Mercurial > might-and-magic-trilogy
view stru10.cpp @ 45:bcc051713d20
BLV render & seffects
author | Nomad |
---|---|
date | Mon, 22 Oct 2012 20:45:14 +0200 |
parents | 8b8875f5b359 |
children | fde5c5acb66e |
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#include "stru10.h" #include "Render.h" #include "Indoor.h" #include "Game.h" #include "Party.h" #include "mm7_data.h" //----- (0049CE9E) -------------------------------------------------------- void stru10::_49CE9E(BLVFace *pFace, RenderVertexSoft *a2, signed int a3, RenderVertexSoft *a4) { char *v5; // eax@1 signed int v6; // edx@1 unsigned int v7; // eax@3 signed int v8; // ecx@11 signed int v9; // esi@11 RenderVertexSoft *v10; // edx@12 double v11; // st6@14 RenderVertexSoft *v12; // edx@19 signed int v13; // ecx@19 signed int v14; // esi@19 RenderVertexSoft *v15; // edi@20 double v16; // st6@22 signed int v17; // ecx@27 signed int v18; // edi@27 char *v19; // esi@28 double v20; // st6@30 signed int v21; // ecx@35 signed int v22; // edi@35 char *v23; // esi@36 double v24; // st7@38 signed int v25; // ecx@45 signed int v26; // esi@45 RenderVertexSoft *v27; // edx@46 double v28; // st6@48 signed int v29; // ecx@53 signed int v30; // esi@53 RenderVertexSoft *v31; // edi@54 double v32; // st6@56 signed int v33; // ecx@61 signed int v34; // edi@61 char *v35; // esi@62 double v36; // st6@64 signed int v37; // edi@69 char *v38; // esi@70 double v39; // st7@72 RenderVertexSoft *v40; // esi@77 signed int v41; // ecx@79 signed int v42; // esi@79 char *v43; // edx@80 double v44; // st6@82 RenderVertexSoft *v45; // eax@87 signed int v46; // ecx@87 signed int v47; // edi@87 char *v48; // esi@88 double v49; // st6@90 signed int v50; // ecx@96 signed int v51; // edi@96 char *v52; // esi@97 double v53; // st6@99 signed int v54; // ecx@105 signed int v55; // edi@105 char *v56; // esi@106 double v57; // st7@108 RenderVertexSoft a2a[64]; // [sp+0h] [bp-C18h]@1 float v59; // [sp+C00h] [bp-18h]@4 float v60; // [sp+C04h] [bp-14h]@9 float v61; // [sp+C08h] [bp-10h]@4 float v62; // [sp+C0Ch] [bp-Ch]@9 float v63; // [sp+C10h] [bp-8h]@4 float v64; // [sp+C14h] [bp-4h]@4 float a1a; // [sp+C20h] [bp+8h]@11 float a1b; // [sp+C20h] [bp+8h]@19 float a1c; // [sp+C20h] [bp+8h]@27 float a1d; // [sp+C20h] [bp+8h]@35 float a1e; // [sp+C20h] [bp+8h]@45 float a1f; // [sp+C20h] [bp+8h]@53 float a1g; // [sp+C20h] [bp+8h]@61 float a1h; // [sp+C20h] [bp+8h]@69 float a1i; // [sp+C20h] [bp+8h]@79 float a1j; // [sp+C20h] [bp+8h]@87 float a1k; // [sp+C20h] [bp+8h]@96 float a1l; // [sp+C20h] [bp+8h]@105 v5 = (char *)&a2a[0].flt_2C; v6 = 64; do { *(float *)v5 = 0.0; v5 += 48; --v6; } while ( v6 ); stru10::_49D379(pFace, a2a); v7 = pFace->uAttributes; if ( v7 & 0x100 ) { v63 = a2a[0].vWorldPosition.x; v59 = a2a[2].vWorldPosition.x; v61 = a2a[1].vWorldPosition.y; v64 = a2a[3].vWorldPosition.y; goto LABEL_10; } if ( v7 & 0x200 ) { v63 = a2a[0].vWorldPosition.x; v59 = a2a[2].vWorldPosition.x; } else { if ( !