comparison Vis.cpp @ 0:8b8875f5b359

Initial commit
author Nomad
date Fri, 05 Oct 2012 16:07:14 +0200
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children 540178ef9b18
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-1:000000000000 0:8b8875f5b359
1 #include "Vis.h"
2 #include "Outdoor.h"
3 #include "Game.h"
4 #include "Actor.h"
5 #include "IndoorCamera.h"
6 #include "Viewport.h"
7 #include "stru157.h"
8
9 #include "mm7_data.h"
10 //#include "MM7.h"
11
12
13 static Vis_stru1 Vis_static_sub_4C1944_stru_F8BDE8;
14
15
16
17 //----- (004C1026) --------------------------------------------------------
18 Vis_stru1_stru0 *Vis::_4C1026(BLVFace *a2, unsigned int a3, float a4)
19 {
20 char *v4; // eax@4
21 signed int v5; // ecx@4
22 BLVFace *v6; // ecx@7
23 unsigned int v7; // edi@7
24 Vec3_short_ *v8; // eax@9
25 char *v9; // edx@9
26 signed int v10; // esi@10
27 Vec3_int_ **v11; // edx@13
28 char *v12; // eax@13
29 double v13; // st7@14
30 signed int v14; // ebx@14
31 Vis *v15; // ebx@15
32 Vis_stru1_stru0 *result; // eax@21
33 Vis_stru1_stru0 *v17; // ecx@24
34 RenderVertexSoft pRay[2]; // [sp+20h] [bp-70h]@17
35 int v20; // [sp+84h] [bp-Ch]@10
36 int v21; // [sp+88h] [bp-8h]@16
37 int v22; // [sp+8Ch] [bp-4h]@16
38 signed int v23; // [sp+98h] [bp+8h]@7
39
40 auto ecx0 = this;
41
42 static Vis_stru1 static_sub_4C1026_stru_F8FE00;
43 static_sub_4C1026_stru_F8FE00.uNumPointers = 0;
44
45 static bool _init_flag = false;
46 static RenderVertexSoft static_sub_4C1026_array_F8F200[64];
47 if (!_init_flag)
48 {
49 _init_flag = true;
50 for (uint i = 0; i < 64; ++i)
51 static_sub_4C1026_array_F8F200[i].flt_2C = 0.0f;
52 }
53
54 v6 = a2;
55 v23 = 0;
56 v7 = v6->uNumVertices;
57 if ( uCurrentlyLoadedLevelType == LEVEL_Indoor )
58 {
59 if ( (signed int)v7 > 0 )
60 {
61 v8 = pIndoor->pVertices;
62 v9 = (char *)&static_sub_4C1026_array_F8F200[0].vWorldPosition.y;
63 do
64 {
65 v10 = v23++;
66 v20 = v8[v6->pVertexIDs[v10]].x;
67 *((float *)v9 - 1) = (double)v20;
68 v20 = v8[v6->pVertexIDs[v10]].y;
69 *(float *)v9 = (double)v20;
70 v9 += 48;
71 v20 = v8[v6->pVertexIDs[v10]].z;
72 *((float *)v9 - 11) = (double)v20;
73 }
74 while ( v23 < (signed int)v7 );
75 }
76 }
77 else
78 {
79 if ( (signed int)v7 > 0 )
80 {
81 v11 = &pOutdoor->pBModels[a3 >> 9].pVertices.pVertices;
82 v12 = (char *)&static_sub_4C1026_array_F8F200[0].vWorldPosition.y;
83 do
84 {
85 *((float *)v12 - 1) = (double)(*v11)[v6->pVertexIDs[v23]].x;
86 v13 = (double)(*v11)[v6->pVertexIDs[v23]].y;
87 v14 = v23++;
88 *(float *)v12 = v13;
89 v12 += 48;
90 *((float *)v12 - 11) = (double)(*v11)[v6->pVertexIDs[v14]].z;
91 }
92 while ( v23 < (signed int)v7 );
93 }
94 }
95 pGame->pIndoorCameraD3D->ViewTransform(static_sub_4C1026_array_F8F200, v7);
96 pGame->pIndoorCameraD3D->_436BB7_project_and_stuff(static_sub_4C1026_array_F8F200, v7, 1);
97 v15 = this;
98 SortVectors_x(static_sub_4C1026_array_F8F200, 0, v7 - 1);
99 if ( static_sub_4C1026_array_F8F200[0].vWorldViewPosition.x > (double)a4
100 || (_4C1495(static_sub_4C1026_array_F8F200, v7, (float *)&v21, (float *)&v22),
101 _4C12C3_FindSomeBillboard(static_sub_4C1026_array_F8F200, v7, *(float *)&v21, *(float *)&v22))
102 || ((CastPickRay(pRay, *(float *)&v21, *(float *)&v22, a4), uCurrentlyLoadedLevelType != LEVEL_Indoor) ? PickOutdoor(a4, pRay, &static_sub_4C1026_stru_F8FE00, &a5, 1) : PickIndoor(a4, pRay, &static_sub_4C1026_stru_F8FE00, &a5),
103 (static_sub_4C1026_stru_F8FE00.create_object_pointers(0),
104 sort_object_pointers(
105 static_sub_4C1026_stru_F8FE00.array_1804,
106 0,
107 static_sub_4C1026_stru_F8FE00.uNumPointers - 1),
108 !static_sub_4C1026_stru_F8FE00.uNumPointers)
109 || (result = static_sub_4C1026_stru_F8FE00.sub_4C2551(2, a3)) == 0
110 || (signed int)static_sub_4C1026_stru_F8FE00.uNumPointers > 1
111 && ((signed int)static_sub_4C1026_stru_F8FE00.uNumPointers <= 0 ? (v17 = 0) : (v17 = static_sub_4C1026_stru_F8FE00.array_1804[0]),
112 result != v17)) )
113 result = 0;
114 return result;
115 }
116 // F91E08: using guessed type char static_sub_4C1026_byte_F91E08__init_flags;
117
118 //----- (004C12C3) --------------------------------------------------------
119 char Vis::_4C12C3_FindSomeBillboard(RenderVertexSoft *a1, int a2, float a3, float a4)
120 {
121 signed int v5; // esi@1
122 char *v6; // edi@2
123 double v7; // st7@9
124 int v8; // edx@9
125 char *v9; // ecx@10
126 char result; // al@24
127 Vis *thisa; // [sp+10h] [bp-8h]@1
128 float thisb; // [sp+10h] [bp-8h]@9
129 signed int v13; // [sp+14h] [bp-4h]@1
130 float a3a; // [sp+28h] [bp+10h]@9
131 float a4a; // [sp+2Ch] [bp+14h]@9
132
133 v13 = -1;
134 v5 = 0;
135 thisa = this;
136 if ( (signed int)pRenderer->uNumBillboardsToDraw <= 0 )
137 goto LABEL_28;
138 v6 = (char *)&pRenderer->pBillboardRenderListD3D[0].uParentBillboardID;
139 do
140 {
141 if ( IsPointInsideD3DBillboard((RenderBillboardD3D *)(v6 - 152), a3, a4)
142 && (v13 == -1
143 || (unsigned int)pBillboardRenderList[*(int *)v6].sZValue < pBillboardRenderList[pRenderer->pBillboardRenderListD3D[v13].uParentBillboardID].sZValue) )
144 v13 = v5;
145 ++v5;
146 v6 += 156;
147 }
148 while ( v5 < (signed int)pRenderer->uNumBillboardsToDraw );
149 if ( v13 == -1 )
150 goto LABEL_28;
151 v7 = 3.4028235e38;
152 v8 = a2;
153 a4a = 3.4028235e38;
154 a3a = -3.4028235e38;
155 thisb = -3.4028235e38;
156 if ( a2 > 0 )
157 {
158 v9 = (char *)&a1->vWorldViewProjY;
159 do
160 {
161 if ( *((float *)v9 - 1) < v7 )
162 v7 = *((float *)v9 - 1);
163 if ( *((float *)v9 - 1) > (double)a3a )
164 a3a = *((float *)v9 - 1);
165 if ( *(float *)v9 < (double)a4a )
166 a4a = *(float *)v9;
167 if ( *(float *)v9 > (double)thisb )
168 thisb = *(float *)v9;
169 v9 += 48;
170 --v8;
171 }
172 while ( v8 );
173 }
174 if ( v7 < pRenderer->pBillboardRenderListD3D[v13].pQuards[0].pos.x
175 || pRenderer->pBillboardRenderListD3D[v13].pQuards[0].pos.y > (double)a4a
176 || pRenderer->pBillboardRenderListD3D[v13].pQuards[3].pos.x < (double)a3a
177 || pRenderer->pBillboardRenderListD3D[v13].pQuards[1].pos.y < (double)thisb )
178 LABEL_28:
179 result = 0;
180 else
181 result = 1;
182 return result;
183 }
184
185 //----- (004C1417) --------------------------------------------------------
186 void Vis::GetPolygonCenter(RenderVertexD3D3 *pVertices, unsigned int uNumVertices, float *pCenterX, float *pCenterY)
187 {
188 static RenderVertexD3D3 unk_F8EA00[64];
189
190 memcpy(unk_F8EA00, pVertices, 32 * uNumVertices);
191
192 SortVerticesByX(unk_F8EA00, 0, uNumVertices - 1);
193 *pCenterX = (unk_F8EA00[uNumVertices - 1].pos.x - unk_F8EA00[0].pos.x) * 0.5 + unk_F8EA00[0].pos.x;
194
195 SortVerticesByY(unk_F8EA00, 0, uNumVertices - 1);
196 *pCenterY = (unk_F8EA00[uNumVertices - 1].pos.y - unk_F8EA00[0].pos.y) * 0.5 + unk_F8EA00[0].pos.y;
197 }
198
199 //----- (004C1495) --------------------------------------------------------
200 float *Vis::_4C1495(RenderVertexSoft *Src, int a2, float *a3, float *a4)
201 {
202 char *v5; // eax@2
203 signed int v6; // ecx@2
204 float *result; // eax@5
205 Vis *thisa; // [sp+0h] [bp-4h]@1
206
207 thisa = this;
208
209 static bool static_sub_4C1495_byte_F8E9F8__init_flags = false; // weak
210 static RenderVertexSoft static_sub_4C1495_array_F8DDF8[64];
211 if ( !static_sub_4C1495_byte_F8E9F8__init_flags )
212 {
213 static_sub_4C1495_byte_F8E9F8__init_flags = true;
214
215 for (uint i = 0; i < 64; ++i)
216 static_sub_4C1495_array_F8DDF8[i].flt_2C = 0.0f;
217 }
218
219 memcpy(static_sub_4C1495_array_F8DDF8, Src, 48 * a2);
220 sort_objects_2(static_sub_4C1495_array_F8DDF8, 0, a2 - 1);
221 *a3 = (*(float *)&Vis_static_sub_4C1944_stru_F8BDE8.array_1804[12 * a2 + 509]
222 - static_sub_4C1495_array_F8DDF8[0].vWorldViewProjX)
223 * 0.5
224 + static_sub_4C1495_array_F8DDF8[0].vWorldViewProjX;
225 sort_objects_3(static_sub_4C1495_array_F8DDF8, 0, a2 - 1);
226 result = a4;
227 *a4 = (*(float *)&Vis_static_sub_4C1944_stru_F8BDE8.array_1804[12 * a2 + 510]
228 - static_sub_4C1495_array_F8DDF8[0].vWorldViewProjY)
