changeset 1319:2ddb0af0f437

m
author Ritor1
date Fri, 28 Jun 2013 11:34:09 +0600
parents 0ec2f944fccc
children 2e3deb510de3
files Indoor.cpp mm7_2.cpp stru10.cpp
diffstat 3 files changed, 129 insertions(+), 148 deletions(-) [+]
line wrap: on
line diff
--- a/Indoor.cpp	Wed Jun 26 14:22:02 2013 +0600
+++ b/Indoor.cpp	Fri Jun 28 11:34:09 2013 +0600
@@ -1262,7 +1262,7 @@
   //stru170 *v4; // ebx@1
   //BLVFace *v5; // eax@1
   //int v6; // ecx@2
-  unsigned __int16 v7; // ax@11
+  unsigned __int16 pTransitionSector; // ax@11
   Vec3_short_ *v8; // esi@15
   int v9; // edx@15
   //signed int v10; // eax@18
@@ -1273,7 +1273,7 @@
   int v15; // edx@24
   //int v16; // esi@29
   //BLVFace *v17; // edi@34
-  unsigned __int16 v18; // ax@34
+  //unsigned __int16 v18; // ax@34
   char *v19; // eax@38
   signed int v20; // ecx@38
   char *v21; // eax@42
@@ -1303,7 +1303,6 @@
   //v39 = &pIndoor->pFaces[uFaceID];
 
   auto pFace = &pIndoor->pFaces[uFaceID];
-  auto p = &nodes[node_id];
 