(v7 & 0x400) ) goto LABEL_10; v61 = a2a[0].vWorldPosition.y; v64 = a2a[2].vWorldPosition.y; } v62 = a2a[1].vWorldPosition.z; v60 = a2a[3].vWorldPosition.z; LABEL_10: if ( v7 & 0x100 ) { v8 = -1; a1a = 3.4028235e38; v9 = 0; if ( a3 > 0 ) { v10 = a2; do { if ( v10->vWorldPosition.x <= (double)v63 ) v11 = v63 - v10->vWorldPosition.x; else v11 = v10->vWorldPosition.x - v63; if ( v11 < a1a ) { a1a = v11; v8 = v9; } ++v9; ++v10; } while ( v9 < a3 ); } v12 = a4; a1b = 3.4028235e38; memcpy(a4, &a2[v8], 0x30u); v13 = -1; v14 = 0; if ( a3 > 0 ) { v15 = a2; do { if ( v15->vWorldPosition.x <= (double)v59 ) v16 = v59 - v15->vWorldPosition.x; else v16 = v15->vWorldPosition.x - v59; if ( v16 < a1b ) { a1b = v16; v13 = v14; } ++v14; ++v15; } while ( v14 < a3 ); } a1c = 3.4028235e38; memcpy(&a4[2], &a2[v13], sizeof(a4[2])); v17 = -1; v18 = 0; if ( a3 > 0 ) { v19 = (char *)&a2->vWorldPosition.y; do { if ( *(float *)v19 <= (double)v61 ) v20 = v61 - *(float *)v19; else v20 = *(float *)v19 - v61; if ( v20 < a1c ) { a1c = v20; v17 = v18; } ++v18; v19 += 48; } while ( v18 < a3 ); } a1d = 3.4028235e38; memcpy(&a4[1], &a2[v17], sizeof(a4[1])); v21 = -1; v22 = 0; if ( a3 > 0 ) { v23 = (char *)&a2->vWorldPosition.y; do { if ( *(float *)v23 <= (double)v64 ) v24 = v64 - *(float *)v23; else v24 = *(float *)v23 - v64; if ( v24 < a1d ) { a1d = v24; v21 = v22; } ++v22; v23 += 48; } while ( v22 < a3 ); } LABEL_77: v40 = &a2[v21]; goto LABEL_115; } if ( v7 & 0x200 ) { v25 = -1; a1e = 3.4028235e38; v26 = 0; if ( a3 > 0 ) { v27 = a2; do { if ( v27->vWorldPosition.x <= (double)v63 ) v28 = v63 - v27->vWorldPosition.x; else v28 = v27->vWorldPosition.x - v63; if ( v28 < a1e ) { a1e = v28; v25 = v26; } ++v26; ++v27; } while ( v26 < a3 ); } v12 = a4; a1f = 3.4028235e38; memcpy(a4, &a2[v25], 0x30u); v29 = -1; v30 = 0; if ( a3 > 0 ) { v31 = a2; do { if ( v31->vWorldPosition.x <= (double)v59 ) v32 = v59 - v31->vWorldPosition.x; else v32 = v31->vWorldPosition.x - v59; if ( v32 < a1f ) { a1f = v32; v29 = v30; } ++v30; ++v31; } while ( v30 < a3 ); } a1g = 3.4028235e38; memcpy(&a4[2], &a2[v29], sizeof(a4[2])); v33 = -1; v34 = 0; if ( a3 > 0 ) { v35 = (char *)&a2->vWorldPosition.z; do { if ( *(float *)v35 <= (double)v62 ) v36 = v62 - *(float *)v35; else v36 = *(float *)v35 - v62; if ( v36 < a1g ) { a1g = v36; v33 = v34; } ++v34; v35 += 48; } while ( v34 < a3 ); } a1h = 3.4028235e38; memcpy(&a4[1], &a2[v33], sizeof(a4[1])); v21 = -1; v37 = 0; if ( a3 > 0 ) { v38 = (char *)&a2->vWorldPosition.z; do { if ( *(float *)v38 <= (double)v60 ) v39 = v60 - *(float *)v38; else v39 = *(float *)v38 - v60; if ( v39 < a1h ) { a1h = v39; v21 = v37; } ++v37; v38 += 48; } while ( v37 < a3 ); } goto LABEL_77; } if ( !(v7 & 0x400) ) return; v41 = -1; a1i = 3.4028235e38; v42 = 0; if ( a3 > 0 ) { v43 = (char *)&a2->vWorldPosition.y; do { if ( *(float *)v43 <= (double)v61 ) v44 = v61 - *(float *)v43; else v44 = *(float *)v43 - v61; if ( v44 < a1i ) { a1i = v44; v41 = v42; } ++v42; v43 += 48; } while ( v42 < a3 ); } v45 = a2; v12 = a4; a1j = 3.4028235e38; memcpy(a4, &a2[v41], 0x30u); v46 = -1; v47 = 0; if ( a3 > 0 ) { v48 = (char *)&a2->vWorldPosition.y; do { if ( *(float *)v48 <= (double)v64 ) v49 = v64 - *(float *)v48; else v49 = *(float *)v48 - v64; if ( v49 < a1j ) { a1j = v49; v46 = v47; } ++v47; v48 += 48; } while ( v47 < a3 ); v45 = a2; } a1k = 