep 18 23:59:29 2014 +0600 @@ -0,0 +1,5717 @@ +#define _CRTDBG_MAP_ALLOC +#include <stdlib.h> +#include <crtdbg.h> + +#define _CRT_SECURE_NO_WARNINGS + +#include "Engine/Graphics/PaletteManager.h" +#include "ErrorHandling.h" + +#include "Engine/Graphics/DecalBuilder.h" + +#include "Engine/Graphics/Sprites.h" +#include "stru6.h" + + +#include "Actor.h" +#include "OurMath.h" +#include "Engine/Graphics/Outdoor.h" +#include "AudioPlayer.h" +#include "Game.h" +#include "ObjectList.h" +#include "Engine/Graphics/Overlays.h" +#include "FactionTable.h" +#include "TurnEngine.h" +#include "CastSpellInfo.h" +#include "Timer.h" +#include "LOD.h" +#include "Party.h" +#include "GUIWindow.h" + +#include "MM7.h" +#include "SpriteObject.h" +#include "stru298.h" +#include "Log.h" +#include "Texts.h" +#include "Engine/Graphics/Level/Decoration.h" +#include "Engine/Graphics/Viewport.h" +#include "Engine/Graphics/Vis.h" + + + + + +std::array<Actor, 500> pActors; +size_t uNumActors; + +stru319 stru_50C198; // idb + + +std::array<uint, 5> _4DF380_hostilityRanges = {0, 1024, 2560, 5120, 10240}; + + + + +//----- (0042FB5C) -------------------------------------------------------- +// True if monster should play attack animation when casting this spell. +bool ShouldMonsterPlayAttackAnim(signed int spell_id) +{ + switch (spell_id) + { + case SPELL_FIRE_HASTE: + case SPELL_AIR_SHIELD: + case SPELL_EARTH_STONESKIN: + case SPELL_SPIRIT_BLESS: + case SPELL_SPIRIT_FATE: + case SPELL_SPIRIT_HEROISM: + case SPELL_BODY_HAMMERHANDS: + case SPELL_BODY_POWER_CURE: + case SPELL_LIGHT_DISPEL_MAGIC: + case SPELL_LIGHT_DAY_OF_PROTECTION: + case SPELL_LIGHT_HOUR_OF_POWER: + case SPELL_DARK_PAIN_REFLECTION: + return false; + } + + return true; +} + + +//----- (0041AF52) -------------------------------------------------------- +void Actor::DrawHealthBar(Actor *actor, GUIWindow *window) +{ + unsigned int bar_length; // esi@1 + unsigned int uX; // ebx@10 + unsigned int v9; // [sp+14h] [bp-Ch]@4 + unsigned int v10; // [sp+1Ch] [bp-4h]@4 + + if (actor->pMonsterInfo.uHP <= 25) + bar_length = 25; + else if ( actor->pMonsterInfo.uHP < 200 ) + bar_length = actor->pMonsterInfo.uHP; + else + bar_length = 200; + + v10 = bar_length; + if ( actor->sCurrentHP <= (0.34 * actor->pMonsterInfo.uHP) ) + v9 = uTextureID_mhp_red; + else if ( actor->sCurrentHP <= ( 0.67 * actor->pMonsterInfo.uHP) ) + v9 = uTextureID_mhp_yel; + else + v9 = uTextureID_mhp_grn; + + if ( actor->sCurrentHP < (int)actor->pMonsterInfo.uHP ) + v10 = bar_length / actor->pMonsterInfo.uHP * actor->sCurrentHP; + + uX = window->uFrameX + (signed int)(window->uFrameWidth - bar_length) / 2; + + pRenderer->SetTextureClipRect(uX, window->uFrameY + 32, uX + bar_length, window->uFrameY + 52); + pRenderer->DrawTextureIndexed(uX, window->uFrameY + 32, pIcons_LOD->GetTexture(uTextureID_mhp_bd)); + pRenderer->SetTextureClipRect(uX, window->uFrameY + 32, uX + v10, window->uFrameY + 52); + pRenderer->DrawTextureIndexed(uX, window->uFrameY + 34, pIcons_LOD->GetTexture(v9)); + + pRenderer->ResetTextureClipRect(); + pRenderer->DrawTextureIndexed(uX - 5, window->uFrameY + 32, pIcons_LOD->GetTexture(uTextureID_mhp_capl)); + pRenderer->DrawTextureIndexed(uX + bar_length, window->uFrameY + 32, pIcons_LOD->GetTexture(uTextureID_mhp_capr)); +} + +//----- (00448A40) -------------------------------------------------------- +void Actor::ToggleFlag(signed int uActorID, unsigned int uFlag, int bToggle) +{ + if ( uActorID >= 0 && uActorID <= (signed int)(uNumActors - 1) ) + { + if ( bToggle ) + pActors[uActorID].uAttributes |= uFlag; + else + { + if ( uFlag == 0x10000 ) + { + if (pActors[uActorID].uAIState == Disabled ) + pActors[uActorID].uAIState = Standing; + } + pActors[uActorID].uAttributes &= ~uFlag; + } + } +} + +//----- (00448518) -------------------------------------------------------- +void __fastcall sub_448518_npc_set_item(int npc, unsigned int item, int a3) +{ + for (uint i = 0; i < uNumActors; i++) + { + if (pActors[uNumActors].sNPC_ID == npc) + Actor::GiveItem(i, item, a3); + } +} + +//----- (004485A7) -------------------------------------------------------- +void Actor::GiveItem(signed int uActorID, unsigned int uItemID, unsigned int bGive) +{ + if ( (uActorID >= 0) && (signed int)uActorID <= (signed int)(uNumActors - 1) ) + { + if ( bGive ) + { + if ( pActors[uActorID].uCarriedItemID == 0) + pActors[uActorID].uCarriedItemID = uItemID; + else if ( pActors[uActorID].ActorHasItems[0].uItemID == 0) + pActors[uActorID].ActorHasItems[0].uItemID = uItemID; + else if ( pActors[uActorID].ActorHasItems[1].uItemID == 0) + pActors[uActorID].ActorHasItems[1].uItemID = uItemID; + } + else + { + if ( pActors[uActorID].uCarriedItemID == uItemID ) + pActors[uActorID].uCarriedItemID = 0; + else if ( pActors[uActorID].ActorHasItems[0].uItemID == uItemID ) + pActors[uActorID].ActorHasItems[0].Reset(); + else if ( pActors[uActorID].ActorHasItems[1].uItemID == uItemID ) + pActors[uActorID].ActorHasItems[1].Reset(); + } + } +} + +//----- (0040894B) -------------------------------------------------------- +bool Actor::CanAct() +{ + bool isparalyzed; // esi@1 + bool isstoned; // edi@2 + + isstoned = (signed __int64)this->pActorBuffs[ACTOR_BUFF_STONED].uExpireTime > 0;// stoned + isparalyzed = (signed __int64)this->pActorBuffs[ACTOR_BUFF_PARALYZED].uExpireTime > 0;// paralyzed + return !(isstoned || isparalyzed || this->uAIState == Dying || this->uAIState == Dead + || this->uAIState == Removed || this->uAIState == Summoned || this->uAIState == Disabled); +} + +//----- (004089C7) -------------------------------------------------------- +bool Actor::IsNotAlive() +{ + bool isstoned; // esi@1 + + isstoned = (signed __int64)this->pActorBuffs[ACTOR_BUFF_STONED].uExpireTime > 0;// stoned + return (isstoned || (uAIState == Dying) || (uAIState == Dead) || (uAIState == Removed) || (uAIState == Summoned) || (uAIState == Disabled)); +} + +//----- (004086E9) -------------------------------------------------------- +void Actor::SetRandomGoldIfTheresNoItem() +{ + int v2; // edi@1 + + v2 = 0; + if ( !this->ActorHasItems[3].uItemID ) + { + if ( this->pMonsterInfo.uTreasureDiceRolls ) + { + for (int i = 0; i < this->pMonsterInfo.uTreasureDiceRolls; i++) + v2 += rand() % this->pMonsterInfo.uTreasureDiceSides + 1; + if ( v2 ) + { + this->ActorHasItems[3].uItemID = 197; + this->ActorHasItems[3].uSpecEnchantmentType = v2; //actual gold amount + } + } + } + if ( rand() % 100 < this->pMonsterInfo.uTreasureDropChance ) + { + if ( this->pMonsterInfo.uTreasureLevel ) + pItemsTable->GenerateItem(this->pMonsterInfo.uTreasureLevel, this->pMonsterInfo.uTreasureType, &this->ActorHasItems[2]); + } + this->uAttributes |= ACTOR_HAS_ITEM; +} + +//----- (00404AC7) -------------------------------------------------------- +void Actor::AI_SpellAttack(unsigned int uActorID, AIDirection *pDir, int uSpellID, int a4, unsigned int uSkillLevel) +{ + Actor *actorPtr; // esi@1 + unsigned int realPoints; // edi@1 + unsigned int masteryLevel; // eax@1 + int v8; // edi@16 + signed int v10; // ecx@22 + int v19; // edi@34 + int v20; // eax@35 + signed int v23; // eax@41 + int v28; // st6@50 + int v30; // esi@50 + int v31; // ST3C_4@51 + unsigned int v32; // edi@51 + signed int v36; // eax@67 + int v39; // ecx@75 + int v42; // ecx@91 + int v44; // ecx@100 + int v48; // ecx@110 + int v51; // ecx@130 + int v54; // ecx@138 + int v59; // edi@146 + int v61; // edi@146 + signed int v63; // edi@146 + int v68; // edi@168 + signed int v70; // ecx@172 + int v79; // edx@185 + int v80; // eax@185 + signed int v91; // eax@200 + int v94; // ecx@208 + int v96; // ecx@217 + int pitch; // [sp+2Ch] [bp-A4h]@51 + int v114; // [sp+48h] [bp-88h]@41 + SpriteObject a1; // [sp+4Ch] [bp-84h]@1 + int v116; // [sp+BCh] [bp-14h]@49 + int v118; // [sp+C4h] [bp-Ch]@29 + int v119; // [sp+C8h] [bp-8h]@48 + int v120; // [sp+CCh] [bp-4h]@1 + int spellnuma; // [sp+D8h] [bp+8h]@29 + int spellnumb; // [sp+D8h] [bp+8h]@48 + int spellnumc; // [sp+D8h] [bp+8h]@50 + int spellnume; // [sp+D8h] [bp+8h]@179 + int a1a; // [sp+E0h] [bp+10h]@34 + int a1c; // [sp+E0h] [bp+10h]@184 + + + actorPtr = &pActors[uActorID]; + realPoints = uSkillLevel & 0x3F; + masteryLevel = SkillToMastery(uSkillLevel); + + switch (uSpellID) + { + case SPELL_FIRE_FIRE_BOLT: + case SPELL_FIRE_FIREBALL: + case SPELL_FIRE_INCINERATE: + case SPELL_AIR_LIGHNING_BOLT: + case SPELL_WATER_ICE_BOLT: + case SPELL_WATER_ACID_BURST: + case SPELL_EARTH_BLADES: + case SPELL_EARTH_ROCK_BLAST: + case SPELL_MIND_MIND_BLAST: + case SPELL_MIND_PSYCHIC_SHOCK: + case SPELL_BODY_HARM: + case SPELL_LIGHT_LIGHT_BOLT: + case SPELL_DARK_TOXIC_CLOUD: + case SPELL_DARK_DRAGON_BREATH: + a1.uType = stru_4E3ACC[uSpellID].uType; + a1.uObjectDescID = GetObjDescId(uSpellID); + a1.stru_24.Reset(); + a1.spell_id = uSpellID; + a1.spell_level = uSkillLevel; + a1.vPosition.x = actorPtr->vPosition.x; + a1.spell_skill = 0; + a1.vPosition.y = actorPtr->vPosition.y; + a1.vPosition.z = actorPtr->vPosition.z + ((signed int)actorPtr->uActorHeight >> 1); + a1.uFacing = LOWORD(pDir->uYawAngle); + a1.uSoundID = 0; + a1.uAttributes = 0; + a1.uSectorID = pIndoor->GetSector(a1.vPosition.x, a1.vPosition.y, a1.vPosition.z); + a1.uSpriteFrameID = 0; + a1.spell_caster_pid = PID(OBJECT_Actor, uActorID); + a1.spell_target_pid = 0; + if ((double)pDir->uDistance < 307.2 ) + a1.field_60_distance_related_prolly_lod = 0; + else if ( pDir->uDistance < 1024 ) + a1.field_60_distance_related_prolly_lod = 1; + else if ( pDir->uDistance < 2560 ) + a1.field_60_distance_related_prolly_lod = 2; + else + a1.field_60_distance_related_prolly_lod = 3; + + a1.field_61 = 2; + v91 = a1.Create(pDir->uYawAngle, pDir->uPitchAngle, pObjectList->pObjects[(signed __int16)a1.uObjectDescID].uSpeed, 0); + if ( v91 != -1 ) + { + pAudioPlayer->PlaySound((SoundID)word_4EE088_sound_ids[uSpellID], PID(OBJECT_Item, v91), 0, -1, 0, 0, 0, 0); + return; + } + return; + break; + + case SPELL_FIRE_HASTE: + if (masteryLevel == 1 || masteryLevel == 2) + v39 = 60 * (realPoints + 60); + else if (masteryLevel == 3 ) + v39 = 180 * (realPoints + 20); + else if (masteryLevel == 4 ) + v39 = 240 * (realPoints + 15); + else + v39 = 0; + actorPtr->pActorBuffs[ACTOR_BUFF_HASTE].Apply(pParty->uTimePlayed + (signed int)(signed __int64)((double)(v39 << 7) * 0.033333335), + masteryLevel, 0, 0, 0); + pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(actorPtr, 0xFF3C1Eu); + pAudioPlayer->PlaySound((SoundID)10040, PID(OBJECT_Actor, uActorID), 0, -1, 0, 0, 0, 0); + return; + + case SPELL_FIRE_METEOR_SHOWER: + if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) + return; + v114 = pParty->vPosition.z + 2500; + v23 = 8; + if (masteryLevel == 2) + v23 = 10; + else if (masteryLevel == 3) + v23 = 12; + else if (masteryLevel == 4) + v23 = 14; + spellnumb = 0; + v28 = 0; + for ( int i = 0; i < v23; i++) + { + v30 = rand() % 1000; + spellnumc = v30 - 2500; + v120 = v28 * v28; + v119 = spellnumb * spellnumb; + if ( sqrt((float)(spellnumc * spellnumc + v119 + v120)) <= 1.0 ) + { + v32 = 0; + pitch = 0; + } + else + { + v31 = (signed __int64)sqrt((float)(v119 + v120)); + v32 = stru_5C6E00->Atan2(spellnumb, (int)v28); + pitch = stru_5C6E00->Atan2(v31, (int)spellnumc); + } + a1.stru_24.Reset(); + a1.uType = stru_4E3ACC[uSpellID].uType; + a1.uObjectDescID = GetObjDescId(uSpellID); + a1.spell_level = uSkillLevel; + a1.vPosition.x = pParty->vPosition.x; + a1.vPosition.y = pParty->vPosition.y; + a1.vPosition.z = v30 + v114; + a1.spell_id = SPELL_FIRE_METEOR_SHOWER; + a1.spell_skill = 0; + a1.uAttributes = 0; + a1.uSectorID = 0; + a1.uSpriteFrameID = 0; + a1.spell_caster_pid = PID(OBJECT_Actor, uActorID); + a1.spell_target_pid = 0; + a1.field_60_distance_related_prolly_lod = stru_50C198._427546(v30 + 2500); + a1.uFacing = v32; + a1.uSoundID = 0; + if (pDir->uDistance < 307.2 ) + a1.field_60_distance_related_prolly_lod = 0; + else if ( pDir->uDistance < 1024 ) + a1.field_60_distance_related_prolly_lod = 1; + else if ( pDir->uDistance < 2560 ) + a1.field_60_distance_related_prolly_lod = 2; + else + a1.field_60_distance_related_prolly_lod = 3; + a1.field_61 = 2; + v36 = a1.Create(v32, pitch, pObjectList->pObjects[(signed __int16)a1.uObjectDescID].uSpeed, 0); + if ( v36 != -1 ) + pAudioPlayer->PlaySound((SoundID)word_4EE088_sound_ids[9], PID(OBJECT_Item, v36), 0, -1, 0, 0, 0, 0); + spellnumb = rand() % 1024 - 512; + v28 = rand() % 1024 - 512; + } + return; + break; + + case SPELL_AIR_SPARKS: + if (masteryLevel == 2 ) + v10 = 5; + else if (masteryLevel == 3 ) + v10 = 7; + else if (masteryLevel == 4 ) + v10 = 9; + else + v10 = 3; + spellnuma = (signed int)(60 * stru_5C6E00->uIntegerDoublePi) / 360; + a1.uType = stru_4E3ACC[uSpellID].uType; + v118 = (signed int)(60 * stru_5C6E00->uIntegerDoublePi) / 360 / (v10 - 1); + a1.uObjectDescID = GetObjDescId(uSpellID); + + a1.stru_24.Reset(); + a1.spell_id = SPELL_AIR_SPARKS; + a1.spell_level = uSkillLevel; + a1.vPosition.x = actorPtr->vPosition.x; + a1.spell_skill = 0; + a1.vPosition.y = actorPtr->vPosition.y; + a1.vPosition.z = actorPtr->vPosition.z + ((signed int)actorPtr->uActorHeight >> 1); + a1.uFacing = pDir->uYawAngle; + a1.uSoundID = 0; + a1.uAttributes = 0; + a1.uSectorID = pIndoor->GetSector(a1.vPosition.x, a1.vPosition.y, a1.vPosition.z); + a1.spell_caster_pid = PID(OBJECT_Actor, uActorID); + a1.uSpriteFrameID = 0; + a1.spell_target_pid = 0; + a1.field_60_distance_related_prolly_lod = 3; + v19 = spellnuma / -2; + a1a = spellnuma / 2; + if ( spellnuma / -2 > spellnuma / 2 ) + v20 = spellnuma / 2; + else + { + do + { + a1.uFacing = v19 + LOWORD(pDir->uYawAngle); + v20 = a1.Create((signed __int16)a1.uFacing, pDir->uPitchAngle, + pObjectList->pObjects[(signed __int16)a1.uObjectDescID].uSpeed, 0); + v19 += v118; + } + while ( v19 <= a1a ); + } + if ( v20 != -1 ) + { + pAudioPlayer->PlaySound((SoundID)word_4EE088_sound_ids[15], PID(OBJECT_Item, v20), 0, -1, 0, 0, 0, 0); + return; + } + return; + break; + + case SPELL_AIR_SHIELD: + if (masteryLevel == 1 || masteryLevel == 2) + v8 = 300 * realPoints + 3840; + else if (masteryLevel == 3 ) + v8 = 900 * realPoints + 3840; + else if (masteryLevel == 4 ) + v8 = 3600 * (realPoints + 64); + else + v8 = 0; + actorPtr->pActorBuffs[ACTOR_BUFF_SHIELD].Apply( + pParty->uTimePlayed + (signed int)(signed __int64)((double)(v8 << 7) * 0.033333335), + masteryLevel, 0, 0, 0); + return; + + case SPELL_EARTH_STONESKIN: + if (masteryLevel == 1 || masteryLevel == 2) + v44 = 300 * realPoints + 3840; + else if (masteryLevel == 3 ) + v44 = 900 * realPoints + 3840; + else if (masteryLevel == 4 ) + v44 = 3600 * (realPoints + 64); + else + v44 = 0; + actorPtr->pActorBuffs[ACTOR_BUFF_STONESKIN].Apply( + pParty->uTimePlayed + (signed int)(signed __int64)((double)(v44 << 7) * 0.033333335), + masteryLevel, realPoints + 5, 0, 0); + pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(actorPtr,0x5C310Eu); + pAudioPlayer->PlaySound((SoundID)13040, PID(OBJECT_Actor,uActorID), 0, -1, 0, 0, 0, 0); + return; + + case SPELL_SPIRIT_BLESS: + if (masteryLevel == 1 || masteryLevel == 2) + v42 = 300 * realPoints + 3840; + else if (masteryLevel == 3 ) + v42 = 900 * realPoints + 3840; + else if (masteryLevel == 4 ) + v42 = 1200 * realPoints + 3840; + else + v42 = 0; + actorPtr->pActorBuffs[ACTOR_BUFF_BLESS].Apply( + pParty->uTimePlayed + (signed int)(signed __int64)((double)(v42 << 7) * 0.033333335), + masteryLevel, realPoints + 5, 0, 0); + pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(actorPtr,0xC8C805u); + pAudioPlayer->PlaySound((SoundID)14010, PID(OBJECT_Actor,uActorID), 0, -1, 0, 0, 0, 0); + return; + break; + + case SPELL_SPIRIT_FATE: + if (masteryLevel == 1 || masteryLevel == 2) + v48 = 2 * realPoints + 40; + else if (masteryLevel == 3 ) + v48 = 3 * realPoints + 60; + else if (masteryLevel == 4 ) + v48 = 2 * (3 * realPoints + 60); + else + v48 = 0; + actorPtr->pActorBuffs[ACTOR_BUFF_FATE].Apply(pParty->uTimePlayed + 1280, masteryLevel, v48, 0, 0); + pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(actorPtr,0xC8C805u); + pAudioPlayer->PlaySound((SoundID)14020, PID(OBJECT_Actor, uActorID), 0, -1, 0, 0, 0, 0); + return; + + case SPELL_SPIRIT_HEROISM: + if (masteryLevel == 1 || masteryLevel == 2) + v54 = 300 * realPoints + 3840; + else if (masteryLevel == 3 ) + v54 = 900 * realPoints + 3840; + else if (masteryLevel == 4 ) + v54 = 1200 * realPoints + 3840; + else + v54 = 0; + actorPtr->pActorBuffs[ACTOR_BUFF_HEROISM].Apply( + pParty->uTimePlayed + (signed int)(signed __int64)((double)(v54 << 7) * 0.033333335), + masteryLevel, realPoints + 5, 0, 0); + pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(actorPtr,0xC8C805u); + pAudioPlayer->PlaySound((SoundID)14060, PID(OBJECT_Actor,uActorID), 0, -1, 0, 0, 0, 0); + return; + + case SPELL_BODY_HAMMERHANDS: + if ( (signed int)masteryLevel <= 0 || (signed int)masteryLevel > 4 ) + v51 = 0; + else + v51 = 3600 * realPoints; + actorPtr->pActorBuffs[ACTOR_BUFF_PAIN_HAMMERHANDS].Apply( + pParty->uTimePlayed + (signed int)(signed __int64)((double)(v51 << 7) * 0.033333335), + masteryLevel, + realPoints, + 0, + 0); + pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(actorPtr, 0xA81376u); + pAudioPlayer->PlaySound((SoundID)16060, PID(OBJECT_Actor, uActorID), 0, -1, 0, 0, 0, 0); + return; + + case SPELL_BODY_POWER_CURE: + actorPtr->sCurrentHP += 5 * realPoints + 10; + if ( actorPtr->sCurrentHP >= (signed int)actorPtr->pMonsterInfo.uHP ) + actorPtr->sCurrentHP = LOWORD(actorPtr->pMonsterInfo.uHP); + pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(actorPtr, 0xA81376u); + pAudioPlayer->PlaySound((SoundID)14020, PID(OBJECT_Actor, uActorID), 0, -1, 0, 0, 0, 0); + return; + + case SPELL_LIGHT_DISPEL_MAGIC: + for (int i = 0; i < 20; i++ ) + pParty->pPartyBuffs[i].Reset(); + for (int i = 1; i <= 4; i++) + { + v59 = pPlayers[i]->GetParameterBonus(pPlayers[i]->GetActualWillpower()); + v61 = (pPlayers[i]->GetParameterBonus(pPlayers[i]->GetActualIntelligence()) + v59) / 2; + v63 = v61 + pPlayers[i]->GetParameterBonus(pPlayers[i]->GetActualLuck()) + 30; + if ( rand() % v63 < 30 ) + { + for (uint k = 0; k < pPlayers[i]->pPlayerBuffs.size(); k++) + pPlayers[i]->pPlayerBuffs[k].Reset(); + pOtherOverlayList->_4418B1(11210, i + 99, 0, 65536); + } + } + pAudioPlayer->PlaySound((SoundID)word_4EE088_sound_ids[80], PID(OBJECT_Actor, uActorID), 0, -1, 0, 0, 0, 0); + return; + + case SPELL_LIGHT_DAY_OF_PROTECTION: + if (masteryLevel == 1 || masteryLevel == 2) + v96 = 300 * realPoints + 3840; + else if (masteryLevel == 3 ) + { + LOWORD(realPoints) = 3 * realPoints; + v96 = 900 * (uSkillLevel & 0x3F) + 3840; + } + else if (masteryLevel == 4 ) + { + v96 = 1200 * realPoints + 3840; + LOWORD(realPoints) = 4 * realPoints; + } + else + { + LOWORD(realPoints) = uSkillLevel; + v96 = 0; + } + actorPtr->pActorBuffs[ACTOR_BUFF_DAY_OF_PROTECTION].Apply( + pParty->uTimePlayed + (signed int)(signed __int64)((double)(v96 << 7) * 0.033333335), + masteryLevel, realPoints, 0, 0); + pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(actorPtr, 0xFFFFFFu); + pAudioPlayer->PlaySound((SoundID)17070, PID(OBJECT_Actor, uActorID), 0, -1, 0, 0, 0, 0); + return; + + case SPELL_LIGHT_HOUR_OF_POWER: + if (masteryLevel == 1 || masteryLevel == 2) + v94 = 300 * realPoints + 3840; + else if (masteryLevel == 3) + v94 = 900 * realPoints + 3840; + else if (masteryLevel == 4) + v94 = 1200 * realPoints + 3840; + else + v94 = 0; + actorPtr->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].Apply( + pParty->uTimePlayed + (signed int)(signed __int64)((double)(v94 << 7) * 0.033333335), + masteryLevel, realPoints + 5, 0, 0); + pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(actorPtr, 0xFFFFFFu); + pAudioPlayer->PlaySound((SoundID)17080, PID(OBJECT_Actor, uActorID), 0, -1, 0, 0, 0, 0); + return; + + case SPELL_DARK_SHARPMETAL: + if (masteryLevel == 2) + v70 = 5; + else if (masteryLevel == 3) + v70 = 7; + else if (masteryLevel == 4) + v70 = 9; + else + v70 = 3; + + spellnume = (signed int)(60 * stru_5C6E00->uIntegerDoublePi) / 360; + a1.uType = stru_4E3ACC[uSpellID].uType; + v116 = (signed int)(60 * stru_5C6E00->uIntegerDoublePi) / 360 / (v70 - 1); + a1.uObjectDescID = GetObjDescId(uSpellID); + a1.stru_24.Reset(); + a1.spell_id = uSpellID; + a1.spell_level = uSkillLevel; + a1.vPosition.x = actorPtr->vPosition.x; + a1.spell_skill = 0; + a1.vPosition.y = actorPtr->vPosition.y; + a1.vPosition.z = actorPtr->vPosition.z + ((signed int)actorPtr->uActorHeight >> 1); + a1.uFacing = pDir->uYawAngle; + a1.uSoundID = 0; + a1.uAttributes = 0; + a1.uSectorID = pIndoor->GetSector(a1.vPosition.x, a1.vPosition.y, a1.vPosition.z); + a1.spell_caster_pid = PID(OBJECT_Actor, uActorID); + a1.uSpriteFrameID = 0; + a1.spell_target_pid = 0; + a1.field_60_distance_related_prolly_lod = 3; + a1c = spellnume / -2; + if ( spellnume / -2 > spellnume / 2 ) + v80 = spellnume / -2; + else + { + do + { + v79 = pDir->uYawAngle; + a1.uFacing = a1c + LOWORD(pDir->uYawAngle); + v80 = a1.Create(v79, pDir->uPitchAngle, + pObjectList->pObjects[(signed __int16)a1.uObjectDescID].uSpeed, 0); + a1c += v116; + } + while ( a1c <= spellnume / 2 ); + } + if ( v80 != -1 ) + { + pAudioPlayer->PlaySound((SoundID)word_4EE088_sound_ids[93], PID(OBJECT_Item, v80), 0, -1, 0, 0, 0, 0); + return; + } + return; + break; + + case SPELL_DARK_PAIN_REFLECTION: + if (masteryLevel == 0) + v68 = 0; + else if (masteryLevel == 1 || (masteryLevel == 2) || (masteryLevel == 3)) + v68 = 300 * realPoints + 3840; + else + v68 = 900 * realPoints + 3840; + actorPtr->pActorBuffs[ACTOR_BUFF_PAIN_REFLECTION].Apply( + pParty->uTimePlayed + (signed