Mercurial > mm7
diff Engine/Graphics/Indoor.cpp @ 2496:5abd8fc8f1c6
for ITEM_ARTIFACT_LADYS_ESCORT
author | Ritor1 |
---|---|
date | Thu, 18 Sep 2014 17:38:54 +0600 |
parents | |
children | 68cdef6879a0 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/Engine/Graphics/Indoor.cpp Thu Sep 18 17:38:54 2014 +0600 @@ -0,0 +1,6446 @@ +#define _CRTDBG_MAP_ALLOC +#include <stdlib.h> +#include <crtdbg.h> + +#define _CRT_SECURE_NO_WARNINGS +#include "ErrorHandling.h" +#include "ZlibWrapper.h" + +#include "LightmapBuilder.h" +#include "DecalBuilder.h" +#include "stru9.h" +#include "stru10.h" +#include "stru367.h" + +#include "Outdoor.h" +#include "SpriteObject.h" +#include "Events.h" +#include "Game.h" +#include "Viewport.h" +#include "Timer.h" +#include "Party.h" +#include "OurMath.h" +#include "LOD.h" +#include "DecorationList.h" +#include "ObjectList.h" +#include "Actor.h" +#include "Chest.h" +#include "GUIProgressBar.h" +#include "stru123.h" +#include "AudioPlayer.h" +#include "Log.h" +#include "TurnEngine.h" +#include "PaletteManager.h" +#include "Lights.h" + +#include "MM7.h" +#include "Sprites.h" +#include "stru6.h" +#include "ParticleEngine.h" +#include "texts.h" +#include "GUIWindow.h" +#include "Engine/Graphics/Level/Decoration.h" +#include "Overlays.h" + + + +IndoorLocation *pIndoor = new IndoorLocation; +BLVRenderParams *pBLVRenderParams = new BLVRenderParams; + + +LEVEL_TYPE uCurrentlyLoadedLevelType = LEVEL_null; + +stru320 stru_F8AD28; // idb +stru337 stru_F81018; +BspRenderer_PortalViewportData stru_F8A590; +BspRenderer *pBspRenderer = new BspRenderer; // idb +stru141_actor_collision_object stru_721530; +std::array<stru352, 480> stru_F83B80; + + + +unsigned __int16 pDoorSoundIDsByLocationID[78] = +{ + 300, 300, 300, 300, 300, 300, 300, 300, 300, 300, 300, 300, 300, + 300, 300, 300, 404, 302, 306, 308, 304, 308, 302, 400, 302, 300, + 308, 308, 306, 308, 308, 304, 300, 404, 406, 300, 400, 406, 404, + 306, 302, 408, 304, 300, 300, 300, 300, 300, 300, 300, 300, 300, + 300, 300, 300, 300, 300, 300, 300, 300, 300, 300, 300, 404, 304, + 400, 300, 300, 404, 304, 400, 300, 300, 404, 304, 400, 300, 300 +}; + + +std::array<const char *, 11> _4E6BDC_loc_names= + { + "mdt12.blv", + "d18.blv", + "mdt14.blv", + "d37.blv", + "mdk01.blv", + "mdt01.blv", + "mdr01.blv", + "mdt10.blv", + "mdt09.blv", + "mdt15.blv", + "mdt11.blv" + }; + + +//----- (0043F39E) -------------------------------------------------------- +void __fastcall PrepareDrawLists_BLV() +{ + int v5; // eax@4 + unsigned int v7; // ebx@8 + BLVSector *v8; // esi@8 + + pBLVRenderParams->Reset(); + pMobileLightsStack->uNumLightsActive = 0; + //uNumMobileLightsApplied = 0; + uNumDecorationsDrawnThisFrame = 0; + uNumSpritesDrawnThisFrame = 0; + uNumBillboardsToDraw = 0; + + if ( !byte_4D864C || !(pGame->uFlags & 0x1000) ) // lightspot around party + { + //v2 = pParty->flt_TorchlightColorB + 6.7553994e15; + //v11 = LOBYTE(v2); + v5 = 800; + if (pParty->TorchlightActive()) + v5 *= pParty->pPartyBuffs[PARTY_BUFF_TORCHLIGHT].uPower; + //LOBYTE(v1) = _4E94D0_light_type; + //v4 = pParty->flt_TorchlightColorR + 6.7553994e15; + //v3 = pParty->flt_TorchlightColorG + 6.7553994e15; + pMobileLightsStack->AddLight(pGame->pIndoorCameraD3D->vPartyPos.x, + pGame->pIndoorCameraD3D->vPartyPos.y, + pGame->pIndoorCameraD3D->vPartyPos.z, + pBLVRenderParams->uPartySectorID, + v5, + floorf(pParty->flt_TorchlightColorR + 0.5f), + floorf(pParty->flt_TorchlightColorG + 0.5f), + floorf(pParty->flt_TorchlightColorB + 0.5f), + _4E94D0_light_type); + } + PrepareBspRenderList_BLV(); + PrepareItemsRenderList_BLV(); + PrepareActorRenderList_BLV(); + + for (uint i = 0; i < pBspRenderer->uNumVisibleNotEmptySectors; ++i) + { + v7 = pBspRenderer->pVisibleSectorIDs_toDrawDecorsActorsEtcFrom[i]; + v8 = &pIndoor->pSectors[pBspRenderer->pVisibleSectorIDs_toDrawDecorsActorsEtcFrom[i]]; + + for (uint j = 0; j < v8->uNumDecorations; ++j) + PrepareDecorationsRenderList_BLV(v8->pDecorationIDs[j], v7); + } + FindBillboardsLightLevels_BLV(); + pGame->PrepareBloodsplats(); +} + +//----- (004407D9) -------------------------------------------------------- +void BLVRenderParams::Reset() +{ + int v7; // eax@1 + + this->field_0_timer_ = pEventTimer->uTotalGameTimeElapsed; + + pGame->pIndoorCameraD3D->debug_flags = 0; + if (viewparams->draw_sw_outlines) + pGame->pIndoorCameraD3D->debug_flags |= BLV_RENDER_DRAW_SW_OUTLINES; + if (viewparams->draw_d3d_outlines) + pGame->pIndoorCameraD3D->debug_flags |= BLV_RENDER_DRAW_D3D_OUTLINES; + + //v2 = a2; + //this->field_0_timer_ = a2->field_0_timer; + //this->uFlags = a2->uFlags; + //this->vPartyPos.x = a2->vPosition.x; + //this->vPartyPos.y = a2->vPosition.y; + //this->vPartyPos.z = a2->vPosition.z; + //v4 = this->vPartyPos.z; + //v5 = this->vPartyPos.y; + //this->sPartyRotY = a2->sRotationY; + //v6 = this->vPartyPos.x; + //this->sPartyRotX = a2->sRotationX; + v7 = pIndoor->GetSector(pGame->pIndoorCameraD3D->vPartyPos.x, + pGame->pIndoorCameraD3D->vPartyPos.y, + pGame->pIndoorCameraD3D->vPartyPos.z); + this->uPartySectorID = v7; + if ( !v7 ) + { + //__debugbreak(); // shouldnt happen, please provide savegame + /*v8 = this->vPartyPos.z; + this->vPartyPos.x = pParty->vPosition.x; + v9 = pParty->vPosition.y; + v10 = this->vPartyPos.x; + this->vPartyPos.y = pParty->vPosition.y;*/ + this->uPartySectorID = pIndoor->GetSector(pParty->vPosition.x, pParty->vPosition.y, pParty->vPosition.z); + } + //if ( pRenderer->pRenderD3D ) + { + //this->sCosineY = stru_5C6E00->Cos(pGame->pIndoorCameraD3D->sRotationY); + //this->sSineY = stru_5C6E00->Sin(pGame->pIndoorCameraD3D->sRotationY); + //this->sCosineNegX = stru_5C6E00->Cos(-pGame->pIndoorCameraD3D->sRotationX); + //this->sSineNegX = stru_5C6E00->Sin(-pGame->pIndoorCameraD3D->sRotationX); + //this->fCosineY = cos((3.141592653589793 + 3.141592653589793) * (double)pGame->pIndoorCameraD3D->sRotationY * 0.00048828125); + //this->fSineY = sin((3.141592653589793 + 3.141592653589793) * (double)pGame->pIndoorCameraD3D->sRotationY * 0.00048828125); + //this->fCosineNegX = cos((3.141592653589793 + 3.141592653589793) * (double)-pGame->pIndoorCameraD3D->sRotationX * 0.00048828125); + //this->fSineNegX = sin((3.141592653589793 + 3.141592653589793) * (double)-pGame->pIndoorCameraD3D->sRotationX * 0.00048828125); + this->field_64 = pViewport->field_of_view; + + this->uViewportX = pViewport->uScreen_TL_X; + this->uViewportY = pViewport->uScreen_TL_Y; + this->uViewportZ = pViewport->uScreen_BR_X; + this->uViewportW = pViewport->uScreen_BR_Y; + + this->uViewportWidth = uViewportZ - uViewportX + 1; + this->uViewportHeight = uViewportW - uViewportY + 1; + this->uViewportCenterX = (uViewportZ + uViewportX) / 2; + this->uViewportCenterY = (uViewportY + uViewportW) / 2; + } + /*else + { + __debugbreak(); // no sw + this->sCosineY = stru_5C6E00->Cos(-this->sPartyRotY); + this->sSineY = stru_5C6E00->Sin(-this->sPartyRotY); + this->sCosineNegX = stru_5C6E00->Cos(-this->sPartyRotX); + this->sSineNegX = stru_5C6E00->Sin(-this->sPartyRotX); + v17 = cos((double)-this->sPartyRotY * 0.0030664064); + v18 = this->sPartyRotY; + this->fCosineY = v17; + v19 = sin((double)-v18 * 0.0030664064); + v20 = this->sPartyRotX; + this->fSineY = v19; + v21 = cos((double)-v20 * 0.0030664064); + v22 = this->sPartyRotX; + this->fCosineNegX = v21; + this->fSineNegX = sin((double)-v22 * 0.0030664064); + v23 = this->uViewportX; + this->field_64 = a2->field_3C; + v24 = this->uViewportZ; + this->field_70 = this->uViewportZ - v23 + 1; + v25 = this->uViewportW - this->uViewportY + 1; + this->uViewportHeight = v25; + v29 = v25; + v26 = this->field_64; + this->uViewportCenterX = (signed int)(v24 + v23) >> 1; + this->uViewportCenterY = this->uViewportW - ((unsigned __int64)(v26 * (signed __int64)v29) >> 16); + }*/ + //v27 = (unsigned int)(signed __int64)((double)this->uViewportWidth * 0.5 + // / tan((double)(v2->fov_deg >> 1) * 0.01745329) + // + 0.5) << 16; + extern float _calc_fov(int viewport_width, int angle_degree); + this->fov_rad_fixpoint = fixpoint_from_int(_calc_fov(uViewportWidth, 65), 0); + this->fov_rad_inv_fixpoint = 0x100000000i64 / this->fov_rad_fixpoint; + this->pRenderTarget = pRenderer->pTargetSurface; + this->uTargetWidth = window->GetWidth(); + this->uTargetHeight = window->GetHeight(); + this->pTargetZBuffer = pRenderer->pActiveZBuffer; + this->field_8C = 0; + this->field_84 = 0; + this->uNumFacesRenderedThisFrame = 0; + this->field_88 = 0; + pBLVRenderParams->field_90 = 64; + pBLVRenderParams->field_94 = 6; +} + +//----- (00440B44) -------------------------------------------------------- +void IndoorLocation::ExecDraw(bool bD3D) +{ + if (bD3D) + { + pIndoor->GetSector(pParty->vPosition.x, pParty->vPosition.y, pParty->vPosition.z); + for (uint i = 0; i < pBspRenderer->num_faces; ++i) + { + if (pBspRenderer->nodes[pBspRenderer->faces[i].uNodeID].viewing_portal_id == -1) + IndoorLocation::ExecDraw_d3d(pBspRenderer->faces[i].uFaceID, nullptr, 4, nullptr); + else + IndoorLocation::ExecDraw_d3d(pBspRenderer->faces[i].uFaceID, + pBspRenderer->nodes[pBspRenderer->faces[i].uNodeID].std__vector_0007AC, 4, + pBspRenderer->nodes[pBspRenderer->faces[i].uNodeID].pPortalBounding); + } + } + else for (uint j = 0; j < pBspRenderer->num_faces; ++j ) + { + __debugbreak(); // no SW + //pBLVRenderParams->field_7C = &pBspRenderer->nodes[pBspRenderer->faces[j].uNodeID].PortalScreenData; + //IndoorLocation::ExecDraw_sw(pBspRenderer->faces[j].uFaceID); + } +} + + +/* +//----- (00440BED) -------------------------------------------------------- +void __fastcall sub_440BED(IndoorLocation_drawstru *_this) +{ + unsigned __int16 *v1; // edi@7 + BspRenderer_stru0 *v2; // esi@8 + int v3; // ecx@9 + unsigned int v4; // edx@9 + short *v5; // eax@10 + signed int v6; // [sp+8h] [bp-8h]@7 + int v7; // [sp+Ch] [bp-4h]@8 + short *v8; + + PrepareDrawLists_BLV(_this); + if (pBLVRenderParams->uPartySectorID) + IndoorLocation::ExecDraw(pRenderer->pRenderD3D != 0); + pRenderer->DrawBillboardList_BLV(); + + if ( !pRenderer->pRenderD3D ) + { + if (pBLVRenderParams->uFlags & INDOOR_CAMERA_DRAW_D3D_OUTLINES) + pBspRenderer->DrawFaceOutlines(); + if (pBLVRenderParams->uFlags & INDOOR_CAMERA_DRAW_SW_OUTLINES) + { + v1 = pBLVRenderParams->pRenderTarget; + v7 = 0; + for(int i=0; i < pBspRenderer->num_nodes; i++) + { + BspRenderer_stru0 *pNode = &pBspRenderer->nodes[i]; + v4 = pRenderer->uTargetSurfacePitch * pNode->PortalScreenData._viewport_space_y; + if ( pNode->PortalScreenData._viewport_space_y <= pNode->PortalScreenData._viewport_space_w ) + { + //v5 = (char *)&pBspRenderer->nodes[0].field_C.array_3D8[pNode->field_C._viewport_space_y + v7]; + v5 = &pNode->PortalScreenData.viewport_right_side[pNode->PortalScreenData._viewport_space_y]; + v8 = &pNode->PortalScreenData.viewport_left_side[pNode->PortalScreenData._viewport_space_y]; + do + { + v1[v4 + *v8] = 255; + ++pNode->PortalScreenData._viewport_space_y; + v1[v4 + *v5] = 255; + v4 += pRenderer->uTargetSurfacePitch; + ++v5; + ++v8; + } + while ( pNode->PortalScreenData._viewport_space_y <= pNode->PortalScreenData._viewport_space_w ); + } + } + } + } +} +*/ + +//----- (00441BD4) -------------------------------------------------------- +void IndoorLocation::Draw() +{ + //int v0; // eax@1 + //IndoorLocation_drawstru _this; // [sp+0h] [bp-4Ch]@5 +// int v2; // [sp+44h] [bp-8h]@5 +// int v3; // [sp+48h] [bp-4h]@5 + + /*_this.uFlags = 0; + if (viewparams->draw_sw_outlines) + _this.uFlags |= BLV_RENDER_DRAW_SW_OUTLINES; + if (viewparams->draw_d3d_outlines) + _this.uFlags |= BLV_RENDER_DRAW_D3D_OUTLINES; + + _this.uFlags |= BLV_RENDER_DRAW_SW_OUTLINES; + _this.uFlags |= BLV_RENDER_DRAW_D3D_OUTLINES; + + _this.field_0_timer = pEventTimer->uTotalGameTimeElapsed; + //_this.fov_deg = 65; + //_this.vPosition.x = pParty->vPosition.x - fixpoint_mul(stru_5C6E00->Cos(pParty->sRotationY), pParty->y_rotation_granularity); + //_this.vPosition.y = pParty->vPosition.y - fixpoint_mul(stru_5C6E00->Sin(pParty->sRotationY), pParty->y_rotation_granularity); + //_this.vPosition.z = pParty->vPosition.z + pParty->sEyelevel; + //_this.sRotationX = pParty->sRotationX; + //_this.sRotationY = pParty->sRotationY; + _this.pRenderTarget = pRenderer->pTargetSurface; + _this.uViewportX = pViewport->uScreen_TL_X; + _this.uViewportY = pViewport->uScreen_TL_Y; + _this.uViewportZ = pViewport->uScreen_BR_X; + _this.uViewportW = pViewport->uScreen_BR_Y; + _this.field_3C = pViewport->field_30; + + _this.uTargetWidth = 640; + _this.uTargetHeight = 480; + _this.pTargetZ = pRenderer->pActiveZBuffer;*/ + + //sub_440BED(&_this); -- inlined + //{ + PrepareDrawLists_BLV(); + if (pBLVRenderParams->uPartySectorID) + IndoorLocation::ExecDraw(true/*pRenderer->pRenderD3D != 0*/); + pRenderer->DrawBillboardList_BLV(); + //} + + pParty->uFlags &= ~2; + pGame->DrawParticles(); + trail_particle_generator.UpdateParticles(); +} + +//----- (004C0EF2) -------------------------------------------------------- +void BLVFace::FromODM(ODMFace *face) +{ + this->pFacePlane_old.vNormal.x = face->pFacePlane.vNormal.x; + this->pFacePlane_old.vNormal.y = face->pFacePlane.vNormal.y; + this->pFacePlane_old.vNormal.z = face->pFacePlane.vNormal.z; + this->pFacePlane_old.dist = face->pFacePlane.dist; + this->pFacePlane.vNormal.x = (double)(face->pFacePlane.vNormal.x & 0xFFFF) * 0.000015259022 + + (double)(face->pFacePlane.vNormal.x >> 16); + this->pFacePlane.vNormal.y = (double)(face->pFacePlane.vNormal.y & 0xFFFF) * 0.000015259022 + + (double)(face->pFacePlane.vNormal.y >> 16); + this->pFacePlane.vNormal.z = (double)(face->pFacePlane.vNormal.z & 0xFFFF) * 0.000015259022 + + (double)(face->pFacePlane.vNormal.z >> 16); + this->pFacePlane.dist = (double)(face->pFacePlane.dist & 0xFFFF) * 0.000015259022 + (double)(face->pFacePlane.dist >> 16); + this->uAttributes = face->uAttributes; + this->pBounding.x1 = face->pBoundingBox.x1; + this->pBounding.y1 = face->pBoundingBox.y1; + this->pBounding.z1 = face->pBoundingBox.z1; + this->pBounding.x2 = face->pBoundingBox.x2; + this->pBounding.y2 = face->pBoundingBox.y2; + this->pBounding.z2 = face->pBoundingBox.z2; + this->zCalc1 = face->zCalc1; + this->zCalc2 = face->zCalc2; + this->zCalc3 = face->zCalc3; + this->pXInterceptDisplacements = face->pXInterceptDisplacements; + this->pYInterceptDisplacements = face->pYInterceptDisplacements; + this->pZInterceptDisplacements = face->pZInterceptDisplacements; + this->uPolygonType = (PolygonType)face->uPolygonType; + this->uNumVertices = face->uNumVertices; + this->uBitmapID = face->uTextureID; + this->pVertexIDs = face->pVertexIDs; +} + +//----- (004B0A25) -------------------------------------------------------- +void IndoorLocation::ExecDraw_d3d(unsigned int uFaceID, IndoorCameraD3D_Vec4 *pVertices, unsigned int uNumVertices, RenderVertexSoft *pPortalBounding) +{ + int v17; // ebx@25 + IDirect3DTexture2 *v27; // eax@42 + unsigned int uNumVerticesa; // [sp+24h] [bp-4h]@17 + int a4a; // [sp+34h] [bp+Ch]@25 + + if (uFaceID >= pIndoor->uNumFaces) + return; + + static RenderVertexSoft static_vertices_F7C228[64]; + static RenderVertexSoft static_vertices_F7B628[64]; + static stru154 stru_F7B60C; // idb + + BLVFace* pFace = &pIndoor->pFaces[uFaceID]; + if (pFace->uNumVertices < 3) + return; + + + if (pFace->Invisible()) + return; + + ++pBLVRenderParams->uNumFacesRenderedThisFrame; + pFace->uAttributes |= FACE_UNKNOW4; + + if (!pFace->GetTexture()) + return; + + if (!pGame->pIndoorCameraD3D->IsCulled(pFace)) + { + uNumVerticesa = pFace->uNumVertices; + for (uint i = 0; i < pFace->uNumVertices; ++i) + { + static_vertices_F7C228[i].vWorldPosition.x = pIndoor->pVertices[pFace->pVertexIDs[i]].x; + static_vertices_F7C228[i].vWorldPosition.y = pIndoor->pVertices[pFace->pVertexIDs[i]].y; + static_vertices_F7C228[i].vWorldPosition.z = pIndoor->pVertices[pFace->pVertexIDs[i]].z; + static_vertices_F7C228[i].u = (signed short)pFace->pVertexUIDs[i]; + static_vertices_F7C228[i].v = (signed short)pFace->pVertexVIDs[i]; + } + + if (!pVertices || + (pGame->pStru9Instance->_498377(pPortalBounding, 4, pVertices, static_vertices_F7C228, &uNumVerticesa), uNumVerticesa) ) + { + if (pGame->pIndoorCameraD3D->CalcPortalShape(static_vertices_F7C228, &uNumVerticesa, + static_vertices_F7B628, pGame->pIndoorCameraD3D->std__vector_000034_prolly_frustrum, 4, false, 0) != 1 || uNumVerticesa ) + { + a4a = SHIWORD(stru_F8AD28.uCurrentAmbientLightLevel); + v17 = (248 - 8 * SHIWORD(stru_F8AD28.uCurrentAmbientLightLevel)) | (((248 - 8 * SHIWORD(stru_F8AD28.uCurrentAmbientLightLevel)) + | ((248 - 8 * SHIWORD(stru_F8AD28.uCurrentAmbientLightLevel)) << 8)) << 8); + sub_4B0E07(uFaceID); + pGame->pLightmapBuilder->ApplyLights_IndoorFace(uFaceID); + pDecalBuilder->ApplyBloodsplatDecals_IndoorFace(uFaceID); + pGame->pIndoorCameraD3D->ViewTransfrom_OffsetUV(static_vertices_F7B628, uNumVerticesa, array_507D30, &stru_F8AD28); + pGame->pIndoorCameraD3D->Project(array_507D30, uNumVerticesa, 0); + pGame->pLightmapBuilder->std__vector_000004_size = 0; + if (stru_F8AD28.uNumLightsApplied > 0 || pDecalBuilder->uNumDecals > 0) + { + stru_F7B60C.face_plane.vNormal.x = pFace->pFacePlane.vNormal.x; + stru_F7B60C.polygonType = pFace->uPolygonType; + stru_F7B60C.face_plane.vNormal.y = pFace->pFacePlane.vNormal.y; + stru_F7B60C.face_plane.vNormal.z = pFace->pFacePlane.vNormal.z; + stru_F7B60C.face_plane.dist = pFace->pFacePlane.dist; + } + + if (stru_F8AD28.uNumLightsApplied > 0 && !pFace->Indoor_sky()) + pGame->pLightmapBuilder->ApplyLights(&stru_F8AD28, &stru_F7B60C, uNumVerticesa, array_507D30, pVertices, 0); + + if (pDecalBuilder->uNumDecals > 0)//отрисовка пятен крови + pDecalBuilder->ApplyDecals(a4a, 1, &stru_F7B60C, uNumVerticesa, array_507D30, pVertices, 0, pFace->uSectorID); + + if (pFace->Fluid()) + { + if (pFace->uBitmapID == pRenderer->hd_water_tile_id) + v27 = pBitmaps_LOD->pHardwareTextures[pRenderer->pHDWaterBitmapIDs[pRenderer->hd_water_current_frame]]; + else + { + //auto v24 = GetTickCount() / 4; + //auto v25 = v24 - stru_5C6E00->uIntegerHalfPi; + uint eightSeconds = GetTickCount() % 8000; + float angle = (eightSeconds / 8000.0f) * 2 * 3.1415f; + + //animte lava back and forth + for (uint i = 0; i < uNumVerticesa; ++i) + //array_507D30[i].v += (double)(pBitmaps_LOD->pTextures[pFace->uBitmapID].uHeightMinus1 & (unsigned int)(stru_5C6E00->SinCos(v25) >> 8)); + array_507D30[i].v += pBitmaps_LOD->pTextures[pFace->uBitmapID].uHeightMinus1 * cosf(angle); + v27 = pBitmaps_LOD->pHardwareTextures[pFace->uBitmapID]; + } + } + else if (pFace->uAttributes & FACE_TEXTURE_FRAME) + v27 = pBitmaps_LOD->pHardwareTextures[pTextureFrameTable->GetFrameTexture(pFace->uBitmapID, pBLVRenderParams->field_0_timer_)]; + else + { + v17 = 0xFF808080; + v27 = pBitmaps_LOD->pHardwareTextures[pFace->uBitmapID]; + } + + if (pFace->Indoor_sky()) + pRenderer->DrawIndoorSky(uNumVerticesa, uFaceID); + else + pRenderer->DrawIndoorPolygon(uNumVerticesa, pFace, v27, pFace->GetTexture(), PID(OBJECT_BModel, uFaceID), v17, 0); + return; + } + } + } +} + +//----- (004B0E07) -------------------------------------------------------- +unsigned int __fastcall sub_4B0E07(unsigned int uFaceID) +{ + unsigned int result; // eax@1 + + stru_F8AD28.pDeltaUV[0] = pIndoor->pFaceExtras[pIndoor->pFaces[uFaceID].uFaceExtraID].sTextureDeltaU; + stru_F8AD28.pDeltaUV[1] = pIndoor->pFaceExtras[pIndoor->pFaces[uFaceID].uFaceExtraID].sTextureDeltaV; + result = GetTickCount() >> 3; + if ( pIndoor->pFaces[uFaceID].uAttributes & FACE_FLOW_DIAGONAL ) + stru_F8AD28.pDeltaUV[1] -= result & pBitmaps_LOD->GetTexture(pIndoor->pFaces[uFaceID].uBitmapID)->uHeightMinus1; + else + { + if ( pIndoor->pFaces[uFaceID].uAttributes & FACE_FLOW_VERTICAL ) + stru_F8AD28.pDeltaUV[1] += result & pBitmaps_LOD->GetTexture(pIndoor->pFaces[uFaceID].uBitmapID)->uHeightMinus1; + } + if ( pIndoor->pFaces[uFaceID].uAttributes & FACE_FLOW_HORIZONTAL ) + stru_F8AD28.pDeltaUV[0] -= result & pBitmaps_LOD->GetTexture(pIndoor->pFaces[uFaceID].uBitmapID)->uWidthMinus1; + else + { + if ( pIndoor->pFaces[uFaceID].uAttributes & FACE_DONT_CACHE_TEXTURE ) + stru_F8AD28.pDeltaUV[0] += result & pBitmaps_LOD->GetTexture(pIndoor->pFaces[uFaceID].uBitmapID)->uWidthMinus1; + } + return result; +} + +//----- (004B0EA8) -------------------------------------------------------- +void BspRenderer::AddFaceToRenderList_d3d(unsigned int node_id, unsigned int uFaceID) +{ + unsigned __int16 pTransitionSector; // ax@11 + int v9; // edx@15 + char v29; // al@48 + + nodes[num_nodes].viewing_portal_id = -1; + //v39 = &pIndoor->pFaces[uFaceID]; + + BLVFace* pFace = &pIndoor->pFaces[uFaceID]; + + if (!pFace->Portal()) + { + if (num_faces < 1000) + { + faces[num_faces].uFaceID = uFaceID; + faces[num_faces++].uNodeID = node_id; + } + return; + } + + if (nodes[node_id].uFaceID == uFaceID) + return; + if (!node_id && + pGame->pIndoorCameraD3D->vPartyPos.x >= pFace->pBounding.x1 - 16 && // we are probably standing at the portal plane + pGame->pIndoorCameraD3D->vPartyPos.x <= pFace->pBounding.x2 + 16 && + pGame->pIndoorCameraD3D->vPartyPos.y >= pFace->pBounding.y1 - 16 && + pGame->pIndoorCameraD3D->vPartyPos.y <= pFace->pBounding.y2 + 16 && + pGame->pIndoorCameraD3D->vPartyPos.z >= pFace->pBounding.z1 - 16 && + pGame->pIndoorCameraD3D->vPartyPos.z <= pFace->pBounding.z2 + 16 ) + { + if ( abs(pFace->pFacePlane_old.dist + pGame->pIndoorCameraD3D->vPartyPos.x * pFace->pFacePlane_old.vNormal.x + + pGame->pIndoorCameraD3D->vPartyPos.y * pFace->pFacePlane_old.vNormal.y + + pGame->pIndoorCameraD3D->vPartyPos.z * pFace->pFacePlane_old.vNormal.z) <= 589824 ) // we sure are standing at the portal plane + { + pTransitionSector = pFace->uSectorID; + if ( nodes[0].uSectorID == pTransitionSector ) // draw back sector + pTransitionSector = pFace->uBackSectorID; + nodes[num_nodes].uSectorID = pTransitionSector; + nodes[num_nodes].uFaceID = uFaceID; + nodes[num_nodes].uViewportX = pBLVRenderParams->uViewportX; + nodes[num_nodes].uViewportZ = pBLVRenderParams->uViewportZ; + nodes[num_nodes].uViewportY = pBLVRenderParams->uViewportY; + nodes[num_nodes].uViewportW = pBLVRenderParams->uViewportW; + nodes[num_nodes].PortalScreenData.GetViewportData(pBLVRenderParams->uViewportX, pBLVRenderParams->uViewportY, + pBLVRenderParams->uViewportZ, pBLVRenderParams->uViewportW); + AddBspNodeToRenderList(++num_nodes - 1); + return; + } + } + + v9 = pFace->pFacePlane_old.vNormal.x * (pIndoor->pVertices[pFace->pVertexIDs[0]].x - pGame->pIndoorCameraD3D->vPartyPos.x) + + pFace->pFacePlane_old.vNormal.y * (pIndoor->pVertices[pFace->pVertexIDs[0]].y - pGame->pIndoorCameraD3D->vPartyPos.y) + + pFace->pFacePlane_old.vNormal.z * (pIndoor->pVertices[pFace->pVertexIDs[0]].z - pGame->pIndoorCameraD3D->vPartyPos.z); + if (nodes[node_id].uSectorID != pFace->uSectorID) + v9 = -v9; + if (v9 >= 0) + return; + + int num_vertices = GetPortalScreenCoord(uFaceID); + if (num_vertices < 2) + return; + + int face_min_screenspace_x = PortalFace._screen_space_x[0], + face_max_screenspace_x = PortalFace._screen_space_x[0]; + int face_min_screenspace_y = PortalFace._screen_space_y[0], + face_max_screenspace_y = PortalFace._screen_space_y[0]; + for (uint i = 1; i < num_vertices; ++i) + { + if (face_min_screenspace_x > PortalFace._screen_space_x[i]) + face_min_screenspace_x = PortalFace._screen_space_x[i]; + if (face_max_screenspace_x < PortalFace._screen_space_x[i]) + face_max_screenspace_x = PortalFace._screen_space_x[i]; + + if (face_min_screenspace_y > PortalFace._screen_space_y[i]) + face_min_screenspace_y = PortalFace._screen_space_y[i]; + if (face_max_screenspace_y < PortalFace._screen_space_y[i]) + face_max_screenspace_y = PortalFace._screen_space_y[i]; + } + //_screen_space_x = 719, 568, 493 + //savegame: qw , 0Bh and 0x1D4h + //problem here when standing near/on portal, condition is false because of face_min_screenspace_x > p->uViewportZ + if (face_max_screenspace_x >= nodes[node_id].uViewportX && + face_min_screenspace_x <= nodes[node_id].uViewportZ && + face_max_screenspace_y >= nodes[node_id].uViewportY && + face_min_screenspace_y <= nodes[node_id].uViewportW && + PortalFrustrum(num_vertices, &nodes[num_nodes].PortalScreenData, &nodes[node_id].PortalScreenData, uFaceID)) + { + pTransitionSector = pFace->uSectorID; + if (nodes[node_id].uSectorID == pTransitionSector ) + pTransitionSector = pFace->uBackSectorID; + nodes[num_nodes].uSectorID = pTransitionSector; + nodes[num_nodes].uFaceID = uFaceID; + nodes[num_nodes].uViewportX = pBLVRenderParams->uViewportX; + nodes[num_nodes].uViewportZ = pBLVRenderParams->uViewportZ; + nodes[num_nodes].uViewportY = pBLVRenderParams->uViewportY; + nodes[num_nodes].uViewportW = pBLVRenderParams->uViewportW; + v29 = false; + if (nodes[node_id].viewing_portal_id == -1)//for first portal + v29 = pGame->pStru10Instance->CalcPortalShape(pFace, nodes[num_nodes].std__vector_0007AC, nodes[num_nodes].pPortalBounding); + else//for next portals + { + static RenderVertexSoft static_subAddFaceToRenderList_d3d_stru_F7AA08[64]; + static RenderVertexSoft static_subAddFaceToRenderList_d3d_stru_F79E08[64]; + + for (uint k = 0; k < pFace->uNumVertices; ++k) + { + static_subAddFaceToRenderList_d3d_stru_F7AA08[k].vWorldPosition.x = pIndoor->pVertices[pFace->pVertexIDs[k]].x; + static_subAddFaceToRenderList_d3d_stru_F7AA08[k].vWorldPosition.y = pIndoor->pVertices[pFace->pVertexIDs[k]].y; + static_subAddFaceToRenderList_d3d_stru_F7AA08[k].vWorldPosition.z = pIndoor->pVertices[pFace->pVertexIDs[k]].z; + } + + unsigned int pNewNumVertices = pFace->uNumVertices; + pGame->pIndoorCameraD3D->CalcPortalShape(static_subAddFaceToRenderList_d3d_stru_F7AA08, &pNewNumVertices, + static_subAddFaceToRenderList_d3d_stru_F79E08, nodes[node_id].std__vector_0007AC, 4, 0, 0); + + v29 = pGame->pStru10Instance->_49C5DA(pFace, static_subAddFaceToRenderList_d3d_stru_F79E08, &pNewNumVertices, + nodes[num_nodes].std__vector_0007AC, nodes[num_nodes].pPortalBounding); + } + if ( 1 ) + { + assert(num_nodes < 150); + + nodes[num_nodes].viewing_portal_id = uFaceID; + AddBspNodeToRenderList(++num_nodes - 1); + } + if (pGame->pIndoorCameraD3D->debug_flags & BLV_RENDER_DRAW_SW_OUTLINES) + pGame->pIndoorCameraD3D->PrepareAndDrawDebugOutline(pFace, 0x1E1EFF); + //pGame->pIndoorCameraD3D->DebugDrawPortal(pFace); + } +} + +//----- (004AE5BA) -------------------------------------------------------- +Texture *BLVFace::GetTexture() +{ + unsigned int v1; // ecx@2 + + if ( uAttributes & FACE_TEXTURE_FRAME ) + v1 = pTextureFrameTable->GetFrameTexture(this->uBitmapID, pBLVRenderParams->field_0_timer_); + else + v1 = uBitmapID; + return pBitmaps_LOD->GetTexture(v1); +} + + +//----- (00498B15) -------------------------------------------------------- +void IndoorLocation::Release() +{ + free(this->ptr_0002B4_doors_ddata); + this->ptr_0002B4_doors_ddata = NULL; + + free(this->ptr_0002B0_sector_rdata); + this->ptr_0002B0_sector_rdata = NULL; + + free(this->ptr_0002B8_sector_lrdata); + this->ptr_0002B8_sector_lrdata = NULL; + + free(this->pLFaces); + this->pLFaces = NULL; + + free(this->pSpawnPoints); + this->pSpawnPoints = NULL; + + this->uNumSectors = 0; + this->uNumFaces = 0; + this->uNumVertices = 0; + this->uNumNodes = 0; + this->uNumDoors = 0; + this->uNumLights = 0; + + free(this->pVertices); + this->pVertices = NULL; + + free(this->pFaces); + this->pFaces = NULL; + + free(this->pFaceExtras); + this->pFaceExtras = NULL; + + free(this->pSectors); + this->pSectors = NULL; + + free(this->pLights); + this->pLights = NULL; + + free(this->pDoors); + this->pDoors = NULL; + + free(this->pNodes); + this->pNodes = NULL; + + free(this->pMapOutlines); + this->pMapOutlines = NULL; + + this->bLoaded = 0; +} + +//----- (00498C45) -------------------------------------------------------- +bool IndoorLocation::Alloc() + { + pVertices = (Vec3_short_ *) malloc(15000 * sizeof(Vec3_short_));//0x15F90u + pFaces = (BLVFace *) malloc(10000 * sizeof(BLVFace));//0xEA600u + pFaceExtras = (BLVFaceExtra *) malloc(5000 * sizeof(BLVFaceExtra)); //0x2BF20u + pSectors = (BLVSector *) malloc(512 * sizeof(BLVSector));//0xE800u + pLights = (BLVLightMM7 *) malloc(400 * sizeof(BLVLightMM7));//0x1900u + pDoors = (BLVDoor *) malloc(200 * sizeof(BLVDoor));//0x3E80u + pNodes = (BSPNode *) malloc(5000 * sizeof(BSPNode));//0x9C40u + pMapOutlines =(BLVMapOutlines *)malloc(sizeof(BLVMapOutlines));//0x14824u + if (pVertices && pFaces && pFaceExtras && pSectors && pLights && pDoors && pNodes && pMapOutlines ) + { + memset(pVertices, 0, 15000*sizeof(Vec3_short_)); + memset(pFaces, 0, 10000*sizeof(BLVFace)); + memset(pFaceExtras,0, 5000*sizeof(BLVFaceExtra)); + memset(pSectors, 0, 512*sizeof(BLVSector)); + memset(pLights, 0, 400*sizeof(BLVLightMM7)); + memset(pDoors, 0, 200*sizeof(BLVDoor)); + memset(pNodes, 0, 5000*sizeof(BSPNode)); + memset(pMapOutlines,0, sizeof(BLVMapOutlines)); + return true; + } + else + return false; +} + +//----- (00444810) -------------------------------------------------------- +unsigned int IndoorLocation::GetLocationIndex(const char *Str1) +{ + for (uint i = 0; i < 11; ++i) + if (!