Mercurial > mm7
diff Engine/Graphics/Vis.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/Vis.cpp Thu Sep 18 17:38:54 2014 +0600 @@ -0,0 +1,1556 @@ +#define _CRTDBG_MAP_ALLOC +#include <stdlib.h> +#include <crtdbg.h> + +#define _CRT_SECURE_NO_WARNINGS +#include "Vis.h" +#include "Sprites.h" +#include "Lod.h" +#include "Outdoor.h" +#include "Game.h" +#include "Actor.h" +#include "Viewport.h" +#include "OurMath.h" +#include "Log.h" +#include "ErrorHandling.h" + +#include "MM7.h" +#include "Engine/Graphics/Level/Decoration.h" + + +static Vis_SelectionList Vis_static_sub_4C1944_stru_F8BDE8; + +Vis_SelectionFilter vis_sprite_filter_1 = {VisObjectType_Sprite, OBJECT_Decoration, 0, 0, 2}; // 00F93E1C +Vis_SelectionFilter vis_sprite_filter_2 = {VisObjectType_Sprite, OBJECT_Decoration, 0, 0, 2}; // 00F93E30 +Vis_SelectionFilter vis_face_filter = {VisObjectType_Face, OBJECT_Any, -1, 0, 0}; // 00F93E44 +Vis_SelectionFilter vis_door_filter = {VisObjectType_Face, OBJECT_BLVDoor, -1, 0x100000, 0}; // 00F93E58 +Vis_SelectionFilter vis_sprite_filter_3 = {VisObjectType_Sprite, OBJECT_Decoration, -1, 0, 4}; // 00F93E6C +Vis_SelectionFilter vis_sprite_filter_4 = {VisObjectType_Any, OBJECT_Item, -1, 0, 0}; // static to sub_44EEA7 + + + +//----- (004C1026) -------------------------------------------------------- +Vis_ObjectInfo *Vis::DetermineFacetIntersection(BLVFace *face, unsigned int pid, float pick_depth) +{ +// char *v4; // eax@4 +// signed int v5; // ecx@4 + RenderVertexSoft pRay[2]; // [sp+20h] [bp-70h]@17 +// int v20; // [sp+84h] [bp-Ch]@10 + + static Vis_SelectionList SelectedPointersList;//stru_F8FE00 + SelectedPointersList.uNumPointers = 0; + + static bool _init_flag = false; + static RenderVertexSoft static_DetermineFacetIntersection_array_F8F200[64]; + if (!_init_flag) + { + _init_flag = true; + for (uint i = 0; i < 64; ++i) + static_DetermineFacetIntersection_array_F8F200[i].flt_2C = 0.0f; + } + + if (uCurrentlyLoadedLevelType == LEVEL_Indoor) + { + if ( (signed int)face->uNumVertices > 0 ) + { + for ( int i = 0; i < face->uNumVertices; i++) + { + static_DetermineFacetIntersection_array_F8F200[i].vWorldPosition.x = (double)pIndoor->pVertices[face->pVertexIDs[i]].x; + static_DetermineFacetIntersection_array_F8F200[i].vWorldPosition.y = (double)pIndoor->pVertices[face->pVertexIDs[i]].y; + static_DetermineFacetIntersection_array_F8F200[i].vWorldPosition.z = (double)pIndoor->pVertices[face->pVertexIDs[i]].z; + } + } + } + else if (uCurrentlyLoadedLevelType == LEVEL_Outdoor) + { + uint bmodel_id = pid >> 9; + Vec3_int_* v = (Vec3_int_ *)pOutdoor->pBModels[bmodel_id].pVertices.pVertices; + for (uint i = 0; i < face->uNumVertices; ++i) + { + static_DetermineFacetIntersection_array_F8F200[i].vWorldPosition.x = v[face->pVertexIDs[i]].x; + static_DetermineFacetIntersection_array_F8F200[i].vWorldPosition.y = v[face->pVertexIDs[i]].y; + static_DetermineFacetIntersection_array_F8F200[i].vWorldPosition.z = v[face->pVertexIDs[i]].z; + } + } + else assert(false); + + pGame->pIndoorCameraD3D->ViewTransform(static_DetermineFacetIntersection_array_F8F200, face->uNumVertices); + pGame->pIndoorCameraD3D->Project(static_DetermineFacetIntersection_array_F8F200, face->uNumVertices, 1); + + SortVectors_x(static_DetermineFacetIntersection_array_F8F200, 0, face->uNumVertices - 1); + if (static_DetermineFacetIntersection_array_F8F200[0].vWorldViewPosition.x > pick_depth) + return nullptr; + + float screenspace_center_x, + screenspace_center_y; + GetPolygonScreenSpaceCenter(static_DetermineFacetIntersection_array_F8F200, face->uNumVertices, &screenspace_center_x, &screenspace_center_y); + if (IsPolygonOccludedByBillboard(static_DetermineFacetIntersection_array_F8F200, face->uNumVertices, screenspace_center_x, screenspace_center_y)) + return nullptr; + + CastPickRay(pRay, screenspace_center_x, screenspace_center_y, pick_depth); + + if (uCurrentlyLoadedLevelType == LEVEL_Outdoor) + PickOutdoorFaces_Mouse(pick_depth, pRay, &SelectedPointersList, &vis_face_filter, true); + else if (uCurrentlyLoadedLevelType == LEVEL_Indoor) + PickIndoorFaces_Mouse(pick_depth, pRay, &SelectedPointersList, &vis_face_filter); + else assert(false); + + SelectedPointersList.create_object_pointers(); + sort_object_pointers(SelectedPointersList.object_pointers, 0, SelectedPointersList.uNumPointers - 1); + if (!SelectedPointersList.uNumPointers) + return nullptr; + + if (!SelectedPointersList.SelectionPointers(VisObjectType_Face, pid)) + return nullptr; + + if (SelectedPointersList.uNumPointers) + return SelectedPointersList.object_pointers[0]; + else return nullptr; +} +// F91E08: using guessed type char static_DetermineFacetIntersection_byte_F91E08__init_flags; + +//----- (004C12C3) -------------------------------------------------------- +bool Vis::IsPolygonOccludedByBillboard(RenderVertexSoft *vertices, int num_vertices, float x, float y) +{ + int v13 = -1; + //v5 = 0; + + //v6 = pRenderer->pBillboardRenderListD3D; + for (uint i = 0; i < pRenderer->uNumBillboardsToDraw; ++i) + { + RenderBillboardD3D* billboard = &pRenderer->pBillboardRenderListD3D[i]; + if (IsPointInsideD3DBillboard(billboard, x, y)) + { + if (v13 == -1) + v13 = i; + else if (pBillboardRenderList[billboard->sParentBillboardID].sZValue < + pBillboardRenderList[pRenderer->pBillboardRenderListD3D[v13].sParentBillboardID].sZValue) + v13 = i; + } + } + + if ( v13 == -1 ) + return false; + + // //Bounding rectangle(Ограничивающий прямоугольник)------------------------- + //v7 = 3.4028235e38; + float min_x = FLT_MAX; + //a4a = 3.4028235e38; + float min_y = FLT_MAX; + //a3a = -3.4028235e38; + float max_x = -FLT_MAX; + //thisb = -3.4028235e38; + float max_y = -FLT_MAX; + for (int i = 0; i < num_vertices; ++i) + { + RenderVertexSoft* v = &vertices[i]; + + if (v->vWorldViewProjX < min_x) + min_x = v->vWorldViewProjX; + if (v->vWorldViewProjX > max_x) + max_x = v->vWorldViewProjX; + + if (v->vWorldViewProjY < min_y) + min_y = v->vWorldViewProjY; + if (v->vWorldViewProjY > max_y) + max_y = v->vWorldViewProjY; + } + // //-------------------------------- + + if (min_x < pRenderer->pBillboardRenderListD3D[v13].pQuads[0].pos.x || pRenderer->pBillboardRenderListD3D[v13].pQuads[0].pos.y > min_y || + pRenderer->pBillboardRenderListD3D[v13].pQuads[3].pos.x < max_x || pRenderer->pBillboardRenderListD3D[v13].pQuads[1].pos.y < max_y) + return false; + + return true; +} + +//----- (004C1417) -------------------------------------------------------- +void Vis::GetPolygonCenter(RenderVertexD3D3 *pVertices, unsigned int uNumVertices, float *pCenterX, float *pCenterY) +{ + static RenderVertexD3D3 unk_F8EA00[64]; + + memcpy(unk_F8EA00, pVertices, 32 * uNumVertices); + + SortVerticesByX(unk_F8EA00, 0, uNumVertices - 