Mercurial > mm7
changeset 1652:42055a4bd550
Слияние
author | Ritor1 |
---|---|
date | Wed, 18 Sep 2013 09:21:38 +0600 |
parents | d65f6e73f213 (current diff) bac69d9157b6 (diff) |
children | d453ed393d6e |
files | IndoorCamera.cpp IndoorCamera.h OutdoorCamera.cpp OutdoorCamera.h |
diffstat | 39 files changed, 1945 insertions(+), 1951 deletions(-) [+] |
line wrap: on
line diff
--- a/Actor.cpp Wed Sep 18 09:21:32 2013 +0600 +++ b/Actor.cpp Wed Sep 18 09:21:38 2013 +0600 @@ -17,7 +17,6 @@ #include "ObjectList.h" #include "Overlays.h" #include "Events.h" -#include "IndoorCamera.h" #include "FactionTable.h" #include "TurnEngine.h" #include "MapInfo.h" @@ -26,6 +25,7 @@ #include "LOD.h" #include "Party.h" #include "GUIWindow.h" +#include "Outdoor_stuff.h" #include "MM7.h" #include "SpriteObject.h" @@ -2927,7 +2927,7 @@ actor->uCurrentActionLength = 8 * pSpriteFrameTable->pSpriteSFrames[actor->pSpriteIDs[ANIM_Bored]].uAnimLength; - v7 = stru_5C6E00->Atan2(actor->vPosition.x - pIndoorCamera->pos.x, actor->vPosition.y - pIndoorCamera->pos.y); + v7 = stru_5C6E00->Atan2(actor->vPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x, actor->vPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y); v9 = stru_5C6E00->uIntegerPi + actor->uYawAngle + ((signed int)stru_5C6E00->uIntegerPi >> 3) - v7; if ( BYTE1(v9) & 7 ) // turned away - just stand @@ -3144,8 +3144,8 @@ v18 = -16; v7->uYawAngle = stru_5C6E00->Atan2( - pParty->vPosition.x + fixpoint_sub0(stru_5C6E00->Cos(v18 + stru_5C6E00->uIntegerPi + v10->uYawAngle), v10->uDistanceXZ) - v7->vPosition.x, - pParty->vPosition.y + fixpoint_sub0(stru_5C6E00->Sin(v18 + stru_5C6E00->uIntegerPi + v10->uYawAngle), v10->uDistanceXZ) - v7->vPosition.y); + pParty->vPosition.x + fixpoint_mul(stru_5C6E00->Cos(v18 + stru_5C6E00->uIntegerPi + v10->uYawAngle), v10->uDistanceXZ) - v7->vPosition.x, + pParty->vPosition.y + fixpoint_mul(stru_5C6E00->Sin(v18 + stru_5C6E00->uIntegerPi + v10->uYawAngle), v10->uDistanceXZ) - v7->vPosition.y); if ( uActionLength ) v7->uCurrentActionLength = uActionLength; else
--- a/AudioPlayer.cpp Wed Sep 18 09:21:32 2013 +0600 +++ b/AudioPlayer.cpp Wed Sep 18 09:21:38 2013 +0600 @@ -1494,11 +1494,11 @@ a1.vWorldPosition.z = v11; if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) { - v16 = pBLVRenderParams->fCosineNegX; - v17 = pBLVRenderParams->fSineNegX; - v55 = pBLVRenderParams->fCosineY; - v56 = pBLVRenderParams->fSineY; - if ( pBLVRenderParams->sPartyRotX ) + v16 = pGame->pIndoorCameraD3D->fRotationXCosine; + v17 = pGame->pIndoorCameraD3D->fRotationXSine; + v55 = pGame->pIndoorCameraD3D->fRotationYCosine; + v56 = pGame->pIndoorCameraD3D->fRotationYSine; + if (pGame->pIndoorCameraD3D->sRotationX) { v58 = a1.vWorldPosition.x - (double)pParty->vPosition.x; *(float *)&uNumRepeats = a1.vWorldPosition.y - (double)pParty->vPosition.y;
--- a/CastSpellInfo.cpp Wed Sep 18 09:21:32 2013 +0600 +++ b/CastSpellInfo.cpp Wed Sep 18 09:21:38 2013 +0600 @@ -1349,9 +1349,9 @@ else { v155 = stru_5C6E00->Cos(pParty->sRotationY); - uRequiredMana = pParty->vPosition.x + fixpoint_sub0(2048, v155); + uRequiredMana = pParty->vPosition.x + fixpoint_mul(2048, v155); v156 = stru_5C6E00->Sin(pParty->sRotationY); - LODWORD(v727) = pParty->vPosition.y + fixpoint_sub0(2048, v156); + LODWORD(v727) = pParty->vPosition.y + fixpoint_mul(2048, v156); v154 = pParty->vPosition.z; } unsigned __int64 k = 0; @@ -1656,9 +1656,9 @@ else { v212 = stru_5C6E00->Cos(pParty->sRotationY); - LODWORD(v718) = pParty->vPosition.x + fixpoint_sub0(2048, v212); + LODWORD(v718) = pParty->vPosition.x + fixpoint_mul(2048, v212); v213 = stru_5C6E00->Sin(pParty->sRotationY); - v214 = fixpoint_sub0(2048, v213); + v214 = fixpoint_mul(2048, v213); v211 = pParty->vPosition.z; v713 = pParty->vPosition.y + v214; v208 = LODWORD(v725);
--- a/DecalBuilder.cpp Wed Sep 18 09:21:32 2013 +0600 +++ b/DecalBuilder.cpp Wed Sep 18 09:21:38 2013 +0600 @@ -686,10 +686,10 @@ float v15; if (fabs(z_bias) < 1e-5) - v15 = 1.0 - 1.0 / ((1.0f / get_shading_dist_mist()) * pDecal->pVertices[i].vWorldViewPosition.x * 1000.0); + v15 = 1.0 - 1.0 / ((1.0f / pGame->pIndoorCameraD3D->GetShadingDistMist()) * pDecal->pVertices[i].vWorldViewPosition.x * 1000.0); else { - v15 = 1.0 - 1.0 / ((1.0f / get_shading_dist_mist()) * pDecal->pVertices[i].vWorldViewPosition.x * 1000.0) - z_bias; + v15 = 1.0 - 1.0 / ((1.0f / pGame->pIndoorCameraD3D->GetShadingDistMist()) * pDecal->pVertices[i].vWorldViewPosition.x * 1000.0) - z_bias; if (v15 < 0.000099999997) v15 = 0.000099999997; }
--- a/Events2D.h Wed Sep 18 09:21:32 2013 +0600 +++ b/Events2D.h Wed Sep 18 09:21:38 2013 +0600 @@ -16,8 +16,8 @@ BuildingType_BodyGuild = 11, BuildingType_LightGuild = 12, BuildingType_DarkGuild = 13, - BuildingType_14 = 14, - BuildingType_15 = 15, + BuildingType_ElementalGuild = 14, + BuildingType_SelfGuild = 15, BuildingType_16 = 16, BuildingType_TownHall = 17, BuildingType_18 = 18,
--- a/GUIWindow.cpp Wed Sep 18 09:21:32 2013 +0600 +++ b/GUIWindow.cpp Wed Sep 18 09:21:38 2013 +0600 @@ -7,7 +7,6 @@ #include "Party.h" #include "LOD.h" #include "Keyboard.h" -#include "IndoorCamera.h" #include "Math.h" #include "VideoPlayer.h" #include "MapInfo.h" @@ -26,6 +25,8 @@ #include "Autonotes.h" #include "Awards.h" #include "Chest.h" +#include "Outdoor.h" +#include "Game.h" #include "mm7_data.h" @@ -296,9 +297,8 @@ dword_5C35D4 = 0; if ( bFlipOnExit ) { - pIndoorCamera->sRotationY = (stru_5C6E00->uIntegerDoublePi - 1) & (stru_5C6E00->uIntegerPi - + pIndoorCamera->sRotationY); - pParty->sRotationY = pIndoorCamera->sRotationY; + pParty->sRotationY = (stru_5C6E00->uIntegerDoublePi - 1) & (stru_5C6E00->uIntegerPi + pParty->sRotationY); + pGame->pIndoorCameraD3D->sRotationY = pParty->sRotationY; } pParty->uFlags |= 2u; break;
--- a/Game.cpp Wed Sep 18 09:21:32 2013 +0600 +++ b/Game.cpp Wed Sep 18 09:21:38 2013 +0600 @@ -17,7 +17,6 @@ #include "Game.h" #include "Party.h" -#include "IndoorCamera.h" #include "Viewport.h" #include "Time.h" #include "Outdoor.h" @@ -74,14 +73,15 @@ uFlags2 &= ~0x02; if ( pParty->_497FC5_check_party_perception_against_level() ) uFlags2 |= 2u; - pIndoorCamera->sRotationX = pParty->sRotationX; - pIndoorCamera->sRotationY = pParty->sRotationY; - //pIndoorCamera->pos.x = pParty->vPosition.x - ((__int64)pParty->y_rotation_granularity * stru_5C6E00->SinCos(pIndoorCamera->sRotationY)) / 2048.0;//12552 - //pIndoorCamera->pos.y = pParty->vPosition.y - ((__int64)pParty->y_rotation_granularity * stru_5C6E00->SinCos(pIndoorCamera->sRotationY)) / 2048.0;//800 - pIndoorCamera->pos.x = pParty->vPosition.x - pParty->y_rotation_granularity * cosf(2 * 3.141592653589 * pIndoorCamera->sRotationY / 2048.0); - pIndoorCamera->pos.y = pParty->vPosition.y - pParty->y_rotation_granularity * sinf(2 * 3.141592653589 * pIndoorCamera->sRotationY / 2048.0); - pIndoorCamera->pos.z = pParty->vPosition.z + pParty->sEyelevel;//193, but real 353 - pIndoorCamera->Initialize2(); + + pGame->pIndoorCameraD3D->sRotationX = pParty->sRotationX; + pGame->pIndoorCameraD3D->sRotationY = pParty->sRotationY; + pGame->pIndoorCameraD3D->vPartyPos.x = pParty->vPosition.x - pParty->y_rotation_granularity * cosf(2 * 3.141592653589 * pParty->sRotationY / 2048.0); + pGame->pIndoorCameraD3D->vPartyPos.y = pParty->vPosition.y - pParty->y_rotation_granularity * sinf(2 * 3.141592653589 * pParty->sRotationY / 2048.0); + pGame->pIndoorCameraD3D->vPartyPos.z = pParty->vPosition.z + pParty->sEyelevel;//193, but real 353 + + //pIndoorCamera->Initialize2(); + pIndoorCameraD3D->CalculateRotations(pParty->sRotationX, pParty->sRotationY); pIndoorCameraD3D->CreateWorldMatrixAndSomeStuff(); pIndoorCameraD3D->_4374E8_ProllyBuildFrustrum();
--- a/Indoor.cpp Wed Sep 18 09:21:32 2013 +0600 +++ b/Indoor.cpp Wed Sep 18 09:21:38 2013 +0600 @@ -29,7 +29,6 @@ #include "TurnEngine.h" #include "PaletteManager.h" #include "MapInfo.h" -#include "IndoorCamera.h" #include "Lights.h" #include "mm7_data.h" @@ -94,7 +93,7 @@ //----- (0043F39E) -------------------------------------------------------- -void __fastcall PrepareDrawLists_BLV(IndoorLocation_drawstru *_this) +void __fastcall PrepareDrawLists_BLV() { //int *v1; // ecx@1 //double v2; // ST30_8@3 @@ -109,11 +108,10 @@ //unsigned __int8 v11; // [sp+1Ch] [bp-4h]@3 //signed int v12; // [sp+1Ch] [bp-4h]@8 - pBLVRenderParams->Reset(_this); + pBLVRenderParams->Reset(); pMobileLightsStack->uNumLightsActive = 0; //uNumMobileLightsApplied = 0; uNumDecorationsDrawnThisFrame = 0; - _unused000 = 0; uNumSpritesDrawnThisFrame = 0; uNumBillboardsToDraw = 0; @@ -127,9 +125,9 @@ //LOBYTE(v1) = byte_4E94D0; //v4 = pParty->flt_TorchlightColorR + 6.7553994e15; //v3 = pParty->flt_TorchlightColorG + 6.7553994e15; - pMobileLightsStack->AddLight(pBLVRenderParams->vPartyPos.x, - pBLVRenderParams->vPartyPos.y, - pBLVRenderParams->vPartyPos.z, + pMobileLightsStack->AddLight(pGame->pIndoorCameraD3D->vPartyPos.x, + pGame->pIndoorCameraD3D->vPartyPos.y, + pGame->pIndoorCameraD3D->vPartyPos.z, pBLVRenderParams->uPartySectorID, v5, floorf(pParty->flt_TorchlightColorR + 0.5f), @@ -165,22 +163,22 @@ //----- (004407D9) -------------------------------------------------------- -int BLVRenderParams::Reset(IndoorLocation_drawstru *a2) +void BLVRenderParams::Reset() { - IndoorLocation_drawstru *v2; // ebx@1 - int v4; // ST08_4@1 - int v5; // ST04_4@1 - int v6; // ST00_4@1 + //IndoorLocation_drawstru *v2; // ebx@1 + //int v4; // ST08_4@1 + //int v5; // ST04_4@1 + //int v6; // ST00_4@1 int v7; // eax@1 int v8; // ST08_4@2 int v9; // ST04_4@2 int v10; // ST00_4@2 - unsigned int v11; // edi@4 - unsigned int v12; // ecx@4 - int v13; // edx@4 - signed int v14; // ecx@4 - unsigned int v15; // edx@4 - unsigned int v16; // eax@4 + //unsigned int v11; // edi@4 + //unsigned int v12; // ecx@4 + //int v13; // edx@4 + //signed int v14; // ecx@4 + //unsigned int v15; // edx@4 + //unsigned int v16; // eax@4 double v17; // st7@5 int v18; // eax@5 double v19; // st7@5 @@ -192,56 +190,68 @@ int v25; // eax@5 int v26; // eax@5 signed int v27; // eax@6 - int result; // eax@6 + //int result; // eax@6 int v29; // [sp+24h] [bp+8h]@5 - 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(v6, v5, v4); + 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 ) { - v8 = this->vPartyPos.z; + __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->vPartyPos.y = pParty->vPosition.y;*/ this->uPartySectorID = pIndoor->GetSector(v10, v9, v8); } if ( pRenderer->pRenderD3D ) { - 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); - this->fCosineY = cos((3.141592653589793 + 3.141592653589793) * (double)this->sPartyRotY * 0.00048828125); - this->fSineY = sin((3.141592653589793 + 3.141592653589793) * (double)this->sPartyRotY * 0.00048828125); - this->fCosineNegX = cos((3.141592653589793 + 3.141592653589793) * (double)-this->sPartyRotX * 0.00048828125); - this->fSineNegX = sin((3.141592653589793 + 3.141592653589793) * (double)-this->sPartyRotX * 0.00048828125); - this->field_64 = a2->field_3C; - v11 = this->uViewportW; - v12 = this->uViewportX; - v13 = this->uViewportZ - v12; - v14 = this->uViewportZ + v12; - this->field_70 = v13 + 1; - v15 = this->uViewportY; - this->uViewportHeight = v11 - v15 + 1; - v16 = this->uViewportW; - this->uViewportCenterX = v14 >> 1; - this->uViewportCenterY = (signed int)(v16 + v15) >> 1; + //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_30; + + 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 { - this->sCosineY = stru_5C6E00->Cos(-this->sPartyRotY); + __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); @@ -264,28 +274,24 @@ v29 = v25; v26 = this->field_64; this->uViewportCenterX = (signed int)(v24 + v23) >> 1; - this->uViewportCenterY = this->uViewportW - ((unsigned __int64)(v26 * (signed __int64)v29) >> 16); + this->uViewportCenterY = this->uViewportW - ((unsigned __int64)(v26 * (signed __int64)v29) >> 16);*/ } - v27 = (unsigned int)(signed __int64)((double)this->field_70 * 0.5 / tan((double)(v2->field_1C_mb_fov >> 1) * 0.01745329) - + 0.5) << 16; - this->field_40 = v27; - this->field_44 = 0x100000000i64 / v27; - this->pRenderTarget = v2->pRenderTarget; - this->uTargetWidth = v2->uTargetWidth; - this->uTargetHeight = v2->uTargetHeight; - this->uViewportX = v2->uViewportX; - this->uViewportY = v2->uViewportY; - this->uViewportZ = v2->uViewportZ; - this->uViewportW = v2->uViewportW; - this->pTargetZBuffer = v2->pTargetZ; - result = 0; + //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 = 640; + this->uTargetHeight = 480; + 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; - return result; } //----- (00440B44) -------------------------------------------------------- @@ -316,6 +322,8 @@ } } + +/* //----- (00440BED) -------------------------------------------------------- void __fastcall sub_440BED(IndoorLocation_drawstru *_this) { @@ -365,7 +373,7 @@ } } } - +*/ @@ -374,27 +382,26 @@ void IndoorLocation::Draw() { //int v0; // eax@1 - IndoorLocation_drawstru _this; // [sp+0h] [bp-4Ch]@5 + //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; + /*_this.uFlags = 0; if (viewparams->draw_sw_outlines) - _this.uFlags |= INDOOR_CAMERA_DRAW_SW_OUTLINES; + _this.uFlags |= BLV_RENDER_DRAW_SW_OUTLINES; if (viewparams->draw_d3d_outlines) - _this.uFlags |= INDOOR_CAMERA_DRAW_D3D_OUTLINES; - - _this.uFlags |= INDOOR_CAMERA_DRAW_D3D_OUTLINES; - _this.uFlags |= INDOOR_CAMERA_DRAW_SW_OUTLINES; - //INDOOR_CAMERA_DRAW_TERRAIN_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.field_1C_mb_fov = 65; - _this.vPosition.x = pParty->vPosition.x - fixpoint_sub0(stru_5C6E00->Cos(pParty->sRotationY), pParty->y_rotation_granularity); - _this.vPosition.y = pParty->vPosition.y - fixpoint_sub0(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.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; @@ -404,8 +411,16 @@ _this.uTargetWidth = 640; _this.uTargetHeight = 480; - _this.pTargetZ = pRenderer->pActiveZBuffer; - sub_440BED(&_this); + _this.pTargetZ = pRenderer->pActiveZBuffer;*/ + + //sub_440BED(&_this); -- inlined + { + PrepareDrawLists_BLV(); + if (pBLVRenderParams->uPartySectorID) + IndoorLocation::ExecDraw(pRenderer->pRenderD3D != 0); + pRenderer->DrawBillboardList_BLV(); + } + pParty->uFlags &= ~2; pGame->DrawParticles(); trail_particle_generator.UpdateParticles(); @@ -701,16 +716,16 @@ 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 ) + 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 + 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 + 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 @@ -728,9 +743,9 @@ } } - 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); + 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) @@ -803,7 +818,7 @@ nodes[num_nodes].viewing_portal_id = uFaceID; AddBspNodeToRenderList(++num_nodes - 1); } - if (pBLVRenderParams->uFlags & INDOOR_CAMERA_DRAW_SW_OUTLINES) + if (pGame->pIndoorCameraD3D->debug_flags & BLV_RENDER_DRAW_SW_OUTLINES) pGame->pIndoorCameraD3D->PrepareAndDrawDebugOutline(pFace, 0x1E1EFF); //pGame->pIndoorCameraD3D->DebugDrawPortal(pFace); } @@ -845,16 +860,16 @@ if ( uFaceID == *((short *)v5 + 2982) ) return; if (!node_id - && pBLVRenderParams->vPartyPos.x >= v4->pBounding.x1 - 16 - && pBLVRenderParams->vPartyPos.x <= v4->pBounding.x2 + 16 - && pBLVRenderParams->vPartyPos.y >= v4->pBounding.y1 - 16 - && pBLVRenderParams->vPartyPos.y <= v4->pBounding.y2 + 16 - && pBLVRenderParams->vPartyPos.z >= v4->pBounding.z1 - 16 - && pBLVRenderParams->vPartyPos.z <= v4->pBounding.z2 + 16 ) + && pGame->pIndoorCameraD3D->vPartyPos.x >= v4->pBounding.x1 - 16 + && pGame->pIndoorCameraD3D->vPartyPos.x <= v4->pBounding.x2 + 16 + && pGame->pIndoorCameraD3D->vPartyPos.y >= v4->pBounding.y1 - 16 + && pGame->pIndoorCameraD3D->vPartyPos.y <= v4->pBounding.y2 + 16 + && pGame->pIndoorCameraD3D->vPartyPos.z >= v4->pBounding.z1 - 16 + && pGame->pIndoorCameraD3D->vPartyPos.z <= v4->pBounding.z2 + 16 ) { - if ( abs(v4->pFacePlane_old.dist + pBLVRenderParams->vPartyPos.x * v4->pFacePlane_old.vNormal.x - + pBLVRenderParams->vPartyPos.y * v4->pFacePlane_old.vNormal.y - + pBLVRenderParams->vPartyPos.z * v4->pFacePlane_old.vNormal.z) <= 589824 ) + if ( abs(v4->pFacePlane_old.dist + pGame->pIndoorCameraD3D->vPartyPos.x * v4->pFacePlane_old.vNormal.x + + pGame->pIndoorCameraD3D->vPartyPos.y * v4->pFacePlane_old.vNormal.y + + pGame->pIndoorCameraD3D->vPartyPos.z * v4->pFacePlane_old.vNormal.z) <= 589824 ) { v6 = v21->uSectorID; if ( v3->nodes[0].uSectorID == v6 ) @@ -877,9 +892,9 @@ v5 = v20; } v8 = &pIndoor->pVertices[*v4->pVertexIDs]; - v9 = v4->pFacePlane_old.vNormal.x * ((signed __int16)*(int *)&v8->x - pBLVRenderParams->vPartyPos.x) - + v4->pFacePlane_old.vNormal.y * ((signed __int16)(*(int *)&v8->x >> 16) - pBLVRenderParams->vPartyPos.y) - + v4->pFacePlane_old.vNormal.z * (v8->z - pBLVRenderParams->vPartyPos.z); + v9 = v4->pFacePlane_old.vNormal.x * (v8->x - pGame->pIndoorCameraD3D->vPartyPos.x) + + v4->pFacePlane_old.vNormal.y * (v8->y - pGame->pIndoorCameraD3D->vPartyPos.y) + + v4->pFacePlane_old.vNormal.z * (v8->z - pGame->pIndoorCameraD3D->vPartyPos.z); if ( *((short *)v5 + 2004) != v4->uSectorID ) v9 = -v9; if ( v9 < 0 ) @@ -2558,16 +2573,16 @@ HIDWORD(v33) = v32 >> 16;*/ //fixpoint_div(v1->x - v2->x, v1->y - v2->y); //_a58 = v33 / (v1->y - v2->y); - //_a59 = fixpoint_sub0(_a58, sY - v2->y); + //_a59 = fixpoint_mul(_a58, sY - v2->y); auto x_div_y = fixpoint_div(v1->x - v2->x, v1->y - v2->y); - auto res = fixpoint_sub0(x_div_y, sY - v2->y); // a / b * c - looks like projection + auto res = fixpoint_mul(x_div_y, sY - v2->y); // a / b * c - looks like projection if (res + v2->x > sX) ++v54; } else { auto x_div_y = fixpoint_div(v2->x - v1->x, v2->y - v1->y); - auto res = fixpoint_sub0(x_div_y, sY - v1->y); + auto res = fixpoint_mul(x_div_y, sY - v1->y); if (res + v1->x > sX) ++v54; @@ -2578,7 +2593,7 @@ LODWORD(v33) = v32 << 16; HIDWORD(v33) = v32 >> 16; _a58 = v33 / (v2->y - v1->y); - _a59 = fixpoint_sub0(_a58, sY - v1->y); + _a59 = fixpoint_mul(_a58, sY - v1->y); if (_a59 + pVertices[k].x > sX) ++v54;*/ @@ -3430,9 +3445,9 @@ } else { - v30 = v0->vPosition.x + fixpoint_sub0(stru_721530.field_7C, stru_721530.direction.x); - v31 = v0->vPosition.y + fixpoint_sub0(stru_721530.field_7C, stru_721530.direction.y); - v32 = v0->vPosition.z + fixpoint_sub0(stru_721530.field_7C, stru_721530.direction.z); + v30 = v0->vPosition.x + fixpoint_mul(stru_721530.field_7C, stru_721530.direction.x); + v31 = v0->vPosition.y + fixpoint_mul(stru_721530.field_7C, stru_721530.direction.y); + v32 = v0->vPosition.z + fixpoint_mul(stru_721530.field_7C, stru_721530.direction.z); } v33 = collide_against_floor(v30, v31, v32, &stru_721530.uSectorID, &uFaceID); v34 = pIndoor->pFaces[uFaceID].uAttributes; @@ -3457,12 +3472,12 @@ goto LABEL_123; } //v58 = (unsigned __int64)(stru_721530.field_7C * (signed __int64)stru_721530.direction.x) >> 16; - v0->vPosition.x += fixpoint_sub0(stru_721530.field_7C, stru_721530.direction.x); + v0->vPosition.x += fixpoint_mul(stru_721530.field_7C, stru_721530.direction.x); //v58 = (unsigned __int64)(stru_721530.field_7C * (signed __int64)stru_721530.direction.y) >> 16; - v0->vPosition.y += fixpoint_sub0(stru_721530.field_7C, stru_721530.direction.y); + v0->vPosition.y += fixpoint_mul(stru_721530.field_7C, stru_721530.direction.y); //v58 = (unsigned __int64)(stru_721530.field_7C * (signed __int64)stru_721530.direction.z) >> 16; v36 = stru_721530.uFaceID; - v0->vPosition.z += fixpoint_sub0(stru_721530.field_7C, stru_721530.direction.z); + v0->vPosition.z += fixpoint_mul(stru_721530.field_7C, stru_721530.direction.z); v0->uSectorID = LOWORD(stru_721530.uSectorID); stru_721530.field_70 += stru_721530.field_7C; v37 = PID_ID(v36); @@ -3476,8 +3491,8 @@ v45 = stru_5C6E00->Atan2( v0->vPosition.x - pLevelDecorations[v37].vPosition.x, v0->vPosition.y - pLevelDecorations[v37].vPosition.y); - v0->vVelocity.x = fixpoint_sub0(stru_5C6E00->Cos(v45), _this); - v0->vVelocity.y = fixpoint_sub0(stru_5C6E00->Sin(v45), _this); + v0->vVelocity.x = fixpoint_mul(stru_5C6E00->Cos(v45), _this); + v0->vVelocity.y = fixpoint_mul(stru_5C6E00->Sin(v45), _this); goto LABEL_119; } if ( PID_TYPE(v36) == OBJECT_BModel) @@ -3506,9 +3521,9 @@ if ( (stru_721530.speed >> 3) > v61 ) v61 = stru_721530.speed >> 3; - v0->vVelocity.x += fixpoint_sub0(v61, v38->pFacePlane_old.vNormal.x); - v0->vVelocity.y += fixpoint_sub0(v61, v38->pFacePlane_old.vNormal.y); - v0->vVelocity.z += fixpoint_sub0(v61, v38->pFacePlane_old.vNormal.z); + v0->vVelocity.x += fixpoint_mul(v61, v38->pFacePlane_old.vNormal.x); + v0->vVelocity.y += fixpoint_mul(v61, v38->pFacePlane_old.vNormal.y); + v0->vVelocity.z += fixpoint_mul(v61, v38->pFacePlane_old.vNormal.z); v41 = v38->uPolygonType; if ( v41 != 4 && v41 != 3 ) { @@ -3532,9 +3547,9 @@ EventProcessor(pIndoor->pFaceExtras[v38->uFaceExtraID].uEventID, 0, 1); } LABEL_119: - v0->vVelocity.x = fixpoint_sub0(58500, v0->vVelocity.x); - v0->vVelocity.y = fixpoint_sub0(58500, v0->vVelocity.y); - v0->vVelocity.z = fixpoint_sub0(58500, v0->vVelocity.z); + v0->vVelocity.x = fixpoint_mul(58500, v0->vVelocity.x); + v0->vVelocity.y = fixpoint_mul(58500, v0->vVelocity.y); + v0->vVelocity.z = fixpoint_mul(58500, v0->vVelocity.z); v22 = 0; goto LABEL_120; } @@ -4055,7 +4070,7 @@ else { auto a_div_b = fixpoint_div(y - word_721390_ys[j], word_721390_ys[j + 1] - word_721390_ys[j]); - auto res = fixpoint_sub0((signed int)word_721460_xs[j + 1] - (signed int)word_721460_xs[j], a_div_b); + auto res = fixpoint_mul((signed int)word_721460_xs[j + 1] - (signed int)word_721460_xs[j], a_div_b); if (res + word_721460_xs[j] >= x) ++v53; @@ -4073,7 +4088,7 @@ } else { - v21 = fixpoint_sub0(pFloor->zCalc1, x) + fixpoint_sub0(pFloor->zCalc2, y) + (short)(pFloor->zCalc3 >> 16); + 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]; @@ -4126,7 +4141,7 @@ else { auto a_div_b = fixpoint_div(y - word_721390_ys[j], word_721390_ys[j + 1] - word_721390_ys[j]); - auto res = fixpoint_sub0(word_721460_xs[j + 1] - word_721460_xs[j], a_div_b); + auto res = fixpoint_mul(word_721460_xs[j + 1] - word_721460_xs[j], a_div_b); if (res + word_721460_xs[j] >= x) ++v54; } @@ -4500,7 +4515,7 @@ a2 = p->vPosition.y; a1a = p->vPosition.x; a3 = p->vPosition.z; - v4 = stru_5C6E00->Atan2(a1a - pBLVRenderParams->vPartyPos.x, a2 - pBLVRenderParams->vPartyPos.y); + v4 = stru_5C6E00->Atan2(a1a - pGame->pIndoorCameraD3D->vPartyPos.x, a2 - pGame->pIndoorCameraD3D->vPartyPos.y); LOWORD(v0) = p->uYawAngle; v5 = p->uCurrentActionAnimation; v6 = ((signed int)((char *)v0 + ((signed int)stru_5C6E00->uIntegerPi >> 3) - v4 + stru_5C6E00->uIntegerPi) >> 8) & 7; @@ -4567,7 +4582,7 @@ if ( v12 >= pBspRenderer->uNumVisibleNotEmptySectors ) goto _continue; } - if ( !pGame->pIndoorCameraD3D->ApplyViewTransform_TrueIfStillVisible(a1a, a2, a3, &x, &y, &z, 1) + if ( !pGame->pIndoorCameraD3D->ApplyViewTransform_TrueIfStillVisible_BLV(a1a, a2, a3, &x, &y, &z, 1) || (v0 = (RenderBillboard *)abs(x), (signed int)v0 < abs(y)) ) continue; pGame->pIndoorCameraD3D->Project(x, y, z, &v43, &a6); @@ -4583,8 +4598,8 @@ v0->uIndoorSectorID = a5; if ( v29 ) { - LODWORD(v20) = pBLVRenderParams->field_40 << 16; - HIDWORD(v20) = pBLVRenderParams->field_40 >> 16; + LODWORD(v20) = pBLVRenderParams->fov_rad_fixpoint << 16; + HIDWORD(v20) = pBLVRenderParams->fov_rad_fixpoint >> 16; v21 = v20 / x; v0->_screenspace_x_scaler_packedfloat = (unsigned __int64)(v10->scale * v20 / x) >> 16; a5a = (unsigned __int64)(v10->scale * (signed __int64)v21) >> 16; @@ -4714,8 +4729,8 @@ v24 = v4; v30 = v4->uFlags; a6 = v4->uGlowRadius * p->field_22_glow_radius_multiplier; - v6 = stru_5C6E00->Atan2(p->vPosition.x - pBLVRenderParams->vPartyPos.x, - p->vPosition.y - pBLVRenderParams->vPartyPos.y); + v6 = stru_5C6E00->Atan2(p->vPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x, + p->vPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y); LOWORD(v7) = p->uFacing; v8 = v30; v9 = ((signed int)(stru_5C6E00->uIntegerPi + ((signed int)stru_5C6E00->uIntegerPi >> 3) + v7 - v6) >> 8) & 7; @@ -4750,7 +4765,7 @@ v1->uParticleTrailColorB, byte_4E94D3); } - if ( pGame->pIndoorCameraD3D->ApplyViewTransform_TrueIfStillVisible( + if ( pGame->pIndoorCameraD3D->ApplyViewTransform_TrueIfStillVisible_BLV( a1, a2, a3, @@ -4864,8 +4879,10 @@ pSector = &pIndoor->pSectors[node->uSectorID]; pNode = &pIndoor->pNodes[uFirstNode]; pFace = &pIndoor->pFaces[pSector->pFaceIDs[pNode->uCoplanarOffset]]; - v5 = 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;//plane equation + 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; @@ -4974,7 +4991,7 @@ a3 = v7; v8 = v2->field_10_y_rot + ((signed int)stru_5C6E00->uIntegerPi >> 3) - - stru_5C6E00->Atan2(v6 - pBLVRenderParams->vPartyPos.x, a2 - pBLVRenderParams->vPartyPos.y); + - stru_5C6E00->Atan2(v6 - pGame->pIndoorCameraD3D->vPartyPos.x, a2 - pGame->pIndoorCameraD3D->vPartyPos.y); v37 = pBLVRenderParams->field_0_timer_; v9 = ((signed int)(stru_5C6E00->uIntegerPi + v8) >> 8) & 7; if (pParty->bTurnBasedModeOn) @@ -4992,7 +5009,7 @@ LOBYTE(v30) = v30 | 0x80; if ( (256 << v9) & v13 ) v30 |= 4u; - if ( pGame->pIndoorCameraD3D->ApplyViewTransform_TrueIfStillVisible(a1, a2, a3, &x, &y, &z, 1) ) + if ( pGame->pIndoorCameraD3D->ApplyViewTransform_TrueIfStillVisible_BLV(a1, a2, a3, &x, &y, &z, 1) ) { v14 = abs(x); if ( v14 >= abs(y) ) @@ -5010,8 +5027,8 @@ v15->uIndoorSectorID = uSectorID; if ( v16 ) { - LODWORD(v21) = pBLVRenderParams->field_40 << 16; - HIDWORD(v21) = pBLVRenderParams->field_40 >> 16; + LODWORD(v21) = pBLVRenderParams->fov_rad_fixpoint << 16; + HIDWORD(v21) = pBLVRenderParams->fov_rad_fixpoint >> 16; v37 = v21 / x; //LODWORD(v31) = v12->scale; v37 = v21 / x; @@ -5135,56 +5152,56 @@ //int v30; // [sp+30h] [bp+8h]@10 //int v31; // [sp+3Ch] [bp+14h]@10 - v8 = stru_5C6E00->Cos(pBLVRenderParams->sPartyRotY); - v29 = stru_5C6E00->Sin(pBLVRenderParams->sPartyRotY); - v28 = stru_5C6E00->Cos(pBLVRenderParams->sPartyRotX); - v9 = stru_5C6E00->Sin(pBLVRenderParams->sPartyRotX); + 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 ( pBLVRenderParams->sPartyRotX ) + if (pGame->pIndoorCameraD3D->sRotationX) { - v16 = v8 * -pBLVRenderParams->vPartyPos.x + v29 * -pBLVRenderParams->vPartyPos.y; - v17 = -65536 * pBLVRenderParams->vPartyPos.z; - this->field_0_party_dir_x = fixpoint_sub0(v16, v28) + fixpoint_sub0((-pBLVRenderParams->vPartyPos.z) << 16, v9); - this->field_4_party_dir_y = v8 * -pBLVRenderParams->vPartyPos.y - v29 * -pBLVRenderParams->vPartyPos.x; - this->field_8_party_dir_z = fixpoint_sub0(v17, v28) - fixpoint_sub0(v16, v9); + 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 * -pBLVRenderParams->vPartyPos.x + v29 * -pBLVRenderParams->vPartyPos.y; - this->field_4_party_dir_y = v8 * -pBLVRenderParams->vPartyPos.y - v29 * -pBLVRenderParams->vPartyPos.x; - this->field_8_party_dir_z = (-pBLVRenderParams->vPartyPos.z) << 16; + 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 (pBLVRenderParams->sPartyRotX) + if (pGame->pIndoorCameraD3D->sRotationX) { - v19 = fixpoint_sub0(a2, v8) + fixpoint_sub0(a3, v29); - - this->field_C = fixpoint_sub0(v19, v28) + fixpoint_sub0(a4, v9); - this->field_10 = fixpoint_sub0(a3, v8) - fixpoint_sub0(a2, v29); - this->field_14 = fixpoint_sub0(a4, v28) - fixpoint_sub0(v19, v9); + v19 = fixpoint_mul(a2, v8) + fixpoint_mul(a3, v29); + + this->field_C = fixpoint_mul(v19, v28) + fixpoint_mul(a4, v9); + this->field_10 = fixpoint_mul(a3, v8) - fixpoint_mul(a2, v29); + this->field_14 = fixpoint_mul(a4, v28) - fixpoint_mul(v19, v9); } else { - this->field_C = fixpoint_sub0(a2, v8) + fixpoint_sub0(a3, v29); - this->field_10 = fixpoint_sub0(a3, v8) - fixpoint_sub0(a2, v29); + this->field_C = fixpoint_mul(a2, v8) + fixpoint_mul(a3, v29); + this->field_10 = fixpoint_mul(a3, v8) - fixpoint_mul(a2, v29); this->field_14 = a4; } - if (pBLVRenderParams->sPartyRotX) + if (pGame->pIndoorCameraD3D->sRotationX) { - v21 = fixpoint_sub0(a5, v8) + fixpoint_sub0(a6, v29); - - this->field_18 = fixpoint_sub0(v21, v28) + fixpoint_sub0(a7, v9); - this->field_1C = fixpoint_sub0(a6, v8) - fixpoint_sub0(a5, v29); - this->field_20 = fixpoint_sub0(a7, v28) - fixpoint_sub0(v21, v9); + v21 = fixpoint_mul(a5, v8) + fixpoint_mul(a6, v29); + + this->field_18 = fixpoint_mul(v21, v28) + fixpoint_mul(a7, v9); + this->field_1C = fixpoint_mul(a6, v8) - fixpoint_mul(a5, v29); + this->field_20 = fixpoint_mul(a7, v28) - fixpoint_mul(v21, v9); } else { - this->field_18 = fixpoint_sub0(a5, v8) + fixpoint_sub0(a6, v29); - this->field_1C = fixpoint_sub0(a6, v8) - fixpoint_sub0(a5, v29); + this->field_18 = fixpoint_mul(a5, v8) + fixpoint_mul(a6, v29); + this->field_1C = fixpoint_mul(a6, v8) - fixpoint_mul(a5, v29); this->field_20 = a7; } @@ -5518,9 +5535,9 @@ if ( v108 >= 0 ) { if ( sub_4075DB( - pOut.x + ((signed int)(fixpoint_sub0(v108, v143) + 32768) >> 16), - pOut.y + ((signed int)(fixpoint_sub0(v108, v147) + 32768) >> 16), - outz + ((signed int)(fixpoint_sub0(v108, v151) + 32768) >> 16), + pOut.x + ((signed int)(fixpoint_mul(v108, v143) + 32768) >> 16), + pOut.y + ((signed int)(fixpoint_mul(v108, v147) + 32768) >> 16), + outz + ((signed int)(fixpoint_mul(v108, v151) + 32768) >> 16), v62) ) { v114 = 1; @@ -5644,9 +5661,9 @@ || v132 < v90->pBounding.y1 || v136 > v90->pBounding.z2 || v140 < v90->pBounding.z1 - || (yb = fixpoint_sub0(v144, v90->pFacePlane_old.vNormal.x), - v_4b = fixpoint_sub0(v148, v90->pFacePlane_old.vNormal.y), - vf = fixpoint_sub0(v152, v90->pFacePlane_old.vNormal.z), + || (yb = fixpoint_mul(v144, v90->pFacePlane_old.vNormal.x), + v_4b = fixpoint_mul(v148, v90->pFacePlane_old.vNormal.y), + vf = fixpoint_mul(v152, v90->pFacePlane_old.vNormal.z), v20 = yb + vf + v_4b == 0, v91 = yb + vf + v_4b, vc = yb + vf + v_4b, @@ -5687,9 +5704,9 @@ if ( vd >= 0 ) { if ( sub_4075DB( - pOut.x + ((signed int)(fixpoint_sub0(vd, v144) + 32768) >> 16), - pOut.y + ((signed int)(fixpoint_sub0(vd, v148) + 32768) >> 16), - outz + ((signed int)(fixpoint_sub0(vd, v152) + 32768) >> 16), + pOut.x + ((signed int)(fixpoint_mul(vd, v144) + 32768) >> 16), + pOut.y + ((signed int)(fixpoint_mul(vd, v148) + 32768) >> 16), + outz + ((signed int)(fixpoint_mul(vd, v152) + 32768) >> 16), v90) ) { v113 = 1; @@ -5787,9 +5804,9 @@ || v137 < v16->pBoundingBox.y1 || v133 > v16->pBoundingBox.z2 || v129 < v16->pBoundingBox.z1 - || (v17 = fixpoint_sub0(v125, v16->pFacePlane.vNormal.x), - v18 = fixpoint_sub0(v121, v16->pFacePlane.vNormal.y), - v19 = fixpoint_sub0(v117, v16->pFacePlane.vNormal.z), + || (v17 = fixpoint_mul(v125, v16->pFacePlane.vNormal.x), + v18 = fixpoint_mul(v121, v16->pFacePlane.vNormal.y), + v19 = fixpoint_mul(v117, v16->pFacePlane.vNormal.z), v20 = v17 + v18 + v19 == 0, v21 = v17 + v18 + v19, v109 = v17 + v18 + v19, @@ -5818,9 +5835,9 @@ if ( v110 >= 0 ) { if ( sub_4077F1( - pOut.x + ((signed int)(fixpoint_sub0(v110, v125) + 32768) >> 16), - pOut.y + ((signed int)(fixpoint_sub0(v110, v121) + 32768) >> 16), - outz + ((signed int)(fixpoint_sub0(v110, v117) + 32768) >> 16), + pOut.x + ((signed int)(fixpoint_mul(v110, v125) + 32768) >> 16), + pOut.y + ((signed int)(fixpoint_mul(v110, v121) + 32768) >> 16), + outz + ((signed int)(fixpoint_mul(v110, v117) + 32768) >> 16), v16, (BSPVertexBuffer *)a5) ) { @@ -5921,9 +5938,9 @@ || v138 < v39->pBoundingBox.y1 || v134 > v39->pBoundingBox.z2 || v130 < v39->pBoundingBox.z1 - || (ya = fixpoint_sub0(v126, v39->pFacePlane.vNormal.x), - ve = fixpoint_sub0(v122, v39->pFacePlane.vNormal.y), - v_4 = fixpoint_sub0(v118, v39->pFacePlane.vNormal.z), + || (ya = fixpoint_mul(v126, v39->pFacePlane.vNormal.x), + ve = fixpoint_mul(v122, v39->pFacePlane.vNormal.y), + v_4 = fixpoint_mul(v118, v39->pFacePlane.vNormal.z), v20 = ya + ve + v_4 == 0, v40 = ya + ve + v_4, va = ya + ve + v_4, @@ -5951,9 +5968,9 @@ if ( vb >= 0 ) { if ( sub_4077F1( - pOut.x + ((signed int)(fixpoint_sub0(vb, v126) + 32768) >> 16), - pOut.y + ((signed int)(fixpoint_sub0(vb, v122) + 32768) >> 16), - outz + ((signed int)(fixpoint_sub0(vb, v118) + 32768) >> 16), + pOut.x + ((signed int)(fixpoint_mul(vb, v126) + 32768) >> 16), + pOut.y + ((signed int)(fixpoint_mul(vb, v122) + 32768) >> 16), + outz + ((signed int)(fixpoint_mul(vb, v118) + 32768) >> 16), v39, (BSPVertexBuffer *)a5a) ) { @@ -6465,9 +6482,9 @@ memset(&PortalFace, 0, sizeof(stru367)); //get direction the face( )********************************************************************************* - if ( pFace->pFacePlane_old.vNormal.x * (pIndoor->pVertices[pIndoor->pFaces[uFaceID].pVertexIDs[0]].x - pBLVRenderParams->vPartyPos.x) - + pFace->pFacePlane_old.vNormal.y * (pIndoor->pVertices[pIndoor->pFaces[uFaceID].pVertexIDs[0]].y - pBLVRenderParams->vPartyPos.y) - + pFace->pFacePlane_old.vNormal.z * (pIndoor->pVertices[pIndoor->pFaces[uFaceID].pVertexIDs[0]].z - pBLVRenderParams->vPartyPos.z) < 0 ) + 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; } @@ -6500,7 +6517,7 @@ { for (uint i = 0; i < pFace->uNumVertices; ++i) { - pGame->pIndoorCameraD3D->ApplyViewTransform_TrueIfStillVisible(pIndoor->pVertices[pFace->pVertexIDs[i]].x, + 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); @@ -6633,8 +6650,8 @@ pScreenY = 0x400000; // 64.0 } } - PortalFace._screen_space_x[i + 12] = pBLVRenderParams->uViewportCenterX - ((unsigned __int64)(SHIWORD(pBLVRenderParams->field_40) * (signed __int64)pScreenX) >> 16); - PortalFace._screen_space_y[i + 12] = pBLVRenderParams->uViewportCenterY - ((unsigned __int64)(SHIWORD(pBLVRenderParams->field_40) * (signed __int64)pScreenY) >> 16); + PortalFace._screen_space_x[i + 12] = pBLVRenderParams->uViewportCenterX - ((unsigned __int64)(SHIWORD(pBLVRenderParams->fov_rad_fixpoint) * (signed __int64)pScreenX) >> 16); + PortalFace._screen_space_y[i + 12] = pBLVRenderParams->uViewportCenterY - ((unsigned __int64)(SHIWORD(pBLVRenderParams->fov_rad_fixpoint) * (signed __int64)pScreenY) >> 16); } // : , , () //****************************************************************************************************************************************** @@ -6868,39 +6885,39 @@ float v13; // [sp+Ch] [bp-4h]@2 float v14; // [sp+Ch] [bp-4h]@6 - if ( pBLVRenderParams->sPartyRotX ) + 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 * pBLVRenderParams->fSineY + v13 * pBLVRenderParams->fCosineY; - a1->vWorldViewPosition.y = v13 * pBLVRenderParams->fSineY - v11 * pBLVRenderParams->fCosineY; - } + //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 * pBLVRenderParams->fCosineNegX - v4 * pBLVRenderParams->fSineNegX; - a1->vWorldViewPosition.z = v5 * pBLVRenderParams->fSineNegX + v4 * pBLVRenderParams->fCosineNegX; + }*/ + 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 * pBLVRenderParams->fSineY + v14 * pBLVRenderParams->fCosineY; - a1->vWorldViewPosition.y = v14 * pBLVRenderParams->fSineY - v12 * pBLVRenderParams->fCosineY; - } + //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; } \ No newline at end of file
