Mercurial > mm7
view Actor.h @ 1480:61451d5980bf
LevelDecoration maintenance changes
Move LevelDecoration to Level/Decoration.* files.
Cleanup of LevelDecoration::_47A825.
author | yoctozepto |
---|---|
date | Wed, 28 Aug 2013 22:10:13 +0200 |
parents | 5c95f2246c2a |
children | 4ce525fe9ea9 |
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#pragma once #include "Monsters.h" #include "Spells.h" #include "Items.h" /* 357 */ #pragma pack(push, 1) struct stru319 { void LootActor(struct Actor *pActor); int which_player_would_attack(struct Actor *pActor); int special_ability_use_check(struct Actor *pActor, int a2); int _427102(struct Actor *pActor, signed int a2); int PlayerHitOrMiss(struct Player *pPlayer, struct Actor *pActor, int a3, int a4); bool _4273BB(struct Actor *pActor, struct Actor *a2, int a3, int a4); bool ActorHitOrMiss(struct Actor *pActor, struct Player *pPlayer); int _427546(int a2); int CalcMagicalDamageToActor(struct Actor *pActor, int a2, signed int a3); bool GetMagicalResistance(struct Actor *pActor, unsigned int uType); int FindClosestActor(int a2, int a3, int a4); char field_0; }; #pragma pack(pop) extern stru319 stru_50C198; // idb /* 361 */ enum ACTOR_BUFF_INDEX { ACTOR_BUFF_CHARM = 1, // an assumption ACTOR_BUFF_SHRINK = 3, // an assumption ACTOR_BUFF_STONED = 5, ACTOR_BUFF_PARALYZED = 6 }; /* 295 */ enum ObjectType { OBJECT_Any = 0x0, OBJECT_BLVDoor = 0x1, OBJECT_Item = 0x2, OBJECT_Actor = 0x3, OBJECT_Player = 0x4, OBJECT_Decoration = 0x5, OBJECT_BModel = 0x6, }; /* 264 */ enum AIState : unsigned __int16 { Standing = 0x0, Tethered = 0x1, AttackingMelee = 0x2, AttackingRanged1 = 0x3, Dying = 0x4, Dead = 0x5, Pursuing = 0x6, Fleeing = 0x7, Stunned = 0x8, Fidgeting = 0x9, Interacting = 10, Removed = 11, AttackingRanged2 = 0xC, AttackingRanged3 = 0xD, Stoned = 0xE, Paralyzed = 0xF, Resurrected = 16, Summoned = 17, AttackingRanged4 = 18, Disabled = 19, }; /* 265 */ enum ActorAnimation : __int32 { ANIM_Standing = 0x0, ANIM_Walking = 0x1, ANIM_AtkMelee = 0x2, ANIM_AtkRanged = 0x3, ANIM_GotHit = 0x4, ANIM_Dying = 0x5, ANIM_Dead = 0x6, ANIM_Bored = 0x7, }; /* 247 */ #pragma pack(push, 1) struct AIDirection { Vec3_int_ vDirection; unsigned int uDistance; unsigned int uDistanceXZ; unsigned int uYawAngle; unsigned int uPitchAngle; }; #pragma pack(pop) /* 71 */ #pragma pack(push, 1) struct ActorJob { struct Vec3_short_ vPos; unsigned __int16 uAttributes; unsigned __int8 uAction; unsigned __int8 uHour; unsigned __int8 uDay; unsigned __int8 uMonth; }; #pragma pack(pop) /* 66 */ #pragma pack(push, 1) struct Actor { //----- (0041F4C1) -------------------------------------------------------- inline Actor() { Actor *v1; // esi@1 SpellBuff *v2; // eax@1 signed int v3; // edx@1 ItemGen *v4; // edi@3 signed int v5; // ebx@3 v1 = this; v2 = this->pActorBuffs; v3 = 22; do { v2->uSkill = 0; v2->uPower = 0; v2->uExpireTime = 0; v2->uCaster = 0; v2->uFlags = 0; ++v2; --v3; } while ( v3 ); v4 = this->array_000234; v5 = 4; do { v4->Reset(); ++v4; --v5; } while ( v5 ); Reset(); } int _44FD29(int a2); void Reset(); void Remove(); void PrepareSprites(char load_sounds_if_bit1_set); void UpdateAnimation(); signed int GetActorsRelation(Actor *a2); void SetRandomGoldIfTheresNoItem(); bool CanAct(); bool IsNotAlive(); bool IsPeasant(); static void _SelectTarget(unsigned int uActorID, int *a2, bool can_target_party); static void AI_Pursue3(unsigned int uActorID, unsigned int a2, signed int uActionLength, struct AIDirection *a4); static void AI_Pursue2(unsigned int uActorID, unsigned int a2, signed int uActionLength, struct AIDirection *pDir, int a5); static void AI_Flee(unsigned int uActorID, signed int edx0, int uActionLength, struct AIDirection *a4); static void AI_Pursue1(unsigned int uActorID, unsigned int