Mercurial > mm7
view Engine/Graphics/Indoor.cpp @ 2524:c7264ab7132f
Main menu rendered using d3d11
author | a.parshin |
---|---|
date | Fri, 10 Oct 2014 17:42:05 +0300 |
parents | 491f0babd563 |
children | f6de3e15d4a5 |
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#define _CRTDBG_MAP_ALLOC #include <stdlib.h> #include <crtdbg.h> #define _CRT_SECURE_NO_WARNINGS #include "../ErrorHandling.h" #include "../ZlibWrapper.h" #include "LightmapBuilder.h" #include "DecalBuilder.h" #include "stru9.h" #include "stru10.h" #include "../stru367.h" #include "Outdoor.h" #include "../Objects/SpriteObject.h" #include "../Events.h" #include "../Game.h" #include "Viewport.h" #include "../Timer.h" #include "../Party.h" #include "../OurMath.h" #include "../LOD.h" #include "DecorationList.h" #include "../Objects/ObjectList.h" #include "../Objects/Actor.h" #include "../Objects/Chest.h" #include "GUI/GUIProgressBar.h" #include "../stru123.h" #include "Media/Audio/AudioPlayer.h" #include "../Log.h" #include "../TurnEngine/TurnEngine.h" #include "PaletteManager.h" #include "Lights.h" #include "../MM7.h" #include "Sprites.h" #include "stru6.h" #include "ParticleEngine.h" #include "../texts.h" #include "GUI/GUIWindow.h" #include "Level/Decoration.h" #include "Overlays.h" IndoorLocation *pIndoor = new IndoorLocation; BLVRenderParams *pBLVRenderParams = new BLVRenderParams; 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 v5; // eax@4 unsigned int v7; // ebx@8 BLVSector *v8; // esi@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) = _4E94D0_light_type; //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), _4E94D0_light_type); } PrepareBspRenderList_BLV(); PrepareItemsRenderList_BLV(); PrepareActorRenderList_BLV(); for (uint i = 0; i < pBspRenderer->uNumVisibleNotEmptySectors; ++i) { v7 = pBspRenderer->pVisibleSectorIDs_toDrawDecorsActorsEtcFrom[i]; v8 = &pIndoor->pSectors[pBspRenderer->pVisibleSectorIDs_toDrawDecorsActorsEtcFrom[i]]; for (uint j = 0; j < v8->uNumDecorations; ++j) PrepareDecorationsRenderList_BLV(v8->pDecorationIDs[j], v7); } FindBillboardsLightLevels_BLV(); pGame->PrepareBloodsplats(); } //----- (004407D9) -------------------------------------------------------- void BLVRenderParams::Reset() { int v7; // eax@1 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(pParty->vPosition.x, pParty->vPosition.y, pParty->vPosition.z); } //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_of_view; 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 = window->GetWidth(); this->uTargetHeight = window->GetHeight(); 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) { if (bD3D) { pIndoor->GetSector(pParty->vPosition.x, pParty->vPosition.y, pParty->vPosition.z); for (uint i = 0; i < pBspRenderer->num_faces; ++i) { 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(true/*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) { int v17; // ebx@25 IDirect3DTexture2 *v27; // eax@42 unsigned int uNumVerticesa; // [sp+24h] [bp-4h]@17 int a4a; // [sp+34h] [bp+Ch]@25 if (uFaceID >= pIndoor->uNumFaces) return; static RenderVertexSoft static_vertices_F7C228[64]; static RenderVertexSoft static_vertices_F7B628[64]; static stru154 stru_F7B60C; // idb BLVFace* pFace = &pIndoor->pFaces[uFaceID]; if (pFace->uNumVertices < 3) return; if (pFace->Invisible()) return; ++pBLVRenderParams->uNumFacesRenderedThisFrame; pFace->uAttributes |= FACE_UNKNOW7; if (!pFace->GetTexture()) return; 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->Indoor_sky()) pGame->pLightmapBuilder->ApplyLights(&stru_F8AD28, &stru_F7B60C, uNumVerticesa, array_507D30, pVertices, 0); if (pDecalBuilder->uNumDecals > 0)//отрисовка пятен крови pDecalBuilder->ApplyDecals(a4a, 1, &stru_F7B60C, uNumVerticesa, array_507D30, pVertices, 0, pFace->uSectorID); if (pFace->Fluid()) { if (pFace->uBitmapID == pRenderer->hd_water_tile_id) v27 = pBitmaps_LOD->pHardwareTextures[pRenderer->pHDWaterBitmapIDs[pRenderer->hd_water_current_frame]]; 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); v27 = pBitmaps_LOD->pHardwareTextures[pFace->uBitmapID]; } } else if (pFace->uAttributes & FACE_TEXTURE_FRAME) v27 = pBitmaps_LOD->pHardwareTextures[pTextureFrameTable->GetFrameTexture(pFace->uBitmapID, pBLVRenderParams->field_0_timer_)]; else { v17 = 0xFF808080; v27 = pBitmaps_LOD->pHardwareTextures[pFace->uBitmapID]; } if (pFace->Indoor_sky()) pRenderer->DrawIndoorSky(uNumVerticesa, uFaceID); else pRenderer->DrawIndoorPolygon(uNumVerticesa, pFace, v27, pFace->GetTexture(), PID(OBJECT_BModel, uFaceID), v17, 0); return; } } } } //----- (004B0E07) -------------------------------------------------------- unsigned int __fastcall sub_4B0E07(unsigned int uFaceID) { unsigned int result; // eax@1 stru_F8AD28.pDeltaUV[0] = pIndoor->pFaceExtras[pIndoor->pFaces[uFaceID].uFaceExtraID].sTextureDeltaU; stru_F8AD28.pDeltaUV[1] = pIndoor->pFaceExtras[pIndoor->pFaces[uFaceID].uFaceExtraID].sTextureDeltaV; result = GetTickCount() >> 3; if ( pIndoor->pFaces[uFaceID].uAttributes & FACE_FLOW_DIAGONAL ) stru_F8AD28.pDeltaUV[1] -= result & pBitmaps_LOD->GetTexture(pIndoor->pFaces[uFaceID].uBitmapID)->uHeightMinus1; else { if ( pIndoor->pFaces[uFaceID].uAttributes & FACE_FLOW_VERTICAL ) stru_F8AD28.pDeltaUV[1] += result & pBitmaps_LOD->GetTexture(pIndoor->pFaces[uFaceID].uBitmapID)->uHeightMinus1; } if ( pIndoor->pFaces[uFaceID].uAttributes & FACE_FLOW_HORIZONTAL ) stru_F8AD28.pDeltaUV[0] -= result & pBitmaps_LOD->GetTexture(pIndoor->pFaces[uFaceID].uBitmapID)->uWidthMinus1; else { if ( pIndoor->pFaces[uFaceID].uAttributes & FACE_DONT_CACHE_TEXTURE ) stru_F8AD28.pDeltaUV[0] += result & pBitmaps_LOD->GetTexture(pIndoor->pFaces[uFaceID].uBitmapID)->uWidthMinus1; } return result; } //----- (004B0EA8) -------------------------------------------------------- void BspRenderer::AddFaceToRenderList_d3d(unsigned int node_id, unsigned int uFaceID) { unsigned __int16 pTransitionSector; // ax@11 int v9; // edx@15 char v29; // al@48 nodes[num_nodes].viewing_portal_id = -1; //v39 = &pIndoor->pFaces[uFaceID]; BLVFace* 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; int num_vertices = GetPortalScreenCoord(uFaceID); if (num_vertices < 2) return; int face_min_screenspace_x = PortalFace._screen_space_x[0], face_max_screenspace_x = PortalFace._screen_space_x[0]; int 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)//for first portal v29 = pGame->pStru10Instance->CalcPortalShape(pFace, nodes[num_nodes].std__vector_0007AC, nodes[num_nodes].pPortalBounding); else//for next portals { 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); } } //----- (004AE5BA) -------------------------------------------------------- Texture *BLVFace::GetTexture() { unsigned int v1; // ecx@2 if ( uAttributes & FACE_TEXTURE_FRAME ) v1 = pTextureFrameTable->GetFrameTexture(this->uBitmapID, pBLVRenderParams->field_0_timer_); else v1 = uBitmapID; return pBitmaps_LOD->GetTexture(v1); } //----- (00498B15) -------------------------------------------------------- void IndoorLocation::Release() { free(this->ptr_0002B4_doors_ddata); this->ptr_0002B4_doors_ddata = NULL; free(this->ptr_0002B0_sector_rdata); this->ptr_0002B0_sector_rdata = NULL; free(this->ptr_0002B8_sector_lrdata); this->ptr_0002B8_sector_lrdata = NULL; free(this->pLFaces); this->pLFaces = NULL; free(this->pSpawnPoints); this->pSpawnPoints = NULL; this->uNumSectors = 0; this->uNumFaces = 0; this->uNumVertices = 0; this->uNumNodes = 0; this->uNumDoors = 0; this->uNumLights = 0; free(this->pVertices); this->pVertices = NULL; free(this->pFaces); this->pFaces = NULL; free(this->pFaceExtras); this->pFaceExtras = NULL; free(this->pSectors); this->pSectors = NULL; free(this->pLights); this->pLights = NULL; free(this->pDoors); this->pDoors = NULL; free(this->pNodes); this->pNodes = NULL; free(this->pMapOutlines); this->pMapOutlines = NULL; this->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) { 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 &= 0xFFFFFFF7; else pIndoor->pLights[sLightID].uAtributes |= 8; pParty->uFlags |= 2; } } //----- (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 outz; // 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), 1, 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; void* 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) { void* 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; char* 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) { BLVFace* 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) { BLVFace* pFace = &pFaces[i]; char pTexName[16]; strncpy(pTexName, pData, 10); pData += 10; if (pFace->uAttributes & FACE_TEXTURE_FRAME) { pFace->uBitmapID = pTextureFrameTable->FindTextureByName(pTexName); if (pFace->uBitmapID) pTextureFrameTable->LoadAnimationSequenceAndPalettes(pFace->uBitmapID); else { pFace->uBitmapID = pBitmaps_LOD->LoadTexture(pTexName); pFace->uAttributes &= ~FACE_TEXTURE_FRAME; } } else pFace->uBitmapID = pBitmaps_LOD->LoadTexture(pTexName); } pGameLoadingUI_ProgressBar->Progress(); memcpy(&uNumFaceExtras, pData, 4); 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) { BLVFace* pFace = &pFaces[i]; BLVFaceExtra* pFaceExtra = &pFaceExtras[pFace->uFaceExtraID]; if (pFaceExtra->uEventID) { if (pFaceExtra->HasEventint()) pFace->uAttributes |= FACE_HAS_EVENT; else pFace->uAttributes &= ~FACE_HAS_EVENT; } } 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) { BLVSector* 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);//error on D28.dlv fread(&header, 0x10, 1, 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) { void* 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 & GAME_SETTINGS_2000 ) _i = 0x1BAF800; bool _a = false; if ( a3 - dlv.uLastRepawnDay >= _i && _stricmp(pCurrentMapName, "d29.dlv") ) _a = true; //v154 = 875; if (_v244 || (_a || !dlv.uLastRepawnDay)) { if (_v244) { memset(v203, 0, 0x36B); } else if (_a || !dlv.uLastRepawnDay) { memcpy(v203, pData, 0x36B); } free(pRawDLV); dlv.uLastRepawnDay = a3; if (_v244) ++dlv.uNumRespawns; //v201 = pFilename; *(int *)pDest = 1; File = pGames_LOD->FindContainer(pFilename, 0); fread(&header, 0x10u, 1, File); uint v155 = header.uCompressedSize; uint Count = header.uDecompressedSize; BLVFace* Src = (BLVFace *)malloc(header.uDecompressedSize); pRawDLV = Src; if (v155 <= Count) { if (v155 == Count) fread(Src, 1, Count, File); else { void* _uSourceLen = malloc(v155); fread(_uSourceLen, v155, 1, 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; } else { *(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) { BLVMapOutline* 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) { BLVFace* pFace = &pFaces[i]; BLVFaceExtra* pFaceExtra = &pFaceExtras[pFace->uFaceExtraID]; memcpy(&pFace->uAttributes, pData, 4); pData += 4; if (pFaceExtra->uEventID) { if (pFaceExtra->HasEventint()) pFace->uAttributes |= FACE_HAS_EVENT; else pFace->uAttributes &= ~FACE_HAS_EVENT; } } 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, 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 ) { if (pSpriteObjects[i].stru_24.uItemID && !(pSpriteObjects[i].uAttributes & 0x0100)) { pSpriteObjects[i].uType = pItemsTable->pItems[pSpriteObjects[i].stru_24.uItemID].uSpriteID; //uint uObjectID = 0; for ( uint j = 0; j < pObjectList->uNumObjects; ++j ) if ( pSpriteObjects[i].uType == pObjectList->pObjects[j].uObjectID ) { pSpriteObjects[i].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) { BLVDoor* 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) { BLVDoor* pDoor = &pDoors[i]; for (uint j = 0; j < pDoor->uNumFaces; ++j) { BLVFace* pFace = &pFaces[pDoor->pFaceIDs[j]]; BLVFaceExtra* 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 signed int v25; // edx@21 int v26; // ebx@23 int v37; // edi@38 int pSectorID; // ebx@40 int v39; // eax@41 int v43[50]; // [sp+Ch] [bp-108h]@1 bool v50; // [sp+ECh] [bp-28h]@19 int v51; // [sp+F0h] [bp-24h]@9 int v53; // [sp+F8h] [bp-1Ch]@10 int v54; // [sp+FCh] [bp-18h]@16 int v55; // [sp+100h] [bp-14h]@1 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) { BLVSector* 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]; BLVFace* 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; Vec3<int16_t>* v2 = &pVertices[pFace->pVertexIDs[k]]; v50 = v2->y >= sY; if (v59 == v50) continue; Vec3<int16_t>* 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); long long x_div_y = fixpoint_div(v1->x - v2->x, v1->y - v2->y); long long res = fixpoint_mul(x_div_y, sY - v2->y); // a / b * c - looks like projection if (res + v2->x > sX) ++v54; } else { long long x_div_y = fixpoint_div(v2->x - v1->x, v2->y - v1->y); long long 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; if ( !v55 ) return 0; pSectorID = 0; v53 = 0xFFFFFFu; if ( v55 > 0 ) { v39 = sY; for ( v37 = 0; v37 < v55; ++v37 ) { if ( this->pFaces[v43[v37]].uPolygonType == POLYGON_Floor ) v39 = sZ - this->pVertices[*this->pFaces[v43[v37]].pVertexIDs].z; if ( this->pFaces[v43[v37]].uPolygonType == POLYGON_InBetweenFloorAndWall ) { v39 = sZ - ((fixpoint_mul(this->pFaces[v43[v37]].zCalc1, (sX << 16)) + fixpoint_mul(this->pFaces[v43[v37]].zCalc2, (sY << 16)) + this->pFaces[v43[v37]].zCalc3 + 0x8000) >> 16); } if ( v39 >= 0 ) { if ( v39 < v53 ) { pSectorID = this->pFaces[v43[v37]].uSectorID; v53 = v39; } } } } return pSectorID; } // 49AC17: using guessed type int var_108[50]; //----- (00498A41) -------------------------------------------------------- void BLVFace::_get_normals(Vec3_int_ *a2, Vec3_int_ *a3) { Vec3_float_ a1; // [sp+Ch] [bp-Ch]@8 if ( this->uPolygonType == POLYGON_VerticalWall ) { a2->x = -this->pFacePlane_old.vNormal.y; a2->y = this->pFacePlane_old.vNormal.x; a2->z = 0; a3->x = 0; a3->y = 0; a3->z = 0xFFFF0000u; } else if ( this->uPolygonType == POLYGON_Floor || this->uPolygonType == POLYGON_Ceiling ) { a2->x = 0x10000u; a2->y = 0; a2->z = 0; a3->x = 0; a3->y = 0xFFFF0000u; a3->z = 0; } else if ( this->uPolygonType == POLYGON_InBetweenFloorAndWall || this->uPolygonType == POLYGON_InBetweenCeilingAndWall ) { if ( abs(this->pFacePlane_old.vNormal.z) < 46441 ) { a1.x = (double)-this->pFacePlane_old.vNormal.y; a1.y = (double)this->pFacePlane_old.vNormal.x; a1.z = 0.0; a1.Normalize(); a2->x = (signed __int64)(a1.x * 65536.0); a2->y = (signed __int64)(a1.y * 65536.0); a2->z = 0; a3->y = 0; a3->z = 0xFFFF0000u; a3->x = 0; } else { a2->x = 0x10000u; a2->y = 0; a2->z = 0; a3->x = 0; a3->y = 0xFFFF0000u; a3->z = 0; } } //LABEL_12: if ( this->uAttributes & FACE_UNKNOW3 ) { a2->x = -a2->x; a2->y = -a2->y; a2->z = -a2->z; } if ( this->uAttributes & FACE_UNKNOW4 ) { a3->x = -a3->x; a3->y = -a3->y; a3->z = -a3->z; } return; } //----- (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() { BLVFace *face; // ebx@24 Vec3_short_ *v17; // esi@24 int v18; // eax@24 int v19; // edx@24 signed int v20; // eax@24 int v24; // esi@25 int v25; // eax@25 signed __int64 v27; // qtt@27 BLVFaceExtra *v28; // esi@32 int v32; // eax@34 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 Vec3_short_ *v43; // edi@36 int v57; // eax@58 Vec3_int_ v67; Vec3_int_ v70; int v73; // [sp+20h] [bp-44h]@24 int v75; // [sp+28h] [bp-3Ch]@36 int v76; // [sp+2Ch] [bp-38h]@36 int v77; // [sp+30h] [bp-34h]@36 int v82; // [sp+44h] [bp-20h]@35 int v83; // [sp+48h] [bp-1Ch]@34 int v84; // [sp+4Ch] [bp-18h]@34 SoundID eDoorSoundID; // [sp+54h] [bp-10h]@1 int v88; // [sp+5Ch] [bp-8h]@18 int v89; // [sp+60h] [bp-4h]@6 eDoorSoundID = (SoundID)pDoorSoundIDsByLocationID[dword_6BE13C_uCurrentlyLoadedLocationID]; for (uint i = 0; i < pIndoor->uNumDoors; ++i) { BLVDoor* door = &pIndoor->pDoors[i]; if (door->uState == BLVDoor::Closed || door->uState == BLVDoor::Open) { door->uAttributes &= 0xFFFFFFFDu;//~0x2 continue; } door->uTimeSinceTriggered += pEventTimer->uTimeElapsed; if (door->uState == BLVDoor::Opening) { v89 = (signed int)(door->uTimeSinceTriggered * door->uCloseSpeed) / 128; if ( v89 >= door->uMoveLength ) { v89 = door->uMoveLength; door->uState = BLVDoor::Open; if ( !