view Engine/TurnEngine/TurnEngine.cpp @ 2502:a77c34acdbc9

Media folder
author Ritor1
date Fri, 19 Sep 2014 05:13:32 +0600
parents 68cdef6879a0
children 1bcadc6dd203
line wrap: on
line source

#define _CRTDBG_MAP_ALLOC
#include <stdlib.h>
#include <crtdbg.h>

#define _CRT_SECURE_NO_WARNINGS


#include "../MM7.h"
#include "../mm7_data.h"
#include "Engine/Objects/Actor.h"
#include "../Party.h"
#include "Media/Audio/AudioPlayer.h"
#include "Engine/Objects/SpriteObject.h"
#include "../Timer.h"
#include "../stru298.h"
#include "Engine/Tables/IconFrameTable.h"
#include "Engine/Graphics/Viewport.h"
#include "Engine/Tables/FactionTable.h"

#include "TurnEngine.h"


#include "../Game.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 |= ACTOR_STAND_IN_QUEUE;//0x80
      if ( !pActors[p_id].CanAct() )
      {
        --active_actors;
        pQueue[i].actor_initiative = 1001;
        pActors[p_id].ResetQueue();
      }
    }
    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 == TE_ATTACK )
      _406457(0);
  }
}

//----- (004059DB) --------------------------------------------------------
void stru262_TurnBased::Start()
{
  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
  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.data();
  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 = TE_WAIT;
  this->uActorQueueSize = 0;

  for ( uint pl_id = 0; pl_id < 4 ; ++pl_id )
  {
    if ( pParty->pPlayers[pl_id].CanAct() )
    {
      this->pQueue[this->uActorQueueSize].uPackedID = PID(OBJECT_Player,pl_id);
      this->pQueue[this->uActorQueueSize].AI_action_type = TE_AI_PURSUE;
      this->pQueue[this->uActorQueueSize].uActionLength = 0;
      pParty->pTurnBasedPlayerRecoveryTimes[this->uActorQueueSize] = 0;
      ++this->uActorQueueSize;
    }
  }

  for ( int i = 0; i < ai_arrays_size ; ++i )
  {
    if (ai_near_actors_ids[i] == 10)
      continue;
    if ( pActors[ai_near_actors_ids[i]].CanAct() )
    {
      if ( pActors[ai_near_actors_ids[i]].ActorNearby() )
      {
        pActors[ai_near_actors_ids[i]].uAttributes |= ACTOR_STAND_IN_QUEUE;//0x80
        Actor::GetDirectionInfo(PID(OBJECT_Actor,ai_near_actors_ids[i]), ai_near_actors_targets_pid[ai_near_actors_ids[i]], &v31, 0);
        memcpy(&v30, &v31, sizeof(AIDirection));
        Actor::AI_StandOrBored(ai_near_actors_ids[i], 4, 32, &v30);
        this->pQueue[this->uActorQueueSize].uPackedID = PID(OBJECT_Actor,ai_near_actors_ids[i]);
        this->pQueue[this->uActorQueueSize].AI_action_type = TE_AI_PURSUE;
        this->pQueue[this->uActorQueueSize].uActionLength = 0;
        ++this->uActorQueueSize;
      }
    }
  }

  a_players_count = 0;
  for ( int k = 0; k < this->uActorQueueSize; ++k )
  {
    //set initial initiative for turn actors
    if ( PID_TYPE(this->pQueue[k].uPackedID) == OBJECT_Player )
    {
      if ( pPlayers[PID_ID(this->pQueue[k].uPackedID) + 1]->uTimeToRecovery != 0 )
        this->pQueue[k].actor_initiative = (signed int)((double)pPlayers[PID_ID(this->pQueue[k].uPackedID) + 1]->uTimeToRecovery * 0.46875);
      else
      {
        activ_players[a_players_count] = k;
        ++a_players_count;
      }
    }
    else if ( PID_TYPE(this->pQueue[k].uPackedID) == OBJECT_Actor )
    {
      v17 = rand() % 99;
      if ( v17 < 33 )
        this->pQueue[k].actor_initiative = 1;
      else 
        this->pQueue[k].actor_initiative= (v17 >= 66)? 5 : 3; 
    }
    else //fot non player and actor
      this->pQueue[k].actor_initiative = 666;
    this->pQueue[k].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 = TE_NONE;
  for( i = 0; i < uActorQueueSize; ++i) 
  {
    if ( PID_TYPE(pQueue[i].uPackedID) == OBJECT_Actor )
      pActors[PID_ID(pQueue[i].uPackedID)].ResetQueue();
  }

