Mercurial > mm7
view mm7_5.cpp @ 2024:bb0da61e4a7e
substract item and AddItem for Alexis fix
author | Ritor1 |
---|---|
date | Sat, 16 Nov 2013 00:02:24 +0600 |
parents | 30c2b575d25c |
children | 7a9477135943 |
line wrap: on
line source
#ifdef _MSC_VER #define _CRT_SECURE_NO_WARNINGS #endif #include "MapInfo.h" #include "LightmapBuilder.h" #include "mm7.h" #include "GUIWindow.h" #include "Party.h" #include "Outdoor.h" #include "LOD.h" #include "Actor.h" #include "Viewport.h" #include "Math.h" #include "SpriteObject.h" #include "Time.h" #include "stru298.h" #include "Lights.h" #include "Level/Decoration.h" //----- (004356FF) -------------------------------------------------------- void back_to_game() { dword_507BF0_is_there_popup_onscreen = 0; dword_4E455C = 1; extern int no_rightlick_in_inventory; no_rightlick_in_inventory = false; if ( pGUIWindow_ScrollWindow ) free_book_subwindow(); if ( !pCurrentScreen && !pGUIWindow_Settings ) pEventTimer->Resume(); viewparams->bRedrawGameUI = 1; } //----- (0043648F) -------------------------------------------------------- void Vec3_short__to_RenderVertexSoft(RenderVertexSoft *_this, Vec3_short_ *a2) { _this->flt_2C = 0.0; _this->vWorldPosition.x = a2->x; _this->vWorldPosition.y = a2->y; _this->vWorldPosition.z = a2->z; } //----- (004369DB) -------------------------------------------------------- void Vec3_float_::Normalize() { this->x = (1.0 / sqrt(this->x * this->x + this->y * this->y + this->z * this->z)) * this->x; this->y = (1.0 / sqrt(this->x * this->x + this->y * this->y + this->z * this->z)) * this->y; this->z = (1.0 / sqrt(this->x * this->x + this->y * this->y + this->z * this->z)) * this->z; } //----- (00438F8F) -------------------------------------------------------- void area_of_effect__damage_evaluate() { int v0; // edx@1 char *v1; // esi@2 int v2; // ecx@3 signed int v3; // eax@3 SpriteObject *v4; // eax@4 signed int v5; // eax@4 signed int v6; // eax@6 unsigned int v7; // edi@6 int v8; // eax@6 __int16 v9; // bx@8 int v10; // edi@8 Vec3_int_ v11; // ST04_12@9 int v12; // ST0C_4@10 Actor *v13; // edi@11 int v14; // edx@15 int v15; // edx@15 int v16; // ebx@15 signed int v17; // eax@15 int v18; // edi@15 int v19; // edi@15 Vec3_int_ v20; // ST04_12@16 Vec3_int_ *v21; // eax@17 unsigned int v22; // edx@17 int v23; // edx@18 int v24; // eax@18 Vec3_int_ v25; // ST04_12@19 unsigned int v26; // ebx@20 Player *v27; // edi@20 Actor *v28; // edi@27 int v29; // ebx@29 int v30; // eax@29 int v31; // edx@29 int v32; // eax@29 int v33; // ST24_4@29 Vec3_int_ v34; // ST04_12@30 Vec3_int_ *v35; // eax@31 SpriteObject *v36; // [sp+0h] [bp-28h]@0 signed int v37; // [sp+4h] [bp-24h]@5 int v38; // [sp+4h] [bp-24h]@15 signed int v39; // [sp+8h] [bp-20h]@3 int v40; // [sp+8h] [bp-20h]@15 int v41; // [sp+Ch] [bp-1Ch]@5 int v42; // [sp+Ch] [bp-1Ch]@15 int v43; // [sp+10h] [bp-18h]@1 int v44; // [sp+14h] [bp-14h]@15 unsigned int uActorID; // [sp+18h] [bp-10h]@6 Vec3_int_ *pVelocity; // [sp+1Ch] [bp-Ch]@2 int a1; // [sp+20h] [bp-8h]@8 int v48; // [sp+24h] [bp-4h]@8 v0 = 0; v43 = 0; if ( stru_50FE08.count > 0 ) { pVelocity = &stru_50FE08.vec_4B4; v1 = (char *)stru_50FE08.pZs; do { v2 = PID_TYPE(*((short *)v1 - 300)); v3 = PID_ID((signed int)*((short *)v1 - 300)); v39 = PID_ID((signed int)*((short *)v1 - 300)); if ( v2 == 2 ) { v4 = &pSpriteObjects[v3]; v36 = v4; v5 = v4->spell_caster_pid; v2 = PID_TYPE(v5); v3 = PID_ID(v5); } v41 = v2; v37 = v3; if ( stru_50FE08.field_3EC[v0] & 1 ) { v6 = ai_near_actors_targets_pid[v3]; v7 = PID_ID(v6); v8 = PID_TYPE(v6) - 3; uActorID = v7; if ( v8 ) { if ( v8 == 1 ) { v9 = *(short *)v1; v10 = pParty->vPosition.y - *((short *)v1 - 100); a1 = pParty->vPosition.x - *((short *)v1 - 200); v48 = v10; if ( a1 * a1 + v10 * v10 + ((signed int)(pParty->vPosition.z + pParty->uPartyHeight) >> (1 - v9)) * ((signed int)(pParty->vPosition.z + pParty->uPartyHeight) >> (1 - v9)) < (unsigned int)((*((short *)v1 + 100) + 32) * (*((short *)v1 + 100) + 32)) ) { v11.z = *(short *)v1; v11.y = *((short *)v1 - 100); v11.x = *((short *)v1 - 200); if ( sub_407A1C(pParty->vPosition.x, pParty->vPosition.y, pParty->vPosition.z + pParty->sEyelevel, v11) ) { v12 = stru_50C198.which_player_to_attack(&pActors[v39]); DamagePlayerFromMonster(*((short *)v1 - 