Mercurial > mm7
diff Engine/Objects/Actor.h @ 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.h Thu Sep 18 23:59:29 2014 +0600 @@ -0,0 +1,340 @@ +#pragma once +#include "Monsters.h" +#include "Spells.h" +#include "Items.h" + + + + + + +/* 357 */ +#pragma pack(push, 1) +struct stru319 +{ + int which_player_to_attack(struct Actor *pActor); + int _427546(int a2); + int FindClosestActor(int a2, int a3, int a4); + + char field_0; +}; +#pragma pack(pop) + + +extern stru319 stru_50C198; // idb + + +enum ABILITY_INDEX +{ + ABILITY_ATTACK1 = 0, + ABILITY_ATTACK2 = 1, + ABILITY_SPELL1 = 2, + ABILITY_SPELL2 = 3, +}; + + + +/* 361 */ +enum ACTOR_BUFF_INDEX +{ + ACTOR_BUFF_CHARM = 1, + ACTOR_BUFF_SUMMONED = 2, + ACTOR_BUFF_SHRINK = 3, + ACTOR_BUFF_AFRAID = 4, + ACTOR_BUFF_STONED = 5, + ACTOR_BUFF_PARALYZED = 6, + ACTOR_BUFF_SLOWED = 7, + ACTOR_BUFF_SOMETHING_THAT_HALVES_AC = 8, + ACTOR_BUFF_BERSERK = 9, + ACTOR_BUFF_MASS_DISTORTION = 10, + ACTOR_BUFF_FATE = 11, + ACTOR_BUFF_ENSLAVED = 12, + ACTOR_BUFF_DAY_OF_PROTECTION = 13, + ACTOR_BUFF_HOUR_OF_POWER = 14, + ACTOR_BUFF_SHIELD = 15, + ACTOR_BUFF_STONESKIN = 16, + ACTOR_BUFF_BLESS = 17, + ACTOR_BUFF_HEROISM = 18, + ACTOR_BUFF_HASTE = 19, + ACTOR_BUFF_PAIN_REFLECTION = 20, + ACTOR_BUFF_PAIN_HAMMERHANDS = 21, +}; + + + + + +/* 295 */ +enum ObjectType +{ + OBJECT_Any = 0x0, + OBJECT_BLVDoor = 0x1, + OBJECT_Item = 0x2, + OBJECT_Actor = 0x3, + OBJECT_Player = 0x4, + OBJECT_Decoration = 0x5, + OBJECT_BModel = 0x6, +}; + + + + + + + +/* 264 */ +enum AIState : unsigned __int16 +{ + Standing = 0x0, + Tethered = 0x1, + AttackingMelee = 0x2, + AttackingRanged1 = 0x3, + Dying = 0x4, + Dead = 0x5, + Pursuing = 0x6, + Fleeing = 0x7, + Stunned = 0x8, + Fidgeting = 0x9, + Interacting = 10, + Removed = 11, + AttackingRanged2 = 0xC, + AttackingRanged3 = 0xD, + Stoned = 0xE, + Paralyzed = 0xF, + Resurrected = 16, + Summoned = 17, + AttackingRanged4 = 18, + Disabled = 19, +}; + +/* 265 */ +enum ActorAnimation : __int32 +{ + ANIM_Standing = 0x0, + ANIM_Walking = 0x1, + ANIM_AtkMelee = 0x2, + ANIM_AtkRanged = 0x3, + ANIM_GotHit = 0x4, + ANIM_Dying = 0x5, + ANIM_Dead = 0x6, + ANIM_Bored = 0x7, +}; +#pragma pack(pop) + +#define ACTOR_UNKNOW2 0x00000008 +#define ACTOR_STAND_IN_QUEUE 0x00000080 +#define ACTOR_ALIVE 0x00000400 +#define ACTOR_ACTIVE 0x00004000 +#define ACTOR_NEARBY 0x00008000 +#define ACTOR_UNKNOW11 0x00010000 +#define ACTOR_FLEEING 0x00020000 +#define ACTOR_UNKNOW5 0x00040000 +#define ACTOR_AGGRESSOR 0x00080000 +#define ACTOR_UNKNOW7 0x00100000 +#define ACTOR_ANIMATION 0x00200000 +#define ACTOR_UNKNOW9 0x00400000 +#define ACTOR_HAS_ITEM 0x00800000 +#define ACTOR_HOSTILE 0x01000000 + +#pragma pack(push, 1) + + + + +/* 247 */ +#pragma pack(push, 1) +struct AIDirection +{ + Vec3_int_ vDirection; + unsigned int uDistance; + unsigned int uDistanceXZ; + unsigned int uYawAngle; + unsigned int uPitchAngle; +}; +#pragma pack(pop) + + + + + +/* 71 */ +#pragma pack(push, 1) +struct ActorJob +{ + struct Vec3_short_ vPos; + unsigned __int16 uAttributes; + unsigned __int8 uAction; + unsigned __int8 uHour; + unsigned __int8 uDay; + unsigned __int8 uMonth; +}; +#pragma pack(pop) + + +/* 66 */ +#pragma pack(push, 1) +struct Actor +{ +//----- (0041F4C1) -------------------------------------------------------- + inline Actor() + { + signed int i; // edx@1 + + for ( i = 0; i < 22; i++ ) + { + this->pActorBuffs[i].uSkill = 0; + this->pActorBuffs[i].uPower = 0; + this->pActorBuffs[i].uExpireTime = 0; + this->pActorBuffs[i].uCaster = 0; + this->pActorBuffs[i].uFlags = 0; + } + for ( i = 0; i < 4; i++ ) + this->ActorHasItems[i].Reset(); + Reset(); + } + + void SummonMinion(int summonerId); + void Reset(); + void Remove(); + void