1); + *pCenterX = (unk_F8EA00[uNumVertices - 1].pos.x - unk_F8EA00[0].pos.x) * 0.5 + unk_F8EA00[0].pos.x; + + SortVerticesByY(unk_F8EA00, 0, uNumVertices - 1); + *pCenterY = (unk_F8EA00[uNumVertices - 1].pos.y - unk_F8EA00[0].pos.y) * 0.5 + unk_F8EA00[0].pos.y; +} + +//----- (004C1495) -------------------------------------------------------- +void Vis::GetPolygonScreenSpaceCenter(RenderVertexSoft *vertices, int num_vertices, float *out_center_x, float *out_center_y) +{ +// char *v5; // eax@2 +// signed int v6; // ecx@2 +// float *result; // eax@5 + + static RenderVertexSoft static_sub_4C1495_array_F8DDF8[64]; + + memcpy(static_sub_4C1495_array_F8DDF8, vertices, 48 * num_vertices); + + SortByScreenSpaceX(static_sub_4C1495_array_F8DDF8, 0, num_vertices - 1); + *out_center_x = (static_sub_4C1495_array_F8DDF8[num_vertices - 1].vWorldViewProjX - static_sub_4C1495_array_F8DDF8[0].vWorldViewProjX) * 0.5 + static_sub_4C1495_array_F8DDF8[0].vWorldViewProjX; + + SortByScreenSpaceY(static_sub_4C1495_array_F8DDF8, 0, num_vertices - 1); + *out_center_y = (static_sub_4C1495_array_F8DDF8[num_vertices - 1].vWorldViewProjY - static_sub_4C1495_array_F8DDF8[0].vWorldViewProjY) * 0.5 + static_sub_4C1495_array_F8DDF8[0].vWorldViewProjY; +} + +//----- (004C1542) -------------------------------------------------------- +void Vis::PickBillboards_Mouse(float fPickDepth, float fX, float fY, Vis_SelectionList *list, Vis_SelectionFilter *filter) +{ + for (uint i = 0; i < pRenderer->uNumBillboardsToDraw; ++i) + { + RenderBillboardD3D* d3d_billboard = &pRenderer->pBillboardRenderListD3D[i]; + if (is_part_of_selection((void *)i, filter) && IsPointInsideD3DBillboard(d3d_billboard, fX, fY)) + { + if (DoesRayIntersectBillboard(fPickDepth, i)) + { + RenderBillboard* billboard = &pBillboardRenderList[d3d_billboard->sParentBillboardID]; + + list->AddObject((void *)d3d_billboard->sParentBillboardID, VisObjectType_Sprite, billboard->sZValue); + } + } + } +} + + +//----- (004C1607) -------------------------------------------------------- +bool Vis::IsPointInsideD3DBillboard(RenderBillboardD3D *a1, float x, float y) +{ + /*Not the original implementation. + This function is redone to use Grayface's mouse pick implementation to take only the visible + parts of billboards into account - I don't really have too much of an idea how it actually works*/ + float drX; // st7@2 + float drY; // ecx@2 + float drH; // [sp+4h] [bp-8h]@2 + float drW; // [sp+14h] [bp+8h]@2 + + if ( a1->sParentBillboardID == -1 ) + return false; + + drX = a1->pQuads[0].pos.x; + drW = a1->pQuads[3].pos.x - drX; + drY = a1->pQuads[0].pos.y; + drH = a1->pQuads[1].pos.y - drY; + + Sprite* ownerSprite = nullptr; + for (int i = 0; i < pSprites_LOD->uNumLoadedSprites; ++i) + { + if (pSprites_LOD->pHardwareSprites[i].pTexture == a1->pTexture) + { + ownerSprite = &pSprites_LOD->pHardwareSprites[i]; + break; + } + } + + if (ownerSprite == nullptr) + return false; + + int i = ownerSprite->uAreaX + int(ownerSprite->uAreaWidth * (x - drX) / drW); + int j = ownerSprite->uAreaY + int(ownerSprite->uAreaHeight * (y - drY) / drH); + + + LODSprite* spriteHeader = nullptr; + + for (int i = 0; i < MAX_LOD_SPRITES; ++i) + { + if (strcmp(pSprites_LOD->pSpriteHeaders[i].pName, ownerSprite->pName) == 0) + { + spriteHeader = &pSprites_LOD->pSpriteHeaders[i]; + break; + } + } + + if (j < 0 || j >= spriteHeader->uHeight) + return false; + + if (spriteHeader->pSpriteLines[j].a1 < 0 || i > spriteHeader->pSpriteLines[j].a2 || i < spriteHeader->pSpriteLines[j].a1) + { + return false; + } + return *(spriteHeader->pSpriteLines[j].pos + i - spriteHeader->pSpriteLines[j].a1) != 0; +} + +//----- (004C16B4) -------------------------------------------------------- +void Vis::PickIndoorFaces_Mouse(float fDepth, RenderVertexSoft *pRay, Vis_SelectionList *list, Vis_SelectionFilter *filter) +{ + int v5; // eax@1 + signed int pFaceID; // edi@2 + int v9; // eax@7 + unsigned int *pNumPointers; // eax@7 + Vis_ObjectInfo *v12; // edi@7 + RenderVertexSoft a1; // [sp+Ch] [bp-44h]@1 + void *v15; // [sp+40h] [bp-10h]@7 + int v17; // [sp+48h] [bp-8h]@1 + + v5 = 0; + v17 = 0; + for ( a1.flt_2C = 0.0; v17 < (signed int)pBspRenderer->num_faces; ++v17 ) + { + pFaceID = pBspRenderer->faces[v5].uFaceID; + if ( pFaceID >= 0 ) + { + if ( pFaceID < (signed int)pIndoor->uNumFaces ) + { + BLVFace* face = &pIndoor->pFaces[pFaceID]; + if ( is_part_of_selection(face, filter) ) + { + if ( !pGame->pIndoorCameraD3D->IsCulled(face) ) + { + if ( Intersect_Ray_Face(pRay, pRay + 1, &fDepth, &a1, face, 0xFFFFFFFFu) ) + { + pGame->pIndoorCameraD3D->ViewTransform(&a1, 1); + v9 = fixpoint_from_float(/*v8, */a1.vWorldViewPosition.x); + LOWORD(v9) = 0; + v15 = (void *)((PID(OBJECT_BModel,pFaceID)) + v9); + pNumPointers = &list->uNumPointers; + v12 = &list->object_pool[list->uNumPointers]; + v12->object = &pIndoor->pFaces[pFaceID]; + v12 = (Vis_ObjectInfo *) &v12->sZValue; + v12->object = v15; + v12->sZValue = 2; + ++*pNumPointers; + } + } + } + + if (face->uAttributes & FACE_PICKED) + face->uAttributes |= FACE_OUTLINED; + else + face->uAttributes &= ~FACE_OUTLINED; + face->uAttributes &= ~FACE_PICKED; + } + } + v5 = v17 + 1; + } +} + +//----- (004C17CF) -------------------------------------------------------- +void Vis::PickOutdoorFaces_Mouse(float fDepth, RenderVertexSoft *pRay, Vis_SelectionList *list, Vis_SelectionFilter *filter, bool only_reachable) +{ + if (!pOutdoor) + return; + + for (int i = 0; i < pOutdoor->uNumBModels; ++i) + { + int reachable; + if (!IsBModelVisible(i, &reachable)) + continue; + if (!reachable && only_reachable) + continue; + + BSPModel* bmodel = &pOutdoor->pBModels[i]; + for (int j = 0; j < bmodel->uNumFaces; ++j) + { + ODMFace* face = &bmodel->pFaces[j]; + if (is_part_of_selection(face, filter)) + { + BLVFace blv_face; + blv_face.FromODM(face); + + RenderVertexSoft intersection; + if (Intersect_Ray_Face(pRay, pRay + 1, &fDepth, &intersection, &blv_face, i)) + { + pGame->pIndoorCameraD3D->ViewTransform(&intersection, 1); + int v13 = fixpoint_from_float(/*v12, */intersection.vWorldViewPosition.x); + v13 &= 0xFFFF0000; + v13 += PID(OBJECT_BModel, j | (i << 6)); + + list->AddObject(face, VisObjectType_Face, v13); + } + + if (blv_face.uAttributes & FACE_PICKED) + face->uAttributes |= FACE_OUTLINED; + else + face->uAttributes &= ~FACE_OUTLINED; + blv_face.uAttributes &= ~FACE_PICKED; + } + } + } +} + +//----- (004C1930) -------------------------------------------------------- +//bool Vis::j_DoesRayIntersectBillboard(float fDepth, unsigned int uD3DBillboardIdx) +//{return DoesRayIntersectBillboard(fDepth, uD3DBillboardIdx);} + +//----- (004C1944) -------------------------------------------------------- +int Vis::PickClosestActor(int