Mercurial > mm7
view Indoor.cpp @ 1948:7fd4bfa175fd
pActorBuffs[2] to pActorBuffs[ACTOR_BUFF_SUMMONED]
author | Grumpy7 |
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date | Fri, 25 Oct 2013 11:10:44 -0700 |
parents | aa3ca49a10f5 |
children | 2f45768fcb7a |
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#ifdef _MSC_VER #define _CRT_SECURE_NO_WARNINGS #endif #include "LightmapBuilder.h" #include "DecalBuilder.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 "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 "Lights.h" #include "mm7_data.h" #include "MM7.h" #include "Sprites.h" #include "Game.h" #include "stru6.h" #include "ParticleEngine.h" #include "Outdoor_stuff.h" #include "texts.h" #include "GUIWindow.h" #include "Level/Decoration.h" IndoorLocation *pIndoor = new IndoorLocation; BLVRenderParams *pBLVRenderParams = new BLVRenderParams; struct DecorationList *pDecorationList; std::array<LevelDecoration, 3000> pLevelDecorations; size_t uNumLevelDecorations; LevelDecoration* activeLevelDecoration; LEVEL_TYPE uCurrentlyLoadedLevelType = LEVEL_null; stru320 stru_F8AD28; // idb stru337 stru_F81018; BspRenderer_PortalViewportData stru_F8A590; BspRenderer *pBspRenderer = new BspRenderer; // idb stru141_actor_collision_object stru_721530; std::array<stru352, 480> stru_F83B80; unsigned __int16 pDoorSoundIDsByLocationID[78] = { 300, 300, 300, 300, 300, 300, 300, 300, 300, 300, 300, 300, 300, 300, 300, 300, 404, 302, 306, 308, 304, 308, 302, 400, 302, 300, 308, 308, 306, 308, 308, 304, 300, 404, 406, 300, 400, 406, 404, 306, 302, 408, 304, 300, 300, 300, 300, 300, 300, 300, 300, 300, 300, 300, 300, 300, 300, 300, 300, 300, 300, 300, 300, 404, 304, 400, 300, 300, 404, 304, 400, 300, 300, 404, 304, 400, 300, 300 }; std::array<const char *, 11> _4E6BDC_loc_names= { "mdt12.blv", "d18.blv", "mdt14.blv", "d37.blv", "mdk01.blv", "mdt01.blv", "mdr01.blv", "mdt10.blv", "mdt09.blv", "mdt15.blv", "mdt11.blv" }; //----- (0043F39E) -------------------------------------------------------- void __fastcall PrepareDrawLists_BLV() { //int *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(); pMobileLightsStack->uNumLightsActive = 0; //uNumMobileLightsApplied = 0; uNumDecorationsDrawnThisFrame = 0; uNumSpritesDrawnThisFrame = 0; uNumBillboardsToDraw = 0; if ( !byte_4D864C || !(pGame->uFlags & 0x1000) ) // lightspot around party { //v2 = pParty->flt_TorchlightColorB + 6.7553994e15; //v11 = LOBYTE(v2); v5 = 800; if (pParty->TorchlightActive()) v5 *= pParty->pPartyBuffs[PARTY_BUFF_TORCHLIGHT].uPower; //LOBYTE(v1) = byte_4E94D0; //v4 = pParty->flt_TorchlightColorR + 6.7553994e15; //v3 = pParty->flt_TorchlightColorG + 6.7553994e15; pMobileLightsStack->AddLight(pGame->pIndoorCameraD3D->vPartyPos.x, pGame->pIndoorCameraD3D->vPartyPos.y, pGame->pIndoorCameraD3D->vPartyPos.z, pBLVRenderParams->uPartySectorID, v5, floorf(pParty->flt_TorchlightColorR + 0.5f), floorf(pParty->flt_TorchlightColorG + 0.5f), floorf(pParty->flt_TorchlightColorB + 0.5f), 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) -------------------------------------------------------- void BLVRenderParams::Reset() { //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 this->field_0_timer_ = pEventTimer->uTotalGameTimeElapsed; pGame->pIndoorCameraD3D->debug_flags = 0; if (viewparams->draw_sw_outlines) pGame->pIndoorCameraD3D->debug_flags |= BLV_RENDER_DRAW_SW_OUTLINES; if (viewparams->draw_d3d_outlines) pGame->pIndoorCameraD3D->debug_flags |= BLV_RENDER_DRAW_D3D_OUTLINES; //v2 = a2; //this->field_0_timer_ = a2->field_0_timer; //this->uFlags = a2->uFlags; //this->vPartyPos.x = a2->vPosition.x; //this->vPartyPos.y = a2->vPosition.y; //this->vPartyPos.z = a2->vPosition.z; //v4 = this->vPartyPos.z; //v5 = this->vPartyPos.y; //this->sPartyRotY = a2->sRotationY; //v6 = this->vPartyPos.x; //this->sPartyRotX = a2->sRotationX; v7 = pIndoor->GetSector(pGame->pIndoorCameraD3D->vPartyPos.x, pGame->pIndoorCameraD3D->vPartyPos.y, pGame->pIndoorCameraD3D->vPartyPos.z); this->uPartySectorID = v7; if ( !v7 ) { __debugbreak(); // shouldnt happen, please provide savegame /*v8 = this->vPartyPos.z; this->vPartyPos.x = pParty->vPosition.x; v9 = pParty->vPosition.y; v10 = this->vPartyPos.x; this->vPartyPos.y = pParty->vPosition.y;*/ this->uPartySectorID = pIndoor->GetSector(v10, v9, v8); } if ( pRenderer->pRenderD3D ) { //this->sCosineY = stru_5C6E00->Cos(pGame->pIndoorCameraD3D->sRotationY); //this->sSineY = stru_5C6E00->Sin(pGame->pIndoorCameraD3D->sRotationY); //this->sCosineNegX = stru_5C6E00->Cos(-pGame->pIndoorCameraD3D->sRotationX); //this->sSineNegX = stru_5C6E00->Sin(-pGame->pIndoorCameraD3D->sRotationX); //this->fCosineY = cos((3.141592653589793 + 3.141592653589793) * (double)pGame->pIndoorCameraD3D->sRotationY * 0.00048828125); //this->fSineY = sin((3.141592653589793 + 3.141592653589793) * (double)pGame->pIndoorCameraD3D->sRotationY * 0.00048828125); //this->fCosineNegX = cos((3.141592653589793 + 3.141592653589793) * (double)-pGame->pIndoorCameraD3D->sRotationX * 0.00048828125); //this->fSineNegX = sin((3.141592653589793 + 3.141592653589793) * (double)-pGame->pIndoorCameraD3D->sRotationX * 0.00048828125); this->field_64 = pViewport->field_30; this->uViewportX = pViewport->uScreen_TL_X; this->uViewportY = pViewport->uScreen_TL_Y; this->uViewportZ = pViewport->uScreen_BR_X; this->uViewportW = pViewport->uScreen_BR_Y; this->uViewportWidth = uViewportZ - uViewportX + 1; this->uViewportHeight = uViewportW - uViewportY + 1; this->uViewportCenterX = (uViewportZ + uViewportX) / 2; this->uViewportCenterY = (uViewportY + uViewportW) / 2; } else { __debugbreak(); // no sw /*this->sCosineY = stru_5C6E00->Cos(-this->sPartyRotY); this->sSineY = stru_5C6E00->Sin(-this->sPartyRotY); this->sCosineNegX = stru_5C6E00->Cos(-this->sPartyRotX); this->sSineNegX = stru_5C6E00->Sin(-this->sPartyRotX); v17 = cos((double)-this->sPartyRotY * 0.0030664064); v18 = this->sPartyRotY; this->fCosineY = v17; v19 = sin((double)-v18 * 0.0030664064); v20 = this->sPartyRotX; this->fSineY = v19; v21 = cos((double)-v20 * 0.0030664064); v22 = this->sPartyRotX; this->fCosineNegX = v21; this->fSineNegX = sin((double)-v22 * 0.0030664064); v23 = this->uViewportX; this->field_64 = a2->field_3C; v24 = this->uViewportZ; this->field_70 = this->uViewportZ - v23 + 1; v25 = this->uViewportW - this->uViewportY + 1; this->uViewportHeight = v25; v29 = v25; v26 = this->field_64; this->uViewportCenterX = (signed int)(v24 + v23) >> 1; this->uViewportCenterY = this->uViewportW - ((unsigned __int64)(v26 * (signed __int64)v29) >> 16);*/ } //v27 = (unsigned int)(signed __int64)((double)this->uViewportWidth * 0.5 // / tan((double)(v2->fov_deg >> 1) * 0.01745329) // + 0.5) << 16; extern float _calc_fov(int viewport_width, int angle_degree); this->fov_rad_fixpoint = fixpoint_from_int(_calc_fov(uViewportWidth, 65), 0); this->fov_rad_inv_fixpoint = 0x100000000i64 / this->fov_rad_fixpoint; this->pRenderTarget = pRenderer->pTargetSurface; this->uTargetWidth = 640; this->uTargetHeight = 480; this->pTargetZBuffer = pRenderer->pActiveZBuffer; this->field_8C = 0; this->field_84 = 0; this->uNumFacesRenderedThisFrame = 0; this->field_88 = 0; pBLVRenderParams->field_90 = 64; pBLVRenderParams->field_94 = 6; } //----- (00440B44) -------------------------------------------------------- void IndoorLocation::ExecDraw(bool bD3D) { 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 ) { __debugbreak(); // no SW //pBLVRenderParams->field_7C = &pBspRenderer->nodes[pBspRenderer->faces[j].uNodeID].PortalScreenData; //IndoorLocation::ExecDraw_sw(pBspRenderer->faces[j].uFaceID); } } /* //----- (00440BED) -------------------------------------------------------- void __fastcall sub_440BED(IndoorLocation_drawstru *_this) { unsigned __int16 *v1; // edi@7 BspRenderer_stru0 *v2; // esi@8 int v3; // ecx@9 unsigned int v4; // edx@9 short *v5; // eax@10 signed int v6; // [sp+8h] [bp-8h]@7 int v7; // [sp+Ch] [bp-4h]@8 short *v8; PrepareDrawLists_BLV(_this); if (pBLVRenderParams->uPartySectorID) IndoorLocation::ExecDraw(pRenderer->pRenderD3D != 0); pRenderer->DrawBillboardList_BLV(); if ( !pRenderer->pRenderD3D ) { if (pBLVRenderParams->uFlags & INDOOR_CAMERA_DRAW_D3D_OUTLINES) pBspRenderer->DrawFaceOutlines(); if (pBLVRenderParams->uFlags & INDOOR_CAMERA_DRAW_SW_OUTLINES) { v1 = pBLVRenderParams->pRenderTarget; v7 = 0; for(int i=0; i < pBspRenderer->num_nodes; i++) { BspRenderer_stru0 *pNode = &pBspRenderer->nodes[i]; v4 = pRenderer->uTargetSurfacePitch * pNode->PortalScreenData._viewport_space_y; if ( pNode->PortalScreenData._viewport_space_y <= pNode->PortalScreenData._viewport_space_w ) { //v5 = (char *)&pBspRenderer->nodes[0].field_C.array_3D8[pNode->field_C._viewport_space_y + v7]; v5 = &pNode->PortalScreenData.viewport_right_side[pNode->PortalScreenData._viewport_space_y]; v8 = &pNode->PortalScreenData.viewport_left_side[pNode->PortalScreenData._viewport_space_y]; do { v1[v4 + *v8] = 255; ++pNode->PortalScreenData._viewport_space_y; v1[v4 + *v5] = 255; v4 += pRenderer->uTargetSurfacePitch; ++v5; ++v8; } while ( pNode->PortalScreenData._viewport_space_y <= pNode->PortalScreenData._viewport_space_w ); } } } } } */ //----- (00441BD4) -------------------------------------------------------- void IndoorLocation::Draw() { //int v0; // eax@1 //IndoorLocation_drawstru _this; // [sp+0h] [bp-4Ch]@5 int v2; // [sp+44h] [bp-8h]@5 int v3; // [sp+48h] [bp-4h]@5 /*_this.uFlags = 0; if (viewparams->draw_sw_outlines) _this.uFlags |= BLV_RENDER_DRAW_SW_OUTLINES; if (viewparams->draw_d3d_outlines) _this.uFlags |= BLV_RENDER_DRAW_D3D_OUTLINES; _this.uFlags |= BLV_RENDER_DRAW_SW_OUTLINES; _this.uFlags |= BLV_RENDER_DRAW_D3D_OUTLINES; _this.field_0_timer = pEventTimer->uTotalGameTimeElapsed; //_this.fov_deg = 65; //_this.vPosition.x = pParty->vPosition.x - fixpoint_mul(stru_5C6E00->Cos(pParty->sRotationY), pParty->y_rotation_granularity); //_this.vPosition.y = pParty->vPosition.y - fixpoint_mul(stru_5C6E00->Sin(pParty->sRotationY), pParty->y_rotation_granularity); //_this.vPosition.z = pParty->vPosition.z + pParty->sEyelevel; //_this.sRotationX = pParty->sRotationX; //_this.sRotationY = pParty->sRotationY; _this.pRenderTarget = pRenderer->pTargetSurface; _this.uViewportX = pViewport->uScreen_TL_X; _this.uViewportY = pViewport->uScreen_TL_Y; _this.uViewportZ = pViewport->uScreen_BR_X; _this.uViewportW = pViewport->uScreen_BR_Y; _this.field_3C = pViewport->field_30; _this.uTargetWidth = 640; _this.uTargetHeight = 480; _this.pTargetZ = pRenderer->pActiveZBuffer;*/ //sub_440BED(&_this); -- inlined { PrepareDrawLists_BLV(); if (pBLVRenderParams->uPartySectorID) IndoorLocation::ExecDraw(pRenderer->pRenderD3D != 0); pRenderer->DrawBillboardList_BLV(); } pParty->uFlags &= ~2; pGame->DrawParticles(); trail_particle_generator.UpdateParticles(); } //----- (004C0EF2) -------------------------------------------------------- void BLVFace::FromODM(ODMFace *face) { this->pFacePlane_old.vNormal.x = face->pFacePlane.vNormal.x; this->pFacePlane_old.vNormal.y = face->pFacePlane.vNormal.y; this->pFacePlane_old.vNormal.z = face->pFacePlane.vNormal.z; this->pFacePlane_old.dist = face->pFacePlane.dist; this->pFacePlane.vNormal.x = (double)(face->pFacePlane.vNormal.x & 0xFFFF) * 0.000015259022 + (double)(face->pFacePlane.vNormal.x >> 16); this->pFacePlane.vNormal.y = (double)(face->pFacePlane.vNormal.y & 0xFFFF) * 0.000015259022 + (double)(face->pFacePlane.vNormal.y >> 16); this->pFacePlane.vNormal.z = (double)(face->pFacePlane.vNormal.z & 0xFFFF) * 0.000015259022 + (double)(face->pFacePlane.vNormal.z >> 16); this->pFacePlane.dist = (double)(face->pFacePlane.dist & 0xFFFF) * 0.000015259022 + (double)(face->pFacePlane.dist >> 16); this->uAttributes = face->uAttributes; this->pBounding.x1 = face->pBoundingBox.x1; this->pBounding.y1 = face->pBoundingBox.y1; this->pBounding.z1 = face->pBoundingBox.z1; this->pBounding.x2 = face->pBoundingBox.x2; this->pBounding.y2 = face->pBoundingBox.y2; this->pBounding.z2 = face->pBoundingBox.z2; this->zCalc1 = face->zCalc1; this->zCalc2 = face->zCalc2; this->zCalc3 = face->zCalc3; this->pXInterceptDisplacements = face->pXInterceptDisplacements; this->pYInterceptDisplacements = face->pYInterceptDisplacements; this->pZInterceptDisplacements = face->pZInterceptDisplacements; this->uPolygonType = (PolygonType)face->uPolygonType; this->uNumVertices = face->uNumVertices; this->uBitmapID = face->uTextureID; this->pVertexIDs = face->pVertexIDs; } //----- (004B0A25) -------------------------------------------------------- void IndoorLocation::ExecDraw_d3d(unsigned int uFaceID, IndoorCameraD3D_Vec4 *pVertices, unsigned int uNumVertices, RenderVertexSoft *pPortalBounding) { //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_INDOOR_SKY)) 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 = 0xFF808080; v23 = pFace->uBitmapID; v27 = pBitmaps_LOD->pHardwareTextures[v23]; } if (pFace->uAttributes & FACE_INDOOR_SKY) pRenderer->DrawIndoorSky(uNumVerticesa, uFaceID); else pRenderer->DrawIndoorPolygon(uNumVerticesa, pFace, v27, v28, PID(OBJECT_BModel, uFaceID), v17, 0); return; } } } } //----- (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 pTransitionSector; // 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]; if (!pFace->Portal()) { if (num_faces < 1000) { faces[num_faces].uFaceID = uFaceID; faces[num_faces++].uNodeID = node_id; } return; } if (nodes[node_id].uFaceID == uFaceID) return; if (!node_id && pGame->pIndoorCameraD3D->vPartyPos.x >= pFace->pBounding.x1 - 16 && // we are probably standing at the portal plane pGame->pIndoorCameraD3D->vPartyPos.x <= pFace->pBounding.x2 + 16 && pGame->pIndoorCameraD3D->vPartyPos.y >= pFace->pBounding.y1 - 16 && pGame->pIndoorCameraD3D->vPartyPos.y <= pFace->pBounding.y2 + 16 && pGame->pIndoorCameraD3D->vPartyPos.z >= pFace->pBounding.z1 - 16 && pGame->pIndoorCameraD3D->vPartyPos.z <= pFace->pBounding.z2 + 16 ) { if ( abs(pFace->pFacePlane_old.dist + pGame->pIndoorCameraD3D->vPartyPos.x * pFace->pFacePlane_old.vNormal.x + pGame->pIndoorCameraD3D->vPartyPos.y * pFace->pFacePlane_old.vNormal.y + pGame->pIndoorCameraD3D->vPartyPos.z * pFace->pFacePlane_old.vNormal.z) <= 589824 ) // we sure are standing at the portal plane { pTransitionSector = pFace->uSectorID; if ( nodes[0].uSectorID == pTransitionSector ) // draw back sector pTransitionSector = pFace->uBackSectorID; nodes[num_nodes].uSectorID = pTransitionSector; nodes[num_nodes].uFaceID = uFaceID; nodes[num_nodes].uViewportX = pBLVRenderParams->uViewportX; nodes[num_nodes].uViewportZ = pBLVRenderParams->uViewportZ; nodes[num_nodes].uViewportY = pBLVRenderParams->uViewportY; nodes[num_nodes].uViewportW = pBLVRenderParams->uViewportW; nodes[num_nodes].PortalScreenData.GetViewportData(pBLVRenderParams->uViewportX, pBLVRenderParams->uViewportY, pBLVRenderParams->uViewportZ, pBLVRenderParams->uViewportW); AddBspNodeToRenderList(++num_nodes - 1); return; } } v9 = pFace->pFacePlane_old.vNormal.x * (pIndoor->pVertices[pFace->pVertexIDs[0]].x - pGame->pIndoorCameraD3D->vPartyPos.x) + pFace->pFacePlane_old.vNormal.y * (pIndoor->pVertices[pFace->pVertexIDs[0]].y - pGame->pIndoorCameraD3D->vPartyPos.y) + pFace->pFacePlane_old.vNormal.z * (pIndoor->pVertices[pFace->pVertexIDs[0]].z - pGame->pIndoorCameraD3D->vPartyPos.z); if (nodes[node_id].uSectorID != pFace->uSectorID) v9 = -v9; if (v9 >= 0) return; auto num_vertices = GetPortalScreenCoord(uFaceID); if (num_vertices < 2) return; auto face_min_screenspace_x = PortalFace._screen_space_x[0], face_max_screenspace_x = PortalFace._screen_space_x[0]; auto face_min_screenspace_y = PortalFace._screen_space_y[0], face_max_screenspace_y = PortalFace._screen_space_y[0]; for (uint i = 1; i < num_vertices; ++i) { if (face_min_screenspace_x > PortalFace._screen_space_x[i]) face_min_screenspace_x = PortalFace._screen_space_x[i]; if (face_max_screenspace_x < PortalFace._screen_space_x[i]) face_max_screenspace_x = PortalFace._screen_space_x[i]; if (face_min_screenspace_y > PortalFace._screen_space_y[i]) face_min_screenspace_y = PortalFace._screen_space_y[i]; if (face_max_screenspace_y < PortalFace._screen_space_y[i]) face_max_screenspace_y = PortalFace._screen_space_y[i]; } //_screen_space_x = 719, 568, 493 //savegame: qw , 0Bh and 0x1D4h //problem here when standing near/on portal, condition is false because of face_min_screenspace_x > p->uViewportZ if (face_max_screenspace_x >= nodes[node_id].uViewportX && face_min_screenspace_x <= nodes[node_id].uViewportZ && face_max_screenspace_y >= nodes[node_id].uViewportY && face_min_screenspace_y <= nodes[node_id].uViewportW && PortalFrustrum(num_vertices, &nodes[num_nodes].PortalScreenData, &nodes[node_id].PortalScreenData, uFaceID)) { pTransitionSector = pFace->uSectorID; if (nodes[node_id].uSectorID == pTransitionSector ) pTransitionSector = pFace->uBackSectorID; nodes[num_nodes].uSectorID = pTransitionSector; nodes[num_nodes].uFaceID = uFaceID; nodes[num_nodes].uViewportX = pBLVRenderParams->uViewportX; nodes[num_nodes].uViewportZ = pBLVRenderParams->uViewportZ; nodes[num_nodes].uViewportY = pBLVRenderParams->uViewportY; nodes[num_nodes].uViewportW = pBLVRenderParams->uViewportW; v29 = false; if (nodes[node_id].viewing_portal_id == -1)//первый портал на который я смотрю v29 = pGame->pStru10Instance->CalcPortalShape(pFace, nodes[num_nodes].std__vector_0007AC, nodes[num_nodes].pPortalBounding); else//следующие порталы в портале { static RenderVertexSoft static_subAddFaceToRenderList_d3d_stru_F7AA08[64]; static RenderVertexSoft static_subAddFaceToRenderList_d3d_stru_F79E08[64]; for (uint k = 0; k < pFace->uNumVertices; ++k) { static_subAddFaceToRenderList_d3d_stru_F7AA08[k].vWorldPosition.x = pIndoor->pVertices[pFace->pVertexIDs[k]].x; static_subAddFaceToRenderList_d3d_stru_F7AA08[k].vWorldPosition.y = pIndoor->pVertices[pFace->pVertexIDs[k]].y; static_subAddFaceToRenderList_d3d_stru_F7AA08[k].vWorldPosition.z = pIndoor->pVertices[pFace->pVertexIDs[k]].z; } unsigned int pNewNumVertices = pFace->uNumVertices; pGame->pIndoorCameraD3D->CalcPortalShape(static_subAddFaceToRenderList_d3d_stru_F7AA08, &pNewNumVertices, static_subAddFaceToRenderList_d3d_stru_F79E08, nodes[node_id].std__vector_0007AC, 4, 0, 0); v29 = pGame->pStru10Instance->_49C5DA(pFace, static_subAddFaceToRenderList_d3d_stru_F79E08, &pNewNumVertices, nodes[num_nodes].std__vector_0007AC, nodes[num_nodes].pPortalBounding); } if ( 1 ) { assert(num_nodes < 150); nodes[num_nodes].viewing_portal_id = uFaceID; AddBspNodeToRenderList(++num_nodes - 1); } if (pGame->pIndoorCameraD3D->debug_flags & BLV_RENDER_DRAW_SW_OUTLINES) pGame->pIndoorCameraD3D->PrepareAndDrawDebugOutline(pFace, 0x1E1EFF); //pGame->pIndoorCameraD3D->DebugDrawPortal(pFace); } } //----- (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 && pGame->pIndoorCameraD3D->vPartyPos.x >= v4->pBounding.x1 - 16 && pGame->pIndoorCameraD3D->vPartyPos.x <= v4->pBounding.x2 + 16 && pGame->pIndoorCameraD3D->vPartyPos.y >= v4->pBounding.y1 - 16 && pGame->pIndoorCameraD3D->vPartyPos.y <= v4->pBounding.y2 + 16 && pGame->pIndoorCameraD3D->vPartyPos.z >= v4->pBounding.z1 - 16 && pGame->pIndoorCameraD3D->vPartyPos.z <= v4->pBounding.z2 + 16 ) { if ( abs(v4->pFacePlane_old.dist + pGame->pIndoorCameraD3D->vPartyPos.x * v4->pFacePlane_old.vNormal.x + pGame->pIndoorCameraD3D->vPartyPos.y * v4->pFacePlane_old.vNormal.y + pGame->pIndoorCameraD3D->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++].PortalScreenData.GetViewportData( 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 * (v8->x - pGame->pIndoorCameraD3D->vPartyPos.x) + v4->pFacePlane_old.vNormal.y * (v8->y - pGame->pIndoorCameraD3D->vPartyPos.y) + v4->pFacePlane_old.vNormal.z * (v8->z - pGame->pIndoorCameraD3D->vPartyPos.z); if ( *((short *)v5 + 2004) != v4->uSectorID ) v9 = -v9; if ( v9 < 0 ) { v10 = GetPortalScreenCoord(uFaceID); v19 = v10; if ( v10 ) { v11 = PortalFace._screen_space_x[0]; v12 = PortalFace._screen_space_y[0]; v23 = PortalFace._screen_space_x[0]; v13 = 1; v22 = PortalFace._screen_space_y[0]; if ( v10 > 1 ) { do { v14 = PortalFace._screen_space_x[v13]; if ( v14 < v23 ) v23 = PortalFace._screen_space_x[v13]; if ( v14 > v11 ) v11 = PortalFace._screen_space_x[v13]; v15 = PortalFace._screen_space_y[v13]; if ( v15 < v22 ) v22 = PortalFace._screen_space_y[v13]; if ( v15 > v12 ) v12 = PortalFace._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) && PortalFrustrum(v10, &v3->nodes[v3->num_nodes].PortalScreenData, (BspRenderer_PortalViewportData *)(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].PortalScreenData; v3 = GetPortalScreenCoord(v2); if ( v3 ) { if ( PortalFrustrum(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.viewport_left_side[v4]] = -1; v7 = v6 + stru_F8A590.viewport_right_side[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; free(this->ptr_0002B4_doors_ddata); *(int *)v2 = 0; free(v1->ptr_0002B0_sector_rdata); v1->ptr_0002B0_sector_rdata = 0; free(v1->ptr_0002B8_sector_lrdata); v1->ptr_0002B8_sector_lrdata = 0; free(v1->pLFaces); v1->pLFaces = 0; free(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; free(v3); free(v1->pFaces); free(v1->pFaceExtras); free(v1->pSectors); free(v1->pLights); free(v1->pDoors); free(v1->pNodes); free(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_ *) malloc(15000 * sizeof(Vec3_short_));//0x15F90u pFaces = (BLVFace *) malloc(10000 * sizeof(BLVFace));//0xEA600u pFaceExtras = (BLVFaceExtra *) malloc(5000 * sizeof(BLVFaceExtra)); //0x2BF20u pSectors = (BLVSector *) malloc(512 * sizeof(BLVSector));//0xE800u pLights = (BLVLightMM7 *) malloc(400 * sizeof(BLVLightMM7));//0x1900u pDoors = (BLVDoor *) malloc(200 * sizeof(BLVDoor));//0x3E80u pNodes = (BSPNode *) malloc(5000 * sizeof(BSPNode));//0x9C40u pMapOutlines =(BLVMapOutlines *)malloc(sizeof(BLVMapOutlines));//0x14824u if (pVertices && pFaces && pFaceExtras && pSectors && pLights && pDoors && pNodes && pMapOutlines ) { memset(pVertices, 0, 15000*sizeof(Vec3_short_)); memset(pFaces, 0, 10000*sizeof(BLVFace)); memset(pFaceExtras,0, 5000*sizeof(BLVFaceExtra)); memset(pSectors, 0, 512*sizeof(BLVSector)); memset(pLights, 0, 400*sizeof(BLVLightMM7)); memset(pDoors, 0, 200*sizeof(BLVDoor)); memset(pNodes, 0, 5000*sizeof(BSPNode)); memset(pMapOutlines,0, sizeof(BLVMapOutlines)); return true; } else { return false; } } //----- (00444810) -------------------------------------------------------- unsigned int IndoorLocation::GetLocationIndex(const char *Str1) { 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 = malloc(ptr_2AC, blv.uFaces_fdata_Size, "L.FData"); v202 = (int)v7; ptr_2AC = (unsigned __int16 *)v10; fread(v10, 1u, blv.uFaces_fdata_Size, (FILE *)v202); v11 = uNumFaces == 0; v12 = (uNumFaces & 0x80000000u) != 0; pDest = 0; Argsa = 0; if ( !(v12 | v11) ) { v13 = 0; do { pFaces[v13].pVertexIDs = (unsigned __int16 *)&pDest[(unsigned int)ptr_2AC]; v14 = (size_t)&pFaces[v13]; i = v14; v15 = &pDest[2 * *(char *)(v14 + 93) + 2]; v16 = (int)&v15[(unsigned int)ptr_2AC]; pDest = v15; *(int *)(i + 52) = v16; v17 = (size_t)&pFaces[v13]; i = v17; v18 = &pDest[2 * *(char *)(v17 + 93) + 2]; v19 = (int)&v18[(unsigned int)ptr_2AC]; pDest = v18; *(int *)(i + 56) = v19; i = (size_t)&pFaces[v13]; v20 = ptr_2AC; pDest += 2 * *(char *)(i + 93) + 2; *(int *)(i + 60) = (int)(char *)v20 + (int)pDest; i = (size_t)&pFaces[v13]; v21 = ptr_2AC; pDest += 2 * *(char *)(i + 93) + 2; *(int *)(i + 64) = (int)(char *)v21 + (int)pDest; i = (size_t)&pFaces[v13]; ++v13; v22 = ptr_2AC; pDest += 2 * *(char *)(i + 93) + 2; ++Argsa; *(int *)(i + 68) = (int)(char *)v22 + (int)pDest; pDest += 2 * *((char *)&pFaces[v13] - 3) + 2; } while ( Argsa < (signed int)uNumFaces ); } Argsb = 0; if ( (signed int)uNumFaces > 0 ) { pDest = 0; do { fread(Dst, 1u, 0xAu, v7); if ( pDest[(unsigned int)pFaces + 45] & 0x40 ) { v23 = pTextureFrameTable->FindTextureByName(Dst); v24 = pDest; *(short *)&pDest[(unsigned int)pFaces + 74] = v23; v25 = *(short *)&v24[(unsigned int)pFaces + 74]; if ( v25 ) { pTextureFrameTable->LoadAnimationSequenceAndPalettes(v25); } else { v26 = pBitmaps_LOD->LoadTexture(Dst); v27 = pDest; *(short *)&pDest[(unsigned int)pFaces + 74] = v26; v27[(unsigned int)pFaces + 45] &= 0xBFu; } } else { *(short *)&pDest[(unsigned int)pFaces + 74] = pBitmaps_LOD->LoadTexture(Dst); } ++Argsb; pDest += 96; } while ( Argsb < (signed int)uNumFaces ); } fseek(v7, v211, 0); fread(&uNumFaceExtras, 4u, 1u, v7); fseek(v7, v212, 0); fread(pFaceExtras, 0x24u, uNumFaceExtras, v7); Argsc = 0; if ( (signed int)uNumFaceExtras > 0 ) { pDest = 0; do { fread(Dst, 1u, 0xAu, v7); v28 = pBitmaps_LOD->LoadTexture(Dst); v29 = pFaceExtras; v30 = pDest; ++Argsc; pDest += 36; *(unsigned __int16 *)((char *)&v29->uAdditionalBitmapID + (int)v30) = v28; } while ( Argsc < (signed int)uNumFaceExtras ); } Argsd = 0; if ( (signed int)uNumFaces > 0 ) { pDest = 0; do { v31 = (int)&pFaceExtras[*(short *)&pDest[(unsigned int)pFaces + 72]]; if ( *(short *)(v31 + 26) ) { if ( ((BLVFaceExtra *)v31)->HasEventint() ) pDest[(unsigned int)pFaces + 46] |= 0x10u; else pDest[(unsigned int)pFaces + 46] &= 0xEFu; } ++Argsd; pDest += 96; } while ( Argsd < (signed int)uNumFaces ); } fseek(v7, v213, 0); fread(&uNumSectors, 4u, 1u, v7); fseek(v7, v214, 0); fread(pSectors, 0x74u, uNumSectors, v7); v32 = malloc(ptr_0002B0_sector_rdata, blv.uSector_rdata_Size, "L.RData"); v202 = (int)v7; ptr_0002B0_sector_rdata = (unsigned __int16 *)v32; fread(v32, 1u, blv.uSector_rdata_Size, (FILE *)v202); v11 = uNumSectors == 0; v12 = uNumSectors < 0; pDest = 0; Argse = 0; if ( !(v12 | v11) ) { v33 = 0; do { pSectors[v33].pFloors = (unsigned __int16 *)&pDest[(unsigned int)ptr_0002B0_sector_rdata]; i = (size_t)&pSectors[v33]; v34 = ptr_0002B0_sector_rdata; pDest += 2 * *(short *)(i + 4); *(int *)(i + 16) = (int)(char *)v34 + (int)pDest; v35 = (size_t)&pSectors[v33]; i = v35; v36 = &pDest[2 * *(short *)(v35 + 12)]; v37 = (int)&v36[(unsigned int)ptr_0002B0_sector_rdata]; pDest = v36; *(int *)(i + 24) = v37; v38 = (size_t)&pSectors[v33]; i = v38; v39 = &pDest[2 * *(short *)(v38 + 20)]; v40 = (int)&v39[(unsigned int)ptr_0002B0_sector_rdata]; pDest = v39; *(int *)(i + 32) = v40; i = (size_t)&pSectors[v33]; v41 = ptr_0002B0_sector_rdata; pDest += 2 * *(short *)(i + 28); *(int *)(i + 40) = (int)(char *)v41 + (int)pDest; i = (size_t)&pSectors[v33]; v42 = ptr_0002B0_sector_rdata; pDest += 2 * *(short *)(i + 36); *(int *)(i + 48) = (int)(char *)v42 + (int)pDest; i = (size_t)&pSectors[v33]; v43 = ptr_0002B0_sector_rdata; pDest += 2 * *(short *)(i + 44); *(int *)(i + 64) = (int)(char *)v43 + (int)pDest; i = (size_t)&pSectors[v33]; v44 = ptr_0002B0_sector_rdata; pDest += 2 * *(short *)(i + 60); *(int *)(i + 72) = (int)(char *)v44 + (int)pDest; v45 = (size_t)&pSectors[v33]; ++v33; i = v45; v46 = ptr_0002B0_sector_rdata; pDest += 2 * *(short *)(v45 + 68); ++Argse; *(int *)(v45 + 80) = (int)(char *)v46 + (int)pDest; pDest += 2 * *((short *)&pSectors[v33] - 20); } while ( Argse < uNumSectors ); } v47 = malloc( ptr_0002B8_sector_lrdata, blv.uSector_lrdata_Size, "L.RLData"); v202 = (int)v7; ptr_0002B8_sector_lrdata = (unsigned __int16 *)v47; fread(v47, 1u, blv.uSector_lrdata_Size, (FILE *)v202); v11 = uNumSectors == 0; v12 = uNumSectors < 0; pDest = 0; Argsf = 0; if ( !(v12 | v11) ) { v48 = pSectors; v49 = 0; for ( i = 0; ; v49 = i ) { v50 = ptr_0002B8_sector_lrdata; i += 116; ++Argsf; *(BLVLightMM7 **)((char *)&v48->pLights + v49) = (BLVLightMM7 *)((char *)v50 + (int)pDest); v48 = pSectors; pDest += 2 * *(__int16 *)((char *)&v48->uNumLights + v49); if ( Argsf >= uNumSectors ) break; } } fseek(v7, v215, 0); fread(&uNumDoors, 4u, 1u, v7); fseek(v7, v216, 0); fread(pDoors, 0x50u, 0xC8u, v7); v51 = malloc(ptr_0002B4_doors_ddata, blv.uDoors_ddata_Size, "L.DData"); v202 = (int)v7; ptr_0002B4_doors_ddata = (unsigned __int16 *)v51; fread(v51, 1u, blv.uDoors_ddata_Size, (FILE *)v202); v11 = uNumDoors == 0; v12 = uNumDoors < 0; pDest = 0; Argsg = 0; if ( !(v12 | v11) ) { v52 = 0; do { pDoors[v52].pVertexIDs = (unsigned __int16 *)&pDest[(unsigned int)ptr_0002B4_doors_ddata]; i = (size_t)&pDoors[v52]; v53 = ptr_0002B4_doors_ddata; pDest += 2 * *(short *)(i + 68); *(int *)(i + 40) = (int)(char *)v53 + (int)pDest; v54 = (size_t)&pDoors[v52]; i = v54; v55 = &pDest[2 * *(short *)(v54 + 70)]; v56 = (int)&v55[(unsigned int)ptr_0002B4_doors_ddata]; pDest = v55; *(int *)(i + 44) = v56; v57 = (size_t)&pDoors[v52]; i = v57; v58 = &pDest[2 * *(short *)(v57 + 72)]; v59 = (int)&v58[(unsigned int)ptr_0002B4_doors_ddata]; pDest = v58; *(int *)(i + 48) = v59; i = (size_t)&pDoors[v52]; v60 = ptr_0002B4_doors_ddata; pDest += 2 * *(short *)(i + 70); *(int *)(i + 52) = (int)(char *)v60 + (int)pDest; i = (size_t)&pDoors[v52]; v61 = ptr_0002B4_doors_ddata; pDest += 2 * *(short *)(i + 70); *(int *)(i + 56) = (int)(char *)v61 + (int)pDest; i = (size_t)&pDoors[v52]; v62 = ptr_0002B4_doors_ddata; pDest += 2 * *(short *)(i + 74); *(int *)(i + 60) = (int)(char *)v62 + (int)pDest; i = (size_t)&pDoors[v52]; v63 = ptr_0002B4_doors_ddata; pDest += 2 * *(short *)(i + 74); *(int *)(i + 64) = (int)(char *)v63 + (int)pDest; ++Argsg; v64 = pDoors[v52].uNumOffsets; ++v52; pDest += 2 * v64; } while ( Argsg < uNumDoors ); } Argsh = 0; if ( uNumDoors > 0 ) { v65 = pDoors; pDest = 0; do { i = 0; v66 = &pDest[(int)v65]; if ( *(short *)&pDest[(int)v65 + 70] > 0 ) { do { v67 = *((int *)v66 + 10); a3 = 2 * i; v68 = *(short *)(v67 + 2 * i); v69 = pFaces; ++i; v70 = (int)&pFaceExtras[v69[v68].uFaceExtraID]; v71 = *((int *)v66 + 12); v72 = a3; v238 = (char *)v70; *(short *)(a3 + v71) = *(short *)(v70 + 20); *(__int16 *)(*(char **)((char *)&pDoors->pDeltaVs + (unsigned int)pDest) + v72) = *((short *)v238 + 11); v65 = pDoors; v66 = &pDest[(int)v65]; } while ( (signed int)i < *(short *)&pDest[(int)v65 + 70] ); } ++Argsh; pDest += 80; } while ( Argsh < uNumDoors ); } fseek(v7, v217, 0); fread(&uNumLevelDecorations, 4u, 1u, v7); fseek(v7, v218, 0); fread(pLevelDecorations, 0x20u, uNumLevelDecorations, v7); Argsi = 0; if ( (signed int)uNumLevelDecorations > 0 ) { pDest = (char *)pLevelDecorations; do { fread(pName, 1u, 0x20u, v7); v73 = pDecorationList->GetDecorIdByName(pName); v74 = pDest; ++Argsi; pDest += 32; *(short *)v74 = v73; } while ( Argsi < (signed int)uNumLevelDecorations ); } fseek(v7, v219, 0); fread(&uNumSpriteObjects, 4u, 1u, v7); fseek(v7, v220, 0); fread(pSpriteObjects, 0x70u, uNumSpriteObjects, v7); if ( (signed int)uNumSpriteObjects > 0 ) { v75 = pSpriteObjects; pDest = (char *)uNumSpriteObjects; do { Argsj = 0; v76 = 48 * v75->stru_24.uItemID; v11 = pObjectList->uNumObjects == 0; v12 = (pObjectList->uNumObjects & 0x80000000u) != 0; LOWORD(v76) = *(unsigned __int16 *)((char *)&pItemsTable->pItems[0].uSpriteID + v76); i = v76; v75->uItemType = v76; if ( v12 | v11 ) { LABEL_50: v78 = 0; } else { for ( j = (int)&pObjectList->pObjects->uObjectID; (short)v76 != *(short *)j; j = a3 ) { ++Argsj; a3 = j + 56; if ( Argsj >= (signed int)pObjectList->uNumObjects ) goto LABEL_50; LOWORD(v76) = i; } v78 = Argsj; } v75->uObjectDescID = v78; ++v75; --pDest; } while ( pDest ); } fseek(v7, v221, 0); fread(&uNumActors, 4u, 1u, v7); fseek(v7, v222, 0); fread(pActors, 0x344u, uNumActors, v7); fseek(v7, v228, 0); fread(&uNumChests, 4u, 1u, v7); fseek(v7, v229, 0); fread(pChests, 0x14CCu, uNumChests, v7); fseek(v7, v224, 0); fread(&uNumLights, 4u, 1u, v7); fseek(v7, v225, 0); fread(pLights, 0x10u, uNumLights, v7); fseek(v7, v226, 0); fread(&uNumNodes, 4u, 1u, v7); fseek(v7, v227, 0); fread(pNodes, 8u, uNumNodes, v7); fseek(v7, v230, 0); fread(&uNumSpawnPoints, 4u, 1u, v7); v79 = malloc(pSpawnPoints, 24 * uNumSpawnPoints, "Spawn"); v202 = 0; pSpawnPoints = (SpawnPointMM7 *)v79; fseek(v7, v231, v202); fread(pSpawnPoints, 0x18u, uNumSpawnPoints, v7); fseek(v7, v232, 0); fread(&dlv, 0x28u, 1u, v7); fseek(v7, v233, 0); fread(&stru_5E4C90, 1u, 0xC8u, v7); fseek(v7, v234, 0); fread(&uLastVisitDay, 1u, 0x38u, v7); fseek(v7, v223, 0); v80 = (void **)&pMapOutlines; fread(*v80, 4u, 1u, v7); fread((char *)*v80 + 4, 0xCu, *(int *)*v80, v7); fclose(v7); goto LABEL_179; } return 4; }*/ #pragma endregion if (bLoaded) { Log::Warning(L"BLV is already loaded"); return 3; } if ( !pGames_LOD->DoesContainerExist(pFilename) ) Error("Unable to find %s in Games.LOD", pFilename); //v238 = pFilename - 4; //v81 = strlen(pFilename); strcpy(this->pFilename, pFilename); strcpy(&pFilename[strlen(pFilename) - 4], ".blv"); File = pGames_LOD->FindContainer(pFilename, 1); //File = v82; Release(); if ( !Alloc() ) return 4; header.uVersion = 91969; header.pMagic[0] = 'm'; header.pMagic[1] = 'v'; header.pMagic[2] = 'i'; header.pMagic[3] = 'i'; header.uCompressedSize = 0; header.uDecompressedSize = 0; fread(&header, sizeof(ODMHeader), 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 *)malloc(blv.uFaces_fdata_Size); 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 *)malloc(blv.uSector_rdata_Size);//, "L.RData"); memcpy(ptr_0002B0_sector_rdata, pData, blv.uSector_rdata_Size); pData += blv.uSector_rdata_Size; for (uint i = 0, j = 0; i < uNumSectors; ++i) { 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 *)malloc(blv.uSector_lrdata_Size);//, "L.RLData"); memcpy(ptr_0002B8_sector_lrdata, pData, blv.uSector_lrdata_Size); pData += blv.uSector_lrdata_Size; pGameLoadingUI_ProgressBar->Progress(); for (uint i = 0, j = 0; i < uNumSectors; ++i) { pSectors[i].pLights = ptr_0002B8_sector_lrdata + j; j += pSectors[i].uNumLights; } pGameLoadingUI_ProgressBar->Progress(); memcpy(&uNumDoors, pData, 4); pData += 4; pGameLoadingUI_ProgressBar->Progress(); pGameLoadingUI_ProgressBar->Progress(); memcpy(&uNumLevelDecorations, pData, 4); memcpy(pLevelDecorations.data(), pData + 4, uNumLevelDecorations * sizeof(LevelDecoration)); pData += 4 + uNumLevelDecorations * sizeof(LevelDecoration); for (uint i = 0; i < uNumLevelDecorations; ++i) { pLevelDecorations[i].uDecorationDescID = pDecorationList->GetDecorIdByName(pData); pData += 32; } pGameLoadingUI_ProgressBar->Progress(); memcpy(&uNumLights, pData, 4); memcpy(pLights, pData + 4, uNumLights * sizeof(BLVLightMM7)); pData += 4 + uNumLights * sizeof(BLVLightMM7); pGameLoadingUI_ProgressBar->Progress(); pGameLoadingUI_ProgressBar->Progress(); memcpy(&uNumNodes, pData, 4); memcpy(pNodes, pData + 4, uNumNodes * sizeof(BSPNode)); pData += 4 + uNumNodes * sizeof(BSPNode); pGameLoadingUI_ProgressBar->Progress(); pGameLoadingUI_ProgressBar->Progress(); memcpy(&uNumSpawnPoints, pData, 4); pSpawnPoints = (SpawnPointMM7 *)malloc(uNumSpawnPoints * sizeof(SpawnPointMM7)); memcpy(pSpawnPoints, pData + 4, uNumSpawnPoints * sizeof(SpawnPointMM7)); pData += 4 + uNumSpawnPoints * sizeof(SpawnPointMM7); pGameLoadingUI_ProgressBar->Progress(); pGameLoadingUI_ProgressBar->Progress(); //v201 = (const char *)v148; //v200 = (size_t)pMapOutlines; memcpy(&pMapOutlines->uNumOutlines, pData, 4); memcpy(pMapOutlines->pOutlines, pData + 4, pMapOutlines->uNumOutlines * sizeof(BLVMapOutline)); //v149 = pMapOutlines; //v199 = 12 * *v149; //memcpy(v149 + 1, (const void *)(v148 + 4), v199); free(pRawBLV); pRawBLV = nullptr; void *pRawDLV = nullptr; strcpy(&pFilename[strlen(pFilename) - 4], ".dlv"); File = pNew_LOD->FindContainer(pFilename, 1); 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].uFlags, pData, 2); pData += 2; } pGameLoadingUI_ProgressBar->Progress(); memcpy(&uNumActors, pData, 4); memcpy(pActors.data(), pData + 4, uNumActors * sizeof(Actor)); pData += 4 + uNumActors * sizeof(Actor); pGameLoadingUI_ProgressBar->Progress(); pGameLoadingUI_ProgressBar->Progress(); memcpy(&uNumSpriteObjects, pData, 4); memcpy(pSpriteObjects.data(), pData + 4, uNumSpriteObjects * sizeof(SpriteObject)); pData += 4 + uNumSpriteObjects * sizeof(SpriteObject); pGameLoadingUI_ProgressBar->Progress(); for (uint i = 0; i < uNumSpriteObjects; ++i) { 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.data(), pData + 4, uNumChests * sizeof(Chest)); pData += 4 + uNumChests * sizeof(Chest); pGameLoadingUI_ProgressBar->Progress(); pGameLoadingUI_ProgressBar->Progress(); memcpy(pDoors, pData, 0x3E80); pData += 0x3E80; //v201 = (const char *)blv.uDoors_ddata_Size; //v200 = (size_t)ptr_0002B4_doors_ddata; //v170 = malloc(ptr_0002B4_doors_ddata, blv.uDoors_ddata_Size, "L.DData"); //v171 = blv.uDoors_ddata_Size; ptr_0002B4_doors_ddata = (unsigned __int16 *)malloc(blv.uDoors_ddata_Size);//, "L.DData"); memcpy(ptr_0002B4_doors_ddata, pData, blv.uDoors_ddata_Size); pData += blv.uDoors_ddata_Size; //Src = (BLVFace *)((char *)Src + v171); //v172 = 0; //v245 = 0; //if (uNumDoors > 0) for (uint i = 0, j = 0; i < uNumDoors; ++i) { 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_MapPersistVars, pData, 0xC8); pData += 0xC8; pGameLoadingUI_ProgressBar->Progress(); memcpy(&stru1, pData, 0x38u); pData += 0x38; free(pRawDLV); //v5 = 0; pSoundList->LoadSound(64, 0); pSoundList->LoadSound(103, 0); pSoundList->LoadSound(63, 0); pSoundList->LoadSound(102, 0); pSoundList->LoadSound(50, 0); pSoundList->LoadSound(89, 0); return 0; } //----- (0049AC17) -------------------------------------------------------- int IndoorLocation::GetSector(int sX, int sY, int sZ) { int v4; // esi@1 //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_mul(_a58, sY - v2->y); auto x_div_y = fixpoint_div(v1->x - v2->x, v1->y - v2->y); auto res = fixpoint_mul(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_mul(x_div_y, sY - v1->y); if (res + v1->x > sX) ++v54; /*int _a58; int _a59; auto v32 = v2->x - v1->x; LODWORD(v33) = v32 << 16; HIDWORD(v33) = v32 >> 16; _a58 = v33 / (v2->y - v1->y); _a59 = fixpoint_mul(_a58, sY - v1->y); if (_a59 + pVertices[k].x > sX) ++v54;*/ } } } if (pFace->uNumVertices && v54 == 1) v43[v55++] = uFaceID; } } v4 = v43[0]; if ( v55 == 1 ) return this->pFaces[v4].uSectorID; 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 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 ) Error("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 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->turn_stage == 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; stru_721530.field_84 = -1; stru_721530.field_70 = 0; uSectorID = 0; stru_721530.field_0 = 1; stru_721530.field_8_radius = v20; stru_721530.prolly_normal_d = v20; stru_721530.height = v0->uActorHeight; v22 = 0; while ( 1 ) { stru_721530.position.x = v0->vPosition.x; stru_721530.normal.x = stru_721530.position.x; stru_721530.position.y = v0->vPosition.y; stru_721530.normal.y = stru_721530.position.y; v23 = v0->vPosition.z; stru_721530.normal.z = v23 + v20 + 1; stru_721530.position.z = v23 - v20 + stru_721530.height - 1; if ( stru_721530.position.z < stru_721530.normal.z ) stru_721530.position.z = v23 + v20 + 1; stru_721530.velocity.x = v0->vVelocity.x; stru_721530.velocity.y = v0->vVelocity.y; stru_721530.velocity.z = 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 && Actor::_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 { v30 = v0->vPosition.x + fixpoint_mul(stru_721530.field_7C, stru_721530.direction.x); v31 = v0->vPosition.y + fixpoint_mul(stru_721530.field_7C, stru_721530.direction.y); v32 = v0->vPosition.z + fixpoint_mul(stru_721530.field_7C, stru_721530.direction.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.direction.x) >> 16; v0->vPosition.x += fixpoint_mul(stru_721530.field_7C, stru_721530.direction.x); //v58 = (unsigned __int64)(stru_721530.field_7C * (signed __int64)stru_721530.direction.y) >> 16; v0->vPosition.y += fixpoint_mul(stru_721530.field_7C, stru_721530.direction.y); //v58 = (unsigned __int64)(stru_721530.field_7C * (signed __int64)stru_721530.direction.z) >> 16; v36 = stru_721530.uFaceID; v0->vPosition.z += fixpoint_mul(stru_721530.field_7C, stru_721530.direction.z); 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); v0->vVelocity.x = fixpoint_mul(stru_5C6E00->Cos(v45), _this); v0->vVelocity.y = fixpoint_mul(stru_5C6E00->Sin(v45), _this); 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.speed >> 3) > v61 ) v61 = stru_721530.speed >> 3; v0->vVelocity.x += fixpoint_mul(v61, v38->pFacePlane_old.vNormal.x); v0->vVelocity.y += fixpoint_mul(v61, v38->pFacePlane_old.vNormal.y); v0->vVelocity.z += fixpoint_mul(v61, v38->pFacePlane_old.vNormal.z); 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: v0->vVelocity.x = fixpoint_mul(58500, v0->vVelocity.x); v0->vVelocity.y = fixpoint_mul(58500, v0->vVelocity.y); v0->vVelocity.z = fixpoint_mul(58500, v0->vVelocity.z); v22 = 0; 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->turn_stage == 2 || pTurnEngine->turn_stage == 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->turn_stage == 2 || pTurnEngine->turn_stage == 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 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; free(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 ) Error("Unable to open %s", pCurrentMapName); v5 = v4 - 1; if ( !v5 ) Error("File %s is not a BLV File", pCurrentMapName); v6 = v5 - 1; if ( !v6 ) Error("Attempt to open new level before clearing old"); if ( v6 == 1 ) Error("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); } 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->uFlags & LEVEL_DECORATION_INVISIBLE)) { 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->uEventID) { if (pDecortaion->IsInteractive()) { if ( v35 < 124 ) { v21 = v35 + 1; pDecortaion->_idx_in_stru123 = v35 + 75; v22 = stru_5E4C90_MapPersistVars._decor_events[v21 + 74 - 75]; v35 = v21; if ( !v22 ) pDecortaion->uFlags |= LEVEL_DECORATION_INVISIBLE; } } } } 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; PlayerSpeechID = SPEECH_46; uSpeakingCharacter = LOWORD(v34[rand() % v30]); } } } } //----- (0046CEC3) -------------------------------------------------------- int BLV_GetFloorLevel(int x, int y, int z, unsigned int uSectorID, unsigned int *pFaceID) { int v13; // ecx@13 signed int v14; // ebx@14 int v15; // eax@16 //int v16; // edx@19 //int v17; // ST18_4@19 //signed int v18; // edx@19 //signed __int64 v19; // qtt@19 int v21; // eax@27 //int v22; // ecx@29 signed int v28; // eax@45 int v29; // ebx@47 int v30; // edx@49 //int v31; // ST10_4@49 //signed int v32; // edx@49 signed __int64 v33; // qtt@49 //signed int v34; // eax@54 //signed int v35; // esi@56 //int result; // eax@57 int v38; // edx@62 //int v44; // [sp+20h] [bp-20h]@10 bool v47; // [sp+24h] [bp-1Ch]@43 bool v48; // [sp+28h] [bp-18h]@10 bool v49; // [sp+28h] [bp-18h]@41 bool v50; // [sp+2Ch] [bp-14h]@12 signed int v53; // [sp+30h] [bp-10h]@10 signed int v54; // [sp+30h] [bp-10h]@41 signed int v55; // [sp+34h] [bp-Ch]@1 //LOG_DECOMPILATION_WARNING(); static int blv_floor_id[50]; // 00721200 static int blv_floor_level[50]; // 007212C8 static __int16 word_721390_ys[104]; // idb static __int16 word_721460_xs[104]; // idb auto pSector = &pIndoor->pSectors[uSectorID]; v55 = 0; for (uint i = 0; i < pSector->uNumFloors; ++i) { auto pFloor = &pIndoor->pFaces[pSector->pFloors[i]]; if (pFloor->Clickable()) continue; assert(pFloor->uNumVertices); if (x <= pFloor->pBounding.x2 && x >= pFloor->pBounding.x1 && y <= pFloor->pBounding.y2 && y >= pFloor->pBounding.y1) { for (uint j = 0; j < pFloor->uNumVertices; ++j) { word_721460_xs[2 * j] = pFloor->pXInterceptDisplacements[j] + pIndoor->pVertices[pFloor->pVertexIDs[j]].x; word_721460_xs[2 * j + 1] = pFloor->pXInterceptDisplacements[j] + pIndoor->pVertices[pFloor->pVertexIDs[j + 1]].x; word_721390_ys[2 * j] = pFloor->pYInterceptDisplacements[j] + pIndoor->pVertices[pFloor->pVertexIDs[j]].y; word_721390_ys[2 * j + 1] = pFloor->pYInterceptDisplacements[j] + pIndoor->pVertices[pFloor->pVertexIDs[j + 1]].y; } word_721460_xs[2 * pFloor->uNumVertices] = word_721460_xs[0]; word_721390_ys[2 * pFloor->uNumVertices] = word_721390_ys[0]; v50 = word_721390_ys[0] >= y; v53 = 0; for (uint j = 0; j < 2 * pFloor->uNumVertices; ++j) { if (v53 >= 2) break; v48 = v50; v50 = word_721390_ys[j + 1] >= y; v13 = i; if (v48 == v50) continue; v14 = word_721460_xs[j + 1] >= x ? 0 : 2; v15 = v14 | (word_721460_xs[j] < x); if (v15 == 3) continue; else if (!v15) ++v53; else { auto a_div_b = fixpoint_div(y - word_721390_ys[j], word_721390_ys[j + 1] - word_721390_ys[j]); auto res = fixpoint_mul((signed int)word_721460_xs[j + 1] - (signed int)word_721460_xs[j], a_div_b); if (res + word_721460_xs[j] >= x) ++v53; } } if ( v53 == 1 ) { if ( v55 >= 50 ) break; if ( pFloor->uPolygonType == POLYGON_Floor || pFloor->uPolygonType == POLYGON_Ceiling ) { v21 = pIndoor->pVertices[pFloor->pVertexIDs[0]].z; } else { v21 = fixpoint_mul(pFloor->zCalc1, x) + fixpoint_mul(pFloor->zCalc2, y) + (short)(pFloor->zCalc3 >> 16); } blv_floor_level[v55] = v21; blv_floor_id[v55] = pSector->pFloors[i]; v55++; } } } if ( pSector->field_0 & 8 ) { for (uint i = 0; i < pSector->uNumPortals; ++i) { auto portal = &pIndoor->pFaces[pSector->pPortals[i]]; if (portal->uPolygonType != POLYGON_Floor) continue; if (!portal->uNumVertices) continue; if (x <= portal->pBounding.x2 && x >= portal->pBounding.x1 && y <= portal->pBounding.y2 && y >= portal->pBounding.y1 ) { for (uint j = 0; j < portal->uNumVertices; ++j) { word_721460_xs[2 * j] = portal->pXInterceptDisplacements[j] + pIndoor->pVertices[portal->pVertexIDs[j]].x; word_721460_xs[2 * j + 1] = portal->pXInterceptDisplacements[j + 1] + pIndoor->pVertices[portal->pVertexIDs[j + 1]].x; word_721390_ys[2 * j] = portal->pYInterceptDisplacements[j] + pIndoor->pVertices[portal->pVertexIDs[j]].y; word_721390_ys[2 * j + 1] = portal->pYInterceptDisplacements[j + 1] + pIndoor->pVertices[portal->pVertexIDs[j + 1]].y; } word_721460_xs[2 * portal->uNumVertices] = word_721460_xs[0]; word_721390_ys[2 * portal->uNumVertices] = word_721390_ys[0]; v54 = 0; v47 = word_721390_ys[0] >= y; for (uint j = 0; j < 2 * portal->uNumVertices; ++j) { v49 = v47; if ( v54 >= 2 ) break; v47 = word_721390_ys[j + 1] >= y; if ( v49 != v47 ) { v28 = word_721460_xs[j + 1] >= x ? 