view Engine/Spells/Spells.cpp @ 2541:a902abdfc7f2

1. Renamed class Game to class Engine. 2. Separated game logic as state of FSM from game logic as engine. 3. Found out that many UI screen initializers were optimized away, intially they all returned newly created window as separate object like it is done in CharacterUI_Initialize.
author a.parshin
date Sun, 10 May 2015 01:29:11 +0200
parents a77c34acdbc9
children 3121fb54a110
line wrap: on
line source

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

#define _CRT_SECURE_NO_WARNINGS
#include <stdlib.h>

#include "Engine/Engine.h"

#include "Spells.h"
#include "Engine/Graphics/Overlays.h"
#include "../LOD.h"
#include "../texts.h"

#include "../Party.h"
#include "../OurMath.h"
#include "Engine/Objects/SpriteObject.h"
#include "Engine/Objects/ObjectList.h"
#include "Engine/Graphics/Indoor.h"
#include "Media/Audio/AudioPlayer.h"
#include "Engine/Objects/Actor.h"
#include "stru6.h"


std::array<TownPortalData, 6> TownPortalList = //4ECBB8
{{
 {Vec3_int_(-5121, 2107, 1), 1536, 0, 21, 0},
 {Vec3_int_(-15148, -10240, 1473), 0, 0, 4, 0},
 {Vec3_int_(-10519, 5375, 753), 512, 0, 3, 0},
 {Vec3_int_(3114, -11055, 513), 0, 0, 10, 0},
 {Vec3_int_(-158, 7624, 1), 512, 0, 7, 0},
 {Vec3_int_(-1837, -4247, 65), 65, 0, 8, 0}
}} ;

struct SpellStats *pSpellStats;


std::array<stru324_spell, 103> stru_4E3ACC =
{{
  {10, 0},
  {1000, 0}, {1010, 0}, {1020, 0}, {1030, 0}, {1040, 0}, {1050, 0}, {1060, 0}, {1070, 0}, {1080, 0}, {1090, 0}, {1100, 0},
  {2000, 0}, {2010, 0}, {2020, 0}, {2030, 0}, {2040, 0}, {2050, 0}, {2060, 0}, {2070, 0}, {2080, 0}, {2090, 0}, {2100, 0},
  {3000, 0}, {3010, 0}, {3020, 0}, {3030, 0}, {3040, 0}, {3050, 0}, {3060, 0}, {3070, 0}, {3080, 0}, {3090, 0}, {3100, 0},
  {4000, 0}, {4010, 0}, {4020, 0}, {4030, 0}, {4040, 0}, {4050, 0}, {4060, 0}, {4070, 0}, {4080, 0}, {4090, 0}, {4100, 0},
  {5000, 0}, {5010, 0}, {5020, 0}, {5030, 0}, {5040, 0}, {5050, 0}, {5060, 0}, {5070, 0}, {5080, 0}, {5090, 0}, {5100, 0},
  {6000, 0}, {6010, 0}, {6020, 0}, {6030, 0}, {6040, 0}, {6050, 0}, {6060, 0}, {6070, 0}, {6080, 0}, {6090, 0}, {6100, 0},
  {7000, 0}, {7010, 0}, {7020, 0}, {7030, 0}, {7040, 0}, {7050, 0}, {7060, 0}, {7070, 0}, {7080, 0}, {7090, 0}, {7100, 0},
  {8000, 0}, {8010, 0}, {8020, 0}, {8030, 0}, {8040, 0}, {8050, 0}, {8060, 0}, {8070, 0}, {8080, 0}, {8090, 0}, {8100, 0},
  {9000, 0}, {9010, 0}, {9020, 0}, {9030, 0}, {9040, 0}, {9050, 0}, {9060, 0}, {9070, 0}, {9080, 0}, {9090, 0}, {9100, 0},
  {545, 0},
  {545, 0},
  {555, 0}
}};



SpellData::SpellData( __int16 innormalMana, __int16 inExpertLevelMana, __int16 inMasterLevelMana, __int16 inMagisterLevelMana,
                     __int16 inNormalLevelRecovery, __int16 inExpertLevelRecovery, __int16 inMasterLevelRecovery, __int16 inMagisterLevelRecovery,
                     __int8 inbaseDamage, __int8 inbonusSkillDamage, __int16 instats ):
uNormalLevelMana(innormalMana),
uExpertLevelMana(inExpertLevelMana),
uMasterLevelMana(inMasterLevelMana),
uMagisterLevelMana(inMagisterLevelMana),
uNormalLevelRecovery(inNormalLevelRecovery),
uExpertLevelRecovery(inExpertLevelRecovery),
uMasterLevelRecovery(inMasterLevelRecovery),
uMagisterLevelRecovery(inMagisterLevelRecovery),
baseDamage(inbaseDamage),
bonusSkillDamage(inbonusSkillDamage),
stats(instats)
{

}

 //9 spellbook pages  11 spells per page 9*11 =99 +1 zero struct at 0. It counted from 1!
std::array<SpellData, 100> pSpellDatas={{
					 SpellData(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),