object_id, unsigned int pick_depth, int a4, int a5, int a6) +{ + Vis_SelectionFilter v8; // [sp+18h] [bp-20h]@3 + + static Vis_SelectionList Vis_static_sub_4C1944_stru_F8BDE8; + + v8.object_type = VisObjectType_Sprite; + v8.object_id = object_id; + v8.at_ai_state = a6; + v8.no_at_ai_state = a5; + v8.select_flags = a4; + Vis_static_sub_4C1944_stru_F8BDE8.uNumPointers = 0; + PickBillboards_Keyboard(pick_depth, &Vis_static_sub_4C1944_stru_F8BDE8, &v8); + Vis_static_sub_4C1944_stru_F8BDE8.create_object_pointers(Vis_SelectionList::Unique); + sort_object_pointers(Vis_static_sub_4C1944_stru_F8BDE8.object_pointers, 0, Vis_static_sub_4C1944_stru_F8BDE8.uNumPointers - 1); + + if (!Vis_static_sub_4C1944_stru_F8BDE8.uNumPointers) + return -1; + return Vis_static_sub_4C1944_stru_F8BDE8.object_pointers[0]->sZValue; +} + +//----- (004C1A02) -------------------------------------------------------- +void Vis::_4C1A02() +{ + RenderVertexSoft v1; // [sp+8h] [bp-C0h]@1 + RenderVertexSoft v2; // [sp+38h] [bp-90h]@1 + RenderVertexSoft v3; // [sp+68h] [bp-60h]@1 + RenderVertexSoft v4; // [sp+98h] [bp-30h]@1 + + v4.flt_2C = 0.0; + v4.vWorldPosition.x = 0.0; + v4.vWorldPosition.y = 65536.0; + v4.vWorldPosition.z = 0.0; + v3.flt_2C = 0.0; + v3.vWorldPosition.x = 65536.0; + v3.vWorldPosition.y = 0.0; + v3.vWorldPosition.z = 0.0; + memcpy(&v1, &v3, sizeof(v1)); + v3.flt_2C = 0.0; + v3.vWorldPosition.x = 0.0; + v3.vWorldPosition.y = 65536.0; + v3.vWorldPosition.z = 0.0; + memcpy(&v2, &v4, sizeof(v2)); + v4.flt_2C = 0.0; + v4.vWorldPosition.x = 65536.0; + v4.vWorldPosition.y = 0.0; + v4.vWorldPosition.z = 0.0; + memcpy(&this->stru_200C, &v1, 0x60u); + memcpy(&v1, &v4, sizeof(v1)); + memcpy(&v2, &v3, sizeof(v2)); + memcpy(&this->stru_206C, &v1, 0x60u); +} + +//----- (004C1ABA) -------------------------------------------------------- +void Vis::SortVectors_x(RenderVertexSoft *pArray, int start, int end) +{ + int left_sort_index; // ebx@2 + int right_sort_index; // ecx@2 + RenderVertexSoft temp_array; // [sp+4h] [bp-6Ch]@8 + RenderVertexSoft max_array; // [sp+34h] [bp-3Ch]@2 + + if ( end > start ) + { + left_sort_index = start - 1; + right_sort_index = end; + memcpy(&max_array, &pArray[end], sizeof(max_array)); + while ( 1 ) + { + do + { + ++left_sort_index; + } + while ( pArray[left_sort_index].vWorldViewPosition.x < (double)max_array.vWorldViewPosition.x ); + do + { + --right_sort_index; + } + while ( pArray[right_sort_index].vWorldViewPosition.x > (double)max_array.vWorldViewPosition.x ); + if ( left_sort_index >= right_sort_index ) + break; + memcpy(&temp_array, &pArray[left_sort_index], sizeof(temp_array)); + memcpy(&pArray[left_sort_index], &pArray[right_sort_index], sizeof(pArray[left_sort_index])); + memcpy(&pArray[right_sort_index], &temp_array, sizeof(pArray[right_sort_index])); + } + memcpy(&temp_array, &pArray[left_sort_index], sizeof(temp_array)); + memcpy(&pArray[left_sort_index], &pArray[end], sizeof(pArray[left_sort_index])); + memcpy(&pArray[end], &temp_array, sizeof(pArray[end])); + SortVectors_x(pArray, start, left_sort_index - 1); + SortVectors_x(pArray, left_sort_index + 1, end); + } +} + +//----- (004C1BAA) -------------------------------------------------------- +int Vis::get_object_zbuf_val(Vis_ObjectInfo *info) +{ + switch (info->object_type) + { + case VisObjectType_Sprite: + case VisObjectType_Face: + return info->sZValue; + + default: + MessageBoxW(nullptr, L"Undefined type requested for: CVis::get_object_zbuf_val()", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Vis.cpp:1037", 0); + return -1; + } +} + +//----- (004C1BF1) -------------------------------------------------------- +int Vis::get_picked_object_zbuf_val() +{ + if (!default_list.uNumPointers) + return -1; + + return get_object_zbuf_val(default_list.object_pointers[0]); +} + +//----- (004C1C0C) -------------------------------------------------------- +bool Vis::Intersect_Ray_Face(RenderVertexSoft *pRayStart, RenderVertexSoft *pRayEnd, float *pDepth, RenderVertexSoft *Intersection, BLVFace *pFace, signed int pBModelID) +{ + float c1; // st5@6 + float c2; // st7@11 + Vec3_short_ IntersectPoint; // ST04_6@11 + + + if (pFace->Portal() || pFace->Invisible()) + return false; + + int ray_dir_x = pRayEnd->vWorldPosition.x - pRayStart->vWorldPosition.x,//calculate the direction vector of the line(вычислим вектор направления линий) + ray_dir_y = pRayEnd->vWorldPosition.y - pRayStart->vWorldPosition.y, + ray_dir_z = pRayEnd->vWorldPosition.z - pRayStart->vWorldPosition.z; + +//c1 = -d-(n*p0) + c1 = -pFace->pFacePlane.dist -(pFace->pFacePlane.vNormal.x * pRayStart->vWorldPosition.x + + pFace->pFacePlane.vNormal.y * pRayStart->vWorldPosition.y + + pFace->pFacePlane.vNormal.z * pRayStart->vWorldPosition.z); + if (c1 > 0) + return false; +#define EPSILON 1e-6 +//c2 = n*u + c2 = pFace->pFacePlane.vNormal.x * ray_dir_y// get length of the line(Это дает нам длину линии) + + pFace->pFacePlane.vNormal.y * ray_dir_x + + pFace->pFacePlane.vNormal.z * ray_dir_z; + if (c2 > -EPSILON && c2 < EPSILON) // ray faces face's normal ( > 0) or parallel ( == 0) + return false; + +//t = -d-(n*p0)/n*u + float t = c1 / c2;//How far is crossing the line in percent for 0 to 1(Как далеко пересечение линии в процентах от 0 до 1 ) + + if (t < 0 || t > 1) + return false; + +// p(t) = p0 + tu; + Intersection->vWorldPosition.x = pRayStart->vWorldPosition.x + t * ray_dir_y;// add the interest to the start line(прибавляем процент линии к линии старта) + Intersection->vWorldPosition.y = pRayStart->vWorldPosition.y + t * ray_dir_x; + Intersection->vWorldPosition.z = pRayStart->vWorldPosition.z + t * ray_dir_z; + + IntersectPoint.x = Intersection->vWorldPosition.x; + IntersectPoint.y = Intersection->vWorldPosition.y; + IntersectPoint.z = Intersection->vWorldPosition.z; + + if ( !CheckIntersectBModel(pFace, IntersectPoint, pBModelID) ) + return false; + + *pDepth = t;//Record the distance from the origin of the ray (Записываем дистанцию от начала луча) + return true; +} + +//----- (004C1D2B) -------------------------------------------------------- +bool Vis::CheckIntersectBModel(BLVFace *pFace, Vec3_short_ IntersectPoint, signed int sModelID) +{ + int v5; // esi@10 + bool v6; // edi@10 + signed int v10; // ebx@14 +// int v15; // [sp+10h] [bp-Ch]@10 + signed int v16; // [sp+18h] [bp-4h]@10 + + int a = 0, b = 0; + + if (IntersectPoint.x < pFace->pBounding.x1 || IntersectPoint.x > pFace->pBounding.x2 || + IntersectPoint.y < pFace->pBounding.y1 || IntersectPoint.y > pFace->pBounding.y2 || + IntersectPoint.z < pFace->pBounding.z1 || IntersectPoint.z > pFace->pBounding.z2 ) + return false; + + if (sModelID != -1) + ODM_CreateIntersectFacesVertexCoordList(&a, &b, intersect_face_vertex_coords_list_a.data(), intersect_face_vertex_coords_list_b.data(), + &IntersectPoint, pFace, sModelID); + else + BLV_CreateIntersectFacesVertexCoordList(&a, &b, intersect_face_vertex_coords_list_a.data(), intersect_face_vertex_coords_list_b.data(), + &IntersectPoint, pFace); + v5 = 2 * pFace->uNumVertices; + v16 = 0; + intersect_face_vertex_coords_list_a[v5] = intersect_face_vertex_coords_list_a[0]; + intersect_face_vertex_coords_list_b[v5] = intersect_face_vertex_coords_list_b[0]; + v6 = intersect_face_vertex_coords_list_b[0] >= b; + if (v5 <= 0) + return false; + for ( int i = 0; i < v5; ++i ) + { + if ( v16 >= 2 ) + break; + if ( v6 ^ (intersect_face_vertex_coords_list_b[i + 1] >= b) ) + { + if ( intersect_face_vertex_coords_list_a[i + 1] >= a ) + v10 = 0; + else + v10 = 2; + v10 |= intersect_face_vertex_coords_list_a[i] < a ? 