Mercurial > mm7
view Engine/Objects/Actor.cpp @ 2524:c7264ab7132f
Main menu rendered using d3d11
author | a.parshin |
---|---|
date | Fri, 10 Oct 2014 17:42:05 +0300 |
parents | 9b96a51011fb |
children | 1bcadc6dd203 |
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#define _CRTDBG_MAP_ALLOC #include <stdlib.h> #include <crtdbg.h> #define _CRT_SECURE_NO_WARNINGS #include "../Graphics/PaletteManager.h" #include "../ErrorHandling.h" #include "../Graphics/DecalBuilder.h" #include "../Graphics/Sprites.h" #include "../../stru6.h" #include "Actor.h" #include "../OurMath.h" #include "../Graphics/Outdoor.h" #include "Media/Audio/AudioPlayer.h" #include "../Game.h" #include "ObjectList.h" #include "../Graphics/Overlays.h" #include "../Tables/FactionTable.h" #include "../TurnEngine/TurnEngine.h" #include "../Spells/CastSpellInfo.h" #include "../Timer.h" #include "../LOD.h" #include "../Party.h" #include "GUI/GUIWindow.h" #include "../MM7.h" #include "SpriteObject.h" #include "../stru298.h" #include "../Log.h" #include "../Texts.h" #include "../Graphics/Level/Decoration.h" #include "../Graphics/Viewport.h" #include "../Graphics/Vis.h" std::array<Actor, 500> pActors; size_t uNumActors; stru319 stru_50C198; // idb std::array<uint, 5> _4DF380_hostilityRanges = {0, 1024, 2560, 5120, 10240}; //----- (0042FB5C) -------------------------------------------------------- // True if monster should play attack animation when casting this spell. bool ShouldMonsterPlayAttackAnim(signed int spell_id) { switch (spell_id) { case SPELL_FIRE_HASTE: case SPELL_AIR_SHIELD: case SPELL_EARTH_STONESKIN: case SPELL_SPIRIT_BLESS: case SPELL_SPIRIT_FATE: case SPELL_SPIRIT_HEROISM: case SPELL_BODY_HAMMERHANDS: case SPELL_BODY_POWER_CURE: case SPELL_LIGHT_DISPEL_MAGIC: case SPELL_LIGHT_DAY_OF_PROTECTION: case SPELL_LIGHT_HOUR_OF_POWER: case SPELL_DARK_PAIN_REFLECTION: return false; } return true; } //----- (0041AF52) -------------------------------------------------------- void Actor::DrawHealthBar(Actor *actor, GUIWindow *window) { unsigned int bar_length; // esi@1 unsigned int uX; // ebx@10 unsigned int v9; // [sp+14h] [bp-Ch]@4 unsigned int v10; // [sp+1Ch] [bp-4h]@4 if (actor->pMonsterInfo.uHP <= 25) bar_length = 25; else if ( actor->pMonsterInfo.uHP < 200 ) bar_length = actor->pMonsterInfo.uHP; else bar_length = 200; v10 = bar_length; if ( actor->sCurrentHP <= (0.34 * actor->pMonsterInfo.uHP) ) v9 = uTextureID_mhp_red; else if ( actor->sCurrentHP <= ( 0.67 * actor->pMonsterInfo.uHP) ) v9 = uTextureID_mhp_yel; else v9 = uTextureID_mhp_grn; if ( actor->sCurrentHP < (int)actor->pMonsterInfo.uHP ) v10 = bar_length / actor->pMonsterInfo.uHP * actor->sCurrentHP; uX = window->uFrameX + (signed int)(window->uFrameWidth - bar_length) / 2; pRenderer->SetUIClipRect(uX, window->uFrameY + 32, uX + bar_length, window->uFrameY + 52); pRenderer->DrawTextureIndexed(uX, window->uFrameY + 32, pIcons_LOD->GetTexture(uTextureID_mhp_bd)); pRenderer->SetUIClipRect(uX, window->uFrameY + 32, uX + v10, window->uFrameY + 52); pRenderer->DrawTextureIndexed(uX, window->uFrameY + 34, pIcons_LOD->GetTexture(v9)); pRenderer->ResetUIClipRect(); pRenderer->DrawTextureIndexed(uX - 5, window->uFrameY + 32, pIcons_LOD->GetTexture(uTextureID_mhp_capl)); pRenderer->DrawTextureIndexed(uX + bar_length, window->uFrameY + 32, pIcons_LOD->GetTexture(uTextureID_mhp_capr)); } //----- (00448A40) -------------------------------------------------------- void Actor::ToggleFlag(signed int uActorID, unsigned int uFlag, int bToggle) { if ( uActorID >= 0 && uActorID <= (signed int)(uNumActors - 1) ) { if ( bToggle ) pActors[uActorID].uAttributes |= uFlag; else { if ( uFlag == 0x10000 ) { if (pActors[uActorID].uAIState == Disabled ) pActors[uActorID].uAIState = Standing; } pActors[uActorID].uAttributes &= ~uFlag; } } } //----- (00448518) -------------------------------------------------------- void __fastcall sub_448518_npc_set_item(int npc, unsigned int item, int a3) { for (uint i = 0; i < uNumActors; i++) { if (pActors[uNumActors].sNPC_ID == npc) Actor::GiveItem(i, item, a3); } } //----- (004485A7) -------------------------------------------------------- void Actor::GiveItem(signed int uActorID, unsigned int uItemID, unsigned int bGive) { if ( (uActorID >= 0) && (signed int)uActorID <= (signed int)(uNumActors - 1) ) { if ( bGive ) { if ( pActors[uActorID].uCarriedItemID == 0) pActors[uActorID].uCarriedItemID = uItemID; else if ( pActors[uActorID].ActorHasItems[0].uItemID == 0) pActors[uActorID].ActorHasItems[0].uItemID = uItemID; else if ( pActors[uActorID].ActorHasItems[1].uItemID == 0) pActors[uActorID].ActorHasItems[1].uItemID = uItemID; } else { if ( pActors[uActorID].uCarriedItemID == uItemID ) pActors[uActorID].uCarriedItemID = 0; else if ( pActors[uActorID].ActorHasItems[0].uItemID == uItemID ) pActors[uActorID].ActorHasItems[0].Reset(); else if ( pActors[uActorID].ActorHasItems[1].uItemID == uItemID ) pActors[uActorID].ActorHasItems[1].Reset(); } } } //----- (0040894B) -------------------------------------------------------- bool Actor::CanAct() { bool isparalyzed; // esi@1 bool isstoned; // edi@2 isstoned = (signed __int64)this->pActorBuffs[ACTOR_BUFF_STONED].uExpireTime > 0;// stoned isparalyzed = (signed __int64)this->pActorBuffs[ACTOR_BUFF_PARALYZED].uExpireTime > 0;// paralyzed return !(isstoned || isparalyzed || this->uAIState == Dying || this->uAIState == Dead || this->uAIState == Removed || this->uAIState == Summoned || this->uAIState == Disabled); } //----- (004089C7) -------------------------------------------------------- bool Actor::IsNotAlive() { bool isstoned; // esi@1 isstoned = (signed __int64)this->pActorBuffs[ACTOR_BUFF_STONED].uExpireTime > 0;// stoned return (isstoned || (uAIState == Dying) || (uAIState == Dead) || (uAIState == Removed) || (uAIState == Summoned) || (uAIState == Disabled)); } //----- (004086E9) -------------------------------------------------------- void Actor::SetRandomGoldIfTheresNoItem() { int v2; // edi@1 v2 = 0; if ( !this->ActorHasItems[3].uItemID ) { if ( this->pMonsterInfo.uTreasureDiceRolls ) { for (int i = 0; i < this->pMonsterInfo.uTreasureDiceRolls; i++) v2 += rand() % this->pMonsterInfo.uTreasureDiceSides + 1; if ( v2 ) { this->ActorHasItems[3].uItemID = 197; this->ActorHasItems[3].uSpecEnchantmentType = v2; //actual gold amount } } } if ( rand() % 100 < this->pMonsterInfo.uTreasureDropChance ) { if ( this->pMonsterInfo.uTreasureLevel ) pItemsTable->GenerateItem(this->pMonsterInfo.uTreasureLevel, this->pMonsterInfo.uTreasureType, &this->ActorHasItems[2]); } this->uAttributes |= ACTOR_HAS_ITEM; } //----- (00404AC7) -------------------------------------------------------- void Actor::AI_SpellAttack(unsigned int uActorID, AIDirection *pDir, int uSpellID, int a4, unsigned int uSkillLevel) { Actor *actorPtr; // esi@1 unsigned int realPoints; // edi@1 unsigned int masteryLevel; // eax@1 int v8; // edi@16 signed int v10; // ecx@22 int v19; // edi@34 int v20; // eax@35 signed int v23; // eax@41 int v28; // st6@50 int v30; // esi@50 int v31; // ST3C_4@51 unsigned int v32; // edi@51 signed int v36; // eax@67 int v39; // ecx@75 int v42; // ecx@91 int v44; // ecx@100 int v48; // ecx@110 int v51; // ecx@130 int v54; // ecx@138 int v59; // edi@146 int v61; // edi@146 signed int v63; // edi@146 int v68; // edi@168 signed int v70; // ecx@172 int v79; // edx@185 int v80; // eax@185 signed int v91; // eax@200 int v94; // ecx@208 int v96; // ecx@217 int pitch; // [sp+2Ch] [bp-A4h]@51 int v114; // [sp+48h] [bp-88h]@41 SpriteObject a1; // [sp+4Ch] [bp-84h]@1 int v116; // [sp+BCh] [bp-14h]@49 int v118; // [sp+C4h] [bp-Ch]@29 int v119; // [sp+C8h] [bp-8h]@48 int v120; // [sp+CCh] [bp-4h]@1 int spellnuma; // [sp+D8h] [bp+8h]@29 int spellnumb; // [sp+D8h] [bp+8h]@48 int spellnumc; // [sp+D8h] [bp+8h]@50 int spellnume; // [sp+D8h] [bp+8h]@179 int a1a; // [sp+E0h] [bp+10h]@34 int a1c; // [sp+E0h] [bp+10h]@184 actorPtr = &pActors[uActorID]; realPoints = uSkillLevel & 0x3F; masteryLevel = SkillToMastery(uSkillLevel); switch (uSpellID) { case SPELL_FIRE_FIRE_BOLT: case SPELL_FIRE_FIREBALL: case SPELL_FIRE_INCINERATE: case SPELL_AIR_LIGHNING_BOLT: case SPELL_WATER_ICE_BOLT: case SPELL_WATER_ACID_BURST: case SPELL_EARTH_BLADES: case SPELL_EARTH_ROCK_BLAST: case SPELL_MIND_MIND_BLAST: case SPELL_MIND_PSYCHIC_SHOCK: case SPELL_BODY_HARM: case SPELL_LIGHT_LIGHT_BOLT: case SPELL_DARK_TOXIC_CLOUD: case SPELL_DARK_DRAGON_BREATH: a1.uType = stru_4E3ACC[uSpellID].uType; a1.uObjectDescID = GetObjDescId(uSpellID); a1.stru_24.Reset(); a1.spell_id = uSpellID; a1.spell_level = uSkillLevel; a1.vPosition.x = actorPtr->vPosition.x; a1.spell_skill = 0; a1.vPosition.y = actorPtr->vPosition.y; a1.vPosition.z = actorPtr->vPosition.z + ((signed int)actorPtr->uActorHeight >> 1); a1.uFacing = LOWORD(pDir->uYawAngle); a1.uSoundID = 0; a1.uAttributes = 0; a1.uSectorID = pIndoor->GetSector(a1.vPosition.x, a1.vPosition.y, a1.vPosition.z); a1.uSpriteFrameID = 0; a1.spell_caster_pid = PID(OBJECT_Actor, uActorID); a1.spell_target_pid = 0; if ((double)pDir->uDistance < 307.2 ) a1.field_60_distance_related_prolly_lod = 0; else if ( pDir->uDistance < 1024 ) a1.field_60_distance_related_prolly_lod = 1; else if ( pDir->uDistance < 2560 ) a1.field_60_distance_related_prolly_lod = 2; else a1.field_60_distance_related_prolly_lod = 3; a1.field_61 = 2; v91 = a1.Create(pDir->uYawAngle, pDir->uPitchAngle, pObjectList->pObjects[(signed __int16)a1.uObjectDescID].uSpeed, 0); if ( v91 != -1 ) { pAudioPlayer->PlaySound((SoundID)word_4EE088_sound_ids[uSpellID], PID(OBJECT_Item, v91), 0, -1, 0, 0, 0, 0); return; } return; break; case SPELL_FIRE_HASTE: if (masteryLevel == 1 || masteryLevel == 2) v39 = 60 * (realPoints + 60); else if (masteryLevel == 3 ) v39 = 180 * (realPoints + 20); else if (masteryLevel == 4 ) v39 = 240 * (realPoints + 15); else v39 = 0; actorPtr->pActorBuffs[ACTOR_BUFF_HASTE].Apply(pParty->uTimePlayed + (signed int)(signed __int64)((double)(v39 << 7) * 0.033333335), masteryLevel, 0, 0, 0); pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(actorPtr, 0xFF3C1Eu); pAudioPlayer->PlaySound((SoundID)10040, PID(OBJECT_Actor, uActorID), 0, -1, 0, 0, 0, 0); return; case SPELL_FIRE_METEOR_SHOWER: if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) return; v114 = pParty->vPosition.z + 2500; v23 = 8; if (masteryLevel == 2) v23 = 10; else if (masteryLevel == 3) v23 = 12; else if (masteryLevel == 4) v23 = 14; spellnumb = 0; v28 = 0; for ( int i = 0; i < v23; i++) { v30 = rand() % 1000; spellnumc = v30 - 2500; v120 = v28 * v28; v119 = spellnumb * spellnumb; if ( sqrt((float)(spellnumc * spellnumc + v119 + v120)) <= 1.0 ) { v32 = 0; pitch = 0; } else { v31 = (signed __int64)sqrt((float)(v119 + v120)); v32 = stru_5C6E00->Atan2(spellnumb, (int)v28); pitch = stru_5C6E00->Atan2(v31, (int)spellnumc); } a1.stru_24.Reset(); a1.uType = stru_4E3ACC[uSpellID].uType; a1.uObjectDescID = GetObjDescId(uSpellID); a1.spell_level = uSkillLevel; a1.vPosition.x = pParty->vPosition.x; a1.vPosition.y = pParty->vPosition.y; a1.vPosition.z = v30 + v114; a1.spell_id = SPELL_FIRE_METEOR_SHOWER; a1.spell_skill = 0; a1.uAttributes = 0; a1.uSectorID = 0; a1.uSpriteFrameID = 0; a1.spell_caster_pid = PID(OBJECT_Actor, uActorID); a1.spell_target_pid = 0; a1.field_60_distance_related_prolly_lod = stru_50C198._427546(v30 + 2500); a1.uFacing = v32; a1.uSoundID = 0; if (pDir->uDistance < 307.2 ) a1.field_60_distance_related_prolly_lod = 0; else if ( pDir->uDistance < 1024 ) a1.field_60_distance_related_prolly_lod = 1; else if ( pDir->uDistance < 2560 ) a1.field_60_distance_related_prolly_lod = 2; else a1.field_60_distance_related_prolly_lod = 3; a1.field_61 = 2; v36 = a1.Create(v32, pitch, pObjectList->pObjects[(signed __int16)a1.uObjectDescID].uSpeed, 0); if ( v36 != -1 ) pAudioPlayer->PlaySound((SoundID)word_4EE088_sound_ids[9], PID(OBJECT_Item, v36), 0, -1, 0, 0, 0, 0); spellnumb = rand() % 1024 - 512; v28 = rand() % 1024 - 512; } return; break; case SPELL_AIR_SPARKS: if (masteryLevel == 2 ) v10 = 5; else if (masteryLevel == 3 ) v10 = 7; else if (masteryLevel == 4 ) v10 = 9; else v10 = 3; spellnuma = (signed int)(60 * stru_5C6E00->uIntegerDoublePi) / 360; a1.uType = stru_4E3ACC[uSpellID].uType; v118 = (signed int)(60 * stru_5C6E00->uIntegerDoublePi) / 360 / (v10 - 1); a1.uObjectDescID = GetObjDescId(uSpellID); a1.stru_24.Reset(); a1.spell_id = SPELL_AIR_SPARKS; a1.spell_level = uSkillLevel; a1.vPosition.x = actorPtr->vPosition.x; a1.spell_skill = 0; a1.vPosition.y = actorPtr->vPosition.y; a1.vPosition.z = actorPtr->vPosition.z + ((signed int)actorPtr->uActorHeight >> 1); a1.uFacing = pDir->uYawAngle; a1.uSoundID = 0; a1.uAttributes = 0; a1.uSectorID = pIndoor->GetSector(a1.vPosition.x, a1.vPosition.y, a1.vPosition.z); a1.spell_caster_pid = PID(OBJECT_Actor, uActorID); a1.uSpriteFrameID = 0; a1.spell_target_pid = 0; a1.field_60_distance_related_prolly_lod = 3; v19 = spellnuma / -2; a1a = spellnuma / 2; if ( spellnuma / -2 > spellnuma / 2 ) v20 = spellnuma / 2; else { do { a1.uFacing = v19 + LOWORD(pDir->uYawAngle); v20 = a1.Create((signed __int16)a1.uFacing, pDir->uPitchAngle, pObjectList->pObjects[(signed __int16)a1.uObjectDescID].uSpeed, 0); v19 += v118; } while ( v19 <= a1a ); } if ( v20 != -1 ) { pAudioPlayer->PlaySound((SoundID)word_4EE088_sound_ids[15], PID(OBJECT_Item, v20), 0, -1, 0, 0, 0, 0); return; } return; break; case SPELL_AIR_SHIELD: if (masteryLevel == 1 || masteryLevel == 2) v8 = 300 * realPoints + 3840; else if (masteryLevel == 3 ) v8 = 900 * realPoints + 3840; else if (masteryLevel == 4 ) v8 = 3600 * (realPoints + 64); else v8 = 0; actorPtr->pActorBuffs[ACTOR_BUFF_SHIELD].Apply( pParty->uTimePlayed + (signed int)(signed __int64)((double)(v8 << 7) * 0.033333335), masteryLevel, 0, 0, 0); return; case SPELL_EARTH_STONESKIN: if (masteryLevel == 1 || masteryLevel == 2) v44 = 300 * realPoints + 3840; else if (masteryLevel == 3 ) v44 = 900 * realPoints + 3840; else if (masteryLevel == 4 ) v44 = 3600 * (realPoints + 64); else v44 = 0; actorPtr->pActorBuffs[ACTOR_BUFF_STONESKIN].Apply( pParty->uTimePlayed + (signed int)(signed __int64)((double)(v44 << 7) * 0.033333335), masteryLevel, realPoints + 5, 0, 0); pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(actorPtr,0x5C310Eu); pAudioPlayer->PlaySound((SoundID)13040, PID(OBJECT_Actor,uActorID), 0, -1, 0, 0, 0, 0); return; case SPELL_SPIRIT_BLESS: if (masteryLevel == 1 || masteryLevel == 2) v42 = 300 * realPoints + 3840; else if (masteryLevel == 3 ) v42 = 900 * realPoints + 3840; else if (masteryLevel == 4 ) v42 = 1200 * realPoints + 3840; else v42 = 0; actorPtr->pActorBuffs[ACTOR_BUFF_BLESS].Apply( pParty->uTimePlayed + (signed int)(signed __int64)((double)(v42 << 7) * 0.033333335), masteryLevel, realPoints + 5, 0, 0); pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(actorPtr,0xC8C805u); pAudioPlayer->PlaySound((SoundID)14010, PID(OBJECT_Actor,uActorID), 0, -1, 0, 0, 0, 0); return; break; case SPELL_SPIRIT_FATE: if (masteryLevel == 1 || masteryLevel == 2) v48 = 2 * realPoints + 40; else if (masteryLevel == 3 ) v48 = 3 * realPoints + 60; else if (masteryLevel == 4 ) v48 = 2 * (3 * realPoints + 60); else v48 = 0; actorPtr->pActorBuffs[ACTOR_BUFF_FATE].Apply(pParty->uTimePlayed + 1280, masteryLevel, v48, 0, 0); pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(actorPtr,0xC8C805u); pAudioPlayer->PlaySound((SoundID)14020, PID(OBJECT_Actor, uActorID), 0, -1, 0, 0, 0, 0); return; case SPELL_SPIRIT_HEROISM: if (masteryLevel == 1 || masteryLevel == 2) v54 = 300 * realPoints + 3840; else if (masteryLevel == 3 ) v54 = 900 * realPoints + 3840; else if (masteryLevel == 4 ) v54 = 1200 * realPoints + 3840; else v54 = 0; actorPtr->pActorBuffs[ACTOR_BUFF_HEROISM].Apply( pParty->uTimePlayed + (signed int)(signed __int64)((double)(v54 << 7) * 0.033333335), masteryLevel, realPoints + 5, 0, 0); pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(actorPtr,0xC8C805u); pAudioPlayer->PlaySound((SoundID)14060, PID(OBJECT_Actor,uActorID), 0, -1, 0, 0, 0, 0); return; case SPELL_BODY_HAMMERHANDS: if ( (signed int)masteryLevel <= 0 || (signed int)masteryLevel > 4 ) v51 = 0; else v51 = 3600 * realPoints; actorPtr->pActorBuffs[ACTOR_BUFF_PAIN_HAMMERHANDS].Apply( pParty->uTimePlayed + (signed int)(signed __int64)((double)(v51 << 7) * 0.033333335), masteryLevel, realPoints, 0, 0); pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(actorPtr, 0xA81376u); pAudioPlayer->PlaySound((SoundID)16060, PID(OBJECT_Actor, uActorID), 0, -1, 0, 0, 0, 0); return; case SPELL_BODY_POWER_CURE: actorPtr->sCurrentHP += 5 * realPoints + 10; if ( actorPtr->sCurrentHP >= (signed int)actorPtr->pMonsterInfo.uHP ) actorPtr->sCurrentHP = LOWORD(actorPtr->pMonsterInfo.uHP); pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(actorPtr, 0xA81376u); pAudioPlayer->PlaySound((SoundID)14020, PID(OBJECT_Actor, uActorID), 0, -1, 0, 0, 0, 0); return; case SPELL_LIGHT_DISPEL_MAGIC: for (int i = 0; i < 20; i++ ) pParty->pPartyBuffs[i].Reset(); for (int i = 1; i <= 4; i++) { v59 = pPlayers[i]->GetParameterBonus(pPlayers[i]->GetActualWillpower()); v61 = (pPlayers[i]->GetParameterBonus(pPlayers[i]->GetActualIntelligence()) + v59) / 2; v63 = v61 + pPlayers[i]->GetParameterBonus(pPlayers[i]->GetActualLuck()) + 30; if ( rand() % v63 < 30 ) { for (uint k = 0; k < pPlayers[i]->pPlayerBuffs.size(); k++) pPlayers[i]->pPlayerBuffs[k].Reset(); pOtherOverlayList->_4418B1(11210, i + 99, 0, 65536); } } pAudioPlayer->PlaySound((SoundID)word_4EE088_sound_ids[80], PID(OBJECT_Actor, uActorID), 0, -1, 0, 0, 0, 0); return; case SPELL_LIGHT_DAY_OF_PROTECTION: if (masteryLevel == 1 || masteryLevel == 2) v96 = 300 * realPoints + 3840; else if (masteryLevel == 3 ) { LOWORD(realPoints) = 3 * realPoints; v96 = 900 * (uSkillLevel & 0x3F) + 3840; } else if (masteryLevel == 4 ) { v96 = 1200 * realPoints + 3840; LOWORD(realPoints) = 4 * realPoints; } else { LOWORD(realPoints) = uSkillLevel; v96 = 0; } actorPtr->pActorBuffs[ACTOR_BUFF_DAY_OF_PROTECTION].Apply( pParty->uTimePlayed + (signed int)(signed __int64)((double)(v96 << 7) * 0.033333335), masteryLevel, realPoints, 0, 0); pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(actorPtr, 0xFFFFFFu); pAudioPlayer->PlaySound((SoundID)17070, PID(OBJECT_Actor, uActorID), 0, -1, 0, 0, 0, 0); return; case SPELL_LIGHT_HOUR_OF_POWER: if (masteryLevel == 1 || masteryLevel == 2) v94 = 300 * realPoints + 3840; else if (masteryLevel == 3) v94 = 900 * realPoints + 3840; else if (masteryLevel == 4) v94 = 1200 * realPoints + 3840; else v94 = 0; actorPtr->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].Apply( pParty->uTimePlayed + (signed int)(signed __int64)((double)(v94 << 7) * 0.033333335), masteryLevel, realPoints + 5, 0, 0); pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(actorPtr, 0xFFFFFFu); pAudioPlayer->PlaySound((SoundID)17080, PID(OBJECT_Actor, uActorID), 0, -1, 0, 0, 0, 0); return; case SPELL_DARK_SHARPMETAL: if (masteryLevel == 2) v70 = 5; else if (masteryLevel == 3) v70 = 7; else if (masteryLevel == 4) v70 = 9; else v70 = 3; spellnume = (signed int)(60 * stru_5C6E00->uIntegerDoublePi) / 360; a1.uType = stru_4E3ACC[uSpellID].uType; v116 = (signed int)(60 * stru_5C6E00->uIntegerDoublePi) / 360 / (v70 - 1); a1.uObjectDescID = GetObjDescId(uSpellID); a1.stru_24.Reset(); a1.spell_id = uSpellID; a1.spell_level = uSkillLevel; a1.vPosition.x = actorPtr->vPosition.x; a1.spell_skill = 0; a1.vPosition.y = actorPtr->vPosition.y; a1.vPosition.z = actorPtr->vPosition.z + ((signed int)actorPtr->uActorHeight >> 1); a1.uFacing = pDir->uYawAngle; a1.uSoundID = 0; a1.uAttributes = 0; a1.uSectorID = pIndoor->GetSector(a1.vPosition.x, a1.vPosition.y, a1.vPosition.z); a1.spell_caster_pid = PID(OBJECT_Actor, uActorID); a1.uSpriteFrameID = 0; a1.spell_target_pid = 0; a1.field_60_distance_related_prolly_lod = 3; a1c = spellnume / -2; if ( spellnume / -2 > spellnume / 2 ) v80 = spellnume / -2; else { do { v79 = pDir->uYawAngle; a1.uFacing = a1c + LOWORD(pDir->uYawAngle); v80 = a1.Create(v79, pDir->uPitchAngle, pObjectList->pObjects[(signed __int16)a1.uObjectDescID].uSpeed, 0); a1c += v116; } while ( a1c <= spellnume / 2 ); } if ( v80 != -1 ) { pAudioPlayer->PlaySound((SoundID)word_4EE088_sound_ids[93], PID(OBJECT_Item, v80), 