             SpellData(1, 1, 1, 1, 60, 60, 60, 40, 0, 0, 0),//0 fire
	           SpellData(2, 2, 2, 2, 110, 110, 100, 90, 3, 3, 0),
	           SpellData(3, 3, 3, 3, 120, 120, 120, 120, 0, 0, 0),
	           SpellData(4, 4, 4, 4, 120, 120, 120, 120, 0, 0, 0),
	           SpellData(5, 5, 5, 5, 120, 120, 120, 120, 0, 0, 0),
	           SpellData(8, 8, 8, 8, 100, 100, 90, 80, 0, 6, 0),
	           SpellData(10, 10, 10, 10, 150, 150, 150, 150, 0, 6, 0),
	           SpellData(15, 15, 15, 15, 120, 120, 120, 120, 0, 6, 0),
	           SpellData(20, 20, 20, 20, 100, 100, 100, 90, 8, 1, 0),
	           SpellData(25, 25, 25, 25, 100, 100, 100, 90, 12, 1, 0),
	           SpellData(30, 30, 30, 30, 90, 90, 90, 90, 15, 15, 0),

	           SpellData(1, 1, 1, 0, 60, 60, 60, 60, 0, 0, 0),  //1 air
	           SpellData(2, 2, 2, 2, 120, 120, 120, 100, 0, 0, 0),
	           SpellData(3, 3, 3, 3, 120, 120, 120, 120, 0, 0, 0),
	           SpellData(4, 4, 4, 4, 110, 100, 90, 80, 2, 1, 0),
	           SpellData(5, 5, 5, 5,  90, 90,  70, 50, 0, 0, 0),
	           SpellData(8, 8, 8, 8, 120, 120, 120, 120, 0, 0, 0),
	           SpellData(10, 10, 10, 10, 100, 100, 90, 70, 0, 8, 0),
	           SpellData(15, 15, 15, 15, 200, 200, 200, 200, 0, 0, 0),
	           SpellData(20, 20, 20, 20, 100, 100, 100, 90, 10, 10, 0),
	           SpellData(25, 25, 25, 25, 250, 250, 250, 250, 0, 0, 0),
	           SpellData(30, 30, 30, 30, 90, 90, 90, 90, 20, 1, 0),

	           SpellData(1, 1, 1, 1, 60, 60, 60, 20, 0, 0, 0),  //2 water
	           SpellData(2, 2, 2, 2, 110, 100, 90, 70, 2, 2, 0),
	           SpellData(3, 3, 3, 3, 120, 120, 120, 120, 0, 0, 0),
	           SpellData(4, 4, 4, 4, 110, 100, 90, 80, 0, 4, 0),
	           SpellData(5, 5, 5, 5, 150, 150, 150, 150, 0, 0, 0),
	           SpellData(8, 8, 8, 8, 200, 200, 200, 200, 0, 0, 0),
	           SpellData(10, 10, 10, 10, 100, 100, 90, 80, 9, 9, 0),
	           SpellData(15, 15, 15, 15, 140, 140, 140, 140, 0, 0, 0),
	           SpellData(20, 20, 20, 20, 200, 200, 200, 200, 0, 0, 0),
	           SpellData(25, 25, 25, 25, 80, 80, 80, 80, 12, 3, 0),
	           SpellData(30, 30, 30, 30, 250, 250, 250, 250, 0, 0, 0),

	           SpellData(1, 1, 1, 1, 80, 80, 80, 80, 0, 0, 0),  //3 earth
	           SpellData(2, 2, 2, 2, 100, 100, 100, 100, 0, 0, 0),
	           SpellData(3, 3, 3, 3, 120, 120, 120, 120, 0, 0, 0),
	           SpellData(4, 4, 4, 4, 110, 100, 90, 80, 5, 3, 0),
	           SpellData(5, 5, 5, 5, 120, 120, 120, 120, 0, 0, 0),
	           SpellData(8, 8, 8, 8, 100, 100, 90, 80, 0, 9, 0),
	           SpellData(10, 10, 10, 10, 140, 140, 140, 140, 0, 0, 0),
	           SpellData(15, 15, 15, 15, 90, 90, 90, 80, 0, 8, 0),
	           SpellData(20, 20, 20, 20, 150, 150, 150, 150, 0, 0, 0),
	           SpellData(25, 25, 25, 25, 100, 100, 100, 90, 20, 1, 0),
	           SpellData(30, 30, 30, 30, 90, 90, 90, 90, 25, 0, 0),

	           SpellData(1, 1, 1, 1, 100, 100, 100, 100, 0, 0, 0),  //4 spirit
	           SpellData(2, 2, 2, 2, 100, 100, 100, 100, 0, 0, 0),
	           SpellData(3, 3, 3, 3, 90, 90, 90, 90, 0, 0, 0),
	           SpellData(4, 4, 4, 4, 120, 120, 120, 120, 0, 0, 0),
	           SpellData(5, 5, 5, 5, 120, 120, 120, 120, 0, 0, 0),
	           SpellData(8, 8, 8, 8, 120, 120, 120, 120, 0, 0, 0),
	           SpellData(10, 10, 10, 10, 120, 120, 120, 120, 0, 0, 0),
	           SpellData(15, 15, 15, 15, 100, 100, 100, 100, 10, 8, 0),
	           SpellData(20, 20, 20, 20, 240, 240, 240, 240, 0, 0, 0),
	           SpellData(25, 25, 25, 25, 150, 150, 150, 150, 0, 0, 0),
	           SpellData(30, 30, 30, 30, 1000, 1000, 1000, 1000, 0, 0, 0),

