comparison SpriteObject.cpp @ 515:cb0ad52d6a26

LayingItem -> SpriteObject (long-waited rename, old name was inaccurate and confused people) Some object-related subs moved to SpriteObject.cpp
author Nomad
date Fri, 01 Mar 2013 21:13:12 +0200
parents
children 574cc56e05e9
comparison
equal deleted inserted replaced
514:0bbc39457b25 515:cb0ad52d6a26
1 #include <assert.h>
2
3 #include "SpriteObject.h"
4 #include "Party.h"
5 #include "TurnEngine.h"
6 #include "MapInfo.h"
7 #include "Math.h"
8 #include "ObjectList.h"
9 #include "Indoor.h"
10 #include "Outdoor.h"
11 #include "ParticleEngine.h"
12 #include "Time.h"
13 #include "Game.h"
14 #include "LOD.h"
15 #include "Actor.h"
16 #include "Events.h"
17
18 #include "mm7_data.h"
19
20
21
22
23 size_t uNumSpriteObjects;
24 SpriteObject pSpriteObjects[1000];
25
26
27
28
29 //----- (0042F5ED) --------------------------------------------------------
30 int SpriteObject::Create(int yaw, int pitch, int a4, int a5)
31 {
32 //SpriteObject *v5; // eax@1
33 signed int v6; // ebx@2
34 //char *v7; // ecx@2
35 //signed int result; // eax@6
36 SpriteObject *v9; // ebx@7
37 int v10; // edx@11
38 int v11; // edi@18
39 __int16 v12; // ax@18
40 int v13; // ST2C_4@20
41 int v14; // eax@20
42 int v15; // [sp-28h] [bp-38h]@14
43 int v16; // [sp-24h] [bp-34h]@11
44 Vec3_int_ v17; // [sp-20h] [bp-30h]@11
45 int *v18; // [sp-14h] [bp-24h]@11
46 int *v19; // [sp-10h] [bp-20h]@11
47 int *v20; // [sp-Ch] [bp-1Ch]@11
48 //signed int v21; // [sp+8h] [bp-8h]@2
49 int angle; // [sp+Ch] [bp-4h]@1
50 int a4a; // [sp+1Ch] [bp+Ch]@20
51 int a4b; // [sp+1Ch] [bp+Ch]@20
52 int a5a; // [sp+20h] [bp+10h]@20
53
54 //auto a1 = this;
55 angle = yaw;
56 //v5 = a1;
57 if (!uObjectDescID)
58 return -1;
59
60 v6 = 1000;
61 //v7 = (char *)&pSpriteObjects[0].uObjectDescID;
62 /*v21 = 0;
63 do
64 {
65 if ( !*(short *)v7 )
66 break;
67 v7 += 112;
68 ++v6;
69 v21 = v6;
70 }
71 while ( (signed int)v7 < (signed int)((char *)&pObjectList->uNumObjects + 2) );*/
72 for (uint i = 0; i < 1000; ++i)
73 if (!pSpriteObjects[i].uObjectDescID)
74 {
75 v6 = i;
76 break;
77 }
78
79 if ( v6 >= 1000 )
80 return -1;
81 field_64.x = vPosition.x;
82 field_64.y = vPosition.y;
83 v9 = &pSpriteObjects[v6];
84 field_64.z = vPosition.z;
85
86 assert(sizeof(SpriteObject) == 0x70);
87 memcpy(v9, this, sizeof(*this));
88 if ( a5 == 1 )
89 {
90 v20 = &v9->vPosition.z;
91 v19 = &v9->vPosition.y;
92 v18 = (int *)&v9->vPosition;
93 v17.x = vPosition.x;
94 v17.y = vPosition.y;
95 v17.z = vPosition.z;
96 v16 = 0;
97 v10 = stru_5C6E00->uIntegerHalfPi + v9->uFacing;
98 goto LABEL_16;
99 }
100 if ( a5 == 2 )
101 {
102 v20 = &v9->vPosition.z;
103 v19 = &v9->vPosition.y;
104 v18 = (int *)&v9->vPosition;
105 v17.x = vPosition.x;
106 v17.y = vPosition.y;
107 v17.z = vPosition.z;
108 v16 = 0;
109 v10 = stru_5C6E00->uIntegerHalfPi + v9->uFacing;
110 goto LABEL_14;
111 }
112 if ( a5 == 3 )
113 {
114 v20 = &v9->vPosition.z;
115 v19 = &v9->vPosition.y;
116 v18 = (int *)&v9->vPosition;
117 v17.x = vPosition.x;
118 v17.y = vPosition.y;
119 v17.z = vPosition.z;
120 v16 = 0;
121 v10 = v9->uFacing - stru_5C6E00->uIntegerHalfPi;
122 LABEL_14:
123 v15 = 8;
124 LABEL_17:
125 Vec3_int_::Rotate(v15, v10, v16, v17, v18, v19, v20);
126 goto LABEL_18;
127 }
128 if ( a5 == 4 )
129 {
130 v20 = &v9->vPosition.z;
131 v19 = &v9->vPosition.y;
132 v18 = (int *)&v9->vPosition;
133 v17.x = vPosition.x;
134 v17.y = vPosition.y;
135 v17.z = vPosition.z;
136 v16 = 0;
137 v10 = v9->uFacing - stru_5C6E00->uIntegerHalfPi;
138 LABEL_16:
139 v15 = 24;
140 goto LABEL_17;
141 }
142 LABEL_18:
143 v11 = a4;
144 v12 = 0;
145 if ( a4 )
146 {
147 a4a = stru_5C6E00->Cos(angle);
148 v13 = (unsigned __int64)(a4a * (signed __int64)stru_5C6E00->Cos(pitch)) >> 16;
149 a4b = stru_5C6E00->Sin(angle);
150 a5a = (unsigned __int64)(a4b * (signed __int64)stru_5C6E00->Cos(pitch)) >> 16;
151 v14 = stru_5C6E00->Sin(pitch);
152 v9->vVelocity.x = (unsigned int)(v13 * v11) >> 16;