1 : 0; + if ( v10 != 3 ) + { + if ( !v10) + ++v16; + else + { + int _v1 = fixpoint_div(intersect_face_vertex_coords_list_a[i + 1] - intersect_face_vertex_coords_list_a[i], + intersect_face_vertex_coords_list_b[i + 1] - intersect_face_vertex_coords_list_b[i]); + int _v2 = fixpoint_mul(b - intersect_face_vertex_coords_list_b[i], _v1) + 32768; + + if (intersect_face_vertex_coords_list_a[i] + (_v2 >> 16) >= a) + ++v16; + } + } + } + v6 = intersect_face_vertex_coords_list_b[i + 1] >= b; + } + + if ( v16 != 1 ) + return false; + + if ( show_picked_face ) + pFace->uAttributes |= FACE_PICKED; + return true; +/* + int v5; // esi@10 + bool v6; // edi@10 + signed int v10; // ebx@14 + int v11; // edi@16 + signed int v12; // ST28_4@18 + signed __int64 v13; // qtt@18 + signed int result; // eax@21 + int v15; // [sp+10h] [bp-Ch]@10 + signed int v16; // [sp+18h] [bp-4h]@10 + + int a = 0, b = 0; + + if (IntersectPoint.x < pFace->pBounding.x1 || IntersectPoint.x > pFace->pBounding.x2 || + IntersectPoint.y < pFace->pBounding.y1 || IntersectPoint.y > pFace->pBounding.y2 || + IntersectPoint.z < pFace->pBounding.z1 || IntersectPoint.z > pFace->pBounding.z2 ) + return false; + + pFace->uAttributes |= 0x80000000; + + if (uModelID != -1) + ODM_CreateIntersectFacesVertexCoordList(&a, &b, intersect_face_vertex_coords_list_a, intersect_face_vertex_coords_list_b, + &IntersectPoint, pFace, uModelID); + else + BLV_CreateIntersectFacesVertexCoordList(&a, &b, intersect_face_vertex_coords_list_a, intersect_face_vertex_coords_list_b, + &IntersectPoint, pFace); + v5 = 2 * pFace->uNumVertices; + v16 = 0; + intersect_face_vertex_coords_list_a[v5] = intersect_face_vertex_coords_list_a[0]; + intersect_face_vertex_coords_list_b[v5] = intersect_face_vertex_coords_list_b[0]; + v6 = intersect_face_vertex_coords_list_b[0] >= b; + if (v5 <= 0) + return false; + for ( uint i = 0; i < v5; ++i ) + { + if ( v16 >= 2 ) + break; + if ( v6 ^ intersect_face_vertex_coords_list_b[i + 1] >= b ) + { + if ( intersect_face_vertex_coords_list_a[i + 1] >= a ) + v10 = 0; + else + v10 = 2; + v11 = v10 | intersect_face_vertex_coords_list_a[i] < a; + if ( v11 != 3 ) + { + if ( !v11 + || (v12 = intersect_face_vertex_coords_list_a[i + 1] - intersect_face_vertex_coords_list_a[i], + LODWORD(v13) = v12 << 16, + HIDWORD(v13) = v12 >> 16, + intersect_face_vertex_coords_list_a[i] + + ((signed int)(((unsigned __int64)(v13 / (intersect_face_vertex_coords_list_b[i + 1] - intersect_face_vertex_coords_list_b[i]) + * (signed int)((b - intersect_face_vertex_coords_list_b[i]) << 16)) >> 16) + 32768) >> 16) >= a) ) + ++v16; + } + } + v6 = intersect_face_vertex_coords_list_b[i + 1] >= b; + } + result = true; + if ( v16 != 1 ) + result = false; + return result; +}*/ +} + +//----- (004C1EE5) -------------------------------------------------------- +void Vis::BLV_CreateIntersectFacesVertexCoordList(int *a, int *b, __int16 *intersect_face_vertex_coords_list_a, + __int16 *intersect_face_vertex_coords_list_b, + Vec3_short_ *IntersectPoint, BLVFace *pFace) +{ + if (pFace->uAttributes & FACE_XY_PLANE) + { + *a = IntersectPoint->x; + *b = IntersectPoint->y; + + for (uint i = 0; i < pFace->uNumVertices; ++i) + { + intersect_face_vertex_coords_list_a[2 * i] = pFace->pXInterceptDisplacements[i] + pIndoor->pVertices[pFace->pVertexIDs[i]].x; + intersect_face_vertex_coords_list_a[2 * i + 1] = pFace->pXInterceptDisplacements[i + 1] + pIndoor->pVertices[pFace->pVertexIDs[i + 1]].x; + + intersect_face_vertex_coords_list_b[2 * i] = pFace->pYInterceptDisplacements[i] + pIndoor->pVertices[pFace->pVertexIDs[i]].y; + intersect_face_vertex_coords_list_b[2 * i + 1] = pFace->pYInterceptDisplacements[i + 1] + pIndoor->pVertices[pFace->pVertexIDs[i + 1]].y; + } + } + else if (pFace->uAttributes & FACE_XZ_PLANE) + { + *a = IntersectPoint->x; + *b = IntersectPoint->z; + + for (uint i = 0; i < pFace->uNumVertices; ++i) + { + intersect_face_vertex_coords_list_a[2 * i] = pFace->pXInterceptDisplacements[i] + pIndoor->pVertices[pFace->pVertexIDs[i]].x; + intersect_face_vertex_coords_list_a[2 * i + 1] = pFace->pXInterceptDisplacements[i + 1] + pIndoor->pVertices[pFace->pVertexIDs[i + 1]].x; + + intersect_face_vertex_coords_list_b[2 * i] = pFace->pZInterceptDisplacements[i] + pIndoor->pVertices[pFace->pVertexIDs[i]].z; + intersect_face_vertex_coords_list_b[2 * i + 1] = pFace->pZInterceptDisplacements[i + 1] + pIndoor->pVertices[pFace->pVertexIDs[i + 1]].z; + } + } + else if (pFace->uAttributes & FACE_YZ_PLANE) + { + *a = IntersectPoint->y; + *b = IntersectPoint->z; + + for (uint i = 0; i < pFace->uNumVertices; ++i) + { + intersect_face_vertex_coords_list_a[2 * i] = pFace->pYInterceptDisplacements[i] + pIndoor->pVertices[pFace->pVertexIDs[i]].y; + intersect_face_vertex_coords_list_a[2 * i + 1] = pFace->pYInterceptDisplacements[i + 1] + pIndoor->pVertices[pFace->pVertexIDs[i + 1]].y; + + intersect_face_vertex_coords_list_b[2 * i] = pFace->pZInterceptDisplacements[i] + pIndoor->pVertices[pFace->pVertexIDs[i]].z; + intersect_face_vertex_coords_list_b[2 * i + 1] = pFace->pZInterceptDisplacements[i + 1] + pIndoor->pVertices[pFace->pVertexIDs[i + 1]].z; + } + } + else assert(false); +} + +//----- (004C2186) -------------------------------------------------------- +void Vis::ODM_CreateIntersectFacesVertexCoordList(int *a, int *b, __int16 *intersect_face_vertex_coords_list_a, + __int16 *intersect_face_vertex_coords_list_b, + Vec3_short_ *IntersectPoint, BLVFace *pFace, unsigned int uModelID) +{ + if (pFace->uAttributes & FACE_XY_PLANE) + { + *a = IntersectPoint->x; + *b = IntersectPoint->y; + + for (int i = 0; i < pFace->uNumVertices; ++i) + { + intersect_face_vertex_coords_list_a[2 * i] = pFace->pXInterceptDisplacements[i] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i]].x; + intersect_face_vertex_coords_list_a[i * 2 + 1] = pFace->pXInterceptDisplacements[i + 1] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i + 1]].x; + + intersect_face_vertex_coords_list_b[2 * i] = pFace->pYInterceptDisplacements[i] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i]].y; + intersect_face_vertex_coords_list_b[i * 2 + 1] = pFace->pYInterceptDisplacements[i + 1] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i + 1]].y; + } + } + else if (pFace->uAttributes & FACE_XZ_PLANE) + { + *a = IntersectPoint->x; + *b = IntersectPoint->z; + + for (int i = 0; i < pFace->uNumVertices; ++i) + { + intersect_face_vertex_coords_list_a[2 * i] = pFace->pXInterceptDisplacements[i] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i]].x; + intersect_face_vertex_coords_list_a[i * 2 + 1] = pFace->pXInterceptDisplacements[i + 1] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i + 1]].x; + + intersect_face_vertex_coords_list_b[2 * i] = pFace->pZInterceptDisplacements[i] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i]].z; + intersect_face_vertex_coords_list_b[i * 2 + 1] = pFace->pZInterceptDisplacements[i + 1] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i + 1]].z; + } + } + else if (pFace->uAttributes & FACE_YZ_PLANE) + { + *a = IntersectPoint->y; + *b = IntersectPoint->z; + + for (int i = 0; i < pFace->uNumVertices; ++i) + { + intersect_face_vertex_coords_list_a[2 * i] = pFace->pYInterceptDisplacements[i] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i]].y; + intersect_face_vertex_coords_list_a[i * 2 + 1] = pFace->pYInterceptDisplacements[i + 1] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i + 1]].y; + + intersect_face_vertex_coords_list_b[2 * i] = pFace->pZInterceptDisplacements[i] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i]].z; + intersect_face_vertex_coords_list_b[i * 2 + 1] = pFace->pZInterceptDisplacements[i + 1] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i + 1]].z; + } + } + else assert(false); +} + +//----- (0046A0A1) -------------------------------------------------------- +int UnprojectX(int x) +{ + int v3; // [sp-4h] [bp-8h]@5 + + if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) + { + //if ( pRenderer->pRenderD3D ) + v3 = pGame->pIndoorCameraD3D->fov; + //else + // v3 = pIndoorCamera->fov_rad; + } + else + { + v3 = pODMRenderParams->int_fov_rad; + } + return stru_5C6E00->Atan2(x - pViewport->uScreenCenterX, v3) - stru_5C6E00->uIntegerHalfPi; +} + +//----- (0046A0F6) -------------------------------------------------------- +int UnprojectY(int y) +{ + int v3; // [sp-4h] [bp-8h]@5 + + if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) + { + //if ( pRenderer->pRenderD3D ) + v3 = pGame->pIndoorCameraD3D->fov; + //else + // v3 = pIndoorCamera->fov_rad; + } + else + { + v3 = pODMRenderParams->int_fov_rad; + } + return stru_5C6E00->Atan2(y - pViewport->uScreenCenterY, v3) - stru_5C6E00->uIntegerHalfPi; +} + +//----- (004C248E) -------------------------------------------------------- +void Vis::CastPickRay(RenderVertexSoft *pRay, float fMouseX, float fMouseY, float fPickDepth) +{ + int pRotY; // esi@1 + Vec3_int_ pStartR; // ST08_12@1 + int pRotX; // ST04_4@1 + int pDepth; // eax@1 + RenderVertexSoft v11[2]; // [sp+2Ch] [bp-74h]@1 + int outx; + int outz; // [sp+94h] [bp-Ch]@1 + int outy; // [sp+98h] [bp-8h]@1 + + pRotY = pGame->pIndoorCameraD3D->sRotationY + UnprojectX(fMouseX); + pRotX = pGame->pIndoorCameraD3D->sRotationX + UnprojectY(fMouseY); + + pStartR.z = pGame->pIndoorCameraD3D->vPartyPos.z; + pStartR.x = pGame->pIndoorCameraD3D->vPartyPos.x; + pStartR.y = pGame->pIndoorCameraD3D->vPartyPos.y; + + v11[1].vWorldPosition.x = (double)pGame->pIndoorCameraD3D->vPartyPos.x; + v11[1].vWorldPosition.y = (double)pGame->pIndoorCameraD3D->vPartyPos.y; + v11[1].vWorldPosition.z = (double)pGame->pIndoorCameraD3D->vPartyPos.z; + + pDepth = fixpoint_from_float(fPickDepth); + Vec3_int_::Rotate(pDepth, pRotY, pRotX, pStartR, &outx, &outy, &outz); + + v11[0].vWorldPosition.x = (double)outx; + v11[0].vWorldPosition.y = (double)outy; + v11[0].vWorldPosition.z = (double)outz; + + memcpy(pRay + 0, &v11[1], sizeof(RenderVertexSoft)); + memcpy(pRay + 1, &v11[0], sizeof(RenderVertexSoft)); +} + +//----- (004C2551) -------------------------------------------------------- +Vis_ObjectInfo *Vis_SelectionList::SelectionPointers(int pVisObjectType, int pid) +{ + //unsigned int v3; // esi@1 + //signed int v4; // edx@1 + //char *v5; // eax@2 + //Vis_ObjectInfo *result; // eax@6 + + //v3 = this->uNumPointers; + if ( this->uNumPointers > 0 ) + { + for ( uint i = 0; i < this->uNumPointers; ++i ) + { + if ( this->object_pool[i].object_type == pVisObjectType && (this->object_pool[i].sZValue & 0xFFFF) == pid ) + return &this->object_pool[i]; + } + } + return nullptr; + /*v4 = 0; + if ( this->uNumPointers <= 0 ) + return false; + else + { + //v5 = (char *)&this->object_pool[0].sZValue; + while ( this->object_pool[v4].object_type != a2 || (this->object_pool[v4].sZValue & 0xFFFF) != a3 ) + { + ++v4; + //v5 += 12; + if ( v4 >= this->uNumPointers ) + return false; + } + result = &this->object_pool[v4]; + } + return result;*/ +} + +//----- (004C2591) -------------------------------------------------------- +void Vis_SelectionList::create_object_pointers(PointerCreationType type) +{ + switch (type) + { + case All: + { + for (uint i = 0; i < uNumPointers; ++i) + object_pointers[i] = &object_pool[i]; + } + break; + + case Unique: // seems quite retarted; the inner if condition will never trigger, since we compare pointers, not values. pointers will always be unique + { // but it may be decompilation error thou + bool create = true; + + for (uint i = 0; i < uNumPointers; ++i) + { + for (uint j = 0; j < i; ++j) + { + if (object_pointers[j] == &object_pool[i]) + { + create = false; + break; + } + } + + if (create) + object_pointers[i] = &object_pool[i]; + } + } + break; + + default: + MessageBoxW(nullptr, L"Unknown pointer creation flag passed to ::create_object_pointers()", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Vis.cpp:1358", 0); + } +} + +//----- (004C264A) -------------------------------------------------------- +void Vis::sort_object_pointers( Vis_ObjectInfo **pPointers, int start, int end )//сортировка +{ + int sort_start; // edx@1 + int forward_sort_index; // esi@2 + signed int backward_sort_index; // ecx@2 + unsigned int last_z_val; // eax@3 + unsigned int more_lz_val; // ebx@4 + unsigned int less_lz_val; // ebx@6 + Vis_ObjectInfo *temp_pointer; // eax@7 +// Vis_ObjectInfo *a3a; // [sp+14h] [bp+Ch]@2 + + sort_start = start; + + if ( end > start ) + { + do + { + forward_sort_index = sort_start - 1; + backward_sort_index = end; + do + { + last_z_val = pPointers[end]->sZValue & 0xFFFF0000; + do + { + ++forward_sort_index; + more_lz_val = pPointers[forward_sort_index]->sZValue & 0xFFFF0000; + } + while ( more_lz_val < last_z_val ); + + do + { + if ( backward_sort_index < 1 ) + break; + --backward_sort_index; + less_lz_val = pPointers[backward_sort_index]->sZValue & 0xFFFF0000; + } + while ( less_lz_val > last_z_val ); + + temp_pointer = pPointers[forward_sort_index]; + if ( forward_sort_index >= backward_sort_index ) + { + pPointers[forward_sort_index] = pPointers[end]; + pPointers[end] = temp_pointer; + } + else + { + pPointers[forward_sort_index] = pPointers[backward_sort_index]; + pPointers[backward_sort_index] = temp_pointer; + } + + } while ( forward_sort_index < backward_sort_index ); + + sort_object_pointers(pPointers, sort_start, forward_sort_index - 1); + sort_start = forward_sort_index + 1; + } + while ( end > forward_sort_index + 1 ); + } +} + +//----- (004C26D0) -------------------------------------------------------- +void Vis::SortVerticesByX(RenderVertexD3D3 *pArray, unsigned int uStart, unsigned int uEnd) +{ + unsigned int left_sort_index; // ebx@2 + RenderVertexD3D3 temp_array; // [sp+4h] [bp-4Ch]@8 + RenderVertexD3D3 max_array; // [sp+24h] [bp-2Ch]@2 + unsigned int right_sort_index; // [sp+4Ch] [bp-4h]@2 + + if ( (signed int)uEnd > (signed int)uStart ) + { + left_sort_index = uStart - 1; + right_sort_index = uEnd; + while ( 1 ) + { + memcpy(&max_array, &pArray[uEnd], sizeof(max_array)); + do + { + ++left_sort_index; + } + while ( pArray[left_sort_index].pos.x < (double)max_array.pos.x ); + do + { + --right_sort_index; + } + while ( pArray[right_sort_index].pos.x > (double)max_array.pos.x ); + if ( (signed int)left_sort_index >= (signed int)right_sort_index ) + break; + memcpy(&temp_array, &pArray[left_sort_index], sizeof(temp_array)); + memcpy(&pArray[left_sort_index], &pArray[right_sort_index], sizeof(pArray[left_sort_index])); + memcpy(&pArray[right_sort_index], &temp_array, sizeof(pArray[right_sort_index])); + } + memcpy(&temp_array, &pArray[left_sort_index], sizeof(temp_array)); + memcpy(&pArray[left_sort_index], &pArray[uEnd], sizeof(pArray[left_sort_index])); + memcpy(&pArray[uEnd], &temp_array, sizeof(pArray[uEnd])); + SortVerticesByX(pArray, uStart, left_sort_index - 1); + SortVerticesByX(pArray, left_sort_index + 1, uEnd); + } +} + +//----- (004C27AD) -------------------------------------------------------- +void Vis::SortVerticesByY(RenderVertexD3D3 *pArray, unsigned int uStart, unsigned int uEnd) +{ + unsigned int left_sort_index; // ebx@2 + RenderVertexD3D3 temp_array; // [sp+4h] [bp-4Ch]@8 + RenderVertexD3D3 max_array; // [sp+24h] [bp-2Ch]@2 + unsigned int right_sort_index; // [sp+4Ch] [bp-4h]@2 + + if ( (signed int)uEnd > (signed int)uStart ) + { + left_sort_index = uStart - 1; + right_sort_index = uEnd; + while ( 1 ) + { + memcpy(&max_array, &pArray[uEnd], sizeof(max_array)); + do + { + ++left_sort_index; + } + while ( pArray[left_sort_index].pos.y < (double)max_array.pos.y ); + do + { + --right_sort_index; + } + while ( pArray[right_sort_index].pos.y > (double)max_array.pos.y ); + if ( (signed int)left_sort_index >= (signed int)right_sort_index ) + break; + memcpy(&temp_array, &pArray[left_sort_index], sizeof(temp_array)); + memcpy(&pArray[left_sort_index], &pArray[right_sort_index], sizeof(pArray[left_sort_index])); + memcpy(&pArray[right_sort_index], &temp_array, sizeof(pArray[right_sort_index])); + } + memcpy(&temp_array, &pArray[left_sort_index], sizeof(temp_array)); + memcpy(&pArray[left_sort_index], &pArray[uEnd], sizeof(pArray[left_sort_index])); + memcpy(&pArray[uEnd], &temp_array, sizeof(pArray[uEnd])); + SortVerticesByY(pArray, uStart, left_sort_index - 1); + SortVerticesByY(pArray, left_sort_index + 1, uEnd); + } +} + +//----- (004C288E) -------------------------------------------------------- +void Vis::SortByScreenSpaceX(RenderVertexSoft *pArray, int start, int end)//сортировка по возрастанию экранных координат х +{ + int left_sort_index; // ebx@2 + int right_sort_index; // ecx@2 + RenderVertexSoft temp_array; // [sp+4h] [bp-6Ch]@8 + RenderVertexSoft max_array; // [sp+34h] [bp-3Ch]@2 + + if ( end > start ) + { + left_sort_index = start - 1; + right_sort_index = end; + memcpy(&max_array, &pArray[end], sizeof(max_array)); + while ( 1 ) + { + do + { + ++left_sort_index; + } + while ( pArray[left_sort_index].vWorldViewProjX < (double)max_array.vWorldViewProjX ); + do + { + --right_sort_index; + } + while ( pArray[right_sort_index].vWorldViewProjX > (double)max_array.vWorldViewProjX ); + if ( left_sort_index >= right_sort_index ) + break; + memcpy(&temp_array, &pArray[left_sort_index], sizeof(temp_array)); + memcpy(&pArray[left_sort_index], &pArray[right_sort_index], sizeof(pArray[left_sort_index])); + memcpy(&pArray[right_sort_index], &temp_array, sizeof(pArray[right_sort_index])); + } + memcpy(&temp_array, &pArray[left_sort_index], sizeof(temp_array)); + memcpy(&pArray[left_sort_index], &pArray[end], sizeof(pArray[left_sort_index])); + memcpy(&pArray[end], &temp_array, sizeof(pArray[end])); + Vis::SortByScreenSpaceX(pArray, start, left_sort_index - 1); + Vis::SortByScreenSpaceX(pArray, left_sort_index + 1, end); + } +} + +//----- (004C297E) -------------------------------------------------------- +void Vis::SortByScreenSpaceY(RenderVertexSoft *pArray, int start, int end) +{ + int left_sort_index; // ebx@2 + int right_sort_index; // ecx@2 + RenderVertexSoft temp_array; // [sp+4h] [bp-6Ch]@8 + RenderVertexSoft max_array; // [sp+34h] [bp-3Ch]@2 + + if ( end > start ) + { + left_sort_index = start - 1; + right_sort_index = end; + memcpy(&max_array, &pArray[end], sizeof(max_array)); + while ( 1 ) + { + do + { + ++left_sort_index; + } + while ( pArray[left_sort_index].vWorldViewProjY < (double)max_array.vWorldViewProjY ); + do + { + --right_sort_index; + } + while ( pArray[right_sort_index].vWorldViewProjY > (double)max_array.vWorldViewProjY ); + if ( left_sort_index >= right_sort_index ) + break; + memcpy(&temp_array, &pArray[left_sort_index], sizeof(temp_array)); + memcpy(&pArray[left_sort_index], &pArray[right_sort_index], sizeof(pArray[left_sort_index])); + memcpy(&pArray[right_sort_index], &temp_array, sizeof(pArray[right_sort_index])); + } + memcpy(&temp_array, &pArray[left_sort_index], sizeof(temp_array)); + memcpy(&pArray[left_sort_index], &pArray[end], sizeof(pArray[left_sort_index])); + memcpy(&pArray[end], &temp_array, sizeof(pArray[end])); + Vis::SortByScreenSpaceY(pArray, start, left_sort_index - 1); + Vis::SortByScreenSpaceY(pArray, left_sort_index + 1, end); + } +} + +//----- (004C04AF) -------------------------------------------------------- +Vis::Vis() +{ + RenderVertexSoft v3; // [sp+Ch] [bp-60h]@1 + RenderVertexSoft v4; // [sp+3Ch] [bp-30h]@1 + + v3.flt_2C = 0.0; + v3.vWorldPosition.x = 0.0; + v3.vWorldPosition.y = 65536.0; + v3.vWorldPosition.z = 0.0; + v4.flt_2C = 0.0; + v4.vWorldPosition.x = 65536.0; + v4.vWorldPosition.y = 0.0; + v4.vWorldPosition.z = 0.0; + memcpy(&stru_200C, &v4, sizeof(stru_200C)); + + v4.flt_2C = 0.0; + v4.vWorldPosition.x = 0.0; + v4.vWorldPosition.y = 65536.0; + v4.vWorldPosition.z = 0.0; + memcpy(&stru_203C, &v3, sizeof(stru_203C)); + + v3.flt_2C = 0.0; + v3.vWorldPosition.x = 65536.0; + v3.vWorldPosition.y = 0.0; + v3.vWorldPosition.z = 0.0; + memcpy(&stru_206C, &v3, sizeof(stru_206C)); + memcpy(&stru_209C, &v4, sizeof(stru_209C)); + + keyboard_pick_depth = 512; +} + +//----- (004C055C) -------------------------------------------------------- +Vis_SelectionList::Vis_SelectionList() +{ + for (uint i = 0; i < 512; ++i) + { + object_pool[i].object = nullptr; + object_pool[i].sZValue = -1; + object_pool[i].object_type = VisObjectType_Any; + } + uNumPointers = 0; +} + +//----- (004C05CC) -------------------------------------------------------- +bool Vis::PickKeyboard(Vis_SelectionList *list, Vis_SelectionFilter *sprite_filter, Vis_SelectionFilter *face_filter) +{ + if (!list) + list = &default_list; + list->uNumPointers = 0; + + PickBillboards_Keyboard(keyboard_pick_depth, list, sprite_filter); + if (uCurrentlyLoadedLevelType == LEVEL_Indoor) + PickIndoorFaces_Keyboard(keyboard_pick_depth, list, face_filter); + else if (uCurrentlyLoadedLevelType == LEVEL_Outdoor) + PickOutdoorFaces_Keyboard(keyboard_pick_depth, list, face_filter); + else + assert(false); + + list->create_object_pointers(Vis_SelectionList::Unique); + sort_object_pointers(list->object_pointers, 0, list->uNumPointers - 1); + + return true; +} + +//----- (004C0646) -------------------------------------------------------- +bool Vis::PickMouse(float fDepth, float fMouseX, float fMouseY, Vis_SelectionFilter *sprite_filter, Vis_SelectionFilter *face_filter) +{ + RenderVertexSoft pMouseRay[2]; // [sp+1Ch] [bp-60h]@1 + + default_list.uNumPointers = 0; + CastPickRay(pMouseRay, fMouseX, fMouseY, fDepth); + PickBillboards_Mouse(fDepth, fMouseX, fMouseY, &default_list, sprite_filter); + if (uCurrentlyLoadedLevelType == LEVEL_Indoor) + PickIndoorFaces_Mouse(fDepth, pMouseRay, &default_list, face_filter); + else if (uCurrentlyLoadedLevelType == LEVEL_Outdoor) + PickOutdoorFaces_Mouse(fDepth, pMouseRay, &default_list, face_filter, false); + else + { + Log::Warning(L"Picking mouse in undefined level"); // picking in main menu is default (buggy) game behaviour. should've returned false in Game::PickMouse + return false; + } + default_list.create_object_pointers(Vis_SelectionList::All); + sort_object_pointers(default_list.object_pointers, 0, default_list.uNumPointers - 1); + + return true; +} + +//----- (004C06F8) -------------------------------------------------------- +void Vis::PickBillboards_Keyboard(float pick_depth, Vis_SelectionList *list, Vis_SelectionFilter *filter) +{ + for (uint i = 0; i < pRenderer->uNumBillboardsToDraw; ++i) + { + RenderBillboardD3D* d3d_billboard = &pRenderer->pBillboardRenderListD3D[i]; + + if (is_part_of_selection((void *)i, filter)) + { + if (DoesRayIntersectBillboard(pick_depth, i)) + { + RenderBillboard* billboard = &pBillboardRenderList[d3d_billboard->sParentBillboardID]; + + list->AddObject((void *)d3d_billboard->sParentBillboardID, VisObjectType_Sprite, billboard->sZValue); + } + } + } +} + + +// tests the object against selection filter to determine whether it can be picked or not +//----- (004C0791) -------------------------------------------------------- +bool Vis::is_part_of_selection(void *uD3DBillboardIdx_or_pBLVFace_or_pODMFace, Vis_SelectionFilter *filter) +{ + //stru157 *v3; // esi@1 + //int result; // eax@1 + //int v5; // edx@2 + //int v6; // ecx@2 + //char v7; // zf@3 + //int v8; // esi@5 +// std::string *v9; // ecx@7 + //Actor *v10; // edi@18 + //const char *v12; // [sp-20h] [bp-2Ch]@7 +// int v13; // [sp-1Ch] [bp-28h]@7 + //std::string v14; // [sp-18h] [bp-24h]@7 + //const char *v15; // [sp-8h] [bp-14h]@7 +// int v16; // [sp-4h] [bp-10h]@7 + + switch (filter->object_type) + { + case VisObjectType_Any: + return true; + + case VisObjectType_Sprite: + { + //v5 = filter->select_flags; + int object_idx = PID_ID(pBillboardRenderList[pRenderer->pBillboardRenderListD3D[(int)uD3DBillboardIdx_or_pBLVFace_or_pODMFace].sParentBillboardID].object_pid); + int object_type = PID_TYPE(pBillboardRenderList[pRenderer->pBillboardRenderListD3D[(int)uD3DBillboardIdx_or_pBLVFace_or_pODMFace].sParentBillboardID].object_pid); + if ( filter->select_flags & 2 ) + { + if (object_type == filter->object_id) + return false; + return true; + } + if ( filter->select_flags & 4 ) + { + //v8 = filter->object_id; + if ( object_type != filter->object_id) + return true; + if (filter->object_id != OBJECT_Decoration) + { + MessageBoxA(nullptr, "Unsupported \"exclusion if no event\" type in CVis::is_part_of_selection", "E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Vis.cpp:207", 0); + return true; + } + if (pLevelDecorations[object_idx].uCog || pLevelDecorations[object_idx].uEventID) + return true; + return pLevelDecorations[object_idx].IsInteractive(); + } + if (object_type == filter->object_id) + { + if (object_type != OBJECT_Actor) + { + MessageBoxA(nullptr, "Default case reached in VIS", "E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Vis.cpp:245", 0); + return true; + } + + //v10 = &pActors[object_idx]; + int result = 1 << LOBYTE(pActors[object_idx].uAIState); + if ( result & filter->no_at_ai_state + || !(result & filter->at_ai_state) + || filter->select_flags & 8 && (result = MonsterStats::BelongsToSupertype(pActors[object_idx].pMonsterInfo.uID, MONSTER_SUPERTYPE_UNDEAD)) == 0 ) + return false; + if ( !(filter->select_flags & 1) ) + return true; + + result = pActors[object_idx].GetActorsRelation(nullptr); + if (result == 0) + return false; + return true; + } + return false; + } + + case VisObjectType_Face: + { + uint face_attrib = 0; + bool no_event = true; + if (uCurrentlyLoadedLevelType == LEVEL_Outdoor) + { + ODMFace* face = (ODMFace *)uD3DBillboardIdx_or_pBLVFace_or_pODMFace; + no_event = face->sCogTriggeredID == 0; + face_attrib = face->uAttributes; + } + else if (uCurrentlyLoadedLevelType == LEVEL_Indoor) + { + BLVFace* face = (BLVFace *)uD3DBillboardIdx_or_pBLVFace_or_pODMFace; + no_event = pIndoor->pFaceExtras[face->uFaceExtraID].uEventID == 0; + face_attrib = face->uAttributes; + } + else + assert(false); + + if (filter->object_id != OBJECT_BLVDoor) + return true; + if (no_event || face_attrib & filter->no_at_ai_state)//face_attrib = 0x2009408 incorrect + return false; + return (face_attrib & filter->at_ai_state) != 0; + } + + default: + assert(false); + } +} + +//----- (004C091D) -------------------------------------------------------- +bool