changeset 1881:fa3d4b400b8d

Actor::AI_RandomMove minor cleanup
author Grumpy7
date Fri, 18 Oct 2013 09:31:35 +0200
parents 52e98d25cd64
children b3191dddab9f
files Actor.cpp
diffstat 1 files changed, 21 insertions(+), 34 deletions(-) [+]
line wrap: on
line diff
--- a/Actor.cpp	Thu Oct 17 10:23:36 2013 +0200
+++ b/Actor.cpp	Fri Oct 18 09:31:35 2013 +0200
@@ -1819,74 +1819,61 @@
 
 //----- (004032B2) --------------------------------------------------------
 void Actor::AI_RandomMove( unsigned int uActor_id, unsigned int uTarget_id, int radius, int uActionLength )
-    {
-  unsigned int v4; // edi@1
+{
   Actor *v5; // esi@1
-  int v6; // ebx@1
-  int v7; // ST08_4@1
-  int v8; // eax@1
+  int x; // ebx@1
+  int absy; // eax@1
   unsigned int v9; // ebx@11
   int v10; // ebx@13
-  signed __int16 v11; // cx@17
-  unsigned int v12; // [sp-8h] [bp-44h]@10
-  AIDirection *v13; // [sp-4h] [bp-40h]@10
-  AIDirection v14; // [sp+Ch] [bp-30h]@7
-  int v15; // [sp+28h] [bp-14h]@11
+  AIDirection notInitializedBecauseShouldBeRandom; // [sp+Ch] [bp-30h]@7
   unsigned int v16; // [sp+2Ch] [bp-10h]@1
   int y; // [sp+30h] [bp-Ch]@1
-  unsigned int uActorID; // [sp+34h] [bp-8h]@1
-  int v19; // [sp+38h] [bp-4h]@1
-
-  //v14 never filled, maybe it is passed to function but optimized away as local variable
-
-  uActorID = uActor_id;
-  v4 = uActor_id;
+  int absx; // [sp+38h] [bp-4h]@1
+  
   v5 = &pActors[uActor_id];
   v16 = uTarget_id;
-  v6 = v5->vInitialPosition.x - v5->vPosition.x;
-  v7 = v5->vInitialPosition.x - v5->vPosition.x;
+  x = v5->vInitialPosition.x - v5->vPosition.x;
   y = v5->vInitialPosition.y - v5->vPosition.y;
-  v19 = abs(v7);
-  v8 = abs(y);
-  if ( v19 <= v8 )
-    v19 = v8 + (v19 >> 1);
+  absx = abs(x);
+  absy = abs(y);
+  if ( absx <= absy )
+    absx = absy + (absx / 2 );
   else
-    v19 += v8 >> 1;
+    absx = absx + absy / 2;
   if ( MonsterStats::BelongsToSupertype(v5->pMonsterInfo.uID, MONSTER_SUPERTYPE_TREANT) )
   {
     if ( !uActionLength )
       uActionLength = 256;
-    Actor::AI_StandOrBored(uActorID, OBJECT_Player, uActionLength, &v14);
+    Actor::AI_StandOrBored(uActor_id, OBJECT_Player, uActionLength, &notInitializedBecauseShouldBeRandom);
     return;
   }
-  if ( pActors[v4].pMonsterInfo.uMovementType == 3 && v19 < 128 )
+  if ( pActors[uActor_id].pMonsterInfo.uMovementType == 3 && absx < 128 )
   {
-    Actor::AI_Stand(uActorID, uTarget_id, 256, &v14);
+    Actor::AI_Stand(uActor_id, uTarget_id, 256, &notInitializedBecauseShouldBeRandom);
     return;
   }
-  v15 = (rand() & 0xF) << 12;
-  v19 += (unsigned __int64)(v15 * (signed __int64)radius) >> 16;
-  v9 = (stru_5C6E00->uIntegerDoublePi - 1) & stru_5C6E00->Atan2(v6, y);
+  absx += ((rand() & 0xF) * radius) / 16;
+  v9 = (stru_5C6E00->uIntegerDoublePi - 1) & stru_5C6E00->Atan2(x, y);
   if ( rand() % 100 < 25 )
   {
-    Actor::StandAwhile(uActorID);
+    Actor::StandAwhile(uActor_id);
     return;
   }
   v10 = v9 + rand() % 256 - 128;
   if ( abs(v10 - v5->uYawAngle) > 256 && !(v5->uAttributes & 0x200000) )
   {
-    Actor::AI_Stand(uActorID, uTarget_id, 256, &v14);
+    Actor::AI_Stand(uActor_id, uTarget_id, 256, &notInitializedBecauseShouldBeRandom);
     return;
   }
   v5->uYawAngle = v10;
   if ( v5->uMovementSpeed)
-    v5->uCurrentActionLength = 32 * v19 / v5->uMovementSpeed;
+    v5->uCurrentActionLength = 32 * absx / v5->uMovementSpeed;
   else
     v5->uCurrentActionLength = 0;
   v5->uCurrentActionTime = 0;
   v5->uAIState = Tethered;
   if ( rand() % 100 < 2 )
-    Actor::PlaySound(uActorID, 3u);
+    Actor::PlaySound(uActor_id, 3u);
   v5->UpdateAnimation();
 }