  for( uint 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
  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 j;

  for (uint 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];
        Actor::GetDirectionInfo(PID(OBJECT_Actor,i), target_pid, &v6, 0);
        memcpy(&v15, &v6, sizeof(AIDirection));
        memcpy(&v14, &v15, sizeof(AIDirection));
        if ( curr_actor->uAIState == Dying )
        {
          curr_actor->uCurrentActionTime = 0;
          curr_actor->uCurrentActionLength = 0;
          curr_actor->uAIState = Dead;
          curr_actor->UpdateAnimation();
        }
        else  if ( (curr_actor->uAIState > Removed) && (curr_actor->uAIState < Disabled))
          Actor::AI_StandOrBored(i, target_pid, 32, &v14);
      }
    }
  }
  if ( turn_stage == TE_WAIT )
  {
    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 == TE_ATTACK )
  {
    if ( !(field_18 &TE_FLAG_1))
    {
      if ( turn_initiative == 100 )
      {
        StartTurn();
        SetAIRecoveryTimes();
        return;
      }
      if ( turn_initiative > 0 || pQueue[0].actor_initiative <= 0 )
      {
        _4065B0();
        SetAIRecoveryTimes();
        return;
      }
    }
    NextTurn();
  }
  else if ( turn_stage == TE_MOVEMENT )
  {
    if ( (uActionPointsLeft > 0) && (!(field_18 & TE_FLAG_8)) )
      ActorAIChooseNewTargets();
    else
    {
      field_18 &= ~TE_FLAG_8;
      turn_stage = TE_WAIT;
      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()
{
  int v13; // [sp+10h] [bp-4h]@7
  int monster_id; // eax@5

  SortTurnQueue();
  if (PID_TYPE(pQueue[0].uPackedID) == OBJECT_Player)
    uActiveCharacter = PID_ID(pQueue[0].uPackedID) + 1;
  else
    uActiveCharacter = 0;
  viewparams->bRedrawGameUI = true;

  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 ( int i = 0; i < uActorQueueSize; ++i )
    {
      if (PID_TYPE(pQueue[i].uPackedID) == OBJECT_Actor)
      {
        monster_id = PID_ID(pQueue[i].uPackedID);
        if ( (pActors[monster_id].uAIState == Dying) || (pActors[monster_id].uAIState == Stunned)
          || (pActors[monster_id].uAIState == AttackingMelee) || (pActors[monster_id].uAIState == AttackingRanged1)
          || (pActors[monster_id].uAIState == AttackingRanged2) || (pActors[monster_id].uAIState == AttackingRanged3)
          || (pActors[monster_id].uAIState == AttackingRanged4) || (pActors[monster_id].uAIState == Summoned))
        {
          pActors[monster_id].uCurrentActionTime += pEventTimer->uTimeElapsed;
          if ( pActors[monster_id].uCurrentActionTime < pActors[monster_id].uCurrentActionLength )
            v13 = 1;
          else if ( pActors[monster_id].uAIState == Dying )// Dying
          {
            pActors[monster_id].uAIState = Dead;
            pActors[monster_id].uCurrentActionTime = 0;
            pActors[monster_id].uCurrentActionLength = 0;
            pActors[monster_id].UpdateAnimation();
          }
          else
          {
            if ( pActors[monster_id].uAIState == Stunned ) //Stunned
              Actor::AI_StandOrBored(monster_id, ai_near_actors_targets_pid[monster_id], 32, 0);
          }
        }
      }
    }
    if ( v13 != 0 )
    {
      field_18 |= TE_FLAG_1;
      return;
    }
  }

