Mercurial > mm7
view mm7_6.cpp @ 2198:d9caf2b3d8d5
draw FlyAction and WaterWalk icons
author | Ritor1 |
---|---|
date | Sun, 02 Feb 2014 00:10:40 +0600 |
parents | d28d3c006077 |
children | 34035536bbf5 |
line wrap: on
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#include "MM7.h" #include "Weather.h" #include "Sprites.h" #include "BSPModel.h" #include "Mouse.h" #include "Keyboard.h" #include "stru6.h" #include "Vis.h" #include "Game.h" #include "GUIWindow.h" #include "GUIFont.h" #include "Party.h" #include "AudioPlayer.h" #include "Outdoor.h" #include "Outdoor_stuff.h" #include "Overlays.h" #include "LOD.h" #include "Actor.h" #include "Events.h" #include "Viewport.h" #include "OurMath.h" #include "SpriteObject.h" #include "ObjectList.h" #include "stru123.h" #include "Timer.h" #include "IconFrameTable.h" #include "Awards.h" #include "TurnEngine.h" #include "CastSpellInfo.h" #include "stru298.h" #include "texts.h" #include "mm7_data.h" //----- (004272F5) -------------------------------------------------------- int stru319::PlayerHitOrMiss(Player *pPlayer, Actor *pActor, int a3, int a4) { signed int v5; // esi@1 signed int v6; // edi@1 int v7; // esi@8 int v8; // eax@9 int v9; // edx@11 unsigned __int8 v12; // sf@13 unsigned __int8 v13; // of@13 int v14; // edx@14 int v15; // eax@14 signed int result; // eax@17 v5 = pActor->pMonsterInfo.uAC; v6 = 0; if ( (signed __int64)pActor->pActorBuffs[ACTOR_BUFF_SOMETHING_THAT_HALVES_AC].uExpireTime > 0 ) v5 /= 2; if ( (signed __int64)pActor->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uExpireTime > 0 ) v6 = pActor->pActorBuffs[ACTOR_BUFF_SHIELD].uPower; if ( (signed __int64)pActor->pActorBuffs[ACTOR_BUFF_STONESKIN].uExpireTime > 0 && pActor->pActorBuffs[ACTOR_BUFF_STONESKIN].uPower > v6 ) v6 = pActor->pActorBuffs[ACTOR_BUFF_STONESKIN].uPower; v7 = v6 + v5; if ( a3 ) v8 = pPlayer->GetRangedAttack(); else v8 = pPlayer->GetActualAttack(false); v9 = rand() % (v7 + 2 * v8 + 30); if ( a3 == 2 ) { v14 = a4 + v9; v15 = ((v7 + 15) / 2) + v7 + 15; v13 = __OFSUB__(v14, v15); v12 = v14 - v15 < 0; } else if ( a3 == 3 ) { v14 = a4 + v9; v15 = 2 * v7 + 30; v13 = __OFSUB__(v14, v15); v12 = v14 - v15 < 0; } else { v14 = a4 + v9; v15 = v7 + 15; v13 = __OFSUB__(v14, v15); v12 = v14 - v15 < 0; } if ( v12 ^ v13 ) result = 0; else result = 1; return result; } //----- (004274AD) -------------------------------------------------------- bool stru319::ActorHitOrMiss(Actor *pActor, Player *pPlayer) { signed int v3; // edi@1 signed int v4; // esi@8 int v5; // esi@8 v3 = 0; if ( (signed __int64)pActor->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uExpireTime > 0 ) v3 = pActor->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uPower; if ( (signed __int64)pActor->pActorBuffs[ACTOR_BUFF_BLESS].uExpireTime > 0 && pActor->pActorBuffs[ACTOR_BUFF_BLESS].uPower > v3 ) v3 = pActor->pActorBuffs[ACTOR_BUFF_BLESS].uPower; if ( (signed __int64)pActor->pActorBuffs[ACTOR_BUFF_FATE].uExpireTime > 0 ) { v3 += pActor->pActorBuffs[ACTOR_BUFF_FATE].uPower; pActor->pActorBuffs[ACTOR_BUFF_FATE].Reset(); } v4 = pPlayer->GetActualAC() + 2 * pActor->pMonsterInfo.uLevel + 10; v5 = rand() % v4 + 1; return v3 + v5 > pPlayer->GetActualAC() + 5; } //----- (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; } //----- (0042756B) -------------------------------------------------------- int stru319::CalcMagicalDamageToActor(Actor *pActor, int