0, -1, 0, 0, 0, 0); return; } return; break; case SPELL_DARK_PAIN_REFLECTION: if (masteryLevel == 0) v68 = 0; else if (masteryLevel == 1 || (masteryLevel == 2) || (masteryLevel == 3)) v68 = 300 * realPoints + 3840; else v68 = 900 * realPoints + 3840; actorPtr->pActorBuffs[ACTOR_BUFF_PAIN_REFLECTION].Apply( pParty->uTimePlayed + (signed int)(signed __int64)((double)(v68 << 7) * 0.033333335), masteryLevel, 0, 0, 0); pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(actorPtr,0x7E7E7Eu); pAudioPlayer->PlaySound((SoundID)18060, PID(OBJECT_Actor, uActorID), 0, -1, 0, 0, 0, 0); return; } } //----- (new func) -------------------------------------------------------- unsigned short Actor::GetObjDescId( int spellId ) { for (unsigned int i = 0; i < pObjectList->uNumObjects; i++) { if (stru_4E3ACC[spellId].uType == pObjectList->pObjects[i].uObjectID) { return i; break; } } return 0; } //----- (0043ABB0) -------------------------------------------------------- bool Actor::ArePeasantsOfSameFaction(Actor *a1, Actor *a2) { unsigned int v2; // esi@1 unsigned int v3; // edi@1 v2 = a1->uAlly; if ( !a1->uAlly ) v2 = (a1->pMonsterInfo.uID - 1) / 3 + 1; v3 = a2->uAlly; if ( !a2->uAlly ) v3 = (a2->pMonsterInfo.uID - 1) / 3 + 1; if ( v2 >= 39 && v2 <= 44 && v3 >= 39 && v3 <= 44 || v2 >= 45 && v2 <= 50 && v3 >= 45 && v3 <= 50 || v2 >= 51 && v2 <= 62 && v3 >= 51 && v3 <= 62 || v2 >= 78 && v2 <= 83 && v3 >= 78 && v3 <= 83 || v2 == v3 ) return true; else return false; } //----- (0043AC45) -------------------------------------------------------- void Actor::AggroSurroundingPeasants(unsigned int uActorID, int a2) { int v4; // ebx@8 int v5; // ST1C_4@8 int v6; // eax@8 int x = 0; x |= 0x80000; int y = 0; y |= 0x80000; Actor* victim = &pActors[uActorID]; if ( a2 == 1 ) victim->uAttributes |= ACTOR_AGGRESSOR; for (uint i = 0; i < uNumActors; ++i) { Actor* actor = &pActors[i]; if (!actor->CanAct() || i == uActorID) continue; if (Actor::ArePeasantsOfSameFaction(victim, actor)) { v4 = abs(actor->vPosition.x - victim->vPosition.x); v5 = abs(actor->vPosition.y - victim->vPosition.y); v6 = abs(actor->vPosition.z - victim->vPosition.z); if (int_get_vector_length(v4, v5, v6) < 4096) { actor->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Long; if ( a2 == 1 ) actor->uAttributes |= ACTOR_AGGRESSOR; } } } } //----- (00404874) -------------------------------------------------------- void Actor::AI_RangedAttack( unsigned int uActorID, struct AIDirection *pDir, int type, char a4 ) { char specAb; // al@1 int v13; // edx@28 SpriteObject a1; // [sp+Ch] [bp-74h]@1 switch ( type ) { case 1: a1.uType = 545; break; case 2: a1.uType = 550; break; case 3: a1.uType = 510; break; case 4: a1.uType = 500; break; case 5: a1.uType = 515; break; case 6: a1.uType = 505; break; case 7: a1.uType = 530; break; case 8: a1.uType = 525; break; case 9: a1.uType = 520; break; case 10: a1.uType = 535; break; case 11: a1.uType = 540; break; case 13: a1.uType = 555; break; default: return; } bool found = false; for ( uint i = 0; i < pObjectList->uNumObjects; i++) { if (pObjectList->pObjects[i].uObjectID == a1.uType) { a1.uObjectDescID = i; found = true; break; } } if (!found) { Error("Item not found"); return; } a1.stru_24.Reset(); a1.spell_id = 0; a1.vPosition.x = pActors[uActorID].vPosition.x; a1.vPosition.y = pActors[uActorID].vPosition.y; a1.vPosition.z = pActors[uActorID].vPosition.z - (unsigned int)(pActors[uActorID].uActorHeight * -0.75); a1.spell_level = 0; a1.spell_skill = 0; a1.uFacing = pDir->uYawAngle; a1.uSoundID = 0; a1.uAttributes = 0; a1.uSectorID = pIndoor->GetSector(a1.vPosition.x, a1.vPosition.y, a1.vPosition.z); a1.uSpriteFrameID = 0; a1.spell_caster_pid = PID(OBJECT_Actor, uActorID); a1.spell_target_pid = 0; if (pDir->uDistance < 307.2 ) a1.field_60_distance_related_prolly_lod = 0; else if ( pDir->uDistance < 1024 ) a1.field_60_distance_related_prolly_lod = 1; else if ( pDir->uDistance < 2560 ) a1.field_60_distance_related_prolly_lod = 2; else a1.field_60_distance_related_prolly_lod = 3; a1.field_61 = a4; a1.Create(pDir->uYawAngle, pDir->uPitchAngle, pObjectList->pObjects[(signed __int16)a1.uObjectDescID].uSpeed, 0); if ( pActors[uActorID].pMonsterInfo.uSpecialAbilityType == 1 ) { specAb = pActors[uActorID].pMonsterInfo.uSpecialAbilityDamageDiceBonus; if ( specAb == 2 ) { a1.vPosition.z += 40; v13 = pDir->uYawAngle; } else { if ( specAb != 3 ) return; a1.Create(pDir->uYawAngle + 30, //TODO find out why the YawAngle change pDir->uPitchAngle, pObjectList->pObjects[(signed __int16)a1.uObjectDescID].uSpeed, 0); v13 = pDir->uYawAngle - 30; } a1.Create(v13, pDir->uPitchAngle, pObjectList->pObjects[(signed __int16)a1.uObjectDescID].uSpeed, 0); } return; } //----- (00404736) -------------------------------------------------------- void Actor::Explode( unsigned int uActorID ) { SpriteObject a1; // [sp+Ch] [bp-78h]@1 a1.uType = 600; a1.uObjectDescID = GetObjDescId(a1.uType); a1.stru_24.Reset(); a1.spell_id = 0; a1.spell_level = 0; a1.spell_skill = 0; a1.vPosition.x = pActors[uActorID].vPosition.x; a1.vPosition.y = pActors[uActorID].vPosition.y; a1.vPosition.z = pActors[uActorID].vPosition.z - (unsigned int)(pActors[uActorID].uActorHeight * -0.75); a1.uFacing = 0; a1.uSoundID = 0; a1.uAttributes = 0; a1.uSectorID = pIndoor->GetSector(a1.vPosition.x, a1.vPosition.y, a1.vPosition.z); a1.uSpriteFrameID = 0; a1.spell_caster_pid = PID(OBJECT_Actor, uActorID); a1.spell_target_pid = 0; a1.field_60_distance_related_prolly_lod = 3; a1.field_61 = 4; a1.Create(0, 0, 0, 0); return; } //----- (004040E9) -------------------------------------------------------- // // Get direction vector from object1 to object2, // // distance from object1 to object2 and Euler angles of the direction vector // // // // // // object1 & object2 format : objectType | (objectID << 3) // // objectType == 2 - SpriteObject // // objectType == 3 - Actor // // objectType == 4 - Party // // objectType == 5 - Decoration // // // // originally this function had following prototype: // // struct DirectionInfo GetDirectionInfo(signed int object1, signed int object2, signed int a4) // // but compiler converts functions returning structures by value in the such way void Actor::GetDirectionInfo( unsigned int uObj1ID, unsigned int uObj2ID, struct AIDirection *pOut, int a4 ) { signed int v4; // eax@1 signed int v5; // ecx@1 int v18; // edx@15 float v31; // st7@45 float v32; // st6@45 float v33; // st7@45 Vec3_int_ v37; // [sp-10h] [bp-5Ch]@15 AIDirection v41; // [sp+14h] [bp-38h]@46 float outy2; // [sp+38h] [bp-14h]@33 float outx2; // [sp+3Ch] [bp-10h]@33 int outz; // [sp+40h] [bp-Ch]@6 int outy; // [sp+44h] [bp-8h]@6 int outx; // [sp+48h] [bp-4h]@6 float a4a; // [sp+58h] [bp+Ch]@45 v4 = PID_ID(uObj1ID); //v6 = uObj2ID; v5 = PID_ID(uObj2ID); switch( PID_TYPE(uObj1ID) ) { case OBJECT_Item: { outx = pSpriteObjects[v4].vPosition.x; outy = pSpriteObjects[v4].vPosition.y; outz = pSpriteObjects[v4].vPosition.z; break; } case OBJECT_Actor: { outx = pActors[v4].vPosition.x; outy = pActors[v4].vPosition.y; outz = pActors[v4].vPosition.z - (unsigned int)(signed __int64)((double)pActors[v4].uActorHeight * -0.75); break; } case OBJECT_Player: { if ( !v4 ) { outx = pParty->vPosition.x; outy = pParty->vPosition.y; outz = pParty->vPosition.z + (signed int)pParty->uPartyHeight / 3; break; } if ( v4 == 4 ) { v18 = pParty->sRotationY - stru_5C6E00->uIntegerHalfPi; v37.z = pParty->vPosition.z + (signed int)pParty->uPartyHeight / 3; v37.x = pParty->vPosition.x; v37.y = pParty->vPosition.y; Vec3_int_::Rotate(24, v18, 0, v37, &outx, &outy, &outz); break; } if ( v4 == 3 ) { v18 = pParty->sRotationY - stru_5C6E00->uIntegerHalfPi; v37.z = pParty->vPosition.z + (signed int)pParty->uPartyHeight / 3; v37.x = pParty->vPosition.x; v37.y = pParty->vPosition.y; Vec3_int_::Rotate(8, v18, 0, v37, &outx, &outy, &outz); break; } if ( v4 == 2 ) { v37.z = pParty->vPosition.z + (signed int)pParty->uPartyHeight / 3; v18 = stru_5C6E00->uIntegerHalfPi + pParty->sRotationY; v37.x = pParty->vPosition.x; v37.y = pParty->vPosition.y; Vec3_int_::Rotate(8, v18, 0, v37, &outx, &outy, &outz); break; } if ( v4 == 1 ) { v37.z = pParty->vPosition.z + (signed int)pParty->uPartyHeight / 3; v18 = stru_5C6E00->uIntegerHalfPi + pParty->sRotationY; v37.x = pParty->vPosition.x; v37.y = pParty->vPosition.y; Vec3_int_::Rotate(24, v18, 0, v37, &outx, &outy, &outz); break; } } case OBJECT_Decoration: { outx = pLevelDecorations[v4].vPosition.x; outy = pLevelDecorations[v4].vPosition.y; outz = pLevelDecorations[v4].vPosition.z; break; } default: { outz = 0; outy = 0; outx = 0; break; } case OBJECT_BModel: { if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) { outx = (pIndoor->pFaces[v4].pBounding.x1 + pIndoor->pFaces[v4].pBounding.x2) >> 1; outy = (pIndoor->pFaces[v4].pBounding.y1 + pIndoor->pFaces[v4].pBounding.y2) >> 1; outz = (pIndoor->pFaces[v4].pBounding.z1 + pIndoor->pFaces[v4].pBounding.z2) >> 1; } break; } } switch( PID_TYPE(uObj2ID) ) { case OBJECT_Item: { outx2 = (float)pSpriteObjects[v5].vPosition.x; outy2 =(float) pSpriteObjects[v5].vPosition.y; a4 = pSpriteObjects[v5].vPosition.z; break; } case OBJECT_Actor: { outx2 = (float)pActors[v5].vPosition.x; outy2 = (float)pActors[v5].vPosition.y; a4 = pActors[v5].vPosition.z - (unsigned int)(signed __int64)((double)pActors[v5].uActorHeight * -0.75); break; } case OBJECT_Player: { outx2 = (float)pParty->vPosition.x; outy2 = (float)pParty->vPosition.y; if ( !a4 ) a4 = pParty->sEyelevel; a4 = pParty->vPosition.z + a4; break; } case OBJECT_Decoration: { outx2 = (float)pLevelDecorations[v5].vPosition.x; outy2 = (float)pLevelDecorations[v5].vPosition.y; a4 = pLevelDecorations[v5].vPosition.z; break; } default: { outx2 = 0.0; outy2 = 0.0; a4 = 0; break; } case OBJECT_BModel: { if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) { outx2 = (float)((pIndoor->pFaces[v5].pBounding.x1 + pIndoor->pFaces[v5].pBounding.x2) >> 1); outy2 = (float)((pIndoor->pFaces[v5].pBounding.y1 + pIndoor->pFaces[v5].pBounding.y2) >> 1); a4 = (pIndoor->pFaces[v5].pBounding.z1 + pIndoor->pFaces[v5].pBounding.z2) >> 1; } break; } } v31 = (float)outx2 - (float)outx; v32 = (float)outy2 - (float)outy; a4a = (float)a4 - (float)outz; outx2 = v32 * v32; outy2 = v31 * v31; v33 = sqrt(a4a * a4a + outy2 + outx2); if ( v33 <= 1.0 ) { pOut->vDirection.x = 65536; pOut->vDirection.y = 0; pOut->vDirection.z = 0; pOut->uDistance = 1; pOut->uDistanceXZ = 1; pOut->uYawAngle = 0; pOut->uPitchAngle = 0; } else { pOut->vDirection.x = (int32_t)(1.0 / v33 * v31 * 65536.0); pOut->vDirection.y = (int32_t)(1.0 / v33 * v32 * 65536.0); pOut->vDirection.z = (int32_t)(1.0 / v33 * a4a * 65536.0); pOut->uDistance = (uint)v33; pOut->uDistanceXZ = (uint)sqrt(outy2 + outx2); pOut->uYawAngle = stru_5C6E00->Atan2((signed __int64)v31, (signed __int64)v32); pOut->uPitchAngle = stru_5C6E00->Atan2(pOut->uDistanceXZ, (signed __int64)a4a); } } //----- (00404030) -------------------------------------------------------- void Actor::AI_FaceObject(unsigned int uActorID, unsigned int uObjID, int _48, AIDirection *a4) { AIDirection *v7; // eax@3 AIDirection v1; // eax@3 AIDirection a3; // [sp+8h] [bp-38h]@4 if ( rand() % 100 >= 5 ) { //v9 = &pActors[uActorID]; if ( !a4 ) { Actor::GetDirectionInfo(PID(OBJECT_Actor, uActorID), uObjID, &v1, 0); v7 = &v1; } else v7 = a4; pActors[uActorID].uYawAngle = v7->uYawAngle; pActors[uActorID].uCurrentActionTime = 0; pActors[uActorID].vVelocity.z = 0; pActors[uActorID].vVelocity.y = 0; pActors[uActorID].vVelocity.x = 0; pActors[uActorID].uPitchAngle = v7->uPitchAngle; pActors[uActorID].uCurrentActionLength = 256; pActors[uActorID].uAIState = Interacting; pActors[uActorID].UpdateAnimation(); } else Actor::AI_Bored(uActorID, uObjID, a4); } //----- (00403F58) -------------------------------------------------------- void Actor::AI_StandOrBored(unsigned int uActorID, signed int uObjID, int uActionLength, AIDirection *a4) { if (rand() % 2)//0 or 1 AI_Bored(uActorID, uObjID, a4); else AI_Stand(uActorID, uObjID, uActionLength, a4); } //----- (00403EB6) -------------------------------------------------------- void Actor::AI_Stand(unsigned int uActorID, unsigned int object_to_face_pid, unsigned int uActionLength, AIDirection *a4) { assert(uActorID < uNumActors); // Actor* actor = &pActors[uActorID]; AIDirection a3; if (!a4) { Actor::GetDirectionInfo(PID(OBJECT_Actor, uActorID), object_to_face_pid, &a3, 0); a4 = &a3; } pActors[uActorID].uAIState = Standing; if (!uActionLength) pActors[uActorID].uCurrentActionLength = rand() % 256 + 256;// от 256 до 256 + 256 else pActors[uActorID].uCurrentActionLength = uActionLength; pActors[uActorID].uCurrentActionTime = 0; pActors[uActorID].uYawAngle = a4->uYawAngle; pActors[uActorID].uPitchAngle = a4->uPitchAngle; pActors[uActorID].vVelocity.z = 0; pActors[uActorID].vVelocity.y = 0; pActors[uActorID].vVelocity.x = 0; pActors[uActorID].UpdateAnimation(); } //----- (00403E61) -------------------------------------------------------- void __fastcall Actor::StandAwhile(unsigned int uActorID) { pActors[uActorID].uCurrentActionLength = rand() % 128 + 128; pActors[uActorID].uCurrentActionTime = 0; pActors[uActorID].uAIState = Standing; pActors[uActorID].vVelocity.z = 0; pActors[uActorID].vVelocity.y = 0; pActors[uActorID].vVelocity.x = 0; pActors[uActorID].UpdateAnimation(); } //----- (00403C6C) -------------------------------------------------------- void Actor::AI_MeleeAttack(unsigned int uActorID, signed int sTargetPid, struct AIDirection *arg0) { int16_t v6; // esi@6 int16_t v7; // edi@6 signed int v8; // eax@7 Vec3_int_ v10; // ST04_12@9 AIDirection *v12; // eax@11 AIDirection a3; // [sp+Ch] [bp-48h]@12 AIDirection v20; // [sp+28h] [bp-2Ch]@12 int v23; // [sp+4Ch] [bp-8h]@6 unsigned int v25; // [sp+5Ch] [bp+8h]@13 assert(uActorID < uNumActors); if ( pActors[uActorID].pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_STAIONARY && pActors[uActorID].pMonsterInfo.uAIType == 1 ) { Actor::AI_Stand(uActorID, sTargetPid, 0, arg0); return; } if ( PID_TYPE(sTargetPid) == OBJECT_Actor) { v8 = PID_ID(sTargetPid); v6 = pActors[v8].vPosition.x; v7 = pActors[v8].vPosition.y; v23 = (int)(pActors[v8].uActorHeight * 0.75 + pActors[v8].vPosition.z); } else if ( PID_TYPE(sTargetPid) == OBJECT_Player) { v6 = pParty->vPosition.x; v7 = pParty->vPosition.y; v23 = pParty->vPosition.z + pParty->sEyelevel; } else { Error("Should not get here"); return; } v10.x = pActors[uActorID].vPosition.x; v10.y = pActors[uActorID].vPosition.y; v10.z = (int32_t)(pActors[uActorID].uActorHeight * 0.75 + pActors[uActorID].vPosition.z); if ( sub_407A1C((int)v6, (int)v7, v23, v10) ) { if (arg0 != nullptr) v12 = arg0; else { Actor::GetDirectionInfo(PID(OBJECT_Actor, uActorID), sTargetPid, &a3, 0); v12 = &a3; } pActors[uActorID].uYawAngle = LOWORD(v12->uYawAngle); pActors[uActorID].uCurrentActionLength = pSpriteFrameTable->pSpriteSFrames[pActors[uActorID].pSpriteIDs[ANIM_AtkMelee]].uAnimLength * 8; pActors[uActorID].uCurrentActionTime = 0; pActors[uActorID].uAIState = AttackingMelee; Actor::PlaySound(uActorID, 0); v25 = pMonsterStats->pInfos[pActors[uActorID].pMonsterInfo.uID].uRecoveryTime; if ( pActors[uActorID].pActorBuffs[ACTOR_BUFF_SLOWED].uExpireTime > 0 ) v25 *= 2; if ( pParty->bTurnBasedModeOn != 1 ) pActors[uActorID].pMonsterInfo.uRecoveryTime = (int)(flt_6BE3A8_debug_recmod2 * v25 * 2.133333333333333); else pActors[uActorID].pMonsterInfo.uRecoveryTime = v25; pActors[uActorID].vVelocity.z = 0; pActors[uActorID].vVelocity.y = 0; pActors[uActorID].vVelocity.x = 0; pActors[uActorID].UpdateAnimation(); } else Actor::AI_Pursue1(uActorID, sTargetPid, rand() % 2, 64, arg0); } //----- (00438CF3) -------------------------------------------------------- void Actor::ApplyFineForKillingPeasant(unsigned int uActorID) { if ( uLevelMapStatsID == 0 || !pActors[uActorID].IsPeasant()) return; if ( (uLevelMapStatsID == 6 || uLevelMapStatsID == 7) && pParty->IsPartyEvil()) //celeste and bracada return; if ( (uLevelMapStatsID == 5 || uLevelMapStatsID == 8) && pParty->IsPartyGood()) // the pit and deyja return; pParty->uFine += 100 * (pMapStats->pInfos[uLevelMapStatsID]._steal_perm + pActors[uActorID].pMonsterInfo.uLevel + pParty->GetPartyReputation()); if ( pParty->uFine < 0 ) pParty->uFine = 0; if ( pParty->uFine > 4000000 ) pParty->uFine = 4000000; if (uCurrentlyLoadedLevelType == LEVEL_Outdoor) { if (pOutdoor->ddm.uReputation < 10000) pOutdoor->ddm.uReputation++; } else if (uCurrentlyLoadedLevelType == LEVEL_Indoor) { if (pIndoor->dlv.uReputation < 10000) pIndoor->dlv.uReputation++; } else assert(false); if ( pParty->uFine ) { for ( int i = 1; i <= 4; i++) { if ( !_449B57_test_bit(pPlayers[i]->_achieved_awards_bits, 1) ) _449B7E_toggle_bit(pPlayers[i]->_achieved_awards_bits, 1, 1u); } } } //----- (0043AE80) -------------------------------------------------------- void Actor::AddBloodsplatOnDamageOverlay(unsigned int uActorID, int a2, signed int a3) { unsigned int v4; // esi@1 v4 = PID(OBJECT_Actor,uActorID); switch ( a2 ) { case 1: if ( a3 ) pOtherOverlayList->_4418B6(904, v4, 0, (int)(sub_43AE12(a3) * 65536.0), 0); return; case 2: if ( a3 ) pOtherOverlayList->_4418B6(905, v4, 0, (int)(sub_43AE12(a3) * 65536.0), 0); return; case 3: if ( a3 ) pOtherOverlayList->_4418B6(906, v4, 0, (int)(sub_43AE12(a3) * 65536.0), 0); return; case 4: if ( a3 ) pOtherOverlayList->_4418B6(907, v4, 0, (int)(sub_43AE12(a3) * 65536.0), 0); return; case 5: pOtherOverlayList->_4418B6(901, v4, 0, PID(OBJECT_Actor,uActorID), 0); return; case 6: pOtherOverlayList->_4418B6(902, v4, 0, PID(OBJECT_Actor,uActorID), 0); return; case 7: pOtherOverlayList->_4418B6(903, v4, 0, PID(OBJECT_Actor,uActorID), 0); return; case 8: pOtherOverlayList->_4418B6(900, v4, 0, PID(OBJECT_Actor,uActorID), 0); return; case 9: pOtherOverlayList->_4418B6(909, v4, 0, PID(OBJECT_Actor,uActorID), 0); return; case 10: pOtherOverlayList->_4418B6(908, v4, 0, PID(OBJECT_Actor,uActorID), 0); return; default: return; } return; } //----- (0043B3E0) -------------------------------------------------------- int Actor::_43B3E0_CalcDamage( signed int dmgSource ) { signed int v2; // ebp@1 int v3; // eax@9 signed int v4; // edi@9 int v5; // esi@9 unsigned __int16 v8; // si@21 int v9; // edi@21 signed int v10; // eax@23 int v11; // [sp+10h] [bp-4h]@1 v2 = 0; v11 = 0; switch( dmgSource ) { case 0: if ( this->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uExpireTime > 0 ) v2 = this->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uPower; if ( this->pActorBuffs[ACTOR_BUFF_HEROISM].uExpireTime > 0 && this->pActorBuffs[ACTOR_BUFF_HEROISM].uPower > v2 ) v2 = this->pActorBuffs[ACTOR_BUFF_HEROISM].uPower; if ( this->pActorBuffs[ACTOR_BUFF_PAIN_HAMMERHANDS].uExpireTime > 0 ) v2 += this->pActorBuffs[ACTOR_BUFF_PAIN_HAMMERHANDS].uPower; v3 = this->pMonsterInfo.uAttack1DamageDiceRolls; v4 = this->pMonsterInfo.uAttack1DamageDiceSides; v5 = this->pMonsterInfo.uAttack1DamageBonus; break; case 1: v3 = this->pMonsterInfo.uAttack2DamageDiceRolls; v4 = this->pMonsterInfo.uAttack2DamageDiceSides; v5 = this->pMonsterInfo.uAttack2DamageBonus; break; case 2: v8 = this->pMonsterInfo.uSpellSkillAndMastery1; v9 = this->pMonsterInfo.uSpell1ID; v10 = SkillToMastery(v8); return _43AFE3_calc_spell_damage(v9, v8 & 0x3F, v10, 0); break; case 3: v8 = this->pMonsterInfo.uSpellSkillAndMastery2; v9 = this->pMonsterInfo.uSpell2ID; v10 = SkillToMastery(v8); return _43AFE3_calc_spell_damage(v9, v8 & 0x3F, v10, 0); break; case 4: v3 = this->pMonsterInfo.uSpecialAbilityDamageDiceRolls; v4 = this->pMonsterInfo.uSpecialAbilityDamageDiceSides; v5 = this->pMonsterInfo.uSpecialAbilityDamageDiceBonus; default: return 0; } for ( int i = 0; i < v3; i++) v11 += rand() % v4 + 1; return v11 + v5 + v2; } //----- (00438B9B) -------------------------------------------------------- bool Actor::IsPeasant() { unsigned int InHostile_Id; // eax@1 InHostile_Id = this->uAlly; if ( !this->uAlly ) InHostile_Id = (this->pMonsterInfo.uID - 1) / 3 + 1; return (signed int)InHostile_Id >= 39 && (signed int)InHostile_Id <= 44//Dwarfs peasants || (signed int)InHostile_Id >= 45 && (signed int)InHostile_Id <= 50//Elves peasants || (signed int)InHostile_Id >= 51 && (signed int)InHostile_Id <= 62//Humans peasants || (signed int)InHostile_Id >= 78 && (signed int)InHostile_Id <= 83;//Goblins peasants } //----- (0042EBEE) -------------------------------------------------------- void Actor::StealFrom( unsigned int uActorID ) { Player *pPlayer; // edi@1 int v4; // ebx@2 unsigned int v5; // eax@2 DDM_DLV_Header *v6; // esi@4 int v8; // [sp+8h] [bp-4h]@6 pPlayer = &pParty->pPlayers[uActiveCharacter-1]; if ( pPlayer->CanAct() ) { CastSpellInfoHelpers::_427D48(); v4 = 0; v5 = pMapStats->GetMapInfo(pCurrentMapName); if ( v5 ) v4 = pMapStats->pInfos[v5]._steal_perm; v6 = &pOutdoor->ddm; if ( uCurrentlyLoadedLevelType != LEVEL_Outdoor) v6 = &pIndoor->dlv; pPlayer->StealFromActor(uActorID, v4, v6->uReputation++); v8 = pPlayer->GetAttackRecoveryTime(0); if ( v8 < 30 ) v8 = 30; if ( !pParty->bTurnBasedModeOn ) pPlayer->SetRecoveryTime((int)(flt_6BE3A4_debug_recmod1 * v8 * 2.133333333333333)); pTurnEngine->ApplyPlayerAction(); } return; } //----- (00403A60) -------------------------------------------------------- void Actor::AI_SpellAttack2(unsigned int uActorID, signed int edx0, AIDirection *pDir) { Actor *v3; // ebx@1 int16_t v4; // esi@3 int16_t v5; // edi@3 signed int v6; // eax@4 Vec3_int_ v7; // ST04_12@6 AIDirection *v9; // eax@8 __int16 v13; // ax@10 AIDirection a3; // [sp+Ch] [bp-48h]@9 AIDirection v18; // [sp+28h] [bp-2Ch]@9 int v19; // [sp+44h] [bp-10h]@6 signed int a2; // [sp+48h] [bp-Ch]@1 int v21; // [sp+4Ch] [bp-8h]@3 unsigned int pDira; // [sp+5Ch] [bp+8h]@10 v3 = &pActors[uActorID]; a2 = edx0; if ( PID_TYPE(edx0) == OBJECT_Actor) { v6 = PID_ID(edx0); v4 = pActors[v6].vPosition.x; v5 = pActors[v6].vPosition.y; v21 = (int)(pActors[v6].uActorHeight * 0.75 + pActors[v6].vPosition.z); } else if ( PID_TYPE(edx0) == OBJECT_Player) { v4 = pParty->vPosition.x; v5 = pParty->vPosition.y; v21 = pParty->vPosition.z + pParty->sEyelevel; } else { Error("Should not get here"); return; } v19 = v3->uActorHeight; v7.z = v3->vPosition.z - (int)(v19 * -0.75); v7.y = v3->vPosition.y; v7.x = v3->vPosition.x; if ( sub_407A1C(v4, v5, v21, v7) ) { if ( pDir == nullptr) { Actor::GetDirectionInfo(PID(OBJECT_Actor,uActorID), a2, &a3, 0); v9 = &a3; } else v9 = pDir; v3->uYawAngle = LOWORD(v9->uYawAngle); v13 = pSpriteFrameTable->pSpriteSFrames[v3->pSpriteIDs[ANIM_AtkRanged]].uAnimLength; v3->uCurrentActionLength = 8 * v13; v3->uCurrentActionTime = 0; v3->uAIState = AttackingRanged4; Actor::PlaySound(uActorID, 0); pDira = pMonsterStats->pInfos[v3->pMonsterInfo.uID].uRecoveryTime; if (v3->pActorBuffs[ACTOR_BUFF_SLOWED].uExpireTime > 0) pDira *= 2; if ( pParty->bTurnBasedModeOn == 1 ) v3->pMonsterInfo.uRecoveryTime = pDira; else v3->pMonsterInfo.uRecoveryTime = v3->uCurrentActionLength + (int)(flt_6BE3A8_debug_recmod2 * pDira * 2.133333333333333); v3->vVelocity.z = 0; v3->vVelocity.y = 0; v3->vVelocity.x = 0; if ( ShouldMonsterPlayAttackAnim(v3->pMonsterInfo.uSpell2ID) ) { v3->uCurrentActionLength = 64; v3->uCurrentActionTime = 0; v3->uAIState = Fidgeting; v3->UpdateAnimation(); v3->uAIState = AttackingRanged4; } else v3->UpdateAnimation(); } else Actor::AI_Pursue1(uActorID, a2, uActorID, 64, pDir); } //----- (00403854) -------------------------------------------------------- void Actor::AI_SpellAttack1(unsigned int uActorID, signed int sTargetPid, AIDirection *pDir) { Actor *v3; // ebx@1 int16_t v4; // esi@3 int16_t v5; // edi@3 signed int v6; // eax@4 Vec3_int_ v7; // ST04_12@6 AIDirection *v9; // eax@8 __int16 v13; // ax@10 signed int v16; // ecx@17 AIDirection a3; // [sp+Ch] [bp-48h]@9 AIDirection v18; // [sp+28h] [bp-2Ch]@9 int v19; // [sp+44h] [bp-10h]@6 int v21; // [sp+4Ch] [bp-8h]@3 unsigned int pDira; // [sp+5Ch] [bp+8h]@10 v3 = &pActors[uActorID]; if ( PID_TYPE(sTargetPid) == OBJECT_Actor) { v6 = PID_ID(sTargetPid); v4 = pActors[v6].vPosition.x; v5 = pActors[v6].vPosition.y; v21 = (int)(pActors[v6].uActorHeight * 0.75 + pActors[v6].vPosition.z); } else if ( PID_TYPE(sTargetPid) == OBJECT_Player) { v4 = pParty->vPosition.x; v5 = pParty->vPosition.y; v21 = pParty->vPosition.z + pParty->sEyelevel; } else { Error("Should not get here"); return; } v19 = v3->uActorHeight; v7.z = v3->vPosition.z - (int)(v19 * -0.75); v7.y = v3->vPosition.y; v7.x = v3->vPosition.x; if ( sub_407A1C(v4, v5, v21, v7) ) { if ( pDir == nullptr ) { Actor::GetDirectionInfo(PID(OBJECT_Actor,uActorID), sTargetPid, &a3, 0); v9 = &a3; } else v9 = pDir; v3->uYawAngle = LOWORD(v9->uYawAngle); v13 = pSpriteFrameTable->pSpriteSFrames[v3->pSpriteIDs[ANIM_AtkRanged]].uAnimLength; v3->uCurrentActionLength = 8 * v13; v3->uCurrentActionTime = 0; v3->uAIState = AttackingRanged3; Actor::PlaySound(uActorID, 0); pDira = pMonsterStats->pInfos[v3->pMonsterInfo.uID].uRecoveryTime; if (v3->pActorBuffs[ACTOR_BUFF_SLOWED].uExpireTime > 0) pDira *= 2; if ( pParty->bTurnBasedModeOn == 1 ) v3->pMonsterInfo.uRecoveryTime = pDira; else v3->pMonsterInfo.uRecoveryTime = v3->uCurrentActionLength + (int)(flt_6BE3A8_debug_recmod2 * pDira * 2.133333333333333); v16 = v3->pMonsterInfo.uSpell1ID; v3->vVelocity.z = 0; v3->vVelocity.y = 0; v3->vVelocity.x = 0; if ( ShouldMonsterPlayAttackAnim(v3->pMonsterInfo.uSpell1ID) ) { v3->uCurrentActionLength = 64; v3->uCurrentActionTime = 0; v3->uAIState = Fidgeting; v3->UpdateAnimation(); v3->uAIState = AttackingRanged3; } else v3->UpdateAnimation(); } else Actor::AI_Pursue1(uActorID, sTargetPid, uActorID, 64, pDir); } //----- (0040368B) -------------------------------------------------------- void Actor::AI_MissileAttack2(unsigned int uActorID, signed int sTargetPid, AIDirection *pDir) { Actor *v3; // ebx@1 int16_t v4; // esi@3 int16_t v5; // edi@3 signed int v6; // eax@4 Vec3_int_ v7; // ST04_12@6 AIDirection *v9; // eax@8 __int16 v13; // ax@10 AIDirection a3; // [sp+Ch] [bp-48h]@9 AIDirection v17; // [sp+28h] [bp-2Ch]@9 int v18; // [sp+44h] [bp-10h]@6 int v20; // [sp+4Ch] [bp-8h]@3 unsigned int pDira; // [sp+5Ch] [bp+8h]@10 v3 = &pActors[uActorID]; if ( PID_TYPE(sTargetPid) == OBJECT_Actor) { v6 = PID_ID(sTargetPid); v4 = pActors[v6].vPosition.x; v5 = pActors[v6].vPosition.y; v20 = (int)(pActors[v6].uActorHeight * 0.75 + pActors[v6].vPosition.z); } else if ( PID_TYPE(sTargetPid) == OBJECT_Player) { v4 = pParty->vPosition.x; v5 = pParty->vPosition.y; v20 = pParty->vPosition.z + pParty->sEyelevel; } else { Error("Should not get here"); return; } v18 = v3->uActorHeight; v7.z = v3->vPosition.z - (int)(v18 * -0.75); v7.y = v3->vPosition.y; v7.x = v3->vPosition.x; if ( sub_407A1C(v4, v5, v20, v7) ) { if ( pDir == nullptr ) { Actor::GetDirectionInfo(PID(OBJECT_Actor,uActorID), sTargetPid, &a3, 0); v9 = &a3; } else v9 = pDir; v3->uYawAngle = LOWORD(v9->uYawAngle); v13 = pSpriteFrameTable->pSpriteSFrames[v3->pSpriteIDs[ANIM_AtkRanged]].uAnimLength; v3->uCurrentActionLength = 8 * v13; v3->uCurrentActionTime = 0; v3->uAIState = AttackingRanged2; Actor::PlaySound(uActorID, 0); pDira = pMonsterStats->pInfos[v3->pMonsterInfo.uID].uRecoveryTime; if ( v3->pActorBuffs[ACTOR_BUFF_SLOWED].uExpireTime > 0 ) pDira *= 2; if ( pParty->bTurnBasedModeOn != 1 ) v3->pMonsterInfo.uRecoveryTime = (int)(flt_6BE3A8_debug_recmod2 * pDira * 2.133333333333333); else v3->pMonsterInfo.uRecoveryTime = pDira; v3->vVelocity.z = 0; v3->vVelocity.y = 0; v3->vVelocity.x = 0; v3->UpdateAnimation(); } else Actor::AI_Pursue1(uActorID, sTargetPid, uActorID, 64, pDir); } //----- (00403476) -------------------------------------------------------- void Actor::AI_MissileAttack1(unsigned int uActorID, signed int sTargetPid, AIDirection *pDir) { Actor *v3; // ebx@1 int v4; // esi@3 int v5; // edi@3 signed int v6; // eax@4 Vec3_int_ v7; // ST04_12@6 AIDirection *v10; // eax@9 __int16 v14; // ax@11 AIDirection a3; // [sp+Ch] [bp-48h]@10 AIDirection v18; // [sp+28h] [bp-2Ch]@10 int v19; // [sp+44h] [bp-10h]@6 //signed int a2; // [sp+48h] [bp-Ch]@1 int v22; // [sp+50h] [bp-4h]@3 unsigned int pDira; // [sp+5Ch] [bp+8h]@11 v3 = &pActors[uActorID]; //a2 = edx0; if ( PID_TYPE(sTargetPid) == OBJECT_Actor) { v6 = PID_ID(sTargetPid); v4 = pActors[v6].vPosition.x; v5 = pActors[v6].vPosition.y; v22 = (int)(pActors[v6].uActorHeight * 0.75 + pActors[v6].vPosition.z); } else { if ( PID_TYPE(sTargetPid) == OBJECT_Player) { v4 = pParty->vPosition.x; v5 = pParty->vPosition.y; v22 = pParty->vPosition.z + pParty->sEyelevel; } else { v4 = (int)pDir; v5 = (int)pDir; } } v19 = v3->uActorHeight; v7.z = v3->vPosition.z - (unsigned int)(signed __int64)((double)v19 * -0.75); v7.y = v3->vPosition.y; v7.x = v3->vPosition.x; if ( sub_407A1C(v4, v5, v22, v7) || sub_407A1C(v7.x, v7.y, v7.z, Vec3_int_(v4, v5, v22))) { if ( pDir == nullptr ) { Actor::GetDirectionInfo(PID(OBJECT_Actor,uActorID), sTargetPid, &a3, 0); v10 = &a3; } else v10 = pDir; v3->uYawAngle = LOWORD(v10->uYawAngle); v14 = pSpriteFrameTable->pSpriteSFrames[v3->pSpriteIDs[ANIM_AtkRanged]].uAnimLength; v3->uCurrentActionLength = 8 * v14; v3->uCurrentActionTime = 0; v3->uAIState = AttackingRanged1; Actor::PlaySound(uActorID, 0); pDira = pMonsterStats->pInfos[v3->pMonsterInfo.uID].uRecoveryTime; if ( v3->pActorBuffs[ACTOR_BUFF_SLOWED].uExpireTime > 0 ) pDira *= 2; if ( pParty->bTurnBasedModeOn == 1 ) v3->pMonsterInfo.uRecoveryTime = pDira; else v3->pMonsterInfo.uRecoveryTime = v3->uCurrentActionLength - (int)(flt_6BE3A8_debug_recmod2 * pDira * -2.133333333333333); v3->vVelocity.z = 0; v3->vVelocity.y = 0; v3->vVelocity.x = 0; v3->UpdateAnimation(); } else Actor::AI_Pursue1(uActorID, sTargetPid, uActorID, 64, pDir); } //----- (004032B2) -------------------------------------------------------- void Actor::AI_RandomMove( unsigned int uActor_id, unsigned int uTarget_id, int radius, int uActionLength ) { int x; // ebx@1 int absy; // eax@1 unsigned int v9; // ebx@11 int v10; // ebx@13 AIDirection doNotInitializeBecauseShouldBeRandom; // [sp+Ch] [bp-30h]@7 int y; // [sp+30h] [bp-Ch]@1 int absx; // [sp+38h] [bp-4h]@1 x = pActors[uActor_id].vInitialPosition.x - pActors[uActor_id].vPosition.x; y = pActors[uActor_id].vInitialPosition.y - pActors[uActor_id].vPosition.y; absx = abs(x); absy = abs(y); if ( absx <= absy ) absx = absy + (absx / 2 ); else absx = absx + absy / 2; if ( MonsterStats::BelongsToSupertype(pActors[uActor_id].pMonsterInfo.uID, MONSTER_SUPERTYPE_TREANT) ) { if ( !uActionLength ) uActionLength = 256; Actor::AI_StandOrBored(uActor_id, OBJECT_Player, uActionLength, &doNotInitializeBecauseShouldBeRandom); return; } if ( pActors[uActor_id].pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_GLOBAL && absx < 128 ) { Actor::AI_Stand(uActor_id, uTarget_id, 256, &doNotInitializeBecauseShouldBeRandom); return; } absx += ((rand() & 0xF) * radius) / 16; v9 = (stru_5C6E00->uIntegerDoublePi - 1) & stru_5C6E00->Atan2(x, y); if ( rand() % 100 < 25 ) { Actor::StandAwhile(uActor_id); return; } v10 = v9 + rand() % 256 - 128; if ( abs(v10 - pActors[uActor_id].uYawAngle) > 256 && !(pActors[uActor_id].uAttributes & ACTOR_ANIMATION) ) { Actor::AI_Stand(uActor_id, uTarget_id, 256, &doNotInitializeBecauseShouldBeRandom); return; } pActors[uActor_id].uYawAngle = v10; if ( pActors[uActor_id].uMovementSpeed) pActors[uActor_id].uCurrentActionLength = 32 * absx / pActors[uActor_id].uMovementSpeed; else pActors[uActor_id].uCurrentActionLength = 0; pActors[uActor_id].uCurrentActionTime = 0; pActors[uActor_id].uAIState = Tethered; if ( rand() % 100 < 2 ) Actor::PlaySound(uActor_id, 3); pActors[uActor_id].UpdateAnimation(); } //----- (004031C1) -------------------------------------------------------- char __fastcall Actor::_4031C1_update_job_never_gets_called(unsigned int uActorID, signed int a2, int a3) //attempted to implement something like jobs for actors, but apparently was never finished { return 0; /*unsigned int v3; // edi@1 Actor *v4; // esi@1 ActorJob *v5; // eax@1 signed int v6; // edx@2 ActorJob *v7; // eax@2 signed int v8; // edi@2 ActorJob *v9; // ecx@2 __int16 v10; // cx@15 signed int v12; // [sp+8h] [bp-4h]@1 v3 = uActorID; v12 = a2; v4 = &pActors[uActorID]; v5 = (ActorJob *)pActors[uActorID].CanAct(); if ( v5 ) { v6 = 65535; v7 = &v4->pScheduledJobs[v3]; v8 = 7; v9 = &v7[7];//(char *)&v7[7].uHour; while ( !(v9->uAttributes & 1) || v9->uHour > v12 ) { --v8; --v9; if ( v8 < 0 ) break; } if( v8 >= 0 ) v6 = v8; if ( !v8 && v6 == 65535 ) v6 = 7; v5 = &v7[v6]; if ( v4->vInitialPosition.x != v5->vPos.x || v4->vInitialPosition.y != v5->vPos.y || v4->vInitialPosition.z != v5->vPos.z || v4->pMonsterInfo.uMovementType != v5->uAction ) { v4->vInitialPosition.x = v5->vPos.x; v4->vInitialPosition.y = v5->vPos.y; v10 = v5->vPos.z; v4->vInitialPosition.z = v10; LOBYTE(v5) = v5->uAction; v4->pMonsterInfo.uMovementType = MONSTER_MOVEMENT_TYPE_STAIONARY; if ( a3 == 1 ) { v4->vPosition.x = v4->vInitialPosition.x; v4->vPosition.y = v4->vInitialPosition.y; LOBYTE(v5) = v10; v4->vPosition.z = v10; } } } return (char)v5;*/ } //----- (004030AD) -------------------------------------------------------- void Actor::AI_Stun(unsigned int uActorID, signed int edx0, int stunRegardlessOfState) { __int16 v7; // ax@16 AIDirection a3; // [sp+Ch] [bp-40h]@16 if ( pActors[uActorID].uAIState == Fleeing ) pActors[uActorID].uAttributes |= ACTOR_FLEEING; if ( pActors[uActorID].pMonsterInfo.uHostilityType != 4 ) { pActors[uActorID].uAttributes &= 0xFFFFFFFB;//~0x4 pActors[uActorID].pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Long; } if ( pActors[uActorID].pActorBuffs[ACTOR_BUFF_CHARM].uExpireTime > 0 ) pActors[uActorID].pActorBuffs[ACTOR_BUFF_CHARM].Reset(); if ( pActors[uActorID].pActorBuffs[ACTOR_BUFF_AFRAID].uExpireTime > 0 ) pActors[uActorID].pActorBuffs[ACTOR_BUFF_AFRAID].Reset(); if ( stunRegardlessOfState || (pActors[uActorID].uAIState != Stunned && pActors[uActorID].uAIState != AttackingRanged1 && pActors[uActorID].uAIState != AttackingRanged2 && pActors[uActorID].uAIState != AttackingRanged3 && pActors[uActorID].uAIState != AttackingRanged4 && pActors[uActorID].uAIState != AttackingMelee)) { Actor::GetDirectionInfo(PID(OBJECT_Actor,uActorID), edx0, &a3, 0); //v10 = &a3; pActors[uActorID].uYawAngle = LOWORD(a3.uYawAngle); v7 = pSpriteFrameTable->pSpriteSFrames[pActors[uActorID].pSpriteIDs[ANIM_GotHit]].uAnimLength; pActors[uActorID].uCurrentActionTime = 0; pActors[uActorID].uAIState = Stunned; pActors[uActorID].uCurrentActionLength = 8 * v7; Actor::PlaySound(uActorID, 2); pActors[uActorID].UpdateAnimation(); } } //----- (00402F87) -------------------------------------------------------- void Actor::AI_Bored(unsigned int uActorID, unsigned int uObjID, AIDirection *a4) { unsigned int v7; // eax@3 unsigned int v9; // eax@3 Actor* actor = &pActors[uActorID]; AIDirection a3; // [sp+Ch] [bp-5Ch]@2 if (!a4) { Actor::GetDirectionInfo(PID(OBJECT_Actor,uActorID), uObjID, &a3, 0); a4 = &a3; } actor->uCurrentActionLength = 8 * pSpriteFrameTable->pSpriteSFrames[actor->pSpriteIDs[ANIM_Bored]].uAnimLength; v7 = stru_5C6E00->Atan2(actor->vPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x, actor->vPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y); v9 = stru_5C6E00->uIntegerPi + actor->uYawAngle + ((signed int)stru_5C6E00->uIntegerPi >> 3) - v7; if ( v9 & 0x700 ) // turned away - just stand Actor::AI_Stand(uActorID, uObjID, actor->uCurrentActionLength, a4); else // facing player - play bored anim { actor->uAIState = Fidgeting; actor->uCurrentActionTime = 0; actor->uYawAngle = a4->uYawAngle; actor->vVelocity.z = 0; actor->vVelocity.y = 0; actor->vVelocity.x = 0; if ( rand() % 100 < 5 ) Actor::PlaySound(uActorID, 3); actor->UpdateAnimation(); } } //----- (00402F27) -------------------------------------------------------- void Actor::Resurrect(unsigned int uActorID) { Actor *pActor; // esi@1 pActor = &pActors[uActorID]; pActor->uCurrentActionTime = 0; pActor->uAIState = Resurrected; pActor->uCurrentActionAnimation = ANIM_Dying; pActor->uCurrentActionLength = 8 * pSpriteFrameTable->pSpriteSFrames[pActor->pSpriteIDs[ANIM_Dying]].uAnimLength; pActor->sCurrentHP = LOWORD(pActor->pMonsterInfo.uHP); Actor::PlaySound(uActorID, 1); pActor->UpdateAnimation(); } //----- (00402D6E) -------------------------------------------------------- void Actor::Die(unsigned int uActorID) { Actor* actor = &pActors[uActorID]; actor->uCurrentActionTime = 0; actor->uAIState = Dying; actor->uCurrentActionAnimation = ANIM_Dying; actor->sCurrentHP = 0; actor->uCurrentActionLength = 8 * pSpriteFrameTable->pSpriteSFrames[actor->pSpriteIDs[ANIM_Dying]].uAnimLength; actor->pActorBuffs[ACTOR_BUFF_PARALYZED].Reset(); actor->pActorBuffs[ACTOR_BUFF_STONED].Reset(); Actor::PlaySound(uActorID, 1); actor->UpdateAnimation(); for (uint i = 0; i < 5; ++i) if (pParty->monster_id_for_hunting[i] == actor->pMonsterInfo.uID) pParty->monster_for_hunting_killed[i] = true; for (uint i = 0; i < 22; ++i) actor->pActorBuffs[i].Reset(); ItemGen drop; drop.Reset(); switch (actor->pMonsterInfo.uID) { case MONSTER_HARPY_1: case MONSTER_HARPY_2: case MONSTER_HARPY_3: drop.uItemID = ITEM_HARPY_FEATHER; break; case MONSTER_OOZE_1: case MONSTER_OOZE_2: case MONSTER_OOZE_3: drop.uItemID = ITEM_OOZE_ECTOPLASM_BOTTLE; break; case MONSTER_TROLL_1: case MONSTER_TROLL_2: case MONSTER_TROLL_3: drop.uItemID = ITEM_TROLL_BLOOD; break; case MONSTER_DEVIL_1: case MONSTER_DEVIL_2: case MONSTER_DEVIL_3: drop.uItemID = ITEM_DEVIL_ICHOR; break; case MONSTER_DRAGON_1: case MONSTER_DRAGON_2: case MONSTER_DRAGON_3: drop.uItemID = ITEM_DRAGON_EYE; break; } if (rand() % 100 < 20 && drop.uItemID != 0) { SpriteObject::sub_42F7EB_DropItemAt(pItemsTable->pItems[drop.uItemID].uSpriteID, actor->vPosition.x, actor->vPosition.y, actor->vPosition.z + 16, rand() % 200 + 200, 1, 1, 0, &drop); } if (actor->pMonsterInfo.uSpecialAbilityType == MONSTER_SPECIAL_ABILITY_EXPLODE) Actor::Explode(uActorID); } //----- (00402CED) -------------------------------------------------------- void Actor::PlaySound(unsigned int uActorID, unsigned int uSoundID) { unsigned __int16 v3; // dx@1 v3 = pActors[uActorID].pSoundSampleIDs[uSoundID]; if ( v3 ) { if ( pActors[uActorID].pActorBuffs[ACTOR_BUFF_SHRINK].uExpireTime <= 0 ) pAudioPlayer->PlaySound((SoundID)v3, PID(OBJECT_Actor, uActorID), 0, -1, 0, 0, 0, 0); else { switch(pActors[uActorID].pActorBuffs[ACTOR_BUFF_SHRINK].uPower) { case 1: pAudioPlayer->PlaySound((SoundID)v3, PID(OBJECT_Actor, uActorID), 0, 0, 0, 0, 0, 33075); break; case 2: pAudioPlayer->PlaySound((SoundID)v3, PID(OBJECT_Actor, uActorID), 0, 0, 0, 0, 0, 33075); break; case 3: case 4: pAudioPlayer->PlaySound((SoundID)v3, PID(OBJECT_Actor, uActorID), 0, 0, 0, 0, 0, 33075); break; default: pAudioPlayer->PlaySound((SoundID)v3, PID(OBJECT_Actor, uActorID), 0, -1, 0, 0, 0, 0); break; } } } } //----- (00402AD7) -------------------------------------------------------- void Actor::AI_Pursue1(unsigned int uActorID, unsigned int a2, signed int arg0, signed int uActionLength, AIDirection *pDir) { int v6; // eax@1 Actor *v7; // ebx@1 unsigned int v8; // ecx@1 AIDirection *v10; // esi@6 AIDirection a3; // [sp+Ch] [bp-5Ch]@7 unsigned int v18; // [sp+64h] [bp-4h]@1 v6 = 0; v7 = &pActors[uActorID]; v8 = PID(OBJECT_Actor,uActorID); if ( v7->pMonsterInfo.uFlying != 0 && !pParty->bFlying ) //TODO: Does v6 have a point? { if ( v7->pMonsterInfo.uMissleAttack1Type ) v6 = v7->uActorRadius + 512; else v6 = pParty->uPartyHeight; } if ( pDir == nullptr ) { Actor::GetDirectionInfo(v8, a2, &a3, v6); v10 = &a3; } else v10 = pDir; if ( MonsterStats::BelongsToSupertype(v7->pMonsterInfo.uID, MONSTER_SUPERTYPE_TREANT) ) { if ( !uActionLength ) uActionLength = 256; Actor::AI_StandOrBored(uActorID, 4, uActionLength, v10); return; } if ( v10->uDistance < 307.2 ) { if ( !uActionLength ) uActionLength = 256; Actor::AI_Stand(uActorID, a2, uActionLength, v10); return; } if ( v7->uMovementSpeed == 0 ) { Actor::AI_Stand(uActorID, a2, uActionLength, v10); return; } if ( arg0 % 2 ) v18 = -16; else v18 = 16; v7->uYawAngle = stru_5C6E00->Atan2( pParty->vPosition.x + (int)fixpoint_mul(stru_5C6E00->Cos(v18 + stru_5C6E00->uIntegerPi + v10->uYawAngle), v10->uDistanceXZ) - v7->vPosition.x, pParty->vPosition.y + (int)fixpoint_mul(stru_5C6E00->Sin(v18 + stru_5C6E00->uIntegerPi + v10->uYawAngle), v10->uDistanceXZ) - v7->vPosition.y); if ( uActionLength ) v7->uCurrentActionLength = uActionLength; else v7->uCurrentActionLength = 128; v7->uPitchAngle = LOWORD(v10->uPitchAngle); v7->uAIState = Pursuing; v7->UpdateAnimation(); } //----- (00402968) -------------------------------------------------------- void Actor::AI_Flee(unsigned int uActorID, signed int sTargetPid, int uActionLength, AIDirection *a4) { Actor *v5; // ebx@1 int v7; // ecx@2 unsigned __int16 v9; // ax@15 AIDirection v10; // [sp+8h] [bp-7Ch]@4 AIDirection a3; // [sp+24h] [bp-60h]@3 AIDirection* v13; // [sp+5Ch] [bp-28h]@4 v5 = &pActors[uActorID]; if ( v5->CanAct() ) { v7 = PID(OBJECT_Actor,uActorID); if ( !a4 ) { Actor::GetDirectionInfo(v7, sTargetPid, &a3, v5->pMonsterInfo.uFlying); a4 = &a3; } Actor::GetDirectionInfo(v7, 4u, &v10, 0); v13 = &v10; if ( MonsterStats::BelongsToSupertype(v5->pMonsterInfo.uID, MONSTER_SUPERTYPE_TREANT) || PID_TYPE(sTargetPid) == OBJECT_Actor && v13->uDistance < 307.2 ) { if ( !uActionLength ) uActionLength = 256; Actor::AI_StandOrBored(uActorID, 4, uActionLength, v13); } else { if ( v5->uMovementSpeed ) v5->uCurrentActionLength = (signed int)(a4->uDistanceXZ << 7) / v5->uMovementSpeed; else v5->uCurrentActionLength = 0; if ( v5->uCurrentActionLength > 256 ) v5->uCurrentActionLength = 256; v5->uYawAngle = LOWORD(stru_5C6E00->uIntegerHalfPi) + LOWORD(a4->uYawAngle); v5->uYawAngle = LOWORD(stru_5C6E00->uDoublePiMask) & (v5->uYawAngle + rand() % (signed int)stru_5C6E00->uIntegerPi); v9 = LOWORD(a4->uPitchAngle); v5->uCurrentActionTime = 0; v5->uPitchAngle = v9; v5->uAIState = Fleeing; v5->UpdateAnimation(); } } } //----- (0040281C) -------------------------------------------------------- void Actor::AI_Pursue2(unsigned int uActorID, unsigned int a2, signed int uActionLength, AIDirection *pDir, int a5) { int v6; // eax@1 Actor *v7; // ebx@1 unsigned int v8; // ecx@1 AIDirection *v10; // esi@7 signed __int16 v13; // cx@19 unsigned __int16 v14; // ax@25 AIDirection a3; // [sp+Ch] [bp-40h]@8 AIDirection v18; // [sp+28h] [bp-24h]@8 v6 = 0; v7 = &pActors[uActorID]; v8 = PID(OBJECT_Actor,uActorID); if ( v7->pMonsterInfo.uFlying != 0 && !pParty->bFlying ) { if ( v7->pMonsterInfo.uMissleAttack1Type && uCurrentlyLoadedLevelType == LEVEL_Outdoor ) v6 = v7->uActorRadius + 512; else v6 = pParty->uPartyHeight; } v10 = pDir; if ( !pDir ) { Actor::GetDirectionInfo(v8, a2, &a3, v6); v10 = &a3; } if ( MonsterStats::BelongsToSupertype(v7->pMonsterInfo.uID, MONSTER_SUPERTYPE_TREANT) ) { if ( !uActionLength ) uActionLength = 256; Actor::AI_StandOrBored(uActorID, 4, uActionLength, v10); return; } if ( (signed int)v10->uDistance < a5 ) { if ( !uActionLength ) uActionLength = 256; Actor::AI_StandOrBored(uActorID, a2, uActionLength, v10); return; } if ( uActionLength ) { v7->uCurrentActionLength = uActionLength; } else { v13 = v7->uMovementSpeed; if ( v13 ) v7->uCurrentActionLength = (signed int)(v10->uDistanceXZ << 7) / v13; else v7->uCurrentActionLength = 0; if ( v7->uCurrentActionLength > 32 ) v7->uCurrentActionLength = 32; } v7->uYawAngle = LOWORD(v10->uYawAngle); v14 = LOWORD(v10->uPitchAngle); v7->uCurrentActionTime = 0; v7->uPitchAngle = v14; v7->uAIState = Pursuing; v7->UpdateAnimation(); } //----- (00402686) -------------------------------------------------------- void Actor::AI_Pursue3(unsigned int uActorID, unsigned int a2, signed int uActionLength, AIDirection *a4) { int v5; // eax@1 Actor *v6; // ebx@1 int v7; // ecx@1 signed __int16 v12; // cx@19 __int16 v14; // ax@25 unsigned __int16 v16; // ax@28 AIDirection a3; // [sp+Ch] [bp-40h]@8 AIDirection* v20; // [sp+28h] [bp-24h]@8 v5 = 0; v6 = &pActors[uActorID]; v7 = PID(OBJECT_Actor,uActorID); if ( v6->pMonsterInfo.uFlying != 0 && !pParty->bFlying ) { if ( v6->pMonsterInfo.uMissleAttack1Type && uCurrentlyLoadedLevelType == LEVEL_Outdoor ) v5 = v6->uActorRadius + 512; else v5 = pParty->uPartyHeight; } if ( !a4 ) { Actor::GetDirectionInfo(v7, a2, &a3, v5); v20 = &a3; } if ( MonsterStats::BelongsToSupertype(v6->pMonsterInfo.uID, MONSTER_SUPERTYPE_TREANT) ) { if ( !uActionLength ) uActionLength = 256; return Actor::AI_StandOrBored(uActorID, 4, uActionLength, a4); } if ( a4->uDistance < 307.2 ) { if ( !uActionLength ) uActionLength = 256; return Actor::AI_StandOrBored(uActorID, a2, uActionLength, a4); } if ( uActionLength ) v6->uCurrentActionLength = uActionLength + rand() % uActionLength; else { v12 = v6->uMovementSpeed; if ( v12 ) v6->uCurrentActionLength = (signed int)(a4->uDistanceXZ << 7) / v12; else v6->uCurrentActionLength = 0; if ( v6->uCurrentActionLength > 128 ) v6->uCurrentActionLength = 128; } v14 = LOWORD(a4->uYawAngle); if ( rand() % 2 ) v14 += 256; else v14 -= 256; v6->uYawAngle = v14; v16 = LOWORD(a4->uPitchAngle); v6->uCurrentActionTime = 0; v6->uPitchAngle = v16; v6->uAIState = Pursuing; if ( rand() % 100 < 2 ) Actor::PlaySound(uActorID, 2); v6->UpdateAnimation(); } //----- (00401221) -------------------------------------------------------- void Actor::_SelectTarget(unsigned int uActorID, int *a2, bool can_target_party) { int v5; // ecx@1 signed int v10; // eax@13 uint v11; // ebx@16 uint v12; // eax@16 signed int v14; // eax@31 uint v15; // edi@43 uint v16; // ebx@45 uint v17; // eax@45 signed int closestId; // [sp+14h] [bp-1Ch]@1 uint v23; // [sp+1Ch] [bp-14h]@16 unsigned int lowestRadius; // [sp+24h] [bp-Ch]@1 uint v27; // [sp+2Ch] [bp-4h]@16 uint v28; // [sp+2Ch] [bp-4h]@45 lowestRadius = UINT_MAX; v5 = 0; *a2 = 0; closestId = 0; assert(uActorID < uNumActors); Actor* thisActor = &pActors[uActorID]; for (uint i = 0; i < uNumActors; ++i) { Actor* actor = &pActors[i]; if (actor->uAIState == Dead || actor->uAIState == Dying || actor->uAIState == Removed || actor->uAIState == Summoned || actor->uAIState == Disabled || uActorID == i ) continue; if (thisActor->uLastCharacterIDToHit == 0 || PID(OBJECT_Actor,v5) != thisActor->uLastCharacterIDToHit ) { v10 = thisActor->GetActorsRelation(actor); if ( v10 == 0 ) continue; } else if (thisActor->IsNotAlive()) { thisActor->uLastCharacterIDToHit = 0; v10 = thisActor->GetActorsRelation(actor); if ( v10 == 0 ) continue; } else { if ( (actor->uGroup != 0 || thisActor->uGroup != 0) && actor->uGroup == thisActor->uGroup ) continue; v10 = 4; } if ( thisActor->pMonsterInfo.uHostilityType ) v10 = pMonsterStats->pInfos[thisActor->pMonsterInfo.uID].uHostilityType; v11 = _4DF380_hostilityRanges[v10]; v23 = abs(thisActor->vPosition.x - actor->vPosition.x); v27 = abs(thisActor->vPosition.y - actor->vPosition.y); v12 = abs(thisActor->vPosition.z - actor->vPosition.z); if ( v23 <= v11 && v27 <= v11 && v12 <= v11 && sub_4070EF_prolly_detect_player(PID(OBJECT_Actor, i), PID(OBJECT_Actor, uActorID)) && v23 * v23 + v27 * v27 + v12 * v12 < lowestRadius ) { lowestRadius = v23 * v23 + v27 * v27 + v12 * v12; closestId = i; } } if ( lowestRadius != UINT_MAX ) { *a2 = PID(OBJECT_Actor, closestId); } if (can_target_party && !pParty->Invisible()) { if ( thisActor->ActorEnemy() && thisActor->pActorBuffs[ACTOR_BUFF_ENSLAVED].uExpireTime <= 0 && thisActor->pActorBuffs[ACTOR_BUFF_CHARM].uExpireTime <= 0 && thisActor->pActorBuffs[ACTOR_BUFF_SUMMONED].uExpireTime <= 0 ) v14 = 4; else v14 = thisActor->GetActorsRelation(0); if ( v14 != 0 ) { if ( !thisActor->pMonsterInfo.uHostilityType ) v15 = _4DF380_hostilityRanges[v14]; else v15 = _4DF380_hostilityRanges[4]; v16 = abs(thisActor->vPosition.x - pParty->vPosition.x); v28 = abs(thisActor->vPosition.y - pParty->vPosition.y); v17 = abs(thisActor->vPosition.z - pParty->vPosition.z); if ( v16 <= v15 && v28 <= v15 && v17 <= v15 && (v16 * v16 + v28 * v28 + v17 * v17 < lowestRadius)) { *a2 = OBJECT_Player; } } } } // 4DF380: using guessed type int dword_4DF380[]; // 4DF390: using guessed type int dword_4DF390; //----- (0040104C) -------------------------------------------------------- signed int Actor::GetActorsRelation(Actor *otherActPtr) { unsigned int thisGroup; // ebp@19 int otherGroup; // eax@22 unsigned int thisAlly; // edx@25 unsigned int otherAlly; // edx@33 if ( otherActPtr) { if ( otherActPtr->uGroup != 0 && this->uGroup != 0 && otherActPtr->uGroup == this->uGroup ) return 0; } if (this->pActorBuffs[ACTOR_BUFF_BERSERK].uExpireTime > 0) return 4; thisAlly = this->uAlly; if ( this->pActorBuffs[ACTOR_BUFF_ENSLAVED].uExpireTime > 0 || thisAlly == 9999) thisGroup = 0; else if ( thisAlly > 0 ) thisGroup = thisAlly; else thisGroup = (this->pMonsterInfo.uID - 1) / 3 + 1; if ( otherActPtr ) { if (otherActPtr->pActorBuffs[ACTOR_BUFF_BERSERK].uExpireTime > 0) return 4; otherAlly = otherActPtr->uAlly; if ( otherActPtr->pActorBuffs[ACTOR_BUFF_ENSLAVED].uExpireTime > 0 || otherAlly == 9999) otherGroup = 0; else if ( otherAlly > 0 ) otherGroup = otherAlly; else otherGroup = (otherActPtr->pMonsterInfo.uID - 1) / 3 + 1; } else otherGroup = 0; if ( this->pActorBuffs[ACTOR_BUFF_CHARM].uExpireTime > 0 && !otherGroup || otherActPtr && otherActPtr->pActorBuffs[ACTOR_BUFF_CHARM].uExpireTime > 0 && !thisGroup ) return 0; if ( this->pActorBuffs[ACTOR_BUFF_ENSLAVED].uExpireTime <= 0 && this->ActorEnemy() && !otherGroup ) return 4; if (thisGroup >= 89 || otherGroup >= 89) return 0; if ( thisGroup == 0 ) { if ( (!otherActPtr || this->pActorBuffs[ACTOR_BUFF_ENSLAVED].uExpireTime > 0 && otherActPtr->ActorFriend()) && !pFactionTable->relations[otherGroup][0]) return pFactionTable->relations[0][otherGroup]; else return 4; } else return pFactionTable->relations[thisGroup][otherGroup]; } //----- (0045976D) -------------------------------------------------------- void Actor::UpdateAnimation() { ResetAnimation(); switch (uAIState) { case Tethered: uCurrentActionAnimation = ANIM_Walking; break; case AttackingMelee: uCurrentActionAnimation = ANIM_AtkMelee; uAttributes |= ACTOR_ANIMATION; break; case AttackingRanged1: case AttackingRanged2: case AttackingRanged3: case AttackingRanged4: uCurrentActionAnimation = ANIM_AtkRanged; uAttributes |= ACTOR_ANIMATION; break; case Dying: case Resurrected: uCurrentActionAnimation = ANIM_Dying; uAttributes |= ACTOR_ANIMATION; break; case Pursuing: case Fleeing: uCurrentActionAnimation = ANIM_Walking; uAttributes |= ACTOR_ANIMATION; break; case Stunned: uCurrentActionAnimation = ANIM_GotHit; uAttributes |= ACTOR_ANIMATION; break; case Fidgeting: uCurrentActionAnimation = ANIM_Bored; uAttributes |= ACTOR_ANIMATION; break; case Standing: case Interacting: case Summoned: uCurrentActionAnimation = ANIM_Standing; uAttributes |= ACTOR_ANIMATION; break; case Dead: if (pSpriteFrameTable->pSpriteSFrames[pSpriteIDs[ANIM_Dead]].pHwSpriteIDs[0] <= 0) uAIState = Removed; else uCurrentActionAnimation = ANIM_Dead; break; case Removed: case Disabled: return; default: assert(false); } } //----- (00459671) -------------------------------------------------------- void Actor::Reset() { this->pActorName[0] = 0; this->word_000086_some_monster_id = 0; this->sNPC_ID = 0; this->vPosition.z = 0; this->vPosition.y = 0; this->vPosition.x = 0; this->vVelocity.z = 0; this->vVelocity.y = 0; this->vVelocity.x = 0; this->uYawAngle = 0; this->uPitchAngle = 0; this->uAttributes = 0; this->uSectorID = 0; this->uCurrentActionTime = 0; this->vInitialPosition.z = 0; this->vInitialPosition.y = 0; this->vInitialPosition.x = 0; this->vGuardingPosition.z = 0; this->vGuardingPosition.y = 0; this->vGuardingPosition.x = 0; this->uTetherDistance = 256; this->uActorRadius = 32; this->uActorHeight = 128; this->uAIState = Standing; this->uCurrentActionAnimation = ANIM_Standing; this->uMovementSpeed = 200; this->uCarriedItemID = 0; this->uGroup = 0; this->uAlly = 0; this->uSummonerID = 0; this->uLastCharacterIDToHit = 0; this->dword_000334_unique_name = 0; memset(this->pSpriteIDs, 0, sizeof(pSpriteIDs)); memset(this->pActorBuffs, 0, 0x160u); } //----- (0045959A) -------------------------------------------------------- void Actor::PrepareSprites(char load_sounds_if_bit1_set) { MonsterDesc *v3; // esi@1 MonsterInfo *v9; // [sp+84h] [bp-10h]@1 v3 = &pMonsterList->pMonsters[pMonsterInfo.uID - 1]; v9 = &pMonsterStats->pInfos[pMonsterInfo.uID - 1 + 1]; //v12 = pSpriteIDs; //Source = (char *)v3->pSpriteNames; //do for (uint i = 0; i < 8; ++i) { //strcpy(pSpriteName, v3->pSpriteNames[i]); pSpriteIDs[i] = pSpriteFrameTable->FastFindSprite(v3->pSpriteNames[i]); pSpriteFrameTable->InitializeSprite(pSpriteIDs[i]); } uActorHeight = v3->uMonsterHeight; uActorRadius = v3->uMonsterRadius; uMovementSpeed = v9->uBaseSpeed; if ( !(load_sounds_if_bit1_set & 1) ) { for ( int i = 0; i < 4; ++i ) pSoundSampleIDs[i] = v3->pSoundSampleIDs[i]; } } //----- (00459667) -------------------------------------------------------- void Actor::Remove() { this->uAIState = Removed; } //----- (0043B1B0) -------------------------------------------------------- void Actor::ActorDamageFromMonster(signed int attacker_id, unsigned int actor_id, Vec3_int_ *pVelocity, signed int a4) { int v4; // ebx@1 int dmgToRecv; // qax@8 signed int v12; // ecx@20 int finalDmg; // edi@30 int pushDistance; // [sp+20h] [bp+Ch]@34 v4 = 0; if ( PID_TYPE(attacker_id) == OBJECT_Item) { v4 = pSpriteObjects[PID_ID(attacker_id)].field_60_distance_related_prolly_lod; attacker_id = pSpriteObjects[PID_ID(attacker_id)].spell_caster_pid; } if ( PID_TYPE(attacker_id) == OBJECT_Actor) { if ( !pActors[actor_id].IsNotAlive() ) { pActors[actor_id].uLastCharacterIDToHit = attacker_id; if ( pActors[actor_id].uAIState == Fleeing ) pActors[actor_id].uAttributes |= ACTOR_FLEEING; if ( pActors[PID_ID(attacker_id)]._4273BB_DoesHitOtherActor(&pActors[actor_id], v4, 0) ) { dmgToRecv = pActors[PID_ID(attacker_id)]._43B3E0_CalcDamage(a4); if ( pActors[PID_ID(attacker_id)].pActorBuffs[ACTOR_BUFF_SHRINK].uExpireTime > 0 ) { if ( pActors[PID_ID(attacker_id)].pActorBuffs[ACTOR_BUFF_SHRINK].uPower ) dmgToRecv = dmgToRecv / pActors[PID_ID(attacker_id)].pActorBuffs[ACTOR_BUFF_SHRINK].uPower; } if ( pActors[actor_id].pActorBuffs[ACTOR_BUFF_STONED].uExpireTime > 0 ) dmgToRecv = 0; if ( a4 == 0 ) v12 = pActors[PID_ID(attacker_id)].pMonsterInfo.uAttack1Type; else if ( a4 == 1 ) { v12 = pActors[PID_ID(attacker_id)].pMonsterInfo.uAttack2Type; if ( SHIDWORD(pActors[actor_id].pActorBuffs[ACTOR_BUFF_SHIELD].uExpireTime) > 0 ) dmgToRecv = dmgToRecv / 2; } else if ( a4 == 2 ) v12 = pSpellStats->pInfos[pActors[actor_id].pMonsterInfo.uSpell1ID].uSchool; else if ( a4 == 3 ) v12 = pSpellStats->pInfos[pActors[actor_id].pMonsterInfo.uSpell2ID].uSchool; else if ( a4 == 4 ) v12 = pActors[PID_ID(attacker_id)].pMonsterInfo.field_3C_some_special_attack; else v12 = 4; finalDmg = pActors[actor_id].CalcMagicalDamageToActor((DAMAGE_TYPE)v12, dmgToRecv); pActors[actor_id].sCurrentHP -= finalDmg; if ( finalDmg ) { if ( pActors[actor_id].sCurrentHP > 0 ) Actor::AI_Stun(actor_id, attacker_id, 0); else Actor::Die(actor_id); Actor::AggroSurroundingPeasants(actor_id, 0); pushDistance = 20 * finalDmg / pActors[actor_id].pMonsterInfo.uHP; if ( pushDistance > 10 ) pushDistance = 10; if ( !MonsterStats::BelongsToSupertype(pActors[actor_id].pMonsterInfo.uID, MONSTER_SUPERTYPE_TREANT) ) { pVelocity->x = (int32)fixpoint_mul(pushDistance, pVelocity->x); pVelocity->y = (int32)fixpoint_mul(pushDistance, pVelocity->y); pVelocity->z = (int32)fixpoint_mul(pushDistance, pVelocity->z); pActors[actor_id].vVelocity.x = 50 * LOWORD(pVelocity->x); pActors[actor_id].vVelocity.y = 50 * LOWORD(pVelocity->y); pActors[actor_id].vVelocity.z = 50 * LOWORD(pVelocity->z); } Actor::AddBloodsplatOnDamageOverlay(actor_id, 1, finalDmg); } else Actor::AI_Stun(actor_id, attacker_id, 0); return; } } } } //----- (0044FD29) -------------------------------------------------------- void Actor::SummonMinion( int summonerId ) { unsigned __int8 extraSummonLevel; // al@1 int summonMonsterBaseType; // esi@1 int v5; // edx@2 int v7; // edi@10 Actor *actor; // esi@10 MonsterInfo *v9; // ebx@10 //MonsterDesc *v10; // edi@10 int v13; // ebx@10 int v15; // edi@10 int v17; // ebx@10 unsigned int v19; // qax@10 int result; // eax@13 unsigned int monsterId; // [sp+10h] [bp-18h]@8 int v27; // [sp+18h] [bp-10h]@10 int actorSector; // [sp+1Ch] [bp-Ch]@8 actorSector = 0; if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) actorSector = pIndoor->GetSector(this->vPosition.x, this->vPosition.y, this->vPosition.z); v19 = this->uAlly; if ( !this->uAlly ) { monsterId = this->pMonsterInfo.uID - 1; v19 = (uint)(monsterId * 0.33333334); } v27 = uCurrentlyLoadedLevelType == LEVEL_Outdoor ? 128 : 64; v13 = rand() % 2048; v15 = fixpoint_mul(stru_5C6E00->Cos(v13), v27) + this->vPosition.x; v17 = fixpoint_mul(stru_5C6E00->Sin(v13), v27) + this->vPosition.y; if (uCurrentlyLoadedLevelType == LEVEL_Indoor) { result = pIndoor->GetSector(v15, v17, this->vPosition.z); if (result != actorSector) return; result = BLV_GetFloorLevel(v15, v17, v27, result, &monsterId); if (result != -30000) return; if (abs(result - v27) > 1024) return; } extraSummonLevel = this->pMonsterInfo.uSpecialAbilityDamageDiceRolls; summonMonsterBaseType = this->pMonsterInfo.field_3C_some_special_attack; if ( extraSummonLevel ) { if ( extraSummonLevel >= 1 && extraSummonLevel <= 3 ) summonMonsterBaseType = summonMonsterBaseType + extraSummonLevel - 1; } else { v5 = rand() % 100; if ( v5 >= 90 ) summonMonsterBaseType += 2; else if ( v5 >= 60 ) summonMonsterBaseType += 1; } v7 = summonMonsterBaseType - 1; actor = &pActors[uNumActors]; v9 = &pMonsterStats->pInfos[v7 + 1]; pActors[uNumActors].Reset(); strcpy(actor->pActorName, v9->pName); actor->sCurrentHP = LOWORD(v9->uHP); memcpy(&actor->pMonsterInfo, v9, sizeof(actor->pMonsterInfo)); actor->word_000086_some_monster_id = summonMonsterBaseType; actor->uActorRadius = pMonsterList->pMonsters[v7].uMonsterRadius; actor->uActorHeight = pMonsterList->pMonsters[v7].uMonsterHeight; actor->pMonsterInfo.uTreasureDiceRolls = 0; actor->pMonsterInfo.uTreasureType = 0; actor->pMonsterInfo.uExp = 0; actor->uMovementSpeed = pMonsterList->pMonsters[v7].uMovementSpeed; actor->vInitialPosition.x = v15; actor->vInitialPosition.y = v17; actor->vInitialPosition.z = this->vPosition.z; actor->vPosition.x = v15; actor->vPosition.y = v17; actor->vPosition.z = this->vPosition.z; actor->uTetherDistance = 256; actor->uSectorID = actorSector; actor->PrepareSprites(0); actor->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Friendly; actor->uAlly = v19; actor->uCurrentActionTime = 0; actor->uGroup = this->uGroup; actor->uAIState = Summoned; actor->uCurrentActionLength = 256; actor->UpdateAnimation(); ++uNumActors; ++this->pMonsterInfo.uSpecialAbilityDamageDiceBonus; if ( ActorEnemy()) actor->uAttributes |= ACTOR_AGGRESSOR; actor->uSummonerID = PID(OBJECT_Actor,summonerId); } // 46DF1A: using guessed type int __fastcall 46DF1A_collide_against_actor(int, int); //----- (0046DF1A) -------------------------------------------------------- bool Actor::_46DF1A_collide_against_actor( int a1, int a2 ) { Actor *v2; // edi@1 unsigned __int16 v3; // ax@1 int v4; // esi@6 int v8; // ecx@14 int v9; // eax@14 int v10; // ebx@14 int v11; // esi@14 int v12; // ebx@15 int v13; // ebx@17 v2 = &pActors[a1]; v3 = v2->uAIState; if ( v3 == Removed || v3 == Dying || v3 == Disabled || v3 == Dead || v3 == Summoned ) return 0; v4 = v2->uActorRadius; if ( a2 ) v4 = a2; if (stru_721530.sMaxX > v2->vPosition.x + v4 || stru_721530.sMinX < v2->vPosition.x - v4 || stru_721530.sMaxY > v2->vPosition.y + v4 || stru_721530.sMinY < v2->vPosition.y - v4 || stru_721530.sMaxZ > v2->vPosition.z + v2->uActorHeight || stru_721530.sMinZ < v2->vPosition.z) { return false; } v8 = v2->vPosition.x - stru_721530.normal.x; v9 = v2->vPosition.y - stru_721530.normal.y; v10 = stru_721530.prolly_normal_d + v4; v11 = (v8 * stru_721530.direction.y - v9 * stru_721530.direction.x) >> 16; v12 = (v8 * stru_721530.direction.x + v9 * stru_721530.direction.y) >> 16; if ( abs(v11) > v10 || v12 <= 0) return false; if (fixpoint_mul(stru_721530.direction.z, v12) + stru_721530.normal.z < v2->vPosition.z) return false; v13 = v12 - integer_sqrt(v10 * v10 - v11 * v11); if ( v13 < 0 ) v13 = 0; if ( v13 < stru_721530.field_7C ) { stru_721530.field_7C = v13; stru_721530.uFaceID = PID(OBJECT_Actor,a1); } return true; } //----- (00401A91) -------------------------------------------------------- void Actor::UpdateActorAI() { signed int v4; // edi@10 signed int sDmg; // eax@14 Player *pPlayer; // ecx@21 Actor *pActor; // esi@34 //unsigned __int16 v22; // ax@86 unsigned int v27; // ecx@123 unsigned int v28; // eax@123 int v33; // eax@144 int v34; // eax@147 char v35; // al@150 