0 : 2; v29 = v28 | (word_721460_xs[j] < x); if ( v29 != 3 ) { if ( !v29 ) ++v54; else { auto a_div_b = fixpoint_div(y - word_721390_ys[j], word_721390_ys[j + 1] - word_721390_ys[j]); auto res = fixpoint_mul(word_721460_xs[j + 1] - word_721460_xs[j], a_div_b); if (res + word_721460_xs[j] >= x) ++v54; } } } } if ( v54 == 1 ) { if ( v55 >= 50 ) break; blv_floor_level[v55] = -29000; blv_floor_id[v55] = pSector->pPortals[i]; v55++; } } } } if ( v55 == 1 ) { *pFaceID = blv_floor_id[0]; return blv_floor_level[0]; } if ( !v55 ) return -30000; *pFaceID = blv_floor_id[0]; //result = blv_floor_level[0]; /*for ( v35 = 1; v35 < v55; ++v35 ) { if ( blv_floor_level[0] <= z + 5 ) { if ( blv_floor_level[v35] >= blv_floor_level[0] || blv_floor_level[v35] > z + 5 ) continue; blv_floor_level[0] = blv_floor_level[v35]; *pFaceID = blv_floor_id[v35]; continue; } if ( blv_floor_level[v35] < blv_floor_level[0] ) { blv_floor_level[0] = blv_floor_level[v35]; *pFaceID = blv_floor_id[v35]; } }*/ int result = blv_floor_level[0]; for (uint i = 1; i < v55; ++i) { v38 = blv_floor_level[i]; if ( result <= z + 5 ) { if ( v38 > result && v38 <= z + 5 ) { result = blv_floor_level[i]; *pFaceID = blv_floor_id[i]; } } else if ( v38 < result ) { result = blv_floor_level[i]; *pFaceID = blv_floor_id[i]; } } return result; } //----- (004016FA) -------------------------------------------------------- int MakeActorAIList_BLV() { Actor *v0; // esi@2 int v1; // eax@4 int v2; // ebx@4 unsigned int v3; // ecx@4 int v4; // edx@5 int v5; // edx@7 unsigned int v6; // edx@9 unsigned int v7; // ST24_4@10 int v8; // eax@10 int v9; // edi@10 int v10; // ebx@14 char v11; // zf@16 int v12; // eax@22 int v13; // edx@24 int v14; // ecx@25 int v15; // ebx@26 unsigned int *v16; // ecx@27 unsigned int v17; // esi@27 int v18; // ecx@31 signed int v19; // edi@31 Actor *v20; // esi@32 bool v21; // eax@33 int v22; // eax@34 signed int v23; // ebx@36 Actor *v24; // esi@37 signed int v25; // eax@40 int v26; // eax@43 int v27; // ebx@45 int j; // edi@45 unsigned int v29; // eax@46 int v30; // eax@48 int v31; // ecx@51 int v32; // eax@51 signed int v33; // eax@53 __int64 v34; // qax@55 char *v35; // ecx@56 int v37; // [sp+Ch] [bp-18h]@1 int v38; // [sp+10h] [bp-14h]@4 int v39; // [sp+14h] [bp-10h]@4 int v40; // [sp+18h] [bp-Ch]@10 int v41; // [sp+18h] [bp-Ch]@29 int i; // [sp+18h] [bp-Ch]@31 signed int v43; // [sp+1Ch] [bp-8h]@1 signed int v44; // [sp+1Ch] [bp-8h]@25 int v45; // [sp+20h] [bp-4h]@1 // __debugbreak(); // refactor for blv ai pParty->uFlags &= 0xFFFFFFCFu; v37 = pIndoor->GetSector(pParty->vPosition.x, pParty->vPosition.y, pParty->vPosition.z); v45 = 0; v43 = 0; if ( (signed int)uNumActors > 0 ) { v0 = pActors.data();//[0].uAttributes; do { BYTE1(v0->uAttributes) &= 0xFBu; if ( ! v0->CanAct() ) goto LABEL_60; v39 = abs(pParty->vPosition.z - v0->vPosition.z); v38 = abs(pParty->vPosition.y - v0->vPosition.y); v1 = abs(pParty->vPosition.x - v0->vPosition.x); v2 = v38; v3 = v39; if ( v1 < v38 ) { v4 = v1; v1 = v38; v2 = v4; } if ( v1 < v39 ) { v5 = v1; v1 = v39; v3 = v5; } if ( v2 < (signed int)v3 ) { v6 = v3; v3 = v2; v2 = v6; } v7 = ((unsigned int)(11 * v2) >> 5) + (v3 >> 2) + v1; v8 = v0->uActorRadius; v9 = v7 - v8; v40 = v7 - v8; if ( v40 < 0 ) { v9 = 0; v40 = 0; } if ( v9 < 10240 ) { v10 = v0->uAttributes & 0xFEFFFFFF; v0->uAttributes = v10; if ( v10 & 0x80000 || v0->GetActorsRelation(0) ) { v11 = (pParty->uFlags & 0x10) == 0; v0->uAttributes = v10 | 0x1000000; if ( v11 && (double)v40 < 307.2 ) pParty->uFlags |= 0x10u; if ( !(pParty->uFlags & 0x20) && v9 < 5120 ) pParty->uFlags |= 0x20u; } v12 = v45++; ai_near_actors_distances[v12] = v9; ai_near_actors_ids[v12] = v43; } else { LABEL_60: BYTE1(v0->uAttributes) &= 0xBFu; } ++v43; ++v0; } while ( v43 < (signed int)uNumActors ); } v13 = 0; if ( v45 > 0 ) { v14 = 1; v44 = 1; do { while ( 1 ) { v41 = v14; if ( v14 >= v45 ) break; v15 = ai_near_actors_distances[v13]; if ( v15 > ai_near_actors_distances[v14] ) { v16 = &ai_near_actors_ids[v14]; v17 = ai_near_actors_ids[v13]; ai_near_actors_ids[v13] = *v16; *v16 = v17; v14 = v41; ai_near_actors_distances[v13] = ai_near_actors_distances[v41]; ai_near_actors_distances[v41] = v15; } ++v14; } ++v13; v14 = v44 + 1; v44 = v14; } while ( v14 - 1 < v45 ); } v18 = 0; v19 = 0; for ( i = 0; v18 < v45; i = v18 ) { v20 = &pActors[ai_near_actors_ids[v18]]; if ( v20->uAttributes & 0x8000 || (v21 = sub_4070EF_prolly_detect_player(PID(OBJECT_Actor,ai_near_actors_ids[v18]), 4u), v18 = i, v21) ) { v22 = ai_near_actors_ids[v18]; v20->uAttributes |= 0x8000u; ai_array_4F6638_actor_ids[v19] = v22; ai_array_4F5E68[v19++] = ai_near_actors_distances[v18]; if ( v19 >= 30 ) break; } ++v18; } v23 = 0; ai_arrays_size = v19; if ( (signed int)uNumActors > 0 ) { v24 = pActors.data();//[0].uAttributes; do { if ( v24->CanAct() && v24->uSectorID == v37 ) { v25 = 0; if ( v19 <= 0 ) { LABEL_43: v26 = ai_arrays_size; BYTE1(v24->uAttributes) |= 0x40u; ++ai_arrays_size; ai_array_4F6638_actor_ids[v26] = v23; } else { while ( ai_array_4F6638_actor_ids[v25] != v23 ) { ++v25; if ( v25 >= v19 ) goto LABEL_43; } } } ++v23; ++v24; } while ( v23 < (signed int)uNumActors ); } v27 = ai_arrays_size; for ( j = 0; j < v45; ++j ) { v29 = ai_near_actors_ids[j]; if ( pActors[v29].uAttributes & 0xC000 && pActors[v29].CanAct() ) { v30 = 0; if ( v27 <= 0 ) { LABEL_51: v31 = ai_arrays_size; v32 = ai_near_actors_ids[j]; ++ai_arrays_size; ai_array_4F6638_actor_ids[v31] = v32; } else { while ( ai_array_4F6638_actor_ids[v30] != ai_near_actors_ids[j] ) { ++v30; if ( v30 >= v27 ) goto LABEL_51; } } } } v33 = ai_arrays_size; if ( ai_arrays_size > 30 ) { v33 = 30; ai_arrays_size = 30; } memcpy(ai_near_actors_ids.data(), ai_array_4F6638_actor_ids.data(), 4 * v33); memcpy(ai_near_actors_distances.data(), ai_array_4F5E68.data(), 4 * ai_arrays_size); v34 = (unsigned int)ai_arrays_size; if ( ai_arrays_size > 0 ) { do { v35 = (char *)&pActors[ai_near_actors_ids[HIDWORD(v34)]].uAttributes; v35[1] |= 4u; ++HIDWORD(v34); } while ( SHIDWORD(v34) < (signed int)v34 ); } return v34; } //----- (0043FDED) -------------------------------------------------------- void PrepareActorRenderList_BLV() { RenderBillboard *v0; // esi@0 unsigned __int16 v3; // ax@3 unsigned int v4; // eax@5 unsigned __int16 v5; // cx@5 int v6; // esi@5 unsigned int v7; // eax@7 int v8; // eax@10 SpriteFrame *v9; // eax@16 SpriteFrame *v10; // ebx@18 //int *v11; // eax@18 int v12; // ecx@28 //IndoorCameraD3D **v14; // eax@36 double v15; // st7@36 float v16; // eax@36 //double v17; // ST30_8@36 signed __int64 v18; // qtt@36 int v19; // ST5C_4@36 signed __int64 v20; // qtt@37 int v21; // ST5C_4@37 signed __int16 v22; // cx@39 int v23; // ST50_4@40 signed int v24; // ecx@40 int v25; // edx@44 __int16 v26; // ax@44 //MonsterDesc *v27; // edx@44 //int v28; // ecx@44 unsigned __int8 v29; // zf@44 unsigned __int8 v30; // sf@44 unsigned int v31; // [sp-8h] [bp-5Ch]@15 int v32; // [sp+1Ch] [bp-38h]@5 int a3; // [sp+20h] [bp-34h]@5 int a2; // [sp+24h] [bp-30h]@5 int a1a; // [sp+28h] [bp-2Ch]@5 __int16 a5; // [sp+2Ch] [bp-28h]@5 int a5a; // [sp+2Ch] [bp-28h]@36 int a5b; // [sp+2Ch] [bp-28h]@40 __int16 v41; // [sp+3Ch] [bp-18h]@18 int a6; // [sp+40h] [bp-14h]@34 int v43; // [sp+44h] [bp-10h]@34 int z; // [sp+48h] [bp-Ch]@32 signed int y; // [sp+4Ch] [bp-8h]@32 int x; // [sp+50h] [bp-4h]@32 for (uint i = 0; i < uNumActors; ++i) { auto p = &pActors[i]; if (p->uAIState == Removed || p->uAIState == Disabled) continue; a5 = p->uSectorID; a2 = p->vPosition.y; a1a = p->vPosition.x; a3 = p->vPosition.z; v4 = stru_5C6E00->Atan2(a1a - pGame->pIndoorCameraD3D->vPartyPos.x, a2 - pGame->pIndoorCameraD3D->vPartyPos.y); LOWORD(v0) = p->uYawAngle; v5 = p->uCurrentActionAnimation; v6 = ((signed int)((char *)v0 + ((signed int)stru_5C6E00->uIntegerPi >> 3) - v4 + stru_5C6E00->uIntegerPi) >> 8) & 7; v32 = v6; if ( pParty->bTurnBasedModeOn ) { if ( v5 == 1 ) { v7 = pMiscTimer->uTotalGameTimeElapsed; goto LABEL_10; } } else { if ( v5 == 1 ) { v7 = pBLVRenderParams->field_0_timer_; LABEL_10: v8 = i * 32 + v7; goto LABEL_12; } } v8 = p->uCurrentActionTime; LABEL_12: if (p->pActorBuffs[ACTOR_BUFF_STONED].uExpireTime > 0i64 || p->pActorBuffs[ACTOR_BUFF_PARALYZED].uExpireTime > 0i64 ) v8 = 0; v31 = p->pSpriteIDs[v5]; if (p->uAIState == Resurrected) v9 = pSpriteFrameTable->GetFrameBy_x(v31, v8); else v9 = pSpriteFrameTable->GetFrame(v31, v8); v41 = 0; v10 = v9; //v11 = (int *)v9->uFlags; if (v9->uFlags & 2) v41 = 2; if (v9->uFlags & 0x40000) v41 |= 0x40u; if (v9->uFlags & 0x20000) LOBYTE(v41) = v41 | 0x80; v0 = (RenderBillboard *)(256 << v6); if ( (unsigned int)v0 & v9->uFlags) v41 |= 4u; if ( v10->uGlowRadius ) { //LOBYTE(v11) = byte_4E94D3; pMobileLightsStack->AddLight( a1a, a2, a3, a5, v10->uGlowRadius, 0xFFu, 0xFFu, 0xFFu, byte_4E94D3); } v12 = 0; if ( pBspRenderer->uNumVisibleNotEmptySectors <= 0 ) continue; while (pBspRenderer->pVisibleSectorIDs_toDrawDecorsActorsEtcFrom[v12] != p->uSectorID) { ++v12; if ( v12 >= pBspRenderer->uNumVisibleNotEmptySectors ) goto _continue; } if ( !pGame->pIndoorCameraD3D->ApplyViewTransform_TrueIfStillVisible_BLV(a1a, a2, a3, &x, &y, &z, 1) || (v0 = (RenderBillboard *)abs(x), (signed int)v0 < abs(y)) ) continue; pGame->pIndoorCameraD3D->Project(x, y, z, &v43, &a6); v0 = &pBillboardRenderList[uNumBillboardsToDraw]; if (uNumBillboardsToDraw >= 500) break; ++uNumBillboardsToDraw; ++uNumSpritesDrawnThisFrame; p->uAttributes |= 8u; v29 = pRenderer->pRenderD3D == 0; v0->uHwSpriteID = v10->pHwSpriteIDs[v32]; v0->uPalette = v10->uPaletteIndex; v0->uIndoorSectorID = a5; if ( v29 ) { LODWORD(v20) = pBLVRenderParams->fov_rad_fixpoint << 16; HIDWORD(v20) = pBLVRenderParams->fov_rad_fixpoint >> 16; v21 = v20 / x; v0->_screenspace_x_scaler_packedfloat = (unsigned __int64)(v10->scale * v20 / x) >> 16; a5a = (unsigned __int64)(v10->scale * (signed __int64)v21) >> 16; } else { //v14 = &pGame->pIndoorCameraD3D; v0->fov_x = pGame->pIndoorCameraD3D->fov_x; v15 = pGame->pIndoorCameraD3D->fov_y; v16 = v0->fov_x; v0->fov_y = v15; //v17 = v16 + 6.7553994e15; LODWORD(v18) = 0; HIDWORD(v18) = floorf(v16 + 0.5f); v19 = v18 / x; v0->_screenspace_x_scaler_packedfloat = (unsigned __int64)(v10->scale * v18 / x) >> 16; a5a = (unsigned __int64)(v10->scale * (signed __int64)v19) >> 16; } v0->_screenspace_y_scaler_packedfloat = a5a; if ( (signed __int64)p->pActorBuffs[3].uExpireTime <= 0 ) { if ( (signed __int64)p->pActorBuffs[10].uExpireTime > 0 ) { a5b = (unsigned __int64)(pGame->pStru6Instance->_4A806F(p) * (signed __int64)v0->_screenspace_y_scaler_packedfloat) >> 16; goto LABEL_43; } } else { v22 = p->pActorBuffs[3].uPower; if ( v22 ) { v23 = (unsigned __int64)(65536 / (unsigned __int16)v22 * (signed __int64)v0->_screenspace_x_scaler_packedfloat) >> 16; v24 = p->pActorBuffs[3].uPower; v0->_screenspace_x_scaler_packedfloat = v23; a5b = (unsigned __int64)(65536 / v24 * (signed __int64)v0->_screenspace_y_scaler_packedfloat) >> 16; LABEL_43: v0->_screenspace_y_scaler_packedfloat = a5b; goto LABEL_44; } } LABEL_44: HIWORD(v25) = HIWORD(x); v0->world_x = a1a; v0->world_y = a2; v0->world_z = a3; v0->uScreenSpaceX = v43; v0->uScreenSpaceY = a6; LOWORD(v25) = 0; LOBYTE(v26) = v41; //v0->sZValue = v25 + (PID(OBJECT_Actor,i)); v0->actual_z = HIWORD(x); v0->object_pid = PID(OBJECT_Actor,i); v29 = HIDWORD(p->pActorBuffs[ACTOR_BUFF_STONED].uExpireTime) == 0; v30 = HIDWORD(p->pActorBuffs[ACTOR_BUFF_STONED].uExpireTime) < 0; v0->field_1E = v41; v0->pSpriteFrame = v10; v0->uTintColor = pMonsterList->pMonsters[p->pMonsterInfo.uID - 1].uTintColor; if ( !v30 && (!(v30 | v29) || LODWORD(p->pActorBuffs[ACTOR_BUFF_STONED].uExpireTime)) ) { HIBYTE(v26) = HIBYTE(v41) | 1; v0->field_1E = v26; } _continue: ; } } //----- (0044028F) -------------------------------------------------------- void PrepareItemsRenderList_BLV() { ObjectDesc *v1; // ebx@4 __int16 v2; // ax@5 RenderBillboard *v3; // esi@12 SpriteFrame *v4; // eax@12 SpriteFrame *v5; // ebx@12 unsigned int v6; // eax@12 int v7; // ecx@12 int v8; // edx@12 int v9; // ecx@12 unsigned __int16 v10; // ax@12 int *v11; // eax@20 //char v12; // zf@26 __int64 v18; // ST5C_4@27 signed __int64 v19; // qtt@28 int v20; // ST5C_4@28 //int v21; // edx@29 __int16 v22; // ax@29 //int v23; // eax@29 SpriteFrame *v24; // [sp+1Ch] [bp-40h]@12 //__int16 a5; // [sp+28h] [bp-34h]@12 int a6; // [sp+2Ch] [bp-30h]@12 int a2; // [sp+30h] [bp-2Ch]@12 int a1; // [sp+34h] [bp-28h]@12 int v30; // [sp+38h] [bp-24h]@12 int v31; // [sp+38h] [bp-24h]@27 int a3; // [sp+40h] [bp-1Ch]@12 signed __int16 v34; // [sp+44h] [bp-18h]@14 int v35; // [sp+48h] [bp-14h]@25 int v36; // [sp+4Ch] [bp-10h]@25 signed int z; // [sp+50h] [bp-Ch]@24 signed int y; // [sp+54h] [bp-8h]@24 signed int x; // [sp+58h] [bp-4h]@24 for (uint i = 0; i < uNumSpriteObjects; ++i) { auto p = &pSpriteObjects[i]; if (p->uObjectDescID) { v1 = &pObjectList->pObjects[p->uObjectDescID]; if ( !(v1->uFlags & 1) ) { if ( ((v2 = p->uType, v2 < 1000) || v2 >= 10000) && (v2 < 500 || v2 >= 600) && (v2 < 811 || v2 >= 815) || pGame->pStru6Instance->_4A81CA(p)) { //a5 = p->uSectorID; a1 = p->vPosition.x; a2 = p->vPosition.y; a3 = p->vPosition.z; v3 = &pBillboardRenderList[uNumBillboardsToDraw]; v4 = pSpriteFrameTable->GetFrame(v1->uSpriteID, p->uSpriteFrameID); v5 = v4; v24 = v4; v30 = v4->uFlags; a6 = v4->uGlowRadius * p->field_22_glow_radius_multiplier; v6 = stru_5C6E00->Atan2(p->vPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x, p->vPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y); LOWORD(v7) = p->uFacing; v8 = v30; v9 = ((signed int)(stru_5C6E00->uIntegerPi + ((signed int)stru_5C6E00->uIntegerPi >> 3) + v7 - v6) >> 8) & 7; v10 = v5->pHwSpriteIDs[v9]; v3->uHwSpriteID = v10; if ( v30 & 0x20 ) { v8 = v30; a3 -= (signed int)((unsigned __int64)(v5->scale * (signed __int64)pSprites_LOD->pSpriteHeaders[(signed __int16)v10].uHeight) >> 16) >> 1; } v34 = 0; if ( v8 & 2 ) v34 = 2; if ( v8 & 0x40000 ) v34 |= 0x40u; if ( v8 & 0x20000 ) LOBYTE(v34) = v34 | 0x80; v11 = (int *)(256 << v9); if ( (256 << v9) & v8 ) v34 |= 4u; if ( a6 ) { LOBYTE(v11) = byte_4E94D3; pMobileLightsStack->AddLight( a1, a2, a3, p->uSectorID, a6, v1->uParticleTrailColorR, v1->uParticleTrailColorG, v1->uParticleTrailColorB, byte_4E94D3); } if ( pGame->pIndoorCameraD3D->ApplyViewTransform_TrueIfStillVisible_BLV( a1, a2, a3, &x, &y, &z, 1) ) { pGame->pIndoorCameraD3D->Project(x, y, z, &v36, &v35); assert(uNumBillboardsToDraw < 500); //if ( (signed int)uNumBillboardsToDraw >= 500 ) // return; ++uNumBillboardsToDraw; ++uNumSpritesDrawnThisFrame; p->uAttributes |= 1u; //v12 = pRenderer->pRenderD3D == 0; v3->uPalette = v24->uPaletteIndex; v3->uIndoorSectorID = p->uSectorID; if ( pRenderer->pRenderD3D ) { v3->fov_x = pGame->pIndoorCameraD3D->fov_x; v3->fov_y = pGame->pIndoorCameraD3D->fov_y; LODWORD(v18) = 0; HIDWORD(v18) = (int)floorf(v3->fov_x + 0.5f); v18 = v18 / x; v3->_screenspace_x_scaler_packedfloat = (unsigned __int64)(v24->scale * v18) >> 16; v31 = (unsigned __int64)(v24->scale * v18) >> 16; } else { __debugbreak(); // sw rendering /*LODWORD(v19) = pBLVRenderParams->field_40 << 16; HIDWORD(v19) = pBLVRenderParams->field_40 >> 16; v20 = v19 / x; v3->_screenspace_x_scaler_packedfloat = (unsigned __int64)(v24->scale * v19 / x) >> 16; v31 = (unsigned __int64)(v24->scale * (signed __int64)v20) >> 16;*/ } //HIWORD(v21) = HIWORD(x); //LOWORD(v21) = 0; v3->_screenspace_y_scaler_packedfloat = v31; v3->field_1E = v34; v3->world_x = a1; v3->world_y = a2; v3->world_z = a3; v3->uScreenSpaceX = v36; v22 = v35; v3->uTintColor = 0; v3->uScreenSpaceY = v22; //v23 = 8 * i; //LOBYTE(v23) = PID(OBJECT_Item,i); v3->pSpriteFrame = v24; //v12 = (p->uAttributes & 0x20) == 0; //v3->sZValue = v21 + v23; v3->actual_z = HIWORD(x); v3->object_pid = PID(OBJECT_Item,i); if (p->uAttributes & 0x20) { if ( !pRenderer->pRenderD3D ) v3->sZValue = 0; } } } } } } } //----- (00440639) -------------------------------------------------------- void AddBspNodeToRenderList(unsigned int node_id) { BLVSector *pSector; // esi@1 pSector = &pIndoor->pSectors[pBspRenderer->nodes[node_id].uSectorID]; if ( pRenderer->pRenderD3D ) { for (uint i = 0; i < pSector->uNumNonBSPFaces; ++i) //Log::Warning(L"Non-BSP face: %X", v3->pFaceIDs[v2]); pBspRenderer->AddFaceToRenderList_d3d(node_id, pSector->pFaceIDs[i]); } else { for (uint i = 0; i < pSector->uNumNonBSPFaces; ++i) pBspRenderer->AddFaceToRenderList_sw(node_id, pSector->pFaceIDs[i]); } if ( pSector->field_0 & 0x10 ) sub_4406BC(node_id, pSector->uFirstBSPNode); } //----- (004406BC) -------------------------------------------------------- void __fastcall sub_4406BC(unsigned int node_id, unsigned int uFirstNode) { BLVSector *pSector; // esi@2 BSPNode *pNode; // edi@2 BLVFace *pFace; // eax@2 int v5; // ecx@2 __int16 v6; // ax@6 int v7; // ebp@10 int v8; // ebx@10 __int16 v9; // di@18 //int v10; // [sp+10h] [bp-Ch]@1 //bool v11; // [sp+14h] [bp-8h]@5 BspRenderer_stru0 *node; // [sp+18h] [bp-4h]@1 //Log::Warning(L"sub_4406BC(%u, %u)", a1, uFirstNode); //v10 = a1; node = &pBspRenderer->nodes[node_id]; while ( 1 ) { pSector = &pIndoor->pSectors[node->uSectorID]; pNode = &pIndoor->pNodes[uFirstNode]; pFace = &pIndoor->pFaces[pSector->pFaceIDs[pNode->uCoplanarOffset]]; v5 = pFace->pFacePlane_old.dist + pGame->pIndoorCameraD3D->vPartyPos.x * pFace->pFacePlane_old.vNormal.x + pGame->pIndoorCameraD3D->vPartyPos.y * pFace->pFacePlane_old.vNormal.y + pGame->pIndoorCameraD3D->vPartyPos.z * pFace->pFacePlane_old.vNormal.z;//plane equation if (pFace->Portal() && pFace->uSectorID != node->uSectorID ) v5 = -v5; //v11 = v5 > 0; if ( v5 <= 0 ) v6 = pNode->uFront; else v6 = pNode->uBack; if ( v6 != -1 ) sub_4406BC(node_id, v6); v7 = pNode->uCoplanarOffset; v8 = v7 + pNode->uCoplanarSize; //Log::Warning(L"Node %u: %X to %X (%hX)", uFirstNode, v7, v8, v2->pFaceIDs[v7]); if ( pRenderer->pRenderD3D ) { while ( v7 < v8 ) pBspRenderer->AddFaceToRenderList_d3d(node_id, pSector->pFaceIDs[v7++]); } else { while ( v7 < v8 ) pBspRenderer->AddFaceToRenderList_sw(node_id, pSector->pFaceIDs[v7++]); } v9 = v5 > 0 ? pNode->uFront : pNode->uBack; if ( v9 == -1 ) break; uFirstNode = v9; } } //----- (0043FA33) -------------------------------------------------------- void PrepareDecorationsRenderList_BLV(unsigned int uDecorationID, unsigned int uSectorID) { LevelDecoration *v2; // esi@1 DecorationDesc *v3; // ebx@2 __int16 v4; // ax@2 double v5; // st7@3 int v6; // eax@5 int v7; // edx@5 unsigned int v8; // edi@5 int v9; // edi@5 int v10; // eax@7 SpriteFrame *v11; // eax@7 SpriteFrame *v12; // esi@7 int v13; // eax@7 int v14; // ebx@16 RenderBillboard *v15; // ecx@17 char v16; // zf@18 IndoorCameraD3D **v17; // eax@19 double v18; // st7@19 //float v19; // eax@19 signed __int64 v20; // qtt@19 signed __int64 v21; // qtt@20 //int v22; // edx@21 //int v23; // eax@21 Particle_sw local_0; // [sp+Ch] [bp-A0h]@3 //double v25; // [sp+74h] [bp-38h]@19 //unsigned int v26; // [sp+7Ch] [bp-30h]@1 int a2; // [sp+80h] [bp-2Ch]@5 int a3; // [sp+84h] [bp-28h]@5 int a1; // [sp+88h] [bp-24h]@5 int v30; // [sp+8Ch] [bp-20h]@7 //float v31; // [sp+90h] [bp-1Ch]@1 int a5; // [sp+94h] [bp-18h]@17 int z; // [sp+98h] [bp-14h]@15 int a6; // [sp+9Ch] [bp-10h]@17 int y; // [sp+A0h] [bp-Ch]@15 int x; // [sp+A4h] [bp-8h]@15 int v37; // [sp+A8h] [bp-4h]@5 //v26 = uDecorationID; //LODWORD(v31) = uSectorID; v2 = &pLevelDecorations[uDecorationID]; if (v2->uFlags & LEVEL_DECORATION_INVISIBLE) return; v3 = &pDecorationList->pDecorations[v2->uDecorationDescID]; v4 = v3->uFlags; if (v3->uFlags & DECORATION_DESC_EMITS_FIRE) { memset(&local_0, 0, 0x68u); // fire, like at the Pit's tavern v5 = (double)v2->vPosition.x; local_0.type = ParticleType_Bitmap | ParticleType_Rotating | ParticleType_8; local_0.uDiffuse = 0xFF3C1E; local_0.x = v5; local_0.y = (double)v2->vPosition.y; local_0.z = (double)v2->vPosition.z; local_0.r = 0.0; local_0.g = 0.0; local_0.b = 0.0; local_0.flt_28 = 1.0; local_0.timeToLive = (rand() & 0x80) + 128; local_0.uTextureID = pBitmaps_LOD->LoadTexture("effpar01"); pGame->pParticleEngine->AddParticle(&local_0); return; } if (v4 & DECORATION_DESC_DONT_DRAW) return; v6 = v2->vPosition.x; v7 = v2->vPosition.z; a2 = v2->vPosition.y; a1 = v6; a3 = v7; v8 = v2->field_10_y_rot + ((signed int)stru_5C6E00->uIntegerPi >> 3) - stru_5C6E00->Atan2(v6 - pGame->pIndoorCameraD3D->vPartyPos.x, a2 - pGame->pIndoorCameraD3D->vPartyPos.y); v37 = pBLVRenderParams->field_0_timer_; v9 = ((signed int)(stru_5C6E00->uIntegerPi + v8) >> 8) & 7; if (pParty->bTurnBasedModeOn) v37 = pMiscTimer->uTotalGameTimeElapsed; v10 = abs(v2->vPosition.x + v2->vPosition.y); v11 = pSpriteFrameTable->GetFrame(v3->uSpriteID, v37 + v10); v30 = 0; v12 = v11; v13 = v11->uFlags; if ( v13 & 2 ) v30 = 2; if ( v13 & 0x40000 ) v30 |= 0x40u; if ( v13 & 0x20000 ) LOBYTE(v30) = v30 | 0x80; if ( (256 << v9) & v13 ) v30 |= 4u; if ( pGame->pIndoorCameraD3D->ApplyViewTransform_TrueIfStillVisible_BLV(a1, a2, a3, &x, &y, &z, 1) ) { v14 = abs(x); if ( v14 >= abs(y) ) { pGame->pIndoorCameraD3D->Project(x, y, z, &a5, &a6); v15 = &pBillboardRenderList[uNumBillboardsToDraw]; assert(uNumBillboardsToDraw < 500); ++uNumBillboardsToDraw; ++uNumDecorationsDrawnThisFrame; v16 = pRenderer->pRenderD3D == 0; v15->uHwSpriteID = v12->pHwSpriteIDs[v9]; v15->uPalette = v12->uPaletteIndex; v15->uIndoorSectorID = uSectorID; if ( v16 ) { LODWORD(v21) = pBLVRenderParams->fov_rad_fixpoint << 16; HIDWORD(v21) = pBLVRenderParams->fov_rad_fixpoint >> 16; v37 = v21 / x; //LODWORD(v31) = v12->scale; v37 = v21 / x; v15->_screenspace_x_scaler_packedfloat = (unsigned __int64)(v12->scale * v21 / x) >> 16; v37 = (unsigned __int64)(v12->scale * (signed __int64)v37) >> 16; } else { v17 = &pGame->pIndoorCameraD3D; v15->fov_x = pGame->pIndoorCameraD3D->fov_x; v18 = (*v17)->fov_y; //v19 = v15->fov_x; v15->fov_y = v18; //v31 = v19; //v25 = v19 + 6.7553994e15; //v25 = floorf(v15->fov_x + 0.5f); LODWORD(v20) = 0; HIDWORD(v20) = floorf(v15->fov_x + 0.5f); v37 = v20 / x; //LODWORD(v31) = v12->scale; v37 = (unsigned __int64)(v12->scale * v20 / x) >> 16; v15->_screenspace_x_scaler_packedfloat = (unsigned __int64)(v12->scale * v20 / x) >> 16; //v31 = v15->fov_y; //v25 = v31 + 6.7553994e15; //v25 = floorf(v15->fov_y + 0.5f); LODWORD(v20) = 0; HIDWORD(v20) = floorf(v15->fov_y + 0.5f); v37 = v20 / x; v37 = (unsigned __int64)(v12->scale * v20 / x) >> 16; } //HIWORD(v22) = HIWORD(x); //LOWORD(v22) = 0; v15->_screenspace_y_scaler_packedfloat = v37; v15->field_1E = v30; v15->world_x = a1; v15->world_y = a2; v15->world_z = a3; v15->uScreenSpaceX = a5; v15->uScreenSpaceY = a6; //v23 = 8 * uDecorationID; //LOBYTE(v23) = PID(OBJECT_Decoration,uDecorationID); //v15->sZValue = v22 + v23; v15->actual_z = HIWORD(x); v15->object_pid = PID(OBJECT_Decoration,uDecorationID); v15->uTintColor = 0; v15->pSpriteFrame = v12; } } } //----- (0043F953) -------------------------------------------------------- void PrepareBspRenderList_BLV() { pBspRenderer->num_faces = 0; if (pBLVRenderParams->uPartySectorID) { pBspRenderer->nodes[0].uSectorID = pBLVRenderParams->uPartySectorID; pBspRenderer->nodes[0].uViewportW = pBLVRenderParams->uViewportW; pBspRenderer->nodes[0].uViewportZ = pBLVRenderParams->uViewportZ; pBspRenderer->nodes[0].uViewportY = pBLVRenderParams->uViewportY; pBspRenderer->nodes[0].uViewportX = pBLVRenderParams->uViewportX; pBspRenderer->nodes[0].PortalScreenData.GetViewportData(pBLVRenderParams->uViewportX, pBLVRenderParams->uViewportY, pBLVRenderParams->uViewportZ, pBLVRenderParams->uViewportW); pBspRenderer->nodes[0].uFaceID = -1; pBspRenderer->nodes[0].viewing_portal_id = -1; pBspRenderer->num_nodes = 1; AddBspNodeToRenderList(0); } pBspRenderer->MakeVisibleSectorList(); } //----- (0043F9E1) -------------------------------------------------------- void BspRenderer_PortalViewportData::GetViewportData(__int16 x, int y, __int16 z, int w) { _viewport_space_y = y; _viewport_space_w = w; for (uint i = 0; i < 480; ++i) { if ( i < y || i > w ) { viewport_left_side[i] = 640; viewport_right_side[i] = -1; } else { viewport_left_side[i] = x; viewport_right_side[i] = z; } } } //----- (0048653D) -------------------------------------------------------- void stru149::_48653D_frustum_blv(int a2, int a3, int a4, int a5, int a6, int a7)//portal frustum culling { //stru149 *v7; // esi@1 int v8; // edi@1 int v9; // eax@1 //int v10; // edx@1 //int v11; // ecx@1 //int v12; // eax@1 //int v13; // ebx@2 //int v14; // ecx@2 //int v15; // eax@2 int v16; // ST14_4@3 int v17; // ST10_4@3 //int v18; // eax@5 int v19; // ST10_4@6 //int v20; // eax@8 int v21; // ST10_4@9 //int v22; // eax@10 //int v23; // ecx@10 //int v24; // eax@10 //int result; // eax@10 //int v26; // [sp+14h] [bp-14h]@1 //int v27; // [sp+18h] [bp-10h]@1 int v28; // [sp+1Ch] [bp-Ch]@1 int v29; // [sp+24h] [bp-4h]@1 //int v30; // [sp+30h] [bp+8h]@10 //int v31; // [sp+3Ch] [bp+14h]@10 v8 = stru_5C6E00->Cos(pGame->pIndoorCameraD3D->sRotationY); v29 = stru_5C6E00->Sin(pGame->pIndoorCameraD3D->sRotationY); v28 = stru_5C6E00->Cos(pGame->pIndoorCameraD3D->sRotationX); v9 = stru_5C6E00->Sin(pGame->pIndoorCameraD3D->sRotationX); //v11 = -pBLVRenderParams->vPartyPos.y; //v26 = -pBLVRenderParams->vPartyPos.x; //v27 = v9; //v12 = -pBLVRenderParams->vPartyPos.z; if (pGame->pIndoorCameraD3D->sRotationX) { v16 = v8 * -pGame->pIndoorCameraD3D->vPartyPos.x + v29 * -pGame->pIndoorCameraD3D->vPartyPos.y; v17 = -65536 * pGame->pIndoorCameraD3D->vPartyPos.z; this->field_0_party_dir_x = fixpoint_mul(v16, v28) + fixpoint_mul((-pGame->pIndoorCameraD3D->vPartyPos.z) << 16, v9); this->field_4_party_dir_y = v8 * -pGame->pIndoorCameraD3D->vPartyPos.y - v29 * -pGame->pIndoorCameraD3D->vPartyPos.x; this->field_8_party_dir_z = fixpoint_mul(v17, v28) - fixpoint_mul(v16, v9); } else { this->field_0_party_dir_x = v8 * -pGame->pIndoorCameraD3D->vPartyPos.x + v29 * -pGame->pIndoorCameraD3D->vPartyPos.y; this->field_4_party_dir_y = v8 * -pGame->pIndoorCameraD3D->vPartyPos.y - v29 * -pGame->pIndoorCameraD3D->vPartyPos.x; this->field_8_party_dir_z = (-pGame->pIndoorCameraD3D->vPartyPos.z) << 16; } if (pGame->pIndoorCameraD3D->sRotationX) { v19 = fixpoint_mul(a2, v8) + fixpoint_mul(a3, v29); this->angle_from_north = fixpoint_mul(v19, v28) + fixpoint_mul(a4, v9); this->angle_from_west = fixpoint_mul(a3, v8) - fixpoint_mul(a2, v29); this->viewing_angle_from_west_east = fixpoint_mul(a4, v28) - fixpoint_mul(v19, v9); } else { this->angle_from_north = fixpoint_mul(a2, v8) + fixpoint_mul(a3, v29); this->angle_from_west = fixpoint_mul(a3, v8) - fixpoint_mul(a2, v29); this->viewing_angle_from_west_east = a4; } if (pGame->pIndoorCameraD3D->sRotationX) { v21 = fixpoint_mul(a5, v8) + fixpoint_mul(a6, v29); this->angle_from_east = fixpoint_mul(v21, v28) + fixpoint_mul(a7, v9); this->angle_from_south = fixpoint_mul(a6, v8) - fixpoint_mul(a5, v29); this->viewing_angle_from_north_south = fixpoint_mul(a7, v28) - fixpoint_mul(v21, v9); } else { this->angle_from_east = fixpoint_mul(a5, v8) + fixpoint_mul(a6, v29); this->angle_from_south = fixpoint_mul(a6, v8) - fixpoint_mul(a5, v29); this->viewing_angle_from_north_south = a7; } this->angle_from_east = -this->angle_from_east; this->angle_from_south = -this->angle_from_south; this->viewing_angle_from_north_south = -this->viewing_angle_from_north_south; this->field_24 = fixpoint_dot(this->angle_from_north, this->field_0_party_dir_x, this->angle_from_west, this->field_4_party_dir_y, this->viewing_angle_from_west_east, this->field_8_party_dir_z); this->field_28 = fixpoint_dot(this->angle_from_east, this->field_0_party_dir_x, this->angle_from_south, this->field_4_party_dir_y, this->viewing_angle_from_north_south, this->field_8_party_dir_z); } //----- (00407A1C) -------------------------------------------------------- bool __fastcall sub_407A1C(int x, int z, int y, Vec3_int_ v) { unsigned int v4; // esi@1 Vec3_int_ v5; // ST08_12@2 int v6; // edi@2 int v7; // ebx@2 int v8; // esi@2 signed int v9; // ecx@2 int v10; // eax@2 int v11; // ecx@4 int v12; // eax@4 int v13; // ebx@4 int v14; // edx@6 char *v15; // edi@16 ODMFace *v16; // esi@19 int v17; // ST34_4@25 int v18; // ST38_4@25 int v19; // eax@25 char v20; // zf@25 int v21; // ebx@25 int v22; // eax@26 signed int v23; // edi@26 int v24; // ST34_4@30 //signed __int64 v25; // qtt@31 //int v26; // eax@31 Vec3_int_ v27; // ST08_12@37 Vec3_int_ v28; // ST08_12@37 int v29; // edi@37 int v30; // ebx@37 int v31; // esi@37 signed int v32; // ecx@37 int v33; // eax@37 int v34; // ecx@39 int v35; // eax@39 int v36; // ebx@39 int v37; // edx@41 char *v38; // edi@51 ODMFace *v39; // esi@54 int v40; // ebx@60 int v41; // eax@61 signed int v42; // edi@61 //signed __int64 v43; // qtt@66 //int v44; // eax@66 Vec3_int_ v45; // ST08_12@73 int v46; // edi@73 int v47; // ebx@73 int v48; // esi@73 signed int v49; // ecx@73 int v50; // eax@73 int v51; // edx@75 int v52; // ecx@75 int v53; // eax@75 int v54; // ebx@75 int v55; // edi@77 int v56; // ecx@77 int v57; // eax@81 int v58; // esi@81 int v59; // eax@90 BLVSector *v60; // edx@90 int v61; // ecx@90 BLVFace *v62; // esi@91 int v63; // ST34_4@98 int v64; // ST30_4@98 int v65; // eax@98 int v66; // ebx@98 int v67; // eax@99 signed int v68; // edi@99 int v69; // ST2C_4@103 //signed __int64 v70; // qtt@104 //int v71; // eax@104 Vec3_int_ v72; // ST08_12@111 Vec3_int_ v73; // ST08_12@111 int v74; // edi@111 int v75; // ebx@111 int v76; // esi@111 signed int v77; // ecx@111 int v78; // eax@111 int v79; // edx@113 int v80; // ecx@113 int v81; // eax@113 int v82; // ebx@113 int v83; // edi@115 int v84; // ecx@115 int v85; // eax@119 int v86; // esi@119 int v87; // ecx@128 BLVSector *v88; // eax@128 int v89; // ecx@128 BLVFace *v90; // esi@129 int v91; // ebx@136 int v92; // eax@137 signed int v93; // edi@137 //signed __int64 v94; // qtt@142 //int v95; // eax@142 Vec3_int_ v97; // [sp-18h] [bp-94h]@1 int v98; // [sp-Ch] [bp-88h]@88 int v99; // [sp-Ch] [bp-88h]@126 int v100; // [sp-8h] [bp-84h]@88 int v101; // [sp-8h] [bp-84h]@126 int v102; // [sp-4h] [bp-80h]@88 int v103; // [sp-4h] [bp-80h]@126 int v104; // [sp+Ch] [bp-70h]@13 int v105; // [sp+Ch] [bp-70h]@48 int v106; // [sp+10h] [bp-6Ch]@18 int v107; // [sp+10h] [bp-6Ch]@98 int v108; // [sp+10h] [bp-6Ch]@104 int v109; // [sp+18h] [bp-64h]@25 int v110; // [sp+18h] [bp-64h]@31 int i; // [sp+18h] [bp-64h]@90 int v112; // [sp+18h] [bp-64h]@128 signed int v113; // [sp+20h] [bp-5Ch]@1 signed int v114; // [sp+24h] [bp-58h]@1 //unsigned __int64 a4; // [sp+28h] [bp-54h]@1 unsigned int a4_8; // [sp+30h] [bp-4Ch]@1 int v117; // [sp+34h] [bp-48h]@4 int v118; // [sp+34h] [bp-48h]@39 int v119; // [sp+34h] [bp-48h]@75 int v120; // [sp+34h] [bp-48h]@113 int v121; // [sp+38h] [bp-44h]@4 int v122; // [sp+38h] [bp-44h]@39 int v123; // [sp+38h] [bp-44h]@76 int v124; // [sp+38h] [bp-44h]@114 int v125; // [sp+3Ch] [bp-40h]@4 int v126; // [sp+3Ch] [bp-40h]@39 int v127; // [sp+3Ch] [bp-40h]@77 int v128; // [sp+3Ch] [bp-40h]@115 int v129; // [sp+40h] [bp-3Ch]@11 int v130; // [sp+40h] [bp-3Ch]@46 int v131; // [sp+40h] [bp-3Ch]@78 int v132; // [sp+40h] [bp-3Ch]@116 int v133; // [sp+44h] [bp-38h]@10 int v134; // [sp+44h] [bp-38h]@45 int v135; // [sp+44h] [bp-38h]@81 int v136; // [sp+44h] [bp-38h]@119 int v137; // [sp+48h] [bp-34h]@7 int v138; // [sp+48h] [bp-34h]@42 int v139; // [sp+48h] [bp-34h]@82 int v140; // [sp+48h] [bp-34h]@120 int v141; // [sp+4Ch] [bp-30h]@6 int v142; // [sp+4Ch] [bp-30h]@41 int v143; // [sp+4Ch] [bp-30h]@75 int v144; // [sp+4Ch] [bp-30h]@113 int v145; // [sp+50h] [bp-2Ch]@5 int v146; // [sp+50h] [bp-2Ch]@40 int v147; // [sp+50h] [bp-2Ch]@75 int