_stricmp(Str1, _4E6BDC_loc_names[i])) + return i + 1; + return 0; +} + +//----- (004488F7) -------------------------------------------------------- +void IndoorLocation::ToggleLight(signed int sLightID, unsigned int bToggle) +{ + if ( uCurrentlyLoadedLevelType == LEVEL_Indoor && (sLightID <= pIndoor->uNumLights - 1) && (sLightID >= 0) ) + { + if ( bToggle ) + pIndoor->pLights[sLightID].uAtributes &= 0xFFFFFFF7; + else + pIndoor->pLights[sLightID].uAtributes |= 8; + pParty->uFlags |= 2; + } +} + +//----- (00498E0A) -------------------------------------------------------- +bool IndoorLocation::Load(char *pFilename, int a3, size_t _i, char *pDest) +{ + /*unsigned int v5; // ebx@1 + //IndoorLocation *v6; // esi@1 + FILE *v7; // edi@3 + bool result; // eax@3 + char *v9; // ecx@4 + void *v10; // eax@4 + //unsigned __int8 v11; // zf@4 + //unsigned __int8 v12; // sf@4 + int v13; // eax@5 + size_t v14; // ecx@6 + char *v15; // ecx@6 + int v16; // edx@6 + size_t v17; // ecx@6 + char *v18; // ecx@6 + int v19; // edx@6 + unsigned __int16 *v20; // edx@6 + unsigned __int16 *v21; // edx@6 + unsigned __int16 *v22; // edx@6 + __int16 v23; // ax@10 + char *v24; // ecx@10 + __int16 v25; // cx@10 + __int16 v26; // ax@11 + char *v27; // ecx@11 + unsigned __int16 v28; // ax@17 + BLVFaceExtra *v29; // ecx@17 + char *v30; // edx@17 + int v31; // ecx@20 + void *v32; // eax@25 + int v33; // eax@26 + unsigned __int16 *v34; // edx@27 + size_t v35; // ecx@27 + char *v36; // ecx@27 + int v37; // edx@27 + size_t v38; // ecx@27 + char *v39; // ecx@27 + int v40; // edx@27 + unsigned __int16 *v41; // edx@27 + unsigned __int16 *v42; // edx@27 + unsigned __int16 *v43; // edx@27 + unsigned __int16 *v44; // edx@27 + size_t v45; // ecx@27 + unsigned __int16 *v46; // edx@27 + void *v47; // eax@28 + BLVSector *v48; // eax@29 + size_t v49; // ecx@29 + unsigned __int16 *v50; // edx@31 + void *v51; // eax@32 + int v52; // eax@33 + unsigned __int16 *v53; // edx@34 + size_t v54; // ecx@34 + char *v55; // ecx@34 + int v56; // edx@34 + size_t v57; // ecx@34 + char *v58; // ecx@34 + int v59; // edx@34 + unsigned __int16 *v60; // edx@34 + unsigned __int16 *v61; // edx@34 + unsigned __int16 *v62; // edx@34 + unsigned __int16 *v63; // edx@34 + int v64; // ecx@34 + BLVDoor *v65; // ecx@36 + char *v66; // eax@37 + int v67; // edx@38 + int v68; // ecx@38 + BLVFace *v69; // edx@38 + int v70; // ecx@38 + int v71; // edx@38 + int v72; // eax@38 + unsigned __int16 v73; // ax@42 + char *v74; // ecx@42 + SpriteObject *v75; // ecx@44 + size_t v76; // eax@45 + int j; // edx@46 + unsigned __int16 v78; // ax@50 + void *v79; // eax@52 + void **v80; // esi@52 + unsigned int v145; // eax@103 + void *v146; // eax@103 + unsigned int v147; // ecx@103 + int v148; // ebx@103 + unsigned int *v149; // ecx@103*/ + //size_t v150; // eax@103 + //unsigned int v151; // ebx@109 + //unsigned int v152; // ecx@116 + //unsigned int v153; // eax@117 + //size_t v154; // ebx@126 + //unsigned int v155; // ebx@134 + //size_t v156; // eax@140 + //signed int v157; // ebx@142 + //int v158; // ebx@148 + //BLVFace *v159; // eax@149 +// BLVFaceExtra *v160; // ecx@149 + //BLVFaceExtra *v161; // ecx@149 + //signed int v162; // ebx@154 + //unsigned int outz; // ebx@157 + //unsigned int v164; // ebx@157 + //unsigned int v165; // edx@158 + //char *v166; // ecx@158 + //unsigned __int16 v167; // ax@161 + //__int16 v168; // ax@165 + //unsigned int v169; // ebx@168 + //void *v170; // eax@168 + //size_t v171; // ebx@168 + //int v172; // edx@168 + //BLVDoor *v173; // ecx@169 + //int k; // eax@169 + //BLVDoor *v175; // ecx@172 + //int v176; // edx@172 + //BLVDoor *v177; // ecx@172 + //int v178; // edx@172 + //BLVDoor *v179; // ecx@172 + //int v180; // edx@172 + //BLVDoor *v181; // ecx@172 + //int v182; // edx@172 + //BLVDoor *v183; // ecx@172 + //int v184; // edx@172 + //BLVDoor *v185; // ecx@172 + //int v186; // edx@172 + //BLVDoor *v187; // ecx@172 + //int v188; // edx@172 + //unsigned __int16 *v189; // ebx@172 + //char *v190; // edx@173 + //BLVDoor *v191; // ecx@174 + //BLVDoor *l; // eax@175 + //signed int v193; // ebx@176 + //int v194; // ecx@176 + //BLVFaceExtra *v195; // ecx@176 + //BLVFace *v196; // ebx@178 + //std::string v197; // [sp-18h] [bp-680h]@66 + //void *v198; // [sp-14h] [bp-67Ch]@72 + //size_t v199; // [sp-10h] [bp-678h]@72 + //size_t v200; // [sp-Ch] [bp-674h]@72 + //const char *v201; // [sp-8h] [bp-670h]@4 + //int v202; // [sp-4h] [bp-66Ch]@4 + char v203[875]; // [sp+Ch] [bp-65Ch]@130 +// char FileName[260]; // [sp+378h] [bp-2F0h]@1 + //char DstBuf; // [sp+47Ch] [bp-1ECh]@4 +// __int32 Offset; // [sp+480h] [bp-1E8h]@4 +// __int32 v207; // [sp+48Ch] [bp-1DCh]@4 +// __int32 v208; // [sp+498h] [bp-1D0h]@4 +// __int32 v209; // [sp+4A4h] [bp-1C4h]@4 +// __int32 v210; // [sp+4B0h] [bp-1B8h]@4 +// __int32 v211; // [sp+4BCh] [bp-1ACh]@15 +// __int32 v212; // [sp+4C8h] [bp-1A0h]@15 +// __int32 v213; // [sp+4D4h] [bp-194h]@25 +// __int32 v214; // [sp+4E0h] [bp-188h]@25 +// __int32 v215; // [sp+4ECh] [bp-17Ch]@32 +// __int32 v216; // [sp+4F8h] [bp-170h]@32 +// __int32 v217; // [sp+504h] [bp-164h]@40 +// __int32 v218; // [sp+510h] [bp-158h]@40 +// __int32 v219; // [sp+51Ch] [bp-14Ch]@43 +// __int32 v220; // [sp+528h] [bp-140h]@43 +// __int32 v221; // [sp+534h] [bp-134h]@52 +// __int32 v222; // [sp+540h] [bp-128h]@52 +// __int32 v223; // [sp+54Ch] [bp-11Ch]@52 +// __int32 v224; // [sp+558h] [bp-110h]@52 +// __int32 v225; // [sp+564h] [bp-104h]@52 +// __int32 v226; // [sp+570h] [bp-F8h]@52 +// __int32 v227; // [sp+57Ch] [bp-ECh]@52 +// __int32 v228; // [sp+588h] [bp-E0h]@52 +// __int32 v229; // [sp+594h] [bp-D4h]@52 +// __int32 v230; // [sp+5A0h] [bp-C8h]@52 +// __int32 v231; // [sp+5ACh] [bp-BCh]@52 +// __int32 v232; // [sp+5B8h] [bp-B0h]@52 +// __int32 v233; // [sp+5C4h] [bp-A4h]@52 +// __int32 v234; // [sp+5D0h] [bp-98h]@52 + //char pName[40]; // [sp+5FCh] [bp-6Ch]@42 + //size_t pSource; // [sp+624h] [bp-44h]@67 + //char Dst[12]; // [sp+628h] [bp-40h]@9 + //char *v238; // [sp+634h] [bp-34h]@38 + ODMHeader header; // [sp+638h] [bp-30h]@61 + //void *ptr; // [sp+648h] [bp-20h]@66 + //size_t Count; // [sp+64Ch] [bp-1Ch]@109 + //int uSourceLen; // [sp+653h] [bp-15h]@66 + FILE *File; // [sp+658h] [bp-10h]@56 + //BLVSector *v244; // [sp+65Ch] [bp-Ch]@72 + //int v245; // [sp+660h] [bp-8h]@72 + //BLVFace *Src; // [sp+664h] [bp-4h]@73 +// signed int Argsa; // [sp+670h] [bp+8h]@4 +// signed int Argsb; // [sp+670h] [bp+8h]@7 +// signed int Argsc; // [sp+670h] [bp+8h]@15 +// signed int Argsd; // [sp+670h] [bp+8h]@18 +// int Argse; // [sp+670h] [bp+8h]@25 +// int Argsf; // [sp+670h] [bp+8h]@28 +// int Argsg; // [sp+670h] [bp+8h]@32 +// int Argsh; // [sp+670h] [bp+8h]@35 +// signed int Argsi; // [sp+670h] [bp+8h]@40 +// signed int Argsj; // [sp+670h] [bp+8h]@45 + //int Argsk; // [sp+670h] [bp+8h]@143 + //void *Argsl; // [sp+670h] [bp+8h]@155 + //signed int Argsm; // [sp+670h] [bp+8h]@161 + //signed int Argsn; // [sp+670h] [bp+8h]@175 + + //v5 = 0; + //v6 = this; + _6807E0_num_decorations_with_sounds_6807B8 = 0; + + #pragma region "loading from txt" + /*sprintf(FileName, "levels\\%s", pFilename); + if ( GetFileAttributesA(FileName) != -1 ) + { + Release(); + if ( Alloc() ) + { + v7 = fopen(FileName, "rb"); + result = 1; + if ( !v7 ) + return result; + v9 = pDest; + bLoaded = 1; + v202 = (int)v7; + v201 = (const char *)1; + *(int *)v9 = 1; + fread(&DstBuf, 0x180u, (size_t)v201, (FILE *)v202); + fseek(v7, Offset, 0); + fread(&blv, 0x88u, 1u, v7); + fseek(v7, v207, 0); + fread(&uNumVertices, 1u, 4u, v7); + fseek(v7, v208, 0); + fread(pVertices, 6u, uNumVertices, v7); + fseek(v7, v209, 0); + fread(&uNumFaces, 4u, 1u, v7); + fseek(v7, v210, 0); + fread(pFaces, 0x60u, uNumFaces, v7); + v10 = malloc(ptr_2AC, blv.uFaces_fdata_Size, "L.FData"); + v202 = (int)v7; + ptr_2AC = (unsigned __int16 *)v10; + fread(v10, 1u, blv.uFaces_fdata_Size, (FILE *)v202); + v11 = uNumFaces == 0; + v12 = (uNumFaces & 0x80000000u) != 0; + pDest = 0; + Argsa = 0; + if ( !(v12 | v11) ) + { + v13 = 0; + do + { + pFaces[v13].pVertexIDs = (unsigned __int16 *)&pDest[(unsigned int)ptr_2AC]; + v14 = (size_t)&pFaces[v13]; + i = v14; + v15 = &pDest[2 * *(char *)(v14 + 93) + 2]; + v16 = (int)&v15[(unsigned int)ptr_2AC]; + pDest = v15; + *(int *)(i + 52) = v16; + v17 = (size_t)&pFaces[v13]; + i = v17; + v18 = &pDest[2 * *(char *)(v17 + 93) + 2]; + v19 = (int)&v18[(unsigned int)ptr_2AC]; + pDest = v18; + *(int *)(i + 56) = v19; + i = (size_t)&pFaces[v13]; + v20 = ptr_2AC; + pDest += 2 * *(char *)(i + 93) + 2; + *(int *)(i + 60) = (int)(char *)v20 + (int)pDest; + i = (size_t)&pFaces[v13]; + v21 = ptr_2AC; + pDest += 2 * *(char *)(i + 93) + 2; + *(int *)(i + 64) = (int)(char *)v21 + (int)pDest; + i = (size_t)&pFaces[v13]; + ++v13; + v22 = ptr_2AC; + pDest += 2 * *(char *)(i + 93) + 2; + ++Argsa; + *(int *)(i + 68) = (int)(char *)v22 + (int)pDest; + pDest += 2 * *((char *)&pFaces[v13] - 3) + 2; + } + while ( Argsa < (signed int)uNumFaces ); + } + Argsb = 0; + if ( (signed int)uNumFaces > 0 ) + { + pDest = 0; + do + { + fread(Dst, 1u, 0xAu, v7); + if ( pDest[(unsigned int)pFaces + 45] & 0x40 ) + { + v23 = pTextureFrameTable->FindTextureByName(Dst); + v24 = pDest; + *(short *)&pDest[(unsigned int)pFaces + 74] = v23; + v25 = *(short *)&v24[(unsigned int)pFaces + 74]; + if ( v25 ) + { + pTextureFrameTable->LoadAnimationSequenceAndPalettes(v25); + } + else + { + v26 = pBitmaps_LOD->LoadTexture(Dst); + v27 = pDest; + *(short *)&pDest[(unsigned int)pFaces + 74] = v26; + v27[(unsigned int)pFaces + 45] &= 0xBFu; + } + } + else + { + *(short *)&pDest[(unsigned int)pFaces + 74] = pBitmaps_LOD->LoadTexture(Dst); + } + ++Argsb; + pDest += 96; + } + while ( Argsb < (signed int)uNumFaces ); + } + fseek(v7, v211, 0); + fread(&uNumFaceExtras, 4u, 1u, v7); + fseek(v7, v212, 0); + fread(pFaceExtras, 0x24u, uNumFaceExtras, v7); + Argsc = 0; + if ( (signed int)uNumFaceExtras > 0 ) + { + pDest = 0; + do + { + fread(Dst, 1u, 0xAu, v7); + v28 = pBitmaps_LOD->LoadTexture(Dst); + v29 = pFaceExtras; + v30 = pDest; + ++Argsc; + pDest += 36; + *(unsigned __int16 *)((char *)&v29->uAdditionalBitmapID + (int)v30) = v28; + } + while ( Argsc < (signed int)uNumFaceExtras ); + } + Argsd = 0; + if ( (signed int)uNumFaces > 0 ) + { + pDest = 0; + do + { + v31 = (int)&pFaceExtras[*(short *)&pDest[(unsigned int)pFaces + 72]]; + if ( *(short *)(v31 + 26) ) + { + if ( ((BLVFaceExtra *)v31)->HasEventint() ) + pDest[(unsigned int)pFaces + 46] |= 0x10u; + else + pDest[(unsigned int)pFaces + 46] &= 0xEFu; + } + ++Argsd; + pDest += 96; + } + while ( Argsd < (signed int)uNumFaces ); + } + fseek(v7, v213, 0); + fread(&uNumSectors, 4u, 1u, v7); + fseek(v7, v214, 0); + fread(pSectors, 0x74u, uNumSectors, v7); + v32 = malloc(ptr_0002B0_sector_rdata, blv.uSector_rdata_Size, "L.RData"); + v202 = (int)v7; + ptr_0002B0_sector_rdata = (unsigned __int16 *)v32; + fread(v32, 1u, blv.uSector_rdata_Size, (FILE *)v202); + v11 = uNumSectors == 0; + v12 = uNumSectors < 0; + pDest = 0; + Argse = 0; + if ( !(v12 | v11) ) + { + v33 = 0; + do + { + pSectors[v33].pFloors = (unsigned __int16 *)&pDest[(unsigned int)ptr_0002B0_sector_rdata]; + i = (size_t)&pSectors[v33]; + v34 = ptr_0002B0_sector_rdata; + pDest += 2 * *(short *)(i + 4); + *(int *)(i + 16) = (int)(char *)v34 + (int)pDest; + v35 = (size_t)&pSectors[v33]; + i = v35; + v36 = &pDest[2 * *(short *)(v35 + 12)]; + v37 = (int)&v36[(unsigned int)ptr_0002B0_sector_rdata]; + pDest = v36; + *(int *)(i + 24) = v37; + v38 = (size_t)&pSectors[v33]; + i = v38; + v39 = &pDest[2 * *(short *)(v38 + 20)]; + v40 = (int)&v39[(unsigned int)ptr_0002B0_sector_rdata]; + pDest = v39; + *(int *)(i + 32) = v40; + i = (size_t)&pSectors[v33]; + v41 = ptr_0002B0_sector_rdata; + pDest += 2 * *(short *)(i + 28); + *(int *)(i + 40) = (int)(char *)v41 + (int)pDest; + i = (size_t)&pSectors[v33]; + v42 = ptr_0002B0_sector_rdata; + pDest += 2 * *(short *)(i + 36); + *(int *)(i + 48) = (int)(char *)v42 + (int)pDest; + i = (size_t)&pSectors[v33]; + v43 = ptr_0002B0_sector_rdata; + pDest += 2 * *(short *)(i + 44); + *(int *)(i + 64) = (int)(char *)v43 + (int)pDest; + i = (size_t)&pSectors[v33]; + v44 = ptr_0002B0_sector_rdata; + pDest += 2 * *(short *)(i + 60); + *(int *)(i + 72) = (int)(char *)v44 + (int)pDest; + v45 = (size_t)&pSectors[v33]; + ++v33; + i = v45; + v46 = ptr_0002B0_sector_rdata; + pDest += 2 * *(short *)(v45 + 68); + ++Argse; + *(int *)(v45 + 80) = (int)(char *)v46 + (int)pDest; + pDest += 2 * *((short *)&pSectors[v33] - 20); + } + while ( Argse < uNumSectors ); + } + v47 = malloc( + ptr_0002B8_sector_lrdata, + blv.uSector_lrdata_Size, + "L.RLData"); + v202 = (int)v7; + ptr_0002B8_sector_lrdata = (unsigned __int16 *)v47; + fread(v47, 1u, blv.uSector_lrdata_Size, (FILE *)v202); + v11 = uNumSectors == 0; + v12 = uNumSectors < 0; + pDest = 0; + Argsf = 0; + if ( !(v12 | v11) ) + { + v48 = pSectors; + v49 = 0; + for ( i = 0; ; v49 = i ) + { + v50 = ptr_0002B8_sector_lrdata; + i += 116; + ++Argsf; + *(BLVLightMM7 **)((char *)&v48->pLights + v49) = (BLVLightMM7 *)((char *)v50 + (int)pDest); + v48 = pSectors; + pDest += 2 * *(__int16 *)((char *)&v48->uNumLights + v49); + if ( Argsf >= uNumSectors ) + break; + } + } + fseek(v7, v215, 0); + fread(&uNumDoors, 4u, 1u, v7); + fseek(v7, v216, 0); + fread(pDoors, 0x50u, 0xC8u, v7); + v51 = malloc(ptr_0002B4_doors_ddata, blv.uDoors_ddata_Size, "L.DData"); + v202 = (int)v7; + ptr_0002B4_doors_ddata = (unsigned __int16 *)v51; + fread(v51, 1u, blv.uDoors_ddata_Size, (FILE *)v202); + v11 = uNumDoors == 0; + v12 = uNumDoors < 0; + pDest = 0; + Argsg = 0; + if ( !(v12 | v11) ) + { + v52 = 0; + do + { + pDoors[v52].pVertexIDs = (unsigned __int16 *)&pDest[(unsigned int)ptr_0002B4_doors_ddata]; + i = (size_t)&pDoors[v52]; + v53 = ptr_0002B4_doors_ddata; + pDest += 2 * *(short *)(i + 68); + *(int *)(i + 40) = (int)(char *)v53 + (int)pDest; + v54 = (size_t)&pDoors[v52]; + i = v54; + v55 = &pDest[2 * *(short *)(v54 + 70)]; + v56 = (int)&v55[(unsigned int)ptr_0002B4_doors_ddata]; + pDest = v55; + *(int *)(i + 44) = v56; + v57 = (size_t)&pDoors[v52]; + i = v57; + v58 = &pDest[2 * *(short *)(v57 + 72)]; + v59 = (int)&v58[(unsigned int)ptr_0002B4_doors_ddata]; + pDest = v58; + *(int *)(i + 48) = v59; + i = (size_t)&pDoors[v52]; + v60 = ptr_0002B4_doors_ddata; + pDest += 2 * *(short *)(i + 70); + *(int *)(i + 52) = (int)(char *)v60 + (int)pDest; + i = (size_t)&pDoors[v52]; + v61 = ptr_0002B4_doors_ddata; + pDest += 2 * *(short *)(i + 70); + *(int *)(i + 56) = (int)(char *)v61 + (int)pDest; + i = (size_t)&pDoors[v52]; + v62 = ptr_0002B4_doors_ddata; + pDest += 2 * *(short *)(i + 74); + *(int *)(i + 60) = (int)(char *)v62 + (int)pDest; + i = (size_t)&pDoors[v52]; + v63 = ptr_0002B4_doors_ddata; + pDest += 2 * *(short *)(i + 74); + *(int *)(i + 64) = (int)(char *)v63 + (int)pDest; + ++Argsg; + v64 = pDoors[v52].uNumOffsets; + ++v52; + pDest += 2 * v64; + } + while ( Argsg < uNumDoors ); + } + Argsh = 0; + if ( uNumDoors > 0 ) + { + v65 = pDoors; + pDest = 0; + do + { + i = 0; + v66 = &pDest[(int)v65]; + if ( *(short *)&pDest[(int)v65 + 70] > 0 ) + { + do + { + v67 = *((int *)v66 + 10); + a3 = 2 * i; + v68 = *(short *)(v67 + 2 * i); + v69 = pFaces; + ++i; + v70 = (int)&pFaceExtras[v69[v68].uFaceExtraID]; + v71 = *((int *)v66 + 12); + v72 = a3; + v238 = (char *)v70; + *(short *)(a3 + v71) = *(short *)(v70 + 20); + *(__int16 *)(*(char **)((char *)&pDoors->pDeltaVs + (unsigned int)pDest) + v72) = *((short *)v238 + 11); + v65 = pDoors; + v66 = &pDest[(int)v65]; + } + while ( (signed int)i < *(short *)&pDest[(int)v65 + 70] ); + } + ++Argsh; + pDest += 80; + } + while ( Argsh < uNumDoors ); + } + fseek(v7, v217, 0); + fread(&uNumLevelDecorations, 4u, 1u, v7); + fseek(v7, v218, 0); + fread(pLevelDecorations, 0x20u, uNumLevelDecorations, v7); + Argsi = 0; + if ( (signed int)uNumLevelDecorations > 0 ) + { + pDest = (char *)pLevelDecorations; + do + { + fread(pName, 1u, 0x20u, v7); + v73 = pDecorationList->GetDecorIdByName(pName); + v74 = pDest; + ++Argsi; + pDest += 32; + *(short *)v74 = v73; + } + while ( Argsi < (signed int)uNumLevelDecorations ); + } + fseek(v7, v219, 0); + fread(&uNumSpriteObjects, 4u, 1u, v7); + fseek(v7, v220, 0); + fread(pSpriteObjects, 0x70u, uNumSpriteObjects, v7); + if ( (signed int)uNumSpriteObjects > 0 ) + { + v75 = pSpriteObjects; + pDest = (char *)uNumSpriteObjects; + do + { + Argsj = 0; + v76 = 48 * v75->stru_24.uItemID; + v11 = pObjectList->uNumObjects == 0; + v12 = (pObjectList->uNumObjects & 0x80000000u) != 0; + LOWORD(v76) = *(unsigned __int16 *)((char *)&pItemsTable->pItems[0].uSpriteID + v76); + i = v76; + v75->uItemType = v76; + if ( v12 | v11 ) + { +LABEL_50: + v78 = 0; + } + else + { + for ( j = (int)&pObjectList->pObjects->uObjectID; (short)v76 != *(short *)j; j = a3 ) + { + ++Argsj; + a3 = j + 56; + if ( Argsj >= (signed int)pObjectList->uNumObjects ) + goto LABEL_50; + LOWORD(v76) = i; + } + v78 = Argsj; + } + v75->uObjectDescID = v78; + ++v75; + --pDest; + } + while ( pDest ); + } + fseek(v7, v221, 0); + fread(&uNumActors, 4u, 1u, v7); + fseek(v7, v222, 0); + fread(pActors, 0x344u, uNumActors, v7); + fseek(v7, v228, 0); + fread(&uNumChests, 4u, 1u, v7); + fseek(v7, v229, 0); + fread(pChests, 0x14CCu, uNumChests, v7); + fseek(v7, v224, 0); + fread(&uNumLights, 4u, 1u, v7); + fseek(v7, v225, 0); + fread(pLights, 0x10u, uNumLights, v7); + fseek(v7, v226, 0); + fread(&uNumNodes, 4u, 1u, v7); + fseek(v7, v227, 0); + fread(pNodes, 8u, uNumNodes, v7); + fseek(v7, v230, 0); + fread(&uNumSpawnPoints, 4u, 1u, v7); + v79 = malloc(pSpawnPoints, 24 * uNumSpawnPoints, "Spawn"); + v202 = 0; + pSpawnPoints = (SpawnPointMM7 *)v79; + fseek(v7, v231, v202); + fread(pSpawnPoints, 0x18u, uNumSpawnPoints, v7); + fseek(v7, v232, 0); + fread(&dlv, 0x28u, 1u, v7); + fseek(v7, v233, 0); + fread(&stru_5E4C90, 1u, 0xC8u, v7); + fseek(v7, v234, 0); + fread(&uLastVisitDay, 1u, 0x38u, v7); + fseek(v7, v223, 0); + v80 = (void **)&pMapOutlines; + fread(*v80, 4u, 1u, v7); + fread((char *)*v80 + 4, 0xCu, *(int *)*v80, v7); + fclose(v7); + goto LABEL_179; + } + return 4; + }*/ + #pragma endregion + + if (bLoaded) + { + Log::Warning(L"BLV is already loaded"); + return 3; + } + + if ( !pGames_LOD->DoesContainerExist(pFilename) ) + Error("Unable to find %s in Games.LOD", pFilename); + + //v238 = pFilename - 4; + //v81 = strlen(pFilename); + strcpy(this->pFilename, pFilename); + strcpy(&pFilename[strlen(pFilename) - 4], ".blv"); + File = pGames_LOD->FindContainer(pFilename, 1); + //File = v82; + + Release(); + if ( !Alloc() ) + return 4; + + header.uVersion = 91969; + header.pMagic[0] = 'm'; + header.pMagic[1] = 'v'; + header.pMagic[2] = 'i'; + header.pMagic[3] = 'i'; + header.uCompressedSize = 0; + header.uDecompressedSize = 0; + fread(&header, sizeof(ODMHeader), 1, File); + if (header.uVersion != 91969 || + header.pMagic[0] != 'm' || + header.pMagic[1] != 'v' || + header.pMagic[2] != 'i' || + header.pMagic[3] != 'i' ) + { + MessageBoxW(nullptr, L"Can't load file!", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Polydata.cpp:792", 0); + } + //v83 = header.uCompressedSize; + //pSource = header.uDecompressedSize; + //v84 = malloc(header.uDecompressedSize); + //v85 = v84; + //ptr = v84; + void* pRawBLV = malloc(header.uDecompressedSize); + memset(pRawBLV, 0, header.uDecompressedSize); + + if (header.uCompressedSize == header.uDecompressedSize) + fread(pRawBLV, header.uDecompressedSize, 1, File); + else if (header.uCompressedSize < header.uDecompressedSize) + { + void* pTmpMem = malloc(header.uCompressedSize); + { + fread(pTmpMem, header.uCompressedSize, 1, File); + + uint uDecompressedSize = header.uDecompressedSize; + zlib::MemUnzip(pRawBLV, &uDecompressedSize, pTmpMem, header.uCompressedSize); + + if (uDecompressedSize != header.uDecompressedSize) + Log::Warning(L"uDecompressedSize != header.uDecompressedSize in BLV"); + } + free(pTmpMem); + } + else + { + MessageBoxW(nullptr, L"Can't load file!", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Polydata.cpp:803", 0); + return 0; + } + + bLoaded = true; + + char* pData = (char *)pRawBLV; + + pGameLoadingUI_ProgressBar->Progress(); + + memcpy(&blv, pData, 136); + memcpy(&uNumVertices, pData += 136, 4); + memcpy(pVertices, pData += 4, uNumVertices * sizeof(Vec3_short_)); + + pGameLoadingUI_ProgressBar->Progress(); + + memcpy(&uNumFaces, pData += uNumVertices * sizeof(Vec3_short_), 4); + + pGameLoadingUI_ProgressBar->Progress(); + + memcpy(pFaces, pData += 4, uNumFaces * sizeof (BLVFace)); + pLFaces = (unsigned __int16 *)malloc(blv.uFaces_fdata_Size); + + memcpy(pLFaces, pData += uNumFaces * sizeof (BLVFace), blv.uFaces_fdata_Size); + + for (uint i = 0, j = 0; i < uNumFaces; ++i) + { + BLVFace* pFace = &pFaces[i]; + + pFace->pVertexIDs = &pLFaces[j]; + + j += pFace->uNumVertices + 1; + pFace->pXInterceptDisplacements = (short *)(&pLFaces[j]); + + j += pFace->uNumVertices + 1; + pFace->pYInterceptDisplacements = (short *)(&pLFaces[j]); + + j += pFace->uNumVertices + 1; + pFace->pZInterceptDisplacements = (short *)(&pLFaces[j]); + + j += pFace->uNumVertices + 1; + pFace->pVertexUIDs = (__int16 *)(&pLFaces[j]); + + j += pFace->uNumVertices + 1; + pFace->pVertexVIDs = (__int16 *)(&pLFaces[j]); + + j += pFace->uNumVertices + 1; + /*v93 = &pFaces[v92]; + Src = v93; + v94 = (BLVSector *)((char *)v244 + 2 * v93->uNumVertices + 2); + v95 = (unsigned __int16 *)((char *)v94 + (unsigned int)ptr_2AC); + v244 = v94; + Src->pXInterceptDisplacements = v95; + v96 = (int)&pFaces[v92]; + Src = (BLVFace *)v96; + v97 = (BLVSector *)((char *)v244 + 2 * *(char *)(v96 + 93) + 2); + v98 = (unsigned __int16 *)((char *)v97 + (unsigned int)ptr_2AC); + v244 = v97; + Src->pYInterceptDisplacements = v98; + Src = &pFaces[v92]; + v99 = ptr_2AC; + v244 = (BLVSector *)((char *)v244 + 2 * Src->uNumVertices + 2); + Src->pZInterceptDisplacements = (unsigned __int16 *)((char *)v99 + (int)v244); + Src = &pFaces[v92]; + v100 = ptr_2AC; + v244 = (BLVSector *)((char *)v244 + 2 * Src->uNumVertices + 2); + Src->pVertexUIDs = (unsigned __int16 *)((char *)v100 + (int)v244); + Src = &pFaces[v92]; + ++v92; + v101 = ptr_2AC; + v244 = (BLVSector *)((char *)v244 + 2 * Src->uNumVertices + 2); + ++v245; + Src->pVertexVIDs = (unsigned __int16 *)((char *)v101 + (int)v244); + v244 = (BLVSector *)((char *)v244 + 2 * *((char *)&pFaces[v92] - 3) + 2);*/ + } + + pGameLoadingUI_ProgressBar->Progress(); + + pData += blv.uFaces_fdata_Size; + + for (uint i = 0; i < uNumFaces; ++i) + { + BLVFace* pFace = &pFaces[i]; + + char pTexName[16]; + strncpy(pTexName, pData, 10); + pData += 10; + + if (pFace->uAttributes & FACE_TEXTURE_FRAME) + { + pFace->uBitmapID = pTextureFrameTable->FindTextureByName(pTexName); + if (pFace->uBitmapID) + pTextureFrameTable->LoadAnimationSequenceAndPalettes(pFace->uBitmapID); + else + { + pFace->uBitmapID = pBitmaps_LOD->LoadTexture(pTexName); + pFace->uAttributes &= ~FACE_TEXTURE_FRAME; + } + } + else + pFace->uBitmapID = pBitmaps_LOD->LoadTexture(pTexName); + } + + pGameLoadingUI_ProgressBar->Progress(); + + memcpy(&uNumFaceExtras, pData, 4); + memcpy(pFaceExtras, pData += 4, uNumFaceExtras * sizeof(BLVFaceExtra)); + pData += uNumFaceExtras * sizeof(BLVFaceExtra); + + pGameLoadingUI_ProgressBar->Progress(); + + //v108 = (char *)v107 + 36 * uNumFaceExtras; + //v245 = 0; + //*(int *)((char *)&uSourceLen + 1) = 0; + for (uint i = 0; i < uNumFaceExtras; ++i) + { + char pTexName[32]; + strncpy(pTexName, pData, 10); + pData += 10; + + if (!strcmp(pTexName, "")) + pFaceExtras[i].uAdditionalBitmapID = -1; + else + pFaceExtras[i].uAdditionalBitmapID = pBitmaps_LOD->LoadTexture(pTexName); + } + + + for (uint i = 0; i < uNumFaces; ++i) + { + BLVFace* pFace = &pFaces[i]; + BLVFaceExtra* pFaceExtra = &pFaceExtras[pFace->uFaceExtraID]; + + if (pFaceExtra->uEventID) + { + if (pFaceExtra->HasEventint()) + pFace->uAttributes |= FACE_HAS_EVENT; + else + pFace->uAttributes &= ~FACE_HAS_EVENT; + } + } + + pGameLoadingUI_ProgressBar->Progress(); + + memcpy(&uNumSectors, pData, 4); + memcpy(pSectors, pData + 4, uNumSectors * sizeof(BLVSector)); + pData += 4 + uNumSectors * sizeof(BLVSector); + + pGameLoadingUI_ProgressBar->Progress(); + + ptr_0002B0_sector_rdata = (unsigned short *)malloc(blv.uSector_rdata_Size);//, "L.RData"); + memcpy(ptr_0002B0_sector_rdata, pData, blv.uSector_rdata_Size); + pData += blv.uSector_rdata_Size; + + for (uint i = 0, j = 0; i < uNumSectors; ++i) + { + BLVSector* pSector = &pSectors[i]; + + pSector->pFloors = &ptr_0002B0_sector_rdata[j]; + j += pSector->uNumFloors; + + pSector->pWalls = &ptr_0002B0_sector_rdata[j]; + j += pSector->uNumWalls; + + pSector->pCeilings = &ptr_0002B0_sector_rdata[j]; + j += pSector->uNumCeilings; + + pSector->pFluids = &ptr_0002B0_sector_rdata[j]; + j += pSector->uNumFluids; + + pSector->pPortals = &ptr_0002B0_sector_rdata[j]; + j += pSector->uNumPortals; + + pSector->pFaceIDs = &ptr_0002B0_sector_rdata[j]; + j += pSector->uNumFaces; + + pSector->pCogs = &ptr_0002B0_sector_rdata[j]; + j += pSector->uNumCogs; + + pSector->pDecorationIDs = &ptr_0002B0_sector_rdata[j]; + j += pSector->uNumDecorations; + + pSector->pMarkers = &ptr_0002B0_sector_rdata[j]; + j += pSector->uNumMarkers; + + + //do + //{ + /*pSectors[v118].pFloors = (unsigned __int16 *)((char *)Src + (unsigned int)ptr_0002B0_sector_rdata); + v244 = &pSectors[v118]; + v119 = ptr_0002B0_sector_rdata; + Src = (BLVFace *)((char *)Src + 2 * v244->field_4); + v244->pWalls = (unsigned __int16 *)((char *)v119 + (int)Src); + v120 = (int)&pSectors[v118]; + v244 = (BLVSector *)v120; + v121 = (BLVFace *)((char *)Src + 2 * *(short *)(v120 + 12)); + v122 = (unsigned __int16 *)((char *)v121 + (unsigned int)ptr_0002B0_sector_rdata); + Src = v121; + v244->pCeilings = v122; + v123 = (int)&pSectors[v118]; + v244 = (BLVSector *)v123; + v124 = (BLVFace *)((char *)Src + 2 * *(short *)(v123 + 20)); + v125 = (unsigned __int16 *)((char *)v124 + (unsigned