Mercurial > mm7
changeset 2497:82d5d92a097c
for MVS2012
author | Ritor1 |
---|---|
date | Thu, 18 Sep 2014 23:59:29 +0600 |
parents | 5abd8fc8f1c6 |
children | 92eeeb5200f2 |
files | Actor.cpp Actor.h Build/Visual Studio 2012/World of Might and Magic.vcxproj Build/Visual Studio 2012/World of Might and Magic.vcxproj.filters Chest.cpp Chest.h Engine/Objects/Actor.cpp Engine/Objects/Actor.h Engine/Objects/Chest.cpp Engine/Objects/Chest.h Engine/Objects/Items.cpp Engine/Objects/Items.h Engine/Objects/Monsters.cpp Engine/Objects/Monsters.h Items.cpp Items.h Monsters.cpp Monsters.h |
diffstat | 18 files changed, 11499 insertions(+), 11499 deletions(-) [+] |
line wrap: on
line diff
--- a/Actor.cpp Thu Sep 18 17:38:54 2014 +0600 +++ /dev/null Thu Jan 01 00:00:00 1970 +0000 @@ -1,5717 +0,0 @@ -#define _CRTDBG_MAP_ALLOC -#include <stdlib.h> -#include <crtdbg.h> - -#define _CRT_SECURE_NO_WARNINGS - -#include "Engine/Graphics/PaletteManager.h" -#include "ErrorHandling.h" - -#include "Engine/Graphics/DecalBuilder.h" - -#include "Engine/Graphics/Sprites.h" -#include "stru6.h" - - -#include "Actor.h" -#include "OurMath.h" -#include "Engine/Graphics/Outdoor.h" -#include "AudioPlayer.h" -#include "Game.h" -#include "ObjectList.h" -#include "Engine/Graphics/Overlays.h" -#include "FactionTable.h" -#include "TurnEngine.h" -#include "CastSpellInfo.h" -#include "Timer.h" -#include "LOD.h" -#include "Party.h" -#include "GUIWindow.h" - -#include "MM7.h" -#include "SpriteObject.h" -#include "stru298.h" -#include "Log.h" -#include "Texts.h" -#include "Engine/Graphics/Level/Decoration.h" -#include "Engine/Graphics/Viewport.h" -#include "Engine/Graphics/Vis.h" - - - - - -std::array<Actor, 500> pActors; -size_t uNumActors; - -stru319 stru_50C198; // idb - - -std::array<uint, 5> _4DF380_hostilityRanges = {0, 1024, 2560, 5120, 10240}; - - - - -//----- (0042FB5C) -------------------------------------------------------- -// True if monster should play attack animation when casting this spell. -bool ShouldMonsterPlayAttackAnim(signed int spell_id) -{ - switch (spell_id) - { - case SPELL_FIRE_HASTE: - case SPELL_AIR_SHIELD: - case SPELL_EARTH_STONESKIN: - case SPELL_SPIRIT_BLESS: - case SPELL_SPIRIT_FATE: - case SPELL_SPIRIT_HEROISM: - case SPELL_BODY_HAMMERHANDS: - case SPELL_BODY_POWER_CURE: - case SPELL_LIGHT_DISPEL_MAGIC: - case SPELL_LIGHT_DAY_OF_PROTECTION: - case SPELL_LIGHT_HOUR_OF_POWER: - case SPELL_DARK_PAIN_REFLECTION: - return false; - } - - return true; -} - - -//----- (0041AF52) -------------------------------------------------------- -void Actor::DrawHealthBar(Actor *actor, GUIWindow *window) -{ - unsigned int bar_length; // esi@1 - unsigned int uX; // ebx@10 - unsigned int v9; // [sp+14h] [bp-Ch]@4 - unsigned int v10; // [sp+1Ch] [bp-4h]@4 - - if (actor->pMonsterInfo.uHP <= 25) - bar_length = 25; - else if ( actor->pMonsterInfo.uHP < 200 ) - bar_length = actor->pMonsterInfo.uHP; - else - bar_length = 200; - - v10 = bar_length; - if ( actor->sCurrentHP <= (0.34 * actor->pMonsterInfo.uHP) ) - v9 = uTextureID_mhp_red; - else if ( actor->sCurrentHP <= ( 0.67 * actor->pMonsterInfo.uHP) ) - v9 = uTextureID_mhp_yel; - else - v9 = uTextureID_mhp_grn; - - if ( actor->sCurrentHP < (int)actor->pMonsterInfo.uHP ) - v10 = bar_length / actor->pMonsterInfo.uHP * actor->sCurrentHP; - - uX = window->uFrameX + (signed int)(window->uFrameWidth - bar_length) / 2; - - pRenderer->SetTextureClipRect(uX, window->uFrameY + 32, uX + bar_length, window->uFrameY + 52); - pRenderer->DrawTextureIndexed(uX, window->uFrameY + 32, pIcons_LOD->GetTexture(uTextureID_mhp_bd)); - pRenderer->SetTextureClipRect(uX, window->uFrameY + 32, uX + v10, window->uFrameY + 52); - pRenderer->DrawTextureIndexed(uX, window->uFrameY + 34, pIcons_LOD->GetTexture(v9)); - - pRenderer->ResetTextureClipRect(); - pRenderer->DrawTextureIndexed(uX - 5, window->uFrameY + 32, pIcons_LOD->GetTexture(uTextureID_mhp_capl)); - pRenderer->DrawTextureIndexed(uX + bar_length, window->uFrameY + 32, pIcons_LOD->GetTexture(uTextureID_mhp_capr)); -} - -//----- (00448A40) -------------------------------------------------------- -void Actor::ToggleFlag(signed int uActorID, unsigned int uFlag, int bToggle) -{ - if ( uActorID >= 0 && uActorID <= (signed int)(uNumActors - 1) ) - { - if ( bToggle ) - pActors[uActorID].uAttributes |= uFlag; - else - { - if ( uFlag == 0x10000 ) - { - if (pActors[uActorID].uAIState == Disabled ) - pActors[uActorID].uAIState = Standing; - } - pActors[uActorID].uAttributes &= ~uFlag; - } - } -} - -//----- (00448518) -------------------------------------------------------- -void __fastcall sub_448518_npc_set_item(int npc, unsigned int item, int a3) -{ - for (uint i = 0; i < uNumActors; i++) - { - if (pActors[uNumActors].sNPC_ID == npc) - Actor::GiveItem(i, item, a3); - } -} - -//----- (004485A7) -------------------------------------------------------- -void Actor::GiveItem(signed int uActorID, unsigned int uItemID, unsigned int bGive) -{ - if ( (uActorID >= 0) && (signed int)uActorID <= (signed int)(uNumActors - 1) ) - { - if ( bGive ) - { - if ( pActors[uActorID].uCarriedItemID == 0) - pActors[uActorID].uCarriedItemID = uItemID; - else if ( pActors[uActorID].ActorHasItems[0].uItemID == 0) - pActors[uActorID].ActorHasItems[0].uItemID = uItemID; - else if ( pActors[uActorID].ActorHasItems[1].uItemID == 0) - pActors[uActorID].ActorHasItems[1].uItemID = uItemID; - } - else - { - if ( pActors[uActorID].uCarriedItemID == uItemID ) - pActors[uActorID].uCarriedItemID = 0; - else if ( pActors[uActorID].ActorHasItems[0].uItemID == uItemID ) - pActors[uActorID].ActorHasItems[0].Reset(); - else if ( pActors[uActorID].ActorHasItems[1].uItemID == uItemID ) - pActors[uActorID].ActorHasItems[1].Reset(); - } - } -} - -//----- (0040894B) -------------------------------------------------------- -bool Actor::CanAct() -{ - bool isparalyzed; // esi@1 - bool isstoned; // edi@2 - - isstoned = (signed __int64)this->pActorBuffs[ACTOR_BUFF_STONED].uExpireTime > 0;// stoned - isparalyzed = (signed __int64)this->pActorBuffs[ACTOR_BUFF_PARALYZED].uExpireTime > 0;// paralyzed - return !(isstoned || isparalyzed || this->uAIState == Dying || this->uAIState == Dead - || this->uAIState == Removed || this->uAIState == Summoned || this->uAIState == Disabled); -} - -//----- (004089C7) -------------------------------------------------------- -bool Actor::IsNotAlive() -{ - bool isstoned; // esi@1 - - isstoned = (signed __int64)this->pActorBuffs[ACTOR_BUFF_STONED].uExpireTime > 0;// stoned - return (isstoned || (uAIState == Dying) || (uAIState == Dead) || (uAIState == Removed) || (uAIState == Summoned) || (uAIState == Disabled)); -} - -//----- (004086E9) -------------------------------------------------------- -void Actor::SetRandomGoldIfTheresNoItem() -{ - int v2; // edi@1 - - v2 = 0; - if ( !this->ActorHasItems[3].uItemID ) - { - if ( this->pMonsterInfo.uTreasureDiceRolls ) - { - for (int i = 0; i < this->pMonsterInfo.uTreasureDiceRolls; i++) - v2 += rand() % this->pMonsterInfo.uTreasureDiceSides + 1; - if ( v2 ) - { - this->ActorHasItems[3].uItemID = 197; - this->ActorHasItems[3].uSpecEnchantmentType = v2; //actual gold amount - } - } - } - if ( rand() % 100 < this->pMonsterInfo.uTreasureDropChance ) - { - if ( this->pMonsterInfo.uTreasureLevel ) - pItemsTable->GenerateItem(this->pMonsterInfo.uTreasureLevel, this->pMonsterInfo.uTreasureType, &this->ActorHasItems[2]); - } - this->uAttributes |= ACTOR_HAS_ITEM; -} - -//----- (00404AC7) -------------------------------------------------------- -void Actor::AI_SpellAttack(unsigned int uActorID, AIDirection *pDir, int uSpellID, int a4, unsigned int uSkillLevel) -{ - Actor *actorPtr; // esi@1 - unsigned int realPoints; // edi@1 - unsigned int masteryLevel; // eax@1 - int v8; // edi@16 - signed int v10; // ecx@22 - int v19; // edi@34 - int v20; // eax@35 - signed int v23; // eax@41 - int v28; // st6@50 - int v30; // esi@50 - int v31; // ST3C_4@51 - unsigned int v32; // edi@51 - signed int v36; // eax@67 - int v39; // ecx@75 - int v42; // ecx@91 - int v44; // ecx@100 - int v48; // ecx@110 - int v51; // ecx@130 - int v54; // ecx@138 - int v59; // edi@146 - int v61; // edi@146 - signed int v63; // edi@146 - int v68; // edi@168 - signed int v70; // ecx@172 - int v79; // edx@185 - int v80; // eax@185 - signed int v91; // eax@200 - int v94; // ecx@208 - int v96; // ecx@217 - int pitch; // [sp+2Ch] [bp-A4h]@51 - int v114; // [sp+48h] [bp-88h]@41 - SpriteObject a1; // [sp+4Ch] [bp-84h]@1 - int v116; // [sp+BCh] [bp-14h]@49 - int v118; // [sp+C4h] [bp-Ch]@29 - int v119; // [sp+C8h] [bp-8h]@48 - int v120; // [sp+CCh] [bp-4h]@1 - int spellnuma; // [sp+D8h] [bp+8h]@29 - int spellnumb; // [sp+D8h] [bp+8h]@48 - int spellnumc; // [sp+D8h] [bp+8h]@50 - int spellnume; // [sp+D8h] [bp+8h]@179 - int a1a; // [sp+E0h] [bp+10h]@34 - int a1c; // [sp+E0h] [bp+10h]@184 - - - actorPtr = &pActors[uActorID]; - realPoints = uSkillLevel & 0x3F; - masteryLevel = SkillToMastery(uSkillLevel); - - switch (uSpellID) - { - case SPELL_FIRE_FIRE_BOLT: - case SPELL_FIRE_FIREBALL: - case SPELL_FIRE_INCINERATE: - case SPELL_AIR_LIGHNING_BOLT: - case SPELL_WATER_ICE_BOLT: - case SPELL_WATER_ACID_BURST: - case SPELL_EARTH_BLADES: - case SPELL_EARTH_ROCK_BLAST: - case SPELL_MIND_MIND_BLAST: - case SPELL_MIND_PSYCHIC_SHOCK: - case SPELL_BODY_HARM: - case SPELL_LIGHT_LIGHT_BOLT: - case SPELL_DARK_TOXIC_CLOUD: - case SPELL_DARK_DRAGON_BREATH: - a1.uType = stru_4E3ACC[uSpellID].uType; - a1.uObjectDescID = GetObjDescId(uSpellID); - a1.stru_24.Reset(); - a1.spell_id = uSpellID; - a1.spell_level = uSkillLevel; - a1.vPosition.x = actorPtr->vPosition.x; - a1.spell_skill = 0; - a1.vPosition.y = actorPtr->vPosition.y; - a1.vPosition.z = actorPtr->vPosition.z + ((signed int)actorPtr->uActorHeight >> 1); - a1.uFacing = LOWORD(pDir->uYawAngle); - a1.uSoundID = 0; - a1.uAttributes = 0; - a1.uSectorID = pIndoor->GetSector(a1.vPosition.x, a1.vPosition.y, a1.vPosition.z); - a1.uSpriteFrameID = 0; - a1.spell_caster_pid = PID(OBJECT_Actor, uActorID); - a1.spell_target_pid = 0; - if ((double)pDir->uDistance < 307.2 ) - a1.field_60_distance_related_prolly_lod = 0; - else if ( pDir->uDistance < 1024 ) - a1.field_60_distance_related_prolly_lod = 1; - else if ( pDir->uDistance < 2560 ) - a1.field_60_distance_related_prolly_lod = 2; - else - a1.field_60_distance_related_prolly_lod = 3; - - a1.field_61 = 2; - v91 = a1.Create(pDir->uYawAngle, pDir->uPitchAngle, pObjectList->pObjects[(signed __int16)a1.uObjectDescID].uSpeed, 0); - if ( v91 != -1 ) - { - pAudioPlayer->PlaySound((SoundID)word_4EE088_sound_ids[uSpellID], PID(OBJECT_Item, v91), 0, -1, 0, 0, 0, 0); - return; - } - return; - break; - - case SPELL_FIRE_HASTE: - if (masteryLevel == 1 || masteryLevel == 2) - v39 = 60 * (realPoints + 60); - else if (masteryLevel == 3 ) - v39 = 180 * (realPoints + 20); - else if (masteryLevel == 4 ) - v39 = 240 * (realPoints + 15); - else - v39 = 0; - actorPtr->pActorBuffs[ACTOR_BUFF_HASTE].Apply(pParty->uTimePlayed + (signed int)(signed __int64)((double)(v39 << 7) * 0.033333335), - masteryLevel, 0, 0, 0); - pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(actorPtr, 0xFF3C1Eu); - pAudioPlayer->PlaySound((SoundID)10040, PID(OBJECT_Actor, uActorID), 0, -1, 0, 0, 0, 0); - return; - - case SPELL_FIRE_METEOR_SHOWER: - if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) - return; - v114 = pParty->vPosition.z + 2500; - v23 = 8; - if (masteryLevel == 2) - v23 = 10; - else if (masteryLevel == 3) - v23 = 12; - else if (masteryLevel == 4) - v23 = 14; - spellnumb = 0; - v28 = 0; - for ( int i = 0; i < v23; i++) - { - v30 = rand() % 1000; - spellnumc = v30 - 2500; - v120 = v28 * v28; - v119 = spellnumb * spellnumb; - if ( sqrt((float)(spellnumc * spellnumc + v119 + v120)) <= 1.0 ) - { - v32 = 0; - pitch = 0; - } - else - { - v31 = (signed __int64)sqrt((float)(v119 + v120)); - v32 = stru_5C6E00->Atan2(spellnumb, (int)v28); - pitch = stru_5C6E00->Atan2(v31, (int)spellnumc); - } - a1.stru_24.Reset(); - a1.uType = stru_4E3ACC[uSpellID].uType; - a1.uObjectDescID = GetObjDescId(uSpellID); - a1.spell_level = uSkillLevel; - a1.vPosition.x = pParty->vPosition.x; - a1.vPosition.y = pParty->vPosition.y; - a1.vPosition.z = v30 + v114; - a1.spell_id = SPELL_FIRE_METEOR_SHOWER; - a1.spell_skill = 0; - a1.uAttributes = 0; - a1.uSectorID = 0; - a1.uSpriteFrameID = 0; - a1.spell_caster_pid = PID(OBJECT_Actor, uActorID); - a1.spell_target_pid = 0; - a1.field_60_distance_related_prolly_lod = stru_50C198._427546(v30 + 2500); - a1.uFacing = v32; - a1.uSoundID = 0; - if (pDir->uDistance < 307.2 ) - a1.field_60_distance_related_prolly_lod = 0; - else if ( pDir->uDistance < 1024 ) - a1.field_60_distance_related_prolly_lod = 1; - else if ( pDir->uDistance < 2560 ) - a1.field_60_distance_related_prolly_lod = 2; - else - a1.field_60_distance_related_prolly_lod = 3; - a1.field_61 = 2; - v36 = a1.Create(v32, pitch, pObjectList->pObjects[(signed __int16)a1.uObjectDescID].uSpeed, 0); - if ( v36 != -1 ) - pAudioPlayer->PlaySound((SoundID)word_4EE088_sound_ids[9], PID(OBJECT_Item, v36), 0, -1, 0, 0, 0, 0); - spellnumb = rand() % 1024 - 512; - v28 = rand() % 1024 - 512; - } - return; - break; - - case SPELL_AIR_SPARKS: - if (masteryLevel == 2 ) - v10 = 5; - else if (masteryLevel == 3 ) - v10 = 7; - else if (masteryLevel == 4 ) - v10 = 9; - else - v10 = 3; - spellnuma = (signed int)(60 * stru_5C6E00->uIntegerDoublePi) / 360; - a1.uType = stru_4E3ACC[uSpellID].uType; - v118 = (signed int)(60 * stru_5C6E00->uIntegerDoublePi) / 360 / (v10 - 1); - a1.uObjectDescID = GetObjDescId(uSpellID); - - a1.stru_24.Reset(); - a1.spell_id = SPELL_AIR_SPARKS; - a1.spell_level = uSkillLevel; - a1.vPosition.x = actorPtr->vPosition.x; - a1.spell_skill = 0; - a1.vPosition.y = actorPtr->vPosition.y; - a1.vPosition.z = actorPtr->vPosition.z + ((signed int)actorPtr->uActorHeight >> 1); - a1.uFacing = pDir->uYawAngle; - a1.uSoundID = 0; - a1.uAttributes = 0; - a1.uSectorID = pIndoor->GetSector(a1.vPosition.x, a1.vPosition.y, a1.vPosition.z); - a1.spell_caster_pid = PID(OBJECT_Actor, uActorID); - a1.uSpriteFrameID = 0; - a1.spell_target_pid = 0; - a1.field_60_distance_related_prolly_lod = 3; - v19 = spellnuma / -2; - a1a = spellnuma / 2; - if ( spellnuma / -2 > spellnuma / 2 ) - v20 = spellnuma / 2; - else - { - do - { - a1.uFacing = v19 + LOWORD(pDir->uYawAngle); - v20 = a1.Create((signed __int16)a1.uFacing, pDir->uPitchAngle, - pObjectList->pObjects[(signed __int16)a1.uObjectDescID].uSpeed, 0); - v19 += v118; - } - while ( v19 <= a1a ); - } - if ( v20 != -1 ) - { - pAudioPlayer->PlaySound((SoundID)word_4EE088_sound_ids[15], PID(OBJECT_Item, v20), 0, -1, 0, 0, 0, 0); - return; - } - return; - break; - - case SPELL_AIR_SHIELD: - if (masteryLevel == 1 || masteryLevel == 2) - v8 = 300 * realPoints + 3840; - else if (masteryLevel == 3 ) - v8 = 900 * realPoints + 3840; - else if (masteryLevel == 4 ) - v8 = 3600 * (realPoints + 64); - else - v8 = 0; - actorPtr->pActorBuffs[ACTOR_BUFF_SHIELD].Apply( - pParty->uTimePlayed + (signed int)(signed __int64)((double)(v8 << 7) * 0.033333335), - masteryLevel, 0, 0, 0); - return; - - case SPELL_EARTH_STONESKIN: - if (masteryLevel == 1 || masteryLevel == 2) - v44 = 300 * realPoints + 3840; - else if (masteryLevel == 3 ) - v44 = 900 * realPoints + 3840; - else if (masteryLevel == 4 ) - v44 = 3600 * (realPoints + 64); - else - v44 = 0; - actorPtr->pActorBuffs[ACTOR_BUFF_STONESKIN].Apply( - pParty->uTimePlayed + (signed int)(signed __int64)((double)(v44 << 7) * 0.033333335), - masteryLevel, realPoints + 5, 0, 0); - pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(actorPtr,0x5C310Eu); - pAudioPlayer->PlaySound((SoundID)13040, PID(OBJECT_Actor,uActorID), 0, -1, 0, 0, 0, 0); - return; - - case SPELL_SPIRIT_BLESS: - if (masteryLevel == 1 || masteryLevel == 2) - v42 = 300 * realPoints + 3840; - else if (masteryLevel == 3 ) - v42 = 900 * realPoints + 3840; - else if (masteryLevel == 4 ) - v42 = 1200 * realPoints + 3840; - else - v42 = 0; - actorPtr->pActorBuffs[ACTOR_BUFF_BLESS].Apply( - pParty->uTimePlayed + (signed int)(signed __int64)((double)(v42 << 7) * 0.033333335), - masteryLevel, realPoints + 5, 0, 0); - pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(actorPtr,0xC8C805u); - pAudioPlayer->PlaySound((SoundID)14010, PID(OBJECT_Actor,uActorID), 0, -1, 0, 0, 0, 0); - return; - break; - - case SPELL_SPIRIT_FATE: - if (masteryLevel == 1 || masteryLevel == 2) - v48 = 2 * realPoints + 40; - else if (masteryLevel == 3 ) - v48 = 3 * realPoints + 60; - else if (masteryLevel == 4 ) - v48 = 2 * (3 * realPoints + 60); - else - v48 = 0; - actorPtr->pActorBuffs[ACTOR_BUFF_FATE].Apply(pParty->uTimePlayed + 1280, masteryLevel, v48, 0, 0); - pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(actorPtr,0xC8C805u); - pAudioPlayer->PlaySound((SoundID)14020, PID(OBJECT_Actor, uActorID), 0, -1, 0, 0, 0, 0); - return; - - case SPELL_SPIRIT_HEROISM: - if (masteryLevel == 1 || masteryLevel == 2) - v54 = 300 * realPoints + 3840; - else if (masteryLevel == 3 ) - v54 = 900 * realPoints + 3840; - else if (masteryLevel == 4 ) - v54 = 1200 * realPoints + 3840; - else - v54 = 0; - actorPtr->pActorBuffs[ACTOR_BUFF_HEROISM].Apply( - pParty->uTimePlayed + (signed int)(signed __int64)((double)(v54 << 7) * 0.033333335), - masteryLevel, realPoints + 5, 0, 0); - pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(actorPtr,0xC8C805u); - pAudioPlayer->PlaySound((SoundID)14060, PID(OBJECT_Actor,uActorID), 0, -1, 0, 0, 0, 0); - return; - - case SPELL_BODY_HAMMERHANDS: - if ( (signed int)masteryLevel <= 0 || (signed int)masteryLevel > 4 ) - v51 = 0; - else - v51 = 3600 * realPoints; - actorPtr->pActorBuffs[ACTOR_BUFF_PAIN_HAMMERHANDS].Apply( - pParty->uTimePlayed + (signed int)(signed __int64)((double)(v51 << 7) * 0.033333335), - masteryLevel, - realPoints, - 0, - 0); - pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(actorPtr, 0xA81376u); - pAudioPlayer->PlaySound((SoundID)16060, PID(OBJECT_Actor, uActorID), 0, -1, 0, 0, 0, 0); - return; - - case SPELL_BODY_POWER_CURE: - actorPtr->sCurrentHP += 5 * realPoints + 10; - if ( actorPtr->sCurrentHP >= (signed int)actorPtr->pMonsterInfo.uHP ) - actorPtr->sCurrentHP = LOWORD(actorPtr->pMonsterInfo.uHP); - pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(actorPtr, 0xA81376u); - pAudioPlayer->PlaySound((SoundID)14020, PID(OBJECT_Actor, uActorID), 0, -1, 0, 0, 0, 0); - return; - - case SPELL_LIGHT_DISPEL_MAGIC: - for (int i = 0; i < 20; i++ ) - pParty->pPartyBuffs[i].Reset(); - for (int i = 1; i <= 4; i++) - { - v59 = pPlayers[i]->GetParameterBonus(pPlayers[i]->GetActualWillpower()); - v61 = (pPlayers[i]->GetParameterBonus(pPlayers[i]->GetActualIntelligence()) + v59) / 2; - v63 = v61 + pPlayers[i]->GetParameterBonus(pPlayers[i]->GetActualLuck()) + 30; - if ( rand() % v63 < 30 ) - { - for (uint k = 0; k < pPlayers[i]->pPlayerBuffs.size(); k++) - pPlayers[i]->pPlayerBuffs[k].Reset(); - pOtherOverlayList->_4418B1(11210, i + 99, 0, 65536); - } - } - pAudioPlayer->PlaySound((SoundID)word_4EE088_sound_ids[80], PID(OBJECT_Actor, uActorID), 0, -1, 0, 0, 0, 0); - return; - - case SPELL_LIGHT_DAY_OF_PROTECTION: - if (masteryLevel == 1 || masteryLevel == 2) - v96 = 300 * realPoints + 3840; - else if (masteryLevel == 3 ) - { - LOWORD(realPoints) = 3 * realPoints; - v96 = 900 * (uSkillLevel & 0x3F) + 3840; - } - else if (masteryLevel == 4 ) - { - v96 = 1200 * realPoints + 3840; - LOWORD(realPoints) = 4 * realPoints; - } - else - { - LOWORD(realPoints) = uSkillLevel; - v96 = 0; - } - actorPtr->pActorBuffs[ACTOR_BUFF_DAY_OF_PROTECTION].Apply( - pParty->uTimePlayed + (signed int)(signed __int64)((double)(v96 << 7) * 0.033333335), - masteryLevel, realPoints, 0, 0); - pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(actorPtr, 0xFFFFFFu); - pAudioPlayer->PlaySound((SoundID)17070, PID(OBJECT_Actor, uActorID), 0, -1, 0, 0, 0, 0); - return; - - case SPELL_LIGHT_HOUR_OF_POWER: - if (masteryLevel == 1 || masteryLevel == 2) - v94 = 300 * realPoints + 3840; - else if (masteryLevel == 3) - v94 = 900 * realPoints + 3840; - else if (masteryLevel == 4) - v94 = 1200 * realPoints + 3840; - else - v94 = 0; - actorPtr->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].Apply( - pParty->uTimePlayed + (signed int)(signed __int64)((double)(v94 << 7) * 0.033333335), - masteryLevel, realPoints + 5, 0, 0); - pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(actorPtr, 0xFFFFFFu); - pAudioPlayer->PlaySound((SoundID)17080, PID(OBJECT_Actor, uActorID), 0, -1, 0, 0, 0, 0); - return; - - case SPELL_DARK_SHARPMETAL: - if (masteryLevel == 2) - v70 = 5; - else if (masteryLevel == 3) - v70 = 7; - else if (masteryLevel == 4) - v70 = 9; - else - v70 = 3; - - spellnume = (signed int)(60 * stru_5C6E00->uIntegerDoublePi) / 360; - a1.uType = stru_4E3ACC[uSpellID].uType; - v116 = (signed int)(60 * stru_5C6E00->uIntegerDoublePi) / 360 / (v70 - 1); - a1.uObjectDescID = GetObjDescId(uSpellID); - a1.stru_24.Reset(); - a1.spell_id = uSpellID; - a1.spell_level = uSkillLevel; - a1.vPosition.x = actorPtr->vPosition.x; - a1.spell_skill = 0; - a1.vPosition.y = actorPtr->vPosition.y; - a1.vPosition.z = actorPtr->vPosition.z + ((signed int)actorPtr->uActorHeight >> 1); - a1.uFacing = pDir->uYawAngle; - a1.uSoundID = 0; - a1.uAttributes = 0; - a1.uSectorID = pIndoor->GetSector(a1.vPosition.x, a1.vPosition.y, a1.vPosition.z); - a1.spell_caster_pid = PID(OBJECT_Actor, uActorID); - a1.uSpriteFrameID = 0; - a1.spell_target_pid = 0; - a1.field_60_distance_related_prolly_lod = 3; - a1c = spellnume / -2; - if ( spellnume / -2 > spellnume / 2 ) - v80 = spellnume / -2; - else - { - do - { - v79 = pDir->uYawAngle; - a1.uFacing = a1c + LOWORD(pDir->uYawAngle); - v80 = a1.Create(v79, pDir->uPitchAngle, - pObjectList->pObjects[(signed __int16)a1.uObjectDescID].uSpeed, 0); - a1c += v116; - } - while ( a1c <= spellnume / 2 ); - } - if ( v80 != -1 ) - { - pAudioPlayer->PlaySound((SoundID)word_4EE088_sound_ids[93], PID(OBJECT_Item, v80), 0, -1, 0, 0, 0, 0); - return; - } - return; - break; - - case SPELL_DARK_PAIN_REFLECTION: - if (masteryLevel == 0) - v68 = 0; - else if (masteryLevel == 1 || (masteryLevel == 2) || (masteryLevel == 3)) - v68 = 300 * realPoints + 3840; - else - v68 = 900 * realPoints + 3840; - actorPtr->pActorBuffs[ACTOR_BUFF_PAIN_REFLECTION].Apply( - pParty->uTimePlayed + (signed int)(signed __int64)((double)(v68 << 7) * 0.033333335), - masteryLevel, 0, 0, 0); - pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(actorPtr,0x7E7E7Eu); - pAudioPlayer->PlaySound((SoundID)18060, PID(OBJECT_Actor, uActorID), 0, -1, 0, 0, 0, 0); - return; - } -} - -//----- (new func) -------------------------------------------------------- -unsigned short Actor::GetObjDescId( int spellId ) -{ - for (unsigned int i = 0; i < pObjectList->uNumObjects; i++) - { - if (stru_4E3ACC[spellId].uType == pObjectList->pObjects[i].uObjectID) - { - return i; - break; - } - } - return 0; -} - - -//----- (0043ABB0) -------------------------------------------------------- -bool Actor::ArePeasantsOfSameFaction(Actor *a1, Actor *a2) -{ - unsigned int v2; // esi@1 - unsigned int v3; // edi@1 - - v2 = a1->uAlly; - if ( !a1->uAlly ) - v2 = (a1->pMonsterInfo.uID - 1) / 3 + 1; - - v3 = a2->uAlly; - if ( !a2->uAlly ) - v3 = (a2->pMonsterInfo.uID - 1) / 3 + 1; - - if ( v2 >= 39 && v2 <= 44 && v3 >= 39 && v3 <= 44 - || v2 >= 45 && v2 <= 50 && v3 >= 45 && v3 <= 50 - || v2 >= 51 && v2 <= 62 && v3 >= 51 && v3 <= 62 - || v2 >= 78 && v2 <= 83 && v3 >= 78 && v3 <= 83 - || v2 == v3 - ) - return true; - else - return false; -} - -//----- (0043AC45) -------------------------------------------------------- -void Actor::AggroSurroundingPeasants(unsigned int uActorID, int a2) -{ - int v4; // ebx@8 - int v5; // ST1C_4@8 - int v6; // eax@8 - - int x = 0; x |= 0x80000; - int y = 0; y |= 0x80000; - Actor* victim = &pActors[uActorID]; - if ( a2 == 1 ) - victim->uAttributes |= ACTOR_AGGRESSOR; - - for (uint i = 0; i < uNumActors; ++i) - { - Actor* actor = &pActors[i]; - if (!actor->CanAct() || i == uActorID) - continue; - - if (Actor::ArePeasantsOfSameFaction(victim, actor)) - { - v4 = abs(actor->vPosition.x - victim->vPosition.x); - v5 = abs(actor->vPosition.y - victim->vPosition.y); - v6 = abs(actor->vPosition.z - victim->vPosition.z); - if (int_get_vector_length(v4, v5, v6) < 4096) - { - actor->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Long; - if ( a2 == 1 ) - actor->uAttributes |= ACTOR_AGGRESSOR; - - } - } - } -} - -//----- (00404874) -------------------------------------------------------- -void Actor::AI_RangedAttack( unsigned int uActorID, struct AIDirection *pDir, int type, char a4 ) -{ - char specAb; // al@1 - int v13; // edx@28 - - SpriteObject a1; // [sp+Ch] [bp-74h]@1 - - switch ( type ) - { - case 1: - a1.uType = 545; - break; - case 2: - a1.uType = 550; - break; - case 3: - a1.uType = 510; - break; - case 4: - a1.uType = 500; - break; - case 5: - a1.uType = 515; - break; - case 6: - a1.uType = 505; - break; - case 7: - a1.uType = 530; - break; - case 8: - a1.uType = 525; - break; - case 9: - a1.uType = 520; - break; - case 10: - a1.uType = 535; - break; - case 11: - a1.uType = 540; - break; - case 13: - a1.uType = 555; - break; - default: - return; - } - bool found = false; - for ( uint i = 0; i < pObjectList->uNumObjects; i++) - { - if (pObjectList->pObjects[i].uObjectID == a1.uType) - { - a1.uObjectDescID = i; - found = true; - break; - } - } - if (!found) - { - Error("Item not found"); - return; - } - a1.stru_24.Reset(); - a1.spell_id = 0; - a1.vPosition.x = pActors[uActorID].vPosition.x; - a1.vPosition.y = pActors[uActorID].vPosition.y; - a1.vPosition.z = pActors[uActorID].vPosition.z - (unsigned int)(pActors[uActorID].uActorHeight * -0.75); - a1.spell_level = 0; - a1.spell_skill = 0; - a1.uFacing = pDir->uYawAngle; - a1.uSoundID = 0; - a1.uAttributes = 0; - a1.uSectorID = pIndoor->GetSector(a1.vPosition.x, a1.vPosition.y, a1.vPosition.z); - a1.uSpriteFrameID = 0; - a1.spell_caster_pid = PID(OBJECT_Actor, uActorID); - a1.spell_target_pid = 0; - if (pDir->uDistance < 307.2 ) - a1.field_60_distance_related_prolly_lod = 0; - else if ( pDir->uDistance < 1024 ) - a1.field_60_distance_related_prolly_lod = 1; - else if ( pDir->uDistance < 2560 ) - a1.field_60_distance_related_prolly_lod = 2; - else - a1.field_60_distance_related_prolly_lod = 3; - - a1.field_61 = a4; - a1.Create(pDir->uYawAngle, pDir->uPitchAngle, pObjectList->pObjects[(signed __int16)a1.uObjectDescID].uSpeed, 0); - if ( pActors[uActorID].pMonsterInfo.uSpecialAbilityType == 1 ) - { - specAb = pActors[uActorID].pMonsterInfo.uSpecialAbilityDamageDiceBonus; - if ( specAb == 2 ) - { - a1.vPosition.z += 40; - v13 = pDir->uYawAngle; - } - else - { - if ( specAb != 3 ) - return; - a1.Create(pDir->uYawAngle + 30, //TODO find out why the YawAngle change - pDir->uPitchAngle, pObjectList->pObjects[(signed __int16)a1.uObjectDescID].uSpeed, 0); - v13 = pDir->uYawAngle - 30; - } - a1.Create(v13, pDir->uPitchAngle, pObjectList->pObjects[(signed __int16)a1.uObjectDescID].uSpeed, 0); - } - return; -} - -//----- (00404736) -------------------------------------------------------- -void Actor::Explode( unsigned int uActorID ) -{ - SpriteObject a1; // [sp+Ch] [bp-78h]@1 - - a1.uType = 600; - a1.uObjectDescID = GetObjDescId(a1.uType); - a1.stru_24.Reset(); - a1.spell_id = 0; - a1.spell_level = 0; - a1.spell_skill = 0; - a1.vPosition.x = pActors[uActorID].vPosition.x; - a1.vPosition.y = pActors[uActorID].vPosition.y; - a1.vPosition.z = pActors[uActorID].vPosition.z - (unsigned int)(pActors[uActorID].uActorHeight * -0.75); - a1.uFacing = 0; - a1.uSoundID = 0; - a1.uAttributes = 0; - a1.uSectorID = pIndoor->GetSector(a1.vPosition.x, a1.vPosition.y, a1.vPosition.z); - a1.uSpriteFrameID = 0; - a1.spell_caster_pid = PID(OBJECT_Actor, uActorID); - a1.spell_target_pid = 0; - a1.field_60_distance_related_prolly_lod = 3; - a1.field_61 = 4; - a1.Create(0, 0, 0, 0); - return; -} - -//----- (004040E9) -------------------------------------------------------- -// // Get direction vector from object1 to object2, -// // distance from object1 to object2 and Euler angles of the direction vector -// // -// // -// // object1 & object2 format : objectType | (objectID << 3) -// // objectType == 2 - SpriteObject -// // objectType == 3 - Actor -// // objectType == 4 - Party -// // objectType == 5 - Decoration -// // -// // originally this function had following prototype: -// // struct DirectionInfo GetDirectionInfo(signed int object1, signed int object2, signed int a4) -// // but compiler converts functions returning structures by value in the such way -void Actor::GetDirectionInfo( unsigned int uObj1ID, unsigned int uObj2ID, struct AIDirection *pOut, int a4 ) -{ - signed int v4; // eax@1 - signed int v5; // ecx@1 - int v18; // edx@15 - float v31; // st7@45 - float v32; // st6@45 - float v33; // st7@45 - Vec3_int_ v37; // [sp-10h] [bp-5Ch]@15 - AIDirection v41; // [sp+14h] [bp-38h]@46 - float outy2; // [sp+38h] [bp-14h]@33 - float outx2; // [sp+3Ch] [bp-10h]@33 - int outz; // [sp+40h] [bp-Ch]@6 - int outy; // [sp+44h] [bp-8h]@6 - int outx; // [sp+48h] [bp-4h]@6 - float a4a; // [sp+58h] [bp+Ch]@45 - - v4 = PID_ID(uObj1ID); - //v6 = uObj2ID; - v5 = PID_ID(uObj2ID); - switch( PID_TYPE(uObj1ID) ) - { - case OBJECT_Item: - { - outx = pSpriteObjects[v4].vPosition.x; - outy = pSpriteObjects[v4].vPosition.y; - outz = pSpriteObjects[v4].vPosition.z; - break; - } - case OBJECT_Actor: - { - outx = pActors[v4].vPosition.x; - outy = pActors[v4].vPosition.y; - outz = pActors[v4].vPosition.z - (unsigned int)(signed __int64)((double)pActors[v4].uActorHeight * -0.75); - break; - } - case OBJECT_Player: - { - if ( !v4 ) - { - outx = pParty->vPosition.x; - outy = pParty->vPosition.y; - outz = pParty->vPosition.z + (signed int)pParty->uPartyHeight / 3; - break; - } - if ( v4 == 4 ) - { - v18 = pParty->sRotationY - stru_5C6E00->uIntegerHalfPi; - v37.z = pParty->vPosition.z + (signed int)pParty->uPartyHeight / 3; - v37.x = pParty->vPosition.x; - v37.y = pParty->vPosition.y; - Vec3_int_::Rotate(24, v18, 0, v37, &outx, &outy, &outz); - break; - } - if ( v4 == 3 ) - { - v18 = pParty->sRotationY - stru_5C6E00->uIntegerHalfPi; - v37.z = pParty->vPosition.z + (signed int)pParty->uPartyHeight / 3; - v37.x = pParty->vPosition.x; - v37.y = pParty->vPosition.y; - Vec3_int_::Rotate(8, v18, 0, v37, &outx, &outy, &outz); - break; - } - if ( v4 == 2 ) - { - v37.z = pParty->vPosition.z + (signed int)pParty->uPartyHeight / 3; - v18 = stru_5C6E00->uIntegerHalfPi + pParty->sRotationY; - v37.x = pParty->vPosition.x; - v37.y = pParty->vPosition.y; - Vec3_int_::Rotate(8, v18, 0, v37, &outx, &outy, &outz); - break; - } - if ( v4 == 1 ) - { - v37.z = pParty->vPosition.z + (signed int)pParty->uPartyHeight / 3; - v18 = stru_5C6E00->uIntegerHalfPi + pParty->sRotationY; - v37.x = pParty->vPosition.x; - v37.y = pParty->vPosition.y; - Vec3_int_::Rotate(24, v18, 0, v37, &outx, &outy, &outz); - break; - } - } - case OBJECT_Decoration: - { - outx = pLevelDecorations[v4].vPosition.x; - outy = pLevelDecorations[v4].vPosition.y; - outz = pLevelDecorations[v4].vPosition.z; - break; - } - default: - { - outz = 0; - outy = 0; - outx = 0; - break; - } - case OBJECT_BModel: - { - if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) - { - outx = (pIndoor->pFaces[v4].pBounding.x1 + pIndoor->pFaces[v4].pBounding.x2) >> 1; - outy = (pIndoor->pFaces[v4].pBounding.y1 + pIndoor->pFaces[v4].pBounding.y2) >> 1; - outz = (pIndoor->pFaces[v4].pBounding.z1 + pIndoor->pFaces[v4].pBounding.z2) >> 1; - } - break; - } - } - - switch( PID_TYPE(uObj2ID) ) - { - case OBJECT_Item: - { - outx2 = (float)pSpriteObjects[v5].vPosition.x; - outy2 =(float) pSpriteObjects[v5].vPosition.y; - a4 = pSpriteObjects[v5].vPosition.z; - break; - } - case OBJECT_Actor: - { - outx2 = (float)pActors[v5].vPosition.x; - outy2 = (float)pActors[v5].vPosition.y; - a4 = pActors[v5].vPosition.z - (unsigned int)(signed __int64)((double)pActors[v5].uActorHeight * -0.75); - break; - } - case OBJECT_Player: - { - outx2 = (float)pParty->vPosition.x; - outy2 = (float)pParty->vPosition.y; - if ( !a4 ) - a4 = pParty->sEyelevel; - a4 = pParty->vPosition.z + a4; - break; - } - case OBJECT_Decoration: - { - outx2 = (float)pLevelDecorations[v5].vPosition.x; - outy2 = (float)pLevelDecorations[v5].vPosition.y; - a4 = pLevelDecorations[v5].vPosition.z; - break; - } - default: - { - outx2 = 0.0; - outy2 = 0.0; - a4 = 0; - break; - } - case OBJECT_BModel: - { - if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) - { - outx2 = (float)((pIndoor->pFaces[v5].pBounding.x1 + pIndoor->pFaces[v5].pBounding.x2) >> 1); - outy2 = (float)((pIndoor->pFaces[v5].pBounding.y1 + pIndoor->pFaces[v5].pBounding.y2) >> 1); - a4 = (pIndoor->pFaces[v5].pBounding.z1 + pIndoor->pFaces[v5].pBounding.z2) >> 1; - } - break; - } - } - - v31 = (float)outx2 - (float)outx; - v32 = (float)outy2 - (float)outy; - a4a = (float)a4 - (float)outz; - outx2 = v32 * v32; - outy2 = v31 * v31; - v33 = sqrt(a4a * a4a + outy2 + outx2); - if ( v33 <= 1.0 ) - { - pOut->vDirection.x = 65536; - pOut->vDirection.y = 0; - pOut->vDirection.z = 0; - pOut->uDistance = 1; - pOut->uDistanceXZ = 1; - pOut->uYawAngle = 0; - pOut->uPitchAngle = 0; - } - else - { - pOut->vDirection.x = (int32_t)(1.0 / v33 * v31 * 65536.0); - pOut->vDirection.y = (int32_t)(1.0 / v33 * v32 * 65536.0); - pOut->vDirection.z = (int32_t)(1.0 / v33 * a4a * 65536.0); - pOut->uDistance = (uint)v33; - pOut->uDistanceXZ = (uint)sqrt(outy2 + outx2); - pOut->uYawAngle = stru_5C6E00->Atan2((signed __int64)v31, (signed __int64)v32); - pOut->uPitchAngle = stru_5C6E00->Atan2(pOut->uDistanceXZ, (signed __int64)a4a); - } -} - -//----- (00404030) -------------------------------------------------------- -void Actor::AI_FaceObject(unsigned int uActorID, unsigned int uObjID, int _48, AIDirection *a4) -{ - AIDirection *v7; // eax@3 - AIDirection v1; // eax@3 - AIDirection a3; // [sp+8h] [bp-38h]@4 - - if ( rand() % 100 >= 5 ) - { - //v9 = &pActors[uActorID]; - if ( !a4 ) - { - Actor::GetDirectionInfo(PID(OBJECT_Actor, uActorID), uObjID, &v1, 0); - v7 = &v1; - } - else - v7 = a4; - pActors[uActorID].uYawAngle = v7->uYawAngle; - pActors[uActorID].uCurrentActionTime = 0; - pActors[uActorID].vVelocity.z = 0; - pActors[uActorID].vVelocity.y = 0; - pActors[uActorID].vVelocity.x = 0; - pActors[uActorID].uPitchAngle = v7->uPitchAngle; - pActors[uActorID].uCurrentActionLength = 256; - pActors[uActorID].uAIState = Interacting; - pActors[uActorID].UpdateAnimation(); - } - else - Actor::AI_Bored(uActorID, uObjID, a4); -} - -//----- (00403F58) -------------------------------------------------------- -void Actor::AI_StandOrBored(unsigned int uActorID, signed int uObjID, int uActionLength, AIDirection *a4) -{ - if (rand() % 2)//0 or 1 - AI_Bored(uActorID, uObjID, a4); - else - AI_Stand(uActorID, uObjID, uActionLength, a4); -} - -//----- (00403EB6) -------------------------------------------------------- -void Actor::AI_Stand(unsigned int uActorID, unsigned int object_to_face_pid, unsigned int uActionLength, AIDirection *a4) -{ - assert(uActorID < uNumActors); - // Actor* actor = &pActors[uActorID]; - - AIDirection a3; - if (!a4) - { - Actor::GetDirectionInfo(PID(OBJECT_Actor, uActorID), object_to_face_pid, &a3, 0); - a4 = &a3; - } - - pActors[uActorID].uAIState = Standing; - if (!uActionLength) - pActors[uActorID].uCurrentActionLength = rand() % 256 + 256;// îò 256 äî 256 + 256 - else - pActors[uActorID].uCurrentActionLength = uActionLength; - pActors[uActorID].uCurrentActionTime = 0; - pActors[uActorID].uYawAngle = a4->uYawAngle; - pActors[uActorID].uPitchAngle = a4->uPitchAngle; - pActors[uActorID].vVelocity.z = 0; - pActors[uActorID].vVelocity.y = 0; - pActors[uActorID].vVelocity.x = 0; - pActors[uActorID].UpdateAnimation(); -} - -//----- (00403E61) -------------------------------------------------------- -void __fastcall Actor::StandAwhile(unsigned int uActorID) -{ - pActors[uActorID].uCurrentActionLength = rand() % 128 + 128; - pActors[uActorID].uCurrentActionTime = 0; - pActors[uActorID].uAIState = Standing; - pActors[uActorID].vVelocity.z = 0; - pActors[uActorID].vVelocity.y = 0; - pActors[uActorID].vVelocity.x = 0; - pActors[uActorID].UpdateAnimation(); -} - -//----- (00403C6C) -------------------------------------------------------- -void Actor::AI_MeleeAttack(unsigned int uActorID, signed int sTargetPid, struct AIDirection *arg0) -{ - int16_t v6; // esi@6 - int16_t v7; // edi@6 - signed int v8; // eax@7 - Vec3_int_ v10; // ST04_12@9 - AIDirection *v12; // eax@11 - AIDirection a3; // [sp+Ch] [bp-48h]@12 - AIDirection v20; // [sp+28h] [bp-2Ch]@12 - int v23; // [sp+4Ch] [bp-8h]@6 - unsigned int v25; // [sp+5Ch] [bp+8h]@13 - - assert(uActorID < uNumActors); - - if ( pActors[uActorID].pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_STAIONARY && pActors[uActorID].pMonsterInfo.uAIType == 1 ) - { - Actor::AI_Stand(uActorID, sTargetPid, 0, arg0); - return; - } - - if ( PID_TYPE(sTargetPid) == OBJECT_Actor) - { - v8 = PID_ID(sTargetPid); - v6 = pActors[v8].vPosition.x; - v7 = pActors[v8].vPosition.y; - v23 = (int)(pActors[v8].uActorHeight * 0.75 + pActors[v8].vPosition.z); - } - else if ( PID_TYPE(sTargetPid) == OBJECT_Player) - { - v6 = pParty->vPosition.x; - v7 = pParty->vPosition.y; - v23 = pParty->vPosition.z + pParty->sEyelevel; - } - else - { - Error("Should not get here"); - return; - } - - v10.x = pActors[uActorID].vPosition.x; - v10.y = pActors[uActorID].vPosition.y; - v10.z = (int32_t)(pActors[uActorID].uActorHeight * 0.75 + pActors[uActorID].vPosition.z); - - if ( sub_407A1C((int)v6, (int)v7, v23, v10) ) - { - if (arg0 != nullptr) - v12 = arg0; - else - { - Actor::GetDirectionInfo(PID(OBJECT_Actor, uActorID), sTargetPid, &a3, 0); - v12 = &a3; - } - pActors[uActorID].uYawAngle = LOWORD(v12->uYawAngle); - pActors[uActorID].uCurrentActionLength = pSpriteFrameTable->pSpriteSFrames[pActors[uActorID].pSpriteIDs[ANIM_AtkMelee]].uAnimLength * 8; - pActors[uActorID].uCurrentActionTime = 0; - pActors[uActorID].uAIState = AttackingMelee; - Actor::PlaySound(uActorID, 0); - v25 = pMonsterStats->pInfos[pActors[uActorID].pMonsterInfo.uID].uRecoveryTime; - if ( pActors[uActorID].pActorBuffs[ACTOR_BUFF_SLOWED].uExpireTime > 0 ) - v25 *= 2; - if ( pParty->bTurnBasedModeOn != 1 ) - pActors[uActorID].pMonsterInfo.uRecoveryTime = (int)(flt_6BE3A8_debug_recmod2 * v25 * 2.133333333333333); - else - pActors[uActorID].pMonsterInfo.uRecoveryTime = v25; - pActors[uActorID].vVelocity.z = 0; - pActors[uActorID].vVelocity.y = 0; - pActors[uActorID].vVelocity.x = 0; - pActors[uActorID].UpdateAnimation(); - } - else - Actor::AI_Pursue1(uActorID, sTargetPid, rand() % 2, 64, arg0); -} - -//----- (00438CF3) -------------------------------------------------------- -void Actor::ApplyFineForKillingPeasant(unsigned int uActorID) -{ - if ( uLevelMapStatsID == 0 || !pActors[uActorID].IsPeasant()) - return; - - if ( (uLevelMapStatsID == 6 || uLevelMapStatsID == 7) && pParty->IsPartyEvil()) //celeste and bracada - return; - - if ( (uLevelMapStatsID == 5 || uLevelMapStatsID == 8) && pParty->IsPartyGood()) // the pit and deyja - return; - - pParty->uFine += 100 * (pMapStats->pInfos[uLevelMapStatsID]._steal_perm + pActors[uActorID].pMonsterInfo.uLevel + pParty->GetPartyReputation()); - if ( pParty->uFine < 0 ) - pParty->uFine = 0; - if ( pParty->uFine > 4000000 ) - pParty->uFine = 4000000; - - if (uCurrentlyLoadedLevelType == LEVEL_Outdoor) - { - if (pOutdoor->ddm.uReputation < 10000) - pOutdoor->ddm.uReputation++; - } - else if (uCurrentlyLoadedLevelType == LEVEL_Indoor) - { - if (pIndoor->dlv.uReputation < 10000) - pIndoor->dlv.uReputation++; - } - else assert(false); - - if ( pParty->uFine ) - { - for ( int i = 1; i <= 4; i++) - { - if ( !_449B57_test_bit(pPlayers[i]->_achieved_awards_bits, 1) ) - _449B7E_toggle_bit(pPlayers[i]->_achieved_awards_bits, 1, 1u); - } - } -} - -//----- (0043AE80) -------------------------------------------------------- -void Actor::AddBloodsplatOnDamageOverlay(unsigned int uActorID, int a2, signed int a3) -{ - unsigned int v4; // esi@1 - - v4 = PID(OBJECT_Actor,uActorID); - switch ( a2 ) - { - case 1: - if ( a3 ) - pOtherOverlayList->_4418B6(904, v4, 0, (int)(sub_43AE12(a3) * 65536.0), 0); - return; - case 2: - if ( a3 ) - pOtherOverlayList->_4418B6(905, v4, 0, (int)(sub_43AE12(a3) * 65536.0), 0); - return; - case 3: - if ( a3 ) - pOtherOverlayList->_4418B6(906, v4, 0, (int)(sub_43AE12(a3) * 65536.0), 0); - return; - case 4: - if ( a3 ) - pOtherOverlayList->_4418B6(907, v4, 0, (int)(sub_43AE12(a3) * 65536.0), 0); - return; - case 5: - pOtherOverlayList->_4418B6(901, v4, 0, PID(OBJECT_Actor,uActorID), 0); - return; - case 6: - pOtherOverlayList->_4418B6(902, v4, 0, PID(OBJECT_Actor,uActorID), 0); - return; - case 7: - pOtherOverlayList->_4418B6(903, v4, 0, PID(OBJECT_Actor,uActorID), 0); - return; - case 8: - pOtherOverlayList->_4418B6(900, v4, 0, PID(OBJECT_Actor,uActorID), 0); - return; - case 9: - pOtherOverlayList->_4418B6(909, v4, 0, PID(OBJECT_Actor,uActorID), 0); - return; - case 10: - pOtherOverlayList->_4418B6(908, v4, 0, PID(OBJECT_Actor,uActorID), 0); - return; - default: - return; - } - return; -} - -//----- (0043B3E0) -------------------------------------------------------- -int Actor::_43B3E0_CalcDamage( signed int dmgSource ) -{ - signed int v2; // ebp@1 - int v3; // eax@9 - signed int v4; // edi@9 - int v5; // esi@9 - unsigned __int16 v8; // si@21 - int v9; // edi@21 - signed int v10; // eax@23 - int v11; // [sp+10h] [bp-4h]@1 - - v2 = 0; - v11 = 0; - - switch( dmgSource ) - { - case 0: - if ( this->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uExpireTime > 0 ) - v2 = this->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uPower; - if ( this->pActorBuffs[ACTOR_BUFF_HEROISM].uExpireTime > 0 && this->pActorBuffs[ACTOR_BUFF_HEROISM].uPower > v2 ) - v2 = this->pActorBuffs[ACTOR_BUFF_HEROISM].uPower; - if ( this->pActorBuffs[ACTOR_BUFF_PAIN_HAMMERHANDS].uExpireTime > 0 ) - v2 += this->pActorBuffs[ACTOR_BUFF_PAIN_HAMMERHANDS].uPower; - v3 = this->pMonsterInfo.uAttack1DamageDiceRolls; - v4 = this->pMonsterInfo.uAttack1DamageDiceSides; - v5 = this->pMonsterInfo.uAttack1DamageBonus; - break; - case 1: - v3 = this->pMonsterInfo.uAttack2DamageDiceRolls; - v4 = this->pMonsterInfo.uAttack2DamageDiceSides; - v5 = this->pMonsterInfo.uAttack2DamageBonus; - break; - case 2: - v8 = this->pMonsterInfo.uSpellSkillAndMastery1; - v9 = this->pMonsterInfo.uSpell1ID; - v10 = SkillToMastery(v8); - return _43AFE3_calc_spell_damage(v9, v8 & 0x3F, v10, 0); - break; - case 3: - v8 = this->pMonsterInfo.uSpellSkillAndMastery2; - v9 = this->pMonsterInfo.uSpell2ID; - v10 = SkillToMastery(v8); - return _43AFE3_calc_spell_damage(v9, v8 & 0x3F, v10, 0); - break; - case 4: - v3 = this->pMonsterInfo.uSpecialAbilityDamageDiceRolls; - v4 = this->pMonsterInfo.uSpecialAbilityDamageDiceSides; - v5 = this->pMonsterInfo.uSpecialAbilityDamageDiceBonus; - default: - return 0; - } - for ( int i = 0; i < v3; i++) - v11 += rand() % v4 + 1; - return v11 + v5 + v2; -} - -//----- (00438B9B) -------------------------------------------------------- -bool Actor::IsPeasant() -{ - unsigned int InHostile_Id; // eax@1 - - InHostile_Id = this->uAlly; - if ( !this->uAlly ) - InHostile_Id = (this->pMonsterInfo.uID - 1) / 3 + 1; - return (signed int)InHostile_Id >= 39 && (signed int)InHostile_Id <= 44//Dwarfs peasants - || (signed int)InHostile_Id >= 45 && (signed int)InHostile_Id <= 50//Elves peasants - || (signed int)InHostile_Id >= 51 && (signed int)InHostile_Id <= 62//Humans peasants - || (signed int)InHostile_Id >= 78 && (signed int)InHostile_Id <= 83;//Goblins peasants -} - -//----- (0042EBEE) -------------------------------------------------------- -void Actor::StealFrom( unsigned int uActorID ) -{ - Player *pPlayer; // edi@1 - int v4; // ebx@2 - unsigned int v5; // eax@2 - DDM_DLV_Header *v6; // esi@4 - int v8; // [sp+8h] [bp-4h]@6 - - pPlayer = &pParty->pPlayers[uActiveCharacter-1]; - if ( pPlayer->CanAct() ) - { - CastSpellInfoHelpers::_427D48(); - v4 = 0; - v5 = pMapStats->GetMapInfo(pCurrentMapName); - if ( v5 ) - v4 = pMapStats->pInfos[v5]._steal_perm; - v6 = &pOutdoor->ddm; - if ( uCurrentlyLoadedLevelType != LEVEL_Outdoor) - v6 = &pIndoor->dlv; - pPlayer->StealFromActor(uActorID, v4, v6->uReputation++); - v8 = pPlayer->GetAttackRecoveryTime(0); - if ( v8 < 30 ) - v8 = 30; - if ( !pParty->bTurnBasedModeOn ) - pPlayer->SetRecoveryTime((int)(flt_6BE3A4_debug_recmod1 * v8 * 2.133333333333333)); - pTurnEngine->ApplyPlayerAction(); - } - return; -} - -//----- (00403A60) -------------------------------------------------------- -void Actor::AI_SpellAttack2(unsigned int uActorID, signed int edx0, AIDirection *pDir) -{ - Actor *v3; // ebx@1 - int16_t v4; // esi@3 - int16_t v5; // edi@3 - signed int v6; // eax@4 - Vec3_int_ v7; // ST04_12@6 - AIDirection *v9; // eax@8 - __int16 v13; // ax@10 - AIDirection a3; // [sp+Ch] [bp-48h]@9 - AIDirection v18; // [sp+28h] [bp-2Ch]@9 - int v19; // [sp+44h] [bp-10h]@6 - signed int a2; // [sp+48h] [bp-Ch]@1 - int v21; // [sp+4Ch] [bp-8h]@3 - unsigned int pDira; // [sp+5Ch] [bp+8h]@10 - - v3 = &pActors[uActorID]; - a2 = edx0; - if ( PID_TYPE(edx0) == OBJECT_Actor) - { - v6 = PID_ID(edx0); - v4 = pActors[v6].vPosition.x; - v5 = pActors[v6].vPosition.y; - v21 = (int)(pActors[v6].uActorHeight * 0.75 + pActors[v6].vPosition.z); - } - else if ( PID_TYPE(edx0) == OBJECT_Player) - { - v4 = pParty->vPosition.x; - v5 = pParty->vPosition.y; - v21 = pParty->vPosition.z + pParty->sEyelevel; - } - else - { - Error("Should not get here"); - return; - } - v19 = v3->uActorHeight; - v7.z = v3->vPosition.z - (int)(v19 * -0.75); - v7.y = v3->vPosition.y; - v7.x = v3->vPosition.x; - if ( sub_407A1C(v4, v5, v21, v7) ) - { - if ( pDir == nullptr) - { - Actor::GetDirectionInfo(PID(OBJECT_Actor,uActorID), a2, &a3, 0); - v9 = &a3; - } - else - v9 = pDir; - v3->uYawAngle = LOWORD(v9->uYawAngle); - v13 = pSpriteFrameTable->pSpriteSFrames[v3->pSpriteIDs[ANIM_AtkRanged]].uAnimLength; - v3->uCurrentActionLength = 8 * v13; - v3->uCurrentActionTime = 0; - v3->uAIState = AttackingRanged4; - Actor::PlaySound(uActorID, 0); - pDira = pMonsterStats->pInfos[v3->pMonsterInfo.uID].uRecoveryTime; - if (v3->pActorBuffs[ACTOR_BUFF_SLOWED].uExpireTime > 0) - pDira *= 2; - if ( pParty->bTurnBasedModeOn == 1 ) - v3->pMonsterInfo.uRecoveryTime = pDira; - else - v3->pMonsterInfo.uRecoveryTime = v3->uCurrentActionLength + (int)(flt_6BE3A8_debug_recmod2 * pDira * 2.133333333333333); - v3->vVelocity.z = 0; - v3->vVelocity.y = 0; - v3->vVelocity.x = 0; - if ( ShouldMonsterPlayAttackAnim(v3->pMonsterInfo.uSpell2ID) ) - { - v3->uCurrentActionLength = 64; - v3->uCurrentActionTime = 0; - v3->uAIState = Fidgeting; - v3->UpdateAnimation(); - v3->uAIState = AttackingRanged4; - } - else - v3->UpdateAnimation(); - } - else - Actor::AI_Pursue1(uActorID, a2, uActorID, 64, pDir); -} - -//----- (00403854) -------------------------------------------------------- -void Actor::AI_SpellAttack1(unsigned int uActorID, signed int sTargetPid, AIDirection *pDir) -{ - Actor *v3; // ebx@1 - int16_t v4; // esi@3 - int16_t v5; // edi@3 - signed int v6; // eax@4 - Vec3_int_ v7; // ST04_12@6 - AIDirection *v9; // eax@8 - __int16 v13; // ax@10 - signed int v16; // ecx@17 - AIDirection a3; // [sp+Ch] [bp-48h]@9 - AIDirection v18; // [sp+28h] [bp-2Ch]@9 - int v19; // [sp+44h] [bp-10h]@6 - int v21; // [sp+4Ch] [bp-8h]@3 - unsigned int pDira; // [sp+5Ch] [bp+8h]@10 - - v3 = &pActors[uActorID]; - if ( PID_TYPE(sTargetPid) == OBJECT_Actor) - { - v6 = PID_ID(sTargetPid); - v4 = pActors[v6].vPosition.x; - v5 = pActors[v6].vPosition.y; - v21 = (int)(pActors[v6].uActorHeight * 0.75 + pActors[v6].vPosition.z); - } - else if ( PID_TYPE(sTargetPid) == OBJECT_Player) - { - v4 = pParty->vPosition.x; - v5 = pParty->vPosition.y; - v21 = pParty->vPosition.z + pParty->sEyelevel; - } - else - { - Error("Should not get here"); - return; - } - v19 = v3->uActorHeight; - v7.z = v3->vPosition.z - (int)(v19 * -0.75); - v7.y = v3->vPosition.y; - v7.x = v3->vPosition.x; - if ( sub_407A1C(v4, v5, v21, v7) ) - { - if ( pDir == nullptr ) - { - Actor::GetDirectionInfo(PID(OBJECT_Actor,uActorID), sTargetPid, &a3, 0); - v9 = &a3; - } - else - v9 = pDir; - v3->uYawAngle = LOWORD(v9->uYawAngle); - v13 = pSpriteFrameTable->pSpriteSFrames[v3->pSpriteIDs[ANIM_AtkRanged]].uAnimLength; - v3->uCurrentActionLength = 8 * v13; - v3->uCurrentActionTime = 0; - v3->uAIState = AttackingRanged3; - Actor::PlaySound(uActorID, 0); - pDira = pMonsterStats->pInfos[v3->pMonsterInfo.uID].uRecoveryTime; - if (v3->pActorBuffs[ACTOR_BUFF_SLOWED].uExpireTime > 0) - pDira *= 2; - if ( pParty->bTurnBasedModeOn == 1 ) - v3->pMonsterInfo.uRecoveryTime = pDira; - else - v3->pMonsterInfo.uRecoveryTime = v3->uCurrentActionLength + (int)(flt_6BE3A8_debug_recmod2 * pDira * 2.133333333333333); - v16 = v3->pMonsterInfo.uSpell1ID; - v3->vVelocity.z = 0; - v3->vVelocity.y = 0; - v3->vVelocity.x = 0; - if ( ShouldMonsterPlayAttackAnim(v3->pMonsterInfo.uSpell1ID) ) - { - v3->uCurrentActionLength = 64; - v3->uCurrentActionTime = 0; - v3->uAIState = Fidgeting; - v3->UpdateAnimation(); - v3->uAIState = AttackingRanged3; - } - else - v3->UpdateAnimation(); - } - else - Actor::AI_Pursue1(uActorID, sTargetPid, uActorID, 64, pDir); -} - -//----- (0040368B) -------------------------------------------------------- -void Actor::AI_MissileAttack2(unsigned int uActorID, signed int sTargetPid, AIDirection *pDir) -{ - Actor *v3; // ebx@1 - int16_t v4; // esi@3 - int16_t v5; // edi@3 - signed int v6; // eax@4 - Vec3_int_ v7; // ST04_12@6 - AIDirection *v9; // eax@8 - __int16 v13; // ax@10 - AIDirection a3; // [sp+Ch] [bp-48h]@9 - AIDirection v17; // [sp+28h] [bp-2Ch]@9 - int v18; // [sp+44h] [bp-10h]@6 - int v20; // [sp+4Ch] [bp-8h]@3 - unsigned int pDira; // [sp+5Ch] [bp+8h]@10 - - v3 = &pActors[uActorID]; - if ( PID_TYPE(sTargetPid) == OBJECT_Actor) - { - v6 = PID_ID(sTargetPid); - v4 = pActors[v6].vPosition.x; - v5 = pActors[v6].vPosition.y; - v20 = (int)(pActors[v6].uActorHeight * 0.75 + pActors[v6].vPosition.z); - } - else if ( PID_TYPE(sTargetPid) == OBJECT_Player) - { - v4 = pParty->vPosition.x; - v5 = pParty->vPosition.y; - v20 = pParty->vPosition.z + pParty->sEyelevel; - } - else - { - Error("Should not get here"); - return; - } - v18 = v3->uActorHeight; - v7.z = v3->vPosition.z - (int)(v18 * -0.75); - v7.y = v3->vPosition.y; - v7.x = v3->vPosition.x; - if ( sub_407A1C(v4, v5, v20, v7) ) - { - if ( pDir == nullptr ) - { - Actor::GetDirectionInfo(PID(OBJECT_Actor,uActorID), sTargetPid, &a3, 0); - v9 = &a3; - } - else - v9 = pDir; - v3->uYawAngle = LOWORD(v9->uYawAngle); - v13 = pSpriteFrameTable->pSpriteSFrames[v3->pSpriteIDs[ANIM_AtkRanged]].uAnimLength; - v3->uCurrentActionLength = 8 * v13; - v3->uCurrentActionTime = 0; - v3->uAIState = AttackingRanged2; - Actor::PlaySound(uActorID, 0); - pDira = pMonsterStats->pInfos[v3->pMonsterInfo.uID].uRecoveryTime; - if ( v3->pActorBuffs[ACTOR_BUFF_SLOWED].uExpireTime > 0 ) - pDira *= 2; - if ( pParty->bTurnBasedModeOn != 1 ) - v3->pMonsterInfo.uRecoveryTime = (int)(flt_6BE3A8_debug_recmod2 * pDira * 2.133333333333333); - else - v3->pMonsterInfo.uRecoveryTime = pDira; - v3->vVelocity.z = 0; - v3->vVelocity.y = 0; - v3->vVelocity.x = 0; - v3->UpdateAnimation(); - } - else - Actor::AI_Pursue1(uActorID, sTargetPid, uActorID, 64, pDir); -} - -//----- (00403476) -------------------------------------------------------- -void Actor::AI_MissileAttack1(unsigned int uActorID, signed int sTargetPid, AIDirection *pDir) -{ - Actor *v3; // ebx@1 - int v4; // esi@3 - int v5; // edi@3 - signed int v6; // eax@4 - Vec3_int_ v7; // ST04_12@6 - AIDirection *v10; // eax@9 - __int16 v14; // ax@11 - AIDirection a3; // [sp+Ch] [bp-48h]@10 - AIDirection v18; // [sp+28h] [bp-2Ch]@10 - int v19; // [sp+44h] [bp-10h]@6 - //signed int a2; // [sp+48h] [bp-Ch]@1 - int v22; // [sp+50h] [bp-4h]@3 - unsigned int pDira; // [sp+5Ch] [bp+8h]@11 - - v3 = &pActors[uActorID]; - //a2 = edx0; - if ( PID_TYPE(sTargetPid) == OBJECT_Actor) - { - v6 = PID_ID(sTargetPid); - v4 = pActors[v6].vPosition.x; - v5 = pActors[v6].vPosition.y; - v22 = (int)(pActors[v6].uActorHeight * 0.75 + pActors[v6].vPosition.z); - } - else - { - if ( PID_TYPE(sTargetPid) == OBJECT_Player) - { - v4 = pParty->vPosition.x; - v5 = pParty->vPosition.y; - v22 = pParty->vPosition.z + pParty->sEyelevel; - } - else - { - v4 = (int)pDir; - v5 = (int)pDir; - } - } - v19 = v3->uActorHeight; - v7.z = v3->vPosition.z - (unsigned int)(signed __int64)((double)v19 * -0.75); - v7.y = v3->vPosition.y; - v7.x = v3->vPosition.x; - if ( sub_407A1C(v4, v5, v22, v7) || sub_407A1C(v7.x, v7.y, v7.z, Vec3_int_(v4, v5, v22))) - { - if ( pDir == nullptr ) - { - Actor::GetDirectionInfo(PID(OBJECT_Actor,uActorID), sTargetPid, &a3, 0); - v10 = &a3; - } - else - v10 = pDir; - v3->uYawAngle = LOWORD(v10->uYawAngle); - v14 = pSpriteFrameTable->pSpriteSFrames[v3->pSpriteIDs[ANIM_AtkRanged]].uAnimLength; - v3->uCurrentActionLength = 8 * v14; - v3->uCurrentActionTime = 0; - v3->uAIState = AttackingRanged1; - Actor::PlaySound(uActorID, 0); - pDira = pMonsterStats->pInfos[v3->pMonsterInfo.uID].uRecoveryTime; - if ( v3->pActorBuffs[ACTOR_BUFF_SLOWED].uExpireTime > 0 ) - pDira *= 2; - if ( pParty->bTurnBasedModeOn == 1 ) - v3->pMonsterInfo.uRecoveryTime = pDira; - else - v3->pMonsterInfo.uRecoveryTime = v3->uCurrentActionLength - (int)(flt_6BE3A8_debug_recmod2 * pDira * -2.133333333333333); - v3->vVelocity.z = 0; - v3->vVelocity.y = 0; - v3->vVelocity.x = 0; - v3->UpdateAnimation(); - } - else - Actor::AI_Pursue1(uActorID, sTargetPid, uActorID, 64, pDir); -} - -//----- (004032B2) -------------------------------------------------------- -void Actor::AI_RandomMove( unsigned int uActor_id, unsigned int uTarget_id, int radius, int uActionLength ) -{ - int x; // ebx@1 - int absy; // eax@1 - unsigned int v9; // ebx@11 - int v10; // ebx@13 - AIDirection doNotInitializeBecauseShouldBeRandom; // [sp+Ch] [bp-30h]@7 - int y; // [sp+30h] [bp-Ch]@1 - int absx; // [sp+38h] [bp-4h]@1 - - x = pActors[uActor_id].vInitialPosition.x - pActors[uActor_id].vPosition.x; - y = pActors[uActor_id].vInitialPosition.y - pActors[uActor_id].vPosition.y; - absx = abs(x); - absy = abs(y); - if ( absx <= absy ) - absx = absy + (absx / 2 ); - else - absx = absx + absy / 2; - if ( MonsterStats::BelongsToSupertype(pActors[uActor_id].pMonsterInfo.uID, MONSTER_SUPERTYPE_TREANT) ) - { - if ( !uActionLength ) - uActionLength = 256; - Actor::AI_StandOrBored(uActor_id, OBJECT_Player, uActionLength, &doNotInitializeBecauseShouldBeRandom); - return; - } - if ( pActors[uActor_id].pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_GLOBAL && absx < 128 ) - { - Actor::AI_Stand(uActor_id, uTarget_id, 256, &doNotInitializeBecauseShouldBeRandom); - return; - } - absx += ((rand() & 0xF) * radius) / 16; - v9 = (stru_5C6E00->uIntegerDoublePi - 1) & stru_5C6E00->Atan2(x, y); - if ( rand() % 100 < 25 ) - { - Actor::StandAwhile(uActor_id); - return; - } - v10 = v9 + rand() % 256 - 128; - if ( abs(v10 - pActors[uActor_id].uYawAngle) > 256 && !(pActors[uActor_id].uAttributes & ACTOR_ANIMATION) ) - { - Actor::AI_Stand(uActor_id, uTarget_id, 256, &doNotInitializeBecauseShouldBeRandom); - return; - } - pActors[uActor_id].uYawAngle = v10; - if ( pActors[uActor_id].uMovementSpeed) - pActors[uActor_id].uCurrentActionLength = 32 * absx / pActors[uActor_id].uMovementSpeed; - else - pActors[uActor_id].uCurrentActionLength = 0; - pActors[uActor_id].uCurrentActionTime = 0; - pActors[uActor_id].uAIState = Tethered; - if ( rand() % 100 < 2 ) - Actor::PlaySound(uActor_id, 3); - pActors[uActor_id].UpdateAnimation(); -} - -//----- (004031C1) -------------------------------------------------------- -char __fastcall Actor::_4031C1_update_job_never_gets_called(unsigned int uActorID, signed int a2, int a3) //attempted to implement something like jobs for actors, but apparently was never finished -{ - return 0; - /*unsigned int v3; // edi@1 - Actor *v4; // esi@1 - ActorJob *v5; // eax@1 - signed int v6; // edx@2 - ActorJob *v7; // eax@2 - signed int v8; // edi@2 - ActorJob *v9; // ecx@2 - __int16 v10; // cx@15 - signed int v12; // [sp+8h] [bp-4h]@1 - - v3 = uActorID; - v12 = a2; - v4 = &pActors[uActorID]; - v5 = (ActorJob *)pActors[uActorID].CanAct(); - if ( v5 ) - { - v6 = 65535; - v7 = &v4->pScheduledJobs[v3]; - v8 = 7; - v9 = &v7[7];//(char *)&v7[7].uHour; - while ( !(v9->uAttributes & 1) || v9->uHour > v12 ) - { - --v8; - --v9; - if ( v8 < 0 ) - break; - } - if( v8 >= 0 ) - v6 = v8; - if ( !v8 && v6 == 65535 ) - v6 = 7; - v5 = &v7[v6]; - if ( v4->vInitialPosition.x != v5->vPos.x - || v4->vInitialPosition.y != v5->vPos.y - || v4->vInitialPosition.z != v5->vPos.z - || v4->pMonsterInfo.uMovementType != v5->uAction ) - { - v4->vInitialPosition.x = v5->vPos.x; - v4->vInitialPosition.y = v5->vPos.y; - v10 = v5->vPos.z; - v4->vInitialPosition.z = v10; - LOBYTE(v5) = v5->uAction; - v4->pMonsterInfo.uMovementType = MONSTER_MOVEMENT_TYPE_STAIONARY; - if ( a3 == 1 ) - { - v4->vPosition.x = v4->vInitialPosition.x; - v4->vPosition.y = v4->vInitialPosition.y; - LOBYTE(v5) = v10; - v4->vPosition.z = v10; - } - } - } - return (char)v5;*/ -} - -//----- (004030AD) -------------------------------------------------------- -void Actor::AI_Stun(unsigned int uActorID, signed int edx0, int stunRegardlessOfState) -{ - __int16 v7; // ax@16 - AIDirection a3; // [sp+Ch] [bp-40h]@16 - - if ( pActors[uActorID].uAIState == Fleeing ) - pActors[uActorID].uAttributes |= ACTOR_FLEEING; - if ( pActors[uActorID].pMonsterInfo.uHostilityType != 4 ) - { - pActors[uActorID].uAttributes &= 0xFFFFFFFB;//~0x4 - pActors[uActorID].pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Long; - } - if ( pActors[uActorID].pActorBuffs[ACTOR_BUFF_CHARM].uExpireTime > 0 ) - pActors[uActorID].pActorBuffs[ACTOR_BUFF_CHARM].Reset(); - if ( pActors[uActorID].pActorBuffs[ACTOR_BUFF_AFRAID].uExpireTime > 0 ) - pActors[uActorID].pActorBuffs[ACTOR_BUFF_AFRAID].Reset(); - if ( stunRegardlessOfState || (pActors[uActorID].uAIState != Stunned - && pActors[uActorID].uAIState != AttackingRanged1 - && pActors[uActorID].uAIState != AttackingRanged2 - && pActors[uActorID].uAIState != AttackingRanged3 - && pActors[uActorID].uAIState != AttackingRanged4 - && pActors[uActorID].uAIState != AttackingMelee)) - { - Actor::GetDirectionInfo(PID(OBJECT_Actor,uActorID), edx0, &a3, 0); - //v10 = &a3; - pActors[uActorID].uYawAngle = LOWORD(a3.uYawAngle); - v7 = pSpriteFrameTable->pSpriteSFrames[pActors[uActorID].pSpriteIDs[ANIM_GotHit]].uAnimLength; - pActors[uActorID].uCurrentActionTime = 0; - pActors[uActorID].uAIState = Stunned; - pActors[uActorID].uCurrentActionLength = 8 * v7; - Actor::PlaySound(uActorID, 2); - pActors[uActorID].UpdateAnimation(); - } -} - -//----- (00402F87) -------------------------------------------------------- -void Actor::AI_Bored(unsigned int uActorID, unsigned int uObjID, AIDirection *a4) -{ - unsigned int v7; // eax@3 - unsigned int v9; // eax@3 - - Actor* actor = &pActors[uActorID]; - - AIDirection a3; // [sp+Ch] [bp-5Ch]@2 - if (!a4) - { - Actor::GetDirectionInfo(PID(OBJECT_Actor,uActorID), uObjID, &a3, 0); - a4 = &a3; - } - - actor->uCurrentActionLength = 8 * pSpriteFrameTable->pSpriteSFrames[actor->pSpriteIDs[ANIM_Bored]].uAnimLength; - - v7 = stru_5C6E00->Atan2(actor->vPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x, actor->vPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y); - v9 = stru_5C6E00->uIntegerPi + actor->uYawAngle + ((signed int)stru_5C6E00->uIntegerPi >> 3) - v7; - - if ( v9 & 0x700 ) // turned away - just stand - Actor::AI_Stand(uActorID, uObjID, actor->uCurrentActionLength, a4); - else // facing player - play bored anim - { - actor->uAIState = Fidgeting; - actor->uCurrentActionTime = 0; - actor->uYawAngle = a4->uYawAngle; - actor->vVelocity.z = 0; - actor->vVelocity.y = 0; - actor->vVelocity.x = 0; - if ( rand() % 100 < 5 ) - Actor::PlaySound(uActorID, 3); - actor->UpdateAnimation(); - } -} - -//----- (00402F27) -------------------------------------------------------- -void Actor::Resurrect(unsigned int uActorID) -{ - Actor *pActor; // esi@1 - - pActor = &pActors[uActorID]; - pActor->uCurrentActionTime = 0; - pActor->uAIState = Resurrected; - pActor->uCurrentActionAnimation = ANIM_Dying; - pActor->uCurrentActionLength = 8 * pSpriteFrameTable->pSpriteSFrames[pActor->pSpriteIDs[ANIM_Dying]].uAnimLength; - pActor->sCurrentHP = LOWORD(pActor->pMonsterInfo.uHP); - Actor::PlaySound(uActorID, 1); - pActor->UpdateAnimation(); -} - -//----- (00402D6E) -------------------------------------------------------- -void Actor::Die(unsigned int uActorID) -{ - Actor* actor = &pActors[uActorID]; - - actor->uCurrentActionTime = 0; - actor->uAIState = Dying; - actor->uCurrentActionAnimation = ANIM_Dying; - actor->sCurrentHP = 0; - actor->uCurrentActionLength = 8 * pSpriteFrameTable->pSpriteSFrames[actor->pSpriteIDs[ANIM_Dying]].uAnimLength; - actor->pActorBuffs[ACTOR_BUFF_PARALYZED].Reset(); - actor->pActorBuffs[ACTOR_BUFF_STONED].Reset(); - Actor::PlaySound(uActorID, 1); - actor->UpdateAnimation(); - - for (uint i = 0; i < 5; ++i) - if (pParty->monster_id_for_hunting[i] == actor->pMonsterInfo.uID) - pParty->monster_for_hunting_killed[i] = true; - - for (uint i = 0; i < 22; ++i) - actor->pActorBuffs[i].Reset(); - - ItemGen drop; - drop.Reset(); - switch (actor->pMonsterInfo.uID) - { - case MONSTER_HARPY_1: case MONSTER_HARPY_2: case MONSTER_HARPY_3: - drop.uItemID = ITEM_HARPY_FEATHER; - break; - - case MONSTER_OOZE_1: case MONSTER_OOZE_2: case MONSTER_OOZE_3: - drop.uItemID = ITEM_OOZE_ECTOPLASM_BOTTLE; - break; - - case MONSTER_TROLL_1: case MONSTER_TROLL_2: case MONSTER_TROLL_3: - drop.uItemID = ITEM_TROLL_BLOOD; - break; - - case MONSTER_DEVIL_1: case MONSTER_DEVIL_2: case MONSTER_DEVIL_3: - drop.uItemID = ITEM_DEVIL_ICHOR; - break; - - case MONSTER_DRAGON_1: case MONSTER_DRAGON_2: case MONSTER_DRAGON_3: - drop.uItemID = ITEM_DRAGON_EYE; - break; - } - - if (rand() % 100 < 20 && drop.uItemID != 0) - { - SpriteObject::sub_42F7EB_DropItemAt(pItemsTable->pItems[drop.uItemID].uSpriteID, - actor->vPosition.x, - actor->vPosition.y, - actor->vPosition.z + 16, - rand() % 200 + 200, - 1, - 1, - 0, - &drop); - } - - if (actor->pMonsterInfo.uSpecialAbilityType == MONSTER_SPECIAL_ABILITY_EXPLODE) - Actor::Explode(uActorID); -} - -//----- (00402CED) -------------------------------------------------------- -void Actor::PlaySound(unsigned int uActorID, unsigned int uSoundID) -{ - unsigned __int16 v3; // dx@1 - - v3 = pActors[uActorID].pSoundSampleIDs[uSoundID]; - if ( v3 ) - { - if ( pActors[uActorID].pActorBuffs[ACTOR_BUFF_SHRINK].uExpireTime <= 0 ) - pAudioPlayer->PlaySound((SoundID)v3, PID(OBJECT_Actor, uActorID), 0, -1, 0, 0, 0, 0); - else - { - switch(pActors[uActorID].pActorBuffs[ACTOR_BUFF_SHRINK].uPower) - { - case 1: - pAudioPlayer->PlaySound((SoundID)v3, PID(OBJECT_Actor, uActorID), 0, 0, 0, 0, 0, 33075); - break; - case 2: - pAudioPlayer->PlaySound((SoundID)v3, PID(OBJECT_Actor, uActorID), 0, 0, 0, 0, 0, 33075); - break; - case 3: - case 4: - pAudioPlayer->PlaySound((SoundID)v3, PID(OBJECT_Actor, uActorID), 0, 0, 0, 0, 0, 33075); - break; - default: - pAudioPlayer->PlaySound((SoundID)v3, PID(OBJECT_Actor, uActorID), 0, -1, 0, 0, 0, 0); - break; - } - } - } -} - -//----- (00402AD7) -------------------------------------------------------- -void Actor::AI_Pursue1(unsigned int uActorID, unsigned int a2, signed int arg0, signed int uActionLength, AIDirection *pDir) -{ - int v6; // eax@1 - Actor *v7; // ebx@1 - unsigned int v8; // ecx@1 - AIDirection *v10; // esi@6 - AIDirection a3; // [sp+Ch] [bp-5Ch]@7 - unsigned int v18; // [sp+64h] [bp-4h]@1 - - v6 = 0; - v7 = &pActors[uActorID]; - v8 = PID(OBJECT_Actor,uActorID); - if ( v7->pMonsterInfo.uFlying != 0 && !pParty->bFlying ) //TODO: Does v6 have a point? - { - if ( v7->pMonsterInfo.uMissleAttack1Type ) - v6 = v7->uActorRadius + 512; - else - v6 = pParty->uPartyHeight; - } - - if ( pDir == nullptr ) - { - Actor::GetDirectionInfo(v8, a2, &a3, v6); - v10 = &a3; - } - else - v10 = pDir; - if ( MonsterStats::BelongsToSupertype(v7->pMonsterInfo.uID, MONSTER_SUPERTYPE_TREANT) ) - { - if ( !uActionLength ) - uActionLength = 256; - Actor::AI_StandOrBored(uActorID, 4, uActionLength, v10); - return; - } - if ( v10->uDistance < 307.2 ) - { - if ( !uActionLength ) - uActionLength = 256; - Actor::AI_Stand(uActorID, a2, uActionLength, v10); - return; - } - if ( v7->uMovementSpeed == 0 ) - { - Actor::AI_Stand(uActorID, a2, uActionLength, v10); - return; - } - if ( arg0 % 2 ) - v18 = -16; - else - v18 = 16; - - v7->uYawAngle = stru_5C6E00->Atan2( - pParty->vPosition.x + (int)fixpoint_mul(stru_5C6E00->Cos(v18 + stru_5C6E00->uIntegerPi + v10->uYawAngle), v10->uDistanceXZ) - v7->vPosition.x, - pParty->vPosition.y + (int)fixpoint_mul(stru_5C6E00->Sin(v18 + stru_5C6E00->uIntegerPi + v10->uYawAngle), v10->uDistanceXZ) - v7->vPosition.y); - if ( uActionLength ) - v7->uCurrentActionLength = uActionLength; - else - v7->uCurrentActionLength = 128; - v7->uPitchAngle = LOWORD(v10->uPitchAngle); - v7->uAIState = Pursuing; - v7->UpdateAnimation(); -} - -//----- (00402968) -------------------------------------------------------- -void Actor::AI_Flee(unsigned int uActorID, signed int sTargetPid, int uActionLength, AIDirection *a4) -{ - Actor *v5; // ebx@1 - int v7; // ecx@2 - unsigned __int16 v9; // ax@15 - AIDirection v10; // [sp+8h] [bp-7Ch]@4 - AIDirection a3; // [sp+24h] [bp-60h]@3 - AIDirection* v13; // [sp+5Ch] [bp-28h]@4 - - v5 = &pActors[uActorID]; - if ( v5->CanAct() ) - { - v7 = PID(OBJECT_Actor,uActorID); - if ( !a4 ) - { - Actor::GetDirectionInfo(v7, sTargetPid, &a3, v5->pMonsterInfo.uFlying); - a4 = &a3; - } - Actor::GetDirectionInfo(v7, 4u, &v10, 0); - v13 = &v10; - if ( MonsterStats::BelongsToSupertype(v5->pMonsterInfo.uID, MONSTER_SUPERTYPE_TREANT) - || PID_TYPE(sTargetPid) == OBJECT_Actor && v13->uDistance < 307.2 ) - { - if ( !uActionLength ) - uActionLength = 256; - Actor::AI_StandOrBored(uActorID, 4, uActionLength, v13); - } - else - { - if ( v5->uMovementSpeed ) - v5->uCurrentActionLength = (signed int)(a4->uDistanceXZ << 7) / v5->uMovementSpeed; - else - v5->uCurrentActionLength = 0; - if ( v5->uCurrentActionLength > 256 ) - v5->uCurrentActionLength = 256; - v5->uYawAngle = LOWORD(stru_5C6E00->uIntegerHalfPi) + LOWORD(a4->uYawAngle); - v5->uYawAngle = LOWORD(stru_5C6E00->uDoublePiMask) & (v5->uYawAngle + rand() % (signed int)stru_5C6E00->uIntegerPi); - v9 = LOWORD(a4->uPitchAngle); - v5->uCurrentActionTime = 0; - v5->uPitchAngle = v9; - v5->uAIState = Fleeing; - v5->UpdateAnimation(); - } - } -} - -//----- (0040281C) -------------------------------------------------------- -void Actor::AI_Pursue2(unsigned int uActorID, unsigned int a2, signed int uActionLength, AIDirection *pDir, int a5) -{ - int v6; // eax@1 - Actor *v7; // ebx@1 - unsigned int v8; // ecx@1 - AIDirection *v10; // esi@7 - signed __int16 v13; // cx@19 - unsigned __int16 v14; // ax@25 - AIDirection a3; // [sp+Ch] [bp-40h]@8 - AIDirection v18; // [sp+28h] [bp-24h]@8 - - v6 = 0; - v7 = &pActors[uActorID]; - v8 = PID(OBJECT_Actor,uActorID); - if ( v7->pMonsterInfo.uFlying != 0 && !pParty->bFlying ) - { - if ( v7->pMonsterInfo.uMissleAttack1Type && uCurrentlyLoadedLevelType == LEVEL_Outdoor ) - v6 = v7->uActorRadius + 512; - else - v6 = pParty->uPartyHeight; - } - v10 = pDir; - if ( !pDir ) - { - Actor::GetDirectionInfo(v8, a2, &a3, v6); - v10 = &a3; - } - if ( MonsterStats::BelongsToSupertype(v7->pMonsterInfo.uID, MONSTER_SUPERTYPE_TREANT) ) - { - if ( !uActionLength ) - uActionLength = 256; - Actor::AI_StandOrBored(uActorID, 4, uActionLength, v10); - return; - } - if ( (signed int)v10->uDistance < a5 ) - { - if ( !uActionLength ) - uActionLength = 256; - Actor::AI_StandOrBored(uActorID, a2, uActionLength, v10); - return; - } - if ( uActionLength ) - { - v7->uCurrentActionLength = uActionLength; - } - else - { - v13 = v7->uMovementSpeed; - if ( v13 ) - v7->uCurrentActionLength = (signed int)(v10->uDistanceXZ << 7) / v13; - else - v7->uCurrentActionLength = 0; - if ( v7->uCurrentActionLength > 32 ) - v7->uCurrentActionLength = 32; - } - v7->uYawAngle = LOWORD(v10->uYawAngle); - v14 = LOWORD(v10->uPitchAngle); - v7->uCurrentActionTime = 0; - v7->uPitchAngle = v14; - v7->uAIState = Pursuing; - v7->UpdateAnimation(); -} - -//----- (00402686) -------------------------------------------------------- -void Actor::AI_Pursue3(unsigned int uActorID, unsigned int a2, signed int uActionLength, AIDirection *a4) -{ - int v5; // eax@1 - Actor *v6; // ebx@1 - int v7; // ecx@1 - signed __int16 v12; // cx@19 - __int16 v14; // ax@25 - unsigned __int16 v16; // ax@28 - AIDirection a3; // [sp+Ch] [bp-40h]@8 - AIDirection* v20; // [sp+28h] [bp-24h]@8 - - v5 = 0; - v6 = &pActors[uActorID]; - v7 = PID(OBJECT_Actor,uActorID); - if ( v6->pMonsterInfo.uFlying != 0 && !pParty->bFlying ) - { - if ( v6->pMonsterInfo.uMissleAttack1Type && uCurrentlyLoadedLevelType == LEVEL_Outdoor ) - v5 = v6->uActorRadius + 512; - else - v5 = pParty->uPartyHeight; - } - if ( !a4 ) - { - Actor::GetDirectionInfo(v7, a2, &a3, v5); - v20 = &a3; - } - if ( MonsterStats::BelongsToSupertype(v6->pMonsterInfo.uID, MONSTER_SUPERTYPE_TREANT) ) - { - if ( !uActionLength ) - uActionLength = 256; - return Actor::AI_StandOrBored(uActorID, 4, uActionLength, a4); - } - if ( a4->uDistance < 307.2 ) - { - if ( !uActionLength ) - uActionLength = 256; - return Actor::AI_StandOrBored(uActorID, a2, uActionLength, a4); - } - if ( uActionLength ) - v6->uCurrentActionLength = uActionLength + rand() % uActionLength; - else - { - v12 = v6->uMovementSpeed; - if ( v12 ) - v6->uCurrentActionLength = (signed int)(a4->uDistanceXZ << 7) / v12; - else - v6->uCurrentActionLength = 0; - if ( v6->uCurrentActionLength > 128 ) - v6->uCurrentActionLength = 128; - } - v14 = LOWORD(a4->uYawAngle); - if ( rand() % 2 ) - v14 += 256; - else - v14 -= 256; - v6->uYawAngle = v14; - v16 = LOWORD(a4->uPitchAngle); - v6->uCurrentActionTime = 0; - v6->uPitchAngle = v16; - v6->uAIState = Pursuing; - if ( rand() % 100 < 2 ) - Actor::PlaySound(uActorID, 2u); - v6->UpdateAnimation(); -} - -//----- (00401221) -------------------------------------------------------- -void Actor::_SelectTarget(unsigned int uActorID, int *a2, bool can_target_party) -{ - int v5; // ecx@1 - signed int v10; // eax@13 - uint v11; // ebx@16 - uint v12; // eax@16 - signed int v14; // eax@31 - uint v15; // edi@43 - uint v16; // ebx@45 - uint v17; // eax@45 - signed int closestId; // [sp+14h] [bp-1Ch]@1 - uint v23; // [sp+1Ch] [bp-14h]@16 - unsigned int lowestRadius; // [sp+24h] [bp-Ch]@1 - uint v27; // [sp+2Ch] [bp-4h]@16 - uint v28; // [sp+2Ch] [bp-4h]@45 - - lowestRadius = UINT_MAX; - v5 = 0; - *a2 = 0; - closestId = 0; - assert(uActorID < uNumActors); - Actor* thisActor = &pActors[uActorID]; - - for (uint i = 0; i < uNumActors; ++i) - { - Actor* actor = &pActors[i]; - if (actor->uAIState == Dead || actor->uAIState == Dying || - actor->uAIState == Removed || actor->uAIState == Summoned || actor->uAIState == Disabled || uActorID == i ) - continue; - - if (thisActor->uLastCharacterIDToHit == 0 || PID(OBJECT_Actor,v5) != thisActor->uLastCharacterIDToHit ) - { - v10 = thisActor->GetActorsRelation(actor); - if ( v10 == 0 ) - continue; - } - else if (thisActor->IsNotAlive()) - { - thisActor->uLastCharacterIDToHit = 0; - v10 = thisActor->GetActorsRelation(actor); - if ( v10 == 0 ) - continue; - } - else - { - if ( (actor->uGroup != 0 || thisActor->uGroup != 0) && actor->uGroup == thisActor->uGroup ) - continue; - v10 = 4; - } - if ( thisActor->pMonsterInfo.uHostilityType ) - v10 = pMonsterStats->pInfos[thisActor->pMonsterInfo.uID].uHostilityType; - v11 = _4DF380_hostilityRanges[v10]; - v23 = abs(thisActor->vPosition.x - actor->vPosition.x); - v27 = abs(thisActor->vPosition.y - actor->vPosition.y); - v12 = abs(thisActor->vPosition.z - actor->vPosition.z); - if ( v23 <= v11 - && v27 <= v11 - && v12 <= v11 - && sub_4070EF_prolly_detect_player(PID(OBJECT_Actor, i), PID(OBJECT_Actor, uActorID)) - && v23 * v23 + v27 * v27 + v12 * v12 < lowestRadius ) - { - lowestRadius = v23 * v23 + v27 * v27 + v12 * v12; - closestId = i; - } - } - - if ( lowestRadius != UINT_MAX ) - { - *a2 = PID(OBJECT_Actor, closestId); - } - - if (can_target_party && !pParty->Invisible()) - { - if ( thisActor->ActorEnemy() - && thisActor->pActorBuffs[ACTOR_BUFF_ENSLAVED].uExpireTime <= 0 - && thisActor->pActorBuffs[ACTOR_BUFF_CHARM].uExpireTime <= 0 - && thisActor->pActorBuffs[ACTOR_BUFF_SUMMONED].uExpireTime <= 0 ) - v14 = 4; - else - v14 = thisActor->GetActorsRelation(0); - if ( v14 != 0 ) - { - if ( !thisActor->pMonsterInfo.uHostilityType ) - v15 = _4DF380_hostilityRanges[v14]; - else - v15 = _4DF380_hostilityRanges[4]; - v16 = abs(thisActor->vPosition.x - pParty->vPosition.x); - v28 = abs(thisActor->vPosition.y - pParty->vPosition.y); - v17 = abs(thisActor->vPosition.z - pParty->vPosition.z); - if ( v16 <= v15 && v28 <= v15 && v17 <= v15 && (v16 * v16 + v28 * v28 + v17 * v17 < lowestRadius)) - { - *a2 = OBJECT_Player; - } - } - } -} -// 4DF380: using guessed type int dword_4DF380[]; -// 4DF390: using guessed type int dword_4DF390; - -//----- (0040104C) -------------------------------------------------------- -signed int Actor::GetActorsRelation(Actor *otherActPtr) -{ - unsigned int thisGroup; // ebp@19 - int otherGroup; // eax@22 - unsigned int thisAlly; // edx@25 - unsigned int otherAlly; // edx@33 - - if ( otherActPtr) - { - if ( otherActPtr->uGroup != 0 && this->uGroup != 0 && otherActPtr->uGroup == this->uGroup ) - return 0; - } - - if (this->pActorBuffs[ACTOR_BUFF_BERSERK].uExpireTime > 0) - return 4; - thisAlly = this->uAlly; - if ( this->pActorBuffs[ACTOR_BUFF_ENSLAVED].uExpireTime > 0 || thisAlly == 9999) - thisGroup = 0; - else if ( thisAlly > 0 ) - thisGroup = thisAlly; - else - thisGroup = (this->pMonsterInfo.uID - 1) / 3 + 1; - - if ( otherActPtr ) - { - if (otherActPtr->pActorBuffs[ACTOR_BUFF_BERSERK].uExpireTime > 0) - return 4; - otherAlly = otherActPtr->uAlly; - if ( otherActPtr->pActorBuffs[ACTOR_BUFF_ENSLAVED].uExpireTime > 0 || otherAlly == 9999) - otherGroup = 0; - else if ( otherAlly > 0 ) - otherGroup = otherAlly; - else - otherGroup = (otherActPtr->pMonsterInfo.uID - 1) / 3 + 1; - } - else - otherGroup = 0; - - if ( this->pActorBuffs[ACTOR_BUFF_CHARM].uExpireTime > 0 && !otherGroup - || otherActPtr && otherActPtr->pActorBuffs[ACTOR_BUFF_CHARM].uExpireTime > 0 && !thisGroup ) - return 0; - if ( this->pActorBuffs[ACTOR_BUFF_ENSLAVED].uExpireTime <= 0 && this->ActorEnemy() && !otherGroup ) - return 4; - if (thisGroup >= 89 || otherGroup >= 89) - return 0; - - if ( thisGroup == 0 ) - { - if ( (!otherActPtr || this->pActorBuffs[ACTOR_BUFF_ENSLAVED].uExpireTime > 0 && otherActPtr->ActorFriend()) && !pFactionTable->relations[otherGroup][0]) - return pFactionTable->relations[0][otherGroup]; - else - return 4; - } - else - return pFactionTable->relations[thisGroup][otherGroup]; -} - -//----- (0045976D) -------------------------------------------------------- -void Actor::UpdateAnimation() -{ - ResetAnimation(); - switch (uAIState) - { - case Tethered: - uCurrentActionAnimation = ANIM_Walking; - break; - - case AttackingMelee: - uCurrentActionAnimation = ANIM_AtkMelee; - uAttributes |= ACTOR_ANIMATION; - break; - - case AttackingRanged1: - case AttackingRanged2: - case AttackingRanged3: - case AttackingRanged4: - uCurrentActionAnimation = ANIM_AtkRanged; - uAttributes |= ACTOR_ANIMATION; - break; - - case Dying: - case Resurrected: - uCurrentActionAnimation = ANIM_Dying; - uAttributes |= ACTOR_ANIMATION; - break; - - case Pursuing: - case Fleeing: - uCurrentActionAnimation = ANIM_Walking; - uAttributes |= ACTOR_ANIMATION; - break; - - case Stunned: - uCurrentActionAnimation = ANIM_GotHit; - uAttributes |= ACTOR_ANIMATION; - break; - - case Fidgeting: - uCurrentActionAnimation = ANIM_Bored; - uAttributes |= ACTOR_ANIMATION; - break; - - case Standing: - case Interacting: - case Summoned: - uCurrentActionAnimation = ANIM_Standing; - uAttributes |= ACTOR_ANIMATION; - break; - - case Dead: - if (pSpriteFrameTable->pSpriteSFrames[pSpriteIDs[ANIM_Dead]].pHwSpriteIDs[0] <= 0) - uAIState = Removed; - else - uCurrentActionAnimation = ANIM_Dead; - break; - - case Removed: - case Disabled: - return; - - default: - assert(false); - } -} - -//----- (00459671) -------------------------------------------------------- -void Actor::Reset() -{ - this->pActorName[0] = 0; - this->word_000086_some_monster_id = 0; - this->sNPC_ID = 0; - this->vPosition.z = 0; - this->vPosition.y = 0; - this->vPosition.x = 0; - this->vVelocity.z = 0; - this->vVelocity.y = 0; - this->vVelocity.x = 0; - this->uYawAngle = 0; - this->uPitchAngle = 0; - this->uAttributes = 0; - this->uSectorID = 0; - this->uCurrentActionTime = 0; - this->vInitialPosition.z = 0; - this->vInitialPosition.y = 0; - this->vInitialPosition.x = 0; - this->vGuardingPosition.z = 0; - this->vGuardingPosition.y = 0; - this->vGuardingPosition.x = 0; - this->uTetherDistance = 256; - this->uActorRadius = 32; - this->uActorHeight = 128; - this->uAIState = Standing; - this->uCurrentActionAnimation = ANIM_Standing; - this->uMovementSpeed = 200; - this->uCarriedItemID = 0; - this->uGroup = 0; - this->uAlly = 0; - this->uSummonerID = 0; - this->uLastCharacterIDToHit = 0; - this->dword_000334_unique_name = 0; - memset(this->pSpriteIDs, 0, sizeof(pSpriteIDs)); - memset(this->pActorBuffs, 0, 0x160u); -} - -//----- (0045959A) -------------------------------------------------------- -void Actor::PrepareSprites(char load_sounds_if_bit1_set) -{ - - MonsterDesc *v3; // esi@1 - MonsterInfo *v9; // [sp+84h] [bp-10h]@1 - - v3 = &pMonsterList->pMonsters[pMonsterInfo.uID - 1]; - v9 = &pMonsterStats->pInfos[pMonsterInfo.uID - 1 + 1]; - //v12 = pSpriteIDs; - //Source = (char *)v3->pSpriteNames; - //do - for (uint i = 0; i < 8; ++i) - { - //strcpy(pSpriteName, v3->pSpriteNames[i]); - pSpriteIDs[i] = pSpriteFrameTable->FastFindSprite(v3->pSpriteNames[i]); - pSpriteFrameTable->InitializeSprite(pSpriteIDs[i]); - } - uActorHeight = v3->uMonsterHeight; - uActorRadius = v3->uMonsterRadius; - uMovementSpeed = v9->uBaseSpeed; - if ( !(load_sounds_if_bit1_set & 1) ) - { - for ( int i = 0; i < 4; ++i ) - pSoundSampleIDs[i] = v3->pSoundSampleIDs[i]; - } -} - -//----- (00459667) -------------------------------------------------------- -void Actor::Remove() -{ - this->uAIState = Removed; -} - - -//----- (0043B1B0) -------------------------------------------------------- -void Actor::ActorDamageFromMonster(signed int attacker_id, unsigned int actor_id, Vec3_int_ *pVelocity, signed int a4) -{ - int v4; // ebx@1 - int dmgToRecv; // qax@8 - signed int v12; // ecx@20 - int finalDmg; // edi@30 - int pushDistance; // [sp+20h] [bp+Ch]@34 - - v4 = 0; - if ( PID_TYPE(attacker_id) == OBJECT_Item) - { - v4 = pSpriteObjects[PID_ID(attacker_id)].field_60_distance_related_prolly_lod; - attacker_id = pSpriteObjects[PID_ID(attacker_id)].spell_caster_pid; - } - if ( PID_TYPE(attacker_id) == OBJECT_Actor) - { - if ( !pActors[actor_id].IsNotAlive() ) - { - pActors[actor_id].uLastCharacterIDToHit = attacker_id; - if ( pActors[actor_id].uAIState == Fleeing ) - pActors[actor_id].uAttributes |= ACTOR_FLEEING; - if ( pActors[PID_ID(attacker_id)]._4273BB_DoesHitOtherActor(&pActors[actor_id], v4, 0) ) - { - dmgToRecv = pActors[PID_ID(attacker_id)]._43B3E0_CalcDamage(a4); - if ( pActors[PID_ID(attacker_id)].pActorBuffs[ACTOR_BUFF_SHRINK].uExpireTime > 0 ) - { - if ( pActors[PID_ID(attacker_id)].pActorBuffs[ACTOR_BUFF_SHRINK].uPower ) - dmgToRecv = dmgToRecv / pActors[PID_ID(attacker_id)].pActorBuffs[ACTOR_BUFF_SHRINK].uPower; - } - if ( pActors[actor_id].pActorBuffs[ACTOR_BUFF_STONED].uExpireTime > 0 ) - dmgToRecv = 0; - if ( a4 == 0 ) - v12 = pActors[PID_ID(attacker_id)].pMonsterInfo.uAttack1Type; - else if ( a4 == 1 ) - { - v12 = pActors[PID_ID(attacker_id)].pMonsterInfo.uAttack2Type; - if ( SHIDWORD(pActors[actor_id].pActorBuffs[ACTOR_BUFF_SHIELD].uExpireTime) > 0 ) - dmgToRecv = dmgToRecv / 2; - } - else if ( a4 == 2 ) - v12 = pSpellStats->pInfos[pActors[actor_id].pMonsterInfo.uSpell1ID].uSchool; - else if ( a4 == 3 ) - v12 = pSpellStats->pInfos[pActors[actor_id].pMonsterInfo.uSpell2ID].uSchool; - else if ( a4 == 4 ) - v12 = pActors[PID_ID(attacker_id)].pMonsterInfo.field_3C_some_special_attack; - else - v12 = 4; - finalDmg = pActors[actor_id].CalcMagicalDamageToActor((DAMAGE_TYPE)v12, dmgToRecv); - pActors[actor_id].sCurrentHP -= finalDmg; - if ( finalDmg ) - { - if ( pActors[actor_id].sCurrentHP > 0 ) - Actor::AI_Stun(actor_id, attacker_id, 0); - else - Actor::Die(actor_id); - Actor::AggroSurroundingPeasants(actor_id, 0); - pushDistance = 20 * finalDmg / pActors[actor_id].pMonsterInfo.uHP; - if ( pushDistance > 10 ) - pushDistance = 10; - if ( !MonsterStats::BelongsToSupertype(pActors[actor_id].pMonsterInfo.uID, MONSTER_SUPERTYPE_TREANT) ) - { - pVelocity->x = (int32)fixpoint_mul(pushDistance, pVelocity->x); - pVelocity->y = (int32)fixpoint_mul(pushDistance, pVelocity->y); - pVelocity->z = (int32)fixpoint_mul(pushDistance, pVelocity->z); - pActors[actor_id].vVelocity.x = 50 * LOWORD(pVelocity->x); - pActors[actor_id].vVelocity.y = 50 * LOWORD(pVelocity->y); - pActors[actor_id].vVelocity.z = 50 * LOWORD(pVelocity->z); - } - Actor::AddBloodsplatOnDamageOverlay(actor_id, 1, finalDmg); - } - else - Actor::AI_Stun(actor_id, attacker_id, 0); - return; - } - } - } -} - -//----- (0044FD29) -------------------------------------------------------- -void Actor::SummonMinion( int summonerId ) -{ - unsigned __int8 extraSummonLevel; // al@1 - int summonMonsterBaseType; // esi@1 - int v5; // edx@2 - int v7; // edi@10 - Actor *actor; // esi@10 - MonsterInfo *v9; // ebx@10 - //MonsterDesc *v10; // edi@10 - int v13; // ebx@10 - int v15; // edi@10 - int v17; // ebx@10 - unsigned int v19; // qax@10 - int result; // eax@13 - unsigned int monsterId; // [sp+10h] [bp-18h]@8 - int v27; // [sp+18h] [bp-10h]@10 - int actorSector; // [sp+1Ch] [bp-Ch]@8 - - - actorSector = 0; - if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) - actorSector = pIndoor->GetSector(this->vPosition.x, this->vPosition.y, this->vPosition.z); - - v19 = this->uAlly; - if ( !this->uAlly ) - { - monsterId = this->pMonsterInfo.uID - 1; - v19 = (uint)(monsterId * 0.33333334); - } - v27 = uCurrentlyLoadedLevelType == LEVEL_Outdoor ? 