Mercurial > mm7
diff Actor.cpp @ 1864:b6258f64e313
Actor::GetDirectionInfo some minor changes
author | Grumpy7 |
---|---|
date | Mon, 14 Oct 2013 08:00:30 +0200 |
parents | 97b75e6100ff |
children | e622546c8f0c |
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line diff
--- a/Actor.cpp Mon Oct 14 07:40:44 2013 +0200 +++ b/Actor.cpp Mon Oct 14 08:00:30 2013 +0200 @@ -947,48 +947,17 @@ // // originally this function had following prototype: // // struct DirectionInfo GetDirectionInfo(signed int object1, signed int object2, signed int a4) // // but compiler converts functions returning structures by value in the such way -AIDirection *__fastcall Actor::GetDirectionInfo(unsigned int uObj1ID, unsigned int uObj2ID, AIDirection *pOut, int a4) +struct AIDirection * Actor::GetDirectionInfo( unsigned int uObj1ID, unsigned int uObj2ID, struct AIDirection *pOut, int a4 ) { signed int v4; // eax@1 signed int v5; // ecx@1 - //unsigned int v6; // ebx@1 - int v7; // ecx@2 - int v8; // ecx@3 - int v9; // ecx@4 - //BLVFace *v10; // eax@8 - //unsigned int v11; // ecx@8 - //signed int v12; // eax@9 - //int v13; // ecx@9 - //int v14; // eax@9 - int v15; // eax@11 - int v16; // eax@12 - int v17; // eax@13 int v18; // edx@15 - //signed int v19; // eax@25 - //signed int v20; // eax@28 - //int v21; // ebx@28 - //signed int v22; // eax@28 - //BLVFace *v23; // eax@35 - //int v24; // edx@35 - //unsigned int v25; // ecx@35 - //signed int v26; // eax@36 - //int v27; // ecx@36 - //int v28; // eax@36 - //int v29; // eax@37 - //signed int v30; // eax@42 - double v31; // st7@45 - double v32; // st6@45 - double v33; // st7@45 + float v31; // st7@45 + float v32; // st6@45 + float v33; // st7@45 AIDirection *result; // eax@48 - //int v35; // [sp-18h] [bp-64h]@17 - //int v36; // [sp-14h] [bp-60h]@17 Vec3_int_ v37; // [sp-10h] [bp-5Ch]@15 - //int *v38; // [sp-4h] [bp-50h]@15 - //int *v39; // [sp+0h] [bp-4Ch]@15 - //int *v40; // [sp+4h] [bp-48h]@15 AIDirection v41; // [sp+14h] [bp-38h]@46 - float v42; // [sp+30h] [bp-1Ch]@23 - float v43; // [sp+34h] [bp-18h]@45 float outy2; // [sp+38h] [bp-14h]@33 float outx2; // [sp+3Ch] [bp-10h]@33 int outz; // [sp+40h] [bp-Ch]@6 @@ -1028,7 +997,8 @@ { v18 = pParty->sRotationY - stru_5C6E00->uIntegerHalfPi; v37.z = pParty->vPosition.z + (signed int)pParty->uPartyHeight / 3; - *(_QWORD *)&v37 = *(_QWORD *)&pParty->vPosition.x; + v37.x = pParty->vPosition.x; + v37.y = pParty->vPosition.y; Vec3_int_::Rotate(24, v18, 0, v37, &outx, &outy, &outz); break; } @@ -1036,7 +1006,8 @@ { v18 = pParty->sRotationY - stru_5C6E00->uIntegerHalfPi; v37.z = pParty->vPosition.z + (signed int)pParty->uPartyHeight / 3; - *(_QWORD *)&v37.x = *(_QWORD *)&pParty->vPosition.x; + v37.x = pParty->vPosition.x; + v37.y = pParty->vPosition.y; Vec3_int_::Rotate(8, v18, 0, v37, &outx, &outy, &outz); break; } @@ -1044,7 +1015,8 @@ { v37.z = pParty->vPosition.z + (signed int)pParty->uPartyHeight / 3; v18 = stru_5C6E00->uIntegerHalfPi + pParty->sRotationY; - *(_QWORD *)&v37.x = *(_QWORD *)&pParty->vPosition.x; + v37.x = pParty->vPosition.x; + v37.y = pParty->vPosition.y; Vec3_int_::Rotate(8, v18, 