300), stru_50FE08.field_450[v43], pVelocity, v12); } } } } else { v13 = &pActors[v7]; if ( SHIDWORD(v13->pActorBuffs[ACTOR_BUFF_PARALYZED].uExpireTime) > 0 || SHIDWORD(v13->pActorBuffs[ACTOR_BUFF_PARALYZED].uExpireTime) >= 0 && LODWORD(v13->pActorBuffs[ACTOR_BUFF_PARALYZED].uExpireTime) || v13->CanAct() ) { v14 = v13->vPosition.y; v40 = v13->vPosition.x; v38 = v14; v15 = v14 - *((short *)v1 - 100); v16 = *(short *)v1; v42 = v13->vPosition.z; a1 = v40 - *((short *)v1 - 200); v17 = v13->uActorHeight; v18 = v13->uActorRadius; v44 = v42; v19 = *((short *)v1 + 100) + v18; v48 = v15; if ( a1 * a1 + v15 * v15 + (v42 + (v17 >> 1) - v16) * (v42 + (v17 >> 1) - v16) < (unsigned int)(v19 * v19) ) { v20.z = *(short *)v1; v20.y = *((short *)v1 - 100); v20.x = *((short *)v1 - 200); if ( sub_407A1C(v40, v38, v42 + 50, v20) ) { Vec3_int_::Normalize(&a1, &v48, &v44); v21 = pVelocity; v22 = uActorID; pVelocity->x = a1; v21->y = v48; v21->z = v44; sub_43B1B0(*((short *)v1 - 300), v22, v21, stru_50FE08.field_450[v43]); } } } } } else { v23 = pParty->vPosition.y - *((short *)v1 - 100); v24 = ((signed int)pParty->uPartyHeight >> 1) - *(short *)v1; a1 = pParty->vPosition.x - *((short *)v1 - 200); v48 = v23; if ( a1 * a1 + v23 * v23 + (pParty->vPosition.z + v24) * (pParty->vPosition.z + v24) < (unsigned int)((*((short *)v1 + 100) + 32) * (*((short *)v1 + 100) + 32)) ) { v25.z = *(short *)v1; v25.y = *((short *)v1 - 100); v25.x = *((short *)v1 - 200); if ( sub_407A1C(pParty->vPosition.x, pParty->vPosition.y, pParty->vPosition.z + pParty->sEyelevel, v25) ) { v26 = 0; v27 = pParty->pPlayers.data();//[0].pConditions[15]; do { if ( !(HIDWORD(v27->pConditions[14]) | LODWORD(v27->pConditions[14])) && !v27->pConditions[15] && !v27->pConditions[16] ) DamagePlayerFromMonster(*((short *)v1 - 300), stru_50FE08.field_450[v43], pVelocity, v26); ++v27; ++v26; } while ( v27 <= &pParty->pPlayers[3] ); } } uActorID = 0; if ( (signed int)uNumActors > 0 ) { v28 = pActors.data();//[0].vPosition.z; do { if ( v28->CanAct() ) { v29 = *(short *)v1; v30 = v28->vPosition.y - *((short *)v1 - 100); a1 = v28->vPosition.x - *((short *)v1 - 200); v31 = v28->vPosition.z; v48 = v30; v44 = v31; v32 = (v28->uActorHeight >> 1) - v29; v33 = v28->uActorRadius + *((short *)v1 + 100); if ( a1 * a1 + v48 * v48 + (v31 + v32) * (v31 + v32) < (unsigned int)(v33 * v33) ) { v34.z = *(short *)v1; v34.y = *((short *)v1 - 100); v34.x = *((short *)v1 - 200); if ( sub_407A1C(v28->vPosition.x, v28->vPosition.y, v28->vPosition.z + 50, v34) ) { Vec3_int_::Normalize(&a1, &v48, &v44); v35 = pVelocity; pVelocity->x = a1; v35->y = v48; v35->z = v44; switch ( v41 ) { case OBJECT_Player: DamageMonsterFromParty(*((short *)v1 - 300), uActorID, v35); break; case OBJECT_Actor: if ( v36 && pActors[v37].GetActorsRelation(v28) ) sub_43B1B0(*((short *)v1 - 300), uActorID, pVelocity, v36->field_61); break; case OBJECT_Item: sub_43B057(*((short *)v1 - 300), uActorID, v35); break; } } } } ++uActorID; ++v28; } while ( (signed int)uActorID < (signed int)uNumActors ); } } ++pVelocity; v0 = v43 + 1; v1 += 2; ++v43; } while ( v43 < stru_50FE08.count ); } stru_50FE08.count = 0; } //----- (0043A97E) -------------------------------------------------------- void __fastcall sub_43A97E(unsigned int uLayingItemID, signed int a2) { if (PID_TYPE(a2) == OBJECT_Player) { layingitem_vel_50FDFC.x = pSpriteObjects[uLayingItemID].vVelocity.x; layingitem_vel_50FDFC.y = pSpriteObjects[uLayingItemID].vVelocity.y; layingitem_vel_50FDFC.z = pSpriteObjects[uLayingItemID].vVelocity.z; Vec3_int_::Normalize(&layingitem_vel_50FDFC.x, &layingitem_vel_50FDFC.y, &layingitem_vel_50FDFC.z); DamagePlayerFromMonster(PID(OBJECT_Item, uLayingItemID), pSpriteObjects[uLayingItemID].field_61, &layingitem_vel_50FDFC, -1); } else if (PID_TYPE(a2) == OBJECT_Actor) { layingitem_vel_50FDFC.x = pSpriteObjects[uLayingItemID].vVelocity.x; layingitem_vel_50FDFC.y = pSpriteObjects[uLayingItemID].vVelocity.y; layingitem_vel_50FDFC.z = pSpriteObjects[uLayingItemID].vVelocity.z; Vec3_int_::Normalize(&layingitem_vel_50FDFC.x, &layingitem_vel_50FDFC.y, &layingitem_vel_50FDFC.z); switch (PID_TYPE(pSpriteObjects[uLayingItemID].spell_caster_pid)) { case OBJECT_Actor: sub_43B1B0(PID(OBJECT_Item, uLayingItemID), PID_ID(a2), &layingitem_vel_50FDFC, pSpriteObjects[uLayingItemID].field_61); break; case