(door->uAttributes & FACE_UNKNOW5) && door->uNumVertices != 0) pAudioPlayer->PlaySound((SoundID)((int)eDoorSoundID + 1), PID(OBJECT_BLVDoor,i), 0, -1, 0, 0, 0, 0); //goto LABEL_18; } else if (!(door->uAttributes & FACE_UNKNOW5) && door->uNumVertices) pAudioPlayer->PlaySound(eDoorSoundID, PID(OBJECT_BLVDoor, i), 1, -1, 0, 0, 0, 0); } else { signed int v5 = (signed int)(door->uTimeSinceTriggered * door->uOpenSpeed) / 128; if ( v5 >= door->uMoveLength) { v89 = 0; door->uState = BLVDoor::Closed; if ( !(door->uAttributes & FACE_UNKNOW5) && door->uNumVertices != 0) pAudioPlayer->PlaySound((SoundID)((int)eDoorSoundID + 1), PID(OBJECT_BLVDoor,i), 0, -1, 0, 0, 0, 0); //goto LABEL_18; } else { v89 = door->uMoveLength - v5; if (!(door->uAttributes & FACE_UNKNOW5) && door->uNumVertices) pAudioPlayer->PlaySound(eDoorSoundID, PID(OBJECT_BLVDoor, i), 1, -1, 0, 0, 0, 0); } } //LABEL_18: for (uint j = 0; j < door->uNumVertices; ++j) { pIndoor->pVertices[door->pVertexIDs[j]].x = fixpoint_mul(door->vDirection.x, v89) + door->pXOffsets[j]; pIndoor->pVertices[door->pVertexIDs[j]].y = fixpoint_mul(door->vDirection.y, v89) + door->pYOffsets[j]; pIndoor->pVertices[door->pVertexIDs[j]].z = fixpoint_mul(door->vDirection.z, v89) + door->pZOffsets[j]; } for ( v88 = 0; v88 < door->uNumFaces; ++v88 ) { face = &pIndoor->pFaces[door->pFaceIDs[v88]]; v17 = &pIndoor->pVertices[face->pVertexIDs[0]]; v18 = face->pFacePlane_old.vNormal.y; v73 = *(int *)&v17->x; v19 = face->pFacePlane_old.vNormal.z; v20 = -(v19 * (int)v17->z + (signed __int16)v73 * face->pFacePlane_old.vNormal.x + SHIWORD(v73) * v18); face->pFacePlane_old.dist = v20; face->pFacePlane.dist = -((double)v17->z * face->pFacePlane.vNormal.z + (double)v17->y * face->pFacePlane.vNormal.y + (double)v17->x * face->pFacePlane.vNormal.x); if ( v19 ) { v24 = abs(v20 >> 15); v25 = abs(face->pFacePlane_old.vNormal.z); 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], face->pFacePlane_old.dist, face->pFacePlane_old.vNormal.z); LODWORD(v27) = face->pFacePlane_old.dist << 16; HIDWORD(v27) = face->pFacePlane_old.dist >> 16; face->zCalc3 = -v27 / face->pFacePlane_old.vNormal.z; } //if ( face->uAttributes & FACE_TEXTURE_FLOW || pRenderer->pRenderD3D ) face->_get_normals(&v70, &v67); v28 = &pIndoor->pFaceExtras[face->uFaceExtraID]; /*if ( !pRenderer->pRenderD3D ) { if ( !(face->uAttributes & FACE_TEXTURE_FLOW) ) continue; v83 = (unsigned __int64)(door->vDirection.x * (signed __int64)v70.x) >> 16; v85 = (unsigned __int64)(door->vDirection.y * (signed __int64)v70.y) >> 16; v84 = (unsigned __int64)(door->vDirection.z * (signed __int64)v70.z) >> 16; v29 = v89; v28->sTextureDeltaU = -((v83 + v85 + v84) * (signed __int64)v89) >> 16; v85 = (unsigned __int64)(door->vDirection.x * (signed __int64)v67.x) >> 16; v83 = (unsigned __int64)(door->vDirection.y * (signed __int64)v67.y) >> 16; v84 = (unsigned __int64)(door->vDirection.z * (signed __int64)v67.z) >> 16; v31 = (v85 + v83 + v84) * (signed __int64)v29; v32 = v31 >> 16; v57 = -v32; v28->sTextureDeltaV = v57; v28->sTextureDeltaU += door->pDeltaUs[v88]; v28->sTextureDeltaV = v57 + door->pDeltaVs[v88]; continue; }*/ v28->sTextureDeltaU = 0; v28->sTextureDeltaV = 0; v34 = &pIndoor->pVertices[face->pVertexIDs[0]]; v35 = v34->z; v36 = v34->y; v82 = v34->x; v37 = v70.x * v82 + v70.y * v36 + v70.z * v35; v38 = v67.x * v82 + v67.y * v36 + v67.z * v35; v39 = v37 >> 16; *face->pVertexUIDs = v39; v40 = v38 >> 16; *face->pVertexVIDs = v40; v84 = v39; v82 = v40; for (uint j = 1; j < face->uNumVertices; ++j) { v43 = &pIndoor->pVertices[face->pVertexIDs[j]]; v76 = ((__int64)v70.z * v43->z + (__int64)v70.x * v43->x + (__int64)v70.y * v43->y) >> 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; face->pVertexUIDs[j] = v76; face->pVertexVIDs[j] = v77; } if ( face->uAttributes & 0x00001000 ) v28->sTextureDeltaU -= v39; else { if ( SBYTE1(face->uAttributes) < 0 ) { if ( face->uBitmapID != -1 ) v28->sTextureDeltaU -= v84 + pBitmaps_LOD->pTextures[face->uBitmapID].uTextureWidth; } } if ( face->uAttributes & FACE_UNKNOW6 ) v28->sTextureDeltaV -= v40; else { if ( face->uAttributes & FACE_INDOOR_DOOR ) { if ( face->uBitmapID != -1 ) v28->sTextureDeltaV -= v82 + pBitmaps_LOD->GetTexture(face->uBitmapID)->uTextureHeight; } } if ( face->uAttributes & FACE_TEXTURE_FLOW ) { v84 = fixpoint_mul(door->vDirection.x, v70.x); v82 = fixpoint_mul(door->vDirection.y, v70.y); v83 = fixpoint_mul(door->vDirection.z, v70.z); v75 = v84 + v82 + v83; v82 = fixpoint_mul(v75, v89); v28->sTextureDeltaU = -v82; v84 = fixpoint_mul(door->vDirection.x, v67.x); v82 = fixpoint_mul(door->vDirection.y, v67.y); v83 = fixpoint_mul(door->vDirection.z, v67.z); v75 = v84 + v82 + v83; v32 = fixpoint_mul(v75, v89); v57 = -v32; v28->sTextureDeltaV = v57; v28->sTextureDeltaU += door->pDeltaUs[v88]; v28->sTextureDeltaV = v57 + door->pDeltaVs[v88]; } } } } // 6BE13C: using guessed type int dword_6BE13C_uCurrentlyLoadedLocationID; //----- (0046F90C) -------------------------------------------------------- void UpdateActors_BLV() { int v2; // edi@6 int v3; // eax@6 int v4; // eax@8 __int16 v5; // ax@11 signed int v6; // ebx@14 signed __int64 v10; // qax@18 int v22; // edi@46 unsigned int v24; // eax@51 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 signed int v37; // ebx@85 int v44; // ecx@96 int v45; // edi@101 AIDirection v52; // [sp+0h] [bp-60h]@75 AIDirection v53; // [sp+1Ch] [bp-44h]@116 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 actor_id; // [sp+5Ch] [bp-4h]@1 for ( actor_id = 0; actor_id < uNumActors; actor_id++ ) { if ( pActors[actor_id].uAIState == Removed || pActors[actor_id].uAIState == Disabled || pActors[actor_id].uAIState == Summoned || !pActors[actor_id].uMovementSpeed ) continue; uSectorID = pActors[actor_id].uSectorID; v2 = collide_against_floor(pActors[actor_id].vPosition.x, pActors[actor_id].vPosition.y, pActors[actor_id].vPosition.z, &uSectorID, &uFaceID); pActors[actor_id].uSectorID = uSectorID; v3 = pActors[actor_id].pMonsterInfo.uFlying; v56 = v2; v62 = v3; if ( !pActors[actor_id].CanAct() ) v62 = 0; v4 = pActors[actor_id].vPosition.z; v59 = 0; if ( pActors[actor_id].vPosition.z > v2 + 1 ) v59 = 1; if ( v2 <= -30000 ) { v5 = pIndoor->GetSector(pActors[actor_id].vPosition.x, pActors[actor_id].vPosition.y, v4); pActors[actor_id].uSectorID = v5; v56 = BLV_GetFloorLevel(pActors[actor_id].vPosition.x, pActors[actor_id].vPosition.y, pActors[actor_id].vPosition.z, v5, &uFaceID); if ( !v5 || v56 == -30000 ) continue; } if ( pActors[actor_id].uCurrentActionAnimation == ANIM_Walking)//монстр двигается { v6 = pActors[actor_id].uMovementSpeed; if ( pActors[actor_id].pActorBuffs[ACTOR_BUFF_SLOWED].uExpireTime > 0 ) { if ( pActors[actor_id].pActorBuffs[ACTOR_BUFF_SLOWED].uPower ) LODWORD(v10) = pActors[actor_id].uMovementSpeed / (unsigned __int16)pActors[actor_id].pActorBuffs[ACTOR_BUFF_SLOWED].uPower; else v10 = (signed __int64)((double)pActors[actor_id].uMovementSpeed * 0.5); v6 = v10; } if ( pActors[actor_id].uAIState == Pursuing || pActors[actor_id].uAIState == Fleeing ) v6 *= 2; if ( pParty->bTurnBasedModeOn == true && pTurnEngine->turn_stage == TE_WAIT ) v6 = (signed __int64)((double)v6 * flt_6BE3AC_debug_recmod1_x_1_6); if ( v6 > 1000 ) v6 = 1000; pActors[actor_id].vVelocity.x = fixpoint_mul(stru_5C6E00->Cos(pActors[actor_id].uYawAngle), v6); pActors[actor_id].vVelocity.y = fixpoint_mul(stru_5C6E00->Sin(pActors[actor_id].uYawAngle), v6); if ( v62 ) pActors[actor_id].vVelocity.z = fixpoint_mul(stru_5C6E00->Sin(pActors[actor_id].uPitchAngle), v6); } else//actor is not moving(актор не двигается) { pActors[actor_id].vVelocity.x = fixpoint_mul(55000, pActors[actor_id].vVelocity.x); pActors[actor_id].vVelocity.y = fixpoint_mul(55000, pActors[actor_id].vVelocity.y); if ( v62 ) pActors[actor_id].vVelocity.z = fixpoint_mul(55000, pActors[actor_id].vVelocity.z); } if ( pActors[actor_id].vPosition.z <= v56 ) { pActors[actor_id].vPosition.z = v56 + 1; if ( pIndoor->pFaces[uFaceID].uPolygonType == 3 ) { if ( pActors[actor_id].vVelocity.z < 0 ) pActors[actor_id].vVelocity.z = 0; } else { if ( pIndoor->pFaces[uFaceID].pFacePlane_old.vNormal.z < 45000 ) pActors[actor_id].vVelocity.z -= LOWORD(pEventTimer->uTimeElapsed) * GetGravityStrength(); } } else { if ( v59 && !v62 ) pActors[actor_id].vVelocity.z += -8 * LOWORD(pEventTimer->uTimeElapsed) * GetGravityStrength(); } if ( pActors[actor_id].vVelocity.x * pActors[actor_id].vVelocity.x + pActors[actor_id].vVelocity.y * pActors[actor_id].vVelocity.y + pActors[actor_id].vVelocity.z * pActors[actor_id].vVelocity.z >= 400 ) { stru_721530.field_84 = -1; stru_721530.field_70 = 0; stru_721530.field_0 = 1; stru_721530.field_8_radius = pActors[actor_id].uActorRadius; stru_721530.prolly_normal_d = pActors[actor_id].uActorRadius; stru_721530.height = pActors[actor_id].uActorHeight; v22 = 0; for ( uSectorID = 0; uSectorID < 100; uSectorID++ ) { stru_721530.position.x = pActors[actor_id].vPosition.x; stru_721530.normal.x = stru_721530.position.x; stru_721530.position.y = pActors[actor_id].vPosition.y; stru_721530.normal.y = stru_721530.position.y; stru_721530.normal.z = pActors[actor_id].vPosition.z + pActors[actor_id].uActorRadius + 1; stru_721530.position.z = pActors[actor_id].vPosition.z - pActors[actor_id].uActorRadius + stru_721530.height - 1; if ( stru_721530.position.z < stru_721530.normal.z ) stru_721530.position.z = pActors[actor_id].vPosition.z + pActors[actor_id].uActorRadius + 1; stru_721530.velocity.x = pActors[actor_id].vVelocity.x; stru_721530.velocity.y = pActors[actor_id].vVelocity.y; stru_721530.velocity.z = pActors[actor_id].vVelocity.z; stru_721530.uSectorID = pActors[actor_id].uSectorID; if ( !stru_721530._47050A(v22) ) { v58 = 0; v24 = 8 * actor_id; LOBYTE(v24) = PID(OBJECT_Actor,actor_id); for ( v61 = 0; v61 < 100; ++v61 ) { _46E44E_collide_against_faces_and_portals(1); _46E0B2_collide_against_decorations(); _46EF01_collision_chech_player(0); _46ED8A_collide_against_sprite_objects(v24); for ( uint j = 0; j < ai_arrays_size; j++ ) { if ( ai_near_actors_ids[j] != actor_id ) { v27 = abs(pActors[ai_near_actors_ids[j]].vPosition.z - pActors[actor_id].vPosition.z); v28 = abs(pActors[ai_near_actors_ids[j]].vPosition.y - pActors[actor_id].vPosition.y); v29 = abs(pActors[ai_near_actors_ids[j]].vPosition.x - pActors[actor_id].vPosition.x); if ( int_get_vector_length(v29, v28, v27) >= pActors[actor_id].uActorRadius + (signed int)pActors[ai_near_actors_ids[j]].uActorRadius && Actor::_46DF1A_collide_against_actor(ai_near_actors_ids[j], 40) ) ++v58; } } if ( _46F04E_collide_against_portals() ) break; } 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 = pActors[actor_id].vPosition.x + fixpoint_mul(stru_721530.field_7C, stru_721530.direction.x); v31 = pActors[actor_id].vPosition.y + fixpoint_mul(stru_721530.field_7C, stru_721530.direction.y); v32 = pActors[actor_id].vPosition.z + fixpoint_mul(stru_721530.field_7C, stru_721530.direction.z); } v33 = collide_against_floor(v30, v31, v32, &stru_721530.uSectorID, &uFaceID); if (pIndoor->pFaces[uFaceID].uAttributes & FACE_INDOOR_SKY && pActors[actor_id].uAIState == Dead) { pActors[actor_id].uAIState = Removed; continue; } if ( v59 || v62 || !(pIndoor->pFaces[uFaceID].uAttributes & FACE_INDOOR_SKY) ) { if ( v33 == -30000 ) continue; if ( pActors[actor_id].uCurrentActionAnimation != 1 || v33 >= pActors[actor_id].vPosition.z - 100 || v59 || v62 ) { if ( stru_721530.field_7C < stru_721530.field_6C ) { pActors[actor_id].vPosition.x += fixpoint_mul(stru_721530.field_7C, stru_721530.direction.x); pActors[actor_id].vPosition.y += fixpoint_mul(stru_721530.field_7C, stru_721530.direction.y); pActors[actor_id].vPosition.z += fixpoint_mul(stru_721530.field_7C, stru_721530.direction.z); pActors[actor_id].uSectorID = LOWORD(stru_721530.uSectorID); stru_721530.field_70 += stru_721530.field_7C; v37 = PID_ID(stru_721530.uFaceID); if (PID_TYPE(stru_721530.uFaceID) == OBJECT_Actor) { if (pParty->bTurnBasedModeOn == 1 && (pTurnEngine->turn_stage == TE_ATTACK || pTurnEngine->turn_stage == TE_MOVEMENT)) { pActors[actor_id].vVelocity.x = fixpoint_mul(58500, pActors[actor_id].vVelocity.x); pActors[actor_id].vVelocity.y = fixpoint_mul(58500, pActors[actor_id].vVelocity.y); pActors[actor_id].vVelocity.z = fixpoint_mul(58500, pActors[actor_id].vVelocity.z); v22 = 0; continue; } if (pActors[actor_id].pMonsterInfo.uHostilityType) { if (!v56) { Actor::AI_Flee(actor_id, stru_721530.uFaceID, v22, (AIDirection *)v22); pActors[actor_id].vVelocity.x = fixpoint_mul(58500, pActors[actor_id].vVelocity.x); pActors[actor_id].vVelocity.y = fixpoint_mul(58500, pActors[actor_id].vVelocity.y); pActors[actor_id].vVelocity.z = fixpoint_mul(58500, pActors[actor_id].vVelocity.z); v22 = 0; continue; } } else { if (!v56) { if (!pActors[v37].pMonsterInfo.uHostilityType) { Actor::AI_FaceObject(actor_id, stru_721530.uFaceID, v22, (AIDirection *)v22); pActors[actor_id].vVelocity.x = fixpoint_mul(58500, pActors[actor_id].vVelocity.x); pActors[actor_id].vVelocity.y = fixpoint_mul(58500, pActors[actor_id].vVelocity.y); pActors[actor_id].vVelocity.z = fixpoint_mul(58500, pActors[actor_id].vVelocity.z); v22 = 0; continue; } Actor::AI_Flee(actor_id, stru_721530.uFaceID, v22, (AIDirection *)v22); pActors[actor_id].vVelocity.x = fixpoint_mul(58500, pActors[actor_id].vVelocity.x); pActors[actor_id].vVelocity.y = fixpoint_mul(58500, pActors[actor_id].vVelocity.y); pActors[actor_id].vVelocity.z = fixpoint_mul(58500, pActors[actor_id].vVelocity.z); v22 = 0; continue; } } Actor::AI_StandOrBored(actor_id, 4, v22, &v53); pActors[actor_id].vVelocity.x = fixpoint_mul(58500, pActors[actor_id].vVelocity.x); pActors[actor_id].vVelocity.y = fixpoint_mul(58500, pActors[actor_id].vVelocity.y); pActors[actor_id].vVelocity.z = fixpoint_mul(58500, pActors[actor_id].vVelocity.z); v22 = 0; continue; } if (PID_TYPE(stru_721530.uFaceID) == OBJECT_Player) { if (pActors[actor_id].