153 v9->vVelocity.y = (unsigned int)(a5a * v11) >> 16;
154 v12 = (unsigned int)(v14 * v11) >> 16;
155 }
156 else
157 {
158 v9->vVelocity.y = 0;
159 v9->vVelocity.x = 0;
160 }
161 v9->vVelocity.z = v12;
162
163 if ( v6 >= (signed int)uNumSpriteObjects )
164 uNumSpriteObjects = v6 + 1;
165 return v6;
166 }
167
168
169
170 //----- (00471C03) --------------------------------------------------------
171 void SpriteObject::UpdateObject_fn0_ODM(unsigned int uLayingItemID)
172 {
173 SpriteObject *v1; // esi@1
174 ObjectDesc *v2; // ebx@1
175 signed int v3; // edx@1
176 int v4; // ecx@1
177 int v5; // ST04_4@1
178 int v6; // eax@1
179 int v7; // ecx@1
180 int v8; // edi@1
181 int v9; // eax@4
182 __int16 v10; // ax@7
183 int v11; // edx@11
184 int v12; // ecx@11
185 signed int v13; // edx@14
186 signed int v14; // edx@16
187 int v15; // eax@24
188 int v16; // eax@25
189 int v17; // ST10_4@25
190 signed int v18; // eax@25
191 signed int v19; // eax@28
192 Actor *v20; // edi@31
193 int v21; // eax@41
194 int v22; // ecx@43
195 __int16 v23; // bx@45
196 char v24; // al@46
197 signed int i; // edi@50
198 int v26; // edi@52
199 int v27; // eax@52
200 __int16 v28; // cx@55
201 int v29; // eax@55
202 signed int v30; // edi@59
203 BSPModel *v31; // ecx@61
204 ODMFace *v32; // edi@61
205 int v33; // eax@62
206 int v34; // ecx@62
207 int v35; // eax@63
208 Actor *v36; // ecx@67
209 __int16 v37; // ax@67
210 int v38; // eax@72
211 int v39; // eax@72
212 unsigned __int64 v40; // qax@72
213 int v41; // eax@72
214 unsigned __int8 v42; // sf@74
215 unsigned __int8 v43; // of@74
216 int v44; // eax@77
217 __int16 v45; // bx@81
218 int v46; // eax@85
219 const char *v47; // [sp-8h] [bp-B0h]@83
220 enum TEXTURE_TYPE v48; // [sp-4h] [bp-ACh]@46
221 int v49; // [sp+Ch] [bp-9Ch]@52
222 int v50; // [sp+10h] [bp-98h]@52
223 Vec3_int_ v51; // [sp+14h] [bp-94h]@11
224 Particle_ Dst; // [sp+20h] [bp-88h]@45
225 unsigned int uLayingItemID_; // [sp+88h] [bp-20h]@1
226 int v54; // [sp+8Ch] [bp-1Ch]@1
227 int v55; // [sp+90h] [bp-18h]@1
228 int v56; // [sp+94h] [bp-14h]@11
229 int v57; // [sp+98h] [bp-10h]@1
230 int v58; // [sp+9Ch] [bp-Ch]@1
231 int v59; // [sp+A0h] [bp-8h]@1
232 Actor *v60; // [sp+A4h] [bp-4h]@11
233
234 uLayingItemID_ = uLayingItemID;
235 v1 = &pSpriteObjects[uLayingItemID];
236 v58 = 0;
237 v2 = &pObjectList->pObjects[v1->uObjectDescID];
238 v57 = IsTerrainSlopeTooHigh(v1->vPosition.x, v1->vPosition.y);
239 v3 = v1->vPosition.y;
240 v4 = v1->vPosition.x;
241 v5 = v2->uHeight;
242 v55 = 0;
243 v6 = sub_46D49E_prolly_get_world_y_under_party(v4, v3, v1->vPosition.z, v5, &v59, &v55, 0);
244 v7 = v6;
245 v54 = v6;
246 v8 = v6 + 1;
247 if ( v1->vPosition.z <= v6 + 1 )
248 {
249 if ( v59 )
250 {
251 v9 = v6 + 60;
252 if ( v55 )
253 v9 = v7 + 30;
254 sub_42F960_create_object(v1->vPosition.x, v1->vPosition.y, v9);
255 SpriteObject::OnInteraction(uLayingItemID_);
256 v7 = v54;
257 }
258 }
259 else
260 {
261 v58 = 1;
262 }
263 v10 = v2->uFlags;
264 if ( !(v10 & 0x20) )
265 {
266 if ( v58 )
267 {
268 v1->vVelocity.z -= LOWORD(pEventTimer->uTimeElapsed) * GetGravityStrength();
269 goto LABEL_13;
270 }
271 if ( v57 )
272 {
273 v11 = v1->vPosition.y;
274 v12 = v1->vPosition.x;
275 v1->vPosition.z = v8;
276 ODM_GetTerrainNormalAt(v12, v11, &v51);
277 v1->vVelocity.z -= LOWORD(pEventTimer->uTimeElapsed) * GetGravityStrength();
278 v56 = abs(v51.y * v1->vVelocity.y + v51.z * v1->vVelocity.z + v51.x * v1->vVelocity.x) >> 16;
279 v60 = (Actor *)((unsigned __int64)(v56 * (signed __int64)v51.x) >> 16);
280 v1->vVelocity.x += (unsigned int)(v56 * v51.x) >> 16;
281 v60 = (Actor *)((unsigned __int64)(v56 * (signed __int64)v51.y) >> 16);
282 v1->vVelocity.y += (unsigned int)(v56 * v51.y) >> 16;
283 v60 = (Actor *)((unsigned __int64)(v56 * (signed __int64)v51.z) >> 16);
284 v1->vVelocity.z += (unsigned int)(v56 * v51.z) >> 16;
285 LABEL_12:
286 v7 = v54;
287 goto LABEL_13;
288 }
289 if ( v10 & 0x40 )
290 {
291 if ( v1->vPosition.z < v7 )