--- a/Indoor.h Wed Sep 18 09:21:32 2013 +0600 +++ b/Indoor.h Wed Sep 18 09:21:38 2013 +0600 @@ -469,65 +469,37 @@ -/* 263 */ -#pragma pack(push, 1) -struct IndoorLocation_drawstru -{ - int field_0_timer; - int uFlags; // & INDOOR_CAMERA_DRAW_D3D_OUTLINES: render d3d outlines - Vec3_int_ vPosition; - int sRotationY; - int sRotationX; - int field_1C_mb_fov; - unsigned __int16 *pRenderTarget; - unsigned int uTargetWidth; - unsigned int uTargetHeight; - signed int uViewportX; - signed int uViewportY; - signed int uViewportZ; - signed int uViewportW; - int field_3C; - int *pTargetZ; -}; -#pragma pack(pop) - - - - - - - - - - - /* 162 */ #pragma pack(push, 1) struct BLVRenderParams { - inline BLVRenderParams(): - uFlags(0) - {} + inline BLVRenderParams() + { + uViewportX = 0; + uViewportY = 0; + uViewportZ = 0; + uViewportW = 0; + } - int Reset(struct IndoorLocation_drawstru *a2); + void Reset(); int field_0_timer_; - int uFlags; // & INDOOR_CAMERA_DRAW_D3D_OUTLINES: render d3d outlines - Vec3_int_ vPartyPos; - int sPartyRotY; - int sPartyRotX; + int _unused_uFlags; // & INDOOR_CAMERA_DRAW_D3D_OUTLINES: render d3d outlines + Vec3_int_ _unused_vPartyPos; + int _unused_sPartyRotY; + int _unused_sPartyRotX; int uPartySectorID; - int sCosineY; - int sSineY; - int sCosineNegX; - int sSineNegX; - float fCosineY; - float fSineY; - float fCosineNegX; - float fSineNegX; - int field_40; - int field_44;//float + int _unused_sCosineY; // matches ODMRenderParams::int sines and cosines + int _unused_sSineY; // computed in 0048600E + int _unused_sCosineNegX; // merged into IndoorCameraD3D + int _unused_sSineNegX; // --//-- + float _unused_fCosineY; // matches old IndoorCamera::fRotationCosineY (new IndoorCameraD3D::fRotationCosineY) + float _unused_fSineY; // matches old IndoorCamera::fRotationSineY (new IndoorCameraD3D::fRotationSineY) + float _unused_fCosineNegX; // the same + float _unused_fSineNegX; // the same + int fov_rad_fixpoint; + int fov_rad_inv_fixpoint;//float unsigned __int16 *pRenderTarget; unsigned int uTargetWidth; unsigned int uTargetHeight; @@ -538,7 +510,7 @@ int field_64; int *pTargetZBuffer; int uViewportHeight; - int field_70; + int uViewportWidth; int uViewportCenterX; int uViewportCenterY; struct BspRenderer_PortalViewportData *field_7C; @@ -550,8 +522,7 @@ int field_94; }; #pragma pack(pop) - -extern struct BLVRenderParams *pBLVRenderParams; +extern BLVRenderParams *pBLVRenderParams;
--- a/IndoorCamera.cpp Wed Sep 18 09:21:32 2013 +0600 +++ /dev/null Thu Jan 01 00:00:00 1970 +0000 @@ -1,112 +0,0 @@ -#include "IndoorCamera.h" -#include "Render.h" -#include "Game.h" -#include "Indoor.h" -#include "Math.h" - -#include "mm7_data.h" - - - - - -IndoorCamera *pIndoorCamera; // idb - - - - - -//----- (00481CCE) -------------------------------------------------------- -float IndoorCamera::ViewTransform(RenderVertexSoft *a1) -{ - float result; // eax@1 - double vCamToVertexZ; // st7@1 - double v3; // st6@1 - double v4; // st5@1 - double v5; // st4@1 - float v6; // ST04_4@3 - float v7; // [sp+0h] [bp-14h]@1 - float v8; // [sp+8h] [bp-Ch]@1 - float vCamToVertexX; // [sp+Ch] [bp-8h]@1 - float vCamToVertexY; // [sp+10h] [bp-4h]@1 - - v8 = fRotationXCosine; - result = fRotationXSine; - v7 = fRotationXSine; - vCamToVertexX = a1->vWorldPosition.x - (double)pos.x; - vCamToVertexY = a1->vWorldPosition.y - (double)pos.y; - vCamToVertexZ = a1->vWorldPosition.z - (double)pos.z; - v3 = fRotationYCosine; - v4 = fRotationYSine; - v5 = vCamToVertexY * fRotationYSine + fRotationYCosine * vCamToVertexX; - if ( sRotationX ) - { - v6 = vCamToVertexY * fRotationYSine + fRotationYCosine * vCamToVertexX; - a1->vWorldViewPosition.x = v5 * fRotationXCosine + fRotationXSine * vCamToVertexZ; - a1->vWorldViewPosition.y = v3 * vCamToVertexY - v4 * vCamToVertexX; - a1->vWorldViewPosition.z = v8 * vCamToVertexZ - v6 * v7; - } - else - { - a1->vWorldViewPosition.x = vCamToVertexY * fRotationYSine + fRotationYCosine * vCamToVertexX; - a1->vWorldViewPosition.y = v3 * vCamToVertexY - v4 * vCamToVertexX; - a1->vWorldViewPosition.z = vCamToVertexZ; - } - return result; -} - - - -//----- (0042394D) -------------------------------------------------------- -void IndoorCamera::Initialize(int degFov, unsigned int uViewportWidth, unsigned int uViewportHeight) -{ - IndoorCamera *v4; // esi@1 - double v5; // st7@1 - - v4 = this; - v5 = (double)(signed int)(signed __int64)((double)(signed int)uViewportWidth - * 0.5 - / tan((double)(degFov >> 1) * 0.01745329) - + 0.5); - v4->flt_1C_fov = v5; - v4->flt_20_inv_1C = 65536.0 / v5; -} - -//----- (004239A7) -------------------------------------------------------- -void IndoorCamera::Initialize2() -{ - //IndoorCamera *v1; // esi@1 - double v2; // st7@4 - //double v3; // st7@6 - //int v4; // eax@6 - //int v5; // eax@6 - //int v6; // ST04_4@6 - //int v7; // eax@6 - //int v8; // ST04_4@6 - - //v1 = this; - fRotationYSine = sin((3.141592653589793 + 3.141592653589793) * (double)sRotationY * 0.00048828125); - fRotationYCosine = cos((3.141592653589793 + 3.141592653589793) * (double)sRotationY * 0.00048828125); - if ( byte_4D864C && pGame->uFlags & 0x80 || uCurrentlyLoadedLevelType == LEVEL_Indoor) - { - fRotationXSine = sin((3.141592653589793 + 3.141592653589793) * (double)-sRotationX * 0.00048828125); - v2 = (3.141592653589793 + 3.141592653589793) * (double)-sRotationX; - } - else - { - fRotationXSine = sin((3.141592653589793 + 3.141592653589793) * (double)sRotationX * 0.00048828125); - v2 = (3.141592653589793 + 3.141592653589793) * (double)sRotationX; - } - //v3 = cos(v2 * 0.00048828125); - //v4 = sRotationY; - fRotationXCosine = cos(v2 * 0.00048828125); - //v5 = stru_5C6E00->SinCos(sRotationY - stru_5C6E00->uIntegerHalfPi); - //v6 = sRotationY; - _int_sine = stru_5C6E00->Sin(sRotationY); - _int_cosine = stru_5C6E00->Cos(sRotationY); - //v7 = stru_5C6E00->SinCos(sRotationX - stru_5C6E00->uIntegerHalfPi); - //v8 = sRotationX; - _int_sine_2 = stru_5C6E00->Sin(sRotationX); - _int_cosine_2 = stru_5C6E00->Cos(sRotationX); -} -// 4D864C: using guessed type char byte_4D864C; \ No newline at end of file
--- a/IndoorCamera.h Wed Sep 18 09:21:32 2013 +0600 +++ /dev/null Thu Jan 01 00:00:00 1970 +0000 @@ -1,50 +0,0 @@ -#pragma once -#include "VectorTypes.h" - - -#define INDOOR_CAMERA_DRAW_SW_OUTLINES 1 -#define INDOOR_CAMERA_DRAW_D3D_OUTLINES 2 -#define INDOOR_CAMERA_DRAW_TERRAIN_OUTLINES 4 -/* 157 */ -#pragma pack(push, 1) -struct IndoorCamera -{ - //----- (0042391F) -------------------------------------------------------- - IndoorCamera() - { - sRotationX = 0; - sRotationY = 0; - flt_1C_fov = 2000.0f; - flt_20_inv_1C = 32.768002f; - - flags = 0; - } - void Initialize(int degFov, unsigned int uViewportWidth, unsigned int uViewportHeight); - void Initialize2(); - float ViewTransform(struct RenderVertexSoft *a1); - - - Vec3_int_ pos; - unsigned int uMapGridCellX; - unsigned int uMapGridCellZ; - int sRotationX; - int sRotationY; - float flt_1C_fov; - float flt_20_inv_1C; - int field_24; - int field_28; - float fRotationYSine; - float fRotationYCosine; - float fRotationXSine; - float fRotationXCosine; - int _int_sine; - int _int_cosine; - int _int_sine_2; - int _int_cosine_2; - int flags; // & INDOOR_CAMERA_DRAW_D3D_OUTLINES: render terrain outlines in d3d -}; -#pragma pack(pop) - - - -extern IndoorCamera *pIndoorCamera; // idb \ No newline at end of file
--- a/IndoorCameraD3D.cpp Wed Sep 18 09:21:32 2013 +0600 +++ b/IndoorCameraD3D.cpp Wed Sep 18 09:21:38 2013 +0600 @@ -3,14 +3,23 @@ #include "Game.h" #include "Indoor.h" #include "Viewport.h" -#include "IndoorCamera.h" -#include "OutdoorCamera.h" +#include "Outdoor_stuff.h" #include "Render.h" #include "LOD.h" +#include "Math.h" #include "mm7_data.h" #include "stru9.h" + +// calculates FOV (Field of View) angle in radians for IndoorCamera::Initialize and BLVRenderParams::Reset +float _calc_fov(int viewport_width, int angle_degree) +{ + return viewport_width * 0.5 / tan(angle_degree / 2 * 0.01745329) + 0.5; +} + + + //----- (004361EF) -------------------------------------------------------- IndoorCameraD3D::IndoorCameraD3D() { @@ -35,16 +44,16 @@ //v3 = 0;//(double)pBLVRenderParams->vPartyPos.y; //v4 = 0;//(double)pBLVRenderParams->vPartyPos.x; v1->field_108 = 0.0; - v1->blv_party_x = 0; - v1->blv_party_y = 0; - v1->blv_party_z = 0; + //v1->blv_party_x = 0; + //v1->blv_party_y = 0; + //v1->blv_party_z = 0; //v5 = 0;//(double)pBLVRenderParams->vPartyPos.z; //v6 = 0;//(double)pBLVRenderParams->vPartyPos.y; //v7 = 300;//(double)(pBLVRenderParams->vPartyPos.x + 300); v1->field_138 = 0.0; - v1->blv_party_x_2 = 300; - v1->blv_party_y_2 = 0; - v1->blv_party_z_2 = 0; + //v1->blv_party_x_2 = 300; + //v1->blv_party_y_2 = 0; + //v1->blv_party_z_2 = 0; v1->field_168 = 0.0; v1->field_198 = 0.0; v1->field_1C8 = 0.0; @@ -100,12 +109,20 @@ //----- (0043643E) -------------------------------------------------------- float IndoorCameraD3D::GetPickDepth() { - if ( uCurrentlyLoadedLevelType == LEVEL_Outdoor) - return pOutdoorCamera->uPickDepth; + if (uCurrentlyLoadedLevelType == LEVEL_Outdoor) + return pODMRenderParams->uPickDepth; else return 16192.0; } +//----- (00436427) -------------------------------------------------------- +float IndoorCameraD3D::GetShadingDistMist() +{ + if (uCurrentlyLoadedLevelType == LEVEL_Outdoor) + return (double)pODMRenderParams->shading_dist_mist; + else + return 16192.0; +} //----- (004364C5) -------------------------------------------------------- void IndoorCameraD3D::ViewTransfrom_OffsetUV(RenderVertexSoft *pVertices, unsigned int uNumVertices, RenderVertexSoft *pOutVertices, stru320 *a5) @@ -123,68 +140,56 @@ } //----- (0043669D) -------------------------------------------------------- -char IndoorCameraD3D::ApplyViewTransform_TrueIfStillVisible(int x, int y, int z, signed int *pOutX, int *pOutZ, int *pOutY, char bDoNotShow) +bool IndoorCameraD3D::ApplyViewTransform_TrueIfStillVisible_BLV(int x, int y, int z, signed int *pOutX, int *pOutZ, int *pOutY, char bDoNotShow) { int to_z; // esi@2 int v9; // ecx@3 - signed int *v10; // esi@5 - int pOutY_; // ecx@5 - signed int v12; // esi@7 + //signed int *v10; // esi@5 + //int pOutY_; // ecx@5 + //signed int v12; // esi@7 int v14; // [sp+8h] [bp-4h]@3 int to_x; // [sp+14h] [bp+8h]@1 int to_y; // [sp+18h] [bp+Ch]@1 int a2b; // [sp+18h] [bp+Ch]@5 int a3a; // [sp+1Ch] [bp+10h]@5 - to_x = x - pBLVRenderParams->vPartyPos.x; - to_y = y - pBLVRenderParams->vPartyPos.y; - if ( pBLVRenderParams->sPartyRotX ) + to_x = x - pGame->pIndoorCameraD3D->vPartyPos.x; + to_y = y - pGame->pIndoorCameraD3D->vPartyPos.y; + if (pGame->pIndoorCameraD3D->sRotationX) { - to_z = (z - pBLVRenderParams->vPartyPos.z) << 16; - if ( pRenderer->pRenderD3D ) - { - v14 = (unsigned __int64)(to_x * (signed __int64)pBLVRenderParams->sCosineY) - + (unsigned __int64)(to_y * (signed __int64)pBLVRenderParams->sSineY); - v9 = (unsigned __int64)(to_x * (signed __int64)pBLVRenderParams->sSineY) - - (unsigned __int64)(to_y * (signed __int64)pBLVRenderParams->sCosineY); - } - else - { - v14 = ((unsigned __int64)(to_x * (signed __int64)pBLVRenderParams->sCosineY) >> 16) - - ((unsigned __int64)(to_y * (signed __int64)pBLVRenderParams->sSineY) >> 16); - v9 = ((unsigned __int64)(to_x * (signed __int64)pBLVRenderParams->sSineY) >> 16) - + ((unsigned __int64)(to_y * (signed __int64)pBLVRenderParams->sCosineY) >> 16); - } - a3a = (z - pBLVRenderParams->vPartyPos.z) << 16; - a2b = (unsigned __int64)(to_z * (signed __int64)pBLVRenderParams->sSineNegX) >> 16; - v10 = pOutX; - *pOutX = ((unsigned __int64)(v14 * (signed __int64)pBLVRenderParams->sCosineNegX) >> 16) - a2b; + to_z = (z - pGame->pIndoorCameraD3D->vPartyPos.z) << 16; + //if ( pRenderer->pRenderD3D ) + //{ + v14 = (unsigned __int64)(to_x * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) + + (unsigned __int64)(to_y * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y); + v9 = (unsigned __int64)(to_x * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) + - (unsigned __int64)(to_y * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y); + //} + a3a = (z - pGame->pIndoorCameraD3D->vPartyPos.z) << 16; + a2b = (unsigned __int64)(to_z * (signed __int64)pGame->pIndoorCameraD3D->int_sine_x) >> 16; + //v10 = pOutX; + *pOutX = ((unsigned __int64)(v14 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_x) >> 16) - a2b; *pOutZ = v9; - pOutY_ = ((unsigned __int64)(v14 * (signed __int64)pBLVRenderParams->sSineNegX) >> 16) - + ((unsigned __int64)(a3a * (signed __int64)pBLVRenderParams->sCosineNegX) >> 16); + *pOutY = ((unsigned __int64)(v14 * (signed __int64)pGame->pIndoorCameraD3D->int_sine_x) >> 16) + + ((unsigned __int64)(a3a * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_x) >> 16); } else { - pOutY_ = (z - pBLVRenderParams->vPartyPos.z) << 16; - if ( pRenderer->pRenderD3D ) - { - v10 = pOutX; - *pOutX = (unsigned __int64)(to_x * (signed __int64)pBLVRenderParams->sCosineY) - + (unsigned __int64)(to_y * (signed __int64)pBLVRenderParams->sSineY); - *pOutZ = (unsigned __int64)(to_x * (signed __int64)pBLVRenderParams->sSineY) - - (unsigned __int64)(to_y * (signed __int64)pBLVRenderParams->sCosineY); - } - else - { - v10 = pOutX; - *pOutX = ((unsigned __int64)(to_x * (signed __int64)pBLVRenderParams->sCosineY) >> 16) - - ((unsigned __int64)(to_y * (signed __int64)pBLVRenderParams->sSineY) >> 16); - *pOutZ = ((unsigned __int64)(to_x * (signed __int64)pBLVRenderParams->sSineY) >> 16) - + ((unsigned __int64)(to_y * (signed __int64)pBLVRenderParams->sCosineY) >> 16); - } + *pOutY = (z - pGame->pIndoorCameraD3D->vPartyPos.z) << 16; + //if ( pRenderer->pRenderD3D ) + //{ + //v10 = pOutX; + *pOutX = (unsigned __int64)(to_x * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) + + (unsigned __int64)(to_y * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y); + *pOutZ = (unsigned __int64)(to_x * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) + - (unsigned __int64)(to_y * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y); + //} } - *pOutY = pOutY_; - return !bDoNotShow || (v12 = *v10, v12 >= (signed int)0x40000u) && v12 <= (signed int)0x1F400000u; + if (!bDoNotShow) + return false; + + return *pOutX >= fixpoint_from_int(4, 0) && + *pOutX <= fixpoint_from_int(8000, 0); } //----- (00436455) -------------------------------------------------------- @@ -196,20 +201,21 @@ return is_face_faced_to_camera(pFace, &v); } + //----- (00436523) -------------------------------------------------------- void IndoorCameraD3D::ViewTransform(RenderVertexSoft *a1a, unsigned int uNumVertices) { if (byte_4D864C && pGame->uFlags & 0x80 || uCurrentlyLoadedLevelType == LEVEL_Indoor) { - float sin_x = pIndoorCamera->fRotationXSine, - cos_x = pIndoorCamera->fRotationXCosine; - float sin_y = pIndoorCamera->fRotationYSine, - cos_y = pIndoorCamera->fRotationYCosine; + float sin_x = fRotationXSine, + cos_x = fRotationXCosine; + float sin_y = fRotationYSine, + cos_y = fRotationYCosine; //v4 = uNumVertices; //v7 = pIndoorCamera->fRotationXSine; - if ( pIndoorCamera->sRotationX ) + if (pGame->pIndoorCameraD3D->sRotationX) { //_EAX = a1a; @@ -256,9 +262,9 @@ // 4[pIndoorCamera->fRotationYSine] // 5[pIndoorCamera->fRotationYCosine] }*/ - st0 = sin_y * (a1a[i].vWorldPosition.x - pIndoorCamera->pos.x) - cos_y * (a1a[i].vWorldPosition.y - pIndoorCamera->pos.y); - st1 = cos_y * (a1a[i].vWorldPosition.x - pIndoorCamera->pos.x) + sin_y * (a1a[i].vWorldPosition.y - pIndoorCamera->pos.y); - st2 = (a1a[i].vWorldPosition.z - pIndoorCamera->pos.z); + st0 = sin_y * (a1a[i].vWorldPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x) - cos_y * (a1a[i].vWorldPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y); + st1 = cos_y * (a1a[i].vWorldPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x) + sin_y * (a1a[i].vWorldPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y); + st2 = (a1a[i].vWorldPosition.z - pGame->pIndoorCameraD3D->vPartyPos.z); } else { @@ -324,9 +330,9 @@ // 4[pIndoorCamera->fRotationYSine] // 5[pIndoorCamera->fRotationYCosine] }*/ - st0 = cos_y * (a1a[i].vWorldPosition.y - pIndoorCamera->pos.y) + sin_y * (a1a[i].vWorldPosition.x - pIndoorCamera->pos.x); - st1 = cos_y * (a1a[i].vWorldPosition.x - pIndoorCamera->pos.x) - sin_y * (a1a[i].vWorldPosition.y - pIndoorCamera->pos.y); - st2 = (a1a[i].vWorldPosition.z - pIndoorCamera->pos.z); + st0 = cos_y * (a1a[i].vWorldPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y) + sin_y * (a1a[i].vWorldPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x); + st1 = cos_y * (a1a[i].vWorldPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x) - sin_y * (a1a[i].vWorldPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y); + st2 = (a1a[i].vWorldPosition.z - pGame->pIndoorCameraD3D->vPartyPos.z); } a1a[i].vWorldViewPosition.x = st1*cos_x - st2*sin_x; @@ -390,9 +396,9 @@ fstp dword ptr [eax+10h] fstp dword ptr [eax+14h] }*/ - a1a[i].vWorldViewPosition.x = cos_y * (a1a[i].vWorldPosition.x - pIndoorCamera->pos.x) + sin_y * (a1a[i].vWorldPosition.y - pIndoorCamera->pos.y); - a1a[i].vWorldViewPosition.y = sin_y * (a1a[i].vWorldPosition.x - pIndoorCamera->pos.x) - cos_y * (a1a[i].vWorldPosition.y - pIndoorCamera->pos.y); - a1a[i].vWorldViewPosition.z = (a1a[i].vWorldPosition.z - pIndoorCamera->pos.z); + a1a[i].vWorldViewPosition.x = cos_y * (a1a[i].vWorldPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x) + sin_y * (a1a[i].vWorldPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y); + a1a[i].vWorldViewPosition.y = sin_y * (a1a[i].vWorldPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x) - cos_y * (a1a[i].vWorldPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y); + a1a[i].vWorldViewPosition.z = (a1a[i].vWorldPosition.z - pGame->pIndoorCameraD3D->vPartyPos.z); } else { @@ -419,9 +425,52 @@ } } else for (uint i = 0; i < uNumVertices; ++i) - pIndoorCamera->ViewTransform(a1a + i); + //pIndoorCamera->ViewTransform_ODM(a1a + i); + { + //ViewTransform_ODM(a1a + i); + + auto a1 = a1a + i; + //----- (00481CCE) -------------------------------------------------------- + //void ViewTransform_ODM(RenderVertexSoft *a1) + { + float result; // eax@1 + double vCamToVertexZ; // st7@1 + double v3; // st6@1 + double v4; // st5@1 + double v5; // st4@1 + float v6; // ST04_4@3 + float v7; // [sp+0h] [bp-14h]@1 + float v8; // [sp+8h] [bp-Ch]@1 + float vCamToVertexX; // [sp+Ch] [bp-8h]@1 + float vCamToVertexY; // [sp+10h] [bp-4h]@1 + + v8 = fRotationXCosine; + result = fRotationXSine; + v7 = fRotationXSine; + vCamToVertexX = a1->vWorldPosition.x - (double)pGame->pIndoorCameraD3D->vPartyPos.x; + vCamToVertexY = a1->vWorldPosition.y - (double)pGame->pIndoorCameraD3D->vPartyPos.y; + vCamToVertexZ = a1->vWorldPosition.z - (double)pGame->pIndoorCameraD3D->vPartyPos.z; + v3 = fRotationYCosine; + v4 = fRotationYSine; + v5 = vCamToVertexY * fRotationYSine + fRotationYCosine * vCamToVertexX; + if (pGame->pIndoorCameraD3D->sRotationX) + { + v6 = vCamToVertexY * fRotationYSine + fRotationYCosine * vCamToVertexX; + a1->vWorldViewPosition.x = v5 * fRotationXCosine + fRotationXSine * vCamToVertexZ; + a1->vWorldViewPosition.y = v3 * vCamToVertexY - v4 * vCamToVertexX; + a1->vWorldViewPosition.z = v8 * vCamToVertexZ - v6 * v7; + } + else + { + a1->vWorldViewPosition.x = vCamToVertexY * fRotationYSine + fRotationYCosine * vCamToVertexX; + a1->vWorldViewPosition.y = v3 * vCamToVertexY - v4 * vCamToVertexX; + a1->vWorldViewPosition.z = vCamToVertexZ; + } + } + } } + //----- (00436932) -------------------------------------------------------- bool IndoorCameraD3D::GetFacetOrientation(char polyType, Vec3_float_ *a2, Vec3_float_ *a3, Vec3_float_ *a4) { @@ -491,9 +540,9 @@ return false; //really strange cull; dot(to_cam, normal) < 0 means we see the BACK face, not font %_% - if ( (a2->vWorldPosition.z - (double)pIndoorCamera->pos.z) * (double)pFace->pFacePlane_old.vNormal.z - + (a2->vWorldPosition.y - (double)pIndoorCamera->pos.y) * (double)pFace->pFacePlane_old.vNormal.y - + (a2->vWorldPosition.x - (double)pIndoorCamera->pos.x) * (double)pFace->pFacePlane_old.vNormal.x < 0.0) + if ( (a2->vWorldPosition.z - (double)pGame->pIndoorCameraD3D->vPartyPos.z) * (double)pFace->pFacePlane_old.vNormal.z + + (a2->vWorldPosition.y - (double)pGame->pIndoorCameraD3D->vPartyPos.y) * (double)pFace->pFacePlane_old.vNormal.y + + (a2->vWorldPosition.x - (double)pGame->pIndoorCameraD3D->vPartyPos.x) * (double)pFace->pFacePlane_old.vNormal.x < 0.0) return false; return true; @@ -847,15 +896,15 @@ m5._21 = -sinf(0); m5._22 = cosf(0); m5._23 = 0; m5._31 = 0; m5._32 = 0; m5._33 = 1; - float cos_x1 = pIndoorCamera->fRotationXCosine, - sin_x1 = pIndoorCamera->fRotationXSine; + float cos_x1 = fRotationXCosine, + sin_x1 = fRotationXSine; //RotationX(x) m4._11 = 1; m4._12 = 0; m4._13 = 0; m4._21 = 0; m4._22 = cos_x1; m4._23 = sin_x1; m4._31 = 0; m4._32 = -sin_x1; m4._33 = cos_x1; - float cos_y1 = pIndoorCamera->fRotationYCosine, - sin_y1 = pIndoorCamera->fRotationYSine; + float cos_y1 = fRotationYCosine, + sin_y1 = fRotationYSine; //RotationY(some_angle) m3._11 = cos_y1; m3._12 = 0; m3._13 = -sin_y1; m3._21 = 0; m3._22 = 1; m3._23 = 0; @@ -896,9 +945,9 @@ double v4; // st7@1 IndoorCameraD3D_Vec3 v8; // [sp+8h] [bp-1Ch]@1 - v8.x = (double)pIndoorCamera->pos.x; - v8.y = (double)pIndoorCamera->pos.y; - v8.z = (double)pIndoorCamera->pos.z; + v8.x = (double)pGame->pIndoorCameraD3D->vPartyPos.x; + v8.y = (double)pGame->pIndoorCameraD3D->vPartyPos.y; + v8.z = (double)pGame->pIndoorCameraD3D->vPartyPos.z; Vec3Transform(a1, a2); v4 = v8.x * a2->x + v8.y * a2->y + v8.z * a2->z; @@ -933,9 +982,9 @@ v7.x = -sin(v3); v7.y = 0.0; v7.z = cos(v3); - _437607(&v7, std__vector_000034_prolly_frustrum); + _437607(&v7, std__vector_000034_prolly_frustrum + 0); v7.x = sin(v3); - _437607(&v7, &std__vector_000034_prolly_frustrum[1]); + _437607(&v7, std__vector_000034_prolly_frustrum + 1); v5 = atan(2.0 / inv_fov * fov / (fov_y + 0.5)); //v12 = v5; //v11 = sin(v5); @@ -976,9 +1025,9 @@ if ( (signed int)*pOutNumVertices <= 3 || ((v5 = a2, memcpy(&v18, a2, sizeof(v18)), - (v18.vWorldPosition.z - (double)pBLVRenderParams->vPartyPos.z) * thisa->face_plane.vNormal.z - + (v18.vWorldPosition.y - (double)pBLVRenderParams->vPartyPos.y) * thisa->face_plane.vNormal.y - + (v18.vWorldPosition.x - (double)pBLVRenderParams->vPartyPos.x) * thisa->face_plane.vNormal.x < 0.0) ? (v6 = 1.0) : (v6 = -1.0), + (v18.vWorldPosition.z - (double)pGame->pIndoorCameraD3D->vPartyPos.z) * thisa->face_plane.vNormal.z + + (v18.vWorldPosition.y - (double)pGame->pIndoorCameraD3D->vPartyPos.y) * thisa->face_plane.vNormal.y + + (v18.vWorldPosition.x - (double)pGame->pIndoorCameraD3D->vPartyPos.x) * thisa->face_plane.vNormal.x < 0.0) ? (v6 = 1.0) : (v6 = -1.0), a2_3 = 0, memcpy(&v5[v4], v5, sizeof(v5[v4])), memcpy(&v5[*pOutNumVertices + 1], &v5[1], sizeof(v5[*pOutNumVertices + 1])), @@ -1191,7 +1240,7 @@ { *(float *)v7 = 1.0 / (*((float *)v7 - 5) + 0.0000001); memcpy(pOutVertices_ - 28, v7 - 32, 0x30u); - v9 = (double)pOutdoorCamera->int_fov_rad * *(float *)&v7[v8]; + v9 = (double)pODMRenderParams->int_fov_rad * *(float *)&v7[v8]; v10 = (double)pViewport->uScreenCenterX - v9 * *((float *)v7 - 4); v7 += 48; *((float *)pOutVertices_ - 1) = v10; @@ -1230,7 +1279,7 @@ if ( uNumInVertices ) { memcpy(&pInVertices[uNumInVertices], pInVertices, sizeof(pInVertices[uNumInVertices])); - v6 = (double)pOutdoorCamera->shading_dist_mist; + v6 = (double)pODMRenderParams->shading_dist_mist; v7 = 0; if ( v6 >= pInVertices->vWorldViewPosition.x ) v7 = 1; @@ -1494,17 +1543,17 @@ //v8 = a2b + 6.7553994e15; *a6 = pViewport->uViewportBR_Y - floorf(a2b + 0.5f); } - else + /*else { - LODWORD(v9) = pBLVRenderParams->field_40 << 16; - HIDWORD(v9) = pBLVRenderParams->field_40 >> 16; + LODWORD(v9) = pBLVRenderParams->fov_rad_fixpoint << 16; + HIDWORD(v9) = pBLVRenderParams->fov_rad_fixpoint >> 16; v10 = v9 / x; - LODWORD(v9) = pBLVRenderParams->field_40 << 16; - HIDWORD(v9) = pBLVRenderParams->field_40 >> 16; + LODWORD(v9) = pBLVRenderParams->fov_rad_fixpoint << 16; + HIDWORD(v9) = pBLVRenderParams->fov_rad_fixpoint >> 16; *a5 = pBLVRenderParams->uViewportCenterX - ((signed int)(((unsigned __int64)(v10 * (signed __int64)y) >> 16) + 32768) >> 16); *a6 = pBLVRenderParams->uViewportCenterY - ((signed int)(((unsigned __int64)(v9 / x * z) >> 16) + 32768) >> 16); - } + }*/ } //----- (00436A6D) -------------------------------------------------------- @@ -1559,4 +1608,39 @@ while ( v3 ); } return result; +} + + + +// -- new +// merged from IndoorCamera::Initialize2 +// and ODMRenderParams::RotationToInts +// and BLVRenderParams::Reset +void IndoorCameraD3D::CalculateRotations(int camera_rot_x, int camera_rot_y) +{ + sRotationX = camera_rot_x; + sRotationY = camera_rot_y; + + fRotationYSine = sin((3.141592653589793 + 3.141592653589793) * (double)sRotationY / 2048.0); + fRotationYCosine = cos((3.141592653589793 + 3.141592653589793) * (double)sRotationY / 2048.0); + if (byte_4D864C && pGame->uFlags & 0x80 || uCurrentlyLoadedLevelType == LEVEL_Indoor) + { + fRotationXSine = sin((3.141592653589793 + 3.141592653589793) * (double)-sRotationX / 2048.0); + fRotationXCosine = cos((3.141592653589793 + 3.141592653589793) * (double)-sRotationX / 2048.0); + + int_sine_y = stru_5C6E00->Sin( pGame->pIndoorCameraD3D->sRotationY); + int_cosine_y = stru_5C6E00->Cos( pGame->pIndoorCameraD3D->sRotationY); + int_sine_x = stru_5C6E00->Sin(-pGame->pIndoorCameraD3D->sRotationX); + int_cosine_x = stru_5C6E00->Cos(-pGame->pIndoorCameraD3D->sRotationX); + } + else + { + fRotationXSine = sin((3.141592653589793 + 3.141592653589793) * (double)sRotationX / 2048.0); + fRotationXCosine = cos((3.141592653589793 + 3.141592653589793) * (double)sRotationX / 2048.0); + + int_sine_y = stru_5C6E00->Sin(pGame->pIndoorCameraD3D->sRotationY); + int_cosine_y = stru_5C6E00->Cos(pGame->pIndoorCameraD3D->sRotationY); + int_sine_x = stru_5C6E00->Sin(pGame->pIndoorCameraD3D->sRotationX); + int_cosine_x = stru_5C6E00->Cos(pGame->pIndoorCameraD3D->sRotationX); + } } \ No newline at end of file
--- a/IndoorCameraD3D.h Wed Sep 18 09:21:32 2013 +0600 +++ b/IndoorCameraD3D.h Wed Sep 18 09:21:38 2013 +0600 @@ -1,5 +1,5 @@ #pragma once - +#include "VectorTypes.h" @@ -110,6 +110,13 @@ }; #pragma pack(pop) + + +#define BLV_RENDER_DRAW_SW_OUTLINES (1 << 0) // 1 +#define BLV_RENDER_DRAW_D3D_OUTLINES (1 << 1) // 2 +#define ODM_RENDER_DRAW_D3D_OUTLINES (1 << 2) // 4 +#define ODM_RENDER_DRAW_TERRAIN_OUTLINES (1 << 3) // 8 + /* 123 */ #pragma pack(push, 1) struct IndoorCameraD3D @@ -156,8 +163,9 @@ void ViewTransform(struct RenderVertexSoft *a1a, unsigned int uNumVertices); bool IsCulled(struct BLVFace *pFace); void ViewTransfrom_OffsetUV(struct RenderVertexSoft *pVertices, unsigned int uNumVertices, struct RenderVertexSoft *pOutVertices, struct stru320 *a5); - char ApplyViewTransform_TrueIfStillVisible(int x, int y, int z, signed int *pOutX, int *pOutZ, int *pOutY, char bDoNotShow); + bool ApplyViewTransform_TrueIfStillVisible_BLV(int x, int y, int z, signed int *pOutX, int *pOutZ, int *pOutY, char bDoNotShow); float GetPickDepth(); + float GetShadingDistMist(); void DebugDrawPortal(struct BLVFace *pFace); @@ -172,14 +180,14 @@ float fov_x; float fov_y; float inv_fov; - float blv_party_x; - float blv_party_y; - float blv_party_z; + float _unused_blv_party_x; + float _unused_blv_party_y; + float _unused_blv_party_z; char field_E8[32]; float field_108; - float blv_party_x_2; - float blv_party_y_2; - float blv_party_z_2; + float _unused_blv_party_x_2; + float _unused_blv_party_y_2; + float _unused_blv_party_z_2; char field_118[32]; float field_138; char field_13C[44]; @@ -222,5 +230,26 @@ unsigned int list_0037C_size; IndoorCameraD3D_stru2 list_E0380[256]; int list_E0380_size; + + + void CalculateRotations(int camera_rot_x, int camera_rot_y); + int sRotationY; // moved from 157 struct IndoorCamera::18 + int sRotationX; // moved from 157 struct IndoorCamera::14 + float fRotationYSine; // moved from 157 struct IndoorCamera::2C + float fRotationYCosine; // moved from 157 struct IndoorCamera::30 + float fRotationXSine; // moved from 157 struct IndoorCamera::34 + float fRotationXCosine; // moved from 157 struct IndoorCamera::38 + Vec3<int> vPartyPos; // moved from 157 struct IndoorCamera::00 + // merged from 162 struct BLVRenderParams::08 + int debug_flags; // moved from 157 struct IndoorCamera::4C + // merged from 162 struct BLVRenderParams::04 + int int_sine_y; // moved from 157 struct ODMRenderParams::1C + // merged from 162 struct BLVRenderParams::24 + int int_cosine_y; // moved from 157 struct ODMRenderParams::20 + // merged from 162 struct BLVRenderParams::20 + int int_sine_x; // moved from 157 struct ODMRenderParams::24 + // merged from 162 struct BLVRenderParams::2C + int int_cosine_x; // moved from 157 struct ODMRenderParams::28 + // merged from 162 struct BLVRenderParams::28 }; #pragma pack(pop) \ No newline at end of file
--- a/LightmapBuilder.cpp Wed Sep 18 09:21:32 2013 +0600 +++ b/LightmapBuilder.cpp Wed Sep 18 09:21:38 2013 +0600 @@ -6,7 +6,6 @@ #include "Log.h" #include "ErrorHandling.h" -#include "OutdoorCamera.h" #include "Lights.h" #include "mm7_data.h" @@ -1312,223 +1311,6 @@ ++*v53; return 1; } -// 4E94D2: using guessed type char _4E94D2_light_type; - -//----- (0045D3C7) -------------------------------------------------------- -bool LightmapBuilder::_45D3C7(struct Polygon *a1) -{ - LightmapBuilder *v2; // ebx@1 - struct Polygon *result; // eax@1 - float v4; // ecx@2 - Span *i; // edi@5 - - v2 = this; - result = (struct Polygon *)a1->prolly_head; - if ( result && (v4 = result->field_4, *(int *)&v4) != 0 && *(unsigned int *)(LODWORD(v4) + 60) ) - { - for ( i = a1->prolly_head; ; i = i->pNext ) - { - result = i->pParent; - if ( result->field_108 ) - result = (struct Polygon *)_45D426( - i, - a1->pEdgeList1, - a1->uEdgeList1Size, - (Edge *)a1->pEdgeList2, - a1->uEdgeList2Size); - if ( a1->prolly_tail == i ) - break; - } - LOBYTE(result) = 1; - } - else - { - LOBYTE(result) = 0; - } - return (bool)result; -} - -//----- (0045D426) -------------------------------------------------------- -int LightmapBuilder::_45D426(Span *a1, Edge **a2, unsigned int a3, Edge *a4, int a5) -{ - int v6; // edi@1 - signed int v7; // ebx@3 - signed int v8; // ecx@3 - Span *v9; // esi@3 - double v10; // st7@4 - Edge *v11; // edx@5 - double v12; // st7@11 - int v13; // edx@12 - int v14; // ebx@17 - Edge *v15; // edi@17 - float v16; // ST04_4@17 - float v17; // ST04_4@17 - double v18; // st7@17 - int result; // eax@19 - //double v20; // ST14_8@20 - //double v21; // ST14_8@20 - double v22; // st7@20 - int v23; // ecx@20 - double v24; // st6@20 - double v25; // st7@23 - double v26; // st7@28 - __int16 v27; // fps@28 - char v28; // c0@28 - char v29; // c2@28 - char v30; // c3@28 - double v31; // st7@29 - double v32; // st7@30 - __int16 v33; // fps@30 - char v34; // c0@30 - char v35; // c2@30 - char v36; // c3@30 - LightmapBuilder *this_4; // [sp+14h] [bp-8h]@1 - signed int v38; // [sp+18h] [bp-4h]@3 - float a1a; // [sp+24h] [bp+8h]@20 - float a2a; // [sp+28h] [bp+Ch]@17 - float a3a; // [sp+2Ch] [bp+10h]@17 - float a5a; // [sp+34h] [bp+18h]@20 - float a5b; // [sp+34h] [bp+18h]@20 - - v6 = 0; - this_4 = this; - if ( a5 && a3 ) - { - v7 = -1; - v8 = 0; - v9 = a1; - v38 = -1; - if ( (signed int)a3 > 0 ) - { - v10 = (double)a1->field_A; - while ( 1 ) - { - v11 = a2[v8]; - if ( v10 >= v11->field_2C ) - { - if ( v10 <= v11->field_30 ) - break; - } - ++v8; - if ( v8 >= (signed int)a3 ) - goto LABEL_10; - } - v38 = v8; - } -LABEL_10: - if ( a5 > 0 ) - { - v12 = (double)a1->field_A; - while ( 1 ) - { - v13 = *((unsigned int *)&a4->field_0 + v6); - if ( v12 >= *(float *)(v13 + 44) ) - { - if ( v12 <= *(float *)(v13 + 48) ) - break; - } - ++v6; - if ( v6 >= a5 ) - goto LABEL_17; - } - v7 = v6; - } -LABEL_17: - v14 = *((unsigned int *)&a4->field_0 + v7); - v15 = a2[v38]; - v16 = (double)a1->field_A; - a3a = _45D643(a2[v38], v16); - v17 = (double)a1->field_A; - v18 = _45D643((Edge *)v14, v17); - a2a = v18; - if ( byte_4D864C && BYTE1(pGame->uFlags) & 0x80 ) - { - HIWORD(result) = HIWORD(a3a); - a1->field_14 = v18; - a1->field_10 = a3a; - } - else - { - a5a = ((double)a1->field_A - v15->field_2C) * v15->field_4 + v15->field_24 - 0.5; - //v20 = a5a + 6.7553994e15; - //a5b = (double)SLODWORD(v20); - a5b = (double)floorf(a5a + 0.5f); - a1a = ((double)a1->field_A - *(float *)(v14 + 44)) * *(float *)(v14 + 4) + *(float *)(v14 + 36) + 0.5; - //v21 = a1a + 6.7553994e15; - //v22 = (double)SLODWORD(v21); - v22 = (double)floorf(a1a + 0.5f); - result = v9->field_8; - v23 = v9->field_C; - v24 = -((a3a - a2a) / (v22 - a5b)); - v9->field_10 = ((double)result - a5b) * v24 + a3a; - v9->field_14 = a2a - (v22 - (double)(result + v23)) * v24; - } - if ( v9->field_10 < 0.0 || v9->field_10 <= 1.0 ) - { - if ( v9->field_10 >= 0.0 ) - v25 = v9->field_10; - else - v25 = 0.0; - } - else - { - v25 = 1.0; - } - v9->field_10 = v25; - __debugbreak(); // warning C4700: uninitialized local variable 'v27' used - if ( v9->field_14 < 0.0 - || (v26 = v9->field_14, - //UNDEF(v27), - v28 = 1.0 < v26, - v29 = 0, - v30 = 1.0 == v26, - BYTE1(result) = HIBYTE(v27), - v26 <= 1.0) ) - { - v32 = v9->field_14; - //UNDEF(v33); - v34 = 0.0 < v32; - v35 = 0; - v36 = 0.0 == v32; - __debugbreak(); // warning C4700: uninitialized local variable 'v33' used - BYTE1(result) = HIBYTE(v33); - if ( v32 >= 0.0 ) - v31 = v9->field_14; - else - v31 = 0.0; - } - else - { - v31 = 1.0; - } - v9->field_14 = v31; - LOBYTE(result) = 1; - } - else - { - LOBYTE(result) = 0; - } - return result; -} -// 4D864C: using guessed type char byte_4D864C; - -//----- (0045D643) -------------------------------------------------------- -double LightmapBuilder::_45D643(Edge *a1, float a2) -{ - double result; // st7@1 - - result = (a1->field_1C - a1->field_20) * -1.0 / (a1->field_30 - a1->field_2C) * (a2 - a1->field_2C) + a1->field_1C; - if ( result < 0.0 || result <= 1.0 ) - { - if ( result < 0.0 ) - result = 0.0; - } - else - { - result = 1.0; - } - return result; -} //----- (0045D698) -------------------------------------------------------- bool LightmapBuilder::DrawDebugOutlines(char bit_one_for_list1__bit_two_for_list2) @@ -1741,7 +1523,7 @@ uint uLightmapColor = uLightmapColorB | (uLightmapColorMaskG << 8) | (uLightmapColorMaskR << 16); if (uCurrentlyLoadedLevelType == LEVEL_Outdoor) - v10 = (double)pOutdoorCamera->shading_dist_mist; + v10 = (double)pODMRenderParams->shading_dist_mist; else v10 = 16192.0; v14 = 1.0 / v10;
