Mercurial > mm7
annotate Vis.cpp @ 1549:5a3afcaa6717
Player::CalculateMeleeDamageTo removed labels, ifdowhile patterns changed to for cycles, magic numbers to enum values, fixing gibbet being only undead slaying
author | Grumpy7 |
---|---|
date | Sat, 07 Sep 2013 09:16:55 +0200 |
parents | 965af46e8793 |
children | c4ab816fcc5e |
rev | line source |
---|---|
194 | 1 #include <assert.h> |
2 | |
0 | 3 #include "Vis.h" |
4 #include "Outdoor.h" | |
1262 | 5 #include "BSPModel.h" |
0 | 6 #include "Game.h" |
7 #include "Actor.h" | |
8 #include "IndoorCamera.h" | |
1038 | 9 #include "OutdoorCamera.h" |
0 | 10 #include "Viewport.h" |
1038 | 11 #include "Math.h" |
227 | 12 #include "Log.h" |
0 | 13 |
14 #include "mm7_data.h" | |
828
0f56abdcce94
Massive refactors of spells + PID (packed id) macros introduced.
Nomad
parents:
742
diff
changeset
|
15 #include "MM7.h" |
0 | 16 |
17 | |
194 | 18 static Vis_SelectionList Vis_static_sub_4C1944_stru_F8BDE8; |
19 | |
20 Vis_SelectionFilter vis_sprite_filter_1 = {VisObjectType_Sprite, OBJECT_Decoration, 0, 0, 2}; // 00F93E1C | |
21 Vis_SelectionFilter vis_sprite_filter_2 = {VisObjectType_Sprite, OBJECT_Decoration, 0, 0, 2}; // 00F93E30 | |
22 Vis_SelectionFilter vis_face_filter = {VisObjectType_Face, OBJECT_Any, -1, 0, 0}; // 00F93E44 | |
23 Vis_SelectionFilter vis_door_filter = {VisObjectType_Face, OBJECT_BLVDoor, -1, 0x100000, 0}; // 00F93E58 | |
24 Vis_SelectionFilter vis_sprite_filter_3 = {VisObjectType_Sprite, OBJECT_Decoration, -1, 0, 4}; // 00F93E6C | |
25 Vis_SelectionFilter vis_sprite_filter_4 = {VisObjectType_Any, OBJECT_Item, -1, 0, 0}; // static to sub_44EEA7 | |
0 | 26 |
27 | |
28 | |
29 //----- (004C1026) -------------------------------------------------------- | |
1135 | 30 Vis_ObjectInfo *Vis::DetermineFacetIntersection(BLVFace *face, unsigned int pid, float pick_depth) |
0 | 31 { |
32 char *v4; // eax@4 | |
33 signed int v5; // ecx@4 | |
34 RenderVertexSoft pRay[2]; // [sp+20h] [bp-70h]@17 | |
35 int v20; // [sp+84h] [bp-Ch]@10 | |
36 | |
1177 | 37 static Vis_SelectionList SelectedPointersList;//stru_F8FE00 |
38 SelectedPointersList.uNumPointers = 0; | |
0 | 39 |
40 static bool _init_flag = false; | |
916 | 41 static RenderVertexSoft static_DetermineFacetIntersection_array_F8F200[64]; |
0 | 42 if (!_init_flag) |
43 { | |
44 _init_flag = true; | |
45 for (uint i = 0; i < 64; ++i) | |
916 | 46 static_DetermineFacetIntersection_array_F8F200[i].flt_2C = 0.0f; |
0 | 47 } |
48 | |
196 | 49 if (uCurrentlyLoadedLevelType == LEVEL_Indoor) |
0 | 50 { |
196 | 51 if ( (signed int)face->uNumVertices > 0 ) |
0 | 52 { |
742 | 53 for ( int i = 0; i < face->uNumVertices; i++) |
0 | 54 { |
916 | 55 static_DetermineFacetIntersection_array_F8F200[i].vWorldPosition.x = (double)pIndoor->pVertices[face->pVertexIDs[i]].x; |
56 static_DetermineFacetIntersection_array_F8F200[i].vWorldPosition.y = (double)pIndoor->pVertices[face->pVertexIDs[i]].y; | |
57 static_DetermineFacetIntersection_array_F8F200[i].vWorldPosition.z = (double)pIndoor->pVertices[face->pVertexIDs[i]].z; | |
0 | 58 } |
196 | 59 } |
60 } | |
61 else if (uCurrentlyLoadedLevelType == LEVEL_Outdoor) | |
62 { | |
1135 | 63 uint bmodel_id = pid >> 9; |
196 | 64 auto v = (Vec3_int_ *)pOutdoor->pBModels[bmodel_id].pVertices.pVertices; |
65 for (uint i = 0; i < face->uNumVertices; ++i) | |
66 { | |
916 | 67 static_DetermineFacetIntersection_array_F8F200[i].vWorldPosition.x = v[face->pVertexIDs[i]].x; |
68 static_DetermineFacetIntersection_array_F8F200[i].vWorldPosition.y = v[face->pVertexIDs[i]].y; | |
69 static_DetermineFacetIntersection_array_F8F200[i].vWorldPosition.z = v[face->pVertexIDs[i]].z; | |
0 | 70 } |
71 } | |
196 | 72 else assert(false); |
73 | |
916 | 74 pGame->pIndoorCameraD3D->ViewTransform(static_DetermineFacetIntersection_array_F8F200, face->uNumVertices); |
75 pGame->pIndoorCameraD3D->Project(static_DetermineFacetIntersection_array_F8F200, face->uNumVertices, 1); | |
196 | 76 |
916 | 77 SortVectors_x(static_DetermineFacetIntersection_array_F8F200, 0, face->uNumVertices - 1); |
78 if (static_DetermineFacetIntersection_array_F8F200[0].vWorldViewPosition.x > pick_depth) | |
196 | 79 return nullptr; |
80 | |
81 float screenspace_center_x, | |
82 screenspace_center_y; | |
916 | 83 GetPolygonScreenSpaceCenter(static_DetermineFacetIntersection_array_F8F200, face->uNumVertices, &screenspace_center_x, &screenspace_center_y); |
84 if (IsPolygonOccludedByBillboard(static_DetermineFacetIntersection_array_F8F200, face->uNumVertices, screenspace_center_x, screenspace_center_y)) | |
196 | 85 return nullptr; |
86 | |
87 CastPickRay(pRay, screenspace_center_x, screenspace_center_y, pick_depth); | |
88 | |
89 if (uCurrentlyLoadedLevelType == LEVEL_Outdoor) | |
1177 | 90 PickOutdoorFaces_Mouse(pick_depth, pRay, &SelectedPointersList, &vis_face_filter, true); |
196 | 91 else if (uCurrentlyLoadedLevelType == LEVEL_Indoor) |
1177 | 92 PickIndoorFaces_Mouse(pick_depth, pRay, &SelectedPointersList, &vis_face_filter); |
196 | 93 else assert(false); |
94 | |
1177 | 95 SelectedPointersList.create_object_pointers(); |
96 sort_object_pointers(SelectedPointersList.object_pointers, 0, SelectedPointersList.uNumPointers - 1); | |
97 if (!SelectedPointersList.uNumPointers) | |
196 | 98 return nullptr; |
99 | |
1177 | 100 if (!SelectedPointersList.SelectionPointers(VisObjectType_Face, pid)) |
196 | 101 return nullptr; |
102 | |
1177 | 103 if (SelectedPointersList.uNumPointers) |
104 return SelectedPointersList.object_pointers[0]; | |
196 | 105 else return nullptr; |
0 | 106 } |
916 | 107 // F91E08: using guessed type char static_DetermineFacetIntersection_byte_F91E08__init_flags; |
0 | 108 |
109 //----- (004C12C3) -------------------------------------------------------- | |
196 | 110 bool Vis::IsPolygonOccludedByBillboard(RenderVertexSoft *vertices, int num_vertices, float x, float y) |
0 | 111 { |
196 | 112 //signed int v5; // esi@1 |
113 //RenderBillboardD3D *v6; // edi@2 | |
114 //double v7; // st7@9 | |
115 //int v8; // edx@9 | |
116 //RenderVertexSoft *v9; // ecx@10 | |
117 //char result; // al@24 | |
118 //Vis *thisa; // [sp+10h] [bp-8h]@1 | |
119 //float thisb; // [sp+10h] [bp-8h]@9 | |
120 //signed int v13; // [sp+14h] [bp-4h]@1 | |
121 //float a3a; // [sp+28h] [bp+10h]@9 | |
122 //float a4a; // [sp+2Ch] [bp+14h]@9 | |
0 | 123 |
196 | 124 int v13 = -1; |
125 //v5 = 0; | |
126 //thisa = this; | |
127 | |
128 //v6 = pRenderer->pBillboardRenderListD3D; | |
129 for (uint i = 0; i < pRenderer->uNumBillboardsToDraw; ++i) | |
82 | 130 { |
196 | 131 auto billboard = pRenderer->pBillboardRenderListD3D + i; |
132 if (IsPointInsideD3DBillboard(billboard, x, y)) | |
0 | 133 { |
196 | 134 if (v13 == -1) |
135 v13 = i; | |
1322 | 136 else if ((unsigned int)pBillboardRenderList[billboard->uParentBillboardID].sZValue < |
137 pBillboardRenderList[pRenderer->pBillboardRenderListD3D[v13].uParentBillboardID].sZValue) | |
196 | 138 v13 = i; |
0 | 139 } |
140 } | |
196 | 141 |
142 if ( v13 == -1 ) | |
143 return false; | |
144 | |
145 //v8 = num_vertices; | |
146 //v7 = 3.4028235e38; | |
147 float min_x = FLT_MAX; | |
148 //a4a = 3.4028235e38; | |
149 float min_y = FLT_MAX; | |
150 //a3a = -3.4028235e38; | |
151 float max_x = -FLT_MAX; | |
152 //thisb = -3.4028235e38; | |
153 float max_y = -FLT_MAX; | |
154 for (uint i = 0; i < num_vertices; ++i) | |
155 { | |
156 //v9 = a1; | |
157 //do | |
158 //{ | |
159 auto v = vertices + i; | |
160 | |
161 if (v->vWorldViewProjX < min_x) | |
162 min_x = v->vWorldViewProjX; | |
163 if (v->vWorldViewProjX > max_x) | |
164 max_x = v->vWorldViewProjX; | |
165 | |
166 if (v->vWorldViewProjY < min_y) | |
167 min_y = v->vWorldViewProjY; | |
168 if (v->vWorldViewProjY > max_y) | |
169 max_y = v->vWorldViewProjY; | |
170 //++v9; | |
171 //--v8; | |
172 //} | |
173 //while ( v8 ); | |
174 } | |
175 | |
1390 | 176 if (min_x < pRenderer->pBillboardRenderListD3D[v13].pQuads[0].pos.x || pRenderer->pBillboardRenderListD3D[v13].pQuads[0].pos.y > min_y || |
177 pRenderer->pBillboardRenderListD3D[v13].pQuads[3].pos.x < max_x || pRenderer->pBillboardRenderListD3D[v13].pQuads[1].pos.y < max_y) | |
196 | 178 return false; |
179 | |
180 return true; | |
0 | 181 } |
182 | |
183 //----- (004C1417) -------------------------------------------------------- | |
184 void Vis::GetPolygonCenter(RenderVertexD3D3 *pVertices, unsigned int uNumVertices, float *pCenterX, float *pCenterY) | |