229 * 0.5
230 + static_sub_4C1495_array_F8DDF8[0].vWorldViewProjY;
231 return result;
232 }
233
234 //----- (004C1542) --------------------------------------------------------
235 void Vis::PickBillboards(float fPickDepth, float fX, float fY, Vis_stru1 *a4, stru157 *a2)
236 {
237 int v6; // ST1C_4@6
238 Vis_stru1_stru0 *v7; // edi@6
239 Vis *thisa; // [sp+20h] [bp-Ch]@1
240 void **v9; // [sp+24h] [bp-8h]@2
241 unsigned int uD3DBillboardIdx; // [sp+28h] [bp-4h]@1
242
243 uD3DBillboardIdx = 0;
244 thisa = this;
245 if ( (signed int)pRenderer->uNumBillboardsToDraw > 0 )
246 {
247 v9 = (void **)&pRenderer->pBillboardRenderListD3D[0].uParentBillboardID;
248 do
249 {
250 if ( is_part_of_selection((BLVFace *)uD3DBillboardIdx, a2)
251 && IsPointInsideD3DBillboard((RenderBillboardD3D *)(v9 - 38), fX, fY) )
252 {
253 if ( DoesRayIntersectBillboard(fPickDepth, uD3DBillboardIdx) )
254 {
255 v6 = pBillboardRenderList[(int)*v9].sZValue;
256 v7 = &a4->array_0004[a4->uNumPointers];
257 v7->pObjectInfo = *v9;
258 v7 = (Vis_stru1_stru0 *)((char *)v7 + 4);
259 v7->pObjectInfo = (void *)v6;
260 v7->sZValue = 1;
261 ++a4->uNumPointers;
262 }
263 }
264 ++uD3DBillboardIdx;
265 v9 += 39;
266 }
267 while ( (signed int)uD3DBillboardIdx < (signed int)pRenderer->uNumBillboardsToDraw );
268 }
269 }
270
271 //----- (004C1607) --------------------------------------------------------
272 bool Vis::IsPointInsideD3DBillboard(RenderBillboardD3D *a1, float x, float y)
273 {
274 RenderBillboardD3D *result; // eax@1
275 double v5; // st7@2
276 float v6; // ecx@2
277 float v7; // ST00_4@3
278 __int16 v8; // fps@6
279 double v9; // st6@6
280 char v10; // c0@6
281 char v11; // c2@6
282 char v12; // c3@6
283 __int16 v13; // fps@7
284 double v14; // st6@7
285 unsigned __int8 v15; // c0@7
286 char v16; // c2@7
287 unsigned __int8 v17; // c3@7
288 __int16 v18; // fps@8
289 double v19; // st6@8
290 char v20; // c0@8
291 char v21; // c2@8
292 char v22; // c3@8
293 __int16 v23; // fps@9
294 double v24; // st6@9
295 unsigned __int8 v25; // c0@9
296 char v26; // c2@9
297 unsigned __int8 v27; // c3@9
298 float v28; // [sp+4h] [bp-8h]@2
299 float v29; // [sp+8h] [bp-4h]@2
300 float a1a; // [sp+14h] [bp+8h]@2
301
302 result = a1;
303 if ( a1->uParentBillboardID == -1 )
304 goto LABEL_14;
305 v5 = a1->pQuards[0].pos.x;
306 a1a = a1->pQuards[3].pos.x;
307 v6 = result->pQuards[0].pos.y;
308 result = (RenderBillboardD3D *)LODWORD(result->pQuards[1].pos.y);
309 v29 = v6;
310 LODWORD(v28) = (int)result;
311 if ( v5 > a1a )
312 {
313 v7 = v5;
314 HIWORD(result) = HIWORD(v7);
315 v5 = a1a;
316 a1a = v7;
317 }
318 if ( v6 > (double)v28 )
319 {
320 result = (RenderBillboardD3D *)LODWORD(v28);
321 v28 = v6;
322 LODWORD(v29) = (int)result;
323 }
324 v9 = x + 1.0;
325 //UNDEF(v8);
326 v10 = v9 < v5;
327 v11 = 0;
328 v12 = v9 == v5;
329 BYTE1(result) = HIBYTE(v8);
330 if ( v9 >= v5
331 && (v14 = x - 1.0, /*UNDEF(v13),*/ v15 = v14 < a1a, v16 = 0, v17 = v14 == a1a, BYTE1(result) = HIBYTE(v13), v15 | v17)
332 && (v19 = y + 1.0, /*UNDEF(v18),*/ v20 = v19 < v29, v21 = 0, v22 = v19 == v29, BYTE1(result) = HIBYTE(v18), v19 >= v29)
333 && (v24 = y - 1.0, /*UNDEF(v23),*/ v25 = v24 < v28, v26 = 0, v27 = v24 == v28, BYTE1(result) = HIBYTE(v23), v25 | v27) )
334 LOBYTE(result) = 1;
335 else
336 LABEL_14:
337 LOBYTE(result) = 0;
338 return (bool)result;
339 }
340
341 //----- (004C16B4) --------------------------------------------------------
342 void Vis::PickIndoor(float fDepth, RenderVertexSoft *pRay, Vis_stru1 *a4, stru157 *a5)
343 {
344 int v5; // eax@1
345 signed int v6; // edi@2
346 signed int v7; // esi@4
347 int v8; // ecx@7
348 int v9; // eax@7
349 unsigned int *pNumPointers; // eax@7
350 unsigned int v11; // ecx@7
351 Vis_stru1_stru0 *v12; // edi@7
352 RenderVertexSoft a1; // [sp+Ch] [bp-44h]@1
353 BLVFace *v14; // [sp+3Ch] [bp-14h]@7
354 void *v15; // [sp+40h] [bp-10h]@7
355 int v16; // [sp+44h] [bp-Ch]@7
356 int v17; // [sp+48h] [bp-8h]@1
357 Vis *thisa; // [sp+4Ch] [bp-4h]@1
358
359 v5 = 0;
360 thisa = this;
361 v17 = 0;
362 for ( a1.flt_2C = 0.0; v17 < (signed int)pStru170->uNumFaceIDs; ++v17 )
363 {
364 v6 = pStru170->pFaceIDs[2 * v5];
365 if ( v6 >= 0 )
366 {
367 if ( v6 < (signed int)pIndoor->uNumFaces )
368 {
369 v7 = v6;
370 if ( is_part_of_selection(&pIndoor->pFaces[v6], a5) )
371 {
372 if ( !pGame->pIndoorCameraD3D->IsFaceFacedTowardsCamera(&pIndoor->pFaces[v7]) )
373 {
374 if ( Intersect_Ray_Face(pRay, pRay + 1, &fDepth, &a1, &pIndoor->pFaces[v7], 0xFFFFFFFFu) )
375 {
376 pGame->pIndoorCameraD3D->ViewTransform(&a1, 1u);
377 v9 = _48B561_mess_with_scaling_along_z(/*v8, */a1.vWorldViewPosition.x);
378 LOWORD(v9) = 0;
379 v15 = (void *)((8 * v6 | 6) + v9);
380 pNumPointers = &a4->uNumPointers;
381 v16 = 2;
382 v11 = a4->uNumPointers;
383 v14 = &pIndoor->pFaces[v7];
384 v12 = &a4->array_0004[v11];
385 v12->pObjectInfo = &pIndoor->pFaces[v7];
386 v12 = (Vis_stru1_stru0 *)((char *)v12 + 4);
387 v12->pObjectInfo = v15;
388 v12->sZValue = v16;
389 ++*pNumPointers;
390 }
391 }
392 }
393 }
394 }
395 v5 = v17 + 1;
396 }
397 }
398
399 //----- (004C17CF) --------------------------------------------------------
400 void Vis::PickOutdoor(float fDepth, RenderVertexSoft *pRay, Vis_stru1 *a4, stru157 *a5, char a6)
401 {
402 int v6; // esi@1
403 unsigned int v7; // ecx@1
404 BSPModel *v8; // ebx@3
405 bool v9; // eax@3
406 int v10; // eax@8
407 ODMFace *v11; // esi@10
408 int v12; // ecx@12
409 int v13; // eax@12
410 unsigned int *pNumPointers; // eax@12
411 Vis_stru1_stru0 *v15; // edi@12
412 BLVFace thisa; // [sp+10h] [bp-B8h]@1
413 RenderVertexSoft a1; // [sp+70h] [bp-58h]@1
414 void *v18; // [sp+A0h] [bp-28h]@12
415 void *v19; // [sp+A4h] [bp-24h]@12
416 int v20; // [sp+A8h] [bp-20h]@12
417 int v21; // [sp+ACh] [bp-1Ch]@8
418 Vis *v22; // [sp+B0h] [bp-18h]@1
419 int v23; // [sp+B4h] [bp-14h]@9
420 int v24; // [sp+B8h] [bp-10h]@1
421 unsigned int v25; // [sp+BCh] [bp-Ch]@2
422 unsigned int v26; // [sp+C0h] [bp-8h]@1
423 int v27; // [sp+C4h] [bp-4h]@8
424
425 v22 = this;
426 v6 = 0;
427 v7 = 0;
428 v24 = 0;
429 v26 = 0;
430 a1.flt_2C = 0.0;
431 if ( (signed int)pOutdoor->uNumBModels > 0 )
432 {
433 v25 = 0;
434 do
435 {
436 v8 = &pOutdoor->pBModels[v25 / 0xBC];
437 v9 = IsBModelVisible(v7, &v24);
438 if ( a6 )
439 {
440 if ( v9 && v24 != v6 )
441 {
442 LABEL_8:
443 v10 = v8->uNumFaces;
444 v27 = v6;
445 v21 = v10;
446 if ( v10 > v6 )
447 {
448 v23 = v6;
449 do
450 {
451 v11 = (ODMFace *)((char *)v8->pFaces + v23);
452 if ( is_part_of_selection((BLVFace *)((char *)v8->pFaces + v23), a5) )
453 {
454 thisa.FromODM(v11);
455 if ( Intersect_Ray_Face(pRay, pRay + 1, &fDepth, &a1, &thisa, v26) )
456 {
457 pGame->pIndoorCameraD3D->ViewTransform(&a1, 1u);
458 v18 = v11;
459 v13 = _48B561_mess_with_scaling_along_z(/*v12, */a1.vWorldViewPosition.x);
460 LOWORD(v13) = 0;
461 v20 = 2;
462 v19 = (void *)((8 * (v27 | (v26 << 6)) | 6) + v13);
463 pNumPointers = &a4->uNumPointers;
464 v15 = &a4->array_0004[a4->uNumPointers];
465 v15->pObjectInfo = v18;
466 v15 = (Vis_stru1_stru0 *)((char *)v15 + 4);
467 v15->pObjectInfo = v19;
468 v15->sZValue = v20;
469 ++*pNumPointers;
470 }
471 }
472 ++v27;
473 v23 += 308;
474 }
475 while ( v27 < v21 );
476 v6 = 0;
477 }
478 goto LABEL_15;
479 }
480 }
481 else
482 {
483 if ( v9 )
484 goto LABEL_8;
485 }
486 LABEL_15:
487 v25 += 188;
488 v7 = v26++ + 1;
489 }
490 while ( (signed int)v26 < (signed int)pOutdoor->uNumBModels );
491 }
492 }
493
494 //----- (004C1930) --------------------------------------------------------
495 //bool Vis::j_DoesRayIntersectBillboard(float fDepth, unsigned int uD3DBillboardIdx)
496 //{return DoesRayIntersectBillboard(fDepth, uD3DBillboardIdx);}
497
498 //----- (004C1944) --------------------------------------------------------
499 int Vis::_4C1944(int a2, unsigned int a3, int a4, int a5, int a6)
500 {
501 float v6; // ST00_4@3
502 int result; // eax@4
503 stru157 v8; // [sp+18h] [bp-20h]@3
