Mercurial > mm7
view Engine/Graphics/stru9.cpp @ 2541:a902abdfc7f2
1. Renamed class Game to class Engine.
2. Separated game logic as state of FSM from game logic as engine.
3. Found out that many UI screen initializers were optimized away, intially
they all returned newly created window as separate object like it is done
in CharacterUI_Initialize.
author | a.parshin |
---|---|
date | Sun, 10 May 2015 01:29:11 +0200 |
parents | 9ec6b8be16fe |
children | b8a56afc6ba1 |
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#define _CRTDBG_MAP_ALLOC #include <stdlib.h> #include <crtdbg.h> #define _CRT_SECURE_NO_WARNINGS #include "Engine/Engine.h" #include "stru9.h" #include "IndoorCameraD3D.h" //----- (00498377) -------------------------------------------------------- bool stru9::_498377(struct RenderVertexSoft *pPortalBounding, unsigned int uNumVertices, struct IndoorCameraD3D_Vec4 *pVertices, struct RenderVertexSoft *pVertices2, unsigned int *pOutNumVertices) { int result; // eax@7 RenderVertexSoft *v9; // ecx@9 RenderVertexSoft *v19; // [sp+14h] [bp-14h]@0 signed int v21; // [sp+1Ch] [bp-Ch]@7 //__debugbreak(); //thisa = this; return true; static RenderVertexSoft static_AE3FB4; /*static bool __init_flag1 = false; if (!__init_flag1) { __init_flag1 = true; static_AE3FB4.flt_2C = 0.0; }*/ static stru312 static_AE3FA4; // idb /*static bool __init_flag2 = false; if (!__init_flag2) { __init_flag2 = true; //stru312::stru312(&static_AE3FA4); }*/ static VertexBuffer static_AE33A0; // idb /*static bool __init_flag3 = false; if (!__init_flag3) { __init_flag3 = true; //VertexBuffer::VertexBuffer(&static_AE33A0); }*/ result = false; //v7 = pOutNumVertices; v21 = 0; if ( (signed int)uNumVertices <= 0 ) { *pOutNumVertices = 0; return true; } //a2 = a1; //v8 = (char *)&a3->y; //v18 = (char *)&a3->y; //do for (uint j = 0; j < uNumVertices; j++ ) { //v17 = result + 1; result = j; v9 = &pPortalBounding[(j + 1) % (signed int)uNumVertices]; if ( pPortalBounding->vWorldPosition.x != v9->vWorldPosition.x || pPortalBounding->vWorldPosition.y != v9->vWorldPosition.y || pPortalBounding->vWorldPosition.z != v9->vWorldPosition.z ) { //v10 = a3->z; //v11 = a3->y; ++v21; //result = 0; static_AE33A0.uNumVertices = 0; //a3a = 0; static_AE3FA4.x = pVertices->x; static_AE3FA4.y = pVertices->y; static_AE3FA4.z = pVertices->z; if ( (signed int)*pOutNumVertices <= 0 ) { *pOutNumVertices = 0; return true; } //do for ( int i = 0; i < (signed int)*pOutNumVertices; i++ ) { //v12 = &pVertices[result]; if ( result ) { if ( _4989E1(&pVertices2[i], &pVertices2[i], pPortalBounding, &static_AE3FA4) && _498774(&pVertices2[i], &pVertices2[i], pPortalBounding, &static_AE3FA4, &static_AE3FB4) ) AddVertex(&static_AE33A0, &static_AE3FB4); } else { v19 = &pVertices2[i]; } //v20 = v12; if ( AreVectorsCollinear(&pVertices2[i], pPortalBounding, &static_AE3FA4) ) AddVertex(&static_AE33A0, &pVertices2[i]); //pOutNumVertices = pOutNumVertices; //a3a++; } //while ( a3a < (signed int)*pOutNumVertices ); if ( !static_AE33A0.uNumVertices ) { *pOutNumVertices = 0; return true; } if ( _4989E1(&pVertices2[result], v19, pPortalBounding, &static_AE3FA4) && _498774(&pVertices2[result], v19, pPortalBounding, &static_AE3FA4, &static_AE3FB4) ) AddVertex(&static_AE33A0, &static_AE3FB4); for (uint i = 0; i < static_AE33A0.uNumVertices; ++i) { pVertices2[i].vWorldPosition.x = static_AE33A0.pVertices[i].vWorldPosition.x; pVertices2[i].vWorldPosition.y = static_AE33A0.pVertices[i].vWorldPosition.y; pVertices2[i].vWorldPosition.z = static_AE33A0.pVertices[i].vWorldPosition.z; pVertices2[i].u = static_AE33A0.pVertices[i].u; pVertices2[i].v = static_AE33A0.pVertices[i].v; } //v13 = static_AE33A0.uNumVertices; /*a3b = 0; if ( static_AE33A0.uNumVertices > 0 ) { v14 = &static_AE33A0; v15 = (char *)&pVertices->vWorldPosition.y; for ( i = (char *)&static_AE33A0.pVertices[0].vWorldPosition.y - (char *)pVertices; ; i = (char *)&static_AE33A0.pVertices[0].vWorldPosition.y - (char *)pVertices ) { ++a3b; pVertices->vWorldPosition.x = v14->pVertices[0].vWorldPosition.x; v14 = (VertexBuffer *)((char *)v14 + 48); pVertices->vWorldPosition.y = *(float *)&v15[(char *)&static_AE33A0 - (char *)pVertices]; pVertices->vWorldPosition.z = *(float *)&v15[i]; pVertices->u = *(float *)&v15[(char *)&static_AE33A0.pVertices[0]._rhw - (char *)pVertices]; pVertices->v = *(float *)&v15[(char *)&static_AE33A0.pVertices[0].u - (char *)pVertices]; //static_AE33A0.uNumVertices = static_AE33A0.uNumVertices; v15 += 48; if ( a3b >= static_AE33A0.uNumVertices ) break; } }*/ //v7 = pOutNumVertices; //a3->y = a3->y; *pOutNumVertices = static_AE33A0.uNumVertices; } //result = v17; ++pPortalBounding; pVertices++; //v18 = (char *)&a3->y; } //while ( v17 < (signed int)uNumVertices ); if ( v21 < 3 ) *pOutNumVertices = 0; return true; } //----- (004985FB) -------------------------------------------------------- bool stru9::CalcPortalShape(struct RenderVertexSoft *a1, signed int a2, struct RenderVertexSoft *pVertices, unsigned int *pOutNumVertices, struct Vec3_float_ *a5, float a6, char *a7, int unused) { //RenderVertexSoft *v9; // ecx@1 //Vec3_float_ *v10; // esi@1 //char *v11; // ebx@1 //RenderVertexSoft *pVertices; // edi@1 double pLinelength1; // st7@1 //bool result; // eax@4 signed int v15; // edx@9 RenderVertexSoft *pLineEnd; // ecx@9 double pLinelength2; // st7@9 double t; // st6@12 signed int v19; // [sp+Ch] [bp-Ch]@7 //float v20; // [sp+10h] [bp-8h]@1 bool v21; // [sp+14h] [bp-4h]@2 //v9 = a1; //v10 = a5; //v11 = (char *)&a1->vWorldPosition.z; RenderVertexSoft* pLineStart = &a1[0]; //pVertices = a3; pLinelength1 = a5->x * a1[0].vWorldPosition.x + a1[0].vWorldPosition.y * a5->y + a1[0].vWorldPosition.z * a5->z; //v20 = v13; v21 = pLinelength1 >= a6; *pOutNumVertices = 0; if ( a2 <= 0 ) return false; v19 = 1; while ( 1 ) { if ( v21 ) { //++pVertices; memcpy(pVertices, pLineStart, sizeof(RenderVertexSoft)); ++*pOutNumVertices; //v10 = a5; pVertices++; //v9 = a1; } v15 = 0; pLineEnd = &a1[v19 % a2]; pLinelength2 = a5->x * pLineEnd->vWorldPosition.x + pLineEnd->vWorldPosition.y * a5->y + pLineEnd->vWorldPosition.z * a5->z; if ( pLinelength2 >= a6 ) v15 = 1; if ( v21 != v15 ) { t = (a6 - pLinelength1) / (pLinelength2 - pLinelength1); pVertices->vWorldPosition.x = pLineStart->vWorldPosition.x + (pLineEnd->vWorldPosition.x - pLineStart->vWorldPosition.x) * t; pVertices->vWorldPosition.y = pLineStart->vWorldPosition.y + (pLineEnd->vWorldPosition.y - pLineStart->vWorldPosition.y) * t; pVertices->vWorldPosition.z = pLineStart->vWorldPosition.z + (pLineEnd->vWorldPosition.z - pLineStart->vWorldPosition.z) * t; pVertices->u = pLineStart->u + (pLineEnd->u - pLineStart->u) * t; pVertices->v = pLineStart->v + (pLineEnd->v - pLineStart->v) * t; ++pVertices; //a3 = pVertices; ++*pOutNumVertices; *a7 = 1; } pLineStart++; v21 = v15; pLinelength1 = pLinelength2; if ( v19 >= a2 ) break; //v9 = a1; v19++; } return *pOutNumVertices >= 3; } //----- (00498737) -------------------------------------------------------- void stru9::AddVertex(struct VertexBuffer *pVertexBuffer, struct RenderVertexSoft *pVertex) { // __debugbreak(); RenderVertexSoft *v3; // eax@1 v3 = &pVertexBuffer->pVertices[pVertexBuffer->uNumVertices]; v3->vWorldPosition.x = pVertex->vWorldPosition.x; v3->vWorldPosition.y = pVertex->vWorldPosition.y; v3->vWorldPosition.z = pVertex->vWorldPosition.z; v3->u = pVertex->u; v3->v = pVertex->v; ++pVertexBuffer->uNumVertices; } //----- (00498774) -------------------------------------------------------- bool stru9::_498774(struct RenderVertexSoft *a1, struct RenderVertexSoft *a2, struct RenderVertexSoft *a3, struct stru312 *a4, struct RenderVertexSoft *a5) { RenderVertexSoft *v6; // ecx@5 int result; // eax@5 double v8; // st7@5 __int16 v9; // fps@5 double v10; // st7@6 double v11; // st6@8 double v12; // st6@18 char v13; // c0@24 char v14; // c2@24 char v15; // c3@24 float a1a; // [sp+10h] [bp+8h]@5 __debugbreak(); static stru312 static_AE3388; static stru312 static_AE3378; v6 = a1; static_AE3378.x = a1->vWorldPosition.x - a3->vWorldPosition.x; static_AE3378.y = a1->vWorldPosition.y - a3->vWorldPosition.y; HIWORD(result) = HIWORD(a4); static_AE3378.z = a1->vWorldPosition.z - a3->vWorldPosition.z; static_AE3388.x = a2->vWorldPosition.x - a1->vWorldPosition.x; static_AE3388.y = a2->vWorldPosition.y - a1->vWorldPosition.y; static_AE3388.z = a2->vWorldPosition.z - a1->vWorldPosition.z; a1a = static_AE3388.x * a4->x + static_AE3388.z * a4->z + static_AE3388.y * a4->y; v8 = static_AE3378.x * a4->x + static_AE3378.z * a4->z + static_AE3378.y * a4->y; //UNDEF(v9); if ( a1a != 0.0 ) { v10 = -(v8 / a1a); if ( a1a <= 0.0 ) { if ( v10 <= 0.0 ) v12 = 0.0; else v12 = v10; if ( v12 <= 1.0 ) { if ( v10 <= 0.0 ) v10 = (float)0.0; } else v10 = 1.0; } else { if ( v10 >= 1.0 ) v11 = 1.0; else v11 = v10; if ( v11 >= 0.0 ) { if ( v10 >= 1.0 ) v10 = (float)1.0; } else v10 = 0.0; } result = (bool)a5; a5->vWorldPosition.x = (a2->vWorldPosition.x - v6->vWorldPosition.x) * v10 + v6->vWorldPosition.x; a5->vWorldPosition.y = (a2->vWorldPosition.y - v6->vWorldPosition.y) * v10 + v6->vWorldPosition.y; a5->vWorldPosition.z = (a2->vWorldPosition.z - v6->vWorldPosition.z) * v10 + v6->vWorldPosition.z; a5->u = (a2->u - v6->u) * v10 + v6->u; a5->v = (a2->v - v6->v) * v10 + v6->v; return 1; } v13 = v8 < 0.0; v14 = 0; v15 = v8 == 0.0; // BYTE1(result) = HIBYTE(v9); if ( v8 < 0.0 ) return 1; return 0; } // AE3398: using guessed type char static_init_flag__AE3388_bit1__AE3378_bit2; //----- (0049895A) -------------------------------------------------------- bool stru9::AreVectorsCollinear(struct RenderVertexSoft *a1, struct RenderVertexSoft *a2, struct stru312 *a3) { static stru312 static_F942A0; static_F942A0.x = a1->vWorldPosition.x - a2->vWorldPosition.x; static_F942A0.y = a1->vWorldPosition.y - a2->vWorldPosition.y; static_F942A0.z = a1->vWorldPosition.z - a2->vWorldPosition.z; static float flt_F942B4 = static_F942A0.z * a3->z + static_F942A0.y * a3->y + static_F942A0.x * a3->x; if (flt_F942B4 >= 0) return true; return false; } //----- (004989E1) -------------------------------------------------------- bool stru9::_4989E1(struct RenderVertexSoft *a1, struct RenderVertexSoft *a2, struct RenderVertexSoft *a3, struct stru312 *a4) { bool r1; bool r2; r1 = AreVectorsCollinear(a1, a3, a4); r2 = AreVectorsCollinear(a2, a3, a4); return !r1 && r2 == 1 || r1 == 1 && !r2; } //----- (004980B9) -------------------------------------------------------- bool stru9::_4980B9(RenderVertexSoft *a1, unsigned int uNumVertices, float a3, float a4, float a5, RenderVertexSoft *pOutVertices, signed int *pOutNumVertices) { RenderVertexSoft *v12; // ecx@9 double v13; // st7@12 double v14; // st6@12 double v15; // st5@12 signed int v25; // [sp+18h] [bp-Ch]@7 static RenderVertexSoft stru_AE4BFC; static stru312 static_sub_4980B9_stru_AE4BEC; // idb static VertexBuffer static_sub_4980B9_stru_AE3FE8; // idb v25 = 0; if (uNumVertices <= 0) { *pOutNumVertices = 0; return true; } for (uint i = 0; i < uNumVertices; ++i) { v12 = &a1[(i + 1) % uNumVertices]; if (a1[i].vWorldPosition.x != v12->vWorldPosition.x || a1[i].vWorldPosition.y != v12->vWorldPosition.y || a1[i].vWorldPosition.z!= v12->vWorldPosition.z) { v13 = v12->vWorldPosition.x - a1[i].vWorldPosition.x; v14 = v12->vWorldPosition.y - a1[i].vWorldPosition.y; v15 = v12->vWorldPosition.z - a1[i].vWorldPosition.z; ++v25; static_sub_4980B9_stru_AE3FE8.uNumVertices = 0; static_sub_4980B9_stru_AE4BEC.x = a4 * v15 - v14 * a5; static_sub_4980B9_stru_AE4BEC.y = v13 * a5 - v15 * a3; static_sub_4980B9_stru_AE4BEC.z = v14 * a3 - v13 * a4; if (*pOutNumVertices == 0) return true; for (uint j = 0; j < *pOutNumVertices; ++j) { if (j) { if (_4989E1(&pOutVertices[j - 1], &pOutVertices[j], &a1[i], &static_sub_4980B9_stru_AE4BEC) && _498774(&pOutVertices[j - 1], &pOutVertices[j], &a1[i], &static_sub_4980B9_stru_AE4BEC, &stru_AE4BFC)) AddVertex(&static_sub_4980B9_stru_AE3FE8, &stru_AE4BFC); } if (AreVectorsCollinear(&pOutVertices[j], &a1[i], &static_sub_4980B9_stru_AE4BEC)) AddVertex(&static_sub_4980B9_stru_AE3FE8, &pOutVertices[j]); } if (!static_sub_4980B9_stru_AE3FE8.uNumVertices) { *pOutNumVertices = 0; return true; } if (_4989E1(&pOutVertices[*pOutNumVertices - 1], &pOutVertices[0], &a1[i], &static_sub_4980B9_stru_AE4BEC) && _498774(&pOutVertices[*pOutNumVertices - 1], &pOutVertices[0], &a1[i], &static_sub_4980B9_stru_AE4BEC, &stru_AE4BFC) ) AddVertex(&static_sub_4980B9_stru_AE3FE8, &stru_AE4BFC); for (uint j = 0; j < static_sub_4980B9_stru_AE3FE8.uNumVertices; ++j) { pOutVertices[j].vWorldPosition.y = static_sub_4980B9_stru_AE3FE8.pVertices[j].vWorldPosition.x; pOutVertices[j].vWorldPosition.y = static_sub_4980B9_stru_AE3FE8.pVertices[j].vWorldPosition.y; pOutVertices[j].vWorldPosition.z = static_sub_4980B9_stru_AE3FE8.pVertices[j].vWorldPosition.z; pOutVertices[j].u = static_sub_4980B9_stru_AE3FE8.pVertices[j].u; pOutVertices[j].v = static_sub_4980B9_stru_AE3FE8.pVertices[j].v; } *pOutNumVertices = static_sub_4980B9_stru_AE3FE8.uNumVertices; } } if (v25 < 3) *pOutNumVertices = 0; return true; } // AE4C2C: using guessed type char static_sub_4980B9_byte_AE4C2C_init_flag;