Mercurial > mm7
view Party.cpp @ 566:fcbb3c281217
QuickRef reputation string fix
author | Nomad |
---|---|
date | Tue, 05 Mar 2013 03:42:21 +0200 |
parents | d5da524ec901 |
children | 96f48cfdd657 f8a4a2e0b4c9 |
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#include <assert.h> #include "Party.h" #include "MapInfo.h" #include "Time.h" #include "AudioPlayer.h" #include "IconFrameTable.h" #include "Mouse.h" #include "PlayerFrameTable.h" #include "TurnEngine.h" #include "stru279.h" #include "Viewport.h" #include "Actor.h" #include "GUIWindow.h" #include "texts.h" #include "mm7_data.h" Party *pParty; // idb struct ActionQueue *pPartyActionQueue = new ActionQueue; //----- (004760C1) -------------------------------------------------------- void ActionQueue::Add(PartyAction action) { if (uNumActions < 30) pActions[uNumActions++] = action; } //----- (00497FC5) -------------------------------------------------------- bool Party::_497FC5_check_party_perception_against_level() { int uMaxPerception; // edi@1 Player *v2; // esi@1 signed int v3; // ebx@1 Player *v4; // ecx@2 signed int v5; // eax@3 bool result; // eax@7 uMaxPerception = 0; v2 = this->pPlayers; v3 = 4; do { if ( v2->CanAct() ) { v5 = v2->GetPerception(); if ( v5 > uMaxPerception ) uMaxPerception = v5; } ++v2; --v3; } while ( v3 ); if ( uLevelMapStatsID && (signed int)uLevelMapStatsID < 77 ) result = uMaxPerception >= 2 * pMapStats->pInfos[uLevelMapStatsID]._per; else result = 0; return result; } //----- (004936E1) -------------------------------------------------------- void Party::SetHoldingItem(ItemGen *pItem) { sub_421B2C_PlaceInInventory_or_DropPickedItem(); memcpy(&pPickedItem, pItem, sizeof(pPickedItem)); pMouse->SetCursorBitmapFromItemID(pPickedItem.uItemID); } //----- (0049370F) -------------------------------------------------------- int Party::GetNextActiveCharacter() { Party *v1; // esi@1 int v2; // eax@4 signed int v4; // ecx@6 Player *v5; // edx@6 Player *v6; // eax@7 Player *v7; // ecx@23 signed int v8; // esi@23 signed int v9; // edx@23 Player **v10; // edi@23 Player *v11; // eax@24 int v12; // [sp+Ch] [bp-4h]@1 v1 = this; v12 = 0; if ( pParty->bTurnBasedModeOn == 1 ) { if ( pTurnEngine->field_4 != 2 || (pTurnEngine->pQueue[0].uPackedID & 7) != OBJECT_Player) return 0; v2 = pTurnEngine->pQueue[0].uPackedID >> 3; return v2 + 1; } v4 = 0; v5 = v1->pPlayers;//[0].uTimeToRecovery; while ( 1 ) { v6 = ::pPlayers[v4 + 1]; if ( v6->pConditions[2] || v6->pConditions[12] || v6->pConditions[13] || v6->pConditions[14] || v6->pConditions[15] || v6->pConditions[16] || v5->uTimeToRecovery ) { byte_AE3368[v4] = 1; } else if ( !byte_AE3368[v4] ) break; ++v4; ++v5; if ( v4 >= 4 ) break; } if(v4<4) { v12 = v4; byte_AE3368[v4] = 1; } if ( (unsigned __int8)(byte_AE3369 & byte_AE336A & byte_AE336B) & byte_AE3368[0] ) memset(byte_AE3368, 0, 4u); v2 = v12; if ( v12 ) return v2 + 1; v7 = v1->pPlayers;//[0].uSpeedBonus; v8 = 0; v9 = 1; v10 = &::pPlayers[1]; while ( 2 ) { v11 = *v10; if ( !