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; pActors[actor_id].vVelocity.y = v22; pActors[actor_id].vVelocity.x = v22; if (pParty->pPartyBuffs[PARTY_BUFF_INVISIBILITY].uExpireTime > v22) pParty->pPartyBuffs[PARTY_BUFF_INVISIBILITY].Reset(); viewparams->bRedrawGameUI = 1; pActors[actor_id].vVelocity.x = fixpoint_mul(58500, pActors[actor_id].vVelocity.x); pActors[actor_id].vVelocity.y = fixpoint_mul(58500, pActors[actor_id].vVelocity.y); pActors[actor_id].vVelocity.z = fixpoint_mul(58500, pActors[actor_id].vVelocity.z); v22 = 0; continue; } Actor::AI_FaceObject(actor_id, stru_721530.uFaceID, v22, (AIDirection *)v22); pActors[actor_id].vVelocity.x = fixpoint_mul(58500, pActors[actor_id].vVelocity.x); pActors[actor_id].vVelocity.y = fixpoint_mul(58500, pActors[actor_id].vVelocity.y); pActors[actor_id].vVelocity.z = fixpoint_mul(58500, pActors[actor_id].vVelocity.z); v22 = 0; continue; } if (PID_TYPE(stru_721530.uFaceID) == OBJECT_Decoration) { _this = integer_sqrt(pActors[actor_id].vVelocity.x * pActors[actor_id].vVelocity.x + pActors[actor_id].vVelocity.y * pActors[actor_id].vVelocity.y); v45 = stru_5C6E00->Atan2(pActors[actor_id].vPosition.x - pLevelDecorations[v37].vPosition.x, pActors[actor_id].vPosition.y - pLevelDecorations[v37].vPosition.y); pActors[actor_id].vVelocity.x = fixpoint_mul(stru_5C6E00->Cos(v45), _this); pActors[actor_id].vVelocity.y = fixpoint_mul(stru_5C6E00->Sin(v45), _this); pActors[actor_id].vVelocity.x = fixpoint_mul(58500, pActors[actor_id].vVelocity.x); pActors[actor_id].vVelocity.y = fixpoint_mul(58500, pActors[actor_id].vVelocity.y); pActors[actor_id].vVelocity.z = fixpoint_mul(58500, pActors[actor_id].vVelocity.z); v22 = 0; continue; } if (PID_TYPE(stru_721530.uFaceID) == OBJECT_BModel) { stru_721530.field_84 = stru_721530.uFaceID >> 3; if (pIndoor->pFaces[v37].uPolygonType == 3) { pActors[actor_id].vVelocity.z = 0; pActors[actor_id].vPosition.z = pIndoor->pVertices[*pIndoor->pFaces[v37].pVertexIDs].z + 1; if (pActors[actor_id].vVelocity.x * pActors[actor_id].vVelocity.x + pActors[actor_id].vVelocity.y * pActors[actor_id].vVelocity.y < 400) { pActors[actor_id].vVelocity.y = 0; pActors[actor_id].vVelocity.x = 0; pActors[actor_id].vVelocity.x = fixpoint_mul(58500, pActors[actor_id].vVelocity.x); pActors[actor_id].vVelocity.y = fixpoint_mul(58500, pActors[actor_id].vVelocity.y); pActors[actor_id].vVelocity.z = fixpoint_mul(58500, pActors[actor_id].vVelocity.z); v22 = 0; continue; } } else { v61 = abs(pIndoor->pFaces[v37].pFacePlane_old.vNormal.x * pActors[actor_id].vVelocity.x + pIndoor->pFaces[v37].pFacePlane_old.vNormal.y * pActors[actor_id].vVelocity.y + pIndoor->pFaces[v37].pFacePlane_old.vNormal.z * pActors[actor_id].vVelocity.z) >> 16; if ((stru_721530.speed >> 3) > v61) v61 = stru_721530.speed >> 3; pActors[actor_id].vVelocity.x += fixpoint_mul(v61, pIndoor->pFaces[v37].pFacePlane_old.vNormal.x); pActors[actor_id].vVelocity.y += fixpoint_mul(v61, pIndoor->pFaces[v37].pFacePlane_old.vNormal.y); pActors[actor_id].vVelocity.z += fixpoint_mul(v61, pIndoor->pFaces[v37].pFacePlane_old.vNormal.z); if (pIndoor->pFaces[v37].uPolygonType != 4 && pIndoor->pFaces[v37].uPolygonType != 3) { v44 = stru_721530.prolly_normal_d - ((pIndoor->pFaces[v37].pFacePlane_old.dist + pIndoor->pFaces[v37].pFacePlane_old.vNormal.z * pActors[actor_id].vPosition.z + pIndoor->pFaces[v37].pFacePlane_old.vNormal.y * pActors[actor_id].vPosition.y + pIndoor->pFaces[v37].pFacePlane_old.vNormal.x * pActors[actor_id].vPosition.x) >> 16); if (v44 > 0) { pActors[actor_id].vPosition.x += fixpoint_mul(v44, pIndoor->pFaces[v37].pFacePlane_old.vNormal.x); pActors[actor_id].vPosition.y += fixpoint_mul(v44, pIndoor->pFaces[v37].pFacePlane_old.vNormal.y); pActors[actor_id].vPosition.z += fixpoint_mul(v44, pIndoor->pFaces[v37].pFacePlane_old.vNormal.z); } pActors[actor_id].uYawAngle = stru_5C6E00->Atan2(pActors[actor_id].vVelocity.x, pActors[actor_id].vVelocity.y); } } if (pIndoor->pFaces[v37].uAttributes & FACE_UNKNOW1) EventProcessor(pIndoor->pFaceExtras[pIndoor->pFaces[v37].uFaceExtraID].uEventID, 0, 1); } pActors[actor_id].vVelocity.x = fixpoint_mul(58500, pActors[actor_id].vVelocity.x); pActors[actor_id].vVelocity.y = fixpoint_mul(58500, pActors[actor_id].vVelocity.y); pActors[actor_id].vVelocity.z = fixpoint_mul(58500, pActors[actor_id].vVelocity.z); v22 = 0; continue; } else { pActors[actor_id].vPosition.x = LOWORD(stru_721530.normal2.x); pActors[actor_id].vPosition.y = LOWORD(stru_721530.normal2.y); pActors[actor_id].vPosition.z = LOWORD(stru_721530.normal2.z) - LOWORD(stru_721530.prolly_normal_d) - 1; pActors[actor_id].uSectorID = LOWORD(stru_721530.uSectorID); //goto LABEL_123; break; } } else if ( pActors[actor_id].vPosition.x & 1 ) pActors[actor_id].uYawAngle += 100; else pActors[actor_id].uYawAngle -= 100; } else { if (pParty->bTurnBasedModeOn == 1 && (pTurnEngine->turn_stage == TE_ATTACK || pTurnEngine->turn_stage == TE_MOVEMENT)) continue; if ( !pActors[actor_id].pMonsterInfo.uHostilityType || v56 != v22 ) { Actor::AI_StandOrBored(actor_id, 4, v22, &v52); continue; } } } } } else { pActors[actor_id].vVelocity.z = 0; pActors[actor_id].vVelocity.y = 0; pActors[actor_id].vVelocity.x = 0; if ( pIndoor->pFaces[uFaceID].uAttributes & FACE_INDOOR_SKY ) { if (pActors[actor_id].uAIState == Dead) pActors[actor_id].uAIState = Removed; } } //LABEL_123: ; } } //----- (00460A78) -------------------------------------------------------- void PrepareToLoadBLV(unsigned int bLoading) { unsigned int respawn; // ebx@1 unsigned int map_id; // eax@8 MapInfo *map_info; // edi@9 int v4; // eax@11 DecorationDesc *decoration; // eax@54 char v28; // zf@81 signed int v30; // edi@94 int v34[4]; // [sp+3E8h] [bp-2Ch]@96 int v35; // [sp+3F8h] [bp-1Ch]@1 int v38; // [sp+404h] [bp-10h]@1 int pDest; // [sp+40Ch] [bp-8h]@1 respawn = 0; pGameLoadingUI_ProgressBar->Reset(0x20u); bUnderwater = false; bNoNPCHiring = false; pDest = 1; uCurrentlyLoadedLevelType = LEVEL_Indoor; pGame->uFlags2 &= 0xFFFFFFF7;//~0x00000008 if ( Is_out15odm_underwater() ) { bUnderwater = true; pGame->uFlags2 |= 8; } if ( !_stricmp(pCurrentMapName, "out15.odm") || !_stricmp(pCurrentMapName, "d23.blv") ) bNoNPCHiring = true; pPaletteManager->pPalette_tintColor[0] = 0; pPaletteManager->pPalette_tintColor[1] = 0; pPaletteManager->pPalette_tintColor[2] = 0; pPaletteManager->RecalculateAll(); if ( _A750D8_player_speech_timer ) _A750D8_player_speech_timer = 0i64; map_id = pMapStats->GetMapInfo(pCurrentMapName); if ( map_id ) { map_info = &pMapStats->pInfos[map_id]; respawn = pMapStats->pInfos[map_id].uRespawnIntervalDays; v38 = GetAlertStatus(); } else map_info = (MapInfo *)bLoading; dword_6BE13C_uCurrentlyLoadedLocationID = map_id; pStationaryLightsStack->uNumLightsActive = 0; v4 = pIndoor->Load(pCurrentMapName, (unsigned int)(signed __int64)((double)pParty->uTimePlayed * 0.234375) / 60 / 60 / 24 + 1, respawn, (char *)&pDest) - 1; if ( !v4 ) Error("Unable to open %s", pCurrentMapName); if ( v4 == 1 ) Error("File %s is not a BLV File", pCurrentMapName); if ( v4 == 2 ) Error("Attempt to open new level before clearing old"); if ( v4 == 3 ) Error("Out of memory loading indoor level"); if ( !(dword_6BE364_game_settings_1 & GAME_SETTINGS_2000) ) { Actor::InitializeActors(); SpriteObject::InitializeSpriteObjects(); } dword_6BE364_game_settings_1 &= ~GAME_SETTINGS_2000; if ( !map_id ) pDest = 0; if ( pDest == 1 ) { for (uint i = 0; i < pIndoor->uNumSpawnPoints; ++i ) { if ( pIndoor->pSpawnPoints[i].uKind == 3 ) SpawnEncounter(map_info, &pIndoor->pSpawnPoints[i], 0, 0, 0); else map_info->SpawnRandomTreasure(&pIndoor->pSpawnPoints[i]); } RespawnGlobalDecorations(); } pSoundList->LoadSound(pDoorSoundIDsByLocationID[map_id], 0); pSoundList->LoadSound(pDoorSoundIDsByLocationID[map_id] + 1, 0); for (uint i = 0; i < pIndoor->uNumDoors; ++i) { if (pIndoor->pDoors[i].uAttributes & 0x01) { pIndoor->pDoors[i].uState = BLVDoor::Opening; pIndoor->pDoors[i].uTimeSinceTriggered = 15360; pIndoor->pDoors[i].uAttributes = 2; } if (pIndoor->pDoors[i].uState == BLVDoor::Closed) { pIndoor->pDoors[i].uState = BLVDoor::Closing; pIndoor->pDoors[i].uTimeSinceTriggered = 15360; pIndoor->pDoors[i].uAttributes = 2; } else if (pIndoor->pDoors[i].uState == BLVDoor::Open) { pIndoor->pDoors[i].uState = BLVDoor::Opening; pIndoor->pDoors[i].uTimeSinceTriggered = 15360; pIndoor->pDoors[i].uAttributes = 2; } } for (uint i = 0; i < pIndoor->uNumFaces; ++i) { if (pIndoor->pFaces[i].uBitmapID != -1) pBitmaps_LOD->pTextures[pIndoor->pFaces[i].uBitmapID].palette_id2 = pPaletteManager->LoadPalette(pBitmaps_LOD->pTextures[pIndoor->pFaces[i].uBitmapID].palette_id1); } pGameLoadingUI_ProgressBar->Progress(); v35 = 0; for (uint i = 0; i < uNumLevelDecorations; ++i) { pDecorationList->InitializeDecorationSprite(pLevelDecorations[i].uDecorationDescID); if (pDecorationList->pDecorations[pLevelDecorations[i].uDecorationDescID].uSoundID && _6807E0_num_decorations_with_sounds_6807B8 < 9) { pSoundList->LoadSound(pDecorationList->pDecorations[pLevelDecorations[i].uDecorationDescID].uSoundID, 0); _6807B8_level_decorations_ids[_6807E0_num_decorations_with_sounds_6807B8++] = i; } if (!(pLevelDecorations[i].uFlags & LEVEL_DECORATION_INVISIBLE)) { decoration = &pDecorationList->pDecorations[pLevelDecorations[i].uDecorationDescID]; if (!decoration->DontDraw()) { if ( decoration->uLightRadius ) { unsigned char r = 255, g = 255, b = 255; if (/*pRenderer->pRenderD3D*/true && pRenderer->bUseColoredLights) { r = decoration->uColoredLightRed; g = decoration->uColoredLightGreen; b = decoration->uColoredLightBlue; } pStationaryLightsStack->AddLight(pLevelDecorations[i].vPosition.x, pLevelDecorations[i].vPosition.y, pLevelDecorations[i].vPosition.z + decoration->uDecorationHeight, decoration->uLightRadius, r, g, b, _4E94D0_light_type); } } } if (!pLevelDecorations[i].uEventID) { if (pLevelDecorations[i].IsInteractive()) { if ( v35 < 124 ) { pLevelDecorations[i]._idx_in_stru123 = v35 + 75; if ( !stru_5E4C90_MapPersistVars._decor_events[v35] ) pLevelDecorations[i].uFlags |= LEVEL_DECORATION_INVISIBLE; v35++; } } } } pGameLoadingUI_ProgressBar->Progress(); for (uint i = 0; i < uNumSpriteObjects; ++i) { if (pSpriteObjects[i].uObjectDescID) { if ( pSpriteObjects[i].stru_24.uItemID ) { if ( pSpriteObjects[i].stru_24.uItemID != 220 && pItemsTable->pItems[ pSpriteObjects[i].stru_24.uItemID].uEquipType == EQUIP_POTION && !pSpriteObjects[i].stru_24.uEnchantmentType) pSpriteObjects[i].stru_24.uEnchantmentType = rand() % 15 + 5; pItemsTable->SetSpecialBonus(&pSpriteObjects[i].stru_24); } } } // INDOOR initialize actors v38 = 0; for (uint i = 0; i < uNumActors; ++i) { if (pActors[i].uAttributes & ACTOR_UNKNOW7) { if ( !map_id ) { pActors[i].pMonsterInfo.field_3E = 19; pActors[i].uAttributes |= ACTOR_UNKNOW11; continue; } v28 = v38 == 0; } else v28 = v38 == 1; if ( !v28 ) { pActors[i].PrepareSprites(0); pActors[i].pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Friendly; if ( pActors[i].pMonsterInfo.field_3E != 11 && pActors[i].pMonsterInfo.field_3E != 19 && (!pActors[i].sCurrentHP || !pActors[i].pMonsterInfo.uHP) ) { pActors[i].pMonsterInfo.field_3E = 5; pActors[i].UpdateAnimation(); } } else { pActors[i].pMonsterInfo.field_3E = 19; pActors[i].uAttributes |= ACTOR_UNKNOW11; } } pGameLoadingUI_ProgressBar->Progress(); //Party to start position Actor this_; this_.pMonsterInfo.uID = 45; this_.PrepareSprites(0); if ( !bLoading ) { 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 ( !bLoading ) { v30 = 0; for ( uint pl_id = 1; pl_id <= 4; ++pl_id ) { if ( pPlayers[pl_id]->CanAct() ) v34[v30++] = pl_id; } if ( v30 ) { if ( pDest ) { _A750D8_player_speech_timer = 256i64; PlayerSpeechID = SPEECH_46; uSpeakingCharacter = 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 v21; // eax@27 signed int v28; // eax@45 int v29; // ebx@47 int v38; // edx@62 bool v47; // [sp+24h] [bp-1Ch]@43 bool current_vertices_Y; // [sp+28h] [bp-18h]@10 bool v49; // [sp+28h] [bp-18h]@41 bool next_vertices_Y; // [sp+2Ch] [bp-14h]@12 signed int number_hits; // [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 blv_floor_face_vert_coord_Y[104]; // word_721390_ys static __int16 blv_floor_face_vert_coord_X[104]; // word_721460_xs BLVSector* pSector = &pIndoor->pSectors[uSectorID]; v55 = 0; for (uint i = 0; i < pSector->uNumFloors; ++i) { BLVFace* pFloor = &pIndoor->pFaces[pSector->pFloors[i]]; if (pFloor->Ethereal()) 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) { blv_floor_face_vert_coord_X[2 * j] = pFloor->pXInterceptDisplacements[j] + pIndoor->pVertices[pFloor->pVertexIDs[j]].x; blv_floor_face_vert_coord_X[2 * j + 1] = pFloor->pXInterceptDisplacements[j] + pIndoor->pVertices[pFloor->pVertexIDs[j + 1]].x; blv_floor_face_vert_coord_Y[2 * j] = pFloor->pYInterceptDisplacements[j] + pIndoor->pVertices[pFloor->pVertexIDs[j]].y; blv_floor_face_vert_coord_Y[2 * j + 1] = pFloor->pYInterceptDisplacements[j] + pIndoor->pVertices[pFloor->pVertexIDs[j + 1]].y; } blv_floor_face_vert_coord_X[2 * pFloor->uNumVertices] = blv_floor_face_vert_coord_X[0]; blv_floor_face_vert_coord_Y[2 * pFloor->uNumVertices] = blv_floor_face_vert_coord_Y[0]; next_vertices_Y = blv_floor_face_vert_coord_Y[0] >= y; number_hits = 0; for (uint j = 0; j < 2 * pFloor->uNumVertices; ++j) { if (number_hits >= 2) break; current_vertices_Y = next_vertices_Y; next_vertices_Y = blv_floor_face_vert_coord_Y[j + 1] >= y; v13 = i; if (current_vertices_Y == next_vertices_Y) continue; v14 = blv_floor_face_vert_coord_X[j + 1] >= x ? 