292 v1->vPosition.z = v8;
293 if ( !_46BFFA_check_object_intercept(uLayingItemID_, 0) )
294 return;
295 }
296 v1->vPosition.z = v8;
297 if ( !(v2->uFlags & 0x80) || (v21 = -v1->vVelocity.z >> 1, v1->vVelocity.z = v21, (signed __int16)v21 < 10) )
298 v1->vVelocity.z = 0;
299 v60 = (Actor *)v1->vVelocity.x;
300 v55 = 58500;
301 v60 = (Actor *)((unsigned __int64)(58500i64 * (signed int)v60) >> 16);
302 v1->vVelocity.x = (signed __int16)v60;
303 v60 = (Actor *)v1->vVelocity.y;
304 v60 = (Actor *)((unsigned __int64)(v55 * (signed __int64)(signed int)v60) >> 16);
305 v55 = 58500;
306 v1->vVelocity.y = (signed __int16)v60;
307 v60 = (Actor *)v1->vVelocity.z;
308 v60 = (Actor *)((unsigned __int64)(v55 * (signed __int64)(signed int)v60) >> 16);
309 v22 = v1->vVelocity.x;
310 v1->vVelocity.z = (signed __int16)v60;
311 if ( v1->vVelocity.y * v1->vVelocity.y + v22 * v22 >= 400 )
312 goto LABEL_12;
313 v1->vVelocity.y = 0;
314 v1->vVelocity.x = 0;
315 if ( !(HIBYTE(v2->uFlags) & 1) )
316 return;
317 memset(&Dst, 0, 0x68u);
318 v23 = v2->uFlags;
319 Dst.x = (double)v1->vPosition.x;
320 Dst.y = (double)v1->vPosition.y;
321 Dst.z = (double)v1->vPosition.z;
322 Dst.flt_10 = 0.0;
323 Dst.flt_14 = 0.0;
324 Dst.flt_18 = 0.0;
325 if ( HIBYTE(v23) & 2 )
326 {
327 Dst.bFree = 1036;
328 Dst.uDiffuse = 16727070;
329 v24 = rand();
330 v48 = (TEXTURE_TYPE)0;
331 LABEL_83:
332 v47 = "effpar01";
333 }
334 else
335 {
336 if ( HIBYTE(v23) & 4 )
337 {
338 Dst.bFree = 512;
339 Dst.uDiffuse = rand();
340 Dst.timeToLive = 64;
341 Dst.uTextureID = 0;
342 LABEL_89:
343 Dst.flt_28 = 1.0;
344 pGame->pParticleEngine->AddParticle(&Dst);
345 return;
346 }
347 Dst.bFree = 1032;
348 Dst.uDiffuse = rand();
349 v24 = rand();
350 v48 = (TEXTURE_TYPE)0;
351 LABEL_87:
352 v47 = "effpar03";
353 }
354 Dst.timeToLive = (unsigned __int8)(v24 & 0x80) + 128;
355 Dst.uTextureID = pBitmaps_LOD->LoadTexture(v47, v48);
356 goto LABEL_89;
357 }
358 LABEL_13:
359 if ( v1->vPosition.z > v7
360 && (v13 = v1->vPosition.x, v13 >= -32768)
361 && v13 <= 32768
362 && (v14 = v1->vPosition.y, v14 >= -32768)
363 && v14 <= 32768
364 && v1->vPosition.z <= 13000
365 || !(v2->uFlags & 0x40) )
366 goto LABEL_92;
367 if ( v1->vPosition.z < v7 )
368 v1->vPosition.z = v8;
369 if ( _46BFFA_check_object_intercept(uLayingItemID_, 0) )
370 {
371 LABEL_92:
372 stru_721530.field_0 = 0;
373 v55 = 0;
374 stru_721530.prolly_normal_d = v2->uRadius;
375 stru_721530.field_C = v2->uHeight;
376 stru_721530.field_8 = 0;
377 stru_721530.field_70 = 0;
378 while ( 1 )
379 {
380 stru_721530.field_34.x = v1->vPosition.x;
381 stru_721530.normal.x = stru_721530.field_34.x;
382 v15 = v1->vPosition.y;
383 stru_721530.uSectorID = 0;
384 stru_721530.field_34.y = v15;
385 stru_721530.normal.y = v15;
386 stru_721530.field_34.z = v1->vPosition.z + stru_721530.prolly_normal_d + 1;
387 stru_721530.normal.z = stru_721530.field_34.z;
388 stru_721530.field_1C = v1->vVelocity.x;
389 stru_721530.field_20 = v1->vVelocity.y;
390 stru_721530.field_24 = v1->vVelocity.z;
391 if ( stru_721530._47050A(0) )
392 return;
393 _46E889_collide_against_bmodels(0);
394 v16 = WorldPosToGridCellZ(v1->vPosition.y);
395 v17 = v1->vPosition.x;
396 v58 = v16;
397 v18 = WorldPosToGridCellX(v17);
398 _46E26D_collide_against_sprites(v18, v58);
399 if ( (v1->field_58_pid & 7) != OBJECT_Player)
400 _46EF01_collision_chech_player(0);
401 if ( (v1->field_58_pid & 7) == OBJECT_Actor)
402 {
403 v19 = v1->field_58_pid >> 3;
404 if ( v19 >= 0 )
405 {
406 if ( v19 < (signed int)(uNumActors - 1) )
407 {
408 v56 = 0;
409 if ( (signed int)uNumActors > 0 )
410 {
411 v60 = pActors;
412 v20 = &pActors[v19];
413 do
414 {
415 if ( v20->GetActorsRelation(v60) )
416 _46DF1A_collide_against_actor(v56, 0);
417 ++v56;
418 ++v60;
419 }
420 while ( v56 < (signed int)uNumActors );
421 }
422 }
423 }
424 }
425 else
426 {
427 for ( i = 0; i < (signed int)uNumActors; ++i )
428 _46DF1A_collide_against_actor(i, 0);
429 }
430 v26 = stru_721530.normal2.z - stru_721530.prolly_normal_d - 1;