--- a/LightmapBuilder.h Wed Sep 18 09:21:32 2013 +0600 +++ b/LightmapBuilder.h Wed Sep 18 09:21:38 2013 +0600 @@ -41,9 +41,9 @@ bool DrawLightmaps(int *indices = nullptr); void DrawLightmapsType(int type); bool DrawDebugOutlines(char bit_one_for_list1__bit_two_for_list2); - double _45D643(struct Edge *a1, float a2); - int _45D426(struct Span *a1, struct Edge **a2, unsigned int a3, struct Edge *a4, int a5); - bool _45D3C7(struct Polygon *a1); + double _45D643_sw(struct Edge *a1, float a2); + //int _45D426_sw(struct Span *a1, struct Edge **a2, unsigned int a3, struct Edge *a4, int a5); + //bool _45D3C7_sw(struct Polygon *a1); bool StackLight_TerrainFace(struct StationaryLight *pLight, struct Vec3_float_ *pNormal, float *a3, struct RenderVertexSoft *a1, unsigned int uStripType, int X, unsigned int *pSlot); bool StackLights_TerrainFace(struct Vec3_float_ *pNormal, float *a3, struct RenderVertexSoft *a1, unsigned int uStripType, bool bLightBackfaces); bool ApplyLight_ODM(struct StationaryLight *pLight, struct ODMFace *pFace, unsigned int *pSlot, char a4);
--- a/Math.h Wed Sep 18 09:21:32 2013 +0600 +++ b/Math.h Wed Sep 18 09:21:38 2013 +0600 @@ -24,12 +24,12 @@ }; #pragma pack(pop) -__int64 fixpoint_sub0(int, int); -__int64 fixpoint_sub2(int, int); +__int64 fixpoint_mul(int, int); __int64 fixpoint_dot(int x1, int x2, int y1, int y2, int z1, int z2); __int64 fixpoint_div(int, int); -__int64 fixpoint_mul(int, int); +__int64 fixpoint_sub_unknown(int, int); int fixpoint_from_float(float value); +int fixpoint_from_int(int lhv, int rhv); template <typename FloatType> inline int bankersRounding(
--- a/Outdoor.cpp Wed Sep 18 09:21:32 2013 +0600 +++ b/Outdoor.cpp Wed Sep 18 09:21:38 2013 +0600 @@ -14,7 +14,6 @@ #include "PaletteManager.h" #include "GUIProgressBar.h" #include "AudioPlayer.h" -#include "IndoorCamera.h" #include "DecorationList.h" #include "Math.h" #include "ObjectList.h" @@ -33,7 +32,6 @@ #include "MapInfo.h" -#include "OutdoorCamera.h" #include "Outdoor_stuff.h" #include "BSPModel.h" #include "GUIWindow.h" @@ -41,15 +39,11 @@ MapStartPoint uLevel_StartingPointType; // weak OutdoorLocation *pOutdoor = new OutdoorLocation; -OutdoorCamera *pOutdoorCamera; +ODMRenderParams *pODMRenderParams; stru149 stru_8019C8; std::array<struct Polygon, 2000 + 18000> array_77EC08; -Surf stru_80C980; -Edge defaultEdge; // weak -Edge stru_80C9A4; -Edge stru_80C9D8; struct FogProbabilityTableEntry @@ -93,25 +87,19 @@ int v4; // ST04_4@19 int v5; // eax@19 - pIndoorCamera->flags = 0; + pGame->pIndoorCameraD3D->debug_flags = 0; if (viewparams->draw_d3d_outlines) - pIndoorCamera->flags |= INDOOR_CAMERA_DRAW_D3D_OUTLINES; - //INDOOR_CAMERA_DRAW_TERRAIN_OUTLINES + pGame->pIndoorCameraD3D->debug_flags |= ODM_RENDER_DRAW_D3D_OUTLINES; - pIndoorCamera->sRotationX = pParty->sRotationX; - pIndoorCamera->sRotationY = pParty->sRotationY; - pIndoorCamera->pos.x = pParty->vPosition.x - fixpoint_sub0(stru_5C6E00->Cos(pParty->sRotationY), pParty->y_rotation_granularity); - pIndoorCamera->pos.y = pParty->vPosition.y - fixpoint_sub0(stru_5C6E00->Sin(pParty->sRotationY), pParty->y_rotation_granularity); - pIndoorCamera->pos.z = pParty->vPosition.z + pParty->sEyelevel; if (bRedraw || pRenderer->pRenderD3D) { - pOutdoorCamera->RotationToInts(); - sub_481ED9_MessWithOutdoorCamera(); + //pODMRenderParams->RotationToInts(); + sub_481ED9_MessWithODMRenderParams(); } - pIndoorCamera->uMapGridCellX = WorldPosToGridCellX(pParty->vPosition.x); - pIndoorCamera->uMapGridCellZ = WorldPosToGridCellZ(pParty->vPosition.y); - assert(pIndoorCamera->uMapGridCellX <= 127 && pIndoorCamera->uMapGridCellZ <= 127); + pODMRenderParams->uMapGridCellX = WorldPosToGridCellX(pParty->vPosition.x); + pODMRenderParams->uMapGridCellZ = WorldPosToGridCellZ(pParty->vPosition.y); + assert(pODMRenderParams->uMapGridCellX <= 127 && pODMRenderParams->uMapGridCellZ <= 127); if (bRedraw) { @@ -138,7 +126,7 @@ pRenderer->DrawBuildingsSW(); pRenderer->DrawBezierTerrain(); sr_sub_486F92_MessWithEdgesAndSpans(); - pOutdoorCamera->_487355(); + pODMRenderParams->ApplyLightmapsSW(); }*/ } @@ -165,17 +153,15 @@ pGame->pLightmapBuilder->uFlags &= 0xFFFFFFFEu; uNumDecorationsDrawnThisFrame = 0; - _unused000 = 0; uNumSpritesDrawnThisFrame = 0; uNumBillboardsToDraw = 0; PrepareActorsDrawList(); - if (!pOutdoorCamera->bDoNotRenderDecorations) + if (!pODMRenderParams->bDoNotRenderDecorations) pRenderer->PrepareDecorationsRenderList_ODM(); pRenderer->DrawSpriteObjects_ODM(); pRenderer->TransformBillboardsAndSetPalettesODM(); - //sr_485F53((Vec2_int_ *)sr_6BE060.data()); } @@ -758,9 +744,9 @@ v22 = v6->vWorldViewPosition.y - v4->vWorldViewPosition.y; v23 = v6->vWorldViewPosition.z - v4->vWorldViewPosition.z; } - if ( ((double)pIndoorCamera->pos.x - v4->vWorldPosition.x) * v26 - + ((double)pIndoorCamera->pos.z - v4->vWorldPosition.z) * v25 - + ((double)pIndoorCamera->pos.y - v4->vWorldPosition.y) * v24 > 0.0 ) + if ( ((double)pGame->pIndoorCameraD3D->vPartyPos.x - v4->vWorldPosition.x) * v26 + + ((double)pGame->pIndoorCameraD3D->vPartyPos.z - v4->vWorldPosition.z) * v25 + + ((double)pGame->pIndoorCameraD3D->vPartyPos.y - v4->vWorldPosition.y) * v24 > 0.0 ) { a3b = v23 * v18 - v22 * v20; v14 = a3b + 6.7553994e15; @@ -2958,8 +2944,8 @@ z = actor->vPosition.z; } } - v8 = stru_5C6E00->Atan2(actor->vPosition.x - pIndoorCamera->pos.x, - actor->vPosition.y - pIndoorCamera->pos.y); + v8 = stru_5C6E00->Atan2(actor->vPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x, + actor->vPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y); LOWORD(v9) = actor->uYawAngle; v41 = ((signed int)(stru_5C6E00->uIntegerPi + ((signed int)stru_5C6E00->uIntegerPi >> 3) + v9 - v8) >> 8) & 7; v10 = actor->uCurrentActionAnimation; @@ -3014,50 +3000,50 @@ //LOBYTE(v16) = byte_4E94D3; pMobileLightsStack->AddLight(x, y, z, 0, v15->uGlowRadius, 0xFFu, 0xFFu, 0xFFu, byte_4E94D3); } - v17 = (x - pIndoorCamera->pos.x) << 16; - if ( pIndoorCamera->sRotationX ) + v17 = (x - pGame->pIndoorCameraD3D->vPartyPos.x) << 16; + if (pGame->pIndoorCameraD3D->sRotationX) { - v18 = (y - pIndoorCamera->pos.y) << 16; - v47 = ((unsigned __int64)(v17 * (signed __int64)pOutdoorCamera->camera_rotation_y_int_cosine) >> 16) - + ((unsigned __int64)(v18 * (signed __int64)pOutdoorCamera->camera_rotation_y_int_sine) >> 16); - v50 = (unsigned __int64)(v17 * (signed __int64)pOutdoorCamera->camera_rotation_y_int_sine) >> 16; - v53 = (unsigned __int64)(v18 * (signed __int64)pOutdoorCamera->camera_rotation_y_int_cosine) >> 16; - v44 = (z - pIndoorCamera->pos.z) << 16; - v19 = ((unsigned __int64)(v44 * (signed __int64)pOutdoorCamera->camera_rotation_x_int_sine) >> 16) - + ((unsigned __int64)(v47 * (signed __int64)pOutdoorCamera->camera_rotation_x_int_cosine) >> 16); - X = ((unsigned __int64)(v44 * (signed __int64)pOutdoorCamera->camera_rotation_x_int_sine) >> 16) - + ((unsigned __int64)(v47 * (signed __int64)pOutdoorCamera->camera_rotation_x_int_cosine) >> 16); - if ( v19 < 262144 || v19 > pOutdoorCamera->shading_dist_mist << 16 ) + v18 = (y - pGame->pIndoorCameraD3D->vPartyPos.y) << 16; + v47 = ((unsigned __int64)(v17 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16) + + ((unsigned __int64)(v18 * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16); + v50 = (unsigned __int64)(v17 * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16; + v53 = (unsigned __int64)(v18 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16; + v44 = (z - pGame->pIndoorCameraD3D->vPartyPos.z) << 16; + v19 = ((unsigned __int64)(v44 * (signed __int64)pGame->pIndoorCameraD3D->int_sine_x) >> 16) + + ((unsigned __int64)(v47 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_x) >> 16); + X = ((unsigned __int64)(v44 * (signed __int64)pGame->pIndoorCameraD3D->int_sine_x) >> 16) + + ((unsigned __int64)(v47 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_x) >> 16); + if ( v19 < 262144 || v19 > pODMRenderParams->shading_dist_mist << 16 ) continue; v20 = v53 - v50; v42 = v53 - v50; - v21 = ((unsigned __int64)(v44 * (signed __int64)pOutdoorCamera->camera_rotation_x_int_cosine) >> 16) - - ((unsigned __int64)(v47 * (signed __int64)pOutdoorCamera->camera_rotation_x_int_sine) >> 16); + v21 = ((unsigned __int64)(v44 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_x) >> 16) + - ((unsigned __int64)(v47 * (signed __int64)pGame->pIndoorCameraD3D->int_sine_x) >> 16); } else { - v48 = (y - pIndoorCamera->pos.y) << 16; - v51 = (unsigned __int64)(v17 * (signed __int64)pOutdoorCamera->camera_rotation_y_int_cosine) >> 16; - v22 = (unsigned __int64)(v48 * (signed __int64)pOutdoorCamera->camera_rotation_y_int_sine) >> 16; + v48 = (y - pGame->pIndoorCameraD3D->vPartyPos.y) << 16; + v51 = (unsigned __int64)(v17 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16; + v22 = (unsigned __int64)(v48 * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16; X = v22 + v51; - if ( v22 + v51 < 262144 || v22 + v51 > pOutdoorCamera->shading_dist_mist << 16 ) + if ( v22 + v51 < 262144 || v22 + v51 > pODMRenderParams->shading_dist_mist << 16 ) continue; - v23 = (unsigned __int64)(((x - pIndoorCamera->pos.x) << 16) - * (signed __int64)pOutdoorCamera->camera_rotation_y_int_sine) >> 16; - v20 = ((unsigned __int64)(v48 * (signed __int64)pOutdoorCamera->camera_rotation_y_int_cosine) >> 16) - v23; - v42 = ((unsigned __int64)(v48 * (signed __int64)pOutdoorCamera->camera_rotation_y_int_cosine) >> 16) - v23; - v21 = (z - pIndoorCamera->pos.z) << 16; + v23 = (unsigned __int64)(((x - pGame->pIndoorCameraD3D->vPartyPos.x) << 16) + * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16; + v20 = ((unsigned __int64)(v48 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16) - v23; + v42 = ((unsigned __int64)(v48 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16) - v23; + v21 = (z - pGame->pIndoorCameraD3D->vPartyPos.z) << 16; } v45 = v21; v24 = abs(v20); if ( abs(X) >= v24 ) { LODWORD(v25) = 0; - HIDWORD(v25) = SLOWORD(pOutdoorCamera->int_fov_rad); + HIDWORD(v25) = SLOWORD(pODMRenderParams->int_fov_rad); v58 = v25 / X; v26 = v25 / X; LODWORD(v25) = 0; - HIDWORD(v25) = SLOWORD(pOutdoorCamera->int_fov_rad); + HIDWORD(v25) = SLOWORD(pODMRenderParams->int_fov_rad); v57 = v25 / X; v27 = pViewport->uScreenCenterX - ((signed int)(((unsigned __int64)(v26 * (signed __int64)v42) >> 16) + 32768) >> 16); @@ -3128,8 +3114,6 @@ } //return result; } -// 4E94D3: using guessed type char byte_4E94D3; -// 5187E4: using guessed type int uNumSpritesDrawnThisFrame; //----- (0044C1E8) -------------------------------------------------------- bool ODMFace::HasEventHint() @@ -3534,7 +3518,7 @@ pActors[ai_near_actors_ids[i]].uAttributes |= 0x0400; } //----- (0046BE0A) -------------------------------------------------------- -void ODM_UpdateUserInputAndOther() +void ODM_UpdateUserInputAndOther() { bool v0; // eax@5 char pOut[32]; // [sp+8h] [bp-20h]@5 @@ -3569,7 +3553,7 @@ check_event_triggers(); } //----- (0041F54A) -------------------------------------------------------- -void LoadActualSkyFrame() +void LoadActualSkyFrame() { if ( pTexture_RestUI_CurrentSkyFrame ) pTexture_RestUI_CurrentSkyFrame->Release(); @@ -3605,3 +3589,61 @@ pOMAP = 0; } + + + +//----- (00481E55) -------------------------------------------------------- +void ODM_Project(unsigned int uNumVertices) +{ + double v1; // st7@2 + double v2; // st6@2 + double v3; // st5@2 + int v4; // eax@2 + unsigned int v5; // edx@2 + double v6; // st4@3 + double v7; // st3@3 + + if ( (signed int)uNumVertices > 0 ) + { + v1 = (double)pODMRenderParams->int_fov_rad; + v2 = (double)pViewport->uScreenCenterX; + v3 = (double)pViewport->uScreenCenterY; + v4 = 0; + v5 = uNumVertices; + do + { + v6 = v1 * array_507D30[v4]._rhw; + v7 = v6 * array_507D30[v4].vWorldViewPosition.y; + memcpy(&array_50AC10[v4], &array_507D30[v4], sizeof(array_50AC10[v4])); + array_50AC10[v4].vWorldViewProjX = v2 - v7; + array_50AC10[v4].vWorldViewProjY = v3 - v6 * array_507D30[v4].vWorldViewPosition.z; + ++v4; + --v5; + } + while ( v5 ); + } +} +//----- (00485F64) -------------------------------------------------------- +void ODMRenderParams::Initialize() +{ + int v1; // eax@1 + int v2; // eax@2 + signed __int64 v3; // qtt@4 + int v4; // eax@4 + + this->uCameraFovInDegrees = 75; + v1 = stru_5C6E00->uPiMask & 0xD5; + if ( v1 >= (signed int)stru_5C6E00->uIntegerHalfPi ) + v2 = -stru_5C6E00->pTanTable[stru_5C6E00->uIntegerPi - v1]; + else + v2 = stru_5C6E00->pTanTable[v1]; + LODWORD(v3) = (viewparams->uSomeZ - viewparams->uSomeX) << 31; + HIDWORD(v3) = (viewparams->uSomeZ - viewparams->uSomeX) << 15 >> 16; + v4 = (signed int)(v3 / v2) >> 16; + this->int_fov_rad = v4; + this->field_4C = 360000; + this->int_fov_rad_inv = 65536 / v4; + this->field_50 = 115; + //sr_6BE060[1] = 1; + //RotationToInts(); +}
--- a/OutdoorCamera.cpp Wed Sep 18 09:21:32 2013 +0600 +++ /dev/null Thu Jan 01 00:00:00 1970 +0000 @@ -1,73 +0,0 @@ -#include "OutdoorCamera.h" -#include "IndoorCamera.h" -#include "Outdoor_stuff.h" -#include "Game.h" -#include "LightmapBuilder.h" -#include "Viewport.h" -#include "Math.h" -#include "mm7_data.h" - -//----- (00481E55) -------------------------------------------------------- -void OutdoorCamera::Project(unsigned int uNumVertices) -{ - double v1; // st7@2 - double v2; // st6@2 - double v3; // st5@2 - int v4; // eax@2 - unsigned int v5; // edx@2 - double v6; // st4@3 - double v7; // st3@3 - - if ( (signed int)uNumVertices > 0 ) - { - v1 = (double)pOutdoorCamera->int_fov_rad; - v2 = (double)pViewport->uScreenCenterX; - v3 = (double)pViewport->uScreenCenterY; - v4 = 0; - v5 = uNumVertices; - do - { - v6 = v1 * array_507D30[v4]._rhw; - v7 = v6 * array_507D30[v4].vWorldViewPosition.y; - memcpy(&array_50AC10[v4], &array_507D30[v4], sizeof(array_50AC10[v4])); - array_50AC10[v4].vWorldViewProjX = v2 - v7; - array_50AC10[v4].vWorldViewProjY = v3 - v6 * array_507D30[v4].vWorldViewPosition.z; - ++v4; - --v5; - } - while ( v5 ); - } -} -//----- (00485F64) -------------------------------------------------------- -void OutdoorCamera::_485F64() -{ - int v1; // eax@1 - int v2; // eax@2 - signed __int64 v3; // qtt@4 - int v4; // eax@4 - - this->uCameraFovInDegrees = 75; - v1 = stru_5C6E00->uPiMask & 0xD5; - if ( v1 >= (signed int)stru_5C6E00->uIntegerHalfPi ) - v2 = -stru_5C6E00->pTanTable[stru_5C6E00->uIntegerPi - v1]; - else - v2 = stru_5C6E00->pTanTable[v1]; - LODWORD(v3) = (viewparams->uSomeZ - viewparams->uSomeX) << 31; - HIDWORD(v3) = (viewparams->uSomeZ - viewparams->uSomeX) << 15 >> 16; - v4 = (signed int)(v3 / v2) >> 16; - this->int_fov_rad = v4; - this->field_4C = 360000; - this->int_fov_rad_inv = 65536 / v4; - this->field_50 = 115; - //sr_6BE060[1] = 1; - RotationToInts(); -} - -//----- (0048600E) -------------------------------------------------------- -void OutdoorCamera::RotationToInts() -{ - camera_rotation_y_int_sine = stru_5C6E00->Sin(pIndoorCamera->sRotationY); - camera_rotation_y_int_cosine = stru_5C6E00->Cos(pIndoorCamera->sRotationY); - camera_rotation_x_int_sine = stru_5C6E00->Sin(pIndoorCamera->sRotationX); - camera_rotation_x_int_cosine = stru_5C6E00->Cos(pIndoorCamera->sRotationX); -} \ No newline at end of file
--- a/OutdoorCamera.h Wed Sep 18 09:21:32 2013 +0600 +++ /dev/null Thu Jan 01 00:00:00 1970 +0000 @@ -1,70 +0,0 @@ -#pragma once - - -/* 88 */ -#pragma pack(push, 1) -struct OutdoorCamera -{ - //----- (00462684) -------------------------------------------------------- - OutdoorCamera() - { - uPickDepth = 0; - this->shading_dist_shade = 2048; - shading_dist_shademist = 4096; - shading_dist_mist = 8192; - int_fov_rad = 0; - this->bNoSky = 0; - this->bDoNotRenderDecorations = 0; - this->field_5C = 0; - this->field_60 = 0; - this->outdoor_no_wavy_water = 0; - this->outdoor_no_mist = 0; - } - - void _485F64(); - void RotationToInts(); - //void AllocSoftwareDrawBuffers(); - //void ReleaseSoftwareDrawBuffers(); - - static void Project(unsigned int uNumVertices); - //static bool _487355(); - - - - - int uPickDepth; - int shading_dist_shade; - int shading_dist_shademist; - int shading_dist_mist; - unsigned int uCameraFovInDegrees; - int int_fov_rad; - int int_fov_rad_inv; - int camera_rotation_y_int_sine; - int camera_rotation_y_int_cosine; - int camera_rotation_x_int_sine; - int camera_rotation_x_int_cosine; - int uNumPolygons; - unsigned int uNumEdges; - unsigned int uNumSurfs; - unsigned int uNumSpans; - unsigned int uNumBillboards; - float field_40; - int field_44; - int outdoor_grid_band_3; - int field_4C; - int field_50; - unsigned int bNoSky; - unsigned int bDoNotRenderDecorations; - int field_5C; - int field_60; - int outdoor_no_wavy_water; - int outdoor_no_mist; - int building_gamme; - int terrain_gamma; -}; -#pragma pack(pop) - - - - -extern struct OutdoorCamera *pOutdoorCamera; \ No newline at end of file
--- a/Outdoor_stuff.h Wed Sep 18 09:21:32 2013 +0600 +++ b/Outdoor_stuff.h Wed Sep 18 09:21:38 2013 +0600 @@ -36,8 +36,8 @@ int field_34; struct stru149 *ptr_38; struct Texture *pTexture; - struct Span *prolly_head; - struct Span *prolly_tail; + struct Span *_unused_prolly_head; + struct Span *_unused_prolly_tail; int **ptr_48; unsigned __int16 uTileBitmapID; __int16 field_4E; @@ -88,73 +88,64 @@ extern stru149 stru_8019C8; - -/* 143 */ +/* 88 */ #pragma pack(push, 1) -struct Span +struct ODMRenderParams { - Span *pNext; - struct Polygon *pParent; - __int16 field_8; - __int16 field_A; - __int16 field_C; - __int16 field_E; - float field_10; - float field_14; + //----- (00462684) -------------------------------------------------------- + ODMRenderParams() + { + uPickDepth = 0; + this->shading_dist_shade = 2048; + shading_dist_shademist = 4096; + shading_dist_mist = 8192; + int_fov_rad = 0; + this->bNoSky = 0; + this->bDoNotRenderDecorations = 0; + this->field_5C = 0; + this->field_60 = 0; + this->outdoor_no_wavy_water = 0; + this->outdoor_no_mist = 0; + } + + void Initialize(); + + int uPickDepth; + int shading_dist_shade; + int shading_dist_shademist; + int shading_dist_mist; + unsigned int uCameraFovInDegrees; + int int_fov_rad; // 157 struct IndoorCamera::fov_rad + int int_fov_rad_inv; // 157 struct IndoorCamera::fov_rad_inv + int _unused_camera_rotation_y_int_sine; // merged with BLVRenderParams equivalents + int _unused_camera_rotation_y_int_cosine; // into IndoorCameraD3D + int _unused_camera_rotation_x_int_sine; // --//-- + int _unused_camera_rotation_x_int_cosine; // --//-- + int uNumPolygons; + unsigned int _unused_uNumEdges; + unsigned int _unused_uNumSurfs; + unsigned int _unused_uNumSpans; + unsigned int uNumBillboards; + float field_40; + int field_44; + int outdoor_grid_band_3; + int field_4C; + int field_50; + unsigned int bNoSky; + unsigned int bDoNotRenderDecorations; + int field_5C; + int field_60; + int outdoor_no_wavy_water; + int outdoor_no_mist; + int building_gamme; + int terrain_gamma; + + unsigned int uMapGridCellX; // moved from 157 struct IndoorCamera::0C + unsigned int uMapGridCellZ; // moved from 157 struct IndoorCamera::10 }; #pragma pack(pop) +extern ODMRenderParams *pODMRenderParams; -/* 144 */ -#pragma pack(push, 1) -struct Surf -{ - float field_0; - float field_4; - float field_8; - float field_C; - float field_10; - Surf *pNext; - Surf *pPrev; - struct Polygon *pParent; - __int16 field_20; - __int16 field_22; -}; -#pragma pack(pop) -extern Surf stru_80C980; - - - - -/* 145 */ -#pragma pack(push, 1) -struct Edge -{ - float field_0; - float field_4; - int field_8; - Surf *pSurf; - Edge *pNext; - Edge *pPrev; - Edge *ptr_18; - float field_1C; - float field_20; - float field_24; - float field_28; - float field_2C; - float field_30; -}; -#pragma pack(pop) -extern Edge defaultEdge; // weak - -extern Edge stru_80C9A4; -extern Edge stru_80C9D8; - - - - - - - - +void ODM_Project(unsigned int uNumVertices); \ No newline at end of file
--- a/ParticleEngine.cpp Wed Sep 18 09:21:32 2013 +0600 +++ b/ParticleEngine.cpp Wed Sep 18 09:21:38 2013 +0600 @@ -4,12 +4,11 @@ #include "Viewport.h" #include "Outdoor.h" #include "Game.h" -#include "IndoorCamera.h" +#include "Outdoor_stuff.h" #include "Math.h" #include "LOD.h" #include "Sprites.h" -#include "OutdoorCamera.h" #include "mm7_data.h" TrailParticleGenerator trail_particle_generator; @@ -304,9 +303,9 @@ //uParticleID = LODWORD(pParticle->z); //z_int_ = *(float *)&uParticleID + 6.7553994e15; z_int_ = floorf(pParticle->z + 0.5f); - if ( !pRenderer->pRenderD3D ) + /*if ( !pRenderer->pRenderD3D ) { - if ( pBLVRenderParams->sPartyRotX ) + if (pGame->pIndoorCameraD3D->sRotationX) { if (pParticle->type & ParticleType_Line) { @@ -314,22 +313,22 @@ int _uParticleID = (int)(floorf(pParticle->_x + 0.5f) - pBLVRenderParams->vPartyPos.x) << 16; //v12 = pParticle->_y + 6.7553994e15; y = (int)(floorf(pParticle->_y + 0.5f) - pBLVRenderParams->vPartyPos.y) << 16; - z = (unsigned __int64)(y * (signed __int64)pBLVRenderParams->sSineY) >> 16; - HIDWORD(a5) = ((unsigned __int64)((signed int)_uParticleID * (signed __int64)pBLVRenderParams->sCosineY) >> 16) + z = (unsigned __int64)(y * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16; + HIDWORD(a5) = ((unsigned __int64)((signed int)_uParticleID * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16) - z; - a6 = (unsigned __int64)((signed int)_uParticleID * (signed __int64)pBLVRenderParams->sSineY) >> 16; + a6 = (unsigned __int64)((signed int)_uParticleID * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16; //v13 = pParticle->_z + 6.7553994e15; _uParticleID = (int)(floorf(pParticle->_z + 0.5f) - pBLVRenderParams->vPartyPos.z) << 16; - z = ((unsigned __int64)(SHIDWORD(a5) * (signed __int64)pBLVRenderParams->sCosineNegX) >> 16) - - ((unsigned __int64)((signed int)_uParticleID * (signed __int64)pBLVRenderParams->sSineNegX) >> 16); + z = ((unsigned __int64)(SHIDWORD(a5) * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_x) >> 16) + - ((unsigned __int64)((signed int)_uParticleID * (signed __int64)pGame->pIndoorCameraD3D->int_sine_x) >> 16); v14 = z; - HIDWORD(v13) = (unsigned __int64)(SHIDWORD(a5) * (signed __int64)pBLVRenderParams->sSineNegX) >> 16; - HIDWORD(a5) = (unsigned __int64)((signed int)_uParticleID * (signed __int64)pBLVRenderParams->sCosineNegX) >> 16; + HIDWORD(v13) = (unsigned __int64)(SHIDWORD(a5) * (signed __int64)pGame->pIndoorCameraD3D->int_sine_x) >> 16; + HIDWORD(a5) = (unsigned __int64)((signed int)_uParticleID * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_x) >> 16; //LODWORD(v15) = pBLVRenderParams->field_40 << 16; //HIDWORD(v15) = pBLVRenderParams->field_40 >> 16; //v16 = v15 / z; v16 = fixpoint_div(pBLVRenderParams->field_40, z); - v17 = (unsigned __int64)(y * (signed __int64)pBLVRenderParams->sCosineY) >> 16; + v17 = (unsigned __int64)(y * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16; pParticle->_screenspace_scale = v16; _uParticleID = (unsigned __int64)(v16 * (signed __int64)(a6 + v17)) >> 16; LODWORD(v18) = pBLVRenderParams->uViewportCenterX @@ -344,20 +343,20 @@ } int _uParticleID = (x_int - pBLVRenderParams->vPartyPos.x) << 16; y = (y_int_ - pBLVRenderParams->vPartyPos.y) << 16; - HIDWORD(a5) = ((unsigned __int64)((signed int)_uParticleID * (signed __int64)pBLVRenderParams->sCosineY) >> 16) - - ((unsigned __int64)(y * (signed __int64)pBLVRenderParams->sSineY) >> 16); - a6 = (unsigned __int64)((signed int)_uParticleID * (signed __int64)pBLVRenderParams->sSineY) >> 16; - z_int_4 = (unsigned __int64)(y * (signed __int64)pBLVRenderParams->sCosineY) >> 16; + HIDWORD(a5) = ((unsigned __int64)((signed int)_uParticleID * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16) + - ((unsigned __int64)(y * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16); + a6 = (unsigned __int64)((signed int)_uParticleID * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16; + z_int_4 = (unsigned __int64)(y * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16; _uParticleID = (z_int_ - pBLVRenderParams->vPartyPos.z) << 16; - v21 = (unsigned __int64)((signed int)_uParticleID * (signed __int64)pBLVRenderParams->sSineNegX) >> 16; - v22 = ((unsigned __int64)(SHIDWORD(a5) * (signed __int64)pBLVRenderParams->sCosineNegX) >> 16) - v21; - z = ((unsigned __int64)(SHIDWORD(a5) * (signed __int64)pBLVRenderParams->sCosineNegX) >> 16) - v21; + v21 = (unsigned __int64)((signed int)_uParticleID * (signed __int64)pGame->pIndoorCameraD3D->int_sine_x) >> 16; + v22 = ((unsigned __int64)(SHIDWORD(a5) * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_x) >> 16) - v21; + z = ((unsigned __int64)(SHIDWORD(a5) * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_x) >> 16) - v21; if ( v22 < (signed int)0x40000u || v22 > (signed int)0x1F400000u ) return 0; v23 = a6 + z_int_4; a2 = a6 + z_int_4; - v24 = ((unsigned __int64)((signed int)_uParticleID * (signed __int64)pBLVRenderParams->sCosineNegX) >> 16) - + ((unsigned __int64)(SHIDWORD(a5) * (signed __int64)pBLVRenderParams->sSineNegX) >> 16); + v24 = ((unsigned __int64)((signed int)_uParticleID * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_x) >> 16) + + ((unsigned __int64)(SHIDWORD(a5) * (signed __int64)pGame->pIndoorCameraD3D->int_sine_x) >> 16); } else { @@ -367,17 +366,17 @@ int _uParticleID = ((int)floorf(pParticle->_x + 0.5f) - pBLVRenderParams->vPartyPos.x) << 16; //v26 = pParticle->_y + 6.7553994e15; y = ((int)floorf(pParticle->_y + 0.5f) - pBLVRenderParams->vPartyPos.y) << 16; - auto _hiword_v25 = (__int64)(y * (signed __int64)pBLVRenderParams->sSineY) >> 16; - v27 = ((unsigned __int64)((signed int)_uParticleID * (signed __int64)pBLVRenderParams->sCosineY) >> 16) - _hiword_v25; - z = ((unsigned __int64)((signed int)_uParticleID * (signed __int64)pBLVRenderParams->sCosineY) >> 16) - _hiword_v25; - v28 = (unsigned __int64)((signed int)_uParticleID * (signed __int64)pBLVRenderParams->sSineY) >> 16; + auto _hiword_v25 = (__int64)(y * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16; + v27 = ((unsigned __int64)((signed int)_uParticleID * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16) - _hiword_v25; + z = ((unsigned __int64)((signed int)_uParticleID * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16) - _hiword_v25; + v28 = (unsigned __int64)((signed int)_uParticleID * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16; //a5 = pParticle->_z + 6.7553994e15; v29 = ((int)floorf(pParticle->_z + 0.5f) - pBLVRenderParams->vPartyPos.z) << 16; //LODWORD(v30) = pBLVRenderParams->field_40 << 16; //HIDWORD(v30) = pBLVRenderParams->field_40 >> 16; //v31 = v30 / z; v31 = fixpoint_div(pBLVRenderParams->field_40, z); - v32 = (unsigned __int64)(y * (signed __int64)pBLVRenderParams->sCosineY) >> 16; + v32 = (unsigned __int64)(y * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16; pParticle->_screenspace_scale = v31; _uParticleID = (unsigned __int64)(v31 * (signed __int64)(v28 + v32)) >> 16; LODWORD(v33) = pBLVRenderParams->uViewportCenterX - ((signed int)((unsigned __int64)(v31 * (signed __int64)(v28 + v32)) >> 16) >> 16); @@ -389,15 +388,15 @@ } int _uParticleID = (x_int - pBLVRenderParams->vPartyPos.x) << 16; y = (y_int_ - pBLVRenderParams->vPartyPos.y) << 16; - v36 = (unsigned __int64)(y * (signed __int64)pBLVRenderParams->sSineY) >> 16; - v22 = ((unsigned __int64)((signed int)_uParticleID * (signed __int64)pBLVRenderParams->sCosineY) >> 16) - v36; - z = ((unsigned __int64)((signed int)_uParticleID * (signed __int64)pBLVRenderParams->sCosineY) >> 16) - v36; + v36 = (unsigned __int64)(y * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16; + v22 = ((unsigned __int64)((signed int)_uParticleID * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16) - v36; + z = ((unsigned __int64)((signed int)_uParticleID * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16) - v36; if ( v22 < 262144 || v22 > 524288000 ) return 0; - v37 = (unsigned __int64)((signed int)_uParticleID * (signed __int64)pBLVRenderParams->sSineY) >> 16; - _uParticleID = (unsigned __int64)(y * (signed __int64)pBLVRenderParams->sCosineY) >> 16; - v23 = v37 + ((unsigned __int64)(y * (signed __int64)pBLVRenderParams->sCosineY) >> 16); - a2 = v37 + ((unsigned __int64)(y * (signed __int64)pBLVRenderParams->sCosineY) >> 16); + v37 = (unsigned __int64)((signed int)_uParticleID * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16; + _uParticleID = (unsigned __int64)(y * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16; + v23 = v37 + ((unsigned __int64)(y * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16); + a2 = v37 + ((unsigned __int64)(y * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16); v24 = (z_int_ - pBLVRenderParams->vPartyPos.z) << 16; } int _uParticleID = abs(v23); @@ -416,15 +415,15 @@ //uParticleID = v44 >> 16; LODWORD(v44) = (signed int)(v44 >> 16) >> 16; pParticle->uScreenSpaceY = pBLVRenderParams->uViewportCenterY - v44; - pParticle->_screenspace_scale = fixpoint_sub0(fixpoint_from_float(pParticle->flt_28), pParticle->_screenspace_scale); + pParticle->_screenspace_scale = fixpoint_mul(fixpoint_from_float(pParticle->flt_28), pParticle->_screenspace_scale); pParticle->sZValue = z; return true; } return false; - } + }*/ int x; - if ( !pGame->pIndoorCameraD3D->ApplyViewTransform_TrueIfStillVisible( + if ( !pGame->pIndoorCameraD3D->ApplyViewTransform_TrueIfStillVisible_BLV( x_int, y_int_, z_int_, @@ -443,7 +442,7 @@ //v7 = pParticle->flt_28; //pParticle->_screenspace_scale = v6 / x; //v8 = v7; - pParticle->_screenspace_scale = fixpoint_sub0(fixpoint_from_float(pParticle->flt_28), v6 / x); + pParticle->_screenspace_scale = fixpoint_mul(fixpoint_from_float(pParticle->flt_28), v6 / x); pParticle->sZValue = x; return true; } @@ -507,10 +506,10 @@ //int uIDf; // [sp+58h] [bp+8h]@8 //int uIDb; // [sp+58h] [bp+8h]@9 - v3 = stru_5C6E00->Cos(pIndoorCamera->sRotationX); - v44 = stru_5C6E00->Sin(pIndoorCamera->sRotationX); - v4 = stru_5C6E00->Cos(pIndoorCamera->sRotationY); - v5 = stru_5C6E00->Sin(pIndoorCamera->sRotationY); + v3 = stru_5C6E00->Cos(pGame->pIndoorCameraD3D->sRotationX); + v44 = stru_5C6E00->Sin(pGame->pIndoorCameraD3D->sRotationX); + v4 = stru_5C6E00->Cos(pGame->pIndoorCameraD3D->sRotationY); + v5 = stru_5C6E00->Sin(pGame->pIndoorCameraD3D->sRotationY); v6 = &pParticles[uID]; if (v6->type == ParticleType_Invalid) @@ -528,36 +527,36 @@ //uIDc = (LODWORD(v8) - pIndoorCamera->pos.x) << 16; //v9 = v6->_y + 6.7553994e15; //v10 = (LODWORD(v9) - pIndoorCamera->pos.y) << 16; - v11 = fixpoint_mul(v6->x - pIndoorCamera->pos.x, v4) + fixpoint_mul(v6->y - pIndoorCamera->pos.y, v5); - //HIDWORD(v8) = fixpoint_mul(v6->x - pIndoorCamera->pos.x, v5); + v11 = fixpoint_sub_unknown(v6->x - pGame->pIndoorCameraD3D->vPartyPos.x, v4) + fixpoint_sub_unknown(v6->y - pGame->pIndoorCameraD3D->vPartyPos.y, v5); + //HIDWORD(v8) = fixpoint_sub_unknown(v6->x - pIndoorCamera->pos.x, v5); //v12 = v6->_z + 6.7553994e15; //uIDd = (LODWORD(v12) - pIndoorCamera->pos.z) << 16; - auto _hidword_v12 = fixpoint_sub0(v11, v3) + fixpoint_mul(v6->z - pIndoorCamera->pos.z, v44); + auto _hidword_v12 = fixpoint_mul(v11, v3) + fixpoint_sub_unknown(v6->z - pGame->pIndoorCameraD3D->vPartyPos.z, v44); LODWORD(v13) = 0; - HIDWORD(v13) = SLOWORD(pOutdoorCamera->int_fov_rad); + HIDWORD(v13) = SLOWORD(pODMRenderParams->int_fov_rad); //v14 = v13 / _hidword_v12; v6->_screenspace_scale = v13 / _hidword_v12; //v15 = v6->_screenspace_scale; v6->uScreenSpaceX = pViewport->uScreenCenterX - ((signed int)((unsigned __int64)(v6->_screenspace_scale - * (signed __int64)(fixpoint_mul(v6->y - pIndoorCamera->pos.y, v4) - - fixpoint_mul(v6->x - pIndoorCamera->pos.x, v5))) >> 16) >> 16); + * (signed __int64)(fixpoint_sub_unknown(v6->y - pGame->pIndoorCameraD3D->vPartyPos.y, v4) + - fixpoint_sub_unknown(v6->x - pGame->pIndoorCameraD3D->vPartyPos.x, v5))) >> 16) >> 16); v6->uScreenSpaceY = pViewport->uScreenCenterY - ((signed int)((unsigned __int64)(v6->_screenspace_scale - * (signed __int64)(fixpoint_mul(v6->z - pIndoorCamera->pos.z, v3) + * (signed __int64)(fixpoint_sub_unknown(v6->z - pGame->pIndoorCameraD3D->vPartyPos.z, v3) - ((unsigned __int64)(v11 * (signed __int64)v44) >> 16))) >> 16) >> 16); v6->sZValue = _hidword_v12; } //uIDe = (v41 - pIndoorCamera->pos.x) << 16; //v47 = (LODWORD(v39) - pIndoorCamera->pos.y) << 16; - v45 = fixpoint_mul(v6->x - pIndoorCamera->pos.x, v4) + fixpoint_mul(v6->y - pIndoorCamera->pos.y, v5); - //HIDWORD(v42) = fixpoint_mul(v6->x - pIndoorCamera->pos.x, v5); + v45 = fixpoint_sub_unknown(v6->x - pGame->pIndoorCameraD3D->vPartyPos.x, v4) + fixpoint_sub_unknown(v6->y - pGame->pIndoorCameraD3D->vPartyPos.y, v5); + //HIDWORD(v42) = fixpoint_sub_unknown(v6->x - pIndoorCamera->pos.x, v5); //uIDa = (LODWORD(v42) - pIndoorCamera->pos.z) << 16; - X_4 = fixpoint_mul(v6->z - pIndoorCamera->pos.z, v44) + fixpoint_sub0(v45, v3); + X_4 = fixpoint_sub_unknown(v6->z - pGame->pIndoorCameraD3D->vPartyPos.z, v44) + fixpoint_mul(v45, v3); if ( X_4 < 0x40000 ) return 0; - v16 = fixpoint_mul(v6->y - pIndoorCamera->pos.y, v4) - fixpoint_mul(v6->x - pIndoorCamera->pos.x, v5); - v17 = fixpoint_mul(v6->z - pIndoorCamera->pos.z, v3) - fixpoint_sub0(v45, v44); + v16 = fixpoint_sub_unknown(v6->y - pGame->pIndoorCameraD3D->vPartyPos.y, v4) - fixpoint_sub_unknown(v6->x - pGame->pIndoorCameraD3D->vPartyPos.x, v5); + v17 = fixpoint_sub_unknown(v6->z - pGame->pIndoorCameraD3D->vPartyPos.z, v3) - fixpoint_mul(v45, v44); } else { @@ -569,34 +568,34 @@ //v20 = (LODWORD(v19) - pIndoorCamera->pos.y) << 16; //v21 = v6->_z + 6.7553994e15; LODWORD(v22) = 0; - HIDWORD(v22) = SLOWORD(pOutdoorCamera->int_fov_rad); - auto _var_123 = fixpoint_mul(v6->x - pIndoorCamera->pos.x, v4) + fixpoint_mul(v6->y - pIndoorCamera->pos.y, v5); + HIDWORD(v22) = SLOWORD(pODMRenderParams->int_fov_rad); + auto _var_123 = fixpoint_sub_unknown(v6->x - pGame->pIndoorCameraD3D->vPartyPos.x, v4) + fixpoint_sub_unknown(v6->y - pGame->pIndoorCameraD3D->vPartyPos.y, v5); //v23 = v22 / _var_123; v6->_screenspace_scale = v22 / _var_123; //v24 = v6->_screenspace_scale; v6->uScreenSpaceX = pViewport->uScreenCenterX - ((signed int)((unsigned __int64)(v6->_screenspace_scale - * (signed __int64)(fixpoint_mul(v6->y - pIndoorCamera->pos.y, v4) - - fixpoint_mul(v6->x - pIndoorCamera->pos.x, v5))) >> 16) >> 16); - v6->uScreenSpaceY = pViewport->uScreenCenterY - (fixpoint_mul(v6->z, v6->_screenspace_scale) >> 16); + * (signed __int64)(fixpoint_sub_unknown(v6->y - pGame->pIndoorCameraD3D->vPartyPos.y, v4) + - fixpoint_sub_unknown(v6->x - pGame->pIndoorCameraD3D->vPartyPos.x, v5))) >> 16) >> 16); + v6->uScreenSpaceY = pViewport->uScreenCenterY - (fixpoint_sub_unknown(v6->z, v6->_screenspace_scale) >> 16); v6->sZValue = _var_123; } //uIDb = (v41 - pIndoorCamera->pos.x) << 16; //v48 = (LODWORD(v39) - pIndoorCamera->pos.y) << 16; - v26 = fixpoint_mul(v6->y - pIndoorCamera->pos.y, v5); + v26 = fixpoint_sub_unknown(v6->y - pGame->pIndoorCameraD3D->vPartyPos.y, v5); //v27 = v26 + ((unsigned __int64)(uIDb * (signed __int64)v4) >> 16); - X_4 = v26 + fixpoint_mul(v6->x - pIndoorCamera->pos.x, v4); - if ( X_4 < 0x40000 || X_4 > (pOutdoorCamera->uPickDepth - 1000) << 16 ) + X_4 = v26 + fixpoint_sub_unknown(v6->x - pGame->pIndoorCameraD3D->vPartyPos.x, v4); + if ( X_4 < 0x40000 || X_4 > (pODMRenderParams->uPickDepth - 1000) << 16 ) return 0; v17 = v6->z; - v16 = fixpoint_mul(v6->y - pIndoorCamera->pos.y, v4) - fixpoint_mul(v6->x - pIndoorCamera->pos.x, v5); + v16 = fixpoint_sub_unknown(v6->y - pGame->pIndoorCameraD3D->vPartyPos.y, v4) - fixpoint_sub_unknown(v6->x - pGame->pIndoorCameraD3D->vPartyPos.x, v5); } v40 = v17; v28 = abs(v16); if ( abs(X_4) >= v28 ) { LODWORD(v29) = 0; - HIDWORD(v29) = SLOWORD(pOutdoorCamera->int_fov_rad); + HIDWORD(v29) = SLOWORD(pODMRenderParams->int_fov_rad); //v30 = v29 / X_4; v6->_screenspace_scale = v29 / X_4; //v31 = v6->_screenspace_scale; @@ -605,7 +604,7 @@ v33 = (signed int)((unsigned __int64)(v6->_screenspace_scale * (signed __int64)v40) >> 16) >> 16; //v34 = pViewport->uScreenCenterY - v33; v6->uScreenSpaceY = pViewport->uScreenCenterY - v33; - v6->_screenspace_scale = fixpoint_sub0(fixpoint_from_float(v6->flt_28), v6->_screenspace_scale); + v6->_screenspace_scale = fixpoint_mul(fixpoint_from_float(v6->flt_28), v6->_screenspace_scale); v6->sZValue = X_4; v36 = v6->uScreenSpaceX; if ( v36 >= (signed int)pViewport->uViewportTL_X ) @@ -779,7 +778,7 @@ { pLines.pLineVertices[2 * pLines.uNumLines].pos.x = particle->uScreenSpaceX; pLines.pLineVertices[2 * pLines.uNumLines].pos.y = particle->uScreenSpaceY; - pLines.pLineVertices[2 * pLines.uNumLines].pos.z = 1.0 - 1.0 / ((double)particle->zbuffer_depth * 1000.0 / (double)pOutdoorCamera->shading_dist_mist); + pLines.pLineVertices[2 * pLines.uNumLines].pos.z = 1.0 - 1.0 / ((double)particle->zbuffer_depth * 1000.0 / (double)pODMRenderParams->shading_dist_mist); pLines.pLineVertices[2 * pLines.uNumLines].rhw = 1.0; pLines.pLineVertices[2 * pLines.uNumLines].diffuse = particle->uLightColor_bgr; pLines.pLineVertices[2 * pLines.uNumLines].specular = 0; @@ -788,7 +787,7 @@ pLines.pLineVertices[2 * pLines.uNumLines + 1].pos.x = particle->uScreenSpaceZ; pLines.pLineVertices[2 * pLines.uNumLines + 1].pos.y = particle->uScreenSpaceW; - pLines.pLineVertices[2 * pLines.uNumLines + 1].pos.z = 1.0 - 1.0 / ((double)particle->zbuffer_depth * 1000.0 / (double)pOutdoorCamera->shading_dist_mist); + pLines.pLineVertices[2 * pLines.uNumLines + 1].pos.z = 1.0 - 1.0 / ((double)particle->zbuffer_depth * 1000.0 / (double)pODMRenderParams->shading_dist_mist); pLines.pLineVertices[2 * pLines.uNumLines + 1].rhw = 1.0; pLines.pLineVertices[2 * pLines.uNumLines + 1].diffuse = particle->uLightColor_bgr; pLines.pLineVertices[2 * pLines.uNumLines + 1].specular = 0;