185 { | |
186 static RenderVertexD3D3 unk_F8EA00[64]; | |
187 | |
188 memcpy(unk_F8EA00, pVertices, 32 * uNumVertices); | |
189 | |
190 SortVerticesByX(unk_F8EA00, 0, uNumVertices - 1); | |
191 *pCenterX = (unk_F8EA00[uNumVertices - 1].pos.x - unk_F8EA00[0].pos.x) * 0.5 + unk_F8EA00[0].pos.x; | |
192 | |
193 SortVerticesByY(unk_F8EA00, 0, uNumVertices - 1); | |
194 *pCenterY = (unk_F8EA00[uNumVertices - 1].pos.y - unk_F8EA00[0].pos.y) * 0.5 + unk_F8EA00[0].pos.y; | |
195 } | |
196 | |
197 //----- (004C1495) -------------------------------------------------------- | |
196 | 198 void Vis::GetPolygonScreenSpaceCenter(RenderVertexSoft *vertices, int num_vertices, float *out_center_x, float *out_center_y) |
0 | 199 { |
200 char *v5; // eax@2 | |
201 signed int v6; // ecx@2 | |
202 float *result; // eax@5 | |
203 | |
204 static RenderVertexSoft static_sub_4C1495_array_F8DDF8[64]; | |
205 | |
196 | 206 memcpy(static_sub_4C1495_array_F8DDF8, vertices, 48 * num_vertices); |
0 | 207 |
196 | 208 SortByScreenSpaceX(static_sub_4C1495_array_F8DDF8, 0, num_vertices - 1); |
209 *out_center_x = (static_sub_4C1495_array_F8DDF8[num_vertices - 1].vWorldViewProjX - static_sub_4C1495_array_F8DDF8[0].vWorldViewProjX) * 0.5 + static_sub_4C1495_array_F8DDF8[0].vWorldViewProjX; | |
210 | |
211 SortByScreenSpaceY(static_sub_4C1495_array_F8DDF8, 0, num_vertices - 1); | |
212 *out_center_y = (static_sub_4C1495_array_F8DDF8[num_vertices - 1].vWorldViewProjY - static_sub_4C1495_array_F8DDF8[0].vWorldViewProjY) * 0.5 + static_sub_4C1495_array_F8DDF8[0].vWorldViewProjY; | |
0 | 213 } |
214 | |
215 //----- (004C1542) -------------------------------------------------------- | |
194 | 216 void Vis::PickBillboards_Mouse(float fPickDepth, float fX, float fY, Vis_SelectionList *list, Vis_SelectionFilter *filter) |
0 | 217 { |
194 | 218 for (uint i = 0; i < pRenderer->uNumBillboardsToDraw; ++i) |
0 | 219 { |
916 | 220 auto d3d_billboard = &pRenderer->pBillboardRenderListD3D[i]; |
194 | 221 if (is_part_of_selection((void *)i, filter) && IsPointInsideD3DBillboard(d3d_billboard, fX, fY)) |
0 | 222 { |
194 | 223 if (DoesRayIntersectBillboard(fPickDepth, i)) |
0 | 224 { |
194 | 225 auto billboard = &pBillboardRenderList[d3d_billboard->uParentBillboardID]; |
226 | |
227 list->AddObject((void *)d3d_billboard->uParentBillboardID, VisObjectType_Sprite, billboard->sZValue); | |
0 | 228 } |
229 } | |
230 } | |
231 } | |
232 | |
233 //----- (004C1607) -------------------------------------------------------- | |
234 bool Vis::IsPointInsideD3DBillboard(RenderBillboardD3D *a1, float x, float y) | |
235 { | |
194 | 236 //RenderBillboardD3D *result; // eax@1 |
0 | 237 double v5; // st7@2 |
238 float v6; // ecx@2 | |
239 float v7; // ST00_4@3 | |
240 __int16 v8; // fps@6 | |
241 double v9; // st6@6 | |
242 char v10; // c0@6 | |
243 char v11; // c2@6 | |
244 char v12; // c3@6 | |
245 __int16 v13; // fps@7 | |
246 double v14; // st6@7 | |
247 unsigned __int8 v15; // c0@7 | |
248 char v16; // c2@7 | |
249 unsigned __int8 v17; // c3@7 | |
250 __int16 v18; // fps@8 | |
251 double v19; // st6@8 | |
252 char v20; // c0@8 | |
253 char v21; // c2@8 | |
254 char v22; // c3@8 | |
255 __int16 v23; // fps@9 | |
256 double v24; // st6@9 | |
257 unsigned __int8 v25; // c0@9 | |
258 char v26; // c2@9 | |
259 unsigned __int8 v27; // c3@9 | |
260 float v28; // [sp+4h] [bp-8h]@2 | |
261 float v29; // [sp+8h] [bp-4h]@2 | |
262 float a1a; // [sp+14h] [bp+8h]@2 | |
263 | |
264 if ( a1->uParentBillboardID == -1 ) | |
194 | 265 return false; |
266 | |
267 //result = a1; | |
1390 | 268 v5 = a1->pQuads[0].pos.x; |
269 a1a = a1->pQuads[3].pos.x; | |
270 v6 = a1->pQuads[0].pos.y; | |
271 //result = (RenderBillboardD3D *)LODWORD(result->pQuads[1].pos.y); | |
0 | 272 v29 = v6; |
1390 | 273 v28 = a1->pQuads[1].pos.y; |
0 | 274 if ( v5 > a1a ) |
275 { | |
276 v7 = v5; | |
194 | 277 //HIWORD(result) = HIWORD(v7); |
0 | 278 v5 = a1a; |
279 a1a = v7; | |
280 } | |
281 if ( v6 > (double)v28 ) | |
282 { | |
194 | 283 //result = (RenderBillboardD3D *)LODWORD(v28); |
0 | 284 v28 = v6; |
194 | 285 v29 = v28; |
0 | 286 } |
287 v9 = x + 1.0; | |
288 //UNDEF(v8); | |
29 | 289 //v10 = v9 < v5; |
290 //v11 = 0; | |
291 //v12 = v9 == v5; | |
292 //BYTE1(result) = HIBYTE(v8);//crash | |
194 | 293 if (v9 >= v5 && |
294 (v14 = x - 1.0, v14<=a1a) &&///*UNDEF(v13),*/ v15 = v14 < a1a, v16 = 0, v17 = v14 == a1a, BYTE1(result) = HIBYTE(v13), v15 | v17) | |
295 (v19 = y + 1.0, v19>=v29) &&///*UNDEF(v18),*/ v20 = v19 < v29, v21 = 0, v22 = v19 == v29, BYTE1(result) = HIBYTE(v18), v19 >= v29) | |
296 (v24 = y - 1.0, v24<=v28))///*UNDEF(v23),*/ v25 = v24 < v28, v26 = 0, v27 = v24 == v28, BYTE1(result) = HIBYTE(v23), v25 | v27) ) | |
297 return true; | |
0 | 298 else |
194 | 299 return false; |
0 | 300 } |
301 | |
302 //----- (004C16B4) -------------------------------------------------------- | |
196 | 303 void Vis::PickIndoorFaces_Mouse(float fDepth, RenderVertexSoft *pRay, Vis_SelectionList *list, Vis_SelectionFilter *filter) |
0 | 304 { |
305 int v5; // eax@1 | |
742 | 306 signed int pFaceID; // edi@2 |
0 | 307 int v8; // ecx@7 |
308 int v9; // eax@7 | |
309 unsigned int *pNumPointers; // eax@7 | |
310 unsigned int v11; // ecx@7 | |
194 | 311 Vis_ObjectInfo *v12; // edi@7 |
0 | 312 RenderVertexSoft a1; // [sp+Ch] [bp-44h]@1 |
742 | 313 BLVFace *pFace; // [sp+3Ch] [bp-14h]@7 |
0 | 314 void *v15; // [sp+40h] [bp-10h]@7 |
315 int v17; // [sp+48h] [bp-8h]@1 | |
196 | 316 |
0 | 317 v5 = 0; |
318 v17 = 0; | |
676
ecfb1b3c9a39
BLV: when standing right on the portal (orange wall) everything looks fine
Nomad
parents:
618
diff
changeset
|
319 for ( a1.flt_2C = 0.0; v17 < (signed int)pBspRenderer->num_faces; ++v17 ) |
0 | 320 { |
742 | 321 pFaceID = pBspRenderer->faces[v5].uFaceID; |
322 if ( pFaceID >= 0 ) | |
0 | 323 { |
742 | 324 if ( pFaceID < (signed int)pIndoor->uNumFaces ) |
0 | 325 { |
1053 | 326 auto face = pIndoor->pFaces + pFaceID; |
327 if ( is_part_of_selection(face, filter) ) | |
0 | 328 { |
1053 | 329 if ( !pGame->pIndoorCameraD3D->IsCulled(face) ) |
0 | 330 { |
1053 | 331 if ( Intersect_Ray_Face(pRay, pRay + 1, &fDepth, &a1, face, 0xFFFFFFFFu) ) |
0 | 332 { |
742 | 333 pGame->pIndoorCameraD3D->ViewTransform(&a1, 1); |
1029 | 334 v9 = fixpoint_from_float(/*v8, */a1.vWorldViewPosition.x); |
0 | 335 LOWORD(v9) = 0; |
862 | 336 v15 = (void *)((PID(OBJECT_BModel,pFaceID)) + v9); |
194 | 337 pNumPointers = &list->uNumPointers; |
742 | 338 //v16 = 2; |
339 //v11 = list->uNumPointers; | |
340 pFace = &pIndoor->pFaces[pFaceID]; | |
341 v12 = &list->object_pool[list->uNumPointers]; | |
342 v12->object = &pIndoor->pFaces[pFaceID]; | |
194 | 343 v12 = (Vis_ObjectInfo *)((char *)v12 + 4); |
344 v12->object = v15; | |
742 | 345 v12->sZValue = 2; |
0 | 346 ++*pNumPointers; |
347 } | |
348 } | |
349 } | |
1053 | 350 |
351 if (face->uAttributes & FACE_PICKED) | |
352 face->uAttributes |= FACE_OUTLINED; | |
353 else | |
354 face->uAttributes &= ~FACE_OUTLINED; | |
355 face->uAttributes &= ~FACE_PICKED; | |
0 | 356 } |
357 } | |
358 v5 = v17 + 1; | |
359 } | |
360 } | |
361 | |
362 //----- (004C17CF) -------------------------------------------------------- | |
323 | 363 void Vis::PickOutdoorFaces_Mouse(float fDepth, RenderVertexSoft *pRay, Vis_SelectionList *list, Vis_SelectionFilter *filter, bool only_reachable) |
196 | 364 { |
0 | 365 if (!pOutdoor) |
366 return; | |
196 | 367 |
368 for (uint i = 0; i < pOutdoor->uNumBModels; ++i) | |
0 | 369 { |
323 | 370 int reachable; |
371 if (!IsBModelVisible(i, &reachable)) | |
196 | 372 continue; |
323 | 373 if (!reachable && only_reachable) |
196 | 374 continue; |
375 | |
376 auto bmodel = &pOutdoor->pBModels[i]; | |
377 for (uint j = 0; j < bmodel->uNumFaces; ++j) | |
0 | 378 { |
916 | 379 auto face = &bmodel->pFaces[j]; |
196 | 380 if (is_part_of_selection(face, filter)) |
0 | 381 { |
196 | 382 BLVFace blv_face; |
383 blv_face.FromODM(face); | |
384 | |
385 RenderVertexSoft intersection; | |
386 if (Intersect_Ray_Face(pRay, pRay + 1, &fDepth, &intersection, &blv_face, i)) | |
0 | 387 { |
916 | 388 pGame->pIndoorCameraD3D->ViewTransform(&intersection, 1); |
1029 | 389 int v13 = fixpoint_from_float(/*v12, */intersection.vWorldViewPosition.x); |
390 v13 &= 0xFFFF0000; | |
828
0f56abdcce94
Massive refactors of spells + PID (packed id) macros introduced.