0 : 2; v15 = v14 | (blv_floor_face_vert_coord_X[j] < x); if (v15 == 3) continue; else if (!v15) ++number_hits; else { long long a_div_b = fixpoint_div(y - blv_floor_face_vert_coord_Y[j], blv_floor_face_vert_coord_Y[j + 1] - blv_floor_face_vert_coord_Y[j]); long long res = fixpoint_mul((signed int)blv_floor_face_vert_coord_X[j + 1] - (signed int)blv_floor_face_vert_coord_X[j], a_div_b); if (res + blv_floor_face_vert_coord_X[j] >= x) ++number_hits; } } if ( number_hits == 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) { BLVFace* 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) { blv_floor_face_vert_coord_X[2 * j] = portal->pXInterceptDisplacements[j] + pIndoor->pVertices[portal->pVertexIDs[j]].x; blv_floor_face_vert_coord_X[2 * j + 1] = portal->pXInterceptDisplacements[j + 1] + pIndoor->pVertices[portal->pVertexIDs[j + 1]].x; blv_floor_face_vert_coord_Y[2 * j] = portal->pYInterceptDisplacements[j] + pIndoor->pVertices[portal->pVertexIDs[j]].y; blv_floor_face_vert_coord_Y[2 * j + 1] = portal->pYInterceptDisplacements[j + 1] + pIndoor->pVertices[portal->pVertexIDs[j + 1]].y; } blv_floor_face_vert_coord_X[2 * portal->uNumVertices] = blv_floor_face_vert_coord_X[0]; blv_floor_face_vert_coord_Y[2 * portal->uNumVertices] = blv_floor_face_vert_coord_Y[0]; v54 = 0; v47 = blv_floor_face_vert_coord_Y[0] >= y; for (uint j = 0; j < 2 * portal->uNumVertices; ++j) { v49 = v47; if ( v54 >= 2 ) break; v47 = blv_floor_face_vert_coord_Y[j + 1] >= y; if ( v49 != v47 ) { v28 = blv_floor_face_vert_coord_X[j + 1] >= x ? 0 : 2; v29 = v28 | (blv_floor_face_vert_coord_X[j] < x); if ( v29 != 3 ) { if ( !v29 ) ++v54; else { long long a_div_b = fixpoint_div(y - blv_floor_face_vert_coord_Y[j], blv_floor_face_vert_coord_Y[j + 1] - blv_floor_face_vert_coord_Y[j]); long long res = fixpoint_mul(blv_floor_face_vert_coord_X[j + 1] - blv_floor_face_vert_coord_X[j], a_div_b); if (res + blv_floor_face_vert_coord_X[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]; if ( blv_floor_level[0] <= -29000 ) __debugbreak(); 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]; if ( blv_floor_level[i] <= -29000 ) __debugbreak(); *pFaceID = blv_floor_id[i]; } } else if ( v38 < result ) { result = blv_floor_level[i]; if ( blv_floor_level[i] <= -29000 ) __debugbreak(); *pFaceID = blv_floor_id[i]; } } return result; } //----- (0043FDED) -------------------------------------------------------- void PrepareActorRenderList_BLV() { unsigned int v4; // eax@5 int v6; // esi@5 int v8; // eax@10 SpriteFrame *v9; // eax@16 int v12; // ecx@28 signed __int64 v18; // qtt@36 int v25; // edx@44 __int16 v26; // ax@44 int a5a; // [sp+2Ch] [bp-28h]@36 __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) { if (pActors[i].uAIState == Removed || pActors[i].uAIState == Disabled) continue; v4 = stru_5C6E00->Atan2(pActors[i].vPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x, pActors[i].vPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y); v6 = ((signed int)(pActors[i].uYawAngle + ((signed int)stru_5C6E00->uIntegerPi >> 3) - v4 + stru_5C6E00->uIntegerPi) >> 8) & 7; v8 = pActors[i].uCurrentActionTime; if ( pParty->bTurnBasedModeOn ) { if ( pActors[i].uCurrentActionAnimation == 1 ) v8 = i * 32 + pMiscTimer->uTotalGameTimeElapsed; } else { if ( pActors[i].uCurrentActionAnimation == 1 ) v8 = i * 32 + pBLVRenderParams->field_0_timer_; } if (pActors[i].pActorBuffs[ACTOR_BUFF_STONED].uExpireTime > 0 || pActors[i].pActorBuffs[ACTOR_BUFF_PARALYZED].uExpireTime > 0 ) v8 = 0; if (pActors[i].uAIState == Resurrected) v9 = pSpriteFrameTable->GetFrameBy_x(pActors[i].pSpriteIDs[pActors[i].uCurrentActionAnimation], v8); else v9 = pSpriteFrameTable->GetFrame(pActors[i].pSpriteIDs[pActors[i].uCurrentActionAnimation], v8); v41 = 0; if (v9->uFlags & 2) v41 = 2; if (v9->uFlags & 0x40000) v41 |= 0x40u; if (v9->uFlags & 0x20000) LOBYTE(v41) = v41 | 0x80; if ( (256 << v6) & v9->uFlags) v41 |= 4; if ( v9->uGlowRadius ) { //LOBYTE(v11) = _4E94D3_light_type; pMobileLightsStack->AddLight(pActors[i].vPosition.x, pActors[i].vPosition.y, pActors[i].vPosition.z, pActors[i].uSectorID, v9->uGlowRadius, 0xFFu, 0xFFu, 0xFFu, _4E94D3_light_type); } for ( v12 = 0; v12 < pBspRenderer->uNumVisibleNotEmptySectors; ++v12 ) { if ( pBspRenderer->pVisibleSectorIDs_toDrawDecorsActorsEtcFrom[v12] == pActors[i].uSectorID ) { if ( !pGame->pIndoorCameraD3D->ApplyViewTransform_TrueIfStillVisible_BLV(pActors[i].vPosition.x, pActors[i].vPosition.y, pActors[i].vPosition.z, &x, &y, &z, 1) || abs(x) < abs(y) ) continue; pGame->pIndoorCameraD3D->Project(x, y, z, &v43, &a6); if (uNumBillboardsToDraw >= 500) break; ++uNumBillboardsToDraw; ++uNumSpritesDrawnThisFrame; pActors[i].uAttributes |= ACTOR_UNKNOW2; pBillboardRenderList[uNumBillboardsToDraw - 1].HwSpriteID = v9->pHwSpriteIDs[v6]; pBillboardRenderList[uNumBillboardsToDraw - 1].uPalette = v9->uPaletteIndex; pBillboardRenderList[uNumBillboardsToDraw - 1].uIndoorSectorID = pActors[i].uSectorID; /*if ( !pRenderer->pRenderD3D ) { LODWORD(v20) = pBLVRenderParams->fov_rad_fixpoint << 16; HIDWORD(v20) = pBLVRenderParams->fov_rad_fixpoint >> 16; v0->_screenspace_x_scaler_packedfloat = fixpoint_mul(v10->scale, v20 / x); a5a = fixpoint_mul(v10->scale, v20 / x); } else {*/ pBillboardRenderList[uNumBillboardsToDraw - 1].fov_x = pGame->pIndoorCameraD3D->fov_x; pBillboardRenderList[uNumBillboardsToDraw - 1].fov_y = pGame->pIndoorCameraD3D->fov_y; LODWORD(v18) = 0; HIDWORD(v18) = floorf(pBillboardRenderList[uNumBillboardsToDraw - 1].fov_x + 0.5f); pBillboardRenderList[uNumBillboardsToDraw - 1]._screenspace_x_scaler_packedfloat = fixpoint_mul(v9->scale, v18 / x); a5a = fixpoint_mul(v9->scale, v18 / x); //} pBillboardRenderList[uNumBillboardsToDraw - 1]._screenspace_y_scaler_packedfloat = a5a; if ( pActors[i].pActorBuffs[ACTOR_BUFF_SHRINK].uExpireTime <= 0 ) { if ( pActors[i].pActorBuffs[ACTOR_BUFF_MASS_DISTORTION].uExpireTime > 0 ) pBillboardRenderList[uNumBillboardsToDraw - 1]._screenspace_y_scaler_packedfloat = fixpoint_mul(pGame->pStru6Instance->_4A806F(&pActors[i]), pBillboardRenderList[uNumBillboardsToDraw - 1]._screenspace_y_scaler_packedfloat); } else { if ( pActors[i].pActorBuffs[ACTOR_BUFF_SHRINK].uPower > 0 ) pBillboardRenderList[uNumBillboardsToDraw - 1]._screenspace_x_scaler_packedfloat = fixpoint_mul(65536 / pActors[i].pActorBuffs[ACTOR_BUFF_SHRINK].uPower, pBillboardRenderList[uNumBillboardsToDraw - 1]._screenspace_x_scaler_packedfloat); } HIWORD(v25) = HIWORD(x); pBillboardRenderList[uNumBillboardsToDraw - 1].world_x = pActors[i].vPosition.x; pBillboardRenderList[uNumBillboardsToDraw - 1].world_y = pActors[i].vPosition.y; pBillboardRenderList[uNumBillboardsToDraw - 1].world_z = pActors[i].vPosition.z; pBillboardRenderList[uNumBillboardsToDraw - 1].uScreenSpaceX = v43; pBillboardRenderList[uNumBillboardsToDraw - 1].uScreenSpaceY = a6; LOWORD(v25) = 0; LOBYTE(v26) = v41; //v0->sZValue = v25 + (PID(OBJECT_Actor,i)); pBillboardRenderList[uNumBillboardsToDraw - 1].actual_z = HIWORD(x); pBillboardRenderList[uNumBillboardsToDraw - 1].object_pid = PID(OBJECT_Actor,i); //v29 = HIDWORD(p->pActorBuffs[ACTOR_BUFF_STONED].uExpireTime) == 0; //v30 = HIDWORD(p->pActorBuffs[ACTOR_BUFF_STONED].uExpireTime) < 0; pBillboardRenderList[uNumBillboardsToDraw - 1].field_1E = v41; pBillboardRenderList[uNumBillboardsToDraw - 1].pSpriteFrame = v9; pBillboardRenderList[uNumBillboardsToDraw - 1].sTintColor = pMonsterList->pMonsters[pActors[i].pMonsterInfo.uID - 1].sTintColor; if ( pActors[i].pActorBuffs[ACTOR_BUFF_STONED].uExpireTime > 0 ) { HIBYTE(v26) = HIBYTE(v41) | 1; pBillboardRenderList[uNumBillboardsToDraw - 1].field_1E = v26; } } } } } //----- (0044028F) -------------------------------------------------------- void PrepareItemsRenderList_BLV() { SpriteFrame *v4; // eax@12 unsigned int v6; // eax@12 int v7; // ecx@12 int v9; // ecx@12 __int64 v18; // ST5C_4@27 int a6; // [sp+2Ch] [bp-30h]@12 int v31; // [sp+38h] [bp-24h]@27 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) { if (pSpriteObjects[i].uObjectDescID) { if ( !(pObjectList->pObjects[pSpriteObjects[i].uObjectDescID].uFlags & 1) ) { if ( ( pSpriteObjects[i].uType < 1000 || pSpriteObjects[i].uType >= 10000) && (pSpriteObjects[i].uType < 500 || pSpriteObjects[i].uType >= 600) && (pSpriteObjects[i].uType < 811 || pSpriteObjects[i].uType >= 815) || pGame->pStru6Instance->_4A81CA(&pSpriteObjects[i])) { v4 = pSpriteFrameTable->GetFrame(pObjectList->pObjects[pSpriteObjects[i].uObjectDescID].uSpriteID, pSpriteObjects[i].uSpriteFrameID); a6 = v4->uGlowRadius * pSpriteObjects[i].field_22_glow_radius_multiplier; v6 = stru_5C6E00->Atan2(pSpriteObjects[i].vPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x, pSpriteObjects[i].vPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y); LOWORD(v7) = pSpriteObjects[i].uFacing; v9 = ((signed int)(stru_5C6E00->uIntegerPi + ((signed int)stru_5C6E00->uIntegerPi >> 3) + v7 - v6) >> 8) & 7; pBillboardRenderList[uNumBillboardsToDraw].HwSpriteID = v4->pHwSpriteIDs[v9]; if ( v4->uFlags & 0x20 ) pSpriteObjects[i].vPosition.z -= (signed int)(fixpoint_mul(v4->scale, pSprites_LOD->pSpriteHeaders[pBillboardRenderList[uNumBillboardsToDraw].HwSpriteID].uHeight) / 2); v34 = 0; if ( v4->uFlags & 2 ) v34 = 2; if ( v4->uFlags & 0x40000 ) v34 |= 0x40u; if ( v4->uFlags & 0x20000 ) LOBYTE(v34) = v34 | 0x80; //v11 = (int *)(256 << v9); if ( (256 << v9) & v4->uFlags ) v34 |= 4; if ( a6 ) { //LOBYTE(v11) = _4E94D3_light_type; pMobileLightsStack->AddLight(pSpriteObjects[i].vPosition.x, pSpriteObjects[i].vPosition.y, pSpriteObjects[i].vPosition.z, pSpriteObjects[i].uSectorID, a6, pObjectList->pObjects[pSpriteObjects[i].uObjectDescID].uParticleTrailColorR, pObjectList->pObjects[pSpriteObjects[i].uObjectDescID].uParticleTrailColorG, pObjectList->pObjects[pSpriteObjects[i].uObjectDescID].uParticleTrailColorB, _4E94D3_light_type); } if ( pGame->pIndoorCameraD3D->ApplyViewTransform_TrueIfStillVisible_BLV(pSpriteObjects[i].vPosition.x, pSpriteObjects[i].vPosition.y, pSpriteObjects[i].vPosition.z, &x, &y, &z, 1) ) { pGame->pIndoorCameraD3D->Project(x, y, z, &v36, &v35); assert(uNumBillboardsToDraw < 500); //if ( (signed int)uNumBillboardsToDraw >= 500 ) // return; ++uNumBillboardsToDraw; ++uNumSpritesDrawnThisFrame; pSpriteObjects[i].uAttributes |= 1; pBillboardRenderList[uNumBillboardsToDraw - 1].uPalette = v4->uPaletteIndex; pBillboardRenderList[uNumBillboardsToDraw - 1].uIndoorSectorID = pSpriteObjects[i].uSectorID; //if ( pRenderer->pRenderD3D ) { pBillboardRenderList[uNumBillboardsToDraw - 1].fov_x = pGame->pIndoorCameraD3D->fov_x; pBillboardRenderList[uNumBillboardsToDraw - 1].fov_y = pGame->pIndoorCameraD3D->fov_y; LODWORD(v18) = 0; HIDWORD(v18) = (int)floorf(pBillboardRenderList[uNumBillboardsToDraw - 1].fov_x + 0.5f); pBillboardRenderList[uNumBillboardsToDraw - 1]._screenspace_x_scaler_packedfloat = fixpoint_mul(v4->scale, v18 / x); v31 = fixpoint_mul(v4->scale, v18 / x); } /*else { __debugbreak(); // sw rendering LODWORD(v19) = pBLVRenderParams->field_40 << 16; HIDWORD(v19) = pBLVRenderParams->field_40 >> 16; v20 = v19 / x; pBillboardRenderList[uNumBillboardsToDraw - 1]._screenspace_x_scaler_packedfloat = fixpoint_mul(v24->scale, v19 / x); v31 = fixpoint_mul(v24->scale, v20); }*/ //HIWORD(v21) = HIWORD(x); //LOWORD(v21) = 0; pBillboardRenderList[uNumBillboardsToDraw - 1]._screenspace_y_scaler_packedfloat = v31; pBillboardRenderList[uNumBillboardsToDraw - 1].field_1E = v34; pBillboardRenderList[uNumBillboardsToDraw - 1].world_x = pSpriteObjects[i].vPosition.x; pBillboardRenderList[uNumBillboardsToDraw - 1].world_y = pSpriteObjects[i].vPosition.y; pBillboardRenderList[uNumBillboardsToDraw - 1].world_z = pSpriteObjects[i].vPosition.z; pBillboardRenderList[uNumBillboardsToDraw - 1].uScreenSpaceX = v36; pBillboardRenderList[uNumBillboardsToDraw - 1].sTintColor = 0; pBillboardRenderList[uNumBillboardsToDraw - 1].uScreenSpaceY = v35; //v23 = 8 * i; //LOBYTE(v23) = PID(OBJECT_Item,i); pBillboardRenderList[uNumBillboardsToDraw - 1].pSpriteFrame = v4; //v12 = (p->uAttributes & 0x20) == 0; //pBillboardRenderList[uNumBillboardsToDraw - 1].sZValue = v21 + v23; pBillboardRenderList[uNumBillboardsToDraw - 1].actual_z = HIWORD(x); pBillboardRenderList[uNumBillboardsToDraw - 1].object_pid = PID(OBJECT_Item,i); /*if (pSpriteObjects[i].uAttributes & 0x20) { if ( !pRenderer->pRenderD3D ) pBillboardRenderList[uNumBillboardsToDraw - 1].