Mercurial > mm7
view Indoor.cpp @ 1230:513a7893aa29
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author | Ritor1 |
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date | Sun, 09 Jun 2013 10:16:10 +0600 |
parents | ac1b79c498a8 |
children | 182b910c528d |
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#ifdef _MSC_VER #define _CRT_SECURE_NO_WARNINGS #endif #include <assert.h> #include "LightmapBuilder.h" #include "DecalBuilder.h" #include "ParticleEngine.h" #include "stru9.h" #include "stru10.h" #include "stru367.h" #include "BSPModel.h" #include "Outdoor.h" #include "SpriteObject.h" #include "Events.h" #include "Game.h" #include "Viewport.h" #include "Time.h" #include "Party.h" #include "Math.h" #include "Allocator.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 "MapInfo.h" #include "IndoorCamera.h" #include "mm7_data.h" #include "MM7.h" IndoorLocation *pIndoor = new IndoorLocation; BLVRenderParams *pBLVRenderParams = new BLVRenderParams; struct DecorationList *pDecorationList; LevelDecoration pLevelDecorations[3000]; size_t uNumLevelDecorations; LevelDecoration* activeLevelDecoration; LEVEL_TYPE uCurrentlyLoadedLevelType = LEVEL_null; stru320 stru_F8AD28; // idb stru337 stru_F81018; stru167_wrap array_5118E8; BspRenderer_stru2 stru_F8A590; BspRenderer *pBspRenderer = new BspRenderer; // idb stru141 stru_721530; stru352 stru_F83B80[480]; 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 }; const char *_4E6BDC_loc_names[11]= { "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(IndoorLocation_drawstru *_this) { //int *v1; // ecx@1 //double v2; // ST30_8@3 //double v3; // ST30_8@6 //double v4; // ST28_8@6 int v5; // eax@4 //int v6; // eax@7 unsigned int v7; // ebx@8 BLVSector *v8; // esi@8 //unsigned __int16 *v9; // edi@8 //int i; // [sp+18h] [bp-8h]@7 //unsigned __int8 v11; // [sp+1Ch] [bp-4h]@3 //signed int v12; // [sp+1Ch] [bp-4h]@8 pBLVRenderParams->Reset(_this); pMobileLightsStack->uNumLightsActive = 0; //uNumMobileLightsApplied = 0; uNumDecorationsDrawnThisFrame = 0; _unused000 = 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) = byte_4E94D0; //v4 = pParty->flt_TorchlightColorR + 6.7553994e15; //v3 = pParty->flt_TorchlightColorG + 6.7553994e15; pMobileLightsStack->AddLight(pBLVRenderParams->vPartyPos.x, pBLVRenderParams->vPartyPos.y, pBLVRenderParams->vPartyPos.z, pBLVRenderParams->uPartySectorID, v5, floorf(pParty->flt_TorchlightColorR + 0.5f), floorf(pParty->flt_TorchlightColorG + 0.5f), floorf(pParty->flt_TorchlightColorB + 0.5f), byte_4E94D0); } PrepareBspRenderList_BLV(); PrepareItemsRenderList_BLV(); PrepareActorRenderList_BLV(); //v6 = 0; for (uint i = 0; i < pBspRenderer->uNumVisibleNotEmptySectors; ++i) { v7 = pBspRenderer->pVisibleSectorIDs_toDrawDecorsActorsEtcFrom[i]; //v12 = 0; v8 = &pIndoor->pSectors[pBspRenderer->pVisibleSectorIDs_toDrawDecorsActorsEtcFrom[i]]; //v9 = v8->pDecorationIDs; for (uint j = 0; j < v8->uNumDecorations; ++j) //if ( v8->uNumDecorations > 0 ) { // do PrepareDecorationsRenderList_BLV(v8->pDecorationIDs[j], v7); // while ( v12 < v8->uNumDecorations ); } //v6 = i + 1; } FindBillboardsLightLevels_BLV(); pGame->PrepareBloodsplats(); } //----- (004407D9) -------------------------------------------------------- int BLVRenderParams::Reset(IndoorLocation_drawstru *a2) { IndoorLocation_drawstru *v2; // ebx@1 int v4; // ST08_4@1 int v5; // ST04_4@1 int v6; // ST00_4@1 int v7; // eax@1 int v8; // ST08_4@2 int v9; // ST04_4@2 int v10; // ST00_4@2 unsigned int v11; // edi@4 unsigned int v12; // ecx@4 int v13; // edx@4 signed int v14; // ecx@4 unsigned int v15; // edx@4 unsigned int v16; // eax@4 double v17; // st7@5 int v18; // eax@5 double v19; // st7@5 int v20; // eax@5 double v21; // st7@5 int v22; // eax@5 unsigned int v23; // edx@5 unsigned int v24; // ecx@5 int v25; // eax@5 int v26; // eax@5 signed int v27; // eax@6 int result; // eax@6 int v29; // [sp+24h] [bp+8h]@5 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(v6, v5, v4); this->uPartySectorID = v7; if ( !v7 ) { 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(v10, v9, v8); } if ( pRenderer->pRenderD3D ) { 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); this->fCosineY = cos((3.141592653589793 + 3.141592653589793) * (double)this->sPartyRotY * 0.00048828125); this->fSineY = sin((3.141592653589793 + 3.141592653589793) * (double)this->sPartyRotY * 0.00048828125); this->fCosineNegX = cos((3.141592653589793 + 3.141592653589793) * (double)-this->sPartyRotX * 0.00048828125); this->fSineNegX = sin((3.141592653589793 + 3.141592653589793) * (double)-this->sPartyRotX * 0.00048828125); this->field_64 = a2->field_3C; v11 = this->uViewportW; v12 = this->uViewportX; v13 = this->uViewportZ - v12; v14 = this->uViewportZ + v12; this->field_70 = v13 + 1; v15 = this->uViewportY; this->uViewportHeight = v11 - v15 + 1; v16 = this->uViewportW; this->uViewportCenterX = v14 >> 1; this->uViewportCenterY = (signed int)(v16 + v15) >> 1; } else { 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->field_70 * 0.5 / tan((double)(v2->field_1C_mb_fov >> 1) * 0.01745329) + 0.5) << 16; this->field_40 = v27; this->field_44 = 0x100000000i64 / v27; this->pRenderTarget = v2->pRenderTarget; this->uTargetWidth = v2->uTargetWidth; this->uTargetHeight = v2->uTargetHeight; this->uViewportX = v2->uViewportX; this->uViewportY = v2->uViewportY; this->uViewportZ = v2->uViewportZ; this->uViewportW = v2->uViewportW; this->pTargetZBuffer = v2->pTargetZ; result = 0; this->field_8C = 0; this->field_84 = 0; this->uNumFacesRenderedThisFrame = 0; this->field_88 = 0; pBLVRenderParams->field_90 = 64; pBLVRenderParams->field_94 = 6; return result; } //----- (00440B44) -------------------------------------------------------- void IndoorLocation::ExecDraw(bool bD3D) { int v2; // eax@3 //IndoorCameraD3D_Vec4 *v3; // edx@4 //unsigned int v5; // ecx@9 //RenderVertexSoft *v6; // [sp-4h] [bp-8h]@4 if (bD3D) { pIndoor->GetSector(pParty->vPosition.x, pParty->vPosition.y, pParty->vPosition.z); for (uint i = 0; i < pBspRenderer->num_faces; ++i) { //v2 = pBspRenderer->faces[i].uNodeID; 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 ) { pBLVRenderParams->field_7C = &pBspRenderer->nodes[pBspRenderer->faces[j].uNodeID].field_C; 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->field_C._viewport_space_y; if ( pNode->field_C._viewport_space_y <= pNode->field_C._viewport_space_w ) { //v5 = (char *)&pBspRenderer->nodes[0].field_C.array_3D8[pNode->field_C._viewport_space_y + v7]; v5 = &pNode->field_C.array_3D8[pNode->field_C._viewport_space_y]; v8 = &pNode->field_C.array_18[pNode->field_C._viewport_space_y]; do { v1[v4 + *v8] = 255; ++pNode->field_C._viewport_space_y; v1[v4 + *v5] = 255; v4 += pRenderer->uTargetSurfacePitch; ++v5; ++v8; } while ( pNode->field_C._viewport_space_y <= pNode->field_C._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 |= INDOOR_CAMERA_DRAW_SW_OUTLINES; if (viewparams->draw_d3d_outlines) _this.uFlags |= INDOOR_CAMERA_DRAW_D3D_OUTLINES; _this.uFlags |= INDOOR_CAMERA_DRAW_D3D_OUTLINES; _this.uFlags |= INDOOR_CAMERA_DRAW_SW_OUTLINES; //INDOOR_CAMERA_DRAW_TERRAIN_OUTLINES _this.field_0_timer = pEventTimer->uTotalGameTimeElapsed; _this.field_1C_mb_fov = 65; _this.vPosition.x = pParty->vPosition.x - fixpoint_sub0(stru_5C6E00->Cos(pParty->sRotationY), pParty->y_rotation_granularity); _this.vPosition.y = pParty->vPosition.y - fixpoint_sub0(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); pParty->uFlags &= ~2; pGame->DrawParticles(); array_5118E8._440F07(); } //----- (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) { //unsigned int v4; // esi@1 char *v5; // eax@4 signed int v6; // ecx@4 char *v7; // eax@8 signed int v8; // ecx@8 //BLVFace *v9; // esi@13 //IndoorCameraD3D *v10; // edi@16 //int v11; // ebx@17 //Vec3_short_ *v12; // ecx@18 //char *v13; // edx@18 //int v14; // eax@19 //unsigned __int8 v15; // sf@19 //unsigned __int8 v16; // of@19 int v17; // ebx@25 //double v18; // st7@27 //double v19; // st6@27 //double v20; // st5@27 //char v21; // dl@27 //unsigned int v22; // eax@44 unsigned int v23; // eax@35 //DWORD v24; // eax@37 //int v25; // eax@38 //char *v26; // edi@38 IDirect3DTexture2 *v27; // eax@42 Texture *v28; // [sp+Ch] [bp-1Ch]@15 //int i; // [sp+10h] [bp-18h]@38 //LightmapBuilder *pStru4; // [sp+14h] [bp-14h]@16 //IndoorCameraD3D *v31; // [sp+18h] [bp-10h]@16 //IndoorCameraD3D_Vec4 *a7; // [sp+1Ch] [bp-Ch]@1 //unsigned int uFaceID_; // [sp+20h] [bp-8h]@1 unsigned int uNumVerticesa; // [sp+24h] [bp-4h]@17 int a4a; // [sp+34h] [bp+Ch]@25 //unsigned int a4b; // [sp+34h] [bp+Ch]@38 //v4 = uFaceID; //a7 = pVertices; //uFaceID_ = uFaceID; if (uFaceID >= pIndoor->uNumFaces) return; static RenderVertexSoft static_vertices_F7C228[64]; static RenderVertexSoft static_vertices_F7B628[64]; static stru154 stru_F7B60C; // idb //v9 = &pIndoor->pFaces[uFaceID]; auto pFace = &pIndoor->pFaces[uFaceID]; if (pFace->uNumVertices < 3) return; if (pFace->Invisible()) return; ++pBLVRenderParams->uNumFacesRenderedThisFrame; pFace->uAttributes |= 0x80u; if (!pFace->GetTexture()) return; v28 = pFace->GetTexture(); 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->uAttributes & FACE_DO_NOT_LIGHT)) pGame->pLightmapBuilder->ApplyLights(&stru_F8AD28, &stru_F7B60C, uNumVerticesa, array_507D30, pVertices, 0); if (pDecalBuilder->uNumDecals > 0) pDecalBuilder->ApplyDecals(a4a, 1, &stru_F7B60C, uNumVerticesa, array_507D30, pVertices, 0, pFace->uSectorID); if (pFace->Fluid()) { if (pFace->uBitmapID == pRenderer->hd_water_tile_id) { v23 = pRenderer->pHDWaterBitmapIDs[pRenderer->hd_water_current_frame]; v27 = pBitmaps_LOD->pHardwareTextures[v23]; } 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); v23 = pFace->uBitmapID; v27 = pBitmaps_LOD->pHardwareTextures[v23]; } } else if (pFace->uAttributes & 0x4000) { v23 = pTextureFrameTable->GetFrameTexture(pFace->uBitmapID, pBLVRenderParams->field_0_timer_); v27 = pBitmaps_LOD->pHardwareTextures[v23]; } else { v17 = 0xFFD0D0D0; v23 = pFace->uBitmapID; v27 = pBitmaps_LOD->pHardwareTextures[v23]; } if (pFace->uAttributes & FACE_DO_NOT_LIGHT) _479A53_draw_some_blv_poly(uNumVerticesa, uFaceID); else pRenderer->DrawIndoorPolygon(uNumVerticesa, pFace, v27, v28, PID(OBJECT_BModel, uFaceID), v17, 0); return; } } } } //----- (004AFF79) -------------------------------------------------------- void IndoorLocation::ExecDraw_sw(unsigned int uFaceID) { unsigned int v1; // ebx@1 BLVFace *v2; // esi@3 unsigned int v3; // eax@3 Texture *v4; // eax@8 Texture *v5; // edi@8 int v6; // eax@9 int v7; // eax@9 int v8; // ecx@17 int v9; // ebx@17 int v10; // eax@17 int v11; // esi@17 unsigned int v12; // eax@17 int j; // ecx@19 int v14; // edx@20 int v15; // eax@20 int v16; // edx@20 int i; // ebx@22 int v18; // ecx@23 int v19; // eax@23 int v20; // eax@23 int v21; // eax@24 unsigned __int8 *v22; // ecx@24 int v23; // ebx@24 int v24; // esi@25 int v25; // eax@28 unsigned __int16 *v26; // eax@28 unsigned int v27; // eax@29 int v28; // eax@30 char *v29; // esi@31 int v30; // eax@33 int v31; // eax@33 int v32; // eax@35 int v33; // edx@35 signed int v34; // ebx@35 int v35; // eax@35 int v36; // ebx@35 signed int v37; // ebx@35 signed int v38; // edi@35 unsigned int v39; // edi@36 int v40; // edx@40 int v41; // ecx@40 signed int v42; // edx@40 int v43; // edx@42 int v44; // eax@42 unsigned __int16 *v45; // eax@43 int *v46; // esi@44 unsigned __int16 *v47; // edi@44 unsigned int v48; // edx@44 int v49; // ebx@44 char v50; // cl@44 char v51; // ch@44 unsigned int v52; // ebx@46 int v53; // edx@46 unsigned int v54; // ebx@46 int v55; // edx@46 unsigned int v56; // ebx@47 int v57; // edx@47 int v58; // ebx@47 int v59; // edx@47 unsigned __int16 *v60; // eax@50 int *v61; // esi@51 unsigned __int16 *v62; // edi@51 unsigned int v63; // edx@51 int v64; // ebx@51 char v65; // cl@51 char v66; // ch@51 unsigned int v67; // ebx@53 int v68; // edx@53 unsigned int v69; // ebx@53 int v70; // edx@53 unsigned int v71; // ebx@54 int v72; // edx@54 int v73; // ebx@54 int v74; // edx@54 unsigned __int16 *v75; // eax@58 int *v76; // esi@59 int v77; // edi@59 unsigned int v78; // edx@59 int v79; // ebx@59 char v80; // cl@59 char v81; // ch@59 int v82; // ebx@61 int v83; // edx@61 unsigned int v84; // ebx@62 int v85; // edx@62 unsigned __int16 *v86; // eax@65 int *v87; // esi@66 int v88; // edi@66 unsigned int v89; // edx@66 int v90; // ebx@66 char v91; // cl@66 char v92; // ch@66 int v93; // ebx@68 int v94; // edx@68 unsigned __int16 v95; // bx@69 int v96; // edx@69 unsigned __int8 *v97; // [sp+Ch] [bp-9Ch]@24 unsigned __int8 *v98; // [sp+10h] [bp-98h]@24 unsigned __int8 *v99; // [sp+14h] [bp-94h]@24 unsigned __int8 *v100; // [sp+18h] [bp-90h]@24 int v101; // [sp+1Ch] [bp-8Ch]@40 int v102; // [sp+20h] [bp-88h]@31 BLVFace *v103; // [sp+24h] [bp-84h]@3 unsigned __int16 *v104; // [sp+28h] [bp-80h]@24 int v105; // [sp+2Ch] [bp-7Ch]@30 int v106; // [sp+30h] [bp-78h]@24 int v107; // [sp+34h] [bp-74h]@9 Texture *v108; // [sp+38h] [bp-70h]@8 int v109; // [sp+3Ch] [bp-6Ch]@9 unsigned int v110; // [sp+40h] [bp-68h]@24 unsigned int v111; // [sp+44h] [bp-64h]@1 int *k; // [sp+48h] [bp-60h]@31 int v113; // [sp+4Ch] [bp-5Ch]@35 int v114; // [sp+50h] [bp-58h]@35 int v115; // [sp+54h] [bp-54h]@42 unsigned __int8 *v116; // [sp+58h] [bp-50h]@35 int v117; // [sp+5Ch] [bp-4Ch]@33 int a1; // [sp+60h] [bp-48h]@27 int v119; // [sp+64h] [bp-44h]@17 int v120; // [sp+68h] [bp-40h]@23 unsigned int v121; // [sp+6Ch] [bp-3Ch]@40 unsigned int v122; // [sp+70h] [bp-38h]@35 int v123; // [sp+74h] [bp-34h]@30 int v124; // [sp+78h] [bp-30h]@17 int v125; // [sp+7Ch] [bp-2Ch]@35 unsigned int v126; // [sp+80h] [bp-28h]@9 int v127; // [sp+84h] [bp-24h]@17 int v128; // [sp+88h] [bp-20h]@9 int *pZPixel; // [sp+8Ch] [bp-1Ch]@28 int a2; // [sp+90h] [bp-18h]@16 unsigned int v131; // [sp+94h] [bp-14h]@17 unsigned __int16 *pColorPixel; // [sp+98h] [bp-10h]@28 int v133; // [sp+9Ch] [bp-Ch]@17 int v134; // [sp+A0h] [bp-8h]@17 int v135; // [sp+A4h] [bp-4h]@24 v1 = uFaceID; v111 = pRenderer->uTargetSurfacePitch; if ( (uFaceID & 0x80000000u) == 0 ) { if ( (signed int)uFaceID < (signed int)pIndoor->uNumFaces ) { v2 = &pIndoor->pFaces[uFaceID]; v103 = v2; v3 = v2->uAttributes; if ( !(BYTE1(v3) & 0x20) ) { if ( v3 & 0x400000 ) { sub_4ADD1D(uFaceID); return; } if ( !(v3 & 0x10) || (sub_4AD504(uFaceID), pRenderer->pRenderD3D) ) { v4 = v2->GetTexture(); ++pBLVRenderParams->uNumFacesRenderedThisFrame; v5 = v4; v108 = v4; if ( v4 ) { v6 = v4->palette_id2; LOBYTE(v2->uAttributes) |= 0x80u; v109 = v6; sub_4AE5F1(v1); v126 = stru_F8AD28.pDeltaUV[0]; v128 = stru_F8AD28.pDeltaUV[1]; v107 = bUseLoResSprites; v7 = sub_423B5D(v1); if ( v7 ) { if ( sub_424829(v7, &stru_F8A590, pBLVRenderParams->field_7C, v1) ) { if ( v2->uPolygonType == 1 ) { for ( i = 0; i < stru_F8AD28.uNumLightsApplied; stru_F8AD28._blv_lights_ys[v18] = v20 ) { v18 = i; v120 = stru_F8AD28._blv_lights_xs[i]; v134 = (unsigned __int64)(v120 * (signed __int64)-stru_F8AD28.plane_4.vNormal.y) >> 16; v133 = stru_F8AD28.plane_4.vNormal.x; v120 = stru_F8AD28._blv_lights_ys[i]; v133 = (unsigned __int64)(v120 * (signed __int64)stru_F8AD28.plane_4.vNormal.x) >> 16; v19 = v128; stru_F8AD28._blv_lights_xs[i] = v126 + v134 + ((unsigned __int64)(v120 * (signed __int64)stru_F8AD28.plane_4.vNormal.x) >> 16); v20 = v19 - stru_F8AD28._blv_lights_zs[i++]; } } else { if ( v2->uPolygonType != 3 ) { if ( v2->uPolygonType == 4 ) { LABEL_16: a2 = 0; if ( stru_F8AD28.uNumLightsApplied > 0 ) { do { v8 = a2; v9 = stru_F8AD28._blv_lights_xs[a2]; v131 = stru_F8AD28._blv_lights_ys[a2]; v10 = stru_F8AD28._blv_lights_zs[a2]; v11 = (signed int)(v10 * stru_F8AD28.plane_4.vNormal.z + stru_F8AD28.plane_4.dist + v9 * stru_F8AD28.plane_4.vNormal.x + v131 * stru_F8AD28.plane_4.vNormal.y) >> 16; v119 = v9 - ((unsigned __int64)(stru_F8AD28.plane_4.vNormal.x * (signed __int64)((signed int)(v10 * stru_F8AD28.plane_4.vNormal.z + stru_F8AD28.plane_4.dist + v9 * stru_F8AD28.plane_4.vNormal.x + v131 * stru_F8AD28.plane_4.vNormal.y) >> 16)) >> 16); v131 -= (unsigned __int64)(stru_F8AD28.plane_4.vNormal.y * (signed __int64)v11) >> 16; v127 = v10 - ((unsigned __int64)(stru_F8AD28.plane_4.vNormal.z * (signed __int64)v11) >> 16); stru_F8AD28._blv_lights_xs[a2] = ((unsigned __int64)(v119 * (signed __int64)stru_F8AD28.vec_14.x) >> 16) + ((unsigned __int64)((signed int)v131 * (signed __int64)stru_F8AD28.vec_14.y) >> 16); v124 = (unsigned __int64)(v119 * (signed __int64)stru_F8AD28.vec_20.x) >> 16; v134 = (unsigned __int64)((signed int)v131 * (signed __int64)stru_F8AD28.vec_20.y) >> 16; v133 = (unsigned __int64)(v127 * (signed __int64)stru_F8AD28.vec_20.z) >> 16; v12 = v126; stru_F8AD28._blv_lights_ys[v8] = v124 + ((unsigned __int64)((signed int)v131 * (signed __int64)stru_F8AD28.vec_20.y) >> 16) + ((unsigned __int64)(v127 * (signed __int64)stru_F8AD28.vec_20.z) >> 16); stru_F8AD28._blv_lights_xs[v8] += v12; stru_F8AD28._blv_lights_ys[v8] += v128; ++a2; } while ( a2 < stru_F8AD28.uNumLightsApplied ); v2 = v103; } goto LABEL_24; } if ( v2->uPolygonType != 5 ) { if ( v2->uPolygonType != 6 ) goto LABEL_24; goto LABEL_16; } } for ( j = 0; j < stru_F8AD28.uNumLightsApplied; *(int *)v15 = v16 ) { v14 = v128; stru_F8AD28._blv_lights_xs[j] += v126; v15 = 4 * j + 16297672; v16 = v14 - stru_F8AD28._blv_lights_ys[j++]; } } LABEL_24: v135 = 1; pGame->_44ED0A(v2, &v135, 31); v104 = sr_sub_47C24C_get_palette(v2, v109, 0, 1); v134 = stru_F8AD28.field_44; v106 = stru_F8AD28.field_48; v21 = stru_F8A590._viewport_space_y; a2 = stru_F8A590._viewport_space_y; v110 = v111 * stru_F8A590._viewport_space_y; v97 = v5->pLevelOfDetail0_prolly_alpha_mask; v98 = v5->pLevelOfDetail1; v99 = v5->pLevelOfDetail2; v22 = v5->pLevelOfDetail3; v23 = 640 * stru_F8A590._viewport_space_y; v119 = 640 * stru_F8A590._viewport_space_y; v100 = v22; if ( stru_F8A590._viewport_space_y <= stru_F8A590._viewport_space_w ) { v24 = 2 * stru_F8A590._viewport_space_y; v120 = 2 * stru_F8A590._viewport_space_y; while ( 1 ) { a1 = *(__int16 *)((char *)stru_F8A590.array_18 + v24); sub_4AE313(a1, v21, &stru_F81018.field_0); if ( LOBYTE(viewparams->field_20) ) { v27 = v111 * (v24 - pBLVRenderParams->uViewportY); pZPixel = &pBLVRenderParams->pTargetZBuffer[2 * (*(__int16 *)((char *)stru_F8A590.array_18 + v24) + 320 * (v24 - pBLVRenderParams->uViewportY)) - pBLVRenderParams->uViewportX]; pColorPixel = &pBLVRenderParams->pRenderTarget[v27 + 2 * *(__int16 *)((char *)stru_F8A590.array_18 + v24) - pBLVRenderParams->uViewportX]; v26 = &pBLVRenderParams->pRenderTarget[v27 + 2 * *(__int16 *)((char *)stru_F8A590.array_3D8 + v24) - pBLVRenderParams->uViewportX]; v23 = v119; } else { v25 = *(__int16 *)((char *)stru_F8A590.array_18 + v24); pZPixel = &pBLVRenderParams->pTargetZBuffer[v25 + v23]; pColorPixel = &pBLVRenderParams->pRenderTarget[v25 + v110]; v26 = &pBLVRenderParams->pRenderTarget[v110 + *(__int16 *)((char *)stru_F8A590.array_3D8 + v24)]; } v131 = (unsigned int)v26; HIWORD(v28) = HIWORD(stru_F81018.field_0.field_0); LOWORD(v28) = 0; v105 = stru_F8AD28.field_0 | v28; v123 = sub_4AE491(SHIWORD(stru_F81018.field_0.field_4), SHIWORD(stru_F81018.field_0.field_8)); if ( (unsigned int)pColorPixel < v131 ) { v102 = v107 + v106; v29 = (char *)&stru_F81018.field_34.field_8; a1 += v134; for ( k = &stru_F81018.field_34.field_8; ; v29 = (char *)k ) { sub_4AE313(a1, a2, (stru337_stru0 *)(v29 - 8)); v30 = *((int *)v29 - 2); LOWORD(v30) = 0; v117 = v105; v31 = stru_F8AD28.field_0 | v30; if ( v105 <= (unsigned int)v31 ) v117 = v31; v105 = v31; v32 = *((int *)v29 - 14); v122 = *((int *)v29 - 14) >> v107; v33 = *((int *)v29 - 13); v125 = *((int *)v29 - 13) >> v107; v34 = *((int *)v29 - 1) - v32; v113 = (*(int *)v29 - v33) >> v102; v35 = *((int *)v29 - 11); v114 = v34 >> v102; v116 = (&v97)[4 * v35]; v36 = v35 + 16 - v5->uWidthLn2; v133 = v35 + 16; v127 = v35 + v36; v37 = v5->uWidthMinus1 >> v35; v38 = v5->uHeightMinus1 >> v35 << (v35 + 16); v128 = v37; v126 = v38; v39 = (unsigned int)(LOBYTE(viewparams->field_20) ? &pColorPixel[2 * v134] : &pColorPixel[v134]); if ( v39 > v131 ) v39 = v131; v40 = *((short *)v29 + 1); v41 = *((short *)v29 - 1); v121 = v39; v42 = sub_4AE491(v41, v40); v101 = v42; v124 = (signed int)(v39 - (int)pColorPixel) >> 1; if ( v123 >> 16 == v42 >> 16 || v135 & 2 ) { v123 = (int)sr_sub_47C24C_get_palette(v103, v109, v123 >> 16, 1); if ( LOBYTE(viewparams->field_20) ) { v86 = pColorPixel; if ( (unsigned int)pColorPixel < v121 ) { v87 = pZPixel; v88 = v123; v89 = v122; v90 = v125; v91 = v133; v92 = v127; if ( v124 & 2 ) { *pZPixel = v117; v87 -= 2; v86 = pColorPixel + 2; goto LABEL_69; } do { v86 += 4; v93 = *(&v116[v128 & (v89 >> v91)] + ((v126 & v90) >> v92)); v94 = v117; LOWORD(v93) = *(short *)(v88 + 2 * v93); *v87 = v117; v87[1] = v94; v87[640] = v94; v87[641] = v94; *(v86 - 4) = v93; *(v86 - 3) = v93; v86[636] = v93; v86[637] = v93; v87[2] = v94; v87[3] = v94; v87[642] = v94; v87[643] = v94; v122 += v114; v125 += v113; v89 = v122; v90 = v125; LABEL_69: v87 += 4; v95 = *(short *)(v88 + 2 * *(&v116[v128 & (v89 >> v91)] + ((v126 & v90) >> v92))); v96 = v114; *(v86 - 2) = v95; *(v86 - 1) = v95; v86[638] = v95; v86[639] = v95; v122 += v96; v125 += v113; v89 = v122; v90 = v125; } while ( (unsigned int)v86 < v121 ); pColorPixel = v86; pZPixel = v87; } } else { v75 = pColorPixel; if ( (unsigned int)pColorPixel < v121 ) { v76 = pZPixel; v77 = v123; v78 = v122; v79 = v125; v80 = v133; v81 = v127; if ( v124 & 1 ) { *pZPixel = v117; --v76; v75 = pColorPixel + 1; goto LABEL_62; } do { v75 += 2; v82 = *(&v116[v128 & (v78 >> v80)] + ((v126 & v79) >> v81)); v83 = v117; LOWORD(v82) = *(short *)(v77 + 2 * v82); *v76 = v117; *(v75 - 2) = v82; v76[1] = v83; v122 += v114; v125 += v113; v78 = v122; v79 = v125; LABEL_62: v84 = (unsigned int)(&v116[v128 & (v78 >> v80)] + ((v126 & v79) >> v81)); v76 += 2; v85 = v114; *(v75 - 1) = *(short *)(v77 + 2 * *(char *)v84); v122 += v85; v125 += v113; v78 = v122; v79 = v125; } while ( (unsigned int)v75 < v121 ); pColorPixel = v75; pZPixel = v76; } } } else { v43 = (v42 - v123) >> v106; v44 = v123 - v43; v123 = v43; v115 = v44; if ( LOBYTE(viewparams->field_20) ) { v60 = pColorPixel; if ( (unsigned int)pColorPixel < v121 ) { v61 = pZPixel; v62 = v104; v63 = v122; v64 = v125; v65 = v133; v66 = v127; if ( v124 & 2 ) { *pZPixel = v117; v61 += 2; v60 = pColorPixel + 2; goto LABEL_54; } do { v67 = (v128 & (v63 >> v65)) + ((v126 & v64) >> v66); v68 = v123 + v115; v60 += 4; v115 = v68; v69 = ((v68 & 0xFFFF0000u) >> 8) + v116[v67]; v70 = v117; LOWORD(v69) = v62[v69]; *v61 = v117; v61[1] = v70; v61[640] = v70; v61[641] = v70; *(v60 - 4) = v69; *(v60 - 3) = v69; v60[636] = v69; v60[637] = v69; v61[2] = v70; v61[3] = v70; v61[642] = v70; v61[643] = v70; v122 += v114; v125 += v113; v63 = v122; v64 = v125; v61 += 4; LABEL_54: v71 = (v128 & (v63 >> v65)) + ((v126 & v64) >> v66); v72 = v123 + v115; v73 = v116[v71]; v115 = v72; LOWORD(v73) = v62[((v72 & 0xFFFF0000u) >> 8) + v73]; v74 = v114; *(v60 - 2) = v73; *(v60 - 1) = v73; v60[638] = v73; v60[639] = v73; v122 += v74; v125 += v113; v63 = v122; v64 = v125; } while ( (unsigned int)v60 < v121 ); pColorPixel = v60; pZPixel = v61; } } else { v45 = pColorPixel; if ( (unsigned int)pColorPixel < v121 ) { v46 = pZPixel; v47 = v104; v48 = v122; v49 = v125; v50 = v133; v51 = v127; if ( v124 & 1 ) { *pZPixel = v117; ++v46; v45 = pColorPixel + 1; goto LABEL_47; } do { v52 = (v128 & (v48 >> v50)) + ((v126 & v49) >> v51); v53 = v123 + v115; v45 += 2; v115 = v53; v54 = ((v53 & 0xFFFF0000u) >> 8) + v116[v52]; v55 = v117; LOWORD(v54) = v47[v54]; *v46 = v117; *(v45 - 2) = v54; v46[1] = v55; v122 += v114; v125 += v113; v48 = v122; v49 = v125; v46 += 2; LABEL_47: v56 = (v128 & (v48 >> v50)) + ((v126 & v49) >> v51); v57 = v123 + v115; v58 = v116[v56]; v115 = v57; LOWORD(v58) = v47[((v57 & 0xFFFF0000u) >> 8) + v58]; v59 = v114; *(v45 - 1) = v58; v122 += v59; v125 += v113; v48 = v122; v49 = v125; } while ( (unsigned int)v45 < v121 ); pColorPixel = v45; pZPixel = v46; } } } k += 13; v5 = v108; v123 = v101; a1 += v134; if ( (unsigned int)pColorPixel >= v131 ) break; } v23 = v119; v24 = v120; } ++a2; v110 += v111; v23 += 640; v24 += 2; v120 = v24; v119 = v23; if ( a2 > stru_F8A590._viewport_space_w ) break; v21 = a2; } } return; } } } } } } } } // 4AE491: using guessed type int __fastcall sub_4AE491(int, int); //----- (004B0E07) -------------------------------------------------------- unsigned int __fastcall sub_4B0E07(unsigned int uFaceID) { BLVFace *v1; // edi@1 BLVFaceExtra *v2; // ecx@1 Texture *v3; // esi@1 unsigned int v4; // eax@1 unsigned int v5; // ecx@1 unsigned int result; // eax@1 unsigned int v7; // ecx@5 v1 = &pIndoor->pFaces[uFaceID]; v2 = &pIndoor->pFaceExtras[v1->uFaceExtraID]; v3 = pBitmaps_LOD->GetTexture(v1->uBitmapID); stru_F8AD28.pDeltaUV[0] = v2->sTextureDeltaU; stru_F8AD28.pDeltaUV[1] = v2->sTextureDeltaV; v4 = GetTickCount(); v5 = v1->uAttributes; result = v4 >> 3; if ( v5 & 4 ) { stru_F8AD28.pDeltaUV[1] -= result & v3->uHeightMinus1; } else { if ( v5 & 0x20 ) stru_F8AD28.pDeltaUV[1] += result & v3->uHeightMinus1; } v7 = v1->uAttributes; if ( BYTE1(v7) & 8 ) { stru_F8AD28.pDeltaUV[0] -= result & v3->uWidthMinus1; } else { if ( v7 & 0x40 ) stru_F8AD28.pDeltaUV[0] += result & v3->uWidthMinus1; } return result; } //----- (004B0EA8) -------------------------------------------------------- void BspRenderer::AddFaceToRenderList_d3d(unsigned int node_id, unsigned int uFaceID) { //unsigned int v3; // edx@1 //stru170 *v4; // ebx@1 //BLVFace *v5; // eax@1 //int v6; // ecx@2 unsigned __int16 v7; // ax@11 Vec3_short_ *v8; // esi@15 int v9; // edx@15 //signed int v10; // eax@18 //signed int v11; // edi@19 //signed int v12; // ecx@19 //signed int v13; // esi@19 signed int v14; // edx@20 int v15; // edx@24 //int v16; // esi@29 //BLVFace *v17; // edi@34 unsigned __int16 v18; // ax@34 char *v19; // eax@38 signed int v20; // ecx@38 char *v21; // eax@42 signed int v22; // ecx@42 //signed int v23; // edx@45 //char *v24; // ecx@46 //int v25; // eax@47 //Vec3_short_ *v26; // eax@47 //double v27; // st7@47 //signed int v28; // ST28_4@47 char v29; // al@48 //signed int v30; // eax@51 //int v31; // eax@52 //unsigned int v32; // eax@55 //__int16 v33; // cx@56 //signed int v34; // [sp+Ch] [bp-14h]@18 //int a0; // [sp+14h] [bp-Ch]@2 //IndoorCameraD3D *a0a; // [sp+14h] [bp-Ch]@36 //signed int v37; // [sp+18h] [bp-8h]@19 //stru10 *v38; // [sp+18h] [bp-8h]@36 //BLVFace *v39; // [sp+1Ch] [bp-4h]@1 //v3 = uFaceID; //v4 = this; //v5 = &pIndoor->pFaces[uFaceID]; nodes[num_nodes].viewing_portal_id = -1; //v39 = &pIndoor->pFaces[uFaceID]; auto pFace = &pIndoor->pFaces[uFaceID]; auto p = &nodes[node_id]; if (!pFace->Portal()) { if (num_faces < 1000) { faces[num_faces].uFaceID = uFaceID; faces[num_faces++].uNodeID = node_id; } return; } if (p->uFaceID == uFaceID) return; if (!node_id && pBLVRenderParams->vPartyPos.x >= pFace->pBounding.x1 - 16 && // we are probably standing at the portal plane pBLVRenderParams->vPartyPos.x <= pFace->pBounding.x2 + 16 && pBLVRenderParams->vPartyPos.y >= pFace->pBounding.y1 - 16 && pBLVRenderParams->vPartyPos.y <= pFace->pBounding.y2 + 16 && pBLVRenderParams->vPartyPos.z >= pFace->pBounding.z1 - 16 && pBLVRenderParams->vPartyPos.z <= pFace->pBounding.z2 + 16 ) { if ( abs(pFace->pFacePlane_old.dist + pBLVRenderParams->vPartyPos.x * pFace->pFacePlane_old.vNormal.x + pBLVRenderParams->vPartyPos.y * pFace->pFacePlane_old.vNormal.y + pBLVRenderParams->vPartyPos.z * pFace->pFacePlane_old.vNormal.z) <= 589824 ) // we sure are standing at the portal plane { v7 = pFace->uSectorID; if ( nodes[0].uSectorID == v7 ) // draw back sector v7 = pFace->uBackSectorID; nodes[num_nodes].uSectorID = v7; 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].field_C._43F9E1(pBLVRenderParams->uViewportX, pBLVRenderParams->uViewportY, pBLVRenderParams->uViewportZ, pBLVRenderParams->uViewportW); AddBspNodeToRenderList(++num_nodes - 1); return; } //v5 = v39; //v6 = a0; } v8 = &pIndoor->pVertices[pFace->pVertexIDs[0]]; v9 = pFace->pFacePlane_old.vNormal.x * (v8->x - pBLVRenderParams->vPartyPos.x) + pFace->pFacePlane_old.vNormal.y * (v8->y - pBLVRenderParams->vPartyPos.y) + pFace->pFacePlane_old.vNormal.z * (v8->z - pBLVRenderParams->vPartyPos.z); if (p->uSectorID != pFace->uSectorID) v9 = -v9; if (v9 >= 0) return; auto num_vertices = sub_423B5D(uFaceID); if (num_vertices < 2) return; auto face_min_screenspace_x = stru_50B700._screen_space_x[0], face_max_screenspace_x = stru_50B700._screen_space_x[0]; auto face_min_screenspace_y = stru_50B700._screen_space_y[0], face_max_screenspace_y = stru_50B700._screen_space_y[0]; for (uint i = 1; i < num_vertices; ++i) { if (face_min_screenspace_x > stru_50B700._screen_space_x[i]) face_min_screenspace_x = stru_50B700._screen_space_x[i]; if (face_max_screenspace_x < stru_50B700._screen_space_x[i]) face_max_screenspace_x = stru_50B700._screen_space_x[i]; if (face_min_screenspace_y > stru_50B700._screen_space_y[i]) face_min_screenspace_y = stru_50B700._screen_space_y[i]; if (face_max_screenspace_y < stru_50B700._screen_space_y[i]) face_max_screenspace_y = stru_50B700._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 >= p->uViewportX && face_min_screenspace_x <= p->uViewportZ && face_max_screenspace_y >= p->uViewportY && face_min_screenspace_y <= p->uViewportW && sub_424829(num_vertices, &nodes[num_nodes].field_C, &p->field_C, uFaceID)) { //v17 = v39; v18 = pFace->uSectorID; if (p->uSectorID == v18 ) v18 = pFace->uBackSectorID; nodes[num_nodes].uSectorID = v18; 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; //v38 = pGame->pStru10Instance; //a0a = pGame->pIndoorCameraD3D; v29 = false; if (p->viewing_portal_id == -1) { v29 = pGame->pStru10Instance->CalcPortalShape(pFace, nodes[num_nodes].std__vector_0007AC, nodes[num_nodes].pPortalBounding); } else { 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 a2 = pFace->uNumVertices; pGame->pIndoorCameraD3D->CalcPortalShape(static_subAddFaceToRenderList_d3d_stru_F7AA08, &a2, static_subAddFaceToRenderList_d3d_stru_F79E08, p->std__vector_0007AC, 4, 0, 0); v29 = pGame->pStru10Instance->_49C5DA(pFace, static_subAddFaceToRenderList_d3d_stru_F79E08, &a2, 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 (pBLVRenderParams->uFlags & INDOOR_CAMERA_DRAW_SW_OUTLINES) pGame->pIndoorCameraD3D->PrepareAndDrawDebugOutline(pFace, 0x1E1EFF); //pGame->pIndoorCameraD3D->DebugDrawPortal(pFace); } } //----- (004AFB86) -------------------------------------------------------- void BspRenderer::AddFaceToRenderList_sw(unsigned int node_id, unsigned int uFaceID) { BspRenderer *v3; // ebx@1 BLVFace *v4; // eax@1 char *v5; // ecx@2 unsigned __int16 v6; // ax@11 int v7; // ecx@13 Vec3_short_ *v8; // esi@16 int v9; // edx@16 signed int v10; // eax@19 signed int v11; // edi@20 signed int v12; // ecx@20 signed int v13; // esi@20 int v14; // edx@21 int v15; // edx@25 unsigned __int16 v16; // ax@35 signed int v17; // eax@37 int v18; // eax@38 signed int v19; // [sp+Ch] [bp-14h]@19 char *v20; // [sp+14h] [bp-Ch]@2 BLVFace *v21; // [sp+18h] [bp-8h]@1 signed int v22; // [sp+1Ch] [bp-4h]@20 signed int v23; // [sp+28h] [bp+8h]@20 v3 = this; v4 = &pIndoor->pFaces[uFaceID]; v21 = v4; if (v4->Portal()) { v5 = (char *)this + 2252 * node_id; v20 = v5; if ( uFaceID == *((short *)v5 + 2982) ) return; if (!node_id && pBLVRenderParams->vPartyPos.x >= v4->pBounding.x1 - 16 && pBLVRenderParams->vPartyPos.x <= v4->pBounding.x2 + 16 && pBLVRenderParams->vPartyPos.y >= v4->pBounding.y1 - 16 && pBLVRenderParams->vPartyPos.y <= v4->pBounding.y2 + 16 && pBLVRenderParams->vPartyPos.z >= v4->pBounding.z1 - 16 && pBLVRenderParams->vPartyPos.z <= v4->pBounding.z2 + 16 ) { if ( abs(v4->pFacePlane_old.dist + pBLVRenderParams->vPartyPos.x * v4->pFacePlane_old.vNormal.x + pBLVRenderParams->vPartyPos.y * v4->pFacePlane_old.vNormal.y + pBLVRenderParams->vPartyPos.z * v4->pFacePlane_old.vNormal.z) <= 589824 ) { v6 = v21->uSectorID; if ( v3->nodes[0].uSectorID == v6 ) v6 = v21->uBackSectorID; v3->nodes[v3->num_nodes].uSectorID = v6; v3->nodes[v3->num_nodes].uFaceID = uFaceID; v3->nodes[v3->num_nodes].uViewportX = LOWORD(pBLVRenderParams->uViewportX); v3->nodes[v3->num_nodes].uViewportZ = LOWORD(pBLVRenderParams->uViewportZ); v3->nodes[v3->num_nodes].uViewportY = LOWORD(pBLVRenderParams->uViewportY); v3->nodes[v3->num_nodes].uViewportW = LOWORD(pBLVRenderParams->uViewportW); v3->nodes[v3->num_nodes++].field_C._43F9E1( SLOWORD(pBLVRenderParams->uViewportX), pBLVRenderParams->uViewportY, SLOWORD(pBLVRenderParams->uViewportZ), pBLVRenderParams->uViewportW); v7 = v3->num_nodes - 1; goto LABEL_14; } v4 = v21; v5 = v20; } v8 = &pIndoor->pVertices[*v4->pVertexIDs]; v9 = v4->pFacePlane_old.vNormal.x * ((signed __int16)*(int *)&v8->x - pBLVRenderParams->vPartyPos.x) + v4->pFacePlane_old.vNormal.y * ((signed __int16)(*(int *)&v8->x >> 16) - pBLVRenderParams->vPartyPos.y) + v4->pFacePlane_old.vNormal.z * (v8->z - pBLVRenderParams->vPartyPos.z); if ( *((short *)v5 + 2004) != v4->uSectorID ) v9 = -v9; if ( v9 < 0 ) { v10 = sub_423B5D(uFaceID); v19 = v10; if ( v10 ) { v11 = stru_50B700._screen_space_x[0]; v12 = stru_50B700._screen_space_y[0]; v23 = stru_50B700._screen_space_x[0]; v13 = 1; v22 = stru_50B700._screen_space_y[0]; if ( v10 > 1 ) { do { v14 = stru_50B700._screen_space_x[v13]; if ( v14 < v23 ) v23 = stru_50B700._screen_space_x[v13]; if ( v14 > v11 ) v11 = stru_50B700._screen_space_x[v13]; v15 = stru_50B700._screen_space_y[v13]; if ( v15 < v22 ) v22 = stru_50B700._screen_space_y[v13]; if ( v15 > v12 ) v12 = stru_50B700._screen_space_y[v13]; v10 = v19; ++v13; } while ( v13 < v19 ); } if ( v11 >= *((short *)v20 + 2005) && v23 <= *((short *)v20 + 2007) && v12 >= *((short *)v20 + 2006) && v22 <= *((short *)v20 + 2008) && sub_424829(v10, &v3->nodes[v3->num_nodes].field_C, (BspRenderer_stru2 *)(v20 + 4020), uFaceID) ) { v16 = v21->uSectorID; if ( *((short *)v20 + 2004) == v16 ) v16 = v21->uBackSectorID; v3->nodes[v3->num_nodes].uSectorID = v16; v3->nodes[v3->num_nodes].uFaceID = uFaceID; v3->nodes[v3->num_nodes].uViewportX = LOWORD(pBLVRenderParams->uViewportX); v3->nodes[v3->num_nodes].uViewportZ = LOWORD(pBLVRenderParams->uViewportZ); v3->nodes[v3->num_nodes].uViewportY = LOWORD(pBLVRenderParams->uViewportY); v3->nodes[v3->num_nodes].uViewportW = LOWORD(pBLVRenderParams->uViewportW); v17 = v3->num_nodes; if ( v17 < 150 ) { v18 = v17 + 1; v3->num_nodes = v18; v7 = v18 - 1; LABEL_14: AddBspNodeToRenderList(v7); return; } } } } } else { if (num_faces < 1000) { faces[num_faces].uFaceID = uFaceID; faces[num_faces++].uNodeID = node_id; } } } //----- (004B0967) -------------------------------------------------------- void BspRenderer::DrawFaceOutlines() { signed int i; // edi@1 int v1; // esi@2 unsigned int v2; // ecx@4 int v3; // eax@4 int v4; // eax@6 unsigned __int16 *v5; // edx@6 int v6; // ecx@7 int v7; // esi@8 for ( i = 0; i < (signed int)pBspRenderer->num_faces; ++i ) { v1 = pBspRenderer->faces[i].uFaceID; if ( v1 >= 0 ) { if ( v1 < (signed int)pIndoor->uNumFaces ) { v2 = pBspRenderer->faces[i].uFaceID; pBLVRenderParams->field_7C = &pBspRenderer->nodes[pBspRenderer->faces[i].uNodeID].field_C; v3 = sub_423B5D(v2); if ( v3 ) { if ( sub_424829(v3, &stru_F8A590, pBLVRenderParams->field_7C, v1) ) { v4 = stru_F8A590._viewport_space_y; v5 = pBLVRenderParams->pRenderTarget; if ( stru_F8A590._viewport_space_y <= stru_F8A590._viewport_space_w ) { v6 = 640 * stru_F8A590._viewport_space_y; do { v5[v6 + stru_F8A590.array_18[v4]] = -1; v7 = v6 + stru_F8A590.array_3D8[v4]; v6 += 640; v5[v7] = -1; ++v4; } while ( v4 <= stru_F8A590._viewport_space_w ); } } } } } } } //----- (004AE5BA) -------------------------------------------------------- Texture *BLVFace::GetTexture() { unsigned int v1; // ecx@2 if ( uAttributes & 0x4000 ) v1 = pTextureFrameTable->GetFrameTexture(this->uBitmapID, pBLVRenderParams->field_0_timer_); else v1 = uBitmapID; return pBitmaps_LOD->GetTexture(v1); } //----- (00498B15) -------------------------------------------------------- void IndoorLocation::Release() { IndoorLocation *v1; // esi@1 char *v2; // ebp@1 void *v3; // ST00_4@1 v1 = this; v2 = (char *)&this->ptr_0002B4_doors_ddata; pAllocator->FreeChunk(this->ptr_0002B4_doors_ddata); *(int *)v2 = 0; pAllocator->FreeChunk(v1->ptr_0002B0_sector_rdata); v1->ptr_0002B0_sector_rdata = 0; pAllocator->FreeChunk(v1->ptr_0002B8_sector_lrdata); v1->ptr_0002B8_sector_lrdata = 0; pAllocator->FreeChunk(v1->pLFaces); v1->pLFaces = 0; pAllocator->FreeChunk(v1->pSpawnPoints); v3 = v1->pVertices; v1->pSpawnPoints = 0; v1->uNumSectors = 0; v1->uNumFaces = 0; v1->uNumVertices = 0; v1->uNumNodes = 0; v1->uNumDoors = 0; v1->uNumLights = 0; pAllocator->FreeChunk(v3); pAllocator->FreeChunk(v1->pFaces); pAllocator->FreeChunk(v1->pFaceExtras); pAllocator->FreeChunk(v1->pSectors); pAllocator->FreeChunk(v1->pLights); pAllocator->FreeChunk(v1->pDoors); pAllocator->FreeChunk(v1->pNodes); pAllocator->FreeChunk(v1->pMapOutlines); v1->pVertices = 0; v1->pFaces = 0; v1->pFaceExtras = 0; v1->pSectors = 0; v1->pLights = 0; v1->pDoors = 0; v1->pNodes = 0; v1->pMapOutlines = 0; v1->bLoaded = 0; } //----- (00498C45) -------------------------------------------------------- bool IndoorLocation::Alloc() { pVertices = (Vec3_short_ *) pAllocator->AllocNamedChunk(pVertices, 15000*sizeof(Vec3_short_), "L.V");//0x15F90u pFaces = (BLVFace *) pAllocator->AllocNamedChunk(pFaces, 10000*sizeof(BLVFace), "L.F");//0xEA600u pFaceExtras = (BLVFaceExtra *) pAllocator->AllocNamedChunk(pFaceExtras,5000*sizeof(BLVFaceExtra), "L.FX"); //0x2BF20u pSectors = (BLVSector *) pAllocator->AllocNamedChunk(pSectors, 512*sizeof(BLVSector), "L.R");//0xE800u pLights = (BLVLightMM7 *) pAllocator->AllocNamedChunk(pLights, 400*sizeof(BLVLightMM7), "L.L");//0x1900u pDoors = (BLVDoor *) pAllocator->AllocNamedChunk(pDoors, 200*sizeof(BLVDoor), "L.D");//0x3E80u pNodes = (BSPNode *) pAllocator->AllocNamedChunk(pNodes, 5000*sizeof(BSPNode), "L.BSP");//0x9C40u pMapOutlines =(BLVMapOutlines *)pAllocator->AllocNamedChunk(pMapOutlines, sizeof(BLVMapOutlines), "L.Map");//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) { const char *v1; // edi@1 signed int v2; // esi@1 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 &= 0xFFFFFFF7u; else pIndoor->pLights[sLightID].uAtributes |= 8u; pParty->uFlags |= 2u; } } //----- (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 v163; // 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 = pAllocator->AllocNamedChunk(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 = pAllocator->AllocNamedChunk(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 = pAllocator->AllocNamedChunk( 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 = pAllocator->AllocNamedChunk(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 = pAllocator->AllocNamedChunk(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) ) Abortf("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), 1u, 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; auto 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) { auto 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; auto 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 *)pAllocator->AllocNamedChunk(pLFaces, blv.uFaces_fdata_Size, "L.FData"); memcpy(pLFaces, pData += uNumFaces * sizeof (BLVFace), blv.uFaces_fdata_Size); for (uint i = 0, j = 0; i < uNumFaces; ++i) { auto 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) { auto pFace = pFaces + i; char pTexName[16]; strncpy(pTexName, pData, 