Mercurial > mm7
view Actor.cpp @ 1303:dcc52e17b517
m
author | Ritor1 |
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date | Sun, 23 Jun 2013 14:02:07 +0600 |
parents | fac7751b2dc9 |
children | 13b7be8b06a0 |
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#ifdef _MSC_VER #define _CRT_SECURE_NO_WARNINGS #endif #include <assert.h> #include "mm7_data.h" #include "DecalBuilder.h" #include "Sprites.h" #include "stru6.h" #include "Actor.h" #include "Math.h" #include "Outdoor.h" #include "AudioPlayer.h" #include "Game.h" #include "ObjectList.h" #include "Overlays.h" #include "Events.h" #include "IndoorCamera.h" #include "FactionTable.h" #include "TurnEngine.h" #include "MapInfo.h" #include "CastSpellInfo.h" #include "Time.h" #include "LOD.h" #include "Party.h" #include "GUIWindow.h" #include "GUIFont.h" #include "MM7.h" #include "SpriteObject.h" #include "Allocator.h" #include "PaletteManager.h" std::array<Actor, 500> pActors; int uNumActors; stru319 stru_50C198; // idb //----- (0041AF52) -------------------------------------------------------- void Actor::DrawHealthBar(Actor *a1, GUIWindow *a2) { unsigned int v2; // eax@1 GUIWindow *v3; // edi@1 unsigned int v4; // esi@1 signed int v5; // ebx@4 double v6; // st7@5 unsigned int v7; // eax@6 unsigned int v8; // ebx@10 unsigned int v9; // [sp+14h] [bp-Ch]@4 unsigned int v10; // [sp+1Ch] [bp-4h]@4 v2 = a1->pMonsterInfo.uHP; v3 = a2; v4 = 25; if ( (signed int)v2 > 25 ) { v4 = 200; if ( (signed int)v2 < 200 ) v4 = a1->pMonsterInfo.uHP; } v5 = a1->sCurrentHP; v10 = v4; v9 = uTextureID_mhp_grn; if ( v5 < (signed int)v2 ) { v6 = (double)(signed int)v2; v10 = (signed __int64)((double)(signed int)v4 / (double)(signed int)v2 * (double)a1->sCurrentHP); if ( v5 <= (signed int)(signed __int64)(0.34 * v6) ) { v7 = uTextureID_mhp_red; v9 = v7; } else if ( v5 <= (signed int)(signed __int64)(v6 * 0.67) ) { v7 = uTextureID_mhp_yel; v9 = v7; } } v8 = a2->uFrameX + (signed int)(a2->uFrameWidth - v4) / 2; pRenderer->SetTextureClipRect(v8, a2->uFrameY + 32, v8 + v4, a2->uFrameY + 52); pRenderer->DrawTextureIndexed(v8, v3->uFrameY + 32, pIcons_LOD->GetTexture(uTextureID_mhp_bd)); pRenderer->SetTextureClipRect(v8, v3->uFrameY + 32, v8 + v10, v3->uFrameY + 52); pRenderer->DrawTextureIndexed(v8, v3->uFrameY + 34, pIcons_LOD->GetTexture(v9)); pRenderer->ResetTextureClipRect(); pRenderer->DrawTextureIndexed(v8 - 5, v3->uFrameY + 32, pIcons_LOD->GetTexture(uTextureID_mhp_capl)); pRenderer->DrawTextureIndexed(v8 + v4, v3->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) { signed int v3; // eax@1 int *v4; // edi@2 signed int v5; // eax@6 char *v6; // ecx@6 char *v7; // eax@11 ItemGen *v8; // ecx@15 v3 = 0; if ( (signed int)uNumActors > 0 ) { v4 = (int *)&pActors[0].sNPC_ID; while ( *(short *)v4 != npc ) { ++v3; v4 += 209; if ( v3 >= (signed int)uNumActors ) return; } v5 = v3; v6 = (char *)&pActors[v5].uCarriedItemID; if ( a3 ) { if ( *(short *)v6 ) { if ( pActors[v5].array_000234[0].uItemID ) { v7 = (char *)&pActors[v5].array_000234[1]; if ( !*(int *)v7 ) *(int *)v7 = item; } else { pActors[v5].array_000234[0].uItemID = item; } } else { *(short *)v6 = item; } } else { if ( *(short *)v6 == item ) { *(short *)v6 = 0; } else { v8 = pActors[v5].array_000234; if ( pActors[v5].array_000234[0].uItemID == item || (v8 = &pActors[v5].array_000234[1], pActors[v5].array_000234[1].uItemID == item) ) v8->Reset(); } } } } //----- (004485A7) -------------------------------------------------------- void Actor::GiveItem(signed int uActorID, unsigned int uItemID, unsigned int bGive) { unsigned int v3; // eax@3 char *v4; // ecx@3 int *v5; // eax@8 ItemGen *v6; // ecx@12 if ( (uActorID >= 0) && (signed int)uActorID <= (signed int)(uNumActors - 1) ) { v3 = uActorID; v4 = (char *)&pActors[uActorID].uCarriedItemID; if ( bGive ) { if ( *(short *)v4 ) { if ( pActors[v3].array_000234[0].uItemID ) { v5 = &pActors[v3].array_000234[1].uItemID; if ( !*v5 ) *v5 = uItemID; } else { pActors[v3].array_000234[0].uItemID = uItemID; } } else { *(short *)v4 = uItemID; } } else { if ( *(short *)v4 == uItemID ) { *(short *)v4 = 0; } else { v6 = pActors[v3].array_000234; if ( pActors[v3].array_000234[0].uItemID == uItemID || (v6 = &pActors[v3].array_000234[1], pActors[v3].array_000234[1].uItemID == uItemID) ) v6->Reset(); } } } } //----- (0040894B) -------------------------------------------------------- bool Actor::CanAct() { bool isparalyzed; // esi@1 bool isstoned; // edi@2 unsigned __int16 v3; // ax@6 isstoned = (signed __int64)this->pActorBuffs[5].uExpireTime > 0;// stoned isparalyzed = (signed __int64)this->pActorBuffs[6].uExpireTime > 0;// paralyzed v3 = this->uAIState; return !(isstoned || isparalyzed || v3 == Dying || v3 == Dead || v3 == Removed || v3 == Summoned || v3 == Disabled); } //----- (004089C7) -------------------------------------------------------- bool Actor::IsNotAlive() { bool isstoned; // esi@1 //unsigned __int16 v2; // ax@3 isstoned = (signed __int64)this->pActorBuffs[5].uExpireTime > 0;// stoned //v2 = this->uAIState; return (isstoned || (uAIState == Dying) || (uAIState == Dead) || (uAIState == Removed) || (uAIState == Summoned) || (uAIState == Disabled)); } //----- (004086E9) -------------------------------------------------------- void Actor::SetRandomGoldIfTheresNoItem() { Actor *v1; // esi@1 int v2; // edi@1 signed int v3; // ebx@2 unsigned __int8 v4; // al@7 v1 = this; v2 = 0; if ( !this->array_000234[3].uItemID ) { v3 = 0; if ( this->pMonsterInfo.uTreasureDiceRolls ) { do { ++v3; v2 += rand() % v1->pMonsterInfo.uTreasureDiceSides + 1; } while ( v3 < v1->pMonsterInfo.uTreasureDiceRolls ); if ( v2 ) { v1->array_000234[3].uItemID = 197; v1->array_000234[3].uSpecEnchantmentType = v2; } } } if ( rand() % 100 < v1->pMonsterInfo.uTreasureDropChance ) { v4 = v1->pMonsterInfo.uTreasureLevel; if ( v4 ) pItemsTable->GenerateItem(v4, v1->pMonsterInfo.uTreasureType, &v1->array_000234[2]); } v1->uAttributes |= 0x800000; } //----- (00404AC7) -------------------------------------------------------- void __fastcall Actor::AI_SpellAttack(unsigned int uActorID, AIDirection *pDir, int spellnum, int a4, unsigned int uSkillLevel) { Actor *v5; // esi@1 unsigned int v6; // edi@1 unsigned int v7; // eax@1 int v8; // edi@16 int v9; // edi@17 signed int v10; // ecx@22 signed int v11; // eax@29 __int16 *v12; // edi@30 int v13; // ecx@34 int v14; // edx@34 int v15; // eax@34 AIDirection *v16; // esi@34 unsigned __int16 v17; // di@34 //int v18; // eax@34 int v19; // edi@34 int v20; // eax@35 int v21; // eax@39 SoundID v22; // eax@39 signed int v23; // eax@41 double v24; // st7@49 float v25; // ST5C_4@50 int v26; // eax@50 double v27; // st7@50 double v28; // st6@50 float v29; // ST4C_4@51 int v30; // esi@50 int v31; // ST3C_4@51 unsigned int v32; // edi@51 char *v33; // eax@54 unsigned __int16 v34; // ax@57 signed int v35; // ecx@58 signed int v36; // eax@67 signed int v37; // eax@68 signed __int64 v38; // qtt@69 int v39; // ecx@75 int v40; // eax@79 int v41; // ecx@90 int v42; // ecx@91 int v43; // eax@95 int v44; // ecx@100 int v45; // ecx@101 int v46; // eax@105 unsigned int v47; // ebx@106 int v48; // ecx@110 char v49; // zf@123 int v50; // eax@127 int v51; // ecx@130 int v52; // eax@132 int v53; // ecx@137 int v54; // ecx@138 int v55; // eax@142 SpellBuff *v56; // esi@143 Player **v57; // esi@145 int v58; // eax@146 int v59; // edi@146 int v60; // eax@146 int v61; // edi@146 int v62; // eax@146 signed int v63; // edi@146 signed int v64; // edi@147 int v65; // eax@151 char *v66; // eax@160 int v67; // edi@167 int v68; // edi@168 int v69; // eax@171 signed int v70; // ecx@172 signed int v71; // eax@179 __int16 *v72; // edi@180 int v73; // ecx@184 int v74; // edx@184 int v75; // eax@184 AIDirection *v76; // esi@184 unsigned __int16 v77; // di@184 //int v78; // eax@184 int v79; // edx@185 int v80; // eax@185 int v81; // eax@189 unsigned __int16 v82; // ax@190 int v83; // ecx@192 int v84; // edx@192 int v85; // eax@192 AIDirection *v86; // esi@192 unsigned __int16 v87; // di@192 __int16 v88; // ax@192 signed int v89; // ecx@192 //int v90; // eax@192 signed int v91; // eax@200 int v92; // eax@201 int v93; // ecx@207 int v94; // ecx@208 int v95; // eax@212 int v96; // ecx@217 int v97; // eax@221 SoundID v98; // [sp-18h] [bp-E8h]@79 signed int v99; // [sp-14h] [bp-E4h]@39 unsigned int v100; // [sp-10h] [bp-E0h]@39 signed int v101; // [sp-Ch] [bp-DCh]@39 signed int v102; // [sp-8h] [bp-D8h]@39 int v103; // [sp-4h] [bp-D4h]@39 unsigned int v104; // [sp+0h] [bp-D0h]@39 signed int v105; // [sp+4h] [bp-CCh]@23 int v106; // [sp+4h] [bp-CCh]@39 signed int v107; // [sp+4h] [bp-CCh]@42 signed int v108; // [sp+4h] [bp-CCh]@173 int pitch; // [sp+2Ch] [bp-A4h]@51 float v110; // [sp+30h] [bp-A0h]@50 int v111; // [sp+38h] [bp-98h]@41 float v112; // [sp+3Ch] [bp-94h]@49 int v113; // [sp+40h] [bp-90h]@41 int v114; // [sp+48h] [bp-88h]@41 SpriteObject a1; // [sp+4Ch] [bp-84h]@1 int v116; // [sp+BCh] [bp-14h]@49 AIDirection *v117; // [sp+C0h] [bp-10h]@1 int v118; // [sp+C4h] [bp-Ch]@29 float v119; // [sp+C8h] [bp-8h]@48 float v120; // [sp+CCh] [bp-4h]@1 int spellnuma; // [sp+D8h] [bp+8h]@29 int spellnumb; // [sp+D8h] [bp+8h]@48 float spellnumc; // [sp+D8h] [bp+8h]@50 signed int spellnumd; // [sp+D8h] [bp+8h]@53 int spellnume; // [sp+D8h] [bp+8h]@179 int a1a; // [sp+E0h] [bp+10h]@34 signed int a1b; // [sp+E0h] [bp+10h]@145 int a1c; // [sp+E0h] [bp+10h]@184 LODWORD(v120) = uActorID; v5 = &pActors[uActorID]; v117 = pDir; v6 = uSkillLevel & 0x3F; v7 = SkillToMastery(uSkillLevel); if ( spellnum <= 47 ) { if ( spellnum != 47 ) { if ( spellnum <= 18 ) { if ( spellnum == 18 || spellnum == 2 ) goto LABEL_159; if ( spellnum != 5 ) { if ( spellnum == 6 ) goto LABEL_159; if ( spellnum != 9 ) { if ( spellnum != 11 ) { if ( spellnum != 15 ) { if ( spellnum != 17 ) return; if ( (signed int)v7 <= 0 ) goto LABEL_20; if ( (signed int)v7 <= 2 ) { v9 = 300 * v6; } else { if ( v7 != 3 ) { if ( v7 == 4 ) { v8 = 3600 * (v6 + 64); LABEL_21: v5->pActorBuffs[15].Apply( pParty->uTimePlayed + (signed int)(signed __int64)((double)(v8 << 7) * 0.033333335), v7, 0, 0, 0); return; } LABEL_20: v8 = 0; goto LABEL_21; } v9 = 900 * v6; } v8 = v9 + 3840; goto LABEL_21; } v10 = 3; if ( uSkillLevel & 0x0100 ) { v105 = 9; } else { if ( (uSkillLevel & 0x80u) == 0 ) { if ( !