a2, signed int arg0, signed int uActionLength, struct AIDirection *pDir); static void PlaySound(unsigned int uActorID, unsigned int uSoundID); static void Die(unsigned int uActorID); static void Resurrect(unsigned int uActorID); static void AI_Bored(unsigned int uActorID, unsigned int uObjID, struct AIDirection *a4); static void AI_Stun(unsigned int uActorID, signed int edx0, int arg0); static char __fastcall _4031C1_update_job(unsigned int uActorID, signed int a2, int a3); static void AI_RandomMove(unsigned int uActor_id, unsigned int uTarget_id, int radius, int uActionLength); static void AI_MissileAttack1(unsigned int uActorID, signed int sTargetPid, struct AIDirection *pDir); static void AI_MissileAttack2(unsigned int uActorID, signed int sTargetPid, struct AIDirection *pDir); static void AI_SpellAttack1(unsigned int uActorID, signed int sTargetPid, struct AIDirection *pDir); static void AI_SpellAttack2(unsigned int uActorID, signed int sTargetPid, struct AIDirection *pDir); static void AI_MeleeAttack(unsigned int uActorID, signed int sTargetPid, struct AIDirection *arg0); static void __fastcall StandAwhile(unsigned int uActorID); static void AI_Stand(unsigned int uActorID, unsigned int object_to_face_pid, unsigned int uActionLength, struct AIDirection *a4); static void AI_StandOrBored(unsigned int uActorID, signed int uObjID, int uActionLength, struct AIDirection *a4); static void AI_FaceObject(unsigned int uActorID, unsigned int uObjID, int _48, struct AIDirection *a4); static struct AIDirection *__fastcall GetDirectionInfo(unsigned int uObj1ID, unsigned int uObj2ID, struct AIDirection *pOut, int a4); static signed int __fastcall Explode(unsigned int uActorID); static char __fastcall AI_RangedAttack(unsigned int uActorID, struct AIDirection *a2, int type, char a4); static void __fastcall AI_SpellAttack(unsigned int uActorID, struct AIDirection *pDir, int spellnum, int a4, unsigned int uSkillLevel); static void AggroSurroundingPeasants(unsigned int uActorID, int a2); static bool ArePeasantsOfSameFaction(Actor *a1, Actor *a2); static bool StealFrom(unsigned int uActorID); static void GiveItem(signed int uActorID, unsigned int uItemID, unsigned int bGive); static void ToggleFlag(signed int uActorID, unsigned int uFlag, int bToggle); static void ApplyFineForKillingPeasant(unsigned int uActorID); static void DrawHealthBar(Actor *a1, struct GUIWindow *a2); static int _43B3E0_CalcDamage(Actor *a1, signed int a2); static void AddBloodsplatOnDamageOverlay(unsigned int uActorID, int a2, signed int a3); char pActorName[32]; signed __int16 sNPC_ID; __int16 field_22; unsigned int uAttributes; __int16 sCurrentHP; char field_2A[2]; struct MonsterInfo pMonsterInfo; __int16 word_000084_range_attack; __int16 word_000086_some_monster_id; unsigned __int16 uActorRadius; unsigned __int16 uActorHeight; unsigned __int16 uMovementSpeed; struct Vec3_short_ vPosition; struct Vec3_short_ vVelocity; unsigned __int16 uYawAngle; unsigned __int16 uPitchAngle; __int16 uSectorID; unsigned __int16 uCurrentActionLength; struct Vec3_short_ vInitialPosition; struct Vec3_short_ vGuardingPosition; unsigned __int16 uTetherDistance; AIState uAIState; unsigned __int16 uCurrentActionAnimation; unsigned __int16 uCarriedItemID; char field_B6; char field_B7; unsigned int uCurrentActionTime; unsigned __int16 pSpriteIDs[8]; unsigned __int16 pSoundSampleIDs[4]; // 1 die 3 bored struct SpellBuff pActorBuffs[22]; struct ItemGen array_000234[4]; unsigned int uGroup; unsigned int uAlly; struct ActorJob pScheduledJobs[8]; unsigned int uSummonerID; unsigned int uLastCharacterIDToHit; int dword_000334_unique_name; char field_338[12]; }; #pragma pack(pop) //extern Actor pMonsterInfoUI_Doll; extern std::array<Actor, 500> pActors; extern int uNumActors;