3.4028235e38; memcpy(&a4[2], &v45[v46], sizeof(a4[2])); v50 = -1; v51 = 0; if ( a3 > 0 ) { v52 = (char *)&v45->vWorldPosition.z; do { if ( *(float *)v52 <= (double)v62 ) v53 = v62 - *(float *)v52; else v53 = *(float *)v52 - v62; if ( v53 < a1k ) { a1k = v53; v50 = v51; } ++v51; v52 += 48; } while ( v51 < a3 ); v45 = a2; } a1l = 3.4028235e38; memcpy(&a4[1], &v45[v50], sizeof(a4[1])); v54 = -1; v55 = 0; if ( a3 > 0 ) { v56 = (char *)&v45->vWorldPosition.z; do { if ( *(float *)v56 <= (double)v60 ) v57 = v60 - *(float *)v56; else v57 = *(float *)v56 - v60; if ( v57 < a1l ) { a1l = v57; v54 = v55; } ++v55; v56 += 48; } while ( v55 < a3 ); v45 = a2; } v40 = &v45[v54]; LABEL_115: memcpy(&v12[3], v40, sizeof(v12[3])); } //----- (0049D379) -------------------------------------------------------- int stru10::_49D379(BLVFace *pFace, RenderVertexSoft *pVertices) { BLVFace *v3; // edx@1 Vec3_short_ *v4; // ecx@1 int v5; // eax@2 unsigned __int16 *v6; // esi@3 char *v7; // eax@3 int v8; // ebx@4 int v9; // edi@4 int v10; // ebx@4 int v11; // edi@4 double v12; // st7@4 int v13; // edi@4 unsigned __int16 *v14; // esi@7 char *v15; // eax@7 int v16; // ebx@8 int v17; // edi@8 int v18; // ebx@8 int v19; // edi@8 double v20; // st7@8 int v21; // edi@8 unsigned __int16 *v22; // esi@11 char *v23; // eax@11 int v24; // ebx@12 int v25; // edi@12 int v26; // ebx@12 int v27; // edi@12 double v28; // st7@12 int v29; // edi@12 int v30; // eax@13 double v31; // st7@13 char *v32; // esi@14 int v33; // edi@14 int v34; // eax@24 Vec3_short_ *v35; // eax@24 signed int v36; // ecx@24 signed int v37; // eax@24 Vec3_short_ *v38; // eax@24 signed int v39; // ecx@24 signed int v40; // eax@24 Vec3_short_ *v41; // eax@24 signed int v42; // ecx@24 signed int v43; // eax@24 Vec3_short_ *v44; // eax@24 signed int v45; // ecx@24 signed int result; // eax@24 char v47; // [sp+10h] [bp-350h]@3 RenderVertexSoft v48; // [sp+30Ch] [bp-54h]@24 int v49; // [sp+33Ch] [bp-24h]@16 int v50; // [sp+340h] [bp-20h]@20 int v51; // [sp+344h] [bp-1Ch]@18 int v52; // [sp+348h] [bp-18h]@22 unsigned __int16 *v53; // [sp+34Ch] [bp-14h]@3 Vec3_short_ *v54; // [sp+350h] [bp-10h]@3 float v55; // [sp+354h] [bp-Ch]@1 float v56; // [sp+358h] [bp-8h]@4 Vec3_short_ *v57; // [sp+35Ch] [bp-4h]@4 int pFacea; // [sp+368h] [bp+8h]@2 int pFaceb; // [sp+368h] [bp+8h]@6 int pFacec; // [sp+368h] [bp+8h]@10 float pFaced; // [sp+368h] [bp+8h]@13 signed int pFacee; // [sp+368h] [bp+8h]@24 signed int pFacef; // [sp+368h] [bp+8h]@24 signed int pFaceg; // [sp+368h] [bp+8h]@24 signed int pFaceh; // [sp+368h] [bp+8h]@24 v3 = pFace; v4 = pIndoor->pVertices; LODWORD(v55) = pFace->uAttributes; if ( BYTE1(v55) & 1 ) { v5 = pFace->uNumVertices; pFacea = 0; if ( v5 > 0 ) { v6 = v3->pVertexIDs; v7 = &v47; v53 = (unsigned short *)((char *)v3->pXInterceptDisplacements - (char *)v6); v54 = (Vec3_short_ *)((char *)v3->pYInterceptDisplacements - (char *)v6); do { v8 = *(unsigned __int16 *)((char *)v53 + (int)v6); v57 = &v4[*v6]; LODWORD(v56) = v57->x + v8; v9 = *(__int16 *)((char *)&v54->x + (int)v6); v10 = v57->y; *((float *)v7 - 1) = (double)SLODWORD(v56); v57 = (Vec3_short_ *)(v10 + v9); v11 = pFacea; v12 = (double)(signed int)v57; ++pFacea; *((int *)v7 + 1) = v11; v13 = v3->uNumVertices; *(float *)v7 = v12; v7 += 12; ++v6; } while ( pFacea < v13 ); } } if ( BYTE1(v55) & 2 ) { pFaceb = 0; if ( (signed int)v3->uNumVertices > 0 ) { v14 = v3->pVertexIDs; v15 = &v47; v53 = (unsigned short *)((char *)v3->pXInterceptDisplacements - (char *)v14); LODWORD(v56) = (char *)v3->pZInterceptDisplacements - (char *)v14; do { v16 = *(unsigned __int16 *)((char *)v53 + (int)v14); v54 = &v4[*v14]; v57 = (Vec3_short_ *)(v54->x + v16); v17 = *(signed __int16 *)((char *)v14 + LODWORD(v56)); v18 = v54->z; *((float *)v15 - 1) = (double)(signed int)v57; v57 = (Vec3_short_ *)(v18 + v17); v19 = pFaceb; v20 = (double)(signed int)v57; ++pFaceb; *((int *)v15 + 1) = v19; v21 = v3->uNumVertices; *(float *)v15 = v20; v15 += 12; ++v14; } while ( pFaceb < v21 ); } } if ( BYTE1(v55) & 4 ) { pFacec = 0; if ( (signed int)v3->uNumVertices > 0 ) { v22 = v3->pVertexIDs; v23 = &v47; v54 = (Vec3_short_ *)((char *)v3->pYInterceptDisplacements - (char *)v22); LODWORD(v56) = (char *)v3->pZInterceptDisplacements - (char *)v22; do { v24 = *(__int16 *)((char *)&v54->x + (int)v22); LODWORD(v55) = (unsigned int)&v4[*v22]; v57 = (Vec3_short_ *)(*(short *)(LODWORD(v55) + 2) + v24); v25 = *(signed __int16 *)((char *)v22 + LODWORD(v56)); v26 = *(short *)(LODWORD(v55) + 4); *((float *)v23 - 1) = (double)(signed int)v57; v57 = (Vec3_short_ *)(v26 + v25); v27 = pFacec; v28 = (double)(signed int)v57; ++pFacec; *((int *)v23 + 1) = v27; v29 = v3->uNumVertices; *(float *)v23 = v28; v23 += 12; ++v22; } while ( pFacec < v29 ); } } v30 = v3->uNumVertices; pFaced = 3.4028235e38; v56 = 3.4028235e38; v31 = -3.4028235e38; v55 = -3.4028235e38; if ( v30 > 0 ) { v32 = &v47; v33 = v30; do { if ( *((float *)v32 - 1) < (double)pFaced ) { LODWORD(pFaced) = *((int *)v32 - 1); v49 = *((int *)v32 + 1); } if ( *((float *)v32 - 1) > (double)v55 ) { LODWORD(v55) = *((int *)v32 - 1); v51 = *((int *)v32 + 1); } if ( *(float *)v32 < (double)v56 ) { LODWORD(v56) = *(int *)v32; v50 = *((int *)v32 + 1); } if ( v31 < *(float *)v32 ) { v31 = *(float *)v32; v52 = *((int *)v32 + 1); } v32 += 12; --v33; } while ( v33 ); } v34 = v3->pVertexIDs[v49]; v48.flt_2C = 0.0; v35 = &v4[v34]; pFacee = v35->x; v36 = v35->y; v37 = v35->z; v48.vWorldPosition.x = (double)pFacee; v48.vWorldPosition.y = (double)v36; v48.vWorldPosition.z = (double)v37; memcpy(pVertices, &v48, 0x30u); v48.flt_2C = 0.0; v38 = &pIndoor->pVertices[v3->pVertexIDs[v50]]; pFacef = v38->x; v39 = v38->y; v40 = v38->z; v48.vWorldPosition.x = (double)pFacef; v48.vWorldPosition.y = (double)v39; v48.vWorldPosition.z = (double)v40; memcpy(&pVertices[1], &v48, sizeof(pVertices[1])); v48.flt_2C = 0.0; v41 = &pIndoor->pVertices[v3->pVertexIDs[v51]]; pFaceg = v41->x; v42 = v41->y; v43 = v41->z; v48.vWorldPosition.x = (double)pFaceg; v48.vWorldPosition.y = (double)v42; v48.vWorldPosition.z = (double)v43; memcpy(&pVertices[2], &v48, sizeof(pVertices[2])); v48.flt_2C = 0.0; v44 = &pIndoor->pVertices[v3->pVertexIDs[v52]]; pFaceh = v44->x; v45 = v44->y; result = v44->z; v48.vWorldPosition.x = (double)pFaceh; v48.vWorldPosition.y = (double)v45; v48.vWorldPosition.z = (double)result; memcpy(&pVertices[3], &v48, sizeof(pVertices[3])); return result; } //----- (0049C9E3) -------------------------------------------------------- bool stru10::_49C9E3(BLVFace *a3, RenderVertexSoft *arg4, unsigned int uNumVertices, RenderVertexSoft *arg0) { __debugbreak(); return 0; /*IndoorCameraD3D *v6; // edi@1 PolygonType v7; // al@1 unsigned int v8; // edx@7 char v10; // zf@10 float v13; // ST14_4@20 stru10 *v15; // ecx@21 RenderVertexSoft *v16; // ST0C_4@21 bool result; // eax@21 float v18; // ST14_4@24 stru10 *v19; // edi@29 float v20; // ST14_4@30 float v21; // ST14_4@30 float v22; // ST14_4@30 float v23; // ST14_4@30 float v24; // ST14_4@31 RenderVertexSoft v25; // [sp+10h] [bp-90h]@24 RenderVertexSoft v26; // [sp+40h] [bp-60h]@20 IndoorCameraD3D *thisa; // [sp+70h] [bp-30h]@1 stru10 *v31; // [sp+84h] [bp-1Ch]@1 float v32; // [sp+88h] [bp-18h]@8 Vec3_float_ a1; // [sp+8Ch] [bp-14h]@1 float v35; // [sp+9Ch] [bp-4h]@8 _ESI = a3; v31 = this; __asm { fld dword ptr [esi] fld dword ptr [esi+4] fldz } v6 = pGame->pIndoorCameraD3D; v7 = a3->uPolygonType; __asm { fstp [ebp+var_28] fldz } thisa = v6; __asm { fstp [ebp+var_24] fldz fstp [ebp+a1.x] fldz fstp [ebp+a1.y] fldz fstp [ebp+a1.z] } if ( v7 == 1 ) { __asm { fchs fstp [ebp+a1.x] fstp [ebp+a1.y] fldz fstp [ebp+a1.z] } a1.Normalize(); __asm { fldz fstp [ebp+var_28] fld1 } LABEL_6: __asm { fstp [ebp+var_24] } goto LABEL_7; } __asm { fstp st fstp st } if ( v7 == 3 || v7 == 5 ) { __asm { fld1 fstp [ebp+a1.x] fldz fstp [ebp+a1.y] fldz fstp [ebp+a1.z] fld1 fstp [ebp+var_28] fldz } goto LABEL_6; } LABEL_7: v8 = _ESI->uAttributes; _ECX = arg4; __asm { fld ds:flt_4D84F0 } if ( BYTE1(v8) & 1 ) { __asm { fld dword ptr [ecx+60h] fadd dword ptr [ecx] fmul st, st(1) fstp [ebp+arg4] fld dword ptr [ecx+94h] fadd dword ptr [ecx+34h] fmul st, st(1) fstp [ebp+var_18] fld dword ptr [ecx+68h] fadd dword ptr [ecx+8] fmul st, st(1) fstp [ebp+var_4] fld [ebp+arg4] fsub dword ptr [ecx] fstp [ebp+a3] fld [ebp+var_18] fsub dword ptr [ecx+34h] fstp [ebp+var_8] } } if ( BYTE1(v8) & 2 ) { __asm { fld dword ptr [ecx+60h] fadd dword ptr [ecx] } v10 = _ESI->uPolygonType == 1; __asm { fmul st, st(1) fstp [ebp+arg4] fld dword ptr [ecx+64h] fadd dword ptr [ecx+4] fmul st, st(1) fstp [ebp+var_18] fld dword ptr [ecx+98h] fadd dword ptr [ecx+38h] fmul st, st(1) fstp [ebp+var_4] fld [ebp+arg4] fsub dword ptr [ecx] fstp [ebp+a3] fld [ebp+var_4] fsub dword ptr [ecx+38h] fstp [ebp+var_8] } if ( v10 ) { __asm { fld [ebp+a1.x] fcomp ds:dword_4D84A8 fnstsw ax } if ( __SETP__(HIBYTE(_AX) & 0x44, 0) ) { __asm { fld [ebp+a3] fdiv [ebp+a1.x] fstp [ebp+a3] } } } } if ( BYTE1(v8) & 4 ) { __asm { fld dword ptr [ecx+60h] fadd dword ptr [ecx] } v10 = _ESI->uPolygonType == 1; __asm { fmul st, st(1) fstp [ebp+arg4] fld dword ptr [ecx+64h] fadd dword ptr [ecx+4] fmul st, st(1) fstp [ebp+var_18] fld dword ptr [ecx+98h] fadd dword ptr [ecx+38h] fmul st, st(1) fstp [ebp+var_4] fstp st fld [ebp+var_18] fsub dword ptr [ecx+4] fstp [ebp+a3] fld [ebp+var_4] fsub dword ptr [ecx+38h] fstp [ebp+var_8] } if ( v10 ) { __asm { fld [ebp+a1.x] fcomp ds:dword_4D84A8 fnstsw ax } if ( __SETP__(HIBYTE(_AX) & 0x44, 0) ) { __asm { fld [ebp+a3] fdiv [ebp+a1.y] fstp [ebp+a3] } } } } else { __asm { fstp st } } if ( byte_4D864C && pGame->uFlags & 8 ) { __asm { fldz } LODWORD(v26.vWorldPosition.x) = arg4; __asm { fstp [ebp+var_60.flt_2C] } v26.vWorldPosition.y = v32; __asm { fldz } v26.vWorldPosition.z = v35; __asm { fstp [esp+0A0h+var_A0] } v6->do_draw_debug_line_sw(_ECX, 0xFF00u, &v26, 0xFF0000u, 0, v13); } __asm { fld [ebp+var_8] fmul ds:flt_4D84E8 fld [ebp+var_8] fmul [ebp+var_28] fld [ebp+var_8] fmul [ebp+var_24] } _EBX = arg0; v15 = v31; __asm { fst [ebp+var_20] fld [ebp+a3] fmul [ebp+a1.x] fld [ebp+a3] fmul [ebp+a1.y] fld [ebp+a3] fmul [ebp+a1.z] } v16 = arg0; __asm { fstp [ebp+var_8] fld [ebp+arg4] fsub st, st(2) fld st fadd st, st(6) fstp dword ptr [ebx] fld [ebp+var_18] fsub st, st(2) fld st fadd st, st(6) fstp dword ptr [ebx+4] fld [ebp+var_4] fsub [ebp+var_8] fst [ebp+a3] fadd st, st(5) fstp dword ptr [ebx+8] fld st(1) fsub st, st(7) fstp dword ptr [ebx+30h] fsub st, st(5) fstp dword ptr [ebx+34h] fstp st fld [ebp+a3] fsub st, st(3) fstp dword ptr [ebx+38h] fld st(1) fadd [ebp+arg4] fst [ebp+a3] fsub st, st(5) fstp dword ptr [ebx+60h] fadd [ebp+var_18] fstp st(2) fstp st fld st fsub st, st(2) fstp dword ptr [ebx+64h] fld [ebp+var_8] fadd [ebp+var_4] fst [ebp+arg0] fsub [ebp+var_20] fstp dword ptr [ebx+68h] fld [ebp+a3] fadd st, st(3) fstp dword ptr [ebx+90h] fadd st, st(1) fstp dword ptr [ebx+94h] fstp st fstp st fld [ebp+arg0] fadd [ebp+var_20] fstp dword ptr [ebx+98h] fldz fstp [ebp+a1.x] fldz fstp [ebp+a1.y] fldz fstp [ebp+a1.z] } result = this->_49C8DC(v16, &a1, (float *)&a3); if ( result ) { if ( byte_4D864C ) { HIWORD(result) = HIWORD(pGame); if ( pGame->uFlags & 8 ) { __asm { fldz fstp [ebp+var_60.flt_2C] fld ds:flt_4D8770 fld [ebp+a1.x] fmul st, st(1) } LODWORD(v25.vWorldPosition.x) = (uint)arg4; v25.vWorldPosition.y = v32; __asm { fstp [ebp+var_60.vWorldPosition.x] fld [ebp+a1.y] fmul st, st(1) } v25.vWorldPosition.z = v35; __asm { fstp [ebp+var_60.vWorldPosition.y] fld [ebp+a1.z] fmul st, st(1) fstp [ebp+var_60.vWorldPosition.z] fstp st fldz fstp [ebp+var_90.flt_2C] fldz fstp [esp+0A0h+var_A0] } pGame->pIndoorCameraD3D->do_draw_debug_line_sw(&v25, 0xFFFFFFFFu, &v26, 0xFFFF00u, 0, v18); } } __asm { fild pBLVRenderParams->vPartyPos.z } memcpy(&v25, _EBX, sizeof(v25)); __asm { fsubr [ebp+var_90.vWorldPosition.z] fmul [ebp+a1.z] fild pBLVRenderParams->vPartyPos.y fsubr [ebp+var_90.vWorldPosition.y] fmul [ebp+a1.y] faddp st(1), st fild pBLVRenderParams->vPartyPos.x fsubr [ebp+var_90.vWorldPosition.x] fmul [ebp+a1.x] faddp st(1), st fcomp ds:flt_4D84E8 fnstsw ax } if ( !__SETP__(BYTE1(result) & 5, 0) ) { result = (bool)&_EBX[1]; memcpy(&v25, &_EBX[1], sizeof(v25)); memcpy(&_EBX[1], &_EBX[3], sizeof(_EBX[1])); memcpy(&_EBX[3], &v25, sizeof(_EBX[3])); } if ( byte_4D864C && pGame->uFlags & 8 ) { v19 = v31; if ( !LOBYTE(v31->field_4) ) { __asm { fldz fstp [ebp+var_60.flt_2C] fild pParty->vPosition.x } a3 = (BLVFace *)(pParty->vPosition.y + pParty->sEyelevel); __asm { fstp [ebp+var_60.vWorldPosition.x] fild pParty->vPosition.z fstp [ebp+var_60.vWorldPosition.y] fild [ebp+a3] fstp [ebp+var_60.vWorldPosition.z] fldz fstp [esp+0A0h+var_A0] } IndoorCameraD3D::do_draw_debug_line_sw(pGame->pIndoorCameraD3D, &v26, 0xFF0000u, _EBX, 0xFF0000u, 0, v20); __asm { fldz fstp [esp+0A0h+var_A0] } IndoorCameraD3D::do_draw_debug_line_sw(pGame->pIndoorCameraD3D, &v26, 0xFF00u, _EBX + 1, 0xFF00u, 0, v21); __asm { fldz fstp [esp+0A0h+var_A0] } IndoorCameraD3D::do_draw_debug_line_sw(pGame->pIndoorCameraD3D, &v26, 0xFFu, _EBX + 2, 0xFFu, 0, v22); __asm { fldz fstp [esp+0A0h+var_A0] } IndoorCameraD3D::do_draw_debug_line_sw(pGame->pIndoorCameraD3D, &v26, 0xFFFFFFu, _EBX + 3, 0xFFFFFFu, 0, v23); LOBYTE(v19->field_4) = 1; } __asm { fld ds:flt_4D86E8 fstp [esp+0A0h+var_A0] } IndoorCameraD3D::debug_outline_sw(thisa, _EBX, uNumVertices, 0x1EFF1Eu, v24); } LOBYTE(result) = 1; } return result;*/ } //----- (0049C5B0) -------------------------------------------------------- stru10::stru10() { LOBYTE(this->field_4) = 0; } //----- (0049C5BD) -------------------------------------------------------- stru10::~stru10() { } //----- (0049C5DA) -------------------------------------------------------- char stru10::_49C5DA(BLVFace *a2, RenderVertexSoft *a3, int *a4, IndoorCameraD3D_Vec4 *a5, RenderVertexSoft *a6) { stru10 *v6; // edi@1 char *v7; // eax@1 signed int v8; // ecx@1 IndoorCameraD3D *v9; // esi@3 char result; // al@6 RenderVertexSoft a4a[4]; // [sp+Ch] [bp-C0h]@1 v6 = this; v7 = (char *)&a4a[0].flt_2C; v8 = 4; do { *(float *)v7 = 0.0; v7 += 48; --v8; } while ( v8 ); v9 = pGame->pIndoorCameraD3D; _49CE9E(a2, a3, *a4, a4a); if ( byte_4D864C && pGame->uFlags & 8 ) pGame->pIndoorCameraD3D->debug_outline_sw(a4a, 4u, 0xFF1E1Eu, 0.000099999997); result = _49C9E3(a2, a4a, 4u, a6); if ( result ) result = _49C720(a6, a5); return result; } // 4D864C: using guessed type char byte_4D864C; //----- (0049C681) -------------------------------------------------------- char stru10::_49C681(BLVFace *pFace, IndoorCameraD3D_Vec4 *a3, RenderVertexSoft *pArrayOf4) { stru10 *v4; // edi@1 char *v5; // eax@1 signed int v6; // ecx@1 IndoorCameraD3D *v7; // esi@3 char result; // al@6 RenderVertexSoft a2a[4]; // [sp+Ch] [bp-C0h]@1 v4 = this; v5 = (char *)&a2a[0].flt_2C; v6 = 4; do { *(float *)v5 = 0.0; v5 += 48; --v6; } while ( v6 ); v7 = pGame->pIndoorCameraD3D; _49D379(pFace, a2a); if ( byte_4D864C && pGame->uFlags & 8 ) pGame->pIndoorCameraD3D->debug_outline_sw(a2a, 4u, 0xFF1E1Eu, 0.000099999997); result = _49C9E3(pFace, a2a, 4u, pArrayOf4); if ( result ) result = _49C720(pArrayOf4, a3); return result; } // 4D864C: using guessed type char byte_4D864C; //----- (0049C720) -------------------------------------------------------- char stru10::_49C720(RenderVertexSoft *a2, IndoorCameraD3D_Vec4 *a4) { char result; // al@2 Vec3_float_ a3; // [sp+4h] [bp-34h]@1 float v5; // [sp+30h] [bp-8h]@1 stru10 *thisa; // [sp+34h] [bp-4h]@1 v5 = 0.0; a3.x = (double)pBLVRenderParams->vPartyPos.x; a3.y = (double)pBLVRenderParams->vPartyPos.y; thisa = this; a3.z = (double)pBLVRenderParams->vPartyPos.z; if ( _49C7C5(a2, a2 + 1, &a3, a4) && _49C7C5(a2 + 1, a2 + 2, &a3, a4 + 1) && _49C7C5(a2 + 2, a2 + 3, &a3, a4 + 2) ) result = _49C7C5(a2 + 3, a2, &a3, a4 + 3) != 0; else result = 0; return result; } //----- (0049C7C5) -------------------------------------------------------- bool