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]);//рекурсия\recursion } /*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 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) { unsigned int v8; // edi@5 int v9; // edi@5 int v10; // eax@7 SpriteFrame *v11; // eax@7 signed __int64 v20; // qtt@19 Particle_sw particle; // [sp+Ch] [bp-A0h]@3 int v30; // [sp+8Ch] [bp-20h]@7 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 if (pLevelDecorations[uDecorationID].uFlags & LEVEL_DECORATION_INVISIBLE) return; if (pDecorationList->pDecorations[pLevelDecorations[uDecorationID].uDecorationDescID].uFlags & DECORATION_DESC_EMITS_FIRE) { memset(&particle, 0, sizeof(particle)); // fire, like at the Pit's tavern particle.type = ParticleType_Bitmap | ParticleType_Rotating | ParticleType_8; particle.uDiffuse = 0xFF3C1E; particle.x = (double)pLevelDecorations[uDecorationID].vPosition.x; particle.y = (double)pLevelDecorations[uDecorationID].vPosition.y; particle.z = (double)pLevelDecorations[uDecorationID].vPosition.z; particle.r = 0.0; particle.g = 0.0; particle.b = 0.0; particle.flt_28 = 1.0; particle.timeToLive = (rand() & 0x80) + 128; particle.uTextureID = pBitmaps_LOD->LoadTexture("effpar01"); pGame->pParticleEngine->AddParticle(&particle); return; } if (pDecorationList->pDecorations[pLevelDecorations[uDecorationID].uDecorationDescID].uFlags & DECORATION_DESC_DONT_DRAW) return; v8 = pLevelDecorations[uDecorationID].field_10_y_rot + ((signed int)stru_5C6E00->uIntegerPi >> 3) - stru_5C6E00->Atan2(pLevelDecorations[uDecorationID].vPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x, pLevelDecorations[uDecorationID].vPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y); v9 = ((signed int)(stru_5C6E00->uIntegerPi + v8) >> 8) & 7; v37 = pBLVRenderParams->field_0_timer_; if (pParty->bTurnBasedModeOn) v37 = pMiscTimer->uTotalGameTimeElapsed; v10 = abs(pLevelDecorations[uDecorationID].vPosition.x + pLevelDecorations[uDecorationID].vPosition.y); v11 = pSpriteFrameTable->GetFrame(pDecorationList->pDecorations[pLevelDecorations[uDecorationID].uDecorationDescID].uSpriteID, v37 + v10); v30 = 0; if ( v11->uFlags & 2 ) v30 = 2; if ( v11->uFlags & 0x40000 ) v30 |= 0x40u; if ( v11->uFlags & 0x20000 ) LOBYTE(v30) = v30 | 0x80; if ( (256 << v9) & v11->uFlags ) v30 |= 4; if ( pGame->pIndoorCameraD3D->ApplyViewTransform_TrueIfStillVisible_BLV(pLevelDecorations[uDecorationID].vPosition.x, pLevelDecorations[uDecorationID].vPosition.y, pLevelDecorations[uDecorationID].vPosition.z, &x, &y, &z, 1) ) { if ( abs(x) >= abs(y) ) { pGame->pIndoorCameraD3D->Project(x, y, z, &a5, &a6); assert(uNumBillboardsToDraw < 500); ++uNumBillboardsToDraw; ++uNumDecorationsDrawnThisFrame; pBillboardRenderList[uNumBillboardsToDraw - 1].HwSpriteID = v11->pHwSpriteIDs[v9]; pBillboardRenderList[uNumBillboardsToDraw - 1].uPalette = v11->uPaletteIndex; pBillboardRenderList[uNumBillboardsToDraw - 1].uIndoorSectorID = uSectorID; /*if ( !pRenderer->pRenderD3D ) { LODWORD(v21) = pBLVRenderParams->fov_rad_fixpoint << 16; HIDWORD(v21) = pBLVRenderParams->fov_rad_fixpoint >> 16; //LODWORD(v31) = v12->scale; pBillboardRenderList[uNumBillboardsToDraw - 1]._screenspace_x_scaler_packedfloat = fixpoint_mul(v12->scale, v21 / x); v37 = fixpoint_mul(v12->scale, v21 / x); } else {*/ pBillboardRenderList[uNumBillboardsToDraw - 1].fov_x = pGame->pIndoorCameraD3D->fov_x; pBillboardRenderList[uNumBillboardsToDraw - 1].fov_y = pGame->pIndoorCameraD3D->fov_y; LODWORD(v20) = 0; HIDWORD(v20) = floorf(pBillboardRenderList[uNumBillboardsToDraw - 1].fov_x + 0.5f); pBillboardRenderList[uNumBillboardsToDraw - 1]._screenspace_x_scaler_packedfloat = fixpoint_mul(v11->scale, v20 / x); LODWORD(v20) = 0; HIDWORD(v20) = floorf(pBillboardRenderList[uNumBillboardsToDraw - 1].fov_y + 0.5f); v37 = fixpoint_mul(v11->scale, v20 / x); //} //HIWORD(v22) = HIWORD(x); //LOWORD(v22) = 0; pBillboardRenderList[uNumBillboardsToDraw - 1]._screenspace_y_scaler_packedfloat = v37; pBillboardRenderList[uNumBillboardsToDraw - 1].field_1E = v30; pBillboardRenderList[uNumBillboardsToDraw - 1].world_x = pLevelDecorations[uDecorationID].vPosition.x; pBillboardRenderList[uNumBillboardsToDraw - 1].world_y = pLevelDecorations[uDecorationID].vPosition.y; pBillboardRenderList[uNumBillboardsToDraw - 1].world_z = pLevelDecorations[uDecorationID].vPosition.z; pBillboardRenderList[uNumBillboardsToDraw - 1].uScreenSpaceX = a5; pBillboardRenderList[uNumBillboardsToDraw - 1].uScreenSpaceY = a6; //v23 = 8 * uDecorationID; //LOBYTE(v23) = PID(OBJECT_Decoration,uDecorationID); //pBillboardRenderList[uNumBillboardsToDraw - 1].sZValue = v22 + v23; pBillboardRenderList[uNumBillboardsToDraw - 1].actual_z = HIWORD(x); pBillboardRenderList[uNumBillboardsToDraw - 1].object_pid = PID(OBJECT_Decoration,uDecorationID); pBillboardRenderList[uNumBillboardsToDraw - 1].sTintColor = 0; pBillboardRenderList[uNumBillboardsToDraw - 1].pSpriteFrame = v11; } } } //----- (0043F953) -------------------------------------------------------- void PrepareBspRenderList_BLV() { pBspRenderer->num_faces = 0; if (pBLVRenderParams->uPartySectorID) { pBspRenderer->nodes[0].uSectorID = pBLVRenderParams->uPartySectorID; pBspRenderer->nodes[0].uViewportX = pBLVRenderParams->uViewportX; pBspRenderer->nodes[0].uViewportY = pBLVRenderParams->uViewportY; pBspRenderer->nodes[0].uViewportZ = pBLVRenderParams->uViewportZ; pBspRenderer->nodes[0].uViewportW = pBLVRenderParams->uViewportW; 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 < window->GetHeight(); ++i) { if ( i < y || i > w ) { viewport_left_side[i] = window->GetWidth(); 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 { int v8; // edi@1 int v9; // eax@1 int v16; // ST14_4@3 int v17; // ST10_4@3 int v19; // ST10_4@6 int v21; // ST10_4@9 int v28; // [sp+1Ch] [bp-Ch]@1 int v29; // [sp+24h] [bp-4h]@1 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 y, int z, Vec3_int_ v) { unsigned int v4; // esi@1 int dist_y; // edi@2 int dist_z; // ebx@2 int dist_x; // esi@2 signed int v9; // ecx@2 int v10; // eax@2 int v12; // eax@4 int v17; // ST34_4@25 int v18; // ST38_4@25 int v19; // eax@25 char v20; // zf@25 signed int v21; // ebx@25 signed int v23; // edi@26 int v24; // ST34_4@30 signed int v32; // ecx@37 int v33; // eax@37 int v35; // eax@39 ODMFace *odm_face; // esi@54 signed int v40; // ebx@60 signed int v42; // edi@61 signed int v49; // ecx@73 int v50; // eax@73 int v51; // edx@75 int v52; // ecx@75 int v53; // eax@75 int v59; // eax@90 BLVFace *face; // esi@91 int v63; // ST34_4@98 int v64; // ST30_4@98 int v65; // eax@98 signed int v66; // ebx@98 signed int v68; // edi@99 int v69; // ST2C_4@103 signed int v77; // ecx@111 int v78; // eax@111 int v79; // edx@113 int v80; // ecx@113 int v81; // eax@113 int v87; // ecx@128 signed int v91; // ebx@136 signed int v93; // edi@137 Vec3_int_ v97; // [sp-18h] [bp-94h]@1 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 signed int v113; // [sp+20h] [bp-5Ch]@1 signed int v114; // [sp+24h] [bp-58h]@1 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 v149; // [sp+54h] [bp-28h]@4 int v150; // [sp+54h] [bp-28h]@39 int sDepthb; // [sp+58h] [bp-24h]@90 signed int a5b; // [sp+5Ch] [bp-20h]@83 signed int a5c; // [sp+5Ch] [bp-20h]@121 int v162; // [sp+60h] [bp-1Ch]@128 int outz; // [sp+64h] [bp-18h]@2 int outx; // [sp+68h] [bp-14h]@2 int outy; // [sp+6Ch] [bp-10h]@2 int sZ; // [sp+70h] [bp-Ch]@2 int sX; // [sp+74h] [bp-8h]@2 int sY; // [sp+78h] [bp-4h]@2 //8bytes unused 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 //__debugbreak();срабатывает при стрельбе огненным шаром v4 = stru_5C6E00->Atan2(v.x - x, v.y - y); v113 = 0; v114 = 0; v97.z = z; v97.x = x; v97.y = y; if ( uCurrentlyLoadedLevelType == LEVEL_Indoor) { Vec3_int_::Rotate(32, stru_5C6E00->uIntegerHalfPi + v4, 0, v97, &sX, &sY, &sZ); Vec3_int_::Rotate(32, stru_5C6E00->uIntegerHalfPi + v4, 0, v, &outx, &outy, &outz); dist_y = outy - sY; dist_z = outz - sZ; dist_x = outx - sX; v49 = integer_sqrt(dist_x * dist_x + dist_y * dist_y + dist_z * dist_z); v50 = 65536; if ( v49 ) v50 = 65536 / v49; v51 = outx; v143 = dist_x * v50; v52 = dist_y * v50; v53 = dist_z * v50; v123 = max(outx, sX); v119 = min(outx, sX); v131 = max(outy, sY); v127 = min(outy, sY); v139 = max(outz, sZ); v135 = min(outz, sZ); for ( a5b = 0; a5b < 2; a5b++ ) { if ( a5b ) v59 = pIndoor->GetSector(sX, sY, sZ); else v59 = pIndoor->GetSector(outx, outy, outz); //v60 = pIndoor->pSectors; //v61 = 116 * v59; //i = 116 * v59; //for (sDepthb = 0; *(__int16 *)((char *)&pIndoor->pSectors->uNumWalls + v61) //+ 2 * *(__int16 *)((char *)&pIndoor->pSectors->uNumFloors + v61); ++sDepthb) for ( sDepthb = 0; sDepthb < pIndoor->pSectors[v59].uNumFaces; ++sDepthb ) { face = &pIndoor->pFaces[pIndoor->pSectors[v59].pFaceIDs[sDepthb]];// face = &pIndoor->pFaces[*(__int16 *)((char *)&pIndoor->pSectors->pWalls + v61)[sDepthb]] v63 = fixpoint_mul(v143, face->pFacePlane_old.vNormal.x); v64 = fixpoint_mul(v53, face->pFacePlane_old.vNormal.z); v65 = fixpoint_mul(v52, face->pFacePlane_old.vNormal.y); v20 = v63 + v64 + v65 == 0; v66 = v63 + v64 + v65; v107 = v63 + v64 + v65; if ( face->Portal() || v119 > face->pBounding.x2 || v123 < face->pBounding.x1 || v127 > face->pBounding.y2 || v131 < face->pBounding.y1 || v135 > face->pBounding.z2 || v139 < face->pBounding.z1 || v20 ) continue; v68 = -(face->pFacePlane_old.dist + sX * face->pFacePlane_old.vNormal.x + sY * face->pFacePlane_old.vNormal.y + sZ * face->pFacePlane_old.vNormal.z); if ( v66 <= 0 ) { if ( face->pFacePlane_old.dist + sX * face->pFacePlane_old.vNormal.x + sY * face->pFacePlane_old.vNormal.y + sZ * face->pFacePlane_old.vNormal.z < 0 ) continue; } else { if ( face->pFacePlane_old.dist + sX * face->pFacePlane_old.vNormal.x + sY * face->pFacePlane_old.vNormal.y + sZ * face->pFacePlane_old.vNormal.z > 0 ) continue; } v69 = abs(-(face->pFacePlane_old.dist + sX * face->pFacePlane_old.vNormal.x + sY * face->pFacePlane_old.vNormal.y + sZ * face->pFacePlane_old.vNormal.z )) >> 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(sX + ((signed int)(fixpoint_mul(v108, v143) + 0x8000) >> 16), sY + ((signed int)(fixpoint_mul(v108, v52) + 0x8000) >> 16), sZ + ((signed int)(fixpoint_mul(v108, v53) + 0x8000) >> 16), face) ) { v114 = 1; break; } } } } } Vec3_int_::Rotate(32, v4 - stru_5C6E00->uIntegerHalfPi, 0, v97, &sX, &sY, &sZ); Vec3_int_::Rotate(32, v4 - stru_5C6E00->uIntegerHalfPi, 0, v, &outx, &outy, &outz); dist_y = outy - sY; dist_z = outz - sZ; dist_x = outx - sX; v77 = integer_sqrt(dist_x * dist_x + dist_y * dist_y + dist_z * dist_z); v78 = 65536; if ( v77 ) v78 = 65536 / v77; v79 = outx; v144 = dist_x * v78; v80 = dist_y * v78; v81 = dist_z * v78; v120 = max(outx, sX); v124 = min(outx, sX); v132 = max(outy, sY); v128 = min(outy, sY); v140 = max(outz, sZ); v136 = min(outz, sZ); for ( a5c = 0; a5c < 2; a5c++ ) { if ( v113 ) return !v114 || !v113; if ( a5c ) { v87 = pIndoor->GetSector(sX, sY, sZ); } else { v87 = pIndoor->GetSector(outx, outy, outz); } for ( v162 = 0; v162 < pIndoor->pSectors[v87].uNumFaces; v162++) { face = &pIndoor->pFaces[pIndoor->pSectors[v87].pFaceIDs[v162]]; yb = fixpoint_mul(v144, face->pFacePlane_old.vNormal.x); v_4b = fixpoint_mul(v80, face->pFacePlane_old.vNormal.y); vf = fixpoint_mul(v81, face->pFacePlane_old.vNormal.z); v20 = yb + vf + v_4b == 0; v91 = yb + vf + v_4b; vc = yb + vf + v_4b; if ( face->Portal() || v120 > face->pBounding.x2 || v124 < face->pBounding.x1 || v128 > face->pBounding.y2 || v132 < face->pBounding.y1 || v136 > face->pBounding.z2 || v140 < face->pBounding.z1 || v20 ) continue; v93 = -(face->pFacePlane_old.dist + sX * face->pFacePlane_old.vNormal.x + sY * face->pFacePlane_old.vNormal.y + sZ * face->pFacePlane_old.vNormal.z); if ( v91 <= 0 ) { if ( face->pFacePlane_old.dist + sX * face->pFacePlane_old.vNormal.x + sY * face->pFacePlane_old.vNormal.y + sZ * face->pFacePlane_old.vNormal.z < 0 ) continue; } else { if ( face->pFacePlane_old.dist + sX * face->pFacePlane_old.vNormal.x + sY * face->pFacePlane_old.vNormal.y + sZ * face->pFacePlane_old.vNormal.z > 0 ) continue; } v_4c = abs(-(face->pFacePlane_old.dist + sX * face->pFacePlane_old.vNormal.x + sY * face->pFacePlane_old.vNormal.y + sZ * face->pFacePlane_old.vNormal.z)) >> 14; if ( v_4c <= abs(v91) ) { vd = fixpoint_div(v93, vc); if ( vd >= 0 ) { if ( sub_4075DB(sX + ((signed int)(fixpoint_mul(vd, v144) + 0x8000) >> 16), sY + ((signed int)(fixpoint_mul(vd, v80) + 0x8000) >> 16), sZ + ((signed int)(fixpoint_mul(vd, v81) + 0x8000) >> 16), face) ) { v113 = 1; break; } } } } } } else if ( uCurrentlyLoadedLevelType == LEVEL_Outdoor ) { Vec3_int_::Rotate(32, stru_5C6E00->uIntegerHalfPi + v4, 0, v97, &sX, &sY, &sZ); Vec3_int_::Rotate(32, stru_5C6E00->uIntegerHalfPi + v4, 0, v, &outx, &outy, &outz); dist_y = outy - sY; dist_z = outz - sZ; dist_x = outx - sX; v9 = integer_sqrt(dist_x* dist_x+ dist_y* dist_y+ dist_z* dist_z); v10 = 65536; if ( v9 ) v10 = 65536 / v9; v125 = dist_x* v10; v12 = dist_z* v10; v121 = dist_y* v10; v145 = max(outx, sX); v149 = min(outx, sX); v137 = max(outy, sY); v141 = min(outy, sY); v129 = max(outz, sZ); v133 = min(outz, sZ); for ( uint model_id = 0; model_id < pOutdoor->uNumBModels; model_id++) { if ( sub_4088E9(sX, sY, outx, outy, pOutdoor->pBModels[model_id].vPosition.x, pOutdoor->pBModels[model_id].vPosition.y) <= pOutdoor->pBModels[model_id].sBoundingRadius + 128 ) { for ( uint face_id = 0; face_id < pOutdoor->pBModels[model_id].uNumFaces; ++face_id ) { odm_face = &pOutdoor->pBModels[model_id].pFaces[face_id]; v17 = fixpoint_mul(v125, odm_face->pFacePlane.vNormal.x); v18 = fixpoint_mul(v121, odm_face->pFacePlane.vNormal.y); v19 = fixpoint_mul(v12, odm_face->pFacePlane.vNormal.z); v20 = v17 + v18 + v19 == 0; v21 = v17 + v18 + v19; v109 = v17 + v18 + v19; if ( v149 > odm_face->pBoundingBox.x2 || v145 < odm_face->pBoundingBox.x1 || v141 > odm_face->pBoundingBox.y2 || v137 < odm_face->pBoundingBox.y1 || v133 > odm_face->pBoundingBox.z2 || v129 < odm_face->pBoundingBox.z1 || v20 ) continue; v23 = -(odm_face->pFacePlane.dist + sX * odm_face->pFacePlane.vNormal.x + sY * odm_face->pFacePlane.vNormal.y + sZ * odm_face->pFacePlane.vNormal.z); if ( v21 <= 0 ) { if ( odm_face->pFacePlane.dist + sX * odm_face->pFacePlane.vNormal.x + sY * odm_face->pFacePlane.vNormal.y + sZ * odm_face->pFacePlane.vNormal.z < 0 ) continue; } else { if ( odm_face->pFacePlane.dist + sX * odm_face->pFacePlane.vNormal.x + sY * odm_face->pFacePlane.vNormal.y + sZ * odm_face->pFacePlane.vNormal.z > 0 ) continue; } v24 = abs(-(odm_face->pFacePlane.dist + sX * odm_face->pFacePlane.vNormal.x + sY * odm_face->pFacePlane.vNormal.y + sZ * odm_face->pFacePlane.vNormal.z)) >> 14; if ( v24 <= abs(v21) ) { v110 = fixpoint_div(v23, v109); if ( v110 >= 0 ) { if ( sub_4077F1(sX + ((signed int)(fixpoint_mul(v110, v125) + 0x8000) >> 16), sY + ((signed int)(fixpoint_mul(v110, v121) + 0x8000) >> 16), sZ + ((signed int)(fixpoint_mul(v110, v12) + 0x8000) >> 16), odm_face, &pOutdoor->pBModels[model_id].pVertices) ) { v114 = 1; break; } } } } } } Vec3_int_::Rotate(32, v4 - stru_5C6E00->uIntegerHalfPi, 0, v97, &sX, &sY, &sZ); Vec3_int_::Rotate(32, v4 - stru_5C6E00->uIntegerHalfPi, 0, v, &outx, &outy, &outz); dist_y = outy - sY; dist_z = outz - sZ; dist_x = outx - sX; v32 = integer_sqrt(dist_x * dist_x + dist_y * dist_y + dist_z * dist_z); v33 = 65536; if ( v32 ) v33 = 65536 / v32; v126 = dist_x * v33; v35 = dist_z * v33; v122 = dist_y * v33; v146 = max(outx, sX); v150 = min(outx, sX); v138 = max(outy, sY); v142 = min(outy, sY); v130 = max(outz, sZ); v134 = min(outz, sZ); for ( uint model_id = 0; model_id < (signed int)pOutdoor->uNumBModels; ++model_id ) { if ( sub_4088E9(sX, sY, outx, outy, pOutdoor->pBModels[model_id].vPosition.x, pOutdoor->pBModels[model_id].vPosition.y) <= pOutdoor->pBModels[model_id].sBoundingRadius + 128 ) { for ( uint face_id = 0; face_id < pOutdoor->pBModels[model_id].uNumFaces; ++face_id ) { odm_face = &pOutdoor->pBModels[model_id].pFaces[face_id]; ya = fixpoint_mul(v126, odm_face->pFacePlane.vNormal.x); ve = fixpoint_mul(v122, odm_face->pFacePlane.vNormal.y); v_4 = fixpoint_mul(v35, odm_face->pFacePlane.vNormal.z); v20 = ya + ve + v_4 == 0; v40 = ya + ve + v_4; va = ya + ve + v_4; if ( v150 > odm_face->pBoundingBox.x2 || v146 < odm_face->pBoundingBox.x1 || v142 > odm_face->pBoundingBox.y2 || v138 < odm_face->pBoundingBox.y1 || v134 > odm_face->pBoundingBox.z2 || v130 < odm_face->pBoundingBox.z1 || v20 ) continue; v42 = -(odm_face->pFacePlane.dist + sX * odm_face->pFacePlane.vNormal.x + sY * odm_face->pFacePlane.vNormal.y + sZ * odm_face->pFacePlane.vNormal.z); if ( v40 <= 0 ) { if ( odm_face->pFacePlane.dist + sX * odm_face->pFacePlane.vNormal.x + sY * odm_face->pFacePlane.vNormal.y + sZ * odm_face->pFacePlane.vNormal.z < 0 ) continue; } else { if ( odm_face->pFacePlane.dist + sX * odm_face->pFacePlane.vNormal.x + sY * odm_face->pFacePlane.vNormal.y + sZ * odm_face->pFacePlane.vNormal.z > 0 ) continue; } v_4a = abs(-(odm_face->pFacePlane.dist + sX * odm_face->pFacePlane.vNormal.x + sY * odm_face->pFacePlane.vNormal.y + sZ * odm_face->pFacePlane.vNormal.z )) >> 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(sX + ((signed int)(fixpoint_mul(vb, v126) + 0x8000) >> 16), sY + ((signed int)(fixpoint_mul(vb, v122) + 0x8000) >> 16), sZ + ((signed int)(fixpoint_mul(vb, v35) + 0x8000) >> 16), odm_face, &pOutdoor->pBModels[model_id].pVertices) ) { v113 = 1; break; } } } } } } } 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 ) for ( uint j = 0; j < uNumVisibleNotEmptySectors; j++ ) { //++v6; if ( pVisibleSectorIDs_toDrawDecorsActorsEtcFrom[j] == nodes[i].uSectorID) break; } pVisibleSectorIDs_toDrawDecorsActorsEtcFrom[uNumVisibleNotEmptySectors++] = nodes[i].uSectorID; } } //----- (0046A334) -------------------------------------------------------- char __fastcall DoInteractionWithTopmostZObject(int a1, int a2) { int v17; // edi@36 v17 = PID_ID(a1); switch ( PID_TYPE(a1) ) { case OBJECT_Item: // take the item if ( pObjectList->pObjects[pSpriteObjects[v17].uObjectDescID].uFlags & 0x10 || v17 >= 1000 || !pSpriteObjects[v17].uObjectDescID ) return 1; if ( pItemsTable->pItems[pSpriteObjects[v17].stru_24.uItemID].uEquipType == EQUIP_GOLD) { pParty->PartyFindsGold(pSpriteObjects[v17].stru_24.uSpecEnchantmentType, 0); viewparams->bRedrawGameUI = 1; } else { if ( pParty->pPickedItem.uItemID ) return 1; sprintfex(pTmpBuf2.data(), pGlobalTXT_LocalizationStrings[471], pItemsTable->pItems[pSpriteObjects[v17].stru_24.uItemID].pUnidentifiedName);//You found an item (%s)! ShowStatusBarString(pTmpBuf2.data(), 2); if ( pSpriteObjects[v17].stru_24.uItemID == 506 )//artefact _449B7E_toggle_bit(pParty->_quest_bits, 184, 1); if ( pSpriteObjects[v17].stru_24.uItemID == 455 ) _449B7E_toggle_bit(pParty->_quest_bits, 185, 1); if ( !pParty->AddItemToParty(&pSpriteObjects[v17].stru_24) ) pParty->SetHoldingItem(&pSpriteObjects[v17].stru_24); } SpriteObject::OnInteraction(v17); break; case OBJECT_Actor: if ( pActors[v17].uAIState == Dying || pActors[v17].uAIState == Summoned ) return 1; if ( pActors[v17].uAIState == Dead ) pActors[v17].LootActor(); else { if ( !pActors[v17].GetActorsRelation(0) && pActors[v17].ActorFriend() && pActors[v17].CanAct() ) { Actor::AI_FaceObject(v17, 4, 0, 0); if ( pActors[v17].sNPC_ID ) pMessageQueue_50CBD0->AddGUIMessage(UIMSG_StartNPCDialogue, v17, 0); else { if ( pNPCStats->pGroups_copy[pActors[v17].uGroup] ) { if ( pNPCStats->pCatchPhrases[pNPCStats->pGroups_copy[pActors[v17].uGroup]] ) { pParty->uFlags |= 2; strcpy(byte_5B0938.data(), pNPCStats->pCatchPhrases[pNPCStats->pGroups_copy[pActors[v17].uGroup]]); sub_4451A8_press_any_key(0, 0, 0); } } } } } break; case OBJECT_Decoration: if ( pLevelDecorations[v17].uEventID ) { EventProcessor(pLevelDecorations[v17].uEventID, a1, 1); pLevelDecorations[v17].uFlags |= LEVEL_DECORATION_VISIBLE_ON_MAP; } else { if ( !pLevelDecorations[v17].IsInteractive() ) return 1; activeLevelDecoration = &pLevelDecorations[v17]; EventProcessor(stru_5E4C90_MapPersistVars._decor_events[pLevelDecorations[v17]._idx_in_stru123 - 75] + 380, 0, 1); activeLevelDecoration = nullptr; } 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 = v17 & 0x3F; if (bmodel_id >= pOutdoor->uNumBModels) return 1; if (pOutdoor->pBModels[bmodel_id].pFaces[face_id].uAttributes & FACE_HAS_EVENT || pOutdoor->pBModels[bmodel_id].pFaces[face_id].sCogTriggeredID == 0 ) return 1; EventProcessor((signed __int16)pOutdoor->pBModels[bmodel_id].pFaces[face_id].sCogTriggeredID, a1, 1); } else { if ( !(pIndoor->pFaces[v17].uAttributes & FACE_CLICKABLE) ) { ShowNothingHereStatus(); return 1; } if ( pIndoor->pFaces[v17].uAttributes & FACE_HAS_EVENT || !pIndoor->pFaceExtras[pIndoor->pFaces[v17].uFaceExtraID].uEventID ) return 1; if ( pCurrentScreen != SCREEN_BRANCHLESS_NPC_DIALOG ) EventProcessor((signed __int16)pIndoor->pFaceExtras[pIndoor->pFaces[v17].uFaceExtraID].uEventID, a1, 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 int v29; // edx@57 int v31; // eax@64 __int16 v36; // dx@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 bool current_vertices_flag; // [sp+18h] [bp-10h]@9 signed int depth_num_vertices; // [sp+1Ch] [bp-Ch]@9 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) 0x196A9FF >=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] >= 0x80000; //524288 if ( pFace->uNumVertices >= 1 ) { for ( uint i = 1; i <= pFace->uNumVertices; ++i) { next_vertices_flag = PortalFace._view_transformed_z[i + 3] >= 0x80000; //524288;// 8.0 if ( current_vertices_flag ^ next_vertices_flag )//или текущая или следующая вершина за ближней границей - v5 { if ( next_vertices_flag )//следующая вершина за ближней границей { //t = near_clip - v4.z / v5.z - v4.z t = fixpoint_div(0x80000 - PortalFace._view_transformed_z[i + 2], PortalFace._view_transformed_z[i + 3] - PortalFace._view_transformed_z[i + 2]); //New_x = (v5.x - v4.x)*t + v4.x PortalFace._view_transformed_x[depth_num_vertices] = fixpoint_mul((PortalFace._view_transformed_x[i + 3] - PortalFace._view_transformed_x[i + 2]), t) + PortalFace._view_transformed_x[i + 2]; //New_y = (v5.y - v4.y)*t + v4.y PortalFace._view_transformed_y[depth_num_vertices] = fixpoint_mul((PortalFace._view_transformed_y[i + 3] - PortalFace._view_transformed_y[i + 2]), t) + PortalFace._view_transformed_y[i + 2]; //New_z = 8.0(0x80000) PortalFace._view_transformed_z[depth_num_vertices] = 0x80000; //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] = fixpoint_mul((PortalFace._view_transformed_x[i + 2] - PortalFace._view_transformed_x[i + 3]), t) + PortalFace._view_transformed_x[i + 3]; //New_y = (v0.x - v1.y)*t + v1.y PortalFace._view_transformed_y[depth_num_vertices] = fixpoint_mul((PortalFace._view_transformed_y[i + 2] - PortalFace._view_transformed_y[i + 3]), t) + PortalFace._view_transformed_y[i + 3]; //New_z = 8.0(0x80000) PortalFace._view_transformed_z[depth_num_vertices] = 0x80000; //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 - fixpoint_mul(SHIWORD(pBLVRenderParams->fov_rad_fixpoint), pScreenX); PortalFace._screen_space_y[i + 12] = pBLVRenderParams->uViewportCenterY - fixpoint_mul(SHIWORD(pBLVRenderParams->fov_rad_fixpoint), pScreenY); } // 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] = fixpoint_mul((PortalFace._screen_space_y[i + 12]- PortalFace._screen_space_y[i + 11]), t) + 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] = fixpoint_mul((PortalFace._screen_space_y[i + 11] - PortalFace._screen_space_y[i + 12]), t) + 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] = fixpoint_mul((PortalFace._screen_space_y[i + 9] - PortalFace._screen_space_y[i + 8]), t) + 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] = fixpoint_mul((PortalFace._screen_space_y[i + 8] - PortalFace._screen_space_y[i + 9]), t) + 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] = fixpoint_mul((PortalFace._screen_space_x[i + 5]- PortalFace._screen_space_x[i + 6]), t) + 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] = fixpoint_mul((PortalFace._screen_space_x[i + 3] - PortalFace._screen_space_x[i + 2]), t) + 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] = fixpoint_mul((PortalFace._screen_space_x[i + 2] - PortalFace._screen_space_x[i + 3]), t) + 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; } //----- (00472866) -------------------------------------------------------- void BLV_ProcessPartyActions() { int v1; // ebx@1 int v2; // edi@1 double v10; // st7@27 int new_party_z; // esi@96 int v38; // eax@96 int v39; // ecx@106 int v40; // eax@106 int v42; // eax@120 BLVFace *pFace; // esi@126 int v46; // ecx@133 int v52; // eax@140 int v54; // ebx@146 unsigned int uFaceEvent; // [sp+14h] [bp-4Ch]@1 bool party_running_flag; // [sp+1Ch] [bp-44h]@1 bool bFeatherFall; // [sp+24h] [bp-3Ch]@15 unsigned int uSectorID; // [sp+28h] [bp-38h]@1 bool party_walking_flag; // [sp+2Ch] [bp-34h]@1 unsigned int uFaceID; // [sp+30h] [bp-30h]@1 int v80; // [sp+34h] [bp-2Ch]@1 int v82; // [sp+3Ch] [bp-24h]@47 int _view_angle; // [sp+40h] [bp-20h]@47 bool hovering; // [sp+44h] [bp-1Ch]@1 int new_party_y; // [sp+48h] [bp-18h]@1 int new_party_x; // [sp+4Ch] [bp-14h]@1 int party_z; // [sp+50h] [bp-10h]@1 int angle; // [sp+5Ch] [bp-4h]@47 uFaceEvent = 0; //v89 = pParty->uFallSpeed; v1 = 0; v2 = 0; new_party_x = pParty->vPosition.x; new_party_y = pParty->vPosition.y; party_z = pParty->vPosition.z; uSectorID = pIndoor->GetSector(pParty->vPosition.x, pParty->vPosition.y, pParty->vPosition.z); party_running_flag = false; party_walking_flag = false; hovering = false; uFaceID = -1; int floor_level = collide_against_floor(new_party_x, new_party_y, party_z + 40, &uSectorID, &uFaceID);//получить высоту пола if ( pParty->bFlying )//отключить полёт { pParty->bFlying = false; if (pParty->FlyActive()) pOtherOverlayList->pOverlays[pParty->pPartyBuffs[PARTY_BUFF_FLY].uOverlayID - 1].field_E |= 1; } if ( floor_level == -30000 || uFaceID == -1) { floor_level = collide_against_floor_approximate(new_party_x, new_party_y, party_z + 40, &uSectorID, &uFaceID); if ( floor_level == -30000 || uFaceID == -1) { __debugbreak(); // level built with errors pParty->vPosition.x = blv_prev_party_x; pParty->vPosition.y = blv_prev_party_z; pParty->vPosition.z = blv_prev_party_y; pParty->uFallStartY = blv_prev_party_y; return; } } blv_prev_party_x = pParty->vPosition.x; blv_prev_party_z = pParty->vPosition.y; blv_prev_party_y = pParty->vPosition.z; if (!pParty->bTurnBasedModeOn) { static int dword_720CDC = 0; int v67 = GetTickCount() / 500; if (dword_720CDC != v67 ) { dword_4F8580[3 * dword_4F8580[1]] = pParty->vPosition.x; dword_4F8580[3 * dword_4F8580[2]] = pParty->vPosition.y; dword_4F8580[3 * dword_4F8580[3]] = pParty->vPosition.z; if ( dword_4F8580[0] > 60 ) dword_4F8580[0] = 1; dword_720CDC = v67; } } int fall_start; /* if (!pParty->FeatherFallActive())// не активно падение пера { bFeatherFall = false; if (!pParty->pPlayers[0].WearsItemAnyWhere(ITEM_ARTIFACT_LADYS_ESCORT) && // grants feather fall !pParty->pPlayers[1].WearsItemAnyWhere(ITEM_ARTIFACT_LADYS_ESCORT) && !pParty->pPlayers[2].WearsItemAnyWhere(ITEM_ARTIFACT_LADYS_ESCORT) && !pParty->pPlayers[3].WearsItemAnyWhere(ITEM_ARTIFACT_LADYS_ESCORT)) { fall_start = pParty->uFallStartY; } else// was missing { fall_start = floor_level; bFeatherFall = true; pParty->uFallStartY = floor_level; } } else// активно падение пера { fall_start = floor_level; bFeatherFall = true; pParty->uFallStartY = floor_level; } Reworked condition below */ if (pParty->FeatherFallActive() || pParty->pPlayers[0].WearsItemAnyWhere(ITEM_ARTIFACT_LADYS_ESCORT) || pParty->pPlayers[1].WearsItemAnyWhere(ITEM_ARTIFACT_LADYS_ESCORT) || pParty->pPlayers[2].WearsItemAnyWhere(ITEM_ARTIFACT_LADYS_ESCORT) || pParty->pPlayers[3].WearsItemAnyWhere(ITEM_ARTIFACT_LADYS_ESCORT)) { fall_start = floor_level; bFeatherFall = true; pParty->uFallStartY = floor_level; } else { bFeatherFall = false; fall_start = pParty->uFallStartY; } if (fall_start - party_z > 512 && !bFeatherFall && party_z <= floor_level + 1)//повреждение от падения с высоты { assert(~pParty->uFlags & PARTY_FLAGS_1_LANDING); // why land in indoor? if (pParty->uFlags & PARTY_FLAGS_1_LANDING) pParty->uFlags &= ~PARTY_FLAGS_1_LANDING; else for (uint i = 0; i < 4; ++i) { // receive falling damage if (!pParty->pPlayers[i].HasEnchantedItemEquipped(72) && !pParty->pPlayers[i].WearsItem(ITEM_ARTIFACT_HERMES_SANDALS, EQUIP_BOOTS)) { pParty->pPlayers[i].ReceiveDamage((pParty->uFallStartY - party_z) * (0.1f * pParty->pPlayers[i].GetMaxHealth()) / 256, DMGT_PHISYCAL); v10 = (double)(20 - pParty->pPlayers[i].GetParameterBonus(pParty->pPlayers[i].GetActualEndurance())) * flt_6BE3A4_debug_recmod1 * 2.133333333333333; pParty->pPlayers[i].SetRecoveryTime((signed __int64)v10); } } } if ( party_z > floor_level + 1 ) hovering = true; bool not_high_fall = false; if ( party_z - floor_level <= 32 ) { pParty->uFallStartY = party_z; not_high_fall = true; } if (bWalkSound && pParty->walk_sound_timer)//таймеры для звуков передвижения { if (pParty->walk_sound_timer > pEventTimer->uTimeElapsed) pParty->walk_sound_timer -= pEventTimer->uTimeElapsed; else pParty->walk_sound_timer = 0; } if (party_z <= floor_level + 1)// группа ниже уровня пола { party_z = floor_level + 1; pParty->uFallStartY = floor_level + 1; if (!hovering && pParty->floor_face_pid != uFaceID)// не парящие и { if (pIndoor->pFaces[uFaceID].uAttributes & FACE_PRESSURE_PLATE) uFaceEvent = pIndoor->pFaceExtras[pIndoor->pFaces[uFaceID].uFaceExtraID].uEventID; } } if (!hovering) pParty->floor_face_pid = uFaceID; bool on_water = false; if ( pIndoor->pFaces[uFaceID].Fluid())// на воде on_water = true; //v81 = pParty->uWalkSpeed; angle = pParty->sRotationY; _view_angle = pParty->sRotationX; v82 = (unsigned __int64)(pEventTimer->dt_in_some_format * (signed __int64)((signed int)(pParty->y_rotation_speed * stru_5C6E00->uIntegerPi) / 180)) >> 16; while ( pPartyActionQueue->uNumActions ) { switch ( pPartyActionQueue->Next() ) { case PARTY_TurnLeft: if (uTurnSpeed) angle = stru_5C6E00->uDoublePiMask & (angle + uTurnSpeed); else angle = stru_5C6E00->uDoublePiMask & (angle + (int)(v82 * fTurnSpeedMultiplier)); break; case PARTY_TurnRight: if (uTurnSpeed) angle = stru_5C6E00->uDoublePiMask & (angle - uTurnSpeed); else angle = stru_5C6E00->uDoublePiMask & (angle - (int)(v82 * fTurnSpeedMultiplier)); break; case PARTY_FastTurnLeft: if (uTurnSpeed) angle = stru_5C6E00->uDoublePiMask & (angle + uTurnSpeed); else angle = stru_5C6E00->uDoublePiMask & (angle + (int)(2.0f * fTurnSpeedMultiplier * (double)v82)); break; case PARTY_FastTurnRight: if (uTurnSpeed) angle = stru_5C6E00->uDoublePiMask & (angle - uTurnSpeed); else angle = stru_5C6E00->uDoublePiMask & (angle - (int)(2.0f * fTurnSpeedMultiplier * (double)v82)); break; case PARTY_StrafeLeft: v2 -= fixpoint_mul(stru_5C6E00->Sin(angle), pParty->uWalkSpeed * fWalkSpeedMultiplier / 2); v1 += fixpoint_mul(stru_5C6E00->Cos(angle), pParty->uWalkSpeed * fWalkSpeedMultiplier / 2); party_walking_flag = true; break; case PARTY_StrafeRight: v2 += fixpoint_mul(stru_5C6E00->Sin(angle), pParty->uWalkSpeed * fWalkSpeedMultiplier / 2); v1 -= fixpoint_mul(stru_5C6E00->Cos(angle), pParty->uWalkSpeed * fWalkSpeedMultiplier / 2); party_walking_flag = true; break; case PARTY_WalkForward: v2 += fixpoint_mul(stru_5C6E00->Cos(angle), 5 * pParty->uWalkSpeed * fWalkSpeedMultiplier); v1 += fixpoint_mul(stru_5C6E00->Sin(angle), 5 * pParty->uWalkSpeed * fWalkSpeedMultiplier); party_walking_flag = true; break; case PARTY_WalkBackward: v2 -= fixpoint_mul(stru_5C6E00->Cos(angle), pParty->uWalkSpeed * fBackwardWalkSpeedMultiplier); v1 -= fixpoint_mul(stru_5C6E00->Sin(angle), pParty->uWalkSpeed * fBackwardWalkSpeedMultiplier); party_walking_flag = true; break; case PARTY_RunForward://Бег вперёд v2 += fixpoint_mul(stru_5C6E00->Cos(angle), 2 * pParty->uWalkSpeed * fWalkSpeedMultiplier); v1 += fixpoint_mul(stru_5C6E00->Sin(angle), 2 * pParty->uWalkSpeed * fWalkSpeedMultiplier); party_running_flag = true; break; case PARTY_RunBackward: //v32 = stru_5C6E00->SinCos(angle); //v33 = (double)v81; //v88 = (double)v81; v2 -= fixpoint_mul(stru_5C6E00->Cos(angle), pParty->uWalkSpeed * fBackwardWalkSpeedMultiplier); //v34 = stru_5C6E00->SinCos(angle - stru_5C6E00->uIntegerHalfPi); v1 -= fixpoint_mul(stru_5C6E00->Sin(angle), pParty->uWalkSpeed * fBackwardWalkSpeedMultiplier); party_running_flag = true; break; case PARTY_LookUp: _view_angle += (signed __int64)(flt_6BE150_look_up_down_dangle * 25.0); if ( _view_angle > 128 ) _view_angle = 128; if ( uActiveCharacter ) pPlayers[uActiveCharacter]->PlaySound((PlayerSpeech)SPEECH_63, 0); break; case PARTY_LookDown: _view_angle += (signed __int64)(flt_6BE150_look_up_down_dangle * -25.0); if ( _view_angle < -128 ) _view_angle = -128; if ( uActiveCharacter ) pPlayers[uActiveCharacter]->PlaySound((PlayerSpeech)SPEECH_64, 0); break; case PARTY_CenterView: _view_angle = 0; break; case PARTY_Jump: if ( (!hovering || party_z <= floor_level + 6 && pParty->uFallSpeed <= 0) && pParty->field_24 ) { hovering = true; pParty->uFallSpeed = (signed __int64)((double)(pParty->field_24 << 6) * 1.5 + (double)pParty->uFallSpeed); } break; default: break; } } pParty->sRotationY = angle; pParty->sRotationX = _view_angle; if ( hovering )//парящие { pParty->uFallSpeed += -2 * pEventTimer->uTimeElapsed * GetGravityStrength();// расчёт скорости падения if ( hovering && pParty->uFallSpeed <= 0 ) { if ( pParty->uFallSpeed < -500 && !pParty->bFlying ) { for ( uint pl = 1; pl <= 4; pl++ ) { if ( !pPlayers[pl]->HasEnchantedItemEquipped(72) && !pPlayers[pl]->WearsItem(ITEM_ARTIFACT_HERMES_SANDALS, EQUIP_BOOTS) ) //was 8 pPlayers[pl]->PlayEmotion(CHARACTER_EXPRESSION_SCARED, 0); } } } else pParty->uFallStartY = party_z; } else// не парящие { if ( pIndoor->pFaces[uFaceID].pFacePlane_old.vNormal.z < 0x8000 ) { pParty->uFallSpeed -= pEventTimer->uTimeElapsed * GetGravityStrength(); pParty->uFallStartY = party_z; } else { if (! (pParty->uFlags & PARTY_FLAGS_1_LANDING) ) pParty->uFallSpeed = 0; pParty->uFallStartY = party_z; } } if ( v2 * v2 + v1 * v1 < 400 ) { v1 = 0; v2 = 0; } stru_721530.field_84 = -1; stru_721530.field_70 = 0; stru_721530.prolly_normal_d = pParty->field_14_radius; stru_721530.field_8_radius = pParty->field_14_radius / 2; stru_721530.field_0 = 1; stru_721530.height = pParty->uPartyHeight - 32; for ( uint i = 0; i < 100; i++ ) { new_party_z = party_z; stru_721530.position.x = new_party_x; stru_721530.position.y = new_party_y; stru_721530.position.z = stru_721530.height + party_z + 1; stru_721530.normal.x = new_party_x; stru_721530.normal.y = new_party_y; stru_721530.normal.z = stru_721530.prolly_normal_d + party_z + 1; stru_721530.velocity.x = v2; stru_721530.velocity.y = v1; stru_721530.velocity.z = pParty->uFallSpeed; stru_721530.uSectorID = uSectorID; v38 = 0; if ( pParty->bTurnBasedModeOn == true && pTurnEngine->turn_stage == TE_MOVEMENT ) v38 = 13312; if ( stru_721530._47050A(v38) ) break; for ( uint j = 0; j < 100; ++j ) { _46E44E_collide_against_faces_and_portals(1); _46E0B2_collide_against_decorations();//столкновения с декором for ( v80 = 0; v80 < (signed int)uNumActors; ++v80 ) Actor::_46DF1A_collide_against_actor(v80, 0);//столкновения с монстрами if ( _46F04E_collide_against_portals() )//столкновения с порталами break; } if ( stru_721530.field_7C >= stru_721530.field_6C ) { v39 = stru_721530.normal2.x; uSectorID = stru_721530.normal2.y; v40 = stru_721530.normal2.z - stru_721530.prolly_normal_d - 1; } else { v39 = new_party_x + fixpoint_mul(stru_721530.field_7C, stru_721530.direction.x); uSectorID = new_party_y + fixpoint_mul(stru_721530.field_7C, stru_721530.direction.y); v40 = new_party_z + fixpoint_mul(stru_721530.field_7C, stru_721530.direction.z); } v42 = collide_against_floor(v39, uSectorID, v40 + 40, &stru_721530.uSectorID, &uFaceID); if ( v42 == -30000 || v42 - new_party_z > 128 ) return; if ( stru_721530.field_7C >= stru_721530.field_6C )//??? { new_party_x = stru_721530.normal2.x; new_party_y = stru_721530.normal2.y; new_party_z = stru_721530.normal2.z - stru_721530.prolly_normal_d - 1; break; } new_party_x += fixpoint_mul(stru_721530.field_7C, stru_721530.direction.x); new_party_y += fixpoint_mul(stru_721530.field_7C, stru_721530.direction.y); uSectorID = stru_721530.uSectorID; stru_721530.field_70 += stru_721530.field_7C; unsigned long long v87 = new_party_z + fixpoint_mul(stru_721530.field_7C, stru_721530.direction.z); if ( PID_TYPE(stru_721530.uFaceID) == OBJECT_Actor)//при столкновении с монстром { if ( pParty->pPartyBuffs[PARTY_BUFF_INVISIBILITY].uExpireTime > 0 ) pParty->pPartyBuffs[PARTY_BUFF_INVISIBILITY].Reset(); viewparams->bRedrawGameUI = true; } else if ( PID_TYPE(stru_721530.uFaceID) == OBJECT_Decoration)//при столкновении с декорацией { v54 = stru_5C6E00->Atan2(new_party_x - pLevelDecorations[stru_721530.uFaceID >> 3].vPosition.x, new_party_y - pLevelDecorations[stru_721530.uFaceID >> 3].vPosition.y); v2 = fixpoint_mul(stru_5C6E00->Cos(v54), integer_sqrt(v2 * v2 + v1 * v1)); v1 = fixpoint_mul(stru_5C6E00->Sin(v54), integer_sqrt(v2 * v2 + v1 * v1)); } else if ( PID_TYPE(stru_721530.uFaceID) == OBJECT_BModel)//при столкновении с bmodel { pFace = &pIndoor->pFaces[(signed int)stru_721530.uFaceID >> 3]; if ( pFace->uPolygonType == POLYGON_Floor )// если bmodel - пол { if ( pParty->uFallSpeed < 0 ) pParty->uFallSpeed = 0; v87 = pIndoor->pVertices[*pFace->pVertexIDs].z + 1; if ( pParty->uFallStartY - v87 < 512 ) pParty->uFallStartY = v87; if ( v2 * v2 + v1 * v1 < 400 ) { v1 = 0; v2 = 0; } if ( pParty->floor_face_pid != PID_ID(stru_721530.uFaceID) && pFace->Pressure_Plate() ) uFaceEvent = pIndoor->pFaceExtras[pFace->uFaceExtraID].uEventID; } else// если не пол { v46 = pParty->uFallSpeed * pFace->pFacePlane_old.vNormal.z; if ( pFace->uPolygonType != POLYGON_InBetweenFloorAndWall )//полез на холм { v80 = abs(v1 * pFace->pFacePlane_old.vNormal.y + v46 + v2 * pFace->pFacePlane_old.vNormal.x) >> 16; if ((stru_721530.speed >> 3) > v80 ) v80 = stru_721530.speed >> 3; v2 += fixpoint_mul(v80, pFace->pFacePlane_old.vNormal.x); v1 += fixpoint_mul(v80, pFace->pFacePlane_old.vNormal.y); pParty->uFallSpeed += fixpoint_mul(v80, pFace->pFacePlane_old.vNormal.z); //v80 = pFace->pFacePlane_old.vNormal.y; v52 = stru_721530.prolly_normal_d - ((pFace->pFacePlane_old.dist + v87 * pFace->pFacePlane_old.vNormal.z + new_party_y * pFace->pFacePlane_old.vNormal.y + new_party_x * pFace->pFacePlane_old.vNormal.x) >> 16); if ( v52 > 0 ) { new_party_x += fixpoint_mul(v52, pFace->pFacePlane_old.vNormal.x); new_party_y += fixpoint_mul(v52, pFace->pFacePlane_old.vNormal.y); v87 += fixpoint_mul(v52, pFace->pFacePlane_old.vNormal.z); } if ( pParty->floor_face_pid != PID_ID(stru_721530.uFaceID) && pFace->Pressure_Plate() ) uFaceEvent = pIndoor->pFaceExtras[pFace->uFaceExtraID].uEventID; } if ( pFace->uPolygonType == POLYGON_InBetweenFloorAndWall ) { v80 = abs(v1 * pFace->pFacePlane_old.vNormal.y + v46 + v2 * pFace->pFacePlane_old.vNormal.x) >> 16; if ((stru_721530.speed >> 3) > v80 ) v80 = stru_721530.speed >> 3; v2 += fixpoint_mul(v80, pFace->pFacePlane_old.vNormal.x); v1 += fixpoint_mul(v80, pFace->pFacePlane_old.vNormal.y); pParty->uFallSpeed += fixpoint_mul(v80, pFace->pFacePlane_old.vNormal.z); if ( v2 * v2 + v1 * v1 >= 400 ) { if ( pParty->floor_face_pid != PID_ID(stru_721530.uFaceID) && pFace->Pressure_Plate() ) uFaceEvent = pIndoor->pFaceExtras[pFace->uFaceExtraID].uEventID; } else { v2 = 0; v1 = 0; pParty->uFallSpeed = 0; } } } } v2 = fixpoint_mul(58500, v2); v1 = fixpoint_mul(58500, v1); pParty->uFallSpeed = fixpoint_mul(58500, pParty->uFallSpeed); } // //Воспроизведение звуков ходьбы/бега------------------------- uint pX_ = abs(pParty->vPosition.x - new_party_x); uint pY_ = abs(pParty->vPosition.y - new_party_y); uint pZ_ = abs(pParty->vPosition.z - new_party_z); if ( bWalkSound && pParty->walk_sound_timer <= 0 ) { pAudioPlayer->_4AA258(804);//stop sound if ( party_running_flag && (!hovering || not_high_fall) ) //Бег и (не прыжок или не высокое падение ) { if ( integer_sqrt(pX_ * pX_ + pY_ * pY_ + pZ_ * pZ_) >= 16 ) { if ( on_water ) pAudioPlayer->PlaySound(SOUND_RunAlongWater, 804, 1, -1, 0, 0, 0, 0); else if ( pIndoor->pFaces[uFaceID].uAttributes & FACE_INDOOR_CARPET )//по ковру pAudioPlayer->PlaySound(SOUND_50, 804, 1, -1, 0, 0, 0, 0); else pAudioPlayer->PlaySound(SOUND_RunAlong3DModel, 804, 1, -1, 0, 0, 0, 0); pParty->walk_sound_timer = 96;//64 } } else if ( party_walking_flag && (!hovering || not_high_fall) )//Ходьба и (не прыжок или не высокое падение) { if ( integer_sqrt(pX_ * pX_ + pY_ * pY_ + pZ_ * pZ_) >= 8 ) { if ( on_water ) pAudioPlayer->PlaySound(SOUND_WalkAlongWater, 804, 1, -1, 0, 0, 0, 0); else if ( pIndoor->pFaces[uFaceID].uAttributes & FACE_INDOOR_CARPET )//по ковру pAudioPlayer->PlaySound(SOUND_89, 804, 1, -1, 0, 0, 0, 0); else pAudioPlayer->PlaySound(SOUND_WalkAlong3DModel, 804, 1, -1, 0, 0, 0, 0); pParty->walk_sound_timer = 144;//64 } } } if ( integer_sqrt(pX_ * pX_ + pY_ * pY_ + pZ_ * pZ_) < 8 )//отключить звук ходьбы при остановке pAudioPlayer->_4AA258(804); //------------------------------------------------------------- if ( !hovering || !not_high_fall ) pParty->uFlags &= ~PARTY_FLAGS_1_FALLING; else pParty->uFlags |= PARTY_FLAGS_1_FALLING; pParty->uFlags &= ~PARTY_FLAGS_1_BURNING; pParty->vPosition.x = new_party_x; pParty->vPosition.z = new_party_z; pParty->vPosition.y = new_party_y; //pParty->uFallSpeed = v89; if ( !hovering && pIndoor->pFaces[uFaceID].uAttributes & FACE_INDOOR_LAVA ) pParty->uFlags |= PARTY_FLAGS_1_BURNING;//0x200 if (uFaceEvent) EventProcessor(uFaceEvent, 0, 1); } //----- (00449A49) -------------------------------------------------------- void Door_switch_animation(unsigned int uDoorID, int a2) { int old_state; // eax@1 signed int door_id; // esi@2 if ( !pIndoor->pDoors ) return; for ( door_id = 0; door_id < 200; ++door_id ) { if ( pIndoor->pDoors[door_id].uDoorID == uDoorID ) break; } if ( door_id >= 200 ) { Error("Unable to find Door ID: %i!", uDoorID); } old_state = pIndoor->pDoors[door_id].uState; //old_state: 0 - в нижнем положении/закрыто // 2 - в верхнем положении/открыто, //a2: 1 - открыть // 2 - опустить/поднять if ( a2 == 2 ) { if ( pIndoor->pDoors[door_id].uState == BLVDoor::Closing || pIndoor->pDoors[door_id].uState == BLVDoor::Opening ) return; if ( pIndoor->pDoors[door_id].uState ) { if ( pIndoor->pDoors[door_id].uState != BLVDoor::Closed && pIndoor->pDoors[door_id].uState != BLVDoor::Closing ) { pIndoor->pDoors[door_id].uState = BLVDoor::Closing; if ( old_state == BLVDoor::Open ) { pIndoor->pDoors[door_id].uTimeSinceTriggered = 0; return; } if ( pIndoor->pDoors[door_id].uTimeSinceTriggered != 15360 ) { pIndoor->pDoors[door_id].uTimeSinceTriggered = (pIndoor->pDoors[door_id].uMoveLength << 7) / pIndoor->pDoors[door_id].uOpenSpeed - ((signed int)(pIndoor->pDoors[door_id].uTimeSinceTriggered * pIndoor->pDoors[door_id].uCloseSpeed) / 128 << 7) / pIndoor->pDoors[door_id].uOpenSpeed; return; } pIndoor->pDoors[door_id].uTimeSinceTriggered = 15360; } return; } } else { if ( a2 == 0 ) { if ( pIndoor->pDoors[door_id].uState != BLVDoor::Closed && pIndoor->pDoors[door_id].uState != BLVDoor::Closing ) { pIndoor->pDoors[door_id].uState = BLVDoor::Closing; if ( old_state == BLVDoor::Open ) { pIndoor->pDoors[door_id].uTimeSinceTriggered = 0; return; } if ( pIndoor->pDoors[door_id].uTimeSinceTriggered != 15360 ) { pIndoor->pDoors[door_id].uTimeSinceTriggered = (pIndoor->pDoors[door_id].uMoveLength << 7) / pIndoor->pDoors[door_id].uOpenSpeed - ((signed int)(pIndoor->pDoors[door_id].uTimeSinceTriggered * pIndoor->pDoors[door_id].uCloseSpeed) / 128 << 7) / pIndoor->pDoors[door_id].uOpenSpeed; return; } pIndoor->pDoors[door_id].uTimeSinceTriggered = 15360; } return; } if ( a2 != 1 ) return; } if ( old_state != BLVDoor::Open && old_state != BLVDoor::Opening ) { pIndoor->pDoors[door_id].uState = BLVDoor::Opening; if ( old_state == BLVDoor::Closed ) { pIndoor->pDoors[door_id].uTimeSinceTriggered = 0; return; } if ( pIndoor->pDoors[door_id].uTimeSinceTriggered != 15360 ) { pIndoor->pDoors[door_id].uTimeSinceTriggered = (pIndoor->pDoors[door_id].uMoveLength << 7) / pIndoor->pDoors[door_id].uCloseSpeed - ((signed int)(pIndoor->pDoors[door_id].uTimeSinceTriggered * pIndoor->pDoors[door_id].uOpenSpeed) / 128 << 7) / pIndoor->pDoors[door_id].uCloseSpeed; return; } pIndoor->pDoors[door_id].uTimeSinceTriggered = 15360; } return; } //----- (004088E9) -------------------------------------------------------- int __fastcall sub_4088E9(int x1, int y1, int x2, int y2, int x3, int y3) { signed int result; // eax@1 result = integer_sqrt(abs(x2 - x1) * abs(x2 - x1) + abs(y2 - y1) * abs(y2 - y1)); if ( result ) result = abs(((x2 - x1) * (y1 - y3) - (y2 - y1) * (x1 - x3)) / result); return result; } //----- (00450DA3) -------------------------------------------------------- int GetAlertStatus() { int result; // eax@2 if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) result = pOutdoor->ddm.field_C_alert; else result = uCurrentlyLoadedLevelType == LEVEL_Outdoor ? pIndoor->dlv.field_C_alert : 0; return