128 : 64; - v13 = rand() % 2048; - v15 = fixpoint_mul(stru_5C6E00->Cos(v13), v27) + this->vPosition.x; - v17 = fixpoint_mul(stru_5C6E00->Sin(v13), v27) + this->vPosition.y; - - if (uCurrentlyLoadedLevelType == LEVEL_Indoor) - { - result = pIndoor->GetSector(v15, v17, this->vPosition.z); - if (result != actorSector) - return; - result = BLV_GetFloorLevel(v15, v17, v27, result, &monsterId); - if (result != -30000) - return; - if (abs(result - v27) > 1024) - return; - } - - extraSummonLevel = this->pMonsterInfo.uSpecialAbilityDamageDiceRolls; - summonMonsterBaseType = this->pMonsterInfo.field_3C_some_special_attack; - if ( extraSummonLevel ) - { - if ( extraSummonLevel >= 1 && extraSummonLevel <= 3 ) - summonMonsterBaseType = summonMonsterBaseType + extraSummonLevel - 1; - } - else - { - v5 = rand() % 100; - if ( v5 >= 90 ) - summonMonsterBaseType += 2; - else if ( v5 >= 60 ) - summonMonsterBaseType += 1; - } - v7 = summonMonsterBaseType - 1; - actor = &pActors[uNumActors]; - v9 = &pMonsterStats->pInfos[v7 + 1]; - pActors[uNumActors].Reset(); - strcpy(actor->pActorName, v9->pName); - actor->sCurrentHP = LOWORD(v9->uHP); - memcpy(&actor->pMonsterInfo, v9, sizeof(actor->pMonsterInfo)); - actor->word_000086_some_monster_id = summonMonsterBaseType; - actor->uActorRadius = pMonsterList->pMonsters[v7].uMonsterRadius; - actor->uActorHeight = pMonsterList->pMonsters[v7].uMonsterHeight; - actor->pMonsterInfo.uTreasureDiceRolls = 0; - actor->pMonsterInfo.uTreasureType = 0; - actor->pMonsterInfo.uExp = 0; - actor->uMovementSpeed = pMonsterList->pMonsters[v7].uMovementSpeed; - - actor->vInitialPosition.x = v15; - actor->vInitialPosition.y = v17; - actor->vInitialPosition.z = this->vPosition.z; - actor->vPosition.x = v15; - actor->vPosition.y = v17; - actor->vPosition.z = this->vPosition.z; - - actor->uTetherDistance = 256; - actor->uSectorID = actorSector; - actor->PrepareSprites(0); - actor->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Friendly; - actor->uAlly = v19; - actor->uCurrentActionTime = 0; - actor->uGroup = this->uGroup; - actor->uAIState = Summoned; - actor->uCurrentActionLength = 256; - actor->UpdateAnimation(); - - ++uNumActors; - ++this->pMonsterInfo.uSpecialAbilityDamageDiceBonus; - if ( ActorEnemy()) - actor->uAttributes |= ACTOR_AGGRESSOR; - actor->uSummonerID = PID(OBJECT_Actor,summonerId); - -} -// 46DF1A: using guessed type int __fastcall 46DF1A_collide_against_actor(int, int); -//----- (0046DF1A) -------------------------------------------------------- -bool Actor::_46DF1A_collide_against_actor( int a1, int a2 ) -{ - Actor *v2; // edi@1 - unsigned __int16 v3; // ax@1 - int v4; // esi@6 - int v8; // ecx@14 - int v9; // eax@14 - int v10; // ebx@14 - int v11; // esi@14 - int v12; // ebx@15 - int v13; // ebx@17 - - v2 = &pActors[a1]; - v3 = v2->uAIState; - if ( v3 == Removed || v3 == Dying || v3 == Disabled || v3 == Dead || v3 == Summoned ) - return 0; - v4 = v2->uActorRadius; - if ( a2 ) - v4 = a2; - - if (stru_721530.sMaxX > v2->vPosition.x + v4 || - stru_721530.sMinX < v2->vPosition.x - v4 || - stru_721530.sMaxY > v2->vPosition.y + v4 || - stru_721530.sMinY < v2->vPosition.y - v4 || - stru_721530.sMaxZ > v2->vPosition.z + v2->uActorHeight || - stru_721530.sMinZ < v2->vPosition.z) - { - return false; - } - v8 = v2->vPosition.x - stru_721530.normal.x; - v9 = v2->vPosition.y - stru_721530.normal.y; - v10 = stru_721530.prolly_normal_d + v4; - v11 = (v8 * stru_721530.direction.y - v9 * stru_721530.direction.x) >> 16; - v12 = (v8 * stru_721530.direction.x + v9 * stru_721530.direction.y) >> 16; - if ( abs(v11) > v10 || v12 <= 0) - return false; - if (fixpoint_mul(stru_721530.direction.z, v12) + stru_721530.normal.z < v2->vPosition.z) - return false; - - v13 = v12 - integer_sqrt(v10 * v10 - v11 * v11); - if ( v13 < 0 ) - v13 = 0; - if ( v13 < stru_721530.field_7C ) - { - stru_721530.field_7C = v13; - stru_721530.uFaceID = PID(OBJECT_Actor,a1); - } - return true; -} -//----- (00401A91) -------------------------------------------------------- -void Actor::UpdateActorAI() -{ - signed int v4; // edi@10 - signed int sDmg; // eax@14 - Player *pPlayer; // ecx@21 - Actor *pActor; // esi@34 - //unsigned __int16 v22; // ax@86 - unsigned int v27; // ecx@123 - unsigned int v28; // eax@123 - int v33; // eax@144 - int v34; // eax@147 - char v35; // al@150 - unsigned int v36; // edi@152 - signed int v37; // eax@154 - double v42; // st7@176 - double v43; // st6@176 - int v45; // eax@192 - unsigned __int8 v46; // cl@197 - signed int v47; // st7@206 - uint v58; // st7@246 - unsigned int v65; // [sp-10h] [bp-C0h]@144 - int v70; // [sp-10h] [bp-C0h]@213 - AIDirection v72; // [sp+0h] [bp-B0h]@246 - AIDirection a3; // [sp+1Ch] [bp-94h]@129 - int target_pid_type; // [sp+70h] [bp-40h]@83 - signed int a1; // [sp+74h] [bp-3Ch]@129 - int v78; // [sp+78h] [bp-38h]@79 - AIDirection* pDir; // [sp+7Ch] [bp-34h]@129 - float radiusMultiplier; // [sp+98h] [bp-18h]@33 - int v81; // [sp+9Ch] [bp-14h]@100 - signed int target_pid; // [sp+ACh] [bp-4h]@83 - AIState uAIState; - uint v38; - - //Build AI array - if ( uCurrentlyLoadedLevelType == LEVEL_Outdoor) - Actor::MakeActorAIList_ODM(); - else - Actor::MakeActorAIList_BLV(); - - //Armageddon damage mechanic - if ( uCurrentlyLoadedLevelType != LEVEL_Indoor && pParty->armageddon_timer > 0 ) - { - if ( pParty->armageddon_timer > 417 ) - pParty->armageddon_timer = 0; - else - { - pParty->sRotationY = (stru_5C6E00->uIntegerDoublePi - 1) & (pParty->sRotationY + rand() % 16 - 8); - pParty->sRotationX = pParty->sRotationX + rand() % 16 - 8; - if ( pParty->sRotationX > 128) - pParty->sRotationX = 128; - else if ( pParty->sRotationX < -128 ) - pParty->sRotationX = -128; - - pParty->uFlags |= 2u; - pParty->armageddon_timer -= pMiscTimer->uTimeElapsed; - v4 = pParty->armageddonDamage + 50; - if ( pParty->armageddon_timer <= 0 ) - { - pParty->armageddon_timer = 0; - for(size_t i = 0; i < uNumActors; i++) - { - pActor=&pActors[i]; - if ( pActor->CanAct() ) - { - sDmg = pActor->CalcMagicalDamageToActor((DAMAGE_TYPE)5, v4); - pActor->sCurrentHP -= sDmg; - if ( sDmg ) - { - if ( pActor->sCurrentHP >= 0 ) - Actor::AI_Stun(i, 4, 0); - else - { - Actor::Die(i); - if ( pActor->pMonsterInfo.uExp ) - pParty->GivePartyExp(pMonsterStats->pInfos[pActor->pMonsterInfo.uID].uExp); - } - } - } - } - for(int i = 1; i <= 4; i++) - { - pPlayer = pPlayers[i]; - if ( !pPlayer->pConditions[Condition_Dead] && !pPlayer->pConditions[Condition_Pertified] && !pPlayer->pConditions[Condition_Eradicated] ) - pPlayer->ReceiveDamage(v4, DMGT_MAGICAL); - } - } - if (pTurnEngine->pending_actions) - --pTurnEngine->pending_actions; - } - } - - //Turn-based mode: return - if (pParty->bTurnBasedModeOn) - { - pTurnEngine->AITurnBasedAction(); - return; - } - - for (uint i = 0; i < uNumActors; ++i) - { - pActor = &pActors[i]; - ai_near_actors_targets_pid[i] = OBJECT_Player; - - //Skip actor if: Dead / Removed / Disabled / uAttributes & 0x0400 - if (pActor->uAIState == Dead || pActor->uAIState == Removed || pActor->uAIState == Disabled || pActor->uAttributes & ACTOR_ALIVE) - continue; - - //Kill actor if HP == 0 - if (!pActor->sCurrentHP && pActor->uAIState != Dying) - Actor::Die(i); - - //Kill buffs if expired - for (uint j = 0; j < 22; ++j) - { - if (j != 10) - pActor->pActorBuffs[j].IsBuffExpiredToTime(pParty->uTimePlayed); - } - - //If shrink expired: reset height - if (pActor->pActorBuffs[ACTOR_BUFF_SHRINK].uExpireTime < 0) - pActor->uActorHeight = pMonsterList->pMonsters[pActor->pMonsterInfo.uID - 1].uMonsterHeight; - - //If Charm still active: make actor friendly - if (pActor->pActorBuffs[ACTOR_BUFF_CHARM].uExpireTime > 0) - pActor->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Friendly; - //Else: reset hostilty - else if (pActor->pActorBuffs[ACTOR_BUFF_CHARM].uExpireTime < 0) - pActor->pMonsterInfo.uHostilityType = pMonsterStats->pInfos[pActor->pMonsterInfo.uID].uHostilityType; - - //If actor Paralyzed or Stoned: skip - if (pActor->pActorBuffs[ACTOR_BUFF_PARALYZED].uExpireTime > 0 || pActor->pActorBuffs[ACTOR_BUFF_STONED].uExpireTime > 0) - continue; - - //Calculate RecoveryTime - pActor->pMonsterInfo.uRecoveryTime = max(pActor->pMonsterInfo.uRecoveryTime - pMiscTimer->uTimeElapsed, 0); - - pActor->uCurrentActionTime += pMiscTimer->uTimeElapsed; - if (pActor->uCurrentActionTime < pActor->uCurrentActionLength) - continue; - - if (pActor->uAIState == Dying) - pActor->uAIState = Dead; - else - { - if (pActor->uAIState != Summoned) - { - Actor::AI_StandOrBored(i, OBJECT_Player, 256, nullptr); - continue; - } - pActor->uAIState = Standing; - } - - pActor->uCurrentActionTime = 0; - pActor->uCurrentActionLength = 0; - pActor->UpdateAnimation(); - } - - for(v78 = 0; v78 < ai_arrays_size; ++v78) - { - uint actor_id = ai_near_actors_ids[v78]; - assert(actor_id < uNumActors); - - pActor = &pActors[actor_id]; - - v47 = (signed int)(pActor->pMonsterInfo.uRecoveryTime * 2.133333333333333); - - Actor::_SelectTarget(actor_id, &ai_near_actors_targets_pid[actor_id], true); - - if (pActor->pMonsterInfo.uHostilityType && !ai_near_actors_targets_pid[actor_id]) - pActor->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Friendly; - - target_pid = ai_near_actors_targets_pid[actor_id]; - target_pid_type = PID_TYPE(target_pid); - - if ( target_pid_type == OBJECT_Actor) - radiusMultiplier = 0.5; - else - radiusMultiplier = 1.0; - - //v22 = pActor->uAIState; - if ( pActor->uAIState == Dying || pActor->uAIState == Dead || pActor->uAIState == Removed - || pActor->uAIState == Disabled || pActor->uAIState == Summoned) - continue; - - if ( !pActor->sCurrentHP ) - Actor::Die(actor_id); - - for( int i = 0;i < 22; i++ ) - { - if ( i != 10 ) - pActor->pActorBuffs[i].IsBuffExpiredToTime(pParty->uTimePlayed); - } - - if ( pActor->pActorBuffs[ACTOR_BUFF_SHRINK].uExpireTime < 0 ) - pActor->uActorHeight = pMonsterList->pMonsters[pActor->pMonsterInfo.uID - 1].uMonsterHeight; - if ( pActor->pActorBuffs[ACTOR_BUFF_CHARM].uExpireTime > 0 ) - pActor->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Friendly; - else if ( pActor->pActorBuffs[ACTOR_BUFF_CHARM].uExpireTime < 0 ) - pActor->pMonsterInfo.uHostilityType = pMonsterStats->pInfos[pActor->pMonsterInfo.uID].uHostilityType; - - //If actor is summoned and buff expired: continue and set state to Removed - if ( pActor->pActorBuffs[ACTOR_BUFF_SUMMONED].uExpireTime < 0 ) - { - pActor->uAIState = Removed; - continue; - } - - if ( (signed __int64)pActor->pActorBuffs[ACTOR_BUFF_STONED].uExpireTime > 0 || (signed __int64)pActor->pActorBuffs[ACTOR_BUFF_PARALYZED].uExpireTime > 0) - { - continue; - } - - v27 = pMiscTimer->uTimeElapsed; - v28 = pActor->pMonsterInfo.uRecoveryTime; - pActor->uCurrentActionTime += pMiscTimer->uTimeElapsed; - - if ( (signed int)v28 > 0 ) - pActor->pMonsterInfo.uRecoveryTime = v28 - v27; - if ( pActor->pMonsterInfo.uRecoveryTime < 0 ) - pActor->pMonsterInfo.uRecoveryTime = 0; - if ( !pActor->ActorNearby() ) - pActor->uAttributes |= ACTOR_NEARBY; - - a1 = PID(OBJECT_Actor,actor_id); - Actor::GetDirectionInfo(PID(OBJECT_Actor,actor_id), target_pid, &a3, 0); - pDir = &a3; - uAIState = pActor->uAIState; - - if ( pActor->pMonsterInfo.uHostilityType == MonsterInfo::Hostility_Friendly - || (signed int)pActor->pMonsterInfo.uRecoveryTime > 0 - || radiusMultiplier * 307.2 < pDir->uDistance - || uAIState != Pursuing && uAIState != Standing && uAIState != Tethered && uAIState != Fidgeting - && !pActor->pMonsterInfo.uMissleAttack1Type || uAIState != Stunned ) - { - if ( (signed int)pActor->uCurrentActionTime < pActor->uCurrentActionLength ) - continue; - else if ( pActor->uAIState == AttackingMelee ) - { - v35 = pActor->special_ability_use_check(actor_id); - AttackerInfo.Add(a1, 5120, pActor->vPosition.x, pActor->vPosition.y, pActor->vPosition.z + ((signed int)pActor->uActorHeight >> 1), v35, 1 ); - } - else if ( pActor->uAIState == AttackingRanged1 ) - { - v34 = pActor->pMonsterInfo.uMissleAttack1Type; - Actor::AI_RangedAttack(actor_id, pDir, v34, 0); - } - else if ( pActor->uAIState == AttackingRanged2 ) - { - v34 = pActor->pMonsterInfo.uMissleAttack2Type; - Actor::AI_RangedAttack(actor_id, pDir, v34, 1); - } - else if ( pActor->uAIState == AttackingRanged3 ) - { - v65 = pActor->pMonsterInfo.uSpellSkillAndMastery1; - v33 = pActor->pMonsterInfo.uSpell1ID; - Actor::AI_SpellAttack(actor_id, pDir, v33, 2, v65); - } - else if ( pActor->uAIState == AttackingRanged4 ) - { - v65 = pActor->pMonsterInfo.uSpellSkillAndMastery2; - v33 = pActor->pMonsterInfo.uSpell2ID; - Actor::AI_SpellAttack(actor_id, pDir, v33, 3, v65); - } - } - - v36 = pDir->uDistance; - - if ( pActor->pMonsterInfo.uHostilityType == MonsterInfo::Hostility_Friendly) - { - if ( target_pid_type == OBJECT_Actor ) - { - v36 = pDir->uDistance; - v37 =pFactionTable->relations[(pActor->pMonsterInfo.uID-1) / 3 + 1][(pActors[PID_ID(target_pid)].pMonsterInfo.uID - 1) / 3 + 1]; - } - else - v37 = 4; - v38 = 0; - if ( v37 == 2 ) - v38 = 1024; - else if ( v37 == 3 ) - v38 = 2560; - else if ( v37 == 4 ) - v38 = 5120; - if ( v37 >= 1 && v37 <= 4 && v36 < v38 || v37 == 1 ) - pActor->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Long; - } - - //If actor afraid: flee or if out of range random move - if (pActor->pActorBuffs[ACTOR_BUFF_AFRAID].uExpireTime > 0) - { - if ( (signed int)v36 >= 10240 ) - Actor::AI_RandomMove(actor_id, target_pid, 1024, 0); - else - Actor::AI_Flee(actor_id, target_pid, 0, pDir); - continue; - } - - if ( pActor->pMonsterInfo.uHostilityType == MonsterInfo::Hostility_Long && target_pid ) - { - if ( pActor->pMonsterInfo.uAIType == 1 ) - { - if ( pActor->pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_STAIONARY ) - Actor::AI_Stand(actor_id, target_pid, (uint)(pActor->pMonsterInfo.uRecoveryTime * 2.133333333333333), pDir); - else - { - Actor::AI_Flee(actor_id, target_pid, 0, pDir); - continue; - } - - } - if ( !(pActor->uAttributes & ACTOR_FLEEING) ) - { - if ( pActor->pMonsterInfo.uAIType == 2 || pActor->pMonsterInfo.uAIType == 3) - { - if ( pActor->pMonsterInfo.uAIType == 2 ) - v43 = (double)(signed int)pActor->pMonsterInfo.uHP * 0.2; - if ( pActor->pMonsterInfo.uAIType == 3 ) - v43 = (double)(signed int)pActor->pMonsterInfo.uHP * 0.1; - v42 = (double)pActor->sCurrentHP; - if ( v43 > v42 && (signed int)v36 < 10240 ) - { - Actor::AI_Flee(actor_id, target_pid, 0, pDir); - continue; - } - } - } - - v81 = v36 - pActor->uActorRadius; - if ( target_pid_type == OBJECT_Actor ) - v81 -= pActors[PID_ID(target_pid)].uActorRadius; - if ( v81 < 0 ) - v81 = 0; - rand(); - pActor->uAttributes &= ~ACTOR_UNKNOW5;//~0x40000 - if ( v81 < 5120 ) - { - v45 = pActor->special_ability_use_check(actor_id); - if ( v45 == 0 ) - { - if ( pActor->pMonsterInfo.uMissleAttack1Type ) - { - if ( (signed int)pActor->pMonsterInfo.uRecoveryTime <= 0 ) - Actor::AI_MissileAttack1(actor_id, target_pid, pDir); - else if ( pActor->pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_STAIONARY ) - Actor::AI_Stand(actor_id, target_pid, v47, pDir); - else - { - if ( radiusMultiplier * 307.2 > (double)v81 ) - Actor::AI_Stand(actor_id, target_pid, v47, pDir); - else - Actor::AI_Pursue1(actor_id, target_pid, actor_id, v47, pDir); - } - } - else - { - if ( (double)v81 >= radiusMultiplier * 307.2 ) - { - if (pActor->pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_STAIONARY) - Actor::AI_Stand(actor_id, target_pid, v47, pDir); - else if ( v81 >= 1024 )//monsters - Actor::AI_Pursue3(actor_id, target_pid, 0, pDir); - else - { - v70 = (signed int)(radiusMultiplier * 307.2); - //monsters - //guard after player runs away - // follow player - Actor::AI_Pursue2(actor_id, target_pid, 0, pDir, v70); - } - } - else if ( (signed int)pActor->pMonsterInfo.uRecoveryTime > 0 ) - { - Actor::AI_Stand(actor_id, target_pid, v47, pDir); - } - else - { - //monsters - Actor::AI_MeleeAttack(actor_id, target_pid, pDir); - } - } - continue; - } - else if ( v45 == 2 || v45 == 3 ) - { - if ( v45 == 2 ) - v46 = pActor->pMonsterInfo.uSpell1ID; - else - v46 = pActor->pMonsterInfo.uSpell2ID; - if ( v46 ) - { - if ( (signed int)pActor->pMonsterInfo.uRecoveryTime <= 0 ) - { - if ( v45 == 2 ) - Actor::AI_SpellAttack1(actor_id, target_pid, pDir); - else - Actor::AI_SpellAttack2(actor_id, target_pid, pDir); - } - else if ( radiusMultiplier * 307.2 > (double)v81 || pActor->pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_STAIONARY ) - Actor::AI_Stand(actor_id, target_pid, v47, pDir); - else - Actor::AI_Pursue1(actor_id, target_pid, actor_id, v47, pDir); - } - else - { - if ( (double)v81 >= radiusMultiplier * 307.2 ) - { - if ( pActor->pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_STAIONARY ) - Actor::AI_Stand(actor_id, target_pid, v47, pDir); - else if ( v81 >= 1024 ) - Actor::AI_Pursue3(actor_id, target_pid, 256, pDir); - else - { - v70 = (signed int)(radiusMultiplier * 307.2); - Actor::AI_Pursue2(actor_id, target_pid, 0, pDir, v70); - } - } - else if ( (signed int)pActor->pMonsterInfo.uRecoveryTime > 0 ) - { - Actor::AI_Stand(actor_id, target_pid, v47, pDir); - } - else - { - Actor::AI_MeleeAttack(actor_id, target_pid, pDir); - } - } - continue; - } - } - } - - if ( pActor->pMonsterInfo.uHostilityType != MonsterInfo::Hostility_Long || !target_pid || v81 >= 5120 || v45 != 1 ) - { - if ( pActor->pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_SHORT ) - Actor::AI_RandomMove(actor_id, 4, 1024, 0); - else if ( pActor->pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_MEDIUM ) - Actor::AI_RandomMove(actor_id, 4, 2560, 0); - else if ( pActor->pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_LONG ) - Actor::AI_RandomMove(actor_id, 4, 5120, 0); - else if ( pActor->pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_FREE ) - Actor::AI_RandomMove(actor_id, 4, 10240, 0); - else if ( pActor->pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_STAIONARY ) - { - Actor::GetDirectionInfo(a1, 4, &v72, 0); - v58 = (uint)(pActor->pMonsterInfo.uRecoveryTime * 2.133333333333333); - Actor::AI_Stand(actor_id, 4, v58, &v72); - } - } - else if ( !pActor->pMonsterInfo.uMissleAttack2Type ) - { - if ( (double)v81 >= radiusMultiplier * 307.2 ) - { - if ( pActor->pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_STAIONARY ) - Actor::AI_Stand(actor_id, target_pid, v47, pDir); - else if ( v81 >= 1024 ) - Actor::AI_Pursue3(actor_id, target_pid, 256, pDir); - else - { - v70 = (int)(radiusMultiplier * 307.2); - Actor::AI_Pursue2(actor_id, target_pid, 0, pDir, v70); - } - } - else if ( (signed int)pActor->pMonsterInfo.uRecoveryTime > 0 ) - Actor::AI_Stand(actor_id, target_pid, v47, pDir); - else - Actor::AI_MeleeAttack(actor_id, target_pid, pDir); - } - else if ( (signed int)pActor->pMonsterInfo.uRecoveryTime > 0 ) - { - if ( radiusMultiplier * 307.2 > (double)v81 || pActor->pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_STAIONARY ) - Actor::AI_Stand(actor_id, target_pid, v47, pDir); - else - Actor::AI_Pursue1(actor_id, target_pid, actor_id, v47, pDir); - } - else - Actor::AI_MissileAttack2(actor_id, target_pid, pDir); - } -} -//----- (0044665D) -------------------------------------------------------- -// uType: 0 -> any monster -// 1 -> uParam is GroupID -// 2 -> uParam is MonsterID -// 3 -> uParam is ActorID -// uNumAlive: 0 -> all must be alive -int __fastcall IsActorAlive(unsigned int uType, unsigned int uParam, unsigned int uNumAlive) -{ - unsigned int uAliveActors; // eax@6 - unsigned int uTotalActors; // [sp+0h] [bp-4h]@1 - - uTotalActors = 0; - if ( uType ) - { - if ( uType == 1 ) - uAliveActors = Actor::SearchActorByGroup(&uTotalActors, uParam); - else - { - if ( uType == 2 ) - uAliveActors = Actor::SearchActorByMonsterID(&uTotalActors, uParam); - else - { - if ( uType != 3 ) - return 0; - uAliveActors = Actor::SearchActorByID(&uTotalActors, uParam); - } - } - } - else - uAliveActors = Actor::SearchAliveActors(&uTotalActors); - - if (uNumAlive) - return uAliveActors >= uNumAlive; - else - return uTotalActors == uAliveActors; -} -//----- (00408B54) -------------------------------------------------------- -unsigned int Actor::SearchActorByID(unsigned int *pTotalActors, unsigned int a2) -{ - //int v4; // eax@1 - unsigned int result; // ebx@1 - - //v4 = GetAlertStatus(); - *pTotalActors = 0; - result = 0; - if ( (pActors[a2].uAttributes & ACTOR_UNKNOW7) == GetAlertStatus() ) - { - *pTotalActors = 1; - if ( pActors[a2].IsNotAlive() == 1 ) - result = 1; - } - return result; -} -//----- (00408AE7) -------------------------------------------------------- -unsigned int Actor::SearchActorByGroup(unsigned int *pTotalActors, unsigned int uGroup) -{ - unsigned int result; // [sp+10h] [bp-4h]@1 - - int v8 = GetAlertStatus(); - *pTotalActors = 0; - result = 0; - for ( uint i = 0; i < uNumActors; i++) - { - if ( (pActors[i].uAttributes & ACTOR_UNKNOW7) == v8 && pActors[i].uGroup == uGroup) - { - ++*pTotalActors; - if ( pActors[i].IsNotAlive() == 1 ) - ++result; - } - } - return result; -} -//----- (00408A7E) -------------------------------------------------------- -unsigned int Actor::SearchActorByMonsterID(unsigned int *pTotalActors, int uMonsterID) -{ - int v8; // [sp+Ch] [bp-8h]@1 - unsigned int result; // [sp+10h] [bp-4h]@1 - - v8 = GetAlertStatus(); - *pTotalActors = 0; - result = 0; - for ( uint i = 0; i < uNumActors; i++) - { - if ( (pActors[i].uAttributes & ACTOR_UNKNOW7) == v8 && pActors[i].pMonsterInfo.field_33 == uMonsterID) - { - ++*pTotalActors; - if ( pActors[i].IsNotAlive() == 1 ) - ++result; - } - } - return result; -} -//----- (00408A27) -------------------------------------------------------- -unsigned int Actor::SearchAliveActors(unsigned int *pTotalActors) -{ - int v2; // eax@1 - unsigned int result; // ebp@1 - - v2 = GetAlertStatus(); - result = 0; - *pTotalActors = 0; - for ( uint i = 0; i < uNumActors; i++) - { - if ( (pActors[i].uAttributes & ACTOR_UNKNOW7) == v2 ) - { - ++*pTotalActors; - if ( pActors[i].IsNotAlive() == 1 ) - ++result; - } - } - return result; -} -//----- (00408768) -------------------------------------------------------- -void Actor::InitializeActors() -{ - bool evil; // [sp+Ch] [bp-10h]@1 - bool bPit; // [sp+10h] [bp-Ch]@1 - bool good; // [sp+14h] [bp-8h]@1 - bool bCelestia; // [sp+18h] [bp-4h]@1 - - bCelestia = false; - bPit = false; - good = false; - evil = false; - if ( !_stricmp(pCurrentMapName, "d25.blv") )//the Celestia - bCelestia = true; - if ( !_stricmp(pCurrentMapName, "d26.blv") )//the Pit - bPit = true; - if (pParty->IsPartyGood()) - good = true; - if (pParty->IsPartyEvil()) - evil = true; - - Log::Warning(L"%S %S %u", __FILE__, __FUNCTION__, __LINE__); // ai_near_actors_targets_pid[i] for AI_Stand seems always 0; original code behaviour is identical - for (uint i = 0; i < uNumActors; ++i) - { - Actor* actor = &pActors[i]; - - if (actor->CanAct() || actor->uAIState == Disabled) - { - actor->vPosition.x = actor->vInitialPosition.x; - actor->vPosition.y = actor->vInitialPosition.y; - actor->vPosition.z = actor->vInitialPosition.z; - actor->sCurrentHP = actor->pMonsterInfo.uHP; - if (actor->uAIState != Disabled) - { - Actor::AI_Stand(i, ai_near_actors_targets_pid[i], actor->pMonsterInfo.uRecoveryTime, 0); - } - } - - actor->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Friendly; - - if (!bCelestia || good) - if (!bPit || evil) - if (actor->IsPeasant()) - actor->ResetAggressor();//~0x80000 - - actor->ResetHasItem();//~0x800000 - if (actor->uAttributes & ACTOR_UNKNOW9) - Actor::_4031C1_update_job_never_gets_called(i, pParty->uCurrentHour, 1); - } -} -//----- (00439474) -------------------------------------------------------- -void Actor::DamageMonsterFromParty(signed int a1, unsigned int uActorID_Monster, Vec3_int_ *pVelocity) -{ - SpriteObject *projectileSprite; // ebx@1 - Actor *pMonster; // esi@7 - unsigned __int16 v16; // cx@25 - int v33; // eax@100 - int v40; // ebx@107 - int extraRecoveryTime; // qax@125 - unsigned __int16 v43; // ax@132 - unsigned __int16 v45; // ax@132 - unsigned __int64 v46; // [sp+Ch] [bp-60h]@6 - char *pPlayerName; // [sp+18h] [bp-54h]@12 - char *pMonsterName; // [sp+1Ch] [bp-50h]@6 - signed int a4; // [sp+44h] [bp-28h]@1 - bool IsAdditionalDamagePossible; // [sp+50h] [bp-1Ch]@1 - int v61; // [sp+58h] [bp-14h]@1 - bool isLifeStealing; // [sp+5Ch] [bp-10h]@1 - int uDamageAmount; // [sp+60h] [bp-Ch]@1 - DAMAGE_TYPE attackElement; // [sp+64h] [bp-8h]@27 - - projectileSprite = 0; - uDamageAmount = 0; - a4 = 0; - v61 = 0; - IsAdditionalDamagePossible = false; - isLifeStealing = 0; - if ( PID_TYPE(a1) == OBJECT_Item) - { - projectileSprite = &pSpriteObjects[PID_ID(a1)]; - v61 = projectileSprite->field_60_distance_related_prolly_lod; - a1 = projectileSprite->spell_caster_pid; - } - if (PID_TYPE(a1) != OBJECT_Player) - return; - - assert(PID_ID(abs(a1)) < 4); - Player* player = &pParty->pPlayers[PID_ID(a1)]; - pMonster = &pActors[uActorID_Monster]; - if (pMonster->IsNotAlive()) - return; - - pMonster->uAttributes |= 0xC000; - if ( pMonster->uAIState == Fleeing ) - pMonster->uAttributes |= ACTOR_FLEEING; - bool hit_will_stun = false, - hit_will_paralyze = false; - if ( !projectileSprite ) - { - int main_hand_idx = player->pEquipment.uMainHand; - IsAdditionalDamagePossible = true; - if ( player->HasItemEquipped(EQUIP_TWO_HANDED) ) - { - uint main_hand_skill = player->GetMainHandItem()->GetPlayerSkillType(); - uint main_hand_mastery = SkillToMastery(player->pActiveSkills[main_hand_skill]); - switch (main_hand_skill) - { - case PLAYER_SKILL_STAFF: - if (main_hand_mastery >= 3) - { - if (rand() % 100 < (player->GetActualSkillLevel(PLAYER_SKILL_STAFF) & 0x3F)) // stun chance when mastery >= 3 - hit_will_stun = true; - } - break; - - case PLAYER_SKILL_MACE: - if (main_hand_mastery >= 3) - { - if (rand() % 100 < (player->GetActualSkillLevel(PLAYER_SKILL_MACE) & 0x3F)) - hit_will_stun = true; - } - if (main_hand_mastery >= 4) - { - if (rand() % 100 < (player->GetActualSkillLevel(PLAYER_SKILL_MACE) & 0x3F)) - hit_will_paralyze = true; - } - break; - } - } - attackElement = DMGT_PHISYCAL; - uDamageAmount = player->CalculateMeleeDamageTo(false, false, pMonster->pMonsterInfo.uID); - if ( !player->PlayerHitOrMiss(pMonster, v61, a4) ) - { - player->PlaySound(SPEECH_52, 0); - return; - } - } - else - { - v61 = projectileSprite->field_60_distance_related_prolly_lod; - if ( projectileSprite->spell_id != SPELL_DARK_SOULDRINKER ) - { - int d1 = abs(pParty->vPosition.x - projectileSprite->vPosition.x); - int d2 = abs(pParty->vPosition.y - projectileSprite->vPosition.y); - int d3 = abs(pParty->vPosition.z - projectileSprite->vPosition.z); - v61 = int_get_vector_length(d1, d2, d3); - - if ( v61 >= 5120 && !(pMonster->uAttributes & ACTOR_ALIVE) )//0x400 - return; - else if ( v61 >= 2560 ) - v61 = 2; - else - v61 = 1; - } - - switch (projectileSprite->spell_id) - { - case SPELL_LASER_PROJECTILE: - v16 = player->pActiveSkills[PLAYER_SKILL_BLASTER]; - v61 = 1; - if ( SkillToMastery(v16) >= 3 ) - a4 = player->pActiveSkills[PLAYER_SKILL_BLASTER] & 0x3F; - attackElement = DMGT_PHISYCAL; - uDamageAmount = player->CalculateMeleeDamageTo(true, true, 0); - if ( !player->PlayerHitOrMiss(pMonster, v61, a4) ) - { - player->PlaySound(SPEECH_52, 0); - return; - } - break; - case SPELL_101: - attackElement = DMGT_FIRE; - uDamageAmount = player->CalculateRangedDamageTo(0); - if ( pMonster->pActorBuffs[ACTOR_BUFF_SHIELD].uExpireTime > 0 ) - uDamageAmount >>= 1; - IsAdditionalDamagePossible = true; - if ( !player->PlayerHitOrMiss(pMonster, v61, a4) ) - { - player->PlaySound(SPEECH_52, 0); - return; - } - break; - case SPELL_EARTH_BLADES: - a4 = 5 * projectileSprite->spell_level; - attackElement = (DAMAGE_TYPE)player->GetSpellSchool(SPELL_EARTH_BLADES); - uDamageAmount = _43AFE3_calc_spell_damage(39, projectileSprite->spell_level, projectileSprite->spell_skill, pMonster->sCurrentHP); - if ( pMonster->pActorBuffs[ACTOR_BUFF_SHIELD].uExpireTime > 0 ) - uDamageAmount >>= 1; - IsAdditionalDamagePossible = false; - if ( !player->PlayerHitOrMiss( pMonster, v61, a4) ) - { - player->PlaySound(SPEECH_52, 0); - return; - } - break; - case SPELL_EARTH_STUN: - uDamageAmount = 0; - attackElement = DMGT_PHISYCAL; - hit_will_stun = 1; - if ( !player->PlayerHitOrMiss( pMonster, v61, a4) ) - { - player->PlaySound(SPEECH_52, 0); - return; - } - break; - case SPELL_BOW_ARROW: - attackElement = DMGT_PHISYCAL; - uDamageAmount = player->CalculateRangedDamageTo(pMonster->word_000086_some_monster_id); - if ( pMonster->pActorBuffs[ACTOR_BUFF_SHIELD].uExpireTime > 0 ) - uDamageAmount /= 2; - IsAdditionalDamagePossible = true; - if ( projectileSprite->stru_24.uItemID != 0 && projectileSprite->stru_24.uSpecEnchantmentType == 3 ) //of carnage - { - attackElement = DMGT_FIRE; - } - else if ( !player->PlayerHitOrMiss( pMonster, v61, a4) ) - { - player->PlaySound(SPEECH_52, 0); - return; - } - break; - - default: - attackElement = (DAMAGE_TYPE)player->GetSpellSchool(projectileSprite->spell_id); - IsAdditionalDamagePossible = false; - uDamageAmount = _43AFE3_calc_spell_damage(projectileSprite->spell_id, projectileSprite->spell_level, projectileSprite->spell_skill, pMonster->sCurrentHP); - break; - } - } - - if (player->IsWeak()) - uDamageAmount /= 2; - if ( pMonster->pActorBuffs[ACTOR_BUFF_STONED].uExpireTime > 0 ) - uDamageAmount = 0; - v61 = pMonster->CalcMagicalDamageToActor(attackElement, uDamageAmount); - if ( !projectileSprite && player->IsUnarmed() && player->pPlayerBuffs[PLAYER_BUFF_HAMMERHANDS].uExpireTime > 0 ) - { - v61 += pMonster->CalcMagicalDamageToActor((DAMAGE_TYPE)8, player->pPlayerBuffs[PLAYER_BUFF_HAMMERHANDS].uPower); - } - uDamageAmount = v61; - if ( IsAdditionalDamagePossible ) - { - if ( projectileSprite ) - { - a4 = projectileSprite->stru_24._439DF3_get_additional_damage((int*)&attackElement, &isLifeStealing); - if ( isLifeStealing && pMonster->sCurrentHP > 0 ) - { - player->sHealth += v61 / 5; - if ( player->sHealth > player->GetMaxHealth() ) - player->sHealth = player->GetMaxHealth(); - } - uDamageAmount += pMonster->CalcMagicalDamageToActor(attackElement, a4); - } - else - { - for (int i = 0; i < 2; i++) - { - if ( player->HasItemEquipped((ITEM_EQUIP_TYPE)i) ) - { - ItemGen* item; - if (i == 0) - item = player->GetOffHandItem(); - else - item = player->GetMainHandItem(); - a4 = item->_439DF3_get_additional_damage((int*)&attackElement, &isLifeStealing); - if ( isLifeStealing && pMonster->sCurrentHP > 0 ) - { - player->sHealth += v61 / 5; - if ( player->sHealth > player->GetMaxHealth() ) - player->sHealth = player->GetMaxHealth(); - } - uDamageAmount += pMonster->CalcMagicalDamageToActor(attackElement, a4); - } - } - } - } - pMonster->sCurrentHP -= uDamageAmount; - if ( uDamageAmount == 0 && !hit_will_stun ) - { - player->PlaySound(SPEECH_52, 0); - return; - } - if ( pMonster->sCurrentHP > 0 ) - { - Actor::AI_Stun(uActorID_Monster, a1, 0); - Actor::AggroSurroundingPeasants(uActorID_Monster, 1); - if ( bShowDamage ) - { - if ( projectileSprite ) - sprintfex(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[189], player->pName, pMonster->pActorName, uDamageAmount);// "%s shoots %s for %lu points" - else - sprintfex(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[164], player->pName, pMonster->pActorName, uDamageAmount);// "%s hits %s for %lu damage" - ShowStatusBarString(pTmpBuf.data(), 2u); - } - } - else - { - if ( pMonsterStats->pInfos[pMonster->pMonsterInfo.uID].bQuestMonster & 1 ) - { - if ( /*pRenderer->pRenderD3D &&*/ pGame->uFlags2 & GAME_FLAGS_2_DRAW_BLOODSPLATS ) - { - v33 = byte_4D864C && pGame->uFlags & 0x80000 ? 10 * pMonster->uActorRadius : pMonster->uActorRadius; - pDecalBuilder->AddBloodsplat((float)pMonster->vPosition.x, (float)pMonster->vPosition.y, (float)pMonster->vPosition.z, 1.0, 0.0, 0.0, (float)v33, 0, 0); - } - } - Actor::Die(uActorID_Monster); - Actor::ApplyFineForKillingPeasant(uActorID_Monster); - Actor::AggroSurroundingPeasants(uActorID_Monster, 1); - if ( pMonster->pMonsterInfo.uExp ) - pParty->GivePartyExp(pMonsterStats->pInfos[pMonster->pMonsterInfo.uID].uExp); - v40 = SPEECH_51; - if ( rand() % 100 < 20 ) - v40 = ((signed int)pMonster->pMonsterInfo.uHP >= 100) + 1; - player->PlaySound((PlayerSpeech)v40, 0); - if ( bShowDamage ) - { - pMonsterName = (char *)uDamageAmount; - pPlayerName = player->pName; // "%s inflicts %lu points killing %s" - sprintfex(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[175], player->pName, uDamageAmount, pMonster); - ShowStatusBarString(pTmpBuf.data(), 2u); - } - } - if ( pMonster->pActorBuffs[ACTOR_BUFF_PAIN_REFLECTION].uExpireTime > 0 - && uDamageAmount != 0 ) - player->ReceiveDamage(uDamageAmount, attackElement); - int knockbackValue = 20 * v61 / (signed int)pMonster->pMonsterInfo.uHP; - if ( (player->GetSpecialItemBonus(24) || hit_will_stun) && pMonster->DoesDmgTypeDoDamage(DMGT_EARTH) ) - { - extraRecoveryTime = 20; - knockbackValue = 10; - if ( !pParty->bTurnBasedModeOn ) - extraRecoveryTime = (int)(flt_6BE3A8_debug_recmod2 * 42.66666666666666); - pMonster->pMonsterInfo.uRecoveryTime += extraRecoveryTime; - if ( bShowDamage ) - { - pMonsterName = player->pName; // "%s stuns %s" - sprintfex(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[635], player->pName, pMonster); - ShowStatusBarString(pTmpBuf.data(), 2u); - } - } - if ( hit_will_paralyze && pMonster->CanAct() && pMonster->DoesDmgTypeDoDamage(DMGT_EARTH)) - { - v43 = player->GetActualSkillLevel(PLAYER_SKILL_MACE); - v45 = SkillToMastery(v43); - v46 = pParty->uTimePlayed + (signed int)(signed __int64)((double)(signed int)(7680 * (v43 & 0x3F)) * 0.033333335); - pMonster->pActorBuffs[ACTOR_BUFF_PARALYZED].Apply(v46, v45, 0, 0, 0); - if ( bShowDamage ) - { - pMonsterName = player->pName; // "%s paralyzes %s" - sprintfex(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[636], player->pName, pMonster); - ShowStatusBarString(pTmpBuf.data(), 2u); - } - } - if ( knockbackValue > 10 ) - knockbackValue = 10; - if ( !MonsterStats::BelongsToSupertype(pMonster->pMonsterInfo.uID, MONSTER_SUPERTYPE_TREANT) ) - { - pVelocity->x = fixpoint_mul(knockbackValue, pVelocity->x); - pVelocity->y = fixpoint_mul(knockbackValue, pVelocity->y); - pVelocity->z = fixpoint_mul(knockbackValue, pVelocity->z); - pMonster->vVelocity.x = 50 * LOWORD(pVelocity->x); - pMonster->vVelocity.y = 50 * LOWORD(pVelocity->y); - pMonster->vVelocity.z = 50 * LOWORD(pVelocity->z); - } - Actor::AddBloodsplatOnDamageOverlay(uActorID_Monster, 1, v61); -} -//----- (004BBF61) -------------------------------------------------------- -void Actor::Arena_summon_actor( int monster_id, __int16 x, int y, int z ) -{ - int v12; // ebx@7 - int v13; // eax@8 - __int16 v16; // [sp+10h] [bp-4h]@3 - - if (uNumActors < 500) - { - v16 = 0; - if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) - v16 = pIndoor->GetSector(x, y, z); - pActors[uNumActors].Reset(); - strcpy(pActors[uNumActors].pActorName, pMonsterStats->pInfos[monster_id].pName); - pActors[uNumActors].sCurrentHP = LOWORD(pMonsterStats->pInfos[monster_id].uHP); - memcpy(&pActors[uNumActors].pMonsterInfo, &pMonsterStats->pInfos[monster_id], 0x58u); - pActors[uNumActors].word_000086_some_monster_id = monster_id; - pActors[uNumActors].uActorRadius = pMonsterList->pMonsters[monster_id - 1].uMonsterRadius; - pActors[uNumActors].uActorHeight = pMonsterList->pMonsters[monster_id - 1].uMonsterHeight; - pActors[uNumActors].uMovementSpeed = pMonsterList->pMonsters[monster_id - 1].uMovementSpeed; - pActors[uNumActors].vInitialPosition.x = x; - pActors[uNumActors].vPosition.x = x; - pActors[uNumActors].uAttributes |= ACTOR_AGGRESSOR; - pActors[uNumActors].pMonsterInfo.uTreasureType = 0; - pActors[uNumActors].pMonsterInfo.uTreasureLevel = 0; - pActors[uNumActors].pMonsterInfo.uTreasureDiceSides = 0; - pActors[uNumActors].pMonsterInfo.uTreasureDiceRolls = 0; - pActors[uNumActors].pMonsterInfo.uTreasureDropChance = 0; - pActors[uNumActors].vInitialPosition.y = y; - pActors[uNumActors].vPosition.y = y; - pActors[uNumActors].vInitialPosition.z = z; - pActors[uNumActors].vPosition.z = z; - pActors[uNumActors].uTetherDistance = 256; - pActors[uNumActors].uSectorID = v16; - pActors[uNumActors].uGroup = 1; - pActors[uNumActors].pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Long; - pActors[uNumActors].PrepareSprites(0); - for ( int i = 0; i < 4; i++) - pSoundList->LoadSound(pMonsterList->pMonsters[monster_id - 1].pSoundSampleIDs[i], 0); - v12 = 0; - do - { - v13 = pSoundList->LoadSound(v12 + word_4EE088_sound_ids[pMonsterStats->pInfos[monster_id].uSpell1ID], 1); - v12++; - } - while ( v13 ); - ++uNumActors; - } -} -//----- (00426E10) -------------------------------------------------------- -int stru319::which_player_to_attack(Actor *pActor) -{ - signed int v2; // ebx@1 - bool flag; // edi@37 - int v22; // [sp+8h] [bp-140h]@3 - int Victims_list[60]; // [sp+48h] [bp-100h]@48 - int for_sex; // [sp+13Ch] [bp-Ch]@1 - int for_race; // [sp+140h] [bp-8h]@1 - int for_class; // [sp+144h] [bp-4h]@1 - - for_class = -1; - for_race = -1; - for_sex = -1; - v2 = 0; - if ( pActor->pMonsterInfo.uAttackPreference ) - { - for ( uint i = 0; i < 16; i++ ) - { - v22 = pActor->pMonsterInfo.uAttackPreference & (1 << i); - if ( v22 ) - { - switch ( v22 ) - { - case 1: - for_class = 0; - break; - case 2: - for_class = 12; - break; - case 4: - for_class = 16; - break; - case 8: - for_class = 28; - break; - case 16: - for_class = 24; - break; - case 32: - for_class = 32; - break; - case 64: - for_class = 20; - break; - case 128: - for_class = 4; - break; - case 256: - for_class = 8; - break; - case 512: - for_sex = 0; - break; - case 1024: - for_sex = 1; - break; - case 2048: - for_race = 0; - break; - case 4096: - for_race = 1; - break; - case 8192: - for_race = 3; - break; - case 16384: - for_race = 2; - break; - } - v2 = 0; - for ( uint j = 0; j < 4; ++j ) - { - flag = 0; - if ( for_class != -1 && for_class == pPlayers[j + 1]->classType ) - flag = true; - if ( for_sex != -1 && for_sex == pPlayers[j + 1]->uSex ) - flag = true; - if ( for_race != -1 && for_race == pPlayers[j + 1]->GetRace() ) - flag = true; - if ( flag == true ) - { - if ( !(pPlayers[j + 1]->pConditions[Condition_Paralyzed] | pPlayers[j + 1]->pConditions[Condition_Unconcious] - | pPlayers[j + 1]->pConditions[Condition_Dead] | pPlayers[j + 1]->pConditions[Condition_Pertified] | pPlayers[j + 1]->pConditions[Condition_Eradicated]) ) - Victims_list[v2++] = j; - } - } - } - } - if ( v2 ) - return Victims_list[rand() % v2]; - } - for ( uint i = 0; i < 4; ++i ) - { - if ( !(pPlayers[i + 1]->pConditions[Condition_Paralyzed] | pPlayers[i + 1]->pConditions[Condition_Unconcious] - | pPlayers[i + 1]->pConditions[Condition_Dead] | pPlayers[i + 1]->pConditions[Condition_Pertified] | pPlayers[i + 1]->pConditions[Condition_Eradicated]) ) - Victims_list[v2++] = i; - } - if ( v2 ) - return Victims_list[rand() % v2]; - else - return 0; -} -//----- (00427546) -------------------------------------------------------- -int stru319::_427546(int a2) -{ - int result; // eax@2 - - if (a2 >= 0) - { - if (a2 >= 1) - result = (a2 >= 2) + 2; - else - result = 1; - } - else - { - result = 0; - } - return result; -} -//----- (0042F184) -------------------------------------------------------- -int stru319::FindClosestActor(int pick_depth, int a3, int a4) -{ - int v4; // edi@1 - stru319 *v5; // esi@1 - int v6; // eax@2 - int v7; // eax@4 - // int result; // eax@5 - // int *v9; // edx@8 - // signed int v10; // ebx@10 - // int v11; // edi@11 - //Actor *v12; // esi@12 - //unsigned __int16 v13; // ax@12 - // int v14; // eax@22 - //char v15; // zf@30 - // int v16; // esi@32 - // int v17; // ecx@34 - // stru319 *v18; // eax@39 - // int v19; // edx@39 - // int v20; // ecx@41 - // unsigned __int16 v21; // ax@42 - // unsigned int v22; // [sp+8h] [bp-24h]@11 - //unsigned int v23; // [sp+Ch] [bp-20h]@7 - stru319 *v24; // [sp+10h] [bp-1Ch]@1 - // unsigned int v25; // [sp+14h] [bp-18h]@8 - // int *v26; // [sp+18h] [bp-14h]@8 - // int v27; // [sp+1Ch] [bp-10h]@10 - // int *v28; // [sp+20h] [bp-Ch]@10 - //unsigned int v29; // [sp+24h] [bp-8h]@7 - // int v30; // [sp+28h] [bp-4h]@6 - // int i; // [sp+38h] [bp+Ch]@33 - // signed int v32; // [sp+3Ch] [bp+10h]@32 - - v4 = 0; - v5 = this; - v24 = this; - //if ( pRenderer->pRenderD3D ) - { - v6 = a3 != 0; - if (a4) - LOBYTE(v6) = v6 | 8; - v7 = pGame->pVisInstance->PickClosestActor(OBJECT_Actor, pick_depth, v6, 657456, -1); - if (v7 != -1) - return (unsigned __int16)v7; - else return 0; - } - /*else // software impl - { - v30 = 0; - if ( pRenderer->pActiveZBuffer ) - { - if ( (signed int)viewparams->uScreen_topL_Y < (signed int)viewparams->uScreen_BttmR_Y ) - { - v9 = &pRenderer->pActiveZBuffer[viewparams->uScreen_topL_X + 640 * viewparams->uScreen_topL_Y]; - v26 = &pRenderer->pActiveZBuffer[viewparams->uScreen_topL_X + 640 * viewparams->uScreen_topL_Y]; - for ( v25 = viewparams->uScreen_BttmR_Y - viewparams->uScreen_topL_Y; v25; --v25 ) - { - if ( (signed int)viewparams->uScreen_topL_X < (signed int)viewparams->uScreen_BttmR_X ) - { - v28 = v9; - v10 = v4; - for ( v27 = viewparams->uScreen_BttmR_X - viewparams->uScreen_topL_X; v27; --v27 ) - { - v22 = *v28; - v11 = *v28 & 0xFFFF; - if (PID_TYPE(v11) == OBJECT_Actor) - { - if ( pActors[PID_ID(v11)].uAIState != Dead ) - { - if ( pActors[PID_ID(v11)].uAIState != Dying && pActors[PID_ID(v11)].uAIState != Removed - && pActors[PID_ID(v11)].uAIState != Summoned && pActors[PID_ID(v11)].uAIState != Disabled - && (!a3 || pActors[PID_ID(v11)].GetActorsRelation(0)) ) - { - if ( (!a4 || MonsterStats::BelongsToSupertype(pActors[PID_ID(v11)].pMonsterInfo.uID, MONSTER_SUPERTYPE_UNDEAD)) - && v22 <= pick_depth << 16 ) - { - v14 = 0; - if ( v10 > 0 ) - { - for ( v14; v14 < v30; ++v14 ) - { - if ( dword_50BDA0[v14] == v11 ) - break; - } - } - if ( v14 == v30 && v10 < 100 ) - { - ++v30; - dword_50BC10[v10] = v22; - dword_50BDA0[v10] = v11; - ++v10; - } - } - } - } - } - ++v28; - } - v4 = v30; - v5 = v24; - } - v9 = v26 + 640; - v26 += 640; - } - } - if ( v4 > 0 ) - { - v16 = (int)dword_50BC10.data(); - for ( v32 = 1; v32 - 1 < v4; ++v32 ) - { - for ( i = v32; i < v4; ++i ) - { - v17 = dword_50BC10[i]; - if ( dword_50BC10[i] < *(int *)v16 ) - { - dword_50BC10[i] = *(int *)v16; - *(int *)v16 = v17; - } - } - v16 += 4; - } - v5 = v24; - if ( v4 > 0 ) - { - v18 = v24; - for ( v19 = v4; v19; --v19 ) - { - *(int *)&v18->field_0 = (*(int *)&v18[(char *)dword_50BC10.data() - (char *)v24].field_0 >> 3) & 0x1FFF; - v18 += 4; - } - } - } - v20 = 0; - for ( *(int *)&v5[2000].field_0 = v4; v20 < v4; ++v20 ) - { - v21 = pActors[*(int *)&v5[4 * v20].field_0].uAIState; - if ( v21 != 4 && v21 != 5 ) - break; - } - if ( v20 != v4 ) - { - result = 8 * *(int *)&v5[4 * v20].field_0; - LOBYTE(result) = result | 3; - return result; - } - } - } - return 0;*/ -} - -//----- (0042F4DA) -------------------------------------------------------- -bool CheckActors_proximity() -{ - signed int distance; // edi@1 - int for_x; // ebx@5 - int for_y; // [sp+Ch] [bp-10h]@5 - int for_z; // [sp+10h] [bp-Ch]@5 - - - distance = 5120; - if ( uCurrentlyLoadedLevelType == LEVEL_Indoor) - distance = 2560; - - if ( (signed int)uNumActors <= 0 ) - return false; - for ( uint i = 0; i < (signed int)uNumActors; ++i ) - { - for_x = abs(pActors[i].vInitialPosition.x - pParty->vPosition.x); - for_y = abs(pActors[i].vInitialPosition.y - pParty->vPosition.y); - for_z = abs(pActors[i].vInitialPosition.z - pParty->vPosition.z); - if ( int_get_vector_length(for_x, for_y, for_z) < distance ) - { - if ( pActors[i].uAIState != Dead ) - { - if ( pActors[i].uAIState != Dying && pActors[i].uAIState != Removed - && pActors[i].uAIState != Disabled && pActors[i].uAIState != Summoned - && (pActors[i].ActorEnemy() || pActors[i].GetActorsRelation(0) ) ) - return true; - } - } - } - return false; -} - - -//----- (00426A5A) -------------------------------------------------------- -void Actor::LootActor() -{ - signed int v2; // edi@1 - unsigned __int8 v7; // al@30 - char *v9; // [sp-4h] [bp-3Ch]@10 - char *v10; // [sp-4h] [bp-3Ch]@31 - char *v11; // [sp-4h] [bp-3Ch]@38 - ItemGen Dst; // [sp+Ch] [bp-2Ch]@1 - bool itemFound; // [sp+30h] [bp-8h]@1 - int v14; // [sp+34h] [bp-4h]@1 - - pParty->sub_421B2C_PlaceInInventory_or_DropPickedItem(); - Dst.Reset(); - v2 = 0; - itemFound = false; - v14 = 0; - if ( !ActorHasItem() ) - { - for (uchar i = 0; i < this->pMonsterInfo.uTreasureDiceRolls; i++ ) - v14 += rand() % this->pMonsterInfo.uTreasureDiceSides + 1; - if ( v14 ) - { - pParty->PartyFindsGold(v14, 0); - viewparams->bRedrawGameUI = 1; - } - } - else - { - if ( this->ActorHasItems[3].uItemID != 0 && this->ActorHasItems[3].GetItemEquipType() == EQUIP_GOLD ) - { - v14 = this->ActorHasItems[3].uSpecEnchantmentType; - this->ActorHasItems[3].Reset(); - if ( v14 ) - { - pParty->PartyFindsGold(v14, 0); - viewparams->bRedrawGameUI = 1; - } - } - } - if ( this->uCarriedItemID ) - { - Dst.Reset(); - Dst.uItemID = this->uCarriedItemID; - v9 = pItemsTable->pItems[Dst.uItemID].pUnidentifiedName; - if ( v14 ) - sprintfex(pTmpBuf2.data(), pGlobalTXT_LocalizationStrings[490], v14, v9); - else - sprintfex(pTmpBuf2.data(), pGlobalTXT_LocalizationStrings[471], v9); - ShowStatusBarString(pTmpBuf2.data(), 2); - if ( Dst.GetItemEquipType() == 12 ) - { - Dst.uNumCharges = rand() % 6 + Dst.GetDamageMod() + 1; - Dst.uMaxCharges = Dst.uNumCharges; - } - if ( pItemsTable->pItems[Dst.uItemID].uEquipType == 14 && Dst.uItemID != 220 ) - Dst.uEnchantmentType = 2 * rand() % 4 + 2; - pItemsTable->SetSpecialBonus(&Dst); - if ( !pParty->AddItemToParty(&Dst) ) - pParty->SetHoldingItem(&Dst); - this->uCarriedItemID = 0; - if ( this->ActorHasItems[0].uItemID ) - { - if ( !pParty->AddItemToParty(this->ActorHasItems) ) - { - pParty->sub_421B2C_PlaceInInventory_or_DropPickedItem(); - pParty->SetHoldingItem(this->ActorHasItems); - } - this->ActorHasItems[0].Reset(); - } - if ( this->ActorHasItems[1].uItemID ) - { - if ( !pParty->AddItemToParty(&this->ActorHasItems[1]) ) - { - pParty->sub_421B2C_PlaceInInventory_or_DropPickedItem(); - pParty->SetHoldingItem(&this->ActorHasItems[1]); - } - this->ActorHasItems[1].Reset(); - } - this->Remove(); - return; - } - if ( this->ActorHasItem() ) - { - if ( this->ActorHasItems[3].uItemID ) - { - memcpy(&Dst, &this->ActorHasItems[3], sizeof(Dst)); - this->ActorHasItems[3].Reset(); - //v11 = pItemsTable->pItems[Dst.uItemID].pUnidentifiedName; - if ( v14 ) - sprintfex(pTmpBuf2.data(), pGlobalTXT_LocalizationStrings[490], v14, pItemsTable->pItems[Dst.uItemID].pUnidentifiedName); - else - sprintfex(pTmpBuf2.data(), pGlobalTXT_LocalizationStrings[471], pItemsTable->pItems[Dst.uItemID].pUnidentifiedName); - ShowStatusBarString(pTmpBuf2.data(), 2); - if ( !pParty->AddItemToParty(&Dst) ) - pParty->SetHoldingItem(&Dst); - itemFound = true; - } - } - else - { - if ( rand() % 100 < this->pMonsterInfo.uTreasureDropChance && (v7 = this->pMonsterInfo.uTreasureLevel) != 0 ) - { - pItemsTable->GenerateItem(v7, this->pMonsterInfo.uTreasureType, &Dst); - v10 = pItemsTable->pItems[Dst.uItemID].pUnidentifiedName; - if ( v14 ) - sprintfex(pTmpBuf2.data(), pGlobalTXT_LocalizationStrings[490], v14, v10);//Âû íàøëè ^I[%d] çîëîò^L[îé;ûõ;ûõ] è ïðåäìåò (%s)! - else - sprintfex(pTmpBuf2.data(), pGlobalTXT_LocalizationStrings[471], v10);//Âû íàøëè ^Pv[%s]! - ShowStatusBarString(pTmpBuf2.data(), 2); - if ( !pParty->AddItemToParty(&Dst) ) - pParty->SetHoldingItem(&Dst); - itemFound = true; - } - } - if ( this->ActorHasItems[0].uItemID ) - { - if ( !pParty->AddItemToParty(this->ActorHasItems) ) - { - pParty->sub_421B2C_PlaceInInventory_or_DropPickedItem(); - pParty->SetHoldingItem(this->ActorHasItems); - itemFound = true; - } - this->ActorHasItems[0].Reset(); - } - if ( this->ActorHasItems[1].uItemID ) - { - if ( !pParty->AddItemToParty(&this->ActorHasItems[1]) ) - { - pParty->sub_421B2C_PlaceInInventory_or_DropPickedItem(); - pParty->SetHoldingItem(&this->ActorHasItems[1]); - itemFound = true; - } - this->ActorHasItems[1].Reset(); - } - if ( !itemFound || rand() % 100 < 90 )//for repeatedly get gold and item - this->Remove(); -} - - -//----- (00427102) -------------------------------------------------------- -bool Actor::_427102_IsOkToCastSpell( signed int a2 ) -{ - switch(a2) - { - case SPELL_BODY_POWER_CURE: - { - if ( this->sCurrentHP >= (signed int)this->pMonsterInfo.uHP ) - return false; - return true; - } - case SPELL_LIGHT_DISPEL_MAGIC: - { - for (int i = 0; i < 20; i++) - { - if (pParty->pPartyBuffs[i].uExpireTime > 0) - return true; - } - for ( int i = 1; i <= 4; i++ ) - { - for ( int j = 0; j < 22; j++ ) - { - if (pPlayers[i]->pPlayerBuffs[j].uExpireTime > 0) - return true; - } - } - return false; - } - case SPELL_LIGHT_DAY_OF_PROTECTION: - { - return this->pActorBuffs[ACTOR_BUFF_DAY_OF_PROTECTION].uExpireTime <= 0; - break; - } - case SPELL_LIGHT_HOUR_OF_POWER: - { - return this->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uExpireTime <= 0; - break; - } - case SPELL_DARK_PAIN_REFLECTION: - { - return this->pActorBuffs[ACTOR_BUFF_PAIN_REFLECTION].uExpireTime <= 0; - break; - } - case SPELL_BODY_HAMMERHANDS: - { - return this->pActorBuffs[ACTOR_BUFF_PAIN_HAMMERHANDS].uExpireTime <= 0; - break; - } - case SPELL_FIRE_HASTE: - { - return this->pActorBuffs[ACTOR_BUFF_HASTE].uExpireTime <= 0; - break; - } - case SPELL_AIR_SHIELD: - { - return this->pActorBuffs[ACTOR_BUFF_SHIELD].uExpireTime <= 0; - break; - } - case SPELL_EARTH_STONESKIN: - { - return this->pActorBuffs[ACTOR_BUFF_STONESKIN].uExpireTime <= 0; - break; - } - case SPELL_SPIRIT_BLESS: - { - return this->pActorBuffs[ACTOR_BUFF_BLESS].uExpireTime <= 0; - break; - } - case SPELL_SPIRIT_FATE: - { - return this->pActorBuffs[ACTOR_BUFF_FATE].uExpireTime <= 0; - break; - } - case SPELL_SPIRIT_HEROISM: - { - return this->pActorBuffs[ACTOR_BUFF_HEROISM].uExpireTime <= 0; - break; - } - default: - return true; - } -} - - -//----- (0042704B) -------------------------------------------------------- -ABILITY_INDEX Actor::special_ability_use_check( int a2 ) -{ - signed int okToCastSpell1; // ebx@5 - signed int okToCastSpell2; // edi@5 - - if ( this->pMonsterInfo.uSpecialAbilityType == 2 - && this->pMonsterInfo.uSpecialAbilityDamageDiceBonus < 3 - && rand() % 100 < 5 ) - this->SummonMinion(a2); - okToCastSpell1 = this->_427102_IsOkToCastSpell(this->pMonsterInfo.uSpell1ID); - okToCastSpell2 = this->_427102_IsOkToCastSpell(this->pMonsterInfo.uSpell2ID); - if ( okToCastSpell1 && this->pMonsterInfo.uSpell1UseChance && rand() % 100 < this->pMonsterInfo.uSpell1UseChance ) - return ABILITY_SPELL1; - if ( okToCastSpell2 && this->pMonsterInfo.uSpell2UseChance && rand() % 100 < this->pMonsterInfo.uSpell2UseChance ) - return ABILITY_SPELL2; - if (this->pMonsterInfo.uAttack2Chance && rand() % 100 < this->pMonsterInfo.uAttack2Chance) - return ABILITY_ATTACK2; - return ABILITY_ATTACK1; -} - - - -//----- (004273BB) -------------------------------------------------------- -bool Actor::_4273BB_DoesHitOtherActor( Actor *defender, int a3, int a4 ) -{ - signed int v6; // ebx@1 - signed int v7; // esi@1 - int armorSum; // ebx@10 - signed int a2a; // [sp+18h] [bp+Ch]@1 - - v6 = defender->pMonsterInfo.uAC; - v7 = 0; - a2a = 0; - if ( defender->pActorBuffs[ACTOR_BUFF_SOMETHING_THAT_HALVES_AC].uExpireTime > 0 ) - v6 /= 2; - if ( defender->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uExpireTime > 0 ) - v7 = defender->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uPower; - if ( defender->pActorBuffs[ACTOR_BUFF_STONESKIN].uExpireTime > 0 && defender->pActorBuffs[ACTOR_BUFF_STONESKIN].uPower > v7 ) - v7 = defender->pActorBuffs[ACTOR_BUFF_STONESKIN].uPower; - armorSum = v7 + v6; - if ( this->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uExpireTime > 0 ) - a2a = this->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uPower; - if ( this->pActorBuffs[ACTOR_BUFF_BLESS].uExpireTime > 0 && this->pActorBuffs[ACTOR_BUFF_BLESS].uPower > a2a ) - a2a = this->pActorBuffs[ACTOR_BUFF_BLESS].uPower; - if ( this->pActorBuffs[ACTOR_BUFF_FATE].uExpireTime > 0 ) - { - a2a += this->pActorBuffs[ACTOR_BUFF_FATE].uPower; - this->pActorBuffs[ACTOR_BUFF_FATE].Reset(); - } - return rand() % (armorSum + 2 * this->pMonsterInfo.uLevel + 10) + a2a + 1 > armorSum + 5; -} - -//----- (004274AD) -------------------------------------------------------- -bool Actor::ActorHitOrMiss(Player *pPlayer) -{ - signed int v3; // edi@1 - signed int v4; // esi@8 - int v5; // esi@8 - - v3 = 0; - if ( this->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uExpireTime > 0 ) - v3 = this->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uPower; - if ( this->pActorBuffs[ACTOR_BUFF_BLESS].uExpireTime > 0 && this->pActorBuffs[ACTOR_BUFF_BLESS].uPower > v3 ) - v3 = this->pActorBuffs[ACTOR_BUFF_BLESS].uPower; - if ( this->pActorBuffs[ACTOR_BUFF_FATE].uExpireTime > 0 ) - { - v3 += this->pActorBuffs[ACTOR_BUFF_FATE].uPower; - this->pActorBuffs[ACTOR_BUFF_FATE].Reset(); - } - v4 = pPlayer->GetActualAC() + 2 * this->pMonsterInfo.uLevel + 10; - v5 = rand() % v4 + 1; - return (v3 + v5 > pPlayer->GetActualAC() + 5); -} - - -//----- (0042756B) -------------------------------------------------------- -int Actor::CalcMagicalDamageToActor(DAMAGE_TYPE dmgType, signed int incomingDmg) -{ - int v4; // edx@1 - int v5; // ecx@1 - signed int v6; // eax@4 - signed int result; // eax@17 - signed int v8; // esi@18 - - v4 = 0; - v5 = 0; - if ( this->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uExpireTime > 0 ) - v5 = this->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uPower; - switch ( dmgType ) - { - case DMGT_FIRE: - v6 = this->pMonsterInfo.uResFire; - v4 = v5; - break; - case DMGT_ELECTR: - v6 = this->pMonsterInfo.uResAir; - v4 = v5; - break; - case DMGT_COLD: - v6 = this->pMonsterInfo.uResWater; - v4 = v5; - break; - case DMGT_EARTH: - v6 = this->pMonsterInfo.uResEarth; - v4 = v5; - break; - case DMGT_PHISYCAL: - v6 = this->pMonsterInfo.uResPhysical; - break; - case DMGT_SPIRIT: - v6 = this->pMonsterInfo.uResSpirit; - break; - case DMGT_MIND: - v6 = this->pMonsterInfo.uResMind; - v4 = v5; - break; - case DMGT_BODY: - v6 = this->pMonsterInfo.uResBody; - v4 = v5; - break; - case DMGT_LIGHT: - v6 = this->pMonsterInfo.uResLight; - break; - case DMGT_DARK: - v6 = this->pMonsterInfo.uResDark; - break; - default: - v6 = 0; - break; - } - if ( v6 < 200 ) - { - v8 = v4 + v6 + 30; - for (int i = 0; i < 4; i++) - { - if ( rand() % v8 < 30 ) - break; - incomingDmg /= 2; - } - result = incomingDmg; - } - else - result = 0; - return result; -} - -//----- (00427662) -------------------------------------------------------- -bool Actor::DoesDmgTypeDoDamage(DAMAGE_TYPE uType) -{ - signed int resist; // esi@2 - bool result; // eax@13 - - switch ( uType ) - { - case 0: - resist = this->pMonsterInfo.uResFire; - break; - case 1: - resist = this->pMonsterInfo.uResAir; - break; - case 2: - resist = this->pMonsterInfo.uResWater; - break; - case 3: - resist = this->pMonsterInfo.uResEarth; - break; - case 4: - resist = this->pMonsterInfo.uResPhysical; - break; - case 6: - resist = this->pMonsterInfo.uResSpirit; - break; - case 7: - resist = this->pMonsterInfo.uResMind; - case 8: - resist = this->pMonsterInfo.uResBody; - break; - case 9: - resist = this->pMonsterInfo.uResLight; - break; - case 10: - resist = this->pMonsterInfo.uResDark; - break; - default: - return 1; - } - if ( resist < 200 ) - result = rand() % ((this->pMonsterInfo.uLevel >> 2) + resist + 30) < 30; - else - result = 0; - return result; -} - -//----- (00448A98) -------------------------------------------------------- -void __fastcall ToggleActorGroupFlag(unsigned int uGroupID, unsigned int uFlag, unsigned int bToggle) -{ - if ( uGroupID ) - { - if ( bToggle ) - { - for ( uint i = 0; i < (unsigned int)uNumActors; ++i ) - { - if ( pActors[i].uGroup == uGroupID ) - { - pActors[i].uAttributes |= uFlag; - if ( uFlag == 0x10000 ) - { - pActors[i].uAIState = Disabled; - pActors[i].UpdateAnimation(); - } - } - } - } - else - { - for ( uint i = 0; i < (unsigned int)uNumActors; ++i ) - { - if ( pActors[i].uGroup == uGroupID ) - { - if ( uFlag == 0x10000 ) - { - if ( pActors[i].uAIState != Dead ) - { - if ( pActors[i].uAIState != 4 && pActors[i].uAIState != 11 ) - pActors[i].uAIState = Standing; - } - } - LODWORD(pActors[i].uAttributes) &= ~uFlag; - } - } - } - } -} - -//----- (004014E6) -------------------------------------------------------- -void Actor::MakeActorAIList_ODM() -{ - int v1; // eax@4 - unsigned int v7; // ST20_4@10 - int distance; // edi@10 - int v10; // ebx@14 - int v21; // [sp+Ch] [bp-14h]@4 - int v22; // [sp+10h] [bp-10h]@4 - - pParty->uFlags &= 0xFFFFFFCF;//~0x30 - - ai_arrays_size = 0; - for (uint i = 0; i < uNumActors; ++i) - { - Actor* actor = &pActors[i]; - - actor->ResetAlive();//~0x400 - if (!actor->CanAct()) - { - actor->ResetActive(); - continue; - } - - v22 = abs(pParty->vPosition.z - actor->vPosition.z); - v21 = abs(pParty->vPosition.y - actor->vPosition.y); - v1 = abs(pParty->vPosition.x - actor->vPosition.x); - v7 = int_get_vector_length(v22, v21, v1); - distance = v7 - actor->uActorRadius; - if ( distance < 0 ) - distance = 0; - - if (distance < 5632) - { - actor->ResetHostile(); - if ( actor->ActorEnemy() || actor->GetActorsRelation(0) ) - { - //v11 = (pParty->uFlags & 0x10) == 0; - actor->uAttributes |= ACTOR_HOSTILE; - if (distance < 5120 ) - pParty->SetYellowAlert(); - if (distance < 307) - pParty->SetRedAlert(); - } - actor->uAttributes |= ACTOR_ACTIVE; - ai_near_actors_distances[ai_arrays_size] = distance; - ai_near_actors_ids[ai_arrays_size++] = i; - } - else - actor->ResetActive(); - } - - /* - result = v27; - if ( v27 > 0 ) - { - v14 = 0; - v15 = 1; - v26 = 1; - do - { - while ( 1 ) - { - v24 = v15; - if ( v15 >= result ) - break; - v16 = ai_near_actors_distances[v14]; - if ( v16 > ai_near_actors_distances[v15] ) - { - v17 = &ai_near_actors_ids[v15]; - v18 = ai_near_actors_ids[v14]; - ai_near_actors_ids[v14] = *v17; - *v17 = v18; - v15 = v24; - ai_near_actors_distances[v14] = ai_near_actors_distances[v24]; - ai_near_actors_distances[v24] = v16; - } - result = v27; - ++v15; - } - ++v14; - v15 = v26 + 1; - v26 = v15; - } - while ( v15 - 1 < result ); - }*/ - - for (uint i = 0; i < ai_arrays_size; ++i) - for (uint j = 0; j < i; ++j) - if (ai_near_actors_distances[j] > ai_near_actors_distances[i]) - { - int tmp = ai_near_actors_distances[j]; - ai_near_actors_distances[j] = ai_near_actors_distances[i]; - ai_near_actors_distances[i] = tmp; - - tmp = ai_near_actors_ids[j]; - ai_near_actors_ids[j] = ai_near_actors_ids[i]; - ai_near_actors_ids[i] = tmp; - } - - - if (ai_arrays_size > 30) - ai_arrays_size = 30; - - for (uint i = 0; i < ai_arrays_size; ++i) - pActors[ai_near_actors_ids[i]].uAttributes |= ACTOR_ALIVE;//0x400 -} - -//----- (004016FA) -------------------------------------------------------- -int Actor::MakeActorAIList_BLV() -{ - int v1; // eax@4 - int distance; // edi@10 - int v13; // edx@24 - int v15; // ebx@26 - unsigned int v17; // esi@27 - int v18; // ecx@31 - signed int v19; // edi@31 - signed int v25; // eax@40 - int j; // edi@45 - int v30; // eax@48 - int v37; // [sp+Ch] [bp-18h]@1 - int v38; // [sp+10h] [bp-14h]@4 - int v39; // [sp+14h] [bp-10h]@4 - int i; // [sp+18h] [bp-Ch]@31 - uint v45; // [sp+20h] [bp-4h]@1 - - // __debugbreak(); // refactor for blv ai - pParty->uFlags &= 0xFFFFFFCF;//~0x30 - v37 = pIndoor->GetSector(pParty->vPosition.x, pParty->vPosition.y, pParty->vPosition.z); - v45 = 0; - for ( uint i = 0; i < (signed int)uNumActors; ++i ) - { - pActors[i].ResetAlive();//~0x0400 - if ( !pActors[i].CanAct() ) - { - pActors[i].ResetActive(); - continue; - } - v1 = abs(pParty->vPosition.x - pActors[i].vPosition.x); - v38 = abs(pParty->vPosition.y - pActors[i].vPosition.y); - v39 = abs(pParty->vPosition.z - pActors[i].vPosition.z); - - distance = int_get_vector_length(v39, v38, v1) - pActors[i].uActorRadius; - if ( distance < 0 ) - distance = 0; - if ( distance < 10240 ) - { - pActors[i].ResetHostile();//~0x01000000 - if ( pActors[i].ActorEnemy() || pActors[i].GetActorsRelation(0) ) - { - pActors[i].uAttributes |= ACTOR_HOSTILE; - if ( !(pParty->uFlags & 0x10) && (double)distance < 307.2 ) - pParty->SetRedAlert(); - if ( !(pParty->uFlags & 0x20) && distance < 5120 ) - pParty->SetYellowAlert(); - } - ai_near_actors_distances[v45] = distance; - ai_near_actors_ids[v45] = i; - v45++; - } - else - pActors[i].ResetActive(); - } - v13 = 0; - if ( v45 > 0 ) - { - for ( uint i = 1; i < v45; i++ ) - { - for ( uint j = 1; j < v45; ++j ) - { - v15 = ai_near_actors_distances[v13]; - if ( ai_near_actors_distances[v13] > ai_near_actors_distances[j] ) - { - v17 = ai_near_actors_ids[v13]; - ai_near_actors_ids[v13] = ai_near_actors_ids[j]; - ai_near_actors_ids[j] = v17; - ai_near_actors_distances[v13] = ai_near_actors_distances[j]; - ai_near_actors_distances[j] = v15; - } - } - ++v13; - } - } - v18 = 0; - v19 = 0; - for ( i = 0; i < v45; i++ ) - { - if ( pActors[ai_near_actors_ids[i]].ActorNearby() - || sub_4070EF_prolly_detect_player(PID(OBJECT_Actor,ai_near_actors_ids[i]), 4) ) - { - pActors[ai_near_actors_ids[i]].uAttributes |= ACTOR_NEARBY; - ai_array_4F6638_actor_ids[v19] = ai_near_actors_ids[i]; - ai_array_4F5E68[v19++] = ai_near_actors_distances[i]; - if ( v19 >= 30 ) - break; - } - } - ai_arrays_size = v19; - if ( (signed int)uNumActors > 0 ) - { - for ( uint i = 0; i < (signed int)uNumActors; ++i ) - { - if ( pActors[i].CanAct() && pActors[i].uSectorID == v37 ) - { - v25 = 0; - if ( v19 <= 0 ) - { - pActors[i].uAttributes |= ACTOR_ACTIVE; - ai_array_4F6638_actor_ids[ai_arrays_size++] = i; - } - else - { - while ( ai_array_4F6638_actor_ids[v25] != i ) - { - ++v25; - if ( v25 >= v19 ) - { - pActors[i].uAttributes |= ACTOR_ACTIVE; - ai_array_4F6638_actor_ids[ai_arrays_size++] = i; - break; - } - } - } - } - } - } - for ( j = 0; j < v45; ++j ) - { - if ( pActors[ai_near_actors_ids[j]].uAttributes & 0xC000 && pActors[ai_near_actors_ids[j]].CanAct() ) - { - v30 = 0; - if ( ai_arrays_size <= 0 ) - ai_array_4F6638_actor_ids[ai_arrays_size++] = ai_near_actors_ids[j]; - else - { - while ( ai_array_4F6638_actor_ids[v30] != ai_near_actors_ids[j] ) - { - ++v30; - if ( v30 >= ai_arrays_size ) - { - ai_array_4F6638_actor_ids[ai_arrays_size++] = ai_near_actors_ids[j]; - break; - } - } - } - } - } - if ( ai_arrays_size > 30 ) - ai_arrays_size = 30; - memcpy(ai_near_actors_ids.data(), ai_array_4F6638_actor_ids.data(), 4 * ai_arrays_size); - memcpy(ai_near_actors_distances.data(), ai_array_4F5E68.data(), 4 * ai_arrays_size); - for ( uint i = 0; i < ai_arrays_size; i++ ) - pActors[ai_near_actors_ids[i]].uAttributes |= ACTOR_ALIVE;//0x400 - return ai_arrays_size; -} - - -//----- (004070EF) -------------------------------------------------------- -bool __fastcall sub_4070EF_prolly_detect_player(unsigned int uObjID, unsigned int uObj2ID) -{ - signed int v2; // eax@1 - int obj1_sector; // eax@4 - float v8; // ST24_4@5 - signed int v12; // eax@7 - int obj2_z; // edi@11 - int obj2_x; // esi@11 - int obj2_sector; // eax@13 - float v20; // ST24_4@14 - int dist_x; // ebx@16 - signed int dist_3d; // ecx@16 - int v25; // eax@18 - BLVFace *v29; // ebx@32 - Vec3_short_ *v30; // esi@32 - int v31; // eax@32 - int v32; // ST50_4@44 - int v33; // ST54_4@44 - int v34; // eax@44 - signed int v38; // esi@45 - __int16 next_sector; // bx@58 - int v47; // [sp+18h] [bp-50h]@20 - int v48; // [sp+1Ch] [bp-4Ch]@20 - int v49; // [sp+20h] [bp-48h]@20 - int dist_z; // [sp+24h] [bp-44h]@16 - signed int higher_z; // [sp+24h] [bp-44h]@27 - signed int lower_z; // [sp+28h] [bp-40h]@26 - signed int higher_y; // [sp+2Ch] [bp-3Ch]@23 - signed int lower_y; // [sp+30h] [bp-38h]@22 - signed int higher_x; // [sp+34h] [bp-34h]@21 - signed int lower_x; // [sp+38h] [bp-30h]@20 - signed int sectors_visited; // [sp+3Ch] [bp-2Ch]@28 - int v58; // [sp+44h] [bp-24h]@50 - int v59; // [sp+48h] [bp-20h]@44 - int obj2_y; // [sp+50h] [bp-18h]@11 - int obj1_x; // [sp+58h] [bp-10h]@4 - int obj1_y; // [sp+5Ch] [bp-Ch]@4 - int obj1_z; // [sp+60h] [bp-8h]@4 - int current_sector; // [sp+64h] [bp-4h]@7 - int dist_y; - int v70; - - v2 = PID_ID(uObjID); - switch( PID_TYPE(uObjID) ) - { - case OBJECT_Decoration: - obj1_x = pLevelDecorations[v2].vPosition.x; - obj1_y = pLevelDecorations[v2].vPosition.y; - obj1_z = pLevelDecorations[v2].vPosition.z; - obj1_sector = pIndoor->GetSector(obj1_x, obj1_y, obj1_z); - break; - case OBJECT_Actor: - obj1_x = pActors[v2].vPosition.x; - obj1_y = pActors[v2].vPosition.y; - v8 = (double)pActors[v2].uActorHeight * 0.69999999; - //v9 = v8 + 6.7553994e15; - //obj1_z = LODWORD(v9) + pActors[v2].vPosition.z; - obj1_z = (int)v8 + pActors[v2].vPosition.z; - obj1_sector = pActors[v2].uSectorID; - break; - case OBJECT_Item: - obj1_x = pSpriteObjects[v2].vPosition.x; - obj1_y = pSpriteObjects[v2].vPosition.y; - obj1_z = pSpriteObjects[v2].vPosition.z; - obj1_sector = pSpriteObjects[v2].uSectorID; - break; - default: - return 0; - } - v12 = PID_ID(uObj2ID); - switch( PID_TYPE(uObj2ID) ) - { - case OBJECT_Decoration: - obj2_z = pLevelDecorations[v12].vPosition.z; - obj2_x = pLevelDecorations[v12].vPosition.x; - obj2_y = pLevelDecorations[v12].vPosition.y; - obj2_sector = pIndoor->GetSector(obj2_x, obj2_y, obj2_z); - break; - case OBJECT_Player: - obj2_x = pParty->vPosition.x; - obj2_z = pParty->sEyelevel + pParty->vPosition.z; - obj2_y = pParty->vPosition.y; - obj2_sector = pIndoor->GetSector(pParty->vPosition.x, pParty->vPosition.y, pParty->sEyelevel + pParty->vPosition.z); - break; - case OBJECT_Actor: - obj2_y = pActors[v12].vPosition.y; - obj2_x = pActors[v12].vPosition.x; - v20 = (double)pActors[v12].uActorHeight * 0.69999999; - //v21 = v20 + 6.7553994e15; - //obj2_z = LODWORD(v21) + pActors[v12].vPosition.z; - obj2_z = (int)v20 + pActors[v12].vPosition.z; - obj2_sector = pActors[v12].uSectorID; - break; - case OBJECT_Item: - obj2_x = pSpriteObjects[v12].vPosition.x; - obj2_z = pSpriteObjects[v12].vPosition.z; - obj2_y = pSpriteObjects[v12].vPosition.y; - obj2_sector = pSpriteObjects[v12].uSectorID; - break; - default: - return 0; - } - dist_x = obj2_x - obj1_x; - dist_z = obj2_z - obj1_z; - dist_y = obj2_y - obj1_y; - dist_3d = integer_sqrt(dist_x * dist_x + dist_y * dist_y + dist_z * dist_z); - //range check - if ( dist_3d > 5120 ) - return 0; - if ( uCurrentlyLoadedLevelType == LEVEL_Outdoor) - return 1; - v25 = 65536; - if ( dist_3d ) - v25 = 65536 / dist_3d; - v49 = dist_x * v25; - v47 = dist_z * v25; - v48 = dist_y * v25; - if ( obj1_x < obj2_x ) - { - lower_x = obj1_x; - higher_x = obj2_x; - } - else - { - lower_x = obj2_x; - higher_x = obj1_x; - } - if ( obj1_y < obj2_y ) - { - lower_y = obj1_y; - higher_y = obj2_y; - } - else - { - lower_y = obj2_y; - higher_y = obj1_y; - } - if ( obj1_z < obj2_z ) - { - lower_z = obj1_z; - higher_z = obj2_z; - } - else - { - lower_z = obj2_z; - higher_z = obj1_z; - } - sectors_visited = 0; - //monster in same sector with player - if ( obj1_sector == obj2_sector ) - return 1; - //search starts from monster - current_sector = obj1_sector; - for( int current_portal = 0; current_portal < pIndoor->pSectors[current_sector].uNumPortals; current_portal++ ) - { - v29 = &pIndoor->pFaces[pIndoor->pSectors[current_sector].pPortals[current_portal]]; - v30 = &pIndoor->pVertices[*v29->pVertexIDs]; - v31 = v29->pFacePlane_old.vNormal.z * (v30->z - obj1_z) - + v29->pFacePlane_old.vNormal.y * (v30->y - obj1_y) - + v29->pFacePlane_old.vNormal.x * (v30->x - obj1_x); - - if ( current_sector != v29->uSectorID ) - v31 = -v31; - - if ( v31 >= 0 && v30->x != obj1_x && v30->y != obj1_y && v30->z != obj1_z) - continue; - - if( lower_x > v29->pBounding.x2 - || higher_x < v29->pBounding.x1 - || lower_y > v29->pBounding.y2 - || higher_y < v29->pBounding.y1 - || lower_z > v29->pBounding.z2 - || higher_z < v29->pBounding.z1 ) - { - continue; - } - - v32 = fixpoint_mul(v29->pFacePlane_old.vNormal.x,v49); - v34 = fixpoint_mul(v29->pFacePlane_old.vNormal.y,v48); - v33 = fixpoint_mul(v29->pFacePlane_old.vNormal.z,v47); - - v59 = v32 + v33 + v34; - if ( v59 ) - { - v70 = v29->pFacePlane_old.dist - + obj1_z * v29->pFacePlane_old.vNormal.z - + obj1_x * v29->pFacePlane_old.vNormal.x - + obj1_y * v29->pFacePlane_old.vNormal.y; - v38 = -v70; - - // if ( v59 <= 0 ^ v70 <= 0 ) - - /* TEMPORARY - if ( v59 <= 0 && v70 <= 0 ) - { - continue; - } - if ( !(v59 <= 0 && v70 <= 0) ) - { - continue; - } - */ - - if( abs(v38) >> 14 > abs(v59) ) - continue; - - v58 = fixpoint_div(v38,v59); - - if( v58 < 0 ) - continue; - - if(!sub_4075DB(obj1_x + ((fixpoint_mul(v49,v58) + 32768) >> 16), obj1_y + ((fixpoint_mul(v48,v58) + 32768) >> 16), - obj1_z + ((fixpoint_mul(v47,v58) + 32768) >> 16), v29) ) - { - continue; - } - - //if there is no next sector turn back - if ( v29->uSectorID == current_sector ) - next_sector = v29->uBackSectorID; - else - next_sector = v29->uSectorID; - - //no more portals, quit - if ( next_sector == current_sector ) - break; - - ++sectors_visited; - current_sector = next_sector; - - //found player, quit - if ( next_sector == obj2_sector ) - return 1; - - current_sector = next_sector; - - //did we hit limit for portals? - //does the next room have portals? - if ( sectors_visited < 30 && pIndoor->pSectors[current_sector].uNumPortals > 0) - { - current_portal=-1; - continue; - } - else - break; - } - } - //did we stop in the sector where player is? - if ( current_sector != obj2_sector ) - return 0; - return 1; -} - - -//----- (00450B0A) -------------------------------------------------------- -bool __fastcall SpawnActor(unsigned int uMonsterID) -{ - unsigned int v1; // ebx@1 - bool result; // eax@2 - unsigned int v6; // ecx@5 - Actor actor; // [sp+4h] [bp-350h]@5 - Vec3_int_ pOut; // [sp+348h] [bp-Ch]@5 - - v1 = uMonsterID; - if ( uNumActors == 499 ) - result = 0; - else - { - if ( (signed int)uMonsterID >= (signed int)pMonsterList->uNumMonsters ) - v1 = 0; - memset(&actor, 0, sizeof(Actor)); - strcpy(actor.pActorName, pMonsterStats->pInfos[v1 + 1].pName); - actor.sCurrentHP = LOWORD(pMonsterStats->pInfos[v1 + 1].uHP); - memcpy(&actor.pMonsterInfo, &pMonsterStats->pInfos[v1 + 1], sizeof(MonsterInfo)); - actor.word_000086_some_monster_id = v1 + 1; - actor.uActorRadius = pMonsterList->pMonsters[v1].uMonsterRadius; - actor.uActorHeight = pMonsterList->pMonsters[v1].uMonsterHeight; - actor.uMovementSpeed = pMonsterList->pMonsters[v1].uMovementSpeed; - - Vec3_int_::Rotate(200, pParty->sRotationY, 0, pParty->vPosition, &pOut.x, &pOut.z, &pOut.y); - actor.vInitialPosition.x = pOut.x; - actor.vPosition.x = pOut.x; - actor.uTetherDistance = 256; - actor.vInitialPosition.y = LOWORD(pOut.z); - actor.vPosition.y = LOWORD(pOut.z); - actor.vInitialPosition.z = LOWORD(pOut.y); - actor.vPosition.z = LOWORD(pOut.y); - pSprites_LOD->DeleteSomeSprites(); - pPaletteManager->ResetNonTestLocked(); - v6 = uNumActors - 1; - if ( dword_5C6DF8 == 1 ) - { - dword_5C6DF8 = 0; - v6 = uNumActors++; - } - memcpy(&pActors[v6], &actor, sizeof(Actor)); - pActors[v6].PrepareSprites(1); - result = 1; - } - return result; -} -// 5C6DF8: using guessed type int dword_5C6DF8; - - -//----- (0044FA4C) -------------------------------------------------------- -signed int __fastcall sub_44FA4C_spawn_light_elemental(int a1, int a2, int a3) -{ - signed int result; // eax@13 - int v10; // ebx@16 - const char *v15; // [sp-4h] [bp-24h]@2 - unsigned int uFaceID; // [sp+8h] [bp-18h]@16 - int v19; // [sp+Ch] [bp-14h]@16 - size_t v20; // [sp+10h] [bp-10h]@6 - int v21; // [sp+14h] [bp-Ch]@14 - unsigned int v23; // [sp+1Ch] [bp-4h]@6 - - if ( a2 == 4 ) - v15 = "Elemental Light C"; - else if ( a2 == 3 ) - v15 = "Elemental Light B"; - else - v15 = "Elemental Light A"; - - v23 = pMonsterList->GetMonsterIDByName(v15); - v20 = 0; - for ( v20; v20 < uNumActors; v20++ ) - { - if ( pActors[v20].uAIState == Removed ) - break; - } - - result = uNumActors + 1; - if ( v20 != uNumActors || result < 500 ) - { - v21 = 0; - if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) - v21 = pIndoor->GetSector(pParty->vPosition.x, pParty->vPosition.y, pParty->vPosition.z); - v19 = (((uCurrentlyLoadedLevelType != LEVEL_Outdoor) - 1) & 0x40) + 64; - pActors[v20].Reset(); - strcpy(pActors[v20].pActorName, pMonsterStats->pInfos[v23 + 1].pName); - pActors[v20].sCurrentHP = pMonsterStats->pInfos[v23 + 1].uHP; - memcpy(&pActors[v20].pMonsterInfo, &pMonsterStats->pInfos[v23 + 1], sizeof(MonsterInfo)); - pActors[v20].word_000086_some_monster_id = v23 + 1; - pActors[v20].uActorRadius = pMonsterList->pMonsters[v23].uMonsterRadius; - pActors[v20].uActorHeight = pMonsterList->pMonsters[v23].uMonsterHeight; - pActors[v20].pMonsterInfo.uTreasureDiceRolls = 0; - pActors[v20].pMonsterInfo.uTreasureType = 0; - pActors[v20].pMonsterInfo.uExp = 0; - pActors[v20].uMovementSpeed = pMonsterList->pMonsters[v23].uMovementSpeed; - v10 = rand() % 2048; - pActors[v20].vInitialPosition.x = pParty->vPosition.x + fixpoint_mul(stru_5C6E00->Cos(v10), v19); - pActors[v20].vPosition.x = pActors[v20].vInitialPosition.x; - pActors[v20].vInitialPosition.y = pParty->vPosition.y + fixpoint_mul(stru_5C6E00->Sin(v10), v19); - pActors[v20].vPosition.y = pActors[v20].vInitialPosition.y; - pActors[v20].vInitialPosition.z = pParty->vPosition.z; - pActors[v20].vPosition.z = pActors[v20].vInitialPosition.z; - pActors[v20].uTetherDistance = 256; - pActors[v20].uSectorID = v21; - pActors[v20].PrepareSprites(0); - pActors[v20].pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Friendly; - pActors[v20].uAlly = 9999; - pActors[v20].uGroup = 0; - pActors[v20].uCurrentActionTime = 0; - pActors[v20].uAIState = Summoned; - pActors[v20].uCurrentActionLength = 256; - pActors[v20].UpdateAnimation(); - - result = pIndoor->GetSector(pActors[v20].vPosition.x, pActors[v20].vPosition.y, pActors[v20].vPosition.z); - if ( uCurrentlyLoadedLevelType == LEVEL_Outdoor - || result == v21 - && (result = BLV_GetFloorLevel(pActors[v20].vPosition.x, pActors[v20].vPosition.y, pActors[v20].vPosition.z, result, &uFaceID), result != -30000) - && (result = abs(result - pParty->vPosition.z), result <= 1024) ) - { - if ( v20 == uNumActors ) - ++uNumActors; - pActors[v20].uSummonerID = PID(OBJECT_Player, a1); - result = pActors[v20].pActorBuffs[ACTOR_BUFF_SUMMONED].Apply(pParty->uTimePlayed + (a3 * 128) / 30.0f, a2, a1, 0, 0); - } - } - return result; -} - -//----- (0044F57C) -------------------------------------------------------- -void SpawnEncounter(MapInfo *pMapInfo, SpawnPointMM7 *spawn, int a3, int a4, int a5) -{ - int v7; // eax@2 - char v8; // zf@5 - int v12; // edx@9 - int v18; // esi@31 - Actor *pMonster; // esi@35 - int v23; // edx@36 - signed int v24; // edi@36 - int v25; // ecx@36 - MonsterDesc *v27; // edi@48 - signed int v28; // eax@48 - int v32; // eax@50 - int v37; // eax@51 - int v38; // eax@52 - int v39; // edi@52 - std::string v40; // [sp-18h] [bp-100h]@60 - const char *v44; // [sp-8h] [bp-F0h]@13 - char *pTexture; // [sp-4h] [bp-ECh]@9 - char Str[32]; // [sp+Ch] [bp-DCh]@60 - char Str2[120]; // [sp+2Ch] [bp-BCh]@29 - unsigned int uFaceID; // [sp+A4h] [bp-44h]@52 - MonsterInfo *Src; // [sp+A8h] [bp-40h]@50 - int v50; // [sp+ACh] [bp-3Ch]@47 - char Source[32]; // [sp+B0h] [bp-38h]@20 - int v52; // [sp+D0h] [bp-18h]@34 - int v53; // [sp+D4h] [bp-14h]@34 - int pSector; // [sp+D8h] [bp-10h]@32 - int pPosX; // [sp+DCh] [bp-Ch]@32 - int v56; // [sp+E0h] [bp-8h]@8 - int v57; // [sp+E4h] [bp-4h]@1 - - //auto a2 = spawn; - v57 = 0; - //v5 = pMapInfo; - //v6 = spawn; - if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) - v7 = pOutdoor->ddm.field_C_alert; - else if (uCurrentlyLoadedLevelType == LEVEL_Outdoor) - v7 = pIndoor->dlv.field_C_alert; - else - v7 = 0; - if (v7) - v8 = (spawn->uAttributes & 1) == 0; - else - v8 = (spawn->uAttributes & 1) == 1; - if (v8) - return; - //result = (void *)(spawn->uIndex - 1); - v56 = 1; - switch (spawn->uIndex - 1) - { - case 0: - //v9 = pMapInfo->uEncounterMonster1AtLeast; - //v10 = rand(); - //v11 = pMapInfo->uEncounterMonster1AtMost; - //pTexture = pMapInfo->pEncounterMonster1Texture; - v12 = rand() % (pMapInfo->uEncounterMonster1AtMost - pMapInfo->uEncounterMonster1AtLeast + 1); - //v13 = pMapInfo->Dif_M1; - v57 = pMapInfo->Dif_M1; - v56 = pMapInfo->uEncounterMonster1AtLeast + v12; - strcpy(Source, pMapInfo->pEncounterMonster1Texture); - break; - case 3: - //pTexture = pMapInfo->pEncounterMonster1Texture; - //v44 = "%s A"; - sprintf(Source, "%s A", pMapInfo->pEncounterMonster1Texture); - break; - case 4: - //pTexture = pMapInfo->pEncounterMonster2Texture; - //v44 = "%s A"; - sprintf(Source, "%s A", pMapInfo->pEncounterMonster2Texture); - break; - case 5: - //pTexture = pMapInfo->pEncounterMonster3Texture; - //v44 = "%s A"; - sprintf(Source, "%s A", pMapInfo->pEncounterMonster3Texture); - break; - case 1: - //v9 = pMapInfo->uEncounterMonster2AtLeast; - //v14 = rand(); - //v15 = pMapInfo->uEncounterMonster2AtMost; - //pTexture = pMapInfo->pEncounterMonster2Texture; - v12 = rand() % (pMapInfo->uEncounterMonster2AtMost - pMapInfo->uEncounterMonster2AtLeast + 1); - //v13 = pMapInfo->Dif_M2; - v57 = pMapInfo->Dif_M2; - v56 = pMapInfo->uEncounterMonster2AtLeast + v12; - strcpy(Source, pMapInfo->pEncounterMonster2Texture); - break; - case 6: - //pTexture = pMapInfo->pEncounterMonster1Texture; - //v44 = "%s B"; - sprintf(Source, "%s B", pMapInfo->pEncounterMonster1Texture); - break; - case 7: - //pTexture = pMapInfo->pEncounterMonster2Texture; - //v44 = "%s B"; - sprintf(Source, "%s B", pMapInfo->pEncounterMonster2Texture); - break; - case 8: - //pTexture = pMapInfo->pEncounterMonster3Texture; - //v44 = "%s B"; - sprintf(Source, "%s B", pMapInfo->pEncounterMonster3Texture); - break; - case 2: - //v9 = pMapInfo->uEncounterMonster3AtLeast; - //v16 = rand(); - //v17 = pMapInfo->uEncounterMonster3AtMost; - //pTexture = pMapInfo->pEncounterMonster3Texture; - v12 = rand() % (pMapInfo->uEncounterMonster3AtMost - pMapInfo->uEncounterMonster3AtLeast + 1); - //v13 = pMapInfo->Dif_M3; - v57 = pMapInfo->Dif_M3; - v56 = pMapInfo->uEncounterMonster3AtLeast + v12; - strcpy(Source, pMapInfo->pEncounterMonster3Texture); - break; - case 9: - //pTexture = pMapInfo->pEncounterMonster1Texture; - //v44 = "%s C"; - sprintf(Source, "%s C", pMapInfo->pEncounterMonster1Texture); - break; - case 10: - //pTexture = pMapInfo->pEncounterMonster2Texture; - //v44 = "%s C"; - sprintf(Source, "%s C", pMapInfo->pEncounterMonster2Texture); - break; - case 11: - //pTexture = pMapInfo->pEncounterMonster3Texture; - //v44 = "%s C"; - sprintf(Source, "%s C", pMapInfo->pEncounterMonster3Texture); - break; - default: - return; - } - if (Source[0] == '0') - return; - v57 += a3; - if ( v57 > 4 ) - v57 = 4; - strcpy(Str2, Source); - if ( a4 ) - v56 = a4; - v18 = v56; - if ( (signed int)(v56 + uNumActors) >= 500 ) - return; - pSector = 0; - pPosX = spawn->vPosition.x; - a4 = spawn->vPosition.y; - a3 = spawn->vPosition.z; - if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) - pSector = pIndoor->GetSector(spawn->vPosition.x, spawn->vPosition.y, spawn->vPosition.z); - v53 = 0; - v52 = (((uCurrentlyLoadedLevelType != LEVEL_Outdoor) - 1) & 0x40) + 64; - if ( v18 <= 0 ) - return; - for (uint i = v53; i < v56; ++i) - { - pMonster = &pActors[uNumActors]; - pActors[uNumActors].Reset(); - if ( v57 ) - { - v23 = rand() % 100; - v24 = 3; - v25 = (unsigned __int16)word_4E8152[3 * v57]; - if ( v23 >= v25 ) - { - if ( v23 < v25 + (unsigned __int16)word_4E8152[3 * v57 + 1] ) - v24 = 2; - } - else - v24 = 1; - if ( v24 == 1 ) - { - pTexture = Source; - v44 = "%s A"; - } - else - { - if ( v24 == 2 ) - { - pTexture = Source; - v44 = "%s B"; - } - else - { - if ( v24 != 3 ) - continue; - pTexture = Source; - v44 = "%s C"; - } - } - sprintf(Str2, v44, pTexture); - } - v50 = pMonsterList->GetMonsterIDByName(Str2); - pTexture = Str2; - if ( (signed __int16)v50 == -1 ) - { - sprintf(Str, "Can't create random monster: '%s'! See MapStats.txt and Monsters.txt!", pTexture); - MessageBoxA(nullptr, Str, nullptr, 0); - ExitProcess(0); - } - v27 = &pMonsterList->pMonsters[(signed __int16)v50]; - v28 = pMonsterStats->FindMonsterByTextureName(pTexture); - if ( !v28 ) - v28 = 1; - Src = &pMonsterStats->pInfos[v28]; - strcpy(pMonster->pActorName, Src->pName); - pMonster->sCurrentHP = Src->uHP; - assert(sizeof(MonsterInfo) == 88); - memcpy(&pMonster->pMonsterInfo, Src, sizeof(MonsterInfo));//Uninitialized portail memory access - pMonster->word_000086_some_monster_id = v50 + 1; - pMonster->uActorRadius = v27->uMonsterRadius; - pMonster->uActorHeight = v27->uMonsterHeight; - pMonster->uMovementSpeed = v27->uMovementSpeed; - pMonster->vInitialPosition.x = spawn->vPosition.x; - pMonster->vPosition.x = spawn->vPosition.x; - pMonster->uTetherDistance = 256; - pMonster->vInitialPosition.y = a4; - pMonster->vPosition.y = a4; - pMonster->vInitialPosition.z = a3; - pMonster->vPosition.z = a3; - pMonster->uSectorID = pSector; - pMonster->uGroup = spawn->uGroup; - pMonster->PrepareSprites(0); - pMonster->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Friendly; - v32 = rand(); - a3 = fixpoint_mul(stru_5C6E00->Cos(v32 % 2048), v52); - pPosX = a3 + spawn->vPosition.x; - a3 = fixpoint_mul(stru_5C6E00->Sin(v32 % 2048), v52); - a4 = a3 + spawn->vPosition.y; - a3 = spawn->vPosition.z; - if ( uCurrentlyLoadedLevelType == LEVEL_Outdoor ) - { - if ( a5 ) - pMonster->uAttributes |= ACTOR_AGGRESSOR; - ++uNumActors; - continue; - } - v37 = pIndoor->GetSector(pPosX, a4, spawn->vPosition.z); - if ( v37 == pSector ) - { - v38 = BLV_GetFloorLevel(pPosX, a4, a3, v37, &uFaceID); - v39 = v38; - if ( v38 != -30000 ) - { - if ( abs(v38 - a3) <= 1024 ) - { - a3 = v39; - if ( a5 ) - pMonster->uAttributes |= ACTOR_AGGRESSOR; - ++uNumActors; - continue; - } - } - } - ; - //v53 = (char *)v53 + 1; - //result = v53; - } - //while ( (signed int)v53 < v56 ); -} - -//----- (00438F8F) -------------------------------------------------------- -void area_of_effect__damage_evaluate() -{ - int attacker_type; // ecx@3 - signed int v3; // eax@3 - unsigned int target_id; // edi@6 - int target_type; // eax@6 - int v10; // edi@8 - Vec3_int_ attacker_coord; // ST04_12@9 - // int v12; // ST0C_4@10 - int v15; // edx@15 - int v19; // edi@15 - int v23; // edx@18 - int v24; // eax@18 - // int v30; // eax@29 - int v31; // edx@29 - int v32; // eax@29 - int v33; // ST24_4@29 - SpriteObject *v36; // [sp+0h] [bp-28h]@0 - int attacker_id; // [sp+10h] [bp-18h]@1 - int v44; // [sp+14h] [bp-14h]@15 - //Vec3_int_ *pVelocity; // [sp+1Ch] [bp-Ch]@2 - signed int a1; // [sp+20h] [bp-8h]@8 - int v48; // [sp+24h] [bp-4h]@8 - - - for (attacker_id = 0; attacker_id < AttackerInfo.count; ++attacker_id) - { - attacker_type = PID_TYPE(AttackerInfo.pIDs[attacker_id]); - v3 = PID_ID(AttackerInfo.pIDs[attacker_id]); - - if (attacker_type == 2) - { - v36 = &pSpriteObjects[v3]; - attacker_type = PID_TYPE(pSpriteObjects[v3].spell_caster_pid); - v3 = PID_ID(pSpriteObjects[v3].spell_caster_pid); - } - - if (AttackerInfo.field_3EC[attacker_id] & 1) - { - target_id = PID_ID(ai_near_actors_targets_pid[v3]); - target_type = PID_TYPE(ai_near_actors_targets_pid[v3]) - 3; - if (target_type) - { - if (target_type == 1)//party damage from monsters(ïîâðåæäåíèÿ ãðóïïå îò ìîíñòðîâ) - { - v10 = pParty->vPosition.y - AttackerInfo.pYs[attacker_id]; - a1 = pParty->vPosition.x - AttackerInfo.pXs[attacker_id]; - v48 = pParty->vPosition.y - AttackerInfo.pYs[attacker_id]; - if (a1 * a1 + v10 * v10 - + ((signed int)(pParty->vPosition.z + pParty->uPartyHeight) >> (1 - AttackerInfo.pZs[attacker_id])) - * ((signed int)(pParty->vPosition.z + pParty->uPartyHeight) >> (1 - AttackerInfo.pZs[attacker_id])) - < (unsigned int)((AttackerInfo.field_324[attacker_id] + 32) * (AttackerInfo.field_324[attacker_id] + 32))) - { - attacker_coord.x = AttackerInfo.pXs[attacker_id]; - attacker_coord.y = AttackerInfo.pYs[attacker_id]; - attacker_coord.z = AttackerInfo.pZs[attacker_id]; - if (sub_407A1C(pParty->vPosition.x, pParty->vPosition.y, pParty->vPosition.z + pParty->sEyelevel, attacker_coord)) - DamagePlayerFromMonster(AttackerInfo.pIDs[attacker_id], AttackerInfo.field_450[attacker_id], &AttackerInfo.vec_4B4[attacker_id], stru_50C198.which_player_to_attack(&pActors[v3])); - } - } - } - else//Actor damage from monsters(ïîâðåæäåíèå ìåñòíîãî æèòåëÿ) - { - if (SHIDWORD(pActors[target_id].pActorBuffs[ACTOR_BUFF_PARALYZED].uExpireTime) > 0 - || SHIDWORD(pActors[target_id].pActorBuffs[ACTOR_BUFF_PARALYZED].uExpireTime) >= 0 - && LODWORD(pActors[target_id].pActorBuffs[ACTOR_BUFF_PARALYZED].uExpireTime) - || pActors[target_id].CanAct()) - { - v15 = pActors[target_id].vPosition.y - AttackerInfo.pYs[attacker_id]; - a1 = pActors[target_id].vPosition.x - AttackerInfo.pXs[attacker_id]; - v44 = pActors[target_id].vPosition.z; - v19 = AttackerInfo.field_324[attacker_id] + pActors[target_id].uActorRadius; - v48 = v15; - if (a1 * a1 + v15 * v15 + (pActors[target_id].vPosition.z + (pActors[target_id].uActorHeight >> 1) - AttackerInfo.pZs[attacker_id]) - * (pActors[target_id].vPosition.z + (pActors[target_id].uActorHeight >> 1) - AttackerInfo.pZs[attacker_id]) < (unsigned int)(v19 * v19)) - { - attacker_coord.x = AttackerInfo.pXs[attacker_id]; - attacker_coord.y = AttackerInfo.pYs[attacker_id]; - attacker_coord.z = AttackerInfo.pZs[attacker_id]; - if (sub_407A1C(pActors[target_id].vPosition.x, pActors[target_id].vPosition.y, pActors[target_id].vPosition.z + 50, attacker_coord)) - { - Vec3_int_::Normalize(&a1, &v48, &v44); - AttackerInfo.vec_4B4[attacker_id].x = a1; - AttackerInfo.vec_4B4[attacker_id].y = v48; - AttackerInfo.vec_4B4[attacker_id].z = v44; - Actor::ActorDamageFromMonster(AttackerInfo.pIDs[attacker_id], target_id, &AttackerInfo.vec_4B4[attacker_id], AttackerInfo.field_450[attacker_id]); - } - } - } - } - } - else //damage from spells(ïîâðåæäåíèÿ îò çàêëîâ(ìåòåîðèòíûé äîæäü)) - { - v23 = pParty->vPosition.y - AttackerInfo.pYs[attacker_id]; - v24 = ((signed int)pParty->uPartyHeight / 2) - AttackerInfo.pZs[attacker_id]; - a1 = pParty->vPosition.x - AttackerInfo.pXs[attacker_id]; - v48 = pParty->vPosition.y - AttackerInfo.pYs[attacker_id]; - if (a1 * a1 + v23 * v23 + (pParty->vPosition.z + v24) * (pParty->vPosition.z + v24) < (unsigned int)((AttackerInfo.field_324[attacker_id] + 32) * (AttackerInfo.field_324[attacker_id] + 32))) - {//party damage (ïîâðåæäåíèÿ ãðóïïå) - attacker_coord.x = AttackerInfo.pXs[attacker_id]; - attacker_coord.y = AttackerInfo.pYs[attacker_id]; - attacker_coord.z = AttackerInfo.pZs[attacker_id]; - if (sub_407A1C(pParty->vPosition.x, pParty->vPosition.y, pParty->vPosition.z + pParty->sEyelevel, attacker_coord)) - { - for (uint i = 0; i < 4; ++i) - { - if (!(HIDWORD(pParty->pPlayers[i].pConditions[Condition_Dead]) | LODWORD(pParty->pPlayers[i].pConditions[Condition_Dead])) - && !pParty->pPlayers[i].pConditions[Condition_Pertified] && !pParty->pPlayers[i].pConditions[Condition_Eradicated]) - DamagePlayerFromMonster(AttackerInfo.pIDs[attacker_id], AttackerInfo.field_450[attacker_id], &AttackerInfo.vec_4B4[attacker_id], i); - } - } - } - if ((signed int)uNumActors > 0) - {//actors damage(ïîâðåæäåíèÿ äðóãèì ó÷àñòíèêàì) - for (int actorID = 0; (signed int)actorID < (signed int)uNumActors; ++actorID) - { - if (pActors[actorID].CanAct()) - { - //v30 = pActors[actorID].vPosition.y - AttackerInfo.pYs[attacker_id]; - a1 = pActors[actorID].vPosition.x - AttackerInfo.pXs[attacker_id]; - v31 = pActors[actorID].vPosition.z; - v48 = pActors[actorID].vPosition.y - AttackerInfo.pYs[attacker_id]; - v44 = pActors[actorID].vPosition.z; - v32 = (pActors[actorID].uActorHeight / 2) - AttackerInfo.pZs[attacker_id]; - v33 = pActors[actorID].uActorRadius + AttackerInfo.field_324[attacker_id]; - if (a1 * a1 + v48 * v48 + (v31 + v32) * (v31 + v32) < (unsigned int)(v33 * v33)) - { - attacker_coord.x = AttackerInfo.pXs[attacker_id]; - attacker_coord.y = AttackerInfo.pYs[attacker_id]; - attacker_coord.z = AttackerInfo.pZs[attacker_id]; - if (sub_407A1C(pActors[actorID].vPosition.x, pActors[actorID].vPosition.y, pActors[actorID].vPosition.z + 50, attacker_coord))//÷òî äåëàåò ô-öèÿ? - { - Vec3_int_::Normalize(&a1, &v48, &v44); - AttackerInfo.vec_4B4[attacker_id].x = a1; - AttackerInfo.vec_4B4[attacker_id].y = v48; - AttackerInfo.vec_4B4[attacker_id].z = v44; - switch (attacker_type) - { - case OBJECT_Player: - Actor::DamageMonsterFromParty(AttackerInfo.pIDs[attacker_id], actorID, &AttackerInfo.vec_4B4[attacker_id]); - break; - case OBJECT_Actor: - if (v36 && pActors[v3].GetActorsRelation(&pActors[actorID])) - Actor::ActorDamageFromMonster(AttackerInfo.pIDs[attacker_id], actorID, &AttackerInfo.vec_4B4[attacker_id], v36->field_61); - break; - case OBJECT_Item: - ItemDamageFromActor(AttackerInfo.pIDs[attacker_id], actorID, &AttackerInfo.vec_4B4[attacker_id]); - break; - } - } - } - } - } - } - } - } - AttackerInfo.count = 0; -} - -//----- (0043AE12) -------------------------------------------------------- -double __fastcall sub_43AE12(signed int a1) -{ - //signed int v1; // ST00_4@1 - signed int v2; // ecx@1 - double v3; // st7@1 - double result; // st7@6 - - v3 = (double)a1; - for (v2 = 0; v2 < 5; ++v2) - { - if (v3 < flt_4E4A80[v2 + 5]) - break; - } - if (v2 <= 0 || v2 >= 5) - { - if (v2) - result = flt_4E4A80[4]; - else - result = flt_4E4A80[0]; - } - else - result = (flt_4E4A80[v2] - flt_4E4A80[v2 - 1]) * (v3 - flt_4E4A80[v2 + 4]) / (flt_4E4A80[v2 + 5] - flt_4E4A80[v2 + 4]) + flt_4E4A80[v2]; - return result; -} - -//----- (0043B057) -------------------------------------------------------- -void ItemDamageFromActor(unsigned int uObjID, unsigned int uActorID, Vec3_int_ *pVelocity) -{ - int v6; // eax@4 - int damage; // edi@4 - int a2a; // [sp+Ch] [bp-4h]@8 - - if (!pActors[uActorID].IsNotAlive()) - { - if (PID_TYPE(uObjID) == OBJECT_Item) - { - if (pSpriteObjects[PID_ID(uObjID)].spell_id) - { - v6 = _43AFE3_calc_spell_damage(pSpriteObjects[PID_ID(uObjID)].spell_id, pSpriteObjects[PID_ID(uObjID)].spell_level, pSpriteObjects[PID_ID(uObjID)].spell_skill, pActors[uActorID].sCurrentHP); - damage = pActors[uActorID].CalcMagicalDamageToActor((DAMAGE_TYPE)0, v6); - pActors[uActorID].sCurrentHP -= damage; - if (damage) - { - if (pActors[uActorID].sCurrentHP > 0) - Actor::AI_Stun(uActorID, uObjID, 0); - else - Actor::Die(uActorID); - a2a = 20 * damage / (signed int)pActors[uActorID].pMonsterInfo.uHP; - if (20 * damage / (signed int)pActors[uActorID].pMonsterInfo.uHP > 10) - a2a = 10; - if (!MonsterStats::BelongsToSupertype(pActors[uActorID].pMonsterInfo.uID, MONSTER_SUPERTYPE_TREANT)) - { - pVelocity->x = fixpoint_mul(a2a, pVelocity->x); - pVelocity->y = fixpoint_mul(a2a, pVelocity->y); - pVelocity->z = fixpoint_mul(a2a, pVelocity->z); - pActors[uActorID].vVelocity.x = 50 * LOWORD(pVelocity->x); - pActors[uActorID].vVelocity.y = 50 * LOWORD(pVelocity->y); - pActors[uActorID].vVelocity.z = 50 * LOWORD(pVelocity->z); - } - Actor::AddBloodsplatOnDamageOverlay(uActorID, 1, damage); - } - else - Actor::AI_Stun(uActorID, uObjID, 0); - } - } - } -}