--- a/Render.cpp Wed Sep 18 09:21:32 2013 +0600 +++ b/Render.cpp Wed Sep 18 09:21:38 2013 +0600 @@ -12,8 +12,6 @@ #include "DecalBuilder.h" #include "ParticleEngine.h" #include "Render.h" -#include "OutdoorCamera.h" -#include "IndoorCamera.h" #include "Outdoor.h" #include "Party.h" #include "LOD.h" @@ -145,7 +143,7 @@ soft_billboard.uViewportZ = pBLVRenderParams->uViewportZ - 1; soft_billboard.uViewportW = pBLVRenderParams->uViewportW; - pOutdoorCamera->uNumBillboards = ::uNumBillboardsToDraw; + pODMRenderParams->uNumBillboards = ::uNumBillboardsToDraw; for (uint i = 0; i < ::uNumBillboardsToDraw; ++i) { auto p = pBillboardRenderList + i; @@ -251,7 +249,7 @@ { for (unsigned int x = 0; x < 127; ++x) { - pTilePolygon = &array_77EC08[pOutdoorCamera->uNumPolygons]; + pTilePolygon = &array_77EC08[pODMRenderParams->uNumPolygons]; pTilePolygon->flags = 0; pTilePolygon->field_32 = 0; pTilePolygon->uTileBitmapID = pOutdoor->DoGetTileTexture(x, z); @@ -305,9 +303,9 @@ pTilePolygon->dimming_level = 20.0 - floorf(20.0 * _f + 0.5f); //----------------------------------------------------------------------------------------------- - ++pOutdoorCamera->uNumPolygons; - ++pOutdoorCamera->field_44; - assert(pOutdoorCamera->uNumPolygons < 20000); + ++pODMRenderParams->uNumPolygons; + ++pODMRenderParams->field_44; + assert(pODMRenderParams->uNumPolygons < 20000); pTilePolygon->uBModelID = 0; pTilePolygon->uBModelFaceID = 0; @@ -346,8 +344,8 @@ //pTile->DrawBorderTiles(); //-------------------------------------------------------------------------------------------------------------------------------- - --pOutdoorCamera->uNumPolygons; - --pOutdoorCamera->field_44; + --pODMRenderParams->uNumPolygons; + --pODMRenderParams->field_44; } } } @@ -385,7 +383,7 @@ billboard.uViewportY = pViewport->uViewportTL_Y; billboard.uViewportZ = pViewport->uViewportBR_X - 1; billboard.uViewportW = pViewport->uViewportBR_Y; - pOutdoorCamera->uNumBillboards = uNumBillboardsToDraw; + pODMRenderParams->uNumBillboards = uNumBillboardsToDraw; for (int i = 0; i < ::uNumBillboardsToDraw; ++i) { @@ -518,7 +516,7 @@ //v28 = v4; v36 = v4->uFlags; a6 = v4->uGlowRadius * object->field_22_glow_radius_multiplier; - v6 = stru_5C6E00->Atan2(object->vPosition.x - pIndoorCamera->pos.x, object->vPosition.y - pIndoorCamera->pos.y); + v6 = stru_5C6E00->Atan2(object->vPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x, object->vPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y); //LOWORD(v7) = object->uFacing; //v8 = v36; v9 = ((signed int)(stru_5C6E00->uIntegerPi + ((signed int)stru_5C6E00->uIntegerPi >> 3) + object->uFacing - v6) >> 8) & 7; @@ -544,52 +542,52 @@ //LOBYTE(v11) = byte_4E94D3; pMobileLightsStack->AddLight(x, y, z, object->uSectorID, a6, 0xFFu, 0xFFu, 0xFFu, byte_4E94D3); } - v12 = (x - pIndoorCamera->pos.x) << 16; - if ( pIndoorCamera->sRotationX ) + v12 = (x - pGame->pIndoorCameraD3D->vPartyPos.x) << 16; + if (pGame->pIndoorCameraD3D->sRotationX) { - v13 = (y - pIndoorCamera->pos.y) << 16; - v30 = ((unsigned __int64)(v12 * (signed __int64)pOutdoorCamera->camera_rotation_y_int_cosine) >> 16) - + ((unsigned __int64)(v13 * (signed __int64)pOutdoorCamera->camera_rotation_y_int_sine) >> 16); - v37 = (unsigned __int64)(v12 * (signed __int64)pOutdoorCamera->camera_rotation_y_int_sine) >> 16; - a6a = (unsigned __int64)(v13 * (signed __int64)pOutdoorCamera->camera_rotation_y_int_cosine) >> 16; - v33 = (z - pIndoorCamera->pos.z) << 16; - v14 = (unsigned __int64)(v30 * (signed __int64)pOutdoorCamera->camera_rotation_x_int_cosine) >> 16; - v15 = (unsigned __int64)(v33 * (signed __int64)pOutdoorCamera->camera_rotation_x_int_sine) >> 16; + v13 = (y - pGame->pIndoorCameraD3D->vPartyPos.y) << 16; + v30 = ((unsigned __int64)(v12 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16) + + ((unsigned __int64)(v13 * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16); + v37 = (unsigned __int64)(v12 * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16; + a6a = (unsigned __int64)(v13 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16; + v33 = (z - pGame->pIndoorCameraD3D->vPartyPos.z) << 16; + v14 = (unsigned __int64)(v30 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_x) >> 16; + v15 = (unsigned __int64)(v33 * (signed __int64)pGame->pIndoorCameraD3D->int_sine_x) >> 16; v16 = v15 + v14; v42 = v15 + v14; - if ( v15 + v14 >= 262144 && v16 <= pOutdoorCamera->shading_dist_mist << 16 ) + if ( v15 + v14 >= 262144 && v16 <= pODMRenderParams->shading_dist_mist << 16 ) { v17 = a6a - v37; v40 = a6a - v37; - v18 = ((unsigned __int64)(v33 * (signed __int64)pOutdoorCamera->camera_rotation_x_int_cosine) >> 16) - - ((unsigned __int64)(v30 * (signed __int64)pOutdoorCamera->camera_rotation_x_int_sine) >> 16); + v18 = ((unsigned __int64)(v33 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_x) >> 16) + - ((unsigned __int64)(v30 * (signed __int64)pGame->pIndoorCameraD3D->int_sine_x) >> 16); goto LABEL_29; } } else { - v34 = (y - pIndoorCamera->pos.y) << 16; - v19 = (unsigned __int64)(v12 * (signed __int64)pOutdoorCamera->camera_rotation_y_int_cosine) >> 16; - v20 = (unsigned __int64)(v34 * (signed __int64)pOutdoorCamera->camera_rotation_y_int_sine) >> 16; + v34 = (y - pGame->pIndoorCameraD3D->vPartyPos.y) << 16; + v19 = (unsigned __int64)(v12 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16; + v20 = (unsigned __int64)(v34 * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16; v16 = v20 + v19; v42 = v20 + v19; - if ( v20 + v19 >= 262144 && v16 <= pOutdoorCamera->shading_dist_mist << 16 ) + if ( v20 + v19 >= 262144 && v16 <= pODMRenderParams->shading_dist_mist << 16 ) { - v21 = (unsigned __int64)(((x - pIndoorCamera->pos.x) << 16) * (signed __int64)pOutdoorCamera->camera_rotation_y_int_sine) >> 16; - v17 = ((unsigned __int64)(v34 * (signed __int64)pOutdoorCamera->camera_rotation_y_int_cosine) >> 16) - v21; - v40 = ((unsigned __int64)(v34 * (signed __int64)pOutdoorCamera->camera_rotation_y_int_cosine) >> 16) - v21; - v18 = (z - pIndoorCamera->pos.z) << 16; + v21 = (unsigned __int64)(((x - pGame->pIndoorCameraD3D->vPartyPos.x) << 16) * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16; + v17 = ((unsigned __int64)(v34 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16) - v21; + v40 = ((unsigned __int64)(v34 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16) - v21; + v18 = (z - pGame->pIndoorCameraD3D->vPartyPos.z) << 16; LABEL_29: v31 = v18; v22 = abs(v17); if ( abs(v16) >= v22 ) { LODWORD(v23) = 0; - HIDWORD(v23) = SLOWORD(pOutdoorCamera->int_fov_rad); + HIDWORD(v23) = SLOWORD(pODMRenderParams->int_fov_rad); v24 = v23 / v42; v25 = v23 / v42; LODWORD(v23) = 0; - HIDWORD(v23) = SLOWORD(pOutdoorCamera->int_fov_rad); + HIDWORD(v23) = SLOWORD(pODMRenderParams->int_fov_rad); v35 = pViewport->uScreenCenterX - ((signed int)(((unsigned __int64)(v25 * (signed __int64)v40) >> 16) + 32768) >> 16); v32 = LOWORD(pViewport->uScreenCenterY) - (((unsigned int)((unsigned __int64)(v23 / v42 * v31) >> 16) + 32768) >> 16); @@ -637,8 +635,6 @@ //while ( v41 < (signed int)uNumSpriteObjects ); } } -// 4E94D3: using guessed type char byte_4E94D3; -// 5187E4: using guessed type int uNumSpritesDrawnThisFrame; //----- (0049D9BC) -------------------------------------------------------- signed int __stdcall RenderD3D__DeviceEnumerator(GUID *lpGUID, const char *lpDevDesc, const char *lpDriverName, RenderD3D__DevInfo *pOut) @@ -1000,8 +996,8 @@ //v9 = v8; v42 = v8->uFlags; a5 = v8->uGlowRadius; - v10 = (unsigned __int16 *)stru_5C6E00->Atan2(decor->vPosition.x - pIndoorCamera->pos.x, - decor->vPosition.y - pIndoorCamera->pos.y); + v10 = (unsigned __int16 *)stru_5C6E00->Atan2(decor->vPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x, + decor->vPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y); v11 = *((int *)v0 + 2); v37 = v10; v12 = v42; @@ -1044,27 +1040,27 @@ v16, byte_4E94D0); } - v17 = (decor->vPosition.x - pIndoorCamera->pos.x) << 16; - if ( pIndoorCamera->sRotationX ) + v17 = (decor->vPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x) << 16; + if (pGame->pIndoorCameraD3D->sRotationX) { - v40 = (decor->vPosition.y - pIndoorCamera->pos.y) << 16; - v18 = ((unsigned __int64)(v17 * (signed __int64)pOutdoorCamera->camera_rotation_y_int_cosine) >> 16) - + ((unsigned __int64)(v40 * (signed __int64)pOutdoorCamera->camera_rotation_y_int_sine) >> 16); + v40 = (decor->vPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y) << 16; + v18 = ((unsigned __int64)(v17 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16) + + ((unsigned __int64)(v40 * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16); v42 = v18; - b = (unsigned __int64)(v17 * (signed __int64)pOutdoorCamera->camera_rotation_y_int_sine) >> 16; - a5 = (unsigned __int64)(v40 * (signed __int64)pOutdoorCamera->camera_rotation_y_int_cosine) >> 16; - v40 = (decor->vPosition.z - pIndoorCamera->pos.z) << 16; - v41 = (unsigned __int64)(v40 * (signed __int64)pOutdoorCamera->camera_rotation_x_int_sine) >> 16; - v19 = (unsigned __int64)(v18 * (signed __int64)pOutdoorCamera->camera_rotation_x_int_cosine) >> 16; - v20 = v19 + ((unsigned __int64)(v40 * (signed __int64)pOutdoorCamera->camera_rotation_x_int_sine) >> 16); - v39 = v19 + ((unsigned __int64)(v40 * (signed __int64)pOutdoorCamera->camera_rotation_x_int_sine) >> 16); - if ( v20 >= 262144 && v20 <= pOutdoorCamera->shading_dist_mist << 16 ) + b = (unsigned __int64)(v17 * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16; + a5 = (unsigned __int64)(v40 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16; + v40 = (decor->vPosition.z - pGame->pIndoorCameraD3D->vPartyPos.z) << 16; + v41 = (unsigned __int64)(v40 * (signed __int64)pGame->pIndoorCameraD3D->int_sine_x) >> 16; + v19 = (unsigned __int64)(v18 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_x) >> 16; + v20 = v19 + ((unsigned __int64)(v40 * (signed __int64)pGame->pIndoorCameraD3D->int_sine_x) >> 16); + v39 = v19 + ((unsigned __int64)(v40 * (signed __int64)pGame->pIndoorCameraD3D->int_sine_x) >> 16); + if ( v20 >= 262144 && v20 <= pODMRenderParams->shading_dist_mist << 16 ) { v21 = a5 - b; v41 = a5 - b; - a5 = (unsigned __int64)(v42 * (signed __int64)pOutdoorCamera->camera_rotation_x_int_sine) >> 16; - b = (unsigned __int64)(v40 * (signed __int64)pOutdoorCamera->camera_rotation_x_int_cosine) >> 16; - v22 = ((unsigned __int64)(v40 * (signed __int64)pOutdoorCamera->camera_rotation_x_int_cosine) >> 16) - a5; + a5 = (unsigned __int64)(v42 * (signed __int64)pGame->pIndoorCameraD3D->int_sine_x) >> 16; + b = (unsigned __int64)(v40 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_x) >> 16; + v22 = ((unsigned __int64)(v40 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_x) >> 16) - a5; LABEL_30: v42 = v22; v40 = 2 * abs(v20); @@ -1072,7 +1068,7 @@ if ( v40 >= v23 ) { LODWORD(v24) = 0; - HIDWORD(v24) = SLOWORD(pOutdoorCamera->int_fov_rad); + HIDWORD(v24) = SLOWORD(pODMRenderParams->int_fov_rad); a5 = v24 / v39; v25 = pViewport->uScreenCenterX - ((signed int)(((unsigned __int64)(v24 / v39 * v41) >> 16) + 32768) >> 16); @@ -1129,19 +1125,19 @@ } else { - v42 = (decor->vPosition.x - pIndoorCamera->pos.x) << 16; - v40 = (decor->vPosition.y - pIndoorCamera->pos.y) << 16; - b = (unsigned __int64)(v17 * (signed __int64)pOutdoorCamera->camera_rotation_y_int_cosine) >> 16; - a5 = (unsigned __int64)(v40 * (signed __int64)pOutdoorCamera->camera_rotation_y_int_sine) >> 16; - v20 = b + ((unsigned __int64)(v40 * (signed __int64)pOutdoorCamera->camera_rotation_y_int_sine) >> 16); - v39 = b + ((unsigned __int64)(v40 * (signed __int64)pOutdoorCamera->camera_rotation_y_int_sine) >> 16); - if ( v20 >= 262144 && v20 <= pOutdoorCamera->shading_dist_mist << 16 ) + v42 = (decor->vPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x) << 16; + v40 = (decor->vPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y) << 16; + b = (unsigned __int64)(v17 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16; + a5 = (unsigned __int64)(v40 * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16; + v20 = b + ((unsigned __int64)(v40 * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16); + v39 = b + ((unsigned __int64)(v40 * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16); + if ( v20 >= 262144 && v20 <= pODMRenderParams->shading_dist_mist << 16 ) { - a5 = (unsigned __int64)(v42 * (signed __int64)pOutdoorCamera->camera_rotation_y_int_sine) >> 16; - b = (unsigned __int64)(v40 * (signed __int64)pOutdoorCamera->camera_rotation_y_int_cosine) >> 16; - v21 = ((unsigned __int64)(v40 * (signed __int64)pOutdoorCamera->camera_rotation_y_int_cosine) >> 16) - a5; - v41 = ((unsigned __int64)(v40 * (signed __int64)pOutdoorCamera->camera_rotation_y_int_cosine) >> 16) - a5; - v22 = (decor->vPosition.z - pIndoorCamera->pos.z) << 16; + a5 = (unsigned __int64)(v42 * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16; + b = (unsigned __int64)(v40 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16; + v21 = ((unsigned __int64)(v40 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16) - a5; + v41 = ((unsigned __int64)(v40 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16) - a5; + v22 = (decor->vPosition.z - pGame->pIndoorCameraD3D->vPartyPos.z) << 16; goto LABEL_30; } } @@ -1172,8 +1168,6 @@ } //while ( v35 < (signed int)uNumLevelDecorations ); } -// 4E94D0: using guessed type char byte_4E94D0; -// 5187EC: using guessed type int uNumDecorationsDrawnThisFrame; //----- (0049D717) -------------------------------------------------------- HRESULT __stdcall D3DZBufferFormatEnumerator(DDPIXELFORMAT *Src, DDPIXELFORMAT *Dst) @@ -1886,7 +1880,7 @@ d3d_vertex_buffer[i].pos.x = array_50AC10[i].vWorldViewProjX; d3d_vertex_buffer[i].pos.y = array_50AC10[i].vWorldViewProjY; - d3d_vertex_buffer[i].pos.z = 1.0 - 1.0 / ((array_50AC10[i].vWorldViewPosition.x * 1000) / (double)pOutdoorCamera->shading_dist_mist); + d3d_vertex_buffer[i].pos.z = 1.0 - 1.0 / ((array_50AC10[i].vWorldViewPosition.x * 1000) / (double)pODMRenderParams->shading_dist_mist); d3d_vertex_buffer[i].rhw = 1.0 / (array_50AC10[i].vWorldViewPosition.x + 0.0000001); d3d_vertex_buffer[i].diffuse = ::GetActorTintColor(a3->dimming_level, 0, array_50AC10[i].vWorldViewPosition.x, 0, 0); pGame->AlterGamma_ODM(a4, &d3d_vertex_buffer[i].diffuse); @@ -1929,7 +1923,7 @@ d3d_vertex_buffer[i].pos.x = array_50AC10[i].vWorldViewProjX; d3d_vertex_buffer[i].pos.y = array_50AC10[i].vWorldViewProjY; - d3d_vertex_buffer[i].pos.z = 1.0 - 1.0 / ((array_50AC10[i].vWorldViewPosition.x * 1000) / (double)pOutdoorCamera->shading_dist_mist); + d3d_vertex_buffer[i].pos.z = 1.0 - 1.0 / ((array_50AC10[i].vWorldViewPosition.x * 1000) / (double)pODMRenderParams->shading_dist_mist); d3d_vertex_buffer[i].rhw = 1.0 / (array_50AC10[i].vWorldViewPosition.x + 0.0000001); d3d_vertex_buffer[i].diffuse = GetActorTintColor(a3->dimming_level, 0, array_50AC10[i].vWorldViewPosition.x, 0, 0); if ( this->bUsingSpecular ) @@ -4651,7 +4645,7 @@ pVertices[0].pos.x = array_50AC10[0].vWorldViewProjX; pVertices[0].pos.y = array_50AC10[0].vWorldViewProjY; - pVertices[0].pos.z = 1.0 - 1.0 / (1000 * array_50AC10[0].vWorldViewPosition.x / (double)pOutdoorCamera->shading_dist_mist); + pVertices[0].pos.z = 1.0 - 1.0 / (1000 * array_50AC10[0].vWorldViewPosition.x / (double)pODMRenderParams->shading_dist_mist); pVertices[0].rhw = 1.0 / (array_50AC10[0].vWorldViewPosition.x + 0.0000001000000011686097); pVertices[0].diffuse = GetActorTintColor(a3->field_58, 0, array_50AC10[0].vWorldViewPosition.x, 0, 0); pVertices[0].specular = 0; @@ -4660,7 +4654,7 @@ pVertices[1].pos.x = array_50AC10[3].vWorldViewProjX; pVertices[1].pos.y = array_50AC10[3].vWorldViewProjY; - pVertices[1].pos.z = 1.0 - 1.0 / (1000 * array_50AC10[3].vWorldViewPosition.x / (double)pOutdoorCamera->shading_dist_mist); + pVertices[1].pos.z = 1.0 - 1.0 / (1000 * array_50AC10[3].vWorldViewPosition.x / (double)pODMRenderParams->shading_dist_mist); pVertices[1].rhw = 1.0 / (array_50AC10[3].vWorldViewPosition.x + 0.0000001000000011686097); pVertices[1].diffuse = GetActorTintColor(a3->field_58, 0, array_50AC10[3].vWorldViewPosition.x, 0, 0); pVertices[1].specular = 0; @@ -4669,7 +4663,7 @@ pVertices[2].pos.x = array_50AC10[1].vWorldViewProjX; pVertices[2].pos.y = array_50AC10[1].vWorldViewProjY; - pVertices[2].pos.z = 1.0 - 1.0 / (1000 * array_50AC10[1].vWorldViewPosition.x / (double)pOutdoorCamera->shading_dist_mist); + pVertices[2].pos.z = 1.0 - 1.0 / (1000 * array_50AC10[1].vWorldViewPosition.x / (double)pODMRenderParams->shading_dist_mist); pVertices[2].rhw = 1.0 / (array_50AC10[1].vWorldViewPosition.x + 0.0000001000000011686097); pVertices[2].diffuse = GetActorTintColor(a3->field_58, 0, array_50AC10[1].vWorldViewPosition.x, 0, 0); pVertices[2].specular = 0; @@ -4681,7 +4675,7 @@ pVertices[5].pos.x = array_50AC10[2].vWorldViewProjX; pVertices[5].pos.y = array_50AC10[2].vWorldViewProjY; - pVertices[5].pos.z = 1.0 - 1.0 / (1000 * array_50AC10[2].vWorldViewPosition.x / (double)pOutdoorCamera->shading_dist_mist); + pVertices[5].pos.z = 1.0 - 1.0 / (1000 * array_50AC10[2].vWorldViewPosition.x / (double)pODMRenderParams->shading_dist_mist); pVertices[5].rhw = 1.0 / (array_50AC10[2].vWorldViewPosition.x + 0.0000001000000011686097); pVertices[5].diffuse = GetActorTintColor(a3->field_58, 0, array_50AC10[2].vWorldViewPosition.x, 0, 0); pVertices[5].specular = 0; @@ -4810,7 +4804,7 @@ d3d_vertex_buffer[i].pos.x = array_50AC10[i].vWorldViewProjX; d3d_vertex_buffer[i].pos.y = array_50AC10[i].vWorldViewProjY; - d3d_vertex_buffer[i].pos.z = 1.0 - 1.0 / ((array_50AC10[i].vWorldViewPosition.x * 1000) / (double)pOutdoorCamera->shading_dist_mist); + d3d_vertex_buffer[i].pos.z = 1.0 - 1.0 / ((array_50AC10[i].vWorldViewPosition.x * 1000) / (double)pODMRenderParams->shading_dist_mist); d3d_vertex_buffer[i].rhw = 1.0 / (array_50AC10[i].vWorldViewPosition.x + 0.0000001); d3d_vertex_buffer[i].diffuse = ::GetActorTintColor(a4->dimming_level, 0, array_50AC10[i].vWorldViewPosition.x, 0, 0); if ( this->bUsingSpecular ) @@ -4841,7 +4835,7 @@ d3d_vertex_buffer[i].pos.x = array_50AC10[i].vWorldViewProjX; d3d_vertex_buffer[i].pos.y = array_50AC10[i].vWorldViewProjY; - d3d_vertex_buffer[i].pos.z = 1.0 - 1.0 / ((array_50AC10[i].vWorldViewPosition.x * 1000) / (double)pOutdoorCamera->shading_dist_mist); + d3d_vertex_buffer[i].pos.z = 1.0 - 1.0 / ((array_50AC10[i].vWorldViewPosition.x * 1000) / (double)pODMRenderParams->shading_dist_mist); d3d_vertex_buffer[i].rhw = 1.0 / (array_50AC10[i].vWorldViewPosition.x + 0.0000001); d3d_vertex_buffer[i].diffuse = GetActorTintColor(a4->dimming_level, 0, array_50AC10[i].vWorldViewPosition.x, 0, 0); if ( this->bUsingSpecular ) @@ -4921,7 +4915,8 @@ } } - if (pIndoorCamera->flags & INDOOR_CAMERA_DRAW_TERRAIN_OUTLINES || pBLVRenderParams->uFlags & INDOOR_CAMERA_DRAW_TERRAIN_OUTLINES) + //if (pIndoorCamera->flags & INDOOR_CAMERA_DRAW_TERRAIN_OUTLINES || pBLVRenderParams->uFlags & INDOOR_CAMERA_DRAW_TERRAIN_OUTLINES) + if (pGame->pIndoorCameraD3D->debug_flags & ODM_RENDER_DRAW_TERRAIN_OUTLINES) pGame->pIndoorCameraD3D->debug_outline_d3d(d3d_vertex_buffer, uNumVertices, 0x00FFFFFF, 0.0); } // 4A26BC: could not find valid save-restore pair for esi @@ -5013,20 +5008,20 @@ void Render::DrawIndoorPolygonNoLight(unsigned int uNumVertices, unsigned int uFaceID) { BLVFace *pFace; // esi@1 - unsigned int v3; // edi@1 - PolygonType v4; // al@1 + //unsigned int v3; // edi@1 + //PolygonType v4; // al@1 double v5; // st7@3 signed __int64 v6; // qax@3 - PolygonType v7; // cl@3 - int v8; // esi@7 - int v9; // eax@7 - unsigned int v10; // eax@7 - double v11; // st6@7 + //PolygonType v7; // cl@3 + //int v8; // esi@7 + //int v9; // eax@7 + //unsigned int v10; // eax@7 + //double v11; // st6@7 int v12; // edx@7 int v13; // eax@7 - char *v14; // esi@8 + //char *v14; // esi@8 void *v15; // ecx@9 - int v16; // eax@9 + //int v16; // eax@9 int v17; // edi@9 double v18; // st7@9 signed int v19; // ebx@9 @@ -5064,21 +5059,21 @@ double v51; // st7@46 RenderVertexSoft *v52; // edx@46 void *v53; // edi@48 - char *v54; // ebx@52 - unsigned int v55; // eax@53 - unsigned int v56; // eax@55 - int v57; // ST10_4@55 - Texture *v58; // eax@55 + //char *v54; // ebx@52 + //unsigned int v55; // eax@53 + //unsigned int v56; // eax@55 + //int v57; // ST10_4@55 + //Texture *v58; // eax@55 signed int v59; // [sp-4h] [bp-178h]@17 struct Polygon *v60; // [sp+0h] [bp-174h]@17 IDirect3DTexture2 *v61; // [sp+4h] [bp-170h]@17 struct Polygon v62; // [sp+14h] [bp-160h]@6 unsigned int v63; // [sp+120h] [bp-54h]@7 - double v64; // [sp+124h] [bp-50h]@7 + //double v64; // [sp+124h] [bp-50h]@7 unsigned int v65; // [sp+128h] [bp-4Ch]@1 unsigned int v66; // [sp+12Ch] [bp-48h]@7 float v67; // [sp+130h] [bp-44h]@7 - __int64 v68; // [sp+134h] [bp-40h]@3 + //__int64 v68; // [sp+134h] [bp-40h]@3 __int64 v69; // [sp+13Ch] [bp-38h]@3 int v70; // [sp+144h] [bp-30h]@3 int X; // [sp+148h] [bp-2Ch]@9 @@ -5093,87 +5088,62 @@ float v80; // [sp+16Ch] [bp-8h]@3 const void *v81; // [sp+170h] [bp-4h]@7 - __debugbreak(); - pFace = &pIndoor->pFaces[uFaceID]; - v65 = uFaceID; - v3 = uNumVertices; - v4 = pFace->uPolygonType; - if ( v4 == POLYGON_InBetweenFloorAndWall || v4 == POLYGON_Floor ) - { - if ( (signed int)uNumVertices > 0 ) - { - v54 = (char *)&array_507D30[0].u; - LODWORD(v80) = uNumVertices; - do - { - v69 = (GetTickCount() >> 5) - pBLVRenderParams->vPartyPos.x; - *(float *)v54 = (double)v69 + *(float *)v54; - *(float *)v54 = *(float *)v54 * 0.25; - v55 = GetTickCount(); - v54 += 48; - v44 = LODWORD(v80)-- == 1; - v68 = pBLVRenderParams->vPartyPos.y + (v55 >> 5); - *((float *)v54 - 11) = ((double)v68 + *((float *)v54 - 11)) * 0.25; - } - while ( !v44 ); - uFaceID = v65; - } - v56 = 8 * uFaceID; - LOBYTE(v56) = PID(OBJECT_BModel,uFaceID); - v57 = v56; - v58 = pFace->GetTexture(); - pRenderer->DrawIndoorPolygon(v3, pFace, pBitmaps_LOD->pHardwareTextures[pFace->uBitmapID], v58, v57, -1, 0); + if (pFace->uPolygonType == POLYGON_InBetweenFloorAndWall || pFace->uPolygonType == POLYGON_Floor) + { + int v69 = (GetTickCount() / 32) - pGame->pIndoorCameraD3D->vPartyPos.x; + int v55 = (GetTickCount() / 32) + pGame->pIndoorCameraD3D->vPartyPos.y; + for (uint i = 0; i < uNumVertices; ++i) + { + array_507D30[i].u = (v69 + array_507D30[i].u) * 0.25f; + array_507D30[i].v = (v55 + array_507D30[i].v) * 0.25f; + } + pRenderer->DrawIndoorPolygon(uNumVertices, pFace, pBitmaps_LOD->pHardwareTextures[pFace->uBitmapID], pFace->GetTexture(), PID(OBJECT_BModel, uFaceID), -1, 0); return; } - HIDWORD(v69) = pIndoorCamera->sRotationX; - HIDWORD(v68) = pIndoorCamera->pos.z; + *(float *)&v74 = (double)pBLVRenderParams->uViewportCenterY; - v70 = (signed __int64)((double)(pBLVRenderParams->field_40 * pBLVRenderParams->vPartyPos.z) - / (((double)pBLVRenderParams->field_40 + 16192.0) + v70 = (signed __int64)((double)(pBLVRenderParams->fov_rad_fixpoint * pGame->pIndoorCameraD3D->vPartyPos.z) + / (((double)pBLVRenderParams->fov_rad_fixpoint + 16192.0) * 65536.0) + *(float *)&v74); - v5 = (double)pIndoorCamera->sRotationX * 0.0030664064; + v5 = (double)pGame->pIndoorCameraD3D->sRotationX * 0.0030664064; *(float *)&v75 = v5; - v80 = cos(v5) * 16192.0; v6 = (signed __int64)(*(float *)&v74 - - (double)pBLVRenderParams->field_40 - / ((v80 + 0.0000001) + - (double)pBLVRenderParams->fov_rad_fixpoint + / ((cos(v5) * 16192.0 + 0.0000001) * 65535.0) - * (sin(*(float *)&v75) * -16192.0 - (double)SHIDWORD(v68))); - v7 = pFace->uPolygonType; - if ( v7 == 4 || v7 == 3 ) - v70 = v6; + * (sin(*(float *)&v75) * -16192.0 - (double)pGame->pIndoorCameraD3D->vPartyPos.z)); + + stru_8019C8._48653D_frustum_blv(65536, 0, 0, 0, 65536, 0); v62.Create_48607B(&stru_8019C8); v62.uTileBitmapID = pFace->uBitmapID; - v62.pTexture = (Texture *)((signed __int16)v62.uTileBitmapID != -1 ? &pBitmaps_LOD->pTextures[(signed __int16)v62.uTileBitmapID] : 0); + + v62.pTexture = pBitmaps_LOD->GetTexture(v62.uTileBitmapID); if ( !v62.pTexture ) return; - v8 = pBLVRenderParams->sPartyRotX; + v62.dimming_level = 0; - v62.uNumVertices = v3; - v9 = stru_5C6E00->Sin(pBLVRenderParams->sPartyRotX + 16); + v62.uNumVertices = uNumVertices; v62.v_18.y = 0; - v62.v_18.x = -v9; - v62.v_18.z = -stru_5C6E00->Cos(v8 + 16); - v10 = pBLVRenderParams->uViewportZ - pBLVRenderParams->uViewportX; - memcpy(&array_507D30[v3], array_507D30, sizeof(array_507D30[v3])); - LODWORD(v80) = v10; - v62.field_24 = 33554432; - v64 = (double)(signed int)v10 * 0.5; - v72 = 65536 / (signed int)(signed __int64)(v64 / tan(0.6457717418670654) + 0.5); - LODWORD(v80) = v62.pTexture->uTextureWidth; - v11 = 1.0 / (double)SLODWORD(v80); - LODWORD(v80) = v62.pTexture->uTextureHeight; + v62.v_18.x = -stru_5C6E00->Sin(pGame->pIndoorCameraD3D->sRotationX + 16); + v62.v_18.z = -stru_5C6E00->Cos(pGame->pIndoorCameraD3D->sRotationX + 16); + memcpy(&array_507D30[uNumVertices], array_507D30, sizeof(array_507D30[uNumVertices])); + v62.field_24 = 0x2000000; + + extern float _calc_fov(int viewport_width, int angle_degree); + //v64 = (double)(signed int)(pBLVRenderParams->uViewportZ - pBLVRenderParams->uViewportX) * 0.5; + //v72 = 65536 / (signed int)(signed __int64)(v64 / tan(0.6457717418670654) + 0.5); + v72 = 65536.0f / _calc_fov(pBLVRenderParams->uViewportZ - pBLVRenderParams->uViewportX, 74); v12 = v62.pTexture->uWidthMinus1; v13 = v62.pTexture->uHeightMinus1; - v67 = v11; + v67 = 1.0 / (double)v62.pTexture->uTextureWidth; v63 = 224 * pMiscTimer->uTotalGameTimeElapsed & v13; v66 = 224 * pMiscTimer->uTotalGameTimeElapsed & v12; v78 = 0; v81 = 0; - *((float *)&v68 + 1) = 1.0 / (double)SLODWORD(v80); + float v68 = 1.0 / (double)v62.pTexture->uTextureHeight; if ( (signed int)v62.uNumVertices <= 0 ) { LABEL_17: @@ -5183,23 +5153,21 @@ v59 = v62.uNumVertices; goto LABEL_18; } - v14 = (char *)&array_507D30[0].vWorldViewProjY; + + //v14 = (char *)&array_507D30[0].vWorldViewProjY; + int _507D30_idx = 0; while ( 2 ) { - v15 = (void *)(v72 * (v70 - (unsigned __int64)(signed __int64)*(float *)v14)); - LODWORD(v80) = v62.ptr_38->field_14; - v77 = (unsigned __int64)(SLODWORD(v80) * (signed __int64)(signed int)v15) >> 16; - v16 = v77 + v62.ptr_38->field_C; + v15 = (void *)(v72 * (v70 - (int)array_507D30[_507D30_idx].vWorldViewProjY)); + v77 = (unsigned __int64)(v62.ptr_38->field_14 * (signed __int64)(signed int)v15) >> 16; + v74 = v77 + v62.ptr_38->field_C; v77 = (int)v15; - v74 = v16; - LODWORD(v80) = v62.ptr_38->field_20; - v77 = (unsigned __int64)(SLODWORD(v80) * (signed __int64)(signed int)v15) >> 16; + v77 = (unsigned __int64)(v62.ptr_38->field_20 * (signed __int64)(signed int)v15) >> 16; v79 = v15; v75 = (RenderVertexSoft *)(v77 + v62.ptr_38->field_18); - LODWORD(v80) = v62.v_18.z; v79 = (void *)((unsigned __int64)(v62.v_18.z * (signed __int64)(signed int)v15) >> 16); - v17 = v72 * (pBLVRenderParams->uViewportCenterX - (unsigned __int64)(signed __int64)*((float *)v14 - 1)); - v18 = *(float *)v14 - 1.0; + v17 = v72 * (pBLVRenderParams->uViewportCenterX - (int)array_507D30[_507D30_idx].vWorldViewProjX); + v18 = array_507D30[_507D30_idx].vWorldViewProjY - 1.0; v19 = -v62.field_24; v77 = -v62.field_24; X = (int)((char *)v79 + v62.v_18.x); @@ -5218,7 +5186,6 @@ v19 = v77; v20 = v79; LABEL_14: - LODWORD(v80) = v62.v_18.z; v79 = (void *)((unsigned __int64)(v62.v_18.z * (signed __int64)(signed int)v20) >> 16); v22 = (unsigned __int64)(v62.v_18.z * (signed __int64)(signed int)v20) >> 16; --LODWORD(v76); @@ -5232,23 +5199,22 @@ HIDWORD(v23) = v77 >> 16; v79 = (void *)(v23 / X); v77 = v17; - LODWORD(v80) = v62.ptr_38->field_10; v77 = v17; - LODWORD(v76) = v74 + ((unsigned __int64)(SLODWORD(v80) * (signed __int64)v17) >> 16); - LODWORD(v80) = v62.ptr_38->field_1C; - v75 = (RenderVertexSoft *)((char *)v75 + ((unsigned __int64)(SLODWORD(v80) * (signed __int64)v17) >> 16)); + LODWORD(v76) = v74 + ((unsigned __int64)(v62.ptr_38->field_10 * (signed __int64)v17) >> 16); + v75 = (RenderVertexSoft *)((char *)v75 + ((unsigned __int64)(v62.ptr_38->field_1C * (signed __int64)v17) >> 16)); v77 = (unsigned __int64)(SLODWORD(v76) * v23 / X) >> 16; LODWORD(v73) = (unsigned __int64)((signed int)v75 * v23 / X) >> 16; - v14 += 48; + //v14 += 48; LODWORD(v80) = v66 + ((signed int)((unsigned __int64)(SLODWORD(v76) * v23 / X) >> 16) >> 4); v81 = (char *)v81 + 1; v24 = (double)SLODWORD(v80) * 0.000015259022; LODWORD(v80) = v63 + ((signed int)((unsigned __int64)((signed int)v75 * v23 / X) >> 16) >> 4); v26 = __OFSUB__((int)v81, v62.uNumVertices); v25 = (signed int)((char *)v81 - v62.uNumVertices) < 0; - *((float *)v14 - 10) = v24 * v67; - *((float *)v14 - 9) = (double)SLODWORD(v80) * 0.000015259022 * *((float *)&v68 + 1); - *((float *)v14 - 11) = 65536.0 / (double)(signed int)v79; + array_507D30[_507D30_idx].u = v24 * v67; + array_507D30[_507D30_idx].v = (double)SLODWORD(v80) * 0.000015259022 * v68; + array_507D30[_507D30_idx]._rhw = 65536.0 / (double)(signed int)v79; + _507D30_idx++; if ( !(v25 ^ v26) ) goto LABEL_17; continue; @@ -5374,7 +5340,7 @@ v45 = (double)v78 * 0.000015259022; v78 = v63 + ((signed int)((unsigned __int64)((signed int)v75 * v42 / X) >> 16) >> 4); *((float *)v34 - 10) = v45 * v67; - *((float *)v34 - 9) = (double)v78 * 0.000015259022 * *((float *)&v68 + 1); + *((float *)v34 - 9) = (double)v78 * 0.000015259022 * v68; v46 = (double)(signed int)v79; *((float *)v34 - 16) = 0.000015258789 * v46; *((float *)v34 - 11) = 65536.0 / v46; @@ -6022,7 +5988,7 @@ pBillboardRenderListD3D[v8].pQuads[0].specular = 0; pBillboardRenderListD3D[v8].pQuads[0].diffuse = uDiffuse; pBillboardRenderListD3D[v8].pQuads[0].pos.y = v23; - v24 = 1.0 - 1.0 / (v6 * 1000.0 / (double)pOutdoorCamera->shading_dist_mist); + v24 = 1.0 - 1.0 / (v6 * 1000.0 / (double)pODMRenderParams->shading_dist_mist); pBillboardRenderListD3D[v8].pQuads[0].pos.z = v24; v25 = 1.0 / v6; pBillboardRenderListD3D[v8].pQuads[0].rhw = v25; @@ -6156,7 +6122,7 @@ pBillboardRenderListD3D[v8].pQuads[0].diffuse = diffuse; pBillboardRenderListD3D[v8].pQuads[0].pos.x = (double)a2->uScreenSpaceX - v14 * v30; pBillboardRenderListD3D[v8].pQuads[0].pos.y = (double)a2->uScreenSpaceY - v15 * v29; - pBillboardRenderListD3D[v8].pQuads[0].pos.z = 1.0 - 1.0 / (a2->zbuffer_depth * 1000.0 / (double)pOutdoorCamera->shading_dist_mist); + pBillboardRenderListD3D[v8].pQuads[0].pos.z = 1.0 - 1.0 / (a2->zbuffer_depth * 1000.0 / (double)pODMRenderParams->shading_dist_mist); pBillboardRenderListD3D[v8].pQuads[0].rhw = 1.0 / a2->zbuffer_depth; pBillboardRenderListD3D[v8].pQuads[0].specular = specular; pBillboardRenderListD3D[v8].pQuads[0].texcoord.x = 0.0; @@ -6170,7 +6136,7 @@ pBillboardRenderListD3D[v8].pQuads[1].diffuse = diffuse; pBillboardRenderListD3D[v8].pQuads[1].pos.x = (double)a2->uScreenSpaceX - v14 * v30; pBillboardRenderListD3D[v8].pQuads[1].pos.y = (double)a2->uScreenSpaceY - v15 * v29; - pBillboardRenderListD3D[v8].pQuads[1].pos.z = 1.0 - 1.0 / (a2->zbuffer_depth * 1000.0 / (double)pOutdoorCamera->shading_dist_mist); + pBillboardRenderListD3D[v8].pQuads[1].pos.z = 1.0 - 1.0 / (a2->zbuffer_depth * 1000.0 / (double)pODMRenderParams->shading_dist_mist); pBillboardRenderListD3D[v8].pQuads[1].rhw = 1.0 / a2->zbuffer_depth; pBillboardRenderListD3D[v8].pQuads[1].texcoord.x = 0.0; pBillboardRenderListD3D[v8].pQuads[1].texcoord.y = 1.0; @@ -6183,7 +6149,7 @@ pBillboardRenderListD3D[v8].pQuads[2].specular = specular; pBillboardRenderListD3D[v8].pQuads[2].pos.x = (double)a2->uScreenSpaceX + v14 * v30; pBillboardRenderListD3D[v8].pQuads[2].pos.y = (double)a2->uScreenSpaceY - v15 * v29; - pBillboardRenderListD3D[v8].pQuads[2].pos.z = 1.0 - 1.0 / (a2->zbuffer_depth * 1000.0 / (double)pOutdoorCamera->shading_dist_mist); + pBillboardRenderListD3D[v8].pQuads[2].pos.z = 1.0 - 1.0 / (a2->zbuffer_depth * 1000.0 / (double)pODMRenderParams->shading_dist_mist); pBillboardRenderListD3D[v8].pQuads[2].rhw = 1.0 / a2->zbuffer_depth; pBillboardRenderListD3D[v8].pQuads[2].texcoord.x = 1.0; pBillboardRenderListD3D[v8].pQuads[2].texcoord.y = 1.0; @@ -6196,7 +6162,7 @@ pBillboardRenderListD3D[v8].pQuads[3].specular = specular; pBillboardRenderListD3D[v8].pQuads[3].pos.x = (double)a2->uScreenSpaceX + v14 * v30; pBillboardRenderListD3D[v8].pQuads[3].pos.y = (double)a2->uScreenSpaceY - v15 * v29; - pBillboardRenderListD3D[v8].pQuads[3].pos.z = 1.0 - 1.0 / (a2->zbuffer_depth * 1000.0 / (double)pOutdoorCamera->shading_dist_mist); + pBillboardRenderListD3D[v8].pQuads[3].pos.z = 1.0 - 1.0 / (a2->zbuffer_depth * 1000.0 / (double)pODMRenderParams->shading_dist_mist); pBillboardRenderListD3D[v8].pQuads[3].rhw = 1.0 / a2->zbuffer_depth; pBillboardRenderListD3D[v8].pQuads[3].texcoord.x = 1.0; pBillboardRenderListD3D[v8].pQuads[3].texcoord.y = 0.0; @@ -6305,8 +6271,8 @@ v18 = (double)xDifference * v16 * a4; if ( uCurrentlyLoadedLevelType == LEVEL_Outdoor ) { - v20 = a3 * 1000.0 / (double)pOutdoorCamera->shading_dist_mist; - v25 = a7 * 1000.0 / (double)pOutdoorCamera->shading_dist_mist; + v20 = a3 * 1000.0 / (double)pODMRenderParams->shading_dist_mist; + v25 = a7 * 1000.0 / (double)pODMRenderParams->shading_dist_mist; } else { @@ -6410,7 +6376,7 @@ if (uCurrentlyLoadedLevelType == LEVEL_Indoor) v11 = v10 * 0.061758894; else - v11 = v10 * 1000.0 / (double)pOutdoorCamera->shading_dist_mist; + v11 = v10 * 1000.0 / (double)pODMRenderParams->shading_dist_mist; pBillboardRenderListD3D[v5].pQuads[i].pos.z = 1.0 - 1.0 / v11; pBillboardRenderListD3D[v5].pQuads[i].rhw = 1.0 / a1->field_104[i].z;