  field_18 &= ~TE_FLAG_1;
  //set all actors to stay
  for ( int i = 0; i < uActorQueueSize; ++i )
  {
    if(PID_TYPE(pQueue[i].uPackedID) == OBJECT_Actor) 
    {
      monster_id = PID_ID(pQueue[i].uPackedID);
      if ((pActors[monster_id].uAIState != Dead) && (pActors[monster_id].uAIState != Dying) &&
          (pActors[monster_id].uAIState != Removed) && (pActors[monster_id].uAIState != Summoned) &&
          (pActors[monster_id].uAIState != Disabled))
      {
        pQueue[i].uActionLength = 0;
        Actor::AI_StandOrBored(monster_id, ai_near_actors_targets_pid[monster_id], 32, nullptr);
      }
    }
  }
  // turn tick
  turn_stage = TE_MOVEMENT;
  pParty->uTimePlayed += 213i64;
  _494035_timed_effects__water_walking_damage__etc();
  uActionPointsLeft = 130;
}

//----- (004063A1) --------------------------------------------------------
bool 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 true;
      }
      while (pQueue[0].actor_initiative != 0);
    }
    else
    {
      if ( pQueue[0].actor_initiative > 0 )
      {
        v9 = pActors[PID_ID(pQueue[0].uPackedID)].uAIState;
        if (!(v9 == Dying || v9 == Dead || 
              v9 == Disabled || v9 == 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 true;
          }
          while (pQueue[0].actor_initiative > 0); 
        }
      }
    }
  }
  return false;
}

//----- (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 == Standing || 
          monster_ai_state == Fleeing || 
          monster_ai_state == Fidgeting)
      {
        pQueue[i].actor_initiative = pMonsterStats->pInfos[monster->pMonsterInfo.uID].uRecoveryTime;
        if (monster->pActorBuffs[ACTOR_BUFF_SLOWED].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 actor_id; // 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 = pQueue[queue_index].uPackedID;
  if (PID_TYPE(pQueue[queue_index].uPackedID) == OBJECT_Actor)
  {
    actor_id = PID_ID(pQueue[queue_index].uPackedID);
    //a2a = ai_near_actors_targets_pid[v4];
    Actor::GetDirectionInfo(pQueue[queue_index].uPackedID, ai_near_actors_targets_pid[actor_id], &a3, 0);
    memcpy(&a4, &a3, sizeof(a4));
    //v5 = &pActors[v4];
    //LOWORD(v3) = v5->uAIState;
    if (( pActors[actor_id].uAIState != Dead ) && ( pActors[actor_id].uAIState != Disabled )
      &&( pActors[actor_id].uAIState != Removed ))
    {
      pActors[actor_id].uCurrentActionTime += pEventTimer->uTimeElapsed;
      if ( (signed int)pActors[actor_id].uCurrentActionTime >= pActors[actor_id].uCurrentActionLength )
      {
        switch (pActors[actor_id].uAIState)
        {
          case  AttackingMelee:
            v19 = pActors[actor_id].special_ability_use_check(actor_id);
            AttackerInfo.Add( pQueue[queue_index].uPackedID,  5120,  pActors[actor_id].vPosition.x, pActors[actor_id].vPosition.y,
                              pActors[actor_id].vPosition.z + ((signed int)pActors[actor_id].uActorHeight >> 1), v19,  1);
            Actor::AI_Stand(actor_id, ai_near_actors_targets_pid[actor_id], 0, &a4);
            break;
          case AttackingRanged1:
            Actor::AI_RangedAttack(actor_id, &a4, pActors[actor_id].pMonsterInfo.uMissleAttack1Type, 0);
            Actor::AI_Stand(actor_id, ai_near_actors_targets_pid[actor_id], 0,&a4);
            break;
          case Dying:
            pActors[actor_id].uCurrentActionTime = 0;
            pActors[actor_id].uCurrentActionLength = 0;
            pActors[actor_id].uAIState = Dead;
            pActors[actor_id].UpdateAnimation();
            break;
          case Stunned:
            Actor::AI_Stand(actor_id, ai_near_actors_targets_pid[actor_id], 0,&a4);
            break;
          case AttackingRanged2:
            Actor::AI_RangedAttack(actor_id, &a4, pActors[actor_id].pMonsterInfo.uMissleAttack2Type, 1);
            Actor::AI_Stand(actor_id, ai_near_actors_targets_pid[actor_id], 0,&a4);
            break;
          case AttackingRanged3:
            Actor::AI_SpellAttack(actor_id, &a4, pActors[actor_id].pMonsterInfo.uSpell1ID, 2, pActors[actor_id].pMonsterInfo.uSpellSkillAndMastery1);
            Actor::AI_Stand(actor_id, ai_near_actors_targets_pid[actor_id], 0, &a4);
            break;
          case AttackingRanged4:
            Actor::AI_SpellAttack(actor_id, &a4, pActors[actor_id].pMonsterInfo.uSpell2ID, 3, pActors[actor_id].pMonsterInfo.uSpellSkillAndMastery2);
            Actor::AI_Stand(actor_id, ai_near_actors_targets_pid[actor_id], 0, &a4);
            break;
          default:
            if ( !(rand() % 2) )
              Actor::AI_Bored(actor_id, ai_near_actors_targets_pid[actor_id], &a4);
            else
              Actor::AI_Stand(actor_id, ai_near_actors_targets_pid[actor_id], 64,&a4);
        }
      }
    }
  }
}
// 50FE08: using guessed type stru298 AttackerInfo;