	           SpellData(1, 1, 1, 1, 120, 120, 120, 120, 0, 0, 0),  //5 mind
	           SpellData(2, 2, 2, 2, 110, 110, 110, 110, 3, 3, 0),
	           SpellData(3, 3, 3, 3, 120, 120, 120, 120, 0, 0, 0),
	           SpellData(4, 4, 4, 4, 110, 100, 90, 80, 0, 0, 0),
	           SpellData(5, 5, 5, 5, 100, 100, 100, 100, 0, 0, 0),
	           SpellData(8, 8, 8, 8, 120, 120, 120, 120, 0, 0, 0),
	           SpellData(10, 10, 10, 10, 120, 120, 120, 120, 0, 0, 0),
	           SpellData(15, 15, 15, 15, 80, 80, 80, 80, 0, 0, 0),
	           SpellData(20, 20, 20, 20, 120, 120, 120, 120, 0, 0, 0),
	           SpellData(25, 25, 25, 25, 110, 110, 110, 100, 12, 12, 0),
	           SpellData(30, 30, 30, 30, 120, 120, 120, 120, 0, 0, 0),

	           SpellData(1, 1, 1, 1, 120, 120, 120, 120, 0, 0, 0),  //6 body
	           SpellData(2, 2, 2, 2, 100, 100, 100, 100, 0, 0, 0),
	           SpellData(3, 3, 3, 3, 120, 120, 120, 120, 0, 0, 0),
	           SpellData(4, 4, 4, 4, 110, 100, 90, 80, 8, 2, 0),
	           SpellData(5, 5, 5, 5, 110, 110, 110, 110, 0, 0, 0),
	           SpellData(8, 8, 8, 8, 120, 120, 120, 120, 0, 0, 0),
	           SpellData(10, 10, 10, 10, 120, 120, 120, 120, 0, 0, 0),
	           SpellData(15, 15, 15, 15, 120, 120, 120, 120, 0, 0, 0),
	           SpellData(20, 20, 20, 20, 120, 120, 120, 120, 0, 0, 0),
	           SpellData(25, 25, 25, 25, 110, 110, 110, 100, 30, 5, 0),
	           SpellData(30, 30, 30, 30, 100, 100, 100, 100, 0, 0, 0),

	           SpellData(5, 5, 5, 5, 110, 100, 90, 80, 0, 4, 0),   //7 light
	           SpellData(10, 10, 10, 10, 120, 110, 100, 90, 16, 16, 0),
	           SpellData(15, 15, 15, 15, 120, 110, 100, 90, 0, 0, 0),
	           SpellData(20, 20, 20, 20, 160, 140, 120, 100, 0, 0, 0),
	           SpellData(25, 25, 25, 25, 140, 140, 140, 140, 0, 0, 0),
	           SpellData(30, 30, 30, 30, 500, 500, 500, 500, 0, 0, 0),
	           SpellData(35, 35, 35, 35, 135, 135, 120, 100, 25, 1, 0),
	           SpellData(40, 40, 40, 40, 500, 500, 500, 500, 0, 0, 0),
	           SpellData(45, 45, 45, 45, 250, 250, 250, 250, 0, 0, 0),
	           SpellData(50, 50, 50, 50, 150, 150, 150, 135, 20, 20, 0),
	           SpellData(55, 55, 55, 55, 300, 300, 300, 300, 0, 0, 0),

	           SpellData(10, 10, 10, 10, 140, 140, 140, 140, 0, 0, 0),  //8 dark
	           SpellData(15, 15, 15, 15, 120, 110, 100, 90, 25, 10, 0),
	           SpellData(20, 20, 20, 20, 120, 100, 90, 120, 0, 0, 0),
	           SpellData(25, 25, 25, 25, 120, 120, 120, 120, 0, 0, 0),
	           SpellData(30, 30, 30, 30, 90, 90, 80, 70, 6, 6, 0),
	           SpellData(35, 35, 35, 35, 120, 120, 100, 80, 0, 0, 0),
	           SpellData(40, 40, 40, 40, 110, 110, 110, 110, 0, 0, 0),
	           SpellData(45, 45, 45, 45, 200, 200, 200, 150, 0, 0, 0),
	           SpellData(50, 50, 50, 50, 120, 120, 120, 100, 0, 25, 0),
	           SpellData(55, 55, 55, 55, 250, 250, 250, 250, 50, 1, 0),
	           SpellData(60, 60, 60, 60, 300, 300, 300, 300, 25, 8, 0)
  }};