--- a/SpriteObject.cpp Wed Sep 18 09:21:32 2013 +0600 +++ b/SpriteObject.cpp Wed Sep 18 09:21:38 2013 +0600 @@ -82,11 +82,11 @@ pSpriteObjects[v6].vVelocity.z = 0; if ( a4 ) { - v13 = fixpoint_sub0(stru_5C6E00->Cos(angle), stru_5C6E00->Cos(pitch)); - a5a = fixpoint_sub0(stru_5C6E00->Sin(angle), stru_5C6E00->Cos(pitch)); - pSpriteObjects[v6].vVelocity.x = fixpoint_sub0(v13, a4); - pSpriteObjects[v6].vVelocity.y = fixpoint_sub0(a5a, a4); - pSpriteObjects[v6].vVelocity.z = fixpoint_sub0(stru_5C6E00->Sin(pitch), a4); + v13 = fixpoint_mul(stru_5C6E00->Cos(angle), stru_5C6E00->Cos(pitch)); + a5a = fixpoint_mul(stru_5C6E00->Sin(angle), stru_5C6E00->Cos(pitch)); + pSpriteObjects[v6].vVelocity.x = fixpoint_mul(v13, a4); + pSpriteObjects[v6].vVelocity.y = fixpoint_mul(a5a, a4); + pSpriteObjects[v6].vVelocity.z = fixpoint_mul(stru_5C6E00->Sin(pitch), a4); } else { @@ -107,11 +107,11 @@ pSpriteObjects[v6].vVelocity.z = 0; if ( a4 ) { - v13 = fixpoint_sub0(stru_5C6E00->Cos(angle), stru_5C6E00->Cos(pitch)); - a5a = fixpoint_sub0(stru_5C6E00->Sin(angle), stru_5C6E00->Cos(pitch)); - pSpriteObjects[v6].vVelocity.x = fixpoint_sub0(v13, a4); - pSpriteObjects[v6].vVelocity.y = fixpoint_sub0(a5a, a4); - pSpriteObjects[v6].vVelocity.z = fixpoint_sub0(stru_5C6E00->Sin(pitch), a4); + v13 = fixpoint_mul(stru_5C6E00->Cos(angle), stru_5C6E00->Cos(pitch)); + a5a = fixpoint_mul(stru_5C6E00->Sin(angle), stru_5C6E00->Cos(pitch)); + pSpriteObjects[v6].vVelocity.x = fixpoint_mul(v13, a4); + pSpriteObjects[v6].vVelocity.y = fixpoint_mul(a5a, a4); + pSpriteObjects[v6].vVelocity.z = fixpoint_mul(stru_5C6E00->Sin(pitch), a4); } else { @@ -132,11 +132,11 @@ pSpriteObjects[v6].vVelocity.z = 0; if ( a4 ) { - v13 = fixpoint_sub0(stru_5C6E00->Cos(angle), stru_5C6E00->Cos(pitch)) >> 16; - a5a = fixpoint_sub0(stru_5C6E00->Sin(angle), stru_5C6E00->Cos(pitch)) >> 16; - pSpriteObjects[v6].vVelocity.x = fixpoint_sub0(v13, a4); - pSpriteObjects[v6].vVelocity.y = fixpoint_sub0(a5a, a4); - pSpriteObjects[v6].vVelocity.z = fixpoint_sub0(stru_5C6E00->Sin(pitch), a4); + v13 = fixpoint_mul(stru_5C6E00->Cos(angle), stru_5C6E00->Cos(pitch)) >> 16; + a5a = fixpoint_mul(stru_5C6E00->Sin(angle), stru_5C6E00->Cos(pitch)) >> 16; + pSpriteObjects[v6].vVelocity.x = fixpoint_mul(v13, a4); + pSpriteObjects[v6].vVelocity.y = fixpoint_mul(a5a, a4); + pSpriteObjects[v6].vVelocity.z = fixpoint_mul(stru_5C6E00->Sin(pitch), a4); } else { @@ -157,11 +157,11 @@ pSpriteObjects[v6].vVelocity.z = 0; if ( a4 ) { - v13 = fixpoint_sub0(stru_5C6E00->Cos(angle), stru_5C6E00->Cos(pitch)); - a5a = fixpoint_sub0(stru_5C6E00->Sin(angle), stru_5C6E00->Cos(pitch)); - pSpriteObjects[v6].vVelocity.x = fixpoint_sub0(v13, a4); - pSpriteObjects[v6].vVelocity.y = fixpoint_sub0(a5a, a4); - pSpriteObjects[v6].vVelocity.z = fixpoint_sub0(stru_5C6E00->Sin(pitch), a4); + v13 = fixpoint_mul(stru_5C6E00->Cos(angle), stru_5C6E00->Cos(pitch)); + a5a = fixpoint_mul(stru_5C6E00->Sin(angle), stru_5C6E00->Cos(pitch)); + pSpriteObjects[v6].vVelocity.x = fixpoint_mul(v13, a4); + pSpriteObjects[v6].vVelocity.y = fixpoint_mul(a5a, a4); + pSpriteObjects[v6].vVelocity.z = fixpoint_mul(stru_5C6E00->Sin(pitch), a4); } else { @@ -182,11 +182,11 @@ pSpriteObjects[v6].vVelocity.z = 0; if ( a4 ) { - v13 = fixpoint_sub0(stru_5C6E00->Cos(angle), stru_5C6E00->Cos(pitch)); - a5a = fixpoint_sub0(stru_5C6E00->Sin(angle), stru_5C6E00->Cos(pitch)); - pSpriteObjects[v6].vVelocity.x = fixpoint_sub0(v13, a4); - pSpriteObjects[v6].vVelocity.y = fixpoint_sub0(a5a, a4); - pSpriteObjects[v6].vVelocity.z = fixpoint_sub0(stru_5C6E00->Sin(pitch), a4); + v13 = fixpoint_mul(stru_5C6E00->Cos(angle), stru_5C6E00->Cos(pitch)); + a5a = fixpoint_mul(stru_5C6E00->Sin(angle), stru_5C6E00->Cos(pitch)); + pSpriteObjects[v6].vVelocity.x = fixpoint_mul(v13, a4); + pSpriteObjects[v6].vVelocity.y = fixpoint_mul(a5a, a4); + pSpriteObjects[v6].vVelocity.z = fixpoint_mul(stru_5C6E00->Sin(pitch), a4); } else { @@ -311,11 +311,11 @@ v1->vVelocity.z -= LOWORD(pEventTimer->uTimeElapsed) * GetGravityStrength(); v56 = abs(v51.y * v1->vVelocity.y + v51.z * v1->vVelocity.z + v51.x * v1->vVelocity.x) >> 16; //v60 = ((unsigned __int64)(v56 * (signed __int64)v51.x) >> 16); - v1->vVelocity.x += fixpoint_sub0(v56, v51.x); + v1->vVelocity.x += fixpoint_mul(v56, v51.x); //v60 = ((unsigned __int64)(v56 * (signed __int64)v51.y) >> 16); - v1->vVelocity.y += fixpoint_sub0(v56, v51.y); + v1->vVelocity.y += fixpoint_mul(v56, v51.y); //v60 = ((unsigned __int64)(v56 * (signed __int64)v51.z) >> 16); - v1->vVelocity.z += fixpoint_sub0(v56, v51.z); + v1->vVelocity.z += fixpoint_mul(v56, v51.z); LABEL_12: v7 = v54; goto LABEL_13; @@ -331,9 +331,9 @@ if ( !(v2->uFlags & OBJECT_DESC_BOUNCE) || (v21 = -v1->vVelocity.z >> 1, v1->vVelocity.z = v21, (signed __int16)v21 < 10) ) v1->vVelocity.z = 0; - v1->vVelocity.x = fixpoint_sub0(58500, v1->vVelocity.x); - v1->vVelocity.y = fixpoint_sub0(58500, v1->vVelocity.y); - v1->vVelocity.z = fixpoint_sub0(58500, v1->vVelocity.z); + v1->vVelocity.x = fixpoint_mul(58500, v1->vVelocity.x); + v1->vVelocity.y = fixpoint_mul(58500, v1->vVelocity.y); + v1->vVelocity.z = fixpoint_mul(58500, v1->vVelocity.z); if ( (v1->vVelocity.y * v1->vVelocity.y + v1->vVelocity.x * v1->vVelocity.x) < 400 ) { @@ -503,12 +503,12 @@ return; } //v60 = ((unsigned __int64)(stru_721530.field_7C * (signed __int64)stru_721530.direction.x) >> 16); - v1->vPosition.x += fixpoint_sub0(stru_721530.field_7C, stru_721530.direction.x); + v1->vPosition.x += fixpoint_mul(stru_721530.field_7C, stru_721530.direction.x); //v60 = ((unsigned __int64)(stru_721530.field_7C * (signed __int64)stru_721530.direction.y) >> 16); - v1->vPosition.y += fixpoint_sub0(stru_721530.field_7C, stru_721530.direction.y); + v1->vPosition.y += fixpoint_mul(stru_721530.field_7C, stru_721530.direction.y); //v60 = ((unsigned __int64)(stru_721530.field_7C * (signed __int64)stru_721530.direction.z) >> 16); v28 = LOWORD(stru_721530.uSectorID); - v1->vPosition.z += fixpoint_sub0(stru_721530.field_7C, stru_721530.direction.z); + v1->vPosition.z += fixpoint_mul(stru_721530.field_7C, stru_721530.direction.z); v29 = v1->vPosition.z; v1->uSectorID = v28; stru_721530.field_70 += stru_721530.field_7C; @@ -786,11 +786,11 @@ return; } //v40 = (unsigned __int64)(stru_721530.field_7C * (signed __int64)stru_721530.direction.x) >> 16; - pSpriteObject->vPosition.x += fixpoint_sub0(stru_721530.field_7C, stru_721530.direction.x); + pSpriteObject->vPosition.x += fixpoint_mul(stru_721530.field_7C, stru_721530.direction.x); //v40 = (unsigned __int64)(stru_721530.field_7C * (signed __int64)stru_721530.direction.y) >> 16; - pSpriteObject->vPosition.y += fixpoint_sub0(stru_721530.field_7C, stru_721530.direction.y); + pSpriteObject->vPosition.y += fixpoint_mul(stru_721530.field_7C, stru_721530.direction.y); //v40 = (unsigned __int64)(stru_721530.field_7C * (signed __int64)stru_721530.direction.z) >> 16; - pSpriteObject->vPosition.z += fixpoint_sub0(stru_721530.field_7C, stru_721530.direction.z); + pSpriteObject->vPosition.z += fixpoint_mul(stru_721530.field_7C, stru_721530.direction.z); pSpriteObject->uSectorID = stru_721530.uSectorID; stru_721530.field_70 += stru_721530.field_7C; if ( pObject->uFlags & 0x40 && !_46BFFA_check_object_intercept(uLayingItemID, stru_721530.uFaceID) ) @@ -801,8 +801,8 @@ v40 = integer_sqrt(pSpriteObject->vVelocity.x * pSpriteObject->vVelocity.x + pSpriteObject->vVelocity.y * pSpriteObject->vVelocity.y); v23 = stru_5C6E00->Atan2(pSpriteObject->vPosition.x - pLevelDecorations[v15].vPosition.x, pSpriteObject->vPosition.y - pLevelDecorations[v15].vPosition.y); - pSpriteObject->vVelocity.x = fixpoint_sub0(stru_5C6E00->Cos(v23), v40); - pSpriteObject->vVelocity.y = fixpoint_sub0(stru_5C6E00->Sin(v23), v40); + pSpriteObject->vVelocity.x = fixpoint_mul(stru_5C6E00->Cos(v23), v40); + pSpriteObject->vVelocity.y = fixpoint_mul(stru_5C6E00->Sin(v23), v40); } else { @@ -816,9 +816,9 @@ + v16->pFacePlane_old.vNormal.y * pSpriteObject->vVelocity.y) >> 16; if ( (stru_721530.speed >> 3) > v42 ) v42 = stru_721530.speed >> 3; - pSpriteObject->vVelocity.x += 2 * fixpoint_sub0(v42, v16->pFacePlane_old.vNormal.x); - pSpriteObject->vVelocity.y += 2 * fixpoint_sub0(v42, v16->pFacePlane_old.vNormal.y); - v39 = fixpoint_sub0(v42, v16->pFacePlane_old.vNormal.z); + pSpriteObject->vVelocity.x += 2 * fixpoint_mul(v42, v16->pFacePlane_old.vNormal.x); + pSpriteObject->vVelocity.y += 2 * fixpoint_mul(v42, v16->pFacePlane_old.vNormal.y); + v39 = fixpoint_mul(v42, v16->pFacePlane_old.vNormal.z); if ( v16->pFacePlane_old.vNormal.z <= 32000 ) { v22 = 2 * v39; @@ -826,7 +826,7 @@ else { pSpriteObject->vVelocity.z += v39; - v22 = fixpoint_sub0(32000, v39); + v22 = fixpoint_mul(32000, v39); } pSpriteObject->vVelocity.z += v22; if ( BYTE3(v16->uAttributes) & 0x10 ) @@ -861,9 +861,9 @@ LABEL_63: //v2 = v37; LABEL_64: - pSpriteObject->vVelocity.x = fixpoint_sub0(58500, pSpriteObject->vVelocity.x); - pSpriteObject->vVelocity.y = fixpoint_sub0(58500, pSpriteObject->vVelocity.y); - pSpriteObject->vVelocity.z = fixpoint_sub0(58500, pSpriteObject->vVelocity.z); + pSpriteObject->vVelocity.x = fixpoint_mul(58500, pSpriteObject->vVelocity.x); + pSpriteObject->vVelocity.y = fixpoint_mul(58500, pSpriteObject->vVelocity.y); + pSpriteObject->vVelocity.z = fixpoint_mul(58500, pSpriteObject->vVelocity.z); ++uFaceID; v28 = __OFSUB__(uFaceID, 100); v27 = uFaceID - 100 < 0; @@ -893,9 +893,9 @@ pSpriteObject->vVelocity.z -= LOWORD(pEventTimer->uTimeElapsed) * GetGravityStrength(); v8 = 0; } - pSpriteObject->vVelocity.x = fixpoint_sub0(58500, pSpriteObject->vVelocity.x); - pSpriteObject->vVelocity.y = fixpoint_sub0(58500, pSpriteObject->vVelocity.y); - pSpriteObject->vVelocity.z = fixpoint_sub0(58500, pSpriteObject->vVelocity.z); + pSpriteObject->vVelocity.x = fixpoint_mul(58500, pSpriteObject->vVelocity.x); + pSpriteObject->vVelocity.y = fixpoint_mul(58500, pSpriteObject->vVelocity.y); + pSpriteObject->vVelocity.z = fixpoint_mul(58500, pSpriteObject->vVelocity.z); v9 = pSpriteObject->vVelocity.x; if ( v9 * v9 + pSpriteObject->vVelocity.y * pSpriteObject->vVelocity.y < 400 ) {
--- a/UI/UICharacter.cpp Wed Sep 18 09:21:32 2013 +0600 +++ b/UI/UICharacter.cpp Wed Sep 18 09:21:38 2013 +0600 @@ -12,7 +12,6 @@ #include "..\Party.h" #include "..\AudioPlayer.h" #include "..\Render.h" -#include "..\IndoorCamera.h" #include "..\LOD.h" #include "..\Viewport.h" #include "..\Time.h"
--- a/UI/UIHouses.cpp Wed Sep 18 09:21:32 2013 +0600 +++ b/UI/UIHouses.cpp Wed Sep 18 09:21:38 2013 +0600 @@ -15,12 +15,12 @@ #include "..\GUIFont.h" #include "..\Overlays.h" #include "..\Outdoor.h" +#include "..\Outdoor_stuff.h" #include "..\AudioPlayer.h" #include "..\VideoPlayer.h" #include "..\Monsters.h" #include "..\Viewport.h" #include "..\Keyboard.h" -#include "..\IndoorCamera.h" #include "..\MapInfo.h" #include "..\Log.h" #include "..\Game.h" @@ -459,7 +459,7 @@ } break; - case BuildingType_14: + case BuildingType_ElementalGuild: { CreateButtonInColumn(0, 18); CreateButtonInColumn(1, 48); @@ -470,7 +470,7 @@ } break; - case BuildingType_15: + case BuildingType_SelfGuild: { CreateButtonInColumn(0, 18); CreateButtonInColumn(1, 52); @@ -1087,8 +1087,8 @@ case BuildingType_BodyGuild: case BuildingType_LightGuild: case BuildingType_DarkGuild: - case BuildingType_14: - case BuildingType_15: + case BuildingType_ElementalGuild: + case BuildingType_SelfGuild: case BuildingType_16: { if ( pParty->field_3C.Shops_next_generation_time[window_SpeakInHouse->par1C] >= (signed __int64)pParty->uTimePlayed ) @@ -2069,7 +2069,8 @@ } else { - pIndoorCamera->sRotationY = 0; + pGame->pIndoorCameraD3D->sRotationY = 0; + pParty->uFlags |= 2u; pParty->vPosition.x = pTravel->arrival_x; pParty->vPosition.y = pTravel->arrival_y;
--- a/UI/UISaveLoad.cpp Wed Sep 18 09:21:32 2013 +0600 +++ b/UI/UISaveLoad.cpp Wed Sep 18 09:21:38 2013 +0600 @@ -11,7 +11,6 @@ #include "..\GUIWindow.h" #include "..\GUIFont.h" #include "..\Render.h" -#include "..\IndoorCamera.h" #include "..\LOD.h" #include "..\SaveLoad.h" #include "..\texts.h" @@ -80,7 +79,7 @@ v3 = uTextureID_LS_loadU; } pRenderer->DrawTextureIndexed(241, 302, pIcons_LOD->GetTexture(v3)); - pRenderer->DrawTextureIndexed (18, 139, pIcons_LOD->GetTexture(v2)); + pRenderer->DrawTextureIndexed( 18, 139, pIcons_LOD->GetTexture(v2)); pRenderer->DrawTextureIndexed(351, 302, pIcons_LOD->GetTexture(uTextureID_x_u)); v1 = 255; } @@ -148,7 +147,7 @@ auto ampm = aAMPMNames[HIDWORD(pAMPM2)]; auto month = aMonthNames[pMonthNum]; //sprintf(pTmpBuf.data(), "%s %d:%02d%s\n%d %s %d", _d, v17, (int)32, _a, 3, _m, pFilesID); - sprintf(pTmpBuf.data(), "%s %d:%02d%s\n%d %s %d", day, pHour, pMinutes, ampm, 7 * v16 + HIDWORD(pOurHour) % 7 + 1, month, pYear); + sprintfex(pTmpBuf.data(), "%s %d:%02d%s\n%d %s %d", day, pHour, pMinutes, ampm, 7 * v16 + HIDWORD(pOurHour) % 7 + 1, month, pYear); pWindow.DrawTitleText(pFontSmallnum, 0, 0, 0, pTmpBuf.data(), 3u); v1 = 255; }
--- a/UI/UiGame.cpp Wed Sep 18 09:21:32 2013 +0600 +++ b/UI/UiGame.cpp Wed Sep 18 09:21:38 2013 +0600 @@ -501,71 +501,64 @@ else if (pButton->msg_param == 24) { __debugbreak(); // learn conditions of this event - auto topic = pNPCTopics[pNPC->evt_F - 1].pTopic;//(&dword_721660)[8 * v23]; - if (!topic) + if (!pNPC->evt_F) + { + pButton->pButtonName[0] = 0; + pButton->msg_param = 0; + } + else + strcpy(pButton->pButtonName, pNPCTopics[pNPC->evt_F].pTopic); + } + else if (pButton->msg_param == 9) + strcpy(pButton->pButtonName, GetProfessionActionText(pNPC->uProfession)); + else if (pButton->msg_param == 19) // Scavenger Hunt + { + if (!pNPC->evt_A) { pButton->pButtonName[0] = 0; pButton->msg_param = 0; } else - strcpy(pButton->pButtonName, topic); + strcpy(pButton->pButtonName, pNPCTopics[pNPC->evt_A].pTopic); } - else if (pButton->msg_param == 9) - strcpy(pButton->pButtonName, GetProfessionActionText(pNPC->uProfession)); - else if (pButton->msg_param == 19) + else if (pButton->msg_param == 20) // Scavenger Hunt { - // __debugbreak(); // learn conditions of this event Scavenger Hunt - auto topic = pNPCTopics[pNPC->evt_A - 1].pTopic;//(&dword_721660)[8 * v23]; - if (!topic) + if (!pNPC->evt_B) { pButton->pButtonName[0] = 0; pButton->msg_param = 0; } - else strcpy(pButton->pButtonName, topic); - } - else if (pButton->msg_param == 20) - { - //__debugbreak(); // learn conditions of this event instruments - auto topic = pNPCTopics[pNPC->evt_B - 1].pTopic;//(&dword_721660)[8 * v23]; - if (!topic) - { - pButton->pButtonName[0] = 0; - pButton->msg_param = 0; - } - else strcpy(pButton->pButtonName, topic); + else strcpy(pButton->pButtonName, pNPCTopics[pNPC->evt_B].pTopic); } else if (pButton->msg_param == 21) { //__debugbreak(); // learn conditions of this event - auto topic = pNPCTopics[pNPC->evt_C - 1].pTopic;//(&dword_721660)[8 * v23]; - if (!topic) + if (!pNPC->evt_C) { pButton->pButtonName[0] = 0; pButton->msg_param = 0; } - else strcpy(pButton->pButtonName, topic); + else strcpy(pButton->pButtonName, pNPCTopics[pNPC->evt_C].pTopic); } else if (pButton->msg_param == 22) { //__debugbreak(); // learn conditions of this event - auto topic = pNPCTopics[pNPC->evt_D - 1].pTopic;//(&dword_721660)[8 * v23]; - if (!topic) + if (!pNPC->evt_D) { pButton->pButtonName[0] = 0; pButton->msg_param = 0; } - else strcpy(pButton->pButtonName, topic); + else strcpy(pButton->pButtonName, pNPCTopics[pNPC->evt_D].pTopic); } else if (pButton->msg_param == 23) { //__debugbreak(); // learn conditions of this event - auto topic = pNPCTopics[pNPC->evt_E - 1].pTopic;//(&dword_721660)[8 * v23]; - if (!topic) + if (!pNPC->evt_E) { pButton->pButtonName[0] = 0; pButton->msg_param = 0; } - else strcpy(pButton->pButtonName, topic); + else strcpy(pButton->pButtonName, pNPCTopics[pNPC->evt_E].pTopic); } else if (pButton->msg_param == 13) {
--- a/Viewport.cpp Wed Sep 18 09:21:32 2013 +0600 +++ b/Viewport.cpp Wed Sep 18 09:21:38 2013 +0600 @@ -54,7 +54,7 @@ this->uScreenHeight = br_y - tl_y + 1; this->uScreenCenterX = (signed int)(br_x + tl_x) /2; if ( pRenderer->pRenderD3D == 0 ) - this->uScreenCenterY = this->uScreen_BR_Y - fixpoint_sub0(field_30, uScreenHeight); + this->uScreenCenterY = this->uScreen_BR_Y - fixpoint_mul(field_30, uScreenHeight); else this->uScreenCenterY = uScreenHeight/2; SetViewport(this->uScreen_TL_X, this->uScreen_TL_Y, this->uScreen_BR_X, this->uScreen_BR_Y);
--- a/Vis.cpp Wed Sep 18 09:21:32 2013 +0600 +++ b/Vis.cpp Wed Sep 18 09:21:38 2013 +0600 @@ -3,11 +3,11 @@ #include "BSPModel.h" #include "Game.h" #include "Actor.h" -#include "IndoorCamera.h" -#include "OutdoorCamera.h" +#include "Outdoor_stuff.h" #include "Viewport.h" #include "Math.h" #include "Log.h" +#include "ErrorHandling.h" #include "mm7_data.h" #include "MM7.h" @@ -838,14 +838,14 @@ if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) { - if ( pRenderer->pRenderD3D ) + //if ( pRenderer->pRenderD3D ) v3 = pGame->pIndoorCameraD3D->fov; - else - v3 = pIndoorCamera->flt_1C_fov; + //else + // v3 = pIndoorCamera->fov_rad; } else { - v3 = pOutdoorCamera->int_fov_rad; + v3 = pODMRenderParams->int_fov_rad; } return stru_5C6E00->Atan2(x - pViewport->uScreenCenterX, v3) - stru_5C6E00->uIntegerHalfPi; } @@ -857,14 +857,14 @@ if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) { - if ( pRenderer->pRenderD3D ) + //if ( pRenderer->pRenderD3D ) v3 = pGame->pIndoorCameraD3D->fov; - else - v3 = pIndoorCamera->flt_1C_fov; + //else + // v3 = pIndoorCamera->fov_rad; } else { - v3 = pOutdoorCamera->int_fov_rad; + v3 = pODMRenderParams->int_fov_rad; } return stru_5C6E00->Atan2(y - pViewport->uScreenCenterY, v3) - stru_5C6E00->uIntegerHalfPi; } @@ -880,27 +880,27 @@ int outx; int outz; // [sp+94h] [bp-Ch]@1 int outy; // [sp+98h] [bp-8h]@1 + + pRotY = pGame->pIndoorCameraD3D->sRotationY + UnprojectX(fMouseX); + pRotX = pGame->pIndoorCameraD3D->sRotationX + UnprojectY(fMouseY); - pRotY = pIndoorCamera->sRotationY + UnprojectX(fMouseX); - pStartR.z = pIndoorCamera->pos.z; - pStartR.x = pIndoorCamera->pos.x; - pStartR.y = pIndoorCamera->pos.y; - pRotX = pIndoorCamera->sRotationX + UnprojectY(fMouseY); + pStartR.z = pGame->pIndoorCameraD3D->vPartyPos.z; + pStartR.x = pGame->pIndoorCameraD3D->vPartyPos.x; + pStartR.y = pGame->pIndoorCameraD3D->vPartyPos.y; + + v11[1].vWorldPosition.x = (double)pGame->pIndoorCameraD3D->vPartyPos.x; + v11[1].vWorldPosition.y = (double)pGame->pIndoorCameraD3D->vPartyPos.y; + v11[1].vWorldPosition.z = (double)pGame->pIndoorCameraD3D->vPartyPos.z; + pDepth = fixpoint_from_float(fPickDepth); Vec3_int_::Rotate(pDepth, pRotY, pRotX, pStartR, &outx, &outy, &outz); - v11[0].flt_2C = 0.0; v11[0].vWorldPosition.x = (double)outx; v11[0].vWorldPosition.y = (double)outy; v11[0].vWorldPosition.z = (double)outz; - v11[1].flt_2C = 0.0; - v11[1].vWorldPosition.x = (double)pIndoorCamera->pos.x; - v11[1].vWorldPosition.y = (double)pIndoorCamera->pos.y; - v11[1].vWorldPosition.z = (double)pIndoorCamera->pos.z; - - memcpy(pRay, &v11[1], sizeof(RenderVertexSoft)); - memcpy(&pRay[1], &v11[0], sizeof(RenderVertexSoft)); + memcpy(pRay + 0, &v11[1], sizeof(RenderVertexSoft)); + memcpy(pRay + 1, &v11[0], sizeof(RenderVertexSoft)); } //----- (004C2551) --------------------------------------------------------
--- a/_deleted.cpp Wed Sep 18 09:21:32 2013 +0600 +++ b/_deleted.cpp Wed Sep 18 09:21:38 2013 +0600 @@ -649,16 +649,16 @@ } if ( *(float *)v9 >= 8.0 ) { - if ( (double)pOutdoorCamera->shading_dist_mist >= *(float *)v9 ) + if ( (double)pODMRenderParams->shading_dist_mist >= *(float *)v9 ) { *(int *)v2 = 0; - v12 = v4 / (*(float *)v9 + 0.0000001) * (double)pOutdoorCamera->int_fov_rad; + v12 = v4 / (*(float *)v9 + 0.0000001) * (double)pODMRenderParams->int_fov_rad; *(float *)((char *)v2 + (int)v18) = (double)pViewport->uScreenCenterX - v12 * *(float *)((char *)v2 + (int)v3); *(float *)((char *)v2 + (int)v17) = (double)pViewport->uScreenCenterY - v12 * *(float *)((char *)v2 + (int)v5); *(float *)((char *)v2 + (int)v16) = v4 - - v4 / (*(float *)v9 * 1000.0 / (double)pOutdoorCamera->shading_dist_mist); + - v4 / (*(float *)v9 * 1000.0 / (double)pODMRenderParams->shading_dist_mist); *(float *)((char *)v2 + (int)v15) = v4 / (*(float *)v9 + 0.0000001); v13 = *(float *)v9 + 6.7553994e15; v4 = 1.0; @@ -963,10 +963,10 @@ v41 = v8; if ( v8 > 0 ) { - if ( (signed int)pOutdoorCamera->uNumSurfs < 1999 ) - { - v7 = pOutdoorCamera->uNumEdges; - if ( (signed int)pOutdoorCamera->uNumEdges < 5979 ) + if ( (signed int)pODMRenderParams->uNumSurfs < 1999 ) + { + v7 = pODMRenderParams->uNumEdges; + if ( (signed int)pODMRenderParams->uNumEdges < 5979 ) { v4->uEdgeList1Size = 0; v4->uEdgeList2Size = 0; @@ -985,7 +985,7 @@ do { v10 = v48; - ++pOutdoorCamera->uNumEdges; + ++pODMRenderParams->uNumEdges; if ( v48 >= v41 ) v10 = 0; v11 = *v9; @@ -1089,7 +1089,7 @@ while ( v48 - 1 < v41 ); } LOBYTE(v7) = v34; - if ( pOutdoorCamera->uNumEdges != v34 ) + if ( pODMRenderParams->uNumEdges != v34 ) { v4->ptr_48 = 0; ptr_80C97C_Surfs->field_22 = 0; @@ -1103,7 +1103,7 @@ if ( ptr_80C97C_Surfs < &pSurfs[1999] ) { ++ptr_80C97C_Surfs; - ++pOutdoorCamera->uNumSurfs; + ++pODMRenderParams->uNumSurfs; } if ( BYTE3(a4) ) v4->field_108 = 1; @@ -1158,7 +1158,7 @@ v2 = _this; v3 = _this->pParent; - v4 = pOutdoorCamera->int_fov_rad_inv * (pViewport->uScreenCenterY - _this->field_A); + v4 = pODMRenderParams->int_fov_rad_inv * (pViewport->uScreenCenterY - _this->field_A); v5 = v3->ptr_38; v38 = v4; v37 = v5->field_14; @@ -1176,11 +1176,11 @@ v28 = v3->sTextureDeltaU << 16; v35 = v3->sTextureDeltaV << 16; v10 = v2->field_8; - v29 = pOutdoorCamera->camera_rotation_y_int_sine; - v32 = pOutdoorCamera->camera_rotation_y_int_cosine; + v29 = pGame->pIndoorCameraD3D->int_sine_y; + v32 = pGame->pIndoorCameraD3D->int_cosine_y; a1.field_28 = v2->field_C; v11 = v3->field_24; - v37 = pOutdoorCamera->int_fov_rad_inv * (pViewport->uScreenCenterX - v10); + v37 = pODMRenderParams->int_fov_rad_inv * (pViewport->uScreenCenterX - v10); v12 = v3->v_18.y; v13 = -v11; v36 = v13; @@ -1254,8 +1254,8 @@ v21 = X - v3->ptr_38->field_28 - v35; a1.field_30 >>= v17 + bUseLoResSprites; a1.field_2C = v21 >> (v17 + bUseLoResSprites); - v35 = pOutdoorCamera->int_fov_rad_inv; - v37 = (signed int)((unsigned __int64)(pOutdoorCamera->int_fov_rad_inv * (signed __int64)v38) >> 16) >> (v17 + bUseLoResSprites); + v35 = pODMRenderParams->int_fov_rad_inv; + v37 = (signed int)((unsigned __int64)(pODMRenderParams->int_fov_rad_inv * (signed __int64)v38) >> 16) >> (v17 + bUseLoResSprites); a1.field_4 = (unsigned __int64)(v37 * (signed __int64)v29) >> 16; X = (unsigned __int64)(v37 * (signed __int64)v32) >> 16; a1.field_0 = -(signed int)((unsigned __int64)(v37 * (signed __int64)v32) >> 16); @@ -1271,7 +1271,7 @@ a1.field_10 = v17 - v24->uWidthLn2 + 16; a1.field_C = v32 - 1; a1.field_8 = (v25 << 16) - 65536; - a1.field_34_palette = (unsigned __int16 *)sr_sub_485E1F(&a2, v2, v38, v3, pOutdoorCamera->building_gamme, 1u, 1); + a1.field_34_palette = (unsigned __int16 *)sr_sub_485E1F(&a2, v2, v38, v3, pODMRenderParams->building_gamme, 1u, 1); if ( byte_4D864C && BYTE1(pGame->uFlags) & 8 ) sr_sub_485975(&a1, (stru315 *)&a2); else @@ -1429,7 +1429,7 @@ if ( *(float *)&v84 == v11 ) ++v82; pGame->pIndoorCameraD3D->ViewTransform((RenderVertexSoft *)(v9 - 12), 1u); - if ( *(float *)v9 < 8.0 || (double)pOutdoorCamera->shading_dist_mist < *(float *)v9 ) + if ( *(float *)v9 < 8.0 || (double)pODMRenderParams->shading_dist_mist < *(float *)v9 ) { if ( *(float *)v9 >= 8.0 ) v75 = 1; @@ -1449,7 +1449,7 @@ } v7 = v77; } - v12 = &array_77EC08[pOutdoorCamera->uNumPolygons]; + v12 = &array_77EC08[pODMRenderParams->uNumPolygons]; *(int *)&v12->flags = 0; if ( v82 == v7 ) *(int *)&v12->flags = 65536; @@ -1482,18 +1482,18 @@ v16 = pTextureFrameTable->GetFrameTexture(v16, pEventTimer->uTotalGameTimeElapsed); v17 = v16; result = (BSPModel *)&pBitmaps_LOD->pTextures[v16]; - v19 = __OFSUB__(pOutdoorCamera->uNumPolygons, 1999); - v18 = pOutdoorCamera->uNumPolygons - 1999 < 0; + v19 = __OFSUB__(pODMRenderParams->uNumPolygons, 1999); + v18 = pODMRenderParams->uNumPolygons - 1999 < 0; v12->pTexture = (Texture *)(v17 != -1 ? (int)result : 0); if ( !(v18 ^ v19) ) return result; - ++pOutdoorCamera->uNumPolygons; - ++pOutdoorCamera->field_44; + ++pODMRenderParams->uNumPolygons; + ++pODMRenderParams->field_44; if ( !ODMFace::IsBackfaceCulled(v3, array_73D150, v12) ) { LABEL_71: - --pOutdoorCamera->uNumPolygons; - --pOutdoorCamera->field_44; + --pODMRenderParams->uNumPolygons; + --pODMRenderParams->field_44; goto LABEL_72; } LOBYTE(v20) = v79; @@ -1581,7 +1581,7 @@ { v36 = sr_4250FE(v26); v37 = v36; - if ( !v36 || (OutdoorCamera::Project(v36), v38 = sr_4254D2(v37), (v12->uNumVertices = v38) == 0) ) + if ( !v36 || (ODMRenderParams::Project(v36), v38 = sr_4254D2(v37), (v12->uNumVertices = v38) == 0) ) goto LABEL_71; v12->_48276F_sr(); v39 = 0; @@ -1609,7 +1609,7 @@ { v43 = sr_4252E8(v26); v44 = v43; - if ( !v43 || (OutdoorCamera::Project(v43), v45 = sr_4254D2(v44), (v12->uNumVertices = v45) == 0) ) + if ( !v43 || (ODMRenderParams::Project(v43), v45 = sr_4254D2(v44), (v12->uNumVertices = v45) == 0) ) goto LABEL_71; v12->_48276F_sr(); v46 = 0; @@ -1736,7 +1736,7 @@ v11 = 0; LODWORD(v12) = a3 << 16; HIDWORD(v12) = a3 >> 16; - a3a = (double)(signed int)(((unsigned __int64)(11 * v12 / (pOutdoorCamera->shading_dist_shade << 16)) >> 16) + 20) + a3a = (double)(signed int)(((unsigned __int64)(11 * v12 / (pODMRenderParams->shading_dist_shade << 16)) >> 16) + 20) * pOutdoor->fFogDensity; v13 = a3a + 6.7553994e15; v10 = _43F55F_get_billboard_light_level(a1, LODWORD(v13) + v11); @@ -1821,10 +1821,10 @@ char v41; // [sp+30h] [bp-2Ch]@57 v0 = pRenderer->pTargetSurface; - v1 = pOutdoorCamera->uNumPolygons; + v1 = pODMRenderParams->uNumPolygons; a1 = pRenderer->pTargetSurface; v2 = array_77EC08.data(); - v37 = pOutdoorCamera->uNumPolygons; + v37 = pODMRenderParams->uNumPolygons; if ( !(pParty->uFlags & 2) ) { v1 = uNumElementsIn80AA28; @@ -1868,7 +1868,7 @@ { while ( 1 ) { - if ( pOutdoorCamera->outdoor_no_wavy_water ) + if ( pODMRenderParams->outdoor_no_wavy_water ) sr_sub_48408A_prolly_odm_water_no_waves(v3); else sr_sub_485407_prolly_odm_water_wavy(v3); @@ -1884,7 +1884,7 @@ { v16 = v4->pTexture; v4->pTexture = pBitmaps_LOD->LoadTexturePtr("wtrtyl"); - if ( pOutdoorCamera->outdoor_no_wavy_water ) + if ( pODMRenderParams->outdoor_no_wavy_water ) sr_sub_48408A_prolly_odm_water_no_waves(v3); else sr_sub_485407_prolly_odm_water_wavy(v3); @@ -2091,10 +2091,10 @@ } if ( pParty->uFlags & 2 ) { - v6 = pOutdoorCamera->uNumPolygons; + v6 = pODMRenderParams->uNumPolygons; v7 = 0; uNumElementsIn80AA28 = 0; - if ( pOutdoorCamera->uNumPolygons > 0 ) + if ( pODMRenderParams->uNumPolygons > 0 ) { v8 = (char *)&array_77EC08[0].flags; do @@ -2114,9 +2114,9 @@ uNumElementsIn80AA28 = v7; } } - v9 = pOutdoorCamera->uNumSpans; - sr_6BE060[0] = pOutdoorCamera->uNumSpans; - if (pOutdoorCamera->uNumPolygons >= 1999) + v9 = pODMRenderParams->uNumSpans; + sr_6BE060[0] = pODMRenderParams->uNumSpans; + if (pODMRenderParams->uNumPolygons >= 1999) return; array_77EC08[1999].Create_48607B(&stru_8019C8); @@ -2137,8 +2137,8 @@ array_77EC08[1999].v_18.x = v10; array_77EC08[1999].v_18.z = stru_5C6E00->Cos(pIndoorCamera->sRotationX); array_77EC08[1999].field_24 = 2048 - (pIndoorCamera->pos.z << 16); - a1a = (signed __int64)((double)(pIndoorCamera->pos.z * pOutdoorCamera->int_fov_rad) - / ((double)pOutdoorCamera->int_fov_rad + 8192.0) + a1a = (signed __int64)((double)(pIndoorCamera->pos.z * pODMRenderParams->int_fov_rad) + / ((double)pODMRenderParams->int_fov_rad + 8192.0) + (double)pViewport->uScreenCenterY); cos((double)pIndoorCamera->sRotationX * 0.0030664064); sin((double)pIndoorCamera->sRotationX * 0.0030664064); @@ -2230,7 +2230,7 @@ if ( v13->field_C >= 0 ) { LABEL_109: - if ( pOutdoorCamera->bNoSky ) + if ( pODMRenderParams->bNoSky ) { const_1_0(); } @@ -2325,8 +2325,8 @@ v8 = v3->ptr_38; v42 = ((unsigned __int64)(v3->ptr_38->field_14 * (signed __int64)v7) >> 16) + v8->field_C; v40 = ((unsigned __int64)(v8->field_20 * (signed __int64)v7) >> 16) + v3->ptr_38->field_18; - v38 = pOutdoorCamera->camera_rotation_y_int_sine; - HIDWORD(v35) = pOutdoorCamera->camera_rotation_y_int_cosine; + v38 = pGame->pIndoorCameraD3D->int_sine_y; + HIDWORD(v35) = pGame->pIndoorCameraD3D->int_cosine_y; v45 = v4->field_C; v9 = ((unsigned __int64)(v3->v_18.z * (signed __int64)v7) >> 16) + v3->v_18.x; v10 = 65536 / SLODWORD(v35) * (pViewport->uScreenCenterX - v4->field_8); @@ -2551,11 +2551,11 @@ pDirectionIndicator2 = stru_5C6E00->uDoublePiMask & (stru_5C6E00->uIntegerPi + pDirectionIndicator1);//512 v124 = ((pIndoorCamera->uMapGridCellX << 16) + 3 * stru_5C6E00->Cos(stru_5C6E00->uDoublePiMask & (stru_5C6E00->uIntegerPi + pDirectionIndicator1))) >> 16;//88 v123 = ((pIndoorCamera->uMapGridCellZ << 16) + 3 * stru_5C6E00->Sin(pDirectionIndicator2)) >> 16;// 66 - v120 = pOutdoorCamera->outdoor_grid_band_3 + v124;//+- range X - v119 = pOutdoorCamera->outdoor_grid_band_3 + v123; - v2 = pOutdoorCamera->uCameraFovInDegrees + 15;//90 - i = v124 - pOutdoorCamera->outdoor_grid_band_3; - v122 = v123 - pOutdoorCamera->outdoor_grid_band_3; + v120 = pODMRenderParams->outdoor_grid_band_3 + v124;//+- range X + v119 = pODMRenderParams->outdoor_grid_band_3 + v123; + v2 = pODMRenderParams->uCameraFovInDegrees + 15;//90 + i = v124 - pODMRenderParams->outdoor_grid_band_3; + v122 = v123 - pODMRenderParams->outdoor_grid_band_3; if ( v2 > 90 ) v2 = 90; @@ -3214,7 +3214,7 @@ } } result = v126; - pOutdoorCamera->field_40 = v126; + pODMRenderParams->field_40 = v126; return result; } //----- (00482E07) -------------------------------------------------------- @@ -3309,7 +3309,7 @@ v3 = ecx0->pParent; v4 = pViewport->uScreenCenterY - ecx0->field_A; v77 = pRenderTarget; - v5 = pOutdoorCamera->int_fov_rad_inv * v4; + v5 = pODMRenderParams->int_fov_rad_inv * v4; v6 = v3->ptr_38; v76 = ecx0; v81 = v5; @@ -3327,7 +3327,7 @@ v68 = v3->sTextureDeltaU << 16; v69 = v3->sTextureDeltaV << 16; v72 = -v3->field_24; - v10 = pOutdoorCamera->int_fov_rad_inv * (pViewport->uScreenCenterX - ecx0->field_8); + v10 = pODMRenderParams->int_fov_rad_inv * (pViewport->uScreenCenterX - ecx0->field_8); v11 = v3->v_18.y; v66 = v81 + v3->v_18.x; v83 = v10; @@ -3340,7 +3340,7 @@ || (LODWORD(v14) = v72 << 16, HIDWORD(v14) = v72 >> 16, v79 = v14 / v84, - v80 = v10 - v85 * pOutdoorCamera->int_fov_rad_inv, + v80 = v10 - v85 * pODMRenderParams->int_fov_rad_inv, v81 = (unsigned __int64)(v80 * (signed __int64)v3->v_18.y) >> 16, (v84 = v66 + v81) == 0) || (v15 = abs(v66 + v81), abs(X) >= v15) ) @@ -3406,7 +3406,7 @@ if ( v79 >= v70 ) { v46 = v76; - a1.field_34_palette = (unsigned __int16 *)sr_sub_485E1F(&a2, v76, v70, v3, pOutdoorCamera->building_gamme, 0, 1); + a1.field_34_palette = (unsigned __int16 *)sr_sub_485E1F(&a2, v76, v70, v3, pODMRenderParams->building_gamme, 0, 1); v47 = v3->ptr_38; v79 = v80; v86 = v47->field_10; @@ -3430,7 +3430,7 @@ v51 = v50 + pRenderer->uTargetSurfacePitch * v46->field_A; a1.pDepthBuffer = (unsigned int *)(&pRenderer->pActiveZBuffer[640 * v46->field_A - 1] + v85 + v50); a1.pColorBuffer = &v77[v85 - 1] + v51; - v80 += pOutdoorCamera->int_fov_rad_inv << v74; + v80 += pODMRenderParams->int_fov_rad_inv << v74; if ( v78 > 0 ) { do @@ -3486,10 +3486,10 @@ v76, v84, v3, - pOutdoorCamera->building_gamme, + pODMRenderParams->building_gamme, 0, 0); - v80 += pOutdoorCamera->int_fov_rad_inv << v74; + v80 += pODMRenderParams->int_fov_rad_inv << v74; --v78; } while ( v78 ); @@ -3543,7 +3543,7 @@ } else { - a1.field_34_palette = (unsigned __int16 *)sr_sub_485E1F(&a2, v76, v79, v3, pOutdoorCamera->building_gamme, 1u, 1); + a1.field_34_palette = (unsigned __int16 *)sr_sub_485E1F(&a2, v76, v79, v3, pODMRenderParams->building_gamme, 1u, 1); v28 = v3->ptr_38; v85 = v10; v86 = v28->field_10; @@ -3568,7 +3568,7 @@ v86 = v76->field_8; a1.pColorBuffer = &v77[v86 + v32]; a1.pDepthBuffer = (unsigned int *)&pRenderer->pActiveZBuffer[v86 + 640 * v31]; - v80 = v10 - (pOutdoorCamera->int_fov_rad_inv << v74); + v80 = v10 - (pODMRenderParams->int_fov_rad_inv << v74); if ( v78 > 0 ) { v86 = v78; @@ -3625,10 +3625,10 @@ v76, v84, v3, - pOutdoorCamera->building_gamme, + pODMRenderParams->building_gamme, 1u, 0); - v80 -= pOutdoorCamera->int_fov_rad_inv << v74; + v80 -= pODMRenderParams->int_fov_rad_inv << v74; --v86; } while ( v86 ); @@ -3761,10 +3761,10 @@ //signed int band3a; // [sp+48h] [bp+8h]@2 v9 = band2 * 512; - pOutdoorCamera->outdoor_grid_band_3 = band3; + pODMRenderParams->outdoor_grid_band_3 = band3; v10 = band1 * 512; v3 = band3 * 512; - pOutdoorCamera->uPickDepth = band3 * 512; + pODMRenderParams->uPickDepth = band3 * 512; //v4 = terrain_76E5C8; // v4: 0 -> 65536 for (uint i = 0; i < 16384; ++i) //do @@ -3822,7 +3822,7 @@ v9 = a3->vWorldViewPosition.x < 8.0; v10 = a4->vWorldViewPosition.x < 8.0; return !