unsigned int v36; // edi@152 signed int v37; // eax@154 double v42; // st7@176 double v43; // st6@176 int v45; // eax@192 unsigned __int8 v46; // cl@197 signed int v47; // st7@206 uint v58; // st7@246 unsigned int v65; // [sp-10h] [bp-C0h]@144 int v70; // [sp-10h] [bp-C0h]@213 AIDirection v72; // [sp+0h] [bp-B0h]@246 AIDirection a3; // [sp+1Ch] [bp-94h]@129 int target_pid_type; // [sp+70h] [bp-40h]@83 signed int a1; // [sp+74h] [bp-3Ch]@129 int v78; // [sp+78h] [bp-38h]@79 AIDirection* pDir; // [sp+7Ch] [bp-34h]@129 float radiusMultiplier; // [sp+98h] [bp-18h]@33 int v81; // [sp+9Ch] [bp-14h]@100 signed int target_pid; // [sp+ACh] [bp-4h]@83 AIState uAIState; uint v38; //Build AI array if ( uCurrentlyLoadedLevelType == LEVEL_Outdoor) Actor::MakeActorAIList_ODM(); else Actor::MakeActorAIList_BLV(); //Armageddon damage mechanic if ( uCurrentlyLoadedLevelType != LEVEL_Indoor && pParty->armageddon_timer > 0 ) { if ( pParty->armageddon_timer > 417 ) pParty->armageddon_timer = 0; else { pParty->sRotationY = (stru_5C6E00->uIntegerDoublePi - 1) & (pParty->sRotationY + rand() % 16 - 8); pParty->sRotationX = pParty->sRotationX + rand() % 16 - 8; if ( pParty->sRotationX > 128) pParty->sRotationX = 128; else if ( pParty->sRotationX < -128 ) pParty->sRotationX = -128; pParty->uFlags |= 2u; pParty->armageddon_timer -= pMiscTimer->uTimeElapsed; v4 = pParty->armageddonDamage + 50; if ( pParty->armageddon_timer <= 0 ) { pParty->armageddon_timer = 0; for(size_t i = 0; i < uNumActors; i++) { pActor=&pActors[i]; if ( pActor->CanAct() ) { sDmg = pActor->CalcMagicalDamageToActor((DAMAGE_TYPE)5, v4); pActor->sCurrentHP -= sDmg; if ( sDmg ) { if ( pActor->sCurrentHP >= 0 ) Actor::AI_Stun(i, 4, 0); else { Actor::Die(i); if ( pActor->pMonsterInfo.uExp ) pParty->GivePartyExp(pMonsterStats->pInfos[pActor->pMonsterInfo.uID].uExp); } } } } for(int i = 1; i <= 4; i++) { pPlayer = pPlayers[i]; if ( !pPlayer->pConditions[Condition_Dead] && !pPlayer->pConditions[Condition_Pertified] && !pPlayer->pConditions[Condition_Eradicated] ) pPlayer->ReceiveDamage(v4, DMGT_MAGICAL); } } if (pTurnEngine->pending_actions) --pTurnEngine->pending_actions; } } //Turn-based mode: return if (pParty->bTurnBasedModeOn) { pTurnEngine->AITurnBasedAction(); return; } for (uint i = 0; i < uNumActors; ++i) { pActor = &pActors[i]; ai_near_actors_targets_pid[i] = OBJECT_Player; //Skip actor if: Dead / Removed / Disabled / uAttributes & 0x0400 if (pActor->uAIState == Dead || pActor->uAIState == Removed || pActor->uAIState == Disabled || pActor->uAttributes & ACTOR_ALIVE) continue; //Kill actor if HP == 0 if (!pActor->sCurrentHP && pActor->uAIState != Dying) Actor::Die(i); //Kill buffs if expired for (uint j = 0; j < 22; ++j) { if (j != 10) pActor->pActorBuffs[j].IsBuffExpiredToTime(pParty->uTimePlayed); } //If shrink expired: reset height if (pActor->pActorBuffs[ACTOR_BUFF_SHRINK].uExpireTime < 0) pActor->uActorHeight = pMonsterList->pMonsters[pActor->pMonsterInfo.uID - 1].uMonsterHeight; //If Charm still active: make actor friendly if (pActor->pActorBuffs[ACTOR_BUFF_CHARM].uExpireTime > 0) pActor->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Friendly; //Else: reset hostilty else if (pActor->pActorBuffs[ACTOR_BUFF_CHARM].uExpireTime < 0) pActor->pMonsterInfo.uHostilityType = pMonsterStats->pInfos[pActor->pMonsterInfo.uID].uHostilityType; //If actor Paralyzed or Stoned: skip if (pActor->pActorBuffs[ACTOR_BUFF_PARALYZED].uExpireTime > 0 || pActor->pActorBuffs[ACTOR_BUFF_STONED].uExpireTime > 0) continue; //Calculate RecoveryTime pActor->pMonsterInfo.uRecoveryTime = max(pActor->pMonsterInfo.uRecoveryTime - pMiscTimer->uTimeElapsed, 0); pActor->uCurrentActionTime += pMiscTimer->uTimeElapsed; if (pActor->uCurrentActionTime < pActor->uCurrentActionLength) continue; if (pActor->uAIState == Dying) pActor->uAIState = Dead; else { if (pActor->uAIState != Summoned) { Actor::AI_StandOrBored(i, OBJECT_Player, 256, nullptr); continue; } pActor->uAIState = Standing; } pActor->uCurrentActionTime = 0; pActor->uCurrentActionLength = 0; pActor->UpdateAnimation(); } for(v78 = 0; v78 < ai_arrays_size; ++v78) { uint actor_id = ai_near_actors_ids[v78]; assert(actor_id < uNumActors); pActor = &pActors[actor_id]; v47 = (signed int)(pActor->pMonsterInfo.uRecoveryTime * 2.133333333333333); Actor::_SelectTarget(actor_id, &ai_near_actors_targets_pid[actor_id], true); if (pActor->pMonsterInfo.uHostilityType && !ai_near_actors_targets_pid[actor_id]) pActor->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Friendly; target_pid = ai_near_actors_targets_pid[actor_id]; target_pid_type = PID_TYPE(target_pid); if ( target_pid_type == OBJECT_Actor) radiusMultiplier = 0.5; else radiusMultiplier = 1.0; //v22 = pActor->uAIState; if ( pActor->uAIState == Dying || pActor->uAIState == Dead || pActor->uAIState == Removed || pActor->uAIState == Disabled || pActor->uAIState == Summoned) continue; if ( !pActor->sCurrentHP ) Actor::Die(actor_id); for( int i = 0;i < 22; i++ ) { if ( i != 10 ) pActor->pActorBuffs[i].IsBuffExpiredToTime(pParty->uTimePlayed); } if ( pActor->pActorBuffs[ACTOR_BUFF_SHRINK].uExpireTime < 0 ) pActor->uActorHeight = pMonsterList->pMonsters[pActor->pMonsterInfo.uID - 1].uMonsterHeight; if ( pActor->pActorBuffs[ACTOR_BUFF_CHARM].uExpireTime > 0 ) pActor->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Friendly; else if ( pActor->pActorBuffs[ACTOR_BUFF_CHARM].uExpireTime < 0 ) pActor->pMonsterInfo.uHostilityType = pMonsterStats->pInfos[pActor->pMonsterInfo.uID].uHostilityType; //If actor is summoned and buff expired: continue and set state to Removed if ( pActor->pActorBuffs[ACTOR_BUFF_SUMMONED].uExpireTime < 0 ) { pActor->uAIState = Removed; continue; } if ( (signed __int64)pActor->pActorBuffs[ACTOR_BUFF_STONED].uExpireTime > 0 || (signed __int64)pActor->pActorBuffs[ACTOR_BUFF_PARALYZED].uExpireTime > 0) { continue; } v27 = pMiscTimer->uTimeElapsed; v28 = pActor->pMonsterInfo.uRecoveryTime; pActor->uCurrentActionTime += pMiscTimer->uTimeElapsed; if ( (signed int)v28 > 0 ) pActor->pMonsterInfo.uRecoveryTime = v28 - v27; if ( pActor->pMonsterInfo.uRecoveryTime < 0 ) pActor->pMonsterInfo.uRecoveryTime = 0; if ( !pActor->ActorNearby() ) pActor->uAttributes |= ACTOR_NEARBY; a1 = PID(OBJECT_Actor,actor_id); Actor::GetDirectionInfo(PID(OBJECT_Actor,actor_id), target_pid, &a3, 0); pDir = &a3; uAIState = pActor->uAIState; if ( pActor->pMonsterInfo.uHostilityType == MonsterInfo::Hostility_Friendly || (signed int)pActor->pMonsterInfo.uRecoveryTime > 0 || radiusMultiplier * 307.2 < pDir->uDistance || uAIState != Pursuing && uAIState != Standing && uAIState != Tethered && uAIState != Fidgeting && !pActor->pMonsterInfo.uMissleAttack1Type || uAIState != Stunned ) { if ( (signed int)pActor->uCurrentActionTime < pActor->uCurrentActionLength ) continue; else if ( pActor->uAIState == AttackingMelee ) { v35 = pActor->special_ability_use_check(actor_id); AttackerInfo.Add(a1, 5120, pActor->vPosition.x, pActor->vPosition.y, pActor->vPosition.z + ((signed int)pActor->uActorHeight >> 1), v35, 1 ); } else if ( pActor->uAIState == AttackingRanged1 ) { v34 = pActor->pMonsterInfo.uMissleAttack1Type; Actor::AI_RangedAttack(actor_id, pDir, v34, 0); } else if ( pActor->uAIState == AttackingRanged2 ) { v34 = pActor->pMonsterInfo.uMissleAttack2Type; Actor::AI_RangedAttack(actor_id, pDir, v34, 1); } else if ( pActor->uAIState == AttackingRanged3 ) { v65 = pActor->pMonsterInfo.uSpellSkillAndMastery1; v33 = pActor->pMonsterInfo.uSpell1ID; Actor::AI_SpellAttack(actor_id, pDir, v33, 2, v65); } else if ( pActor->uAIState == AttackingRanged4 ) { v65 = pActor->pMonsterInfo.uSpellSkillAndMastery2; v33 = pActor->pMonsterInfo.uSpell2ID; Actor::AI_SpellAttack(actor_id, pDir, v33, 3, v65); } } v36 = pDir->uDistance; if ( pActor->pMonsterInfo.uHostilityType == MonsterInfo::Hostility_Friendly) { if ( target_pid_type == OBJECT_Actor ) { v36 = pDir->uDistance; v37 =pFactionTable->relations[(pActor->pMonsterInfo.uID-1) / 3 + 1][(pActors[PID_ID(target_pid)].pMonsterInfo.uID - 1) / 3 + 1]; } else v37 = 4; v38 = 0; if ( v37 == 2 ) v38 = 1024; else if ( v37 == 3 ) v38 = 2560; else if ( v37 == 4 ) v38 = 5120; if ( v37 >= 1 && v37 <= 4 && v36 < v38 || v37 == 1 ) pActor->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Long; } //If actor afraid: flee or if out of range random move if (pActor->pActorBuffs[ACTOR_BUFF_AFRAID].uExpireTime > 0) { if ( (signed int)v36 >= 10240 ) Actor::AI_RandomMove(actor_id, target_pid, 1024, 0); else Actor::AI_Flee(actor_id, target_pid, 0, pDir); continue; } if ( pActor->pMonsterInfo.uHostilityType == MonsterInfo::Hostility_Long && target_pid ) { if ( pActor->pMonsterInfo.uAIType == 1 ) { if ( pActor->pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_STAIONARY ) Actor::AI_Stand(actor_id, target_pid, (uint)(pActor->pMonsterInfo.uRecoveryTime * 2.133333333333333), pDir); else { Actor::AI_Flee(actor_id, target_pid, 0, pDir); continue; } } if ( !(pActor->uAttributes & ACTOR_FLEEING) ) { if ( pActor->pMonsterInfo.uAIType == 2 || pActor->pMonsterInfo.uAIType == 3) { if ( pActor->pMonsterInfo.uAIType == 2 ) v43 = (double)(signed int)pActor->pMonsterInfo.uHP * 0.2; if ( pActor->pMonsterInfo.uAIType == 3 ) v43 = (double)(signed int)pActor->pMonsterInfo.uHP * 0.1; v42 = (double)pActor->sCurrentHP; if ( v43 > v42 && (signed int)v36 < 10240 ) { Actor::AI_Flee(actor_id, target_pid, 0, pDir); continue; } } } v81 = v36 - pActor->uActorRadius; if ( target_pid_type == OBJECT_Actor ) v81 -= pActors[PID_ID(target_pid)].uActorRadius; if ( v81 < 0 ) v81 = 0; rand(); pActor->uAttributes &= ~ACTOR_UNKNOW5;//~0x40000 if ( v81 < 5120 ) { v45 = pActor->special_ability_use_check(actor_id); if ( v45 == 0 ) { if ( pActor->pMonsterInfo.uMissleAttack1Type ) { if ( (signed int)pActor->pMonsterInfo.uRecoveryTime <= 0 ) Actor::AI_MissileAttack1(actor_id, target_pid, pDir); else if ( pActor->pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_STAIONARY ) Actor::AI_Stand(actor_id, target_pid, v47, pDir); else { if ( radiusMultiplier * 307.2 > (double)v81 ) Actor::AI_Stand(actor_id, target_pid, v47, pDir); else Actor::AI_Pursue1(actor_id, target_pid, actor_id, v47, pDir); } } else { if ( (double)v81 >= radiusMultiplier * 307.2 ) { if (pActor->pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_STAIONARY) Actor::AI_Stand(actor_id, target_pid, v47, pDir); else if ( v81 >= 1024 )//monsters Actor::AI_Pursue3(actor_id, target_pid, 0, pDir); else { v70 = (signed int)(radiusMultiplier * 307.2); //monsters //guard after player runs away // follow player Actor::AI_Pursue2(actor_id, target_pid, 0, pDir, v70); } } else if ( (signed int)pActor->pMonsterInfo.uRecoveryTime > 0 ) { Actor::AI_Stand(actor_id, target_pid, v47, pDir); } else { //monsters Actor::AI_MeleeAttack(actor_id, target_pid, pDir); } } continue; } else if ( v45 == 2 || v45 == 3 ) { if ( v45 == 2 ) v46 = pActor->pMonsterInfo.uSpell1ID; else v46 = pActor->pMonsterInfo.uSpell2ID; if ( v46 ) { if ( (signed int)pActor->pMonsterInfo.uRecoveryTime <= 0 ) { if ( v45 == 2 ) Actor::AI_SpellAttack1(actor_id, target_pid, pDir); else Actor::AI_SpellAttack2(actor_id, target_pid, pDir); } else if ( radiusMultiplier * 307.2 > (double)v81 || pActor->pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_STAIONARY ) Actor::AI_Stand(actor_id, target_pid, v47, pDir); else Actor::AI_Pursue1(actor_id, target_pid, actor_id, v47, pDir); } else { if ( (double)v81 >= radiusMultiplier * 307.2 ) { if ( pActor->pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_STAIONARY ) Actor::AI_Stand(actor_id, target_pid, v47, pDir); else if ( v81 >= 1024 ) Actor::AI_Pursue3(actor_id, target_pid, 256, pDir); else { v70 = (signed int)(radiusMultiplier * 307.2); Actor::AI_Pursue2(actor_id, target_pid, 0, pDir, v70); } } else if ( (signed int)pActor->pMonsterInfo.uRecoveryTime > 0 ) { Actor::AI_Stand(actor_id, target_pid, v47, pDir); } else { Actor::AI_MeleeAttack(actor_id, target_pid, pDir); } } continue; } } } if ( pActor->pMonsterInfo.uHostilityType != MonsterInfo::Hostility_Long || !target_pid || v81 >= 5120 || v45 != 1 ) { if ( pActor->pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_SHORT ) Actor::AI_RandomMove(actor_id, 4, 1024, 0); else if ( pActor->pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_MEDIUM ) Actor::AI_RandomMove(actor_id, 4, 2560, 0); else if ( pActor->pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_LONG ) Actor::AI_RandomMove(actor_id, 4, 5120, 0); else if ( pActor->pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_FREE ) Actor::AI_RandomMove(actor_id, 4, 10240, 0); else if ( pActor->pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_STAIONARY ) { Actor::GetDirectionInfo(a1, 4, &v72, 0); v58 = (uint)(pActor->pMonsterInfo.uRecoveryTime * 2.133333333333333); Actor::AI_Stand(actor_id, 4, v58, &v72); } } else if ( !pActor->pMonsterInfo.uMissleAttack2Type ) { if ( (double)v81 >= radiusMultiplier * 307.2 ) { if ( pActor->pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_STAIONARY ) Actor::AI_Stand(actor_id, target_pid, v47, pDir); else if ( v81 >= 1024 ) Actor::AI_Pursue3(actor_id, target_pid, 256, pDir); else { v70 = (int)(radiusMultiplier * 307.2); Actor::AI_Pursue2(actor_id, target_pid, 0, pDir, v70); } } else if ( (signed int)pActor->pMonsterInfo.uRecoveryTime > 0 ) Actor::AI_Stand(actor_id, target_pid, v47, pDir); else Actor::AI_MeleeAttack(actor_id, target_pid, pDir); } else if ( (signed int)pActor->pMonsterInfo.uRecoveryTime > 0 ) { if ( radiusMultiplier * 307.2 > (double)v81 || pActor->pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_STAIONARY ) Actor::AI_Stand(actor_id, target_pid, v47, pDir); else Actor::AI_Pursue1(actor_id, target_pid, actor_id, v47, pDir); } else Actor::AI_MissileAttack2(actor_id, target_pid, pDir); } } //----- (0044665D) -------------------------------------------------------- // uType: 0 -> any monster // 1 -> uParam is GroupID // 2 -> uParam is MonsterID // 3 -> uParam is ActorID // uNumAlive: 0 -> all must be alive int __fastcall IsActorAlive(unsigned int uType, unsigned int uParam, unsigned int uNumAlive) { unsigned int uAliveActors; // eax@6 unsigned int uTotalActors; // [sp+0h] [bp-4h]@1 uTotalActors = 0; if ( uType ) { if ( uType == 1 ) uAliveActors = Actor::SearchActorByGroup(&uTotalActors, uParam); else { if ( uType == 2 ) uAliveActors = Actor::SearchActorByMonsterID(&uTotalActors, uParam); else { if ( uType != 3 ) return 0; uAliveActors = Actor::SearchActorByID(&uTotalActors, uParam); } } } else uAliveActors = Actor::SearchAliveActors(&uTotalActors); if (uNumAlive) return uAliveActors >= uNumAlive; else return uTotalActors == uAliveActors; } //----- (00408B54) -------------------------------------------------------- unsigned int Actor::SearchActorByID(unsigned int *pTotalActors, unsigned int a2) { //int v4; // eax@1 unsigned int result; // ebx@1 //v4 = GetAlertStatus(); *pTotalActors = 0; result = 0; if ( (pActors[a2].uAttributes & ACTOR_UNKNOW7) == GetAlertStatus() ) { *pTotalActors = 1; if ( pActors[a2].IsNotAlive() == 1 ) result = 1; } return result; } //----- (00408AE7) -------------------------------------------------------- unsigned int Actor::SearchActorByGroup(unsigned int *pTotalActors, unsigned int uGroup) { unsigned int result; // [sp+10h] [bp-4h]@1 int v8 = GetAlertStatus(); *pTotalActors = 0; result = 0; for ( uint i = 0; i < uNumActors; i++) { if ( (pActors[i].uAttributes & ACTOR_UNKNOW7) == v8 && pActors[i].uGroup == uGroup) { ++*pTotalActors; if ( pActors[i].IsNotAlive() == 1 ) ++result; } } return result; } //----- (00408A7E) -------------------------------------------------------- unsigned int Actor::SearchActorByMonsterID(unsigned int *pTotalActors, int uMonsterID) { int v8; // [sp+Ch] [bp-8h]@1 unsigned int result; // [sp+10h] [bp-4h]@1 v8 = GetAlertStatus(); *pTotalActors = 0; result = 0; for ( uint i = 0; i < uNumActors; i++) { if ( (pActors[i].uAttributes & ACTOR_UNKNOW7) == v8 && pActors[i].pMonsterInfo.field_33 == uMonsterID) { ++*pTotalActors; if ( pActors[i].IsNotAlive() == 1 ) ++result; } } return result; } //----- (00408A27) -------------------------------------------------------- unsigned int Actor::SearchAliveActors(unsigned int *pTotalActors) { int v2; // eax@1 unsigned int result; // ebp@1 v2 = GetAlertStatus(); result = 0; *pTotalActors = 0; for ( uint i = 0; i < uNumActors; i++) { if ( (pActors[i].uAttributes & ACTOR_UNKNOW7) == v2 ) { ++*pTotalActors; if ( pActors[i].IsNotAlive() == 1 ) ++result; } } return result; } //----- (00408768) -------------------------------------------------------- void Actor::InitializeActors() { bool evil; // [sp+Ch] [bp-10h]@1 bool bPit; // [sp+10h] [bp-Ch]@1 bool good; // [sp+14h] [bp-8h]@1 bool bCelestia; // [sp+18h] [bp-4h]@1 bCelestia = false; bPit = false; good = false; evil = false; if ( !_stricmp(pCurrentMapName, "d25.blv") )//the Celestia bCelestia = true; if ( !_stricmp(pCurrentMapName, "d26.blv") )//the Pit bPit = true; if (pParty->IsPartyGood()) good = true; if (pParty->IsPartyEvil()) evil = true; Log::Warning(L"%S %S %u", __FILE__, __FUNCTION__, __LINE__); // ai_near_actors_targets_pid[i] for AI_Stand seems always 0; original code behaviour is identical for (uint i = 0; i < uNumActors; ++i) { Actor* actor = &pActors[i]; if (actor->CanAct() || actor->uAIState == Disabled) { actor->vPosition.x = actor->vInitialPosition.x; actor->vPosition.y = actor->vInitialPosition.y; actor->vPosition.z = actor->vInitialPosition.z; actor->sCurrentHP = actor->pMonsterInfo.uHP; if (actor->uAIState != Disabled) { Actor::AI_Stand(i, ai_near_actors_targets_pid[i], actor->pMonsterInfo.uRecoveryTime, 0); } } actor->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Friendly; if (!bCelestia || good) if (!bPit || evil) if (actor->IsPeasant()) actor->ResetAggressor();//~0x80000 actor->ResetHasItem();//~0x800000 if (actor->uAttributes & ACTOR_UNKNOW9) Actor::_4031C1_update_job_never_gets_called(i, pParty->uCurrentHour, 1); } } //----- (00439474) -------------------------------------------------------- void Actor::DamageMonsterFromParty(signed int a1, unsigned int uActorID_Monster, Vec3_int_ *pVelocity) { SpriteObject *projectileSprite; // ebx@1 Actor *pMonster; // esi@7 unsigned __int16 v16; // cx@25 int v33; // eax@100 int v40; // ebx@107 int extraRecoveryTime; // qax@125 unsigned __int16 v43; // ax@132 unsigned __int16 v45; // ax@132 unsigned __int64 v46; // [sp+Ch] [bp-60h]@6 char *pPlayerName; // [sp+18h] [bp-54h]@12 char *pMonsterName; // [sp+1Ch] [bp-50h]@6 signed int a4; // [sp+44h] [bp-28h]@1 bool IsAdditionalDamagePossible; // [sp+50h] [bp-1Ch]@1 int v61; // [sp+58h] [bp-14h]@1 bool isLifeStealing; // [sp+5Ch] [bp-10h]@1 int uDamageAmount; // [sp+60h] [bp-Ch]@1 DAMAGE_TYPE attackElement; // [sp+64h] [bp-8h]@27 projectileSprite = 0; uDamageAmount = 0; a4 = 0; v61 = 0; IsAdditionalDamagePossible = false; isLifeStealing = 0; if ( PID_TYPE(a1) == OBJECT_Item) { projectileSprite = &pSpriteObjects[PID_ID(a1)]; v61 = projectileSprite->field_60_distance_related_prolly_lod; a1 = projectileSprite->spell_caster_pid; } if (PID_TYPE(a1) != OBJECT_Player) return; assert(PID_ID(abs(a1)) < 4); Player* player = &pParty->pPlayers[PID_ID(a1)]; pMonster = &pActors[uActorID_Monster]; if (pMonster->IsNotAlive()) return; pMonster->uAttributes |= 0xC000; if ( pMonster->uAIState == Fleeing ) pMonster->uAttributes |= ACTOR_FLEEING; bool hit_will_stun = false, hit_will_paralyze = false; if ( !projectileSprite ) { int main_hand_idx = player->pEquipment.uMainHand; IsAdditionalDamagePossible = true; if ( player->HasItemEquipped(EQUIP_TWO_HANDED) ) { uint main_hand_skill = player->GetMainHandItem()->GetPlayerSkillType(); uint main_hand_mastery = SkillToMastery(player->pActiveSkills[main_hand_skill]); switch (main_hand_skill) { case PLAYER_SKILL_STAFF: if (main_hand_mastery >= 3) { if (rand() % 100 < (player->GetActualSkillLevel(PLAYER_SKILL_STAFF) & 0x3F)) // stun chance when mastery >= 3 hit_will_stun = true; } break; case PLAYER_SKILL_MACE: if (main_hand_mastery >= 3) { if (rand() % 100 < (player->GetActualSkillLevel(PLAYER_SKILL_MACE) & 0x3F)) hit_will_stun = true; } if (main_hand_mastery >= 4) { if (rand() % 100 < (player->GetActualSkillLevel(PLAYER_SKILL_MACE) & 0x3F)) hit_will_paralyze = true; } break; } } attackElement = DMGT_PHISYCAL; uDamageAmount = player->CalculateMeleeDamageTo(false, false, pMonster->pMonsterInfo.uID); if ( !player->PlayerHitOrMiss(pMonster, v61, a4) ) { player->PlaySound(SPEECH_52, 0); return; } } else { v61 = projectileSprite->field_60_distance_related_prolly_lod; if ( projectileSprite->spell_id != SPELL_DARK_SOULDRINKER ) { int d1 = abs(pParty->vPosition.x - projectileSprite->vPosition.x); int d2 = abs(pParty->vPosition.y - projectileSprite->vPosition.y); int d3 = abs(pParty->vPosition.z - projectileSprite->vPosition.z); v61 = int_get_vector_length(d1, d2, d3); if ( v61 >= 5120 && !