Nomad
parents:
742
diff
changeset
|
391 v13 += PID(OBJECT_BModel, j | (i << 6)); |
196 | 392 |
393 list->AddObject(face, VisObjectType_Face, v13); | |
0 | 394 } |
323 | 395 |
1053 | 396 if (blv_face.uAttributes & FACE_PICKED) |
323 | 397 face->uAttributes |= FACE_OUTLINED; |
398 else | |
399 face->uAttributes &= ~FACE_OUTLINED; | |
1053 | 400 blv_face.uAttributes &= ~FACE_PICKED; |
0 | 401 } |
402 } | |
403 } | |
404 } | |
405 | |
406 //----- (004C1930) -------------------------------------------------------- | |
407 //bool Vis::j_DoesRayIntersectBillboard(float fDepth, unsigned int uD3DBillboardIdx) | |
408 //{return DoesRayIntersectBillboard(fDepth, uD3DBillboardIdx);} | |
409 | |
410 //----- (004C1944) -------------------------------------------------------- | |
295 | 411 int Vis::PickClosestActor(int object_id, unsigned int pick_depth, int a4, int a5, int a6) |
0 | 412 { |
295 | 413 //float v6; // ST00_4@3 |
414 //int result; // eax@4 | |
194 | 415 Vis_SelectionFilter v8; // [sp+18h] [bp-20h]@3 |
295 | 416 //__int64 v9; // [sp+2Ch] [bp-Ch]@3 |
417 //Vis *v14; // [sp+34h] [bp-4h]@1 | |
0 | 418 |
295 | 419 //v14 = this; |
0 | 420 |
194 | 421 static Vis_SelectionList Vis_static_sub_4C1944_stru_F8BDE8; |
295 | 422 |
423 v8.object_type = VisObjectType_Sprite; | |
194 | 424 v8.object_id = object_id; |
1322 | 425 v8.at_ai_state = a6; |
426 v8.no_at_ai_state = a5; | |
427 v8.select_flags = a4; | |
0 | 428 Vis_static_sub_4C1944_stru_F8BDE8.uNumPointers = 0; |
295 | 429 PickBillboards_Keyboard(pick_depth, &Vis_static_sub_4C1944_stru_F8BDE8, &v8); |
194 | 430 Vis_static_sub_4C1944_stru_F8BDE8.create_object_pointers(Vis_SelectionList::Unique); |
0 | 431 sort_object_pointers( |
194 | 432 Vis_static_sub_4C1944_stru_F8BDE8.object_pointers, |
0 | 433 0, |
434 Vis_static_sub_4C1944_stru_F8BDE8.uNumPointers - 1); | |
295 | 435 |
436 if (!Vis_static_sub_4C1944_stru_F8BDE8.uNumPointers) | |
437 return -1; | |
438 return Vis_static_sub_4C1944_stru_F8BDE8.object_pointers[0]->sZValue; | |
0 | 439 } |
440 | |
441 //----- (004C1A02) -------------------------------------------------------- | |
442 void Vis::_4C1A02() | |
443 { | |
444 RenderVertexSoft v1; // [sp+8h] [bp-C0h]@1 | |
445 RenderVertexSoft v2; // [sp+38h] [bp-90h]@1 | |
446 RenderVertexSoft v3; // [sp+68h] [bp-60h]@1 | |
447 RenderVertexSoft v4; // [sp+98h] [bp-30h]@1 | |
448 | |
449 v4.flt_2C = 0.0; | |
450 v4.vWorldPosition.x = 0.0; | |
451 v4.vWorldPosition.y = 65536.0; | |
452 v4.vWorldPosition.z = 0.0; | |
453 v3.flt_2C = 0.0; | |
454 v3.vWorldPosition.x = 65536.0; | |
455 v3.vWorldPosition.y = 0.0; | |
456 v3.vWorldPosition.z = 0.0; | |
457 memcpy(&v1, &v3, sizeof(v1)); | |
458 v3.flt_2C = 0.0; | |
459 v3.vWorldPosition.x = 0.0; | |
460 v3.vWorldPosition.y = 65536.0; | |
461 v3.vWorldPosition.z = 0.0; | |
462 memcpy(&v2, &v4, sizeof(v2)); | |
463 v4.flt_2C = 0.0; | |
464 v4.vWorldPosition.x = 65536.0; | |
465 v4.vWorldPosition.y = 0.0; | |
466 v4.vWorldPosition.z = 0.0; | |
467 memcpy(&this->stru_200C, &v1, 0x60u); | |
468 memcpy(&v1, &v4, sizeof(v1)); | |
469 memcpy(&v2, &v3, sizeof(v2)); | |
470 memcpy(&this->stru_206C, &v1, 0x60u); | |
471 } | |
472 | |
473 //----- (004C1ABA) -------------------------------------------------------- | |
474 bool Vis::SortVectors_x(RenderVertexSoft *a2, int a3, int a4) | |
475 { | |
476 bool result; // eax@1 | |
477 RenderVertexSoft *v5; // edx@2 | |
478 int v6; // ebx@2 | |
479 int i; // ecx@2 | |
480 int v8; // esi@3 | |
481 int v9; // esi@5 | |
482 RenderVertexSoft *v10; // eax@8 | |
483 RenderVertexSoft v11; // [sp+4h] [bp-6Ch]@8 | |
484 RenderVertexSoft v12; // [sp+34h] [bp-3Ch]@2 | |
485 int v13; // [sp+64h] [bp-Ch]@7 | |
486 Vis *thisa; // [sp+68h] [bp-8h]@1 | |
487 RenderVertexSoft *v15; // [sp+6Ch] [bp-4h]@2 | |
488 | |
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489 result = a4 != 0; |
0 | 490 thisa = this; |
491 if ( a4 > a3 ) | |
492 { | |
493 v5 = a2; | |
494 v15 = &a2[a4]; | |
495 v6 = a3 - 1; | |
496 memcpy(&v12, &a2[a4], sizeof(v12)); | |
497 for ( i = a4; ; i = v13 ) | |
498 { | |
499 v8 = (int)&v5[v6].vWorldViewPosition; | |
500 do | |
501 { | |
502 v8 += 48; | |
503 ++v6; | |
504 } | |
505 while ( *(float *)v8 < (double)v12.vWorldViewPosition.x ); | |
506 v9 = (int)&v5[i].vWorldViewPosition; | |
507 do | |
508 { | |
509 v9 -= 48; | |
510 --i; | |
511 } | |
512 while ( *(float *)v9 > (double)v12.vWorldViewPosition.x ); | |
513 v13 = i; | |
514 if ( v6 >= i ) | |
515 break; | |
516 v10 = &v5[i]; | |
517 memcpy(&v11, &a2[v6], sizeof(v11)); | |
518 v5 = a2; | |
519 memcpy(&a2[v6], v10, sizeof(a2[v6])); | |
520 memcpy(v10, &v11, 0x30u); | |
521 } | |
522 memcpy(&v11, &v5[v6], sizeof(v11)); | |
523 memcpy(&v5[v6], v15, sizeof(v5[v6])); | |
524 memcpy(v15, &v11, 0x30u); | |
525 SortVectors_x(v5, a3, v6 - 1); | |
526 SortVectors_x(a2, v6 + 1, a4); | |
527 } | |
528 return true; | |
529 } | |
530 | |
531 //----- (004C1BAA) -------------------------------------------------------- | |
194 | 532 int Vis::get_object_zbuf_val(Vis_ObjectInfo *info) |
0 | 533 { |
194 | 534 switch (info->object_type) |
535 { | |
536 case VisObjectType_Sprite: | |
537 case VisObjectType_Face: | |
538 return info->sZValue; | |
0 | 539 |
194 | 540 default: |
541 MessageBoxW(nullptr, L"Undefined type requested for: CVis::get_object_zbuf_val()", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Vis.cpp:1037", 0); | |
542 return -1; | |
0 | 543 } |
544 } | |
545 | |
546 //----- (004C1BF1) -------------------------------------------------------- | |
547 int Vis::get_picked_object_zbuf_val() | |
548 { | |
194 | 549 if (!default_list.uNumPointers) |
550 return -1; | |
0 | 551 |
998 | 552 return get_object_zbuf_val(default_list.object_pointers[0]); |
0 | 553 } |
554 | |
555 //----- (004C1C0C) -------------------------------------------------------- | |
1025 | 556 bool Vis::Intersect_Ray_Face(RenderVertexSoft *pRayStart, RenderVertexSoft *pRayEnd, float *pDepth, RenderVertexSoft *Intersection, BLVFace *pFace, unsigned int pBModelID) |
0 | 557 { |
1049 | 558 float c1; // st5@6 |
559 float c2; // st7@11 | |
560 Vec3_short_ IntersectPoint; // ST04_6@11 | |
561 | |
323 | 562 |
1025 | 563 if (pFace->Portal() || pFace->Invisible()) |
323 | 564 return false; |
565 | |
1049 | 566 int ray_dir_x = pRayEnd->vWorldPosition.x - pRayStart->vWorldPosition.x,//calculate the direction vector of the line(âû÷èñëèì âåêòîð íàïðàâëåíèÿ ëèíèé) |
567 ray_dir_y = pRayEnd->vWorldPosition.y - pRayStart->vWorldPosition.y, | |
323 | 568 ray_dir_z = pRayEnd->vWorldPosition.z - pRayStart->vWorldPosition.z; |
569 | |
1025 | 570 //c1 = -d-(n*p0) |
571 c1 = -pFace->pFacePlane.dist -(pFace->pFacePlane.vNormal.x * pRayStart->vWorldPosition.x | |
572 + pFace->pFacePlane.vNormal.y * pRayStart->vWorldPosition.y | |
573 + pFace->pFacePlane.vNormal.z * pRayStart->vWorldPosition.z); | |
1049 | 574 if (c1 > 0) |
575 return false; | |
576 #define EPSILON 1e-6 | |
1025 | 577 //c2 = n*u |
1049 | 578 c2 = pFace->pFacePlane.vNormal.x * ray_dir_y// get length of the line(Ýòî äàåò íàì äëèíó ëèíèè) |
1025 | 579 + pFace->pFacePlane.vNormal.y * ray_dir_x |
580 + pFace->pFacePlane.vNormal.z * ray_dir_z; | |
581 if (c2 > -EPSILON && c2 < EPSILON) // ray faces face's normal ( > 0) or parallel ( == 0) | |
323 | 582 return false; |
583 | |
1025 | 584 //t = -d-(n*p0)/n*u |
1049 | 585 float t = c1 / c2;//How far is crossing the line in percent for 0 to 1(Êàê äàëåêî ïåðåñå÷åíèå ëèíèè â ïðîöåíòàõ îò 0 äî 1 ) |
323 | 586 |
1049 | 587 if (t < 0 || t > 1) |
323 | 588 return false; |
589 | |
1049 | 590 // p(t) = p0 + tu; |
591 Intersection->vWorldPosition.x = pRayStart->vWorldPosition.x + t * ray_dir_y;// add the interest to the start line(ïðèáàâëÿåì ïðîöåíò ëèíèè ê ëèíèè ñòàðòà) | |
592 Intersection->vWorldPosition.y = pRayStart->vWorldPosition.y + t * ray_dir_x; | |
593 Intersection->vWorldPosition.z = pRayStart->vWorldPosition.z + t * ray_dir_z; | |
594 | |
595 IntersectPoint.x = (signed __int64)Intersection->vWorldPosition.x; | |
596 IntersectPoint.y = (signed __int64)Intersection->vWorldPosition.y; | |
597 IntersectPoint.z = (signed __int64)Intersection->vWorldPosition.z; | |
598 | |
1050 | 599 if ( !CheckIntersectBModel(pFace, IntersectPoint, pBModelID) ) |