10); pData += 10; if (pFace->uAttributes & 0x4000) { pFace->uBitmapID = pTextureFrameTable->FindTextureByName(pTexName); if (pFace->uBitmapID) pTextureFrameTable->LoadAnimationSequenceAndPalettes(pFace->uBitmapID); else { pFace->uBitmapID = pBitmaps_LOD->LoadTexture(pTexName); pFace->uAttributes &= ~0x4000; } } else pFace->uBitmapID = pBitmaps_LOD->LoadTexture(pTexName); } pGameLoadingUI_ProgressBar->Progress(); memcpy(&uNumFaceExtras, pData, 4u); 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) { auto pFace = pFaces + i; auto pFaceExtra = pFaceExtras + pFace->uFaceExtraID; if (pFaceExtra->uEventID) { if (pFaceExtra->HasEventint()) pFace->uAttributes |= 0x100000; else pFace->uAttributes &= ~0x100000; } } 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 *)pAllocator->AllocNamedChunk(ptr_0002B0_sector_rdata, 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) { auto 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 *)pAllocator->AllocNamedChunk(ptr_0002B8_sector_lrdata, 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, 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 *)pAllocator->AllocNamedChunk(pSpawnPoints, uNumSpawnPoints * sizeof(SpawnPointMM7), "Spawn"); 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); fread(&header, 0x10u, 1u, 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) { auto 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 & 0x2000 ) _i = 29030400; bool _a = false; if ( a3 - dlv.uLastRepawnDay >= _i && _stricmp(pCurrentMapName, "d29.dlv") ) _a = true; //v154 = 875; if (_v244) { memset(v203, 0, 0x36B); goto LABEL_132; } if (_a || !dlv.uLastRepawnDay ) { memcpy(v203, pData, 0x36B); LABEL_132: free(pRawDLV); dlv.uLastRepawnDay = a3; if (_v244) ++dlv.uNumRespawns; //v201 = pFilename; *(int *)pDest = 1; File = pGames_LOD->FindContainer(pFilename, 0); fread(&header, 0x10u, 1u, File); auto v155 = header.uCompressedSize; auto Count = header.uDecompressedSize; auto Src = (BLVFace *)malloc(header.uDecompressedSize); pRawDLV = Src; if ( v155 <= Count ) { if ( v155 == Count ) { fread(Src, 1u, Count, File); } else { auto _uSourceLen = malloc(v155); fread(_uSourceLen, v155, 1u, 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; goto LABEL_140; } *(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) { auto 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) { auto pFace = pFaces + i; auto pFaceExtra = pFaceExtras + pFace->uFaceExtraID; memcpy(&pFace->uAttributes, pData, 4); pData += 4; if (pFaceExtra->uEventID) { if (pFaceExtra->HasEventint()) pFace->uAttributes |= 0x100000; else pFace->uAttributes &= ~0x100000; } } pGameLoadingUI_ProgressBar->Progress(); for (uint i = 0; i < uNumLevelDecorations; ++i) { memcpy(&pLevelDecorations[i].field_2, 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, pData + 4, uNumSpriteObjects * sizeof(SpriteObject)); pData += 4 + uNumSpriteObjects * sizeof(SpriteObject); pGameLoadingUI_ProgressBar->Progress(); for (uint i = 0; i < uNumSpriteObjects; ++i) { auto pItem = pSpriteObjects + i; if (pItem->stru_24.uItemID && !(pItem->uAttributes & 0x0100)) { pItem->uType = pItemsTable->pItems[pItem->stru_24.uItemID - 1].uSpriteID; uint uObjectID = 0; for (uint j = 0; j < pObjectList->uNumObjects; ++j) if (pItem->uType == pObjectList->pObjects[j].uObjectID) { pItem->uObjectDescID = j; break; } } } pGameLoadingUI_ProgressBar->Progress(); memcpy(&uNumChests, pData, 4); memcpy(pChests, 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 = pAllocator->AllocNamedChunk(ptr_0002B4_doors_ddata, blv.uDoors_ddata_Size, "L.DData"); //v171 = blv.uDoors_ddata_Size; ptr_0002B4_doors_ddata = (unsigned __int16 *)pAllocator->AllocNamedChunk(ptr_0002B4_doors_ddata, 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) { auto 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) { auto pDoor = pDoors + i; for (uint j = 0; j < pDoor->uNumFaces; ++j) { auto pFace = pFaces + pDoor->pFaceIDs[j]; auto 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, 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 //unsigned __int8 v5; // zf@1 //unsigned __int8 v6; // sf@1 //unsigned __int8 v7; // of@1 //BLVSector *v8; // eax@3 //int v9; // edi@9 //int v10; // eax@9 //int v11; // edx@9 //int v12; // eax@10 //unsigned __int16 v13; // ax@12 //int v14; // edi@14 //BLVFace *v15; // eax@14 //BLVFace *v16; // edi@14 //PolygonType v17; // al@14 //unsigned __int16 *pVertexIDs; // esi@16 //Vec3_short_ *v19; // eax@16 //int v20; // edx@16 //unsigned __int16 *v21; // esi@17 //int v22; // edi@19 //int v23; // edi@20 //Vec3_short_ *v24; // edx@20 signed int v25; // edx@21 int v26; // ebx@23 //int v27; // edx@26 //signed __int64 v28; // qtt@26 ///Vec3_short_ *v29; // eax@26 //Vec3_short_ *v30; // edx@26 //int v31; // edx@26 //signed int v32; // edi@27 signed __int64 v33; // qtt@27 //Vec3_short_ *v34; // edx@27 //int v35; // edx@32 int v37; // edi@38 int pSectorID; // ebx@40 int v39; // eax@41 BLVFace *pFace; // esi@42 PolygonType pPolygonType; // dl@42 int v42; // edx@43 int v43[50]; // [sp+Ch] [bp-108h]@1 //int v44; // [sp+D4h] [bp-40h]@9 //int v45; // [sp+D8h] [bp-3Ch]@14 //int v46; // [sp+DCh] [bp-38h]@14 //int v47; // [sp+E0h] [bp-34h]@19 //int v48; // [sp+E4h] [bp-30h]@9 //Vec3_short_ *v49; // [sp+E8h] [bp-2Ch]@19 bool v50; // [sp+ECh] [bp-28h]@19 int v51; // [sp+F0h] [bp-24h]@9 //unsigned int v52; // [sp+F4h] [bp-20h]@2 int v53; // [sp+F8h] [bp-1Ch]@10 int v54; // [sp+FCh] [bp-18h]@16 int v55; // [sp+100h] [bp-14h]@1 int v56; // [sp+104h] [bp-10h]@1 int v57; // [sp+108h] [bp-Ch]@16 //Vec3_short_ *v58; // [sp+10Ch] [bp-8h]@20 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) { auto 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]; auto 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; auto v2 = &pVertices[pFace->pVertexIDs[k]]; v50 = v2->y >= sY; if (v59 == v50) continue; auto 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_sub0(_a58, sY - v2->y); auto x_div_y = fixpoint_div(v1->x - v2->x, v1->y - v2->y); auto res = fixpoint_sub0(x_div_y, sY - v2->y); // a / b * c - looks like projection if (res + v2->x > sX) ++v54; } else { auto x_div_y = fixpoint_div(v2->x - v1->x, v2->y - v1->y); auto res = fixpoint_sub0(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_sub0(_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; v37 = 0; if ( !v55 ) return 0; pSectorID = 0; v53 = 0xFFFFFFu; if ( v55 > 0 ) { v39 = sY; while ( 1 ) { pFace = &this->pFaces[v43[v37]]; //pPolygonType = pFace->uPolygonType; if ( pFace->uPolygonType == POLYGON_Floor ) { v42 = this->pVertices[*pFace->pVertexIDs].z; v39 = sZ - v42; //goto LABEL_47; } if ( pFace->uPolygonType == POLYGON_InBetweenFloorAndWall ) { //v51 = pFace->zCalc1; v57 = (unsigned __int64)(pFace->zCalc1 * (signed __int64)(sX << 16)) >> 16; //v56 = sY << 16; //v51 = pFace->zCalc2; v56 = (unsigned __int64)(pFace->zCalc2 * (signed __int64)(sY << 16)) >> 16; v42 = (v56 + pFace->zCalc3 + v57 + 32768) >> 16; v39 = sZ - v42; } //LABEL_47: if ( v39 >= 0 ) { if ( v39 < v53 ) { pSectorID = pFace->uSectorID; v53 = v39; } } ++v37; if ( v37 >= v55 ) return pSectorID; } } return pSectorID; } // 49AC17: using guessed type int var_108[50]; //----- (00498A41) -------------------------------------------------------- char BLVFace::_get_normals(Vec3_int_ *a2, Vec3_int_ *a3) { BLVFace *v3; // ebx@1 int v4; // eax@1 signed __int64 v5; // qax@2 double v6; // st7@8 Vec3_float_ a1; // [sp+Ch] [bp-Ch]@8 v3 = this; LOBYTE(v4) = this->uPolygonType; if ( (char)v4 == POLYGON_VerticalWall ) { a2->x = -this->pFacePlane_old.vNormal.y; LODWORD(v5) = this->pFacePlane_old.vNormal.x; LABEL_9: a2->y = v5; v4 = 0; a2->z = 0; a3->y = 0; a3->z = 0xFFFF0000u; LABEL_11: a3->x = v4; goto LABEL_12; } if ( (char)v4 == POLYGON_Floor || (char)v4 == POLYGON_Ceiling ) { LABEL_10: v4 = 0; a2->x = 0x10000u; a2->z = 0; a2->y = 0; a3->y = 0xFFFF0000u; a3->z = 0; goto LABEL_11; } if ( (char)v4 == POLYGON_InBetweenFloorAndWall || (char)v4 == POLYGON_InBetweenCeilingAndWall ) { if ( abs(this->pFacePlane_old.vNormal.z) < 46441 ) { a1.x = (double)-v3->pFacePlane_old.vNormal.y; a1.y = (double)v3->pFacePlane_old.vNormal.x; a1.z = 0.0; a1.Normalize(); v6 = a1.y * 65536.0; a2->x = (signed __int64)(a1.x * 65536.0); v5 = (signed __int64)v6; goto LABEL_9; } goto LABEL_10; } LABEL_12: if ( BYTE2(v3->uAttributes) & 0x80 ) { a2->x = -a2->x; a2->y = -a2->y; a2->z = -a2->z; } if ( BYTE3(v3->uAttributes) & 1 ) { a3->x = -a3->x; a3->y = -a3->y; a3->z = -a3->z; } return v4; } //----- (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 __cdecl BLV_UpdateDoors() { //int v0; // ebx@1 //int v1; // edi@1 //BLVDoor *v2; // esi@3 //unsigned __int16 v3; // ax@3 //unsigned int v4; // ecx@5 //int v5; // eax@8 //int v6; // ecx@8 //int v7; // eax@12 //int v8; // eax@16 //unsigned __int8 v9; // zf@18 //char v10; // sf@18 //unsigned __int8 v11; // of@18 //int v12; // edi@19 //int v13; // ecx@19 //__int16 v14; // ax@19 BLVFace *v15; // ebx@24 //unsigned __int16 *v16; // ecx@24 Vec3_short_ *v17; // esi@24 int v18; // eax@24 int v19; // edx@24 signed int v20; // eax@24 //Vec3_short_ *v21; // ecx@24 //double v22; // st7@24 //double v23; // st6@24 int v24; // esi@25 int v25; // eax@25 //BLVDoor *v26; // edi@25 signed __int64 v27; // qtt@27 BLVFaceExtra *v28; // esi@32 int v29; // ecx@34 int v30; // edx@34 unsigned __int64 v31; // qax@34 int v32; // eax@34 //unsigned __int16 *v33; // eax@35 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 //unsigned __int8 v41; // cf@35 //unsigned __int16 *v42; // edi@36 Vec3_short_ *v43; // edi@36 //int v44; // ecx@36 //int v45; // edi@36 //int v46; // ecx@36 //__int16 *v47; // edx@44 //int v48; // ecx@44 unsigned int v49; // ecx@46 unsigned __int16 v50; // ax@48 unsigned int v51; // eax@51 unsigned __int16 v52; // ax@54 int v53; // ecx@57 //int v54; // edx@57 unsigned __int64 v55; // qax@57 int v56; // ecx@58 