result; } //----- (0045063B) -------------------------------------------------------- int __fastcall _45063B_spawn_some_monster(MapInfo *a1, int a2) { int result; // eax@8 int v6; // edi@11 int v7; // ebx@11 int v8; // edi@11 int v9; // ebx@12 int v10; // eax@12 char v11; // zf@16 int v12; // edi@20 int v13; // eax@20 int v14; // ebx@20 int v15; // eax@20 int v16; // eax@20 int v17; // eax@20 int v18; // eax@21 SpawnPointMM7 v19; // [sp+Ch] [bp-38h]@1 int v22; // [sp+2Ch] [bp-18h]@3 unsigned int uFaceID; // [sp+38h] [bp-Ch]@10 int v26; // [sp+3Ch] [bp-8h]@11 int v27; // [sp+40h] [bp-4h]@11 if (!uNumActors) return 0; for ( uint mon_id = 0; mon_id < uNumActors; ++mon_id ) { if ((pActors[mon_id].pMonsterInfo.uID < 121 || pActors[mon_id].pMonsterInfo.uID > 123) && // Dwarf FemaleC A-C (pActors[mon_id].pMonsterInfo.uID < 124 || pActors[mon_id].pMonsterInfo.uID > 126) && // Dwarf MaleA A-C (pActors[mon_id].pMonsterInfo.uID < 133 || pActors[mon_id].pMonsterInfo.uID > 135) && // Peasant Elf FemaleA A-C pActors[mon_id].CanAct()) { if ( uCurrentlyLoadedLevelType == LEVEL_Outdoor ) { v22 = 0; uint face_id = 0; for ( face_id; face_id < 100; ++face_id ) { v6 = rand() % 1024 + 512; v7 = rand() % (signed int)stru_5C6E00->uIntegerDoublePi; v19.vPosition.x = pParty->vPosition.x + fixpoint_mul(stru_5C6E00->Cos(v7), v6); v8 = 0; v19.uIndex = a2; v19.vPosition.y = fixpoint_mul(stru_5C6E00->Sin(v7), v6) + pParty->vPosition.y; v19.vPosition.z = pParty->vPosition.z; v26 = 0; v27 = 0; v19.vPosition.z = ODM_GetFloorLevel(v19.vPosition.x, v19.vPosition.y, pParty->vPosition.z, 0, &v26, &v27, 0); for( int i = 0; i < pOutdoor->uNumBModels; i++ ) { v9 = abs(v19.vPosition.y - pOutdoor->pBModels[i].vBoundingCenter.y); v10 = abs(v19.vPosition.x - pOutdoor->pBModels[i].vBoundingCenter.x); if ( int_get_vector_length(v10, v9, 0) < pOutdoor->pBModels[i].sBoundingRadius + 256 ) { v22 = 1; break; } } if ( v22 ) { v11 = face_id == 100; break; } } v11 = face_id == 100; } else if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) { v22 = pIndoor->GetSector(pParty->vPosition.x, pParty->vPosition.y, pParty->vPosition.z); for ( uint i = 0; i < 100; ++i ) { v12 = rand() % 512 + 256; v13 = rand(); v14 = v13 % (signed int)stru_5C6E00->uIntegerDoublePi; v15 = stru_5C6E00->Cos(v13 % (signed int)stru_5C6E00->uIntegerDoublePi); v19.vPosition.x = pParty->vPosition.x + fixpoint_mul(v15, v12); v16 = stru_5C6E00->Sin(v13 % (signed int)stru_5C6E00->uIntegerDoublePi); v19.vPosition.y = fixpoint_mul(v16, v12) + pParty->vPosition.y; v19.vPosition.z = pParty->vPosition.z; v19.uIndex = a2; v17 = pIndoor->GetSector(v19.vPosition.x, v19.vPosition.y, pParty->vPosition.z); if ( v17 == v22 ) { v18 = BLV_GetFloorLevel(v19.vPosition.x, v19.vPosition.y, v19.vPosition.z, v17, &uFaceID); v19.vPosition.z = v18; if ( v18 != -30000 ) { if ( abs(v18 - pParty->vPosition.z) <= 1024 ) break; } } } v11 = v26 == 100; } if ( v11 ) result = 0; else { SpawnEncounter(a1, &v19, 0, 0, 1); result = a2; } } //break; //v22 = v3->pMonsterInfo.uID - 1; //v4 = (signed __int64)((double)v22 * 0.3333333333333333); //if ( (int)v4 != 40 ) //{ // if ( (int)v4 != 41 && (int)v4 != 44 && v3->CanAct() ) // break; //} //++v2; //++v3; //if ( v2 >= (signed int)uNumActors ) // goto LABEL_8; } return result; } //----- (00450521) -------------------------------------------------------- int __fastcall sub_450521_ProllyDropItemAt(int ecx0, signed int a2, int a3, int a4, int a5, unsigned __int16 a6) { int v6; // edi@1 int v7; // esi@1 signed int v8; // edi@1 unsigned __int16 v9; // cx@1 // char *v10; // edx@2 unsigned __int16 v11; // ax@5 SpriteObject a1; // [sp+8h] [bp-70h]@1 v6 = ecx0; v7 = a2; pItemsTable->GenerateItem(v6, v7, &a1.stru_24); v8 = 0; v9 = pItemsTable->pItems[a1.stru_24.uItemID].uSpriteID; a1.uType = pItemsTable->pItems[a1.stru_24.uItemID].uSpriteID; v11 = 0; for( int i = 0; i < pObjectList->uNumObjects; i++ ) { if( v9 == pObjectList->pObjects[i].uObjectID ) { v11 = i; break; } } a1.uObjectDescID = v11; a1.vPosition.y = a4; a1.vPosition.x = a3; a1.vPosition.z = a5; a1.uFacing = a6; a1.uAttributes = 0; a1.uSectorID = pIndoor->GetSector(a3, a4, a5); a1.uSpriteFrameID = 0; return a1.Create(0, 0, 0, 0); } //----- (004075DB) -------------------------------------------------------- bool __fastcall sub_4075DB(int x, int y, int z, BLVFace *face) { int v8; // edi@2 signed int v25; // eax@22 bool result; // eax@25 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(); if (face->uAttributes & FACE_XY_PLANE) { a4a = x; v8 = y; for (int i = 0; i < face->uNumVertices; i++) { dword_4F5D98_xs[i] = pIndoor->pVertices[face->pVertexIDs[i]].x; dword_4F5CC8_ys[i] = pIndoor->pVertices[face->pVertexIDs[i]].y; } } else { v8 = z; if (face->uAttributes & FACE_XZ_PLANE) { a4a = x; for (int i = 0; i < face->uNumVertices; i++) { dword_4F5D98_xs[i] = pIndoor->pVertices[face->pVertexIDs[i]].x; dword_4F5CC8_ys[i] = pIndoor->pVertices[face->pVertexIDs[i]].z; } } else { a4a = y; for (int i = 0; i < face->uNumVertices; i++) { dword_4F5D98_xs[i] = pIndoor->pVertices[face->pVertexIDs[i]].y; dword_4F5CC8_ys[i] = pIndoor->pVertices[face->pVertexIDs[i]].z; } } } a3a = 0; dword_4F5D98_xs[face->uNumVertices] = dword_4F5D98_xs[0]; dword_4F5CC8_ys[face->uNumVertices] = dword_4F5CC8_ys[0]; for (int i = 0; i < face->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) + 0x8000 >> 16) >= a4a) ++a3a; } } } } result = 1; if (a3a != 1) result = 0; return result; } //----- (004077F1) -------------------------------------------------------- bool __fastcall sub_4077F1(int a1, int a2, int a3, ODMFace *face, BSPVertexBuffer *a5) { 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(); //срабатывает при нападении стрекозавров с огнём if (face->uAttributes & FACE_XY_PLANE) { a4a = a1; a3 = a2; for (int i = 0; i < face->uNumVertices; i++) { dword_4F5BF4_xs[i + 1] = a5->pVertices[face->pVertexIDs[i]].x; dword_4F5B24_ys[i + 1] = a5->pVertices[face->pVertexIDs[i]].y; } } else { if (face->uAttributes & FACE_XY_PLANE) { a4a = a1; for (int i = 0; i < face->uNumVertices; i++) { dword_4F5BF4_xs[i + 1] = a5->pVertices[face->pVertexIDs[i]].x; dword_4F5B24_ys[i + 1] = a5->pVertices[face->pVertexIDs[i]].z; } } else { a4a = a2; for (int i = 0; i < face->uNumVertices; i++) { dword_4F5BF4_xs[i + 1] = a5->pVertices[face->pVertexIDs[i]].y; dword_4F5B24_ys[i + 1] = a5->pVertices[face->pVertexIDs[i]].z; } } } a5a = 0; dword_4F5BF4_xs[face->uNumVertices + 1] = dword_4F5BF4_xs[1]; dword_4F5B24_ys[face->uNumVertices + 1] = dword_4F5B24_ys[1]; for (int i = 0; i < face->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] + ((((((__int64)(dword_4F5BF4_xs[i + 2] - dword_4F5BF4_xs[i + 1]) << 16) / _a * _b) >> 16) + 0x8000) >> 16) >= a4a) ++a5a; } } } } if (a5a != 1) return false; return true; } //----- (0049B04D) -------------------------------------------------------- void stru154::GetFacePlaneAndClassify(ODMFace *a2, BSPVertexBuffer *a3) { Vec3_float_ v; // [sp+4h] [bp-Ch]@1 float v7; v.x = 0.0; v.y = 0.0; v.z = 0.0; GetFacePlane(a2, a3, &v, &v7); if (fabsf(a2->pFacePlane.vNormal.z) < 1e-6f) polygonType = POLYGON_VerticalWall; else if (fabsf(a2->pFacePlane.vNormal.x) < 1e-6f && fabsf(a2->pFacePlane.vNormal.y) < 1e-6f) polygonType = POLYGON_Floor; else polygonType = POLYGON_InBetweenFloorAndWall; face_plane.vNormal.x = v.x; face_plane.vNormal.y = v.y; face_plane.vNormal.z = v.z; face_plane.dist = v7; } //----- (0049B0C9) -------------------------------------------------------- void stru154::ClassifyPolygon(Vec3_float_ *pNormal, float dist) { if (fabsf(pNormal->z) < 1e-6f) polygonType = POLYGON_VerticalWall; else if (fabsf(pNormal->x) < 1e-6f && fabsf(pNormal->y) < 1e-6f) polygonType = POLYGON_Floor; else polygonType = POLYGON_InBetweenFloorAndWall; face_plane.vNormal.x = pNormal->x; face_plane.dist = dist; face_plane.vNormal.y = pNormal->y; face_plane.vNormal.z = pNormal->z; } //----- (0049B13D) -------------------------------------------------------- void stru154::GetFacePlane(ODMFace *pFace, BSPVertexBuffer *pVertices, Vec3_float_ *pOutNormal, float *pOutDist) { Vec3_float_ *v19; // eax@3 Vec3_float_ v2; // [sp+4h] [bp-64h]@3 float v26; // [sp+1Ch] [bp-4Ch]@3 float v27; // [sp+20h] [bp-48h]@3 float v28; // [sp+24h] [bp-44h]@3 Vec3_float_ v1; // [sp+40h] [bp-28h]@1 Vec3_float_ v38; // [sp+58h] [bp-10h]@3 v1.x = 0.0; v1.y = 0.0; v1.z = 0.0; if (pFace->uNumVertices >= 2) { for (int i = 0; i < pFace->uNumVertices - 2; i++) { v1.x = pVertices->pVertices[pFace->pVertexIDs[i + 1]].x - pVertices->pVertices[pFace->pVertexIDs[i]].x; v1.y = pVertices->pVertices[pFace->pVertexIDs[i + 1]].y - pVertices->pVertices[pFace->pVertexIDs[i]].y; v1.z = pVertices->pVertices[pFace->pVertexIDs[i + 1]].z - pVertices->pVertices[pFace->pVertexIDs[i]].z; v26 = pVertices->pVertices[pFace->pVertexIDs[i + 2]].x - pVertices->pVertices[pFace->pVertexIDs[i + 1]].x; v27 = pVertices->pVertices[pFace->pVertexIDs[i + 2]].y - pVertices->pVertices[pFace->pVertexIDs[i + 1]].y; v28 = pVertices->pVertices[pFace->pVertexIDs[i + 2]].z - pVertices->pVertices[pFace->pVertexIDs[i + 1]].z; v19 = Vec3_float_::Cross(&v1, &v2, v26, v27, v28); v38.x = v19->x; v38.y = v19->y; v38.z = v19->z; if (v38.x != 0.0 || v38.y != 0.0 || v38.z != 0.0) { v38.Normalize(); pOutNormal->x = v38.x; pOutNormal->y = v38.y; pOutNormal->z = v38.z; *pOutDist = -(pVertices->pVertices[pFace->pVertexIDs[i]].x * v38.x + pVertices->pVertices[pFace->pVertexIDs[i]].y * v38.y + pVertices->pVertices[pFace->pVertexIDs[i]].z * v38.z); return; } } } pOutNormal->x = (double)(pFace->pFacePlane.vNormal.x & 0xFFFF) / 65535.0f + (double)(pFace->pFacePlane.vNormal.x >> 16); pOutNormal->y = (double)(pFace->pFacePlane.vNormal.y & 0xFFFF) / 65535.0f + (double)(pFace->pFacePlane.vNormal.y >> 16); pOutNormal->z = (double)(pFace->pFacePlane.vNormal.z & 0xFFFF) / 65535.0f + (double)(pFace->pFacePlane.vNormal.z >> 16); *pOutDist = (double)(pFace->pFacePlane.dist & 0xFFFF) / 65535.0f + (double)(pFace->pFacePlane.dist >> 16); } //----- (0043F515) -------------------------------------------------------- void FindBillboardsLightLevels_BLV() { for (uint i = 0; i < uNumBillboardsToDraw; ++i) { if (pBillboardRenderList[i].field_1E & 2 || uCurrentlyLoadedLevelType == LEVEL_Indoor && !pBillboardRenderList[i].uIndoorSectorID) pBillboardRenderList[i].dimming_level = 0; else pBillboardRenderList[i].dimming_level = _43F55F_get_billboard_light_level(&pBillboardRenderList[i], -1); } } //----- (0047272C) -------------------------------------------------------- int collide_against_floor_approximate(int x, int y, int z, unsigned int *pSectorID, unsigned int *pFaceID) { int result; // eax@1 *pSectorID = pIndoor->GetSector(x - 2, y, z + 40); result = collide_against_floor(x - 2, y, z + 40, pSectorID, pFaceID); if (result == -30000 || !*pSectorID) { *pSectorID = pIndoor->GetSector(x + 2, y, z + 40); result = collide_against_floor(x + 2, y, z + 40, pSectorID, pFaceID); if (result == -30000 || !*pSectorID) { *pSectorID = pIndoor->GetSector(x, y - 2, z + 40); result = collide_against_floor(x, y - 2, z + 40, pSectorID, pFaceID); if (result == -30000 || !*pSectorID) { *pSectorID = pIndoor->GetSector(x, y + 2, z + 40); result = collide_against_floor(x, y + 2, z + 40, pSectorID, pFaceID); if (result == -30000 || !*pSectorID) { *pSectorID = pIndoor->GetSector(x, y, z + 140); result = collide_against_floor(x, y, z + 140, pSectorID, pFaceID); } } } } return result; } //----- (0047050A) -------------------------------------------------------- int stru141_actor_collision_object::_47050A(int dt) { int v7; // eax@1 signed int result; // eax@4 int v17; // eax@5 int v18; // eax@7 int v21; // eax@9 int v22; // eax@11 int speed = 1 | integer_sqrt(this->velocity.z * this->velocity.z + this->velocity.y * this->velocity.y + this->velocity.x * this->velocity.x); this->direction.x = 65536 / speed * this->velocity.x; this->direction.y = 65536 / speed * this->velocity.y; this->direction.z = 65536 / speed * this->velocity.z; this->speed = speed; this->inv_speed = 65536 / speed; if (dt) v7 = dt; else v7 = pEventTimer->dt_in_some_format; //v8 = fixpoint_mul(v7, speed) - this->field_70; // speed * dt - something this->field_6C = fixpoint_mul(v7, speed) - this->field_70; if (this->field_6C > 0) { //v10 = fixpoint_mul(v8, this->direction.x) + this->normal.x; this->field_4C = fixpoint_mul(this->field_6C, this->direction.x) + this->normal.x; this->normal2.x = fixpoint_mul(this->field_6C, this->direction.x) + this->normal.x; //v11 = fixpoint_mul(this->field_6C, this->direction.y) + this->normal.y; this->field_50 = fixpoint_mul(this->field_6C, this->direction.y) + this->normal.y; this->normal2.y = fixpoint_mul(this->field_6C, this->direction.y) + this->normal.y; this->normal2.z = fixpoint_mul(this->field_6C, this->direction.z) + this->normal.z; //v12 = this->position.z; //v13 = this->normal.x; //v14 = this->normal2.x; //v15 = this->prolly_normal_d; //v16 = this->position.z + fixpoint_mul(this->field_6C, this->direction.z); //v28 = this->position.z + fixpoint_mul(this->field_6C, this->direction.z); this->field_54 = this->position.z + fixpoint_mul(this->field_6C, this->direction.z); v17 = this->normal.x; if (v17 >= this->normal2.x) v17 = this->normal2.x; this->sMaxX = v17 - this->prolly_normal_d; v18 = this->prolly_normal_d + this->normal.x; if (this->normal.x <= this->normal2.x) v18 = this->prolly_normal_d + this->normal2.x; //v19 = this->normal.y; //v20 = this->normal2.y; this->sMinX = v18; v21 = this->normal.y; if (v21 >= this->normal2.y) v21 = this->normal2.y; this->sMaxY = v21 - this->prolly_normal_d; v22 = this->prolly_normal_d + this->normal.y; if (this->normal.y <= this->normal2.y) v22 = this->normal2.y + this->prolly_normal_d; //v23 = this->normal2.z; this->sMinY = v22; //v24 = this->normal.z; if (this->normal.z >= this->normal2.z) this->sMaxZ = this->normal2.z - this->prolly_normal_d; else this->sMaxZ = this->normal.z - this->prolly_normal_d; //this->sMaxZ = v25; //v26 = this->field_8_radius; if (this->position.z <= this->position.z + fixpoint_mul(this->field_6C, this->direction.z)) this->sMinZ = (this->position.z + fixpoint_mul(this->field_6C, this->direction.z)) + this->field_8_radius; else this->sMinZ = this->position.z + this->field_8_radius; this->uFaceID = 0; this->field_80 = -1; this->field_88 = -1; //this->sMinZ = v27; this->field_7C = 0xFFFFFFu; result = 0; } else result = 1; return result; }