1049 | 600 return false; |
601 | |
602 *pDepth = t;//Record the distance from the origin of the ray (Çàïèñûâàåì äèñòàíöèþ îò íà÷àëà ëó÷à) | |
323 | 603 return true; |
0 | 604 } |
605 | |
606 //----- (004C1D2B) -------------------------------------------------------- | |
1050 | 607 bool Vis::CheckIntersectBModel(BLVFace *pFace, Vec3_short_ IntersectPoint, unsigned int uModelID) |
0 | 608 { |
609 int v5; // esi@10 | |
610 bool v6; // edi@10 | |
611 signed int v10; // ebx@14 | |
1051 | 612 int v15; // [sp+10h] [bp-Ch]@10 |
613 signed int v16; // [sp+18h] [bp-4h]@10 | |
614 | |
615 int a = 0, b = 0; | |
616 | |
617 if (IntersectPoint.x < pFace->pBounding.x1 || IntersectPoint.x > pFace->pBounding.x2 || | |
618 IntersectPoint.y < pFace->pBounding.y1 || IntersectPoint.y > pFace->pBounding.y2 || | |
619 IntersectPoint.z < pFace->pBounding.z1 || IntersectPoint.z > pFace->pBounding.z2 ) | |
620 return false; | |
621 | |
622 if (uModelID != -1) | |
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623 ODM_CreateIntersectFacesVertexCoordList(&a, &b, intersect_face_vertex_coords_list_a.data(), intersect_face_vertex_coords_list_b.data(), |
1051 | 624 &IntersectPoint, pFace, uModelID); |
625 else | |
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626 BLV_CreateIntersectFacesVertexCoordList(&a, &b, intersect_face_vertex_coords_list_a.data(), intersect_face_vertex_coords_list_b.data(), |
1051 | 627 &IntersectPoint, pFace); |
628 v5 = 2 * pFace->uNumVertices; | |
629 v16 = 0; | |
630 intersect_face_vertex_coords_list_a[v5] = intersect_face_vertex_coords_list_a[0]; | |
631 intersect_face_vertex_coords_list_b[v5] = intersect_face_vertex_coords_list_b[0]; | |
632 v6 = intersect_face_vertex_coords_list_b[0] >= b; | |
633 if (v5 <= 0) | |
634 return false; | |
635 for ( uint i = 0; i < v5; ++i ) | |
636 { | |
637 if ( v16 >= 2 ) | |
638 break; | |
1110 | 639 if ( v6 ^ (intersect_face_vertex_coords_list_b[i + 1] >= b) ) |
1051 | 640 { |
641 if ( intersect_face_vertex_coords_list_a[i + 1] >= a ) | |
642 v10 = 0; | |
643 else | |
644 v10 = 2; | |
645 v10 |= intersect_face_vertex_coords_list_a[i] < a ? 1 : 0; | |
646 if ( v10 != 3 ) | |
647 { | |
648 if ( !v10) | |
649 ++v16; | |
650 else | |
651 { | |
652 int _v1 = fixpoint_div(intersect_face_vertex_coords_list_a[i + 1] - intersect_face_vertex_coords_list_a[i], | |
653 intersect_face_vertex_coords_list_b[i + 1] - intersect_face_vertex_coords_list_b[i]); | |
654 int _v2 = fixpoint_mul(b - intersect_face_vertex_coords_list_b[i], _v1) + 32768; | |
655 | |
656 if (intersect_face_vertex_coords_list_a[i] + (_v2 >> 16) >= a) | |
657 ++v16; | |
658 } | |
659 } | |
660 } | |
661 v6 = intersect_face_vertex_coords_list_b[i + 1] >= b; | |
662 } | |
663 | |
664 if ( v16 != 1 ) | |
665 return false; | |
1053 | 666 |
1507 | 667 extern bool show_picked_face; |
668 if ( show_picked_face ) | |
669 pFace->uAttributes |= FACE_PICKED; | |
1051 | 670 return true; |
671 /* | |
672 int v5; // esi@10 | |
673 bool v6; // edi@10 | |
674 signed int v10; // ebx@14 | |
0 | 675 int v11; // edi@16 |
676 signed int v12; // ST28_4@18 | |
677 signed __int64 v13; // qtt@18 | |
678 signed int result; // eax@21 | |
679 int v15; // [sp+10h] [bp-Ch]@10 | |
680 signed int v16; // [sp+18h] [bp-4h]@10 | |
681 | |
1050 | 682 int a = 0, b = 0; |
1049 | 683 |
684 if (IntersectPoint.x < pFace->pBounding.x1 || IntersectPoint.x > pFace->pBounding.x2 || | |
685 IntersectPoint.y < pFace->pBounding.y1 || IntersectPoint.y > pFace->pBounding.y2 || | |
686 IntersectPoint.z < pFace->pBounding.z1 || IntersectPoint.z > pFace->pBounding.z2 ) | |
323 | 687 return false; |
688 | |
1025 | 689 pFace->uAttributes |= 0x80000000; |
1049 | 690 |
323 | 691 if (uModelID != -1) |
1050 | 692 ODM_CreateIntersectFacesVertexCoordList(&a, &b, intersect_face_vertex_coords_list_a, intersect_face_vertex_coords_list_b, |
1049 | 693 &IntersectPoint, pFace, uModelID); |
323 | 694 else |
1050 | 695 BLV_CreateIntersectFacesVertexCoordList(&a, &b, intersect_face_vertex_coords_list_a, intersect_face_vertex_coords_list_b, |
1049 | 696 &IntersectPoint, pFace); |
1025 | 697 v5 = 2 * pFace->uNumVertices; |
323 | 698 v16 = 0; |
1050 | 699 intersect_face_vertex_coords_list_a[v5] = intersect_face_vertex_coords_list_a[0]; |
700 intersect_face_vertex_coords_list_b[v5] = intersect_face_vertex_coords_list_b[0]; | |
701 v6 = intersect_face_vertex_coords_list_b[0] >= b; | |
323 | 702 if (v5 <= 0) |
703 return false; | |
1049 | 704 for ( uint i = 0; i < v5; ++i ) |
0 | 705 { |
706 if ( v16 >= 2 ) | |
707 break; | |
1050 | 708 if ( v6 ^ intersect_face_vertex_coords_list_b[i + 1] >= b ) |
0 | 709 { |
1050 | 710 if ( intersect_face_vertex_coords_list_a[i + 1] >= a ) |
0 | 711 v10 = 0; |
712 else | |
713 v10 = 2; | |
1050 | 714 v11 = v10 | intersect_face_vertex_coords_list_a[i] < a; |
0 | 715 if ( v11 != 3 ) |
716 { | |
717 if ( !v11 | |
1050 | 718 || (v12 = intersect_face_vertex_coords_list_a[i + 1] - intersect_face_vertex_coords_list_a[i], |
0 | 719 LODWORD(v13) = v12 << 16, |
720 HIDWORD(v13) = v12 >> 16, | |
1050 | 721 intersect_face_vertex_coords_list_a[i] |
722 + ((signed int)(((unsigned __int64)(v13 / (intersect_face_vertex_coords_list_b[i + 1] - intersect_face_vertex_coords_list_b[i]) | |
723 * (signed int)((b - intersect_face_vertex_coords_list_b[i]) << 16)) >> 16) + 32768) >> 16) >= a) ) | |
0 | 724 ++v16; |
725 } | |
726 } | |
1050 | 727 v6 = intersect_face_vertex_coords_list_b[i + 1] >= b; |
0 | 728 } |
1050 | 729 result = true; |
0 | 730 if ( v16 != 1 ) |
1050 | 731 result = false; |
0 | 732 return result; |
1051 | 733 }*/ |
0 | 734 } |
735 | |
736 //----- (004C1EE5) -------------------------------------------------------- | |
1322 | 737 void Vis::BLV_CreateIntersectFacesVertexCoordList(int *a, int *b, __int16 *intersect_face_vertex_coords_list_a, |
738 __int16 *intersect_face_vertex_coords_list_b, | |
739 Vec3_short_ *IntersectPoint, BLVFace *pFace) | |
0 | 740 { |
1035 | 741 if (pFace->uAttributes & FACE_XY_PLANE) |
742 { | |
1050 | 743 *a = IntersectPoint->x; |
744 *b = IntersectPoint->y; | |
1035 | 745 |
746 for (uint i = 0; i < pFace->uNumVertices; ++i) | |
747 { | |
1050 | 748 intersect_face_vertex_coords_list_a[2 * i] = pFace->pXInterceptDisplacements[i] + pIndoor->pVertices[pFace->pVertexIDs[i]].x; |
749 intersect_face_vertex_coords_list_a[2 * i + 1] = pFace->pXInterceptDisplacements[i + 1] + pIndoor->pVertices[pFace->pVertexIDs[i + 1]].x; | |
1035 | 750 |
1050 | 751 intersect_face_vertex_coords_list_b[2 * i] = pFace->pYInterceptDisplacements[i] + pIndoor->pVertices[pFace->pVertexIDs[i]].y; |
752 intersect_face_vertex_coords_list_b[2 * i + 1] = pFace->pYInterceptDisplacements[i + 1] + pIndoor->pVertices[pFace->pVertexIDs[i + 1]].y; | |
1035 | 753 } |
754 } | |
755 else if (pFace->uAttributes & FACE_XZ_PLANE) | |
756 { | |
1050 | 757 *a = IntersectPoint->x; |
758 *b = IntersectPoint->z; | |
0 | 759 |
1035 | 760 for (uint i = 0; i < pFace->uNumVertices; ++i) |
0 | 761 { |
1050 | 762 intersect_face_vertex_coords_list_a[2 * i] = pFace->pXInterceptDisplacements[i] + pIndoor->pVertices[pFace->pVertexIDs[i]].x; |
763 intersect_face_vertex_coords_list_a[2 * i + 1] = pFace->pXInterceptDisplacements[i + 1] + pIndoor->pVertices[pFace->pVertexIDs[i + 1]].x; | |
1035 | 764 |
1050 | 765 intersect_face_vertex_coords_list_b[2 * i] = pFace->pZInterceptDisplacements[i] + pIndoor->pVertices[pFace->pVertexIDs[i]].z; |
766 intersect_face_vertex_coords_list_b[2 * i + 1] = pFace->pZInterceptDisplacements[i + 1] + pIndoor->pVertices[pFace->pVertexIDs[i + 1]].z; | |
1035 | 767 } |
768 } | |
769 else if (pFace->uAttributes & FACE_YZ_PLANE) | |
770 { | |
1050 | 771 *a = IntersectPoint->y; |
772 *b = IntersectPoint->z; | |
1035 | 773 |
774 for (uint i = 0; i < pFace->uNumVertices; ++i) | |
775 { | |
1050 | 776 intersect_face_vertex_coords_list_a[2 * i] = pFace->pYInterceptDisplacements[i] + pIndoor->pVertices[pFace->pVertexIDs[i]].y; |
777 intersect_face_vertex_coords_list_a[2 * i + 1] = pFace->pYInterceptDisplacements[i + 1] + pIndoor->pVertices[pFace->pVertexIDs[i + 1]].y; | |
1035 | 778 |
1050 | 779 intersect_face_vertex_coords_list_b[2 * i] = pFace->pZInterceptDisplacements[i] + pIndoor->pVertices[pFace->pVertexIDs[i]].z; |