int)(signed __int64)((double)(v68 << 7) * 0.033333335), + masteryLevel, 0, 0, 0); + pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(actorPtr,0x7E7E7Eu); + pAudioPlayer->PlaySound((SoundID)18060, PID(OBJECT_Actor, uActorID), 0, -1, 0, 0, 0, 0); + return; + } +} + +//----- (new func) -------------------------------------------------------- +unsigned short Actor::GetObjDescId( int spellId ) +{ + for (unsigned int i = 0; i < pObjectList->uNumObjects; i++) + { + if (stru_4E3ACC[spellId].uType == pObjectList->pObjects[i].uObjectID) + { + return i; + break; + } + } + return 0; +} + + +//----- (0043ABB0) -------------------------------------------------------- +bool Actor::ArePeasantsOfSameFaction(Actor *a1, Actor *a2) +{ + unsigned int v2; // esi@1 + unsigned int v3; // edi@1 + + v2 = a1->uAlly; + if ( !a1->uAlly ) + v2 = (a1->pMonsterInfo.uID - 1) / 3 + 1; + + v3 = a2->uAlly; + if ( !a2->uAlly ) + v3 = (a2->pMonsterInfo.uID - 1) / 3 + 1; + + if ( v2 >= 39 && v2 <= 44 && v3 >= 39 && v3 <= 44 + || v2 >= 45 && v2 <= 50 && v3 >= 45 && v3 <= 50 + || v2 >= 51 && v2 <= 62 && v3 >= 51 && v3 <= 62 + || v2 >= 78 && v2 <= 83 && v3 >= 78 && v3 <= 83 + || v2 == v3 + ) + return true; + else + return false; +} + +//----- (0043AC45) -------------------------------------------------------- +void Actor::AggroSurroundingPeasants(unsigned int uActorID, int a2) +{ + int v4; // ebx@8 + int v5; // ST1C_4@8 + int v6; // eax@8 + + int x = 0; x |= 0x80000; + int y = 0; y |= 0x80000; + Actor* victim = &pActors[uActorID]; + if ( a2 == 1 ) + victim->uAttributes |= ACTOR_AGGRESSOR; + + for (uint i = 0; i < uNumActors; ++i) + { + Actor* actor = &pActors[i]; + if (!actor->CanAct() || i == uActorID) + continue; + + if (Actor::ArePeasantsOfSameFaction(victim, actor)) + { + v4 = abs(actor->vPosition.x - victim->vPosition.x); + v5 = abs(actor->vPosition.y - victim->vPosition.y); + v6 = abs(actor->vPosition.z - victim->vPosition.z); + if (int_get_vector_length(v4, v5, v6) < 4096) + { + actor->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Long; + if ( a2 == 1 ) + actor->uAttributes |= ACTOR_AGGRESSOR; + + } + } + } +} + +//----- (00404874) -------------------------------------------------------- +void Actor::AI_RangedAttack( unsigned int uActorID, struct AIDirection *pDir, int type, char a4 ) +{ + char specAb; // al@1 + int v13; // edx@28 + + SpriteObject a1; // [sp+Ch] [bp-74h]@1 + + switch ( type ) + { + case 1: + a1.uType = 545; + break; + case 2: + a1.uType = 550; + break; + case 3: + a1.uType = 510; + break; + case 4: + a1.uType = 500; + break; + case 5: + a1.uType = 515; + break; + case 6: + a1.uType = 505; + break; + case 7: + a1.uType = 530; + break; + case 8: + a1.uType = 525; + break; + case 9: + a1.uType = 520; + break; + case 10: + a1.uType = 535; + break; + case 11: + a1.uType = 540; + break; + case 13: + a1.uType = 555; + break; + default: + return; + } + bool found = false; + for ( uint i = 0; i < pObjectList->uNumObjects; i++) + { + if (pObjectList->pObjects[i].uObjectID == a1.uType) + { + a1.uObjectDescID = i; + found = true; + break; + } + } + if (!found) + { + Error("Item not found"); + return; + } + a1.stru_24.Reset(); + a1.spell_id = 0; + a1.vPosition.x = pActors[uActorID].vPosition.x; + a1.vPosition.y = pActors[uActorID].vPosition.y; + a1.vPosition.z = pActors[uActorID].vPosition.z - (unsigned int)(pActors[uActorID].uActorHeight * -0.75); + a1.spell_level = 0; + a1.spell_skill = 0; + a1.uFacing = pDir->uYawAngle; + a1.uSoundID = 0; + a1.uAttributes = 0; + a1.uSectorID = pIndoor->GetSector(a1.vPosition.x, a1.vPosition.y, a1.vPosition.z); + a1.uSpriteFrameID = 0; + a1.spell_caster_pid = PID(OBJECT_Actor, uActorID); + a1.spell_target_pid = 0; + if (pDir->uDistance < 307.2 ) + a1.field_60_distance_related_prolly_lod = 0; + else if ( pDir->uDistance < 1024 ) + a1.field_60_distance_related_prolly_lod = 1; + else if ( pDir->uDistance < 2560 ) + a1.field_60_distance_related_prolly_lod = 2; + else + a1.field_60_distance_related_prolly_lod = 3; + + a1.field_61 = a4; + a1.Create(pDir->uYawAngle, pDir->uPitchAngle, pObjectList->pObjects[(signed __int16)a1.uObjectDescID].uSpeed, 0); + if ( pActors[uActorID].pMonsterInfo.uSpecialAbilityType == 1 ) + { + specAb = pActors[uActorID].pMonsterInfo.uSpecialAbilityDamageDiceBonus; + if ( specAb == 2 ) + { + a1.vPosition.z += 40; + v13 = pDir->uYawAngle; + } + else + { + if ( specAb != 3 ) + return; + a1.Create(pDir->uYawAngle + 30, //TODO find out why the YawAngle change + pDir->uPitchAngle, pObjectList->pObjects[(signed __int16)a1.uObjectDescID].uSpeed, 0); + v13 = pDir->uYawAngle - 30; + } + a1.Create(v13, pDir->uPitchAngle, pObjectList->pObjects[(signed __int16)a1.uObjectDescID].uSpeed, 0); + } + return; +} + +//----- (00404736) -------------------------------------------------------- +void Actor::Explode( unsigned int uActorID ) +{ + SpriteObject a1; // [sp+Ch] [bp-78h]@1 + + a1.uType = 600; + a1.uObjectDescID = GetObjDescId(a1.uType); + a1.stru_24.Reset(); + a1.spell_id = 0; + a1.spell_level = 0; + a1.spell_skill = 0; + a1.vPosition.x = pActors[uActorID].vPosition.x; + a1.vPosition.y = pActors[uActorID].vPosition.y; + a1.vPosition.z = pActors[uActorID].vPosition.z - (unsigned int)(pActors[uActorID].uActorHeight * -0.75); + a1.uFacing = 0; + a1.uSoundID = 0; + a1.uAttributes = 0; + a1.uSectorID = pIndoor->GetSector(a1.vPosition.x, a1.vPosition.y, a1.vPosition.z); + a1.uSpriteFrameID = 0; + a1.spell_caster_pid = PID(OBJECT_Actor, uActorID); + a1.spell_target_pid = 0; + a1.field_60_distance_related_prolly_lod = 3; + a1.field_61 = 4; + a1.Create(0, 0, 0, 0); + return; +} + +//----- (004040E9) -------------------------------------------------------- +// // Get direction vector from object1 to object2, +// // distance from object1 to object2 and Euler angles of the direction vector +// // +// // +// // object1 & object2 format : objectType | (objectID << 3) +// // objectType == 2 - SpriteObject +// // objectType == 3 - Actor +// // objectType == 4 - Party +// // objectType == 5 - Decoration +// // +// // originally this function had following prototype: +// // struct DirectionInfo GetDirectionInfo(signed int object1, signed int object2, signed int a4) +// // but compiler converts functions returning structures by value in the such way +void Actor::GetDirectionInfo( unsigned int uObj1ID, unsigned int uObj2ID, struct AIDirection *pOut, int a4 ) +{ + signed int v4; // eax@1 + signed int v5; // ecx@1 + int v18; // edx@15 + float v31; // st7@45 + float v32; // st6@45 + float v33; // st7@45 + Vec3_int_ v37; // [sp-10h] [bp-5Ch]@15 + AIDirection v41; // [sp+14h] [bp-38h]@46 + float outy2; // [sp+38h] [bp-14h]@33 + float outx2; // [sp+3Ch] [bp-10h]@33 + int outz; // [sp+40h] [bp-Ch]@6 + int outy; // [sp+44h] [bp-8h]@6 + int outx; // [sp+48h] [bp-4h]@6 + float a4a; // [sp+58h] [bp+Ch]@45 + + v4 = PID_ID(uObj1ID); + //v6 = uObj2ID; + v5 = PID_ID(uObj2ID); + switch( PID_TYPE(uObj1ID) ) + { + case OBJECT_Item: + { + outx = pSpriteObjects[v4].vPosition.x; + outy = pSpriteObjects[v4].vPosition.y; + outz = pSpriteObjects[v4].vPosition.z; + break; + } + case OBJECT_Actor: + { + outx = pActors[v4].vPosition.x; + outy = pActors[v4].vPosition.y; + outz = pActors[v4].vPosition.z - (unsigned int)(signed __int64)((double)pActors[v4].uActorHeight * -0.75); + break; + } + case OBJECT_Player: + { + if ( !v4 ) + { + outx = pParty->vPosition.x; + outy = pParty->vPosition.y; + outz = pParty->vPosition.z + (signed int)pParty->uPartyHeight / 3; + break; + } + if ( v4 == 4 ) + { + v18 = pParty->sRotationY - stru_5C6E00->uIntegerHalfPi; + v37.z = pParty->vPosition.z + (signed int)pParty->uPartyHeight / 3; + v37.x = pParty->vPosition.x; + v37.y = pParty->vPosition.y; + Vec3_int_::Rotate(24, v18, 0, v37, &outx, &outy, &outz); + break; + } + if ( v4 == 3 ) + { + v18 = pParty->sRotationY - stru_5C6E00->uIntegerHalfPi; + v37.z = pParty->vPosition.z + (signed int)pParty->uPartyHeight / 3; + v37.x = pParty->vPosition.x; + v37.y = pParty->vPosition.y; + Vec3_int_::Rotate(8, v18, 0, v37, &outx, &outy, &outz); + break; + } + if ( v4 == 2 ) + { + v37.z = pParty->vPosition.z + (signed int)pParty->uPartyHeight / 3; + v18 = stru_5C6E00->uIntegerHalfPi + pParty->sRotationY; + v37.x = pParty->vPosition.x; + v37.y = pParty->vPosition.y; + Vec3_int_::Rotate(8, v18, 0, v37, &outx, &outy, &outz); + break; + } + if ( v4 == 1 ) + { + v37.z = pParty->vPosition.z + (signed int)pParty->uPartyHeight / 3; + v18 = stru_5C6E00->uIntegerHalfPi + pParty->sRotationY; + v37.x = pParty->vPosition.x; + v37.y = pParty->vPosition.y; + Vec3_int_::Rotate(24, v18, 0, v37, &outx, &outy, &outz); + break; + } + } + case OBJECT_Decoration: + { + outx = pLevelDecorations[v4].vPosition.x; + outy = pLevelDecorations[v4].vPosition.y; + outz = pLevelDecorations[v4].vPosition.z; + break; + } + default: + { + outz = 0; + outy = 0; + outx = 0; + break; + } + case OBJECT_BModel: + { + if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) + { + outx = (pIndoor->pFaces[v4].pBounding.x1 + pIndoor->pFaces[v4].pBounding.x2) >> 1; + outy = (pIndoor->pFaces[v4].pBounding.y1 + pIndoor->pFaces[v4].pBounding.y2) >> 1; + outz = (pIndoor->pFaces[v4].pBounding.z1 + pIndoor->pFaces[v4].pBounding.z2) >> 1; + } + break; + } + } + + switch( PID_TYPE(uObj2ID) ) + { + case OBJECT_Item: + { + outx2 = (float)pSpriteObjects[v5].vPosition.x; + outy2 =(float) pSpriteObjects[v5].vPosition.y; + a4 = pSpriteObjects[v5].vPosition.z; + break; + } + case OBJECT_Actor: + { + outx2 = (float)pActors[v5].vPosition.x; + outy2 = (float)pActors[v5].vPosition.y; + a4 = pActors[v5].vPosition.z - (unsigned int)(signed __int64)((double)pActors[v5].uActorHeight * -0.75); + break; + } + case OBJECT_Player: + { + outx2 = (float)pParty->vPosition.x; + outy2 = (float)pParty->vPosition.y; + if ( !a4 ) + a4 = pParty->sEyelevel; + a4 = pParty->vPosition.z + a4; + break; + } + case OBJECT_Decoration: + { + outx2 = (float)pLevelDecorations[v5].vPosition.x; + outy2 = (float)pLevelDecorations[v5].vPosition.y; + a4 = pLevelDecorations[v5].vPosition.z; + break; + } + default: + { + outx2 = 0.0; + outy2 = 0.0; + a4 = 0; + break; + } + case OBJECT_BModel: + { + if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) + { + outx2 = (float)((pIndoor->pFaces[v5].pBounding.x1 + pIndoor->pFaces[v5].pBounding.x2) >> 1); + outy2 = (float)((pIndoor->pFaces[v5].pBounding.y1 + pIndoor->pFaces[v5].pBounding.y2) >> 1); + a4 = (pIndoor->pFaces[v5].pBounding.z1 + pIndoor->pFaces[v5].pBounding.z2) >> 1; + } + break; + } + } + + v31 = (float)outx2 - (float)outx; + v32 = (float)outy2 - (float)outy; + a4a = (float)a4 - (float)outz; + outx2 = v32 * v32; + outy2 = v31 * v31; + v33 = sqrt(a4a * a4a + outy2 + outx2); + if ( v33 <= 1.0 ) + { + pOut->vDirection.x = 65536; + pOut->vDirection.y = 0; + pOut->vDirection.z = 0; + pOut->uDistance = 1; + pOut->uDistanceXZ = 1; + pOut->uYawAngle = 0; + pOut->uPitchAngle = 0; + } + else + { + pOut->vDirection.x = (int32_t)(1.0 / v33 * v31 * 65536.0); + pOut->vDirection.y = (int32_t)(1.0 / v33 * v32 * 65536.0); + pOut->vDirection.z = (int32_t)(1.0 / v33 * a4a * 65536.0); + pOut->uDistance = (uint)v33; + pOut->uDistanceXZ = (uint)sqrt(outy2 + outx2); + pOut->uYawAngle = stru_5C6E00->Atan2((signed __int64)v31, (signed __int64)v32); + pOut->uPitchAngle = stru_5C6E00->Atan2(pOut->uDistanceXZ, (signed __int64)a4a); + } +} + +//----- (00404030) -------------------------------------------------------- +void Actor::AI_FaceObject(unsigned int uActorID, unsigned int uObjID, int _48, AIDirection *a4) +{ + AIDirection *v7; // eax@3 + AIDirection v1; // eax@3 + AIDirection a3; // [sp+8h] [bp-38h]@4 + + if ( rand() % 100 >= 5 ) + { + //v9 = &pActors[uActorID]; + if ( !a4 ) + { + Actor::GetDirectionInfo(PID(OBJECT_Actor, uActorID), uObjID, &v1, 0); + v7 = &v1; + } + else + v7 = a4; + pActors[uActorID].uYawAngle = v7->uYawAngle; + pActors[uActorID].uCurrentActionTime = 0; + pActors[uActorID].vVelocity.z = 0; + pActors[uActorID].vVelocity.y = 0; + pActors[uActorID].vVelocity.x = 0; + pActors[uActorID].uPitchAngle = v7->uPitchAngle; + pActors[uActorID].uCurrentActionLength = 256; + pActors[uActorID].uAIState = Interacting; + pActors[uActorID].UpdateAnimation(); + } + else + Actor::AI_Bored(uActorID, uObjID, a4); +} + +//----- (00403F58) -------------------------------------------------------- +void Actor::AI_StandOrBored(unsigned int uActorID, signed int uObjID, int uActionLength, AIDirection *a4) +{ + if (rand() % 2)//0 or 1 + AI_Bored(uActorID, uObjID, a4); + else + AI_Stand(uActorID, uObjID, uActionLength, a4); +} + +//----- (00403EB6) -------------------------------------------------------- +void Actor::AI_Stand(unsigned int uActorID, unsigned int object_to_face_pid, unsigned int uActionLength, AIDirection *a4) +{ + assert(uActorID < uNumActors); + // Actor* actor = &pActors[uActorID]; + + AIDirection a3; + if (!a4) + { + Actor::GetDirectionInfo(PID(OBJECT_Actor, uActorID), object_to_face_pid, &a3, 0); + a4 = &a3; + } + + pActors[uActorID].uAIState = Standing; + if (!uActionLength) + pActors[uActorID].uCurrentActionLength = rand() % 256 + 256;// от 256 до 256 + 256 + else + pActors[uActorID].uCurrentActionLength = uActionLength; + pActors[uActorID].uCurrentActionTime = 0; + pActors[uActorID].uYawAngle = a4->uYawAngle; + pActors[uActorID].uPitchAngle = a4->uPitchAngle; + pActors[uActorID].vVelocity.z = 0; + pActors[uActorID].vVelocity.y = 0; + pActors[uActorID].vVelocity.x = 0; + pActors[uActorID].UpdateAnimation(); +} + +//----- (00403E61) -------------------------------------------------------- +void __fastcall Actor::StandAwhile(unsigned int uActorID) +{ + pActors[uActorID].uCurrentActionLength = rand() % 128 + 128; + pActors[uActorID].uCurrentActionTime = 0; + pActors[uActorID].uAIState = Standing; + pActors[uActorID].vVelocity.z = 0; + pActors[uActorID].vVelocity.y = 0; + pActors[uActorID].vVelocity.x = 0; + pActors[uActorID].UpdateAnimation(); +} + +//----- (00403C6C) -------------------------------------------------------- +void Actor::AI_MeleeAttack(unsigned int uActorID, signed int sTargetPid, struct AIDirection *arg0) +{ + int16_t v6; // esi@6 + int16_t v7; // edi@6 + signed int v8; // eax@7 + Vec3_int_ v10; // ST04_12@9 + AIDirection *v12; // eax@11 + AIDirection a3; // [sp+Ch] [bp-48h]@12 + AIDirection v20; // [sp+28h] [bp-2Ch]@12 + int v23; // [sp+4Ch] [bp-8h]@6 + unsigned int v25; // [sp+5Ch] [bp+8h]@13 + + assert(uActorID < uNumActors); + + if ( pActors[uActorID].pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_STAIONARY && pActors[uActorID].pMonsterInfo.uAIType == 1 ) + { + Actor::AI_Stand(uActorID, sTargetPid, 0, arg0); + return; + } + + if ( PID_TYPE(sTargetPid) == OBJECT_Actor) + { + v8 = PID_ID(sTargetPid); + v6 = pActors[v8].vPosition.x; + v7 = pActors[v8].vPosition.y; + v23 = (int)(pActors[v8].uActorHeight * 0.75 + pActors[v8].vPosition.z); + } + else if ( PID_TYPE(sTargetPid) == OBJECT_Player) + { + v6 = pParty->vPosition.x; + v7 = pParty->vPosition.y; + v23 = pParty->vPosition.z + pParty->sEyelevel; + } + else + { + Error("Should not get here"); + return; + } + + v10.x = pActors[uActorID].vPosition.x; + v10.y = pActors[uActorID].vPosition.y; + v10.z = (int32_t)(pActors[uActorID].uActorHeight * 0.75 + pActors[uActorID].vPosition.z); + + if ( sub_407A1C((int)v6, (int)v7, v23, v10) ) + { + if (arg0 != nullptr) + v12 = arg0; + else + { + Actor::GetDirectionInfo(PID(OBJECT_Actor, uActorID), sTargetPid, &a3, 0); + v12 = &a3; + } + pActors[uActorID].uYawAngle = LOWORD(v12->uYawAngle); + pActors[uActorID].uCurrentActionLength = pSpriteFrameTable->pSpriteSFrames[pActors[uActorID].pSpriteIDs[ANIM_AtkMelee]].uAnimLength * 8; + pActors[uActorID].uCurrentActionTime = 0; + pActors[uActorID].uAIState = AttackingMelee; + Actor::PlaySound(uActorID, 0); + v25 = pMonsterStats->pInfos[pActors[uActorID].pMonsterInfo.uID].uRecoveryTime; + if ( pActors[uActorID].pActorBuffs[ACTOR_BUFF_SLOWED].uExpireTime > 0 ) + v25 *= 2; + if ( pParty->bTurnBasedModeOn != 1 ) + pActors[uActorID].pMonsterInfo.uRecoveryTime = (int)(flt_6BE3A8_debug_recmod2 * v25 * 2.133333333333333); + else + pActors[uActorID].pMonsterInfo.uRecoveryTime = v25; + pActors[uActorID].vVelocity.z = 0; + pActors[uActorID].vVelocity.y = 0; + pActors[uActorID].vVelocity.x = 0; + pActors[uActorID].UpdateAnimation(); + } + else + Actor::AI_Pursue1(uActorID, sTargetPid, rand() % 2, 64, arg0); +} + +//----- (00438CF3) -------------------------------------------------------- +void Actor::ApplyFineForKillingPeasant(unsigned int uActorID) +{ + if ( uLevelMapStatsID == 0 || !pActors[uActorID].IsPeasant()) + return; + + if ( (uLevelMapStatsID == 6 || uLevelMapStatsID == 7) && pParty->IsPartyEvil()) //celeste and bracada + return; + + if ( (uLevelMapStatsID == 5 || uLevelMapStatsID == 8) && pParty->IsPartyGood()) // the pit and deyja + return; + + pParty->uFine += 100 * (pMapStats->pInfos[uLevelMapStatsID]._steal_perm + pActors[uActorID].pMonsterInfo.uLevel + pParty->GetPartyReputation()); + if ( pParty->uFine < 0 ) + pParty->uFine = 0; + if ( pParty->uFine > 4000000 ) + pParty->uFine = 4000000; + + if (uCurrentlyLoadedLevelType == LEVEL_Outdoor) + { + if (pOutdoor->ddm.uReputation < 10000) + pOutdoor->ddm.uReputation++; + } + else if (uCurrentlyLoadedLevelType == LEVEL_Indoor) + { + if (pIndoor->dlv.uReputation < 10000) + pIndoor->dlv.uReputation++; + } + else assert(false); + + if ( pParty->uFine ) + { + for ( int i = 1; i <= 4; i++) + { + if ( !_449B57_test_bit(pPlayers[i]->_achieved_awards_bits, 1) ) + _449B7E_toggle_bit(pPlayers[i]->_achieved_awards_bits, 1, 1u); + } + } +} + +//----- (0043AE80) -------------------------------------------------------- +void Actor::AddBloodsplatOnDamageOverlay(unsigned int uActorID, int a2, signed int a3) +{ + unsigned int v4; // esi@1 + + v4 = PID(OBJECT_Actor,uActorID); + switch ( a2 ) + { + case 1: + if ( a3 ) + pOtherOverlayList->_4418B6(904, v4, 0, (int)(sub_43AE12(a3) * 65536.0), 0); + return; + case 2: + if ( a3 ) + pOtherOverlayList->_4418B6(905, v4, 0, (int)(sub_43AE12(a3) * 65536.0), 0); + return; + case 3: + if ( a3 ) + pOtherOverlayList->_4418B6(906, v4, 0, (int)(sub_43AE12(a3) * 65536.0), 0); + return; + case 4: + if ( a3 ) + pOtherOverlayList->_4418B6(907, v4, 0, (int)(sub_43AE12(a3) * 65536.0), 0); + return; + case 5: + pOtherOverlayList->_4418B6(901, v4, 0, PID(OBJECT_Actor,uActorID), 0); + return; + case 6: + pOtherOverlayList->_4418B6(902, v4, 0, PID(OBJECT_Actor,uActorID), 0); + return; + case 7: + pOtherOverlayList->_4418B6(903, v4, 0, PID(OBJECT_Actor,uActorID), 0); + return; + case 8: + pOtherOverlayList->_4418B6(900, v4, 0, PID(OBJECT_Actor,uActorID), 0); + return; + case 9: + pOtherOverlayList->_4418B6(909, v4, 0, PID(OBJECT_Actor,uActorID), 0); + return; + case 10: + pOtherOverlayList->_4418B6(908, v4, 0, PID(OBJECT_Actor,uActorID), 0); + return; + default: + return; + } + return; +} + +//----- (0043B3E0) -------------------------------------------------------- +int Actor::_43B3E0_CalcDamage( signed int dmgSource ) +{ + signed int v2; // ebp@1 + int v3; // eax@9 + signed int v4; // edi@9 + int v5; // esi@9 + unsigned __int16 v8; // si@21 + int v9; // edi@21 + signed int v10; // eax@23 + int v11; // [sp+10h] [bp-4h]@1 + + v2 = 0; + v11 = 0; + + switch( dmgSource ) + { + case 0: + if ( this->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uExpireTime > 0 ) + v2 = this->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uPower; + if ( this->pActorBuffs[ACTOR_BUFF_HEROISM].uExpireTime > 0 && this->pActorBuffs[ACTOR_BUFF_HEROISM].uPower > v2 ) + v2 = this->pActorBuffs[ACTOR_BUFF_HEROISM].uPower; + if ( this->pActorBuffs[ACTOR_BUFF_PAIN_HAMMERHANDS].uExpireTime > 0 ) + v2 += this->pActorBuffs[ACTOR_BUFF_PAIN_HAMMERHANDS].uPower; + v3 = this->pMonsterInfo.uAttack1DamageDiceRolls; + v4 = this->pMonsterInfo.uAttack1DamageDiceSides; + v5 = this->pMonsterInfo.uAttack1DamageBonus; + break; + case 1: + v3 = this->pMonsterInfo.uAttack2DamageDiceRolls; + v4 = this->pMonsterInfo.uAttack2DamageDiceSides; + v5 = this->pMonsterInfo.uAttack2DamageBonus; + break; + case 2: + v8 = this->pMonsterInfo.uSpellSkillAndMastery1; + v9 = this->pMonsterInfo.uSpell1ID; + v10 = SkillToMastery(v8); + return _43AFE3_calc_spell_damage(v9, v8 & 0x3F, v10, 0); + break; + case 3: + v8 = this->pMonsterInfo.uSpellSkillAndMastery2; + v9 = this->pMonsterInfo.uSpell2ID; + v10 = SkillToMastery(v8); + return _43AFE3_calc_spell_damage(v9, v8 & 0x3F, v10, 0); + break; + case 4: + v3 = this->pMonsterInfo.uSpecialAbilityDamageDiceRolls; + v4 = this->pMonsterInfo.uSpecialAbilityDamageDiceSides; + v5 = this->pMonsterInfo.uSpecialAbilityDamageDiceBonus; + default: + return 0; + } + for ( int i = 0; i < v3; i++) + v11 += rand() % v4 + 1; + return v11 + v5 + v2; +} + +//----- (00438B9B) -------------------------------------------------------- +bool Actor::IsPeasant() +{ + unsigned int InHostile_Id; // eax@1 + + InHostile_Id = this->uAlly; + if ( !this->uAlly ) + InHostile_Id = (this->pMonsterInfo.uID - 1) / 3 + 1; + return (signed int)InHostile_Id >= 39 && (signed int)InHostile_Id <= 44//Dwarfs peasants + || (signed int)InHostile_Id >= 45 && (signed int)InHostile_Id <= 50//Elves peasants + || (signed int)InHostile_Id >= 51 && (signed int)InHostile_Id <= 62//Humans peasants + || (signed int)InHostile_Id >= 78 && (signed int)InHostile_Id <= 83;//Goblins peasants +} + +//----- (0042EBEE) -------------------------------------------------------- +void Actor::StealFrom( unsigned int uActorID ) +{ + Player *pPlayer; // edi@1 + int v4; // ebx@2 + unsigned int v5; // eax@2 + DDM_DLV_Header *v6; // esi@4 + int v8; // [sp+8h] [bp-4h]@6 + + pPlayer = &pParty->pPlayers[uActiveCharacter-1]; + if ( pPlayer->CanAct() ) + { + CastSpellInfoHelpers::_427D48(); + v4 = 0; + v5 = pMapStats->GetMapInfo(pCurrentMapName); + if ( v5 ) + v4 = pMapStats->pInfos[v5]._steal_perm; + v6 = &pOutdoor->ddm; + if ( uCurrentlyLoadedLevelType != LEVEL_Outdoor) + v6 = &pIndoor->dlv; + pPlayer->StealFromActor(uActorID, v4, v6->uReputation++); + v8 = pPlayer->GetAttackRecoveryTime(0); + if ( v8 < 30 ) + v8 = 30; + if ( !pParty->bTurnBasedModeOn ) + pPlayer->SetRecoveryTime((int)(flt_6BE3A4_debug_recmod1 * v8 * 2.133333333333333)); + pTurnEngine->ApplyPlayerAction(); + } + return; +} + +//----- (00403A60) -------------------------------------------------------- +void Actor::AI_SpellAttack2(unsigned int uActorID, signed int edx0, AIDirection *pDir) +{ + Actor *v3; // ebx@1 + int16_t v4; // esi@3 + int16_t v5; // edi@3 + signed int v6; // eax@4 + Vec3_int_ v7; // ST04_12@6 + AIDirection *v9; // eax@8 + __int16 v13; // ax@10 + AIDirection a3; // [sp+Ch] [bp-48h]@9 + AIDirection v18; // [sp+28h] [bp-2Ch]@9 + int v19; // [sp+44h] [bp-10h]@6 + signed int a2; // [sp+48h] [bp-Ch]@1 + int v21; // [sp+4Ch] [bp-8h]@3 + unsigned int pDira; // [sp+5Ch] [bp+8h]@10 + + v3 = &pActors[uActorID]; + a2 = edx0; + if ( PID_TYPE(edx0) == OBJECT_Actor) + { + v6 = PID_ID(edx0); + v4 = pActors[v6].vPosition.x; + v5 = pActors[v6].vPosition.y; + v21 = (int)(pActors[v6].uActorHeight * 0.75 + pActors[v6].vPosition.z); + } + else if ( PID_TYPE(edx0) == OBJECT_Player) + { + v4 = pParty->vPosition.x; + v5 = pParty->vPosition.y; + v21 = pParty->vPosition.z + pParty->sEyelevel; + } + else + { + Error("Should not get here"); + return; + } + v19 = v3->uActorHeight; + v7.z = v3->vPosition.z - (int)(v19 * -0.75); + v7.y = v3->vPosition.y; + v7.x = v3->vPosition.x; + if ( sub_407A1C(v4, v5, v21, v7) ) + { + if ( pDir == nullptr) + { + Actor::GetDirectionInfo(PID(OBJECT_Actor,uActorID), a2, &a3, 0); + v9 = &a3; + } + else + v9 = pDir; + v3->uYawAngle = LOWORD(v9->uYawAngle); + v13 = pSpriteFrameTable->pSpriteSFrames[v3->pSpriteIDs[ANIM_AtkRanged]].uAnimLength; + v3->uCurrentActionLength = 8 * v13; + v3->uCurrentActionTime = 0; + v3->uAIState = AttackingRanged4; + Actor::PlaySound(uActorID, 0); + pDira = pMonsterStats->pInfos[v3->pMonsterInfo.uID].uRecoveryTime; + if (v3->pActorBuffs[ACTOR_BUFF_SLOWED].uExpireTime > 0) + pDira *= 2; + if ( pParty->bTurnBasedModeOn == 1 ) + v3->pMonsterInfo.uRecoveryTime = pDira; + else + v3->pMonsterInfo.uRecoveryTime = v3->uCurrentActionLength + (int)(flt_6BE3A8_debug_recmod2 * pDira * 2.133333333333333); + v3->vVelocity.z = 0; + v3->vVelocity.y = 0; + v3->vVelocity.x = 0; + if ( ShouldMonsterPlayAttackAnim(v3->pMonsterInfo.uSpell2ID) ) + { + v3->uCurrentActionLength = 64; + v3->uCurrentActionTime = 0; + v3->uAIState = Fidgeting; + v3->UpdateAnimation(); + v3->uAIState = AttackingRanged4; + } + else + v3->UpdateAnimation(); + } + else + Actor::AI_Pursue1(uActorID, a2, uActorID, 64, pDir); +} + +//----- (00403854) -------------------------------------------------------- +void Actor::AI_SpellAttack1(unsigned int uActorID, signed int sTargetPid, AIDirection *pDir) +{ + Actor *v3; // ebx@1 + int16_t v4; // esi@3 + int16_t v5; // edi@3 + signed int v6; // eax@4 + Vec3_int_ v7; // ST04_12@6 + AIDirection *v9; // eax@8 + __int16 v13; // ax@10 + signed int v16; // ecx@17 + AIDirection a3; // [sp+Ch] [bp-48h]@9 + AIDirection v18; // [sp+28h] [bp-2Ch]@9 + int v19; // [sp+44h] [bp-10h]@6 + int v21; // [sp+4Ch] [bp-8h]@3 + unsigned int pDira; // [sp+5Ch] [bp+8h]@10 + + v3 = &pActors[uActorID]; + if ( PID_TYPE(sTargetPid) == OBJECT_Actor) + { + v6 = PID_ID(sTargetPid); + v4 = pActors[v6].vPosition.x; + v5 = pActors[v6].vPosition.y; + v21 = (int)(pActors[v6].uActorHeight * 0.75 + pActors[v6].vPosition.z); + } + else if ( PID_TYPE(sTargetPid) == OBJECT_Player) + { + v4 = pParty->vPosition.x; + v5 = pParty->vPosition.y; + v21 = pParty->vPosition.z + pParty->sEyelevel; + } + else + { + Error("Should not get here"); + return; + } + v19 = v3->uActorHeight; + v7.z = v3->vPosition.z - (int)(v19 * -0.75); + v7.y = v3->vPosition.y; + v7.x = v3->vPosition.x; + if ( sub_407A1C(v4, v5, v21, v7) ) + { + if ( pDir == nullptr ) + { + Actor::GetDirectionInfo(PID(OBJECT_Actor,uActorID), sTargetPid, &a3, 0); + v9 = &a3; + } + else + v9 = pDir; + v3->uYawAngle = LOWORD(v9->uYawAngle); + v13 = pSpriteFrameTable->pSpriteSFrames[v3->pSpriteIDs[ANIM_AtkRanged]].uAnimLength; + v3->uCurrentActionLength = 8 * v13; + v3->uCurrentActionTime = 0; + v3->uAIState = AttackingRanged3; + Actor::PlaySound(uActorID, 0); + pDira = pMonsterStats->pInfos[v3->pMonsterInfo.uID].uRecoveryTime; + if (v3->pActorBuffs[ACTOR_BUFF_SLOWED].uExpireTime > 0) + pDira *= 2; + if ( pParty->bTurnBasedModeOn == 1 ) + v3->pMonsterInfo.uRecoveryTime = pDira; + else + v3->pMonsterInfo.uRecoveryTime = v3->uCurrentActionLength + (int)(flt_6BE3A8_debug_recmod2 * pDira * 2.133333333333333); + v16 = v3->pMonsterInfo.uSpell1ID; + v3->vVelocity.z = 0; + v3->vVelocity.y = 0; + v3->vVelocity.x = 0; + if ( ShouldMonsterPlayAttackAnim(v3->pMonsterInfo.uSpell1ID) ) + { + v3->uCurrentActionLength = 64; + v3->uCurrentActionTime = 0; + v3->uAIState = Fidgeting; + v3->UpdateAnimation(); + v3->uAIState = AttackingRanged3; + } + else + v3->UpdateAnimation(); + } + else + Actor::AI_Pursue1(uActorID, sTargetPid, uActorID, 64, pDir); +} + +//----- (0040368B) -------------------------------------------------------- +void Actor::AI_MissileAttack2(unsigned int uActorID, signed int sTargetPid, AIDirection *pDir) +{ + Actor *v3; // ebx@1 + int16_t v4; // esi@3 + int16_t v5; // edi@3 + signed int v6; // eax@4 + Vec3_int_ v7; // ST04_12@6 + AIDirection *v9; // eax@8 + __int16 v13; // ax@10 + AIDirection a3; // [sp+Ch] [bp-48h]@9 + AIDirection v17; // [sp+28h] [bp-2Ch]@9 + int v18; // [sp+44h] [bp-10h]@6 + int v20; // [sp+4Ch] [bp-8h]@3 + unsigned int pDira; // [sp+5Ch] [bp+8h]@10 + + v3 = &pActors[uActorID]; + if ( PID_TYPE(sTargetPid) == OBJECT_Actor) + { + v6 = PID_ID(sTargetPid); + v4 = pActors[v6].vPosition.x; + v5 = pActors[v6].vPosition.y; + v20 = (int)(pActors[v6].uActorHeight * 0.75 + pActors[v6].vPosition.z); + } + else if ( PID_TYPE(sTargetPid) == OBJECT_Player) + { + v4 = pParty->vPosition.x; + v5 = pParty->vPosition.y; + v20 = pParty->vPosition.z + pParty->sEyelevel; + } + else + { + Error("Should not get here"); + return; + } + v18 = v3->uActorHeight; + v7.z = v3->vPosition.z - (int)(v18 * -0.75); + v7.y = v3->vPosition.y; + v7.x = v3->vPosition.x; + if ( sub_407A1C(v4, v5, v20, v7) ) + { + if ( pDir == nullptr ) + { + Actor::GetDirectionInfo(PID(OBJECT_Actor,uActorID), sTargetPid, &a3, 0); + v9 = &a3; + } + else + v9 = pDir; + v3->uYawAngle = LOWORD(v9->uYawAngle); + v13 = pSpriteFrameTable->pSpriteSFrames[v3->pSpriteIDs[ANIM_AtkRanged]].uAnimLength; + v3->uCurrentActionLength = 8 * v13; + v3->uCurrentActionTime = 0; + v3->uAIState = AttackingRanged2; + Actor::PlaySound(uActorID, 0); + pDira = pMonsterStats->pInfos[v3->pMonsterInfo.uID].uRecoveryTime; + if ( v3->pActorBuffs[ACTOR_BUFF_SLOWED].uExpireTime > 0 ) + pDira *= 2; + if ( pParty->bTurnBasedModeOn != 1 ) + v3->pMonsterInfo.uRecoveryTime = (int)(flt_6BE3A8_debug_recmod2 * pDira * 2.133333333333333); + else + v3->pMonsterInfo.uRecoveryTime = pDira; + v3->vVelocity.z = 0; + v3->vVelocity.y = 0; + v3->vVelocity.x = 0; + v3->UpdateAnimation(); + } + else + Actor::AI_Pursue1(uActorID, sTargetPid, uActorID, 64, pDir); +} + +//----- (00403476) -------------------------------------------------------- +void Actor::AI_MissileAttack1(unsigned int uActorID, signed int sTargetPid, AIDirection *pDir) +{ + Actor *v3; // ebx@1 + int v4; // esi@3 + int v5; // edi@3 + signed int v6; // eax@4 + Vec3_int_ v7; // ST04_12@6 + AIDirection *v10; // eax@9 + __int16 v14; // ax@11 + AIDirection a3; // [sp+Ch] [bp-48h]@10 + AIDirection v18; // [sp+28h] [bp-2Ch]@10 + int v19; // [sp+44h] [bp-10h]@6 + //signed int a2; // [sp+48h] [bp-Ch]@1 + int v22; // [sp+50h] [bp-4h]@3 + unsigned int pDira; // [sp+5Ch] [bp+8h]@11 + + v3 = &pActors[uActorID]; + //a2 = edx0; + if ( PID_TYPE(sTargetPid) == OBJECT_Actor) + { + v6 = PID_ID(sTargetPid); + v4 = pActors[v6].vPosition.x; + v5 = pActors[v6].vPosition.y; + v22 = (int)(pActors[v6].uActorHeight * 0.75 + pActors[v6].vPosition.z); + } + else + { + if ( PID_TYPE(sTargetPid) == OBJECT_Player) + { + v4 = pParty->vPosition.x; + v5 = pParty->vPosition.y; + v22 = pParty->vPosition.z + pParty->sEyelevel; + } + else + { + v4 = (int)pDir; + v5 = (int)pDir; + } + } + v19 = v3->uActorHeight; + v7.z = v3->vPosition.z - (unsigned int)(signed __int64)((double)v19 * -0.75); + v7.y = v3->vPosition.y; + v7.x = v3->vPosition.x; + if ( sub_407A1C(v4, v5, v22, v7) || sub_407A1C(v7.x, v7.y, v7.z, Vec3_int_(v4, v5, v22))) + { + if ( pDir == nullptr ) + { + Actor::GetDirectionInfo(PID(OBJECT_Actor,uActorID), sTargetPid, &a3, 0); + v10 = &a3; + } + else + v10 = pDir; + v3->uYawAngle = LOWORD(v10->uYawAngle); + v14 = pSpriteFrameTable->pSpriteSFrames[v3->pSpriteIDs[ANIM_AtkRanged]].uAnimLength; + v3->uCurrentActionLength = 8 * v14; + v3->uCurrentActionTime = 0; + v3->uAIState = AttackingRanged1; + Actor::PlaySound(uActorID, 0); + pDira = pMonsterStats->pInfos[v3->pMonsterInfo.uID].uRecoveryTime; + if ( v3->pActorBuffs[ACTOR_BUFF_SLOWED].uExpireTime > 0 ) + pDira *= 2; + if ( pParty->bTurnBasedModeOn == 1 ) + v3->pMonsterInfo.uRecoveryTime = pDira; + else + v3->pMonsterInfo.uRecoveryTime = v3->uCurrentActionLength - (int)(flt_6BE3A8_debug_recmod2 * pDira * -2.133333333333333); + v3->vVelocity.z = 0; + v3->vVelocity.y = 0; + v3->vVelocity.x = 0; + v3->UpdateAnimation(); + } + else + Actor::AI_Pursue1(uActorID, sTargetPid, uActorID, 64, pDir); +} + +//----- (004032B2) -------------------------------------------------------- +void Actor::AI_RandomMove( unsigned int uActor_id, unsigned int uTarget_id, int radius, int uActionLength ) +{ + int x; // ebx@1 + int absy; // eax@1 + unsigned int v9; // ebx@11 + int v10; // ebx@13 + AIDirection doNotInitializeBecauseShouldBeRandom; // [sp+Ch] [bp-30h]@7 + int y; // [sp+30h] [bp-Ch]@1 + int absx; // [sp+38h] [bp-4h]@1 + + x = pActors[uActor_id].vInitialPosition.x - pActors[uActor_id].vPosition.x; + y = pActors[uActor_id].vInitialPosition.y - pActors[uActor_id].vPosition.y; + absx = abs(x); + absy = abs(y); + if ( absx <= absy ) + absx = absy + (absx / 2 ); + else + absx = absx + absy / 2; + if ( MonsterStats::BelongsToSupertype(pActors[uActor_id].pMonsterInfo.uID, MONSTER_SUPERTYPE_TREANT) ) + { + if ( !uActionLength ) + uActionLength = 256; + Actor::AI_StandOrBored(uActor_id, OBJECT_Player, uActionLength, &doNotInitializeBecauseShouldBeRandom); + return; + } + if ( pActors[uActor_id].pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_GLOBAL && absx < 128 ) + { + Actor::AI_Stand(uActor_id, uTarget_id, 256, &doNotInitializeBecauseShouldBeRandom); + return; + } + absx += ((rand() & 0xF) * radius) / 16; + v9 = (stru_5C6E00->uIntegerDoublePi - 1) & stru_5C6E00->Atan2(x, y); + if ( rand() % 100 < 25 ) + { + Actor::StandAwhile(uActor_id); + return; + } + v10 = v9 + rand() % 256 - 128; + if ( abs(v10 - pActors[uActor_id].uYawAngle) > 256 && !(pActors[uActor_id].uAttributes & ACTOR_ANIMATION) ) + { + Actor::AI_Stand(uActor_id, uTarget_id, 256, &doNotInitializeBecauseShouldBeRandom); + return; + } + pActors[uActor_id].uYawAngle = v10; + if ( pActors[uActor_id].uMovementSpeed) + pActors[uActor_id].uCurrentActionLength = 32 * absx / pActors[uActor_id].uMovementSpeed; + else + pActors[uActor_id].uCurrentActionLength = 0; + pActors[uActor_id].uCurrentActionTime = 0; + pActors[uActor_id].uAIState = Tethered; + if ( rand() % 100 < 2 ) + Actor::PlaySound(uActor_id, 3); + pActors[uActor_id].UpdateAnimation(); +} + +//----- (004031C1) -------------------------------------------------------- +char __fastcall Actor::_4031C1_update_job_never_gets_called(unsigned int uActorID, signed int a2, int a3) //attempted to implement something like jobs for actors, but apparently was never finished +{ + return 0; + /*unsigned int v3; // edi@1 + Actor *v4; // esi@1 + ActorJob *v5; // eax@1 + signed int v6; // edx@2 + ActorJob *v7; // eax@2 + signed int v8; // edi@2 + ActorJob *v9; // ecx@2 + __int16 v10; // cx@15 + signed int v12; // [sp+8h] [bp-4h]@1 + + v3 = uActorID; + v12 = a2; + v4 = &pActors[uActorID]; + v5 = (ActorJob *)pActors[uActorID].CanAct(); + if ( v5 ) + { + v6 = 65535; + v7 = &v4->pScheduledJobs[v3]; + v8 = 7; + v9 = &v7[7];//(char *)&v7[7].uHour; + while ( !(v9->uAttributes & 1) || v9->uHour > v12 ) + { + --v8; + --v9; + if ( v8 < 0 ) + break; + } + if( v8 >= 0 ) + v6 = v8; + if ( !v8 && v6 == 65535 ) + v6 = 7; + v5 = &v7[v6]; + if ( v4->vInitialPosition.x != v5->vPos.x + || v4->vInitialPosition.y != v5->vPos.y + || v4->vInitialPosition.z != v5->vPos.z + || v4->pMonsterInfo.uMovementType != v5->uAction ) + { + v4->vInitialPosition.x = v5->vPos.x; + v4->vInitialPosition.y = v5->vPos.y; + v10 = v5->vPos.z; + v4->vInitialPosition.z = v10; + LOBYTE(v5) = v5->uAction; + v4->pMonsterInfo.uMovementType = MONSTER_MOVEMENT_TYPE_STAIONARY; + if ( a3 == 1 ) + { + v4->vPosition.x = v4->vInitialPosition.x; + v4->vPosition.y = v4->vInitialPosition.y; + LOBYTE(v5) = v10; + v4->vPosition.z = v10; + } + } + } + return (char)v5;*/ +} + +//----- (004030AD) -------------------------------------------------------- +void Actor::AI_Stun(unsigned int uActorID, signed int edx0, int stunRegardlessOfState) +{ + __int16 v7; // ax@16 + AIDirection a3; // [sp+Ch] [bp-40h]@16 + + if ( pActors[uActorID].uAIState == Fleeing ) + pActors[uActorID].uAttributes |= ACTOR_FLEEING; + if ( pActors[uActorID].pMonsterInfo.uHostilityType != 4 ) + { + pActors[uActorID].uAttributes &= 0xFFFFFFFB;//~0x4 + pActors[uActorID].pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Long; + } + if ( pActors[uActorID].pActorBuffs[ACTOR_BUFF_CHARM].uExpireTime > 0 ) + pActors[uActorID].pActorBuffs[ACTOR_BUFF_CHARM].Reset(); + if ( pActors[uActorID].pActorBuffs[ACTOR_BUFF_AFRAID].uExpireTime > 0 ) + pActors[uActorID].pActorBuffs[ACTOR_BUFF_AFRAID].Reset(); + if ( stunRegardlessOfState || (pActors[uActorID].uAIState != Stunned + && pActors[uActorID].uAIState != AttackingRanged1 + && pActors[uActorID].uAIState != AttackingRanged2 + && pActors[uActorID].uAIState != AttackingRanged3 + && pActors[uActorID].uAIState != AttackingRanged4 + && pActors[uActorID].uAIState != AttackingMelee)) + { + Actor::GetDirectionInfo(PID(OBJECT_Actor,uActorID), edx0, &a3, 0); + //v10 = &a3; + pActors[uActorID].uYawAngle = LOWORD(a3.uYawAngle); + v7 = pSpriteFrameTable->pSpriteSFrames[pActors[uActorID].pSpriteIDs[ANIM_GotHit]].uAnimLength; + pActors[uActorID].uCurrentActionTime = 0; + pActors[uActorID].uAIState = Stunned; + pActors[uActorID].uCurrentActionLength = 8 * v7; + Actor::PlaySound(uActorID, 2); + pActors[uActorID].UpdateAnimation(); + } +} + +//----- (00402F87) -------------------------------------------------------- +void Actor::AI_Bored(unsigned int uActorID, unsigned int uObjID, AIDirection *a4) +{ + unsigned int v7; // eax@3 + unsigned int v9; // eax@3 + + Actor* actor = &pActors[uActorID]; + + AIDirection a3; // [sp+Ch] [bp-5Ch]@2 + if (!a4) + { + Actor::GetDirectionInfo(PID(OBJECT_Actor,uActorID), uObjID, &a3, 0); + a4 = &a3; + } + + actor->uCurrentActionLength = 8 * pSpriteFrameTable->pSpriteSFrames[actor->pSpriteIDs[ANIM_Bored]].uAnimLength; + + v7 = stru_5C6E00->Atan2(actor->vPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x, actor->vPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y); + v9 = stru_5C6E00->uIntegerPi + actor->uYawAngle + ((signed int)stru_5C6E00->uIntegerPi >> 3) - v7; + + if ( v9 & 0x700 ) // turned away - just stand + Actor::AI_Stand(uActorID, uObjID, actor->uCurrentActionLength, a4); + else // facing player - play bored anim + { + actor->uAIState = Fidgeting; + actor->uCurrentActionTime = 0; + actor->uYawAngle = a4->uYawAngle; + actor->vVelocity.z = 0; + actor->vVelocity.y = 0; + actor->vVelocity.x = 0; + if ( rand() % 100 < 5 ) + Actor::PlaySound(uActorID, 3); + actor->UpdateAnimation(); + } +} + +//----- (00402F27) -------------------------------------------------------- +void Actor::Resurrect(unsigned int uActorID) +{ + Actor *pActor; // esi@1 + + pActor = &pActors[uActorID]; + pActor->uCurrentActionTime = 0; + pActor->uAIState = Resurrected; + pActor->uCurrentActionAnimation = ANIM_Dying; + pActor->uCurrentActionLength = 8 * pSpriteFrameTable->pSpriteSFrames[pActor->pSpriteIDs[ANIM_Dying]].uAnimLength; + pActor->sCurrentHP = LOWORD(pActor->pMonsterInfo.uHP); + Actor::PlaySound(uActorID, 1); + pActor->UpdateAnimation(); +} + +//----- (00402D6E) -------------------------------------------------------- +void Actor::Die(unsigned int uActorID) +{ + Actor* actor = &pActors[uActorID]; + + actor->uCurrentActionTime = 0; + actor->uAIState = Dying; + actor->uCurrentActionAnimation = ANIM_Dying; + actor->sCurrentHP = 0; + actor->uCurrentActionLength = 8 * pSpriteFrameTable->pSpriteSFrames[actor->pSpriteIDs[ANIM_Dying]].uAnimLength; + actor->pActorBuffs[ACTOR_BUFF_PARALYZED].Reset(); + actor->pActorBuffs[ACTOR_BUFF_STONED].Reset(); + Actor::PlaySound(uActorID, 1); + actor->UpdateAnimation(); + + for (uint i = 0; i < 5; ++i) + if (pParty->monster_id_for_hunting[i] == actor->pMonsterInfo.uID) + pParty->monster_for_hunting_killed[i] = true; + + for (uint i = 0; i < 22; ++i) + actor->pActorBuffs[i].Reset(); + + ItemGen drop; + drop.Reset(); + switch (actor->pMonsterInfo.uID) + { + case MONSTER_HARPY_1: case MONSTER_HARPY_2: case MONSTER_HARPY_3: + drop.uItemID = ITEM_HARPY_FEATHER; + break; + + case MONSTER_OOZE_1: case MONSTER_OOZE_2: case MONSTER_OOZE_3: + drop.uItemID = ITEM_OOZE_ECTOPLASM_BOTTLE; + break; + + case MONSTER_TROLL_1: case MONSTER_TROLL_2: case MONSTER_TROLL_3: + drop.uItemID = ITEM_TROLL_BLOOD; + break; + + case MONSTER_DEVIL_1: case MONSTER_DEVIL_2: case MONSTER_DEVIL_3: + drop.uItemID = ITEM_DEVIL_ICHOR; + break; + + case MONSTER_DRAGON_1: case MONSTER_DRAGON_2: case MONSTER_DRAGON_3: + drop.uItemID = ITEM_DRAGON_EYE; + break; + } + + if (rand() % 100 < 20 && drop.uItemID != 0) + { + SpriteObject::sub_42F7EB_DropItemAt(pItemsTable->pItems[drop.uItemID].uSpriteID, + actor->vPosition.x, + actor->vPosition.y, + actor->vPosition.z + 16, + rand() % 200 + 200, + 1, + 1, + 0, + &drop); + } + + if (actor->pMonsterInfo.uSpecialAbilityType == MONSTER_SPECIAL_ABILITY_EXPLODE) + Actor::Explode(uActorID); +} + +//----- (00402CED) -------------------------------------------------------- +void Actor::PlaySound(unsigned int uActorID, unsigned int uSoundID) +{ + unsigned __int16 v3; // dx@1 + + v3 = pActors[uActorID].pSoundSampleIDs[uSoundID]; + if ( v3 ) + { + if ( pActors[uActorID].pActorBuffs[ACTOR_BUFF_SHRINK].uExpireTime <= 0 ) + pAudioPlayer->PlaySound((SoundID)v3, PID(OBJECT_Actor, uActorID), 0, -1, 0, 0, 0, 0); + else + { + switch(pActors[uActorID].pActorBuffs[ACTOR_BUFF_SHRINK].uPower) + { + case 1: + pAudioPlayer->PlaySound((SoundID)v3, PID(OBJECT_Actor, uActorID), 0, 0, 0, 0, 0, 33075); + break; + case 2: + pAudioPlayer->PlaySound((SoundID)v3, PID(OBJECT_Actor, uActorID), 0, 0, 0, 0, 0, 33075); + break; + case 3: + case 4: + pAudioPlayer->PlaySound((SoundID)v3, PID(OBJECT_Actor, uActorID), 0, 0, 0, 0, 0, 33075); + break; + default: + pAudioPlayer->PlaySound((SoundID)v3, PID(OBJECT_Actor, uActorID), 0, -1, 0, 0, 0, 0); + break; + } + } + } +} + +//----- (00402AD7) -------------------------------------------------------- +void Actor::AI_Pursue1(unsigned int uActorID, unsigned int a2, signed int arg0, signed int uActionLength, AIDirection *pDir) +{ + int v6; // eax@1 + Actor *v7; // ebx@1 + unsigned int v8; // ecx@1 + AIDirection *v10; // esi@6 + AIDirection a3; // [sp+Ch] [bp-5Ch]@7 + unsigned int v18; // [sp+64h] [bp-4h]@1 + + v6 = 0; + v7 = &pActors[uActorID]; + v8 = PID(OBJECT_Actor,uActorID); + if ( v7->pMonsterInfo.uFlying != 0 && !pParty->bFlying ) //TODO: Does v6 have a point? + { + if ( v7->pMonsterInfo.uMissleAttack1Type ) + v6 = v7->uActorRadius + 512; + else + v6 = pParty->uPartyHeight; + } + + if ( pDir == nullptr ) + { + Actor::GetDirectionInfo(v8, a2, &a3, v6); + v10 = &a3; + } + else + v10 = pDir; + if ( MonsterStats::BelongsToSupertype(v7->pMonsterInfo.uID, MONSTER_SUPERTYPE_TREANT) ) + { + if ( !uActionLength ) + uActionLength = 256; + Actor::AI_StandOrBored(uActorID, 4, uActionLength, v10); + return; + } + if ( v10->uDistance < 307.2 ) + { + if ( !uActionLength ) + uActionLength = 256; + Actor::AI_Stand(uActorID, a2, uActionLength, v10); + return; + } + if ( v7->uMovementSpeed == 0 ) + { + Actor::AI_Stand(uActorID, a2, uActionLength, v10); + return; + } + if ( arg0 % 2 ) + v18 = -16; + else + v18 = 16; + + v7->uYawAngle = stru_5C6E00->Atan2( + pParty->vPosition.x + (int)fixpoint_mul(stru_5C6E00->Cos(v18 + stru_5C6E00->uIntegerPi + v10->uYawAngle), v10->uDistanceXZ) - v7->vPosition.x, + pParty->vPosition.y + (int)fixpoint_mul(stru_5C6E00->Sin(v18 + stru_5C6E00->uIntegerPi + v10->uYawAngle), v10->uDistanceXZ) - v7->vPosition.y); + if ( uActionLength ) + v7->uCurrentActionLength = uActionLength; + else + v7->uCurrentActionLength = 128; + v7->uPitchAngle = LOWORD(v10->uPitchAngle); + v7->uAIState = Pursuing; + v7->UpdateAnimation(); +} + +//----- (00402968) -------------------------------------------------------- +void Actor::AI_Flee(unsigned int uActorID, signed int sTargetPid, int uActionLength, AIDirection *a4) +{ + Actor *v5; // ebx@1 + int v7; // ecx@2 + unsigned __int16 v9; // ax@15 + AIDirection