Mercurial > mm7
view Game.cpp @ 1514:965af46e8793
Rename LevelDecoration::field_16_event_id to LevelDecoration::uEventID.
author | yoctozepto |
---|---|
date | Tue, 03 Sep 2013 15:09:07 +0200 |
parents | a109bb203e28 |
children | c4ab816fcc5e |
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#ifdef _MSC_VER #define _CRT_SECURE_NO_WARNINGS #endif #include <assert.h> #include "Vis.h" #include "LightmapBuilder.h" #include "DecalBuilder.h" #include "ParticleEngine.h" #include "Mouse.h" #include "Keyboard.h" #include "CShow.h" #include "GammaControl.h" #include "stru6.h" #include "stru9.h" #include "stru10.h" #include "Game.h" #include "Party.h" #include "IndoorCamera.h" #include "Viewport.h" #include "Time.h" #include "Outdoor.h" #include "Outdoor_stuff.h" #include "Overlays.h" #include "AudioPlayer.h" #include "LOD.h" #include "OSInfo.h" #include "GUIWindow.h" #include "TurnEngine.h" #include "VideoPlayer.h" #include "Bink_Smacker.h" #include "Events.h" #include "Arcomage.h" #include "texts.h" #include "GUIFont.h" #include "Log.h" #include "Lights.h" #include "mm7_data.h" //#include "MM7.h" Game *pGame; //----- (00435694) -------------------------------------------------------- void Game::ToggleFlags2(unsigned int uFlag) { unsigned int v2; // eax@1 v2 = this->uFlags2; if ( v2 & uFlag ) this->uFlags2 = v2 & ~uFlag; else this->uFlags2 = uFlag | v2; } //----- (0044103C) -------------------------------------------------------- void Game::Draw() { //float v2; // ST24_4@11 //double v3; // ST28_8@11 int v4; // edi@26 //int v5; // eax@35 uFlags2 &= 0xFFFFFFFDu; if ( pParty->_497FC5_check_party_perception_against_level() ) uFlags2 |= 2u; pIndoorCamera->sRotationX = pParty->sRotationX; pIndoorCamera->sRotationY = pParty->sRotationY; //pIndoorCamera->pos.x = pParty->vPosition.x - ((__int64)pParty->y_rotation_granularity * stru_5C6E00->SinCos(pIndoorCamera->sRotationY)) / 2048.0;//12552 //pIndoorCamera->pos.y = pParty->vPosition.y - ((__int64)pParty->y_rotation_granularity * stru_5C6E00->SinCos(pIndoorCamera->sRotationY)) / 2048.0;//800 pIndoorCamera->pos.x = pParty->vPosition.x - pParty->y_rotation_granularity * cosf(2 * 3.141592653589 * pIndoorCamera->sRotationY / 2048.0); pIndoorCamera->pos.y = pParty->vPosition.y - pParty->y_rotation_granularity * sinf(2 * 3.141592653589 * pIndoorCamera->sRotationY / 2048.0); pIndoorCamera->pos.z = pParty->vPosition.z + pParty->sEyelevel;//193, but real 353 pIndoorCamera->Initialize2(); pIndoorCameraD3D->CreateWorldMatrixAndSomeStuff(); pIndoorCameraD3D->_4374E8_ProllyBuildFrustrum(); if ( pVideoPlayer->AnyMovieLoaded() ) { if ( !pRenderer->pRenderD3D ) { pRenderer->BeginSceneD3D(); pMouse->DrawCursorToTarget(); pRenderer->DrawBillboards_And_MaybeRenderSpecialEffects_And_EndScene(); } } else { if ( pParty->vPosition.x != pParty->vPrevPosition.x || pParty->sRotationY != pParty->sPrevRotationY || pParty->vPosition.y != pParty->vPrevPosition.y || pParty->sRotationX != pParty->sPrevRotationX || pParty->vPosition.z != pParty->vPrevPosition.z || pParty->sEyelevel != pParty->sPrevEyelevel ) pParty->uFlags |= 2u; pParty->vPrevPosition.x = pParty->vPosition.x; pParty->vPrevPosition.y = pParty->vPosition.y; pParty->vPrevPosition.z = pParty->vPosition.z; //v0 = &pRenderer; pParty->sPrevRotationY = pParty->sRotationY; pParty->sPrevRotationX = pParty->sRotationX; pParty->sPrevEyelevel = pParty->sEyelevel; pRenderer->BeginSceneD3D(); if ( !pRenderer->pRenderD3D ) pMouse->DrawCursorToTarget(); if ( !PauseGameDrawing() || viewparams->field_48 == 1 ) { if ( pRenderer->pRenderD3D ) { float v2 = (double)(((signed int)pMiscTimer->uTotalGameTimeElapsed >> 2) & 0x1F) * 