504 __int64 v9; // [sp+2Ch] [bp-Ch]@3
505 Vis *v14; // [sp+34h] [bp-4h]@1
506
507 v14 = this;
508
509 static Vis_stru1 Vis_static_sub_4C1944_stru_F8BDE8;
510
511 v8.field_4 = a2;
512 v8.field_8 = a6;
513 v8.field_C = a5;
514 v8.field_10 = a4;
515 v9 = a3;
516 Vis_static_sub_4C1944_stru_F8BDE8.uNumPointers = 0;
517 v6 = (double)a3;
518 v8.field_0 = 1;
519 _4C06F8(v6, &Vis_static_sub_4C1944_stru_F8BDE8, &v8);
520 Vis_static_sub_4C1944_stru_F8BDE8.create_object_pointers(1u);
521 sort_object_pointers(
522 Vis_static_sub_4C1944_stru_F8BDE8.array_1804,
523 0,
524 Vis_static_sub_4C1944_stru_F8BDE8.uNumPointers - 1);
525 if ( (signed int)Vis_static_sub_4C1944_stru_F8BDE8.uNumPointers <= 0 )
526 result = -1;
527 else
528 result = Vis_static_sub_4C1944_stru_F8BDE8.array_1804[0]->sZValue;
529 return result;
530 }
531 // F8DDF0: using guessed type char Vis_static_sub_4C1944_byte_F8DDF0_init;
532
533 //----- (004C1A02) --------------------------------------------------------
534 void Vis::_4C1A02()
535 {
536 RenderVertexSoft v1; // [sp+8h] [bp-C0h]@1
537 RenderVertexSoft v2; // [sp+38h] [bp-90h]@1
538 RenderVertexSoft v3; // [sp+68h] [bp-60h]@1
539 RenderVertexSoft v4; // [sp+98h] [bp-30h]@1
540
541 v4.flt_2C = 0.0;
542 v4.vWorldPosition.x = 0.0;
543 v4.vWorldPosition.y = 65536.0;
544 v4.vWorldPosition.z = 0.0;
545 v3.flt_2C = 0.0;
546 v3.vWorldPosition.x = 65536.0;
547 v3.vWorldPosition.y = 0.0;
548 v3.vWorldPosition.z = 0.0;
549 memcpy(&v1, &v3, sizeof(v1));
550 v3.flt_2C = 0.0;
551 v3.vWorldPosition.x = 0.0;
552 v3.vWorldPosition.y = 65536.0;
553 v3.vWorldPosition.z = 0.0;
554 memcpy(&v2, &v4, sizeof(v2));
555 v4.flt_2C = 0.0;
556 v4.vWorldPosition.x = 65536.0;
557 v4.vWorldPosition.y = 0.0;
558 v4.vWorldPosition.z = 0.0;
559 memcpy(&this->stru_200C, &v1, 0x60u);
560 memcpy(&v1, &v4, sizeof(v1));
561 memcpy(&v2, &v3, sizeof(v2));
562 memcpy(&this->stru_206C, &v1, 0x60u);
563 }
564
565 //----- (004C1ABA) --------------------------------------------------------
566 bool Vis::SortVectors_x(RenderVertexSoft *a2, int a3, int a4)
567 {
568 bool result; // eax@1
569 RenderVertexSoft *v5; // edx@2
570 int v6; // ebx@2
571 int i; // ecx@2
572 int v8; // esi@3
573 int v9; // esi@5
574 RenderVertexSoft *v10; // eax@8
575 RenderVertexSoft v11; // [sp+4h] [bp-6Ch]@8
576 RenderVertexSoft v12; // [sp+34h] [bp-3Ch]@2
577 int v13; // [sp+64h] [bp-Ch]@7
578 Vis *thisa; // [sp+68h] [bp-8h]@1
579 RenderVertexSoft *v15; // [sp+6Ch] [bp-4h]@2
580
581 result = a4;
582 thisa = this;
583 if ( a4 > a3 )
584 {
585 v5 = a2;
586 v15 = &a2[a4];
587 v6 = a3 - 1;
588 memcpy(&v12, &a2[a4], sizeof(v12));
589 for ( i = a4; ; i = v13 )
590 {
591 v8 = (int)&v5[v6].vWorldViewPosition;
592 do
593 {
594 v8 += 48;
595 ++v6;
596 }
597 while ( *(float *)v8 < (double)v12.vWorldViewPosition.x );
598 v9 = (int)&v5[i].vWorldViewPosition;
599 do
600 {
601 v9 -= 48;
602 --i;
603 }
604 while ( *(float *)v9 > (double)v12.vWorldViewPosition.x );
605 v13 = i;
606 if ( v6 >= i )
607 break;
608 v10 = &v5[i];
609 memcpy(&v11, &a2[v6], sizeof(v11));
610 v5 = a2;
611 memcpy(&a2[v6], v10, sizeof(a2[v6]));
612 memcpy(v10, &v11, 0x30u);
613 }
614 memcpy(&v11, &v5[v6], sizeof(v11));
615 memcpy(&v5[v6], v15, sizeof(v5[v6]));
616 memcpy(v15, &v11, 0x30u);
617 SortVectors_x(v5, a3, v6 - 1);
618 SortVectors_x(a2, v6 + 1, a4);
619 }
620 return true;
621 }
622
623 //----- (004C1BAA) --------------------------------------------------------
624 int Vis::get_object_zbuf_val(Vis_stru1_stru0 *a2)
625 {
626 unsigned int v2; // eax@1
627 int result; // eax@3
628 std::string v4; // [sp-18h] [bp-1Ch]@4
629 const char *v5; // [sp-8h] [bp-Ch]@4
630 int v6; // [sp-4h] [bp-8h]@4
631 Vis *v7; // [sp+0h] [bp-4h]@1
632
633 v7 = this;
634 v2 = a2->uObjectType;
635 if ( (signed int)v2 <= 0 || (signed int)v2 > 2 )
636 {
637 MessageBoxW(nullptr, L"Undefined type requested for: CVis::get_object_zbuf_val()", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Vis.cpp:1037", 0);
638 result = -1;
639 }
640 else
641 {
642 result = a2->sZValue;
643 }
644 return result;
645 }
646
647 //----- (004C1BF1) --------------------------------------------------------
648 int Vis::get_picked_object_zbuf_val()
649 {
650 int result; // eax@2
651
652 if ( (signed int)this->stru1.uNumPointers <= 0 )
653 result = -1;
654 else
655 result = get_object_zbuf_val(this->stru1.array_1804[0]);
656 return result;
657 }
658
659 //----- (004C1C0C) --------------------------------------------------------
660 bool Vis::Intersect_Ray_Face(RenderVertexSoft *pRayStart, RenderVertexSoft *pRayEnd, float *pDepth, RenderVertexSoft *a4, BLVFace *a5, unsigned int a6)
661 {
662 BLVFace *v7; // ebx@1
663 bool result; // eax@1
664 double v9; // st7@3
665 __int16 v10; // fps@3
666 char v11; // c0@3
667 char v12; // c2@3
668 char v13; // c3@3
669 __int16 v14; // fps@5
670 char v15; // c0@5
671 char v16; // c2@5
672 char v17; // c3@5
673 double v18; // st5@6
674 __int16 v19; // fps@6
675 char v20; // c0@6
676 char v21; // c2@6
677 char v22; // c3@6
678 unsigned __int8 v23; // c0@6
679 char v24; // c2@6
680 unsigned __int8 v25; // c3@6
681 char v26; // zf@6
682 double v27; // st6@10
683 __int16 v28; // fps@10
684 unsigned __int8 v29; // c0@10
685 char v30; // c2@10
686 unsigned __int8 v31; // c3@10
687 double v32; // st7@11
688 Vec2_short_ v33; // ST1E_4@11
689 Vec3_short_ v34; // ST04_6@11
690 float a5a; // [sp+30h] [bp+18h]@10
691 float a5b; // [sp+30h] [bp+18h]@13
692
693 v7 = a5;
694 result = a5->uAttributes;
695 if ( result & 1
696 || BYTE1(result) & 0x20
697 || (v9 = pRayEnd->vWorldPosition.z * a5->pFacePlane.vNormal.z
698 + a5->pFacePlane.vNormal.y * pRayEnd->vWorldPosition.y
699 + pRayEnd->vWorldPosition.x * a5->pFacePlane.vNormal.x,
700 //UNDEF(v10),
701 v11 = v9 < 0.0,
702 v12 = 0,
703 v13 = v9 == 0.0,
704 BYTE1(result) = HIBYTE(v10),
705 v9 == 0.0)
706 || (/*UNDEF(v14),*/ v15 = v9 < 0.0, v16 = 0, v17 = v9 == 0.0, BYTE1(result) = HIBYTE(v14), v9 > 0.0) )// ray's away (>) from face surface or parallel (==)
707 goto LABEL_12;
708 v18 = -(a5->pFacePlane.vNormal.y * pRayStart->vWorldPosition.y// ray-plane intersection
709 + pRayStart->vWorldPosition.x * a5->pFacePlane.vNormal.x
710 + pRayStart->vWorldPosition.z * a5->pFacePlane.vNormal.z
711 + a5->pFacePlane.dist);
712 //UNDEF(v19);
713 v20 = v9 < 0.0;
714 v21 = 0;
715 v22 = v9 == 0.0;
716 BYTE1(result) = HIBYTE(v19);
717 v23 = v18 < 0.0;
718 v24 = 0;
719 v25 = v18 == 0.0;
720 v26 = (BYTE1(result) & 0x41) == 0;
721 BYTE1(result) = HIBYTE(v19);
722 if ( v26 )
723 {
724 if ( v18 < 0.0 )
725 goto LABEL_12;
726 }
727 else
728 {
729 if ( !(v23 | v25) )
730 {
731 LABEL_12:
732 LOBYTE(result) = 0;
733 return result;
734 }
735 }
736 a5a = v18;
737 v27 = a5a / v9;
738 HIWORD(result) = HIWORD(pDepth);
739 //UNDEF(v28);
740 v29 = v27 < *pDepth;
741 v30 = 0;
742 v31 = v27 == *pDepth;
743 BYTE1(result) = HIBYTE(v28);
744 if ( !(v29 | v31)
745 || (a4->vWorldPosition.x = v27 * pRayEnd->vWorldPosition.x + pRayStart->vWorldPosition.x,
746 a4->vWorldPosition.y = v27 * pRayEnd->vWorldPosition.y + pRayStart->vWorldPosition.y,
747 v32 = v27 * pRayEnd->vWorldPosition.z + pRayStart->vWorldPosition.z,
748 a4->vWorldPosition.z = v32,
749 v33.x = (signed __int64)a4->vWorldPosition.x,
750 v33.y = (signed __int64)a4->vWorldPosition.y,
751 *(int *)&v34.x = v33.x,
752 v34.z = (signed __int64)v32,
753 result = _4C1D2B(v7, v34, a6),
754 *(float *)&result == 0.0) )
755 goto LABEL_12;
756 *(float *)&result = v27;
757 a5b = v27;
758 *(int *)pDepth = LODWORD(a5b);
759 LOBYTE(result) = 1;
760 return result;
761 }
762
763 //----- (004C1D2B) --------------------------------------------------------
764 int Vis::_4C1D2B(BLVFace *pFace, Vec3_short_ a2, unsigned int uModelID)
765 {
766 BLVFace *v4; // esi@1
767 int v5; // esi@10
768 bool v6; // edi@10
769 int v7; // ecx@12
770 signed int v8; // edx@12
771 signed int v9; // eax@13
772 signed int v10; // ebx@14
773 int v11; // edi@16
774 signed int v12; // ST28_4@18