(*v10)->pConditions[2] && !v11->pConditions[12] && !v11->pConditions[13] && !v11->pConditions[14] && !v11->pConditions[15] && !v11->pConditions[16] && !v7->uTimeToRecovery ) { if ( v12 ) { if ( v7->uSpeedBonus > v8 ) { v8 = v7->uSpeedBonus; v12 = v9; } } else { v8 = *(short *)v7; v12 = v9; } } ++v10; ++v9; ++v7; if ( v9 - 1 < 4 ) continue; return v12; } } //----- (00493244) -------------------------------------------------------- bool Party::HasItem(unsigned int uItemID) { Player *v2; // edx@1 signed int v3; // ecx@2 ItemGen *v4; // eax@2 v2 = pParty->pPlayers;//[0].pInventoryItems; while ( v2 <= &pParty->pPlayers[3] ) { v3 = 0; v4 = v2->pInventoryItems; do { if ( v4->uItemID == uItemID ) return 1; ++v3; ++v4; } while ( v3 < 138 ); ++v2; } return 0; } //----- (00492AD5) -------------------------------------------------------- __int16 Party::SetFood(unsigned int uNumFood) { __int16 result; // ax@1 pUIAnim_Food->uAnimTime = 0; pParty->uNumFoodRations = uNumFood; result = 8 * pIconsFrameTable->pIcons[(signed __int16)pUIAnim_Food->uIconID].uAnimLength; pUIAnim_Food->uAnimLength = 8 * pIconsFrameTable->pIcons[(signed __int16)pUIAnim_Food->uIconID].uAnimLength; return result; } //----- (00492B03) -------------------------------------------------------- void Party::TakeFood(unsigned int uNumFood) { if ( ((pParty->uNumFoodRations - uNumFood) & 0x80000000u) == 0 ) pParty->uNumFoodRations -= uNumFood; else pParty->uNumFoodRations = 0; pUIAnim_Food->uAnimTime = 0; pUIAnim_Food->uAnimLength = 8 * pIconsFrameTable->pIcons[(signed __int16)pUIAnim_Food->uIconID].uAnimLength; } //----- (00492B42) -------------------------------------------------------- __int16 Party::GiveFood(unsigned int _this) { __int16 result; // ax@1 pParty->uNumFoodRations += _this; pUIAnim_Food->uAnimTime = 0; result = 8 * pIconsFrameTable->pIcons[(signed __int16)pUIAnim_Food->uIconID].uAnimLength; pUIAnim_Food->uAnimLength = 8 * pIconsFrameTable->pIcons[(signed __int16)pUIAnim_Food->uIconID].uAnimLength; return result; } //----- (00492B70) -------------------------------------------------------- void Party::SetGold(unsigned int uNumGold) { pParty->uNumGold = uNumGold; pUIAnim_Gold->uAnimTime = 0; pUIAnim_Gold->uAnimLength = 8 * pIconsFrameTable->pIcons[(signed __int16)pUIAnim_Gold->uIconID].uAnimLength; pAudioPlayer->PlaySound(SOUND_GoldReceived, 0, 0, -1, 0, 0, 0, 0); } //----- (00492BB6) -------------------------------------------------------- void Party::TakeGold(unsigned int uNumGold) { if ( uNumGold <= pParty->uNumGold ) pParty->uNumGold -= uNumGold; else pParty->uNumGold = 0; pUIAnim_Gold->uAnimTime = 0; pUIAnim_Gold->uAnimLength = 8 * pIconsFrameTable->pIcons[(signed __int16)pUIAnim_Gold->uIconID].uAnimLength; pAudioPlayer->PlaySound(SOUND_GoldReceived, 0, 0, -1, 0, 0, 0, 0); } //----- (0049135E) -------------------------------------------------------- unsigned int Party::GetPartyFame() { unsigned __int64 total_exp = 0; for (uint i = 0; i < 4; ++i) total_exp += pPlayers[i].uExperience; return total_exp / 1000; } //----- (0049137D) -------------------------------------------------------- void Party::CreateDefaultParty(char bGiveItems) { Party *pParty; // esi@1 signed __int16 v3; // ax@1 //int pResMagicBase; // ecx@1 Player *pCharacter; // esi@3 //signed int uSpellBookPageCount; // edx@5 int pMagicSkills; // eax@5 int uSkillIdx; // eax@11 //unsigned __int8 v9; // zf@37 //char v10; // sf@37 //unsigned __int8 v11; // of@37 char *pAttributes; // eax@38 signed int v13; // ecx@38 int uMaxSP; // eax@42 unsigned int v15; // [sp-4h] [bp-44h]@14 