(pMonster->uAttributes & ACTOR_ALIVE) )//0x400 return; else if ( v61 >= 2560 ) v61 = 2; else v61 = 1; } switch (projectileSprite->spell_id) { case SPELL_LASER_PROJECTILE: v16 = player->pActiveSkills[PLAYER_SKILL_BLASTER]; v61 = 1; if ( SkillToMastery(v16) >= 3 ) a4 = player->pActiveSkills[PLAYER_SKILL_BLASTER] & 0x3F; attackElement = DMGT_PHISYCAL; uDamageAmount = player->CalculateMeleeDamageTo(true, true, 0); if ( !player->PlayerHitOrMiss(pMonster, v61, a4) ) { player->PlaySound(SPEECH_52, 0); return; } break; case SPELL_101: attackElement = DMGT_FIRE; uDamageAmount = player->CalculateRangedDamageTo(0); if ( pMonster->pActorBuffs[ACTOR_BUFF_SHIELD].uExpireTime > 0 ) uDamageAmount >>= 1; IsAdditionalDamagePossible = true; if ( !player->PlayerHitOrMiss(pMonster, v61, a4) ) { player->PlaySound(SPEECH_52, 0); return; } break; case SPELL_EARTH_BLADES: a4 = 5 * projectileSprite->spell_level; attackElement = (DAMAGE_TYPE)player->GetSpellSchool(SPELL_EARTH_BLADES); uDamageAmount = _43AFE3_calc_spell_damage(39, projectileSprite->spell_level, projectileSprite->spell_skill, pMonster->sCurrentHP); if ( pMonster->pActorBuffs[ACTOR_BUFF_SHIELD].uExpireTime > 0 ) uDamageAmount >>= 1; IsAdditionalDamagePossible = false; if ( !player->PlayerHitOrMiss( pMonster, v61, a4) ) { player->PlaySound(SPEECH_52, 0); return; } break; case SPELL_EARTH_STUN: uDamageAmount = 0; attackElement = DMGT_PHISYCAL; hit_will_stun = 1; if ( !player->PlayerHitOrMiss( pMonster, v61, a4) ) { player->PlaySound(SPEECH_52, 0); return; } break; case SPELL_BOW_ARROW: attackElement = DMGT_PHISYCAL; uDamageAmount = player->CalculateRangedDamageTo(pMonster->word_000086_some_monster_id); if ( pMonster->pActorBuffs[ACTOR_BUFF_SHIELD].uExpireTime > 0 ) uDamageAmount /= 2; IsAdditionalDamagePossible = true; if ( projectileSprite->stru_24.uItemID != 0 && projectileSprite->stru_24.uSpecEnchantmentType == 3 ) //of carnage { attackElement = DMGT_FIRE; } else if ( !player->PlayerHitOrMiss( pMonster, v61, a4) ) { player->PlaySound(SPEECH_52, 0); return; } break; default: attackElement = (DAMAGE_TYPE)player->GetSpellSchool(projectileSprite->spell_id); IsAdditionalDamagePossible = false; uDamageAmount = _43AFE3_calc_spell_damage(projectileSprite->spell_id, projectileSprite->spell_level, projectileSprite->spell_skill, pMonster->sCurrentHP); break; } } if (player->IsWeak()) uDamageAmount /= 2; if ( pMonster->pActorBuffs[ACTOR_BUFF_STONED].uExpireTime > 0 ) uDamageAmount = 0; v61 = pMonster->CalcMagicalDamageToActor(attackElement, uDamageAmount); if ( !projectileSprite && player->IsUnarmed() && player->pPlayerBuffs[PLAYER_BUFF_HAMMERHANDS].uExpireTime > 0 ) { v61 += pMonster->CalcMagicalDamageToActor((DAMAGE_TYPE)8, player->pPlayerBuffs[PLAYER_BUFF_HAMMERHANDS].uPower); } uDamageAmount = v61; if ( IsAdditionalDamagePossible ) { if ( projectileSprite ) { a4 = projectileSprite->stru_24._439DF3_get_additional_damage((int*)&attackElement, &isLifeStealing); if ( isLifeStealing && pMonster->sCurrentHP > 0 ) { player->sHealth += v61 / 5; if ( player->sHealth > player->GetMaxHealth() ) player->sHealth = player->GetMaxHealth(); } uDamageAmount += pMonster->CalcMagicalDamageToActor(attackElement, a4); } else { for (int i = 0; i < 2; i++) { if ( player->HasItemEquipped((ITEM_EQUIP_TYPE)i) ) { ItemGen* item; if (i == 0) item = player->GetOffHandItem(); else item = player->GetMainHandItem(); a4 = item->_439DF3_get_additional_damage((int*)&attackElement, &isLifeStealing); if ( isLifeStealing && pMonster->sCurrentHP > 0 ) { player->sHealth += v61 / 5; if ( player->sHealth > player->GetMaxHealth() ) player->sHealth = player->GetMaxHealth(); } uDamageAmount += pMonster->CalcMagicalDamageToActor(attackElement, a4); } } } } pMonster->sCurrentHP -= uDamageAmount; if ( uDamageAmount == 0 && !hit_will_stun ) { player->PlaySound(SPEECH_52, 0); return; } if ( pMonster->sCurrentHP > 0 ) { Actor::AI_Stun(uActorID_Monster, a1, 0); Actor::AggroSurroundingPeasants(uActorID_Monster, 1); if ( bShowDamage ) { if ( projectileSprite ) sprintfex(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[189], player->pName, pMonster->pActorName, uDamageAmount);// "%s shoots %s for %lu points" else sprintfex(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[164], player->pName, pMonster->pActorName, uDamageAmount);// "%s hits %s for %lu damage" ShowStatusBarString(pTmpBuf.data(), 2u); } } else { if ( pMonsterStats->pInfos[pMonster->pMonsterInfo.uID].bQuestMonster & 1 ) { if ( /*pRenderer->pRenderD3D &&*/ pGame->uFlags2 & GAME_FLAGS_2_DRAW_BLOODSPLATS ) { v33 = byte_4D864C && pGame->uFlags & 0x80000 ? 10 * pMonster->uActorRadius : pMonster->uActorRadius; pDecalBuilder->AddBloodsplat((float)pMonster->vPosition.x, (float)pMonster->vPosition.y, (float)pMonster->vPosition.z, 1.0, 0.0, 0.0, (float)v33, 0, 0); } } Actor::Die(uActorID_Monster); Actor::ApplyFineForKillingPeasant(uActorID_Monster); Actor::AggroSurroundingPeasants(uActorID_Monster, 1); if ( pMonster->pMonsterInfo.uExp ) pParty->GivePartyExp(pMonsterStats->pInfos[pMonster->pMonsterInfo.uID].uExp); v40 = SPEECH_51; if ( rand() % 100 < 20 ) v40 = ((signed int)pMonster->pMonsterInfo.uHP >= 100) + 1; player->PlaySound((PlayerSpeech)v40, 0); if ( bShowDamage ) { pMonsterName = (char *)uDamageAmount; pPlayerName = player->pName; // "%s inflicts %lu points killing %s" sprintfex(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[175], player->pName, uDamageAmount, pMonster); ShowStatusBarString(pTmpBuf.data(), 2u); } } if ( pMonster->pActorBuffs[ACTOR_BUFF_PAIN_REFLECTION].uExpireTime > 0 && uDamageAmount != 0 ) player->ReceiveDamage(uDamageAmount, attackElement); int knockbackValue = 20 * v61 / (signed int)pMonster->pMonsterInfo.uHP; if ( (player->GetSpecialItemBonus(24) || hit_will_stun) && pMonster->DoesDmgTypeDoDamage(DMGT_EARTH) ) { extraRecoveryTime = 20; knockbackValue = 10; if ( !pParty->bTurnBasedModeOn ) extraRecoveryTime = (int)(flt_6BE3A8_debug_recmod2 * 42.66666666666666); pMonster->pMonsterInfo.uRecoveryTime += extraRecoveryTime; if ( bShowDamage ) { pMonsterName = player->pName; // "%s stuns %s" sprintfex(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[635], player->pName, pMonster); ShowStatusBarString(pTmpBuf.data(), 2u); } } if ( hit_will_paralyze && pMonster->CanAct() && pMonster->DoesDmgTypeDoDamage(DMGT_EARTH)) { v43 = player->GetActualSkillLevel(PLAYER_SKILL_MACE); v45 = SkillToMastery(v43); v46 = pParty->uTimePlayed + (signed int)(signed __int64)((double)(signed int)(7680 * (v43 & 0x3F)) * 0.033333335); pMonster->pActorBuffs[ACTOR_BUFF_PARALYZED].Apply(v46, v45, 0, 0, 0); if ( bShowDamage ) { pMonsterName = player->pName; // "%s paralyzes %s" sprintfex(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[636], player->pName, pMonster); ShowStatusBarString(pTmpBuf.data(), 2u); } } if ( knockbackValue > 10 ) knockbackValue = 10; if ( !MonsterStats::BelongsToSupertype(pMonster->pMonsterInfo.uID, MONSTER_SUPERTYPE_TREANT) ) { pVelocity->x = fixpoint_mul(knockbackValue, pVelocity->x); pVelocity->y = fixpoint_mul(knockbackValue, pVelocity->y); pVelocity->z = fixpoint_mul(knockbackValue, pVelocity->z); pMonster->vVelocity.x = 50 * LOWORD(pVelocity->x); pMonster->vVelocity.y = 50 * LOWORD(pVelocity->y); pMonster->vVelocity.z = 50 * LOWORD(pVelocity->z); } Actor::AddBloodsplatOnDamageOverlay(uActorID_Monster, 1, v61); } //----- (004BBF61) -------------------------------------------------------- void Actor::Arena_summon_actor( int monster_id, __int16 x, int y, int z ) { int v12; // ebx@7 int v13; // eax@8 __int16 v16; // [sp+10h] [bp-4h]@3 if (uNumActors < 500) { v16 = 0; if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) v16 = pIndoor->GetSector(x, y, z); pActors[uNumActors].Reset(); strcpy(pActors[uNumActors].pActorName, pMonsterStats->pInfos[monster_id].pName); pActors[uNumActors].sCurrentHP = LOWORD(pMonsterStats->pInfos[monster_id].uHP); memcpy(&pActors[uNumActors].pMonsterInfo, &pMonsterStats->pInfos[monster_id], 0x58u); pActors[uNumActors].word_000086_some_monster_id = monster_id; pActors[uNumActors].uActorRadius = pMonsterList->pMonsters[monster_id - 1].uMonsterRadius; pActors[uNumActors].uActorHeight = pMonsterList->pMonsters[monster_id - 1].uMonsterHeight; pActors[uNumActors].uMovementSpeed = pMonsterList->pMonsters[monster_id - 1].uMovementSpeed; pActors[uNumActors].vInitialPosition.x = x; pActors[uNumActors].vPosition.x = x; pActors[uNumActors].uAttributes |= ACTOR_AGGRESSOR; pActors[uNumActors].pMonsterInfo.uTreasureType = 0; pActors[uNumActors].pMonsterInfo.uTreasureLevel = 0; pActors[uNumActors].pMonsterInfo.uTreasureDiceSides = 0; pActors[uNumActors].pMonsterInfo.uTreasureDiceRolls = 0; pActors[uNumActors].pMonsterInfo.uTreasureDropChance = 0; pActors[uNumActors].vInitialPosition.y = y; pActors[uNumActors].vPosition.y = y; pActors[uNumActors].vInitialPosition.z = z; pActors[uNumActors].vPosition.z = z; pActors[uNumActors].uTetherDistance = 256; pActors[uNumActors].uSectorID = v16; pActors[uNumActors].uGroup = 1; pActors[uNumActors].pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Long; pActors[uNumActors].PrepareSprites(0); for ( int i = 0; i < 4; i++) pSoundList->LoadSound(pMonsterList->pMonsters[monster_id - 1].pSoundSampleIDs[i], 0); v12 = 0; do { v13 = pSoundList->LoadSound(v12 + word_4EE088_sound_ids[pMonsterStats->pInfos[monster_id].uSpell1ID], 1); v12++; } while ( v13 ); ++uNumActors; } } //----- (00426E10) -------------------------------------------------------- int stru319::which_player_to_attack(Actor *pActor) { signed int v2; // ebx@1 bool flag; // edi@37 int v22; // [sp+8h] [bp-140h]@3 int Victims_list[60]; // [sp+48h] [bp-100h]@48 int for_sex; // [sp+13Ch] [bp-Ch]@1 int for_race; // [sp+140h] [bp-8h]@1 int for_class; // [sp+144h] [bp-4h]@1 for_class = -1; for_race = -1; for_sex = -1; v2 = 0; if ( pActor->pMonsterInfo.uAttackPreference ) { for ( uint i = 0; i < 16; i++ ) { v22 = pActor->pMonsterInfo.uAttackPreference & (1 << i); if ( v22 ) { switch ( v22 ) { case 1: for_class = 0; break; case 2: for_class = 12; break; case 4: for_class = 16; break; case 8: for_class = 28; break; case 16: for_class = 24; break; case 32: for_class = 32; break; case 64: for_class = 20; break; case 128: for_class = 4; break; case 256: for_class = 8; break; case 512: for_sex = 0; break; case 1024: for_sex = 1; break; case 2048: for_race = 0; break; case 4096: for_race = 1; break; case 8192: for_race = 3; break; case 16384: for_race = 2; break; } v2 = 0; for ( uint j = 0; j < 4; ++j ) { flag = 0; if ( for_class != -1 && for_class == pPlayers[j + 1]->classType ) flag = true; if ( for_sex != -1 && for_sex == pPlayers[j + 1]->uSex ) flag = true; if ( for_race != -1 && for_race == pPlayers[j + 1]->GetRace() ) flag = true; if ( flag == true ) { if ( !(pPlayers[j + 1]->pConditions[Condition_Paralyzed] | pPlayers[j + 1]->pConditions[Condition_Unconcious] | pPlayers[j + 1]->pConditions[Condition_Dead] | pPlayers[j + 1]->pConditions[Condition_Pertified] | pPlayers[j + 1]->pConditions[Condition_Eradicated]) ) Victims_list[v2++] = j; } } } } if ( v2 ) return Victims_list[rand() % v2]; } for ( uint i = 0; i < 4; ++i ) { if ( !(pPlayers[i + 1]->pConditions[Condition_Paralyzed] | pPlayers[i + 1]->pConditions[Condition_Unconcious] | pPlayers[i + 1]->pConditions[Condition_Dead] | pPlayers[i + 1]->pConditions[Condition_Pertified] | pPlayers[i + 1]->pConditions[Condition_Eradicated]) ) Victims_list[v2++] = i; } if ( v2 ) return Victims_list[rand() % v2]; else return 0; } //----- (00427546) -------------------------------------------------------- int stru319::_427546(int a2) { int result; // eax@2 if (a2 >= 0) { if (a2 >= 1) result = (a2 >= 2) + 2; else result = 1; } else { result = 0; } return result; } //----- (0042F184) -------------------------------------------------------- int stru319::FindClosestActor(int pick_depth, int a3, int a4) { int v4; // edi@1 stru319 *v5; // esi@1 int v6; // eax@2 int v7; // eax@4 // int result; // eax@5 // int *v9; // edx@8 // signed int v10; // ebx@10 // int v11; // edi@11 //Actor *v12; // esi@12 //unsigned __int16 v13; // ax@12 // int v14; // eax@22 //char v15; // zf@30 // int v16; // esi@32 // int v17; // ecx@34 // stru319 *v18; // eax@39 // int v19; // edx@39 // int v20; // ecx@41 // unsigned __int16 v21; // ax@42 // unsigned int v22; // [sp+8h] [bp-24h]@11 //unsigned int v23; // [sp+Ch] [bp-20h]@7 stru319 *v24; // [sp+10h] [bp-1Ch]@1 // unsigned int v25; // [sp+14h] [bp-18h]@8 // int *v26; // [sp+18h] [bp-14h]@8 // int v27; // [sp+1Ch] [bp-10h]@10 // int *v28; // [sp+20h] [bp-Ch]@10 //unsigned int v29; // [sp+24h] [bp-8h]@7 // int v30; // [sp+28h] [bp-4h]@6 // int i; // [sp+38h] [bp+Ch]@33 // signed int v32; // [sp+3Ch] [bp+10h]@32 v4 = 0; v5 = this; v24 = this; //if ( pRenderer->pRenderD3D ) { v6 = a3 != 0; if (a4) LOBYTE(v6) = v6 | 8; v7 = pGame->pVisInstance->PickClosestActor(OBJECT_Actor, pick_depth, v6, 657456, -1); if (v7 != -1) return (unsigned __int16)v7; else return 0; } /*else // software impl { v30 = 0; if ( pRenderer->pActiveZBuffer ) { if ( (signed int)viewparams->uScreen_topL_Y < (signed int)viewparams->uScreen_BttmR_Y ) { v9 = &pRenderer->pActiveZBuffer[viewparams->uScreen_topL_X + 640 * viewparams->uScreen_topL_Y]; v26 = &pRenderer->pActiveZBuffer[viewparams->uScreen_topL_X + 640 * viewparams->uScreen_topL_Y]; for ( v25 = viewparams->uScreen_BttmR_Y - viewparams->uScreen_topL_Y; v25; --v25 ) { if ( (signed int)viewparams->uScreen_topL_X < (signed int)viewparams->uScreen_BttmR_X ) { v28 = v9; v10 = v4; for ( v27 = viewparams->uScreen_BttmR_X - viewparams->uScreen_topL_X; v27; --v27 ) { v22 = *v28; v11 = *v28 & 0xFFFF; if (PID_TYPE(v11) == OBJECT_Actor) { if ( pActors[PID_ID(v11)].uAIState != Dead ) { if ( pActors[PID_ID(v11)].uAIState != Dying && pActors[PID_ID(v11)].uAIState != Removed && pActors[PID_ID(v11)].uAIState != Summoned && pActors[PID_ID(v11)].uAIState != Disabled && (!a3 || pActors[PID_ID(v11)].GetActorsRelation(0)) ) { if ( (!a4 || MonsterStats::BelongsToSupertype(pActors[PID_ID(v11)].pMonsterInfo.uID, MONSTER_SUPERTYPE_UNDEAD)) && v22 <= pick_depth << 16 ) { v14 = 0; if ( v10 > 0 ) { for ( v14; v14 < v30; ++v14 ) { if ( dword_50BDA0[v14] == v11 ) break; } } if ( v14 == v30 && v10 < 100 ) { ++v30; dword_50BC10[v10] = v22; dword_50BDA0[v10] = v11; ++v10; } } } } } ++v28; } v4 = v30; v5 = v24; } v9 = v26 + 640; v26 += 640; } } if ( v4 > 0 ) { v16 = (int)dword_50BC10.data(); for ( v32 = 1; v32 - 1 < v4; ++v32 ) { for ( i = v32; i < v4; ++i ) { v17 = dword_50BC10[i]; if ( dword_50BC10[i] < *(int *)v16 ) { dword_50BC10[i] = *(int *)v16; *(int *)v16 = v17; } } v16 += 4; } v5 = v24; if ( v4 > 0 ) { v18 = v24; for ( v19 = v4; v19; --v19 ) { *(int *)&v18->field_0 = (*(int *)&v18[(char *)dword_50BC10.data() - (char *)v24].field_0 >> 3) & 0x1FFF; v18 += 4; } } } v20 = 0; for ( *(int *)&v5[2000].field_0 = v4; v20 < v4; ++v20 ) { v21 = pActors[*(int *)&v5[4 * v20].field_0].uAIState; if ( v21 != 4 && v21 != 5 ) break; } if ( v20 != v4 ) { result = 8 * *(int *)&v5[4 * v20].field_0; LOBYTE(result) = result | 3; return result; } } } return 0;*/ } //----- (0042F4DA) -------------------------------------------------------- bool CheckActors_proximity() { signed int distance; // edi@1 int for_x; // ebx@5 int for_y; // [sp+Ch] [bp-10h]@5 int for_z; // [sp+10h] [bp-Ch]@5 distance = 5120; if ( uCurrentlyLoadedLevelType == LEVEL_Indoor) distance = 2560; if ( (signed int)uNumActors <= 0 ) return false; for ( uint i = 0; i < (signed int)uNumActors; ++i ) { for_x = abs(pActors[i].vInitialPosition.x - pParty->vPosition.x); for_y = abs(pActors[i].vInitialPosition.y - pParty->vPosition.y); for_z = abs(pActors[i].vInitialPosition.z - pParty->vPosition.z); if ( int_get_vector_length(for_x, for_y, for_z) < distance ) { if ( pActors[i].uAIState != Dead ) { if ( pActors[i].uAIState != Dying && pActors[i].uAIState != Removed && pActors[i].uAIState != Disabled && pActors[i].uAIState != Summoned && (pActors[i].ActorEnemy() || pActors[i].GetActorsRelation(0) ) ) return true; } } } return false; } //----- (00426A5A) -------------------------------------------------------- void Actor::LootActor() { signed int v2; // edi@1 unsigned __int8 v7; // al@30 char *v9; // [sp-4h] [bp-3Ch]@10 char *v10; // [sp-4h] [bp-3Ch]@31 char *v11; // [sp-4h] [bp-3Ch]@38 ItemGen Dst; // [sp+Ch] [bp-2Ch]@1 bool itemFound; // [sp+30h] [bp-8h]@1 int v14; // [sp+34h] [bp-4h]@1 pParty->sub_421B2C_PlaceInInventory_or_DropPickedItem(); Dst.Reset(); v2 = 0; itemFound = false; v14 = 0; if ( !ActorHasItem() ) { for (uchar i = 0; i < this->pMonsterInfo.uTreasureDiceRolls; i++ ) v14 += rand() % this->pMonsterInfo.uTreasureDiceSides + 1; if ( v14 ) { pParty->PartyFindsGold(v14, 0); viewparams->bRedrawGameUI = 1; } } else { if ( this->ActorHasItems[3].uItemID != 0 && this->ActorHasItems[3].GetItemEquipType() == EQUIP_GOLD ) { v14 = this->ActorHasItems[3].uSpecEnchantmentType; this->ActorHasItems[3].Reset(); if ( v14 ) { pParty->PartyFindsGold(v14, 0); viewparams->bRedrawGameUI = 1; } } } if ( this->uCarriedItemID ) { Dst.Reset(); Dst.uItemID = this->uCarriedItemID; v9 = pItemsTable->pItems[Dst.uItemID].pUnidentifiedName; if ( v14 ) sprintfex(pTmpBuf2.data(), pGlobalTXT_LocalizationStrings[490], v14, v9); else sprintfex(pTmpBuf2.data(), pGlobalTXT_LocalizationStrings[471], v9); ShowStatusBarString(pTmpBuf2.data(), 2); if ( Dst.GetItemEquipType() == 12 ) { Dst.uNumCharges = rand() % 6 + Dst.GetDamageMod() + 1; Dst.uMaxCharges = Dst.uNumCharges; } if ( pItemsTable->pItems[Dst.uItemID].uEquipType == 14 && Dst.uItemID != 220 ) Dst.uEnchantmentType = 2 * rand() % 4 + 2; pItemsTable->SetSpecialBonus(&Dst); if ( !pParty->AddItemToParty(&Dst) ) pParty->SetHoldingItem(&Dst); this->uCarriedItemID = 0; if ( this->ActorHasItems[0].uItemID ) { if ( !pParty->AddItemToParty(this->ActorHasItems) ) { pParty->sub_421B2C_PlaceInInventory_or_DropPickedItem(); pParty->SetHoldingItem(this->ActorHasItems); } this->ActorHasItems[0].Reset(); } if ( this->ActorHasItems[1].uItemID ) { if ( !pParty->AddItemToParty(&this->ActorHasItems[1]) ) { pParty->sub_421B2C_PlaceInInventory_or_DropPickedItem(); pParty->SetHoldingItem(&this->ActorHasItems[1]); } this->ActorHasItems[1].Reset(); } this->Remove(); return; } if ( this->ActorHasItem() ) { if ( this->ActorHasItems[3].uItemID ) { memcpy(&Dst, &this->ActorHasItems[3], sizeof(Dst)); this->ActorHasItems[3].Reset(); //v11 = pItemsTable->pItems[Dst.uItemID].pUnidentifiedName; if ( v14 ) sprintfex(pTmpBuf2.data(), pGlobalTXT_LocalizationStrings[490], v14, pItemsTable->pItems[Dst.uItemID].pUnidentifiedName); else sprintfex(pTmpBuf2.data(), pGlobalTXT_LocalizationStrings[471], pItemsTable->pItems[Dst.uItemID].pUnidentifiedName); ShowStatusBarString(pTmpBuf2.data(), 2); if ( !pParty->AddItemToParty(&Dst) ) pParty->SetHoldingItem(&Dst); itemFound = true; } } else { if ( rand() % 100 < this->pMonsterInfo.uTreasureDropChance && (v7 = this->pMonsterInfo.uTreasureLevel) != 0 ) { pItemsTable->GenerateItem(v7, this->pMonsterInfo.uTreasureType, &Dst); v10 = pItemsTable->pItems[Dst.uItemID].pUnidentifiedName; if ( v14 ) sprintfex(pTmpBuf2.data(), pGlobalTXT_LocalizationStrings[490], v14, v10);//Вы нашли ^I[%d] золот^L[ой;ых;ых] и предмет (%s)! else sprintfex(pTmpBuf2.data(), pGlobalTXT_LocalizationStrings[471], v10);//Вы нашли ^Pv[%s]! ShowStatusBarString(pTmpBuf2.data(), 2); if ( !pParty->AddItemToParty(&Dst) ) pParty->SetHoldingItem(&Dst); itemFound = true; } } if ( this->ActorHasItems[0].uItemID ) { if ( !pParty->AddItemToParty(this->ActorHasItems) ) { pParty->sub_421B2C_PlaceInInventory_or_DropPickedItem(); pParty->SetHoldingItem(this->ActorHasItems); itemFound = true; } this->ActorHasItems[0].Reset(); } if ( this->ActorHasItems[1].uItemID ) { if ( !pParty->AddItemToParty(&this->ActorHasItems[1]) ) { pParty->sub_421B2C_PlaceInInventory_or_DropPickedItem(); pParty->SetHoldingItem(&this->ActorHasItems[1]); itemFound = true; } this->ActorHasItems[1].Reset(); } if ( !itemFound || rand() % 100 < 90 )//for repeatedly get gold and item this->Remove(); } //----- (00427102) -------------------------------------------------------- bool Actor::_427102_IsOkToCastSpell( signed int a2 ) { switch(a2) { case SPELL_BODY_POWER_CURE: { if ( this->sCurrentHP >= (signed int)this->pMonsterInfo.uHP ) return false; return true; } case SPELL_LIGHT_DISPEL_MAGIC: { for (int i = 0; i < 20; i++) { if (pParty->pPartyBuffs[i].uExpireTime > 0) return true; } for ( int i = 1; i <= 4; i++ ) { for ( int j = 0; j < 22; j++ ) { if (pPlayers[i]->pPlayerBuffs[j].uExpireTime > 0) return true; } } return false; } case SPELL_LIGHT_DAY_OF_PROTECTION: { return this->pActorBuffs[ACTOR_BUFF_DAY_OF_PROTECTION].uExpireTime <= 0; break; } case SPELL_LIGHT_HOUR_OF_POWER: { return this->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uExpireTime <= 0; break; } case SPELL_DARK_PAIN_REFLECTION: { return this->pActorBuffs[ACTOR_BUFF_PAIN_REFLECTION].uExpireTime <= 0; break; } case SPELL_BODY_HAMMERHANDS: { return this->pActorBuffs[ACTOR_BUFF_PAIN_HAMMERHANDS].uExpireTime <= 0; break; } case SPELL_FIRE_HASTE: { return this->pActorBuffs[ACTOR_BUFF_HASTE].uExpireTime <= 0; break; } case SPELL_AIR_SHIELD: { return this->pActorBuffs[ACTOR_BUFF_SHIELD].uExpireTime <= 0; break; } case SPELL_EARTH_STONESKIN: { return this->pActorBuffs[ACTOR_BUFF_STONESKIN].uExpireTime <= 0; break; } case SPELL_SPIRIT_BLESS: { return this->pActorBuffs[ACTOR_BUFF_BLESS].uExpireTime <= 0; break; } case SPELL_SPIRIT_FATE: { return this->pActorBuffs[ACTOR_BUFF_FATE].uExpireTime <= 0; break; } case SPELL_SPIRIT_HEROISM: { return this->pActorBuffs[ACTOR_BUFF_HEROISM].uExpireTime <= 0; break; } default: return true; } } //----- (0042704B) -------------------------------------------------------- ABILITY_INDEX Actor::special_ability_use_check( int a2 ) { signed int okToCastSpell1; // ebx@5 signed int okToCastSpell2; // edi@5 if ( this->pMonsterInfo.uSpecialAbilityType == 2 && this->pMonsterInfo.uSpecialAbilityDamageDiceBonus < 3 && rand() % 100 < 5 ) this->SummonMinion(a2); okToCastSpell1 = this->_427102_IsOkToCastSpell(this->pMonsterInfo.uSpell1ID); okToCastSpell2 = this->_427102_IsOkToCastSpell(this->pMonsterInfo.uSpell2ID); if ( okToCastSpell1 && this->pMonsterInfo.uSpell1UseChance && rand() % 100 < this->pMonsterInfo.uSpell1UseChance ) return ABILITY_SPELL1; if ( okToCastSpell2 && this->pMonsterInfo.uSpell2UseChance && rand() % 100 < this->pMonsterInfo.uSpell2UseChance ) return ABILITY_SPELL2; if (this->pMonsterInfo.uAttack2Chance && rand() % 100 < this->pMonsterInfo.uAttack2Chance) return ABILITY_ATTACK2; return ABILITY_ATTACK1; } //----- (004273BB) -------------------------------------------------------- bool Actor::_4273BB_DoesHitOtherActor( Actor *defender, int a3, int a4 ) { signed int v6; // ebx@1 signed int v7; // esi@1 int armorSum; // ebx@10 signed int a2a; // [sp+18h] [bp+Ch]@1 v6 = defender->pMonsterInfo.uAC; v7 = 0; a2a = 0; if ( defender->pActorBuffs[ACTOR_BUFF_SOMETHING_THAT_HALVES_AC].uExpireTime > 0 ) v6 /= 2; if ( defender->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uExpireTime > 0 ) v7 = defender->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uPower; if ( defender->pActorBuffs[ACTOR_BUFF_STONESKIN].uExpireTime > 0 && defender->pActorBuffs[ACTOR_BUFF_STONESKIN].uPower > v7 ) v7 = defender->pActorBuffs[ACTOR_BUFF_STONESKIN].uPower; armorSum = v7 + v6; if ( this->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uExpireTime > 0 ) a2a = this->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uPower; if ( this->pActorBuffs[ACTOR_BUFF_BLESS].uExpireTime > 0 && this->pActorBuffs[ACTOR_BUFF_BLESS].uPower > a2a ) a2a = this->pActorBuffs[ACTOR_BUFF_BLESS].uPower; if ( this->pActorBuffs[ACTOR_BUFF_FATE].uExpireTime > 0 ) { a2a += this->pActorBuffs[ACTOR_BUFF_FATE].uPower; this->pActorBuffs[ACTOR_BUFF_FATE].Reset(); } return rand() % (armorSum + 2 * this->pMonsterInfo.uLevel + 10) + a2a + 1 > armorSum + 5; } //----- (004274AD) -------------------------------------------------------- bool Actor::ActorHitOrMiss(Player *pPlayer) { signed int v3; // edi@1 signed int v4; // esi@8 int v5; // esi@8 v3 = 0; if ( this->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uExpireTime > 0 ) v3 = this->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uPower; if ( this->pActorBuffs[ACTOR_BUFF_BLESS].uExpireTime > 0 && this->pActorBuffs[ACTOR_BUFF_BLESS].uPower > v3 ) v3 = this->pActorBuffs[ACTOR_BUFF_BLESS].uPower; if ( this->pActorBuffs[ACTOR_BUFF_FATE].uExpireTime > 0 ) { v3 += this->pActorBuffs[ACTOR_BUFF_FATE].uPower; this->pActorBuffs[ACTOR_BUFF_FATE].Reset(); } v4 = pPlayer->GetActualAC() + 2 * this->pMonsterInfo.uLevel + 10; v5 = rand() % v4 + 1; return (v3 + v5 > pPlayer->GetActualAC() + 5); } //----- (0042756B) -------------------------------------------------------- int Actor::CalcMagicalDamageToActor(DAMAGE_TYPE dmgType, signed int incomingDmg) { int v4; // edx@1 int v5; // ecx@1 signed int v6; // eax@4 signed int result; // eax@17 signed int v8; // esi@18 v4 = 0; v5 = 0; if ( this->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uExpireTime > 0 ) v5 = this->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uPower; switch ( dmgType ) { case DMGT_FIRE: v6 = this->pMonsterInfo.uResFire; v4 = v5; break; case DMGT_ELECTR: v6 = this->pMonsterInfo.uResAir; v4 = v5; break; case DMGT_COLD: v6 = this->pMonsterInfo.uResWater; v4 = v5; break; case DMGT_EARTH: v6 = this->pMonsterInfo.uResEarth; v4 = v5; break; case DMGT_PHISYCAL: v6 = this->pMonsterInfo.uResPhysical; break; case DMGT_SPIRIT: v6 = this->pMonsterInfo.uResSpirit; break; case DMGT_MIND: v6 = this->pMonsterInfo.uResMind; v4 = v5; break; case DMGT_BODY: v6 = this->pMonsterInfo.uResBody; v4 = v5; break; case DMGT_LIGHT: v6 = this->pMonsterInfo.uResLight; break; case DMGT_DARK: v6 = this->pMonsterInfo.uResDark; break; default: v6 = 0; break; } if ( v6 < 200 ) { v8 = v4 + v6 + 30; for (int i = 0; i < 4; i++) { if ( rand() % v8 < 30 ) break; incomingDmg /= 2; } result = incomingDmg; } else result = 0; return result; } //----- (00427662) -------------------------------------------------------- bool Actor::DoesDmgTypeDoDamage(DAMAGE_TYPE uType) { signed int resist; // esi@2 bool result; // eax@13 switch ( uType ) { case 0: resist = this->pMonsterInfo.uResFire; break; case 1: resist = this->pMonsterInfo.uResAir; break; case 2: resist = this->pMonsterInfo.uResWater; break; case 3: resist = this->pMonsterInfo.uResEarth; break; case 4: resist = this->pMonsterInfo.uResPhysical; break; case 6: resist = this->pMonsterInfo.uResSpirit; break; case 7: resist = this->pMonsterInfo.uResMind; case 8: resist = this->pMonsterInfo.uResBody; break; case 9: resist = this->pMonsterInfo.uResLight; break; case 10: resist = this->pMonsterInfo.uResDark; break; default: return 1; } if ( resist < 200 ) result = rand() % ((this->pMonsterInfo.uLevel >> 2) + resist + 30) < 30; else result = 0; return result; } //----- (00448A98) -------------------------------------------------------- void __fastcall ToggleActorGroupFlag(unsigned int uGroupID, unsigned int uFlag, unsigned int bToggle) { if ( uGroupID ) { if ( bToggle ) { for ( uint i = 0; i < (unsigned int)uNumActors; ++i ) { if ( pActors[i].uGroup == uGroupID ) { pActors[i].uAttributes |= uFlag; if ( uFlag == 0x10000 ) { pActors[i].uAIState = Disabled; pActors[i].UpdateAnimation(); } } } } else { for ( uint i = 0; i < (unsigned int)uNumActors; ++i ) { if ( pActors[i].uGroup == uGroupID ) { if ( uFlag == 0x10000 ) { if ( pActors[i].uAIState != Dead ) { if ( pActors[i].uAIState != 4 && pActors[i].uAIState != 11 ) pActors[i].uAIState = Standing; } } LODWORD(pActors[i].uAttributes) &= ~uFlag; } } } } } //----- (004014E6) -------------------------------------------------------- void Actor::MakeActorAIList_ODM() { int v1; // eax@4 unsigned int v7; // ST20_4@10 int distance; // edi@10 int v10; // ebx@14 int v21; // [sp+Ch] [bp-14h]@4 int v22; // [sp+10h] [bp-10h]@4 pParty->uFlags &= 0xFFFFFFCF;//~0x30 ai_arrays_size = 0; for (uint i = 0; i < uNumActors; ++i) { Actor* actor = &pActors[i]; actor->ResetAlive();//~0x400 if (!actor->CanAct()) { actor->ResetActive(); continue; } v22 = abs(pParty->vPosition.z - actor->vPosition.z); v21 = abs(pParty->vPosition.y - actor->vPosition.y); v1 = abs(pParty->vPosition.x - actor->vPosition.x); v7 = int_get_vector_length(v22, v21, v1); distance = v7 - actor->uActorRadius; if ( distance < 0 ) distance = 0; if (distance < 5632) { actor->ResetHostile(); if ( actor->ActorEnemy() || actor->GetActorsRelation(0) ) { //v11 = (pParty->uFlags & 0x10) == 0; actor->uAttributes |= ACTOR_HOSTILE; if (distance < 5120 ) pParty->SetYellowAlert(); if (distance < 307) pParty->SetRedAlert(); } actor->uAttributes |= ACTOR_ACTIVE; ai_near_actors_distances[ai_arrays_size] = distance; ai_near_actors_ids[ai_arrays_size++] = i; } else actor->ResetActive(); } /* result = v27; if ( v27 > 0 ) { v14 = 0; v15 = 1; v26 = 1; do { while ( 1 ) { v24 = v15; if ( v15 >= result ) break; v16 = ai_near_actors_distances[v14]; if ( v16 > ai_near_actors_distances[v15] ) { v17 = &ai_near_actors_ids[v15]; v18 = ai_near_actors_ids[v14]; ai_near_actors_ids[v14] = *v17; *v17 = v18; v15 = v24; ai_near_actors_distances[v14] = ai_near_actors_distances[v24]; ai_near_actors_distances[v24] = v16; } result = v27; ++v15; } ++v14; v15 = v26 + 1; v26 = v15; } while ( v15 - 1 < result ); }*/ for (uint i = 0; i < ai_arrays_size; ++i) for (uint j = 0; j < i; ++j) if (ai_near_actors_distances[j] > ai_near_actors_distances[i]) { int tmp = ai_near_actors_distances[j]; ai_near_actors_distances[j] = ai_near_actors_distances[i]; ai_near_actors_distances[i] = tmp; tmp = ai_near_actors_ids[j]; ai_near_actors_ids[j] = ai_near_actors_ids[i]; ai_near_actors_ids[i] = tmp; } if (ai_arrays_size > 30) ai_arrays_size = 30; for (uint i = 0; i < ai_arrays_size; ++i) pActors[ai_near_actors_ids[i]].uAttributes |= ACTOR_ALIVE;//0x400 } //----- (004016FA) -------------------------------------------------------- int Actor::MakeActorAIList_BLV() { int v1; // eax@4 int distance; // edi@10 int v13; // edx@24 int v15; // ebx@26 unsigned int v17; // esi@27 int v18; // ecx@31 signed int v19; // edi@31 signed int v25; // eax@40 int j; // edi@45 int v30; // eax@48 int v37; // [sp+Ch] [bp-18h]@1 int v38; // [sp+10h] [bp-14h]@4 int v39; // [sp+14h] [bp-10h]@4 int i; // [sp+18h] [bp-Ch]@31 uint v45; // [sp+20h] [bp-4h]@1 // __debugbreak(); // refactor for blv ai pParty->uFlags &= 0xFFFFFFCF;//~0x30 v37 = pIndoor->GetSector(pParty->vPosition.x, pParty->vPosition.y, pParty->vPosition.z); v45 = 0; for ( uint i = 0; i < (signed int)uNumActors; ++i ) { pActors[i].ResetAlive();//~0x0400 if ( !pActors[i].CanAct() ) { pActors[i].ResetActive(); continue; } v1 = abs(pParty->vPosition.x - pActors[i].vPosition.x); v38 = abs(pParty->vPosition.y - pActors[i].vPosition.y); v39 = abs(pParty->vPosition.z - pActors[i].vPosition.z); distance = int_get_vector_length(v39, v38, v1) - pActors[i].uActorRadius; if ( distance < 0 ) distance = 0; if ( distance < 10240 ) { pActors[i].ResetHostile();//~0x01000000 if ( pActors[i].ActorEnemy() || pActors[i].GetActorsRelation(0) ) { pActors[i].uAttributes |= ACTOR_HOSTILE; if ( !(pParty->uFlags & 0x10) && (double)distance < 307.2 ) pParty->SetRedAlert(); if ( !(pParty->uFlags & 0x20) && distance < 5120 ) pParty->SetYellowAlert(); } ai_near_actors_distances[v45] = distance; ai_near_actors_ids[v45] = i; v45++; } else pActors[i].ResetActive(); } v13 = 0; if ( v45 > 0 ) { for ( uint i = 1; i < v45; i++ ) { for ( uint j = 1; j < v45; ++j ) { v15 = ai_near_actors_distances[v13]; if ( ai_near_actors_distances[v13] > ai_near_actors_distances[j] ) { v17 = ai_near_actors_ids[v13]; ai_near_actors_ids[v13] = ai_near_actors_ids[j]; ai_near_actors_ids[j] = v17; ai_near_actors_distances[v13] = ai_near_actors_distances[j]; ai_near_actors_distances[j] = v15; } } ++v13; } } v18 = 0; v19 = 0; for ( i = 0; i < v45; i++ ) { if ( pActors[ai_near_actors_ids[i]].ActorNearby() || sub_4070EF_prolly_detect_player(PID(OBJECT_Actor,ai_near_actors_ids[i]), 4) ) { pActors[ai_near_actors_ids[i]].uAttributes |= ACTOR_NEARBY; ai_array_4F6638_actor_ids[v19] = ai_near_actors_ids[i]; ai_array_4F5E68[v19++] = ai_near_actors_distances[i]; if ( v19 >= 30 ) break; } } ai_arrays_size = v19; if ( (signed int)uNumActors > 0 ) { for ( uint i = 0; i < (signed int)uNumActors; ++i ) { if ( pActors[i].CanAct() && pActors[i].uSectorID == v37 ) { v25 = 0; if ( v19 <= 0 ) { pActors[i].uAttributes |= ACTOR_ACTIVE; ai_array_4F6638_actor_ids[ai_arrays_size++] = i; } else { while ( ai_array_4F6638_actor_ids[v25] != i ) { ++v25; if ( v25 >= v19 ) { pActors[i].uAttributes |= ACTOR_ACTIVE; ai_array_4F6638_actor_ids[ai_arrays_size++] = i; break; } } } } } } for ( j = 0; j < v45; ++j ) { if ( pActors[ai_near_actors_ids[j]].uAttributes & 0xC000 && pActors[ai_near_actors_ids[j]].CanAct() ) { v30 = 0; if ( ai_arrays_size <= 0 ) ai_array_4F6638_actor_ids[ai_arrays_size++] = ai_near_actors_ids[j]; else { while ( ai_array_4F6638_actor_ids[v30] != ai_near_actors_ids[j] ) { ++v30; if ( v30 >= ai_arrays_size ) { ai_array_4F6638_actor_ids[ai_arrays_size++] = ai_near_actors_ids[j]; break; } } } } } if ( ai_arrays_size > 30 ) ai_arrays_size = 30; memcpy(ai_near_actors_ids.data(), ai_array_4F6638_actor_ids.data(), 4 * ai_arrays_size); memcpy(ai_near_actors_distances.data(), ai_array_4F5E68.data(), 4 * ai_arrays_size); for ( uint i = 0; i < ai_arrays_size; i++ ) pActors[ai_near_actors_ids[i]].uAttributes |= ACTOR_ALIVE;//0x400 return ai_arrays_size; } //----- (004070EF) -------------------------------------------------------- bool __fastcall sub_4070EF_prolly_detect_player(unsigned int uObjID, unsigned int uObj2ID) { signed int v2; // eax@1 int obj1_sector; // eax@4 float v8; // ST24_4@5 signed int v12; // eax@7 int obj2_z; // edi@11 int obj2_x; // esi@11 int obj2_sector; // eax@13 float v20; // ST24_4@14 int dist_x; // ebx@16 signed int dist_3d; // ecx@16 int v25; // eax@18 BLVFace *v29; // ebx@32 Vec3_short_ *v30; // esi@32 int v31; // eax@32 int v32; // ST50_4@44 int v33; // ST54_4@44 int v34; // eax@44 signed int v38; // esi@45 __int16 next_sector; // bx@58 int v47; // [sp+18h] [bp-50h]@20 int v48; // [sp+1Ch] [bp-4Ch]@20 int v49; // [sp+20h] [bp-48h]@20 int dist_z; // [sp+24h] [bp-44h]@16 signed int higher_z; // [sp+24h] [bp-44h]@27 signed int lower_z; // [sp+28h] [bp-40h]@26 signed int higher_y; // [sp+2Ch] [bp-3Ch]@23 signed int lower_y; // [sp+30h] [bp-38h]@22 signed int higher_x; // [sp+34h] [bp-34h]@21 signed int lower_x; // [sp+38h] [bp-30h]@20 signed int sectors_visited; // [sp+3Ch] [bp-2Ch]@28 int v58; // [sp+44h] [bp-24h]@50 int v59; // [sp+48h] [bp-20h]@44 int obj2_y; // [sp+50h] [bp-18h]@11 int obj1_x; // [sp+58h] [bp-10h]@4 int obj1_y; // [sp+5Ch] [bp-Ch]@4 int obj1_z; // [sp+60h] [bp-8h]@4 int current_sector; // [sp+64h] [bp-4h]@7 int dist_y; int v70; v2 = PID_ID(uObjID); switch( PID_TYPE(uObjID) ) { case OBJECT_Decoration: obj1_x = pLevelDecorations[v2].vPosition.x; obj1_y = pLevelDecorations[v2].vPosition.y; obj1_z = pLevelDecorations[v2].vPosition.z; obj1_sector = pIndoor->GetSector(obj1_x, obj1_y, obj1_z); break; case OBJECT_Actor: obj1_x = pActors[v2].vPosition.x; obj1_y = pActors[v2].vPosition.y; v8 = (double)pActors[v2].uActorHeight * 0.69999999; //v9 = v8 + 6.7553994e15; //obj1_z = LODWORD(v9) + pActors[v2].vPosition.z; obj1_z = (int)v8 + pActors[v2].vPosition.z; obj1_sector = pActors[v2].uSectorID; break; case OBJECT_Item: obj1_x = pSpriteObjects[v2].vPosition.x; obj1_y = pSpriteObjects[v2].vPosition.y; obj1_z = pSpriteObjects[v2].vPosition.z; obj1_sector = pSpriteObjects[v2].uSectorID; break; default: return 0; } v12 = PID_ID(uObj2ID); switch( PID_TYPE(uObj2ID) ) { case OBJECT_Decoration: obj2_z = pLevelDecorations[v12].vPosition.z; obj2_x = pLevelDecorations[v12].vPosition.x; obj2_y = pLevelDecorations[v12].vPosition.y; obj2_sector = pIndoor->GetSector(obj2_x, obj2_y, obj2_z); break; case OBJECT_Player: obj2_x = pParty->vPosition.x; obj2_z = pParty->sEyelevel + pParty->vPosition.z; obj2_y = pParty->vPosition.y; obj2_sector = pIndoor->GetSector(pParty->vPosition.x, pParty->vPosition.y, pParty->sEyelevel + pParty->vPosition.z); break; case OBJECT_Actor: obj2_y = pActors[v12].vPosition.y; obj2_x = pActors[v12].vPosition.x; v20 = (double)pActors[v12].uActorHeight * 0.69999999; //v21 = v20 + 6.7553994e15; //obj2_z = LODWORD(v21) + pActors[v12].vPosition.z; obj2_z = (int)v20 + pActors[v12].vPosition.z; obj2_sector = pActors[v12].uSectorID; break; case OBJECT_Item: obj2_x = pSpriteObjects[v12].vPosition.x; obj2_z = pSpriteObjects[v12].vPosition.z; obj2_y = pSpriteObjects[v12].vPosition.y; obj2_sector = pSpriteObjects[v12].uSectorID; break; default: return 0; } dist_x = obj2_x - obj1_x; dist_z = obj2_z - obj1_z; dist_y = obj2_y - obj1_y; dist_3d = integer_sqrt(dist_x * dist_x + dist_y * dist_y + dist_z * dist_z); //range check if ( dist_3d > 5120 ) return 0; if ( uCurrentlyLoadedLevelType == LEVEL_Outdoor) return 1; v25 = 65536; if ( dist_3d ) v25 = 65536 / dist_3d; v49 = dist_x * v25; v47 = dist_z * v25; v48 = dist_y * v25; if ( obj1_x < obj2_x ) { lower_x = obj1_x; higher_x = obj2_x; } else { lower_x = obj2_x; higher_x = obj1_x; } if ( obj1_y < obj2_y ) { lower_y = obj1_y; higher_y = obj2_y; } else { lower_y = obj2_y; higher_y = obj1_y; } if ( obj1_z < obj2_z ) { lower_z = obj1_z; higher_z = obj2_z; } else { lower_z = obj2_z; higher_z = obj1_z; } sectors_visited = 0; //monster in same sector with player if ( obj1_sector == obj2_sector ) return 1; //search starts from monster current_sector = obj1_sector; for( int current_portal = 0; current_portal < pIndoor->pSectors[current_sector].uNumPortals; current_portal++ ) { v29 = &pIndoor->pFaces[pIndoor->pSectors[current_sector].pPortals[current_portal]]; v30 = &pIndoor->pVertices[*v29->pVertexIDs]; v31 = v29->pFacePlane_old.vNormal.z * (v30->z - obj1_z) + v29->pFacePlane_old.vNormal.y * (v30->y - obj1_y) + v29->pFacePlane_old.vNormal.x * (v30->x - obj1_x); if ( current_sector != v29->uSectorID ) v31 = -v31; if ( v31 >= 0 && v30->x != obj1_x && v30->y != obj1_y && v30->z != obj1_z) continue; if( lower_x > v29->pBounding.x2 || higher_x < v29->pBounding.x1 || lower_y > v29->pBounding.y2 || higher_y < v29->pBounding.y1 || lower_z > v29->pBounding.z2 || higher_z < v29->pBounding.z1 ) { continue; } v32 = fixpoint_mul(v29->pFacePlane_old.vNormal.x,v49); v34 = fixpoint_mul(v29->pFacePlane_old.vNormal.y,v48); v33 = fixpoint_mul(v29->pFacePlane_old.vNormal.z,v47); v59 = v32 + v33 + v34; if ( v59 ) { v70 = v29->pFacePlane_old.dist + obj1_z * v29->pFacePlane_old.vNormal.z + obj1_x * v29->pFacePlane_old.vNormal.x + obj1_y * v29->pFacePlane_old.vNormal.y; v38 = -v70; // if ( v59 <= 0 ^ v70 <= 0 ) /* TEMPORARY if ( v59 <= 0 && v70 <= 0 ) { continue; } if ( !