int)ptr_0002B0_sector_rdata); + Src = v124; + v244->pFluids = v125; + v244 = &pSectors[v118]; + v126 = ptr_0002B0_sector_rdata; + Src = (BLVFace *)((char *)Src + 2 * v244->field_1C); + v244->pPortals = (unsigned __int16 *)((char *)v126 + (int)Src); + v244 = &pSectors[v118]; + v127 = ptr_0002B0_sector_rdata; + Src = (BLVFace *)((char *)Src + 2 * v244->uNumPortals); + v244->pFaceIDs = (unsigned __int16 *)((char *)v127 + (int)Src); + v244 = &pSectors[v118]; + v128 = ptr_0002B0_sector_rdata; + Src = (BLVFace *)((char *)Src + 2 * v244->field_2C); + v244->pCogs = (unsigned __int16 *)((char *)v128 + (int)Src); + v244 = &pSectors[v118]; + v129 = ptr_0002B0_sector_rdata; + Src = (BLVFace *)((char *)Src + 2 * v244->field_3C); + v244->pDecorationIDs = (unsigned __int16 *)((char *)v129 + (int)Src); + v130 = (int)&pSectors[v118]; + ++v118; + v244 = (BLVSector *)v130; + v131 = ptr_0002B0_sector_rdata; + Src = (BLVFace *)((char *)Src + 2 * *(short *)(v130 + 68)); + ++v245; + *(int *)(v130 + 80) = (int)(char *)v131 + (int)Src; + Src = (BLVFace *)((char *)Src + 2 * *((short *)&pSectors[v118] - 20));*/ + //} + //while ( v245 < uNumSectors ); + } + + ptr_0002B8_sector_lrdata = (unsigned __int16 *)malloc(blv.uSector_lrdata_Size);//, "L.RLData"); + memcpy(ptr_0002B8_sector_lrdata, pData, blv.uSector_lrdata_Size); + pData += blv.uSector_lrdata_Size; + + pGameLoadingUI_ProgressBar->Progress(); + + for (uint i = 0, j = 0; i < uNumSectors; ++i) + { + pSectors[i].pLights = ptr_0002B8_sector_lrdata + j; + j += pSectors[i].uNumLights; + } + + pGameLoadingUI_ProgressBar->Progress(); + + memcpy(&uNumDoors, pData, 4); + pData += 4; + + pGameLoadingUI_ProgressBar->Progress(); + pGameLoadingUI_ProgressBar->Progress(); + + memcpy(&uNumLevelDecorations, pData, 4); + memcpy(pLevelDecorations.data(), pData + 4, uNumLevelDecorations * sizeof(LevelDecoration)); + pData += 4 + uNumLevelDecorations * sizeof(LevelDecoration); + + for (uint i = 0; i < uNumLevelDecorations; ++i) + { + pLevelDecorations[i].uDecorationDescID = pDecorationList->GetDecorIdByName(pData); + + pData += 32; + } + + pGameLoadingUI_ProgressBar->Progress(); + + memcpy(&uNumLights, pData, 4); + memcpy(pLights, pData + 4, uNumLights * sizeof(BLVLightMM7)); + pData += 4 + uNumLights * sizeof(BLVLightMM7); + + pGameLoadingUI_ProgressBar->Progress(); + pGameLoadingUI_ProgressBar->Progress(); + + memcpy(&uNumNodes, pData, 4); + memcpy(pNodes, pData + 4, uNumNodes * sizeof(BSPNode)); + pData += 4 + uNumNodes * sizeof(BSPNode); + + pGameLoadingUI_ProgressBar->Progress(); + pGameLoadingUI_ProgressBar->Progress(); + + memcpy(&uNumSpawnPoints, pData, 4); + pSpawnPoints = (SpawnPointMM7 *)malloc(uNumSpawnPoints * sizeof(SpawnPointMM7)); + memcpy(pSpawnPoints, pData + 4, uNumSpawnPoints * sizeof(SpawnPointMM7)); + pData += 4 + uNumSpawnPoints * sizeof(SpawnPointMM7); + + pGameLoadingUI_ProgressBar->Progress(); + pGameLoadingUI_ProgressBar->Progress(); + + //v201 = (const char *)v148; + //v200 = (size_t)pMapOutlines; + memcpy(&pMapOutlines->uNumOutlines, pData, 4); + memcpy(pMapOutlines->pOutlines, pData + 4, pMapOutlines->uNumOutlines * sizeof(BLVMapOutline)); + //v149 = pMapOutlines; + //v199 = 12 * *v149; + //memcpy(v149 + 1, (const void *)(v148 + 4), v199); + free(pRawBLV); + pRawBLV = nullptr; + + void *pRawDLV = nullptr; + strcpy(&pFilename[strlen(pFilename) - 4], ".dlv"); + File = pNew_LOD->FindContainer(pFilename, 1);//error on D28.dlv + fread(&header, 0x10, 1, File);//(FILE *)v245); + bool _v244 = false; + if (header.uVersion != 91969 || + header.pMagic[0] != 'm' || + header.pMagic[1] != 'v' || + header.pMagic[2] != 'i' || + header.pMagic[3] != 'i' ) + { + MessageBoxW(nullptr, L"Can't load file!", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Polydata.cpp:1090", 0); + _v244 = true; + } + else + { + pRawDLV = malloc(header.uDecompressedSize); + if (header.uCompressedSize == header.uDecompressedSize) + fread(pRawDLV, 1, header.uCompressedSize, File); + else if (header.uCompressedSize < header.uDecompressedSize) + { + void* pTmpMem = malloc(header.uCompressedSize); + { + fread(pTmpMem, header.uCompressedSize, 1, File); + + uint uDecompressedSize = header.uDecompressedSize; + zlib::MemUnzip(pRawDLV, &uDecompressedSize, pTmpMem, header.uCompressedSize); + + if (uDecompressedSize != header.uDecompressedSize) + Log::Warning(L"uDecompressedSize != header.uDecompressedSize in DLV"); + } + free(pTmpMem); + } + else + MessageBoxW(nullptr, L"Can't load file!", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Polydata.cpp:1108", 0); + + pData = (char *)pRawDLV; + } + + memcpy(&dlv, pData, 40); + pData += 40; + + //v152 = dlv.uNumFacesInBModels; + if (dlv.uNumFacesInBModels) + { + //v153 = dlv.uNumDecorations; + if (dlv.uNumDecorations) + { + if (dlv.uNumFacesInBModels != uNumFaces || + dlv.uNumDecorations != uNumLevelDecorations) + _v244 = true; + } + } + + if (dword_6BE364_game_settings_1 & GAME_SETTINGS_2000 ) + _i = 0x1BAF800; + bool _a = false; + if ( a3 - dlv.uLastRepawnDay >= _i && _stricmp(pCurrentMapName, "d29.dlv") ) + _a = true; + + //v154 = 875; + if (_v244 || (_a || !dlv.uLastRepawnDay)) + { + if (_v244) + { + memset(v203, 0, 0x36B); + } + else if (_a || !dlv.uLastRepawnDay) + { + memcpy(v203, pData, 0x36B); + } + + free(pRawDLV); + dlv.uLastRepawnDay = a3; + if (_v244) + ++dlv.uNumRespawns; + //v201 = pFilename; + *(int *)pDest = 1; + File = pGames_LOD->FindContainer(pFilename, 0); + fread(&header, 0x10u, 1, File); + uint v155 = header.uCompressedSize; + uint Count = header.uDecompressedSize; + BLVFace* Src = (BLVFace *)malloc(header.uDecompressedSize); + pRawDLV = Src; + if (v155 <= Count) + { + if (v155 == Count) + fread(Src, 1, Count, File); + else + { + void* _uSourceLen = malloc(v155); + fread(_uSourceLen, v155, 1, File); + zlib::MemUnzip(Src, &Count, _uSourceLen, v155); + free(_uSourceLen); + } + } + else + MessageBoxW(nullptr, L"Can't load file!", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Polydata.cpp:1195", 0); + pData = ((char *)Src + 40); + //v154 = 875; + } + else + { + *(int *)pDest = 0; + } + + +//LABEL_140: + //v202 = (int)".blv"; + //v156 = strlen(pFilename); + strcpy(&pFilename[strlen(pFilename) - 4], ".blv"); + memcpy(_visible_outlines, pData, 875); + pData += 875; + + if ( *(int *)pDest ) + memcpy(_visible_outlines, v203, 875); + + for (uint i = 0; i < pMapOutlines->uNumOutlines; ++i) + { + BLVMapOutline* pVertex = &pMapOutlines->pOutlines[i]; + if ((unsigned __int8)(1 << (7 - i % 8)) & _visible_outlines[i / 8]) + pVertex->uFlags |= 1; + } + + + for (uint i = 0; i < uNumFaces; ++i) + { + BLVFace* pFace = &pFaces[i]; + BLVFaceExtra* pFaceExtra = &pFaceExtras[pFace->uFaceExtraID]; + + memcpy(&pFace->uAttributes, pData, 4); + pData += 4; + + if (pFaceExtra->uEventID) + { + if (pFaceExtra->HasEventint()) + pFace->uAttributes |= FACE_HAS_EVENT; + else + pFace->uAttributes &= ~FACE_HAS_EVENT; + } + } + + pGameLoadingUI_ProgressBar->Progress(); + + for (uint i = 0; i < uNumLevelDecorations; ++i) + { + memcpy(&pLevelDecorations[i].uFlags, pData, 2); + pData += 2; + } + + pGameLoadingUI_ProgressBar->Progress(); + + memcpy(&uNumActors, pData, 4); + memcpy(&pActors, pData + 4, uNumActors * sizeof(Actor)); + pData += 4 + uNumActors * sizeof(Actor); + + pGameLoadingUI_ProgressBar->Progress(); + pGameLoadingUI_ProgressBar->Progress(); + + memcpy(&uNumSpriteObjects, pData, 4); + memcpy(pSpriteObjects.data(), pData + 4, uNumSpriteObjects * sizeof(SpriteObject)); + pData += 4 + uNumSpriteObjects * sizeof(SpriteObject); + + pGameLoadingUI_ProgressBar->Progress(); + + for ( uint i = 0; i < uNumSpriteObjects; ++i ) + { + if (pSpriteObjects[i].stru_24.uItemID && !(pSpriteObjects[i].uAttributes & 0x0100)) + { + pSpriteObjects[i].uType = pItemsTable->pItems[pSpriteObjects[i].stru_24.uItemID].uSpriteID; + + //uint uObjectID = 0; + for ( uint j = 0; j < pObjectList->uNumObjects; ++j ) + if ( pSpriteObjects[i].uType == pObjectList->pObjects[j].uObjectID ) + { + pSpriteObjects[i].uObjectDescID = j; + break; + } + } + } + + pGameLoadingUI_ProgressBar->Progress(); + + memcpy(&uNumChests, pData, 4); + memcpy(pChests.data(), pData + 4, uNumChests * sizeof(Chest)); + pData += 4 + uNumChests * sizeof(Chest); + + pGameLoadingUI_ProgressBar->Progress(); + pGameLoadingUI_ProgressBar->Progress(); + + memcpy(pDoors, pData, 0x3E80); + pData += 0x3E80; + + //v201 = (const char *)blv.uDoors_ddata_Size; + //v200 = (size_t)ptr_0002B4_doors_ddata; + //v170 = malloc(ptr_0002B4_doors_ddata, blv.uDoors_ddata_Size, "L.DData"); + //v171 = blv.uDoors_ddata_Size; + ptr_0002B4_doors_ddata = (unsigned __int16 *)malloc(blv.uDoors_ddata_Size);//, "L.DData"); + memcpy(ptr_0002B4_doors_ddata, pData, blv.uDoors_ddata_Size); + pData += blv.uDoors_ddata_Size; + + //Src = (BLVFace *)((char *)Src + v171); + //v172 = 0; + //v245 = 0; + //if (uNumDoors > 0) + for (uint i = 0, j = 0; i < uNumDoors; ++i) + { + BLVDoor* pDoor = &pDoors[i]; + + pDoor->pVertexIDs = &ptr_0002B4_doors_ddata[j]; + j += pDoor->uNumVertices; + + pDoor->pFaceIDs = &ptr_0002B4_doors_ddata[j]; + j += pDoor->uNumFaces; + + pDoor->pSectorIDs = &ptr_0002B4_doors_ddata[j]; + j += pDoor->field_48; + + pDoor->pDeltaUs = (short *)(&ptr_0002B4_doors_ddata[j]); + j += pDoor->uNumFaces; + + pDoor->pDeltaVs = (short *)(&ptr_0002B4_doors_ddata[j]); + j += pDoor->uNumFaces; + + pDoor->pXOffsets = &ptr_0002B4_doors_ddata[j]; + j += pDoor->uNumOffsets; + + pDoor->pYOffsets = &ptr_0002B4_doors_ddata[j]; + j += pDoor->uNumOffsets; + + pDoor->pZOffsets = &ptr_0002B4_doors_ddata[j]; + j += pDoor->uNumOffsets; + /*v173 = pDoors; + for ( k = 0; ; v172 = v188 + 2 * *((short *)&v173[k] - 3) ) + { + v173[k].pVertexIDs = (unsigned __int16 *)((char *)ptr_0002B4_doors_ddata + v172); + v175 = &pDoors[k]; + v176 = v172 + 2 * v175->uNumVertices; + v175->pFaceIDs = (unsigned __int16 *)((char *)ptr_0002B4_doors_ddata + v176); + v177 = &pDoors[k]; + v178 = v176 + 2 * v177->uNumFaces; + v177->pSectorIDs = (unsigned __int16 *)((char *)ptr_0002B4_doors_ddata + v178); + v179 = &pDoors[k]; + v180 = v178 + 2 * v179->field_48; + v179->pDeltaUs = (__int16 *)((char *)ptr_0002B4_doors_ddata + v180); + v181 = &pDoors[k]; + v182 = v180 + 2 * v181->uNumFaces; + v181->pDeltaVs = (__int16 *)((char *)ptr_0002B4_doors_ddata + v182); + v183 = &pDoors[k]; + v184 = v182 + 2 * v183->uNumFaces; + v183->pXOffsets = (unsigned __int16 *)((char *)ptr_0002B4_doors_ddata + v184); + v185 = &pDoors[k]; + v186 = v184 + 2 * v185->uNumOffsets; + v185->pYOffsets = (unsigned __int16 *)((char *)ptr_0002B4_doors_ddata + v186); + v187 = &pDoors[k]; + ++k; + v188 = v186 + 2 * v187->uNumOffsets; + v189 = (unsigned __int16 *)((char *)ptr_0002B4_doors_ddata + v188); + ++v245; + v187->pZOffsets = v189; + v173 = pDoors; + if ( v245 >= uNumDoors ) + break; + }*/ + } + //v190 = 0; + //v245 = 0; + for (uint i = 0; i < uNumDoors; ++i) + { + BLVDoor* pDoor = &pDoors[i]; + + for (uint j = 0; j < pDoor->uNumFaces; ++j) + { + BLVFace* pFace = &pFaces[pDoor->pFaceIDs[j]]; + BLVFaceExtra* pFaceExtra = &pFaceExtras[pFace->uFaceExtraID]; + + pDoor->pDeltaUs[j] = pFaceExtra->sTextureDeltaU; + pDoor->pDeltaVs[j] = pFaceExtra->sTextureDeltaV; + } + //v191 = pDoors; + //pDest = 0; + //do + // { + /*Argsn = 0; + for ( l = (BLVDoor *)&v190[(int)v191]; + Argsn < *(short *)&v190[(int)v191 + 70]; + l = (BLVDoor *)&v190[(int)v191] ) + { + v193 = Argsn; + v194 = l->pFaceIDs[Argsn++]; + v195 = &pFaceExtras[pFaces[v194].uFaceExtraID]; + l->pDeltaUs[v193] = v195->sTextureDeltaU; + v190 = pDest; + *(short *)(v193 * 2 + *(int *)&pDest[(unsigned int)pDoors + 52]) = v195->sTextureDeltaV; + v191 = pDoors; + } + ++v245; + v190 += 80; + pDest = v190;*/ + //} + //while ( v245 < uNumDoors ); + } + + + pGameLoadingUI_ProgressBar->Progress(); + + memcpy(&stru_5E4C90_MapPersistVars, pData, 0xC8); + pData += 0xC8; + + pGameLoadingUI_ProgressBar->Progress(); + + memcpy(&stru1, pData, 0x38u); + pData += 0x38; + + free(pRawDLV); + //v5 = 0; + + pSoundList->LoadSound(64, 0); + pSoundList->LoadSound(103, 0); + pSoundList->LoadSound(63, 0); + pSoundList->LoadSound(102, 0); + pSoundList->LoadSound(50, 0); + pSoundList->LoadSound(89, 0); + + return 0; +} + + +//----- (0049AC17) -------------------------------------------------------- +int IndoorLocation::GetSector(int sX, int sY, int sZ) +{ + int v4; // esi@1 + signed int v25; // edx@21 + int v26; // ebx@23 + int v37; // edi@38 + int pSectorID; // ebx@40 + int v39; // eax@41 + int v43[50]; // [sp+Ch] [bp-108h]@1 + bool v50; // [sp+ECh] [bp-28h]@19 + int v51; // [sp+F0h] [bp-24h]@9 + int v53; // [sp+F8h] [bp-1Ch]@10 + int v54; // [sp+FCh] [bp-18h]@16 + int v55; // [sp+100h] [bp-14h]@1 + int v59; // [sp+110h] [bp-4h]@16 + + v4 = 0; + v43[0] = 0; + + v55 = 0; + + if (uNumSectors < 2) + return 0; + + for (uint i = 1; i < uNumSectors; ++i) + { + BLVSector* pSector = &pSectors[i]; + + if (pSector->pBounding.x1 > sX || pSector->pBounding.x2 < sX || + pSector->pBounding.y1 > sY || pSector->pBounding.y2 < sY || + pSector->pBounding.z1 - 64 > sZ || pSector->pBounding.z2 + 64 < sZ) + continue; + + //Log::Warning(L"Sector[%u]", i); + v51 = pSector->uNumFloors + pSector->uNumPortals; + if (!v51) + continue; + + + for (uint j = 0; j < v51; ++j) + { + uint uFaceID; + if (j < pSector->uNumFloors) + uFaceID = pSector->pFloors[j]; + else + uFaceID = pSector->pPortals[j - pSector->uNumFloors]; + + BLVFace* pFace = &pFaces[uFaceID]; + if (pFace->uPolygonType != POLYGON_Floor && + pFace->uPolygonType != POLYGON_InBetweenFloorAndWall) + continue; + + v54 = 0; + v50 = pVertices[pFace->pVertexIDs[0]].y >= sY; + + for (uint k = 1; k <= pFace->uNumVertices; k++) + { + v59 = v50; + + if (v54 >= 2) + break; + + Vec3<int16_t>* v2 = &pVertices[pFace->pVertexIDs[k]]; + v50 = v2->y >= sY; + + if (v59 == v50) + continue; + + Vec3<int16_t>* v1 = &pVertices[pFace->pVertexIDs[k - 1]]; + v25 = v2->x >= sX ? 0 : 2; + v26 = v25 | (v1->x < sX); + + if (v26 == 3) + continue; + + if (!v26) + ++v54; + else + { + if (v1->x >= v2->x) + { + /*int _a58; + int _a59; + + v32 = v1->x - v2->x; + LODWORD(v33) = v32 << 16; + HIDWORD(v33) = v32 >> 16;*/ + //fixpoint_div(v1->x - v2->x, v1->y - v2->y); + //_a58 = v33 / (v1->y - v2->y); + //_a59 = fixpoint_mul(_a58, sY - v2->y); + long long x_div_y = fixpoint_div(v1->x - v2->x, v1->y - v2->y); + long long res = fixpoint_mul(x_div_y, sY - v2->y); // a / b * c - looks like projection + if (res + v2->x > sX) + ++v54; + } + else + { + long long x_div_y = fixpoint_div(v2->x - v1->x, v2->y - v1->y); + long long res = fixpoint_mul(x_div_y, sY - v1->y); + + if (res + v1->x > sX) + ++v54; + + /*int _a58; + int _a59; + auto v32 = v2->x - v1->x; + LODWORD(v33) = v32 << 16; + HIDWORD(v33) = v32 >> 16; + _a58 = v33 / (v2->y - v1->y); + _a59 = fixpoint_mul(_a58, sY - v1->y); + + if (_a59 + pVertices[k].x > sX) + ++v54;*/ + } + } + } + + if (pFace->uNumVertices && v54 == 1) + v43[v55++] = uFaceID; + } + } + + v4 = v43[0]; + if ( v55 == 1 ) + return this->pFaces[v4].uSectorID; + if ( !v55 ) + return 0; + pSectorID = 0; + v53 = 0xFFFFFFu; + if ( v55 > 0 ) + { + v39 = sY; + for ( v37 = 0; v37 < v55; ++v37 ) + { + if ( this->pFaces[v43[v37]].uPolygonType == POLYGON_Floor ) + v39 = sZ - this->pVertices[*this->pFaces[v43[v37]].pVertexIDs].z; + if ( this->pFaces[v43[v37]].uPolygonType == POLYGON_InBetweenFloorAndWall ) + { + v39 = sZ - ((fixpoint_mul(this->pFaces[v43[v37]].zCalc1, (sX << 16)) + + fixpoint_mul(this->pFaces[v43[v37]].zCalc2, (sY << 16)) + + this->pFaces[v43[v37]].zCalc3 + + 0x8000) >> 16); + } + if ( v39 >= 0 ) + { + if ( v39 < v53 ) + { + pSectorID = this->pFaces[v43[v37]].uSectorID; + v53 = v39; + } + } + } + } + return pSectorID; +} +// 49AC17: using guessed type int var_108[50]; + + +//----- (00498A41) -------------------------------------------------------- +void BLVFace::_get_normals(Vec3_int_ *a2, Vec3_int_ *a3) +{ + Vec3_float_ a1; // [sp+Ch] [bp-Ch]@8 + + if ( this->uPolygonType == POLYGON_VerticalWall ) + { + a2->x = -this->pFacePlane_old.vNormal.y; + a2->y = this->pFacePlane_old.vNormal.x; + a2->z = 0; + + a3->x = 0; + a3->y = 0; + a3->z = 0xFFFF0000u; + + } + else if ( this->uPolygonType == POLYGON_Floor || this->uPolygonType == POLYGON_Ceiling ) + { + a2->x = 0x10000u; + a2->y = 0; + a2->z = 0; + + a3->x = 0; + a3->y = 0xFFFF0000u; + a3->z = 0; + + } + else if ( this->uPolygonType == POLYGON_InBetweenFloorAndWall || this->uPolygonType == POLYGON_InBetweenCeilingAndWall ) + { + if ( abs(this->pFacePlane_old.vNormal.z) < 46441 ) + { + a1.x = (double)-this->pFacePlane_old.vNormal.y; + a1.y = (double)this->pFacePlane_old.vNormal.x; + a1.z = 0.0; + a1.Normalize(); + + a2->x = (signed __int64)(a1.x * 65536.0); + a2->y = (signed __int64)(a1.y * 65536.0); + a2->z = 0; + + a3->y = 0; + a3->z = 0xFFFF0000u; + a3->x = 0; + + } + else + { + a2->x = 0x10000u; + a2->y = 0; + a2->z = 0; + + a3->x = 0; + a3->y = 0xFFFF0000u; + a3->z = 0; + } + + } +//LABEL_12: + if ( this->uAttributes & FACE_UNKNOW3 ) + { + a2->x = -a2->x; + a2->y = -a2->y; + a2->z = -a2->z; + } + if ( this->uAttributes & FACE_UNKNOW4 ) + { + a3->x = -a3->x; + a3->y = -a3->y; + a3->z = -a3->z; + } + return; +} + +//----- (0044C23B) -------------------------------------------------------- +bool BLVFaceExtra::HasEventint() +{ + signed int event_index; // eax@1 + _evt_raw* start_evt; + _evt_raw* end_evt; + + event_index = 0; + if ( (uLevelEVT_NumEvents - 1) <= 0 ) + return false; + while ( pLevelEVT_Index[event_index].uEventID != this->uEventID ) + { + ++event_index; + if ( event_index >= (signed int)(uLevelEVT_NumEvents - 1) ) + return false; + } + end_evt=(_evt_raw*)&pLevelEVT[pLevelEVT_Index[event_index+1].uEventOffsetInEVT]; + start_evt=(_evt_raw*)&pLevelEVT[pLevelEVT_Index[event_index].uEventOffsetInEVT]; + if ( (end_evt->_e_type != EVENT_Exit) || (start_evt->_e_type!= EVENT_MouseOver) ) + return false; + else + return true; +} + +//----- (0046F228) -------------------------------------------------------- +void BLV_UpdateDoors() +{ + BLVFace *face; // ebx@24 + Vec3_short_ *v17; // esi@24 + int v18; // eax@24 + int v19; // edx@24 + signed int v20; // eax@24 + int v24; // esi@25 + int v25; // eax@25 + signed __int64 v27; // qtt@27 + BLVFaceExtra *v28; // esi@32 + int v32; // eax@34 + Vec3_short_ *v34; // eax@35 + int v35; // ecx@35 + int v36; // edx@35 + signed int v37; // eax@35 + signed int v38; // edx@35 + int v39; // eax@35 + int v40; // edx@35 + Vec3_short_ *v43; // edi@36 + int v57; // eax@58 + Vec3_int_ v67; + Vec3_int_ v70; + int v73; // [sp+20h] [bp-44h]@24 + int v75; // [sp+28h] [bp-3Ch]@36 + int v76; // [sp+2Ch] [bp-38h]@36 + int v77; // [sp+30h] [bp-34h]@36 + int v82; // [sp+44h] [bp-20h]@35 + int v83; // [sp+48h] [bp-1Ch]@34 + int v84; // [sp+4Ch] [bp-18h]@34 + SoundID eDoorSoundID; // [sp+54h] [bp-10h]@1 + int v88; // [sp+5Ch] [bp-8h]@18 + int v89; // [sp+60h] [bp-4h]@6 + + eDoorSoundID = (SoundID)pDoorSoundIDsByLocationID[dword_6BE13C_uCurrentlyLoadedLocationID]; + for (uint i = 0; i < pIndoor->uNumDoors; ++i) + { + BLVDoor* door = &pIndoor->pDoors[i]; + if (door->uState == BLVDoor::Closed || door->uState == BLVDoor::Open) + { + door->uAttributes &= 0xFFFFFFFDu;//~0x2 + continue; + } + door->uTimeSinceTriggered += pEventTimer->uTimeElapsed; + if (door->uState == BLVDoor::Opening) + { + v89 = (signed int)(door->uTimeSinceTriggered * door->uCloseSpeed) / 128; + if ( v89 >= door->uMoveLength ) + { + v89 = door->uMoveLength; + door->uState = BLVDoor::Open; + if ( !(door->uAttributes & FACE_UNKNOW5) && door->uNumVertices != 0) + pAudioPlayer->PlaySound((SoundID)((int)eDoorSoundID + 1), PID(OBJECT_BLVDoor,i), 0, -1, 0, 0, 0, 0); + //goto LABEL_18; + } + else if (!(door->uAttributes & FACE_UNKNOW5) && door->uNumVertices) + pAudioPlayer->PlaySound(eDoorSoundID, PID(OBJECT_BLVDoor, i), 1, -1, 0, 0, 0, 0); + } + else + { + signed int v5 = (signed int)(door->uTimeSinceTriggered * door->uOpenSpeed) / 128; + if ( v5 >= door->uMoveLength) + { + v89 = 0; + door->uState = BLVDoor::Closed; + if ( !(door->uAttributes & FACE_UNKNOW5) && door->uNumVertices != 0) + pAudioPlayer->PlaySound((SoundID)((int)eDoorSoundID + 1), PID(OBJECT_BLVDoor,i), 0, -1, 0, 0, 0, 0); + //goto LABEL_18; + } + else + { + v89 = door->uMoveLength - v5; + if (!(door->uAttributes & FACE_UNKNOW5) && door->uNumVertices) + pAudioPlayer->PlaySound(eDoorSoundID, PID(OBJECT_BLVDoor, i), 1, -1, 0, 0, 0, 0); + } + } + +//LABEL_18: + for (uint j = 0; j < door->uNumVertices; ++j) + { + pIndoor->pVertices[door->pVertexIDs[j]].x = fixpoint_mul(door->vDirection.x, v89) + door->pXOffsets[j]; + pIndoor->pVertices[door->pVertexIDs[j]].y = fixpoint_mul(door->vDirection.y, v89) + door->pYOffsets[j]; + pIndoor->pVertices[door->pVertexIDs[j]].z = fixpoint_mul(door->vDirection.z, v89) + door->pZOffsets[j]; + } + for ( v88 = 0; v88 < door->uNumFaces; ++v88 ) + { + face = &pIndoor->pFaces[door->pFaceIDs[v88]]; + v17 = &pIndoor->pVertices[face->pVertexIDs[0]]; + v18 = face->pFacePlane_old.vNormal.y; + v73 = *(int *)&v17->x; + v19 = face->pFacePlane_old.vNormal.z; + v20 = -(v19 * (int)v17->z + (signed __int16)v73 * face->pFacePlane_old.vNormal.x + SHIWORD(v73) * v18); + face->pFacePlane_old.dist = v20; + face->pFacePlane.dist = -((double)v17->z * face->pFacePlane.vNormal.z + + (double)v17->y * face->pFacePlane.vNormal.y + + (double)v17->x * face->pFacePlane.vNormal.x); + if ( v19 ) + { + v24 = abs(v20 >> 15); + v25 = abs(face->pFacePlane_old.vNormal.z); + if ( v24 > v25 ) + Error("Door Error\ndoor id: %i\nfacet no: %i\n\nOverflow dividing facet->d [%i] by facet->nz [%i]", + door->uDoorID, door->pFaceIDs[v88], face->pFacePlane_old.dist, face->pFacePlane_old.vNormal.z); + LODWORD(v27) = face->pFacePlane_old.dist << 16; + HIDWORD(v27) = face->pFacePlane_old.dist >> 16; + face->zCalc3 = -v27 / face->pFacePlane_old.vNormal.z; + } + //if ( face->uAttributes & FACE_TEXTURE_FLOW || pRenderer->pRenderD3D ) + face->_get_normals(&v70, &v67); + v28 = &pIndoor->pFaceExtras[face->uFaceExtraID]; + /*if ( !pRenderer->pRenderD3D ) + { + if ( !(face->uAttributes & FACE_TEXTURE_FLOW) ) + continue; + v83 = (unsigned __int64)(door->vDirection.x * (signed __int64)v70.x) >> 16; + v85 = (unsigned __int64)(door->vDirection.y * (signed __int64)v70.y) >> 16; + v84 = (unsigned __int64)(door->vDirection.z * (signed __int64)v70.z) >> 16; + v29 = v89; + v28->sTextureDeltaU = -((v83 + v85 + v84) * (signed __int64)v89) >> 16; + v85 = (unsigned __int64)(door->vDirection.x * (signed __int64)v67.x) >> 16; + v83 = (unsigned __int64)(door->vDirection.y * (signed __int64)v67.y) >> 16; + v84 = (unsigned __int64)(door->vDirection.z * (signed __int64)v67.z) >> 16; + v31 = (v85 + v83 + v84) * (signed __int64)v29; + v32 = v31 >> 16; + v57 = -v32; + v28->sTextureDeltaV = v57; + v28->sTextureDeltaU += door->pDeltaUs[v88]; + v28->sTextureDeltaV = v57 + door->pDeltaVs[v88]; + continue; + }*/ + v28->sTextureDeltaU = 0; + v28->sTextureDeltaV = 0; + v34 = &pIndoor->pVertices[face->pVertexIDs[0]]; + v35 = v34->z; + v36 = v34->y; + v82 = v34->x; + v37 = v70.x * v82 + v70.y * v36 + v70.z * v35; + v38 = v67.x * v82 + v67.y * v36 + v67.z * v35; + v39 = v37 >> 16; + *face->pVertexUIDs = v39; + v40 = v38 >> 16; + *face->pVertexVIDs = v40; + v84 = v39; + v82 = v40; + for (uint j = 1; j < face->uNumVertices; ++j) + { + v43 = &pIndoor->pVertices[face->pVertexIDs[j]]; + v76 = ((__int64)v70.z * v43->z + (__int64)v70.x * v43->x + (__int64)v70.y * v43->y) >> 16; + v77 = ((__int64)v67.x * v43->x + (__int64)v67.y * v43->y + (__int64)v43->z * v67.z) >> 16; + if ( v76 < v39 ) + v39 = v76; + if ( v77 < v40 ) + v40 = v77; + if ( v76 > v84 ) + v84 = v76; + if ( v77 > v82 ) + v82 = v77; + face->pVertexUIDs[j] = v76; + face->pVertexVIDs[j] = v77; + } + if ( face->uAttributes & 0x00001000 ) + v28->sTextureDeltaU -= v39; + else + { + if ( SBYTE1(face->uAttributes) < 0 ) + { + if ( face->uBitmapID != -1 ) + v28->sTextureDeltaU -= v84 + pBitmaps_LOD->pTextures[face->uBitmapID].uTextureWidth; + } + } + if ( face->uAttributes & FACE_UNKNOW6 ) + v28->sTextureDeltaV -= v40; + else + { + if ( face->uAttributes & FACE_INDOOR_DOOR ) + { + if ( face->uBitmapID != -1 ) + v28->sTextureDeltaV -= v82 + pBitmaps_LOD->GetTexture(face->uBitmapID)->uTextureHeight; + } + } + if ( face->uAttributes & FACE_TEXTURE_FLOW ) + { + v84 = fixpoint_mul(door->vDirection.x, v70.x); + v82 = fixpoint_mul(door->vDirection.y, v70.y); + v83 = fixpoint_mul(door->vDirection.z, v70.z); + v75 = v84 + v82 + v83; + v82 = fixpoint_mul(v75, v89); + v28->sTextureDeltaU = -v82; + v84 = fixpoint_mul(door->vDirection.x, v67.x); + v82 = fixpoint_mul(door->vDirection.y, v67.y); + v83 = fixpoint_mul(door->vDirection.z, v67.z); + v75 = v84 + v82 + v83; + v32 = fixpoint_mul(v75, v89); + v57 = -v32; + v28->sTextureDeltaV = v57; + v28->sTextureDeltaU += door->pDeltaUs[v88]; + v28->sTextureDeltaV = v57 + door->pDeltaVs[v88]; + } + } + } +} +// 6BE13C: using guessed type int dword_6BE13C_uCurrentlyLoadedLocationID; + +//----- (0046F90C) -------------------------------------------------------- +void UpdateActors_BLV() +{ + int v2; // edi@6 + int v3; // eax@6 + int v4; // eax@8 + __int16 v5; // ax@11 + signed int v6; // ebx@14 + signed __int64 v10; // qax@18 + int v22; // edi@46 + unsigned int v24; // eax@51 + int v27; // ST08_4@54 + int v28; // edi@54 + int v29; // eax@54 + int v30; // ecx@62 + int v31; // ebx@62 + int v32; // eax@62 + int v33; // eax@64 + signed int v37; // ebx@85 + int v44; // ecx@96 + int v45; // edi@101 + AIDirection v52; // [sp+0h] [bp-60h]@75 + AIDirection v53; // [sp+1Ch] [bp-44h]@116 + unsigned int uSectorID; // [sp+3Ch] [bp-24h]@6 + int v56; // [sp+40h] [bp-20h]@6 + unsigned int _this; // [sp+44h] [bp-1Ch]@51 + int v58; // [sp+48h] [bp-18h]@51 + int v59; // [sp+4Ch] [bp-14h]@8 + unsigned int uFaceID; // [sp+50h] [bp-10h]@6 + int v61; // [sp+54h] [bp-Ch]@14 + int v62; // [sp+58h] [bp-8h]@6 + unsigned int actor_id; // [sp+5Ch] [bp-4h]@1 + + for ( actor_id = 0; actor_id < uNumActors; actor_id++ ) + { + if ( pActors[actor_id].uAIState == Removed || pActors[actor_id].uAIState == Disabled + || pActors[actor_id].uAIState == Summoned || !pActors[actor_id].uMovementSpeed ) + continue; + uSectorID = pActors[actor_id].uSectorID; + v2 = collide_against_floor(pActors[actor_id].vPosition.x, pActors[actor_id].vPosition.y, pActors[actor_id].vPosition.z, &uSectorID, &uFaceID); + pActors[actor_id].uSectorID = uSectorID; + v3 = pActors[actor_id].pMonsterInfo.uFlying; + v56 = v2; + v62 = v3; + if ( !pActors[actor_id].CanAct() ) + v62 = 0; + v4 = pActors[actor_id].vPosition.z; + v59 = 0; + if ( pActors[actor_id].vPosition.z > v2 + 1 ) + v59 = 1; + if ( v2 <= -30000 ) + { + v5 = pIndoor->GetSector(pActors[actor_id].vPosition.x, pActors[actor_id].vPosition.y, v4); + pActors[actor_id].uSectorID = v5; + v56 = BLV_GetFloorLevel(pActors[actor_id].vPosition.x, pActors[actor_id].vPosition.y, pActors[actor_id].vPosition.z, v5, &uFaceID); + if ( !v5 || v56 == -30000 ) + continue; + } + if ( pActors[actor_id].uCurrentActionAnimation == ANIM_Walking)//монстр двигается + { + v6 = pActors[actor_id].uMovementSpeed; + if ( pActors[actor_id].pActorBuffs[ACTOR_BUFF_SLOWED].uExpireTime > 0 ) + { + if ( pActors[actor_id].pActorBuffs[ACTOR_BUFF_SLOWED].uPower ) + LODWORD(v10) = pActors[actor_id].uMovementSpeed / (unsigned __int16)pActors[actor_id].pActorBuffs[ACTOR_BUFF_SLOWED].uPower; + else + v10 = (signed __int64)((double)pActors[actor_id].uMovementSpeed * 0.5); + v6 = v10; + } + if ( pActors[actor_id].uAIState == Pursuing || pActors[actor_id].uAIState == Fleeing ) + v6 *= 2; + if ( pParty->bTurnBasedModeOn == true && pTurnEngine->turn_stage == TE_WAIT ) + v6 = (signed __int64)((double)v6 * flt_6BE3AC_debug_recmod1_x_1_6); + if ( v6 > 1000 ) + v6 = 1000; + pActors[actor_id].vVelocity.x = fixpoint_mul(stru_5C6E00->Cos(pActors[actor_id].uYawAngle), v6); + pActors[actor_id].vVelocity.y = fixpoint_mul(stru_5C6E00->Sin(pActors[actor_id].uYawAngle), v6); + if ( v62 ) + pActors[actor_id].vVelocity.z = fixpoint_mul(stru_5C6E00->Sin(pActors[actor_id].uPitchAngle), v6); + } + else//actor is not moving(актор не двигается) + { + pActors[actor_id].vVelocity.x = fixpoint_mul(55000, pActors[actor_id].vVelocity.x); + pActors[actor_id].vVelocity.y = fixpoint_mul(55000, pActors[actor_id].vVelocity.y); + if ( v62 ) + pActors[actor_id].vVelocity.z = fixpoint_mul(55000, pActors[actor_id].vVelocity.z); + } + if ( pActors[actor_id].vPosition.z <= v56 ) + { + pActors[actor_id].vPosition.z = v56 + 1; + if ( pIndoor->pFaces[uFaceID].uPolygonType == 3 ) + { + if ( pActors[actor_id].vVelocity.z < 0 ) + pActors[actor_id].vVelocity.z = 0; + } + else + { + if ( pIndoor->pFaces[uFaceID].pFacePlane_old.vNormal.z < 45000 ) + pActors[actor_id].vVelocity.z -= LOWORD(pEventTimer->uTimeElapsed) * GetGravityStrength(); + } + } + else + { + if ( v59 && !v62 ) + pActors[actor_id].vVelocity.z += -8 * LOWORD(pEventTimer->uTimeElapsed) * GetGravityStrength(); + } + if ( pActors[actor_id].vVelocity.x * pActors[actor_id].vVelocity.x + + pActors[actor_id].vVelocity.y * pActors[actor_id].vVelocity.y + + pActors[actor_id].vVelocity.z * pActors[actor_id].vVelocity.z >= 400 ) + { + stru_721530.field_84 = -1; + stru_721530.field_70 = 0; + stru_721530.field_0 = 1; + stru_721530.field_8_radius = pActors[actor_id].uActorRadius; + stru_721530.prolly_normal_d = pActors[actor_id].uActorRadius; + stru_721530.height = pActors[actor_id].uActorHeight; + v22 = 0; + for ( uSectorID = 0; uSectorID < 100; uSectorID++ ) + { + stru_721530.position.x = pActors[actor_id].vPosition.x; + stru_721530.normal.x = stru_721530.position.x; + stru_721530.position.y = pActors[actor_id].vPosition.y; + stru_721530.normal.y = stru_721530.position.y; + stru_721530.normal.z = pActors[actor_id].vPosition.z + pActors[actor_id].uActorRadius + 1; + stru_721530.position.z = pActors[actor_id].vPosition.z - pActors[actor_id].uActorRadius + stru_721530.height - 1; + if ( stru_721530.position.z < stru_721530.normal.z ) + stru_721530.position.z = pActors[actor_id].vPosition.z + pActors[actor_id].uActorRadius + 1; + stru_721530.velocity.x = pActors[actor_id].vVelocity.x; + stru_721530.velocity.y = pActors[actor_id].vVelocity.y; + stru_721530.velocity.z = pActors[actor_id].vVelocity.z; + stru_721530.uSectorID = pActors[actor_id].uSectorID; + if ( !stru_721530._47050A(v22) ) + { + v58 = 0; + v24 = 8 * actor_id; + LOBYTE(v24) = PID(OBJECT_Actor,actor_id); + for ( v61 = 0; v61 < 100; ++v61 ) + { + _46E44E_collide_against_faces_and_portals(1); + _46E0B2_collide_against_decorations(); + _46EF01_collision_chech_player(0); + _46ED8A_collide_against_sprite_objects(v24); + for ( uint j = 0; j < ai_arrays_size; j++ ) + { + if ( ai_near_actors_ids[j] != actor_id ) + { + v27 = abs(pActors[ai_near_actors_ids[j]].vPosition.z - pActors[actor_id].vPosition.z); + v28 = abs(pActors[ai_near_actors_ids[j]].vPosition.y - pActors[actor_id].vPosition.y); + v29 = abs(pActors[ai_near_actors_ids[j]].vPosition.x - pActors[actor_id].vPosition.x); + if ( int_get_vector_length(v29, v28, v27) >= pActors[actor_id].uActorRadius + (signed int)pActors[ai_near_actors_ids[j]].uActorRadius + && Actor::_46DF1A_collide_against_actor(ai_near_actors_ids[j], 40) ) + ++v58; + } + } + if ( _46F04E_collide_against_portals() ) + break; + } + v56 = v58 > 1; + if ( stru_721530.field_7C >= stru_721530.field_6C ) + { + v30 = stru_721530.normal2.x; + v31 = stru_721530.normal2.y; + v32 = stru_721530.normal2.z - stru_721530.prolly_normal_d - 1; + } + else + { + v30 = pActors[actor_id].vPosition.x + fixpoint_mul(stru_721530.field_7C, stru_721530.direction.x); + v31 = pActors[actor_id].vPosition.y + fixpoint_mul(stru_721530.field_7C, stru_721530.direction.y); + v32 = pActors[actor_id].vPosition.z + fixpoint_mul(stru_721530.field_7C, stru_721530.direction.z); + } + v33 = collide_against_floor(v30, v31, v32, &stru_721530.uSectorID, &uFaceID); + if (pIndoor->pFaces[uFaceID].uAttributes & FACE_INDOOR_SKY && pActors[actor_id].uAIState == Dead) + { + pActors[actor_id].uAIState = Removed; + continue; + } + if ( v59 || v62 || !(pIndoor->pFaces[uFaceID].uAttributes & FACE_INDOOR_SKY) ) + { + if ( v33 == -30000 ) + continue; + if ( pActors[actor_id].uCurrentActionAnimation != 1 || v33 >= pActors[actor_id].vPosition.z - 100 || v59 || v62 ) + { + if ( stru_721530.field_7C < stru_721530.field_6C ) + { + pActors[actor_id].vPosition.x += fixpoint_mul(stru_721530.field_7C, stru_721530.direction.x); + pActors[actor_id].vPosition.y += fixpoint_mul(stru_721530.field_7C, stru_721530.direction.y); + pActors[actor_id].vPosition.z += fixpoint_mul(stru_721530.field_7C, stru_721530.direction.z); + pActors[actor_id].uSectorID = LOWORD(stru_721530.uSectorID); + stru_721530.field_70 += stru_721530.field_7C; + v37 = PID_ID(stru_721530.uFaceID); + if (PID_TYPE(stru_721530.uFaceID) == OBJECT_Actor) + { + if (pParty->bTurnBasedModeOn == 1 && (pTurnEngine->turn_stage == TE_ATTACK || pTurnEngine->turn_stage == TE_MOVEMENT)) + { + pActors[actor_id].vVelocity.x = fixpoint_mul(58500, pActors[actor_id].vVelocity.x); + pActors[actor_id].vVelocity.y = fixpoint_mul(58500, pActors[actor_id].vVelocity.y); + pActors[actor_id].vVelocity.z = fixpoint_mul(58500, pActors[actor_id].vVelocity.z); + v22 = 0; + continue; + } + if (pActors[actor_id].pMonsterInfo.uHostilityType) + { + if (!v56) + { + Actor::AI_Flee(actor_id, stru_721530.uFaceID, v22, (AIDirection *)v22); + pActors[actor_id].vVelocity.x = fixpoint_mul(58500, pActors[actor_id].vVelocity.x); + pActors[actor_id].vVelocity.y = fixpoint_mul(58500, pActors[actor_id].vVelocity.y); + pActors[actor_id].vVelocity.z = fixpoint_mul(58500, pActors[actor_id].vVelocity.z); + v22 = 0; + continue; + } + } + else + { + if (!v56) + { + if (!pActors[v37].pMonsterInfo.uHostilityType) + { + Actor::AI_FaceObject(actor_id, stru_721530.uFaceID, v22, (AIDirection *)v22); + pActors[actor_id].vVelocity.x = fixpoint_mul(58500, pActors[actor_id].vVelocity.x); + pActors[actor_id].vVelocity.y = fixpoint_mul(58500, pActors[actor_id].vVelocity.y); + pActors[actor_id].vVelocity.z = fixpoint_mul(58500, pActors[actor_id].vVelocity.z); + v22 = 0; + continue; + } + Actor::AI_Flee(actor_id, stru_721530.uFaceID, v22, (AIDirection *)v22); + pActors[actor_id].vVelocity.x = fixpoint_mul(58500, pActors[actor_id].vVelocity.x); + pActors[actor_id].vVelocity.y = fixpoint_mul(58500, pActors[actor_id].vVelocity.y); + pActors[actor_id].vVelocity.z = fixpoint_mul(58500, pActors[actor_id].vVelocity.z); + v22 = 0; + continue; + } + } + Actor::AI_StandOrBored(actor_id, 4, v22, &v53); + pActors[actor_id].vVelocity.x = fixpoint_mul(58500, pActors[actor_id].vVelocity.x); + pActors[actor_id].vVelocity.y = fixpoint_mul(58500, pActors[actor_id].vVelocity.y); + pActors[actor_id].vVelocity.z = fixpoint_mul(58500, pActors[actor_id].vVelocity.z); + v22 = 0; + continue; + } + if (PID_TYPE(stru_721530.uFaceID) == OBJECT_Player) + { + if (pActors[actor_id].GetActorsRelation(0)) + { + //v51 = __OFSUB__(HIDWORD(pParty->pPartyBuffs[PARTY_BUFF_INVISIBILITY].uExpireTime), v22); + //v49 = HIDWORD(pParty->pPartyBuffs[PARTY_BUFF_INVISIBILITY].uExpireTime) == v22; + //v50 = HIDWORD(pParty->pPartyBuffs[PARTY_BUFF_INVISIBILITY].uExpireTime) - v22 < 0; + pActors[actor_id].vVelocity.y = v22; + pActors[actor_id].vVelocity.x = v22; + if (pParty->pPartyBuffs[PARTY_BUFF_INVISIBILITY].uExpireTime > v22) + pParty->pPartyBuffs[PARTY_BUFF_INVISIBILITY].Reset(); + viewparams->bRedrawGameUI = 1; + pActors[actor_id].vVelocity.x = fixpoint_mul(58500, pActors[actor_id].vVelocity.x); + pActors[actor_id].vVelocity.y = fixpoint_mul(58500, pActors[actor_id].vVelocity.y); + pActors[actor_id].vVelocity.z = fixpoint_mul(58500, pActors[actor_id].vVelocity.z); + v22 = 0; + continue; + } + Actor::AI_FaceObject(actor_id, stru_721530.uFaceID, v22, (AIDirection *)v22); + pActors[actor_id].vVelocity.x = fixpoint_mul(58500, pActors[actor_id].vVelocity.x); + pActors[actor_id].vVelocity.y = fixpoint_mul(58500, pActors[actor_id].vVelocity.y); + pActors[actor_id].vVelocity.z = fixpoint_mul(58500, pActors[actor_id].vVelocity.z); + v22 = 0; + continue; + } + if (PID_TYPE(stru_721530.uFaceID) == OBJECT_Decoration) + { + _this = integer_sqrt(pActors[actor_id].vVelocity.x * pActors[actor_id].vVelocity.x + pActors[actor_id].vVelocity.y * pActors[actor_id].vVelocity.y); + v45 = stru_5C6E00->Atan2(pActors[actor_id].vPosition.x - pLevelDecorations[v37].vPosition.x, + pActors[actor_id].vPosition.y - pLevelDecorations[v37].vPosition.y); + pActors[actor_id].vVelocity.x = fixpoint_mul(stru_5C6E00->Cos(v45), _this); + pActors[actor_id].vVelocity.y = fixpoint_mul(stru_5C6E00->Sin(v45), _this); + pActors[actor_id].vVelocity.x = fixpoint_mul(58500, pActors[actor_id].vVelocity.x); + pActors[actor_id].vVelocity.y = fixpoint_mul(58500, pActors[actor_id].vVelocity.y); + pActors[actor_id].vVelocity.z = fixpoint_mul(58500, pActors[actor_id].vVelocity.z); + v22 = 0; + continue; + } + if (PID_TYPE(stru_721530.uFaceID) == OBJECT_BModel) + { + stru_721530.field_84 = stru_721530.uFaceID >> 3; + if (pIndoor->pFaces[v37].uPolygonType == 3) + { + pActors[actor_id].vVelocity.z = 0; + pActors[actor_id].vPosition.z = pIndoor->pVertices[*pIndoor->pFaces[v37].pVertexIDs].z + 1; + if (pActors[actor_id].vVelocity.x * pActors[actor_id].vVelocity.x + + pActors[actor_id].vVelocity.y * pActors[actor_id].vVelocity.y < 400) + { + pActors[actor_id].vVelocity.y = 0; + pActors[actor_id].vVelocity.x = 0; + pActors[actor_id].vVelocity.x = fixpoint_mul(58500, pActors[actor_id].vVelocity.x); + pActors[actor_id].vVelocity.y = fixpoint_mul(58500, pActors[actor_id].vVelocity.y); + pActors[actor_id].vVelocity.z = fixpoint_mul(58500, pActors[actor_id].vVelocity.z); + v22 = 0; + continue; + } + } + else + { + v61 = abs(pIndoor->pFaces[v37].pFacePlane_old.vNormal.x * pActors[actor_id].vVelocity.x + pIndoor->pFaces[v37].pFacePlane_old.vNormal.y + * pActors[actor_id].vVelocity.y + + pIndoor->pFaces[v37].pFacePlane_old.vNormal.z + * pActors[actor_id].vVelocity.z) >> 16; + if ((stru_721530.speed >> 3) > v61) + v61 = stru_721530.speed >> 3; + pActors[actor_id].vVelocity.x += fixpoint_mul(v61, pIndoor->pFaces[v37].pFacePlane_old.vNormal.x); + pActors[actor_id].vVelocity.y += fixpoint_mul(v61, pIndoor->pFaces[v37].pFacePlane_old.vNormal.y); + pActors[actor_id].vVelocity.z += fixpoint_mul(v61, pIndoor->pFaces[v37].pFacePlane_old.vNormal.z); + if (pIndoor->pFaces[v37].uPolygonType != 4 && pIndoor->pFaces[v37].uPolygonType != 3) + { + v44 = stru_721530.prolly_normal_d + - ((pIndoor->pFaces[v37].pFacePlane_old.dist + + pIndoor->pFaces[v37].pFacePlane_old.vNormal.z * pActors[actor_id].vPosition.z + + pIndoor->pFaces[v37].pFacePlane_old.vNormal.y * pActors[actor_id].vPosition.y + + pIndoor->pFaces[v37].pFacePlane_old.vNormal.x * pActors[actor_id].vPosition.x) >> 16); + if (v44 > 0) + { + pActors[actor_id].vPosition.x += fixpoint_mul(v44, pIndoor->pFaces[v37].pFacePlane_old.vNormal.x); + pActors[actor_id].vPosition.y += fixpoint_mul(v44, pIndoor->pFaces[v37].pFacePlane_old.vNormal.y); + pActors[actor_id].vPosition.z += fixpoint_mul(v44, pIndoor->pFaces[v37].pFacePlane_old.vNormal.z); + } + pActors[actor_id].uYawAngle = stru_5C6E00->Atan2(pActors[actor_id].vVelocity.x, pActors[actor_id].vVelocity.y); + } + } + if (pIndoor->pFaces[v37].uAttributes & FACE_UNKNOW1) + EventProcessor(pIndoor->pFaceExtras[pIndoor->pFaces[v37].uFaceExtraID].uEventID, 0, 1); + } + pActors[actor_id].vVelocity.x = fixpoint_mul(58500, pActors[actor_id].vVelocity.x); + pActors[actor_id].vVelocity.y = fixpoint_mul(58500, pActors[actor_id].vVelocity.y); + pActors[actor_id].vVelocity.z = fixpoint_mul(58500, pActors[actor_id].vVelocity.z); + v22 = 0; + continue; + } + else + { + pActors[actor_id].vPosition.x = LOWORD(stru_721530.normal2.x); + pActors[actor_id].vPosition.y = LOWORD(stru_721530.normal2.y); + pActors[actor_id].vPosition.z = LOWORD(stru_721530.normal2.z) - LOWORD(stru_721530.prolly_normal_d) - 1; + pActors[actor_id].uSectorID = LOWORD(stru_721530.uSectorID); + //goto LABEL_123; + break; + } + + } + else if ( pActors[actor_id].vPosition.x & 1 ) + pActors[actor_id].uYawAngle += 100; + else + pActors[actor_id].uYawAngle -= 100; + } + else + { + if (pParty->bTurnBasedModeOn == 1 && (pTurnEngine->turn_stage == TE_ATTACK || pTurnEngine->turn_stage == TE_MOVEMENT)) + continue; + if ( !pActors[actor_id].pMonsterInfo.uHostilityType || v56 != v22 ) + { + Actor::AI_StandOrBored(actor_id, 4, v22, &v52); + continue; + } + } + } + } + } + else + { + pActors[actor_id].vVelocity.z = 0; + pActors[actor_id].vVelocity.y = 0; + pActors[actor_id].vVelocity.x = 0; + if ( pIndoor->pFaces[uFaceID].uAttributes & FACE_INDOOR_SKY ) + { + if (pActors[actor_id].uAIState == Dead) + pActors[actor_id].uAIState = Removed; + } + } +//LABEL_123: + ; + } +} + + +//----- (00460A78) -------------------------------------------------------- +void PrepareToLoadBLV(unsigned int bLoading) +{ + unsigned int respawn; // ebx@1 + unsigned int map_id; // eax@8 + MapInfo *map_info; // edi@9 + int v4; // eax@11 + DecorationDesc *decoration; // eax@54 + char v28; // zf@81 + signed int v30; // edi@94 + int v34[4]; // [sp+3E8h] [bp-2Ch]@96 + int v35; // [sp+3F8h] [bp-1Ch]@1 + int v38; // [sp+404h] [bp-10h]@1 + int pDest; // [sp+40Ch] [bp-8h]@1 + + respawn = 0; + pGameLoadingUI_ProgressBar->Reset(0x20u); + bUnderwater = false; + bNoNPCHiring = false; + pDest = 1; + uCurrentlyLoadedLevelType = LEVEL_Indoor; + pGame->uFlags2 &= 0xFFFFFFF7u; + if ( Is_out15odm_underwater() ) + { + bUnderwater = true; + pGame->uFlags2 |= 8; + } + if ( !_stricmp(pCurrentMapName, "out15.odm") || !_stricmp(pCurrentMapName, "d23.blv") ) + bNoNPCHiring = true; + pPaletteManager->pPalette_tintColor[0] = 0; + pPaletteManager->pPalette_tintColor[1] = 0; + pPaletteManager->pPalette_tintColor[2] = 0; + pPaletteManager->RecalculateAll(); + if ( _A750D8_player_speech_timer ) + _A750D8_player_speech_timer = 0i64; + map_id = pMapStats->GetMapInfo(pCurrentMapName); + if ( map_id ) + { + map_info = &pMapStats->pInfos[map_id]; + respawn = pMapStats->pInfos[map_id].uRespawnIntervalDays; + v38 = GetAlertStatus(); + } + else + map_info = (MapInfo *)bLoading; + dword_6BE13C_uCurrentlyLoadedLocationID = map_id; + + pStationaryLightsStack->uNumLightsActive = 0; + v4 = pIndoor->Load(pCurrentMapName, (unsigned int)(signed __int64)((double)pParty->uTimePlayed * 0.234375) / 60 / 60 / 24 + 1, respawn, (char *)&pDest) - 1; + if ( !v4 ) + Error("Unable to open %s", pCurrentMapName); + + if ( v4 == 1 ) + Error("File %s is not a BLV File", pCurrentMapName); + + if ( v4 == 2 ) + Error("Attempt to open new level before clearing old"); + if ( v4 == 3 ) + Error("Out of memory loading indoor level"); + if ( !(dword_6BE364_game_settings_1 & GAME_SETTINGS_2000) ) + { + Actor::InitializeActors(); + SpriteObject::InitializeSpriteObjects(); + } + dword_6BE364_game_settings_1 &= ~GAME_SETTINGS_2000; + if ( !map_id ) + pDest = 0; + if ( pDest == 1 ) + { + for (uint i = 0; i < pIndoor->uNumSpawnPoints; ++i ) + { + if ( pIndoor->pSpawnPoints[i].uKind == 3 ) + SpawnEncounter(map_info, &pIndoor->pSpawnPoints[i], 0, 0, 0); + else + map_info->SpawnRandomTreasure(&pIndoor->pSpawnPoints[i]); + } + RespawnGlobalDecorations(); + } + + pSoundList->LoadSound(pDoorSoundIDsByLocationID[map_id], 0); + pSoundList->LoadSound(pDoorSoundIDsByLocationID[map_id] + 1, 0); + + for (uint i = 0; i < pIndoor->uNumDoors; ++i) + { + if (pIndoor->pDoors[i].uAttributes & 0x01) + { + pIndoor->pDoors[i].uState = BLVDoor::Opening; + pIndoor->pDoors[i].uTimeSinceTriggered = 15360; + pIndoor->pDoors[i].uAttributes = 2; + } + + if (pIndoor->pDoors[i].uState == BLVDoor::Closed) + { + pIndoor->pDoors[i].uState = BLVDoor::Closing; + pIndoor->pDoors[i].uTimeSinceTriggered = 15360; + pIndoor->pDoors[i].uAttributes = 2; + } + else if (pIndoor->pDoors[i].uState == BLVDoor::Open) + { + pIndoor->pDoors[i].uState = BLVDoor::Opening; + pIndoor->pDoors[i].uTimeSinceTriggered = 15360; + pIndoor->pDoors[i].uAttributes = 2; + } + } + + for (uint i = 0; i < pIndoor->uNumFaces; ++i) + { + if (pIndoor->pFaces[i].uBitmapID != -1) + pBitmaps_LOD->pTextures[pIndoor->pFaces[i].uBitmapID].palette_id2 = pPaletteManager->LoadPalette(pBitmaps_LOD->pTextures[pIndoor->pFaces[i].uBitmapID].palette_id1); + } + + pGameLoadingUI_ProgressBar->Progress(); + + v35 = 0; + for (uint i = 0; i < uNumLevelDecorations; ++i) + { + pDecorationList->InitializeDecorationSprite(pLevelDecorations[i].uDecorationDescID); + + if (pDecorationList->pDecorations[pLevelDecorations[i].uDecorationDescID].uSoundID && _6807E0_num_decorations_with_sounds_6807B8 < 9) + { + pSoundList->LoadSound(pDecorationList->pDecorations[pLevelDecorations[i].uDecorationDescID].uSoundID, 0); + _6807B8_level_decorations_ids[_6807E0_num_decorations_with_sounds_6807B8++] = i; + } + + if (!(pLevelDecorations[i].uFlags & LEVEL_DECORATION_INVISIBLE)) + { + decoration = &pDecorationList->pDecorations[pLevelDecorations[i].uDecorationDescID]; + if (!decoration->DontDraw()) + { + if ( decoration->uLightRadius ) + { + unsigned char r = 255, + g = 255, + b = 255; + if (/*pRenderer->pRenderD3D*/true && pRenderer->bUseColoredLights) + { + r = decoration->uColoredLightRed; + g = decoration->uColoredLightGreen; + b = decoration->uColoredLightBlue; + } + pStationaryLightsStack->AddLight(pLevelDecorations[i].vPosition.x, + pLevelDecorations[i].vPosition.y, + pLevelDecorations[i].vPosition.z + decoration->uDecorationHeight, decoration->uLightRadius, r, g, b, _4E94D0_light_type); + } + } + } + + if (!pLevelDecorations[i].uEventID) + { + if (pLevelDecorations[i].IsInteractive()) + { + if ( v35 < 124 ) + { + pLevelDecorations[i]._idx_in_stru123 = v35 + 75; + if ( !stru_5E4C90_MapPersistVars._decor_events[v35] ) + pLevelDecorations[i].uFlags |= LEVEL_DECORATION_INVISIBLE; + v35++; + } + } + } + } + + pGameLoadingUI_ProgressBar->Progress(); + + for (uint i = 0; i < uNumSpriteObjects; ++i) + { + if (pSpriteObjects[i].uObjectDescID) + { + if ( pSpriteObjects[i].stru_24.uItemID ) + { + if ( pSpriteObjects[i].stru_24.uItemID != 220 && pItemsTable->pItems[ pSpriteObjects[i].stru_24.uItemID].uEquipType == EQUIP_POTION && + !pSpriteObjects[i].stru_24.uEnchantmentType) + pSpriteObjects[i].stru_24.uEnchantmentType = rand() % 15 + 5; + pItemsTable->SetSpecialBonus(&pSpriteObjects[i].stru_24); + } + } + } + + // INDOOR initialize actors + v38 = 0; + for (uint i = 0; i < uNumActors; ++i) + { + if (pActors[i].uAttributes & ACTOR_UNKNOW7) + { + if ( !map_id ) + { + pActors[i].pMonsterInfo.field_3E = 19; + pActors[i].uAttributes |= ACTOR_UNKNOW11; + continue; + } + v28 = v38 == 0; + } + else + v28 = v38 == 1; + + if ( !v28 ) + { + pActors[i].PrepareSprites(0); + pActors[i].pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Friendly; + if ( pActors[i].pMonsterInfo.field_3E != 11 && pActors[i].pMonsterInfo.field_3E != 19 && (!pActors[i].sCurrentHP || !pActors[i].pMonsterInfo.uHP) ) + { + pActors[i].pMonsterInfo.field_3E = 5; + pActors[i].UpdateAnimation(); + } + } + else + { + pActors[i].pMonsterInfo.field_3E = 19; + pActors[i].uAttributes |= ACTOR_UNKNOW11; + } + } + + pGameLoadingUI_ProgressBar->Progress(); + + //Party to start position + Actor this_; + this_.pMonsterInfo.uID = 45; + this_.PrepareSprites(0); + if ( !bLoading ) + { + pParty->sRotationX = 0; + pParty->sRotationY = 0; + pParty->vPosition.z = 0; + pParty->vPosition.y = 0; + pParty->vPosition.x = 0; + pParty->uFallStartY = 0; + pParty->uFallSpeed = 0; + TeleportToStartingPoint(uLevel_StartingPointType); + } + viewparams->_443365(); + PlayLevelMusic(); + if ( !bLoading ) + { + v30 = 0; + for ( uint pl_id = 1; pl_id <= 4; ++pl_id ) + { + if ( pPlayers[pl_id]->CanAct() ) + v34[v30++] = pl_id; + } + if ( v30 ) + { + if ( pDest ) + { + _A750D8_player_speech_timer = 256i64; + PlayerSpeechID = SPEECH_46; + uSpeakingCharacter = v34[rand() % v30]; + } + } + } +} +//----- (0046CEC3) -------------------------------------------------------- +int BLV_GetFloorLevel(int x, int y, int z, unsigned int uSectorID, unsigned int *pFaceID) +{ + int v13; // ecx@13 + signed int v14; // ebx@14 + int v15; // eax@16 + int v21; // eax@27 + signed int v28; // eax@45 + int v29; // ebx@47 + int v38; // edx@62 + bool v47; // [sp+24h] [bp-1Ch]@43 + bool current_vertices_Y; // [sp+28h] [bp-18h]@10 + bool v49; // [sp+28h] [bp-18h]@41 + bool next_vertices_Y; // [sp+2Ch] [bp-14h]@12 + signed int number_hits; // [sp+30h] [bp-10h]@10 + signed int v54; // [sp+30h] [bp-10h]@41 + signed int v55; // [sp+34h] [bp-Ch]@1 + + //LOG_DECOMPILATION_WARNING(); + + static int blv_floor_id[50]; // 00721200 + static int blv_floor_level[50]; // 007212C8 + + static __int16 blv_floor_face_vert_coord_Y[104]; // word_721390_ys + static __int16 blv_floor_face_vert_coord_X[104]; // word_721460_xs + + BLVSector* pSector = &pIndoor->pSectors[uSectorID]; + v55 = 0; + for (uint i = 0; i < pSector->uNumFloors; ++i) + { + BLVFace* pFloor = &pIndoor->pFaces[pSector->pFloors[i]]; + if (pFloor->Ethereal()) + continue; + + assert(pFloor->uNumVertices); + if (x <= pFloor->pBounding.x2 && x >= pFloor->pBounding.x1 && + y <= pFloor->pBounding.y2 && y >= pFloor->pBounding.y1) + { + for (uint j = 0; j < pFloor->uNumVertices; ++j) + { + blv_floor_face_vert_coord_X[2 * j] = pFloor->pXInterceptDisplacements[j] + pIndoor->pVertices[pFloor->pVertexIDs[j]].x; + blv_floor_face_vert_coord_X[2 * j + 1] = pFloor->pXInterceptDisplacements[j] + pIndoor->pVertices[pFloor->pVertexIDs[j + 1]].x; + blv_floor_face_vert_coord_Y[2 * j] = pFloor->pYInterceptDisplacements[j] + pIndoor->pVertices[pFloor->pVertexIDs[j]].y; + blv_floor_face_vert_coord_Y[2 * j + 1] = pFloor->pYInterceptDisplacements[j] + pIndoor->pVertices[pFloor->pVertexIDs[j + 1]].y; + } + blv_floor_face_vert_coord_X[2 * pFloor->uNumVertices] = blv_floor_face_vert_coord_X[0]; + blv_floor_face_vert_coord_Y[2 * pFloor->uNumVertices] = blv_floor_face_vert_coord_Y[0]; + + next_vertices_Y = blv_floor_face_vert_coord_Y[0] >= y; + number_hits = 0; + + for (uint j = 0; j < 2 * pFloor->uNumVertices; ++j) + { + if (number_hits >= 2) + break; + + current_vertices_Y = next_vertices_Y; + next_vertices_Y = blv_floor_face_vert_coord_Y[j + 1] >= y; + + v13 = i; + if (current_vertices_Y == next_vertices_Y) + continue; + + v14 = blv_floor_face_vert_coord_X[j + 1] >= x ? 0 : 2; + v15 = v14 | (blv_floor_face_vert_coord_X[j] < x); + + if (v15 == 3) + continue; + else if (!v15) + ++number_hits; + else + { + long long a_div_b = fixpoint_div(y - blv_floor_face_vert_coord_Y[j], blv_floor_face_vert_coord_Y[j + 1] - blv_floor_face_vert_coord_Y[j]); + long long res = fixpoint_mul((signed int)blv_floor_face_vert_coord_X[j + 1] - (signed int)blv_floor_face_vert_coord_X[j], a_div_b); + + if (res + blv_floor_face_vert_coord_X[j] >= x) + ++number_hits; + } + } + + + if ( number_hits == 1 ) + { + if ( v55 >= 50 ) + break; + if ( pFloor->uPolygonType == POLYGON_Floor || pFloor->uPolygonType == POLYGON_Ceiling ) + v21 = pIndoor->pVertices[pFloor->pVertexIDs[0]].z; + else + v21 = fixpoint_mul(pFloor->zCalc1, x) + fixpoint_mul(pFloor->zCalc2, y) + (short)(pFloor->zCalc3 >> 16); + blv_floor_level[v55] = v21; + blv_floor_id[v55] = pSector->pFloors[i]; + v55++; + } + } + } + + if ( pSector->field_0 & 8 ) + { + for (uint i = 0; i < pSector->uNumPortals; ++i) + { + BLVFace* portal = &pIndoor->pFaces[pSector->pPortals[i]]; + if (portal->uPolygonType != POLYGON_Floor) + continue; + + if (!portal->uNumVertices) + continue; + + if (x <= portal->pBounding.x2 && x >= portal->pBounding.x1 && + y <= portal->pBounding.y2 && y >= portal->pBounding.y1 ) + { + for (uint j = 0; j < portal->uNumVertices; ++j) + { + blv_floor_face_vert_coord_X[2 * j] = portal->pXInterceptDisplacements[j] + pIndoor->pVertices[portal->pVertexIDs[j]].x; + blv_floor_face_vert_coord_X[2 * j + 1] = portal->pXInterceptDisplacements[j + 1] + pIndoor->pVertices[portal->pVertexIDs[j + 1]].x; + blv_floor_face_vert_coord_Y[2 * j] = portal->pYInterceptDisplacements[j] + pIndoor->pVertices[portal->pVertexIDs[j]].y; + blv_floor_face_vert_coord_Y[2 * j + 1] = portal->pYInterceptDisplacements[j + 1] + pIndoor->pVertices[portal->pVertexIDs[j + 1]].y; + } + blv_floor_face_vert_coord_X[2 * portal->uNumVertices] = blv_floor_face_vert_coord_X[0]; + blv_floor_face_vert_coord_Y[2 * portal->uNumVertices] = blv_floor_face_vert_coord_Y[0]; + v54 = 0; + v47 = blv_floor_face_vert_coord_Y[0] >= y; + + for (uint j = 0; j < 2 * portal->uNumVertices; ++j) + { + v49 = v47; + if ( v54 >= 2 ) + break; + v47 = blv_floor_face_vert_coord_Y[j + 1] >= y; + if ( v49 != v47 ) + { + v28 = blv_floor_face_vert_coord_X[j + 1] >= x ? 