431 v27 = sub_46D49E_prolly_get_world_y_under_party(
432 stru_721530.normal2.x,
433 stru_721530.normal2.y,
434 stru_721530.normal2.z - stru_721530.prolly_normal_d - 1,
435 v2->uHeight,
436 &v49,
437 &v50,
438 0);
439 if ( v59 && v26 < v27 + 60 )
440 {
441 if ( v50 )
442 v44 = v27 + 30;
443 else
444 v44 = v54 + 60;
445 sub_42F960_create_object(v1->vPosition.x, v1->vPosition.y, v44);
446 SpriteObject::OnInteraction(uLayingItemID_);
447 return;
448 }
449 if ( stru_721530.field_7C >= stru_721530.field_6C )
450 {
451 v1->vPosition.x = stru_721530.normal2.x;
452 v1->vPosition.y = stru_721530.normal2.y;
453 v1->vPosition.z = stru_721530.normal2.z - stru_721530.prolly_normal_d - 1;
454 v1->uSectorID = LOWORD(stru_721530.uSectorID);
455 if ( !(HIBYTE(v2->uFlags) & 1) )
456 return;
457 memset(&Dst, 0, 0x68u);
458 v45 = v2->uFlags;
459 Dst.x = (double)v1->vPosition.x;
460 Dst.y = (double)v1->vPosition.y;
461 Dst.z = (double)v1->vPosition.z;
462 Dst.flt_10 = 0.0;
463 Dst.flt_14 = 0.0;
464 Dst.flt_18 = 0.0;
465 if ( HIBYTE(v45) & 2 )
466 {
467 Dst.bFree = 1036;
468 Dst.uDiffuse = 16727070;
469 v24 = rand();
470 v48 = (TEXTURE_TYPE)0;
471 goto LABEL_83;
472 }
473 if ( HIBYTE(v45) & 4 )
474 {
475 Dst.bFree = 512;
476 v46 = rand();
477 Dst.uTextureID = 0;
478 Dst.uDiffuse = v46;
479 Dst.timeToLive = 64;
480 goto LABEL_89;
481 }
482 Dst.bFree = 1032;
483 Dst.uDiffuse = rand();
484 v24 = rand();
485 v48 = (TEXTURE_TYPE)0;
486 goto LABEL_87;
487 }
488 v60 = (Actor *)((unsigned __int64)(stru_721530.field_7C * (signed __int64)stru_721530.field_58.x) >> 16);
489 v1->vPosition.x += (unsigned __int64)(stru_721530.field_7C * (signed __int64)stru_721530.field_58.x) >> 16;
490 v60 = (Actor *)((unsigned __int64)(stru_721530.field_7C * (signed __int64)stru_721530.field_58.y) >> 16);
491 v1->vPosition.y += (unsigned __int64)(stru_721530.field_7C * (signed __int64)stru_721530.field_58.y) >> 16;
492 v60 = (Actor *)((unsigned __int64)(stru_721530.field_7C * (signed __int64)stru_721530.field_58.z) >> 16);
493 v28 = LOWORD(stru_721530.uSectorID);
494 v1->vPosition.z += (unsigned __int64)(stru_721530.field_7C * (signed __int64)stru_721530.field_58.z) >> 16;
495 v29 = v1->vPosition.z;
496 v1->uSectorID = v28;
497 stru_721530.field_70 += stru_721530.field_7C;
498 if ( v2->uFlags & 0x40 )
499 {
500 if ( v29 < v54 )
501 v1->vPosition.z = v54 + 1;
502 if ( !_46BFFA_check_object_intercept(uLayingItemID_, stru_721530.uFaceID) )
503 return;
504 }
505 v30 = (signed int)stru_721530.uFaceID >> 3;
506 if ( (stru_721530.uFaceID & 7) == OBJECT_Decoration)
507 break;
508 if ( (stru_721530.uFaceID & 7) == OBJECT_BModel)
509 {
510 v31 = &pOutdoor->pBModels[(signed int)stru_721530.uFaceID >> 9];
511 v32 = &v31->pFaces[v30 & 0x3F];
512 if ( v32->uPolygonType != 3 )
513 {
514 v56 = abs(v32->pFacePlane.vNormal.z * v1->vVelocity.z + v32->pFacePlane.vNormal.y * v1->vVelocity.y
515 + v32->pFacePlane.vNormal.x * v1->vVelocity.x) >> 16;
516 if ( stru_721530.field_64 >> 3 > v56 )
517 v56 = stru_721530.field_64 >> 3;
518 v57 = v32->pFacePlane.vNormal.x;
519 v57 = (unsigned __int64)(v56 * (signed __int64)v57) >> 16;
520 v58 = v32->pFacePlane.vNormal.y;
521 v58 = (unsigned __int64)(v56 * (signed __int64)v58) >> 16;
522 v60 = (Actor *)v32->pFacePlane.vNormal.z;
523 v60 = (Actor *)((unsigned __int64)(v56 * (signed __int64)(signed int)v60) >> 16);
524 v1->vVelocity.x += 2 * v57;
525 v1->vVelocity.y += 2 * v58;
526 if ( v32->pFacePlane.vNormal.z <= 32000 )
527 {
528 v37 = 2 * (short)v60;
529 }
530 else
531 {
532 v36 = v60;
533 v57 = 32000;
534 v1->vVelocity.z += (signed __int16)v60;
535 v58 = (unsigned __int64)(v57 * (signed __int64)(signed int)v36) >> 16;
536 v37 = (unsigned int)(v57 * (int)v36) >> 16;
537 }
538 v1->vVelocity.z += v37;
539 LABEL_70:
540 if ( BYTE3(v32->uAttributes) & 0x10 )
541 EventProcessor(v32->sCogTriggeredID, 0, 1);
542 goto LABEL_74;
543 }
544 v33 = v31->pVertices.pVertices[v32->pVertexIDs[0]].z;