v148; // [sp+50h] [bp-2Ch]@113 int v149; // [sp+54h] [bp-28h]@4 int v150; // [sp+54h] [bp-28h]@39 int v151; // [sp+54h] [bp-28h]@75 int v152; // [sp+54h] [bp-28h]@113 int sDepth; // [sp+58h] [bp-24h]@17 int sDeptha; // [sp+58h] [bp-24h]@52 int sDepthb; // [sp+58h] [bp-24h]@90 char *a5; // [sp+5Ch] [bp-20h]@16 char *a5a; // [sp+5Ch] [bp-20h]@51 signed int a5b; // [sp+5Ch] [bp-20h]@83 signed int a5c; // [sp+5Ch] [bp-20h]@121 signed int v160; // [sp+60h] [bp-1Ch]@12 signed int v161; // [sp+60h] [bp-1Ch]@47 int v162; // [sp+60h] [bp-1Ch]@128 int v163; // [sp+64h] [bp-18h]@2 int outx; // [sp+68h] [bp-14h]@2 int outy; // [sp+6Ch] [bp-10h]@2 int outz; // [sp+70h] [bp-Ch]@2 Vec3_int_ pOut; // [sp+74h] [bp-8h]@2 int ya; // [sp+84h] [bp+8h]@60 int yb; // [sp+84h] [bp+8h]@136 int ve; // [sp+88h] [bp+Ch]@60 int va; // [sp+88h] [bp+Ch]@60 int vb; // [sp+88h] [bp+Ch]@66 int vf; // [sp+88h] [bp+Ch]@136 int vc; // [sp+88h] [bp+Ch]@136 int vd; // [sp+88h] [bp+Ch]@142 int v_4; // [sp+8Ch] [bp+10h]@60 int v_4a; // [sp+8Ch] [bp+10h]@65 int v_4b; // [sp+8Ch] [bp+10h]@136 int v_4c; // [sp+8Ch] [bp+10h]@141 int v_8; // [sp+90h] [bp+14h]@53 //__debugbreak(); v4 = stru_5C6E00->Atan2(v.x - x, v.y - z); v114 = 0; v97.z = y; v97.x = x; v97.y = z; v113 = 0; a4_8 = v4; if ( uCurrentlyLoadedLevelType != LEVEL_Outdoor) { Vec3_int_::Rotate(32, stru_5C6E00->uIntegerHalfPi + v4, 0, v97, &pOut.x, &pOut.y, &outz); v45.z = v.z; v45.x = v.x; v45.y = v.y; Vec3_int_::Rotate(32, stru_5C6E00->uIntegerHalfPi + v4, 0, v45, &outx, &outy, &v163); v46 = outy - pOut.y; v47 = v163 - outz; v48 = outx - pOut.x; v49 = integer_sqrt(v48 * v48 + v46 * v46 + v47 * v47); v50 = 65536; if ( v49 ) v50 = 65536 / v49; v51 = outx; v143 = v48 * v50; v52 = v46 * v50; v53 = v47 * v50; v54 = pOut.x; v147 = v52; v151 = v53; v119 = pOut.x; if ( pOut.x < outx ) { v123 = outx; } else { v119 = outx; v123 = pOut.x; } v55 = pOut.y; v56 = outy; v127 = pOut.y; if ( pOut.y < outy ) { v131 = outy; } else { v127 = outy; v131 = pOut.y; } v57 = v163; v58 = outz; v135 = outz; if ( outz < v163 ) { v139 = v163; } else { v135 = v163; v139 = outz; } a5b = 0; while ( !v114 ) { if ( a5b ) { v102 = v58; v100 = v55; v98 = v54; } else { v102 = v57; v100 = v56; v98 = v51; } v59 = pIndoor->GetSector(v98, v100, v102); v60 = pIndoor->pSectors; v61 = 116 * v59; sDepthb = 0; for ( i = 116 * v59; sDepthb < *(__int16 *)((char *)&pIndoor->pSectors->uNumWalls + v61) + 2 * *(__int16 *)((char *)&pIndoor->pSectors->uNumFloors + v61); ++sDepthb ) { v62 = &pIndoor->pFaces[(*(unsigned __int16 **)((char *)&v60->pWalls + v61))[sDepthb]]; if ( v62->Portal() || v119 > v62->pBounding.x2 || v123 < v62->pBounding.x1 || v127 > v62->pBounding.y2 || v131 < v62->pBounding.y1 || v135 > v62->pBounding.z2 || v139 < v62->pBounding.z1 || (v63 = (unsigned __int64)(v143 * (signed __int64)v62->pFacePlane_old.vNormal.x) >> 16, v64 = (unsigned __int64)(v151 * (signed __int64)v62->pFacePlane_old.vNormal.z) >> 16, v65 = (unsigned __int64)(v147 * (signed __int64)v62->pFacePlane_old.vNormal.y) >> 16, v20 = v63 + v64 + v65 == 0, v66 = v63 + v64 + v65, v107 = v63 + v64 + v65, v20) ) goto LABEL_107; v67 = outz * v62->pFacePlane_old.vNormal.z; v68 = -(v62->pFacePlane_old.dist + v67 + pOut.y * v62->pFacePlane_old.vNormal.y + pOut.x * v62->pFacePlane_old.vNormal.x); if ( v66 <= 0 ) { if ( v62->pFacePlane_old.dist + v67 + pOut.y * v62->pFacePlane_old.vNormal.y + pOut.x * v62->pFacePlane_old.vNormal.x < 0 ) goto LABEL_107; } else { if ( v62->pFacePlane_old.dist + v67 + pOut.y * v62->pFacePlane_old.vNormal.y + pOut.x * v62->pFacePlane_old.vNormal.x > 0 ) goto LABEL_107; } v69 = abs(-(v62->pFacePlane_old.dist + v67 + pOut.y * v62->pFacePlane_old.vNormal.y + pOut.x * v62->pFacePlane_old.vNormal.x)) >> 14; if ( v69 <= abs(v66) ) { //LODWORD(v70) = v68 << 16; //HIDWORD(v70) = v68 >> 16; //v71 = v70 / v107; //v108 = v70 / v107; v108 = fixpoint_div(v68, v107); if ( v108 >= 0 ) { if ( sub_4075DB( pOut.x + ((signed int)(fixpoint_mul(v108, v143) + 32768) >> 16), pOut.y + ((signed int)(fixpoint_mul(v108, v147) + 32768) >> 16), outz + ((signed int)(fixpoint_mul(v108, v151) + 32768) >> 16), v62) ) { v114 = 1; break; } } } v61 = i; LABEL_107: v60 = pIndoor->pSectors; } ++a5b; if ( a5b >= 2 ) break; v57 = v163; v56 = outy; v51 = outx; v58 = outz; v55 = pOut.y; v54 = pOut.x; } v72.z = y; v72.x = x; v72.y = z; Vec3_int_::Rotate(32, a4_8 - stru_5C6E00->uIntegerHalfPi, 0, v72, &pOut.x, &pOut.y, &outz); v73.z = v.z; v73.x = v.x; v73.y = v.y; Vec3_int_::Rotate(32, a4_8 - stru_5C6E00->uIntegerHalfPi, 0, v73, &outx, &outy, &v163); v74 = outy - pOut.y; v75 = v163 - outz; v76 = outx - pOut.x; v77 = integer_sqrt(v76 * v76 + v74 * v74 + v75 * v75); v78 = 65536; if ( v77 ) v78 = 65536 / v77; v79 = outx; v144 = v76 * v78; v80 = v74 * v78; v81 = v75 * v78; v82 = pOut.x; v148 = v80; v152 = v81; v120 = pOut.x; if ( pOut.x < outx ) { v124 = outx; } else { v120 = outx; v124 = pOut.x; } v83 = pOut.y; v84 = outy; v128 = pOut.y; if ( pOut.y < outy ) { v132 = outy; } else { v128 = outy; v132 = pOut.y; } v85 = v163; v86 = outz; v136 = outz; if ( outz < v163 ) { v140 = v163; } else { v136 = v163; v140 = outz; } a5c = 0; while ( 1 ) { if ( v113 ) return !v114 || !v113; if ( a5c ) { v103 = v86; v101 = v83; v99 = v82; } else { v103 = v85; v101 = v84; v99 = v79; } v87 = pIndoor->GetSector(v99, v101, v103); v88 = pIndoor->pSectors; v89 = 116 * v87; v162 = 0; v112 = v89; if ( *(__int16 *)((char *)&pIndoor->pSectors->uNumWalls + v89) + 2 * *(__int16 *)((char *)&pIndoor->pSectors->uNumFloors + v89) > 0 ) break; LABEL_148: ++a5c; if ( a5c >= 2 ) return !v114 || !v113; v85 = v163; v84 = outy; v79 = outx; v86 = outz; v83 = pOut.y; v82 = pOut.x; } while ( 1 ) { v90 = &pIndoor->pFaces[(*(unsigned __int16 **)((char *)&v88->pWalls + v89))[v162]]; if ( v90->Portal() || v120 > v90->pBounding.x2 || v124 < v90->pBounding.x1 || v128 > v90->pBounding.y2 || v132 < v90->pBounding.y1 || v136 > v90->pBounding.z2 || v140 < v90->pBounding.z1 || (yb = fixpoint_mul(v144, v90->pFacePlane_old.vNormal.x), v_4b = fixpoint_mul(v148, v90->pFacePlane_old.vNormal.y), vf = fixpoint_mul(v152, v90->pFacePlane_old.vNormal.z), v20 = yb + vf + v_4b == 0, v91 = yb + vf + v_4b, vc = yb + vf + v_4b, v20) ) goto LABEL_145; v92 = outz * v90->pFacePlane_old.vNormal.z; v93 = -(v90->pFacePlane_old.dist + v92 + pOut.y * v90->pFacePlane_old.vNormal.y + pOut.x * v90->pFacePlane_old.vNormal.x); if ( v91 <= 0 ) { if ( v90->pFacePlane_old.dist + v92 + pOut.y * v90->pFacePlane_old.vNormal.y + pOut.x * v90->pFacePlane_old.vNormal.x < 0 ) goto LABEL_145; } else { if ( v90->pFacePlane_old.dist + v92 + pOut.y * v90->pFacePlane_old.vNormal.y + pOut.x * v90->pFacePlane_old.vNormal.x > 0 ) goto LABEL_145; } v_4c = abs(-(v90->pFacePlane_old.dist + v92 + pOut.y * v90->pFacePlane_old.vNormal.y + pOut.x * v90->pFacePlane_old.vNormal.x)) >> 14; if ( v_4c <= abs(v91) ) { //LODWORD(v94) = v93 << 16; //HIDWORD(v94) = v93 >> 16; //v95 = v94 / vc; //vd = v94 / vc; vd = fixpoint_div(v93, vc); if ( vd >= 0 ) { if ( sub_4075DB( pOut.x + ((signed int)(fixpoint_mul(vd, v144) + 32768) >> 16), pOut.y + ((signed int)(fixpoint_mul(vd, v148) + 32768) >> 16), outz + ((signed int)(fixpoint_mul(vd, v152) + 32768) >> 16), v90) ) { v113 = 1; goto LABEL_148; } } } v89 = v112; LABEL_145: v88 = pIndoor->pSectors; ++v162; if ( v162 >= *(__int16 *)((char *)&pIndoor->pSectors->uNumWalls + v89) + 2 * *(__int16 *)((char *)&pIndoor->pSectors->uNumFloors + v89) ) goto LABEL_148; } } Vec3_int_::Rotate(32, stru_5C6E00->uIntegerHalfPi + v4, 0, v97, &pOut.x, &pOut.y, &outz); v5.z = v.z; v5.x = v.x; v5.y = v.y; Vec3_int_::Rotate(32, stru_5C6E00->uIntegerHalfPi + v4, 0, v5, &outx, &outy, &v163); v6 = outy - pOut.y; v7 = v163 - outz; v8 = outx - pOut.x; v9 = integer_sqrt(v8 * v8 + v6 * v6 + v7 * v7); v10 = 65536; if ( v9 ) v10 = 65536 / v9; v125 = v8 * v10; v11 = v10; v12 = v7 * v10; v13 = pOut.x; v117 = v12; v121 = v6 * v11; v149 = pOut.x; if ( pOut.x < outx ) { v145 = outx; } else { v149 = outx; v145 = pOut.x; } v14 = outy; v141 = pOut.y; if ( pOut.y < outy ) { v137 = outy; } else { v141 = outy; v137 = pOut.y; } v133 = outz; if ( outz < v163 ) { v129 = v163; } else { v133 = v163; v129 = outz; } v160 = 0; if ( (signed int)pOutdoor->uNumBModels > 0 ) { v104 = 0; while ( 1 ) { v15 = (char *)&pOutdoor->pBModels[v104].pVertices; a5 = (char *)&pOutdoor->pBModels[v104].pVertices; if ( sub_4088E9(v13, pOut.y, outx, v14, pOutdoor->pBModels[v104].vPosition.x, pOutdoor->pBModels[v104].vPosition.y) <= pOutdoor->pBModels[v104].sBoundingRadius + 128 ) { sDepth = 0; if ( *((int *)v15 + 2) > 0 ) break; } LABEL_36: ++v160; ++v104; if ( v160 >= (signed int)pOutdoor->uNumBModels ) goto LABEL_37; v14 = outy; v13 = pOut.x; } v106 = 0; while ( 1 ) { v16 = (ODMFace *)(v106 + *((int *)a5 + 4)); if ( v149 > v16->pBoundingBox.x2 || v145 < v16->pBoundingBox.x1 || v141 > v16->pBoundingBox.y2 || v137 < v16->pBoundingBox.y1 || v133 > v16->pBoundingBox.z2 || v129 < v16->pBoundingBox.z1 || (v17 = fixpoint_mul(v125, v16->pFacePlane.vNormal.x), v18 = fixpoint_mul(v121, v16->pFacePlane.vNormal.y), v19 = fixpoint_mul(v117, v16->pFacePlane.vNormal.z), v20 = v17 + v18 + v19 == 0, v21 = v17 + v18 + v19, v109 = v17 + v18 + v19, v20) ) goto LABEL_33; v22 = pOut.y * v16->pFacePlane.vNormal.y; v23 = -(v16->pFacePlane.dist + v22 + outz * v16->pFacePlane.vNormal.z + pOut.x * v16->pFacePlane.vNormal.x); if ( v21 <= 0 ) { if ( v16->pFacePlane.dist + v22 + outz * v16->pFacePlane.vNormal.z + pOut.x * v16->pFacePlane.vNormal.x < 0 ) goto LABEL_33; } else { if ( v16->pFacePlane.dist + v22 + outz * v16->pFacePlane.vNormal.z + pOut.x * v16->pFacePlane.vNormal.x > 0 ) goto LABEL_33; } v24 = abs(-(v16->pFacePlane.dist + v22 + outz * v16->pFacePlane.vNormal.z + pOut.x * v16->pFacePlane.vNormal.x)) >> 14; if ( v24 <= abs(v21) ) { //LODWORD(v25) = v23 << 16; //HIDWORD(v25) = v23 >> 16; //v26 = v25 / v109; //v110 = v25 / v109; v110 = fixpoint_div(v23, v109); if ( v110 >= 0 ) { if ( sub_4077F1( pOut.x + ((signed int)(fixpoint_mul(v110, v125) + 32768) >> 16), pOut.y + ((signed int)(fixpoint_mul(v110, v121) + 32768) >> 16), outz + ((signed int)(fixpoint_mul(v110, v117) + 32768) >> 16), v16, (BSPVertexBuffer *)a5) ) { v114 = 1; goto LABEL_36; } } } LABEL_33: ++sDepth; v106 += 308; if ( sDepth >= *((int *)a5 + 2) ) goto LABEL_36; } } LABEL_37: v27.z = y; v27.x = x; v27.y = z; Vec3_int_::Rotate(32, a4_8 - stru_5C6E00->uIntegerHalfPi, 0, v27, &pOut.x, &pOut.y, &outz); v28.z = v.z; v28.x = v.x; v28.y = v.y; Vec3_int_::Rotate(32, a4_8 - stru_5C6E00->uIntegerHalfPi, 0, v28, &outx, &outy, &v163); v29 = outy - pOut.y; v30 = v163 - outz; v31 = outx - pOut.x; v32 = integer_sqrt(v31 * v31 + v29 * v29 + v30 * v30); v33 = 65536; if ( v32 ) v33 = 65536 / v32; v126 = v31 * v33; v34 = v33; v35 = v30 * v33; v36 = pOut.x; v118 = v35; v122 = v29 * v34; v150 = pOut.x; if ( pOut.x < outx ) { v146 = outx; } else { v150 = outx; v146 = pOut.x; } v37 = outy; v142 = pOut.y; if ( pOut.y < outy ) { v138 = outy; } else { v142 = outy; v138 = pOut.y; } v134 = outz; if ( outz < v163 ) { v130 = v163; } else { v134 = v163; v130 = outz; } v161 = 0; if ( (signed int)pOutdoor->uNumBModels > 0 ) { v105 = 0; while ( 1 ) { v38 = (char *)&pOutdoor->pBModels[v105].pVertices; a5a = (char *)&pOutdoor->pBModels[v105].pVertices; if ( sub_4088E9(v36, pOut.y, outx, v37, pOutdoor->pBModels[v105].vPosition.x, pOutdoor->pBModels[v105].vPosition.y) <= pOutdoor->pBModels[v105].sBoundingRadius + 128 ) { sDeptha = 0; if ( *((int *)v38 + 2) > 0 ) break; } LABEL_71: ++v161; ++v105; if ( v161 >= (signed int)pOutdoor->uNumBModels ) return !v114 || !v113; v37 = outy; v36 = pOut.x; } v_8 = 0; while ( 1 ) { v39 = (ODMFace *)(v_8 + *((int *)a5a + 4)); if ( v150 > v39->pBoundingBox.x2 || v146 < v39->pBoundingBox.x1 || v142 > v39->pBoundingBox.y2 || v138 < v39->pBoundingBox.y1 || v134 > v39->pBoundingBox.z2 || v130 < v39->pBoundingBox.z1 || (ya = fixpoint_mul(v126, v39->pFacePlane.vNormal.x), ve = fixpoint_mul(v122, v39->pFacePlane.vNormal.y), v_4 = fixpoint_mul(v118, v39->pFacePlane.vNormal.z), v20 = ya + ve + v_4 == 0, v40 = ya + ve + v_4, va = ya + ve + v_4, v20) ) goto LABEL_68; v41 = pOut.y * v39->pFacePlane.vNormal.y; v42 = -(v39->pFacePlane.dist + v41 + outz * v39->pFacePlane.vNormal.z + pOut.x * v39->pFacePlane.vNormal.x); if ( v40 <= 0 ) { if ( v39->pFacePlane.dist + v41 + outz * v39->pFacePlane.vNormal.z + pOut.x * v39->pFacePlane.vNormal.x < 0 ) goto LABEL_68; } else { if ( v39->pFacePlane.dist + v41 + outz * v39->pFacePlane.vNormal.z + pOut.x * v39->pFacePlane.vNormal.x > 0 ) goto LABEL_68; } v_4a = abs(-(v39->pFacePlane.dist + v41 + outz * v39->pFacePlane.vNormal.z + pOut.x * v39->pFacePlane.vNormal.x)) >> 14; if ( v_4a <= abs(v40) ) { //LODWORD(v43) = v42 << 16; //HIDWORD(v43) = v42 >> 16; //vb = v43 / va; vb = fixpoint_div(v42, va); if ( vb >= 0 ) { if ( sub_4077F1( pOut.x + ((signed int)(fixpoint_mul(vb, v126) + 32768) >> 16), pOut.y + ((signed int)(fixpoint_mul(vb, v122) + 32768) >> 16), outz + ((signed int)(fixpoint_mul(vb, v118) + 32768) >> 16), v39, (BSPVertexBuffer *)a5a) ) { v113 = 1; goto LABEL_71; } } } LABEL_68: ++sDeptha; v_8 += 308; if ( sDeptha >= *((int *)a5a + 2) ) goto LABEL_71; } } return !v114 || !v113; } //----- (0043F333) -------------------------------------------------------- void BspRenderer::MakeVisibleSectorList() { int v6; // ebx@3 uNumVisibleNotEmptySectors = 0; for (uint i = 0; i < num_nodes; ++i) { if (!uNumVisibleNotEmptySectors) { pVisibleSectorIDs_toDrawDecorsActorsEtcFrom[uNumVisibleNotEmptySectors++] = nodes[i].uSectorID; continue; } v6 = 0; while (pVisibleSectorIDs_toDrawDecorsActorsEtcFrom[v6] != nodes[i].uSectorID ) { ++v6; if ( v6 >= uNumVisibleNotEmptySectors) { pVisibleSectorIDs_toDrawDecorsActorsEtcFrom[uNumVisibleNotEmptySectors++] = nodes[i].uSectorID; } } } } //----- (0046A334) -------------------------------------------------------- char __fastcall DoInteractionWithTopmostZObject(int a1, int a2) { int v2; // edx@1 BLVFace *v4; // eax@9 unsigned int v5; // ecx@9 unsigned __int16 v6; // ax@11 //ODMFace *v7; // eax@16 LevelDecoration *v8; // esi@19 __int16 v9; // ax@19 int v10; // eax@22 int v11; // ecx@22 int v12; // edi@23 Actor *v13; // esi@23 unsigned __int16 v14; // ax@23 unsigned __int16 v15; // ax@33 const char *v16; // eax@34 int v17; // edi@36 int v18; // eax@36 ItemGen *v19; // esi@39 unsigned int v20; // eax@39 int v21; // ecx@40 std::string v22; // [sp-18h] [bp-2Ch]@5 const char *v23; // [sp-8h] [bp-1Ch]@5 int v24; // [sp-4h] [bp-18h]@5 char v25; // [sp+8h] [bp-Ch]@5 int v26; // [sp+Ch] [bp-8h]@1 int a3; // [sp+13h] [bp-1h]@5 v26 = a2; v2 = a1; switch ( PID_TYPE(a1) ) { case OBJECT_Item: // take the item v17 = PID_ID(a1); v26 = PID_ID(a1); v18 = PID_ID(a1); if ( pObjectList->pObjects[pSpriteObjects[v18].uObjectDescID].uFlags & 0x10 || v17 >= 1000 || !pSpriteObjects[v18].uObjectDescID ) return 1; v19 = &pSpriteObjects[v18].stru_24; v20 = pSpriteObjects[v18].stru_24.uItemID; if ( pItemsTable->pItems[v20].uEquipType == EQUIP_GOLD) { pParty->PartyFindsGold(v19->uSpecEnchantmentType, 0); viewparams->bRedrawGameUI = 1; v21 = v17; } else { if ( pParty->pPickedItem.uItemID ) return 1; v24 = (int)pItemsTable->pItems[v20].pUnidentifiedName; sprintfex(pTmpBuf2.data(), pGlobalTXT_LocalizationStrings[471], v24); ShowStatusBarString(pTmpBuf2.data(), 2u); if ( v19->uItemID == 506 ) _449B7E_toggle_bit(pParty->_quest_bits, 184, 1u); if ( v19->uItemID == 455 ) _449B7E_toggle_bit(pParty->_quest_bits, 185, 1u); if ( !pParty->AddItemToParty(v19) ) pParty->SetHoldingItem(v19); v21 = v26; } SpriteObject::OnInteraction(v21); break; case OBJECT_Actor: v12 = PID_ID(a1); v13 = &pActors[PID_ID(a1)]; v14 = v13->uAIState; if ( v14 == 4 || v14 == 17 ) return 1; if ( v14 == 5 ) { stru_50C198.LootActor(&pActors[PID_ID(a1)]); } else { if ( !v13->GetActorsRelation(0) && !