(uSkillLevel & 0x40) ) goto LABEL_29; v105 = 5; } else { v105 = 7; } } v10 = v105; LABEL_29: spellnuma = (signed int)(60 * stru_5C6E00->uIntegerDoublePi) / 360; a1.uType = stru_4E3ACC[15].uType; v118 = (signed int)(60 * stru_5C6E00->uIntegerDoublePi) / 360 / (v10 - 1); v11 = 0; if ( (signed int)pObjectList->uNumObjects <= 0 ) { LABEL_33: LOWORD(v11) = 0; } else { v12 = &pObjectList->pObjects->uObjectID; while ( stru_4E3ACC[15].uType != *v12 ) { ++v11; v12 += 28; if ( v11 >= (signed int)pObjectList->uNumObjects ) goto LABEL_33; } } a1.uObjectDescID = v11; a1.stru_24.Reset(); a1.spell_id = SPELL_AIR_SPARKS; v13 = v5->vPosition.x; v14 = v5->vPosition.y; a1.spell_level = uSkillLevel; a1.vPosition.x = v13; v15 = v5->vPosition.z + ((signed int)v5->uActorHeight >> 1); v16 = v117; v17 = LOWORD(v117->uYawAngle); a1.spell_skill = 0; a1.vPosition.y = v14; a1.vPosition.z = v15; a1.uFacing = v17; a1.uSoundID = 0; a1.uAttributes = 0; a1.uSectorID = pIndoor->GetSector(v13, v14, v15); a1.spell_caster_pid = PID(OBJECT_Actor, LODWORD(v120)); 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(v16->uYawAngle); v20 = a1.Create( (signed __int16)a1.uFacing, v16->uPitchAngle, pObjectList->pObjects[(signed __int16)a1.uObjectDescID].uSpeed, 0); v19 += v118; } while ( v19 <= a1a ); } if ( v20 != -1 ) { v106 = 0; v104 = 0; v103 = 0; v102 = 0; v21 = 8 * v20; v101 = -1; LOBYTE(v21) = v21 | 2; v100 = 0; v99 = v21; v22 = (SoundID)word_4EE088_sound_ids[15]; LABEL_202: v98 = v22; goto LABEL_222; } return; } LABEL_159: a1.uType = stru_4E3ACC[spellnum].uType; v119 = 0.0; if ( (signed int)pObjectList->uNumObjects <= 0 ) { LABEL_191: v82 = 0; } else { v66 = (char *)&pObjectList->pObjects->uObjectID; while ( (short)a1.uType != *(short *)v66 ) { ++LODWORD(v119); v66 += 56; if ( SLODWORD(v119) >= (signed int)pObjectList->uNumObjects ) goto LABEL_191; } v82 = LOWORD(v119); } a1.uObjectDescID = v82; a1.stru_24.Reset(); a1.spell_id = spellnum; v83 = v5->vPosition.x; v84 = v5->vPosition.y; a1.spell_level = uSkillLevel; a1.vPosition.x = v83; v85 = v5->vPosition.z + ((signed int)v5->uActorHeight >> 1); v86 = v117; v87 = LOWORD(v117->uYawAngle); a1.spell_skill = 0; a1.vPosition.y = v84; a1.vPosition.z = v85; a1.uFacing = v87; a1.uSoundID = 0; a1.uAttributes = 0; v88 = pIndoor->GetSector(v83, v84, v85); v89 = v86->uDistance; a1.uSectorID = v88; LODWORD(v119) = v89; a1.uSpriteFrameID = 0; a1.spell_caster_pid = PID(OBJECT_Actor, LODWORD(v120)); a1.spell_target_pid = 0; a1.field_60_distance_related_prolly_lod = 3; if ( (double)v89 >= 307.2 ) { if ( v89 >= 1024 ) { if ( v89 >= 2560 ) { if ( v89 < 5120 ) a1.field_60_distance_related_prolly_lod = 3; } else { a1.field_60_distance_related_prolly_lod = 2; } } else { a1.field_60_distance_related_prolly_lod = 1; } } else { a1.field_60_distance_related_prolly_lod = 0; } a1.field_61 = 2; v91 = a1.Create( v86->uYawAngle, v86->uPitchAngle, pObjectList->pObjects[(signed __int16)a1.uObjectDescID].uSpeed, 0); if ( v91 != -1 ) { v106 = 0; v104 = 0; v103 = 0; v102 = 0; v92 = 8 * v91; v101 = -1; LOBYTE(v92) = v92 | 2; v100 = 0; v99 = v92; v22 = (SoundID)word_4EE088_sound_ids[spellnum]; goto LABEL_202; } return; } if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) return; v118 = pParty->vPosition.z; v111 = pParty->vPosition.x; v114 = pParty->vPosition.z + 2500; v113 = pParty->vPosition.y; v23 = 8; if ( uSkillLevel & 0x0100 ) { v107 = 14; } else { if ( (uSkillLevel & 0x80u) == 0 ) { if ( !(uSkillLevel & 0x40) ) goto LABEL_48; v107 = 10; } else { v107 = 12; } } v23 = v107; LABEL_48: v119 = 0.0; spellnumb = 0; if ( v23 > 0 ) { v24 = (double)v118; v118 = v23; v112 = v24; v116 = PID(OBJECT_Actor,LODWORD(v120)); do { v26 = rand(); v27 = (double)spellnumb; v110 = v27; v28 = (double)SLODWORD(v119); v30 = v26 % 1000; v25 = (double)v114; spellnumc = (double)(v26 % 1000) + v112 - v25; v120 = v28 * v28; v119 = v27 * v27; if ( sqrt(spellnumc * spellnumc + v119 + v120) <= 1.0 ) { v32 = 0; pitch = 0; } else { v31 = (signed __int64)sqrt(v119 + v120); v29 = v28; v32 = stru_5C6E00->Atan2((signed __int64)v110, (signed __int64)v29); pitch = stru_5C6E00->Atan2(v31, (signed __int64)spellnumc); } a1.stru_24.Reset(); a1.uType = stru_4E3ACC[9].uType; spellnumd = 0; if ( (signed int)pObjectList->uNumObjects <= 0 ) { LABEL_57: v34 = 0; } else { v33 = (char *)&pObjectList->pObjects->uObjectID; while ( (short)a1.uType != *(short *)v33 ) { ++spellnumd; v33 += 56; if ( spellnumd >= (signed int)pObjectList->uNumObjects ) goto LABEL_57; } v34 = spellnumd; } a1.uObjectDescID = v34; a1.spell_level = uSkillLevel; a1.vPosition.x = v111; a1.vPosition.y = v113; 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 = v116; a1.spell_target_pid = 0; a1.field_60_distance_related_prolly_lod = stru_50C198._427546(v30 + 2500); a1.uFacing = v32; a1.uSoundID = 0; v35 = v117->uDistance; LODWORD(v119) = v117->uDistance; if ( (double)SLODWORD(v119) >= 307.2 ) { if ( v35 >= 1024 ) { if ( v35 >= 2560 ) { if ( v35 < 5120 ) a1.field_60_distance_related_prolly_lod = 3; } else { a1.field_60_distance_related_prolly_lod = 2; } } else { a1.field_60_distance_related_prolly_lod = 1; } } else { a1.field_60_distance_related_prolly_lod = 0; } a1.field_61 = 2; v36 = a1.Create( v32, pitch, pObjectList->pObjects[(signed __int16)a1.uObjectDescID].uSpeed, 0); if ( v36 != -1 ) { v37 = 8 * v36; LOBYTE(v37) = v37 | 2; pAudioPlayer->PlaySound((SoundID)word_4EE088_sound_ids[9], v37, 0, -1, 0, 0, 0, 0); } spellnumb = rand() % 1024 - 512; v38 = rand(); v49 = v118-- == 1; LODWORD(v119) = (unsigned __int64)(v38 % 1024) - 512; } while ( !v49 ); } return; } if ( (signed int)v7 > 0 ) { if ( (signed int)v7 <= 2 ) { v39 = 60 * (v6 + 60); goto LABEL_79; } if ( v7 == 3 ) { v39 = 180 * (v6 + 20); goto LABEL_79; } if ( v7 == 4 ) { v39 = 240 * (v6 + 15); LABEL_79: v5->pActorBuffs[19].Apply( pParty->uTimePlayed + (signed int)(signed __int64)((double)(v39 << 7) * 0.033333335), v7, 0, 0, 0); pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(v5, 0xFF3C1Eu); v106 = 0; v104 = 0; v103 = 0; v102 = 0; v40 = 8 * LODWORD(v120); v101 = -1; LOBYTE(v40) = PID(OBJECT_Actor,LOBYTE(v120)); v100 = 0; v99 = v40; v98 = (SoundID)10040; LABEL_222: pAudioPlayer->PlaySound(v98, v99, v100, v101, v102, v103, v104, v106); return; } } v39 = 0; goto LABEL_79; } if ( spellnum == 26 || spellnum == 29 ) goto LABEL_159; if ( spellnum != 38 ) { if ( spellnum == 39 || spellnum == 41 ) goto LABEL_159; if ( spellnum != 46 ) return; if ( (signed int)v7 > 0 ) { if ( (signed int)v7 <= 2 ) { v41 = 300 * v6; goto LABEL_91; } if ( v7 == 3 ) { v41 = 900 * v6; goto LABEL_91; } if ( v7 == 4 ) { v41 = 1200 * v6; LABEL_91: v42 = v41 + 3840; LABEL_95: v5->pActorBuffs[17].Apply( pParty->uTimePlayed + (signed int)(signed __int64)((double)(v42 << 7) * 0.033333335), v7, v6 + 5, 0, 0); pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(v5,0xC8C805u); v106 = 0; v104 = 0; v103 = 0; v102 = 0; v43 = 8 * LODWORD(v120); v101 = -1; LOBYTE(v43) = PID(OBJECT_Actor,LOBYTE(v120)); v100 = 0; v99 = v43; v98 = (SoundID)14010; goto LABEL_222; } } v42 = 0; goto LABEL_95; } if ( (signed int)v7 <= 0 ) goto LABEL_104; if ( (signed int)v7 <= 2 ) { v45 = 300 * v6; } else { if ( v7 != 3 ) { if ( v7 == 4 ) { v44 = 3600 * (v6 + 64); LABEL_105: v5->pActorBuffs[16].Apply( pParty->uTimePlayed + (signed int)(signed __int64)((double)(v44 << 7) * 0.033333335), v7, v6 + 5, 0, 0); pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(v5,0x5C310Eu); v106 = 0; v104 = 0; v103 = 0; v102 = 0; v46 = 8 * LODWORD(v120); v101 = -1; LOBYTE(v46) = PID(OBJECT_Actor,LOBYTE(v120)); v100 = 0; v99 = v46; v98 = (SoundID)13040; goto LABEL_222; } LABEL_104: v44 = 0; goto LABEL_105; } v45 = 900 * v6; } v44 = v45 + 3840; goto LABEL_105; } v47 = 0; if ( (signed int)v7 > 0 ) { if ( (signed int)v7 <= 2 ) { v48 = 2 * v6 + 40; goto LABEL_114; } if ( v7 == 3 ) { v48 = 3 * v6 + 60; goto LABEL_114; } if ( v7 == 4 ) { LOWORD(v48) = 2 * (3 * v6 + 60); LABEL_114: v5->pActorBuffs[11].Apply(pParty->uTimePlayed + 1280, v7, v48, 0, 0); pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(v5,0xC8C805u); LABEL_127: v106 = v47; v104 = v47; v103 = v47; v50 = 8 * LODWORD(v120); v102 = v47; v101 = -1; LOBYTE(v50) = PID(OBJECT_Actor,LOBYTE(v120)); v100 = v47; v99 = v50; v98 = (SoundID)14020; goto LABEL_222; } } LOWORD(v48) = 0; goto LABEL_114; } if ( spellnum <= 80 ) { if ( spellnum == 80 ) { v56 = pParty->pPartyBuffs; do { v56->Reset(); ++v56; } while ( (signed int)v56 < (signed int)pParty->pPlayers ); a1b = 1; v57 = &pPlayers[1]; do { v58 = (*v57)->GetActualWillpower(); v59 = (*v57)->GetParameterBonus(v58); v60 = (*v57)->GetActualIntelligence(); v61 = ((*v57)->GetParameterBonus(v60) + v59) >> 1; v62 = (*v57)->GetActualLuck(); v63 = v61 + (*v57)->GetParameterBonus(v62) + 30; if ( rand() % v63 < 30 ) { v64 = 6048; do { ((SpellBuff *)((char *)*v57 + v64))->Reset(); v64 += 16; } while ( v64 < 6432 ); pOtherOverlayList->_4418B1(11210, a1b + 99, 0, 65536); } ++a1b; ++v57; } while ( (signed int)v57 <= (signed int)&pPlayers[4] ); v106 = 0; v104 = 0; v103 = 0; v65 = 8 * LODWORD(v120); v102 = 0; v101 = -1; LOBYTE(v65) = PID(OBJECT_Actor,LOBYTE(v120)); v100 = 0; v99 = v65; v22 = (SoundID)word_4EE088_sound_ids[80]; goto LABEL_202; } if ( spellnum != 51 ) { if ( spellnum == 57 || spellnum == 65 || spellnum == 70 ) goto LABEL_159; if ( spellnum == 73 ) { if ( (signed int)v7 <= 0 || (signed int)v7 > 4 ) v51 = 0; else v51 = 3600 * v6; v5->pActorBuffs[21].Apply( pParty->uTimePlayed + (signed int)(signed __int64)((double)(v51 << 7) * 0.033333335), v7, v6, 0, 0); pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(v5, 0xA81376u); v106 = 0; v104 = 0; v103 = 0; v102 = 0; v52 = 8 * LODWORD(v120); v101 = -1; LOBYTE(v52) = PID(OBJECT_Actor,LOBYTE(v120)); v100 = 0; v99 = v52; v98 = (SoundID)16060; goto LABEL_222; } if ( spellnum == 77 ) { v5->sCurrentHP += 5 * v6 + 10; if ( v5->sCurrentHP >= (signed int)v5->pMonsterInfo.uHP ) v5->sCurrentHP = LOWORD(v5->pMonsterInfo.uHP); pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(v5, 0xA81376u); v47 = 0; goto LABEL_127; } v49 = spellnum == 78; LABEL_158: if ( !v49 ) return; goto LABEL_159; } if ( (signed int)v7 > 0 ) { if ( (signed int)v7 <= 2 ) { v53 = 300 * v6; goto LABEL_138; } if ( v7 == 3 ) { v53 = 900 * v6; goto LABEL_138; } if ( v7 == 4 ) { v53 = 1200 * v6; LABEL_138: v54 = v53 + 3840; LABEL_142: v5->pActorBuffs[18].Apply( pParty->uTimePlayed + (signed