World of Might and Magic  0.2.0
Open reimplementation of Might and Magic 6 7 8 game engine
Файл Actor.h

См. исходные тексты.

Классы

struct  stru319
 
struct  AIDirection
 
struct  ActorJob
 
struct  Actor
 

Определения типов

using EngineIoc = Engine_::IocContainer
 

Перечисления

enum  ABILITY_INDEX { ABILITY_ATTACK1 = 0, ABILITY_ATTACK2 = 1, ABILITY_SPELL1 = 2, ABILITY_SPELL2 = 3 }
 
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
}
 
enum  ObjectType {
  OBJECT_Any = 0x0, OBJECT_BLVDoor = 0x1, OBJECT_Item = 0x2, OBJECT_Actor = 0x3,
  OBJECT_Player = 0x4, OBJECT_Decoration = 0x5, OBJECT_BModel = 0x6
}
 
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
}
 
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
}
 

Функции

bool CheckActors_proximity ()
 
int IsActorAlive (unsigned int uType, unsigned int uParam, unsigned int uNumAlive)
 
void sub_448518_npc_set_item (int npc, unsigned int item, int a3)
 
void ToggleActorGroupFlag (unsigned int uGroupID, unsigned int uFlag, unsigned int bToggle)
 
bool sub_4070EF_prolly_detect_player (unsigned int uObjID, unsigned int uObj2ID)
 
bool SpawnActor (unsigned int uMonsterID)
 
int sub_44FA4C_spawn_light_elemental (int spell_power, int caster_skill_level, int duration_game_seconds)
 
void SpawnEncounter (struct MapInfo *pMapInfo, struct SpawnPointMM7 *spawn, int a3, int a4, int a5)
 
void area_of_effect__damage_evaluate ()
 
double sub_43AE12 (signed int a1)
 
void ItemDamageFromActor (unsigned int uObjID, unsigned int uActorID, struct Vec3_int_ *pVelocity)
 

Переменные

stru319 stru_50C198
 
std::array< Actor, 500 > pActors
 
size_t uNumActors
 

Типы

◆ EngineIoc

См. определение в файле Actor.h строка 9

Перечисления

◆ ABILITY_INDEX

Элементы перечислений
ABILITY_ATTACK1 
ABILITY_ATTACK2 
ABILITY_SPELL1 
ABILITY_SPELL2 

См. определение в файле Actor.h строка 30

30  {
31  ABILITY_ATTACK1 = 0,
32  ABILITY_ATTACK2 = 1,
33  ABILITY_SPELL1 = 2,
34  ABILITY_SPELL2 = 3,
35 };

◆ ACTOR_BUFF_INDEX

Элементы перечислений
ACTOR_BUFF_CHARM 
ACTOR_BUFF_SUMMONED 
ACTOR_BUFF_SHRINK 
ACTOR_BUFF_AFRAID 
ACTOR_BUFF_STONED 
ACTOR_BUFF_PARALYZED 
ACTOR_BUFF_SLOWED 
ACTOR_BUFF_SOMETHING_THAT_HALVES_AC 
ACTOR_BUFF_BERSERK 
ACTOR_BUFF_MASS_DISTORTION 
ACTOR_BUFF_FATE 
ACTOR_BUFF_ENSLAVED 
ACTOR_BUFF_DAY_OF_PROTECTION 
ACTOR_BUFF_HOUR_OF_POWER 
ACTOR_BUFF_SHIELD 
ACTOR_BUFF_STONESKIN 
ACTOR_BUFF_BLESS 
ACTOR_BUFF_HEROISM 
ACTOR_BUFF_HASTE 
ACTOR_BUFF_PAIN_REFLECTION 
ACTOR_BUFF_PAIN_HAMMERHANDS 

См. определение в файле Actor.h строка 38

◆ ObjectType

enum ObjectType
Элементы перечислений
OBJECT_Any 
OBJECT_BLVDoor 
OBJECT_Item 
OBJECT_Actor 
OBJECT_Player 
OBJECT_Decoration 
OBJECT_BModel 

См. определение в файле Actor.h строка 63

63  {
64  OBJECT_Any = 0x0,
65  OBJECT_BLVDoor = 0x1,
66  OBJECT_Item = 0x2,
67  OBJECT_Actor = 0x3,
68  OBJECT_Player = 0x4,
69  OBJECT_Decoration = 0x5,
70  OBJECT_BModel = 0x6,
71 };

◆ AIState

enum AIState : unsigned __int16
Элементы перечислений
Standing 
Tethered 
AttackingMelee 
AttackingRanged1 
Dying 
Dead 
Pursuing 
Fleeing 
Stunned 
Fidgeting 
Interacting 
Removed 
AttackingRanged2 
AttackingRanged3 
Stoned 
Paralyzed 
Resurrected 
Summoned 
AttackingRanged4 
Disabled 

См. определение в файле Actor.h строка 74

74  : unsigned __int16 {
75  Standing = 0x0,
76  Tethered = 0x1,
77  AttackingMelee = 0x2,
78  AttackingRanged1 = 0x3,
79  Dying = 0x4,
80  Dead = 0x5,
81  Pursuing = 0x6,
82  Fleeing = 0x7,
83  Stunned = 0x8,
84  Fidgeting = 0x9,
85  Interacting = 10,
86  Removed = 11,
87  AttackingRanged2 = 0xC,
88  AttackingRanged3 = 0xD,
89  Stoned = 0xE,
90  Paralyzed = 0xF,
91  Resurrected = 16,
92  Summoned = 17,
93  AttackingRanged4 = 18,
94  Disabled = 19,
95 };

◆ ActorAnimation

enum ActorAnimation : __int32
Элементы перечислений
ANIM_Standing 
ANIM_Walking 
ANIM_AtkMelee 
ANIM_AtkRanged 
ANIM_GotHit 
ANIM_Dying 
ANIM_Dead 
ANIM_Bored 

См. определение в файле Actor.h строка 98

98  : __int32 {
99  ANIM_Standing = 0x0,
100  ANIM_Walking = 0x1,
101  ANIM_AtkMelee = 0x2,
102  ANIM_AtkRanged = 0x3,
103  ANIM_GotHit = 0x4,
104  ANIM_Dying = 0x5,
105  ANIM_Dead = 0x6,
106  ANIM_Bored = 0x7,
107 };

Функции

◆ CheckActors_proximity()

bool CheckActors_proximity ( )

См. определение в файле Actor.cpp строка 4034

4034  {
4035  unsigned int distance; // edi@1
4036  int for_x; // ebx@5
4037  int for_y; // [sp+Ch] [bp-10h]@5
4038  int for_z; // [sp+10h] [bp-Ch]@5
4039 
4040  distance = 5120;
4042 
4043  if ((signed int)uNumActors <= 0) return false;
4044  for (uint i = 0; i < (signed int)uNumActors; ++i) {
4045  for_x = abs(pActors[i].vInitialPosition.x - pParty->vPosition.x);
4046  for_y = abs(pActors[i].vInitialPosition.y - pParty->vPosition.y);
4047  for_z = abs(pActors[i].vInitialPosition.z - pParty->vPosition.z);
4048  if (int_get_vector_length(for_x, for_y, for_z) < distance) {
4049  if (pActors[i].uAIState != Dead) {
4050  if (pActors[i].uAIState != Dying &&
4051  pActors[i].uAIState != Removed &&
4052  pActors[i].uAIState != Disabled &&
4053  pActors[i].uAIState != Summoned &&
4054  (pActors[i].ActorEnemy() ||
4055  pActors[i].GetActorsRelation(0)))
4056  return true;
4057  }
4058  }
4059  }
4060  return false;
4061 }

Перекрестные ссылки Dead, Disabled, Dying, int_get_vector_length(), LEVEL_Indoor, pActors, pParty, Removed, Summoned, uCurrentlyLoadedLevelType, uNumActors и Party::vPosition.

Используется в Application::Game::EventLoop().

+ Граф вызовов:
+ Граф вызова функции:

◆ IsActorAlive()

int IsActorAlive ( unsigned int  uType,
unsigned int  uParam,
unsigned int  uNumAlive 
)

См. определение в файле Actor.cpp строка 3240

3241  {
3242  unsigned int uAliveActors; // eax@6
3243  unsigned int uTotalActors; // [sp+0h] [bp-4h]@1
3244 
3245  uTotalActors = 0;
3246  if (uType) {
3247  if (uType == 1) {
3248  uAliveActors = Actor::SearchActorByGroup(&uTotalActors, uParam);
3249  } else {
3250  if (uType == 2) {
3251  uAliveActors =
3252  Actor::SearchActorByMonsterID(&uTotalActors, uParam);
3253  } else {
3254  if (uType != 3) return 0;
3255  uAliveActors = Actor::SearchActorByID(&uTotalActors, uParam);
3256  }
3257  }
3258  } else {
3259  uAliveActors = Actor::SearchAliveActors(&uTotalActors);
3260  }
3261 
3262  if (uNumAlive)
3263  return uAliveActors >= uNumAlive;
3264  else
3265  return uTotalActors == uAliveActors;
3266 }

Перекрестные ссылки Actor::SearchActorByGroup(), Actor::SearchActorByID(), Actor::SearchActorByMonsterID() и Actor::SearchAliveActors().

Используется в EventProcessor() и NPC_EventProcessor().

+ Граф вызовов:
+ Граф вызова функции:

◆ sub_448518_npc_set_item()

void sub_448518_npc_set_item ( int  npc,
unsigned int  item,
int  a3 
)

См. определение в файле Actor.cpp строка 127

127  {
128  for (uint i = 0; i < uNumActors; i++) {
129  if (pActors[uNumActors].sNPC_ID == npc) Actor::GiveItem(i, item, a3);
130  }
131 }

Перекрестные ссылки Actor::GiveItem(), pActors и uNumActors.

Используется в EventProcessor().

+ Граф вызовов:
+ Граф вызова функции:

◆ ToggleActorGroupFlag()

void ToggleActorGroupFlag ( unsigned int  uGroupID,
unsigned int  uFlag,
unsigned int  bToggle 
)

См. определение в файле Actor.cpp строка 4426

4427  {
4428  if (uGroupID) {
4429  if (bToggle) {
4430  for (uint i = 0; i < (unsigned int)uNumActors; ++i) {
4431  if (pActors[i].uGroup == uGroupID) {
4432  pActors[i].uAttributes |= uFlag;
4433  if (uFlag == 0x10000) {
4434  pActors[i].uAIState = Disabled;
4435  pActors[i].UpdateAnimation();
4436  }
4437  }
4438  }
4439  } else {
4440  for (uint i = 0; i < (unsigned int)uNumActors; ++i) {
4441  if (pActors[i].uGroup == uGroupID) {
4442  if (uFlag == 0x10000) {
4443  if (pActors[i].uAIState != Dead) {
4444  if (pActors[i].uAIState != 4 &&
4445  pActors[i].uAIState != 11)
4446  pActors[i].uAIState = Standing;
4447  }
4448  }
4449  HEXRAYS_LODWORD(pActors[i].uAttributes) &= ~uFlag;
4450  }
4451  }
4452  }
4453  }
4454 }

Перекрестные ссылки Dead, Disabled, pActors, Standing и uNumActors.

