diff Engine/Objects/Actor.h @ 2497:82d5d92a097c

for MVS2012
author Ritor1
date Thu, 18 Sep 2014 23:59:29 +0600
parents
children 68cdef6879a0
line wrap: on
line diff
--- /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);