//----- (0040680F) --------------------------------------------------------
void stru262_TurnBased::AI_Action_( int queue_index )
{
  unsigned int actor_id; // edi@2
  AIDirection v7; // esi@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
  signed int v22; // [sp+58h] [bp+8h]@10

  pQueue[queue_index].uActionLength = 0;
  if (PID_TYPE(pQueue[queue_index].uPackedID) == OBJECT_Actor)
  {
    actor_id = PID_ID(pQueue[queue_index].uPackedID);
    if (!(pActors[actor_id].uAIState == Dying || pActors[actor_id].uAIState == Dead || pActors[actor_id].uAIState == Summoned ||
          pActors[actor_id].uAIState == Disabled || pActors[actor_id].uAIState == Removed))
    {
      Actor::_SelectTarget(actor_id, &ai_near_actors_targets_pid[actor_id], true);
      v22 = ai_near_actors_targets_pid[actor_id];
      if ( pActors[actor_id].pMonsterInfo.uHostilityType && !v22)
        pActors[actor_id].pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Friendly;
      Actor::GetDirectionInfo(PID(OBJECT_Actor,actor_id), v22, &v7, 0);
      memcpy(&a3, &v7, sizeof(AIDirection));
      memcpy(&v18, &a3, sizeof(AIDirection));
      v9 = a3.uDistance - pActors[actor_id].uActorRadius;
      if ( v9 < 0 )
        v9 = 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][(pActors[actor_id].pMonsterInfo.uID - 1) / 3 + 1];
      else
        v10 = 4;
      switch (v10)
      {
        case 1:
          if ( (double)(signed int)v9 < 307.2 )
            pActors[actor_id].pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Long;
          break;
        case 2:
          if ( v9 < 1024 )
            pActors[actor_id].pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Long;
          break;
        case 3:
          if ( v9 < 2560 )
            pActors[actor_id].pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Long;
          break;
        case 4:
          if ( v9 < 5120 )
            pActors[actor_id].pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Long;
          break;
      }
      if ( pActors[actor_id].pMonsterInfo.uHostilityType == 4 && v22 && (signed int)v9 < 5120 )
      {
        v14 = pActors[actor_id].special_ability_use_check(actor_id);
        pQueue[queue_index].AI_action_type = TE_AI_STAND;
        switch (v14)
        {
          case 1:
            if ( pActors[actor_id].pMonsterInfo.uMissleAttack2Type )
            {
              Actor::AI_MissileAttack2(actor_id, v22, &v18);
              pQueue[queue_index].AI_action_type = TE_AI_RANGED_ATTACK;
            }
            break;
          case 2:
            if ( pActors[actor_id].pMonsterInfo.uSpell1ID )
            {
              Actor::AI_SpellAttack1(actor_id, v22, &v18);
              pQueue[queue_index].AI_action_type = TE_AI_RANGED_ATTACK;
            }
            break;
          case 3:
            if (pActors[actor_id].pMonsterInfo.uSpell2ID)
            {
              Actor::AI_SpellAttack2(actor_id, v22, &v18);
              pQueue[queue_index].AI_action_type = TE_AI_RANGED_ATTACK;
            }
            break;
          default:
            if ( pActors[actor_id].pMonsterInfo.uMissleAttack1Type )
            {
              Actor::AI_MissileAttack1(actor_id, v22, &v18);
              pQueue[queue_index].AI_action_type = TE_AI_RANGED_ATTACK;
            }
        }
        //if (!pQueue[queue_index].AI_action_type)
          if ( (double)v9 < 307.2)
          {
            Actor::AI_MeleeAttack(actor_id, v22, &v18);
            pQueue[queue_index].AI_action_type = TE_AI_MELEE_ATTACK;
            pQueue[queue_index].uActionLength = pActors[actor_id].uCurrentActionLength;
            return;
          }
          else
          {
            Actor::AI_Stand(actor_id, v22, 64, &v18);
            pQueue[queue_index].AI_action_type = TE_AI_STAND;
            pQueue[queue_index].uActionLength = pActors[actor_id].uCurrentActionLength;
            return;
          }
      }
      else
      {
        Actor::AI_Stand(actor_id, v22, 64, &v18);
        pQueue[queue_index].AI_action_type = TE_AI_STAND;
      }
      pQueue[queue_index].uActionLength = pActors[actor_id].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)];
      Actor::GetDirectionInfo(pQueue[i].uPackedID, target_pid, &v7, 0);
      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)];
      Actor::GetDirectionInfo(pQueue[i].uPackedID, target_pid, &v7, 0);
      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 = TE_ATTACK;
  ai_turn_timer = 100;
}