a2, signed int a3) { 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 ( (signed __int64)pActor->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uExpireTime > 0 ) v5 = pActor->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uPower; switch ( a2 ) { case 0: v6 = pActor->pMonsterInfo.uResFire; v4 = v5; break; case 1: v6 = pActor->pMonsterInfo.uResAir; v4 = v5; break; case 2: v6 = pActor->pMonsterInfo.uResWater; v4 = v5; break; case 3: v6 = pActor->pMonsterInfo.uResEarth; v4 = v5; break; case 4: v6 = pActor->pMonsterInfo.uResPhysical; break; case 6: v6 = pActor->pMonsterInfo.uResSpirit; break; case 7: v6 = pActor->pMonsterInfo.uResMind; v4 = v5; break; case 8: v6 = pActor->pMonsterInfo.uResBody; v4 = v5; break; case 9: v6 = pActor->pMonsterInfo.uResLight; break; case 10: v6 = pActor->pMonsterInfo.uResDark; break; default: v6 = 0; break; } if ( v6 < 200 ) { v8 = v4 + v6 + 30; if ( rand() % v8 >= 30 ) { a3 >>= 1; if ( rand() % v8 >= 30 ) { a3 >>= 1; if ( rand() % v8 >= 30 ) { a3 >>= 1; if ( rand() % v8 >= 30 ) a3 >>= 1; } } } result = a3; } else { result = 0; } return result; } //----- (00427662) -------------------------------------------------------- bool stru319::GetMagicalResistance(Actor *pActor, unsigned int uType) { signed int resist; // esi@2 bool result; // eax@13 switch ( uType ) { case 0: resist = pActor->pMonsterInfo.uResFire; break; case 1: resist = pActor->pMonsterInfo.uResAir; break; case 2: resist = pActor->pMonsterInfo.uResWater; break; case 3: resist = pActor->pMonsterInfo.uResEarth; break; case 4: resist = pActor->pMonsterInfo.uResPhysical; break; case 6: resist = pActor->pMonsterInfo.uResSpirit; break; case 7: resist = pActor->pMonsterInfo.uResMind; case 8: resist = pActor->pMonsterInfo.uResBody; break; case 9: resist = pActor->pMonsterInfo.uResLight; break; case 10: resist = pActor->pMonsterInfo.uResDark; break; default: return 1; } if ( resist < 200 ) result = rand() % (signed int)(((unsigned int)pActor->pMonsterInfo.uLevel >> 2) + resist + 30) < 30; else result = 0; return result; } //----- (0042EB8D) -------------------------------------------------------- void GUIMessageQueue::AddMessageImpl(UIMessageType msg, int param, unsigned int a4, const char *file, int line) { //Log::Warning(L"%s @ (%S %u)", UIMessage2String(msg), file, line); if (uNumMessages < 40) { files[uNumMessages] = file; lines[uNumMessages] = line; pMessages[uNumMessages].eType = msg; pMessages[uNumMessages].param = param; pMessages[uNumMessages++].field_8 = a4; } } //----- (0042EBDB) -------------------------------------------------------- int stru193_math::Sin(int angle) { return Cos(angle - this->uIntegerHalfPi); } //----- (0042ECB5) -------------------------------------------------------- void _42ECB5_PlayerAttacksActor() { //unsigned int v0; // ebx@1 //Player *v1; // esi@1 //bool result; // eax@1 //int v3; // edi@2 //unsigned int v4; // eax@7 char *v5; // eax@8 //int v6; // ecx@9 //signed int v7; // eax@16 //Actor *v8; // edi@20 unsigned int v9; // ecx@21 //char *v10; // eax@26 char *v11; // eax@26 unsigned int v12; // eax@47 //char *v13; // eax@47 //char *v14; // eax@47 //unsigned int v15; // ebx@54 //int v16; // [sp-10h] [bp-4Ch]@24 //int v17; // [sp-10h] [bp-4Ch]@44 //unsigned int v18; // [sp-Ch] [bp-48h]@24 //unsigned int v19; // [sp-Ch] [bp-48h]@44 //__int16 v20; // [sp-8h] [bp-44h]@24 //__int16 v21; // [sp-8h] [bp-44h]@44 //int v22; // [sp-4h] [bp-40h]@24 //int v23; // [sp-4h] [bp-40h]@44 SoundID v24; // [sp-4h] [bp-40h]@58 //Vec3_int_ a3; // [sp+Ch] [bp-30h]@19 //unsigned int a2; // [sp+18h] [bp-24h]@20 //unsigned int v27; // [sp+1Ch] [bp-20h]@1 //int v28; // [sp+20h] [bp-1Ch]@9 //unsigned int *v28b; //int v29; // [sp+24h] [bp-18h]@16 //int v30; // [sp+28h] [bp-14h]@16 //int v31; // [sp+2Ch] [bp-10h]@4 //int v32; // [sp+30h] [bp-Ch]@7 //int v33; // [sp+34h] [bp-8h]@7 //int v34; // [sp+38h] [bp-4h]@17 //v0 = uActiveCharacter; //v27 = 6972 * uActiveCharacter; //v1 = &pParty->pPlayers[uActiveCharacter-1]; //result = pParty->pPlayers[uActiveCharacter-1].CanAct(); Player* player = &pParty->pPlayers[uActiveCharacter - 1]; if (!player->CanAct()) return; CastSpellInfoHelpers::_427D48(); //v3 = 0; if (pParty->Invisible()) pParty->pPartyBuffs[PARTY_BUFF_INVISIBILITY].Reset(); //v31 = player->pEquipment.uBow; int bow_idx = player->pEquipment.uBow; if (bow_idx && player->pInventoryItemList[bow_idx - 1].IsBroken()) bow_idx = 0; //v32 = 0; int wand_item_id = 0; //v33 = 0; //v4 = v1->pEquipment.uMainHand; int laser_weapon_item_id = 0; int main_hand_idx = player->pEquipment.uMainHand; if (main_hand_idx) { ItemGen* item = &player->pInventoryItemList[main_hand_idx - 1]; //v5 = (char *)v1 + 36 * v4; if (!item->IsBroken()) { //v28b = &v1->pInventoryItems[v4].uItemID; //v6 = v1->pInventoryItems[v4].uItemID;//*((int *)v5 + 124); if (item->GetItemEquipType() == EQUIP_WAND) { if (item->uNumCharges <= 0) player->pEquipment.uMainHand = 0; // wand discharged - unequip else wand_item_id = item->uItemID;//*((int *)v5 + 124); } else if (item->uItemID == ITEM_BLASTER || item->uItemID == ITEM_LASER_RIFLE) laser_weapon_item_id = item->uItemID;//*((int *)v5 + 124); } } //v30 = 0; //v29 = 0; //v28 = 0; //v7 = pMouse->uPointingObjectID; int target_pid = pMouse->uPointingObjectID; int target_type = PID_TYPE(target_pid), target_id = PID_ID(target_pid); if (target_type != OBJECT_Actor || !pActors[target_id].CanAct()) { target_pid = stru_50C198.FindClosestActor(5120, 0, 0); target_type = PID_TYPE(target_pid); target_id = PID_ID(target_pid); } Actor* actor = &pActors[target_id]; int actor_distance = 0; if (target_type == OBJECT_Actor) { int distance_x = actor->vPosition.x - pParty->vPosition.x, distance_y = actor->vPosition.y - pParty->vPosition.y, distance_z = actor->vPosition.z - pParty->vPosition.z; actor_distance = integer_sqrt(distance_x * distance_x + distance_y * distance_y + distance_z * distance_z) - actor->uActorRadius; if (actor_distance < 0) actor_distance = 0; } bool shooting_bow = false, shotting_laser = false, shooting_wand = false, melee_attack = false; if (laser_weapon_item_id) { shotting_laser = true; _42777D_CastSpell_UseWand_ShootArrow(SPELL_LASER_PROJECTILE, uActiveCharacter - 1, 0, 0, uActiveCharacter + 8); } else if (wand_item_id) { shooting_wand = true; int main_hand_idx = player->pEquipment.uMainHand; _42777D_CastSpell_UseWand_ShootArrow(wand_spell_ids[player->pInventoryItemList[main_hand_idx - 1].uItemID - ITEM_WAND_FIRE], uActiveCharacter - 1, 8, 0, uActiveCharacter + 8); if (!