775 signed __int64 v13; // qtt@18
776 signed int result; // eax@21
777 int v15; // [sp+10h] [bp-Ch]@10
778 signed int v16; // [sp+18h] [bp-4h]@10
779
780 v4 = pFace;
781 if ( a2.z < pFace->pBounding.z1
782 || a2.z > pFace->pBounding.z2
783 || a2.x < pFace->pBounding.x1
784 || a2.x > pFace->pBounding.x2
785 || a2.y < pFace->pBounding.y1
786 || a2.y > pFace->pBounding.y2
787 || (uModelID != -1 ? _4C2186_BLV_IntersectBModel(
788 (int *)&pFace,
789 (int *)&uModelID,
790 &word_F8BC48_displaced_face_intersect_plane_coords_a,
791 &word_F8BD18_displaced_face_intersect_plane_coords_b,
792 &a2,
793 pFace,
794 uModelID) : _4C1EE5_BLV_IntersectBModel_2(
795 (int *)&pFace,
796 (int *)&uModelID,
797 &word_F8BC48_displaced_face_intersect_plane_coords_a,
798 &word_F8BD18_displaced_face_intersect_plane_coords_b,
799 &a2,
800 pFace),
801 v5 = 2 * v4->uNumVertices,
802 v16 = 0,
803 *(&word_F8BC48_displaced_face_intersect_plane_coords_a + v5) = word_F8BC48_displaced_face_intersect_plane_coords_a,
804 *(&word_F8BD18_displaced_face_intersect_plane_coords_b + v5) = word_F8BD18_displaced_face_intersect_plane_coords_b,
805 v15 = 0,
806 v6 = word_F8BD18_displaced_face_intersect_plane_coords_b >= (signed int)uModelID,
807 v5 <= 0) )
808 goto LABEL_25;
809 do
810 {
811 if ( v16 >= 2 )
812 break;
813 v7 = 2 * v15;
814 v8 = *(&word_F8BD18_displaced_face_intersect_plane_coords_b + v15 + 1);
815 if ( v6 ^ v8 >= (signed int)uModelID )
816 {
817 v9 = *(__int16 *)((char *)&word_F8BC48_displaced_face_intersect_plane_coords_a + v7 + 2);
818 if ( v9 >= (signed int)pFace )
819 v10 = 0;
820 else
821 v10 = 2;
822 v11 = v10 | *(__int16 *)((char *)&word_F8BC48_displaced_face_intersect_plane_coords_a + v7) < (signed int)pFace;
823 if ( v11 != 3 )
824 {
825 if ( !v11
826 || (v12 = v9 - *(__int16 *)((char *)&word_F8BC48_displaced_face_intersect_plane_coords_a + v7),
827 LODWORD(v13) = v12 << 16,
828 HIDWORD(v13) = v12 >> 16,
829 *(__int16 *)((char *)&word_F8BC48_displaced_face_intersect_plane_coords_a + v7)
830 + ((signed int)(((unsigned __int64)(v13
831 / (v8
832 - *(__int16 *)((char *)&word_F8BD18_displaced_face_intersect_plane_coords_b
833 + v7))
834 * (signed int)((uModelID
835 - *(__int16 *)((char *)&word_F8BD18_displaced_face_intersect_plane_coords_b
836 + v7)) << 16)) >> 16)
837 + 32768) >> 16) >= (signed int)pFace) )
838 ++v16;
839 }
840 }
841 ++v15;
842 v6 = v8 >= (signed int)uModelID;
843 }
844 while ( v15 < v5 );
845 result = 1;
846 if ( v16 != 1 )
847 LABEL_25:
848 result = 0;
849 return result;
850 }
851
852 //----- (004C1EE5) --------------------------------------------------------
853 bool Vis::_4C1EE5_BLV_IntersectBModel_2(int *a1, int *a2, __int16 *a3, __int16 *a4, Vec3_short_ *a5, BLVFace *pFace)
854 {
855 bool result; // eax@1
856 unsigned int v8; // ecx@1
857 Vec3_short_ *v9; // ecx@2
858 __int16 *v10; // edx@3
859 signed int v11; // ecx@4
860 char v12; // zf@6
861 Vec3_short_ *v13; // ecx@6
862 int v14; // edx@7
863 __int16 *v15; // edx@8
864 signed int v16; // ecx@9
865 int v17; // edx@11
866 __int16 *v18; // edx@12
867 signed int v19; // ecx@13
868 signed int a5a; // [sp+24h] [bp+18h]@2
869 signed int a5b; // [sp+24h] [bp+18h]@7
870 signed int a5c; // [sp+24h] [bp+18h]@11
871
872 result = (bool)pFace;
873 v8 = pFace->uAttributes;
874 if ( BYTE1(v8) & 1 )
875 {
876 v9 = a5;
877 a5a = 0;
878 *a1 = v9->x;
879 *a2 = v9->y;
880 if ( pFace->uNumVertices )
881 {
882 v10 = a4 + 1;
883 do
884 {
885 v11 = a5a;
886 a3[2 * a5a] = pFace->pXInterceptDisplacements[a5a] + pIndoor->pVertices[pFace->pVertexIDs[a5a]].x;
887 *(v10 - 1) = pFace->pYInterceptDisplacements[v11] + pIndoor->pVertices[pFace->pVertexIDs[v11]].y;
888 *(__int16 *)((char *)v10 + (int)a3 - (int)a4) = pFace->pXInterceptDisplacements[v11 + 1]
889 + pIndoor->pVertices[pFace->pVertexIDs[v11 + 1]].x;
890 ++a5a;
891 *v10 = pFace->pYInterceptDisplacements[v11 + 1] + pIndoor->pVertices[pFace->pVertexIDs[v11 + 1]].y;
892 v10 += 2;
893 }
894 while ( a5a < pFace->uNumVertices );
895 }
896 }
897 else
898 {
899 v12 = (BYTE1(v8) & 2) == 0;
900 v13 = a5;
901 if ( v12 )
902 {
903 v17 = a5->y;
904 a5c = 0;
905 *a1 = v17;
906 *a2 = v13->z;
907 if ( pFace->uNumVertices )
908 {
909 v18 = a4 + 1;
910 do
911 {
912 v19 = a5c;
913 a3[2 * a5c] = pFace->pYInterceptDisplacements[a5c] + pIndoor->pVertices[pFace->pVertexIDs[a5c]].y;
914 *(v18 - 1) = pFace->pZInterceptDisplacements[v19] + pIndoor->pVertices[pFace->pVertexIDs[v19]].z;
915 *(__int16 *)((char *)v18 + (int)(char *)a3 - (char *)a4) = pFace->pYInterceptDisplacements[v19 + 1]
916 + pIndoor->pVertices[pFace->pVertexIDs[v19 + 1]].y;
917 ++a5c;
918 *v18 = pFace->pZInterceptDisplacements[v19 + 1] + pIndoor->pVertices[pFace->pVertexIDs[v19 + 1]].z;
919 v18 += 2;
920 }
921 while ( a5c < pFace->uNumVertices );
922 }
923 }
924 else
925 {
926 v14 = a5->x;
927 a5b = 0;
928 *a1 = v14;
929 *a2 = v13->z;
930 if ( pFace->uNumVertices )
931 {
932 v15 = a4 + 1;
933 do
934 {
935 v16 = a5b;
936 a3[2 * a5b] = pFace->pXInterceptDisplacements[a5b] + pIndoor->pVertices[pFace->pVertexIDs[a5b]].x;
937 *(v15 - 1) = pFace->pZInterceptDisplacements[v16] + pIndoor->pVertices[pFace->pVertexIDs[v16]].z;
938 *(__int16 *)((char *)v15 + (int)a3 - (int)a4) = pFace->pXInterceptDisplacements[v16 + 1]
939 + pIndoor->pVertices[pFace->pVertexIDs[v16 + 1]].x;
940 ++a5b;
941 *v15 = pFace->pZInterceptDisplacements[v16 + 1] + pIndoor->pVertices[pFace->pVertexIDs[v16 + 1]].z;
942 v15 += 2;
943 }
944 while ( a5b < pFace->uNumVertices );
945 }
946 }
947 }
948 LOBYTE(result) = 1;
949 return result;
950 }
951
952 //----- (004C2186) --------------------------------------------------------
953 bool Vis::_4C2186_BLV_IntersectBModel(int *a1, int *a2, __int16 *a3, __int16 *a4, Vec3_short_ *a5, BLVFace *a6, unsigned int uModelID)
954 {
955 bool result; // eax@1
956 int *v9; // esi@1
957 unsigned int v10; // ecx@1
958 unsigned int v11; // edx@3
959 signed int v12; // ecx@4
960 __int16 v13; // si@4
961 __int16 *v14; // ecx@4
962 unsigned int v15; // edx@8
963 signed int v16; // ecx@9
964 __int16 v17; // si@9
965 __int16 *v18; // ecx@9
966 unsigned int v19; // edx@12
967 signed int v20; // ecx@13
968 __int16 v21; // si@13
969 __int16 *v22; // ecx@13
970 signed int a1a; // [sp+14h] [bp+8h]@1
971 __int16 *a5a; // [sp+24h] [bp+18h]@3
972 __int16 *a5b; // [sp+24h] [bp+18h]@8
973 __int16 *a5c; // [sp+24h] [bp+18h]@12
974
975 result = (bool)a6;
976 v9 = a1;
977 v10 = a6->uAttributes;
978 a1a = 0;
979 if ( BYTE1(v10) & 1 )
980 {
981 *v9 = a5->x;
982 *a2 = a5->y;
983 if ( a6->uNumVertices )
984 {
985 v11 = 188 * uModelID + 72;
986 a5a = a4 + 1;
987 do
988 {
989 v12 = a1a;
990 a3[2 * a1a] = a6->pXInterceptDisplacements[a1a]
991 + *(short *)(*(int *)&pOutdoor->pBModels->pModelName[v11] + 12 * a6->pVertexIDs[a1a]);
992 *(a5a - 1) = a6->pYInterceptDisplacements[v12]
993 + *(short *)(*(int *)&pOutdoor->pBModels->pModelName[v11] + 12 * a6->pVertexIDs[v12] + 4);
994 *(__int16 *)((char *)a5a + (int)(char *)a3 - (char *)a4) = a6->pXInterceptDisplacements[v12 + 1]
995 + *(short *)(*(int *)&pOutdoor->pBModels->pModelName[v11]
996 + 12 * a6->pVertexIDs[v12 + 1]);
997 v13 = a6->pYInterceptDisplacements[v12 + 1]
998 + *(short *)(*(int *)&pOutdoor->pBModels->pModelName[v11] + 12 * a6->pVertexIDs[v12 + 1] + 4);
999 v14 = a5a;
1000 ++a1a;
1001 a5a += 2;
1002 *v14 = v13;
1003 }
1004 while ( a1a < a6->uNumVertices );
1005 }
1006 }
1007 else
1008 {
1009 if ( BYTE1(v10) & 2 )
1010 {
1011 *v9 = a5->x;
1012 *a2 = a5->z;
1013 if ( a6->uNumVertices )
1014 {
1015 v15 = 188 * uModelID + 72;
1016 a5b = a4 + 1;
1017 do
1018 {
1019 v16 = a1a;
1020 a3[2 * a1a] = a6->pXInterceptDisplacements[a1a]
1021 + *(short *)(*(int *)&pOutdoor->pBModels->pModelName[v15] + 12 * a6->pVertexIDs[a1a]);
1022 *(a5b - 1) = a6->pZInterceptDisplacements[v16]
1023 + *(short *)(*(int *)&pOutdoor->pBModels->pModelName[v15] + 12 * a6->pVertexIDs[v16] + 8);
1024 *(__int16 *)((char *)a5b + (int)a3 - (int)a4) = a6->pXInterceptDisplacements[v16 + 1]