Используется в EventProcessor().

+ Граф вызова функции:

◆ sub_4070EF_prolly_detect_player()

bool sub_4070EF_prolly_detect_player ( unsigned int  uObjID,
unsigned int  uObj2ID 
)

См. определение в файле Actor.cpp строка 4688

4689  {
4690  signed int v2; // eax@1
4691  int obj1_sector; // eax@4
4692  float v8; // ST24_4@5
4693  signed int v12; // eax@7
4694  int obj2_z; // edi@11
4695  int obj2_x; // esi@11
4696  int obj2_sector; // eax@13
4697  float v20; // ST24_4@14
4698  int dist_x; // ebx@16
4699  signed int dist_3d; // ecx@16
4700  int v25; // eax@18
4701  BLVFace *v29; // ebx@32
4702  Vec3_short_ *v30; // esi@32
4703  int v31; // eax@32
4704  int v32; // ST50_4@44
4705  int v33; // ST54_4@44
4706  int v34; // eax@44
4707  int v38; // esi@45
4708  __int16 next_sector; // bx@58
4709  int v47; // [sp+18h] [bp-50h]@20
4710  int v48; // [sp+1Ch] [bp-4Ch]@20
4711  int v49; // [sp+20h] [bp-48h]@20
4712  int dist_z; // [sp+24h] [bp-44h]@16
4713  int higher_z; // [sp+24h] [bp-44h]@27
4714  int lower_z; // [sp+28h] [bp-40h]@26
4715  int higher_y; // [sp+2Ch] [bp-3Ch]@23
4716  int lower_y; // [sp+30h] [bp-38h]@22
4717  int higher_x; // [sp+34h] [bp-34h]@21
4718  int lower_x; // [sp+38h] [bp-30h]@20
4719  int sectors_visited; // [sp+3Ch] [bp-2Ch]@28
4720  int v58; // [sp+44h] [bp-24h]@50
4721  int v59; // [sp+48h] [bp-20h]@44
4722  int obj2_y; // [sp+50h] [bp-18h]@11
4723  int obj1_x; // [sp+58h] [bp-10h]@4
4724  int obj1_y; // [sp+5Ch] [bp-Ch]@4
4725  int obj1_z; // [sp+60h] [bp-8h]@4
4726  int current_sector; // [sp+64h] [bp-4h]@7
4727  int dist_y;
4728  int v70;
4729 
4730  v2 = PID_ID(uObjID);
4731  switch (PID_TYPE(uObjID)) {
4732  case OBJECT_Decoration:
4733  obj1_x = pLevelDecorations[v2].vPosition.x;
4734  obj1_y = pLevelDecorations[v2].vPosition.y;
4735  obj1_z = pLevelDecorations[v2].vPosition.z;
4736  obj1_sector = pIndoor->GetSector(obj1_x, obj1_y, obj1_z);
4737  break;
4738  case OBJECT_Actor:
4739  obj1_x = pActors[v2].vPosition.x;
4740  obj1_y = pActors[v2].vPosition.y;
4741  v8 = (float)pActors[v2].uActorHeight * 0.69999999;
4742  // v9 = v8 + 6.7553994e15;
4743  // obj1_z = LODWORD(v9) + pActors[v2].vPosition.z;
4744  obj1_z = (int)v8 + pActors[v2].vPosition.z;
4745  obj1_sector = pActors[v2].uSectorID;
4746  break;
4747  case OBJECT_Item:
4748  obj1_x = pSpriteObjects[v2].vPosition.x;
4749  obj1_y = pSpriteObjects[v2].vPosition.y;
4750  obj1_z = pSpriteObjects[v2].vPosition.z;
4751  obj1_sector = pSpriteObjects[v2].uSectorID;
4752  break;
4753  default:
4754  return 0;
4755  }
4756  v12 = PID_ID(uObj2ID);
4757  switch (PID_TYPE(uObj2ID)) {
4758  case OBJECT_Decoration:
4759  obj2_z = pLevelDecorations[v12].vPosition.z;
4760  obj2_x = pLevelDecorations[v12].vPosition.x;
4761  obj2_y = pLevelDecorations[v12].vPosition.y;
4762  obj2_sector = pIndoor->GetSector(obj2_x, obj2_y, obj2_z);
4763  break;
4764  case OBJECT_Player:
4765  obj2_x = pParty->vPosition.x;
4766  obj2_z = pParty->sEyelevel + pParty->vPosition.z;
4767  obj2_y = pParty->vPosition.y;
4768  obj2_sector =
4771  break;
4772  case OBJECT_Actor:
4773  obj2_y = pActors[v12].vPosition.y;
4774  obj2_x = pActors[v12].vPosition.x;
4775  v20 = (float)pActors[v12].uActorHeight * 0.69999999;
4776  // v21 = v20 + 6.7553994e15;
4777  // obj2_z = LODWORD(v21) + pActors[v12].vPosition.z;
4778  obj2_z = (int)v20 + pActors[v12].vPosition.z;
4779  obj2_sector = pActors[v12].uSectorID;
4780  break;
4781  case OBJECT_Item:
4782  obj2_x = pSpriteObjects[v12].vPosition.x;
4783  obj2_z = pSpriteObjects[v12].vPosition.z;
4784  obj2_y = pSpriteObjects[v12].vPosition.y;
4785  obj2_sector = pSpriteObjects[v12].uSectorID;
4786  break;
4787  default:
4788  return 0;
4789  }
4790  dist_x = obj2_x - obj1_x;
4791  dist_z = obj2_z - obj1_z;
4792  dist_y = obj2_y - obj1_y;
4793  dist_3d = integer_sqrt(dist_x * dist_x + dist_y * dist_y + dist_z * dist_z);
4794  // range check
4795  if (dist_3d > 5120) return 0;
4796  if (uCurrentlyLoadedLevelType == LEVEL_Outdoor) return 1;
4797  v25 = 65536;
4798  if (dist_3d) v25 = 65536 / dist_3d;
4799  v49 = dist_x * v25;
4800  v47 = dist_z * v25;
4801  v48 = dist_y * v25;
4802  if (obj1_x < obj2_x) {
4803  lower_x = obj1_x;
4804  higher_x = obj2_x;
4805  } else {
4806  lower_x = obj2_x;
4807  higher_x = obj1_x;
4808  }
4809  if (obj1_y < obj2_y) {
4810  lower_y = obj1_y;
4811  higher_y = obj2_y;
4812  } else {
4813  lower_y = obj2_y;
4814  higher_y = obj1_y;
4815  }
4816  if (obj1_z < obj2_z) {
4817  lower_z = obj1_z;
4818  higher_z = obj2_z;
4819  } else {
4820  lower_z = obj2_z;
4821  higher_z = obj1_z;
4822  }
4823  sectors_visited = 0;
4824  // monster in same sector with player
4825  if (obj1_sector == obj2_sector) return 1;
4826  // search starts from monster
4827  current_sector = obj1_sector;
4828  for (int current_portal = 0;
4829  current_portal < pIndoor->pSectors[current_sector].uNumPortals;
4830  current_portal++) {
4831  v29 = &pIndoor->pFaces[pIndoor->pSectors[current_sector]
4832  .pPortals[current_portal]];
4833  v30 = &pIndoor->pVertices[*v29->pVertexIDs];
4834  v31 = v29->pFacePlane_old.vNormal.z * (v30->z - obj1_z) +
4835  v29->pFacePlane_old.vNormal.y * (v30->y - obj1_y) +
4836  v29->pFacePlane_old.vNormal.x * (v30->x - obj1_x);
4837 
4838  if (current_sector != v29->uSectorID) v31 = -v31;
4839 
4840  if (v31 >= 0 && v30->x != obj1_x && v30->y != obj1_y &&
4841  v30->z != obj1_z)
4842  continue;
4843 
4844  if (lower_x > v29->pBounding.x2 || higher_x < v29->pBounding.x1 ||
4845  lower_y > v29->pBounding.y2 || higher_y < v29->pBounding.y1 ||
4846  lower_z > v29->pBounding.z2 || higher_z < v29->pBounding.z1) {
4847  continue;
4848  }
4849 
4850  v32 = fixpoint_mul(v29->pFacePlane_old.vNormal.x, v49);
4851  v34 = fixpoint_mul(v29->pFacePlane_old.vNormal.y, v48);
4852  v33 = fixpoint_mul(v29->pFacePlane_old.vNormal.z, v47);
4853 
4854  v59 = v32 + v33 + v34;
4855  if (v59) {
4856  v70 = v29->pFacePlane_old.dist +
4857  obj1_z * v29->pFacePlane_old.vNormal.z +
4858  obj1_x * v29->pFacePlane_old.vNormal.x +
4859  obj1_y * v29->pFacePlane_old.vNormal.y;
4860  v38 = -v70;
4861 
4862  // if ( v59 <= 0 ^ v70 <= 0 )
4863 
4864  /* TEMPORARY
4865  if ( v59 <= 0 && v70 <= 0 )
4866  {
4867  continue;
4868  }
4869  if ( !(v59 <= 0 && v70 <= 0) )
4870  {
4871  continue;
4872  }
4873  */
4874 
4875  if (abs(v38) >> 14 > abs(v59)) continue;
4876 
4877  v58 = fixpoint_div(v38, v59);
4878 
4879  if (v58 < 0) continue;
4880 
4881  if (!sub_4075DB(obj1_x + ((fixpoint_mul(v49, v58) + 32768) >> 16),
4882  obj1_y + ((fixpoint_mul(v48, v58) + 32768) >> 16),
4883  obj1_z + ((fixpoint_mul(v47, v58) + 32768) >> 16),
4884  v29)) {
4885  continue;
4886  }
4887 
4888  // if there is no next sector turn back
4889  if (v29->uSectorID == current_sector)
4890  next_sector = v29->uBackSectorID;
4891  else
4892  next_sector = v29->uSectorID;
4893 
4894  // no more portals, quit
4895  if (next_sector == current_sector) break;
4896 
4897  ++sectors_visited;
4898  current_sector = next_sector;
4899 
4900  // found player, quit
4901  if (next_sector == obj2_sector) return 1;
4902 
4903  current_sector = next_sector;
4904 
4905  // did we hit limit for portals?
4906  // does the next room have portals?
4907  if (sectors_visited < 30 &&
4908  pIndoor->pSectors[current_sector].uNumPortals > 0) {
4909  current_portal = -1;
4910  continue;
4911  } else {
4912  break;
4913  }
4914  }
4915  }
4916  // did we stop in the sector where player is?
4917  if (current_sector != obj2_sector) return 0;
4918  return 1;
4919 }

Перекрестные ссылки Plane_int_::dist, fixpoint_div(), fixpoint_mul(), IndoorLocation::GetSector(), integer_sqrt(), LEVEL_Outdoor, OBJECT_Actor, OBJECT_Decoration, OBJECT_Item, OBJECT_Player, pActors, BLVFace::pBounding, BLVFace::pFacePlane_old, IndoorLocation::pFaces, pIndoor, pLevelDecorations, pParty, BLVSector::pPortals, IndoorLocation::pSectors, pSpriteObjects, BLVFace::pVertexIDs, IndoorLocation::pVertices, Party::sEyelevel, sub_4075DB(), BLVFace::uBackSectorID, uCurrentlyLoadedLevelType, BLVSector::uNumPortals, BLVFace::uSectorID, Plane_int_::vNormal, Party::vPosition, BBox_short_::x2, BBox_short_::y2 и BBox_short_::z2.