   if (!pFace->Portal())
   {
@@ -1315,127 +1314,115 @@
     return;
   }
 
-    if (p->uFaceID == uFaceID)
-      return;
-    if (!node_id &&
-        pBLVRenderParams->vPartyPos.x >= pFace->pBounding.x1 - 16 &&  // we are probably standing at the portal plane
-        pBLVRenderParams->vPartyPos.x <= pFace->pBounding.x2 + 16 &&
-        pBLVRenderParams->vPartyPos.y >= pFace->pBounding.y1 - 16 &&
-        pBLVRenderParams->vPartyPos.y <= pFace->pBounding.y2 + 16 &&
-        pBLVRenderParams->vPartyPos.z >= pFace->pBounding.z1 - 16 &&
-        pBLVRenderParams->vPartyPos.z <= pFace->pBounding.z2 + 16 )
+  if (nodes[node_id].uFaceID == uFaceID)
+    return;
+  if (!node_id &&
+      pBLVRenderParams->vPartyPos.x >= pFace->pBounding.x1 - 16 &&  // we are probably standing at the portal plane
+      pBLVRenderParams->vPartyPos.x <= pFace->pBounding.x2 + 16 &&
+      pBLVRenderParams->vPartyPos.y >= pFace->pBounding.y1 - 16 &&
+      pBLVRenderParams->vPartyPos.y <= pFace->pBounding.y2 + 16 &&
+      pBLVRenderParams->vPartyPos.z >= pFace->pBounding.z1 - 16 &&
+      pBLVRenderParams->vPartyPos.z <= pFace->pBounding.z2 + 16 )
+  {
+    if ( abs(pFace->pFacePlane_old.dist + pBLVRenderParams->vPartyPos.x * pFace->pFacePlane_old.vNormal.x
+                                        + pBLVRenderParams->vPartyPos.y * pFace->pFacePlane_old.vNormal.y
+                                        + pBLVRenderParams->vPartyPos.z * pFace->pFacePlane_old.vNormal.z) <= 589824 ) // we sure are standing at the portal plane
     {
-      if ( abs(pFace->pFacePlane_old.dist + pBLVRenderParams->vPartyPos.x * pFace->pFacePlane_old.vNormal.x
-                                          + pBLVRenderParams->vPartyPos.y * pFace->pFacePlane_old.vNormal.y
-                                          + pBLVRenderParams->vPartyPos.z * pFace->pFacePlane_old.vNormal.z) <= 589824 ) // we sure are standing at the portal plane
-      {
-        v7 = pFace->uSectorID;
-        if ( nodes[0].uSectorID == v7 )  // draw back sector
-          v7 = pFace->uBackSectorID;
-        nodes[num_nodes].uSectorID = v7;
-        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].field_C.GetViewportData(pBLVRenderParams->uViewportX, pBLVRenderParams->uViewportY,
-                                         pBLVRenderParams->uViewportZ, pBLVRenderParams->uViewportW);
-        AddBspNodeToRenderList(++num_nodes - 1);
-        return;
-      }
-      //v5 = v39;
-      //v6 = a0;
+      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].field_C.GetViewportData(pBLVRenderParams->uViewportX, pBLVRenderParams->uViewportY,
+                                       pBLVRenderParams->uViewportZ, pBLVRenderParams->uViewportW);
+      AddBspNodeToRenderList(++num_nodes - 1);
+      return;
     }
-
-    v8 = &pIndoor->pVertices[pFace->pVertexIDs[0]];
-    v9 = pFace->pFacePlane_old.vNormal.x * (v8->x - pBLVRenderParams->vPartyPos.x)
-       + pFace->pFacePlane_old.vNormal.y * (v8->y - pBLVRenderParams->vPartyPos.y)
-       + pFace->pFacePlane_old.vNormal.z * (v8->z - pBLVRenderParams->vPartyPos.z);
-    if (p->uSectorID != pFace->uSectorID)
-      v9 = -v9;
-    if (v9 >= 0)
-      return;
-
-    auto num_vertices = sub_423B5D(uFaceID);
-    if (num_vertices < 2)
-      return;
-
-    auto face_min_screenspace_x = stru_50B700._screen_space_x[0],
-         face_max_screenspace_x = stru_50B700._screen_space_x[0];
-    auto face_min_screenspace_y = stru_50B700._screen_space_y[0],
-         face_max_screenspace_y = stru_50B700._screen_space_y[0];
-    for (uint i = 1; i < num_vertices; ++i)
-    {
-      if (face_min_screenspace_x > stru_50B700._screen_space_x[i])
-        face_min_screenspace_x = stru_50B700._screen_space_x[i];
-      if (face_max_screenspace_x < stru_50B700._screen_space_x[i])
-        face_max_screenspace_x = stru_50B700._screen_space_x[i];
-
-      if (face_min_screenspace_y > stru_50B700._screen_space_y[i])
-        face_min_screenspace_y = stru_50B700._screen_space_y[i];
-      if (face_max_screenspace_y < stru_50B700._screen_space_y[i])
-        face_max_screenspace_y = stru_50B700._screen_space_y[i];
-    }
+  }
+
+  v9 = pFace->pFacePlane_old.vNormal.x * (pIndoor->pVertices[pFace->pVertexIDs[0]].x - pBLVRenderParams->vPartyPos.x)
+     + pFace->pFacePlane_old.vNormal.y * (pIndoor->pVertices[pFace->pVertexIDs[0]].y - pBLVRenderParams->vPartyPos.y)
+     + pFace->pFacePlane_old.vNormal.z * (pIndoor->pVertices[pFace->pVertexIDs[0]].z - pBLVRenderParams->vPartyPos.z);
+  if (nodes[node_id].uSectorID != pFace->uSectorID)
+    v9 = -v9;
+  if (v9 >= 0)
+    return;
+
+  auto num_vertices = sub_423B5D(uFaceID);
+  if (num_vertices < 2)
+    return;
+
+  auto face_min_screenspace_x = stru_50B700._screen_space_x[0],
+       face_max_screenspace_x = stru_50B700._screen_space_x[0];
+  auto face_min_screenspace_y = stru_50B700._screen_space_y[0],