OBJECT_Player: DamageMonsterFromParty(PID(OBJECT_Item, uLayingItemID), PID_ID(a2), &layingitem_vel_50FDFC); break; case OBJECT_Item: sub_43B057(PID(OBJECT_Item, uLayingItemID), PID_ID(a2), &layingitem_vel_50FDFC); break; } } } //----- (0043AE12) -------------------------------------------------------- double __fastcall sub_43AE12(signed int a1) { signed int v1; // ST00_4@1 signed int v2; // ecx@1 double v3; // st7@1 double result; // st7@6 v1 = a1; v2 = 0; v3 = (double)v1; do { if ( v3 < flt_4E4A80[v2 + 5] ) break; ++v2; } while ( v2 < 5 ); if ( v2 <= 0 || v2 >= 5 ) { if ( v2 ) result = flt_4E4A80[4]; else result = flt_4E4A80[0]; } else { result = (flt_4E4A80[v2] - flt_4E4A80[v2 - 1]) * (v3 - flt_4E4A80[v2 + 4]) / (flt_4E4A80[v2 + 5] - flt_4E4A80[v2 + 4]) + flt_4E4A80[v2]; } return result; } //----- (0043B057) -------------------------------------------------------- void __fastcall sub_43B057(unsigned int uObjID, unsigned int uActorID, Vec3_int_ *pVelocity) { Actor *pActor; // esi@1 SpriteObject *v4; // eax@3 int v5; // ecx@3 int v6; // eax@4 int v7; // edi@4 unsigned int uActorIDa; // [sp+8h] [bp-8h]@1 unsigned int a2; // [sp+Ch] [bp-4h]@1 int a2a; // [sp+Ch] [bp-4h]@8 uActorIDa = uActorID; pActor = &pActors[uActorID]; a2 = uObjID; if ( !pActors[uActorID].IsNotAlive() ) { if ( PID_TYPE(a2) == OBJECT_Item) { v4 = &pSpriteObjects[PID_ID(a2)]; v5 = v4->spell_id; if ( v5 ) { v6 = _43AFE3_calc_spell_damage(v5, v4->spell_level, v4->spell_skill, pActor->sCurrentHP); v7 = stru_50C198.CalcMagicalDamageToActor(pActor, 0, v6); pActor->sCurrentHP -= v7; if ( v7 ) { if ( pActor->sCurrentHP > 0 ) Actor::AI_Stun(uActorIDa, a2, 0); else Actor::Die(uActorIDa); a2a = 20 * v7 / (signed int)pActor->pMonsterInfo.uHP; if ( 20 * v7 / (signed int)pActor->pMonsterInfo.uHP > 10 ) a2a = 10; if ( !MonsterStats::BelongsToSupertype(pActor->pMonsterInfo.uID, MONSTER_SUPERTYPE_TREANT) ) { pVelocity->x = (unsigned __int64)(a2a * (signed __int64)pVelocity->x) >> 16; pVelocity->y = (unsigned __int64)(a2a * (signed __int64)pVelocity->y) >> 16; pVelocity->z = (unsigned __int64)(a2a * (signed __int64)pVelocity->z) >> 16; pActor->vVelocity.x = 50 * LOWORD(pVelocity->x); pActor->vVelocity.y = 50 * LOWORD(pVelocity->y); pActor->vVelocity.z = 50 * LOWORD(pVelocity->z); } Actor::AddBloodsplatOnDamageOverlay(uActorIDa, 1, v7); } else { Actor::AI_Stun(uActorIDa, a2, 0); } } } } } //----- (0043B1B0) -------------------------------------------------------- void sub_43B1B0(signed int a1, unsigned int a2, Vec3_int_ *pVelocity, signed int a4) { int v4; // ebx@1 SpriteObject *v5; // eax@2 int v6; // eax@3 Actor *v7; // esi@4 Actor *v8; // edi@4 char v9; // zf@5 __int64 v10; // qax@8 signed __int16 v11; // cx@9 signed int v12; // ecx@20 int v13; // ecx@22 int v14; // edi@30 unsigned int uActorID; // [sp+Ch] [bp-8h]@1 signed int v17; // [sp+10h] [bp-4h]@1 int v18; // [sp+20h] [bp+Ch]@34 v4 = 0; uActorID = a2; v17 = a1; if ( PID_TYPE(a1) == OBJECT_Item) { v5 = &pSpriteObjects[PID_ID(a1)]; v4 = v5->field_60_distance_related_prolly_lod; v17 = v5->spell_caster_pid; } LOWORD(v6) = PID_TYPE(v17); if ( v6 == OBJECT_Actor) { v7 = &pActors[a2]; v8 = &pActors[PID_ID(v17)]; v6 = pActors[a2].IsNotAlive(); if ( !v6 ) { v9 = v7->uAIState == 7; v7->uLastCharacterIDToHit = v17; if ( v9 ) BYTE2(v7->uAttributes) |= 2u; v6 = v8->_4273BB_DoesHitOtherActor(v7, v4, 0); if ( v6 ) { v10 = (unsigned int)v8->_43B3E0_CalcDamage(a4); if ( (signed __int64)v8->pActorBuffs[ACTOR_BUFF_SHRINK].uExpireTime > 0 ) { v11 = v8->pActorBuffs[ACTOR_BUFF_SHRINK].uPower; if ( v11 ) v10 = (signed int)v10 / (unsigned __int16)v11; } if ( SHIDWORD(v7->pActorBuffs[ACTOR_BUFF_STONED].uExpireTime) >= SHIDWORD(v10) && (SHIDWORD(v7->pActorBuffs[ACTOR_BUFF_STONED].uExpireTime) > SHIDWORD(v10) || LODWORD(v7->pActorBuffs[ACTOR_BUFF_STONED].uExpireTime) > HIDWORD(v10)) ) LODWORD(v10) = 0; if ( a4 != HIDWORD(v10) ) { if ( a4 - HIDWORD(v10) == 1 ) { v12 = v8->pMonsterInfo.uAttack2Type; if ( SHIDWORD(v7->pActorBuffs[ACTOR_BUFF_SHIELD].uExpireTime) >= SHIDWORD(v10) && (SHIDWORD(v7->pActorBuffs[ACTOR_BUFF_SHIELD].uExpireTime) > SHIDWORD(v10) || LODWORD(v7->pActorBuffs[ACTOR_BUFF_SHIELD].uExpireTime) > HIDWORD(v10)) ) LODWORD(v10) = (signed int)v10 >> 1; goto LABEL_30; } if ( a4 - HIDWORD(v10) == 2 ) { v13 = v7->pMonsterInfo.uSpell1ID; } else { if ( a4 - HIDWORD(v10) != 3 ) { if ( a4 - HIDWORD(v10) == 4 ) v12 = v8->pMonsterInfo.field_3C_some_special_attack; else v12 = 4; LABEL_30: v14 = stru_50C198.CalcMagicalDamageToActor(v7, v12, v10); v7->sCurrentHP -= v14; if ( v14 ) { if ( v7->sCurrentHP > 0 ) Actor::AI_Stun(uActorID, v17, 0); else Actor::Die(uActorID); Actor::AggroSurroundingPeasants(uActorID, 0); v18 = 20 * v14 / (signed int)v7->pMonsterInfo.uHP; if ( 20 * v14 / (signed int)v7->pMonsterInfo.uHP > 10 ) v18 = 10; if ( !MonsterStats::BelongsToSupertype(v7->pMonsterInfo.uID, MONSTER_SUPERTYPE_TREANT) ) { pVelocity->x = (unsigned __int64)(v18 * (signed __int64)pVelocity->x) >> 16; pVelocity->y = (unsigned __int64)(v18 * (signed __int64)pVelocity->y) >> 16; pVelocity->z = (unsigned __int64)(v18 * (signed __int64)pVelocity->z) >> 16; v7->vVelocity.x = 50 * LOWORD(pVelocity->x); v7->vVelocity.y = 50 * LOWORD(pVelocity->y); v7->vVelocity.z = 50 * LOWORD(pVelocity->z); } Actor::AddBloodsplatOnDamageOverlay(uActorID, 1, v14); } else { Actor::AI_Stun(uActorID, v17, 0); } return; } v13 = v7->pMonsterInfo.uSpell2ID; } v12 = LOBYTE(pSpellStats->pInfos[v13].uSchool); goto LABEL_30; } v12 = v8->pMonsterInfo.uAttack1Type; goto LABEL_30; } } } } //----- (0043F515) -------------------------------------------------------- void FindBillboardsLightLevels_BLV() { for (uint i = 0; i < uNumBillboardsToDraw; ++i) { RenderBillboard* p = &pBillboardRenderList[i]; if (p->field_1E & 2 || uCurrentlyLoadedLevelType == LEVEL_Indoor && !p->uIndoorSectorID) p->dimming_level = 0; else p->dimming_level = _43F55F_get_billboard_light_level(p, -1); } } //----- (0043F55F) -------------------------------------------------------- int __fastcall _43F55F_get_billboard_light_level(RenderBillboard *a1, int uBaseLightLevel) { signed int v3; // ecx@2 if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) { v3 = pIndoor->pSectors[a1->uIndoorSectorID].uMinAmbientLightLevel; } else { if ( uBaseLightLevel == -1 ) v3 = a1->dimming_level; else v3 = uBaseLightLevel; } return _43F5C8_get_point_light_level_with_respect_to_lights(v3, a1->uIndoorSectorID, a1->world_x, a1->world_y, a1->world_z); } //----- (0043F5C8) -------------------------------------------------------- int __fastcall _43F5C8_get_point_light_level_with_respect_to_lights(unsigned int uBaseLightLevel, int uSectorID, float x, float y, float z) { int v5; // esi@1 signed int v6; // edi@1 int v8; // eax@6 int v9; // ebx@6 unsigned int v10; // ecx@6 unsigned int v11; // edx@9 unsigned int v12; // edx@11 signed int v13; // ecx@12 BLVLightMM7 *v16; // esi@20 int v17; // ebx@21 int v18; // eax@24 int v19; // ebx@24 unsigned int v20; // ecx@24 int v21; // edx@25 unsigned int v22; // edx@27 unsigned int v23; // edx@29 signed int v24; // ecx@30 int v26; // ebx@35 int v27; // eax@38 int v28; // ebx@38 unsigned int v29; // ecx@38 int v30; // edx@39 unsigned int v31; // edx@41 unsigned int v32; // edx@43 signed int v33; // ecx@44 int v37; // [sp+Ch] [bp-18h]@37 int v38; // [sp+10h] [bp-14h]@5 int v39; // [sp+10h] [bp-14h]@23 int v40; // [sp+10h] [bp-14h]@36 int v42; // [sp+14h] [bp-10h]@22 unsigned int v43; // [sp+18h] [bp-Ch]@12 unsigned int v44; // [sp+18h] [bp-Ch]@30 unsigned int v45; // [sp+18h] [bp-Ch]@44 v6 = uBaseLightLevel; for (uint i = 0; i < pMobileLightsStack->uNumLightsActive; ++i) { MobileLight* p = &pMobileLightsStack->pLights[i]; float distX = abs(p->vPosition.x - x); if ( distX <= p->uRadius) { float distY = abs(p->vPosition.y - y); if ( distY <= p->uRadius) { float distZ = abs(p->vPosition.z - z); if ( distZ <= p->uRadius) { v8 = distX; v9 = distY; v10 = distZ; if (distX < distY) { v8 = distY; v9 = distX; } if ( v8 < distZ ) { v11 = v8; v8 = distZ; v10 = v11; } if ( v9 < (signed int)v10 ) { v12 = v10; v10 = v9; v9 = v12; } v43 = ((unsigned int)(11 * v9) / 32) + (v10 / 4) + v8; v13 = p->uRadius; if ( (signed int)v43 < v13 ) v6 += ((unsigned __int64)(30i64 * (signed int)(v43 << 16) / v13) >> 16) - 30; } } } } if ( uCurrentlyLoadedLevelType == LEVEL_Indoor) { BLVSector* pSector = &pIndoor->pSectors[uSectorID]; for (uint i = 0; i < pSector->uNumLights; ++i) { v16 = pIndoor->pLights + pSector->pLights[i]; if (~v16->uAtributes & 8) { v17 = abs(v16->vPosition.x - x); if ( v17 <= v16->uRadius ) { v42 = abs(v16->vPosition.y - y); if ( v42 <= v16->uRadius ) { v39 = abs(v16->vPosition.z - z); if ( v39 <= v16->uRadius ) { v18 = v17; v19 = v42; v20 = v39; if ( v18 < v42 ) { v21 = v18; v18 = v42; v19 = v21; } if ( v18 < v39 ) { v22 = v18; v18 = v39; v20 = v22; } if ( v19 < (signed int)v20 ) { v23 = v20; v20 = v19; v19 = v23; } v44 = ((unsigned int)(11 * v19) >> 5) + (v20 >> 2) + v18; v24 = v16->uRadius; if ( (signed int)v44 < v24 ) v6 += ((unsigned __int64)(30i64 * (signed int)(v44 << 16) / v24) >> 16) - 30; } } } } } } for (uint i = 0; i < pStationaryLightsStack->uNumLightsActive; ++i) { StationaryLight* p = &pStationaryLightsStack->pLights[i]; v26 = abs(p->vPosition.x - x); if ( v26 <= p->uRadius) { v40 = abs(p->vPosition.y - y); if ( v40 <= p->uRadius) { v37 = abs(p->vPosition.z - z); if ( v37 <= p->uRadius) { v27 = v26; v28 = v40; v29 = v37; if ( v27 < v40 ) { v30 = v27; v27 = v40; v28 = v30; } if ( v27 < v37 ) { v31 = v27; v27 = v37; v29 = v31; } if ( v28 < (signed int)v29 ) { v32 = v29; v29 = v28; v28 = v32; } v45 = ((unsigned int)(11 * v28) >> 5) + (v29 >> 2) + v27; v33 = p->uRadius; if ( (signed int)v45 < v33 ) v6 += ((unsigned __int64)(30i64 * (signed int)(v45 << 16) / v33) >> 16) - 30; } } } } if ( v6 <= 31 ) { if ( v6 < 0 ) v6 = 0; } else { v6 = 31; } return v6; } //----- (004070EF) -------------------------------------------------------- bool __fastcall sub_4070EF_prolly_detect_player(unsigned int uObjID, unsigned int uObj2ID) { signed int v2; // eax@1 int v5; // ecx@2 int obj1_sector; // eax@4 float v8; // ST24_4@5 double v9; // ST18_8@5 int v11; // ecx@6 signed int v12; // eax@7 int v13; // esi@7 int v14; // esi@8 int v15; // esi@9 int obj2_z; // edi@11 int obj2_x; // esi@11 int obj2_sector; // eax@13 float v20; // ST24_4@14 double v21; // ST18_8@14 int dist_x; // ebx@16 signed int dist_3d; // ecx@16 int v25; // eax@18 BLVFace *v29; // ebx@32 Vec3_short_ *v30; // esi@32 int v31; // eax@32 int v32; // ST50_4@44 int v33; // ST54_4@44 int v34; // eax@44 signed int v38; // esi@45 signed __int64 v40; // qtt@50 __int16 next_sector; // bx@58 int v43; // [sp-8h] [bp-70h]@11 int v44; // [sp-4h] [bp-6Ch]@11 int v47; // [sp+18h] [bp-50h]@20 int v48; // [sp+1Ch] [bp-4Ch]@20 int v49; // [sp+20h] [bp-48h]@20 int dist_z; // [sp+24h] [bp-44h]@16 signed int higher_z; // [sp+24h] [bp-44h]@27 signed int lower_z; // [sp+28h] [bp-40h]@26 signed int higher_y; // [sp+2Ch] [bp-3Ch]@23 signed int lower_y; // [sp+30h] [bp-38h]@22 signed int higher_x; // [sp+34h] [bp-34h]@21 signed int lower_x; // [sp+38h] [bp-30h]@20 signed int sectors_visited; // [sp+3Ch] [bp-2Ch]@28 int v58; // [sp+44h] [bp-24h]@50 int v59; // [sp+48h] [bp-20h]@44 int obj2_y; // [sp+50h] [bp-18h]@11 int obj1_x; // [sp+58h] [bp-10h]@4 int obj1_y; // [sp+5Ch] [bp-Ch]@4 int obj1_z; // [sp+60h] [bp-8h]@4 int current_sector; // [sp+64h] [bp-4h]@7 int dist_y; int v70; v2 = PID_ID(uObjID); switch( PID_TYPE(uObjID) ) { case OBJECT_Decoration: obj1_x = pLevelDecorations[v2].vPosition.x; obj1_y = pLevelDecorations[v2].vPosition.y; obj1_z = pLevelDecorations[v2].vPosition.z; obj1_sector = pIndoor->GetSector(obj1_x, obj1_y, obj1_z); break; case OBJECT_Actor: obj1_x = pActors[v2].vPosition.x; obj1_y = pActors[v2].vPosition.y; v8 = (double)pActors[v2].uActorHeight * 0.69999999; //v9 = v8 + 6.7553994e15; //obj1_z = LODWORD(v9) + pActors[v2].vPosition.z; obj1_z = (int)v8 + pActors[v2].vPosition.z; obj1_sector = pActors[v2].uSectorID; break; case OBJECT_Item: obj1_x = pSpriteObjects[v2].vPosition.x; obj1_y = pSpriteObjects[v2].vPosition.y; obj1_z = pSpriteObjects[v2].vPosition.z; obj1_sector = pSpriteObjects[v2].uSectorID; break; default: return 0; } v12 = PID_ID(uObj2ID); switch( PID_TYPE(uObj2ID) ) { case OBJECT_Decoration: obj2_z = pLevelDecorations[v12].vPosition.z; obj2_x = pLevelDecorations[v12].vPosition.x; obj2_y = pLevelDecorations[v12].vPosition.y; obj2_sector = pIndoor->GetSector(obj2_x, obj2_y, obj2_z); break; case OBJECT_Player: obj2_x = pParty->vPosition.x; obj2_z = pParty->sEyelevel + pParty->vPosition.z; obj2_y = pParty->vPosition.y; obj2_sector = pIndoor->GetSector(obj2_x, obj2_y, obj2_z); break; case OBJECT_Actor: obj2_y = pActors[v12].vPosition.y; obj2_x = pActors[v12].vPosition.x; v20 = (double)pActors[v12].uActorHeight * 0.69999999; //v21 = v20 + 6.7553994e15; //obj2_z = LODWORD(v21) + pActors[v12].vPosition.z; obj2_z = (int)v20 + pActors[v12].vPosition.z; obj2_sector = pActors[v12].uSectorID; break; case OBJECT_Item: obj2_x = pSpriteObjects[v12].vPosition.x; obj2_z = pSpriteObjects[v12].vPosition.z; obj2_y = pSpriteObjects[v12].vPosition.y; obj2_sector = pSpriteObjects[v12].uSectorID; break; default: return 0; } dist_x = obj2_x - obj1_x; dist_z = obj2_z - obj1_z; dist_y = obj2_y - obj1_y; dist_3d = integer_sqrt(dist_x * dist_x + dist_y * dist_y + dist_z * dist_z); //range check if ( dist_3d > 5120 ) return 0; if ( uCurrentlyLoadedLevelType == LEVEL_Outdoor) return 1; v25 = 65536; if ( dist_3d ) v25 = 65536 / dist_3d; v49 = dist_x * v25; v47 = dist_z * v25; v48 = dist_y * v25; if ( obj1_x < obj2_x ) { lower_x = obj1_x; higher_x = obj2_x; } else { lower_x = obj2_x; higher_x = obj1_x; } if ( obj1_y < obj2_y ) { lower_y = obj1_y; higher_y = obj2_y; } else { lower_y = obj2_y; higher_y = obj1_y; } if ( obj1_z < obj2_z ) { lower_z = obj1_z; higher_z = obj2_z; } else { lower_z = obj2_z; higher_z = obj1_z; } sectors_visited = 0; //monster in same sector with player if ( obj1_sector == obj2_sector ) return 1; //search starts from monster current_sector = obj1_sector; for( int current_portal = 0; current_portal < pIndoor->pSectors[current_sector].uNumPortals; current_portal++ ) { v29 = &pIndoor->pFaces[pIndoor->pSectors[current_sector].pPortals[current_portal]]; v30 = &pIndoor->pVertices[*v29->pVertexIDs]; v31 = v29->pFacePlane_old.vNormal.z * (v30->z - obj1_z) + v29->pFacePlane_old.vNormal.y * (v30->y - obj1_y) + v29->pFacePlane_old.vNormal.x * (v30->x - obj1_x); if ( current_sector != v29->uSectorID ) v31 = -v31; if ( v31 >= 0 && v30->x != obj1_x && v30->y != obj1_y && v30->z != obj1_z) continue; if( lower_x > v29->pBounding.x2 || higher_x < v29->pBounding.x1 || lower_y > v29->pBounding.y2 || higher_y < v29->pBounding.y1 || lower_z > v29->pBounding.z2 || higher_z < v29->pBounding.z1 ) { continue; } v32 = fixpoint_mul(v29->pFacePlane_old.vNormal.x,v49); v33 = fixpoint_mul(v29->pFacePlane_old.vNormal.z,v47); v34 = fixpoint_mul(v29->pFacePlane_old.vNormal.y,v48); v59 = v32 + v33 + v34; if ( v59 ) { v70 = v29->pFacePlane_old.dist + obj1_z * v29->pFacePlane_old.vNormal.z + obj1_x * v29->pFacePlane_old.vNormal.x + obj1_y * v29->pFacePlane_old.vNormal.y; v38 = -v70; // if ( v59 <= 0 ^ v70 <= 0 ) /* TEMPORARY if ( v59 <= 0 && v70 <= 0 ) { continue; } if ( !(v59 <= 0 && v70 <= 0) ) { continue; } */ if( abs(v38) >> 14 > abs(v59) ) continue; v58 = fixpoint_div(v38,v59); if( v58 < 0 ) { continue; } if(!sub_4075DB( obj1_x + ((fixpoint_mul(v49,v58) + 32768) >> 16), obj1_y + ((fixpoint_mul(v48,v58) + 32768) >> 16), obj1_z + ((fixpoint_mul(v47,v58) + 32768) >> 16), v29) ) { continue; } //if there is no next sector turn back if ( v29->uSectorID == current_sector ) next_sector = v29->uBackSectorID; else next_sector = v29->uSectorID; //no more portals, quit if ( next_sector == current_sector ) { break; } ++sectors_visited; current_sector = next_sector; //found player, quit if ( next_sector == obj2_sector ) return 1; current_sector = next_sector; //did we hit limit for portals? //does the next room have portals? if ( sectors_visited < 30 && pIndoor->pSectors[current_sector].uNumPortals > 0) { current_portal=-1; continue; } else break; } } //did we stop in the sector where player is? if ( current_sector != obj2_sector ) return 0; return 1; } //----- (004075DB) -------------------------------------------------------- bool __fastcall sub_4075DB(int x, int y, int z, BLVFace *a4) { unsigned int v5; // esi@1 char v7; // zf@2 int v8; // edi@2 Vec3_short_ *v9; // ecx@3 int v10; // edx@4 Vec3_short_ *v12; // ecx@8 int v13; // edx@9 Vec3_short_ *v15; // ecx@12 int v16; // edx@13 bool v18; // esi@14 int v19; // ecx@14 int v20; // ecx@16 int v21; // edx@16 int v22; // eax@17 signed int v23; // ebx@18 int v24; // esi@20 signed int v25; // eax@22 signed __int64 v26; // qtt@22 bool result; // eax@25 int v29; // [sp+10h] [bp-Ch]@14 signed int a3a; // [sp+24h] [bp+8h]@14 int a4a; // [sp+28h] [bp+Ch]@2 std::array<int, 52> dword_4F5CC8_ys; // idb std::array<int, 52> dword_4F5D98_xs; // idb //__debugbreak(); v5 = a4->uAttributes; v9 = pIndoor->pVertices; if ( v5 & FACE_XY_PLANE ) { a4a = x; v8 = y; for(int i = 0; i < a4->uNumVertices; i++) { dword_4F5D98_xs[i] = v9[a4->pVertexIDs[i]].x; dword_4F5CC8_ys[i] = v9[a4->pVertexIDs[i]].y; } } else { v8 = z; if ( v5 & FACE_XZ_PLANE ) { a4a = x; for(int i = 0; i < a4->uNumVertices; i++) { dword_4F5D98_xs[i] = v9[a4->pVertexIDs[i]].x; dword_4F5CC8_ys[i] = v9[a4->pVertexIDs[i]].z; } } else { a4a = y; for(int i = 0; i < a4->uNumVertices; i++) { dword_4F5D98_xs[i] = v9[a4->pVertexIDs[i]].y; dword_4F5CC8_ys[i] = v9[a4->pVertexIDs[i]].z; } } } a3a = 0; dword_4F5D98_xs[a4->uNumVertices] = dword_4F5D98_xs[0]; dword_4F5CC8_ys[a4->uNumVertices] = dword_4F5CC8_ys[0]; for(int i = 0; i < a4->uNumVertices && a3a < 2; i++) { if ( dword_4F5CC8_ys[i] >= v8 ^ (dword_4F5CC8_ys[i + 1] >= v8) ) { //if( dword_4F5D98_xs[i + 1] >= a4a || dword_4F5D98_xs[i] >= a4a) if( !(dword_4F5D98_xs[i + 1] >= a4a && dword_4F5D98_xs[i] < a4a)) { if ( (dword_4F5D98_xs[i + 1] < a4a && dword_4F5D98_xs[i] >= a4a) ) ++a3a; //|| (v25 = dword_4F5D98_xs[i + 1] - dword_4F5D98_xs[i],LODWORD(v26) = v25 << 16, HIDWORD(v26) = v25 >> 16, //dword_4F5D98_xs[i] + ((signed int)(((unsigned __int64)(v26 / (dword_4F5CC4_ys[i + 2] - dword_4F5CC4_ys[i + 1])* ((v8 - dword_4F5CC4_ys[i + 1]) << 16)) >> 16) // + 32768) >> 16) >= a4a) ) else { v25 = fixpoint_div(dword_4F5D98_xs[i + 1] - dword_4F5D98_xs[i], dword_4F5CC8_ys[i + 1] - dword_4F5CC8_ys[i]); if( dword_4F5D98_xs[i] + (fixpoint_mul(v25, (v8 - dword_4F5CC8_ys[i]) << 16) + 32768 >> 16) >= a4a) ++a3a; } } } } result = 1; if ( a3a != 1 ) result = 0; return result; } //----- (004077F1) -------------------------------------------------------- bool __fastcall sub_4077F1(int a1, int a2, int a3, ODMFace *a4, BSPVertexBuffer *a5) { //ODMFace *v5; // eax@1 Vec3_int_ *v9; unsigned int v5; // esi@1 signed int v7; // edi@1 //char v8; // zf@2 //unsigned __int16 *v9; // edx@3 int v10; // ecx@4 unsigned __int16 *v11; // edx@8 int v12; // ecx@9 int v13; // edx@12 int v14; // ecx@13 int v15; // esi@14 bool v16; // edi@14 int v17; // ecx@16 int v18; // edx@16 int v19; // eax@17 signed int v20; // ebx@18 int v21; // edi@20 signed int v22; // eax@22 signed __int64 v23; // qtt@22 //bool result; // eax@25 //int v25; // [sp+14h] [bp-8h]@14 int a4a; // [sp+28h] [bp+Ch]@2 signed int a5a; // [sp+2Ch] [bp+10h]@14 std::array<int, 52> dword_4F5B24_ys; // idb std::array<int, 52> dword_4F5BF4_xs; // idb __debugbreak(); v5 = a4->uAttributes; v9 = a5->pVertices; if ( v5 & FACE_XY_PLANE ) { a4a = a1; a3 = a2; for(int i = 0; i < a4->uNumVertices; i++) { dword_4F5BF4_xs[i+1] = v9[a4->pVertexIDs[i]].x; dword_4F5B24_ys[i+1] = v9[a4->pVertexIDs[i]].y; } } else { if ( v5 & FACE_XY_PLANE ) { a4a = a1; for(int i = 0; i < a4->uNumVertices; i++) { dword_4F5BF4_xs[i+1] = v9[a4->pVertexIDs[i]].x; dword_4F5B24_ys[i+1] = v9[a4->pVertexIDs[i]].z; } } else { a4a = a2; for(int i = 0; i < a4->uNumVertices; i++) { dword_4F5BF4_xs[i+1] = v9[a4->pVertexIDs[i]].y; dword_4F5B24_ys[i+1] = v9[a4->pVertexIDs[i]].z; } } } a5a = 0; dword_4F5BF4_xs[a4->uNumVertices + 1] = dword_4F5BF4_xs[1]; dword_4F5B24_ys[a4->uNumVertices + 1] = dword_4F5B24_ys[1]; for(int i = 0; i < a4->uNumVertices; i++) { if ( a5a >= 2 ) break; if ( dword_4F5B24_ys[i + 1] >= a3 ^ (dword_4F5B24_ys[i + 2] >= a3) ) { if( dword_4F5BF4_xs[i + 2] >= a4a || dword_4F5BF4_xs[i] >= a4a) { if (dword_4F5BF4_xs[i + 2] >= a4a && dword_4F5BF4_xs[i + 1] >= a4a) ++a5a; else { v23 = (__int64)(dword_4F5BF4_xs[i + 2] - dword_4F5BF4_xs[i + 1]) << 16; __int64 _a = dword_4F5B24_ys[i + 2] - dword_4F5B24_ys[i + 1]; __int64 _b = (__int64)(a3 - dword_4F5B24_ys[i + 1]) << 16; if (dword_4F5BF4_xs[i + 1] + ((((v23 / _a * _b) >> 16) + 32768) >> 16) >= a4a) ++a5a; } } } } if ( a5a != 1 ) return false; return true; } //----- (004088E9) -------------------------------------------------------- int __fastcall sub_4088E9(int x1, int y1, int x2, int y2, int x3, int y3) { int v8; // eax@1 signed int result; // eax@1 int v11; // [sp+18h] [bp+8h]@1 v11 = abs(x2 - x1); v8 = abs(y2 - y1); result = integer_sqrt(v11 * v11 + v8 * v8); if ( result ) result = abs(((x2 - x1) * (y1 - y3) - (y2 - y1) * (x1 - x3)) / result); return result; } //----- (0040DEF3) -------------------------------------------------------- unsigned short TargetColor( unsigned __int16 r, unsigned __int16 g, unsigned __int16 b ) { return ((unsigned int)b >> (8 - LOBYTE(pRenderer->uTargetBBits))) | pRenderer->uTargetGMask & (g << (LOBYTE(pRenderer->uTargetGBits) + LOBYTE(pRenderer->uTargetBBits) - 8)) | pRenderer->uTargetRMask & (r << (LOBYTE(pRenderer->uTargetGBits) + LOBYTE(pRenderer->uTargetRBits) + LOBYTE(pRenderer->uTargetBBits) - 8)); } //----- (0040F82D) -------------------------------------------------------- void __fastcall ZBuffer_Fill(int *pZBuffer, int uTextureId, int iZValue) { assert(uTextureId != -1); ZBuffer_DoFill(pZBuffer, pIcons_LOD->GetTexture(uTextureId), iZValue); } //----- (0040F89C) -------------------------------------------------------- void __fastcall ZBuffer_DoFill(int *pZBuffer, Texture *pTex, int uZValue) { void *v3; // eax@3 void *v4; // esi@5 int *v5; // edi@5 int v6; // eax@5 int v7; // ecx@6 Texture *v8; // [sp+Ch] [bp-14h]@1 int *v9; // [sp+10h] [bp-10h]@1 int v10; // [sp+14h] [bp-Ch]@1 int v11; // [sp+18h] [bp-8h]@1 void *v12; // [sp+1Ch] [bp-4h]@5 v10 = pTex->uTextureWidth; v8 = pTex; v9 = pZBuffer; v11 = pTex->uTextureHeight; if ( pIcons_LOD->dword_011BA4 && pTex->uDecompressedSize ) v3 = pTex->UnzipPalette(); else v3 = pTex->pLevelOfDetail0_prolly_alpha_mask; v12 = v3; v4 = v3; v5 = v9; v6 = 0; do { v7 = v10; do { LOBYTE(v6) = *(char *)v4; v4 = (char *)v4 + 1; if ( v6 ) *v5 = uZValue; ++v5; --v7; } while ( v7 ); v5 += 640 - v10; --v11; } while ( v11 ); if ( pIcons_LOD->dword_011BA4 ) { if ( v8->uDecompressedSize ) free(v12); } } //----- (0040F92A) -------------------------------------------------------- void __fastcall ZBuffer_DoFill2(int *pZBuffer, Texture *a2, int a3) { Texture *v3; // esi@1 void *v4; // eax@3 int *v5; // edi@5 int v6; // ecx@6 int *v7; // [sp+Ch] [bp-10h]@1 int v8; // [sp+10h] [bp-Ch]@1 int v9; // [sp+18h] [bp-4h]@1 v3 = a2; v7 = pZBuffer; v8 = a2->uTextureWidth; v9 = a2->uTextureHeight; if ( pIcons_LOD->dword_011BA4 && a2->uDecompressedSize ) v4 = a2->UnzipPalette(); else v4 = a2->pLevelOfDetail0_prolly_alpha_mask; v5 = v7; do { v6 = v8; do { *v5 = a3; ++v5; --v6; } while ( v6 ); v5 += 640 - v8; --v9; } while ( v9 ); if ( pIcons_LOD->dword_011BA4 ) { if ( v3->uDecompressedSize ) free(v4); } } //----- (00410D99) -------------------------------------------------------- int __fastcall sub_410D99_get_map_index(int a1) { int v1; // edi@1 signed int v2; // ebp@1 const char **v3; // esi@2 char *v4; // ebx@2 v1 = a1; v2 = 1; if ( _stricmp(pMapStats->pInfos[1].pFilename, (const char *)&pGames_LOD->pSubIndices[a1]) ) { v3 = (const char **)&pMapStats->pInfos[1].pFilename; v4 = (char *)&pMapStats->pInfos[1].pFilename; do { if ( !*(int *)v4 ) break; v3 += 17; ++v2; v4 = (char *)v3; } while ( _stricmp(*v3, (const char *)&pGames_LOD->pSubIndices[v1]) ); } return v2; } // 4E28F8: using guessed type int pCurrentScreen; //----- (00417AD4) -------------------------------------------------------- unsigned int GetSkillColor(unsigned int uPlayerClass, PLAYER_SKILL_TYPE uPlayerSkillType, signed int skill_level) { switch (uPlayerClass % 4) { case 0: { if (byte_4ED970_skill_learn_ability_by_class_table[uPlayerClass][uPlayerSkillType] >= skill_level) return ui_character_skillinfo_can_learn; if (byte_4ED970_skill_learn_ability_by_class_table[uPlayerClass + 1][uPlayerSkillType] < skill_level && byte_4ED970_skill_learn_ability_by_class_table[uPlayerClass + 2][uPlayerSkillType] < skill_level) { if (byte_4ED970_skill_learn_ability_by_class_table[uPlayerClass + 3][uPlayerSkillType] < skill_level) return ui_character_skillinfo_cant_learn; } return ui_character_skillinfo_can_learn_gm; } break; case 1: { if (byte_4ED970_skill_learn_ability_by_class_table[uPlayerClass][uPlayerSkillType] >= skill_level) return ui_character_skillinfo_can_learn; if (byte_4ED970_skill_learn_ability_by_class_table[uPlayerClass + 1][uPlayerSkillType] < skill_level) { if (byte_4ED970_skill_learn_ability_by_class_table[uPlayerClass + 2][uPlayerSkillType] < skill_level) return ui_character_skillinfo_cant_learn; } return ui_character_skillinfo_can_learn_gm; } break; case 2: case 3: { if (byte_4ED970_skill_learn_ability_by_class_table[uPlayerClass][uPlayerSkillType] < skill_level) return ui_character_skillinfo_cant_learn; return ui_character_skillinfo_can_learn; } break; } Error("Invalid player class: %u", uPlayerClass); }