Используется в Actor::_SelectTarget() и Actor::MakeActorAIList_BLV().

+ Граф вызовов:
+ Граф вызова функции:

◆ SpawnActor()

bool SpawnActor ( unsigned int  uMonsterID)

См. определение в файле Actor.cpp строка 4922

4922  {
4923  unsigned int v1; // ebx@1
4924  bool result; // eax@2
4925  unsigned int v6; // ecx@5
4926  Actor actor; // [sp+4h] [bp-350h]@5
4927  Vec3_int_ pOut; // [sp+348h] [bp-Ch]@5
4928 
4929  v1 = uMonsterID;
4930  if (uNumActors == 499) {
4931  result = 0;
4932  } else {
4933  if ((signed int)uMonsterID >= (signed int)pMonsterList->uNumMonsters)
4934  v1 = 0;
4935  memset(&actor, 0, sizeof(Actor));
4936  strcpy(actor.pActorName, pMonsterStats->pInfos[v1 + 1].pName);
4937  actor.sCurrentHP = (short)pMonsterStats->pInfos[v1 + 1].uHP;
4938  memcpy(&actor.pMonsterInfo, &pMonsterStats->pInfos[v1 + 1],
4939  sizeof(MonsterInfo));
4940  actor.word_000086_some_monster_id = v1 + 1;
4944 
4945  Vec3_int_::Rotate(200, pParty->sRotationY, 0, pParty->vPosition,
4946  &pOut.x, &pOut.z, &pOut.y);
4947  actor.vInitialPosition.x = pOut.x;
4948  actor.vPosition.x = pOut.x;
4949  actor.uTetherDistance = 256;
4950  actor.vInitialPosition.y = (short)pOut.z;
4951  actor.vPosition.y = (short)pOut.z;
4952  actor.vInitialPosition.z = (short)pOut.y;
4953  actor.vPosition.z = (short)pOut.y;
4956  v6 = uNumActors - 1;
4957  if (dword_5C6DF8 == 1) {
4958  dword_5C6DF8 = 0;
4959  v6 = uNumActors++;
4960  }
4961  memcpy(&pActors[v6], &actor, sizeof(Actor));
4962  pActors[v6].PrepareSprites(1);
4963  result = 1;
4964  }
4965  return result;
4966 }

Перекрестные ссылки LODFile_Sprites::DeleteSomeSprites(), dword_5C6DF8, Actor::pActorName, pActors, MonsterStats::pInfos, Actor::pMonsterInfo, pMonsterList, MonsterList::pMonsters, pMonsterStats, MonsterInfo::pName, pPaletteManager, pParty, pSprites_LOD, PaletteManager::ResetNonTestLocked(), Actor::sCurrentHP, Party::sRotationY, Actor::uActorHeight, Actor::uActorRadius, MonsterInfo::uHP, MonsterDesc::uMonsterHeight, MonsterDesc::uMonsterRadius, MonsterDesc::uMovementSpeed, Actor::uMovementSpeed, uNumActors, MonsterList::uNumMonsters, Actor::uTetherDistance, Actor::vInitialPosition, Party::vPosition, Actor::vPosition и Actor::word_000086_some_monster_id.

Используется в GUIWindow_Inventory::Update().

+ Граф вызовов:
+ Граф вызова функции:

◆ sub_44FA4C_spawn_light_elemental()

int sub_44FA4C_spawn_light_elemental ( int  spell_power,
int  caster_skill_level,
int  duration_game_seconds 
)

См. определение в файле Actor.cpp строка 4969

4970  {
4971  int result; // eax@13
4972  int v10; // ebx@16
4973  const char *cMonsterName; // [sp-4h] [bp-24h]@2
4974  unsigned int uFaceID; // [sp+8h] [bp-18h]@16
4975  int v19; // [sp+Ch] [bp-14h]@16
4976  // size_t uActorIndex; // [sp+10h] [bp-10h]@6
4977  int v21; // [sp+14h] [bp-Ch]@14
4978  unsigned int uMonsterID; // [sp+1Ch] [bp-4h]@6
4979 
4980  if (caster_skill_level == 4)
4981  cMonsterName = "Elemental Light C";
4982  else if (caster_skill_level == 3)
4983  cMonsterName = "Elemental Light B";
4984  else
4985  cMonsterName = "Elemental Light A";
4986 
4987  uMonsterID = pMonsterList->GetMonsterIDByName(cMonsterName);
4988 
4989  // find first free index
4990  uint uActorIndex = 0;
4991  for (uActorIndex; uActorIndex < uNumActors; uActorIndex++) {
4992  if (pActors[uActorIndex].uAIState == Removed) break;
4993  }
4994 
4995  result = uNumActors + 1;
4996 
4997 
4998  // use free slot or first new slot
4999  if (uActorIndex != uNumActors || result < 500) {
5000  v21 = 0;
5003  pParty->vPosition.z);
5004  v19 = (((uCurrentlyLoadedLevelType != LEVEL_Outdoor) - 1) & 0x40) + 64;
5005  pActors[uActorIndex].Reset();
5006  strcpy(pActors[uActorIndex].pActorName, pMonsterStats->pInfos[uMonsterID + 1].pName);
5007  pActors[uActorIndex].sCurrentHP = pMonsterStats->pInfos[uMonsterID + 1].uHP;
5008  memcpy(&pActors[uActorIndex].pMonsterInfo, &pMonsterStats->pInfos[uMonsterID + 1],
5009  sizeof(MonsterInfo));
5010  pActors[uActorIndex].word_000086_some_monster_id = uMonsterID + 1;
5011  pActors[uActorIndex].uActorRadius = pMonsterList->pMonsters[uMonsterID].uMonsterRadius;
5012  pActors[uActorIndex].uActorHeight = pMonsterList->pMonsters[uMonsterID].uMonsterHeight;
5013  pActors[uActorIndex].pMonsterInfo.uTreasureDiceRolls = 0;
5014  pActors[uActorIndex].pMonsterInfo.uTreasureType = 0;
5015  pActors[uActorIndex].pMonsterInfo.uExp = 0;
5016  pActors[uActorIndex].uMovementSpeed =
5017  pMonsterList->pMonsters[uMonsterID].uMovementSpeed;
5018  v10 = rand() % 2048;
5019  pActors[uActorIndex].vInitialPosition.x =
5020  pParty->vPosition.x + fixpoint_mul(stru_5C6E00->Cos(v10), v19);
5021  pActors[uActorIndex].vPosition.x = pActors[uActorIndex].vInitialPosition.x;
5022  pActors[uActorIndex].vInitialPosition.y =
5023  pParty->vPosition.y + fixpoint_mul(stru_5C6E00->Sin(v10), v19);
5024  pActors[uActorIndex].vPosition.y = pActors[uActorIndex].vInitialPosition.y;
5025  pActors[uActorIndex].vInitialPosition.z = pParty->vPosition.z;
5026  pActors[uActorIndex].vPosition.z = pActors[uActorIndex].vInitialPosition.z;
5027  pActors[uActorIndex].uTetherDistance = 256;
5028  pActors[uActorIndex].uSectorID = v21;
5029  pActors[uActorIndex].PrepareSprites(0);
5030  pActors[uActorIndex].pMonsterInfo.uHostilityType =
5032  pActors[uActorIndex].uAlly = 9999;
5033  pActors[uActorIndex].uGroup = 0;
5034  pActors[uActorIndex].uCurrentActionTime = 0;
5035  pActors[uActorIndex].uAIState = Summoned;
5036  pActors[uActorIndex].uCurrentActionLength = 256;
5037  pActors[uActorIndex].UpdateAnimation();
5038 
5039  result = pIndoor->GetSector(pActors[uActorIndex].vPosition.x,
5040  pActors[uActorIndex].vPosition.y,
5041  pActors[uActorIndex].vPosition.z);
5043  result == v21 &&
5045  pActors[uActorIndex].vPosition.x, pActors[uActorIndex].vPosition.y,
5046  pActors[uActorIndex].vPosition.z, result, &uFaceID),
5047  result != -30000) &&
5048  (result = abs(result - pParty->vPosition.z), result <= 1024)) {
5049  if (uActorIndex == uNumActors) ++uNumActors;
5050  pActors[uActorIndex].uSummonerID = PID(OBJECT_Player, spell_power);
5051 
5052  GameTime spell_length = GameTime::FromSeconds(duration_game_seconds);
5053 
5054  result = pActors[uActorIndex].pActorBuffs[ACTOR_BUFF_SUMMONED].Apply(
5055  (pParty->GetPlayingTime() + spell_length),
5056  caster_skill_level, spell_power, 0, 0);
5057  }
5058  }
5059  return result;
5060 }

Перекрестные ссылки ACTOR_BUFF_SUMMONED, BLV_GetFloorLevel(), stru193_math::Cos(), fixpoint_mul(), GameTime::FromSeconds(), MonsterList::GetMonsterIDByName(), Party::GetPlayingTime(), IndoorLocation::GetSector(), MonsterInfo::Hostility_Friendly, LEVEL_Indoor, LEVEL_Outdoor, OBJECT_Player, pActors, pIndoor, MonsterStats::pInfos, pMonsterList, MonsterList::pMonsters, pMonsterStats, MonsterInfo::pName, pParty, Removed, stru193_math::Sin(), stru_5C6E00, Summoned, uCurrentlyLoadedLevelType, MonsterInfo::uHP, MonsterDesc::uMonsterHeight, MonsterDesc::uMonsterRadius, MonsterDesc::uMovementSpeed, uNumActors и Party::vPosition.

Используется в CastSpellInfoHelpers::_427E01_cast_spell().