+       face_max_screenspace_y = stru_50B700._screen_space_y[0];
+  for (uint i = 1; i < num_vertices; ++i)
+  {
+    if (face_min_screenspace_x > stru_50B700._screen_space_x[i])
+      face_min_screenspace_x = stru_50B700._screen_space_x[i];
+    if (face_max_screenspace_x < stru_50B700._screen_space_x[i])
+      face_max_screenspace_x = stru_50B700._screen_space_x[i];
+
+    if (face_min_screenspace_y > stru_50B700._screen_space_y[i])
+      face_min_screenspace_y = stru_50B700._screen_space_y[i];
+    if (face_max_screenspace_y < stru_50B700._screen_space_y[i])
+      face_max_screenspace_y = stru_50B700._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 >= p->uViewportX &&
-          face_min_screenspace_x <= p->uViewportZ &&
-          face_max_screenspace_y >= p->uViewportY &&
-          face_min_screenspace_y <= p->uViewportW &&
-          sub_424829(num_vertices, &nodes[num_nodes].field_C, &p->field_C, uFaceID))
-        {
-          //v17 = v39;
-          v18 = pFace->uSectorID;
-          if (p->uSectorID == v18 )
-            v18 = pFace->uBackSectorID;
-          nodes[num_nodes].uSectorID = v18;
-          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;
-          //v38 = pGame->pStru10Instance;
-          //a0a = pGame->pIndoorCameraD3D;
-          v29 = false;
-          if (p->viewing_portal_id == -1)
-          {
-            v29 = pGame->pStru10Instance->CalcPortalShape(pFace, nodes[num_nodes].std__vector_0007AC, nodes[num_nodes].pPortalBounding);
-          }
-          else
-          {
-            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 a2 = pFace->uNumVertices;
-            pGame->pIndoorCameraD3D->CalcPortalShape(static_subAddFaceToRenderList_d3d_stru_F7AA08,
-                                                     &a2,
-                                                     static_subAddFaceToRenderList_d3d_stru_F79E08,
-                                                     p->std__vector_0007AC, 4, 0, 0);
-
-            v29 = pGame->pStru10Instance->_49C5DA(pFace, static_subAddFaceToRenderList_d3d_stru_F79E08, &a2,
-                                                  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 (pBLVRenderParams->uFlags & INDOOR_CAMERA_DRAW_SW_OUTLINES)
-            pGame->pIndoorCameraD3D->PrepareAndDrawDebugOutline(pFace, 0x1E1EFF);
-            //pGame->pIndoorCameraD3D->DebugDrawPortal(pFace);
-        }
+  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 &&
+      sub_424829(num_vertices, &nodes[num_nodes].field_C, &nodes[node_id].field_C, uFaceID))
+  {
+    pTransitionSector = pFace->uSectorID;
+    if (nodes[node_id].uSectorID == pTransitionSector )
+      pTransitionSector = pFace->uBackSectorID;
+    nodes[num_nodes].uSectorID = pTransitionSector;
+    nodes[num_nodes].uFaceID = uFaceID;
+    nodes[num_nodes].uViewportX = pBLVRenderParams->uViewportX;
+    nodes[num_nodes].uViewportZ = pBLVRenderParams->uViewportZ;
+    nodes[num_nodes].uViewportY = pBLVRenderParams->uViewportY;
+    nodes[num_nodes].uViewportW = pBLVRenderParams->uViewportW;
+    v29 = false;
+    if (nodes[node_id].viewing_portal_id == -1)//первый портал на который я смотрю
+      v29 = pGame->pStru10Instance->CalcPortalShape(pFace, nodes[num_nodes].std__vector_0007AC, nodes[num_nodes].pPortalBounding);
+    else//следующие порталы в портале
+    {
+      static RenderVertexSoft static_subAddFaceToRenderList_d3d_stru_F7AA08[64];
+      static RenderVertexSoft static_subAddFaceToRenderList_d3d_stru_F79E08[64];
+
+      for (uint k = 0; k < pFace->uNumVertices; ++k)
+      {
+        static_subAddFaceToRenderList_d3d_stru_F7AA08[k].vWorldPosition.x = pIndoor->pVertices[pFace->pVertexIDs[k]].x;
+        static_subAddFaceToRenderList_d3d_stru_F7AA08[k].vWorldPosition.y = pIndoor->pVertices[pFace->pVertexIDs[k]].y;
+        static_subAddFaceToRenderList_d3d_stru_F7AA08[k].vWorldPosition.z = pIndoor->pVertices[pFace->pVertexIDs[k]].z;
+      }
+
+      unsigned int pNewNumVertices = pFace->uNumVertices;
+      pGame->pIndoorCameraD3D->CalcPortalShape(static_subAddFaceToRenderList_d3d_stru_F7AA08, &pNewNumVertices,
+                                               static_subAddFaceToRenderList_d3d_stru_F79E08, nodes[node_id].std__vector_0007AC, 4, 0, 0);
+
+      v29 = pGame->pStru10Instance->_49C5DA(pFace, static_subAddFaceToRenderList_d3d_stru_F79E08, &pNewNumVertices,
+                                            nodes[num_nodes].std__vector_0007AC, nodes[num_nodes].pPortalBounding);
+    }
+    if ( 1 )
+    {
+      assert(num_nodes < 150);
+
+      nodes[num_nodes].viewing_portal_id = uFaceID;
+      AddBspNodeToRenderList(++num_nodes - 1);
+    }
+    if (pBLVRenderParams->uFlags & INDOOR_CAMERA_DRAW_SW_OUTLINES)
+      pGame->pIndoorCameraD3D->PrepareAndDrawDebugOutline(pFace, 0x1E1EFF);
+    //pGame->pIndoorCameraD3D->DebugDrawPortal(pFace);
+  }
 }
 