780 intersect_face_vertex_coords_list_b[2 * i + 1] = pFace->pZInterceptDisplacements[i + 1] + pIndoor->pVertices[pFace->pVertexIDs[i + 1]].z; | |
0 | 781 } |
782 } | |
1050 | 783 else assert(false); |
0 | 784 } |
785 | |
786 //----- (004C2186) -------------------------------------------------------- | |
1322 | 787 void Vis::ODM_CreateIntersectFacesVertexCoordList(int *a, int *b, __int16 *intersect_face_vertex_coords_list_a, |
788 __int16 *intersect_face_vertex_coords_list_b, | |
789 Vec3_short_ *IntersectPoint, BLVFace *pFace, unsigned int uModelID) | |
0 | 790 { |
1038 | 791 if (pFace->uAttributes & FACE_XY_PLANE) |
0 | 792 { |
1050 | 793 *a = IntersectPoint->x; |
794 *b = IntersectPoint->y; | |
1038 | 795 |
796 for (int i = 0; i < pFace->uNumVertices; ++i) | |
797 { | |
1050 | 798 intersect_face_vertex_coords_list_a[2 * i] = pFace->pXInterceptDisplacements[i] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i]].x; |
799 intersect_face_vertex_coords_list_a[i * 2 + 1] = pFace->pXInterceptDisplacements[i + 1] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i + 1]].x; | |
1038 | 800 |
1050 | 801 intersect_face_vertex_coords_list_b[2 * i] = pFace->pYInterceptDisplacements[i] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i]].y; |
802 intersect_face_vertex_coords_list_b[i * 2 + 1] = pFace->pYInterceptDisplacements[i + 1] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i + 1]].y; | |
1038 | 803 } |
804 } | |
805 else if (pFace->uAttributes & FACE_XZ_PLANE) | |
806 { | |
1050 | 807 *a = IntersectPoint->x; |
808 *b = IntersectPoint->z; | |
1038 | 809 |
810 for (int i = 0; i < pFace->uNumVertices; ++i) | |
0 | 811 { |
1050 | 812 intersect_face_vertex_coords_list_a[2 * i] = pFace->pXInterceptDisplacements[i] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i]].x; |
813 intersect_face_vertex_coords_list_a[i * 2 + 1] = pFace->pXInterceptDisplacements[i + 1] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i + 1]].x; | |
1038 | 814 |
1050 | 815 intersect_face_vertex_coords_list_b[2 * i] = pFace->pZInterceptDisplacements[i] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i]].z; |
816 intersect_face_vertex_coords_list_b[i * 2 + 1] = pFace->pZInterceptDisplacements[i + 1] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i + 1]].z; | |
1038 | 817 } |
818 } | |
819 else if (pFace->uAttributes & FACE_YZ_PLANE) | |
820 { | |
1050 | 821 *a = IntersectPoint->y; |
822 *b = IntersectPoint->z; | |
1038 | 823 |
824 for (int i = 0; i < pFace->uNumVertices; ++i) | |
825 { | |
1050 | 826 intersect_face_vertex_coords_list_a[2 * i] = pFace->pYInterceptDisplacements[i] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i]].y; |
827 intersect_face_vertex_coords_list_a[i * 2 + 1] = pFace->pYInterceptDisplacements[i + 1] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i + 1]].y; | |
1038 | 828 |
1050 | 829 intersect_face_vertex_coords_list_b[2 * i] = pFace->pZInterceptDisplacements[i] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i]].z; |
830 intersect_face_vertex_coords_list_b[i * 2 + 1] = pFace->pZInterceptDisplacements[i + 1] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i + 1]].z; | |
0 | 831 } |
832 } | |
1038 | 833 else assert(false); |
834 } | |
835 | |
836 //----- (0046A0A1) -------------------------------------------------------- | |
837 int UnprojectX(int x) | |
838 { | |
839 int v3; // [sp-4h] [bp-8h]@5 | |
840 | |
841 if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) | |
842 { | |
843 if ( pRenderer->pRenderD3D ) | |
844 v3 = pGame->pIndoorCameraD3D->fov; | |
845 else | |
846 v3 = pIndoorCamera->flt_1C_fov; | |
847 } | |
0 | 848 else |
849 { | |
1038 | 850 v3 = pOutdoorCamera->int_fov_rad; |
851 } | |
852 return stru_5C6E00->Atan2(x - pViewport->uScreenCenterX, v3) - stru_5C6E00->uIntegerHalfPi; | |
853 } | |
854 | |
855 //----- (0046A0F6) -------------------------------------------------------- | |
856 int UnprojectY(int y) | |
857 { | |
858 int v3; // [sp-4h] [bp-8h]@5 | |
859 | |
860 if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) | |
861 { | |
862 if ( pRenderer->pRenderD3D ) | |
863 v3 = pGame->pIndoorCameraD3D->fov; | |
0 | 864 else |
1038 | 865 v3 = pIndoorCamera->flt_1C_fov; |
0 | 866 } |
1038 | 867 else |
868 { | |
869 v3 = pOutdoorCamera->int_fov_rad; | |
870 } | |
871 return stru_5C6E00->Atan2(y - pViewport->uScreenCenterY, v3) - stru_5C6E00->uIntegerHalfPi; | |
0 | 872 } |
873 | |
874 //----- (004C248E) -------------------------------------------------------- | |
875 void Vis::CastPickRay(RenderVertexSoft *pRay, float fMouseX, float fMouseY, float fPickDepth) | |
876 { | |
1025 | 877 int pRotY; // esi@1 |
878 Vec3_int_ pStartR; // ST08_12@1 | |
879 int pRotX; // ST04_4@1 | |
880 int pDepth; // eax@1 | |
0 | 881 RenderVertexSoft v11[2]; // [sp+2Ch] [bp-74h]@1 |
1025 | 882 int outx; |
0 | 883 int outz; // [sp+94h] [bp-Ch]@1 |
884 int outy; // [sp+98h] [bp-8h]@1 | |
885 | |
1025 | 886 pRotY = pIndoorCamera->sRotationY + UnprojectX((signed __int64)fMouseX); |
887 pStartR.z = pIndoorCamera->pos.z; | |
888 pStartR.x = pIndoorCamera->pos.x; | |
889 pStartR.y = pIndoorCamera->pos.y; | |
890 pRotX = pIndoorCamera->sRotationX + UnprojectY((signed __int64)fMouseY); | |
1029 | 891 pDepth = fixpoint_from_float(fPickDepth); |
1025 | 892 Vec3_int_::Rotate(pDepth, pRotY, pRotX, pStartR, &outx, &outy, &outz); |
893 | |
0 | 894 v11[0].flt_2C = 0.0; |
1025 | 895 v11[0].vWorldPosition.x = (double)outx; |
0 | 896 v11[0].vWorldPosition.y = (double)outy; |
897 v11[0].vWorldPosition.z = (double)outz; | |
1025 | 898 |
0 | 899 v11[1].flt_2C = 0.0; |
1025 | 900 v11[1].vWorldPosition.x = (double)pIndoorCamera->pos.x; |
901 v11[1].vWorldPosition.y = (double)pIndoorCamera->pos.y; | |
902 v11[1].vWorldPosition.z = (double)pIndoorCamera->pos.z; | |
903 | |
1322 | 904 memcpy(pRay, &v11[1], sizeof(RenderVertexSoft)); |
905 memcpy(&pRay[1], &v11[0], sizeof(RenderVertexSoft)); | |
0 | 906 } |
907 | |
908 //----- (004C2551) -------------------------------------------------------- | |
1177 | 909 Vis_ObjectInfo *Vis_SelectionList::SelectionPointers(int pVisObjectType, int pid) |
0 | 910 { |
1171 | 911 //unsigned int v3; // esi@1 |
1173 | 912 //signed int v4; // edx@1 |
913 //char *v5; // eax@2 | |
914 //Vis_ObjectInfo *result; // eax@6 | |
0 | 915 |
1171 | 916 //v3 = this->uNumPointers; |
1137 | 917 if ( this->uNumPointers > 0 ) |
0 | 918 { |
1137 | 919 for ( uint i = 0; i < this->uNumPointers; ++i ) |
0 | 920 { |
1137 | 921 if ( this->object_pool[i].object_type == pVisObjectType && (this->object_pool[i].sZValue & 0xFFFF) == pid ) |
922 return &this->object_pool[i]; | |
0 | 923 } |
924 } | |
1322 | 925 return nullptr; |
1173 | 926 /*v4 = 0; |
1171 | 927 if ( this->uNumPointers <= 0 ) |
928 return false; | |
0 | 929 else |
930 { | |
1173 | 931 //v5 = (char *)&this->object_pool[0].sZValue; |
932 while ( this->object_pool[v4].object_type != a2 || (this->object_pool[v4].sZValue & 0xFFFF) != a3 ) | |
0 | 933 { |
934 ++v4; | |
1173 | 935 //v5 += 12; |
1171 | 936 if ( v4 >= this->uNumPointers ) |
937 return false; | |
0 | 938 } |
194 | 939 result = &this->object_pool[v4]; |
0 | 940 } |
1173 | 941 return result;*/ |
0 | 942 } |
943 | |
944 //----- (004C2591) -------------------------------------------------------- | |
194 | 945 void Vis_SelectionList::create_object_pointers(PointerCreationType type) |
0 | 946 { |
194 | 947 switch (type) |
948 { | |
949 case All: | |
950 { | |
951 for (uint i = 0; i < uNumPointers; ++i) | |
952 object_pointers[i] = &object_pool[i]; | |
953 } | |
954 break; | |
0 | 955 |
194 | 956 case Unique: // seems quite retarted; the inner if condition will never trigger, since we compare pointers, not values. pointers will always be unique |
957 { // but it may be decompilation error thou | |
958 bool create = true; | |
959 | |
960 for (uint i = 0; i < uNumPointers; ++i) | |
0 | 961 { |
194 | 962 for (uint j = 0; j < i; ++j) |
0 | 963 { |
194 | 964 if (object_pointers[j] == &object_pool[i]) |
0 | 965 { |
194 | 966 create = false; |
967 break; | |
0 | 968 } |
969 } | |
194 | 970 |
971 if (create) | |
972 object_pointers[i] = &object_pool[i]; | |
0 | 973 } |
974 } | |
196 | 975 break; |
194 | 976 |
977 default: | |