int)(signed __int64)((double)(v54 << 7) * 0.033333335), v7, v6 + 5, 0, 0); pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(v5,0xC8C805u); v106 = 0; v104 = 0; v103 = 0; v102 = 0; v55 = 8 * LODWORD(v120); v101 = -1; LOBYTE(v55) = PID(OBJECT_Actor,LOBYTE(v120)); v100 = 0; v99 = v55; v98 = (SoundID)14060; goto LABEL_222; } } v54 = 0; goto LABEL_142; } if ( spellnum == 85 ) { if ( (signed int)v7 > 0 ) { if ( (signed int)v7 <= 2 ) { v96 = 300 * v6 + 3840; goto LABEL_221; } if ( v7 == 3 ) { LOWORD(v6) = 3 * v6; v96 = 900 * (uSkillLevel & 0x3F) + 3840; goto LABEL_221; } if ( v7 == 4 ) { v96 = 1200 * v6 + 3840; LOWORD(v6) = 4 * v6; LABEL_221: v5->pActorBuffs[13].Apply( pParty->uTimePlayed + (signed int)(signed __int64)((double)(v96 << 7) * 0.033333335), v7, v6, 0, 0); pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(v5, 0xFFFFFFu); v106 = 0; v104 = 0; v103 = 0; v102 = 0; v97 = 8 * LODWORD(v120); v101 = -1; LOBYTE(v97) = PID(OBJECT_Actor,LOBYTE(v120)); v100 = 0; v99 = v97; v98 = (SoundID)17070; goto LABEL_222; } } LOWORD(v6) = uSkillLevel; v96 = 0; goto LABEL_221; } if ( spellnum == 86 ) { if ( (signed int)v7 > 0 ) { if ( (signed int)v7 <= 2 ) { v93 = 300 * v6; goto LABEL_208; } if ( v7 == 3 ) { v93 = 900 * v6; goto LABEL_208; } if ( v7 == 4 ) { v93 = 1200 * v6; LABEL_208: v94 = v93 + 3840; LABEL_212: v5->pActorBuffs[14].Apply( pParty->uTimePlayed + (signed int)(signed __int64)((double)(v94 << 7) * 0.033333335), v7, v6 + 5, 0, 0); pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(v5, 0xFFFFFFu); v106 = 0; v104 = 0; v103 = 0; v102 = 0; v95 = 8 * LODWORD(v120); v101 = -1; LOBYTE(v95) = PID(OBJECT_Actor,LOBYTE(v120)); v100 = 0; v99 = v95; v98 = (SoundID)17080; goto LABEL_222; } } v94 = 0; goto LABEL_212; } if ( spellnum == 90 ) goto LABEL_159; if ( spellnum != 93 ) { if ( spellnum != 95 ) { v49 = spellnum == 97; goto LABEL_158; } if ( (signed int)v7 > 0 ) { if ( (signed int)v7 <= 3 ) { v67 = 300 * v6; goto LABEL_168; } if ( v7 == 4 ) { v67 = 900 * v6; LABEL_168: v68 = v67 + 3840; LABEL_171: v5->pActorBuffs[20].Apply( pParty->uTimePlayed + (signed int)(signed __int64)((double)(v68 << 7) * 0.033333335), v7, 0, 0, 0); pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(v5,0x7E7E7Eu); v106 = 0; v104 = 0; v103 = 0; v102 = 0; v69 = 8 * LODWORD(v120); v101 = -1; LOBYTE(v69) = PID(OBJECT_Actor,LOBYTE(v120)); v100 = 0; v99 = v69; v98 = (SoundID)18060; goto LABEL_222; } } v68 = 0; goto LABEL_171; } v70 = 3; if ( uSkillLevel & 0x100 ) { v108 = 9; } else { if ( (uSkillLevel & 0x80u) == 0 ) { if ( !(uSkillLevel & 0x40) ) goto LABEL_179; v108 = 5; } else { v108 = 7; } } v70 = v108; LABEL_179: spellnume = (signed int)(60 * stru_5C6E00->uIntegerDoublePi) / 360; a1.uType = stru_4E3ACC[SPELL_DARK_SHARPMETAL].uType; v116 = (signed int)(60 * stru_5C6E00->uIntegerDoublePi) / 360 / (v70 - 1); v71 = 0; if ( (signed int)pObjectList->uNumObjects <= 0 ) { LABEL_183: LOWORD(v71) = 0; } else { v72 = &pObjectList->pObjects->uObjectID; while ( stru_4E3ACC[SPELL_DARK_SHARPMETAL].uType != *v72 ) { ++v71; v72 += 28; if ( v71 >= (signed int)pObjectList->uNumObjects ) goto LABEL_183; } } a1.uObjectDescID = v71; a1.stru_24.Reset(); a1.spell_id = SPELL_DARK_SHARPMETAL; v73 = v5->vPosition.x; v74 = v5->vPosition.y; a1.spell_level = uSkillLevel; a1.vPosition.x = v73; v75 = v5->vPosition.z + ((signed int)v5->uActorHeight >> 1); v76 = v117; v77 = LOWORD(v117->uYawAngle); a1.spell_skill = 0; a1.vPosition.y = v74; a1.vPosition.z = v75; a1.uFacing = v77; a1.uSoundID = 0; a1.uAttributes = 0; a1.uSectorID = pIndoor->GetSector(v73, v74, v75); a1.spell_caster_pid = PID(OBJECT_Actor, LODWORD(v120)); 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 = v76->uYawAngle; a1.uFacing = a1c + LOWORD(v76->uYawAngle); v80 = a1.Create( v79, v76->uPitchAngle, pObjectList->pObjects[(signed __int16)a1.uObjectDescID].uSpeed, 0); a1c += v116; } while ( a1c <= spellnume / 2 ); } if ( v80 != -1 ) { v106 = 0; v104 = 0; v103 = 0; v102 = 0; v81 = 8 * v80; v101 = -1; LOBYTE(v81) = v81 | 2; v100 = 0; v99 = v81; v22 = (SoundID)word_4EE088_sound_ids[93]; goto LABEL_202; } } //----- (0043ABB0) -------------------------------------------------------- bool Actor::ArePeasantsOfSameFaction(Actor *a1, Actor *a2) { unsigned int v2; // esi@1 unsigned int v3; // edi@1 bool result; // eax@9 v2 = a1->uAlly; v3 = a2->uAlly; if ( !v2 ) v2 = (a1->pMonsterInfo.uID - 1) / 3 + 1; if ( !v3 ) v3 = (a2->pMonsterInfo.uID - 1) / 3 + 1; if ( (signed int)v2 >= 39 && (signed int)v2 <= 44 && (signed int)v3 >= 39 && (signed int)v3 <= 44 || (signed int)v2 >= 45 && (signed int)v2 <= 50 && (signed int)v3 >= 45 && (signed int)v3 <= 50 || (signed int)v2 >= 51 && (signed int)v2 <= 62 && (signed int)v3 >= 51 && (signed int)v3 <= 62 || (signed int)v2 >= 78 && (signed int)v2 <= 83 && (signed int)v3 >= 78 && (signed int)v3 <= 83 ) result = 1; else result = v2 == v3; return result; } //----- (0043AC45) -------------------------------------------------------- void Actor::AggroSurroundingPeasants(unsigned int uActorID, int a2) { int v4; // ebx@8 int v5; // ST1C_4@8 int v6; // eax@8 auto victim = &pActors[uActorID]; if ( a2 == 1 ) BYTE2(victim->uAttributes) |= 8u; for (uint i = 0; i < uNumActors; ++i) { auto 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 ) BYTE2(actor->uAttributes) |= 8u; } } } } //----- (00404874) -------------------------------------------------------- char __fastcall Actor::AI_RangedAttack(unsigned int uActorID, AIDirection *a2, int a3, char a4) { AIDirection *v4; // edi@1 Actor *v5; // esi@1 char result; // al@1 char *v7; // eax@15 unsigned __int16 v8; // ax@18 unsigned __int16 v9; // ax@19 __int16 v10; // ax@19 signed int v11; // ecx@19 //int v12; // eax@19 int v13; // edx@28 //SpriteObject a1; // [sp+Ch] [bp-74h]@1 unsigned int v15; // [sp+7Ch] [bp-4h]@1 signed int v16; // [sp+88h] [bp+8h]@14 signed int v17; // [sp+88h] [bp+8h]@19 v15 = uActorID; v4 = a2; v5 = &pActors[uActorID]; SpriteObject a1; // [sp+Ch] [bp-74h]@1 //SpriteObject::SpriteObject(&a1); result = a3 - 1; switch ( a3 ) { case 1: a1.uType = 545; goto LABEL_14; case 2: a1.uType = 550; goto LABEL_14; case 3: a1.uType = 510; goto LABEL_14; case 4: a1.uType = 500; goto LABEL_14; case 5: a1.uType = 515; goto LABEL_14; case 6: a1.uType = 505; goto LABEL_14; case 7: a1.uType = 530; goto LABEL_14; case 8: a1.uType = 525; goto LABEL_14; case 9: a1.uType = 520; goto LABEL_14; case 10: a1.uType = 535; goto LABEL_14; case 11: a1.uType = 540; goto LABEL_14; case 13: a1.uType = 555; LABEL_14: v16 = 0; if ( (signed int)pObjectList->uNumObjects <= 0 ) goto LABEL_18; v7 = (char *)&pObjectList->pObjects->uObjectID; break; default: return result; } while ( (short)a1.uType != *(short *)v7 ) { ++v16; v7 += 56; if ( v16 >= (signed int)pObjectList->uNumObjects ) { LABEL_18: v8 = 0; goto LABEL_19; } } v8 = v16; LABEL_19: a1.uObjectDescID = v8; a1.stru_24.Reset(); a1.vPosition.x = v5->vPosition.x; a1.spell_id = 0; a1.vPosition.y = v5->vPosition.y; a1.spell_level = 0; v17 = v5->uActorHeight; a1.spell_skill = 0; v9 = LOWORD(v4->uYawAngle); a1.vPosition.z = v5->vPosition.z - (unsigned int)(signed __int64)((double)v17 * -0.75); a1.uFacing = v9; a1.uSoundID = 0; a1.uAttributes = 0; v10 = pIndoor->GetSector(a1.vPosition.x, a1.vPosition.y, a1.vPosition.z); v11 = v4->uDistance; a1.uSectorID = v10; a1.uSpriteFrameID = 0; a1.spell_caster_pid = PID(OBJECT_Actor, v15); a1.spell_target_pid = 0; if ( (double)v11 >= 307.2 ) { if ( v11 >= 1024 ) { a1.field_60_distance_related_prolly_lod = 2; if ( v11 >= 2560 ) a1.field_60_distance_related_prolly_lod = 3; } else { a1.field_60_distance_related_prolly_lod = 1; } } else { a1.field_60_distance_related_prolly_lod = 0; } a1.field_61 = a4; result = a1.Create( v4->uYawAngle, v4->uPitchAngle, pObjectList->pObjects[(signed __int16)a1.uObjectDescID].uSpeed, 0); if ( v5->pMonsterInfo.uSpecialAbilityType == 1 ) { result = v5->pMonsterInfo.uSpecialAbilityDamageDiceBonus; if ( result == 2 ) { a1.vPosition.z += 40; v13 = v4->uYawAngle; } else { if ( result != 3 ) return result; a1.Create( v4->uYawAngle + 30, v4->uPitchAngle, pObjectList->pObjects[(signed __int16)a1.uObjectDescID].uSpeed, 0); v13 = v4->uYawAngle - 30; } result = a1.Create( v13, v4->uPitchAngle, pObjectList->pObjects[(signed __int16)a1.uObjectDescID].uSpeed, 0); } return result; } //----- (00404736) -------------------------------------------------------- signed int __fastcall Actor::Explode(unsigned int uActorID) { Actor *v1; // esi@1 signed int v2; // edx@1 char *v3; // ecx@2 unsigned __int16 v4; // ax@5 int v5; // ebx@6 int v6; // ecx@6 //int v7; // eax@6 SpriteObject a1; // [sp+Ch] [bp-78h]@1 unsigned int v10; // [sp+7Ch] [bp-8h]@1 int v11; // [sp+80h] [bp-4h]@6 v10 = uActorID; v1 = &pActors[uActorID]; v2 = 0; a1.uType = 600; if ( (signed int)pObjectList->uNumObjects <= 0 ) { LABEL_5: v4 = 0; } else { v3 = (char *)&pObjectList->pObjects->uObjectID; while ( *(short *)v3 != 600 ) { ++v2; v3 += 56; if ( v2 >= (signed int)pObjectList->uNumObjects ) goto LABEL_5; } v4 = v2; } a1.uObjectDescID = v4; a1.stru_24.Reset(); a1.vPosition.y = v1->vPosition.y; a1.spell_id = 0; v5 = v1->vPosition.x; v11 = v1->uActorHeight; a1.spell_level = 0; a1.spell_skill = 0; a1.vPosition.x = v5; v6 = v1->vPosition.z - (unsigned int)(signed __int64)((double)v11 * -0.75); a1.uFacing = 0; a1.vPosition.z = v6; a1.uSoundID = 0; a1.uAttributes = 0; a1.uSectorID = pIndoor->GetSector(v5, a1.vPosition.y, v6); a1.uSpriteFrameID = 0; a1.spell_caster_pid = PID(OBJECT_Actor, v10); a1.spell_target_pid = 0; a1.field_60_distance_related_prolly_lod = 3; a1.field_61 = 4; return a1.Create(0, 0, 0, 0); } //----- (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 AIDirection *__fastcall Actor::GetDirectionInfo(unsigned int uObj1ID, unsigned int uObj2ID, AIDirection *pOut, int a4) { signed int v4; // eax@1 unsigned int v5; // ecx@1 unsigned int v6; // ebx@1 int v7; // ecx@2 int v8; // ecx@3 int v9; // ecx@4 BLVFace *v10; // eax@8 unsigned int v11; // ecx@8 signed int v12; // eax@9 int v13; // ecx@9 int v14; // eax@9 int v15; // eax@11 int v16; // eax@12 int v17; // eax@13 int v18; // edx@15 signed int v19; // eax@25 signed int v20; // eax@28 int v21; // ebx@28 signed int v22; // eax@28 BLVFace *v23; // eax@35 int v24; // edx@35 unsigned int v25; // ecx@35 signed int v26; // eax@36 int v27; // ecx@36 int v28; // eax@36 int v29; // eax@37 