 
--- a/mm7_2.cpp	Wed Jun 26 14:22:02 2013 +0600
+++ b/mm7_2.cpp	Fri Jun 28 11:34:09 2013 +0600
@@ -7583,7 +7583,7 @@
             v127 = v9;
             v126 = v124;
 LABEL_268:
-            v116 = word_4EE088_sound_ids[v2->spell_id];
+            v116 = word_4EE088_sound_ids[v2->spell_id - 1];
 LABEL_269:
             v125 = v116 + 1;
             goto LABEL_29;
--- a/stru10.cpp	Wed Jun 26 14:22:02 2013 +0600
+++ b/stru10.cpp	Fri Jun 28 11:34:09 2013 +0600
@@ -184,35 +184,29 @@
     }
   }
 
-
+  RenderVertexSoft v1; // [sp+30Ch] [bp-54h]@24
+  v1.vWorldPosition.x = (float)pIndoor->pVertices[pFace->pVertexIDs[x_min_idx]].x;
+  v1.vWorldPosition.y = (float)pIndoor->pVertices[pFace->pVertexIDs[x_min_idx]].y;
+  v1.vWorldPosition.z = (float)pIndoor->pVertices[pFace->pVertexIDs[x_min_idx]].z;
+  memcpy(&pOutVertices[0], &v1, sizeof(RenderVertexSoft));
 
-  auto p1 = &pIndoor->pVertices[pFace->pVertexIDs[x_min_idx]];
-  RenderVertexSoft v1; // [sp+30Ch] [bp-54h]@24
-  v1.vWorldPosition.x = (float)p1->x;
-  v1.vWorldPosition.y = (float)p1->y;
-  v1.vWorldPosition.z = (float)p1->z;
-  memcpy(pOutVertices + 0, &v1, sizeof(RenderVertexSoft));
-
-  auto p2 = &pIndoor->pVertices[pFace->pVertexIDs[y_min_idx]];
   RenderVertexSoft v2; // [sp+30Ch] [bp-54h]@24
-  v2.vWorldPosition.x = (float)p2->x;
-  v2.vWorldPosition.y = (float)p2->y;
-  v2.vWorldPosition.z = (float)p2->z;
-  memcpy(pOutVertices + 1, &v2, sizeof(RenderVertexSoft));
+  v2.vWorldPosition.x = (float)pIndoor->pVertices[pFace->pVertexIDs[y_min_idx]].x;
+  v2.vWorldPosition.y = (float)pIndoor->pVertices[pFace->pVertexIDs[y_min_idx]].y;
+  v2.vWorldPosition.z = (float)pIndoor->pVertices[pFace->pVertexIDs[y_min_idx]].z;
+  memcpy(&pOutVertices[1], &v2, sizeof(RenderVertexSoft));
 