+ Граф вызовов:
+ Граф вызова функции:

◆ SpawnEncounter()

void SpawnEncounter ( struct MapInfo pMapInfo,
struct SpawnPointMM7 spawn,
int  a3,
int  a4,
int  a5 
)

См. определение в файле Actor.cpp строка 5063

5063  {
5064  // a3 for abc modify
5065  // a4 count
5066 
5067  int v7; // eax@2
5068  char v8; // zf@5
5069  int v12; // edx@9
5070  // int v18; // esi@31
5071  Actor *pMonster; // esi@35
5072  int v23; // edx@36
5073  int v24; // edi@36
5074  int v25; // ecx@36
5075  MonsterDesc *v27; // edi@48
5076  signed int v28; // eax@48
5077  int v32; // eax@50
5078  int v37; // eax@51
5079  int v38; // eax@52
5080  int v39; // edi@52
5081  String v40; // [sp-18h] [bp-100h]@60
5082  const char *v44; // [sp-8h] [bp-F0h]@13
5083  char *pTexture; // [sp-4h] [bp-ECh]@9
5084  // char Str[32]; // [sp+Ch] [bp-DCh]@60
5085  char Str2[120]; // [sp+2Ch] [bp-BCh]@29
5086  unsigned int uFaceID; // [sp+A4h] [bp-44h]@52
5087  MonsterInfo *Src; // [sp+A8h] [bp-40h]@50
5088  int v50; // [sp+ACh] [bp-3Ch]@47
5089  char Source[32]; // [sp+B0h] [bp-38h]@20
5090  int v52; // [sp+D0h] [bp-18h]@34
5091  int v53; // [sp+D4h] [bp-14h]@34
5092  int pSector; // [sp+D8h] [bp-10h]@32
5093  int pPosX; // [sp+DCh] [bp-Ch]@32
5094  int NumToSpawn; // [sp+E0h] [bp-8h]@8
5095  int v57; // [sp+E4h] [bp-4h]@1
5096 
5097  // auto a2 = spawn;
5098  v57 = 0;
5099  // v5 = pMapInfo;
5100  // v6 = spawn;
5102  v7 = pOutdoor->ddm.field_C_alert;
5104  v7 = pIndoor->dlv.field_C_alert;
5105  else
5106  v7 = 0;
5107 
5108  if (v7)
5109  v8 = (spawn->uAttributes & 1) == 0;
5110  else
5111  v8 = (spawn->uAttributes & 1) == 1;
5112  if (v8) return;
5113 
5114  // result = (void *)(spawn->uIndex - 1);
5115  NumToSpawn = 1;
5116  switch (spawn->uIndex - 1) {
5117  case 0:
5118  // v9 = pMapInfo->uEncounterMonster1AtLeast;
5119  // v10 = rand();
5120  // v11 = pMapInfo->uEncounterMonster1AtMost;
5121  // pTexture = pMapInfo->pEncounterMonster1Texture;
5122  v12 = rand() % (pMapInfo->uEncounterMonster1AtMost -
5123  pMapInfo->uEncounterMonster1AtLeast + 1);
5124  // v13 = pMapInfo->Dif_M1;
5125  v57 = pMapInfo->Dif_M1;
5126  NumToSpawn = pMapInfo->uEncounterMonster1AtLeast + v12;
5127  strcpy(Source, pMapInfo->pEncounterMonster1Texture.c_str());
5128  break;
5129  case 3:
5130  // pTexture = pMapInfo->pEncounterMonster1Texture;
5131  // v44 = "%s A";
5132  sprintf(Source, "%s A", pMapInfo->pEncounterMonster1Texture.c_str());
5133  break;
5134  case 4:
5135  // pTexture = pMapInfo->pEncounterMonster2Texture;
5136  // v44 = "%s A";
5137  sprintf(Source, "%s A", pMapInfo->pEncounterMonster2Texture.c_str());
5138  break;
5139  case 5:
5140  // pTexture = pMapInfo->pEncounterMonster3Texture;
5141  // v44 = "%s A";
5142  sprintf(Source, "%s A", pMapInfo->pEncounterMonster3Texture.c_str());
5143  break;
5144  case 1:
5145  // v9 = pMapInfo->uEncounterMonster2AtLeast;
5146  // v14 = rand();
5147  // v15 = pMapInfo->uEncounterMonster2AtMost;
5148  // pTexture = pMapInfo->pEncounterMonster2Texture;
5149  v12 = rand() % (pMapInfo->uEncounterMonster2AtMost -
5150  pMapInfo->uEncounterMonster2AtLeast + 1);
5151  // v13 = pMapInfo->Dif_M2;
5152  v57 = pMapInfo->Dif_M2;
5153  NumToSpawn = pMapInfo->uEncounterMonster2AtLeast + v12;
5154  strcpy(Source, pMapInfo->pEncounterMonster2Texture.c_str());
5155  break;
5156  case 6:
5157  // pTexture = pMapInfo->pEncounterMonster1Texture;
5158  // v44 = "%s B";
5159  sprintf(Source, "%s B", pMapInfo->pEncounterMonster1Texture.c_str());
5160  break;
5161  case 7:
5162  // pTexture = pMapInfo->pEncounterMonster2Texture;
5163  // v44 = "%s B";
5164  sprintf(Source, "%s B", pMapInfo->pEncounterMonster2Texture.c_str());
5165  break;
5166  case 8:
5167  // pTexture = pMapInfo->pEncounterMonster3Texture;
5168  // v44 = "%s B";
5169  sprintf(Source, "%s B", pMapInfo->pEncounterMonster3Texture.c_str());
5170  break;
5171  case 2:
5172  // v9 = pMapInfo->uEncounterMonster3AtLeast;
5173  // v16 = rand();
5174  // v17 = pMapInfo->uEncounterMonster3AtMost;
5175  // pTexture = pMapInfo->pEncounterMonster3Texture;
5176  v12 = rand() % (pMapInfo->uEncounterMonster3AtMost -
5177  pMapInfo->uEncounterMonster3AtLeast + 1);
5178  // v13 = pMapInfo->Dif_M3;
5179  v57 = pMapInfo->Dif_M3;
5180  NumToSpawn = pMapInfo->uEncounterMonster3AtLeast + v12;
5181  strcpy(Source, pMapInfo->pEncounterMonster3Texture.c_str());
5182  break;
5183  case 9:
5184  // pTexture = pMapInfo->pEncounterMonster1Texture;
5185  // v44 = "%s C";
5186  sprintf(Source, "%s C", pMapInfo->pEncounterMonster1Texture.c_str());
5187  break;
5188  case 10:
5189  // pTexture = pMapInfo->pEncounterMonster2Texture;
5190  // v44 = "%s C";
5191  sprintf(Source, "%s C", pMapInfo->pEncounterMonster2Texture.c_str());
5192  break;
5193  case 11:
5194  // pTexture = pMapInfo->pEncounterMonster3Texture;
5195  // v44 = "%s C";
5196  sprintf(Source, "%s C", pMapInfo->pEncounterMonster3Texture.c_str());
5197  break;
5198  default:
5199  return;
5200  }
5201 
5202  if (Source[0] == '0') return;
5203 
5204  v57 += a3;
5205  if (v57 > 4) v57 = 4;
5206  strcpy(Str2, Source);
5207  if (a4) NumToSpawn = a4;
5208  // v18 = NumToSpawn;
5209  if (NumToSpawn <= 0) return;
5210  if ((signed int)(NumToSpawn + uNumActors) >= 500) return;
5211 
5212  pSector = 0;
5213  pPosX = spawn->vPosition.x;
5214  a4 = spawn->vPosition.y;
5215  a3 = spawn->vPosition.z;
5217  pSector = pIndoor->GetSector(spawn->vPosition.x, spawn->vPosition.y,
5218  spawn->vPosition.z);
5219  v53 = 0;
5220  v52 = (((uCurrentlyLoadedLevelType != LEVEL_Outdoor) - 1) & 0x40) + 64;
5221 
5222  // spawning loop
5223  for (int i = v53; i < NumToSpawn; ++i) {
5224  pMonster = &pActors[uNumActors];
5225  pActors[uNumActors].Reset();
5226 
5227  // random monster levels ABC
5228  if (v57) {
5229  v23 = rand() % 100;
5230  v24 = 3; // 2 , 10 , 20
5231  v25 = (uint16_t)word_4E8152[3 * v57];
5232  if (v23 >= v25) {
5233  if (v23 < v25 + (uint16_t)word_4E8152[3 * v57 + 1]) {
5234  v24 = 2; // 8 , 20 , 30
5235  }
5236  } else {
5237  v24 = 1; // 90 , 70 , 50
5238  }
5239 
5240  if (v24 == 1) {
5241  pTexture = Source;
5242  v44 = "%s A";
5243  } else if (v24 == 2) {
5244  pTexture = Source;
5245  v44 = "%s B";
5246  } else {
5247  if (v24 != 3) continue;
5248  pTexture = Source;
5249  v44 = "%s C";
5250  }
5251 
5252  sprintf(Str2, v44, pTexture);
5253  }
5254 
5255  v50 = pMonsterList->GetMonsterIDByName(Str2);
5256  pTexture = Str2;
5257  if ((signed __int16)v50 == -1) {
5258  logger->Warning(
5259  L"Can't create random monster: '%S'! See MapStats.txt and "
5260  L"Monsters.txt!",
5261  pTexture);
5263  }
5264 
5265  v27 = &pMonsterList->pMonsters[(signed __int16)v50];
5266  v28 = pMonsterStats->FindMonsterByTextureName(pTexture);
5267  if (!v28) v28 = 1;
5268  Src = &pMonsterStats->pInfos[v28];
5269  strcpy(pMonster->pActorName, Src->pName);
5270  pMonster->sCurrentHP = Src->uHP;
5271  assert(sizeof(MonsterInfo) == 88);
5272  memcpy(&pMonster->pMonsterInfo, Src,
5273  sizeof(MonsterInfo)); // Uninitialized portail memory access
5274  pMonster->word_000086_some_monster_id = v50 + 1;
5275  pMonster->uActorRadius = v27->uMonsterRadius;
5276  pMonster->uActorHeight = v27->uMonsterHeight;
5277  pMonster->uMovementSpeed = v27->uMovementSpeed;
5278  pMonster->vInitialPosition.x = spawn->vPosition.x;
5279  pMonster->vPosition.x = spawn->vPosition.x;
5280  pMonster->uTetherDistance = 256;
5281  pMonster->vInitialPosition.y = a4;
5282  pMonster->vPosition.y = a4;
5283  pMonster->vInitialPosition.z = a3;
5284  pMonster->vPosition.z = a3;
5285  pMonster->uSectorID = pSector;
5286  pMonster->uGroup = spawn->uGroup;
5287  pMonster->PrepareSprites(0);
5289  v32 = rand();
5290  a3 = fixpoint_mul(stru_5C6E00->Cos(v32 % 2048), v52);
5291  pPosX = a3 + spawn->vPosition.x;
5292  a3 = fixpoint_mul(stru_5C6E00->Sin(v32 % 2048), v52);
5293  a4 = a3 + spawn->vPosition.y;
5294  a3 = spawn->vPosition.z;
5296  if (a5) pMonster->uAttributes |= ACTOR_AGGRESSOR;
5297  ++uNumActors;
5298  continue;
5299  }
5300  v37 = pIndoor->GetSector(pPosX, a4, spawn->vPosition.z);
5301  if (v37 == pSector) {
5302  v38 = BLV_GetFloorLevel(pPosX, a4, a3, v37, &uFaceID);
5303  v39 = v38;
5304  if (v38 != -30000) {
5305  if (abs(v38 - a3) <= 1024) {
5306  a3 = v39;
5307  if (a5) pMonster->uAttributes |= ACTOR_AGGRESSOR;
5308  ++uNumActors;
5309  continue;
5310  }
5311  }
5312  }
5313  // v53 = (char *)v53 + 1;
5314  // result = v53;
5315  }
5316  // while ( (signed int)v53 < NumToSpawn );
5317 }