std::array<unsigned int, 25> wand_spell_ids =
{
// 135 Wand of Fire               136 Wand of Sparks             137 Wand of Poison             138 Wand of Stunning           139 Wand of Harm
  SPELL_FIRE_FIRE_BOLT,           SPELL_AIR_SPARKS,              SPELL_WATER_POISON_SPRAY,      SPELL_EARTH_STUN,              SPELL_BODY_HARM,
// 140 Fairy Wand of Light        141 Fairy Wand of Ice          142 Fairy Wand of Lashing      143 Fairy Wand of Mind         144 Fairy Wand of Swarms
  SPELL_LIGHT_LIGHT_BOLT,         SPELL_WATER_ICE_BOLT,          SPELL_SPIRIT_SPIRIT_LASH,      SPELL_MIND_MIND_BLAST,         SPELL_EARTH_DEADLY_SWARM,
// 145 Alacorn Wand of Fireballs  146 Alacorn Wand of Acid       147 Alacorn Wand of Lightning  148 Alacorn Wand of Blades     149 Alacorn Wand of Charms
  SPELL_FIRE_FIREBALL,            SPELL_WATER_ACID_BURST,        SPELL_AIR_LIGHNING_BOLT,       SPELL_EARTH_BLADES,            SPELL_MIND_CHARM,
// 150 Arcane Wand of Blasting    151 Arcane Wand of The Fist    152 Arcane Wand of Rocks       153 Arcane Wand of Paralyzing  154 Arcane Wand of Clouds
  SPELL_WATER_ICE_BLAST,          SPELL_BODY_FLYING_FIST,        SPELL_EARTH_ROCK_BLAST,        SPELL_LIGHT_PARALYZE,          SPELL_DARK_TOXIC_CLOUD,
// 155 Mystic Wand of Implosion   156 Mystic Wand of Distortion  157 Mystic Wand of Sharpmetal  158 Mystic Wand of Shrinking   159 Mystic Wand of Incineration
  SPELL_AIR_IMPLOSION,            SPELL_EARTH_MASS_DISTORTION,   SPELL_DARK_SHARPMETAL,         SPELL_DARK_SHRINKING_RAY,      SPELL_FIRE_INCINERATE
};


std::array<std::array<unsigned char, 12>, 9> pSpellbookSpellIndices = // 4E2430
	{{  //0   1   2   3  4    5   6  7    8  9   10  11
		{0,  3,  1,  8, 11,  7,  4, 10,  6,  2,  5,  9},
		{0, 11,  2,  9,  6,  8,  5, 10,  3,  7,  1,  4},
		{0,  4,  8,  9,  1, 10,  3, 11,  7,  6,  2,  5}, 
		{0,  7, 10,  8,  2, 11,  1,  5,  3,  6,  4,  9},
		{0,  5, 10, 11,  7,  2,  8,  1,  4,  9,  3,  6},
		{0,  5,  9,  8,  3,  7,  6,  4,  1, 11,  2, 10}, 
		{0,  1,  6,  9,  3,  5,  8, 11,  7, 10,  4,  2},
		{0,  1, 10, 11,  9,  4,  3,  6,  5,  7,  8,  2},
		{0,  9,  3,  7,  1,  5,  2, 10, 11,  8,  6,  4}
}};

	std::array<std::array<struct SpellBookIconPos, 12>, 9> pIconPos={{

		 {  0,   0,  17,  13, 115,   2, 217,  15,
		 299,   6,  28, 125, 130, 133, 294, 114,
      11, 232, 134, 233, 237, 171, 296, 231},

		 {  0,   0, 19,   9, 117,   3, 206,  13,	
		 285,   7,  16, 123, 113, 101, 201, 118,
		 317, 110,  11, 230, 149, 236, 296, 234},

		 {  0,   0,  17,   9, 140,   0, 210,  34,
		 293,   5,   15,  98,  78, 121, 175, 136,
     301, 115,   15, 226, 154, 225, 272, 220},

		 { 0,    0,   7,   9, 156,   2, 277,   9,
		  11, 117, 111,  82, 180, 102, 303, 108,
		  10, 229, 120, 221, 201, 217, 296, 225},

		 {  0,   0,  18,   8,  89,  15, 192,  14,
		 292,   7,  22, 129, 125, 146, 217, 136,
		 305, 115,  22, 226, 174, 237, 290, 231},

     { 0,    0,  18,  12, 148,   9, 292,   7,
     17, 122, 121,  99, 220,  87, 293, 112,
     13, 236, 128, 213, 220, 223, 315, 223},

     {  0,   0,  23,  14, 127,   8, 204, 0,
     306,   8,  14, 115, 122, 132, 200, 116,
     293, 122,  20, 228, 154, 228, 294, 239},

     {  0,   0,  19,  14, 124,  10, 283,  12,
     8, 105, 113,  89, 190,  82, 298, 108,
     18, 181, 101, 204, 204, 203, 285, 218},

		 {  0,   0, 18,  17, 110,  16, 201,  15,
		 307,  15, 18, 148, 125, 166, 201, 123,
     275, 120, 28, 235, 217, 222, 324, 216}}};


//----- (0042EB31) --------------------------------------------------------
bool SpellBuff::NotExpired()
{
  return (signed __int64)this->uExpireTime > 0 ? true:false;
}


//----- (00458585) --------------------------------------------------------
void SpellBuff::Reset()
{
  uSkill = 0;
  uPower = 0;
  uExpireTime = 0i64;
  uCaster = 0;
  uFlags = 0;
  if (uOverlayID)
  {
    pOtherOverlayList->pOverlays[uOverlayID - 1].Reset();
    pOtherOverlayList->bRedraw = true;
    uOverlayID = 0;
  }
}

//----- (004585CA) --------------------------------------------------------
bool SpellBuff::IsBuffExpiredToTime( __int64 time_end )
    {
  if (uExpireTime && (uExpireTime < time_end))
  {
    uExpireTime = 0;
    uPower = 0;
    uSkill = 0;
    uOverlayID = 0;
    return true;
  }
  return false;
}

