Mercurial > mm7
view TurnEngine.cpp @ 1678:6faacde46271
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author | Ritor1 |
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date | Fri, 20 Sep 2013 17:31:37 +0600 |
parents | 9a6567c6c76c |
children | 4da5644df18f |
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#include "MM7.h" #include "mm7_data.h" #include "Actor.h" #include "Player.h" #include "Party.h" #include "AudioPlayer.h" #include "SpriteObject.h" #include "Time.h" #include "stru298.h" #include "IconFrameTable.h" #include "Viewport.h" #include "FactionTable.h" #include "TurnEngine.h" #include "TurnEngine.h" struct stru262_TurnBased *pTurnEngine = new stru262_TurnBased; //----- (00404544) -------------------------------------------------------- void stru262_TurnBased::SortTurnQueue() { int active_actors; TurnBased_QueueElem *current_top; // eax@16 TurnBased_QueueElem *test_element; // ecx@18 TurnBased_QueueElem temp_elem; int i,j; unsigned int p_type; unsigned int p_id; active_actors = this->uActorQueueSize; //set non active actors in queue initiative that not allow them to paticipate for( i=0; i<uActorQueueSize; ++i) { p_type = PID_TYPE(pQueue[i].uPackedID); p_id = PID_ID(pQueue[i].uPackedID); if ( p_type == OBJECT_Actor ) { pActors[p_id].uAttributes |= 0x80u; if ( !pActors[p_id].CanAct() ) { --active_actors; pQueue[i].actor_initiative = 1001; pActors[p_id].uAttributes &= ~0x80; } } else if ( p_type == OBJECT_Player) { if ( !pParty->pPlayers[p_id].CanAct() ) { --active_actors; pQueue[i].actor_initiative = 1001; } } } //sort if (uActorQueueSize>0) { for( i=0; i<uActorQueueSize-1; ++i) { current_top=&pQueue[i]; for(j=i+1; j<uActorQueueSize;++j ) { test_element=&pQueue[j]; if ( test_element->actor_initiative < current_top->actor_initiative || // if less initiative -> top ((test_element->actor_initiative == current_top->actor_initiative) && ( ((PID_TYPE(test_element->uPackedID) == OBJECT_Player) && (PID_TYPE(current_top->uPackedID) == OBJECT_Actor)) || //player preferable ((PID_TYPE(test_element->uPackedID) == PID_TYPE(current_top->uPackedID)) && (PID_ID(test_element->uPackedID) < PID_ID(current_top->uPackedID))) //less id preferable ) ) ) { //swap memcpy(&temp_elem,current_top,sizeof(TurnBased_QueueElem)); memcpy(current_top,test_element, sizeof(TurnBased_QueueElem)); memcpy(test_element, &temp_elem, sizeof(TurnBased_QueueElem)); } } } } uActorQueueSize = active_actors; if ( PID_TYPE(pQueue[0].uPackedID) == OBJECT_Player) //we have player at queue top { uActiveCharacter = PID_ID(pQueue[0].uPackedID)+1; field_18 |= TE_PLAYER_TURN; } else { uActiveCharacter = 0; field_18 &= ~TE_PLAYER_TURN; } for(i=0; i<uActorQueueSize; ++i) { if ( PID_TYPE(pQueue[i].uPackedID) == OBJECT_Player) //set recovery times pParty->pPlayers[PID_ID(pQueue[i].uPackedID)].uTimeToRecovery = (unsigned __int16)((double)pQueue[i].actor_initiative * 0.46875); } } //----- (0040471C) -------------------------------------------------------- void stru262_TurnBased::ApplyPlayerAction() { if ( pParty->bTurnBasedModeOn == 1 ) { if ( pTurnEngine->turn_stage == 2 ) _406457(0); } } //----- (004059DB) -------------------------------------------------------- void stru262_TurnBased::Start() { int v3; // esi@1 unsigned int actor_id; // esi@7 unsigned int v8; // edx@10 int v17; // edx@22 AIDirection v30; // [sp+Ch] [bp-68h]@10 AIDirection v31; // [sp+28h] [bp-4Ch]@10 AIDirection a3; // [sp+44h] [bp-30h]@10 Player *pPlayer; // [sp+6Ch] [bp-8h]@1 int v40b; int activ_players[4]; int players_recovery_time[4]; int a_players_count; int i,j; int temp; pTurnEngine->field_18 &= ~TE_HAVE_PENDING_ACTIONS; pEventTimer->TrackGameTime(); pAudioPlayer->StopChannels(-1, -1); pAudioPlayer->PlaySound(SOUND_207, 0, 0, -1, 0, 0, 0, 0); pPlayer = pParty->pPlayers; dword_50C998_turnbased_icon_1A = 8 * pIconsFrameTable->pIcons[uIconID_TurnStart].uAnimLength; dword_50C994 = 0; this->turn_initiative = 100; this->turns_count = 0; this->ai_turn_timer = 