PrepareSprites(char load_sounds_if_bit1_set); + void UpdateAnimation(); + signed int GetActorsRelation(Actor *a2); + void SetRandomGoldIfTheresNoItem(); + bool CanAct(); + bool IsNotAlive(); + bool IsPeasant(); + + inline void ResetAnimation(){uAttributes &= 0xFFDFFFFF;} + inline void ResetQueue(){uAttributes &= ~ACTOR_STAND_IN_QUEUE;} + inline void ResetActive(){uAttributes &= 0xFFFFBFFF;} + inline void ResetAlive(){uAttributes &= 0xFFFFFBFF;} + inline void ResetHasItem(){uAttributes &= 0xFF7FFFFF;} + inline void ResetHostile(){uAttributes &= 0xFEFFFFFF;} + inline void ResetAggressor(){uAttributes &= 0xFFF7FFFF;} + inline bool ActorEnemy()const {return(uAttributes & ACTOR_AGGRESSOR) != 0;} + inline bool ActorFriend()const {return(uAttributes & ACTOR_AGGRESSOR) == 0;} + inline bool ActorHasItem()const {return(uAttributes & ACTOR_HAS_ITEM) != 0;} + inline bool ActorNearby()const {return(uAttributes & ACTOR_NEARBY) != 0;} + + static void _SelectTarget(unsigned int uActorID, int *a2, bool can_target_party); + static void AI_Pursue3(unsigned int uActorID, unsigned int a2, signed int uActionLength, struct AIDirection *a4); + static void AI_Pursue2(unsigned int uActorID, unsigned int a2, signed int uActionLength, struct AIDirection *pDir, int a5); + static void AI_Flee(unsigned int uActorID, signed int edx0, int uActionLength, struct AIDirection *a4); + static void AI_Pursue1(unsigned int uActorID, unsigned int a2, signed int arg0, signed int uActionLength, struct AIDirection *pDir); + static void PlaySound(unsigned int uActorID, unsigned int uSoundID); + static void Die(unsigned int uActorID); + static void Resurrect(unsigned int uActorID); + static void AI_Bored(unsigned int uActorID, unsigned int uObjID, struct AIDirection *a4); + static void AI_Stun(unsigned int uActorID, signed int edx0, int arg0); + static char __fastcall _4031C1_update_job_never_gets_called(unsigned int uActorID, signed int a2, int a3); + static void AI_RandomMove(unsigned int uActor_id, unsigned int uTarget_id, int radius, int uActionLength); + static void AI_MissileAttack1(unsigned int uActorID, signed int sTargetPid, struct AIDirection *pDir); + static void AI_MissileAttack2(unsigned int uActorID, signed int sTargetPid, struct AIDirection *pDir); + static void AI_SpellAttack1(unsigned int uActorID, signed int sTargetPid, struct AIDirection *pDir); + static void AI_SpellAttack2(unsigned int uActorID, signed int sTargetPid, struct AIDirection *pDir); + static void AI_MeleeAttack(unsigned int uActorID, signed int sTargetPid, struct AIDirection *arg0); + static void __fastcall StandAwhile(unsigned int uActorID); + static void AI_Stand(unsigned int uActorID, unsigned int object_to_face_pid, unsigned int uActionLength, struct AIDirection *a4); + static void AI_StandOrBored(unsigned int uActorID, signed int uObjID, int uActionLength, struct AIDirection *a4); + static void AI_FaceObject(unsigned int uActorID, unsigned int uObjID, int _48, struct AIDirection *a4); + static void GetDirectionInfo(unsigned int uObj1ID, unsigned int uObj2ID, struct AIDirection *pOut, int a4); + static void Explode(unsigned int uActorID); + static void AI_RangedAttack(unsigned int uActorID, struct AIDirection *a2, int type, char a4); + static void AI_SpellAttack(unsigned int uActorID, struct AIDirection *pDir, int uSpellID, int a4, unsigned int uSkillLevel); + static void ActorDamageFromMonster(signed int attacker_id, unsigned int actor_id, struct Vec3_int_ *pVelocity, signed int a4); + + static unsigned short GetObjDescId( int spellId ); + + static void AggroSurroundingPeasants(unsigned int uActorID, int a2); + static bool ArePeasantsOfSameFaction(Actor *a1, Actor *a2); + static void