//----- (004584E0) --------------------------------------------------------
bool SpellBuff::Apply( signed __int64 uExpireTime, unsigned __int16 uSkillLevel, unsigned __int16 uPower, int uOverlayID, unsigned __int8 caster )
    {
  if (this->uExpireTime && (uExpireTime < this->uExpireTime))
    return false;

  this->uSkill = uSkillLevel;
  this->uPower = uPower;
  this->uExpireTime = uExpireTime;
  if (this->uOverlayID && this->uOverlayID != uOverlayID)
  {
    pOtherOverlayList->pOverlays[this->uOverlayID - 1].Reset();
    pOtherOverlayList->bRedraw = true;
    this->uOverlayID = 0;
  }
  this->uOverlayID = uOverlayID;
  this->uCaster = caster;

  return true;
}

//----- (0045384A) --------------------------------------------------------
void SpellStats::Initialize()
{
  std::map<std::string, SPELL_SCHOOL, ci_less> spellSchoolMaps;
  spellSchoolMaps["fire"] = SPELL_SCHOOL_FIRE;
  spellSchoolMaps["air"] = SPELL_SCHOOL_AIR;
  spellSchoolMaps["water"] = SPELL_SCHOOL_WATER;
  spellSchoolMaps["earth"] = SPELL_SCHOOL_EARTH;
  spellSchoolMaps["spirit"] = SPELL_SCHOOL_SPIRIT;
  spellSchoolMaps["mind"] = SPELL_SCHOOL_MIND;
  spellSchoolMaps["body"] = SPELL_SCHOOL_BODY;
  spellSchoolMaps["light"] = SPELL_SCHOOL_LIGHT;
  spellSchoolMaps["dark"] = SPELL_SCHOOL_DARK;
  spellSchoolMaps["magic"] = SPELL_SCHOOL_MAGIC;

	char* test_string;

	free(pSpellsTXT_Raw);
	pSpellsTXT_Raw = (char *)pEvents_LOD->LoadRaw("spells.txt", 0);

	strtok(pSpellsTXT_Raw, "\r");
	for(int i=1; i<100; ++i) 
  {
    if (((i % 11) - 1 )==0)
      strtok(NULL, "\r");
    test_string=strtok(NULL, "\r")+1;
    auto tokens = Tokenize(test_string, '\t');
    pInfos[i].pName=RemoveQuotes(tokens[2]);
    auto findResult = spellSchoolMaps.find(tokens[3]);
    pInfos[i].uSchool = findResult == spellSchoolMaps.end() ? SPELL_SCHOOL_NONE : findResult->second;
    pInfos[i].pShortName=RemoveQuotes(tokens[4]);
    pInfos[i].pDescription=RemoveQuotes(tokens[5]);
    pInfos[i].pBasicSkillDesc=RemoveQuotes(tokens[6]);
    pInfos[i].pExpertSkillDesc=RemoveQuotes(tokens[7]);
    pInfos[i].pMasterSkillDesc=RemoveQuotes(tokens[8]);
    pInfos[i].pGrandmasterSkillDesc=RemoveQuotes(tokens[9]);
    pSpellDatas[i].stats |= strchr(tokens[10], 'm') || strchr(tokens[10], 'M') ? 1 : 0;
    pSpellDatas[i].stats |= strchr(tokens[10], 'e') || strchr(tokens[10], 'E') ? 2 : 0;
    pSpellDatas[i].stats |= strchr(tokens[10], 'c') || strchr(tokens[10], 'C') ? 4 : 0;
    pSpellDatas[i].stats |= strchr(tokens[10], 'x') || strchr(tokens[10], 'X') ? 8 : 0;
  }
}
//----- (00448DF8) --------------------------------------------------------
void __fastcall EventCastSpell(int uSpellID, int uSkillLevel, int uSkill, int fromx, int fromy, int fromz, int tox, int toy, int toz)//sub_448DF8
{
  int v9; // esi@1
  signed __int64 v10; // st7@4
  signed __int64 v11; // st6@4
  signed __int64 v12; // st5@4
  double v13; // st7@6
  int v14; // ST44_4@7
  uint skillMasteryPlusOne; // ebx@9
  uint v16; // edx@15
  int i; // esi@42
  int j; // esi@60
  unsigned __int64 v36; // qax@99
//  SpellBuff *v37; // ecx@99
  int v38; // esi@103
  signed __int64 v39; // qax@105
  int v42; // esi@111
  int v43; // ebx@111
  int v47; // [sp-4h] [bp-B8h]@35
  int v49; // [sp+0h] [bp-B4h]@35
  int v55; // [sp+28h] [bp-8Ch]@7
  unsigned int yaw; // [sp+30h] [bp-84h]@7
  int pitch; // [sp+34h] [bp-80h]@7
  int v60; // [sp+ACh] [bp-8h]@1
  int a6_4; // [sp+C8h] [bp+14h]@117
  int a7c; // [sp+CCh] [bp+18h]@29
  int a7d; // [sp+CCh] [bp+18h]@55
  signed __int64 xSquared; // [sp+D0h] [bp+1Ch]@6
  int a8b; // [sp+D0h] [bp+1Ch]@37
  int a8c; // [sp+D0h] [bp+1Ch]@55
  signed __int64 ySquared; // [sp+D4h] [bp+20h]@6