(v59 <= 0 && v70 <= 0) ) { continue; } */ if( abs(v38) >> 14 > abs(v59) ) continue; v58 = fixpoint_div(v38,v59); if( v58 < 0 ) continue; if(!sub_4075DB(obj1_x + ((fixpoint_mul(v49,v58) + 32768) >> 16), obj1_y + ((fixpoint_mul(v48,v58) + 32768) >> 16), obj1_z + ((fixpoint_mul(v47,v58) + 32768) >> 16), v29) ) { continue; } //if there is no next sector turn back if ( v29->uSectorID == current_sector ) next_sector = v29->uBackSectorID; else next_sector = v29->uSectorID; //no more portals, quit if ( next_sector == current_sector ) break; ++sectors_visited; current_sector = next_sector; //found player, quit if ( next_sector == obj2_sector ) return 1; current_sector = next_sector; //did we hit limit for portals? //does the next room have portals? if ( sectors_visited < 30 && pIndoor->pSectors[current_sector].uNumPortals > 0) { current_portal=-1; continue; } else break; } } //did we stop in the sector where player is? if ( current_sector != obj2_sector ) return 0; return 1; } //----- (00450B0A) -------------------------------------------------------- bool __fastcall SpawnActor(unsigned int uMonsterID) { unsigned int v1; // ebx@1 bool result; // eax@2 unsigned int v6; // ecx@5 Actor actor; // [sp+4h] [bp-350h]@5 Vec3_int_ pOut; // [sp+348h] [bp-Ch]@5 v1 = uMonsterID; if ( uNumActors == 499 ) result = 0; else { if ( (signed int)uMonsterID >= (signed int)pMonsterList->uNumMonsters ) v1 = 0; memset(&actor, 0, sizeof(Actor)); strcpy(actor.pActorName, pMonsterStats->pInfos[v1 + 1].pName); actor.sCurrentHP = LOWORD(pMonsterStats->pInfos[v1 + 1].uHP); memcpy(&actor.pMonsterInfo, &pMonsterStats->pInfos[v1 + 1], sizeof(MonsterInfo)); actor.word_000086_some_monster_id = v1 + 1; actor.uActorRadius = pMonsterList->pMonsters[v1].uMonsterRadius; actor.uActorHeight = pMonsterList->pMonsters[v1].uMonsterHeight; actor.uMovementSpeed = pMonsterList->pMonsters[v1].uMovementSpeed; Vec3_int_::Rotate(200, pParty->sRotationY, 0, pParty->vPosition, &pOut.x, &pOut.z, &pOut.y); actor.vInitialPosition.x = pOut.x; actor.vPosition.x = pOut.x; actor.uTetherDistance = 256; actor.vInitialPosition.y = LOWORD(pOut.z); actor.vPosition.y = LOWORD(pOut.z); actor.vInitialPosition.z = LOWORD(pOut.y); actor.vPosition.z = LOWORD(pOut.y); pSprites_LOD->DeleteSomeSprites(); pPaletteManager->ResetNonTestLocked(); v6 = uNumActors - 1; if ( dword_5C6DF8 == 1 ) { dword_5C6DF8 = 0; v6 = uNumActors++; } memcpy(&pActors[v6], &actor, sizeof(Actor)); pActors[v6].PrepareSprites(1); result = 1; } return result; } // 5C6DF8: using guessed type int dword_5C6DF8; //----- (0044FA4C) -------------------------------------------------------- signed int __fastcall sub_44FA4C_spawn_light_elemental(int a1, int a2, int a3) { signed int result; // eax@13 int v10; // ebx@16 const char *v15; // [sp-4h] [bp-24h]@2 unsigned int uFaceID; // [sp+8h] [bp-18h]@16 int v19; // [sp+Ch] [bp-14h]@16 size_t v20; // [sp+10h] [bp-10h]@6 int v21; // [sp+14h] [bp-Ch]@14 unsigned int v23; // [sp+1Ch] [bp-4h]@6 if ( a2 == 4 ) v15 = "Elemental Light C"; else if ( a2 == 3 ) v15 = "Elemental Light B"; else v15 = "Elemental Light A"; v23 = pMonsterList->GetMonsterIDByName(v15); v20 = 0; for ( v20; v20 < uNumActors; v20++ ) { if ( pActors[v20].uAIState == Removed ) break; } result = uNumActors + 1; if ( v20 != uNumActors || result < 500 ) { v21 = 0; if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) v21 = pIndoor->GetSector(pParty->vPosition.x, pParty->vPosition.y, pParty->vPosition.z); v19 = (((uCurrentlyLoadedLevelType != LEVEL_Outdoor) - 1) & 0x40) + 64; pActors[v20].Reset(); strcpy(pActors[v20].pActorName, pMonsterStats->pInfos[v23 + 1].pName); pActors[v20].sCurrentHP = pMonsterStats->pInfos[v23 + 1].uHP; memcpy(&pActors[v20].pMonsterInfo, &pMonsterStats->pInfos[v23 + 1], sizeof(MonsterInfo)); pActors[v20].word_000086_some_monster_id = v23 + 1; pActors[v20].uActorRadius = pMonsterList->pMonsters[v23].uMonsterRadius; pActors[v20].uActorHeight = pMonsterList->pMonsters[v23].uMonsterHeight; pActors[v20].pMonsterInfo.uTreasureDiceRolls = 0; pActors[v20].pMonsterInfo.uTreasureType = 0; pActors[v20].pMonsterInfo.uExp = 0; pActors[v20].uMovementSpeed = pMonsterList->pMonsters[v23].uMovementSpeed; v10 = rand() % 2048; pActors[v20].vInitialPosition.x = pParty->vPosition.x + fixpoint_mul(stru_5C6E00->Cos(v10), v19); pActors[v20].vPosition.x = pActors[v20].vInitialPosition.x; pActors[v20].vInitialPosition.y = pParty->vPosition.y + fixpoint_mul(stru_5C6E00->Sin(v10), v19); pActors[v20].vPosition.y = pActors[v20].vInitialPosition.y; pActors[v20].vInitialPosition.z = pParty->vPosition.z; pActors[v20].vPosition.z = pActors[v20].vInitialPosition.z; pActors[v20].uTetherDistance = 256; pActors[v20].uSectorID = v21; pActors[v20].PrepareSprites(0); pActors[v20].pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Friendly; pActors[v20].uAlly = 9999; pActors[v20].uGroup = 0; pActors[v20].uCurrentActionTime = 0; pActors[v20].uAIState = Summoned; pActors[v20].uCurrentActionLength = 256; pActors[v20].UpdateAnimation(); result = pIndoor->GetSector(pActors[v20].vPosition.x, pActors[v20].vPosition.y, pActors[v20].vPosition.z); if ( uCurrentlyLoadedLevelType == LEVEL_Outdoor || result == v21 && (result = BLV_GetFloorLevel(pActors[v20].vPosition.x, pActors[v20].vPosition.y, pActors[v20].vPosition.z, result, &uFaceID), result != -30000) && (result = abs(result - pParty->vPosition.z), result <= 1024) ) { if ( v20 == uNumActors ) ++uNumActors; pActors[v20].uSummonerID = PID(OBJECT_Player, a1); result = pActors[v20].pActorBuffs[ACTOR_BUFF_SUMMONED].Apply(pParty->uTimePlayed + (a3 * 128) / 30.0f, a2, a1, 0, 0); } } return result; } //----- (0044F57C) -------------------------------------------------------- void SpawnEncounter(MapInfo *pMapInfo, SpawnPointMM7 *spawn, int a3, int a4, int a5) { int v7; // eax@2 char v8; // zf@5 int v12; // edx@9 int v18; // esi@31 Actor *pMonster; // esi@35 int v23; // edx@36 signed int v24; // edi@36 int v25; // ecx@36 MonsterDesc *v27; // edi@48 signed int v28; // eax@48 int v32; // eax@50 int v37; // eax@51 int v38; // eax@52 int v39; // edi@52 std::string v40; // [sp-18h] [bp-100h]@60 const char *v44; // [sp-8h] [bp-F0h]@13 char *pTexture; // [sp-4h] [bp-ECh]@9 char Str[32]; // [sp+Ch] [bp-DCh]@60 char Str2[120]; // [sp+2Ch] [bp-BCh]@29 unsigned int uFaceID; // [sp+A4h] [bp-44h]@52 MonsterInfo *Src; // [sp+A8h] [bp-40h]@50 int v50; // [sp+ACh] [bp-3Ch]@47 char Source[32]; // [sp+B0h] [bp-38h]@20 int v52; // [sp+D0h] [bp-18h]@34 int v53; // [sp+D4h] [bp-14h]@34 int pSector; // [sp+D8h] [bp-10h]@32 int pPosX; // [sp+DCh] [bp-Ch]@32 int v56; // [sp+E0h] [bp-8h]@8 int v57; // [sp+E4h] [bp-4h]@1 //auto a2 = spawn; v57 = 0; //v5 = pMapInfo; //v6 = spawn; if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) v7 = pOutdoor->ddm.field_C_alert; else if (uCurrentlyLoadedLevelType == LEVEL_Outdoor) v7 = pIndoor->dlv.field_C_alert; else v7 = 0; if (v7) v8 = (spawn->uAttributes & 1) == 0; else v8 = (spawn->uAttributes & 1) == 1; if (v8) return; //result = (void *)(spawn->uIndex - 1); v56 = 1; switch (spawn->uIndex - 1) { case 0: //v9 = pMapInfo->uEncounterMonster1AtLeast; //v10 = rand(); //v11 = pMapInfo->uEncounterMonster1AtMost; //pTexture = pMapInfo->pEncounterMonster1Texture; v12 = rand() % (pMapInfo->uEncounterMonster1AtMost - pMapInfo->uEncounterMonster1AtLeast + 1); //v13 = pMapInfo->Dif_M1; v57 = pMapInfo->Dif_M1; v56 = pMapInfo->uEncounterMonster1AtLeast + v12; strcpy(Source, pMapInfo->pEncounterMonster1Texture); break; case 3: //pTexture = pMapInfo->pEncounterMonster1Texture; //v44 = "%s A"; sprintf(Source, "%s A", pMapInfo->pEncounterMonster1Texture); break; case 4: //pTexture = pMapInfo->pEncounterMonster2Texture; //v44 = "%s A"; sprintf(Source, "%s A", pMapInfo->pEncounterMonster2Texture); break; case 5: //pTexture = pMapInfo->pEncounterMonster3Texture; //v44 = "%s A"; sprintf(Source, "%s A", pMapInfo->pEncounterMonster3Texture); break; case 1: //v9 = pMapInfo->uEncounterMonster2AtLeast; //v14 = rand(); //v15 = pMapInfo->uEncounterMonster2AtMost; //pTexture = pMapInfo->pEncounterMonster2Texture; v12 = rand() % (pMapInfo->uEncounterMonster2AtMost - pMapInfo->uEncounterMonster2AtLeast + 1); //v13 = pMapInfo->Dif_M2; v57 = pMapInfo->Dif_M2; v56 = pMapInfo->uEncounterMonster2AtLeast + v12; strcpy(Source, pMapInfo->pEncounterMonster2Texture); break; case 6: //pTexture = pMapInfo->pEncounterMonster1Texture; //v44 = "%s B"; sprintf(Source, "%s B", pMapInfo->pEncounterMonster1Texture); break; case 7: //pTexture = pMapInfo->pEncounterMonster2Texture; //v44 = "%s B"; sprintf(Source, "%s B", pMapInfo->pEncounterMonster2Texture); break; case 8: //pTexture = pMapInfo->pEncounterMonster3Texture; //v44 = "%s B"; sprintf(Source, "%s B", pMapInfo->pEncounterMonster3Texture); break; case 2: //v9 = pMapInfo->uEncounterMonster3AtLeast; //v16 = rand(); //v17 = pMapInfo->uEncounterMonster3AtMost; //pTexture = pMapInfo->pEncounterMonster3Texture; v12 = rand() % (pMapInfo->uEncounterMonster3AtMost - pMapInfo->uEncounterMonster3AtLeast + 1); //v13 = pMapInfo->Dif_M3; v57 = pMapInfo->Dif_M3; v56 = pMapInfo->uEncounterMonster3AtLeast + v12; strcpy(Source, pMapInfo->pEncounterMonster3Texture); break; case 9: //pTexture = pMapInfo->pEncounterMonster1Texture; //v44 = "%s C"; sprintf(Source, "%s C", pMapInfo->pEncounterMonster1Texture); break; case 10: //pTexture = pMapInfo->pEncounterMonster2Texture; //v44 = "%s C"; sprintf(Source, "%s C", pMapInfo->pEncounterMonster2Texture); break; case 11: //pTexture = pMapInfo->pEncounterMonster3Texture; //v44 = "%s C"; sprintf(Source, "%s C", pMapInfo->pEncounterMonster3Texture); break; default: return; } if (Source[0] == '0') return; v57 += a3; if ( v57 > 4 ) v57 = 4; strcpy(Str2, Source); if ( a4 ) v56 = a4; v18 = v56; if ( (signed int)(v56 + uNumActors) >= 500 ) return; pSector = 0; pPosX = spawn->vPosition.x; a4 = spawn->vPosition.y; a3 = spawn->vPosition.z; if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) pSector = pIndoor->GetSector(spawn->vPosition.x, spawn->vPosition.y, spawn->vPosition.z); v53 = 0; v52 = (((uCurrentlyLoadedLevelType != LEVEL_Outdoor) - 1) & 0x40) + 64; if ( v18 <= 0 ) return; for (uint i = v53; i < v56; ++i) { pMonster = &pActors[uNumActors]; pActors[uNumActors].Reset(); if ( v57 ) { v23 = rand() % 100; v24 = 3; v25 = (unsigned __int16)word_4E8152[3 * v57]; if ( v23 >= v25 ) { if ( v23 < v25 + (unsigned __int16)word_4E8152[3 * v57 + 1] ) v24 = 2; } else v24 = 1; if ( v24 == 1 ) { pTexture = Source; v44 = "%s A"; } else { if ( v24 == 2 ) { pTexture = Source; v44 = "%s B"; } else { if ( v24 != 3 ) continue; pTexture = Source; v44 = "%s C"; } } sprintf(Str2, v44, pTexture); } v50 = pMonsterList->GetMonsterIDByName(Str2); pTexture = Str2; if ( (signed __int16)v50 == -1 ) { sprintf(Str, "Can't create random monster: '%s'! See MapStats.txt and Monsters.txt!", pTexture); MessageBoxA(nullptr, Str, nullptr, 0); ExitProcess(0); } v27 = &pMonsterList->pMonsters[(signed __int16)v50]; v28 = pMonsterStats->FindMonsterByTextureName(pTexture); if ( !v28 ) v28 = 1; Src = &pMonsterStats->pInfos[v28]; strcpy(pMonster->pActorName, Src->pName); pMonster->sCurrentHP = Src->uHP; assert(sizeof(MonsterInfo) == 88); memcpy(&pMonster->pMonsterInfo, Src, sizeof(MonsterInfo));//Uninitialized portail memory access pMonster->word_000086_some_monster_id = v50 + 1; pMonster->uActorRadius = v27->uMonsterRadius; pMonster->uActorHeight = v27->uMonsterHeight; pMonster->uMovementSpeed = v27->uMovementSpeed; pMonster->vInitialPosition.x = spawn->vPosition.x; pMonster->vPosition.x = spawn->vPosition.x; pMonster->uTetherDistance = 256; pMonster->vInitialPosition.y = a4; pMonster->vPosition.y = a4; pMonster->vInitialPosition.z = a3; pMonster->vPosition.z = a3; pMonster->uSectorID = pSector; pMonster->uGroup = spawn->uGroup; pMonster->PrepareSprites(0); pMonster->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Friendly; v32 = rand(); a3 = fixpoint_mul(stru_5C6E00->Cos(v32 % 2048), v52); pPosX = a3 + spawn->vPosition.x; a3 = fixpoint_mul(stru_5C6E00->Sin(v32 % 2048), v52); a4 = a3 + spawn->vPosition.y; a3 = spawn->vPosition.z; if ( uCurrentlyLoadedLevelType == LEVEL_Outdoor ) { if ( a5 ) pMonster->uAttributes |= ACTOR_AGGRESSOR; ++uNumActors; continue; } v37 = pIndoor->GetSector(pPosX, a4, spawn->vPosition.z); if ( v37 == pSector ) { v38 = BLV_GetFloorLevel(pPosX, a4, a3, v37, &uFaceID); v39 = v38; if ( v38 != -30000 ) { if ( abs(v38 - a3) <= 1024 ) { a3 = v39; if ( a5 ) pMonster->uAttributes |= ACTOR_AGGRESSOR; ++uNumActors; continue; } } } ; //v53 = (char *)v53 + 1; //result = v53; } //while ( (signed int)v53 < v56 ); } //----- (00438F8F) -------------------------------------------------------- void area_of_effect__damage_evaluate() { int attacker_type; // ecx@3 signed int v3; // eax@3 unsigned int target_id; // edi@6 int target_type; // eax@6 int v10; // edi@8 Vec3_int_ attacker_coord; // ST04_12@9 // int v12; // ST0C_4@10 int v15; // edx@15 int v19; // edi@15 int v23; // edx@18 int v24; // eax@18 // int v30; // eax@29 int v31; // edx@29 int v32; // eax@29 int v33; // ST24_4@29 SpriteObject *v36; // [sp+0h] [bp-28h]@0 int attacker_id; // [sp+10h] [bp-18h]@1 int v44; // [sp+14h] [bp-14h]@15 //Vec3_int_ *pVelocity; // [sp+1Ch] [bp-Ch]@2 signed int a1; // [sp+20h] [bp-8h]@8 int v48; // [sp+24h] [bp-4h]@8 for (attacker_id = 0; attacker_id < AttackerInfo.count; ++attacker_id) { attacker_type = PID_TYPE(AttackerInfo.pIDs[attacker_id]); v3 = PID_ID(AttackerInfo.pIDs[attacker_id]); if (attacker_type == 2) { v36 = &pSpriteObjects[v3]; attacker_type = PID_TYPE(pSpriteObjects[v3].spell_caster_pid); v3 = PID_ID(pSpriteObjects[v3].spell_caster_pid); } if (AttackerInfo.field_3EC[attacker_id] & 1) { target_id = PID_ID(ai_near_actors_targets_pid[v3]); target_type = PID_TYPE(ai_near_actors_targets_pid[v3]) - 3; if (target_type) { if (target_type == 1)//party damage from monsters(повреждения группе от монстров) { v10 = pParty->vPosition.y - AttackerInfo.pYs[attacker_id]; a1 = pParty->vPosition.x - AttackerInfo.pXs[attacker_id]; v48 = pParty->vPosition.y - AttackerInfo.pYs[attacker_id]; if (a1 * a1 + v10 * v10 + ((signed int)(pParty->vPosition.z + pParty->uPartyHeight) >> (1 - AttackerInfo.pZs[attacker_id])) * ((signed int)(pParty->vPosition.z + pParty->uPartyHeight) >> (1 - AttackerInfo.pZs[attacker_id])) < (unsigned int)((AttackerInfo.field_324[attacker_id] + 32) * (AttackerInfo.field_324[attacker_id] + 32))) { attacker_coord.x = AttackerInfo.pXs[attacker_id]; attacker_coord.y = AttackerInfo.pYs[attacker_id]; attacker_coord.z = AttackerInfo.pZs[attacker_id]; if (sub_407A1C(pParty->vPosition.x, pParty->vPosition.y, pParty->vPosition.z + pParty->sEyelevel, attacker_coord)) DamagePlayerFromMonster(AttackerInfo.pIDs[attacker_id], AttackerInfo.field_450[attacker_id], &AttackerInfo.vec_4B4[attacker_id], stru_50C198.which_player_to_attack(&pActors[v3])); } } } else//Actor damage from monsters(повреждение местного жителя) { if (SHIDWORD(pActors[target_id].pActorBuffs[ACTOR_BUFF_PARALYZED].uExpireTime) > 0 || SHIDWORD(pActors[target_id].pActorBuffs[ACTOR_BUFF_PARALYZED].uExpireTime) >= 0 && LODWORD(pActors[target_id].pActorBuffs[ACTOR_BUFF_PARALYZED].uExpireTime) || pActors[target_id].CanAct()) { v15 = pActors[target_id].vPosition.y - AttackerInfo.pYs[attacker_id]; a1 = pActors[target_id].vPosition.x - AttackerInfo.pXs[attacker_id]; v44 = pActors[target_id].vPosition.z; v19 = AttackerInfo.field_324[attacker_id] + pActors[target_id].uActorRadius; v48 = v15; if (a1 * a1 + v15 * v15 + (pActors[target_id].vPosition.z + (pActors[target_id].uActorHeight >> 1) - AttackerInfo.pZs[attacker_id]) * (pActors[target_id].vPosition.z + (pActors[target_id].uActorHeight >> 1) - AttackerInfo.pZs[attacker_id]) < (unsigned int)(v19 * v19)) { attacker_coord.x = AttackerInfo.pXs[attacker_id]; attacker_coord.y = AttackerInfo.pYs[attacker_id]; attacker_coord.z = AttackerInfo.pZs[attacker_id]; if (sub_407A1C(pActors[target_id].vPosition.x, pActors[target_id].vPosition.y, pActors[target_id].vPosition.z + 50, attacker_coord)) { Vec3_int_::Normalize(&a1, &v48, &v44); AttackerInfo.vec_4B4[attacker_id].x = a1; AttackerInfo.vec_4B4[attacker_id].y = v48; AttackerInfo.vec_4B4[attacker_id].z = v44; Actor::ActorDamageFromMonster(AttackerInfo.pIDs[attacker_id], target_id, &AttackerInfo.vec_4B4[attacker_id], AttackerInfo.field_450[attacker_id]); } } } } } else //damage from spells(повреждения от заклов(метеоритный дождь)) { v23 = pParty->vPosition.y - AttackerInfo.pYs[attacker_id]; v24 = ((signed int)pParty->uPartyHeight / 2) - AttackerInfo.pZs[attacker_id]; a1 = pParty->vPosition.x - AttackerInfo.pXs[attacker_id]; v48 = pParty->vPosition.y - AttackerInfo.pYs[attacker_id]; if (a1 * a1 + v23 * v23 + (pParty->vPosition.z + v24) * (pParty->vPosition.z + v24) < (unsigned int)((AttackerInfo.field_324[attacker_id] + 32) * (AttackerInfo.field_324[attacker_id] + 32))) {//party damage (повреждения группе) attacker_coord.x = AttackerInfo.pXs[attacker_id]; attacker_coord.y = AttackerInfo.pYs[attacker_id]; attacker_coord.z = AttackerInfo.pZs[attacker_id]; if (sub_407A1C(pParty->vPosition.x, pParty->vPosition.y, pParty->vPosition.z + pParty->sEyelevel, attacker_coord)) { for (uint i = 0; i < 4; ++i) { if (!(HIDWORD(pParty->pPlayers[i].pConditions[Condition_Dead]) | LODWORD(pParty->pPlayers[i].pConditions[Condition_Dead])) && !pParty->pPlayers[i].pConditions[Condition_Pertified] && !pParty->pPlayers[i].pConditions[Condition_Eradicated]) DamagePlayerFromMonster(AttackerInfo.pIDs[attacker_id], AttackerInfo.field_450[attacker_id], &AttackerInfo.vec_4B4[attacker_id], i); } } } if ((signed int)uNumActors > 0) {//actors damage(повреждения другим участникам) for (int actorID = 0; (signed int)actorID < (signed int)uNumActors; ++actorID) { if (pActors[actorID].CanAct()) { //v30 = pActors[actorID].vPosition.y - AttackerInfo.pYs[attacker_id]; a1 = pActors[actorID].vPosition.x - AttackerInfo.pXs[attacker_id]; v31 = pActors[actorID].vPosition.z; v48 = pActors[actorID].vPosition.y - AttackerInfo.pYs[attacker_id]; v44 = pActors[actorID].vPosition.z; v32 = (pActors[actorID].uActorHeight / 2) - AttackerInfo.pZs[attacker_id]; v33 = pActors[actorID].uActorRadius + AttackerInfo.field_324[attacker_id]; if (a1 * a1 + v48 * v48 + (v31 + v32) * (v31 + v32) < (unsigned int)(v33 * v33)) { attacker_coord.x = AttackerInfo.pXs[attacker_id]; attacker_coord.y = AttackerInfo.pYs[attacker_id]; attacker_coord.z = AttackerInfo.pZs[attacker_id]; if (sub_407A1C(pActors[actorID].vPosition.x, pActors[actorID].vPosition.y, pActors[actorID].vPosition.z + 50, attacker_coord))//что делает ф-ция? { Vec3_int_::Normalize(&a1, &v48, &v44); AttackerInfo.vec_4B4[attacker_id].x = a1; AttackerInfo.vec_4B4[attacker_id].y = v48; AttackerInfo.vec_4B4[attacker_id].z = v44; switch (attacker_type) { case OBJECT_Player: Actor::DamageMonsterFromParty(AttackerInfo.pIDs[attacker_id], actorID, &AttackerInfo.vec_4B4[attacker_id]); break; case OBJECT_Actor: if (v36 && pActors[v3].GetActorsRelation(&pActors[actorID])) Actor::ActorDamageFromMonster(AttackerInfo.pIDs[attacker_id], actorID, &AttackerInfo.vec_4B4[attacker_id], v36->field_61); break; case OBJECT_Item: ItemDamageFromActor(AttackerInfo.pIDs[attacker_id], actorID, &AttackerInfo.vec_4B4[attacker_id]); break; } } } } } } } } AttackerInfo.count = 0; } //----- (0043AE12) -------------------------------------------------------- double __fastcall sub_43AE12(signed int a1) { //signed int v1; // ST00_4@1 signed int v2; // ecx@1 double v3; // st7@1 double result; // st7@6 v3 = (double)a1; for (v2 = 0; v2 < 5; ++v2) { if (v3 < flt_4E4A80[v2 + 5]) break; } if (v2 <= 0 || v2 >= 5) { if (v2) result = flt_4E4A80[4]; else result = flt_4E4A80[0]; } else result = (flt_4E4A80[v2] - flt_4E4A80[v2 - 1]) * (v3 - flt_4E4A80[v2 + 4]) / (flt_4E4A80[v2 + 5] - flt_4E4A80[v2 + 4]) + flt_4E4A80[v2]; return result; } //----- (0043B057) -------------------------------------------------------- void ItemDamageFromActor(unsigned int uObjID, unsigned int uActorID, Vec3_int_ *pVelocity) { int v6; // eax@4 int damage; // edi@4 int a2a; // [sp+Ch] [bp-4h]@8 if (!pActors[uActorID].IsNotAlive()) { if (PID_TYPE(uObjID) == OBJECT_Item) { if (pSpriteObjects[PID_ID(uObjID)].spell_id) { v6 = _43AFE3_calc_spell_damage(pSpriteObjects[PID_ID(uObjID)].spell_id, pSpriteObjects[PID_ID(uObjID)].spell_level, pSpriteObjects[PID_ID(uObjID)].spell_skill, pActors[uActorID].sCurrentHP); damage = pActors[uActorID].CalcMagicalDamageToActor((DAMAGE_TYPE)0, v6); pActors[uActorID].sCurrentHP -= damage; if (damage) { if (pActors[uActorID].sCurrentHP > 0) Actor::AI_Stun(uActorID, uObjID, 0); else Actor::Die(uActorID); a2a = 20 * damage / (signed int)pActors[uActorID].pMonsterInfo.uHP; if (20 * damage / (signed int)pActors[uActorID].pMonsterInfo.uHP > 10) a2a = 10; if (!MonsterStats::BelongsToSupertype(pActors[uActorID].pMonsterInfo.uID, MONSTER_SUPERTYPE_TREANT)) { pVelocity->x = fixpoint_mul(a2a, pVelocity->x); pVelocity->y = fixpoint_mul(a2a, pVelocity->y); pVelocity->z = fixpoint_mul(a2a, pVelocity->z); pActors[uActorID].vVelocity.x = 50 * LOWORD(pVelocity->x); pActors[uActorID].vVelocity.y = 50 * LOWORD(pVelocity->y); pActors[uActorID].vVelocity.z = 50 * LOWORD(pVelocity->z); } Actor::AddBloodsplatOnDamageOverlay(uActorID, 1, damage); } else Actor::AI_Stun(uActorID, uObjID, 0); } } } }