545 v34 = v1->vVelocity.x;
546 v1->vPosition.z = v33 + 1;
547 if ( v1->vVelocity.y * v1->vVelocity.y + v34 * v34 >= 400 )
548 goto LABEL_70;
549 LOWORD(v35) = 0;
550 v1->vVelocity.z = 0;
551 v1->vVelocity.x = 0;
552 goto LABEL_73;
553 }
554 LABEL_74:
555 v58 = v1->vVelocity.x;
556 v57 = 58500;
557 v58 = (unsigned __int64)(58500i64 * v58) >> 16;
558 v1->vVelocity.x = v58;
559 v58 = v1->vVelocity.y;
560 v58 = (unsigned __int64)(v57 * (signed __int64)v58) >> 16;
561 v57 = 58500;
562 v1->vVelocity.y = v58;
563 v58 = v1->vVelocity.z;
564 v58 = (unsigned __int64)(v57 * (signed __int64)v58) >> 16;
565 ++v55;
566 v43 = __OFSUB__(v55, 100);
567 v42 = v55 - 100 < 0;
568 v1->vVelocity.z = v58;
569 if ( !(v42 ^ v43) )
570 return;
571 }
572 v57 = integer_sqrt(v1->vVelocity.y * v1->vVelocity.y + v1->vVelocity.x * v1->vVelocity.x);
573 v38 = stru_5C6E00->Atan2(
574 v1->vPosition.x - pLevelDecorations[v30].vPosition.x,
575 v1->vPosition.y - pLevelDecorations[v30].vPosition.y);
576 v56 = v38;
577 v39 = stru_5C6E00->Cos(v38);
578 v60 = (Actor *)v39;
579 v40 = v39 * (signed __int64)v57;
580 v58 = v40 >> 16;
581 v1->vVelocity.x = WORD1(v40);
582 v41 = stru_5C6E00->Sin(v56 - stru_5C6E00->uIntegerHalfPi);
583 v60 = (Actor *)v41;
584 v35 = (unsigned __int64)(v41 * (signed __int64)v57) >> 16;
585 v58 = v35;
586 LABEL_73:
587 v1->vVelocity.y = v35;
588 goto LABEL_74;
589 }
590 }
591
592
593
594 //----- (0047136C) --------------------------------------------------------
595 void SpriteObject::UpdateObject_fn0_BLV(unsigned int uLayingItemID)
596 {
597 SpriteObject *v1; // esi@1
598 ObjectDesc *v2; // edi@1
599 int v3; // ST08_4@1
600 __int16 v4; // ax@5
601 __int16 v5; // ax@7
602 BLVFace *v6; // ecx@11
603 BLVFace *v7; // eax@11
604 signed int v8; // ebx@12
605 int v9; // ecx@16
606 __int16 v10; // di@18
607 char v11; // al@19
608 int v12; // eax@25
609 int v13; // eax@31
610 int v14; // ebx@34
611 signed int v15; // ebx@46
612 BLVFace *v16; // edi@48
613 int v17; // eax@50
614 int v18; // eax@52
615 int v19; // ecx@52
616 Vec3_short_ *v20; // ecx@53
617 int v21; // ecx@57
618 __int16 v22; // ax@57
619 int v23; // edi@62
620 int v24; // edi@62
621 int v25; // eax@62
622 unsigned __int64 v26; // qax@62
623 unsigned __int8 v27; // sf@64
624 unsigned __int8 v28; // of@64
625 __int16 v29; // di@67
626 char v30; // al@68
627 const char *v31; // [sp-8h] [bp-98h]@19
628 const char *v32; // [sp-8h] [bp-98h]@68
629 enum TEXTURE_TYPE v33; // [sp-4h] [bp-94h]@19
630 enum TEXTURE_TYPE v34; // [sp-4h] [bp-94h]@68
631 Particle_ Dst; // [sp+Ch] [bp-84h]@18
632 unsigned int uLayingItemID_; // [sp+74h] [bp-1Ch]@1
633 ObjectDesc *v37; // [sp+78h] [bp-18h]@1
634 unsigned int uFaceID; // [sp+7Ch] [bp-14h]@4
635 int v39; // [sp+80h] [bp-10h]@33
636 Actor *v39b;
637 int v40; // [sp+84h] [bp-Ch]@28
638 int v41; // [sp+88h] [bp-8h]@34
639 int v42; // [sp+8Ch] [bp-4h]@4
640
641 uLayingItemID_ = uLayingItemID;
642 v1 = &pSpriteObjects[uLayingItemID];
643 v2 = &pObjectList->pObjects[v1->uObjectDescID];
644 v3 = v1->vPosition.x;
645 v37 = &pObjectList->pObjects[v1->uObjectDescID];
646 if ( abs(v3) > 32767
647 || abs(v1->vPosition.y) > 32767
648 || abs(v1->vPosition.z) > 20000
649 || (v42 = _46CEC3_get_floor_level(v1->vPosition.x, v1->vPosition.y, v1->vPosition.z, v1->uSectorID, &uFaceID),
650 v42 <= -30000)
651 && ((v4 = pIndoor->GetSector(v1->vPosition.x, v1->vPosition.y, v1->vPosition.z),
652 (v1->uSectorID = v4) == 0)
653 || (v42 = _46CEC3_get_floor_level(v1->vPosition.x, v1->vPosition.y, v1->vPosition.z, v4, &uFaceID), v42 == -30000)) )
654 {
655 SpriteObject::OnInteraction(uLayingItemID_);
656 return;
657 }
658 v5 = v2->uFlags;
659 if ( v5 & 0x20 )
660 {
661 LABEL_24:
662 v8 = 0;
663 LABEL_25:
664 stru_721530.field_0 = v8;
665 uFaceID = v8;
666 stru_721530.prolly_normal_d = v2->uRadius;
667 v12 = v2->uHeight;
668 stru_721530.field_84 = -1;
669 stru_721530.field_C = v12;
670 stru_721530.field_8 = v8;
671 stru_721530.field_70 = v8;
672 while ( 1 )
673 {