(BYTE2(v13->uAttributes) & 8) && v13->CanAct() ) { Actor::AI_FaceObject(v12, 4u, 0, 0); if ( v13->sNPC_ID ) { pMessageQueue_50CBD0->AddMessage(UIMSG_StartNPCDialogue, v12, 0); } else { v15 = pNPCStats->pGroups_copy[v13->uGroup]; if ( v15 ) { v16 = pNPCStats->pCatchPhrases[v15]; if ( v16 ) { pParty->uFlags |= 2u; strcpy(byte_5B0938.data(), v16); sub_4451A8_press_any_key(0, 0, 0); } } } } } break; case OBJECT_Decoration: v8 = &pLevelDecorations[PID_ID(a1)]; v9 = v8->uEventID; if ( v9 ) { EventProcessor(v9, a1, 1); v8->uFlags |= LEVEL_DECORATION_VISIBLE_ON_MAP; } else { if ( !pLevelDecorations[PID_ID(a1)].IsInteractive() ) return 1; v10 = v8->_idx_in_stru123; v24 = 1; v11 = stru_5E4C90_MapPersistVars._decor_events[v10 - 75] + 380; activeLevelDecoration = v8; EventProcessor(v11, 0, 1); activeLevelDecoration = NULL; } break; default: MessageBoxW(nullptr, L"Warning: Invalid ID reached!", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Mouse.cpp:2020", 0); return 1; case OBJECT_BModel: if ( uCurrentlyLoadedLevelType == LEVEL_Outdoor ) { int bmodel_id = a1 >> 9, face_id = PID_ID(a1) & 0x3F; if (bmodel_id >= pOutdoor->uNumBModels) return 1; auto face = &pOutdoor->pBModels[bmodel_id].pFaces[face_id]; if (face->uAttributes & 0x100000 || face->sCogTriggeredID == 0 ) return 1; EventProcessor((signed __int16)face->sCogTriggeredID, v2, 1); } else { v4 = &pIndoor->pFaces[PID_ID(a1)]; v5 = v4->uAttributes; if ( !(v5 & 0x2000000) ) { ShowNothingHereStatus(); return 1; } if ( v5 & 0x100000 || (v6 = pIndoor->pFaceExtras[v4->uFaceExtraID].uEventID) == 0 ) return 1; if ( pCurrentScreen != SCREEN_BRANCHLESS_NPC_DIALOG ) EventProcessor((signed __int16)v6, v2, 1); } return 0; break; } return 0; } //----- (0046BDF1) -------------------------------------------------------- void BLV_UpdateUserInputAndOther() { UpdateObjects(); BLV_ProcessPartyActions(); UpdateActors_BLV(); BLV_UpdateDoors(); check_event_triggers(); } //----- (00424829) -------------------------------------------------------- // Finds out if current portal can be seen through the previous portal bool PortalFrustrum(int pNumVertices, BspRenderer_PortalViewportData *far_portal, BspRenderer_PortalViewportData *near_portal, int uFaceID) { int min_y; // esi@5 int max_y; // edx@5 int current_ID; // eax@12 int v13; // eax@22 int v15; // ecx@29 int v18; // eax@39 int v19; // eax@44 int v20; // ecx@44 int v22; // edi@46 int v24; // edx@48 int v26; // eax@55 signed int v27; // edi@55 int v29; // edx@57 int v31; // eax@64 signed int v32; // edi@64 int v34; // eax@66 int v35; // dx@66 __int16 v36; // dx@67 //__int16 v37; // di@67 __int16 v38; // dx@67 int v46; // edx@87 int v49; // esi@93 int v53; // [sp+Ch] [bp-34h]@44 int v54; // [sp+10h] [bp-30h]@0 int min_y_ID2; // [sp+14h] [bp-2Ch]@12 int v59; // [sp+14h] [bp-2Ch]@87 int v61; // [sp+1Ch] [bp-24h]@29 int v62; // [sp+20h] [bp-20h]@0 signed int direction1; // [sp+24h] [bp-1Ch]@3 signed int direction2; // [sp+28h] [bp-18h]@3 int min_y_ID; // [sp+2Ch] [bp-14h]@5 int v69; // [sp+34h] [bp-Ch]@29 int v70; // [sp+34h] [bp-Ch]@46 if ( pNumVertices <= 1 ) return false; min_y = PortalFace._screen_space_y[0]; min_y_ID = 0; max_y = PortalFace._screen_space_y[0]; //face direction(направление фейса) if ( !PortalFace.direction ) { direction1 = 1; direction2 = -1; } else { direction1 = -1; direction2 = 1; } //get min and max y for portal(дать минимальное и максимальное значение y для портала) for ( uint i = 1; i < pNumVertices; ++i ) { if (PortalFace._screen_space_y[i] < min_y) { min_y_ID = i; min_y = PortalFace._screen_space_y[i]; } else if (PortalFace._screen_space_y[i] > max_y) { max_y = PortalFace._screen_space_y[i]; } } if ( max_y == min_y ) return false; //***************************************************************************************************************************** far_portal->_viewport_space_y = min_y; far_portal->_viewport_space_w = max_y; current_ID = min_y_ID; min_y_ID2 = min_y_ID; for ( uint i = 0; i < pNumVertices; ++i ) { current_ID += direction2; if ( current_ID < pNumVertices ) { if ( current_ID < 0 ) current_ID += pNumVertices; } else current_ID -= pNumVertices; if ( PortalFace._screen_space_y[current_ID] <= PortalFace._screen_space_y[min_y_ID] )//определение минимальной у { min_y_ID2 = current_ID; min_y_ID = current_ID; } if ( PortalFace._screen_space_y[current_ID] == max_y ) break; } v13 = min_y_ID2 + direction2; if ( v13 < pNumVertices ) { if ( v13 < 0 ) v13 += pNumVertices; } else v13 -= pNumVertices; if ( PortalFace._screen_space_y[v13] != PortalFace._screen_space_y[min_y_ID2] ) { v62 = PortalFace._screen_space_x[min_y_ID2] << 16; v54 = ((PortalFace._screen_space_x[v13] - PortalFace._screen_space_x[min_y_ID2]) << 16) / (PortalFace._screen_space_y[v13] - PortalFace._screen_space_y[min_y_ID2]); far_portal->viewport_left_side[min_y] = (short)PortalFace._screen_space_x[min_y_ID2]; } //**************************************************************************************************************************************** // v15 = min_y_ID; v61 = min_y_ID; for ( v69 = 0; v69 < pNumVertices; ++v69 ) { v15 += direction1; if ( v15 < pNumVertices ) { if ( v15 < 0 ) v15 += pNumVertices; } else v15 -= pNumVertices; if ( PortalFace._screen_space_y[v15] <= PortalFace._screen_space_y[min_y_ID] ) { v61 = v15; min_y_ID = v15; } if ( PortalFace._screen_space_y[v15] == max_y ) break; } v18 = direction1 + v61; if ( v18 < pNumVertices ) { if ( v18 < 0 ) v18 += pNumVertices; } else v18 -= pNumVertices; v19 = v18; v20 = v61; if ( PortalFace._screen_space_y[v19] != PortalFace._screen_space_y[v61] ) { v61 = PortalFace._screen_space_x[v20] << 16; v53 = ((PortalFace._screen_space_x[v19] - PortalFace._screen_space_x[v20]) << 16) / (PortalFace._screen_space_y[v19] - PortalFace._screen_space_y[v20]); far_portal->viewport_right_side[max_y] = (short)PortalFace._screen_space_x[v20]; } //**************************************************************************************************************************************** v22 = min_y; if ( min_y <= max_y ) { for ( v70 = min_y; v70 <= max_y; ++v70 ) { v24 = v13; if ( v22 >= PortalFace._screen_space_y[v13] && v22 != max_y ) { v13 = direction2 + v13; if ( v13 < pNumVertices ) { if ( v13 < 0 ) v13 += pNumVertices; } else v13 -= pNumVertices; v26 = v13; if ( PortalFace._screen_space_y[v26] - PortalFace._screen_space_y[v24] > 0 ) { v54 = ((PortalFace._screen_space_x[v26] - PortalFace._screen_space_x[v24]) << 16) / (PortalFace._screen_space_y[v26] - PortalFace._screen_space_y[v24]); v62 = PortalFace._screen_space_x[v24] << 16; } } v29 = v18; if ( v70 >= PortalFace._screen_space_y[v18] && v70 != max_y ) { v18 += direction1; if ( v18 < pNumVertices ) { if ( v18 < 0 ) v18 += pNumVertices; } else v18 -= pNumVertices; v31 = v18; if ( PortalFace._screen_space_y[v31] - PortalFace._screen_space_y[v29] > 0 ) { v53 = ((PortalFace._screen_space_x[v31] - PortalFace._screen_space_x[v29]) << 16) / (PortalFace._screen_space_y[v31] - PortalFace._screen_space_y[v29]); v61 = PortalFace._screen_space_x[v29] << 16; } } far_portal->viewport_left_side[v70] = HIWORD(v62); far_portal->viewport_right_side[v70] = HIWORD(v61); if ( far_portal->viewport_left_side[v70] > far_portal->viewport_right_side[v70] ) { v36 = far_portal->viewport_left_side[v70] ^ far_portal->viewport_right_side[v70]; //v37 = far_portal->viewport_right_side[v70]; far_portal->viewport_left_side[v70] = v36; v38 = far_portal->viewport_right_side[v70] ^ v36; far_portal->viewport_left_side[v70] ^= v38; far_portal->viewport_right_side[v70] = v38; } v62 += v54; v22 = v70 + 1; v61 += v53; } } //***************************************************************************************************************************** // check portals coordinates and determine max, min(проверка координат порталов и определение макс, мин-ой у) if ( max_y < near_portal->_viewport_space_y ) return false; if ( min_y > near_portal->_viewport_space_w ) return false; if ( min_y < near_portal->_viewport_space_y ) min_y = near_portal->_viewport_space_y; if ( max_y > near_portal->_viewport_space_w ) max_y = near_portal->_viewport_space_w; if ( min_y <= max_y ) { for ( min_y; min_y <= max_y; ++min_y ) { if ( far_portal->viewport_right_side[min_y] >= near_portal->viewport_left_side[min_y] && far_portal->viewport_left_side[min_y] <= near_portal->viewport_right_side[min_y] ) break; } } if ( max_y < min_y ) return false; for ( max_y; max_y >= min_y; --max_y ) { if ( far_portal->viewport_right_side[max_y] >= near_portal->viewport_left_side[max_y] && far_portal->viewport_left_side[max_y] <= near_portal->viewport_right_side[max_y] ) break; } if ( min_y >= max_y ) return false; //************************************************************************************************************************************* v59 = min_y; for ( v46 = max_y - min_y + 1; v46; --v46 ) { if ( far_portal->viewport_left_side[v59] < near_portal->viewport_left_side[v59] ) far_portal->viewport_left_side[v59] = near_portal->viewport_left_side[v59]; if ( far_portal->viewport_right_side[v59] > near_portal->viewport_right_side[v59] ) far_portal->viewport_right_side[v59] = near_portal->viewport_right_side[v59]; ++v59; } far_portal->_viewport_space_y = min_y; far_portal->_viewport_space_w = max_y; far_portal->_viewport_space_x = far_portal->viewport_left_side[min_y]; far_portal->_viewport_space_z = far_portal->viewport_right_side[min_y]; far_portal->_viewport_x_minID = min_y; far_portal->_viewport_z_maxID = min_y; v49 = min_y + 1; if ( v49 <= max_y ) { for ( v49; v49 <= max_y; ++v49 ) { if ( far_portal->viewport_left_side[v49] < far_portal->_viewport_space_x ) { far_portal->_viewport_space_x = far_portal->viewport_left_side[v49]; far_portal->_viewport_x_minID = v49; } if ( far_portal->viewport_right_side[v49] > far_portal->_viewport_space_z ) { far_portal->_viewport_space_z = far_portal->viewport_right_side[v49]; far_portal->_viewport_z_maxID = v49; } } } return true; } //----- (00423B5D) -------------------------------------------------------- int __fastcall GetPortalScreenCoord(unsigned int uFaceID) { BLVFace *pFace; // ebx@1 int pNextVertices; // edx@11 int t; // ST28_4@12 int pScreenX; // eax@22 int pScreenY; // eax@27 signed int left_num_vertices; // edi@31 signed int right_num_vertices; // ebx@41 signed int top_num_vertices; // edi@51 int bottom_num_vertices; // ebx@61 signed int v62; // edx@75 int v63; // ecx@76 int v64; // esi@76 int v65; // ecx@83 signed int v71; // [sp+14h] [bp-14h]@75 bool current_vertices_flag; // [sp+18h] [bp-10h]@9 int thisf; // [sp+18h] [bp-10h]@74 signed int depth_num_vertices; // [sp+1Ch] [bp-Ch]@9 int v80; // [sp+1Ch] [bp-Ch]@76 bool next_vertices_flag; // [sp+20h] [bp-8h]@10 //Доп инфо "Программирование трёхмерных игр для windows" Ламот стр 910 pFace = &pIndoor->pFaces[uFaceID]; memset(&PortalFace, 0, sizeof(stru367)); //get direction the face(определение направленности фейса)********************************************************************************* if ( pFace->pFacePlane_old.vNormal.x * (pIndoor->pVertices[pIndoor->pFaces[uFaceID].pVertexIDs[0]].x - pGame->pIndoorCameraD3D->vPartyPos.x) + pFace->pFacePlane_old.vNormal.y * (pIndoor->pVertices[pIndoor->pFaces[uFaceID].pVertexIDs[0]].y - pGame->pIndoorCameraD3D->vPartyPos.y) + pFace->pFacePlane_old.vNormal.z * (pIndoor->pVertices[pIndoor->pFaces[uFaceID].pVertexIDs[0]].z - pGame->pIndoorCameraD3D->vPartyPos.z) < 0 ) { PortalFace.direction = true; } else { PortalFace.direction = false; if ( !(pFace->Portal()) ) return 0; } //***************************************************************************************************************************************** //generate/cinvertetion in camera location coordinates(генерация/конвертирование в координаты пространства камеры) //for new coordinates: //int x = 0x AAAA BBBB; //AAAA - integer(целая часть), BBBB - fractional(дробная) //float v = HIWORD(x) + LOWORD(x) / 65535.0f; //0x0351A281 это 849(351 в шестнадцатиричной) в целой части и A281 в дробной(хотя как точно BBBB считалась не помню) //if in HIWORD: FFFF = -1 //FFFE = -2 //FFFD = -3 //.... //8000 = -32767 //7FFF = 32767 //7FFE = 32766 //если в LOWORD например лежит FFFF то не совсем понятно, что это //потому что если и hiword и loword равны FFFF FFFF то двойное отрицание как бы, нужно тестировать что конкретно получается чтобы понять что это значит //всё что больше 7FFF для верхнего слова это идёт уже с минусом/Nomad/ if ( (signed int)pFace->uNumVertices > 0 ) { for (uint i = 0; i < pFace->uNumVertices; ++i) { pGame->pIndoorCameraD3D->ApplyViewTransform_TrueIfStillVisible_BLV(pIndoor->pVertices[pFace->pVertexIDs[i]].x, pIndoor->pVertices[pFace->pVertexIDs[i]].y, pIndoor->pVertices[pFace->pVertexIDs[i]].z, &PortalFace._view_transformed_z[i + 3], &PortalFace._view_transformed_x[i + 3], &PortalFace._view_transformed_y[i + 3], 0); } } //***************************************************************************************************************************************** //check vertices for the nearest plane(проверка вершин есть ли в области за ближайшей плоскостью) if ( pFace->uNumVertices <= 0 ) return 0; bool bFound = false; for (uint i = 0; i < pFace->uNumVertices; ++i) { if ( PortalFace._view_transformed_z[i + 3] >= 524288 )// 8.0(0x80000) { bFound = true; break; } } if ( !bFound ) return 0; //***************************************************************************************************************************************** //check for near clip plane(проверка по ближней границе) // // v0 v1 // ._________________. // / \ // / \ // v5. . v2 // | | // | | // | | // ---------------------------- 8.0(near_clip) // | | // ._______________________. // v4 v3 depth_num_vertices = 0; PortalFace._view_transformed_z[pFace->uNumVertices + 3] = PortalFace._view_transformed_z[3]; PortalFace._view_transformed_x[pFace->uNumVertices + 3] = PortalFace._view_transformed_x[3]; PortalFace._view_transformed_y[pFace->uNumVertices + 3] = PortalFace._view_transformed_y[3]; current_vertices_flag = PortalFace._view_transformed_z[3] >= 524288;// 8.0(0x80000) if ( pFace->uNumVertices >= 1 ) { for ( uint i = 1; i <= pFace->uNumVertices; ++i) { next_vertices_flag = PortalFace._view_transformed_z[i + 3] >= 524288;// 8.0(0x80000) if ( current_vertices_flag ^ next_vertices_flag )//или текущая или следующая вершина за ближней границей { if ( next_vertices_flag )//следующая вершина за ближней границей { //t = near_clip - v0.z / v1.z - v0.z t = fixpoint_div(524288 - PortalFace._view_transformed_z[i + 2], PortalFace._view_transformed_z[i + 3] - PortalFace._view_transformed_z[i + 2]); //New_x = (v1.x - v0.x)*t + v0.x PortalFace._view_transformed_x[depth_num_vertices] = ((unsigned __int64)((PortalFace._view_transformed_x[i + 3] - PortalFace._view_transformed_x[i + 2]) * t) >> 16) + PortalFace._view_transformed_x[i + 2]; //New_y = (v1.y - v0.y)*t + v0.y PortalFace._view_transformed_y[depth_num_vertices] = ((unsigned __int64)((PortalFace._view_transformed_y[i + 3] - PortalFace._view_transformed_y[i + 2]) * t) >> 16) + PortalFace._view_transformed_y[i + 2]; //New_z = 