unsigned int v16; // [sp-4h] [bp-44h]@26 int v17; // [sp+10h] [bp-30h]@1 int v18; // [sp+14h] [bp-2Ch]@11 signed int uNumPlayers; // [sp+18h] [bp-28h]@1 ItemGen Dst; // [sp+1Ch] [bp-24h]@10 pParty = this; pHireling1Name[0] = 0; pHireling2Name[0] = 0; pParty->field_709 = 0; memset(pHirelings, 0, 2 * sizeof(*pHirelings)); strcpy(this->pPlayers[0].pName, pGlobalTXT_LocalizationStrings[509]); //Zoltan pParty->pPlayers[0].field_1928 = 17; pParty->pPlayers[0].uFace = 17; pParty->pPlayers[0].field_1924 = 17; pParty->pPlayers[0].uVoiceID = 17; pParty->pPlayers[0].uMight = 30; pParty->pPlayers[0].uIntelligence = 5; pParty->pPlayers[0].uWillpower = 5; pParty->pPlayers[0].uEndurance = 13; pParty->pPlayers[0].uAccuracy = 13; pParty->pPlayers[0].uSpeed = 14; pParty->pPlayers[0].uLuck = 7; pParty->pPlayers[0].pActiveSkills[PLAYER_SKILL_LEATHER] = 1; // leather pParty->pPlayers[0].pActiveSkills[PLAYER_SKILL_ARMSMASTER] = 1; // armsmaster pParty->pPlayers[0].pActiveSkills[PLAYER_SKILL_BOW] = 1; // bow pParty->pPlayers[0].pActiveSkills[PLAYER_SKILL_SWORD] = 1; // sword pParty->pPlayers[1].field_1928 = 3; pParty->pPlayers[1].uFace = 3; pParty->pPlayers[1].field_1924 = 3; pParty->pPlayers[1].uVoiceID = 3; strcpy(pParty->pPlayers[1].pName, pGlobalTXT_LocalizationStrings[506]); //Roderic pParty->pPlayers[1].uMight = 13; pParty->pPlayers[1].uIntelligence = 9; pParty->pPlayers[1].uWillpower = 9; pParty->pPlayers[1].uEndurance = 13; pParty->pPlayers[1].uAccuracy = 13; pParty->pPlayers[1].uSpeed = 13; pParty->pPlayers[1].uLuck = 13; pParty->pPlayers[1].pActiveSkills[PLAYER_SKILL_LEATHER] = 1; // leather pParty->pPlayers[1].pActiveSkills[PLAYER_SKILL_STEALING] = 1; // stealing pParty->pPlayers[1].pActiveSkills[PLAYER_SKILL_DAGGER] = 1; // dagger pParty->pPlayers[1].pActiveSkills[PLAYER_SKILL_TRAP_DISARM] = 1; // disarm trap pParty->pPlayers[2].field_1928 = 14; pParty->pPlayers[2].uFace = 14; pParty->pPlayers[2].field_1924 = 14; pParty->pPlayers[2].uVoiceID = 14; strcpy(pParty->pPlayers[2].pName, pGlobalTXT_LocalizationStrings[508]); // Serena pParty->pPlayers[2].uMight = 12; pParty->pPlayers[2].uIntelligence = 9; pParty->pPlayers[2].uWillpower = 20; pParty->pPlayers[2].uEndurance = 22; pParty->pPlayers[2].uAccuracy = 7; pParty->pPlayers[2].uSpeed = 13; pParty->pPlayers[2].uLuck = 7; pParty->pPlayers[2].pActiveSkills[PLAYER_SKILL_ALCHEMY] = 1; // alchemy pParty->pPlayers[2].pActiveSkills[PLAYER_SKILL_LEATHER] = 1; // leather pParty->pPlayers[2].pActiveSkills[PLAYER_SKILL_BODY] = 1; // body pParty->pPlayers[2].pActiveSkills[PLAYER_SKILL_MACE] = 1; // mace strcpy(pParty->pPlayers[3].pName, pGlobalTXT_LocalizationStrings[507]); // Alexis v3 = 10; pParty->pPlayers[3].field_1928 = 10; pParty->pPlayers[3].uFace = 10; //pResMagicBase = (int)&pParty->pPlayers[0].sResMagicBase; pParty->pPlayers[3].uEndurance = 13; pParty->pPlayers[3].uAccuracy = 13; pParty->pPlayers[3].uSpeed = 13; pParty->pPlayers[3].field_1924 = 10; pParty->pPlayers[3].uVoiceID = 10; pParty->pPlayers[3].uMight = 5; pParty->pPlayers[3].uIntelligence = 30; pParty->pPlayers[3].uWillpower = 9; pParty->pPlayers[3].uLuck = 7; pParty->pPlayers[3].pActiveSkills[PLAYER_SKILL_LEATHER] = 1; // leather pParty->pPlayers[3].pActiveSkills[PLAYER_SKILL_AIR] = 1; // air pParty->pPlayers[3].pActiveSkills[PLAYER_SKILL_FIRE] = 1; // fire pParty->pPlayers[3].pActiveSkills[PLAYER_SKILL_STAFF] = 1; // staff //uNumPlayers = 4; //while ( 1 ) for (uNumPlayers = 0; uNumPlayers < 4; uNumPlayers++) { pCharacter = &pParty->pPlayers[uNumPlayers]; if (pCharacter->classType == PLAYER_CLASS_KNIGHT) pCharacter->sResMagicBase = v3; //player[i].pResMagicBase //uSpellBookPageCount = 0; //pMagicSkills = pPlayers[uNumPlayers].pActiveSkills[12];// Skills //while ( !