1025 + *(short *)(*(int *)&pOutdoor->pBModels->pModelName[v15]
1026 + 12 * a6->pVertexIDs[v16 + 1]);
1027 v17 = a6->pZInterceptDisplacements[v16 + 1]
1028 + *(short *)(*(int *)&pOutdoor->pBModels->pModelName[v15] + 12 * a6->pVertexIDs[v16 + 1] + 8);
1029 v18 = a5b;
1030 ++a1a;
1031 a5b += 2;
1032 *v18 = v17;
1033 }
1034 while ( a1a < a6->uNumVertices );
1035 }
1036 }
1037 else
1038 {
1039 *v9 = a5->y;
1040 *a2 = a5->z;
1041 if ( a6->uNumVertices )
1042 {
1043 v19 = 188 * uModelID + 72;
1044 a5c = a4 + 1;
1045 do
1046 {
1047 v20 = a1a;
1048 a3[2 * a1a] = a6->pYInterceptDisplacements[a1a]
1049 + *(short *)(*(int *)&pOutdoor->pBModels->pModelName[v19] + 12 * a6->pVertexIDs[a1a] + 4);
1050 *(a5c - 1) = a6->pZInterceptDisplacements[v20]
1051 + *(short *)(*(int *)&pOutdoor->pBModels->pModelName[v19] + 12 * a6->pVertexIDs[v20] + 8);
1052 *(__int16 *)((char *)a5c + (int)(char *)a3 - (char *)a4) = a6->pYInterceptDisplacements[v20 + 1]
1053 + *(short *)(*(int *)&pOutdoor->pBModels->pModelName[v19]
1054 + 12 * a6->pVertexIDs[v20 + 1]
1055 + 4);
1056 v21 = a6->pZInterceptDisplacements[v20 + 1]
1057 + *(short *)(*(int *)&pOutdoor->pBModels->pModelName[v19] + 12 * a6->pVertexIDs[v20 + 1] + 8);
1058 v22 = a5c;
1059 ++a1a;
1060 a5c += 2;
1061 *v22 = v21;
1062 }
1063 while ( a1a < a6->uNumVertices );
1064 }
1065 }
1066 }
1067 LOBYTE(result) = 1;
1068 return result;
1069 }
1070
1071 //----- (004C248E) --------------------------------------------------------
1072 void Vis::CastPickRay(RenderVertexSoft *pRay, float fMouseX, float fMouseY, float fPickDepth)
1073 {
1074 int v5; // ebx@1
1075 int v6; // edi@1
1076 int v7; // esi@1
1077 Vec3_int_ v8; // ST08_12@1
1078 int v9; // ST04_4@1
1079 int v10; // eax@1
1080 RenderVertexSoft v11[2]; // [sp+2Ch] [bp-74h]@1
1081 int v12; // [sp+8Ch] [bp-14h]@1
1082 int v13; // [sp+90h] [bp-10h]@1
1083 int outz; // [sp+94h] [bp-Ch]@1
1084 int outy; // [sp+98h] [bp-8h]@1
1085 int v16; // [sp+9Ch] [bp-4h]@1
1086
1087 v5 = pIndoorCamera->pos.y;
1088 v6 = pIndoorCamera->pos.x;
1089 v13 = pIndoorCamera->pos.x;
1090 v12 = pIndoorCamera->pos.y;
1091 v16 = pIndoorCamera->pos.z;
1092 v7 = pIndoorCamera->sRotationY + UnprojectX((signed __int64)fMouseX);
1093 v8.z = v16;
1094 v8.x = v6;
1095 v8.y = v5;
1096 v9 = pIndoorCamera->sRotationX + UnprojectY((signed __int64)fMouseY);
1097 v10 = _48B561_mess_with_scaling_along_z(/*(int)&fMouseX, */fPickDepth);
1098 Vec3_int_::Rotate(v10, v7, v9, v8, (int *)&fMouseX, &outy, &outz);
1099 v11[0].flt_2C = 0.0;
1100 v11[0].vWorldPosition.x = (double)SLODWORD(fMouseX);
1101 v11[0].vWorldPosition.y = (double)outy;
1102 v11[0].vWorldPosition.z = (double)outz;
1103 v11[1].flt_2C = 0.0;
1104 v11[1].vWorldPosition.x = (double)v13;
1105 v11[1].vWorldPosition.y = (double)v12;
1106 v11[1].vWorldPosition.z = (double)v16;
1107 memcpy(pRay, &v11[1], 0x30u);
1108 memcpy(&pRay[1], v11, sizeof(pRay[1]));
1109 }
1110
1111 //----- (004C2551) --------------------------------------------------------
1112 Vis_stru1_stru0 *Vis_stru1::sub_4C2551(int a2, int a3)
1113 {
1114 unsigned int v3; // esi@1
1115 signed int v4; // edx@1
1116 char *v5; // eax@2
1117 Vis_stru1_stru0 *result; // eax@6
1118
1119 v3 = this->uNumPointers;
1120 v4 = 0;
1121 if ( (signed int)v3 <= 0 )
1122 {
1123 LABEL_6:
1124 result = 0;
1125 }
1126 else
1127 {
1128 v5 = (char *)&this->array_0004[0].sZValue;
1129 while ( *((int *)v5 + 1) != a2 || (*(int *)v5 & 0xFFFF) != a3 )
1130 {
1131 ++v4;
1132 v5 += 12;
1133 if ( v4 >= (signed int)v3 )
1134 goto LABEL_6;
1135 }
1136 result = &this->array_0004[v4];
1137 }
1138 return result;
1139 }
1140
1141 //----- (004C2591) --------------------------------------------------------
1142 Vis_stru1_stru0 **Vis_stru1::create_object_pointers(unsigned int flag)
1143 {
1144 Vis_stru1_stru0 **result; // eax@1
1145 signed int v3; // esi@2
1146 Vis_stru1_stru0 *v4; // edx@3
1147 unsigned __int8 v5; // zf@7
1148 unsigned __int8 v6; // sf@7
1149 Vis_stru1_stru0 **v7; // ebx@8
1150 Vis_stru1_stru0 *v8; // esi@8
1151 signed int v9; // edi@9
1152 Vis_stru1_stru0 **v10; // edx@10
1153 std::string v11; // [sp-18h] [bp-28h]@19
1154 const char *v12; // [sp-8h] [bp-18h]@19
1155 int v13; // [sp-4h] [bp-14h]@19
1156 char v14; // [sp+Ch] [bp-4h]@19
1157
1158 result = 0;
1159 if ( flag )
1160 {
1161 if ( flag == 1 )
1162 {
1163 v5 = this->uNumPointers == 0;
1164 v6 = (this->uNumPointers & 0x80000000u) != 0;
1165 BYTE3(flag) = 1;
1166 if ( !(v6 | v5) )
1167 {
1168 v7 = this->array_1804;
1169 v8 = this->array_0004;
1170 do
1171 {
1172 v9 = 0;
1173 if ( (signed int)result > 0 )
1174 {
1175 v10 = this->array_1804;
1176 while ( *v10 != v8 )
1177 {
1178 ++v9;
1179 ++v10;
1180 if ( v9 >= (signed int)result )
1181 goto LABEL_15;
1182 }
1183 BYTE3(flag) = 0;
1184 }
1185 LABEL_15:
1186 if ( BYTE3(flag) )
1187 *v7 = v8;
1188 result = (Vis_stru1_stru0 **)((char *)result + 1);
1189 ++v7;
1190 ++v8;
1191 }
1192 while ( (signed int)result < (signed int)this->uNumPointers );
1193 }
1194 }
1195 else
1196 {
1197 MessageBoxW(nullptr, L"Unknown pointer creation flag passed to ::create_object_pointers()", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Vis.cpp:1358", 0);
1198 }
1199 }
1200 else
1201 {
1202 v3 = 0;
1203 if ( (signed int)this->uNumPointers > 0 )
1204 {
1205 result = this->array_1804;
1206 v4 = this->array_0004;
1207 do
1208 {
1209 *result = v4;
1210 ++v3;
1211 ++result;
1212 ++v4;
1213 }
1214 while ( v3 < (signed int)this->uNumPointers );
1215 }
1216 }
1217 return result;
1218 }
1219
1220 //----- (004C264A) --------------------------------------------------------
1221 void Vis::sort_object_pointers(Vis_stru1_stru0 **pPointers, int left, int right)
1222 {
1223 int v4; // edx@1
1224 int v5; // ebx@1
1225 int v6; // esi@2
1226 signed int i; // ecx@2
1227 int v8; // eax@3
1228 int v9; // ebx@4
1229 int v10; // ebx@6
1230 Vis_stru1_stru0 *v11; // eax@7
1231 Vis *thisa; // [sp+4h] [bp-4h]@1
1232 Vis_stru1_stru0 *a3a; // [sp+14h] [bp+Ch]@2
1233
1234 v4 = left;
1235 v5 = right;
1236 thisa = this;
1237 if ( right > left )
1238 {
1239 do
1240 {
1241 v6 = v4 - 1;
1242 a3a = pPointers[v5];
1243 for ( i = v5; ; pPointers[i] = v11 )
1244 {
1245 v8 = a3a->sZValue;
1246 LOWORD(v8) = 0;
1247 do
1248 {
1249 ++v6;
1250 v9 = pPointers[v6]->sZValue;
1251 LOWORD(v9) = 0;
1252 }
1253 while ( v9 < (unsigned int)v8 );
1254 do
1255 {
1256 if ( i < 1 )
1257 break;
1258 --i;
1259 v10 = pPointers[i]->sZValue;
1260 LOWORD(v10) = 0;
1261 }
1262 while ( v10 > (unsigned int)v8 );
1263 v11 = pPointers[v6];
1264 if ( v6 >= i )
1265 break;
1266 pPointers[v6] = pPointers[i];
1267 }
1268 v5 = right;
1269 pPointers[v6] = pPointers[right];
1270 pPointers[right] = v11;
1271 sort_object_pointers(pPointers, v4, v6 - 1);
1272 v4 = v6 + 1;
1273 }
1274 while ( right > v6 + 1 );
1275 }
1276 }
1277
1278 //----- (004C26D0) --------------------------------------------------------
1279 bool Vis::SortVerticesByX(RenderVertexD3D3 *a2, unsigned int uStart, unsigned int uEnd)
1280 {
1281 bool result; // eax@1
1282 RenderVertexD3D3 *v5; // edx@2
1283 RenderVertexD3D3 *v6; // esi@2
1284 void *v7; // edi@2
1285 unsigned int v8; // ebx@2
1286 RenderVertexD3D3 *v9; // ecx@3
1287 RenderVertexD3D3 *v10; // ecx@5
1288 RenderVertexD3D3 *v11; // eax@8
1289 RenderVertexD3D3 v12; // [sp+4h] [bp-4Ch]@8
1290 RenderVertexD3D3 v13; // [sp+24h] [bp-2Ch]@2
1291 Vis *thisa; // [sp+44h] [bp-Ch]@1
1292 RenderVertexD3D3 *v15; // [sp+48h] [bp-8h]@2
1293 unsigned int v16; // [sp+4Ch] [bp-4h]@2
1294
1295 result = uEnd;
1296 thisa = this;
1297 if ( (signed int)uEnd > (signed int)uStart )
1298 {
1299 v5 = a2;
1300 v6 = &a2[uEnd];
1301 v7 = &v13;
1302 v15 = &a2[uEnd];
1303 v8 = uStart - 1;
1304 v16 = uEnd;
1305 while ( 1 )
1306 {
1307 memcpy(v7, v6, 0x20u);
1308 v9 = &v5[v8];
1309 do
1310 {
1311 ++v9;
1312 ++v8;
1313 }
1314 while ( v9->pos.x < (double)v13.pos.x );
1315 v10 = &v5[v16];
1316 do
1317 {
1318 --v10;
1319 --v16;
1320 }
1321 while ( v10->pos.x > (double)v13.pos.x );