0 | 978 MessageBoxW(nullptr, L"Unknown pointer creation flag passed to ::create_object_pointers()", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Vis.cpp:1358", 0); |
979 } | |
980 } | |
981 | |
982 //----- (004C264A) -------------------------------------------------------- | |
1322 | 983 void Vis::sort_object_pointers( Vis_ObjectInfo **pPointers, int start, int end ) |
984 { | |
985 int sort_start; // edx@1 | |
986 int forward_sort_index; // esi@2 | |
987 signed int backward_sort_index; // ecx@2 | |
988 unsigned int last_z_val; // eax@3 | |
989 unsigned int more_lz_val; // ebx@4 | |
990 unsigned int less_lz_val; // ebx@6 | |
991 Vis_ObjectInfo *temp_pointer; // eax@7 | |
194 | 992 Vis_ObjectInfo *a3a; // [sp+14h] [bp+Ch]@2 |
0 | 993 |
1322 | 994 sort_start = start; |
995 | |
996 if ( end > start ) | |
0 | 997 { |
1177 | 998 do |
0 | 999 { |
1322 | 1000 forward_sort_index = sort_start - 1; |
1001 backward_sort_index = end; | |
1002 do | |
0 | 1003 { |
1322 | 1004 last_z_val = pPointers[end]->sZValue&0xFFFF0000; |
1177 | 1005 do |
0 | 1006 { |
1322 | 1007 ++forward_sort_index; |
1008 more_lz_val = pPointers[forward_sort_index]->sZValue&0xFFFF0000; | |
0 | 1009 } |
1322 | 1010 while ( more_lz_val < last_z_val ); |
1011 | |
0 | 1012 do |
1013 { | |
1322 | 1014 if ( backward_sort_index < 1 ) |
0 | 1015 break; |
1322 | 1016 --backward_sort_index; |
1017 less_lz_val = pPointers[backward_sort_index]->sZValue&0xFFFF0000; | |
0 | 1018 } |
1322 | 1019 while ( less_lz_val > last_z_val ); |
1020 | |
1021 temp_pointer = pPointers[forward_sort_index]; | |
1022 if ( forward_sort_index >= backward_sort_index ) | |
1023 { | |
1024 pPointers[forward_sort_index] = pPointers[end]; | |
1025 pPointers[end] = temp_pointer; | |
1026 } | |
1027 else | |
1028 { | |
1029 pPointers[forward_sort_index] = pPointers[backward_sort_index]; | |
1030 pPointers[backward_sort_index] = temp_pointer; | |
1031 } | |
1032 | |
1033 } while ( forward_sort_index < backward_sort_index ); | |
1034 | |
1035 sort_object_pointers(pPointers, sort_start, forward_sort_index - 1); | |
1036 sort_start = forward_sort_index + 1; | |
0 | 1037 } |
1322 | 1038 while ( end > forward_sort_index + 1 ); |
0 | 1039 } |
1040 } | |
1041 | |
1042 //----- (004C26D0) -------------------------------------------------------- | |
1043 bool Vis::SortVerticesByX(RenderVertexD3D3 *a2, unsigned int uStart, unsigned int uEnd) | |
1044 { | |
1045 bool result; // eax@1 | |
1046 RenderVertexD3D3 *v5; // edx@2 | |
1047 RenderVertexD3D3 *v6; // esi@2 | |
1048 void *v7; // edi@2 | |
1049 unsigned int v8; // ebx@2 | |
1050 RenderVertexD3D3 *v9; // ecx@3 | |
1051 RenderVertexD3D3 *v10; // ecx@5 | |
1052 RenderVertexD3D3 *v11; // eax@8 | |
1053 RenderVertexD3D3 v12; // [sp+4h] [bp-4Ch]@8 | |
1054 RenderVertexD3D3 v13; // [sp+24h] [bp-2Ch]@2 | |
1055 Vis *thisa; // [sp+44h] [bp-Ch]@1 | |
1056 RenderVertexD3D3 *v15; // [sp+48h] [bp-8h]@2 | |
1057 unsigned int v16; // [sp+4Ch] [bp-4h]@2 | |
1058 | |
1059 result = uEnd; | |
1060 thisa = this; | |
1061 if ( (signed int)uEnd > (signed int)uStart ) | |
1062 { | |
1063 v5 = a2; | |
1064 v6 = &a2[uEnd]; | |
1065 v7 = &v13; | |
1066 v15 = &a2[uEnd]; | |
1067 v8 = uStart - 1; | |
1068 v16 = uEnd; | |
1069 while ( 1 ) | |
1070 { | |
1071 memcpy(v7, v6, 0x20u); | |
1072 v9 = &v5[v8]; | |
1073 do | |
1074 { | |
1075 ++v9; | |
1076 ++v8; | |
1077 } | |
1078 while ( v9->pos.x < (double)v13.pos.x ); | |
1079 v10 = &v5[v16]; | |
1080 do | |
1081 { | |
1082 --v10; | |
1083 --v16; | |
1084 } | |
1085 while ( v10->pos.x > (double)v13.pos.x ); | |
1086 if ( (signed int)v8 >= (signed int)v16 ) | |
1087 break; | |
1088 v11 = &v5[v16]; | |
1089 memcpy(&v12, &a2[v8], sizeof(v12)); | |
1090 v5 = a2; | |
1091 memcpy(&a2[v8], v11, sizeof(a2[v8])); | |
1092 v6 = &v12; | |
1093 v7 = v11; | |
1094 } | |
1095 memcpy(&v12, &v5[v8], sizeof(v12)); | |
1096 memcpy(&v5[v8], v15, sizeof(v5[v8])); | |
1097 memcpy(v15, &v12, 0x20u); | |
1098 SortVerticesByX(v5, uStart, v8 - 1); | |
1099 SortVerticesByX(a2, v8 + 1, uEnd); | |
1100 } | |
1101 return true; | |
1102 } | |
1103 | |
1104 //----- (004C27AD) -------------------------------------------------------- | |
1105 bool Vis::SortVerticesByY(RenderVertexD3D3 *a2, unsigned int uStart, unsigned int uEnd) | |
1106 { | |
1107 bool result; // eax@1 | |
1108 RenderVertexD3D3 *v5; // edx@2 | |
1109 RenderVertexD3D3 *v6; // esi@2 | |
30 | 1110 void *v7; // edi@2 |
0 | 1111 unsigned int v8; // ebx@2 |
30 | 1112 float *v9; // ecx@3 |
1113 float *v10; // ecx@5 | |
1114 RenderVertexD3D3 *v11; // eax@8 | |
0 | 1115 RenderVertexD3D3 v12; // [sp+4h] [bp-4Ch]@8 |
30 | 1116 RenderVertexD3D3 v13; // [sp+24h] [bp-2Ch]@2 |
0 | 1117 Vis *thisa; // [sp+44h] [bp-Ch]@1 |
30 | 1118 RenderVertexD3D3 *v15; // [sp+48h] [bp-8h]@2 |
1119 unsigned int v16; // [sp+4Ch] [bp-4h]@2 | |
0 | 1120 |
1121 result = uEnd; | |
1122 thisa = this; | |
1123 if ( (signed int)uEnd > (signed int)uStart ) | |
1124 { | |
1125 v5 = a2; | |
1126 v6 = &a2[uEnd]; | |
30 | 1127 v7 = &v13; |
1128 v15 = &a2[uEnd]; | |
0 | 1129 v8 = uStart - 1; |
30 | 1130 v16 = uEnd; |
0 | 1131 while ( 1 ) |
1132 { | |
30 | 1133 memcpy(v7, v6, 0x20u); |
1134 v9 = &v5[v8].pos.y; | |
0 | 1135 do |
1136 { | |
30 | 1137 v9+=8; |
0 | 1138 ++v8; |
1139 } | |
30 | 1140 while ( *v9 < (double)v13.pos.y ); |
1141 v10 = &v5[v16].pos.y; | |
0 | 1142 do |
1143 { | |
30 | 1144 v10-=8; |
1145 --v16; | |
0 | 1146 } |
30 | 1147 while ( *v10 > (double)v13.pos.y ); |
1148 if ( (signed int)v8 >= (signed int)v16 ) | |
0 | 1149 break; |
30 | 1150 v11 = &v5[v16]; |
0 | 1151 memcpy(&v12, &a2[v8], sizeof(v12)); |
1152 v5 = a2; | |
30 | 1153 memcpy(&a2[v8], v11, sizeof(a2[v8])); |
0 | 1154 v6 = &v12; |
30 | 1155 v7 = v11; |
0 | 1156 } |
1157 memcpy(&v12, &v5[v8], sizeof(v12)); | |
30 | 1158 memcpy(&v5[v8], v15, sizeof(v5[v8])); |
1159 memcpy(v15, &v12, 0x20u); | |
194 | 1160 SortVerticesByY(v5, uStart, v8 - 1); |
1161 SortVerticesByY(a2, v8 + 1, uEnd); | |
0 | 1162 } |
1163 return true; | |
1164 } | |
1165 | |
1166 //----- (004C288E) -------------------------------------------------------- | |
196 | 1167 bool Vis::SortByScreenSpaceX(RenderVertexSoft *pArray, int sLeft, int sRight) |
0 | 1168 { |
1169 bool result; // eax@1 | |
1170 RenderVertexSoft *v5; // edx@2 | |
1171 int v6; // ebx@2 | |
1172 int i; // ecx@2 | |
1173 int v8; // esi@3 | |
1174 int v9; // esi@5 | |
159 | 1175 //RenderVertexSoft *v10; // eax@8 |
1176 const void *v10; | |
0 | 1177 RenderVertexSoft v11; // [sp+4h] [bp-6Ch]@8 |
1178 RenderVertexSoft v12; // [sp+34h] [bp-3Ch]@2 | |
159 | 1179 //float v13; // [sp+4Ch] [bp-24h]@4 |
0 | 1180 int v14; // [sp+64h] [bp-Ch]@7 |
159 | 1181 //Vis *thisa; // [sp+68h] [bp-8h]@1 |
196 | 1182 //void *thisa; |
159 | 1183 //RenderVertexSoft *v16; // [sp+6Ch] [bp-4h]@2 |
1184 const void *v16; | |
0 | 1185 |
196 | 1186 //thisa = this; |
159 | 1187 if (sRight <= sLeft) |
1188 return true; | |
1189 v5 = pArray; | |
1190 v16 = &pArray[sRight]; | |
1191 v6 = sLeft - 1; | |
1192 memcpy(&v12, &pArray[sRight], sizeof(v12)); | |
1193 for ( i = sRight; ; i = v14 ) | |
0 | 1194 { |
159 | 1195 v8 = (int)&v5[v6].vWorldViewProjX; |
1196 do | |
0 | 1197 { |
159 | 1198 v8 += 48; |
1199 ++v6; | |
1200 } | |
1201 while ( *(float *)v8 < v12.vWorldViewProjX); | |
1202 v9 = (int)&v5[i].vWorldViewProjX; | |
1203 do | |
1204 { | |
1205 v9 -= 48; | |
1206 --i; | |
0 | 1207 } |
159 | 1208 while ( *(float *)v9 > v12.vWorldViewProjX); |
1209 v14 = i; | |
1210 if ( v6 >= i ) | |
1211 break; | |
1212 v10 = &v5[i]; | |
1213 memcpy(&v11, &pArray[v6], sizeof(v11)); | |
1214 v5 = pArray; | |
1215 memcpy(&pArray[v6], v10, sizeof(pArray[v6])); | |
1216 memcpy((void *)v10, &v11, sizeof(0x30u)); | |
0 | 1217 } |
159 | 1218 memcpy(&v11, &v5[v6], sizeof(v11)); |
1219 memcpy(&v5[v6], v16, sizeof(v5[v6])); | |
1220 memcpy((void *)v16, &v11, sizeof(0x30u)); | |
196 | 1221 SortByScreenSpaceX(v5, sLeft, v6 - 1); |
1222 SortByScreenSpaceX(pArray, v6 + 1, sRight); | |
0 | 1223 return true; |
1224 } | |
1225 | |
1226 //----- (004C297E) -------------------------------------------------------- | |
196 | 1227 bool Vis::SortByScreenSpaceY(RenderVertexSoft *pArray, int sLeft, int sRight) |
0 | 1228 { |
159 | 1229 //bool result; // eax@1 |