--player->pInventoryItemList[main_hand_idx - 1].uNumCharges) player->pEquipment.uMainHand = 0; } else if (target_type == OBJECT_Actor && actor_distance <= 407.2) { melee_attack = true; Vec3_int_ a3; a3.x = actor->vPosition.x - pParty->vPosition.x; a3.y = actor->vPosition.y - pParty->vPosition.y; a3.z = actor->vPosition.z - pParty->vPosition.z; Vec3_int_::Normalize(&a3.x, &a3.y, &a3.z); DamageMonsterFromParty(PID(OBJECT_Player, uActiveCharacter - 1), target_id, &a3); if (player->WearsItem(ITEM_ARTIFACT_SPLITTER, EQUIP_TWO_HANDED) || player->WearsItem(ITEM_ARTIFACT_SPLITTER, EQUIP_SINGLE_HANDED)) _42FA66_do_explosive_impact(actor->vPosition.x, actor->vPosition.y, actor->vPosition.z + actor->uActorHeight / 2, 0, 512, uActiveCharacter); } else if (bow_idx) { shooting_bow = true; _42777D_CastSpell_UseWand_ShootArrow(SPELL_BOW_ARROW, uActiveCharacter - 1, 0, 0, 0); } else { melee_attack = true; ; // actor out of range or no actor; no ranged weapon so melee attacking air } if (!pParty->bTurnBasedModeOn && melee_attack) // wands, bows & lasers will add recovery while shooting spell effect { int recovery = player->GetAttackRecoveryTime(false); if (recovery < 30 ) recovery = 30; player->SetRecoveryTime(flt_6BE3A4_debug_recmod1 * (double)recovery * 2.133333333333333); } int v34 = 0; if (shooting_wand) return; else if (shooting_bow) { v34 = 5; player->PlaySound(SPEECH_50, 0); } if (shotting_laser) v34 = 7; else { int main_hand_idx = player->pEquipment.uMainHand; if (player->HasItemEquipped(EQUIP_TWO_HANDED)) v34 = player->pInventoryItemList[main_hand_idx - 1].GetPlayerSkillType(); pTurnEngine->ApplyPlayerAction(); } switch (v34) { case 0: pAudioPlayer->PlaySound(SOUND_81, 0, 0, -1, 0, 0, 0, 0); break; case 1: pAudioPlayer->PlaySound(SOUND_84, 0, 0, -1, 0, 0, 0, 0); break; case 2: pAudioPlayer->PlaySound(SOUND_85, 0, 0, -1, 0, 0, 0, 0); break; case 3: pAudioPlayer->PlaySound(SOUND_78, 0, 0, -1, 0, 0, 0, 0); break; case 4: pAudioPlayer->PlaySound(SOUND_80, 0, 0, -1, 0, 0, 0, 0); break; case 5: pAudioPlayer->PlaySound(SOUND_71, 0, 0, -1, 0, 0, 0, 0); break; case 6: pAudioPlayer->PlaySound(SOUND_83, 0, 0, -1, 0, 0, 0, 0); break; case 7: pAudioPlayer->PlaySound(SOUND_67, 0, 0, -1, 0, 0, 0, 0); break; } } //----- (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;*/ } //----- (0042F3D6) -------------------------------------------------------- void InitializeTurnBasedAnimations(void *_this) { for (unsigned int i = 0; i < pIconIDs_Turn.size(); ++i) { char icon_name[32]; sprintf(icon_name, "turn%u", i); pIconIDs_Turn[i] = pIconsFrameTable->FindIcon("turn0"); pIconsFrameTable->InitializeAnimation(pIconIDs_Turn[i]); } uIconID_TurnStop = pIconsFrameTable->FindIcon("turnstop"); uIconID_TurnHour = pIconsFrameTable->FindIcon("turnhour"); uIconID_TurnStart = pIconsFrameTable->FindIcon("turnstart"); uIconID_CharacterFrame = pIconsFrameTable->FindIcon("aframe1"); uSpriteID_Spell11 = pSpriteFrameTable->FastFindSprite("spell11"); pIconsFrameTable->InitializeAnimation(uIconID_TurnHour); pIconsFrameTable->InitializeAnimation(uIconID_TurnStop); pIconsFrameTable->InitializeAnimation(uIconID_TurnStart); pIconsFrameTable->InitializeAnimation(uIconID_CharacterFrame); } //----- (0042F7EB) -------------------------------------------------------- bool __fastcall sub_42F7EB_DropItemAt(unsigned int uSpriteID, int x, int y, int z, int a4, int count, int a7, unsigned __int16 attributes, ItemGen *a9) { unsigned __int16 pObjectDescID; // ax@7 SpriteObject pSpellObject; // [sp+Ch] [bp-78h]@1 pSpellObject.stru_24.Reset(); if ( a9 ) memcpy(&pSpellObject.stru_24, a9, sizeof(pSpellObject.stru_24)); pSpellObject.spell_skill = 0; pSpellObject.spell_level = 0; pSpellObject.spell_id = 0; pSpellObject.field_54 = 0; pSpellObject.uType = uSpriteID; pObjectDescID = 0; for ( uint i = 0; i < (signed int)pObjectList->uNumObjects; ++i ) { if ( (short)uSpriteID == pObjectList->pObjects[i].uObjectID ) pObjectDescID = i; } pSpellObject.uObjectDescID = pObjectDescID; pSpellObject.vPosition.x = x; pSpellObject.vPosition.y = y; pSpellObject.vPosition.z = z; pSpellObject.uSoundID = 0; pSpellObject.uAttributes = attributes; pSpellObject.uSectorID = pIndoor->GetSector(x, y, z); pSpellObject.uSpriteFrameID = 0; pSpellObject.spell_caster_pid = 0; pSpellObject.spell_target_pid = 0; if ( !(pSpellObject.uAttributes & 0x10) ) { if ( pItemsTable->uAllItemsCount ) { for ( uint i = 1; i < pItemsTable->uAllItemsCount; ++i ) { if ( pItemsTable->pItems[i].uSpriteID == uSpriteID ) pSpellObject.stru_24.uItemID = i; } } } if ( a7 ) { if ( count > 0 ) { for ( uint i = count; i; --i ) { pSpellObject.uFacing = rand() % (signed int)stru_5C6E00->uIntegerDoublePi; pSpellObject.Create((signed __int16)pSpellObject.uFacing, ((signed int)stru_5C6E00->uIntegerHalfPi / 2) + (rand() % ((signed int)stru_5C6E00->uIntegerHalfPi / 2)), a4, 0); } } } else { pSpellObject.uFacing = 0; if ( count > 0 ) { for ( uint i = count; i; --i ) { pSpellObject.Create((signed __int16)pSpellObject.uFacing, stru_5C6E00->uIntegerHalfPi, a4, 0); } } } return true; } //----- (0042F960) -------------------------------------------------------- void __fastcall sub_42F960_create_object(int x, int y, int z) { unsigned __int16 v7; // ax@5 signed int v8; // eax@6 signed int v9; // eax@7 SpriteObject a1; // [sp+Ch] [bp-70h]@1 //SpriteObject::SpriteObject(&a1); a1.stru_24.Reset(); a1.spell_skill = 0; a1.spell_level = 0; a1.spell_id = 0; a1.field_54 = 0; a1.uType = 800; v7 = 0; for ( uint i = 0; i < (signed int)pObjectList->uNumObjects; ++i ) { if ( a1.uType == pObjectList->pObjects[i].uObjectID ) v7 = i; } a1.uObjectDescID = v7; a1.vPosition.x = x; a1.vPosition.y = y; a1.vPosition.z = z; a1.uSoundID = 0; a1.uAttributes = 0; a1.uSectorID = pIndoor->GetSector(x, y, z); a1.uSpriteFrameID = 0; a1.spell_caster_pid = 0; a1.spell_target_pid = 0; v8 = a1.Create(0, 0, 0, 0); if ( v8 != -1 ) { v9 = 8 * v8; LOBYTE(v9) = v9 | 2; pAudioPlayer->PlaySound((SoundID)(SOUND_GoldReceived|0x14), v9, 0, -1, 0, 0, 0, 0); } } //----- (0042FA66) -------------------------------------------------------- void _42FA66_do_explosive_impact(int a1, int a2, int a3, int a4, __int16 a5, signed int a6) { unsigned __int16 v9; // ax@5 SpriteObject a1a; // [sp+Ch] [bp-74h]@1 //SpriteObject::SpriteObject(&a1a); a1a.uType = 600; a1a.stru_24.Reset(); a1a.spell_id = SPELL_FIRE_FIREBALL; a1a.spell_level = 8; a1a.spell_skill = 3; v9 = 0; for ( uint i = 0; i < pObjectList->uNumObjects; ++i ) { if ( a1a.uType == pObjectList->pObjects[i].uObjectID ) v9 = i; } a1a.uObjectDescID = v9; a1a.vPosition.x = a1; a1a.vPosition.y = a2; a1a.vPosition.z = a3; a1a.uAttributes = 0; a1a.uSectorID = pIndoor->GetSector(a1, a2, a3); a1a.uSpriteFrameID = 0; a1a.spell_target_pid = 0; a1a.field_60_distance_related_prolly_lod = 0; a1a.uFacing = 0; a1a.uSoundID = 0; if ( a6 >= 1 || a6 <= 4 ) a1a.spell_caster_pid = PID(OBJECT_Player, a6 - 1); else a1a.spell_caster_pid = 0; int id = a1a.Create(0, 0, 0, 0); if (id != -1) AttackerInfo.Add(PID(OBJECT_Item, id), a5, SLOWORD(a1a.vPosition.x), SLOWORD(a1a.vPosition.y), SLOWORD(a1a.vPosition.z), 0, 0); } //----- (0042FBDD) -------------------------------------------------------- void