int v57; // eax@58 //int v58; // eax@59 //SoundID v59; // [sp-24h] [bp-88h]@12 //signed int v60; // [sp-20h] [bp-84h]@12 //unsigned int v61; // [sp-1Ch] [bp-80h]@12 //signed int v62; // [sp-18h] [bp-7Ch]@12 //signed int v63; // [sp-14h] [bp-78h]@12 //int v64; // [sp-10h] [bp-74h]@12 //unsigned int v65; // [sp-Ch] [bp-70h]@12 //int v66; // [sp-8h] [bp-6Ch]@12 Vec3_int_ v67; //int v67; // [sp+8h] [bp-5Ch]@31 //int v68; // [sp+Ch] [bp-58h]@34 //int v69; // [sp+10h] [bp-54h]@34 Vec3_int_ v70; //int v70; // [sp+14h] [bp-50h]@31 //int v71; // [sp+18h] [bp-4Ch]@34 //int v72; // [sp+1Ch] [bp-48h]@34 int v73; // [sp+20h] [bp-44h]@24 //__int16 v74; // [sp+24h] [bp-40h]@24 int v75; // [sp+28h] [bp-3Ch]@36 int v76; // [sp+2Ch] [bp-38h]@36 int v77; // [sp+30h] [bp-34h]@36 //int v78; // [sp+34h] [bp-30h]@36 //int v79; // [sp+38h] [bp-2Ch]@19 //unsigned int v80; // [sp+3Ch] [bp-28h]@2 //int v81; // [sp+40h] [bp-24h]@1 int v82; // [sp+44h] [bp-20h]@35 int v83; // [sp+48h] [bp-1Ch]@34 int v84; // [sp+4Ch] [bp-18h]@34 int v85; // [sp+50h] [bp-14h]@19 SoundID eDoorSoundID; // [sp+54h] [bp-10h]@1 //BLVDoor *v87; // [sp+58h] [bp-Ch]@3 int v88; // [sp+5Ch] [bp-8h]@18 int v89; // [sp+60h] [bp-4h]@6 //v0 = 0; //v1 = 0; eDoorSoundID = (SoundID)pDoorSoundIDsByLocationID[dword_6BE13C_uCurrentlyLoadedLocationID]; //v81 = 0; //if ( pIndoor->uNumDoors > 0 ) for (uint i = 0; i < pIndoor->uNumDoors; ++i) { auto door = pIndoor->pDoors + i; //v80 = 0; //do //{ //v2 = &pIndoor->pDoors[v80 / 0x50]; //v87 = &pIndoor->pDoors[v80 / 0x50]; //v3 = door->uState; if (door->uState == BLVDoor::Closed || door->uState == BLVDoor::Open) { door->uAttributes &= 0xFFFFFFFDu; goto LABEL_62; } door->uTimeSinceTriggered += pEventTimer->uTimeElapsed; //v4 = door->uTimeSinceTriggered; if (door->uState == BLVDoor::Opening) { v89 = (signed int)(door->uTimeSinceTriggered * door->uCloseSpeed) / 128; if ( v89 >= door->uMoveLength ) { v89 = door->uMoveLength; door->uState = BLVDoor::Open; LABEL_10: if ( !(door->uAttributes & 6) && door->uNumVertices != 0) { //v66 = 0; //v65 = 0; //v64 = 0; //v7 = PID(OBJECT_BLVDoor,i); //v63 = 0; //v62 = -1; //LOBYTE(v7) = PID(OBJECT_BLVDoor,i); //v61 = 0; //v60 = PID(OBJECT_BLVDoor,i); //v59 = (SoundID)((int)eDoorSoundID + 1); //LABEL_17: pAudioPlayer->PlaySound((SoundID)((int)eDoorSoundID + 1), PID(OBJECT_BLVDoor,i), 0, -1, 0, 0, 0, 0); //goto LABEL_18; } goto LABEL_18; } } else { auto v5 = (signed int)(door->uTimeSinceTriggered * door->uOpenSpeed) / 128; //v6 = door->uMoveLength; if ( v5 >= door->uMoveLength) { v89 = 0; door->uState = BLVDoor::Closed; goto LABEL_10; } v89 = door->uMoveLength - v5; } if ( !(door->uAttributes & 6) && door->uNumVertices) { //v66 = 0; //v65 = 0; //v64 = 0; //v8 = PID(OBJECT_BLVDoor,i); //v63 = 0; //v62 = -1; //LOBYTE(v8) = 8 * v1 | 1; //v61 = 1; //v60 = PID(OBJECT_BLVDoor,i); //v59 = eDoorSoundID; pAudioPlayer->PlaySound(eDoorSoundID, PID(OBJECT_BLVDoor,i), 1, -1, 0, 0, 0, 0); //goto LABEL_18; } LABEL_18: //v11 = __OFSUB__(v2->uNumVertices, 0); //v9 = v2->uNumVertices == 0; //v10 = (signed __int16)(v2->uNumVertices - 0) < 0; //v88 = 0; //if (door->uNumVertices > 0) for (uint j = 0; j < door->uNumVertices; ++j) { //do //{ //v12 = v88; //v13 = door->pVertexIDs[v88]; //v85 = v89; //v79 = door->vDirection.x; //v85 = (unsigned __int64)(v79 * (signed __int64)v89) >> 16; //v13 *= 6; pIndoor->pVertices[door->pVertexIDs[j]].x = ((unsigned int)(door->vDirection.x * v89) >> 16) + door->pXOffsets[j]; //v85 = v89; //v79 = door->vDirection.y; //v85 = (unsigned __int64)(v79 * (signed __int64)v89) >> 16; pIndoor->pVertices[door->pVertexIDs[j]].y = ((unsigned int)(door->vDirection.y * v89) >> 16) + door->pYOffsets[j]; //v85 = v89; //v79 = door->vDirection.z; //v85 = (unsigned __int64)(v79 * (signed __int64)v89) >> 16; //v14 = ((unsigned int)(door->vDirection.z * v89) >> 16) + door->pZOffsets[j]; pIndoor->pVertices[door->pVertexIDs[j]].z = ((unsigned int)(door->vDirection.z * v89) >> 16) + door->pZOffsets[j]; //++v88; //} //while ( v88 < door->uNumVertices ); //v1 = v81; } //v11 = __OFSUB__(v2->uNumFaces, 0); //v9 = v2->uNumFaces == 0; //v10 = (signed __int16)(v2->uNumFaces - 0) < 0; v88 = 0; if (door->uNumFaces > 0) { while ( 1 ) { v15 = &pIndoor->pFaces[door->pFaceIDs[v88]]; //v16 = v15->pVertexIDs; v17 = &pIndoor->pVertices[v15->pVertexIDs[0]]; v18 = v15->pFacePlane_old.vNormal.y; v73 = *(int *)&v17->x; //v74 = v17->z; v19 = v15->pFacePlane_old.vNormal.z; v20 = -(v19 * (int)v17->z + (signed __int16)v73 * v15->pFacePlane_old.vNormal.x + SHIWORD(v73) * v18); v15->pFacePlane_old.dist = v20; //v21 = &pIndoor->pVertices[v15->pVertexIDs[0]]; //v79 = v21->x; //v22 = (double)v21->x; //v23 = (double)v21->y; //v79 = v21->z; v15->pFacePlane.dist = -((double)v17->z * v15->pFacePlane.vNormal.z + (double)v17->y * v15->pFacePlane.vNormal.y + (double)v17->x * v15->pFacePlane.vNormal.x); if ( v19 ) { v24 = abs(v20 >> 15); v25 = abs(v15->pFacePlane_old.vNormal.z); //v26 = v87; if ( v24 > v25 ) Abortf("Door Error\ndoor id: %i\nfacet no: %i\n\nOverflow dividing facet->d [%i] by facet->nz [%i]", door->uDoorID, door->pFaceIDs[v88], v15->pFacePlane_old.dist, v15->pFacePlane_old.vNormal.z); //v79 = v15->pFacePlane_old.vNormal.z; //v85 = v15->pFacePlane_old.dist; LODWORD(v27) = v15->pFacePlane_old.dist << 16; HIDWORD(v27) = v15->pFacePlane_old.dist >> 16; //v85 = v27 / v15->pFacePlane_old.vNormal.z; v15->zCalc3 = -v27 / v15->pFacePlane_old.vNormal.z; } /*else { v26 = v87; }*/ if ( BYTE2(v15->uAttributes) & 4 || pRenderer->pRenderD3D ) v15->_get_normals(&v70, &v67); v28 = &pIndoor->pFaceExtras[v15->uFaceExtraID]; if ( !pRenderer->pRenderD3D ) { if ( !(BYTE2(v15->uAttributes) & 4) ) goto LABEL_59; //v79 = door->vDirection.x; v83 = (unsigned __int64)(door->vDirection.x * (signed __int64)v70.x) >> 16; //v85 = v71; //v79 = door->vDirection.y; v85 = (unsigned __int64)(door->vDirection.y * (signed __int64)v70.y) >> 16; //v84 = v72; //v79 = door->vDirection.z; v84 = (unsigned __int64)(door->vDirection.z * (signed __int64)v70.z) >> 16; //v79 = v83 + v85 + v84; v29 = v89; //v83 = (unsigned __int64)(v79 * (signed __int64)v89) >> 16; v28->sTextureDeltaU = -((v83 + v85 + v84) * (signed __int64)v89) >> 16; //v79 = door->vDirection.x; v85 = (unsigned __int64)(door->vDirection.x * (signed __int64)v67.x) >> 16; //v83 = v68; //v79 = door->vDirection.y; v83 = (unsigned __int64)(door->vDirection.y * (signed __int64)v67.y) >> 16; //v84 = v69; //v79 = door->vDirection.z; v84 = (unsigned __int64)(door->vDirection.z * (signed __int64)v67.z) >> 16; //v30 = v83 + v84; //v79 = v85 + v30; v31 = (v85 + v83 + v84) * (signed __int64)v29; //v83 = v31 >> 16; v32 = v31 >> 16; goto LABEL_58; } v28->sTextureDeltaU = 0; v28->sTextureDeltaV = 0; //v33 = v15->pVertexIDs; //v85 = 1; v34 = &pIndoor->pVertices[v15->pVertexIDs[0]]; v35 = v34->z; v36 = v34->y; v82 = v34->x; //v79 = v36; v37 = v70.x * v82 + v70.y * v36 + v70.z * v35; v38 = v67.x * v82 + v67.y * v36 + v67.z * v35; v39 = v37 >> 16; *v15->pVertexUIDs = v39; v40 = v38 >> 16; *v15->pVertexVIDs = v40; //v41 = v15->uNumVertices < 1u; //v9 = v15->uNumVertices == 1; //v83 = v40; v84 = v39; v82 = v40; //if (v15->uNumVertices > 1) for (uint j = 1; j < v15->uNumVertices; ++j) { //do //{ //v42 = v15->pVertexIDs; //v75 = 2 * v85; v43 = &pIndoor->pVertices[v15->pVertexIDs[j]]; //v79 = v43->z; //v44 = v43->y; //v45 = v43->x; //v78 = v43->y; v76 = ((__int64)v70.z * v43->z + (__int64)v70.x * v43->x + (__int64)v70.y * v43->y) >> 16; //v46 = (v67 * v45 + v68 * v44 + v79 * v69) >> 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; //v40 = v83; //v47 = v15->pVertexUIDs; //v48 = v75; //++v85; v15->pVertexUIDs[j] = v76; v15->pVertexVIDs[j] = v77; //} //while ( v85 < v15->uNumVertices ); //v26 = v87; } v49 = v15->uAttributes; if ( BYTE1(v49) & 0x10 ) goto LABEL_50; if ( SBYTE1(v49) < 0 ) { v50 = v15->uBitmapID; if ( v50 != -1 ) break; } LABEL_51: v51 = v15->uAttributes; if ( v51 & 8 ) { v28->sTextureDeltaV -= v40; } else { if ( v51 & 0x20000 ) { v52 = v15->uBitmapID; if ( v52 != -1 ) v28->sTextureDeltaV -= v82 + pBitmaps_LOD->GetTexture(v52)->uTextureHeight; } } if ( BYTE2(v15->uAttributes) & 4 ) { //v75 = door->vDirection.x; v84 = (unsigned __int64)(door->vDirection.x * (signed __int64)v70.x) >> 16; //v82 = v71; //v75 = door->vDirection.y; v82 = (unsigned __int64)(door->vDirection.y * (signed __int64)v70.y) >> 16; //v83 = v72; //v75 = door->vDirection.z; v83 = (unsigned __int64)(door->vDirection.z * (signed __int64)v70.z) >> 16; v75 = v84 + v82 + v83; v53 = v89; v82 = (unsigned __int64)(v75 * (signed __int64)v89) >> 16; v28->sTextureDeltaU = -v82; //v75 = door->vDirection.x; v84 = (unsigned __int64)(door->vDirection.x * (signed __int64)v67.x) >> 16; //v82 = v68; //v75 = door->vDirection.y; v82 = (unsigned __int64)(door->vDirection.y * (signed __int64)v67.y) >> 16; //v83 = v69; //v75 = door->vDirection.z; v83 = (unsigned __int64)(door->vDirection.z * (signed __int64)v67.z) >> 16; //v54 = v82 + v83; v75 = v84 + v82 + v83; v55 = v75 * (signed __int64)v53; //v82 = v55 >> 16; v32 = v55 >> 16; LABEL_58: v56 = v88; v57 = -v32; v28->sTextureDeltaV = v57; v28->sTextureDeltaU += door->pDeltaUs[v56]; v28->sTextureDeltaV = v57 + door->pDeltaVs[v56]; } LABEL_59: //v58 = door->uNumFaces; ++v88; if ( v88 >= door->uNumFaces) { //v1 = v81; //v0 = 0; goto LABEL_62; } //v2 = v87; } LOWORD(v39) = v84; if (v15->uBitmapID != -1) LOWORD(v39) += pBitmaps_LOD->pTextures[v15->uBitmapID].uTextureWidth; LABEL_50: v28->sTextureDeltaU -= v39; goto LABEL_51; } LABEL_62: ; //v80 += 80; //++v1; //v81 = v1; //} //while ( v1 < pIndoor->uNumDoors ); } } // 6BE13C: using guessed type int dword_6BE13C_uCurrentlyLoadedLocationID; //----- (0046F90C) -------------------------------------------------------- void __cdecl UpdateActors_BLV() { Actor *v0; // esi@2 unsigned __int16 v1; // ax@2 int v2; // edi@6 int v3; // eax@6 int v4; // eax@8 __int16 v5; // ax@11 signed int v6; // ebx@14 unsigned __int8 v7; // zf@14 unsigned __int8 v8; // sf@14 signed __int16 v9; // ax@17 signed __int64 v10; // qax@18 unsigned __int16 v11; // ax@21 int v12; // eax@29 unsigned __int64 v13; // qax@29 int v14; // eax@30 unsigned __int64 v15; // qax@30 int v16; // ecx@33 BLVFace *v17; // edx@33 int v18; // ecx@33 BLVFace *v19; // eax@34 int v20; // ecx@46 int v21; // eax@46 int v22; // edi@46 int v23; // eax@48 unsigned int v24; // eax@51 int v25; // eax@52 int v26; // ebx@54 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 unsigned int v34; // ecx@64 int v35; // ecx@64 signed int v36; // edx@85 signed int v37; // ebx@85 BLVFace *v38; // edi@89 int v39; // ecx@90 int v40; // ebx@90 PolygonType v41; // al@94 int v42; // eax@96 __int16 v43; // dx@96 int v44; // ecx@96 int v45; // edi@101 int v46; // edi@101 int v47; // eax@101 unsigned __int64 v48; // qax@101 unsigned __int8 v49; // zf@103 unsigned __int8 v50; // sf@103 unsigned __int8 v51; // of@103 AIDirection v52; // [sp+0h] [bp-60h]@75 AIDirection v53; // [sp+1Ch] [bp-44h]@116 int v54; // [sp+38h] [bp-28h]@53 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 v63; // [sp+5Ch] [bp-4h]@1 v63 = 0; if ( (signed int)uNumActors > 0 ) { while ( 1 ) { v0 = &pActors[v63]; v1 = v0->uAIState; if ( v1 == 11 || v1 == 19 || v1 == 17 || !v0->uMovementSpeed ) goto LABEL_123; uSectorID = v0->uSectorID; v2 = collide_against_floor(v0->vPosition.x, v0->vPosition.y, v0->vPosition.z, &uSectorID, &uFaceID); v0->uSectorID = uSectorID; v3 = v0->pMonsterInfo.uFlying; v56 = v2; v62 = v3; if ( !v0->CanAct() ) v62 = 0; v4 = v0->vPosition.z; v59 = 0; if ( v4 > v2 + 1 ) v59 = 1; if ( v2 <= -30000 ) { v5 = pIndoor->GetSector(v0->vPosition.x, v0->vPosition.y, v4); v0->uSectorID = v5; if ( !v5 || (v56 = BLV_GetFloorLevel(v0->vPosition.x, v0->vPosition.y, v0->vPosition.z, v5, &uFaceID), v56 == -30000) ) goto LABEL_123; } if ( v0->uCurrentActionAnimation == ANIM_Walking) { v6 = v0->uMovementSpeed; v7 = HIDWORD(v0->pActorBuffs[7].uExpireTime) == 0; v8 = SHIDWORD(v0->pActorBuffs[7].uExpireTime) < 0; v61 = v0->uMovementSpeed; if ( !v8 && (!(v8 | v7) || LODWORD(v0->pActorBuffs[7].uExpireTime)) ) { v9 = v0->pActorBuffs[7].uPower; if ( v9 ) LODWORD(v10) = v6 / (unsigned __int16)v9; else v10 = (signed __int64)((double)v61 * 0.5); v6 = v10; v61 = v10; } v11 = v0->uAIState; if ( v11 == 6 || v11 == 7 ) { v6 *= 2; v61 = v6; } if ( pParty->bTurnBasedModeOn == 1 && pTurnEngine->field_4 == 1 ) v6 = (signed __int64)((double)v61 * flt_6BE3AC_debug_recmod1_x_1_6); if ( v6 > 1000 ) v6 = 1000; v12 = stru_5C6E00->Cos(v0->uYawAngle); uSectorID = v12; v13 = v12 * (signed __int64)v6; v61 = v13 >> 16; v0->vVelocity.x = WORD1(v13); uSectorID = stru_5C6E00->Sin(v0->uYawAngle); v61 = (unsigned __int64)(uSectorID * (signed __int64)v6) >> 16; v7 = v62 == 0; v0->vVelocity.y = (unsigned int)(uSectorID * v6) >> 16; if ( !v7 ) { v14 = stru_5C6E00->Sin(v0->uPitchAngle); uSectorID = v14; v15 = v14 * (signed __int64)v6; v61 = v15 >> 16; v0->vVelocity.z = WORD1(v15); } } else { v61 = v0->vVelocity.x; uSectorID = 55000; v61 = (unsigned __int64)(55000i64 * v61) >> 16; v0->vVelocity.x = v61; v61 = v0->vVelocity.y; v61 = (unsigned __int64)(uSectorID * (signed __int64)v61) >> 16; v7 = v62 == 0; v0->vVelocity.y = v61; if ( !v7 ) { uSectorID = 55000; v61 = v0->vVelocity.z; v61 = (unsigned __int64)(55000i64 * v61) >> 16; v0->vVelocity.z = v61; } } v16 = v0->vPosition.z; v17 = pIndoor->pFaces; v51 = __OFSUB__(v16, v56); v8 = v16 - v56 < 0; v18 = uFaceID; if ( v8 ^ v51 ) { v0->vPosition.z = v56 + 1; v19 = &v17[v18]; if ( v19->uPolygonType == 3 ) { if ( v0->vVelocity.z < 0 ) v0->vVelocity.z = 0; } else { if ( v19->pFacePlane_old.vNormal.z < 45000 ) v0->vVelocity.z -= LOWORD(pEventTimer->uTimeElapsed) * GetGravityStrength(); } } else { if ( v59 && !v62 ) v0->vVelocity.z += -8 * LOWORD(pEventTimer->uTimeElapsed) * GetGravityStrength(); } if ( v0->vVelocity.x * v0->vVelocity.x + v0->vVelocity.y * v0->vVelocity.y + v0->vVelocity.z * v0->vVelocity.z >= 400 ) break; v0->vVelocity.z = 0; v0->vVelocity.y = 0; v0->vVelocity.x = 0; if ( BYTE2(v17[v18].uAttributes) & 0x40 ) { if (v0->uAIState == Dead) v0->uAIState = Removed; } LABEL_123: ++v63; if ( (signed int)v63 >= (signed int)uNumActors ) return; } v20 = v0->uActorRadius; v21 = v0->uActorHeight; stru_721530.field_84 = -1; stru_721530.field_70 = 0; uSectorID = 0; stru_721530.field_0 = 1; stru_721530.field_8 = v20; stru_721530.prolly_normal_d = v20; stru_721530.field_C = v21; v22 = 0; while ( 1 ) { stru_721530.field_34.x = v0->vPosition.x; stru_721530.normal.x = stru_721530.field_34.x; stru_721530.field_34.y = v0->vPosition.y; stru_721530.normal.y = stru_721530.field_34.y; v23 = v0->vPosition.z; stru_721530.normal.z = v23 + v20 + 1; stru_721530.field_34.z = v23 - v20 + stru_721530.field_C - 1; if ( stru_721530.field_34.z < stru_721530.normal.z ) stru_721530.field_34.z = v23 + v20 + 1; stru_721530.field_1C = v0->vVelocity.x; stru_721530.field_20 = v0->vVelocity.y; stru_721530.field_24 = v0->vVelocity.z; stru_721530.uSectorID = v0->uSectorID; if ( !stru_721530._47050A(v22) ) { v58 = v22; v24 = 8 * v63; LOBYTE(v24) = PID(OBJECT_Actor,v63); v61 = v22; _this = v24; do { _46E44E_collide_against_faces_and_portals(1u); _46E0B2_collide_against_decorations(); _46EF01_collision_chech_player(0); _46ED8A_collide_against_sprite_objects(_this); v25 = 0; v56 = 0; if ( ai_arrays_size > v22 ) { do { v54 = ai_near_actors_ids[v25]; if ( v54 != v63 ) { v26 = v54; v27 = abs(pActors[v54].vPosition.z - v0->vPosition.z); v28 = abs(pActors[v26].vPosition.y - v0->vPosition.y); v29 = abs(pActors[v26].vPosition.x - v0->vPosition.x); if ( int_get_vector_length(v29, v28, v27) >= v0->uActorRadius + (signed int)pActors[v26].uActorRadius && _46DF1A_collide_against_actor(v54, 40) ) ++v58; v22 = 0; } v25 = v56++ + 1; } while ( v56 < ai_arrays_size ); } if ( _46F04E_collide_against_portals() ) break; ++v61; } while ( v61 < 100 ); 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 { v58 = (unsigned __int64)(stru_721530.field_7C * (signed __int64)stru_721530.field_58.x) >> 16; v30 = v58 + v0->vPosition.x; v58 = (unsigned __int64)(stru_721530.field_7C * (signed __int64)stru_721530.field_58.y) >> 16; v31 = v58 + v0->vPosition.y; v58 = (unsigned __int64)(stru_721530.field_7C * (signed __int64)stru_721530.field_58.z) >> 16; v32 = v58 + v0->vPosition.z; } v33 = collide_against_floor(v30, v31, v32, &stru_721530.uSectorID, &uFaceID); v34 = pIndoor->pFaces[uFaceID].uAttributes; v35 = v34 & 0x400000; if (v35 && v0->uAIState == Dead) { v0->uAIState = Removed; goto LABEL_120; } if ( v59 != v22 || v62 != v22 || v35 == v22 ) { if ( v33 == -30000 ) goto LABEL_120; if ( v0->uCurrentActionAnimation != 1 || v33 >= v0->vPosition.z - 100 || v59 != v22 || v62 != v22 ) { if ( stru_721530.field_7C >= stru_721530.field_6C ) { v0->vPosition.x = LOWORD(stru_721530.normal2.x); v0->vPosition.y = LOWORD(stru_721530.normal2.y); v0->vPosition.z = LOWORD(stru_721530.normal2.z) - LOWORD(stru_721530.prolly_normal_d) - 1; v0->uSectorID = LOWORD(stru_721530.uSectorID); goto LABEL_123; } v58 = (unsigned __int64)(stru_721530.field_7C * (signed __int64)stru_721530.field_58.x) >> 16; v0->vPosition.x += (unsigned int)(stru_721530.field_7C * stru_721530.field_58.x) >> 16; v58 = (unsigned __int64)(stru_721530.field_7C * (signed __int64)stru_721530.field_58.y) >> 16; v0->vPosition.y += (unsigned int)(stru_721530.field_7C * stru_721530.field_58.y) >> 16; v58 = (unsigned __int64)(stru_721530.field_7C * (signed __int64)stru_721530.field_58.z) >> 16; v36 = stru_721530.uFaceID; v0->vPosition.z += (unsigned int)(stru_721530.field_7C * stru_721530.field_58.z) >> 16; v0->uSectorID = LOWORD(stru_721530.uSectorID); stru_721530.field_70 += stru_721530.field_7C; v37 = PID_ID(v36); if ( PID_TYPE(v36) != OBJECT_Actor) { if ( PID_TYPE(v36) != OBJECT_Player) { if ( PID_TYPE(v36) == OBJECT_Decoration) { _this = integer_sqrt(v0->vVelocity.x * v0->vVelocity.x + v0->vVelocity.y * v0->vVelocity.y); v45 = stru_5C6E00->Atan2( v0->vPosition.x - pLevelDecorations[v37].vPosition.x, v0->vPosition.y - pLevelDecorations[v37].vPosition.y); v54 = stru_5C6E00->Cos(v45); v56 = (unsigned __int64)(v54 * (signed __int64)(signed int)_this) >> 16; v46 = v45 - stru_5C6E00->uIntegerHalfPi; v0->vVelocity.x = v54 * _this >> 16; v47 = stru_5C6E00->Sin(v45); v54 = v47; v48 = v47 * (signed __int64)(signed int)_this; v56 = v48 >> 16; v0->vVelocity.y = WORD1(v48); goto LABEL_119; } if ( PID_TYPE(v36) == OBJECT_BModel) { stru_721530.field_84 = v36 >> 3; v38 = &pIndoor->pFaces[v37]; if ( v38->uPolygonType == 3 ) { v39 = v0->vVelocity.x; v40 = v0->vVelocity.y * v0->vVelocity.y; v0->vVelocity.z = 0; v0->vPosition.z = pIndoor->pVertices[*v38->pVertexIDs].z + 1; if ( v39 * v39 + v40 < 400 ) { v0->vVelocity.y = 0; v0->vVelocity.x = 0; goto LABEL_119; } } else { v61 = abs(v38->pFacePlane_old.vNormal.x * v0->vVelocity.x + v38->pFacePlane_old.vNormal.y * v0->vVelocity.y + v38->pFacePlane_old.vNormal.z * v0->vVelocity.z) >> 16; if ( stru_721530.field_64 >> 3 > v61 ) v61 = stru_721530.field_64 >> 3; v58 = v38->pFacePlane_old.vNormal.x; v58 = (unsigned __int64)(v61 * (signed __int64)v58) >> 16; _this = v38->pFacePlane_old.vNormal.y; _this = (unsigned __int64)(v61 * (signed __int64)(signed int)_this) >> 16; v56 = v38->pFacePlane_old.vNormal.z; v56 = (unsigned __int64)(v61 * (signed __int64)v56) >> 16; v0->vVelocity.x += v58; v0->vVelocity.y += _this; v0->vVelocity.z += v56; v41 = v38->uPolygonType; if ( v41 != 4 && v41 != 3 ) { v42 = v38->pFacePlane_old.vNormal.x; v43 = v0->vPosition.z; v44 = stru_721530.prolly_normal_d - ((v38->pFacePlane_old.dist + v38->pFacePlane_old.vNormal.z * v0->vPosition.z + v38->pFacePlane_old.vNormal.y * v0->vPosition.y + v42 * v0->vPosition.x) >> 16); if ( v44 > 0 ) { v0->vPosition.x += (unsigned int)(v44 * v42) >> 16; v0->vPosition.y += (unsigned int)(v44 * v38->pFacePlane_old.vNormal.y) >> 16; v0->vPosition.z = v43 + ((unsigned int)(v44 * v38->pFacePlane_old.vNormal.z) >> 16); } v0->uYawAngle = stru_5C6E00->Atan2(v0->vVelocity.x, v0->vVelocity.y); } } if ( BYTE3(v38->uAttributes) & 8 ) EventProcessor(pIndoor->pFaceExtras[v38->uFaceExtraID].uEventID, 0, 1); } LABEL_119: v56 = v0->vVelocity.x; v54 = 58500; v56 = (unsigned __int64)(58500i64 * v56) >> 16; v0->vVelocity.x = v56; v56 = v0->vVelocity.y; v56 = (unsigned __int64)(v54 * (signed __int64)v56) >> 16; v54 = 58500; v0->vVelocity.y = v56; v56 = v0->vVelocity.z; v56 = (unsigned __int64)(v54 * (signed __int64)v56) >> 16; v22 = 0; v0->vVelocity.z = v56; goto LABEL_120; } if ( v0->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; v0->vVelocity.y = v22; v0->vVelocity.x = v22; if ( !