674 stru_721530.field_34.x = v1->vPosition.x;
675 stru_721530.normal.x = stru_721530.field_34.x;
676 stru_721530.field_34.y = v1->vPosition.y;
677 stru_721530.normal.y = stru_721530.field_34.y;
678 stru_721530.field_34.z = stru_721530.prolly_normal_d + v1->vPosition.z + 1;
679 stru_721530.normal.z = stru_721530.field_34.z;
680 stru_721530.field_1C = v1->vVelocity.x;
681 stru_721530.field_20 = v1->vVelocity.y;
682 stru_721530.field_24 = v1->vVelocity.z;
683 stru_721530.uSectorID = v1->uSectorID;
684 if ( stru_721530._47050A(v8) )
685 return;
686 v40 = v8;
687 do
688 {
689 _46E44E_collide_against_faces_and_portals(0);
690 _46E0B2_collide_against_decorations();
691 if ( (v1->field_58_pid & 7) != OBJECT_Player)
692 _46EF01_collision_chech_player(1);
693 v13 = v1->field_58_pid;
694 v42 = v8;
695 if ( (v13 & 7) == OBJECT_Actor)
696 {
697 if ( (signed int)uNumActors > v8 )
698 {
699 v39b = pActors;//[0].word_000086_some_monster_id;
700 do
701 {
702 //v41 = pActors[v1->field_58 >> 3].pMonsterInfo.uID - 1;
703 //v14 = (signed __int64)((double)v41 * 0.3333333333333333);
704 //v41 = *(short *)(v39 - 38) - 1;
705 //if ( v14 != (unsigned int)(signed __int64)((double)v41 * 0.3333333333333333) )
706 if( pActors[v1->field_58_pid >> 3].pMonsterInfo.uID != v39b->pMonsterInfo.uID )
707 //not sure: pMonsterList->pMonsters[v39b->word_000086_some_monster_id-1].uToHitRadius
708 _46DF1A_collide_against_actor(v42, *((short *)&pMonsterList->pMonsters[v39b->word_000086_some_monster_id] - 73));
709 ++v42;
710 ++v39b;// += 836;
711 }
712 while ( v42 < (signed int)uNumActors );
713 v8 = 0;
714 }
715 }
716 else
717 {
718 if ( (signed int)uNumActors > v8 )
719 {
720 v39b = pActors;//[0].word_000086_some_monster_id;
721 do
722 {
723 _46DF1A_collide_against_actor(v42++, *((short *)&pMonsterList->pMonsters[*(short *)v39b] - 73));
724 ++v39b;
725 }
726 while ( v42 < (signed int)uNumActors );
727 }
728 }
729 if ( _46F04E_collide_against_portals() )
730 break;
731 ++v40;
732 }
733 while ( v40 < 100 );
734 if ( stru_721530.field_7C >= stru_721530.field_6C )
735 {
736 v1->vPosition.x = stru_721530.normal2.x;
737 v1->vPosition.y = stru_721530.normal2.y;
738 v1->vPosition.z = stru_721530.normal2.z - stru_721530.prolly_normal_d - 1;
739 v1->uSectorID = LOWORD(stru_721530.uSectorID);
740 if ( !(HIBYTE(v2->uFlags) & 1) )
741 return;
742 memset(&Dst, v8, 0x68u);
743 v29 = v2->uFlags;
744 Dst.x = (double)v1->vPosition.x;
745 Dst.y = (double)v1->vPosition.y;
746 Dst.z = (double)v1->vPosition.z;
747 Dst.flt_10 = 0.0;
748 Dst.flt_14 = 0.0;
749 Dst.flt_18 = 0.0;
750 if ( v29 & 0x200 )
751 {
752 Dst.bFree = 1036;
753 Dst.uDiffuse = 0xFF3C1Eu;
754 v30 = rand();
755 v34 = (TEXTURE_TYPE)v8;
756 v32 = "effpar01";
757 }
758 else
759 {
760 if ( v29 & 0x400 )
761 goto LABEL_70;
762 Dst.bFree = 1032;
763 Dst.uDiffuse = rand();
764 v30 = rand();
765 v34 = (TEXTURE_TYPE)v8;
766 v32 = "effpar03";
767 }
768 Dst.timeToLive = (unsigned __int8)(v30 & 0x80) + 128;
769 Dst.uTextureID = pBitmaps_LOD->LoadTexture(v32, v34);
770 goto LABEL_71;
771 }
772 v40 = (unsigned __int64)(stru_721530.field_7C * (signed __int64)stru_721530.field_58.x) >> 16;
773 v1->vPosition.x += (unsigned __int64)(stru_721530.field_7C * (signed __int64)stru_721530.field_58.x) >> 16;
774 v40 = (unsigned __int64)(stru_721530.field_7C * (signed __int64)stru_721530.field_58.y) >> 16;
775 v1->vPosition.y += (unsigned __int64)(stru_721530.field_7C * (signed __int64)stru_721530.field_58.y) >> 16;
776 v40 = (unsigned __int64)(stru_721530.field_7C * (signed __int64)stru_721530.field_58.z) >> 16;
777 v1->vPosition.z += (unsigned __int64)(stru_721530.field_7C * (signed __int64)stru_721530.field_58.z) >> 16;
778 v1->uSectorID = LOWORD(stru_721530.uSectorID);
779 stru_721530.field_70 += stru_721530.field_7C;
780 if ( v2->uFlags & 0x40 && !_46BFFA_check_object_intercept(uLayingItemID_, stru_721530.uFaceID) )
781 return;
782 v15 = (signed int)stru_721530.uFaceID >> 3;
783 if ( (stru_721530.uFaceID & 7) == OBJECT_Decoration)