Перекрестные ссылки BLV_GetFloorLevel(), stru193_math::Cos(), OutdoorLocation::ddm, MapInfo::Dif_M1, MapInfo::Dif_M2, MapInfo::Dif_M3, IndoorLocation::dlv, Engine_DeinitializeAndTerminate(), DDM_DLV_Header::field_C_alert, MonsterStats::FindMonsterByTextureName(), fixpoint_mul(), MonsterList::GetMonsterIDByName(), IndoorLocation::GetSector(), MonsterInfo::Hostility_Friendly, LEVEL_Indoor, LEVEL_Outdoor, logger, Actor::pActorName, pActors, MapInfo::pEncounterMonster1Texture, MapInfo::pEncounterMonster2Texture, MapInfo::pEncounterMonster3Texture, pIndoor, MonsterStats::pInfos, Actor::pMonsterInfo, pMonsterList, MonsterList::pMonsters, pMonsterStats, MonsterInfo::pName, pOutdoor, Actor::PrepareSprites(), Actor::sCurrentHP, stru193_math::Sin(), stru_5C6E00, Actor::uActorHeight, Actor::uActorRadius, Actor::uAttributes, SpawnPointMM7::uAttributes, uCurrentlyLoadedLevelType, MapInfo::uEncounterMonster1AtLeast, MapInfo::uEncounterMonster1AtMost, MapInfo::uEncounterMonster2AtLeast, MapInfo::uEncounterMonster2AtMost, MapInfo::uEncounterMonster3AtLeast, MapInfo::uEncounterMonster3AtMost, Actor::uGroup, SpawnPointMM7::uGroup, MonsterInfo::uHostilityType, MonsterInfo::uHP, SpawnPointMM7::uIndex, MonsterDesc::uMonsterHeight, MonsterDesc::uMonsterRadius, MonsterDesc::uMovementSpeed, Actor::uMovementSpeed, uNumActors, Actor::uSectorID, Actor::uTetherDistance, Actor::vInitialPosition, Actor::vPosition, SpawnPointMM7::vPosition, Log::Warning(), Actor::word_000086_some_monster_id и word_4E8152.

Используется в _45063B_spawn_some_monster(), ODM_LoadAndInitialize(), PrepareToLoadBLV() и sub_448CF4_spawn_monsters().

+ Граф вызовов:
+ Граф вызова функции:

◆ area_of_effect__damage_evaluate()

void area_of_effect__damage_evaluate ( )

См. определение в файле Actor.cpp строка 5320

5320  { // not damaging party correctly
5321  int attacker_PID_type; // ecx@3
5322  signed int attacker_PID_id; // eax@3
5323  unsigned int target_id; // edi@6
5324  int target_type; // eax@6
5325  int v10; // edi@8
5326  Vec3_int_ attacker_coord; // ST04_12@9
5327  // int v12; // ST0C_4@10
5328  int v15; // edx@15
5329  int v19; // edi@15
5330  int v23; // edx@18
5331  int v24; // eax@18
5332  // int v30; // eax@29
5333  int v31; // edx@29
5334  int v32; // eax@29
5335  int v33; // ST24_4@29
5336  SpriteObject *sprite_obj_ptr = nullptr; // [sp+0h] [bp-28h]@0
5337  int attack_index; // [sp+10h] [bp-18h]@1
5338  int v44; // [sp+14h] [bp-14h]@15
5339  // Vec3_int_ *pVelocity; // [sp+1Ch] [bp-Ch]@2
5340  signed int a1; // [sp+20h] [bp-8h]@8
5341  int v48; // [sp+24h] [bp-4h]@8
5342 
5343  for (attack_index = 0; attack_index < AttackerInfo.count; ++attack_index) {
5344  attacker_PID_type = PID_TYPE(AttackerInfo.pIDs[attack_index]);
5345  // pid types - enum ObjectType
5346  attacker_PID_id = PID_ID(AttackerInfo.pIDs[attack_index]);
5347 
5348  // attacker is an item (sprite)
5349  if (attacker_PID_type == OBJECT_Item) {
5350  sprite_obj_ptr = &pSpriteObjects[attacker_PID_id];
5351  attacker_PID_type = PID_TYPE(pSpriteObjects[attacker_PID_id].spell_caster_pid);
5352  attacker_PID_id = PID_ID(pSpriteObjects[attacker_PID_id].spell_caster_pid);
5353  }
5354 
5355  if (AttackerInfo.field_3EC[attack_index] & 1) {
5356  target_id = PID_ID(ai_near_actors_targets_pid[attacker_PID_id]);
5357  target_type = PID_TYPE(ai_near_actors_targets_pid[attacker_PID_id]) - 3;
5358  if (target_type) {
5359  if (target_type == 1) { // party damage from monsters(повреждения
5360  // группе от монстров)
5361  v10 = pParty->vPosition.y - AttackerInfo.pYs[attack_index];
5362  a1 = pParty->vPosition.x - AttackerInfo.pXs[attack_index];
5363  v48 = pParty->vPosition.y - AttackerInfo.pYs[attack_index];
5364  if (a1 * a1 + v10 * v10 +
5365  ((signed int)(pParty->vPosition.z +
5366  pParty->uPartyHeight) >>
5367  (1 - AttackerInfo.pZs[attack_index])) *
5368  ((signed int)(pParty->vPosition.z +
5369  pParty->uPartyHeight) >>
5370  (1 - AttackerInfo.pZs[attack_index])) <
5371  (unsigned int)((AttackerInfo.field_324[attack_index] +
5372  32) *
5373  (AttackerInfo.field_324[attack_index] +
5374  32))) {
5375  attacker_coord.x = AttackerInfo.pXs[attack_index];
5376  attacker_coord.y = AttackerInfo.pYs[attack_index];
5377  attacker_coord.z = AttackerInfo.pZs[attack_index];
5380  attacker_coord))
5382  AttackerInfo.pIDs[attack_index],
5383  AttackerInfo.field_450[attack_index],
5384  &AttackerInfo.vec_4B4[attack_index],
5386  &pActors[attacker_PID_id]));
5387  }
5388  }
5389  } else { // Actor damage from monsters(повреждение местного жителя)
5390  if (pActors[target_id]
5391  .pActorBuffs[ACTOR_BUFF_PARALYZED]
5392  .Active() ||
5393  pActors[target_id].CanAct()) {
5394  v15 = pActors[target_id].vPosition.y -
5395  AttackerInfo.pYs[attack_index];
5396  a1 = pActors[target_id].vPosition.x -
5397  AttackerInfo.pXs[attack_index];
5398  v44 = pActors[target_id].vPosition.z;
5399  v19 = AttackerInfo.field_324[attack_index] +
5400  pActors[target_id].uActorRadius;
5401  v48 = v15;
5402  if (a1 * a1 + v15 * v15 +
5403  (pActors[target_id].vPosition.z +
5404  (pActors[target_id].uActorHeight >> 1) -
5405  AttackerInfo.pZs[attack_index]) *
5406  (pActors[target_id].vPosition.z +
5407  (pActors[target_id].uActorHeight >> 1) -
5408  AttackerInfo.pZs[attack_index]) <
5409  (unsigned int)(v19 * v19)) {
5410  attacker_coord.x = AttackerInfo.pXs[attack_index];
5411  attacker_coord.y = AttackerInfo.pYs[attack_index];
5412  attacker_coord.z = AttackerInfo.pZs[attack_index];
5413  if (sub_407A1C(pActors[target_id].vPosition.x,
5414  pActors[target_id].vPosition.y,
5415  pActors[target_id].vPosition.z + 50,
5416  attacker_coord)) {
5417  Vec3_int_::Normalize(&a1, &v48, &v44);
5418  AttackerInfo.vec_4B4[attack_index].x = a1;
5419  AttackerInfo.vec_4B4[attack_index].y = v48;
5420  AttackerInfo.vec_4B4[attack_index].z = v44;
5422  AttackerInfo.pIDs[attack_index], target_id,
5423  &AttackerInfo.vec_4B4[attack_index],
5424  AttackerInfo.field_450[attack_index]);
5425  }
5426  }
5427  }
5428  }
5429  } else { // damage from spells(повреждения от заклов(метеоритный дождь))
5430  v23 = pParty->vPosition.y - AttackerInfo.pYs[attack_index];
5431  v24 = ((signed int)pParty->uPartyHeight / 2) -
5432  AttackerInfo.pZs[attack_index];
5433  a1 = pParty->vPosition.x - AttackerInfo.pXs[attack_index];
5434  v48 = pParty->vPosition.y - AttackerInfo.pYs[attack_index];
5435  if (a1 * a1 + v23 * v23 +
5436  (pParty->vPosition.z + v24) * (pParty->vPosition.z + v24) <
5437  (unsigned int)((AttackerInfo.field_324[attack_index] + 32) *
5438  (AttackerInfo.field_324[attack_index] +
5439  32))) { // party damage (повреждения группе)
5440  attacker_coord.x = AttackerInfo.pXs[attack_index];
5441  attacker_coord.y = AttackerInfo.pYs[attack_index];
5442  attacker_coord.z = AttackerInfo.pZs[attack_index];
5445  attacker_coord)) {
5446  for (uint i = 0; i < 4; ++i) {
5447  if (!pParty->pPlayers[i]
5448  .conditions_times[Condition_Dead] &&
5449  !pParty->pPlayers[i]
5450  .conditions_times[Condition_Pertified] &&
5451  !pParty->pPlayers[i]
5452  .conditions_times[Condition_Eradicated]) {
5454  AttackerInfo.pIDs[attack_index],
5455  AttackerInfo.field_450[attack_index],
5456  &AttackerInfo.vec_4B4[attack_index], i);
5457  }
5458  }
5459  }
5460  }
5461 
5462  if (uNumActors >
5463  0) { // actors damage(повреждения другим участникам)
5464  for (int actorID = 0;
5465  (signed int)actorID < (signed int)uNumActors; ++actorID) {
5466  if (pActors[actorID].CanAct()) {
5467  // v30 = pActors[actorID].vPosition.y -
5468  // AttackerInfo.pYs[attack_index];
5469  a1 = pActors[actorID].vPosition.x -
5470  AttackerInfo.pXs[attack_index];
5471  v31 = pActors[actorID].vPosition.z;
5472  v48 = pActors[actorID].vPosition.y -
5473  AttackerInfo.pYs[attack_index];
5474  v44 = pActors[actorID].vPosition.z;
5475  v32 = (pActors[actorID].uActorHeight / 2) -
5476  AttackerInfo.pZs[attack_index];
5477  v33 = pActors[actorID].uActorRadius +
5478  AttackerInfo.field_324[attack_index];
5479  if (a1 * a1 + v48 * v48 + (v31 + v32) * (v31 + v32) <
5480  (unsigned int)(v33 * v33)) {
5481  attacker_coord.x = AttackerInfo.pXs[attack_index];
5482  attacker_coord.y = AttackerInfo.pYs[attack_index];
5483  attacker_coord.z = AttackerInfo.pZs[attack_index];
5484  if (sub_407A1C(pActors[actorID].vPosition.x,
5485  pActors[actorID].vPosition.y,
5486  pActors[actorID].vPosition.z + 50,
5487  attacker_coord)) { // что делает ф-ция?
5488  Vec3_int_::Normalize(&a1, &v48, &v44);
5489  AttackerInfo.vec_4B4[attack_index].x = a1;
5490  AttackerInfo.vec_4B4[attack_index].y = v48;
5491  AttackerInfo.vec_4B4[attack_index].z = v44;
5492  switch (attacker_PID_type) {
5493  case OBJECT_Player:
5495  AttackerInfo.pIDs[attack_index],
5496  actorID,
5497  &AttackerInfo.vec_4B4[attack_index]);
5498  break;
5499  case OBJECT_Actor:
5500  if (sprite_obj_ptr &&
5501  pActors[attacker_PID_id].GetActorsRelation(
5502  &pActors[actorID]))
5504  AttackerInfo.pIDs[attack_index],
5505  actorID,
5506  &AttackerInfo
5507  .vec_4B4[attack_index],
5508  sprite_obj_ptr->field_61);
5509  break;
5510  case OBJECT_Item:
5512  AttackerInfo.pIDs[attack_index],
5513  actorID,
5514  &AttackerInfo.vec_4B4[attack_index]);
5515  break;
5516  }
5517  }
5518  }
5519  }
5520  }
5521  }
5522  }
5523  }
5524  AttackerInfo.count = 0;
5525 }