0 : 2; + v29 = v28 | (blv_floor_face_vert_coord_X[j] < x); + if ( v29 != 3 ) + { + if ( !v29 ) + ++v54; + else + { + long long a_div_b = fixpoint_div(y - blv_floor_face_vert_coord_Y[j], blv_floor_face_vert_coord_Y[j + 1] - blv_floor_face_vert_coord_Y[j]); + long long res = fixpoint_mul(blv_floor_face_vert_coord_X[j + 1] - blv_floor_face_vert_coord_X[j], a_div_b); + if (res + blv_floor_face_vert_coord_X[j] >= x) + ++v54; + } + } + } + } + if ( v54 == 1 ) + { + if ( v55 >= 50 ) + break; + blv_floor_level[v55] = -29000; + blv_floor_id[v55] = pSector->pPortals[i]; + v55++; + } + } + } + } + if ( v55 == 1 ) + { + *pFaceID = blv_floor_id[0]; + if ( blv_floor_level[0] <= -29000 ) + __debugbreak(); + return blv_floor_level[0]; + } + if ( !v55 ) + return -30000; + *pFaceID = blv_floor_id[0]; + //result = blv_floor_level[0]; + + /*for ( v35 = 1; v35 < v55; ++v35 ) + { + if ( blv_floor_level[0] <= z + 5 ) + { + if ( blv_floor_level[v35] >= blv_floor_level[0] || blv_floor_level[v35] > z + 5 ) + continue; + blv_floor_level[0] = blv_floor_level[v35]; + *pFaceID = blv_floor_id[v35]; + continue; + } + if ( blv_floor_level[v35] < blv_floor_level[0] ) + { + blv_floor_level[0] = blv_floor_level[v35]; + *pFaceID = blv_floor_id[v35]; + } + }*/ + + + int result = blv_floor_level[0]; + for (uint i = 1; i < v55; ++i) + { + v38 = blv_floor_level[i]; + if ( result <= z + 5 ) + { + if ( v38 > result && v38 <= z + 5 ) + { + result = blv_floor_level[i]; + if ( blv_floor_level[i] <= -29000 ) + __debugbreak(); + *pFaceID = blv_floor_id[i]; + } + } + else if ( v38 < result ) + { + result = blv_floor_level[i]; + if ( blv_floor_level[i] <= -29000 ) + __debugbreak(); + *pFaceID = blv_floor_id[i]; + } + } + + return result; +} +//----- (0043FDED) -------------------------------------------------------- +void PrepareActorRenderList_BLV() +{ + unsigned int v4; // eax@5 + int v6; // esi@5 + int v8; // eax@10 + SpriteFrame *v9; // eax@16 + int v12; // ecx@28 + signed __int64 v18; // qtt@36 + int v25; // edx@44 + __int16 v26; // ax@44 + int a5a; // [sp+2Ch] [bp-28h]@36 + __int16 v41; // [sp+3Ch] [bp-18h]@18 + int a6; // [sp+40h] [bp-14h]@34 + int v43; // [sp+44h] [bp-10h]@34 + int z; // [sp+48h] [bp-Ch]@32 + signed int y; // [sp+4Ch] [bp-8h]@32 + int x; // [sp+50h] [bp-4h]@32 + + for (uint i = 0; i < uNumActors; ++i) + { + if (pActors[i].uAIState == Removed || pActors[i].uAIState == Disabled) + continue; + + v4 = stru_5C6E00->Atan2(pActors[i].vPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x, pActors[i].vPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y); + v6 = ((signed int)(pActors[i].uYawAngle + ((signed int)stru_5C6E00->uIntegerPi >> 3) - v4 + stru_5C6E00->uIntegerPi) >> 8) & 7; + v8 = pActors[i].uCurrentActionTime; + if ( pParty->bTurnBasedModeOn ) + { + if ( pActors[i].uCurrentActionAnimation == 1 ) + v8 = i * 32 + pMiscTimer->uTotalGameTimeElapsed; + } + else + { + if ( pActors[i].uCurrentActionAnimation == 1 ) + v8 = i * 32 + pBLVRenderParams->field_0_timer_; + } + if (pActors[i].pActorBuffs[ACTOR_BUFF_STONED].uExpireTime > 0 || pActors[i].pActorBuffs[ACTOR_BUFF_PARALYZED].uExpireTime > 0 ) + v8 = 0; + + if (pActors[i].uAIState == Resurrected) + v9 = pSpriteFrameTable->GetFrameBy_x(pActors[i].pSpriteIDs[pActors[i].uCurrentActionAnimation], v8); + else + v9 = pSpriteFrameTable->GetFrame(pActors[i].pSpriteIDs[pActors[i].uCurrentActionAnimation], v8); + + v41 = 0; + if (v9->uFlags & 2) + v41 = 2; + if (v9->uFlags & 0x40000) + v41 |= 0x40u; + if (v9->uFlags & 0x20000) + LOBYTE(v41) = v41 | 0x80; + if ( (256 << v6) & v9->uFlags) + v41 |= 4; + if ( v9->uGlowRadius ) + { + //LOBYTE(v11) = _4E94D3_light_type; + pMobileLightsStack->AddLight(pActors[i].vPosition.x, pActors[i].vPosition.y, pActors[i].vPosition.z, pActors[i].uSectorID, v9->uGlowRadius, 0xFFu, 0xFFu, 0xFFu, _4E94D3_light_type); + } + for ( v12 = 0; v12 < pBspRenderer->uNumVisibleNotEmptySectors; ++v12 ) + { + if ( pBspRenderer->pVisibleSectorIDs_toDrawDecorsActorsEtcFrom[v12] == pActors[i].uSectorID ) + { + if ( !pGame->pIndoorCameraD3D->ApplyViewTransform_TrueIfStillVisible_BLV(pActors[i].vPosition.x, pActors[i].vPosition.y, pActors[i].vPosition.z, &x, &y, &z, 1) + || abs(x) < abs(y) ) + continue; + pGame->pIndoorCameraD3D->Project(x, y, z, &v43, &a6); + if (uNumBillboardsToDraw >= 500) + break; + ++uNumBillboardsToDraw; + ++uNumSpritesDrawnThisFrame; + pActors[i].uAttributes |= ACTOR_UNKNOW2; + pBillboardRenderList[uNumBillboardsToDraw - 1].HwSpriteID = v9->pHwSpriteIDs[v6]; + pBillboardRenderList[uNumBillboardsToDraw - 1].uPalette = v9->uPaletteIndex; + pBillboardRenderList[uNumBillboardsToDraw - 1].uIndoorSectorID = pActors[i].uSectorID; + /*if ( !pRenderer->pRenderD3D ) + { + LODWORD(v20) = pBLVRenderParams->fov_rad_fixpoint << 16; + HIDWORD(v20) = pBLVRenderParams->fov_rad_fixpoint >> 16; + v0->_screenspace_x_scaler_packedfloat = fixpoint_mul(v10->scale, v20 / x); + a5a = fixpoint_mul(v10->scale, v20 / x); + } + else + {*/ + pBillboardRenderList[uNumBillboardsToDraw - 1].fov_x = pGame->pIndoorCameraD3D->fov_x; + pBillboardRenderList[uNumBillboardsToDraw - 1].fov_y = pGame->pIndoorCameraD3D->fov_y; + LODWORD(v18) = 0; + HIDWORD(v18) = floorf(pBillboardRenderList[uNumBillboardsToDraw - 1].fov_x + 0.5f); + pBillboardRenderList[uNumBillboardsToDraw - 1]._screenspace_x_scaler_packedfloat = fixpoint_mul(v9->scale, v18 / x); + a5a = fixpoint_mul(v9->scale, v18 / x); + //} + pBillboardRenderList[uNumBillboardsToDraw - 1]._screenspace_y_scaler_packedfloat = a5a; + if ( pActors[i].pActorBuffs[ACTOR_BUFF_SHRINK].uExpireTime <= 0 ) + { + if ( pActors[i].pActorBuffs[ACTOR_BUFF_MASS_DISTORTION].uExpireTime > 0 ) + pBillboardRenderList[uNumBillboardsToDraw - 1]._screenspace_y_scaler_packedfloat = fixpoint_mul(pGame->pStru6Instance->_4A806F(&pActors[i]), + pBillboardRenderList[uNumBillboardsToDraw - 1]._screenspace_y_scaler_packedfloat); + } + else + { + if ( pActors[i].pActorBuffs[ACTOR_BUFF_SHRINK].uPower > 0 ) + pBillboardRenderList[uNumBillboardsToDraw - 1]._screenspace_x_scaler_packedfloat = fixpoint_mul(65536 / pActors[i].pActorBuffs[ACTOR_BUFF_SHRINK].uPower, pBillboardRenderList[uNumBillboardsToDraw - 1]._screenspace_x_scaler_packedfloat); + } + HIWORD(v25) = HIWORD(x); + pBillboardRenderList[uNumBillboardsToDraw - 1].world_x = pActors[i].vPosition.x; + pBillboardRenderList[uNumBillboardsToDraw - 1].world_y = pActors[i].vPosition.y; + pBillboardRenderList[uNumBillboardsToDraw - 1].world_z = pActors[i].vPosition.z; + pBillboardRenderList[uNumBillboardsToDraw - 1].uScreenSpaceX = v43; + pBillboardRenderList[uNumBillboardsToDraw - 1].uScreenSpaceY = a6; + LOWORD(v25) = 0; + LOBYTE(v26) = v41; + + //v0->sZValue = v25 + (PID(OBJECT_Actor,i)); + pBillboardRenderList[uNumBillboardsToDraw - 1].actual_z = HIWORD(x); + pBillboardRenderList[uNumBillboardsToDraw - 1].object_pid = PID(OBJECT_Actor,i); + + //v29 = HIDWORD(p->pActorBuffs[ACTOR_BUFF_STONED].uExpireTime) == 0; + //v30 = HIDWORD(p->pActorBuffs[ACTOR_BUFF_STONED].uExpireTime) < 0; + pBillboardRenderList[uNumBillboardsToDraw - 1].field_1E = v41; + pBillboardRenderList[uNumBillboardsToDraw - 1].pSpriteFrame = v9; + pBillboardRenderList[uNumBillboardsToDraw - 1].sTintColor = pMonsterList->pMonsters[pActors[i].pMonsterInfo.uID - 1].sTintColor; + if ( pActors[i].pActorBuffs[ACTOR_BUFF_STONED].uExpireTime > 0 ) + { + HIBYTE(v26) = HIBYTE(v41) | 1; + pBillboardRenderList[uNumBillboardsToDraw - 1].field_1E = v26; + } + } + } + } +} +//----- (0044028F) -------------------------------------------------------- +void PrepareItemsRenderList_BLV() +{ + SpriteFrame *v4; // eax@12 + unsigned int v6; // eax@12 + int v7; // ecx@12 + int v9; // ecx@12 + __int64 v18; // ST5C_4@27 + int a6; // [sp+2Ch] [bp-30h]@12 + int v31; // [sp+38h] [bp-24h]@27 + signed __int16 v34; // [sp+44h] [bp-18h]@14 + int v35; // [sp+48h] [bp-14h]@25 + int v36; // [sp+4Ch] [bp-10h]@25 + signed int z; // [sp+50h] [bp-Ch]@24 + signed int y; // [sp+54h] [bp-8h]@24 + signed int x; // [sp+58h] [bp-4h]@24 + + for (uint i = 0; i < uNumSpriteObjects; ++i) + { + if (pSpriteObjects[i].uObjectDescID) + { + if ( !(pObjectList->pObjects[pSpriteObjects[i].uObjectDescID].uFlags & 1) ) + { + if ( ( pSpriteObjects[i].uType < 1000 || pSpriteObjects[i].uType >= 10000) + && (pSpriteObjects[i].uType < 500 || pSpriteObjects[i].uType >= 600) + && (pSpriteObjects[i].uType < 811 || pSpriteObjects[i].uType >= 815) + || pGame->pStru6Instance->_4A81CA(&pSpriteObjects[i])) + { + v4 = pSpriteFrameTable->GetFrame(pObjectList->pObjects[pSpriteObjects[i].uObjectDescID].uSpriteID, pSpriteObjects[i].uSpriteFrameID); + a6 = v4->uGlowRadius * pSpriteObjects[i].field_22_glow_radius_multiplier; + v6 = stru_5C6E00->Atan2(pSpriteObjects[i].vPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x, + pSpriteObjects[i].vPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y); + LOWORD(v7) = pSpriteObjects[i].uFacing; + v9 = ((signed int)(stru_5C6E00->uIntegerPi + ((signed int)stru_5C6E00->uIntegerPi >> 3) + v7 - v6) >> 8) & 7; + pBillboardRenderList[uNumBillboardsToDraw].HwSpriteID = v4->pHwSpriteIDs[v9]; + if ( v4->uFlags & 0x20 ) + pSpriteObjects[i].vPosition.z -= (signed int)(fixpoint_mul(v4->scale, pSprites_LOD->pSpriteHeaders[pBillboardRenderList[uNumBillboardsToDraw].HwSpriteID].uHeight) / 2); + + v34 = 0; + if ( v4->uFlags & 2 ) + v34 = 2; + if ( v4->uFlags & 0x40000 ) + v34 |= 0x40u; + if ( v4->uFlags & 0x20000 ) + LOBYTE(v34) = v34 | 0x80; + //v11 = (int *)(256 << v9); + if ( (256 << v9) & v4->uFlags ) + v34 |= 4; + if ( a6 ) + { + //LOBYTE(v11) = _4E94D3_light_type; + pMobileLightsStack->AddLight(pSpriteObjects[i].vPosition.x, pSpriteObjects[i].vPosition.y, pSpriteObjects[i].vPosition.z, + pSpriteObjects[i].uSectorID, a6, pObjectList->pObjects[pSpriteObjects[i].uObjectDescID].uParticleTrailColorR, + pObjectList->pObjects[pSpriteObjects[i].uObjectDescID].uParticleTrailColorG, + pObjectList->pObjects[pSpriteObjects[i].uObjectDescID].uParticleTrailColorB, _4E94D3_light_type); + } + if ( pGame->pIndoorCameraD3D->ApplyViewTransform_TrueIfStillVisible_BLV(pSpriteObjects[i].vPosition.x, pSpriteObjects[i].vPosition.y, + pSpriteObjects[i].vPosition.z, &x, &y, &z, 1) ) + { + pGame->pIndoorCameraD3D->Project(x, y, z, &v36, &v35); + + assert(uNumBillboardsToDraw < 500); + //if ( (signed int)uNumBillboardsToDraw >= 500 ) + // return; + ++uNumBillboardsToDraw; + ++uNumSpritesDrawnThisFrame; + pSpriteObjects[i].uAttributes |= 1; + pBillboardRenderList[uNumBillboardsToDraw - 1].uPalette = v4->uPaletteIndex; + pBillboardRenderList[uNumBillboardsToDraw - 1].uIndoorSectorID = pSpriteObjects[i].uSectorID; + //if ( pRenderer->pRenderD3D ) + { + pBillboardRenderList[uNumBillboardsToDraw - 1].fov_x = pGame->pIndoorCameraD3D->fov_x; + pBillboardRenderList[uNumBillboardsToDraw - 1].fov_y = pGame->pIndoorCameraD3D->fov_y; + LODWORD(v18) = 0; + HIDWORD(v18) = (int)floorf(pBillboardRenderList[uNumBillboardsToDraw - 1].fov_x + 0.5f); + pBillboardRenderList[uNumBillboardsToDraw - 1]._screenspace_x_scaler_packedfloat = fixpoint_mul(v4->scale, v18 / x); + v31 = fixpoint_mul(v4->scale, v18 / x); + } + /*else + { + __debugbreak(); // sw rendering + LODWORD(v19) = pBLVRenderParams->field_40 << 16; + HIDWORD(v19) = pBLVRenderParams->field_40 >> 16; + v20 = v19 / x; + pBillboardRenderList[uNumBillboardsToDraw - 1]._screenspace_x_scaler_packedfloat = fixpoint_mul(v24->scale, v19 / x); + v31 = fixpoint_mul(v24->scale, v20); + }*/ + //HIWORD(v21) = HIWORD(x); + //LOWORD(v21) = 0; + pBillboardRenderList[uNumBillboardsToDraw - 1]._screenspace_y_scaler_packedfloat = v31; + pBillboardRenderList[uNumBillboardsToDraw - 1].field_1E = v34; + pBillboardRenderList[uNumBillboardsToDraw - 1].world_x = pSpriteObjects[i].vPosition.x; + pBillboardRenderList[uNumBillboardsToDraw - 1].world_y = pSpriteObjects[i].vPosition.y; + pBillboardRenderList[uNumBillboardsToDraw - 1].world_z = pSpriteObjects[i].vPosition.z; + pBillboardRenderList[uNumBillboardsToDraw - 1].uScreenSpaceX = v36; + pBillboardRenderList[uNumBillboardsToDraw - 1].sTintColor = 0; + pBillboardRenderList[uNumBillboardsToDraw - 1].uScreenSpaceY = v35; + //v23 = 8 * i; + //LOBYTE(v23) = PID(OBJECT_Item,i); + pBillboardRenderList[uNumBillboardsToDraw - 1].pSpriteFrame = v4; + //v12 = (p->uAttributes & 0x20) == 0; + //pBillboardRenderList[uNumBillboardsToDraw - 1].sZValue = v21 + v23; + pBillboardRenderList[uNumBillboardsToDraw - 1].actual_z = HIWORD(x); + pBillboardRenderList[uNumBillboardsToDraw - 1].object_pid = PID(OBJECT_Item,i); + /*if (pSpriteObjects[i].uAttributes & 0x20) + { + if ( !pRenderer->pRenderD3D ) + pBillboardRenderList[uNumBillboardsToDraw - 1].sZValue = 0; + }*/ + } + } + } + } + } +} + +//----- (00440639) -------------------------------------------------------- +void AddBspNodeToRenderList(unsigned int node_id) +{ + BLVSector *pSector; // esi@1 + + pSector = &pIndoor->pSectors[pBspRenderer->nodes[node_id].uSectorID]; + //if ( pRenderer->pRenderD3D ) + { + for (uint i = 0; i < pSector->uNumNonBSPFaces; ++i) + //Log::Warning(L"Non-BSP face: %X", v3->pFaceIDs[v2]); + pBspRenderer->AddFaceToRenderList_d3d(node_id, pSector->pFaceIDs[i]);//рекурсия\recursion + } + /*else + { + for (uint i = 0; i < pSector->uNumNonBSPFaces; ++i) + pBspRenderer->AddFaceToRenderList_sw(node_id, pSector->pFaceIDs[i]); + }*/ + if ( pSector->field_0 & 0x10 ) + sub_4406BC(node_id, pSector->uFirstBSPNode); +} + +//----- (004406BC) -------------------------------------------------------- +void __fastcall sub_4406BC(unsigned int node_id, unsigned int uFirstNode) +{ + BLVSector *pSector; // esi@2 + BSPNode *pNode; // edi@2 + BLVFace *pFace; // eax@2 + int v5; // ecx@2 + __int16 v6; // ax@6 + int v7; // ebp@10 + int v8; // ebx@10 + __int16 v9; // di@18 + BspRenderer_stru0 *node; // [sp+18h] [bp-4h]@1 + + //Log::Warning(L"sub_4406BC(%u, %u)", a1, uFirstNode); + + //v10 = a1; + node = &pBspRenderer->nodes[node_id]; + while ( 1 ) + { + pSector = &pIndoor->pSectors[node->uSectorID]; + pNode = &pIndoor->pNodes[uFirstNode]; + pFace = &pIndoor->pFaces[pSector->pFaceIDs[pNode->uCoplanarOffset]]; + v5 = pFace->pFacePlane_old.dist + + pGame->pIndoorCameraD3D->vPartyPos.x * pFace->pFacePlane_old.vNormal.x + + pGame->pIndoorCameraD3D->vPartyPos.y * pFace->pFacePlane_old.vNormal.y + + pGame->pIndoorCameraD3D->vPartyPos.z * pFace->pFacePlane_old.vNormal.z;//plane equation + if (pFace->Portal() && pFace->uSectorID != node->uSectorID ) + v5 = -v5; + //v11 = v5 > 0; + if ( v5 <= 0 ) + v6 = pNode->uFront; + else + v6 = pNode->uBack; + if ( v6 != -1 ) + sub_4406BC(node_id, v6); + v7 = pNode->uCoplanarOffset; + v8 = v7 + pNode->uCoplanarSize; + + //Log::Warning(L"Node %u: %X to %X (%hX)", uFirstNode, v7, v8, v2->pFaceIDs[v7]); + + //if ( pRenderer->pRenderD3D ) + { + while ( v7 < v8 ) + pBspRenderer->AddFaceToRenderList_d3d(node_id, pSector->pFaceIDs[v7++]); + } + /*else + { + while ( v7 < v8 ) + pBspRenderer->AddFaceToRenderList_sw(node_id, pSector->pFaceIDs[v7++]); + }*/ + v9 = v5 > 0 ? pNode->uFront : pNode->uBack; + if ( v9 == -1 ) + break; + uFirstNode = v9; + } +} +//----- (0043FA33) -------------------------------------------------------- +void PrepareDecorationsRenderList_BLV(unsigned int uDecorationID, unsigned int uSectorID) +{ + unsigned int v8; // edi@5 + int v9; // edi@5 + int v10; // eax@7 + SpriteFrame *v11; // eax@7 + signed __int64 v20; // qtt@19 + Particle_sw particle; // [sp+Ch] [bp-A0h]@3 + int v30; // [sp+8Ch] [bp-20h]@7 + int a5; // [sp+94h] [bp-18h]@17 + int z; // [sp+98h] [bp-14h]@15 + int a6; // [sp+9Ch] [bp-10h]@17 + int y; // [sp+A0h] [bp-Ch]@15 + int x; // [sp+A4h] [bp-8h]@15 + int v37; // [sp+A8h] [bp-4h]@5 + + if (pLevelDecorations[uDecorationID].uFlags & LEVEL_DECORATION_INVISIBLE) + return; + + if (pDecorationList->pDecorations[pLevelDecorations[uDecorationID].uDecorationDescID].uFlags & DECORATION_DESC_EMITS_FIRE) + { + memset(&particle, 0, sizeof(particle)); // fire, like at the Pit's tavern + particle.type = ParticleType_Bitmap | ParticleType_Rotating | ParticleType_8; + particle.uDiffuse = 0xFF3C1E; + particle.x = (double)pLevelDecorations[uDecorationID].vPosition.x; + particle.y = (double)pLevelDecorations[uDecorationID].vPosition.y; + particle.z = (double)pLevelDecorations[uDecorationID].vPosition.z; + particle.r = 0.0; + particle.g = 0.0; + particle.b = 0.0; + particle.flt_28 = 1.0; + particle.timeToLive = (rand() & 0x80) + 128; + particle.uTextureID = pBitmaps_LOD->LoadTexture("effpar01"); + pGame->pParticleEngine->AddParticle(&particle); + return; + } + + if (pDecorationList->pDecorations[pLevelDecorations[uDecorationID].uDecorationDescID].uFlags & DECORATION_DESC_DONT_DRAW) + return; + + v8 = pLevelDecorations[uDecorationID].field_10_y_rot + ((signed int)stru_5C6E00->uIntegerPi >> 3) + - stru_5C6E00->Atan2(pLevelDecorations[uDecorationID].vPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x, + pLevelDecorations[uDecorationID].vPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y); + v9 = ((signed int)(stru_5C6E00->uIntegerPi + v8) >> 8) & 7; + v37 = pBLVRenderParams->field_0_timer_; + if (pParty->bTurnBasedModeOn) + v37 = pMiscTimer->uTotalGameTimeElapsed; + v10 = abs(pLevelDecorations[uDecorationID].vPosition.x + pLevelDecorations[uDecorationID].vPosition.y); + v11 = pSpriteFrameTable->GetFrame(pDecorationList->pDecorations[pLevelDecorations[uDecorationID].uDecorationDescID].uSpriteID, v37 + v10); + v30 = 0; + if ( v11->uFlags & 2 ) + v30 = 2; + if ( v11->uFlags & 0x40000 ) + v30 |= 0x40u; + if ( v11->uFlags & 0x20000 ) + LOBYTE(v30) = v30 | 0x80; + if ( (256 << v9) & v11->uFlags ) + v30 |= 4; + if ( pGame->pIndoorCameraD3D->ApplyViewTransform_TrueIfStillVisible_BLV(pLevelDecorations[uDecorationID].vPosition.x, + pLevelDecorations[uDecorationID].vPosition.y, + pLevelDecorations[uDecorationID].vPosition.z, &x, &y, &z, 1) ) + { + if ( abs(x) >= abs(y) ) + { + pGame->pIndoorCameraD3D->Project(x, y, z, &a5, &a6); + + assert(uNumBillboardsToDraw < 500); + + ++uNumBillboardsToDraw; + ++uNumDecorationsDrawnThisFrame; + pBillboardRenderList[uNumBillboardsToDraw - 1].HwSpriteID = v11->pHwSpriteIDs[v9]; + pBillboardRenderList[uNumBillboardsToDraw - 1].uPalette = v11->uPaletteIndex; + pBillboardRenderList[uNumBillboardsToDraw - 1].uIndoorSectorID = uSectorID; + /*if ( !pRenderer->pRenderD3D ) + { + LODWORD(v21) = pBLVRenderParams->fov_rad_fixpoint << 16; + HIDWORD(v21) = pBLVRenderParams->fov_rad_fixpoint >> 16; + //LODWORD(v31) = v12->scale; + pBillboardRenderList[uNumBillboardsToDraw - 1]._screenspace_x_scaler_packedfloat = fixpoint_mul(v12->scale, v21 / x); + v37 = fixpoint_mul(v12->scale, v21 / x); + } + else + {*/ + pBillboardRenderList[uNumBillboardsToDraw - 1].fov_x = pGame->pIndoorCameraD3D->fov_x; + pBillboardRenderList[uNumBillboardsToDraw - 1].fov_y = pGame->pIndoorCameraD3D->fov_y; + LODWORD(v20) = 0; + HIDWORD(v20) = floorf(pBillboardRenderList[uNumBillboardsToDraw - 1].fov_x + 0.5f); + pBillboardRenderList[uNumBillboardsToDraw - 1]._screenspace_x_scaler_packedfloat = fixpoint_mul(v11->scale, v20 / x); + LODWORD(v20) = 0; + HIDWORD(v20) = floorf(pBillboardRenderList[uNumBillboardsToDraw - 1].fov_y + 0.5f); + v37 = fixpoint_mul(v11->scale, v20 / x); + //} + //HIWORD(v22) = HIWORD(x); + //LOWORD(v22) = 0; + pBillboardRenderList[uNumBillboardsToDraw - 1]._screenspace_y_scaler_packedfloat = v37; + pBillboardRenderList[uNumBillboardsToDraw - 1].field_1E = v30; + pBillboardRenderList[uNumBillboardsToDraw - 1].world_x = pLevelDecorations[uDecorationID].vPosition.x; + pBillboardRenderList[uNumBillboardsToDraw - 1].world_y = pLevelDecorations[uDecorationID].vPosition.y; + pBillboardRenderList[uNumBillboardsToDraw - 1].world_z = pLevelDecorations[uDecorationID].vPosition.z; + pBillboardRenderList[uNumBillboardsToDraw - 1].uScreenSpaceX = a5; + pBillboardRenderList[uNumBillboardsToDraw - 1].uScreenSpaceY = a6; + //v23 = 8 * uDecorationID; + //LOBYTE(v23) = PID(OBJECT_Decoration,uDecorationID); + + //pBillboardRenderList[uNumBillboardsToDraw - 1].sZValue = v22 + v23; + pBillboardRenderList[uNumBillboardsToDraw - 1].actual_z = HIWORD(x); + pBillboardRenderList[uNumBillboardsToDraw - 1].object_pid = PID(OBJECT_Decoration,uDecorationID); + + pBillboardRenderList[uNumBillboardsToDraw - 1].sTintColor = 0; + pBillboardRenderList[uNumBillboardsToDraw - 1].pSpriteFrame = v11; + } + } +} +//----- (0043F953) -------------------------------------------------------- +void PrepareBspRenderList_BLV() +{ + pBspRenderer->num_faces = 0; + + if (pBLVRenderParams->uPartySectorID) + { + pBspRenderer->nodes[0].uSectorID = pBLVRenderParams->uPartySectorID; + pBspRenderer->nodes[0].uViewportW = pBLVRenderParams->uViewportW; + pBspRenderer->nodes[0].uViewportZ = pBLVRenderParams->uViewportZ; + pBspRenderer->nodes[0].uViewportY = pBLVRenderParams->uViewportY; + pBspRenderer->nodes[0].uViewportX = pBLVRenderParams->uViewportX; + pBspRenderer->nodes[0].PortalScreenData.GetViewportData(pBLVRenderParams->uViewportX, pBLVRenderParams->uViewportY, + pBLVRenderParams->uViewportZ, pBLVRenderParams->uViewportW); + pBspRenderer->nodes[0].uFaceID = -1; + pBspRenderer->nodes[0].viewing_portal_id = -1; + pBspRenderer->num_nodes = 1; + AddBspNodeToRenderList(0); + } + + pBspRenderer->MakeVisibleSectorList(); +} + +//----- (0043F9E1) -------------------------------------------------------- +void BspRenderer_PortalViewportData::GetViewportData(__int16 x, int y, __int16 z, int w) +{ + _viewport_space_y = y; + _viewport_space_w = w; + + for (uint i = 0; i < window->GetHeight(); ++i) + { + if ( i < y || i > w ) + { + viewport_left_side[i] = window->GetWidth(); + viewport_right_side[i] = -1; + } + else + { + viewport_left_side[i] = x; + viewport_right_side[i] = z; + } + } +} +//----- (0048653D) -------------------------------------------------------- +void stru149::_48653D_frustum_blv(int a2, int a3, int a4, int a5, int a6, int a7)//portal frustum culling +{ + int v8; // edi@1 + int v9; // eax@1 + int v16; // ST14_4@3 + int v17; // ST10_4@3 + int v19; // ST10_4@6 + int v21; // ST10_4@9 + int v28; // [sp+1Ch] [bp-Ch]@1 + int v29; // [sp+24h] [bp-4h]@1 + + v8 = stru_5C6E00->Cos(pGame->pIndoorCameraD3D->sRotationY); + v29 = stru_5C6E00->Sin(pGame->pIndoorCameraD3D->sRotationY); + v28 = stru_5C6E00->Cos(pGame->pIndoorCameraD3D->sRotationX); + v9 = stru_5C6E00->Sin(pGame->pIndoorCameraD3D->sRotationX); + //v11 = -pBLVRenderParams->vPartyPos.y; + //v26 = -pBLVRenderParams->vPartyPos.x; + //v27 = v9; + //v12 = -pBLVRenderParams->vPartyPos.z; + if (pGame->pIndoorCameraD3D->sRotationX) + { + v16 = v8 * -pGame->pIndoorCameraD3D->vPartyPos.x + v29 * -pGame->pIndoorCameraD3D->vPartyPos.y; + v17 = -65536 * pGame->pIndoorCameraD3D->vPartyPos.z; + this->field_0_party_dir_x = fixpoint_mul(v16, v28) + fixpoint_mul((-pGame->pIndoorCameraD3D->vPartyPos.z) << 16, v9); + this->field_4_party_dir_y = v8 * -pGame->pIndoorCameraD3D->vPartyPos.y - v29 * -pGame->pIndoorCameraD3D->vPartyPos.x; + this->field_8_party_dir_z = fixpoint_mul(v17, v28) - fixpoint_mul(v16, v9); + } + else + { + this->field_0_party_dir_x = v8 * -pGame->pIndoorCameraD3D->vPartyPos.x + v29 * -pGame->pIndoorCameraD3D->vPartyPos.y; + this->field_4_party_dir_y = v8 * -pGame->pIndoorCameraD3D->vPartyPos.y - v29 * -pGame->pIndoorCameraD3D->vPartyPos.x; + this->field_8_party_dir_z = (-pGame->pIndoorCameraD3D->vPartyPos.z) << 16; + } + + if (pGame->pIndoorCameraD3D->sRotationX) + { + v19 = fixpoint_mul(a2, v8) + fixpoint_mul(a3, v29); + + this->angle_from_north = fixpoint_mul(v19, v28) + fixpoint_mul(a4, v9); + this->angle_from_west = fixpoint_mul(a3, v8) - fixpoint_mul(a2, v29); + this->viewing_angle_from_west_east = fixpoint_mul(a4, v28) - fixpoint_mul(v19, v9); + } + else + { + this->angle_from_north = fixpoint_mul(a2, v8) + fixpoint_mul(a3, v29); + this->angle_from_west = fixpoint_mul(a3, v8) - fixpoint_mul(a2, v29); + this->viewing_angle_from_west_east = a4; + } + + if (pGame->pIndoorCameraD3D->sRotationX) + { + v21 = fixpoint_mul(a5, v8) + fixpoint_mul(a6, v29); + + this->angle_from_east = fixpoint_mul(v21, v28) + fixpoint_mul(a7, v9); + this->angle_from_south = fixpoint_mul(a6, v8) - fixpoint_mul(a5, v29); + this->viewing_angle_from_north_south = fixpoint_mul(a7, v28) - fixpoint_mul(v21, v9); + } + else + { + this->angle_from_east = fixpoint_mul(a5, v8) + fixpoint_mul(a6, v29); + this->angle_from_south = fixpoint_mul(a6, v8) - fixpoint_mul(a5, v29); + this->viewing_angle_from_north_south = a7; + } + + this->angle_from_east = -this->angle_from_east; + this->angle_from_south = -this->angle_from_south; + this->viewing_angle_from_north_south = -this->viewing_angle_from_north_south; + + this->field_24 = fixpoint_dot(this->angle_from_north, this->field_0_party_dir_x, + this->angle_from_west, this->field_4_party_dir_y, + this->viewing_angle_from_west_east, this->field_8_party_dir_z); + this->field_28 = fixpoint_dot(this->angle_from_east, this->field_0_party_dir_x, + this->angle_from_south, this->field_4_party_dir_y, + this->viewing_angle_from_north_south, this->field_8_party_dir_z); +} +//----- (00407A1C) -------------------------------------------------------- +bool __fastcall sub_407A1C(int x, int y, int z, Vec3_int_ v) +{ + unsigned int v4; // esi@1 + int dist_y; // edi@2 + int dist_z; // ebx@2 + int dist_x; // esi@2 + signed int v9; // ecx@2 + int v10; // eax@2 + int v12; // eax@4 + int v17; // ST34_4@25 + int v18; // ST38_4@25 + int v19; // eax@25 + char v20; // zf@25 + signed int v21; // ebx@25 + signed int v23; // edi@26 + int v24; // ST34_4@30 + signed int v32; // ecx@37 + int v33; // eax@37 + int v35; // eax@39 + ODMFace *odm_face; // esi@54 + signed int v40; // ebx@60 + signed int v42; // edi@61 + signed int v49; // ecx@73 + int v50; // eax@73 + int v51; // edx@75 + int v52; // ecx@75 + int v53; // eax@75 + int v59; // eax@90 + BLVFace *face; // esi@91 + int v63; // ST34_4@98 + int v64; // ST30_4@98 + int v65; // eax@98 + signed int v66; // ebx@98 + signed int v68; // edi@99 + int v69; // ST2C_4@103 + signed int v77; // ecx@111 + int v78; // eax@111 + int v79; // edx@113 + int v80; // ecx@113 + int v81; // eax@113 + int v87; // ecx@128 + signed int v91; // ebx@136 + signed int v93; // edi@137 + Vec3_int_ v97; // [sp-18h] [bp-94h]@1 + int v107; // [sp+10h] [bp-6Ch]@98 + int v108; // [sp+10h] [bp-6Ch]@104 + int v109; // [sp+18h] [bp-64h]@25 + int v110; // [sp+18h] [bp-64h]@31 + signed int v113; // [sp+20h] [bp-5Ch]@1 + signed int v114; // [sp+24h] [bp-58h]@1 + int v119; // [sp+34h] [bp-48h]@75 + int v120; // [sp+34h] [bp-48h]@113 + int v121; // [sp+38h] [bp-44h]@4 + int v122; // [sp+38h] [bp-44h]@39 + int v123; // [sp+38h] [bp-44h]@76 + int v124; // [sp+38h] [bp-44h]@114 + int v125; // [sp+3Ch] [bp-40h]@4 + int v126; // [sp+3Ch] [bp-40h]@39 + int v127; // [sp+3Ch] [bp-40h]@77 + int v128; // [sp+3Ch] [bp-40h]@115 + int v129; // [sp+40h] [bp-3Ch]@11 + int v130; // [sp+40h] [bp-3Ch]@46 + int v131; // [sp+40h] [bp-3Ch]@78 + int v132; // [sp+40h] [bp-3Ch]@116 + int v133; // [sp+44h] [bp-38h]@10 + int v134; // [sp+44h] [bp-38h]@45 + int v135; // [sp+44h] [bp-38h]@81 + int v136; // [sp+44h] [bp-38h]@119 + int v137; // [sp+48h] [bp-34h]@7 + int v138; // [sp+48h] [bp-34h]@42 + int v139; // [sp+48h] [bp-34h]@82 + int v140; // [sp+48h] [bp-34h]@120 + int v141; // [sp+4Ch] [bp-30h]@6 + int v142; // [sp+4Ch] [bp-30h]@41 + int v143; // [sp+4Ch] [bp-30h]@75 + int v144; // [sp+4Ch] [bp-30h]@113 + int v145; // [sp+50h] [bp-2Ch]@5 + int v146; // [sp+50h] [bp-2Ch]@40 + int v149; // [sp+54h] [bp-28h]@4 + int v150; // [sp+54h] [bp-28h]@39 + int sDepthb; // [sp+58h] [bp-24h]@90 + signed int a5b; // [sp+5Ch] [bp-20h]@83 + signed int a5c; // [sp+5Ch] [bp-20h]@121 + int v162; // [sp+60h] [bp-1Ch]@128 + int outz; // [sp+64h] [bp-18h]@2 + int outx; // [sp+68h] [bp-14h]@2 + int outy; // [sp+6Ch] [bp-10h]@2 + int sZ; // [sp+70h] [bp-Ch]@2 + int sX; // [sp+74h] [bp-8h]@2 + int sY; // [sp+78h] [bp-4h]@2 + //8bytes unused + int ya; // [sp+84h] [bp+8h]@60 + int yb; // [sp+84h] [bp+8h]@136 + int ve; // [sp+88h] [bp+Ch]@60 + int va; // [sp+88h] [bp+Ch]@60 + int vb; // [sp+88h] [bp+Ch]@66 + int vf; // [sp+88h] [bp+Ch]@136 + int vc; // [sp+88h] [bp+Ch]@136 + int vd; // [sp+88h] [bp+Ch]@142 + int v_4; // [sp+8Ch] [bp+10h]@60 + int v_4a; // [sp+8Ch] [bp+10h]@65 + int v_4b; // [sp+8Ch] [bp+10h]@136 + int v_4c; // [sp+8Ch] [bp+10h]@141 + + //__debugbreak();срабатывает при стрельбе огненным шаром + + v4 = stru_5C6E00->Atan2(v.x - x, v.y - y); + + v113 = 0; + v114 = 0; + + v97.z = z; + v97.x = x; + v97.y = y; + + if ( uCurrentlyLoadedLevelType == LEVEL_Indoor) + { + Vec3_int_::Rotate(32, stru_5C6E00->uIntegerHalfPi + v4, 0, v97, &sX, &sY, &sZ); + Vec3_int_::Rotate(32, stru_5C6E00->uIntegerHalfPi + v4, 0, v, &outx, &outy, &outz); + dist_y = outy - sY; + dist_z = outz - sZ; + dist_x = outx - sX; + v49 = integer_sqrt(dist_x * dist_x + dist_y * dist_y + dist_z * dist_z); + v50 = 65536; + if ( v49 ) + v50 = 65536 / v49; + v51 = outx; + v143 = dist_x * v50; + v52 = dist_y * v50; + v53 = dist_z * v50; + + v123 = max(outx, sX); + v119 = min(outx, sX); + + v131 = max(outy, sY); + v127 = min(outy, sY); + + v139 = max(outz, sZ); + v135 = min(outz, sZ); + + for ( a5b = 0; a5b < 2; a5b++ ) + { + if ( a5b ) + v59 = pIndoor->GetSector(sX, sY, sZ); + else + v59 = pIndoor->GetSector(outx, outy, outz); + //v60 = pIndoor->pSectors; + //v61 = 116 * v59; + //i = 116 * v59; + //for (sDepthb = 0; *(__int16 *)((char *)&pIndoor->pSectors->uNumWalls + v61) + //+ 2 * *(__int16 *)((char *)&pIndoor->pSectors->uNumFloors + v61); ++sDepthb) + for ( sDepthb = 0; sDepthb < pIndoor->pSectors[v59].uNumFaces; ++sDepthb ) + { + face = &pIndoor->pFaces[pIndoor->pSectors[v59].pFaceIDs[sDepthb]];// face = &pIndoor->pFaces[*(__int16 *)((char *)&pIndoor->pSectors->pWalls + v61)[sDepthb]] + v63 = fixpoint_mul(v143, face->pFacePlane_old.vNormal.x); + v64 = fixpoint_mul(v53, face->pFacePlane_old.vNormal.z); + v65 = fixpoint_mul(v52, face->pFacePlane_old.vNormal.y); + v20 = v63 + v64 + v65 == 0; + v66 = v63 + v64 + v65; + v107 = v63 + v64 + v65; + if ( face->Portal() + || v119 > face->pBounding.x2 || v123 < face->pBounding.x1 + || v127 > face->pBounding.y2 || v131 < face->pBounding.y1 + || v135 > face->pBounding.z2 || v139 < face->pBounding.z1 + || v20 ) + continue; + v68 = -(face->pFacePlane_old.dist + sX * face->pFacePlane_old.vNormal.x + + sY * face->pFacePlane_old.vNormal.y + + sZ * face->pFacePlane_old.vNormal.z); + if ( v66 <= 0 ) + { + if ( face->pFacePlane_old.dist + sX * face->pFacePlane_old.vNormal.x + + sY * face->pFacePlane_old.vNormal.y + + sZ * face->pFacePlane_old.vNormal.z < 0 ) + continue; + } + else + { + if ( face->pFacePlane_old.dist + sX * face->pFacePlane_old.vNormal.x + + sY * face->pFacePlane_old.vNormal.y + + sZ * face->pFacePlane_old.vNormal.z > 0 ) + continue; + } + v69 = abs(-(face->pFacePlane_old.dist + sX * face->pFacePlane_old.vNormal.x + + sY * face->pFacePlane_old.vNormal.y + + sZ * face->pFacePlane_old.vNormal.z )) >> 14; + if ( v69 <= abs(v66) ) + { + //LODWORD(v70) = v68 << 16; + //HIDWORD(v70) = v68 >> 16; + //v71 = v70 / v107; + //v108 = v70 / v107; + v108 = fixpoint_div(v68, v107); + if ( v108 >= 0 ) + { + if ( sub_4075DB(sX + ((signed int)(fixpoint_mul(v108, v143) + 0x8000) >> 16), + sY + ((signed int)(fixpoint_mul(v108, v52) + 0x8000) >> 16), + sZ + ((signed int)(fixpoint_mul(v108, v53) + 0x8000) >> 16), + face) ) + { + v114 = 1; + break; + } + } + } + } + } + + Vec3_int_::Rotate(32, v4 - stru_5C6E00->uIntegerHalfPi, 0, v97, &sX, &sY, &sZ); + Vec3_int_::Rotate(32, v4 - stru_5C6E00->uIntegerHalfPi, 0, v, &outx, &outy, &outz); + dist_y = outy - sY; + dist_z = outz - sZ; + dist_x = outx - sX; + v77 = integer_sqrt(dist_x * dist_x + dist_y * dist_y + dist_z * dist_z); + v78 = 65536; + if ( v77 ) + v78 = 65536 / v77; + v79 = outx; + v144 = dist_x * v78; + v80 = dist_y * v78; + v81 = dist_z * v78; + + v120 = max(outx, sX); + v124 = min(outx, sX); + + v132 = max(outy, sY); + v128 = min(outy, sY); + + v140 = max(outz, sZ); + v136 = min(outz, sZ); + + for ( a5c = 0; a5c < 2; a5c++ ) + { + if ( v113 ) + return !v114 || !v113; + if ( a5c ) + { + v87 = pIndoor->GetSector(sX, sY, sZ); + } + else + { + v87 = pIndoor->GetSector(outx, outy, outz); + } + for ( v162 = 0; v162 < pIndoor->pSectors[v87].uNumFaces; v162++) + { + face = &pIndoor->pFaces[pIndoor->pSectors[v87].pFaceIDs[v162]]; + yb = fixpoint_mul(v144, face->pFacePlane_old.vNormal.x); + v_4b = fixpoint_mul(v80, face->pFacePlane_old.vNormal.y); + vf = fixpoint_mul(v81, face->pFacePlane_old.vNormal.z); + v20 = yb + vf + v_4b == 0; + v91 = yb + vf + v_4b; + vc = yb + vf + v_4b; + if ( face->Portal() + || v120 > face->pBounding.x2 || v124 < face->pBounding.x1 + || v128 > face->pBounding.y2 || v132 < face->pBounding.y1 + || v136 > face->pBounding.z2 || v140 < face->pBounding.z1 + || v20 ) + continue; + v93 = -(face->pFacePlane_old.dist + sX * face->pFacePlane_old.vNormal.x + + sY * face->pFacePlane_old.vNormal.y + + sZ * face->pFacePlane_old.vNormal.z); + if ( v91 <= 0 ) + { + if ( face->pFacePlane_old.dist + sX * face->pFacePlane_old.vNormal.x + + sY * face->pFacePlane_old.vNormal.y + + sZ * face->pFacePlane_old.vNormal.z < 0 ) + continue; + } + else + { + if ( face->pFacePlane_old.dist + sX * face->pFacePlane_old.vNormal.x + + sY * face->pFacePlane_old.vNormal.y + + sZ * face->pFacePlane_old.vNormal.z > 0 ) + continue; + } + v_4c = abs(-(face->pFacePlane_old.dist + sX * face->pFacePlane_old.vNormal.x + + sY * face->pFacePlane_old.vNormal.y + + sZ * face->pFacePlane_old.vNormal.z)) >> 14; + if ( v_4c <= abs(v91) ) + { + vd = fixpoint_div(v93, vc); + if ( vd >= 0 ) + { + if ( sub_4075DB(sX + ((signed int)(fixpoint_mul(vd, v144) + 0x8000) >> 16), + sY + ((signed int)(fixpoint_mul(vd, v80) + 0x8000) >> 16), + sZ + ((signed int)(fixpoint_mul(vd, v81) + 0x8000) >> 16), + face) ) + { + v113 = 1; + break; + } + } + } + } + } + } + else if ( uCurrentlyLoadedLevelType == LEVEL_Outdoor ) + { + Vec3_int_::Rotate(32, stru_5C6E00->uIntegerHalfPi + v4, 0, v97, &sX, &sY, &sZ); + Vec3_int_::Rotate(32, stru_5C6E00->uIntegerHalfPi + v4, 0, v, &outx, &outy, &outz); + dist_y = outy - sY; + dist_z = outz - sZ; + dist_x = outx - sX; + v9 = integer_sqrt(dist_x* dist_x+ dist_y* dist_y+ dist_z* dist_z); + v10 = 65536; + if ( v9 ) + v10 = 65536 / v9; + v125 = dist_x* v10; + v12 = dist_z* v10; + v121 = dist_y* v10; + + v145 = max(outx, sX); + v149 = min(outx, sX); + + v137 = max(outy, sY); + v141 = min(outy, sY); + + v129 = max(outz, sZ); + v133 = min(outz, sZ); + + for ( uint model_id = 0; model_id < pOutdoor->uNumBModels; model_id++) + { + if ( sub_4088E9(sX, sY, outx, outy, pOutdoor->pBModels[model_id].vPosition.x, pOutdoor->pBModels[model_id].vPosition.y) + <= pOutdoor->pBModels[model_id].sBoundingRadius + 128 ) + { + for ( uint face_id = 0; face_id < pOutdoor->pBModels[model_id].uNumFaces; ++face_id ) + { + odm_face = &pOutdoor->pBModels[model_id].pFaces[face_id]; + v17 = fixpoint_mul(v125, odm_face->pFacePlane.vNormal.x); + v18 = fixpoint_mul(v121, odm_face->pFacePlane.vNormal.y); + v19 = fixpoint_mul(v12, odm_face->pFacePlane.vNormal.z); + v20 = v17 + v18 + v19 == 0; + v21 = v17 + v18 + v19; + v109 = v17 + v18 + v19; + if ( v149 > odm_face->pBoundingBox.x2 || v145 < odm_face->pBoundingBox.x1 + || v141 > odm_face->pBoundingBox.y2 || v137 < odm_face->pBoundingBox.y1 + || v133 > odm_face->pBoundingBox.z2 || v129 < odm_face->pBoundingBox.z1 + || v20 ) + continue; + v23 = -(odm_face->pFacePlane.dist + sX * odm_face->pFacePlane.vNormal.x + + sY * odm_face->pFacePlane.vNormal.y + + sZ * odm_face->pFacePlane.vNormal.z); + if ( v21 <= 0 ) + { + if ( odm_face->pFacePlane.dist + sX * odm_face->pFacePlane.vNormal.x + + sY * odm_face->pFacePlane.vNormal.y + + sZ * odm_face->pFacePlane.vNormal.z < 0 ) + continue; + } + else + { + if ( odm_face->pFacePlane.dist + sX * odm_face->pFacePlane.vNormal.x + + sY * odm_face->pFacePlane.vNormal.y + + sZ * odm_face->pFacePlane.vNormal.z > 0 ) + continue; + } + v24 = abs(-(odm_face->pFacePlane.dist + sX * odm_face->pFacePlane.vNormal.x + + sY * odm_face->pFacePlane.vNormal.y + + sZ * odm_face->pFacePlane.vNormal.z)) >> 14; + if ( v24 <= abs(v21) ) + { + v110 = fixpoint_div(v23, v109); + if ( v110 >= 0 ) + { + if ( sub_4077F1(sX + ((signed int)(fixpoint_mul(v110, v125) + 0x8000) >> 16), + sY + ((signed int)(fixpoint_mul(v110, v121) + 0x8000) >> 16), + sZ + ((signed int)(fixpoint_mul(v110, v12) + 0x8000) >> 16), + odm_face, + &pOutdoor->pBModels[model_id].pVertices) ) + { + v114 = 1; + break; + } + } + } + } + } + } + + Vec3_int_::Rotate(32, v4 - stru_5C6E00->uIntegerHalfPi, 0, v97, &sX, &sY, &sZ); + Vec3_int_::Rotate(32, v4 - stru_5C6E00->uIntegerHalfPi, 0, v, &outx, &outy, &outz); + dist_y = outy - sY; + dist_z = outz - sZ; + dist_x = outx - sX; + v32 = integer_sqrt(dist_x * dist_x + dist_y * dist_y + dist_z * dist_z); + v33 = 65536; + if ( v32 ) + v33 = 65536 / v32; + v126 = dist_x * v33; + v35 = dist_z * v33; + v122 = dist_y * v33; + + v146 = max(outx, sX); + v150 = min(outx, sX); + + v138 = max(outy, sY); + v142 = min(outy, sY); + + v130 = max(outz, sZ); + v134 = min(outz, sZ); + + for ( uint model_id = 0; model_id < (signed int)pOutdoor->uNumBModels; ++model_id ) + { + if ( sub_4088E9(sX, sY, outx, outy, pOutdoor->pBModels[model_id].vPosition.x, pOutdoor->pBModels[model_id].vPosition.y) + <= pOutdoor->pBModels[model_id].sBoundingRadius + 128 ) + { + for ( uint face_id = 0; face_id < pOutdoor->pBModels[model_id].uNumFaces; ++face_id ) + { + odm_face = &pOutdoor->pBModels[model_id].pFaces[face_id]; + ya = fixpoint_mul(v126, odm_face->pFacePlane.vNormal.x); + ve = fixpoint_mul(v122, odm_face->pFacePlane.vNormal.y); + v_4 = fixpoint_mul(v35, odm_face->pFacePlane.vNormal.z); + v20 = ya + ve + v_4 == 0; + v40 = ya + ve + v_4; + va = ya + ve + v_4; + if ( v150 > odm_face->pBoundingBox.x2 || v146 < odm_face->pBoundingBox.x1 + || v142 > odm_face->pBoundingBox.y2 || v138 < odm_face->pBoundingBox.y1 + || v134 > odm_face->pBoundingBox.z2 || v130 < odm_face->pBoundingBox.z1 + || v20 ) + continue; + v42 = -(odm_face->pFacePlane.dist + sX * odm_face->pFacePlane.vNormal.x + + sY * odm_face->pFacePlane.vNormal.y + + sZ * odm_face->pFacePlane.vNormal.z); + if ( v40 <= 0 ) + { + if ( odm_face->pFacePlane.dist + sX * odm_face->pFacePlane.vNormal.x + + sY * odm_face->pFacePlane.vNormal.y + + sZ * odm_face->pFacePlane.vNormal.z < 0 ) + continue; + } + else + { + if ( odm_face->pFacePlane.dist + sX * odm_face->pFacePlane.vNormal.x + + sY * odm_face->pFacePlane.vNormal.y + + sZ * odm_face->pFacePlane.vNormal.z > 0 ) + continue; + } + v_4a = abs(-(odm_face->pFacePlane.dist + sX * odm_face->pFacePlane.vNormal.x + + sY * odm_face->pFacePlane.vNormal.y + + sZ * odm_face->pFacePlane.vNormal.z )) >> 14; + if ( v_4a <= abs(v40) ) + { + //LODWORD(v43) = v42 << 16; + //HIDWORD(v43) = v42 >> 16; + //vb = v43 / va; + vb = fixpoint_div(v42, va); + if ( vb >= 0 ) + { + if ( sub_4077F1(sX + ((signed int)(fixpoint_mul(vb, v126) + 0x8000) >> 16), + sY + ((signed int)(fixpoint_mul(vb, v122) + 0x8000) >> 16), + sZ + ((signed int)(fixpoint_mul(vb, v35) + 0x8000) >> 16), + odm_face, + &pOutdoor->pBModels[model_id].pVertices) ) + { + v113 = 1; + break; + } + } + } + } + } + } + + } + return !v114 || !v113; +} +//----- (0043F333) -------------------------------------------------------- +void BspRenderer::MakeVisibleSectorList() +{ +// int v6; // ebx@3 + + uNumVisibleNotEmptySectors = 0; + for (uint i = 0; i < num_nodes; ++i) + { + //if (!uNumVisibleNotEmptySectors) + //{ + //pVisibleSectorIDs_toDrawDecorsActorsEtcFrom[uNumVisibleNotEmptySectors++] = nodes[i].uSectorID; + //continue; + //} + //v6 = 0; + //while (pVisibleSectorIDs_toDrawDecorsActorsEtcFrom[v6] != nodes[i].uSectorID ) + for ( uint j = 0; j < uNumVisibleNotEmptySectors; j++ ) + { + //++v6; + if ( pVisibleSectorIDs_toDrawDecorsActorsEtcFrom[j] == nodes[i].uSectorID) + break; + } + pVisibleSectorIDs_toDrawDecorsActorsEtcFrom[uNumVisibleNotEmptySectors++] = nodes[i].uSectorID; + } +} +//----- (0046A334) -------------------------------------------------------- +char __fastcall DoInteractionWithTopmostZObject(int a1, int a2) +{ + int v17; // edi@36 + + v17 = PID_ID(a1); + switch ( PID_TYPE(a1) ) + { + case OBJECT_Item: // take the item + if ( pObjectList->pObjects[pSpriteObjects[v17].uObjectDescID].uFlags & 0x10 || v17 >= 1000 || !pSpriteObjects[v17].uObjectDescID ) + return 1; + if ( pItemsTable->pItems[pSpriteObjects[v17].stru_24.uItemID].uEquipType == EQUIP_GOLD) + { + pParty->PartyFindsGold(pSpriteObjects[v17].stru_24.uSpecEnchantmentType, 0); + viewparams->bRedrawGameUI = 1; + } + else + { + if ( pParty->pPickedItem.uItemID ) + return 1; + sprintfex(pTmpBuf2.data(), pGlobalTXT_LocalizationStrings[471], pItemsTable->pItems[pSpriteObjects[v17].stru_24.uItemID].pUnidentifiedName);//You found an item (%s)! + ShowStatusBarString(pTmpBuf2.data(), 2); + if ( pSpriteObjects[v17].stru_24.uItemID == 506 )//artefact + _449B7E_toggle_bit(pParty->_quest_bits, 184, 1); + if ( pSpriteObjects[v17].stru_24.uItemID == 455 ) + _449B7E_toggle_bit(pParty->_quest_bits, 185, 1); + if ( !pParty->AddItemToParty(&pSpriteObjects[v17].stru_24) ) + pParty->SetHoldingItem(&pSpriteObjects[v17].stru_24); + } + SpriteObject::OnInteraction(v17); + break; + + case OBJECT_Actor: + if ( pActors[v17].uAIState == Dying || pActors[v17].uAIState == Summoned ) + return 1; + if ( pActors[v17].uAIState == Dead ) + pActors[v17].LootActor(); + else + { + if ( !pActors[v17].GetActorsRelation(0) && pActors[v17].ActorFriend() && pActors[v17].CanAct() ) + { + Actor::AI_FaceObject(v17, 4, 0, 0); + if ( pActors[v17].sNPC_ID ) + pMessageQueue_50CBD0->AddGUIMessage(UIMSG_StartNPCDialogue, v17, 0); + else + { + if ( pNPCStats->pGroups_copy[pActors[v17].uGroup] ) + { + if ( pNPCStats->pCatchPhrases[pNPCStats->pGroups_copy[pActors[v17].uGroup]] ) + { + pParty->uFlags |= 2; + strcpy(byte_5B0938.data(), pNPCStats->pCatchPhrases[pNPCStats->pGroups_copy[pActors[v17].uGroup]]); + sub_4451A8_press_any_key(0, 0, 0); + } + } + } + } + } + break; + + case OBJECT_Decoration: + if ( pLevelDecorations[v17].uEventID ) + { + EventProcessor(pLevelDecorations[v17].uEventID, a1, 1); + pLevelDecorations[v17].uFlags |= LEVEL_DECORATION_VISIBLE_ON_MAP; + } + else + { + if ( !pLevelDecorations[v17].IsInteractive() ) + return 1; + activeLevelDecoration = &pLevelDecorations[v17]; + EventProcessor(stru_5E4C90_MapPersistVars._decor_events[pLevelDecorations[v17]._idx_in_stru123 - 75] + 380, 0, 1); + activeLevelDecoration = nullptr; + } + break; + + default: + MessageBoxW(nullptr, L"Warning: Invalid ID reached!", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Mouse.cpp:2020", 0); + return 1; + + case OBJECT_BModel: + if ( uCurrentlyLoadedLevelType == LEVEL_Outdoor ) + { + int bmodel_id = a1 >> 9, + face_id = v17 & 0x3F; + if (bmodel_id >= pOutdoor->uNumBModels) + return 1; + if (pOutdoor->pBModels[bmodel_id].pFaces[face_id].uAttributes & FACE_HAS_EVENT + || pOutdoor->pBModels[bmodel_id].pFaces[face_id].sCogTriggeredID == 0 ) + return 1; + EventProcessor((signed __int16)pOutdoor->pBModels[bmodel_id].pFaces[face_id].sCogTriggeredID, a1, 1); + } + else + { + if ( !(pIndoor->pFaces[v17].uAttributes & FACE_CLICKABLE) ) + { + ShowNothingHereStatus(); + return 1; + } + if ( pIndoor->pFaces[v17].uAttributes & FACE_HAS_EVENT || !pIndoor->pFaceExtras[pIndoor->pFaces[v17].uFaceExtraID].uEventID ) + return 1; + if ( pCurrentScreen != SCREEN_BRANCHLESS_NPC_DIALOG ) + EventProcessor((signed __int16)pIndoor->pFaceExtras[pIndoor->pFaces[v17].uFaceExtraID].uEventID, a1, 1); + } + return 0; + break; + } + return 0; +} +//----- (0046BDF1) -------------------------------------------------------- +void BLV_UpdateUserInputAndOther() +{ + UpdateObjects(); + BLV_ProcessPartyActions(); + UpdateActors_BLV(); + BLV_UpdateDoors(); + check_event_triggers(); +} +//----- (00424829) -------------------------------------------------------- +// Finds out if current portal can be seen through the previous portal +bool PortalFrustrum(int pNumVertices, BspRenderer_PortalViewportData *far_portal, BspRenderer_PortalViewportData *near_portal, int uFaceID) +{ + int min_y; // esi@5 + int max_y; // edx@5 + int current_ID; // eax@12 + int v13; // eax@22 + int v15; // ecx@29 + int v18; // eax@39 + int v19; // eax@44 + int v20; // ecx@44 + int v22; // edi@46 + int v24; // edx@48 + int v26; // eax@55 + int v29; // edx@57 + int v31; // eax@64 + __int16 v36; // dx@67 + __int16 v38; // dx@67 + int v46; // edx@87 + int v49; // esi@93 + int v53; // [sp+Ch] [bp-34h]@44 + int v54; // [sp+10h] [bp-30h]@0 + int min_y_ID2; // [sp+14h] [bp-2Ch]@12 + int v59; // [sp+14h] [bp-2Ch]@87 + int v61; // [sp+1Ch] [bp-24h]@29 + int v62; // [sp+20h] [bp-20h]@0 + signed int direction1; // [sp+24h] [bp-1Ch]@3 + signed int direction2; // [sp+28h] [bp-18h]@3 + int min_y_ID; // [sp+2Ch] [bp-14h]@5 + int v69; // [sp+34h] [bp-Ch]@29 + int v70; // [sp+34h] [bp-Ch]@46 + + if ( pNumVertices <= 1 ) + return false; + min_y = PortalFace._screen_space_y[0]; + min_y_ID = 0; + max_y = PortalFace._screen_space_y[0]; + //face direction(направление фейса) + if ( !PortalFace.direction ) + { + direction1 = 1; + direction2 = -1; + } + else + { + direction1 = -1; + direction2 = 1; + } + + //get min and max y for portal(дать минимальное и максимальное значение y для портала) + for ( uint i = 1; i < pNumVertices; ++i ) + { + if (PortalFace._screen_space_y[i] < min_y) + { + min_y_ID = i; + min_y = PortalFace._screen_space_y[i]; + } + else if (PortalFace._screen_space_y[i] > max_y) + { + max_y = PortalFace._screen_space_y[i]; + } + } + if ( max_y == min_y ) + return false; + + //***************************************************************************************************************************** + far_portal->_viewport_space_y = min_y; + far_portal->_viewport_space_w = max_y; + current_ID = min_y_ID; + min_y_ID2 = min_y_ID; + + for ( uint i = 0; i < pNumVertices; ++i ) + { + current_ID += direction2; + if ( current_ID < pNumVertices ) + { + if ( current_ID < 0 ) + current_ID += pNumVertices; + } + else + current_ID -= pNumVertices; + if ( PortalFace._screen_space_y[current_ID] <= PortalFace._screen_space_y[min_y_ID] )//определение минимальной у + { + min_y_ID2 = current_ID; + min_y_ID = current_ID; + } + if ( PortalFace._screen_space_y[current_ID] == max_y ) + break; + } + + v13 = min_y_ID2 + direction2; + if ( v13 < pNumVertices ) + { + if ( v13 < 0 ) + v13 += pNumVertices; + } + else + v13 -= pNumVertices; + if ( PortalFace._screen_space_y[v13] != PortalFace._screen_space_y[min_y_ID2] ) + { + v62 = PortalFace._screen_space_x[min_y_ID2] << 16; + v54 = ((PortalFace._screen_space_x[v13] - PortalFace._screen_space_x[min_y_ID2]) << 16) / + (PortalFace._screen_space_y[v13] - PortalFace._screen_space_y[min_y_ID2]); + far_portal->viewport_left_side[min_y] = (short)PortalFace._screen_space_x[min_y_ID2]; + } + //**************************************************************************************************************************************** + // + v15 = min_y_ID; + v61 = min_y_ID; + for ( v69 = 0; v69 < pNumVertices; ++v69 ) + { + v15 += direction1; + if ( v15 < pNumVertices ) + { + if ( v15 < 0 ) + v15 += pNumVertices; + } + else + v15 -= pNumVertices; + if ( PortalFace._screen_space_y[v15] <= PortalFace._screen_space_y[min_y_ID] ) + { + v61 = v15; + min_y_ID = v15; + } + if ( PortalFace._screen_space_y[v15] == max_y ) + break; + } + v18 = direction1 + v61; + if ( v18 < pNumVertices ) + { + if ( v18 < 0 ) + v18 += pNumVertices; + } + else + v18 -= pNumVertices; + v19 = v18; + v20 = v61; + if ( PortalFace._screen_space_y[v19] != PortalFace._screen_space_y[v61] ) + { + v61 = PortalFace._screen_space_x[v20] << 16; + v53 = ((PortalFace._screen_space_x[v19] - PortalFace._screen_space_x[v20]) << 16) / + (PortalFace._screen_space_y[v19] - PortalFace._screen_space_y[v20]); + far_portal->viewport_right_side[max_y] = (short)PortalFace._screen_space_x[v20]; + } + //**************************************************************************************************************************************** + v22 = min_y; + if ( min_y <= max_y ) + { + for ( v70 = min_y; v70 <= max_y; ++v70 ) + { + v24 = v13; + if ( v22 >= PortalFace._screen_space_y[v13] && v22 != max_y ) + { + v13 = direction2 + v13; + if ( v13 < pNumVertices ) + { + if ( v13 < 0 ) + v13 += pNumVertices; + } + else + v13 -= pNumVertices; + v26 = v13; + if ( PortalFace._screen_space_y[v26] - PortalFace._screen_space_y[v24] > 0 ) + { + v54 = ((PortalFace._screen_space_x[v26] - PortalFace._screen_space_x[v24]) << 16) / (PortalFace._screen_space_y[v26] - PortalFace._screen_space_y[v24]); + v62 = PortalFace._screen_space_x[v24] << 16; + } + } + v29 = v18; + if ( v70 >= PortalFace._screen_space_y[v18] && v70 != max_y ) + { + v18 += direction1; + if ( v18 < pNumVertices ) + { + if ( v18 < 0 ) + v18 += pNumVertices; + } + else + v18 -= pNumVertices; + v31 = v18; + if ( PortalFace._screen_space_y[v31] - PortalFace._screen_space_y[v29] > 0 ) + { + v53 = ((PortalFace._screen_space_x[v31] - PortalFace._screen_space_x[v29]) << 16) / (PortalFace._screen_space_y[v31] - PortalFace._screen_space_y[v29]); + v61 = PortalFace._screen_space_x[v29] << 16; + } + } + far_portal->viewport_left_side[v70] = HIWORD(v62); + far_portal->viewport_right_side[v70] = HIWORD(v61); + if ( far_portal->viewport_left_side[v70] > far_portal->viewport_right_side[v70] ) + { + v36 = far_portal->viewport_left_side[v70] ^ far_portal->viewport_right_side[v70]; + //v37 = far_portal->viewport_right_side[v70]; + far_portal->viewport_left_side[v70] = v36; + v38 = far_portal->viewport_right_side[v70] ^ v36; + far_portal->viewport_left_side[v70] ^= v38; + far_portal->viewport_right_side[v70] = v38; + } + v62 += v54; + v22 = v70 + 1; + v61 += v53; + } + } + //***************************************************************************************************************************** + // check portals coordinates and determine max, min(проверка координат порталов и определение макс, мин-ой у) + if ( max_y < near_portal->_viewport_space_y ) + return false; + if ( min_y > near_portal->_viewport_space_w ) + return false; + if ( min_y < near_portal->_viewport_space_y ) + min_y = near_portal->_viewport_space_y; + if ( max_y > near_portal->_viewport_space_w ) + max_y = near_portal->_viewport_space_w; + if ( min_y <= max_y ) + { + for ( min_y; min_y <= max_y; ++min_y ) + { + if ( far_portal->viewport_right_side[min_y] >= near_portal->viewport_left_side[min_y] + && far_portal->viewport_left_side[min_y] <= near_portal->viewport_right_side[min_y] ) + break; + } + } + if ( max_y < min_y ) + return false; + for ( max_y; max_y >= min_y; --max_y ) + { + if ( far_portal->viewport_right_side[max_y] >= near_portal->viewport_left_side[max_y] + && far_portal->viewport_left_side[max_y] <= near_portal->viewport_right_side[max_y] ) + break; + } + if ( min_y >= max_y ) + return false; + //************************************************************************************************************************************* + v59 = min_y; + for ( v46 = max_y - min_y + 1; v46; --v46 ) + { + if ( far_portal->viewport_left_side[v59] < near_portal->viewport_left_side[v59] ) + far_portal->viewport_left_side[v59] = near_portal->viewport_left_side[v59]; + if ( far_portal->viewport_right_side[v59] > near_portal->viewport_right_side[v59] ) + far_portal->viewport_right_side[v59] = near_portal->viewport_right_side[v59]; + ++v59; + } + far_portal->_viewport_space_y = min_y; + far_portal->_viewport_space_w = max_y; + far_portal->_viewport_space_x = far_portal->viewport_left_side[min_y]; + far_portal->_viewport_space_z = far_portal->viewport_right_side[min_y]; + far_portal->_viewport_x_minID = min_y; + far_portal->_viewport_z_maxID = min_y; + v49 = min_y + 1; + if ( v49 <= max_y ) + { + for ( v49; v49 <= max_y; ++v49 ) + { + if ( far_portal->viewport_left_side[v49] < far_portal->_viewport_space_x ) + { + far_portal->_viewport_space_x = far_portal->viewport_left_side[v49]; + far_portal->_viewport_x_minID = v49; + } + if ( far_portal->viewport_right_side[v49] > far_portal->_viewport_space_z ) + { + far_portal->_viewport_space_z = far_portal->viewport_right_side[v49]; + far_portal->_viewport_z_maxID = v49; + } + } + } + return true; +} +//----- (00423B5D) -------------------------------------------------------- +int __fastcall GetPortalScreenCoord(unsigned int uFaceID) +{ + BLVFace *pFace; // ebx@1 + int pNextVertices; // edx@11 + int t; // ST28_4@12 + int pScreenX; // eax@22 + int pScreenY; // eax@27 + signed int left_num_vertices; // edi@31 + signed int right_num_vertices; // ebx@41 + signed int top_num_vertices; // edi@51 + int bottom_num_vertices; // ebx@61 + bool current_vertices_flag; // [sp+18h] [bp-10h]@9 + signed int depth_num_vertices; // [sp+1Ch] [bp-Ch]@9 + bool next_vertices_flag; // [sp+20h] [bp-8h]@10 + + //Доп инфо "Программирование трёхмерных игр для windows" Ламот стр 910 + + pFace = &pIndoor->pFaces[uFaceID]; + memset(&PortalFace, 0, sizeof(stru367)); + + //get direction the face(определение направленности фейса)********************************************************************************* + if ( pFace->pFacePlane_old.vNormal.x * (pIndoor->pVertices[pIndoor->pFaces[uFaceID].pVertexIDs[0]].x - pGame->pIndoorCameraD3D->vPartyPos.x) + + pFace->pFacePlane_old.vNormal.y * (pIndoor->pVertices[pIndoor->pFaces[uFaceID].pVertexIDs[0]].y - pGame->pIndoorCameraD3D->vPartyPos.y) + + pFace->pFacePlane_old.vNormal.z * (pIndoor->pVertices[pIndoor->pFaces[uFaceID].pVertexIDs[0]].z - pGame->pIndoorCameraD3D->vPartyPos.z) < 0 ) + { + PortalFace.direction = true; + } + else + { + PortalFace.direction = false; + if ( !(pFace->Portal()) ) + return 0; + } + //***************************************************************************************************************************************** + //generate/cinvertetion in camera location coordinates(генерация/конвертирование в координаты пространства камеры) + + //for new coordinates: + //int x = 0x AAAA BBBB; + //AAAA - integer(целая часть), BBBB - fractional(дробная) + //float v = HIWORD(x) + LOWORD(x) / 65535.0f; + //0x0351A281 это 849(351 в шестнадцатиричной) в целой части и A281 в дробной(хотя как точно BBBB считалась не помню) + //if in HIWORD: FFFF = -1 + //FFFE = -2 + //FFFD = -3 + //.... + //8000 = -32767 + //7FFF = 32767 + //7FFE = 32766 + //если в LOWORD например лежит FFFF то не совсем понятно, что это + //потому что если и hiword и loword равны FFFF FFFF то двойное отрицание как бы, нужно тестировать что конкретно получается чтобы понять что это значит + //всё что больше 7FFF для верхнего слова это идёт уже с минусом/Nomad/ + + if ( (signed int)pFace->uNumVertices > 0 ) + { + for (uint i = 0; i < pFace->uNumVertices; ++i) + { + pGame->pIndoorCameraD3D->ApplyViewTransform_TrueIfStillVisible_BLV(pIndoor->pVertices[pFace->pVertexIDs[i]].x, + pIndoor->pVertices[pFace->pVertexIDs[i]].y, + pIndoor->pVertices[pFace->pVertexIDs[i]].z, + &PortalFace._view_transformed_z[i + 3], &PortalFace._view_transformed_x[i + 3], &PortalFace._view_transformed_y[i + 3], 0); + } + } + //***************************************************************************************************************************************** + //check vertices for the nearest plane(проверка вершин есть ли в области за ближайшей плоскостью) + if ( pFace->uNumVertices <= 0 ) + return 0; + bool bFound = false; + for (uint i = 0; i < pFace->uNumVertices; ++i) + { + if ( PortalFace._view_transformed_z[i + 3] >= 524288 )// 8.0(0x80000) + { + bFound = true; + break; + } + } + if ( !bFound ) + return 0; + //***************************************************************************************************************************************** + //check for near clip plane(проверка по ближней границе) + // + // v0 v1 + // ._________________. + // / \ + // / \ + // v5. . v2 + // | | + // | | + // | | + // ---------------------------- 8.0(near_clip) + // | | + // ._______________________. + // v4 v3 + depth_num_vertices = 0; + PortalFace._view_transformed_z[pFace->uNumVertices + 3] = PortalFace._view_transformed_z[3]; + PortalFace._view_transformed_x[pFace->uNumVertices + 3] = PortalFace._view_transformed_x[3]; + PortalFace._view_transformed_y[pFace->uNumVertices + 3] = PortalFace._view_transformed_y[3]; + current_vertices_flag = PortalFace._view_transformed_z[3] >= 0x80000; //524288 + if ( pFace->uNumVertices >= 1 ) + { + for ( uint i = 1; i <= pFace->uNumVertices; ++i) + { + next_vertices_flag = PortalFace._view_transformed_z[i + 3] >= 0x80000; //524288;// 8.0 + if ( current_vertices_flag ^ next_vertices_flag )//или текущая или следующая вершина за ближней границей - v5 + { + if ( next_vertices_flag )//следующая вершина за ближней границей + { + //t = near_clip - v4.z / v5.z - v4.z + t = fixpoint_div(0x80000 - PortalFace._view_transformed_z[i + 2], PortalFace._view_transformed_z[i + 3] - PortalFace._view_transformed_z[i + 2]); + //New_x = (v5.x - v4.x)*t + v4.x + PortalFace._view_transformed_x[depth_num_vertices] = fixpoint_mul((PortalFace._view_transformed_x[i + 3] - PortalFace._view_transformed_x[i + 2]), t) + + PortalFace._view_transformed_x[i + 2]; + //New_y = (v5.y - v4.y)*t + v4.y + PortalFace._view_transformed_y[depth_num_vertices] = fixpoint_mul((PortalFace._view_transformed_y[i + 3] - PortalFace._view_transformed_y[i + 2]), t) + + PortalFace._view_transformed_y[i + 2]; + //New_z = 8.0(0x80000) + PortalFace._view_transformed_z[depth_num_vertices] = 0x80000; //524288 + } + else// текущая вершина за ближней границей + { + //t = near_clip - v1.z / v0.z - v1.z + t = fixpoint_div(524288 - PortalFace._view_transformed_z[i + 3], PortalFace._view_transformed_z[i + 2] - PortalFace._view_transformed_z[i + 3]); + //New_x = (v0.x - v1.x)*t + v1.x + PortalFace._view_transformed_x[depth_num_vertices] = fixpoint_mul((PortalFace._view_transformed_x[i + 2] - PortalFace._view_transformed_x[i + 3]), t) + + PortalFace._view_transformed_x[i + 3]; + //New_y = (v0.x - v1.y)*t + v1.y + PortalFace._view_transformed_y[depth_num_vertices] = fixpoint_mul((PortalFace._view_transformed_y[i + 2] - PortalFace._view_transformed_y[i + 3]), t) + + PortalFace._view_transformed_y[i + 3]; + //New_z = 8.0(0x80000) + PortalFace._view_transformed_z[depth_num_vertices] = 0x80000; //524288 + } + depth_num_vertices++; + } + if ( next_vertices_flag )//если следующая вершина за ближней границей + { + pNextVertices = depth_num_vertices++; + PortalFace._view_transformed_z[pNextVertices] = PortalFace._view_transformed_z[i + 3]; + PortalFace._view_transformed_x[pNextVertices] = PortalFace._view_transformed_x[i + 3]; + PortalFace._view_transformed_y[pNextVertices] = PortalFace._view_transformed_y[i + 3]; + } + current_vertices_flag = next_vertices_flag; + } + } + //результат: нет моргания на границе портала(когда проходим сквозь портал) + //************************************************************************************************************************************ + //convertion in screen coordinates(конвертирование в координаты экрана) + PortalFace._view_transformed_z[depth_num_vertices] = PortalFace._view_transformed_z[0]; + PortalFace._view_transformed_x[depth_num_vertices] = PortalFace._view_transformed_x[0]; + PortalFace._view_transformed_y[depth_num_vertices] = PortalFace._view_transformed_y[0]; + for ( uint i = 0; i < depth_num_vertices; ++i ) + { + if ( (abs(PortalFace._view_transformed_x[i]) >> 13) <= abs(PortalFace._view_transformed_z[i]) ) + pScreenX = fixpoint_div(PortalFace._view_transformed_x[i], PortalFace._view_transformed_z[i]); + else + { + if ( PortalFace._view_transformed_x[i] >= 0 ) + { + if (PortalFace._view_transformed_z[i] >= 0) + pScreenX = 0x400000; // 64.0 + else + pScreenX = 0xFFC00000; // -63.0 + } + else + { + if (PortalFace._view_transformed_z[i] >= 0) + pScreenX = 0xFFC00000; // -63.0 + else + pScreenX = 0x400000; // 64.0 + } + } + + if ( (abs(PortalFace._view_transformed_y[i]) >> 13) <= abs(PortalFace._view_transformed_z[i]) ) + pScreenY = fixpoint_div(PortalFace._view_transformed_y[i], PortalFace._view_transformed_z[i]); + else + { + if ( PortalFace._view_transformed_y[i] >= 0 ) + { + if (PortalFace._view_transformed_z[i] >= 0) + pScreenY = 0x400000; // 64.0 + else + pScreenY = 0xFFC00000; // -63.0 + } + else + { + if (PortalFace._view_transformed_z[i] >= 0) + pScreenY = 0xFFC00000; // -63.0 + else + pScreenY = 0x400000; // 64.0 + } + } + PortalFace._screen_space_x[i + 12] = pBLVRenderParams->uViewportCenterX - fixpoint_mul(SHIWORD(pBLVRenderParams->fov_rad_fixpoint), pScreenX); + PortalFace._screen_space_y[i + 12] = pBLVRenderParams->uViewportCenterY - fixpoint_mul(SHIWORD(pBLVRenderParams->fov_rad_fixpoint), pScreenY); + } + // результат: при повороте камеры, когда граница портала сдвигается к краю экрана, портал остается прозрачным(видимым) + //****************************************************************************************************************************************** + //координаты как в Ида-базе игры так и в данном проекте перевёрнутые,т.