64; this->turn_stage = 1; this->uActorQueueSize = 0; for ( v3 = 0; v3 < 4 ; ++v3 ) { if ( pParty->pPlayers[v3].CanAct() ) { this->pQueue[this->uActorQueueSize].uPackedID = PID(OBJECT_Player,v3); this->pQueue[this->uActorQueueSize].AI_action_type = TE_AI_PURSUE; this->pQueue[this->uActorQueueSize].uActionLength = 0; pParty->pTurnBasedPlayerRecoveryTimes[this->uActorQueueSize] = 0; ++this->uActorQueueSize; } } for ( v3 = 0; v3 < ai_arrays_size ; ++v3 ) { actor_id = ai_near_actors_ids[v3]; if (actor_id == 10) continue; if ( pActors[actor_id].CanAct() ) { if ( pActors[actor_id].uAttributes & 0x8000 ) { v8 = ai_near_actors_targets_pid[actor_id]; pActors[actor_id].uAttributes |= 0x80; memcpy(&v31, Actor::GetDirectionInfo(PID(OBJECT_Actor,actor_id), v8, &a3, 0), sizeof(AIDirection)); memcpy(&v30, &v31, sizeof(AIDirection)); Actor::AI_StandOrBored(actor_id, 4, 32, &v30); this->pQueue[this->uActorQueueSize].uPackedID = PID(OBJECT_Actor,actor_id); this->pQueue[this->uActorQueueSize].AI_action_type = TE_AI_PURSUE; this->pQueue[this->uActorQueueSize].uActionLength = 0; ++this->uActorQueueSize; } } } a_players_count=0; for ( v40b = 0; v40b < this->uActorQueueSize; ++v40b ) { //set initial initiative for turn actors if ( PID_TYPE(this->pQueue[v40b].uPackedID) == OBJECT_Player ) { if ( pPlayers[PID_ID(this->pQueue[v40b].uPackedID) + 1]->uTimeToRecovery != 0 ) { this->pQueue[v40b].actor_initiative = (signed int)((double)pPlayers[PID_ID(this->pQueue[v40b].uPackedID) + 1]->uTimeToRecovery * 0.46875); } else { activ_players[a_players_count] = v40b; ++a_players_count; } } else if ( PID_TYPE(this->pQueue[v40b].uPackedID) == OBJECT_Actor ) { v17 = rand() % 99; if ( v17 < 33 ) this->pQueue[v40b].actor_initiative = 1; else this->pQueue[v40b].actor_initiative= (v17 >= 66)? 5 : 3; } else { //fot non player and actor this->pQueue[v40b].actor_initiative = 666; } this->pQueue[v40b].actor_initiative += 16; } if ( a_players_count > 0 ) { for (i=0; i<a_players_count; ++i) players_recovery_time[i] = pParty->pPlayers[PID_ID(this->pQueue[activ_players[i]].uPackedID)].GetAttackRecoveryTime(0); //sort players by recovery time for (i=0; i < a_players_count-1; ++i) { for(j=i+1; j<a_players_count;++j ) { if (players_recovery_time[j] < players_recovery_time[i]) //swap values { temp = players_recovery_time[i]; players_recovery_time[i] = players_recovery_time[j]; players_recovery_time[j] = temp; temp = activ_players[i]; activ_players[i] = activ_players[j]; activ_players[j] = temp; } } } for (i=0; i<a_players_count; ++i) { this->pQueue[activ_players[i]].actor_initiative = i+2; } } this->SortTurnQueue(); } //----- (00405CFF) -------------------------------------------------------- void stru262_TurnBased::End(bool bPlaySound) { ObjectType objType; // eax@13 int objID; // esi@13 int i; this->turn_stage = 0; for( i=0; i<uActorQueueSize; ++i) { if ( PID_TYPE(pQueue[i].uPackedID) == OBJECT_Actor ) pActors[PID_ID(pQueue[i].uPackedID)].uAttributes &= ~0x80; } for( i=0; i<uNumSpriteObjects; ++i) { if (pSpriteObjects[i].uAttributes & 4) pSpriteObjects[i].uAttributes &= ~0x04; } for( i=0; i<uActorQueueSize; ++i) { objType = (ObjectType)PID_TYPE(pQueue[i].uPackedID); objID = PID_ID(pQueue[i].uPackedID); if ( objType == OBJECT_Player ) { pPlayers[objID + 1]->uTimeToRecovery = (unsigned __int16)((double)pQueue[i].actor_initiative * 2.133333333333333); } else if ( objType == OBJECT_Actor ) { pActors[objID].pMonsterInfo.uRecoveryTime = (unsigned __int16)((double)pQueue[i].actor_initiative * 2.133333333333333); } } pAudioPlayer->StopChannels(-1, -1); if ( bPlaySound != 0 ) pAudioPlayer->PlaySound(SOUND_206, 0, 0, -1, 0, 0, 0, 0); pTurnEngine->field_18 &= ~TE_HAVE_PENDING_ACTIONS; pEventTimer->StopGameTime(); dword_50C994 = 0; dword_50C998_turnbased_icon_1A = 0; } // 50C994: using guessed type int dword_50C994; // 50C998: using guessed type int dword_50C998_turnbased_icon_1A; //----- (00405E14) -------------------------------------------------------- void