--- a/Actor.h Thu Sep 18 17:38:54 2014 +0600 +++ /dev/null Thu Jan 01 00:00:00 1970 +0000 @@ -1,340 +0,0 @@ -#pragma once -#include "Monsters.h" -#include "Spells.h" -#include "Items.h" - - - - - - -/* 357 */ -#pragma pack(push, 1) -struct stru319 -{ - int which_player_to_attack(struct Actor *pActor); - int _427546(int a2); - int FindClosestActor(int a2, int a3, int a4); - - char field_0; -}; -#pragma pack(pop) - - -extern stru319 stru_50C198; // idb - - -enum ABILITY_INDEX -{ - ABILITY_ATTACK1 = 0, - ABILITY_ATTACK2 = 1, - ABILITY_SPELL1 = 2, - ABILITY_SPELL2 = 3, -}; - - - -/* 361 */ -enum ACTOR_BUFF_INDEX -{ - ACTOR_BUFF_CHARM = 1, - ACTOR_BUFF_SUMMONED = 2, - ACTOR_BUFF_SHRINK = 3, - ACTOR_BUFF_AFRAID = 4, - ACTOR_BUFF_STONED = 5, - ACTOR_BUFF_PARALYZED = 6, - ACTOR_BUFF_SLOWED = 7, - ACTOR_BUFF_SOMETHING_THAT_HALVES_AC = 8, - ACTOR_BUFF_BERSERK = 9, - ACTOR_BUFF_MASS_DISTORTION = 10, - ACTOR_BUFF_FATE = 11, - ACTOR_BUFF_ENSLAVED = 12, - ACTOR_BUFF_DAY_OF_PROTECTION = 13, - ACTOR_BUFF_HOUR_OF_POWER = 14, - ACTOR_BUFF_SHIELD = 15, - ACTOR_BUFF_STONESKIN = 16, - ACTOR_BUFF_BLESS = 17, - ACTOR_BUFF_HEROISM = 18, - ACTOR_BUFF_HASTE = 19, - ACTOR_BUFF_PAIN_REFLECTION = 20, - ACTOR_BUFF_PAIN_HAMMERHANDS = 21, -}; - - - - - -/* 295 */ -enum ObjectType -{ - OBJECT_Any = 0x0, - OBJECT_BLVDoor = 0x1, - OBJECT_Item = 0x2, - OBJECT_Actor = 0x3, - OBJECT_Player = 0x4, - OBJECT_Decoration = 0x5, - OBJECT_BModel = 0x6, -}; - - - - - - - -/* 264 */ -enum AIState : unsigned __int16 -{ - Standing = 0x0, - Tethered = 0x1, - AttackingMelee = 0x2, - AttackingRanged1 = 0x3, - Dying = 0x4, - Dead = 0x5, - Pursuing = 0x6, - Fleeing = 0x7, - Stunned = 0x8, - Fidgeting = 0x9, - Interacting = 10, - Removed = 11, - AttackingRanged2 = 0xC, - AttackingRanged3 = 0xD, - Stoned = 0xE, - Paralyzed = 0xF, - Resurrected = 16, - Summoned = 17, - AttackingRanged4 = 18, - Disabled = 19, -}; - -/* 265 */ -enum ActorAnimation : __int32 -{ - ANIM_Standing = 0x0, - ANIM_Walking = 0x1, - ANIM_AtkMelee = 0x2, - ANIM_AtkRanged = 0x3, - ANIM_GotHit = 0x4, - ANIM_Dying = 0x5, - ANIM_Dead = 0x6, - ANIM_Bored = 0x7, -}; -#pragma pack(pop) - -#define ACTOR_UNKNOW2 0x00000008 -#define ACTOR_STAND_IN_QUEUE 0x00000080 -#define ACTOR_ALIVE 0x00000400 -#define ACTOR_ACTIVE 0x00004000 -#define ACTOR_NEARBY 0x00008000 -#define ACTOR_UNKNOW11 0x00010000 -#define ACTOR_FLEEING 0x00020000 -#define ACTOR_UNKNOW5 0x00040000 -#define ACTOR_AGGRESSOR 0x00080000 -#define ACTOR_UNKNOW7 0x00100000 -#define ACTOR_ANIMATION 0x00200000 -#define ACTOR_UNKNOW9 0x00400000 -#define ACTOR_HAS_ITEM 0x00800000 -#define ACTOR_HOSTILE 0x01000000 - -#pragma pack(push, 1) - - - - -/* 247 */ -#pragma pack(push, 1) -struct AIDirection -{ - Vec3_int_ vDirection; - unsigned int uDistance; - unsigned int uDistanceXZ; - unsigned int uYawAngle; - unsigned int uPitchAngle; -}; -#pragma pack(pop) - - - - - -/* 71 */ -#pragma pack(push, 1) -struct ActorJob -{ - struct Vec3_short_ vPos; - unsigned __int16 uAttributes; - unsigned __int8 uAction; - unsigned __int8 uHour; - unsigned __int8 uDay; - unsigned __int8 uMonth; -}; -#pragma pack(pop) - - -/* 66 */ -#pragma pack(push, 1) -struct Actor -{ -//----- (0041F4C1) -------------------------------------------------------- - inline Actor() - { - signed int i; // edx@1 - - for ( i = 0; i < 22; i++ ) - { - this->pActorBuffs[i].uSkill = 0; - this->pActorBuffs[i].uPower = 0; - this->pActorBuffs[i].uExpireTime = 0; - this->pActorBuffs[i].uCaster = 0; - this->pActorBuffs[i].uFlags = 0; - } - for ( i = 0; i < 4; i++ ) - this->ActorHasItems[i].Reset(); - Reset(); - } - - void SummonMinion(int summonerId); - void Reset(); - void Remove(); - void PrepareSprites(char load_sounds_if_bit1_set); - void UpdateAnimation(); - signed int GetActorsRelation(Actor *a2); - void SetRandomGoldIfTheresNoItem(); - bool CanAct(); - bool IsNotAlive(); - bool IsPeasant(); - - inline void ResetAnimation(){uAttributes &= 0xFFDFFFFF;} - inline void ResetQueue(){uAttributes &= ~ACTOR_STAND_IN_QUEUE;} - inline void ResetActive(){uAttributes &= 0xFFFFBFFF;} - inline void ResetAlive(){uAttributes &= 0xFFFFFBFF;} - inline void ResetHasItem(){uAttributes &= 0xFF7FFFFF;} - inline void ResetHostile(){uAttributes &= 0xFEFFFFFF;} - inline void ResetAggressor(){uAttributes &= 0xFFF7FFFF;} - inline bool ActorEnemy()const {return(uAttributes & ACTOR_AGGRESSOR) != 0;} - inline bool ActorFriend()const {return(uAttributes & ACTOR_AGGRESSOR) == 0;} - inline bool ActorHasItem()const {return(uAttributes & ACTOR_HAS_ITEM) != 0;} - inline bool ActorNearby()const {return(uAttributes & ACTOR_NEARBY) != 0;} - - static void _SelectTarget(unsigned int uActorID, int *a2, bool can_target_party); - static void AI_Pursue3(unsigned int uActorID, unsigned int a2, signed int uActionLength, struct AIDirection *a4); - static void AI_Pursue2(unsigned int uActorID, unsigned int a2, signed int uActionLength, struct AIDirection *pDir, int a5); - static void AI_Flee(unsigned int uActorID, signed int edx0, int uActionLength, struct AIDirection *a4); - static void AI_Pursue1(unsigned int uActorID, unsigned int a2, signed int arg0, signed int uActionLength, struct AIDirection *pDir); - static void PlaySound(unsigned int uActorID, unsigned int uSoundID); - static void Die(unsigned int uActorID); - static void Resurrect(unsigned int uActorID); - static void AI_Bored(unsigned int uActorID, unsigned int uObjID, struct AIDirection *a4); - static void AI_Stun(unsigned int uActorID, signed int edx0, int arg0); - static char __fastcall _4031C1_update_job_never_gets_called(unsigned int uActorID, signed int a2, int a3); - static void AI_RandomMove(unsigned int uActor_id, unsigned int uTarget_id, int radius, int uActionLength); - static void AI_MissileAttack1(unsigned int uActorID, signed int sTargetPid, struct AIDirection *pDir); - static void AI_MissileAttack2(unsigned int uActorID, signed int sTargetPid, struct AIDirection *pDir); - static void AI_SpellAttack1(unsigned int uActorID, signed int sTargetPid, struct AIDirection *pDir); - static void AI_SpellAttack2(unsigned int uActorID, signed int sTargetPid, struct AIDirection *pDir); - static void AI_MeleeAttack(unsigned int uActorID, signed int sTargetPid, struct AIDirection *arg0); - static void __fastcall StandAwhile(unsigned int uActorID); - static void AI_Stand(unsigned int uActorID, unsigned int object_to_face_pid, unsigned int uActionLength, struct AIDirection *a4); - static void AI_StandOrBored(unsigned int uActorID, signed int uObjID, int uActionLength, struct AIDirection *a4); - static void AI_FaceObject(unsigned int uActorID, unsigned int uObjID, int _48, struct AIDirection *a4); - static void GetDirectionInfo(unsigned int uObj1ID, unsigned int uObj2ID, struct AIDirection *pOut, int a4); - static void Explode(unsigned int uActorID); - static void AI_RangedAttack(unsigned int uActorID, struct AIDirection *a2, int type, char a4); - static void AI_SpellAttack(unsigned int uActorID, struct AIDirection *pDir, int uSpellID, int a4, unsigned int uSkillLevel); - static void ActorDamageFromMonster(signed int attacker_id, unsigned int actor_id, struct Vec3_int_ *pVelocity, signed int a4); - - static unsigned short GetObjDescId( int spellId ); - - static void AggroSurroundingPeasants(unsigned int uActorID, int a2); - static bool ArePeasantsOfSameFaction(Actor *a1, Actor *a2); - static void StealFrom(unsigned int uActorID); - static void GiveItem(signed int uActorID, unsigned int uItemID, unsigned int bGive); - static void ToggleFlag(signed int uActorID, unsigned int uFlag, int bToggle); - static void ApplyFineForKillingPeasant(unsigned int uActorID); - static void DrawHealthBar(Actor *actor, struct GUIWindow *window); - int _43B3E0_CalcDamage(signed int dmgSource); - static void AddBloodsplatOnDamageOverlay(unsigned int uActorID, int a2, signed int a3); - - static bool _46DF1A_collide_against_actor(int a1, int a2); - static void Arena_summon_actor(int monster_id, __int16 x, int y, int z); - static void DamageMonsterFromParty(signed int a1, unsigned int uActorID_Monster, struct Vec3_int_ *pVelocity); - static void MakeActorAIList_ODM(); - static int MakeActorAIList_BLV(); - static void UpdateActorAI(); - static void InitializeActors(); - static unsigned int SearchAliveActors(unsigned int *pTotalActors); - static unsigned int SearchActorByMonsterID(unsigned int *pTotalActors, int uMonsterID); - static unsigned int SearchActorByGroup(unsigned int *pTotalActors, unsigned int uGroup); - static unsigned int SearchActorByID(unsigned int *pTotalActors, unsigned int a2); - - - void LootActor(); - bool _427102_IsOkToCastSpell(signed int a2); - ABILITY_INDEX special_ability_use_check(int a2); - bool _4273BB_DoesHitOtherActor(Actor *defender, int a3, int a4); - bool ActorHitOrMiss(Player *pPlayer); - int CalcMagicalDamageToActor(DAMAGE_TYPE dmgType, signed int incomingDmg); - bool DoesDmgTypeDoDamage(DAMAGE_TYPE uType); - - char pActorName[32]; - signed __int16 sNPC_ID; - __int16 field_22; - unsigned int uAttributes; - __int16 sCurrentHP; - char field_2A[2]; - struct MonsterInfo pMonsterInfo; - __int16 word_000084_range_attack; - __int16 word_000086_some_monster_id; - unsigned __int16 uActorRadius; - unsigned __int16 uActorHeight; - unsigned __int16 uMovementSpeed; - struct Vec3_short_ vPosition; - struct Vec3_short_ vVelocity; - unsigned __int16 uYawAngle; - unsigned __int16 uPitchAngle; - __int16 uSectorID; - unsigned __int16 uCurrentActionLength; - struct Vec3_short_ vInitialPosition; - struct Vec3_short_ vGuardingPosition; - unsigned __int16 uTetherDistance; - AIState uAIState; - unsigned __int16 uCurrentActionAnimation; - unsigned __int16 uCarriedItemID; - char field_B6; - char field_B7; - unsigned int uCurrentActionTime; - unsigned __int16 pSpriteIDs[8]; - unsigned __int16 pSoundSampleIDs[4]; // 1 die 3 bored - struct SpellBuff pActorBuffs[22]; - struct ItemGen ActorHasItems[4]; - unsigned int uGroup; - unsigned int uAlly; - struct ActorJob pScheduledJobs[8]; - unsigned int uSummonerID; - unsigned int uLastCharacterIDToHit; - int dword_000334_unique_name; - char field_338[12]; -}; -#pragma pack(pop) - - - - - - -//extern Actor pMonsterInfoUI_Doll; - -extern std::array<Actor, 500> pActors; -extern size_t uNumActors; - -bool CheckActors_proximity(); -int __fastcall IsActorAlive(unsigned int uType, unsigned int uParam, unsigned int uNumAlive); // idb -void __fastcall sub_448518_npc_set_item(int npc, unsigned int item, int a3); -void __fastcall ToggleActorGroupFlag(unsigned int uGroupID, unsigned int uFlag, unsigned int bToggle); -bool __fastcall sub_4070EF_prolly_detect_player(unsigned int uObjID, unsigned int uObj2ID); -bool __fastcall SpawnActor(unsigned int uMonsterID); -int __fastcall sub_44FA4C_spawn_light_elemental(int a1, int a2, int a3); -void SpawnEncounter(struct MapInfo *pMapInfo, struct SpawnPointMM7 *spawn, int a3, int a4, int a5); -void area_of_effect__damage_evaluate(); -double __fastcall sub_43AE12(signed int a1); -void ItemDamageFromActor(unsigned int uObjID, unsigned int uActorID, struct Vec3_int_ *pVelocity);
--- a/Build/Visual Studio 2012/World of Might and Magic.vcxproj Thu Sep 18 17:38:54 2014 +0600 +++ b/Build/Visual Studio 2012/World of Might and Magic.vcxproj Thu Sep 18 23:59:29 2014 +0600 @@ -90,33 +90,51 @@ </Link> </ItemDefinitionGroup> <ItemGroup> - <ClCompile Include="..\..\Actor.cpp" /> <ClCompile Include="..\..\AIL.cpp" /> - <ClCompile Include="..\..\Arcomage.cpp" /> - <ClCompile Include="..\..\ArcomageCards.cpp" /> + <ClCompile Include="..\..\Arcomage\Arcomage.cpp" /> + <ClCompile Include="..\..\Arcomage\ArcomageCards.cpp" /> <ClCompile Include="..\..\AudioPlayer.cpp" /> <ClCompile Include="..\..\Bink_Smacker.cpp" /> - <ClCompile Include="..\..\BSPModel.cpp" /> <ClCompile Include="..\..\CastSpellInfo.cpp" /> - <ClCompile Include="..\..\Chest.cpp" /> <ClCompile Include="..\..\Conditions.cpp" /> - <ClCompile Include="..\..\DecalBuilder.cpp" /> - <ClCompile Include="..\..\DecorationList.cpp" /> + <ClCompile Include="..\..\Engine\Graphics\BSPModel.cpp" /> + <ClCompile Include="..\..\Engine\Graphics\DecalBuilder.cpp" /> + <ClCompile Include="..\..\Engine\Graphics\DecorationList.cpp" /> + <ClCompile Include="..\..\Engine\Graphics\GammaControl.cpp" /> + <ClCompile Include="..\..\Engine\Graphics\Indoor.cpp" /> + <ClCompile Include="..\..\Engine\Graphics\IndoorCameraD3D.cpp" /> + <ClCompile Include="..\..\Engine\Graphics\Level\Decoration.cpp" /> + <ClCompile Include="..\..\Engine\Graphics\LightmapBuilder.cpp" /> + <ClCompile Include="..\..\Engine\Graphics\LightsStack.cpp" /> + <ClCompile Include="..\..\Engine\Graphics\Outdoor.cpp" /> + <ClCompile Include="..\..\Engine\Graphics\Overlays.cpp" /> + <ClCompile Include="..\..\Engine\Graphics\PaletteManager.cpp" /> + <ClCompile Include="..\..\Engine\Graphics\ParticleEngine.cpp" /> + <ClCompile Include="..\..\Engine\Graphics\Render.cpp" /> + <ClCompile Include="..\..\Engine\Graphics\RenderD3D11.cpp" /> + <ClCompile Include="..\..\Engine\Graphics\Sprites.cpp" /> + <ClCompile Include="..\..\Engine\Graphics\stru10.cpp" /> + <ClCompile Include="..\..\Engine\Graphics\stru9.cpp" /> + <ClCompile Include="..\..\Engine\Graphics\Texture.cpp" /> + <ClCompile Include="..\..\Engine\Graphics\Viewport.cpp" /> + <ClCompile Include="..\..\Engine\Graphics\Vis.cpp" /> + <ClCompile Include="..\..\Engine\Graphics\Weather.cpp" /> + <ClCompile Include="..\..\Engine\Objects\Actor.cpp" /> + <ClCompile Include="..\..\Engine\Objects\Chest.cpp" /> + <ClCompile Include="..\..\Engine\Objects\Items.cpp" /> + <ClCompile Include="..\..\Engine\Objects\Monsters.cpp" /> + <ClCompile Include="..\..\Engine\Objects\NPC.cpp" /> + <ClCompile Include="..\..\Engine\Objects\ObjectList.cpp" /> <ClCompile Include="..\..\Events.cpp" /> <ClCompile Include="..\..\FactionTable.cpp" /> <ClCompile Include="..\..\FrameTableInc.cpp" /> <ClCompile Include="..\..\Game.cpp" /> - <ClCompile Include="..\..\GammaControl.cpp" /> <ClCompile Include="..\..\GUIButton.cpp" /> <ClCompile Include="..\..\GUIFont.cpp" /> <ClCompile Include="..\..\GUIProgressBar.cpp" /> <ClCompile Include="..\..\GUIWindow.cpp" /> <ClCompile Include="..\..\IconFrameTable.cpp" /> - <ClCompile Include="..\..\Indoor.cpp" /> - <ClCompile Include="..\..\IndoorCameraD3D.cpp" /> - <ClCompile Include="..\..\Items.cpp" /> <ClCompile Include="..\..\Keyboard.cpp" /> - <ClCompile Include="..\..\Level\Decoration.cpp" /> <ClCompile Include="..\..\lib\libpng\png.c" /> <ClCompile Include="..\..\lib\libpng\pngerror.c" /> <ClCompile Include="..\..\lib\libpng\pngget.c" /> @@ -178,8 +196,6 @@ <ClCompile Include="..\..\lib\zlib\trees.c" /> <ClCompile Include="..\..\lib\zlib\uncompr.c" /> <ClCompile Include="..\..\lib\zlib\zutil.c" /> - <ClCompile Include="..\..\LightmapBuilder.cpp" /> - <ClCompile Include="..\..\LightsStack.cpp" /> <ClCompile Include="..\..\LOD.cpp" /> <ClCompile Include="..\..\Log.cpp" /> <ClCompile Include="..\..\LuaVM.cpp" /> @@ -189,37 +205,24 @@ <ClCompile Include="..\..\mm7_7.cpp" /> <ClCompile Include="..\..\mm7_data.cpp" /> <ClCompile Include="..\..\MMT.cpp" /> - <ClCompile Include="..\..\Monsters.cpp" /> <ClCompile Include="..\..\Mouse.cpp" /> <ClCompile Include="..\..\NewUI\Core\UIControlModule_wrap.cxx" /> <ClCompile Include="..\..\NewUI\MainMenu.cpp" /> - <ClCompile Include="..\..\NPC.cpp" /> - <ClCompile Include="..\..\ObjectList.cpp" /> <ClCompile Include="..\..\OSAPI.cpp" /> <ClCompile Include="..\..\OSWindow.cpp" /> <ClCompile Include="..\..\OurMath.cpp" /> - <ClCompile Include="..\..\Outdoor.cpp" /> - <ClCompile Include="..\..\Overlays.cpp" /> - <ClCompile Include="..\..\PaletteManager.cpp" /> - <ClCompile Include="..\..\ParticleEngine.cpp" /> <ClCompile Include="..\..\Party.cpp" /> <ClCompile Include="..\..\Player.cpp" /> <ClCompile Include="..\..\PlayerFrameTable.cpp" /> <ClCompile Include="..\..\Random.cpp" /> <ClCompile Include="..\..\Registry.cpp" /> - <ClCompile Include="..\..\Render.cpp" /> - <ClCompile Include="..\..\RenderD3D11.cpp" /> <ClCompile Include="..\..\SaveLoad.cpp" /> <ClCompile Include="..\..\Spells.cpp" /> <ClCompile Include="..\..\SpriteObject.cpp" /> - <ClCompile Include="..\..\Sprites.cpp" /> <ClCompile Include="..\..\StorylineTextTable.cpp" /> - <ClCompile Include="..\..\stru10.cpp" /> <ClCompile Include="..\..\stru298.cpp" /> <ClCompile Include="..\..\stru6.cpp" /> - <ClCompile Include="..\..\stru9.cpp" /> <ClCompile Include="..\..\texts.cpp" /> - <ClCompile Include="..\..\Texture.cpp" /> <ClCompile Include="..\..\TileTable.cpp" /> <ClCompile Include="..\..\Timer.cpp" /> <ClCompile Include="..\..\TurnEngine.cpp" /> @@ -242,44 +245,60 @@ <ClCompile Include="..\..\UI\UIShops.cpp" /> <ClCompile Include="..\..\UI\UITransition.cpp" /> <ClCompile Include="..\..\VectorTypes.cpp" /> - <ClCompile Include="..\..\Viewport.cpp" /> - <ClCompile Include="..\..\Vis.cpp" /> - <ClCompile Include="..\..\Weather.cpp" /> <ClCompile Include="..\..\ZlibWrapper.cpp" /> <ClCompile Include="..\..\_deleted.cpp" /> </ItemGroup> <ItemGroup> - <ClInclude Include="..\..\Actor.h" /> <ClInclude Include="..\..\AIL.h" /> - <ClInclude Include="..\..\Arcomage.h" /> + <ClInclude Include="..\..\Arcomage\Arcomage.h" /> <ClInclude Include="..\..\AudioPlayer.h" /> <ClInclude Include="..\..\Autonotes.h" /> <ClInclude Include="..\..\Awards.h" /> <ClInclude Include="..\..\Bink_Smacker.h" /> - <ClInclude Include="..\..\BSPModel.h" /> <ClInclude Include="..\..\CastSpellInfo.h" /> - <ClInclude Include="..\..\Chest.h" /> <ClInclude Include="..\..\Conditions.h" /> - <ClInclude Include="..\..\DecalBuilder.h" /> - <ClInclude Include="..\..\DecorationList.h" /> + <ClInclude Include="..\..\Engine\Graphics\BSPModel.h" /> + <ClInclude Include="..\..\Engine\Graphics\DecalBuilder.h" /> + <ClInclude Include="..\..\Engine\Graphics\DecorationList.h" /> + <ClInclude Include="..\..\Engine\Graphics\GammaControl.h" /> + <ClInclude Include="..\..\Engine\Graphics\Indoor.h" /> + <ClInclude Include="..\..\Engine\Graphics\IndoorCameraD3D.h" /> + <ClInclude Include="..\..\Engine\Graphics\IRender.h" /> + <ClInclude Include="..\..\Engine\Graphics\Level\Decoration.h" /> + <ClInclude Include="..\..\Engine\Graphics\LightmapBuilder.h" /> + <ClInclude Include="..\..\Engine\Graphics\Lights.h" /> + <ClInclude Include="..\..\Engine\Graphics\Outdoor.h" /> + <ClInclude Include="..\..\Engine\Graphics\Overlays.h" /> + <ClInclude Include="..\..\Engine\Graphics\PaletteManager.h" /> + <ClInclude Include="..\..\Engine\Graphics\ParticleEngine.h" /> + <ClInclude Include="..\..\Engine\Graphics\Render.h" /> + <ClInclude Include="..\..\Engine\Graphics\RenderD3D11.h" /> + <ClInclude Include="..\..\Engine\Graphics\RenderStruct.h" /> + <ClInclude Include="..\..\Engine\Graphics\Sprites.h" /> + <ClInclude Include="..\..\Engine\Graphics\stru10.h" /> + <ClInclude Include="..\..\Engine\Graphics\stru9.h" /> + <ClInclude Include="..\..\Engine\Graphics\Texture.h" /> + <ClInclude Include="..\..\Engine\Graphics\Viewport.h" /> + <ClInclude Include="..\..\Engine\Graphics\Vis.h" /> + <ClInclude Include="..\..\Engine\Graphics\Weather.h" /> + <ClInclude Include="..\..\Engine\Objects\Actor.h" /> + <ClInclude Include="..\..\Engine\Objects\Chest.h" /> + <ClInclude Include="..\..\Engine\Objects\Items.h" /> + <ClInclude Include="..\..\Engine\Objects\Monsters.h" /> + <ClInclude Include="..\..\Engine\Objects\NPC.h" /> + <ClInclude Include="..\..\Engine\Objects\ObjectList.h" /> <ClInclude Include="..\..\ErrorHandling.h" /> <ClInclude Include="..\..\Events.h" /> <ClInclude Include="..\..\Events2D.h" /> <ClInclude Include="..\..\FactionTable.h" /> <ClInclude Include="..\..\FrameTableInc.h" /> <ClInclude Include="..\..\Game.h" /> - <ClInclude Include="..\..\GammaControl.h" /> <ClInclude Include="..\..\GUIButton.h" /> <ClInclude Include="..\..\GUIFont.h" /> <ClInclude Include="..\..\GUIProgressBar.h" /> <ClInclude Include="..\..\GUIWindow.h" /> <ClInclude Include="..\..\IconFrameTable.h" /> - <ClInclude Include="..\..\Indoor.h" /> - <ClInclude Include="..\..\IndoorCameraD3D.h" /> - <ClInclude Include="..\..\IRender.h" /> - <ClInclude Include="..\..\Items.h" /> <ClInclude Include="..\..\Keyboard.h" /> - <ClInclude Include="..\..\Level\Decoration.h" /> <ClInclude Include="..\..\lib\legacy_dx\d3d.h" /> <ClInclude Include="..\..\lib\legacy_dx\d3dcaps.h" /> <ClInclude Include="..\..\lib\legacy_dx\d3drm.h" /> @@ -421,8 +440,6 @@ <ClInclude Include="..\..\lib\zlib\zconf.h" /> <ClInclude Include="..\..\lib\zlib\zlib.h" /> <ClInclude Include="..\..\lib\zlib\zutil.h" /> - <ClInclude Include="..\..\LightmapBuilder.h" /> - <ClInclude Include="..\..\Lights.h" /> <ClInclude Include="..\..\LOD.h" /> <ClInclude Include="..\..\Log.h" /> <ClInclude Include="..\..\LuaVM.h" /> @@ -432,37 +449,25 @@ <ClInclude Include="..\..\MM7.h" /> <ClInclude Include="..\..\mm7_data.h" /> <ClInclude Include="..\..\MMT.h" /> - <ClInclude Include="..\..\Monsters.h" /> <ClInclude Include="..\..\Mouse.h" /> <ClInclude Include="..\..\NewUI\Core\UIControl.h" /> <ClInclude Include="..\..\NewUI\MainMenu.h" /> - <ClInclude Include="..\..\NPC.h" /> <ClInclude Include="..\..\NZIArray.h" /> - <ClInclude Include="..\..\ObjectList.h" /> <ClInclude Include="..\..\OpenALSoundProvider.h" /> <ClInclude Include="..\..\OSAPI.h" /> <ClInclude Include="..\..\OSInfo.h" /> <ClInclude Include="..\..\OSWindow.h" /> <ClInclude Include="..\..\OurMath.h" /> - <ClInclude Include="..\..\Outdoor.h" /> - <ClInclude Include="..\..\Overlays.h" /> - <ClInclude Include="..\..\PaletteManager.h" /> - <ClInclude Include="..\..\ParticleEngine.h" /> <ClInclude Include="..\..\Party.h" /> <ClInclude Include="..\..\Player.h" /> <ClInclude Include="..\..\PlayerFrameTable.h" /> <ClInclude Include="..\..\Random.h" /> <ClInclude Include="..\..\Registry.h" /> - <ClInclude Include="..\..\Render.h" /> - <ClInclude Include="..\..\RenderD3D11.h" /> - <ClInclude Include="..\..\RenderStruct.h" /> <ClInclude Include="..\..\resource.h" /> <ClInclude Include="..\..\SaveLoad.h" /> <ClInclude Include="..\..\Spells.h" /> <ClInclude Include="..\..\SpriteObject.h" /> - <ClInclude Include="..\..\Sprites.h" /> <ClInclude Include="..\..\StorylineTextTable.h" /> - <ClInclude Include="..\..\stru10.h" /> <ClInclude Include="..\..\stru123.h" /> <ClInclude Include="..\..\stru159.h" /> <ClInclude Include="..\..\stru160.h" /> @@ -470,10 +475,8 @@ <ClInclude Include="..\..\stru314.h" /> <ClInclude Include="..\..\stru367.h" /> <ClInclude Include="..\..\stru6.h" /> - <ClInclude Include="..\..\stru9.h" /> <ClInclude Include="..\..\stuff.h" /> <ClInclude Include="..\..\texts.h" /> - <ClInclude Include="..\..\Texture.h" /> <ClInclude Include="..\..\TileFrameTable.h" /> <ClInclude Include="..\..\Timer.h" /> <ClInclude Include="..\..\TurnEngine.h" /> @@ -496,9 +499,6 @@ <ClInclude Include="..\..\UI\UIShops.h" /> <ClInclude Include="..\..\UI\UITransition.h" /> <ClInclude Include="..\..\VectorTypes.h" /> - <ClInclude Include="..\..\Viewport.h" /> - <ClInclude Include="..\..\Vis.h" /> - <ClInclude Include="..\..\Weather.h" /> <ClInclude Include="..\..\ZlibWrapper.h" /> </ItemGroup> <ItemGroup>
--- a/Build/Visual Studio 2012/World of Might and Magic.vcxproj.filters Thu Sep 18 17:38:54 2014 +0600 +++ b/Build/Visual Studio 2012/World of Might and Magic.vcxproj.filters Thu Sep 18 23:59:29 2014 +0600 @@ -291,72 +291,6 @@ <ClCompile Include="..\..\_deleted.cpp" /> <ClCompile Include="..\..\OSAPI.cpp" /> <ClCompile Include="..\..\OSWindow.cpp" /> - <ClCompile Include="..\..\Arcomage.cpp"> - <Filter>Arcomage</Filter> - </ClCompile> - <ClCompile Include="..\..\ArcomageCards.cpp"> - <Filter>Arcomage</Filter> - </ClCompile> - <ClCompile Include="..\..\Level\Decoration.cpp"> - <Filter>Engine\Graphics\Level</Filter> - </ClCompile> - <ClCompile Include="..\..\BSPModel.cpp"> - <Filter>Engine\Graphics</Filter> - </ClCompile> - <ClCompile Include="..\..\DecalBuilder.cpp"> - <Filter>Engine\Graphics</Filter> - </ClCompile> - <ClCompile Include="..\..\DecorationList.cpp"> - <Filter>Engine\Graphics</Filter> - </ClCompile> - <ClCompile Include="..\..\GammaControl.cpp"> - <Filter>Engine\Graphics</Filter> - </ClCompile> - <ClCompile Include="..\..\Indoor.cpp"> - <Filter>Engine\Graphics</Filter> - </ClCompile> - <ClCompile Include="..\..\IndoorCameraD3D.cpp"> - <Filter>Engine\Graphics</Filter> - </ClCompile> - <ClCompile Include="..\..\LightmapBuilder.cpp"> - <Filter>Engine\Graphics</Filter> - </ClCompile> - <ClCompile Include="..\..\LightsStack.cpp"> - <Filter>Engine\Graphics</Filter> - </ClCompile> - <ClCompile Include="..\..\Outdoor.cpp"> - <Filter>Engine\Graphics</Filter> - </ClCompile> - <ClCompile Include="..\..\Overlays.cpp"> - <Filter>Engine\Graphics</Filter> - </ClCompile> - <ClCompile Include="..\..\PaletteManager.cpp"> - <Filter>Engine\Graphics</Filter> - </ClCompile> - <ClCompile Include="..\..\ParticleEngine.cpp"> - <Filter>Engine\Graphics</Filter> - </ClCompile> - <ClCompile Include="..\..\Render.cpp"> - <Filter>Engine\Graphics</Filter> - </ClCompile> - <ClCompile Include="..\..\RenderD3D11.cpp"> - <Filter>Engine\Graphics</Filter> - </ClCompile> - <ClCompile Include="..\..\Sprites.cpp"> - <Filter>Engine\Graphics</Filter> - </ClCompile> - <ClCompile Include="..\..\Texture.cpp"> - <Filter>Engine\Graphics</Filter> - </ClCompile> - <ClCompile Include="..\..\Viewport.cpp"> - <Filter>Engine\Graphics</Filter> - </ClCompile> - <ClCompile Include="..\..\Vis.cpp"> - <Filter>Engine\Graphics</Filter> - </ClCompile> - <ClCompile Include="..\..\Weather.cpp"> - <Filter>Engine\Graphics</Filter> - </ClCompile> <ClCompile Include="..\..\TurnEngine.cpp"> <Filter>Engine\TurnEngine</Filter> </ClCompile> @@ -384,24 +318,6 @@ <ClCompile Include="..\..\Spells.cpp"> <Filter>Engine\Spells</Filter> </ClCompile> - <ClCompile Include="..\..\Actor.cpp"> - <Filter>Engine\Objects</Filter> - </ClCompile> - <ClCompile Include="..\..\Chest.cpp"> - <Filter>Engine\Objects</Filter> - </ClCompile> - <ClCompile Include="..\..\Items.cpp"> - <Filter>Engine\Objects</Filter> - </ClCompile> - <ClCompile Include="..\..\Monsters.cpp"> - <Filter>Engine\Objects</Filter> - </ClCompile> - <ClCompile Include="..\..\NPC.cpp"> - <Filter>Engine\Objects</Filter> - </ClCompile> - <ClCompile Include="..\..\ObjectList.cpp"> - <Filter>Engine\Objects</Filter> - </ClCompile> <ClCompile Include="..\..\Player.cpp"> <Filter>Engine\Objects</Filter> </ClCompile> @@ -564,12 +480,96 @@ <ClCompile Include="..\..\UI\Books\UISpellBook.cpp"> <Filter>GUI\UI\Books</Filter> </ClCompile> - <ClCompile Include="..\..\stru9.cpp"> + <ClCompile Include="..\..\Arcomage\Arcomage.cpp"> + <Filter>Arcomage</Filter> + </ClCompile> + <ClCompile Include="..\..\Arcomage\ArcomageCards.cpp"> + <Filter>Arcomage</Filter> + </ClCompile> + <ClCompile Include="..\..\Engine\Graphics\Level\Decoration.cpp"> + <Filter>Engine\Graphics\Level</Filter> + </ClCompile> + <ClCompile Include="..\..\Engine\Graphics\BSPModel.cpp"> + <Filter>Engine\Graphics</Filter> + </ClCompile> + <ClCompile Include="..\..\Engine\Graphics\DecorationList.cpp"> + <Filter>Engine\Graphics</Filter> + </ClCompile> + <ClCompile Include="..\..\Engine\Graphics\DecalBuilder.cpp"> + <Filter>Engine\Graphics</Filter> + </ClCompile> + <ClCompile Include="..\..\Engine\Graphics\Indoor.cpp"> + <Filter>Engine\Graphics</Filter> + </ClCompile> + <ClCompile Include="..\..\Engine\Graphics\IndoorCameraD3D.cpp"> + <Filter>Engine\Graphics</Filter> + </ClCompile> + <ClCompile Include="..\..\Engine\Graphics\GammaControl.cpp"> + <Filter>Engine\Graphics</Filter> + </ClCompile> + <ClCompile Include="..\..\Engine\Graphics\LightmapBuilder.cpp"> + <Filter>Engine\Graphics</Filter> + </ClCompile> + <ClCompile Include="..\..\Engine\Graphics\LightsStack.cpp"> + <Filter>Engine\Graphics</Filter> + </ClCompile> + <ClCompile Include="..\..\Engine\Graphics\Render.cpp"> + <Filter>Engine\Graphics</Filter> + </ClCompile> + <ClCompile Include="..\..\Engine\Graphics\RenderD3D11.cpp"> + <Filter>Engine\Graphics</Filter> + </ClCompile> + <ClCompile Include="..\..\Engine\Graphics\Outdoor.cpp"> + <Filter>Engine\Graphics</Filter> + </ClCompile> + <ClCompile Include="..\..\Engine\Graphics\Overlays.cpp"> <Filter>Engine\Graphics</Filter> </ClCompile> - <ClCompile Include="..\..\stru10.cpp"> + <ClCompile Include="..\..\Engine\Graphics\PaletteManager.cpp"> + <Filter>Engine\Graphics</Filter> + </ClCompile> + <ClCompile Include="..\..\Engine\Graphics\ParticleEngine.cpp"> + <Filter>Engine\Graphics</Filter> + </ClCompile> + <ClCompile Include="..\..\Engine\Graphics\stru10.cpp"> + <Filter>Engine\Graphics</Filter> + </ClCompile> + <ClCompile Include="..\..\Engine\Graphics\Texture.cpp"> + <Filter>Engine\Graphics</Filter> + </ClCompile> + <ClCompile Include="..\..\Engine\Graphics\Sprites.cpp"> + <Filter>Engine\Graphics</Filter> + </ClCompile> + <ClCompile Include="..\..\Engine\Graphics\stru9.cpp"> + <Filter>Engine\Graphics</Filter> + </ClCompile> + <ClCompile Include="..\..\Engine\Graphics\Weather.cpp"> <Filter>Engine\Graphics</Filter> </ClCompile> + <ClCompile Include="..\..\Engine\Graphics\Viewport.cpp"> + <Filter>Engine\Graphics</Filter> + </ClCompile> + <ClCompile Include="..\..\Engine\Graphics\Vis.cpp"> + <Filter>Engine\Graphics</Filter> + </ClCompile> + <ClCompile Include="..\..\Engine\Objects\Actor.cpp"> + <Filter>Engine\Objects</Filter> + </ClCompile> + <ClCompile Include="..\..\Engine\Objects\Chest.cpp"> + <Filter>Engine\Objects</Filter> + </ClCompile> + <ClCompile Include="..\..\Engine\Objects\Monsters.cpp"> + <Filter>Engine\Objects</Filter> + </ClCompile> + <ClCompile Include="..\..\Engine\Objects\Items.cpp"> + <Filter>Engine\Objects</Filter> + </ClCompile> + <ClCompile Include="..\..\Engine\Objects\ObjectList.cpp"> + <Filter>Engine\Objects</Filter> + </ClCompile> + <ClCompile Include="..\..\Engine\Objects\NPC.cpp"> + <Filter>Engine\Objects</Filter> + </ClCompile> </ItemGroup> <ItemGroup> <ClInclude Include="..\..\lib\libavcodec\avcodec.h"> @@ -998,75 +998,6 @@ <ClInclude Include="..\..\OSAPI.h" /> <ClInclude Include="..\..\OSInfo.h" /> <ClInclude Include="..\..\OSWindow.h" /> - <ClInclude Include="..\..\Arcomage.h"> - <Filter>Arcomage</Filter> - </ClInclude> - <ClInclude Include="..\..\Level\Decoration.h"> - <Filter>Engine\Graphics\Level</Filter> - </ClInclude> - <ClInclude Include="..\..\BSPModel.h"> - <Filter>Engine\Graphics</Filter> - </ClInclude> - <ClInclude Include="..\..\DecalBuilder.h"> - <Filter>Engine\Graphics</Filter> - </ClInclude> - <ClInclude Include="..\..\DecorationList.h"> - <Filter>Engine\Graphics</Filter> - </ClInclude> - <ClInclude Include="..\..\GammaControl.h"> - <Filter>Engine\Graphics</Filter> - </ClInclude> - <ClInclude Include="..\..\Indoor.h"> - <Filter>Engine\Graphics</Filter> - </ClInclude> - <ClInclude Include="..\..\IndoorCameraD3D.h"> - <Filter>Engine\Graphics</Filter> - </ClInclude> - <ClInclude Include="..\..\IRender.h"> - <Filter>Engine\Graphics</Filter> - </ClInclude> - <ClInclude Include="..\..\LightmapBuilder.h"> - <Filter>Engine\Graphics</Filter> - </ClInclude> - <ClInclude Include="..\..\Lights.h"> - <Filter>Engine\Graphics</Filter> - </ClInclude> - <ClInclude Include="..\..\Outdoor.h"> - <Filter>Engine\Graphics</Filter> - </ClInclude> - <ClInclude Include="..\..\Overlays.h"> - <Filter>Engine\Graphics</Filter> - </ClInclude> - <ClInclude Include="..\..\PaletteManager.h"> - <Filter>Engine\Graphics</Filter> - </ClInclude> - <ClInclude Include="..\..\ParticleEngine.h"> - <Filter>Engine\Graphics</Filter> - </ClInclude> - <ClInclude Include="..\..\Render.h"> - <Filter>Engine\Graphics</Filter> - </ClInclude> - <ClInclude Include="..\..\RenderD3D11.h"> - <Filter>Engine\Graphics</Filter> - </ClInclude> - <ClInclude Include="..\..\RenderStruct.h"> - <Filter>Engine\Graphics</Filter> - </ClInclude> - <ClInclude Include="..\..\Sprites.h"> - <Filter>Engine\Graphics</Filter> - </ClInclude> - <ClInclude Include="..\..\Texture.h"> - <Filter>Engine\Graphics</Filter> - </ClInclude> - <ClInclude Include="..\..\Viewport.h"> - <Filter>Engine\Graphics</Filter> - </ClInclude> - <ClInclude Include="..\..\Vis.h"> - <Filter>Engine\Graphics</Filter> - </ClInclude> - <ClInclude Include="..\..\Weather.h"> - <Filter>Engine\Graphics</Filter> - </ClInclude> <ClInclude Include="..\..\TurnEngine.h"> <Filter>Engine\TurnEngine</Filter> </ClInclude> @@ -1094,24 +1025,6 @@ <ClInclude Include="..\..\Spells.h"> <Filter>Engine\Spells</Filter> </ClInclude> - <ClInclude Include="..\..\Actor.h"> - <Filter>Engine\Objects</Filter> - </ClInclude> - <ClInclude Include="..\..\Chest.h"> - <Filter>Engine\Objects</Filter> - </ClInclude> - <ClInclude Include="..\..\Items.h"> - <Filter>Engine\Objects</Filter> - </ClInclude> - <ClInclude Include="..\..\Monsters.h"> - <Filter>Engine\Objects</Filter> - </ClInclude> - <ClInclude Include="..\..\NPC.h"> - <Filter>Engine\Objects</Filter> - </ClInclude> - <ClInclude Include="..\..\ObjectList.h"> - <Filter>Engine\Objects</Filter> - </ClInclude> <ClInclude Include="..\..\Player.h"> <Filter>Engine\Objects</Filter> </ClInclude> @@ -1313,12 +1226,99 @@ <ClInclude Include="..\..\UI\Books\UISpellBook.h"> <Filter>GUI\UI\Books</Filter> </ClInclude> - <ClInclude Include="..\..\stru9.h"> + <ClInclude Include="..\..\Arcomage\Arcomage.h"> + <Filter>Arcomage</Filter> + </ClInclude> + <ClInclude Include="..\..\Engine\Graphics\Level\Decoration.h"> + <Filter>Engine\Graphics\Level</Filter> + </ClInclude> + <ClInclude Include="..\..\Engine\Graphics\BSPModel.h"> + <Filter>Engine\Graphics</Filter> + </ClInclude> + <ClInclude Include="..\..\Engine\Graphics\DecorationList.h"> + <Filter>Engine\Graphics</Filter> + </ClInclude> + <ClInclude Include="..\..\Engine\Graphics\DecalBuilder.h"> + <Filter>Engine\Graphics</Filter> + </ClInclude> + <ClInclude Include="..\..\Engine\Graphics\Indoor.h"> + <Filter>Engine\Graphics</Filter> + </ClInclude> + <ClInclude Include="..\..\Engine\Graphics\IndoorCameraD3D.h"> + <Filter>Engine\Graphics</Filter> + </ClInclude> + <ClInclude Include="..\..\Engine\Graphics\GammaControl.h"> + <Filter>Engine\Graphics</Filter> + </ClInclude> + <ClInclude Include="..\..\Engine\Graphics\IRender.h"> + <Filter>Engine\Graphics</Filter> + </ClInclude> + <ClInclude Include="..\..\Engine\Graphics\LightmapBuilder.h"> + <Filter>Engine\Graphics</Filter> + </ClInclude> + <ClInclude Include="..\..\Engine\Graphics\Lights.h"> + <Filter>Engine\Graphics</Filter> + </ClInclude> + <ClInclude Include="..\..\Engine\Graphics\ParticleEngine.h"> + <Filter>Engine\Graphics</Filter> + </ClInclude> + <ClInclude Include="..\..\Engine\Graphics\Render.h"> + <Filter>Engine\Graphics</Filter> + </ClInclude> + <ClInclude Include="..\..\Engine\Graphics\RenderD3D11.h"> + <Filter>Engine\Graphics</Filter> + </ClInclude> + <ClInclude Include="..\..\Engine\Graphics\RenderStruct.h"> <Filter>Engine\Graphics</Filter> </ClInclude> - <ClInclude Include="..\..\stru10.h"> + <ClInclude Include="..\..\Engine\Graphics\Outdoor.h"> + <Filter>Engine\Graphics</Filter> + </ClInclude> + <ClInclude Include="..\..\Engine\Graphics\Overlays.h"> + <Filter>Engine\Graphics</Filter> + </ClInclude> + <ClInclude Include="..\..\Engine\Graphics\PaletteManager.h"> + <Filter>Engine\Graphics</Filter> + </ClInclude> + <ClInclude Include="..\..\Engine\Graphics\stru10.h"> + <Filter>Engine\Graphics</Filter> + </ClInclude> + <ClInclude Include="..\..\Engine\Graphics\Texture.h"> + <Filter>Engine\Graphics</Filter> + </ClInclude> + <ClInclude Include="..\..\Engine\Graphics\Sprites.h"> + <Filter>Engine\Graphics</Filter> + </ClInclude> + <ClInclude Include="..\..\Engine\Graphics\stru9.h"> + <Filter>Engine\Graphics</Filter> + </ClInclude> + <ClInclude Include="..\..\Engine\Graphics\Vis.h"> <Filter>Engine\Graphics</Filter> </ClInclude> + <ClInclude Include="..\..\Engine\Graphics\Weather.h"> + <Filter>Engine\Graphics</Filter> + </ClInclude> + <ClInclude Include="..\..\Engine\Graphics\Viewport.h"> + <Filter>Engine\Graphics</Filter> + </ClInclude> + <ClInclude Include="..\..\Engine\Objects\Actor.h"> + <Filter>Engine\Objects</Filter> + </ClInclude> + <ClInclude Include="..\..\Engine\Objects\Chest.h"> + <Filter>Engine\Objects</Filter> + </ClInclude> + <ClInclude Include="..\..\Engine\Objects\Monsters.h"> + <Filter>Engine\Objects</Filter> + </ClInclude> + <ClInclude Include="..\..\Engine\Objects\Items.h"> + <Filter>Engine\Objects</Filter> + </ClInclude> + <ClInclude Include="..\..\Engine\Objects\NPC.h"> + <Filter>Engine\Objects</Filter> + </ClInclude> + <ClInclude Include="..\..\Engine\Objects\ObjectList.h"> + <Filter>Engine\Objects</Filter> + </ClInclude> </ItemGroup> <ItemGroup> <None Include="..\..\lib\OpenAL\lib\x86\avcodec-55.def">
--- a/Chest.cpp Thu Sep 18 17:38:54 2014 +0600 +++ /dev/null Thu Jan 01 00:00:00 1970 +0000 @@ -1,806 +0,0 @@ -#define _CRTDBG_MAP_ALLOC -#include <stdlib.h> -#include <crtdbg.h> - -#define _CRT_SECURE_NO_WARNINGS -#include <stdio.h> - -#include "ErrorHandling.h" - -#include "Items.h" -#include "Chest.h" -#include "FrameTableInc.h" -#include "LOD.h" -#include "MapInfo.h" -#include "Actor.h" -#include "Engine/Graphics/Outdoor.h" -#include "Engine/Graphics/DecorationList.h" -#include "Party.h" -#include "AudioPlayer.h" -#include "OurMath.h" -#include "Texts.h" -#include "ObjectList.h" -#include "GUIWindow.h" -#include "Timer.h" - -#include "MM7.h" -#include "SpriteObject.h" -#include "Mouse.h" -#include "Engine/Graphics/Viewport.h" -#include "Engine/Graphics/Level/Decoration.h" - -size_t uNumChests; // idb -struct ChestList *pChestList; -std::array<Chest, 20> pChests; - - -const int pChestPixelOffsetX[8] = {42, 18, 18, 42, 42, 42, 18, 42}; -const int pChestPixelOffsetY[8] = {34, 30, 30, 34, 34, 34, 30, 34}; -const int pChestWidthsByType[8] = {9, 9, 9, 9, 9, 9, 9, 9}; -const int pChestHeightsByType[8] = {9, 9, 9, 9, 9, 9, 9, 9}; - - -//----- (0042041E) -------------------------------------------------------- -bool Chest::Open( signed int uChestID ) -{ - unsigned int pMapID; // eax@8 - int pRandom; // edx@16 - int v6; // eax@16 - ODMFace *pODMFace; // eax@19 - BLVFace *pBLVFace; // eax@20 - int pObjectX; // ebx@21 - int pObjectZ; // edi@21 - double dir_x; // st7@23 - double dir_y; // st6@23 - double length_vector; // st7@23 - int pDepth; // ecx@26 - Vec3_int_ v; // ST4C_12@28 - bool flag_shout; // edi@28 - int pSpriteID[4]; // [sp+84h] [bp-40h]@16 - Vec3_int_ pOut; // [sp+A0h] [bp-24h]@28 - int pObjectY; // [sp+B0h] [bp-14h]@21 - int sRotX; // [sp+B4h] [bp-10h]@23 - float dir_z; // [sp+BCh] [bp-8h]@23 - int sRotY; // [sp+C0h] [bp-4h]@8 - SpriteObject pSpellObject; // [sp+14h] [bp-B0h]@28 - - assert( uChestID < 20 ); - if ( ( uChestID < 0 ) && ( uChestID >= 20 ) ) - return false; - Chest* chest = &pChests[uChestID]; - - ++pIcons_LOD->uTexturePacksCount; - if (!pIcons_LOD->uNumPrevLoadedFiles) - pIcons_LOD->uNumPrevLoadedFiles = pIcons_LOD->uNumLoadedFiles; - - if (!chest->Initialized()) - Chest::PlaceItems(uChestID); - - if ( !uActiveCharacter ) - return false; - flag_shout = false; - pMapID = pMapStats->GetMapInfo(pCurrentMapName); - if ( chest->Trapped() && pMapID ) - { - if ( pPlayers[uActiveCharacter]->GetDisarmTrap() < 2 * pMapStats->pInfos[pMapID].LockX5 ) - { - pSpriteID[0] = 811; - pSpriteID[1] = 812; - pSpriteID[2] = 813; - pSpriteID[3] = 814; - pRandom = rand() % 4; - v6 = PID_ID(EvtTargetObj); - if ( PID_TYPE(EvtTargetObj) == OBJECT_Decoration) - { - pObjectX = pLevelDecorations[v6].vPosition.x; - pObjectY = pLevelDecorations[v6].vPosition.y; - pObjectZ = pLevelDecorations[v6].vPosition.z + ( pDecorationList->pDecorations[pLevelDecorations[v6].uDecorationDescID].uDecorationHeight / 2 ); - } - if ( PID_TYPE(EvtTargetObj) == OBJECT_BModel) - { - if ( uCurrentlyLoadedLevelType == LEVEL_Outdoor) - { - pODMFace = &pOutdoor->pBModels[EvtTargetObj >> 9].pFaces[(EvtTargetObj >> 3) & 0x3F]; - pObjectX = ( pODMFace->pBoundingBox.x1 + pODMFace->pBoundingBox.x2 ) / 2; - pObjectY = ( pODMFace->pBoundingBox.y1 + pODMFace->pBoundingBox.y2 ) / 2; - pObjectZ = ( pODMFace->pBoundingBox.z1 + pODMFace->pBoundingBox.z2 ) / 2; - } - else//Indoor - { - pBLVFace = &pIndoor->pFaces[v6]; - pObjectX = ( pBLVFace->pBounding.x1 + pBLVFace->pBounding.x2 ) / 2; - pObjectY = ( pBLVFace->pBounding.y1 + pBLVFace->pBounding.y2 ) / 2; - pObjectZ = ( pBLVFace->pBounding.z1 + pBLVFace->pBounding.z2 ) / 2; - } - } - dir_x = (double)pParty->vPosition.x - (double)pObjectX; - dir_y = (double)pParty->vPosition.y - (double)pObjectY; - dir_z = ( (double)pParty->sEyelevel + (double)pParty->vPosition.z ) - (double)pObjectZ; - length_vector = sqrt( (dir_x * dir_x) + (dir_y * dir_y) + (dir_z * dir_z) ); - if ( length_vector <= 1.0 ) - { - *(float *)&sRotX = 0.0; - *(float *)&sRotY = 0.0; - } - else - { - sRotY = (signed __int64)sqrt(dir_x * dir_x + dir_y * dir_y); - sRotX = stru_5C6E00->Atan2((signed __int64)dir_x, (signed __int64)dir_y); - sRotY = stru_5C6E00->Atan2(dir_y * dir_y, (signed __int64)dir_z); - } - pDepth = 256; - if ( length_vector < 256.0 ) - pDepth = (signed __int64)length_vector / 4; - v.x = pObjectX; - v.y = pObjectY; - v.z = pObjectZ; - Vec3_int_::Rotate(pDepth, sRotX, sRotY, v, &pOut.x, &pOut.z, &pOut.y); - SpriteObject::sub_42F7EB_DropItemAt(pSpriteID[pRandom], pOut.x, pOut.z, pOut.y, 0, 1, 0, 48, 0); - - pSpellObject.stru_24.Reset(); - pSpellObject.spell_skill = 0; - pSpellObject.spell_level = 0; - pSpellObject.spell_id = 0; - pSpellObject.field_54 = 0; - pSpellObject.uType = pSpriteID[pRandom]; - pSpellObject.uObjectDescID = 0; - if ( pObjectList->uNumObjects ) - { - for ( uint i = 0; i < (signed int)pObjectList->uNumObjects; ++i ) - { - if ( pSpriteID[pRandom] == pObjectList->pObjects[i].uObjectID ) - pSpellObject.uObjectDescID = i; - } - } - pSpellObject.vPosition.y = pOut.z; - pSpellObject.vPosition.x = pOut.x; - pSpellObject.vPosition.z = pOut.y; - pSpellObject.uSoundID = 0; - pSpellObject.uAttributes = 48; - pSpellObject.uSectorID = pIndoor->GetSector(pOut.x, pOut.z, pOut.y); - pSpellObject.uSpriteFrameID = 0; - pSpellObject.spell_caster_pid = 0; - pSpellObject.spell_target_pid = 0; - pSpellObject.uFacing = 0; - pSpellObject.Create(0, 0, 0, 0); - pAudioPlayer->PlaySound(SOUND_8, 0, 0, -1, 0, 0, 0, 0); - pSpellObject.ExplosionTraps(); - chest->uFlags &= 0xFEu; - if ( uActiveCharacter && !_A750D8_player_speech_timer && !OpenedTelekinesis ) - { - _A750D8_player_speech_timer = 256i64; - PlayerSpeechID = SPEECH_5; - uSpeakingCharacter = uActiveCharacter; - } - pIcons_LOD->RemoveTexturesPackFromTextureList(); - OpenedTelekinesis = false; - return false; - } - chest->uFlags &= 0xFEu; - flag_shout = true; - } - pAudioPlayer->StopChannels(-1, -1); - pAudioPlayer->PlaySound(SOUND_OpenChest, 0, 0, -1, 0, 0, 0, 0); - if ( flag_shout == true ) - { - if ( !OpenedTelekinesis ) - pPlayers[uActiveCharacter]->PlaySound(SPEECH_4, 0); - } - OpenedTelekinesis = false; - pChestWindow = pGUIWindow_CurrentMenu = GUIWindow::Create(0, 0, window->GetWidth(), window->GetHeight(), WINDOW_Chest, uChestID, 0); - pBtn_ExitCancel = pChestWindow->CreateButton(471, 445, 169, 35, 1, 0, UIMSG_Escape, 0, 0, pGlobalTXT_LocalizationStrings[79], pIcons_LOD->GetTexture(uExitCancelTextureId), 0);// Exit - pChestWindow->CreateButton( 7, 8, 460, 343, 1, 0, UIMSG_CHEST_ClickItem, 0, 0, "", 0); - pCurrentScreen = SCREEN_CHEST; - pEventTimer->Pause(); - return true; -} - -//----- (0042038D) -------------------------------------------------------- -void Chest::ChestUI_WritePointedObjectStatusString() -{ - int v1; // ecx@2 - POINT cursor; // [sp+8h] [bp-8h]@1 - - pMouse->GetCursorPos(&cursor); - if ( cursor.y < 350 ) - { - v1 = pRenderer->pActiveZBuffer[cursor.x + pSRZBufferLineOffsets[cursor.y]]; - if ( v1 != 0 && v1 != -65536 ) - { - if ( v1 ) - { - ItemGen* item = &pChests[pChestWindow->par1C].igChestItems[pChests[pChestWindow->par1C].pInventoryIndices[(v1 & 0xFFFF) - 1] - 1]; - GameUI_SetFooterString(item->GetDisplayName()); - } - } - } -} - -//----- (0042092D) -------------------------------------------------------- -void Chest::DrawChestUI(signed int uChestID) - { - - int chestBitmapId; // eax@1 - unsigned int v5; // eax@1 - int chest_item_index; // ecx@3 - unsigned int item_texture_id; // eax@4 - Texture *item_texture; // esi@4 - signed int itemPixelWidth; // ecx@4 - signed int itemPixelHeght; // edx@4 -// signed int v11; // eax@4 - int v12; // eax@6 - int v13; // eax@6 - unsigned int itemPixelPosX; // ST34_4@8 - int itemPixelPosY; // edi@8 - int *v16; // [sp+Ch] [bp-28h]@1 -// int v17; // [sp+10h] [bp-24h]@4 - int chest_offs_y; // [sp+14h] [bp-20h]@1 - signed int chestHeghtCells; // [sp+18h] [bp-1Ch]@1 - int chest_offs_x; // [sp+1Ch] [bp-18h]@1 - signed int chestWidthCells; // [sp+20h] [bp-14h]@1 - signed int item_counter; // [sp+30h] [bp-4h]@1 - - v16 = pRenderer->pActiveZBuffer; - pRenderer->ClearZBuffer(0, 479); - chestBitmapId = pChests[uChestID].uChestBitmapID; - chest_offs_x = pChestPixelOffsetX[chestBitmapId]; - chest_offs_y = pChestPixelOffsetY[chestBitmapId]; - chestWidthCells = pChestWidthsByType[chestBitmapId]; - chestHeghtCells = pChestHeightsByType[chestBitmapId]; - sprintfex(pTmpBuf.data(), "chest%02d", pChestList->pChests[chestBitmapId].uTextureID); - v5 = pIcons_LOD->LoadTexture(pTmpBuf.data(), TEXTURE_16BIT_PALETTE); - pRenderer->DrawTextureIndexed(8u, 8u, pIcons_LOD->GetTexture(v5)); - - for (item_counter = 0; item_counter < chestWidthCells * chestHeghtCells; ++item_counter) - { - chest_item_index = pChests[uChestID].pInventoryIndices[item_counter]; - if ( chest_item_index > 0 ) - { - item_texture_id = pIcons_LOD->LoadTexture( - //pItemsTable->pItems[*(int *)((char *)&pOtherOverlayList->pOverlays[49].field_4 + 36 * v6 + v3 * 5324)].pIconName, - pChests[uChestID].igChestItems[chest_item_index - 1].GetIconName(), TEXTURE_16BIT_PALETTE); - item_texture = pIcons_LOD->GetTexture(item_texture_id); - itemPixelWidth = item_texture->uTextureWidth; - itemPixelHeght = item_texture->uTextureHeight; - if ( itemPixelWidth < 14 ) - itemPixelWidth = 14; - v12 = itemPixelWidth - 14; - v12 = v12 & 0xFFFFFFE0; - v13 = v12 + 32; - if ( itemPixelHeght < 14 ) - itemPixelHeght = 14; - itemPixelPosX = chest_offs_x + 32 * (item_counter % chestWidthCells) + ((signed int)(v13 - itemPixelWidth)/2); - itemPixelPosY = chest_offs_y + 32 * (item_counter / chestHeghtCells) + - ((signed int)(((itemPixelHeght - 14) & 0xFFFFFFE0) + 32- item_texture->uTextureHeight ) /2); - pRenderer->DrawTextureTransparent( itemPixelPosX, itemPixelPosY, item_texture); - ZBuffer_DoFill2(&v16[itemPixelPosX + pSRZBufferLineOffsets[itemPixelPosY]], item_texture, item_counter + 1); - } - } - pRenderer->DrawTextureIndexed(pBtn_ExitCancel->uX, pBtn_ExitCancel->uY, pIcons_LOD->GetTexture(uExitCancelTextureId)); - } - - -//----- (0041FE71) -------------------------------------------------------- -bool Chest::CanPlaceItemAt( signed int test_cell_position, int item_id, signed int uChestID ) - { -// int v3; // eax@1 - unsigned int item_texture_id; // eax@1 - Texture *item_texture; // ecx@1 - signed int v6; // eax@1 -// signed int v7; // edi@3 - signed int v8; // eax@3 - int texture_cell_width; // edi@3 - int texture_cell_height; // ebx@5 - int _row; // esi@9 - int _cell_rows; // edx@10 - int _column; // ecx@11 -// char *v14; // eax@12 - int chest_cell_heght; // [sp+Ch] [bp-Ch]@1 -// signed int v17; // [sp+10h] [bp-8h]@1 - signed int chest_cell_width; // [sp+14h] [bp-4h]@1 - - chest_cell_heght = pChestHeightsByType[pChests[uChestID].uChestBitmapID]; - chest_cell_width = pChestWidthsByType[pChests[uChestID].uChestBitmapID]; - item_texture_id = pIcons_LOD->LoadTexture(pItemsTable->pItems[item_id].pIconName, TEXTURE_16BIT_PALETTE); - item_texture = pIcons_LOD->GetTexture(item_texture_id); - v6 = item_texture->uTextureWidth; - if ( v6 < 14 ) - v6 = 14; - texture_cell_width = ((v6 - 14) >> 5) + 1; - v8 = item_texture->uTextureHeight; - if ( v8 < 14 ) - v8 = 14; - texture_cell_height = ((v8 - 14) >> 5) + 1; - if ( !areWeLoadingTexture ) - { - item_texture->Release(); - pIcons_LOD->SyncLoadedFilesCount(); - } - if ( (texture_cell_width + test_cell_position % chest_cell_width <= chest_cell_width) && - (texture_cell_height + test_cell_position / chest_cell_width <= chest_cell_heght) ) - { //we not put over borders - _row = 0; - if ( texture_cell_height <= 0 ) - return true; - _cell_rows = 0; - while ( 1 ) - { - _column = 0; - if ( texture_cell_width > 0 ) - { - while ( pChests[uChestID].pInventoryIndices[test_cell_position + _cell_rows+_column]==0) - { - ++_column; - if ( _column >= texture_cell_width ) - break; - } - if (pChests[uChestID].pInventoryIndices[test_cell_position + _cell_rows+_column]!=0) - return false; - } - _cell_rows += chest_cell_width; - ++_row; - if ( _row >= texture_cell_height ) - return true; - } - - } - return false; - } -// 506128: using guessed type int areWeLoadingTexture; - -//----- (0041FF64) -------------------------------------------------------- -int Chest::CountChestItems(signed int uChestID) -{ - signed int item_count; // eax@1 - int max_items; // edx@1 - item_count = 0; - max_items = pChestWidthsByType[pChests[uChestID].uChestBitmapID] * pChestHeightsByType[pChests[uChestID].uChestBitmapID]; - if ( max_items <= 0 ) - item_count = -1; - else - { - while ( pChests[uChestID].igChestItems[item_count].uItemID ) - { - ++item_count; - if ( item_count >= max_items ) - { - item_count = -1; - break; - } - } - } - return item_count; -} - -//----- (0041FFA2) -------------------------------------------------------- -int Chest::PutItemInChest(int position, ItemGen *put_item, signed int uChestID) -{//(rus: ïîëîæèòü ïðåäìåò â ÿùèê) - ItemGen *v4; // edi@1 - int v5; // esi@1 - int result; // eax@11 - unsigned int v7; // eax@12 - int v8; // edx@12 - Texture *texture; // ecx@12 - signed int v10; // eax@12 - signed int v11; // edi@14 - unsigned int v12; // esi@14 - int v13; // edi@16 - void *v14; // edi@21 - int v15; // edi@21 - int i; // ecx@21 - ItemGen *Src; // [sp+Ch] [bp-18h]@1 - signed int item_in_chest_count; // [sp+10h] [bp-14h]@2 - int v19; // [sp+14h] [bp-10h]@1 - int v20; // [sp+18h] [bp-Ch]@19 - signed int v21; // [sp+1Ch] [bp-8h]@1 -// signed int v22; // [sp+20h] [bp-4h]@3 - int v23; // [sp+20h] [bp-4h]@19 - - v21 = 0; - v4 = put_item; - v5 = pChestWidthsByType[pChests[uChestID].uChestBitmapID] * pChestHeightsByType[pChests[uChestID].uChestBitmapID]; - Src = put_item; - v19 = pChestWidthsByType[pChests[uChestID].uChestBitmapID]; - if ( position == -1 ) - { - item_in_chest_count = CountChestItems(uChestID); - if ( item_in_chest_count == -1 ) - return 0; - for( int _i = 0; _i < v5; _i++) - { - if ( Chest::CanPlaceItemAt(_i, v4->uItemID, pChestWindow->par1C) ) - v21 = _i; - } - if ( v21 == v5 ) - { - if ( uActiveCharacter ) - pPlayers[uActiveCharacter]->PlaySound(SPEECH_NoRoom, 0); - return 0; - } - v7 = pIcons_LOD->LoadTexture(v4->GetIconName(), TEXTURE_16BIT_PALETTE); - HIWORD(v8) = 0; - texture = pIcons_LOD->GetTexture(v7); - v10 = texture->uTextureWidth; - if ( texture->uTextureWidth < 14 ) - v10 = 14; - v12 = ((v10 - 14) >> 5) + 1; - v11 = texture->uTextureHeight; - if ( texture->uTextureHeight < 14 ) - v11 = 14; - v13 = ((v11 - 14) >> 5) + 1; - if ( !areWeLoadingTexture ) - { - texture->Release(); - pIcons_LOD->SyncLoadedFilesCount(); - } - if ( v13 > 0 ) - { - v23 = 0; - v20 = v13; - do - { - if ( (signed int)v12 > 0 ) - { - v14 = &pChests[uChestID].pInventoryIndices[v21 + v23]; - LOWORD(v8) = -1 - v21; - v8 <<= 16; - LOWORD(v8) = -1 - v21; - memset32(v14, v8, v12 >> 1); - v15 = (int)((char *)v14 + 4 * (v12 >> 1)); - for ( i = v12 & 1; i; --i ) - { - *(short *)v15 = v8; - v15 += 2; - } - } - v23 += v19; - --v20; - } - while ( v20 ); - } - pChests[uChestID].pInventoryIndices[v21] = item_in_chest_count + 1; - memcpy(&pChests[uChestID].igChestItems[item_in_chest_count], put_item, sizeof(ItemGen)); - result = v21 + 1; - } - else - result = 1; - return result; -} -// 506128: using guessed type int areWeLoadingTexture; - -//----- (0042013E) -------------------------------------------------------- -void Chest::PlaceItemAt( unsigned int put_cell_pos, unsigned int item_at_cell, signed int uChestID ) -{ - int uItemID; // edi@1 - int v6; // edx@4 - unsigned int v7; // eax@5 - Texture *texture; // ecx@5 - signed int v9; // eax@5 - signed int v10; // edi@7 - unsigned int texture_cell_width; // ebx@7 - int textute_cell_height; // edi@9 - int chest_cell_row_pos; // edx@12 - int chest_cell_width; // [sp+10h] [bp-Ch]@11 - - uItemID = pChests[ uChestID].igChestItems[item_at_cell].uItemID; - pItemsTable->SetSpecialBonus(&pChests[ uChestID].igChestItems[item_at_cell]); - if ( uItemID >= 135 && uItemID <= 159 && !pChests[ uChestID].igChestItems[item_at_cell].uNumCharges) - { - v6 = rand() % 21 + 10; - pChests[ uChestID].igChestItems[item_at_cell].uNumCharges = v6; - pChests[ uChestID].igChestItems[item_at_cell].uMaxCharges = v6; - } - v7 = pIcons_LOD->LoadTexture(pItemsTable->pItems[uItemID].pIconName, TEXTURE_16BIT_PALETTE); - texture = pIcons_LOD->GetTexture(v7); - v9 = texture->uTextureWidth; - if ( texture->uTextureWidth < 14 ) - v9 = 14; - texture_cell_width = ((v9 - 14) >> 5) + 1; - v10 = texture->uTextureHeight; - if ( texture->uTextureHeight < 14 ) - v10 = 14; - textute_cell_height = ((v10 - 14) >> 5) + 1; - if ( !areWeLoadingTexture ) - { - texture->Release(); - pIcons_LOD->SyncLoadedFilesCount(); - } - chest_cell_width = pChestWidthsByType[pChests[ uChestID].uChestBitmapID]; - chest_cell_row_pos = 0; - for(int i = 0; i < textute_cell_height; ++i) - { - for (int j = 0; j < texture_cell_width; ++j) - pChests[uChestID].pInventoryIndices[put_cell_pos + chest_cell_row_pos+j]=(signed __int16)-(put_cell_pos+1); - chest_cell_row_pos += chest_cell_width; - } - pChests[uChestID].pInventoryIndices[put_cell_pos] = item_at_cell + 1; -} -// 506128: using guessed type int areWeLoadingTexture; - -//----- (00420284) -------------------------------------------------------- -void Chest::PlaceItems(signed int uChestID ) - { - int uChestArea; // edi@1 - int random_chest_pos; // eax@2 - int test_position; // ebx@11 - char chest_cells_map[144]; // [sp+Ch] [bp-A0h]@1 - int chest_item_id; // [sp+9Ch] [bp-10h]@10 - unsigned int items_counter; // [sp+A4h] [bp-8h]@8 - - pRenderer->ClearZBuffer(0, 479); - uChestArea = pChestWidthsByType[pChests[uChestID].uChestBitmapID] * pChestHeightsByType[pChests[uChestID].uChestBitmapID]; - memset(chest_cells_map, 0, 144); - //fill cell map at random positions - for ( items_counter = 0; items_counter < uChestArea; ++items_counter ) - { - //get random position in chest - do - random_chest_pos = (unsigned __int8)rand(); - while ( random_chest_pos >= uChestArea ); - //if this pos occupied move to next - while ( chest_cells_map[random_chest_pos] ) - { - ++random_chest_pos; - if ( random_chest_pos == uChestArea ) - random_chest_pos = 0; - } - chest_cells_map[random_chest_pos] = items_counter; - } - items_counter = 0; - - for (items_counter = 0; items_counter<uChestArea; ++items_counter) - { - chest_item_id = pChests[uChestID].igChestItems[items_counter].uItemID; - if ( chest_item_id ) - { - test_position = 0; - while ( !Chest::CanPlaceItemAt((unsigned __int8)chest_cells_map[test_position], chest_item_id, uChestID) ) - { - ++test_position; - if ( test_position >= uChestArea ) - break; - } - if(test_position<uChestArea) - { - Chest::PlaceItemAt((unsigned __int8)chest_cells_map[test_position], items_counter, uChestID); - if ( pChests[uChestID].uFlags & CHEST_OPENED) - pChests[uChestID].igChestItems[items_counter].SetIdentified(); - } - } - } - pChests[uChestID].SetInitialized(true); - } -// 420284: using guessed type char Dst[144]; - -//----- (00448A17) -------------------------------------------------------- -void Chest::ToggleFlag(signed int uChestID, unsigned __int16 uFlag, unsigned int bToggle) -{ - if ( uChestID >= 0 && uChestID <= 19 ) - { - if ( bToggle ) - pChests[uChestID].uFlags |= uFlag; - else - pChests[uChestID].uFlags &= ~uFlag; - } -} - -//----- (00458B03) -------------------------------------------------------- -void ChestList::ToFile() -{ - FILE *v2; // eax@1 - FILE *v3; // edi@1 - - v2 = fopen("data\\dchest.bin", "wb"); - v3 = v2; - if ( !v2 ) - Error("Unable to save dchest.bin!"); - - fwrite(this, 4, 1, v2); - fwrite(this->pChests, 36, this->uNumChests, v3); - fclose(v3); -} - - -//----- (00458B4F) -------------------------------------------------------- -void ChestList::FromFile(void *data_mm6, void *data_mm7, void *data_mm8) -{ - uint num_mm6_chests = data_mm6 ? *(int *)data_mm6 : 0, - num_mm7_chests = data_mm7 ? *(int *)data_mm7 : 0, - num_mm8_chests = data_mm8 ? *(int *)data_mm8 : 0; - - uNumChests = num_mm6_chests + num_mm7_chests + num_mm8_chests; - assert(uNumChests); - assert(!num_mm8_chests); - - pChests = (ChestDesc *)malloc(uNumChests * sizeof(ChestDesc)); - memcpy(pChests, (char *)data_mm7 + 4, num_mm7_chests * sizeof(ChestDesc)); - memcpy(pChests + num_mm7_chests, (char *)data_mm6 + 4, num_mm6_chests * sizeof(ChestDesc)); - memcpy(pChests + num_mm6_chests + num_mm7_chests, (char *)data_mm8 + 4, num_mm8_chests * sizeof(ChestDesc)); -} - - -//----- (00458B9C) -------------------------------------------------------- -int ChestList::FromFileTxt(const char *Args) -{ - //ChestList *v2; // ebx@1 - __int32 v3; // edi@1 - FILE *v4; // eax@1 - unsigned int v5; // esi@3 - const void *v6; // ST18_4@9 - void *v7; // eax@9 - FILE *v8; // ST0C_4@11 - char *i; // eax@11 - char v10; // al@14 - const char *v11; // ST14_4@14 - char v12; // al@14 - const char *v13; // ST10_4@14 - char Buf; // [sp+8h] [bp-2F0h]@3 - FrameTableTxtLine v16; // [sp+1FCh] [bp-FCh]@4 - FrameTableTxtLine v17; // [sp+278h] [bp-80h]@4 - FILE *File; // [sp+2F4h] [bp-4h]@1 - unsigned int Argsa; // [sp+300h] [bp+8h]@3 - - //v2 = this; - free(this->pChests); - v3 = 0; - this->pChests = 0; - this->uNumChests = 0; - v4 = fopen(Args, "r"); - File = v4; - if ( !v4 ) - Error("ChestDescriptionList::load - Unable to open file: %s."); - - v5 = 0; - Argsa = 0; - if ( fgets(&Buf, 490, v4) ) - { - do - { - *strchr(&Buf, 10) = 0; - memcpy(&v17, txt_file_frametable_parser(&Buf, &v16), sizeof(v17)); - if ( v17.uPropCount && *v17.pProperties[0] != 47 ) - ++Argsa; - } - while ( fgets(&Buf, 490, File) ); - v5 = Argsa; - v3 = 0; - } - v6 = this->pChests; - this->uNumChests = v5; - v7 = malloc(36 * v5); - this->pChests = (ChestDesc *)v7; - if ( v7 == (void *)v3 ) - Error("ChestDescriptionList::load - Out of Memory!"); - - memset(v7, v3, 36 * this->uNumChests); - v8 = File; - this->uNumChests = v3; - fseek(v8, v3, v3); - for ( i = fgets(&Buf, 490, File); i; i = fgets(&Buf, 490, File) ) - { - *strchr(&Buf, 10) = 0; - memcpy(&v17, txt_file_frametable_parser(&Buf, &v16), sizeof(v17)); - if ( v17.uPropCount && *v17.pProperties[0] != 47 ) - { - strcpy(this->pChests[this->uNumChests].pName, v17.pProperties[0]); - v10 = atoi(v17.pProperties[1]); - v11 = v17.pProperties[2]; - this->pChests[this->uNumChests].uWidth = v10; - v12 = atoi(v11); - v13 = v17.pProperties[3]; - this->pChests[this->uNumChests].uHeight = v12; - this->pChests[this->uNumChests++].uTextureID = atoi(v13); - } - } - fclose(File); - return 1; -} - -//----- (00420B13) -------------------------------------------------------- -void __fastcall sub_420B13(int a1, int a2) -{ //Give item from chest(rus: Âçÿòü ïðåäìåò èç ÿùèêà) - void *v2; // eax@1 - unsigned int v4; // eax@1 - Texture *texture; // ecx@1 - signed int v6; // eax@1 - signed int v7; // edi@3 - signed int v8; // eax@3 - int v9; // edi@3 - int v10; // eax@5 - int v11; // esi@8 - unsigned int v12; // ecx@10 - void *v13; // edi@10 - unsigned __int8 v14; // cf@10 - int v15; // edi@10 - int i; // ecx@10 - int v17; // [sp+Ch] [bp-14h]@1 - int v18; // [sp+10h] [bp-10h]@3 - int v21; // [sp+1Ch] [bp-4h]@5 - int v22; // [sp+1Ch] [bp-4h]@8 - - v2 = (void *)(5324 * (int)pChestWindow->ptr_1C); - v17 = pChestWidthsByType[pChests[(int)pChestWindow->ptr_1C].uChestBitmapID]; - v4 = pIcons_LOD->LoadTexture(pChests[(int)pChestWindow->ptr_1C].igChestItems[a1].GetIconName(), TEXTURE_16BIT_PALETTE); - texture = pIcons_LOD->GetTexture(v4); - - v6 = texture->uTextureWidth; - if ( texture->uTextureWidth < 14 ) - v6 = 14; - v7 = v6 - 14; - v9 = (v7 >> 5) + 1; - v18 = v9; - - v8 = texture->uTextureHeight; - if ( texture->uTextureHeight < 14 ) - v8 = 14; - v10 = ((v8 - 14) >> 5) + 1; - v21 = v10; - - if ( !areWeLoadingTexture ) - { - texture->Release(); - pIcons_LOD->SyncLoadedFilesCount(); - v10 = v21; - } - if ( v10 > 0 ) - { - v11 = 0; - for ( v22 = v10; v22; --v22 ) - { - if ( v9 > 0 ) - { - v12 = v9; - v13 = &pChests[(int)pChestWindow->ptr_1C].pInventoryIndices[a2 + v11]; - v14 = v12 & 1; - v12 >>= 1; - memset(&pChests[(int)pChestWindow->ptr_1C].pInventoryIndices[a2 + v11], 0, 4 * v12); - v15 = (int)((char *)v13 + 4 * v12); - for ( i = v14; i; --i ) - { - *(short *)v15 = 0; - v15 += 2; - } - v9 = v18; - } - v11 += v17; - } - } - pChests[(int)pChestWindow->ptr_1C].igChestItems[a1].Reset(); -} -// 506128: using guessed type int areWeLoadingTexture; -//----- (00420E01) -------------------------------------------------------- -void Chest::OnChestLeftClick() -{ - int v2; // eax@2 - int v3; // ebx@4 - int v4; // esi@6 - POINT cursor; // [sp+84h] [bp-8h]@2 - - SpriteObject v6; // [sp+Ch] [bp-80h]@1 - if ( pParty->pPickedItem.uItemID ) - { - if ( Chest::PutItemInChest(-1, &pParty->pPickedItem, pGUIWindow_CurrentMenu->par1C) ) - pMouse->RemoveHoldingItem(); - } - else - { - pMouse->GetCursorPos(&cursor); - v2 = pRenderer->pActiveZBuffer[cursor.x + pSRZBufferLineOffsets[cursor.y]] & 0xFFFF; - if ( v2 ) - { - if ( v2 ) - v3 = v2 - 1; - else - v3 = -1; - v4 = pChests[(int)pGUIWindow_CurrentMenu->par1C].pInventoryIndices[v3] - 1; - if ( pChests[(int)pGUIWindow_CurrentMenu->par1C].igChestItems[v4].GetItemEquipType() == EQUIP_GOLD ) - { - pParty->PartyFindsGold(pChests[(int)pGUIWindow_CurrentMenu->par1C].igChestItems[v4].uSpecEnchantmentType, 0); - viewparams->bRedrawGameUI = 1; - } - else - pParty->SetHoldingItem(&pChests[(int)pGUIWindow_CurrentMenu->par1C].igChestItems[v4]); - sub_420B13(v4, v3); - } - } -} \ No newline at end of file
--- a/Chest.h Thu Sep 18 17:38:54 2014 +0600 +++ /dev/null Thu Jan 01 00:00:00 1970 +0000 @@ -1,78 +0,0 @@ -#pragma once - - - - -/* 348 */ -enum CHEST_FLAGS -{ - CHEST_TRAPPED = 0x1, - CHEST_ITEMS_PLACED = 0x2, - CHEST_OPENED = 0x4, -}; - - - -#pragma pack(push, 1) -struct ChestDesc -{ - char pName[32]; - char uWidth; - char uHeight; - __int16 uTextureID; -}; -#pragma pack(pop) - - - -#pragma pack(push, 1) -struct ChestList -{ - inline ChestList(): //----- (00458438) - uNumChests(0), pChests(nullptr) - {} - - void ToFile(); - void FromFile(void *data_mm6, void *data_mm7, void *data_mm8); - int FromFileTxt(const char *Args); - - - unsigned int uNumChests; - struct ChestDesc *pChests; -}; -#pragma pack(pop) - - - -/* 65 */ -#pragma pack(push, 1) -struct Chest //0x14cc -{ - inline bool Initialized() const {return (uFlags & CHEST_ITEMS_PLACED) != 0;} - inline void SetInitialized(bool b) {if (b) uFlags |= CHEST_ITEMS_PLACED; else uFlags &= ~CHEST_ITEMS_PLACED;} - inline bool Trapped() const {return (uFlags & CHEST_TRAPPED) != 0;} - - static bool CanPlaceItemAt(signed int a1, int a2, signed int uChestID); - static int CountChestItems(signed int uChestID); - static int PutItemInChest(int a1, ItemGen *a2, signed int uChestID); - static void PlaceItemAt(unsigned int put_cell_pos, unsigned int uItemIdx, signed int uChestID); - static void PlaceItems(signed int uChestID); - static bool Open(signed int uChestID); - static void DrawChestUI(signed int uChestID); - static void ToggleFlag(signed int uChestID, unsigned __int16 uFlag, unsigned int bToggle); - static void ChestUI_WritePointedObjectStatusString(); - static void OnChestLeftClick(); - - unsigned __int16 uChestBitmapID; //0 - unsigned __int16 uFlags; //2 - struct ItemGen igChestItems[140]; //4 - signed __int16 pInventoryIndices[140]; //0x13b4 -}; -#pragma pack(pop) - -void __fastcall sub_420B13(int a1, int a2); - - -extern size_t uNumChests; // idb -extern struct ChestList *pChestList; -extern std::array<Chest, 20> pChests; \ No newline at end of file
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/Engine/Objects/Actor.cpp Thu Sep 18 23:59:29 2014 +0600 @@ -0,0 +1,5717 @@ +#define _CRTDBG_MAP_ALLOC +#include <stdlib.h> +#include <crtdbg.h> + +#define _CRT_SECURE_NO_WARNINGS + +#include "Engine/Graphics/PaletteManager.h" +#include "ErrorHandling.h" + +#include "Engine/Graphics/DecalBuilder.h" + +#include "Engine/Graphics/Sprites.h" +#include "stru6.h" + + +#include "Actor.h" +#include "OurMath.h" +#include "Engine/Graphics/Outdoor.h" +#include "AudioPlayer.h" +#include "Game.h" +#include "ObjectList.h" +#include "Engine/Graphics/Overlays.h" +#include "FactionTable.h" +#include "TurnEngine.h" +#include "CastSpellInfo.h" +#include "Timer.h" +#include "LOD.h" +#include "Party.h" +#include "GUIWindow.h" + +#include "MM7.h" +#include "SpriteObject.h" +#include "stru298.h" +#include "Log.h" +#include "Texts.h" +#include "Engine/Graphics/Level/Decoration.h" +#include "Engine/Graphics/Viewport.h" +#include "Engine/Graphics/Vis.h" + + + + + +std::array<Actor, 500> pActors; +size_t uNumActors; + +stru319 stru_50C198; // idb + + +std::array<uint, 5> _4DF380_hostilityRanges = {0, 1024, 2560, 5120, 10240}; + + + + +//----- (0042FB5C) -------------------------------------------------------- +// True if monster should play attack animation when casting this spell. +bool ShouldMonsterPlayAttackAnim(signed int spell_id) +{ + switch (spell_id) + { + case SPELL_FIRE_HASTE: + case SPELL_AIR_SHIELD: + case SPELL_EARTH_STONESKIN: + case SPELL_SPIRIT_BLESS: + case SPELL_SPIRIT_FATE: + case SPELL_SPIRIT_HEROISM: + case SPELL_BODY_HAMMERHANDS: + case SPELL_BODY_POWER_CURE: + case SPELL_LIGHT_DISPEL_MAGIC: + case SPELL_LIGHT_DAY_OF_PROTECTION: + case SPELL_LIGHT_HOUR_OF_POWER: + case SPELL_DARK_PAIN_REFLECTION: + return false; + } + + return true; +} + + +//----- (0041AF52) -------------------------------------------------------- +void Actor::DrawHealthBar(Actor *actor, GUIWindow *window) +{ + unsigned int bar_length; // esi@1 + unsigned int uX; // ebx@10 + unsigned int v9; // [sp+14h] [bp-Ch]@4 + unsigned int v10; // [sp+1Ch] [bp-4h]@4 + + if (actor->pMonsterInfo.uHP <= 25) + bar_length = 25; + else if ( actor->pMonsterInfo.uHP < 200 ) + bar_length = actor->pMonsterInfo.uHP; + else + bar_length = 200; + + v10 = bar_length; + if ( actor->sCurrentHP <= (0.34 * actor->pMonsterInfo.uHP) ) + v9 = uTextureID_mhp_red; + else if ( actor->sCurrentHP <= ( 0.67 * actor->pMonsterInfo.uHP) ) + v9 = uTextureID_mhp_yel; + else + v9 = uTextureID_mhp_grn; + + if ( actor->sCurrentHP < (int)actor->pMonsterInfo.uHP ) + v10 = bar_length / actor->pMonsterInfo.uHP * actor->sCurrentHP; + + uX = window->uFrameX + (signed int)(window->uFrameWidth - bar_length) / 2; + + pRenderer->SetTextureClipRect(uX, window->uFrameY + 32, uX + bar_length, window->uFrameY + 52); + pRenderer->DrawTextureIndexed(uX, window->uFrameY + 32, pIcons_LOD->GetTexture(uTextureID_mhp_bd)); + pRenderer->SetTextureClipRect(uX, window->uFrameY + 32, uX + v10, window->uFrameY + 52); + pRenderer->DrawTextureIndexed(uX, window->uFrameY + 34, pIcons_LOD->GetTexture(v9)); + + pRenderer->ResetTextureClipRect(); + pRenderer->DrawTextureIndexed(uX - 5, window->uFrameY + 32, pIcons_LOD->GetTexture(uTextureID_mhp_capl)); + pRenderer->DrawTextureIndexed(uX + bar_length, window->uFrameY + 32, pIcons_LOD->GetTexture(uTextureID_mhp_capr)); +} + +//----- (00448A40) -------------------------------------------------------- +void Actor::ToggleFlag(signed int uActorID, unsigned int uFlag, int bToggle) +{ + if ( uActorID >= 0 && uActorID <= (signed int)(uNumActors - 1) ) + { + if ( bToggle ) + pActors[uActorID].uAttributes |= uFlag; + else + { + if ( uFlag == 0x10000 ) + { + if (pActors[uActorID].uAIState == Disabled ) + pActors[uActorID].uAIState = Standing; + } + pActors[uActorID].uAttributes &= ~uFlag; + } + } +} + +//----- (00448518) -------------------------------------------------------- +void __fastcall sub_448518_npc_set_item(int npc, unsigned int item, int a3) +{ + for (uint i = 0; i < uNumActors; i++) + { + if (pActors[uNumActors].sNPC_ID == npc) + Actor::GiveItem(i, item, a3); + } +} + +//----- (004485A7) -------------------------------------------------------- +void Actor::GiveItem(signed int uActorID, unsigned int uItemID, unsigned int bGive) +{ + if ( (uActorID >= 0) && (signed int)uActorID <= (signed int)(uNumActors - 1) ) + { + if ( bGive ) + { + if ( pActors[uActorID].uCarriedItemID == 0) + pActors[uActorID].uCarriedItemID = uItemID; + else if ( pActors[uActorID].ActorHasItems[0].uItemID == 0) + pActors[uActorID].ActorHasItems[0].uItemID = uItemID; + else if ( pActors[uActorID].ActorHasItems[1].uItemID == 0) + pActors[uActorID].ActorHasItems[1].uItemID = uItemID; + } + else + { + if ( pActors[uActorID].uCarriedItemID == uItemID ) + pActors[uActorID].uCarriedItemID = 0; + else if ( pActors[uActorID].ActorHasItems[0].uItemID == uItemID ) + pActors[uActorID].ActorHasItems[0].Reset(); + else if ( pActors[uActorID].ActorHasItems[1].uItemID == uItemID ) + pActors[uActorID].ActorHasItems[1].Reset(); + } + } +} + +//----- (0040894B) -------------------------------------------------------- +bool Actor::CanAct() +{ + bool isparalyzed; // esi@1 + bool isstoned; // edi@2 + + isstoned = (signed __int64)this->pActorBuffs[ACTOR_BUFF_STONED].uExpireTime > 0;// stoned + isparalyzed = (signed __int64)this->pActorBuffs[ACTOR_BUFF_PARALYZED].uExpireTime > 0;// paralyzed + return !(isstoned || isparalyzed || this->uAIState == Dying || this->uAIState == Dead + || this->uAIState == Removed || this->uAIState == Summoned || this->uAIState == Disabled); +} + +//----- (004089C7) -------------------------------------------------------- +bool Actor::IsNotAlive() +{ + bool isstoned; // esi@1 + + isstoned = (signed __int64)this->pActorBuffs[ACTOR_BUFF_STONED].uExpireTime > 0;// stoned + return (isstoned || (uAIState == Dying) || (uAIState == Dead) || (uAIState == Removed) || (uAIState == Summoned) || (uAIState == Disabled)); +} + +//----- (004086E9) -------------------------------------------------------- +void Actor::SetRandomGoldIfTheresNoItem() +{ + int v2; // edi@1 + + v2 = 0; + if ( !this->ActorHasItems[3].uItemID ) + { + if ( this->pMonsterInfo.uTreasureDiceRolls ) + { + for (int i = 0; i < this->pMonsterInfo.uTreasureDiceRolls; i++) + v2 += rand() % this->pMonsterInfo.uTreasureDiceSides + 1; + if ( v2 ) + { + this->ActorHasItems[3].uItemID = 197; + this->ActorHasItems[3].uSpecEnchantmentType = v2; //actual gold amount + } + } + } + if ( rand() % 100 < this->pMonsterInfo.uTreasureDropChance ) + { + if ( this->pMonsterInfo.uTreasureLevel ) + pItemsTable->GenerateItem(this->pMonsterInfo.uTreasureLevel, this->pMonsterInfo.uTreasureType, &this->ActorHasItems[2]); + } + this->uAttributes |= ACTOR_HAS_ITEM; +} + +//----- (00404AC7) -------------------------------------------------------- +void Actor::AI_SpellAttack(unsigned int uActorID, AIDirection *pDir, int uSpellID, int a4, unsigned int uSkillLevel) +{ + Actor *actorPtr; // esi@1 + unsigned int realPoints; // edi@1 + unsigned int masteryLevel; // eax@1 + int v8; // edi@16 + signed int v10; // ecx@22 + int v19; // edi@34 + int v20; // eax@35 + signed int v23; // eax@41 + int v28; // st6@50 + int v30; // esi@50 + int v31; // ST3C_4@51 + unsigned int v32; // edi@51 + signed int v36; // eax@67 + int v39; // ecx@75 + int v42; // ecx@91 + int v44; // ecx@100 + int v48; // ecx@110 + int v51; // ecx@130 + int v54; // ecx@138 + int v59; // edi@146 + int v61; // edi@146 + signed int v63; // edi@146 + int v68; // edi@168 + signed int v70; // ecx@172 + int v79; // edx@185 + int v80; // eax@185 + signed int v91; // eax@200 + int v94; // ecx@208 + int v96; // ecx@217 + int pitch; // [sp+2Ch] [bp-A4h]@51 + int v114; // [sp+48h] [bp-88h]@41 + SpriteObject a1; // [sp+4Ch] [bp-84h]@1 + int v116; // [sp+BCh] [bp-14h]@49 + int v118; // [sp+C4h] [bp-Ch]@29 + int v119; // [sp+C8h] [bp-8h]@48 + int v120; // [sp+CCh] [bp-4h]@1 + int spellnuma; // [sp+D8h] [bp+8h]@29 + int spellnumb; // [sp+D8h] [bp+8h]@48 + int spellnumc; // [sp+D8h] [bp+8h]@50 + int spellnume; // [sp+D8h] [bp+8h]@179 + int a1a; // [sp+E0h] [bp+10h]@34 + int a1c; // [sp+E0h] [bp+10h]@184 + + + actorPtr = &pActors[uActorID]; + realPoints = uSkillLevel & 0x3F; + masteryLevel = SkillToMastery(uSkillLevel); + + switch (uSpellID) + { + case SPELL_FIRE_FIRE_BOLT: + case SPELL_FIRE_FIREBALL: + case SPELL_FIRE_INCINERATE: + case SPELL_AIR_LIGHNING_BOLT: + case SPELL_WATER_ICE_BOLT: + case SPELL_WATER_ACID_BURST: + case SPELL_EARTH_BLADES: + case SPELL_EARTH_ROCK_BLAST: + case SPELL_MIND_MIND_BLAST: + case SPELL_MIND_PSYCHIC_SHOCK: + case SPELL_BODY_HARM: + case SPELL_LIGHT_LIGHT_BOLT: + case SPELL_DARK_TOXIC_CLOUD: + case SPELL_DARK_DRAGON_BREATH: + a1.uType = stru_4E3ACC[uSpellID].uType; + a1.uObjectDescID = GetObjDescId(uSpellID); + a1.stru_24.Reset(); + a1.spell_id = uSpellID; + a1.spell_level = uSkillLevel; + a1.vPosition.x = actorPtr->vPosition.x; + a1.spell_skill = 0; + a1.vPosition.y = actorPtr->vPosition.y; + a1.vPosition.z = actorPtr->vPosition.z + ((signed int)actorPtr->uActorHeight >> 1); + a1.uFacing = LOWORD(pDir->uYawAngle); + a1.uSoundID = 0; + a1.uAttributes = 0; + a1.uSectorID = pIndoor->GetSector(a1.vPosition.x, a1.vPosition.y, a1.vPosition.z); + a1.uSpriteFrameID = 0; + a1.spell_caster_pid = PID(OBJECT_Actor, uActorID); + a1.spell_target_pid = 0; + if ((double)pDir->uDistance < 307.2 ) + a1.field_60_distance_related_prolly_lod = 0; + else if ( pDir->uDistance < 1024 ) + a1.field_60_distance_related_prolly_lod = 1; + else if ( pDir->uDistance < 2560 ) + a1.field_60_distance_related_prolly_lod = 2; + else + a1.field_60_distance_related_prolly_lod = 3; + + a1.field_61 = 2; + v91 = a1.Create(pDir->uYawAngle, pDir->uPitchAngle, pObjectList->pObjects[(signed __int16)a1.uObjectDescID].uSpeed, 0); + if ( v91 != -1 ) + { + pAudioPlayer->PlaySound((SoundID)word_4EE088_sound_ids[uSpellID], PID(OBJECT_Item, v91), 0, -1, 0, 0, 0, 0); + return; + } + return; + break; + + case SPELL_FIRE_HASTE: + if (masteryLevel == 1 || masteryLevel == 2) + v39 = 60 * (realPoints + 60); + else if (masteryLevel == 3 ) + v39 = 180 * (realPoints + 20); + else if (masteryLevel == 4 ) + v39 = 240 * (realPoints + 15); + else + v39 = 0; + actorPtr->pActorBuffs[ACTOR_BUFF_HASTE].Apply(pParty->uTimePlayed + (signed int)(signed __int64)((double)(v39 << 7) * 0.033333335), + masteryLevel, 0, 0, 0); + pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(actorPtr, 0xFF3C1Eu); + pAudioPlayer->PlaySound((SoundID)10040, PID(OBJECT_Actor, uActorID), 0, -1, 0, 0, 0, 0); + return; + + case SPELL_FIRE_METEOR_SHOWER: + if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) + return; + v114 = pParty->vPosition.z + 2500; + v23 = 8; + if (masteryLevel == 2) + v23 = 10; + else if (masteryLevel == 3) + v23 = 12; + else if (masteryLevel == 4) + v23 = 14; + spellnumb = 0; + v28 = 0; + for ( int i = 0; i < v23; i++) + { + v30 = rand() % 1000; + spellnumc = v30 - 2500; + v120 = v28 * v28; + v119 = spellnumb * spellnumb; + if ( sqrt((float)(spellnumc * spellnumc + v119 + v120)) <= 1.0 ) + { + v32 = 0; + pitch = 0; + } + else + { + v31 = (signed __int64)sqrt((float)(v119 + v120)); + v32 = stru_5C6E00->Atan2(spellnumb, (int)v28); + pitch = stru_5C6E00->Atan2(v31, (int)spellnumc); + } + a1.stru_24.Reset(); + a1.uType = stru_4E3ACC[uSpellID].uType; + a1.uObjectDescID = GetObjDescId(uSpellID); + a1.spell_level = uSkillLevel; + a1.vPosition.x = pParty->vPosition.x; + a1.vPosition.y = pParty->vPosition.y; + a1.vPosition.z = v30 + v114; + a1.spell_id = SPELL_FIRE_METEOR_SHOWER; + a1.spell_skill = 0; + a1.uAttributes = 0; + a1.uSectorID = 0; + a1.uSpriteFrameID = 0; + a1.spell_caster_pid = PID(OBJECT_Actor, uActorID); + a1.spell_target_pid = 0; + a1.field_60_distance_related_prolly_lod = stru_50C198._427546(v30 + 2500); + a1.uFacing = v32; + a1.uSoundID = 0; + if (pDir->uDistance < 307.2 ) + a1.field_60_distance_related_prolly_lod = 0; + else if ( pDir->uDistance < 1024 ) + a1.field_60_distance_related_prolly_lod = 1; + else if ( pDir->uDistance < 2560 ) + a1.field_60_distance_related_prolly_lod = 2; + else + a1.field_60_distance_related_prolly_lod = 3; + a1.field_61 = 2; + v36 = a1.Create(v32, pitch, pObjectList->pObjects[(signed __int16)a1.uObjectDescID].uSpeed, 0); + if ( v36 != -1 ) + pAudioPlayer->PlaySound((SoundID)word_4EE088_sound_ids[9], PID(OBJECT_Item, v36), 0, -1, 0, 0, 0, 0); + spellnumb = rand() % 1024 - 512; + v28 = rand() % 1024 - 512; + } + return; + break; + + case SPELL_AIR_SPARKS: + if (masteryLevel == 2 ) + v10 = 5; + else if (masteryLevel == 3 ) + v10 = 7; + else if (masteryLevel == 4 ) + v10 = 9; + else + v10 = 3; + spellnuma = (signed int)(60 * stru_5C6E00->uIntegerDoublePi) / 360; + a1.uType = stru_4E3ACC[uSpellID].uType; + v118 = (signed int)(60 * stru_5C6E00->uIntegerDoublePi) / 360 / (v10 - 1); + a1.uObjectDescID = GetObjDescId(uSpellID); + + a1.stru_24.Reset(); + a1.spell_id = SPELL_AIR_SPARKS; + a1.spell_level = uSkillLevel; + a1.vPosition.x = actorPtr->vPosition.x; + a1.spell_skill = 0; + a1.vPosition.y = actorPtr->vPosition.y; + a1.vPosition.z = actorPtr->vPosition.z + ((signed int)actorPtr->uActorHeight >> 1); + a1.uFacing = pDir->uYawAngle; + a1.uSoundID = 0; + a1.uAttributes = 0; + a1.uSectorID = pIndoor->GetSector(a1.vPosition.x, a1.vPosition.y, a1.vPosition.z); + a1.spell_caster_pid = PID(OBJECT_Actor, uActorID); + a1.uSpriteFrameID = 0; + a1.spell_target_pid = 0; + a1.field_60_distance_related_prolly_lod = 3; + v19 = spellnuma / -2; + a1a = spellnuma / 2; + if ( spellnuma / -2 > spellnuma / 2 ) + v20 = spellnuma / 2; + else + { + do + { + a1.uFacing = v19 + LOWORD(pDir->uYawAngle); + v20 = a1.Create((signed __int16)a1.uFacing, pDir->uPitchAngle, + pObjectList->pObjects[(signed __int16)a1.uObjectDescID].uSpeed, 0); + v19 += v118; + } + while ( v19 <= a1a ); + } + if ( v20 != -1 ) + { + pAudioPlayer->PlaySound((SoundID)word_4EE088_sound_ids[15], PID(OBJECT_Item, v20), 0, -1, 0, 0, 0, 0); + return; + } + return; + break; + + case SPELL_AIR_SHIELD: + if (masteryLevel == 1 || masteryLevel == 2) + v8 = 300 * realPoints + 3840; + else if (masteryLevel == 3 ) + v8 = 900 * realPoints + 3840; + else if (masteryLevel == 4 ) + v8 = 3600 * (realPoints + 64); + else + v8 = 0; + actorPtr->pActorBuffs[ACTOR_BUFF_SHIELD].Apply( + pParty->uTimePlayed + (signed int)(signed __int64)((double)(v8 << 7) * 0.033333335), + masteryLevel, 0, 0, 0); + return; + + case SPELL_EARTH_STONESKIN: + if (masteryLevel == 1 || masteryLevel == 2) + v44 = 300 * realPoints + 3840; + else if (masteryLevel == 3 ) + v44 = 900 * realPoints + 3840; + else if (masteryLevel == 4 ) + v44 = 3600 * (realPoints + 64); + else + v44 = 0; + actorPtr->pActorBuffs[ACTOR_BUFF_STONESKIN].Apply( + pParty->uTimePlayed + (signed int)(signed __int64)((double)(v44 << 7) * 0.033333335), + masteryLevel, realPoints + 5, 0, 0); + pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(actorPtr,0x5C310Eu); + pAudioPlayer->PlaySound((SoundID)13040, PID(OBJECT_Actor,uActorID), 0, -1, 0, 0, 0, 0); + return; + + case SPELL_SPIRIT_BLESS: + if (masteryLevel == 1 || masteryLevel == 2) + v42 = 300 * realPoints + 3840; + else if (masteryLevel == 3 ) + v42 = 900 * realPoints + 3840; + else if (masteryLevel == 4 ) + v42 = 1200 * realPoints + 3840; + else + v42 = 0; + actorPtr->pActorBuffs[ACTOR_BUFF_BLESS].Apply( + pParty->uTimePlayed + (signed int)(signed __int64)((double)(v42 << 7) * 0.033333335), + masteryLevel, realPoints + 5, 0, 0); + pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(actorPtr,0xC8C805u); + pAudioPlayer->PlaySound((SoundID)14010, PID(OBJECT_Actor,uActorID), 0, -1, 0, 0, 0, 0); + return; + break; + + case SPELL_SPIRIT_FATE: + if (masteryLevel == 1 || masteryLevel == 2) + v48 = 2 * realPoints + 40; + else if (masteryLevel == 3 ) + v48 = 3 * realPoints + 60; + else if (masteryLevel == 4 ) + v48 = 2 * (3 * realPoints + 60); + else + v48 = 0; + actorPtr->pActorBuffs[ACTOR_BUFF_FATE].Apply(pParty->uTimePlayed + 1280, masteryLevel, v48, 0, 0); + pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(actorPtr,0xC8C805u); + pAudioPlayer->PlaySound((SoundID)14020, PID(OBJECT_Actor, uActorID), 0, -1, 0, 0, 0, 0); + return; + + case SPELL_SPIRIT_HEROISM: + if (masteryLevel == 1 || masteryLevel == 2) + v54 = 300 * realPoints + 3840; + else if (masteryLevel == 3 ) + v54 = 900 * realPoints + 3840; + else if (masteryLevel == 4 ) + v54 = 1200 * realPoints + 3840; + else + v54 = 0; + actorPtr->pActorBuffs[ACTOR_BUFF_HEROISM].Apply( + pParty->uTimePlayed + (signed int)(signed __int64)((double)(v54 << 7) * 0.033333335), + masteryLevel, realPoints + 5, 0, 0); + pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(actorPtr,0xC8C805u); + pAudioPlayer->PlaySound((SoundID)14060, PID(OBJECT_Actor,uActorID), 0, -1, 0, 0, 0, 0); + return; + + case SPELL_BODY_HAMMERHANDS: + if ( (signed int)masteryLevel <= 0 || (signed int)masteryLevel > 4 ) + v51 = 0; + else + v51 = 3600 * realPoints; + actorPtr->pActorBuffs[ACTOR_BUFF_PAIN_HAMMERHANDS].Apply( + pParty->uTimePlayed + (signed int)(signed __int64)((double)(v51 << 7) * 0.033333335), + masteryLevel, + realPoints, + 0, + 0); + pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(actorPtr, 0xA81376u); + pAudioPlayer->PlaySound((SoundID)16060, PID(OBJECT_Actor, uActorID), 0, -1, 0, 0, 0, 0); + return; + + case SPELL_BODY_POWER_CURE: + actorPtr->sCurrentHP += 5 * realPoints + 10; + if ( actorPtr->sCurrentHP >= (signed int)actorPtr->pMonsterInfo.uHP ) + actorPtr->sCurrentHP = LOWORD(actorPtr->pMonsterInfo.uHP); + pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(actorPtr, 0xA81376u); + pAudioPlayer->PlaySound((SoundID)14020, PID(OBJECT_Actor, uActorID), 0, -1, 0, 0, 0, 0); + return; + + case SPELL_LIGHT_DISPEL_MAGIC: + for (int i = 0; i < 20; i++ ) + pParty->pPartyBuffs[i].Reset(); + for (int i = 1; i <= 4; i++) + { + v59 = pPlayers[i]->GetParameterBonus(pPlayers[i]->GetActualWillpower()); + v61 = (pPlayers[i]->GetParameterBonus(pPlayers[i]->GetActualIntelligence()) + v59) / 2; + v63 = v61 + pPlayers[i]->GetParameterBonus(pPlayers[i]->GetActualLuck()) + 30; + if ( rand() % v63 < 30 ) + { + for (uint k = 0; k < pPlayers[i]->pPlayerBuffs.size(); k++) + pPlayers[i]->pPlayerBuffs[k].Reset(); + pOtherOverlayList->_4418B1(11210, i + 99, 0, 65536); + } + } + pAudioPlayer->PlaySound((SoundID)word_4EE088_sound_ids[80], PID(OBJECT_Actor, uActorID), 0, -1, 0, 0, 0, 0); + return; + + case SPELL_LIGHT_DAY_OF_PROTECTION: + if (masteryLevel == 1 || masteryLevel == 2) + v96 = 300 * realPoints + 3840; + else if (masteryLevel == 3 ) + { + LOWORD(realPoints) = 3 * realPoints; + v96 = 900 * (uSkillLevel & 0x3F) + 3840; + } + else if (masteryLevel == 4 ) + { + v96 = 1200 * realPoints + 3840; + LOWORD(realPoints) = 4 * realPoints; + } + else + { + LOWORD(realPoints) = uSkillLevel; + v96 = 0; + } + actorPtr->pActorBuffs[ACTOR_BUFF_DAY_OF_PROTECTION].Apply( + pParty->uTimePlayed + (signed int)(signed __int64)((double)(v96 << 7) * 0.033333335), + masteryLevel, realPoints, 0, 0); + pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(actorPtr, 0xFFFFFFu); + pAudioPlayer->PlaySound((SoundID)17070, PID(OBJECT_Actor, uActorID), 0, -1, 0, 0, 0, 0); + return; + + case SPELL_LIGHT_HOUR_OF_POWER: + if (masteryLevel == 1 || masteryLevel == 2) + v94 = 300 * realPoints + 3840; + else if (masteryLevel == 3) + v94 = 900 * realPoints + 3840; + else if (masteryLevel == 4) + v94 = 1200 * realPoints + 3840; + else + v94 = 0; + actorPtr->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].Apply( + pParty->uTimePlayed + (signed int)(signed __int64)((double)(v94 << 7) * 0.033333335), + masteryLevel, realPoints + 5, 0, 0); + pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(actorPtr, 0xFFFFFFu); + pAudioPlayer->PlaySound((SoundID)17080, PID(OBJECT_Actor, uActorID), 0, -1, 0, 0, 0, 0); + return; + + case SPELL_DARK_SHARPMETAL: + if (masteryLevel == 2) + v70 = 5; + else if (masteryLevel == 3) + v70 = 7; + else if (masteryLevel == 4) + v70 = 9; + else + v70 = 3; + + spellnume = (signed int)(60 * stru_5C6E00->uIntegerDoublePi) / 360; + a1.uType = stru_4E3ACC[uSpellID].uType; + v116 = (signed int)(60 * stru_5C6E00->uIntegerDoublePi) / 360 / (v70 - 1); + a1.uObjectDescID = GetObjDescId(uSpellID); + a1.stru_24.Reset(); + a1.spell_id = uSpellID; + a1.spell_level = uSkillLevel; + a1.vPosition.x = actorPtr->vPosition.x; + a1.spell_skill = 0; + a1.vPosition.y = actorPtr->vPosition.y; + a1.vPosition.z = actorPtr->vPosition.z + ((signed int)actorPtr->uActorHeight >> 1); + a1.uFacing = pDir->uYawAngle; + a1.uSoundID = 0; + a1.uAttributes = 0; + a1.uSectorID = pIndoor->GetSector(a1.vPosition.x, a1.vPosition.y, a1.vPosition.z); + a1.spell_caster_pid = PID(OBJECT_Actor, uActorID); + a1.uSpriteFrameID = 0; + a1.spell_target_pid = 0; + a1.field_60_distance_related_prolly_lod = 3; + a1c = spellnume / -2; + if ( spellnume / -2 > spellnume / 2 ) + v80 = spellnume / -2; + else + { + do + { + v79 = pDir->uYawAngle; + a1.uFacing = a1c + LOWORD(pDir->uYawAngle); + v80 = a1.Create(v79, pDir->uPitchAngle, + pObjectList->pObjects[(signed __int16)a1.uObjectDescID].uSpeed, 0); + a1c += v116; + } + while ( a1c <= spellnume / 2 ); + } + if ( v80 != -1 ) + { + pAudioPlayer->PlaySound((SoundID)word_4EE088_sound_ids[93], PID(OBJECT_Item, v80), 0, -1, 0, 0, 0, 0); + return; + } + return; + break; + + case SPELL_DARK_PAIN_REFLECTION: + if (masteryLevel == 0) + v68 = 0; + else if (masteryLevel == 1 || (masteryLevel == 2) || (masteryLevel == 3)) + v68 = 300 * realPoints + 3840; + else + v68 = 900 * realPoints + 3840; + actorPtr->pActorBuffs[ACTOR_BUFF_PAIN_REFLECTION].Apply( + pParty->uTimePlayed + (signed int)(signed __int64)((double)(v68 << 7) * 0.033333335), + masteryLevel, 0, 0, 0); + pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(actorPtr,0x7E7E7Eu); + pAudioPlayer->PlaySound((SoundID)18060, PID(OBJECT_Actor, uActorID), 0, -1, 0, 0, 0, 0); + return; + } +} + +//----- (new func) -------------------------------------------------------- +unsigned short Actor::GetObjDescId( int spellId ) +{ + for (unsigned int i = 0; i < pObjectList->uNumObjects; i++) + { + if (stru_4E3ACC[spellId].uType == pObjectList->pObjects[i].uObjectID) + { + return i; + break; + } + } + return 0; +} + + +//----- (0043ABB0) -------------------------------------------------------- +bool Actor::ArePeasantsOfSameFaction(Actor *a1, Actor *a2) +{ + unsigned int v2; // esi@1 + unsigned int v3; // edi@1 + + v2 = a1->uAlly; + if ( !a1->uAlly ) + v2 = (a1->pMonsterInfo.uID - 1) / 3 + 1; + + v3 = a2->uAlly; + if ( !a2->uAlly ) + v3 = (a2->pMonsterInfo.uID - 1) / 3 + 1; + + if ( v2 >= 39 && v2 <= 44 && v3 >= 39 && v3 <= 44 + || v2 >= 45 && v2 <= 50 && v3 >= 45 && v3 <= 50 + || v2 >= 51 && v2 <= 62 && v3 >= 51 && v3 <= 62 + || v2 >= 78 && v2 <= 83 && v3 >= 78 && v3 <= 83 + || v2 == v3 + ) + return true; + else + return false; +} + +//----- (0043AC45) -------------------------------------------------------- +void Actor::AggroSurroundingPeasants(unsigned int uActorID, int a2) +{ + int v4; // ebx@8 + int v5; // ST1C_4@8 + int v6; // eax@8 + + int x = 0; x |= 0x80000; + int y = 0; y |= 0x80000; + Actor* victim = &pActors[uActorID]; + if ( a2 == 1 ) + victim->uAttributes |= ACTOR_AGGRESSOR; + + for (uint i = 0; i < uNumActors; ++i) + { + Actor* actor = &pActors[i]; + if (!actor->CanAct() || i == uActorID) + continue; + + if (Actor::ArePeasantsOfSameFaction(victim, actor)) + { + v4 = abs(actor->vPosition.x - victim->vPosition.x); + v5 = abs(actor->vPosition.y - victim->vPosition.y); + v6 = abs(actor->vPosition.z - victim->vPosition.z); + if (int_get_vector_length(v4, v5, v6) < 4096) + { + actor->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Long; + if ( a2 == 1 ) + actor->uAttributes |= ACTOR_AGGRESSOR; + + } + } + } +} + +//----- (00404874) -------------------------------------------------------- +void Actor::AI_RangedAttack( unsigned int uActorID, struct AIDirection *pDir, int type, char a4 ) +{ + char specAb; // al@1 + int v13; // edx@28 + + SpriteObject a1; // [sp+Ch] [bp-74h]@1 + + switch ( type ) + { + case 1: + a1.uType = 545; + break; + case 2: + a1.uType = 550; + break; + case 3: + a1.uType = 510; + break; + case 4: + a1.uType = 500; + break; + case 5: + a1.uType = 515; + break; + case 6: + a1.uType = 505; + break; + case 7: + a1.uType = 530; + break; + case 8: + a1.uType = 525; + break; + case 9: + a1.uType = 520; + break; + case 10: + a1.uType = 535; + break; + case 11: + a1.uType = 540; + break; + case 13: + a1.uType = 555; + break; + default: + return; + } + bool found = false; + for ( uint i = 0; i < pObjectList->uNumObjects; i++) + { + if (pObjectList->pObjects[i].uObjectID == a1.uType) + { + a1.uObjectDescID = i; + found = true; + break; + } + } + if (!found) + { + Error("Item not found"); + return; + } + a1.stru_24.Reset(); + a1.spell_id = 0; + a1.vPosition.x = pActors[uActorID].vPosition.x; + a1.vPosition.y = pActors[uActorID].vPosition.y; + a1.vPosition.z = pActors[uActorID].vPosition.z - (unsigned int)(pActors[uActorID].uActorHeight * -0.75); + a1.spell_level = 0; + a1.spell_skill = 0; + a1.uFacing = pDir->uYawAngle; + a1.uSoundID = 0; + a1.uAttributes = 0; + a1.uSectorID = pIndoor->GetSector(a1.vPosition.x, a1.vPosition.y, a1.vPosition.z); + a1.uSpriteFrameID = 0; + a1.spell_caster_pid = PID(OBJECT_Actor, uActorID); + a1.spell_target_pid = 0; + if (pDir->uDistance < 307.2 ) + a1.field_60_distance_related_prolly_lod = 0; + else if ( pDir->uDistance < 1024 ) + a1.field_60_distance_related_prolly_lod = 1; + else if ( pDir->uDistance < 2560 ) + a1.field_60_distance_related_prolly_lod = 2; + else + a1.field_60_distance_related_prolly_lod = 3; + + a1.field_61 = a4; + a1.Create(pDir->uYawAngle, pDir->uPitchAngle, pObjectList->pObjects[(signed __int16)a1.uObjectDescID].uSpeed, 0); + if ( pActors[uActorID].pMonsterInfo.uSpecialAbilityType == 1 ) + { + specAb = pActors[uActorID].pMonsterInfo.uSpecialAbilityDamageDiceBonus; + if ( specAb == 2 ) + { + a1.vPosition.z += 40; + v13 = pDir->uYawAngle; + } + else + { + if ( specAb != 3 ) + return; + a1.Create(pDir->uYawAngle + 30, //TODO find out why the YawAngle change + pDir->uPitchAngle, pObjectList->pObjects[(signed __int16)a1.uObjectDescID].uSpeed, 0); + v13 = pDir->uYawAngle - 30; + } + a1.Create(v13, pDir->uPitchAngle, pObjectList->pObjects[(signed __int16)a1.uObjectDescID].uSpeed, 0); + } + return; +} + +//----- (00404736) -------------------------------------------------------- +void Actor::Explode( unsigned int uActorID ) +{ + SpriteObject a1; // [sp+Ch] [bp-78h]@1 + + a1.uType = 600; + a1.uObjectDescID = GetObjDescId(a1.uType); + a1.stru_24.Reset(); + a1.spell_id = 0; + a1.spell_level = 0; + a1.spell_skill = 0; + a1.vPosition.x = pActors[uActorID].vPosition.x; + a1.vPosition.y = pActors[uActorID].vPosition.y; + a1.vPosition.z = pActors[uActorID].vPosition.z - (unsigned int)(pActors[uActorID].uActorHeight * -0.75); + a1.uFacing = 0; + a1.uSoundID = 0; + a1.uAttributes = 0; + a1.uSectorID = pIndoor->GetSector(a1.vPosition.x, a1.vPosition.y, a1.vPosition.z); + a1.uSpriteFrameID = 0; + a1.spell_caster_pid = PID(OBJECT_Actor, uActorID); + a1.spell_target_pid = 0; + a1.field_60_distance_related_prolly_lod = 3; + a1.field_61 = 4; + a1.Create(0, 0, 0, 0); + return; +} + +//----- (004040E9) -------------------------------------------------------- +// // Get direction vector from object1 to object2, +// // distance from object1 to object2 and Euler angles of the direction vector +// // +// // +// // object1 & object2 format : objectType | (objectID << 3) +// // objectType == 2 - SpriteObject +// // objectType == 3 - Actor +// // objectType == 4 - Party +// // objectType == 5 - Decoration +// // +// // originally this function had following prototype: +// // struct DirectionInfo GetDirectionInfo(signed int object1, signed int object2, signed int a4) +// // but compiler converts functions returning structures by value in the such way +void Actor::GetDirectionInfo( unsigned int uObj1ID, unsigned int uObj2ID, struct AIDirection *pOut, int a4 ) +{ + signed int v4; // eax@1 + signed int v5; // ecx@1 + int v18; // edx@15 + float v31; // st7@45 + float v32; // st6@45 + float v33; // st7@45 + Vec3_int_ v37; // [sp-10h] [bp-5Ch]@15 + AIDirection v41; // [sp+14h] [bp-38h]@46 + float outy2; // [sp+38h] [bp-14h]@33 + float outx2; // [sp+3Ch] [bp-10h]@33 + int outz; // [sp+40h] [bp-Ch]@6 + int outy; // [sp+44h] [bp-8h]@6 + int outx; // [sp+48h] [bp-4h]@6 + float a4a; // [sp+58h] [bp+Ch]@45 + + v4 = PID_ID(uObj1ID); + //v6 = uObj2ID; + v5 = PID_ID(uObj2ID); + switch( PID_TYPE(uObj1ID) ) + { + case OBJECT_Item: + { + outx = pSpriteObjects[v4].vPosition.x; + outy = pSpriteObjects[v4].vPosition.y; + outz = pSpriteObjects[v4].vPosition.z; + break; + } + case OBJECT_Actor: + { + outx = pActors[v4].vPosition.x; + outy = pActors[v4].vPosition.y; + outz = pActors[v4].vPosition.z - (unsigned int)(signed __int64)((double)pActors[v4].uActorHeight * -0.75); + break; + } + case OBJECT_Player: + { + if ( !v4 ) + { + outx = pParty->vPosition.x; + outy = pParty->vPosition.y; + outz = pParty->vPosition.z + (signed int)pParty->uPartyHeight / 3; + break; + } + if ( v4 == 4 ) + { + v18 = pParty->sRotationY - stru_5C6E00->uIntegerHalfPi; + v37.z = pParty->vPosition.z + (signed int)pParty->uPartyHeight / 3; + v37.x = pParty->vPosition.x; + v37.y = pParty->vPosition.y; + Vec3_int_::Rotate(24, v18, 0, v37, &outx, &outy, &outz); + break; + } + if ( v4 == 3 ) + { + v18 = pParty->sRotationY - stru_5C6E00->uIntegerHalfPi; + v37.z = pParty->vPosition.z + (signed int)pParty->uPartyHeight / 3; + v37.x = pParty->vPosition.x; + v37.y = pParty->vPosition.y; + Vec3_int_::Rotate(8, v18, 0, v37, &outx, &outy, &outz); + break; + } + if ( v4 == 2 ) + { + v37.z = pParty->vPosition.z + (signed int)pParty->uPartyHeight / 3; + v18 = stru_5C6E00->uIntegerHalfPi + pParty->sRotationY; + v37.x = pParty->vPosition.x; + v37.y = pParty->vPosition.y; + Vec3_int_::Rotate(8, v18, 0, v37, &outx, &outy, &outz); + break; + } + if ( v4 == 1 ) + { + v37.z = pParty->vPosition.z + (signed int)pParty->uPartyHeight / 3; + v18 = stru_5C6E00->uIntegerHalfPi + pParty->sRotationY; + v37.x = pParty->vPosition.x; + v37.y = pParty->vPosition.y; + Vec3_int_::Rotate(24, v18, 0, v37, &outx, &outy, &outz); + break; + } + } + case OBJECT_Decoration: + { + outx = pLevelDecorations[v4].vPosition.x; + outy = pLevelDecorations[v4].vPosition.y; + outz = pLevelDecorations[v4].vPosition.z; + break; + } + default: + { + outz = 0; + outy = 0; + outx = 0; + break; + } + case OBJECT_BModel: + { + if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) + { + outx = (pIndoor->pFaces[v4].pBounding.x1 + pIndoor->pFaces[v4].pBounding.x2) >> 1; + outy = (pIndoor->pFaces[v4].pBounding.y1 + pIndoor->pFaces[v4].pBounding.y2) >> 1; + outz = (pIndoor->pFaces[v4].pBounding.z1 + pIndoor->pFaces[v4].pBounding.z2) >> 1; + } + break; + } + } + + switch( PID_TYPE(uObj2ID) ) + { + case OBJECT_Item: + { + outx2 = (float)pSpriteObjects[v5].vPosition.x; + outy2 =(float) pSpriteObjects[v5].vPosition.y; + a4 = pSpriteObjects[v5].vPosition.z; + break; + } + case OBJECT_Actor: + { + outx2 = (float)pActors[v5].vPosition.x; + outy2 = (float)pActors[v5].vPosition.y; + a4 = pActors[v5].vPosition.z - (unsigned int)(signed __int64)((double)pActors[v5].uActorHeight * -0.75); + break; + } + case OBJECT_Player: + { + outx2 = (float)pParty->vPosition.x; + outy2 = (float)pParty->vPosition.y; + if ( !a4 ) + a4 = pParty->sEyelevel; + a4 = pParty->vPosition.z + a4; + break; + } + case OBJECT_Decoration: + { + outx2 = (float)pLevelDecorations[v5].vPosition.x; + outy2 = (float)pLevelDecorations[v5].vPosition.y; + a4 = pLevelDecorations[v5].vPosition.z; + break; + } + default: + { + outx2 = 0.0; + outy2 = 0.0; + a4 = 0; + break; + } + case OBJECT_BModel: + { + if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) + { + outx2 = (float)((pIndoor->pFaces[v5].pBounding.x1 + pIndoor->pFaces[v5].pBounding.x2) >> 1); + outy2 = (float)((pIndoor->pFaces[v5].pBounding.y1 + pIndoor->pFaces[v5].pBounding.y2) >> 1); + a4 = (pIndoor->pFaces[v5].pBounding.z1 + pIndoor->pFaces[v5].pBounding.z2) >> 1; + } + break; + } + } + + v31 = (float)outx2 - (float)outx; + v32 = (float)outy2 - (float)outy; + a4a = (float)a4 - (float)outz; + outx2 = v32 * v32; + outy2 = v31 * v31; + v33 = sqrt(a4a * a4a + outy2 + outx2); + if ( v33 <= 1.0 ) + { + pOut->vDirection.x = 65536; + pOut->vDirection.y = 0; + pOut->vDirection.z = 0; + pOut->uDistance = 1; + pOut->uDistanceXZ = 1; + pOut->uYawAngle = 0; + pOut->uPitchAngle = 0; + } + else + { + pOut->vDirection.x = (int32_t)(1.0 / v33 * v31 * 65536.0); + pOut->vDirection.y = (int32_t)(1.0 / v33 * v32 * 65536.0); + pOut->vDirection.z = (int32_t)(1.0 / v33 * a4a * 65536.0); + pOut->uDistance = (uint)v33; + pOut->uDistanceXZ = (uint)sqrt(outy2 + outx2); + pOut->uYawAngle = stru_5C6E00->Atan2((signed __int64)v31, (signed __int64)v32); + pOut->uPitchAngle = stru_5C6E00->Atan2(pOut->uDistanceXZ, (signed __int64)a4a); + } +} + +//----- (00404030) -------------------------------------------------------- +void Actor::AI_FaceObject(unsigned int uActorID, unsigned int uObjID, int _48, AIDirection *a4) +{ + AIDirection *v7; // eax@3 + AIDirection v1; // eax@3 + AIDirection a3; // [sp+8h] [bp-38h]@4 + + if ( rand() % 100 >= 5 ) + { + //v9 = &pActors[uActorID]; + if ( !a4 ) + { + Actor::GetDirectionInfo(PID(OBJECT_Actor, uActorID), uObjID, &v1, 0); + v7 = &v1; + } + else + v7 = a4; + pActors[uActorID].uYawAngle = v7->uYawAngle; + pActors[uActorID].uCurrentActionTime = 0; + pActors[uActorID].vVelocity.z = 0; + pActors[uActorID].vVelocity.y = 0; + pActors[uActorID].vVelocity.x = 0; + pActors[uActorID].uPitchAngle = v7->uPitchAngle; + pActors[uActorID].uCurrentActionLength = 256; + pActors[uActorID].uAIState = Interacting; + pActors[uActorID].UpdateAnimation(); + } + else + Actor::AI_Bored(uActorID, uObjID, a4); +} + +//----- (00403F58) -------------------------------------------------------- +void Actor::AI_StandOrBored(unsigned int uActorID, signed int uObjID, int uActionLength, AIDirection *a4) +{ + if (rand() % 2)//0 or 1 + AI_Bored(uActorID, uObjID, a4); + else + AI_Stand(uActorID, uObjID, uActionLength, a4); +} + +//----- (00403EB6) -------------------------------------------------------- +void Actor::AI_Stand(unsigned int uActorID, unsigned int object_to_face_pid, unsigned int uActionLength, AIDirection *a4) +{ + assert(uActorID < uNumActors); + // Actor* actor = &pActors[uActorID]; + + AIDirection a3; + if (!a4) + { + Actor::GetDirectionInfo(PID(OBJECT_Actor, uActorID), object_to_face_pid, &a3, 0); + a4 = &a3; + } + + pActors[uActorID].uAIState = Standing; + if (!uActionLength) + pActors[uActorID].uCurrentActionLength = rand() % 256 + 256;// îò 256 äî 256 + 256 + else + pActors[uActorID].uCurrentActionLength = uActionLength; + pActors[uActorID].uCurrentActionTime = 0; + pActors[uActorID].uYawAngle = a4->uYawAngle; + pActors[uActorID].uPitchAngle = a4->uPitchAngle; + pActors[uActorID].vVelocity.z = 0; + pActors[uActorID].vVelocity.y = 0; + pActors[uActorID].vVelocity.x = 0; + pActors[uActorID].UpdateAnimation(); +} + +//----- (00403E61) -------------------------------------------------------- +void __fastcall Actor::StandAwhile(unsigned int uActorID) +{ + pActors[uActorID].uCurrentActionLength = rand() % 128 + 128; + pActors[uActorID].uCurrentActionTime = 0; + pActors[uActorID].uAIState = Standing; + pActors[uActorID].vVelocity.z = 0; + pActors[uActorID].vVelocity.y = 0; + pActors[uActorID].vVelocity.x = 0; + pActors[uActorID].UpdateAnimation(); +} + +//----- (00403C6C) -------------------------------------------------------- +void Actor::AI_MeleeAttack(unsigned int uActorID, signed int sTargetPid, struct AIDirection *arg0) +{ + int16_t v6; // esi@6 + int16_t v7; // edi@6 + signed int v8; // eax@7 + Vec3_int_ v10; // ST04_12@9 + AIDirection *v12; // eax@11 + AIDirection a3; // [sp+Ch] [bp-48h]@12 + AIDirection v20; // [sp+28h] [bp-2Ch]@12 + int v23; // [sp+4Ch] [bp-8h]@6 + unsigned int v25; // [sp+5Ch] [bp+8h]@13 + + assert(uActorID < uNumActors); + + if ( pActors[uActorID].pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_STAIONARY && pActors[uActorID].pMonsterInfo.uAIType == 1 ) + { + Actor::AI_Stand(uActorID, sTargetPid, 0, arg0); + return; + } + + if ( PID_TYPE(sTargetPid) == OBJECT_Actor) + { + v8 = PID_ID(sTargetPid); + v6 = pActors[v8].vPosition.x; + v7 = pActors[v8].vPosition.y; + v23 = (int)(pActors[v8].uActorHeight * 0.75 + pActors[v8].vPosition.z); + } + else if ( PID_TYPE(sTargetPid) == OBJECT_Player) + { + v6 = pParty->vPosition.x; + v7 = pParty->vPosition.y; + v23 = pParty->vPosition.z + pParty->sEyelevel; + } + else + { + Error("Should not get here"); + return; + } + + v10.x = pActors[uActorID].vPosition.x; + v10.y = pActors[uActorID].vPosition.y; + v10.z = (int32_t)(pActors[uActorID].uActorHeight * 0.75 + pActors[uActorID].vPosition.z); + + if ( sub_407A1C((int)v6, (int)v7, v23, v10) ) + { + if (arg0 != nullptr) + v12 = arg0; + else + { + Actor::GetDirectionInfo(PID(OBJECT_Actor, uActorID), sTargetPid, &a3, 0); + v12 = &a3; + } + pActors[uActorID].uYawAngle = LOWORD(v12->uYawAngle); + pActors[uActorID].uCurrentActionLength = pSpriteFrameTable->pSpriteSFrames[pActors[uActorID].pSpriteIDs[ANIM_AtkMelee]].uAnimLength * 8; + pActors[uActorID].uCurrentActionTime = 0; + pActors[uActorID].uAIState = AttackingMelee; + Actor::PlaySound(uActorID, 0); + v25 = pMonsterStats->pInfos[pActors[uActorID].pMonsterInfo.uID].uRecoveryTime; + if ( pActors[uActorID].pActorBuffs[ACTOR_BUFF_SLOWED].uExpireTime > 0 ) + v25 *= 2; + if ( pParty->bTurnBasedModeOn != 1 ) + pActors[uActorID].pMonsterInfo.uRecoveryTime = (int)(flt_6BE3A8_debug_recmod2 * v25 * 2.133333333333333); + else + pActors[uActorID].pMonsterInfo.uRecoveryTime = v25; + pActors[uActorID].vVelocity.z = 0; + pActors[uActorID].vVelocity.y = 0; + pActors[uActorID].vVelocity.x = 0; + pActors[uActorID].UpdateAnimation(); + } + else + Actor::AI_Pursue1(uActorID, sTargetPid, rand() % 2, 64, arg0); +} + +//----- (00438CF3) -------------------------------------------------------- +void Actor::ApplyFineForKillingPeasant(unsigned int uActorID) +{ + if ( uLevelMapStatsID == 0 || !pActors[uActorID].IsPeasant()) + return; + + if ( (uLevelMapStatsID == 6 || uLevelMapStatsID == 7) && pParty->IsPartyEvil()) //celeste and bracada + return; + + if ( (uLevelMapStatsID == 5 || uLevelMapStatsID == 8) && pParty->IsPartyGood()) // the pit and deyja + return; + + pParty->uFine += 100 * (pMapStats->pInfos[uLevelMapStatsID]._steal_perm + pActors[uActorID].pMonsterInfo.uLevel + pParty->GetPartyReputation()); + if ( pParty->uFine < 0 ) + pParty->uFine = 0; + if ( pParty->uFine > 4000000 ) + pParty->uFine = 4000000; + + if (uCurrentlyLoadedLevelType == LEVEL_Outdoor) + { + if (pOutdoor->ddm.uReputation < 10000) + pOutdoor->ddm.uReputation++; + } + else if (uCurrentlyLoadedLevelType == LEVEL_Indoor) + { + if (pIndoor->dlv.uReputation < 10000) + pIndoor->dlv.uReputation++; + } + else assert(false); + + if ( pParty->uFine ) + { + for ( int i = 1; i <= 4; i++) + { + if ( !