StealFrom(unsigned int uActorID); + static void GiveItem(signed int uActorID, unsigned int uItemID, unsigned int bGive); + static void ToggleFlag(signed int uActorID, unsigned int uFlag, int bToggle); + static void ApplyFineForKillingPeasant(unsigned int uActorID); + static void DrawHealthBar(Actor *actor, struct GUIWindow *window); + int _43B3E0_CalcDamage(signed int dmgSource); + static void AddBloodsplatOnDamageOverlay(unsigned int uActorID, int a2, signed int a3); + + static bool _46DF1A_collide_against_actor(int a1, int a2); + static void Arena_summon_actor(int monster_id, __int16 x, int y, int z); + static void DamageMonsterFromParty(signed int a1, unsigned int uActorID_Monster, struct Vec3_int_ *pVelocity); + static void MakeActorAIList_ODM(); + static int MakeActorAIList_BLV(); + static void UpdateActorAI(); + static void InitializeActors(); + static unsigned int SearchAliveActors(unsigned int *pTotalActors); + static unsigned int SearchActorByMonsterID(unsigned int *pTotalActors, int uMonsterID); + static unsigned int SearchActorByGroup(unsigned int *pTotalActors, unsigned int uGroup); + static unsigned int SearchActorByID(unsigned int *pTotalActors, unsigned int a2); + + + void LootActor(); + bool _427102_IsOkToCastSpell(signed int a2); + ABILITY_INDEX special_ability_use_check(int a2); + bool _4273BB_DoesHitOtherActor(Actor *defender, int a3, int a4); + bool ActorHitOrMiss(Player *pPlayer); + int CalcMagicalDamageToActor(DAMAGE_TYPE dmgType, signed int incomingDmg); + bool DoesDmgTypeDoDamage(DAMAGE_TYPE uType); + + char pActorName[32]; + signed __int16 sNPC_ID; + __int16 field_22; + unsigned int uAttributes; + __int16 sCurrentHP; + char field_2A[2]; + struct MonsterInfo pMonsterInfo; + __int16 word_000084_range_attack; + __int16 word_000086_some_monster_id; + unsigned __int16 uActorRadius; + unsigned __int16 uActorHeight; + unsigned __int16 uMovementSpeed; + struct Vec3_short_ vPosition; + struct Vec3_short_ vVelocity; + unsigned __int16 uYawAngle; + unsigned __int16 uPitchAngle; + __int16 uSectorID; + unsigned __int16 uCurrentActionLength; + struct Vec3_short_ vInitialPosition; + struct Vec3_short_ vGuardingPosition; + unsigned __int16 uTetherDistance; + AIState uAIState; + unsigned __int16 uCurrentActionAnimation; + unsigned __int16 uCarriedItemID; + char field_B6; + char field_B7; + unsigned int uCurrentActionTime; + unsigned __int16 pSpriteIDs[8]; + unsigned __int16 pSoundSampleIDs[4]; // 1 die 3 bored + struct SpellBuff pActorBuffs[22]; + struct ItemGen ActorHasItems[4]; + unsigned int uGroup; + unsigned int uAlly; + struct ActorJob pScheduledJobs[8]; + unsigned int uSummonerID; + unsigned int uLastCharacterIDToHit; + int dword_000334_unique_name; + char field_338[12]; +}; +#pragma pack(pop) + + + + + + +//extern Actor pMonsterInfoUI_Doll; + +extern std::array<Actor, 500> pActors; +extern size_t uNumActors; + +bool CheckActors_proximity(); +int __fastcall IsActorAlive(unsigned int uType, unsigned int uParam, unsigned int uNumAlive); // idb +void __fastcall sub_448518_npc_set_item(int npc, unsigned int item, int a3); +void __fastcall ToggleActorGroupFlag(unsigned int uGroupID, unsigned int uFlag, unsigned int bToggle); +bool __fastcall sub_4070EF_prolly_detect_player(unsigned int uObjID, unsigned int uObj2ID); +bool __fastcall SpawnActor(unsigned int uMonsterID); +int __fastcall sub_44FA4C_spawn_light_elemental(int a1, int a2, int a3); +void SpawnEncounter(struct MapInfo *pMapInfo, struct SpawnPointMM7 *spawn, int a3, int a4, int a5); +void area_of_effect__damage_evaluate(); +double __fastcall sub_43AE12(signed int a1); +void ItemDamageFromActor(unsigned int uObjID, unsigned int uActorID, struct Vec3_int_ *pVelocity);