  v9 = 0;
  skillMasteryPlusOne = uSkillLevel + 1;
  //spellnum_ = uSpellID;
  v60 = 0;
  if ( tox || toy || toz )
  {
    v10 = tox - fromx;
    v11 = toy - fromy;
    v12 = toz - fromz;
  }
  else
  {
    v10 = pParty->vPosition.x - fromx;
    v11 = pParty->vPosition.y - fromy;
    v12 = (pParty->vPosition.z + pParty->sEyelevel) - fromz;
  }
  v13 = sqrt(long double(v10 * v10 + v11 * v11 + v12 * v12));
  if ( v13 <= 1.0 )
  {
    v55 = 1;
    yaw = 0;
    pitch = 0;
  }
  else
  {
    v55 = (int)v13;
    ySquared = v11 * v11;
    xSquared = v10 * v10;
    v14 = (int)sqrt(long double(xSquared + ySquared));
    yaw = stru_5C6E00->Atan2((int)v10, (int)v11);
    pitch = stru_5C6E00->Atan2(v14, (int)v12);
  }
  Assert(skillMasteryPlusOne > 0 && skillMasteryPlusOne <= 4, "Invalid mastery level");

  SpriteObject a1; // [sp+38h] [bp-7Ch]@12
  //SpriteObject::SpriteObject(&a1);

  switch ( uSpellID )
  {
    case SPELL_FIRE_FIRE_BOLT:
    case SPELL_FIRE_FIREBALL:
    case SPELL_AIR_LIGHNING_BOLT:
    case SPELL_WATER_ICE_BOLT:
    case SPELL_WATER_ACID_BURST:
    case SPELL_WATER_ICE_BLAST:
    case SPELL_EARTH_BLADES:
    case SPELL_EARTH_ROCK_BLAST:
    case SPELL_WATER_POISON_SPRAY:
    case SPELL_AIR_SPARKS:
    case SPELL_EARTH_DEATH_BLOSSOM:
      a1.uType = stru_4E3ACC[uSpellID].uType;
      a1.stru_24.Reset();
      a1.spell_id = uSpellID;
      a1.spell_level = uSkill;
      a1.spell_skill = skillMasteryPlusOne;
      v16 = 0;
      while (v16 < pObjectList->uNumObjects)
      {
        if ( a1.uType == pObjectList->pObjects[v16].uObjectID)
        {
          break;
        }
        v16++;
      }
      a1.uObjectDescID = v16;
      a1.vPosition.x = fromx;
      a1.vPosition.y = fromy;
      a1.vPosition.z = fromz;
      a1.uAttributes = 16;
      a1.uSectorID = pIndoor->GetSector(fromx, fromy, fromz);
      a1.field_60_distance_related_prolly_lod = v55;
      a1.uSpriteFrameID = 0;
      a1.spell_caster_pid = 8000 | OBJECT_Item;
      a1.uSoundID = 0;
      break;
  }

  switch ( uSpellID )
  {
    case SPELL_FIRE_FIRE_BOLT:
    case SPELL_FIRE_FIREBALL:
    case SPELL_AIR_LIGHNING_BOLT:
    case SPELL_WATER_ICE_BOLT:
    case SPELL_WATER_ACID_BURST:
    case SPELL_WATER_ICE_BLAST:
    case SPELL_EARTH_BLADES:
    case SPELL_EARTH_ROCK_BLAST:
      //v20 = yaw;
      a1.spell_target_pid = 0;
      a1.uFacing = yaw;
      a1.uSoundID = 0;
      v49 = pObjectList->pObjects[(signed __int16)a1.uObjectDescID].uSpeed;
      a1.Create(yaw, pitch, v49, 0);
      pAudioPlayer->PlaySound((SoundID)word_4EE088_sound_ids[uSpellID], 0, 0, fromx, fromy, 0, 0, 0);
      return;
    case SPELL_WATER_POISON_SPRAY:
      switch ( skillMasteryPlusOne )
      {
        case 1:
          v60 = 1;
          break;
        case 2:
          v60 = 3;
          break;
        case 3:
          v60 = 5;
          break;
        case 4:
          v60 = 7;
          break;
      }
      a1.spell_target_pid = 0;
      a1.uFacing = yaw;
      if ( v60 == 1 )
      {
        v49 = pObjectList->pObjects[(signed __int16)a1.uObjectDescID].uSpeed;
        a1.Create(yaw, pitch, v49, 0);
      }
      else
      {
        a7c = (signed int)(60 * stru_5C6E00->uIntegerDoublePi) / 360;
        a8b = a7c / (v60 - 1);
        for ( i = a7c / -2; i <= a7c / 2; i += a8b )
        {
          a1.uFacing = i + yaw;
          a1.Create((signed __int16)(i + (short)yaw), pitch, pObjectList->pObjects[(signed __int16)a1.uObjectDescID].uSpeed, 0);
        }
      }
      pAudioPlayer->PlaySound((SoundID)word_4EE088_sound_ids[uSpellID], 0, 0, fromx, fromy, 0, 0, 0);
      return;
    case SPELL_AIR_SPARKS:
      switch ( skillMasteryPlusOne )
      {
        case 1:
          v60 = 3;
          break;
        case 2:
          v60 = 5;
          break;
        case 3:
          v60 = 7;
          break;
        case 4:
          v60 = 9;
          break;
      }
      a7d = (signed int)(60 * stru_5C6E00->uIntegerDoublePi) / 360;
      a8c = (signed int)(60 * stru_5C6E00->uIntegerDoublePi) / 360 / (v60 - 1);
      a1.spell_target_pid = 4;
      for ( j = a7d / -2; j <= a7d / 2; j += a8c )
      {
        a1.uFacing = j + yaw;
        a1.Create((signed __int16)(j + (short)yaw), pitch, pObjectList->pObjects[(signed __int16)a1.uObjectDescID].uSpeed, 0);
      }
      pAudioPlayer->PlaySound((SoundID)word_4EE088_sound_ids[uSpellID], 0, 0, fromx, fromy, 0, 0, 0);
      return;
    case SPELL_EARTH_DEATH_BLOSSOM:
      if ( uCurrentlyLoadedLevelType == LEVEL_Indoor )
        return;
      a1.spell_target_pid = 4;
      v49 = pObjectList->pObjects[(signed __int16)a1.uObjectDescID].uSpeed;
      v47 = (signed int)stru_5C6E00->uIntegerHalfPi / 2;
      a1.Create(yaw, v47, v49, 0);
      pAudioPlayer->PlaySound((SoundID)word_4EE088_sound_ids[uSpellID], 0, 0, fromx, fromy, 0, 0, 0);
      return;