stru262_TurnBased::AITurnBasedAction() { AIDirection *v6; // esi@21 int v7; // eax@21 AIDirection a3; // [sp+4h] [bp-68h]@21 AIDirection v14; // [sp+20h] [bp-4Ch]@21 AIDirection v15; // [sp+3Ch] [bp-30h]@21 Actor *curr_actor; // [sp+58h] [bp-14h]@2 int target_pid; // [sp+5Ch] [bp-10h]@6 int shrinked; int i,j; for (i =0; i<uNumActors; ++i ) { curr_actor=&pActors[i]; shrinked=pActors[i].pActorBuffs[ACTOR_BUFF_SHRINK].uExpireTime > 0; for (j =0; j<22; ++j) //check expired spell Buffs { if(j != 10) pActors[i].pActorBuffs[j].IsBuffExpiredToTime(pParty->uTimePlayed); } if (shrinked && pActors[i].pActorBuffs[ACTOR_BUFF_SHRINK].uExpireTime <=0) //buff 3 expired { pActors[i].uActorHeight = pMonsterList->pMonsters[pActors[i].pMonsterInfo.uID - 1].uMonsterHeight; } if(!(curr_actor->uAttributes&0x80)&& (!curr_actor->pActorBuffs[ACTOR_BUFF_STONED].uExpireTime)&& (!curr_actor->pActorBuffs[ACTOR_BUFF_PARALYZED].uExpireTime)) { curr_actor->uCurrentActionTime += pMiscTimer->uTimeElapsed; if (curr_actor->uCurrentActionTime>=curr_actor->uCurrentActionLength) { target_pid = ai_near_actors_targets_pid[i]; v6 = Actor::GetDirectionInfo(PID(OBJECT_Actor,i), target_pid, &a3, 0); memcpy(&v15, v6, sizeof(AIDirection)); memcpy(&v14, &v15, sizeof(AIDirection)); v7 = curr_actor->uAIState; if(v7==Dying) { curr_actor->uCurrentActionTime = 0; curr_actor->uCurrentActionLength = 0; curr_actor->uAIState = Dead; curr_actor->UpdateAnimation(); } else if ( (v7 > AIState::Removed)&&(v7 < AIState::Disabled)) { Actor::AI_StandOrBored(i, target_pid, 32, &v14); } } } } if ( turn_stage == 1 ) { if ( ai_turn_timer == 64 ) ActorAISetMovementDecision(); else if ( ai_turn_timer > 0 ) ActorAIDoAdditionalMove(); else { ActorAIStopMovement(); turn_initiative = 100; } ai_turn_timer -= pEventTimer->uTimeElapsed; } else if ( turn_stage == 2 ) { if ( !(field_18 &TE_FLAG_1)) { if ( turn_initiative == 100 ) { StartTurn(); SetAIRecoveryTimes(); return; } if ( turn_initiative > 0 || pQueue[0].actor_initiative <= 0 ) { _4065B0(); SetAIRecoveryTimes(); } } NextTurn(); } else if ( turn_stage == 3 ) { if ( (uActionPointsLeft > 0) && (!(field_18 & TE_FLAG_8)) ) ActorAIChooseNewTargets(); else { field_18 &= ~TE_FLAG_8; turn_stage = 1; ai_turn_timer = 64; } } } //----- (00406051) -------------------------------------------------------- void stru262_TurnBased::StartTurn() { int player_num, actor_num, i, j; pending_actions = 0; //add player to queue if he can act for(player_num=0; player_num<4; ++player_num) { for(j=0; j<uActorQueueSize; ++j) { if (PID_TYPE(pQueue[j].uPackedID)== OBJECT_Player) { if (pPlayers[PID_ID(pQueue[j].uPackedID) + 1]->CanAct() && (player_num != PID_ID(pQueue[j].uPackedID)) ) break; } } if (j==uActorQueueSize ) { pQueue[uActorQueueSize].uPackedID = PID(OBJECT_Player,player_num); pQueue[uActorQueueSize].actor_initiative = 100; pQueue[uActorQueueSize].uActionLength = 0; pQueue[uActorQueueSize].AI_action_type = TE_AI_STAND; ++uActorQueueSize; } } //add new arrived actors for(actor_num=0; actor_num<ai_arrays_size; ++actor_num) { for(j=0; j<uActorQueueSize; ++j) { if ((PID_TYPE(pQueue[j].uPackedID)== OBJECT_Actor)&& ai_near_actors_ids[actor_num] == PID_ID(pQueue[j].uPackedID)) break; } if (j==uActorQueueSize ) { pQueue[uActorQueueSize].uPackedID = PID(OBJECT_Actor,ai_near_actors_ids[actor_num]); pQueue[uActorQueueSize].actor_initiative = 1; pQueue[uActorQueueSize].uActionLength = 0; pQueue[uActorQueueSize].AI_action_type = TE_AI_STAND; ++uActorQueueSize; } } ++turns_count; turn_initiative = 100; for(i=0; i<uActorQueueSize; ++i) { if (pQueue[i].actor_initiative == 0 ) pQueue[i].actor_initiative = 100; } StepTurnQueue(); for(i=0; i<uActorQueueSize; ++i) { if ((PID_TYPE(pQueue[i].uPackedID)==OBJECT_Player)||(pQueue[i].actor_initiative > 0)) break; AI_Action_(i); } } // 4F75D8: using guessed type int ai_arrays_size; //----- (004061CA) -------------------------------------------------------- void stru262_TurnBased::NextTurn() { Actor *curr_actor; // eax@9 int