signed int v30; // eax@42 double v31; // st7@45 double v32; // st6@45 double v33; // st7@45 AIDirection *result; // eax@48 int v35; // [sp-18h] [bp-64h]@17 int v36; // [sp-14h] [bp-60h]@17 Vec3_int_ v37; // [sp-10h] [bp-5Ch]@15 int *v38; // [sp-4h] [bp-50h]@15 int *v39; // [sp+0h] [bp-4Ch]@15 int *v40; // [sp+4h] [bp-48h]@15 AIDirection v41; // [sp+14h] [bp-38h]@46 float v42; // [sp+30h] [bp-1Ch]@23 float v43; // [sp+34h] [bp-18h]@45 float v44; // [sp+38h] [bp-14h]@33 float v45; // [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); v5 = PID_TYPE(uObj1ID); v6 = uObj2ID; switch(v5) { case OBJECT_Item: { v19 = v4; outx = pSpriteObjects[v19].vPosition.x; v13 = pSpriteObjects[v19].vPosition.y; v14 = pSpriteObjects[v19].vPosition.z; outy = v13; outz = v14; break; } case OBJECT_Actor: { outx = pActors[v4].vPosition.x; outy = pActors[v4].vPosition.y; LODWORD(v42) = pActors[v4].uActorHeight; v11 = pActors[v4].vPosition.z - (unsigned int)(signed __int64)((double)SLODWORD(v42) * -0.75); outz = v11; break; } case OBJECT_Player: { if ( !v4 ) { outx = pParty->vPosition.x; outy = pParty->vPosition.y; v14 = pParty->vPosition.z + (signed int)pParty->uPartyHeight / 3; outz = v14; break;; } if ( v4 == 4 ) { v40 = &outz; v39 = &outy; v38 = &outx; v18 = pParty->sRotationY - stru_5C6E00->uIntegerHalfPi; v37.z = pParty->vPosition.z + (signed int)pParty->uPartyHeight / 3; *(_QWORD *)&v37 = *(_QWORD *)&pParty->vPosition.x; v36 = 0; v35 = 24; Vec3_int_::Rotate(v35, v18, v36, v37, v38, v39, v40); break; } if ( v4 == 3 ) { v40 = &outz; v39 = &outy; v38 = &outx; v18 = pParty->sRotationY - stru_5C6E00->uIntegerHalfPi; v37.z = pParty->vPosition.z + (signed int)pParty->uPartyHeight / 3; *(_QWORD *)&v37.x = *(_QWORD *)&pParty->vPosition.x; v36 = 0; v35 = 8; Vec3_int_::Rotate(v35, v18, v36, v37, v38, v39, v40); break; } if ( v4 == 2 ) { v40 = &outz; v39 = &outy; v38 = &outx; v37.z = pParty->vPosition.z + (signed int)pParty->uPartyHeight / 3; v18 = stru_5C6E00->uIntegerHalfPi + pParty->sRotationY; *(_QWORD *)&v37.x = *(_QWORD *)&pParty->vPosition.x; v36 = 0; v35 = 8; Vec3_int_::Rotate(v35, v18, v36, v37, v38, v39, v40); break; } if ( v4 == 1 ) { v40 = &outz; v39 = &outy; v38 = &outx; v37.z = pParty->vPosition.z + (signed int)pParty->uPartyHeight / 3; v18 = stru_5C6E00->uIntegerHalfPi + pParty->sRotationY; *(_QWORD *)&v37 = *(_QWORD *)&pParty->vPosition.x; v36 = 0; v35 = 24; Vec3_int_::Rotate(v35, v18, v36, v37, v38, v39, v40); break; } } case OBJECT_Decoration: { v12 = v4; outx = pLevelDecorations[v12].vPosition.x; v13 = pLevelDecorations[v12].vPosition.y; v14 = pLevelDecorations[v12].vPosition.z; outy = v13; outz = v14; break; } default: { outz = 0; outy = 0; outx = 0; break; } case OBJECT_BModel: { if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) { v10 = &pIndoor->pFaces[v4]; outx = (v10->pBounding.x1 + v10->pBounding.x2) >> 1; outy = (v10->pBounding.y1 + v10->pBounding.y2) >> 1; v11 = (v10->pBounding.z1 + v10->pBounding.z2) >> 1; outz = v11; } break; } } v20 = v6; v21 = PID_TYPE(v6); v22 = PID_ID(v20); switch(v21) { case OBJECT_Item: { v30 = v22; LODWORD(v45) = pSpriteObjects[v30].vPosition.x; v27 = pSpriteObjects[v30].vPosition.y; v28 = pSpriteObjects[v30].vPosition.z; LODWORD(v44) = v27; a4 = v28; break; } case OBJECT_Actor: { LODWORD(v45) = pActors[v22].vPosition.x; LODWORD(v44) = pActors[v22].vPosition.y; v25 = pActors[v22].vPosition.z - (unsigned int)(signed __int64)((double)pActors[v22].uActorHeight * -0.75); a4 = v25; break; } case OBJECT_Player: { LODWORD(v45) = pParty->vPosition.x; LODWORD(v44) = pParty->vPosition.y; v29 = a4; if ( !a4 ) v29 = pParty->sEyelevel; v28 = pParty->vPosition.z + v29; a4 = v28; break; } case OBJECT_Decoration: { v26 = v22; LODWORD(v45) = pLevelDecorations[v26].vPosition.x; v27 = pLevelDecorations[v26].vPosition.y; v28 = pLevelDecorations[v26].vPosition.z; LODWORD(v44) = v27; a4 = v28; break; } default: { a4 = 0; v44 = 0.0; v45 = 0.0; break; } case OBJECT_BModel: { if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) { v23 = &pIndoor->pFaces[v22]; v24 = v23->pBounding.y1; LODWORD(v45) = (v23->pBounding.x1 + v23->pBounding.x2) >> 1; LODWORD(v44) = (v24 + v23->pBounding.y2) >> 1; v25 = (v23->pBounding.z1 + v23->pBounding.z2) >> 1; a4 = v25; } break; } } v31 = (double)SLODWORD(v45) - (double)outx; v42 = v31; v32 = (double)SLODWORD(v44) - (double)outy; v43 = v32; a4a = (double)a4 - (double)outz; v45 = v32 * v32; v44 = v31 * v31; v33 = sqrt(a4a * a4a + v44 + v45); if ( v33 <= 1.0 ) { v41.vDirection.x = 65536; v41.vDirection.y = 0; v41.vDirection.z = 0; v41.uDistance = 1; v41.uDistanceXZ = 1; v41.uYawAngle = 0; v41.uPitchAngle = 0; } else { v41.vDirection.x = (signed __int64)(1.0 / v33 * v42 * 65536.0); v41.vDirection.y = (signed __int64)(1.0 / v33 * v43 * 65536.0); v41.vDirection.z = (signed __int64)(1.0 / v33 * a4a * 65536.0); v41.uDistance = (signed __int64)v33; v41.uDistanceXZ = (signed __int64)sqrt(v44 + v45); v41.uYawAngle = stru_5C6E00->Atan2((signed __int64)v42, (signed __int64)v43); v41.uPitchAngle = stru_5C6E00->Atan2(v41.uDistanceXZ, (signed __int64)a4a); } result = pOut; memcpy(pOut, &v41, 0x1Cu); return result; } //----- (00404030) -------------------------------------------------------- void Actor::AI_FaceObject(unsigned int uActorID, unsigned int uObjID, int _48, AIDirection *a4) { unsigned int v4; // edi@1 unsigned int v5; // esi@1 //unsigned int result; // eax@2 AIDirection *v7; // eax@3 unsigned int v8; // ecx@3 Actor *v9; // ebx@3 AIDirection *v10; // esi@4 unsigned __int16 v11; // ax@5 AIDirection a3; // [sp+8h] [bp-38h]@4 AIDirection v13; // [sp+24h] [bp-1Ch]@4 v4 = uObjID; v5 = uActorID; if ( rand() % 100 >= 5 ) { v7 = a4; v8 = 0; v9 = &pActors[v5]; if ( !a4 ) { v10 = Actor::GetDirectionInfo(PID(OBJECT_Actor, v5), v4, &a3, 0); v7 = &v13; memcpy(&v13, v10, sizeof(v13)); v8 = 0; } v9->uYawAngle = LOWORD(v7->uYawAngle); v11 = LOWORD(v7->uPitchAngle); v9->uCurrentActionTime = v8; v9->vVelocity.z = v8; v9->vVelocity.y = v8; v9->vVelocity.x = v8; v9->uPitchAngle = v11; v9->uCurrentActionLength = 256; v9->uAIState = Interacting; v9->UpdateAnimation(); } else Actor::AI_Bored(v5, v4, a4); } //----- (00403F58) -------------------------------------------------------- void Actor::AI_StandOrBored(unsigned int uActorID, signed int uObjID, int uActionLength, AIDirection *a4) { if (rand() % 2) 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); auto actor = &pActors[uActorID]; AIDirection a3; if (!a4) a4 = Actor::GetDirectionInfo(PID(OBJECT_Actor, uActorID), object_to_face_pid, &a3, 0); actor->uAIState = Standing; if (!uActionLength) actor->uCurrentActionLength = rand() % 256 + 256; else actor->uCurrentActionLength = uActionLength; actor->uCurrentActionTime = 0; actor->uYawAngle = a4->uYawAngle; actor->uPitchAngle = a4->uPitchAngle; actor->vVelocity.z = 0; actor->vVelocity.y = 0; actor->vVelocity.x = 0; actor->UpdateAnimation(); } //----- (00403E61) -------------------------------------------------------- void __fastcall Actor::StandAwhile(unsigned int uActorID) { Actor *v1; // esi@1 v1 = &pActors[uActorID]; v1->uCurrentActionLength = rand() % 128 + 128; v1->uCurrentActionTime = 0; v1->uAIState = Standing; v1->vVelocity.z = 0; v1->vVelocity.y = 0; v1->vVelocity.x = 0; v1->UpdateAnimation(); } //----- (00403C6C) -------------------------------------------------------- void Actor::AI_MeleeAttack(unsigned int uActorID, signed int sTargetPid, struct AIDirection *arg0) { Actor *v3; // ebx@1 char v4; // zf@1 //unsigned int result; // eax@3 AIDirection *v6; // esi@6 AIDirection *v7; // edi@6 signed int v8; // eax@7 double v9; // st7@9 Vec3_int_ v10; // ST04_12@9 //int v11; // eax@10 AIDirection *v12; // eax@11 unsigned int v13; // esi@11 AIDirection *v14; // esi@12 SpriteFrame *v15; // ecx@13 __int16 v16; // ax@13 unsigned int v17; // ecx@13 signed __int64 v18; // qax@13 AIDirection a3; // [sp+Ch] [bp-48h]@12 AIDirection v20; // [sp+28h] [bp-2Ch]@12 unsigned int v21; // [sp+44h] [bp-10h]@9 //signed int a2; // [sp+48h] [bp-Ch]@1 int v23; // [sp+4Ch] [bp-8h]@6 unsigned int v24; // [sp+50h] [bp-4h]@1 unsigned int v25; // [sp+5Ch] [bp+8h]@13 v3 = &pActors[uActorID]; //a2 = edx0; v4 = v3->pMonsterInfo.uMovementType == 5; v24 = uActorID; if ( v4 && v3->pMonsterInfo.uAIType == 1 ) { Actor::AI_Stand(uActorID, sTargetPid, 0, arg0); return; } if ( PID_TYPE(sTargetPid) == OBJECT_Actor) { v8 = PID_ID(sTargetPid); v6 = (AIDirection *)pActors[v8].vPosition.x; v7 = (AIDirection *)pActors[v8].vPosition.y; v23 = (signed __int64)((double)pActors[v8].uActorHeight * 0.75 + (double)pActors[v8].vPosition.z); } else if ( PID_TYPE(sTargetPid) == OBJECT_Player) { v6 = (AIDirection *)pParty->vPosition.x; v7 = (AIDirection *)pParty->vPosition.y; v23 = pParty->vPosition.z + pParty->sEyelevel; } else { v6 = arg0; v7 = arg0; } v21 = v3->uActorHeight; v9 = (double)(signed int)v21 * 0.75; v21 = v3->vPosition.z; v10.z = (signed __int64)(v9 + (double)(signed int)v21); v10.y = v3->vPosition.y; v10.x = v3->vPosition.x; if ( sub_407A1C((int)v6, (int)v7, v23, v10) ) { v12 = arg0; v13 = 0; if ( !arg0 ) { v14 = Actor::GetDirectionInfo(PID(OBJECT_Actor, v24), sTargetPid, &a3, 0); v12 = &v20; memcpy(&v20, v14, sizeof(v20)); v13 = 0; } v15 = pSpriteFrameTable->pSpriteSFrames; v3->uYawAngle = LOWORD(v12->uYawAngle); v16 = v15[v3->pSpriteIDs[ANIM_AtkMelee]].uAnimLength; v17 = v24; v3->uCurrentActionLength = 8 * v16; v3->uCurrentActionTime = v13; v3->uAIState = AttackingMelee; Actor::PlaySound(v17, 0); LODWORD(v18) = pMonsterStats->pInfos[v3->pMonsterInfo.uID].uRecoveryTime; v25 = pMonsterStats->pInfos[v3->pMonsterInfo.uID].uRecoveryTime; if ( SHIDWORD(v3->pActorBuffs[7].uExpireTime) >= (signed int)v13 && (SHIDWORD(v3->pActorBuffs[7].uExpireTime) > (signed int)v13 || LODWORD(v3->pActorBuffs[7].uExpireTime) > v13) ) { LODWORD(v18) = 2 * v18; v25 = v18; } if ( pParty->bTurnBasedModeOn != 1 ) v18 = (signed __int64)(flt_6BE3A8_debug_recmod2 * (double)(signed int)v25 * 2.133333333333333); v3->pMonsterInfo.uRecoveryTime = v18; v3->vVelocity.z = v13; v3->vVelocity.y = v13; v3->vVelocity.x = v13; v3->UpdateAnimation(); } else Actor::AI_Pursue1(v24, sTargetPid, rand() % 2, 64, arg0); } //----- (00438CF3) -------------------------------------------------------- void Actor::ApplyFineForKillingPeasant(unsigned int uActorID) { unsigned int v1; // esi@1 unsigned int v2; // edi@2 char v3; // bl@3 //char *v4; // ecx@16 //signed int v5; // eax@18 Player **ppPlayers; // esi@20 v1 = uLevelMapStatsID; if ( !uLevelMapStatsID || !pActors[uActorID].IsPeasant()) return; v2 = uActorID; v3 = 1; if ( v1 != 5 ) { if ( v1 == 6 || v1 == 7 ) { _449B57_test_bit(pParty->_quest_bits, 99); if ( (unsigned __int16)_449B57_test_bit(pParty->_quest_bits, 100) ) return; goto LABEL_12; } if ( v1 != 8 ) goto LABEL_12; } if ( (unsigned __int16)_449B57_test_bit(pParty->_quest_bits, 99) ) v3 = 0; if ( (unsigned __int16)_449B57_test_bit(pParty->_quest_bits, 100) ) v3 = 1; if ( v3 ) { LABEL_12: pParty->uFine += 100 * (pMapStats->pInfos[uLevelMapStatsID]._steal_perm + pActors[v2].pMonsterInfo.uLevel + 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); ppPlayers = &pPlayers[1]; do { if ( pParty->uFine ) { if ( !