1322 if ( (signed int)v8 >= (signed int)v16 )
1323 break;
1324 v11 = &v5[v16];
1325 memcpy(&v12, &a2[v8], sizeof(v12));
1326 v5 = a2;
1327 memcpy(&a2[v8], v11, sizeof(a2[v8]));
1328 v6 = &v12;
1329 v7 = v11;
1330 }
1331 memcpy(&v12, &v5[v8], sizeof(v12));
1332 memcpy(&v5[v8], v15, sizeof(v5[v8]));
1333 memcpy(v15, &v12, 0x20u);
1334 SortVerticesByX(v5, uStart, v8 - 1);
1335 SortVerticesByX(a2, v8 + 1, uEnd);
1336 }
1337 return true;
1338 }
1339
1340 //----- (004C27AD) --------------------------------------------------------
1341 bool Vis::SortVerticesByY(RenderVertexD3D3 *a2, unsigned int uStart, unsigned int uEnd)
1342 {
1343 bool result; // eax@1
1344 RenderVertexD3D3 *v5; // edx@2
1345 RenderVertexD3D3 *v6; // esi@2
1346 RenderVertexD3D3 v7; // qdi@2
1347 unsigned int v8; // ebx@2
1348 int v9; // ecx@3
1349 int v10; // ecx@5
1350 float v11; // eax@8
1351 RenderVertexD3D3 v12; // [sp+4h] [bp-4Ch]@8
1352 char v13; // [sp+24h] [bp-2Ch]@2
1353 float v14; // [sp+28h] [bp-28h]@4
1354 Vis *thisa; // [sp+44h] [bp-Ch]@1
1355 RenderVertexD3D3 *v16; // [sp+48h] [bp-8h]@2
1356 unsigned int v17; // [sp+4Ch] [bp-4h]@2
1357
1358 result = uEnd;
1359 thisa = this;
1360 if ( (signed int)uEnd > (signed int)uStart )
1361 {
1362 v5 = a2;
1363 v6 = &a2[uEnd];
1364 LODWORD(v7.pos.x) = (int)&v13;
1365 v16 = &a2[uEnd];
1366 v8 = uStart - 1;
1367 v17 = uEnd;
1368 while ( 1 )
1369 {
1370 memcpy(*(void **)&v7.pos.x, v6, 0x20u);
1371 v9 = (int)&v5[v8].pos.y;
1372 do
1373 {
1374 v9 += 32;
1375 ++v8;
1376 }
1377 while ( *(float *)v9 < (double)v14 );
1378 v10 = (int)&v5[v17].pos.y;
1379 do
1380 {
1381 v10 -= 32;
1382 --v17;
1383 }
1384 while ( *(float *)v10 > (double)v14 );
1385 if ( (signed int)v8 >= (signed int)v17 )
1386 break;
1387 LODWORD(v11) = (int)&v5[v17];
1388 memcpy(&v12, &a2[v8], sizeof(v12));
1389 v5 = a2;
1390 memcpy(&a2[v8], *(void **)&v11, sizeof(a2[v8]));
1391 v6 = &v12;
1392 v7.pos.x = v11;
1393 }
1394 memcpy(&v12, &v5[v8], sizeof(v12));
1395 memcpy(&v5[v8], v16, sizeof(v5[v8]));
1396 memcpy(v16, &v12, 0x20u);
1397 SortVerticesByY(v5, uStart, v8 - 1);
1398 SortVerticesByY(a2, v8 + 1, uEnd);
1399 }
1400 return true;
1401 }
1402
1403 //----- (004C288E) --------------------------------------------------------
1404 bool Vis::sort_objects_2(RenderVertexSoft *pArray, int sLeft, int sRight)
1405 {
1406 bool result; // eax@1
1407 RenderVertexSoft *v5; // edx@2
1408 int v6; // ebx@2
1409 int i; // ecx@2
1410 int v8; // esi@3
1411 int v9; // esi@5
1412 RenderVertexSoft *v10; // eax@8
1413 RenderVertexSoft v11; // [sp+4h] [bp-6Ch]@8
1414 RenderVertexSoft v12; // [sp+34h] [bp-3Ch]@2
1415 float v13; // [sp+4Ch] [bp-24h]@4
1416 int v14; // [sp+64h] [bp-Ch]@7
1417 Vis *thisa; // [sp+68h] [bp-8h]@1
1418 RenderVertexSoft *v16; // [sp+6Ch] [bp-4h]@2
1419
1420 result = sRight;
1421 thisa = this;
1422 if ( sRight > sLeft )
1423 {
1424 v5 = pArray;
1425 v16 = &pArray[sRight];
1426 v6 = sLeft - 1;
1427 memcpy(&v12, &pArray[sRight], sizeof(v12));
1428 for ( i = sRight; ; i = v14 )
1429 {
1430 v8 = (int)&v5[v6].vWorldViewProjX;
1431 do
1432 {
1433 v8 += 48;
1434 ++v6;
1435 }
1436 while ( *(float *)v8 < (double)v13 );
1437 v9 = (int)&v5[i].vWorldViewProjX;
1438 do
1439 {
1440 v9 -= 48;
1441 --i;
1442 }
1443 while ( *(float *)v9 > (double)v13 );
1444 v14 = i;
1445 if ( v6 >= i )
1446 break;
1447 v10 = &v5[i];
1448 memcpy(&v11, &pArray[v6], sizeof(v11));
1449 v5 = pArray;
1450 memcpy(&pArray[v6], v10, sizeof(pArray[v6]));
1451 memcpy(v10, &v11, 0x30u);
1452 }
1453 memcpy(&v11, &v5[v6], sizeof(v11));
1454 memcpy(&v5[v6], v16, sizeof(v5[v6]));
1455 memcpy(v16, &v11, 0x30u);
1456 sort_objects_2(v5, sLeft, v6 - 1);
1457 sort_objects_2(pArray, v6 + 1, sRight);
1458 }
1459 return true;
1460 }
1461
1462 //----- (004C297E) --------------------------------------------------------
1463 bool Vis::sort_objects_3(RenderVertexSoft *pArray, int sLeft, int sRight)
1464 {
1465 bool result; // eax@1
1466 RenderVertexSoft *v5; // edx@2
1467 int v6; // ebx@2
1468 int i; // ecx@2
1469 int v8; // esi@3
1470 int v9; // esi@5
1471 RenderVertexSoft *v10; // eax@8
1472 char v11; // [sp+4h] [bp-6Ch]@8
1473 RenderVertexSoft v12; // [sp+34h] [bp-3Ch]@2
1474 float v13; // [sp+50h] [bp-20h]@4
1475 int v14; // [sp+64h] [bp-Ch]@7
1476 Vis *thisa; // [sp+68h] [bp-8h]@1
1477 RenderVertexSoft *v16; // [sp+6Ch] [bp-4h]@2
1478
1479 result = sRight;
1480 thisa = this;
1481 if ( sRight > sLeft )
1482 {
1483 v5 = pArray;
1484 v16 = &pArray[sRight];
1485 v6 = sLeft - 1;
1486 memcpy(&v12, &pArray[sRight], sizeof(v12));
1487 for ( i = sRight; ; i = v14 )
1488 {
1489 v8 = (int)&v5[v6].vWorldViewProjY;
1490 do
1491 {
1492 v8 += 48;
1493 ++v6;
1494 }
1495 while ( *(float *)v8 < (double)v13 );
1496 v9 = (int)&v5[i].vWorldViewProjY;
1497 do
1498 {
1499 v9 -= 48;
1500 --i;
1501 }
1502 while ( *(float *)v9 > (double)v13 );
1503 v14 = i;
1504 if ( v6 >= i )
1505 break;
1506 v10 = &v5[i];
1507 memcpy(&v11, &pArray[v6], 0x30u);
1508 v5 = pArray;
1509 memcpy(&pArray[v6], v10, sizeof(pArray[v6]));
1510 memcpy(v10, &v11, 0x30u);
1511 }
1512 memcpy(&v11, &v5[v6], 0x30u);
1513 memcpy(&v5[v6], v16, sizeof(v5[v6]));
1514 memcpy(v16, &v11, 0x30u);
1515 sort_objects_3(v5, sLeft, v6 - 1);
1516 sort_objects_3(pArray, v6 + 1, sRight);
1517 }
1518 return true;
1519 }
1520
1521
1522 //----- (004C04AF) --------------------------------------------------------
1523 Vis::Vis()
1524 {
1525 Vis *v1; // ebx@1
1526 Vis *result; // eax@1
1527 RenderVertexSoft v3; // [sp+Ch] [bp-60h]@1
1528 RenderVertexSoft v4; // [sp+3Ch] [bp-30h]@1
1529
1530 v1 = this;
1531 v3.flt_2C = 0.0;
1532 v3.vWorldPosition.x = 0.0;
1533 v3.vWorldPosition.y = 65536.0;
1534 v3.vWorldPosition.z = 0.0;
1535 v4.flt_2C = 0.0;
1536 v4.vWorldPosition.x = 65536.0;
1537 v4.vWorldPosition.y = 0.0;
1538 v4.vWorldPosition.z = 0.0;
1539 memcpy(&v1->stru_200C, &v4, sizeof(v1->stru_200C));
1540 v4.flt_2C = 0.0;
1541 v4.vWorldPosition.x = 0.0;
1542 v4.vWorldPosition.y = 65536.0;
1543 v4.vWorldPosition.z = 0.0;
1544 memcpy(&v1->stru_203C, &v3, sizeof(v1->stru_203C));
1545 v3.flt_2C = 0.0;
1546 v3.vWorldPosition.x = 65536.0;
1547 v3.vWorldPosition.y = 0.0;
1548 v3.vWorldPosition.z = 0.0;
1549 memcpy(&v1->stru_206C, &v3, sizeof(v1->stru_206C));
1550 result = v1;
1551 memcpy(&v1->stru_209C, &v4, sizeof(v1->stru_209C));
1552 v1->field_20CC = 512;
1553 }
1554
1555 //----- (004C055C) --------------------------------------------------------
1556 Vis_stru1::Vis_stru1()
1557 {
1558 for (uint i = 0; i < 512; ++i)
1559 {
1560 array_0004[i].pObjectInfo = 0;
1561 array_0004[i].sZValue = -1;
1562 array_0004[i].uObjectType = 0;
1563 }
1564 uNumPointers = 0;
1565 }
1566
1567
1568
1569
1570 //----- (004C05CC) --------------------------------------------------------
1571 bool Vis::_4C05CC(Vis_stru1 *a2, stru157 *a3, stru157 *a4)
1572 {
1573 Vis_stru1 *v4; // esi@1
1574 Vis *v5; // ebx@1
1575 char *v6; // edi@3
1576 float v7; // ST00_4@3
1577 bool result; // eax@6
1578 float v9; // [sp+4h] [bp-14h]@3
1579
1580 v4 = a2;
1581 v5 = this;
1582 if ( !a2 )
1583 v4 = &this->stru1;
1584 v4->uNumPointers = 0;
1585 v6 = (char *)&this->field_20CC;
1586 v7 = (double)this->field_20CC;
1587 _4C06F8(v7, v4, a3);
1588 v9 = (double)*(signed int *)v6;
1589 if ( uCurrentlyLoadedLevelType == LEVEL_Indoor )
1590 _4C0D32_BLV(v9, v4, a4);
1591 else
1592 _4C0DEA_ODM(v9, v4, a4);
1593 v4->create_object_pointers(1u);
1594 sort_object_pointers(v4->array_1804, 0, v4->uNumPointers - 1);
1595 return true;
1596 }
1597
1598 //----- (004C0646) --------------------------------------------------------
1599 bool Vis::PickMouse(float fDepth, float fMouseX, float fMouseY, stru157 *a5, stru157 *a6)
1600 {
1601 Vis *v6; // esi@1
1602 bool result; // eax@4
1603 RenderVertexSoft pMouseRay[2]; // [sp+1Ch] [bp-60h]@1
1604
1605 v6 = this;
1606 this->stru1.uNumPointers = 0;
1607 CastPickRay(pMouseRay, fMouseX, fMouseY, fDepth);
1608 PickBillboards(fDepth, fMouseX, fMouseY, &v6->stru1, a5);