(v8 & v9 & v10 & v7) - && ((v11 = (double)pOutdoorCamera->shading_dist_mist, v11 > v6->vWorldViewPosition.x) ? (v12 = 0) : (v12 = 1), + && ((v11 = (double)pODMRenderParams->shading_dist_mist, v11 > v6->vWorldViewPosition.x) ? (v12 = 0) : (v12 = 1), v11 > v17->vWorldViewPosition.x ? (v13 = 0) : (v13 = 1), v11 > a3->vWorldViewPosition.x ? (v14 = 0) : (v14 = 1), v11 > a4->vWorldViewPosition.x ? (v15 = 0) : (v15 = 1), @@ -3992,7 +3992,7 @@ || v11->vWorldPosition.z != v103->vWorldPosition.z || v103->vWorldPosition.z != v102->vWorldPosition.z ) break; - v17 = &array_77EC08[pOutdoorCamera->uNumPolygons]; + v17 = &array_77EC08[pODMRenderParams->uNumPolygons]; v18 = pOutdoor->GetTileTexture(v101, v100); v17->uTileBitmapID = v18; if ( v18 != -1 ) @@ -4027,9 +4027,9 @@ { v17->dimming_level = 0; } - if ( pOutdoorCamera->uNumPolygons >= 1999 ) + if ( pODMRenderParams->uNumPolygons >= 1999 ) return; - ++pOutdoorCamera->uNumPolygons; + ++pODMRenderParams->uNumPolygons; if ( !_481FC9_terrain(v10, (RenderVertexSoft *)HIDWORD(v101), v102, v17) ) goto LABEL_104; v26 = 1.0 / (v104->vWorldViewPosition.x + 0.0000001); @@ -4072,7 +4072,7 @@ } else { - v32 = (double)pOutdoorCamera->shading_dist_mist; + v32 = (double)pODMRenderParams->shading_dist_mist; if ( v32 >= v104->vWorldViewPosition.x && v32 >= *(float *)(HIDWORD(v101) + 12) && v32 >= v102->vWorldViewPosition.x @@ -4095,7 +4095,7 @@ if ( !v36 ) goto LABEL_104; LABEL_41: - OutdoorCamera::Project(v37); + ODMRenderParams::Project(v37); LABEL_102: v33 = sr_4254D2(v37); v17->uNumVertices = v33; @@ -4109,7 +4109,7 @@ if ( v90 >= v81 ) return; } - v38 = &array_77EC08[pOutdoorCamera->uNumPolygons]; + v38 = &array_77EC08[pODMRenderParams->uNumPolygons]; v39 = pOutdoor->GetTileTexture(v101, v100); v38->uTileBitmapID = v39; if ( v39 == -1 ) @@ -4148,9 +4148,9 @@ } if ( v38->dimming_level < 0 ) v38->dimming_level = 0; - if ( pOutdoorCamera->uNumPolygons >= 1999 ) + if ( pODMRenderParams->uNumPolygons >= 1999 ) return; - ++pOutdoorCamera->uNumPolygons; + ++pODMRenderParams->uNumPolygons; if ( !_481FC9_terrain((RenderVertexSoft *)HIDWORD(v101), v103, v104, v38) ) goto LABEL_74; v48 = 1.0 / (v104->vWorldViewPosition.x + 0.0000001); @@ -4187,7 +4187,7 @@ } else { - v53 = (double)pOutdoorCamera->shading_dist_mist; + v53 = (double)pODMRenderParams->shading_dist_mist; if ( v53 >= v104->vWorldViewPosition.x && v53 >= *(float *)(HIDWORD(v101) + 12) && v53 >= v103->vWorldViewPosition.x ) @@ -4200,7 +4200,7 @@ LABEL_68: sr_sub_481DB2(sr_508690, v54, v38); LABEL_75: - v17 = &array_77EC08[pOutdoorCamera->uNumPolygons]; + v17 = &array_77EC08[pODMRenderParams->uNumPolygons]; v57 = pOutdoor->GetTileTexture(v101, v100); v17->uTileBitmapID = v57; if ( v57 == -1 ) @@ -4238,13 +4238,13 @@ } if ( v17->dimming_level < 0 ) v17->dimming_level = 0; - if ( pOutdoorCamera->uNumPolygons >= 1999 ) + if ( pODMRenderParams->uNumPolygons >= 1999 ) return; - ++pOutdoorCamera->uNumPolygons; + ++pODMRenderParams->uNumPolygons; if ( !_481FC9_terrain(v102, v104, v103, v17) ) { LABEL_104: - --pOutdoorCamera->uNumPolygons; + --pODMRenderParams->uNumPolygons; goto LABEL_105; } v62 = 1.0 / (v104->vWorldViewPosition.x + 0.0000001); @@ -4276,12 +4276,12 @@ if ( v104->vWorldViewPosition.x < 8.0 || v103->vWorldViewPosition.x < 8.0 || v102->vWorldViewPosition.x < 8.0 ) { v37 = sr_4250FE(3u); - OutdoorCamera::Project(v37); + ODMRenderParams::Project(v37); if ( !v37 ) goto LABEL_104; goto LABEL_102; } - v66 = (double)pOutdoorCamera->shading_dist_mist; + v66 = (double)pODMRenderParams->shading_dist_mist; if ( v66 < v104->vWorldViewPosition.x || v66 < v103->vWorldViewPosition.x || v66 < v102->vWorldViewPosition.x ) { v37 = sr_4252E8(3u); @@ -4311,7 +4311,7 @@ v56 = v55; if ( v55 ) { - OutdoorCamera::Project(v55); + ODMRenderParams::Project(v55); v54 = sr_4254D2(v56); v38->uNumVertices = v54; if ( v54 ) @@ -4321,7 +4321,7 @@ } } LABEL_74: - --pOutdoorCamera->uNumPolygons; + --pODMRenderParams->uNumPolygons; goto LABEL_75; } } @@ -4690,7 +4690,7 @@ { LODWORD(v17) = v9 << 16; HIDWORD(v17) = v9 >> 16; - v27 = (double)(signed int)(((unsigned __int64)(v17 / (pOutdoorCamera->shading_dist_shade << 16) * (31 - *a6)) >> 16) + v27 = (double)(signed int)(((unsigned __int64)(v17 / (pODMRenderParams->shading_dist_shade << 16) * (31 - *a6)) >> 16) + *a6) * pOutdoor->fFogDensity; v18 = v27 + 6.7553994e15; @@ -6013,10 +6013,10 @@ } v13->prolly_tail = v0; } - if ( (signed int)pOutdoorCamera->uNumSpans >= 12499 ) + if ( (signed int)pODMRenderParams->uNumSpans >= 12499 ) return; ++v0; - ++pOutdoorCamera->uNumSpans; + ++pODMRenderParams->uNumSpans; } v6 = v26; v7->field_20 = (signed __int64)v11; @@ -6058,10 +6058,10 @@ } v17->prolly_tail = v0; } - if ( (signed int)pOutdoorCamera->uNumSpans >= 12499 ) + if ( (signed int)pODMRenderParams->uNumSpans >= 12499 ) return; ++v0; - ++pOutdoorCamera->uNumSpans; + ++pODMRenderParams->uNumSpans; } v7->pNext->field_20 = (signed __int64)v15; v6 = v26; @@ -6120,23 +6120,23 @@ } //----- (00487355) -------------------------------------------------------- -bool OutdoorCamera::_487355() +bool ODMRenderParams::ApplyLightmapsSW() { int v0; // esi@1 Polygon *v1; // edi@2 bool result; // eax@3 v0 = 0; - if ( pOutdoorCamera->uNumPolygons > 0 ) + if ( pODMRenderParams->uNumPolygons > 0 ) { v1 = array_77EC08.data(); do { - result = pGame->pLightmapBuilder->_45D3C7(v1); + result = pGame->pLightmapBuilder->_45D3C7_sw(v1); ++v0; ++v1; } - while ( v0 < pOutdoorCamera->uNumPolygons ); + while ( v0 < pODMRenderParams->uNumPolygons ); } return result; } @@ -6164,7 +6164,7 @@ v14 = (double)pOutdoor->vSunlight.x / 65536.0; result = 0; - v1 = (unsigned int)&array_77EC08[pOutdoorCamera->uNumPolygons]; + v1 = (unsigned int)&array_77EC08[pODMRenderParams->uNumPolygons]; v15 = (double)pOutdoor->vSunlight.y / 65536.0; v16 = (double)pOutdoor->vSunlight.z / 65536.0; if ( v1 > (unsigned int)array_77EC08.data() ) @@ -6462,10 +6462,10 @@ a1.pColorBuffer = &pTargetSurface[v6]; v74 = v7; a1.pDepthBuffer = (unsigned int *)&pRenderer->pActiveZBuffer[v4 + 640 * v3]; - v8 = pOutdoorCamera->int_fov_rad_inv * (pViewport->uScreenCenterX - v4); - v9 = pOutdoorCamera->int_fov_rad_inv * (pViewport->uScreenCenterY - v3); + v8 = pODMRenderParams->int_fov_rad_inv * (pViewport->uScreenCenterX - v4); + v9 = pODMRenderParams->int_fov_rad_inv * (pViewport->uScreenCenterY - v3); v10 = v5->ptr_38->field_14; - v76 = pOutdoorCamera->int_fov_rad_inv * (pViewport->uScreenCenterX - v4); + v76 = pODMRenderParams->int_fov_rad_inv * (pViewport->uScreenCenterX - v4); v72 = v10; v81 = (unsigned __int64)(v10 * (signed __int64)v9) >> 16; v11 = v5->ptr_38; @@ -6532,7 +6532,7 @@ LABEL_12: if ( v21 ) { - a1.field_34_palette = (unsigned __int16 *)sr_sub_485E1F(&a2, v61, v20, v5, pOutdoorCamera->building_gamme, 1u, 1); + a1.field_34_palette = (unsigned __int16 *)sr_sub_485E1F(&a2, v61, v20, v5, pODMRenderParams->building_gamme, 1u, 1); a1.field_28 = 16; v66 = v74 >> 4; v81 = v8; @@ -6548,7 +6548,7 @@ v81 = (unsigned __int64)(v76 * (signed __int64)v69) >> 16; v28 = v63 + ((unsigned __int64)(v76 * (signed __int64)v69) >> 16) - v5->ptr_38->field_28; v76 = v75 + bUseLoResSprites; - v73 = v8 - 16 * pOutdoorCamera->int_fov_rad_inv; + v73 = v8 - 16 * pODMRenderParams->int_fov_rad_inv; v29 = v5->pTexture; v30 = (v71 + v27) >> v76; v31 = v28 >> v76; @@ -6609,8 +6609,8 @@ sr_sub_485975(&a1, (stru315 *)&a2); else sr_sub_4D6FB0(v2); - a1.field_34_palette = (unsigned __int16 *)sr_sub_485E1F(&a2, v61, X, v5, pOutdoorCamera->building_gamme, 1u, 0); - v73 -= 16 * pOutdoorCamera->int_fov_rad_inv; + a1.field_34_palette = (unsigned __int16 *)sr_sub_485E1F(&a2, v61, X, v5, pODMRenderParams->building_gamme, 1u, 0); + v73 -= 16 * pODMRenderParams->int_fov_rad_inv; v45 = v74-- == 1; a1.field_28 = 16; v30 = v43; @@ -6729,7 +6729,7 @@ v2 = _this; v3 = _this->pParent; - v4 = pOutdoorCamera->int_fov_rad_inv * (pViewport->uScreenCenterY - _this->field_A); + v4 = pODMRenderParams->int_fov_rad_inv * (pViewport->uScreenCenterY - _this->field_A); v5 = v3->ptr_38; v44 = v4; v42 = v5->field_14; @@ -6751,7 +6751,7 @@ a1.field_28 = v2->field_C; v12 = pViewport->uScreenCenterX - v11; v13 = v3->field_24; - v42 = pOutdoorCamera->int_fov_rad_inv * v12; + v42 = pODMRenderParams->int_fov_rad_inv * v12; v14 = v3->v_18.y; v15 = -v13; v40 = v15; @@ -6823,12 +6823,12 @@ a1.field_1C = dword_80AA18 >> v27; a1.field_20 = dword_80AA14 >> v27; } - v41 = pOutdoorCamera->int_fov_rad_inv; - v42 = (signed int)((unsigned __int64)(pOutdoorCamera->int_fov_rad_inv * (signed __int64)v19) >> 16) >> v27; + v41 = pODMRenderParams->int_fov_rad_inv; + v42 = (signed int)((unsigned __int64)(pODMRenderParams->int_fov_rad_inv * (signed __int64)v19) >> 16) >> v27; a1.field_4 = (unsigned __int64)(v42 * (signed __int64)v35) >> 16; v43 = (unsigned __int64)(v42 * (signed __int64)v36) >> 16; a1.field_0 = (unsigned __int64)(v42 * (signed __int64)v36) >> 16; - a1.field_34_palette = (unsigned __int16 *)sr_sub_485E1F(&a2, v2, v19, v3, pOutdoorCamera->terrain_gamma, 1u, 1); + a1.field_34_palette = (unsigned __int16 *)sr_sub_485E1F(&a2, v2, v19, v3, pODMRenderParams->terrain_gamma, 1u, 1); LOWORD(v19) = 0; v28 = v2->field_A; v29 = v2->field_A; @@ -6905,7 +6905,7 @@ v2 = _this; v3 = _this->pParent; - v4 = pOutdoorCamera->int_fov_rad_inv * (pViewport->uScreenCenterY - _this->field_A); + v4 = pODMRenderParams->int_fov_rad_inv * (pViewport->uScreenCenterY - _this->field_A); v5 = v3->ptr_38; v40 = v4; v39 = v5->field_14; @@ -6927,10 +6927,10 @@ v35.field_28 = v2->field_C; v12 = pViewport->uScreenCenterX - v11; v13 = v3->field_24; - v41 = pOutdoorCamera->int_fov_rad_inv * v12; + v41 = pODMRenderParams->int_fov_rad_inv * v12; v14 = -v13; v31 = v14; - v15 = ((unsigned __int64)(pOutdoorCamera->int_fov_rad_inv * v12 * (signed __int64)v3->v_18.y) >> 16) + v9; + v15 = ((unsigned __int64)(pODMRenderParams->int_fov_rad_inv * v12 * (signed __int64)v3->v_18.y) >> 16) + v9; v37 = v15; if ( !v15 || (v39 = abs(v14 >> 14), v39 > abs(v15)) ) return 0; @@ -6990,12 +6990,12 @@ v35.field_1C = dword_80AA18 >> v24; v35.field_20 = dword_80AA14 >> v24; } - v38 = pOutdoorCamera->int_fov_rad_inv; - v39 = (signed int)((unsigned __int64)(pOutdoorCamera->int_fov_rad_inv * (signed __int64)v40) >> 16) >> v24; + v38 = pODMRenderParams->int_fov_rad_inv; + v39 = (signed int)((unsigned __int64)(pODMRenderParams->int_fov_rad_inv * (signed __int64)v40) >> 16) >> v24; v35.field_4 = (unsigned __int64)(v39 * (signed __int64)v32) >> 16; v41 = (unsigned __int64)(v39 * (signed __int64)v33) >> 16; v35.field_0 = (unsigned __int64)(v39 * (signed __int64)v33) >> 16; - v35.field_34_palette = (unsigned __int16 *)sr_sub_485E1F(&v34, v2, v40, v3, pOutdoorCamera->terrain_gamma, 1u, 1); + v35.field_34_palette = (unsigned __int16 *)sr_sub_485E1F(&v34, v2, v40, v3, pODMRenderParams->terrain_gamma, 1u, 1); v25 = v2->field_8; v26 = (unsigned int *)&pRenderer->pActiveZBuffer[v25 + 640 * v2->field_A]; v35.pColorBuffer = &pRenderer->pTargetSurface[v25 + pRenderer->uTargetSurfacePitch * v2->field_A]; @@ -7121,22 +7121,22 @@ v6 = v5 - v73; v67 = v6 >> texmapping_terrain_subdivpow2; v62 = v6 - (v6 >> texmapping_terrain_subdivpow2 << texmapping_terrain_subdivpow2); - v7 = pOutdoorCamera->int_fov_rad_inv * (pViewport->uScreenCenterX - v76); + v7 = pODMRenderParams->int_fov_rad_inv * (pViewport->uScreenCenterX - v76); v8 = v4->ptr_38; - v79 = pOutdoorCamera->int_fov_rad_inv * (pViewport->uScreenCenterX - v76); - v78 = pOutdoorCamera->int_fov_rad_inv * (pViewport->uScreenCenterY - v2); + v79 = pODMRenderParams->int_fov_rad_inv * (pViewport->uScreenCenterX - v76); + v78 = pODMRenderParams->int_fov_rad_inv * (pViewport->uScreenCenterY - v2); v76 = v8->field_14; - v78 = (unsigned __int64)(v76 * (signed __int64)(pOutdoorCamera->int_fov_rad_inv * (pViewport->uScreenCenterY - v2))) >> 16; + v78 = (unsigned __int64)(v76 * (signed __int64)(pODMRenderParams->int_fov_rad_inv * (pViewport->uScreenCenterY - v2))) >> 16; v9 = v4->ptr_38; v10 = v78 + v9->field_C; v76 = v9->field_20; v65 = v10; - v11 = ((unsigned __int64)(v76 * (signed __int64)(pOutdoorCamera->int_fov_rad_inv * (pViewport->uScreenCenterY - v2))) >> 16) + v11 = ((unsigned __int64)(v76 * (signed __int64)(pODMRenderParams->int_fov_rad_inv * (pViewport->uScreenCenterY - v2))) >> 16) + v4->ptr_38->field_18; - v78 = pOutdoorCamera->int_fov_rad_inv * (pViewport->uScreenCenterY - v2); + v78 = pODMRenderParams->int_fov_rad_inv * (pViewport->uScreenCenterY - v2); v64 = v11; v76 = v4->v_18.z; - v78 = (unsigned __int64)(v76 * (signed __int64)(pOutdoorCamera->int_fov_rad_inv * (pViewport->uScreenCenterY - v2))) >> 16; + v78 = (unsigned __int64)(v76 * (signed __int64)(pODMRenderParams->int_fov_rad_inv * (pViewport->uScreenCenterY - v2))) >> 16; v12 = -v4->field_24; v63 = v78 + v4->v_18.x; v66 = -v4->field_24; @@ -7179,7 +7179,7 @@ } sr.pTextureLOD = v17; LABEL_14: - sr.field_34_palette = (unsigned __int16 *)sr_sub_485E1F(&sr2, v61, v15, v4, pOutdoorCamera->terrain_gamma, 1u, 1); + sr.field_34_palette = (unsigned __int16 *)sr_sub_485E1F(&sr2, v61, v15, v4, pODMRenderParams->terrain_gamma, 1u, 1); v18 = v4->ptr_38; v78 = v7; v79 = v18->field_10; @@ -7213,7 +7213,7 @@ sr.field_C = v79 - 1; if ( v73 ) { - v25 = v7 - v73 * pOutdoorCamera->int_fov_rad_inv; + v25 = v7 - v73 * pODMRenderParams->int_fov_rad_inv; v26 = v25; v77 = v4->v_18.y; v79 = v25; @@ -7268,12 +7268,12 @@ else sr_sub_4D6FB0(v1); } - v39 = v79 - (pOutdoorCamera->int_fov_rad_inv << v69); + v39 = v79 - (pODMRenderParams->int_fov_rad_inv << v69); } else { - v79 = v7 - (pOutdoorCamera->int_fov_rad_inv << v69); - v39 = v7 - (pOutdoorCamera->int_fov_rad_inv << v69); + v79 = v7 - (pODMRenderParams->int_fov_rad_inv << v69); + v39 = v7 - (pODMRenderParams->int_fov_rad_inv << v69); } sr.field_28 = v68; while ( v67 > 0 ) @@ -7324,9 +7324,9 @@ else sr_sub_4D6FB0(v1); } - sr.field_34_palette = (unsigned __int16 *)sr_sub_485E1F(&sr2, v61, v73, v4, pOutdoorCamera->terrain_gamma, 1u, 0); + sr.field_34_palette = (unsigned __int16 *)sr_sub_485E1F(&sr2, v61, v73, v4, pODMRenderParams->terrain_gamma, 1u, 0); sr.field_28 = v68; - v39 -= pOutdoorCamera->int_fov_rad_inv << v69; + v39 -= pODMRenderParams->int_fov_rad_inv << v69; } if ( !v62 ) return 1; @@ -7448,8 +7448,8 @@ v6 = a1->field_C; a1a.pColorBuffer = &pRenderer->pTargetSurface[v4]; v46 = v6; - v7 = pOutdoorCamera->int_fov_rad_inv * (pViewport->uScreenCenterX - v3); - v8 = pOutdoorCamera->int_fov_rad_inv * (pViewport->uScreenCenterY - v2); + v7 = pODMRenderParams->int_fov_rad_inv * (pViewport->uScreenCenterX - v3); + v8 = pODMRenderParams->int_fov_rad_inv * (pViewport->uScreenCenterY - v2); a1a.pDepthBuffer = (unsigned int *)&pRenderer->pActiveZBuffer[v3 + 640 * v2]; v9 = v5->ptr_38; v47 = (Span *)v7; @@ -7518,7 +7518,7 @@ LABEL_12: if ( !pLOD ) return 0; - a1a.field_34_palette = (unsigned __int16 *)sr_sub_485E1F(&a2, v43, v18, v5, pOutdoorCamera->terrain_gamma, 1u, 1); + a1a.field_34_palette = (unsigned __int16 *)sr_sub_485E1F(&a2, v43, v18, v5, pODMRenderParams->terrain_gamma, 1u, 1); a1a.field_28 = 16; v43 = (Span *)(v46 >> 4); X = v7; @@ -7544,10 +7544,10 @@ v34 = v49 - v29->uWidthLn2; a1a.field_8 = (v33 << 16) - 65536; X = 2 * pMiscTimer->uTotalGameTimeElapsed; - v45 = pOutdoorCamera->int_fov_rad_inv; + v45 = pODMRenderParams->int_fov_rad_inv; a1a.field_10 = v34 + 16; a1a.field_C = v32 - 1; - i = (unsigned __int64)(pOutdoorCamera->int_fov_rad_inv * (signed __int64)i) >> 16; + i = (unsigned __int64)(pODMRenderParams->int_fov_rad_inv * (signed __int64)i) >> 16; v47 = (Span *)(i >> v44); v35 = stru_5C6E00->Sin(pIndoorCamera->sRotationY); v36 = (signed int)v47 * (signed __int64)v35; @@ -7610,11 +7610,11 @@ pPixels = pRenderTarget; v4 = a1->pParent; v13 = -v4->field_24; - X = ((unsigned __int64)(pOutdoorCamera->int_fov_rad_inv + X = ((unsigned __int64)(pODMRenderParams->int_fov_rad_inv * (pViewport->uScreenCenterX - (signed int)a1->field_8) * (signed __int64)v4->v_18.y) >> 16) + ((unsigned __int64)(v4->v_18.z - * (signed __int64)(pOutdoorCamera->int_fov_rad_inv + * (signed __int64)(pODMRenderParams->int_fov_rad_inv * (pViewport->uScreenCenterY - (signed int)a1->field_A))) >> 16) + v4->v_18.x; if ( X && (v5 = abs(-v4->field_24 >> 14), v5 <= abs(X)) ) @@ -7626,10 +7626,10 @@ } else { - v7 = pOutdoorCamera->shading_dist_mist << 16; - v8 = pOutdoorCamera->shading_dist_mist << 16; - } - v9 = sr_sub_47C178(v8, v4, pOutdoorCamera->terrain_gamma, a4); + v7 = pODMRenderParams->shading_dist_mist << 16; + v8 = pODMRenderParams->shading_dist_mist << 16; + } + v9 = sr_sub_47C178(v8, v4, pODMRenderParams->terrain_gamma, a4); fill_pixels_fast(*((short *)v9 + v4->pTexture->uDecompressedSize), pPixels, v3->field_C); HIWORD(v10) = HIWORD(v7); LOWORD(v10) = 0; @@ -7667,7 +7667,7 @@ char *v26; // [sp+2Ch] [bp-4h]@5 v1 = uVertexID; - v2 = (double)pOutdoorCamera->shading_dist_mist; + v2 = (double)pODMRenderParams->shading_dist_mist; memcpy(&array_50AC10[uVertexID], array_50AC10, sizeof(array_50AC10[uVertexID])); v22 = 0; v18 = array_50AC10[0].vWorldViewPosition.x <= v2; @@ -8709,7 +8709,7 @@ if ( v8->vWorldPosition.y != pVertices->vWorldPosition.y || pVertices->vWorldPosition.y != pVertices2->vWorldPosition.y || pVertices2->vWorldPosition.y != v101->vWorldPosition.y ) break; - pTile = &array_77EC08[pOutdoorCamera->uNumPolygons]; + pTile = &array_77EC08[pODMRenderParams->uNumPolygons]; pTile->uTileBitmapID = pOutdoor->GetTileTexture(sX, sY); if ( pTile->uTileBitmapID != -1 ) { @@ -8729,16 +8729,16 @@ (((float)pOutdoor->vSunlight.y / 65536.0) * norm->y) - (((float)pOutdoor->vSunlight.z / 65536.0) * norm->z)) * 20.0; //v25 = thisf + 6.7553994e15; - //v27 = pOutdoorCamera->uNumPolygons > 1999; - //v26 = pOutdoorCamera->uNumPolygons - 1999 < 0; + //v27 = pODMRenderParams->uNumPolygons > 1999; + //v26 = pODMRenderParams->uNumPolygons - 1999 < 0; pTile->dimming_level = floorf(thisf + 0.5f); - if ( pOutdoorCamera->uNumPolygons >= 1999 ) + if ( pODMRenderParams->uNumPolygons >= 1999 ) return; - ++pOutdoorCamera->uNumPolygons; + ++pODMRenderParams->uNumPolygons; //if ( !_481FC9_terrain(v8, pVertices, v101, v16) )//Ritor1: It's temporary //goto LABEL_126; //{ - //--pOutdoorCamera->uNumPolygons; + //--pODMRenderParams->uNumPolygons; //goto LABEL_162; //} __debugbreak(); // warning C4700: uninitialized local variable 'v102' used @@ -8780,7 +8780,7 @@ } this_3 = v102->vWorldViewPosition.x < 8.0 || pVertices->vWorldViewPosition.x < 8.0 || v101->vWorldViewPosition.x < 8.0 || pVertices2->vWorldViewPosition.x < 8.0; - v3a = (double)pOutdoorCamera->shading_dist_mist; + v3a = (double)pODMRenderParams->shading_dist_mist; v108 = v3a < v102->vWorldViewPosition.x || v3a < pVertices->vWorldViewPosition.x || v3a < v101->vWorldViewPosition.x || v3a < pVertices2->vWorldViewPosition.x; v33 = 0; @@ -8806,13 +8806,13 @@ { v36 = sr_424CD7(v34); pTile->uNumVertices = v36; - OutdoorCamera::Project(v36); + ODMRenderParams::Project(v36); } if ( v108 ) { v36 = sr_424EE0_MakeFanFromTriangle(v34); pTile->uNumVertices = v36; - OutdoorCamera::Project(v36); + ODMRenderParams::Project(v36); } } //v37 = *(int *)&v16->flags; @@ -8845,7 +8845,7 @@ if ( ++v88 >= v84 ) return; } - v40 = &array_77EC08[pOutdoorCamera->uNumPolygons]; + v40 = &array_77EC08[pODMRenderParams->uNumPolygons]; v40->uTileBitmapID = pOutdoor->GetTileTexture(sX, sY); if ( v40->uTileBitmapID == -1 ) goto LABEL_162; @@ -8873,13 +8873,13 @@ v40->dimming_level = LOBYTE(v50); if ( LOBYTE(v50) < 0 ) v40->dimming_level = 0; - if ( pOutdoorCamera->uNumPolygons >= 1999 ) + if ( pODMRenderParams->uNumPolygons >= 1999 ) return; - ++pOutdoorCamera->uNumPolygons; + ++pODMRenderParams->uNumPolygons; if ( !_481FC9_terrain(pVertices, pVertices2, v8, v40) ) // Ritor1: It's temporary //goto LABEL_77; { - --pOutdoorCamera->uNumPolygons; + --pODMRenderParams->uNumPolygons; goto LABEL_112; } memcpy(&array_50AC10[0], v102, 0x30u); @@ -8917,14 +8917,14 @@ if ( pGame->pIndoorCameraD3D->_4371C3(array_50AC10, &uNumVertices, 0) == 1 && !uNumVertices ) { //LABEL_77: - --pOutdoorCamera->uNumPolygons; + --pODMRenderParams->uNumPolygons; goto LABEL_112; } thisb->ViewTransform(array_50AC10, uNumVertices); thisb->Project(array_50AC10, uNumVertices, 0); } this_3a = v102->vWorldViewPosition.x < 8.0 || pVertices->vWorldViewPosition.x < 8.0 || pVertices2->vWorldViewPosition.x < 8.0; - v54 = (double)pOutdoorCamera->shading_dist_mist; + v54 = (double)pODMRenderParams->shading_dist_mist; v108 = v54 < v102->vWorldViewPosition.x || v54 < pVertices->vWorldViewPosition.x || v54 < pVertices2->vWorldViewPosition.x; pVertices = 0; v96->std__vector_000004_size = 0; @@ -8957,7 +8957,7 @@ v56 = sr_424EE0_MakeFanFromTriangle(v55); } v40->uNumVertices = v56; - OutdoorCamera::Project(v56); + ODMRenderParams::Project(v56); } LABEL_105: v57 = *(int *)&v40->flags; @@ -8980,8 +8980,8 @@ pRenderer->DrawTerrainPolygon(v40->uNumVertices, v40, pBitmaps_LOD->pHardwareTextures[v58], 0, v81); } LABEL_112: - v59 = &array_77EC08[pOutdoorCamera->uNumPolygons]; - //a8 = (RenderVertexSoft *)&array_77EC08[pOutdoorCamera->uNumPolygons]; + v59 = &array_77EC08[pODMRenderParams->uNumPolygons]; + //a8 = (RenderVertexSoft *)&array_77EC08[pODMRenderParams->uNumPolygons]; v59->uTileBitmapID = pOutdoor->GetTileTexture(sX, sY); if ( v59->uTileBitmapID == -1 ) goto LABEL_162; @@ -9002,13 +9002,13 @@ v59->dimming_level = floorf(thish + 0.5f); if ( v59->dimming_level < 0 ) v59->dimming_level = 0; - if ( pOutdoorCamera->uNumPolygons >= 1999 ) + if ( pODMRenderParams->uNumPolygons >= 1999 ) return; - ++pOutdoorCamera->uNumPolygons; + ++pODMRenderParams->uNumPolygons; if ( !_481FC9_terrain(v101, v102, pVertices2, v59) ) { //LABEL_126: - --pOutdoorCamera->uNumPolygons; + --pODMRenderParams->uNumPolygons; goto LABEL_162; } memcpy(&array_50AC10[0], v102, 0x30u); @@ -9040,7 +9040,7 @@ if ( pGame->pIndoorCameraD3D->_4371C3(array_50AC10, (unsigned int *)&v100, 0) == 1 && !v100 ) //goto LABEL_126; { - --pOutdoorCamera->uNumPolygons; + --pODMRenderParams->uNumPolygons; goto LABEL_162; } thisc->ViewTransform(array_50AC10, v100); @@ -9048,7 +9048,7 @@ } this_3b = v102->vWorldViewPosition.x < 8.0 || pVertices2->vWorldViewPosition.x < 8.0 || v101->vWorldViewPosition.x < 8.0; - v69 = (double)pOutdoorCamera->shading_dist_mist; + v69 = (double)pODMRenderParams->shading_dist_mist; v108 = v69 < v102->vWorldViewPosition.x || v69 < pVertices2->vWorldViewPosition.x || v69 < v101->vWorldViewPosition.x; v70 = 0; v96->std__vector_000004_size = 0; @@ -9107,7 +9107,7 @@ v73 = sr_424EE0_MakeFanFromTriangle(v72); } v71->uNumVertices = v73; - OutdoorCamera::Project(v73); + ODMRenderParams::Project(v73); goto LABEL_154; } } @@ -10177,78 +10177,78 @@ stru_F8AD28.uDefaultAmbientLightLevel = v2->field_22; if ( pBLVRenderParams->sPartyRotX ) { - v74 = (unsigned __int64)(stru_F8AD28.plane_4.vNormal.y * (signed __int64)pBLVRenderParams->sSineY) >> 16; - v74 = ((unsigned __int64)(stru_F8AD28.plane_4.vNormal.x * (signed __int64)pBLVRenderParams->sCosineY) >> 16) - v74; - X = (unsigned __int64)(stru_F8AD28.plane_4.vNormal.z * (signed __int64)pBLVRenderParams->sSineNegX) >> 16; - stru_F8AD28.rotated_normal.x = ((unsigned __int64)(v74 * (signed __int64)pBLVRenderParams->sCosineNegX) >> 16) - X; + v74 = (unsigned __int64)(stru_F8AD28.plane_4.vNormal.y * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16; + v74 = ((unsigned __int64)(stru_F8AD28.plane_4.vNormal.x * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16) - v74; + X = (unsigned __int64)(stru_F8AD28.plane_4.vNormal.z * (signed __int64)pGame->pIndoorCameraD3D->int_sine_x) >> 16; + stru_F8AD28.rotated_normal.x = ((unsigned __int64)(v74 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_x) >> 16) - X; stru_F8AD28.rotated_normal.y = ((unsigned __int64)(stru_F8AD28.plane_4.vNormal.x - * (signed __int64)pBLVRenderParams->sSineY) >> 16) + * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16) + ((unsigned __int64)(stru_F8AD28.plane_4.vNormal.y - * (signed __int64)pBLVRenderParams->sCosineY) >> 16); - stru_F8AD28.rotated_normal.z = ((unsigned __int64)(v74 * (signed __int64)pBLVRenderParams->sSineNegX) >> 16) + * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16); + stru_F8AD28.rotated_normal.z = ((unsigned __int64)(v74 * (signed __int64)pGame->pIndoorCameraD3D->int_sine_x) >> 16) + ((unsigned __int64)(stru_F8AD28.plane_4.vNormal.z - * (signed __int64)pBLVRenderParams->sCosineNegX) >> 16); - v70 = (unsigned __int64)(stru_F8AD28.vec_14.y * (signed __int64)pBLVRenderParams->sSineY) >> 16; - v74 = ((unsigned __int64)(stru_F8AD28.vec_14.x * (signed __int64)pBLVRenderParams->sCosineY) >> 16) - v70; - v70 = (unsigned __int64)(stru_F8AD28.vec_14.z * (signed __int64)pBLVRenderParams->sSineNegX) >> 16; - stru_F8AD28.vec_60.y = ((unsigned __int64)(v74 * (signed __int64)pBLVRenderParams->sCosineNegX) >> 16) - v70; - stru_F8AD28.vec_60.z = ((unsigned __int64)(stru_F8AD28.vec_14.x * (signed __int64)pBLVRenderParams->sSineY) >> 16) - + ((unsigned __int64)(stru_F8AD28.vec_14.y * (signed __int64)pBLVRenderParams->sCosineY) >> 16); - stru_F8AD28.field_6C = ((unsigned __int64)(v74 * (signed __int64)pBLVRenderParams->sSineNegX) >> 16) - + ((unsigned __int64)(stru_F8AD28.vec_14.z * (signed __int64)pBLVRenderParams->sCosineNegX) >> 16); - v70 = (unsigned __int64)(stru_F8AD28.vec_20.y * (signed __int64)pBLVRenderParams->sSineY) >> 16; - v74 = ((unsigned __int64)(stru_F8AD28.vec_20.x * (signed __int64)pBLVRenderParams->sCosineY) >> 16) - v70; - X = (unsigned __int64)(stru_F8AD28.vec_20.x * (signed __int64)pBLVRenderParams->sSineY) >> 16; - v72 = (unsigned __int64)(stru_F8AD28.vec_20.y * (signed __int64)pBLVRenderParams->sCosineY) >> 16; - v70 = (unsigned __int64)(stru_F8AD28.vec_20.z * (signed __int64)pBLVRenderParams->sSineNegX) >> 16; - stru_F8AD28.vec_70.x = ((unsigned __int64)(v74 * (signed __int64)pBLVRenderParams->sCosineNegX) >> 16) - v70; - stru_F8AD28.vec_70.y = ((unsigned __int64)(stru_F8AD28.vec_20.x * (signed __int64)pBLVRenderParams->sSineY) >> 16) - + ((unsigned __int64)(stru_F8AD28.vec_20.y * (signed __int64)pBLVRenderParams->sCosineY) >> 16); - stru_F8AD28.vec_70.z = ((unsigned __int64)(v74 * (signed __int64)pBLVRenderParams->sSineNegX) >> 16) - + ((unsigned __int64)(stru_F8AD28.vec_20.z * (signed __int64)pBLVRenderParams->sCosineNegX) >> 16); - v74 = pBLVRenderParams->sSineY * pBLVRenderParams->vPartyPos.y - - pBLVRenderParams->sCosineY * pBLVRenderParams->vPartyPos.x; - v11 = -(pBLVRenderParams->sCosineY * pBLVRenderParams->vPartyPos.y - + pBLVRenderParams->sSineY * pBLVRenderParams->vPartyPos.x); + * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_x) >> 16); + v70 = (unsigned __int64)(stru_F8AD28.vec_14.y * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16; + v74 = ((unsigned __int64)(stru_F8AD28.vec_14.x * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16) - v70; + v70 = (unsigned __int64)(stru_F8AD28.vec_14.z * (signed __int64)pGame->pIndoorCameraD3D->int_sine_x) >> 16; + stru_F8AD28.vec_60.y = ((unsigned __int64)(v74 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_x) >> 16) - v70; + stru_F8AD28.vec_60.z = ((unsigned __int64)(stru_F8AD28.vec_14.x * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16) + + ((unsigned __int64)(stru_F8AD28.vec_14.y * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16); + stru_F8AD28.field_6C = ((unsigned __int64)(v74 * (signed __int64)pGame->pIndoorCameraD3D->int_sine_x) >> 16) + + ((unsigned __int64)(stru_F8AD28.vec_14.z * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_x) >> 16); + v70 = (unsigned __int64)(stru_F8AD28.vec_20.y * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16; + v74 = ((unsigned __int64)(stru_F8AD28.vec_20.x * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16) - v70; + X = (unsigned __int64)(stru_F8AD28.vec_20.x * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16; + v72 = (unsigned __int64)(stru_F8AD28.vec_20.y * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16; + v70 = (unsigned __int64)(stru_F8AD28.vec_20.z * (signed __int64)pGame->pIndoorCameraD3D->int_sine_x) >> 16; + stru_F8AD28.vec_70.x = ((unsigned __int64)(v74 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_x) >> 16) - v70; + stru_F8AD28.vec_70.y = ((unsigned __int64)(stru_F8AD28.vec_20.x * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16) + + ((unsigned __int64)(stru_F8AD28.vec_20.y * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16); + stru_F8AD28.vec_70.z = ((unsigned __int64)(v74 * (signed __int64)pGame->pIndoorCameraD3D->int_sine_x) >> 16) + + ((unsigned __int64)(stru_F8AD28.vec_20.z * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_x) >> 16); + v74 = pGame->pIndoorCameraD3D->int_sine_y * pBLVRenderParams->vPartyPos.y + - pGame->pIndoorCameraD3D->int_cosine_y * pBLVRenderParams->vPartyPos.x; + v11 = -(pGame->pIndoorCameraD3D->int_cosine_y * pBLVRenderParams->vPartyPos.y + + pGame->pIndoorCameraD3D->int_sine_y * pBLVRenderParams->vPartyPos.x); v73 = -65536 * pBLVRenderParams->vPartyPos.z; - v70 = (unsigned __int64)(-65536 * pBLVRenderParams->vPartyPos.z * (signed __int64)pBLVRenderParams->sSineNegX) >> 16; - v12 = ((unsigned __int64)(v74 * (signed __int64)pBLVRenderParams->sCosineNegX) >> 16) - v70; - v69 = (unsigned __int64)(v74 * (signed __int64)pBLVRenderParams->sSineNegX) >> 16; + v70 = (unsigned __int64)(-65536 * pBLVRenderParams->vPartyPos.z * (signed __int64)pGame->pIndoorCameraD3D->int_sine_x) >> 16; + v12 = ((unsigned __int64)(v74 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_x) >> 16) - v70; + v69 = (unsigned __int64)(v74 * (signed __int64)pGame->pIndoorCameraD3D->int_sine_x) >> 16; v13 = pBLVRenderParams->vPartyPos.y; - v70 = ((unsigned __int64)(v74 * (signed __int64)pBLVRenderParams->sSineNegX) >> 16) - + ((unsigned __int64)(-65536 * pBLVRenderParams->vPartyPos.z * (signed __int64)pBLVRenderParams->sCosineNegX) >> 16); + v70 = ((unsigned __int64)(v74 * (signed __int64)pGame->pIndoorCameraD3D->int_sine_x) >> 16) + + ((unsigned __int64)(-65536 * pBLVRenderParams->vPartyPos.z * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_x) >> 16); v14 = pBLVRenderParams->vPartyPos.x; } else { - v70 = (unsigned __int64)(stru_F8AD28.plane_4.vNormal.y * (signed __int64)pBLVRenderParams->sSineY) >> 16; + v70 = (unsigned __int64)(stru_F8AD28.plane_4.vNormal.y * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16; stru_F8AD28.rotated_normal.x = ((unsigned __int64)(stru_F8AD28.plane_4.vNormal.x - * (signed __int64)pBLVRenderParams->sCosineY) >> 16) + * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16) - v70; stru_F8AD28.rotated_normal.z = stru_F8AD28.plane_4.vNormal.z; stru_F8AD28.rotated_normal.y = ((unsigned __int64)(stru_F8AD28.plane_4.vNormal.x - * (signed __int64)pBLVRenderParams->sSineY) >> 16) + * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16) + ((unsigned __int64)(stru_F8AD28.plane_4.vNormal.y - * (signed __int64)pBLVRenderParams->sCosineY) >> 16); - v70 = (unsigned __int64)(stru_F8AD28.vec_14.y * (signed __int64)pBLVRenderParams->sSineY) >> 16; - stru_F8AD28.vec_60.y = ((unsigned __int64)(stru_F8AD28.vec_14.x * (signed __int64)pBLVRenderParams->sCosineY) >> 16) + * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16); + v70 = (unsigned __int64)(stru_F8AD28.vec_14.y * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16; + stru_F8AD28.vec_60.y = ((unsigned __int64)(stru_F8AD28.vec_14.x * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16) - v70; stru_F8AD28.field_6C = stru_F8AD28.vec_14.z; - stru_F8AD28.vec_60.z = ((unsigned __int64)(stru_F8AD28.vec_14.x * (signed __int64)pBLVRenderParams->sSineY) >> 16) - + ((unsigned __int64)(stru_F8AD28.vec_14.y * (signed __int64)pBLVRenderParams->sCosineY) >> 16); - v70 = (unsigned __int64)(stru_F8AD28.vec_20.y * (signed __int64)pBLVRenderParams->sSineY) >> 16; - stru_F8AD28.vec_70.x = ((unsigned __int64)(stru_F8AD28.vec_20.x * (signed __int64)pBLVRenderParams->sCosineY) >> 16) + stru_F8AD28.vec_60.z = ((unsigned __int64)(stru_F8AD28.vec_14.x * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16) + + ((unsigned __int64)(stru_F8AD28.vec_14.y * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16); + v70 = (unsigned __int64)(stru_F8AD28.vec_20.y * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16; + stru_F8AD28.vec_70.x = ((unsigned __int64)(stru_F8AD28.vec_20.x * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16) - v70; - v69 = (unsigned __int64)(stru_F8AD28.vec_20.x * (signed __int64)pBLVRenderParams->sSineY) >> 16; + v69 = (unsigned __int64)(stru_F8AD28.vec_20.x * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16; v14 = pBLVRenderParams->vPartyPos.x; stru_F8AD28.vec_70.z = stru_F8AD28.vec_20.z; v13 = pBLVRenderParams->vPartyPos.y; - stru_F8AD28.vec_70.y = ((unsigned __int64)(stru_F8AD28.vec_20.x * (signed __int64)pBLVRenderParams->sSineY) >> 16) - + ((unsigned __int64)(stru_F8AD28.vec_20.y * (signed __int64)pBLVRenderParams->sCosineY) >> 16); - v12 = pBLVRenderParams->sSineY * pBLVRenderParams->vPartyPos.y - - pBLVRenderParams->sCosineY * pBLVRenderParams->vPartyPos.x; - v11 = -(pBLVRenderParams->sCosineY * pBLVRenderParams->vPartyPos.y - + pBLVRenderParams->sSineY * pBLVRenderParams->vPartyPos.x); + stru_F8AD28.vec_70.y = ((unsigned __int64)(stru_F8AD28.vec_20.x * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16) + + ((unsigned __int64)(stru_F8AD28.vec_20.y * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16); + v12 = pGame->pIndoorCameraD3D->int_sine_y * pBLVRenderParams->vPartyPos.y + - pGame->pIndoorCameraD3D->int_cosine_y * pBLVRenderParams->vPartyPos.x; + v11 = -(pGame->pIndoorCameraD3D->int_cosine_y * pBLVRenderParams->vPartyPos.y + + pGame->pIndoorCameraD3D->int_sine_y * pBLVRenderParams->vPartyPos.x); v70 = -65536 * pBLVRenderParams->vPartyPos.z; } stru_F8AD28.field_7C = stru_F8AD28.rotated_normal.x; @@ -10603,74 +10603,74 @@ stru_F8AD28.uDefaultAmbientLightLevel = 0; if ( pBLVRenderParams->sPartyRotX ) { - v0 = ((unsigned __int64)(stru_F8AD28.plane_4.vNormal.x * (signed __int64)pBLVRenderParams->sCosineY) >> 16) - - ((unsigned __int64)(stru_F8AD28.plane_4.vNormal.y * (signed __int64)pBLVRenderParams->sSineY) >> 16); - stru_F8AD28.rotated_normal.x = ((unsigned __int64)(v0 * (signed __int64)pBLVRenderParams->sCosineNegX) >> 16) + v0 = ((unsigned __int64)(stru_F8AD28.plane_4.vNormal.x * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16) + - ((unsigned __int64)(stru_F8AD28.plane_4.vNormal.y * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16); + stru_F8AD28.rotated_normal.x = ((unsigned __int64)(v0 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_x) >> 16) - ((unsigned __int64)(stru_F8AD28.plane_4.vNormal.z - * (signed __int64)pBLVRenderParams->sSineNegX) >> 16); + * (signed __int64)pGame->pIndoorCameraD3D->int_sine_x) >> 16); stru_F8AD28.rotated_normal.y = ((unsigned __int64)(stru_F8AD28.plane_4.vNormal.x - * (signed __int64)pBLVRenderParams->sSineY) >> 16) + * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16) + ((unsigned __int64)(stru_F8AD28.plane_4.vNormal.y - * (signed __int64)pBLVRenderParams->sCosineY) >> 16); - stru_F8AD28.rotated_normal.z = ((unsigned __int64)(v0 * (signed __int64)pBLVRenderParams->sSineNegX) >> 16) + * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16); + stru_F8AD28.rotated_normal.z = ((unsigned __int64)(v0 * (signed __int64)pGame->pIndoorCameraD3D->int_sine_x) >> 16) + ((unsigned __int64)(stru_F8AD28.plane_4.vNormal.z - * (signed __int64)pBLVRenderParams->sCosineNegX) >> 16); - v1 = ((unsigned __int64)(stru_F8AD28.vec_14.x * (signed __int64)pBLVRenderParams->sCosineY) >> 16) - - ((unsigned __int64)(stru_F8AD28.vec_14.y * (signed __int64)pBLVRenderParams->sSineY) >> 16); - stru_F8AD28.vec_60.y = ((unsigned __int64)(v1 * (signed __int64)pBLVRenderParams->sCosineNegX) >> 16) - - ((unsigned __int64)(stru_F8AD28.vec_14.z * (signed __int64)pBLVRenderParams->sSineNegX) >> 16); - stru_F8AD28.vec_60.z = ((unsigned __int64)(stru_F8AD28.vec_14.x * (signed __int64)pBLVRenderParams->sSineY) >> 16) - + ((unsigned __int64)(stru_F8AD28.vec_14.y * (signed __int64)pBLVRenderParams->sCosineY) >> 16); - stru_F8AD28.field_6C = ((unsigned __int64)(v1 * (signed __int64)pBLVRenderParams->sSineNegX) >> 16) - + ((unsigned __int64)(stru_F8AD28.vec_14.z * (signed __int64)pBLVRenderParams->sCosineNegX) >> 16); - v2 = ((unsigned __int64)(stru_F8AD28.vec_20.x * (signed __int64)pBLVRenderParams->sCosineY) >> 16) - - ((unsigned __int64)(stru_F8AD28.vec_20.y * (signed __int64)pBLVRenderParams->sSineY) >> 16); - stru_F8AD28.vec_70.x = ((unsigned __int64)(v2 * (signed __int64)pBLVRenderParams->sCosineNegX) >> 16) - - ((unsigned __int64)(stru_F8AD28.vec_20.z * (signed __int64)pBLVRenderParams->sSineNegX) >> 16); - stru_F8AD28.vec_70.y = ((unsigned __int64)(stru_F8AD28.vec_20.x * (signed __int64)pBLVRenderParams->sSineY) >> 16) - + ((unsigned __int64)(stru_F8AD28.vec_20.y * (signed __int64)pBLVRenderParams->sCosineY) >> 16); - stru_F8AD28.vec_70.z = ((unsigned __int64)(v2 * (signed __int64)pBLVRenderParams->sSineNegX) >> 16) - + ((unsigned __int64)(stru_F8AD28.vec_20.z * (signed __int64)pBLVRenderParams->sCosineNegX) >> 16); - v3 = -(pBLVRenderParams->sCosineY * pBLVRenderParams->vPartyPos.y - + pBLVRenderParams->sSineY * pBLVRenderParams->vPartyPos.x); - v4 = pBLVRenderParams->sSineY * pBLVRenderParams->vPartyPos.y - - pBLVRenderParams->sCosineY * pBLVRenderParams->vPartyPos.x; - v5 = ((unsigned __int64)(v4 * (signed __int64)pBLVRenderParams->sCosineNegX) >> 16) - - ((unsigned __int64)(-65536 * pBLVRenderParams->vPartyPos.z * (signed __int64)pBLVRenderParams->sSineNegX) >> 16); + * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_x) >> 16); + v1 = ((unsigned __int64)(stru_F8AD28.vec_14.x * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16) + - ((unsigned __int64)(stru_F8AD28.vec_14.y * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16); + stru_F8AD28.vec_60.y = ((unsigned __int64)(v1 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_x) >> 16) + - ((unsigned __int64)(stru_F8AD28.vec_14.z * (signed __int64)pGame->pIndoorCameraD3D->int_sine_x) >> 16); + stru_F8AD28.vec_60.z = ((unsigned __int64)(stru_F8AD28.vec_14.x * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16) + + ((unsigned __int64)(stru_F8AD28.vec_14.y * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16); + stru_F8AD28.field_6C = ((unsigned __int64)(v1 * (signed __int64)pGame->pIndoorCameraD3D->int_sine_x) >> 16) + + ((unsigned __int64)(stru_F8AD28.vec_14.z * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_x) >> 16); + v2 = ((unsigned __int64)(stru_F8AD28.vec_20.x * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16) + - ((unsigned __int64)(stru_F8AD28.vec_20.y * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16); + stru_F8AD28.vec_70.x = ((unsigned __int64)(v2 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_x) >> 16) + - ((unsigned __int64)(stru_F8AD28.vec_20.z * (signed __int64)pGame->pIndoorCameraD3D->int_sine_x) >> 16); + stru_F8AD28.vec_70.y = ((unsigned __int64)(stru_F8AD28.vec_20.x * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16) + + ((unsigned __int64)(stru_F8AD28.vec_20.y * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16); + stru_F8AD28.vec_70.z = ((unsigned __int64)(v2 * (signed __int64)pGame->pIndoorCameraD3D->int_sine_x) >> 16) + + ((unsigned __int64)(stru_F8AD28.vec_20.z * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_x) >> 16); + v3 = -(pGame->pIndoorCameraD3D->int_cosine_y * pBLVRenderParams->vPartyPos.y + + pGame->pIndoorCameraD3D->int_sine_y * pBLVRenderParams->vPartyPos.x); + v4 = pGame->pIndoorCameraD3D->int_sine_y * pBLVRenderParams->vPartyPos.y + - pGame->pIndoorCameraD3D->int_cosine_y * pBLVRenderParams->vPartyPos.x; + v5 = ((unsigned __int64)(v4 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_x) >> 16) + - ((unsigned __int64)(-65536 * pBLVRenderParams->vPartyPos.z * (signed __int64)pGame->pIndoorCameraD3D->int_sine_x) >> 16); v6 = pBLVRenderParams->vPartyPos.z; - v7 = ((unsigned __int64)(-65536 * pBLVRenderParams->vPartyPos.z * (signed __int64)pBLVRenderParams->sCosineNegX) >> 16) - + ((unsigned __int64)(v4 * (signed __int64)pBLVRenderParams->sSineNegX) >> 16); + v7 = ((unsigned __int64)(-65536 * pBLVRenderParams->vPartyPos.z * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_x) >> 16) + + ((unsigned __int64)(v4 * (signed __int64)pGame->pIndoorCameraD3D->int_sine_x) >> 16); v8 = pBLVRenderParams->vPartyPos.y; v9 = pBLVRenderParams->vPartyPos.x; } else { stru_F8AD28.rotated_normal.x = ((unsigned __int64)(stru_F8AD28.plane_4.vNormal.x - * (signed __int64)pBLVRenderParams->sCosineY) >> 16) + * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16) - ((unsigned __int64)(stru_F8AD28.plane_4.vNormal.y - * (signed __int64)pBLVRenderParams->sSineY) >> 16); + * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16); stru_F8AD28.rotated_normal.z = stru_F8AD28.plane_4.vNormal.z; stru_F8AD28.rotated_normal.y = ((unsigned __int64)(stru_F8AD28.plane_4.vNormal.x - * (signed __int64)pBLVRenderParams->sSineY) >> 16) + * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16) + ((unsigned __int64)(stru_F8AD28.plane_4.vNormal.y - * (signed __int64)pBLVRenderParams->sCosineY) >> 16); - stru_F8AD28.vec_60.y = ((unsigned __int64)(stru_F8AD28.vec_14.x * (signed __int64)pBLVRenderParams->sCosineY) >> 16) - - ((unsigned __int64)(stru_F8AD28.vec_14.y * (signed __int64)pBLVRenderParams->sSineY) >> 16); + * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16); + stru_F8AD28.vec_60.y = ((unsigned __int64)(stru_F8AD28.vec_14.x * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16) + - ((unsigned __int64)(stru_F8AD28.vec_14.y * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16); stru_F8AD28.field_6C = stru_F8AD28.vec_14.z; - stru_F8AD28.vec_60.z = ((unsigned __int64)(stru_F8AD28.vec_14.x * (signed __int64)pBLVRenderParams->sSineY) >> 16) - + ((unsigned __int64)(stru_F8AD28.vec_14.y * (signed __int64)pBLVRenderParams->sCosineY) >> 16); - stru_F8AD28.vec_70.x = ((unsigned __int64)(stru_F8AD28.vec_20.x * (signed __int64)pBLVRenderParams->sCosineY) >> 16) - - ((unsigned __int64)(stru_F8AD28.vec_20.y * (signed __int64)pBLVRenderParams->sSineY) >> 16); + stru_F8AD28.vec_60.z = ((unsigned __int64)(stru_F8AD28.vec_14.x * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16) + + ((unsigned __int64)(stru_F8AD28.vec_14.y * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16); + stru_F8AD28.vec_70.x = ((unsigned __int64)(stru_F8AD28.vec_20.x * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16) + - ((unsigned __int64)(stru_F8AD28.vec_20.y * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16); v8 = pBLVRenderParams->vPartyPos.y; - stru_F8AD28.vec_70.y = ((unsigned __int64)(stru_F8AD28.vec_20.x * (signed __int64)pBLVRenderParams->sSineY) >> 16) - + ((unsigned __int64)(stru_F8AD28.vec_20.y * (signed __int64)pBLVRenderParams->sCosineY) >> 16); + stru_F8AD28.vec_70.y = ((unsigned __int64)(stru_F8AD28.vec_20.x * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16) + + ((unsigned __int64)(stru_F8AD28.vec_20.y * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16); stru_F8AD28.vec_70.z = stru_F8AD28.vec_20.z; v9 = pBLVRenderParams->vPartyPos.x; - v5 = pBLVRenderParams->sSineY * pBLVRenderParams->vPartyPos.y - - pBLVRenderParams->sCosineY * pBLVRenderParams->vPartyPos.x; + v5 = pGame->pIndoorCameraD3D->int_sine_y * pBLVRenderParams->vPartyPos.y + - pGame->pIndoorCameraD3D->int_cosine_y * pBLVRenderParams->vPartyPos.x; v6 = pBLVRenderParams->vPartyPos.z; - v3 = -(pBLVRenderParams->sCosineY * pBLVRenderParams->vPartyPos.y - + pBLVRenderParams->sSineY * pBLVRenderParams->vPartyPos.x); + v3 = -(pGame->pIndoorCameraD3D->int_cosine_y * pBLVRenderParams->vPartyPos.y + + pGame->pIndoorCameraD3D->int_sine_y * pBLVRenderParams->vPartyPos.x); v7 = -65536 * pBLVRenderParams->vPartyPos.z; } stru_F8AD28.field_7C = stru_F8AD28.rotated_normal.x; @@ -10856,8 +10856,8 @@ v45 = v14->field_4 >> 3; v44 = v16 >> 3; v17 = (signed int)((unsigned __int64)(SLODWORD(pBLVRenderParams->field_44) * (signed __int64)v14->field_28) >> 16) >> 3; - v52 = (unsigned __int64)(v17 * (signed __int64)-pBLVRenderParams->sSineY) >> 16; - v53 = (unsigned __int64)(v17 * (signed __int64)pBLVRenderParams->sCosineY) >> 16; + v52 = (unsigned __int64)(v17 * (signed __int64)-pGame->pIndoorCameraD3D->int_sine_y) >> 16; + v53 = (unsigned __int64)(v17 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16; v18 = v14->field_28; v19 = *(__int16 *)((char *)stru_F8A590.viewport_left_side + v13); LOWORD(v18) = 0; @@ -12279,7 +12279,7 @@ //----- (00481EB7) -------------------------------------------------------- void ResetPolygons() { - for (auto i = 0; i < pOutdoorCamera->uNumPolygons; ++i) + for (auto i = 0; i < pODMRenderParams->uNumPolygons; ++i) { array_77EC08[i].prolly_head = nullptr; array_77EC08[i].prolly_tail = nullptr; @@ -12400,7 +12400,7 @@ while ( v2 ); } //----- (00486A28) -------------------------------------------------------- -void OutdoorCamera::AllocSoftwareDrawBuffers() +void ODMRenderParams::AllocSoftwareDrawBuffers() { if ( !this || !pSpans ) { @@ -12416,7 +12416,7 @@ } } //----- (00486AFC) -------------------------------------------------------- -void OutdoorCamera::ReleaseSoftwareDrawBuffers() +void ODMRenderParams::ReleaseSoftwareDrawBuffers() { free(pSpans); free(pEdges); @@ -12431,7 +12431,7 @@ bool OutdoorLocation::Release2() { Release(); - pOutdoorCamera->ReleaseSoftwareDrawBuffers(); + pODMRenderParams->ReleaseSoftwareDrawBuffers(); return true; } @@ -12769,6 +12769,446 @@ + + +//----- (0045D3C7) -------------------------------------------------------- +bool LightmapBuilder::_45D3C7_sw(struct Polygon *a1) +{ + LightmapBuilder *v2; // ebx@1 + struct Polygon *result; // eax@1 + float v4; // ecx@2 + Span *i; // edi@5 + + v2 = this; + result = (struct Polygon *)a1->prolly_head; + if ( result && (v4 = result->field_4, *(int *)&v4) != 0 && *(unsigned int *)(LODWORD(v4) + 60) ) + { + for ( i = a1->prolly_head; ; i = i->pNext ) + { + result = i->pParent; + if ( result->field_108 ) + result = (struct Polygon *)_45D426_sw( + i, + a1->pEdgeList1, + a1->uEdgeList1Size, + (Edge *)a1->pEdgeList2, + a1->uEdgeList2Size); + if ( a1->prolly_tail == i ) + break; + } + LOBYTE(result) = 1; + } + else + { + LOBYTE(result) = 0; + } + return (bool)result; +} + +//----- (0045D426) -------------------------------------------------------- +int LightmapBuilder::_45D426_sw(Span *a1, Edge **a2, unsigned int a3, Edge *a4, int a5) +{ + int v6; // edi@1 + signed int v7; // ebx@3 + signed int v8; // ecx@3 + Span *v9; // esi@3 + double v10; // st7@4 + Edge *v11; // edx@5 + double v12; // st7@11 + int v13; // edx@12 + int v14; // ebx@17 + Edge *v15; // edi@17 + float v16; // ST04_4@17 + float v17; // ST04_4@17 + double v18; // st7@17 + int result; // eax@19 + //double v20; // ST14_8@20 + //double v21; // ST14_8@20 + double v22; // st7@20 + int v23; // ecx@20 + double v24; // st6@20 + double v25; // st7@23 + double v26; // st7@28 + __int16 v27; // fps@28 + char v28; // c0@28 + char v29; // c2@28 + char v30; // c3@28 + double v31; // st7@29 + double v32; // st7@30 + __int16 v33; // fps@30 + char v34; // c0@30 + char v35; // c2@30 + char v36; // c3@30 + LightmapBuilder *this_4; // [sp+14h] [bp-8h]@1 + signed int v38; // [sp+18h] [bp-4h]@3 + float a1a; // [sp+24h] [bp+8h]@20 + float a2a; // [sp+28h] [bp+Ch]@17 + float a3a; // [sp+2Ch] [bp+10h]@17 + float a5a; // [sp+34h] [bp+18h]@20 + float a5b; // [sp+34h] [bp+18h]@20 + + v6 = 0; + this_4 = this; + if ( a5 && a3 ) + { + v7 = -1; + v8 = 0; + v9 = a1; + v38 = -1; + if ( (signed int)a3 > 0 ) + { + v10 = (double)a1->field_A; + while ( 1 ) + { + v11 = a2[v8]; + if ( v10 >= v11->field_2C ) + { + if ( v10 <= v11->field_30 ) + break; + } + ++v8; + if ( v8 >= (signed int)a3 ) + goto LABEL_10; + } + v38 = v8; + } +LABEL_10: + if ( a5 > 0 ) + { + v12 = (double)a1->field_A; + while ( 1 ) + { + v13 = *((unsigned int *)&a4->field_0 + v6); + if ( v12 >= *(float *)(v13 + 44) ) + { + if ( v12 <= *(float *)(v13 + 48) ) + break; + } + ++v6; + if ( v6 >= a5 ) + goto LABEL_17; + } + v7 = v6; + } +LABEL_17: + v14 = *((unsigned int *)&a4->field_0 + v7); + v15 = a2[v38]; + v16 = (double)a1->field_A; + a3a = _45D643_sw(a2[v38], v16); + v17 = (double)a1->field_A; + v18 = _45D643_sw((Edge *)v14, v17); + a2a = v18; + if ( byte_4D864C && BYTE1(pGame->uFlags) & 0x80 ) + { + HIWORD(result) = HIWORD(a3a); + a1->field_14 = v18; + a1->field_10 = a3a; + } + else + { + a5a = ((double)a1->field_A - v15->field_2C) * v15->field_4 + v15->field_24 - 0.5; + //v20 = a5a + 6.7553994e15; + //a5b = (double)SLODWORD(v20); + a5b = (double)floorf(a5a + 0.5f); + a1a = ((double)a1->field_A - *(float *)(v14 + 44)) * *(float *)(v14 + 4) + *(float *)(v14 + 36) + 0.5; + //v21 = a1a + 6.7553994e15; + //v22 = (double)SLODWORD(v21); + v22 = (double)floorf(a1a + 0.5f); + result = v9->field_8; + v23 = v9->field_C; + v24 = -((a3a - a2a) / (v22 - a5b)); + v9->field_10 = ((double)result - a5b) * v24 + a3a; + v9->field_14 = a2a - (v22 - (double)(result + v23)) * v24; + } + if ( v9->field_10 < 0.0 || v9->field_10 <= 1.0 ) + { + if ( v9->field_10 >= 0.0 ) + v25 = v9->field_10; + else + v25 = 0.0; + } + else + { + v25 = 1.0; + } + v9->field_10 = v25; + __debugbreak(); // warning C4700: uninitialized local variable 'v27' used + if ( v9->field_14 < 0.0 + || (v26 = v9->field_14, + //UNDEF(v27), + v28 = 1.0 < v26, + v29 = 0, + v30 = 1.0 == v26, + BYTE1(result) = HIBYTE(v27), + v26 <= 1.0) ) + { + v32 = v9->field_14; + //UNDEF(v33); + v34 = 0.0 < v32; + v35 = 0; + v36 = 0.0 == v32; + __debugbreak(); // warning C4700: uninitialized local variable 'v33' used + BYTE1(result) = HIBYTE(v33); + if ( v32 >= 0.0 ) + v31 = v9->field_14; + else + v31 = 0.0; + } + else + { + v31 = 1.0; + } + v9->field_14 = v31; + LOBYTE(result) = 1; + } + else + { + LOBYTE(result) = 0; + } + return result; +} + +//----- (0045D643) -------------------------------------------------------- +double LightmapBuilder::_45D643_sw(Edge *a1, float a2) +{ + double result; // st7@1 + + result = (a1->field_1C - a1->field_20) * -1.0 / (a1->field_30 - a1->field_2C) * (a2 - a1->field_2C) + a1->field_1C; + if ( result < 0.0 || result <= 1.0 ) + { + if ( result < 0.0 ) + result = 0.0; + } + else + { + result = 1.0; + } + return result; +} + + +// 143 +#pragma pack(push, 1) +struct Span +{ + Span *pNext; + struct Polygon *pParent; + __int16 field_8; + __int16 field_A; + __int16 field_C; + __int16 field_E; + float field_10; + float field_14; +}; +#pragma pack(pop) + + + +// 144 +#pragma pack(push, 1) +struct Surf +{ + float field_0; + float field_4; + float field_8; + float field_C; + float field_10; + Surf *pNext; + Surf *pPrev; + struct Polygon *pParent; + __int16 field_20; + __int16 field_22; +}; +#pragma pack(pop) +extern Surf stru_80C980; + + + + +// 145 +#pragma pack(push, 1) +struct Edge +{ + float field_0; + float field_4; + int field_8; + Surf *pSurf; + Edge *pNext; + Edge *pPrev; + Edge *ptr_18; + float field_1C; + float field_20; + float field_24; + float field_28; + float field_2C; + float field_30; +}; +#pragma pack(pop) +extern Edge defaultEdge; // weak + +extern Edge stru_80C9A4; +extern Edge stru_80C9D8; + + + +#define INDOOR_CAMERA_DRAW_SW_OUTLINES 1 +#define INDOOR_CAMERA_DRAW_D3D_OUTLINES 2 +#define INDOOR_CAMERA_DRAW_TERRAIN_OUTLINES 4 +// 157 +#pragma pack(push, 1) +struct IndoorCamera +{ + //----- (0042391F) -------------------------------------------------------- + IndoorCamera() + { + sRotationX = 0; + sRotationY = 0; + fov_rad = 2000.0f; + fov_rad_inv = 32.768002f; + + flags = 0; + } + void Initialize(int degFov, unsigned int uViewportWidth, unsigned int uViewportHeight); + void Initialize2(); + float ViewTransform_ODM(struct RenderVertexSoft *a1); + + + Vec3_int_ pos; + unsigned int uMapGridCellX; + unsigned int uMapGridCellZ; + int sRotationX; + int sRotationY; + float fov_rad; + float fov_rad_inv; + int field_24; + int field_28; + float fRotationYSine; + float fRotationYCosine; + float fRotationXSine; + float fRotationXCosine; + int _int_sine; + int _int_cosine; + int _int_sine_2; + int _int_cosine_2; + int flags; // & INDOOR_CAMERA_DRAW_D3D_OUTLINES: render terrain outlines in d3d +}; +#pragma pack(pop) + + + +extern IndoorCamera *pIndoorCamera; // idb + + +IndoorCamera *pIndoorCamera; // idb + + + + + +//----- (00481CCE) -------------------------------------------------------- +float IndoorCamera::ViewTransform_ODM(RenderVertexSoft *a1) +{ + float result; // eax@1 + double vCamToVertexZ; // st7@1 + double v3; // st6@1 + double v4; // st5@1 + double v5; // st4@1 + float v6; // ST04_4@3 + float v7; // [sp+0h] [bp-14h]@1 + float v8; // [sp+8h] [bp-Ch]@1 + float vCamToVertexX; // [sp+Ch] [bp-8h]@1 + float vCamToVertexY; // [sp+10h] [bp-4h]@1 + + v8 = fRotationXCosine; + result = fRotationXSine; + v7 = fRotationXSine; + vCamToVertexX = a1->vWorldPosition.x - (double)pos.x; + vCamToVertexY = a1->vWorldPosition.y - (double)pos.y; + vCamToVertexZ = a1->vWorldPosition.z - (double)pos.z; + v3 = fRotationYCosine; + v4 = fRotationYSine; + v5 = vCamToVertexY * fRotationYSine + fRotationYCosine * vCamToVertexX; + if ( sRotationX ) + { + v6 = vCamToVertexY * fRotationYSine + fRotationYCosine * vCamToVertexX; + a1->vWorldViewPosition.x = v5 * fRotationXCosine + fRotationXSine * vCamToVertexZ; + a1->vWorldViewPosition.y = v3 * vCamToVertexY - v4 * vCamToVertexX; + a1->vWorldViewPosition.z = v8 * vCamToVertexZ - v6 * v7; + } + else + { + a1->vWorldViewPosition.x = vCamToVertexY * fRotationYSine + fRotationYCosine * vCamToVertexX; + a1->vWorldViewPosition.y = v3 * vCamToVertexY - v4 * vCamToVertexX; + a1->vWorldViewPosition.z = vCamToVertexZ; + } + return result; +} + + + +//----- (0042394D) -------------------------------------------------------- +void IndoorCamera::Initialize(int degFov, unsigned int uViewportWidth, unsigned int uViewportHeight) +{ + IndoorCamera *v4; // esi@1 + double v5; // st7@1 + + v4 = this; + v5 = (double)(signed int)(signed __int64)((double)(signed int)uViewportWidth + * 0.5 + / tan((double)(degFov >> 1) * 0.01745329) + + 0.5); + v4->fov_rad = v5; + v4->fov_rad_inv = 65536.0 / v5; +} + +//----- (004239A7) -------------------------------------------------------- +void IndoorCamera::Initialize2() +{ + //IndoorCamera *v1; // esi@1 + double v2; // st7@4 + //double v3; // st7@6 + //int v4; // eax@6 + //int v5; // eax@6 + //int v6; // ST04_4@6 + //int v7; // eax@6 + //int v8; // ST04_4@6 + + //v1 = this; + fRotationYSine = sin((3.141592653589793 + 3.141592653589793) * (double)sRotationY * 0.00048828125); + fRotationYCosine = cos((3.141592653589793 + 3.141592653589793) * (double)sRotationY * 0.00048828125); + if ( byte_4D864C && pGame->uFlags & 0x80 || uCurrentlyLoadedLevelType == LEVEL_Indoor) + { + fRotationXSine = sin((3.141592653589793 + 3.141592653589793) * (double)-sRotationX * 0.00048828125); + v2 = (3.141592653589793 + 3.141592653589793) * (double)-sRotationX; + } + else + { + fRotationXSine = sin((3.141592653589793 + 3.141592653589793) * (double)sRotationX * 0.00048828125); + v2 = (3.141592653589793 + 3.141592653589793) * (double)sRotationX; + } + //v3 = cos(v2 * 0.00048828125); + //v4 = sRotationY; + fRotationXCosine = cos(v2 * 0.00048828125); + //v5 = stru_5C6E00->SinCos(sRotationY - stru_5C6E00->uIntegerHalfPi); + //v6 = sRotationY; + _int_sine = stru_5C6E00->Sin(sRotationY); + _int_cosine = stru_5C6E00->Cos(sRotationY); + //v7 = stru_5C6E00->SinCos(sRotationX - stru_5C6E00->uIntegerHalfPi); + //v8 = sRotationX; + _int_sine_2 = stru_5C6E00->Sin(sRotationX); + _int_cosine_2 = stru_5C6E00->Cos(sRotationX); +} +//----- (0048600E) -------------------------------------------------------- +void ODMRenderParams::RotationToInts() +{ + camera_rotation_y_int_sine = stru_5C6E00->Sin(pGame->pIndoorCameraD3D->sRotationY); + camera_rotation_y_int_cosine = stru_5C6E00->Cos(pGame->pIndoorCameraD3D->sRotationY); + camera_rotation_x_int_sine = stru_5C6E00->Sin(pGame->pIndoorCameraD3D->sRotationX); + camera_rotation_x_int_cosine = stru_5C6E00->Cos(pGame->pIndoorCameraD3D->sRotationX); +} + + + const wchar_t *UIMessage2String(UIMessageType msg) { #define CASE(xxx) case xxx: swprintf(b, wcslen(L"%03X/%s"), L"%03X/%s", msg, L#xxx); return b;
--- a/mm7_1.cpp Wed Sep 18 09:21:32 2013 +0600 +++ b/mm7_1.cpp Wed Sep 18 09:21:38 2013 +0600 @@ -52,7 +52,7 @@ return ((__int64)a1 << 16) / a2; } -__int64 fixpoint_mul(int a1, int a2) +__int64 fixpoint_sub_unknown(int a1, int a2) { return (((__int64)a1 << 16) * a2) >> 16; } @@ -61,24 +61,16 @@ //----- (0042EBBE) -------------------------------------------------------- //----- (004453C0) mm6----------------------------------------------------- //----- (004A1760) mm6_chinese--------------------------------------------- -__int64 fixpoint_sub0(int a1, int a2) +__int64 fixpoint_mul(int a1, int a2) { return ((__int64)a1 * (__int64)a2) >> 16; } -__int64 fixpoint_sub2(int a1, int a2) -{ - signed __int64 v3; // qtt@1 - - LODWORD(v3) = a1 << 16; - HIDWORD(v3) = a1 >> 16; - return v3 / a2; -} __int64 fixpoint_dot(int x1, int x2, int y1, int y2, int z1, int z2) { - return fixpoint_sub0(x1, x2) + - fixpoint_sub0(y1, y2) + - fixpoint_sub0(z1, z2); + return fixpoint_mul(x1, x2) + + fixpoint_mul(y1, y2) + + fixpoint_mul(z1, z2); } //----- (0041D20D) --------------------------------------------------------
--- a/mm7_2.cpp Wed Sep 18 09:21:32 2013 +0600 +++ b/mm7_2.cpp Wed Sep 18 09:21:38 2013 +0600 @@ -12,7 +12,6 @@ #include "VideoPlayer.h" #include "Sprites.h" #include "BSPModel.h" -#include "OutdoorCamera.h" #include "LightmapBuilder.h" #include "DecalBuilder.h" @@ -31,7 +30,7 @@ #include "Party.h" #include "AudioPlayer.h" #include "Outdoor.h" -#include "IndoorCamera.h" +#include "Outdoor_stuff.h" #include "Overlays.h" #include "Arcomage.h" #include "LOD.h" @@ -1344,15 +1343,15 @@ v6->pMonsterInfo.uExp = 0; v6->uMovementSpeed = v9; v10 = rand() % 2048; - //v11 = pParty->vPosition.x + fixpoint_sub0(stru_5C6E00->Cos(v10), v19); + //v11 = pParty->vPosition.x + fixpoint_mul(stru_5C6E00->Cos(v10), v19); uFaceID = stru_5C6E00->Sin(v10); //v12 = pParty->vPosition.y; - //v13 = fixpoint_sub0(uFaceID, v19); - //v14 = pParty->vPosition.y + fixpoint_sub0(uFaceID, v19); + //v13 = fixpoint_mul(uFaceID, v19); + //v14 = pParty->vPosition.y + fixpoint_mul(uFaceID, v19); //LOWORD(v12) = v22; - v6->vInitialPosition.x = pParty->vPosition.x + fixpoint_sub0(stru_5C6E00->Cos(v10), v19); + v6->vInitialPosition.x = pParty->vPosition.x + fixpoint_mul(stru_5C6E00->Cos(v10), v19); v6->vPosition.x = v6->vInitialPosition.x; - v6->vInitialPosition.y = pParty->vPosition.y + fixpoint_sub0(uFaceID, v19); + v6->vInitialPosition.y = pParty->vPosition.y + fixpoint_mul(uFaceID, v19); v6->vPosition.y = v6->vInitialPosition.y; v6->vInitialPosition.z = pParty->vPosition.z; v6->vPosition.z = v6->vInitialPosition.z; @@ -2874,10 +2873,10 @@ } //----- (004610AA) -------------------------------------------------------- -void __fastcall PrepareToLoadODM(unsigned int bLoading, OutdoorCamera *a2) +void __fastcall PrepareToLoadODM(unsigned int bLoading, ODMRenderParams *a2) { unsigned int v2; // edi@1 - OutdoorCamera *v3; // esi@1 + ODMRenderParams *v3; // esi@1 v2 = bLoading; v3 = a2; @@ -2893,7 +2892,7 @@ // 6BE35C: using guessed type int uLevel_StartingPointType; //----- (00461103) -------------------------------------------------------- -void _461103_load_level_sub() +void _461103_load_level_sub() { //GUIProgressBar *v0; // ebx@1 //signed int v1; // ebp@1 @@ -3050,13 +3049,13 @@ init_event_triggers(); pGameLoadingUI_ProgressBar->Progress(); - - pIndoorCamera->pos.y = 0; - pIndoorCamera->pos.x = 0; - pIndoorCamera->pos.z = 100; - pIndoorCamera->sRotationY = 0; - pIndoorCamera->sRotationX = 0; - viewparams->bRedrawGameUI = 1; + + pGame->pIndoorCameraD3D->vPartyPos.x = 0; + pGame->pIndoorCameraD3D->vPartyPos.y = 0; + pGame->pIndoorCameraD3D->vPartyPos.z = 100; + pGame->pIndoorCameraD3D->sRotationX = 0; + pGame->pIndoorCameraD3D->sRotationY = 0; + viewparams->bRedrawGameUI = true; uLevel_StartingPointType = MapStartPoint_Party; pSprites_LOD->_461397(); pPaletteManager->LockTestAll(); @@ -3822,9 +3821,9 @@ pViewport->SetScreen(viewparams->uSomeX, viewparams->uSomeY, viewparams->uSomeZ, viewparams->uSomeW); pViewport->_4C02F8((signed __int64)(flt_6BE3A0 * 65536.0)); - pIndoorCamera = new IndoorCamera; - pIndoorCamera->Initialize(65, viewparams->uScreen_BttmR_X - viewparams->uScreen_topL_X + 1, - viewparams->uScreen_BttmR_Y - viewparams->uScreen_topL_Y + 1); + //pIndoorCamera = new IndoorCamera; + //pIndoorCamera->Initialize(65, viewparams->uScreen_BttmR_X - viewparams->uScreen_topL_X + 1, + // viewparams->uScreen_BttmR_Y - viewparams->uScreen_topL_Y + 1); InitializeTurnBasedAnimations(&stru_50C198); pBitmaps_LOD->_inlined_sub1(); @@ -5023,7 +5022,7 @@ assert(sizeof(BLVLightMM7) == 0x10); assert(sizeof(BLVDoor) == 0x50); assert(sizeof(IndoorLocation) == 0x690); - assert(sizeof(OutdoorCamera) == 0x74); + //assert(sizeof(ODMRenderParams) == 0x74); assert(sizeof(Mouse) == 0x114); assert(sizeof(Particle_sw) == 0x68); assert(sizeof(Particle) == 0x68); @@ -5037,7 +5036,7 @@ assert(sizeof(stru6) == 0x5F8); assert(sizeof(IndoorCameraD3D_Vec3) == 0x10); assert(sizeof(IndoorCameraD3D_Vec4) == 0x18); //should be 14 (10 vec3 + 4 vdtor) but 18 coz of his +4 from own vdtor, but it is odd since vdtor already present from vec3 - assert(sizeof(IndoorCameraD3D) == 0x1A1384); + //assert(sizeof(IndoorCameraD3D) == 0x1A1384); assert(sizeof(StationaryLight) == 0xC); assert(sizeof(LightsStack_StationaryLight_) == 0x12C8); assert(sizeof(MobileLight) == 0x12); @@ -5050,7 +5049,7 @@ assert(sizeof(BspRenderer) == 0x53740); assert(sizeof(PaletteManager) == 0x267AF0); assert(sizeof(ViewingParams) == 0x26C); - assert(sizeof(IndoorCamera) == 0x50); + //assert(sizeof(IndoorCamera) == 0x50); assert(sizeof(Bloodsplat) == 0x28); assert(sizeof(BloodsplatContainer) == 0xA0C); assert(sizeof(TrailParticle) == 0x18); @@ -5362,7 +5361,7 @@ while ( v9 < v2 ); } - pOutdoorCamera = new OutdoorCamera; + pODMRenderParams = new ODMRenderParams; outdoor_day_top_r = GetPrivateProfileIntW(L"outdoor", L"RGBDayTop.r", 81, pIniFilename); outdoor_day_top_g = GetPrivateProfileIntW(L"outdoor", L"RGBDayTop.g", 121, pIniFilename); outdoor_day_top_b = GetPrivateProfileIntW(L"outdoor", L"RGBDayTop.b", 236, pIniFilename); @@ -5375,24 +5374,24 @@ outdoor_night_bottom_r = GetPrivateProfileIntW(L"outdoor", L"RGBNightBottom.r", 11, pIniFilename); outdoor_night_bottom_g = GetPrivateProfileIntW(L"outdoor", L"RGBNightBottom.g", 41, pIniFilename); outdoor_night_bottom_b = GetPrivateProfileIntW(L"outdoor", L"RGBNightBottom.b", 129, pIniFilename); - pOutdoorCamera->outdoor_no_mist = GetPrivateProfileIntW(L"debug", L"noMist", 0, pIniFilename); - pOutdoorCamera->bNoSky = GetPrivateProfileIntW(L"outdoor", L"nosky", 0, pIniFilename); - pOutdoorCamera->bDoNotRenderDecorations = GetPrivateProfileIntW(L"render", L"nodecorations", 0, pIniFilename); - pOutdoorCamera->outdoor_no_wavy_water = GetPrivateProfileIntW(L"outdoor", L"nowavywater", 0, pIniFilename); + pODMRenderParams->outdoor_no_mist = GetPrivateProfileIntW(L"debug", L"noMist", 0, pIniFilename); + pODMRenderParams->bNoSky = GetPrivateProfileIntW(L"outdoor", L"nosky", 0, pIniFilename); + pODMRenderParams->bDoNotRenderDecorations = GetPrivateProfileIntW(L"render", L"nodecorations", 0, pIniFilename); + pODMRenderParams->outdoor_no_wavy_water = GetPrivateProfileIntW(L"outdoor", L"nowavywater", 0, pIniFilename); outdoor_grid_band_1 = GetPrivateProfileIntW(L"outdoor", L"gridband1", 10, pIniFilename); outdoor_grid_band_2 = GetPrivateProfileIntW(L"outdoor", L"gridband2", 15, pIniFilename); outdoor_grid_band_3 = GetPrivateProfileIntW(L"outdoor", L"gridband3", 25, pIniFilename); - pOutdoorCamera->terrain_gamma = GetPrivateProfileIntW(L"outdoor", L"ter_gamma", 0, pIniFilename); - pOutdoorCamera->building_gamme = GetPrivateProfileIntW(L"outdoor", L"bld_gamma", 0, pIniFilename); + pODMRenderParams->terrain_gamma = GetPrivateProfileIntW(L"outdoor", L"ter_gamma", 0, pIniFilename); + pODMRenderParams->building_gamme = GetPrivateProfileIntW(L"outdoor", L"bld_gamma", 0, pIniFilename); mipmapping_terrain_mm1 = GetPrivateProfileIntW(L"mipmapping", L"ter_mm1", 2048, pIniFilename); mipmapping_terrain_mm2 = GetPrivateProfileIntW(L"mipmapping", L"ter_mm2", 4096, pIniFilename); mipmapping_terrain_mm3 = GetPrivateProfileIntW(L"mipmapping", L"ter_mm3", 8192, pIniFilename); mipmapping_building_mm1 = GetPrivateProfileIntW(L"mipmapping", L"bld_mm1", 1024, pIniFilename); mipmapping_building_mm2 = GetPrivateProfileIntW(L"mipmapping", L"bld_mm2", 2048, pIniFilename); mipmapping_building_mm3 = GetPrivateProfileIntW(L"mipmapping", L"bld_mm3", 4096, pIniFilename); - pOutdoorCamera->shading_dist_shade = GetPrivateProfileIntW(L"shading", L"dist_shade", 2048, pIniFilename); - pOutdoorCamera->shading_dist_shademist = GetPrivateProfileIntW(L"shading", L"dist_shademist", 4096, pIniFilename); - pOutdoorCamera->shading_dist_mist = GetPrivateProfileIntW(L"shading", L"dist_mist", 8192, pIniFilename); + pODMRenderParams->shading_dist_shade = GetPrivateProfileIntW(L"shading", L"dist_shade", 2048, pIniFilename); + pODMRenderParams->shading_dist_shademist = GetPrivateProfileIntW(L"shading", L"dist_shademist", 4096, pIniFilename); + pODMRenderParams->shading_dist_mist = GetPrivateProfileIntW(L"shading", L"dist_mist", 8192, pIniFilename); wchar_t pDefaultSkyTextureW[1024]; GetPrivateProfileStringW(L"textures", L"sky", L"plansky1", pDefaultSkyTextureW, 0x10u, pIniFilename); @@ -5452,25 +5451,25 @@ outdoor_grid_band_1 = 10; outdoor_grid_band_2 = 15; outdoor_grid_band_3 = 20; - pOutdoorCamera->shading_dist_mist = 8192; - pOutdoorCamera->bNoSky = false; + pODMRenderParams->shading_dist_mist = 8192; + pODMRenderParams->bNoSky = false; LOBYTE(viewparams->field_20) = 0; } mipmapping_terrain_mm1 = 1024; mipmapping_terrain_mm2 = 2048; mipmapping_building_mm1 = 1024; mipmapping_building_mm2 = 2048; - pOutdoorCamera->shading_dist_shade = 2048; - pOutdoorCamera->terrain_gamma = 0; - pOutdoorCamera->building_gamme = 0; + pODMRenderParams->shading_dist_shade = 2048; + pODMRenderParams->terrain_gamma = 0; + pODMRenderParams->building_gamme = 0; mipmapping_terrain_mm3 = 4096; mipmapping_building_mm3 = 4096; - pOutdoorCamera->shading_dist_shademist = 4096; - pOutdoorCamera->outdoor_no_wavy_water = 0; + pODMRenderParams->shading_dist_shademist = 4096; + pODMRenderParams->outdoor_no_wavy_water = 0; //_47F4D3_initialize_terrain_bezier_stuff(outdoor_grid_band_1, outdoor_grid_band_2, outdoor_grid_band_3); { - pOutdoorCamera->outdoor_grid_band_3 = outdoor_grid_band_3; - pOutdoorCamera->uPickDepth = outdoor_grid_band_3 * 512; + pODMRenderParams->outdoor_grid_band_3 = outdoor_grid_band_3; + pODMRenderParams->uPickDepth = outdoor_grid_band_3 * 512; } } else @@ -5485,7 +5484,7 @@ pViewport->SetScreen(viewparams->uScreen_topL_X, viewparams->uScreen_topL_Y, viewparams->uScreen_BttmR_X, viewparams->uScreen_BttmR_Y); if ( uCurrentlyLoadedLevelType == LEVEL_Outdoor ) - pOutdoorCamera->_485F64(); + pODMRenderParams->Initialize(); } //----- (00466C40) --------------------------------------------------------