784 {
785 v40 = integer_sqrt(v1->vVelocity.x * v1->vVelocity.x + v1->vVelocity.y * v1->vVelocity.y);
786 v23 = stru_5C6E00->Atan2(
787 v1->vPosition.x - pLevelDecorations[v15].vPosition.x,
788 v1->vPosition.y - pLevelDecorations[v15].vPosition.y);
789 v42 = stru_5C6E00->Cos(v23);
790 v41 = (unsigned __int64)(v42 * (signed __int64)v40) >> 16;
791 v24 = v23;
792 v1->vVelocity.x = (unsigned int)(v42 * v40) >> 16;
793 v25 = stru_5C6E00->Sin(v23);
794 v42 = v25;
795 v26 = v25 * (signed __int64)v40;
796 v41 = v26 >> 16;
797 v1->vVelocity.y = WORD1(v26);
798 }
799 else
800 {
801 if ( (stru_721530.uFaceID & 7) != OBJECT_BModel)
802 goto LABEL_64;
803 stru_721530.field_84 = (signed int)stru_721530.uFaceID >> 3;
804 v16 = &pIndoor->pFaces[v15];
805 if ( v16->uPolygonType != 3 )
806 {
807 v42 = abs(v16->pFacePlane_old.vNormal.x * v1->vVelocity.x + v16->pFacePlane_old.vNormal.z * v1->vVelocity.z
808 + v16->pFacePlane_old.vNormal.y * v1->vVelocity.y) >> 16;
809 if ( stru_721530.field_64 >> 3 > v42 )
810 v42 = stru_721530.field_64 >> 3;
811 v40 = v16->pFacePlane_old.vNormal.x;
812 v40 = (unsigned __int64)(v42 * (signed __int64)v40) >> 16;
813 v41 = v16->pFacePlane_old.vNormal.y;
814 v41 = (unsigned __int64)(v42 * (signed __int64)v41) >> 16;
815 v39 = v16->pFacePlane_old.vNormal.z;
816 v39 = (unsigned __int64)(v42 * (signed __int64)v39) >> 16;
817 v1->vVelocity.x += 2 * v40;
818 v1->vVelocity.y += 2 * v41;
819 if ( v16->pFacePlane_old.vNormal.z <= 32000 )
820 {
821 v22 = 2 * v39;
822 }
823 else
824 {
825 v21 = v39;
826 v40 = 32000;
827 v1->vVelocity.z += v39;
828 v41 = (unsigned __int64)(v40 * (signed __int64)v21) >> 16;
829 v22 = (unsigned int)(v40 * v21) >> 16;
830 }
831 v1->vVelocity.z += v22;
832 goto LABEL_60;
833 }
834 if ( v37->uFlags & 0x80 )
835 {
836 v17 = -v1->vVelocity.z >> 1;
837 v1->vVelocity.z = v17;
838 if ( (signed __int16)v17 < 10 )
839 v1->vVelocity.z = 0;
840 LABEL_60:
841 if ( BYTE3(v16->uAttributes) & 0x10 )
842 EventProcessor(pIndoor->pFaceExtras[v16->uFaceExtraID].uEventID, 0, 1);
843 goto LABEL_63;
844 }
845 v18 = v1->vVelocity.y;
846 v19 = v1->vVelocity.x;
847 v1->vVelocity.z = 0;
848 if ( v19 * v19 + v18 * v18 >= 400 )
849 goto LABEL_60;
850 v20 = pIndoor->pVertices;
851 v1->vVelocity.z = 0;
852 v1->vVelocity.y = 0;
853 v1->vVelocity.x = 0;
854 v1->vPosition.z = v20[*v16->pVertexIDs].z + 1;
855 }
856 LABEL_63:
857 v2 = v37;
858 LABEL_64:
859 v41 = v1->vVelocity.x;
860 v40 = 58500;
861 v41 = (unsigned __int64)(58500i64 * v41) >> 16;
862 v1->vVelocity.x = v41;
863 v41 = v1->vVelocity.y;
864 v41 = (unsigned __int64)(v40 * (signed __int64)v41) >> 16;
865 v40 = 58500;
866 v1->vVelocity.y = v41;
867 v41 = v1->vVelocity.z;
868 v41 = (unsigned __int64)(v40 * (signed __int64)v41) >> 16;
869 ++uFaceID;
870 v28 = __OFSUB__(uFaceID, 100);
871 v27 = uFaceID - 100 < 0;
872 v1->vVelocity.z = v41;
873 if ( !(v27 ^ v28) )
874 return;
875 v8 = 0;
876 }
877 }
878 if ( v42 <= v1->vPosition.z - 3 )
879 {
880 v1->vVelocity.z -= LOWORD(pEventTimer->uTimeElapsed) * GetGravityStrength();
881 goto LABEL_24;
882 }
883 if ( !(v5 & 0x40) || _46BFFA_check_object_intercept(uLayingItemID_, 0) )
884 {
885 v6 = pIndoor->pFaces;
886 v1->vPosition.z = v42 + 1;
887 v7 = &v6[uFaceID];
888 if ( v7->uPolygonType == 3 )
889 {
890 v8 = 0;
891 v1->vVelocity.z = 0;
892 }
893 else
894 {
895 if ( v7->pFacePlane_old.vNormal.z < 45000 )
896 v1->vVelocity.z -= LOWORD(pEventTimer->uTimeElapsed) * GetGravityStrength();
897 v8 = 0;
898 }
899 v42 = v1->vVelocity.x;
900 uFaceID = 58500;
901 v42 = (unsigned __int64)(58500i64 * v42) >> 16;
902 v1->vVelocity.x = v42;
903 v42 = v1->vVelocity.y;
904 v42 = (unsigned __int64)(uFaceID * (signed __int64)v42) >> 16;
905 uFaceID = 58500;
906 v1->vVelocity.y = v42;
907 v42 = v1->vVelocity.z;
908 v42 = (unsigned __int64)(uFaceID * (signed __int64)v42) >> 16;
909 v9 = v1->vVelocity.x;
910 v1->vVelocity.z = v42;
911 if ( v9 * v9 + v1->vVelocity.y * v1->vVelocity.y < 400 )