*(short *)pMagicSkills ) //player[i].skillFire pCharacter->lastOpenedSpellbookPage = 0; for (int i = 0; i < 9; i++)//for Magic Book { //++uSpellBookPageCount; //pMagicSkills++; //if ( uSpellBookPageCount >= 9 ) //goto LABEL_10; if (pPlayers[uNumPlayers].pActiveSkills[12+i]) { pCharacter->lastOpenedSpellbookPage = i; break; } } //LABEL_10: pCharacter->uExpressionTimePassed = 0; Dst.Reset(); if ( bGiveItems ) { pItemsTable->GenerateItem(2, 40, &Dst); //ring pCharacter->AddItem2(-1, &Dst); //uSkillIdx = 0; //v18 = 0; //do for (uSkillIdx = 0; uSkillIdx < 36; uSkillIdx++) { if ( pCharacter->pActiveSkills[uSkillIdx] ) { switch ( uSkillIdx ) { case PLAYER_SKILL_STAFF: v15 = ITEM_STAFF_1; pCharacter->WearItem(v15); break; case PLAYER_SKILL_SWORD: v15 = ITEM_LONGSWORD_1; pCharacter->WearItem(v15); break; case PLAYER_SKILL_DAGGER: v15 = ITEM_DAGGER_1; pCharacter->WearItem(v15); break; case PLAYER_SKILL_AXE: v15 = ITEM_AXE_1; pCharacter->WearItem(v15); break; case PLAYER_SKILL_SPEAR: v15 = ITEM_SPEAR_1; pCharacter->WearItem(v15); break; case PLAYER_SKILL_BOW: v15 = ITEM_CROSSBOW_1; pCharacter->WearItem(v15); break; case PLAYER_SKILL_MACE: v15 = ITEM_MACE_1; pCharacter->WearItem(v15); break; case PLAYER_SKILL_SHIELD: v15 = ITEM_BUCKLER_1; pCharacter->WearItem(v15); break; case PLAYER_SKILL_LEATHER: v15 = ITEM_LEATHER_1; pCharacter->WearItem(v15); break; case PLAYER_SKILL_CHAIN: v15 = ITEM_CHAINMAIL_1; pCharacter->WearItem(v15); break; case PLAYER_SKILL_PLATE: v15 = ITEM_PLATE_1; pCharacter->WearItem(v15); break; case PLAYER_SKILL_FIRE: v16 = ITEM_SPELLBOOK_FIRE_STRIKE; pCharacter->AddItem(-1, v16); break; case PLAYER_SKILL_AIR: v16 = ITEM_SPELLBOOK_AIR_FEATHER_FALL; pCharacter->AddItem(-1, v16); break; case PLAYER_SKILL_WATER: v16 = ITEM_SPELLBOOK_WATER_POISON_SPRAY; pCharacter->AddItem(-1, v16); break; case PLAYER_SKILL_EARTH: v16 = ITEM_SPELLBOOK_EARTH_SLOW; pCharacter->AddItem(-1, v16); break; case PLAYER_SKILL_SPIRIT: v16 = ITEM_SPELLBOOK_SPIRIT_BLESS; pCharacter->AddItem(-1, v16); break; case PLAYER_SKILL_MIND: v16 = ITEM_SPELLBOOK_MIND_MIND_BLAST; pCharacter->AddItem(-1, v16); break; case PLAYER_SKILL_BODY: v16 = ITEM_SPELLBOOK_BODY_FIRST_AID; pCharacter->AddItem(-1, v16); break; case PLAYER_SKILL_ITEM_ID: case PLAYER_SKILL_REPAIR: case PLAYER_SKILL_MEDITATION: case PLAYER_SKILL_PERCEPTION: case PLAYER_SKILL_DIPLOMACY: case PLAYER_SKILL_TRAP_DISARM: case PLAYER_SKILL_LEARNING: pCharacter->AddItem(-1, ITEM_POTION_BOTTLE); v16 = 5 * (rand() % 3 + 40); // simple reagent pCharacter->AddItem(-1, v16); break; case PLAYER_SKILL_DODGE: v16 = ITEM_BOOTS_1; pCharacter->AddItem(-1, v16); break; case PLAYER_SKILL_UNARMED: v16 = ITEM_GAUNTLETS_1; pCharacter->AddItem(-1, v16); break; default: break; } } //uSkillIdx = v18 + 1; //v11 = uSkillIdx > 36; //v9 = v18 == 35; //v10 = uSkillIdx - 35 < 0; } //while (uSkillIdx < 36); pAttributes = (char *)&pCharacter->pInventoryItems[0].uAttributes; //v13 = 138; for (v13 = 138; v13 > 0; --v13) { if ( *((int *)pAttributes - 5) ) *(int *)pAttributes |= 1; pAttributes += 36; //--v13; } //while ( v13 ); } pCharacter->sHealth = pCharacter->GetMaxHealth(); pCharacter->sMana = pCharacter->GetMaxMana(); //pCharacter++; //uNumPlayers--; //if (!uNumPlayers) //break; //pResMagicBase = (int)pCharacter; v3 = 10; } } //----- (004917CE) -------------------------------------------------------- int Party::Reset() { //Party *v1; // esi@1 //unsigned __int64 *pTimePlayed; // edi@1 //bool v3; // edx@1 //Player **v4; // eax@1 //Player *v5; // ecx@1 PLAYER_SEX pSex; // cl@3 PLAYER_SEX v7; // al@6 PLAYER_SEX v8; // al@9 PLAYER_SEX v9; // cl@12 //Player *v12; // edx@17 //signed int v13; // edi@18 SpellBuff *v14; // ebx@21 signed int v15; // edi@21 field_708 = 15; sEyelevel = 160; uFlags2 = 0; uNumGold = 200; uNumGoldInBank = 0; uNumFoodRations = 7; alignment = PartyAlignment_Neutral; SetUserInterface(alignment, true); uTimePlayed = 0x21C00u; uLastRegenerationTime = 0x21C00; bTurnBasedModeOn = false; uActiveCharacter = 1; ::pPlayers[0] = pPlayers; for (uint i = 0; i < 4; ++i) ::pPlayers[i + 1] = &pPlayers[i]; pPlayers[0].Reset(PLAYER_CLASS_KNIGHT); pPlayers[1].Reset(PLAYER_CLASS_THEIF); pPlayers[2].Reset(PLAYER_CLASS_CLERIC); pPlayers[3].Reset(PLAYER_CLASS_SORCERER); pPlayers[0].uFace = 17; pPlayers[0].field_1924 = 17; pPlayers[0].uVoiceID = 17; pPlayers[0].SetInitialStats(); switch ( pPlayers[0].uVoiceID ) { case 0: case 1: case 2: case 3: case 8: case 9: case 12: case 13: case 16: case 17: case 20: case 23: default: pSex = SEX_MALE; break; case 4: case 5: case 6: case 7: case 10: case 11: case 14: case 15: case 18: case 19: case 21: case 24: pSex = SEX_FEMALE; break; } pPlayers[0].uSex = pSex; pPlayers[0].RandomizeName(); strcpy(pPlayers[0].pName, pGlobalTXT_LocalizationStrings[509]); pPlayers[1].uFace = 3; pPlayers[1].field_1924 = 3; pPlayers[1].uVoiceID = 3; pPlayers[1].SetInitialStats(); v7 = SEX_MALE; switch (pPlayers[1].uVoiceID) { case 0: case 1: case 2: case 3: case 8: case 9: case 0xCu: case 0xDu: case 0x10u: case 0x11u: case 0x14u: case 0x17u: v7 = SEX_MALE; break; case 4: case 5: case 6: case 7: case 0xAu: case 0xBu: case 0xEu: case 0xFu: case 0x12u: case 0x13u: case 0x15u: case 0x18u: v7 = SEX_FEMALE; break; default: break; } pPlayers[1].uSex = v7; pPlayers[1].RandomizeName(); strcpy(pPlayers[1].pName, pGlobalTXT_LocalizationStrings[506]); pPlayers[2].uFace = 14; pPlayers[2].field_1924 = 14; pPlayers[2].uVoiceID = 14; pPlayers[2].SetInitialStats(); v8 = SEX_MALE; switch (pPlayers[2].uVoiceID) { case 0: case 1: case 2: case 3: case 8: case 9: case 0xCu: case 0xDu: case 0x10u: case 0x11u: case 0x14u: case 0x17u: v8 = SEX_MALE; break; case 4: case 5: case 6: case 7: case 0xAu: case 0xBu: case 0xEu: case 0xFu: case 0x12u: case 0x13u: case 0x15u: case 0x18u: v8 = SEX_FEMALE; break; default: break; } pPlayers[2].uSex = v8; pPlayers[2].RandomizeName(); strcpy(pPlayers[2].pName, pGlobalTXT_LocalizationStrings[508]); pPlayers[3].uFace = 10; pPlayers[3].field_1924 = 10; pPlayers[3].uVoiceID = 10; pPlayers[3].SetInitialStats(); v9 = SEX_MALE; switch (pPlayers[3].uVoiceID) { case 0u: case 1u: case 2u: case 3u: case 8u: case 9u: case 0xCu: case 0xDu: case 0x10u: case 0x11u: case 0x14u: case 0x17u: v9 = SEX_MALE; break; case 4u: case 5u: case 6u: case 7u: case 0xAu: case 0xBu: case 0xEu: case 0xFu: case 0x12u: case 0x13u: case 0x15u: case 0x18u: v9 = SEX_FEMALE; break; default: break; } pPlayers[3].uSex = v9; pPlayers[3].RandomizeName(); strcpy(pPlayers[3].pName, pGlobalTXT_LocalizationStrings[507]); for (uint i = 0; i < 4; ++i) { pPlayers[i].uTimeToRecovery = 0; for (uint j = 0; j < 20; ++j) pPlayers[i].pConditions[j] = 0; for (uint j = 0; j < 24; ++j) pPlayers[i].pPlayerBuffs[j].Reset(); pPlayers[i].expression = CHARACTER_EXPRESSION_1; pPlayers[i].uExpressionTimePassed = 0; pPlayers[i].uExpressionTimeLength = rand() % 256 + 128; } for (uint i = 1; i < 20; ++i) pPartyBuffs[i].Reset(); pWindowList_at_506F50_minus1_indexing_buttons____and_an_int_[0] = 100; uFlags = 0; memset(_autonote_bits, 0, 12); memset(_quest_bits, 0, 64); _449B7E_toggle_bit(_quest_bits, 1, 1); _449B7E_toggle_bit(_quest_bits, 2, 1); _449B7E_toggle_bit(_quest_bits, 3, 1); _449B7E_toggle_bit(_quest_bits, 4, 1); _449B7E_toggle_bit(_quest_bits, 5, 1); _449B7E_toggle_bit(_quest_bits, 6, 1); memset(field_3C._shop_ban_times,0,53*sizeof(__int64)); memcpy(pNPCStats->pNewNPCData, pNPCStats->pNPCData, 0x94BCu); memcpy(pNPCStats->pGroups_copy, pNPCStats->pGroups, 0x66u); pNPCStats->pNewNPCData[3].uFlags = 128;//|= 0x80u; Lady Margaret _494035_timed_effects__water_walking_damage__etc(); pEventTimer->Pause(); return 0; } //----- (0043AD34) -------------------------------------------------------- void Party::Yell() { Actor *v0; // esi@5 int v1; // edi@9 int v2; // ebx@9 int v3; // eax@9 unsigned int v4; // [sp+8h] [bp-4h]@4 if ( (signed __int64)pParty->pPartyBuffs[11].uExpireTime > 0 ) pParty->pPartyBuffs[11].Reset(); if ( pParty->bTurnBasedModeOn != 1 ) { v4 = 0; if ( (signed int)uNumActors > 0 ) { v0 = pActors;//[0].pMonsterInfo.uMovementType; do { if ( v0->Actor::CanAct() && v0->pMonsterInfo.uHostilityType != 4 && v0->pMonsterInfo.uMovementType != 5 ) { v1 = abs(v0->vPosition.x - pParty->vPosition.x); v2 = abs(v0->vPosition.y - pParty->vPosition.y); v3 = abs(v0->vPosition.z - pParty->vPosition.z); if (int_get_vector_length(v1, v2, v3) < 512) Actor::_402968(v4, 4, 0, 0); } ++v4; ++v0; } while ( (signed int)v4 < (signed int)uNumActors ); } } } //----- (00491BF9) -------------------------------------------------------- void Party::ResetPosMiscAndSpellBuffs() { Party *v1; // esi@1 Player *v2; // edi@1 SpellBuff *v3; // ebx@2 SpellBuff *v4; // esi@5 signed int v5; // edi@5 signed int v6; // [sp+8h] [bp-8h]@1 signed int v7; // [sp+Ch] [bp-4h]@2 v1 = this; this->vPosition.y = 0; this->vPosition.z = 0; this->vPosition.x = 0; this->uFallStartY = 0; this->sRotationY = 0; this->sRotationX = 0; this->uFallSpeed = 0; this->field_28 = 0; this->uDefaultPartyHeight = 120; this->field_14 = 37; this->y_rotation_granularity = 25; this->uWalkSpeed = 384; this->y_rotation_speed = 90; this->field_24 = 5; this->field_6FC = 0; this->field_708 = 15; this->field_0 = 25; v2 = this->pPlayers;//[0].pPlayerBuffs; v6 = 4; do { v3 = v2->pPlayerBuffs; v7 = 24; do { v3->Reset(); ++v3; --v7; } while ( v7 ); ++v2; --v6; } while ( v6 ); v4 = v1->pPartyBuffs; v5 = 20; do { v4->Reset(); ++v4; --v5; } while ( v5 ); } //----- (004909F4) -------------------------------------------------------- void Party::UpdatePlayersAndHirelingsEmotions() { //Player *v1; // esi@2 //unsigned int v2; // eax@3 //__int16 v3; // cx@5 int v4; // edx@27 //signed int v5; // eax@52 //PlayerFrame *v6; // edx@53 //NPCData *v7; // esi@60 //signed int v8; // ebp@61 //int v9; // ebx@62 //unsigned int v10; // edi@62 //signed int v11; // [sp+0h] [bp-4h]@2 if (dword_A75070 == stru_51076C.field_8) // stru_51076C.field_8 is incremented each time after this function is called, so this is useless return; dword_A75070 = stru_51076C.field_8; //v1 = this->pPlayers;//(char *)&this->pPlayers[0].uExpressionID; for (int i = 0; i < 4; ++i) { auto player = pPlayers + i; player->uExpressionTimePassed += (unsigned short)pMiscTimer->uTimeElapsed; auto condition = player->GetMajorConditionIdx(); if (condition == Player::Condition_Good || condition == Player::Condition_Zombie) { if (player->uExpressionTimePassed < player->uExpressionTimeLength) continue; player->uExpressionTimePassed = 0; if (player->expression != 1 || rand() % 5) { player->expression = CHARACTER_EXPRESSION_1; player->uExpressionTimeLength = rand() % 256 + 32; } else { v4 = rand() % 100; if (v4 < 25) player->expression = CHARACTER_EXPRESSION_13; else if (v4 < 31) player->expression = CHARACTER_EXPRESSION_14; else if (v4 < 37) player->expression = CHARACTER_EXPRESSION_15; else if (v4 < 43) player->expression = CHARACTER_EXPRESSION_16; else if (v4 < 46) player->expression = CHARACTER_EXPRESSION_17; else if (v4 < 52) player->expression = CHARACTER_EXPRESSION_18; else if (v4 < 58) player->expression = CHARACTER_EXPRESSION_19; else if (v4 < 64) player->expression = CHARACTER_EXPRESSION_20; else if (v4 < 70) player->expression = CHARACTER_EXPRESSION_54; else if (v4 < 76) player->expression = CHARACTER_EXPRESSION_55; else if (v4 < 82) player->expression = CHARACTER_EXPRESSION_56; else if (v4 < 88) player->expression = CHARACTER_EXPRESSION_57; else if (v4 < 94) player->expression = CHARACTER_EXPRESSION_29; else player->expression = CHARACTER_EXPRESSION_30; } for (int j = 0; j < pPlayerFrameTable->uNumFrames; ++j) { auto frame = pPlayerFrameTable->pFrames + j; if (frame->expression == player->expression) { player->uExpressionTimeLength = 8 * pPlayerFrameTable->pFrames[j].uAnimLength; break; } } } else if (player->expression != 34 && player->expression != 35 && player->expression != 36 || player->uExpressionTimePassed >= player->uExpressionTimeLength) { player->uExpressionTimeLength = 0; player->uExpressionTimePassed = 0; switch (condition) { case Player::Condition_Dead: player->expression = CHARACTER_EXPRESSION_DEAD; break; case Player::Condition_Pertified: player->expression = CHARACTER_EXPRESSION_PERTIFIED; break; case Player::Condition_Eradicated: player->expression = CHARACTER_EXPRESSION_ERADICATED; break; case Player::Condition_Cursed: player->expression = CHARACTER_EXPRESSION_CURSED; break; case Player::Condition_Weak: player->expression = CHARACTER_EXPRESSION_WEAK; break; case Player::Condition_Sleep: player->expression = CHARACTER_EXPRESSION_SLEEP; break; case Player::Condition_Fear: player->expression = CHARACTER_EXPRESSION_FEAR; break; case