v10; // [sp+8h] [bp-7Ch]@4 + AIDirection a3; // [sp+24h] [bp-60h]@3 + AIDirection* v13; // [sp+5Ch] [bp-28h]@4 + + v5 = &pActors[uActorID]; + if ( v5->CanAct() ) + { + v7 = PID(OBJECT_Actor,uActorID); + if ( !a4 ) + { + Actor::GetDirectionInfo(v7, sTargetPid, &a3, v5->pMonsterInfo.uFlying); + a4 = &a3; + } + Actor::GetDirectionInfo(v7, 4u, &v10, 0); + v13 = &v10; + if ( MonsterStats::BelongsToSupertype(v5->pMonsterInfo.uID, MONSTER_SUPERTYPE_TREANT) + || PID_TYPE(sTargetPid) == OBJECT_Actor && v13->uDistance < 307.2 ) + { + if ( !uActionLength ) + uActionLength = 256; + Actor::AI_StandOrBored(uActorID, 4, uActionLength, v13); + } + else + { + if ( v5->uMovementSpeed ) + v5->uCurrentActionLength = (signed int)(a4->uDistanceXZ << 7) / v5->uMovementSpeed; + else + v5->uCurrentActionLength = 0; + if ( v5->uCurrentActionLength > 256 ) + v5->uCurrentActionLength = 256; + v5->uYawAngle = LOWORD(stru_5C6E00->uIntegerHalfPi) + LOWORD(a4->uYawAngle); + v5->uYawAngle = LOWORD(stru_5C6E00->uDoublePiMask) & (v5->uYawAngle + rand() % (signed int)stru_5C6E00->uIntegerPi); + v9 = LOWORD(a4->uPitchAngle); + v5->uCurrentActionTime = 0; + v5->uPitchAngle = v9; + v5->uAIState = Fleeing; + v5->UpdateAnimation(); + } + } +} + +//----- (0040281C) -------------------------------------------------------- +void Actor::AI_Pursue2(unsigned int uActorID, unsigned int a2, signed int uActionLength, AIDirection *pDir, int a5) +{ + int v6; // eax@1 + Actor *v7; // ebx@1 + unsigned int v8; // ecx@1 + AIDirection *v10; // esi@7 + signed __int16 v13; // cx@19 + unsigned __int16 v14; // ax@25 + AIDirection a3; // [sp+Ch] [bp-40h]@8 + AIDirection v18; // [sp+28h] [bp-24h]@8 + + v6 = 0; + v7 = &pActors[uActorID]; + v8 = PID(OBJECT_Actor,uActorID); + if ( v7->pMonsterInfo.uFlying != 0 && !pParty->bFlying ) + { + if ( v7->pMonsterInfo.uMissleAttack1Type && uCurrentlyLoadedLevelType == LEVEL_Outdoor ) + v6 = v7->uActorRadius + 512; + else + v6 = pParty->uPartyHeight; + } + v10 = pDir; + if ( !pDir ) + { + Actor::GetDirectionInfo(v8, a2, &a3, v6); + v10 = &a3; + } + if ( MonsterStats::BelongsToSupertype(v7->pMonsterInfo.uID, MONSTER_SUPERTYPE_TREANT) ) + { + if ( !uActionLength ) + uActionLength = 256; + Actor::AI_StandOrBored(uActorID, 4, uActionLength, v10); + return; + } + if ( (signed int)v10->uDistance < a5 ) + { + if ( !uActionLength ) + uActionLength = 256; + Actor::AI_StandOrBored(uActorID, a2, uActionLength, v10); + return; + } + if ( uActionLength ) + { + v7->uCurrentActionLength = uActionLength; + } + else + { + v13 = v7->uMovementSpeed; + if ( v13 ) + v7->uCurrentActionLength = (signed int)(v10->uDistanceXZ << 7) / v13; + else + v7->uCurrentActionLength = 0; + if ( v7->uCurrentActionLength > 32 ) + v7->uCurrentActionLength = 32; + } + v7->uYawAngle = LOWORD(v10->uYawAngle); + v14 = LOWORD(v10->uPitchAngle); + v7->uCurrentActionTime = 0; + v7->uPitchAngle = v14; + v7->uAIState = Pursuing; + v7->UpdateAnimation(); +} + +//----- (00402686) -------------------------------------------------------- +void Actor::AI_Pursue3(unsigned int uActorID, unsigned int a2, signed int uActionLength, AIDirection *a4) +{ + int v5; // eax@1 + Actor *v6; // ebx@1 + int v7; // ecx@1 + signed __int16 v12; // cx@19 + __int16 v14; // ax@25 + unsigned __int16 v16; // ax@28 + AIDirection a3; // [sp+Ch] [bp-40h]@8 + AIDirection* v20; // [sp+28h] [bp-24h]@8 + + v5 = 0; + v6 = &pActors[uActorID]; + v7 = PID(OBJECT_Actor,uActorID); + if ( v6->pMonsterInfo.uFlying != 0 && !pParty->bFlying ) + { + if ( v6->pMonsterInfo.uMissleAttack1Type && uCurrentlyLoadedLevelType == LEVEL_Outdoor ) + v5 = v6->uActorRadius + 512; + else + v5 = pParty->uPartyHeight; + } + if ( !a4 ) + { + Actor::GetDirectionInfo(v7, a2, &a3, v5); + v20 = &a3; + } + if ( MonsterStats::BelongsToSupertype(v6->pMonsterInfo.uID, MONSTER_SUPERTYPE_TREANT) ) + { + if ( !uActionLength ) + uActionLength = 256; + return Actor::AI_StandOrBored(uActorID, 4, uActionLength, a4); + } + if ( a4->uDistance < 307.2 ) + { + if ( !uActionLength ) + uActionLength = 256; + return Actor::AI_StandOrBored(uActorID, a2, uActionLength, a4); + } + if ( uActionLength ) + v6->uCurrentActionLength = uActionLength + rand() % uActionLength; + else + { + v12 = v6->uMovementSpeed; + if ( v12 ) + v6->uCurrentActionLength = (signed int)(a4->uDistanceXZ << 7) / v12; + else + v6->uCurrentActionLength = 0; + if ( v6->uCurrentActionLength > 128 ) + v6->uCurrentActionLength = 128; + } + v14 = LOWORD(a4->uYawAngle); + if ( rand() % 2 ) + v14 += 256; + else + v14 -= 256; + v6->uYawAngle = v14; + v16 = LOWORD(a4->uPitchAngle); + v6->uCurrentActionTime = 0; + v6->uPitchAngle = v16; + v6->uAIState = Pursuing; + if ( rand() % 100 < 2 ) + Actor::PlaySound(uActorID, 2u); + v6->UpdateAnimation(); +} + +//----- (00401221) -------------------------------------------------------- +void Actor::_SelectTarget(unsigned int uActorID, int *a2, bool can_target_party) +{ + int v5; // ecx@1 + signed int v10; // eax@13 + uint v11; // ebx@16 + uint v12; // eax@16 + signed int v14; // eax@31 + uint v15; // edi@43 + uint v16; // ebx@45 + uint v17; // eax@45 + signed int closestId; // [sp+14h] [bp-1Ch]@1 + uint v23; // [sp+1Ch] [bp-14h]@16 + unsigned int lowestRadius; // [sp+24h] [bp-Ch]@1 + uint v27; // [sp+2Ch] [bp-4h]@16 + uint v28; // [sp+2Ch] [bp-4h]@45 + + lowestRadius = UINT_MAX; + v5 = 0; + *a2 = 0; + closestId = 0; + assert(uActorID < uNumActors); + Actor* thisActor = &pActors[uActorID]; + + for (uint i = 0; i < uNumActors; ++i) + { + Actor* actor = &pActors[i]; + if (actor->uAIState == Dead || actor->uAIState == Dying || + actor->uAIState == Removed || actor->uAIState == Summoned || actor->uAIState == Disabled || uActorID == i ) + continue; + + if (thisActor->uLastCharacterIDToHit == 0 || PID(OBJECT_Actor,v5) != thisActor->uLastCharacterIDToHit ) + { + v10 = thisActor->GetActorsRelation(actor); + if ( v10 == 0 ) + continue; + } + else if (thisActor->IsNotAlive()) + { + thisActor->uLastCharacterIDToHit = 0; + v10 = thisActor->GetActorsRelation(actor); + if ( v10 == 0 ) + continue; + } + else + { + if ( (actor->uGroup != 0 || thisActor->uGroup != 0) && actor->uGroup == thisActor->uGroup ) + continue; + v10 = 4; + } + if ( thisActor->pMonsterInfo.uHostilityType ) + v10 = pMonsterStats->pInfos[thisActor->pMonsterInfo.uID].uHostilityType; + v11 = _4DF380_hostilityRanges[v10]; + v23 = abs(thisActor->vPosition.x - actor->vPosition.x); + v27 = abs(thisActor->vPosition.y - actor->vPosition.y); + v12 = abs(thisActor->vPosition.z - actor->vPosition.z); + if ( v23 <= v11 + && v27 <= v11 + && v12 <= v11 + && sub_4070EF_prolly_detect_player(PID(OBJECT_Actor, i), PID(OBJECT_Actor, uActorID)) + && v23 * v23 + v27 * v27 + v12 * v12 < lowestRadius ) + { + lowestRadius = v23 * v23 + v27 * v27 + v12 * v12; + closestId = i; + } + } + + if ( lowestRadius != UINT_MAX ) + { + *a2 = PID(OBJECT_Actor, closestId); + } + + if (can_target_party && !pParty->Invisible()) + { + if ( thisActor->ActorEnemy() + && thisActor->pActorBuffs[ACTOR_BUFF_ENSLAVED].uExpireTime <= 0 + && thisActor->pActorBuffs[ACTOR_BUFF_CHARM].uExpireTime <= 0 + && thisActor->pActorBuffs[ACTOR_BUFF_SUMMONED].uExpireTime <= 0 ) + v14 = 4; + else + v14 = thisActor->GetActorsRelation(0); + if ( v14 != 0 ) + { + if ( !thisActor->pMonsterInfo.uHostilityType ) + v15 = _4DF380_hostilityRanges[v14]; + else + v15 = _4DF380_hostilityRanges[4]; + v16 = abs(thisActor->vPosition.x - pParty->vPosition.x); + v28 = abs(thisActor->vPosition.y - pParty->vPosition.y); + v17 = abs(thisActor->vPosition.z - pParty->vPosition.z); + if ( v16 <= v15 && v28 <= v15 && v17 <= v15 && (v16 * v16 + v28 * v28 + v17 * v17 < lowestRadius)) + { + *a2 = OBJECT_Player; + } + } + } +} +// 4DF380: using guessed type int dword_4DF380[]; +// 4DF390: using guessed type int dword_4DF390; + +//----- (0040104C) -------------------------------------------------------- +signed int Actor::GetActorsRelation(Actor *otherActPtr) +{ + unsigned int thisGroup; // ebp@19 + int otherGroup; // eax@22 + unsigned int thisAlly; // edx@25 + unsigned int otherAlly; // edx@33 + + if ( otherActPtr) + { + if ( otherActPtr->uGroup != 0 && this->uGroup != 0 && otherActPtr->uGroup == this->uGroup ) + return 0; + } + + if (this->pActorBuffs[ACTOR_BUFF_BERSERK].uExpireTime > 0) + return 4; + thisAlly = this->uAlly; + if ( this->pActorBuffs[ACTOR_BUFF_ENSLAVED].uExpireTime > 0 || thisAlly == 9999) + thisGroup = 0; + else if ( thisAlly > 0 ) + thisGroup = thisAlly; + else + thisGroup = (this->pMonsterInfo.uID - 1) / 3 + 1; + + if ( otherActPtr ) + { + if (otherActPtr->pActorBuffs[ACTOR_BUFF_BERSERK].uExpireTime > 0) + return 4; + otherAlly = otherActPtr->uAlly; + if ( otherActPtr->pActorBuffs[ACTOR_BUFF_ENSLAVED].uExpireTime > 0 || otherAlly == 9999) + otherGroup = 0; + else if ( otherAlly > 0 ) + otherGroup = otherAlly; + else + otherGroup = (otherActPtr->pMonsterInfo.uID - 1) / 3 + 1; + } + else + otherGroup = 0; + + if ( this->pActorBuffs[ACTOR_BUFF_CHARM].uExpireTime > 0 && !otherGroup + || otherActPtr && otherActPtr->pActorBuffs[ACTOR_BUFF_CHARM].uExpireTime > 0 && !thisGroup ) + return 0; + if ( this->pActorBuffs[ACTOR_BUFF_ENSLAVED].uExpireTime <= 0 && this->ActorEnemy() && !otherGroup ) + return 4; + if (thisGroup >= 89 || otherGroup >= 89) + return 0; + + if ( thisGroup == 0 ) + { + if ( (!otherActPtr || this->pActorBuffs[ACTOR_BUFF_ENSLAVED].uExpireTime > 0 && otherActPtr->ActorFriend()) && !pFactionTable->relations[otherGroup][0]) + return pFactionTable->relations[0][otherGroup]; + else + return 4; + } + else + return pFactionTable->relations[thisGroup][otherGroup]; +} + +//----- (0045976D) -------------------------------------------------------- +void Actor::UpdateAnimation() +{ + ResetAnimation(); + switch (uAIState) + { + case Tethered: + uCurrentActionAnimation = ANIM_Walking; + break; + + case AttackingMelee: + uCurrentActionAnimation = ANIM_AtkMelee; + uAttributes |= ACTOR_ANIMATION; + break; + + case AttackingRanged1: + case AttackingRanged2: + case AttackingRanged3: + case AttackingRanged4: + uCurrentActionAnimation = ANIM_AtkRanged; + uAttributes |= ACTOR_ANIMATION; + break; + + case Dying: + case Resurrected: + uCurrentActionAnimation = ANIM_Dying; + uAttributes |= ACTOR_ANIMATION; + break; + + case Pursuing: + case Fleeing: + uCurrentActionAnimation = ANIM_Walking; + uAttributes |= ACTOR_ANIMATION; + break; + + case Stunned: + uCurrentActionAnimation = ANIM_GotHit; + uAttributes |= ACTOR_ANIMATION; + break; + + case Fidgeting: + uCurrentActionAnimation = ANIM_Bored; + uAttributes |= ACTOR_ANIMATION; + break; + + case Standing: + case Interacting: + case Summoned: + uCurrentActionAnimation = ANIM_Standing; + uAttributes |= ACTOR_ANIMATION; + break; + + case Dead: + if (pSpriteFrameTable->pSpriteSFrames[pSpriteIDs[ANIM_Dead]].pHwSpriteIDs[0] <= 0) + uAIState = Removed; + else + uCurrentActionAnimation = ANIM_Dead; + break; + + case Removed: + case Disabled: + return; + + default: + assert(false); + } +} + +//----- (00459671) -------------------------------------------------------- +void Actor::Reset() +{ + this->pActorName[0] = 0; + this->word_000086_some_monster_id = 0; + this->sNPC_ID = 0; + this->vPosition.z = 0; + this->vPosition.y = 0; + this->vPosition.x = 0; + this->vVelocity.z = 0; + this->vVelocity.y = 0; + this->vVelocity.x = 0; + this->uYawAngle = 0; + this->uPitchAngle = 0; + this->uAttributes = 0; + this->uSectorID = 0; + this->uCurrentActionTime = 0; + this->vInitialPosition.z = 0; + this->vInitialPosition.y = 0; + this->vInitialPosition.x = 0; + this->vGuardingPosition.z = 0; + this->vGuardingPosition.y = 0; + this->vGuardingPosition.x = 0; + this->uTetherDistance = 256; + this->uActorRadius = 32; + this->uActorHeight = 128; + this->uAIState = Standing; + this->uCurrentActionAnimation = ANIM_Standing; + this->uMovementSpeed = 200; + this->uCarriedItemID = 0; + this->uGroup = 0; + this->uAlly = 0; + this->uSummonerID = 0; + this->uLastCharacterIDToHit = 0; + this->dword_000334_unique_name = 0; + memset(this->pSpriteIDs, 0, sizeof(pSpriteIDs)); + memset(this->pActorBuffs, 0, 0x160u); +} + +//----- (0045959A) -------------------------------------------------------- +void Actor::PrepareSprites(char load_sounds_if_bit1_set) +{ + + MonsterDesc *v3; // esi@1 + MonsterInfo *v9; // [sp+84h] [bp-10h]@1 + + v3 = &pMonsterList->pMonsters[pMonsterInfo.uID - 1]; + v9 = &pMonsterStats->pInfos[pMonsterInfo.uID - 1 + 1]; + //v12 = pSpriteIDs; + //Source = (char *)v3->pSpriteNames; + //do + for (uint i = 0; i < 8; ++i) + { + //strcpy(pSpriteName, v3->pSpriteNames[i]); + pSpriteIDs[i] = pSpriteFrameTable->FastFindSprite(v3->pSpriteNames[i]); + pSpriteFrameTable->InitializeSprite(pSpriteIDs[i]); + } + uActorHeight = v3->uMonsterHeight; + uActorRadius = v3->uMonsterRadius; + uMovementSpeed = v9->uBaseSpeed; + if ( !(load_sounds_if_bit1_set & 1) ) + { + for ( int i = 0; i < 4; ++i ) + pSoundSampleIDs[i] = v3->pSoundSampleIDs[i]; + } +} + +//----- (00459667) -------------------------------------------------------- +void Actor::Remove() +{ + this->uAIState = Removed; +} + + +//----- (0043B1B0) -------------------------------------------------------- +void Actor::ActorDamageFromMonster(signed int attacker_id, unsigned int actor_id, Vec3_int_ *pVelocity, signed int a4) +{ + int v4; // ebx@1 + int dmgToRecv; // qax@8 + signed int v12; // ecx@20 + int finalDmg; // edi@30 + int pushDistance; // [sp+20h] [bp+Ch]@34 + + v4 = 0; + if ( PID_TYPE(attacker_id) == OBJECT_Item) + { + v4 = pSpriteObjects[PID_ID(attacker_id)].field_60_distance_related_prolly_lod; + attacker_id = pSpriteObjects[PID_ID(attacker_id)].spell_caster_pid; + } + if ( PID_TYPE(attacker_id) == OBJECT_Actor) + { + if ( !pActors[actor_id].IsNotAlive() ) + { + pActors[actor_id].uLastCharacterIDToHit = attacker_id; + if ( pActors[actor_id].uAIState == Fleeing ) + pActors[actor_id].uAttributes |= ACTOR_FLEEING; + if ( pActors[PID_ID(attacker_id)]._4273BB_DoesHitOtherActor(&pActors[actor_id], v4, 0) ) + { + dmgToRecv = pActors[PID_ID(attacker_id)]._43B3E0_CalcDamage(a4); + if ( pActors[PID_ID(attacker_id)].pActorBuffs[ACTOR_BUFF_SHRINK].uExpireTime > 0 ) + { + if ( pActors[PID_ID(attacker_id)].pActorBuffs[ACTOR_BUFF_SHRINK].uPower ) + dmgToRecv = dmgToRecv / pActors[PID_ID(attacker_id)].pActorBuffs[ACTOR_BUFF_SHRINK].uPower; + } + if ( pActors[actor_id].pActorBuffs[ACTOR_BUFF_STONED].uExpireTime > 0 ) + dmgToRecv = 0; + if ( a4 == 0 ) + v12 = pActors[PID_ID(attacker_id)].pMonsterInfo.uAttack1Type; + else if ( a4 == 1 ) + { + v12 = pActors[PID_ID(attacker_id)].pMonsterInfo.uAttack2Type; + if ( SHIDWORD(pActors[actor_id].pActorBuffs[ACTOR_BUFF_SHIELD].uExpireTime) > 0 ) + dmgToRecv = dmgToRecv / 2; + } + else if ( a4 == 2 ) + v12 = pSpellStats->pInfos[pActors[actor_id].pMonsterInfo.uSpell1ID].uSchool; + else if ( a4 == 3 ) + v12 = pSpellStats->pInfos[pActors[actor_id].pMonsterInfo.uSpell2ID].uSchool; + else if ( a4 == 4 ) + v12 = pActors[PID_ID(attacker_id)].pMonsterInfo.field_3C_some_special_attack; + else + v12 = 4; + finalDmg = pActors[actor_id].CalcMagicalDamageToActor((DAMAGE_TYPE)v12, dmgToRecv); + pActors[actor_id].sCurrentHP -= finalDmg; + if ( finalDmg ) + { + if ( pActors[actor_id].sCurrentHP > 0 ) + Actor::AI_Stun(actor_id, attacker_id, 0); + else + Actor::Die(actor_id); + Actor::AggroSurroundingPeasants(actor_id, 0); + pushDistance = 20 * finalDmg / pActors[actor_id].pMonsterInfo.uHP; + if ( pushDistance > 10 ) + pushDistance = 10; + if ( !MonsterStats::BelongsToSupertype(pActors[actor_id].pMonsterInfo.uID, MONSTER_SUPERTYPE_TREANT) ) + { + pVelocity->x = (int32)fixpoint_mul(pushDistance, pVelocity->x); + pVelocity->y = (int32)fixpoint_mul(pushDistance, pVelocity->y); + pVelocity->z = (int32)fixpoint_mul(pushDistance, pVelocity->z); + pActors[actor_id].vVelocity.x = 50 * LOWORD(pVelocity->x); + pActors[actor_id].vVelocity.y = 50 * LOWORD(pVelocity->y); + pActors[actor_id].vVelocity.z = 50 * LOWORD(pVelocity->z); + } + Actor::AddBloodsplatOnDamageOverlay(actor_id, 1, finalDmg); + } + else + Actor::AI_Stun(actor_id, attacker_id, 0); + return; + } + } + } +} + +//----- (0044FD29) -------------------------------------------------------- +void Actor::SummonMinion( int summonerId ) +{ + unsigned __int8 extraSummonLevel; // al@1 + int summonMonsterBaseType; // esi@1 + int v5; // edx@2 + int v7; // edi@10 + Actor *actor; // esi@10 + MonsterInfo *v9; // ebx@10 + //MonsterDesc *v10; // edi@10 + int v13; // ebx@10 + int v15; // edi@10 + int v17; // ebx@10 + unsigned int v19; // qax@10 + int result; // eax@13 + unsigned int monsterId; // [sp+10h] [bp-18h]@8 + int v27; // [sp+18h] [bp-10h]@10 + int actorSector; // [sp+1Ch] [bp-Ch]@8 + + + actorSector = 0; + if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) + actorSector = pIndoor->GetSector(this->vPosition.x, this->vPosition.y, this->vPosition.z); + + v19 = this->uAlly; + if ( !this->uAlly ) + { + monsterId = this->pMonsterInfo.uID - 1; + v19 = (uint)(monsterId * 0.33333334); + } + v27 = uCurrentlyLoadedLevelType == LEVEL_Outdoor ? 128 : 64; + v13 = rand() % 2048; + v15 = fixpoint_mul(stru_5C6E00->Cos(v13), v27) + this->vPosition.x; + v17 = fixpoint_mul(stru_5C6E00->Sin(v13), v27) + this->vPosition.y; + + if (uCurrentlyLoadedLevelType == LEVEL_Indoor) + { + result = pIndoor->GetSector(v15, v17, this->vPosition.z); + if (result != actorSector) + return; + result = BLV_GetFloorLevel(v15, v17, v27, result, &monsterId); + if (result != -30000) + return; + if (abs(result - v27) > 1024) + return; + } + + extraSummonLevel = this->pMonsterInfo.uSpecialAbilityDamageDiceRolls; + summonMonsterBaseType = this->pMonsterInfo.field_3C_some_special_attack; + if ( extraSummonLevel ) + { + if ( extraSummonLevel >= 1 && extraSummonLevel <= 3 ) + summonMonsterBaseType = summonMonsterBaseType + extraSummonLevel - 1; + } + else + { + v5 = rand() % 100; + if ( v5 >= 90 ) + summonMonsterBaseType += 2; + else if ( v5 >= 60 ) + summonMonsterBaseType += 1; + } + v7 = summonMonsterBaseType - 1; + actor = &pActors[uNumActors]; + v9 = &pMonsterStats->pInfos[v7 + 1]; + pActors[uNumActors].Reset(); + strcpy(actor->pActorName, v9->pName); + actor->sCurrentHP = LOWORD(v9->uHP); + memcpy(&actor->pMonsterInfo, v9, sizeof(actor->pMonsterInfo)); + actor->word_000086_some_monster_id = summonMonsterBaseType; + actor->uActorRadius = pMonsterList->pMonsters[v7].uMonsterRadius; + actor->uActorHeight = pMonsterList->pMonsters[v7].uMonsterHeight; + actor->pMonsterInfo.uTreasureDiceRolls = 0; + actor->pMonsterInfo.uTreasureType = 0; + actor->pMonsterInfo.uExp = 0; + actor->uMovementSpeed = pMonsterList->pMonsters[v7].uMovementSpeed; + + actor->vInitialPosition.x = v15; + actor->vInitialPosition.y = v17; + actor->vInitialPosition.z = this->vPosition.z; + actor->vPosition.x = v15; + actor->vPosition.y = v17; + actor->vPosition.z = this->vPosition.z; + + actor->uTetherDistance = 256; + actor->uSectorID = actorSector; + actor->PrepareSprites(0); + actor->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Friendly; + actor->uAlly = v19; + actor->uCurrentActionTime = 0; + actor->uGroup = this->uGroup; + actor->uAIState = Summoned; + actor->uCurrentActionLength = 256; + actor->UpdateAnimation(); + + ++uNumActors; + ++this->pMonsterInfo.uSpecialAbilityDamageDiceBonus; + if ( ActorEnemy()) + actor->uAttributes |= ACTOR_AGGRESSOR; + actor->uSummonerID = PID(OBJECT_Actor,summonerId); + +} +// 46DF1A: using guessed type int __fastcall 46DF1A_collide_against_actor(int, int); +//----- (0046DF1A) -------------------------------------------------------- +bool Actor::_46DF1A_collide_against_actor( int a1, int a2 ) +{ + Actor *v2; // edi@1 + unsigned __int16 v3; // ax@1 + int v4; // esi@6 + int v8; // ecx@14 + int v9; // eax@14 + int v10; // ebx@14 + int v11; // esi@14 + int v12; // ebx@15 + int v13; // ebx@17 + + v2 = &pActors[a1]; + v3 = v2->uAIState; + if ( v3 == Removed || v3 == Dying || v3 == Disabled || v3 == Dead || v3 == Summoned ) + return 0; + v4 = v2->uActorRadius; + if ( a2 ) + v4 = a2; + + if (stru_721530.sMaxX > v2->vPosition.x + v4 || + stru_721530.sMinX < v2->vPosition.x - v4 || + stru_721530.sMaxY > v2->vPosition.y + v4 || + stru_721530.sMinY < v2->vPosition.y - v4 || + stru_721530.sMaxZ > v2->vPosition.z + v2->uActorHeight || + stru_721530.sMinZ < v2->vPosition.z) + { + return false; + } + v8 = v2->vPosition.x - stru_721530.normal.x; + v9 = v2->vPosition.y - stru_721530.normal.y; + v10 = stru_721530.prolly_normal_d + v4; + v11 = (v8 * stru_721530.direction.y - v9 * stru_721530.direction.x) >> 16; + v12 = (v8 * stru_721530.direction.x + v9 * stru_721530.direction.y) >> 16; + if ( abs(v11) > v10 || v12 <= 0) + return false; + if (fixpoint_mul(stru_721530.direction.z, v12) + stru_721530.normal.z < v2->vPosition.z) + return false; + + v13 = v12 - integer_sqrt(v10 * v10 - v11 * v11); + if ( v13 < 0 ) + v13 = 0; + if ( v13 < stru_721530.field_7C ) + { + stru_721530.field_7C = v13; + stru_721530.uFaceID = PID(OBJECT_Actor,a1); + } + return true; +} +//----- (00401A91) -------------------------------------------------------- +void Actor::UpdateActorAI() +{ + signed int v4; // edi@10 + signed int sDmg; // eax@14 + Player *pPlayer; // ecx@21 + Actor *pActor; // esi@34 + //unsigned __int16 v22; // ax@86 + unsigned int v27; // ecx@123 + unsigned int v28; // eax@123 + int v33; // eax@144 + int v34; // eax@147 + char v35; // al@150 + unsigned int v36; // edi@152 + signed int v37; // eax@154 + double v42; // st7@176 + double v43; // st6@176 + int v45; // eax@192 + unsigned __int8 v46; // cl@197 + signed int v47; // st7@206 + uint v58; // st7@246 + unsigned int v65; // [sp-10h] [bp-C0h]@144 + int v70; // [sp-10h] [bp-C0h]@213 + AIDirection v72; // [sp+0h] [bp-B0h]@246 + AIDirection a3; // [sp+1Ch] [bp-94h]@129 + int target_pid_type; // [sp+70h] [bp-40h]@83 + signed int a1; // [sp+74h] [bp-3Ch]@129 + int v78; // [sp+78h] [bp-38h]@79 + AIDirection* pDir; // [sp+7Ch] [bp-34h]@129 + float radiusMultiplier; // [sp+98h] [bp-18h]@33 + int v81; // [sp+9Ch] [bp-14h]@100 + signed int target_pid; // [sp+ACh] [bp-4h]@83 + AIState uAIState; + uint v38; + + //Build AI array + if ( uCurrentlyLoadedLevelType == LEVEL_Outdoor) + Actor::MakeActorAIList_ODM(); + else + Actor::MakeActorAIList_BLV(); + + //Armageddon damage mechanic + if ( uCurrentlyLoadedLevelType != LEVEL_Indoor && pParty->armageddon_timer > 0 ) + { + if ( pParty->armageddon_timer > 417 ) + pParty->armageddon_timer = 0; + else + { + pParty->sRotationY = (stru_5C6E00->uIntegerDoublePi - 1) & (pParty->sRotationY + rand() % 16 - 8); + pParty->sRotationX = pParty->sRotationX + rand() % 16 - 8; + if ( pParty->sRotationX > 128) + pParty->sRotationX = 128; + else if ( pParty->sRotationX < -128 ) + pParty->sRotationX = -128; + + pParty->uFlags |= 2u; + pParty->armageddon_timer -= pMiscTimer->uTimeElapsed; + v4 = pParty->armageddonDamage + 50; + if ( pParty->armageddon_timer <= 0 ) + { + pParty->armageddon_timer = 0; + for(size_t i = 0; i < uNumActors; i++) + { + pActor=&pActors[i]; + if ( pActor->CanAct() ) + { + sDmg = pActor->CalcMagicalDamageToActor((DAMAGE_TYPE)5, v4); + pActor->sCurrentHP -= sDmg; + if ( sDmg ) + { + if ( pActor->sCurrentHP >= 0 ) + Actor::AI_Stun(i, 4, 0); + else + { + Actor::Die(i); + if ( pActor->pMonsterInfo.uExp ) + pParty->GivePartyExp(pMonsterStats->pInfos[pActor->pMonsterInfo.uID].uExp); + } + } + } + } + for(int i = 1; i <= 4; i++) + { + pPlayer = pPlayers[i]; + if ( !pPlayer->pConditions[Condition_Dead] && !pPlayer->pConditions[Condition_Pertified] && !pPlayer->pConditions[Condition_Eradicated] ) + pPlayer->ReceiveDamage(v4, DMGT_MAGICAL); + } + } + if (pTurnEngine->pending_actions) + --pTurnEngine->pending_actions; + } + } + + //Turn-based mode: return + if (pParty->bTurnBasedModeOn) + { + pTurnEngine->AITurnBasedAction(); + return; + } + + for (uint i = 0; i < uNumActors; ++i) + { + pActor = &pActors[i]; + ai_near_actors_targets_pid[i] = OBJECT_Player; + + //Skip actor if: Dead / Removed / Disabled / uAttributes & 0x0400 + if (pActor->uAIState == Dead || pActor->uAIState == Removed || pActor->uAIState == Disabled || pActor->uAttributes & ACTOR_ALIVE) + continue; + + //Kill actor if HP == 0 + if (!pActor->sCurrentHP && pActor->uAIState != Dying) + Actor::Die(i); + + //Kill buffs if expired + for (uint j = 0; j < 22; ++j) + { + if (j != 10) + pActor->pActorBuffs[j].IsBuffExpiredToTime(pParty->uTimePlayed); + } + + //If shrink expired: reset height + if (pActor->pActorBuffs[ACTOR_BUFF_SHRINK].uExpireTime < 0) + pActor->uActorHeight = pMonsterList->pMonsters[pActor->pMonsterInfo.uID - 1].uMonsterHeight; + + //If Charm still active: make actor friendly + if (pActor->pActorBuffs[ACTOR_BUFF_CHARM].uExpireTime > 0) + pActor->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Friendly; + //Else: reset hostilty + else if (pActor->pActorBuffs[ACTOR_BUFF_CHARM].uExpireTime < 0) + pActor->pMonsterInfo.uHostilityType = pMonsterStats->pInfos[pActor->pMonsterInfo.uID].uHostilityType; + + //If actor Paralyzed or Stoned: skip + if (pActor->pActorBuffs[ACTOR_BUFF_PARALYZED].uExpireTime > 0 || pActor->pActorBuffs[ACTOR_BUFF_STONED].uExpireTime > 0) + continue; + + //Calculate RecoveryTime + pActor->pMonsterInfo.uRecoveryTime = max(pActor->pMonsterInfo.uRecoveryTime - pMiscTimer->uTimeElapsed, 0); + + pActor->uCurrentActionTime += pMiscTimer->uTimeElapsed; + if (pActor->uCurrentActionTime < pActor->uCurrentActionLength) + continue; + + if (pActor->uAIState == Dying) + pActor->uAIState = Dead; + else + { + if (pActor->uAIState != Summoned) + { + Actor::AI_StandOrBored(i, OBJECT_Player, 256, nullptr); + continue; + } + pActor->uAIState = Standing; + } + + pActor->uCurrentActionTime = 0; + pActor->uCurrentActionLength = 0; + pActor->UpdateAnimation(); + } + + for(v78 = 0; v78 < ai_arrays_size; ++v78) + { + uint actor_id = ai_near_actors_ids[v78]; + assert(actor_id < uNumActors); + + pActor = &pActors[actor_id]; + + v47 = (signed int)(pActor->pMonsterInfo.uRecoveryTime * 2.133333333333333); + + Actor::_SelectTarget(actor_id, &ai_near_actors_targets_pid[actor_id], true); + + if (pActor->pMonsterInfo.uHostilityType && !ai_near_actors_targets_pid[actor_id]) + pActor->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Friendly; + + target_pid = ai_near_actors_targets_pid[actor_id]; + target_pid_type = PID_TYPE(target_pid); + + if ( target_pid_type == OBJECT_Actor) + radiusMultiplier = 0.5; + else + radiusMultiplier = 1.0; + + //v22 = pActor->uAIState; + if ( pActor->uAIState == Dying || pActor->uAIState == Dead || pActor->uAIState == Removed + || pActor->uAIState == Disabled || pActor->uAIState == Summoned) + continue; + + if ( !pActor->sCurrentHP ) + Actor::Die(actor_id); + + for( int i = 0;i < 22; i++ ) + { + if ( i != 10 ) + pActor->pActorBuffs[i].IsBuffExpiredToTime(pParty->uTimePlayed); + } + + if ( pActor->pActorBuffs[ACTOR_BUFF_SHRINK].uExpireTime < 0 ) + pActor->uActorHeight = pMonsterList->pMonsters[pActor->pMonsterInfo.uID - 1].uMonsterHeight; + if ( pActor->pActorBuffs[ACTOR_BUFF_CHARM].uExpireTime > 0 ) + pActor->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Friendly; + else if ( pActor->pActorBuffs[ACTOR_BUFF_CHARM].uExpireTime < 0 ) + pActor->pMonsterInfo.uHostilityType = pMonsterStats->pInfos[pActor->pMonsterInfo.uID].uHostilityType; + + //If actor is summoned and buff expired: continue and set state to Removed + if ( pActor->pActorBuffs[ACTOR_BUFF_SUMMONED].uExpireTime < 0 ) + { + pActor->uAIState = Removed; + continue; + } + + if ( (signed __int64)pActor->pActorBuffs[ACTOR_BUFF_STONED].uExpireTime > 0 || (signed __int64)pActor->pActorBuffs[ACTOR_BUFF_PARALYZED].uExpireTime > 0) + { + continue; + } + + v27 = pMiscTimer->uTimeElapsed; + v28 = pActor->pMonsterInfo.uRecoveryTime; + pActor->uCurrentActionTime += pMiscTimer->uTimeElapsed; + + if ( (signed int)v28 > 0 ) + pActor->pMonsterInfo.uRecoveryTime = v28 - v27; + if ( pActor->pMonsterInfo.uRecoveryTime < 0 ) + pActor->pMonsterInfo.uRecoveryTime = 0; + if ( !pActor->ActorNearby() ) + pActor->uAttributes |= ACTOR_NEARBY; + + a1 = PID(OBJECT_Actor,actor_id); + Actor::GetDirectionInfo(PID(OBJECT_Actor,actor_id), target_pid, &a3, 0); + pDir = &a3; + uAIState = pActor->uAIState; + + if ( pActor->pMonsterInfo.uHostilityType == MonsterInfo::Hostility_Friendly + || (signed int)pActor->pMonsterInfo.uRecoveryTime > 0 + || radiusMultiplier * 307.2 < pDir->uDistance + || uAIState != Pursuing && uAIState != Standing && uAIState != Tethered && uAIState != Fidgeting + && !pActor->pMonsterInfo.uMissleAttack1Type || uAIState != Stunned ) + { + if ( (signed int)pActor->uCurrentActionTime < pActor->uCurrentActionLength ) + continue; + else if ( pActor->uAIState == AttackingMelee ) + { + v35 = pActor->special_ability_use_check(actor_id); + AttackerInfo.Add(a1, 5120, pActor->vPosition.x, pActor->vPosition.y, pActor->vPosition.z + ((signed int)pActor->uActorHeight >> 1), v35, 1 ); + } + else if ( pActor->uAIState == AttackingRanged1 ) + { + v34 = pActor->pMonsterInfo.uMissleAttack1Type; + Actor::AI_RangedAttack(actor_id, pDir, v34, 0); + } + else if ( pActor->uAIState == AttackingRanged2 ) + { + v34 = pActor->pMonsterInfo.uMissleAttack2Type; + Actor::AI_RangedAttack(actor_id, pDir, v34, 1); + } + else if ( pActor->uAIState == AttackingRanged3 ) + { + v65 = pActor->pMonsterInfo.uSpellSkillAndMastery1; + v33 = pActor->pMonsterInfo.uSpell1ID; + Actor::AI_SpellAttack(actor_id, pDir, v33, 2, v65); + } + else if ( pActor->uAIState == AttackingRanged4 ) + { + v65 = pActor->pMonsterInfo.uSpellSkillAndMastery2; + v33 = pActor->pMonsterInfo.uSpell2ID; + Actor::AI_SpellAttack(actor_id, pDir, v33, 3, v65); + } + } + + v36 = pDir->uDistance; + + if ( pActor->pMonsterInfo.uHostilityType == MonsterInfo::Hostility_Friendly) + { + if ( target_pid_type == OBJECT_Actor ) + { + v36 = pDir->uDistance; + v37 =pFactionTable->relations[(pActor->pMonsterInfo.uID-1) / 3 + 1][(pActors[PID_ID(target_pid)].pMonsterInfo.uID - 1) / 3 + 1]; + } + else + v37 = 4; + v38 = 0; + if ( v37 == 2 ) + v38 = 1024; + else if ( v37 == 3 ) + v38 = 2560; + else if ( v37 == 4 ) + v38 = 5120; + if ( v37 >= 1 && v37 <= 4 && v36 < v38 || v37 == 1 ) + pActor->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Long; + } + + //If actor afraid: flee or if out of range random move + if (pActor->pActorBuffs[ACTOR_BUFF_AFRAID].uExpireTime > 0) + { + if ( (signed int)v36 >= 10240 ) + Actor::AI_RandomMove(actor_id, target_pid, 1024, 0); + else + Actor::AI_Flee(actor_id, target_pid, 0, pDir); + continue; + } + + if ( pActor->pMonsterInfo.uHostilityType == MonsterInfo::Hostility_Long && target_pid ) + { + if ( pActor->pMonsterInfo.uAIType == 1 ) + { + if ( pActor->pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_STAIONARY ) + Actor::AI_Stand(actor_id, target_pid, (uint)(pActor->pMonsterInfo.uRecoveryTime * 2.133333333333333), pDir); + else + { + Actor::AI_Flee(actor_id, target_pid, 0, pDir); + continue; + } + + } + if ( !(pActor->uAttributes & ACTOR_FLEEING) ) + { + if ( pActor->pMonsterInfo.uAIType == 2 || pActor->pMonsterInfo.uAIType == 3) + { + if ( pActor->pMonsterInfo.uAIType == 2 ) + v43 = (double)(signed int)pActor->pMonsterInfo.uHP * 0.2; + if ( pActor->pMonsterInfo.uAIType == 3 ) + v43 = (double)(signed int)pActor->pMonsterInfo.uHP * 0.1; + v42 = (double)pActor->sCurrentHP; + if ( v43 > v42 && (signed int)v36 < 10240 ) + { + Actor::AI_Flee(actor_id, target_pid, 0, pDir); + continue; + } + } + } + + v81 = v36 - pActor->uActorRadius; + if ( target_pid_type == OBJECT_Actor ) + v81 -= pActors[PID_ID(target_pid)].uActorRadius; + if ( v81 < 0 ) + v81 = 0; + rand(); + pActor->uAttributes &= ~ACTOR_UNKNOW5;//~0x40000 + if ( v81 < 5120 ) + { + v45 = pActor->special_ability_use_check(actor_id); + if ( v45 == 0 ) + { + if ( pActor->pMonsterInfo.uMissleAttack1Type ) + { + if ( (signed int)pActor->pMonsterInfo.uRecoveryTime <= 0 ) + Actor::AI_MissileAttack1(actor_id, target_pid, pDir); + else if ( pActor->pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_STAIONARY ) + Actor::AI_Stand(actor_id, target_pid, v47, pDir); + else + { + if ( radiusMultiplier * 307.2 > (double)v81 ) + Actor::AI_Stand(actor_id, target_pid, v47, pDir); + else + Actor::AI_Pursue1(actor_id, target_pid, actor_id, v47, pDir); + } + } + else + { + if ( (double)v81 >= radiusMultiplier * 307.2 ) + { + if (pActor->pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_STAIONARY) + Actor::AI_Stand(actor_id, target_pid, v47, pDir); + else if ( v81 >= 1024 )//monsters + Actor::AI_Pursue3(actor_id, target_pid, 0, pDir); + else + { + v70 = (signed int)(radiusMultiplier * 307.2); + //monsters + //guard after player runs away + // follow player + Actor::AI_Pursue2(actor_id, target_pid, 0, pDir, v70); + } + } + else if ( (signed int)pActor->pMonsterInfo.uRecoveryTime > 0 ) + { + Actor::AI_Stand(actor_id, target_pid, v47, pDir); + } + else + { + //monsters + Actor::AI_MeleeAttack(actor_id, target_pid, pDir); + } + } + continue; + } + else if ( v45 == 2 || v45 == 3 ) + { + if ( v45 == 2 ) + v46 = pActor->pMonsterInfo.uSpell1ID; + else + v46 = pActor->pMonsterInfo.uSpell2ID; + if ( v46 ) + { + if ( (signed int)pActor->pMonsterInfo.uRecoveryTime <= 0 ) + { + if ( v45 == 2 ) + Actor::AI_SpellAttack1(actor_id, target_pid, pDir); + else + Actor::AI_SpellAttack2(actor_id, target_pid, pDir); + } + else if ( radiusMultiplier * 307.2 > (double)v81 || pActor->pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_STAIONARY ) + Actor::AI_Stand(actor_id, target_pid, v47, pDir); + else + Actor::AI_Pursue1(actor_id, target_pid, actor_id, v47, pDir); + } + else + { + if ( (double)v81 >= radiusMultiplier * 307.2 ) + { + if ( pActor->pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_STAIONARY ) + Actor::AI_Stand(actor_id, target_pid, v47, pDir); + else if ( v81 >= 1024 ) + Actor::AI_Pursue3(actor_id, target_pid, 256, pDir); + else + { + v70 = (signed int)(radiusMultiplier * 307.2); + Actor::AI_Pursue2(actor_id, target_pid, 0, pDir, v70); + } + } + else if ( (signed int)pActor->pMonsterInfo.uRecoveryTime > 0 ) + { + Actor::AI_Stand(actor_id, target_pid, v47, pDir); + } + else + { + Actor::AI_MeleeAttack(actor_id, target_pid, pDir); + } + } + continue; + } + } + } + + if ( pActor->pMonsterInfo.uHostilityType != MonsterInfo::Hostility_Long || !target_pid || v81 >= 5120 || v45 != 1 ) + { + if ( pActor->pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_SHORT ) + Actor::AI_RandomMove(actor_id, 4, 1024, 0); + else if ( pActor->pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_MEDIUM ) + Actor::AI_RandomMove(actor_id, 4, 2560, 0); + else if ( pActor->pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_LONG ) + Actor::AI_RandomMove(actor_id, 4, 5120, 0); + else if ( pActor->pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_FREE ) + Actor::AI_RandomMove(actor_id, 4, 10240, 0); + else if ( pActor->pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_STAIONARY ) + { + Actor::GetDirectionInfo(a1, 4, &v72, 0); + v58 = (uint)(pActor->pMonsterInfo.uRecoveryTime * 2.133333333333333); + Actor::AI_Stand(actor_id, 4, v58, &v72); + } + } + else if ( !pActor->pMonsterInfo.uMissleAttack2Type ) + { + if ( (double)v81 >= radiusMultiplier * 307.2 ) + { + if ( pActor->pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_STAIONARY ) + Actor::AI_Stand(actor_id, target_pid, v47, pDir); + else if ( v81 >= 1024 ) + Actor::AI_Pursue3(actor_id, target_pid, 256, pDir); + else + { + v70 = (int)(radiusMultiplier * 307.2); + Actor::AI_Pursue2(actor_id, target_pid, 0, pDir, v70); + } + } + else if ( (signed int)pActor->pMonsterInfo.uRecoveryTime > 0 ) + Actor::AI_Stand(actor_id, target_pid, v47, pDir); + else + Actor::AI_MeleeAttack(actor_id, target_pid, pDir); + } + else if ( (signed int)pActor->pMonsterInfo.uRecoveryTime > 0 ) + { + if ( radiusMultiplier * 307.2 > (double)v81 || pActor->pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_STAIONARY ) + Actor::AI_Stand(actor_id, target_pid, v47, pDir); + else + Actor::AI_Pursue1(actor_id, target_pid, actor_id, v47, pDir); + } + else + Actor::AI_MissileAttack2(actor_id, target_pid, pDir); + } +} +//----- (0044665D) -------------------------------------------------------- +// uType: 0 -> any monster +// 1 -> uParam is GroupID +// 2 -> uParam is MonsterID +// 3 -> uParam is ActorID +// uNumAlive: 0 -> all must be alive +int __fastcall IsActorAlive(unsigned int uType, unsigned int uParam, unsigned int uNumAlive) +{ + unsigned int uAliveActors; // eax@6 + unsigned int uTotalActors; // [sp+0h] [bp-4h]@1 + + uTotalActors = 0; + if ( uType ) + { + if ( uType == 1 ) + uAliveActors = Actor::SearchActorByGroup(&uTotalActors, uParam); + else + { + if ( uType == 2 ) + uAliveActors = Actor::SearchActorByMonsterID(&uTotalActors, uParam); + else + { + if ( uType != 3 ) + return 0; + uAliveActors = Actor::SearchActorByID(&uTotalActors, uParam); + } + } + } + else + uAliveActors = Actor::SearchAliveActors(&uTotalActors); + + if (uNumAlive) + return uAliveActors >= uNumAlive; + else + return uTotalActors == uAliveActors; +} +//----- (00408B54) -------------------------------------------------------- +unsigned int Actor::SearchActorByID(unsigned int *pTotalActors, unsigned int a2) +{ + //int v4; // eax@1 + unsigned int result; // ebx@1 + + //v4 = GetAlertStatus(); + *pTotalActors = 0; + result = 0; + if ( (pActors[a2].uAttributes & ACTOR_UNKNOW7) == GetAlertStatus() ) + { + *pTotalActors = 1; + if ( pActors[a2].IsNotAlive() == 1 ) + result = 1; + } + return result; +} +//----- (00408AE7) -------------------------------------------------------- +unsigned int Actor::SearchActorByGroup(unsigned int *pTotalActors, unsigned int uGroup) +{ + unsigned int result; // [sp+10h] [bp-4h]@1 + + int v8 = GetAlertStatus(); + *pTotalActors = 0; + result = 0; + for ( uint i = 0; i < uNumActors; i++) + { + if ( (pActors[i].uAttributes & ACTOR_UNKNOW7) == v8 && pActors[i].uGroup == uGroup) + { + ++*pTotalActors; + if ( pActors[i].IsNotAlive() == 1 ) + ++result; + } + } + return result; +} +//----- (00408A7E) -------------------------------------------------------- +unsigned int Actor::SearchActorByMonsterID(unsigned int *pTotalActors, int uMonsterID) +{ + int v8; // [sp+Ch] [bp-8h]@1 + unsigned int result; // [sp+10h] [bp-4h]@1 + + v8 = GetAlertStatus(); + *pTotalActors = 0; + result = 0; + for ( uint i = 0; i < uNumActors; i++) + { + if ( (pActors[i].uAttributes & ACTOR_UNKNOW7) == v8 && pActors[i].pMonsterInfo.field_33 == uMonsterID) + { + ++*pTotalActors; + if ( pActors[i].IsNotAlive() == 1 ) + ++result; + } + } + return result; +} +//----- (00408A27) -------------------------------------------------------- +unsigned int Actor::SearchAliveActors(unsigned int *pTotalActors) +{ + int v2; // eax@1 + unsigned int result; // ebp@1 + + v2 = GetAlertStatus(); + result = 0; + *pTotalActors = 0; + for ( uint i = 0; i < uNumActors; i++) + { + if ( (pActors[i].uAttributes & ACTOR_UNKNOW7) == v2 ) + { + ++*pTotalActors; + if ( pActors[i].IsNotAlive() == 1 ) + ++result; + } + } + return result; +} +//----- (00408768) -------------------------------------------------------- +void Actor::InitializeActors() +{ + bool evil; // [sp+Ch] [bp-10h]@1 + bool bPit; // [sp+10h] [bp-Ch]@1 + bool good; // [sp+14h] [bp-8h]@1 + bool bCelestia; // [sp+18h] [bp-4h]@1 + + bCelestia = false; + bPit = false; + good = false; + evil = false; + if ( !_stricmp(pCurrentMapName, "d25.blv") )//the Celestia + bCelestia = true; + if ( !_stricmp(pCurrentMapName, "d26.blv") )//the Pit + bPit = true; + if (pParty->IsPartyGood()) + good = true; + if (pParty->IsPartyEvil()) + evil = true; + + Log::Warning(L"%S %S %u", __FILE__, __FUNCTION__, __LINE__); // ai_near_actors_targets_pid[i] for AI_Stand seems always 0; original code behaviour is identical + for (uint i = 0; i < uNumActors; ++i) + { + Actor* actor = &pActors[i]; + + if (actor->CanAct() || actor->uAIState == Disabled) + { + actor->vPosition.x = actor->vInitialPosition.x; + actor->vPosition.y = actor->vInitialPosition.y; + actor->vPosition.z = actor->vInitialPosition.z; + actor->sCurrentHP = actor->pMonsterInfo.uHP; + if (actor->uAIState != Disabled) + { + Actor::AI_Stand(i, ai_near_actors_targets_pid[i], actor->pMonsterInfo.uRecoveryTime, 0); + } + } + + actor->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Friendly; + + if (!bCelestia || good) + if (!bPit || evil) + if (actor->IsPeasant()) + actor->ResetAggressor();//~0x80000 + + actor->ResetHasItem();//~0x800000 + if (actor->uAttributes & ACTOR_UNKNOW9) + Actor::_4031C1_update_job_never_gets_called(i, pParty->uCurrentHour, 1); + } +} +//----- (00439474) -------------------------------------------------------- +void Actor::DamageMonsterFromParty(signed int a1, unsigned int uActorID_Monster, Vec3_int_ *pVelocity) +{ + SpriteObject *projectileSprite; // ebx@1 + Actor *pMonster; // esi@7 + unsigned __int16 v16; // cx@25 + int v33; // eax@100 + int v40; // ebx@107 + int extraRecoveryTime; // qax@125 + unsigned __int16 v43; // ax@132 + unsigned __int16 v45; // ax@132 + unsigned __int64 v46; // [sp+Ch] [bp-60h]@6 + char *pPlayerName; // [sp+18h] [bp-54h]@12 + char *pMonsterName; // [sp+1Ch] [bp-50h]@6 + signed int a4; // [sp+44h] [bp-28h]@1 + bool IsAdditionalDamagePossible; // [sp+50h] [bp-1Ch]@1 + int v61; // [sp+58h] [bp-14h]@1 + bool isLifeStealing; // [sp+5Ch] [bp-10h]@1 + int uDamageAmount; // [sp+60h] [bp-Ch]@1 + DAMAGE_TYPE attackElement; // [sp+64h] [bp-8h]@27 + + projectileSprite = 0; + uDamageAmount = 0; + a4 = 0; + v61 = 0; + IsAdditionalDamagePossible = false; + isLifeStealing = 0; + if ( PID_TYPE(a1) == OBJECT_Item) + { + projectileSprite = &pSpriteObjects[PID_ID(a1)]; + v61 = projectileSprite->field_60_distance_related_prolly_lod; + a1 = projectileSprite->spell_caster_pid; + } + if (PID_TYPE(a1) != OBJECT_Player) + return; + + assert(PID_ID(abs(a1)) < 4); + Player* player = &pParty->pPlayers[PID_ID(a1)]; + pMonster = &pActors[uActorID_Monster]; + if (pMonster->IsNotAlive()) + return; + + pMonster->uAttributes |= 0xC000; + if ( pMonster->uAIState == Fleeing ) + pMonster->uAttributes |= ACTOR_FLEEING; + bool hit_will_stun = false, + hit_will_paralyze = false; + if ( !projectileSprite ) + { + int main_hand_idx = player->pEquipment.uMainHand; + IsAdditionalDamagePossible = true; + if ( player->HasItemEquipped(EQUIP_TWO_HANDED) ) + { + uint main_hand_skill = player->GetMainHandItem()->GetPlayerSkillType(); + uint main_hand_mastery = SkillToMastery(player->pActiveSkills[main_hand_skill]); + switch (main_hand_skill) + { + case PLAYER_SKILL_STAFF: + if (main_hand_mastery >= 3) + { + if (rand() % 100 < (player->GetActualSkillLevel(PLAYER_SKILL_STAFF) & 0x3F)) // stun chance when mastery >= 3 + hit_will_stun = true; + } + break; + + case PLAYER_SKILL_MACE: + if (main_hand_mastery >= 3) + { + if (rand() % 100 < (player->GetActualSkillLevel(PLAYER_SKILL_MACE) & 0x3F)) + hit_will_stun = true; + } + if (main_hand_mastery >= 4) + { + if (rand() % 100 < (player->GetActualSkillLevel(PLAYER_SKILL_MACE) & 0x3F)) + hit_will_paralyze = true; + } + break; + } + } + attackElement = DMGT_PHISYCAL; + uDamageAmount = player->CalculateMeleeDamageTo(false, false, pMonster->pMonsterInfo.uID); + if ( !player->PlayerHitOrMiss(pMonster, v61, a4) ) + { + player->PlaySound(SPEECH_52, 0); + return; + } + } + else + { + v61 = projectileSprite->field_60_distance_related_prolly_lod; + if ( projectileSprite->spell_id != SPELL_DARK_SOULDRINKER ) + { + int d1 = abs(pParty->vPosition.x - projectileSprite->vPosition.x); + int d2 = abs(pParty->vPosition.y - projectileSprite->vPosition.y); + int d3 = abs(pParty->vPosition.z - projectileSprite->vPosition.z); + v61 = int_get_vector_length(d1, d2, d3); + + if ( v61 >= 5120 && !