Перекрестные ссылки ACTOR_BUFF_PARALYZED, Actor::ActorDamageFromMonster(), ai_near_actors_targets_pid, AttackerInfo, Condition_Dead, Condition_Eradicated, Condition_Pertified, stru298::count, Actor::DamageMonsterFromParty(), DamagePlayerFromMonster(), stru298::field_324, stru298::field_3EC, stru298::field_450, SpriteObject::field_61, ItemDamageFromActor(), OBJECT_Actor, OBJECT_Item, OBJECT_Player, pActors, stru298::pIDs, pParty, Party::pPlayers, pSpriteObjects, stru298::pXs, stru298::pYs, stru298::pZs, Party::sEyelevel, stru_50C198, sub_407A1C(), uNumActors, Party::uPartyHeight, stru298::vec_4B4, Party::vPosition и stru319::which_player_to_attack().

Используется в UpdateUserInput_and_MapSpecificStuff().

+ Граф вызовов:
+ Граф вызова функции:

◆ sub_43AE12()

double sub_43AE12 ( signed int  a1)

См. определение в файле Actor.cpp строка 5528

5528  {
5529  // signed int v1; // ST00_4@1
5530  signed int v2; // ecx@1
5531  double v3; // st7@1
5532  double result; // st7@6
5533 
5534  v3 = (double)a1;
5535  for (v2 = 0; v2 < 5; ++v2) {
5536  if (v3 < flt_4E4A80[v2 + 5]) break;
5537  }
5538  if (v2 <= 0 || v2 >= 5) {
5539  if (v2)
5540  result = flt_4E4A80[4];
5541  else
5542  result = flt_4E4A80[0];
5543  } else {
5544  result = (flt_4E4A80[v2] - flt_4E4A80[v2 - 1]) *
5545  (v3 - flt_4E4A80[v2 + 4]) /
5546  (flt_4E4A80[v2 + 5] - flt_4E4A80[v2 + 4]) +
5547  flt_4E4A80[v2];
5548  }
5549  return result;
5550 }

Перекрестные ссылки flt_4E4A80.

Используется в Actor::AddBloodsplatOnDamageOverlay().

+ Граф вызова функции:

◆ ItemDamageFromActor()

void ItemDamageFromActor ( unsigned int  uObjID,
unsigned int  uActorID,
struct Vec3_int_ *  pVelocity 
)

См. определение в файле Actor.cpp строка 5553

5554  {
5555  int v6; // eax@4
5556  int damage; // edi@4
5557  int a2a; // [sp+Ch] [bp-4h]@8
5558 
5559  if (!pActors[uActorID].IsNotAlive()) {
5560  if (PID_TYPE(uObjID) == OBJECT_Item) {
5561  if (pSpriteObjects[PID_ID(uObjID)].spell_id) {
5563  pSpriteObjects[PID_ID(uObjID)].spell_id,
5564  pSpriteObjects[PID_ID(uObjID)].spell_level,
5565  pSpriteObjects[PID_ID(uObjID)].spell_skill,
5566  pActors[uActorID].sCurrentHP);
5567  damage = pActors[uActorID].CalcMagicalDamageToActor(
5568  (DAMAGE_TYPE)0, v6);
5569  pActors[uActorID].sCurrentHP -= damage;
5570  if (damage) {
5571  if (pActors[uActorID].sCurrentHP > 0)
5572  Actor::AI_Stun(uActorID, uObjID, 0);
5573  else
5574  Actor::Die(uActorID);
5575  a2a = 20 * damage /
5576  (signed int)pActors[uActorID].pMonsterInfo.uHP;
5577  if (20 * damage /
5578  (signed int)pActors[uActorID].pMonsterInfo.uHP >
5579  10)
5580  a2a = 10;
5582  pActors[uActorID].pMonsterInfo.uID,
5584  pVelocity->x = fixpoint_mul(a2a, pVelocity->x);
5585  pVelocity->y = fixpoint_mul(a2a, pVelocity->y);
5586  pVelocity->z = fixpoint_mul(a2a, pVelocity->z);
5587  pActors[uActorID].vVelocity.x =
5588  50 * (short)pVelocity->x;
5589  pActors[uActorID].vVelocity.y =
5590  50 * (short)pVelocity->y;
5591  pActors[uActorID].vVelocity.z =
5592  50 * (short)pVelocity->z;
5593  }
5594  Actor::AddBloodsplatOnDamageOverlay(uActorID, 1, damage);
5595  } else {
5596  Actor::AI_Stun(uActorID, uObjID, 0);
5597  }
5598  }
5599  }
5600  }
5601 }

Перекрестные ссылки _43AFE3_calc_spell_damage(), Actor::AddBloodsplatOnDamageOverlay(), Actor::AI_Stun(), MonsterStats::BelongsToSupertype(), Actor::Die(), fixpoint_mul(), MONSTER_SUPERTYPE_TREANT, OBJECT_Item, pActors и pSpriteObjects.

Используется в area_of_effect__damage_evaluate() и sub_43A97E().

+ Граф вызовов:
+ Граф вызова функции:

Переменные

◆ stru_50C198

◆ pActors

std::array<Actor, 500> pActors

См. определение в файле Actor.cpp строка 38

Используется в stru262_TurnBased::_406457(), CastSpellInfoHelpers::_427E01_cast_spell(), Player::_42ECB5_PlayerAttacksActor(), _45063B_spawn_some_monster(), Engine::_461103_load_level_sub(), Party::_46A89E_immolation_effect(), SpriteObject::_46BEF1_apply_spells_aoe(), _46BFFA_update_spell_fx(), Actor::_46DF1A_collide_against_actor(), _493938_regenerate(), Actor::_SelectTarget(), stru262_TurnBased::ActorAIChooseNewTargets(), stru262_TurnBased::ActorAIDoAdditionalMove(), Actor::ActorDamageFromMonster(), ActorInteraction(), stru262_TurnBased::ActorMove(), Actor::AggroSurroundingPeasants(), stru262_TurnBased::AI_Action_(), Actor::AI_Bored(), Actor::AI_FaceObject(), Actor::AI_Flee(), Actor::AI_MeleeAttack(), Actor::AI_MissileAttack1(), Actor::AI_MissileAttack2(), Actor::AI_Pursue1(), Actor::AI_Pursue2(), Actor::AI_Pursue3(), Actor::AI_RandomMove(), Actor::AI_RangedAttack(), Actor::AI_SpellAttack(), Actor::AI_SpellAttack1(), Actor::AI_SpellAttack2(), Actor::AI_Stand(), Actor::AI_Stun(), stru262_TurnBased::AIAttacks(), stru262_TurnBased::AITurnBasedAction(), Actor::ApplyFineForKillingPeasant(), area_of_effect__damage_evaluate(), Arena_SelectionFightLevel(), Actor::Arena_summon_actor(), check_event_triggers(), CheckActors_proximity(), Actor::DamageMonsterFromParty(), DamagePlayerFromMonster(), Actor::Die(), DoInteractionWithTopmostZObject(), DoPrepareWorld(), stru262_TurnBased::End(), Application::Game::EventLoop(), EventProcessor(), Actor::Explode(), Game_StartDialogue(), GameUI_DrawMinimap(), GameUI_WritePointedObjectStatusString(), Render::GetActorsInViewport(), Actor::GetDirectionInfo(), Actor::GiveItem(), OutdoorLocation::InitalizeActors(), Actor::InitializeActors(), Vis::is_part_of_selection(), ItemDamageFromActor(), OutdoorLocation::Load(), IndoorLocation::Load(), Actor::MakeActorAIList_BLV(), Actor::MakeActorAIList_ODM(), MonsterPopup_Draw(), stru262_TurnBased::NextTurn(), Engine::OnGameViewportClick(), AudioPlayer::PlaySound(), Actor::PlaySound(), IndoorLocation::PrepareActorRenderList_BLV(), OutdoorLocation::PrepareActorsDrawList(), PrepareToLoadBLV(), Actor::Resurrect(), SaveGame(), Actor::SearchActorByGroup(), Actor::SearchActorByID(), Actor::SearchActorByMonsterID(), Actor::SearchAliveActors(), stru262_TurnBased::SetAIRecoveryTimes(), stru262_TurnBased::SortTurnQueue(), SpawnActor(), SpawnEncounter(), Actor::StandAwhile(), stru262_TurnBased::Start(), Player::StealFromActor(), stru262_TurnBased::StepTurnQueue(), sub_4070EF_prolly_detect_player(), sub_448518_npc_set_item(), sub_448CF4_spawn_monsters(), sub_44FA4C_spawn_light_elemental(), Actor::SummonMinion(), ToggleActorGroupFlag(), Actor::ToggleFlag(), GUIWindow_Dialogue::Update(), Actor::UpdateActorAI(), UpdateActors_BLV(), UpdateActors_ODM(), SpriteObject::UpdateObject_fn0_BLV(), SpriteObject::UpdateObject_fn0_ODM(), UpdateObjects() и Party::Yell().