Player::Condition_Drunk: player->expression = CHARACTER_EXPRESSION_DRUNK; break; case Player::Condition_Insane: player->expression = CHARACTER_EXPRESSION_INSANE; break; case Player::Condition_Poison1: case Player::Condition_Poison2: case Player::Condition_Poison3: player->expression = CHARACTER_EXPRESSION_POISONED; break; case Player::Condition_Disease1: case Player::Condition_Disease2: case Player::Condition_Disease3: player->expression = CHARACTER_EXPRESSION_DISEASED; break; case Player::Condition_Paralyzed: player->expression = CHARACTER_EXPRESSION_PARALYZED; break; case Player::Condition_Unconcious: player->expression = CHARACTER_EXPRESSION_UNCONCIOUS; break; default: assert(false); } } } for (int i = 0; i < 2; ++i) { auto hireling = pParty->pHirelings + i; if (!hireling->evt_C) continue; hireling->evt_B += pMiscTimer->uTimeElapsed; if (hireling->evt_B >= hireling->evt_C) { hireling->evt_A = 0; hireling->evt_B = 0; hireling->evt_C = 0; assert(sizeof(NPCData) == 0x4C); memset(hireling, 0, sizeof(*hireling)); pParty->field_709 = 0; sub_44A56A(); viewparams->bRedrawGameUI = 1; } } } //----- (00490D02) -------------------------------------------------------- void Party::RestAndHeal() { SpellBuff *v1; // esi@1 Player *v2; // esi@4 signed int v3; // ebx@4 SpellBuff *v4; // edi@4 int v5; // eax@9 char v6; // zf@9 ItemGen *v7; // eax@10 signed int v8; // ecx@10 int v9; // eax@18 int v10; // eax@25 signed int v11; // ecx@26 signed int v12; // [sp-4h] [bp-1Ch]@26 Party *v13; // [sp+Ch] [bp-Ch]@1 signed int v14; // [sp+10h] [bp-8h]@10 signed int v15; // [sp+14h] [bp-4h]@3 v13 = this; v1 = pParty->pPartyBuffs; do { v1->Reset(); ++v1; } while ( (signed int)v1 < (signed int)pParty->pPlayers ); v15 = 0; do { v2 = &pParty->pPlayers[v15]; v3 = 20; v4 = v2->pPlayerBuffs; do { v4->Reset(); ++v4; --v3; } while ( v3 ); v2->Zero(); if ( v2->pConditions[14] || v2->pConditions[15] || v2->pConditions[16] ) goto LABEL_33; LODWORD(v2->pConditions[13]) = 0; HIDWORD(v2->pConditions[13]) = 0; LODWORD(v2->pConditions[4]) = 0; HIDWORD(v2->pConditions[4]) = 0; LODWORD(v2->pConditions[2]) = 0; HIDWORD(v2->pConditions[2]) = 0; LODWORD(v2->pConditions[3]) = 0; HIDWORD(v2->pConditions[3]) = 0; LODWORD(v2->pConditions[1]) = 0; HIDWORD(v2->pConditions[1]) = 0; v2->uTimeToRecovery = 0; v2->sHealth = v2->GetMaxHealth(); v5 = v2->GetMaxMana(); v6 = v2->classType == PLAYER_CLASS_LICH; v2->sMana = v5; if ( v6 ) { v14 = 0; v7 = v2->pInventoryItems;//[0].field_1A; v8 = 138; do { if ( v7->uItemID == 601 && (unsigned __int8)v7->uHolderPlayer== v15 + 1 ) v14 = 1; ++v7; --v8; } while ( v8 ); if ( !v14 ) { v2->sHealth = v2->GetMaxHealth() / 2; v2->sMana = v2->GetMaxMana() / 2; } } if ( !v2->pConditions[17] ) { if ( v2->pConditions[10] || v2->pConditions[11] ) { v11 = 4; v12 = 4; } else { if ( !v2->pConditions[8] && !v2->pConditions[9] ) { if ( !v2->pConditions[6] && !v2->pConditions[7] ) goto LABEL_30; v2->sHealth /= 2; v10 = v2->sMana / 2; goto LABEL_29; } v11 = 3; v12 = 3; } v2->sHealth /= v11; v10 = v2->sMana / v12; LABEL_29: v2->sMana = v10; goto LABEL_30; } v9 = v2->sHealth; v2->sMana = 0; v2->sHealth = v9 / 2; LABEL_30: if ( v2->pConditions[5] ) v2->sMana = 0; UpdatePlayersAndHirelingsEmotions(); LABEL_33: ++v15; } while ( v15 < 4 ); pParty->field_764 = 0; }