ai_state; // ecx@9 int v13; // [sp+10h] [bp-4h]@7 int i; int monster_ai_state; int monster; // eax@5 SortTurnQueue(); if (PID_TYPE(pQueue[0].uPackedID) == OBJECT_Player) uActiveCharacter = PID_ID(pQueue[0].uPackedID) + 1; else uActiveCharacter = 0; viewparams->bRedrawGameUI = 1; if ( pending_actions ) { pTurnEngine->field_18 |= TE_HAVE_PENDING_ACTIONS; return; } pTurnEngine->field_18 &= ~TE_HAVE_PENDING_ACTIONS; if ( pQueue[0].actor_initiative <= 0 ) return; v13 = 0; if (uActorQueueSize > 0 ) { for (i=0; i<uActorQueueSize; ++i ) { if (PID_TYPE(pQueue[i].uPackedID) == OBJECT_Actor) { curr_actor = &pActors[PID_ID(pQueue[i].uPackedID)]; ai_state = curr_actor->uAIState; if ( (ai_state == AIState::Dying) || (ai_state == AIState::Stunned) || (ai_state == AIState::AttackingMelee) || (ai_state == AIState::AttackingRanged1) || (ai_state == AIState::AttackingRanged2) || (ai_state == AIState::AttackingRanged3) || (ai_state == AIState::AttackingRanged4) || (ai_state ==AIState::Summoned)) { curr_actor->uCurrentActionTime += pEventTimer->uTimeElapsed; if ( curr_actor->uCurrentActionTime < curr_actor->uCurrentActionLength ) { v13 = 1; } else if ( ai_state == AIState::Dying )// Dying { curr_actor->uAIState = AIState::Dead; curr_actor->uCurrentActionTime = 0; curr_actor->uCurrentActionLength = 0; curr_actor->UpdateAnimation(); } else { if ( ai_state == AIState::Stunned ) //Stunned Actor::AI_StandOrBored(PID_ID(pQueue[i].uPackedID), ai_near_actors_targets_pid[PID_ID(pQueue[i].uPackedID)], 32, 0); } } } } if ( v13 != 0 ) { field_18 |= TE_FLAG_1; return; } } field_18 &= ~TE_FLAG_1; //set all actors to stay for (i=0; i<uActorQueueSize; ++i ) { if(PID_TYPE(pQueue[i].uPackedID) == OBJECT_Actor) { monster=PID_ID(pQueue[i].uPackedID); monster_ai_state=pActors[monster].uAIState; if ((monster_ai_state != AIState::Dead) && (monster_ai_state != AIState::Dying) && (monster_ai_state != AIState::Removed) && (monster_ai_state != AIState::Summoned) && (monster_ai_state != AIState::Disabled)) { pQueue[i].uActionLength = 0; Actor::AI_StandOrBored(monster, ai_near_actors_targets_pid[monster], 32, nullptr); } } } // turn tick turn_stage = 3; pParty->uTimePlayed += 213i64; _494035_timed_effects__water_walking_damage__etc(); uActionPointsLeft = 130; } //----- (004063A1) -------------------------------------------------------- int stru262_TurnBased::StepTurnQueue() { int v9; // dx@12 int j; SortTurnQueue(); viewparams->bRedrawGameUI = 1; if ( pQueue[0].actor_initiative!=0 ) { if (PID_TYPE(pQueue[0].uPackedID) == OBJECT_Player) { do { for (j=0; j<uActorQueueSize; ++j ) { --pQueue[j].actor_initiative; } --turn_initiative; if (turn_initiative == 0) return 1; } while (pQueue[0].actor_initiative != 0); } else { if ( pQueue[0].actor_initiative>0 ) { v9 = pActors[PID_ID(pQueue[0].uPackedID)].uAIState; if (!(v9 == AIState::Dying || v9 == AIState::Dead || v9 == AIState::Disabled || v9 == AIState::Removed)) { do { for (j=0; j<uActorQueueSize; ++j ) { --pQueue[j].actor_initiative; if (pQueue[j].actor_initiative == 0) pQueue[j].uActionLength = 0; } --turn_initiative; if (turn_initiative == 0) return 1; } while (pQueue[0].actor_initiative > 0); } } } } return 0; } //----- (00406457) -------------------------------------------------------- void stru262_TurnBased::_406457( int a2 ) { signed int v4; // ecx@2 signed int v6; // eax@2 int i; v6=0; if ( PID_TYPE(pQueue[a2].uPackedID) == OBJECT_Player) { v4 = PID_ID(pQueue[a2].uPackedID); if ( pParty->pTurnBasedPlayerRecoveryTimes[v4] ) pParty->pTurnBasedPlayerRecoveryTimes[v4] = 0; else v6 = pPlayers[v4 + 1]->GetAttackRecoveryTime(0); if ( v6 < 30 ) v6 = 30; } else { v6 = pMonsterStats->pInfos[pActors[PID_ID(pQueue[a2].uPackedID)].pMonsterInfo.uID].uRecoveryTime; } pQueue[a2].actor_initiative = v6; SortTurnQueue(); if (PID_TYPE(pQueue[0].uPackedID) == OBJECT_Player) uActiveCharacter = PID_ID(pQueue[0].uPackedID) + 1; else uActiveCharacter = 0; viewparams->bRedrawGameUI = 1; while ( (pQueue[0].actor_initiative > 0)&&(turn_initiative > 0) ) { for (i=0; i<uActorQueueSize; ++i) { --pQueue[i].actor_initiative; if (pQueue[i].actor_initiative==0) pQueue[i].uActionLength=0; } --turn_initiative; } } //----- (0040652A) -------------------------------------------------------- void stru262_TurnBased::SetAIRecoveryTimes() { int i; int monster_ai_state; Actor *monster; // eax@5 for (i=0; i<uActorQueueSize; ++i ) { if (pQueue[i].actor_initiative == 0) { if(PID_TYPE(pQueue[i].uPackedID) == OBJECT_Player) break; monster=&pActors[PID_ID(pQueue[i].uPackedID)]; monster_ai_state=monster->uAIState; if (monster_ai_state == AIState::Standing || monster_ai_state == AIState::Fleeing || monster_ai_state == AIState::Fidgeting) { pQueue[i].actor_initiative = pMonsterStats->pInfos[monster->pMonsterInfo.uID].uRecoveryTime; if (monster->pActorBuffs[7].uExpireTime > 0) pQueue[i].actor_initiative*=2; } } } } //----- (004065B0) -------------------------------------------------------- void stru262_TurnBased::_4065B0() { int i; SortTurnQueue(); if (pQueue[0].actor_initiative <= 0) { for (i=0; i<uActorQueueSize; ++i ) { if ((PID_TYPE(pQueue[i].uPackedID)==OBJECT_Player)|| (pQueue[i].actor_initiative > 0) ) break; if ((pQueue[i].uActionLength<=0) && (PID_TYPE(pQueue[i].uPackedID)==OBJECT_Actor)) AI_Action_(i); } } else { StepTurnQueue(); if (PID_TYPE(pQueue[0].uPackedID) == OBJECT_Player) uActiveCharacter = PID_ID(pQueue[0].uPackedID) + 1; else uActiveCharacter = 0; viewparams->bRedrawGameUI = 1; } for (i=0; i<uActorQueueSize; ++i ) AIAttacks(i); } //----- (00406648) -------------------------------------------------------- void stru262_TurnBased::AIAttacks( unsigned int queue_index ) { TurnBased_QueueElem *v1; // ecx@1 int v3; // eax@1 unsigned int v4; // ebx@2 Actor *v5; // esi@2 char v19; // al@24 AIDirection a3; // [sp+Ch] [bp-3Ch]@2 AIDirection a4; // [sp+28h] [bp-20h]@2 TurnBased_QueueElem *v28; // [sp+44h] [bp-4h]@1 unsigned int a2a; // [sp+50h] [bp+8h]@2 v1 = &pQueue[queue_index]; v28 = v1; v3 = v1->uPackedID; if (PID_TYPE(pQueue[queue_index].uPackedID) == OBJECT_Actor) { v4 = PID_ID(v3); a2a = ai_near_actors_targets_pid[PID_ID(pQueue[queue_index].uPackedID)]; memcpy(&a3, Actor::GetDirectionInfo(v1->uPackedID, ai_near_actors_targets_pid[PID_ID(v3)], &a3, 0), sizeof(a3)); memcpy(&a4, &a3, sizeof(a4)); v5 = &pActors[PID_ID(v3)]; LOWORD(v3) = v5->uAIState; if (( (short)v3 != AIState::Dead )&& ( (short)v3 != AIState::Disabled )&&( (short)v3 != AIState::Removed )) { v5->uCurrentActionTime += pEventTimer->uTimeElapsed; if ( (signed int)v5->uCurrentActionTime >= v5->uCurrentActionLength ) { switch (v3) { case AIState::AttackingMelee: v19 = stru_50C198.special_ability_use_check(&pActors[v4], v4); stru_50FE08.Add( v28->uPackedID, 5120, v5->vPosition.x, v5->vPosition.y, v5->vPosition.z + ((signed int)v5->uActorHeight >> 1), v19, 1); Actor::AI_Stand(v4, a2a, 0, &a4); break; case AIState::AttackingRanged1: Actor::AI_RangedAttack(v4, &a4, v5->pMonsterInfo.uMissleAttack1Type, 0); Actor::AI_Stand(v4, a2a, 0,&a4); break; case AIState::Dying: v5->uCurrentActionTime = 0; v5->uCurrentActionLength = 0; v5->uAIState = Dead; pActors[v4].UpdateAnimation(); break; case AIState::Stunned: Actor::AI_Stand(v4, a2a, 0,&a4); break; case AIState::AttackingRanged2: Actor::AI_RangedAttack(v4, &a4, v5->pMonsterInfo.uMissleAttack2Type, 1); Actor::AI_Stand(v4, a2a, 0,&a4); break; case AIState::AttackingRanged3: Actor::AI_SpellAttack(v4, &a4, v5->pMonsterInfo.uSpell1ID, 2, v5->pMonsterInfo.uSpellSkillAndMastery1); Actor::AI_Stand(v4, a2a, 0, &a4); break; case AIState::AttackingRanged4: Actor::AI_SpellAttack(v4, &a4, v5->pMonsterInfo.uSpell2ID, 3, v5->pMonsterInfo.uSpellSkillAndMastery2); Actor::AI_Stand(v4, a2a, 0, &a4); break; default: if ( !