Vis::DoesRayIntersectBillboard(float fDepth, unsigned int uD3DBillboardIdx) +{ + int v3; // eax@3 + //signed int v5; // ecx@4 + //float v6; // ST04_4@6 + //float v7; // ST00_4@7 + //int v8; // eax@10 + //unsigned int v9; // eax@12 +// int v10; // eax@17 +// double v11; // st6@18 +// double v12; // st7@18 +// double v13; // st4@18 +// float v14; // ST0C_4@22 +// float v15; // ST08_4@22 + //float v16; // ST04_4@23 + //float v17; // ST00_4@24 + //signed int v18; // eax@27 + //unsigned int v19; // eax@29 +// double v20; // st6@32 +// double v21; // st7@32 +// int v22; // eax@32 +// double v23; // st7@36 + //void *v24; // esi@40 +// float v25; // ST08_4@40 + //float v26; // ST04_4@41 + //float v27; // ST00_4@42 +// int v28; // eax@45 +// unsigned int v29; // eax@47 +// char result; // al@48 + struct RenderVertexSoft pPickingRay[2]; + //int v31; // [sp+20h] [bp-DCh]@5 + struct RenderVertexSoft local_80[2]; + + float test_x; + float test_y; + + float t1_x; + float t1_y; + float t2_x; + float t2_y; + float swap_temp; +// int v37; // [sp+F0h] [bp-Ch]@5 + + signed int v40; // [sp+108h] [bp+Ch]@17 + + + static Vis_SelectionList Vis_static_stru_F91E10; + Vis_static_stru_F91E10.uNumPointers = 0; + v3 = pRenderer->pBillboardRenderListD3D[uD3DBillboardIdx].sParentBillboardID; + if (v3 == -1) + return false; + + if (pBillboardRenderList[v3].GetFloatZ() > fDepth) + return false; + + + GetPolygonCenter(pRenderer->pBillboardRenderListD3D[v3].pQuads, 4, &test_x, &test_y); + CastPickRay(pPickingRay, test_x, test_y, fDepth); + if (uCurrentlyLoadedLevelType == LEVEL_Indoor) + PickIndoorFaces_Mouse(fDepth, pPickingRay, &Vis_static_stru_F91E10, &vis_face_filter); + else + PickOutdoorFaces_Mouse(fDepth, pPickingRay, &Vis_static_stru_F91E10, &vis_face_filter, false); + Vis_static_stru_F91E10.create_object_pointers(); + sort_object_pointers(Vis_static_stru_F91E10.object_pointers, 0, Vis_static_stru_F91E10.uNumPointers - 1); + if (Vis_static_stru_F91E10.uNumPointers) + { + if (Vis_static_stru_F91E10.object_pointers[0]->actual_z > pBillboardRenderList[v3].actual_z) + return true; + } + else if ((double)(pViewport->uScreen_TL_X) <= test_x && + (double)pViewport->uScreen_BR_X >= test_x && + (double)pViewport->uScreen_TL_Y <= test_y && + (double)pViewport->uScreen_BR_Y >= test_y) + return true; + + for (v40 = 0; v40 < 4; ++v40) + { + test_x=pRenderer->pBillboardRenderListD3D[uD3DBillboardIdx].pQuads[v40].pos.x; + test_y= pRenderer->pBillboardRenderListD3D[uD3DBillboardIdx].pQuads[v40].pos.y; + if ((double)(pViewport->uScreen_TL_X) <= test_x && + (double)pViewport->uScreen_BR_X >= test_x && + (double)pViewport->uScreen_TL_Y <= test_y && + (double)pViewport->uScreen_BR_Y >= test_y) + { + CastPickRay(local_80, test_x, test_y, fDepth); + if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) + PickIndoorFaces_Mouse(fDepth, local_80, &Vis_static_stru_F91E10, &vis_face_filter); + else + PickOutdoorFaces_Mouse(fDepth, local_80, &Vis_static_stru_F91E10, &vis_face_filter, false); + Vis_static_stru_F91E10.create_object_pointers(); + sort_object_pointers(Vis_static_stru_F91E10.object_pointers, 0, Vis_static_stru_F91E10.uNumPointers - 1); + if ( !Vis_static_stru_F91E10.uNumPointers ) + return true; + if (Vis_static_stru_F91E10.object_pointers[0]->actual_z > pBillboardRenderList[v3].actual_z) + return true; + } + + } + + if ( v40 >= 4 ) + { + if ( uCurrentlyLoadedLevelType != LEVEL_Outdoor ) + return false; + t1_x = pRenderer->pBillboardRenderListD3D[uD3DBillboardIdx].pQuads[0].pos.x; + t2_x = pRenderer->pBillboardRenderListD3D[uD3DBillboardIdx].pQuads[3].pos.x; + + t1_y = pRenderer->pBillboardRenderListD3D[uD3DBillboardIdx].pQuads[0].pos.y; + t2_y = pRenderer->pBillboardRenderListD3D[uD3DBillboardIdx].pQuads[1].pos.y; + if ( t1_x > t2_x ) + { + swap_temp = t1_x; + t1_x = t2_x; + t2_x = swap_temp; + } + if ( t1_y > t2_y ) + test_y = t1_y; + else + test_y = t2_y; + + Vis_static_stru_F91E10.uNumPointers = 0; + + test_x = (t2_x - t1_x) * 0.5; + if ((double)(pViewport->uScreen_TL_X) <= test_x && + (double)pViewport->uScreen_BR_X >= test_x && + (double)pViewport->uScreen_TL_Y <= test_y && + (double)pViewport->uScreen_BR_Y >= test_y) + { + CastPickRay(local_80, test_x, test_y, fDepth); + if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) + PickIndoorFaces_Mouse(fDepth, local_80, &Vis_static_stru_F91E10, &vis_face_filter); + else + PickOutdoorFaces_Mouse(fDepth, local_80, &Vis_static_stru_F91E10, &vis_face_filter, false); + Vis_static_stru_F91E10.create_object_pointers(); + sort_object_pointers(Vis_static_stru_F91E10.object_pointers, 0, Vis_static_stru_F91E10.uNumPointers - 1); + if ( !Vis_static_stru_F91E10.uNumPointers ) + return true; + if (Vis_static_stru_F91E10.object_pointers[0]->actual_z > pBillboardRenderList[v3].actual_z) + return true; + + } + + } + return false; +} +// F93E18: using guessed type char static_byte_F93E18_init; + +//----- (004C0D32) -------------------------------------------------------- +void Vis::PickIndoorFaces_Keyboard(float pick_depth, Vis_SelectionList *list, Vis_SelectionFilter *filter) +{ + int result; // eax@1 + signed int pFaceID; // esi@2 + BLVFace *pFace; // edi@4 + //unsigned int v7; // eax@6 + Vis_ObjectInfo *v8; // eax@6 + signed int i; // [sp+18h] [bp-8h]@1 + + result = 0; + for ( i = 0; i < (signed int)pBspRenderer->num_faces; ++i ) + { + pFaceID = pBspRenderer->faces[result].uFaceID; + if ( pFaceID >= 0 ) + { + if ( pFaceID < (signed int)pIndoor->uNumFaces ) + { + pFace = &pIndoor->pFaces[pFaceID]; + if ( !pGame->pIndoorCameraD3D->IsCulled(&pIndoor->pFaces[pFaceID]) ) + { + if ( is_part_of_selection(pFace, filter) ) + { + v8 = DetermineFacetIntersection(pFace, PID(OBJECT_BModel, pFaceID), pick_depth); + if ( v8 ) + list->AddObject(v8->object, v8->object_type, v8->sZValue); + } + } + } + } + result = i + 1; + } +} + +//----- (004C0DEA) -------------------------------------------------------- +void Vis::PickOutdoorFaces_Keyboard(float pick_depth, Vis_SelectionList *list, Vis_SelectionFilter *filter) +{ + for (int i = 0; i < pOutdoor->uNumBModels; ++i) + { + int v17; + if (!IsBModelVisible(i, &v17)) + continue; + if (!v17) + continue; + + BSPModel* bmodel = &pOutdoor->pBModels[i]; + for (int j = 0; j < bmodel->uNumFaces; ++j) + { + //ODMFace* face = &bmodel->pFaces[j]; + + if (is_part_of_selection(&bmodel->pFaces[j], filter) ) + { + BLVFace blv_face; + blv_face.FromODM(&bmodel->pFaces[j]); + + int pid = PID(OBJECT_BModel, j | (i << 6)); + if (Vis_ObjectInfo* object_info = DetermineFacetIntersection(&blv_face, pid, pick_depth)) + list->AddObject(object_info->object, object_info->object_type, object_info->sZValue); + } + } + } +} \ No newline at end of file