_449B57_test_bit(pPlayers[i]->_achieved_awards_bits, 1) ) + _449B7E_toggle_bit(pPlayers[i]->_achieved_awards_bits, 1, 1u); + } + } +} + +//----- (0043AE80) -------------------------------------------------------- +void Actor::AddBloodsplatOnDamageOverlay(unsigned int uActorID, int a2, signed int a3) +{ + unsigned int v4; // esi@1 + + v4 = PID(OBJECT_Actor,uActorID); + switch ( a2 ) + { + case 1: + if ( a3 ) + pOtherOverlayList->_4418B6(904, v4, 0, (int)(sub_43AE12(a3) * 65536.0), 0); + return; + case 2: + if ( a3 ) + pOtherOverlayList->_4418B6(905, v4, 0, (int)(sub_43AE12(a3) * 65536.0), 0); + return; + case 3: + if ( a3 ) + pOtherOverlayList->_4418B6(906, v4, 0, (int)(sub_43AE12(a3) * 65536.0), 0); + return; + case 4: + if ( a3 ) + pOtherOverlayList->_4418B6(907, v4, 0, (int)(sub_43AE12(a3) * 65536.0), 0); + return; + case 5: + pOtherOverlayList->_4418B6(901, v4, 0, PID(OBJECT_Actor,uActorID), 0); + return; + case 6: + pOtherOverlayList->_4418B6(902, v4, 0, PID(OBJECT_Actor,uActorID), 0); + return; + case 7: + pOtherOverlayList->_4418B6(903, v4, 0, PID(OBJECT_Actor,uActorID), 0); + return; + case 8: + pOtherOverlayList->_4418B6(900, v4, 0, PID(OBJECT_Actor,uActorID), 0); + return; + case 9: + pOtherOverlayList->_4418B6(909, v4, 0, PID(OBJECT_Actor,uActorID), 0); + return; + case 10: + pOtherOverlayList->_4418B6(908, v4, 0, PID(OBJECT_Actor,uActorID), 0); + return; + default: + return; + } + return; +} + +//----- (0043B3E0) -------------------------------------------------------- +int Actor::_43B3E0_CalcDamage( signed int dmgSource ) +{ + signed int v2; // ebp@1 + int v3; // eax@9 + signed int v4; // edi@9 + int v5; // esi@9 + unsigned __int16 v8; // si@21 + int v9; // edi@21 + signed int v10; // eax@23 + int v11; // [sp+10h] [bp-4h]@1 + + v2 = 0; + v11 = 0; + + switch( dmgSource ) + { + case 0: + if ( this->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uExpireTime > 0 ) + v2 = this->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uPower; + if ( this->pActorBuffs[ACTOR_BUFF_HEROISM].uExpireTime > 0 && this->pActorBuffs[ACTOR_BUFF_HEROISM].uPower > v2 ) + v2 = this->pActorBuffs[ACTOR_BUFF_HEROISM].uPower; + if ( this->pActorBuffs[ACTOR_BUFF_PAIN_HAMMERHANDS].uExpireTime > 0 ) + v2 += this->pActorBuffs[ACTOR_BUFF_PAIN_HAMMERHANDS].uPower; + v3 = this->pMonsterInfo.uAttack1DamageDiceRolls; + v4 = this->pMonsterInfo.uAttack1DamageDiceSides; + v5 = this->pMonsterInfo.uAttack1DamageBonus; + break; + case 1: + v3 = this->pMonsterInfo.uAttack2DamageDiceRolls; + v4 = this->pMonsterInfo.uAttack2DamageDiceSides; + v5 = this->pMonsterInfo.uAttack2DamageBonus; + break; + case 2: + v8 = this->pMonsterInfo.uSpellSkillAndMastery1; + v9 = this->pMonsterInfo.uSpell1ID; + v10 = SkillToMastery(v8); + return _43AFE3_calc_spell_damage(v9, v8 & 0x3F, v10, 0); + break; + case 3: + v8 = this->pMonsterInfo.uSpellSkillAndMastery2; + v9 = this->pMonsterInfo.uSpell2ID; + v10 = SkillToMastery(v8); + return _43AFE3_calc_spell_damage(v9, v8 & 0x3F, v10, 0); + break; + case 4: + v3 = this->pMonsterInfo.uSpecialAbilityDamageDiceRolls; + v4 = this->pMonsterInfo.uSpecialAbilityDamageDiceSides; + v5 = this->pMonsterInfo.uSpecialAbilityDamageDiceBonus; + default: + return 0; + } + for ( int i = 0; i < v3; i++) + v11 += rand() % v4 + 1; + return v11 + v5 + v2; +} + +//----- (00438B9B) -------------------------------------------------------- +bool Actor::IsPeasant() +{ + unsigned int InHostile_Id; // eax@1 + + InHostile_Id = this->uAlly; + if ( !this->uAlly ) + InHostile_Id = (this->pMonsterInfo.uID - 1) / 3 + 1; + return (signed int)InHostile_Id >= 39 && (signed int)InHostile_Id <= 44//Dwarfs peasants + || (signed int)InHostile_Id >= 45 && (signed int)InHostile_Id <= 50//Elves peasants + || (signed int)InHostile_Id >= 51 && (signed int)InHostile_Id <= 62//Humans peasants + || (signed int)InHostile_Id >= 78 && (signed int)InHostile_Id <= 83;//Goblins peasants +} + +//----- (0042EBEE) -------------------------------------------------------- +void Actor::StealFrom( unsigned int uActorID ) +{ + Player *pPlayer; // edi@1 + int v4; // ebx@2 + unsigned int v5; // eax@2 + DDM_DLV_Header *v6; // esi@4 + int v8; // [sp+8h] [bp-4h]@6 + + pPlayer = &pParty->pPlayers[uActiveCharacter-1]; + if ( pPlayer->CanAct() ) + { + CastSpellInfoHelpers::_427D48(); + v4 = 0; + v5 = pMapStats->GetMapInfo(pCurrentMapName); + if ( v5 ) + v4 = pMapStats->pInfos[v5]._steal_perm; + v6 = &pOutdoor->ddm; + if ( uCurrentlyLoadedLevelType != LEVEL_Outdoor) + v6 = &pIndoor->dlv; + pPlayer->StealFromActor(uActorID, v4, v6->uReputation++); + v8 = pPlayer->GetAttackRecoveryTime(0); + if ( v8 < 30 ) + v8 = 30; + if ( !pParty->bTurnBasedModeOn ) + pPlayer->SetRecoveryTime((int)(flt_6BE3A4_debug_recmod1 * v8 * 2.133333333333333)); + pTurnEngine->ApplyPlayerAction(); + } + return; +} + +//----- (00403A60) -------------------------------------------------------- +void Actor::AI_SpellAttack2(unsigned int uActorID, signed int edx0, AIDirection *pDir) +{ + Actor *v3; // ebx@1 + int16_t v4; // esi@3 + int16_t v5; // edi@3 + signed int v6; // eax@4 + Vec3_int_ v7; // ST04_12@6 + AIDirection *v9; // eax@8 + __int16 v13; // ax@10 + AIDirection a3; // [sp+Ch] [bp-48h]@9 + AIDirection v18; // [sp+28h] [bp-2Ch]@9 + int v19; // [sp+44h] [bp-10h]@6 + signed int a2; // [sp+48h] [bp-Ch]@1 + int v21; // [sp+4Ch] [bp-8h]@3 + unsigned int pDira; // [sp+5Ch] [bp+8h]@10 + + v3 = &pActors[uActorID]; + a2 = edx0; + if ( PID_TYPE(edx0) == OBJECT_Actor) + { + v6 = PID_ID(edx0); + v4 = pActors[v6].vPosition.x; + v5 = pActors[v6].vPosition.y; + v21 = (int)(pActors[v6].uActorHeight * 0.75 + pActors[v6].vPosition.z); + } + else if ( PID_TYPE(edx0) == OBJECT_Player) + { + v4 = pParty->vPosition.x; + v5 = pParty->vPosition.y; + v21 = pParty->vPosition.z + pParty->sEyelevel; + } + else + { + Error("Should not get here"); + return; + } + v19 = v3->uActorHeight; + v7.z = v3->vPosition.z - (int)(v19 * -0.75); + v7.y = v3->vPosition.y; + v7.x = v3->vPosition.x; + if ( sub_407A1C(v4, v5, v21, v7) ) + { + if ( pDir == nullptr) + { + Actor::GetDirectionInfo(PID(OBJECT_Actor,uActorID), a2, &a3, 0); + v9 = &a3; + } + else + v9 = pDir; + v3->uYawAngle = LOWORD(v9->uYawAngle); + v13 = pSpriteFrameTable->pSpriteSFrames[v3->pSpriteIDs[ANIM_AtkRanged]].uAnimLength; + v3->uCurrentActionLength = 8 * v13; + v3->uCurrentActionTime = 0; + v3->uAIState = AttackingRanged4; + Actor::PlaySound(uActorID, 0); + pDira = pMonsterStats->pInfos[v3->pMonsterInfo.uID].uRecoveryTime; + if (v3->pActorBuffs[ACTOR_BUFF_SLOWED].uExpireTime > 0) + pDira *= 2; + if ( pParty->bTurnBasedModeOn == 1 ) + v3->pMonsterInfo.uRecoveryTime = pDira; + else + v3->pMonsterInfo.uRecoveryTime = v3->uCurrentActionLength + (int)(flt_6BE3A8_debug_recmod2 * pDira * 2.133333333333333); + v3->vVelocity.z = 0; + v3->vVelocity.y = 0; + v3->vVelocity.x = 0; + if ( ShouldMonsterPlayAttackAnim(v3->pMonsterInfo.uSpell2ID) ) + { + v3->uCurrentActionLength = 64; + v3->uCurrentActionTime = 0; + v3->uAIState = Fidgeting; + v3->UpdateAnimation(); + v3->uAIState = AttackingRanged4; + } + else + v3->UpdateAnimation(); + } + else + Actor::AI_Pursue1(uActorID, a2, uActorID, 64, pDir); +} + +//----- (00403854) -------------------------------------------------------- +void Actor::AI_SpellAttack1(unsigned int uActorID, signed int sTargetPid, AIDirection *pDir) +{ + Actor *v3; // ebx@1 + int16_t v4; // esi@3 + int16_t v5; // edi@3 + signed int v6; // eax@4 + Vec3_int_ v7; // ST04_12@6 + AIDirection *v9; // eax@8 + __int16 v13; // ax@10 + signed int v16; // ecx@17 + AIDirection a3; // [sp+Ch] [bp-48h]@9 + AIDirection v18; // [sp+28h] [bp-2Ch]@9 + int v19; // [sp+44h] [bp-10h]@6 + int v21; // [sp+4Ch] [bp-8h]@3 + unsigned int pDira; // [sp+5Ch] [bp+8h]@10 + + v3 = &pActors[uActorID]; + if ( PID_TYPE(sTargetPid) == OBJECT_Actor) + { + v6 = PID_ID(sTargetPid); + v4 = pActors[v6].vPosition.x; + v5 = pActors[v6].vPosition.y; + v21 = (int)(pActors[v6].uActorHeight * 0.75 + pActors[v6].vPosition.z); + } + else if ( PID_TYPE(sTargetPid) == OBJECT_Player) + { + v4 = pParty->vPosition.x; + v5 = pParty->vPosition.y; + v21 = pParty->vPosition.z + pParty->sEyelevel; + } + else + { + Error("Should not get here"); + return; + } + v19 = v3->uActorHeight; + v7.z = v3->vPosition.z - (int)(v19 * -0.75); + v7.y = v3->vPosition.y; + v7.x = v3->vPosition.x; + if ( sub_407A1C(v4, v5, v21, v7) ) + { + if ( pDir == nullptr ) + { + Actor::GetDirectionInfo(PID(OBJECT_Actor,uActorID), sTargetPid, &a3, 0); + v9 = &a3; + } + else + v9 = pDir; + v3->uYawAngle = LOWORD(v9->uYawAngle); + v13 = pSpriteFrameTable->pSpriteSFrames[v3->pSpriteIDs[ANIM_AtkRanged]].uAnimLength; + v3->uCurrentActionLength = 8 * v13; + v3->uCurrentActionTime = 0; + v3->uAIState = AttackingRanged3; + Actor::PlaySound(uActorID, 0); + pDira = pMonsterStats->pInfos[v3->pMonsterInfo.uID].uRecoveryTime; + if (v3->pActorBuffs[ACTOR_BUFF_SLOWED].uExpireTime > 0) + pDira *= 2; + if ( pParty->bTurnBasedModeOn == 1 ) + v3->pMonsterInfo.uRecoveryTime = pDira; + else + v3->pMonsterInfo.uRecoveryTime = v3->uCurrentActionLength + (int)(flt_6BE3A8_debug_recmod2 * pDira * 2.133333333333333); + v16 = v3->pMonsterInfo.uSpell1ID; + v3->vVelocity.z = 0; + v3->vVelocity.y = 0; + v3->vVelocity.x = 0; + if ( ShouldMonsterPlayAttackAnim(v3->pMonsterInfo.uSpell1ID) ) + { + v3->uCurrentActionLength = 64; + v3->uCurrentActionTime = 0; + v3->uAIState = Fidgeting; + v3->UpdateAnimation(); + v3->uAIState = AttackingRanged3; + } + else + v3->UpdateAnimation(); + } + else + Actor::AI_Pursue1(uActorID, sTargetPid, uActorID, 64, pDir); +} + +//----- (0040368B) -------------------------------------------------------- +void Actor::AI_MissileAttack2(unsigned int uActorID, signed int sTargetPid, AIDirection *pDir) +{ + Actor *v3; // ebx@1 + int16_t v4; // esi@3 + int16_t v5; // edi@3 + signed int v6; // eax@4 + Vec3_int_ v7; // ST04_12@6 + AIDirection *v9; // eax@8 + __int16 v13; // ax@10 + AIDirection a3; // [sp+Ch] [bp-48h]@9 + AIDirection v17; // [sp+28h] [bp-2Ch]@9 + int v18; // [sp+44h] [bp-10h]@6 + int v20; // [sp+4Ch] [bp-8h]@3 + unsigned int pDira; // [sp+5Ch] [bp+8h]@10 + + v3 = &pActors[uActorID]; + if ( PID_TYPE(sTargetPid) == OBJECT_Actor) + { + v6 = PID_ID(sTargetPid); + v4 = pActors[v6].vPosition.x; + v5 = pActors[v6].vPosition.y; + v20 = (int)(pActors[v6].uActorHeight * 0.75 + pActors[v6].vPosition.z); + } + else if ( PID_TYPE(sTargetPid) == OBJECT_Player) + { + v4 = pParty->vPosition.x; + v5 = pParty->vPosition.y; + v20 = pParty->vPosition.z + pParty->sEyelevel; + } + else + { + Error("Should not get here"); + return; + } + v18 = v3->uActorHeight; + v7.z = v3->vPosition.z - (int)(v18 * -0.75); + v7.y = v3->vPosition.y; + v7.x = v3->vPosition.x; + if ( sub_407A1C(v4, v5, v20, v7) ) + { + if ( pDir == nullptr ) + { + Actor::GetDirectionInfo(PID(OBJECT_Actor,uActorID), sTargetPid, &a3, 0); + v9 = &a3; + } + else + v9 = pDir; + v3->uYawAngle = LOWORD(v9->uYawAngle); + v13 = pSpriteFrameTable->pSpriteSFrames[v3->pSpriteIDs[ANIM_AtkRanged]].uAnimLength; + v3->uCurrentActionLength = 8 * v13; + v3->uCurrentActionTime = 0; + v3->uAIState = AttackingRanged2; + Actor::PlaySound(uActorID, 0); + pDira = pMonsterStats->pInfos[v3->pMonsterInfo.uID].uRecoveryTime; + if ( v3->pActorBuffs[ACTOR_BUFF_SLOWED].uExpireTime > 0 ) + pDira *= 2; + if ( pParty->bTurnBasedModeOn != 1 ) + v3->pMonsterInfo.uRecoveryTime = (int)(flt_6BE3A8_debug_recmod2 * pDira * 2.133333333333333); + else + v3->pMonsterInfo.uRecoveryTime = pDira; + v3->vVelocity.z = 0; + v3->vVelocity.y = 0; + v3->vVelocity.x = 0; + v3->UpdateAnimation(); + } + else + Actor::AI_Pursue1(uActorID, sTargetPid, uActorID, 64, pDir); +} + +//----- (00403476) -------------------------------------------------------- +void Actor::AI_MissileAttack1(unsigned int uActorID, signed int sTargetPid, AIDirection *pDir) +{ + Actor *v3; // ebx@1 + int v4; // esi@3 + int v5; // edi@3 + signed int v6; // eax@4 + Vec3_int_ v7; // ST04_12@6 + AIDirection *v10; // eax@9 + __int16 v14; // ax@11 + AIDirection a3; // [sp+Ch] [bp-48h]@10 + AIDirection v18; // [sp+28h] [bp-2Ch]@10 + int v19; // [sp+44h] [bp-10h]@6 + //signed int a2; // [sp+48h] [bp-Ch]@1 + int v22; // [sp+50h] [bp-4h]@3 + unsigned int pDira; // [sp+5Ch] [bp+8h]@11 + + v3 = &pActors[uActorID]; + //a2 = edx0; + if ( PID_TYPE(sTargetPid) == OBJECT_Actor) + { + v6 = PID_ID(sTargetPid); + v4 = pActors[v6].vPosition.x; + v5 = pActors[v6].vPosition.y; + v22 = (int)(pActors[v6].uActorHeight * 0.75 + pActors[v6].vPosition.z); + } + else + { + if ( PID_TYPE(sTargetPid) == OBJECT_Player) + { + v4 = pParty->vPosition.x; + v5 = pParty->vPosition.y; + v22 = pParty->vPosition.z + pParty->sEyelevel; + } + else + { + v4 = (int)pDir; + v5 = (int)pDir; + } + } + v19 = v3->uActorHeight; + v7.z = v3->vPosition.z - (unsigned int)(signed __int64)((double)v19 * -0.75); + v7.y = v3->vPosition.y; + v7.x = v3->vPosition.x; + if ( sub_407A1C(v4, v5, v22, v7) || sub_407A1C(v7.x, v7.y, v7.z, Vec3_int_(v4, v5, v22))) + { + if ( pDir == nullptr ) + { + Actor::GetDirectionInfo(PID(OBJECT_Actor,uActorID), sTargetPid, &a3, 0); + v10 = &a3; + } + else + v10 = pDir; + v3->uYawAngle = LOWORD(v10->uYawAngle); + v14 = pSpriteFrameTable->pSpriteSFrames[v3->pSpriteIDs[ANIM_AtkRanged]].uAnimLength; + v3->uCurrentActionLength = 8 * v14; + v3->uCurrentActionTime = 0; + v3->uAIState = AttackingRanged1; + Actor::PlaySound(uActorID, 0); + pDira = pMonsterStats->pInfos[v3->pMonsterInfo.uID].uRecoveryTime; + if ( v3->pActorBuffs[ACTOR_BUFF_SLOWED].uExpireTime > 0 ) + pDira *= 2; + if ( pParty->bTurnBasedModeOn == 1 ) + v3->pMonsterInfo.uRecoveryTime = pDira; + else + v3->pMonsterInfo.uRecoveryTime = v3->uCurrentActionLength - (int)(flt_6BE3A8_debug_recmod2 * pDira * -2.133333333333333); + v3->vVelocity.z = 0; + v3->vVelocity.y = 0; + v3->vVelocity.x = 0; + v3->UpdateAnimation(); + } + else + Actor::AI_Pursue1(uActorID, sTargetPid, uActorID, 64, pDir); +} + +//----- (004032B2) -------------------------------------------------------- +void Actor::AI_RandomMove( unsigned int uActor_id, unsigned int uTarget_id, int radius, int uActionLength ) +{ + int x; // ebx@1 + int absy; // eax@1 + unsigned int v9; // ebx@11 + int v10; // ebx@13 + AIDirection doNotInitializeBecauseShouldBeRandom; // [sp+Ch] [bp-30h]@7 + int y; // [sp+30h] [bp-Ch]@1 + int absx; // [sp+38h] [bp-4h]@1 + + x = pActors[uActor_id].vInitialPosition.x - pActors[uActor_id].vPosition.x; + y = pActors[uActor_id].vInitialPosition.y - pActors[uActor_id].vPosition.y; + absx = abs(x); + absy = abs(y); + if ( absx <= absy ) + absx = absy + (absx / 2 ); + else + absx = absx + absy / 2; + if ( MonsterStats::BelongsToSupertype(pActors[uActor_id].pMonsterInfo.uID, MONSTER_SUPERTYPE_TREANT) ) + { + if ( !uActionLength ) + uActionLength = 256; + Actor::AI_StandOrBored(uActor_id, OBJECT_Player, uActionLength, &doNotInitializeBecauseShouldBeRandom); + return; + } + if ( pActors[uActor_id].pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_GLOBAL && absx < 128 ) + { + Actor::AI_Stand(uActor_id, uTarget_id, 256, &doNotInitializeBecauseShouldBeRandom); + return; + } + absx += ((rand() & 0xF) * radius) / 16; + v9 = (stru_5C6E00->uIntegerDoublePi - 1) & stru_5C6E00->Atan2(x, y); + if ( rand() % 100 < 25 ) + { + Actor::StandAwhile(uActor_id); + return; + } + v10 = v9 + rand() % 256 - 128; + if ( abs(v10 - pActors[uActor_id].uYawAngle) > 256 && !(pActors[uActor_id].uAttributes & ACTOR_ANIMATION) ) + { + Actor::AI_Stand(uActor_id, uTarget_id, 256, &doNotInitializeBecauseShouldBeRandom); + return; + } + pActors[uActor_id].uYawAngle = v10; + if ( pActors[uActor_id].uMovementSpeed) + pActors[uActor_id].uCurrentActionLength = 32 * absx / pActors[uActor_id].uMovementSpeed; + else + pActors[uActor_id].uCurrentActionLength = 0; + pActors[uActor_id].uCurrentActionTime = 0; + pActors[uActor_id].uAIState = Tethered; + if ( rand() % 100 < 2 ) + Actor::PlaySound(uActor_id, 3); + pActors[uActor_id].UpdateAnimation(); +} + +//----- (004031C1) -------------------------------------------------------- +char __fastcall Actor::_4031C1_update_job_never_gets_called(unsigned int uActorID, signed int a2, int a3) //attempted to implement something like jobs for actors, but apparently was never finished +{ + return 0; + /*unsigned int v3; // edi@1 + Actor *v4; // esi@1 + ActorJob *v5; // eax@1 + signed int v6; // edx@2 + ActorJob *v7; // eax@2 + signed int v8; // edi@2 + ActorJob *v9; // ecx@2 + __int16 v10; // cx@15 + signed int v12; // [sp+8h] [bp-4h]@1 + + v3 = uActorID; + v12 = a2; + v4 = &pActors[uActorID]; + v5 = (ActorJob *)pActors[uActorID].CanAct(); + if ( v5 ) + { + v6 = 65535; + v7 = &v4->pScheduledJobs[v3]; + v8 = 7; + v9 = &v7[7];//(char *)&v7[7].uHour; + while ( !(v9->uAttributes & 1) || v9->uHour > v12 ) + { + --v8; + --v9; + if ( v8 < 0 ) + break; + } + if( v8 >= 0 ) + v6 = v8; + if ( !v8 && v6 == 65535 ) + v6 = 7; + v5 = &v7[v6]; + if ( v4->vInitialPosition.x != v5->vPos.x + || v4->vInitialPosition.y != v5->vPos.y + || v4->vInitialPosition.z != v5->vPos.z + || v4->pMonsterInfo.uMovementType != v5->uAction ) + { + v4->vInitialPosition.x = v5->vPos.x; + v4->vInitialPosition.y = v5->vPos.y; + v10 = v5->vPos.z; + v4->vInitialPosition.z = v10; + LOBYTE(v5) = v5->uAction; + v4->pMonsterInfo.uMovementType = MONSTER_MOVEMENT_TYPE_STAIONARY; + if ( a3 == 1 ) + { + v4->vPosition.x = v4->vInitialPosition.x; + v4->vPosition.y = v4->vInitialPosition.y; + LOBYTE(v5) = v10; + v4->vPosition.z = v10; + } + } + } + return (char)v5;*/ +} + +//----- (004030AD) -------------------------------------------------------- +void Actor::AI_Stun(unsigned int uActorID, signed int edx0, int stunRegardlessOfState) +{ + __int16 v7; // ax@16 + AIDirection a3; // [sp+Ch] [bp-40h]@16 + + if ( pActors[uActorID].uAIState == Fleeing ) + pActors[uActorID].uAttributes |= ACTOR_FLEEING; + if ( pActors[uActorID].pMonsterInfo.uHostilityType != 4 ) + { + pActors[uActorID].uAttributes &= 0xFFFFFFFB;//~0x4 + pActors[uActorID].pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Long; + } + if ( pActors[uActorID].pActorBuffs[ACTOR_BUFF_CHARM].uExpireTime > 0 ) + pActors[uActorID].pActorBuffs[ACTOR_BUFF_CHARM].Reset(); + if ( pActors[uActorID].pActorBuffs[ACTOR_BUFF_AFRAID].uExpireTime > 0 ) + pActors[uActorID].pActorBuffs[ACTOR_BUFF_AFRAID].Reset(); + if ( stunRegardlessOfState || (pActors[uActorID].uAIState != Stunned + && pActors[uActorID].uAIState != AttackingRanged1 + && pActors[uActorID].uAIState != AttackingRanged2 + && pActors[uActorID].uAIState != AttackingRanged3 + && pActors[uActorID].uAIState != AttackingRanged4 + && pActors[uActorID].uAIState != AttackingMelee)) + { + Actor::GetDirectionInfo(PID(OBJECT_Actor,uActorID), edx0, &a3, 0); + //v10 = &a3; + pActors[uActorID].uYawAngle = LOWORD(a3.uYawAngle); + v7 = pSpriteFrameTable->pSpriteSFrames[pActors[uActorID].pSpriteIDs[ANIM_GotHit]].uAnimLength; + pActors[uActorID].uCurrentActionTime = 0; + pActors[uActorID].uAIState = Stunned; + pActors[uActorID].uCurrentActionLength = 8 * v7; + Actor::PlaySound(uActorID, 2); + pActors[uActorID].UpdateAnimation(); + } +} + +//----- (00402F87) -------------------------------------------------------- +void Actor::AI_Bored(unsigned int uActorID, unsigned int uObjID, AIDirection *a4) +{ + unsigned int v7; // eax@3 + unsigned int v9; // eax@3 + + Actor* actor = &pActors[uActorID]; + + AIDirection a3; // [sp+Ch] [bp-5Ch]@2 + if (!a4) + { + Actor::GetDirectionInfo(PID(OBJECT_Actor,uActorID), uObjID, &a3, 0); + a4 = &a3; + } + + actor->uCurrentActionLength = 8 * pSpriteFrameTable->pSpriteSFrames[actor->pSpriteIDs[ANIM_Bored]].uAnimLength; + + v7 = stru_5C6E00->Atan2(actor->vPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x, actor->vPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y); + v9 = stru_5C6E00->uIntegerPi + actor->uYawAngle + ((signed int)stru_5C6E00->uIntegerPi >> 3) - v7; + + if ( v9 & 0x700 ) // turned away - just stand + Actor::AI_Stand(uActorID, uObjID, actor->uCurrentActionLength, a4); + else // facing player - play bored anim + { + actor->uAIState = Fidgeting; + actor->uCurrentActionTime = 0; + actor->uYawAngle = a4->uYawAngle; + actor->vVelocity.z = 0; + actor->vVelocity.y = 0; + actor->vVelocity.x = 0; + if ( rand() % 100 < 5 ) + Actor::PlaySound(uActorID, 3); + actor->UpdateAnimation(); + } +} + +//----- (00402F27) -------------------------------------------------------- +void Actor::Resurrect(unsigned int uActorID) +{ + Actor *pActor; // esi@1 + + pActor = &pActors[uActorID]; + pActor->uCurrentActionTime = 0; + pActor->uAIState = Resurrected; + pActor->uCurrentActionAnimation = ANIM_Dying; + pActor->uCurrentActionLength = 8 * pSpriteFrameTable->pSpriteSFrames[pActor->pSpriteIDs[ANIM_Dying]].uAnimLength; + pActor->sCurrentHP = LOWORD(pActor->pMonsterInfo.uHP); + Actor::PlaySound(uActorID, 1); + pActor->UpdateAnimation(); +} + +//----- (00402D6E) -------------------------------------------------------- +void Actor::Die(unsigned int uActorID) +{ + Actor* actor = &pActors[uActorID]; + + actor->uCurrentActionTime = 0; + actor->uAIState = Dying; + actor->uCurrentActionAnimation = ANIM_Dying; + actor->sCurrentHP = 0; + actor->uCurrentActionLength = 8 * pSpriteFrameTable->pSpriteSFrames[actor->pSpriteIDs[ANIM_Dying]].uAnimLength; + actor->pActorBuffs[ACTOR_BUFF_PARALYZED].Reset(); + actor->pActorBuffs[ACTOR_BUFF_STONED].Reset(); + Actor::PlaySound(uActorID, 1); + actor->UpdateAnimation(); + + for (uint i = 0; i < 5; ++i) + if (pParty->monster_id_for_hunting[i] == actor->pMonsterInfo.uID) + pParty->monster_for_hunting_killed[i] = true; + + for (uint i = 0; i < 22; ++i) + actor->pActorBuffs[i].Reset(); + + ItemGen drop; + drop.Reset(); + switch (actor->pMonsterInfo.uID) + { + case MONSTER_HARPY_1: case MONSTER_HARPY_2: case MONSTER_HARPY_3: + drop.uItemID = ITEM_HARPY_FEATHER; + break; + + case MONSTER_OOZE_1: case MONSTER_OOZE_2: case MONSTER_OOZE_3: + drop.uItemID = ITEM_OOZE_ECTOPLASM_BOTTLE; + break; + + case MONSTER_TROLL_1: case MONSTER_TROLL_2: case MONSTER_TROLL_3: + drop.uItemID = ITEM_TROLL_BLOOD; + break; + + case MONSTER_DEVIL_1: case MONSTER_DEVIL_2: case MONSTER_DEVIL_3: + drop.uItemID = ITEM_DEVIL_ICHOR; + break; + + case MONSTER_DRAGON_1: case MONSTER_DRAGON_2: case MONSTER_DRAGON_3: + drop.uItemID = ITEM_DRAGON_EYE; + break; + } + + if (rand() % 100 < 20 && drop.uItemID != 0) + { + SpriteObject::sub_42F7EB_DropItemAt(pItemsTable->pItems[drop.uItemID].uSpriteID, + actor->vPosition.x, + actor->vPosition.y, + actor->vPosition.z + 16, + rand() % 200 + 200, + 1, + 1, + 0, + &drop); + } + + if (actor->pMonsterInfo.uSpecialAbilityType == MONSTER_SPECIAL_ABILITY_EXPLODE) + Actor::Explode(uActorID); +} + +//----- (00402CED) -------------------------------------------------------- +void Actor::PlaySound(unsigned int uActorID, unsigned int uSoundID) +{ + unsigned __int16 v3; // dx@1 + + v3 = pActors[uActorID].pSoundSampleIDs[uSoundID]; + if ( v3 ) + { + if ( pActors[uActorID].pActorBuffs[ACTOR_BUFF_SHRINK].uExpireTime <= 0 ) + pAudioPlayer->PlaySound((SoundID)v3, PID(OBJECT_Actor, uActorID), 0, -1, 0, 0, 0, 0); + else + { + switch(pActors[uActorID].pActorBuffs[ACTOR_BUFF_SHRINK].uPower) + { + case 1: + pAudioPlayer->PlaySound((SoundID)v3, PID(OBJECT_Actor, uActorID), 0, 0, 0, 0, 0, 33075); + break; + case 2: + pAudioPlayer->PlaySound((SoundID)v3, PID(OBJECT_Actor, uActorID), 0, 0, 0, 0, 0, 33075); + break; + case 3: + case 4: + pAudioPlayer->PlaySound((SoundID)v3, PID(OBJECT_Actor, uActorID), 0, 0, 0, 0, 0, 33075); + break; + default: + pAudioPlayer->PlaySound((SoundID)v3, PID(OBJECT_Actor, uActorID), 0, -1, 0, 0, 0, 0); + break; + } + } + } +} + +//----- (00402AD7) -------------------------------------------------------- +void Actor::AI_Pursue1(unsigned int uActorID, unsigned int a2, signed int arg0, signed int uActionLength, AIDirection *pDir) +{ + int v6; // eax@1 + Actor *v7; // ebx@1 + unsigned int v8; // ecx@1 + AIDirection *v10; // esi@6 + AIDirection a3; // [sp+Ch] [bp-5Ch]@7 + unsigned int v18; // [sp+64h] [bp-4h]@1 + + v6 = 0; + v7 = &pActors[uActorID]; + v8 = PID(OBJECT_Actor,uActorID); + if ( v7->pMonsterInfo.uFlying != 0 && !pParty->bFlying ) //TODO: Does v6 have a point? + { + if ( v7->pMonsterInfo.uMissleAttack1Type ) + v6 = v7->uActorRadius + 512; + else + v6 = pParty->uPartyHeight; + } + + if ( pDir == nullptr ) + { + Actor::GetDirectionInfo(v8, a2, &a3, v6); + v10 = &a3; + } + else + v10 = pDir; + if ( MonsterStats::BelongsToSupertype(v7->pMonsterInfo.uID, MONSTER_SUPERTYPE_TREANT) ) + { + if ( !uActionLength ) + uActionLength = 256; + Actor::AI_StandOrBored(uActorID, 4, uActionLength, v10); + return; + } + if ( v10->uDistance < 307.2 ) + { + if ( !uActionLength ) + uActionLength = 256; + Actor::AI_Stand(uActorID, a2, uActionLength, v10); + return; + } + if ( v7->uMovementSpeed == 0 ) + { + Actor::AI_Stand(uActorID, a2, uActionLength, v10); + return; + } + if ( arg0 % 2 ) + v18 = -16; + else + v18 = 16; + + v7->uYawAngle = stru_5C6E00->Atan2( + pParty->vPosition.x + (int)fixpoint_mul(stru_5C6E00->Cos(v18 + stru_5C6E00->uIntegerPi + v10->uYawAngle), v10->uDistanceXZ) - v7->vPosition.x, + pParty->vPosition.y + (int)fixpoint_mul(stru_5C6E00->Sin(v18 + stru_5C6E00->uIntegerPi + v10->uYawAngle), v10->uDistanceXZ) - v7->vPosition.y); + if ( uActionLength ) + v7->uCurrentActionLength = uActionLength; + else + v7->uCurrentActionLength = 128; + v7->uPitchAngle = LOWORD(v10->uPitchAngle); + v7->uAIState = Pursuing; + v7->UpdateAnimation(); +} + +//----- (00402968) -------------------------------------------------------- +void Actor::AI_Flee(unsigned int uActorID, signed int sTargetPid, int uActionLength, AIDirection *a4) +{ + Actor *v5; // ebx@1 + int v7; // ecx@2 + unsigned __int16 v9; // ax@15 + AIDirection v10; // [sp+8h] [bp-7Ch]@4 + AIDirection a3; // [sp+24h] [bp-60h]@3 + AIDirection* v13; // [sp+5Ch] [bp-28h]@4 + + v5 = &pActors[uActorID]; + if ( v5->CanAct() ) + { + v7 = PID(OBJECT_Actor,uActorID); + if ( !a4 ) + { + Actor::GetDirectionInfo(v7, sTargetPid, &a3, v5->pMonsterInfo.uFlying); + a4 = &a3; + } + Actor::GetDirectionInfo(v7, 4u, &v10, 0); + v13 = &v10; + if ( MonsterStats::BelongsToSupertype(v5->pMonsterInfo.uID, MONSTER_SUPERTYPE_TREANT) + || PID_TYPE(sTargetPid) == OBJECT_Actor && v13->uDistance < 307.2 ) + { + if ( !uActionLength ) + uActionLength = 256; + Actor::AI_StandOrBored(uActorID, 4, uActionLength, v13); + } + else + { + if ( v5->uMovementSpeed ) + v5->uCurrentActionLength = (signed int)(a4->uDistanceXZ << 7) / v5->uMovementSpeed; + else + v5->uCurrentActionLength = 0; + if ( v5->uCurrentActionLength > 256 ) + v5->uCurrentActionLength = 256; + v5->uYawAngle = LOWORD(stru_5C6E00->uIntegerHalfPi) + LOWORD(a4->uYawAngle); + v5->uYawAngle = LOWORD(stru_5C6E00->uDoublePiMask) & (v5->uYawAngle + rand() % (signed int)stru_5C6E00->uIntegerPi); + v9 = LOWORD(a4->uPitchAngle); + v5->uCurrentActionTime = 0; + v5->uPitchAngle = v9; + v5->uAIState = Fleeing; + v5->UpdateAnimation(); + } + } +} + +//----- (0040281C) -------------------------------------------------------- +void Actor::AI_Pursue2(unsigned int uActorID, unsigned int a2, signed int uActionLength, AIDirection *pDir, int a5) +{ + int v6; // eax@1 + Actor *v7; // ebx@1 + unsigned int v8; // ecx@1 + AIDirection *v10; // esi@7 + signed __int16 v13; // cx@19 + unsigned __int16 v14; // ax@25 + AIDirection a3; // [sp+Ch] [bp-40h]@8 + AIDirection v18; // [sp+28h] [bp-24h]@8 + + v6 = 0; + v7 = &pActors[uActorID]; + v8 = PID(OBJECT_Actor,uActorID); + if ( v7->pMonsterInfo.uFlying != 0 && !pParty->bFlying ) + { + if ( v7->pMonsterInfo.uMissleAttack1Type && uCurrentlyLoadedLevelType == LEVEL_Outdoor ) + v6 = v7->uActorRadius + 512; + else + v6 = pParty->uPartyHeight; + } + v10 = pDir; + if ( !pDir ) + { + Actor::GetDirectionInfo(v8, a2, &a3, v6); + v10 = &a3; + } + if ( MonsterStats::BelongsToSupertype(v7->pMonsterInfo.uID, MONSTER_SUPERTYPE_TREANT) ) + { + if ( !uActionLength ) + uActionLength = 256; + Actor::AI_StandOrBored(uActorID, 4, uActionLength, v10); + return; + } + if ( (signed int)v10->uDistance < a5 ) + { + if ( !uActionLength ) + uActionLength = 256; + Actor::AI_StandOrBored(uActorID, a2, uActionLength, v10); + return; + } + if ( uActionLength ) + { + v7->uCurrentActionLength = uActionLength; + } + else + { + v13 = v7->uMovementSpeed; + if ( v13 ) + v7->uCurrentActionLength = (signed int)(v10->uDistanceXZ << 7) / v13; + else + v7->uCurrentActionLength = 0; + if ( v7->uCurrentActionLength > 32 ) + v7->uCurrentActionLength = 32; + } + v7->uYawAngle = LOWORD(v10->uYawAngle); + v14 = LOWORD(v10->uPitchAngle); + v7->uCurrentActionTime = 0; + v7->uPitchAngle = v14; + v7->uAIState = Pursuing; + v7->UpdateAnimation(); +} + +//----- (00402686) -------------------------------------------------------- +void Actor::AI_Pursue3(unsigned int uActorID, unsigned int a2, signed int uActionLength, AIDirection *a4) +{ + int v5; // eax@1 + Actor *v6; // ebx@1 + int v7; // ecx@1 + signed __int16 v12; // cx@19 + __int16 v14; // ax@25 + unsigned __int16 v16; // ax@28 + AIDirection a3; // [sp+Ch] [bp-40h]@8 + AIDirection* v20; // [sp+28h] [bp-24h]@8 + + v5 = 0; + v6 = &pActors[uActorID]; + v7 = PID(OBJECT_Actor,uActorID); + if ( v6->pMonsterInfo.uFlying != 0 && !pParty->bFlying ) + { + if ( v6->pMonsterInfo.uMissleAttack1Type && uCurrentlyLoadedLevelType == LEVEL_Outdoor ) + v5 = v6->uActorRadius + 512; + else + v5 = pParty->uPartyHeight; + } + if ( !a4 ) + { + Actor::GetDirectionInfo(v7, a2, &a3, v5); + v20 = &a3; + } + if ( MonsterStats::BelongsToSupertype(v6->pMonsterInfo.uID, MONSTER_SUPERTYPE_TREANT) ) + { + if ( !uActionLength ) + uActionLength = 256; + return Actor::AI_StandOrBored(uActorID, 4, uActionLength, a4); + } + if ( a4->uDistance < 307.2 ) + { + if ( !uActionLength ) + uActionLength = 256; + return Actor::AI_StandOrBored(uActorID, a2, uActionLength, a4); + } + if ( uActionLength ) + v6->uCurrentActionLength = uActionLength + rand() % uActionLength; + else + { + v12 = v6->uMovementSpeed; + if ( v12 ) + v6->uCurrentActionLength = (signed int)(a4->uDistanceXZ << 7) / v12; + else + v6->uCurrentActionLength = 0; + if ( v6->uCurrentActionLength > 128 ) + v6->uCurrentActionLength = 128; + } + v14 = LOWORD(a4->uYawAngle); + if ( rand() % 2 ) + v14 += 256; + else + v14 -= 256; + v6->uYawAngle = v14; + v16 = LOWORD(a4->uPitchAngle); + v6->uCurrentActionTime = 0; + v6->uPitchAngle = v16; + v6->uAIState = Pursuing; + if ( rand() % 100 < 2 ) + Actor::PlaySound(uActorID, 2u); + v6->UpdateAnimation(); +} + +//----- (00401221) -------------------------------------------------------- +void Actor::_SelectTarget(unsigned int uActorID, int *a2, bool can_target_party) +{ + int v5; // ecx@1 + signed int v10; // eax@13 + uint v11; // ebx@16 + uint v12; // eax@16 + signed int v14; // eax@31 + uint v15; // edi@43 + uint v16; // ebx@45 + uint v17; // eax@45 + signed int closestId; // [sp+14h] [bp-1Ch]@1 + uint v23; // [sp+1Ch] [bp-14h]@16 + unsigned int lowestRadius; // [sp+24h] [bp-Ch]@1 + uint v27; // [sp+2Ch] [bp-4h]@16 + uint v28; // [sp+2Ch] [bp-4h]@45 + + lowestRadius = UINT_MAX; + v5 = 0; + *a2 = 0; + closestId = 0; + assert(uActorID < uNumActors); + Actor* thisActor = &pActors[uActorID]; + + for (uint i = 0; i < uNumActors; ++i) + { + Actor* actor = &pActors[i]; + if (actor->uAIState == Dead || actor->uAIState == Dying || + actor->uAIState == Removed || actor->uAIState == Summoned || actor->uAIState == Disabled || uActorID == i ) + continue; + + if (thisActor->uLastCharacterIDToHit == 0 || PID(OBJECT_Actor,v5) != thisActor->uLastCharacterIDToHit ) + { + v10 = thisActor->GetActorsRelation(actor); + if ( v10 == 0 ) + continue; + } + else if (thisActor->IsNotAlive()) + { + thisActor->uLastCharacterIDToHit = 0; + v10 = thisActor->GetActorsRelation(actor); + if ( v10 == 0 ) + continue; + } + else + { + if ( (actor->uGroup != 0 || thisActor->uGroup != 0) && actor->uGroup == thisActor->uGroup ) + continue; + v10 = 4; + } + if ( thisActor->pMonsterInfo.uHostilityType ) + v10 = pMonsterStats->pInfos[thisActor->pMonsterInfo.uID].uHostilityType; + v11 = _4DF380_hostilityRanges[v10]; + v23 = abs(thisActor->vPosition.x - actor->vPosition.x); + v27 = abs(thisActor->vPosition.y - actor->vPosition.y); + v12 = abs(thisActor->vPosition.z - actor->vPosition.z); + if ( v23 <= v11 + && v27 <= v11 + && v12 <= v11 + && sub_4070EF_prolly_detect_player(PID(OBJECT_Actor, i), PID(OBJECT_Actor, uActorID)) + && v23 * v23 + v27 * v27 + v12 * v12 < lowestRadius ) + { + lowestRadius = v23 * v23 + v27 * v27 + v12 * v12; + closestId = i; + } + } + + if ( lowestRadius != UINT_MAX ) + { + *a2 = PID(OBJECT_Actor, closestId); + } + + if (can_target_party && !pParty->Invisible()) + { + if ( thisActor->ActorEnemy() + && thisActor->pActorBuffs[ACTOR_BUFF_ENSLAVED].uExpireTime <= 0 + && thisActor->pActorBuffs[ACTOR_BUFF_CHARM].uExpireTime <= 0 + && thisActor->pActorBuffs[ACTOR_BUFF_SUMMONED].uExpireTime <= 0 ) + v14 = 4; + else + v14 = thisActor->GetActorsRelation(0); + if ( v14 != 0 ) + { + if ( !thisActor->pMonsterInfo.uHostilityType ) + v15 = _4DF380_hostilityRanges[v14]; + else + v15 = _4DF380_hostilityRanges[4]; + v16 = abs(thisActor->vPosition.x - pParty->vPosition.x); + v28 = abs(thisActor->vPosition.y - pParty->vPosition.y); + v17 = abs(thisActor->vPosition.z - pParty->vPosition.z); + if ( v16 <= v15 && v28 <= v15 && v17 <= v15 && (v16 * v16 + v28 * v28 + v17 * v17 < lowestRadius)) + { + *a2 = OBJECT_Player; + } + } + } +} +// 4DF380: using guessed type int dword_4DF380[]; +// 4DF390: using guessed type int dword_4DF390; + +//----- (0040104C) -------------------------------------------------------- +signed int Actor::GetActorsRelation(Actor *otherActPtr) +{ + unsigned int thisGroup; // ebp@19 + int otherGroup; // eax@22 + unsigned int thisAlly; // edx@25 + unsigned int otherAlly; // edx@33 + + if ( otherActPtr) + { + if ( otherActPtr->uGroup != 0 && this->uGroup != 0 && otherActPtr->uGroup == this->uGroup ) + return 0; + } + + if (this->pActorBuffs[ACTOR_BUFF_BERSERK].uExpireTime > 0) + return 4; + thisAlly = this->uAlly; + if ( this->pActorBuffs[ACTOR_BUFF_ENSLAVED].uExpireTime > 0 || thisAlly == 9999) + thisGroup = 0; + else if ( thisAlly > 0 ) + thisGroup = thisAlly; + else + thisGroup = (this->pMonsterInfo.uID - 1) / 3 + 1; + + if ( otherActPtr ) + { + if (otherActPtr->pActorBuffs[ACTOR_BUFF_BERSERK].uExpireTime > 0) + return 4; + otherAlly = otherActPtr->uAlly; + if ( otherActPtr->pActorBuffs[ACTOR_BUFF_ENSLAVED].uExpireTime > 0 || otherAlly == 9999) + otherGroup = 0; + else if ( otherAlly > 0 ) + otherGroup = otherAlly; + else + otherGroup = (otherActPtr->pMonsterInfo.uID - 1) / 3 + 1; + } + else + otherGroup = 0; + + if ( this->pActorBuffs[ACTOR_BUFF_CHARM].uExpireTime > 0 && !otherGroup + || otherActPtr && otherActPtr->pActorBuffs[ACTOR_BUFF_CHARM].uExpireTime > 0 && !thisGroup ) + return 0; + if ( this->pActorBuffs[ACTOR_BUFF_ENSLAVED].uExpireTime <= 0 && this->ActorEnemy() && !otherGroup ) + return 4; + if (thisGroup >= 89 || otherGroup >= 89) + return 0; + + if ( thisGroup == 0 ) + { + if ( (!otherActPtr || this->pActorBuffs[ACTOR_BUFF_ENSLAVED].uExpireTime > 0 && otherActPtr->ActorFriend()) && !pFactionTable->relations[otherGroup][0]) + return pFactionTable->relations[0][otherGroup]; + else + return 4; + } + else + return pFactionTable->relations[thisGroup][otherGroup]; +} + +//----- (0045976D) -------------------------------------------------------- +void Actor::UpdateAnimation() +{ + ResetAnimation(); + switch (uAIState) + { + case Tethered: + uCurrentActionAnimation = ANIM_Walking; + break; + + case AttackingMelee: + uCurrentActionAnimation = ANIM_AtkMelee; + uAttributes |= ACTOR_ANIMATION; + break; + + case AttackingRanged1: + case AttackingRanged2: + case AttackingRanged3: + case AttackingRanged4: + uCurrentActionAnimation = ANIM_AtkRanged; + uAttributes |= ACTOR_ANIMATION; + break; + + case Dying: + case Resurrected: + uCurrentActionAnimation = ANIM_Dying; + uAttributes |= ACTOR_ANIMATION; + break; + + case Pursuing: + case Fleeing: + uCurrentActionAnimation = ANIM_Walking; + uAttributes |= ACTOR_ANIMATION; + break; + + case Stunned: + uCurrentActionAnimation = ANIM_GotHit; + uAttributes |= ACTOR_ANIMATION; + break; + + case Fidgeting: + uCurrentActionAnimation = ANIM_Bored; + uAttributes |= ACTOR_ANIMATION; + break; + + case Standing: + case Interacting: + case Summoned: + uCurrentActionAnimation = ANIM_Standing; + uAttributes |= ACTOR_ANIMATION; + break; + + case Dead: + if (pSpriteFrameTable->pSpriteSFrames[pSpriteIDs[ANIM_Dead]].pHwSpriteIDs[0] <= 0) + uAIState = Removed; + else + uCurrentActionAnimation = ANIM_Dead; + break; + + case Removed: + case Disabled: + return; + + default: + assert(false); + } +} + +//----- (00459671) -------------------------------------------------------- +void Actor::Reset() +{ + this->pActorName[0] = 0; + this->word_000086_some_monster_id = 0; + this->sNPC_ID = 0; + this->vPosition.z = 0; + this->vPosition.y = 0; + this->vPosition.x = 0; + this->vVelocity.z = 0; + this->vVelocity.y = 0; + this->vVelocity.x = 0; + this->uYawAngle = 0; + this->uPitchAngle = 0; + this->uAttributes = 0; + this->uSectorID = 0; + this->uCurrentActionTime = 0; + this->vInitialPosition.z = 0; + this->vInitialPosition.y = 0; + this->vInitialPosition.x = 0; + this->vGuardingPosition.z = 0; + this->vGuardingPosition.y = 0; + this->vGuardingPosition.x = 0; + this->uTetherDistance = 256; + this->uActorRadius = 32; + this->uActorHeight = 128; + this->uAIState = Standing; + this->uCurrentActionAnimation = ANIM_Standing; + this->uMovementSpeed = 200; + this->uCarriedItemID = 0; + this->uGroup = 0; + this->uAlly = 0; + this->uSummonerID = 0; + this->uLastCharacterIDToHit = 0; + this->dword_000334_unique_name = 0; + memset(this->pSpriteIDs, 0, sizeof(pSpriteIDs)); + memset(this->pActorBuffs, 0, 0x160u); +} + +//----- (0045959A) -------------------------------------------------------- +void Actor::PrepareSprites(char load_sounds_if_bit1_set) +{ + + MonsterDesc *v3; // esi@1 + MonsterInfo *v9; // [sp+84h] [bp-10h]@1 + + v3 = &pMonsterList->pMonsters[pMonsterInfo.uID - 1]; + v9 = &pMonsterStats->pInfos[pMonsterInfo.uID - 1 + 1]; + //v12 = pSpriteIDs; + //Source = (char *)v3->pSpriteNames; + //do + for (uint i = 0; i < 8; ++i) + { + //strcpy(pSpriteName, v3->pSpriteNames[i]); + pSpriteIDs[i] = pSpriteFrameTable->FastFindSprite(v3->pSpriteNames[i]); + pSpriteFrameTable->InitializeSprite(pSpriteIDs[i]); + } + uActorHeight = v3->uMonsterHeight; + uActorRadius = v3->uMonsterRadius; + uMovementSpeed = v9->uBaseSpeed; + if ( !(load_sounds_if_bit1_set & 1) ) + { + for ( int i = 0; i < 4; ++i ) + pSoundSampleIDs[i] = v3->pSoundSampleIDs[i]; + } +} + +//----- (00459667) -------------------------------------------------------- +void Actor::Remove() +{ + this->uAIState = Removed; +} + + +//----- (0043B1B0) -------------------------------------------------------- +void Actor::ActorDamageFromMonster(signed int attacker_id, unsigned int actor_id, Vec3_int_ *pVelocity, signed int a4) +{ + int v4; // ebx@1 + int dmgToRecv; // qax@8 + signed int v12; // ecx@20 + int finalDmg; // edi@30 + int pushDistance; // [sp+20h] [bp+Ch]@34 + + v4 = 0; + if ( PID_TYPE(attacker_id) == OBJECT_Item) + { + v4 = pSpriteObjects[PID_ID(attacker_id)].field_60_distance_related_prolly_lod; + attacker_id = pSpriteObjects[PID_ID(attacker_id)].spell_caster_pid; + } + if ( PID_TYPE(attacker_id) == OBJECT_Actor) + { + if ( !pActors[actor_id].IsNotAlive() ) + { + pActors[actor_id].uLastCharacterIDToHit = attacker_id; + if ( pActors[actor_id].uAIState == Fleeing ) + pActors[actor_id].uAttributes |= ACTOR_FLEEING; + if ( pActors[PID_ID(attacker_id)]._4273BB_DoesHitOtherActor(&pActors[actor_id], v4, 0) ) + { + dmgToRecv = pActors[PID_ID(attacker_id)]._43B3E0_CalcDamage(a4); + if ( pActors[PID_ID(attacker_id)].pActorBuffs[ACTOR_BUFF_SHRINK].uExpireTime > 0 ) + { + if ( pActors[PID_ID(attacker_id)].pActorBuffs[ACTOR_BUFF_SHRINK].uPower ) + dmgToRecv = dmgToRecv / pActors[PID_ID(attacker_id)].pActorBuffs[ACTOR_BUFF_SHRINK].uPower; + } + if ( pActors[actor_id].pActorBuffs[ACTOR_BUFF_STONED].uExpireTime > 0 ) + dmgToRecv = 0; + if ( a4 == 0 ) + v12 = pActors[PID_ID(attacker_id)].pMonsterInfo.uAttack1Type; + else if ( a4 == 1 ) + { + v12 = pActors[PID_ID(attacker_id)].pMonsterInfo.uAttack2Type; + if ( SHIDWORD(pActors[actor_id].pActorBuffs[ACTOR_BUFF_SHIELD].uExpireTime) > 0 ) + dmgToRecv = dmgToRecv / 2; + } + else if ( a4 == 2 ) + v12 = pSpellStats->pInfos[pActors[actor_id].pMonsterInfo.uSpell1ID].uSchool; + else if ( a4 == 3 ) + v12 = pSpellStats->pInfos[pActors[actor_id].pMonsterInfo.uSpell2ID].uSchool; + else if ( a4 == 4 ) + v12 = pActors[PID_ID(attacker_id)].pMonsterInfo.field_3C_some_special_attack; + else + v12 = 4; + finalDmg = pActors[actor_id].CalcMagicalDamageToActor((DAMAGE_TYPE)v12, dmgToRecv); + pActors[actor_id].sCurrentHP -= finalDmg; + if ( finalDmg ) + { + if ( pActors[actor_id].sCurrentHP > 0 ) + Actor::AI_Stun(actor_id, attacker_id, 0); + else + Actor::Die(actor_id); + Actor::AggroSurroundingPeasants(actor_id, 0); + pushDistance = 20 * finalDmg / pActors[actor_id].pMonsterInfo.uHP; + if ( pushDistance > 10 ) + pushDistance = 10; + if ( !MonsterStats::BelongsToSupertype(pActors[actor_id].pMonsterInfo.uID, MONSTER_SUPERTYPE_TREANT) ) + { + pVelocity->x = (int32)fixpoint_mul(pushDistance, pVelocity->x); + pVelocity->y = (int32)fixpoint_mul(pushDistance, pVelocity->y); + pVelocity->z = (int32)fixpoint_mul(pushDistance, pVelocity->z); + pActors[actor_id].vVelocity.x = 50 * LOWORD(pVelocity->x); + pActors[actor_id].vVelocity.y = 50 * LOWORD(pVelocity->y); + pActors[actor_id].vVelocity.z = 50 * LOWORD(pVelocity->z); + } + Actor::AddBloodsplatOnDamageOverlay(actor_id, 1, finalDmg); + } + else + Actor::AI_Stun(actor_id, attacker_id, 0); + return; + } + } + } +} + +//----- (0044FD29) -------------------------------------------------------- +void Actor::SummonMinion( int summonerId ) +{ + unsigned __int8 extraSummonLevel; // al@1 + int summonMonsterBaseType; // esi@1 + int v5; // edx@2 + int v7; // edi@10 + Actor *actor; // esi@10 + MonsterInfo *v9; // ebx@10 + //MonsterDesc *v10; // edi@10 + int v13; // ebx@10 + int v15; // edi@10 + int v17; // ebx@10 + unsigned int v19; // qax@10 + int result; // eax@13 + unsigned int monsterId; // [sp+10h] [bp-18h]@8 + int v27; // [sp+18h] [bp-10h]@10 + int actorSector; // [sp+1Ch] [bp-Ch]@8 + + + actorSector = 0; + if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) + actorSector = pIndoor->GetSector(this->vPosition.x, this->vPosition.y, this->vPosition.z); + + v19 = this->uAlly; + if ( !this->uAlly ) + { + monsterId = this->pMonsterInfo.uID - 1; + v19 = (uint)(monsterId * 0.33333334); + } + v27 = uCurrentlyLoadedLevelType == LEVEL_Outdoor ? 128 : 64; + v13 = rand() % 2048; + v15 = fixpoint_mul(stru_5C6E00->Cos(v13), v27) + this->vPosition.x; + v17 = fixpoint_mul(stru_5C6E00->Sin(v13), v27) + this->vPosition.y; + + if (uCurrentlyLoadedLevelType == LEVEL_Indoor) + { + result = pIndoor->GetSector(v15, v17, this->vPosition.z); + if (result != actorSector) + return; + result = BLV_GetFloorLevel(v15, v17, v27, result, &monsterId); + if (result != -30000) + return; + if (abs(result - v27) > 1024) + return; + } + + extraSummonLevel = this->pMonsterInfo.uSpecialAbilityDamageDiceRolls; + summonMonsterBaseType = this->pMonsterInfo.field_3C_some_special_attack; + if ( extraSummonLevel ) + { + if ( extraSummonLevel >= 1 && extraSummonLevel <= 3 ) + summonMonsterBaseType = summonMonsterBaseType + extraSummonLevel - 1; + } + else + { + v5 = rand() % 100; + if ( v5 >= 90 ) + summonMonsterBaseType += 2; + else if ( v5 >= 60 ) + summonMonsterBaseType += 1; + } + v7 = summonMonsterBaseType - 1; + actor = &pActors[uNumActors]; + v9 = &pMonsterStats->pInfos[v7 + 1]; + pActors[uNumActors].Reset(); + strcpy(actor->pActorName, v9->pName); + actor->sCurrentHP = LOWORD(v9->uHP); + memcpy(&actor->pMonsterInfo, v9, sizeof(actor->pMonsterInfo)); + actor->word_000086_some_monster_id = summonMonsterBaseType; + actor->uActorRadius = pMonsterList->pMonsters[v7].uMonsterRadius; + actor->uActorHeight = pMonsterList->pMonsters[v7].uMonsterHeight; + actor->pMonsterInfo.uTreasureDiceRolls = 0; + actor->pMonsterInfo.uTreasureType = 0; + actor->pMonsterInfo.uExp = 0; + actor->uMovementSpeed = pMonsterList->pMonsters[v7].uMovementSpeed; + + actor->vInitialPosition.x = v15; + actor->vInitialPosition.y = v17; + actor->vInitialPosition.z = this->vPosition.z; + actor->vPosition.x = v15; + actor->vPosition.y = v17; + actor->vPosition.z = this->vPosition.z; + + actor->uTetherDistance = 256; + actor->uSectorID = actorSector; + actor->PrepareSprites(0); + actor->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Friendly; + actor->uAlly = v19; + actor->uCurrentActionTime = 0; + actor->uGroup = this->uGroup; + actor->uAIState = Summoned; + actor->uCurrentActionLength = 256; + actor->UpdateAnimation(); + + ++uNumActors; + ++this->pMonsterInfo.uSpecialAbilityDamageDiceBonus; + if ( ActorEnemy()) + actor->uAttributes |= ACTOR_AGGRESSOR; + actor->uSummonerID = PID(OBJECT_Actor,summonerId); + +} +// 46DF1A: using guessed type int __fastcall 46DF1A_collide_against_actor(int, int); +//----- (0046DF1A) -------------------------------------------------------- +bool Actor::_46DF1A_collide_against_actor( int a1, int a2 ) +{ + Actor *v2; // edi@1 + unsigned __int16 v3; // ax@1 + int v4; // esi@6 + int v8; // ecx@14 + int v9; // eax@14 + int v10; // ebx@14 + int v11; // esi@14 + int v12; // ebx@15 + int v13; // ebx@17 + + v2 = &pActors[a1]; + v3 = v2->uAIState; + if ( v3 == Removed || v3 == Dying || v3 == Disabled || v3 == Dead || v3 == Summoned ) + return 0; + v4 = v2->uActorRadius; + if ( a2 ) + v4 = a2; + + if (stru_721530.sMaxX > v2->vPosition.x + v4 || + stru_721530.sMinX < v2->vPosition.x - v4 || + stru_721530.sMaxY > v2->vPosition.y + v4 || + stru_721530.sMinY < v2->vPosition.y - v4 || + stru_721530.sMaxZ > v2->vPosition.z + v2->uActorHeight || + stru_721530.sMinZ < v2->vPosition.z) + { + return false; + } + v8 = v2->vPosition.x - stru_721530.normal.x; + v9 = v2->vPosition.y - stru_721530.normal.y; + v10 = stru_721530.prolly_normal_d + v4; + v11 = (v8 * stru_721530.direction.y - v9 * stru_721530.direction.x) >> 16; + v12 = (v8 * stru_721530.direction.x + v9 * stru_721530.direction.y) >> 16; + if ( abs(v11) > v10 || v12 <= 0) + return false; + if (fixpoint_mul(stru_721530.direction.z, v12) + stru_721530.normal.z < v2->vPosition.z) + return false; + + v13 = v12 - integer_sqrt(v10 * v10 - v11 * v11); + if ( v13 < 0 ) + v13 = 0; + if ( v13 < stru_721530.field_7C ) + { + stru_721530.field_7C = v13; + stru_721530.uFaceID = PID(OBJECT_Actor,a1); + } + return true; +} +//----- (00401A91) -------------------------------------------------------- +void Actor::UpdateActorAI() +{ + signed int v4; // edi@10 + signed int sDmg; // eax@14 + Player *pPlayer; // ecx@21 + Actor *pActor; // esi@34 + //unsigned __int16 v22; // ax@86 + unsigned int v27; // ecx@123 + unsigned int v28; // eax@123 + int v33; // eax@144 + int v34; // eax@147 + char v35; // al@150 + unsigned int v36; // edi@152 + signed int v37; // eax@154 + double v42; // st7@176 + double v43; // st6@176 + int v45; // eax@192 + unsigned __int8 v46; // cl@197 + signed int v47; // st7@206 + uint v58; // st7@246 + unsigned int v65; // [sp-10h] [bp-C0h]@144 + int v70; // [sp-10h] [bp-C0h]@213 + AIDirection v72; // [sp+0h] [bp-B0h]@246 + AIDirection a3; // [sp+1Ch] [bp-94h]@129 + int target_pid_type; // [sp+70h] [bp-40h]@83 + signed int a1; // [sp+74h] [bp-3Ch]@129 + int v78; // [sp+78h] [bp-38h]@79 + AIDirection* pDir; // [sp+7Ch] [bp-34h]@129 + float radiusMultiplier; // [sp+98h] [bp-18h]@33 + int v81; // [sp+9Ch] [bp-14h]@100 + signed int target_pid; // [sp+ACh] [bp-4h]@83 + AIState uAIState; + uint v38; + + //Build AI array + if ( uCurrentlyLoadedLevelType == LEVEL_Outdoor) + Actor::MakeActorAIList_ODM(); + else + Actor::MakeActorAIList_BLV(); + + //Armageddon damage mechanic + if ( uCurrentlyLoadedLevelType != LEVEL_Indoor && pParty->armageddon_timer > 0 ) + { + if ( pParty->armageddon_timer > 417 ) + pParty->armageddon_timer = 0; + else + { + pParty->sRotationY = (stru_5C6E00->uIntegerDoublePi - 1) & (pParty->sRotationY + rand() % 16 - 8); + pParty->sRotationX = pParty->sRotationX + rand() % 16 - 8; + if ( pParty->sRotationX > 128) + pParty->sRotationX = 128; + else if ( pParty->sRotationX < -128 ) + pParty->sRotationX = -128; + + pParty->uFlags |= 2u; + pParty->armageddon_timer -= pMiscTimer->uTimeElapsed; + v4 = pParty->armageddonDamage + 50; + if ( pParty->armageddon_timer <= 0 ) + { + pParty->armageddon_timer = 0; + for(size_t i = 0; i < uNumActors; i++) + { + pActor=&pActors[i]; + if ( pActor->CanAct() ) + { + sDmg = pActor->CalcMagicalDamageToActor((DAMAGE_TYPE)5, v4); + pActor->sCurrentHP -= sDmg; + if ( sDmg ) + { + if ( pActor->sCurrentHP >= 0 ) + Actor::AI_Stun(i, 4, 0); + else + { + Actor::Die(i); + if ( pActor->pMonsterInfo.uExp ) + pParty->GivePartyExp(pMonsterStats->pInfos[pActor->pMonsterInfo.uID].uExp); + } + } + } + } + for(int i = 1; i <= 4; i++) + { + pPlayer = pPlayers[i]; + if ( !pPlayer->pConditions[Condition_Dead] && !pPlayer->pConditions[Condition_Pertified] && !pPlayer->pConditions[Condition_Eradicated] ) + pPlayer->ReceiveDamage(v4, DMGT_MAGICAL); + } + } + if (pTurnEngine->pending_actions) + --pTurnEngine->pending_actions; + } + } + + //Turn-based mode: return + if (pParty->bTurnBasedModeOn) + { + pTurnEngine->AITurnBasedAction(); + return; + } + + for (uint i = 0; i < uNumActors; ++i) + { + pActor = &pActors[i]; + ai_near_actors_targets_pid[i] = OBJECT_Player; + + //Skip actor if: Dead / Removed / Disabled / uAttributes & 0x0400 + if (pActor->uAIState == Dead || pActor->uAIState == Removed || pActor->uAIState == Disabled || pActor->uAttributes & ACTOR_ALIVE) + continue; + + //Kill actor if HP == 0 + if (!pActor->sCurrentHP && pActor->uAIState != Dying) + Actor::Die(i); + + //Kill buffs if expired + for (uint j = 0; j < 22; ++j) + { + if (j != 10) + pActor->pActorBuffs[j].IsBuffExpiredToTime(pParty->uTimePlayed); + } + + //If shrink expired: reset height + if (pActor->pActorBuffs[ACTOR_BUFF_SHRINK].uExpireTime < 0) + pActor->uActorHeight = pMonsterList->pMonsters[pActor->pMonsterInfo.uID - 1].uMonsterHeight; + + //If Charm still active: make actor friendly + if (pActor->pActorBuffs[ACTOR_BUFF_CHARM].uExpireTime > 0) + pActor->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Friendly; + //Else: reset hostilty + else if (pActor->pActorBuffs[ACTOR_BUFF_CHARM].uExpireTime < 0) + pActor->pMonsterInfo.uHostilityType = pMonsterStats->pInfos[pActor->pMonsterInfo.uID].uHostilityType; + + //If actor Paralyzed or Stoned: skip + if (pActor->pActorBuffs[ACTOR_BUFF_PARALYZED].uExpireTime > 0 || pActor->pActorBuffs[ACTOR_BUFF_STONED].uExpireTime > 0) + continue; + + //Calculate RecoveryTime + pActor->pMonsterInfo.uRecoveryTime = max(pActor->pMonsterInfo.uRecoveryTime - pMiscTimer->uTimeElapsed, 0); + + pActor->uCurrentActionTime += pMiscTimer->uTimeElapsed; + if (pActor->uCurrentActionTime < pActor->uCurrentActionLength) + continue; + + if (pActor->uAIState == Dying) + pActor->uAIState = Dead; + else + { + if (pActor->uAIState != Summoned) + { + Actor::AI_StandOrBored(i, OBJECT_Player, 256, nullptr); + continue; + } + pActor->uAIState = Standing; + } + + pActor->uCurrentActionTime = 0; + pActor->uCurrentActionLength = 0; + pActor->UpdateAnimation(); + } + + for(v78 = 0; v78 < ai_arrays_size; ++v78) + { + uint actor_id = ai_near_actors_ids[v78]; + assert(actor_id < uNumActors); + + pActor = &pActors[actor_id]; + + v47 = (signed int)(pActor->pMonsterInfo.uRecoveryTime * 2.133333333333333); + + Actor::_SelectTarget(actor_id, &ai_near_actors_targets_pid[actor_id], true); + + if (pActor->pMonsterInfo.uHostilityType && !ai_near_actors_targets_pid[actor_id]) + pActor->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Friendly; + + target_pid = ai_near_actors_targets_pid[actor_id]; + target_pid_type = PID_TYPE(target_pid); + + if ( target_pid_type == OBJECT_Actor) + radiusMultiplier = 0.5; + else + radiusMultiplier = 1.0; + + //v22 = pActor->uAIState; + if ( pActor->uAIState == Dying || pActor->uAIState == Dead || pActor->uAIState == Removed + || pActor->uAIState == Disabled || pActor->uAIState == Summoned) + continue; + + if ( !pActor->sCurrentHP ) + Actor::Die(actor_id); + + for( int i = 0;i < 22; i++ ) + { + if ( i != 10 ) + pActor->pActorBuffs[i].IsBuffExpiredToTime(pParty->uTimePlayed); + } + + if ( pActor->pActorBuffs[ACTOR_BUFF_SHRINK].uExpireTime < 0 ) + pActor->uActorHeight = pMonsterList->pMonsters[pActor->pMonsterInfo.uID - 1].uMonsterHeight; + if ( pActor->pActorBuffs[ACTOR_BUFF_CHARM].uExpireTime > 0 ) + pActor->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Friendly; + else if ( pActor->pActorBuffs[ACTOR_BUFF_CHARM].uExpireTime < 0 ) + pActor->pMonsterInfo.uHostilityType = pMonsterStats->pInfos[pActor->pMonsterInfo.uID].uHostilityType; + + //If actor is summoned and buff expired: continue and set state to Removed + if ( pActor->pActorBuffs[ACTOR_BUFF_SUMMONED].uExpireTime < 0 ) + { + pActor->uAIState = Removed; + continue; + } + + if ( (signed __int64)pActor->pActorBuffs[ACTOR_BUFF_STONED].uExpireTime > 0 || (signed __int64)pActor->pActorBuffs[ACTOR_BUFF_PARALYZED].uExpireTime > 0) + { + continue; + } + + v27 = pMiscTimer->uTimeElapsed; + v28 = pActor->pMonsterInfo.uRecoveryTime; + pActor->uCurrentActionTime += pMiscTimer->uTimeElapsed; + + if ( (signed int)v28 > 0 ) + pActor->pMonsterInfo.uRecoveryTime = v28 - v27; + if ( pActor->pMonsterInfo.uRecoveryTime < 0 ) + pActor->pMonsterInfo.uRecoveryTime = 0; + if ( !pActor->ActorNearby() ) + pActor->uAttributes |= ACTOR_NEARBY; + + a1 = PID(OBJECT_Actor,actor_id); + Actor::GetDirectionInfo(PID(OBJECT_Actor,actor_id), target_pid, &a3, 0); + pDir = &a3; + uAIState = pActor->uAIState; + + if ( pActor->pMonsterInfo.uHostilityType == MonsterInfo::Hostility_Friendly + || (signed int)pActor->pMonsterInfo.uRecoveryTime > 0 + || radiusMultiplier * 307.2 < pDir->uDistance + || uAIState != Pursuing && uAIState != Standing && uAIState != Tethered && uAIState != Fidgeting + && !pActor->pMonsterInfo.uMissleAttack1Type || uAIState != Stunned ) + { + if ( (signed int)pActor->uCurrentActionTime < pActor->uCurrentActionLength ) + continue; + else if ( pActor->uAIState == AttackingMelee ) + { + v35 = pActor->special_ability_use_check(actor_id); + AttackerInfo.Add(a1, 5120, pActor->vPosition.x, pActor->vPosition.y, pActor->vPosition.z + ((signed int)pActor->uActorHeight >> 1), v35, 1 ); + } + else if ( pActor->uAIState == AttackingRanged1 ) + { + v34 = pActor->pMonsterInfo.uMissleAttack1Type; + Actor::AI_RangedAttack(actor_id, pDir, v34, 0); + } + else if ( pActor->uAIState == AttackingRanged2 ) + { + v34 = pActor->pMonsterInfo.uMissleAttack2Type; + Actor::AI_RangedAttack(actor_id, pDir, v34, 1); + } + else if ( pActor->uAIState == AttackingRanged3 ) + { + v65 = pActor->pMonsterInfo.uSpellSkillAndMastery1; + v33 = pActor->pMonsterInfo.uSpell1ID; + Actor::AI_SpellAttack(actor_id, pDir, v33, 2, v65); + } + else if ( pActor->uAIState == AttackingRanged4 ) + { + v65 = pActor->pMonsterInfo.uSpellSkillAndMastery2; + v33 = pActor->pMonsterInfo.uSpell2ID; + Actor::AI_SpellAttack(actor_id, pDir, v33, 3, v65); + } + } + + v36 = pDir->uDistance; + + if ( pActor->pMonsterInfo.uHostilityType == MonsterInfo::Hostility_Friendly) + { + if ( target_pid_type == OBJECT_Actor ) + { + v36 = pDir->uDistance; + v37 =pFactionTable->relations[(pActor->pMonsterInfo.uID-1) / 3 + 1][(pActors[PID_ID(target_pid)].pMonsterInfo.uID - 1) / 3 + 1]; + } + else + v37 = 4; + v38 = 0; + if ( v37 == 2 ) + v38 = 1024; + else if ( v37 == 3 ) + v38 = 2560; + else if ( v37 == 4 ) + v38 = 5120; + if ( v37 >= 1 && v37 <= 4 && v36 < v38 || v37 == 1 ) + pActor->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Long; + } + + //If actor afraid: flee or if out of range random move + if (pActor->pActorBuffs[ACTOR_BUFF_AFRAID].uExpireTime > 0) + { + if ( (signed int)v36 >= 10240 ) + Actor::AI_RandomMove(actor_id, target_pid, 1024, 0); + else + Actor::AI_Flee(actor_id, target_pid, 0, pDir); + continue; + } + + if ( pActor->pMonsterInfo.uHostilityType == MonsterInfo::Hostility_Long && target_pid ) + { + if ( pActor->pMonsterInfo.uAIType == 1 ) + { + if ( pActor->pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_STAIONARY ) + Actor::AI_Stand(actor_id, target_pid, (uint)(pActor->pMonsterInfo.uRecoveryTime * 2.133333333333333), pDir); + else + { + Actor::AI_Flee(actor_id, target_pid, 0, pDir); + continue; + } + + } + if ( !(pActor->uAttributes & ACTOR_FLEEING) ) + { + if ( pActor->pMonsterInfo.uAIType == 2 || pActor->pMonsterInfo.uAIType == 3) + { + if ( pActor->pMonsterInfo.uAIType == 2 ) + v43 = (double)(signed int)pActor->pMonsterInfo.uHP * 0.2; + if ( pActor->pMonsterInfo.uAIType == 3 ) + v43 = (double)(signed int)pActor->pMonsterInfo.uHP * 0.1; + v42 = (double)pActor->sCurrentHP; + if ( v43 > v42 && (signed int)v36 < 10240 ) + { + Actor::AI_Flee(actor_id, target_pid, 0, pDir); + continue; + } + } + } + + v81 = v36 - pActor->uActorRadius; + if ( target_pid_type == OBJECT_Actor ) + v81 -= pActors[PID_ID(target_pid)].uActorRadius; + if ( v81 < 0 ) + v81 = 0; + rand(); + pActor->uAttributes &= ~ACTOR_UNKNOW5;//~0x40000 + if ( v81 < 5120 ) + { + v45 = pActor->special_ability_use_check(actor_id); + if ( v45 == 0 ) + { + if ( pActor->pMonsterInfo.uMissleAttack1Type ) + { + if ( (signed int)pActor->pMonsterInfo.uRecoveryTime <= 0 ) + Actor::AI_MissileAttack1(actor_id, target_pid, pDir); + else if ( pActor->pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_STAIONARY ) + Actor::AI_Stand(actor_id, target_pid, v47, pDir); + else + { + if ( radiusMultiplier * 307.2 > (double)v81 ) + Actor::AI_Stand(actor_id, target_pid, v47, pDir); + else + Actor::AI_Pursue1(actor_id, target_pid, actor_id, v47, pDir); + } + } + else + { + if ( (double)v81 >= radiusMultiplier * 307.2 ) + { + if (pActor->pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_STAIONARY) + Actor::AI_Stand(actor_id, target_pid, v47, pDir); + else if ( v81 >= 1024 )//monsters + Actor::AI_Pursue3(actor_id, target_pid, 0, pDir); + else + { + v70 = (signed int)(radiusMultiplier * 307.2); + //monsters + //guard after player runs away + // follow player + Actor::AI_Pursue2(actor_id, target_pid, 0, pDir, v70); + } + } + else if ( (signed int)pActor->pMonsterInfo.uRecoveryTime > 0 ) + { + Actor::AI_Stand(actor_id, target_pid, v47, pDir); + } + else + { + //monsters + Actor::AI_MeleeAttack(actor_id, target_pid, pDir); + } + } + continue; + } + else if ( v45 == 2 || v45 == 3 ) + { + if ( v45 == 2 ) + v46 = pActor->pMonsterInfo.uSpell1ID; + else + v46 = pActor->pMonsterInfo.uSpell2ID; + if ( v46 ) + { + if ( (signed int)pActor->pMonsterInfo.uRecoveryTime <= 0 ) + { + if ( v45 == 2 ) + Actor::AI_SpellAttack1(actor_id, target_pid, pDir); + else + Actor::AI_SpellAttack2(actor_id, target_pid, pDir); + } + else if ( radiusMultiplier * 307.2 > (double)v81 || pActor->pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_STAIONARY ) + Actor::AI_Stand(actor_id, target_pid, v47, pDir); + else + Actor::AI_Pursue1(actor_id, target_pid, actor_id, v47, pDir); + } + else + { + if ( (double)v81 >= radiusMultiplier * 307.2 ) + { + if ( pActor->pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_STAIONARY ) + Actor::AI_Stand(actor_id, target_pid, v47, pDir); + else if ( v81 >= 1024 ) + Actor::AI_Pursue3(actor_id, target_pid, 256, pDir); + else + { + v70 = (signed int)(radiusMultiplier * 307.2); + Actor::AI_Pursue2(actor_id, target_pid, 0, pDir, v70); + } + } + else if ( (signed int)pActor->pMonsterInfo.uRecoveryTime > 0 ) + { + Actor::AI_Stand(actor_id, target_pid, v47, pDir); + } + else + { + Actor::AI_MeleeAttack(actor_id, target_pid, pDir); + } + } + continue; + } + } + } + + if ( pActor->pMonsterInfo.uHostilityType != MonsterInfo::Hostility_Long || !target_pid || v81 >= 5120 || v45 != 1 ) + { + if ( pActor->pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_SHORT ) + Actor::AI_RandomMove(actor_id, 4, 1024, 0); + else if ( pActor->pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_MEDIUM ) + Actor::AI_RandomMove(actor_id, 4, 2560, 0); + else if ( pActor->pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_LONG ) + Actor::AI_RandomMove(actor_id, 4, 5120, 0); + else if ( pActor->pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_FREE ) + Actor::AI_RandomMove(actor_id, 4, 10240, 0); + else if ( pActor->pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_STAIONARY ) + { + Actor::GetDirectionInfo(a1, 4, &v72, 0); + v58 = (uint)(pActor->pMonsterInfo.uRecoveryTime * 2.133333333333333); + Actor::AI_Stand(actor_id, 4, v58, &v72); + } + } + else if ( !pActor->pMonsterInfo.uMissleAttack2Type ) + { + if ( (double)v81 >= radiusMultiplier * 307.2 ) + { + if ( pActor->pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_STAIONARY ) + Actor::AI_Stand(actor_id, target_pid, v47, pDir); + else if ( v81 >= 1024 ) + Actor::AI_Pursue3(actor_id, target_pid, 256, pDir); + else + { + v70 = (int)(radiusMultiplier * 307.2); + Actor::AI_Pursue2(actor_id, target_pid, 0, pDir, v70); + } + } + else if ( (signed int)pActor->pMonsterInfo.uRecoveryTime > 0 ) + Actor::AI_Stand(actor_id, target_pid, v47, pDir); + else + Actor::AI_MeleeAttack(actor_id, target_pid, pDir); + } + else if ( (signed int)pActor->pMonsterInfo.uRecoveryTime > 0 ) + { + if ( radiusMultiplier * 307.2 > (double)v81 || pActor->pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_STAIONARY ) + Actor::AI_Stand(actor_id, target_pid, v47, pDir); + else + Actor::AI_Pursue1(actor_id, target_pid, actor_id, v47, pDir); + } + else + Actor::AI_MissileAttack2(actor_id, target_pid, pDir); + } +} +//----- (0044665D) -------------------------------------------------------- +// uType: 0 -> any monster +// 1 -> uParam is GroupID +// 2 -> uParam is MonsterID +// 3 -> uParam is ActorID +// uNumAlive: 0 -> all must be alive +int __fastcall IsActorAlive(unsigned int uType, unsigned int uParam, unsigned int uNumAlive) +{ + unsigned int uAliveActors; // eax@6 + unsigned int uTotalActors; // [sp+0h] [bp-4h]@1 + + uTotalActors = 0; + if ( uType ) + { + if ( uType == 1 ) + uAliveActors = Actor::SearchActorByGroup(&uTotalActors, uParam); + else + { + if ( uType == 2 ) + uAliveActors = Actor::SearchActorByMonsterID(&uTotalActors, uParam); + else + { + if ( uType != 3 ) + return 0; + uAliveActors = Actor::SearchActorByID(&uTotalActors, uParam); + } + } + } + else + uAliveActors = Actor::SearchAliveActors(&uTotalActors); + + if (uNumAlive) + return uAliveActors >= uNumAlive; + else + return uTotalActors == uAliveActors; +} +//----- (00408B54) -------------------------------------------------------- +unsigned int Actor::SearchActorByID(unsigned int *pTotalActors, unsigned int a2) +{ + //int v4; // eax@1 + unsigned int result; // ebx@1 + + //v4 = GetAlertStatus(); + *pTotalActors = 0; + result = 0; + if ( (pActors[a2].uAttributes & ACTOR_UNKNOW7) == GetAlertStatus() ) + { + *pTotalActors = 1; + if ( pActors[a2].IsNotAlive() == 1 ) + result = 1; + } + return result; +} +//----- (00408AE7) -------------------------------------------------------- +unsigned int Actor::SearchActorByGroup(unsigned int *pTotalActors, unsigned int uGroup) +{ + unsigned int result; // [sp+10h] [bp-4h]@1 + + int v8 = GetAlertStatus(); + *pTotalActors = 0; + result = 0; + for ( uint i = 0; i < uNumActors; i++) + { + if ( (pActors[i].uAttributes & ACTOR_UNKNOW7) == v8 && pActors[i].uGroup == uGroup) + { + ++*pTotalActors; + if ( pActors[i].IsNotAlive() == 1 ) + ++result; + } + } + return result; +} +//----- (00408A7E) -------------------------------------------------------- +unsigned int Actor::SearchActorByMonsterID(unsigned int *pTotalActors, int uMonsterID) +{ + int v8; // [sp+Ch] [bp-8h]@1 + unsigned int result; // [sp+10h] [bp-4h]@1 + + v8 = GetAlertStatus(); + *pTotalActors = 0; + result = 0; + for ( uint i = 0; i < uNumActors; i++) + { + if ( (pActors[i].uAttributes & ACTOR_UNKNOW7) == v8 && pActors[i].pMonsterInfo.field_33 == uMonsterID) + { + ++*pTotalActors; + if ( pActors[i].IsNotAlive() == 1 ) + ++result; + } + } + return result; +} +//----- (00408A27) -------------------------------------------------------- +unsigned int Actor::SearchAliveActors(unsigned int *pTotalActors) +{ + int v2; // eax@1 + unsigned int result; // ebp@1 + + v2 = GetAlertStatus(); + result = 0; + *pTotalActors = 0; + for ( uint i = 0; i < uNumActors; i++) + { + if ( (pActors[i].uAttributes & ACTOR_UNKNOW7) == v2 ) + { + ++*pTotalActors; + if ( pActors[i].IsNotAlive() == 1 ) + ++result; + } + } + return result; +} +//----- (00408768) -------------------------------------------------------- +void Actor::InitializeActors() +{ + bool evil; // [sp+Ch] [bp-10h]@1 + bool bPit; // [sp+10h] [bp-Ch]@1 + bool good; // [sp+14h] [bp-8h]@1 + bool bCelestia; // [sp+18h] [bp-4h]@1 + + bCelestia = false; + bPit = false; + good = false; + evil = false; + if ( !_stricmp(pCurrentMapName, "d25.blv") )//the Celestia + bCelestia = true; + if ( !_stricmp(pCurrentMapName, "d26.blv") )//the Pit + bPit = true; + if (pParty->IsPartyGood()) + good = true; + if (pParty->IsPartyEvil()) + evil = true; + + Log::Warning(L"%S %S %u", __FILE__, __FUNCTION__, __LINE__); // ai_near_actors_targets_pid[i] for AI_Stand seems always 0; original code behaviour is identical + for (uint i = 0; i < uNumActors; ++i) + { + Actor* actor = &pActors[i]; + + if (actor->CanAct() || actor->uAIState == Disabled) + { + actor->vPosition.x = actor->vInitialPosition.x; + actor->vPosition.y = actor->vInitialPosition.y; + actor->vPosition.z = actor->vInitialPosition.z; + actor->sCurrentHP = actor->pMonsterInfo.uHP; + if (actor->uAIState != Disabled) + { + Actor::AI_Stand(i, ai_near_actors_targets_pid[i], actor->pMonsterInfo.uRecoveryTime, 0); + } + } + + actor->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Friendly; + + if (!bCelestia || good) + if (!bPit || evil) + if (actor->IsPeasant()) + actor->ResetAggressor();//~0x80000 + + actor->ResetHasItem();//~0x800000 + if (actor->uAttributes & ACTOR_UNKNOW9) + Actor::_4031C1_update_job_never_gets_called(i, pParty->uCurrentHour, 1); + } +} +//----- (00439474) -------------------------------------------------------- +void Actor::DamageMonsterFromParty(signed int a1, unsigned int uActorID_Monster, Vec3_int_ *pVelocity) +{ + SpriteObject *projectileSprite; // ebx@1 + Actor *pMonster; // esi@7 + unsigned __int16 v16; // cx@25 + int v33; // eax@100 + int v40; // ebx@107 + int extraRecoveryTime; // qax@125 + unsigned __int16 v43; // ax@132 + unsigned __int16 v45; // ax@132 + unsigned __int64 v46; // [sp+Ch] [bp-60h]@6 + char *pPlayerName; // [sp+18h] [bp-54h]@12 + char *pMonsterName; // [sp+1Ch] [bp-50h]@6 + signed int a4; // [sp+44h] [bp-28h]@1 + bool IsAdditionalDamagePossible; // [sp+50h] [bp-1Ch]@1 + int v61; // [sp+58h] [bp-14h]@1 + bool isLifeStealing; // [sp+5Ch] [bp-10h]@1 + int uDamageAmount; // [sp+60h] [bp-Ch]@1 + DAMAGE_TYPE attackElement; // [sp+64h] [bp-8h]@27 + + projectileSprite = 0; + uDamageAmount = 0; + a4 = 0; + v61 = 0; + IsAdditionalDamagePossible = false; + isLifeStealing = 0; + if ( PID_TYPE(a1) == OBJECT_Item) + { + projectileSprite = &pSpriteObjects[PID_ID(a1)]; + v61 = projectileSprite->field_60_distance_related_prolly_lod; + a1 = projectileSprite->spell_caster_pid; + } + if (PID_TYPE(a1) != OBJECT_Player) + return; + + assert(PID_ID(abs(a1)) < 4); + Player* player = &pParty->pPlayers[PID_ID(a1)]; + pMonster = &pActors[uActorID_Monster]; + if (pMonster->IsNotAlive()) + return; + + pMonster->uAttributes |= 0xC000; + if ( pMonster->uAIState == Fleeing ) + pMonster->uAttributes |= ACTOR_FLEEING; + bool hit_will_stun = false, + hit_will_paralyze = false; + if ( !projectileSprite ) + { + int main_hand_idx = player->pEquipment.uMainHand; + IsAdditionalDamagePossible = true; + if ( player->HasItemEquipped(EQUIP_TWO_HANDED) ) + { + uint main_hand_skill = player->GetMainHandItem()->GetPlayerSkillType(); + uint main_hand_mastery = SkillToMastery(player->pActiveSkills[main_hand_skill]); + switch (main_hand_skill) + { + case PLAYER_SKILL_STAFF: + if (main_hand_mastery >= 3) + { + if (rand() % 100 < (player->GetActualSkillLevel(PLAYER_SKILL_STAFF) & 0x3F)) // stun chance when mastery >= 3 + hit_will_stun = true; + } + break; + + case PLAYER_SKILL_MACE: + if (main_hand_mastery >= 3) + { + if (rand() % 100 < (player->GetActualSkillLevel(PLAYER_SKILL_MACE) & 0x3F)) + hit_will_stun = true; + } + if (main_hand_mastery >= 4) + { + if (rand() % 100 < (player->GetActualSkillLevel(PLAYER_SKILL_MACE) & 0x3F)) + hit_will_paralyze = true; + } + break; + } + } + attackElement = DMGT_PHISYCAL; + uDamageAmount = player->CalculateMeleeDamageTo(false, false, pMonster->pMonsterInfo.uID); + if ( !player->PlayerHitOrMiss(pMonster, v61, a4) ) + { + player->PlaySound(SPEECH_52, 0); + return; + } + } + else + { + v61 = projectileSprite->field_60_distance_related_prolly_lod; + if ( projectileSprite->spell_id != SPELL_DARK_SOULDRINKER ) + { + int d1 = abs(pParty->vPosition.x - projectileSprite->vPosition.x); + int d2 = abs(pParty->vPosition.y - projectileSprite->vPosition.y); + int d3 = abs(pParty->vPosition.z - projectileSprite->vPosition.z); + v61 = int_get_vector_length(d1, d2, d3); + + if ( v61 >= 5120 && !(pMonster->uAttributes & ACTOR_ALIVE) )//0x400 + return; + else if ( v61 >= 2560 ) + v61 = 2; + else + v61 = 1; + } + + switch (projectileSprite->spell_id) + { + case SPELL_LASER_PROJECTILE: + v16 = player->pActiveSkills[PLAYER_SKILL_BLASTER]; + v61 = 1; + if ( SkillToMastery(v16) >= 3 ) + a4 = player->pActiveSkills[PLAYER_SKILL_BLASTER] & 0x3F; + attackElement = DMGT_PHISYCAL; + uDamageAmount = player->CalculateMeleeDamageTo(true, true, 0); + if ( !player->PlayerHitOrMiss(pMonster, v61, a4) ) + { + player->PlaySound(SPEECH_52, 0); + return; + } + break; + case SPELL_101: + attackElement = DMGT_FIRE; + uDamageAmount = player->CalculateRangedDamageTo(0); + if ( pMonster->pActorBuffs[ACTOR_BUFF_SHIELD].uExpireTime > 0 ) + uDamageAmount >>= 1; + IsAdditionalDamagePossible = true; + if ( !player->PlayerHitOrMiss(pMonster, v61, a4) ) + { + player->PlaySound(SPEECH_52, 0); + return; + } + break; + case SPELL_EARTH_BLADES: + a4 = 5 * projectileSprite->spell_level; + attackElement = (DAMAGE_TYPE)player->GetSpellSchool(SPELL_EARTH_BLADES); + uDamageAmount = _43AFE3_calc_spell_damage(39, projectileSprite->spell_level, projectileSprite->spell_skill, pMonster->sCurrentHP); + if ( pMonster->pActorBuffs[ACTOR_BUFF_SHIELD].uExpireTime > 0 ) + uDamageAmount >>= 1; + IsAdditionalDamagePossible = false; + if ( !player->PlayerHitOrMiss( pMonster, v61, a4) ) + { + player->PlaySound(SPEECH_52, 0); + return; + } + break; + case SPELL_EARTH_STUN: + uDamageAmount = 0; + attackElement = DMGT_PHISYCAL; + hit_will_stun = 1; + if ( !player->PlayerHitOrMiss( pMonster, v61, a4) ) + { + player->PlaySound(SPEECH_52, 0); + return; + } + break; + case SPELL_BOW_ARROW: + attackElement = DMGT_PHISYCAL; + uDamageAmount = player->CalculateRangedDamageTo(pMonster->word_000086_some_monster_id); + if ( pMonster->pActorBuffs[ACTOR_BUFF_SHIELD].uExpireTime > 0 ) + uDamageAmount /= 2; + IsAdditionalDamagePossible = true; + if ( projectileSprite->stru_24.uItemID != 0 && projectileSprite->stru_24.uSpecEnchantmentType == 3 ) //of carnage + { + attackElement = DMGT_FIRE; + } + else if ( !player->PlayerHitOrMiss( pMonster, v61, a4) ) + { + player->PlaySound(SPEECH_52, 0); + return; + } + break; + + default: + attackElement = (DAMAGE_TYPE)player->GetSpellSchool(projectileSprite->spell_id); + IsAdditionalDamagePossible = false; + uDamageAmount = _43AFE3_calc_spell_damage(projectileSprite->spell_id, projectileSprite->spell_level, projectileSprite->spell_skill, pMonster->sCurrentHP); + break; + } + } + + if (player->IsWeak()) + uDamageAmount /= 2; + if ( pMonster->pActorBuffs[ACTOR_BUFF_STONED].uExpireTime > 0 ) + uDamageAmount = 0; + v61 = pMonster->CalcMagicalDamageToActor(attackElement, uDamageAmount); + if ( !projectileSprite && player->IsUnarmed() && player->pPlayerBuffs[PLAYER_BUFF_HAMMERHANDS].uExpireTime > 0 ) + { + v61 += pMonster->CalcMagicalDamageToActor((DAMAGE_TYPE)8, player->pPlayerBuffs[PLAYER_BUFF_HAMMERHANDS].uPower); + } + uDamageAmount = v61; + if ( IsAdditionalDamagePossible ) + { + if ( projectileSprite ) + { + a4 = projectileSprite->stru_24._439DF3_get_additional_damage((int*)&attackElement, &isLifeStealing); + if ( isLifeStealing && pMonster->sCurrentHP > 0 ) + { + player->sHealth += v61 / 5; + if ( player->sHealth > player->GetMaxHealth() ) + player->sHealth = player->GetMaxHealth(); + } + uDamageAmount += pMonster->CalcMagicalDamageToActor(attackElement, a4); + } + else + { + for (int i = 0; i < 2; i++) + { + if ( player->HasItemEquipped((ITEM_EQUIP_TYPE)i) ) + { + ItemGen* item; + if (i == 0) + item = player->GetOffHandItem(); + else + item = player->GetMainHandItem(); + a4 = item->_439DF3_get_additional_damage((int*)&attackElement, &isLifeStealing); + if ( isLifeStealing && pMonster->sCurrentHP > 0 ) + { + player->sHealth += v61 / 5; + if ( player->sHealth > player->GetMaxHealth() ) + player->sHealth = player->GetMaxHealth(); + } + uDamageAmount += pMonster->CalcMagicalDamageToActor(attackElement, a4); + } + } + } + } + pMonster->sCurrentHP -= uDamageAmount; + if ( uDamageAmount == 0 && !hit_will_stun ) + { + player->PlaySound(SPEECH_52, 0); + return; + } + if ( pMonster->sCurrentHP > 0 ) + { + Actor::AI_Stun(uActorID_Monster, a1, 0); + Actor::AggroSurroundingPeasants(uActorID_Monster, 1); + if ( bShowDamage ) + { + if ( projectileSprite ) + sprintfex(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[189], player->pName, pMonster->pActorName, uDamageAmount);// "%s shoots %s for %lu points" + else + sprintfex(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[164], player->pName, pMonster->pActorName, uDamageAmount);// "%s hits %s for %lu damage" + ShowStatusBarString(pTmpBuf.data(), 2u); + } + } + else + { + if ( pMonsterStats->pInfos[pMonster->pMonsterInfo.uID].bQuestMonster & 1 ) + { + if ( /*pRenderer->pRenderD3D &&*/ pGame->uFlags2 & GAME_FLAGS_2_DRAW_BLOODSPLATS ) + { + v33 = byte_4D864C && pGame->uFlags & 0x80000 ? 10 * pMonster->uActorRadius : pMonster->uActorRadius; + pDecalBuilder->AddBloodsplat((float)pMonster->vPosition.x, (float)pMonster->vPosition.y, (float)pMonster->vPosition.z, 1.0, 0.0, 0.0, (float)v33, 0, 0); + } + } + Actor::Die(uActorID_Monster); + Actor::ApplyFineForKillingPeasant(uActorID_Monster); + Actor::AggroSurroundingPeasants(uActorID_Monster, 1); + if ( pMonster->pMonsterInfo.uExp ) + pParty->GivePartyExp(pMonsterStats->pInfos[pMonster->pMonsterInfo.uID].uExp); + v40 = SPEECH_51; + if ( rand() % 100 < 20 ) + v40 = ((signed int)pMonster->pMonsterInfo.uHP >= 100) + 1; + player->PlaySound((PlayerSpeech)v40, 0); + if ( bShowDamage ) + { + pMonsterName = (char *)uDamageAmount; + pPlayerName = player->pName; // "%s inflicts %lu points killing %s" + sprintfex(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[175], player->pName, uDamageAmount, pMonster); + ShowStatusBarString(pTmpBuf.data(), 2u); + } + } + if ( pMonster->pActorBuffs[ACTOR_BUFF_PAIN_REFLECTION].uExpireTime > 0 + && uDamageAmount != 0 ) + player->ReceiveDamage(uDamageAmount, attackElement); + int knockbackValue = 20 * v61 / (signed int)pMonster->pMonsterInfo.uHP; + if ( (player->GetSpecialItemBonus(24) || hit_will_stun) && pMonster->DoesDmgTypeDoDamage(DMGT_EARTH) ) + { + extraRecoveryTime = 20; + knockbackValue = 10; + if ( !pParty->bTurnBasedModeOn ) + extraRecoveryTime = (int)(flt_6BE3A8_debug_recmod2 * 42.66666666666666); + pMonster->pMonsterInfo.uRecoveryTime += extraRecoveryTime; + if ( bShowDamage ) + { + pMonsterName = player->pName; // "%s stuns %s" + sprintfex(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[635], player->pName, pMonster); + ShowStatusBarString(pTmpBuf.data(), 2u); + } + } + if ( hit_will_paralyze && pMonster->CanAct() && pMonster->DoesDmgTypeDoDamage(DMGT_EARTH)) + { + v43 = player->GetActualSkillLevel(PLAYER_SKILL_MACE); + v45 = SkillToMastery(v43); + v46 = pParty->uTimePlayed + (signed int)(signed __int64)((double)(signed int)(7680 * (v43 & 0x3F)) * 0.033333335); + pMonster->pActorBuffs[ACTOR_BUFF_PARALYZED].Apply(v46, v45, 0, 0, 0); + if ( bShowDamage ) + { + pMonsterName = player->pName; // "%s paralyzes %s" + sprintfex(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[636], player->pName, pMonster); + ShowStatusBarString(pTmpBuf.data(), 2u); + } + } + if ( knockbackValue > 10 ) + knockbackValue = 10; + if ( !MonsterStats::BelongsToSupertype(pMonster->pMonsterInfo.uID, MONSTER_SUPERTYPE_TREANT) ) + { + pVelocity->x = fixpoint_mul(knockbackValue, pVelocity->x); + pVelocity->y = fixpoint_mul(knockbackValue, pVelocity->y); + pVelocity->z = fixpoint_mul(knockbackValue, pVelocity->z); + pMonster->vVelocity.x = 50 * LOWORD(pVelocity->x); + pMonster->vVelocity.y = 50 * LOWORD(pVelocity->y); + pMonster->vVelocity.z = 50 * LOWORD(pVelocity->z); + } + Actor::AddBloodsplatOnDamageOverlay(uActorID_Monster, 1, v61); +} +//----- (004BBF61) -------------------------------------------------------- +void Actor::Arena_summon_actor( int monster_id, __int16 x, int y, int z ) +{ + int v12; // ebx@7 + int v13; // eax@8 + __int16 v16; // [sp+10h] [bp-4h]@3 + + if (uNumActors < 500) + { + v16 = 0; + if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) + v16 = pIndoor->GetSector(x, y, z); + pActors[uNumActors].Reset(); + strcpy(pActors[uNumActors].pActorName, pMonsterStats->pInfos[monster_id].pName); + pActors[uNumActors].sCurrentHP = LOWORD(pMonsterStats->pInfos[monster_id].uHP); + memcpy(&pActors[uNumActors].pMonsterInfo, &pMonsterStats->pInfos[monster_id], 0x58u); + pActors[uNumActors].word_000086_some_monster_id = monster_id; + pActors[uNumActors].uActorRadius = pMonsterList->pMonsters[monster_id - 1].uMonsterRadius; + pActors[uNumActors].uActorHeight = pMonsterList->pMonsters[monster_id - 1].uMonsterHeight; + pActors[uNumActors].uMovementSpeed = pMonsterList->pMonsters[monster_id - 1].uMovementSpeed; + pActors[uNumActors].vInitialPosition.x = x; + pActors[uNumActors].vPosition.x = x; + pActors[uNumActors].uAttributes |= ACTOR_AGGRESSOR; + pActors[uNumActors].pMonsterInfo.uTreasureType = 0; + pActors[uNumActors].pMonsterInfo.uTreasureLevel = 0; + pActors[uNumActors].pMonsterInfo.uTreasureDiceSides = 0; + pActors[uNumActors].pMonsterInfo.uTreasureDiceRolls = 0; + pActors[uNumActors].pMonsterInfo.uTreasureDropChance = 0; + pActors[uNumActors].vInitialPosition.y = y; + pActors[uNumActors].vPosition.y = y; + pActors[uNumActors].vInitialPosition.z = z; + pActors[uNumActors].vPosition.z = z; + pActors[uNumActors].uTetherDistance = 256; + pActors[uNumActors].uSectorID = v16; + pActors[uNumActors].uGroup = 1; + pActors[uNumActors].pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Long; + pActors[uNumActors].PrepareSprites(0); + for ( int i = 0; i < 4; i++) + pSoundList->LoadSound(pMonsterList->pMonsters[monster_id - 1].pSoundSampleIDs[i], 0); + v12 = 0; + do + { + v13 = pSoundList->LoadSound(v12 + word_4EE088_sound_ids[pMonsterStats->pInfos[monster_id].uSpell1ID], 1); + v12++; + } + while ( v13 ); + ++uNumActors; + } +} +//----- (00426E10) -------------------------------------------------------- +int stru319::which_player_to_attack(Actor *pActor) +{ + signed int v2; // ebx@1 + bool flag; // edi@37 + int v22; // [sp+8h] [bp-140h]@3 + int Victims_list[60]; // [sp+48h] [bp-100h]@48 + int for_sex; // [sp+13Ch] [bp-Ch]@1 + int for_race; // [sp+140h] [bp-8h]@1 + int for_class; // [sp+144h] [bp-4h]@1 + + for_class = -1; + for_race = -1; + for_sex = -1; + v2 = 0; + if ( pActor->pMonsterInfo.uAttackPreference ) + { + for ( uint i = 0; i < 16; i++ ) + { + v22 = pActor->pMonsterInfo.uAttackPreference & (1 << i); + if ( v22 ) + { + switch ( v22 ) + { + case 1: + for_class = 0; + break; + case 2: + for_class = 12; + break; + case 4: + for_class = 16; + break; + case 8: + for_class = 28; + break; + case 16: + for_class = 24; + break; + case 32: + for_class = 32; + break; + case 64: + for_class = 20; + break; + case 128: + for_class = 4; + break; + case 256: + for_class = 8; + break; + case 512: + for_sex = 0; + break; + case 1024: + for_sex = 1; + break; + case 2048: + for_race = 0; + break; + case 4096: + for_race = 1; + break; + case 8192: + for_race = 3; + break; + case 16384: + for_race = 2; + break; + } + v2 = 0; + for ( uint j = 0; j < 4; ++j ) + { + flag = 0; + if ( for_class != -1 && for_class == pPlayers[j + 1]->classType ) + flag = true; + if ( for_sex != -1 && for_sex == pPlayers[j + 1]->uSex ) + flag = true; + if ( for_race != -1 && for_race == pPlayers[j + 1]->GetRace() ) + flag = true; + if ( flag == true ) + { + if ( !