◆ uNumActors

size_t uNumActors
stru298::field_450
char field_450[100]
Definition: stru298.h:19
uint16_t
unsigned __int16 uint16_t
Definition: SDL_config.h:37
SpriteObject
Definition: SpriteObject.h:189
Actor::vPosition
struct Vec3_short_ vPosition
Definition: Actor.h:298
uNumActors
size_t uNumActors
Definition: Actor.cpp:39
Party::vPosition
Vec3_int_ vPosition
Definition: Party.h:250
sub_407A1C
bool sub_407A1C(int x, int y, int z, Vec3_int_ v)
Definition: Indoor.cpp:3199
AttackingRanged2
@ AttackingRanged2
Definition: Actor.h:87
Actor::AI_Stun
static void AI_Stun(unsigned int uActorID, signed int edx0, int arg0)
Definition: Actor.cpp:1815
int_get_vector_length
uint32_t int_get_vector_length(int32_t x, int32_t y, int32_t z)
Definition: VectorTypes.cpp:8
AttackingMelee
@ AttackingMelee
Definition: Actor.h:77
pLevelDecorations
std::array< LevelDecoration, 3000 > pLevelDecorations
Definition: Decoration.cpp:8
Actor::uActorHeight
uint16_t uActorHeight
Definition: Actor.h:296
stru298::vec_4B4
Vec3_int_ vec_4B4[100]
Definition: stru298.h:20
Dying
@ Dying
Definition: Actor.h:79
ANIM_GotHit
@ ANIM_GotHit
Definition: Actor.h:103
ACTOR_BUFF_PAIN_REFLECTION
@ ACTOR_BUFF_PAIN_REFLECTION
Definition: Actor.h:58
Party::GetPlayingTime
GameTime & GetPlayingTime()
Definition: Party.h:230
BLVFace::pFacePlane_old
struct Plane_int_ pFacePlane_old
Definition: Indoor.h:471
MapInfo::pEncounterMonster1Texture
String pEncounterMonster1Texture
Definition: MapInfo.h:40
MonsterInfo::uHostilityType
HostilityRadius uHostilityType
Definition: Monsters.h:131
IndoorLocation::pSectors
struct BLVSector * pSectors
Definition: Indoor.h:634
ABILITY_ATTACK1
@ ABILITY_ATTACK1
Definition: Actor.h:31
pSpriteObjects
std::array< SpriteObject, MAX_SPRITE_OBJECTS > pSpriteObjects
Definition: SpriteObject.cpp:34
pSprites_LOD
LODFile_Sprites * pSprites_LOD
Definition: LOD.cpp:20
BLVFace::pVertexIDs
uint16_t * pVertexIDs
Definition: Indoor.h:476
OBJECT_Item
@ OBJECT_Item
Definition: Actor.h:66
pMonsterStats
struct MonsterStats * pMonsterStats
Definition: Monsters.cpp:8
Actor::SearchActorByGroup
static unsigned int SearchActorByGroup(unsigned int *pTotalActors, unsigned int uGroup)
Definition: Actor.cpp:3283
dword_5C6DF8
int dword_5C6DF8
Definition: mm7_data.cpp:651
ACTOR_BUFF_DAY_OF_PROTECTION
@ ACTOR_BUFF_DAY_OF_PROTECTION
Definition: Actor.h:51
fixpoint_div
__int64 fixpoint_div(int a1, int a2)
Definition: OurMath.cpp:147
ANIM_Standing
@ ANIM_Standing
Definition: Actor.h:99
MapInfo::uEncounterMonster2AtMost
uint8_t uEncounterMonster2AtMost
Definition: MapInfo.h:62
stru298::field_324
int16_t field_324[100]
Definition: stru298.h:17
Actor
Definition: Actor.h:151
Party::sEyelevel
int sEyelevel
Definition: Party.h:239
MonsterInfo::Hostility_Friendly
@ Hostility_Friendly
Definition: Monsters.h:111
Paralyzed
@ Paralyzed
Definition: Actor.h:90
ItemDamageFromActor
void ItemDamageFromActor(unsigned int uObjID, unsigned int uActorID, Vec3_int_ *pVelocity)
Definition: Actor.cpp:5553
MapInfo::uEncounterMonster3AtMost
uint8_t uEncounterMonster3AtMost
Definition: MapInfo.h:65
ACTOR_BUFF_HEROISM
@ ACTOR_BUFF_HEROISM
Definition: Actor.h:56
ANIM_Dying
@ ANIM_Dying
Definition: Actor.h:104
stru298::count
int count
Definition: stru298.h:12
Standing
@ Standing
Definition: Actor.h:75
AttackingRanged4
@ AttackingRanged4
Definition: Actor.h:93
Party::pPlayers
std::array< Player, 4 > pPlayers
Definition: Party.h:310
ai_near_actors_targets_pid
std::array< int, 500 > ai_near_actors_targets_pid
Definition: mm7_data.cpp:502
ACTOR_BUFF_SLOWED
@ ACTOR_BUFF_SLOWED
Definition: Actor.h:45
OBJECT_Decoration
@ OBJECT_Decoration
Definition: Actor.h:69
Actor::Die
static void Die(unsigned int uActorID)
Definition: Actor.cpp:1906
AttackingRanged1
@ AttackingRanged1
Definition: Actor.h:78
Actor::uGroup
unsigned int uGroup
Definition: Actor.h:317
MapInfo::uEncounterMonster1AtMost
uint8_t uEncounterMonster1AtMost
Definition: MapInfo.h:59
BBox_short_::z2
int16_t z2
Definition: VectorTypes.h:119
pIndoor
IndoorLocation * pIndoor
Definition: Indoor.cpp:49
ACTOR_BUFF_AFRAID
@ ACTOR_BUFF_AFRAID
Definition: Actor.h:42
Plane_int_::vNormal
Vec3_int_ vNormal
Definition: VectorTypes.h:107
ACTOR_BUFF_FATE
@ ACTOR_BUFF_FATE
Definition: Actor.h:49
Dead
@ Dead
Definition: Actor.h:80
Resurrected
@ Resurrected
Definition: Actor.h:91
ACTOR_BUFF_SHRINK
@ ACTOR_BUFF_SHRINK
Definition: Actor.h:41
Tethered
@ Tethered
Definition: Actor.h:76
result
GLuint64EXT * result
Definition: SDL_opengl_glext.h:9435
OBJECT_Actor
@ OBJECT_Actor
Definition: Actor.h:67
Stoned
@ Stoned
Definition: Actor.h:89
Party::uPartyHeight
unsigned int uPartyHeight
Definition: Party.h:237
SpawnPointMM7::uAttributes
uint16_t uAttributes
Definition: Indoor.h:318
SpriteObject::field_61
char field_61
Definition: SpriteObject.h:235
stru298::field_3EC
char field_3EC[100]
Definition: stru298.h:18
stru319::which_player_to_attack
int which_player_to_attack(struct Actor *pActor)
Definition: Actor.cpp:3754
DAMAGE_TYPE
DAMAGE_TYPE
Definition: Items.h:10
DDM_DLV_Header::field_C_alert
int field_C_alert
Definition: Indoor.h:97
MapInfo::Dif_M3
char Dif_M3
Definition: MapInfo.h:63
pParty
Party * pParty
Definition: Party.cpp:30
Fidgeting
@ Fidgeting
Definition: Actor.h:84
ACTOR_BUFF_CHARM
@ ACTOR_BUFF_CHARM
Definition: Actor.h:39
ACTOR_BUFF_PARALYZED
@ ACTOR_BUFF_PARALYZED
Definition: Actor.h:44
ACTOR_BUFF_MASS_DISTORTION
@ ACTOR_BUFF_MASS_DISTORTION
Definition: Actor.h:48
OBJECT_BModel
@ OBJECT_BModel
Definition: Actor.h:70
BLVSector::pPortals
uint16_t * pPortals
Definition: Indoor.h:538
flt_4E4A80
std::array< float, 10 > flt_4E4A80
Definition: mm7_data.cpp:251
ABILITY_SPELL2
@ ABILITY_SPELL2
Definition: Actor.h:34
MapInfo::uEncounterMonster3AtLeast
uint8_t uEncounterMonster3AtLeast
Definition: MapInfo.h:64
Disabled
@ Disabled
Definition: Actor.h:94
MapInfo::Dif_M1
char Dif_M1
Definition: MapInfo.h:57
stru298::pYs
int16_t pYs[100]
Definition: stru298.h:15
Condition_Dead
@ Condition_Dead
Definition: Conditions.h:22
Actor::uAttributes
unsigned int uAttributes
Definition: Actor.h:289
ACTOR_BUFF_SOMETHING_THAT_HALVES_AC
@ ACTOR_BUFF_SOMETHING_THAT_HALVES_AC
Definition: Actor.h:46
BBox_short_::y2
int16_t y2
Definition: VectorTypes.h:117
BLVFace::uSectorID
uint16_t uSectorID
Definition: Indoor.h:484
BLVFace
Definition: Indoor.h:424
ABILITY_SPELL1
@ ABILITY_SPELL1
Definition: Actor.h:33
MonsterList::GetMonsterIDByName
int16_t GetMonsterIDByName(const char *pMonsterName)
Definition: Monsters.cpp:1192
stru298::pIDs
int16_t pIDs[100]
Definition: stru298.h:13
v1
GLfloat GLfloat v1
Definition: SDL_opengl_glext.h:694
Actor::uTetherDistance
uint16_t uTetherDistance
Definition: Actor.h:306
IndoorLocation::dlv
struct DDM_DLV_Header dlv
Definition: Indoor.h:648
Log::Warning
void Warning(const wchar_t *pFormat,...)
Definition: Log.cpp:28
ACTOR_BUFF_HASTE
@ ACTOR_BUFF_HASTE
Definition: Actor.h:57
fixpoint_mul
__int64 fixpoint_mul(int a1, int a2)
Definition: OurMath.cpp:138
pActors
std::array< Actor, 500 > pActors
Definition: Actor.cpp:38
Actor::uActorRadius
uint16_t uActorRadius
Definition: Actor.h:295
MapInfo::uEncounterMonster1AtLeast
uint8_t uEncounterMonster1AtLeast
Definition: MapInfo.h:58
Actor::SearchAliveActors
static unsigned int SearchAliveActors(unsigned int *pTotalActors)
Definition: Actor.cpp:3318
ANIM_Dead
@ ANIM_Dead
Definition: Actor.h:105
MonsterStats::pInfos
MonsterInfo pInfos[265]
Definition: Monsters.h:194
stru_50C198
