Mercurial > mm7
view Actor.cpp @ 2251:47bcb700b74b
for StackLight_TerrainFace
author | Ritor1 |
---|---|
date | Wed, 26 Feb 2014 20:10:43 +0600 |
parents | 6ab7d7c112bb |
children | 2e02c384c62b |
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#include "mm7_data.h" #include "DecalBuilder.h" #include "Sprites.h" #include "stru6.h" #include "Actor.h" #include "OurMath.h" #include "Outdoor.h" #include "AudioPlayer.h" #include "Game.h" #include "ObjectList.h" #include "Overlays.h" #include "Events.h" #include "FactionTable.h" #include "TurnEngine.h" #include "MapInfo.h" #include "CastSpellInfo.h" #include "Timer.h" #include "LOD.h" #include "Party.h" #include "GUIWindow.h" #include "Outdoor_stuff.h" #include "MM7.h" #include "SpriteObject.h" #include "stru298.h" #include "Log.h" #include "Texts.h" #include "Level/Decoration.h" #include "Viewport.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].array_000234[0].uItemID == 0) pActors[uActorID].array_000234[0].uItemID = uItemID; else if ( pActors[uActorID].array_000234[1].uItemID == 0) pActors[uActorID].array_000234[1].uItemID = uItemID; } else { if ( pActors[uActorID].uCarriedItemID == uItemID ) pActors[uActorID].uCarriedItemID = 0; else if ( pActors[uActorID].array_000234[0].uItemID == uItemID ) pActors[uActorID].array_000234[0].Reset(); else if ( pActors[uActorID].array_000234[1].uItemID == uItemID ) pActors[uActorID].array_000234[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->array_000234[3].uItemID ) { if ( this->pMonsterInfo.uTreasureDiceRolls ) { for (int i = 0; i < this->pMonsterInfo.uTreasureDiceRolls; i++) v2 += rand() % this->pMonsterInfo.uTreasureDiceSides + 1; if ( v2 ) { this->array_000234[3].uItemID = 197; this->array_000234[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->array_000234[2]); } this->uAttributes |= 0x800000; } //----- (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 //Player *v57; // esi@145 //int v58; // eax@146 int v59; // edi@146 //int v60; // eax@146 int v61; // edi@146 //int v62; // eax@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 v89; // ecx@192 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; v3 = a2->uAlly; if ( !v2 ) v2 = (a1->pMonsterInfo.uID - 1) / 3 + 1; if ( !v3 ) 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 |= 0x80000; 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 |= 0x80000; } } } } //----- (00404874) -------------------------------------------------------- void Actor::AI_RangedAttack( unsigned int uActorID, struct AIDirection *pDir, int type, char a4 ) { //Actor *actPtr; // esi@1 char specAb; // al@1 int v13; // edx@28 //actPtr = &pActors[uActorID]; 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.vPosition.x = pActors[uActorID].vPosition.x; a1.spell_id = 0; a1.vPosition.y = pActors[uActorID].vPosition.y; a1.spell_level = 0; a1.spell_skill = 0; a1.vPosition.z = pActors[uActorID].vPosition.z - (unsigned int)(pActors[uActorID].uActorHeight * -0.75); 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 //Actor *v9; // ebx@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) 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; 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) { Actor *v3; // ebx@1 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 v3 = &pActors[uActorID]; if ( v3->pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_STAIONARY && v3->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.z = (int32_t)(v3->uActorHeight * 0.75 + v3->vPosition.z); v10.y = v3->vPosition.y; v10.x = v3->vPosition.x; 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; } v3->uYawAngle = LOWORD(v12->uYawAngle); v3->uCurrentActionLength = pSpriteFrameTable->pSpriteSFrames[v3->pSpriteIDs[ANIM_AtkMelee]].uAnimLength * 8; v3->uCurrentActionTime = 0; v3->uAIState = AttackingMelee; Actor::PlaySound(uActorID, 0); v25 = pMonsterStats->pInfos[v3->pMonsterInfo.uID].uRecoveryTime; if ( v3->pActorBuffs[ACTOR_BUFF_SLOWED].uExpireTime > 0 ) v25 *= 2; if ( pParty->bTurnBasedModeOn != 1 ) v3->pMonsterInfo.uRecoveryTime = (int)(flt_6BE3A8_debug_recmod2 * v25 * 2.133333333333333); else v3->pMonsterInfo.uRecoveryTime = v25; v3->vVelocity.z = 0; v3->vVelocity.y = 0; v3->vVelocity.x = 0; v3->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 v1; // eax@1 v1 = this->uAlly; if ( !v1 ) v1 = (this->pMonsterInfo.uID - 1) / 3 + 1; return (signed int)v1 >= 39 && (signed int)v1 <= 44 || (signed int)v1 >= 45 && (signed int)v1 <= 50 || (signed int)v1 >= 51 && (signed int)v1 <= 62 || (signed int)v1 >= 78 && (signed int)v1 <= 83; } //----- (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 ) { Actor *v5; // esi@1 int x; // ebx@1 int absy; // eax@1 unsigned int v9; // ebx@11 int v10; // ebx@13 AIDirection doNotInitializeBecauseShouldBeRandom; // [sp+Ch] [bp-30h]@7 unsigned int v16; // [sp+2Ch] [bp-10h]@1 int y; // [sp+30h] [bp-Ch]@1 int absx; // [sp+38h] [bp-4h]@1 v5 = &pActors[uActor_id]; v16 = uTarget_id; x = v5->vInitialPosition.x - v5->vPosition.x; y = v5->vInitialPosition.y - v5->vPosition.y; absx = abs(x); absy = abs(y); if ( absx <= absy ) absx = absy + (absx / 2 ); else absx = absx + absy / 2; if ( MonsterStats::BelongsToSupertype(v5->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 == 3 && 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 - v5->uYawAngle) > 256 && !(v5->uAttributes & 0x200000) ) { Actor::AI_Stand(uActor_id, uTarget_id, 256, &doNotInitializeBecauseShouldBeRandom); return; } v5->uYawAngle = v10; if ( v5->uMovementSpeed) v5->uCurrentActionLength = 32 * absx / v5->uMovementSpeed; else v5->uCurrentActionLength = 0; v5->uCurrentActionTime = 0; v5->uAIState = Tethered; if ( rand() % 100 < 2 ) Actor::PlaySound(uActor_id, 3); v5->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) { Actor *v4; // ebx@1 __int16 v7; // ax@16 AIDirection a3; // [sp+Ch] [bp-40h]@16 AIDirection* v10; // [sp+28h] [bp-24h]@16 v4 = &pActors[uActorID]; if ( v4->uAIState == Fleeing ) BYTE2(v4->uAttributes) |= 2u; if ( v4->pMonsterInfo.uHostilityType != 4 ) { v4->uAttributes &= 0xFFFFFFFBu; v4->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Long; } if ( v4->pActorBuffs[ACTOR_BUFF_CHARM].uExpireTime > 0 ) v4->pActorBuffs[ACTOR_BUFF_CHARM].Reset(); if ( v4->pActorBuffs[ACTOR_BUFF_AFRAID].uExpireTime > 0 ) v4->pActorBuffs[ACTOR_BUFF_AFRAID].Reset(); if ( stunRegardlessOfState || (v4->uAIState != Stunned && v4->uAIState != AttackingRanged1 && v4->uAIState != AttackingRanged2 && v4->uAIState != AttackingRanged3 && v4->uAIState != AttackingRanged4 && v4->uAIState != AttackingMelee)) { Actor::GetDirectionInfo(PID(OBJECT_Actor,uActorID), edx0, &a3, 0); v10 = &a3; v4->uYawAngle = LOWORD(v10->uYawAngle); v7 = pSpriteFrameTable->pSpriteSFrames[v4->pSpriteIDs[ANIM_GotHit]].uAnimLength; v4->uCurrentActionTime = 0; v4->uAIState = Stunned; v4->uCurrentActionLength = 8 * v7; Actor::PlaySound(uActorID, 2u); v4->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, 1u); 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) { 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->uAttributes & 0x80000 && 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->uAttributes & 0x80000 && !otherGroup ) return 4; if (thisGroup >= 89 || otherGroup >= 89) return 0; if ( thisGroup == 0 ) { if ( (!otherActPtr || this->pActorBuffs[ACTOR_BUFF_ENSLAVED].uExpireTime > 0 && !(otherActPtr->uAttributes & 0x80000)) && !pFactionTable->relations[otherGroup][0]) return pFactionTable->relations[0][otherGroup]; else return 4; } else return pFactionTable->relations[thisGroup][otherGroup]; } //----- (0045976D) -------------------------------------------------------- void Actor::UpdateAnimation() { //AIState state; // edx@1 //unsigned int result; // eax@1 //state = (AIState)this->; uAttributes &= 0xFFDFFFFF; //result = this->uAttributes; switch (uAIState) { case Tethered: uCurrentActionAnimation = ANIM_Walking; break; case AttackingMelee: uCurrentActionAnimation = ANIM_AtkMelee; uAttributes |= 0x200000u; break; case AttackingRanged1: case AttackingRanged2: case AttackingRanged3: case AttackingRanged4: uCurrentActionAnimation = ANIM_AtkRanged; uAttributes |= 0x200000u; break; case Dying: case Resurrected: uCurrentActionAnimation = ANIM_Dying; uAttributes |= 0x200000u; break; case Pursuing: case Fleeing: uCurrentActionAnimation = ANIM_Walking; uAttributes |= 0x200000u; break; case Stunned: uCurrentActionAnimation = ANIM_GotHit; uAttributes |= 0x200000u; break; case Fidgeting: uCurrentActionAnimation = ANIM_Bored; uAttributes |= 0x200000u; break; case Standing: case Interacting: case Summoned: uCurrentActionAnimation = ANIM_Standing; uAttributes |= 0x200000u; 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; } //----- (0044FD29) -------------------------------------------------------- void Actor::SummonMinion( int summonerId ) { unsigned __int8 extraSummonLevel; // al@1 int summonMonsterBaseType; // esi@1 int v5; // edx@2 int v7; // edi@10 Actor *v8; // 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 ( !v19 ) { 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_Outdoor) { 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 >= 1u && extraSummonLevel <= 3u ) summonMonsterBaseType = summonMonsterBaseType + extraSummonLevel - 1; } else { v5 = rand() % 100; if ( v5 >= 90 ) summonMonsterBaseType += 2; else if ( v5 >= 60 ) summonMonsterBaseType += 1; } v7 = summonMonsterBaseType - 1; v8 = &pActors[uNumActors]; v9 = &pMonsterStats->pInfos[v7 + 1]; pActors[uNumActors].Reset(); v10 = &pMonsterList->pMonsters[v7]; strcpy(v8->pActorName, v9->pName); v8->sCurrentHP = LOWORD(v9->uHP); memcpy(&v8->pMonsterInfo, v9, sizeof(v8->pMonsterInfo)); v8->word_000086_some_monster_id = summonMonsterBaseType; v8->uActorRadius = v10->uMonsterRadius; v8->uActorHeight = v10->uMonsterHeight; v8->pMonsterInfo.uTreasureDiceRolls = 0; v8->pMonsterInfo.uTreasureType = 0; v8->pMonsterInfo.uExp = 0; v8->uMovementSpeed = v10->uMovementSpeed; v8->vInitialPosition.z = this->vPosition.z; v8->vPosition.z = this->vPosition.z; v8->vInitialPosition.x = v15; v8->vPosition.x = v15; v8->vInitialPosition.y = v17; v8->vPosition.y = v17; v8->uTetherDistance = 256; v8->uSectorID = actorSector; v8->PrepareSprites(0); v8->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Friendly; v8->uAlly = v19; v8->uCurrentActionTime = 0; v8->uGroup = this->uGroup; v8->uAIState = Summoned; v8->uCurrentActionLength = 256; v8->UpdateAnimation(); ++uNumActors; ++this->pMonsterInfo.uSpecialAbilityDamageDiceBonus; if ( this->uAttributes & 0x80000 ) v8->uAttributes |= 0x80000; v8->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 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; if ( uCurrentlyLoadedLevelType == LEVEL_Outdoor) MakeActorAIList_ODM(); else MakeActorAIList_BLV(); 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 = stru_50C198.CalcMagicalDamageToActor(pActor, 5, v4); pActor->sCurrentHP -= stru_50C198.CalcMagicalDamageToActor(pActor, 5, v4); 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; } } if (pParty->bTurnBasedModeOn) { pTurnEngine->AITurnBasedAction(); return; } for (uint i = 0; i < uNumActors; ++i) { pActor = &pActors[i]; ai_near_actors_targets_pid[i] = OBJECT_Player; if (pActor->uAIState == Dead || pActor->uAIState == Removed || pActor->uAIState == Disabled || pActor->uAttributes & 0x0400) continue; if (!pActor->sCurrentHP && pActor->uAIState != Dying) Actor::Die(i); for (uint j = 0; j < 22; ++j) { if (j != 10) pActor->pActorBuffs[j].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 (pActor->pActorBuffs[ACTOR_BUFF_PARALYZED].uExpireTime > 0 || pActor->pActorBuffs[ACTOR_BUFF_STONED].uExpireTime > 0) continue; 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 ( v22 == Dying || v22 == Dead || v22 == Removed || v22 == Disabled || v22 == 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; // not sure else if ( pActor->pActorBuffs[ACTOR_BUFF_CHARM].uExpireTime < 0 ) pActor->pMonsterInfo.uHostilityType = pMonsterStats->pInfos[pActor->pMonsterInfo.uID].uHostilityType; 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->uAttributes & 0x8000) ) pActor->uAttributes |= 0x8000; 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 (pActor->pActorBuffs[ACTOR_BUFF_AFRAID].uExpireTime > 0) { if ( (signed int)v36 >= 10240 ) Actor::AI_RandomMove(actor_id, target_pid, 1024, 0); else { //peasents after attacked //guard after attacked 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 & 0x020000) ) { 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 &= 0xFFFBFFFF; 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 == 1 ) Actor::AI_RandomMove(actor_id, 4, 2560, 0); else if ( pActor->pMonsterInfo.uMovementType == 2 ) Actor::AI_RandomMove(actor_id, 4, 5120, 0); else if ( pActor->pMonsterInfo.uMovementType == 4 ) Actor::AI_RandomMove(actor_id, 4, 10240, 0); else if ( pActor->pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_STAIONARY ) { Actor::GetDirectionInfo(a1, 4u, &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 = SearchActorByGroup(&uTotalActors, uParam); else { if ( uType == 2 ) uAliveActors = SearchActorByMonsterID(&uTotalActors, uParam); else { if ( uType != 3 ) return 0; uAliveActors = SearchActorByID(&uTotalActors, uParam); } } } else uAliveActors = SearchAliveActors(&uTotalActors); if (uNumAlive) return uAliveActors >= uNumAlive; else return uTotalActors == uAliveActors; } //----- (00408B54) -------------------------------------------------------- unsigned int SearchActorByID(unsigned int *pTotalActors, unsigned int a2) { int v4; // eax@1 unsigned int v5; // ebx@1 v4 = GetAlertStatus(); *pTotalActors = 0; if ( (pActors[a2].uAttributes & 0x100000) == GetAlertStatus() ) { *pTotalActors = 1; if ( pActors[a2].IsNotAlive() == 1 ) v5 = 1; } return v5; } //----- (00408AE7) -------------------------------------------------------- unsigned int SearchActorByGroup(unsigned int *pTotalActors, unsigned int uGroup) { int v8; // [sp+Ch] [bp-8h]@1 unsigned int v9; // [sp+10h] [bp-4h]@1 Actor* v4; v8 = GetAlertStatus(); *pTotalActors = 0; v9 = 0; for ( uint i = 0; i < uNumActors; i++) { v4 = &pActors[i]; if ( (v4->uAttributes & 0x100000) == v8 && v4->uGroup == uGroup) { ++*pTotalActors; if ( v4->IsNotAlive() == 1 ) ++v9; } } return v9; } //----- (00408A7E) -------------------------------------------------------- unsigned int SearchActorByMonsterID(unsigned int *pTotalActors, int uMonsterID) { Actor *v4; // edi@2 int v8; // [sp+Ch] [bp-8h]@1 unsigned int v9; // [sp+10h] [bp-4h]@1 v8 = GetAlertStatus(); *pTotalActors = 0; v9 = 0; for ( uint i = 0; i < uNumActors; i++) { v4 = &pActors[i]; if ( (v4->uAttributes & 0x100000) == v8 && v4->pMonsterInfo.field_33 == uMonsterID) { ++*pTotalActors; if ( v4->IsNotAlive() == 1 ) ++v9; } } return v9; } //----- (00408A27) -------------------------------------------------------- unsigned int SearchAliveActors(unsigned int *pTotalActors) { int v2; // eax@1 unsigned int v3; // ebp@1 Actor *v5; // edi@2 v2 = GetAlertStatus(); v3 = 0; *pTotalActors = 0; for ( uint i = 0; i < uNumActors; i++) { v5 = &pActors[i]; if ( (v5->uAttributes & 0x100000) == v2 ) { ++*pTotalActors; if ( v5->IsNotAlive() == 1 ) ++v3; } } return v3; } //----- (00408768) -------------------------------------------------------- void InitializeActors() { signed int v5; // [sp+Ch] [bp-10h]@1 signed int v6; // [sp+10h] [bp-Ch]@1 signed int v7; // [sp+14h] [bp-8h]@1 signed int v8; // [sp+18h] [bp-4h]@1 v8 = 0; v6 = 0; v7 = 0; v5 = 0; if ( !_stricmp(pCurrentMapName, "d25.blv") ) v8 = 1; if ( !_stricmp(pCurrentMapName, "d26.blv") ) v6 = 1; if (pParty->IsPartyGood()) v7 = 1; if (pParty->IsPartyEvil()) v5 = 1; 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 (!v8 || v7) if (!v6 || v5) if (actor->IsPeasant()) actor->uAttributes &= 0xF70000; actor->uAttributes &= 0x7F0000; if (actor->uAttributes & 0x400000) Actor::_4031C1_update_job_never_gets_called(i, pParty->uCurrentHour, 1); } } //----- (00439474) -------------------------------------------------------- void 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 |= 0x20000u; 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 ( !stru_50C198.PlayerHitOrMiss(player, 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 & 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 ( (signed int)SkillToMastery(v16) >= 3 ) a4 = player->pActiveSkills[PLAYER_SKILL_BLASTER] & 0x3F; attackElement = DMGT_PHISYCAL; uDamageAmount = player->CalculateMeleeDamageTo(true, true, 0); if ( !stru_50C198.PlayerHitOrMiss(player, 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 ( !stru_50C198.PlayerHitOrMiss(player, 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 ( !stru_50C198.PlayerHitOrMiss(player, pMonster, v61, a4) ) { player->PlaySound(SPEECH_52, 0); return; } break; case SPELL_EARTH_STUN: uDamageAmount = 0; attackElement = DMGT_PHISYCAL; hit_will_stun = 1; if ( !stru_50C198.PlayerHitOrMiss(player, 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 ( !stru_50C198.PlayerHitOrMiss(player, 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 = stru_50C198.CalcMagicalDamageToActor(pMonster, attackElement, uDamageAmount); if ( !projectileSprite && player->IsUnarmed() && player->pPlayerBuffs[PLAYER_BUFF_HAMMERHANDS].uExpireTime > 0 ) { v61 += stru_50C198.CalcMagicalDamageToActor(pMonster, 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 += stru_50C198.CalcMagicalDamageToActor(pMonster, 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 += stru_50C198.CalcMagicalDamageToActor(pMonster, 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) && stru_50C198.GetMagicalResistance(pMonster, 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() && stru_50C198.GetMagicalResistance(pMonster, 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 |= 80000; 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; } //----- (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 int v3; // eax@5 int v4; // ebx@5 unsigned int v5; // ecx@5 int v6; // edx@6 unsigned int v7; // edx@8 unsigned int v8; // edx@10 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].uAttributes & 0x80000 || 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 ( !( this->uAttributes & 0x800000 ) ) { for (uchar i = 0; i < this->pMonsterInfo.uTreasureDiceRolls; i++ ) v14 += rand() % this->pMonsterInfo.uTreasureDiceSides + 1; if ( v14 != 0 ) { pParty->PartyFindsGold(v14, 0); viewparams->bRedrawGameUI = 1; } } else { if ( this->array_000234[3].uItemID != 0 && this->array_000234[3].GetItemEquipType() == EQUIP_GOLD ) { v14 = this->array_000234[3].uSpecEnchantmentType; this->array_000234[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(), 2u); 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->array_000234[0].uItemID ) { if ( !pParty->AddItemToParty(this->array_000234) ) { pParty->sub_421B2C_PlaceInInventory_or_DropPickedItem(); pParty->SetHoldingItem(this->array_000234); } this->array_000234[0].Reset(); } if ( this->array_000234[1].uItemID ) { if ( !pParty->AddItemToParty(&this->array_000234[1]) ) { pParty->sub_421B2C_PlaceInInventory_or_DropPickedItem(); pParty->SetHoldingItem(&this->array_000234[1]); } this->array_000234[1].Reset(); } this->Remove(); return; } if ( ( this->uAttributes & 0x800000 ) ) { if ( this->array_000234[3].uItemID ) { memcpy(&Dst, &this->array_000234[3], sizeof(Dst)); this->array_000234[3].Reset(); v11 = pItemsTable->pItems[Dst.uItemID].pUnidentifiedName; if ( v14 ) sprintfex(pTmpBuf2.data(), pGlobalTXT_LocalizationStrings[490], v14, v11); else sprintfex(pTmpBuf2.data(), pGlobalTXT_LocalizationStrings[471], v11); ShowStatusBarString(pTmpBuf2.data(), 2u); 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->array_000234[0].uItemID ) { if ( !pParty->AddItemToParty(this->array_000234) ) { pParty->sub_421B2C_PlaceInInventory_or_DropPickedItem(); pParty->SetHoldingItem(this->array_000234); itemFound = true; } this->array_000234[0].Reset(); } if ( this->array_000234[1].uItemID ) { if ( !pParty->AddItemToParty(&this->array_000234[1]) ) { pParty->sub_421B2C_PlaceInInventory_or_DropPickedItem(); pParty->SetHoldingItem(&this->array_000234[1]); itemFound = true; } this->array_000234[1].Reset(); } if ( !itemFound || rand() % 100 < 90 ) 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; } //----- (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; } } } } }