(unsigned __int16)_449B57_test_bit((unsigned __int8 *)(*ppPlayers)->_guilds_member_bits, 1) ) _449B7E_toggle_bit((unsigned char *)(*ppPlayers)->_guilds_member_bits, 1, 1u); } ++ppPlayers; } while ( (signed int)ppPlayers <= (signed int)&pPlayers[4] ); } } //----- (0043AE80) -------------------------------------------------------- void Actor::AddBloodsplatOnDamageOverlay(unsigned int uActorID, int a2, signed int a3) { int result; // eax@1 unsigned int v4; // esi@1 int v5; // [sp-14h] [bp-18h]@3 unsigned int v6; // [sp-10h] [bp-14h]@3 int v7; // [sp-Ch] [bp-10h]@3 int v8; // [sp-8h] [bp-Ch]@3 __int16 v9; // [sp-4h] [bp-8h]@3 result = a2 - 1; v4 = PID(OBJECT_Actor,uActorID); switch ( a2 ) { case 1: if ( a3 ) { v9 = 0; v8 = (signed __int64)(sub_43AE12(a3) * 65536.0); v7 = 0; LOWORD(v6) = v4; v5 = 904; goto LABEL_16; } return; case 2: if ( a3 ) { v9 = 0; v8 = (signed __int64)(sub_43AE12(a3) * 65536.0); v7 = 0; LOWORD(v6) = v4; v5 = 905; goto LABEL_16; } return; case 3: if ( a3 ) { v9 = 0; v8 = (signed __int64)(sub_43AE12(a3) * 65536.0); v7 = 0; LOWORD(v6) = v4; v5 = 906; goto LABEL_16; } return; case 4: if ( a3 ) { v9 = 0; v8 = (signed __int64)(sub_43AE12(a3) * 65536.0); v7 = 0; LOWORD(v6) = v4; v5 = 907; goto LABEL_16; } return; case 5: v9 = 4; v8 = 65536; v7 = 0; v6 = PID(OBJECT_Actor,uActorID); v5 = 901; goto LABEL_16; case 6: v9 = 4; v8 = 65536; v7 = 0; v6 = PID(OBJECT_Actor,uActorID); v5 = 902; goto LABEL_16; case 7: v9 = 4; v8 = 65536; v7 = 0; v6 = PID(OBJECT_Actor,uActorID); v5 = 903; goto LABEL_16; case 8: v9 = 4; v8 = 65536; v7 = 0; v6 = PID(OBJECT_Actor,uActorID); v5 = 900; goto LABEL_16; case 9: v9 = 4; v8 = 65536; v7 = 0; v6 = PID(OBJECT_Actor,uActorID); v5 = 909; goto LABEL_16; case 10: v9 = 4; v8 = 65536; v7 = 0; v6 = PID(OBJECT_Actor,uActorID); v5 = 908; LABEL_16: result = pOtherOverlayList->_4418B6(v5, v6, v7, v8, v9); break; default: return; } return; } //----- (0043B3E0) -------------------------------------------------------- int Actor::_43B3E0_CalcDamage(Actor *a1, signed int a2) { signed int v2; // ebp@1 int v3; // eax@9 signed int v4; // edi@9 int v5; // esi@9 int v6; // ebx@11 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; if ( a2 ) { if ( a2 == 1 ) { v3 = a1->pMonsterInfo.uAttack2DamageDiceRolls; v4 = a1->pMonsterInfo.uAttack2DamageDiceSides; v5 = a1->pMonsterInfo.uAttack2DamageBonus; } else { if ( a2 <= 1 ) return 0; if ( a2 <= 3 ) { if ( a2 == 2 ) { v8 = a1->pMonsterInfo.uSpellSkillAndMastery1; v9 = a1->pMonsterInfo.uSpell1ID; } else { v8 = a1->pMonsterInfo.uSpellSkillAndMastery2; v9 = a1->pMonsterInfo.uSpell2ID; } v10 = SkillToMastery(v8); return _43AFE3_calc_spell_damage(v9, v8 & 0x3F, v10, 0); } if ( a2 != 4 ) return 0; v3 = a1->pMonsterInfo.uSpecialAbilityDamageDiceRolls; v4 = a1->pMonsterInfo.uSpecialAbilityDamageDiceSides; v5 = a1->pMonsterInfo.uSpecialAbilityDamageDiceBonus; } } else { if ( (signed __int64)a1->pActorBuffs[14].uExpireTime > 0 ) v2 = a1->pActorBuffs[14].uPower; if ( (signed __int64)a1->pActorBuffs[18].uExpireTime > 0 && a1->pActorBuffs[18].uPower > v2 ) v2 = a1->pActorBuffs[18].uPower; if ( (signed __int64)a1->pActorBuffs[21].uExpireTime > 0 ) v2 += a1->pActorBuffs[21].uPower; v3 = a1->pMonsterInfo.uAttack1DamageDiceRolls; v4 = a1->pMonsterInfo.uAttack1DamageDiceSides; v5 = a1->pMonsterInfo.uAttack1DamageBonus; } if ( v3 > 0 ) { v6 = v3; do { --v6; v11 += rand() % v4 + 1; } while ( v6 ); } return v11 + v5 + v2; } //----- (00438B9B) -------------------------------------------------------- bool Actor::IsPeasant() { unsigned int v1; // eax@1 v1 = this->uAlly; if ( !v1 ) v1 = (this->pMonsterInfo.uID - 1) / 3 + 1; return (signed int)v1 >= 39 && (signed int)v1 <= 44 || (signed int)v1 >= 45 && (signed int)v1 <= 50 || (signed int)v1 >= 51 && (signed int)v1 <= 62 || (signed int)v1 >= 78 && (signed int)v1 <= 83; } //----- (0042EBEE) -------------------------------------------------------- bool Actor::StealFrom(unsigned int uActorID) { unsigned int v1; // esi@1 Player *pPlayer; // edi@1 bool result; // eax@1 int v4; // ebx@2 unsigned int v5; // eax@2 DDM_DLV_Header *v6; // esi@4 unsigned int v7; // [sp+8h] [bp-4h]@1 int v8; // [sp+8h] [bp-4h]@6 v1 = uActiveCharacter; v7 = uActorID; pPlayer = &pParty->pPlayers[uActiveCharacter-1]; result = pPlayer->CanAct(); if ( result ) { pCastSpellInfo.data()->_427D48(v1); v4 = 0; v5 = pMapStats->GetMapInfo(pCurrentMapName.data()); if ( v5 ) v4 = pMapStats->pInfos[v5]._steal_perm; v6 = &pOutdoor->ddm; if ( uCurrentlyLoadedLevelType != LEVEL_Outdoor) v6 = &pIndoor->dlv; pPlayer->StealFromActor(v7, v4, v6->uReputation++); v8 = pPlayer->GetAttackRecoveryTime(0); if ( v8 < 30 ) v8 = 30; if ( !pParty->bTurnBasedModeOn ) pPlayer->SetRecoveryTime((signed __int64)(flt_6BE3A4_debug_recmod1 * (double)v8 * 2.133333333333333)); pTurnEngine->_40471C(); result = 1; } return result; } //----- (00403A60) -------------------------------------------------------- void Actor::AI_SpellAttack2(unsigned int uActorID, signed int edx0, AIDirection *pDir) { Actor *v3; // ebx@1 AIDirection *v4; // esi@3 AIDirection *v5; // edi@3 signed int v6; // eax@4 Vec3_int_ v7; // ST04_12@6 //unsigned int result; // eax@7 AIDirection *v9; // eax@8 unsigned int v10; // esi@8 AIDirection *v11; // esi@9 SpriteFrame *v12; // ecx@10 __int16 v13; // ax@10 unsigned int v14; // ecx@10 unsigned int v15; // eax@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 signed int a2; // [sp+48h] [bp-Ch]@1 int v21; // [sp+4Ch] [bp-8h]@3 unsigned int v22; // [sp+50h] [bp-4h]@1 unsigned int pDira; // [sp+5Ch] [bp+8h]@10 v22 = uActorID; v3 = &pActors[uActorID]; a2 = edx0; if ( PID_TYPE(edx0) == OBJECT_Actor) { v6 = PID_ID(edx0); v4 = (AIDirection *)pActors[v6].vPosition.x; v5 = (AIDirection *)pActors[v6].vPosition.y; v21 = (signed __int64)((double)pActors[v6].uActorHeight * 0.75 + (double)pActors[v6].vPosition.z); } else { if ( PID_TYPE(edx0) == OBJECT_Player) { v4 = (AIDirection *)pParty->vPosition.x; v5 = (AIDirection *)pParty->vPosition.y; v21 = pParty->vPosition.z + pParty->sEyelevel; } else { v4 = pDir; v5 = 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((int)v4, (int)v5, v21, v7) ) { v9 = pDir; v10 = 0; if ( !pDir ) { v11 = Actor::GetDirectionInfo(PID(OBJECT_Actor,v22), a2, &a3, 0); v9 = &v18; memcpy(&v18, v11, sizeof(v18)); v10 = 0; } v12 = pSpriteFrameTable->pSpriteSFrames; v3->uYawAngle = LOWORD(v9->uYawAngle); v13 = v12[v3->pSpriteIDs[ANIM_AtkRanged]].uAnimLength; v14 = v22; v3->uCurrentActionLength = 8 * v13; v3->uCurrentActionTime = v10; v3->uAIState = AttackingRanged4; Actor::PlaySound(v14, 0); v15 = pMonsterStats->pInfos[v3->pMonsterInfo.uID].uRecoveryTime; pDira = pMonsterStats->pInfos[v3->pMonsterInfo.uID].uRecoveryTime; if ( SHIDWORD(v3->pActorBuffs[7].uExpireTime) >= (signed int)v10 && (SHIDWORD(v3->pActorBuffs[7].uExpireTime) > (signed int)v10 || LODWORD(v3->pActorBuffs[7].uExpireTime) > v10) ) { v15 *= 2; pDira = v15; } if ( pParty->bTurnBasedModeOn == 1 ) v3->pMonsterInfo.uRecoveryTime = v15; else v3->pMonsterInfo.uRecoveryTime = v3->uCurrentActionLength - (unsigned int)(signed __int64)(flt_6BE3A8_debug_recmod2 * (double)(signed int)pDira * -2.133333333333333); v16 = v3->pMonsterInfo.uSpell2ID; v3->vVelocity.z = v10; v3->vVelocity.y = v10; v3->vVelocity.x = v10; if ( sub_42FB5C(v16) ) { v3->uCurrentActionLength = 64; v3->uCurrentActionTime = v10; v3->uAIState = Fidgeting; v3->UpdateAnimation(); v3->uAIState = AttackingRanged4; } else v3->UpdateAnimation(); } else Actor::AI_Pursue1(v22, a2, v22, 64, pDir); } //----- (00403854) -------------------------------------------------------- void Actor::AI_SpellAttack1(unsigned int uActorID, signed int sTargetPid, AIDirection *pDir) { Actor *v3; // ebx@1 AIDirection *v4; // esi@3 AIDirection *v5; // edi@3 signed int v6; // eax@4 Vec3_int_ v7; // ST04_12@6 //unsigned int result; // eax@7 AIDirection *v9; // eax@8 unsigned int v10; // esi@8 AIDirection *v11; // esi@9 SpriteFrame *v12; // ecx@10 __int16 v13; // ax@10 unsigned int v14; // ecx@10 unsigned int v15; // eax@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 //signed int a2; // [sp+48h] [bp-Ch]@1 int v21; // [sp+4Ch] [bp-8h]@3 unsigned int v22; // [sp+50h] [bp-4h]@1 unsigned int pDira; // [sp+5Ch] [bp+8h]@10 v22 = uActorID; v3 = &pActors[uActorID]; //a2 = edx0; if ( PID_TYPE(sTargetPid) == OBJECT_Actor) { v6 = PID_ID(sTargetPid); v4 = (AIDirection *)pActors[v6].vPosition.x; v5 = (AIDirection *)pActors[v6].vPosition.y; v21 = (signed __int64)((double)pActors[v6].uActorHeight * 0.75 + (double)pActors[v6].vPosition.z); } else { if ( PID_TYPE(sTargetPid) == OBJECT_Player) { v4 = (AIDirection *)pParty->vPosition.x; v5 = (AIDirection *)pParty->vPosition.y; v21 = pParty->vPosition.z + pParty->sEyelevel; } else { v4 = pDir; v5 = 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((int)v4, (int)v5, v21, v7) ) { v9 = pDir; v10 = 0; if ( !pDir ) { v11 = Actor::GetDirectionInfo(PID(OBJECT_Actor,v22), sTargetPid, &a3, 0); v9 = &v18; memcpy(&v18, v11, sizeof(v18)); v10 = 0; } v12 = pSpriteFrameTable->pSpriteSFrames; v3->uYawAngle = LOWORD(v9->uYawAngle); v13 = v12[v3->pSpriteIDs[ANIM_AtkRanged]].uAnimLength; v14 = v22; v3->uCurrentActionLength = 8 * v13; v3->uCurrentActionTime = v10; v3->uAIState = AttackingRanged3; Actor::PlaySound(v14, 0); v15 = pMonsterStats->pInfos[v3->pMonsterInfo.uID].uRecoveryTime; pDira = pMonsterStats->pInfos[v3->pMonsterInfo.uID].uRecoveryTime; if ( SHIDWORD(v3->pActorBuffs[7].uExpireTime) >= (signed int)v10 && (SHIDWORD(v3->pActorBuffs[7].uExpireTime) > (signed int)v10 || LODWORD(v3->pActorBuffs[7].uExpireTime) > v10) ) { v15 *= 2; pDira = v15; } if ( pParty->bTurnBasedModeOn == 1 ) v3->pMonsterInfo.uRecoveryTime = v15; else v3->pMonsterInfo.uRecoveryTime = v3->uCurrentActionLength - (unsigned int)(signed __int64)(flt_6BE3A8_debug_recmod2 * (double)(signed int)pDira * -2.133333333333333); v16 = v3->pMonsterInfo.uSpell1ID; v3->vVelocity.z = v10; v3->vVelocity.y = v10; v3->vVelocity.x = v10; if ( sub_42FB5C(v16) ) { v3->uCurrentActionLength = 64; v3->uCurrentActionTime = v10; v3->uAIState = Fidgeting; v3->UpdateAnimation(); v3->uAIState = AttackingRanged3; } else v3->UpdateAnimation(); } else Actor::AI_Pursue1(v22, sTargetPid, v22, 64, pDir); } //----- (0040368B) -------------------------------------------------------- void Actor::AI_MissileAttack2(unsigned int uActorID, signed int sTargetPid, AIDirection *pDir) { Actor *v3; // ebx@1 AIDirection *v4; // esi@3 AIDirection *v5; // edi@3 signed int v6; // eax@4 Vec3_int_ v7; // ST04_12@6 //unsigned int result; // eax@7 AIDirection *v9; // eax@8 unsigned int v10; // esi@8 AIDirection *v11; // esi@9 SpriteFrame *v12; // ecx@10 __int16 v13; // ax@10 unsigned int v14; // ecx@10 signed __int64 v15; // qax@10 AIDirection a3; // [sp+Ch] [bp-48h]@9 AIDirection v17; // [sp+28h] [bp-2Ch]@9 int v18; // [sp+44h] [bp-10h]@6 //signed int a2; // [sp+48h] [bp-Ch]@1 int v20; // [sp+4Ch] [bp-8h]@3 unsigned int v21; // [sp+50h] [bp-4h]@1 unsigned int pDira; // [sp+5Ch] [bp+8h]@10 v21 = uActorID; v3 = &pActors[uActorID]; //a2 = edx0; if ( PID_TYPE(sTargetPid) == OBJECT_Actor) { v6 = PID_ID(sTargetPid); v4 = (AIDirection *)pActors[v6].vPosition.x; v5 = (AIDirection *)pActors[v6].vPosition.y; v20 = (signed __int64)((double)pActors[v6].uActorHeight * 0.75 + (double)pActors[v6].vPosition.z); } else { if ( PID_TYPE(sTargetPid) == OBJECT_Player) { v4 = (AIDirection *)pParty->vPosition.x; v5 = (AIDirection *)pParty->vPosition.y; v20 = pParty->vPosition.z + pParty->sEyelevel; } else { v4 = pDir; v5 = pDir; } } v18 = v3->uActorHeight; v7.z = v3->vPosition.z - (unsigned int)(signed __int64)((double)v18 * -0.75); v7.y = v3->vPosition.y; v7.x = v3->vPosition.x; if ( sub_407A1C((int)v4, (int)v5, v20, v7) ) { v9 = pDir; v10 = 0; if ( !pDir ) { v11 = Actor::GetDirectionInfo(PID(OBJECT_Actor,v21), sTargetPid, &a3, 0); v9 = &v17; memcpy(&v17, v11, sizeof(v17)); v10 = 0; } v12 = pSpriteFrameTable->pSpriteSFrames; v3->uYawAngle = LOWORD(v9->uYawAngle); v13 = v12[v3->pSpriteIDs[ANIM_AtkRanged]].uAnimLength; v14 = v21; v3->uCurrentActionLength = 8 * v13; v3->uCurrentActionTime = v10; v3->uAIState = AttackingRanged2; Actor::PlaySound(v14, 0); LODWORD(v15) = pMonsterStats->pInfos[v3->pMonsterInfo.uID].uRecoveryTime; pDira = pMonsterStats->pInfos[v3->pMonsterInfo.uID].uRecoveryTime; if ( SHIDWORD(v3->pActorBuffs[7].uExpireTime) >= (signed int)v10 && (SHIDWORD(v3->pActorBuffs[7].uExpireTime) > (signed int)v10 || LODWORD(v3->pActorBuffs[7].uExpireTime) > v10) ) { LODWORD(v15) = 2 * v15; pDira = v15; } if ( pParty->bTurnBasedModeOn != 1 ) v15 = (signed __int64)(flt_6BE3A8_debug_recmod2 * (double)(signed int)pDira * 2.133333333333333); v3->pMonsterInfo.uRecoveryTime = v15; v3->vVelocity.z = v10; v3->vVelocity.y = v10; v3->vVelocity.x = v10; v3->UpdateAnimation(); } else Actor::AI_Pursue1(v21, sTargetPid, v21, 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 unsigned char v8[12]; // ST04_12@7 //unsigned int result; // eax@8 AIDirection *v10; // eax@9 unsigned int v11; // esi@9 AIDirection *v12; // esi@10 SpriteFrame *v13; // ecx@11 __int16 v14; // ax@11 unsigned int v15; // ecx@11 unsigned int v16; // eax@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 unsigned int v21; // [sp+4Ch] [bp-8h]@1 int v22; // [sp+50h] [bp-4h]@3 unsigned int pDira; // [sp+5Ch] [bp+8h]@11 v21 = uActorID; 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 = (signed __int64)((double)pActors[v6].uActorHeight * 0.75 + (double)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) || (*(unsigned int *)&v8[8] = v22, v19 = v3->uActorHeight, *(_QWORD *)v8 = __PAIR__(v5, v4), sub_407A1C( v3->vPosition.x, v3->vPosition.y, v3->vPosition.z - (unsigned int)(signed __int64)((double)v19 * -0.75), *(Vec3_int_ *)v8)) ) { v10 = pDir; v11 = 0; if ( !pDir ) { v12 = Actor::GetDirectionInfo(PID(OBJECT_Actor,v21), sTargetPid, &a3, 0); v10 = &v18; memcpy(&v18, v12, sizeof(v18)); v11 = 0; } v13 = pSpriteFrameTable->pSpriteSFrames; v3->uYawAngle = LOWORD(v10->uYawAngle); v14 = v13[v3->pSpriteIDs[ANIM_AtkRanged]].uAnimLength; v15 = v21; v3->uCurrentActionLength = 8 * v14; v3->uCurrentActionTime = v11; v3->uAIState = AttackingRanged1; Actor::PlaySound(v15, 0); v16 = pMonsterStats->pInfos[v3->pMonsterInfo.uID].uRecoveryTime; pDira = pMonsterStats->pInfos[v3->pMonsterInfo.uID].uRecoveryTime; if ( SHIDWORD(v3->pActorBuffs[7].uExpireTime) >= (signed int)v11 && (SHIDWORD(v3->pActorBuffs[7].uExpireTime) > (signed int)v11 || LODWORD(v3->pActorBuffs[7].uExpireTime) > v11) ) { v16 *= 2; pDira = v16; } if ( pParty->bTurnBasedModeOn == 1 ) v3->pMonsterInfo.uRecoveryTime = v16; else v3->pMonsterInfo.uRecoveryTime = v3->uCurrentActionLength - (unsigned int)(signed __int64)(flt_6BE3A8_debug_recmod2 * (double)(signed int)pDira * -2.133333333333333); v3->vVelocity.z = v11; v3->vVelocity.y = v11; v3->vVelocity.x = v11; v3->UpdateAnimation(); } else Actor::AI_Pursue1(v21, sTargetPid, v21, 64, pDir); } //----- (004032B2) -------------------------------------------------------- void Actor::AI_4032B2(unsigned int a1, unsigned int a2, int a3, int uActionLength) { unsigned int v4; // edi@1 Actor *v5; // esi@1 int v6; // ebx@1 int v7; // ST08_4@1 int v8; // eax@1 unsigned int v9; // ebx@11 int v10; // ebx@13 signed __int16 v11; // cx@17 unsigned int v12; // [sp-8h] [bp-44h]@10 AIDirection *v13; // [sp-4h] [bp-40h]@10 AIDirection v14; // [sp+Ch] [bp-30h]@7 int v15; // [sp+28h] [bp-14h]@11 unsigned int v16; // [sp+2Ch] [bp-10h]@1 int y; // [sp+30h] [bp-Ch]@1 unsigned int uActorID; // [sp+34h] [bp-8h]@1 int v19; // [sp+38h] [bp-4h]@1 //v14 never filled, maybe it is passed to function but optimized away as local variable uActorID = a1; v4 = a1; v5 = &pActors[a1]; v16 = a2; v6 = v5->vInitialPosition.x - v5->vPosition.x; v7 = v5->vInitialPosition.x - v5->vPosition.x; y = v5->vInitialPosition.y - v5->vPosition.y; v19 = abs(v7); v8 = abs(y); if ( v19 <= v8 ) v19 = v8 + (v19 >> 1); else v19 += v8 >> 1; if ( MonsterStats::BelongsToSupertype(v5->pMonsterInfo.uID, MONSTER_SUPERTYPE_TREANT) ) { if ( !uActionLength ) uActionLength = 256; Actor::AI_StandOrBored(uActorID, OBJECT_Player, uActionLength, &v14); return; } if ( pActors[v4].pMonsterInfo.uMovementType == 3 && v19 < 128 ) { v13 = &v14; v12 = 256; Actor::AI_Stand(uActorID, v16, v12, v13); return; } v15 = (rand() & 0xF) << 12; v19 += (unsigned __int64)(v15 * (signed __int64)a3) >> 16; v9 = (stru_5C6E00->uIntegerDoublePi - 1) & stru_5C6E00->Atan2(v6, y); if ( rand() % 100 < 25 ) { Actor::StandAwhile(uActorID); return; } v10 = v9 + rand() % 256 - 128; if ( abs(v10 - v5->uYawAngle) > 256 && !(BYTE2(v5->uAttributes) & 0x20) ) { v13 = &v14; v12 = 256; Actor::AI_Stand(uActorID, v16, v12, v13); return; } v11 = v5->uMovementSpeed; v5->uYawAngle = v10; if ( v11 ) v5->uCurrentActionLength = 32 * v19 / v11; else v5->uCurrentActionLength = 0; v5->uCurrentActionTime = 0; v5->uAIState = Tethered; if ( rand() % 100 < 2 ) Actor::PlaySound(uActorID, 3u); v5->UpdateAnimation(); } //----- (004031C1) -------------------------------------------------------- char __fastcall Actor::_4031C1_update_job(unsigned int uActorID, signed int a2, int a3) { 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 = (unsigned __int8)v5; 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 arg0) { unsigned int v3; // edi@1 Actor *v4; // ebx@1 //__int16 result; // ax@10 SpriteFrame *v6; // ecx@16 __int16 v7; // ax@16 unsigned int v8; // ecx@16 AIDirection a3; // [sp+Ch] [bp-40h]@16 AIDirection v10; // [sp+28h] [bp-24h]@16 unsigned int v11; // [sp+44h] [bp-8h]@1 signed int a2; // [sp+48h] [bp-4h]@1 v3 = uActorID; a2 = edx0; v4 = &pActors[uActorID]; v11 = uActorID; if ( v4->uAIState == 7 ) BYTE2(v4->uAttributes) |= 2u; if ( v4->pMonsterInfo.uHostilityType != 4 ) { v4->uAttributes &= 0xFFFFFFFBu; v4->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Long; } if ( (signed __int64)v4->pActorBuffs[1].uExpireTime > 0 ) v4->pActorBuffs[1].Reset(); if ( (signed __int64)v4->pActorBuffs[4].uExpireTime > 0 ) v4->pActorBuffs[4].Reset(); if ( arg0 || (v4->uAIState != 8 && v4->uAIState != 3 && v4->uAIState != 12 && v4->uAIState != 13 && v4->uAIState != 18 && v4->uAIState != 2)) { memcpy(&v10, Actor::GetDirectionInfo(PID(OBJECT_Actor,v3), a2, &a3, 0), sizeof(v10)); v6 = pSpriteFrameTable->pSpriteSFrames; v4->uYawAngle = LOWORD(v10.uYawAngle); v7 = v6[v4->pSpriteIDs[ANIM_GotHit]].uAnimLength; v8 = v11; v4->uCurrentActionTime = 0; v4->uAIState = Stunned; v4->uCurrentActionLength = 8 * v7; Actor::PlaySound(v8, 2u); v4->UpdateAnimation(); } } //----- (00402F87) -------------------------------------------------------- void Actor::AI_Bored(unsigned int uActorID, unsigned int uObjID, AIDirection *a4) { unsigned int v7; // eax@3 unsigned int v9; // eax@3 assert(uActorID < uNumActors); auto actor = &pActors[uActorID]; AIDirection a3; // [sp+Ch] [bp-5Ch]@2 if (!a4) a4 = Actor::GetDirectionInfo(PID(OBJECT_Actor,uActorID), uObjID, &a3, 0); actor->uCurrentActionLength = 8 * pSpriteFrameTable->pSpriteSFrames[actor->pSpriteIDs[ANIM_Bored]].uAnimLength; v7 = stru_5C6E00->Atan2(actor->vPosition.x - pIndoorCamera->pos.x, actor->vPosition.y - pIndoorCamera->pos.y); v9 = stru_5C6E00->uIntegerPi + actor->uYawAngle + ((signed int)stru_5C6E00->uIntegerPi >> 3) - v7; if ( BYTE1(v9) & 7 ) // 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 SpriteFrame *v2; // edx@1 int v3; // eax@1 pActor = &pActors[uActorID]; v2 = pSpriteFrameTable->pSpriteSFrames; v3 = pActor->pSpriteIDs[ANIM_Dying]; pActor->uCurrentActionTime = 0; pActor->uAIState = Resurrected; pActor->uCurrentActionAnimation = ANIM_Dying; pActor->uCurrentActionLength = 8 * v2[v3].uAnimLength; pActor->sCurrentHP = LOWORD(pActor->pMonsterInfo.uHP); Actor::PlaySound(uActorID, 1u); pActor->UpdateAnimation(); } //----- (00402D6E) -------------------------------------------------------- void Actor::Die(unsigned int uActorID) { auto 