    case SPELL_FIRE_HASTE:
      if ( skillMasteryPlusOne > 0 )
      {
        if ( skillMasteryPlusOne <= 2 )
          v9 = 60 * (uSkill + 60);
        else if ( skillMasteryPlusOne == 3 )
          v9 = 180 * (uSkill + 20);
        else if ( skillMasteryPlusOne == 4 )
          v9 = 240 * (uSkill + 15);
      }
      for (uint i = 0; i < 4; ++i)
        if (pParty->pPlayers[i].IsWeak())
          return;
      pParty->pPartyBuffs[PARTY_BUFF_HASTE].Apply(pParty->uTimePlayed + (signed int)(signed __int64)((double)(v9 * 128) * 0.033333335), skillMasteryPlusOne, 0, 0, 0);
      pEngine->pStru6Instance->SetPlayerBuffAnim(uSpellID, 0);
      pEngine->pStru6Instance->SetPlayerBuffAnim(uSpellID, 1);
      pEngine->pStru6Instance->SetPlayerBuffAnim(uSpellID, 2);
      pEngine->pStru6Instance->SetPlayerBuffAnim(uSpellID, 3);
      pAudioPlayer->PlaySound((SoundID)word_4EE088_sound_ids[uSpellID], 0, 0, fromx, fromy, 0, 0, 0);//звук алтаря
      return;
    case SPELL_AIR_SHIELD:
    case SPELL_EARTH_STONESKIN:
    case SPELL_SPIRIT_HEROISM:
      switch ( skillMasteryPlusOne )
      {
        case 1:
        case 2:
          v9 = 300 * (uSkill + 12);
          break;
        case 3:
          v9 = 900 * (uSkill + 4);
          break;
        case 4:
          v9 = 3600 * (uSkill + 1);
          break;
      }
      switch ( uSpellID )
      {
        case SPELL_AIR_SHIELD:
          v60 = 0;
          uSkill = 14;
          break;
        case SPELL_EARTH_STONESKIN:
          v60 = uSkill + 5;
          uSkill = 15;
          break;
        case SPELL_SPIRIT_HEROISM:
          v60 = uSkill + 5;
          uSkill = 9;
          break;
      }
      pEngine->pStru6Instance->SetPlayerBuffAnim(uSpellID, 0);
      pEngine->pStru6Instance->SetPlayerBuffAnim(uSpellID, 1);
      pEngine->pStru6Instance->SetPlayerBuffAnim(uSpellID, 2);
      pEngine->pStru6Instance->SetPlayerBuffAnim(uSpellID, 3);
      v36 = pParty->uTimePlayed + (signed int)(signed __int64)((double)(v9 << 7) * 0.033333335);
      pParty->pPartyBuffs[uSkill].Apply(v36, skillMasteryPlusOne, v60, 0, 0);
      pAudioPlayer->PlaySound((SoundID)word_4EE088_sound_ids[uSpellID], 0, 0, fromx, fromy, 0, 0, 0);
      return;
    case SPELL_FIRE_IMMOLATION:
      if (skillMasteryPlusOne == 4)
        v38 = 600 * uSkill;
      else
        v38 = 60 * uSkill;
      pEngine->pStru6Instance->SetPlayerBuffAnim(uSpellID, 0);
      pEngine->pStru6Instance->SetPlayerBuffAnim(uSpellID, 1);
      pEngine->pStru6Instance->SetPlayerBuffAnim(uSpellID, 2);
      pEngine->pStru6Instance->SetPlayerBuffAnim(uSpellID, 3);
      v39 = (signed __int64)((double)(v38 << 7) * 0.033333335);
      v36 = pParty->uTimePlayed + v39;
      pParty->pPartyBuffs[PARTY_BUFF_IMMOLATION].Apply(v36, skillMasteryPlusOne, uSkill, 0, 0);
      pAudioPlayer->PlaySound((SoundID)word_4EE088_sound_ids[uSpellID], 0, 0, fromx, fromy, 0, 0, 0);
      return;
    case SPELL_FIRE_PROTECTION_FROM_FIRE:
    case SPELL_AIR_PROTECTION_FROM_AIR:
    case SPELL_WATER_PROTECTION_FROM_WATER:
    case SPELL_EARTH_PROTECTION_FROM_EARTH:
    case SPELL_MIND_PROTECTION_FROM_MIND:
    case SPELL_BODY_PROTECTION_FROM_BODY:
      a6_4 = 3600 * uSkill;
      switch (skillMasteryPlusOne)
      {
      case 1:
        v60 = uSkill;
        break;
      case 2:
        v60 = 2 * uSkill;
        break;
      case 3:
        v60 = 3 * uSkill;
        break;
      case 4:
        v60 = 4 * uSkill;
        break;
      }
      switch ( uSpellID )
      {
      case SPELL_FIRE_PROTECTION_FROM_FIRE:
        uSkill = PARTY_BUFF_RESIST_FIRE;
        break;
      case SPELL_AIR_PROTECTION_FROM_AIR:
        uSkill = PARTY_BUFF_RESIST_AIR;
        break;
      case SPELL_WATER_PROTECTION_FROM_WATER:
        uSkill = PARTY_BUFF_RESIST_WATER;
        break;
      case SPELL_EARTH_PROTECTION_FROM_EARTH:
        uSkill = PARTY_BUFF_RESIST_EARTH;
        break;
      case SPELL_MIND_PROTECTION_FROM_MIND:
        uSkill = PARTY_BUFF_RESIST_MIND;
        break;
      case SPELL_BODY_PROTECTION_FROM_BODY:
        uSkill = PARTY_BUFF_RESIST_BODY;
        break;
      }
      pEngine->pStru6Instance->SetPlayerBuffAnim(uSpellID, 0);
      pEngine->pStru6Instance->SetPlayerBuffAnim(uSpellID, 1);
      pEngine->pStru6Instance->SetPlayerBuffAnim(uSpellID, 2);
      pEngine->pStru6Instance->SetPlayerBuffAnim(uSpellID, 3);
      pParty->pPartyBuffs[uSkill].Apply(pParty->uTimePlayed + (signed int)(signed __int64)((double)a6_4 * 4.2666669), skillMasteryPlusOne, v60, 0, 0);
      pAudioPlayer->PlaySound((SoundID)word_4EE088_sound_ids[uSpellID], 0, 0, fromx, fromy, 0, 0, 0);
      return;
    case SPELL_LIGHT_DAY_OF_THE_GODS :
      switch (skillMasteryPlusOne)
      {
      case 2:
        v42 = 10800 * uSkill;
        v43 = 3 * uSkill + 10;
        break;
      case 3:
        v42 = 18000 * uSkill;
        v43 = 5 * uSkill + 10;
        break;
      case 4:
        v42 = 14400 * uSkill;
        v43 = 4 * uSkill + 10;
        break;
      }
      pEngine->pStru6Instance->SetPlayerBuffAnim(uSpellID, 0);
      pEngine->pStru6Instance->SetPlayerBuffAnim(uSpellID, 1);
      pEngine->pStru6Instance->SetPlayerBuffAnim(uSpellID, 2);
      pEngine->pStru6Instance->SetPlayerBuffAnim(uSpellID, 3);
      v39 = (signed __int64)((double)(v42 << 7) * 0.033333335);
      v36 = pParty->uTimePlayed + v39;
      pParty->pPartyBuffs[PARTY_BUFF_DAY_OF_GODS].Apply(v36, skillMasteryPlusOne, v43, 0, 0);
      pAudioPlayer->PlaySound((SoundID)word_4EE088_sound_ids[uSpellID], 0, 0, fromx, fromy, 0, 0, 0);
      return;
    default:
      return;
  }
}
//----- (00427769) --------------------------------------------------------
bool sub_427769_isSpellQuickCastableOnShiftClick(unsigned int uSpellID)
{
  return ( pSpellDatas[uSpellID].stats & 0xC ) != 0;
}
//----- (0043AFE3) --------------------------------------------------------
int _43AFE3_calc_spell_damage(int spellId, int spellLevel, signed int skillMastery, int currentHp)
{
  int result; // eax@1
  unsigned int v5; // [sp-4h] [bp-8h]@9

  result = 0;
  if ( spellId == SPELL_FIRE_FIRE_SPIKE )
  {
    switch (skillMastery)
    {
    case 1:
    case 2:
      v5 = 6;
    case 3:
      v5 = 8;
    case 4:
      v5 = 10;
    default:
      return 0;
    }
    result = GetDiceResult(spellLevel, v5);
  }
  else if ( spellId == SPELL_EARTH_MASS_DISTORTION )
    result = currentHp * (pSpellDatas[SPELL_EARTH_MASS_DISTORTION].baseDamage + 2 * spellLevel) / 100;
  else
    result = pSpellDatas[spellId].baseDamage 
    + GetDiceResult(spellLevel, pSpellDatas[spellId].bonusSkillDamage);

  return result;
}