1609 if ( uCurrentlyLoadedLevelType == LEVEL_Indoor )
1610 PickIndoor(fDepth, pMouseRay, &v6->stru1, a6);
1611 else
1612 PickOutdoor(fDepth, pMouseRay, &v6->stru1, a6, 0);
1613 v6->stru1.create_object_pointers(0);
1614 sort_object_pointers(v6->stru1.array_1804, 0, v6->stru1.uNumPointers - 1);
1615 return true;
1616 }
1617
1618 //----- (004C06F8) --------------------------------------------------------
1619 void Vis::_4C06F8(float arg0, Vis_stru1 *a3, stru157 *a2)
1620 {
1621 int v4; // ST18_4@5
1622 Vis_stru1_stru0 *v5; // edi@5
1623 void **v7; // [sp+24h] [bp-8h]@2
1624 unsigned int uD3DBillboardIdx; // [sp+28h] [bp-4h]@1
1625
1626 uD3DBillboardIdx = 0;
1627 auto ecx0 = this;
1628 if ( (signed int)pRenderer->uNumBillboardsToDraw > 0 )
1629 {
1630 v7 = (void **)&pRenderer->pBillboardRenderListD3D[0].uParentBillboardID;
1631 do
1632 {
1633 if ( is_part_of_selection((BLVFace *)uD3DBillboardIdx, a2) )
1634 {
1635 if ( DoesRayIntersectBillboard(arg0, uD3DBillboardIdx) )
1636 {
1637 v4 = pBillboardRenderList[(int)*v7].sZValue;
1638 v5 = &a3->array_0004[a3->uNumPointers];
1639 v5->pObjectInfo = *v7;
1640 v5 = (Vis_stru1_stru0 *)((char *)v5 + 4);
1641 v5->pObjectInfo = (void *)v4;
1642 v5->sZValue = 1;
1643 ++a3->uNumPointers;
1644 }
1645 }
1646 ++uD3DBillboardIdx;
1647 v7 += 39;
1648 }
1649 while ( (signed int)uD3DBillboardIdx < (signed int)pRenderer->uNumBillboardsToDraw );
1650 }
1651 }
1652
1653 //----- (004C0791) --------------------------------------------------------
1654 bool Vis::is_part_of_selection(BLVFace *uD3DBillboardIdx_or_pBLVFace_or_pODMFace, stru157 *a2)
1655 {
1656 stru157 *v3; // esi@1
1657 int result; // eax@1
1658 int v5; // edx@2
1659 int v6; // ecx@2
1660 char v7; // zf@3
1661 int v8; // esi@5
1662 std::string *v9; // ecx@7
1663 Actor *v10; // edi@18
1664 char v11; // zf@26
1665 const char *v12; // [sp-20h] [bp-2Ch]@7
1666 int v13; // [sp-1Ch] [bp-28h]@7
1667 std::string v14; // [sp-18h] [bp-24h]@7
1668 const char *v15; // [sp-8h] [bp-14h]@7
1669 int v16; // [sp-4h] [bp-10h]@7
1670
1671 v3 = a2;
1672 result = a2->field_0;
1673 if ( a2->field_0 != 1 )
1674 {
1675 if ( result != 2
1676 || (uCurrentlyLoadedLevelType != LEVEL_Indoor ? (v11 = LOWORD(uD3DBillboardIdx_or_pBLVFace_or_pODMFace[3].pFacePlane.vNormal.y) == 0,
1677 result = uD3DBillboardIdx_or_pBLVFace_or_pODMFace->pFacePlane_old.dist) : (v11 = pIndoor->pFaceExtras[uD3DBillboardIdx_or_pBLVFace_or_pODMFace->uFaceExtraID].uEventID == 0, result = uD3DBillboardIdx_or_pBLVFace_or_pODMFace->uAttributes),
1678 a2->field_4 != 1) )
1679 goto LABEL_16;
1680 if ( v11 || result & a2->field_C )
1681 goto LABEL_33;
1682 v7 = (result & a2->field_8) == 0;
1683 goto LABEL_32;
1684 }
1685 v5 = a2->field_10;
1686 result = (pBillboardRenderList[pRenderer->pBillboardRenderListD3D[(int)uD3DBillboardIdx_or_pBLVFace_or_pODMFace].uParentBillboardID].sZValue & 0xFFFF) >> 3;
1687 v6 = pBillboardRenderList[pRenderer->pBillboardRenderListD3D[(int)uD3DBillboardIdx_or_pBLVFace_or_pODMFace].uParentBillboardID].sZValue & 7;
1688 if ( v5 & 2 )
1689 {
1690 v7 = v6 == a2->field_4;
1691 goto LABEL_32;
1692 }
1693 if ( v5 & 4 )
1694 {
1695 v8 = a2->field_4;
1696 if ( v6 != v8 )
1697 goto LABEL_16;
1698 if ( v8 != 5 )
1699 {
1700 v15 = "E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Vis.cpp:207";
1701 v12 = "Unsupported \"exclusion if no event\" type in CVis::is_part_of_selection";
1702 LABEL_15:
1703 MessageBoxA(nullptr, v12, v15, 0);
1704 return true;
1705 }
1706 result *= 32;
1707 if ( *(__int16 *)((char *)&pLevelDecorations[0].uCog + result)
1708 || *(__int16 *)((char *)&pLevelDecorations[0].field_16_event_id + result) )
1709 goto LABEL_16;
1710 result = pLevelDecorations[result / sizeof(LevelDecoration)].IsInteractive();
1711 goto LABEL_11;
1712 }
1713 if ( v6 == a2->field_4 )
1714 {
1715 if ( v6 != 3 )
1716 {
1717 v15 = "E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Vis.cpp:245";
1718 v12 = "Default case reached in VIS";
1719 goto LABEL_15;
1720 }
1721 v10 = &pActors[result];
1722 result = 1 << LOBYTE(v10->uAIState);
1723 if ( result & a2->field_C
1724 || !(result & a2->field_8)
1725 || v5 & 8 && (result = MonsterStats::BelongsToSupertype(v10->pMonsterInfo.uID, MONSTER_SUPERTYPE_UNDEAD)) == 0 )
1726 goto LABEL_33;
1727 if ( !(v3->field_10 & 1) )
1728 goto LABEL_16;
1729 result = v10->GetActorsRelation(nullptr);
1730 LABEL_11:
1731 v7 = result == 0;
1732 LABEL_32:
1733 if ( v7 )
1734 goto LABEL_33;
1735 LABEL_16:
1736 return true;
1737 }
1738 LABEL_33:
1739 LOBYTE(result) = 0;
1740 return result;
1741 }
1742
1743 //----- (004C091D) --------------------------------------------------------
1744 bool Vis::DoesRayIntersectBillboard(float fDepth, unsigned int uD3DBillboardIdx)
1745 {
1746 unsigned int v3; // esi@3
1747 bool result; // eax@3
1748 int v5; // ecx@4
1749 double v6; // st7@4
1750 __int16 v7; // fps@4
1751 double v8; // st7@4
1752 unsigned __int8 v9; // c0@4
1753 char v10; // c2@4
1754 unsigned __int8 v11; // c3@4
1755 Vis_stru1_stru0 *v12; // eax@10
1756 __int16 v13; // fps@16
1757 double v14; // st7@16
1758 char v15; // c0@16
1759 char v16; // c2@16
1760 char v17; // c3@16
1761 double v18; // st7@18
1762 double v19; // st6@18
1763 double v20; // st4@18
1764 float v21; // ST0C_4@22
1765 float v22; // ST08_4@22
1766 signed int v23; // eax@27
1767 double v24; // st7@32
1768 double v25; // st6@32
1769 float v26; // eax@32
1770 double v27; // st7@36
1771 double v28; // st6@36
1772 __int16 v29; // fps@36
1773 char v30; // c0@36
1774 char v31; // c2@36
1775 char v32; // c3@36
1776 double v33; // st6@37
1777 __int16 v34; // fps@37
1778 char v35; // c0@37
1779 char v36; // c2@37
1780 char v37; // c3@37
1781 __int16 v38; // fps@38
1782 double v39; // st6@38
1783 unsigned __int8 v40; // c0@38
1784 char v41; // c2@38
1785 unsigned __int8 v42; // c3@38
1786 __int16 v43; // fps@39
1787 double v44; // st6@39
1788 char v45; // c0@39
1789 char v46; // c2@39
1790 char v47; // c3@39
1791 Vis *v48; // esi@40
1792 float v49; // ST08_4@40
1793 Vis_stru1_stru0 *v50; // eax@45
1794 RenderVertexSoft pRay[2]; // [sp+20h] [bp-DCh]@5
1795 RenderVertexSoft a3[2]; // [sp+80h] [bp-7Ch]@22
1796 float v53; // [sp+E0h] [bp-1Ch]@33
1797 float v54; // [sp+E4h] [bp-18h]@32
1798 float fBillboardCenterX; // [sp+E8h] [bp-14h]@5
1799 float fBillboardCenterY; // [sp+ECh] [bp-10h]@5
1800 unsigned int v57; // [sp+F0h] [bp-Ch]@5
1801 float v58; // [sp+F4h] [bp-8h]@17
1802 Vis *thisa; // [sp+F8h] [bp-4h]@1
1803 signed int a3a; // [sp+108h] [bp+Ch]@17
1804 float a3b; // [sp+108h] [bp+Ch]@32
1805
1806 thisa = this;
1807
1808 static Vis_stru1 Vis_static_stru_F91E10;
1809
1810 Vis_static_stru_F91E10.uNumPointers = 0;
1811 v3 = uD3DBillboardIdx;
1812 result = pRenderer->pBillboardRenderListD3D[uD3DBillboardIdx].uParentBillboardID;
1813 if ( result != -1
1814 && (v5 = pBillboardRenderList[result].sZValue,
1815 v6 = (double)(unsigned __int16)pBillboardRenderList[result].sZValue,
1816 result = v5 >> 16,
1817 v8 = v6 * 0.000015259022 + (double)(v5 >> 16),
1818 //UNDEF(v7),
1819 v9 = v8 < fDepth,
1820 v10 = 0,
1821 v11 = v8 == fDepth,
1822 BYTE1(result) = HIBYTE(v7),
1823 v9 | v11) )
1824 {
1825 LOWORD(v5) = 0;
1826 v57 = v5;
1827 GetPolygonCenter(
1828 pRenderer->pBillboardRenderListD3D[v3].pQuards,
1829 4u,
1830 &fBillboardCenterX,
1831 &fBillboardCenterY);
1832 CastPickRay(pRay, fBillboardCenterX, fBillboardCenterY, fDepth);
1833 if ( uCurrentlyLoadedLevelType == LEVEL_Indoor )
1834 PickIndoor(fDepth, pRay, &Vis_static_stru_F91E10, &a5);
1835 else
1836 PickOutdoor(fDepth, pRay, &Vis_static_stru_F91E10, &a5, 0);
1837 Vis_static_stru_F91E10.create_object_pointers(0);
1838 sort_object_pointers(Vis_static_stru_F91E10.array_1804, 0, Vis_static_stru_F91E10.uNumPointers - 1);
1839 HIWORD(result) = HIWORD(Vis_static_stru_F91E10.uNumPointers);
1840 if ( Vis_static_stru_F91E10.uNumPointers
1841 && ((signed int)Vis_static_stru_F91E10.uNumPointers <= 0 ? (v12 = 0) : (v12 = Vis_static_stru_F91E10.array_1804[0]),