(rand() % 2) ) Actor::AI_Bored(v4, a2a, &a4); else Actor::AI_Stand(v4, a2a, 64,&a4); } } } } } // 50FE08: using guessed type stru298 stru_50FE08; //----- (0040680F) -------------------------------------------------------- void stru262_TurnBased::AI_Action_( int queue_index ) { TurnBased_QueueElem *v2; // eax@1 unsigned int v3; // eax@1 unsigned int actor_id; // edi@2 Actor *v5; // ebx@2 AIDirection *v7; // esi@10 int v8; // eax@10 int v9; // ecx@10 signed int v10; // eax@13 int v14; // eax@29 AIDirection a3; // [sp+Ch] [bp-44h]@10 AIDirection v18; // [sp+28h] [bp-28h]@10 int a2a; // [sp+44h] [bp-Ch]@2 int v20; // [sp+48h] [bp-8h]@10 TurnBased_QueueElem *v21; // [sp+4Ch] [bp-4h]@1 signed int v22; // [sp+58h] [bp+8h]@10 v2 = &pQueue[queue_index]; v21 = v2; v2->uActionLength = 0; v3 = v2->uPackedID; if (PID_TYPE(pQueue[queue_index].uPackedID) == OBJECT_Actor) { actor_id = PID_ID(pQueue[queue_index].uPackedID); a2a = v3; v5 = &pActors[actor_id]; v3 = v5->uAIState; if (!(v3 == AIState::Dying || v3 == AIState::Dead || v3 == AIState::Summoned || v3 == AIState::Disabled || v3 == AIState::Removed)) { Actor::_SelectTarget(actor_id, &ai_near_actors_targets_pid[actor_id], true); v22 = ai_near_actors_targets_pid[actor_id]; if ( v5->pMonsterInfo.uHostilityType && !v22) v5->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Friendly; v7 = Actor::GetDirectionInfo(PID(OBJECT_Actor,actor_id), v22, &a3, 0); v8 = v5->uActorRadius; memcpy(&a3, v7, sizeof(AIDirection)); memcpy(&v18, &a3, sizeof(AIDirection)); v9 = a3.uDistance - v8; v20 = a3.uDistance - v8; if ( v20 < 0 ) { v9 = 0; v20 = 0; } if (PID_TYPE(v22) == OBJECT_Actor) //v10 = (unsigned __int8)*(&byte_5C8D1A[89 * (pMonsterStats->pInfos[pActors[PID_ID(v22)].pMonsterInfo.uID].uID - 1) / 3] + (v5->pMonsterInfo.uID - 1) / 3); v10 = pFactionTable->relations[(pMonsterStats->pInfos[pActors[PID_ID(v22)].pMonsterInfo.uID].uID) / 3 + 1][(v5->pMonsterInfo.uID - 1) / 3 + 1]; else v10 = 4; switch (v10) { case 1: if ( (double)(signed int)v20 < 307.2 ) v5->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Long; break; case 2: if ( v20 < 1024 ) v5->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Long; break; case 3: if ( v20 < 2560 ) v5->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Long; break; case 4: if ( v20 < 5120 ) v5->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Long; break; } if ( v5->pMonsterInfo.uHostilityType == 4 && v22 && (signed int)v9 < 5120 ) { v14 = stru_50C198.special_ability_use_check(v5, actor_id); v21->AI_action_type = TE_AI_STAND; switch (v14) { case 1: if ( v5->pMonsterInfo.uMissleAttack2Type ) { Actor::AI_MissileAttack2(actor_id, v22, &v18); v21->AI_action_type = TE_AI_RANGED_ATTACK; } break; case 2: if(v5->pMonsterInfo.uSpell1ID) { Actor::AI_SpellAttack1(actor_id, v22, &v18); v21->AI_action_type = TE_AI_RANGED_ATTACK; } break; case 3: if(v5->pMonsterInfo.uSpell2ID) { Actor::AI_SpellAttack2(actor_id, v22, &v18); v21->AI_action_type = TE_AI_RANGED_ATTACK; } break; default: if ( v5->pMonsterInfo.uMissleAttack1Type ) { Actor::AI_MissileAttack1(actor_id, v22, &v18); v21->AI_action_type = TE_AI_RANGED_ATTACK; } } if (!v21->AI_action_type) if ( (double)v20 < 307.2) { Actor::AI_MeleeAttack(actor_id, v22, &v18); v21->AI_action_type = TE_AI_MELEE_ATTACK; } else { Actor::AI_Stand(actor_id, v22, 64, &v18); v21->AI_action_type = TE_AI_STAND; } } else { Actor::AI_Stand(actor_id, v22, 64, &v18); v21->AI_action_type = TE_AI_STAND; } v21->uActionLength = v5->uCurrentActionLength; } } } //----- (00406A63) -------------------------------------------------------- void stru262_TurnBased::ActorAISetMovementDecision() { AIDirection a3; // [sp+8h] [bp-44h]@5 AIDirection v7; // [sp+24h] [bp-28h]@5 unsigned int target_pid; // [sp+40h] [bp-Ch]@5 int i; this->ai_turn_timer = 64; dword_50C994 = 0; uActiveCharacter = 0; for (i=0; i<uActorQueueSize; ++i ) { if (PID_TYPE(pQueue[i].uPackedID) == OBJECT_Actor) { target_pid = ai_near_actors_targets_pid[PID_ID(pQueue[i].uPackedID)]; memcpy(&v7, Actor::GetDirectionInfo(pQueue[i].uPackedID, target_pid, &a3, 0), sizeof(AIDirection)); if ( !ActorMove(i) ) Actor::AI_Stand(PID_ID(pQueue[i].uPackedID), target_pid, 32, &v7); } } } // 50C994: using