е. портал который в правой части экрана имеет экранные координаты + //которые для левой части экрана. Например, x(оригинал) = 8, у нас х = 468(противоположный край экрана), точно также и с у. + // + //check for left_clip plane(порверка по левой границе) + left_num_vertices = 0; + PortalFace._screen_space_x[depth_num_vertices + 12] = PortalFace._screen_space_x[12]; + PortalFace._screen_space_y[depth_num_vertices + 12] = PortalFace._screen_space_y[12]; + current_vertices_flag = PortalFace._screen_space_x[12] >= (signed int)pBLVRenderParams->uViewportX;//8.0 + if ( depth_num_vertices < 1 ) + return 0; + for ( uint i = 1; i <= depth_num_vertices; ++i ) + { + next_vertices_flag = PortalFace._screen_space_x[i + 12] >= (signed int)pBLVRenderParams->uViewportX; + if ( current_vertices_flag ^ next_vertices_flag ) + { + if ( next_vertices_flag ) + { + //t = left_clip - v0.x / v1.x - v0.x + t = fixpoint_div(pBLVRenderParams->uViewportX - PortalFace._screen_space_x[i + 11], PortalFace._screen_space_x[i + 12] - PortalFace._screen_space_x[i + 11]); + //New_y = (v1.y - v0.y)*t + v0.y + PortalFace._screen_space_y[left_num_vertices + 9] = fixpoint_mul((PortalFace._screen_space_y[i + 12]- PortalFace._screen_space_y[i + 11]), t) + + PortalFace._screen_space_y[i + 11]; + //New_x = left_clip + PortalFace._screen_space_x[left_num_vertices + 9] = pBLVRenderParams->uViewportX; + } + else + { + //t = left_clip - v1.x / v0.x - v1.x + t = fixpoint_div(pBLVRenderParams->uViewportX - PortalFace._screen_space_x[i + 12], PortalFace._screen_space_x[i + 11] - PortalFace._screen_space_x[i + 12]); + //New_y = (v0.y - v1.y)*t + v1.y + PortalFace._screen_space_y[left_num_vertices + 9] = fixpoint_mul((PortalFace._screen_space_y[i + 11] - PortalFace._screen_space_y[i + 12]), t) + + PortalFace._screen_space_y[i + 12]; + //New_x = left_clip + PortalFace._screen_space_x[left_num_vertices + 9] = pBLVRenderParams->uViewportX; + } + left_num_vertices++; + } + if ( next_vertices_flag ) + { + pNextVertices = left_num_vertices++; + PortalFace._screen_space_x[pNextVertices + 9] = PortalFace._screen_space_x[i + 12]; + PortalFace._screen_space_y[pNextVertices + 9] = PortalFace._screen_space_y[i + 12]; + } + current_vertices_flag = next_vertices_flag; + } +//********************************************************************************************************************************* +//for right_clip plane(проверка по правой плоскости) + right_num_vertices = 0; + PortalFace._screen_space_x[left_num_vertices + 9] = PortalFace._screen_space_x[9]; + PortalFace._screen_space_y[left_num_vertices + 9] = PortalFace._screen_space_y[9]; + current_vertices_flag = PortalFace._screen_space_x[9] <= (signed int)pBLVRenderParams->uViewportZ;//468.0 + if (left_num_vertices < 1) + return 0; + for ( uint i = 1; i <= left_num_vertices; ++i ) + { + next_vertices_flag = PortalFace._screen_space_x[i + 9] <= (signed int)pBLVRenderParams->uViewportZ; + if ( current_vertices_flag ^ next_vertices_flag ) + { + if ( next_vertices_flag ) + { + //t = right_clip - v1.x / v0.x - v1.x + t = fixpoint_div(pBLVRenderParams->uViewportZ - PortalFace._screen_space_x[i + 8], PortalFace._screen_space_x[i + 9] - PortalFace._screen_space_x[i + 8]); + //New_y = (v0.y - v1.y)*t + v1.y + PortalFace._screen_space_y[right_num_vertices + 6] = fixpoint_mul((PortalFace._screen_space_y[i + 9] - PortalFace._screen_space_y[i + 8]), t) + + PortalFace._screen_space_y[i + 8]; + //New_x = right_clip + PortalFace._screen_space_x[right_num_vertices + 6] = pBLVRenderParams->uViewportZ; + } + else + { + //t = right_clip - v0.x / v1.x - v0.x + t = fixpoint_div(pBLVRenderParams->uViewportZ - PortalFace._screen_space_x[i + 9], PortalFace._screen_space_x[i + 8] - PortalFace._screen_space_x[i + 9]); + //New_y = (v1.y - v0.y)*t + v0.y + PortalFace._screen_space_y[right_num_vertices + 6] = fixpoint_mul((PortalFace._screen_space_y[i + 8] - PortalFace._screen_space_y[i + 9]), t) + + PortalFace._screen_space_y[i + 9]; + //New_x = right_clip + PortalFace._screen_space_x[right_num_vertices + 6] = pBLVRenderParams->uViewportZ; + } + right_num_vertices++; + } + if ( next_vertices_flag ) + { + pNextVertices = right_num_vertices++; + PortalFace._screen_space_x[pNextVertices + 6] = PortalFace._screen_space_x[i + 9]; + PortalFace._screen_space_y[pNextVertices + 6] = PortalFace._screen_space_y[i + 9]; + } + current_vertices_flag = next_vertices_flag; + } + //************************************************************************************************************************************ + // for top clip plane + top_num_vertices = 0; + PortalFace._screen_space_x[right_num_vertices + 6] = PortalFace._screen_space_x[6]; + PortalFace._screen_space_y[right_num_vertices + 6] = PortalFace._screen_space_y[6]; + + current_vertices_flag = PortalFace._screen_space_y[6] >= (signed int)pBLVRenderParams->uViewportY;//8.0 + if ( right_num_vertices < 1 ) + return 0; + for ( uint i = 1; i <= right_num_vertices; ++i ) + { + next_vertices_flag = PortalFace._screen_space_y[i + 6] >= (signed int)pBLVRenderParams->uViewportY; + if ( current_vertices_flag ^ next_vertices_flag ) + { + if ( next_vertices_flag ) + { + t = fixpoint_div(pBLVRenderParams->uViewportY - PortalFace._screen_space_y[i + 5], PortalFace._screen_space_y[i + 6] - PortalFace._screen_space_y[i + 5]); + PortalFace._screen_space_x[top_num_vertices + 3] = ((signed int)((PortalFace._screen_space_x[i + 6] - PortalFace._screen_space_x[i + 5]) + * t) >> 16) + PortalFace._screen_space_x[i + 5]; + PortalFace._screen_space_y[top_num_vertices + 3] = pBLVRenderParams->uViewportY; + } + else + { + t = fixpoint_div(pBLVRenderParams->uViewportY - PortalFace._screen_space_y[i + 6], PortalFace._screen_space_y[i + 5] - PortalFace._screen_space_y[i + 6]); + PortalFace._screen_space_x[top_num_vertices + 3] = fixpoint_mul((PortalFace._screen_space_x[i + 5]- PortalFace._screen_space_x[i + 6]), t) + + PortalFace._screen_space_x[i + 6]; + PortalFace._screen_space_y[top_num_vertices + 3] = pBLVRenderParams->uViewportY; + } + top_num_vertices++; + } + current_vertices_flag = next_vertices_flag; + if ( next_vertices_flag ) + { + pNextVertices = top_num_vertices++; + PortalFace._screen_space_x[pNextVertices + 3] = PortalFace._screen_space_x[i + 6]; + PortalFace._screen_space_y[pNextVertices + 3] = PortalFace._screen_space_y[i + 6]; + } + } +//********************************************************************************************************************************** +//for bottom_clip plane(проверка по нижней плоскости) + bottom_num_vertices = 0; + PortalFace._screen_space_x[top_num_vertices + 3] = PortalFace._screen_space_x[3]; + PortalFace._screen_space_y[top_num_vertices + 3] = PortalFace._screen_space_y[3]; + current_vertices_flag = PortalFace._screen_space_y[3] <= (signed int)pBLVRenderParams->uViewportW;//351.0 + if ( top_num_vertices < 1 ) + return 0; + for ( uint i =1; i <= top_num_vertices; ++i ) + { + next_vertices_flag = PortalFace._screen_space_y[i + 3] <= (signed int)pBLVRenderParams->uViewportW; + if ( current_vertices_flag ^ next_vertices_flag ) + { + if ( next_vertices_flag ) + { + t = fixpoint_div(pBLVRenderParams->uViewportW - PortalFace._screen_space_y[i + 2], PortalFace._screen_space_y[i + 3] - PortalFace._screen_space_y[i + 2]); + PortalFace._screen_space_x[bottom_num_vertices] = fixpoint_mul((PortalFace._screen_space_x[i + 3] - PortalFace._screen_space_x[i + 2]), t) + + PortalFace._screen_space_x[i + 2]; + PortalFace._screen_space_y[bottom_num_vertices] = pBLVRenderParams->uViewportW; + } + else + { + t = fixpoint_div(pBLVRenderParams->uViewportW - PortalFace._screen_space_y[i + 3], PortalFace._screen_space_y[i + 2] - PortalFace._screen_space_y[i + 3]); + PortalFace._screen_space_x[bottom_num_vertices] = fixpoint_mul((PortalFace._screen_space_x[i + 2] - PortalFace._screen_space_x[i + 3]), t) + + PortalFace._screen_space_x[i + 3]; + PortalFace._screen_space_y[bottom_num_vertices] = pBLVRenderParams->uViewportW; + } + bottom_num_vertices++; + } + if ( next_vertices_flag ) + { + pNextVertices = bottom_num_vertices++; + PortalFace._screen_space_x[pNextVertices] = PortalFace._screen_space_x[i + 3]; + PortalFace._screen_space_y[pNextVertices] = PortalFace._screen_space_y[i + 3]; + } + current_vertices_flag = next_vertices_flag; + } +//*************************************************************************************************************************************** + + if ( !bottom_num_vertices ) + return 0; + PortalFace._screen_space_x[bottom_num_vertices] = PortalFace._screen_space_x[0]; + PortalFace._screen_space_y[bottom_num_vertices] = PortalFace._screen_space_y[0]; +//check for software(проверка для софтвар) + /*if ( !pRenderer->pRenderD3D && bottom_num_vertices > 3 ) + { + PortalFace._screen_space_x[bottom_num_vertices + 1] = PortalFace._screen_space_x[1]; + PortalFace._screen_space_y[bottom_num_vertices + 1] = PortalFace._screen_space_y[1]; + thisf = PortalFace.direction == true ? 1 : - 1; + if ( bottom_num_vertices > 0 ) + { + v62 = 1; + v71 = 1; + do + { + v63 = v62 - 1; + v64 = v62 + 1; + v80 = v62 + 1; + if ( v62 - 1 >= bottom_num_vertices ) + v63 -= bottom_num_vertices; + if ( v62 >= bottom_num_vertices ) + v62 -= bottom_num_vertices; + if ( v64 >= bottom_num_vertices ) + v64 -= bottom_num_vertices; + if ( thisf * ((PortalFace._screen_space_y[v64] - PortalFace._screen_space_y[v63]) + * (PortalFace._screen_space_x[v62] - PortalFace._screen_space_x[v63]) + - (PortalFace._screen_space_y[v62] - PortalFace._screen_space_y[v63]) + * (PortalFace._screen_space_x[v64] - PortalFace._screen_space_x[v63])) < 0 ) + { + v62 = v80; + v71 = v80; + } + else + { + v62 = v71; + v65 = v71; + if ( v71 < bottom_num_vertices || (v65 = v71 - bottom_num_vertices, v71 - bottom_num_vertices < bottom_num_vertices) ) + { + memcpy(&PortalFace._screen_space_y[v65], &PortalFace._screen_space_y[v65 + 1], + 4 * ((unsigned int)(4 * (bottom_num_vertices - v65)) >> 2)); + memcpy(&PortalFace._screen_space_x[v65], &PortalFace._screen_space_x[v65 + 1], + 4 * ((unsigned int)(4 * (bottom_num_vertices - v65)) >> 2)); + } + --bottom_num_vertices; + } + } + while ( v62 - 1 < bottom_num_vertices ); + } + PortalFace._screen_space_x[bottom_num_vertices] = PortalFace._screen_space_x[0]; + PortalFace._screen_space_y[bottom_num_vertices] = PortalFace._screen_space_y[0]; + }*/ + return bottom_num_vertices; +} + +//----- (004AAEA6) -------------------------------------------------------- +int __fastcall sub_4AAEA6_transform(RenderVertexSoft *a1) +{ + double v4; // st5@2 + double v5; // st4@3 + float v11; // [sp+8h] [bp-8h]@2 + float v12; // [sp+8h] [bp-8h]@6 + float v13; // [sp+Ch] [bp-4h]@2 + float v14; // [sp+Ch] [bp-4h]@6 + + if (pGame->pIndoorCameraD3D->sRotationX) + { + v13 = a1->vWorldPosition.x - (double)pParty->vPosition.x; + v11 = a1->vWorldPosition.y - (double)pParty->vPosition.y; + v4 = a1->vWorldPosition.z - (double)pParty->vPosition.z; + //if ( pRenderer->pRenderD3D ) + //{ + v5 = v11 * pGame->pIndoorCameraD3D->fRotationYSine + v13 * pGame->pIndoorCameraD3D->fRotationYCosine; + a1->vWorldViewPosition.y = v13 * pGame->pIndoorCameraD3D->fRotationYSine - v11 * pGame->pIndoorCameraD3D->fRotationYCosine; + /*} + else + { + v5 = v13 * pBLVRenderParams->fCosineY - v11 * pBLVRenderParams->fSineY; + a1->vWorldViewPosition.y = v13 * pBLVRenderParams->fSineY + v11 * pBLVRenderParams->fCosineY; + }*/ + a1->vWorldViewPosition.x = v5 * pGame->pIndoorCameraD3D->fRotationXCosine - v4 * pGame->pIndoorCameraD3D->fRotationXSine; + a1->vWorldViewPosition.z = v5 * pGame->pIndoorCameraD3D->fRotationXSine + v4 * pGame->pIndoorCameraD3D->fRotationXCosine; + } + else + { + v14 = a1->vWorldPosition.x - (double)pParty->vPosition.x; + v12 = a1->vWorldPosition.y - (double)pParty->vPosition.y; + a1->vWorldViewPosition.z = a1->vWorldPosition.z - (double)pParty->vPosition.z; + //if ( pRenderer->pRenderD3D ) + //{ + a1->vWorldViewPosition.x = v12 * pGame->pIndoorCameraD3D->fRotationYSine + v14 * pGame->pIndoorCameraD3D->fRotationYCosine; + a1->vWorldViewPosition.y = v14 * pGame->pIndoorCameraD3D->fRotationYSine - v12 * pGame->pIndoorCameraD3D->fRotationYCosine; + /*} + else + { + a1->vWorldViewPosition.x = v14 * pBLVRenderParams->fCosineY - v12 * pBLVRenderParams->fSineY; + a1->vWorldViewPosition.y = v14 * pBLVRenderParams->fSineY + v12 * pBLVRenderParams->fCosineY; + }*/ + } + return 0; +} +//----- (00472866) -------------------------------------------------------- +void BLV_ProcessPartyActions() +{ + int v1; // ebx@1 + int v2; // edi@1 + double v10; // st7@27 + int new_party_z; // esi@96 + int v38; // eax@96 + int v39; // ecx@106 + int v40; // eax@106 + int v42; // eax@120 + BLVFace *pFace; // esi@126 + int v46; // ecx@133 + int v52; // eax@140 + int v54; // ebx@146 + unsigned int uFaceEvent; // [sp+14h] [bp-4Ch]@1 + bool party_running_flag; // [sp+1Ch] [bp-44h]@1 + bool bFeatherFall; // [sp+24h] [bp-3Ch]@15 + unsigned int uSectorID; // [sp+28h] [bp-38h]@1 + bool party_walking_flag; // [sp+2Ch] [bp-34h]@1 + unsigned int uFaceID; // [sp+30h] [bp-30h]@1 + int v80; // [sp+34h] [bp-2Ch]@1 + int v82; // [sp+3Ch] [bp-24h]@47 + int _view_angle; // [sp+40h] [bp-20h]@47 + bool hovering; // [sp+44h] [bp-1Ch]@1 + int new_party_y; // [sp+48h] [bp-18h]@1 + int new_party_x; // [sp+4Ch] [bp-14h]@1 + int party_z; // [sp+50h] [bp-10h]@1 + int angle; // [sp+5Ch] [bp-4h]@47 + + uFaceEvent = 0; + //v89 = pParty->uFallSpeed; + v1 = 0; + v2 = 0; + new_party_x = pParty->vPosition.x; + new_party_y = pParty->vPosition.y; + party_z = pParty->vPosition.z; + uSectorID = pIndoor->GetSector(pParty->vPosition.x, pParty->vPosition.y, pParty->vPosition.z); + party_running_flag = false; + party_walking_flag = false; + hovering = false; + + uFaceID = -1; + int floor_level = collide_against_floor(new_party_x, new_party_y, party_z + 40, &uSectorID, &uFaceID);//получить высоту пола + + if ( pParty->bFlying )//отключить полёт + { + pParty->bFlying = false; + if (pParty->FlyActive()) + pOtherOverlayList->pOverlays[pParty->pPartyBuffs[PARTY_BUFF_FLY].uOverlayID - 1].field_E |= 1; + } + + if ( floor_level == -30000 || uFaceID == -1) + { + floor_level = collide_against_floor_approximate(new_party_x, new_party_y, party_z + 40, &uSectorID, &uFaceID); + if ( floor_level == -30000 || uFaceID == -1) + { + __debugbreak(); // level built with errors + pParty->vPosition.x = blv_prev_party_x; + pParty->vPosition.y = blv_prev_party_z; + pParty->vPosition.z = blv_prev_party_y; + pParty->uFallStartY = blv_prev_party_y; + return; + } + } + + blv_prev_party_x = pParty->vPosition.x; + blv_prev_party_z = pParty->vPosition.y; + blv_prev_party_y = pParty->vPosition.z; + if (!pParty->bTurnBasedModeOn) + { + static int dword_720CDC = 0; + + int v67 = GetTickCount() / 500; + if (dword_720CDC != v67 ) + { + dword_4F8580[3 * dword_4F8580[1]] = pParty->vPosition.x; + dword_4F8580[3 * dword_4F8580[2]] = pParty->vPosition.y; + dword_4F8580[3 * dword_4F8580[3]] = pParty->vPosition.z; + if ( dword_4F8580[0] > 60 ) + dword_4F8580[0] = 1; + + dword_720CDC = v67; + } + } + + int fall_start; + /* + if (!pParty->FeatherFallActive())// не активно падение пера + { + bFeatherFall = false; + if (!pParty->pPlayers[0].WearsItemAnyWhere(ITEM_ARTIFACT_LADYS_ESCORT) && // grants feather fall + !pParty->pPlayers[1].WearsItemAnyWhere(ITEM_ARTIFACT_LADYS_ESCORT) && + !pParty->pPlayers[2].WearsItemAnyWhere(ITEM_ARTIFACT_LADYS_ESCORT) && + !pParty->pPlayers[3].WearsItemAnyWhere(ITEM_ARTIFACT_LADYS_ESCORT)) + { + fall_start = pParty->uFallStartY; + } + else// was missing + { + fall_start = floor_level; + bFeatherFall = true; + pParty->uFallStartY = floor_level; + } + } + else// активно падение пера + { + fall_start = floor_level; + bFeatherFall = true; + pParty->uFallStartY = floor_level; + } + + Reworked condition below + */ + if (pParty->FeatherFallActive() + || pParty->pPlayers[0].WearsItemAnyWhere(ITEM_ARTIFACT_LADYS_ESCORT) + || pParty->pPlayers[1].WearsItemAnyWhere(ITEM_ARTIFACT_LADYS_ESCORT) + || pParty->pPlayers[2].WearsItemAnyWhere(ITEM_ARTIFACT_LADYS_ESCORT) + || pParty->pPlayers[3].WearsItemAnyWhere(ITEM_ARTIFACT_LADYS_ESCORT)) + { + fall_start = floor_level; + bFeatherFall = true; + pParty->uFallStartY = floor_level; + } + else + { + bFeatherFall = false; + fall_start = pParty->uFallStartY; + } + + if (fall_start - party_z > 512 && !bFeatherFall && party_z <= floor_level + 1)//повреждение от падения с высоты + { + assert(~pParty->uFlags & PARTY_FLAGS_1_LANDING); // why land in indoor? + if (pParty->uFlags & PARTY_FLAGS_1_LANDING) + pParty->uFlags &= ~PARTY_FLAGS_1_LANDING; + else for (uint i = 0; i < 4; ++i) + { // receive falling damage + if (!pParty->pPlayers[i].HasEnchantedItemEquipped(72) && !pParty->pPlayers[i].WearsItem(ITEM_ARTIFACT_HERMES_SANDALS, EQUIP_BOOTS)) + { + pParty->pPlayers[i].ReceiveDamage((pParty->uFallStartY - party_z) * (0.1f * pParty->pPlayers[i].GetMaxHealth()) / 256, DMGT_PHISYCAL); + v10 = (double)(20 - pParty->pPlayers[i].GetParameterBonus(pParty->pPlayers[i].GetActualEndurance())) * flt_6BE3A4_debug_recmod1 * 2.133333333333333; + pParty->pPlayers[i].SetRecoveryTime((signed __int64)v10); + } + } + } + + if ( party_z > floor_level + 1 ) + hovering = true; + + bool not_high_fall = false; + + if ( party_z - floor_level <= 32 ) + { + pParty->uFallStartY = party_z; + not_high_fall = true; + } + + if (bWalkSound && pParty->walk_sound_timer)//таймеры для звуков передвижения + { + if (pParty->walk_sound_timer > pEventTimer->uTimeElapsed) + pParty->walk_sound_timer -= pEventTimer->uTimeElapsed; + else pParty->walk_sound_timer = 0; + } + + if (party_z <= floor_level + 1)// группа ниже уровня пола + { + party_z = floor_level + 1; + pParty->uFallStartY = floor_level + 1; + + if (!hovering && pParty->floor_face_pid != uFaceID)// не парящие и + { + if (pIndoor->pFaces[uFaceID].uAttributes & FACE_PRESSURE_PLATE) + uFaceEvent = pIndoor->pFaceExtras[pIndoor->pFaces[uFaceID].uFaceExtraID].uEventID; + } + } + if (!hovering) + pParty->floor_face_pid = uFaceID; + + bool on_water = false; + if ( pIndoor->pFaces[uFaceID].Fluid())// на воде + on_water = true; + + //v81 = pParty->uWalkSpeed; + angle = pParty->sRotationY; + _view_angle = pParty->sRotationX; + v82 = (unsigned __int64)(pEventTimer->dt_in_some_format * (signed __int64)((signed int)(pParty->y_rotation_speed * stru_5C6E00->uIntegerPi) + / 180)) >> 16; + while ( pPartyActionQueue->uNumActions ) + { + switch ( pPartyActionQueue->Next() ) + { + case PARTY_TurnLeft: + if (uTurnSpeed) + angle = stru_5C6E00->uDoublePiMask & (angle + uTurnSpeed); + else + angle = stru_5C6E00->uDoublePiMask & (angle + (int)(v82 * fTurnSpeedMultiplier)); + break; + case PARTY_TurnRight: + if (uTurnSpeed) + angle = stru_5C6E00->uDoublePiMask & (angle - uTurnSpeed); + else + angle = stru_5C6E00->uDoublePiMask & (angle - (int)(v82 * fTurnSpeedMultiplier)); + break; + + case PARTY_FastTurnLeft: + if (uTurnSpeed) + angle = stru_5C6E00->uDoublePiMask & (angle + uTurnSpeed); + else + angle = stru_5C6E00->uDoublePiMask & (angle + (int)(2.0f * fTurnSpeedMultiplier * (double)v82)); + break; + + case PARTY_FastTurnRight: + if (uTurnSpeed) + angle = stru_5C6E00->uDoublePiMask & (angle - uTurnSpeed); + else + angle = stru_5C6E00->uDoublePiMask & (angle - (int)(2.0f * fTurnSpeedMultiplier * (double)v82)); + break; + + case PARTY_StrafeLeft: + v2 -= fixpoint_mul(stru_5C6E00->Sin(angle), pParty->uWalkSpeed * fWalkSpeedMultiplier / 2); + v1 += fixpoint_mul(stru_5C6E00->Cos(angle), pParty->uWalkSpeed * fWalkSpeedMultiplier / 2); + party_walking_flag = true; + break; + case PARTY_StrafeRight: + v2 += fixpoint_mul(stru_5C6E00->Sin(angle), pParty->uWalkSpeed * fWalkSpeedMultiplier / 2); + v1 -= fixpoint_mul(stru_5C6E00->Cos(angle), pParty->uWalkSpeed * fWalkSpeedMultiplier / 2); + party_walking_flag = true; + break; + case PARTY_WalkForward: + v2 += fixpoint_mul(stru_5C6E00->Cos(angle), 5 * pParty->uWalkSpeed * fWalkSpeedMultiplier); + v1 += fixpoint_mul(stru_5C6E00->Sin(angle), 5 * pParty->uWalkSpeed * fWalkSpeedMultiplier); + party_walking_flag = true; + break; + case PARTY_WalkBackward: + v2 -= fixpoint_mul(stru_5C6E00->Cos(angle), pParty->uWalkSpeed * fBackwardWalkSpeedMultiplier); + v1 -= fixpoint_mul(stru_5C6E00->Sin(angle), pParty->uWalkSpeed * fBackwardWalkSpeedMultiplier); + party_walking_flag = true; + break; + case PARTY_RunForward://Бег вперёд + v2 += fixpoint_mul(stru_5C6E00->Cos(angle), 2 * pParty->uWalkSpeed * fWalkSpeedMultiplier); + v1 += fixpoint_mul(stru_5C6E00->Sin(angle), 2 * pParty->uWalkSpeed * fWalkSpeedMultiplier); + party_running_flag = true; + break; + case PARTY_RunBackward: + //v32 = stru_5C6E00->SinCos(angle); + //v33 = (double)v81; + //v88 = (double)v81; + v2 -= fixpoint_mul(stru_5C6E00->Cos(angle), pParty->uWalkSpeed * fBackwardWalkSpeedMultiplier); + //v34 = stru_5C6E00->SinCos(angle - stru_5C6E00->uIntegerHalfPi); + v1 -= fixpoint_mul(stru_5C6E00->Sin(angle), pParty->uWalkSpeed * fBackwardWalkSpeedMultiplier); + party_running_flag = true; + break; + case PARTY_LookUp: + _view_angle += (signed __int64)(flt_6BE150_look_up_down_dangle * 25.0); + if ( _view_angle > 128 ) + _view_angle = 128; + if ( uActiveCharacter ) + pPlayers[uActiveCharacter]->PlaySound((PlayerSpeech)SPEECH_63, 0); + break; + case PARTY_LookDown: + _view_angle += (signed __int64)(flt_6BE150_look_up_down_dangle * -25.0); + if ( _view_angle < -128 ) + _view_angle = -128; + if ( uActiveCharacter ) + pPlayers[uActiveCharacter]->PlaySound((PlayerSpeech)SPEECH_64, 0); + break; + case PARTY_CenterView: + _view_angle = 0; + break; + case PARTY_Jump: + if ( (!hovering || party_z <= floor_level + 6 && pParty->uFallSpeed <= 0) && pParty->field_24 ) + { + hovering = true; + pParty->uFallSpeed = (signed __int64)((double)(pParty->field_24 << 6) * 1.5 + (double)pParty->uFallSpeed); + } + break; + default: + break; + } + } + pParty->sRotationY = angle; + pParty->sRotationX = _view_angle; + if ( hovering )//парящие + { + pParty->uFallSpeed += -2 * pEventTimer->uTimeElapsed * GetGravityStrength();// расчёт скорости падения + if ( hovering && pParty->uFallSpeed <= 0 ) + { + if ( pParty->uFallSpeed < -500 && !pParty->bFlying ) + { + for ( uint pl = 1; pl <= 4; pl++ ) + { + if ( !pPlayers[pl]->HasEnchantedItemEquipped(72) && !pPlayers[pl]->WearsItem(ITEM_ARTIFACT_HERMES_SANDALS, EQUIP_BOOTS) ) //was 8 + pPlayers[pl]->PlayEmotion(CHARACTER_EXPRESSION_SCARED, 0); + } + } + } + else + pParty->uFallStartY = party_z; + } + else// не парящие + { + if ( pIndoor->pFaces[uFaceID].pFacePlane_old.vNormal.z < 0x8000 ) + { + pParty->uFallSpeed -= pEventTimer->uTimeElapsed * GetGravityStrength(); + pParty->uFallStartY = party_z; + } + else + { + if (! (pParty->uFlags & PARTY_FLAGS_1_LANDING) ) + pParty->uFallSpeed = 0; + pParty->uFallStartY = party_z; + } + } + if ( v2 * v2 + v1 * v1 < 400 ) + { + v1 = 0; + v2 = 0; + } + + stru_721530.field_84 = -1; + stru_721530.field_70 = 0; + stru_721530.prolly_normal_d = pParty->field_14_radius; + stru_721530.field_8_radius = pParty->field_14_radius / 2; + stru_721530.field_0 = 1; + stru_721530.height = pParty->uPartyHeight - 32; + for ( uint i = 0; i < 100; i++ ) + { + new_party_z = party_z; + stru_721530.position.x = new_party_x; + stru_721530.position.y = new_party_y; + stru_721530.position.z = stru_721530.height + party_z + 1; + + stru_721530.normal.x = new_party_x; + stru_721530.normal.y = new_party_y; + stru_721530.normal.z = stru_721530.prolly_normal_d + party_z + 1; + + stru_721530.velocity.x = v2; + stru_721530.velocity.y = v1; + stru_721530.velocity.z = pParty->uFallSpeed; + + stru_721530.uSectorID = uSectorID; + v38 = 0; + if ( pParty->bTurnBasedModeOn == true && pTurnEngine->turn_stage == TE_MOVEMENT ) + v38 = 13312; + if ( stru_721530._47050A(v38) ) + break; + for ( uint j = 0; j < 100; ++j ) + { + _46E44E_collide_against_faces_and_portals(1); + _46E0B2_collide_against_decorations();//столкновения с декором + for ( v80 = 0; v80 < (signed int)uNumActors; ++v80 ) + Actor::_46DF1A_collide_against_actor(v80, 0);//столкновения с монстрами + if ( _46F04E_collide_against_portals() )//столкновения с порталами + break; + } + if ( stru_721530.field_7C >= stru_721530.field_6C ) + { + v39 = stru_721530.normal2.x; + uSectorID = stru_721530.normal2.y; + v40 = stru_721530.normal2.z - stru_721530.prolly_normal_d - 1; + } + else + { + v39 = new_party_x + fixpoint_mul(stru_721530.field_7C, stru_721530.direction.x); + uSectorID = new_party_y + fixpoint_mul(stru_721530.field_7C, stru_721530.direction.y); + v40 = new_party_z + fixpoint_mul(stru_721530.field_7C, stru_721530.direction.z); + } + v42 = collide_against_floor(v39, uSectorID, v40 + 40, &stru_721530.uSectorID, &uFaceID); + if ( v42 == -30000 || v42 - new_party_z > 128 ) + return; + if ( stru_721530.field_7C >= stru_721530.field_6C )//??? + { + new_party_x = stru_721530.normal2.x; + new_party_y = stru_721530.normal2.y; + new_party_z = stru_721530.normal2.z - stru_721530.prolly_normal_d - 1; + break; + } + new_party_x += fixpoint_mul(stru_721530.field_7C, stru_721530.direction.x); + new_party_y += fixpoint_mul(stru_721530.field_7C, stru_721530.direction.y); + uSectorID = stru_721530.uSectorID; + stru_721530.field_70 += stru_721530.field_7C; + unsigned long long v87 = new_party_z + fixpoint_mul(stru_721530.field_7C, stru_721530.direction.z); + if ( PID_TYPE(stru_721530.uFaceID) == OBJECT_Actor)//при столкновении с монстром + { + if ( pParty->pPartyBuffs[PARTY_BUFF_INVISIBILITY].uExpireTime > 0 ) + pParty->pPartyBuffs[PARTY_BUFF_INVISIBILITY].Reset(); + viewparams->bRedrawGameUI = true; + } + else if ( PID_TYPE(stru_721530.uFaceID) == OBJECT_Decoration)//при столкновении с декорацией + { + v54 = stru_5C6E00->Atan2(new_party_x - pLevelDecorations[stru_721530.uFaceID >> 3].vPosition.x, + new_party_y - pLevelDecorations[stru_721530.uFaceID >> 3].vPosition.y); + v2 = fixpoint_mul(stru_5C6E00->Cos(v54), integer_sqrt(v2 * v2 + v1 * v1)); + v1 = fixpoint_mul(stru_5C6E00->Sin(v54), integer_sqrt(v2 * v2 + v1 * v1)); + } + else if ( PID_TYPE(stru_721530.uFaceID) == OBJECT_BModel)//при столкновении с bmodel + { + pFace = &pIndoor->pFaces[(signed int)stru_721530.uFaceID >> 3]; + if ( pFace->uPolygonType == POLYGON_Floor )// если bmodel - пол + { + if ( pParty->uFallSpeed < 0 ) + pParty->uFallSpeed = 0; + v87 = pIndoor->pVertices[*pFace->pVertexIDs].z + 1; + if ( pParty->uFallStartY - v87 < 512 ) + pParty->uFallStartY = v87; + if ( v2 * v2 + v1 * v1 < 400 ) + { + v1 = 0; + v2 = 0; + } + if ( pParty->floor_face_pid != PID_ID(stru_721530.uFaceID) && pFace->Pressure_Plate() ) + uFaceEvent = pIndoor->pFaceExtras[pFace->uFaceExtraID].uEventID; + } + else// если не пол + { + v46 = pParty->uFallSpeed * pFace->pFacePlane_old.vNormal.z; + if ( pFace->uPolygonType != POLYGON_InBetweenFloorAndWall )//полез на холм + { + v80 = abs(v1 * pFace->pFacePlane_old.vNormal.y + v46 + v2 * pFace->pFacePlane_old.vNormal.x) >> 16; + if ((stru_721530.speed >> 3) > v80 ) + v80 = stru_721530.speed >> 3; + v2 += fixpoint_mul(v80, pFace->pFacePlane_old.vNormal.x); + v1 += fixpoint_mul(v80, pFace->pFacePlane_old.vNormal.y); + pParty->uFallSpeed += fixpoint_mul(v80, pFace->pFacePlane_old.vNormal.z); + //v80 = pFace->pFacePlane_old.vNormal.y; + v52 = stru_721530.prolly_normal_d - ((pFace->pFacePlane_old.dist + + v87 * pFace->pFacePlane_old.vNormal.z + + new_party_y * pFace->pFacePlane_old.vNormal.y + + new_party_x * pFace->pFacePlane_old.vNormal.x) >> 16); + if ( v52 > 0 ) + { + new_party_x += fixpoint_mul(v52, pFace->pFacePlane_old.vNormal.x); + new_party_y += fixpoint_mul(v52, pFace->pFacePlane_old.vNormal.y); + v87 += fixpoint_mul(v52, pFace->pFacePlane_old.vNormal.z); + } + if ( pParty->floor_face_pid != PID_ID(stru_721530.uFaceID) && pFace->Pressure_Plate() ) + uFaceEvent = pIndoor->pFaceExtras[pFace->uFaceExtraID].uEventID; + } + if ( pFace->uPolygonType == POLYGON_InBetweenFloorAndWall ) + { + v80 = abs(v1 * pFace->pFacePlane_old.vNormal.y + v46 + v2 * pFace->pFacePlane_old.vNormal.x) >> 16; + if ((stru_721530.speed >> 3) > v80 ) + v80 = stru_721530.speed >> 3; + v2 += fixpoint_mul(v80, pFace->pFacePlane_old.vNormal.x); + v1 += fixpoint_mul(v80, pFace->pFacePlane_old.vNormal.y); + pParty->uFallSpeed += fixpoint_mul(v80, pFace->pFacePlane_old.vNormal.z); + if ( v2 * v2 + v1 * v1 >= 400 ) + { + if ( pParty->floor_face_pid != PID_ID(stru_721530.uFaceID) && pFace->Pressure_Plate() ) + uFaceEvent = pIndoor->pFaceExtras[pFace->uFaceExtraID].uEventID; + } + else + { + v2 = 0; + v1 = 0; + pParty->uFallSpeed = 0; + } + } + } + } + v2 = fixpoint_mul(58500, v2); + v1 = fixpoint_mul(58500, v1); + pParty->uFallSpeed = fixpoint_mul(58500, pParty->uFallSpeed); + } + + // //Воспроизведение звуков ходьбы/бега------------------------- + uint pX_ = abs(pParty->vPosition.x - new_party_x); + uint pY_ = abs(pParty->vPosition.y - new_party_y); + uint pZ_ = abs(pParty->vPosition.z - new_party_z); + if ( bWalkSound && pParty->walk_sound_timer <= 0 ) + { + pAudioPlayer->_4AA258(804);//stop sound + if ( party_running_flag && (!hovering || not_high_fall) ) //Бег и (не прыжок или не высокое падение ) + { + if ( integer_sqrt(pX_ * pX_ + pY_ * pY_ + pZ_ * pZ_) >= 16 ) + { + if ( on_water ) + pAudioPlayer->PlaySound(SOUND_RunAlongWater, 804, 1, -1, 0, 0, 0, 0); + else if ( pIndoor->pFaces[uFaceID].uAttributes & FACE_INDOOR_CARPET )//по ковру + pAudioPlayer->PlaySound((SoundID)50, 804, 1, -1, 0, 0, 0, 0); + else + pAudioPlayer->PlaySound(SOUND_RunAlong3DModel, 804, 1, -1, 0, 0, 0, 0); + pParty->walk_sound_timer = 96;//64 + } + } + else if ( party_walking_flag && (!hovering || not_high_fall) )//Ходьба и (не прыжок или не высокое падение) + { + if ( integer_sqrt(pX_ * pX_ + pY_ * pY_ + pZ_ * pZ_) >= 8 ) + { + if ( on_water ) + pAudioPlayer->PlaySound(SOUND_WalkAlongWater, 804, 1, -1, 0, 0, 0, 0); + else if ( pIndoor->pFaces[uFaceID].uAttributes & FACE_INDOOR_CARPET )//по ковру + pAudioPlayer->PlaySound((SoundID)89, 804, 1, -1, 0, 0, 0, 0); + else + pAudioPlayer->PlaySound(SOUND_WalkAlong3DModel, 804, 1, -1, 0, 0, 0, 0); + pParty->walk_sound_timer = 144;//64 + } + } + } + if ( integer_sqrt(pX_ * pX_ + pY_ * pY_ + pZ_ * pZ_) < 8 )//отключить звук ходьбы при остановке + pAudioPlayer->_4AA258(804); + //------------------------------------------------------------- + if ( !hovering || !not_high_fall ) + pParty->uFlags &= ~PARTY_FLAGS_1_FALLING; + else + pParty->uFlags |= PARTY_FLAGS_1_FALLING; + pParty->uFlags &= ~PARTY_FLAGS_1_BURNING; + pParty->vPosition.x = new_party_x; + pParty->vPosition.z = new_party_z; + pParty->vPosition.y = new_party_y; + //pParty->uFallSpeed = v89; + if ( !hovering && pIndoor->pFaces[uFaceID].uAttributes & FACE_INDOOR_LAVA ) + pParty->uFlags |= PARTY_FLAGS_1_BURNING;//0x200 + if (uFaceEvent) + EventProcessor(uFaceEvent, 0, 1); +} + +//----- (00449A49) -------------------------------------------------------- +void Door_switch_animation(unsigned int uDoorID, int a2) +{ + int old_state; // eax@1 + signed int door_id; // esi@2 + + if ( !pIndoor->pDoors ) + return; + for ( door_id = 0; door_id < 200; ++door_id ) + { + if ( pIndoor->pDoors[door_id].uDoorID == uDoorID ) + break; + } + if ( door_id >= 200 ) + { + Error("Unable to find Door ID: %i!", uDoorID); + } + old_state = pIndoor->pDoors[door_id].uState; + //old_state: 0 - в нижнем положении/закрыто + // 2 - в верхнем положении/открыто, + //a2: 1 - открыть + // 2 - опустить/поднять + if ( a2 == 2 ) + { + if ( pIndoor->pDoors[door_id].uState == BLVDoor::Closing || pIndoor->pDoors[door_id].uState == BLVDoor::Opening ) + return; + if ( pIndoor->pDoors[door_id].uState ) + { + if ( pIndoor->pDoors[door_id].uState != BLVDoor::Closed && pIndoor->pDoors[door_id].uState != BLVDoor::Closing ) + { + pIndoor->pDoors[door_id].uState = BLVDoor::Closing; + if ( old_state == BLVDoor::Open ) + { + pIndoor->pDoors[door_id].uTimeSinceTriggered = 0; + return; + } + if ( pIndoor->pDoors[door_id].uTimeSinceTriggered != 15360 ) + { + pIndoor->pDoors[door_id].uTimeSinceTriggered = (pIndoor->pDoors[door_id].uMoveLength << 7) / pIndoor->pDoors[door_id].uOpenSpeed + - ((signed int)(pIndoor->pDoors[door_id].uTimeSinceTriggered * pIndoor->pDoors[door_id].uCloseSpeed) + / 128 << 7) / pIndoor->pDoors[door_id].uOpenSpeed; + return; + } + pIndoor->pDoors[door_id].uTimeSinceTriggered = 15360; + } + return; + } + } + else + { + if ( a2 == 0 ) + { + if ( pIndoor->pDoors[door_id].uState != BLVDoor::Closed && pIndoor->pDoors[door_id].uState != BLVDoor::Closing ) + { + pIndoor->pDoors[door_id].uState = BLVDoor::Closing; + if ( old_state == BLVDoor::Open ) + { + pIndoor->pDoors[door_id].uTimeSinceTriggered = 0; + return; + } + if ( pIndoor->pDoors[door_id].uTimeSinceTriggered != 15360 ) + { + pIndoor->pDoors[door_id].uTimeSinceTriggered = (pIndoor->pDoors[door_id].uMoveLength << 7) / pIndoor->pDoors[door_id].uOpenSpeed + - ((signed int)(pIndoor->pDoors[door_id].uTimeSinceTriggered * pIndoor->pDoors[door_id].uCloseSpeed) + / 128 << 7) / pIndoor->pDoors[door_id].uOpenSpeed; + return; + } + pIndoor->pDoors[door_id].uTimeSinceTriggered = 15360; + } + return; + } + if ( a2 != 1 ) + return; + } + if ( old_state != BLVDoor::Open && old_state != BLVDoor::Opening ) + { + pIndoor->pDoors[door_id].uState = BLVDoor::Opening; + if ( old_state == BLVDoor::Closed ) + { + pIndoor->pDoors[door_id].uTimeSinceTriggered = 0; + return; + } + if ( pIndoor->pDoors[door_id].uTimeSinceTriggered != 15360 ) + { + pIndoor->pDoors[door_id].uTimeSinceTriggered = (pIndoor->pDoors[door_id].uMoveLength << 7) / pIndoor->pDoors[door_id].uCloseSpeed + - ((signed int)(pIndoor->pDoors[door_id].uTimeSinceTriggered * pIndoor->pDoors[door_id].uOpenSpeed) + / 128 << 7) / pIndoor->pDoors[door_id].uCloseSpeed; + return; + } + pIndoor->pDoors[door_id].uTimeSinceTriggered = 15360; + } + return; +} + + +//----- (004088E9) -------------------------------------------------------- +int __fastcall sub_4088E9(int x1, int y1, int x2, int y2, int x3, int y3) +{ + signed int result; // eax@1 + + result = integer_sqrt(abs(x2 - x1) * abs(x2 - x1) + abs(y2 - y1) * abs(y2 - y1)); + if ( result ) + result = abs(((x2 - x1) * (y1 - y3) - (y2 - y1) * (x1 - x3)) / result); + return result; +} + +//----- (00450DA3) -------------------------------------------------------- +int GetAlertStatus() +{ + int result; // eax@2 + + if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) + result = pOutdoor->ddm.field_C_alert; + else + result = uCurrentlyLoadedLevelType == LEVEL_Outdoor ? pIndoor->dlv.field_C_alert : 0; + return result; +} + + +//----- (0045063B) -------------------------------------------------------- +int __fastcall _45063B_spawn_some_monster(MapInfo *a1, int a2) +{ + int result; // eax@8 + int v6; // edi@11 + int v7; // ebx@11 + int v8; // edi@11 + int v9; // ebx@12 + int v10; // eax@12 + char v11; // zf@16 + int v12; // edi@20 + int v13; // eax@20 + int v14; // ebx@20 + int v15; // eax@20 + int v16; // eax@20 + int v17; // eax@20 + int v18; // eax@21 + SpawnPointMM7 v19; // [sp+Ch] [bp-38h]@1 + int v22; // [sp+2Ch] [bp-18h]@3 + unsigned int uFaceID; // [sp+38h] [bp-Ch]@10 + int v26; // [sp+3Ch] [bp-8h]@11 + int v27; // [sp+40h] [bp-4h]@11 + + if (!uNumActors) + return 0; + + for ( uint mon_id = 0; mon_id < uNumActors; ++mon_id ) + { + if ((pActors[mon_id].pMonsterInfo.uID < 121 || pActors[mon_id].pMonsterInfo.uID > 123) && // Dwarf FemaleC A-C + (pActors[mon_id].pMonsterInfo.uID < 124 || pActors[mon_id].pMonsterInfo.uID > 126) && // Dwarf MaleA A-C + (pActors[mon_id].pMonsterInfo.uID < 133 || pActors[mon_id].pMonsterInfo.uID > 135) && // Peasant Elf FemaleA A-C + pActors[mon_id].CanAct()) + { + if ( uCurrentlyLoadedLevelType == LEVEL_Outdoor ) + { + v22 = 0; + uint face_id = 0; + for ( face_id; face_id < 100; ++face_id ) + { + v6 = rand() % 1024 + 512; + v7 = rand() % (signed int)stru_5C6E00->uIntegerDoublePi; + v19.vPosition.x = pParty->vPosition.x + fixpoint_mul(stru_5C6E00->Cos(v7), v6); + v8 = 0; + v19.uIndex = a2; + v19.vPosition.y = fixpoint_mul(stru_5C6E00->Sin(v7), v6) + pParty->vPosition.y; + v19.vPosition.z = pParty->vPosition.z; + v26 = 0; + v27 = 0; + v19.vPosition.z = ODM_GetFloorLevel(v19.vPosition.x, v19.vPosition.y, pParty->vPosition.z, 0, &v26, &v27, 0); + for( int i = 0; i < pOutdoor->uNumBModels; i++ ) + { + v9 = abs(v19.vPosition.y - pOutdoor->pBModels[i].vBoundingCenter.y); + v10 = abs(v19.vPosition.x - pOutdoor->pBModels[i].vBoundingCenter.x); + if ( int_get_vector_length(v10, v9, 0) < pOutdoor->pBModels[i].sBoundingRadius + 256 ) + { + v22 = 1; + break; + } + } + if ( v22 ) + { + v11 = face_id == 100; + break; + } + } + v11 = face_id == 100; + } + else if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) + { + v22 = pIndoor->GetSector(pParty->vPosition.x, pParty->vPosition.y, pParty->vPosition.z); + for ( uint i = 0; i < 100; ++i ) + { + v12 = rand() % 512 + 256; + v13 = rand(); + v14 = v13 % (signed int)stru_5C6E00->uIntegerDoublePi; + v15 = stru_5C6E00->Cos(v13 % (signed int)stru_5C6E00->uIntegerDoublePi); + v19.vPosition.x = pParty->vPosition.x + fixpoint_mul(v15, v12); + v16 = stru_5C6E00->Sin(v13 % (signed int)stru_5C6E00->uIntegerDoublePi); + v19.vPosition.y = fixpoint_mul(v16, v12) + pParty->vPosition.y; + v19.vPosition.z = pParty->vPosition.z; + v19.uIndex = a2; + v17 = pIndoor->GetSector(v19.vPosition.x, v19.vPosition.y, pParty->vPosition.z); + if ( v17 == v22 ) + { + v18 = BLV_GetFloorLevel(v19.vPosition.x, v19.vPosition.y, v19.vPosition.z, v17, &uFaceID); + v19.vPosition.z = v18; + if ( v18 != -30000 ) + { + if ( abs(v18 - pParty->vPosition.z) <= 1024 ) + break; + } + } + } + v11 = v26 == 100; + } + if ( v11 ) + result = 0; + else + { + SpawnEncounter(a1, &v19, 0, 0, 1); + result = a2; + } + } + + //break; + //v22 = v3->pMonsterInfo.uID - 1; + //v4 = (signed __int64)((double)v22 * 0.3333333333333333); + //if ( (int)v4 != 40 ) + //{ + // if ( (int)v4 != 41 && (int)v4 != 44 && v3->CanAct() ) + // break; + //} + //++v2; + //++v3; + //if ( v2 >= (signed int)uNumActors ) + // goto LABEL_8; + } + return result; +} + +//----- (00450521) -------------------------------------------------------- +int __fastcall sub_450521_ProllyDropItemAt(int ecx0, signed int a2, int a3, int a4, int a5, unsigned __int16 a6) +{ + int v6; // edi@1 + int v7; // esi@1 + signed int v8; // edi@1 + unsigned __int16 v9; // cx@1 + // char *v10; // edx@2 + unsigned __int16 v11; // ax@5 + SpriteObject a1; // [sp+8h] [bp-70h]@1 + + v6 = ecx0; + v7 = a2; + pItemsTable->GenerateItem(v6, v7, &a1.stru_24); + v8 = 0; + v9 = pItemsTable->pItems[a1.stru_24.uItemID].uSpriteID; + a1.uType = pItemsTable->pItems[a1.stru_24.uItemID].uSpriteID; + v11 = 0; + for( int i = 0; i < pObjectList->uNumObjects; i++ ) + { + if( v9 == pObjectList->pObjects[i].uObjectID ) + { + v11 = i; + break; + } + } + a1.uObjectDescID = v11; + a1.vPosition.y = a4; + a1.vPosition.x = a3; + a1.vPosition.z = a5; + a1.uFacing = a6; + a1.uAttributes = 0; + a1.uSectorID = pIndoor->GetSector(a3, a4, a5); + a1.uSpriteFrameID = 0; + return a1.Create(0, 0, 0, 0); +} + +//----- (004075DB) -------------------------------------------------------- +bool __fastcall sub_4075DB(int x, int y, int z, BLVFace *face) +{ + int v8; // edi@2 + signed int v25; // eax@22 + bool result; // eax@25 + signed int a3a; // [sp+24h] [bp+8h]@14 + int a4a; // [sp+28h] [bp+Ch]@2 + + std::array<int, 52> dword_4F5CC8_ys; // idb + std::array<int, 52> dword_4F5D98_xs; // idb + + //__debugbreak(); + + if (face->uAttributes & FACE_XY_PLANE) + { + a4a = x; + v8 = y; + for (int i = 0; i < face->uNumVertices; i++) + { + dword_4F5D98_xs[i] = pIndoor->pVertices[face->pVertexIDs[i]].x; + dword_4F5CC8_ys[i] = pIndoor->pVertices[face->pVertexIDs[i]].y; + } + } + else + { + v8 = z; + if (face->uAttributes & FACE_XZ_PLANE) + { + a4a = x; + for (int i = 0; i < face->uNumVertices; i++) + { + dword_4F5D98_xs[i] = pIndoor->pVertices[face->pVertexIDs[i]].x; + dword_4F5CC8_ys[i] = pIndoor->pVertices[face->pVertexIDs[i]].z; + } + } + else + { + a4a = y; + for (int i = 0; i < face->uNumVertices; i++) + { + dword_4F5D98_xs[i] = pIndoor->pVertices[face->pVertexIDs[i]].y; + dword_4F5CC8_ys[i] = pIndoor->pVertices[face->pVertexIDs[i]].z; + } + } + } + a3a = 0; + dword_4F5D98_xs[face->uNumVertices] = dword_4F5D98_xs[0]; + dword_4F5CC8_ys[face->uNumVertices] = dword_4F5CC8_ys[0]; + for (int i = 0; i < face->uNumVertices && a3a < 2; i++) + { + if (dword_4F5CC8_ys[i] >= v8 ^ (dword_4F5CC8_ys[i + 1] >= v8)) + { + //if( dword_4F5D98_xs[i + 1] >= a4a || dword_4F5D98_xs[i] >= a4a) + if (!(dword_4F5D98_xs[i + 1] >= a4a && dword_4F5D98_xs[i] < a4a)) + { + if ((dword_4F5D98_xs[i + 1] < a4a && dword_4F5D98_xs[i] >= a4a)) + ++a3a; + //|| (v25 = dword_4F5D98_xs[i + 1] - dword_4F5D98_xs[i],LODWORD(v26) = v25 << 16, HIDWORD(v26) = v25 >> 16, + //dword_4F5D98_xs[i] + ((signed int)(((unsigned __int64)(v26 / (dword_4F5CC4_ys[i + 2] - dword_4F5CC4_ys[i + 1])* ((v8 - dword_4F5CC4_ys[i + 1]) << 16)) >> 16) + // + 32768) >> 16) >= a4a) ) + else + { + v25 = fixpoint_div(dword_4F5D98_xs[i + 1] - dword_4F5D98_xs[i], dword_4F5CC8_ys[i + 1] - dword_4F5CC8_ys[i]); + if (dword_4F5D98_xs[i] + (fixpoint_mul(v25, (v8 - dword_4F5CC8_ys[i]) << 16) + 0x8000 >> 16) >= a4a) + ++a3a; + } + } + } + } + result = 1; + if (a3a != 1) + result = 0; + return result; +} + +//----- (004077F1) -------------------------------------------------------- +bool __fastcall sub_4077F1(int a1, int a2, int a3, ODMFace *face, BSPVertexBuffer *a5) +{ + int a4a; // [sp+28h] [bp+Ch]@2 + signed int a5a; // [sp+2Ch] [bp+10h]@14 + + std::array<int, 52> dword_4F5B24_ys; // idb + std::array<int, 52> dword_4F5BF4_xs; // idb + + //__debugbreak(); //срабатывает при нападении стрекозавров с огнём + + if (face->uAttributes & FACE_XY_PLANE) + { + a4a = a1; + a3 = a2; + for (int i = 0; i < face->uNumVertices; i++) + { + dword_4F5BF4_xs[i + 1] = a5->pVertices[face->pVertexIDs[i]].x; + dword_4F5B24_ys[i + 1] = a5->pVertices[face->pVertexIDs[i]].y; + } + } + else + { + if (face->uAttributes & FACE_XY_PLANE) + { + a4a = a1; + for (int i = 0; i < face->uNumVertices; i++) + { + dword_4F5BF4_xs[i + 1] = a5->pVertices[face->pVertexIDs[i]].x; + dword_4F5B24_ys[i + 1] = a5->pVertices[face->pVertexIDs[i]].z; + } + } + else + { + a4a = a2; + for (int i = 0; i < face->uNumVertices; i++) + { + dword_4F5BF4_xs[i + 1] = a5->pVertices[face->pVertexIDs[i]].y; + dword_4F5B24_ys[i + 1] = a5->pVertices[face->pVertexIDs[i]].z; + } + } + } + a5a = 0; + dword_4F5BF4_xs[face->uNumVertices + 1] = dword_4F5BF4_xs[1]; + dword_4F5B24_ys[face->uNumVertices + 1] = dword_4F5B24_ys[1]; + for (int i = 0; i < face->uNumVertices; i++) + { + if (a5a >= 2) + break; + if (dword_4F5B24_ys[i + 1] >= a3 ^ (dword_4F5B24_ys[i + 2] >= a3)) + { + if (dword_4F5BF4_xs[i + 2] >= a4a || dword_4F5BF4_xs[i] >= a4a) + { + if (dword_4F5BF4_xs[i + 2] >= a4a && dword_4F5BF4_xs[i + 1] >= a4a) + ++a5a; + else + { + //v23 = (__int64)(dword_4F5BF4_xs[i + 2] - dword_4F5BF4_xs[i + 1]) << 16; + __int64 _a = dword_4F5B24_ys[i + 2] - dword_4F5B24_ys[i + 1]; + __int64 _b = (__int64)(a3 - dword_4F5B24_ys[i + 1]) << 16; + + if (dword_4F5BF4_xs[i + 1] + ((((((__int64)(dword_4F5BF4_xs[i + 2] - dword_4F5BF4_xs[i + 1]) << 16) / _a * _b) >> 16) + 0x8000) >> 16) >= a4a) + ++a5a; + } + } + } + } + + if (a5a != 1) + return false; + return true; + +} + +//----- (0049B04D) -------------------------------------------------------- +void stru154::GetFacePlaneAndClassify(ODMFace *a2, BSPVertexBuffer *a3) +{ + Vec3_float_ v; // [sp+4h] [bp-Ch]@1 + float v7; + + v.x = 0.0; + v.y = 0.0; + v.z = 0.0; + GetFacePlane(a2, a3, &v, &v7); + + if (fabsf(a2->pFacePlane.vNormal.z) < 1e-6f) + polygonType = POLYGON_VerticalWall; + else if (fabsf(a2->pFacePlane.vNormal.x) < 1e-6f && + fabsf(a2->pFacePlane.vNormal.y) < 1e-6f) + polygonType = POLYGON_Floor; + else + polygonType = POLYGON_InBetweenFloorAndWall; + + face_plane.vNormal.x = v.x; + face_plane.vNormal.y = v.y; + face_plane.vNormal.z = v.z; + face_plane.dist = v7; +} + +//----- (0049B0C9) -------------------------------------------------------- +void stru154::ClassifyPolygon(Vec3_float_ *pNormal, float dist) +{ + if (fabsf(pNormal->z) < 1e-6f) + polygonType = POLYGON_VerticalWall; + else if (fabsf(pNormal->x) < 1e-6f && + fabsf(pNormal->y) < 1e-6f) + polygonType = POLYGON_Floor; + else + polygonType = POLYGON_InBetweenFloorAndWall; + + face_plane.vNormal.x = pNormal->x; + face_plane.dist = dist; + face_plane.vNormal.y = pNormal->y; + face_plane.vNormal.z = pNormal->z; +} + +//----- (0049B13D) -------------------------------------------------------- +void stru154::GetFacePlane(ODMFace *pFace, BSPVertexBuffer *pVertices, Vec3_float_ *pOutNormal, float *pOutDist) +{ + Vec3_float_ *v19; // eax@3 + Vec3_float_ v2; // [sp+4h] [bp-64h]@3 + float v26; // [sp+1Ch] [bp-4Ch]@3 + float v27; // [sp+20h] [bp-48h]@3 + float v28; // [sp+24h] [bp-44h]@3 + Vec3_float_ v1; // [sp+40h] [bp-28h]@1 + Vec3_float_ v38; // [sp+58h] [bp-10h]@3 + + v1.x = 0.0; + v1.y = 0.0; + v1.z = 0.0; + + if (pFace->uNumVertices >= 2) + { + for (int i = 0; i < pFace->uNumVertices - 2; i++) + { + v1.x = pVertices->pVertices[pFace->pVertexIDs[i + 1]].x - pVertices->pVertices[pFace->pVertexIDs[i]].x; + v1.y = pVertices->pVertices[pFace->pVertexIDs[i + 1]].y - pVertices->pVertices[pFace->pVertexIDs[i]].y; + v1.z = pVertices->pVertices[pFace->pVertexIDs[i + 1]].z - pVertices->pVertices[pFace->pVertexIDs[i]].z; + + v26 = pVertices->pVertices[pFace->pVertexIDs[i + 2]].x - pVertices->pVertices[pFace->pVertexIDs[i + 1]].x; + v27 = pVertices->pVertices[pFace->pVertexIDs[i + 2]].y - pVertices->pVertices[pFace->pVertexIDs[i + 1]].y; + v28 = pVertices->pVertices[pFace->pVertexIDs[i + 2]].z - pVertices->pVertices[pFace->pVertexIDs[i + 1]].z; + + v19 = Vec3_float_::Cross(&v1, &v2, v26, v27, v28); + v38.x = v19->x; + v38.y = v19->y; + v38.z = v19->z; + if (v38.x != 0.0 || v38.y != 0.0 || v38.z != 0.0) + { + v38.Normalize(); + + pOutNormal->x = v38.x; + pOutNormal->y = v38.y; + pOutNormal->z = v38.z; + + *pOutDist = -(pVertices->pVertices[pFace->pVertexIDs[i]].x * v38.x + + pVertices->pVertices[pFace->pVertexIDs[i]].y * v38.y + + pVertices->pVertices[pFace->pVertexIDs[i]].z * v38.z); + return; + } + } + } + + pOutNormal->x = (double)(pFace->pFacePlane.vNormal.x & 0xFFFF) / 65535.0f + (double)(pFace->pFacePlane.vNormal.x >> 16); + pOutNormal->y = (double)(pFace->pFacePlane.vNormal.y & 0xFFFF) / 65535.0f + (double)(pFace->pFacePlane.vNormal.y >> 16); + pOutNormal->z = (double)(pFace->pFacePlane.vNormal.z & 0xFFFF) / 65535.0f + (double)(pFace->pFacePlane.vNormal.z >> 16); + *pOutDist = (double)(pFace->pFacePlane.dist & 0xFFFF) / 65535.0f + (double)(pFace->pFacePlane.dist >> 16); +} + +//----- (0043F515) -------------------------------------------------------- +void FindBillboardsLightLevels_BLV() +{ + for (uint i = 0; i < uNumBillboardsToDraw; ++i) + { + if (pBillboardRenderList[i].field_1E & 2 || uCurrentlyLoadedLevelType == LEVEL_Indoor && !pBillboardRenderList[i].uIndoorSectorID) + pBillboardRenderList[i].dimming_level = 0; + else + pBillboardRenderList[i].dimming_level = _43F55F_get_billboard_light_level(&pBillboardRenderList[i], -1); + } +} + +//----- (0047272C) -------------------------------------------------------- +int collide_against_floor_approximate(int x, int y, int z, unsigned int *pSectorID, unsigned int *pFaceID) +{ + int result; // eax@1 + + *pSectorID = pIndoor->GetSector(x - 2, y, z + 40); + result = collide_against_floor(x - 2, y, z + 40, pSectorID, pFaceID); + if (result == -30000 || !*pSectorID) + { + *pSectorID = pIndoor->GetSector(x + 2, y, z + 40); + result = collide_against_floor(x + 2, y, z + 40, pSectorID, pFaceID); + if (result == -30000 || !*pSectorID) + { + *pSectorID = pIndoor->GetSector(x, y - 2, z + 40); + result = collide_against_floor(x, y - 2, z + 40, pSectorID, pFaceID); + if (result == -30000 || !*pSectorID) + { + *pSectorID = pIndoor->GetSector(x, y + 2, z + 40); + result = collide_against_floor(x, y + 2, z + 40, pSectorID, pFaceID); + if (result == -30000 || !*pSectorID) + { + *pSectorID = pIndoor->GetSector(x, y, z + 140); + result = collide_against_floor(x, y, z + 140, pSectorID, pFaceID); + } + } + } + } + return result; +} + +//----- (0047050A) -------------------------------------------------------- +int stru141_actor_collision_object::_47050A(int dt) +{ + int v7; // eax@1 + signed int result; // eax@4 + int v17; // eax@5 + int v18; // eax@7 + int v21; // eax@9 + int v22; // eax@11 + + int speed = 1 | integer_sqrt(this->velocity.z * this->velocity.z + this->velocity.y * this->velocity.y + this->velocity.x * this->velocity.x); + + this->direction.x = 65536 / speed * this->velocity.x; + this->direction.y = 65536 / speed * this->velocity.y; + this->direction.z = 65536 / speed * this->velocity.z; + + this->speed = speed; + this->inv_speed = 65536 / speed; + + if (dt) + v7 = dt; + else + v7 = pEventTimer->dt_in_some_format; + + //v8 = fixpoint_mul(v7, speed) - this->field_70; // speed * dt - something + this->field_6C = fixpoint_mul(v7, speed) - this->field_70; + if (this->field_6C > 0) + { + //v10 = fixpoint_mul(v8, this->direction.x) + this->normal.x; + this->field_4C = fixpoint_mul(this->field_6C, this->direction.x) + this->normal.x; + this->normal2.x = fixpoint_mul(this->field_6C, this->direction.x) + this->normal.x; + //v11 = fixpoint_mul(this->field_6C, this->direction.y) + this->normal.y; + this->field_50 = fixpoint_mul(this->field_6C, this->direction.y) + this->normal.y; + this->normal2.y = fixpoint_mul(this->field_6C, this->direction.y) + this->normal.y; + this->normal2.z = fixpoint_mul(this->field_6C, this->direction.z) + this->normal.z; + //v12 = this->position.z; + //v13 = this->normal.x; + //v14 = this->normal2.x; + //v15 = this->prolly_normal_d; + //v16 = this->position.z + fixpoint_mul(this->field_6C, this->direction.z); + //v28 = this->position.z + fixpoint_mul(this->field_6C, this->direction.z); + this->field_54 = this->position.z + fixpoint_mul(this->field_6C, this->direction.z); + v17 = this->normal.x; + if (v17 >= this->normal2.x) + v17 = this->normal2.x; + this->sMaxX = v17 - this->prolly_normal_d; + v18 = this->prolly_normal_d + this->normal.x; + if (this->normal.x <= this->normal2.x) + v18 = this->prolly_normal_d + this->normal2.x; + //v19 = this->normal.y; + //v20 = this->normal2.y; + this->sMinX = v18; + v21 = this->normal.y; + if (v21 >= this->normal2.y) + v21 = this->normal2.y; + this->sMaxY = v21 - this->prolly_normal_d; + v22 = this->prolly_normal_d + this->normal.y; + if (this->normal.y <= this->normal2.y) + v22 = this->normal2.y + this->prolly_normal_d; + //v23 = this->normal2.z; + this->sMinY = v22; + //v24 = this->normal.z; + if (this->normal.z >= this->normal2.z) + this->sMaxZ = this->normal2.z - this->prolly_normal_d; + else + this->sMaxZ = this->normal.z - this->prolly_normal_d; + //this->sMaxZ = v25; + //v26 = this->field_8_radius; + if (this->position.z <= this->position.z + fixpoint_mul(this->field_6C, this->direction.z)) + this->sMinZ = (this->position.z + fixpoint_mul(this->field_6C, this->direction.z)) + this->field_8_radius; + else + this->sMinZ = this->position.z + this->field_8_radius; + this->uFaceID = 0; + this->field_80 = -1; + this->field_88 = -1; + //this->sMinZ = v27; + this->field_7C = 0xFFFFFFu; + result = 0; + } + else + result = 1; + return result; +}