//----- (00406B9F) --------------------------------------------------------
void stru262_TurnBased::ActorAIDoAdditionalMove()
{
  AIDirection a3; // [sp+0h] [bp-50h]@15
  AIDirection v9; // [sp+1Ch] [bp-34h]@15
  unsigned int v13; // [sp+44h] [bp-Ch]@8
  unsigned int monster_id;

  for ( int i = 0; i < uActorQueueSize; ++i )
  {
    if (PID_TYPE(pQueue[i].uPackedID) == OBJECT_Actor)
    {
      monster_id = PID_ID(pQueue[i].uPackedID);
      if ( !(pActors[monster_id].pActorBuffs[ACTOR_BUFF_STONED].uExpireTime > 0|| (pActors[monster_id].pActorBuffs[ACTOR_BUFF_PARALYZED].uExpireTime > 0) || 
             pActors[monster_id].uAIState == Dead || pActors[monster_id].uAIState == Removed || pActors[monster_id].uAIState == Disabled) )
      {
        v13 = ai_near_actors_targets_pid[PID_ID(pQueue[i].uPackedID)];
        Actor::GetDirectionInfo(pQueue[i].uPackedID, v13, &v9, 0);
        if ( pActors[monster_id].uAIState == Pursuing || pActors[monster_id].uAIState == Tethered ) 
        {
          if ( (double)(signed int)v9.uDistance < 307.2 )
            Actor::AI_Stand(PID_ID(pQueue[i].uPackedID), v13, 32, &v9);
        }
        else
        {
          pActors[monster_id].uCurrentActionTime += pEventTimer->uTimeElapsed;
          if ( pActors[monster_id].uCurrentActionTime > pActors[monster_id].uCurrentActionLength )
          {
            if ( pActors[monster_id].uAIState == Dying )
            {
              pActors[monster_id].uCurrentActionTime = 0;
              pActors[monster_id].uCurrentActionLength = 0;
              pActors[monster_id].uAIState = Dead;
              pActors[monster_id].UpdateAnimation();
            }
            if ( !ActorMove(i) )
              Actor::AI_Stand(PID_ID(pQueue[i].uPackedID), v13, 32, &v9);
          }
        }
      }
    }
  }
}