guessed type int dword_50C994; //----- (00406AFE) -------------------------------------------------------- void stru262_TurnBased::ActorAIStopMovement() { AIDirection a3; // [sp+4h] [bp-48h]@5 AIDirection v7; // [sp+20h] [bp-2Ch]@5 unsigned int target_pid; int i; for (i=0; i<uActorQueueSize; ++i ) { if (PID_TYPE(pQueue[i].uPackedID) == OBJECT_Actor) { target_pid = ai_near_actors_targets_pid[PID_ID(pQueue[i].uPackedID)]; memcpy(&v7, Actor::GetDirectionInfo(pQueue[i].uPackedID, target_pid, &a3, 0), sizeof(AIDirection)); Actor::AI_Stand(PID_ID(pQueue[i].uPackedID), target_pid, 32, &v7); pQueue[i].AI_action_type = TE_AI_STAND; pQueue[i].uActionLength = 0; } } turn_stage = 2; ai_turn_timer = 100; } //----- (00406B9F) -------------------------------------------------------- void stru262_TurnBased::ActorAIDoAdditionalMove() { Actor *v6; // ebx@5 AIDirection a3; // [sp+0h] [bp-50h]@15 AIDirection v9; // [sp+1Ch] [bp-34h]@15 unsigned int v13; // [sp+44h] [bp-Ch]@8 int i; for (i=0; i<uActorQueueSize; ++i ) { if (PID_TYPE(pQueue[i].uPackedID) == OBJECT_Actor) { v6 = &pActors[PID_ID(pQueue[i].uPackedID)]; if ( !(v6->pActorBuffs[5].uExpireTime > 0|| (v6->pActorBuffs[6].uExpireTime > 0) || v6->uAIState == AIState::Dead || v6->uAIState == AIState::Removed || v6->uAIState == AIState::Disabled) ) { v13 = ai_near_actors_targets_pid[PID_ID(pQueue[i].uPackedID)]; memcpy(&v9, Actor::GetDirectionInfo(pQueue[i].uPackedID, v13, &a3, 0), sizeof(AIDirection)); if ( v6->uAIState == AIState::Pursuing || v6->uAIState == AIState::Tethered ) { if ( (double)(signed int)v9.uDistance < 307.2 ) Actor::AI_Stand(PID_ID(pQueue[i].uPackedID), v13, 32, &v9); } else { v6->uCurrentActionTime += pEventTimer->uTimeElapsed; if ( v6->uCurrentActionTime > v6->uCurrentActionLength ) { if ( v6->uAIState == AIState::Dying ) { v6->uCurrentActionTime = 0; v6->uCurrentActionLength = 0; v6->uAIState = AIState::Dead; v6->UpdateAnimation(); } if ( !ActorMove(i) ) Actor::AI_Stand(PID_ID(pQueue[i].uPackedID), v13, 32, &v9); } } } } } } //----- (00406D10) -------------------------------------------------------- bool stru262_TurnBased::ActorMove(signed int queue_position) { int v2; // ecx@1 //int v3; // ecx@2 Actor *actor; // ebx@2 AIDirection *v9; // esi@10 int v10; // eax@10 int v11; // ecx@10 unsigned __int8 pHostileType; // al@12 AIDirection a3; // [sp+Ch] [bp-48h]@10 AIDirection pDir; // [sp+28h] [bp-2Ch]@10 int v28; // [sp+48h] [bp-Ch]@10 TurnBased_QueueElem *v29; // [sp+4Ch] [bp-8h]@7 unsigned int uActorID; // [sp+50h] [bp-4h]@2 unsigned int a2a; // [sp+5Ch] [bp+8h]@7 // __debugbreak();//срабатывает при пошаговом режиме после пяти шагов v2 = pQueue[queue_position].uPackedID; if (PID_TYPE(v2) == OBJECT_Player) return 0; uActorID = PID_ID(v2); //uActorID = v3; actor = &pActors[uActorID]; //v5 = v4->uAIState; if ( actor->uAIState == AIState::Dead || actor->uAIState == AIState::Dying || actor->uAIState == AIState::Removed|| actor->uAIState == AIState::Disabled || actor->uAIState == AIState::Summoned ) return 1; v29 = &pTurnEngine->pQueue[queue_position]; a2a = ai_near_actors_targets_pid[uActorID]; Actor::_SelectTarget(uActorID, &ai_near_actors_targets_pid[uActorID], true); if ( actor->pMonsterInfo.uHostilityType && !ai_near_actors_targets_pid[uActorID] ) actor->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Friendly; v9 = Actor::GetDirectionInfo(pQueue[queue_position].uPackedID, ai_near_actors_targets_pid[uActorID], &a3, 0); v10 = actor->uActorRadius; memcpy(&a3, v9, sizeof(AIDirection)); memcpy(&pDir, &a3, sizeof(AIDirection)); v11 = a3.uDistance - v10; v28 = a3.uDistance - v10; if ( v28 < 0 ) { v11 = 0; v28 = 0; } pHostileType = actor->pMonsterInfo.uHostilityType; switch (pHostileType) { case 1: if ( (double)v28 < 307.2 ) actor->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Long; break; case 2: if ( v28 < 1024 ) actor->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Long; break; case 3: if ( v28 < 2560 ) actor->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Long; break; } if ( actor->pActorBuffs[4].uExpireTime > 0 ) { if (v11 < 10240 ) { Actor::AI_Flee(uActorID, a2a, 0, &pDir); v29->AI_action_type = 4; } else { Actor::AI_RandomMove(uActorID, a2a, 1024, 0); v29->AI_action_type = TE_AI_PURSUE; } v29->uActionLength = actor->uCurrentActionLength; return 1; } if ( actor->pMonsterInfo.uHostilityType == MonsterInfo::Hostility_Long ) { if ( !