Mercurial > might-and-magic-trilogy
diff stru9.cpp @ 0:8b8875f5b359
Initial commit
author | Nomad |
---|---|
date | Fri, 05 Oct 2012 16:07:14 +0200 |
parents | |
children | 0f4ed4f0f472 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/stru9.cpp Fri Oct 05 16:07:14 2012 +0200 @@ -0,0 +1,534 @@ +#include "stru9.h" +#include "IndoorCameraD3D.h" + +#include "mm7_data.h" + + + +//----- (00498377) -------------------------------------------------------- +bool stru9::_498377(struct RenderVertexSoft *a1, unsigned int uNumVertices, struct IndoorCameraD3D_Vec4 *a3, struct RenderVertexSoft *pVertices, unsigned int *pOutNumVertices) +{ + bool result; // eax@7 + unsigned int *v7; // ebx@7 + char *v8; // esi@8 + RenderVertexSoft *v9; // ecx@9 + double v10; // st7@12 + double v11; // st6@12 + RenderVertexSoft *v12; // esi@13 + int v13; // ecx@25 + VertexBuffer *v14; // edx@26 + char *v15; // eax@26 + unsigned int i; // ecx@26 + bool v17; // [sp+0h] [bp-28h]@9 + char *v18; // [sp+10h] [bp-18h]@8 + RenderVertexSoft *v19; // [sp+14h] [bp-14h]@0 + RenderVertexSoft *v20; // [sp+18h] [bp-10h]@0 + signed int v21; // [sp+1Ch] [bp-Ch]@7 + RenderVertexSoft *a2; // [sp+20h] [bp-8h]@8 + stru9 *thisa; // [sp+24h] [bp-4h]@1 + signed int a3a; // [sp+38h] [bp+10h]@12 + int a3b; // [sp+38h] [bp+10h]@25 + + thisa = this; + + static RenderVertexSoft static_AE3FB4; + static bool __init_flag1 = false; + if (!__init_flag1) + { + __init_flag1 = true; + + static_AE3FB4.flt_2C = 0.0; + } + + static stru312 static_AE3FA4; // idb + static bool __init_flag2 = false; + if (!__init_flag2) + { + __init_flag2 = true; + + //stru312::stru312(&static_AE3FA4); + } + + static VertexBuffer static_AE33A0; // idb + static bool __init_flag3 = false; + if (!__init_flag3) + { + __init_flag3 = true; + + //VertexBuffer::VertexBuffer(&static_AE33A0); + } + + result = 0; + v7 = pOutNumVertices; + v21 = 0; + if ( (signed int)uNumVertices <= 0 ) + goto LABEL_32; + a2 = a1; + v8 = (char *)&a3->y; + v18 = (char *)&a3->y; + do + { + v17 = result + 1; + v9 = &a1[(result + 1) % (signed int)uNumVertices]; + if ( a2->vWorldPosition.x != v9->vWorldPosition.x + || a2->vWorldPosition.y != v9->vWorldPosition.y + || a2->vWorldPosition.z != v9->vWorldPosition.z ) + { + v10 = *((float *)v8 + 1); + v11 = *(float *)v8; + ++v21; + result = 0; + static_AE3FA4.flt_0 = *((float *)v8 - 1); + static_AE33A0.uNumVertices = 0; + a3a = 0; + static_AE3FA4.flt_4 = v11; + static_AE3FA4.flt_8 = v10; + if ( (signed int)*v7 <= 0 ) + goto LABEL_32; + do + { + v12 = &pVertices[result]; + if ( result ) + { + if ( _4989E1(v20, &pVertices[result], a2, &static_AE3FA4) + && _498774(v20, v12, a2, &static_AE3FA4, &static_AE3FB4) ) + AddVertex(&static_AE33A0, &static_AE3FB4); + } + else + { + v19 = &pVertices[result]; + } + v20 = v12; + if ( _49895A(v12, a2, &static_AE3FA4) ) + AddVertex(&static_AE33A0, v12); + v7 = pOutNumVertices; + result = a3a++ + 1; + } + while ( a3a < (signed int)*pOutNumVertices ); + if ( !static_AE33A0.uNumVertices ) + goto LABEL_32; + if ( _4989E1(v12, v19, a2, &static_AE3FA4) + && _498774(v12, v19, a2, &static_AE3FA4, &static_AE3FB4) ) + AddVertex(&static_AE33A0, &static_AE3FB4); + v13 = static_AE33A0.uNumVertices; + a3b = 0; + if ( static_AE33A0.uNumVertices > 0 ) + { + v14 = &static_AE33A0; + v15 = (char *)&pVertices->vWorldPosition.y; + for ( i = (char *)&static_AE33A0.pVertices[0].vWorldPosition.y - (char *)pVertices; + ; + i = (char *)&static_AE33A0.pVertices[0].vWorldPosition.y - (char *)pVertices ) + { + ++a3b; + *((int *)v15 - 1) = *(unsigned int *)(&v14->pVertices[0].vWorldPosition.x); + v14 = (VertexBuffer *)((char *)v14 + 48); + *(float *)v15 = *(float *)&v15[(char *)&static_AE33A0 - (char *)pVertices]; + *((float *)v15 + 1) = *(float *)&v15[i]; + *((float *)v15 + 8) = *(float *)&v15[(char *)&static_AE33A0.pVertices[0].flt_20 - (char *)pVertices]; + *((float *)v15 + 9) = *(float *)&v15[(char *)&static_AE33A0.pVertices[0].u - (char *)pVertices]; + v13 = static_AE33A0.uNumVertices; + v15 += 48; + if ( a3b >= static_AE33A0.uNumVertices ) + break; + } + } + v7 = pOutNumVertices; + v8 = v18; + *pOutNumVertices = v13; + } + result = v17; + ++a2; + v8 += 24; + v18 = v8; + } + while ( v17 < (signed int)uNumVertices ); + if ( v21 < 3 ) +LABEL_32: + *v7 = 0; + return 1; +} +// AE3FE4: using guessed type char static_init_flag__AE3FB4_bit1__AE3FA4_bit2__AE33A0_bit3; + +//----- (004985FB) -------------------------------------------------------- +bool stru9::_4985FB(struct RenderVertexSoft *a1, signed int a2, struct RenderVertexSoft *a3, unsigned int *pOutNumVertices, struct Vec3_float_ *a5, float a6, char *a7, int unused) +{ + RenderVertexSoft *v9; // ecx@1 + Vec3_float_ *v10; // esi@1 + char *v11; // ebx@1 + RenderVertexSoft *v12; // edi@1 + double v13; // st7@1 + bool result; // eax@4 + signed int v15; // edx@9 + RenderVertexSoft *v16; // ecx@9 + double v17; // st7@9 + double v18; // st6@12 + signed int v19; // [sp+Ch] [bp-Ch]@7 + float v20; // [sp+10h] [bp-8h]@1 + bool v21; // [sp+14h] [bp-4h]@2 + + v9 = a1; + v10 = a5; + v11 = (char *)&a1->vWorldPosition.z; + v12 = a3; + v13 = a1->vWorldPosition.y * a5->y + a5->x * a1->vWorldPosition.x + a1->vWorldPosition.z * a5->z; + v20 = v13; + v21 = v13 >= a6; + result = 0; + *pOutNumVertices = 0; + if ( a2 <= 0 ) + goto LABEL_19; + while ( 1 ) + { + v19 = result + 1; + if ( v21 ) + { + ++a3; + memcpy(v12, v11 - 8, 0x30u); + ++*pOutNumVertices; + v10 = a5; + v12 = a3; + v9 = a1; + } + v15 = 0; + v16 = &v9[(result + 1) % a2]; + v17 = v16->vWorldPosition.z * v10->z + v16->vWorldPosition.y * v10->y + v10->x * v16->vWorldPosition.x; + if ( v17 >= a6 ) + v15 = 1; + if ( v21 != v15 ) + { + v18 = (a6 - v20) / (v17 - v20); + v12->vWorldPosition.x = (v16->vWorldPosition.x - *((float *)v11 - 2)) * v18 + *((float *)v11 - 2); + ++v12; + a3 = v12; + *((float *)v12 - 11) = (v16->vWorldPosition.y - *((float *)v11 - 1)) * v18 + *((float *)v11 - 1); + *((float *)v12 - 10) = (v16->vWorldPosition.z - *(float *)v11) * v18 + *(float *)v11; + *((float *)v12 - 3) = (v16->u - *((float *)v11 + 7)) * v18 + *((float *)v11 + 7); + *((float *)v12 - 2) = (v16->v - *((float *)v11 + 8)) * v18 + *((float *)v11 + 8); + ++*pOutNumVertices; + *a7 = 1; + } + ++result; + v11 += 48; + v21 = v15; + v20 = v17; + if ( v19 >= a2 ) + break; + v9 = a1; + } + result = (bool)pOutNumVertices; + if ( (signed int)*pOutNumVertices >= 3 ) + LOBYTE(result) = 1; + else +LABEL_19: + LOBYTE(result) = 0; + return result; +} + +//----- (00498737) -------------------------------------------------------- +void stru9::AddVertex(struct VertexBuffer *pVertexBuffer, struct RenderVertexSoft *pVertex) +{ + RenderVertexSoft *v3; // eax@1 + + v3 = &pVertexBuffer->pVertices[pVertexBuffer->uNumVertices]; + v3->vWorldPosition.x = pVertex->vWorldPosition.x; + v3->vWorldPosition.y = pVertex->vWorldPosition.y; + v3->vWorldPosition.z = pVertex->vWorldPosition.z; + v3->u = pVertex->u; + v3->v = pVertex->v; + ++pVertexBuffer->uNumVertices; +} + +//----- (00498774) -------------------------------------------------------- +bool stru9::_498774(struct RenderVertexSoft *a1, struct RenderVertexSoft *a2, struct RenderVertexSoft *a3, struct stru312 *a4, struct RenderVertexSoft *a5) +{ + RenderVertexSoft *v6; // ecx@5 + bool result; // eax@5 + double v8; // st7@5 + __int16 v9; // fps@5 + double v10; // st7@6 + double v11; // st6@8 + double v12; // st6@18 + char v13; // c0@24 + char v14; // c2@24 + char v15; // c3@24 + float a1a; // [sp+10h] [bp+8h]@5 + + static stru312 static_AE3388; + /*if ( !(static_init_flag__AE3388_bit1__AE3378_bit2 & 1) ) + { + static_init_flag__AE3388_bit1__AE3378_bit2 |= 1u; + stru312::stru312(&static_AE3388); + atexit(nullsub_16); + }*/ + static stru312 static_AE3378; + /*if ( !(static_init_flag__AE3388_bit1__AE3378_bit2 & 2) ) + { + static_init_flag__AE3388_bit1__AE3378_bit2 |= 2u; + stru312::stru312(&static_AE3378); + atexit(nullsub_15); + }*/ + v6 = a1; + static_AE3378.flt_0 = a1->vWorldPosition.x - a3->vWorldPosition.x; + static_AE3378.flt_4 = a1->vWorldPosition.y - a3->vWorldPosition.y; + HIWORD(result) = HIWORD(a4); + static_AE3378.flt_8 = a1->vWorldPosition.z - a3->vWorldPosition.z; + static_AE3388.flt_0 = a2->vWorldPosition.x - a1->vWorldPosition.x; + static_AE3388.flt_4 = a2->vWorldPosition.y - a1->vWorldPosition.y; + static_AE3388.flt_8 = a2->vWorldPosition.z - a1->vWorldPosition.z; + a1a = static_AE3388.flt_0 * a4->flt_0 + static_AE3388.flt_8 * a4->flt_8 + static_AE3388.flt_4 * a4->flt_4; + v8 = static_AE3378.flt_0 * a4->flt_0 + static_AE3378.flt_8 * a4->flt_8 + static_AE3378.flt_4 * a4->flt_4; + //UNDEF(v9); + if ( a1a != 0.0 ) + { + v10 = -(v8 / a1a); + if ( a1a <= 0.0 ) + { + if ( v10 <= 0.0 ) + v12 = 0.0; + else + v12 = v10; + if ( v12 <= 1.0 ) + { + if ( v10 <= 0.0 ) + v10 = (float)0.0; + } + else + { + v10 = 1.0; + } + } + else + { + if ( v10 >= 1.0 ) + v11 = 1.0; + else + v11 = v10; + if ( v11 >= 0.0 ) + { + if ( v10 >= 1.0 ) + v10 = (float)1.0; + } + else + { + v10 = 0.0; + } + } + result = (bool)a5; + a5->vWorldPosition.x = (a2->vWorldPosition.x - v6->vWorldPosition.x) * v10 + v6->vWorldPosition.x; + a5->vWorldPosition.y = (a2->vWorldPosition.y - v6->vWorldPosition.y) * v10 + v6->vWorldPosition.y; + a5->vWorldPosition.z = (a2->vWorldPosition.z - v6->vWorldPosition.z) * v10 + v6->vWorldPosition.z; + a5->u = (a2->u - v6->u) * v10 + v6->u; + a5->v = (a2->v - v6->v) * v10 + v6->v; + goto LABEL_15; + } + v13 = v8 < 0.0; + v14 = 0; + v15 = v8 == 0.0; + BYTE1(result) = HIBYTE(v9); + if ( v8 < 0.0 ) + { +LABEL_15: + LOBYTE(result) = 1; + return result; + } + LOBYTE(result) = 0; + return result; +} +// AE3398: using guessed type char static_init_flag__AE3388_bit1__AE3378_bit2; + +//----- (0049895A) -------------------------------------------------------- +bool stru9::_49895A(struct RenderVertexSoft *a1, struct RenderVertexSoft *a2, struct stru312 *a3) +{ + double v4; // st7@3 + double v5; // st7@3 + __int16 v6; // fps@3 + char v7; // c0@3 + char v8; // c2@3 + char v9; // c3@3 + bool result; // eax@3 + + static stru312 static_F942A0; + /*static bool __init_flag1 = false; + if (!__init_flag1) + { + __init_flag1 = true; + + stru312::stru312(&static_F942A0); + }*/ + + static_F942A0.flt_0 = a1->vWorldPosition.x - a2->vWorldPosition.x; + static_F942A0.flt_4 = a1->vWorldPosition.y - a2->vWorldPosition.y; + v4 = a1->vWorldPosition.z - a2->vWorldPosition.z; + HIWORD(result) = HIWORD(a3); + static_F942A0.flt_8 = v4; + v5 = v4 * a3->flt_8 + static_F942A0.flt_4 * a3->flt_4 + static_F942A0.flt_0 * a3->flt_0; + //UNDEF(v6); + flt_F942B0 = v5; + v7 = v5 < 0.0; + v8 = 0; + v9 = v5 == 0.0; + BYTE1(result) = HIBYTE(v6); + LOBYTE(result) = v5 >= 0.0; + return result; +} + + +//----- (004989E1) -------------------------------------------------------- +bool stru9::_4989E1(struct RenderVertexSoft *a1, struct RenderVertexSoft *a2, struct RenderVertexSoft *a3, struct stru312 *a4) +{ + bool r1; + bool r2; + + r1 = _49895A(a1, a3, a4); + r2 = _49895A(a2, a3, a4); + return !r1 && r2 == 1 || + r1 == 1 && !r2; +} + +//----- (004980B9) -------------------------------------------------------- +bool stru9::_4980B9(RenderVertexSoft *a1, signed int a2, float a3, float a4, float a5, RenderVertexSoft *a6, unsigned int *pOutNumVertices) +{ + bool result; // eax@7 + unsigned int *v9; // ebx@7 + char *v10; // edi@8 + RenderVertexSoft *v11; // esi@9 + RenderVertexSoft *v12; // ecx@9 + double v13; // st7@12 + double v14; // st6@12 + double v15; // st5@12 + RenderVertexSoft *v16; // edi@13 + int v17; // ecx@25 + VertexBuffer *v18; // edx@26 + char *v19; // eax@26 + unsigned int i; // ecx@26 + bool v21; // [sp+0h] [bp-24h]@9 + char *v22; // [sp+Ch] [bp-18h]@8 + RenderVertexSoft *a2a; // [sp+10h] [bp-14h]@0 + RenderVertexSoft *a1a; // [sp+14h] [bp-10h]@0 + signed int v25; // [sp+18h] [bp-Ch]@7 + signed int v26; // [sp+1Ch] [bp-8h]@12 + int v27; // [sp+1Ch] [bp-8h]@25 + stru9 *thisa; // [sp+20h] [bp-4h]@1 + + thisa = this; + + static RenderVertexSoft stru_AE4BFC; + static bool __init_flag1 = false; + if (!__init_flag1) + { + __init_flag1 = true; + + stru_AE4BFC.flt_2C = 0.0; + } + + static stru312 static_sub_4980B9_stru_AE4BEC; // idb + static bool __init_flag2 = false; + if (!__init_flag2) + { + __init_flag2 = true; + + //stru312::stru312(&static_sub_4980B9_stru_AE4BEC); + } + + static VertexBuffer static_sub_4980B9_stru_AE3FE8; // idb + static bool __init_flag3 = false; + if (!