//----- (00406D10) --------------------------------------------------------
bool stru262_TurnBased::ActorMove(signed int queue_position)
{
  AIDirection v9; // esi@10
  int v11; // ecx@10
  unsigned __int8 pHostileType; // al@12
  AIDirection a3; // [sp+Ch] [bp-48h]@10
  AIDirection pDir; // [sp+28h] [bp-2Ch]@10
  unsigned int uActorID; // [sp+50h] [bp-4h]@2

  if (PID_TYPE(pQueue[queue_position].uPackedID) == OBJECT_Player)
    return 0;
  uActorID = PID_ID(pQueue[queue_position].uPackedID);
  if ( pActors[uActorID].uAIState == Dead || pActors[uActorID].uAIState ==  Dying || 
       pActors[uActorID].uAIState == Removed|| pActors[uActorID].uAIState == Disabled || 
       pActors[uActorID].uAIState == Summoned  )
    return 1;
  Actor::_SelectTarget(uActorID, &ai_near_actors_targets_pid[uActorID], true);
  if ( pActors[uActorID].pMonsterInfo.uHostilityType && !ai_near_actors_targets_pid[uActorID] )
    pActors[uActorID].pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Friendly;
  Actor::GetDirectionInfo(pQueue[queue_position].uPackedID, ai_near_actors_targets_pid[uActorID], &v9, 0);
  memcpy(&a3, &v9, sizeof(AIDirection));
  memcpy(&pDir, &a3, sizeof(AIDirection));
  v11 = a3.uDistance - pActors[uActorID].uActorRadius;
  if ( v11 < 0 )
    v11 = 0;
  pHostileType = pActors[uActorID].pMonsterInfo.uHostilityType;
  switch (pHostileType)
  {
    case 1:
      if ( (double)v11 < 307.2 )
        pActors[uActorID].pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Long;
      break;
    case 2:
      if ( v11 < 1024 )
        pActors[uActorID].pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Long;
      break;
    case 3:
      if ( v11 < 2560 )
        pActors[uActorID].pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Long;
      break;
  }
  if ( pActors[uActorID].pActorBuffs[ACTOR_BUFF_AFRAID].uExpireTime > 0 )
  {
    if (v11 < 10240 )
    {
      Actor::AI_Flee(uActorID, ai_near_actors_targets_pid[uActorID], 0, &pDir);
      pTurnEngine->pQueue[queue_position].AI_action_type = 4;
    }
    else
    {
      Actor::AI_RandomMove(uActorID, ai_near_actors_targets_pid[uActorID], 1024, 0);
      pTurnEngine->pQueue[queue_position].AI_action_type = TE_AI_PURSUE;
    }
    pTurnEngine->pQueue[queue_position].uActionLength = pActors[uActorID].uCurrentActionLength;
    return true;
  }
  if ( pActors[uActorID].pMonsterInfo.uHostilityType == MonsterInfo::Hostility_Long )
  {
    if ( !(pActors[uActorID].uAttributes & ACTOR_FLEEING) || pActors[uActorID].pMonsterInfo.uAIType == 1 )
    {
      if ( pActors[uActorID].pMonsterInfo.uAIType == 1 )
      {
        if ( pActors[uActorID].pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_STAIONARY )
          Actor::AI_Stand(uActorID, ai_near_actors_targets_pid[uActorID], 32, 0);
        else
          Actor::AI_Flee(uActorID, ai_near_actors_targets_pid[uActorID], 32, 0);
        pTurnEngine->pQueue[queue_position].AI_action_type = TE_AI_FLEE;
        pTurnEngine->pQueue[queue_position].uActionLength = pActors[uActorID].uCurrentActionLength;
        return true;
      }
      if ( pActors[uActorID].pMonsterInfo.uAIType == 2 )
      {
        if (((double)pActors[uActorID].pMonsterInfo.uHP * 0.2) > (double)pActors[uActorID].sCurrentHP && (v11 < 10240 ) )
        {
          if ( pActors[uActorID].pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_STAIONARY )
            Actor::AI_Stand(uActorID, ai_near_actors_targets_pid[uActorID], 32, 0);
          else
            Actor::AI_Flee(uActorID, ai_near_actors_targets_pid[uActorID], 32, 0);