-  auto p3 = &pIndoor->pVertices[pFace->pVertexIDs[x_max_idx]];
   RenderVertexSoft v3; // [sp+30Ch] [bp-54h]@24
-  v3.vWorldPosition.x = (float)p3->x;
-  v3.vWorldPosition.y = (float)p3->y;
-  v3.vWorldPosition.z = (float)p3->z;
-  memcpy(pOutVertices + 2, &v3, sizeof(RenderVertexSoft));
+  v3.vWorldPosition.x = (float)pIndoor->pVertices[pFace->pVertexIDs[x_max_idx]].x;
+  v3.vWorldPosition.y = (float)pIndoor->pVertices[pFace->pVertexIDs[x_max_idx]].y;
+  v3.vWorldPosition.z = (float)pIndoor->pVertices[pFace->pVertexIDs[x_max_idx]].z;
+  memcpy(&pOutVertices[2], &v3, sizeof(RenderVertexSoft));
 
-  auto p4 = &pIndoor->pVertices[pFace->pVertexIDs[y_max_idx]];
   RenderVertexSoft v4; // [sp+30Ch] [bp-54h]@24
-  v4.vWorldPosition.x = (double)p4->x;
-  v4.vWorldPosition.y = (double)p4->y;
-  v4.vWorldPosition.z = (double)p4->z;
-  memcpy(pOutVertices + 3, &v4, sizeof(RenderVertexSoft));
+  v4.vWorldPosition.x = (double)pIndoor->pVertices[pFace->pVertexIDs[y_max_idx]].x;
+  v4.vWorldPosition.y = (double)pIndoor->pVertices[pFace->pVertexIDs[y_max_idx]].y;
+  v4.vWorldPosition.z = (double)pIndoor->pVertices[pFace->pVertexIDs[y_max_idx]].z;
+  memcpy(&pOutVertices[3], &v4, sizeof(RenderVertexSoft));
 }
 
 
@@ -259,7 +253,7 @@
   switch (pFace->uPolygonType)
   {
     case POLYGON_VerticalWall:
-      a1.x = -pFace->pFacePlane.vNormal.y;
+      a1.x = -pFace->pFacePlane.vNormal.y;// направление полигона
       a1.y = pFace->pFacePlane.vNormal.x;
       a1.z = 0.0f;
       a1.Normalize();
@@ -300,12 +294,12 @@
   }
   if (pFace->uAttributes & 0x0200)
   {
-    face_center_x = (pFaceLimits[0].vWorldPosition.x + pFaceLimits[2].vWorldPosition.x) / 2;
+    face_center_x = (pFaceLimits[0].vWorldPosition.x + pFaceLimits[2].vWorldPosition.x) / 2;// центр полигона
     face_center_y = (pFaceLimits[0].vWorldPosition.y + pFaceLimits[2].vWorldPosition.y) / 2;
     face_center_z = (pFaceLimits[1].vWorldPosition.z + pFaceLimits[3].vWorldPosition.z) / 2;
 
-    a3 = face_center_x - pFaceLimits[0].vWorldPosition.x;
-    var_8 = face_center_z - pFaceLimits[1].vWorldPosition.z;
+    a3 = face_center_x - pFaceLimits[0].vWorldPosition.x;//от центра до верхнего края
+    var_8 = face_center_z - pFaceLimits[1].vWorldPosition.z;// высота от центра
 
     if (pFace->uPolygonType == POLYGON_VerticalWall)
       a3 /= a1.x;
@@ -771,7 +765,7 @@
 {
   RenderVertexSoft pLimits[4]; // [sp+Ch] [bp-C0h]@1
 
-  CalcPolygonLimits(pFace, pLimits);
+  CalcPolygonLimits(pFace, pLimits);//определение границ портала
   //if ( byte_4D864C && pGame->uFlags & GAME_FLAGS_1_DRAW_BLV_DEBUGS)
  //   pGame->pIndoorCameraD3D->debug_outline_sw(pLimits, 4, 0xFF1E1E, 0.000099999997);
   if (CalcFaceBounding(pFace, pLimits, 4, pOutBounding))