(pMonster->uAttributes & ACTOR_ALIVE) )//0x400 + return; + else if ( v61 >= 2560 ) + v61 = 2; + else + v61 = 1; + } + + switch (projectileSprite->spell_id) + { + case SPELL_LASER_PROJECTILE: + v16 = player->pActiveSkills[PLAYER_SKILL_BLASTER]; + v61 = 1; + if ( SkillToMastery(v16) >= 3 ) + a4 = player->pActiveSkills[PLAYER_SKILL_BLASTER] & 0x3F; + attackElement = DMGT_PHISYCAL; + uDamageAmount = player->CalculateMeleeDamageTo(true, true, 0); + if ( !player->PlayerHitOrMiss(pMonster, v61, a4) ) + { + player->PlaySound(SPEECH_52, 0); + return; + } + break; + case SPELL_101: + attackElement = DMGT_FIRE; + uDamageAmount = player->CalculateRangedDamageTo(0); + if ( pMonster->pActorBuffs[ACTOR_BUFF_SHIELD].uExpireTime > 0 ) + uDamageAmount >>= 1; + IsAdditionalDamagePossible = true; + if ( !player->PlayerHitOrMiss(pMonster, v61, a4) ) + { + player->PlaySound(SPEECH_52, 0); + return; + } + break; + case SPELL_EARTH_BLADES: + a4 = 5 * projectileSprite->spell_level; + attackElement = (DAMAGE_TYPE)player->GetSpellSchool(SPELL_EARTH_BLADES); + uDamageAmount = _43AFE3_calc_spell_damage(39, projectileSprite->spell_level, projectileSprite->spell_skill, pMonster->sCurrentHP); + if ( pMonster->pActorBuffs[ACTOR_BUFF_SHIELD].uExpireTime > 0 ) + uDamageAmount >>= 1; + IsAdditionalDamagePossible = false; + if ( !player->PlayerHitOrMiss( pMonster, v61, a4) ) + { + player->PlaySound(SPEECH_52, 0); + return; + } + break; + case SPELL_EARTH_STUN: + uDamageAmount = 0; + attackElement = DMGT_PHISYCAL; + hit_will_stun = 1; + if ( !player->PlayerHitOrMiss( pMonster, v61, a4) ) + { + player->PlaySound(SPEECH_52, 0); + return; + } + break; + case SPELL_BOW_ARROW: + attackElement = DMGT_PHISYCAL; + uDamageAmount = player->CalculateRangedDamageTo(pMonster->word_000086_some_monster_id); + if ( pMonster->pActorBuffs[ACTOR_BUFF_SHIELD].uExpireTime > 0 ) + uDamageAmount /= 2; + IsAdditionalDamagePossible = true; + if ( projectileSprite->stru_24.uItemID != 0 && projectileSprite->stru_24.uSpecEnchantmentType == 3 ) //of carnage + { + attackElement = DMGT_FIRE; + } + else if ( !player->PlayerHitOrMiss( pMonster, v61, a4) ) + { + player->PlaySound(SPEECH_52, 0); + return; + } + break; + + default: + attackElement = (DAMAGE_TYPE)player->GetSpellSchool(projectileSprite->spell_id); + IsAdditionalDamagePossible = false; + uDamageAmount = _43AFE3_calc_spell_damage(projectileSprite->spell_id, projectileSprite->spell_level, projectileSprite->spell_skill, pMonster->sCurrentHP); + break; + } + } + + if (player->IsWeak()) + uDamageAmount /= 2; + if ( pMonster->pActorBuffs[ACTOR_BUFF_STONED].uExpireTime > 0 ) + uDamageAmount = 0; + v61 = pMonster->CalcMagicalDamageToActor(attackElement, uDamageAmount); + if ( !projectileSprite && player->IsUnarmed() && player->pPlayerBuffs[PLAYER_BUFF_HAMMERHANDS].uExpireTime > 0 ) + { + v61 += pMonster->CalcMagicalDamageToActor((DAMAGE_TYPE)8, player->pPlayerBuffs[PLAYER_BUFF_HAMMERHANDS].uPower); + } + uDamageAmount = v61; + if ( IsAdditionalDamagePossible ) + { + if ( projectileSprite ) + { + a4 = projectileSprite->stru_24._439DF3_get_additional_damage((int*)&attackElement, &isLifeStealing); + if ( isLifeStealing && pMonster->sCurrentHP > 0 ) + { + player->sHealth += v61 / 5; + if ( player->sHealth > player->GetMaxHealth() ) + player->sHealth = player->GetMaxHealth(); + } + uDamageAmount += pMonster->CalcMagicalDamageToActor(attackElement, a4); + } + else + { + for (int i = 0; i < 2; i++) + { + if ( player->HasItemEquipped((ITEM_EQUIP_TYPE)i) ) + { + ItemGen* item; + if (i == 0) + item = player->GetOffHandItem(); + else + item = player->GetMainHandItem(); + a4 = item->_439DF3_get_additional_damage((int*)&attackElement, &isLifeStealing); + if ( isLifeStealing && pMonster->sCurrentHP > 0 ) + { + player->sHealth += v61 / 5; + if ( player->sHealth > player->GetMaxHealth() ) + player->sHealth = player->GetMaxHealth(); + } + uDamageAmount += pMonster->CalcMagicalDamageToActor(attackElement, a4); + } + } + } + } + pMonster->sCurrentHP -= uDamageAmount; + if ( uDamageAmount == 0 && !hit_will_stun ) + { + player->PlaySound(SPEECH_52, 0); + return; + } + if ( pMonster->sCurrentHP > 0 ) + { + Actor::AI_Stun(uActorID_Monster, a1, 0); + Actor::AggroSurroundingPeasants(uActorID_Monster, 1); + if ( bShowDamage ) + { + if ( projectileSprite ) + sprintfex(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[189], player->pName, pMonster->pActorName, uDamageAmount);// "%s shoots %s for %lu points" + else + sprintfex(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[164], player->pName, pMonster->pActorName, uDamageAmount);// "%s hits %s for %lu damage" + ShowStatusBarString(pTmpBuf.data(), 2u); + } + } + else + { + if ( pMonsterStats->pInfos[pMonster->pMonsterInfo.uID].bQuestMonster & 1 ) + { + if ( /*pRenderer->pRenderD3D &&*/ pGame->uFlags2 & GAME_FLAGS_2_DRAW_BLOODSPLATS ) + { + v33 = byte_4D864C && pGame->uFlags & 0x80000 ? 10 * pMonster->uActorRadius : pMonster->uActorRadius; + pDecalBuilder->AddBloodsplat((float)pMonster->vPosition.x, (float)pMonster->vPosition.y, (float)pMonster->vPosition.z, 1.0, 0.0, 0.0, (float)v33, 0, 0); + } + } + Actor::Die(uActorID_Monster); + Actor::ApplyFineForKillingPeasant(uActorID_Monster); + Actor::AggroSurroundingPeasants(uActorID_Monster, 1); + if ( pMonster->pMonsterInfo.uExp ) + pParty->GivePartyExp(pMonsterStats->pInfos[pMonster->pMonsterInfo.uID].uExp); + v40 = SPEECH_51; + if ( rand() % 100 < 20 ) + v40 = ((signed int)pMonster->pMonsterInfo.uHP >= 100) + 1; + player->PlaySound((PlayerSpeech)v40, 0); + if ( bShowDamage ) + { + pMonsterName = (char *)uDamageAmount; + pPlayerName = player->pName; // "%s inflicts %lu points killing %s" + sprintfex(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[175], player->pName, uDamageAmount, pMonster); + ShowStatusBarString(pTmpBuf.data(), 2u); + } + } + if ( pMonster->pActorBuffs[ACTOR_BUFF_PAIN_REFLECTION].uExpireTime > 0 + && uDamageAmount != 0 ) + player->ReceiveDamage(uDamageAmount, attackElement); + int knockbackValue = 20 * v61 / (signed int)pMonster->pMonsterInfo.uHP; + if ( (player->GetSpecialItemBonus(24) || hit_will_stun) && pMonster->DoesDmgTypeDoDamage(DMGT_EARTH) ) + { + extraRecoveryTime = 20; + knockbackValue = 10; + if ( !pParty->bTurnBasedModeOn ) + extraRecoveryTime = (int)(flt_6BE3A8_debug_recmod2 * 42.66666666666666); + pMonster->pMonsterInfo.uRecoveryTime += extraRecoveryTime; + if ( bShowDamage ) + { + pMonsterName = player->pName; // "%s stuns %s" + sprintfex(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[635], player->pName, pMonster); + ShowStatusBarString(pTmpBuf.data(), 2u); + } + } + if ( hit_will_paralyze && pMonster->CanAct() && pMonster->DoesDmgTypeDoDamage(DMGT_EARTH)) + { + v43 = player->GetActualSkillLevel(PLAYER_SKILL_MACE); + v45 = SkillToMastery(v43); + v46 = pParty->uTimePlayed + (signed int)(signed __int64)((double)(signed int)(7680 * (v43 & 0x3F)) * 0.033333335); + pMonster->pActorBuffs[ACTOR_BUFF_PARALYZED].Apply(v46, v45, 0, 0, 0); + if ( bShowDamage ) + { + pMonsterName = player->pName; // "%s paralyzes %s" + sprintfex(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[636], player->pName, pMonster); + ShowStatusBarString(pTmpBuf.data(), 2u); + } + } + if ( knockbackValue > 10 ) + knockbackValue = 10; + if ( !MonsterStats::BelongsToSupertype(pMonster->pMonsterInfo.uID, MONSTER_SUPERTYPE_TREANT) ) + { + pVelocity->x = fixpoint_mul(knockbackValue, pVelocity->x); + pVelocity->y = fixpoint_mul(knockbackValue, pVelocity->y); + pVelocity->z = fixpoint_mul(knockbackValue, pVelocity->z); + pMonster->vVelocity.x = 50 * LOWORD(pVelocity->x); + pMonster->vVelocity.y = 50 * LOWORD(pVelocity->y); + pMonster->vVelocity.z = 50 * LOWORD(pVelocity->z); + } + Actor::AddBloodsplatOnDamageOverlay(uActorID_Monster, 1, v61); +} +//----- (004BBF61) -------------------------------------------------------- +void Actor::Arena_summon_actor( int monster_id, __int16 x, int y, int z ) +{ + int v12; // ebx@7 + int v13; // eax@8 + __int16 v16; // [sp+10h] [bp-4h]@3 + + if (uNumActors < 500) + { + v16 = 0; + if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) + v16 = pIndoor->GetSector(x, y, z); + pActors[uNumActors].Reset(); + strcpy(pActors[uNumActors].pActorName, pMonsterStats->pInfos[monster_id].pName); + pActors[uNumActors].sCurrentHP = LOWORD(pMonsterStats->pInfos[monster_id].uHP); + memcpy(&pActors[uNumActors].pMonsterInfo, &pMonsterStats->pInfos[monster_id], 0x58u); + pActors[uNumActors].word_000086_some_monster_id = monster_id; + pActors[uNumActors].uActorRadius = pMonsterList->pMonsters[monster_id - 1].uMonsterRadius; + pActors[uNumActors].uActorHeight = pMonsterList->pMonsters[monster_id - 1].uMonsterHeight; + pActors[uNumActors].uMovementSpeed = pMonsterList->pMonsters[monster_id - 1].uMovementSpeed; + pActors[uNumActors].vInitialPosition.x = x; + pActors[uNumActors].vPosition.x = x; + pActors[uNumActors].uAttributes |= ACTOR_AGGRESSOR; + pActors[uNumActors].pMonsterInfo.uTreasureType = 0; + pActors[uNumActors].pMonsterInfo.uTreasureLevel = 0; + pActors[uNumActors].pMonsterInfo.uTreasureDiceSides = 0; + pActors[uNumActors].pMonsterInfo.uTreasureDiceRolls = 0; + pActors[uNumActors].pMonsterInfo.uTreasureDropChance = 0; + pActors[uNumActors].vInitialPosition.y = y; + pActors[uNumActors].vPosition.y = y; + pActors[uNumActors].vInitialPosition.z = z; + pActors[uNumActors].vPosition.z = z; + pActors[uNumActors].uTetherDistance = 256; + pActors[uNumActors].uSectorID = v16; + pActors[uNumActors].uGroup = 1; + pActors[uNumActors].pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Long; + pActors[uNumActors].PrepareSprites(0); + for ( int i = 0; i < 4; i++) + pSoundList->LoadSound(pMonsterList->pMonsters[monster_id - 1].pSoundSampleIDs[i], 0); + v12 = 0; + do + { + v13 = pSoundList->LoadSound(v12 + word_4EE088_sound_ids[pMonsterStats->pInfos[monster_id].uSpell1ID], 1); + v12++; + } + while ( v13 ); + ++uNumActors; + } +} +//----- (00426E10) -------------------------------------------------------- +int stru319::which_player_to_attack(Actor *pActor) +{ + signed int v2; // ebx@1 + bool flag; // edi@37 + int v22; // [sp+8h] [bp-140h]@3 + int Victims_list[60]; // [sp+48h] [bp-100h]@48 + int for_sex; // [sp+13Ch] [bp-Ch]@1 + int for_race; // [sp+140h] [bp-8h]@1 + int for_class; // [sp+144h] [bp-4h]@1 + + for_class = -1; + for_race = -1; + for_sex = -1; + v2 = 0; + if ( pActor->pMonsterInfo.uAttackPreference ) + { + for ( uint i = 0; i < 16; i++ ) + { + v22 = pActor->pMonsterInfo.uAttackPreference & (1 << i); + if ( v22 ) + { + switch ( v22 ) + { + case 1: + for_class = 0; + break; + case 2: + for_class = 12; + break; + case 4: + for_class = 16; + break; + case 8: + for_class = 28; + break; + case 16: + for_class = 24; + break; + case 32: + for_class = 32; + break; + case 64: + for_class = 20; + break; + case 128: + for_class = 4; + break; + case 256: + for_class = 8; + break; + case 512: + for_sex = 0; + break; + case 1024: + for_sex = 1; + break; + case 2048: + for_race = 0; + break; + case 4096: + for_race = 1; + break; + case 8192: + for_race = 3; + break; + case 16384: + for_race = 2; + break; + } + v2 = 0; + for ( uint j = 0; j < 4; ++j ) + { + flag = 0; + if ( for_class != -1 && for_class == pPlayers[j + 1]->classType ) + flag = true; + if ( for_sex != -1 && for_sex == pPlayers[j + 1]->uSex ) + flag = true; + if ( for_race != -1 && for_race == pPlayers[j + 1]->GetRace() ) + flag = true; + if ( flag == true ) + { + if ( !(pPlayers[j + 1]->pConditions[Condition_Paralyzed] | pPlayers[j + 1]->pConditions[Condition_Unconcious] + | pPlayers[j + 1]->pConditions[Condition_Dead] | pPlayers[j + 1]->pConditions[Condition_Pertified] | pPlayers[j + 1]->pConditions[Condition_Eradicated]) ) + Victims_list[v2++] = j; + } + } + } + } + if ( v2 ) + return Victims_list[rand() % v2]; + } + for ( uint i = 0; i < 4; ++i ) + { + if ( !(pPlayers[i + 1]->pConditions[Condition_Paralyzed] | pPlayers[i + 1]->pConditions[Condition_Unconcious] + | pPlayers[i + 1]->pConditions[Condition_Dead] | pPlayers[i + 1]->pConditions[Condition_Pertified] | pPlayers[i + 1]->pConditions[Condition_Eradicated]) ) + Victims_list[v2++] = i; + } + if ( v2 ) + return Victims_list[rand() % v2]; + else + return 0; +} +//----- (00427546) -------------------------------------------------------- +int stru319::_427546(int a2) +{ + int result; // eax@2 + + if (a2 >= 0) + { + if (a2 >= 1) + result = (a2 >= 2) + 2; + else + result = 1; + } + else + { + result = 0; + } + return result; +} +//----- (0042F184) -------------------------------------------------------- +int stru319::FindClosestActor(int pick_depth, int a3, int a4) +{ + int v4; // edi@1 + stru319 *v5; // esi@1 + int v6; // eax@2 + int v7; // eax@4 + // int result; // eax@5 + // int *v9; // edx@8 + // signed int v10; // ebx@10 + // int v11; // edi@11 + //Actor *v12; // esi@12 + //unsigned __int16 v13; // ax@12 + // int v14; // eax@22 + //char v15; // zf@30 + // int v16; // esi@32 + // int v17; // ecx@34 + // stru319 *v18; // eax@39 + // int v19; // edx@39 + // int v20; // ecx@41 + // unsigned __int16 v21; // ax@42 + // unsigned int v22; // [sp+8h] [bp-24h]@11 + //unsigned int v23; // [sp+Ch] [bp-20h]@7 + stru319 *v24; // [sp+10h] [bp-1Ch]@1 + // unsigned int v25; // [sp+14h] [bp-18h]@8 + // int *v26; // [sp+18h] [bp-14h]@8 + // int v27; // [sp+1Ch] [bp-10h]@10 + // int *v28; // [sp+20h] [bp-Ch]@10 + //unsigned int v29; // [sp+24h] [bp-8h]@7 + // int v30; // [sp+28h] [bp-4h]@6 + // int i; // [sp+38h] [bp+Ch]@33 + // signed int v32; // [sp+3Ch] [bp+10h]@32 + + v4 = 0; + v5 = this; + v24 = this; + //if ( pRenderer->pRenderD3D ) + { + v6 = a3 != 0; + if (a4) + LOBYTE(v6) = v6 | 8; + v7 = pGame->pVisInstance->PickClosestActor(OBJECT_Actor, pick_depth, v6, 657456, -1); + if (v7 != -1) + return (unsigned __int16)v7; + else return 0; + } + /*else // software impl + { + v30 = 0; + if ( pRenderer->pActiveZBuffer ) + { + if ( (signed int)viewparams->uScreen_topL_Y < (signed int)viewparams->uScreen_BttmR_Y ) + { + v9 = &pRenderer->pActiveZBuffer[viewparams->uScreen_topL_X + 640 * viewparams->uScreen_topL_Y]; + v26 = &pRenderer->pActiveZBuffer[viewparams->uScreen_topL_X + 640 * viewparams->uScreen_topL_Y]; + for ( v25 = viewparams->uScreen_BttmR_Y - viewparams->uScreen_topL_Y; v25; --v25 ) + { + if ( (signed int)viewparams->uScreen_topL_X < (signed int)viewparams->uScreen_BttmR_X ) + { + v28 = v9; + v10 = v4; + for ( v27 = viewparams->uScreen_BttmR_X - viewparams->uScreen_topL_X; v27; --v27 ) + { + v22 = *v28; + v11 = *v28 & 0xFFFF; + if (PID_TYPE(v11) == OBJECT_Actor) + { + if ( pActors[PID_ID(v11)].uAIState != Dead ) + { + if ( pActors[PID_ID(v11)].uAIState != Dying && pActors[PID_ID(v11)].uAIState != Removed + && pActors[PID_ID(v11)].uAIState != Summoned && pActors[PID_ID(v11)].uAIState != Disabled + && (!a3 || pActors[PID_ID(v11)].GetActorsRelation(0)) ) + { + if ( (!a4 || MonsterStats::BelongsToSupertype(pActors[PID_ID(v11)].pMonsterInfo.uID, MONSTER_SUPERTYPE_UNDEAD)) + && v22 <= pick_depth << 16 ) + { + v14 = 0; + if ( v10 > 0 ) + { + for ( v14; v14 < v30; ++v14 ) + { + if ( dword_50BDA0[v14] == v11 ) + break; + } + } + if ( v14 == v30 && v10 < 100 ) + { + ++v30; + dword_50BC10[v10] = v22; + dword_50BDA0[v10] = v11; + ++v10; + } + } + } + } + } + ++v28; + } + v4 = v30; + v5 = v24; + } + v9 = v26 + 640; + v26 += 640; + } + } + if ( v4 > 0 ) + { + v16 = (int)dword_50BC10.data(); + for ( v32 = 1; v32 - 1 < v4; ++v32 ) + { + for ( i = v32; i < v4; ++i ) + { + v17 = dword_50BC10[i]; + if ( dword_50BC10[i] < *(int *)v16 ) + { + dword_50BC10[i] = *(int *)v16; + *(int *)v16 = v17; + } + } + v16 += 4; + } + v5 = v24; + if ( v4 > 0 ) + { + v18 = v24; + for ( v19 = v4; v19; --v19 ) + { + *(int *)&v18->field_0 = (*(int *)&v18[(char *)dword_50BC10.data() - (char *)v24].field_0 >> 3) & 0x1FFF; + v18 += 4; + } + } + } + v20 = 0; + for ( *(int *)&v5[2000].field_0 = v4; v20 < v4; ++v20 ) + { + v21 = pActors[*(int *)&v5[4 * v20].field_0].uAIState; + if ( v21 != 4 && v21 != 5 ) + break; + } + if ( v20 != v4 ) + { + result = 8 * *(int *)&v5[4 * v20].field_0; + LOBYTE(result) = result | 3; + return result; + } + } + } + return 0;*/ +} + +//----- (0042F4DA) -------------------------------------------------------- +bool CheckActors_proximity() +{ + signed int distance; // edi@1 + int for_x; // ebx@5 + int for_y; // [sp+Ch] [bp-10h]@5 + int for_z; // [sp+10h] [bp-Ch]@5 + + + distance = 5120; + if ( uCurrentlyLoadedLevelType == LEVEL_Indoor) + distance = 2560; + + if ( (signed int)uNumActors <= 0 ) + return false; + for ( uint i = 0; i < (signed int)uNumActors; ++i ) + { + for_x = abs(pActors[i].vInitialPosition.x - pParty->vPosition.x); + for_y = abs(pActors[i].vInitialPosition.y - pParty->vPosition.y); + for_z = abs(pActors[i].vInitialPosition.z - pParty->vPosition.z); + if ( int_get_vector_length(for_x, for_y, for_z) < distance ) + { + if ( pActors[i].uAIState != Dead ) + { + if ( pActors[i].uAIState != Dying && pActors[i].uAIState != Removed + && pActors[i].uAIState != Disabled && pActors[i].uAIState != Summoned + && (pActors[i].ActorEnemy() || pActors[i].GetActorsRelation(0) ) ) + return true; + } + } + } + return false; +} + + +//----- (00426A5A) -------------------------------------------------------- +void Actor::LootActor() +{ + signed int v2; // edi@1 + unsigned __int8 v7; // al@30 + char *v9; // [sp-4h] [bp-3Ch]@10 + char *v10; // [sp-4h] [bp-3Ch]@31 + char *v11; // [sp-4h] [bp-3Ch]@38 + ItemGen Dst; // [sp+Ch] [bp-2Ch]@1 + bool itemFound; // [sp+30h] [bp-8h]@1 + int v14; // [sp+34h] [bp-4h]@1 + + pParty->sub_421B2C_PlaceInInventory_or_DropPickedItem(); + Dst.Reset(); + v2 = 0; + itemFound = false; + v14 = 0; + if ( !ActorHasItem() ) + { + for (uchar i = 0; i < this->pMonsterInfo.uTreasureDiceRolls; i++ ) + v14 += rand() % this->pMonsterInfo.uTreasureDiceSides + 1; + if ( v14 ) + { + pParty->PartyFindsGold(v14, 0); + viewparams->bRedrawGameUI = 1; + } + } + else + { + if ( this->ActorHasItems[3].uItemID != 0 && this->ActorHasItems[3].GetItemEquipType() == EQUIP_GOLD ) + { + v14 = this->ActorHasItems[3].uSpecEnchantmentType; + this->ActorHasItems[3].Reset(); + if ( v14 ) + { + pParty->PartyFindsGold(v14, 0); + viewparams->bRedrawGameUI = 1; + } + } + } + if ( this->uCarriedItemID ) + { + Dst.Reset(); + Dst.uItemID = this->uCarriedItemID; + v9 = pItemsTable->pItems[Dst.uItemID].pUnidentifiedName; + if ( v14 ) + sprintfex(pTmpBuf2.data(), pGlobalTXT_LocalizationStrings[490], v14, v9); + else + sprintfex(pTmpBuf2.data(), pGlobalTXT_LocalizationStrings[471], v9); + ShowStatusBarString(pTmpBuf2.data(), 2); + if ( Dst.GetItemEquipType() == 12 ) + { + Dst.uNumCharges = rand() % 6 + Dst.GetDamageMod() + 1; + Dst.uMaxCharges = Dst.uNumCharges; + } + if ( pItemsTable->pItems[Dst.uItemID].uEquipType == 14 && Dst.uItemID != 220 ) + Dst.uEnchantmentType = 2 * rand() % 4 + 2; + pItemsTable->SetSpecialBonus(&Dst); + if ( !pParty->AddItemToParty(&Dst) ) + pParty->SetHoldingItem(&Dst); + this->uCarriedItemID = 0; + if ( this->ActorHasItems[0].uItemID ) + { + if ( !pParty->AddItemToParty(this->ActorHasItems) ) + { + pParty->sub_421B2C_PlaceInInventory_or_DropPickedItem(); + pParty->SetHoldingItem(this->ActorHasItems); + } + this->ActorHasItems[0].Reset(); + } + if ( this->ActorHasItems[1].uItemID ) + { + if ( !pParty->AddItemToParty(&this->ActorHasItems[1]) ) + { + pParty->sub_421B2C_PlaceInInventory_or_DropPickedItem(); + pParty->SetHoldingItem(&this->ActorHasItems[1]); + } + this->ActorHasItems[1].Reset(); + } + this->Remove(); + return; + } + if ( this->ActorHasItem() ) + { + if ( this->ActorHasItems[3].uItemID ) + { + memcpy(&Dst, &this->ActorHasItems[3], sizeof(Dst)); + this->ActorHasItems[3].Reset(); + //v11 = pItemsTable->pItems[Dst.uItemID].pUnidentifiedName; + if ( v14 ) + sprintfex(pTmpBuf2.data(), pGlobalTXT_LocalizationStrings[490], v14, pItemsTable->pItems[Dst.uItemID].pUnidentifiedName); + else + sprintfex(pTmpBuf2.data(), pGlobalTXT_LocalizationStrings[471], pItemsTable->pItems[Dst.uItemID].pUnidentifiedName); + ShowStatusBarString(pTmpBuf2.data(), 2); + if ( !pParty->AddItemToParty(&Dst) ) + pParty->SetHoldingItem(&Dst); + itemFound = true; + } + } + else + { + if ( rand() % 100 < this->pMonsterInfo.uTreasureDropChance && (v7 = this->pMonsterInfo.uTreasureLevel) != 0 ) + { + pItemsTable->GenerateItem(v7, this->pMonsterInfo.uTreasureType, &Dst); + v10 = pItemsTable->pItems[Dst.uItemID].pUnidentifiedName; + if ( v14 ) + sprintfex(pTmpBuf2.data(), pGlobalTXT_LocalizationStrings[490], v14, v10);//Вы нашли ^I[%d] золот^L[ой;ых;ых] и предмет (%s)! + else + sprintfex(pTmpBuf2.data(), pGlobalTXT_LocalizationStrings[471], v10);//Вы нашли ^Pv[%s]! + ShowStatusBarString(pTmpBuf2.data(), 2); + if ( !pParty->AddItemToParty(&Dst) ) + pParty->SetHoldingItem(&Dst); + itemFound = true; + } + } + if ( this->ActorHasItems[0].uItemID ) + { + if ( !pParty->AddItemToParty(this->ActorHasItems) ) + { + pParty->sub_421B2C_PlaceInInventory_or_DropPickedItem(); + pParty->SetHoldingItem(this->ActorHasItems); + itemFound = true; + } + this->ActorHasItems[0].Reset(); + } + if ( this->ActorHasItems[1].uItemID ) + { + if ( !pParty->AddItemToParty(&this->ActorHasItems[1]) ) + { + pParty->sub_421B2C_PlaceInInventory_or_DropPickedItem(); + pParty->SetHoldingItem(&this->ActorHasItems[1]); + itemFound = true; + } + this->ActorHasItems[1].Reset(); + } + if ( !itemFound || rand() % 100 < 90 )//for repeatedly get gold and item + this->Remove(); +} + + +//----- (00427102) -------------------------------------------------------- +bool Actor::_427102_IsOkToCastSpell( signed int a2 ) +{ + switch(a2) + { + case SPELL_BODY_POWER_CURE: + { + if ( this->sCurrentHP >= (signed int)this->pMonsterInfo.uHP ) + return false; + return true; + } + case SPELL_LIGHT_DISPEL_MAGIC: + { + for (int i = 0; i < 20; i++) + { + if (pParty->pPartyBuffs[i].uExpireTime > 0) + return true; + } + for ( int i = 1; i <= 4; i++ ) + { + for ( int j = 0; j < 22; j++ ) + { + if (pPlayers[i]->pPlayerBuffs[j].uExpireTime > 0) + return true; + } + } + return false; + } + case SPELL_LIGHT_DAY_OF_PROTECTION: + { + return this->pActorBuffs[ACTOR_BUFF_DAY_OF_PROTECTION].uExpireTime <= 0; + break; + } + case SPELL_LIGHT_HOUR_OF_POWER: + { + return this->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uExpireTime <= 0; + break; + } + case SPELL_DARK_PAIN_REFLECTION: + { + return this->pActorBuffs[ACTOR_BUFF_PAIN_REFLECTION].uExpireTime <= 0; + break; + } + case SPELL_BODY_HAMMERHANDS: + { + return this->pActorBuffs[ACTOR_BUFF_PAIN_HAMMERHANDS].uExpireTime <= 0; + break; + } + case SPELL_FIRE_HASTE: + { + return this->pActorBuffs[ACTOR_BUFF_HASTE].uExpireTime <= 0; + break; + } + case SPELL_AIR_SHIELD: + { + return this->pActorBuffs[ACTOR_BUFF_SHIELD].uExpireTime <= 0; + break; + } + case SPELL_EARTH_STONESKIN: + { + return this->pActorBuffs[ACTOR_BUFF_STONESKIN].uExpireTime <= 0; + break; + } + case SPELL_SPIRIT_BLESS: + { + return this->pActorBuffs[ACTOR_BUFF_BLESS].uExpireTime <= 0; + break; + } + case SPELL_SPIRIT_FATE: + { + return this->pActorBuffs[ACTOR_BUFF_FATE].uExpireTime <= 0; + break; + } + case SPELL_SPIRIT_HEROISM: + { + return this->pActorBuffs[ACTOR_BUFF_HEROISM].uExpireTime <= 0; + break; + } + default: + return true; + } +} + + +//----- (0042704B) -------------------------------------------------------- +ABILITY_INDEX Actor::special_ability_use_check( int a2 ) +{ + signed int okToCastSpell1; // ebx@5 + signed int okToCastSpell2; // edi@5 + + if ( this->pMonsterInfo.uSpecialAbilityType == 2 + && this->pMonsterInfo.uSpecialAbilityDamageDiceBonus < 3 + && rand() % 100 < 5 ) + this->SummonMinion(a2); + okToCastSpell1 = this->_427102_IsOkToCastSpell(this->pMonsterInfo.uSpell1ID); + okToCastSpell2 = this->_427102_IsOkToCastSpell(this->pMonsterInfo.uSpell2ID); + if ( okToCastSpell1 && this->pMonsterInfo.uSpell1UseChance && rand() % 100 < this->pMonsterInfo.uSpell1UseChance ) + return ABILITY_SPELL1; + if ( okToCastSpell2 && this->pMonsterInfo.uSpell2UseChance && rand() % 100 < this->pMonsterInfo.uSpell2UseChance ) + return ABILITY_SPELL2; + if (this->pMonsterInfo.uAttack2Chance && rand() % 100 < this->pMonsterInfo.uAttack2Chance) + return ABILITY_ATTACK2; + return ABILITY_ATTACK1; +} + + + +//----- (004273BB) -------------------------------------------------------- +bool Actor::_4273BB_DoesHitOtherActor( Actor *defender, int a3, int a4 ) +{ + signed int v6; // ebx@1 + signed int v7; // esi@1 + int armorSum; // ebx@10 + signed int a2a; // [sp+18h] [bp+Ch]@1 + + v6 = defender->pMonsterInfo.uAC; + v7 = 0; + a2a = 0; + if ( defender->pActorBuffs[ACTOR_BUFF_SOMETHING_THAT_HALVES_AC].uExpireTime > 0 ) + v6 /= 2; + if ( defender->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uExpireTime > 0 ) + v7 = defender->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uPower; + if ( defender->pActorBuffs[ACTOR_BUFF_STONESKIN].uExpireTime > 0 && defender->pActorBuffs[ACTOR_BUFF_STONESKIN].uPower > v7 ) + v7 = defender->pActorBuffs[ACTOR_BUFF_STONESKIN].uPower; + armorSum = v7 + v6; + if ( this->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uExpireTime > 0 ) + a2a = this->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uPower; + if ( this->pActorBuffs[ACTOR_BUFF_BLESS].uExpireTime > 0 && this->pActorBuffs[ACTOR_BUFF_BLESS].uPower > a2a ) + a2a = this->pActorBuffs[ACTOR_BUFF_BLESS].uPower; + if ( this->pActorBuffs[ACTOR_BUFF_FATE].uExpireTime > 0 ) + { + a2a += this->pActorBuffs[ACTOR_BUFF_FATE].uPower; + this->pActorBuffs[ACTOR_BUFF_FATE].Reset(); + } + return rand() % (armorSum + 2 * this->pMonsterInfo.uLevel + 10) + a2a + 1 > armorSum + 5; +} + +//----- (004274AD) -------------------------------------------------------- +bool Actor::ActorHitOrMiss(Player *pPlayer) +{ + signed int v3; // edi@1 + signed int v4; // esi@8 + int v5; // esi@8 + + v3 = 0; + if ( this->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uExpireTime > 0 ) + v3 = this->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uPower; + if ( this->pActorBuffs[ACTOR_BUFF_BLESS].uExpireTime > 0 && this->pActorBuffs[ACTOR_BUFF_BLESS].uPower > v3 ) + v3 = this->pActorBuffs[ACTOR_BUFF_BLESS].uPower; + if ( this->pActorBuffs[ACTOR_BUFF_FATE].uExpireTime > 0 ) + { + v3 += this->pActorBuffs[ACTOR_BUFF_FATE].uPower; + this->pActorBuffs[ACTOR_BUFF_FATE].Reset(); + } + v4 = pPlayer->GetActualAC() + 2 * this->pMonsterInfo.uLevel + 10; + v5 = rand() % v4 + 1; + return (v3 + v5 > pPlayer->GetActualAC() + 5); +} + + +//----- (0042756B) -------------------------------------------------------- +int Actor::CalcMagicalDamageToActor(DAMAGE_TYPE dmgType, signed int incomingDmg) +{ + int v4; // edx@1 + int v5; // ecx@1 + signed int v6; // eax@4 + signed int result; // eax@17 + signed int v8; // esi@18 + + v4 = 0; + v5 = 0; + if ( this->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uExpireTime > 0 ) + v5 = this->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uPower; + switch ( dmgType ) + { + case DMGT_FIRE: + v6 = this->pMonsterInfo.uResFire; + v4 = v5; + break; + case DMGT_ELECTR: + v6 = this->pMonsterInfo.uResAir; + v4 = v5; + break; + case DMGT_COLD: + v6 = this->pMonsterInfo.uResWater; + v4 = v5; + break; + case DMGT_EARTH: + v6 = this->pMonsterInfo.uResEarth; + v4 = v5; + break; + case DMGT_PHISYCAL: + v6 = this->pMonsterInfo.uResPhysical; + break; + case DMGT_SPIRIT: + v6 = this->pMonsterInfo.uResSpirit; + break; + case DMGT_MIND: + v6 = this->pMonsterInfo.uResMind; + v4 = v5; + break; + case DMGT_BODY: + v6 = this->pMonsterInfo.uResBody; + v4 = v5; + break; + case DMGT_LIGHT: + v6 = this->pMonsterInfo.uResLight; + break; + case DMGT_DARK: + v6 = this->pMonsterInfo.uResDark; + break; + default: + v6 = 0; + break; + } + if ( v6 < 200 ) + { + v8 = v4 + v6 + 30; + for (int i = 0; i < 4; i++) + { + if ( rand() % v8 < 30 ) + break; + incomingDmg /= 2; + } + result = incomingDmg; + } + else + result = 0; + return result; +} + +//----- (00427662) -------------------------------------------------------- +bool Actor::DoesDmgTypeDoDamage(DAMAGE_TYPE uType) +{ + signed int resist; // esi@2 + bool result; // eax@13 + + switch ( uType ) + { + case 0: + resist = this->pMonsterInfo.uResFire; + break; + case 1: + resist = this->pMonsterInfo.uResAir; + break; + case 2: + resist = this->pMonsterInfo.uResWater; + break; + case 3: + resist = this->pMonsterInfo.uResEarth; + break; + case 4: + resist = this->pMonsterInfo.uResPhysical; + break; + case 6: + resist = this->pMonsterInfo.uResSpirit; + break; + case 7: + resist = this->pMonsterInfo.uResMind; + case 8: + resist = this->pMonsterInfo.uResBody; + break; + case 9: + resist = this->pMonsterInfo.uResLight; + break; + case 10: + resist = this->pMonsterInfo.uResDark; + break; + default: + return 1; + } + if ( resist < 200 ) + result = rand() % ((this->pMonsterInfo.uLevel >> 2) + resist + 30) < 30; + else + result = 0; + return result; +} + +//----- (00448A98) -------------------------------------------------------- +void __fastcall ToggleActorGroupFlag(unsigned int uGroupID, unsigned int uFlag, unsigned int bToggle) +{ + if ( uGroupID ) + { + if ( bToggle ) + { + for ( uint i = 0; i < (unsigned int)uNumActors; ++i ) + { + if ( pActors[i].uGroup == uGroupID ) + { + pActors[i].uAttributes |= uFlag; + if ( uFlag == 0x10000 ) + { + pActors[i].uAIState = Disabled; + pActors[i].UpdateAnimation(); + } + } + } + } + else + { + for ( uint i = 0; i < (unsigned int)uNumActors; ++i ) + { + if ( pActors[i].uGroup == uGroupID ) + { + if ( uFlag == 0x10000 ) + { + if ( pActors[i].uAIState != Dead ) + { + if ( pActors[i].uAIState != 4 && pActors[i].uAIState != 11 ) + pActors[i].uAIState = Standing; + } + } + LODWORD(pActors[i].uAttributes) &= ~uFlag; + } + } + } + } +} + +//----- (004014E6) -------------------------------------------------------- +void Actor::MakeActorAIList_ODM() +{ + int v1; // eax@4 + unsigned int v7; // ST20_4@10 + int distance; // edi@10 + int v10; // ebx@14 + int v21; // [sp+Ch] [bp-14h]@4 + int v22; // [sp+10h] [bp-10h]@4 + + pParty->uFlags &= 0xFFFFFFCF;//~0x30 + + ai_arrays_size = 0; + for (uint i = 0; i < uNumActors; ++i) + { + Actor* actor = &pActors[i]; + + actor->ResetAlive();//~0x400 + if (!actor->CanAct()) + { + actor->ResetActive(); + continue; + } + + v22 = abs(pParty->vPosition.z - actor->vPosition.z); + v21 = abs(pParty->vPosition.y - actor->vPosition.y); + v1 = abs(pParty->vPosition.x - actor->vPosition.x); + v7 = int_get_vector_length(v22, v21, v1); + distance = v7 - actor->uActorRadius; + if ( distance < 0 ) + distance = 0; + + if (distance < 5632) + { + actor->ResetHostile(); + if ( actor->ActorEnemy() || actor->GetActorsRelation(0) ) + { + //v11 = (pParty->uFlags & 0x10) == 0; + actor->uAttributes |= ACTOR_HOSTILE; + if (distance < 5120 ) + pParty->SetYellowAlert(); + if (distance < 307) + pParty->SetRedAlert(); + } + actor->uAttributes |= ACTOR_ACTIVE; + ai_near_actors_distances[ai_arrays_size] = distance; + ai_near_actors_ids[ai_arrays_size++] = i; + } + else + actor->ResetActive(); + } + + /* + result = v27; + if ( v27 > 0 ) + { + v14 = 0; + v15 = 1; + v26 = 1; + do + { + while ( 1 ) + { + v24 = v15; + if ( v15 >= result ) + break; + v16 = ai_near_actors_distances[v14]; + if ( v16 > ai_near_actors_distances[v15] ) + { + v17 = &ai_near_actors_ids[v15]; + v18 = ai_near_actors_ids[v14]; + ai_near_actors_ids[v14] = *v17; + *v17 = v18; + v15 = v24; + ai_near_actors_distances[v14] = ai_near_actors_distances[v24]; + ai_near_actors_distances[v24] = v16; + } + result = v27; + ++v15; + } + ++v14; + v15 = v26 + 1; + v26 = v15; + } + while ( v15 - 1 < result ); + }*/ + + for (uint i = 0; i < ai_arrays_size; ++i) + for (uint j = 0; j < i; ++j) + if (ai_near_actors_distances[j] > ai_near_actors_distances[i]) + { + int tmp = ai_near_actors_distances[j]; + ai_near_actors_distances[j] = ai_near_actors_distances[i]; + ai_near_actors_distances[i] = tmp; + + tmp = ai_near_actors_ids[j]; + ai_near_actors_ids[j] = ai_near_actors_ids[i]; + ai_near_actors_ids[i] = tmp; + } + + + if (ai_arrays_size > 30) + ai_arrays_size = 30; + + for (uint i = 0; i < ai_arrays_size; ++i) + pActors[ai_near_actors_ids[i]].uAttributes |= ACTOR_ALIVE;//0x400 +} + +//----- (004016FA) -------------------------------------------------------- +int Actor::MakeActorAIList_BLV() +{ + int v1; // eax@4 + int distance; // edi@10 + int v13; // edx@24 + int v15; // ebx@26 + unsigned int v17; // esi@27 + int v18; // ecx@31 + signed int v19; // edi@31 + signed int v25; // eax@40 + int j; // edi@45 + int v30; // eax@48 + int v37; // [sp+Ch] [bp-18h]@1 + int v38; // [sp+10h] [bp-14h]@4 + int v39; // [sp+14h] [bp-10h]@4 + int i; // [sp+18h] [bp-Ch]@31 + uint v45; // [sp+20h] [bp-4h]@1 + + // __debugbreak(); // refactor for blv ai + pParty->uFlags &= 0xFFFFFFCF;//~0x30 + v37 = pIndoor->GetSector(pParty->vPosition.x, pParty->vPosition.y, pParty->vPosition.z); + v45 = 0; + for ( uint i = 0; i < (signed int)uNumActors; ++i ) + { + pActors[i].ResetAlive();//~0x0400 + if ( !pActors[i].CanAct() ) + { + pActors[i].ResetActive(); + continue; + } + v1 = abs(pParty->vPosition.x - pActors[i].vPosition.x); + v38 = abs(pParty->vPosition.y - pActors[i].vPosition.y); + v39 = abs(pParty->vPosition.z - pActors[i].vPosition.z); + + distance = int_get_vector_length(v39, v38, v1) - pActors[i].uActorRadius; + if ( distance < 0 ) + distance = 0; + if ( distance < 10240 ) + { + pActors[i].ResetHostile();//~0x01000000 + if ( pActors[i].ActorEnemy() || pActors[i].GetActorsRelation(0) ) + { + pActors[i].uAttributes |= ACTOR_HOSTILE; + if ( !(pParty->uFlags & 0x10) && (double)distance < 307.2 ) + pParty->SetRedAlert(); + if ( !(pParty->uFlags & 0x20) && distance < 5120 ) + pParty->SetYellowAlert(); + } + ai_near_actors_distances[v45] = distance; + ai_near_actors_ids[v45] = i; + v45++; + } + else + pActors[i].ResetActive(); + } + v13 = 0; + if ( v45 > 0 ) + { + for ( uint i = 1; i < v45; i++ ) + { + for ( uint j = 1; j < v45; ++j ) + { + v15 = ai_near_actors_distances[v13]; + if ( ai_near_actors_distances[v13] > ai_near_actors_distances[j] ) + { + v17 = ai_near_actors_ids[v13]; + ai_near_actors_ids[v13] = ai_near_actors_ids[j]; + ai_near_actors_ids[j] = v17; + ai_near_actors_distances[v13] = ai_near_actors_distances[j]; + ai_near_actors_distances[j] = v15; + } + } + ++v13; + } + } + v18 = 0; + v19 = 0; + for ( i = 0; i < v45; i++ ) + { + if ( pActors[ai_near_actors_ids[i]].ActorNearby() + || sub_4070EF_prolly_detect_player(PID(OBJECT_Actor,ai_near_actors_ids[i]), 4) ) + { + pActors[ai_near_actors_ids[i]].uAttributes |= ACTOR_NEARBY; + ai_array_4F6638_actor_ids[v19] = ai_near_actors_ids[i]; + ai_array_4F5E68[v19++] = ai_near_actors_distances[i]; + if ( v19 >= 30 ) + break; + } + } + ai_arrays_size = v19; + if ( (signed int)uNumActors > 0 ) + { + for ( uint i = 0; i < (signed int)uNumActors; ++i ) + { + if ( pActors[i].CanAct() && pActors[i].uSectorID == v37 ) + { + v25 = 0; + if ( v19 <= 0 ) + { + pActors[i].uAttributes |= ACTOR_ACTIVE; + ai_array_4F6638_actor_ids[ai_arrays_size++] = i; + } + else + { + while ( ai_array_4F6638_actor_ids[v25] != i ) + { + ++v25; + if ( v25 >= v19 ) + { + pActors[i].uAttributes |= ACTOR_ACTIVE; + ai_array_4F6638_actor_ids[ai_arrays_size++] = i; + break; + } + } + } + } + } + } + for ( j = 0; j < v45; ++j ) + { + if ( pActors[ai_near_actors_ids[j]].uAttributes & 0xC000 && pActors[ai_near_actors_ids[j]].CanAct() ) + { + v30 = 0; + if ( ai_arrays_size <= 0 ) + ai_array_4F6638_actor_ids[ai_arrays_size++] = ai_near_actors_ids[j]; + else + { + while ( ai_array_4F6638_actor_ids[v30] != ai_near_actors_ids[j] ) + { + ++v30; + if ( v30 >= ai_arrays_size ) + { + ai_array_4F6638_actor_ids[ai_arrays_size++] = ai_near_actors_ids[j]; + break; + } + } + } + } + } + if ( ai_arrays_size > 30 ) + ai_arrays_size = 30; + memcpy(ai_near_actors_ids.data(), ai_array_4F6638_actor_ids.data(), 4 * ai_arrays_size); + memcpy(ai_near_actors_distances.data(), ai_array_4F5E68.data(), 4 * ai_arrays_size); + for ( uint i = 0; i < ai_arrays_size; i++ ) + pActors[ai_near_actors_ids[i]].uAttributes |= ACTOR_ALIVE;//0x400 + return ai_arrays_size; +} + + +//----- (004070EF) -------------------------------------------------------- +bool __fastcall sub_4070EF_prolly_detect_player(unsigned int uObjID, unsigned int uObj2ID) +{ + signed int v2; // eax@1 + int obj1_sector; // eax@4 + float v8; // ST24_4@5 + signed int v12; // eax@7 + int obj2_z; // edi@11 + int obj2_x; // esi@11 + int obj2_sector; // eax@13 + float v20; // ST24_4@14 + int dist_x; // ebx@16 + signed int dist_3d; // ecx@16 + int v25; // eax@18 + BLVFace *v29; // ebx@32 + Vec3_short_ *v30; // esi@32 + int v31; // eax@32 + int v32; // ST50_4@44 + int v33; // ST54_4@44 + int v34; // eax@44 + signed int v38; // esi@45 + __int16 next_sector; // bx@58 + int v47; // [sp+18h] [bp-50h]@20 + int v48; // [sp+1Ch] [bp-4Ch]@20 + int v49; // [sp+20h] [bp-48h]@20 + int dist_z; // [sp+24h] [bp-44h]@16 + signed int higher_z; // [sp+24h] [bp-44h]@27 + signed int lower_z; // [sp+28h] [bp-40h]@26 + signed int higher_y; // [sp+2Ch] [bp-3Ch]@23 + signed int lower_y; // [sp+30h] [bp-38h]@22 + signed int higher_x; // [sp+34h] [bp-34h]@21 + signed int lower_x; // [sp+38h] [bp-30h]@20 + signed int sectors_visited; // [sp+3Ch] [bp-2Ch]@28 + int v58; // [sp+44h] [bp-24h]@50 + int v59; // [sp+48h] [bp-20h]@44 + int obj2_y; // [sp+50h] [bp-18h]@11 + int obj1_x; // [sp+58h] [bp-10h]@4 + int obj1_y; // [sp+5Ch] [bp-Ch]@4 + int obj1_z; // [sp+60h] [bp-8h]@4 + int current_sector; // [sp+64h] [bp-4h]@7 + int dist_y; + int v70; + + v2 = PID_ID(uObjID); + switch( PID_TYPE(uObjID) ) + { + case OBJECT_Decoration: + obj1_x = pLevelDecorations[v2].vPosition.x; + obj1_y = pLevelDecorations[v2].vPosition.y; + obj1_z = pLevelDecorations[v2].vPosition.z; + obj1_sector = pIndoor->GetSector(obj1_x, obj1_y, obj1_z); + break; + case OBJECT_Actor: + obj1_x = pActors[v2].vPosition.x; + obj1_y = pActors[v2].vPosition.y; + v8 = (double)pActors[v2].uActorHeight * 0.69999999; + //v9 = v8 + 6.7553994e15; + //obj1_z = LODWORD(v9) + pActors[v2].vPosition.z; + obj1_z = (int)v8 + pActors[v2].vPosition.z; + obj1_sector = pActors[v2].uSectorID; + break; + case OBJECT_Item: + obj1_x = pSpriteObjects[v2].vPosition.x; + obj1_y = pSpriteObjects[v2].vPosition.y; + obj1_z = pSpriteObjects[v2].vPosition.z; + obj1_sector = pSpriteObjects[v2].uSectorID; + break; + default: + return 0; + } + v12 = PID_ID(uObj2ID); + switch( PID_TYPE(uObj2ID) ) + { + case OBJECT_Decoration: + obj2_z = pLevelDecorations[v12].vPosition.z; + obj2_x = pLevelDecorations[v12].vPosition.x; + obj2_y = pLevelDecorations[v12].vPosition.y; + obj2_sector = pIndoor->GetSector(obj2_x, obj2_y, obj2_z); + break; + case OBJECT_Player: + obj2_x = pParty->vPosition.x; + obj2_z = pParty->sEyelevel + pParty->vPosition.z; + obj2_y = pParty->vPosition.y; + obj2_sector = pIndoor->GetSector(pParty->vPosition.x, pParty->vPosition.y, pParty->sEyelevel + pParty->vPosition.z); + break; + case OBJECT_Actor: + obj2_y = pActors[v12].vPosition.y; + obj2_x = pActors[v12].vPosition.x; + v20 = (double)pActors[v12].uActorHeight * 0.69999999; + //v21 = v20 + 6.7553994e15; + //obj2_z = LODWORD(v21) + pActors[v12].vPosition.z; + obj2_z = (int)v20 + pActors[v12].vPosition.z; + obj2_sector = pActors[v12].uSectorID; + break; + case OBJECT_Item: + obj2_x = pSpriteObjects[v12].vPosition.x; + obj2_z = pSpriteObjects[v12].vPosition.z; + obj2_y = pSpriteObjects[v12].vPosition.y; + obj2_sector = pSpriteObjects[v12].uSectorID; + break; + default: + return 0; + } + dist_x = obj2_x - obj1_x; + dist_z = obj2_z - obj1_z; + dist_y = obj2_y - obj1_y; + dist_3d = integer_sqrt(dist_x * dist_x + dist_y * dist_y + dist_z * dist_z); + //range check + if ( dist_3d > 5120 ) + return 0; + if ( uCurrentlyLoadedLevelType == LEVEL_Outdoor) + return 1; + v25 = 65536; + if ( dist_3d ) + v25 = 65536 / dist_3d; + v49 = dist_x * v25; + v47 = dist_z * v25; + v48 = dist_y * v25; + if ( obj1_x < obj2_x ) + { + lower_x = obj1_x; + higher_x = obj2_x; + } + else + { + lower_x = obj2_x; + higher_x = obj1_x; + } + if ( obj1_y < obj2_y ) + { + lower_y = obj1_y; + higher_y = obj2_y; + } + else + { + lower_y = obj2_y; + higher_y = obj1_y; + } + if ( obj1_z < obj2_z ) + { + lower_z = obj1_z; + higher_z = obj2_z; + } + else + { + lower_z = obj2_z; + higher_z = obj1_z; + } + sectors_visited = 0; + //monster in same sector with player + if ( obj1_sector == obj2_sector ) + return 1; + //search starts from monster + current_sector = obj1_sector; + for( int current_portal = 0; current_portal < pIndoor->pSectors[current_sector].uNumPortals; current_portal++ ) + { + v29 = &pIndoor->pFaces[pIndoor->pSectors[current_sector].pPortals[current_portal]]; + v30 = &pIndoor->pVertices[*v29->pVertexIDs]; + v31 = v29->pFacePlane_old.vNormal.z * (v30->z - obj1_z) + + v29->pFacePlane_old.vNormal.y * (v30->y - obj1_y) + + v29->pFacePlane_old.vNormal.x * (v30->x - obj1_x); + + if ( current_sector != v29->uSectorID ) + v31 = -v31; + + if ( v31 >= 0 && v30->x != obj1_x && v30->y != obj1_y && v30->z != obj1_z) + continue; + + if( lower_x > v29->pBounding.x2 + || higher_x < v29->pBounding.x1 + || lower_y > v29->pBounding.y2 + || higher_y < v29->pBounding.y1 + || lower_z > v29->pBounding.z2 + || higher_z < v29->pBounding.z1 ) + { + continue; + } + + v32 = fixpoint_mul(v29->pFacePlane_old.vNormal.x,v49); + v34 = fixpoint_mul(v29->pFacePlane_old.vNormal.y,v48); + v33 = fixpoint_mul(v29->pFacePlane_old.vNormal.z,v47); + + v59 = v32 + v33 + v34; + if ( v59 ) + { + v70 = v29->pFacePlane_old.dist + + obj1_z * v29->pFacePlane_old.vNormal.z + + obj1_x * v29->pFacePlane_old.vNormal.x + + obj1_y * v29->pFacePlane_old.vNormal.y; + v38 = -v70; + + // if ( v59 <= 0 ^ v70 <= 0 ) + + /* TEMPORARY + if ( v59 <= 0 && v70 <= 0 ) + { + continue; + } + if ( !