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