8.0(0x80000) PortalFace._view_transformed_z[depth_num_vertices] = 524288; } else// текущая вершина за ближней границей { //t = near_clip - v1.z / v0.z - v1.z t = fixpoint_div(524288 - PortalFace._view_transformed_z[i + 3], PortalFace._view_transformed_z[i + 2] - PortalFace._view_transformed_z[i + 3]); //New_x = (v0.x - v1.x)*t + v1.x PortalFace._view_transformed_x[depth_num_vertices] = ((unsigned __int64)((PortalFace._view_transformed_x[i + 2] - PortalFace._view_transformed_x[i + 3]) * t) >> 16) + PortalFace._view_transformed_x[i + 3]; //New_y = (v0.x - v1.y)*t + v1.y PortalFace._view_transformed_y[depth_num_vertices] = ((unsigned __int64)((PortalFace._view_transformed_y[i + 2] - PortalFace._view_transformed_y[i + 3]) * t) >> 16) + PortalFace._view_transformed_y[i + 3]; //New_z = 8.0(0x80000) PortalFace._view_transformed_z[depth_num_vertices] = 524288; } depth_num_vertices++; } if ( next_vertices_flag )//если следующая вершина за ближней границей { pNextVertices = depth_num_vertices++; PortalFace._view_transformed_z[pNextVertices] = PortalFace._view_transformed_z[i + 3]; PortalFace._view_transformed_x[pNextVertices] = PortalFace._view_transformed_x[i + 3]; PortalFace._view_transformed_y[pNextVertices] = PortalFace._view_transformed_y[i + 3]; } current_vertices_flag = next_vertices_flag; } } //результат: нет моргания на границе портала(когда проходим сквозь портал) //************************************************************************************************************************************ //convertion in screen coordinates(конвертирование в координаты экрана) PortalFace._view_transformed_z[depth_num_vertices] = PortalFace._view_transformed_z[0]; PortalFace._view_transformed_x[depth_num_vertices] = PortalFace._view_transformed_x[0]; PortalFace._view_transformed_y[depth_num_vertices] = PortalFace._view_transformed_y[0]; for ( uint i = 0; i < depth_num_vertices; ++i ) { if ( (abs(PortalFace._view_transformed_x[i]) >> 13) <= abs(PortalFace._view_transformed_z[i]) ) pScreenX = fixpoint_div(PortalFace._view_transformed_x[i], PortalFace._view_transformed_z[i]); else { if ( PortalFace._view_transformed_x[i] >= 0 ) { if (PortalFace._view_transformed_z[i] >= 0) pScreenX = 0x400000; // 64.0 else pScreenX = 0xFFC00000; // -63.0 } else { if (PortalFace._view_transformed_z[i] >= 0) pScreenX = 0xFFC00000; // -63.0 else pScreenX = 0x400000; // 64.0 } } if ( (abs(PortalFace._view_transformed_y[i]) >> 13) <= abs(PortalFace._view_transformed_z[i]) ) pScreenY = fixpoint_div(PortalFace._view_transformed_y[i], PortalFace._view_transformed_z[i]); else { if ( PortalFace._view_transformed_y[i] >= 0 ) { if (PortalFace._view_transformed_z[i] >= 0) pScreenY = 0x400000; // 64.0 else pScreenY = 0xFFC00000; // -63.0 } else { if (PortalFace._view_transformed_z[i] >= 0) pScreenY = 0xFFC00000; // -63.0 else pScreenY = 0x400000; // 64.0 } } PortalFace._screen_space_x[i + 12] = pBLVRenderParams->uViewportCenterX - ((unsigned __int64)(SHIWORD(pBLVRenderParams->fov_rad_fixpoint) * (signed __int64)pScreenX) >> 16); PortalFace._screen_space_y[i + 12] = pBLVRenderParams->uViewportCenterY - ((unsigned __int64)(SHIWORD(pBLVRenderParams->fov_rad_fixpoint) * (signed __int64)pScreenY) >> 16); } // результат: при повороте камеры, когда граница портала сдвигается к краю экрана, портал остается прозрачным(видимым) //****************************************************************************************************************************************** //координаты как в Ида-базе игры так и в данном проекте перевёрнутые,т.е. портал который в правой части экрана имеет экранные координаты //которые для левой части экрана. Например, x(оригинал) = 8, у нас х = 468(противоположный край экрана), точно также и с у. // //check for left_clip plane(порверка по левой границе) left_num_vertices = 0; PortalFace._screen_space_x[depth_num_vertices + 12] = PortalFace._screen_space_x[12]; PortalFace._screen_space_y[depth_num_vertices + 12] = PortalFace._screen_space_y[12]; current_vertices_flag = PortalFace._screen_space_x[12] >= (signed int)pBLVRenderParams->uViewportX;//8.0 if ( depth_num_vertices < 1 ) return 0; for ( uint i = 1; i <= depth_num_vertices; ++i ) { next_vertices_flag = PortalFace._screen_space_x[i + 12] >= (signed int)pBLVRenderParams->uViewportX; if ( current_vertices_flag ^ next_vertices_flag ) { if ( next_vertices_flag ) { //t = left_clip - v0.x / v1.x - v0.x t = fixpoint_div(pBLVRenderParams->uViewportX - PortalFace._screen_space_x[i + 11], PortalFace._screen_space_x[i + 12] - PortalFace._screen_space_x[i + 11]); //New_y = (v1.y - v0.y)*t + v0.y PortalFace._screen_space_y[left_num_vertices + 9] = ((signed int)((PortalFace._screen_space_y[i + 12]- PortalFace._screen_space_y[i + 11]) * t) >> 16) + PortalFace._screen_space_y[i + 11]; //New_x = left_clip PortalFace._screen_space_x[left_num_vertices + 9] = pBLVRenderParams->uViewportX; } else { //t = left_clip - v1.x / v0.x - v1.x t = fixpoint_div(pBLVRenderParams->uViewportX - PortalFace._screen_space_x[i + 12], PortalFace._screen_space_x[i + 11] - PortalFace._screen_space_x[i + 12]); //New_y = (v0.y - v1.y)*t + v1.y PortalFace._screen_space_y[left_num_vertices + 9] = ((signed int)(( PortalFace._screen_space_y[i + 11] - PortalFace._screen_space_y[i + 12]) * t) >> 16) + PortalFace._screen_space_y[i + 12]; //New_x = left_clip PortalFace._screen_space_x[left_num_vertices + 9] = pBLVRenderParams->uViewportX; } left_num_vertices++; } if ( next_vertices_flag ) { pNextVertices = left_num_vertices++; PortalFace._screen_space_x[pNextVertices + 9] = PortalFace._screen_space_x[i + 12]; PortalFace._screen_space_y[pNextVertices + 9] = PortalFace._screen_space_y[i + 12]; } current_vertices_flag = next_vertices_flag; } //********************************************************************************************************************************* //for right_clip plane(проверка по правой плоскости) right_num_vertices = 0; PortalFace._screen_space_x[left_num_vertices + 9] = PortalFace._screen_space_x[9]; PortalFace._screen_space_y[left_num_vertices + 9] = PortalFace._screen_space_y[9]; current_vertices_flag = PortalFace._screen_space_x[9] <= (signed int)pBLVRenderParams->uViewportZ;//468.0 if (left_num_vertices < 1) return 0; for ( uint i = 1; i <= left_num_vertices; ++i ) { next_vertices_flag = PortalFace._screen_space_x[i + 9] <= (signed int)pBLVRenderParams->uViewportZ; if ( current_vertices_flag ^ next_vertices_flag ) { if ( next_vertices_flag ) { //t = right_clip - v1.x / v0.x - v1.x t = fixpoint_div(pBLVRenderParams->uViewportZ - PortalFace._screen_space_x[i + 8], PortalFace._screen_space_x[i + 9] - PortalFace._screen_space_x[i + 8]); //New_y = (v0.y - v1.y)*t + v1.y PortalFace._screen_space_y[right_num_vertices + 6] = ((signed int)((PortalFace._screen_space_y[i + 9] - PortalFace._screen_space_y[i + 8]) * t) >> 16) + PortalFace._screen_space_y[i + 8]; //New_x = right_clip PortalFace._screen_space_x[right_num_vertices + 6] = pBLVRenderParams->uViewportZ; } else { //t = right_clip - v0.x / v1.x - v0.x t = fixpoint_div(pBLVRenderParams->uViewportZ - PortalFace._screen_space_x[i + 9], PortalFace._screen_space_x[i + 8] - PortalFace._screen_space_x[i + 9]); //New_y = (v1.y - v0.y)*t + v0.y PortalFace._screen_space_y[right_num_vertices + 6] = ((signed int)((PortalFace._screen_space_y[i + 8] - PortalFace._screen_space_y[i + 9]) * t) >> 16) + PortalFace._screen_space_y[i + 9]; //New_x = right_clip PortalFace._screen_space_x[right_num_vertices + 6] = pBLVRenderParams->uViewportZ; } right_num_vertices++; } if ( next_vertices_flag ) { pNextVertices = right_num_vertices++; PortalFace._screen_space_x[pNextVertices + 6] = PortalFace._screen_space_x[i + 9]; PortalFace._screen_space_y[pNextVertices + 6] = PortalFace._screen_space_y[i + 9]; } current_vertices_flag = next_vertices_flag; } //************************************************************************************************************************************ // for top clip plane top_num_vertices = 0; PortalFace._screen_space_x[right_num_vertices + 6] = PortalFace._screen_space_x[6]; PortalFace._screen_space_y[right_num_vertices + 6] = PortalFace._screen_space_y[6]; current_vertices_flag = PortalFace._screen_space_y[6] >= (signed int)pBLVRenderParams->uViewportY;//8.0 if ( right_num_vertices < 1 ) return 0; for ( uint i = 1; i <= right_num_vertices; ++i ) { next_vertices_flag = PortalFace._screen_space_y[i + 6] >= (signed int)pBLVRenderParams->uViewportY; if ( current_vertices_flag ^ next_vertices_flag ) { if ( next_vertices_flag ) { t = fixpoint_div(pBLVRenderParams->uViewportY - PortalFace._screen_space_y[i + 5], PortalFace._screen_space_y[i + 6] - PortalFace._screen_space_y[i + 5]); PortalFace._screen_space_x[top_num_vertices + 3] = ((signed int)((PortalFace._screen_space_x[i + 6] - PortalFace._screen_space_x[i + 5]) * t) >> 16) + PortalFace._screen_space_x[i + 5]; PortalFace._screen_space_y[top_num_vertices + 3] = pBLVRenderParams->uViewportY; } else { t = fixpoint_div(pBLVRenderParams->uViewportY - PortalFace._screen_space_y[i + 6], PortalFace._screen_space_y[i + 5] - PortalFace._screen_space_y[i + 6]); PortalFace._screen_space_x[top_num_vertices + 3] = ((signed int)((PortalFace._screen_space_x[i + 5]- PortalFace._screen_space_x[i + 6]) * t) >> 16) + PortalFace._screen_space_x[i + 6]; PortalFace._screen_space_y[top_num_vertices + 3] = pBLVRenderParams->uViewportY; } top_num_vertices++; } current_vertices_flag = next_vertices_flag; if ( next_vertices_flag ) { pNextVertices = top_num_vertices++; PortalFace._screen_space_x[pNextVertices + 3] = PortalFace._screen_space_x[i + 6]; PortalFace._screen_space_y[pNextVertices + 3] = PortalFace._screen_space_y[i + 6]; } } //********************************************************************************************************************************** //for bottom_clip plane(проверка по нижней плоскости) bottom_num_vertices = 0; PortalFace._screen_space_x[top_num_vertices + 3] = PortalFace._screen_space_x[3]; PortalFace._screen_space_y[top_num_vertices + 3] = PortalFace._screen_space_y[3]; current_vertices_flag = PortalFace._screen_space_y[3] <= (signed int)pBLVRenderParams->uViewportW;//351.0 if ( top_num_vertices < 1 ) return 0; for ( uint i =1; i <= top_num_vertices; ++i ) { next_vertices_flag = PortalFace._screen_space_y[i + 3] <= (signed int)pBLVRenderParams->uViewportW; if ( current_vertices_flag ^ next_vertices_flag ) { if ( next_vertices_flag ) { t = fixpoint_div(pBLVRenderParams->uViewportW - PortalFace._screen_space_y[i + 2], PortalFace._screen_space_y[i + 3] - PortalFace._screen_space_y[i + 2]); PortalFace._screen_space_x[bottom_num_vertices] = ((signed int)((PortalFace._screen_space_x[i + 3] - PortalFace._screen_space_x[i + 2]) * t) >> 16) + PortalFace._screen_space_x[i + 2]; PortalFace._screen_space_y[bottom_num_vertices] = pBLVRenderParams->uViewportW; } else { t = fixpoint_div(pBLVRenderParams->uViewportW - PortalFace._screen_space_y[i + 3], PortalFace._screen_space_y[i + 2] - PortalFace._screen_space_y[i + 3]); PortalFace._screen_space_x[bottom_num_vertices] = ((signed int)((PortalFace._screen_space_x[i + 2] - PortalFace._screen_space_x[i + 3]) * t) >> 16) + PortalFace._screen_space_x[i + 3]; PortalFace._screen_space_y[bottom_num_vertices] = pBLVRenderParams->uViewportW; } bottom_num_vertices++; } if ( next_vertices_flag ) { pNextVertices = bottom_num_vertices++; PortalFace._screen_space_x[pNextVertices] = PortalFace._screen_space_x[i + 3]; PortalFace._screen_space_y[pNextVertices] = PortalFace._screen_space_y[i + 3]; } current_vertices_flag = next_vertices_flag; } //*************************************************************************************************************************************** if ( !bottom_num_vertices ) return 0; PortalFace._screen_space_x[bottom_num_vertices] = PortalFace._screen_space_x[0]; PortalFace._screen_space_y[bottom_num_vertices] = PortalFace._screen_space_y[0]; //check for software(проверка для софтвар) if ( !pRenderer->pRenderD3D && bottom_num_vertices > 3 ) { PortalFace._screen_space_x[bottom_num_vertices + 1] = PortalFace._screen_space_x[1]; PortalFace._screen_space_y[bottom_num_vertices + 1] = PortalFace._screen_space_y[1]; thisf = PortalFace.direction == true ? 1 : - 1; if ( bottom_num_vertices > 0 ) { v62 = 1; v71 = 1; do { v63 = v62 - 1; v64 = v62 + 1; v80 = v62 + 1; if ( v62 - 1 >= bottom_num_vertices ) v63 -= bottom_num_vertices; if ( v62 >= bottom_num_vertices ) v62 -= bottom_num_vertices; if ( v64 >= bottom_num_vertices ) v64 -= bottom_num_vertices; if ( thisf * ((PortalFace._screen_space_y[v64] - PortalFace._screen_space_y[v63]) * (PortalFace._screen_space_x[v62] - PortalFace._screen_space_x[v63]) - (PortalFace._screen_space_y[v62] - PortalFace._screen_space_y[v63]) * (PortalFace._screen_space_x[v64] - PortalFace._screen_space_x[v63])) < 0 ) { v62 = v80; v71 = v80; } else { v62 = v71; v65 = v71; if ( v71 < bottom_num_vertices || (v65 = v71 - bottom_num_vertices, v71 - bottom_num_vertices < bottom_num_vertices) ) { memcpy(&PortalFace._screen_space_y[v65], &PortalFace._screen_space_y[v65 + 1], 4 * ((unsigned int)(4 * (bottom_num_vertices - v65)) >> 2)); memcpy(&PortalFace._screen_space_x[v65], &PortalFace._screen_space_x[v65 + 1], 4 * ((unsigned int)(4 * (bottom_num_vertices - v65)) >> 2)); } --bottom_num_vertices; } } while ( v62 - 1 < bottom_num_vertices ); } PortalFace._screen_space_x[bottom_num_vertices] = PortalFace._screen_space_x[0]; PortalFace._screen_space_y[bottom_num_vertices] = PortalFace._screen_space_y[0]; } return bottom_num_vertices; } //----- (004AAEA6) -------------------------------------------------------- int __fastcall sub_4AAEA6_transform(RenderVertexSoft *a1) { double v4; // st5@2 double v5; // st4@3 float v11; // [sp+8h] [bp-8h]@2 float v12; // [sp+8h] [bp-8h]@6 float v13; // [sp+Ch] [bp-4h]@2 float v14; // [sp+Ch] [bp-4h]@6 if (pGame->pIndoorCameraD3D->sRotationX) { v13 = a1->vWorldPosition.x - (double)pParty->vPosition.x; v11 = a1->vWorldPosition.y - (double)pParty->vPosition.y; v4 = a1->vWorldPosition.z - (double)pParty->vPosition.z; //if ( pRenderer->pRenderD3D ) //{ v5 = v11 * pGame->pIndoorCameraD3D->fRotationYSine + v13 * pGame->pIndoorCameraD3D->fRotationYCosine; a1->vWorldViewPosition.y = v13 * pGame->pIndoorCameraD3D->fRotationYSine - v11 * pGame->pIndoorCameraD3D->fRotationYCosine; /*} else { v5 = v13 * pBLVRenderParams->fCosineY - v11 * pBLVRenderParams->fSineY; a1->vWorldViewPosition.y = v13 * pBLVRenderParams->fSineY + v11 * pBLVRenderParams->fCosineY; }*/ a1->vWorldViewPosition.x = v5 * pGame->pIndoorCameraD3D->fRotationXCosine - v4 * pGame->pIndoorCameraD3D->fRotationXSine; a1->vWorldViewPosition.z = v5 * pGame->pIndoorCameraD3D->fRotationXSine + v4 * pGame->pIndoorCameraD3D->fRotationXCosine; } else { v14 = a1->vWorldPosition.x - (double)pParty->vPosition.x; v12 = a1->vWorldPosition.y - (double)pParty->vPosition.y; a1->vWorldViewPosition.z = a1->vWorldPosition.z - (double)pParty->vPosition.z; //if ( pRenderer->pRenderD3D ) //{ a1->vWorldViewPosition.x = v12 * pGame->pIndoorCameraD3D->fRotationYSine + v14 * pGame->pIndoorCameraD3D->fRotationYCosine; a1->vWorldViewPosition.y = v14 * pGame->pIndoorCameraD3D->fRotationYSine - v12 * pGame->pIndoorCameraD3D->fRotationYCosine; /*} else { a1->vWorldViewPosition.x = v14 * pBLVRenderParams->fCosineY - v12 * pBLVRenderParams->fSineY; a1->vWorldViewPosition.y = v14 * pBLVRenderParams->fSineY + v12 * pBLVRenderParams->fCosineY; }*/ } return 0; }