0.032258064 * 6.0; //v3 = v2 + 6.7553994e15; //pRenderer->field_1036A8_bitmapid = LODWORD(v3); pRenderer->hd_water_current_frame = floorf(v2 + 0.5f); } if (uCurrentlyLoadedLevelType == LEVEL_Indoor) pIndoor->Draw(); else if (uCurrentlyLoadedLevelType == LEVEL_Outdoor) pOutdoor->Draw(); else assert(false); if (pRenderer->pRenderD3D) { pDecalBuilder->DrawBloodsplats(); pGame->pLightmapBuilder->DrawLightmapsType(2); } } pRenderer->DrawBillboards_And_MaybeRenderSpecialEffects_And_EndScene(); } //DEBUG: force redraw gui viewparams->bRedrawGameUI = true; pRenderer->BeginScene(); if (pRenderer->pRenderD3D) pMouse->DrawCursorToTarget(); if (pOtherOverlayList->bRedraw) viewparams->bRedrawGameUI = true; v4 = viewparams->bRedrawGameUI; GameUI_Footer(); if (!viewparams->bRedrawGameUI) { GameUI_DrawRightPanelItems(); } else { GameUI_DrawRightPanelFrames(); GameUI_Footer_2(); viewparams->bRedrawGameUI = false; } if (!pVideoPlayer->pSmackerMovie) { GameUI_DrawMinimap(488, 16, 625, 133, viewparams->uMinimapZoom, pParty->uFlags & 2); if (v4) { if ( !PauseGameDrawing() && pRenderer->pRenderD3D) // clear game viewport with transparent color pRenderer->FillRectFast(pViewport->uViewportTL_X, pViewport->uViewportTL_Y, pViewport->uViewportBR_X - pViewport->uViewportTL_X, pViewport->uViewportBR_Y - pViewport->uViewportTL_Y + 1, pRenderer->uTargetGMask | pRenderer->uTargetBMask); viewparams->field_48 = 0; } } viewparams->bRedrawGameUI = pOtherOverlayList->bRedraw; pOtherOverlayList->bRedraw = 0; GameUI_DrawPartySpells(); if (v4 || pParty->pHirelings[0].evt_C || pParty->pHirelings[1].evt_C ) GameUI_DrawHiredNPCs(); GameUI_DrawPortraits(v4); GameUI_DrawLifeManaBars(); GameUI_DrawCharacterSelectionFrame(); if ( sub_44100D() ) GameUI_DrawRightPanel(); if ( !pVideoPlayer->AnyMovieLoaded() ) { pStru6Instance->DrawPlayerBuffAnims(); pOtherOverlayList->DrawTurnBasedIcon(v4); GameUI_DrawTorchlightAndWizardEye(); } static bool render_framerate = false; static float framerate = 0.0f; static uint frames_this_second = 0; static uint last_frame_time = GetTickCount(); static uint framerate_time_elapsed = 0; auto frame_dt = GetTickCount() - last_frame_time; last_frame_time = GetTickCount(); framerate_time_elapsed += frame_dt; if (framerate_time_elapsed >= 1000) { framerate = frames_this_second * (1000.0f / framerate_time_elapsed); framerate_time_elapsed = 0; frames_this_second = 0; render_framerate = true; } ++frames_this_second; extern bool debug_information; if ( debug_information ) { if (render_framerate) { sprintf(pTmpBuf.data(), "FPS: % .4f", framerate); pPrimaryWindow->DrawText(pFontArrus, 494, 0, TargetColor(0, 0, 0), pTmpBuf.data(), 0, 0, 0); } if (uCurrentlyLoadedLevelType == LEVEL_Indoor) { auto sector_id = pIndoor->GetSector(pParty->vPosition.x, pParty->vPosition.y, pParty->vPosition.z); sprintf(pTmpBuf.data(), "Party Sector ID: %u/%u\n", sector_id, pIndoor->uNumSectors); pPrimaryWindow->DrawText(pFontArrus, 16, 16, TargetColor(255, 255, 255), pTmpBuf.data(), 0, 0, 0xFFFFFFFF); } sprintf(pTmpBuf.data(), "Party Position: % d % d % d", pParty->vPosition.x, pParty->vPosition.y, pParty->vPosition.z); pPrimaryWindow->DrawText(pFontArrus, 16, 16 + 16, TargetColor(255, 255, 255), pTmpBuf.data(), 0, 0, 0xFFFFFFFF); if (uCurrentlyLoadedLevelType == LEVEL_Indoor) { uint uFaceID; auto sector_id = pIndoor->GetSector(pParty->vPosition.x, pParty->vPosition.y, pParty->vPosition.z); auto floor_level = BLV_GetFloorLevel(pParty->vPosition.x, pParty->vPosition.y, pParty->vPosition.z + 40, sector_id, &uFaceID); sprintf(pTmpBuf.data(), "BLV_GetFloorLevel: %d face_id %d\n", floor_level, uFaceID); } else { int on_water, _a6; auto