0, v37, &outx, &outy, &outz); break; } @@ -1052,7 +1024,8 @@ { v37.z = pParty->vPosition.z + (signed int)pParty->uPartyHeight / 3; v18 = stru_5C6E00->uIntegerHalfPi + pParty->sRotationY; - *(_QWORD *)&v37 = *(_QWORD *)&pParty->vPosition.x; + v37.x = pParty->vPosition.x; + v37.y = pParty->vPosition.y; Vec3_int_::Rotate(24, v18, 0, v37, &outx, &outy, &outz); break; } @@ -1087,22 +1060,22 @@ { case OBJECT_Item: { - outx2 = pSpriteObjects[v5].vPosition.x; - outy2 = pSpriteObjects[v5].vPosition.y; + outx2 = (float)pSpriteObjects[v5].vPosition.x; + outy2 =(float) pSpriteObjects[v5].vPosition.y; a4 = pSpriteObjects[v5].vPosition.z; break; } case OBJECT_Actor: { - outx2 = pActors[v5].vPosition.x; - outy2 = pActors[v5].vPosition.y; + outx2 = (float)pActors[v5].vPosition.x; + outy2 = (float)pActors[v5].vPosition.y; a4 = pActors[v5].vPosition.z - (unsigned int)(signed __int64)((double)pActors[v5].uActorHeight * -0.75); break; } case OBJECT_Player: { - outx2 = pParty->vPosition.x; - outy2 = pParty->vPosition.y; + outx2 = (float)pParty->vPosition.x; + outy2 = (float)pParty->vPosition.y; if ( !a4 ) a4 = pParty->sEyelevel; a4 = pParty->vPosition.z + a4; @@ -1110,8 +1083,8 @@ } case OBJECT_Decoration: { - outx2 = pLevelDecorations[v5].vPosition.x; - outy2 = pLevelDecorations[v5].vPosition.y; + outx2 = (float)pLevelDecorations[v5].vPosition.x; + outy2 = (float)pLevelDecorations[v5].vPosition.y; a4 = pLevelDecorations[v5].vPosition.z; break; } @@ -1126,19 +1099,17 @@ { if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) { - outx2 = (pIndoor->pFaces[v5].pBounding.x1 + pIndoor->pFaces[v5].pBounding.x2) >> 1; - outy2 = (pIndoor->pFaces[v5].pBounding.y1 + pIndoor->pFaces[v5].pBounding.y2) >> 1; + outx2 = (float)((pIndoor->pFaces[v5].pBounding.x1 + pIndoor->pFaces[v5].pBounding.x2) >> 1); + outy2 = (float)((pIndoor->pFaces[v5].pBounding.y1 + pIndoor->pFaces[v5].pBounding.y2) >> 1); a4 = (pIndoor->pFaces[v5].pBounding.z1 + pIndoor->pFaces[v5].pBounding.z2) >> 1; } break; } } - v31 = (double)outx2 - (double)outx; - v42 = v31; - v32 = (double)outy2 - (double)outy; - v43 = v32; - a4a = (double)a4 - (double)outz; + v31 = (float)outx2 - (float)outx; + v32 = (float)outy2 - (float)outy; + a4a = (float)a4 - (float)outz; outx2 = v32 * v32; outy2 = v31 * v31; v33 = sqrt(a4a * a4a + outy2 + outx2); @@ -1154,12 +1125,12 @@ } else { - v41.vDirection.x = (signed __int64)(1.0 / v33 * v42 * 65536.0); - v41.vDirection.y = (signed __int64)(1.0 / v33 * v43 * 65536.0); - v41.vDirection.z = (signed __int64)(1.0 / v33 * a4a * 65536.0); - v41.uDistance = (signed __int64)v33; - v41.uDistanceXZ = sqrt(outy2 + outx2); - v41.uYawAngle = stru_5C6E00->Atan2((signed __int64)v42, (signed __int64)v43); + v41.vDirection.x = (int32_t)(1.0 / v33 * v31 * 65536.0); + v41.vDirection.y = (int32_t)(1.0 / v33 * v32 * 65536.0); + v41.vDirection.z = (int32_t)(1.0 / v33 * a4a * 65536.0); + v41.uDistance = (uint)v33; + v41.uDistanceXZ = (uint)sqrt(outy2 + outx2); + v41.uYawAngle = stru_5C6E00->Atan2((signed __int64)v31, (signed __int64)v32); v41.uPitchAngle = stru_5C6E00->Atan2(v41.uDistanceXZ, (signed __int64)a4a); } result = pOut;