(pPlayers[j + 1]->pConditions[Condition_Paralyzed] | pPlayers[j + 1]->pConditions[Condition_Unconcious] + | pPlayers[j + 1]->pConditions[Condition_Dead] | pPlayers[j + 1]->pConditions[Condition_Pertified] | pPlayers[j + 1]->pConditions[Condition_Eradicated]) ) + Victims_list[v2++] = j; + } + } + } + } + if ( v2 ) + return Victims_list[rand() % v2]; + } + for ( uint i = 0; i < 4; ++i ) + { + if ( !(pPlayers[i + 1]->pConditions[Condition_Paralyzed] | pPlayers[i + 1]->pConditions[Condition_Unconcious] + | pPlayers[i + 1]->pConditions[Condition_Dead] | pPlayers[i + 1]->pConditions[Condition_Pertified] | pPlayers[i + 1]->pConditions[Condition_Eradicated]) ) + Victims_list[v2++] = i; + } + if ( v2 ) + return Victims_list[rand() % v2]; + else + return 0; +} +//----- (00427546) -------------------------------------------------------- +int stru319::_427546(int a2) +{ + int result; // eax@2 + + if (a2 >= 0) + { + if (a2 >= 1) + result = (a2 >= 2) + 2; + else + result = 1; + } + else + { + result = 0; + } + return result; +} +//----- (0042F184) -------------------------------------------------------- +int stru319::FindClosestActor(int pick_depth, int a3, int a4) +{ + int v4; // edi@1 + stru319 *v5; // esi@1 + int v6; // eax@2 + int v7; // eax@4 + // int result; // eax@5 + // int *v9; // edx@8 + // signed int v10; // ebx@10 + // int v11; // edi@11 + //Actor *v12; // esi@12 + //unsigned __int16 v13; // ax@12 + // int v14; // eax@22 + //char v15; // zf@30 + // int v16; // esi@32 + // int v17; // ecx@34 + // stru319 *v18; // eax@39 + // int v19; // edx@39 + // int v20; // ecx@41 + // unsigned __int16 v21; // ax@42 + // unsigned int v22; // [sp+8h] [bp-24h]@11 + //unsigned int v23; // [sp+Ch] [bp-20h]@7 + stru319 *v24; // [sp+10h] [bp-1Ch]@1 + // unsigned int v25; // [sp+14h] [bp-18h]@8 + // int *v26; // [sp+18h] [bp-14h]@8 + // int v27; // [sp+1Ch] [bp-10h]@10 + // int *v28; // [sp+20h] [bp-Ch]@10 + //unsigned int v29; // [sp+24h] [bp-8h]@7 + // int v30; // [sp+28h] [bp-4h]@6 + // int i; // [sp+38h] [bp+Ch]@33 + // signed int v32; // [sp+3Ch] [bp+10h]@32 + + v4 = 0; + v5 = this; + v24 = this; + //if ( pRenderer->pRenderD3D ) + { + v6 = a3 != 0; + if (a4) + LOBYTE(v6) = v6 | 8; + v7 = pGame->pVisInstance->PickClosestActor(OBJECT_Actor, pick_depth, v6, 657456, -1); + if (v7 != -1) + return (unsigned __int16)v7; + else return 0; + } + /*else // software impl + { + v30 = 0; + if ( pRenderer->pActiveZBuffer ) + { + if ( (signed int)viewparams->uScreen_topL_Y < (signed int)viewparams->uScreen_BttmR_Y ) + { + v9 = &pRenderer->pActiveZBuffer[viewparams->uScreen_topL_X + 640 * viewparams->uScreen_topL_Y]; + v26 = &pRenderer->pActiveZBuffer[viewparams->uScreen_topL_X + 640 * viewparams->uScreen_topL_Y]; + for ( v25 = viewparams->uScreen_BttmR_Y - viewparams->uScreen_topL_Y; v25; --v25 ) + { + if ( (signed int)viewparams->uScreen_topL_X < (signed int)viewparams->uScreen_BttmR_X ) + { + v28 = v9; + v10 = v4; + for ( v27 = viewparams->uScreen_BttmR_X - viewparams->uScreen_topL_X; v27; --v27 ) + { + v22 = *v28; + v11 = *v28 & 0xFFFF; + if (PID_TYPE(v11) == OBJECT_Actor) + { + if ( pActors[PID_ID(v11)].uAIState != Dead ) + { + if ( pActors[PID_ID(v11)].uAIState != Dying && pActors[PID_ID(v11)].uAIState != Removed + && pActors[PID_ID(v11)].uAIState != Summoned && pActors[PID_ID(v11)].uAIState != Disabled + && (!a3 || pActors[PID_ID(v11)].GetActorsRelation(0)) ) + { + if ( (!a4 || MonsterStats::BelongsToSupertype(pActors[PID_ID(v11)].pMonsterInfo.uID, MONSTER_SUPERTYPE_UNDEAD)) + && v22 <= pick_depth << 16 ) + { + v14 = 0; + if ( v10 > 0 ) + { + for ( v14; v14 < v30; ++v14 ) + { + if ( dword_50BDA0[v14] == v11 ) + break; + } + } + if ( v14 == v30 && v10 < 100 ) + { + ++v30; + dword_50BC10[v10] = v22; + dword_50BDA0[v10] = v11; + ++v10; + } + } + } + } + } + ++v28; + } + v4 = v30; + v5 = v24; + } + v9 = v26 + 640; + v26 += 640; + } + } + if ( v4 > 0 ) + { + v16 = (int)dword_50BC10.data(); + for ( v32 = 1; v32 - 1 < v4; ++v32 ) + { + for ( i = v32; i < v4; ++i ) + { + v17 = dword_50BC10[i]; + if ( dword_50BC10[i] < *(int *)v16 ) + { + dword_50BC10[i] = *(int *)v16; + *(int *)v16 = v17; + } + } + v16 += 4; + } + v5 = v24; + if ( v4 > 0 ) + { + v18 = v24; + for ( v19 = v4; v19; --v19 ) + { + *(int *)&v18->field_0 = (*(int *)&v18[(char *)dword_50BC10.data() - (char *)v24].field_0 >> 3) & 0x1FFF; + v18 += 4; + } + } + } + v20 = 0; + for ( *(int *)&v5[2000].field_0 = v4; v20 < v4; ++v20 ) + { + v21 = pActors[*(int *)&v5[4 * v20].field_0].uAIState; + if ( v21 != 4 && v21 != 5 ) + break; + } + if ( v20 != v4 ) + { + result = 8 * *(int *)&v5[4 * v20].field_0; + LOBYTE(result) = result | 3; + return result; + } + } + } + return 0;*/ +} + +//----- (0042F4DA) -------------------------------------------------------- +bool CheckActors_proximity() +{ + signed int distance; // edi@1 + int for_x; // ebx@5 + int for_y; // [sp+Ch] [bp-10h]@5 + int for_z; // [sp+10h] [bp-Ch]@5 + + + distance = 5120; + if ( uCurrentlyLoadedLevelType == LEVEL_Indoor) + distance = 2560; + + if ( (signed int)uNumActors <= 0 ) + return false; + for ( uint i = 0; i < (signed int)uNumActors; ++i ) + { + for_x = abs(pActors[i].vInitialPosition.x - pParty->vPosition.x); + for_y = abs(pActors[i].vInitialPosition.y - pParty->vPosition.y); + for_z = abs(pActors[i].vInitialPosition.z - pParty->vPosition.z); + if ( int_get_vector_length(for_x, for_y, for_z) < distance ) + { + if ( pActors[i].uAIState != Dead ) + { + if ( pActors[i].uAIState != Dying && pActors[i].uAIState != Removed + && pActors[i].uAIState != Disabled && pActors[i].uAIState != Summoned + && (pActors[i].ActorEnemy() || pActors[i].GetActorsRelation(0) ) ) + return true; + } + } + } + return false; +} + + +//----- (00426A5A) -------------------------------------------------------- +void Actor::LootActor() +{ + signed int v2; // edi@1 + unsigned __int8 v7; // al@30 + char *v9; // [sp-4h] [bp-3Ch]@10 + char *v10; // [sp-4h] [bp-3Ch]@31 + char *v11; // [sp-4h] [bp-3Ch]@38 + ItemGen Dst; // [sp+Ch] [bp-2Ch]@1 + bool itemFound; // [sp+30h] [bp-8h]@1 + int v14; // [sp+34h] [bp-4h]@1 + + pParty->sub_421B2C_PlaceInInventory_or_DropPickedItem(); + Dst.Reset(); + v2 = 0; + itemFound = false; + v14 = 0; + if ( !ActorHasItem() ) + { + for (uchar i = 0; i < this->pMonsterInfo.uTreasureDiceRolls; i++ ) + v14 += rand() % this->pMonsterInfo.uTreasureDiceSides + 1; + if ( v14 ) + { + pParty->PartyFindsGold(v14, 0); + viewparams->bRedrawGameUI = 1; + } + } + else + { + if ( this->ActorHasItems[3].uItemID != 0 && this->ActorHasItems[3].GetItemEquipType() == EQUIP_GOLD ) + { + v14 = this->ActorHasItems[3].uSpecEnchantmentType; + this->ActorHasItems[3].Reset(); + if ( v14 ) + { + pParty->PartyFindsGold(v14, 0); + viewparams->bRedrawGameUI = 1; + } + } + } + if ( this->uCarriedItemID ) + { + Dst.Reset(); + Dst.uItemID = this->uCarriedItemID; + v9 = pItemsTable->pItems[Dst.uItemID].pUnidentifiedName; + if ( v14 ) + sprintfex(pTmpBuf2.data(), pGlobalTXT_LocalizationStrings[490], v14, v9); + else + sprintfex(pTmpBuf2.data(), pGlobalTXT_LocalizationStrings[471], v9); + ShowStatusBarString(pTmpBuf2.data(), 2); + if ( Dst.GetItemEquipType() == 12 ) + { + Dst.uNumCharges = rand() % 6 + Dst.GetDamageMod() + 1; + Dst.uMaxCharges = Dst.uNumCharges; + } + if ( pItemsTable->pItems[Dst.uItemID].uEquipType == 14 && Dst.uItemID != 220 ) + Dst.uEnchantmentType = 2 * rand() % 4 + 2; + pItemsTable->SetSpecialBonus(&Dst); + if ( !pParty->AddItemToParty(&Dst) ) + pParty->SetHoldingItem(&Dst); + this->uCarriedItemID = 0; + if ( this->ActorHasItems[0].uItemID ) + { + if ( !pParty->AddItemToParty(this->ActorHasItems) ) + { + pParty->sub_421B2C_PlaceInInventory_or_DropPickedItem(); + pParty->SetHoldingItem(this->ActorHasItems); + } + this->ActorHasItems[0].Reset(); + } + if ( this->ActorHasItems[1].uItemID ) + { + if ( !pParty->AddItemToParty(&this->ActorHasItems[1]) ) + { + pParty->sub_421B2C_PlaceInInventory_or_DropPickedItem(); + pParty->SetHoldingItem(&this->ActorHasItems[1]); + } + this->ActorHasItems[1].Reset(); + } + this->Remove(); + return; + } + if ( this->ActorHasItem() ) + { + if ( this->ActorHasItems[3].uItemID ) + { + memcpy(&Dst, &this->ActorHasItems[3], sizeof(Dst)); + this->ActorHasItems[3].Reset(); + //v11 = pItemsTable->pItems[Dst.uItemID].pUnidentifiedName; + if ( v14 ) + sprintfex(pTmpBuf2.data(), pGlobalTXT_LocalizationStrings[490], v14, pItemsTable->pItems[Dst.uItemID].pUnidentifiedName); + else + sprintfex(pTmpBuf2.data(), pGlobalTXT_LocalizationStrings[471], pItemsTable->pItems[Dst.uItemID].pUnidentifiedName); + ShowStatusBarString(pTmpBuf2.data(), 2); + if ( !pParty->AddItemToParty(&Dst) ) + pParty->SetHoldingItem(&Dst); + itemFound = true; + } + } + else + { + if ( rand() % 100 < this->pMonsterInfo.uTreasureDropChance && (v7 = this->pMonsterInfo.uTreasureLevel) != 0 ) + { + pItemsTable->GenerateItem(v7, this->pMonsterInfo.uTreasureType, &Dst); + v10 = pItemsTable->pItems[Dst.uItemID].pUnidentifiedName; + if ( v14 ) + sprintfex(pTmpBuf2.data(), pGlobalTXT_LocalizationStrings[490], v14, v10);//Âû íàøëè ^I[%d] çîëîò^L[îé;ûõ;ûõ] è ïðåäìåò (%s)! + else + sprintfex(pTmpBuf2.data(), pGlobalTXT_LocalizationStrings[471], v10);//Âû íàøëè ^Pv[%s]! + ShowStatusBarString(pTmpBuf2.data(), 2); + if ( !pParty->AddItemToParty(&Dst) ) + pParty->SetHoldingItem(&Dst); + itemFound = true; + } + } + if ( this->ActorHasItems[0].uItemID ) + { + if ( !pParty->AddItemToParty(this->ActorHasItems) ) + { + pParty->sub_421B2C_PlaceInInventory_or_DropPickedItem(); + pParty->SetHoldingItem(this->ActorHasItems); + itemFound = true; + } + this->ActorHasItems[0].Reset(); + } + if ( this->ActorHasItems[1].uItemID ) + { + if ( !pParty->AddItemToParty(&this->ActorHasItems[1]) ) + { + pParty->sub_421B2C_PlaceInInventory_or_DropPickedItem(); + pParty->SetHoldingItem(&this->ActorHasItems[1]); + itemFound = true; + } + this->ActorHasItems[1].Reset(); + } + if ( !itemFound || rand() % 100 < 90 )//for repeatedly get gold and item + this->Remove(); +} + + +//----- (00427102) -------------------------------------------------------- +bool Actor::_427102_IsOkToCastSpell( signed int a2 ) +{ + switch(a2) + { + case SPELL_BODY_POWER_CURE: + { + if ( this->sCurrentHP >= (signed int)this->pMonsterInfo.uHP ) + return false; + return true; + } + case SPELL_LIGHT_DISPEL_MAGIC: + { + for (int i = 0; i < 20; i++) + { + if (pParty->pPartyBuffs[i].uExpireTime > 0) + return true; + } + for ( int i = 1; i <= 4; i++ ) + { + for ( int j = 0; j < 22; j++ ) + { + if (pPlayers[i]->pPlayerBuffs[j].uExpireTime > 0) + return true; + } + } + return false; + } + case SPELL_LIGHT_DAY_OF_PROTECTION: + { + return this->pActorBuffs[ACTOR_BUFF_DAY_OF_PROTECTION].uExpireTime <= 0; + break; + } + case SPELL_LIGHT_HOUR_OF_POWER: + { + return this->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uExpireTime <= 0; + break; + } + case SPELL_DARK_PAIN_REFLECTION: + { + return this->pActorBuffs[ACTOR_BUFF_PAIN_REFLECTION].uExpireTime <= 0; + break; + } + case SPELL_BODY_HAMMERHANDS: + { + return this->pActorBuffs[ACTOR_BUFF_PAIN_HAMMERHANDS].uExpireTime <= 0; + break; + } + case SPELL_FIRE_HASTE: + { + return this->pActorBuffs[ACTOR_BUFF_HASTE].uExpireTime <= 0; + break; + } + case SPELL_AIR_SHIELD: + { + return this->pActorBuffs[ACTOR_BUFF_SHIELD].uExpireTime <= 0; + break; + } + case SPELL_EARTH_STONESKIN: + { + return this->pActorBuffs[ACTOR_BUFF_STONESKIN].uExpireTime <= 0; + break; + } + case SPELL_SPIRIT_BLESS: + { + return this->pActorBuffs[ACTOR_BUFF_BLESS].uExpireTime <= 0; + break; + } + case SPELL_SPIRIT_FATE: + { + return this->pActorBuffs[ACTOR_BUFF_FATE].uExpireTime <= 0; + break; + } + case SPELL_SPIRIT_HEROISM: + { + return this->pActorBuffs[ACTOR_BUFF_HEROISM].uExpireTime <= 0; + break; + } + default: + return true; + } +} + + +//----- (0042704B) -------------------------------------------------------- +ABILITY_INDEX Actor::special_ability_use_check( int a2 ) +{ + signed int okToCastSpell1; // ebx@5 + signed int okToCastSpell2; // edi@5 + + if ( this->pMonsterInfo.uSpecialAbilityType == 2 + && this->pMonsterInfo.uSpecialAbilityDamageDiceBonus < 3 + && rand() % 100 < 5 ) + this->SummonMinion(a2); + okToCastSpell1 = this->_427102_IsOkToCastSpell(this->pMonsterInfo.uSpell1ID); + okToCastSpell2 = this->_427102_IsOkToCastSpell(this->pMonsterInfo.uSpell2ID); + if ( okToCastSpell1 && this->pMonsterInfo.uSpell1UseChance && rand() % 100 < this->pMonsterInfo.uSpell1UseChance ) + return ABILITY_SPELL1; + if ( okToCastSpell2 && this->pMonsterInfo.uSpell2UseChance && rand() % 100 < this->pMonsterInfo.uSpell2UseChance ) + return ABILITY_SPELL2; + if (this->pMonsterInfo.uAttack2Chance && rand() % 100 < this->pMonsterInfo.uAttack2Chance) + return ABILITY_ATTACK2; + return ABILITY_ATTACK1; +} + + + +//----- (004273BB) -------------------------------------------------------- +bool Actor::_4273BB_DoesHitOtherActor( Actor *defender, int a3, int a4 ) +{ + signed int v6; // ebx@1 + signed int v7; // esi@1 + int armorSum; // ebx@10 + signed int a2a; // [sp+18h] [bp+Ch]@1 + + v6 = defender->pMonsterInfo.uAC; + v7 = 0; + a2a = 0; + if ( defender->pActorBuffs[ACTOR_BUFF_SOMETHING_THAT_HALVES_AC].uExpireTime > 0 ) + v6 /= 2; + if ( defender->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uExpireTime > 0 ) + v7 = defender->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uPower; + if ( defender->pActorBuffs[ACTOR_BUFF_STONESKIN].uExpireTime > 0 && defender->pActorBuffs[ACTOR_BUFF_STONESKIN].uPower > v7 ) + v7 = defender->pActorBuffs[ACTOR_BUFF_STONESKIN].uPower; + armorSum = v7 + v6; + if ( this->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uExpireTime > 0 ) + a2a = this->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uPower; + if ( this->pActorBuffs[ACTOR_BUFF_BLESS].uExpireTime > 0 && this->pActorBuffs[ACTOR_BUFF_BLESS].uPower > a2a ) + a2a = this->pActorBuffs[ACTOR_BUFF_BLESS].uPower; + if ( this->pActorBuffs[ACTOR_BUFF_FATE].uExpireTime > 0 ) + { + a2a += this->pActorBuffs[ACTOR_BUFF_FATE].uPower; + this->pActorBuffs[ACTOR_BUFF_FATE].Reset(); + } + return rand() % (armorSum + 2 * this->pMonsterInfo.uLevel + 10) + a2a + 1 > armorSum + 5; +} + +//----- (004274AD) -------------------------------------------------------- +bool Actor::ActorHitOrMiss(Player *pPlayer) +{ + signed int v3; // edi@1 + signed int v4; // esi@8 + int v5; // esi@8 + + v3 = 0; + if ( this->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uExpireTime > 0 ) + v3 = this->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uPower; + if ( this->pActorBuffs[ACTOR_BUFF_BLESS].uExpireTime > 0 && this->pActorBuffs[ACTOR_BUFF_BLESS].uPower > v3 ) + v3 = this->pActorBuffs[ACTOR_BUFF_BLESS].uPower; + if ( this->pActorBuffs[ACTOR_BUFF_FATE].uExpireTime > 0 ) + { + v3 += this->pActorBuffs[ACTOR_BUFF_FATE].uPower; + this->pActorBuffs[ACTOR_BUFF_FATE].Reset(); + } + v4 = pPlayer->GetActualAC() + 2 * this->pMonsterInfo.uLevel + 10; + v5 = rand() % v4 + 1; + return (v3 + v5 > pPlayer->GetActualAC() + 5); +} + + +//----- (0042756B) -------------------------------------------------------- +int Actor::CalcMagicalDamageToActor(DAMAGE_TYPE dmgType, signed int incomingDmg) +{ + int v4; // edx@1 + int v5; // ecx@1 + signed int v6; // eax@4 + signed int result; // eax@17 + signed int v8; // esi@18 + + v4 = 0; + v5 = 0; + if ( this->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uExpireTime > 0 ) + v5 = this->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uPower; + switch ( dmgType ) + { + case DMGT_FIRE: + v6 = this->pMonsterInfo.uResFire; + v4 = v5; + break; + case DMGT_ELECTR: + v6 = this->pMonsterInfo.uResAir; + v4 = v5; + break; + case DMGT_COLD: + v6 = this->pMonsterInfo.uResWater; + v4 = v5; + break; + case DMGT_EARTH: + v6 = this->pMonsterInfo.uResEarth; + v4 = v5; + break; + case DMGT_PHISYCAL: + v6 = this->pMonsterInfo.uResPhysical; + break; + case DMGT_SPIRIT: + v6 = this->pMonsterInfo.uResSpirit; + break; + case DMGT_MIND: + v6 = this->pMonsterInfo.uResMind; + v4 = v5; + break; + case DMGT_BODY: + v6 = this->pMonsterInfo.uResBody; + v4 = v5; + break; + case DMGT_LIGHT: + v6 = this->pMonsterInfo.uResLight; + break; + case DMGT_DARK: + v6 = this->pMonsterInfo.uResDark; + break; + default: + v6 = 0; + break; + } + if ( v6 < 200 ) + { + v8 = v4 + v6 + 30; + for (int i = 0; i < 4; i++) + { + if ( rand() % v8 < 30 ) + break; + incomingDmg /= 2; + } + result = incomingDmg; + } + else + result = 0; + return result; +} + +//----- (00427662) -------------------------------------------------------- +bool Actor::DoesDmgTypeDoDamage(DAMAGE_TYPE uType) +{ + signed int resist; // esi@2 + bool result; // eax@13 + + switch ( uType ) + { + case 0: + resist = this->pMonsterInfo.uResFire; + break; + case 1: + resist = this->pMonsterInfo.uResAir; + break; + case 2: + resist = this->pMonsterInfo.uResWater; + break; + case 3: + resist = this->pMonsterInfo.uResEarth; + break; + case 4: + resist = this->pMonsterInfo.uResPhysical; + break; + case 6: + resist = this->pMonsterInfo.uResSpirit; + break; + case 7: + resist = this->pMonsterInfo.uResMind; + case 8: + resist = this->pMonsterInfo.uResBody; + break; + case 9: + resist = this->pMonsterInfo.uResLight; + break; + case 10: + resist = this->pMonsterInfo.uResDark; + break; + default: + return 1; + } + if ( resist < 200 ) + result = rand() % ((this->pMonsterInfo.uLevel >> 2) + resist + 30) < 30; + else + result = 0; + return result; +} + +//----- (00448A98) -------------------------------------------------------- +void __fastcall ToggleActorGroupFlag(unsigned int uGroupID, unsigned int uFlag, unsigned int bToggle) +{ + if ( uGroupID ) + { + if ( bToggle ) + { + for ( uint i = 0; i < (unsigned int)uNumActors; ++i ) + { + if ( pActors[i].uGroup == uGroupID ) + { + pActors[i].uAttributes |= uFlag; + if ( uFlag == 0x10000 ) + { + pActors[i].uAIState = Disabled; + pActors[i].UpdateAnimation(); + } + } + } + } + else + { + for ( uint i = 0; i < (unsigned int)uNumActors; ++i ) + { + if ( pActors[i].uGroup == uGroupID ) + { + if ( uFlag == 0x10000 ) + { + if ( pActors[i].uAIState != Dead ) + { + if ( pActors[i].uAIState != 4 && pActors[i].uAIState != 11 ) + pActors[i].uAIState = Standing; + } + } + LODWORD(pActors[i].uAttributes) &= ~uFlag; + } + } + } + } +} + +//----- (004014E6) -------------------------------------------------------- +void Actor::MakeActorAIList_ODM() +{ + int v1; // eax@4 + unsigned int v7; // ST20_4@10 + int distance; // edi@10 + int v10; // ebx@14 + int v21; // [sp+Ch] [bp-14h]@4 + int v22; // [sp+10h] [bp-10h]@4 + + pParty->uFlags &= 0xFFFFFFCF;//~0x30 + + ai_arrays_size = 0; + for (uint i = 0; i < uNumActors; ++i) + { + Actor* actor = &pActors[i]; + + actor->ResetAlive();//~0x400 + if (!actor->CanAct()) + { + actor->ResetActive(); + continue; + } + + v22 = abs(pParty->vPosition.z - actor->vPosition.z); + v21 = abs(pParty->vPosition.y - actor->vPosition.y); + v1 = abs(pParty->vPosition.x - actor->vPosition.x); + v7 = int_get_vector_length(v22, v21, v1); + distance = v7 - actor->uActorRadius; + if ( distance < 0 ) + distance = 0; + + if (distance < 5632) + { + actor->ResetHostile(); + if ( actor->ActorEnemy() || actor->GetActorsRelation(0) ) + { + //v11 = (pParty->uFlags & 0x10) == 0; + actor->uAttributes |= ACTOR_HOSTILE; + if (distance < 5120 ) + pParty->SetYellowAlert(); + if (distance < 307) + pParty->SetRedAlert(); + } + actor->uAttributes |= ACTOR_ACTIVE; + ai_near_actors_distances[ai_arrays_size] = distance; + ai_near_actors_ids[ai_arrays_size++] = i; + } + else + actor->ResetActive(); + } + + /* + result = v27; + if ( v27 > 0 ) + { + v14 = 0; + v15 = 1; + v26 = 1; + do + { + while ( 1 ) + { + v24 = v15; + if ( v15 >= result ) + break; + v16 = ai_near_actors_distances[v14]; + if ( v16 > ai_near_actors_distances[v15] ) + { + v17 = &ai_near_actors_ids[v15]; + v18 = ai_near_actors_ids[v14]; + ai_near_actors_ids[v14] = *v17; + *v17 = v18; + v15 = v24; + ai_near_actors_distances[v14] = ai_near_actors_distances[v24]; + ai_near_actors_distances[v24] = v16; + } + result = v27; + ++v15; + } + ++v14; + v15 = v26 + 1; + v26 = v15; + } + while ( v15 - 1 < result ); + }*/ + + for (uint i = 0; i < ai_arrays_size; ++i) + for (uint j = 0; j < i; ++j) + if (ai_near_actors_distances[j] > ai_near_actors_distances[i]) + { + int tmp = ai_near_actors_distances[j]; + ai_near_actors_distances[j] = ai_near_actors_distances[i]; + ai_near_actors_distances[i] = tmp; + + tmp = ai_near_actors_ids[j]; + ai_near_actors_ids[j] = ai_near_actors_ids[i]; + ai_near_actors_ids[i] = tmp; + } + + + if (ai_arrays_size > 30) + ai_arrays_size = 30; + + for (uint i = 0; i < ai_arrays_size; ++i) + pActors[ai_near_actors_ids[i]].uAttributes |= ACTOR_ALIVE;//0x400 +} + +//----- (004016FA) -------------------------------------------------------- +int Actor::MakeActorAIList_BLV() +{ + int v1; // eax@4 + int distance; // edi@10 + int v13; // edx@24 + int v15; // ebx@26 + unsigned int v17; // esi@27 + int v18; // ecx@31 + signed int v19; // edi@31 + signed int v25; // eax@40 + int j; // edi@45 + int v30; // eax@48 + int v37; // [sp+Ch] [bp-18h]@1 + int v38; // [sp+10h] [bp-14h]@4 + int v39; // [sp+14h] [bp-10h]@4 + int i; // [sp+18h] [bp-Ch]@31 + uint v45; // [sp+20h] [bp-4h]@1 + + // __debugbreak(); // refactor for blv ai + pParty->uFlags &= 0xFFFFFFCF;//~0x30 + v37 = pIndoor->GetSector(pParty->vPosition.x, pParty->vPosition.y, pParty->vPosition.z); + v45 = 0; + for ( uint i = 0; i < (signed int)uNumActors; ++i ) + { + pActors[i].ResetAlive();//~0x0400 + if ( !pActors[i].CanAct() ) + { + pActors[i].ResetActive(); + continue; + } + v1 = abs(pParty->vPosition.x - pActors[i].vPosition.x); + v38 = abs(pParty->vPosition.y - pActors[i].vPosition.y); + v39 = abs(pParty->vPosition.z - pActors[i].vPosition.z); + + distance = int_get_vector_length(v39, v38, v1) - pActors[i].uActorRadius; + if ( distance < 0 ) + distance = 0; + if ( distance < 10240 ) + { + pActors[i].ResetHostile();//~0x01000000 + if ( pActors[i].ActorEnemy() || pActors[i].GetActorsRelation(0) ) + { + pActors[i].uAttributes |= ACTOR_HOSTILE; + if ( !(pParty->uFlags & 0x10) && (double)distance < 307.2 ) + pParty->SetRedAlert(); + if ( !(pParty->uFlags & 0x20) && distance < 5120 ) + pParty->SetYellowAlert(); + } + ai_near_actors_distances[v45] = distance; + ai_near_actors_ids[v45] = i; + v45++; + } + else + pActors[i].ResetActive(); + } + v13 = 0; + if ( v45 > 0 ) + { + for ( uint i = 1; i < v45; i++ ) + { + for ( uint j = 1; j < v45; ++j ) + { + v15 = ai_near_actors_distances[v13]; + if ( ai_near_actors_distances[v13] > ai_near_actors_distances[j] ) + { + v17 = ai_near_actors_ids[v13]; + ai_near_actors_ids[v13] = ai_near_actors_ids[j]; + ai_near_actors_ids[j] = v17; + ai_near_actors_distances[v13] = ai_near_actors_distances[j]; + ai_near_actors_distances[j] = v15; + } + } + ++v13; + } + } + v18 = 0; + v19 = 0; + for ( i = 0; i < v45; i++ ) + { + if ( pActors[ai_near_actors_ids[i]].ActorNearby() + || sub_4070EF_prolly_detect_player(PID(OBJECT_Actor,ai_near_actors_ids[i]), 4) ) + { + pActors[ai_near_actors_ids[i]].uAttributes |= ACTOR_NEARBY; + ai_array_4F6638_actor_ids[v19] = ai_near_actors_ids[i]; + ai_array_4F5E68[v19++] = ai_near_actors_distances[i]; + if ( v19 >= 30 ) + break; + } + } + ai_arrays_size = v19; + if ( (signed int)uNumActors > 0 ) + { + for ( uint i = 0; i < (signed int)uNumActors; ++i ) + { + if ( pActors[i].CanAct() && pActors[i].uSectorID == v37 ) + { + v25 = 0; + if ( v19 <= 0 ) + { + pActors[i].uAttributes |= ACTOR_ACTIVE; + ai_array_4F6638_actor_ids[ai_arrays_size++] = i; + } + else + { + while ( ai_array_4F6638_actor_ids[v25] != i ) + { + ++v25; + if ( v25 >= v19 ) + { + pActors[i].uAttributes |= ACTOR_ACTIVE; + ai_array_4F6638_actor_ids[ai_arrays_size++] = i; + break; + } + } + } + } + } + } + for ( j = 0; j < v45; ++j ) + { + if ( pActors[ai_near_actors_ids[j]].uAttributes & 0xC000 && pActors[ai_near_actors_ids[j]].CanAct() ) + { + v30 = 0; + if ( ai_arrays_size <= 0 ) + ai_array_4F6638_actor_ids[ai_arrays_size++] = ai_near_actors_ids[j]; + else + { + while ( ai_array_4F6638_actor_ids[v30] != ai_near_actors_ids[j] ) + { + ++v30; + if ( v30 >= ai_arrays_size ) + { + ai_array_4F6638_actor_ids[ai_arrays_size++] = ai_near_actors_ids[j]; + break; + } + } + } + } + } + if ( ai_arrays_size > 30 ) + ai_arrays_size = 30; + memcpy(ai_near_actors_ids.data(), ai_array_4F6638_actor_ids.data(), 4 * ai_arrays_size); + memcpy(ai_near_actors_distances.data(), ai_array_4F5E68.data(), 4 * ai_arrays_size); + for ( uint i = 0; i < ai_arrays_size; i++ ) + pActors[ai_near_actors_ids[i]].uAttributes |= ACTOR_ALIVE;//0x400 + return ai_arrays_size; +} + + +//----- (004070EF) -------------------------------------------------------- +bool __fastcall sub_4070EF_prolly_detect_player(unsigned int uObjID, unsigned int uObj2ID) +{ + signed int v2; // eax@1 + int obj1_sector; // eax@4 + float v8; // ST24_4@5 + signed int v12; // eax@7 + int obj2_z; // edi@11 + int obj2_x; // esi@11 + int obj2_sector; // eax@13 + float v20; // ST24_4@14 + int dist_x; // ebx@16 + signed int dist_3d; // ecx@16 + int v25; // eax@18 + BLVFace *v29; // ebx@32 + Vec3_short_ *v30; // esi@32 + int v31; // eax@32 + int v32; // ST50_4@44 + int v33; // ST54_4@44 + int v34; // eax@44 + signed int v38; // esi@45 + __int16 next_sector; // bx@58 + int v47; // [sp+18h] [bp-50h]@20 + int v48; // [sp+1Ch] [bp-4Ch]@20 + int v49; // [sp+20h] [bp-48h]@20 + int dist_z; // [sp+24h] [bp-44h]@16 + signed int higher_z; // [sp+24h] [bp-44h]@27 + signed int lower_z; // [sp+28h] [bp-40h]@26 + signed int higher_y; // [sp+2Ch] [bp-3Ch]@23 + signed int lower_y; // [sp+30h] [bp-38h]@22 + signed int higher_x; // [sp+34h] [bp-34h]@21 + signed int lower_x; // [sp+38h] [bp-30h]@20 + signed int sectors_visited; // [sp+3Ch] [bp-2Ch]@28 + int v58; // [sp+44h] [bp-24h]@50 + int v59; // [sp+48h] [bp-20h]@44 + int obj2_y; // [sp+50h] [bp-18h]@11 + int obj1_x; // [sp+58h] [bp-10h]@4 + int obj1_y; // [sp+5Ch] [bp-Ch]@4 + int obj1_z; // [sp+60h] [bp-8h]@4 + int current_sector; // [sp+64h] [bp-4h]@7 + int dist_y; + int v70; + + v2 = PID_ID(uObjID); + switch( PID_TYPE(uObjID) ) + { + case OBJECT_Decoration: + obj1_x = pLevelDecorations[v2].vPosition.x; + obj1_y = pLevelDecorations[v2].vPosition.y; + obj1_z = pLevelDecorations[v2].vPosition.z; + obj1_sector = pIndoor->GetSector(obj1_x, obj1_y, obj1_z); + break; + case OBJECT_Actor: + obj1_x = pActors[v2].vPosition.x; + obj1_y = pActors[v2].vPosition.y; + v8 = (double)pActors[v2].uActorHeight * 0.69999999; + //v9 = v8 + 6.7553994e15; + //obj1_z = LODWORD(v9) + pActors[v2].vPosition.z; + obj1_z = (int)v8 + pActors[v2].vPosition.z; + obj1_sector = pActors[v2].uSectorID; + break; + case OBJECT_Item: + obj1_x = pSpriteObjects[v2].vPosition.x; + obj1_y = pSpriteObjects[v2].vPosition.y; + obj1_z = pSpriteObjects[v2].vPosition.z; + obj1_sector = pSpriteObjects[v2].uSectorID; + break; + default: + return 0; + } + v12 = PID_ID(uObj2ID); + switch( PID_TYPE(uObj2ID) ) + { + case OBJECT_Decoration: + obj2_z = pLevelDecorations[v12].vPosition.z; + obj2_x = pLevelDecorations[v12].vPosition.x; + obj2_y = pLevelDecorations[v12].vPosition.y; + obj2_sector = pIndoor->GetSector(obj2_x, obj2_y, obj2_z); + break; + case OBJECT_Player: + obj2_x = pParty->vPosition.x; + obj2_z = pParty->sEyelevel + pParty->vPosition.z; + obj2_y = pParty->vPosition.y; + obj2_sector = pIndoor->GetSector(pParty->vPosition.x, pParty->vPosition.y, pParty->sEyelevel + pParty->vPosition.z); + break; + case OBJECT_Actor: + obj2_y = pActors[v12].vPosition.y; + obj2_x = pActors[v12].vPosition.x; + v20 = (double)pActors[v12].uActorHeight * 0.69999999; + //v21 = v20 + 6.7553994e15; + //obj2_z = LODWORD(v21) + pActors[v12].vPosition.z; + obj2_z = (int)v20 + pActors[v12].vPosition.z; + obj2_sector = pActors[v12].uSectorID; + break; + case OBJECT_Item: + obj2_x = pSpriteObjects[v12].vPosition.x; + obj2_z = pSpriteObjects[v12].vPosition.z; + obj2_y = pSpriteObjects[v12].vPosition.y; + obj2_sector = pSpriteObjects[v12].uSectorID; + break; + default: + return 0; + } + dist_x = obj2_x - obj1_x; + dist_z = obj2_z - obj1_z; + dist_y = obj2_y - obj1_y; + dist_3d = integer_sqrt(dist_x * dist_x + dist_y * dist_y + dist_z * dist_z); + //range check + if ( dist_3d > 5120 ) + return 0; + if ( uCurrentlyLoadedLevelType == LEVEL_Outdoor) + return 1; + v25 = 65536; + if ( dist_3d ) + v25 = 65536 / dist_3d; + v49 = dist_x * v25; + v47 = dist_z * v25; + v48 = dist_y * v25; + if ( obj1_x < obj2_x ) + { + lower_x = obj1_x; + higher_x = obj2_x; + } + else + { + lower_x = obj2_x; + higher_x = obj1_x; + } + if ( obj1_y < obj2_y ) + { + lower_y = obj1_y; + higher_y = obj2_y; + } + else + { + lower_y = obj2_y; + higher_y = obj1_y; + } + if ( obj1_z < obj2_z ) + { + lower_z = obj1_z; + higher_z = obj2_z; + } + else + { + lower_z = obj2_z; + higher_z = obj1_z; + } + sectors_visited = 0; + //monster in same sector with player + if ( obj1_sector == obj2_sector ) + return 1; + //search starts from monster + current_sector = obj1_sector; + for( int current_portal = 0; current_portal < pIndoor->pSectors[current_sector].uNumPortals; current_portal++ ) + { + v29 = &pIndoor->pFaces[pIndoor->pSectors[current_sector].pPortals[current_portal]]; + v30 = &pIndoor->pVertices[*v29->pVertexIDs]; + v31 = v29->pFacePlane_old.vNormal.z * (v30->z - obj1_z) + + v29->pFacePlane_old.vNormal.y * (v30->y - obj1_y) + + v29->pFacePlane_old.vNormal.x * (v30->x - obj1_x); + + if ( current_sector != v29->uSectorID ) + v31 = -v31; + + if ( v31 >= 0 && v30->x != obj1_x && v30->y != obj1_y && v30->z != obj1_z) + continue; + + if( lower_x > v29->pBounding.x2 + || higher_x < v29->pBounding.x1 + || lower_y > v29->pBounding.y2 + || higher_y < v29->pBounding.y1 + || lower_z > v29->pBounding.z2 + || higher_z < v29->pBounding.z1 ) + { + continue; + } + + v32 = fixpoint_mul(v29->pFacePlane_old.vNormal.x,v49); + v34 = fixpoint_mul(v29->pFacePlane_old.vNormal.y,v48); + v33 = fixpoint_mul(v29->pFacePlane_old.vNormal.z,v47); + + v59 = v32 + v33 + v34; + if ( v59 ) + { + v70 = v29->pFacePlane_old.dist + + obj1_z * v29->pFacePlane_old.vNormal.z + + obj1_x * v29->pFacePlane_old.vNormal.x + + obj1_y * v29->pFacePlane_old.vNormal.y; + v38 = -v70; + + // if ( v59 <= 0 ^ v70 <= 0 ) + + /* TEMPORARY + if ( v59 <= 0 && v70 <= 0 ) + { + continue; + } + if ( !(v59 <= 0 && v70 <= 0) ) + { + continue; + } + */ + + if( abs(v38) >> 14 > abs(v59) ) + continue; + + v58 = fixpoint_div(v38,v59); + + if( v58 < 0 ) + continue; + + if(!sub_4075DB(obj1_x + ((fixpoint_mul(v49,v58) + 32768) >> 16), obj1_y + ((fixpoint_mul(v48,v58) + 32768) >> 16), + obj1_z + ((fixpoint_mul(v47,v58) + 32768) >> 16), v29) ) + { + continue; + } + + //if there is no next sector turn back + if ( v29->uSectorID == current_sector ) + next_sector = v29->uBackSectorID; + else + next_sector = v29->uSectorID; + + //no more portals, quit + if ( next_sector == current_sector ) + break; + + ++sectors_visited; + current_sector = next_sector; + + //found player, quit + if ( next_sector == obj2_sector ) + return 1; + + current_sector = next_sector; + + //did we hit limit for portals? + //does the next room have portals? + if ( sectors_visited < 30 && pIndoor->pSectors[current_sector].uNumPortals > 0) + { + current_portal=-1; + continue; + } + else + break; + } + } + //did we stop in the sector where player is? + if ( current_sector != obj2_sector ) + return 0; + return 1; +} + + +//----- (00450B0A) -------------------------------------------------------- +bool __fastcall SpawnActor(unsigned int uMonsterID) +{ + unsigned int v1; // ebx@1 + bool result; // eax@2 + unsigned int v6; // ecx@5 + Actor actor; // [sp+4h] [bp-350h]@5 + Vec3_int_ pOut; // [sp+348h] [bp-Ch]@5 + + v1 = uMonsterID; + if ( uNumActors == 499 ) + result = 0; + else + { + if ( (signed int)uMonsterID >= (signed int)pMonsterList->uNumMonsters ) + v1 = 0; + memset(&actor, 0, sizeof(Actor)); + strcpy(actor.pActorName, pMonsterStats->pInfos[v1 + 1].pName); + actor.sCurrentHP = LOWORD(pMonsterStats->pInfos[v1 + 1].uHP); + memcpy(&actor.pMonsterInfo, &pMonsterStats->pInfos[v1 + 1], sizeof(MonsterInfo)); + actor.word_000086_some_monster_id = v1 + 1; + actor.uActorRadius = pMonsterList->pMonsters[v1].uMonsterRadius; + actor.uActorHeight = pMonsterList->pMonsters[v1].uMonsterHeight; + actor.uMovementSpeed = pMonsterList->pMonsters[v1].uMovementSpeed; + + Vec3_int_::Rotate(200, pParty->sRotationY, 0, pParty->vPosition, &pOut.x, &pOut.z, &pOut.y); + actor.vInitialPosition.x = pOut.x; + actor.vPosition.x = pOut.x; + actor.uTetherDistance = 256; + actor.vInitialPosition.y = LOWORD(pOut.z); + actor.vPosition.y = LOWORD(pOut.z); + actor.vInitialPosition.z = LOWORD(pOut.y); + actor.vPosition.z = LOWORD(pOut.y); + pSprites_LOD->DeleteSomeSprites(); + pPaletteManager->ResetNonTestLocked(); + v6 = uNumActors - 1; + if ( dword_5C6DF8 == 1 ) + { + dword_5C6DF8 = 0; + v6 = uNumActors++; + } + memcpy(&pActors[v6], &actor, sizeof(Actor)); + pActors[v6].PrepareSprites(1); + result = 1; + } + return result; +} +// 5C6DF8: using guessed type int dword_5C6DF8; + + +//----- (0044FA4C) -------------------------------------------------------- +signed int __fastcall sub_44FA4C_spawn_light_elemental(int a1, int a2, int a3) +{ + signed int result; // eax@13 + int v10; // ebx@16 + const char *v15; // [sp-4h] [bp-24h]@2 + unsigned int uFaceID; // [sp+8h] [bp-18h]@16 + int v19; // [sp+Ch] [bp-14h]@16 + size_t v20; // [sp+10h] [bp-10h]@6 + int v21; // [sp+14h] [bp-Ch]@14 + unsigned int v23; // [sp+1Ch] [bp-4h]@6 + + if ( a2 == 4 ) + v15 = "Elemental Light C"; + else if ( a2 == 3 ) + v15 = "Elemental Light B"; + else + v15 = "Elemental Light A"; + + v23 = pMonsterList->GetMonsterIDByName(v15); + v20 = 0; + for ( v20; v20 < uNumActors; v20++ ) + { + if ( pActors[v20].uAIState == Removed ) + break; + } + + result = uNumActors + 1; + if ( v20 != uNumActors || result < 500 ) + { + v21 = 0; + if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) + v21 = pIndoor->GetSector(pParty->vPosition.x, pParty->vPosition.y, pParty->vPosition.z); + v19 = (((uCurrentlyLoadedLevelType != LEVEL_Outdoor) - 1) & 0x40) + 64; + pActors[v20].Reset(); + strcpy(pActors[v20].pActorName, pMonsterStats->pInfos[v23 + 1].pName); + pActors[v20].sCurrentHP = pMonsterStats->pInfos[v23 + 1].uHP; + memcpy(&pActors[v20].pMonsterInfo, &pMonsterStats->pInfos[v23 + 1], sizeof(MonsterInfo)); + pActors[v20].word_000086_some_monster_id = v23 + 1; + pActors[v20].uActorRadius = pMonsterList->pMonsters[v23].uMonsterRadius; + pActors[v20].uActorHeight = pMonsterList->pMonsters[v23].uMonsterHeight; + pActors[v20].pMonsterInfo.uTreasureDiceRolls = 0; + pActors[v20].pMonsterInfo.uTreasureType = 0; + pActors[v20].pMonsterInfo.uExp = 0; + pActors[v20].uMovementSpeed = pMonsterList->pMonsters[v23].uMovementSpeed; + v10 = rand() % 2048; + pActors[v20].vInitialPosition.x = pParty->vPosition.x + fixpoint_mul(stru_5C6E00->Cos(v10), v19); + pActors[v20].vPosition.x = pActors[v20].vInitialPosition.x; + pActors[v20].vInitialPosition.y = pParty->vPosition.y + fixpoint_mul(stru_5C6E00->Sin(v10), v19); + pActors[v20].vPosition.y = pActors[v20].vInitialPosition.y; + pActors[v20].vInitialPosition.z = pParty->vPosition.z; + pActors[v20].vPosition.z = pActors[v20].vInitialPosition.z; + pActors[v20].uTetherDistance = 256; + pActors[v20].uSectorID = v21; + pActors[v20].PrepareSprites(0); + pActors[v20].pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Friendly; + pActors[v20].uAlly = 9999; + pActors[v20].uGroup = 0; + pActors[v20].uCurrentActionTime = 0; + pActors[v20].uAIState = Summoned; + pActors[v20].uCurrentActionLength = 256; + pActors[v20].UpdateAnimation(); + + result = pIndoor->GetSector(pActors[v20].vPosition.x, pActors[v20].vPosition.y, pActors[v20].vPosition.z); + if ( uCurrentlyLoadedLevelType == LEVEL_Outdoor + || result == v21 + && (result = BLV_GetFloorLevel(pActors[v20].vPosition.x, pActors[v20].vPosition.y, pActors[v20].vPosition.z, result, &uFaceID), result != -30000) + && (result = abs(result - pParty->vPosition.z), result <= 1024) ) + { + if ( v20 == uNumActors ) + ++uNumActors; + pActors[v20].uSummonerID = PID(OBJECT_Player, a1); + result = pActors[v20].pActorBuffs[ACTOR_BUFF_SUMMONED].Apply(pParty->uTimePlayed + (a3 * 128) / 30.0f, a2, a1, 0, 0); + } + } + return result; +} + +//----- (0044F57C) -------------------------------------------------------- +void SpawnEncounter(MapInfo *pMapInfo, SpawnPointMM7 *spawn, int a3, int a4, int a5) +{ + int v7; // eax@2 + char v8; // zf@5 + int v12; // edx@9 + int v18; // esi@31 + Actor *pMonster; // esi@35 + int v23; // edx@36 + signed int v24; // edi@36 + int v25; // ecx@36 + MonsterDesc *v27; // edi@48 + signed int v28; // eax@48 + int v32; // eax@50 + int v37; // eax@51 + int v38; // eax@52 + int v39; // edi@52 + std::string v40; // [sp-18h] [bp-100h]@60 + const char *v44; // [sp-8h] [bp-F0h]@13 + char *pTexture; // [sp-4h] [bp-ECh]@9 + char Str[32]; // [sp+Ch] [bp-DCh]@60 + char Str2[120]; // [sp+2Ch] [bp-BCh]@29 + unsigned int uFaceID; // [sp+A4h] [bp-44h]@52 + MonsterInfo *Src; // [sp+A8h] [bp-40h]@50 + int v50; // [sp+ACh] [bp-3Ch]@47 + char Source[32]; // [sp+B0h] [bp-38h]@20 + int v52; // [sp+D0h] [bp-18h]@34 + int v53; // [sp+D4h] [bp-14h]@34 + int pSector; // [sp+D8h] [bp-10h]@32 + int pPosX; // [sp+DCh] [bp-Ch]@32 + int v56; // [sp+E0h] [bp-8h]@8 + int v57; // [sp+E4h] [bp-4h]@1 + + //auto a2 = spawn; + v57 = 0; + //v5 = pMapInfo; + //v6 = spawn; + if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) + v7 = pOutdoor->ddm.field_C_alert; + else if (uCurrentlyLoadedLevelType == LEVEL_Outdoor) + v7 = pIndoor->dlv.field_C_alert; + else + v7 = 0; + if (v7) + v8 = (spawn->uAttributes & 1) == 0; + else + v8 = (spawn->uAttributes & 1) == 1; + if (v8) + return; + //result = (void *)(spawn->uIndex - 1); + v56 = 1; + switch (spawn->uIndex - 1) + { + case 0: + //v9 = pMapInfo->uEncounterMonster1AtLeast; + //v10 = rand(); + //v11 = pMapInfo->uEncounterMonster1AtMost; + //pTexture = pMapInfo->pEncounterMonster1Texture; + v12 = rand() % (pMapInfo->uEncounterMonster1AtMost - pMapInfo->uEncounterMonster1AtLeast + 1); + //v13 = pMapInfo->Dif_M1; + v57 = pMapInfo->Dif_M1; + v56 = pMapInfo->uEncounterMonster1AtLeast + v12; + strcpy(Source, pMapInfo->pEncounterMonster1Texture); + break; + case 3: + //pTexture = pMapInfo->pEncounterMonster1Texture; + //v44 = "%s A"; + sprintf(Source, "%s A", pMapInfo->pEncounterMonster1Texture); + break; + case 4: + //pTexture = pMapInfo->pEncounterMonster2Texture; + //v44 = "%s A"; + sprintf(Source, "%s A", pMapInfo->pEncounterMonster2Texture); + break; + case 5: + //pTexture = pMapInfo->pEncounterMonster3Texture; + //v44 = "%s A"; + sprintf(Source, "%s A", pMapInfo->pEncounterMonster3Texture); + break; + case 1: + //v9 = pMapInfo->uEncounterMonster2AtLeast; + //v14 = rand(); + //v15 = pMapInfo->uEncounterMonster2AtMost; + //pTexture = pMapInfo->pEncounterMonster2Texture; + v12 = rand() % (pMapInfo->uEncounterMonster2AtMost - pMapInfo->uEncounterMonster2AtLeast + 1); + //v13 = pMapInfo->Dif_M2; + v57 = pMapInfo->Dif_M2; + v56 = pMapInfo->uEncounterMonster2AtLeast + v12; + strcpy(Source, pMapInfo->pEncounterMonster2Texture); + break; + case 6: + //pTexture = pMapInfo->pEncounterMonster1Texture; + //v44 = "%s B"; + sprintf(Source, "%s B", pMapInfo->pEncounterMonster1Texture); + break; + case 7: + //pTexture = pMapInfo->pEncounterMonster2Texture; + //v44 = "%s B"; + sprintf(Source, "%s B", pMapInfo->pEncounterMonster2Texture); + break; + case 8: + //pTexture = pMapInfo->pEncounterMonster3Texture; + //v44 = "%s B"; + sprintf(Source, "%s B", pMapInfo->pEncounterMonster3Texture); + break; + case 2: + //v9 = pMapInfo->uEncounterMonster3AtLeast; + //v16 = rand(); + //v17 = pMapInfo->uEncounterMonster3AtMost; + //pTexture = pMapInfo->pEncounterMonster3Texture; + v12 = rand() % (pMapInfo->uEncounterMonster3AtMost - pMapInfo->uEncounterMonster3AtLeast + 1); + //v13 = pMapInfo->Dif_M3; + v57 = pMapInfo->Dif_M3; + v56 = pMapInfo->uEncounterMonster3AtLeast + v12; + strcpy(Source, pMapInfo->pEncounterMonster3Texture); + break; + case 9: + //pTexture = pMapInfo->pEncounterMonster1Texture; + //v44 = "%s C"; + sprintf(Source, "%s C", pMapInfo->pEncounterMonster1Texture); + break; + case 10: + //pTexture = pMapInfo->pEncounterMonster2Texture; + //v44 = "%s C"; + sprintf(Source, "%s C", pMapInfo->pEncounterMonster2Texture); + break; + case 11: + //pTexture = pMapInfo->pEncounterMonster3Texture; + //v44 = "%s C"; + sprintf(Source, "%s C", pMapInfo->pEncounterMonster3Texture); + break; + default: + return; + } + if (Source[0] == '0') + return; + v57 += a3; + if ( v57 > 4 ) + v57 = 4; + strcpy(Str2, Source); + if ( a4 ) + v56 = a4; + v18 = v56; + if ( (signed int)(v56 + uNumActors) >= 500 ) + return; + pSector = 0; + pPosX = spawn->vPosition.x; + a4 = spawn->vPosition.y; + a3 = spawn->vPosition.z; + if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) + pSector = pIndoor->GetSector(spawn->vPosition.x, spawn->vPosition.y, spawn->vPosition.z); + v53 = 0; + v52 = (((uCurrentlyLoadedLevelType != LEVEL_Outdoor) - 1) & 0x40) + 64; + if ( v18 <= 0 ) + return; + for (uint i = v53; i < v56; ++i) + { + pMonster = &pActors[uNumActors]; + pActors[uNumActors].Reset(); + if ( v57 ) + { + v23 = rand() % 100; + v24 = 3; + v25 = (unsigned __int16)word_4E8152[3 * v57]; + if ( v23 >= v25 ) + { + if ( v23 < v25 + (unsigned __int16)word_4E8152[3 * v57 + 1] ) + v24 = 2; + } + else + v24 = 1; + if ( v24 == 1 ) + { + pTexture = Source; + v44 = "%s A"; + } + else + { + if ( v24 == 2 ) + { + pTexture = Source; + v44 = "%s B"; + } + else + { + if ( v24 != 3 ) + continue; + pTexture = Source; + v44 = "%s C"; + } + } + sprintf(Str2, v44, pTexture); + } + v50 = pMonsterList->GetMonsterIDByName(Str2); + pTexture = Str2; + if ( (signed __int16)v50 == -1 ) + { + sprintf(Str, "Can't create random monster: '%s'! See MapStats.txt and Monsters.txt!", pTexture); + MessageBoxA(nullptr, Str, nullptr, 0); + ExitProcess(0); + } + v27 = &pMonsterList->pMonsters[(signed __int16)v50]; + v28 = pMonsterStats->FindMonsterByTextureName(pTexture); + if ( !v28 ) + v28 = 1; + Src = &pMonsterStats->pInfos[v28]; + strcpy(pMonster->pActorName, Src->pName); + pMonster->sCurrentHP = Src->uHP; + assert(sizeof(MonsterInfo) == 88); + memcpy(&pMonster->pMonsterInfo, Src, sizeof(MonsterInfo));//Uninitialized portail memory access + pMonster->word_000086_some_monster_id = v50 + 1; + pMonster->uActorRadius = v27->uMonsterRadius; + pMonster->uActorHeight = v27->uMonsterHeight; + pMonster->uMovementSpeed = v27->uMovementSpeed; + pMonster->vInitialPosition.x = spawn->vPosition.x; + pMonster->vPosition.x = spawn->vPosition.x; + pMonster->uTetherDistance = 256; + pMonster->vInitialPosition.y = a4; + pMonster->vPosition.y = a4; + pMonster->vInitialPosition.z = a3; + pMonster->vPosition.z = a3; + pMonster->uSectorID = pSector; + pMonster->uGroup = spawn->uGroup; + pMonster->PrepareSprites(0); + pMonster->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Friendly; + v32 = rand(); + a3 = fixpoint_mul(stru_5C6E00->Cos(v32 % 2048), v52); + pPosX = a3 + spawn->vPosition.x; + a3 = fixpoint_mul(stru_5C6E00->Sin(v32 % 2048), v52); + a4 = a3 + spawn->vPosition.y; + a3 = spawn->vPosition.z; + if ( uCurrentlyLoadedLevelType == LEVEL_Outdoor ) + { + if ( a5 ) + pMonster->uAttributes |= ACTOR_AGGRESSOR; + ++uNumActors; + continue; + } + v37 = pIndoor->GetSector(pPosX, a4, spawn->vPosition.z); + if ( v37 == pSector ) + { + v38 = BLV_GetFloorLevel(pPosX, a4, a3, v37, &uFaceID); + v39 = v38; + if ( v38 != -30000 ) + { + if ( abs(v38 - a3) <= 1024 ) + { + a3 = v39; + if ( a5 ) + pMonster->uAttributes |= ACTOR_AGGRESSOR; + ++uNumActors; + continue; + } + } + } + ; + //v53 = (char *)v53 + 1; + //result = v53; + } + //while ( (signed int)v53 < v56 ); +} + +//----- (00438F8F) -------------------------------------------------------- +void area_of_effect__damage_evaluate() +{ + int attacker_type; // ecx@3 + signed int v3; // eax@3 + unsigned int target_id; // edi@6 + int target_type; // eax@6 + int v10; // edi@8 + Vec3_int_ attacker_coord; // ST04_12@9 + // int v12; // ST0C_4@10 + int v15; // edx@15 + int v19; // edi@15 + int v23; // edx@18 + int v24; // eax@18 + // int v30; // eax@29 + int v31; // edx@29 + int v32; // eax@29 + int v33; // ST24_4@29 + SpriteObject *v36; // [sp+0h] [bp-28h]@0 + int attacker_id; // [sp+10h] [bp-18h]@1 + int v44; // [sp+14h] [bp-14h]@15 + //Vec3_int_ *pVelocity; // [sp+1Ch] [bp-Ch]@2 + signed int a1; // [sp+20h] [bp-8h]@8 + int v48; // [sp+24h] [bp-4h]@8 + + + for (attacker_id = 0; attacker_id < AttackerInfo.count; ++attacker_id) + { + attacker_type = PID_TYPE(AttackerInfo.pIDs[attacker_id]); + v3 = PID_ID(AttackerInfo.pIDs[attacker_id]); + + if (attacker_type == 2) + { + v36 = &pSpriteObjects[v3]; + attacker_type = PID_TYPE(pSpriteObjects[v3].spell_caster_pid); + v3 = PID_ID(pSpriteObjects[v3].spell_caster_pid); + } + + if (AttackerInfo.field_3EC[attacker_id] & 1) + { + target_id = PID_ID(ai_near_actors_targets_pid[v3]); + target_type = PID_TYPE(ai_near_actors_targets_pid[v3]) - 3; + if (target_type) + { + if (target_type == 1)//party damage from monsters(ïîâðåæäåíèÿ ãðóïïå îò ìîíñòðîâ) + { + v10 = pParty->vPosition.y - AttackerInfo.pYs[attacker_id]; + a1 = pParty->vPosition.x - AttackerInfo.pXs[attacker_id]; + v48 = pParty->vPosition.y - AttackerInfo.pYs[attacker_id]; + if (a1 * a1 + v10 * v10 + + ((signed int)(pParty->vPosition.z + pParty->uPartyHeight) >> (1 - AttackerInfo.pZs[attacker_id])) + * ((signed int)(pParty->vPosition.z + pParty->uPartyHeight) >> (1 - AttackerInfo.pZs[attacker_id])) + < (unsigned int)((AttackerInfo.field_324[attacker_id] + 32) * (AttackerInfo.field_324[attacker_id] + 32))) + { + attacker_coord.x = AttackerInfo.pXs[attacker_id]; + attacker_coord.y = AttackerInfo.pYs[attacker_id]; + attacker_coord.z = AttackerInfo.pZs[attacker_id]; + if (sub_407A1C(pParty->vPosition.x, pParty->vPosition.y, pParty->vPosition.z + pParty->sEyelevel, attacker_coord)) + DamagePlayerFromMonster(AttackerInfo.pIDs[attacker_id], AttackerInfo.field_450[attacker_id], &AttackerInfo.vec_4B4[attacker_id], stru_50C198.which_player_to_attack(&pActors[v3])); + } + } + } + else//Actor damage from monsters(ïîâðåæäåíèå ìåñòíîãî æèòåëÿ) + { + if (SHIDWORD(pActors[target_id].pActorBuffs[ACTOR_BUFF_PARALYZED].uExpireTime) > 0 + || SHIDWORD(pActors[target_id].pActorBuffs[ACTOR_BUFF_PARALYZED].uExpireTime) >= 0 + && LODWORD(pActors[target_id].pActorBuffs[ACTOR_BUFF_PARALYZED].uExpireTime) + || pActors[target_id].CanAct()) + { + v15 = pActors[target_id].vPosition.y - AttackerInfo.pYs[attacker_id]; + a1 = pActors[target_id].vPosition.x - AttackerInfo.pXs[attacker_id]; + v44 = pActors[target_id].vPosition.z; + v19 = AttackerInfo.field_324[attacker_id] + pActors[target_id].uActorRadius; + v48 = v15; + if (a1 * a1 + v15 * v15 + (pActors[target_id].vPosition.z + (pActors[target_id].uActorHeight >> 1) - AttackerInfo.pZs[attacker_id]) + * (pActors[target_id].vPosition.z + (pActors[target_id].uActorHeight >> 1) - AttackerInfo.pZs[attacker_id]) < (unsigned int)(v19 * v19)) + { + attacker_coord.x = AttackerInfo.pXs[attacker_id]; + attacker_coord.y = AttackerInfo.pYs[attacker_id]; + attacker_coord.z = AttackerInfo.pZs[attacker_id]; + if (sub_407A1C(pActors[target_id].vPosition.x, pActors[target_id].vPosition.y, pActors[target_id].vPosition.z + 50, attacker_coord)) + { + Vec3_int_::Normalize(&a1, &v48, &v44); + AttackerInfo.vec_4B4[attacker_id].x = a1; + AttackerInfo.vec_4B4[attacker_id].y = v48; + AttackerInfo.vec_4B4[attacker_id].z = v44; + Actor::ActorDamageFromMonster(AttackerInfo.pIDs[attacker_id], target_id, &AttackerInfo.vec_4B4[attacker_id], AttackerInfo.field_450[attacker_id]); + } + } + } + } + } + else //damage from spells(ïîâðåæäåíèÿ îò çàêëîâ(ìåòåîðèòíûé äîæäü)) + { + v23 = pParty->vPosition.y - AttackerInfo.pYs[attacker_id]; + v24 = ((signed int)pParty->uPartyHeight / 2) - AttackerInfo.pZs[attacker_id]; + a1 = pParty->vPosition.x - AttackerInfo.pXs[attacker_id]; + v48 = pParty->vPosition.y - AttackerInfo.pYs[attacker_id]; + if (a1 * a1 + v23 * v23 + (pParty->vPosition.z + v24) * (pParty->vPosition.z + v24) < (unsigned int)((AttackerInfo.field_324[attacker_id] + 32) * (AttackerInfo.field_324[attacker_id] + 32))) + {//party damage (ïîâðåæäåíèÿ ãðóïïå) + attacker_coord.x = AttackerInfo.pXs[attacker_id]; + attacker_coord.y = AttackerInfo.pYs[attacker_id]; + attacker_coord.z = AttackerInfo.pZs[attacker_id]; + if (sub_407A1C(pParty->vPosition.x, pParty->vPosition.y, pParty->vPosition.z + pParty->sEyelevel, attacker_coord)) + { + for (uint i = 0; i < 4; ++i) + { + if (!(HIDWORD(pParty->pPlayers[i].pConditions[Condition_Dead]) | LODWORD(pParty->pPlayers[i].pConditions[Condition_Dead])) + && !pParty->pPlayers[i].pConditions[Condition_Pertified] && !pParty->pPlayers[i].pConditions[Condition_Eradicated]) + DamagePlayerFromMonster(AttackerInfo.pIDs[attacker_id], AttackerInfo.field_450[attacker_id], &AttackerInfo.vec_4B4[attacker_id], i); + } + } + } + if ((signed int)uNumActors > 0) + {//actors damage(ïîâðåæäåíèÿ äðóãèì ó÷àñòíèêàì) + for (int actorID = 0; (signed int)actorID < (signed int)uNumActors; ++actorID) + { + if (pActors[actorID].CanAct()) + { + //v30 = pActors[actorID].vPosition.y - AttackerInfo.pYs[attacker_id]; + a1 = pActors[actorID].vPosition.x - AttackerInfo.pXs[attacker_id]; + v31 = pActors[actorID].vPosition.z; + v48 = pActors[actorID].vPosition.y - AttackerInfo.pYs[attacker_id]; + v44 = pActors[actorID].vPosition.z; + v32 = (pActors[actorID].uActorHeight / 2) - AttackerInfo.pZs[attacker_id]; + v33 = pActors[actorID].uActorRadius + AttackerInfo.field_324[attacker_id]; + if (a1 * a1 + v48 * v48 + (v31 + v32) * (v31 + v32) < (unsigned int)(v33 * v33)) + { + attacker_coord.x = AttackerInfo.pXs[attacker_id]; + attacker_coord.y = AttackerInfo.pYs[attacker_id]; + attacker_coord.z = AttackerInfo.pZs[attacker_id]; + if (sub_407A1C(pActors[actorID].vPosition.x, pActors[actorID].vPosition.y, pActors[actorID].vPosition.z + 50, attacker_coord))//÷òî äåëàåò ô-öèÿ? + { + Vec3_int_::Normalize(&a1, &v48, &v44); + AttackerInfo.vec_4B4[attacker_id].x = a1; + AttackerInfo.vec_4B4[attacker_id].y = v48; + AttackerInfo.vec_4B4[attacker_id].z = v44; + switch (attacker_type) + { + case OBJECT_Player: + Actor::DamageMonsterFromParty(AttackerInfo.pIDs[attacker_id], actorID, &AttackerInfo.vec_4B4[attacker_id]); + break; + case OBJECT_Actor: + if (v36 && pActors[v3].GetActorsRelation(&pActors[actorID])) + Actor::ActorDamageFromMonster(AttackerInfo.pIDs[attacker_id], actorID, &AttackerInfo.vec_4B4[attacker_id], v36->field_61); + break; + case OBJECT_Item: + ItemDamageFromActor(AttackerInfo.pIDs[attacker_id], actorID, &AttackerInfo.vec_4B4[attacker_id]); + break; + } + } + } + } + } + } + } + } + AttackerInfo.count = 0; +} + +//----- (0043AE12) -------------------------------------------------------- +double __fastcall sub_43AE12(signed int a1) +{ + //signed int v1; // ST00_4@1 + signed int v2; // ecx@1 + double v3; // st7@1 + double result; // st7@6 + + v3 = (double)a1; + for (v2 = 0; v2 < 5; ++v2) + { + if (v3 < flt_4E4A80[v2 + 5]) + break; + } + if (v2 <= 0 || v2 >= 5) + { + if (v2) + result = flt_4E4A80[4]; + else + result = flt_4E4A80[0]; + } + else + result = (flt_4E4A80[v2] - flt_4E4A80[v2 - 1]) * (v3 - flt_4E4A80[v2 + 4]) / (flt_4E4A80[v2 + 5] - flt_4E4A80[v2 + 4]) + flt_4E4A80[v2]; + return result; +} + +//----- (0043B057) -------------------------------------------------------- +void ItemDamageFromActor(unsigned int uObjID, unsigned int uActorID, Vec3_int_ *pVelocity) +{ + int v6; // eax@4 + int damage; // edi@4 + int a2a; // [sp+Ch] [bp-4h]@8 + + if (!pActors[uActorID].IsNotAlive()) + { + if (PID_TYPE(uObjID) == OBJECT_Item) + { + if (pSpriteObjects[PID_ID(uObjID)].spell_id) + { + v6 = _43AFE3_calc_spell_damage(pSpriteObjects[PID_ID(uObjID)].spell_id, pSpriteObjects[PID_ID(uObjID)].spell_level, pSpriteObjects[PID_ID(uObjID)].spell_skill, pActors[uActorID].sCurrentHP); + damage = pActors[uActorID].CalcMagicalDamageToActor((DAMAGE_TYPE)0, v6); + pActors[uActorID].sCurrentHP -= damage; + if (damage) + { + if (pActors[uActorID].sCurrentHP > 0) + Actor::AI_Stun(uActorID, uObjID, 0); + else + Actor::Die(uActorID); + a2a = 20 * damage / (signed int)pActors[uActorID].pMonsterInfo.uHP; + if (20 * damage / (signed int)pActors[uActorID].pMonsterInfo.uHP > 10) + a2a = 10; + if (!MonsterStats::BelongsToSupertype(pActors[uActorID].pMonsterInfo.uID, MONSTER_SUPERTYPE_TREANT)) + { + pVelocity->x = fixpoint_mul(a2a, pVelocity->x); + pVelocity->y = fixpoint_mul(a2a, pVelocity->y); + pVelocity->z = fixpoint_mul(a2a, pVelocity->z); + pActors[uActorID].vVelocity.x = 50 * LOWORD(pVelocity->x); + pActors[uActorID].vVelocity.y = 50 * LOWORD(pVelocity->y); + pActors[uActorID].vVelocity.z = 50 * LOWORD(pVelocity->z); + } + Actor::AddBloodsplatOnDamageOverlay(uActorID, 1, damage); + } + else + Actor::AI_Stun(uActorID, uObjID, 0); + } + } + } +}
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/Engine/Objects/Actor.h Thu Sep 18 23:59:29 2014 +0600 @@ -0,0 +1,340 @@ +#pragma once +#include "Monsters.h" +#include "Spells.h" +#include "Items.h" + + + + + + +/* 357 */ +#pragma pack(push, 1) +struct stru319 +{ + int which_player_to_attack(struct Actor *pActor); + int _427546(int a2); + int FindClosestActor(int a2, int a3, int a4); + + char field_0; +}; +#pragma pack(pop) + + +extern stru319 stru_50C198; // idb + + +enum ABILITY_INDEX +{ + ABILITY_ATTACK1 = 0, + ABILITY_ATTACK2 = 1, + ABILITY_SPELL1 = 2, + ABILITY_SPELL2 = 3, +}; + + + +/* 361 */ +enum ACTOR_BUFF_INDEX +{ + ACTOR_BUFF_CHARM = 1, + ACTOR_BUFF_SUMMONED = 2, + ACTOR_BUFF_SHRINK = 3, + ACTOR_BUFF_AFRAID = 4, + ACTOR_BUFF_STONED = 5, + ACTOR_BUFF_PARALYZED = 6, + ACTOR_BUFF_SLOWED = 7, + ACTOR_BUFF_SOMETHING_THAT_HALVES_AC = 8, + ACTOR_BUFF_BERSERK = 9, + ACTOR_BUFF_MASS_DISTORTION = 10, + ACTOR_BUFF_FATE = 11, + ACTOR_BUFF_ENSLAVED = 12, + ACTOR_BUFF_DAY_OF_PROTECTION = 13, + ACTOR_BUFF_HOUR_OF_POWER = 14, + ACTOR_BUFF_SHIELD = 15, + ACTOR_BUFF_STONESKIN = 16, + ACTOR_BUFF_BLESS = 17, + ACTOR_BUFF_HEROISM = 18, + ACTOR_BUFF_HASTE = 19, + ACTOR_BUFF_PAIN_REFLECTION = 20, + ACTOR_BUFF_PAIN_HAMMERHANDS = 21, +}; + + + + + +/* 295 */ +enum ObjectType +{ + OBJECT_Any = 0x0, + OBJECT_BLVDoor = 0x1, + OBJECT_Item = 0x2, + OBJECT_Actor = 0x3, + OBJECT_Player = 0x4, + OBJECT_Decoration = 0x5, + OBJECT_BModel = 0x6, +}; + + + + + + + +/* 264 */ +enum AIState : unsigned __int16 +{ + Standing = 0x0, + Tethered = 0x1, + AttackingMelee = 0x2, + AttackingRanged1 = 0x3, + Dying = 0x4, + Dead = 0x5, + Pursuing = 0x6, + Fleeing = 0x7, + Stunned = 0x8, + Fidgeting = 0x9, + Interacting = 10, + Removed = 11, + AttackingRanged2 = 0xC, + AttackingRanged3 = 0xD, + Stoned = 0xE, + Paralyzed = 0xF, + Resurrected = 16, + Summoned = 17, + AttackingRanged4 = 18, + Disabled = 19, +}; + +/* 265 */ +enum ActorAnimation : __int32 +{ + ANIM_Standing = 0x0, + ANIM_Walking = 0x1, + ANIM_AtkMelee = 0x2, + ANIM_AtkRanged = 0x3, + ANIM_GotHit = 0x4, + ANIM_Dying = 0x5, + ANIM_Dead = 0x6, + ANIM_Bored = 0x7, +}; +#pragma pack(pop) + +#define ACTOR_UNKNOW2 0x00000008 +#define ACTOR_STAND_IN_QUEUE 0x00000080 +#define ACTOR_ALIVE 0x00000400 +#define ACTOR_ACTIVE 0x00004000 +#define ACTOR_NEARBY 0x00008000 +#define ACTOR_UNKNOW11 0x00010000 +#define ACTOR_FLEEING 0x00020000 +#define ACTOR_UNKNOW5 0x00040000 +#define ACTOR_AGGRESSOR 0x00080000 +#define ACTOR_UNKNOW7 0x00100000 +#define ACTOR_ANIMATION 0x00200000 +#define ACTOR_UNKNOW9 0x00400000 +#define ACTOR_HAS_ITEM 0x00800000 +#define ACTOR_HOSTILE 0x01000000 + +#pragma pack(push, 1) + + + + +/* 247 */ +#pragma pack(push, 1) +struct AIDirection +{ + Vec3_int_ vDirection; + unsigned int uDistance; + unsigned int uDistanceXZ; + unsigned int uYawAngle; + unsigned int uPitchAngle; +}; +#pragma pack(pop) + + + + + +/* 71 */ +#pragma pack(push, 1) +struct ActorJob +{ + struct Vec3_short_ vPos; + unsigned __int16 uAttributes; + unsigned __int8 uAction; + unsigned __int8 uHour; + unsigned __int8 uDay; + unsigned __int8 uMonth; +}; +#pragma pack(pop) + + +/* 66 */ +#pragma pack(push, 1) +struct Actor +{ +//----- (0041F4C1) -------------------------------------------------------- + inline Actor() + { + signed int i; // edx@1 + + for ( i = 0; i < 22; i++ ) + { + this->pActorBuffs[i].uSkill = 0; + this->pActorBuffs[i].uPower = 0; + this->pActorBuffs[i].uExpireTime = 0; + this->pActorBuffs[i].uCaster = 0; + this->pActorBuffs[i].uFlags = 0; + } + for ( i = 0; i < 4; i++ ) + this->ActorHasItems[i].Reset(); + Reset(); + } + + void SummonMinion(int summonerId); + void Reset(); + void Remove(); + void PrepareSprites(char load_sounds_if_bit1_set); + void UpdateAnimation(); + signed int GetActorsRelation(Actor *a2); + void SetRandomGoldIfTheresNoItem(); + bool CanAct(); + bool IsNotAlive(); + bool IsPeasant(); + + inline void ResetAnimation(){uAttributes &= 0xFFDFFFFF;} + inline void ResetQueue(){uAttributes &= ~ACTOR_STAND_IN_QUEUE;} + inline void ResetActive(){uAttributes &= 0xFFFFBFFF;} + inline void ResetAlive(){uAttributes &= 0xFFFFFBFF;} + inline void ResetHasItem(){uAttributes &= 0xFF7FFFFF;} + inline void ResetHostile(){uAttributes &= 0xFEFFFFFF;} + inline void ResetAggressor(){uAttributes &= 0xFFF7FFFF;} + inline bool ActorEnemy()const {return(uAttributes & ACTOR_AGGRESSOR) != 0;} + inline bool ActorFriend()const {return(uAttributes & ACTOR_AGGRESSOR) == 0;} + inline bool ActorHasItem()const {return(uAttributes & ACTOR_HAS_ITEM) != 0;} + inline bool ActorNearby()const {return(uAttributes & ACTOR_NEARBY) != 0;} + + static void _SelectTarget(unsigned int uActorID, int *a2, bool can_target_party); + static void AI_Pursue3(unsigned int uActorID, unsigned int a2, signed int uActionLength, struct AIDirection *a4); + static void AI_Pursue2(unsigned int uActorID, unsigned int a2, signed int uActionLength, struct AIDirection *pDir, int a5); + static void AI_Flee(unsigned int uActorID, signed int edx0, int uActionLength, struct AIDirection *a4); + static void AI_Pursue1(unsigned int uActorID, unsigned int a2, signed int arg0, signed int uActionLength, struct AIDirection *pDir); + static void PlaySound(unsigned int uActorID, unsigned int uSoundID); + static void Die(unsigned int uActorID); + static void Resurrect(unsigned int uActorID); + static void AI_Bored(unsigned int uActorID, unsigned int uObjID, struct AIDirection *a4); + static void AI_Stun(unsigned int uActorID, signed int edx0, int arg0); + static char __fastcall _4031C1_update_job_never_gets_called(unsigned int uActorID, signed int a2, int a3); + static void AI_RandomMove(unsigned int uActor_id, unsigned int uTarget_id, int radius, int uActionLength); + static void AI_MissileAttack1(unsigned int uActorID, signed int sTargetPid, struct AIDirection *pDir); + static void AI_MissileAttack2(unsigned int uActorID, signed int sTargetPid, struct AIDirection *pDir); + static void AI_SpellAttack1(unsigned int uActorID, signed int sTargetPid, struct AIDirection *pDir); + static void AI_SpellAttack2(unsigned int uActorID, signed int sTargetPid, struct AIDirection *pDir); + static void AI_MeleeAttack(unsigned int uActorID, signed int sTargetPid, struct AIDirection *arg0); + static void __fastcall StandAwhile(unsigned int uActorID); + static void AI_Stand(unsigned int uActorID, unsigned int object_to_face_pid, unsigned int uActionLength, struct AIDirection *a4); + static void AI_StandOrBored(unsigned int uActorID, signed int uObjID, int uActionLength, struct AIDirection *a4); + static void AI_FaceObject(unsigned int uActorID, unsigned int uObjID, int _48, struct AIDirection *a4); + static void GetDirectionInfo(unsigned int uObj1ID, unsigned int uObj2ID, struct AIDirection *pOut, int a4); + static void Explode(unsigned int uActorID); + static void AI_RangedAttack(unsigned int uActorID, struct AIDirection *a2, int type, char a4); + static void AI_SpellAttack(unsigned int uActorID, struct AIDirection *pDir, int uSpellID, int a4, unsigned int uSkillLevel); + static void ActorDamageFromMonster(signed int attacker_id, unsigned int actor_id, struct Vec3_int_ *pVelocity, signed int a4); + + static unsigned short GetObjDescId( int spellId ); + + static void AggroSurroundingPeasants(unsigned int uActorID, int a2); + static bool ArePeasantsOfSameFaction(Actor *a1, Actor *a2); + static void StealFrom(unsigned int uActorID); + static void GiveItem(signed int uActorID, unsigned int uItemID, unsigned int bGive); + static void ToggleFlag(signed int uActorID, unsigned int uFlag, int bToggle); + static void ApplyFineForKillingPeasant(unsigned int uActorID); + static void DrawHealthBar(Actor *actor, struct GUIWindow *window); + int _43B3E0_CalcDamage(signed int dmgSource); + static void AddBloodsplatOnDamageOverlay(unsigned int uActorID, int a2, signed int a3); + + static bool _46DF1A_collide_against_actor(int a1, int a2); + static void Arena_summon_actor(int monster_id, __int16 x, int y, int z); + static void DamageMonsterFromParty(signed int a1, unsigned int uActorID_Monster, struct Vec3_int_ *pVelocity); + static void MakeActorAIList_ODM(); + static int MakeActorAIList_BLV(); + static void UpdateActorAI(); + static void InitializeActors(); + static unsigned int SearchAliveActors(unsigned int *pTotalActors); + static unsigned int SearchActorByMonsterID(unsigned int *pTotalActors, int uMonsterID); + static unsigned int SearchActorByGroup(unsigned int *pTotalActors, unsigned int uGroup); + static unsigned int SearchActorByID(unsigned int *pTotalActors, unsigned int a2); + + + void LootActor(); + bool _427102_IsOkToCastSpell(signed int a2); + ABILITY_INDEX special_ability_use_check(int a2); + bool _4273BB_DoesHitOtherActor(Actor *defender, int a3, int a4); + bool ActorHitOrMiss(Player *pPlayer); + int CalcMagicalDamageToActor(DAMAGE_TYPE dmgType, signed int incomingDmg); + bool DoesDmgTypeDoDamage(DAMAGE_TYPE uType); + + char pActorName[32]; + signed __int16 sNPC_ID; + __int16 field_22; + unsigned int uAttributes; + __int16 sCurrentHP; + char field_2A[2]; + struct MonsterInfo pMonsterInfo; + __int16 word_000084_range_attack; + __int16 word_000086_some_monster_id; + unsigned __int16 uActorRadius; + unsigned __int16 uActorHeight; + unsigned __int16 uMovementSpeed; + struct Vec3_short_ vPosition; + struct Vec3_short_ vVelocity; + unsigned __int16 uYawAngle; + unsigned __int16 uPitchAngle; + __int16 uSectorID; + unsigned __int16 uCurrentActionLength; + struct Vec3_short_ vInitialPosition; + struct Vec3_short_ vGuardingPosition; + unsigned __int16 uTetherDistance; + AIState uAIState; + unsigned __int16 uCurrentActionAnimation; + unsigned __int16 uCarriedItemID; + char field_B6; + char field_B7; + unsigned int uCurrentActionTime; + unsigned __int16 pSpriteIDs[8]; + unsigned __int16 pSoundSampleIDs[4]; // 1 die 3 bored + struct SpellBuff pActorBuffs[22]; + struct ItemGen ActorHasItems[4]; + unsigned int uGroup; + unsigned int uAlly; + struct ActorJob pScheduledJobs[8]; + unsigned int uSummonerID; + unsigned int uLastCharacterIDToHit; + int dword_000334_unique_name; + char field_338[12]; +}; +#pragma pack(pop) + + + + + + +//extern Actor pMonsterInfoUI_Doll; + +extern std::array<Actor, 500> pActors; +extern size_t uNumActors; + +bool CheckActors_proximity(); +int __fastcall IsActorAlive(unsigned int uType, unsigned int uParam, unsigned int uNumAlive); // idb +void __fastcall sub_448518_npc_set_item(int npc, unsigned int item, int a3); +void __fastcall ToggleActorGroupFlag(unsigned int uGroupID, unsigned int uFlag, unsigned int bToggle); +bool __fastcall sub_4070EF_prolly_detect_player(unsigned int uObjID, unsigned int uObj2ID); +bool __fastcall SpawnActor(unsigned int uMonsterID); +int __fastcall sub_44FA4C_spawn_light_elemental(int a1, int a2, int a3); +void SpawnEncounter(struct MapInfo *pMapInfo, struct SpawnPointMM7 *spawn, int a3, int a4, int a5); +void area_of_effect__damage_evaluate(); +double __fastcall sub_43AE12(signed int a1); +void ItemDamageFromActor(unsigned int uObjID, unsigned int uActorID, struct Vec3_int_ *pVelocity);
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/Engine/Objects/Chest.cpp Thu Sep 18 23:59:29 2014 +0600 @@ -0,0 +1,806 @@ +#define _CRTDBG_MAP_ALLOC +#include <stdlib.h> +#include <crtdbg.h> + +#define _CRT_SECURE_NO_WARNINGS +#include <stdio.h> + +#include "ErrorHandling.h" + +#include "Items.h" +#include "Chest.h" +#include "FrameTableInc.h" +#include "LOD.h" +#include "MapInfo.h" +#include "Actor.h" +#include "Engine/Graphics/Outdoor.h" +#include "Engine/Graphics/DecorationList.h" +#include "Party.h" +#include "AudioPlayer.h" +#include "OurMath.h" +#include "Texts.h" +#include "ObjectList.h" +#include "GUIWindow.h" +#include "Timer.h" + +#include "MM7.h" +#include "SpriteObject.h" +#include "Mouse.h" +#include "Engine/Graphics/Viewport.h" +#include "Engine/Graphics/Level/Decoration.h" + +size_t uNumChests; // idb +struct ChestList *pChestList; +std::array<Chest, 20> pChests; + + +const int pChestPixelOffsetX[8] = {42, 18, 18, 42, 42, 42, 18, 42}; +const int pChestPixelOffsetY[8] = {34, 30, 30, 34, 34, 34, 30, 34}; +const int pChestWidthsByType[8] = {9, 9, 9, 9, 9, 9, 9, 9}; +const int pChestHeightsByType[8] = {9, 9, 9, 9, 9, 9, 9, 9}; + + +//----- (0042041E) -------------------------------------------------------- +bool Chest::Open( signed int uChestID ) +{ + unsigned int pMapID; // eax@8 + int pRandom; // edx@16 + int v6; // eax@16 + ODMFace *pODMFace; // eax@19 + BLVFace *pBLVFace; // eax@20 + int pObjectX; // ebx@21 + int pObjectZ; // edi@21 + double dir_x; // st7@23 + double dir_y; // st6@23 + double length_vector; // st7@23 + int pDepth; // ecx@26 + Vec3_int_ v; // ST4C_12@28 + bool flag_shout; // edi@28 + int pSpriteID[4]; // [sp+84h] [bp-40h]@16 + Vec3_int_ pOut; // [sp+A0h] [bp-24h]@28 + int pObjectY; // [sp+B0h] [bp-14h]@21 + int sRotX; // [sp+B4h] [bp-10h]@23 + float dir_z; // [sp+BCh] [bp-8h]@23 + int sRotY; // [sp+C0h] [bp-4h]@8 + SpriteObject pSpellObject; // [sp+14h] [bp-B0h]@28 + + assert( uChestID < 20 ); + if ( ( uChestID < 0 ) && ( uChestID >= 20 ) ) + return false; + Chest* chest = &pChests[uChestID]; + + ++pIcons_LOD->uTexturePacksCount; + if (!pIcons_LOD->uNumPrevLoadedFiles) + pIcons_LOD->uNumPrevLoadedFiles = pIcons_LOD->uNumLoadedFiles; + + if (!chest->Initialized()) + Chest::PlaceItems(uChestID); + + if ( !uActiveCharacter ) + return false; + flag_shout = false; + pMapID = pMapStats->GetMapInfo(pCurrentMapName); + if ( chest->Trapped() && pMapID ) + { + if ( pPlayers[uActiveCharacter]->GetDisarmTrap() < 2 * pMapStats->pInfos[pMapID].LockX5 ) + { + pSpriteID[0] = 811; + pSpriteID[1] = 812; + pSpriteID[2] = 813; + pSpriteID[3] = 814; + pRandom = rand() % 4; + v6 = PID_ID(EvtTargetObj); + if ( PID_TYPE(EvtTargetObj) == OBJECT_Decoration) + { + pObjectX = pLevelDecorations[v6].vPosition.x; + pObjectY = pLevelDecorations[v6].vPosition.y; + pObjectZ = pLevelDecorations[v6].vPosition.z + ( pDecorationList->pDecorations[pLevelDecorations[v6].uDecorationDescID].uDecorationHeight / 2 ); + } + if ( PID_TYPE(EvtTargetObj) == OBJECT_BModel) + { + if ( uCurrentlyLoadedLevelType == LEVEL_Outdoor) + { + pODMFace = &pOutdoor->pBModels[EvtTargetObj >> 9].pFaces[(EvtTargetObj >> 3) & 0x3F]; + pObjectX = ( pODMFace->pBoundingBox.x1 + pODMFace->pBoundingBox.x2 ) / 2; + pObjectY = ( pODMFace->pBoundingBox.y1 + pODMFace->pBoundingBox.y2 ) / 2; + pObjectZ = ( pODMFace->pBoundingBox.z1 + pODMFace->pBoundingBox.z2 ) / 2; + } + else//Indoor + { + pBLVFace = &pIndoor->pFaces[v6]; + pObjectX = ( pBLVFace->pBounding.x1 + pBLVFace->pBounding.x2 ) / 2; + pObjectY = ( pBLVFace->pBounding.y1 + pBLVFace->pBounding.y2 ) / 2; + pObjectZ = ( pBLVFace->pBounding.z1 + pBLVFace->pBounding.z2 ) / 2; + } + } + dir_x = (double)pParty->vPosition.x - (double)pObjectX; + dir_y = (double)pParty->vPosition.y - (double)pObjectY; + dir_z = ( (double)pParty->sEyelevel + (double)pParty->vPosition.z ) - (double)pObjectZ; + length_vector = sqrt( (dir_x * dir_x) + (dir_y * dir_y) + (dir_z * dir_z) ); + if ( length_vector <= 1.0 ) + { + *(float *)&sRotX = 0.0; + *(float *)&sRotY = 0.0; + } + else + { + sRotY = (signed __int64)sqrt(dir_x * dir_x + dir_y * dir_y); + sRotX = stru_5C6E00->Atan2((signed __int64)dir_x, (signed __int64)dir_y); + sRotY = stru_5C6E00->Atan2(dir_y * dir_y, (signed __int64)dir_z); + } + pDepth = 256; + if ( length_vector < 256.0 ) + pDepth = (signed __int64)length_vector / 4; + v.x = pObjectX; + v.y = pObjectY; + v.z = pObjectZ; + Vec3_int_::Rotate(pDepth, sRotX, sRotY, v, &pOut.x, &pOut.z, &pOut.y); + SpriteObject::sub_42F7EB_DropItemAt(pSpriteID[pRandom], pOut.x, pOut.z, pOut.y, 0, 1, 0, 48, 0); + + pSpellObject.stru_24.Reset(); + pSpellObject.spell_skill = 0; + pSpellObject.spell_level = 0; + pSpellObject.spell_id = 0; + pSpellObject.field_54 = 0; + pSpellObject.uType = pSpriteID[pRandom]; + pSpellObject.uObjectDescID = 0; + if ( pObjectList->uNumObjects ) + { + for ( uint i = 0; i < (signed int)pObjectList->uNumObjects; ++i ) + { + if ( pSpriteID[pRandom] == pObjectList->pObjects[i].uObjectID ) + pSpellObject.uObjectDescID = i; + } + } + pSpellObject.vPosition.y = pOut.z; + pSpellObject.vPosition.x = pOut.x; + pSpellObject.vPosition.z = pOut.y; + pSpellObject.uSoundID = 0; + pSpellObject.uAttributes = 48; + pSpellObject.uSectorID = pIndoor->GetSector(pOut.x, pOut.z, pOut.y); + pSpellObject.uSpriteFrameID = 0; + pSpellObject.spell_caster_pid = 0; + pSpellObject.spell_target_pid = 0; + pSpellObject.uFacing = 0; + pSpellObject.Create(0, 0, 0, 0); + pAudioPlayer->PlaySound(SOUND_8, 0, 0, -1, 0, 0, 0, 0); + pSpellObject.ExplosionTraps(); + chest->uFlags &= 0xFEu; + if ( uActiveCharacter && !_A750D8_player_speech_timer && !OpenedTelekinesis ) + { + _A750D8_player_speech_timer = 256i64; + PlayerSpeechID = SPEECH_5; + uSpeakingCharacter = uActiveCharacter; + } + pIcons_LOD->RemoveTexturesPackFromTextureList(); + OpenedTelekinesis = false; + return false; + } + chest->uFlags &= 0xFEu; + flag_shout = true; + } + pAudioPlayer->StopChannels(-1, -1); + pAudioPlayer->PlaySound(SOUND_OpenChest, 0, 0, -1, 0, 0, 0, 0); + if ( flag_shout == true ) + { + if ( !OpenedTelekinesis ) + pPlayers[uActiveCharacter]->PlaySound(SPEECH_4, 0); + } + OpenedTelekinesis = false; + pChestWindow = pGUIWindow_CurrentMenu = GUIWindow::Create(0, 0, window->GetWidth(), window->GetHeight(), WINDOW_Chest, uChestID, 0); + pBtn_ExitCancel = pChestWindow->CreateButton(471, 445, 169, 35, 1, 0, UIMSG_Escape, 0, 0, pGlobalTXT_LocalizationStrings[79], pIcons_LOD->GetTexture(uExitCancelTextureId), 0);// Exit + pChestWindow->CreateButton( 7, 8, 460, 343, 1, 0, UIMSG_CHEST_ClickItem, 0, 0, "", 0); + pCurrentScreen = SCREEN_CHEST; + pEventTimer->Pause(); + return true; +} + +//----- (0042038D) -------------------------------------------------------- +void Chest::ChestUI_WritePointedObjectStatusString() +{ + int v1; // ecx@2 + POINT cursor; // [sp+8h] [bp-8h]@1 + + pMouse->GetCursorPos(&cursor); + if ( cursor.y < 350 ) + { + v1 = pRenderer->pActiveZBuffer[cursor.x + pSRZBufferLineOffsets[cursor.y]]; + if ( v1 != 0 && v1 != -65536 ) + { + if ( v1 ) + { + ItemGen* item = &pChests[pChestWindow->par1C].igChestItems[pChests[pChestWindow->par1C].pInventoryIndices[(v1 & 0xFFFF) - 1] - 1]; + GameUI_SetFooterString(item->GetDisplayName()); + } + } + } +} + +//----- (0042092D) -------------------------------------------------------- +void Chest::DrawChestUI(signed int uChestID) + { + + int chestBitmapId; // eax@1 + unsigned int v5; // eax@1 + int chest_item_index; // ecx@3 + unsigned int item_texture_id; // eax@4 + Texture *item_texture; // esi@4 + signed int itemPixelWidth; // ecx@4 + signed int itemPixelHeght; // edx@4 +// signed int v11; // eax@4 + int v12; // eax@6 + int v13; // eax@6 + unsigned int itemPixelPosX; // ST34_4@8 + int itemPixelPosY; // edi@8 + int *v16; // [sp+Ch] [bp-28h]@1 +// int v17; // [sp+10h] [bp-24h]@4 + int chest_offs_y; // [sp+14h] [bp-20h]@1 + signed int chestHeghtCells; // [sp+18h] [bp-1Ch]@1 + int chest_offs_x; // [sp+1Ch] [bp-18h]@1 + signed int chestWidthCells; // [sp+20h] [bp-14h]@1 + signed int item_counter; // [sp+30h] [bp-4h]@1 + + v16 = pRenderer->pActiveZBuffer; + pRenderer->ClearZBuffer(0, 479); + chestBitmapId = pChests[uChestID].uChestBitmapID; + chest_offs_x = pChestPixelOffsetX[chestBitmapId]; + chest_offs_y = pChestPixelOffsetY[chestBitmapId]; + chestWidthCells = pChestWidthsByType[chestBitmapId]; + chestHeghtCells = pChestHeightsByType[chestBitmapId]; + sprintfex(pTmpBuf.data(), "chest%02d", pChestList->pChests[chestBitmapId].uTextureID); + v5 = pIcons_LOD->LoadTexture(pTmpBuf.data(), TEXTURE_16BIT_PALETTE); + pRenderer->DrawTextureIndexed(8u, 8u, pIcons_LOD->GetTexture(v5)); + + for (item_counter = 0; item_counter < chestWidthCells * chestHeghtCells; ++item_counter) + { + chest_item_index = pChests[uChestID].pInventoryIndices[item_counter]; + if ( chest_item_index > 0 ) + { + item_texture_id = pIcons_LOD->LoadTexture( + //pItemsTable->pItems[*(int *)((char *)&pOtherOverlayList->pOverlays[49].field_4 + 36 * v6 + v3 * 5324)].pIconName, + pChests[uChestID].igChestItems[chest_item_index - 1].GetIconName(), TEXTURE_16BIT_PALETTE); + item_texture = pIcons_LOD->GetTexture(item_texture_id); + itemPixelWidth = item_texture->uTextureWidth; + itemPixelHeght = item_texture->uTextureHeight; + if ( itemPixelWidth < 14 ) + itemPixelWidth = 14; + v12 = itemPixelWidth - 14; + v12 = v12 & 0xFFFFFFE0; + v13 = v12 + 32; + if ( itemPixelHeght < 14 ) + itemPixelHeght = 14; + itemPixelPosX = chest_offs_x + 32 * (item_counter % chestWidthCells) + ((signed int)(v13 - itemPixelWidth)/2); + itemPixelPosY = chest_offs_y + 32 * (item_counter / chestHeghtCells) + + ((signed int)(((itemPixelHeght - 14) & 0xFFFFFFE0) + 32- item_texture->uTextureHeight ) /2); + pRenderer->DrawTextureTransparent( itemPixelPosX, itemPixelPosY, item_texture); + ZBuffer_DoFill2(&v16[itemPixelPosX + pSRZBufferLineOffsets[itemPixelPosY]], item_texture, item_counter + 1); + } + } + pRenderer->DrawTextureIndexed(pBtn_ExitCancel->uX, pBtn_ExitCancel->uY, pIcons_LOD->GetTexture(uExitCancelTextureId)); + } + + +//----- (0041FE71) -------------------------------------------------------- +bool Chest::CanPlaceItemAt( signed int test_cell_position, int item_id, signed int uChestID ) + { +// int v3; // eax@1 + unsigned int item_texture_id; // eax@1 + Texture *item_texture; // ecx@1 + signed int v6; // eax@1 +// signed int v7; // edi@3 + signed int v8; // eax@3 + int texture_cell_width; // edi@3 + int texture_cell_height; // ebx@5 + int _row; // esi@9 + int _cell_rows; // edx@10 + int _column; // ecx@11 +// char *v14; // eax@12 + int chest_cell_heght; // [sp+Ch] [bp-Ch]@1 +// signed int v17; // [sp+10h] [bp-8h]@1 + signed int chest_cell_width; // [sp+14h] [bp-4h]@1 + + chest_cell_heght = pChestHeightsByType[pChests[uChestID].uChestBitmapID]; + chest_cell_width = pChestWidthsByType[pChests[uChestID].uChestBitmapID]; + item_texture_id = pIcons_LOD->LoadTexture(pItemsTable->pItems[item_id].pIconName, TEXTURE_16BIT_PALETTE); + item_texture = pIcons_LOD->GetTexture(item_texture_id); + v6 = item_texture->uTextureWidth; + if ( v6 < 14 ) + v6 = 14; + texture_cell_width = ((v6 - 14) >> 5) + 1; + v8 = item_texture->uTextureHeight; + if ( v8 < 14 ) + v8 = 14; + texture_cell_height = ((v8 - 14) >> 5) + 1; + if ( !areWeLoadingTexture ) + { + item_texture->Release(); + pIcons_LOD->SyncLoadedFilesCount(); + } + if ( (texture_cell_width + test_cell_position % chest_cell_width <= chest_cell_width) && + (texture_cell_height + test_cell_position / chest_cell_width <= chest_cell_heght) ) + { //we not put over borders + _row = 0; + if ( texture_cell_height <= 0 ) + return true; + _cell_rows = 0; + while ( 1 ) + { + _column = 0; + if ( texture_cell_width > 0 ) + { + while ( pChests[uChestID].pInventoryIndices[test_cell_position + _cell_rows+_column]==0) + { + ++_column; + if ( _column >= texture_cell_width ) + break; + } + if (pChests[uChestID].pInventoryIndices[test_cell_position + _cell_rows+_column]!=0) + return false; + } + _cell_rows += chest_cell_width; + ++_row; + if ( _row >= texture_cell_height ) + return true; + } + + } + return false; + } +// 506128: using guessed type int areWeLoadingTexture; + +//----- (0041FF64) -------------------------------------------------------- +int Chest::CountChestItems(signed int uChestID) +{ + signed int item_count; // eax@1 + int max_items; // edx@1 + item_count = 0; + max_items = pChestWidthsByType[pChests[uChestID].uChestBitmapID] * pChestHeightsByType[pChests[uChestID].uChestBitmapID]; + if ( max_items <= 0 ) + item_count = -1; + else + { + while ( pChests[uChestID].igChestItems[item_count].uItemID ) + { + ++item_count; + if ( item_count >= max_items ) + { + item_count = -1; + break; + } + } + } + return item_count; +} + +//----- (0041FFA2) -------------------------------------------------------- +int Chest::PutItemInChest(int position, ItemGen *put_item, signed int uChestID) +{//(rus: ïîëîæèòü ïðåäìåò â ÿùèê) + ItemGen *v4; // edi@1 + int v5; // esi@1 + int result; // eax@11 + unsigned int v7; // eax@12 + int v8; // edx@12 + Texture *texture; // ecx@12 + signed int v10; // eax@12 + signed int v11; // edi@14 + unsigned int v12; // esi@14 + int v13; // edi@16 + void *v14; // edi@21 + int v15; // edi@21 + int i; // ecx@21 + ItemGen *Src; // [sp+Ch] [bp-18h]@1 + signed int item_in_chest_count; // [sp+10h] [bp-14h]@2 + int v19; // [sp+14h] [bp-10h]@1 + int v20; // [sp+18h] [bp-Ch]@19 + signed int v21; // [sp+1Ch] [bp-8h]@1 +// signed int v22; // [sp+20h] [bp-4h]@3 + int v23; // [sp+20h] [bp-4h]@19 + + v21 = 0; + v4 = put_item; + v5 = pChestWidthsByType[pChests[uChestID].uChestBitmapID] * pChestHeightsByType[pChests[uChestID].uChestBitmapID]; + Src = put_item; + v19 = pChestWidthsByType[pChests[uChestID].uChestBitmapID]; + if ( position == -1 ) + { + item_in_chest_count = CountChestItems(uChestID); + if ( item_in_chest_count == -1 ) + return 0; + for( int _i = 0; _i < v5; _i++) + { + if ( Chest::CanPlaceItemAt(_i, v4->uItemID, pChestWindow->par1C) ) + v21 = _i; + } + if ( v21 == v5 ) + { + if ( uActiveCharacter ) + pPlayers[uActiveCharacter]->PlaySound(SPEECH_NoRoom, 0); + return 0; + } + v7 = pIcons_LOD->LoadTexture(v4->GetIconName(), TEXTURE_16BIT_PALETTE); + HIWORD(v8) = 0; + texture = pIcons_LOD->GetTexture(v7); + v10 = texture->uTextureWidth; + if ( texture->uTextureWidth < 14 ) + v10 = 14; + v12 = ((v10 - 14) >> 5) + 1; + v11 = texture->uTextureHeight; + if ( texture->uTextureHeight < 14 ) + v11 = 14; + v13 = ((v11 - 14) >> 5) + 1; + if ( !areWeLoadingTexture ) + { + texture->Release(); + pIcons_LOD->SyncLoadedFilesCount(); + } + if ( v13 > 0 ) + { + v23 = 0; + v20 = v13; + do + { + if ( (signed int)v12 > 0 ) + { + v14 = &pChests[uChestID].pInventoryIndices[v21 + v23]; + LOWORD(v8) = -1 - v21; + v8 <<= 16; + LOWORD(v8) = -1 - v21; + memset32(v14, v8, v12 >> 1); + v15 = (int)((char *)v14 + 4 * (v12 >> 1)); + for ( i = v12 & 1; i; --i ) + { + *(short *)v15 = v8; + v15 += 2; + } + } + v23 += v19; + --v20; + } + while ( v20 ); + } + pChests[uChestID].pInventoryIndices[v21] = item_in_chest_count + 1; + memcpy(&pChests[uChestID].igChestItems[item_in_chest_count], put_item, sizeof(ItemGen)); + result = v21 + 1; + } + else + result = 1; + return result; +} +// 506128: using guessed type int areWeLoadingTexture; + +//----- (0042013E) -------------------------------------------------------- +void Chest::PlaceItemAt( unsigned int put_cell_pos, unsigned int item_at_cell, signed int uChestID ) +{ + int uItemID; // edi@1 + int v6; // edx@4 + unsigned int v7; // eax@5 + Texture *texture; // ecx@5 + signed int v9; // eax@5 + signed int v10; // edi@7 + unsigned int texture_cell_width; // ebx@7 + int textute_cell_height; // edi@9 + int chest_cell_row_pos; // edx@12 + int chest_cell_width; // [sp+10h] [bp-Ch]@11 + + uItemID = pChests[ uChestID].igChestItems[item_at_cell].uItemID; + pItemsTable->SetSpecialBonus(&pChests[ uChestID].igChestItems[item_at_cell]); + if ( uItemID >= 135 && uItemID <= 159 && !pChests[ uChestID].igChestItems[item_at_cell].uNumCharges) + { + v6 = rand() % 21 + 10; + pChests[ uChestID].igChestItems[item_at_cell].uNumCharges = v6; + pChests[ uChestID].igChestItems[item_at_cell].uMaxCharges = v6; + } + v7 = pIcons_LOD->LoadTexture(pItemsTable->pItems[uItemID].pIconName, TEXTURE_16BIT_PALETTE); + texture = pIcons_LOD->GetTexture(v7); + v9 = texture->uTextureWidth; + if ( texture->uTextureWidth < 14 ) + v9 = 14; + texture_cell_width = ((v9 - 14) >> 5) + 1; + v10 = texture->uTextureHeight; + if ( texture->uTextureHeight < 14 ) + v10 = 14; + textute_cell_height = ((v10 - 14) >> 5) + 1; + if ( !areWeLoadingTexture ) + { + texture->Release(); + pIcons_LOD->SyncLoadedFilesCount(); + } + chest_cell_width = pChestWidthsByType[pChests[ uChestID].uChestBitmapID]; + chest_cell_row_pos = 0; + for(int i = 0; i < textute_cell_height; ++i) + { + for (int j = 0; j < texture_cell_width; ++j) + pChests[uChestID].pInventoryIndices[put_cell_pos + chest_cell_row_pos+j]=(signed __int16)-(put_cell_pos+1); + chest_cell_row_pos += chest_cell_width; + } + pChests[uChestID].pInventoryIndices[put_cell_pos] = item_at_cell + 1; +} +// 506128: using guessed type int areWeLoadingTexture; + +//----- (00420284) -------------------------------------------------------- +void Chest::PlaceItems(signed int uChestID ) + { + int uChestArea; // edi@1 + int random_chest_pos; // eax@2 + int test_position; // ebx@11 + char chest_cells_map[144]; // [sp+Ch] [bp-A0h]@1 + int chest_item_id; // [sp+9Ch] [bp-10h]@10 + unsigned int items_counter; // [sp+A4h] [bp-8h]@8 + + pRenderer->ClearZBuffer(0, 479); + uChestArea = pChestWidthsByType[pChests[uChestID].uChestBitmapID] * pChestHeightsByType[pChests[uChestID].uChestBitmapID]; + memset(chest_cells_map, 0, 144); + //fill cell map at random positions + for ( items_counter = 0; items_counter < uChestArea; ++items_counter ) + { + //get random position in chest + do + random_chest_pos = (unsigned __int8)rand(); + while ( random_chest_pos >= uChestArea ); + //if this pos occupied move to next + while ( chest_cells_map[random_chest_pos] ) + { + ++random_chest_pos; + if ( random_chest_pos == uChestArea ) + random_chest_pos = 0; + } + chest_cells_map[random_chest_pos] = items_counter; + } + items_counter = 0; + + for (items_counter = 0; items_counter<uChestArea; ++items_counter) + { + chest_item_id = pChests[uChestID].igChestItems[items_counter].uItemID; + if ( chest_item_id ) + { + test_position = 0; + while ( !Chest::CanPlaceItemAt((unsigned __int8)chest_cells_map[test_position], chest_item_id, uChestID) ) + { + ++test_position; + if ( test_position >= uChestArea ) + break; + } + if(test_position<uChestArea) + { + Chest::PlaceItemAt((unsigned __int8)chest_cells_map[test_position], items_counter, uChestID); + if ( pChests[uChestID].uFlags & CHEST_OPENED) + pChests[uChestID].igChestItems[items_counter].SetIdentified(); + } + } + } + pChests[uChestID].SetInitialized(true); + } +// 420284: using guessed type char Dst[144]; + +//----- (00448A17) -------------------------------------------------------- +void Chest::ToggleFlag(signed int uChestID, unsigned __int16 uFlag, unsigned int bToggle) +{ + if ( uChestID >= 0 && uChestID <= 19 ) + { + if ( bToggle ) + pChests[uChestID].uFlags |= uFlag; + else + pChests[uChestID].uFlags &= ~uFlag; + } +} + +//----- (00458B03) -------------------------------------------------------- +void ChestList::ToFile() +{ + FILE *v2; // eax@1 + FILE *v3; // edi@1 + + v2 = fopen("data\\dchest.bin", "wb"); + v3 = v2; + if ( !v2 ) + Error("Unable to save dchest.bin!"); + + fwrite(this, 4, 1, v2); + fwrite(this->pChests, 36, this->uNumChests, v3); + fclose(v3); +} + + +//----- (00458B4F) -------------------------------------------------------- +void ChestList::FromFile(void *data_mm6, void *data_mm7, void *data_mm8) +{ + uint num_mm6_chests = data_mm6 ? *(int *)data_mm6 : 0, + num_mm7_chests = data_mm7 ? *(int *)data_mm7 : 0, + num_mm8_chests = data_mm8 ? *(int *)data_mm8 : 0; + + uNumChests = num_mm6_chests + num_mm7_chests + num_mm8_chests; + assert(uNumChests); + assert(!num_mm8_chests); + + pChests = (ChestDesc *)malloc(uNumChests * sizeof(ChestDesc)); + memcpy(pChests, (char *)data_mm7 + 4, num_mm7_chests * sizeof(ChestDesc)); + memcpy(pChests + num_mm7_chests, (char *)data_mm6 + 4, num_mm6_chests * sizeof(ChestDesc)); + memcpy(pChests + num_mm6_chests + num_mm7_chests, (char *)data_mm8 + 4, num_mm8_chests * sizeof(ChestDesc)); +} + + +//----- (00458B9C) -------------------------------------------------------- +int ChestList::FromFileTxt(const char *Args) +{ + //ChestList *v2; // ebx@1 + __int32 v3; // edi@1 + FILE *v4; // eax@1 + unsigned int v5; // esi@3 + const void *v6; // ST18_4@9 + void *v7; // eax@9 + FILE *v8; // ST0C_4@11 + char *i; // eax@11 + char v10; // al@14 + const char *v11; // ST14_4@14 + char v12; // al@14 + const char *v13; // ST10_4@14 + char Buf; // [sp+8h] [bp-2F0h]@3 + FrameTableTxtLine v16; // [sp+1FCh] [bp-FCh]@4 + FrameTableTxtLine v17; // [sp+278h] [bp-80h]@4 + FILE *File; // [sp+2F4h] [bp-4h]@1 + unsigned int Argsa; // [sp+300h] [bp+8h]@3 + + //v2 = this; + free(this->pChests); + v3 = 0; + this->pChests = 0; + this->uNumChests = 0; + v4 = fopen(Args, "r"); + File = v4; + if ( !v4 ) + Error("ChestDescriptionList::load - Unable to open file: %s."); + + v5 = 0; + Argsa = 0; + if ( fgets(&Buf, 490, v4) ) + { + do + { + *strchr(&Buf, 10) = 0; + memcpy(&v17, txt_file_frametable_parser(&Buf, &v16), sizeof(v17)); + if ( v17.uPropCount && *v17.pProperties[0] != 47 ) + ++Argsa; + } + while ( fgets(&Buf, 490, File) ); + v5 = Argsa; + v3 = 0; + } + v6 = this->pChests; + this->uNumChests = v5; + v7 = malloc(36 * v5); + this->pChests = (ChestDesc *)v7; + if ( v7 == (void *)v3 ) + Error("ChestDescriptionList::load - Out of Memory!"); + + memset(v7, v3, 36 * this->uNumChests); + v8 = File; + this->uNumChests = v3; + fseek(v8, v3, v3); + for ( i = fgets(&Buf, 490, File); i; i = fgets(&Buf, 490, File) ) + { + *strchr(&Buf, 10) = 0; + memcpy(&v17, txt_file_frametable_parser(&Buf, &v16), sizeof(v17)); + if ( v17.uPropCount && *v17.pProperties[0] != 47 ) + { + strcpy(this->pChests[this->uNumChests].pName, v17.pProperties[0]); + v10 = atoi(v17.pProperties[1]); + v11 = v17.pProperties[2]; + this->pChests[this->uNumChests].uWidth = v10; + v12 = atoi(v11); + v13 = v17.pProperties[3]; + this->pChests[this->uNumChests].uHeight = v12; + this->pChests[this->uNumChests++].uTextureID = atoi(v13); + } + } + fclose(File); + return 1; +} + +//----- (00420B13) -------------------------------------------------------- +void __fastcall sub_420B13(int a1, int a2) +{ //Give item from chest(rus: Âçÿòü ïðåäìåò èç ÿùèêà) + void *v2; // eax@1 + unsigned int v4; // eax@1 + Texture *texture; // ecx@1 + signed int v6; // eax@1 + signed int v7; // edi@3 + signed int v8; // eax@3 + int v9; // edi@3 + int v10; // eax@5 + int v11; // esi@8 + unsigned int v12; // ecx@10 + void *v13; // edi@10 + unsigned __int8 v14; // cf@10 + int v15; // edi@10 + int i; // ecx@10 + int v17; // [sp+Ch] [bp-14h]@1 + int v18; // [sp+10h] [bp-10h]@3 + int v21; // [sp+1Ch] [bp-4h]@5 + int v22; // [sp+1Ch] [bp-4h]@8 + + v2 = (void *)(5324 * (int)pChestWindow->ptr_1C); + v17 = pChestWidthsByType[pChests[(int)pChestWindow->ptr_1C].uChestBitmapID]; + v4 = pIcons_LOD->LoadTexture(pChests[(int)pChestWindow->ptr_1C].igChestItems[a1].GetIconName(), TEXTURE_16BIT_PALETTE); + texture = pIcons_LOD->GetTexture(v4); + + v6 = texture->uTextureWidth; + if ( texture->uTextureWidth < 14 ) + v6 = 14; + v7 = v6 - 14; + v9 = (v7 >> 5) + 1; + v18 = v9; + + v8 = texture->uTextureHeight; + if ( texture->uTextureHeight < 14 ) + v8 = 14; + v10 = ((v8 - 14) >> 5) + 1; + v21 = v10; + + if ( !areWeLoadingTexture ) + { + texture->Release(); + pIcons_LOD->SyncLoadedFilesCount(); + v10 = v21; + } + if ( v10 > 0 ) + { + v11 = 0; + for ( v22 = v10; v22; --v22 ) + { + if ( v9 > 0 ) + { + v12 = v9; + v13 = &pChests[(int)pChestWindow->ptr_1C].pInventoryIndices[a2 + v11]; + v14 = v12 & 1; + v12 >>= 1; + memset(&pChests[(int)pChestWindow->ptr_1C].pInventoryIndices[a2 + v11], 0, 4 * v12); + v15 = (int)((char *)v13 + 4 * v12); + for ( i = v14; i; --i ) + { + *(short *)v15 = 0; + v15 += 2; + } + v9 = v18; + } + v11 += v17; + } + } + pChests[(int)pChestWindow->ptr_1C].igChestItems[a1].Reset(); +} +// 506128: using guessed type int areWeLoadingTexture; +//----- (00420E01) -------------------------------------------------------- +void Chest::OnChestLeftClick() +{ + int v2; // eax@2 + int v3; // ebx@4 + int v4; // esi@6 + POINT cursor; // [sp+84h] [bp-8h]@2 + + SpriteObject v6; // [sp+Ch] [bp-80h]@1 + if ( pParty->pPickedItem.uItemID ) + { + if ( Chest::PutItemInChest(-1, &pParty->pPickedItem, pGUIWindow_CurrentMenu->par1C) ) + pMouse->RemoveHoldingItem(); + } + else + { + pMouse->GetCursorPos(&cursor); + v2 = pRenderer->pActiveZBuffer[cursor.x + pSRZBufferLineOffsets[cursor.y]] & 0xFFFF; + if ( v2 ) + { + if ( v2 ) + v3 = v2 - 1; + else + v3 = -1; + v4 = pChests[(int)pGUIWindow_CurrentMenu->par1C].pInventoryIndices[v3] - 1; + if ( pChests[(int)pGUIWindow_CurrentMenu->par1C].igChestItems[v4].GetItemEquipType() == EQUIP_GOLD ) + { + pParty->PartyFindsGold(pChests[(int)pGUIWindow_CurrentMenu->par1C].igChestItems[v4].uSpecEnchantmentType, 0); + viewparams->bRedrawGameUI = 1; + } + else + pParty->SetHoldingItem(&pChests[(int)pGUIWindow_CurrentMenu->par1C].igChestItems[v4]); + sub_420B13(v4, v3); + } + } +} \ No newline at end of file