floor_level = ODM_GetFloorLevel(pParty->vPosition.x, pParty->vPosition.y, pParty->vPosition.z, 0, &on_water, &_a6, false); sprintf(pTmpBuf.data(), "ODM_GetFloorLevel: %d on_water: %s a6 = %d\n", floor_level, on_water ? "true" : "false", _a6); } pPrimaryWindow->DrawText(pFontArrus, 16, 16 + 16 + 16, TargetColor(255, 255, 255), pTmpBuf.data(), 0, 0, 0xFFFFFFFF); } GUI_UpdateWindows(); pParty->UpdatePlayersAndHirelingsEmotions(); _unused_5B5924_is_travel_ui_drawn = false; if (v4) pMouse->bRedraw = true; pMouse->_469EA4(); pMouse->DrawCursor(); pMouse->_469E1C(); pRenderer->EndScene(); pRenderer->Present(); pParty->uFlags &= ~2; } //----- (0047A815) -------------------------------------------------------- void Game::DrawParticles() { pParticleEngine->Draw(); } //----- (00463149) -------------------------------------------------------- void Game::Loop() { //signed int v0; // ebp@3 //signed int v1; // esi@4 //Render *v2; // edi@7 //signed int v3; // esi@7 signed int pNewNPCsCount; // ecx@58 NPCData *pNPC; // eax@59 Player *pPlayer; // esi@65 //OtherOverlay *pOtherOverlay; // esi@67 //signed int v8; // edi@67 //int pPlayerNum; // edi@69 int *pHealth; // esi@71 //signed int v11; // esi@78 //int v12; // eax@83 const char *pLocationName; // [sp-4h] [bp-68h]@74 bool bLoading; // [sp+10h] [bp-54h]@1 //signed int bLoadinga; // [sp+10h] [bp-54h]@19 signed int v16; // [sp+14h] [bp-50h]@8 //int v17[4]; // [sp+18h] [bp-4Ch]@80 MSG Msg; // [sp+28h] [bp-3Ch]@20 char Source[64]; // [sp+44h] [bp-20h]@76 bLoading = uCurrentMenuID == MENU_LoadingProcInMainMenu; SetCurrentMenuID((MENU_STATE)-1); if (bLoading) { pParty->Reset(); dword_6BE340 = 0; uGameState = GAME_STATE_PLAYING; LoadGame(uLoadGameUI_SelectedSlot); } for (uint i = 1; i < 5; ++i) for (uint j = 1; j < 6; ++j) { sprintf(pTmpBuf.data(), "data\\lloyd%d%d.pcx", i, j); remove(pTmpBuf.data()); } LoadPlayerPortraintsAndVoices(); pIcons_LOD->_inlined_sub1(); pAudioPlayer->SetMusicVolume(pSoundVolumeLevels[uMusicVolimeMultiplier] * 64.0f); while ( 2 ) { v16 = 1; pMessageQueue_50CBD0->Flush(); pPartyActionQueue->uNumActions = 0; if (pParty->bTurnBasedModeOn) { pTurnEngine->End(false); pParty->bTurnBasedModeOn = false; } DoPrepareWorld(bLoading, 1); pEventTimer->Resume(); dword_6BE364_game_settings_1 |= 0x80; dword_6BE340 = 2; // uGame_if_0_else_ui_id__11_save__else_load__8_drawSpellInfoPopup__22_final_window__26_keymapOptions__2_options__28_videoOptions = 0; pCurrentScreen = SCREEN_GAME; if ( pRenderer->pRenderD3D ) pGame->pVisInstance->_4C1A02(); bool game_finished = false; do { while ( PeekMessageA(&Msg, 0, 0, 0, PM_REMOVE) ) { if ( Msg.message == WM_QUIT ) Game_DeinitializeAndTerminate(0); TranslateMessage(&Msg); DispatchMessageA(&Msg); } if (dword_6BE364_game_settings_1 & 0x0100 ) { WaitMessage(); continue; } pGame->_44EEA7(); GameUI_WritePointedObjectStatusString(); ProcessInputActions(); GameUI_MsgProc(); if ( pArcomageGame->bGameInProgress ) { ArcomageGame::Loop(); pRenderer->Present(); continue; } if ( pVideoPlayer->pSmackerMovie && !SmackWait(pVideoPlayer->pSmackerMovie) ) { pRenderer->BeginScene(); pMouse->DrawCursorToTarget(); pVideoPlayer->SmackUpdatePalette(pVideoPlayer->hWindow); pMouse->_469EA4(); pRenderer->EndScene(); } else if ( pVideoPlayer->pBinkMovie && !BinkWait(pVideoPlayer->pBinkMovie) ) { pRenderer->BeginScene(); pMouse->DrawCursorToTarget(); pVideoPlayer->BinkUpdatePalette(pVideoPlayer->hWindow); pMouse->_469EA4(); pRenderer->EndScene(); } pEventTimer->Update(); pMiscTimer->Update(); OnTimer(0); GameUI_StatusBar_UpdateTimedString(0); if ( pMiscTimer->bPaused && !pEventTimer->bPaused ) pMiscTimer->Resume(); if ( pEventTimer->bTackGameTime && !pParty->bTurnBasedModeOn ) pEventTimer->bTackGameTime = 0; if ( !pEventTimer->bPaused && uGameState == GAME_STATE_PLAYING) { if ( !pEventTimer->bTackGameTime ) _494035_timed_effects__water_walking_damage__etc(); if ( dword_6BE364_game_settings_1 & 1 ) { dword_6BE364_game_settings_1 &= 0xFFFFFFFEu; } else { UpdateActorAI(); UpdateUserInput_and_MapSpecificStuff(); } } if ( v16 ) { v16 = 0; viewparams->bRedrawGameUI = true; } pAudioPlayer->UpdateSounds(); if (uGameState == GAME_FINISHED) //goto LABEL_96; { game_finished = true; continue; } if (uGameState == GAME_STATE_2) { pAudioPlayer->StopChannels(-1, -1); PrepareWorld(0); uGameState = GAME_STATE_PLAYING; continue; } if ( (signed int)uGameState <= GAME_STATE_2 ) //goto LABEL_85; { pGame->Draw(); continue; } if ( (signed int)uGameState <= GAME_STATE_5 || uGameState == GAME_STATE_GAME_QUITTING_TO_MAIN_MENU ) { //LABEL_96: game_finished = true; continue; } if ( uGameState != GAME_STATE_PARTY_DIED ) { if ( uGameState != GAME_STATE_FINAL_WINDOW ) { //LABEL_85: pGame->Draw(); } else { pRenderer->BeginScene(); GUI_UpdateWindows(); pRenderer->EndScene(); //goto LABEL_89; pRenderer->Present(); } continue; } pAudioPlayer->StopChannels(-1, -1);//далее в случае смерти группы memset(&pParty->pHirelings[0], 0, 0x4Cu); memset(&pParty->pHirelings[1], 0, 0x4Cu); pNewNPCsCount = 0; if ( (signed int)pNPCStats->uNumNewNPCs > 0 ) { pNPC = pNPCStats->pNewNPCData; do { if ( pNPC->field_24 ) pNPC->uFlags &= 0xFFFFFF7Fu; ++pNewNPCsCount; ++pNPC; } while ( pNewNPCsCount < (signed int)pNPCStats->uNumNewNPCs ); } pVideoPlayer->PlayDeathMovie(); if ( pVideoPlayer->AnyMovieLoaded() ) pVideoPlayer->Unload(); SaveGame(0, 0); ++pParty->uNumDeaths; pPlayer = pParty->pPlayers; do { pPlayer->SetVariable(VAR_Award, 85); ++pPlayer; } while ( (signed int)pPlayer < (signed int)pParty->pHirelings ); pParty->days_played_without_rest = 0; pParty->uTimePlayed += 0x276000ui64; LOWORD(pParty->uFlags) &= ~0x204; pParty->SetGold(0); pOtherOverlayList->Reset(); memset(pParty->pPartyBuffs, 0, 0x140u); if ( pParty->bTurnBasedModeOn == 1 ) { pTurnEngine->End(true); pParty->bTurnBasedModeOn = 0; } //pHealth = &pParty->pPlayers[0].sHealth;//193C //do for(int i=0; i<4; ++i) { memset(pParty->pPlayers[i].pConditions, 0, 0xA0u);//(pConditions, 0, 160) memset(pParty->pPlayers[i].pPlayerBuffs, 0, 0x180u);//(pPlayerBuffs[0], 0, 384) //*pHealth = 1; pParty->pPlayers[i].sHealth=1; //pHealth += 1743; //6CF uActiveCharacter = 1; } // while ( (signed int)pHealth < (signed int)&pParty->field_871C[567] ); if (_449B57_test_bit(pParty->_quest_bits, PARTY_QUEST_FINISHED_EMERALD_ISLE)) { pParty->vPosition.x = -17331; // respawn in harmondale pParty->vPosition.y = 12547; pParty->vPosition.z = 465; pParty->sRotationY = 0; pLocationName = "out02.odm"; } else { pParty->vPosition.x = 12552; // respawn on emerald isle pParty->vPosition.y = 1816; pParty->vPosition.z = 0; pParty->sRotationY = 512; pLocationName = "out01.odm"; } strcpy(Source, pLocationName); pParty->uFallStartY = pParty->vPosition.z; pParty->sRotationX = 0; pParty->uFallSpeed = 0; pParty->field_6E4 = 0; pParty->field_6E0 = 0; if ( _stricmp(Source, pCurrentMapName) ) { strcpy(pCurrentMapName, Source); _5B65A8_npcdata_uflags_or_other = pParty->vPosition.x; _5B65AC_npcdata_fame_or_other = pParty->vPosition.y; _5B65B0_npcdata_rep_or_other = pParty->vPosition.z; _5B65B4_npcdata_loword_house_or_other = pParty->sRotationY; _5B65B8_npcdata_hiword_house_or_other = pParty->sRotationX; dword_5B65C0 = 1; PrepareWorld(1); } InitializeActors(); int num_conscious_players = 0; int conscious_players_ids[4] = {-1, -1, -1, -1}; for (int v11 = 