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[6].Reset(); actor->pActorBuffs[5].Reset(); Actor::PlaySound(uActorID, 1); actor->UpdateAnimation(); for (uint i = 0; i < 5; ++i) if (pParty->field_750[i] == actor->pMonsterInfo.uID) pParty->field_75A[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) { 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) { Actor *v2; // eax@1 unsigned __int16 v3; // dx@1 int v4; // eax@3 int v5; // eax@4 unsigned int v6; // eax@6 //signed int v7; // eax@12 signed int v8; // [sp-18h] [bp-1Ch]@10 signed int v9; // [sp-14h] [bp-18h]@10 int v10; // [sp-10h] [bp-14h]@10 unsigned int v11; // [sp-Ch] [bp-10h]@10 int v12; // [sp-8h] [bp-Ch]@10 v2 = &pActors[uActorID]; v3 = v2->pSoundSampleIDs[uSoundID]; if ( v3 ) { if ( (signed __int64)v2->pActorBuffs[3].uExpireTime <= 0 ) { v12 = 0; v8 = -1; } else { v4 = v2->pActorBuffs[3].uPower - 2; if ( v4 ) { v5 = v4 - 1; if ( v5 ) { if ( v5 == 1 ) v6 = 55125; else v6 = uActorID; } else { v6 = 44100; } } else { v6 = 33075; } v12 = v6; v8 = 0; } pAudioPlayer->PlaySound((SoundID)(signed __int16)v3, PID(OBJECT_Actor, uActorID), 0, v8, 0, 0, 0, v12); } } //----- (00402AD7) -------------------------------------------------------- void Actor::AI_Pursue1(unsigned int uActorID, unsigned int a2, signed int arg0, signed int uActionLength, AIDirection *pDir) { unsigned int v5; // edi@1 int v6; // eax@1 Actor *v7; // ebx@1 unsigned int v8; // ecx@1 char v9; // zf@1 AIDirection *v10; // esi@6 //int v12; // ecx@19 //unsigned int v13; // eax@19 AIDirection a3; // [sp+Ch] [bp-5Ch]@7 //AIDirection v15; // [sp+28h] [bp-40h]@7 AIDirection v16; // [sp+44h] [bp-24h]@7 //unsigned int v17; // [sp+60h] [bp-8h]@1 unsigned int v18; // [sp+64h] [bp-4h]@1 //int v19; // [sp+70h] [bp+8h]@19 v5 = uActorID; v6 = 0; v7 = &pActors[uActorID]; v18 = a2; v8 = PID(OBJECT_Actor,uActorID); v9 = v7->pMonsterInfo.uFlying == 0; if ( !v9 && !pParty->bFlying ) { if ( v7->pMonsterInfo.uMissleAttack1Type ) v6 = v7->uActorRadius + 512; else v6 = pParty->uPartyHeight; } v10 = pDir; if ( !pDir ) { memcpy(&v16, Actor::GetDirectionInfo(v8, a2, &a3, v6), sizeof(v16)); v10 = &v16; } if ( MonsterStats::BelongsToSupertype(v7->pMonsterInfo.uID, MONSTER_SUPERTYPE_TREANT) ) { if ( !uActionLength ) uActionLength = 256; Actor::AI_StandOrBored(v5, 4, uActionLength, v10); return; } if ( (double)(signed int)v10->uDistance < 307.2 ) { if ( !uActionLength ) uActionLength = 256; Actor::AI_Stand(v5, v18, uActionLength, v10); return; } if ( !v7->uMovementSpeed ) { Actor::AI_Stand(v5, v18, uActionLength, v10); return; } v18 = 16; if ( arg0 % 2 ) v18 = -16; v7->uYawAngle = stru_5C6E00->Atan2( pParty->vPosition.x + fixpoint_sub0(stru_5C6E00->Cos(v18 + stru_5C6E00->uIntegerPi + v10->uYawAngle), v10->uDistanceXZ) - v7->vPosition.x, pParty->vPosition.y + fixpoint_sub0(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) { unsigned int v4; // esi@1 Actor *v5; // ebx@1 //unsigned int result; // eax@1 int v7; // ecx@2 signed __int16 v8; // cx@10 unsigned __int16 v9; // ax@15 AIDirection v10; // [sp+8h] [bp-7Ch]@4 AIDirection a3; // [sp+24h] [bp-60h]@3 AIDirection v12; // [sp+40h] [bp-44h]@3 AIDirection v13; // [sp+5Ch] [bp-28h]@4 signed int a1; // [sp+78h] [bp-Ch]@2 unsigned int v15; // [sp+7Ch] [bp-8h]@1 //signed int a2; // [sp+80h] [bp-4h]@1 v4 = uActorID; //a2 = edx0; v15 = uActorID; v5 = &pActors[uActorID]; //result = pActors[uActorID].CanAct(); if ( pActors[uActorID].CanAct() ) { v7 = PID(OBJECT_Actor,v4); a1 = PID(OBJECT_Actor,v4); if ( !a4 ) { a4 = &v12; memcpy(&v12, Actor::GetDirectionInfo(v7, sTargetPid, &a3, v5->pMonsterInfo.uFlying), sizeof(v12)); v7 = a1; } memcpy(&a3, Actor::GetDirectionInfo(v7, 4u, &v10, 0), sizeof(a3)); memcpy(&v13, &a3, sizeof(v13)); if ( MonsterStats::BelongsToSupertype(v5->pMonsterInfo.uID, MONSTER_SUPERTYPE_TREANT) || PID_TYPE(sTargetPid) == OBJECT_Actor && (double)(signed int)v13.uDistance < 307.2 ) { if ( !uActionLength ) uActionLength = 256; Actor::AI_StandOrBored(v15, 4, uActionLength, &v13); } else { v8 = v5->uMovementSpeed; if ( v8 ) v5->uCurrentActionLength = (signed int)(a4->uDistanceXZ << 7) / v8; 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) { unsigned int v5; // edi@1 int v6; // eax@1 Actor *v7; // ebx@1 unsigned int v8; // ecx@1 char v9; // zf@1 AIDirection *v10; // esi@7 signed int v11; // edx@12 signed __int16 v13; // cx@19 unsigned __int16 v14; // ax@25 int v15; // [sp-8h] [bp-54h]@12 AIDirection *v16; // [sp-4h] [bp-50h]@12 AIDirection a3; // [sp+Ch] [bp-40h]@8 AIDirection v18; // [sp+28h] [bp-24h]@8 unsigned int v19; // [sp+44h] [bp-8h]@1 unsigned int v20; // [sp+48h] [bp-4h]@1 v5 = uActorID; v6 = 0; v7 = &pActors[uActorID]; v19 = a2; v8 = PID(OBJECT_Actor,uActorID); v9 = v7->pMonsterInfo.uFlying == 0; v20 = v5; if ( !v9 && !pParty->bFlying ) { if ( v7->pMonsterInfo.uMissleAttack1Type && uCurrentlyLoadedLevelType == LEVEL_Outdoor ) v6 = v7->uActorRadius + 512; else v6 = pParty->uPartyHeight; } v10 = pDir; if ( !pDir ) { memcpy(&v18, Actor::GetDirectionInfo(v8, a2, &a3, v6), sizeof(v18)); memcpy(0, &v18, 0x1Cu); v10 = 0; v5 = v20; } if ( MonsterStats::BelongsToSupertype(v7->pMonsterInfo.uID, MONSTER_SUPERTYPE_TREANT) ) { if ( !uActionLength ) uActionLength = 256; v16 = v10; v15 = uActionLength; v11 = 4; Actor::AI_StandOrBored(v5, v11, v15, v16); return; } if ( (signed int)v10->uDistance < a5 ) { if ( !uActionLength ) uActionLength = 256; v11 = v19; v16 = v10; v15 = uActionLength; Actor::AI_StandOrBored(v5, v11, v15, v16); 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) { //unsigned int v4; // edi@1 int v5; // eax@1 Actor *v6; // ebx@1 int v7; // ecx@1 char v8; // zf@1 //AIDirection *v9; // esi@7 signed int v10; // edx@12 signed __int16 v12; // cx@19 int v13; // edx@25 __int16 v14; // ax@25 unsigned __int16 v15; // ax@26 unsigned __int16 v16; // ax@28 int v17; // [sp-8h] [bp-54h]@12 //AIDirection *v18; // [sp-4h] [bp-50h]@12 AIDirection a3; // [sp+Ch] [bp-40h]@8 AIDirection v20; // [sp+28h] [bp-24h]@8 int v21; // [sp+44h] [bp-8h]@1 //unsigned int v22; // [sp+48h] [bp-4h]@1 v5 = 0; v6 = &pActors[uActorID]; v21 = a2; v7 = PID(OBJECT_Actor,uActorID); v8 = v6->pMonsterInfo.uFlying == 0; if ( !v8 && !pParty->bFlying ) { if ( v6->pMonsterInfo.uMissleAttack1Type && uCurrentlyLoadedLevelType == LEVEL_Outdoor ) v5 = v6->uActorRadius + 512; else v5 = pParty->uPartyHeight; } if ( !a4 ) { memcpy(&v20, Actor::GetDirectionInfo(v7, a2, &a3, v5), sizeof(v20)); } if ( MonsterStats::BelongsToSupertype(v6->pMonsterInfo.uID, MONSTER_SUPERTYPE_TREANT) ) { if ( !uActionLength ) uActionLength = 256; return Actor::AI_StandOrBored(uActorID, 4, uActionLength, a4); } if ( (double)(signed int)a4->uDistance < 307.2 ) { if ( !uActionLength ) uActionLength = 256; return Actor::AI_StandOrBored(uActorID, v21, 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; } v13 = rand() % 2; v14 = LOWORD(a4->uYawAngle); if ( v13 ) v15 = v14 + 256; else v15 = v14 - 256; v6->uYawAngle = v15; v16 = LOWORD(a4->uPitchAngle); v6->uCurrentActionTime = 0; v6->uPitchAngle = v16; v6->uAIState = Pursuing; if ( rand() % 100 < 2 ) Actor::PlaySound(uActorID, 2u); v6->UpdateAnimation(); } //----- (00SelectTarget) -------------------------------------------------------- void Actor::_SelectTarget(unsigned int uActorID, int *a2, bool can_target_party) { //Actor *v3; // esi@1 //unsigned int v4; // ebx@1 int v5; // ecx@1 //unsigned int v6; // eax@1 //Actor *v7; // edi@2 //__int16 v8; // ax@3 int v9; // eax@10 signed int v10; // eax@13 int v11; // ebx@16 int v12; // eax@16 //int v13; // eax@25 signed int v14; // eax@31 int v15; // edi@43 int v16; // ebx@45 int v17; // eax@45 //int v18; // eax@51 int v19; // [sp+Ch] [bp-24h]@16 //int *v20; // [sp+10h] [bp-20h]@1 signed int v21; // [sp+14h] [bp-1Ch]@1 //unsigned int v22; // [sp+18h] [bp-18h]@1 int v23; // [sp+1Ch] [bp-14h]@16 //unsigned int v24; // [sp+20h] [bp-10h]@1 int v25; // [sp+24h] [bp-Ch]@1 //signed int v26; // [sp+28h] [bp-8h]@1 int v27; // [sp+2Ch] [bp-4h]@16 int v28; // [sp+2Ch] [bp-4h]@45 v25 = -1; //v22 = uActorID; //v3 = &pActors[uActorID]; //v4 = 0; v5 = 0; //v6 = v3->uLastCharacterIDToHit; *a2 = 0; //v20 = a2; v21 = 0; //v24 = v3->uLastCharacterIDToHit; //v26 = 0; assert(uActorID < uNumActors); auto _this = &pActors[uActorID]; for (uint i = 0; i < uNumActors; ++i) { auto actor = &pActors[i]; //v7 = pActors; //do //{ //v8 = v7->uAIState; if (actor->uAIState == Dead || actor->uAIState == Dying || actor->uAIState == Removed || actor->uAIState == Summoned || actor->uAIState == Disabled || uActorID == i ) continue; if (_this->uLastCharacterIDToHit == 0 || (v9 = 8 * v5, LOBYTE(v9) = PID(OBJECT_Actor,v5), _this->uLastCharacterIDToHit != v9) ) { v10 = _this->GetActorsRelation(actor); if ( v10 == 0 ) continue; } else if (_this->IsNotAlive()) { _this->uLastCharacterIDToHit = 0; v10 = _this->GetActorsRelation(actor); if ( v10 == 0 ) continue; } else { //v18 = actor->uGroup; if ( (actor->uGroup != 0 || _this->uGroup != 0) && actor->uGroup == _this->uGroup ) continue; v10 = 4; } if ( _this->pMonsterInfo.uHostilityType ) v10 = pMonsterStats->pInfos[_this->pMonsterInfo.uID].uHostilityType; v11 = dword_4DF380[v10]; v23 = abs(_this->vPosition.x - actor->vPosition.x); v27 = abs(_this->vPosition.y - actor->vPosition.y); v12 = abs(_this->vPosition.z - actor->vPosition.z); v19 = v12; if ( v23 <= v11 && v27 <= v11 && v12 <= v11 && sub_4070EF_prolly_collide_objects(PID(OBJECT_Actor, i), PID(OBJECT_Actor, uActorID)) && v23 * v23 + v27 * v27 + v19 * v19 < (unsigned int)v25 ) { v25 = v23 * v23 + v27 * v27 + v19 * v19; v21 = i; } //v4 = 0; //++v7; //v5 = v26++ + 1; //} //while ( v26 < (signed int)uNumActors ); } if ( v25 != -1 ) { //v13 = 8 * v21; //LOBYTE(v13) = PID(OBJECT_Actor,v21); *a2 = PID(OBJECT_Actor, v21); } if (pParty->Invisible()) can_target_party = false; if (can_target_party) { v14 = _this->GetActorsRelation(0); if ( BYTE2(_this->uAttributes) & 8 && SHIDWORD(_this->pActorBuffs[12].uExpireTime) <= (signed int)0 && (SHIDWORD(_this->pActorBuffs[12].uExpireTime) < (signed int)0 || LODWORD(_this->pActorBuffs[12].uExpireTime) <= 0) && SHIDWORD(_this->pActorBuffs[1].uExpireTime) <= (signed int)0 && (SHIDWORD(_this->pActorBuffs[1].uExpireTime) < (signed int)0 || LODWORD(_this->pActorBuffs[1].uExpireTime) <= 0) && SHIDWORD(_this->pActorBuffs[2].uExpireTime) <= (signed int)0 && (SHIDWORD(_this->pActorBuffs[2].uExpireTime) < (signed int)0 || LODWORD(_this->pActorBuffs[2].uExpireTime) <= 0) ) v14 = 4; if ( v14 != 0 ) { v15 = dword_4DF380[4]; if ( !