          pTurnEngine->pQueue[queue_position].AI_action_type = TE_AI_FLEE;
          pTurnEngine->pQueue[queue_position].uActionLength = pActors[uActorID].uCurrentActionLength;
          return true;
        }
      }
      if ( pActors[uActorID].pMonsterInfo.uAIType == 3 )
      {
        if ( ((double)pActors[uActorID].pMonsterInfo.uHP * 0.1) > (double)pActors[uActorID].sCurrentHP && (v11 < 10240 ))
        {
          if ( pActors[uActorID].pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_STAIONARY )
            Actor::AI_Stand(uActorID, ai_near_actors_targets_pid[uActorID], 32, 0);
          else
            Actor::AI_Flee(uActorID, ai_near_actors_targets_pid[uActorID], 32, 0);
          pTurnEngine->pQueue[queue_position].AI_action_type = TE_AI_FLEE;
          pTurnEngine->pQueue[queue_position].uActionLength = pActors[uActorID].uCurrentActionLength;
          return true;
        }
      }
    }
    if ( (double)(signed int)v11 < 307.2 )
      return 0;
    if ( (signed int)v11 < 5120 )
    {
      if ( pActors[uActorID].pMonsterInfo.uMissleAttack1Type && (signed int)v11 < 1024 )
        Actor::AI_Pursue1(uActorID, ai_near_actors_targets_pid[uActorID], uActorID, 32, &pDir);
      else
        Actor::AI_Pursue2(uActorID, ai_near_actors_targets_pid[uActorID], 32, &pDir, 307);
      pTurnEngine->pQueue[queue_position].AI_action_type = TE_AI_PURSUE;
      pTurnEngine->pQueue[queue_position].uActionLength = pActors[uActorID].uCurrentActionLength;
      return true;
    }
  }
  switch(pActors[uActorID].pMonsterInfo.uMovementType)
  {
    case MONSTER_MOVEMENT_TYPE_SHORT: 
      Actor::AI_RandomMove(uActorID, ai_near_actors_targets_pid[uActorID], 1024, 32);
      break;
    case MONSTER_MOVEMENT_TYPE_MEDIUM:
      Actor::AI_RandomMove(uActorID, ai_near_actors_targets_pid[uActorID], 2560, 32);
      break;
    case MONSTER_MOVEMENT_TYPE_LONG:
      Actor::AI_RandomMove(uActorID, ai_near_actors_targets_pid[uActorID], 5120, 32);
      break;
    case MONSTER_MOVEMENT_TYPE_FREE:
      Actor::AI_RandomMove(uActorID, ai_near_actors_targets_pid[uActorID], 10240, 32);
      break;
    case MONSTER_MOVEMENT_TYPE_STAIONARY:
      Actor::AI_Stand(uActorID, ai_near_actors_targets_pid[uActorID], 32, 0);
      break;
    default:
      return true;
  }
  pTurnEngine->pQueue[queue_position].AI_action_type = TE_AI_PURSUE;
  pTurnEngine->pQueue[queue_position].uActionLength = pActors[uActorID].uCurrentActionLength;
  return true;
}

    //----- (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 == Summoned|| curr_acror->uAIState == Dead ||
              curr_acror->uAIState == Removed || curr_acror->uAIState == Disabled) )
      {
        target_pid = ai_near_actors_targets_pid[uActorID];
        Actor::_SelectTarget(uActorID, &ai_near_actors_targets_pid[uActorID], true);
        Actor::GetDirectionInfo(pQueue[i].uPackedID, target_pid, &v9, 0);
        memcpy(&a4, &v9, sizeof(AIDirection));
        curr_acror->uCurrentActionTime += pEventTimer->uTimeElapsed;
        if ( curr_acror->uCurrentActionTime > curr_acror->uCurrentActionLength )
        {
          if ( curr_acror->uAIState == Dying )
          {
            curr_acror->uCurrentActionTime = 0;
            curr_acror->uCurrentActionLength = 0;
            curr_acror->uAIState = Dead;
            curr_acror->UpdateAnimation();
            break;
          }
          if ( rand() % 2 )
            Actor::AI_Stand(uActorID, target_pid, 64, &a4);
          else
            Actor::AI_Bored(uActorID, target_pid, &a4);
        }
      }
    }
  }
}