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/Engine/Objects/Chest.h Thu Sep 18 23:59:29 2014 +0600 @@ -0,0 +1,78 @@ +#pragma once + + + + +/* 348 */ +enum CHEST_FLAGS +{ + CHEST_TRAPPED = 0x1, + CHEST_ITEMS_PLACED = 0x2, + CHEST_OPENED = 0x4, +}; + + + +#pragma pack(push, 1) +struct ChestDesc +{ + char pName[32]; + char uWidth; + char uHeight; + __int16 uTextureID; +}; +#pragma pack(pop) + + + +#pragma pack(push, 1) +struct ChestList +{ + inline ChestList(): //----- (00458438) + uNumChests(0), pChests(nullptr) + {} + + void ToFile(); + void FromFile(void *data_mm6, void *data_mm7, void *data_mm8); + int FromFileTxt(const char *Args); + + + unsigned int uNumChests; + struct ChestDesc *pChests; +}; +#pragma pack(pop) + + + +/* 65 */ +#pragma pack(push, 1) +struct Chest //0x14cc +{ + inline bool Initialized() const {return (uFlags & CHEST_ITEMS_PLACED) != 0;} + inline void SetInitialized(bool b) {if (b) uFlags |= CHEST_ITEMS_PLACED; else uFlags &= ~CHEST_ITEMS_PLACED;} + inline bool Trapped() const {return (uFlags & CHEST_TRAPPED) != 0;} + + static bool CanPlaceItemAt(signed int a1, int a2, signed int uChestID); + static int CountChestItems(signed int uChestID); + static int PutItemInChest(int a1, ItemGen *a2, signed int uChestID); + static void PlaceItemAt(unsigned int put_cell_pos, unsigned int uItemIdx, signed int uChestID); + static void PlaceItems(signed int uChestID); + static bool Open(signed int uChestID); + static void DrawChestUI(signed int uChestID); + static void ToggleFlag(signed int uChestID, unsigned __int16 uFlag, unsigned int bToggle); + static void ChestUI_WritePointedObjectStatusString(); + static void OnChestLeftClick(); + + unsigned __int16 uChestBitmapID; //0 + unsigned __int16 uFlags; //2 + struct ItemGen igChestItems[140]; //4 + signed __int16 pInventoryIndices[140]; //0x13b4 +}; +#pragma pack(pop) + +void __fastcall sub_420B13(int a1, int a2); + + +extern size_t uNumChests; // idb +extern struct ChestList *pChestList; +extern std::array<Chest, 20> pChests; \ No newline at end of file
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/Engine/Objects/Items.cpp Thu Sep 18 23:59:29 2014 +0600 @@ -0,0 +1,2286 @@ +#define _CRTDBG_MAP_ALLOC +#include <stdlib.h> +#include <crtdbg.h> + +#define _CRT_SECURE_NO_WARNINGS +#include <stdlib.h> +#include <string> +#include "UI\UIHouses.h" +#include "GUIButton.h" + +#include "ErrorHandling.h" + +#include "Items.h" +#include "MapInfo.h" +#include "GUIWindow.h" +#include "Chest.h" +#include "LOD.h" +#include "Monsters.h" +#include "Party.h" +#include "FactionTable.h" +#include "StorylineTextTable.h" +#include "texts.h" +#include "mm7_data.h" +#include "OurMath.h" + + + +struct ITEM_VARIATION + { + unsigned __int16 treasure_level; + unsigned __int16 item_class[4]; + }; + + +std::array<const char, 5> uItemsAmountPerShopType={ 0, 6, 8, 12, 12}; + +const ITEM_VARIATION shopWeap_variation_ord[15] ={ + { 0, { 0, 0, 0, 0 }}, + { 1, { 23, 27, 20, 20 }}, + { 1, { 23, 24, 28, 20 }}, + { 2, { 23, 24, 25, 20 }}, + { 2, { 27, 27, 26, 26 }}, + { 4, { 24, 30, 25, 27 }}, + { 4, { 24, 30, 25, 27 }}, + { 3, { 30, 24, 20, 20 }}, + { 2, { 20, 20, 20, 20 }}, + { 3, { 27, 27, 26, 26 }}, + { 3, { 28, 28, 25, 25 }}, + { 2, { 23, 23, 24, 24 }}, + { 3, { 23, 23, 26, 26 }}, + { 2, { 30, 26, 26, 26 }}, + { 2, { 28, 25, 28, 29 }}}; + +const ITEM_VARIATION shopArmr_variation_ord[28] ={ + { 1, { 35, 35, 38, 38 }}, + { 1, { 31, 31, 31, 34 }}, + { 1, { 35, 35, 38, 38 }}, + { 1, { 31, 31, 32, 34 }}, + { 2, { 35, 35, 38, 38 }}, + { 2, { 31, 32, 32, 33 }}, + { 2, { 35, 35, 38, 38 }}, + { 2, { 31, 31, 32, 32 }}, + { 4, { 35, 35, 38, 38 }}, + { 4, { 31, 32, 33, 34 }}, + { 4, { 35, 35, 38, 38 }}, + { 4, { 31, 32, 33, 34 }}, + { 3, { 35, 35, 38, 38 }}, + { 3, { 31, 31, 31, 31 }}, + { 2, { 35, 35, 38, 38 }}, + { 2, { 31, 32, 34, 34 }}, + { 3, { 35, 35, 38, 38 }}, + { 3, { 31, 31, 32, 32 }}, + { 3, { 35, 35, 38, 38 }}, + { 3, { 32, 32, 32, 33 }}, + { 3, { 35, 35, 38, 38 }}, + { 3, { 31, 31, 31, 32 }}, + { 3, { 35, 35, 38, 38 }}, + { 3, { 33, 31, 32, 34 }}, + { 3, { 35, 35, 38, 38 }}, + { 3, { 33, 31, 32, 34 }}, + { 4, { 35, 35, 38, 38 }}, + { 4, { 33, 31, 32, 34 }}}; + + + +const unsigned __int16 shopMagic_treasure_lvl[14]= {0, 1, 1, 2, 2, 4, 4, 3, 2, 2, 2, 2, 2, 2}; +const unsigned __int16 shopAlch_treasure_lvl[13] = {0, 1, 1, 2, 2, 3, 3, 4, 4, 2, 2, 2, 2}; + +const ITEM_VARIATION shopWeap_variation_spc[15]={ + { 0, { 0, 0, 0, 0 }}, + { 2, { 25, 30, 20, 20}}, + { 2, { 23, 24, 28, 20}}, + { 3, { 23, 24, 25, 20}}, + { 3, { 27, 27, 26, 26}}, + { 5, { 23, 26, 28, 27}}, + { 5, { 23, 26, 28, 27}}, + { 4, { 30, 24, 20, 20}}, + { 3, { 20, 20, 20, 20}}, + { 4, { 27, 27, 26, 26}}, + { 4, { 28, 28, 25, 25}}, + { 4, { 23, 23, 24, 24}}, + { 4, { 24, 24, 27, 20}}, + { 4, { 30, 26, 26, 26}}, + { 4, { 28, 25, 28, 29}}}; + +const ITEM_VARIATION shopArmr_variation_spc[28]={ + { 2, { 35, 35, 38, 38 }}, + { 2, { 31, 31, 31, 34 }}, + { 2, { 35, 35, 38, 38 }}, + { 2, { 31, 31, 32, 34 }}, + { 3, { 35, 35, 38, 38 }}, + { 3, { 31, 32, 32, 33 }}, + { 3, { 35, 35, 38, 38 }}, + { 3, { 31, 31, 32, 32 }}, + { 5, { 35, 35, 38, 38 }}, + { 5, { 31, 32, 33, 34 }}, + { 5, { 35, 35, 38, 38 }}, + { 5, { 31, 32, 33, 34 }}, + { 4, { 35, 35, 38, 38 }}, + { 4, { 31, 31, 31, 31 }}, + { 3, { 35, 35, 38, 38 }}, + { 3, { 31, 32, 34, 34 }}, + { 4, { 35, 35, 38, 38 }}, + { 4, { 31, 31, 32, 33 }}, + { 4, { 35, 35, 38, 38 }}, + { 4, { 32, 32, 33, 34 }}, + { 4, { 35, 35, 38, 38 }}, + { 4, { 31, 31, 31, 32 }}, + { 4, { 35, 35, 38, 38 }}, + { 4, { 32, 32, 32, 32 }}, + { 4, { 35, 35, 38, 38 }}, + { 4, { 34, 34, 34, 34 }}, + { 5, { 35, 35, 38, 38 }}, + { 5, { 33, 33, 33, 33 }} + }; + +const unsigned __int16 shopMagicSpc_treasure_lvl[14] = {0, 2, 2, 3, 3, 5, 5, 4, 3, 3, 3, 3, 3, 3}; +const unsigned __int16 shopAlchSpc_treasure_lvl[13] = {0, 2, 2, 3, 3, 4, 4, 5, 5, 3, 2, 2, 2}; + + +std::array< std::array<char, 14>, 7> byte_4E8168={{ //byte_4E8178 + { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}, + { 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2}, + { 1, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 3, 3}, + { 2, 2, 2, 2, 3, 3, 3, 4, 4, 4, 4, 4, 4, 4}, + { 2, 2, 2, 2, 3, 4, 4, 4, 4, 5, 5, 5, 5, 5}, + { 2, 2, 2, 2, 4, 4, 4, 5, 5, 5, 5, 6, 6, 6}, + { 2, 2, 2, 2, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7}}}; + +int sub_4BE571_AddItemToSet(int valueToAdd, int *outPutSet, int elemsAlreadyPresent, int elemsNeeded); +int dword_F8B1DC_currentShopOption; // weak + +ItemGen *ptr_50C9A4_ItemToEnchant; + +struct ItemsTable *pItemsTable; // 005D29E0 + + + + + +//----- (00439DF3) -------------------------------------------------------- +int ItemGen::_439DF3_get_additional_damage(int *damage_type, bool *draintargetHP) + { + *draintargetHP = false; + *damage_type = 0; + if ( !uItemID ) + return 0; + UpdateTempBonus(pParty->uTimePlayed); + if (uItemID == 501 ) //Iron Feather -sword + { + *damage_type = 1; + return rand() % 10 + 6; + } + if (uItemID == 507 ) //Ghoulsbane -axe + { + *damage_type = 0; + return rand() % 16 + 3; + } + if ( uItemID == 510 ) //Ullyses -bow + { + *damage_type = 2; + return rand() % 4 + 9; + } + if ( uItemID == 517 ) //Old Nick -dagger + { + *damage_type = 8; + return 8; + } + + switch (uSpecEnchantmentType) + { + case 4: //Adds 3-4 points of Cold damage. + *damage_type = 2; + return rand() % 2 + 3; + break; + case 5: //Adds 6-8 points of Cold damage. + *damage_type = 2; + return rand() % 3 + 6; + break; + case 6: //Adds 9-12 points of Cold damage. + *damage_type = 2; + return rand() % 4 + 9; + break; + case 7: //Adds 2-5 points of Electrical damage. + *damage_type = 1; + return rand() % 4 + 2; + break; + case 8: //Adds 4-10 points of Electrical damage. + *damage_type = 1; + return rand() % 7 + 4; + break; + case 9: //Adds 6-15 points of Electrical damage. + *damage_type = 1; + return rand() % 10 + 6; + break; + case 10: //Adds 1-6 points of Fire damage. + *damage_type = 0; + return GetDiceResult(1, 6); + break; + case 11: //Adds 2-12 points of Fire damage. + *damage_type = 0; + return GetDiceResult(2, 6); + break; + case 12: //Adds 3-18 points of Fire damage. + *damage_type = 0; + return GetDiceResult(3, 6); + break; + case 13: //Adds 5 points of Body damage. + *damage_type = 8; + return 5; + break; + case 14: //Adds 8 points of Body damage. + *damage_type = 8; + return 8; + break; + case 15: //Adds 12 points of Body damage. + *damage_type = 8; + return 12; + break; + case 16: //Drain Hit Points from target. + case 41: //Drain Hit Points from target and Increased Weapon speed. + *damage_type = 10; + *draintargetHP = true; + return 0; + break; + case 46: //Adds 10-20 points of Fire damage and +25 Might. + *damage_type = 0; + return rand() % 11 + 10; + break; + default: + *damage_type = 0; + return 0; + + } + + } + + +//----- (00402F07) -------------------------------------------------------- +void ItemGen::Reset() +{ + this->uHolderPlayer = 0; + this->uAttributes = 0; + this->uNumCharges = 0; + this->uSpecEnchantmentType = 0; + this->m_enchantmentStrength = 0; + this->uEnchantmentType = 0; + this->uItemID = 0; + this->uBodyAnchor = 0; + this->uExpireTime = 0i64; +} + +//----- (00458260) -------------------------------------------------------- +void ItemGen::UpdateTempBonus(__int64 uTimePlayed) +{ + if ( this->uAttributes & ITEM_TEMP_BONUS ) + { + if ( uTimePlayed > (signed __int64)this->uExpireTime ) + { + this->uEnchantmentType = 0; + this->uSpecEnchantmentType = 0; + this->uAttributes = this->uAttributes&(~ITEM_TEMP_BONUS); + } + } +} + +//----- (0045814E) -------------------------------------------------------- +void ItemsTable::Release() +{ + free(pMonstersTXT_Raw); + free(pMonsterPlacementTXT_Raw); + free(pSkillDescTXT_Raw); + free(pSpcItemsTXT_Raw); + free(pStdItemsTXT_Raw); + free(pRndItemsTXT_Raw); + free(pItemsTXT_Raw); + free(pHostileTXT_Raw); + free(pHistoryTXT_Raw); + free(pPotionsTXT_Raw); + free(pPotionNotesTXT_Raw); + pMonstersTXT_Raw = nullptr; + pMonsterPlacementTXT_Raw = nullptr; + pSpcItemsTXT_Raw = nullptr; + pSkillDescTXT_Raw = nullptr; + pStdItemsTXT_Raw = nullptr; + pRndItemsTXT_Raw = nullptr; + pItemsTXT_Raw = nullptr; + pHostileTXT_Raw = nullptr; + pHistoryTXT_Raw = nullptr; + pPotionsTXT_Raw = nullptr; + pPotionNotesTXT_Raw = nullptr; +} + + +//----- (00456D84) -------------------------------------------------------- +void ItemsTable::Initialize() +{ + std::map<std::string, ITEM_EQUIP_TYPE, ci_less> equipStatMap; + equipStatMap["weapon"] = EQUIP_SINGLE_HANDED; + equipStatMap["weapon2"] = EQUIP_TWO_HANDED; + equipStatMap["weapon1or2"] = EQUIP_SINGLE_HANDED; + equipStatMap["missile"] = EQUIP_BOW; + equipStatMap["bow"] = EQUIP_BOW; + equipStatMap["armor"] = EQUIP_ARMOUR; + equipStatMap["shield"] = EQUIP_SHIELD; + equipStatMap["helm"] = EQUIP_HELMET; + equipStatMap["belt"] = EQUIP_BELT; + equipStatMap["cloak"] = EQUIP_CLOAK; + equipStatMap["gauntlets"] = EQUIP_GAUNTLETS; + equipStatMap["boots"] = EQUIP_BOOTS; + equipStatMap["ring"] = EQUIP_RING; + equipStatMap["amulet"] = EQUIP_AMULET; + equipStatMap["weaponw"] = EQUIP_WAND; + equipStatMap["herb"] = EQUIP_REAGENT; + equipStatMap["reagent"] = EQUIP_REAGENT; + equipStatMap["bottle"] = EQUIP_POTION; + equipStatMap["sscroll"] = EQUIP_SPELL_SCROLL; + equipStatMap["book"] = EQUIP_BOOK; + equipStatMap["mscroll"] = EQUIP_MESSAGE_SCROLL; + equipStatMap["gold"] = EQUIP_GOLD; + equipStatMap["gem"] = EQUIP_GEM; + + std::map<std::string, PLAYER_SKILL_TYPE, ci_less> equipSkillMap; + equipSkillMap["staff"] = PLAYER_SKILL_STAFF; + equipSkillMap["sword"] = PLAYER_SKILL_SWORD; + equipSkillMap["dagger"] = PLAYER_SKILL_DAGGER; + equipSkillMap["axe"] = PLAYER_SKILL_AXE; + equipSkillMap["spear"] = PLAYER_SKILL_SPEAR; + equipSkillMap["bow"] = PLAYER_SKILL_BOW; + equipSkillMap["mace"] = PLAYER_SKILL_MACE; + equipSkillMap["blaster"] = PLAYER_SKILL_BLASTER; + equipSkillMap["shield"] = PLAYER_SKILL_SHIELD; + equipSkillMap["leather"] = PLAYER_SKILL_LEATHER; + equipSkillMap["chain"] = PLAYER_SKILL_CHAIN; + equipSkillMap["plate"] = PLAYER_SKILL_PLATE; + equipSkillMap["club"] = PLAYER_SKILL_CLUB; + + std::map<std::string, ITEM_MATERIAL, ci_less> materialMap; + materialMap["artifact"] = MATERIAL_ARTEFACT; + materialMap["relic"] = MATERIAL_RELIC; + materialMap["special"] = MATERIAL_SPECIAL; + + char* test_string; + int item_counter; + + pMapStats = new MapStats; + pMapStats->Initialize(); + + pMonsterStats = new MonsterStats; + pMonsterStats->Initialize(); + pMonsterStats->InitializePlacements(); + + pSpellStats = new SpellStats; + pSpellStats->Initialize(); + + LoadPotions(); + LoadPotionNotes(); + + pFactionTable = new FactionTable; + pFactionTable->Initialize(); + + pStorylineText = new StorylineText; + pStorylineText->Initialize(); + + pStdItemsTXT_Raw = (char *)pEvents_LOD->LoadRaw("stditems.txt", 0); + strtok(pStdItemsTXT_Raw, "\r"); + strtok(NULL, "\r"); + strtok(NULL, "\r"); + strtok(NULL, "\r"); + //Standard Bonuses by Group + for (int i=0;i<24;++i) + { + test_string = strtok(NULL, "\r") + 1; + auto tokens = Tokenize(test_string, '\t'); + pEnchantments[i].pBonusStat=RemoveQuotes(tokens[0]); + pEnchantments[i].pOfName=RemoveQuotes(tokens[1]); + for (int j = 0; j < 9; j++) + { + pEnchantments[i].to_item[j]=atoi(tokens[j+2]); + } + } + + memset(&pEnchantmentsSumm, 0, 36); + for(int i=0;i<9;++i) + { + for (int j=0;j<24;++j) + pEnchantmentsSumm[i]+=pEnchantments[j].to_item[i]; + } + + //Bonus range for Standard by Level + strtok(NULL, "\r"); + strtok(NULL, "\r"); + strtok(NULL, "\r"); + strtok(NULL, "\r"); + strtok(NULL, "\r"); + for(int i=0;i<6;++i) //counted from 1 + { + test_string = strtok(NULL, "\r") + 1; + auto tokens = Tokenize(test_string, '\t'); + Assert(tokens.size() == 4, "Invalid number of tokens"); + bonus_ranges[i].minR = atoi(tokens[2]); + bonus_ranges[i].maxR =atoi(tokens[3]); + } + + + pSpcItemsTXT_Raw = (char *)pEvents_LOD->LoadRaw("spcitems.txt", 0); + strtok(pSpcItemsTXT_Raw, "\r"); + strtok(NULL, "\r"); + strtok(NULL, "\r"); + strtok(NULL, "\r"); + for (int i=0;i<72;++i) + { + test_string = strtok(NULL, "\r") + 1; + auto tokens = Tokenize(test_string, '\t'); + Assert(tokens.size() >= 17, "Invalid number of tokens"); + pSpecialEnchantments[i].pBonusStatement=RemoveQuotes(tokens[0]); + pSpecialEnchantments[i].pNameAdd= RemoveQuotes(tokens[1]); + for (int j = 0; j < 12; j++) + { + pSpecialEnchantments[i].to_item_apply[j]=atoi(tokens[j+2]); + } + int res; + res=atoi(tokens[14]); + if(!res) + { + ++tokens[14]; + while (*tokens[14]==' ')//fix X 2 case + ++tokens[14]; + res=atoi(tokens[14]); + } + pSpecialEnchantments[i].iValue=res; + pSpecialEnchantments[i].iTreasureLevel= tolower(tokens[15][0]) - 97; + } + + pSpecialEnchantments_count = 71; + memset(&pSpecialEnchantmentsSumm, 0, 96); + for(int i=0;i<12;++i) + { + for (unsigned int j=0;j<=pSpecialEnchantments_count;++j) + pSpecialEnchantmentsSumm[i]+=pSpecialEnchantments[j].to_item_apply[i]; + } + + InitializeBuildingResidents(); + + pItemsTXT_Raw = (char*) pEvents_LOD->LoadRaw("items.txt", 0); + strtok(pItemsTXT_Raw, "\r"); + strtok(NULL, "\r"); + uAllItemsCount = 0; + item_counter = 0; + while (item_counter < 800) + { + test_string = strtok(NULL, "\r") + 1; + auto tokens = Tokenize(test_string, '\t'); + item_counter=atoi(tokens[0]); + uAllItemsCount=item_counter; + pItems[item_counter].pIconName = RemoveQuotes(tokens[1]); + pItems[item_counter].pName = RemoveQuotes(tokens[2]); + pItems[item_counter].uValue=atoi(tokens[3]); + auto findResult = equipStatMap.find(tokens[4]); + pItems[item_counter].uEquipType = findResult == equipStatMap.end() ? EQUIP_NONE : findResult->second; + auto findResult2 = equipSkillMap.find(tokens[5]); + pItems[item_counter].uSkillType = findResult2 == equipSkillMap.end() ? PLAYER_SKILL_MISC : findResult2->second; + auto tokens2 = Tokenize(tokens[6], 'd'); + if (tokens2.size() == 2) + { + pItems[item_counter].uDamageDice=atoi(tokens2[0]); + pItems[item_counter].uDamageRoll=atoi(tokens2[1]); + } + else if (tolower(tokens2[0][0]) != 's') + { + pItems[item_counter].uDamageDice=atoi(tokens2[0]); + pItems[item_counter].uDamageRoll=1; + } + else + { + pItems[item_counter].uDamageDice=0; + pItems[item_counter].uDamageRoll=0; + } + pItems[item_counter].uDamageMod=atoi(tokens[7]); + auto findResult3 = materialMap.find(tokens[8]); + pItems[item_counter].uMaterial = findResult3 == materialMap.end() ? MATERIAL_COMMON : findResult3->second; + pItems[item_counter].uItemID_Rep_St=atoi(tokens[9]); + pItems[item_counter].pUnidentifiedName = RemoveQuotes(tokens[10]); + pItems[item_counter].uSpriteID=atoi(tokens[11]); + + pItems[item_counter]._additional_value=0; + pItems[item_counter]._bonus_type=0; + if (pItems[item_counter].uMaterial==MATERIAL_SPECIAL) + { + for(int ii=0; ii<24; ++ii) + { + if (!_stricmp(tokens[12],pEnchantments[ii].pOfName)) + { + pItems[item_counter]._bonus_type=ii+1; + break; + } + } + if (!pItems[item_counter]._bonus_type) + { + for(int ii=0; ii<72; ++ii) + { + if (!_stricmp(tokens[12],pSpecialEnchantments[ii].pNameAdd)) + { + pItems[item_counter]._additional_value=ii+1; + } + } + } + } + + if ((pItems[item_counter].uMaterial==MATERIAL_SPECIAL)&&(pItems[item_counter]._bonus_type)) + { + char b_s=atoi(tokens[13]); + if (b_s) + pItems[item_counter]._bonus_strength=b_s; + else + pItems[item_counter]._bonus_strength=1; + } + else + pItems[item_counter]._bonus_strength=0; + pItems[item_counter].uEquipX=atoi(tokens[14]); + pItems[item_counter].uEquipY=atoi(tokens[15]); + pItems[item_counter].pDescription = RemoveQuotes(tokens[16]); + item_counter++; + } + + uAllItemsCount = item_counter; + pRndItemsTXT_Raw = (char *)pEvents_LOD->LoadRaw("rnditems.txt", 0); + strtok(pRndItemsTXT_Raw, "\r"); + strtok(NULL, "\r"); + strtok(NULL, "\r"); + strtok(NULL, "\r"); + for (item_counter = 0; item_counter < 619; item_counter++) + { + test_string = strtok(NULL, "\r") + 1; + auto tokens = Tokenize(test_string, '\t'); + Assert(tokens.size() > 7, "Invalid number of tokens"); + item_counter = atoi(tokens[0]); + pItems[item_counter].uChanceByTreasureLvl1=atoi(tokens[2]); + pItems[item_counter].uChanceByTreasureLvl2=atoi(tokens[3]); + pItems[item_counter].uChanceByTreasureLvl3=atoi(tokens[4]); + pItems[item_counter].uChanceByTreasureLvl4=atoi(tokens[5]); + pItems[item_counter].uChanceByTreasureLvl5=atoi(tokens[6]); + pItems[item_counter].uChanceByTreasureLvl6=atoi(tokens[7]); + } + + //ChanceByTreasureLvl Summ - to calculate chance + memset(&uChanceByTreasureLvlSumm, 0, 24); + for(int i=0;i<6;++i) + { + for (int j=1;j<item_counter;++j) + uChanceByTreasureLvlSumm[i]+=pItems[j].uChanceByTreasureLvl[i]; + } + + strtok(NULL, "\r"); + strtok(NULL, "\r"); + strtok(NULL, "\r"); + strtok(NULL, "\r"); + strtok(NULL, "\r"); + for (int i=0;i<3;++i) + { + test_string = strtok(NULL, "\r") + 1; + auto tokens = Tokenize(test_string, '\t'); + Assert(tokens.size() > 7, "Invalid number of tokens"); + switch (i) + { + case 0: + uBonusChanceStandart[0]=atoi(tokens[2]); + uBonusChanceStandart[1]=atoi(tokens[3]); + uBonusChanceStandart[2]=atoi(tokens[4]); + uBonusChanceStandart[3]=atoi(tokens[5]); + uBonusChanceStandart[4]=atoi(tokens[6]); + uBonusChanceStandart[5]=atoi(tokens[7]); + break; + case 1: + uBonusChanceSpecial[0]=atoi(tokens[2]); + uBonusChanceSpecial[1]=atoi(tokens[3]); + uBonusChanceSpecial[2]=atoi(tokens[4]); + uBonusChanceSpecial[3]=atoi(tokens[5]); + uBonusChanceSpecial[4]=atoi(tokens[6]); + uBonusChanceSpecial[5]=atoi(tokens[7]); + break; + case 2: + uBonusChanceWpSpecial[0]=atoi(tokens[2]); + uBonusChanceWpSpecial[1]=atoi(tokens[3]); + uBonusChanceWpSpecial[2]=atoi(tokens[4]); + uBonusChanceWpSpecial[3]=atoi(tokens[5]); + uBonusChanceWpSpecial[4]=atoi(tokens[6]); + uBonusChanceWpSpecial[5]=atoi(tokens[7]); + break; + } + } + free(pRndItemsTXT_Raw); + pRndItemsTXT_Raw = nullptr; + + pSkillDescTXT_Raw = (char *)pEvents_LOD->LoadRaw("skilldes.txt", 0); + strtok(pSkillDescTXT_Raw, "\r"); + for (int i=0; i<37; ++i) + { + test_string = strtok(NULL, "\r") + 1; + auto tokens = Tokenize(test_string, '\t'); + Assert(tokens.size() >= 6, "Invalid number of tokens"); + pSkillDesc[i] = RemoveQuotes(tokens[1]); + pNormalSkillDesc[i] = RemoveQuotes(tokens[2]); + pExpertSkillDesc[i] = RemoveQuotes(tokens[3]); + pMasterSkillDesc[i] = RemoveQuotes(tokens[4]); + pGrandSkillDesc[i] = RemoveQuotes(tokens[5]); + } + + pStatsTXT_Raw = (char *)pEvents_LOD->LoadRaw("stats.txt", 0); + strtok(pStatsTXT_Raw, "\r"); + for (int i=0; i<26; ++i) + { + test_string = strtok(NULL, "\r") + 1; + auto tokens = Tokenize(test_string, '\t'); + Assert(tokens.size() == 2, "Invalid number of tokens"); + switch (i) + { + case 0: + case 1: + case 2: + case 3: + case 4: + case 5: + case 6: + pAttributeDescriptions[i] = RemoveQuotes(tokens[1]); + break; + case 7: + pHealthPointsAttributeDescription = RemoveQuotes(tokens[1]); + break; + case 8: + pArmourClassAttributeDescription = RemoveQuotes(tokens[1]); + break; + case 9: + pSpellPointsAttributeDescription = RemoveQuotes(tokens[1]); + break; + case 10: + pPlayerConditionAttributeDescription = RemoveQuotes(tokens[1]); + break; + case 11: + pFastSpellAttributeDescription = RemoveQuotes(tokens[1]); + break; + case 12: + pPlayerAgeAttributeDescription = RemoveQuotes(tokens[1]); + break; + case 13: + pPlayerLevelAttributeDescription = RemoveQuotes(tokens[1]); + break; + case 14: + pPlayerExperienceAttributeDescription = RemoveQuotes(tokens[1]); + break; + case 15: + pAttackBonusAttributeDescription = RemoveQuotes(tokens[1]); + break; + case 16: + pAttackDamageAttributeDescription = RemoveQuotes(tokens[1]); + break; + case 17: + pMissleBonusAttributeDescription = RemoveQuotes(tokens[1]); + break; + case 18: + pMissleDamageAttributeDescription = RemoveQuotes(tokens[1]); + break; + case 19: + pFireResistanceAttributeDescription = RemoveQuotes(tokens[1]); + break; + case 20: + pAirResistanceAttributeDescription = RemoveQuotes(tokens[1]); + break; + case 21: + pWaterResistanceAttributeDescription = RemoveQuotes(tokens[1]); + break; + case 22: + pEarthResistanceAttributeDescription = RemoveQuotes(tokens[1]); + break; + case 23: + pMindResistanceAttributeDescription = RemoveQuotes(tokens[1]); + break; + case 24: + pBodyResistanceAttributeDescription = RemoveQuotes(tokens[1]); + break; + case 25: + pSkillPointsAttributeDescription = RemoveQuotes(tokens[1]); + break; + } + } + + pClassTXT_Raw = 0; + pClassTXT_Raw = (char *)pEvents_LOD->LoadRaw("class.txt", 0); + strtok(pClassTXT_Raw, "\r"); + for (int i=0; i<36; ++i) + { + test_string = strtok(NULL, "\r") + 1; + auto tokens = Tokenize(test_string, '\t'); + Assert(tokens.size() == 3, "Invalid number of tokens"); + pClassDescriptions[i]=RemoveQuotes(tokens[1]); + } + + + + ItemGen::PopulateSpecialBonusMap(); + ItemGen::PopulateArtifactBonusMap(); + ItemGen::PopulateRegularBonusMap(); + + + } + +//----- (00456D17) -------------------------------------------------------- +void ItemsTable::SetSpecialBonus(ItemGen *pItem) +{ + if ( pItems[pItem->uItemID].uMaterial == MATERIAL_SPECIAL ) + { + pItem->uEnchantmentType = pItems[pItem->uItemID]._bonus_type; + pItem->uSpecEnchantmentType = pItems[pItem->uItemID]._additional_value; + pItem->m_enchantmentStrength = pItems[pItem->uItemID]._bonus_strength; + } +} + +//----- (00456D43) -------------------------------------------------------- +bool ItemsTable::IsMaterialSpecial(ItemGen *pItem) +{ + return this->pItems[pItem->uItemID].uMaterial == MATERIAL_SPECIAL; +} + +//----- (00456D5E) -------------------------------------------------------- +bool ItemsTable::IsMaterialNonCommon(ItemGen *pItem) +{ + return pItems[pItem->uItemID].uMaterial == MATERIAL_SPECIAL || + pItems[pItem->uItemID].uMaterial == MATERIAL_RELIC || + pItems[pItem->uItemID].uMaterial == MATERIAL_ARTEFACT; +} + + +//----- (00453B3C) -------------------------------------------------------- +void ItemsTable::LoadPotions() +{ + + CHAR Text[90]; + char* test_string; + unsigned int uRow; + unsigned int uColumn; + unsigned __int8 potion_value; + + free(pPotionNotesTXT_Raw); + auto tokens = Tokenize("", '\t'); + char* pPotionsTXT_Raw = (char *)pEvents_LOD->LoadRaw("potion.txt", 0); + test_string = strtok(pPotionsTXT_Raw ,"\r") + 1; + while (test_string) + { + tokens = Tokenize(test_string, '\t'); + if (!strcmp(tokens[0], "222")) + break; + test_string = strtok(NULL ,"\r") + 1; + } + if (!test_string) + { + MessageBoxA(0, "Error Pre-Parsing Potion Table", "Load Error", MB_ICONHAND|MB_CANCELTRYCONTINUE); + return; + } + + for (uRow = 0;uRow < 50; ++uRow) + { + if (tokens.size() < 50) + { + wsprintfA(Text, "Error Parsing Potion Table at Row: %d Column: %d", uRow, tokens.size()); + MessageBoxA(0, Text, "Parsing Error", MB_ICONHAND|MB_CANCELTRYCONTINUE); + return; + } + for (uColumn = 0; uColumn < 50; ++uColumn) + { + char* currValue = tokens[uColumn + 7]; + potion_value = atoi(currValue); + if ( !potion_value && tolower(currValue[0]) == 'e') + { + potion_value = atoi(currValue + 1); + } + this->potion_data[uRow][uColumn]=potion_value; + } + + test_string = strtok(NULL ,"\r") + 1; + if (!test_string) + { + wsprintfA(Text, "Error Parsing Potion Table at Row: %d Column: %d", uRow, 0); + MessageBoxA(0, Text, "Parsing Error", MB_ICONHAND|MB_CANCELTRYCONTINUE); + return; + } + tokens = Tokenize(test_string, '\t'); + } +} + +//----- (00453CE5) -------------------------------------------------------- +void ItemsTable::LoadPotionNotes() +{ + + CHAR Text[90]; + char* test_string; + unsigned int uRow; + unsigned int uColumn; + unsigned __int8 potion_note; + + free(pPotionNotesTXT_Raw); + auto tokens = Tokenize("", '\t'); + char* pPotionNotesTXT_Raw = (char *)pEvents_LOD->LoadRaw("potnotes.txt", 0); + test_string = strtok(pPotionNotesTXT_Raw ,"\r") + 1; + while (test_string) + { + tokens = Tokenize(test_string, '\t'); + if (!strcmp(tokens[0], "222")) + break; + test_string = strtok(NULL ,"\r") + 1; + } + if (!test_string) + { + MessageBoxA(0, "Error Pre-Parsing Potion Table", "Load Error", MB_ICONHAND|MB_CANCELTRYCONTINUE); + return; + } + + for (uRow = 0;uRow < 50; ++uRow) + { + if (tokens.size() < 50) + { + wsprintfA(Text, "Error Parsing Potion Table at Row: %d Column: %d", uRow, tokens.size()); + MessageBoxA(0, Text, "Parsing Error", MB_ICONHAND|MB_CANCELTRYCONTINUE); + return; + } + for (uColumn = 0; uColumn < 50; ++uColumn) + { + char* currValue = tokens[uColumn + 7]; + potion_note = atoi(currValue); + if ( !potion_note && tolower(currValue[0]) == 'e') + { + potion_note = atoi(currValue + 1); + } + this->potion_note[uRow][uColumn]=potion_note; + } + + test_string = strtok(NULL ,"\r") + 1; + if (!test_string) + { + wsprintfA(Text, "Error Parsing Potion Table at Row: %d Column: %d", uRow, 0); + MessageBoxA(0, Text, "Parsing Error", MB_ICONHAND|MB_CANCELTRYCONTINUE); + return; + } + tokens = Tokenize(test_string, '\t'); + } + + + } + + +//----- (00456442) -------------------------------------------------------- +unsigned int ItemGen::GetValue() + { + unsigned int uBaseValue; // edi@1 + unsigned int bonus; + + uBaseValue = pItemsTable->pItems[this->uItemID].uValue; + if ( this->uAttributes & ITEM_TEMP_BONUS || pItemsTable->IsMaterialNonCommon(this) ) + return uBaseValue; + if (uEnchantmentType ) + return uBaseValue + 100 * m_enchantmentStrength;; + if (uSpecEnchantmentType ) + { + bonus = pItemsTable->pSpecialEnchantments[uSpecEnchantmentType].iTreasureLevel; + if ( bonus > 10 ) + return uBaseValue + bonus; + else + return uBaseValue * bonus; + } + return uBaseValue; + } + +//----- (00456499) -------------------------------------------------------- +const char *ItemGen::GetDisplayName() +{ + if (IsIdentified()) + return GetIdentifiedName(); + else + return pItemsTable->pItems[uItemID].pUnidentifiedName; +} + +//----- (004564B3) -------------------------------------------------------- +const char *ItemGen::GetIdentifiedName() +{ + unsigned __int8 equip_type; + const char *player_name; + const char *nameModificator; + const char *format_str; + + equip_type = GetItemEquipType(); + if ( (equip_type == EQUIP_REAGENT) || (equip_type == EQUIP_POTION) || (equip_type == EQUIP_GOLD) ) + { + sprintf(item__getname_buffer.data(), "%s", pItemsTable->pItems[uItemID].pName); + return item__getname_buffer.data(); + } + sprintf(item__getname_buffer.data(), "%s", pItemsTable->pItems[uItemID].pName); + if ( uItemID == ITEM_LICH_JAR_FULL ) //Lich Jar + { + if ( (uHolderPlayer >0 )&& (uHolderPlayer <= 4) ) + { + player_name = pPlayers[uHolderPlayer]->pName; + if ( player_name[strlen(player_name) - 1] == 's' ) + format_str = pGlobalTXT_LocalizationStrings[655]; //"%s' Jar" + else + format_str = pGlobalTXT_LocalizationStrings[654]; //"%s's Jar" + sprintf(item__getname_buffer.data(), format_str, pPlayers[uHolderPlayer]->pName); + return item__getname_buffer.data(); + } + } + if ( !pItemsTable->IsMaterialNonCommon(this) ) + { + if ( uEnchantmentType ) + { + strcat(item__getname_buffer.data(), " "); + nameModificator = pItemsTable->pEnchantments[uEnchantmentType-1].pOfName; + } + else + { + if ( !uSpecEnchantmentType ) + return item__getname_buffer.data(); + if ( uSpecEnchantmentType == 16 //Drain Hit Points from target. + || uSpecEnchantmentType == 39 //Double damage vs Demons. + || uSpecEnchantmentType == 40 //Double damage vs Dragons + || uSpecEnchantmentType == 45 //+5 Speed and Accuracy + || uSpecEnchantmentType == 56 //+5 Might and Endurance. + || uSpecEnchantmentType == 57 //+5 Intellect and Personality. + || uSpecEnchantmentType == 58 //Increased Value. + || uSpecEnchantmentType == 60 //+3 Unarmed and Dodging skills + || uSpecEnchantmentType == 61 //+3 Stealing and Disarm skills. + || uSpecEnchantmentType == 59 //Increased Weapon speed. + || uSpecEnchantmentType == 63 //Double Damage vs. Elves. + || uSpecEnchantmentType == 64 //Double Damage vs. Undead. + || uSpecEnchantmentType == 67 //Adds 5 points of Body damage and +2 Disarm skill. + || uSpecEnchantmentType == 68 ) //Adds 6-8 points of Cold damage and +5 Armor Class. + { //enchantment and name positions inverted! + sprintf( item__getname_buffer.data(), "%s %s", + pItemsTable->pSpecialEnchantments[uSpecEnchantmentType-1].pNameAdd, + pItemsTable->pItems[uItemID].pName); + return item__getname_buffer.data(); + } + strcat(item__getname_buffer.data(), " "); + nameModificator = pItemsTable->pSpecialEnchantments[uSpecEnchantmentType-1].pNameAdd; + } + strcat(item__getname_buffer.data(), nameModificator); + } + return item__getname_buffer.data(); +} + + +//----- (00456620) -------------------------------------------------------- +void ItemsTable::GenerateItem(int treasure_level, unsigned int uTreasureType, ItemGen *out_item) + { + int treasureLevelMinus1; // ebx@3 + int current_chance; // ebx@43 + int tmp_chance; // ecx@47 + int v17; // ebx@57 + int v18; // edx@62 + unsigned int special_chance; // edx@86 + unsigned int v26; // edx@89 + unsigned int v27; // eax@89 + int v32; // ecx@91 + int v33; // eax@91 +// unsigned int v34; // eax@97 + int v45; // eax@120 + int v46; // edx@120 + int j; // eax@121 + int val_list[800]; // [sp+Ch] [bp-C88h]@33 + int total_chance; // [sp+C8Ch] [bp-8h]@33 + signed int v56; // [sp+CA0h] [bp+Ch]@55 + int v57; // [sp+CA0h] [bp+Ch]@62 + + if (!out_item) + out_item = (ItemGen *)malloc(sizeof(ItemGen)); + memset(out_item, 0, sizeof(*out_item)); + + + treasureLevelMinus1 = treasure_level - 1; + if ( uTreasureType ) //generate known treasure type + { + ITEM_EQUIP_TYPE requested_equip; + PLAYER_SKILL_TYPE requested_skill = PLAYER_SKILL_INVALID; + switch (uTreasureType) + { + case 20: requested_equip = EQUIP_SINGLE_HANDED; break; + case 21: requested_equip = EQUIP_ARMOUR; break; + case 22: requested_skill = PLAYER_SKILL_MISC; break; + case 23: requested_skill = PLAYER_SKILL_SWORD; break; + case 24: requested_skill = PLAYER_SKILL_DAGGER; break; + case 25: requested_skill = PLAYER_SKILL_AXE; break; + case 26: requested_skill = PLAYER_SKILL_SPEAR; break; + case 27: requested_skill = PLAYER_SKILL_BOW; break; + case 28: requested_skill = PLAYER_SKILL_MACE; break; + case 29: requested_skill = PLAYER_SKILL_CLUB; break; + case 30: requested_skill = PLAYER_SKILL_STAFF; break; + case 31: requested_skill = PLAYER_SKILL_LEATHER; break; + case 32: requested_skill = PLAYER_SKILL_CHAIN; break; + case 33: requested_skill = PLAYER_SKILL_PLATE; break; + case 34: requested_equip = EQUIP_SHIELD; break; + case 35: requested_equip = EQUIP_HELMET; break; + case 36: requested_equip = EQUIP_BELT; break; + case 37: requested_equip = EQUIP_CLOAK; break; + case 38: requested_equip = EQUIP_GAUNTLETS; break; + case 39: requested_equip = EQUIP_BOOTS; break; + case 40: requested_equip = EQUIP_RING; break; + case 41: requested_equip = EQUIP_AMULET; break; + case 42: requested_equip = EQUIP_WAND; break; + case 43: requested_equip = EQUIP_SPELL_SCROLL; break; + case 44: requested_equip = EQUIP_POTION; break; + case 45: requested_equip = EQUIP_REAGENT; break; + case 46: requested_equip = EQUIP_GEM; break; + default: + __debugbreak(); // check this condition + requested_equip = (ITEM_EQUIP_TYPE)(uTreasureType - 1); + break; + } + memset(val_list, 0, sizeof(val_list)); + total_chance = 0; + j=0; + //a2a = 1; + if (requested_skill == PLAYER_SKILL_INVALID) // no skill for this item needed + { + for (uint i = 1; i < 500; ++i) + { + if (pItems[i].uEquipType == requested_equip) + { + val_list[j] = i; + ++j; + total_chance += pItems[i].uChanceByTreasureLvl[treasure_level - 1]; + } + } + } + else //have needed skill + { + for (uint i = 1; i < 500; ++i) + { + if (pItems[i].uSkillType == requested_skill) + { + val_list[j] = i; + ++j; + total_chance += pItems[i].uChanceByTreasureLvl[treasure_level - 1]; + } + } + } + + current_chance = 0; + if ( total_chance ) + { + current_chance = rand() % total_chance + 1; + tmp_chance = 0; + j=0; + while(tmp_chance < current_chance) + { + out_item->uItemID = val_list[j]; + tmp_chance += pItems[val_list[j]].uChanceByTreasureLvl[treasure_level - 1]; + ++j; + } + } + else + { + out_item->uItemID = 1; + } + } + else + { + //artifact + if ( treasureLevelMinus1 == 5 ) + { + v56 = 0; + for(int i=0; i<29; ++i) + v56 += pParty->pIsArtifactFound[i]; + v17 = rand() % 29; + if ((rand() % 100 < 5) && !pParty->pIsArtifactFound[v17] && v56 < 13) + { + pParty->pIsArtifactFound[v17] = 1; + out_item->uAttributes = 0; + out_item->uItemID = v17 + 500; + SetSpecialBonus(out_item); + return; + } + } + + v57 = 0; + v18 = rand() % this->uChanceByTreasureLvlSumm[treasure_level - 1] + 1; + while (v57 < v18) + { + ++out_item->uItemID; + v57 += pItems[out_item->uItemID].uChanceByTreasureLvl[treasureLevelMinus1]; + } + } + if (out_item->GetItemEquipType() == EQUIP_POTION && out_item->uItemID != ITEM_POTION_BOTTLE ) + {// if it potion set potion spec + out_item->uEnchantmentType = 0; + for (int i=0; i<2; ++i) + out_item->uEnchantmentType += rand() % 4 + 1; + out_item->uEnchantmentType = out_item->uEnchantmentType * treasure_level; + } + + if ( out_item->uItemID == ITEM_SPELLBOOK_LIGHT_DIVINE_INTERVENTION + && !(unsigned __int16)_449B57_test_bit(pParty->_quest_bits, 239) ) + out_item->uItemID = ITEM_SPELLBOOK_LIGHT_SUN_BURST; + if ( pItemsTable->pItems[out_item->uItemID].uItemID_Rep_St ) + out_item->uAttributes = 0; + else + out_item->uAttributes = 1; + + if ( out_item->GetItemEquipType() != EQUIP_POTION ) + { + out_item->uSpecEnchantmentType = 0; + out_item->uEnchantmentType = 0; + } + //try get special enhansment + switch (out_item->GetItemEquipType()) + { + case EQUIP_SINGLE_HANDED: + case EQUIP_TWO_HANDED : + case EQUIP_BOW : + if ( !uBonusChanceWpSpecial[treasureLevelMinus1] ) + return; + if ((uint)(rand() % 100)>=uBonusChanceWpSpecial[treasureLevelMinus1]) + return; + break; + case EQUIP_ARMOUR : + case EQUIP_SHIELD : + case EQUIP_HELMET : + case EQUIP_BELT : + case EQUIP_CLOAK : + case EQUIP_GAUNTLETS : + case EQUIP_BOOTS : + case EQUIP_RING : + + if ( !uBonusChanceStandart[treasureLevelMinus1] ) + return; + special_chance = rand() % 100; + if ( special_chance < uBonusChanceStandart[treasureLevelMinus1]) + { + v26 = rand() %pEnchantmentsSumm[out_item->GetItemEquipType()-3] + 1; + v27 = 0; + while(v27 < v26) + { + ++out_item->uEnchantmentType; + v27+=pEnchantments[out_item->uEnchantmentType].to_item[out_item->GetItemEquipType()-3]; + } + + v33 = rand() % (bonus_ranges[treasureLevelMinus1].maxR - bonus_ranges[treasureLevelMinus1].minR + 1); + out_item->m_enchantmentStrength = v33 + bonus_ranges[treasureLevelMinus1].minR; + v32 = out_item->uEnchantmentType - 1; + if ( v32 == 21 || v32 == 22 || v32 == 23 ) //Armsmaster skill, Dodge skill, Unarmed skill + out_item->m_enchantmentStrength = out_item->m_enchantmentStrength/2; + if ( out_item->m_enchantmentStrength <= 0 ) + out_item->m_enchantmentStrength = 1; + return; + + } + else if ( special_chance >= uBonusChanceStandart[treasureLevelMinus1] + uBonusChanceSpecial[treasureLevelMinus1] ) + return; + break; + case EQUIP_WAND: + out_item->uNumCharges = rand() % 6 + out_item->GetDamageMod() + 1; + out_item->uMaxCharges = out_item->uNumCharges; + return; + default: + return; + } + + j=0; + int spc_sum=0; + int spc; + memset(&val_list, 0, 3200); + for (unsigned int i=0; i<pSpecialEnchantments_count;++i) + { + int tr_lv= pSpecialEnchantments[i].iTreasureLevel; + if ((treasure_level - 1 == 2) && ( tr_lv == 1 || tr_lv == 0 ) || + (treasure_level - 1 == 3) && (tr_lv == 2 || tr_lv == 1 || tr_lv == 0) || + (treasure_level - 1 == 4) && (tr_lv == 3 || tr_lv == 2 || tr_lv == 1) || + (treasure_level - 1 == 5) && (tr_lv == 3) + ) + { + spc=pSpecialEnchantments[i].to_item_apply[out_item->GetItemEquipType()]; + spc_sum+=spc; + if(spc) + { + val_list[j++]=i; + } + } + } + + v46 = rand()%spc_sum+1;//ñëó÷àéíûå çíà÷åíèÿ îò 1 äî spc_sum + j=0; + v45 = 0; + while (v45<v46) + { + ++j; + out_item->uSpecEnchantmentType=val_list[j]; + v45+=pSpecialEnchantments[val_list[j]].to_item_apply[out_item->GetItemEquipType()]; + } +} + +//----- (004505CC) -------------------------------------------------------- +bool ItemGen::GenerateArtifact() +{ + signed int uNumArtifactsNotFound; // esi@1 + int artifacts_list[32]; + + memset(artifacts_list, 0,sizeof(artifacts_list)); + uNumArtifactsNotFound = 0; + + for (int i=500;i<529;++i) + if ( !pParty->pIsArtifactFound[i-500] ) + artifacts_list[uNumArtifactsNotFound++] = i; + + Reset(); + if ( uNumArtifactsNotFound ) + { + uItemID = artifacts_list[rand() % uNumArtifactsNotFound]; + pItemsTable->SetSpecialBonus(this); + return true; + } + else + return false; + +} + +std::map<int, std::map<CHARACTER_ATTRIBUTE_TYPE, CEnchantment*>* >ItemGen::regularBonusMap; +std::map<int, std::map<CHARACTER_ATTRIBUTE_TYPE, CEnchantment*>* >ItemGen::specialBonusMap; +std::map<int, std::map<CHARACTER_ATTRIBUTE_TYPE, CEnchantment*>* >ItemGen::artifactBonusMap; + +#define NEWBONUSINTOSPECIALLIST(x,y) AddToMap(ItemGen::specialBonusMap, enchId, x, y); +#define NEWBONUSINTOSPECIALLIST2(x,y,z) AddToMap(ItemGen::specialBonusMap, enchId, x, y, z); + +#define NEWBONUSINTOREGULARLIST(x) AddToMap(ItemGen::regularBonusMap, enchId, x); + +#define NEWBONUSINTOARTIFACTLIST(x,y) AddToMap(ItemGen::artifactBonusMap, itemId, x, y); +#define NEWBONUSINTOARTIFACTLIST2(x,y,z) AddToMap(ItemGen::artifactBonusMap, itemId, x, y, z); + +void ItemGen::AddToMap( std::map<int, std::map<CHARACTER_ATTRIBUTE_TYPE, CEnchantment*>* > &maptoadd, int enchId, CHARACTER_ATTRIBUTE_TYPE attrId, int bonusValue /*= 0*/, unsigned __int16 Player::* skillPtr /*= NULL*/ ) +{ + auto key = maptoadd.find(enchId); + std::map<CHARACTER_ATTRIBUTE_TYPE, CEnchantment*>* currMap; + if (key == maptoadd.end()) + { + currMap = new std::map<CHARACTER_ATTRIBUTE_TYPE, CEnchantment*>; + maptoadd[enchId] = currMap; + } + else + { + currMap = key->second; + } + Assert(currMap->find(attrId) == currMap->end(), "Attribute %d already present for enchantment %d", attrId, enchId); + (*currMap)[attrId] = new CEnchantment(bonusValue, skillPtr); +} + +void ItemGen::PopulateSpecialBonusMap() +{ + int enchId = 1;// of Protection, +10 to all Resistances + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_RESIST_FIRE, 10); + NEWBONUSINTOSPECIALLIST( CHARACTER_ATTRIBUTE_RESIST_AIR, 10); + NEWBONUSINTOSPECIALLIST( CHARACTER_ATTRIBUTE_RESIST_WATER, 10); + NEWBONUSINTOSPECIALLIST( CHARACTER_ATTRIBUTE_RESIST_EARTH, 10); + NEWBONUSINTOSPECIALLIST( CHARACTER_ATTRIBUTE_RESIST_MIND, 10); + NEWBONUSINTOSPECIALLIST( CHARACTER_ATTRIBUTE_RESIST_BODY, 10); + + enchId = 2;//of The Gods, +10 to all Seven Statistics + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_STRENGTH, 10); + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_INTELLIGENCE, 10); + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_WILLPOWER, 10); + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_ENDURANCE, 10); + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_ACCURACY, 10); + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_SPEED, 10); + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_LUCK, 10); + + enchId = 26;//of Air Magic + NEWBONUSINTOSPECIALLIST2(CHARACTER_ATTRIBUTE_SKILL_AIR,0, &Player::skillAir); + + enchId = 27;//of Body Magic + NEWBONUSINTOSPECIALLIST2(CHARACTER_ATTRIBUTE_SKILL_BODY,0, &Player::skillBody); + + enchId = 28;//of Dark Magic + NEWBONUSINTOSPECIALLIST2(CHARACTER_ATTRIBUTE_SKILL_DARK,0, &Player::skillDark); + + enchId = 29;//of Earth Magic + NEWBONUSINTOSPECIALLIST2(CHARACTER_ATTRIBUTE_SKILL_EARTH,0, &Player::skillEarth); + + enchId = 30;//of Fire Magic + NEWBONUSINTOSPECIALLIST2(CHARACTER_ATTRIBUTE_SKILL_FIRE,0, &Player::skillFire); + + enchId = 31;//of Light Magic + NEWBONUSINTOSPECIALLIST2(CHARACTER_ATTRIBUTE_SKILL_LIGHT,0, &Player::skillLight); + + enchId = 32;//of Mind Magic + NEWBONUSINTOSPECIALLIST2(CHARACTER_ATTRIBUTE_SKILL_MIND,0, &Player::skillMind); + + enchId = 33;//of Spirit Magic + NEWBONUSINTOSPECIALLIST2(CHARACTER_ATTRIBUTE_SKILL_SPIRIT,0, &Player::skillSpirit); + + enchId = 34;//of Water Magic + NEWBONUSINTOSPECIALLIST2(CHARACTER_ATTRIBUTE_SKILL_WATER,0, &Player::skillWater); + + enchId = 42;//of Doom + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_STRENGTH, 1); + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_INTELLIGENCE, 1); + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_WILLPOWER, 1); + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_ENDURANCE, 1); + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_ACCURACY, 1); + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_SPEED, 1); + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_LUCK, 1); + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_HEALTH, 1); + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_MANA, 1); + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_AC_BONUS, 1); + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_RESIST_FIRE, 1); + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_RESIST_AIR, 1); + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_RESIST_WATER, 1); + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_RESIST_EARTH, 1); + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_RESIST_MIND, 1); + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_RESIST_BODY, 1); + + enchId = 43;//of Earth + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_ENDURANCE, 10); + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_AC_BONUS, 10); + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_HEALTH, 10); + + enchId = 44;//of Life + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_HEALTH, 10); + + enchId = 45;//Rogues + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_SPEED, 5); + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_ACCURACY, 5); + + enchId = 46;//of The Dragon + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_STRENGTH, 25); + + enchId = 47;//of The Eclipse + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_MANA, 10); + + enchId = 48;//of The Golem + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_ENDURANCE, 15); + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_AC_BONUS, 5); + + enchId = 49;//of The Moon + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_INTELLIGENCE, 10); + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_LUCK, 10); + + enchId = 50;//of The Phoenix + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_RESIST_FIRE, 30); + + enchId = 51;//of The Sky + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_MANA, 10); + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_SPEED, 10); + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_INTELLIGENCE, 10); + + enchId = 52;//of The Stars + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_ENDURANCE, 10); + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_ACCURACY, 10); + + enchId = 53;//of The Sun + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_STRENGTH, 10); + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_WILLPOWER, 10); + + enchId = 54;//of The Troll + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_ENDURANCE, 15); + + enchId = 55;//of The Unicorn + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_LUCK, 15); + + enchId = 56;//Warriors + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_STRENGTH, 5); + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_ENDURANCE, 5); + + enchId = 57;//Wizards + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_INTELLIGENCE, 5); + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_WILLPOWER, 5); + + enchId = 60;//Monks' + NEWBONUSINTOSPECIALLIST2(CHARACTER_ATTRIBUTE_SKILL_DODGE, 3, &Player::skillDodge); + NEWBONUSINTOSPECIALLIST2(CHARACTER_ATTRIBUTE_SKILL_UNARMED, 3, &Player::skillUnarmed); + + enchId = 61;//Thieves' + NEWBONUSINTOSPECIALLIST2(CHARACTER_ATTRIBUTE_SKILL_TRAP_DISARM, 3, &Player::skillStealing); + NEWBONUSINTOSPECIALLIST2(CHARACTER_ATTRIBUTE_SKILL_STEALING, 3, &Player::skillDisarmTrap); + + enchId = 62;//of Identifying + NEWBONUSINTOSPECIALLIST2(CHARACTER_ATTRIBUTE_SKILL_ITEM_ID, 3, &Player::skillItemId); + NEWBONUSINTOSPECIALLIST2(CHARACTER_ATTRIBUTE_SKILL_MONSTER_ID, 3, &Player::skillMonsterId); + + enchId = 67;//Assassins' + NEWBONUSINTOSPECIALLIST2(CHARACTER_ATTRIBUTE_SKILL_TRAP_DISARM, 2, &Player::skillDisarmTrap); + + enchId = 68;//Barbarians' + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_AC_BONUS, 5); + + enchId = 69;//of the Storm + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_RESIST_AIR, 20); + + enchId = 70;//of the Ocean + NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_RESIST_WATER, 10); + NEWBONUSINTOSPECIALLIST2(CHARACTER_ATTRIBUTE_SKILL_ALCHEMY, 2, &Player::skillAlchemy); +} + +void ItemGen::PopulateRegularBonusMap() +{ + int enchId = 1;//of Might + NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_STRENGTH); + + enchId = 2;//of Thought + NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_INTELLIGENCE); + + enchId = 3;//of Charm + NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_WILLPOWER); + + enchId = 4;//of Vigor + NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_ENDURANCE); + + enchId = 5;//of Precision + NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_ACCURACY); + + enchId = 6;//of Speed + NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_SPEED); + + enchId = 7;//of Luck + NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_LUCK); + + enchId = 8;//of Health + NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_HEALTH); + + enchId = 9;//of Magic + NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_MANA); + + enchId = 10;//of Defense + NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_AC_BONUS); + + enchId = 11;//of Fire Resistance + NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_RESIST_FIRE); + + enchId = 12;//of Air Resistance + NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_RESIST_AIR); + + enchId = 13;//of Water Resistance + NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_RESIST_WATER); + + enchId = 14;//of Earth Resistance + NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_RESIST_EARTH); + + enchId = 15;//of Mind Resistance + NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_RESIST_MIND); + + enchId = 16;//of Body Resistance + NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_RESIST_BODY); + + enchId = 17;//of Alchemy + NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_SKILL_ALCHEMY); + + enchId = 18;//of Stealing + NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_SKILL_STEALING); + + enchId = 19;//of Disarming + NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_SKILL_TRAP_DISARM); + + enchId = 20;//of Items + NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_SKILL_ITEM_ID); + + enchId = 21;//of Monsters + NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_SKILL_MONSTER_ID); + + enchId = 22;//of Arms + NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_SKILL_ARMSMASTER); + + enchId = 23;//of Dodging + NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_SKILL_DODGE); + + enchId = 24;//of the Fist + NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_SKILL_UNARMED); +} + +void ItemGen::PopulateArtifactBonusMap() +{ + int itemId; + itemId = ITEM_ARTIFACT_PUCK; + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_STRENGTH, 40); + + itemId = ITEM_ARTIFACT_IRON_FEATHER; + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_STRENGTH, 40); + + itemId = ITEM_ARTIFACT_WALLACE; + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_WILLPOWER, 40); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_SKILL_ARMSMASTER, 10); + + itemId = ITEM_ARTIFACT_CORSAIR; + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_LUCK, 40); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_SKILL_TRAP_DISARM, 5); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_SKILL_STEALING, 5); + + itemId = ITEM_ARTIFACT_GOVERNORS_ARMOR; + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_STRENGTH, 10); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_INTELLIGENCE, 10); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_WILLPOWER, 10); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_ENDURANCE, 10); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_ACCURACY, 10); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_SPEED, 10); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_LUCK, 10); + + itemId = ITEM_ARTIFACT_YORUBA; + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_ENDURANCE, 25); + + itemId = ITEM_ARTIFACT_SPLITTER; + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_FIRE, 50); + + itemId = ITEM_ARTEFACT_ULLYSES, + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_ACCURACY, 50); + + itemId = ITEM_ARTEFACT_HANDS_OF_THE_MASTER, + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_SKILL_DODGE, 10); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_SKILL_UNARMED, 10); + + itemId = ITEM_ARTIFACT_LEAGUE_BOOTS; + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_SPEED, 40); + NEWBONUSINTOARTIFACTLIST2(CHARACTER_ATTRIBUTE_SKILL_WATER, 0, &Player::skillWater); + + itemId = ITEM_ARTIFACT_RULERS_RING; + NEWBONUSINTOARTIFACTLIST2(CHARACTER_ATTRIBUTE_SKILL_MIND, 0, &Player::skillMind); + NEWBONUSINTOARTIFACTLIST2(CHARACTER_ATTRIBUTE_SKILL_DARK, 0, &Player::skillDark); + + itemId = ITEM_RELIC_MASH; + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_STRENGTH, 150); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_INTELLIGENCE, -40); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_WILLPOWER, -40); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_SPEED, -40); + + itemId = ITEM_RELIC_ETHRICS_STAFF; + NEWBONUSINTOARTIFACTLIST2(CHARACTER_ATTRIBUTE_SKILL_DARK, 0, &Player::skillDark); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_SKILL_MEDITATION, 15); + + itemId = ITEM_RELIC_HARECS_LEATHER; + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_SKILL_TRAP_DISARM, 5); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_SKILL_STEALING, 5); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_LUCK, 50); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_FIRE, -10); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_WATER, -10); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_AIR, -10); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_EARTH, -10); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_MIND, -10); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_BODY, -10); + + itemId = ITEM_RELIC_OLD_NICK; + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_SKILL_TRAP_DISARM, 5); + + itemId = ITEM_RELIC_AMUCK; + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_STRENGTH, 100); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_ENDURANCE, 100); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_AC_BONUS, -15); + + itemId = ITEM_RELIC_GLORY_SHIELD; + NEWBONUSINTOARTIFACTLIST2(CHARACTER_ATTRIBUTE_SKILL_SPIRIT, 0, &Player::skillSpirit); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_SKILL_SHIELD, 5); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_MIND, -10); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_BODY, -10); + + itemId = ITEM_RELIC_KELEBRIM; + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_ENDURANCE, 50); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_EARTH, -30); + + itemId = ITEM_RELIC_TALEDONS_HELM; + NEWBONUSINTOARTIFACTLIST2(CHARACTER_ATTRIBUTE_SKILL_LIGHT, 0, &Player::skillLight); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_WILLPOWER, 15); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_STRENGTH, 15); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_LUCK, -40); + + itemId = ITEM_RELIC_SCHOLARS_CAP; + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_SKILL_LEARNING, +15); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_ENDURANCE, -50); + + itemId = ITEM_RELIC_PHYNAXIAN_CROWN; + NEWBONUSINTOARTIFACTLIST2(CHARACTER_ATTRIBUTE_SKILL_FIRE, 0, &Player::skillFire); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_WATER, +50); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_WILLPOWER, 30); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_AC_BONUS, -20); + + itemId = ITEM_RILIC_TITANS_BELT; + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_STRENGTH, 75); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_SPEED, -40); + + itemId = ITEM_RELIC_TWILIGHT; + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_SPEED, 50); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_LUCK, 50); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_FIRE, -15); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_WATER, -15); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_AIR, -15); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_EARTH, -15); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_MIND, -15); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_BODY, -15); + + itemId = ITEM_RELIC_ANIA_SELVING; + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_ACCURACY, 150); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_SKILL_BOW, 5); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_AC_BONUS, -25); + + itemId = ITEM_RELIC_JUSTICE; + NEWBONUSINTOARTIFACTLIST2(CHARACTER_ATTRIBUTE_SKILL_MIND, 0, &Player::skillMind); + NEWBONUSINTOARTIFACTLIST2(CHARACTER_ATTRIBUTE_SKILL_BODY, 0, &Player::skillBody); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_SPEED, -40); + + itemId = ITEM_RELIC_MEKORIGS_HAMMER; + NEWBONUSINTOARTIFACTLIST2(CHARACTER_ATTRIBUTE_SKILL_SPIRIT, 0, &Player::skillSpirit); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_STRENGTH, 75); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_AIR, -50); + + itemId = ITEM_ARTIFACT_HERMES_SANDALS; + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_SPEED, 100); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_ACCURACY, 50); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_AIR, 50); + + itemId = ITEM_ARTIFACT_CLOAK_OF_THE_SHEEP; + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_WILLPOWER, -20); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_INTELLIGENCE, -20); + + itemId = ITEM_ARTIFACT_MINDS_EYE; + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_WILLPOWER, 15); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_INTELLIGENCE, 15); + + itemId = ITEM_ELVEN_CHAINMAIL; + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_SPEED, 15); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_ACCURACY, 15); + + itemId = ITEM_FORGE_GAUNTLETS; + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_STRENGTH, 15); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_ENDURANCE, 15); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_FIRE, 30); + + itemId = ITEM_ARTIFACT_HEROS_BELT; + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_STRENGTH, 15); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_SKILL_ARMSMASTER, 5); + + itemId = ITEM_ARTIFACT_LADYS_ESCORT; + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_FIRE, 10); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_AIR, 10); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_WATER, 10); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_EARTH, 10); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_MIND, 10); + NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_BODY, 10); +} + +void ItemGen::GetItemBonusSpecialEnchantment( Player* owner, CHARACTER_ATTRIBUTE_TYPE attrToGet, int* additiveBonus, int* halfSkillBonus ) +{ + auto bonusList = ItemGen::specialBonusMap.find(this->uSpecEnchantmentType); + if (bonusList == ItemGen::specialBonusMap.end()) + { + return; + } + std::map<CHARACTER_ATTRIBUTE_TYPE, CEnchantment*>* currList = bonusList->second; + if (currList->find(attrToGet) != currList->end()) + { + CEnchantment* currBonus = (*currList)[attrToGet]; + if (currBonus->statPtr != NULL) + { + if (currBonus->statBonus == 0) + { + *halfSkillBonus = owner->*currBonus->statPtr / 2; + } + else + { + if (*additiveBonus < currBonus->statBonus) + { + *additiveBonus = currBonus->statBonus; + } + } + } + else + { + *additiveBonus += currBonus->statBonus; + } + } +} + +void ItemGen::GetItemBonusArtifact( Player* owner, CHARACTER_ATTRIBUTE_TYPE attrToGet, int* bonusSum ) +{ + auto bonusList = ItemGen::artifactBonusMap.find(this->uItemID); + if (bonusList == ItemGen::artifactBonusMap.end()) + { + return; + } + std::map<CHARACTER_ATTRIBUTE_TYPE, CEnchantment*>* currList = bonusList->second; + if (currList->find(attrToGet) != currList->end()) + { + CEnchantment* currBonus = (*currList)[attrToGet]; + if (currBonus->statPtr != NULL) + { + *bonusSum = owner->*currBonus->statPtr / 2; + } + else + { + *bonusSum += currBonus->statBonus; + } + } +} + +bool ItemGen::IsRegularEnchanmentForAttribute( CHARACTER_ATTRIBUTE_TYPE attrToGet ) +{ + auto bonusList = ItemGen::specialBonusMap.find(this->uEnchantmentType); + if (bonusList == ItemGen::specialBonusMap.end()) + { + return false; + } + std::map<CHARACTER_ATTRIBUTE_TYPE, CEnchantment*>* currList = bonusList->second; + return (currList->find(attrToGet) != currList->end()); +} + +ITEM_EQUIP_TYPE ItemGen::GetItemEquipType() +{ + return pItemsTable->pItems[this->uItemID].uEquipType; +} + +unsigned char ItemGen::GetPlayerSkillType() +{ + return pItemsTable->pItems[this->uItemID].uSkillType; +} + +char* ItemGen::GetIconName() +{ + return pItemsTable->pItems[this->uItemID].pIconName; +} + +unsigned __int8 ItemGen::GetDamageDice() +{ + return pItemsTable->pItems[this->uItemID].uDamageDice; +} + +unsigned __int8 ItemGen::GetDamageRoll() +{ + return pItemsTable->pItems[this->uItemID].uDamageRoll; +} + +unsigned __int8 ItemGen::GetDamageMod() +{ + return pItemsTable->pItems[this->uItemID].uDamageMod; +} +//----- (004B8E3D) -------------------------------------------------------- +void GenerateStandartShopItems() +{ + signed int item_count; + signed int shop_index; + int treasure_lvl; + int item_class; + int mdf; + + shop_index = (signed int)window_SpeakInHouse->ptr_1C; + if ( uItemsAmountPerShopType[p2DEvents[shop_index - 1].uType] ) + { + for (item_count = 0; item_count < uItemsAmountPerShopType[p2DEvents[shop_index - 1].uType]; ++item_count ) + { + if (shop_index <= 14) //weapon shop + { + treasure_lvl = shopWeap_variation_ord[shop_index].treasure_level; + item_class = shopWeap_variation_ord[shop_index].item_class[rand() % 4]; + } + else if (shop_index <= 28) //armor shop + { + mdf = 0; + if (item_count > 3) + ++mdf;// rechek offsets + treasure_lvl = shopArmr_variation_ord[2*(shop_index - 15) + mdf].treasure_level; + item_class = shopArmr_variation_ord[2*(shop_index - 15) + mdf].item_class[rand() % 4]; + } + else if (shop_index <= 41) //magic shop + { + treasure_lvl = shopMagic_treasure_lvl[shop_index - 28]; + item_class = 22; //misc + } + else if (shop_index <= 53) //alchemist shop + { + if (item_count < 6) + { + pParty->StandartItemsInShops[shop_index][item_count].Reset(); + pParty->StandartItemsInShops[shop_index][item_count].uItemID = 220; //potion bottle + continue; + } + else + { + treasure_lvl = shopAlch_treasure_lvl[shop_index - 41]; + item_class = 45; //reagent + } + } + pItemsTable->GenerateItem(treasure_lvl, item_class, &pParty->StandartItemsInShops[shop_index][item_count]); + pParty->StandartItemsInShops[shop_index][item_count].SetIdentified(); //identified + } + } + pParty->InTheShopFlags[shop_index] = 0; +} + +//----- (004B8F94) -------------------------------------------------------- +void GenerateSpecialShopItems() +{ + signed int item_count; + signed int shop_index; + int treasure_lvl; + int item_class; + int mdf; + + shop_index = (signed int)window_SpeakInHouse->ptr_1C; + if ( uItemsAmountPerShopType[p2DEvents[shop_index - 1].uType] ) + { + for ( item_count = 0; item_count < uItemsAmountPerShopType[p2DEvents[shop_index - 1].uType]; ++item_count ) + { + if (shop_index <= 14) //weapon shop + { + treasure_lvl = shopWeap_variation_spc[shop_index].treasure_level; + item_class = shopWeap_variation_spc[shop_index].item_class[rand() % 4]; + } + else if (shop_index <= 28) //armor shop + { + mdf = 0; + if (item_count > 3) + ++mdf; + treasure_lvl = shopArmr_variation_spc[2*(shop_index - 15) + mdf].treasure_level; + item_class = shopArmr_variation_spc[2*(shop_index - 15) + mdf].item_class[rand() % 4]; + } + else if (shop_index <= 41) //magic shop + { + treasure_lvl = shopMagicSpc_treasure_lvl[shop_index - 28]; + item_class = 22; //misc + } + else if (shop_index <= 53) //alchemist shop + { + if (item_count < 6) + { + pParty->SpecialItemsInShops[shop_index][item_count].Reset(); + pParty->SpecialItemsInShops[shop_index][item_count].uItemID = rand() % 32 + 740; //mscrool + continue; + } + else + { + treasure_lvl = shopAlchSpc_treasure_lvl[shop_index - 41]; + item_class = 44; //potion + } + } + pItemsTable->GenerateItem(treasure_lvl, item_class, &pParty->SpecialItemsInShops[shop_index][item_count]); + pParty->SpecialItemsInShops[shop_index][item_count].SetIdentified(); //identified + } + } + pParty->InTheShopFlags[shop_index] = 0; +} + + +//----- (00450218) -------------------------------------------------------- +void GenerateItemsInChest() + { + unsigned int mapType; // eax@1 + MapInfo *currMapInfo; // esi@1 + ItemGen *currItem; // ebx@2 + int additionaItemCount; // ebp@4 + int treasureLevelBot; // edi@4 + int treasureLevelTop; // esi@4 + signed int treasureLevelRange; // esi@4 + int resultTreasureLevel; // edx@4 + int goldAmount; // esi@8 + int v11; // ebp@25 + int v12; // esi@25 + signed int whatToGenerateProb; // [sp+10h] [bp-18h]@1 + + mapType = pMapStats->GetMapInfo(pCurrentMapName); + currMapInfo = &pMapStats->pInfos[mapType]; + for(int i=1; i<20;++i) + { + for(int j=0; j<140;++j) + { + + currItem = &pChests[i].igChestItems[j]; + if ( currItem->uItemID < 0 ) + { + additionaItemCount = rand() % 5; //additional items in chect + treasureLevelBot = byte_4E8168[abs(currItem->uItemID)-1][2*currMapInfo->Treasure_prob]; + treasureLevelTop = byte_4E8168[abs(currItem->uItemID)-1][2*currMapInfo->Treasure_prob+1]; + treasureLevelRange = treasureLevelTop - treasureLevelBot + 1; + resultTreasureLevel = treasureLevelBot + rand() % treasureLevelRange; //treasure level + if (resultTreasureLevel<7) + { + v11 = 0; + do + { + whatToGenerateProb = rand() % 100; + if (whatToGenerateProb<20) + { + currItem->Reset(); + } + else if (whatToGenerateProb<60) //generate gold + { + goldAmount=0; + currItem->Reset(); + switch (resultTreasureLevel) + { + case 1: //small gold + goldAmount = rand() % 51 + 50; + currItem->uItemID = 197; + break; + case 2://small gold + goldAmount = rand() % 101 + 100; + currItem->uItemID = 197; + break; + case 3: //medium + goldAmount = rand() % 301 + 200; + currItem->uItemID = 198; + break; + case 4: //medium + goldAmount = rand() % 501 + 500; + currItem->uItemID = 198; + break; + case 5: //big + goldAmount = rand() % 1001 + 1000; + currItem->uItemID = 199; + break; + case 6: //big + goldAmount = rand() % 3001 + 2000; + currItem->uItemID = 199; + break; + } + currItem->SetIdentified(); + currItem->uSpecEnchantmentType = goldAmount; + } + else + { + pItemsTable->GenerateItem(resultTreasureLevel, 0, currItem); + } + v12 = 0; + while ( !(pChests[i].igChestItems[v12].uItemID==0) &&(v12<140)) + { + ++v12; + } + if (v12 >= 140) + break; + currItem=&pChests[i].igChestItems[v12]; + v11++; + } while (v11 < additionaItemCount + 1); // + 1 because it's the item at pChests[i].igChestItems[j] and the additional ones + } + else + currItem->GenerateArtifact(); + } + } + } + +} + + + + +// 4505CC: using guessed type int var_A0[32]; + //----- (004B3703) -------------------------------------------------------- +void FillAviableSkillsToTeach( int _this ) + { + const char *v30; // ecx@65 + unsigned int v29; // edx@56 + int v15; // ecx@19 + int v33; // [sp-4h] [bp-2Ch]@23 + int v34; // [sp-4h] [bp-2Ch]@43 + int v21; // ecx@34 + int v35[5]; // [sp+Ch] [bp-1Ch]@8 + int v37=0; // [sp+24h] [bp-4h]@1* + int i=0; + + dword_F8B1DC_currentShopOption = 0; + + switch (_this) + { + case 1: //shop weapon + for (int i=0; i<2; ++i) + { + for (int j=0; j<4; ++j) + { + if ( i ) + v21 = shopWeap_variation_spc[(unsigned int)window_SpeakInHouse->ptr_1C].item_class[j]; + else + v21 = shopWeap_variation_ord[(unsigned int)window_SpeakInHouse->ptr_1C].item_class[j]; + + switch (v21) + { + case 23: v34 = 37; break; + case 24: v34 = 38; break; + case 25: v34 = 39; break; + case 26: v34 = 40; break; + case 27: v34 = 41; break; + case 28: v34 = 42; break; + case 30: v34 = 36; break; + default: + continue; + } + v37 = sub_4BE571_AddItemToSet(v34, v35, v37, 5); + } + } + break; + case 2: //shop armor + + for (int i=0; i<2; ++i) + { + for (int j=0; j<2; ++j) + { + for (int k=0; k<4; ++k) + { + if ( i ) + v15 = shopArmr_variation_spc[(unsigned int)window_SpeakInHouse->ptr_1C-15+j].item_class[k]; + else + v15 = shopArmr_variation_ord[(unsigned int)window_SpeakInHouse->ptr_1C-15+j].item_class[k]; + switch (v15) + { + case 31: v33 = 45; break; + case 32: v33 = 46; break; + case 33: v33 = 47; break; + case 34: v33 = 44; break; + default: + continue; + } + v37 = sub_4BE571_AddItemToSet(v33, v35, v37, 5); + } + } + } + break; + case 3: //shop magic + v37 = 2; + v35[0] = 57; + v35[1] = 59; + break; + case 4: //shop alchemist + v37 = 2; + v35[0] = 71; + v35[1] = 68; + break; + case 21: //tavern + v37 = 3; + v35[0] = 70; + v35[1] = 65; + v35[2] = 62; + break; + case 23: //temple + v37 = 3; + v35[0] = 67; + v35[1] = 66; + v35[2] = 58; + break; + case 30: ///trainig + v37 = 2; + v35[0] = 69; + v35[1] = 60; + break; + } + for(i=0;i<v37;++i) + { + v29=v35[i]; + switch(v29) + { + case 40 :v30 = pSkillNames[4]; break; + case 5 : v30 = pSkillNames[23]; break; + case 36 :v30 = pSkillNames[0]; break; + case 37 :v30 = pSkillNames[1]; break; + case 38 :v30 = pSkillNames[2]; break; + case 39 :v30 = pSkillNames[3]; break; + case 41 :v30 = pSkillNames[5]; break; + case 42 :v30 = pSkillNames[6]; break; + case 44 :v30 = pSkillNames[8]; break; + case 45 :v30 = pSkillNames[9]; break; + case 46 :v30 = pSkillNames[10]; break; + case 47 :v30 = pSkillNames[11]; break; + case 66 :v30 = pSkillNames[30]; break; + case 57 :v30 = pSkillNames[21]; break; + case 58 :v30 = pSkillNames[22]; break; + case 60 :v30 = pSkillNames[24]; break; + case 62 :v30 = pSkillNames[26]; break; + case 65 :v30 = pSkillNames[29]; break; + case 67:v30 = pSkillNames[31]; break; + case 68:v30 = pSkillNames[32]; break; + case 69:v30 = pSkillNames[33]; break; + case 70:v30 = pSkillNames[34]; break; + case 71:v30 = pSkillNames[35]; break; + default: + v30 = pGlobalTXT_LocalizationStrings[127]; //"No Text!" + } + pShopOptions[dword_F8B1DC_currentShopOption] = const_cast<char *>(v30); + ++dword_F8B1DC_currentShopOption; + CreateButtonInColumn(i+1, v29); + } + pDialogueWindow->_41D08F_set_keyboard_control_group(i, 1, 0, 2); + dword_F8B1E0 = pDialogueWindow->pNumPresenceButton; + } + + //----- (004BE571) -------------------------------------------------------- +int sub_4BE571_AddItemToSet(int valueToAdd, int *outPutSet, int elemsAlreadyPresent, int elemsNeeded) +{ + int i; // esi@3 + + if ( elemsAlreadyPresent < elemsNeeded ) + { + for ( i = 0; i < elemsAlreadyPresent; ++i ) + { + if ( valueToAdd == outPutSet[i] ) + return elemsAlreadyPresent; + } + outPutSet[elemsAlreadyPresent] = valueToAdd; + return elemsAlreadyPresent + 1; + } + return elemsNeeded; +} +//----- (0043C91D) -------------------------------------------------------- +int GetItemTextureFilename(char *pOut, signed int item_id, int index, int shoulder) +{ + int result; // eax@2 + ITEM_EQUIP_TYPE pEquipType; + + result = 0; //BUG fn is void + pEquipType = pItemsTable->pItems[item_id].uEquipType; + if ( item_id > 500 ) + { + switch ( item_id ) + { + case ITEM_RELIC_HARECS_LEATHER: + if (byte_5111F6_OwnedArtifacts[2] != 0) + item_id = 234; + break; + case ITEM_ARTIFACT_YORUBA: + if (byte_5111F6_OwnedArtifacts[1] != 0) + item_id = 236; + break; + case ITEM_ARTIFACT_GOVERNORS_ARMOR: + if (byte_5111F6_OwnedArtifacts[0] != 0) + item_id = 235; + break; + case ITEM_ELVEN_CHAINMAIL: + if (byte_5111F6_OwnedArtifacts[16] != 0) + item_id = 73; + break; + case ITEM_ARTIFACT_LEAGUE_BOOTS: + if (byte_5111F6_OwnedArtifacts[3] != 0) + item_id = 312; + break; + case ITEM_RELIC_TALEDONS_HELM: + if (byte_5111F6_OwnedArtifacts[4] != 0) + item_id = 239; + break; + case ITEM_RELIC_SCHOLARS_CAP: + if (byte_5111F6_OwnedArtifacts[5] != 0) + item_id = 240; + break; + case ITEM_RELIC_PHYNAXIAN_CROWN: + if (byte_5111F6_OwnedArtifacts[6] != 0) + item_id = 241; + break; + case ITEM_ARTIFACT_MINDS_EYE: + if (byte_5111F6_OwnedArtifacts[7] != 0) + item_id = 93; + break; + case ITEM_RARE_SHADOWS_MASK: + if (byte_5111F6_OwnedArtifacts[8] != 0) + item_id = 344; + break; + case ITEM_RILIC_TITANS_BELT: + if (byte_5111F6_OwnedArtifacts[9] != 0) + item_id = 324; + break; + case ITEM_ARTIFACT_HEROS_BELT: + if (byte_5111F6_OwnedArtifacts[10] != 0) + item_id = 104; + break; + case ITEM_RELIC_TWILIGHT: + if (byte_5111F6_OwnedArtifacts[11] != 0) + item_id = 325; + break; + case ITEM_ARTIFACT_CLOAK_OF_THE_SHEEP: + if (byte_5111F6_OwnedArtifacts[12] != 0) + item_id = 330; + break; + case ITEM_RARE_SUN_CLOAK: + if (byte_5111F6_OwnedArtifacts[13] != 0) + item_id = 347; + break; + case ITEM_RARE_MOON_CLOAK: + if (byte_5111F6_OwnedArtifacts[14] != 0) + item_id = 348; + break; + case ITEM_RARE_VAMPIRES_CAPE: + if (byte_5111F6_OwnedArtifacts[15] != 0) + item_id = 350; + break; + default: + return 0; + } + } + + switch (pEquipType) + { + case EQUIP_ARMOUR: + if ( !shoulder ) + return sprintf(pOut, "item%3.3dv%d", item_id, index); + else if ( shoulder == 1 ) + return sprintf(pOut, "item%3.3dv%da1", item_id, index); + else if ( shoulder == 2 ) + return sprintf(pOut, "item%3.3dv%da2", item_id, index); + break; + case EQUIP_CLOAK: + if ( !shoulder ) + return sprintf(pOut, "item%3.3dv%d", item_id, index); + else + return sprintf(pOut, "item%3.3dv%da1", item_id, index); + default: + return sprintf(pOut, "item%3.3dv%d", item_id, index); + } + + result = item_id - 504; + return result; +} + + +//----- (004BDAAF) -------------------------------------------------------- +bool ItemGen::MerchandiseTest(int _2da_idx) +{ + bool test; + + if ( (p2DEvents[_2da_idx - 1].uType != 4 || (signed int)this->uItemID < 740 || (signed int)this->uItemID > 771) + && ((signed int)this->uItemID >= 600 || (signed int)this->uItemID >= 529 && (signed int)this->uItemID <= 599) || this->IsStolen()) + return false; + switch( p2DEvents[_2da_idx - 1].uType ) + { + case BuildingType_WeaponShop: + { + test = this->GetItemEquipType() <= EQUIP_BOW; + break; + } + case BuildingType_ArmorShop: + { + test = this->GetItemEquipType() >= EQUIP_ARMOUR && this->GetItemEquipType() <= EQUIP_BOOTS; + break; + } + case BuildingType_MagicShop: + { + test = this->GetPlayerSkillType() == PLAYER_SKILL_MISC || this->GetItemEquipType() == EQIUP_ANY; + break; + } + case BuildingType_AlchemistShop: + { + test = this->GetItemEquipType() == EQUIP_REAGENT || this->GetItemEquipType() == EQUIP_POTION + || (this->GetItemEquipType() > EQUIP_POTION && !(this->GetItemEquipType() != EQUIP_MESSAGE_SCROLL + || (signed int)this->uItemID < 740) && this->uItemID != 771); + break; + } + default: + { + test = false; + break; + } + } + return test; +} + +//----- (00493F79) -------------------------------------------------------- +void init_summoned_item(stru351_summoned_item *_this, __int64 duration) +{ + signed __int64 v2; // ST2C_8@1 + signed __int64 v3; // qax@1 + //signed __int64 v4; // ST1C_8@1 + unsigned __int64 v5; // qax@1 + unsigned int v6; // ebx@1 + + v2 = (signed __int64)((double)duration * 0.234375); + v3 = v2 / 60 / 60; + //v4 = v3; + v5 = (unsigned int)v3 / 0x18; + v6 = (unsigned int)(v5 / 7) >> 2; + _this->field_0_expire_second = v2 % 60; + _this->field_4_expire_minute = v2 / 60 % 60; + _this->field_8_expire_hour = v3 % 24; + _this->field_10_expire_week = v5 / 7 & 3; + _this->field_C_expire_day = (unsigned int)v5 % 0x1C; + _this->field_14_exprie_month = v6 % 0xC; + _this->field_18_expire_year = v6 / 0xC + game_starting_year; +}
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/Engine/Objects/Items.h Thu Sep 18 23:59:29 2014 +0600 @@ -0,0 +1,530 @@ +#pragma once +#include <array> +#include <map> +#include "NZIArray.h" + +enum DAMAGE_TYPE:unsigned int + { + DMGT_FIRE = 0, + DMGT_ELECTR = 1, + DMGT_COLD = 2, + DMGT_EARTH = 3, + DMGT_PHISYCAL= 4, + DMGT_MAGICAL = 5, + DMGT_SPIRIT = 6, + DMGT_MIND = 7, + DMGT_BODY = 8, + DMGT_LIGHT = 9, + DMGT_DARK =10 + }; + + + +/* 338 */ +enum ITEM_FLAGS :unsigned int +{ + ITEM_IDENTIFIED = 0x1, + ITEM_BROKEN = 0x2, + ITEM_TEMP_BONUS = 0x8, + ITEM_AURA_EFFECT_RED = 0x10, + ITEM_AURA_EFFECT_BLUE = 0x20, + ITEM_AURA_EFFECT_GREEN = 0x40, + ITEM_AURA_EFFECT_PURPLE = 0x80, + ITEM_ENCHANT_ANIMATION = 0xF0, + ITEM_STOLEN = 0x100, + ITEM_HARDENED = 0x200, +}; + + +enum ITEM_MATERIAL +{ + MATERIAL_COMMON =0, + MATERIAL_ARTEFACT = 1, + MATERIAL_RELIC = 2, + MATERIAL_SPECIAL = 3 +}; + +/* 330 */ +enum ITEM_TYPE +{ + ITEM_LONGSWORD_1 = 0x1, + ITEM_DAGGER_1 = 0xF, + ITEM_AXE_1 = 0x17, + ITEM_SPEAR_1 = 0x1F, + ITEM_CROSSBOW_1 = 0x2F, + ITEM_MACE_1 = 0x32, + ITEM_STAFF_1 = 0x3D, + ITEM_BLASTER = 64, + ITEM_LASER_RIFLE = 65, + ITEM_LEATHER_1 = 0x42, + ITEM_CHAINMAIL_1 = 0x47, + ITEM_PLATE_1 = 0x4C, + ITEM_BUCKLER_1 = 0x54, + ITEM_GAUNTLETS_1 = 0x6E, + ITEM_BOOTS_1 = 0x73, + ITEM_WAND_FIRE = 135, + ITEM_WAND_STUN = 138, + ITEM_WAND_INCENERATION = 0x9F, + ITEM_REAGENT_WIDOWSWEEP_BERRIES = 200, + ITEM_TROLL_BLOOD = 0xCA, + ITEM_DRAGON_EYE = 0xCC, + ITEM_HARPY_FEATHER = 0xCF, + ITEM_DEVIL_ICHOR = 0xD6, + ITEM_OOZE_ECTOPLASM_BOTTLE = 0xD9, + ITEM_REAGENT_PHILOSOPHERS_STONE = 219, + ITEM_POTION_BOTTLE = 220, + ITEM_POTION_CATALYST = 221, + ITEM_POTION_CURE_WOUNDS = 222, + ITEM_POTION_CURE_DISEASE = 225, + ITEM_POTION_AWAKEN = 227, + ITEM_POTION_HASTE = 228, + ITEM_POTION_RECHARGE_ITEM = 233, + ITEM_POTION_HARDEN_ITEM = 236, + ITEM_POTION_CURE_INSANITY = 239, + ITEM_POTION_MIGHT_BOOST = 240, + ITEM_POTION_ACCURACY_BOOST = 245, + ITEM_POTION_FLAMING_POTION = 246, + ITEM_POTION_SWIFT_POTION = 250, + ITEM_POTION_BODY_RESISTANE = 261, + ITEM_POTION_STONE_TO_FLESH = 262, + ITEM_POTION_SLAYING_POTION = 263, + ITEM_POTION_REJUVENATION = 271, + ITEM_SPELLBOOK_TORCHLIGHT = 400,//0x190 + ITEM_SPELLBOOK_FIRE_STRIKE = 401,//0x191, + ITEM_SPELLBOOK_AIR_FEATHER_FALL = 0x19C, + ITEM_SPELLBOOK_WATER_POISON_SPRAY = 0x1A7, + ITEM_SPELLBOOK_EARTH_SLOW = 0x1B2, + ITEM_SPELLBOOK_SPIRIT_BLESS = 0x1BD, + ITEM_SPELLBOOK_MIND_MIND_BLAST = 0x1C8, + ITEM_SPELLBOOK_BODY_FIRST_AID = 0x1D3, + ITEM_SPELLBOOK_BODY_HEAL = 0x1D6, + ITEM_SPELLBOOK_BODY_BREAK_POISON = 0x1D7, + ITEM_SPELLBOOK_LIGHT_LIGHT_BOLT = 0x1DD, + ITEM_SPELLBOOK_LIGHT_SUN_BURST = 0x1E6, + ITEM_SPELLBOOK_LIGHT_DIVINE_INTERVENTION = 0x1E7, + ITEM_ARTIFACT_PUCK = 500,//0x1F4, + ITEM_ARTIFACT_IRON_FEATHER = 501, + ITEM_ARTIFACT_WALLACE = 502, + ITEM_ARTIFACT_CORSAIR = 503, + ITEM_ARTIFACT_GOVERNORS_ARMOR = 504,//1F8 + ITEM_ARTIFACT_YORUBA = 505,//1F9 + ITEM_ARTIFACT_SPLITTER = 506,//1FA + ITEM_ARTIFACT_GHOULSBANE = 507,//1FA + ITEM_ARTIFACT_GIBBET = 508,//1FA + ITEM_ARTIFACT_CHARELE = 509,//1FA + ITEM_ARTEFACT_ULLYSES =510, + ITEM_ARTEFACT_HANDS_OF_THE_MASTER =511, + ITEM_ARTIFACT_LEAGUE_BOOTS = 512,//200 + ITEM_ARTIFACT_RULERS_RING = 513, + ITEM_RELIC_MASH = 514, + ITEM_RELIC_ETHRICS_STAFF = 515,//204 + ITEM_RELIC_HARECS_LEATHER = 516,//204 + ITEM_RELIC_OLD_NICK = 517, + ITEM_RELIC_AMUCK = 518, + ITEM_RELIC_GLORY_SHIELD = 519, + ITEM_RELIC_KELEBRIM = 520,//208 + ITEM_RELIC_TALEDONS_HELM = 521,//209 + ITEM_RELIC_SCHOLARS_CAP = 522,//20A + ITEM_RELIC_PHYNAXIAN_CROWN = 523,//20B + ITEM_RILIC_TITANS_BELT = 524,//20C + ITEM_RELIC_TWILIGHT = 525,//20D + ITEM_RELIC_ANIA_SELVING = 526, + ITEM_RELIC_JUSTICE = 527, + ITEM_RELIC_MEKORIGS_HAMMER = 528, + ITEM_ARTIFACT_HERMES_SANDALS = 529, + ITEM_ARTIFACT_CLOAK_OF_THE_SHEEP = 530,//212 + ITEM_ARTIFACT_ELFBANE = 531,//212 + ITEM_ARTIFACT_MINDS_EYE = 532,//214 + ITEM_ELVEN_CHAINMAIL = 533,//215 + ITEM_FORGE_GAUNTLETS = 534, + ITEM_ARTIFACT_HEROS_BELT = 535,//217 + ITEM_ARTIFACT_LADYS_ESCORT = 536, + ITEM_RARE_CLANKERS_AMULET = 537, + ITEM_RARE_LIETENANTS_CUTLASS = 538, + ITEM_RARE_MEDUSAS_MIRROR = 539, + ITEM_RARE_LADY_CARMINES_DAGGER = 540, + ITEM_RARE_VILLAINS_BLADE = 541, + ITEM_RARE_PERFECT_BOW = 542, + ITEM_RARE_PERFECT_BOW_FIXED = 543, + ITEM_RARE_SHADOWS_MASK = 544,//220 + ITEM_RARE_GHOST_RING = 545,//220 + ITEM_RARE_FAERIE_RING = 546,//220 + ITEM_RARE_SUN_CLOAK = 547,//223 + ITEM_RARE_MOON_CLOAK = 548,//224 + ITEM_RARE_ZOKKARS_AXE = 549,//224 + ITEM_RARE_VAMPIRES_CAPE = 550,//226 + ITEM_RARE_MINOTAURS_AXE = 551,//226 + ITEM_RARE_GROGNARDS_CUTLASS = 552,//226 + ITEM_LICH_JAR_FULL = 601, + ITEM_WETSUIT = 604, + ITEM_LICH_JAR_EMPTY = 615, + ITEM_RECIPE_REJUVENATION = 740, + ITEM_RECIPE_BODY_RESISTANCE = 771, +}; + +/* 331 */ +enum ITEM_EQUIP_TYPE: unsigned __int8 +{ + EQUIP_SINGLE_HANDED = 0, + EQUIP_TWO_HANDED = 1, + EQUIP_BOW = 2, + EQUIP_ARMOUR = 3, + EQUIP_SHIELD = 4, + EQUIP_HELMET = 5, + EQUIP_BELT = 6, + EQUIP_CLOAK = 7, + EQUIP_GAUNTLETS = 8, + EQUIP_BOOTS = 9, + EQUIP_RING = 10, + EQUIP_AMULET = 11, + EQUIP_WAND = 12, + EQUIP_REAGENT = 13, + EQUIP_POTION = 14, + EQUIP_SPELL_SCROLL = 15, + EQUIP_BOOK = 16, + EQIUP_ANY = 16, + EQUIP_MESSAGE_SCROLL = 17, + EQUIP_GOLD = 18, + EQUIP_GEM = 19, + EQUIP_NONE = 20 +}; + +enum CHARACTER_ATTRIBUTE_TYPE; +struct Player; + +typedef struct CEnchantment +{ + unsigned __int16 Player::* statPtr; + int statBonus; + CEnchantment(int bonus, unsigned __int16 Player::* skillPtr = nullptr): + statBonus(bonus), + statPtr(skillPtr) + { + } +} CEnchantment; + +/* 64 */ +#pragma pack(push, 1) +struct ItemGen //0x24 +{ + //----- (0042EB25) -------------------------------------------------------- + // inline ItemGen() + // { + // Reset(); + // } + static void AddToMap(std::map<int, std::map<CHARACTER_ATTRIBUTE_TYPE, CEnchantment*>* > &maptoadd, + int enchId, + CHARACTER_ATTRIBUTE_TYPE attrId, + int bonusValue = 0, + unsigned __int16 Player::* skillPtr = nullptr); + + static std::map<int, std::map<CHARACTER_ATTRIBUTE_TYPE, CEnchantment*>* > regularBonusMap; + static std::map<int, std::map<CHARACTER_ATTRIBUTE_TYPE, CEnchantment*>* > specialBonusMap; + static std::map<int, std::map<CHARACTER_ATTRIBUTE_TYPE, CEnchantment*>* > artifactBonusMap; + + static void PopulateSpecialBonusMap(); + static void PopulateRegularBonusMap(); + static void PopulateArtifactBonusMap(); + static void ClearItemBonusMaps(); + + inline void ResetEnchantAnimation(){uAttributes &= 0xFFFFFF0F;} + inline bool ItemEnchanted()const {return(uAttributes & ITEM_ENCHANT_ANIMATION) != 0;} + inline bool AuraEffectRed()const {return(uAttributes & ITEM_ENCHANT_ANIMATION) == ITEM_AURA_EFFECT_RED;} + inline bool AuraEffectBlue()const {return(uAttributes & ITEM_ENCHANT_ANIMATION) == ITEM_AURA_EFFECT_BLUE;} + inline bool AuraEffectGreen()const {return(uAttributes & ITEM_ENCHANT_ANIMATION) == ITEM_AURA_EFFECT_GREEN;} + inline bool AuraEffectPurple()const {return(uAttributes & ITEM_ENCHANT_ANIMATION) == ITEM_AURA_EFFECT_PURPLE;} + + void GetItemBonusSpecialEnchantment(Player* owner, CHARACTER_ATTRIBUTE_TYPE attrToGet, int* additiveBonus, int* halfSkillBonus); + void GetItemBonusArtifact(Player* owner, CHARACTER_ATTRIBUTE_TYPE attrToGet, int* bonusSum); + bool IsRegularEnchanmentForAttribute(CHARACTER_ATTRIBUTE_TYPE attrToGet); + + inline bool IsBroken() {return (uAttributes & ITEM_BROKEN) != 0;} + inline void SetBroken() {uAttributes |= ITEM_BROKEN;} + inline bool IsIdentified() {return (uAttributes & ITEM_IDENTIFIED) != 0;} + inline void SetIdentified() {uAttributes |= ITEM_IDENTIFIED;} + inline bool IsStolen() {return (uAttributes & ITEM_STOLEN) != 0;} + inline void SetStolen() {uAttributes |= ITEM_STOLEN;} + + bool GenerateArtifact(); + unsigned int GetValue(); + const char *GetDisplayName(); + const char *GetIdentifiedName(); + void UpdateTempBonus(__int64 uTimePlayed); + void Reset(); + int _439DF3_get_additional_damage(int *a2, bool *vampiyr); + + ITEM_EQUIP_TYPE GetItemEquipType(); + unsigned char GetPlayerSkillType(); + char* GetIconName(); + unsigned __int8 GetDamageDice(); + unsigned __int8 GetDamageRoll(); + unsigned __int8 GetDamageMod(); + bool MerchandiseTest(int _2da_idx); + int uItemID; //0 + int uEnchantmentType; //4 + int m_enchantmentStrength; //8 + int uSpecEnchantmentType; // 25 +5 levels //0c + // 16 Drain Hit Points from target. + // 35 Increases chance of disarming. + // 39 Double damage vs Demons. + // 40 Double damage vs Dragons + // 45 +5 Speed and Accuracy + // 56 +5 Might and Endurance. + // 57 +5 Intellect and Personality. + // 58 Increased Value. + // 60 +3 Unarmed and Dodging skills + // 61 +3 Stealing and Disarm skills. + // 59 Increased Weapon speed. + // 63 Double Damage vs. Elves. + // 64 Double Damage vs. Undead. + // 67 Adds 5 points of Body damage and +2 Disarm skill. + // 68 Adds 6-8 points of Cold damage and +5 Armor Class. + // 71 Prevents drowning damage. + // 72 Prevents falling damage. + int uNumCharges; //10 + unsigned int uAttributes; //14 + unsigned __int8 uBodyAnchor; //18 + char uMaxCharges; //19 + char uHolderPlayer; //1A + char field_1B; //1B + unsigned __int64 uExpireTime; //1C +}; +#pragma pack(pop) + + + +/* 175 */ +#pragma pack(push, 1) +struct ItemDesc //30h + { //Item # |Pic File|Name|Value|Equip Stat|Skill Group|Mod1|Mod2|material| + ///ID/Rep/St|Not identified name|Sprite Index|VarA|VarB|Equip X|Equip Y|Notes + char *pIconName; //0 4 + char *pName; //4 8 + char *pUnidentifiedName; //8 c + char *pDescription; //0c 10 + unsigned int uValue; //10 14 + unsigned __int16 uSpriteID; //14 18 + __int16 field_1A; //16 + signed __int16 uEquipX; //18 1c + signed __int16 uEquipY; //1a 1e + ITEM_EQUIP_TYPE uEquipType; //1c 20 + unsigned __int8 uSkillType; //1d 21 + unsigned __int8 uDamageDice; //1e 22 + unsigned __int8 uDamageRoll; //1f 23 + unsigned __int8 uDamageMod; //20 24 + unsigned __int8 uMaterial; //21 25 + char _additional_value; //22 26 + char _bonus_type; //23 27 + char _bonus_strength; //24 28 + char field_25; // 25 29 + char field_26; //26 2A + char field_27; // 27 2b + union + { + unsigned __int8 uChanceByTreasureLvl[6]; + struct { + unsigned __int8 uChanceByTreasureLvl1; // 28 2c + unsigned __int8 uChanceByTreasureLvl2; // 29 2d + unsigned __int8 uChanceByTreasureLvl3; // 2A 2e + unsigned __int8 uChanceByTreasureLvl4; // 2B 2f + unsigned __int8 uChanceByTreasureLvl5; // 2C 30 + unsigned __int8 uChanceByTreasureLvl6; // 2D 32 + }; + }; + unsigned char uItemID_Rep_St; //2e 32 + char field_2f; +}; +#pragma pack(pop) + + + +/* 177 */ +#pragma pack(push, 1) +struct ItemEnchantment + { //Bonus|Sta|Of Name|Arm|Shld|Helm|Belt|Cape|Gaunt|Boot|Ring|Amul + char *pBonusStat; + char *pOfName; +/* union{ + struct { + unsigned char to_arm; + unsigned char to_shld; + unsigned char to_helm; + unsigned char to_belt; + unsigned char to_cape; + unsigned char to_gaunt; + unsigned char to_boot; + unsigned char to_ring; + unsigned char to_amul; + }; */ + unsigned char to_item[12]; + // }; + }; +#pragma pack(pop) + +/* 178 */ +#pragma pack(push, 1) +struct ItemSpecialEnchantment //1Ch +{ //Bonus Stat|Name Add|W1|W2|Miss|Arm|Shld|Helm|Belt|Cape|Gaunt|Boot|Ring|Amul|Value|Lvl|Description fo special Bonuses and values + + char *pBonusStatement; //0 + char *pNameAdd; //4 + char to_item_apply[12]; //8 + int iValue; //14 + int iTreasureLevel; //18 +}; +#pragma pack(pop) + +#pragma pack(push, 1) +struct BonusRange +{ + unsigned int minR; + unsigned int maxR; +}; +#pragma pack(pop) + +/* 176 */ +#pragma pack(push, 1) +struct ItemsTable +{ + void Initialize(); + void LoadPotions(); + void LoadPotionNotes(); + void GenerateItem(int treasure_level, unsigned int uTreasureType, ItemGen *pItem); + void SetSpecialBonus(ItemGen *pItem); + bool IsMaterialSpecial(ItemGen *pItem); + bool IsMaterialNonCommon(ItemGen *pItem); + void Release(); + + int uAllItemsCount; + NZIArray<ItemDesc, 800> pItems; //4-9604h + ItemEnchantment pEnchantments[24]; //9604h + ItemSpecialEnchantment pSpecialEnchantments[72]; //97E4h -9FC4h + char field_9FC4[5000]; + char field_B348[5000]; + char field_C6D0[5000]; + char field_DA58[5000]; + char field_EDE0[384]; + unsigned __int16 potion_data[50][50]; // 77B2h*2=EF64h -102ECh + unsigned __int16 potion_note[50][50]; // 8176h*2=102ECh -11674h + char *pItemsTXT_Raw; //11674h + char *pRndItemsTXT_Raw; + char *pStdItemsTXT_Raw; //1167Ch + char *pSpcItemsTXT_Raw; //11680h + unsigned int uChanceByTreasureLvlSumm[6]; //11684 + unsigned int uBonusChanceStandart[6]; //1169c + unsigned int uBonusChanceSpecial[6]; //116B4 + unsigned int uBonusChanceWpSpecial[6]; //116cc -116e4 + unsigned int pEnchantmentsSumm[9]; //116E4h -11708h + BonusRange bonus_ranges[6]; //45C2h*4 =11708h + unsigned int pSpecialEnchantmentsSumm[24]; //11738h + unsigned int pSpecialEnchantments_count; //11798h + char field_1179C; + char field_1179D; + char field_1179E; + char field_1179F; +}; +#pragma pack(pop) + +void GenerateStandartShopItems(); +void GenerateSpecialShopItems(); +void GenerateItemsInChest(); + +extern std::array<const char, 5> uItemsAmountPerShopType; // weak +extern ItemGen *ptr_50C9A4_ItemToEnchant; + +extern struct ItemsTable *pItemsTable; + +/* ++10 to all Resistances. 1 + +10 to all Seven Statistics. 2 + Explosive Impact! 3 + Adds 3-4 points of Cold damage. 4 + Adds 6-8 points of Cold damage. 5 + Adds 9-12 points of Cold damage. 6 + Adds 2-5 points of Electrical damage. 7 + Adds 4-10 points of Electrical damage. 8 + Adds 6-15 points of Electrical damage. 9 + Adds 1-6 points of Fire damage. 10 + Adds 2-12 points of Fire damage. 11 + Adds 3-18 points of Fire damage. 12 + Adds 5 points of Body damage. 13 + Adds 8 points of Body damage. 14 + Adds 12 points of Body damage. 15 + Drain Hit Points from target. 16 + Increases rate of Recovery. 17 + Wearer resistant to Diseases. 18 + Wearer resistant to Insanity. 19 + Wearer resistant to Paralysis. 20 + Wearer resistant to Poison. 21 + Wearer resistant to Sleep. 22 + Wearer resistant to Stone. 23 + Increased Knockback. 24 + +5 Level. 25 + Increases effect of all Air spells. 26 + Increases effect of all Body spells. 27 + Increases effect of all Dark spells. 28 + Increases effect of all Earth spells. 29 + Increases effect of all Fire spells. 30 + Increases effect of all Light spells. 31 + Increases effect of all Mind spells. 32 + Increases effect of all Spirit spells. 33 + Increases effect of all Water spells. 34 + Increases chance of Disarming. 35 + Half damage from all missile attacks. 36 + Regenerate Hit points over time. 37 + Regenerate Spell points over time. 38 + Double damage vs Demons. 39 + Double damage vs Dragons 40 + Drain Hit Points from target and Increased Weapon speed. 41 + +1 to Seven Stats, HP, SP, Armor, Resistances. 42 + +10 to Endurance, Armor, Hit points. 43 + +10 Hit points and Regenerate Hit points over time. 44 + +5 Speed and Accuracy. 45 + Adds 10-20 points of Fire damage and +25 Might. 46 + +10 Spell points and Regenerate Spell points over time. 47 + +15 Endurance and +5 Armor. 48 + +10 Intellect and Luck. 49 + +30 Fire Resistance and Regenerate Hit points over time. 50 + +10 Spell points, Speed, Intellect. 51 + +10 Endurance and Accuracy. 52 + +10 Might and Personality. 53 + +15 Endurance and Regenerate Hit points over time. 54 + +15 Luck and Regenerate Spell points over time. 55 + +5 Might and Endurance. 56 + +5 Intellect and Personality. 57 + Increased Value. 58 + Increased Weapon speed. 59 + +3 Unarmed and Dodging skills. 60 + +3 Stealing and Disarm skills. 61 + +3 ID Item and ID Monster skills. 62 + Double Damage vs. Elves. 63 + Double Damage vs. Undead. 64 + Double Damage vs. Titans. 65 + Regenerate Spell points and Hit points over time. 66 + Adds 5 points of Body damage and +2 Disarm skill. 67 + Adds 6-8 points of Cold damage and +5 Armor Class. 68 + +20 Air Resistance and Shielding. 69 + +10 Water Resistance and +2 Alchemy skill. 70 + Prevents damage from drowning. 71 + Prevents damage from falling. 72 +*/ + + +/* 391 */ +#pragma pack(push, 1) +struct stru351_summoned_item +{ + int field_0_expire_second; + int field_4_expire_minute; + int field_8_expire_hour; + int field_C_expire_day; + int field_10_expire_week; + int field_14_exprie_month; + int field_18_expire_year; +}; +#pragma pack(pop) + + +int GetItemTextureFilename(char *pOut, signed int item_id, int index, int shoulder); +void FillAviableSkillsToTeach(int _this); +void init_summoned_item(struct stru351_summoned_item *_this, __int64 duration);