(actor->uAttributes & 0x020000) || actor->pMonsterInfo.uAIType == 1 ) { if ( actor->pMonsterInfo.uAIType == 1 ) { if ( actor->pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_STAIONARY ) Actor::AI_Stand(uActorID, a2a, 32, 0); else Actor::AI_Flee(uActorID, a2a, 32, 0); v29->AI_action_type = TE_AI_FLEE; v29->uActionLength = actor->uCurrentActionLength; return 1; } if ( actor->pMonsterInfo.uAIType == 2 ) { if (((double)actor->pMonsterInfo.uHP * 0.2) > (double)actor->sCurrentHP && (v11 < 10240 ) ) { if ( actor->pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_STAIONARY ) Actor::AI_Stand(uActorID, a2a, 32, 0); else Actor::AI_Flee(uActorID, a2a, 32, 0); v29->AI_action_type = TE_AI_FLEE; v29->uActionLength = actor->uCurrentActionLength; return 1; } } if ( actor->pMonsterInfo.uAIType == 3 ) { if ( ((double)actor->pMonsterInfo.uHP * 0.1) > (double)actor->sCurrentHP && (v11 < 10240 )) { if ( actor->pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_STAIONARY ) Actor::AI_Stand(uActorID, a2a, 32, 0); else Actor::AI_Flee(uActorID, a2a, 32, 0); v29->AI_action_type = TE_AI_FLEE; v29->uActionLength = actor->uCurrentActionLength; return 1; } } } if ( (double)(signed int)v28 < 307.2 ) return 0; if ( (signed int)v11 < 5120 ) { if ( actor->pMonsterInfo.uMissleAttack1Type && (signed int)v11 < 1024 ) Actor::AI_Pursue1(uActorID, a2a, uActorID, 32, &pDir); else Actor::AI_Pursue2(uActorID, a2a, 32, &pDir, 307); v29->AI_action_type = TE_AI_PURSUE; v29->uActionLength = actor->uCurrentActionLength; return 1; } } switch(actor->pMonsterInfo.uMovementType) { case MONSTER_MOVEMENT_TYPE_SHORT: Actor::AI_RandomMove(uActorID, a2a, 1024, 32); break; case MONSTER_MOVEMENT_TYPE_MEDIUM: Actor::AI_RandomMove(uActorID, a2a, 2560, 32); break; case MONSTER_MOVEMENT_TYPE_LONG: Actor::AI_RandomMove(uActorID, a2a, 5120, 32); break; case MONSTER_MOVEMENT_TYPE_FREE: Actor::AI_RandomMove(uActorID, a2a, 10240, 32); break; case MONSTER_MOVEMENT_TYPE_STAIONARY: Actor::AI_Stand(uActorID, a2a, 32, 0); break; default: return 1; } v29->AI_action_type = TE_AI_PURSUE; v29->uActionLength = actor->uCurrentActionLength; return 1; } //----- (00406FA8) -------------------------------------------------------- void stru262_TurnBased::ActorAIChooseNewTargets() { Actor *curr_acror; // ebx@4 AIDirection a3; // [sp+Ch] [bp-6Ch]@8 AIDirection v9; // [sp+28h] [bp-50h]@8 AIDirection a4; // [sp+44h] [bp-34h]@8 unsigned int target_pid; // [sp+60h] [bp-18h]@1 int uActorID; // [sp+68h] [bp-10h]@4 int i; for (i=0; i<uActorQueueSize; ++i ) { if (PID_TYPE(pQueue[i].uPackedID) == OBJECT_Actor) { uActorID=PID_ID(pQueue[i].uPackedID); curr_acror = &pActors[uActorID]; if ( !( curr_acror->uAIState == AIState::Summoned|| curr_acror->uAIState == AIState::Dead || curr_acror->uAIState == AIState::Removed || curr_acror->uAIState == AIState::Disabled) ) { target_pid = ai_near_actors_targets_pid[uActorID]; Actor::_SelectTarget(uActorID, &ai_near_actors_targets_pid[uActorID], true); memcpy(&v9, Actor::GetDirectionInfo(pQueue[i].uPackedID, target_pid, &a3, 0), sizeof(AIDirection)); memcpy(&a4, &v9, sizeof(AIDirection)); curr_acror->uCurrentActionTime += pEventTimer->uTimeElapsed; if ( curr_acror->uCurrentActionTime > curr_acror->uCurrentActionLength ) { if ( curr_acror->uAIState == AIState::Dying ) { curr_acror->uCurrentActionTime = 0; curr_acror->uCurrentActionLength = 0; curr_acror->uAIState = AIState::Dead; curr_acror->UpdateAnimation(); break; } if ( rand() % 2 ) Actor::AI_Stand(uActorID, target_pid, 64, &a4); else Actor::AI_Bored(uActorID, target_pid, &a4); } } } } }