0 | 1230 RenderVertexSoft *v5; // edx@2 |
1231 int v6; // ebx@2 | |
1232 int i; // ecx@2 | |
1233 int v8; // esi@3 | |
1234 int v9; // esi@5 | |
159 | 1235 //RenderVertexSoft *v10; // eax@8 |
1236 const void *v10; | |
1237 //char v11; // [sp+4h] [bp-6Ch]@8 | |
1238 RenderVertexSoft v11; | |
0 | 1239 RenderVertexSoft v12; // [sp+34h] [bp-3Ch]@2 |
159 | 1240 //float v13; // [sp+50h] [bp-20h]@4 |
0 | 1241 int v14; // [sp+64h] [bp-Ch]@7 |
159 | 1242 //Vis *thisa; // [sp+68h] [bp-8h]@1 |
0 | 1243 RenderVertexSoft *v16; // [sp+6Ch] [bp-4h]@2 |
1244 | |
159 | 1245 if (sRight <= sLeft) |
1246 return true; | |
1247 v5 = pArray; | |
1248 v16 = &pArray[sRight]; | |
1249 v6 = sLeft - 1; | |
1250 memcpy(&v12, &pArray[sRight], sizeof(v12)); | |
1251 for ( i = sRight; ; i = v14 ) | |
0 | 1252 { |
159 | 1253 v8 = (int)&v5[v6].vWorldViewProjY; |
1254 do | |
1255 { | |
1256 v8 += 48; | |
1257 ++v6; | |
1258 } | |
1259 while ( *(float *)v8 < v12.vWorldViewProjY); | |
1260 v9 = (int)&v5[v6].vWorldViewProjY; | |
1261 do | |
0 | 1262 { |
159 | 1263 v9 -= 48; |
1264 --i; | |
0 | 1265 } |
159 | 1266 while ( *(float *)v9 > v12.vWorldViewProjY); |
1267 v14 = i; | |
1268 if ( v6 >= i ) | |
1269 break; | |
1270 v10 = &v5[i]; | |
1271 memcpy(&v11, &pArray[v6], sizeof(0x30)); | |
1272 v5 = pArray; | |
1273 memcpy(&pArray[v6], v10, sizeof(pArray[v6])); | |
1274 memcpy((void *)v10, &v11, sizeof(0x30)); | |
0 | 1275 } |
159 | 1276 memcpy(&v11, &v5[v6], sizeof(0x30)); |
1277 memcpy(&v5[v6], v16, sizeof(v5[v6])); | |
1278 memcpy((void *)v16, &v11, sizeof(0x30)); | |
196 | 1279 SortByScreenSpaceY(v5, sLeft, v6 - 1); |
1280 SortByScreenSpaceY(pArray, v6 + 1, sRight); | |
0 | 1281 return true; |
1282 } | |
1283 | |
1284 //----- (004C04AF) -------------------------------------------------------- | |
1285 Vis::Vis() | |
1286 { | |
1287 RenderVertexSoft v3; // [sp+Ch] [bp-60h]@1 | |
1288 RenderVertexSoft v4; // [sp+3Ch] [bp-30h]@1 | |
1289 | |
1290 v3.flt_2C = 0.0; | |
1291 v3.vWorldPosition.x = 0.0; | |
1292 v3.vWorldPosition.y = 65536.0; | |
1293 v3.vWorldPosition.z = 0.0; | |
1294 v4.flt_2C = 0.0; | |
1295 v4.vWorldPosition.x = 65536.0; | |
1296 v4.vWorldPosition.y = 0.0; | |
1297 v4.vWorldPosition.z = 0.0; | |
196 | 1298 memcpy(&stru_200C, &v4, sizeof(stru_200C)); |
1299 | |
0 | 1300 v4.flt_2C = 0.0; |
1301 v4.vWorldPosition.x = 0.0; | |
1302 v4.vWorldPosition.y = 65536.0; | |
1303 v4.vWorldPosition.z = 0.0; | |
196 | 1304 memcpy(&stru_203C, &v3, sizeof(stru_203C)); |
1305 | |
0 | 1306 v3.flt_2C = 0.0; |
1307 v3.vWorldPosition.x = 65536.0; | |
1308 v3.vWorldPosition.y = 0.0; | |
1309 v3.vWorldPosition.z = 0.0; | |
196 | 1310 memcpy(&stru_206C, &v3, sizeof(stru_206C)); |
1311 memcpy(&stru_209C, &v4, sizeof(stru_209C)); | |
1312 | |
1313 keyboard_pick_depth = 512; | |
0 | 1314 } |
1315 | |
1316 //----- (004C055C) -------------------------------------------------------- | |
194 | 1317 Vis_SelectionList::Vis_SelectionList() |
0 | 1318 { |
1319 for (uint i = 0; i < 512; ++i) | |
1320 { | |
194 | 1321 object_pool[i].object = nullptr; |
1322 object_pool[i].sZValue = -1; | |
1323 object_pool[i].object_type = VisObjectType_Any; | |
0 | 1324 } |
1325 uNumPointers = 0; | |
1326 } | |
1327 | |
1328 //----- (004C05CC) -------------------------------------------------------- | |
194 | 1329 bool Vis::PickKeyboard(Vis_SelectionList *list, Vis_SelectionFilter *sprite_filter, Vis_SelectionFilter *face_filter) |
0 | 1330 { |
194 | 1331 if (!list) |
1332 list = &default_list; | |
1333 list->uNumPointers = 0; | |
0 | 1334 |
196 | 1335 PickBillboards_Keyboard(keyboard_pick_depth, list, sprite_filter); |
194 | 1336 if (uCurrentlyLoadedLevelType == LEVEL_Indoor) |
196 | 1337 PickIndoorFaces_Keyboard(keyboard_pick_depth, list, face_filter); |
194 | 1338 else if (uCurrentlyLoadedLevelType == LEVEL_Outdoor) |
196 | 1339 PickOutdoorFaces_Keyboard(keyboard_pick_depth, list, face_filter); |
0 | 1340 else |
194 | 1341 assert(false); |
1342 | |
1343 list->create_object_pointers(Vis_SelectionList::Unique); | |
1344 sort_object_pointers(list->object_pointers, 0, list->uNumPointers - 1); | |
1345 | |
0 | 1346 return true; |
1347 } | |
1348 | |
1349 //----- (004C0646) -------------------------------------------------------- | |
194 | 1350 bool Vis::PickMouse(float fDepth, float fMouseX, float fMouseY, Vis_SelectionFilter *sprite_filter, Vis_SelectionFilter *face_filter) |
0 | 1351 { |
1352 RenderVertexSoft pMouseRay[2]; // [sp+1Ch] [bp-60h]@1 | |
1353 | |
194 | 1354 default_list.uNumPointers = 0; |
0 | 1355 CastPickRay(pMouseRay, fMouseX, fMouseY, fDepth); |
194 | 1356 PickBillboards_Mouse(fDepth, fMouseX, fMouseY, &default_list, sprite_filter); |
0 | 1357 if (uCurrentlyLoadedLevelType == LEVEL_Indoor) |
196 | 1358 PickIndoorFaces_Mouse(fDepth, pMouseRay, &default_list, face_filter); |
227 | 1359 else if (uCurrentlyLoadedLevelType == LEVEL_Outdoor) |
1360 PickOutdoorFaces_Mouse(fDepth, pMouseRay, &default_list, face_filter, false); | |
0 | 1361 else |
227 | 1362 { |
323 | 1363 Log::Warning(L"Picking mouse in undefined level"); // picking in main menu is default (buggy) game behaviour. should've returned false in Game::PickMouse |
227 | 1364 return false; |
1365 } | |
194 | 1366 default_list.create_object_pointers(Vis_SelectionList::All); |
1367 sort_object_pointers(default_list.object_pointers, 0, default_list.uNumPointers - 1); | |
1368 | |
0 | 1369 return true; |
1370 } | |
1371 | |
1372 //----- (004C06F8) -------------------------------------------------------- | |
196 | 1373 void Vis::PickBillboards_Keyboard(float pick_depth, Vis_SelectionList *list, Vis_SelectionFilter *filter) |
0 | 1374 { |
194 | 1375 for (int i = 0; i < pRenderer->uNumBillboardsToDraw; ++i) |
1376 { | |
1377 auto d3d_billboard = &pRenderer->pBillboardRenderListD3D[i]; | |
0 | 1378 |
194 | 1379 if (is_part_of_selection((void *)i, filter)) |
0 | 1380 { |
194 | 1381 if (DoesRayIntersectBillboard(pick_depth, i)) |
0 | 1382 { |
194 | 1383 auto billboard = &pBillboardRenderList[d3d_billboard->uParentBillboardID]; |
1384 | |
1385 list->AddObject((void *)d3d_billboard->uParentBillboardID, VisObjectType_Sprite, billboard->sZValue); | |
0 | 1386 } |
1387 } | |
1388 } | |
1389 } | |
1390 | |
194 | 1391 |
1392 // tests the object against selection filter to determine whether it can be picked or not | |
0 | 1393 //----- (004C0791) -------------------------------------------------------- |
194 | 1394 bool Vis::is_part_of_selection(void *uD3DBillboardIdx_or_pBLVFace_or_pODMFace, Vis_SelectionFilter *filter) |
0 | 1395 { |
194 | 1396 //stru157 *v3; // esi@1 |
1397 //int result; // eax@1 | |
0 | 1398 int v5; // edx@2 |
194 | 1399 //int v6; // ecx@2 |
1400 //char v7; // zf@3 | |
0 | 1401 int v8; // esi@5 |
1402 std::string *v9; // ecx@7 | |
1403 Actor *v10; // edi@18 | |
194 | 1404 //const char *v12; // [sp-20h] [bp-2Ch]@7 |
0 | 1405 int v13; // [sp-1Ch] [bp-28h]@7 |
194 | 1406 //std::string v14; // [sp-18h] [bp-24h]@7 |
1407 //const char *v15; // [sp-8h] [bp-14h]@7 | |
0 | 1408 int v16; // [sp-4h] [bp-10h]@7 |
1409 | |
194 | 1410 switch (filter->object_type) |
0 | 1411 { |
194 | 1412 case VisObjectType_Any: |
1413 return true; | |
1414 | |
1415 case VisObjectType_Sprite: | |
0 | 1416 { |
1322 | 1417 v5 = filter->select_flags; |
848 | 1418 int object_idx = PID_ID(pBillboardRenderList[pRenderer->pBillboardRenderListD3D[(int)uD3DBillboardIdx_or_pBLVFace_or_pODMFace].uParentBillboardID].object_pid); |
1419 int object_type = PID_TYPE(pBillboardRenderList[pRenderer->pBillboardRenderListD3D[(int)uD3DBillboardIdx_or_pBLVFace_or_pODMFace].uParentBillboardID].object_pid); | |
194 | 1420 if ( v5 & 2 ) |
1421 { | |
1422 if (object_type == filter->object_id) | |
1423 return false; | |
1424 return true; | |
1425 } | |
1426 if ( v5 & 4 ) | |
1427 { | |
1428 v8 = filter->object_id; | |
1429 if ( object_type != filter->object_id) | |
1430 return true; | |
1431 if (v8 != OBJECT_Decoration) | |
1432 { | |
1433 MessageBoxA(nullptr, "Unsupported \"exclusion if no event\" type in CVis::is_part_of_selection", "E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Vis.cpp:207", 0); | |
1434 return true; | |
1435 } | |
1514
965af46e8793
Rename LevelDecoration::field_16_event_id to LevelDecoration::uEventID.