sub_42FBDD() { pAudioPlayer->PlaySound(SOUND_Button2, 0, 0, -1, 0, 0, 0, 0); pRenderer->DrawTextureTransparent(pBtn_YES->uX, pBtn_YES->uY, pBtn_YES->pTextures[0]); pRenderer->Present(); } //----- (0042FC15) -------------------------------------------------------- void CloseWindowBackground() { pAudioPlayer->PlaySound(SOUND_Button2, -2, 0, -1, 0, 0, 0, 0); pRenderer->DrawTextureTransparent(pBtn_ExitCancel->uX, pBtn_ExitCancel->uY, pBtn_ExitCancel->pTextures[0]); pRenderer->Present(); } //----- (0042FC4E) -------------------------------------------------------- void ProcessInputActions() { char v4; // al@9 //char v8; // bl@100 unsigned __int16 v9; // ax@102 int spell_price; // eax@103 char v14; // al@159 unsigned int v15; // eax@168 PartyAction partyAction; // [sp-14h] [bp-1Ch]@20 InputAction inputAction; // [sp+0h] [bp-8h]@7 //int v24; // [sp+4h] [bp-4h]@87 pGame->pKeyboardInstance->EnterCriticalSection(); Keyboard* pKeyboard = pGame->pKeyboardInstance; if (!bAlwaysRun) { if (pKeyboard->IsShiftHeld()) pParty->uFlags2 |= PARTY_FLAGS_2_RUNNING; else pParty->uFlags2 &= ~PARTY_FLAGS_2_RUNNING; } else { if (pKeyboard->IsShiftHeld()) pParty->uFlags2 &= ~PARTY_FLAGS_2_RUNNING; else pParty->uFlags2 |= PARTY_FLAGS_2_RUNNING; } //pParty->uFlags2 |= PARTY_FLAGS_2_RUNNING; // WUT? double event trigger /*for ( uint i = 0; i < 30; ++i ) { if ( pKeyActionMap->pToggleTypes[i] ) v14 = pGame->pKeyboardInstance->WasKeyPressed(pKeyActionMap->pVirtualKeyCodesMapping[i]); else v14 = pGame->pKeyboardInstance->IsKeyBeingHeld(pKeyActionMap->pVirtualKeyCodesMapping[i]); if ( v14 ) { if (pCurrentScreen == SCREEN_GAME) { pMessageQueue_50CBD0->AddMessage(UIMSG_Game_Action, 0, 0); continue; } if ( pCurrentScreen == SCREEN_NPC_DIALOGUE || pCurrentScreen == SCREEN_BRANCHLESS_NPC_DIALOG ) { v15 = pMessageQueue_50CBD0->uNumMessages; if ( pMessageQueue_50CBD0->uNumMessages ) { v15 = 0; if ( pMessageQueue_50CBD0->pMessages[pMessageQueue_50CBD0->uNumMessages].field_8 ) { v15 = 1; pMessageQueue_50CBD0->uNumMessages = 0; pMessageQueue_50CBD0->pMessages[v15].eType = UIMSG_Escape; pMessageQueue_50CBD0->pMessages[pMessageQueue_50CBD0->uNumMessages].param = 0; *(&pMessageQueue_50CBD0->uNumMessages + 3 * pMessageQueue_50CBD0->uNumMessages + 3) = 0; ++pMessageQueue_50CBD0->uNumMessages; continue; } pMessageQueue_50CBD0->uNumMessages = 0; } //pMessageQueue_50CBD0->AddMessage(UIMSG_Escape, 0, 0); } } }*/ if ( !pEventTimer->bPaused ) { for ( uint i = 0; i < 30; ++i ) { inputAction = (InputAction)i; if ( pKeyActionMap->pToggleTypes[(InputAction)i] ) v4 = pKeyboard->WasKeyPressed(pKeyActionMap->pVirtualKeyCodesMapping[(InputAction)i]); else v4 = pKeyboard->IsKeyBeingHeld(pKeyActionMap->pVirtualKeyCodesMapping[(InputAction)i]); if ( v4 ) { switch ( inputAction ) { case INPUT_MoveForward: if (pCurrentScreen != SCREEN_GAME) break; if (!pParty->bTurnBasedModeOn) { if ( pParty->uFlags2 & PARTY_FLAGS_2_RUNNING) partyAction = PARTY_RunForward; else partyAction = PARTY_WalkForward; pPartyActionQueue->Add(partyAction); break; } if (pTurnEngine->turn_stage != 1 && pTurnEngine->turn_stage != 2 && pTurnEngine->uActionPointsLeft > 0 ) { pTurnEngine->uActionPointsLeft -= 26; if ( pParty->uFlags2 & PARTY_FLAGS_2_RUNNING) partyAction = PARTY_RunForward; else partyAction = PARTY_WalkForward; pPartyActionQueue->Add(partyAction); break; } break; case INPUT_MoveBackwards: if (pCurrentScreen != SCREEN_GAME) break; if (!pParty->bTurnBasedModeOn) { if ( pParty->uFlags2 & 2 ) partyAction = PARTY_RunBackward; else partyAction = PARTY_WalkBackward; pPartyActionQueue->Add(partyAction); break; } if ( pTurnEngine->turn_stage != 1 && pTurnEngine->turn_stage != 2 && pTurnEngine->uActionPointsLeft > 0 ) { pTurnEngine->uActionPointsLeft -= 26; if ( pParty->uFlags2 & 2 ) partyAction = PARTY_RunBackward; else partyAction = PARTY_WalkBackward; pPartyActionQueue->Add(partyAction); break; } break; case INPUT_StrafeLeft: if (pCurrentScreen != SCREEN_GAME) break; if (!pParty->bTurnBasedModeOn) { partyAction = PARTY_StrafeLeft; pPartyActionQueue->Add(partyAction); break; } if ( pTurnEngine->turn_stage == 1 || pTurnEngine->turn_stage == 2 || pTurnEngine->uActionPointsLeft <= 0 ) break; pTurnEngine->uActionPointsLeft -= 26; partyAction = PARTY_StrafeLeft; pPartyActionQueue->Add(partyAction); break; case INPUT_StrafeRight: if (pCurrentScreen != SCREEN_GAME) break; if (!pParty->bTurnBasedModeOn) { partyAction = PARTY_StrafeRight; pPartyActionQueue->Add(partyAction); break; } if ( pTurnEngine->turn_stage == 1 || pTurnEngine->turn_stage == 2 || pTurnEngine->uActionPointsLeft <= 0 ) break; pTurnEngine->uActionPointsLeft -= 26; partyAction = PARTY_StrafeRight; pPartyActionQueue->Add(partyAction); break; case INPUT_TurnLeft: if (pCurrentScreen != SCREEN_GAME) break; if ( GetAsyncKeyState(VK_CONTROL) ) // strafing { if (pParty->bTurnBasedModeOn) { if ( pTurnEngine->turn_stage == 1 || pTurnEngine->turn_stage == 2 || pTurnEngine->uActionPointsLeft <= 0 ) break; pTurnEngine->uActionPointsLeft -= 26; } partyAction = PARTY_StrafeLeft; } else { if ( pParty->uFlags2 & 2 ) partyAction = PARTY_FastTurnLeft; else partyAction = PARTY_TurnLeft; } pPartyActionQueue->Add(partyAction); if (uCurrentlyLoadedLevelType == LEVEL_Outdoor && pWeather->bRenderSnow) pWeather->OnPlayerTurn(10); break; case INPUT_TurnRight: if (pCurrentScreen != SCREEN_GAME) break; if ( GetAsyncKeyState(17) ) // strafing { if (pParty->bTurnBasedModeOn) { if ( pTurnEngine->turn_stage == 1 || pTurnEngine->turn_stage == 2 || pTurnEngine->uActionPointsLeft <= 0 ) break; pTurnEngine->uActionPointsLeft -= 26; } partyAction = PARTY_StrafeRight; } else { if ( pParty->uFlags2 & 2 ) partyAction = PARTY_FastTurnRight; else partyAction = PARTY_TurnRight; } pPartyActionQueue->Add(partyAction); if (uCurrentlyLoadedLevelType == LEVEL_Outdoor && pWeather->bRenderSnow) pWeather->OnPlayerTurn(-10); break; case INPUT_Jump: if (pCurrentScreen != SCREEN_GAME || pParty->bTurnBasedModeOn) break; partyAction = (PartyAction)12; pPartyActionQueue->Add(partyAction); break; case INPUT_Yell: if (!pCurrentScreen && uActiveCharacter) { pParty->Yell(); pPlayers[uActiveCharacter]->PlaySound(SPEECH_Yell, 0); } break; case INPUT_Pass: if ( pCurrentScreen ) break; if (pParty->bTurnBasedModeOn && pTurnEngine->turn_stage == 3) { pTurnEngine->field_18 |= TE_FLAG_8; break; } if ( uActiveCharacter ) { if ( !pPlayers[uActiveCharacter]->uTimeToRecovery ) { if ( !pParty->bTurnBasedModeOn ) pPlayers[uActiveCharacter]->SetRecoveryTime((signed __int64)(flt_6BE3A4_debug_recmod1 * (double)pPlayers[uActiveCharacter]->GetAttackRecoveryTime(false) * 2.133333333333333)); CastSpellInfoHelpers::_427D48(); pTurnEngine->ApplyPlayerAction(); } } break; case INPUT_Combat://if press ENTER if (pCurrentScreen == SCREEN_GAME) { if (pParty->bTurnBasedModeOn) { if (pTurnEngine->turn_stage == 3 || PID_TYPE(pTurnEngine->pQueue[0].uPackedID) == OBJECT_Player) { pParty->bTurnBasedModeOn = 0; pTurnEngine->End(true); } } else { pTurnEngine->Start(); pParty->bTurnBasedModeOn = true; } } break; case INPUT_CastReady: if (pCurrentScreen != SCREEN_GAME) break; if (pParty->bTurnBasedModeOn && pTurnEngine->turn_stage == 3) { pTurnEngine->field_18 |= TE_FLAG_8; break; } if ( !uActiveCharacter ) break; v9 = pPlayers[uActiveCharacter]->pActiveSkills[(unsigned __int8)pPlayers[uActiveCharacter]->uQuickSpell / 11 + 12]; if ( !pPlayers[uActiveCharacter]->uQuickSpell || bUnderwater || (( !(HIBYTE(v9) & 1)) ? ((v9 & 0x80) == 0 ? ((v9 & 0x40) == 0 ? spell_price = pSpellDatas[pPlayers[uActiveCharacter]->uQuickSpell].uNormalLevelMana : spell_price = pSpellDatas[pPlayers[uActiveCharacter]->uQuickSpell].uExpertLevelMana) : spell_price = pSpellDatas[pPlayers[uActiveCharacter]->uQuickSpell].uMasterLevelMana) : spell_price = pSpellDatas[pPlayers[uActiveCharacter]->uQuickSpell].uMagisterLevelMana, spell_price > pPlayers[uActiveCharacter]->sMana) ) { pPartyActionQueue = pPartyActionQueue; pMessageQueue_50CBD0->AddMessage(UIMSG_Attack, 0, 0); break; } else pMessageQueue_50C9E8->AddMessage(UIMSG_CastQuickSpell, 0, 0); break; case INPUT_Attack: if (pCurrentScreen != SCREEN_GAME) break; if (pParty->bTurnBasedModeOn == 1 && pTurnEngine->turn_stage == 3) { pTurnEngine->field_18 |= TE_FLAG_8; break; } pMessageQueue_50CBD0->AddMessage(UIMSG_Attack, 0, 0); break; case INPUT_EventTrigger: if (pCurrentScreen == SCREEN_GAME) { pMessageQueue_50CBD0->AddMessage(UIMSG_Game_Action, 0, 0); break; } if ( pCurrentScreen == SCREEN_NPC_DIALOGUE ) { if ( pMessageQueue_50CBD0->uNumMessages ) { pMessageQueue_50CBD0->uNumMessages = 0; if ( pMessageQueue_50CBD0->pMessages[0].field_8 ) { pMessageQueue_50CBD0->uNumMessages = 1; pMessageQueue_50CBD0->pMessages[pMessageQueue_50CBD0->uNumMessages].eType = UIMSG_Escape; pMessageQueue_50CBD0->pMessages[pMessageQueue_50CBD0->uNumMessages].param = 0; pMessageQueue_50CBD0->pMessages[pMessageQueue_50CBD0->uNumMessages].field_8 = 0; ++pMessageQueue_50CBD0->uNumMessages; break; } break; } pMessageQueue_50CBD0->AddMessage(UIMSG_Escape, 0, 0); } break; case INPUT_CharCycle: if ( pCurrentScreen == SCREEN_SPELL_BOOK ) break; pMessageQueue_50C9E8->AddMessage(UIMSG_CycleCharacters, 0, 0); break; case INPUT_LookUp: if ( pEventTimer->bPaused ) break; partyAction = (PartyAction)7; pPartyActionQueue->Add(partyAction); break; case INPUT_CenterView: if ( pEventTimer->bPaused ) break; partyAction = (PartyAction)9; pPartyActionQueue->Add(partyAction); break; case INPUT_LookDown: if ( pEventTimer->bPaused ) break; partyAction = (PartyAction)8; pPartyActionQueue->Add(partyAction); break; case INPUT_FlyUp: if ( pCurrentScreen || pEventTimer->bPaused ) break; partyAction = (PartyAction)13; pPartyActionQueue->Add(partyAction); break; case INPUT_Land: if ( pCurrentScreen || pEventTimer->bPaused ) break; partyAction = (PartyAction)15; pPartyActionQueue->Add(partyAction); break; case INPUT_FlyDown: if ( !pCurrentScreen && !pEventTimer->bPaused ) { partyAction = (PartyAction)14; pPartyActionQueue->Add(partyAction); } break; case INPUT_ZoomIn: pMessageQueue_50C9E8->AddMessage(UIMSG_ClickZoomOutBtn, 0, 0); break; case INPUT_ZoomOut: pMessageQueue_50C9E8->AddMessage(UIMSG_ClickZoomInBtn, 0, 0); break; case INPUT_AlwaysRun: bAlwaysRun = bAlwaysRun == 0; break; default: break; } } } } }