stru319 stru_50C198
Definition: Actor.cpp:41
MonsterDesc::uMonsterRadius
uint16_t uMonsterRadius
Definition: Monsters.h:215
BLVSector::uNumPortals
int16_t uNumPortals
Definition: Indoor.h:536
LEVEL_Outdoor
@ LEVEL_Outdoor
Definition: Indoor.h:287
ABILITY_ATTACK2
@ ABILITY_ATTACK2
Definition: Actor.h:32
MapInfo::uEncounterMonster2AtLeast
uint8_t uEncounterMonster2AtLeast
Definition: MapInfo.h:61
ANIM_AtkMelee
@ ANIM_AtkMelee
Definition: Actor.h:101
Actor::AddBloodsplatOnDamageOverlay
static void AddBloodsplatOnDamageOverlay(unsigned int uActorID, int a2, int a3)
Definition: Actor.cpp:1257
Actor::uSectorID
int16_t uSectorID
Definition: Actor.h:302
Removed
@ Removed
Definition: Actor.h:86
Interacting
@ Interacting
Definition: Actor.h:85
pPaletteManager
PaletteManager * pPaletteManager
Definition: PaletteManager.cpp:7
Actor::SearchActorByMonsterID
static unsigned int SearchActorByMonsterID(unsigned int *pTotalActors, int uMonsterID)
Definition: Actor.cpp:3300
BLVFace::uBackSectorID
int16_t uBackSectorID
Definition: Indoor.h:485
BLVFace::pBounding
struct BBox_short_ pBounding
Definition: Indoor.h:486
Engine_DeinitializeAndTerminate
void Engine_DeinitializeAndTerminate(int exitCode)
Definition: Engine.cpp:157
OutdoorLocation::ddm
struct DDM_DLV_Header ddm
Definition: Outdoor.h:131
Actor::ActorDamageFromMonster
static void ActorDamageFromMonster(int attacker_id, unsigned int actor_id, struct Vec3_int_ *pVelocity, int a4)
Definition: Actor.cpp:2507
LEVEL_Indoor
@ LEVEL_Indoor
Definition: Indoor.h:286
Plane_int_::dist
int dist
Definition: VectorTypes.h:108
word_4E8152
std::array< int16_t, 11 > word_4E8152
Definition: mm7_data.cpp:303
MonsterDesc
Definition: Monsters.h:213
distance
GLsizei GLsizei GLfloat distance
Definition: SDL_opengl_glext.h:9203
OBJECT_Player
@ OBJECT_Player
Definition: Actor.h:68
Summoned
@ Summoned
Definition: Actor.h:92
ACTOR_BUFF_HOUR_OF_POWER
@ ACTOR_BUFF_HOUR_OF_POWER
Definition: Actor.h:52
MapInfo::Dif_M2
char Dif_M2
Definition: MapInfo.h:60
MonsterStats::BelongsToSupertype
static bool BelongsToSupertype(unsigned int uMonsterInfoID, enum MONSTER_SUPERTYPE eSupertype)
Definition: Monsters.cpp:1200
MapInfo::pEncounterMonster3Texture
String pEncounterMonster3Texture
Definition: MapInfo.h:42
MonsterList::pMonsters
struct MonsterDesc * pMonsters
Definition: Monsters.h:237
PaletteManager::ResetNonTestLocked
int ResetNonTestLocked()
Definition: PaletteManager.cpp:619
Actor::vInitialPosition
struct Vec3_short_ vInitialPosition
Definition: Actor.h:304
MonsterStats::FindMonsterByTextureName
signed int FindMonsterByTextureName(const char *Str2)
Definition: Monsters.cpp:440
ACTOR_BUFF_SHIELD
@ ACTOR_BUFF_SHIELD
Definition: Actor.h:53
MONSTER_SUPERTYPE_TREANT
@ MONSTER_SUPERTYPE_TREANT
Definition: Monsters.h:75
Actor::sCurrentHP
int16_t sCurrentHP
Definition: Actor.h:290
MonsterInfo::uHP
unsigned int uHP
Definition: Monsters.h:175
DamagePlayerFromMonster
void DamagePlayerFromMonster(unsigned int uObjID, int dmgSource, Vec3_int_ *pPos, signed int a4)
Definition: Player.cpp:6928
ACTOR_BUFF_STONED
@ ACTOR_BUFF_STONED
Definition: Actor.h:43
pMonsterList
struct MonsterList * pMonsterList
Definition: Monsters.cpp:9
ANIM_Bored
@ ANIM_Bored
Definition: Actor.h:106
v2
GLfloat GLfloat GLfloat v2
Definition: SDL_opengl_glext.h:695
ANIM_Walking
@ ANIM_Walking
Definition: Actor.h:100
integer_sqrt
int integer_sqrt(int val)
Definition: OurMath.cpp:164
uint
unsigned int uint
Definition: MM7.h:4
sub_4075DB
bool sub_4075DB(int x, int y, int z, BLVFace *face)
Definition: Indoor.cpp:5424
v3
GLfloat GLfloat GLfloat GLfloat v3
Definition: SDL_opengl_glext.h:696
Fleeing
@ Fleeing
Definition: Actor.h:82
AttackerInfo
stru298 AttackerInfo
Definition: mm7_data.cpp:24
OBJECT_Any
@ OBJECT_Any
Definition: Actor.h:64
OBJECT_BLVDoor
@ OBJECT_BLVDoor
Definition: Actor.h:65
SpawnPointMM7::vPosition
Vec3_int_ vPosition
Definition: Indoor.h:314
stru193_math::Cos
int Cos(int angle)
Definition: OurMath.cpp:28
MonsterDesc::uMovementSpeed
uint16_t uMovementSpeed
Definition: Monsters.h:216
stru_5C6E00
struct stru193_math * stru_5C6E00
Definition: mm7_data.cpp:19
IndoorLocation::pVertices
struct Vec3_short_ * pVertices
Definition: Indoor.h:628
Actor::GiveItem
static void GiveItem(signed int uActorID, unsigned int uItemID, unsigned int bGive)
Definition: Actor.cpp:134
ACTOR_BUFF_SUMMONED
@ ACTOR_BUFF_SUMMONED
Definition: Actor.h:40
ANIM_AtkRanged
@ ANIM_AtkRanged
Definition: Actor.h:102
Actor::SearchActorByID
static unsigned int SearchActorByID(unsigned int *pTotalActors, unsigned int a2)
Definition: Actor.cpp:3268
Actor::uMovementSpeed
uint16_t uMovementSpeed
Definition: Actor.h:297
uCurrentlyLoadedLevelType
LEVEL_TYPE uCurrentlyLoadedLevelType
Definition: Indoor.cpp:52
MonsterInfo::pName
char * pName
Definition: Monsters.h:120
Actor::pActorName
char pActorName[32]
Definition: Actor.h:286
ACTOR_BUFF_STONESKIN
@ ACTOR_BUFF_STONESKIN
Definition: Actor.h:54
IndoorLocation::GetSector
int GetSector(int sX, int sY, int sZ)
Definition: Indoor.cpp:1279
IndoorLocation::pFaces
struct BLVFace * pFaces
Definition: Indoor.h:630
ACTOR_BUFF_BLESS
@ ACTOR_BUFF_BLESS
Definition: Actor.h:55
stru298::pXs
int16_t pXs[100]
Definition: stru298.h:14
stru193_math::Sin
int Sin(int angle)
Definition: OurMath.cpp:133
BBox_short_::x2
int16_t x2
Definition: VectorTypes.h:115
Condition_Eradicated
@ Condition_Eradicated
Definition: Conditions.h:24
stru298::pZs
int16_t pZs[100]
Definition: stru298.h:16
logger
Log * logger
Definition: IocContainer.cpp:47
Actor::PrepareSprites
void PrepareSprites(char load_sounds_if_bit1_set)
Definition: Actor.cpp:2481
SpawnPointMM7::uGroup
unsigned int uGroup
Definition: Indoor.h:319
MonsterList::uNumMonsters
signed int uNumMonsters
Definition: Monsters.h:236
ACTOR_BUFF_PAIN_HAMMERHANDS
@ ACTOR_BUFF_PAIN_HAMMERHANDS
Definition: Actor.h:59
Condition_Pertified
@ Condition_Pertified
Definition: Conditions.h:23
pOutdoor
OutdoorLocation * pOutdoor
Definition: Outdoor.cpp:48
ACTOR_BUFF_BERSERK
@ ACTOR_BUFF_BERSERK
Definition: Actor.h:47
SpawnPointMM7::uIndex
uint16_t uIndex
Definition: Indoor.h:317
Actor::DamageMonsterFromParty
static void DamageMonsterFromParty(int a1, unsigned int uActorID_Monster, struct Vec3_int_ *pVelocity)
Definition: Actor.cpp:3379
Actor::pMonsterInfo
struct MonsterInfo pMonsterInfo
Definition: Actor.h:292
LODFile_Sprites::DeleteSomeSprites
void DeleteSomeSprites()
Definition: LOD.cpp:299
MonsterInfo
Definition: Monsters.h:109
BLV_GetFloorLevel
int BLV_GetFloorLevel(int x, int y, int z, unsigned int uSectorID, unsigned int *pFaceID)
Definition: Indoor.cpp:2530
Party::sRotationY
int sRotationY
Definition: Party.h:251
Actor::word_000086_some_monster_id
int16_t word_000086_some_monster_id
Definition: Actor.h:294
String
std::string String
Definition: Strings.h:10
Pursuing
@ Pursuing
Definition: Actor.h:81
GameTime
Definition: Time.h:14
Stunned
@ Stunned
Definition: Actor.h:83
MapInfo::pEncounterMonster2Texture
String pEncounterMonster2Texture
Definition: MapInfo.h:41
GameTime::FromSeconds
static GameTime FromSeconds(int seconds)
Definition: Time.h:83
MonsterDesc::uMonsterHeight
uint16_t uMonsterHeight
Definition: Monsters.h:214
AttackingRanged3
@ AttackingRanged3
Definition: Actor.h:88
_43AFE3_calc_spell_damage
int _43AFE3_calc_spell_damage(int spellId, int spellLevel, signed int skillMastery, int currentHp)
Definition: Spells.cpp:745
ACTOR_BUFF_ENSLAVED
@ ACTOR_BUFF_ENSLAVED
Definition: Actor.h:50