(v59 <= 0 && v70 <= 0) ) + { + continue; + } + */ + + if( abs(v38) >> 14 > abs(v59) ) + continue; + + v58 = fixpoint_div(v38,v59); + + if( v58 < 0 ) + continue; + + if(!sub_4075DB(obj1_x + ((fixpoint_mul(v49,v58) + 32768) >> 16), obj1_y + ((fixpoint_mul(v48,v58) + 32768) >> 16), + obj1_z + ((fixpoint_mul(v47,v58) + 32768) >> 16), v29) ) + { + continue; + } + + //if there is no next sector turn back + if ( v29->uSectorID == current_sector ) + next_sector = v29->uBackSectorID; + else + next_sector = v29->uSectorID; + + //no more portals, quit + if ( next_sector == current_sector ) + break; + + ++sectors_visited; + current_sector = next_sector; + + //found player, quit + if ( next_sector == obj2_sector ) + return 1; + + current_sector = next_sector; + + //did we hit limit for portals? + //does the next room have portals? + if ( sectors_visited < 30 && pIndoor->pSectors[current_sector].uNumPortals > 0) + { + current_portal=-1; + continue; + } + else + break; + } + } + //did we stop in the sector where player is? + if ( current_sector != obj2_sector ) + return 0; + return 1; +} + + +//----- (00450B0A) -------------------------------------------------------- +bool __fastcall SpawnActor(unsigned int uMonsterID) +{ + unsigned int v1; // ebx@1 + bool result; // eax@2 + unsigned int v6; // ecx@5 + Actor actor; // [sp+4h] [bp-350h]@5 + Vec3_int_ pOut; // [sp+348h] [bp-Ch]@5 + + v1 = uMonsterID; + if ( uNumActors == 499 ) + result = 0; + else + { + if ( (signed int)uMonsterID >= (signed int)pMonsterList->uNumMonsters ) + v1 = 0; + memset(&actor, 0, sizeof(Actor)); + strcpy(actor.pActorName, pMonsterStats->pInfos[v1 + 1].pName); + actor.sCurrentHP = LOWORD(pMonsterStats->pInfos[v1 + 1].uHP); + memcpy(&actor.pMonsterInfo, &pMonsterStats->pInfos[v1 + 1], sizeof(MonsterInfo)); + actor.word_000086_some_monster_id = v1 + 1; + actor.uActorRadius = pMonsterList->pMonsters[v1].uMonsterRadius; + actor.uActorHeight = pMonsterList->pMonsters[v1].uMonsterHeight; + actor.uMovementSpeed = pMonsterList->pMonsters[v1].uMovementSpeed; + + Vec3_int_::Rotate(200, pParty->sRotationY, 0, pParty->vPosition, &pOut.x, &pOut.z, &pOut.y); + actor.vInitialPosition.x = pOut.x; + actor.vPosition.x = pOut.x; + actor.uTetherDistance = 256; + actor.vInitialPosition.y = LOWORD(pOut.z); + actor.vPosition.y = LOWORD(pOut.z); + actor.vInitialPosition.z = LOWORD(pOut.y); + actor.vPosition.z = LOWORD(pOut.y); + pSprites_LOD->DeleteSomeSprites(); + pPaletteManager->ResetNonTestLocked(); + v6 = uNumActors - 1; + if ( dword_5C6DF8 == 1 ) + { + dword_5C6DF8 = 0; + v6 = uNumActors++; + } + memcpy(&pActors[v6], &actor, sizeof(Actor)); + pActors[v6].PrepareSprites(1); + result = 1; + } + return result; +} +// 5C6DF8: using guessed type int dword_5C6DF8; + + +//----- (0044FA4C) -------------------------------------------------------- +signed int __fastcall sub_44FA4C_spawn_light_elemental(int a1, int a2, int a3) +{ + signed int result; // eax@13 + int v10; // ebx@16 + const char *v15; // [sp-4h] [bp-24h]@2 + unsigned int uFaceID; // [sp+8h] [bp-18h]@16 + int v19; // [sp+Ch] [bp-14h]@16 + size_t v20; // [sp+10h] [bp-10h]@6 + int v21; // [sp+14h] [bp-Ch]@14 + unsigned int v23; // [sp+1Ch] [bp-4h]@6 + + if ( a2 == 4 ) + v15 = "Elemental Light C"; + else if ( a2 == 3 ) + v15 = "Elemental Light B"; + else + v15 = "Elemental Light A"; + + v23 = pMonsterList->GetMonsterIDByName(v15); + v20 = 0; + for ( v20; v20 < uNumActors; v20++ ) + { + if ( pActors[v20].uAIState == Removed ) + break; + } + + result = uNumActors + 1; + if ( v20 != uNumActors || result < 500 ) + { + v21 = 0; + if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) + v21 = pIndoor->GetSector(pParty->vPosition.x, pParty->vPosition.y, pParty->vPosition.z); + v19 = (((uCurrentlyLoadedLevelType != LEVEL_Outdoor) - 1) & 0x40) + 64; + pActors[v20].Reset(); + strcpy(pActors[v20].pActorName, pMonsterStats->pInfos[v23 + 1].pName); + pActors[v20].sCurrentHP = pMonsterStats->pInfos[v23 + 1].uHP; + memcpy(&pActors[v20].pMonsterInfo, &pMonsterStats->pInfos[v23 + 1], sizeof(MonsterInfo)); + pActors[v20].word_000086_some_monster_id = v23 + 1; + pActors[v20].uActorRadius = pMonsterList->pMonsters[v23].uMonsterRadius; + pActors[v20].uActorHeight = pMonsterList->pMonsters[v23].uMonsterHeight; + pActors[v20].pMonsterInfo.uTreasureDiceRolls = 0; + pActors[v20].pMonsterInfo.uTreasureType = 0; + pActors[v20].pMonsterInfo.uExp = 0; + pActors[v20].uMovementSpeed = pMonsterList->pMonsters[v23].uMovementSpeed; + v10 = rand() % 2048; + pActors[v20].vInitialPosition.x = pParty->vPosition.x + fixpoint_mul(stru_5C6E00->Cos(v10), v19); + pActors[v20].vPosition.x = pActors[v20].vInitialPosition.x; + pActors[v20].vInitialPosition.y = pParty->vPosition.y + fixpoint_mul(stru_5C6E00->Sin(v10), v19); + pActors[v20].vPosition.y = pActors[v20].vInitialPosition.y; + pActors[v20].vInitialPosition.z = pParty->vPosition.z; + pActors[v20].vPosition.z = pActors[v20].vInitialPosition.z; + pActors[v20].uTetherDistance = 256; + pActors[v20].uSectorID = v21; + pActors[v20].PrepareSprites(0); + pActors[v20].pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Friendly; + pActors[v20].uAlly = 9999; + pActors[v20].uGroup = 0; + pActors[v20].uCurrentActionTime = 0; + pActors[v20].uAIState = Summoned; + pActors[v20].uCurrentActionLength = 256; + pActors[v20].UpdateAnimation(); + + result = pIndoor->GetSector(pActors[v20].vPosition.x, pActors[v20].vPosition.y, pActors[v20].vPosition.z); + if ( uCurrentlyLoadedLevelType == LEVEL_Outdoor + || result == v21 + && (result = BLV_GetFloorLevel(pActors[v20].vPosition.x, pActors[v20].vPosition.y, pActors[v20].vPosition.z, result, &uFaceID), result != -30000) + && (result = abs(result - pParty->vPosition.z), result <= 1024) ) + { + if ( v20 == uNumActors ) + ++uNumActors; + pActors[v20].uSummonerID = PID(OBJECT_Player, a1); + result = pActors[v20].pActorBuffs[ACTOR_BUFF_SUMMONED].Apply(pParty->uTimePlayed + (a3 * 128) / 30.0f, a2, a1, 0, 0); + } + } + return result; +} + +//----- (0044F57C) -------------------------------------------------------- +void SpawnEncounter(MapInfo *pMapInfo, SpawnPointMM7 *spawn, int a3, int a4, int a5) +{ + int v7; // eax@2 + char v8; // zf@5 + int v12; // edx@9 + int v18; // esi@31 + Actor *pMonster; // esi@35 + int v23; // edx@36 + signed int v24; // edi@36 + int v25; // ecx@36 + MonsterDesc *v27; // edi@48 + signed int v28; // eax@48 + int v32; // eax@50 + int v37; // eax@51 + int v38; // eax@52 + int v39; // edi@52 + std::string v40; // [sp-18h] [bp-100h]@60 + const char *v44; // [sp-8h] [bp-F0h]@13 + char *pTexture; // [sp-4h] [bp-ECh]@9 + char Str[32]; // [sp+Ch] [bp-DCh]@60 + char Str2[120]; // [sp+2Ch] [bp-BCh]@29 + unsigned int uFaceID; // [sp+A4h] [bp-44h]@52 + MonsterInfo *Src; // [sp+A8h] [bp-40h]@50 + int v50; // [sp+ACh] [bp-3Ch]@47 + char Source[32]; // [sp+B0h] [bp-38h]@20 + int v52; // [sp+D0h] [bp-18h]@34 + int v53; // [sp+D4h] [bp-14h]@34 + int pSector; // [sp+D8h] [bp-10h]@32 + int pPosX; // [sp+DCh] [bp-Ch]@32 + int v56; // [sp+E0h] [bp-8h]@8 + int v57; // [sp+E4h] [bp-4h]@1 + + //auto a2 = spawn; + v57 = 0; + //v5 = pMapInfo; + //v6 = spawn; + if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) + v7 = pOutdoor->ddm.field_C_alert; + else if (uCurrentlyLoadedLevelType == LEVEL_Outdoor) + v7 = pIndoor->dlv.field_C_alert; + else + v7 = 0; + if (v7) + v8 = (spawn->uAttributes & 1) == 0; + else + v8 = (spawn->uAttributes & 1) == 1; + if (v8) + return; + //result = (void *)(spawn->uIndex - 1); + v56 = 1; + switch (spawn->uIndex - 1) + { + case 0: + //v9 = pMapInfo->uEncounterMonster1AtLeast; + //v10 = rand(); + //v11 = pMapInfo->uEncounterMonster1AtMost; + //pTexture = pMapInfo->pEncounterMonster1Texture; + v12 = rand() % (pMapInfo->uEncounterMonster1AtMost - pMapInfo->uEncounterMonster1AtLeast + 1); + //v13 = pMapInfo->Dif_M1; + v57 = pMapInfo->Dif_M1; + v56 = pMapInfo->uEncounterMonster1AtLeast + v12; + strcpy(Source, pMapInfo->pEncounterMonster1Texture); + break; + case 3: + //pTexture = pMapInfo->pEncounterMonster1Texture; + //v44 = "%s A"; + sprintf(Source, "%s A", pMapInfo->pEncounterMonster1Texture); + break; + case 4: + //pTexture = pMapInfo->pEncounterMonster2Texture; + //v44 = "%s A"; + sprintf(Source, "%s A", pMapInfo->pEncounterMonster2Texture); + break; + case 5: + //pTexture = pMapInfo->pEncounterMonster3Texture; + //v44 = "%s A"; + sprintf(Source, "%s A", pMapInfo->pEncounterMonster3Texture); + break; + case 1: + //v9 = pMapInfo->uEncounterMonster2AtLeast; + //v14 = rand(); + //v15 = pMapInfo->uEncounterMonster2AtMost; + //pTexture = pMapInfo->pEncounterMonster2Texture; + v12 = rand() % (pMapInfo->uEncounterMonster2AtMost - pMapInfo->uEncounterMonster2AtLeast + 1); + //v13 = pMapInfo->Dif_M2; + v57 = pMapInfo->Dif_M2; + v56 = pMapInfo->uEncounterMonster2AtLeast + v12; + strcpy(Source, pMapInfo->pEncounterMonster2Texture); + break; + case 6: + //pTexture = pMapInfo->pEncounterMonster1Texture; + //v44 = "%s B"; + sprintf(Source, "%s B", pMapInfo->pEncounterMonster1Texture); + break; + case 7: + //pTexture = pMapInfo->pEncounterMonster2Texture; + //v44 = "%s B"; + sprintf(Source, "%s B", pMapInfo->pEncounterMonster2Texture); + break; + case 8: + //pTexture = pMapInfo->pEncounterMonster3Texture; + //v44 = "%s B"; + sprintf(Source, "%s B", pMapInfo->pEncounterMonster3Texture); + break; + case 2: + //v9 = pMapInfo->uEncounterMonster3AtLeast; + //v16 = rand(); + //v17 = pMapInfo->uEncounterMonster3AtMost; + //pTexture = pMapInfo->pEncounterMonster3Texture; + v12 = rand() % (pMapInfo->uEncounterMonster3AtMost - pMapInfo->uEncounterMonster3AtLeast + 1); + //v13 = pMapInfo->Dif_M3; + v57 = pMapInfo->Dif_M3; + v56 = pMapInfo->uEncounterMonster3AtLeast + v12; + strcpy(Source, pMapInfo->pEncounterMonster3Texture); + break; + case 9: + //pTexture = pMapInfo->pEncounterMonster1Texture; + //v44 = "%s C"; + sprintf(Source, "%s C", pMapInfo->pEncounterMonster1Texture); + break; + case 10: + //pTexture = pMapInfo->pEncounterMonster2Texture; + //v44 = "%s C"; + sprintf(Source, "%s C", pMapInfo->pEncounterMonster2Texture); + break; + case 11: + //pTexture = pMapInfo->pEncounterMonster3Texture; + //v44 = "%s C"; + sprintf(Source, "%s C", pMapInfo->pEncounterMonster3Texture); + break; + default: + return; + } + if (Source[0] == '0') + return; + v57 += a3; + if ( v57 > 4 ) + v57 = 4; + strcpy(Str2, Source); + if ( a4 ) + v56 = a4; + v18 = v56; + if ( (signed int)(v56 + uNumActors) >= 500 ) + return; + pSector = 0; + pPosX = spawn->vPosition.x; + a4 = spawn->vPosition.y; + a3 = spawn->vPosition.z; + if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) + pSector = pIndoor->GetSector(spawn->vPosition.x, spawn->vPosition.y, spawn->vPosition.z); + v53 = 0; + v52 = (((uCurrentlyLoadedLevelType != LEVEL_Outdoor) - 1) & 0x40) + 64; + if ( v18 <= 0 ) + return; + for (uint i = v53; i < v56; ++i) + { + pMonster = &pActors[uNumActors]; + pActors[uNumActors].Reset(); + if ( v57 ) + { + v23 = rand() % 100; + v24 = 3; + v25 = (unsigned __int16)word_4E8152[3 * v57]; + if ( v23 >= v25 ) + { + if ( v23 < v25 + (unsigned __int16)word_4E8152[3 * v57 + 1] ) + v24 = 2; + } + else + v24 = 1; + if ( v24 == 1 ) + { + pTexture = Source; + v44 = "%s A"; + } + else + { + if ( v24 == 2 ) + { + pTexture = Source; + v44 = "%s B"; + } + else + { + if ( v24 != 3 ) + continue; + pTexture = Source; + v44 = "%s C"; + } + } + sprintf(Str2, v44, pTexture); + } + v50 = pMonsterList->GetMonsterIDByName(Str2); + pTexture = Str2; + if ( (signed __int16)v50 == -1 ) + { + sprintf(Str, "Can't create random monster: '%s'! See MapStats.txt and Monsters.txt!", pTexture); + MessageBoxA(nullptr, Str, nullptr, 0); + ExitProcess(0); + } + v27 = &pMonsterList->pMonsters[(signed __int16)v50]; + v28 = pMonsterStats->FindMonsterByTextureName(pTexture); + if ( !v28 ) + v28 = 1; + Src = &pMonsterStats->pInfos[v28]; + strcpy(pMonster->pActorName, Src->pName); + pMonster->sCurrentHP = Src->uHP; + assert(sizeof(MonsterInfo) == 88); + memcpy(&pMonster->pMonsterInfo, Src, sizeof(MonsterInfo));//Uninitialized portail memory access + pMonster->word_000086_some_monster_id = v50 + 1; + pMonster->uActorRadius = v27->uMonsterRadius; + pMonster->uActorHeight = v27->uMonsterHeight; + pMonster->uMovementSpeed = v27->uMovementSpeed; + pMonster->vInitialPosition.x = spawn->vPosition.x; + pMonster->vPosition.x = spawn->vPosition.x; + pMonster->uTetherDistance = 256; + pMonster->vInitialPosition.y = a4; + pMonster->vPosition.y = a4; + pMonster->vInitialPosition.z = a3; + pMonster->vPosition.z = a3; + pMonster->uSectorID = pSector; + pMonster->uGroup = spawn->uGroup; + pMonster->PrepareSprites(0); + pMonster->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Friendly; + v32 = rand(); + a3 = fixpoint_mul(stru_5C6E00->Cos(v32 % 2048), v52); + pPosX = a3 + spawn->vPosition.x; + a3 = fixpoint_mul(stru_5C6E00->Sin(v32 % 2048), v52); + a4 = a3 + spawn->vPosition.y; + a3 = spawn->vPosition.z; + if ( uCurrentlyLoadedLevelType == LEVEL_Outdoor ) + { + if ( a5 ) + pMonster->uAttributes |= ACTOR_AGGRESSOR; + ++uNumActors; + continue; + } + v37 = pIndoor->GetSector(pPosX, a4, spawn->vPosition.z); + if ( v37 == pSector ) + { + v38 = BLV_GetFloorLevel(pPosX, a4, a3, v37, &uFaceID); + v39 = v38; + if ( v38 != -30000 ) + { + if ( abs(v38 - a3) <= 1024 ) + { + a3 = v39; + if ( a5 ) + pMonster->uAttributes |= ACTOR_AGGRESSOR; + ++uNumActors; + continue; + } + } + } + ; + //v53 = (char *)v53 + 1; + //result = v53; + } + //while ( (signed int)v53 < v56 ); +} + +//----- (00438F8F) -------------------------------------------------------- +void area_of_effect__damage_evaluate() +{ + int attacker_type; // ecx@3 + signed int v3; // eax@3 + unsigned int target_id; // edi@6 + int target_type; // eax@6 + int v10; // edi@8 + Vec3_int_ attacker_coord; // ST04_12@9 + // int v12; // ST0C_4@10 + int v15; // edx@15 + int v19; // edi@15 + int v23; // edx@18 + int v24; // eax@18 + // int v30; // eax@29 + int v31; // edx@29 + int v32; // eax@29 + int v33; // ST24_4@29 + SpriteObject *v36; // [sp+0h] [bp-28h]@0 + int attacker_id; // [sp+10h] [bp-18h]@1 + int v44; // [sp+14h] [bp-14h]@15 + //Vec3_int_ *pVelocity; // [sp+1Ch] [bp-Ch]@2 + signed int a1; // [sp+20h] [bp-8h]@8 + int v48; // [sp+24h] [bp-4h]@8 + + + for (attacker_id = 0; attacker_id < AttackerInfo.count; ++attacker_id) + { + attacker_type = PID_TYPE(AttackerInfo.pIDs[attacker_id]); + v3 = PID_ID(AttackerInfo.pIDs[attacker_id]); + + if (attacker_type == 2) + { + v36 = &pSpriteObjects[v3]; + attacker_type = PID_TYPE(pSpriteObjects[v3].spell_caster_pid); + v3 = PID_ID(pSpriteObjects[v3].spell_caster_pid); + } + + if (AttackerInfo.field_3EC[attacker_id] & 1) + { + target_id = PID_ID(ai_near_actors_targets_pid[v3]); + target_type = PID_TYPE(ai_near_actors_targets_pid[v3]) - 3; + if (target_type) + { + if (target_type == 1)//party damage from monsters(повреждения группе от монстров) + { + v10 = pParty->vPosition.y - AttackerInfo.pYs[attacker_id]; + a1 = pParty->vPosition.x - AttackerInfo.pXs[attacker_id]; + v48 = pParty->vPosition.y - AttackerInfo.pYs[attacker_id]; + if (a1 * a1 + v10 * v10 + + ((signed int)(pParty->vPosition.z + pParty->uPartyHeight) >> (1 - AttackerInfo.pZs[attacker_id])) + * ((signed int)(pParty->vPosition.z + pParty->uPartyHeight) >> (1 - AttackerInfo.pZs[attacker_id])) + < (unsigned int)((AttackerInfo.field_324[attacker_id] + 32) * (AttackerInfo.field_324[attacker_id] + 32))) + { + attacker_coord.x = AttackerInfo.pXs[attacker_id]; + attacker_coord.y = AttackerInfo.pYs[attacker_id]; + attacker_coord.z = AttackerInfo.pZs[attacker_id]; + if (sub_407A1C(pParty->vPosition.x, pParty->vPosition.y, pParty->vPosition.z + pParty->sEyelevel, attacker_coord)) + DamagePlayerFromMonster(AttackerInfo.pIDs[attacker_id], AttackerInfo.field_450[attacker_id], &AttackerInfo.vec_4B4[attacker_id], stru_50C198.which_player_to_attack(&pActors[v3])); + } + } + } + else//Actor damage from monsters(повреждение местного жителя) + { + if (SHIDWORD(pActors[target_id].pActorBuffs[ACTOR_BUFF_PARALYZED].uExpireTime) > 0 + || SHIDWORD(pActors[target_id].pActorBuffs[ACTOR_BUFF_PARALYZED].uExpireTime) >= 0 + && LODWORD(pActors[target_id].pActorBuffs[ACTOR_BUFF_PARALYZED].uExpireTime) + || pActors[target_id].CanAct()) + { + v15 = pActors[target_id].vPosition.y - AttackerInfo.pYs[attacker_id]; + a1 = pActors[target_id].vPosition.x - AttackerInfo.pXs[attacker_id]; + v44 = pActors[target_id].vPosition.z; + v19 = AttackerInfo.field_324[attacker_id] + pActors[target_id].uActorRadius; + v48 = v15; + if (a1 * a1 + v15 * v15 + (pActors[target_id].vPosition.z + (pActors[target_id].uActorHeight >> 1) - AttackerInfo.pZs[attacker_id]) + * (pActors[target_id].vPosition.z + (pActors[target_id].uActorHeight >> 1) - AttackerInfo.pZs[attacker_id]) < (unsigned int)(v19 * v19)) + { + attacker_coord.x = AttackerInfo.pXs[attacker_id]; + attacker_coord.y = AttackerInfo.pYs[attacker_id]; + attacker_coord.z = AttackerInfo.pZs[attacker_id]; + if (sub_407A1C(pActors[target_id].vPosition.x, pActors[target_id].vPosition.y, pActors[target_id].vPosition.z + 50, attacker_coord)) + { + Vec3_int_::Normalize(&a1, &v48, &v44); + AttackerInfo.vec_4B4[attacker_id].x = a1; + AttackerInfo.vec_4B4[attacker_id].y = v48; + AttackerInfo.vec_4B4[attacker_id].z = v44; + Actor::ActorDamageFromMonster(AttackerInfo.pIDs[attacker_id], target_id, &AttackerInfo.vec_4B4[attacker_id], AttackerInfo.field_450[attacker_id]); + } + } + } + } + } + else //damage from spells(повреждения от заклов(метеоритный дождь)) + { + v23 = pParty->vPosition.y - AttackerInfo.pYs[attacker_id]; + v24 = ((signed int)pParty->uPartyHeight / 2) - AttackerInfo.pZs[attacker_id]; + a1 = pParty->vPosition.x - AttackerInfo.pXs[attacker_id]; + v48 = pParty->vPosition.y - AttackerInfo.pYs[attacker_id]; + if (a1 * a1 + v23 * v23 + (pParty->vPosition.z + v24) * (pParty->vPosition.z + v24) < (unsigned int)((AttackerInfo.field_324[attacker_id] + 32) * (AttackerInfo.field_324[attacker_id] + 32))) + {//party damage (повреждения группе) + attacker_coord.x = AttackerInfo.pXs[attacker_id]; + attacker_coord.y = AttackerInfo.pYs[attacker_id]; + attacker_coord.z = AttackerInfo.pZs[attacker_id]; + if (sub_407A1C(pParty->vPosition.x, pParty->vPosition.y, pParty->vPosition.z + pParty->sEyelevel, attacker_coord)) + { + for (uint i = 0; i < 4; ++i) + { + if (!(HIDWORD(pParty->pPlayers[i].pConditions[Condition_Dead]) | LODWORD(pParty->pPlayers[i].pConditions[Condition_Dead])) + && !pParty->pPlayers[i].pConditions[Condition_Pertified] && !pParty->pPlayers[i].pConditions[Condition_Eradicated]) + DamagePlayerFromMonster(AttackerInfo.pIDs[attacker_id], AttackerInfo.field_450[attacker_id], &AttackerInfo.vec_4B4[attacker_id], i); + } + } + } + if ((signed int)uNumActors > 0) + {//actors damage(повреждения другим участникам) + for (int actorID = 0; (signed int)actorID < (signed int)uNumActors; ++actorID) + { + if (pActors[actorID].CanAct()) + { + //v30 = pActors[actorID].vPosition.y - AttackerInfo.pYs[attacker_id]; + a1 = pActors[actorID].vPosition.x - AttackerInfo.pXs[attacker_id]; + v31 = pActors[actorID].vPosition.z; + v48 = pActors[actorID].vPosition.y - AttackerInfo.pYs[attacker_id]; + v44 = pActors[actorID].vPosition.z; + v32 = (pActors[actorID].uActorHeight / 2) - AttackerInfo.pZs[attacker_id]; + v33 = pActors[actorID].uActorRadius + AttackerInfo.field_324[attacker_id]; + if (a1 * a1 + v48 * v48 + (v31 + v32) * (v31 + v32) < (unsigned int)(v33 * v33)) + { + attacker_coord.x = AttackerInfo.pXs[attacker_id]; + attacker_coord.y = AttackerInfo.pYs[attacker_id]; + attacker_coord.z = AttackerInfo.pZs[attacker_id]; + if (sub_407A1C(pActors[actorID].vPosition.x, pActors[actorID].vPosition.y, pActors[actorID].vPosition.z + 50, attacker_coord))//что делает ф-ция? + { + Vec3_int_::Normalize(&a1, &v48, &v44); + AttackerInfo.vec_4B4[attacker_id].x = a1; + AttackerInfo.vec_4B4[attacker_id].y = v48; + AttackerInfo.vec_4B4[attacker_id].z = v44; + switch (attacker_type) + { + case OBJECT_Player: + Actor::DamageMonsterFromParty(AttackerInfo.pIDs[attacker_id], actorID, &AttackerInfo.vec_4B4[attacker_id]); + break; + case OBJECT_Actor: + if (v36 && pActors[v3].GetActorsRelation(&pActors[actorID])) + Actor::ActorDamageFromMonster(AttackerInfo.pIDs[attacker_id], actorID, &AttackerInfo.vec_4B4[attacker_id], v36->field_61); + break; + case OBJECT_Item: + ItemDamageFromActor(AttackerInfo.pIDs[attacker_id], actorID, &AttackerInfo.vec_4B4[attacker_id]); + break; + } + } + } + } + } + } + } + } + AttackerInfo.count = 0; +} + +//----- (0043AE12) -------------------------------------------------------- +double __fastcall sub_43AE12(signed int a1) +{ + //signed int v1; // ST00_4@1 + signed int v2; // ecx@1 + double v3; // st7@1 + double result; // st7@6 + + v3 = (double)a1; + for (v2 = 0; v2 < 5; ++v2) + { + if (v3 < flt_4E4A80[v2 + 5]) + break; + } + if (v2 <= 0 || v2 >= 5) + { + if (v2) + result = flt_4E4A80[4]; + else + result = flt_4E4A80[0]; + } + else + result = (flt_4E4A80[v2] - flt_4E4A80[v2 - 1]) * (v3 - flt_4E4A80[v2 + 4]) / (flt_4E4A80[v2 + 5] - flt_4E4A80[v2 + 4]) + flt_4E4A80[v2]; + return result; +} + +//----- (0043B057) -------------------------------------------------------- +void ItemDamageFromActor(unsigned int uObjID, unsigned int uActorID, Vec3_int_ *pVelocity) +{ + int v6; // eax@4 + int damage; // edi@4 + int a2a; // [sp+Ch] [bp-4h]@8 + + if (!pActors[uActorID].IsNotAlive()) + { + if (PID_TYPE(uObjID) == OBJECT_Item) + { + if (pSpriteObjects[PID_ID(uObjID)].spell_id) + { + v6 = _43AFE3_calc_spell_damage(pSpriteObjects[PID_ID(uObjID)].spell_id, pSpriteObjects[PID_ID(uObjID)].spell_level, pSpriteObjects[PID_ID(uObjID)].spell_skill, pActors[uActorID].sCurrentHP); + damage = pActors[uActorID].CalcMagicalDamageToActor((DAMAGE_TYPE)0, v6); + pActors[uActorID].sCurrentHP -= damage; + if (damage) + { + if (pActors[uActorID].sCurrentHP > 0) + Actor::AI_Stun(uActorID, uObjID, 0); + else + Actor::Die(uActorID); + a2a = 20 * damage / (signed int)pActors[uActorID].pMonsterInfo.uHP; + if (20 * damage / (signed int)pActors[uActorID].pMonsterInfo.uHP > 10) + a2a = 10; + if (!MonsterStats::BelongsToSupertype(pActors[uActorID].pMonsterInfo.uID, MONSTER_SUPERTYPE_TREANT)) + { + pVelocity->x = fixpoint_mul(a2a, pVelocity->x); + pVelocity->y = fixpoint_mul(a2a, pVelocity->y); + pVelocity->z = fixpoint_mul(a2a, pVelocity->z); + pActors[uActorID].vVelocity.x = 50 * LOWORD(pVelocity->x); + pActors[uActorID].vVelocity.y = 50 * LOWORD(pVelocity->y); + pActors[uActorID].vVelocity.z = 50 * LOWORD(pVelocity->z); + } + Actor::AddBloodsplatOnDamageOverlay(uActorID, 1, damage); + } + else + Actor::AI_Stun(uActorID, uObjID, 0); + } + } + } +}