stru10::_49C7C5(RenderVertexSoft *a1, RenderVertexSoft *a2, Vec3_float_ *a3, IndoorCameraD3D_Vec4 *a4) { double v5; // st7@1 double v6; // st6@1 double v7; // st5@1 Vec3_float_ *result; // eax@1 __int16 v9; // fps@3 char v10; // c0@3 char v11; // c2@3 char v12; // c3@3 float v13; // ecx@5 double v14; // st7@5 double v15; // st6@5 Vec3_float_ v1; // [sp+4h] [bp-48h]@1 Vec3_float_ v2; // [sp+10h] [bp-3Ch]@1 float v18; // [sp+20h] [bp-2Ch]@1 float v19; // [sp+24h] [bp-28h]@1 Vec3_float_ v20; // [sp+28h] [bp-24h]@1 Vec3_float_ v21; // [sp+34h] [bp-18h]@1 Vec3_float_ a1a; // [sp+40h] [bp-Ch]@1 a1a.x = 0.0; a1a.y = 0.0; a1a.z = 0.0; v21.x = a3->x; v21.y = a3->y; v21.z = a3->z; v5 = a1->vWorldPosition.x; v6 = a1->vWorldPosition.y; v2.z = a1->vWorldPosition.z; v7 = a2->vWorldPosition.x; v18 = a2->vWorldPosition.y; v19 = a2->vWorldPosition.z; v20.x = v5 - v21.x; v20.y = v6 - v21.y; v20.z = v2.z - v21.z; LODWORD(v1.x) = (int)v20.x; v1.y = v20.y; v1.z = v20.z; v20.x = v7 - v5; v20.y = v18 - v6; v20.z = v19 - v2.z; result = Vec3_float_::Cross(&v1, &v2, v20.x, v20.y, v20.z); a1a.x = result->x; a1a.y = result->y; a1a.z = result->z; if ( a1a.x != 0.0 || a1a.y != 0.0 || (/*UNDEF(v9),*/ v10 = a1a.z < 0.0, v11 = 0, v12 = a1a.z == 0.0, BYTE1(result) = HIBYTE(v9), a1a.z != 0.0) ) { a1a.Normalize(); result = (Vec3_float_ *)a4; v13 = a1a.y; a4->x = a1a.x; v14 = v21.z * a1a.z; v15 = v21.y * a1a.y; a4->y = v13; a4->z = a1a.z; a4->dot = v14 + v15 + v21.x * a1a.x; LOBYTE(result) = 1; } else { LOBYTE(result) = 0; } return (bool)result; } //----- (0049C8DC) -------------------------------------------------------- bool stru10::_49C8DC(RenderVertexSoft *arg0, Vec3_float_ *a2, float *a3) { double v4; // st7@1 double v5; // st6@1 double v6; // st5@1 Vec3_float_ *result; // eax@1 __int16 v8; // fps@3 char v9; // c0@3 char v10; // c2@3 char v11; // c3@3 float v12; // ecx@5 double v13; // st7@5 double v14; // st6@5 Vec3_float_ v1; // [sp+8h] [bp-3Ch]@1 Vec3_float_ v2; // [sp+14h] [bp-30h]@1 float v17; // [sp+24h] [bp-20h]@1 float v18; // [sp+28h] [bp-1Ch]@1 float v19; // [sp+2Ch] [bp-18h]@1 float v20; // [sp+30h] [bp-14h]@1 float v21; // [sp+34h] [bp-10h]@1 Vec3_float_ a1; // [sp+38h] [bp-Ch]@1 v19 = arg0->vWorldPosition.x; v20 = arg0->vWorldPosition.y; v21 = arg0->vWorldPosition.z; v4 = arg0[1].vWorldPosition.x; v5 = arg0[1].vWorldPosition.y; v2.z = arg0[1].vWorldPosition.z; v6 = arg0[2].vWorldPosition.x; v17 = arg0[2].vWorldPosition.y; v18 = arg0[2].vWorldPosition.z; a1.x = v4 - v19; a1.y = v5 - v20; a1.z = v2.z - v21; LODWORD(v1.x) = (int)a1.x; v1.y = a1.y; v1.z = a1.z; a1.x = v6 - v4; a1.y = v17 - v5; a1.z = v18 - v2.z; result = Vec3_float_::Cross(&v1, &v2, a1.x, a1.y, a1.z); a1.x = result->x; a1.y = result->y; a1.z = result->z; if ( a1.x != 0.0 || a1.y != 0.0 || (/*UNDEF(v8),*/ v9 = a1.z < 0.0, v10 = 0, v11 = a1.z == 0.0, BYTE1(result) = HIBYTE(v8), a1.z != 0.0) ) { a1.Normalize(); v12 = a1.y; a2->x = a1.x; v13 = v21 * a1.z; v14 = v20 * a1.y; a2->y = v12; a2->z = a1.z; result = (Vec3_float_ *)a3; *a3 = -(v13 + v14 + v19 * a1.x); LOBYTE(result) = 1; } else { LOBYTE(result) = 0; } return (bool)result; }