__init_flag3) + { + __init_flag3 = true; + + //VertexBuffer::VertexBuffer(&static_sub_4980B9_stru_AE3FE8); + } + + result = 0; + v9 = pOutNumVertices; + v25 = 0; + if ( a2 <= 0 ) + goto LABEL_32; + v10 = (char *)&a1->vWorldPosition.z; + v22 = (char *)&a1->vWorldPosition.z; + do + { + v11 = (RenderVertexSoft *)(v10 - 8); + v21 = result + 1; + v12 = &a1[(result + 1) % a2]; + if ( *((float *)v10 - 2) != v12->vWorldPosition.x + || *((float *)v10 - 1) != v12->vWorldPosition.y + || *(float *)v10 != v12->vWorldPosition.z ) + { + v13 = v12->vWorldPosition.x - v11->vWorldPosition.x; + v14 = v12->vWorldPosition.y - *((float *)v10 - 1); + v15 = v12->vWorldPosition.z - *(float *)v10; + ++v25; + result = 0; + static_sub_4980B9_stru_AE3FE8.uNumVertices = 0; + v26 = 0; + static_sub_4980B9_stru_AE4BEC.flt_0 = a4 * v15 - v14 * a5; + static_sub_4980B9_stru_AE4BEC.flt_4 = v13 * a5 - v15 * a3; + static_sub_4980B9_stru_AE4BEC.flt_8 = v14 * a3 - v13 * a4; + if ( (signed int)*v9 <= 0 ) + goto LABEL_32; + do + { + v16 = &a6[result]; + if ( result ) + { + if ( _4989E1(a1a, &a6[result], v11, &static_sub_4980B9_stru_AE4BEC) + && _498774(a1a, v16, v11, &static_sub_4980B9_stru_AE4BEC, &stru_AE4BFC) ) + AddVertex(&static_sub_4980B9_stru_AE3FE8, &stru_AE4BFC); + } + else + { + a2a = &a6[result]; + } + a1a = v16; + if ( _49895A(v16, v11, &static_sub_4980B9_stru_AE4BEC) ) + AddVertex(&static_sub_4980B9_stru_AE3FE8, v16); + v9 = pOutNumVertices; + result = v26++ + 1; + } + while ( v26 < (signed int)*pOutNumVertices ); + if ( !static_sub_4980B9_stru_AE3FE8.uNumVertices ) + goto LABEL_32; + if ( _4989E1(v16, a2a, v11, &static_sub_4980B9_stru_AE4BEC) + && _498774(v16, a2a, v11, &static_sub_4980B9_stru_AE4BEC, &stru_AE4BFC) ) + AddVertex(&static_sub_4980B9_stru_AE3FE8, &stru_AE4BFC); + v17 = static_sub_4980B9_stru_AE3FE8.uNumVertices; + v27 = 0; + if ( static_sub_4980B9_stru_AE3FE8.uNumVertices > 0 ) + { + v18 = &static_sub_4980B9_stru_AE3FE8; + v19 = (char *)&a6->vWorldPosition.y; + for ( i = (char *)&static_sub_4980B9_stru_AE3FE8.pVertices[0].flt_20 - (char *)a6; + ; + i = (char *)&static_sub_4980B9_stru_AE3FE8.pVertices[0].flt_20 - (char *)a6 ) + { + ++v27; + *((int *)v19 - 1) = LODWORD(v18->pVertices[0].vWorldPosition.x); + v18 = (VertexBuffer *)((char *)v18 + 48); + *(float *)v19 = *(float *)&v19[(char *)&static_sub_4980B9_stru_AE3FE8 - (char *)a6]; + *((float *)v19 + 1) = *(float *)&v19[(char *)&static_sub_4980B9_stru_AE3FE8.pVertices[0].vWorldPosition.y + - (char *)a6]; + *((float *)v19 + 8) = *(float *)&v19[i]; + *((float *)v19 + 9) = *(float *)&v19[(char *)&static_sub_4980B9_stru_AE3FE8.pVertices[0].u - (char *)a6]; + v17 = static_sub_4980B9_stru_AE3FE8.uNumVertices; + v19 += 48; + if ( v27 >= static_sub_4980B9_stru_AE3FE8.uNumVertices ) + break; + } + } + v9 = pOutNumVertices; + v10 = v22; + *pOutNumVertices = v17; + } + result = v21; + v10 += 48; + v22 = v10; + } + while ( v21 < a2 ); + if ( v25 < 3 ) +LABEL_32: + *v9 = 0; + return 1; +} +// AE4C2C: using guessed type char static_sub_4980B9_byte_AE4C2C_init_flag; \ No newline at end of file