912 {
913 v1->vVelocity.z = v8;
914 v1->vVelocity.y = v8;
915 v1->vVelocity.x = v8;
916 if ( !(HIBYTE(v2->uFlags) & 1) )
917 return;
918 memset(&Dst, v8, 0x68u);
919 v10 = v2->uFlags;
920 Dst.x = (double)v1->vPosition.x;
921 Dst.y = (double)v1->vPosition.y;
922 Dst.z = (double)v1->vPosition.z;
923 Dst.flt_10 = 0.0;
924 Dst.flt_14 = 0.0;
925 Dst.flt_18 = 0.0;
926 if ( v10 & 0x200 )
927 {
928 Dst.bFree = 1036;
929 Dst.uDiffuse = 0xFF3C1Eu;
930 Dst.flt_28 = 1.0;
931 v11 = rand();
932 v33 = (TEXTURE_TYPE)v8;
933 v31 = "effpar01";
934 }
935 else
936 {
937 if ( v10 & 0x400 )
938 {
939 LABEL_70:
940 Dst.bFree = 512;
941 Dst.uDiffuse = rand();
942 Dst.timeToLive = 64;
943 Dst.uTextureID = v8;
944 LABEL_71:
945 Dst.flt_28 = 1.0;
946 goto LABEL_72;
947 }
948 Dst.bFree = 1032;
949 Dst.uDiffuse = rand();
950 Dst.flt_28 = 1.0;
951 v11 = rand();
952 v33 = (TEXTURE_TYPE)v8;
953 v31 = "effpar03";
954 }
955 Dst.timeToLive = (unsigned __int8)(v11 & 0x80) + 128;
956 Dst.uTextureID = pBitmaps_LOD->LoadTexture(v31, v33);
957 LABEL_72:
958 pGame->pParticleEngine->AddParticle(&Dst);
959 return;
960 }
961 goto LABEL_25;
962 }
963 }
964 // 46DF1A: using guessed type int __fastcall 46DF1A_collide_against_actor(int, int);
965
966
967
968
969 //----- (00438E35) --------------------------------------------------------
970 void SpriteObject::_438E35()
971 {
972 SpriteObject *v1; // edi@1
973 MapInfo *pMapInfo; // esi@1
974 int v3; // ebx@1
975 int v4; // eax@1
976 int v5; // ebx@1
977 unsigned int v6; // ecx@1
978 int v7; // edx@2
979 unsigned int v8; // edx@4
980 unsigned int v9; // edx@6
981 unsigned int v10; // eax@7
982 signed int v11; // ebx@8
983 Player **v12; // esi@18
984 signed int v13; // edi@20
985 int v15; // [sp+Ch] [bp-Ch]@1
986 int v16; // [sp+10h] [bp-8h]@1
987 signed int v17; // [sp+14h] [bp-4h]@8
988 int v18; // [sp+14h] [bp-4h]@14
989
990 v1 = this;
991 pMapInfo = &pMapStats->pInfos[pMapStats->GetMapInfo(pCurrentMapName)];
992 v3 = abs(pParty->vPosition.x - v1->vPosition.x);
993 v15 = abs(pParty->vPosition.y - v1->vPosition.y);
994 v16 = abs(pParty->vPosition.z + pParty->sEyelevel - v1->vPosition.z);
995 v4 = v3;
996 v5 = v15;
997 v6 = v16;
998 if ( v4 < v15 )
999 {
1000 v7 = v4;
1001 v4 = v15;
1002 v5 = v7;
1003 }
1004 if ( v4 < v16 )
1005 {
1006 v8 = v4;
1007 v4 = v16;
1008 v6 = v8;
1009 }
1010 if ( v5 < (signed int)v6 )
1011 {
1012 v9 = v6;
1013 v6 = v5;
1014 v5 = v9;
1015 }
1016 v10 = ((unsigned int)(11 * v5) >> 5) + (v6 >> 2) + v4;
1017 if ( (signed int)v10 <= 768 )
1018 {
1019 v17 = 0;
1020 v11 = 5;
1021 if ( pMapInfo->Trap_D20 )
1022 {
1023 do
1024 {
1025 ++v17;
1026 v11 += rand() % 20 + 1;
1027 }
1028 while ( v17 < pMapInfo->Trap_D20 );
1029 }
1030 switch ( v1->uType )
1031 {
1032 case 0x32Bu:
1033 v18 = 0;
1034 break;
1035 case 0x32Cu:
1036 v18 = 1;
1037 break;
1038 case 0x32Du:
1039 v18 = 2;
1040 break;
1041 default:
1042 //LOWORD(v10) = v1->uItemType - 814;
1043 if ( v1->uType != 814 )
1044 return;
1045 v18 = 8;
1046 break;
1047 }
1048 v12 = &pPlayers[1];
1049 do
1050 {
1051 if ( (*v12)->CanAct() && (v13 = (*v12)->GetPerception() + 20, rand() % v13 > 20) )
1052 (*v12)->PlaySound(SPEECH_6, 0);
1053 else
1054 (*v12)->ReceiveDamage(v11, v18);
1055 ++v12;
1056 }
1057 while ( (signed int)v12 <= (signed int)&pPlayers[4] );
1058 }
1059 }
1060
1061
1062
1063 //----- (0042F933) --------------------------------------------------------
1064 void SpriteObject::OnInteraction(unsigned int uLayingItemID)
1065 {
1066 unsigned int v1; // ecx@1
1067 unsigned __int16 *pAttributes; // ecx@2
1068 unsigned __int16 v3; // ax@2
1069
1070 //__debugbreak(); // find out what's going on
1071
1072 v1 = uLayingItemID;
1073 pSpriteObjects[v1].uObjectDescID = 0;
1074 if ( pParty->bTurnBasedModeOn == 1 )
1075 {
1076 pAttributes = &pSpriteObjects[v1].uAttributes;
1077 v3 = *pAttributes;
1078 if ( *pAttributes & 4 )
1079 {
1080 v3 = v3 & 0xFB;
1081 --pTurnEngine->field_1C;
1082 *pAttributes = v3;
1083 }
1084 }
1085 }