0; v11 < 4; ++v11) { if (pPlayers[v11 + 1]->CanAct()) conscious_players_ids[num_conscious_players++] = v11; } if (num_conscious_players) { int idx = conscious_players_ids[rand() % num_conscious_players]; assert(idx >= 0); pPlayers[idx + 1]->PlaySound(SPEECH_99, 0); } ShowStatusBarString(pGlobalTXT_LocalizationStrings[524], 2u);// "Once again you've cheated death!.." "Вы снова обхитрили смерть! …" uGameState = GAME_STATE_PLAYING; } while (!game_finished); dword_6BE340 = 0; pEventTimer->Pause(); ResetCursor_Palettes_LODs_Level_Audio_SFT_Windows(); if ( uGameState == GAME_STATE_LOADING_GAME ) { sub_491E3A(); LoadPlayerPortraintsAndVoices(); uGameState = GAME_STATE_PLAYING; pIcons_LOD->dword_11B84 = pIcons_LOD->uNumLoadedFiles; bLoading = true; continue; } break; } pCurrentScreen = SCREEN_VIDEO; sub_491E3A(); } //----- (0044F192) -------------------------------------------------------- void Game::PrepareBloodsplats() { for (uint i = 0; i < uNumBloodsplats; ++i) { pBloodsplatContainer->AddBloodsplat( pBloodsplats[i].x, pBloodsplats[i].y, pBloodsplats[i].z, pBloodsplats[i].radius, pBloodsplats[i].r, pBloodsplats[i].g, pBloodsplats[i].b); } } //----- (0044F120) -------------------------------------------------------- void Game::PushStationaryLights(int a2) { Game__StationaryLight* pLight; for( int i=0; i<uNumStationaryLights; ++i ) { pLight=&pStationaryLights[i]; pStationaryLightsStack->AddLight( pLight->vPosition.x, pLight->vPosition.y, pLight->vPosition.z, pLight->flt_18, pLight->vRGBColor.x, pLight->vRGBColor.y, pLight->vRGBColor.z, byte_4E94D0); } } // 4E94D0: using guessed type char byte_4E94D0; //----- (0044F0FD) -------------------------------------------------------- void Game::_44F0FD() { ToggleFlags(0x40u); if ( !(uFlags & 0x40) ) { uNumBloodsplats = 0; field_E0C = 0; } } //----- (0044F0D8) -------------------------------------------------------- void Game::ToggleFlags(uint uMask) { if (uFlags & uMask) uFlags &= ~uMask; else uFlags |= uMask; } //----- (0044F07B) -------------------------------------------------------- bool Game::_44F07B() { if (!pKeyboardInstance->IsKeyBeingHeld(VK_SHIFT) && !pKeyboardInstance->IsKeyBeingHeld(VK_LSHIFT) && !pKeyboardInstance->IsKeyBeingHeld(VK_LSHIFT) || (pKeyboardInstance->WasKeyPressed(VK_F11) == 0 && pKeyboardInstance->WasKeyPressed(VK_F11))) return true; return false; } //----- (0044EEA7) -------------------------------------------------------- bool Game::_44EEA7() { //Game *v1; // esi@1 //double v2; // st7@2 float depth; // ST00_4@9 //bool result; // eax@9 unsigned int v5; // eax@14 __int64 v6; // kr00_8@21 unsigned int y; // [sp+4h] [bp-24h]@2 unsigned int x; // [sp+8h] [bp-20h]@2 Vis_SelectionFilter *v10; // [sp+10h] [bp-18h]@2 Vis_SelectionFilter *v11; // [sp+14h] [bp-14h]@2 POINT a2; // [sp+20h] [bp-8h]@1 //v1 = this; ++qword_5C6DF0; pParticleEngine->UpdateParticles(); pMouseInstance->GetCursorPos(&a2); x = a2.y; y = a2.x; if ( sub_4637E0_is_there_popup_onscreen() ) { v11 = &vis_face_filter; v10 = &vis_sprite_filter_2; depth = pGame->pIndoorCameraD3D->GetPickDepth(); } else { if ( uFlags2 & GAME_FLAGS_2_TARGETING_MODE ) { v11 = &vis_face_filter; v10 = &vis_sprite_filter_1; } else { v11 = &vis_face_filter; v10 = &vis_sprite_filter_4; } depth = 5120.0; } //depth = v2; PickMouse(depth, y, x, false, v10, v11); pLightmapBuilder->std__vector_000004_size = 0; pLightmapBuilder->std__vector_183808_size = 0; pDecalBuilder->std__vector_pDecals_size = 0; pDecalBuilder->field_308008 = 0; if (!