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/Engine/Objects/Monsters.cpp Thu Sep 18 23:59:29 2014 +0600 @@ -0,0 +1,1245 @@ +#define _CRTDBG_MAP_ALLOC +#include <stdlib.h> +#include <crtdbg.h> + +#define _CRT_SECURE_NO_WARNINGS +#include <stdlib.h> +#include <stdio.h> +#include <string.h> +#include "ErrorHandling.h" + +#include "Monsters.h" +#include "FrameTableInc.h" +#include "LOD.h" +#include "texts.h" +#include "mm7_data.h" + + + + + +struct MonsterStats *pMonsterStats; +struct MonsterList *pMonsterList; + +unsigned int ParseSpellType(struct FrameTableTxtLine* tbl, int* next_token); + +int ParseAttackType(const char *damage_type_str); +void ParseDamage( char *damage_str, unsigned __int8* dice_rolls, unsigned __int8* dice_sides, unsigned __int8* dmg_bonus ); +int ParseMissleAttackType(const char *missle_attack_str); +int ParseSpecialAttack(const char *spec_att_str); + +//----- (004548E2) -------------------------------------------------------- +unsigned int ParseSpellType( struct FrameTableTxtLine * tbl, int* next_token ) + { + + if (!tbl->pProperties[0] ) + { + ++*next_token; + return 0; + } + if ( !_stricmp(tbl->pProperties[0], "Dispel") ) //dispel magic + { + ++*next_token; + return 80; + } + else if ( !_stricmp(tbl->pProperties[0], "Day") ) //day of protection + { + *next_token+=2;; + return 85; + } + else if ( !_stricmp(tbl->pProperties[0], "Hour") ) //hour of power + { + *next_token+=2;; + return 86; + } + else if ( !_stricmp(tbl->pProperties[0], "Shield") ) + return 17; + else if ( !_stricmp(tbl->pProperties[0], "Spirit") ) + { + ++*next_token; + return 52; + } + else if ( !_stricmp(tbl->pProperties[0], "Power") ) //power cure + { + ++*next_token; + return 77; + } + else if ( !_stricmp(tbl->pProperties[0], "Meteor") ) //meteot shower + { + ++*next_token; + return 9; + } + else if ( !_stricmp(tbl->pProperties[0], "Lightning") ) //Lightning bolt + { + ++*next_token; + return 18; + } + else if ( !_stricmp(tbl->pProperties[0], "Implosion") ) + return 20; + else if ( !_stricmp(tbl->pProperties[0], "Stone") ) + { + ++*next_token; + return 38; + } + else if ( !_stricmp(tbl->pProperties[0], "Haste") ) + return 5; + else if ( !_stricmp(tbl->pProperties[0], "Heroism") ) + return 51; + else if ( !_stricmp(tbl->pProperties[0], "Pain") ) //pain reflection + { + ++*next_token; + return 95; + } + else if ( !_stricmp(tbl->pProperties[0], "Sparks") ) + return 15; + else if ( !_stricmp(tbl->pProperties[0], "Light") ) + { + ++*next_token; + return 78; + } + else if ( !_stricmp(tbl->pProperties[0], "Toxic") ) //toxic cloud + { + ++*next_token; + return 90; + } + else if ( !_stricmp(tbl->pProperties[0], "ShrapMetal") ) + return 93; + else if ( !_stricmp(tbl->pProperties[0], "Paralyze") ) + return 81; + else if ( !_stricmp(tbl->pProperties[0], "Fireball") ) + return 6; + else if ( !_stricmp(tbl->pProperties[0], "Incinerate") ) + return 11; + else if ( !_stricmp(tbl->pProperties[0], "Fire") ) + { + ++*next_token; + return 2; + } + else if ( !_stricmp(tbl->pProperties[0], "Rock") ) + { + ++*next_token; + return 41; + } + else if ( !_stricmp(tbl->pProperties[0], "Mass") ) + { + ++*next_token; + return 44; + } + else if ( !_stricmp(tbl->pProperties[0], "Ice") ) + { + ++*next_token; + return 26; + } + else if ( !_stricmp(tbl->pProperties[0], "Acid") ) + { + ++*next_token; + return 29; + } + else if ( !_stricmp(tbl->pProperties[0], "Bless") ) + return 46; + else if ( !_stricmp(tbl->pProperties[0], "Dragon") ) + { + ++*next_token; + return 97; + } + else if ( !_stricmp(tbl->pProperties[0], "Reanimate") ) + return 89; + else if ( !_stricmp(tbl->pProperties[0], "Summon") ) + { + ++*next_token; + return 82; + } + else if ( !_stricmp(tbl->pProperties[0], "Fate") ) + return 47; + else if ( !_stricmp(tbl->pProperties[0], "Harm") ) + return 70; + else if ( !_stricmp(tbl->pProperties[0], "Mind") ) + { + ++*next_token; + return 57; + } + else if ( !_stricmp(tbl->pProperties[0], "Blades") ) + return 39; + else if ( !_stricmp(tbl->pProperties[0], "Psychic") ) + { + ++*next_token; + return 65; + } + else if ( !_stricmp(tbl->pProperties[0], "Hammerhands") ) + return 73; + else + { + sprintf(pTmpBuf.data(), "Unknown monster spell %s", tbl->pProperties[0]); + MessageBoxA(nullptr, pTmpBuf.data(), "E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Itemdata.cpp:1562", 0); + ++*next_token; + return 0; + } + } + +//----- (00454CB4) -------------------------------------------------------- +int ParseAttackType( const char *damage_type_str ) + { + + switch (tolower(*damage_type_str)) + { + case 'f': return 0; //fire + case 'a': return 1; //air + case 'w': return 2; //water + case 'e': return 3; //earth + + case 's': return 6; //spirit + case 'm': return 7; //mind + //m ?? 8 + case 'l': return 9; //light + case 'd': return 10; //dark + // d?? 11 + } + return 4; //phis + + } + +//----- (00454D7D) -------------------------------------------------------- +void ParseDamage( char *damage_str, unsigned __int8* dice_rolls, unsigned __int8* dice_sides, unsigned __int8* dmg_bonus ) + { + int str_len=0; + int str_pos=0; + bool dice_flag=false; + + *dice_rolls = 0; + *dice_sides = 1; + *dmg_bonus = 0; + + str_len = strlen(damage_str); + if (str_len<=0) + return; + for (str_pos=0;str_pos<str_len;++str_pos ) + { + if (tolower(damage_str[str_pos])=='d') + { + damage_str[str_pos]='\0'; + *dice_rolls=atoi(damage_str); + *dice_sides=atoi(&damage_str[str_pos+1]); + dice_flag=true; + damage_str[str_pos]='d'; + } + else if (tolower(damage_str[str_pos])=='+') + *dmg_bonus=atoi(&damage_str[str_pos+1]); + } + if (!dice_flag) + { + if ((*damage_str>='0')&&(*damage_str<='9')) + { + *dice_rolls =atoi(damage_str); + *dice_sides = 1; + } + } + } + +//----- (00454E3A) -------------------------------------------------------- +int ParseMissleAttackType(const char *missle_attack_str) + { + if ( !_stricmp(missle_attack_str, "ARROW") ) + return 1; + else if ( !_stricmp(missle_attack_str, "ARROWF") ) + return 2; + else if ( !_stricmp(missle_attack_str, "FIRE") ) + return 3; + else if ( !_stricmp(missle_attack_str, "AIR") ) + return 4; + else if ( !_stricmp(missle_attack_str, "WATER") ) + return 5; + else if ( !_stricmp(missle_attack_str, "EARTH") ) + return 6; + else if ( !_stricmp(missle_attack_str, "SPIRIT") ) + return 7; + else if ( !_stricmp(missle_attack_str, "MIND") ) + return 8; + else if ( !_stricmp(missle_attack_str, "BODY") ) + return 9; + else if ( !_stricmp(missle_attack_str, "LIGHT") ) + return 10; + else if ( !_stricmp(missle_attack_str, "DARK") ) + return 11; + else if ( !_stricmp(missle_attack_str, "ENER") ) + return 13; + else return 0; + } + + +int ParseSpecialAttack(char *spec_att_str) + { + _strlwr(spec_att_str); + if ( strstr(spec_att_str, "curse") ) + return 1; + else if ( strstr(spec_att_str, "weak") ) + return 2; + else if ( strstr(spec_att_str, "asleep") ) + return 3; + else if ( strstr(spec_att_str, "afraid") ) + return 23; + else if ( strstr(spec_att_str, "drunk") ) + return 4; + else if ( strstr(spec_att_str, "insane") ) + return 5; + else if ( strstr(spec_att_str, "poison weak") ) + return 6; + else if ( strstr(spec_att_str, "poison medium") ) + return 7; + else if ( strstr(spec_att_str, "poison severe") ) + return 8; + else if ( strstr(spec_att_str, "disease weak") ) + return 9; + else if ( strstr(spec_att_str, "disease medium") ) + return 10; + else if ( strstr(spec_att_str, "disease severe") ) + return 11; + else if ( strstr(spec_att_str, "paralyze") ) + return 12; + else if ( strstr(spec_att_str, "uncon") ) + return 13; + else if ( strstr(spec_att_str, "dead") ) + return 14; + else if ( strstr(spec_att_str, "stone") ) + return 15; + else if ( strstr(spec_att_str, "errad") ) + return 16; + else if ( strstr(spec_att_str, "brkitem") ) + return 17; + else if ( strstr(spec_att_str, "brkarmor") ) + return 18; + else if ( strstr(spec_att_str, "brkweapon") ) + return 19; + else if ( strstr(spec_att_str, "steal") ) + return 20; + else if ( strstr(spec_att_str, "age") ) + return 21; + else if ( strstr(spec_att_str, "drainsp") ) + return 22; + else return 0; + } + +//----- (004598FC) -------------------------------------------------------- +bool MonsterList::FromFileTxt(const char *Args) +{ + MonsterList *v2; // ebx@1 + FILE *v3; // eax@1 + unsigned int v4; // esi@3 + void *v5; // eax@9 + FILE *v6; // ST14_4@11 + char *i; // eax@11 + signed int v8; // esi@12 + unsigned __int16 v9; // ax@16 + const char *v10; // ST18_4@16 + unsigned __int16 v11; // ax@16 + const char *v12; // ST14_4@16 + unsigned __int16 v13; // ax@16 + const char *v14; // ST10_4@16 + __int16 v15; // ax@16 + const char *v16; // ST0C_4@16 + int v17; // esi@16 + unsigned __int8 v18; // al@16 + signed int v19; // esi@16 + unsigned __int16 v20; // ax@17 + int v21; // ecx@17 + char Buf; // [sp+4h] [bp-304h]@3 + FrameTableTxtLine v24; // [sp+1F8h] [bp-110h]@4 + FrameTableTxtLine v25; // [sp+274h] [bp-94h]@4 + int v26; // [sp+2F0h] [bp-18h]@16 + char v27; // [sp+2F4h] [bp-14h]@14 + char v28; // [sp+2F5h] [bp-13h]@14 + char v29; // [sp+2F6h] [bp-12h]@14 + char v30; // [sp+2F7h] [bp-11h]@14 + char v31; // [sp+2F8h] [bp-10h]@14 + char v32; // [sp+2F9h] [bp-Fh]@14 + char v33; // [sp+2FAh] [bp-Eh]@14 + char v34; // [sp+2FBh] [bp-Dh]@14 + char v35; // [sp+2FCh] [bp-Ch]@14 + char v36; // [sp+2FDh] [bp-Bh]@14 + char v37; // [sp+2FEh] [bp-Ah]@14 + char v38; // [sp+2FFh] [bp-9h]@14 + char v39; // [sp+300h] [bp-8h]@14 + char v40; // [sp+301h] [bp-7h]@14 + char v41; // [sp+302h] [bp-6h]@14 + char v42; // [sp+303h] [bp-5h]@14 + FILE *File; // [sp+304h] [bp-4h]@1 + unsigned int Argsa; // [sp+310h] [bp+8h]@3 + int Argsb; // [sp+310h] [bp+8h]@16 + + v2 = this; + v3 = fopen(Args, "r"); + File = v3; + if ( !v3 ) + Error("MonsterRaceListStruct::load - Unable to open file: %s."); + + v4 = 0; + Argsa = 0; + if ( fgets(&Buf, 490, v3) ) + { + do + { + *strchr(&Buf, 10) = 0; + memcpy(&v25, frame_table_txt_parser(&Buf, &v24), sizeof(v25)); + if ( v25.uPropCount && *v25.pProperties[0] != 47 ) + ++Argsa; + } + while ( fgets(&Buf, 490, File) ); + v4 = Argsa; + } + v2->uNumMonsters = v4; + v5 = malloc(152 * v4); + v2->pMonsters = (MonsterDesc *)v5; + if ( !v5 ) + Error("MonsterRaceListStruct::load - Out of Memory!"); + + v6 = File; + v2->uNumMonsters = 0; + fseek(v6, 0, 0); + for ( i = fgets(&Buf, 490, File); i; i = fgets(&Buf, 490, File) ) + { + *strchr(&Buf, 10) = 0; + memcpy(&v25, frame_table_txt_parser(&Buf, &v24), sizeof(v25)); + v8 = 0; + if ( v25.uPropCount && *v25.pProperties[0] != 47 ) + { + strcpy(v2->pMonsters[v2->uNumMonsters].pMonsterName, v25.pProperties[0]); + v35 = 0; + v36 = 1; + v37 = 7; + v38 = 2; + v39 = 3; + v40 = 4; + v41 = 5; + v42 = 6; + v27 = 1; + v28 = 2; + v29 = 3; + v30 = 4; + v31 = 4; + v32 = 5; + v33 = 6; + v34 = 7; + do + { + strcpy( + v2->pMonsters[v2->uNumMonsters].pSpriteNames[(unsigned __int8)*(&v35 + v8)], + v25.pProperties[(unsigned __int8)*(&v27 + v8)]); + ++v8; + } + while ( v8 < 8 ); + v9 = atoi(v25.pProperties[8]); + v10 = v25.pProperties[9]; + v2->pMonsters[v2->uNumMonsters].uMonsterHeight = v9; + v11 = atoi(v10); + v12 = v25.pProperties[10]; + v2->pMonsters[v2->uNumMonsters].uMovementSpeed = v11; + v13 = atoi(v12); + v14 = v25.pProperties[11]; + v2->pMonsters[v2->uNumMonsters].uMonsterRadius = v13; + v15 = atoi(v14); + v16 = v25.pProperties[12]; + v2->pMonsters[v2->uNumMonsters].uToHitRadius = v15; + v17 = (unsigned __int8)atoi(v16); + Argsb = atoi(v25.pProperties[13]) & 0xFF; + v26 = atoi(v25.pProperties[14]) & 0xFF; + v18 = atoi(v25.pProperties[15]); + v2->pMonsters[v2->uNumMonsters].sTintColor = v18 | ((v26 | ((Argsb | (v17 << 8)) << 8)) << 8); + v19 = 0; + do + { + v20 = atoi(v25.pProperties[v19 + 16]); + v21 = v19++ ; + v2->pMonsters[v2->uNumMonsters].pSoundSampleIDs[v21] = v20; + } + while ( v19 < 4 ); + ++v2->uNumMonsters; + } + } + fclose(File); + return 1; +} + +//----- (004598AF) -------------------------------------------------------- +void MonsterList::FromFile(void *data_mm6, void *data_mm7, void *data_mm8) +{ + uint num_mm6_monsters = data_mm6 ? *(int *)data_mm6 : 0, + num_mm7_monsters = data_mm7 ? *(int *)data_mm7 : 0, + num_mm8_monsters = data_mm8 ? *(int *)data_mm8 : 0; + + uNumMonsters = num_mm6_monsters + num_mm7_monsters + num_mm8_monsters; + Assert(uNumMonsters); + Assert(!num_mm8_monsters); + + pMonsters = (MonsterDesc *)malloc(sizeof(MonsterDesc) * uNumMonsters); + memcpy(pMonsters, (char *)data_mm7 + 4, num_mm7_monsters * sizeof(MonsterDesc)); + for (uint i = 0; i < num_mm6_monsters; ++i) + { + auto src = (MonsterDesc_mm6 *)((char *)data_mm6 + 4) + i; + MonsterDesc* dst = &pMonsters[num_mm7_monsters + i]; + + dst->uMonsterHeight = src->uMonsterHeight; + dst->uMonsterRadius = src->uMonsterRadius; + dst->uMovementSpeed = src->uMovementSpeed; + dst->uToHitRadius = src->uToHitRadius; + dst->sTintColor = -1; + memcpy(dst->pSoundSampleIDs, src->pSoundSampleIDs, sizeof(src->pSoundSampleIDs)); + memcpy(dst->pMonsterName, src->pMonsterName, sizeof(src->pMonsterName)); + memcpy(dst->pSpriteNames, src->pSpriteNames, sizeof(src->pSpriteNames)); + } + memcpy(pMonsters + num_mm6_monsters + num_mm7_monsters, (char *)data_mm8 + 4, num_mm8_monsters * sizeof(MonsterDesc)); +} + +//----- (00459860) -------------------------------------------------------- +void MonsterList::ToFile() +{ + MonsterList *v1; // esi@1 + FILE *v2; // eax@1 + FILE *v3; // edi@1 + + v1 = this; + v2 = fopen("data\\dmonlist.bin", "wb"); + v3 = v2; + if ( !v2 ) + Error("Unable to save dmonlist.bin!"); + fwrite(v1, 4u, 1u, v2); + fwrite(v1->pMonsters, 0x98u, v1->uNumMonsters, v3); + fclose(v3); +} + + +//----- (004563FF) -------------------------------------------------------- +signed int MonsterStats::FindMonsterByTextureName(const char *monster_textr_name) +{ + for (int i=1; i<uNumMonsters; ++i) + { + if((pInfos[i].pName )&& (!_stricmp(pInfos[i].pPictureName, monster_textr_name))) + return i; + } + return -1; +} + + +//----- (00454F4E) -------------------------------------------------------- +void MonsterStats::InitializePlacements() +{ + int i; + char* test_string; + unsigned char c; + bool break_loop; + unsigned int temp_str_len; + char* tmp_pos; + int decode_step; +// int item_counter; + + pMonsterPlacementTXT_Raw = (char *)pEvents_LOD->LoadRaw("placemon.txt", 0); + strtok(pMonsterPlacementTXT_Raw, "\r"); + for (i=1; i<31; ++i) + { + test_string = strtok(NULL, "\r") + 1; + break_loop = false; + decode_step=0; + do + { + c = *(unsigned char*)test_string; + temp_str_len = 0; + while((c!='\t')&&(c>0)) + { + ++temp_str_len; + c=test_string[temp_str_len]; + } + tmp_pos=test_string+temp_str_len; + if (*tmp_pos == 0) + break_loop = true; + *tmp_pos = 0; + if (temp_str_len) + { + if (decode_step==1) + pPlaceStrings[i]=RemoveQuotes(test_string); + } + else + { + break_loop = true; + } + ++decode_step; + test_string=tmp_pos+1; + } while ((decode_step<3)&&!break_loop); + } + uNumPlacements = 31; +} + +//----- (0045501E) -------------------------------------------------------- +void MonsterStats::Initialize() + { + int i;//,j; + char* test_string; + unsigned char c; + bool break_loop; + unsigned int temp_str_len; + char* tmp_pos; + int decode_step; +// int item_counter; + int curr_rec_num; + char parse_str[64]; + char Src[120]; + FrameTableTxtLine parsed_field; + + free(pMonstersTXT_Raw); + pMonstersTXT_Raw = (char *)pEvents_LOD->LoadRaw("monsters.txt", 0); + strtok(pMonstersTXT_Raw, "\r"); + strtok(NULL, "\r"); + strtok(NULL, "\r"); + strtok(NULL, "\r"); + uNumMonsters = 265; + curr_rec_num=0; + for (i=0;i<uNumMonsters-1;++i) + { + test_string = strtok(NULL, "\r") + 1; + break_loop = false; + decode_step=0; + do + { + c = *(unsigned char*)test_string; + temp_str_len = 0; + while((c!='\t')&&(c>0)) + { + ++temp_str_len; + c=test_string[temp_str_len]; + } + tmp_pos=test_string+temp_str_len; + if (*tmp_pos == 0) + break_loop = true; + *tmp_pos = 0; + if (temp_str_len) + { + switch (decode_step) + { + case 0: + curr_rec_num=atoi(test_string); + pInfos[curr_rec_num].uID=curr_rec_num; + break; + case 1: + pInfos[curr_rec_num].pName=RemoveQuotes(test_string); + break; + case 2: + pInfos[curr_rec_num].pPictureName=RemoveQuotes(test_string); + break; + case 3: + pInfos[curr_rec_num].uLevel=atoi(test_string); + break; + case 4: + { + int str_len=0; + int str_pos=0; + pInfos[curr_rec_num].uHP=0; + if (test_string[0]=='"') + test_string[0]=' '; + str_len=strlen(test_string); + if (str_len==0) + break; + while ((test_string[str_pos]!=',')&&(str_pos<str_len)) + ++str_pos; + if (str_len==str_pos) + pInfos[curr_rec_num].uHP=atoi(test_string); + else + { + test_string[str_pos]='\0'; + pInfos[curr_rec_num].uHP=1000*atoi(test_string); + pInfos[curr_rec_num].uHP+=atoi(&test_string[str_pos+1]); + test_string[str_pos]=','; + } + } + break; + case 5: + pInfos[curr_rec_num].uAC=atoi(test_string); + break; + case 6: + { + int str_len=0; + int str_pos=0; + pInfos[curr_rec_num].uExp=0; + if (test_string[0]=='"') + test_string[0]=' '; + str_len=strlen(test_string); + if (str_len==0) + break; + while ((test_string[str_pos]!=',')&&(str_pos<str_len)) + ++str_pos; + if (str_len==str_pos) + pInfos[curr_rec_num].uExp=atoi(test_string); + else + { + test_string[str_pos]='\0'; + pInfos[curr_rec_num].uExp=1000*atoi(test_string); + pInfos[curr_rec_num].uExp+=atoi(&test_string[str_pos+1]); + test_string[str_pos]=','; + } + } + break; + case 7: + { + int str_len=0; + int str_pos=0; + bool chance_flag=false; + bool dice_flag=false; + bool item_type_flag=false; + char* item_name; + pInfos[curr_rec_num].uTreasureDropChance=0; + pInfos[curr_rec_num].uTreasureDiceRolls=0; + pInfos[curr_rec_num].uTreasureDiceSides=0; + pInfos[curr_rec_num].uTreasureType=0; + pInfos[curr_rec_num].uTreasureLevel=0; + if (test_string[0]=='"') + test_string[0]=' '; + str_len=strlen(test_string); + do + { + switch(tolower(test_string[str_pos])) + { + case '%': chance_flag=true; break; + case 'd': dice_flag=true; break; + case 'l': item_type_flag=true; break; + } + ++str_pos; + } + while(str_pos<str_len); + if (chance_flag) + { + pInfos[curr_rec_num].uTreasureDropChance=atoi(test_string); + } + else + { + if ((!dice_flag)&&(!item_type_flag)) + break; + pInfos[curr_rec_num].uTreasureDropChance=100; + } + if (dice_flag) + { + str_pos=0; + dice_flag=false; + do + { + switch(tolower(test_string[str_pos])) + { + case '%': + pInfos[curr_rec_num].uTreasureDiceRolls=atoi(&test_string[str_pos+1]); + dice_flag=true; + break; + case 'd': + if(!dice_flag) + pInfos[curr_rec_num].uTreasureDiceRolls=atoi(test_string); + pInfos[curr_rec_num].uTreasureDiceSides=atoi(&test_string[str_pos+1]); + str_pos=str_len; + break; + + } + ++str_pos; + } + while(str_pos<str_len); + } + if (item_type_flag) + { + str_pos=0; + do + { + if (tolower(test_string[str_pos])=='l') + break; + ++str_pos; + } + while(str_pos<str_len); + + pInfos[curr_rec_num].uTreasureLevel=test_string[str_pos+1]-'0'; + item_name=&test_string[str_pos+2]; + if (*item_name) + { + if ( !_stricmp(item_name, "WEAPON")) + pInfos[curr_rec_num].uTreasureType= 20; + else if ( !_stricmp(item_name, "ARMOR")) + pInfos[curr_rec_num].uTreasureType= 21; + else if ( !_stricmp(item_name, "MISC")) + pInfos[curr_rec_num].uTreasureType= 22; + else if ( !_stricmp(item_name, "SWORD")) + pInfos[curr_rec_num].uTreasureType= 23; + else if ( !_stricmp(item_name, "DAGGER")) + pInfos[curr_rec_num].uTreasureType= 24; + else if ( !_stricmp(item_name, "AXE")) + pInfos[curr_rec_num].uTreasureType= 25; + else if ( !_stricmp(item_name, "SPEAR")) + pInfos[curr_rec_num].uTreasureType= 26; + else if ( !_stricmp(item_name, "BOW")) + pInfos[curr_rec_num].uTreasureType= 27; + else if ( !_stricmp(item_name, "MACE")) + pInfos[curr_rec_num].uTreasureType= 28; + else if ( !_stricmp(item_name, "CLUB")) + pInfos[curr_rec_num].uTreasureType= 29; + else if ( !_stricmp(item_name, "STAFF")) + pInfos[curr_rec_num].uTreasureType= 30; + else if ( !_stricmp(item_name, "LEATHER")) + pInfos[curr_rec_num].uTreasureType= 31; + else if ( !_stricmp(item_name, "CHAIN")) + pInfos[curr_rec_num].uTreasureType= 32; + else if ( !_stricmp(item_name, "PLATE")) + pInfos[curr_rec_num].uTreasureType= 33; + else if ( !_stricmp(item_name, "SHIELD")) + pInfos[curr_rec_num].uTreasureType= 34; + else if ( !_stricmp(item_name, "HELM")) + pInfos[curr_rec_num].uTreasureType= 35; + else if ( !_stricmp(item_name, "BELT")) + pInfos[curr_rec_num].uTreasureType= 36; + else if ( !_stricmp(item_name, "CAPE")) + pInfos[curr_rec_num].uTreasureType= 37; + else if ( !_stricmp(item_name, "GAUNTLETS")) + pInfos[curr_rec_num].uTreasureType= 38; + else if ( !_stricmp(item_name, "BOOTS")) + pInfos[curr_rec_num].uTreasureType= 39; + else if ( !_stricmp(item_name, "RING")) + pInfos[curr_rec_num].uTreasureType= 40; + else if ( !_stricmp(item_name, "AMULET")) + pInfos[curr_rec_num].uTreasureType= 41; + else if ( !_stricmp(item_name, "WAND")) + pInfos[curr_rec_num].uTreasureType= 42; + else if ( !_stricmp(item_name, "SCROLL")) + pInfos[curr_rec_num].uTreasureType= 43; + else if ( !_stricmp(item_name, "GEM")) + pInfos[curr_rec_num].uTreasureType= 46; + } + } + + } + break; + case 8: + { + pInfos[curr_rec_num].bQuestMonster=0; + if (atoi(test_string)) + pInfos[curr_rec_num].bQuestMonster=1; + } + break; + case 9: + { + pInfos[curr_rec_num].uFlying=false; + if (_strnicmp(test_string, "n",1)) + pInfos[curr_rec_num].uFlying=true; + } + break; + case 10: + { + switch(tolower(test_string[0])) + { + case 's': pInfos[curr_rec_num].uMovementType=MONSTER_MOVEMENT_TYPE_SHORT;// short + if (tolower(test_string[1])!='h') + pInfos[curr_rec_num].uMovementType=MONSTER_MOVEMENT_TYPE_STAIONARY; //stationary + break; //short + case 'l': pInfos[curr_rec_num].uMovementType = MONSTER_MOVEMENT_TYPE_LONG; break; //long + case 'm': pInfos[curr_rec_num].uMovementType = MONSTER_MOVEMENT_TYPE_MEDIUM; break; //med + case 'g': pInfos[curr_rec_num].uMovementType = MONSTER_MOVEMENT_TYPE_GLOBAL; break; //global? + default: + pInfos[curr_rec_num].uMovementType = MONSTER_MOVEMENT_TYPE_FREE; //free + } + } + break; + case 11: + { + switch(tolower(test_string[0])) + { + case 's': pInfos[curr_rec_num].uAIType=0; break; // suicide + case 'w': pInfos[curr_rec_num].uAIType=1; break; //wimp + case 'n': pInfos[curr_rec_num].uAIType=2; break; //normal + default: + pInfos[curr_rec_num].uAIType=3; //Agress + } + } + break; + case 12: + pInfos[curr_rec_num].uHostilityType=(MonsterInfo::HostilityRadius)atoi(test_string); + break; + case 13: + pInfos[curr_rec_num].uBaseSpeed=atoi(test_string); + break; + case 14: + pInfos[curr_rec_num].uRecoveryTime=atoi(test_string); + break; + case 15: + { + int str_len=0; + int str_pos=0; + pInfos[curr_rec_num].uAttackPreference=0; + pInfos[curr_rec_num].uNumCharactersAttackedPerSpecialAbility=0; + str_len=strlen(test_string); + for (str_pos=0;str_pos<str_len;++str_pos ) + { + switch(tolower(test_string[str_pos])) + { + case '0': pInfos[curr_rec_num].uAttackPreference|=0x0004; break; + case '2': pInfos[curr_rec_num].uNumCharactersAttackedPerSpecialAbility=2; break; + case '3': pInfos[curr_rec_num].uNumCharactersAttackedPerSpecialAbility=3; break; + case '4': pInfos[curr_rec_num].uNumCharactersAttackedPerSpecialAbility=4; break; + case 'c': pInfos[curr_rec_num].uAttackPreference|=0x0010; break; + case 'd': pInfos[curr_rec_num].uAttackPreference|=0x0008; break; + case 'e': pInfos[curr_rec_num].uAttackPreference|=0x1000; break; + case 'f': pInfos[curr_rec_num].uAttackPreference|=0x0400; break; + case 'h': pInfos[curr_rec_num].uAttackPreference|=0x0800; break; + case 'k': pInfos[curr_rec_num].uAttackPreference|=0x0001; break; + case 'm': pInfos[curr_rec_num].uAttackPreference|=0x0100; break; + case 'o': pInfos[curr_rec_num].uAttackPreference|=0x0400; break; + case 'p': pInfos[curr_rec_num].uAttackPreference|=0x0002; break; + case 'r': pInfos[curr_rec_num].uAttackPreference|=0x0040; break; + case 's': pInfos[curr_rec_num].uAttackPreference|=0x0020; break; + case 't': pInfos[curr_rec_num].uAttackPreference|=0x0080; break; + case 'w': pInfos[curr_rec_num].uAttackPreference|=0x2000; break; + case 'x': pInfos[curr_rec_num].uAttackPreference|=0x0200; break; + } + } + } + break; + case 16: + { + int str_len=0; + int str_pos=0; + pInfos[curr_rec_num].uSpecialAttackLevel=1; + pInfos[curr_rec_num].uSpecialAttackType=(SPECIAL_ATTACK_TYPE)0; + str_len=strlen(test_string); + if (str_len>1) + { + for (str_pos=0;str_pos<str_len;++str_pos ) + { + if (tolower(test_string[str_pos])=='x') + { + test_string[str_pos]='\0'; + pInfos[curr_rec_num].uSpecialAttackLevel=atoi(&test_string[str_pos+1]); + test_string[str_pos]='x'; + break; + } + } + pInfos[curr_rec_num].uSpecialAttackType=(SPECIAL_ATTACK_TYPE)ParseSpecialAttack(test_string); + } + } + break; + case 17: + pInfos[curr_rec_num].uAttack1Type=ParseAttackType(test_string); + break; + case 18: + { + ParseDamage(test_string, &pInfos[curr_rec_num].uAttack1DamageDiceRolls, + &pInfos[curr_rec_num].uAttack1DamageDiceSides, + &pInfos[curr_rec_num].uAttack1DamageBonus); + } + break; + case 19: + pInfos[curr_rec_num].uMissleAttack1Type=ParseMissleAttackType(test_string); + break; + case 20: + pInfos[curr_rec_num].uAttack2Chance=atoi(test_string); + break; + case 21: + pInfos[curr_rec_num].uAttack2Type=ParseAttackType(test_string); + break; + case 22: + { + ParseDamage(test_string, &pInfos[curr_rec_num].uAttack2DamageDiceRolls, + &pInfos[curr_rec_num].uAttack2DamageDiceSides, + &pInfos[curr_rec_num].uAttack2DamageBonus); + } + break; + case 23: + pInfos[curr_rec_num].uMissleAttack2Type=ParseMissleAttackType(test_string); + break; + case 24: + pInfos[curr_rec_num].uSpell1UseChance=atoi(test_string); + break; + case 25: + { + int param_num; + char type_flag; + strcpy(parse_str,test_string); + parse_str[0]=' '; + parse_str[strlen(parse_str)-1]=' '; + frame_table_txt_parser(parse_str,&parsed_field); + if (parsed_field.uPropCount>2) + { + param_num=1; + pInfos[curr_rec_num].uSpell1ID=ParseSpellType(&parsed_field,¶m_num); + type_flag=*parsed_field.pProperties[param_num]; + pInfos[curr_rec_num].uSpellSkillAndMastery1=atoi(parsed_field.pProperties[param_num+1])&0x003F; + switch(type_flag) + { + case 'E': pInfos[curr_rec_num].uSpellSkillAndMastery1|=0x0040; break; + case 'M': pInfos[curr_rec_num].uSpellSkillAndMastery1|=0x0080; break; + case 'G': pInfos[curr_rec_num].uSpellSkillAndMastery1|=0x0100; break; + } + } + else + { + pInfos[curr_rec_num].uSpell1ID=0; + pInfos[curr_rec_num].uSpellSkillAndMastery1=0; + } + + } + break; + case 26: + pInfos[curr_rec_num].uSpell2UseChance=atoi(test_string); + break; + case 27: + { + int param_num; + char type_flag; + strcpy(parse_str,test_string); + parse_str[0]=' '; + parse_str[strlen(parse_str)-1]=' '; + frame_table_txt_parser(parse_str,&parsed_field); + if (parsed_field.uPropCount>2) + { + param_num=1; + pInfos[curr_rec_num].uSpell2ID=ParseSpellType(&parsed_field,¶m_num); + type_flag=*parsed_field.pProperties[param_num]; + pInfos[curr_rec_num].uSpellSkillAndMastery2=atoi(parsed_field.pProperties[param_num+1])&0x003F; + switch(type_flag) + { + case 'E': pInfos[curr_rec_num].uSpellSkillAndMastery2|=0x0040; break; + case 'M': pInfos[curr_rec_num].uSpellSkillAndMastery2|=0x0080; break; + case 'G': pInfos[curr_rec_num].uSpellSkillAndMastery2|=0x0100; break; + } + } + else + { + pInfos[curr_rec_num].uSpell2ID=0; + pInfos[curr_rec_num].uSpellSkillAndMastery2=0; + } + } + break; + case 28: + { + if (tolower(test_string[0])=='i') + pInfos[curr_rec_num].uResFire=200; + else + pInfos[curr_rec_num].uResFire=atoi(test_string); + } + break; + case 29: + { + if (tolower(test_string[0])=='i') + pInfos[curr_rec_num].uResAir=200; + else + pInfos[curr_rec_num].uResAir=atoi(test_string); + } + break; + case 30: + { + if (tolower(test_string[0])=='i') + pInfos[curr_rec_num].uResWater=200; + else + pInfos[curr_rec_num].uResWater=atoi(test_string); + } + break; + case 31: + { + if (tolower(test_string[0])=='i') + pInfos[curr_rec_num].uResEarth=200; + else + pInfos[curr_rec_num].uResEarth=atoi(test_string); + } + break; + case 32: + { + if (tolower(test_string[0])=='i') + pInfos[curr_rec_num].uResMind=200; + else + pInfos[curr_rec_num].uResMind=atoi(test_string); + } + break; + case 33: + { + if (tolower(test_string[0])=='i') + pInfos[curr_rec_num].uResSpirit=200; + else + pInfos[curr_rec_num].uResSpirit=atoi(test_string); + } + break; + case 34: + { + if (tolower(test_string[0])=='i') + pInfos[curr_rec_num].uResBody=200; + else + pInfos[curr_rec_num].uResBody=atoi(test_string); + } + break; + case 35: + { + if (tolower(test_string[0])=='i') + pInfos[curr_rec_num].uResLight=200; + else + pInfos[curr_rec_num].uResLight=atoi(test_string); + } + break; + case 36: + { + if (tolower(test_string[0])=='i') + pInfos[curr_rec_num].uResDark=200; + else + pInfos[curr_rec_num].uResDark=atoi(test_string); + } + break; + case 37: + { + if (tolower(test_string[0])=='i') + pInfos[curr_rec_num].uResPhysical=200; + else + pInfos[curr_rec_num].uResPhysical=atoi(test_string); + } + break; + case 38: + { +// int param_num; +// char type_flag; + pInfos[curr_rec_num].uSpecialAbilityType=0; + pInfos[curr_rec_num].uSpecialAbilityDamageDiceBonus=0; + strcpy(parse_str,test_string); + parse_str[0]=' '; + parse_str[strlen(parse_str)-1]=' '; + frame_table_txt_parser(parse_str,&parsed_field); + if ( parsed_field.uPropCount ) + { + // v74 = v94.field_0; + if ( parsed_field.uPropCount < 10 ) + { + if (! _stricmp(parsed_field.pProperties[0], "shot") ) + { + pInfos[curr_rec_num].uSpecialAbilityType=1; + pInfos[curr_rec_num].uSpecialAbilityDamageDiceBonus=atoi((char *)(parsed_field.pProperties[1] + 1)); + } + else if (!_stricmp(parsed_field.pProperties[0], "summon") ) + { + pInfos[curr_rec_num].uSpecialAbilityType=2; + if ( parsed_field.uPropCount > 1 ) + { + pTmpBuf[0] = 0; + strcpy(pTmpBuf.data(), parsed_field.pProperties[2]); + if ( parsed_field.uPropCount > 2 ) + { + int prop_cnt = 3; + if ( parsed_field.uPropCount > 3 ) + { + do + { + strcat(pTmpBuf.data(), " "); + char test_char = parsed_field.pProperties[prop_cnt][0]; + strcat(pTmpBuf.data(), parsed_field.pProperties[prop_cnt]); + if ( prop_cnt == (parsed_field.uPropCount - 1) ) + { + switch (tolower(test_char)) + { + case 'a': pInfos[curr_rec_num].uSpecialAbilityDamageDiceRolls = 1; break; + case 'b': pInfos[curr_rec_num].uSpecialAbilityDamageDiceRolls = 2; break; + case 'c': pInfos[curr_rec_num].uSpecialAbilityDamageDiceRolls = 3; break; + default: + pInfos[curr_rec_num].uSpecialAbilityDamageDiceRolls = 0; + } + + } + ++prop_cnt; + } + while ( prop_cnt < parsed_field.uPropCount ); + } + } + else + { + pInfos[curr_rec_num].uSpecialAbilityDamageDiceRolls = 0; + } + if ( pMonsterList->uNumMonsters ) + { + pInfos[curr_rec_num].field_3C_some_special_attack = pMonsterList->GetMonsterIDByName(pTmpBuf.data()) + 1; + if ( pInfos[curr_rec_num].field_3C_some_special_attack == -1 ) + { + sprintf(Src, "Can't create random monster: '%s' See MapStats!", pTmpBuf.data()); + MessageBoxA(nullptr, Src, "E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Itemdata.cpp:2239", 0); + } + } + pInfos[curr_rec_num].uSpecialAbilityDamageDiceSides = 0; + if ( !_stricmp(parsed_field.pProperties[1], "ground") ) + pInfos[curr_rec_num].uSpecialAbilityDamageDiceSides = 1; + if ( pInfos[curr_rec_num].field_3C_some_special_attack == -1 ) + pInfos[curr_rec_num].uSpecialAbilityType = 0; + } + } + else if (!_stricmp(parsed_field.pProperties[0], "explode") ) + { + pInfos[curr_rec_num].uSpecialAbilityType = 3; + ParseDamage((char*)parsed_field.pProperties[1], &pInfos[curr_rec_num].uSpecialAbilityDamageDiceRolls, + &pInfos[curr_rec_num].uSpecialAbilityDamageDiceSides, + &pInfos[curr_rec_num].uSpecialAbilityDamageDiceBonus); + pInfos[curr_rec_num].field_3C_some_special_attack = ParseAttackType(test_string); + } + } + } + } + break; + } + } + else + { + break_loop = true; + } + ++decode_step; + test_string=tmp_pos+1; + } while ((decode_step<39)&&!break_loop); + } + uNumMonsters = i; +} + + +//----- (0044FA08) -------------------------------------------------------- +signed __int16 MonsterList::GetMonsterIDByName( const char *pMonsterName ) + { + if (!pMonsterName) + return -1; + for (signed __int16 i=1; i<=uNumMonsters; ++i) + { + if( (!_stricmp(pMonsters[i].pMonsterName, pMonsterName))) + return i; + } + Error("Monster not found: %s", pMonsterName); +} +//----- (00438BDF) -------------------------------------------------------- +bool MonsterStats::BelongsToSupertype(unsigned int uMonsterInfoID, enum MONSTER_SUPERTYPE eSupertype) +{ + switch ( eSupertype ) + { + case MONSTER_SUPERTYPE_UNDEAD: + if ( (signed int)uMonsterInfoID >= MONSTER_GHOST_1 && (signed int)uMonsterInfoID <= MONSTER_GHOST_3 //70<=id<=72 + || (signed int)uMonsterInfoID >= MONSTER_LICH_1 && (signed int)uMonsterInfoID <= MONSTER_LICH_3 //91-93 + || (signed int)uMonsterInfoID >= MONSTER_SKELETON_1 && (signed int)uMonsterInfoID <= MONSTER_SKELETON_3 //199-201 + || (signed int)uMonsterInfoID >= MONSTER_VAMPIRE_1 && (signed int)uMonsterInfoID <= MONSTER_VAMPIRE_3 //217-219 + || (signed int)uMonsterInfoID >= MONSTER_WIGHT_1 && (signed int)uMonsterInfoID <= MONSTER_WIGHT_3 //223-225 + || (signed int)uMonsterInfoID >= MONSTER_ZOMBIE_1 && (signed int)uMonsterInfoID <= MONSTER_ZOMBIE_3 //229-231 + || (signed int)uMonsterInfoID >= MONSTER_GHOUL_1 && (signed int)uMonsterInfoID <= MONSTER_GHOUL_3) //256-258 + return true; + return false; + case MONSTER_SUPERTYPE_KREEGAN: + if ( (signed int)uMonsterInfoID >= MONSTER_DEVIL_1 && (signed int)uMonsterInfoID <= MONSTER_DEVIL_3 )//22-24 + return true; + return false; + case MONSTER_SUPERTYPE_ELF: + if ( (signed int)uMonsterInfoID >= MONSTER_PEASANT_ELF_FEMALE_1_1 && (signed int)uMonsterInfoID <= MONSTER_PEASANT_ELF_MALE_3_3//133 - 150 + || (signed int)uMonsterInfoID >= MONSTER_ELF_ARCHER_1 && (signed int)uMonsterInfoID <= MONSTER_ELF_ARCHER_3//49-51 + || (signed int)uMonsterInfoID >= MONSTER_ELF_SPEARMAN_1 && (signed int)uMonsterInfoID <= MONSTER_ELF_SPEARMAN_3)//52-54 + return true; + return false; + case MONSTER_SUPERTYPE_DRAGON: + if ( (signed int)uMonsterInfoID >= MONSTER_DRAGON_1 && (signed int)uMonsterInfoID <= MONSTER_DRAGON_3 )//25-27 + return true; + return false; + case MONSTER_SUPERTYPE_WATER_ELEMENTAL: + if ( (signed int)uMonsterInfoID >= MONSTER_ELEMENTAL_WATER_1 && (signed int)uMonsterInfoID <= MONSTER_ELEMENTAL_WATER_3)//46-48 + return true; + return false; + case MONSTER_SUPERTYPE_TREANT: + if ( (signed int)uMonsterInfoID >= MONSTER_TREANT_1 && (signed int)uMonsterInfoID <= MONSTER_TREANT_3 )//253-255 + return true; + return false; + case MONSTER_SUPERTYPE_TITAN: + if ( (signed int)uMonsterInfoID >= MONSTER_TITAN_1 && (signed int)uMonsterInfoID <= MONSTER_TITAN_3 )//211-213 + return true; + return false; + default: + return false; + } + return false; +} +
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/Engine/Objects/Monsters.h Thu Sep 18 23:59:29 2014 +0600 @@ -0,0 +1,261 @@ +#pragma once + + + +/* 334 */ +enum MONSTER_TYPE +{ + MONSTER_DEVIL_1 = 0x16, + MONSTER_DEVIL_2 = 0x17, + MONSTER_DEVIL_3 = 0x18, + MONSTER_DRAGON_1 = 0x19, + MONSTER_DRAGON_2 = 0x1A, + MONSTER_DRAGON_3 = 0x1B, + MONSTER_ELEMENTAL_WATER_1 = 0x2E, + MONSTER_ELEMENTAL_WATER_3 = 0x30, + MONSTER_ELF_ARCHER_1 = 0x31, + MONSTER_ELF_ARCHER_3 = 0x33, + MONSTER_ELF_SPEARMAN_1 = 0x34, + MONSTER_ELF_SPEARMAN_3 = 0x36, + MONSTER_GHOST_1 = 0x46, + MONSTER_GHOST_3 = 0x48, + MONSTER_HARPY_1 = 0x55, + MONSTER_HARPY_2 = 0x56, + MONSTER_HARPY_3 = 0x57, + MONSTER_LICH_1 = 0x5B, + MONSTER_LICH_3 = 0x5D, + MONSTER_OOZE_1 = 0x70, + MONSTER_OOZE_2 = 0x71, + MONSTER_OOZE_3 = 0x72, + MONSTER_PEASANT_ELF_FEMALE_1_1 = 0x85, + MONSTER_PEASANT_ELF_MALE_3_3 = 0x96, + MONSTER_SKELETON_1 = 0xC7, + MONSTER_SKELETON_3 = 0xC9, + MONSTER_TITAN_1 = 0xD3, + MONSTER_TITAN_3 = 0xD5, + MONSTER_VAMPIRE_1 = 0xD9, + MONSTER_VAMPIRE_3 = 0xDB, + MONSTER_WIGHT_1 = 0xDF, + MONSTER_WIGHT_3 = 0xE1, + MONSTER_ZOMBIE_1 = 0xE5, + MONSTER_ZOMBIE_3 = 0xE7, + MONSTER_PEASANT_GOBLIN_MALE_3_3 = 0xF9, + MONSTER_TROLL_1 = 0xFA, + MONSTER_TROLL_2 = 0xFB, + MONSTER_TROLL_3 = 0xFC, + MONSTER_TREANT_1 = 0xFD, + MONSTER_TREANT_3 = 0xFF, + MONSTER_GHOUL_1 = 0x100, + MONSTER_GHOUL_3 = 0x102, +}; + +/* 335 */ +enum MONSTER_SPECIAL_ABILITY_TYPE +{ + MONSTER_SPECIAL_ABILITY_NONE = 0x0, + MONSTER_SPECIAL_ABILITY_SHOT = 0x1, + MONSTER_SPECIAL_ABILITY_SUMMON = 0x2, + MONSTER_SPECIAL_ABILITY_EXPLODE = 0x3, +}; + +enum MONSTER_MOVEMENT_TYPE + { + MONSTER_MOVEMENT_TYPE_SHORT = 0x0, + MONSTER_MOVEMENT_TYPE_MEDIUM = 0x1, + MONSTER_MOVEMENT_TYPE_LONG = 0x2, + MONSTER_MOVEMENT_TYPE_GLOBAL = 0x3, + MONSTER_MOVEMENT_TYPE_FREE = 0x4, + MONSTER_MOVEMENT_TYPE_STAIONARY = 0x5, + }; + + +/* 336 */ +enum MONSTER_SUPERTYPE +{ + MONSTER_SUPERTYPE_UNDEAD = 0x1, + MONSTER_SUPERTYPE_KREEGAN = 0x2, + MONSTER_SUPERTYPE_DRAGON = 0x3, + MONSTER_SUPERTYPE_ELF = 0x4, + MONSTER_SUPERTYPE_WATER_ELEMENTAL = 0x5, + MONSTER_SUPERTYPE_TREANT = 0x6, + MONSTER_SUPERTYPE_TITAN = 0x7, + MONSTER_SUPERTYPE_8 = 0x8, +}; + +enum SPECIAL_ATTACK_TYPE : unsigned __int8 +{ + SPECIAL_ATTACK_NONE = 0, + SPECIAL_ATTACK_CURSE = 1, + SPECIAL_ATTACK_WEAK = 2, + SPECIAL_ATTACK_SLEEP = 3, + SPECIAL_ATTACK_DRUNK = 4, + SPECIAL_ATTACK_INSANE = 5, + SPECIAL_ATTACK_POISON_WEAK = 6, + SPECIAL_ATTACK_POISON_MEDIUM = 7, + SPECIAL_ATTACK_POISON_SEVERE = 8, + SPECIAL_ATTACK_DISEASE_WEAK = 9, + SPECIAL_ATTACK_DISEASE_MEDIUM = 10, + SPECIAL_ATTACK_DISEASE_SEVERE = 11, + SPECIAL_ATTACK_PARALYZED = 12, + SPECIAL_ATTACK_UNCONSCIOUS = 13, + SPECIAL_ATTACK_DEAD = 14, + SPECIAL_ATTACK_PETRIFIED = 15, + SPECIAL_ATTACK_ERADICATED = 16, + SPECIAL_ATTACK_BREAK_ANY = 17, + SPECIAL_ATTACK_BREAK_ARMOR = 18, + SPECIAL_ATTACK_BREAK_WEAPON = 19, + SPECIAL_ATTACK_STEAL = 20, + SPECIAL_ATTACK_AGING = 21, + SPECIAL_ATTACK_MANA_DRAIN = 22, + SPECIAL_ATTACK_FEAR = 23, +}; + + +/* 187 */ +#pragma pack(push, 1) +struct MonsterInfo +{ + enum HostilityRadius: unsigned __int8 + { + Hostility_Friendly = 0, + Hostility_Close = 1, + Hostility_Short = 2, + Hostility_Medium = 3, + Hostility_Long = 4 + }; + + inline MonsterInfo(): + pName(nullptr), pPictureName(nullptr) + {} + + char *pName; + char *pPictureName; + unsigned __int8 uLevel; + unsigned __int8 uTreasureDropChance; + unsigned __int8 uTreasureDiceRolls; + unsigned __int8 uTreasureDiceSides; + unsigned __int8 uTreasureLevel; + unsigned __int8 uTreasureType; + unsigned __int8 uFlying; + unsigned __int8 uMovementType; + unsigned __int8 uAIType; + HostilityRadius uHostilityType; + char field_12; + SPECIAL_ATTACK_TYPE uSpecialAttackType; + unsigned __int8 uSpecialAttackLevel; + unsigned __int8 uAttack1Type; + unsigned __int8 uAttack1DamageDiceRolls; + unsigned __int8 uAttack1DamageDiceSides; + unsigned __int8 uAttack1DamageBonus; + unsigned __int8 uMissleAttack1Type; + unsigned __int8 uAttack2Chance; + unsigned __int8 uAttack2Type; + unsigned __int8 uAttack2DamageDiceRolls; + unsigned __int8 uAttack2DamageDiceSides; + unsigned __int8 uAttack2DamageBonus; + unsigned __int8 uMissleAttack2Type; + unsigned __int8 uSpell1UseChance; + unsigned __int8 uSpell1ID; + unsigned __int8 uSpell2UseChance; + unsigned __int8 uSpell2ID; + unsigned __int8 uResFire; + unsigned __int8 uResAir; + unsigned __int8 uResWater; + unsigned __int8 uResEarth; + unsigned __int8 uResMind; + unsigned __int8 uResSpirit; + unsigned __int8 uResBody; + unsigned __int8 uResLight; + unsigned __int8 uResDark; + unsigned __int8 uResPhysical; + unsigned __int8 uSpecialAbilityType; // 0 SPECIAL_ABILITY_TYPE_NONE + // 1 SPECIAL_ABILITY_TYPE_SHOT + // 2 SPECIAL_ABILITY_TYPE_SUMMON + // 3 SPECIAL_ABILITY_TYPE_EXPLODE + unsigned __int8 uSpecialAbilityDamageDiceRolls; + unsigned __int8 uSpecialAbilityDamageDiceSides; + unsigned __int8 uSpecialAbilityDamageDiceBonus; + unsigned __int8 uNumCharactersAttackedPerSpecialAbility; + char field_33; + unsigned __int16 uID; + unsigned __int16 bQuestMonster; + unsigned __int16 uSpellSkillAndMastery1; + unsigned __int16 uSpellSkillAndMastery2; + __int16 field_3C_some_special_attack; + __int16 field_3E; + unsigned int uHP; + unsigned int uAC; + unsigned int uExp; + unsigned int uBaseSpeed; + signed int uRecoveryTime; + unsigned int uAttackPreference; +}; +#pragma pack(pop) + + + +/* 189 */ +#pragma pack(push, 1) +struct MonsterStats +{ + void Initialize(); + void InitializePlacements(); + signed int FindMonsterByTextureName(const char *Str2); + + static bool BelongsToSupertype(unsigned int uMonsterInfoID, enum MONSTER_SUPERTYPE eSupertype); + + MonsterInfo pInfos[265]; //0 - 5b18h + char *pPlaceStrings[31]; //5B18h placement counts from 1 + unsigned int uNumMonsters; //5B94h + unsigned int uNumPlacements; //5B98h + int field_5B9C; +}; +#pragma pack(pop) + + + +#pragma pack(push, 1) +struct MonsterDesc_mm6 +{ + unsigned __int16 uMonsterHeight; + unsigned __int16 uMonsterRadius; + unsigned __int16 uMovementSpeed; + __int16 uToHitRadius; + unsigned __int16 pSoundSampleIDs[4]; + char pMonsterName[32]; + char pSpriteNames[10][10]; +}; + +struct MonsterDesc +{ + unsigned __int16 uMonsterHeight; + unsigned __int16 uMonsterRadius; + unsigned __int16 uMovementSpeed; + __int16 uToHitRadius; + signed int sTintColor; + unsigned __int16 pSoundSampleIDs[4]; + char pMonsterName[32]; + char pSpriteNames[10][10]; +}; +#pragma pack(pop) + + +#pragma pack(push, 1) +struct MonsterList +{ + inline MonsterList(): //----- (00458429) + uNumMonsters(0), pMonsters(nullptr) + {} + signed __int16 GetMonsterIDByName(const char *pMonsterName); + void ToFile(); + void FromFile(void *data_mm6, void *data_mm7, void *data_mm8); + bool FromFileTxt(const char *Args); + + signed int uNumMonsters; + struct MonsterDesc *pMonsters; +}; +#pragma pack(pop) + + +extern struct MonsterStats *pMonsterStats; +extern struct MonsterList *pMonsterList; \ No newline at end of file
--- a/Items.cpp Thu Sep 18 17:38:54 2014 +0600 +++ /dev/null Thu Jan 01 00:00:00 1970 +0000 @@ -1,2286 +0,0 @@ -#define _CRTDBG_MAP_ALLOC -#include <stdlib.h> -#include <crtdbg.h> - -#define _CRT_SECURE_NO_WARNINGS -#include <stdlib.h> -#include <string> -#include "UI\UIHouses.h" -#include "GUIButton.h" - -#include "ErrorHandling.h" - -#include "Items.h" -#include "MapInfo.h" -#include "GUIWindow.h" -#include "Chest.h" -#include "LOD.h" -#include "Monsters.h" -#include "Party.h" -#include "FactionTable.h" -#include "StorylineTextTable.h" -#include "texts.h" -#include "mm7_data.h" -#include "OurMath.h" - - - -struct ITEM_VARIATION - { - unsigned __int16 treasure_level; - unsigned __int16 item_class[4]; - }; - - -std::array<const char, 5> uItemsAmountPerShopType={ 0, 6, 8, 12, 12}; - -const ITEM_VARIATION shopWeap_variation_ord[15] ={ - { 0, { 0, 0, 0, 0 }}, - { 1, { 23, 27, 20, 20 }}, - { 1, { 23, 24, 28, 20 }}, - { 2, { 23, 24, 25, 20 }}, - { 2, { 27, 27, 26, 26 }}, - { 4, { 24, 30, 25, 27 }}, - { 4, { 24, 30, 25, 27 }}, - { 3, { 30, 24, 20, 20 }}, - { 2, { 20, 20, 20, 20 }}, - { 3, { 27, 27, 26, 26 }}, - { 3, { 28, 28, 25, 25 }}, - { 2, { 23, 23, 24, 24 }}, - { 3, { 23, 23, 26, 26 }}, - { 2, { 30, 26, 26, 26 }}, - { 2, { 28, 25, 28, 29 }}}; - -const ITEM_VARIATION shopArmr_variation_ord[28] ={ - { 1, { 35, 35, 38, 38 }}, - { 1, { 31, 31, 31, 34 }}, - { 1, { 35, 35, 38, 38 }}, - { 1, { 31, 31, 32, 34 }}, - { 2, { 35, 35, 38, 38 }}, - { 2, { 31, 32, 32, 33 }}, - { 2, { 35, 35, 38, 38 }}, - { 2, { 31, 31, 32, 32 }}, - { 4, { 35, 35, 38, 38 }}, - { 4, { 31, 32, 33, 34 }}, - { 4, { 35, 35, 38, 38 }}, - { 4, { 31, 32, 33, 34 }}, - { 3, { 35, 35, 38, 38 }}, - { 3, { 31, 31, 31, 31 }}, - { 2, { 35, 35, 38, 38 }}, - { 2, { 31, 32, 34, 34 }}, - { 3, { 35, 35, 38, 38 }}, - { 3, { 31, 31, 32, 32 }}, - { 3, { 35, 35, 38, 38 }}, - { 3, { 32, 32, 32, 33 }}, - { 3, { 35, 35, 38, 38 }}, - { 3, { 31, 31, 31, 32 }}, - { 3, { 35, 35, 38, 38 }}, - { 3, { 33, 31, 32, 34 }}, - { 3, { 35, 35, 38, 38 }}, - { 3, { 33, 31, 32, 34 }}, - { 4, { 35, 35, 38, 38 }}, - { 4, { 33, 31, 32, 34 }}}; - - - -const unsigned __int16 shopMagic_treasure_lvl[14]= {0, 1, 1, 2, 2, 4, 4, 3, 2, 2, 2, 2, 2, 2}; -const unsigned __int16 shopAlch_treasure_lvl[13] = {0, 1, 1, 2, 2, 3, 3, 4, 4, 2, 2, 2, 2}; - -const ITEM_VARIATION shopWeap_variation_spc[15]={ - { 0, { 0, 0, 0, 0 }}, - { 2, { 25, 30, 20, 20}}, - { 2, { 23, 24, 28, 20}}, - { 3, { 23, 24, 25, 20}}, - { 3, { 27, 27, 26, 26}}, - { 5, { 23, 26, 28, 27}}, - { 5, { 23, 26, 28, 27}}, - { 4, { 30, 24, 20, 20}}, - { 3, { 20, 20, 20, 20}}, - { 4, { 27, 27, 26, 26}}, - { 4, { 28, 28, 25, 25}}, - { 4, { 23, 23, 24, 24}}, - { 4, { 24, 24, 27, 20}}, - { 4, { 30, 26, 26, 26}}, - { 4, { 28, 25, 28, 29}}}; - -const ITEM_VARIATION shopArmr_variation_spc[28]={ - { 2, { 35, 35, 38, 38 }}, - { 2, { 31, 31, 31, 34 }}, - { 2, { 35, 35, 38, 38 }}, - { 2, { 31, 31, 32, 34 }}, - { 3, { 35, 35, 38, 38 }}, - { 3, { 31, 32, 32, 33 }}, - { 3, { 35, 35, 38, 38 }}, - { 3, { 31, 31, 32, 32 }}, - { 5, { 35, 35, 38, 38 }}, - { 5, { 31, 32, 33, 34 }}, - { 5, { 35, 35, 38, 38 }}, - { 5, { 31, 32, 33, 34 }}, - { 4, { 35, 35, 38, 38 }}, - { 4, { 31, 31, 31, 31 }}, - { 3, { 35, 35, 38, 38 }}, - { 3, { 31, 32, 34, 34 }}, - { 4, { 35, 35, 38, 38 }}, - { 4, { 31, 31, 32, 33 }}, - { 4, { 35, 35, 38, 38 }}, - { 4, { 32, 32, 33, 34 }}, - { 4, { 35, 35, 38, 38 }}, - { 4, { 31, 31, 31, 32 }}, - { 4, { 35, 35, 38, 38 }}, - { 4, { 32, 32, 32, 32 }}, - { 4, { 35, 35, 38, 38 }}, - { 4, { 34, 34, 34, 34 }}, - { 5, { 35, 35, 38, 38 }}, - { 5, { 33, 33, 33, 33 }} - }; - -const unsigned __int16 shopMagicSpc_treasure_lvl[14] = {0, 2, 2, 3, 3, 5, 5, 4, 3, 3, 3, 3, 3, 3}; -const unsigned __int16 shopAlchSpc_treasure_lvl[13] = {0, 2, 2, 3, 3, 4, 4, 5, 5, 3, 2, 2, 2}; - - -std::array< std::array<char, 14>, 7> byte_4E8168={{ //byte_4E8178 - { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}, - { 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2}, - { 1, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 3, 3}, - { 2, 2, 2, 2, 3, 3, 3, 4, 4, 4, 4, 4, 4, 4}, - { 2, 2, 2, 2, 3, 4, 4, 4, 4, 5, 5, 5, 5, 5}, - { 2, 2, 2, 2, 4, 4, 4, 5, 5, 5, 5, 6, 6, 6}, - { 2, 2, 2, 2, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7}}}; - -int sub_4BE571_AddItemToSet(int valueToAdd, int *outPutSet, int elemsAlreadyPresent, int elemsNeeded); -int dword_F8B1DC_currentShopOption; // weak - -ItemGen *ptr_50C9A4_ItemToEnchant; - -struct ItemsTable *pItemsTable; // 005D29E0 - - - - - -//----- (00439DF3) -------------------------------------------------------- -int ItemGen::_439DF3_get_additional_damage(int *damage_type, bool *draintargetHP) - { - *draintargetHP = false; - *damage_type = 0; - if ( !uItemID ) - return 0; - UpdateTempBonus(pParty->uTimePlayed); - if (uItemID == 501 ) //Iron Feather -sword - { - *damage_type = 1; - return rand() % 10 + 6; - } - if (uItemID == 507 ) //Ghoulsbane -axe - { - *damage_type = 0; - return rand() % 16 + 3; - } - if ( uItemID == 510 ) //Ullyses -bow - { - *damage_type = 2; - return rand() % 4 + 9; - } - if ( uItemID == 517 ) //Old Nick -dagger - { - *damage_type = 8; - return 8; - } - - switch (uSpecEnchantmentType) - { - case 4: //Adds 3-4 points of Cold damage. - *damage_type = 2; - return rand() % 2 + 3; - break; - case 5: //Adds 6-8 points of Cold damage. - *damage_type = 2; - return rand() % 3 + 6; - break; - case 6: //Adds 9-12 points of Cold damage. - *damage_type = 2; - return rand() % 4 + 9; - break; - case 7: //Adds 2-5 points of Electrical damage. - *damage_type = 1; - return rand() % 4 + 2; - break; - case 8: //Adds 4-10 points of Electrical damage. - *damage_type = 1; - return rand() % 7 + 4; - break; - case 9: //Adds 6-15 points of Electrical damage. - *damage_type = 1; - return rand() % 10 + 6; - break; - case 10: //Adds 1-6 points of Fire damage. - *damage_type = 0; - return GetDiceResult(1, 6); - break; - case 11: //Adds 2-12 points of Fire damage. - *damage_type = 0; - return GetDiceResult(2, 6); - break; - case 12: //Adds 3-18 points of Fire damage. - *damage_type = 0; - return GetDiceResult(3, 6); - break; - case 13: //Adds 5 points of Body damage. - *damage_type = 8; - return 5; - break; - case 14: //Adds 8 points of Body damage. - *damage_type = 8; - return 8; - break; - case 15: //Adds 12 points of Body damage. - *damage_type = 8; - return 12; - break; - case 16: //Drain Hit Points from target. - case 41: //Drain Hit Points from target and Increased Weapon speed. - *damage_type = 10; - *draintargetHP = true; - return 0; - break; - case 46: //Adds 10-20 points of Fire damage and +25 Might. - *damage_type = 0; - return rand() % 11 + 10; - break; - default: - *damage_type = 0; - return 0; - - } - - } - - -//----- (00402F07) -------------------------------------------------------- -void ItemGen::Reset() -{ - this->uHolderPlayer = 0; - this->uAttributes = 0; - this->uNumCharges = 0; - this->uSpecEnchantmentType = 0; - this->m_enchantmentStrength = 0; - this->uEnchantmentType = 0; - this->uItemID = 0; - this->uBodyAnchor = 0; - this->uExpireTime = 0i64; -} - -//----- (00458260) -------------------------------------------------------- -void ItemGen::UpdateTempBonus(__int64 uTimePlayed) -{ - if ( this->uAttributes & ITEM_TEMP_BONUS ) - { - if ( uTimePlayed > (signed __int64)this->uExpireTime ) - { - this->uEnchantmentType = 0; - this->uSpecEnchantmentType = 0; - this->uAttributes = this->uAttributes&(~ITEM_TEMP_BONUS); - } - } -} - -//----- (0045814E) -------------------------------------------------------- -void ItemsTable::Release() -{ - free(pMonstersTXT_Raw); - free(pMonsterPlacementTXT_Raw); - free(pSkillDescTXT_Raw); - free(pSpcItemsTXT_Raw); - free(pStdItemsTXT_Raw); - free(pRndItemsTXT_Raw); - free(pItemsTXT_Raw); - free(pHostileTXT_Raw); - free(pHistoryTXT_Raw); - free(pPotionsTXT_Raw); - free(pPotionNotesTXT_Raw); - pMonstersTXT_Raw = nullptr; - pMonsterPlacementTXT_Raw = nullptr; - pSpcItemsTXT_Raw = nullptr; - pSkillDescTXT_Raw = nullptr; - pStdItemsTXT_Raw = nullptr; - pRndItemsTXT_Raw = nullptr; - pItemsTXT_Raw = nullptr; - pHostileTXT_Raw = nullptr; - pHistoryTXT_Raw = nullptr; - pPotionsTXT_Raw = nullptr; - pPotionNotesTXT_Raw = nullptr; -} - - -//----- (00456D84) -------------------------------------------------------- -void ItemsTable::Initialize() -{ - std::map<std::string, ITEM_EQUIP_TYPE, ci_less> equipStatMap; - equipStatMap["weapon"] = EQUIP_SINGLE_HANDED; - equipStatMap["weapon2"] = EQUIP_TWO_HANDED; - equipStatMap["weapon1or2"] = EQUIP_SINGLE_HANDED; - equipStatMap["missile"] = EQUIP_BOW; - equipStatMap["bow"] = EQUIP_BOW; - equipStatMap["armor"] = EQUIP_ARMOUR; - equipStatMap["shield"] = EQUIP_SHIELD; - equipStatMap["helm"] = EQUIP_HELMET; - equipStatMap["belt"] = EQUIP_BELT; - equipStatMap["cloak"] = EQUIP_CLOAK; - equipStatMap["gauntlets"] = EQUIP_GAUNTLETS; - equipStatMap["boots"] = EQUIP_BOOTS; - equipStatMap["ring"] = EQUIP_RING; - equipStatMap["amulet"] = EQUIP_AMULET; - equipStatMap["weaponw"] = EQUIP_WAND; - equipStatMap["herb"] = EQUIP_REAGENT; - equipStatMap["reagent"] = EQUIP_REAGENT; - equipStatMap["bottle"] = EQUIP_POTION; - equipStatMap["sscroll"] = EQUIP_SPELL_SCROLL; - equipStatMap["book"] = EQUIP_BOOK; - equipStatMap["mscroll"] = EQUIP_MESSAGE_SCROLL; - equipStatMap["gold"] = EQUIP_GOLD; - equipStatMap["gem"] = EQUIP_GEM; - - std::map<std::string, PLAYER_SKILL_TYPE, ci_less> equipSkillMap; - equipSkillMap["staff"] = PLAYER_SKILL_STAFF; - equipSkillMap["sword"] = PLAYER_SKILL_SWORD; - equipSkillMap["dagger"] = PLAYER_SKILL_DAGGER; - equipSkillMap["axe"] = PLAYER_SKILL_AXE; - equipSkillMap["spear"] = PLAYER_SKILL_SPEAR; - equipSkillMap["bow"] = PLAYER_SKILL_BOW; - equipSkillMap["mace"] = PLAYER_SKILL_MACE; - equipSkillMap["blaster"] = PLAYER_SKILL_BLASTER; - equipSkillMap["shield"] = PLAYER_SKILL_SHIELD; - equipSkillMap["leather"] = PLAYER_SKILL_LEATHER; - equipSkillMap["chain"] = PLAYER_SKILL_CHAIN; - equipSkillMap["plate"] = PLAYER_SKILL_PLATE; - equipSkillMap["club"] = PLAYER_SKILL_CLUB; - - std::map<std::string, ITEM_MATERIAL, ci_less> materialMap; - materialMap["artifact"] = MATERIAL_ARTEFACT; - materialMap["relic"] = MATERIAL_RELIC; - materialMap["special"] = MATERIAL_SPECIAL; - - char* test_string; - int item_counter; - - pMapStats = new MapStats; - pMapStats->Initialize(); - - pMonsterStats = new MonsterStats; - pMonsterStats->Initialize(); - pMonsterStats->InitializePlacements(); - - pSpellStats = new SpellStats; - pSpellStats->Initialize(); - - LoadPotions(); - LoadPotionNotes(); - - pFactionTable = new FactionTable; - pFactionTable->Initialize(); - - pStorylineText = new StorylineText; - pStorylineText->Initialize(); - - pStdItemsTXT_Raw = (char *)pEvents_LOD->LoadRaw("stditems.txt", 0); - strtok(pStdItemsTXT_Raw, "\r"); - strtok(NULL, "\r"); - strtok(NULL, "\r"); - strtok(NULL, "\r"); - //Standard Bonuses by Group - for (int i=0;i<24;++i) - { - test_string = strtok(NULL, "\r") + 1; - auto tokens = Tokenize(test_string, '\t'); - pEnchantments[i].pBonusStat=RemoveQuotes(tokens[0]); - pEnchantments[i].pOfName=RemoveQuotes(tokens[1]); - for (int j = 0; j < 9; j++) - { - pEnchantments[i].to_item[j]=atoi(tokens[j+2]); - } - } - - memset(&pEnchantmentsSumm, 0, 36); - for(int i=0;i<9;++i) - { - for (int j=0;j<24;++j) - pEnchantmentsSumm[i]+=pEnchantments[j].to_item[i]; - } - - //Bonus range for Standard by Level - strtok(NULL, "\r"); - strtok(NULL, "\r"); - strtok(NULL, "\r"); - strtok(NULL, "\r"); - strtok(NULL, "\r"); - for(int i=0;i<6;++i) //counted from 1 - { - test_string = strtok(NULL, "\r") + 1; - auto tokens = Tokenize(test_string, '\t'); - Assert(tokens.size() == 4, "Invalid number of tokens"); - bonus_ranges[i].minR = atoi(tokens[2]); - bonus_ranges[i].maxR =atoi(tokens[3]); - } - - - pSpcItemsTXT_Raw = (char *)pEvents_LOD->LoadRaw("spcitems.txt", 0); - strtok(pSpcItemsTXT_Raw, "\r"); - strtok(NULL, "\r"); - strtok(NULL, "\r"); - strtok(NULL, "\r"); - for (int i=0;i<72;++i) - { - test_string = strtok(NULL, "\r") + 1; - auto tokens = Tokenize(test_string, '\t'); - Assert(tokens.size() >= 17, "Invalid number of tokens"); - pSpecialEnchantments[i].pBonusStatement=RemoveQuotes(tokens[0]); - pSpecialEnchantments[i].pNameAdd= RemoveQuotes(tokens[1]); - for (int j = 0; j < 12; j++) - { - pSpecialEnchantments[i].to_item_apply[j]=atoi(tokens[j+2]); - } - int res; - res=atoi(tokens[14]); - if(!res) - { - ++tokens[14]; - while (*tokens[14]==' ')//fix X 2 case - ++tokens[14]; - res=atoi(tokens[14]); - } - pSpecialEnchantments[i].iValue=res; - pSpecialEnchantments[i].iTreasureLevel= tolower(tokens[15][0]) - 97; - } - - pSpecialEnchantments_count = 71; - memset(&pSpecialEnchantmentsSumm, 0, 96); - for(int i=0;i<12;++i) - { - for (unsigned int j=0;j<=pSpecialEnchantments_count;++j) - pSpecialEnchantmentsSumm[i]+=pSpecialEnchantments[j].to_item_apply[i]; - } - - InitializeBuildingResidents(); - - pItemsTXT_Raw = (char*) pEvents_LOD->LoadRaw("items.txt", 0); - strtok(pItemsTXT_Raw, "\r"); - strtok(NULL, "\r"); - uAllItemsCount = 0; - item_counter = 0; - while (item_counter < 800) - { - test_string = strtok(NULL, "\r") + 1; - auto tokens = Tokenize(test_string, '\t'); - item_counter=atoi(tokens[0]); - uAllItemsCount=item_counter; - pItems[item_counter].pIconName = RemoveQuotes(tokens[1]); - pItems[item_counter].pName = RemoveQuotes(tokens[2]); - pItems[item_counter].uValue=atoi(tokens[3]); - auto findResult = equipStatMap.find(tokens[4]); - pItems[item_counter].uEquipType = findResult == equipStatMap.end() ? EQUIP_NONE : findResult->second; - auto findResult2 = equipSkillMap.find(tokens[5]); - pItems[item_counter].uSkillType = findResult2 == equipSkillMap.end() ? PLAYER_SKILL_MISC : findResult2->second; - auto tokens2 = Tokenize(tokens[6], 'd'); - if (tokens2.size() == 2) - { - pItems[item_counter].uDamageDice=atoi(tokens2[0]); - pItems[item_counter].uDamageRoll=atoi(tokens2[1]); - } - else if (tolower(tokens2[0][0]) != 's') - { - pItems[item_counter].uDamageDice=atoi(tokens2[0]); - pItems[item_counter].uDamageRoll=1; - } - else - { - pItems[item_counter].uDamageDice=0; - pItems[item_counter].uDamageRoll=0; - } - pItems[item_counter].uDamageMod=atoi(tokens[7]); - auto findResult3 = materialMap.find(tokens[8]); - pItems[item_counter].uMaterial = findResult3 == materialMap.end() ? MATERIAL_COMMON : findResult3->second; - pItems[item_counter].uItemID_Rep_St=atoi(tokens[9]); - pItems[item_counter].pUnidentifiedName = RemoveQuotes(tokens[10]); - pItems[item_counter].uSpriteID=atoi(tokens[11]); - - pItems[item_counter]._additional_value=0; - pItems[item_counter]._bonus_type=0; - if (pItems[item_counter].uMaterial==MATERIAL_SPECIAL) - { - for(int ii=0; ii<24; ++ii) - { - if (!_stricmp(tokens[12],pEnchantments[ii].pOfName)) - { - pItems[item_counter]._bonus_type=ii+1; - break; - } - } - if (!pItems[item_counter]._bonus_type) - { - for(int ii=0; ii<72; ++ii) - { - if (!_stricmp(tokens[12],pSpecialEnchantments[ii].pNameAdd)) - { - pItems[item_counter]._additional_value=ii+1; - } - } - } - } - - if ((pItems[item_counter].uMaterial==MATERIAL_SPECIAL)&&(pItems[item_counter]._bonus_type)) - { - char b_s=atoi(tokens[13]); - if (b_s) - pItems[item_counter]._bonus_strength=b_s; - else - pItems[item_counter]._bonus_strength=1; - } - else - pItems[item_counter]._bonus_strength=0; - pItems[item_counter].uEquipX=atoi(tokens[14]); - pItems[item_counter].uEquipY=atoi(tokens[15]); - pItems[item_counter].pDescription = RemoveQuotes(tokens[16]); - item_counter++; - } - - uAllItemsCount = item_counter; - pRndItemsTXT_Raw = (char *)pEvents_LOD->LoadRaw("rnditems.txt", 0); - strtok(pRndItemsTXT_Raw, "\r"); - strtok(NULL, "\r"); - strtok(NULL, "\r"); - strtok(NULL, "\r"); - for (item_counter = 0; item_counter < 619; item_counter++) - { - test_string = strtok(NULL, "\r") + 1; - auto tokens = Tokenize(test_string, '\t'); - Assert(tokens.size() > 7, "Invalid number of tokens"); - item_counter = atoi(tokens[0]); - pItems[item_counter].uChanceByTreasureLvl1=atoi(tokens[2]); - pItems[item_counter].uChanceByTreasureLvl2=atoi(tokens[3]); - pItems[item_counter].uChanceByTreasureLvl3=atoi(tokens[4]); - pItems[item_counter].uChanceByTreasureLvl4=atoi(tokens[5]); - pItems[item_counter].uChanceByTreasureLvl5=atoi(tokens[6]); - pItems[item_counter].uChanceByTreasureLvl6=atoi(tokens[7]); - } - - //ChanceByTreasureLvl Summ - to calculate chance - memset(&uChanceByTreasureLvlSumm, 0, 24); - for(int i=0;i<6;++i) - { - for (int j=1;j<item_counter;++j) - uChanceByTreasureLvlSumm[i]+=pItems[j].uChanceByTreasureLvl[i]; - } - - strtok(NULL, "\r"); - strtok(NULL, "\r"); - strtok(NULL, "\r"); - strtok(NULL, "\r"); - strtok(NULL, "\r"); - for (int i=0;i<3;++i) - { - test_string = strtok(NULL, "\r") + 1; - auto tokens = Tokenize(test_string, '\t'); - Assert(tokens.size() > 7, "Invalid number of tokens"); - switch (i) - { - case 0: - uBonusChanceStandart[0]=atoi(tokens[2]); - uBonusChanceStandart[1]=atoi(tokens[3]); - uBonusChanceStandart[2]=atoi(tokens[4]); - uBonusChanceStandart[3]=atoi(tokens[5]); - uBonusChanceStandart[4]=atoi(tokens[6]); - uBonusChanceStandart[5]=atoi(tokens[7]); - break; - case 1: - uBonusChanceSpecial[0]=atoi(tokens[2]); - uBonusChanceSpecial[1]=atoi(tokens[3]); - uBonusChanceSpecial[2]=atoi(tokens[4]); - uBonusChanceSpecial[3]=atoi(tokens[5]); - uBonusChanceSpecial[4]=atoi(tokens[6]); - uBonusChanceSpecial[5]=atoi(tokens[7]); - break; - case 2: - uBonusChanceWpSpecial[0]=atoi(tokens[2]); - uBonusChanceWpSpecial[1]=atoi(tokens[3]); - uBonusChanceWpSpecial[2]=atoi(tokens[4]); - uBonusChanceWpSpecial[3]=atoi(tokens[5]); - uBonusChanceWpSpecial[4]=atoi(tokens[6]); - uBonusChanceWpSpecial[5]=atoi(tokens[7]); - break; - } - } - free(pRndItemsTXT_Raw); - pRndItemsTXT_Raw = nullptr; - - pSkillDescTXT_Raw = (char *)pEvents_LOD->LoadRaw("skilldes.txt", 0); - strtok(pSkillDescTXT_Raw, "\r"); - for (int i=0; i<37; ++i) - { - test_string = strtok(NULL, "\r") + 1; - auto tokens = Tokenize(test_string, '\t'); - Assert(tokens.size() >= 6, "Invalid number of tokens"); - pSkillDesc[i] = RemoveQuotes(tokens[1]); - pNormalSkillDesc[i] = RemoveQuotes(tokens[2]); - pExpertSkillDesc[i] = RemoveQuotes(tokens[3]); - pMasterSkillDesc[i] = RemoveQuotes(tokens[4]); - pGrandSkillDesc[i] = RemoveQuotes(tokens[5]); - } - - pStatsTXT_Raw = (char *)pEvents_LOD->LoadRaw("stats.txt", 0); - strtok(pStatsTXT_Raw, "\r"); - for (int i=0; i<26; ++i) - { - test_string = strtok(NULL, "\r") + 1; - auto tokens = Tokenize(test_string, '\t'); - Assert(tokens.size() == 2, "Invalid number of tokens"); - switch (i) - { - case 0: - case 1: - case 2: - case 3: - case 4: - case 5: - case 6: - pAttributeDescriptions[i] = RemoveQuotes(tokens[1]); - break; - case 7: - pHealthPointsAttributeDescription = RemoveQuotes(tokens[1]); - break; - case 8: - pArmourClassAttributeDescription = RemoveQuotes(tokens[1]); - break; - case 9: - pSpellPointsAttributeDescription = RemoveQuotes(tokens[1]); - break; - case 10: - pPlayerConditionAttributeDescription = RemoveQuotes(tokens[1]); - break; - case 11: - pFastSpellAttributeDescription = RemoveQuotes(tokens[1]); - break; - case 12: - pPlayerAgeAttributeDescription = RemoveQuotes(tokens[1]); - break; - case 13: - pPlayerLevelAttributeDescription = RemoveQuotes(tokens[1]); - break; - case 14: - pPlayerExperienceAttributeDescription = RemoveQuotes(tokens[1]); - break; - case 15: - pAttackBonusAttributeDescription = RemoveQuotes(tokens[1]); - break; - case 16: - pAttackDamageAttributeDescription = RemoveQuotes(tokens[1]); - break; - case 17: - pMissleBonusAttributeDescription = RemoveQuotes(tokens[1]); - break; - case 18: - pMissleDamageAttributeDescription = RemoveQuotes(tokens[1]); - break; - case 19: - pFireResistanceAttributeDescription = RemoveQuotes(tokens[1]); - break; - case 20: - pAirResistanceAttributeDescription = RemoveQuotes(tokens[1]); - break; - case 21: - pWaterResistanceAttributeDescription = RemoveQuotes(tokens[1]); - break; - case 22: - pEarthResistanceAttributeDescription = RemoveQuotes(tokens[1]); - break; - case 23: - pMindResistanceAttributeDescription = RemoveQuotes(tokens[1]); - break; - case 24: - pBodyResistanceAttributeDescription = RemoveQuotes(tokens[1]); - break; - case 25: - pSkillPointsAttributeDescription = RemoveQuotes(tokens[1]); - break; - } - } - - pClassTXT_Raw = 0; - pClassTXT_Raw = (char *)pEvents_LOD->LoadRaw("class.txt", 0); - strtok(pClassTXT_Raw, "\r"); - for (int i=0; i<36; ++i) - { - test_string = strtok(NULL, "\r") + 1; - auto tokens = Tokenize(test_string, '\t'); - Assert(tokens.size() == 3, "Invalid number of tokens"); - pClassDescriptions[i]=RemoveQuotes(tokens[1]); - } - - - - ItemGen::PopulateSpecialBonusMap(); - ItemGen::PopulateArtifactBonusMap(); - ItemGen::PopulateRegularBonusMap(); - - - } - -//----- (00456D17) -------------------------------------------------------- -void ItemsTable::SetSpecialBonus(ItemGen *pItem) -{ - if ( pItems[pItem->uItemID].uMaterial == MATERIAL_SPECIAL ) - { - pItem->uEnchantmentType = pItems[pItem->uItemID]._bonus_type; - pItem->uSpecEnchantmentType = pItems[pItem->uItemID]._additional_value; - pItem->m_enchantmentStrength = pItems[pItem->uItemID]._bonus_strength; - } -} - -//----- (00456D43) -------------------------------------------------------- -bool ItemsTable::IsMaterialSpecial(ItemGen *pItem) -{ - return this->pItems[pItem->uItemID].uMaterial == MATERIAL_SPECIAL; -} - -//----- (00456D5E) -------------------------------------------------------- -bool ItemsTable::IsMaterialNonCommon(ItemGen *pItem) -{ - return pItems[pItem->uItemID].uMaterial == MATERIAL_SPECIAL || - pItems[pItem->uItemID].uMaterial == MATERIAL_RELIC || - pItems[pItem->uItemID].uMaterial == MATERIAL_ARTEFACT; -} - - -//----- (00453B3C) -------------------------------------------------------- -void ItemsTable::LoadPotions() -{ - - CHAR Text[90]; - char* test_string; - unsigned int uRow; - unsigned int uColumn; - unsigned __int8 potion_value; - - free(pPotionNotesTXT_Raw); - auto tokens = Tokenize("", '\t'); - char* pPotionsTXT_Raw = (char *)pEvents_LOD->LoadRaw("potion.txt", 0); - test_string = strtok(pPotionsTXT_Raw ,"\r") + 1; - while (test_string) - { - tokens = Tokenize(test_string, '\t'); - if (!strcmp(tokens[0], "222")) - break; - test_string = strtok(NULL ,"\r") + 1; - } - if (!test_string) - { - MessageBoxA(0, "Error Pre-Parsing Potion Table", "Load Error", MB_ICONHAND|MB_CANCELTRYCONTINUE); - return; - } - - for (uRow = 0;uRow < 50; ++uRow) - { - if (tokens.size() < 50) - { - wsprintfA(Text, "Error Parsing Potion Table at Row: %d Column: %d", uRow, tokens.size()); - MessageBoxA(0, Text, "Parsing Error", MB_ICONHAND|MB_CANCELTRYCONTINUE); - return; - } - for (uColumn = 0; uColumn < 50; ++uColumn) - { - char* currValue = tokens[uColumn + 7]; - potion_value = atoi(currValue); - if ( !potion_value && tolower(currValue[0]) == 'e') - { - potion_value = atoi(currValue + 1); - } - this->potion_data[uRow][uColumn]=potion_value; - } - - test_string = strtok(NULL ,"\r") + 1; - if (!test_string) - { - wsprintfA(Text, "Error Parsing Potion Table at Row: %d Column: %d", uRow, 0); - MessageBoxA(0, Text, "Parsing Error", MB_ICONHAND|MB_CANCELTRYCONTINUE); - return; - } - tokens = Tokenize(test_string, '\t'); - } -} - -//----- (00453CE5) -------------------------------------------------------- -void ItemsTable::LoadPotionNotes() -{ - - CHAR Text[90]; - char* test_string; - unsigned int uRow; - unsigned int uColumn; - unsigned __int8 potion_note; - - free(pPotionNotesTXT_Raw); - auto tokens = Tokenize("", '\t'); - char* pPotionNotesTXT_Raw = (char *)pEvents_LOD->LoadRaw("potnotes.txt", 0); - test_string = strtok(pPotionNotesTXT_Raw ,"\r") + 1; - while (test_string) - { - tokens = Tokenize(test_string, '\t'); - if (!strcmp(tokens[0], "222")) - break; - test_string = strtok(NULL ,"\r") + 1; - } - if (!test_string) - { - MessageBoxA(0, "Error Pre-Parsing Potion Table", "Load Error", MB_ICONHAND|MB_CANCELTRYCONTINUE); - return; - } - - for (uRow = 0;uRow < 50; ++uRow) - { - if (tokens.size() < 50) - { - wsprintfA(Text, "Error Parsing Potion Table at Row: %d Column: %d", uRow, tokens.size()); - MessageBoxA(0, Text, "Parsing Error", MB_ICONHAND|MB_CANCELTRYCONTINUE); - return; - } - for (uColumn = 0; uColumn < 50; ++uColumn) - { - char* currValue = tokens[uColumn + 7]; - potion_note = atoi(currValue); - if ( !potion_note && tolower(currValue[0]) == 'e') - { - potion_note = atoi(currValue + 1); - } - this->potion_note[uRow][uColumn]=potion_note; - } - - test_string = strtok(NULL ,"\r") + 1; - if (!test_string) - { - wsprintfA(Text, "Error Parsing Potion Table at Row: %d Column: %d", uRow, 0); - MessageBoxA(0, Text, "Parsing Error", MB_ICONHAND|MB_CANCELTRYCONTINUE); - return; - } - tokens = Tokenize(test_string, '\t'); - } - - - } - - -//----- (00456442) -------------------------------------------------------- -unsigned int ItemGen::GetValue() - { - unsigned int uBaseValue; // edi@1 - unsigned int bonus; - - uBaseValue = pItemsTable->pItems[this->uItemID].uValue; - if ( this->uAttributes & ITEM_TEMP_BONUS || pItemsTable->IsMaterialNonCommon(this) ) - return uBaseValue; - if (uEnchantmentType ) - return uBaseValue + 100 * m_enchantmentStrength;; - if (uSpecEnchantmentType ) - { - bonus = pItemsTable->pSpecialEnchantments[uSpecEnchantmentType].iTreasureLevel; - if ( bonus > 10 ) - return uBaseValue + bonus; - else - return uBaseValue * bonus; - } - return uBaseValue; - } - -//----- (00456499) -------------------------------------------------------- -const char *ItemGen::GetDisplayName() -{ - if (IsIdentified()) - return GetIdentifiedName(); - else - return pItemsTable->pItems[uItemID].pUnidentifiedName; -} - -//----- (004564B3) -------------------------------------------------------- -const char *ItemGen::GetIdentifiedName() -{ - unsigned __int8 equip_type; - const char *player_name; - const char *nameModificator; - const char *format_str; - - equip_type = GetItemEquipType(); - if ( (equip_type == EQUIP_REAGENT) || (equip_type == EQUIP_POTION) || (equip_type == EQUIP_GOLD) ) - { - sprintf(item__getname_buffer.data(), "%s", pItemsTable->pItems[uItemID].pName); - return item__getname_buffer.data(); - } - sprintf(item__getname_buffer.data(), "%s", pItemsTable->pItems[uItemID].pName); - if ( uItemID == ITEM_LICH_JAR_FULL ) //Lich Jar - { - if ( (uHolderPlayer >0 )&& (uHolderPlayer <= 4) ) - { - player_name = pPlayers[uHolderPlayer]->pName; - if ( player_name[strlen(player_name) - 1] == 's' ) - format_str = pGlobalTXT_LocalizationStrings[655]; //"%s' Jar" - else - format_str = pGlobalTXT_LocalizationStrings[654]; //"%s's Jar" - sprintf(item__getname_buffer.data(), format_str, pPlayers[uHolderPlayer]->pName); - return item__getname_buffer.data(); - } - } - if ( !pItemsTable->IsMaterialNonCommon(this) ) - { - if ( uEnchantmentType ) - { - strcat(item__getname_buffer.data(), " "); - nameModificator = pItemsTable->pEnchantments[uEnchantmentType-1].pOfName; - } - else - { - if ( !uSpecEnchantmentType ) - return item__getname_buffer.data(); - if ( uSpecEnchantmentType == 16 //Drain Hit Points from target. - || uSpecEnchantmentType == 39 //Double damage vs Demons. - || uSpecEnchantmentType == 40 //Double damage vs Dragons - || uSpecEnchantmentType == 45 //+5 Speed and Accuracy - || uSpecEnchantmentType == 56 //+5 Might and Endurance. - || uSpecEnchantmentType == 57 //+5 Intellect and Personality. - || uSpecEnchantmentType == 58 //Increased Value. - || uSpecEnchantmentType == 60 //+3 Unarmed and Dodging skills - || uSpecEnchantmentType == 61 //+3 Stealing and Disarm skills. - || uSpecEnchantmentType == 59 //Increased Weapon speed. - || uSpecEnchantmentType == 63 //Double Damage vs. Elves. - || uSpecEnchantmentType == 64 //Double Damage vs. Undead. - || uSpecEnchantmentType == 67 //Adds 5 points of Body damage and +2 Disarm skill. - || uSpecEnchantmentType == 68 ) //Adds 6-8 points of Cold damage and +5 Armor Class. - { //enchantment and name positions inverted! - sprintf( item__getname_buffer.data(), "%s %s", - pItemsTable->pSpecialEnchantments[uSpecEnchantmentType-1].pNameAdd, - pItemsTable->pItems[uItemID].pName); - return item__getname_buffer.data(); - } - strcat(item__getname_buffer.data(), " "); - nameModificator = pItemsTable->pSpecialEnchantments[uSpecEnchantmentType-1].pNameAdd; - } - strcat(item__getname_buffer.data(), nameModificator); - } - return item__getname_buffer.data(); -} - - -//----- (00456620) -------------------------------------------------------- -void ItemsTable::GenerateItem(int treasure_level, unsigned int uTreasureType, ItemGen *out_item) - { - int treasureLevelMinus1; // ebx@3 - int current_chance; // ebx@43 - int tmp_chance; // ecx@47 - int v17; // ebx@57 - int v18; // edx@62 - unsigned int special_chance; // edx@86 - unsigned int v26; // edx@89 - unsigned int v27; // eax@89 - int v32; // ecx@91 - int v33; // eax@91 -// unsigned int v34; // eax@97 - int v45; // eax@120 - int v46; // edx@120 - int j; // eax@121 - int val_list[800]; // [sp+Ch] [bp-C88h]@33 - int total_chance; // [sp+C8Ch] [bp-8h]@33 - signed int v56; // [sp+CA0h] [bp+Ch]@55 - int v57; // [sp+CA0h] [bp+Ch]@62 - - if (!out_item) - out_item = (ItemGen *)malloc(sizeof(ItemGen)); - memset(out_item, 0, sizeof(*out_item)); - - - treasureLevelMinus1 = treasure_level - 1; - if ( uTreasureType ) //generate known treasure type - { - ITEM_EQUIP_TYPE requested_equip; - PLAYER_SKILL_TYPE requested_skill = PLAYER_SKILL_INVALID; - switch (uTreasureType) - { - case 20: requested_equip = EQUIP_SINGLE_HANDED; break; - case 21: requested_equip = EQUIP_ARMOUR; break; - case 22: requested_skill = PLAYER_SKILL_MISC; break; - case 23: requested_skill = PLAYER_SKILL_SWORD; break; - case 24: requested_skill = PLAYER_SKILL_DAGGER; break; - case 25: requested_skill = PLAYER_SKILL_AXE; break; - case 26: requested_skill = PLAYER_SKILL_SPEAR; break; - case 27: requested_skill = PLAYER_SKILL_BOW; break; - case 28: requested_skill = PLAYER_SKILL_MACE; break; - case 29: requested_skill = PLAYER_SKILL_CLUB; break; - case 30: requested_skill = PLAYER_SKILL_STAFF; break; - case 31: requested_skill = PLAYER_SKILL_LEATHER; break; - case 32: requested_skill = PLAYER_SKILL_CHAIN; break; - case 33: requested_skill = PLAYER_SKILL_PLATE; break; - case 34: requested_equip = EQUIP_SHIELD; break; - case 35: requested_equip = EQUIP_HELMET; break; - case 36: requested_equip = EQUIP_BELT; break; - case 37: requested_equip = EQUIP_CLOAK; break; - case 38: requested_equip = EQUIP_GAUNTLETS; break; - case 39: requested_equip = EQUIP_BOOTS; break; - case 40: requested_equip = EQUIP_RING; break; - case 41: requested_equip = EQUIP_AMULET; break; - case 42: requested_equip = EQUIP_WAND; break; - case 43: requested_equip = EQUIP_SPELL_SCROLL; break; - case 44: requested_equip = EQUIP_POTION; break; - case 45: requested_equip = EQUIP_REAGENT; break; - case 46: requested_equip = EQUIP_GEM; break; - default: - __debugbreak(); // check this condition - requested_equip = (ITEM_EQUIP_TYPE)(uTreasureType - 1); - break; - } - memset(val_list, 0, sizeof(val_list)); - total_chance = 0; - j=0; - //a2a = 1; - if (requested_skill == PLAYER_SKILL_INVALID) // no skill for this item needed - { - for (uint i = 1; i < 500; ++i) - { - if (pItems[i].uEquipType == requested_equip) - { - val_list[j] = i; - ++j; - total_chance += pItems[i].uChanceByTreasureLvl[treasure_level - 1]; - } - } - } - else //have needed skill - { - for (uint i = 1; i < 500; ++i) - { - if (pItems[i].uSkillType == requested_skill) - { - val_list[j] = i; - ++j; - total_chance += pItems[i].uChanceByTreasureLvl[treasure_level - 1]; - } - } - } - - current_chance = 0; - if ( total_chance ) - { - current_chance = rand() % total_chance + 1; - tmp_chance = 0; - j=0; - while(tmp_chance < current_chance) - { - out_item->uItemID = val_list[j]; - tmp_chance += pItems[val_list[j]].uChanceByTreasureLvl[treasure_level - 1]; - ++j; - } - } - else - { - out_item->uItemID = 1; - } - } - else - { - //artifact - if ( treasureLevelMinus1 == 5 ) - { - v56 = 0; - for(int i=0; i<29; ++i) - v56 += pParty->pIsArtifactFound[i]; - v17 = rand() % 29; - if ((rand() % 100 < 5) && !pParty->pIsArtifactFound[v17] && v56 < 13) - { - pParty->pIsArtifactFound[v17] = 1; - out_item->uAttributes = 0; - out_item->uItemID = v17 + 500; - SetSpecialBonus(out_item); - return; - } - } - - v57 = 0; - v18 = rand() % this->uChanceByTreasureLvlSumm[treasure_level - 1] + 1; - while (v57 < v18) - { - ++out_item->uItemID; - v57 += pItems[out_item->uItemID].uChanceByTreasureLvl[treasureLevelMinus1]; - } - } - if (out_item->GetItemEquipType() == EQUIP_POTION && out_item->uItemID != ITEM_POTION_BOTTLE ) - {// if it potion set potion spec - out_item->uEnchantmentType = 0; - for (int i=0; i<2; ++i) - out_item->uEnchantmentType += rand() % 4 + 1; - out_item->uEnchantmentType = out_item->uEnchantmentType * treasure_level; - } - - if ( out_item->uItemID == ITEM_SPELLBOOK_LIGHT_DIVINE_INTERVENTION - && !