_this->pMonsterInfo.uHostilityType ) v15 = dword_4DF380[v14]; v16 = abs(_this->vPosition.x - pParty->vPosition.x); v28 = abs(_this->vPosition.y - pParty->vPosition.y); v17 = abs(_this->vPosition.z - pParty->vPosition.z); if ( v16 <= v15 && v28 <= v15 && v17 <= v15 ) { if ( v16 * v16 + v28 * v28 + v17 * v17 < (unsigned int)v25 ) *a2 = OBJECT_Player; } } } } // 4DF380: using guessed type int dword_4DF380[]; // 4DF390: using guessed type int dword_4DF390; //----- (0040104C) -------------------------------------------------------- signed int Actor::GetActorsRelation(Actor *a2) { Actor *v2; // esi@1 int v3; // ebp@5 int v4; // edi@11 unsigned int v5; // edx@15 unsigned int v6; // eax@16 unsigned int v7; // ebp@19 int v8; // eax@22 unsigned int v9; // edx@25 unsigned int v10; // edx@33 auto a1 = this; v2 = a2; if ( a1 ) { if ( SHIDWORD(a1->pActorBuffs[9].uExpireTime) >= 0 && (SHIDWORD(a1->pActorBuffs[9].uExpireTime) > 0 || LODWORD(a1->pActorBuffs[9].uExpireTime) > 0) ) return 4; v3 = a1->pMonsterInfo.uID; } else { v3 = 0; } if ( a2 ) { if ( SHIDWORD(a2->pActorBuffs[9].uExpireTime) >= 0 && (SHIDWORD(a2->pActorBuffs[9].uExpireTime) > 0 || LODWORD(a2->pActorBuffs[9].uExpireTime) > 0) ) return 4; v4 = a2->pMonsterInfo.uID; } else { v4 = 0; } if ( a2 ) { if ( a1 ) { v5 = a2->uGroup; if ( v5 ) { v6 = a1->uGroup; if ( v6 ) { if ( v5 == v6 ) return 0; } } } } if ( v3 ) v7 = (v3 - 1) / 3 + 1; else v7 = 0; if ( v4 ) v8 = (v4 - 1) / 3 + 1; else v8 = 0; if ( a1 ) { v9 = a1->uAlly; if ( (signed int)v9 > 0 ) { if ( v9 != 9999 ) { v7 = a1->uAlly; } } if(v9==9999) v7 = 0; if ( (signed __int64)a1->pActorBuffs[12].uExpireTime > 0 ) v7 = 0; } if ( v2 ) { v10 = v2->uAlly; if ( (signed int)v10 > 0 ) { if ( v10 != 9999 ) { v8 = v2->uAlly; } } if(v10==9999) v8 = 0; if ( (signed __int64)v2->pActorBuffs[12].uExpireTime > 0 ) v8 = 0; } if ( a1 && (signed __int64)a1->pActorBuffs[1].uExpireTime > 0 && !v8 || v2 && (signed __int64)v2->pActorBuffs[1].uExpireTime > 0 && !v7 ) return 0; if ( a1 && (signed __int64)a1->pActorBuffs[12].uExpireTime <= 0 && a1->uAttributes & 0x80000 && !v8 ) return 4; if ( v2 && a1 && (signed __int64)a1->pActorBuffs[12].uExpireTime <= 0 && v2->uAttributes & 0x80000 ) { if ( v7 ) { if ( (signed int)v7 < 89 ) { if ( v8 < 89 ) return pFactionTable->relations[v7][v8]; return 0; } return 0; } return 4; } if ( !v7 ) { if ( (!v2 || (signed __int64)v2->pActorBuffs[12].uExpireTime > 0 || !(v2->uAttributes & 0x80000)) && !pFactionTable->relations[v8][0]) { if ( v8 < 89 ) return pFactionTable->relations[v7][v8]; return 0; } return 4; } if ( (signed int)v7 < 89 ) { if ( v8 < 89 ) return pFactionTable->relations[v7][v8]; return 0; } return 0; } //----- (0045976D) -------------------------------------------------------- void Actor::UpdateAnimation() { //AIState state; // edx@1 //unsigned int result; // eax@1 //state = (AIState)this->; uAttributes &= 0xFFDFFFFF; //result = this->uAttributes; switch (uAIState) { case Tethered: uCurrentActionAnimation = ANIM_Walking; break; case AttackingMelee: uCurrentActionAnimation = ANIM_AtkMelee; uAttributes |= 0x200000u; break; case AttackingRanged1: case AttackingRanged2: case AttackingRanged3: case AttackingRanged4: uCurrentActionAnimation = ANIM_AtkRanged; uAttributes |= 0x200000u; break; case Dying: case Resurrected: uCurrentActionAnimation = ANIM_Dying; uAttributes |= 0x200000u; break; case Pursuing: case Fleeing: uCurrentActionAnimation = ANIM_Walking; uAttributes |= 0x200000u; break; case Stunned: uCurrentActionAnimation = ANIM_GotHit; uAttributes |= 0x200000u; break; case Fidgeting: uCurrentActionAnimation = ANIM_Bored; uAttributes |= 0x200000u; break; case Standing: case Interacting: case Summoned: uCurrentActionAnimation = ANIM_Standing; uAttributes |= 0x200000u; 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; } //----- (0044FD29) -------------------------------------------------------- int Actor::_44FD29(int a2) { Actor *v2; // edi@1 unsigned __int8 v3; // al@1 int v4; // esi@1 int v5; // edx@2 int v6; // eax@8 int v7; // edi@10 Actor *v8; // esi@10 MonsterInfo *v9; // ebx@10 MonsterDesc *v10; // edi@10 unsigned __int16 v11; // ax@10 int v12; // eax@10 int v13; // ebx@10 int v14; // eax@10 int v15; // edi@10 int v16; // eax@10 int v17; // ebx@10 Actor *v18; // ecx@10 signed __int64 v19; // qax@10 unsigned int v20; // eax@12 int v21; // eax@13 int result; // eax@13 Actor *v23; // eax@16 int v24; // [sp+Ch] [bp-1Ch]@1 unsigned int uFaceID; // [sp+10h] [bp-18h]@8 int v26; // [sp+14h] [bp-14h]@10 int v27; // [sp+18h] [bp-10h]@10 int v28; // [sp+1Ch] [bp-Ch]@8 int v29; // [sp+20h] [bp-8h]@10 Actor *v30; // [sp+24h] [bp-4h]@1 v2 = this; v24 = a2; v30 = this; v3 = this->pMonsterInfo.uSpecialAbilityDamageDiceRolls; v4 = this->pMonsterInfo.field_3C_some_special_attack; if ( v3 ) { if ( v3 >= 1u && v3 <= 3u ) v4 = v4 + v3 - 1; } else { v5 = rand() % 100; if ( v5 >= 60 ) { ++v4; if ( v5 >= 90 ) ++v4; } } v6 = v2->vPosition.z; v28 = 0; uFaceID = v6; if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) v28 = pIndoor->GetSector(v2->vPosition.x, v2->vPosition.y, v6); v7 = v4 - 1; v8 = &pActors[uNumActors]; v27 = (((uCurrentlyLoadedLevelType != LEVEL_Outdoor) - 1) & 0x40) + 64; v29 = v7; v9 = &pMonsterStats->pInfos[v7 + 1]; pActors[uNumActors].Reset(); v10 = &pMonsterList->pMonsters[v7]; strcpy(v8->pActorName, v9->pName); v8->sCurrentHP = LOWORD(v9->uHP); memcpy(&v8->pMonsterInfo, v9, 0x58u); v8->word_000086_some_monster_id = v29 + 1; v8->uActorRadius = v10->uMonsterRadius; v8->uActorHeight = v10->uMonsterHeight; v11 = v10->uMovementSpeed; v8->pMonsterInfo.uTreasureDiceRolls = 0; v8->pMonsterInfo.uTreasureType = 0; v8->pMonsterInfo.uExp = 0; v8->uMovementSpeed = v11; v12 = rand(); v13 = v12 % 2048; v14 = stru_5C6E00->Cos(v12 % 2048); v26 = v14; v15 = ((unsigned __int64)(v14 * (signed __int64)v27) >> 16) + v30->vPosition.x; v16 = stru_5C6E00->Sin(v13); v26 = v16; v29 = (unsigned __int64)(v16 * (signed __int64)v27) >> 16; LOWORD(v16) = uFaceID; v17 = v29 + v30->vPosition.y; v8->vInitialPosition.z = uFaceID; v8->vPosition.z = v16; LOWORD(v16) = v28; v8->vInitialPosition.x = v15; v8->vPosition.x = v15; v8->vInitialPosition.y = v17; v8->vPosition.y = v17; v8->uTetherDistance = 256; v8->uSectorID = v16; v8->PrepareSprites(0); v18 = v30; v8->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Friendly; LODWORD(v19) = v18->uAlly; if ( !(uint)v19 ) { uFaceID = v18->pMonsterInfo.uID - 1; v19 = (signed __int64)((double)uFaceID * 0.33333334); v18 = v30; } v8->uAlly = v19; v20 = v18->uGroup; v8->uCurrentActionTime = 0; v8->uGroup = v20; v8->uAIState = Summoned; v8->uCurrentActionLength = 256; v8->UpdateAnimation(); if ( uCurrentlyLoadedLevelType == LEVEL_Outdoor || (v21 = v30->vPosition.z, v27 = v30->vPosition.z, result = pIndoor->GetSector(v15, v17, v21), result == v28) && (result = BLV_GetFloorLevel(v15, v17, v27, result, &uFaceID), result != -30000) && (result = abs(result - v27), result <= 1024) ) { v23 = v30; ++uNumActors; ++v23->pMonsterInfo.uSpecialAbilityDamageDiceBonus; if ( v23->uAttributes & 0x80000 ) v8->uAttributes |= 0x80000u; result = 8 * v24; LOBYTE(result) = PID(OBJECT_Actor,v24); v8->uSummonerID = result; } return result; } //----- (004BBF61) -------------------------------------------------------- void __fastcall _4BBF61_summon_actor(int a1, __int16 x, int y, int z) { size_t v4; // esi@1 int monster_id; // edi@1 __int16 v6; // ax@4 Actor *v7; // esi@5 int v8; // eax@5 MonsterInfo *v9; // edi@5 MonsterDesc *v10; // ebx@5 unsigned __int16 *v11; // ebx@5 int v12; // ebx@7 int v13; // eax@8 __int16 x_; // [sp+8h] [bp-Ch]@1 __int16 v15; // [sp+Ch] [bp-8h]@1 __int16 v16; // [sp+10h] [bp-4h]@3 signed int ya; // [sp+1Ch] [bp+8h]@5 v4 = uNumActors; monster_id = a1; x_ = x; v15 = a1; if ( (signed int)uNumActors < 500 && ((signed int)pAllocator->uBigBufferSizeAligned >> 10) - ((signed int)pAllocator->uNextFreeOffsetInBigBuffer >> 10) >= 2000 ) { v16 = 0; if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) { v6 = pIndoor->GetSector(x, y, z); v4 = uNumActors; v16 = v6; } v7 = &pActors[v4]; v7->Reset(); v8 = monster_id; v9 = &pMonsterStats->pInfos[monster_id]; v10 = &pMonsterList->pMonsters[v8 - 1]; strcpy(v7->pActorName, v9->pName); v7->sCurrentHP = LOWORD(v9->uHP); memcpy(&v7->pMonsterInfo, v9, 0x58u); v7->word_000086_some_monster_id = v15; v7->uActorRadius = v10->uMonsterRadius; v7->uActorHeight = v10->uMonsterHeight; v7->uMovementSpeed = v10->uMovementSpeed; v7->vInitialPosition.x = x_; v7->vPosition.x = x_; BYTE2(v7->uAttributes) |= 8u; v7->pMonsterInfo.uTreasureType = 0; v7->pMonsterInfo.uTreasureLevel = 0; v7->pMonsterInfo.uTreasureDiceSides = 0; v7->pMonsterInfo.uTreasureDiceRolls = 0; v7->pMonsterInfo.uTreasureDropChance = 0; v7->vInitialPosition.y = y; v7->vPosition.y = y; v7->vInitialPosition.z = z; v7->vPosition.z = z; v7->uTetherDistance = 256; v7->uSectorID = v16; v7->uGroup = 1; v7->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Long; v7->PrepareSprites(0); v11 = v10->pSoundSampleIDs; ya = 4; do { pSoundList->LoadSound((signed __int16)*v11, 0); ++v11; --ya; } while ( ya ); v12 = 0; do LOWORD(v13) = pSoundList->LoadSound(v12++ + word_4EE088_sound_ids[v9->uSpell1ID], 1u); while ( v13 ); ++uNumActors; } } //----- (00450B0A) -------------------------------------------------------- bool __fastcall SpawnActor(unsigned int uMonsterID) { unsigned int v1; // ebx@1 bool result; // eax@2 MonsterDesc *v3; // esi@5 MonsterInfo *v4; // edi@5 Vec3_int_ v5; // ST08_12@5 unsigned int v6; // ecx@5 Actor *v7; // eax@7 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; v3 = &pMonsterList->pMonsters[v1]; v4 = &pMonsterStats->pInfos[v1 + 1]; memset(&actor, 0, 0x344u); strcpy(actor.pActorName, v4->pName); actor.sCurrentHP = LOWORD(v4->uHP); memcpy(&actor.pMonsterInfo, &pMonsterStats->pInfos[v1 + 1], 0x58u); actor.word_000086_some_monster_id = v1 + 1; actor.uActorRadius = v3->uMonsterRadius; actor.uActorHeight = v3->uMonsterHeight; actor.uMovementSpeed = v3->uMovementSpeed; v5 = pParty->vPosition; Vec3_int_::Rotate(200, pParty->sRotationY, 0, v5, &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++; } v7 = &pActors[v6]; memcpy(v7, &actor, 0x344u); v7->PrepareSprites(1); result = 1; } return result; }