1842 result = v12->sZValue,
1843 LOWORD(result) = 0,
1844 result <= v57)
1845 || (double)(signed int)pViewport->uScreenX > fBillboardCenterX
1846 || (double)(signed int)pViewport->uScreenZ < fBillboardCenterX
1847 || (double)(signed int)pViewport->uScreenY > fBillboardCenterY
1848 || (v14 = (double)(signed int)pViewport->uScreenW,
1849 //UNDEF(v13),
1850 v15 = v14 < fBillboardCenterY,
1851 v16 = 0,
1852 v17 = v14 == fBillboardCenterY,
1853 BYTE1(result) = HIBYTE(v13),
1854 v14 < fBillboardCenterY) )
1855 {
1856 a3a = 0;
1857 result = (bool)&pRenderer->pBillboardRenderListD3D[v3].pQuards[0].pos.y;
1858
1859 __debugbreak();
1860 {
1861 LODWORD(v58) = (int)((char *)&pRenderer + v3 * 156 + 1062620);// pBillboardRenderListD3D+0x0C
1862 }
1863
1864 while ( 1 )
1865 {
1866 v18 = *(float *)(result - 4);
1867 v19 = *(float *)result;
1868 v20 = *(float *)(result - 4);
1869 Vis_static_stru_F91E10.uNumPointers = 0;
1870 if ( v20 >= (double)(signed int)pViewport->uScreenX )
1871 {
1872 if ( v18 <= (double)(signed int)pViewport->uScreenZ
1873 && v19 >= (double)(signed int)pViewport->uScreenY
1874 && v19 <= (double)(signed int)pViewport->uScreenW )
1875 {
1876 v21 = v19;
1877 v22 = v18;
1878 CastPickRay(a3, v22, v21, fDepth);
1879 if ( uCurrentlyLoadedLevelType == LEVEL_Indoor )
1880 PickIndoor(fDepth, a3, &Vis_static_stru_F91E10, &a5);
1881 else
1882 PickOutdoor(fDepth, a3, &Vis_static_stru_F91E10, &a5, 0);
1883 Vis_static_stru_F91E10.create_object_pointers(0);
1884 sort_object_pointers(
1885 Vis_static_stru_F91E10.array_1804,
1886 0,
1887 Vis_static_stru_F91E10.uNumPointers - 1);
1888 result = Vis_static_stru_F91E10.uNumPointers;
1889 if ( !Vis_static_stru_F91E10.uNumPointers )
1890 break;
1891 v23 = (signed int)(Vis_static_stru_F91E10.uNumPointers <= 0 ? 0 : Vis_static_stru_F91E10.array_1804[0]);
1892 result = *(int *)(v23 + 4);
1893 LOWORD(result) = 0;
1894 if ( result > v57 )
1895 break;
1896 }
1897 }
1898 ++a3a;
1899 result = LODWORD(v58) + 32;
1900 LODWORD(v58) += 32;
1901 if ( a3a >= 4 )
1902 {
1903 if ( uCurrentlyLoadedLevelType != LEVEL_Outdoor )
1904 goto LABEL_49;
1905 v24 = pRenderer->pBillboardRenderListD3D[v3].pQuards[0].pos.x;
1906 v25 = pRenderer->pBillboardRenderListD3D[v3].pQuards[3].pos.x;
1907 v26 = pRenderer->pBillboardRenderListD3D[v3].pQuards[0].pos.y;
1908 v54 = pRenderer->pBillboardRenderListD3D[v3].pQuards[3].pos.x;
1909 v58 = v26;
1910 result = LODWORD(pRenderer->pBillboardRenderListD3D[v3].pQuards[1].pos.y);
1911 a3b = pRenderer->pBillboardRenderListD3D[v3].pQuards[1].pos.y;
1912 if ( v24 > v25 )
1913 {
1914 v53 = v24;
1915 v24 = v54;
1916 v25 = v53;
1917 }
1918 if ( v58 > (double)a3b )
1919 a3b = v58;
1920 if ( (Vis_static_stru_F91E10.uNumPointers = 0,
1921 v27 = (v25 - v24) * 0.5,
1922 v28 = (double)(signed int)pViewport->uScreenX,
1923 //UNDEF(v29),
1924 v30 = v27 < v28,
1925 v31 = 0,
1926 v32 = v27 == v28,
1927 BYTE1(result) = HIBYTE(v29),
1928 v27 < v28)
1929 || (v33 = (double)(signed int)pViewport->uScreenZ,
1930 //UNDEF(v34),
1931 v35 = v27 < v33,
1932 v36 = 0,
1933 v37 = v27 == v33,
1934 BYTE1(result) = HIBYTE(v34),
1935 v27 > v33)
1936 || (v39 = (double)(signed int)pViewport->uScreenY,
1937 //UNDEF(v38),
1938 v40 = v39 < a3b,
1939 v41 = 0,
1940 v42 = v39 == a3b,
1941 BYTE1(result) = HIBYTE(v38),
1942 !(v40 | v42))
1943 || (v44 = (double)(signed int)pViewport->uScreenW,
1944 //UNDEF(v43),
1945 v45 = v44 < a3b,
1946 v46 = 0,
1947 v47 = v44 == a3b,
1948 BYTE1(result) = HIBYTE(v43),
1949 v44 < a3b)
1950 || ((v48 = thisa, v49 = v27, CastPickRay(a3, v49, a3b, fDepth), uCurrentlyLoadedLevelType != LEVEL_Indoor) ? PickOutdoor(fDepth, a3, &Vis_static_stru_F91E10, &a5, 0) : PickIndoor(fDepth, a3, &Vis_static_stru_F91E10, &a5),
1951 (Vis_static_stru_F91E10.create_object_pointers(0),
1952 sort_object_pointers(
1953 Vis_static_stru_F91E10.array_1804,
1954 0,
1955 Vis_static_stru_F91E10.uNumPointers - 1),
1956 (result = Vis_static_stru_F91E10.uNumPointers) != 0)
1957 && ((signed int)Vis_static_stru_F91E10.uNumPointers <= 0 ? (v50 = 0) : (v50 = Vis_static_stru_F91E10.array_1804[0]),
1958 result = v50->sZValue,
1959 LOWORD(result) = 0,
1960 result <= v57)) )
1961 goto LABEL_49;
1962 break;
1963 }
1964 }
1965 }
1966 LOBYTE(result) = 1;
1967 }
1968 else
1969 {
1970 LABEL_49:
1971 return false;
1972 }
1973 return result;
1974 }
1975 // F93E18: using guessed type char static_byte_F93E18_init;
1976
1977 //----- (004C0D32) --------------------------------------------------------
1978 int Vis::_4C0D32_BLV(float a1, Vis_stru1 *arg4, stru157 *a2)
1979 {
1980 int result; // eax@1
1981 signed int v5; // esi@2
1982 BLVFace *v6; // edi@4
1983 unsigned int v7; // eax@6
1984 Vis_stru1_stru0 *v8; // eax@6
1985 int v9; // ST18_4@7
1986 unsigned int v10; // ST1C_4@7
1987 unsigned int v11; // ecx@7
1988 signed int i; // [sp+18h] [bp-8h]@1
1989 Vis *thisa; // [sp+1Ch] [bp-4h]@1
1990
1991 result = 0;
1992 thisa = this;
1993 for ( i = 0; i < (signed int)pStru170->uNumFaceIDs; ++i )
1994 {
1995 v5 = pStru170->pFaceIDs[2 * result];
1996 if ( v5 >= 0 )
1997 {
1998 if ( v5 < (signed int)pIndoor->uNumFaces )
1999 {
2000 v6 = &pIndoor->pFaces[v5];
2001 if ( !pGame->pIndoorCameraD3D->IsFaceFacedTowardsCamera(&pIndoor->pFaces[v5]) )
2002 {
2003 if ( is_part_of_selection(v6, a2) )
2004 {
2005 v7 = 8 * v5;
2006 LOBYTE(v7) = 8 * v5 | 6;
2007 v8 = _4C1026(v6, v7, a1);
2008 if ( v8 )
2009 {
2010 v9 = v8->sZValue;
2011 v10 = v8->uObjectType;
2012 v11 = 3 * arg4->uNumPointers;
2013 arg4->array_0004[arg4->uNumPointers].pObjectInfo = v8->pObjectInfo;
2014 arg4->array_0004[4 * v11 / 0xC].sZValue = v9;
2015 arg4->array_0004[4 * v11 / 0xC].uObjectType = v10;
2016 ++arg4->uNumPointers;
2017 }
2018 }
2019 }
2020 }
2021 }
2022 result = i + 1;
2023 }
2024 return result;
2025 }
2026
2027 //----- (004C0DEA) --------------------------------------------------------
2028 void Vis::_4C0DEA_ODM(float arg0, Vis_stru1 *a3, stru157 *a2)
2029 {
2030 int v4; // esi@1
2031 BSPModel *v5; // ebx@3
2032 unsigned __int8 v6; // zf@5
2033 char v7; // sf@5
2034 unsigned __int8 v8; // of@5
2035 ODMFace *v9; // esi@7
2036 unsigned int v10; // eax@8
2037 Vis_stru1_stru0 *v11; // eax@8
2038 unsigned int v12; // ecx@9
2039 BLVFace f; // [sp+10h] [bp-84h]@1
2040 void *v14; // [sp+70h] [bp-24h]@9
2041 int v15; // [sp+74h] [bp-20h]@9
2042 unsigned int v16; // [sp+78h] [bp-1Ch]@9
2043 int v17; // [sp+7Ch] [bp-18h]@1
2044 Vis *v18; // [sp+80h] [bp-14h]@1
2045 int v19; // [sp+84h] [bp-10h]@6
2046 unsigned int v20; // [sp+88h] [bp-Ch]@2
2047 int v21; // [sp+8Ch] [bp-8h]@5
2048 int a1; // [sp+90h] [bp-4h]@1
2049
2050 auto ecx0 = this;
2051 v18 = ecx0;
2052 v4 = 0;
2053 v17 = 0;
2054 a1 = 0;
2055 if ( (signed int)pOutdoor->uNumBModels > 0 )
2056 {
2057 v20 = 0;
2058 do
2059 {
2060 v5 = &pOutdoor->pBModels[v20 / 0xBC];
2061 if ( IsBModelVisible(a1, &v17) )
2062 {
2063 if ( v17 != v4 )
2064 {
2065 v8 = __OFSUB__(v5->uNumFaces, v4);
2066 v6 = v5->uNumFaces == v4;
2067 v7 = ((v5->uNumFaces - v4) & 0x80000000u) != 0;
2068 v21 = v4;
2069 if ( !((unsigned __int8)(v7 ^ v8) | v6) )
2070 {
2071 v19 = v4;
2072 do
2073 {
2074 v9 = (ODMFace *)((char *)v5->pFaces + v19);
2075 if ( is_part_of_selection((BLVFace *)((char *)v5->pFaces + v19), a2) )
2076 {
2077 f.FromODM(v9);
2078 v10 = 8 * (v21 | (a1 << 6));
2079 LOBYTE(v10) = v10 | 6;
2080 v11 = _4C1026(&f, v10, arg0);
2081 if ( v11 )
2082 {
2083 v14 = v11->pObjectInfo;
2084 v15 = v11->sZValue;
2085 v12 = a3->uNumPointers;
2086 v16 = v11->uObjectType;
2087 v12 *= 3;
2088 *((int *)&a3->array_0004[0].pObjectInfo + v12) = (int)v14;
2089 *(&a3->array_0004[0].sZValue + v12) = v15;
2090 *(&a3->array_0004[0].uObjectType + v12) = v16;
2091 ++a3->uNumPointers;
2092 }
2093 }
2094 ++v21;
2095 v19 += 308;
2096 }
2097 while ( v21 < (signed int)v5->uNumFaces );
2098 v4 = 0;
2099 }
2100 }
2101 }
2102 ++a1;
2103 v20 += 188;
2104 }
2105 while ( a1 < (signed int)pOutdoor->uNumBModels );
2106 }
2107 }