yoctozepto
parents:
1507
diff
changeset
|
1436 if (pLevelDecorations[object_idx].uCog || pLevelDecorations[object_idx].uEventID) |
194 | 1437 return true; |
1438 return pLevelDecorations[object_idx].IsInteractive(); | |
1439 } | |
1440 if (object_type == filter->object_id) | |
1441 { | |
1442 if (object_type != OBJECT_Actor) | |
1443 { | |
1444 MessageBoxA(nullptr, "Default case reached in VIS", "E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Vis.cpp:245", 0); | |
1445 return true; | |
1446 } | |
1447 | |
1448 v10 = &pActors[object_idx]; | |
1449 int result = 1 << LOBYTE(v10->uAIState); | |
1322 | 1450 if ( result & filter->no_at_ai_state |
1451 || !(result & filter->at_ai_state) | |
194 | 1452 || v5 & 8 && (result = MonsterStats::BelongsToSupertype(v10->pMonsterInfo.uID, MONSTER_SUPERTYPE_UNDEAD)) == 0 ) |
1453 return false; | |
1322 | 1454 if ( !(filter->select_flags & 1) ) |
194 | 1455 return true; |
1456 | |
1457 result = v10->GetActorsRelation(nullptr); | |
1458 if (result == 0) | |
1459 return false; | |
1460 return true; | |
1461 } | |
1462 return false; | |
0 | 1463 } |
194 | 1464 |
1465 case VisObjectType_Face: | |
0 | 1466 { |
194 | 1467 uint face_attrib = 0; |
1468 bool no_event = true; | |
1469 if (uCurrentlyLoadedLevelType == LEVEL_Outdoor) | |
1470 { | |
1471 auto face = (ODMFace *)uD3DBillboardIdx_or_pBLVFace_or_pODMFace; | |
1472 no_event = face->sCogTriggeredID == 0; | |
1473 face_attrib = face->uAttributes; | |
1474 } | |
1475 else if (uCurrentlyLoadedLevelType == LEVEL_Indoor) | |
1476 { | |
1477 auto face = (BLVFace *)uD3DBillboardIdx_or_pBLVFace_or_pODMFace; | |
1478 no_event = pIndoor->pFaceExtras[face->uFaceExtraID].uEventID == 0; | |
1479 face_attrib = face->uAttributes; | |
1480 } | |
1481 else | |
1482 assert(false); | |
1483 | |
1484 if (filter->object_id != OBJECT_BLVDoor) | |
1485 return true; | |
1322 | 1486 if (no_event || face_attrib & filter->no_at_ai_state) |
194 | 1487 return false; |
1322 | 1488 return (face_attrib & filter->at_ai_state) != 0; |
0 | 1489 } |
194 | 1490 |
1491 default: | |
1492 assert(false); | |
0 | 1493 } |
1494 } | |
1495 | |
1496 //----- (004C091D) -------------------------------------------------------- | |
1497 bool Vis::DoesRayIntersectBillboard(float fDepth, unsigned int uD3DBillboardIdx) | |
1498 { | |
159 | 1499 int v3; // eax@3 |
1500 //signed int v5; // ecx@4 | |
1501 //float v6; // ST04_4@6 | |
1502 //float v7; // ST00_4@7 | |
194 | 1503 //int v8; // eax@10 |
1504 //unsigned int v9; // eax@12 | |
159 | 1505 int v10; // eax@17 |
1506 double v11; // st6@18 | |
1507 double v12; // st7@18 | |
1508 double v13; // st4@18 | |
1509 float v14; // ST0C_4@22 | |
1510 float v15; // ST08_4@22 | |
1511 //float v16; // ST04_4@23 | |
1512 //float v17; // ST00_4@24 | |
194 | 1513 //signed int v18; // eax@27 |
1514 //unsigned int v19; // eax@29 | |
159 | 1515 double v20; // st6@32 |
1516 double v21; // st7@32 | |
1517 int v22; // eax@32 | |
1518 double v23; // st7@36 | |
1519 //void *v24; // esi@40 | |
1520 float v25; // ST08_4@40 | |
1521 //float v26; // ST04_4@41 | |
1522 //float v27; // ST00_4@42 | |
1523 int v28; // eax@45 | |
1524 unsigned int v29; // eax@47 | |
1525 char result; // al@48 | |
1526 struct RenderVertexSoft pPickingRay[2]; | |
1527 //int v31; // [sp+20h] [bp-DCh]@5 | |
1528 struct RenderVertexSoft local_80[2]; | |
1322 | 1529 |
1530 float test_x; | |
1531 float test_y; | |
1532 | |
1533 float t1_x; | |
1534 float t1_y; | |
1535 float t2_x; | |
1536 float t2_y; | |
1537 float swap_temp; | |
194 | 1538 int v37; // [sp+F0h] [bp-Ch]@5 |
1322 | 1539 |
159 | 1540 signed int v40; // [sp+108h] [bp+Ch]@17 |
1322 | 1541 |
0 | 1542 |
194 | 1543 static Vis_SelectionList Vis_static_stru_F91E10; |
0 | 1544 Vis_static_stru_F91E10.uNumPointers = 0; |
159 | 1545 v3 = pRenderer->pBillboardRenderListD3D[uD3DBillboardIdx].uParentBillboardID; |
1546 if (v3 == -1) | |
1547 return false; | |
1322 | 1548 |
159 | 1549 if (pBillboardRenderList[v3].GetFloatZ() > fDepth) |
1550 return false; | |
1322 | 1551 |
194 | 1552 |
1390 | 1553 GetPolygonCenter(pRenderer->pBillboardRenderListD3D[v3].pQuads, 4, &test_x, &test_y); |
1322 | 1554 CastPickRay(pPickingRay, test_x, test_y, fDepth); |
194 | 1555 if (uCurrentlyLoadedLevelType == LEVEL_Indoor) |
196 | 1556 PickIndoorFaces_Mouse(fDepth, pPickingRay, &Vis_static_stru_F91E10, &vis_face_filter); |
0 | 1557 else |
196 | 1558 PickOutdoorFaces_Mouse(fDepth, pPickingRay, &Vis_static_stru_F91E10, &vis_face_filter, false); |
194 | 1559 Vis_static_stru_F91E10.create_object_pointers(); |
1560 sort_object_pointers(Vis_static_stru_F91E10.object_pointers, 0, Vis_static_stru_F91E10.uNumPointers - 1); | |
159 | 1561 if (Vis_static_stru_F91E10.uNumPointers) |
0 | 1562 { |
194 | 1563 if (Vis_static_stru_F91E10.object_pointers[0]->actual_z > pBillboardRenderList[v3].actual_z) |
1322 | 1564 return true; |
159 | 1565 } |
1322 | 1566 else if ((double)(pViewport->uScreen_TL_X) <= test_x && |
1567 (double)pViewport->uScreen_BR_X >= test_x && | |
1568 (double)pViewport->uScreen_TL_Y <= test_y && | |
1569 (double)pViewport->uScreen_BR_Y >= test_y) | |
1570 return true; | |
1571 | |
1572 for (v40 = 0; v40 < 4; ++v40) | |
0 | 1573 { |
1390 | 1574 test_x=pRenderer->pBillboardRenderListD3D[uD3DBillboardIdx].pQuads[v40].pos.x; |
1575 test_y= pRenderer->pBillboardRenderListD3D[uD3DBillboardIdx].pQuads[v40].pos.y; | |
1322 | 1576 if ((double)(pViewport->uScreen_TL_X) <= test_x && |
1577 (double)pViewport->uScreen_BR_X >= test_x && | |
1578 (double)pViewport->uScreen_TL_Y <= test_y && | |
1579 (double)pViewport->uScreen_BR_Y >= test_y) | |
159 | 1580 { |
1322 | 1581 CastPickRay(local_80, test_x, test_y, fDepth); |
1582 if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) | |
1583 PickIndoorFaces_Mouse(fDepth, local_80, &Vis_static_stru_F91E10, &vis_face_filter); | |
1584 else | |
1585 PickOutdoorFaces_Mouse(fDepth, local_80, &Vis_static_stru_F91E10, &vis_face_filter, false); | |
1586 Vis_static_stru_F91E10.create_object_pointers(); | |
1587 sort_object_pointers(Vis_static_stru_F91E10.object_pointers, 0, Vis_static_stru_F91E10.uNumPointers - 1); | |
1588 if ( !Vis_static_stru_F91E10.uNumPointers ) | |
1589 return true; | |
1590 if (Vis_static_stru_F91E10.object_pointers[0]->actual_z > pBillboardRenderList[v3].actual_z) | |
1591 return true; | |
159 | 1592 } |
1322 | 1593 |
0 | 1594 } |
1322 | 1595 |
159 | 1596 if ( v40 >= 4 ) |
0 | 1597 { |
1322 | 1598 if ( uCurrentlyLoadedLevelType != LEVEL_Outdoor ) |
159 | 1599 return false; |
1390 | 1600 t1_x = pRenderer->pBillboardRenderListD3D[uD3DBillboardIdx].pQuads[0].pos.x; |
1601 t2_x = pRenderer->pBillboardRenderListD3D[uD3DBillboardIdx].pQuads[3].pos.x; | |
1322 | 1602 |
1390 | 1603 t1_y = pRenderer->pBillboardRenderListD3D[uD3DBillboardIdx].pQuads[0].pos.y; |
1604 t2_y = pRenderer->pBillboardRenderListD3D[uD3DBillboardIdx].pQuads[1].pos.y; | |
1322 | 1605 if ( t1_x > t2_x ) |
0 | 1606 { |
1322 | 1607 swap_temp = t1_x; |
1608 t1_x = t2_x; | |
1609 t2_x = swap_temp; | |
0 | 1610 } |
1322 | 1611 if ( t1_y > t2_y ) |
1612 test_y = t1_y; | |
1613 else | |
1614 test_y = t2_y; | |
1615 | |
159 | 1616 Vis_static_stru_F91E10.uNumPointers = 0; |
1322 | 1617 |
1618 test_x = (t2_x - t1_x) * 0.5; | |
1619 if ((double)(pViewport->uScreen_TL_X) <= test_x && | |
1620 (double)pViewport->uScreen_BR_X >= test_x && | |
1621 (double)pViewport->uScreen_TL_Y <= test_y && | |
1622 (double)pViewport->uScreen_BR_Y >= test_y) | |
1623 { | |
1624 CastPickRay(local_80, test_x, test_y, fDepth); | |
1625 if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) | |
1626 PickIndoorFaces_Mouse(fDepth, local_80, &Vis_static_stru_F91E10, &vis_face_filter); | |
1627 else | |
1628 PickOutdoorFaces_Mouse(fDepth, local_80, &Vis_static_stru_F91E10, &vis_face_filter, false); | |
1629 Vis_static_stru_F91E10.create_object_pointers(); | |
1630 sort_object_pointers(Vis_static_stru_F91E10.object_pointers, 0, Vis_static_stru_F91E10.uNumPointers - 1); | |
1631 if ( !Vis_static_stru_F91E10.uNumPointers ) | |
1632 return true; | |
1633 if (Vis_static_stru_F91E10.object_pointers[0]->actual_z > pBillboardRenderList[v3].actual_z) | |
1634 return true; | |
1635 | |
1636 } | |
1637 | |
0 | 1638 } |
1322 | 1639 return false; |
0 | 1640 } |
1641 // F93E18: using guessed type char static_byte_F93E18_init; | |
1642 | |
1643 //----- (004C0D32) -------------------------------------------------------- | |
196 | 1644 void Vis::PickIndoorFaces_Keyboard(float pick_depth, Vis_SelectionList *list, Vis_SelectionFilter *filter) |
0 | 1645 { |
1646 int result; // eax@1 | |
742 | 1647 signed int pFaceID; // esi@2 |
1648 BLVFace *pFace; // edi@4 | |
828
0f56abdcce94
Massive refactors of spells + PID (packed id) macros introduced.
Nomad
parents:
742
diff
changeset
|
1649 //unsigned int v7; // eax@6 |
194 | 1650 Vis_ObjectInfo *v8; // eax@6 |
0 | 1651 signed int i; // [sp+18h] [bp-8h]@1 |
1652 | |
1653 result = 0; | |
676
ecfb1b3c9a39
BLV: when standing right on the portal (orange wall) everything looks fine
Nomad
parents:
618
diff
changeset
|
1654 for ( i = 0; i < (signed int)pBspRenderer->num_faces; ++i ) |
0 | 1655 { |
742 | 1656 pFaceID = pBspRenderer->faces[result].uFaceID; |
1657 if ( pFaceID >= 0 ) | |
0 | 1658 { |
742 | 1659 if ( pFaceID < (signed int)pIndoor->uNumFaces ) |
0 | 1660 { |
742 | 1661 pFace = &pIndoor->pFaces[pFaceID]; |
1662 if ( !pGame->pIndoorCameraD3D->IsCulled(&pIndoor->pFaces[pFaceID]) ) | |
0 | 1663 { |
742 | 1664 if ( is_part_of_selection(pFace, filter) ) |
0 | 1665 { |
916 | 1666 v8 = DetermineFacetIntersection(pFace, PID(OBJECT_BModel, pFaceID), pick_depth); |
0 | 1667 if ( v8 ) |
194 | 1668 list->AddObject(v8->object, v8->object_type, v8->sZValue); |
0 | 1669 } |
1670 } | |
1671 } | |
1672 } | |
1673 result = i + 1; | |
1674 } | |
1675 } | |
1676 | |
1677 //----- (004C0DEA) -------------------------------------------------------- | |
196 | 1678 void Vis::PickOutdoorFaces_Keyboard(float pick_depth, Vis_SelectionList *list, Vis_SelectionFilter *filter) |
0 | 1679 { |
196 | 1680 for (uint i = 0; i < pOutdoor->uNumBModels; ++i) |
1681 { | |
1682 int v17; | |
1683 if (!IsBModelVisible(i, &v17)) | |
1684 continue; | |
1685 if (!v17) | |
1686 continue; | |
0 | 1687 |
196 | 1688 auto bmodel = pOutdoor->pBModels + i; |
1689 for (uint j = 0; j < bmodel->uNumFaces; ++j) | |
0 | 1690 { |
916 | 1691 auto face = &bmodel->pFaces[j]; |
196 | 1692 |
1693 if (is_part_of_selection(face, filter) ) | |
0 | 1694 { |
196 | 1695 BLVFace blv_face; |
1696 blv_face.FromODM(face); | |
1697 | |
828
0f56abdcce94
Massive refactors of spells + PID (packed id) macros introduced.
Nomad
parents:
742
diff
changeset
|
1698 int pid = PID(OBJECT_BModel, j | (i << 6)); |
916 | 1699 if (auto object_info = DetermineFacetIntersection(&blv_face, pid, pick_depth)) |
196 | 1700 list->AddObject(object_info->object, object_info->object_type, object_info->sZValue); |
0 | 1701 } |
1702 } | |
1703 } | |
1704 } |