(v50 ^ v51) && (!((unsigned __int8)(v50 ^ v51) | v49) || LODWORD(pParty->pPartyBuffs[PARTY_BUFF_INVISIBILITY].uExpireTime) > v22) ) pParty->pPartyBuffs[PARTY_BUFF_INVISIBILITY].Reset(); viewparams->bRedrawGameUI = 1; goto LABEL_119; } v36 = stru_721530.uFaceID; LABEL_118: Actor::AI_FaceObject(v63, v36, v22, (AIDirection *)v22); goto LABEL_119; } if ( pParty->bTurnBasedModeOn == 1 && (pTurnEngine->field_4 == 2 || pTurnEngine->field_4 == 3) ) goto LABEL_119; if ( v0->pMonsterInfo.uHostilityType ) { if ( v56 == v22 ) goto LABEL_114; } else { if ( v56 == v22 ) { if ( !pActors[v37].pMonsterInfo.uHostilityType ) goto LABEL_118; LABEL_114: Actor::AI_Flee(v63, v36, v22, (AIDirection *)v22); goto LABEL_119; } } Actor::AI_StandOrBored(v63, 4, v22, &v53); goto LABEL_119; } if ( v0->vPosition.x & 1 ) v0->uYawAngle += 100; else v0->uYawAngle -= 100; } else { if ( pParty->bTurnBasedModeOn == 1 && (pTurnEngine->field_4 == 2 || pTurnEngine->field_4 == 3) ) goto LABEL_123; if ( !v0->pMonsterInfo.uHostilityType || v56 != v22 ) { Actor::AI_StandOrBored(v63, 4, v22, &v52); goto LABEL_123; } } } LABEL_120: ++uSectorID; if ( uSectorID >= 100 ) goto LABEL_123; v20 = stru_721530.prolly_normal_d; } } } // 46DF1A: using guessed type int __fastcall 46DF1A_collide_against_actor(int, int); // 4F75D8: using guessed type int ai_arrays_size; //----- (00460A78) -------------------------------------------------------- void __thiscall PrepareToLoadBLV(unsigned int bLoading) { unsigned int v1; // ebx@1 unsigned int v2; // eax@8 MapInfo *v3; // edi@9 int v4; // eax@11 int v5; // eax@12 int v6; // eax@13 int v7; // esi@27 SpawnPointMM7 *v8; // edx@28 //char v9; // bl@33 //int v10; // eax@34 //char *v11; // ecx@37 //int v12; // edi@44 //unsigned int v13; // edi@48 char *v14; // esi@49 __int16 v15; // ax@50 int v16; // ecx@52 DecorationDesc *v17; // eax@54 int v18; // ecx@55 //int *v19; // edi@58 //unsigned char v20; // dl@58 int v21; // eax@64 char v22; // cl@64 //signed int v23; // ebx@67 //char *v24; // esi@68 //int v25; // eax@70 //char *v26; // esi@78 //int v27; // eax@79 char v28; // zf@81 __int16 v29; // ax@85 signed int v30; // edi@94 int v31; // esi@94 char Args; // [sp+350h] [bp-C4h]@16 int v34[4]; // [sp+3E8h] [bp-2Ch]@96 int v35; // [sp+3F8h] [bp-1Ch]@1 //char b[4]; // [sp+3FCh] [bp-18h]@58 MapInfo *v37; // [sp+400h] [bp-14h]@1 int v38; // [sp+404h] [bp-10h]@1 unsigned int v39; // [sp+408h] [bp-Ch]@8 int pDest; // [sp+40Ch] [bp-8h]@1 //int i; // [sp+410h] [bp-4h]@27 v37 = (MapInfo *)bLoading; v1 = 0; v35 = 0; pGameLoadingUI_ProgressBar->Reset(0x20u); bUnderwater = 0; bNoNPCHiring = 0; v38 = 0; pDest = 1; uCurrentlyLoadedLevelType = LEVEL_Indoor; pGame->uFlags2 &= 0xFFFFFFF7u; if ( Is_out15odm_underwater() ) { bUnderwater = 1; pGame->uFlags2 |= 8u; } if ( !_stricmp(pCurrentMapName, "out15.odm") || !_stricmp(pCurrentMapName, "d23.blv") ) bNoNPCHiring = 1; pPaletteManager->pPalette_tintColor[0] = 0; pPaletteManager->pPalette_tintColor[1] = 0; pPaletteManager->pPalette_tintColor[2] = 0; pPaletteManager->RecalculateAll(); if ( qword_A750D8 ) qword_A750D8 = 0i64; v2 = pMapStats->GetMapInfo(pCurrentMapName); v39 = v2; if ( v2 ) { v3 = &pMapStats->pInfos[v2]; v1 = v3->uRespawnIntervalDays; v38 = GetAlertStatus(); } else { v3 = v37; } dword_6BE13C_uCurrentlyLoadedLocationID = v39; pAllocator->FreeChunk(ptr_6A0D08); ptr_6A0D08 = 0; _6A0D0C_txt_lod_loading = 0; TryLoadLevelFromLOD(); pStationaryLightsStack->uNumLightsActive = 0; v4 = pIndoor->Load( pCurrentMapName, (unsigned int)(signed __int64)((double)pParty->uTimePlayed * 0.234375) / 60 / 60 / 24 + 1, v1, (char *)&pDest) - 1; if ( !v4 ) { sprintf(&Args, "Unable to open %s", pCurrentMapName); Abortf(&Args); } v5 = v4 - 1; if ( !v5 ) { sprintf(&Args, "File %s is not a BLV File", pCurrentMapName); Abortf(&Args); } v6 = v5 - 1; if ( !v6 ) Abortf("Attempt to open new level before clearing old"); if ( v6 == 1 ) Abortf("Out of memory loading indoor level"); if ( !(dword_6BE364_game_settings_1 & 0x2000) ) { InitializeActors(); InitializeSpriteObjects(); } BYTE1(dword_6BE364_game_settings_1) &= 0xDFu; if ( !v39 ) pDest = 0; if ( pDest == 1 ) { v7 = 0; for (uint i = 0; i < pIndoor->uNumSpawnPoints; ++v7 ) { v8 = &pIndoor->pSpawnPoints[v7]; if ( pIndoor->pSpawnPoints[v7].uKind == 3 ) SpawnEncounter(v3, v8, 0, 0, 0); else v3->SpawnRandomTreasure(v8); ++i; } RespawnGlobalDecorations(); } pSoundList->LoadSound(pDoorSoundIDsByLocationID[v39], 0); pSoundList->LoadSound(pDoorSoundIDsByLocationID[v39] + 1, 0); for (uint i = 0; i < pIndoor->uNumDoors; ++i) { auto pDoor = pIndoor->pDoors + i; if (pDoor->uAttributes & 0x01) { pDoor->uState = BLVDoor::Opening; pDoor->uTimeSinceTriggered = 15360; pDoor->uAttributes = 2; } if (pDoor->uState == BLVDoor::Closed) { pDoor->uState = BLVDoor::Closing; pDoor->uTimeSinceTriggered = 15360; pDoor->uAttributes = 2; } else if (pDoor->uState == BLVDoor::Open) { pDoor->uState = BLVDoor::Opening; pDoor->uTimeSinceTriggered = 15360; pDoor->uAttributes = 2; } } /* i = 0; v9 = 2; if ( pIndoor->uNumDoors > 0 ) { v10 = 0; while ( 1 ) { if ( pIndoor->pDoors[v10].uAttributes & 1 ) { pIndoor->pDoors[v10].uState = 1; pIndoor->pDoors[v10].uTimeSinceTriggered = 15360; pIndoor->pDoors[v10].uAttributes = 2; } v11 = (char *)&pIndoor->pDoors[v10].uState; if ( !*(short *)v11 ) break; if ( *(short *)v11 == 2 ) { *(short *)v11 = 1; goto LABEL_41; } LABEL_42: ++i; ++v10; if ( i >= pIndoor->uNumDoors ) goto LABEL_43; } *(short *)v11 = 3; LABEL_41: pIndoor->pDoors[v10].uTimeSinceTriggered = 15360; pIndoor->pDoors[v10].uAttributes = 2; goto LABEL_42; } LABEL_43: */ for (uint i = 0; i < pIndoor->uNumFaces; ++i) { auto pFace = pIndoor->pFaces + i; if (!pFace->uBitmapID != -1) pBitmaps_LOD->pTextures[pFace->uBitmapID].palette_id2 = pPaletteManager->LoadPalette(pBitmaps_LOD->pTextures[pFace->uBitmapID].palette_id1); } /*i = 0; if ( (signed int)pIndoor->uNumFaces > 0 ) { v12 = 0; do { if ( pIndoor->pFaces[v12].uBitmapID != -1 ) pBitmaps_LOD->pTextures[pIndoor->pFaces[v12].uBitmapID].palette_id2 = pPaletteManager->LoadPalette(pBitmaps_LOD->pTextures[pIndoor->pFaces[v12].uBitmapID].palette_id1); ++i; ++v12; } while ( i < (signed int)pIndoor->uNumFaces ); }*/ pGameLoadingUI_ProgressBar->Progress(); for (uint i = 0; i < uNumLevelDecorations; ++i) { auto pDecortaion = pLevelDecorations + i; pDecorationList->InitializeDecorationSprite(pDecortaion->uDecorationDescID); v15 = pDecorationList->pDecorations[pDecortaion->uDecorationDescID].uSoundID; if (v15 && _6807E0_num_decorations_with_sounds_6807B8 < 9) { pSoundList->LoadSound(v15, 0); v16 = _6807E0_num_decorations_with_sounds_6807B8++; _6807B8_level_decorations_ids[v16] = i; } if ( !(pDecortaion->field_2 & 0x20) ) { v17 = &pDecorationList->pDecorations[pDecortaion->uDecorationDescID]; if (!v17->DontDraw()) { v18 = v17->uLightRadius; if ( v18 ) { unsigned char r = 255, g = 255, b = 255; if (pRenderer->pRenderD3D && pRenderer->bUseColoredLights) { r = v17->uColoredLightRed; g = v17->uColoredLightGreen; b = v17->uColoredLightBlue; } pStationaryLightsStack->AddLight(pDecortaion->vPosition.x, pDecortaion->vPosition.y, pDecortaion->vPosition.z + v17->uDecorationHeight, v18, r, g, b, byte_4E94D0); } } } if (!pDecortaion->field_16_event_id) { if (pDecortaion->IsInteractive()) { if ( v35 < 124 ) { v21 = v35 + 1; pDecortaion->_idx_in_stru123 = v35 + 75; v22 = stru_5E4C90._decor_events[v21 + 74 - 75]; v35 = v21; if ( !v22 ) pDecortaion->field_2 |= 0x20; } } } } pGameLoadingUI_ProgressBar->Progress(); for (uint i = 0; i < uNumSpriteObjects; ++i) { auto p = pSpriteObjects + i; if (p->uObjectDescID) { auto uItemID = p->stru_24.uItemID; if (uItemID) { if (uItemID != 220 && pItemsTable->pItems[uItemID].uEquipType == EQUIP_POTION && !p->stru_24.uEnchantmentType) p->stru_24.uEnchantmentType = rand() % 15 + 5; pItemsTable->SetSpecialBonus(&p->stru_24); } } } for (uint i = 0; i < uNumActors; ++i) //if ( (signed int)uNumActors > (signed int)v13 ) { Actor *pActor = pActors + i; //v26 = (char *)&pActors[0].uAttributes; //do //{ //v27 = *(int *)v26; if (pActor->uAttributes & 0x100000) { if ( !v39 ) { pActor->pMonsterInfo.field_3E = 19; pActor->uAttributes |= 0x10000; continue; } v28 = v38 == 0; } else { v28 = v38 == 1; } if ( !v28 ) { pActor->PrepareSprites(0); v29 = pActor->pMonsterInfo.field_3E; pActor->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Friendly; if ( v29 != 11 && v29 != 19 && (!pActor->sCurrentHP || !pActor->pMonsterInfo.uHP) ) { pActor->pMonsterInfo.field_3E = 5; pActor->UpdateAnimation(); } } else { pActor->pMonsterInfo.field_3E = 19; pActor->uAttributes |= 0x10000; } //} //while ( i < (signed int)uNumActors ); } pGameLoadingUI_ProgressBar->Progress(); Actor this_; this_.pMonsterInfo.uID = 45; this_.PrepareSprites(0); if ( !v37 ) { 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 ( !v37 ) { v30 = 0; v31 = 1; do { if ( pPlayers[v31]->CanAct() ) v34[v30++] = v31; ++v31; } while ( v31 <= 4 ); if ( v30 ) { if ( pDest ) { qword_A750D8 = 256i64; word_A750E0 = 46; word_A750E2 = LOWORD(v34[rand() % v30]); } } } }