(unsigned __int16)_449B57_test_bit(pParty->_quest_bits, 239) ) - out_item->uItemID = ITEM_SPELLBOOK_LIGHT_SUN_BURST; - if ( pItemsTable->pItems[out_item->uItemID].uItemID_Rep_St ) - out_item->uAttributes = 0; - else - out_item->uAttributes = 1; - - if ( out_item->GetItemEquipType() != EQUIP_POTION ) - { - out_item->uSpecEnchantmentType = 0; - out_item->uEnchantmentType = 0; - } - //try get special enhansment - switch (out_item->GetItemEquipType()) - { - case EQUIP_SINGLE_HANDED: - case EQUIP_TWO_HANDED : - case EQUIP_BOW : - if ( !uBonusChanceWpSpecial[treasureLevelMinus1] ) - return; - if ((uint)(rand() % 100)>=uBonusChanceWpSpecial[treasureLevelMinus1]) - return; - break; - case EQUIP_ARMOUR : - case EQUIP_SHIELD : - case EQUIP_HELMET : - case EQUIP_BELT : - case EQUIP_CLOAK : - case EQUIP_GAUNTLETS : - case EQUIP_BOOTS : - case EQUIP_RING : - - if ( !uBonusChanceStandart[treasureLevelMinus1] ) - return; - special_chance = rand() % 100; - if ( special_chance < uBonusChanceStandart[treasureLevelMinus1]) - { - v26 = rand() %pEnchantmentsSumm[out_item->GetItemEquipType()-3] + 1; - v27 = 0; - while(v27 < v26) - { - ++out_item->uEnchantmentType; - v27+=pEnchantments[out_item->uEnchantmentType].to_item[out_item->GetItemEquipType()-3]; - } - - v33 = rand() % (bonus_ranges[treasureLevelMinus1].maxR - bonus_ranges[treasureLevelMinus1].minR + 1); - out_item->m_enchantmentStrength = v33 + bonus_ranges[treasureLevelMinus1].minR; - v32 = out_item->uEnchantmentType - 1; - if ( v32 == 21 || v32 == 22 || v32 == 23 ) //Armsmaster skill, Dodge skill, Unarmed skill - out_item->m_enchantmentStrength = out_item->m_enchantmentStrength/2; - if ( out_item->m_enchantmentStrength <= 0 ) - out_item->m_enchantmentStrength = 1; - return; - - } - else if ( special_chance >= uBonusChanceStandart[treasureLevelMinus1] + uBonusChanceSpecial[treasureLevelMinus1] ) - return; - break; - case EQUIP_WAND: - out_item->uNumCharges = rand() % 6 + out_item->GetDamageMod() + 1; - out_item->uMaxCharges = out_item->uNumCharges; - return; - default: - return; - } - - j=0; - int spc_sum=0; - int spc; - memset(&val_list, 0, 3200); - for (unsigned int i=0; i<pSpecialEnchantments_count;++i) - { - int tr_lv= pSpecialEnchantments[i].iTreasureLevel; - if ((treasure_level - 1 == 2) && ( tr_lv == 1 || tr_lv == 0 ) || - (treasure_level - 1 == 3) && (tr_lv == 2 || tr_lv == 1 || tr_lv == 0) || - (treasure_level - 1 == 4) && (tr_lv == 3 || tr_lv == 2 || tr_lv == 1) || - (treasure_level - 1 == 5) && (tr_lv == 3) - ) - { - spc=pSpecialEnchantments[i].to_item_apply[out_item->GetItemEquipType()]; - spc_sum+=spc; - if(spc) - { - val_list[j++]=i; - } - } - } - - v46 = rand()%spc_sum+1;//ñëó÷àéíûå çíà÷åíèÿ îò 1 äî spc_sum - j=0; - v45 = 0; - while (v45<v46) - { - ++j; - out_item->uSpecEnchantmentType=val_list[j]; - v45+=pSpecialEnchantments[val_list[j]].to_item_apply[out_item->GetItemEquipType()]; - } -} - -//----- (004505CC) -------------------------------------------------------- -bool ItemGen::GenerateArtifact() -{ - signed int uNumArtifactsNotFound; // esi@1 - int artifacts_list[32]; - - memset(artifacts_list, 0,sizeof(artifacts_list)); - uNumArtifactsNotFound = 0; - - for (int i=500;i<529;++i) - if ( !pParty->pIsArtifactFound[i-500] ) - artifacts_list[uNumArtifactsNotFound++] = i; - - Reset(); - if ( uNumArtifactsNotFound ) - { - uItemID = artifacts_list[rand() % uNumArtifactsNotFound]; - pItemsTable->SetSpecialBonus(this); - return true; - } - else - return false; - -} - -std::map<int, std::map<CHARACTER_ATTRIBUTE_TYPE, CEnchantment*>* >ItemGen::regularBonusMap; -std::map<int, std::map<CHARACTER_ATTRIBUTE_TYPE, CEnchantment*>* >ItemGen::specialBonusMap; -std::map<int, std::map<CHARACTER_ATTRIBUTE_TYPE, CEnchantment*>* >ItemGen::artifactBonusMap; - -#define NEWBONUSINTOSPECIALLIST(x,y) AddToMap(ItemGen::specialBonusMap, enchId, x, y); -#define NEWBONUSINTOSPECIALLIST2(x,y,z) AddToMap(ItemGen::specialBonusMap, enchId, x, y, z); - -#define NEWBONUSINTOREGULARLIST(x) AddToMap(ItemGen::regularBonusMap, enchId, x); - -#define NEWBONUSINTOARTIFACTLIST(x,y) AddToMap(ItemGen::artifactBonusMap, itemId, x, y); -#define NEWBONUSINTOARTIFACTLIST2(x,y,z) AddToMap(ItemGen::artifactBonusMap, itemId, x, y, z); - -void ItemGen::AddToMap( std::map<int, std::map<CHARACTER_ATTRIBUTE_TYPE, CEnchantment*>* > &maptoadd, int enchId, CHARACTER_ATTRIBUTE_TYPE attrId, int bonusValue /*= 0*/, unsigned __int16 Player::* skillPtr /*= NULL*/ ) -{ - auto key = maptoadd.find(enchId); - std::map<CHARACTER_ATTRIBUTE_TYPE, CEnchantment*>* currMap; - if (key == maptoadd.end()) - { - currMap = new std::map<CHARACTER_ATTRIBUTE_TYPE, CEnchantment*>; - maptoadd[enchId] = currMap; - } - else - { - currMap = key->second; - } - Assert(currMap->find(attrId) == currMap->end(), "Attribute %d already present for enchantment %d", attrId, enchId); - (*currMap)[attrId] = new CEnchantment(bonusValue, skillPtr); -} - -void ItemGen::PopulateSpecialBonusMap() -{ - int enchId = 1;// of Protection, +10 to all Resistances - NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_RESIST_FIRE, 10); - NEWBONUSINTOSPECIALLIST( CHARACTER_ATTRIBUTE_RESIST_AIR, 10); - NEWBONUSINTOSPECIALLIST( CHARACTER_ATTRIBUTE_RESIST_WATER, 10); - NEWBONUSINTOSPECIALLIST( CHARACTER_ATTRIBUTE_RESIST_EARTH, 10); - NEWBONUSINTOSPECIALLIST( CHARACTER_ATTRIBUTE_RESIST_MIND, 10); - NEWBONUSINTOSPECIALLIST( CHARACTER_ATTRIBUTE_RESIST_BODY, 10); - - enchId = 2;//of The Gods, +10 to all Seven Statistics - NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_STRENGTH, 10); - NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_INTELLIGENCE, 10); - NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_WILLPOWER, 10); - NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_ENDURANCE, 10); - NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_ACCURACY, 10); - NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_SPEED, 10); - NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_LUCK, 10); - - enchId = 26;//of Air Magic - NEWBONUSINTOSPECIALLIST2(CHARACTER_ATTRIBUTE_SKILL_AIR,0, &Player::skillAir); - - enchId = 27;//of Body Magic - NEWBONUSINTOSPECIALLIST2(CHARACTER_ATTRIBUTE_SKILL_BODY,0, &Player::skillBody); - - enchId = 28;//of Dark Magic - NEWBONUSINTOSPECIALLIST2(CHARACTER_ATTRIBUTE_SKILL_DARK,0, &Player::skillDark); - - enchId = 29;//of Earth Magic - NEWBONUSINTOSPECIALLIST2(CHARACTER_ATTRIBUTE_SKILL_EARTH,0, &Player::skillEarth); - - enchId = 30;//of Fire Magic - NEWBONUSINTOSPECIALLIST2(CHARACTER_ATTRIBUTE_SKILL_FIRE,0, &Player::skillFire); - - enchId = 31;//of Light Magic - NEWBONUSINTOSPECIALLIST2(CHARACTER_ATTRIBUTE_SKILL_LIGHT,0, &Player::skillLight); - - enchId = 32;//of Mind Magic - NEWBONUSINTOSPECIALLIST2(CHARACTER_ATTRIBUTE_SKILL_MIND,0, &Player::skillMind); - - enchId = 33;//of Spirit Magic - NEWBONUSINTOSPECIALLIST2(CHARACTER_ATTRIBUTE_SKILL_SPIRIT,0, &Player::skillSpirit); - - enchId = 34;//of Water Magic - NEWBONUSINTOSPECIALLIST2(CHARACTER_ATTRIBUTE_SKILL_WATER,0, &Player::skillWater); - - enchId = 42;//of Doom - NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_STRENGTH, 1); - NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_INTELLIGENCE, 1); - NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_WILLPOWER, 1); - NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_ENDURANCE, 1); - NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_ACCURACY, 1); - NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_SPEED, 1); - NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_LUCK, 1); - NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_HEALTH, 1); - NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_MANA, 1); - NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_AC_BONUS, 1); - NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_RESIST_FIRE, 1); - NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_RESIST_AIR, 1); - NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_RESIST_WATER, 1); - NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_RESIST_EARTH, 1); - NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_RESIST_MIND, 1); - NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_RESIST_BODY, 1); - - enchId = 43;//of Earth - NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_ENDURANCE, 10); - NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_AC_BONUS, 10); - NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_HEALTH, 10); - - enchId = 44;//of Life - NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_HEALTH, 10); - - enchId = 45;//Rogues - NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_SPEED, 5); - NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_ACCURACY, 5); - - enchId = 46;//of The Dragon - NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_STRENGTH, 25); - - enchId = 47;//of The Eclipse - NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_MANA, 10); - - enchId = 48;//of The Golem - NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_ENDURANCE, 15); - NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_AC_BONUS, 5); - - enchId = 49;//of The Moon - NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_INTELLIGENCE, 10); - NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_LUCK, 10); - - enchId = 50;//of The Phoenix - NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_RESIST_FIRE, 30); - - enchId = 51;//of The Sky - NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_MANA, 10); - NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_SPEED, 10); - NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_INTELLIGENCE, 10); - - enchId = 52;//of The Stars - NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_ENDURANCE, 10); - NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_ACCURACY, 10); - - enchId = 53;//of The Sun - NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_STRENGTH, 10); - NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_WILLPOWER, 10); - - enchId = 54;//of The Troll - NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_ENDURANCE, 15); - - enchId = 55;//of The Unicorn - NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_LUCK, 15); - - enchId = 56;//Warriors - NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_STRENGTH, 5); - NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_ENDURANCE, 5); - - enchId = 57;//Wizards - NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_INTELLIGENCE, 5); - NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_WILLPOWER, 5); - - enchId = 60;//Monks' - NEWBONUSINTOSPECIALLIST2(CHARACTER_ATTRIBUTE_SKILL_DODGE, 3, &Player::skillDodge); - NEWBONUSINTOSPECIALLIST2(CHARACTER_ATTRIBUTE_SKILL_UNARMED, 3, &Player::skillUnarmed); - - enchId = 61;//Thieves' - NEWBONUSINTOSPECIALLIST2(CHARACTER_ATTRIBUTE_SKILL_TRAP_DISARM, 3, &Player::skillStealing); - NEWBONUSINTOSPECIALLIST2(CHARACTER_ATTRIBUTE_SKILL_STEALING, 3, &Player::skillDisarmTrap); - - enchId = 62;//of Identifying - NEWBONUSINTOSPECIALLIST2(CHARACTER_ATTRIBUTE_SKILL_ITEM_ID, 3, &Player::skillItemId); - NEWBONUSINTOSPECIALLIST2(CHARACTER_ATTRIBUTE_SKILL_MONSTER_ID, 3, &Player::skillMonsterId); - - enchId = 67;//Assassins' - NEWBONUSINTOSPECIALLIST2(CHARACTER_ATTRIBUTE_SKILL_TRAP_DISARM, 2, &Player::skillDisarmTrap); - - enchId = 68;//Barbarians' - NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_AC_BONUS, 5); - - enchId = 69;//of the Storm - NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_RESIST_AIR, 20); - - enchId = 70;//of the Ocean - NEWBONUSINTOSPECIALLIST(CHARACTER_ATTRIBUTE_RESIST_WATER, 10); - NEWBONUSINTOSPECIALLIST2(CHARACTER_ATTRIBUTE_SKILL_ALCHEMY, 2, &Player::skillAlchemy); -} - -void ItemGen::PopulateRegularBonusMap() -{ - int enchId = 1;//of Might - NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_STRENGTH); - - enchId = 2;//of Thought - NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_INTELLIGENCE); - - enchId = 3;//of Charm - NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_WILLPOWER); - - enchId = 4;//of Vigor - NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_ENDURANCE); - - enchId = 5;//of Precision - NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_ACCURACY); - - enchId = 6;//of Speed - NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_SPEED); - - enchId = 7;//of Luck - NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_LUCK); - - enchId = 8;//of Health - NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_HEALTH); - - enchId = 9;//of Magic - NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_MANA); - - enchId = 10;//of Defense - NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_AC_BONUS); - - enchId = 11;//of Fire Resistance - NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_RESIST_FIRE); - - enchId = 12;//of Air Resistance - NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_RESIST_AIR); - - enchId = 13;//of Water Resistance - NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_RESIST_WATER); - - enchId = 14;//of Earth Resistance - NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_RESIST_EARTH); - - enchId = 15;//of Mind Resistance - NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_RESIST_MIND); - - enchId = 16;//of Body Resistance - NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_RESIST_BODY); - - enchId = 17;//of Alchemy - NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_SKILL_ALCHEMY); - - enchId = 18;//of Stealing - NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_SKILL_STEALING); - - enchId = 19;//of Disarming - NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_SKILL_TRAP_DISARM); - - enchId = 20;//of Items - NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_SKILL_ITEM_ID); - - enchId = 21;//of Monsters - NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_SKILL_MONSTER_ID); - - enchId = 22;//of Arms - NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_SKILL_ARMSMASTER); - - enchId = 23;//of Dodging - NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_SKILL_DODGE); - - enchId = 24;//of the Fist - NEWBONUSINTOREGULARLIST(CHARACTER_ATTRIBUTE_SKILL_UNARMED); -} - -void ItemGen::PopulateArtifactBonusMap() -{ - int itemId; - itemId = ITEM_ARTIFACT_PUCK; - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_STRENGTH, 40); - - itemId = ITEM_ARTIFACT_IRON_FEATHER; - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_STRENGTH, 40); - - itemId = ITEM_ARTIFACT_WALLACE; - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_WILLPOWER, 40); - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_SKILL_ARMSMASTER, 10); - - itemId = ITEM_ARTIFACT_CORSAIR; - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_LUCK, 40); - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_SKILL_TRAP_DISARM, 5); - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_SKILL_STEALING, 5); - - itemId = ITEM_ARTIFACT_GOVERNORS_ARMOR; - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_STRENGTH, 10); - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_INTELLIGENCE, 10); - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_WILLPOWER, 10); - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_ENDURANCE, 10); - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_ACCURACY, 10); - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_SPEED, 10); - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_LUCK, 10); - - itemId = ITEM_ARTIFACT_YORUBA; - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_ENDURANCE, 25); - - itemId = ITEM_ARTIFACT_SPLITTER; - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_FIRE, 50); - - itemId = ITEM_ARTEFACT_ULLYSES, - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_ACCURACY, 50); - - itemId = ITEM_ARTEFACT_HANDS_OF_THE_MASTER, - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_SKILL_DODGE, 10); - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_SKILL_UNARMED, 10); - - itemId = ITEM_ARTIFACT_LEAGUE_BOOTS; - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_SPEED, 40); - NEWBONUSINTOARTIFACTLIST2(CHARACTER_ATTRIBUTE_SKILL_WATER, 0, &Player::skillWater); - - itemId = ITEM_ARTIFACT_RULERS_RING; - NEWBONUSINTOARTIFACTLIST2(CHARACTER_ATTRIBUTE_SKILL_MIND, 0, &Player::skillMind); - NEWBONUSINTOARTIFACTLIST2(CHARACTER_ATTRIBUTE_SKILL_DARK, 0, &Player::skillDark); - - itemId = ITEM_RELIC_MASH; - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_STRENGTH, 150); - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_INTELLIGENCE, -40); - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_WILLPOWER, -40); - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_SPEED, -40); - - itemId = ITEM_RELIC_ETHRICS_STAFF; - NEWBONUSINTOARTIFACTLIST2(CHARACTER_ATTRIBUTE_SKILL_DARK, 0, &Player::skillDark); - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_SKILL_MEDITATION, 15); - - itemId = ITEM_RELIC_HARECS_LEATHER; - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_SKILL_TRAP_DISARM, 5); - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_SKILL_STEALING, 5); - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_LUCK, 50); - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_FIRE, -10); - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_WATER, -10); - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_AIR, -10); - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_EARTH, -10); - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_MIND, -10); - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_BODY, -10); - - itemId = ITEM_RELIC_OLD_NICK; - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_SKILL_TRAP_DISARM, 5); - - itemId = ITEM_RELIC_AMUCK; - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_STRENGTH, 100); - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_ENDURANCE, 100); - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_AC_BONUS, -15); - - itemId = ITEM_RELIC_GLORY_SHIELD; - NEWBONUSINTOARTIFACTLIST2(CHARACTER_ATTRIBUTE_SKILL_SPIRIT, 0, &Player::skillSpirit); - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_SKILL_SHIELD, 5); - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_MIND, -10); - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_BODY, -10); - - itemId = ITEM_RELIC_KELEBRIM; - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_ENDURANCE, 50); - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_EARTH, -30); - - itemId = ITEM_RELIC_TALEDONS_HELM; - NEWBONUSINTOARTIFACTLIST2(CHARACTER_ATTRIBUTE_SKILL_LIGHT, 0, &Player::skillLight); - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_WILLPOWER, 15); - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_STRENGTH, 15); - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_LUCK, -40); - - itemId = ITEM_RELIC_SCHOLARS_CAP; - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_SKILL_LEARNING, +15); - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_ENDURANCE, -50); - - itemId = ITEM_RELIC_PHYNAXIAN_CROWN; - NEWBONUSINTOARTIFACTLIST2(CHARACTER_ATTRIBUTE_SKILL_FIRE, 0, &Player::skillFire); - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_WATER, +50); - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_WILLPOWER, 30); - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_AC_BONUS, -20); - - itemId = ITEM_RILIC_TITANS_BELT; - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_STRENGTH, 75); - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_SPEED, -40); - - itemId = ITEM_RELIC_TWILIGHT; - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_SPEED, 50); - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_LUCK, 50); - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_FIRE, -15); - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_WATER, -15); - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_AIR, -15); - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_EARTH, -15); - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_MIND, -15); - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_BODY, -15); - - itemId = ITEM_RELIC_ANIA_SELVING; - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_ACCURACY, 150); - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_SKILL_BOW, 5); - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_AC_BONUS, -25); - - itemId = ITEM_RELIC_JUSTICE; - NEWBONUSINTOARTIFACTLIST2(CHARACTER_ATTRIBUTE_SKILL_MIND, 0, &Player::skillMind); - NEWBONUSINTOARTIFACTLIST2(CHARACTER_ATTRIBUTE_SKILL_BODY, 0, &Player::skillBody); - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_SPEED, -40); - - itemId = ITEM_RELIC_MEKORIGS_HAMMER; - NEWBONUSINTOARTIFACTLIST2(CHARACTER_ATTRIBUTE_SKILL_SPIRIT, 0, &Player::skillSpirit); - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_STRENGTH, 75); - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_AIR, -50); - - itemId = ITEM_ARTIFACT_HERMES_SANDALS; - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_SPEED, 100); - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_ACCURACY, 50); - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_AIR, 50); - - itemId = ITEM_ARTIFACT_CLOAK_OF_THE_SHEEP; - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_WILLPOWER, -20); - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_INTELLIGENCE, -20); - - itemId = ITEM_ARTIFACT_MINDS_EYE; - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_WILLPOWER, 15); - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_INTELLIGENCE, 15); - - itemId = ITEM_ELVEN_CHAINMAIL; - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_SPEED, 15); - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_ACCURACY, 15); - - itemId = ITEM_FORGE_GAUNTLETS; - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_STRENGTH, 15); - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_ENDURANCE, 15); - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_FIRE, 30); - - itemId = ITEM_ARTIFACT_HEROS_BELT; - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_STRENGTH, 15); - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_SKILL_ARMSMASTER, 5); - - itemId = ITEM_ARTIFACT_LADYS_ESCORT; - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_FIRE, 10); - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_AIR, 10); - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_WATER, 10); - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_EARTH, 10); - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_MIND, 10); - NEWBONUSINTOARTIFACTLIST(CHARACTER_ATTRIBUTE_RESIST_BODY, 10); -} - -void ItemGen::GetItemBonusSpecialEnchantment( Player* owner, CHARACTER_ATTRIBUTE_TYPE attrToGet, int* additiveBonus, int* halfSkillBonus ) -{ - auto bonusList = ItemGen::specialBonusMap.find(this->uSpecEnchantmentType); - if (bonusList == ItemGen::specialBonusMap.end()) - { - return; - } - std::map<CHARACTER_ATTRIBUTE_TYPE, CEnchantment*>* currList = bonusList->second; - if (currList->find(attrToGet) != currList->end()) - { - CEnchantment* currBonus = (*currList)[attrToGet]; - if (currBonus->statPtr != NULL) - { - if (currBonus->statBonus == 0) - { - *halfSkillBonus = owner->*currBonus->statPtr / 2; - } - else - { - if (*additiveBonus < currBonus->statBonus) - { - *additiveBonus = currBonus->statBonus; - } - } - } - else - { - *additiveBonus += currBonus->statBonus; - } - } -} - -void ItemGen::GetItemBonusArtifact( Player* owner, CHARACTER_ATTRIBUTE_TYPE attrToGet, int* bonusSum ) -{ - auto bonusList = ItemGen::artifactBonusMap.find(this->uItemID); - if (bonusList == ItemGen::artifactBonusMap.end()) - { - return; - } - std::map<CHARACTER_ATTRIBUTE_TYPE, CEnchantment*>* currList = bonusList->second; - if (currList->find(attrToGet) != currList->end()) - { - CEnchantment* currBonus = (*currList)[attrToGet]; - if (currBonus->statPtr != NULL) - { - *bonusSum = owner->*currBonus->statPtr / 2; - } - else - { - *bonusSum += currBonus->statBonus; - } - } -} - -bool ItemGen::IsRegularEnchanmentForAttribute( CHARACTER_ATTRIBUTE_TYPE attrToGet ) -{ - auto bonusList = ItemGen::specialBonusMap.find(this->uEnchantmentType); - if (bonusList == ItemGen::specialBonusMap.end()) - { - return false; - } - std::map<CHARACTER_ATTRIBUTE_TYPE, CEnchantment*>* currList = bonusList->second; - return (currList->find(attrToGet) != currList->end()); -} - -ITEM_EQUIP_TYPE ItemGen::GetItemEquipType() -{ - return pItemsTable->pItems[this->uItemID].uEquipType; -} - -unsigned char ItemGen::GetPlayerSkillType() -{ - return pItemsTable->pItems[this->uItemID].uSkillType; -} - -char* ItemGen::GetIconName() -{ - return pItemsTable->pItems[this->uItemID].pIconName; -} - -unsigned __int8 ItemGen::GetDamageDice() -{ - return pItemsTable->pItems[this->uItemID].uDamageDice; -} - -unsigned __int8 ItemGen::GetDamageRoll() -{ - return pItemsTable->pItems[this->uItemID].uDamageRoll; -} - -unsigned __int8 ItemGen::GetDamageMod() -{ - return pItemsTable->pItems[this->uItemID].uDamageMod; -} -//----- (004B8E3D) -------------------------------------------------------- -void GenerateStandartShopItems() -{ - signed int item_count; - signed int shop_index; - int treasure_lvl; - int item_class; - int mdf; - - shop_index = (signed int)window_SpeakInHouse->ptr_1C; - if ( uItemsAmountPerShopType[p2DEvents[shop_index - 1].uType] ) - { - for (item_count = 0; item_count < uItemsAmountPerShopType[p2DEvents[shop_index - 1].uType]; ++item_count ) - { - if (shop_index <= 14) //weapon shop - { - treasure_lvl = shopWeap_variation_ord[shop_index].treasure_level; - item_class = shopWeap_variation_ord[shop_index].item_class[rand() % 4]; - } - else if (shop_index <= 28) //armor shop - { - mdf = 0; - if (item_count > 3) - ++mdf;// rechek offsets - treasure_lvl = shopArmr_variation_ord[2*(shop_index - 15) + mdf].treasure_level; - item_class = shopArmr_variation_ord[2*(shop_index - 15) + mdf].item_class[rand() % 4]; - } - else if (shop_index <= 41) //magic shop - { - treasure_lvl = shopMagic_treasure_lvl[shop_index - 28]; - item_class = 22; //misc - } - else if (shop_index <= 53) //alchemist shop - { - if (item_count < 6) - { - pParty->StandartItemsInShops[shop_index][item_count].Reset(); - pParty->StandartItemsInShops[shop_index][item_count].uItemID = 220; //potion bottle - continue; - } - else - { - treasure_lvl = shopAlch_treasure_lvl[shop_index - 41]; - item_class = 45; //reagent - } - } - pItemsTable->GenerateItem(treasure_lvl, item_class, &pParty->StandartItemsInShops[shop_index][item_count]); - pParty->StandartItemsInShops[shop_index][item_count].SetIdentified(); //identified - } - } - pParty->InTheShopFlags[shop_index] = 0; -} - -//----- (004B8F94) -------------------------------------------------------- -void GenerateSpecialShopItems() -{ - signed int item_count; - signed int shop_index; - int treasure_lvl; - int item_class; - int mdf; - - shop_index = (signed int)window_SpeakInHouse->ptr_1C; - if ( uItemsAmountPerShopType[p2DEvents[shop_index - 1].uType] ) - { - for ( item_count = 0; item_count < uItemsAmountPerShopType[p2DEvents[shop_index - 1].uType]; ++item_count ) - { - if (shop_index <= 14) //weapon shop - { - treasure_lvl = shopWeap_variation_spc[shop_index].treasure_level; - item_class = shopWeap_variation_spc[shop_index].item_class[rand() % 4]; - } - else if (shop_index <= 28) //armor shop - { - mdf = 0; - if (item_count > 3) - ++mdf; - treasure_lvl = shopArmr_variation_spc[2*(shop_index - 15) + mdf].treasure_level; - item_class = shopArmr_variation_spc[2*(shop_index - 15) + mdf].item_class[rand() % 4]; - } - else if (shop_index <= 41) //magic shop - { - treasure_lvl = shopMagicSpc_treasure_lvl[shop_index - 28]; - item_class = 22; //misc - } - else if (shop_index <= 53) //alchemist shop - { - if (item_count < 6) - { - pParty->SpecialItemsInShops[shop_index][item_count].Reset(); - pParty->SpecialItemsInShops[shop_index][item_count].uItemID = rand() % 32 + 740; //mscrool - continue; - } - else - { - treasure_lvl = shopAlchSpc_treasure_lvl[shop_index - 41]; - item_class = 44; //potion - } - } - pItemsTable->GenerateItem(treasure_lvl, item_class, &pParty->SpecialItemsInShops[shop_index][item_count]); - pParty->SpecialItemsInShops[shop_index][item_count].SetIdentified(); //identified - } - } - pParty->InTheShopFlags[shop_index] = 0; -} - - -//----- (00450218) -------------------------------------------------------- -void GenerateItemsInChest() - { - unsigned int mapType; // eax@1 - MapInfo *currMapInfo; // esi@1 - ItemGen *currItem; // ebx@2 - int additionaItemCount; // ebp@4 - int treasureLevelBot; // edi@4 - int treasureLevelTop; // esi@4 - signed int treasureLevelRange; // esi@4 - int resultTreasureLevel; // edx@4 - int goldAmount; // esi@8 - int v11; // ebp@25 - int v12; // esi@25 - signed int whatToGenerateProb; // [sp+10h] [bp-18h]@1 - - mapType = pMapStats->GetMapInfo(pCurrentMapName); - currMapInfo = &pMapStats->pInfos[mapType]; - for(int i=1; i<20;++i) - { - for(int j=0; j<140;++j) - { - - currItem = &pChests[i].igChestItems[j]; - if ( currItem->uItemID < 0 ) - { - additionaItemCount = rand() % 5; //additional items in chect - treasureLevelBot = byte_4E8168[abs(currItem->uItemID)-1][2*currMapInfo->Treasure_prob]; - treasureLevelTop = byte_4E8168[abs(currItem->uItemID)-1][2*currMapInfo->Treasure_prob+1]; - treasureLevelRange = treasureLevelTop - treasureLevelBot + 1; - resultTreasureLevel = treasureLevelBot + rand() % treasureLevelRange; //treasure level - if (resultTreasureLevel<7) - { - v11 = 0; - do - { - whatToGenerateProb = rand() % 100; - if (whatToGenerateProb<20) - { - currItem->Reset(); - } - else if (whatToGenerateProb<60) //generate gold - { - goldAmount=0; - currItem->Reset(); - switch (resultTreasureLevel) - { - case 1: //small gold - goldAmount = rand() % 51 + 50; - currItem->uItemID = 197; - break; - case 2://small gold - goldAmount = rand() % 101 + 100; - currItem->uItemID = 197; - break; - case 3: //medium - goldAmount = rand() % 301 + 200; - currItem->uItemID = 198; - break; - case 4: //medium - goldAmount = rand() % 501 + 500; - currItem->uItemID = 198; - break; - case 5: //big - goldAmount = rand() % 1001 + 1000; - currItem->uItemID = 199; - break; - case 6: //big - goldAmount = rand() % 3001 + 2000; - currItem->uItemID = 199; - break; - } - currItem->SetIdentified(); - currItem->uSpecEnchantmentType = goldAmount; - } - else - { - pItemsTable->GenerateItem(resultTreasureLevel, 0, currItem); - } - v12 = 0; - while ( !(pChests[i].igChestItems[v12].uItemID==0) &&(v12<140)) - { - ++v12; - } - if (v12 >= 140) - break; - currItem=&pChests[i].igChestItems[v12]; - v11++; - } while (v11 < additionaItemCount + 1); // + 1 because it's the item at pChests[i].igChestItems[j] and the additional ones - } - else - currItem->GenerateArtifact(); - } - } - } - -} - - - - -// 4505CC: using guessed type int var_A0[32]; - //----- (004B3703) -------------------------------------------------------- -void FillAviableSkillsToTeach( int _this ) - { - const char *v30; // ecx@65 - unsigned int v29; // edx@56 - int v15; // ecx@19 - int v33; // [sp-4h] [bp-2Ch]@23 - int v34; // [sp-4h] [bp-2Ch]@43 - int v21; // ecx@34 - int v35[5]; // [sp+Ch] [bp-1Ch]@8 - int v37=0; // [sp+24h] [bp-4h]@1* - int i=0; - - dword_F8B1DC_currentShopOption = 0; - - switch (_this) - { - case 1: //shop weapon - for (int i=0; i<2; ++i) - { - for (int j=0; j<4; ++j) - { - if ( i ) - v21 = shopWeap_variation_spc[(unsigned int)window_SpeakInHouse->ptr_1C].item_class[j]; - else - v21 = shopWeap_variation_ord[(unsigned int)window_SpeakInHouse->ptr_1C].item_class[j]; - - switch (v21) - { - case 23: v34 = 37; break; - case 24: v34 = 38; break; - case 25: v34 = 39; break; - case 26: v34 = 40; break; - case 27: v34 = 41; break; - case 28: v34 = 42; break; - case 30: v34 = 36; break; - default: - continue; - } - v37 = sub_4BE571_AddItemToSet(v34, v35, v37, 5); - } - } - break; - case 2: //shop armor - - for (int i=0; i<2; ++i) - { - for (int j=0; j<2; ++j) - { - for (int k=0; k<4; ++k) - { - if ( i ) - v15 = shopArmr_variation_spc[(unsigned int)window_SpeakInHouse->ptr_1C-15+j].item_class[k]; - else - v15 = shopArmr_variation_ord[(unsigned int)window_SpeakInHouse->ptr_1C-15+j].item_class[k]; - switch (v15) - { - case 31: v33 = 45; break; - case 32: v33 = 46; break; - case 33: v33 = 47; break; - case 34: v33 = 44; break; - default: - continue; - } - v37 = sub_4BE571_AddItemToSet(v33, v35, v37, 5); - } - } - } - break; - case 3: //shop magic - v37 = 2; - v35[0] = 57; - v35[1] = 59; - break; - case 4: //shop alchemist - v37 = 2; - v35[0] = 71; - v35[1] = 68; - break; - case 21: //tavern - v37 = 3; - v35[0] = 70; - v35[1] = 65; - v35[2] = 62; - break; - case 23: //temple - v37 = 3; - v35[0] = 67; - v35[1] = 66; - v35[2] = 58; - break; - case 30: ///trainig - v37 = 2; - v35[0] = 69; - v35[1] = 60; - break; - } - for(i=0;i<v37;++i) - { - v29=v35[i]; - switch(v29) - { - case 40 :v30 = pSkillNames[4]; break; - case 5 : v30 = pSkillNames[23]; break; - case 36 :v30 = pSkillNames[0]; break; - case 37 :v30 = pSkillNames[1]; break; - case 38 :v30 = pSkillNames[2]; break; - case 39 :v30 = pSkillNames[3]; break; - case 41 :v30 = pSkillNames[5]; break; - case 42 :v30 = pSkillNames[6]; break; - case 44 :v30 = pSkillNames[8]; break; - case 45 :v30 = pSkillNames[9]; break; - case 46 :v30 = pSkillNames[10]; break; - case 47 :v30 = pSkillNames[11]; break; - case 66 :v30 = pSkillNames[30]; break; - case 57 :v30 = pSkillNames[21]; break; - case 58 :v30 = pSkillNames[22]; break; - case 60 :v30 = pSkillNames[24]; break; - case 62 :v30 = pSkillNames[26]; break; - case 65 :v30 = pSkillNames[29]; break; - case 67:v30 = pSkillNames[31]; break; - case 68:v30 = pSkillNames[32]; break; - case 69:v30 = pSkillNames[33]; break; - case 70:v30 = pSkillNames[34]; break; - case 71:v30 = pSkillNames[35]; break; - default: - v30 = pGlobalTXT_LocalizationStrings[127]; //"No Text!" - } - pShopOptions[dword_F8B1DC_currentShopOption] = const_cast<char *>(v30); - ++dword_F8B1DC_currentShopOption; - CreateButtonInColumn(i+1, v29); - } - pDialogueWindow->_41D08F_set_keyboard_control_group(i, 1, 0, 2); - dword_F8B1E0 = pDialogueWindow->pNumPresenceButton; - } - - //----- (004BE571) -------------------------------------------------------- -int sub_4BE571_AddItemToSet(int valueToAdd, int *outPutSet, int elemsAlreadyPresent, int elemsNeeded) -{ - int i; // esi@3 - - if ( elemsAlreadyPresent < elemsNeeded ) - { - for ( i = 0; i < elemsAlreadyPresent; ++i ) - { - if ( valueToAdd == outPutSet[i] ) - return elemsAlreadyPresent; - } - outPutSet[elemsAlreadyPresent] = valueToAdd; - return elemsAlreadyPresent + 1; - } - return elemsNeeded; -} -//----- (0043C91D) -------------------------------------------------------- -int GetItemTextureFilename(char *pOut, signed int item_id, int index, int shoulder) -{ - int result; // eax@2 - ITEM_EQUIP_TYPE pEquipType; - - result = 0; //BUG fn is void - pEquipType = pItemsTable->pItems[item_id].uEquipType; - if ( item_id > 500 ) - { - switch ( item_id ) - { - case ITEM_RELIC_HARECS_LEATHER: - if (byte_5111F6_OwnedArtifacts[2] != 0) - item_id = 234; - break; - case ITEM_ARTIFACT_YORUBA: - if (byte_5111F6_OwnedArtifacts[1] != 0) - item_id = 236; - break; - case ITEM_ARTIFACT_GOVERNORS_ARMOR: - if (byte_5111F6_OwnedArtifacts[0] != 0) - item_id = 235; - break; - case ITEM_ELVEN_CHAINMAIL: - if (byte_5111F6_OwnedArtifacts[16] != 0) - item_id = 73; - break; - case ITEM_ARTIFACT_LEAGUE_BOOTS: - if (byte_5111F6_OwnedArtifacts[3] != 0) - item_id = 312; - break; - case ITEM_RELIC_TALEDONS_HELM: - if (byte_5111F6_OwnedArtifacts[4] != 0) - item_id = 239; - break; - case ITEM_RELIC_SCHOLARS_CAP: - if (byte_5111F6_OwnedArtifacts[5] != 0) - item_id = 240; - break; - case ITEM_RELIC_PHYNAXIAN_CROWN: - if (byte_5111F6_OwnedArtifacts[6] != 0) - item_id = 241; - break; - case ITEM_ARTIFACT_MINDS_EYE: - if (byte_5111F6_OwnedArtifacts[7] != 0) - item_id = 93; - break; - case ITEM_RARE_SHADOWS_MASK: - if (byte_5111F6_OwnedArtifacts[8] != 0) - item_id = 344; - break; - case ITEM_RILIC_TITANS_BELT: - if (byte_5111F6_OwnedArtifacts[9] != 0) - item_id = 324; - break; - case ITEM_ARTIFACT_HEROS_BELT: - if (byte_5111F6_OwnedArtifacts[10] != 0) - item_id = 104; - break; - case ITEM_RELIC_TWILIGHT: - if (byte_5111F6_OwnedArtifacts[11] != 0) - item_id = 325; - break; - case ITEM_ARTIFACT_CLOAK_OF_THE_SHEEP: - if (byte_5111F6_OwnedArtifacts[12] != 0) - item_id = 330; - break; - case ITEM_RARE_SUN_CLOAK: - if (byte_5111F6_OwnedArtifacts[13] != 0) - item_id = 347; - break; - case ITEM_RARE_MOON_CLOAK: - if (byte_5111F6_OwnedArtifacts[14] != 0) - item_id = 348; - break; - case ITEM_RARE_VAMPIRES_CAPE: - if (byte_5111F6_OwnedArtifacts[15] != 0) - item_id = 350; - break; - default: - return 0; - } - } - - switch (pEquipType) - { - case EQUIP_ARMOUR: - if ( !shoulder ) - return sprintf(pOut, "item%3.3dv%d", item_id, index); - else if ( shoulder == 1 ) - return sprintf(pOut, "item%3.3dv%da1", item_id, index); - else if ( shoulder == 2 ) - return sprintf(pOut, "item%3.3dv%da2", item_id, index); - break; - case EQUIP_CLOAK: - if ( !shoulder ) - return sprintf(pOut, "item%3.3dv%d", item_id, index); - else - return sprintf(pOut, "item%3.3dv%da1", item_id, index); - default: - return sprintf(pOut, "item%3.3dv%d", item_id, index); - } - - result = item_id - 504; - return result; -} - - -//----- (004BDAAF) -------------------------------------------------------- -bool ItemGen::MerchandiseTest(int _2da_idx) -{ - bool test; - - if ( (p2DEvents[_2da_idx - 1].uType != 4 || (signed int)this->uItemID < 740 || (signed int)this->uItemID > 771) - && ((signed int)this->uItemID >= 600 || (signed int)this->uItemID >= 529 && (signed int)this->uItemID <= 599) || this->IsStolen()) - return false; - switch( p2DEvents[_2da_idx - 1].uType ) - { - case BuildingType_WeaponShop: - { - test = this->GetItemEquipType() <= EQUIP_BOW; - break; - } - case BuildingType_ArmorShop: - { - test = this->GetItemEquipType() >= EQUIP_ARMOUR && this->GetItemEquipType() <= EQUIP_BOOTS; - break; - } - case BuildingType_MagicShop: - { - test = this->GetPlayerSkillType() == PLAYER_SKILL_MISC || this->GetItemEquipType() == EQIUP_ANY; - break; - } - case BuildingType_AlchemistShop: - { - test = this->GetItemEquipType() == EQUIP_REAGENT || this->GetItemEquipType() == EQUIP_POTION - || (this->GetItemEquipType() > EQUIP_POTION && !(this->GetItemEquipType() != EQUIP_MESSAGE_SCROLL - || (signed int)this->uItemID < 740) && this->uItemID != 771); - break; - } - default: - { - test = false; - break; - } - } - return test; -} - -//----- (00493F79) -------------------------------------------------------- -void init_summoned_item(stru351_summoned_item *_this, __int64 duration) -{ - signed __int64 v2; // ST2C_8@1 - signed __int64 v3; // qax@1 - //signed __int64 v4; // ST1C_8@1 - unsigned __int64 v5; // qax@1 - unsigned int v6; // ebx@1 - - v2 = (signed __int64)((double)duration * 0.234375); - v3 = v2 / 60 / 60; - //v4 = v3; - v5 = (unsigned int)v3 / 0x18; - v6 = (unsigned int)(v5 / 7) >> 2; - _this->field_0_expire_second = v2 % 60; - _this->field_4_expire_minute = v2 / 60 % 60; - _this->field_8_expire_hour = v3 % 24; - _this->field_10_expire_week = v5 / 7 & 3; - _this->field_C_expire_day = (unsigned int)v5 % 0x1C; - _this->field_14_exprie_month = v6 % 0xC; - _this->field_18_expire_year = v6 / 0xC + game_starting_year; -}
--- a/Items.h Thu Sep 18 17:38:54 2014 +0600 +++ /dev/null Thu Jan 01 00:00:00 1970 +0000 @@ -1,530 +0,0 @@ -#pragma once -#include <array> -#include <map> -#include "NZIArray.h" - -enum DAMAGE_TYPE:unsigned int - { - DMGT_FIRE = 0, - DMGT_ELECTR = 1, - DMGT_COLD = 2, - DMGT_EARTH = 3, - DMGT_PHISYCAL= 4, - DMGT_MAGICAL = 5, - DMGT_SPIRIT = 6, - DMGT_MIND = 7, - DMGT_BODY = 8, - DMGT_LIGHT = 9, - DMGT_DARK =10 - }; - - - -/* 338 */ -enum ITEM_FLAGS :unsigned int -{ - ITEM_IDENTIFIED = 0x1, - ITEM_BROKEN = 0x2, - ITEM_TEMP_BONUS = 0x8, - ITEM_AURA_EFFECT_RED = 0x10, - ITEM_AURA_EFFECT_BLUE = 0x20, - ITEM_AURA_EFFECT_GREEN = 0x40, - ITEM_AURA_EFFECT_PURPLE = 0x80, - ITEM_ENCHANT_ANIMATION = 0xF0, - ITEM_STOLEN = 0x100, - ITEM_HARDENED = 0x200, -}; - - -enum ITEM_MATERIAL -{ - MATERIAL_COMMON =0, - MATERIAL_ARTEFACT = 1, - MATERIAL_RELIC = 2, - MATERIAL_SPECIAL = 3 -}; - -/* 330 */ -enum ITEM_TYPE -{ - ITEM_LONGSWORD_1 = 0x1, - ITEM_DAGGER_1 = 0xF, - ITEM_AXE_1 = 0x17, - ITEM_SPEAR_1 = 0x1F, - ITEM_CROSSBOW_1 = 0x2F, - ITEM_MACE_1 = 0x32, - ITEM_STAFF_1 = 0x3D, - ITEM_BLASTER = 64, - ITEM_LASER_RIFLE = 65, - ITEM_LEATHER_1 = 0x42, - ITEM_CHAINMAIL_1 = 0x47, - ITEM_PLATE_1 = 0x4C, - ITEM_BUCKLER_1 = 0x54, - ITEM_GAUNTLETS_1 = 0x6E, - ITEM_BOOTS_1 = 0x73, - ITEM_WAND_FIRE = 135, - ITEM_WAND_STUN = 138, - ITEM_WAND_INCENERATION = 0x9F, - ITEM_REAGENT_WIDOWSWEEP_BERRIES = 200, - ITEM_TROLL_BLOOD = 0xCA, - ITEM_DRAGON_EYE = 0xCC, - ITEM_HARPY_FEATHER = 0xCF, - ITEM_DEVIL_ICHOR = 0xD6, - ITEM_OOZE_ECTOPLASM_BOTTLE = 0xD9, - ITEM_REAGENT_PHILOSOPHERS_STONE = 219, - ITEM_POTION_BOTTLE = 220, - ITEM_POTION_CATALYST = 221, - ITEM_POTION_CURE_WOUNDS = 222, - ITEM_POTION_CURE_DISEASE = 225, - ITEM_POTION_AWAKEN = 227, - ITEM_POTION_HASTE = 228, - ITEM_POTION_RECHARGE_ITEM = 233, - ITEM_POTION_HARDEN_ITEM = 236, - ITEM_POTION_CURE_INSANITY = 239, - ITEM_POTION_MIGHT_BOOST = 240, - ITEM_POTION_ACCURACY_BOOST = 245, - ITEM_POTION_FLAMING_POTION = 246, - ITEM_POTION_SWIFT_POTION = 250, - ITEM_POTION_BODY_RESISTANE = 261, - ITEM_POTION_STONE_TO_FLESH = 262, - ITEM_POTION_SLAYING_POTION = 263, - ITEM_POTION_REJUVENATION = 271, - ITEM_SPELLBOOK_TORCHLIGHT = 400,//0x190 - ITEM_SPELLBOOK_FIRE_STRIKE = 401,//0x191, - ITEM_SPELLBOOK_AIR_FEATHER_FALL = 0x19C, - ITEM_SPELLBOOK_WATER_POISON_SPRAY = 0x1A7, - ITEM_SPELLBOOK_EARTH_SLOW = 0x1B2, - ITEM_SPELLBOOK_SPIRIT_BLESS = 0x1BD, - ITEM_SPELLBOOK_MIND_MIND_BLAST = 0x1C8, - ITEM_SPELLBOOK_BODY_FIRST_AID = 0x1D3, - ITEM_SPELLBOOK_BODY_HEAL = 0x1D6, - ITEM_SPELLBOOK_BODY_BREAK_POISON = 0x1D7, - ITEM_SPELLBOOK_LIGHT_LIGHT_BOLT = 0x1DD, - ITEM_SPELLBOOK_LIGHT_SUN_BURST = 0x1E6, - ITEM_SPELLBOOK_LIGHT_DIVINE_INTERVENTION = 0x1E7, - ITEM_ARTIFACT_PUCK = 500,//0x1F4, - ITEM_ARTIFACT_IRON_FEATHER = 501, - ITEM_ARTIFACT_WALLACE = 502, - ITEM_ARTIFACT_CORSAIR = 503, - ITEM_ARTIFACT_GOVERNORS_ARMOR = 504,//1F8 - ITEM_ARTIFACT_YORUBA = 505,//1F9 - ITEM_ARTIFACT_SPLITTER = 506,//1FA - ITEM_ARTIFACT_GHOULSBANE = 507,//1FA - ITEM_ARTIFACT_GIBBET = 508,//1FA - ITEM_ARTIFACT_CHARELE = 509,//1FA - ITEM_ARTEFACT_ULLYSES =510, - ITEM_ARTEFACT_HANDS_OF_THE_MASTER =511, - ITEM_ARTIFACT_LEAGUE_BOOTS = 512,//200 - ITEM_ARTIFACT_RULERS_RING = 513, - ITEM_RELIC_MASH = 514, - ITEM_RELIC_ETHRICS_STAFF = 515,//204 - ITEM_RELIC_HARECS_LEATHER = 516,//204 - ITEM_RELIC_OLD_NICK = 517, - ITEM_RELIC_AMUCK = 518, - ITEM_RELIC_GLORY_SHIELD = 519, - ITEM_RELIC_KELEBRIM = 520,//208 - ITEM_RELIC_TALEDONS_HELM = 521,//209 - ITEM_RELIC_SCHOLARS_CAP = 522,//20A - ITEM_RELIC_PHYNAXIAN_CROWN = 523,//20B - ITEM_RILIC_TITANS_BELT = 524,//20C - ITEM_RELIC_TWILIGHT = 525,//20D - ITEM_RELIC_ANIA_SELVING = 526, - ITEM_RELIC_JUSTICE = 527, - ITEM_RELIC_MEKORIGS_HAMMER = 528, - ITEM_ARTIFACT_HERMES_SANDALS = 529, - ITEM_ARTIFACT_CLOAK_OF_THE_SHEEP = 530,//212 - ITEM_ARTIFACT_ELFBANE = 531,//212 - ITEM_ARTIFACT_MINDS_EYE = 532,//214 - ITEM_ELVEN_CHAINMAIL = 533,//215 - ITEM_FORGE_GAUNTLETS = 534, - ITEM_ARTIFACT_HEROS_BELT = 535,//217 - ITEM_ARTIFACT_LADYS_ESCORT = 536, - ITEM_RARE_CLANKERS_AMULET = 537, - ITEM_RARE_LIETENANTS_CUTLASS = 538, - ITEM_RARE_MEDUSAS_MIRROR = 539, - ITEM_RARE_LADY_CARMINES_DAGGER = 540, - ITEM_RARE_VILLAINS_BLADE = 541, - ITEM_RARE_PERFECT_BOW = 542, - ITEM_RARE_PERFECT_BOW_FIXED = 543, - ITEM_RARE_SHADOWS_MASK = 544,//220 - ITEM_RARE_GHOST_RING = 545,//220 - ITEM_RARE_FAERIE_RING = 546,//220 - ITEM_RARE_SUN_CLOAK = 547,//223 - ITEM_RARE_MOON_CLOAK = 548,//224 - ITEM_RARE_ZOKKARS_AXE = 549,//224 - ITEM_RARE_VAMPIRES_CAPE = 550,//226 - ITEM_RARE_MINOTAURS_AXE = 551,//226 - ITEM_RARE_GROGNARDS_CUTLASS = 552,//226 - ITEM_LICH_JAR_FULL = 601, - ITEM_WETSUIT = 604, - ITEM_LICH_JAR_EMPTY = 615, - ITEM_RECIPE_REJUVENATION = 740, - ITEM_RECIPE_BODY_RESISTANCE = 771, -}; - -/* 331 */ -enum ITEM_EQUIP_TYPE: unsigned __int8 -{ - EQUIP_SINGLE_HANDED = 0, - EQUIP_TWO_HANDED = 1, - EQUIP_BOW = 2, - EQUIP_ARMOUR = 3, - EQUIP_SHIELD = 4, - EQUIP_HELMET = 5, - EQUIP_BELT = 6, - EQUIP_CLOAK = 7, - EQUIP_GAUNTLETS = 8, - EQUIP_BOOTS = 9, - EQUIP_RING = 10, - EQUIP_AMULET = 11, - EQUIP_WAND = 12, - EQUIP_REAGENT = 13, - EQUIP_POTION = 14, - EQUIP_SPELL_SCROLL = 15, - EQUIP_BOOK = 16, - EQIUP_ANY = 16, - EQUIP_MESSAGE_SCROLL = 17, - EQUIP_GOLD = 18, - EQUIP_GEM = 19, - EQUIP_NONE = 20 -}; - -enum CHARACTER_ATTRIBUTE_TYPE; -struct Player; - -typedef struct CEnchantment -{ - unsigned __int16 Player::* statPtr; - int statBonus; - CEnchantment(int bonus, unsigned __int16 Player::* skillPtr = nullptr): - statBonus(bonus), - statPtr(skillPtr) - { - } -} CEnchantment; - -/* 64 */ -#pragma pack(push, 1) -struct ItemGen //0x24 -{ - //----- (0042EB25) -------------------------------------------------------- - // inline ItemGen() - // { - // Reset(); - // } - static void AddToMap(std::map<int, std::map<CHARACTER_ATTRIBUTE_TYPE, CEnchantment*>* > &maptoadd, - int enchId, - CHARACTER_ATTRIBUTE_TYPE attrId, - int bonusValue = 0, - unsigned __int16 Player::* skillPtr = nullptr); - - static std::map<int, std::map<CHARACTER_ATTRIBUTE_TYPE, CEnchantment*>* > regularBonusMap; - static std::map<int, std::map<CHARACTER_ATTRIBUTE_TYPE, CEnchantment*>* > specialBonusMap; - static std::map<int, std::map<CHARACTER_ATTRIBUTE_TYPE, CEnchantment*>* > artifactBonusMap; - - static void PopulateSpecialBonusMap(); - static void PopulateRegularBonusMap(); - static void PopulateArtifactBonusMap(); - static void ClearItemBonusMaps(); - - inline void ResetEnchantAnimation(){uAttributes &= 0xFFFFFF0F;} - inline bool ItemEnchanted()const {return(uAttributes & ITEM_ENCHANT_ANIMATION) != 0;} - inline bool AuraEffectRed()const {return(uAttributes & ITEM_ENCHANT_ANIMATION) == ITEM_AURA_EFFECT_RED;} - inline bool AuraEffectBlue()const {return(uAttributes & ITEM_ENCHANT_ANIMATION) == ITEM_AURA_EFFECT_BLUE;} - inline bool AuraEffectGreen()const {return(uAttributes & ITEM_ENCHANT_ANIMATION) == ITEM_AURA_EFFECT_GREEN;} - inline bool AuraEffectPurple()const {return(uAttributes & ITEM_ENCHANT_ANIMATION) == ITEM_AURA_EFFECT_PURPLE;} - - void GetItemBonusSpecialEnchantment(Player* owner, CHARACTER_ATTRIBUTE_TYPE attrToGet, int* additiveBonus, int* halfSkillBonus); - void GetItemBonusArtifact(Player* owner, CHARACTER_ATTRIBUTE_TYPE attrToGet, int* bonusSum); - bool IsRegularEnchanmentForAttribute(CHARACTER_ATTRIBUTE_TYPE attrToGet); - - inline bool IsBroken() {return (uAttributes & ITEM_BROKEN) != 0;} - inline void SetBroken() {uAttributes |= ITEM_BROKEN;} - inline bool IsIdentified() {return (uAttributes & ITEM_IDENTIFIED) != 0;} - inline void SetIdentified() {uAttributes |= ITEM_IDENTIFIED;} - inline bool IsStolen() {return (uAttributes & ITEM_STOLEN) != 0;} - inline void SetStolen() {uAttributes |= ITEM_STOLEN;} - - bool GenerateArtifact(); - unsigned int GetValue(); - const char *GetDisplayName(); - const char *GetIdentifiedName(); - void UpdateTempBonus(__int64 uTimePlayed); - void Reset(); - int _439DF3_get_additional_damage(int *a2, bool *vampiyr); - - ITEM_EQUIP_TYPE GetItemEquipType(); - unsigned char GetPlayerSkillType(); - char* GetIconName(); - unsigned __int8 GetDamageDice(); - unsigned __int8 GetDamageRoll(); - unsigned __int8 GetDamageMod(); - bool MerchandiseTest(int _2da_idx); - int uItemID; //0 - int uEnchantmentType; //4 - int m_enchantmentStrength; //8 - int uSpecEnchantmentType; // 25 +5 levels //0c - // 16 Drain Hit Points from target. - // 35 Increases chance of disarming. - // 39 Double damage vs Demons. - // 40 Double damage vs Dragons - // 45 +5 Speed and Accuracy - // 56 +5 Might and Endurance. - // 57 +5 Intellect and Personality. - // 58 Increased Value. - // 60 +3 Unarmed and Dodging skills - // 61 +3 Stealing and Disarm skills. - // 59 Increased Weapon speed. - // 63 Double Damage vs. Elves. - // 64 Double Damage vs. Undead. - // 67 Adds 5 points of Body damage and +2 Disarm skill. - // 68 Adds 6-8 points of Cold damage and +5 Armor Class. - // 71 Prevents drowning damage. - // 72 Prevents falling damage. - int uNumCharges; //10 - unsigned int uAttributes; //14 - unsigned __int8 uBodyAnchor; //18 - char uMaxCharges; //19 - char uHolderPlayer; //1A - char field_1B; //1B - unsigned __int64 uExpireTime; //1C -}; -#pragma pack(pop) - - - -/* 175 */ -#pragma pack(push, 1) -struct ItemDesc //30h - { //Item # |Pic File|Name|Value|Equip Stat|Skill Group|Mod1|Mod2|material| - ///ID/Rep/St|Not identified name|Sprite Index|VarA|VarB|Equip X|Equip Y|Notes - char *pIconName; //0 4 - char *pName; //4 8 - char *pUnidentifiedName; //8 c - char *pDescription; //0c 10 - unsigned int uValue; //10 14 - unsigned __int16 uSpriteID; //14 18 - __int16 field_1A; //16 - signed __int16 uEquipX; //18 1c - signed __int16 uEquipY; //1a 1e - ITEM_EQUIP_TYPE uEquipType; //1c 20 - unsigned __int8 uSkillType; //1d 21 - unsigned __int8 uDamageDice; //1e 22 - unsigned __int8 uDamageRoll; //1f 23 - unsigned __int8 uDamageMod; //20 24 - unsigned __int8 uMaterial; //21 25 - char _additional_value; //22 26 - char _bonus_type; //23 27 - char _bonus_strength; //24 28 - char field_25; // 25 29 - char field_26; //26 2A - char field_27; // 27 2b - union - { - unsigned __int8 uChanceByTreasureLvl[6]; - struct { - unsigned __int8 uChanceByTreasureLvl1; // 28 2c - unsigned __int8 uChanceByTreasureLvl2; // 29 2d - unsigned __int8 uChanceByTreasureLvl3; // 2A 2e - unsigned __int8 uChanceByTreasureLvl4; // 2B 2f - unsigned __int8 uChanceByTreasureLvl5; // 2C 30 - unsigned __int8 uChanceByTreasureLvl6; // 2D 32 - }; - }; - unsigned char uItemID_Rep_St; //2e 32 - char field_2f; -}; -#pragma pack(pop) - - - -/* 177 */ -#pragma pack(push, 1) -struct ItemEnchantment - { //Bonus|Sta|Of Name|Arm|Shld|Helm|Belt|Cape|Gaunt|Boot|Ring|Amul - char *pBonusStat; - char *pOfName; -/* union{ - struct { - unsigned char to_arm; - unsigned char to_shld; - unsigned char to_helm; - unsigned char to_belt; - unsigned char to_cape; - unsigned char to_gaunt; - unsigned char to_boot; - unsigned char to_ring; - unsigned char to_amul; - }; */ - unsigned char to_item[12]; - // }; - }; -#pragma pack(pop) - -/* 178 */ -#pragma pack(push, 1) -struct ItemSpecialEnchantment //1Ch -{ //Bonus Stat|Name Add|W1|W2|Miss|Arm|Shld|Helm|Belt|Cape|Gaunt|Boot|Ring|Amul|Value|Lvl|Description fo special Bonuses and values - - char *pBonusStatement; //0 - char *pNameAdd; //4 - char to_item_apply[12]; //8 - int iValue; //14 - int iTreasureLevel; //18 -}; -#pragma pack(pop) - -#pragma pack(push, 1) -struct BonusRange -{ - unsigned int minR; - unsigned int maxR; -}; -#pragma pack(pop) - -/* 176 */ -#pragma pack(push, 1) -struct ItemsTable -{ - void Initialize(); - void LoadPotions(); - void LoadPotionNotes(); - void GenerateItem(int treasure_level, unsigned int uTreasureType, ItemGen *pItem); - void SetSpecialBonus(ItemGen *pItem); - bool IsMaterialSpecial(ItemGen *pItem); - bool IsMaterialNonCommon(ItemGen *pItem); - void Release(); - - int uAllItemsCount; - NZIArray<ItemDesc, 800> pItems; //4-9604h - ItemEnchantment pEnchantments[24]; //9604h - ItemSpecialEnchantment pSpecialEnchantments[72]; //97E4h -9FC4h - char field_9FC4[5000]; - char field_B348[5000]; - char field_C6D0[5000]; - char field_DA58[5000]; - char field_EDE0[384]; - unsigned __int16 potion_data[50][50]; // 77B2h*2=EF64h -102ECh - unsigned __int16 potion_note[50][50]; // 8176h*2=102ECh -11674h - char *pItemsTXT_Raw; //11674h - char *pRndItemsTXT_Raw; - char *pStdItemsTXT_Raw; //1167Ch - char *pSpcItemsTXT_Raw; //11680h - unsigned int uChanceByTreasureLvlSumm[6]; //11684 - unsigned int uBonusChanceStandart[6]; //1169c - unsigned int uBonusChanceSpecial[6]; //116B4 - unsigned int uBonusChanceWpSpecial[6]; //116cc -116e4 - unsigned int pEnchantmentsSumm[9]; //116E4h -11708h - BonusRange bonus_ranges[6]; //45C2h*4 =11708h - unsigned int pSpecialEnchantmentsSumm[24]; //11738h - unsigned int pSpecialEnchantments_count; //11798h - char field_1179C; - char field_1179D; - char field_1179E; - char field_1179F; -}; -#pragma pack(pop) - -void GenerateStandartShopItems(); -void GenerateSpecialShopItems(); -void GenerateItemsInChest(); - -extern std::array<const char, 5> uItemsAmountPerShopType; // weak -extern ItemGen *ptr_50C9A4_ItemToEnchant; - -extern struct ItemsTable *pItemsTable; - -/* -+10 to all Resistances. 1 - +10 to all Seven Statistics. 2 - Explosive Impact! 3 - Adds 3-4 points of Cold damage. 4 - Adds 6-8 points of Cold damage. 5 - Adds 9-12 points of Cold damage. 6 - Adds 2-5 points of Electrical damage. 7 - Adds 4-10 points of Electrical damage. 8 - Adds 6-15 points of Electrical damage. 9 - Adds 1-6 points of Fire damage. 10 - Adds 2-12 points of Fire damage. 11 - Adds 3-18 points of Fire damage. 12 - Adds 5 points of Body damage. 13 - Adds 8 points of Body damage. 14 - Adds 12 points of Body damage. 15 - Drain Hit Points from target. 16 - Increases rate of Recovery. 17 - Wearer resistant to Diseases. 18 - Wearer resistant to Insanity. 19 - Wearer resistant to Paralysis. 20 - Wearer resistant to Poison. 21 - Wearer resistant to Sleep. 22 - Wearer resistant to Stone. 23 - Increased Knockback. 24 - +5 Level. 25 - Increases effect of all Air spells. 26 - Increases effect of all Body spells. 27 - Increases effect of all Dark spells. 28 - Increases effect of all Earth spells. 29 - Increases effect of all Fire spells. 30 - Increases effect of all Light spells. 31 - Increases effect of all Mind spells. 32 - Increases effect of all Spirit spells. 33 - Increases effect of all Water spells. 34 - Increases chance of Disarming. 35 - Half damage from all missile attacks. 36 - Regenerate Hit points over time. 37 - Regenerate Spell points over time. 38 - Double damage vs Demons. 39 - Double damage vs Dragons 40 - Drain Hit Points from target and Increased Weapon speed. 41 - +1 to Seven Stats, HP, SP, Armor, Resistances. 42 - +10 to Endurance, Armor, Hit points. 43 - +10 Hit points and Regenerate Hit points over time. 44 - +5 Speed and Accuracy. 45 - Adds 10-20 points of Fire damage and +25 Might. 46 - +10 Spell points and Regenerate Spell points over time. 47 - +15 Endurance and +5 Armor. 48 - +10 Intellect and Luck. 49 - +30 Fire Resistance and Regenerate Hit points over time. 50 - +10 Spell points, Speed, Intellect. 51 - +10 Endurance and Accuracy. 52 - +10 Might and Personality. 53 - +15 Endurance and Regenerate Hit points over time. 54 - +15 Luck and Regenerate Spell points over time. 55 - +5 Might and Endurance. 56 - +5 Intellect and Personality. 57 - Increased Value. 58 - Increased Weapon speed. 59 - +3 Unarmed and Dodging skills. 60 - +3 Stealing and Disarm skills. 61 - +3 ID Item and ID Monster skills. 62 - Double Damage vs. Elves. 63 - Double Damage vs. Undead. 64 - Double Damage vs. Titans. 65 - Regenerate Spell points and Hit points over time. 66 - Adds 5 points of Body damage and +2 Disarm skill. 67 - Adds 6-8 points of Cold damage and +5 Armor Class. 68 - +20 Air Resistance and Shielding. 69 - +10 Water Resistance and +2 Alchemy skill. 70 - Prevents damage from drowning. 71 - Prevents damage from falling. 72 -*/ - - -/* 391 */ -#pragma pack(push, 1) -struct stru351_summoned_item -{ - int field_0_expire_second; - int field_4_expire_minute; - int field_8_expire_hour; - int field_C_expire_day; - int field_10_expire_week; - int field_14_exprie_month; - int field_18_expire_year; -}; -#pragma pack(pop) - - -int GetItemTextureFilename(char *pOut, signed int item_id, int index, int shoulder); -void FillAviableSkillsToTeach(int _this); -void init_summoned_item(struct stru351_summoned_item *_this, __int64 duration);
--- a/Monsters.cpp Thu Sep 18 17:38:54 2014 +0600 +++ /dev/null Thu Jan 01 00:00:00 1970 +0000 @@ -1,1245 +0,0 @@ -#define _CRTDBG_MAP_ALLOC -#include <stdlib.h> -#include <crtdbg.h> - -#define _CRT_SECURE_NO_WARNINGS -#include <stdlib.h> -#include <stdio.h> -#include <string.h> -#include "ErrorHandling.h" - -#include "Monsters.h" -#include "FrameTableInc.h" -#include "LOD.h" -#include "texts.h" -#include "mm7_data.h" - - - - - -struct MonsterStats *pMonsterStats; -struct MonsterList *pMonsterList; - -unsigned int ParseSpellType(struct FrameTableTxtLine* tbl, int* next_token); - -int ParseAttackType(const char *damage_type_str); -void ParseDamage( char *damage_str, unsigned __int8* dice_rolls, unsigned __int8* dice_sides, unsigned __int8* dmg_bonus ); -int ParseMissleAttackType(const char *missle_attack_str); -int ParseSpecialAttack(const char *spec_att_str); - -//----- (004548E2) -------------------------------------------------------- -unsigned int ParseSpellType( struct FrameTableTxtLine * tbl, int* next_token ) - { - - if (!tbl->pProperties[0] ) - { - ++*next_token; - return 0; - } - if ( !_stricmp(tbl->pProperties[0], "Dispel") ) //dispel magic - { - ++*next_token; - return 80; - } - else if ( !_stricmp(tbl->pProperties[0], "Day") ) //day of protection - { - *next_token+=2;; - return 85; - } - else if ( !_stricmp(tbl->pProperties[0], "Hour") ) //hour of power - { - *next_token+=2;; - return 86; - } - else if ( !_stricmp(tbl->pProperties[0], "Shield") ) - return 17; - else if ( !_stricmp(tbl->pProperties[0], "Spirit") ) - { - ++*next_token; - return 52; - } - else if ( !_stricmp(tbl->pProperties[0], "Power") ) //power cure - { - ++*next_token; - return 77; - } - else if ( !_stricmp(tbl->pProperties[0], "Meteor") ) //meteot shower - { - ++*next_token; - return 9; - } - else if ( !_stricmp(tbl->pProperties[0], "Lightning") ) //Lightning bolt - { - ++*next_token; - return 18; - } - else if ( !_stricmp(tbl->pProperties[0], "Implosion") ) - return 20; - else if ( !_stricmp(tbl->pProperties[0], "Stone") ) - { - ++*next_token; - return 38; - } - else if ( !_stricmp(tbl->pProperties[0], "Haste") ) - return 5; - else if ( !_stricmp(tbl->pProperties[0], "Heroism") ) - return 51; - else if ( !_stricmp(tbl->pProperties[0], "Pain") ) //pain reflection - { - ++*next_token; - return 95; - } - else if ( !_stricmp(tbl->pProperties[0], "Sparks") ) - return 15; - else if ( !_stricmp(tbl->pProperties[0], "Light") ) - { - ++*next_token; - return 78; - } - else if ( !_stricmp(tbl->pProperties[0], "Toxic") ) //toxic cloud - { - ++*next_token; - return 90; - } - else if ( !_stricmp(tbl->pProperties[0], "ShrapMetal") ) - return 93; - else if ( !_stricmp(tbl->pProperties[0], "Paralyze") ) - return 81; - else if ( !_stricmp(tbl->pProperties[0], "Fireball") ) - return 6; - else if ( !_stricmp(tbl->pProperties[0], "Incinerate") ) - return 11; - else if ( !_stricmp(tbl->pProperties[0], "Fire") ) - { - ++*next_token; - return 2; - } - else if ( !_stricmp(tbl->pProperties[0], "Rock") ) - { - ++*next_token; - return 41; - } - else if ( !_stricmp(tbl->pProperties[0], "Mass") ) - { - ++*next_token; - return 44; - } - else if ( !_stricmp(tbl->pProperties[0], "Ice") ) - { - ++*next_token; - return 26; - } - else if ( !_stricmp(tbl->pProperties[0], "Acid") ) - { - ++*next_token; - return 29; - } - else if ( !_stricmp(tbl->pProperties[0], "Bless") ) - return 46; - else if ( !_stricmp(tbl->pProperties[0], "Dragon") ) - { - ++*next_token; - return 97; - } - else if ( !_stricmp(tbl->pProperties[0], "Reanimate") ) - return 89; - else if ( !_stricmp(tbl->pProperties[0], "Summon") ) - { - ++*next_token; - return 82; - } - else if ( !_stricmp(tbl->pProperties[0], "Fate") ) - return 47; - else if ( !_stricmp(tbl->pProperties[0], "Harm") ) - return 70; - else if ( !_stricmp(tbl->pProperties[0], "Mind") ) - { - ++*next_token; - return 57; - } - else if ( !_stricmp(tbl->pProperties[0], "Blades") ) - return 39; - else if ( !_stricmp(tbl->pProperties[0], "Psychic") ) - { - ++*next_token; - return 65; - } - else if ( !_stricmp(tbl->pProperties[0], "Hammerhands") ) - return 73; - else - { - sprintf(pTmpBuf.data(), "Unknown monster spell %s", tbl->pProperties[0]); - MessageBoxA(nullptr, pTmpBuf.data(), "E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Itemdata.cpp:1562", 0); - ++*next_token; - return 0; - } - } - -//----- (00454CB4) -------------------------------------------------------- -int ParseAttackType( const char *damage_type_str ) - { - - switch (tolower(*damage_type_str)) - { - case 'f': return 0; //fire - case 'a': return 1; //air - case 'w': return 2; //water - case 'e': return 3; //earth - - case 's': return 6; //spirit - case 'm': return 7; //mind - //m ?? 8 - case 'l': return 9; //light - case 'd': return 10; //dark - // d?? 11 - } - return 4; //phis - - } - -//----- (00454D7D) -------------------------------------------------------- -void ParseDamage( char *damage_str, unsigned __int8* dice_rolls, unsigned __int8* dice_sides, unsigned __int8* dmg_bonus ) - { - int str_len=0; - int str_pos=0; - bool dice_flag=false; - - *dice_rolls = 0; - *dice_sides = 1; - *dmg_bonus = 0; - - str_len = strlen(damage_str); - if (str_len<=0) - return; - for (str_pos=0;str_pos<str_len;++str_pos ) - { - if (tolower(damage_str[str_pos])=='d') - { - damage_str[str_pos]='\0'; - *dice_rolls=atoi(damage_str); - *dice_sides=atoi(&damage_str[str_pos+1]); - dice_flag=true; - damage_str[str_pos]='d'; - } - else if (tolower(damage_str[str_pos])=='+') - *dmg_bonus=atoi(&damage_str[str_pos+1]); - } - if (!dice_flag) - { - if ((*damage_str>='0')&&(*damage_str<='9')) - { - *dice_rolls =atoi(damage_str); - *dice_sides = 1; - } - } - } - -//----- (00454E3A) -------------------------------------------------------- -int ParseMissleAttackType(const char *missle_attack_str) - { - if ( !_stricmp(missle_attack_str, "ARROW") ) - return 1; - else if ( !_stricmp(missle_attack_str, "ARROWF") ) - return 2; - else if ( !_stricmp(missle_attack_str, "FIRE") ) - return 3; - else if ( !_stricmp(missle_attack_str, "AIR") ) - return 4; - else if ( !_stricmp(missle_attack_str, "WATER") ) - return 5; - else if ( !_stricmp(missle_attack_str, "EARTH") ) - return 6; - else if ( !_stricmp(missle_attack_str, "SPIRIT") ) - return 7; - else if ( !_stricmp(missle_attack_str, "MIND") ) - return 8; - else if ( !_stricmp(missle_attack_str, "BODY") ) - return 9; - else if ( !_stricmp(missle_attack_str, "LIGHT") ) - return 10; - else if ( !_stricmp(missle_attack_str, "DARK") ) - return 11; - else if ( !_stricmp(missle_attack_str, "ENER") ) - return 13; - else return 0; - } - - -int ParseSpecialAttack(char *spec_att_str) - { - _strlwr(spec_att_str); - if ( strstr(spec_att_str, "curse") ) - return 1; - else if ( strstr(spec_att_str, "weak") ) - return 2; - else if ( strstr(spec_att_str, "asleep") ) - return 3; - else if ( strstr(spec_att_str, "afraid") ) - return 23; - else if ( strstr(spec_att_str, "drunk") ) - return 4; - else if ( strstr(spec_att_str, "insane") ) - return 5; - else if ( strstr(spec_att_str, "poison weak") ) - return 6; - else if ( strstr(spec_att_str, "poison medium") ) - return 7; - else if ( strstr(spec_att_str, "poison severe") ) - return 8; - else if ( strstr(spec_att_str, "disease weak") ) - return 9; - else if ( strstr(spec_att_str, "disease medium") ) - return 10; - else if ( strstr(spec_att_str, "disease severe") ) - return 11; - else if ( strstr(spec_att_str, "paralyze") ) - return 12; - else if ( strstr(spec_att_str, "uncon") ) - return 13; - else if ( strstr(spec_att_str, "dead") ) - return 14; - else if ( strstr(spec_att_str, "stone") ) - return 15; - else if ( strstr(spec_att_str, "errad") ) - return 16; - else if ( strstr(spec_att_str, "brkitem") ) - return 17; - else if ( strstr(spec_att_str, "brkarmor") ) - return 18; - else if ( strstr(spec_att_str, "brkweapon") ) - return 19; - else if ( strstr(spec_att_str, "steal") ) - return 20; - else if ( strstr(spec_att_str, "age") ) - return 21; - else if ( strstr(spec_att_str, "drainsp") ) - return 22; - else return 0; - } - -//----- (004598FC) -------------------------------------------------------- -bool MonsterList::FromFileTxt(const char *Args) -{ - MonsterList *v2; // ebx@1 - FILE *v3; // eax@1 - unsigned int v4; // esi@3 - void *v5; // eax@9 - FILE *v6; // ST14_4@11 - char *i; // eax@11 - signed int v8; // esi@12 - unsigned __int16 v9; // ax@16 - const char *v10; // ST18_4@16 - unsigned __int16 v11; // ax@16 - const char *v12; // ST14_4@16 - unsigned __int16 v13; // ax@16 - const char *v14; // ST10_4@16 - __int16 v15; // ax@16 - const char *v16; // ST0C_4@16 - int v17; // esi@16 - unsigned __int8 v18; // al@16 - signed int v19; // esi@16 - unsigned __int16 v20; // ax@17 - int v21; // ecx@17 - char Buf; // [sp+4h] [bp-304h]@3 - FrameTableTxtLine v24; // [sp+1F8h] [bp-110h]@4 - FrameTableTxtLine v25; // [sp+274h] [bp-94h]@4 - int v26; // [sp+2F0h] [bp-18h]@16 - char v27; // [sp+2F4h] [bp-14h]@14 - char v28; // [sp+2F5h] [bp-13h]@14 - char v29; // [sp+2F6h] [bp-12h]@14 - char v30; // [sp+2F7h] [bp-11h]@14 - char v31; // [sp+2F8h] [bp-10h]@14 - char v32; // [sp+2F9h] [bp-Fh]@14 - char v33; // [sp+2FAh] [bp-Eh]@14 - char v34; // [sp+2FBh] [bp-Dh]@14 - char v35; // [sp+2FCh] [bp-Ch]@14 - char v36; // [sp+2FDh] [bp-Bh]@14 - char v37; // [sp+2FEh] [bp-Ah]@14 - char v38; // [sp+2FFh] [bp-9h]@14 - char v39; // [sp+300h] [bp-8h]@14 - char v40; // [sp+301h] [bp-7h]@14 - char v41; // [sp+302h] [bp-6h]@14 - char v42; // [sp+303h] [bp-5h]@14 - FILE *File; // [sp+304h] [bp-4h]@1 - unsigned int Argsa; // [sp+310h] [bp+8h]@3 - int Argsb; // [sp+310h] [bp+8h]@16 - - v2 = this; - v3 = fopen(Args, "r"); - File = v3; - if ( !v3 ) - Error("MonsterRaceListStruct::load - Unable to open file: %s."); - - v4 = 0; - Argsa = 0; - if ( fgets(&Buf, 490, v3) ) - { - do - { - *strchr(&Buf, 10) = 0; - memcpy(&v25, frame_table_txt_parser(&Buf, &v24), sizeof(v25)); - if ( v25.uPropCount && *v25.pProperties[0] != 47 ) - ++Argsa; - } - while ( fgets(&Buf, 490, File) ); - v4 = Argsa; - } - v2->uNumMonsters = v4; - v5 = malloc(152 * v4); - v2->pMonsters = (MonsterDesc *)v5; - if ( !v5 ) - Error("MonsterRaceListStruct::load - Out of Memory!"); - - v6 = File; - v2->uNumMonsters = 0; - fseek(v6, 0, 0); - for ( i = fgets(&Buf, 490, File); i; i = fgets(&Buf, 490, File) ) - { - *strchr(&Buf, 10) = 0; - memcpy(&v25, frame_table_txt_parser(&Buf, &v24), sizeof(v25)); - v8 = 0; - if ( v25.uPropCount && *v25.pProperties[0] != 47 ) - { - strcpy(v2->pMonsters[v2->uNumMonsters].pMonsterName, v25.pProperties[0]); - v35 = 0; - v36 = 1; - v37 = 7; - v38 = 2; - v39 = 3; - v40 = 4; - v41 = 5; - v42 = 6; - v27 = 1; - v28 = 2; - v29 = 3; - v30 = 4; - v31 = 4; - v32 = 5; - v33 = 6; - v34 = 7; - do - { - strcpy( - v2->pMonsters[v2->uNumMonsters].pSpriteNames[(unsigned __int8)*(&v35 + v8)], - v25.pProperties[(unsigned __int8)*(&v27 + v8)]); - ++v8; - } - while ( v8 < 8 ); - v9 = atoi(v25.pProperties[8]); - v10 = v25.pProperties[9]; - v2->pMonsters[v2->uNumMonsters].uMonsterHeight = v9; - v11 = atoi(v10); - v12 = v25.pProperties[10]; - v2->pMonsters[v2->uNumMonsters].uMovementSpeed = v11; - v13 = atoi(v12); - v14 = v25.pProperties[11]; - v2->pMonsters[v2->uNumMonsters].uMonsterRadius = v13; - v15 = atoi(v14); - v16 = v25.pProperties[12]; - v2->pMonsters[v2->uNumMonsters].uToHitRadius = v15; - v17 = (unsigned __int8)atoi(v16); - Argsb = atoi(v25.pProperties[13]) & 0xFF; - v26 = atoi(v25.pProperties[14]) & 0xFF; - v18 = atoi(v25.pProperties[15]); - v2->pMonsters[v2->uNumMonsters].sTintColor = v18 | ((v26 | ((Argsb | (v17 << 8)) << 8)) << 8); - v19 = 0; - do - { - v20 = atoi(v25.pProperties[v19 + 16]); - v21 = v19++ ; - v2->pMonsters[v2->uNumMonsters].pSoundSampleIDs[v21] = v20; - } - while ( v19 < 4 ); - ++v2->uNumMonsters; - } - } - fclose(File); - return 1; -} - -//----- (004598AF) -------------------------------------------------------- -void MonsterList::FromFile(void *data_mm6, void *data_mm7, void *data_mm8) -{ - uint num_mm6_monsters = data_mm6 ? *(int *)data_mm6 : 0, - num_mm7_monsters = data_mm7 ? *(int *)data_mm7 : 0, - num_mm8_monsters = data_mm8 ? *(int *)data_mm8 : 0; - - uNumMonsters = num_mm6_monsters + num_mm7_monsters + num_mm8_monsters; - Assert(uNumMonsters); - Assert(!num_mm8_monsters); - - pMonsters = (MonsterDesc *)malloc(sizeof(MonsterDesc) * uNumMonsters); - memcpy(pMonsters, (char *)data_mm7 + 4, num_mm7_monsters * sizeof(MonsterDesc)); - for (uint i = 0; i < num_mm6_monsters; ++i) - { - auto src = (MonsterDesc_mm6 *)((char *)data_mm6 + 4) + i; - MonsterDesc* dst = &pMonsters[num_mm7_monsters + i]; - - dst->uMonsterHeight = src->uMonsterHeight; - dst->uMonsterRadius = src->uMonsterRadius; - dst->uMovementSpeed = src->uMovementSpeed; - dst->uToHitRadius = src->uToHitRadius; - dst->sTintColor = -1; - memcpy(dst->pSoundSampleIDs, src->pSoundSampleIDs, sizeof(src->pSoundSampleIDs)); - memcpy(dst->pMonsterName, src->pMonsterName, sizeof(src->pMonsterName)); - memcpy(dst->pSpriteNames, src->pSpriteNames, sizeof(src->pSpriteNames)); - } - memcpy(pMonsters + num_mm6_monsters + num_mm7_monsters, (char *)data_mm8 + 4, num_mm8_monsters * sizeof(MonsterDesc)); -} - -//----- (00459860) -------------------------------------------------------- -void MonsterList::ToFile() -{ - MonsterList *v1; // esi@1 - FILE *v2; // eax@1 - FILE *v3; // edi@1 - - v1 = this; - v2 = fopen("data\\dmonlist.bin", "wb"); - v3 = v2; - if ( !v2 ) - Error("Unable to save dmonlist.bin!"); - fwrite(v1, 4u, 1u, v2); - fwrite(v1->pMonsters, 0x98u, v1->uNumMonsters, v3); - fclose(v3); -} - - -//----- (004563FF) -------------------------------------------------------- -signed int MonsterStats::FindMonsterByTextureName(const char *monster_textr_name) -{ - for (int i=1; i<uNumMonsters; ++i) - { - if((pInfos[i].pName )&& (!_stricmp(pInfos[i].pPictureName, monster_textr_name))) - return i; - } - return -1; -} - - -//----- (00454F4E) -------------------------------------------------------- -void MonsterStats::InitializePlacements() -{ - int i; - char* test_string; - unsigned char c; - bool break_loop; - unsigned int temp_str_len; - char* tmp_pos; - int decode_step; -// int item_counter; - - pMonsterPlacementTXT_Raw = (char *)pEvents_LOD->LoadRaw("placemon.txt", 0); - strtok(pMonsterPlacementTXT_Raw, "\r"); - for (i=1; i<31; ++i) - { - test_string = strtok(NULL, "\r") + 1; - break_loop = false; - decode_step=0; - do - { - c = *(unsigned char*)test_string; - temp_str_len = 0; - while((c!='\t')&&(c>0)) - { - ++temp_str_len; - c=test_string[temp_str_len]; - } - tmp_pos=test_string+temp_str_len; - if (*tmp_pos == 0) - break_loop = true; - *tmp_pos = 0; - if (temp_str_len) - { - if (decode_step==1) - pPlaceStrings[i]=RemoveQuotes(test_string); - } - else - { - break_loop = true; - } - ++decode_step; - test_string=tmp_pos+1; - } while ((decode_step<3)&&!break_loop); - } - uNumPlacements = 31; -} - -//----- (0045501E) -------------------------------------------------------- -void MonsterStats::Initialize() - { - int i;//,j; - char* test_string; - unsigned char c; - bool break_loop; - unsigned int temp_str_len; - char* tmp_pos; - int decode_step; -// int item_counter; - int curr_rec_num; - char parse_str[64]; - char Src[120]; - FrameTableTxtLine parsed_field; - - free(pMonstersTXT_Raw); - pMonstersTXT_Raw = (char *)pEvents_LOD->LoadRaw("monsters.txt", 0); - strtok(pMonstersTXT_Raw, "\r"); - strtok(NULL, "\r"); - strtok(NULL, "\r"); - strtok(NULL, "\r"); - uNumMonsters = 265; - curr_rec_num=0; - for (i=0;i<uNumMonsters-1;++i) - { - test_string = strtok(NULL, "\r") + 1; - break_loop = false; - decode_step=0; - do - { - c = *(unsigned char*)test_string; - temp_str_len = 0; - while((c!='\t')&&(c>0)) - { - ++temp_str_len; - c=test_string[temp_str_len]; - } - tmp_pos=test_string+temp_str_len; - if (*tmp_pos == 0) - break_loop = true; - *tmp_pos = 0; - if (temp_str_len) - { - switch (decode_step) - { - case 0: - curr_rec_num=atoi(test_string); - pInfos[curr_rec_num].uID=curr_rec_num; - break; - case 1: - pInfos[curr_rec_num].pName=RemoveQuotes(test_string); - break; - case 2: - pInfos[curr_rec_num].pPictureName=RemoveQuotes(test_string); - break; - case 3: - pInfos[curr_rec_num].uLevel=atoi(test_string); - break; - case 4: - { - int str_len=0; - int str_pos=0; - pInfos[curr_rec_num].uHP=0; - if (test_string[0]=='"') - test_string[0]=' '; - str_len=strlen(test_string); - if (str_len==0) - break; - while ((test_string[str_pos]!=',')&&(str_pos<str_len)) - ++str_pos; - if (str_len==str_pos) - pInfos[curr_rec_num].uHP=atoi(test_string); - else - { - test_string[str_pos]='\0'; - pInfos[curr_rec_num].uHP=1000*atoi(test_string); - pInfos[curr_rec_num].uHP+=atoi(&test_string[str_pos+1]); - test_string[str_pos]=','; - } - } - break; - case 5: - pInfos[curr_rec_num].uAC=atoi(test_string); - break; - case 6: - { - int str_len=0; - int str_pos=0; - pInfos[curr_rec_num].uExp=0; - if (test_string[0]=='"') - test_string[0]=' '; - str_len=strlen(test_string); - if (str_len==0) - break; - while ((test_string[str_pos]!=',')&&(str_pos<str_len)) - ++str_pos; - if (str_len==str_pos) - pInfos[curr_rec_num].uExp=atoi(test_string); - else - { - test_string[str_pos]='\0'; - pInfos[curr_rec_num].uExp=1000*atoi(test_string); - pInfos[curr_rec_num].uExp+=atoi(&test_string[str_pos+1]); - test_string[str_pos]=','; - } - } - break; - case 7: - { - int str_len=0; - int str_pos=0; - bool chance_flag=false; - bool dice_flag=false; - bool item_type_flag=false; - char* item_name; - pInfos[curr_rec_num].uTreasureDropChance=0; - pInfos[curr_rec_num].uTreasureDiceRolls=0; - pInfos[curr_rec_num].uTreasureDiceSides=0; - pInfos[curr_rec_num].uTreasureType=0; - pInfos[curr_rec_num].uTreasureLevel=0; - if (test_string[0]=='"') - test_string[0]=' '; - str_len=strlen(test_string); - do - { - switch(tolower(test_string[str_pos])) - { - case '%': chance_flag=true; break; - case 'd': dice_flag=true; break; - case 'l': item_type_flag=true; break; - } - ++str_pos; - } - while(str_pos<str_len); - if (chance_flag) - { - pInfos[curr_rec_num].uTreasureDropChance=atoi(test_string); - } - else - { - if ((!dice_flag)&&(!item_type_flag)) - break; - pInfos[curr_rec_num].uTreasureDropChance=100; - } - if (dice_flag) - { - str_pos=0; - dice_flag=false; - do - { - switch(tolower(test_string[str_pos])) - { - case '%': - pInfos[curr_rec_num].uTreasureDiceRolls=atoi(&test_string[str_pos+1]); - dice_flag=true; - break; - case 'd': - if(!dice_flag) - pInfos[curr_rec_num].uTreasureDiceRolls=atoi(test_string); - pInfos[curr_rec_num].uTreasureDiceSides=atoi(&test_string[str_pos+1]); - str_pos=str_len; - break; - - } - ++str_pos; - } - while(str_pos<str_len); - } - if (item_type_flag) - { - str_pos=0; - do - { - if (tolower(test_string[str_pos])=='l') - break; - ++str_pos; - } - while(str_pos<str_len); - - pInfos[curr_rec_num].uTreasureLevel=test_string[str_pos+1]-'0'; - item_name=&test_string[str_pos+2]; - if (*item_name) - { - if ( !_stricmp(item_name, "WEAPON")) - pInfos[curr_rec_num].uTreasureType= 20; - else if ( !_stricmp(item_name, "ARMOR")) - pInfos[curr_rec_num].uTreasureType= 21; - else if ( !_stricmp(item_name, "MISC")) - pInfos[curr_rec_num].uTreasureType= 22; - else if ( !_stricmp(item_name, "SWORD")) - pInfos[curr_rec_num].uTreasureType= 23; - else if ( !_stricmp(item_name, "DAGGER")) - pInfos[curr_rec_num].uTreasureType= 24; - else if ( !_stricmp(item_name, "AXE")) - pInfos[curr_rec_num].uTreasureType= 25; - else if ( !_stricmp(item_name, "SPEAR")) - pInfos[curr_rec_num].uTreasureType= 26; - else if ( !_stricmp(item_name, "BOW")) - pInfos[curr_rec_num].uTreasureType= 27; - else if ( !_stricmp(item_name, "MACE")) - pInfos[curr_rec_num].uTreasureType= 28; - else if ( !_stricmp(item_name, "CLUB")) - pInfos[curr_rec_num].uTreasureType= 29; - else if ( !_stricmp(item_name, "STAFF")) - pInfos[curr_rec_num].uTreasureType= 30; - else if ( !_stricmp(item_name, "LEATHER")) - pInfos[curr_rec_num].uTreasureType= 31; - else if ( !_stricmp(item_name, "CHAIN")) - pInfos[curr_rec_num].uTreasureType= 32; - else if ( !_stricmp(item_name, "PLATE")) - pInfos[curr_rec_num].uTreasureType= 33; - else if ( !_stricmp(item_name, "SHIELD")) - pInfos[curr_rec_num].uTreasureType= 34; - else if ( !_stricmp(item_name, "HELM")) - pInfos[curr_rec_num].uTreasureType= 35; - else if ( !_stricmp(item_name, "BELT")) - pInfos[curr_rec_num].uTreasureType= 36; - else if ( !_stricmp(item_name, "CAPE")) - pInfos[curr_rec_num].uTreasureType= 37; - else if ( !_stricmp(item_name, "GAUNTLETS")) - pInfos[curr_rec_num].uTreasureType= 38; - else if ( !_stricmp(item_name, "BOOTS")) - pInfos[curr_rec_num].uTreasureType= 39; - else if ( !_stricmp(item_name, "RING")) - pInfos[curr_rec_num].uTreasureType= 40; - else if ( !_stricmp(item_name, "AMULET")) - pInfos[curr_rec_num].uTreasureType= 41; - else if ( !_stricmp(item_name, "WAND")) - pInfos[curr_rec_num].uTreasureType= 42; - else if ( !_stricmp(item_name, "SCROLL")) - pInfos[curr_rec_num].uTreasureType= 43; - else if ( !_stricmp(item_name, "GEM")) - pInfos[curr_rec_num].uTreasureType= 46; - } - } - - } - break; - case 8: - { - pInfos[curr_rec_num].bQuestMonster=0; - if (atoi(test_string)) - pInfos[curr_rec_num].bQuestMonster=1; - } - break; - case 9: - { - pInfos[curr_rec_num].uFlying=false; - if (_strnicmp(test_string, "n",1)) - pInfos[curr_rec_num].uFlying=true; - } - break; - case 10: - { - switch(tolower(test_string[0])) - { - case 's': pInfos[curr_rec_num].uMovementType=MONSTER_MOVEMENT_TYPE_SHORT;// short - if (tolower(test_string[1])!='h') - pInfos[curr_rec_num].uMovementType=MONSTER_MOVEMENT_TYPE_STAIONARY; //stationary - break; //short - case 'l': pInfos[curr_rec_num].uMovementType = MONSTER_MOVEMENT_TYPE_LONG; break; //long - case 'm': pInfos[curr_rec_num].uMovementType = MONSTER_MOVEMENT_TYPE_MEDIUM; break; //med - case 'g': pInfos[curr_rec_num].uMovementType = MONSTER_MOVEMENT_TYPE_GLOBAL; break; //global? - default: - pInfos[curr_rec_num].uMovementType = MONSTER_MOVEMENT_TYPE_FREE; //free - } - } - break; - case 11: - { - switch(tolower(test_string[0])) - { - case 's': pInfos[curr_rec_num].uAIType=0; break; // suicide - case 'w': pInfos[curr_rec_num].uAIType=1; break; //wimp - case 'n': pInfos[curr_rec_num].uAIType=2; break; //normal - default: - pInfos[curr_rec_num].uAIType=3; //Agress - } - } - break; - case 12: - pInfos[curr_rec_num].uHostilityType=(MonsterInfo::HostilityRadius)atoi(test_string); - break; - case 13: - pInfos[curr_rec_num].uBaseSpeed=atoi(test_string); - break; - case 14: - pInfos[curr_rec_num].uRecoveryTime=atoi(test_string); - break; - case 15: - { - int str_len=0; - int str_pos=0; - pInfos[curr_rec_num].uAttackPreference=0; - pInfos[curr_rec_num].uNumCharactersAttackedPerSpecialAbility=0; - str_len=strlen(test_string); - for (str_pos=0;str_pos<str_len;++str_pos ) - { - switch(tolower(test_string[str_pos])) - { - case '0': pInfos[curr_rec_num].uAttackPreference|=0x0004; break; - case '2': pInfos[curr_rec_num].uNumCharactersAttackedPerSpecialAbility=2; break; - case '3': pInfos[curr_rec_num].uNumCharactersAttackedPerSpecialAbility=3; break; - case '4': pInfos[curr_rec_num].uNumCharactersAttackedPerSpecialAbility=4; break; - case 'c': pInfos[curr_rec_num].uAttackPreference|=0x0010; break; - case 'd': pInfos[curr_rec_num].uAttackPreference|=0x0008; break; - case 'e': pInfos[curr_rec_num].uAttackPreference|=0x1000; break; - case 'f': pInfos[curr_rec_num].uAttackPreference|=0x0400; break; - case 'h': pInfos[curr_rec_num].uAttackPreference|=0x0800; break; - case 'k': pInfos[curr_rec_num].uAttackPreference|=0x0001; break; - case 'm': pInfos[curr_rec_num].uAttackPreference|=0x0100; break; - case 'o': pInfos[curr_rec_num].uAttackPreference|=0x0400; break; - case 'p': pInfos[curr_rec_num].uAttackPreference|=0x0002; break; - case 'r': pInfos[curr_rec_num].uAttackPreference|=0x0040; break; - case 's': pInfos[curr_rec_num].uAttackPreference|=0x0020; break; - case 't': pInfos[curr_rec_num].uAttackPreference|=0x0080; break; - case 'w': pInfos[curr_rec_num].uAttackPreference|=0x2000; break; - case 'x': pInfos[curr_rec_num].uAttackPreference|=0x0200; break; - } - } - } - break; - case 16: - { - int str_len=0; - int str_pos=0; - pInfos[curr_rec_num].uSpecialAttackLevel=1; - pInfos[curr_rec_num].uSpecialAttackType=(SPECIAL_ATTACK_TYPE)0; - str_len=strlen(test_string); - if (str_len>1) - { - for (str_pos=0;str_pos<str_len;++str_pos ) - { - if (tolower(test_string[str_pos])=='x') - { - test_string[str_pos]='\0'; - pInfos[curr_rec_num].uSpecialAttackLevel=atoi(&test_string[str_pos+1]); - test_string[str_pos]='x'; - break; - } - } - pInfos[curr_rec_num].uSpecialAttackType=(SPECIAL_ATTACK_TYPE)ParseSpecialAttack(test_string); - } - } - break; - case 17: - pInfos[curr_rec_num].uAttack1Type=ParseAttackType(test_string); - break; - case 18: - { - ParseDamage(test_string, &pInfos[curr_rec_num].uAttack1DamageDiceRolls, - &pInfos[curr_rec_num].uAttack1DamageDiceSides, - &pInfos[curr_rec_num].uAttack1DamageBonus); - } - break; - case 19: - pInfos[curr_rec_num].uMissleAttack1Type=ParseMissleAttackType(test_string); - break; - case 20: - pInfos[curr_rec_num].uAttack2Chance=atoi(test_string); - break; - case 21: - pInfos[curr_rec_num].uAttack2Type=ParseAttackType(test_string); - break; - case 22: - { - ParseDamage(test_string, &pInfos[curr_rec_num].uAttack2DamageDiceRolls, - &pInfos[curr_rec_num].uAttack2DamageDiceSides, - &pInfos[curr_rec_num].uAttack2DamageBonus); - } - break; - case 23: - pInfos[curr_rec_num].uMissleAttack2Type=ParseMissleAttackType(test_string); - break; - case 24: - pInfos[curr_rec_num].uSpell1UseChance=atoi(test_string); - break; - case 25: - { - int param_num; - char type_flag; - strcpy(parse_str,test_string); - parse_str[0]=' '; - parse_str[strlen(parse_str)-1]=' '; - frame_table_txt_parser(parse_str,&parsed_field); - if (parsed_field.uPropCount>2) - { - param_num=1; - pInfos[curr_rec_num].uSpell1ID=ParseSpellType(&parsed_field,¶m_num); - type_flag=*parsed_field.pProperties[param_num]; - pInfos[curr_rec_num].uSpellSkillAndMastery1=atoi(parsed_field.pProperties[param_num+1])&0x003F; - switch(type_flag) - { - case 'E': pInfos[curr_rec_num].uSpellSkillAndMastery1|=0x0040; break; - case 'M': pInfos[curr_rec_num].uSpellSkillAndMastery1|=0x0080; break; - case 'G': pInfos[curr_rec_num].uSpellSkillAndMastery1|=0x0100; break; - } - } - else - { - pInfos[curr_rec_num].uSpell1ID=0; - pInfos[curr_rec_num].uSpellSkillAndMastery1=0; - } - - } - break; - case 26: - pInfos[curr_rec_num].uSpell2UseChance=atoi(test_string); - break; - case 27: - { - int param_num; - char type_flag; - strcpy(parse_str,test_string); - parse_str[0]=' '; - parse_str[strlen(parse_str)-1]=' '; - frame_table_txt_parser(parse_str,&parsed_field); - if (parsed_field.uPropCount>2) - { - param_num=1; - pInfos[curr_rec_num].uSpell2ID=ParseSpellType(&parsed_field,¶m_num); - type_flag=*parsed_field.pProperties[param_num]; - pInfos[curr_rec_num].uSpellSkillAndMastery2=atoi(parsed_field.pProperties[param_num+1])&0x003F; - switch(type_flag) - { - case 'E': pInfos[curr_rec_num].uSpellSkillAndMastery2|=0x0040; break; - case 'M': pInfos[curr_rec_num].uSpellSkillAndMastery2|=0x0080; break; - case 'G': pInfos[curr_rec_num].uSpellSkillAndMastery2|=0x0100; break; - } - } - else - { - pInfos[curr_rec_num].uSpell2ID=0; - pInfos[curr_rec_num].uSpellSkillAndMastery2=0; - } - } - break; - case 28: - { - if (tolower(test_string[0])=='i') - pInfos[curr_rec_num].uResFire=200; - else - pInfos[curr_rec_num].uResFire=atoi(test_string); - } - break; - case 29: - { - if (tolower(test_string[0])=='i') - pInfos[curr_rec_num].uResAir=200; - else - pInfos[curr_rec_num].uResAir=atoi(test_string); - } - break; - case 30: - { - if (tolower(test_string[0])=='i') - pInfos[curr_rec_num].uResWater=200; - else - pInfos[curr_rec_num].uResWater=atoi(test_string); - } - break; - case 31: - { - if (tolower(test_string[0])=='i') - pInfos[curr_rec_num].uResEarth=200; - else - pInfos[curr_rec_num].uResEarth=atoi(test_string); - } - break; - case 32: - { - if (tolower(test_string[0])=='i') - pInfos[curr_rec_num].uResMind=200; - else - pInfos[curr_rec_num].uResMind=atoi(test_string); - } - break; - case 33: - { - if (tolower(test_string[0])=='i') - pInfos[curr_rec_num].uResSpirit=200; - else - pInfos[curr_rec_num].uResSpirit=atoi(test_string); - } - break; - case 34: - { - if (tolower(test_string[0])=='i') - pInfos[curr_rec_num].uResBody=200; - else - pInfos[curr_rec_num].uResBody=atoi(test_string); - } - break; - case 35: - { - if (tolower(test_string[0])=='i') - pInfos[curr_rec_num].uResLight=200; - else - pInfos[curr_rec_num].uResLight=atoi(test_string); - } - break; - case 36: - { - if (tolower(test_string[0])=='i') - pInfos[curr_rec_num].uResDark=200; - else - pInfos[curr_rec_num].uResDark=atoi(test_string); - } - break; - case 37: - { - if (tolower(test_string[0])=='i') - pInfos[curr_rec_num].uResPhysical=200; - else - pInfos[curr_rec_num].uResPhysical=atoi(test_string); - } - break; - case 38: - { -// int param_num; -// char type_flag; - pInfos[curr_rec_num].uSpecialAbilityType=0; - pInfos[curr_rec_num].uSpecialAbilityDamageDiceBonus=0; - strcpy(parse_str,test_string); - parse_str[0]=' '; - parse_str[strlen(parse_str)-1]=' '; - frame_table_txt_parser(parse_str,&parsed_field); - if ( parsed_field.uPropCount ) - { - // v74 = v94.field_0; - if ( parsed_field.uPropCount < 10 ) - { - if (! _stricmp(parsed_field.pProperties[0], "shot") ) - { - pInfos[curr_rec_num].uSpecialAbilityType=1; - pInfos[curr_rec_num].uSpecialAbilityDamageDiceBonus=atoi((char *)(parsed_field.pProperties[1] + 1)); - } - else if (!_stricmp(parsed_field.pProperties[0], "summon") ) - { - pInfos[curr_rec_num].uSpecialAbilityType=2; - if ( parsed_field.uPropCount > 1 ) - { - pTmpBuf[0] = 0; - strcpy(pTmpBuf.data(), parsed_field.pProperties[2]); - if ( parsed_field.uPropCount > 2 ) - { - int prop_cnt = 3; - if ( parsed_field.uPropCount > 3 ) - { - do - { - strcat(pTmpBuf.data(), " "); - char test_char = parsed_field.pProperties[prop_cnt][0]; - strcat(pTmpBuf.data(), parsed_field.pProperties[prop_cnt]); - if ( prop_cnt == (parsed_field.uPropCount - 1) ) - { - switch (tolower(test_char)) - { - case 'a': pInfos[curr_rec_num].uSpecialAbilityDamageDiceRolls = 1; break; - case 'b': pInfos[curr_rec_num].uSpecialAbilityDamageDiceRolls = 2; break; - case 'c': pInfos[curr_rec_num].uSpecialAbilityDamageDiceRolls = 3; break; - default: - pInfos[curr_rec_num].uSpecialAbilityDamageDiceRolls = 0; - } - - } - ++prop_cnt; - } - while ( prop_cnt < parsed_field.uPropCount ); - } - } - else - { - pInfos[curr_rec_num].uSpecialAbilityDamageDiceRolls = 0; - } - if ( pMonsterList->uNumMonsters ) - { - pInfos[curr_rec_num].field_3C_some_special_attack = pMonsterList->GetMonsterIDByName(pTmpBuf.data()) + 1; - if ( pInfos[curr_rec_num].field_3C_some_special_attack == -1 ) - { - sprintf(Src, "Can't create random monster: '%s' See MapStats!", pTmpBuf.data()); - MessageBoxA(nullptr, Src, "E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Itemdata.cpp:2239", 0); - } - } - pInfos[curr_rec_num].uSpecialAbilityDamageDiceSides = 0; - if ( !_stricmp(parsed_field.pProperties[1], "ground") ) - pInfos[curr_rec_num].uSpecialAbilityDamageDiceSides = 1; - if ( pInfos[curr_rec_num].field_3C_some_special_attack == -1 ) - pInfos[curr_rec_num].uSpecialAbilityType = 0; - } - } - else if (!_stricmp(parsed_field.pProperties[0], "explode") ) - { - pInfos[curr_rec_num].uSpecialAbilityType = 3; - ParseDamage((char*)parsed_field.pProperties[1], &pInfos[curr_rec_num].uSpecialAbilityDamageDiceRolls, - &pInfos[curr_rec_num].uSpecialAbilityDamageDiceSides, - &pInfos[curr_rec_num].uSpecialAbilityDamageDiceBonus); - pInfos[curr_rec_num].field_3C_some_special_attack = ParseAttackType(test_string); - } - } - } - } - break; - } - } - else - { - break_loop = true; - } - ++decode_step; - test_string=tmp_pos+1; - } while ((decode_step<39)&&!break_loop); - } - uNumMonsters = i; -} - - -//----- (0044FA08) -------------------------------------------------------- -signed __int16 MonsterList::GetMonsterIDByName( const char *pMonsterName ) - { - if (!pMonsterName) - return -1; - for (signed __int16 i=1; i<=uNumMonsters; ++i) - { - if( (!_stricmp(pMonsters[i].pMonsterName, pMonsterName))) - return i; - } - Error("Monster not found: %s", pMonsterName); -} -//----- (00438BDF) -------------------------------------------------------- -bool MonsterStats::BelongsToSupertype(unsigned int uMonsterInfoID, enum MONSTER_SUPERTYPE eSupertype) -{ - switch ( eSupertype ) - { - case MONSTER_SUPERTYPE_UNDEAD: - if ( (signed int)uMonsterInfoID >= MONSTER_GHOST_1 && (signed int)uMonsterInfoID <= MONSTER_GHOST_3 //70<=id<=72 - || (signed int)uMonsterInfoID >= MONSTER_LICH_1 && (signed int)uMonsterInfoID <= MONSTER_LICH_3 //91-93 - || (signed int)uMonsterInfoID >= MONSTER_SKELETON_1 && (signed int)uMonsterInfoID <= MONSTER_SKELETON_3 //199-201 - || (signed int)uMonsterInfoID >= MONSTER_VAMPIRE_1 && (signed int)uMonsterInfoID <= MONSTER_VAMPIRE_3 //217-219 - || (signed int)uMonsterInfoID >= MONSTER_WIGHT_1 && (signed int)uMonsterInfoID <= MONSTER_WIGHT_3 //223-225 - || (signed int)uMonsterInfoID >= MONSTER_ZOMBIE_1 && (signed int)uMonsterInfoID <= MONSTER_ZOMBIE_3 //229-231 - || (signed int)uMonsterInfoID >= MONSTER_GHOUL_1 && (signed int)uMonsterInfoID <= MONSTER_GHOUL_3) //256-258 - return true; - return false; - case MONSTER_SUPERTYPE_KREEGAN: - if ( (signed int)uMonsterInfoID >= MONSTER_DEVIL_1 && (signed int)uMonsterInfoID <= MONSTER_DEVIL_3 )//22-24 - return true; - return false; - case MONSTER_SUPERTYPE_ELF: - if ( (signed int)uMonsterInfoID >= MONSTER_PEASANT_ELF_FEMALE_1_1 && (signed int)uMonsterInfoID <= MONSTER_PEASANT_ELF_MALE_3_3//133 - 150 - || (signed int)uMonsterInfoID >= MONSTER_ELF_ARCHER_1 && (signed int)uMonsterInfoID <= MONSTER_ELF_ARCHER_3//49-51 - || (signed int)uMonsterInfoID >= MONSTER_ELF_SPEARMAN_1 && (signed int)uMonsterInfoID <= MONSTER_ELF_SPEARMAN_3)//52-54 - return true; - return false; - case MONSTER_SUPERTYPE_DRAGON: - if ( (signed int)uMonsterInfoID >= MONSTER_DRAGON_1 && (signed int)uMonsterInfoID <= MONSTER_DRAGON_3 )//25-27 - return true; - return false; - case MONSTER_SUPERTYPE_WATER_ELEMENTAL: - if ( (signed int)uMonsterInfoID >= MONSTER_ELEMENTAL_WATER_1 && (signed int)uMonsterInfoID <= MONSTER_ELEMENTAL_WATER_3)//46-48 - return true; - return false; - case MONSTER_SUPERTYPE_TREANT: - if ( (signed int)uMonsterInfoID >= MONSTER_TREANT_1 && (signed int)uMonsterInfoID <= MONSTER_TREANT_3 )//253-255 - return true; - return false; - case MONSTER_SUPERTYPE_TITAN: - if ( (signed int)uMonsterInfoID >= MONSTER_TITAN_1 && (signed int)uMonsterInfoID <= MONSTER_TITAN_3 )//211-213 - return true; - return false; - default: - return false; - } - return false; -} -
--- a/Monsters.h Thu Sep 18 17:38:54 2014 +0600 +++ /dev/null Thu Jan 01 00:00:00 1970 +0000 @@ -1,261 +0,0 @@ -#pragma once - - - -/* 334 */ -enum MONSTER_TYPE -{ - MONSTER_DEVIL_1 = 0x16, - MONSTER_DEVIL_2 = 0x17, - MONSTER_DEVIL_3 = 0x18, - MONSTER_DRAGON_1 = 0x19, - MONSTER_DRAGON_2 = 0x1A, - MONSTER_DRAGON_3 = 0x1B, - MONSTER_ELEMENTAL_WATER_1 = 0x2E, - MONSTER_ELEMENTAL_WATER_3 = 0x30, - MONSTER_ELF_ARCHER_1 = 0x31, - MONSTER_ELF_ARCHER_3 = 0x33, - MONSTER_ELF_SPEARMAN_1 = 0x34, - MONSTER_ELF_SPEARMAN_3 = 0x36, - MONSTER_GHOST_1 = 0x46, - MONSTER_GHOST_3 = 0x48, - MONSTER_HARPY_1 = 0x55, - MONSTER_HARPY_2 = 0x56, - MONSTER_HARPY_3 = 0x57, - MONSTER_LICH_1 = 0x5B, - MONSTER_LICH_3 = 0x5D, - MONSTER_OOZE_1 = 0x70, - MONSTER_OOZE_2 = 0x71, - MONSTER_OOZE_3 = 0x72, - MONSTER_PEASANT_ELF_FEMALE_1_1 = 0x85, - MONSTER_PEASANT_ELF_MALE_3_3 = 0x96, - MONSTER_SKELETON_1 = 0xC7, - MONSTER_SKELETON_3 = 0xC9, - MONSTER_TITAN_1 = 0xD3, - MONSTER_TITAN_3 = 0xD5, - MONSTER_VAMPIRE_1 = 0xD9, - MONSTER_VAMPIRE_3 = 0xDB, - MONSTER_WIGHT_1 = 0xDF, - MONSTER_WIGHT_3 = 0xE1, - MONSTER_ZOMBIE_1 = 0xE5, - MONSTER_ZOMBIE_3 = 0xE7, - MONSTER_PEASANT_GOBLIN_MALE_3_3 = 0xF9, - MONSTER_TROLL_1 = 0xFA, - MONSTER_TROLL_2 = 0xFB, - MONSTER_TROLL_3 = 0xFC, - MONSTER_TREANT_1 = 0xFD, - MONSTER_TREANT_3 = 0xFF, - MONSTER_GHOUL_1 = 0x100, - MONSTER_GHOUL_3 = 0x102, -}; - -/* 335 */ -enum MONSTER_SPECIAL_ABILITY_TYPE -{ - MONSTER_SPECIAL_ABILITY_NONE = 0x0, - MONSTER_SPECIAL_ABILITY_SHOT = 0x1, - MONSTER_SPECIAL_ABILITY_SUMMON = 0x2, - MONSTER_SPECIAL_ABILITY_EXPLODE = 0x3, -}; - -enum MONSTER_MOVEMENT_TYPE - { - MONSTER_MOVEMENT_TYPE_SHORT = 0x0, - MONSTER_MOVEMENT_TYPE_MEDIUM = 0x1, - MONSTER_MOVEMENT_TYPE_LONG = 0x2, - MONSTER_MOVEMENT_TYPE_GLOBAL = 0x3, - MONSTER_MOVEMENT_TYPE_FREE = 0x4, - MONSTER_MOVEMENT_TYPE_STAIONARY = 0x5, - }; - - -/* 336 */ -enum MONSTER_SUPERTYPE -{ - MONSTER_SUPERTYPE_UNDEAD = 0x1, - MONSTER_SUPERTYPE_KREEGAN = 0x2, - MONSTER_SUPERTYPE_DRAGON = 0x3, - MONSTER_SUPERTYPE_ELF = 0x4, - MONSTER_SUPERTYPE_WATER_ELEMENTAL = 0x5, - MONSTER_SUPERTYPE_TREANT = 0x6, - MONSTER_SUPERTYPE_TITAN = 0x7, - MONSTER_SUPERTYPE_8 = 0x8, -}; - -enum SPECIAL_ATTACK_TYPE : unsigned __int8 -{ - SPECIAL_ATTACK_NONE = 0, - SPECIAL_ATTACK_CURSE = 1, - SPECIAL_ATTACK_WEAK = 2, - SPECIAL_ATTACK_SLEEP = 3, - SPECIAL_ATTACK_DRUNK = 4, - SPECIAL_ATTACK_INSANE = 5, - SPECIAL_ATTACK_POISON_WEAK = 6, - SPECIAL_ATTACK_POISON_MEDIUM = 7, - SPECIAL_ATTACK_POISON_SEVERE = 8, - SPECIAL_ATTACK_DISEASE_WEAK = 9, - SPECIAL_ATTACK_DISEASE_MEDIUM = 10, - SPECIAL_ATTACK_DISEASE_SEVERE = 11, - SPECIAL_ATTACK_PARALYZED = 12, - SPECIAL_ATTACK_UNCONSCIOUS = 13, - SPECIAL_ATTACK_DEAD = 14, - SPECIAL_ATTACK_PETRIFIED = 15, - SPECIAL_ATTACK_ERADICATED = 16, - SPECIAL_ATTACK_BREAK_ANY = 17, - SPECIAL_ATTACK_BREAK_ARMOR = 18, - SPECIAL_ATTACK_BREAK_WEAPON = 19, - SPECIAL_ATTACK_STEAL = 20, - SPECIAL_ATTACK_AGING = 21, - SPECIAL_ATTACK_MANA_DRAIN = 22, - SPECIAL_ATTACK_FEAR = 23, -}; - - -/* 187 */ -#pragma pack(push, 1) -struct MonsterInfo -{ - enum HostilityRadius: unsigned __int8 - { - Hostility_Friendly = 0, - Hostility_Close = 1, - Hostility_Short = 2, - Hostility_Medium = 3, - Hostility_Long = 4 - }; - - inline MonsterInfo(): - pName(nullptr), pPictureName(nullptr) - {} - - char *pName; - char *pPictureName; - unsigned __int8 uLevel; - unsigned __int8 uTreasureDropChance; - unsigned __int8 uTreasureDiceRolls; - unsigned __int8 uTreasureDiceSides; - unsigned __int8 uTreasureLevel; - unsigned __int8 uTreasureType; - unsigned __int8 uFlying; - unsigned __int8 uMovementType; - unsigned __int8 uAIType; - HostilityRadius uHostilityType; - char field_12; - SPECIAL_ATTACK_TYPE uSpecialAttackType; - unsigned __int8 uSpecialAttackLevel; - unsigned __int8 uAttack1Type; - unsigned __int8 uAttack1DamageDiceRolls; - unsigned __int8 uAttack1DamageDiceSides; - unsigned __int8 uAttack1DamageBonus; - unsigned __int8 uMissleAttack1Type; - unsigned __int8 uAttack2Chance; - unsigned __int8 uAttack2Type; - unsigned __int8 uAttack2DamageDiceRolls; - unsigned __int8 uAttack2DamageDiceSides; - unsigned __int8 uAttack2DamageBonus; - unsigned __int8 uMissleAttack2Type; - unsigned __int8 uSpell1UseChance; - unsigned __int8 uSpell1ID; - unsigned __int8 uSpell2UseChance; - unsigned __int8 uSpell2ID; - unsigned __int8 uResFire; - unsigned __int8 uResAir; - unsigned __int8 uResWater; - unsigned __int8 uResEarth; - unsigned __int8 uResMind; - unsigned __int8 uResSpirit; - unsigned __int8 uResBody; - unsigned __int8 uResLight; - unsigned __int8 uResDark; - unsigned __int8 uResPhysical; - unsigned __int8 uSpecialAbilityType; // 0 SPECIAL_ABILITY_TYPE_NONE - // 1 SPECIAL_ABILITY_TYPE_SHOT - // 2 SPECIAL_ABILITY_TYPE_SUMMON - // 3 SPECIAL_ABILITY_TYPE_EXPLODE - unsigned __int8 uSpecialAbilityDamageDiceRolls; - unsigned __int8 uSpecialAbilityDamageDiceSides; - unsigned __int8 uSpecialAbilityDamageDiceBonus; - unsigned __int8 uNumCharactersAttackedPerSpecialAbility; - char field_33; - unsigned __int16 uID; - unsigned __int16 bQuestMonster; - unsigned __int16 uSpellSkillAndMastery1; - unsigned __int16 uSpellSkillAndMastery2; - __int16 field_3C_some_special_attack; - __int16 field_3E; - unsigned int uHP; - unsigned int uAC; - unsigned int uExp; - unsigned int uBaseSpeed; - signed int uRecoveryTime; - unsigned int uAttackPreference; -}; -#pragma pack(pop) - - - -/* 189 */ -#pragma pack(push, 1) -struct MonsterStats -{ - void Initialize(); - void InitializePlacements(); - signed int FindMonsterByTextureName(const char *Str2); - - static bool BelongsToSupertype(unsigned int uMonsterInfoID, enum MONSTER_SUPERTYPE eSupertype); - - MonsterInfo pInfos[265]; //0 - 5b18h - char *pPlaceStrings[31]; //5B18h placement counts from 1 - unsigned int uNumMonsters; //5B94h - unsigned int uNumPlacements; //5B98h - int field_5B9C; -}; -#pragma pack(pop) - - - -#pragma pack(push, 1) -struct MonsterDesc_mm6 -{ - unsigned __int16 uMonsterHeight; - unsigned __int16 uMonsterRadius; - unsigned __int16 uMovementSpeed; - __int16 uToHitRadius; - unsigned __int16 pSoundSampleIDs[4]; - char pMonsterName[32]; - char pSpriteNames[10][10]; -}; - -struct MonsterDesc -{ - unsigned __int16 uMonsterHeight; - unsigned __int16 uMonsterRadius; - unsigned __int16 uMovementSpeed; - __int16 uToHitRadius; - signed int sTintColor; - unsigned __int16 pSoundSampleIDs[4]; - char pMonsterName[32]; - char pSpriteNames[10][10]; -}; -#pragma pack(pop) - - -#pragma pack(push, 1) -struct MonsterList -{ - inline MonsterList(): //----- (00458429) - uNumMonsters(0), pMonsters(nullptr) - {} - signed __int16 GetMonsterIDByName(const char *pMonsterName); - void ToFile(); - void FromFile(void *data_mm6, void *data_mm7, void *data_mm8); - bool FromFileTxt(const char *Args); - - signed int uNumMonsters; - struct MonsterDesc *pMonsters; -}; -#pragma pack(pop) - - -extern struct MonsterStats *pMonsterStats; -extern struct MonsterList *pMonsterList; \ No newline at end of file