_44F07B()) return false; if ( uFlags & GAME_FLAGS_1_DRAW_BLV_DEBUGS) pStru10Instance->bDoNotDrawPortalFrustum = false; if ( pRenderer->pRenderD3D && uCurrentlyLoadedLevelType == LEVEL_Outdoor) { v5 = GetLevelFogColor(); pRenderer->uFogColor = v5 & 0xFFFFFF; } if (uFlags & 0x0400) uFlags2 |= 0x01; if ( !pRenderer->pRenderD3D && uCurrentlyLoadedLevelType == LEVEL_Outdoor && pMobileLightsStack->uNumLightsActive ) { uFlags2 |= 0x01; field_E10 = qword_5C6DF0; } v6 = qword_5C6DF0 - field_E10; if ( qword_5C6DF0 - field_E10 == 1 ) uFlags2 |= v6; if (uNumStationaryLights_in_pStationaryLightsStack != pStationaryLightsStack->uNumLightsActive ) { uFlags2 |= 1u; uNumStationaryLights_in_pStationaryLightsStack = pStationaryLightsStack->uNumLightsActive; } _44E904(); return true; } //----- (0044EDE4) -------------------------------------------------------- bool Game::AlterGamma_BLV(BLVFace *pFace, unsigned int *pColor) { if (uFlags2 & GAME_FLAGS_2_SATURATE_LIGHTMAPS && pFace->uAttributes & FACE_CAN_SATURATE_COLOR) { *pColor = ReplaceHSV(*pColor, 1.0, fSaturation, -1.0); return true; } else return false; } //----- (0044EE30) -------------------------------------------------------- bool Game::AlterGamma_ODM(ODMFace *pFace, unsigned int *pColor) { if (uFlags2 & GAME_FLAGS_2_SATURATE_LIGHTMAPS && pFace->uAttributes & FACE_CAN_SATURATE_COLOR) { *pColor = ReplaceHSV(*pColor, 1.0, fSaturation, -1.0); return true; } else return false; } //----- (004645FA) -------------------------------------------------------- void Game::Deinitialize() { struct tagRECT Rect; // [sp+0h] [bp-10h]@6 WriteWindowsRegistryInt("startinwindow", pRenderer->bWindowMode); if ( GetWindowRect(hWnd, &Rect) && pRenderer->bWindowMode ) { WriteWindowsRegistryInt("window X", Rect.left); WriteWindowsRegistryInt("window Y", Rect.top); } WriteWindowsRegistryInt("valAlwaysRun", bAlwaysRun); pItemsTable->Release(); pNPCStats->Release(); if (pMouse) pMouse->Deactivate(); delete pRenderer; pAudioPlayer->Release();//error pNew_LOD->FreeSubIndexAndIO(); pGames_LOD->FreeSubIndexAndIO(); ClipCursor(0); Game::Destroy(); } //----- (0044EE7C) -------------------------------------------------------- bool Game::draw_debug_outlines() { if (uFlags & 0x04) { pLightmapBuilder->DrawDebugOutlines(-1); pDecalBuilder->DrawDecalDebugOutlines(); } return true; } //----- (0044EC23) -------------------------------------------------------- int Game::_44EC23(struct Polygon *a2, int *a3, signed int a4) { double v4; // st7@4 //double v5; // ST00_8@4 signed int v6; // eax@5 //double v7; // ST00_8@6 signed int result; // eax@8 //double v9; // ST00_8@9 //double v10; // ST00_8@11 float a2a; // [sp+14h] [bp+8h]@4 float a3a; // [sp+18h] [bp+Ch]@4 float a3b; // [sp+18h] [bp+Ch]@6 float a4a; // [sp+1Ch] [bp+10h]@9 float a4b; // [sp+1Ch] [bp+10h]@11 if ( this->uFlags2 & 2 && a2->field_59 == 5 && a2->pODMFace->uAttributes & 2 ) { v4 = (double)a4; a2a = v4; *a3 |= 2u; a3a = (1.0 - this->fSaturation) * v4; //v5 = a3a + 6.7553994e15; //if ( SLODWORD(v5) >= 0 ) if (floorf(a3a + 0.5f) >= 0 ) { a3b = (1.0 - this->fSaturation) * a2a; //v7 = a3b + 6.7553994e15; //v6 = LODWORD(v7); v6 = floorf(a3b + 0.5f); } else { v6 = 0; } if ( a4 >= v6 ) { a4a = (1.0 - fSaturation) * a2a; //v9 = a4a + 6.7553994e15; //if ( SLODWORD(v9) >= 0 ) if (floorf(a4a + 0.5f) >= 0) { a4b = (1.0 - fSaturation) * a2a; //v10 = a4b + 6.7553994e15; //result = LODWORD(v10); result = floorf(a4b + 0.5f); } else { result = 0; } } else { result = a4; } } else { result = -1; } return result; } //----- (00465C8B) -------------------------------------------------------- Game *Game::Create() { return new Game; } //----- (00465CF3) -------------------------------------------------------- void Game::Destroy() { if (pGame) delete pGame; pGame = nullptr; } //----- (0044ED0A) -------------------------------------------------------- signed int Game::_44ED0A(BLVFace *a2, int *a3, signed int a4) { double v4; // st7@3 //double v5; // ST00_8@3 signed int v6; // eax@4 //double v7; // ST00_8@5 signed int result; // eax@7 //double v9; // ST00_8@8 //double v10; // ST00_8@10 float v11; // [sp+14h] [bp+8h]@3 float v12; // [sp+18h] [bp+Ch]@3 float v13; // [sp+18h] [bp+Ch]@5 float v14; // [sp+1Ch] [bp+10h]@8 float v15; // [sp+1Ch] [bp+10h]@10 if ( this->uFlags2 & 2 && a2->uAttributes & 2 ) { v4 = (double)a4; v11 = v4; *a3 |= 2u; v12 = (1.0 - this->fSaturation) * v4; //v5 = v12 + 6.7553994e15; if (floorf(v12 + 0.5f)/* SLODWORD(v5)*/ >= 0 ) { v13 = (1.0 - this->fSaturation) * v11; //v7 = v13 + 6.7553994e15; //v6 = LODWORD(v7); v6 = floorf(v13 + 0.5f); } else { v6 = 0; } if ( a4 >= v6 ) { v14 = (1.0 - fSaturation) * v11; //v9 = v14 + 6.7553994e15; if (floorf(v14 + 0.5f)/* SLODWORD(v9)*/ >= 0 ) { v15 = (1.0 - fSaturation) * v11; //v10 = v15 + 6.7553994e15; //result = LODWORD(v10); result = floorf(v15 + 0.5f); } else { result = 0; } } else { result = a4; } } else { result = -1; } return result; } //----- (0044E4B7) -------------------------------------------------------- Game::Game() { uNumStationaryLights = 0; uNumBloodsplats = 0; field_E0C = 0; field_E10 = 0; uNumStationaryLights_in_pStationaryLightsStack = 0; bGammaControlInitialized = false; uFlags = 0; uFlags2 = 0; uSomeGammaStartTime = 0; uSomeGammaDeltaTime = 0; //pThreadWardInstance = new ThreadWard; pThreadWardInstance = nullptr; pParticleEngine = new ParticleEngine; pMouse = pMouseInstance = new Mouse(pThreadWardInstance); pLightmapBuilder = new LightmapBuilder; pVisInstance = new Vis; pStru6Instance = new stru6; pIndoorCameraD3D = new IndoorCameraD3D; pStru9Instance = new stru9; pStru10Instance = new stru10; //pStru11Instance = new stru11; pStru11Instance = nullptr; //pStru12Instance = new stru12(pStru11Instance); pStru12Instance = nullptr; //pCShow = new CShow; pCShow = nullptr; pKeyboardInstance = new Keyboard; pGammaController = new GammaController; uFlags |= 0x0800; uFlags2 |= 0x24; _44F0FD(); bWinNT4_0 = false; if (pVersion->pVersionInfo.dwPlatformId == VER_PLATFORM_WIN32_NT && pVersion->pVersionInfo.dwMajorVersion == 4) bWinNT4_0 = true; } //----- (0044E7F3) -------------------------------------------------------- Game::~Game() { if (pGammaController) delete pGammaController; if (pKeyboardInstance) delete pKeyboardInstance; /*if (pCShow) delete pCShow; if (pStru12Instance) delete pStru12Instance; if (pStru11Instance) delete pStru11Instance;*/ if (pStru10Instance) delete pStru10Instance; if (pStru9Instance) delete pStru9Instance; if (pIndoorCameraD3D) delete pIndoorCameraD3D; if (pStru6Instance) delete pStru6Instance; if (pVisInstance) delete pVisInstance; if (pLightmapBuilder) delete pLightmapBuilder; if (pMouseInstance) delete pMouseInstance; if (pParticleEngine) delete pParticleEngine; //if (pThreadWardInstance) // delete pThreadWardInstance; } //----- (0044E904) -------------------------------------------------------- void Game::_44E904() { //Game *v1; // esi@1 unsigned __int64 v2; // qax@1 unsigned int v3; // ecx@1 int v4; // edi@1 unsigned __int8 v5; // cf@7 double v6; // st7@13 double v7; // st7@15 signed __int64 v8; // [sp+Ch] [bp-8h]@1 //v1 = this; v2 = pEventTimer->Time(); v4 = (v2 - uSomeGammaStartTime) >> 32; v3 = v2 - LODWORD(uSomeGammaStartTime); v8 = v2 - uSomeGammaStartTime; if ( v4 < 0 || SHIDWORD(v2) < ((unsigned int)v2 < LODWORD(uSomeGammaStartTime)) + HIDWORD(uSomeGammaStartTime) | v4 == 0 && v3 <= 0x80 ) { if ( v4 < 0 ) { v3 = 0; v4 = 0; uSomeGammaStartTime = v2; v8 = __PAIR__(v4, v3); } } else { if ( uSomeGammaDeltaTime ) { LODWORD(uSomeGammaDeltaTime) = 0; HIDWORD(uSomeGammaDeltaTime) = 0; } else { LODWORD(uSomeGammaDeltaTime) = v3; HIDWORD(uSomeGammaDeltaTime) = v4; } v5 = __CFADD__(v3, -128); v3 -= 128; v4 = v5 + v4 - 1; uSomeGammaStartTime = v2; v8 = __PAIR__(v4, v3); } if ( uSomeGammaDeltaTime ) v6 = (double)(signed __int64)(uSomeGammaDeltaTime - __PAIR__(v4, v3)); else v6 = (double)v8; v7 = v6 * 0.0078125; if ( v7 < 0.0 || v7 <= 1.0 ) { if ( v7 < 0.0 ) v7 = 0.0; } else { v7 = 1.0; } if ( pRenderer->pRenderD3D ) fSaturation = v7; else fSaturation = (1.0 - 0.5) * v7 + 0.5; } //----- (0044EA17) -------------------------------------------------------- bool Game::InitializeGammaController() { if (pVersion->pVersionInfo.dwPlatformId != VER_PLATFORM_WIN32_NT || pVersion->pVersionInfo.dwMajorVersion != 4 ) pGammaController->InitializeFromSurface(pRenderer->pFrontBuffer4); bGammaControlInitialized = true; uSomeGammaStartTime = pEventTimer->Time(); return true; } //----- (0044EA5E) -------------------------------------------------------- bool Game::PickMouse(float fPickDepth, unsigned int uMouseX, unsigned int uMouseY, bool bOutline, Vis_SelectionFilter *sprite_filter, Vis_SelectionFilter *face_filter) { if (pCurrentScreen != SCREEN_GAME|| !pRenderer->pRenderD3D) return false; if (!pVisInstance) { MessageBoxW(nullptr, L"The 'Vis' object pointer has not been instatiated, but CGame::Pick() is trying to call through it.", nullptr, 0); return false; } if (uMouseX >= (signed int)pViewport->uScreen_TL_X && uMouseX <= (signed int)pViewport->uScreen_BR_X && uMouseY >= (signed int)pViewport->uScreen_TL_Y && uMouseY <= (signed int)pViewport->uScreen_BR_Y) { pVisInstance->PickMouse(fPickDepth, uMouseX, uMouseY, sprite_filter, face_filter); if (bOutline) OutlineSelection(); } return true; } // 4E28F8: using guessed type int pCurrentScreen; //----- (0044EB12) -------------------------------------------------------- bool Game::PickKeyboard(bool bOutline, Vis_SelectionFilter *sprite_filter, Vis_SelectionFilter *face_filter) { if (pCurrentScreen == SCREEN_GAME && pVisInstance && pRenderer->pRenderD3D) { bool r = pVisInstance->PickKeyboard(&pVisInstance->default_list, sprite_filter, face_filter); if (bOutline) OutlineSelection(); return r; } return false; } /* Result::Code Game::PickKeyboard(bool bOutline, struct unnamed_F93E6C *a3, struct unnamed_F93E6C *a4) { if (dword_4E28F8_PartyCantJumpIfTrue) return Result::Generic; pVis->PickKeyboard(a3, a4); if (bOutline) Game_outline_selection((int)this); return Result::Success; } */ // 4E28F8: using guessed type int pCurrentScreen; //----- (0044EB5A) -------------------------------------------------------- void Game::OutlineSelection() { if (!pVisInstance) return; if (!pVisInstance->default_list.uNumPointers) return; auto object_info = pVisInstance->default_list.object_pointers[0]; if (object_info) switch (object_info->object_type) { case VisObjectType_Sprite: { Log::Warning(L"Sprite outline currently unsupported"); return; } case VisObjectType_Face: { if (uCurrentlyLoadedLevelType == LEVEL_Outdoor) { auto face = (ODMFace *)object_info->object; if (face->uAttributes & FACE_OUTLINED) face->uAttributes &= ~FACE_OUTLINED; else face->uAttributes |= FACE_OUTLINED; } else if (uCurrentlyLoadedLevelType == LEVEL_Indoor) { auto face = (BLVFace *)object_info->object; if (face->uAttributes & FACE_OUTLINED) face->uAttributes &= ~FACE_OUTLINED; else face->uAttributes |= FACE_OUTLINED; } else assert(false); } break; default: { MessageBoxW(nullptr, L"Undefined CObjectInfo type requested in CGame::outline_selection()", nullptr, 0); ExitProcess(0); } } }