--- a/mm7_3.cpp Wed Sep 18 09:21:32 2013 +0600 +++ b/mm7_3.cpp Wed Sep 18 09:21:38 2013 +0600 @@ -7,7 +7,6 @@ #include "mm7_data.h" #include "Sprites.h" #include "BSPModel.h" -#include "OutdoorCamera.h" #include "LightmapBuilder.h" #include "DecalBuilder.h" #include "ParticleEngine.h" @@ -24,7 +23,6 @@ #include "AudioPlayer.h" #include "Outdoor.h" #include "Outdoor_stuff.h" -#include "IndoorCamera.h" #include "Overlays.h" #include "LOD.h" #include "Actor.h" @@ -796,22 +794,22 @@ else v7 = pEventTimer->dt_in_some_format; - v8 = fixpoint_sub0(v7, speed) - v2->field_70; // speed * dt - something + v8 = fixpoint_mul(v7, speed) - v2->field_70; // speed * dt - something v2->field_6C = v8; if ( v8 > 0 ) { - v10 = fixpoint_sub0(v8, v2->direction.x) + v2->normal.x; + v10 = fixpoint_mul(v8, v2->direction.x) + v2->normal.x; v2->field_4C = v10; v2->normal2.x = v10; - v11 = fixpoint_sub0(v2->field_6C, v2->direction.y) + v2->normal.y; + v11 = fixpoint_mul(v2->field_6C, v2->direction.y) + v2->normal.y; v2->field_50 = v11; v2->normal2.y = v11; - v2->normal2.z = fixpoint_sub0(v2->field_6C, v2->direction.z) + v2->normal.z; + v2->normal2.z = fixpoint_mul(v2->field_6C, v2->direction.z) + v2->normal.z; v12 = v2->position.z; v13 = v2->normal.x; v14 = v2->normal2.x; v15 = v2->prolly_normal_d; - v16 = v12 + fixpoint_sub0(v2->field_6C, v2->direction.z); + v16 = v12 + fixpoint_mul(v2->field_6C, v2->direction.z); v28 = v16; v2->field_54 = v16; v17 = v13; @@ -993,21 +991,21 @@ if ( v8 > 1000 ) v8 = 1000; - v0->vVelocity.x = fixpoint_sub0(stru_5C6E00->Cos(v0->uYawAngle), v8); - v0->vVelocity.y = fixpoint_sub0(stru_5C6E00->Sin(v0->uYawAngle), v8); + v0->vVelocity.x = fixpoint_mul(stru_5C6E00->Cos(v0->uYawAngle), v8); + v0->vVelocity.y = fixpoint_mul(stru_5C6E00->Sin(v0->uYawAngle), v8); if ( uIsFlying ) { - v0->vVelocity.z = fixpoint_sub0(stru_5C6E00->Sin(v0->uPitchAngle), v8); + v0->vVelocity.z = fixpoint_mul(stru_5C6E00->Sin(v0->uPitchAngle), v8); } //v7 = v68; } else { - v0->vVelocity.x = fixpoint_sub0(55000, v0->vVelocity.x); - v0->vVelocity.y = fixpoint_sub0(55000, v0->vVelocity.y); + v0->vVelocity.x = fixpoint_mul(55000, v0->vVelocity.x); + v0->vVelocity.y = fixpoint_mul(55000, v0->vVelocity.y); if ( uIsFlying ) { - v0->vVelocity.z = fixpoint_sub0(55000, v0->vVelocity.z); + v0->vVelocity.z = fixpoint_mul(55000, v0->vVelocity.z); } } if ( v0->vPosition.z < v5 ) @@ -1030,9 +1028,9 @@ v0->vVelocity.z += -8 * LOWORD(pEventTimer->uTimeElapsed) * v20; int v73 = abs(v62.x * v0->vVelocity.x + v62.z * v0->vVelocity.z + v62.y * v0->vVelocity.y) >> 16; //v72b = v21; - v0->vVelocity.x += fixpoint_sub0(v73, v62.x); - v0->vVelocity.y += fixpoint_sub0(v73, v62.y); - v0->vVelocity.z += fixpoint_sub0(v73, v62.z); + v0->vVelocity.x += fixpoint_mul(v73, v62.x); + v0->vVelocity.y += fixpoint_mul(v73, v62.y); + v0->vVelocity.z += fixpoint_mul(v73, v62.z); //v17 = 0; } } @@ -1099,7 +1097,7 @@ } v71 = i > 1; if ( stru_721530.field_7C < stru_721530.field_6C ) - v70 = fixpoint_sub0(stru_721530.field_7C, stru_721530.direction.z); + v70 = fixpoint_mul(stru_721530.field_7C, stru_721530.direction.z); //v34 = 0; v35 = stru_721530.normal2.z - stru_721530.prolly_normal_d - 1; v36 = ODM_GetFloorLevel(stru_721530.normal2.x, @@ -1132,12 +1130,12 @@ v0->vPosition.z = LOWORD(stru_721530.normal2.z) - LOWORD(stru_721530.prolly_normal_d) - 1; break; } - //v72b = fixpoint_sub0(stru_721530.field_7C, stru_721530.field_58.x); - v0->vPosition.x += fixpoint_sub0(stru_721530.field_7C, stru_721530.direction.x); + //v72b = fixpoint_mul(stru_721530.field_7C, stru_721530.field_58.x); + v0->vPosition.x += fixpoint_mul(stru_721530.field_7C, stru_721530.direction.x); //v72b = (unsigned __int64)(stru_721530.field_7C * (signed __int64)stru_721530.field_58.y) >> 16; - v0->vPosition.y += fixpoint_sub0(stru_721530.field_7C, stru_721530.direction.y); + v0->vPosition.y += fixpoint_mul(stru_721530.field_7C, stru_721530.direction.y); //v72b = (unsigned __int64)(stru_721530.field_7C * (signed __int64)stru_721530.field_58.z) >> 16; - v0->vPosition.z += fixpoint_sub0(stru_721530.field_7C, stru_721530.direction.z); + v0->vPosition.z += fixpoint_mul(stru_721530.field_7C, stru_721530.direction.z); v38 = stru_721530.uFaceID; stru_721530.field_70 += stru_721530.field_7C; v39 = PID_ID(v38); @@ -1195,8 +1193,8 @@ v0->vPosition.x - pLevelDecorations[v39].vPosition.x, v0->vPosition.y - pLevelDecorations[v39].vPosition.y); v49 = v48; - v0->vVelocity.x = fixpoint_sub0(stru_5C6E00->Cos(v48), v47); - v0->vVelocity.y = fixpoint_sub0(stru_5C6E00->Sin(v48), v47); + v0->vVelocity.x = fixpoint_mul(stru_5C6E00->Cos(v48), v47); + v0->vVelocity.y = fixpoint_mul(stru_5C6E00->Sin(v48), v47); break; case OBJECT_BModel: v40 = &pOutdoor->pBModels[v38 >> 9]; @@ -1223,9 +1221,9 @@ if ( (stru_721530.speed >> 3) > v72b ) v72b = stru_721530.speed >> 3; - v0->vVelocity.x += fixpoint_sub0(v72b, v41->pFacePlane.vNormal.x); - v0->vVelocity.y += fixpoint_sub0(v72b, v41->pFacePlane.vNormal.y); - v0->vVelocity.z += fixpoint_sub0(v72b, v41->pFacePlane.vNormal.z); + v0->vVelocity.x += fixpoint_mul(v72b, v41->pFacePlane.vNormal.x); + v0->vVelocity.y += fixpoint_mul(v72b, v41->pFacePlane.vNormal.y); + v0->vVelocity.z += fixpoint_mul(v72b, v41->pFacePlane.vNormal.z); if ( v42 != 4 ) { v45 = v0->vPosition.z; @@ -1247,9 +1245,9 @@ break; } - v0->vVelocity.x = fixpoint_sub0(58500, v0->vVelocity.x); - v0->vVelocity.y = fixpoint_sub0(58500, v0->vVelocity.y); - v0->vVelocity.z = fixpoint_sub0(58500, v0->vVelocity.z); + v0->vVelocity.x = fixpoint_mul(58500, v0->vVelocity.x); + v0->vVelocity.y = fixpoint_mul(58500, v0->vVelocity.y); + v0->vVelocity.z = fixpoint_mul(58500, v0->vVelocity.z); ++v69; if ( v69 >= 100 ) @@ -1698,37 +1696,37 @@ break; case PARTY_StrafeLeft: - v2 -= fixpoint_sub0(stru_5C6E00->Sin(angle), v81 * fWalkSpeedMultiplier / 2); - v1 += fixpoint_sub0(stru_5C6E00->Cos(angle), v81 * fWalkSpeedMultiplier / 2); + v2 -= fixpoint_mul(stru_5C6E00->Sin(angle), v81 * fWalkSpeedMultiplier / 2); + v1 += fixpoint_mul(stru_5C6E00->Cos(angle), v81 * fWalkSpeedMultiplier / 2); v78 = 1; break; case PARTY_StrafeRight: - v2 += fixpoint_sub0(stru_5C6E00->Sin(angle), v81 * fWalkSpeedMultiplier / 2); - v1 -= fixpoint_sub0(stru_5C6E00->Cos(angle), v81 * fWalkSpeedMultiplier / 2); + v2 += fixpoint_mul(stru_5C6E00->Sin(angle), v81 * fWalkSpeedMultiplier / 2); + v1 -= fixpoint_mul(stru_5C6E00->Cos(angle), v81 * fWalkSpeedMultiplier / 2); v78 = 1; break; case PARTY_WalkForward: - v2 += fixpoint_sub0(stru_5C6E00->Cos(angle), 5 * v81 * fWalkSpeedMultiplier); - v1 += fixpoint_sub0(stru_5C6E00->Sin(angle), 5 * v81 * fWalkSpeedMultiplier); + v2 += fixpoint_mul(stru_5C6E00->Cos(angle), 5 * v81 * fWalkSpeedMultiplier); + v1 += fixpoint_mul(stru_5C6E00->Sin(angle), 5 * v81 * fWalkSpeedMultiplier); v78 = 1; break; case PARTY_WalkBackward: - v2 -= fixpoint_sub0(stru_5C6E00->Cos(angle), v81 * fBackwardWalkSpeedMultiplier); - v1 -= fixpoint_sub0(stru_5C6E00->Sin(angle), v81 * fBackwardWalkSpeedMultiplier); + v2 -= fixpoint_mul(stru_5C6E00->Cos(angle), v81 * fBackwardWalkSpeedMultiplier); + v1 -= fixpoint_mul(stru_5C6E00->Sin(angle), v81 * fBackwardWalkSpeedMultiplier); v78 = 1; break; case PARTY_RunForward: - v2 += fixpoint_sub0(stru_5C6E00->Cos(angle), 2 * v81 * fWalkSpeedMultiplier); - v1 += fixpoint_sub0(stru_5C6E00->Sin(angle), 2 * v81 * fWalkSpeedMultiplier); + v2 += fixpoint_mul(stru_5C6E00->Cos(angle), 2 * v81 * fWalkSpeedMultiplier); + v1 += fixpoint_mul(stru_5C6E00->Sin(angle), 2 * v81 * fWalkSpeedMultiplier); v72 = 1; break; case PARTY_RunBackward: //v32 = stru_5C6E00->SinCos(angle); //v33 = (double)v81; //v88 = (double)v81; - v2 -= fixpoint_sub0(stru_5C6E00->Cos(angle), v81 * fBackwardWalkSpeedMultiplier); + v2 -= fixpoint_mul(stru_5C6E00->Cos(angle), v81 * fBackwardWalkSpeedMultiplier); //v34 = stru_5C6E00->SinCos(angle - stru_5C6E00->uIntegerHalfPi); - v1 -= fixpoint_sub0(stru_5C6E00->Sin(angle), v81 * fBackwardWalkSpeedMultiplier); + v1 -= fixpoint_mul(stru_5C6E00->Sin(angle), v81 * fBackwardWalkSpeedMultiplier); v72 = 1; break; case PARTY_LookUp: @@ -2695,10 +2693,10 @@ } else { - _angle_x = pX + fixpoint_sub0(stru_721530.field_7C, stru_721530.direction.x); - _angle_y = pY + fixpoint_sub0(stru_721530.field_7C, stru_721530.direction.y); - pModel = (BSPModel *)fixpoint_sub0(stru_721530.field_7C, stru_721530.direction.z); - v40 = fixpoint_sub0(stru_721530.field_7C, stru_721530.direction.z) + pZ; + _angle_x = pX + fixpoint_mul(stru_721530.field_7C, stru_721530.direction.x); + _angle_y = pY + fixpoint_mul(stru_721530.field_7C, stru_721530.direction.y); + pModel = (BSPModel *)fixpoint_mul(stru_721530.field_7C, stru_721530.direction.z); + v40 = fixpoint_mul(stru_721530.field_7C, stru_721530.direction.z) + pZ; } v122 = v40; ODM_GetFloorLevel(_angle_x, _angle_y, v40, pParty->uPartyHeight, &is_on_water, &bmodel_standing_on_pid, 0); @@ -4024,7 +4022,7 @@ float v13; // ST24_4@13 int v14; // esi@13 char *v15; // esi@15 - signed int v16; // eax@16 + //signed int v16; // eax@16 __int16 v17; // fps@16 unsigned __int8 v18; // c2@16 unsigned __int8 v19; // c3@16 @@ -4063,41 +4061,41 @@ v4 = *(float *)(v3 - 4); LODWORD(v37) = *(int *)v3; LODWORD(v36) = *(int *)(v3 + 4); - if ( pBLVRenderParams->sPartyRotX ) + if (pGame->pIndoorCameraD3D->sRotationX) { - v5 = v4 - (double)pBLVRenderParams->vPartyPos.x; - v6 = v37 - (double)pBLVRenderParams->vPartyPos.y; - if ( pRenderer->pRenderD3D ) - { - v41 = pBLVRenderParams->fSineY * v6 + pBLVRenderParams->fCosineY * v5; - v7 = pBLVRenderParams->fSineY * v5 - pBLVRenderParams->fCosineY * v6; - } + v5 = v4 - (double)pGame->pIndoorCameraD3D->vPartyPos.x; + v6 = v37 - (double)pGame->pIndoorCameraD3D->vPartyPos.y; + //if ( pRenderer->pRenderD3D ) + //{ + v41 = pGame->pIndoorCameraD3D->fRotationYSine * v6 + pGame->pIndoorCameraD3D->fRotationYCosine * v5; + v7 = pGame->pIndoorCameraD3D->fRotationYSine * v5 - pGame->pIndoorCameraD3D->fRotationYCosine * v6; + /*} else { v41 = pBLVRenderParams->fCosineY * v5 - pBLVRenderParams->fSineY * v6; v7 = pBLVRenderParams->fSineY * v5 + pBLVRenderParams->fCosineY * v6; - } + }*/ v8 = v7; - v9 = v36 - (double)pBLVRenderParams->vPartyPos.z; - v10 = pBLVRenderParams->fCosineNegX * v41 - pBLVRenderParams->fSineNegX * v9; + v9 = v36 - (double)pGame->pIndoorCameraD3D->vPartyPos.z; + v10 = pGame->pIndoorCameraD3D->fRotationXCosine * v41 - pGame->pIndoorCameraD3D->fRotationXSine * v9; v11 = v8; - v12 = pBLVRenderParams->fCosineNegX * v9 + pBLVRenderParams->fSineNegX * v41; + v12 = pGame->pIndoorCameraD3D->fRotationXCosine * v9 + pGame->pIndoorCameraD3D->fRotationXSine * v41; } else { - v42 = v4 - (double)pBLVRenderParams->vPartyPos.x; - v39 = v37 - (double)pBLVRenderParams->vPartyPos.y; - if ( pRenderer->pRenderD3D ) - { - v10 = pBLVRenderParams->fSineY * v39 + pBLVRenderParams->fCosineY * v42; - v11 = pBLVRenderParams->fSineY * v42 - pBLVRenderParams->fCosineY * v39; - } + v42 = v4 - (double)pGame->pIndoorCameraD3D->vPartyPos.x; + v39 = v37 - (double)pGame->pIndoorCameraD3D->vPartyPos.y; + //if ( pRenderer->pRenderD3D ) + //{ + v10 = pGame->pIndoorCameraD3D->fRotationYSine * v39 + pGame->pIndoorCameraD3D->fRotationYCosine * v42; + v11 = pGame->pIndoorCameraD3D->fRotationYSine * v42 - pGame->pIndoorCameraD3D->fRotationYCosine * v39; + /*} else { v10 = pBLVRenderParams->fCosineY * v42 - pBLVRenderParams->fSineY * v39; v11 = pBLVRenderParams->fSineY * v42 + pBLVRenderParams->fCosineY * v39; - } - v12 = v36 - (double)pBLVRenderParams->vPartyPos.z; + }*/ + v12 = v36 - (double)pGame->pIndoorCameraD3D->vPartyPos.z; } v13 = v12; ++v2; @@ -4117,29 +4115,29 @@ v31 = 3; do { - v40 = (double)stru_5C6E00->Cos(pIndoorCamera->sRotationX) * 0.0000152587890625; - v32 = (double)stru_5C6E00->Sin(pIndoorCamera->sRotationX) * 0.0000152587890625; - v34 = (double)stru_5C6E00->Cos(pIndoorCamera->sRotationY) * 0.0000152587890625; - v16 = stru_5C6E00->Sin(pIndoorCamera->sRotationY); + v40 = (double)stru_5C6E00->Cos(pGame->pIndoorCameraD3D->sRotationX) * 0.0000152587890625; + v32 = (double)stru_5C6E00->Sin(pGame->pIndoorCameraD3D->sRotationX) * 0.0000152587890625; + v34 = (double)stru_5C6E00->Cos(pGame->pIndoorCameraD3D->sRotationY) * 0.0000152587890625; + v33 = (double)stru_5C6E00->Sin(pGame->pIndoorCameraD3D->sRotationY) * 0.0000152587890625; + //v16 = stru_5C6E00->Sin(pODMRenderParams->rotation_y); LODWORD(v38) = *(int *)v15; - v33 = (double)v16 * 0.0000152587890625; //UNDEF(v17); - v20 = *((float *)v15 - 1) - (double)pIndoorCamera->pos.x; + v20 = *((float *)v15 - 1) - (double)pGame->pIndoorCameraD3D->vPartyPos.x; //if ( v19 | v18 ) - if(pIndoorCamera->pos.x == 0) + if (pGame->pIndoorCameraD3D->vPartyPos.x == 0) { v27 = v20; LODWORD(v35) = *((int *)v15 + 1); - v28 = v38 - (double)pIndoorCamera->pos.y; + v28 = v38 - (double)pGame->pIndoorCameraD3D->vPartyPos.y; v25 = v33 * v28 + v34 * v27; v26 = v34 * v28 - v33 * v27; } else { v21 = v20; - v22 = v38 - (double)pIndoorCamera->pos.y; + v22 = v38 - (double)pGame->pIndoorCameraD3D->vPartyPos.y; v23 = v33 * v22 + v34 * v21; - v24 = *((float *)v15 + 1) - (double)pIndoorCamera->pos.z; + v24 = *((float *)v15 + 1) - (double)pGame->pIndoorCameraD3D->vPartyPos.z; v25 = v32 * v24 + v40 * v23; v26 = v34 * v22 - v33 * v21; v35 = v40 * v24 - v32 * v23; @@ -4179,11 +4177,11 @@ if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) { v10 = 16192.0; - v3 = (double)pBLVRenderParams->field_40 * 0.000015258789; + v3 = (double)pBLVRenderParams->fov_rad_fixpoint * 0.000015258789; } else { - v10 = (double)pOutdoorCamera->shading_dist_mist; + v10 = (double)pODMRenderParams->shading_dist_mist; v3 = 8.0; } v4 = a1->uNumVertices; @@ -4238,7 +4236,7 @@ { for(int i = 0; i < a1->uNumVertices; i++) { - v6 = (double)pBLVRenderParams->field_40 * 0.000015258789 / a1->field_B4[i*4]; + v6 = (double)pBLVRenderParams->fov_rad_fixpoint * 0.000015258789 / a1->field_B4[i*4]; if ( pRenderer->pRenderD3D ) { pGame->pIndoorCameraD3D->Project( @@ -4269,7 +4267,7 @@ { for(int i = 0; i < a1->uNumVertices; i++) { - v12 = (double)pOutdoorCamera->int_fov_rad / a1->field_B4[i*4]; + v12 = (double)pODMRenderParams->int_fov_rad / a1->field_B4[i*4]; a1->field_B4[i*4+20] = (double)pViewport->uScreenCenterX - v12 * a1->field_B4[i*4+1]; a1->field_B4[i*4+21] = (double)pViewport->uScreenCenterY - v12 * a1->field_B4[i*4+2]; *((int *)&a1->field_B4[i*4+22]) = (int)a1->field_B4[i*4]; @@ -4392,7 +4390,7 @@ //v5 = (int)*(v2 - 1); v6 = pFace->pVertexIDs[0]; v53 = 0; - v7 = &array_77EC08[pOutdoorCamera->uNumPolygons]; + v7 = &array_77EC08[pODMRenderParams->uNumPolygons]; v7->flags = 0; v7->field_32 = 0; pLightmapBuilder = (LightmapBuilder *)v2->pVertices.pVertices[v6].z; @@ -4527,7 +4525,7 @@ ++v53; //v47->ViewTransform((RenderVertexSoft *)(v23 - 12), 1u); pGame->pIndoorCameraD3D->ViewTransform(v23, 1u); - if ( v23->vWorldViewPosition.x < 8.0 || (double)pOutdoorCamera->shading_dist_mist < v23->vWorldViewPosition.x ) + if ( v23->vWorldViewPosition.x < 8.0 || (double)pODMRenderParams->shading_dist_mist < v23->vWorldViewPosition.x ) { if ( v23->vWorldViewPosition.x >= 8.0 ) v49 = 1; @@ -4566,10 +4564,10 @@ v7->dimming_level = 0; if ( v7->dimming_level > 31 ) v7->dimming_level = 31; - if ( pOutdoorCamera->uNumPolygons >= 1999 + 5000) + if ( pODMRenderParams->uNumPolygons >= 1999 + 5000) return result; - ++pOutdoorCamera->uNumPolygons; - ++pOutdoorCamera->field_44; + ++pODMRenderParams->uNumPolygons; + ++pODMRenderParams->field_44; if ( ODMFace::IsBackfaceCulled(pFace, array_73D150, v7) ) { LOBYTE(v25) = (char)v54; @@ -4646,7 +4644,7 @@ LABEL_76: v7->uNumVertices = v32; uNumVertices = v32; - OutdoorCamera::Project(v32); + ODM_Project(v32); } if ( uNumVertices ) { @@ -4667,8 +4665,8 @@ } goto LABEL_85; } - --pOutdoorCamera->uNumPolygons; - --pOutdoorCamera->field_44; + --pODMRenderParams->uNumPolygons; + --pODMRenderParams->field_44; LABEL_85: v54 = (Vec3_int_ *)((char *)v54 + 1); v2 = v56; @@ -4709,18 +4707,18 @@ //int v22; // [sp+28h] [bp-4h]@3 //v16 = unused; - angle = (signed int)(pOutdoorCamera->uCameraFovInDegrees << 11) / 360 >> 1; + angle = (signed int)(pODMRenderParams->uCameraFovInDegrees << 11) / 360 >> 1; //v14 = uModelID; v2 = &pOutdoor->pBModels[uModelID]; - v3 = v2->vBoundingCenter.x - pIndoorCamera->pos.x; - v4 = v2->vBoundingCenter.y - pIndoorCamera->pos.y; - v5 = stru_5C6E00->Cos(pIndoorCamera->sRotationY); - v21 = stru_5C6E00->Sin(pIndoorCamera->sRotationY); - v18 = stru_5C6E00->Cos(pIndoorCamera->sRotationX); - stru_5C6E00->Sin(pIndoorCamera->sRotationX); + v3 = v2->vBoundingCenter.x - pGame->pIndoorCameraD3D->vPartyPos.x; + v4 = v2->vBoundingCenter.y - pGame->pIndoorCameraD3D->vPartyPos.y; + v5 = stru_5C6E00->Cos(pGame->pIndoorCameraD3D->sRotationY); + v21 = stru_5C6E00->Sin(pGame->pIndoorCameraD3D->sRotationY); + v18 = stru_5C6E00->Cos(pGame->pIndoorCameraD3D->sRotationX); + stru_5C6E00->Sin(pGame->pIndoorCameraD3D->sRotationX); v6 = v5; v17 = v3 * v5 + v4 * v21; - if ( pIndoorCamera->sRotationX ) + if (pGame->pIndoorCameraD3D->sRotationX) v17 = (unsigned __int64)(v17 * (signed __int64)v18) >> 16; v19 = v4 * v6 - v3 * v21; v7 = abs(v4); @@ -4737,7 +4735,7 @@ else v11 = ((unsigned __int64)(stru_5C6E00->Cos(angle) * (signed __int64)v19) >> 16) + ((unsigned __int64)(v15 * (signed __int64)v17) >> 16); v12 = v11 >> 16; - if ( v9 <= pOutdoorCamera->shading_dist_mist + 2048 ) + if ( v9 <= pODMRenderParams->shading_dist_mist + 2048 ) { //if ( abs(v12) > *(int *)((char *)&pOutdoor->pBModels->sBoundingRadius + v10) + 512 ) if ( abs(v12) > pOutdoor->pBModels[uModelID].sBoundingRadius + 512 ) @@ -5126,7 +5124,7 @@ last_camera_rot_x = pParty->sRotationX; float aspect = (float)pViewport->uScreenWidth / (float)pViewport->uScreenHeight; - float fov_x = 3.141592f * (pOutdoorCamera->uCameraFovInDegrees + 0) / 360.0f; + float fov_x = 3.141592f * (pODMRenderParams->uCameraFovInDegrees + 0) / 360.0f; float fov_y = fov_x / aspect; float ray_dx = fov_x / (float)pViewport->uScreenWidth, @@ -5310,11 +5308,11 @@ return; } - v30 = ((double)(pOutdoorCamera->int_fov_rad * pIndoorCamera->pos.z) - / ((double)pOutdoorCamera->int_fov_rad + 8192.0) + pViewport->uScreenCenterY);//184 - v38 = pViewport->uScreenCenterY - pOutdoorCamera->int_fov_rad / - (pOutdoorCamera->shading_dist_mist * cos(pIndoorCamera->sRotationX * 0.003066406352445483) + 0.0000001000000011686097) * - (pOutdoorCamera->shading_dist_mist * -sin(pIndoorCamera->sRotationX * 0.003066406352445483) - pIndoorCamera->pos.z);//61 / 184 / 310 + v30 = ((double)(pODMRenderParams->int_fov_rad * pGame->pIndoorCameraD3D->vPartyPos.z) + / ((double)pODMRenderParams->int_fov_rad + 8192.0) + pViewport->uScreenCenterY);//184 + v38 = pViewport->uScreenCenterY - pODMRenderParams->int_fov_rad / + (pODMRenderParams->shading_dist_mist * cos(pGame->pIndoorCameraD3D->sRotationX * 0.003066406352445483) + 0.0000001000000011686097) * + (pODMRenderParams->shading_dist_mist * -sin(pGame->pIndoorCameraD3D->sRotationX * 0.003066406352445483) - pGame->pIndoorCameraD3D->vPartyPos.z);//61 / 184 / 310 pSkyPolygon.Create_48607B(&stru_8019C8); pSkyPolygon.ptr_38->_48694B_frustum_sky();//maybe creating skydome( ) @@ -5327,9 +5325,9 @@ pSkyPolygon.uNumVertices = 4;// //centering()-- ----------------------------------------// - pSkyPolygon.v_18.x = -stru_5C6E00->Sin(pIndoorCamera->sRotationX + 16);//-3216, : -28020, : 22078 + pSkyPolygon.v_18.x = -stru_5C6E00->Sin(pGame->pIndoorCameraD3D->sRotationX + 16);//-3216, : -28020, : 22078 pSkyPolygon.v_18.y = 0; - pSkyPolygon.v_18.z = -stru_5C6E00->Cos(pIndoorCamera->sRotationX + 16);//-65457, : -59244, : -61705 + pSkyPolygon.v_18.z = -stru_5C6E00->Cos(pGame->pIndoorCameraD3D->sRotationX + 16);//-65457, : -59244, : -61705 //---------------------------------------------------------------------------// pSkyPolygon.field_24 = 0x2000000; @@ -5446,16 +5444,16 @@ pShading = fixpoint_div(v34, v38); if ( pShading < 0 ) - pShading = pOutdoorCamera->shading_dist_mist; + pShading = pODMRenderParams->shading_dist_mist; v37 += ((unsigned __int64)(pSkyPolygon.ptr_38->field_10 * v13) >> 16); screen_center_x += ((unsigned __int64)(pSkyPolygon.ptr_38->field_1C * v13) >> 16); - v35 = 224 * pMiscTimer->uTotalGameTimeElapsed + fixpoint_sub0(v37, pShading) / 8; - screen_center_x = 224 * pMiscTimer->uTotalGameTimeElapsed + fixpoint_sub0(screen_center_x, pShading) / 8; - - //array_50AC10[i].vWorldViewPosition.x = pOutdoorCamera->shading_dist_mist; + v35 = 224 * pMiscTimer->uTotalGameTimeElapsed + fixpoint_mul(v37, pShading) / 8; + screen_center_x = 224 * pMiscTimer->uTotalGameTimeElapsed + fixpoint_mul(screen_center_x, pShading) / 8; + + //array_50AC10[i].vWorldViewPosition.x = pODMRenderParams->shading_dist_mist; //array_50AC10[i].vWorldPosition.x = v36 / (pSky.pTexture->uTextureHeight * 65536.0); - //array_50AC10[i].vWorldPosition.y = 1.0 / (pOutdoorCamera->shading_dist_mist >> 16); + //array_50AC10[i].vWorldPosition.y = 1.0 / (pODMRenderParams->shading_dist_mist >> 16); //array_50AC10[i].vWorldPosition.z = v35 / (pSky.pTexture->uTextureWidth * 65536.0); //array_50AC10[i]._rhw = 1.0f / (pShading >> 16); //array_50AC10[i].u = (double)v35 / (65536.0 * pSkyPolygon.pTexture->uTextureWidth); @@ -5478,7 +5476,7 @@ } //----- (0047A384) -------------------------------------------------------- -void ODM_LoadAndInitialize(const char *pLevelFilename, OutdoorCamera *thisa) +void ODM_LoadAndInitialize(const char *pLevelFilename, ODMRenderParams *thisa) { int v2; // ebx@3 unsigned int v3; // eax@3 @@ -5495,10 +5493,10 @@ pFilename = pLevelFilename; //thisa->AllocSoftwareDrawBuffers(); - pOutdoorCamera->_485F64(); + pODMRenderParams->Initialize(); pWeather->bRenderSnow = false; pRenderer->ClearZBuffer(0, 479); - thisa = (OutdoorCamera *)1; + thisa = (ODMRenderParams *)1; GetAlertStatus(); if ( qword_A750D8 ) qword_A750D8 = 0; @@ -5529,7 +5527,7 @@ //v5 = 0; if ( !v2 ) thisa = 0; - if ( thisa == (OutdoorCamera *)1 ) + if ( thisa == (ODMRenderParams *)1 ) { //v13 = 0; for (uint i = 0; i < pOutdoor->uNumSpawnPoints; ++i) @@ -5560,19 +5558,32 @@ strcpy(Source, &pFilename[v7]); strcpy(pOutdoor->pLevelFilename, Source); pWeather->Initialize(); - pIndoorCamera->sRotationY = pParty->sRotationY; - pIndoorCamera->sRotationX = pParty->sRotationX; - pOutdoorCamera->RotationToInts(); + pGame->pIndoorCameraD3D->sRotationY = pParty->sRotationY; + pGame->pIndoorCameraD3D->sRotationX = pParty->sRotationX; + //pODMRenderParams->RotationToInts(); pOutdoor->UpdateSunlightVectors(); - pOutdoorCamera->int_fov_rad = (signed __int64)pIndoorCamera->flt_1C_fov; - pOutdoorCamera->int_fov_rad_inv = (signed __int64)pIndoorCamera->flt_20_inv_1C; + + float fov_rad; + float fov_rad_inv; + //----- (0042394D) -------------------------------------------------------- + //void IndoorCamera::Initialize(int degFov, unsigned int uViewportWidth, unsigned int uViewportHeight) + { + //pIndoorCamera->Initialize(65, viewparams->uScreen_BttmR_X - viewparams->uScreen_topL_X + 1, + // viewparams->uScreen_BttmR_Y - viewparams->uScreen_topL_Y + 1); + + int uViewportWidth = viewparams->uScreen_BttmR_X - viewparams->uScreen_topL_X + 1; + + extern float _calc_fov(int viewport_width, int angle_degree); + fov_rad = _calc_fov(uViewportWidth, 65); + fov_rad_inv = 65536.0 / fov_rad; + } + pODMRenderParams->int_fov_rad = (signed __int64)fov_rad; + pODMRenderParams->int_fov_rad_inv = (signed __int64)fov_rad_inv; for (int i = 0; i < 20000; ++i) { array_77EC08[i].ptr_38 = &stru_8019C8; - - array_77EC08[i].prolly_head = nullptr; - array_77EC08[i].prolly_tail = nullptr; + array_77EC08[i].ptr_48 = nullptr; } @@ -5796,7 +5807,7 @@ float fog_density_mult = 216.0f; if (a4) - fog_density_mult += distance / (double)pOutdoorCamera->shading_dist_shade * 32.0; + fog_density_mult += distance / (double)pODMRenderParams->shading_dist_shade * 32.0; v6 = v11 + floorf(pOutdoor->fFogDensity * fog_density_mult + 0.5f); /*if ( a4 ) @@ -5807,7 +5818,7 @@ } else { - //a3a = (distance / (double)pOutdoorCamera->shading_dist_shade * 32.0 + 216.0) * pOutdoor->fFogDensity; + //a3a = (distance / (double)pODMRenderParams->shading_dist_shade * 32.0 + 216.0) * pOutdoor->fFogDensity; //v13 = a3a + 6.7553994e15; //a4a = floorf(a3a + 0.5f);//LODWORD(v13); } @@ -5881,15 +5892,15 @@ //----- (00481ED9) -------------------------------------------------------- -void sub_481ED9_MessWithOutdoorCamera() +void sub_481ED9_MessWithODMRenderParams() { stru_8019C8._48616B_frustum_odm(65536, 0, 0, 0, 65536, 0); - pOutdoorCamera->uNumPolygons = 0; - pOutdoorCamera->uNumEdges = 0; - pOutdoorCamera->uNumSpans = 0; - pOutdoorCamera->uNumSurfs = 0; - pOutdoorCamera->uNumBillboards = 0; - pOutdoorCamera->field_44 = 0; + pODMRenderParams->uNumPolygons = 0; + //pODMRenderParams->uNumEdges = 0; + //pODMRenderParams->uNumSpans = 0; + //pODMRenderParams->uNumSurfs = 0; + pODMRenderParams->uNumBillboards = 0; + pODMRenderParams->field_44 = 0; } //----- (004823F4) -------------------------------------------------------- @@ -6054,7 +6065,7 @@ v15 = grid_x2 - a1; v13 = grid_z1 - a2; } - return v14 + v8 + fixpoint_sub0(v13, (v10 - v8) * 128) + fixpoint_sub0(v15, (v9 - v8) * 128); + return v14 + v8 + fixpoint_mul(v13, (v10 - v8) * 128) + fixpoint_mul(v15, (v9 - v8) * 128); } else return y_x1z1; @@ -6132,55 +6143,55 @@ //int v28; // [sp+30h] [bp+8h]@10 //int v29; // [sp+3Ch] [bp+14h]@10 - v25 = pOutdoorCamera->camera_rotation_x_int_cosine; - v7 = pOutdoorCamera->camera_rotation_y_int_sine; - v27 = pOutdoorCamera->camera_rotation_x_int_sine; + v25 = pGame->pIndoorCameraD3D->int_cosine_x; + v7 = pGame->pIndoorCameraD3D->int_sine_y; + v27 = pGame->pIndoorCameraD3D->int_sine_x; //v8 = -pIndoorCamera->pos.y; - v9 = pOutdoorCamera->camera_rotation_y_int_cosine; + v9 = pGame->pIndoorCameraD3D->int_cosine_y; //v26 = -pIndoorCamera->pos.z; - v11 = pOutdoorCamera->camera_rotation_y_int_cosine * -pIndoorCamera->pos.x + pOutdoorCamera->camera_rotation_y_int_sine * -pIndoorCamera->pos.y; - v24 = pOutdoorCamera->camera_rotation_y_int_cosine * -pIndoorCamera->pos.y - pOutdoorCamera->camera_rotation_y_int_sine * -pIndoorCamera->pos.x; - if ( pIndoorCamera->sRotationX ) - { - this->field_0_party_dir_x = fixpoint_sub0(v11, pOutdoorCamera->camera_rotation_x_int_cosine) + - fixpoint_sub0((-pIndoorCamera->pos.z) << 16, pOutdoorCamera->camera_rotation_x_int_sine); + v11 = pGame->pIndoorCameraD3D->int_cosine_y * -pGame->pIndoorCameraD3D->vPartyPos.x + pGame->pIndoorCameraD3D->int_sine_y * -pGame->pIndoorCameraD3D->vPartyPos.y; + v24 = pGame->pIndoorCameraD3D->int_cosine_y * -pGame->pIndoorCameraD3D->vPartyPos.y - pGame->pIndoorCameraD3D->int_sine_y * -pGame->pIndoorCameraD3D->vPartyPos.x; + if (pGame->pIndoorCameraD3D->sRotationX) + { + this->field_0_party_dir_x = fixpoint_mul(v11, pGame->pIndoorCameraD3D->int_cosine_x) + + fixpoint_mul((-pGame->pIndoorCameraD3D->vPartyPos.z) << 16, pGame->pIndoorCameraD3D->int_sine_x); this->field_4_party_dir_y = v24; - this->field_8_party_dir_z = fixpoint_sub0((-pIndoorCamera->pos.z) << 16, v25) - fixpoint_sub0(v11, v27); + this->field_8_party_dir_z = fixpoint_mul((-pGame->pIndoorCameraD3D->vPartyPos.z) << 16, v25) - fixpoint_mul(v11, v27); } else { this->field_0_party_dir_x = v11; this->field_4_party_dir_y = v24; - this->field_8_party_dir_z = (-pIndoorCamera->pos.z) << 16; - } - - if (pIndoorCamera->sRotationX) - { - v17 = fixpoint_sub0(a2, v9) + fixpoint_sub0(a3, v7); - - this->field_C = fixpoint_sub0(v17, v25) + fixpoint_sub0(a4, v27); - this->field_10 = fixpoint_sub0(a3, v9) - fixpoint_sub0(a2, v7); - this->field_14 = fixpoint_sub0(a4, v25) - fixpoint_sub0(v17, v27); + this->field_8_party_dir_z = (-pGame->pIndoorCameraD3D->vPartyPos.z) << 16; + } + + if (pGame->pIndoorCameraD3D->sRotationX) + { + v17 = fixpoint_mul(a2, v9) + fixpoint_mul(a3, v7); + + this->field_C = fixpoint_mul(v17, v25) + fixpoint_mul(a4, v27); + this->field_10 = fixpoint_mul(a3, v9) - fixpoint_mul(a2, v7); + this->field_14 = fixpoint_mul(a4, v25) - fixpoint_mul(v17, v27); } else { - this->field_C = fixpoint_sub0(a2, v9) + fixpoint_sub0(a3, v7); - this->field_10 = fixpoint_sub0(a3, v9) - fixpoint_sub0(a2, v7); + this->field_C = fixpoint_mul(a2, v9) + fixpoint_mul(a3, v7); + this->field_10 = fixpoint_mul(a3, v9) - fixpoint_mul(a2, v7); this->field_14 = a4; } - if (pIndoorCamera->sRotationX) - { - v19 = fixpoint_sub0(a5, v9) + fixpoint_sub0(a6, v7); - - this->field_18 = fixpoint_sub0(v19, v25) + fixpoint_sub0(a7, v27); - this->field_1C = fixpoint_sub0(a6, v9) - fixpoint_sub0(a5, v7); - this->field_20 = fixpoint_sub0(a7, v25) - fixpoint_sub0(v19, v27); + if (pGame->pIndoorCameraD3D->sRotationX) + { + v19 = fixpoint_mul(a5, v9) + fixpoint_mul(a6, v7); + + this->field_18 = fixpoint_mul(v19, v25) + fixpoint_mul(a7, v27); + this->field_1C = fixpoint_mul(a6, v9) - fixpoint_mul(a5, v7); + this->field_20 = fixpoint_mul(a7, v25) - fixpoint_mul(v19, v27); } else { - this->field_18 = fixpoint_sub0(a5, v9) + fixpoint_sub0(a6, v7); - this->field_1C = fixpoint_sub0(a6, v9) - fixpoint_sub0(a5, v7); + this->field_18 = fixpoint_mul(a5, v9) + fixpoint_mul(a6, v7); + this->field_1C = fixpoint_mul(a6, v9) - fixpoint_mul(a5, v7); this->field_20 = a7; } @@ -6442,14 +6453,14 @@ p2DEvents[i].uType = BuildingType_DarkGuild; break; } - if ( !_strnicmp(test_string, "ele", 3) ) + if ( !_strnicmp(test_string, "ele", 3) ) // "Element Guild" from mm6 { - p2DEvents[i].uType = BuildingType_14; + p2DEvents[i].uType = BuildingType_ElementalGuild; break; } if ( !_strnicmp(test_string, "sel", 3) ) { - p2DEvents[i].uType = BuildingType_15; + p2DEvents[i].uType = BuildingType_SelfGuild; break; } if ( !_strnicmp(test_string, "mir", 3) ) @@ -6457,7 +6468,7 @@ p2DEvents[i].uType = BuildingType_16; break; } - if ( !_strnicmp(test_string, "mer", 3) ) + if ( !_strnicmp(test_string, "mer", 3) ) // "Merc Guild" from mm6 { p2DEvents[i].uType = BuildingType_TownHall; break; @@ -7338,7 +7349,7 @@ v1 = 1.0 / (v->vWorldViewPosition.x + 0.0000001); v->_rhw = v1; - v2 = v1 * (double)pOutdoorCamera->int_fov_rad; + v2 = v1 * (double)pODMRenderParams->int_fov_rad; v->vWorldViewProjX = (double)pViewport->uScreenCenterX - v2 * v->vWorldViewPosition.y; v->vWorldViewProjY = (double)pViewport->uScreenCenterY - v2 * v->vWorldViewPosition.z; }
--- a/mm7_4.cpp Wed Sep 18 09:21:32 2013 +0600 +++ b/mm7_4.cpp Wed Sep 18 09:21:38 2013 +0600 @@ -7,7 +7,6 @@ #include "VideoPlayer.h" #include "Sprites.h" #include "BSPModel.h" -#include "OutdoorCamera.h" #include "Mouse.h" #include "stru6.h" @@ -21,7 +20,6 @@ #include "AudioPlayer.h" #include "Outdoor.h" #include "Outdoor_stuff.h" -#include "IndoorCamera.h" #include "LOD.h" #include "Actor.h" #include "Events.h" @@ -365,7 +363,7 @@ if ( v9 > 0 ) { v10 = v1->vPosition.z; - v11 = stru_721530.normal.z + fixpoint_sub0(stru_721530.direction.z, v9); + v11 = stru_721530.normal.z + fixpoint_mul(stru_721530.direction.z, v9); if ( v11 >= v10 ) { if ( v11 <= v18 + v10 ) @@ -434,6 +432,11 @@ return (left << 16) | right; } +int fixpoint_from_int(int lhv, int rhv) +{ + return (lhv << 16) | rhv; +} + //----- (00491E3A) -------------------------------------------------------- void sub_491E3A() {
--- a/mm7_5.cpp Wed Sep 18 09:21:32 2013 +0600 +++ b/mm7_5.cpp Wed Sep 18 09:21:38 2013 +0600 @@ -8,7 +8,6 @@ #include "Sprites.h" #include "MapInfo.h" #include "BSPModel.h" -#include "OutdoorCamera.h" #include "LightmapBuilder.h" #include "DecalBuilder.h" #include "Mouse.h" @@ -1746,7 +1745,7 @@ } if ( !_stricmp(pCurrentMapName, "out15.odm") || !_stricmp(pCurrentMapName, "d47.blv") ) bNoNPCHiring = 1; - PrepareToLoadODM(1u, (OutdoorCamera *)1); + PrepareToLoadODM(1u, (ODMRenderParams *)1); pAudioPlayer->SetMapEAX(); bDialogueUI_InitializeActor_NPC_ID = 0; OnMapLoad(); @@ -3585,15 +3584,6 @@ } } -//----- (00436427) -------------------------------------------------------- -double get_shading_dist_mist() -{ - if (uCurrentlyLoadedLevelType == LEVEL_Outdoor) - return (double)pOutdoorCamera->shading_dist_mist; - else - return 16192.0; -} - //----- (0043648F) -------------------------------------------------------- void Vec3_short__to_RenderVertexSoft(RenderVertexSoft *_this, Vec3_short_ *a2) { @@ -4486,9 +4476,9 @@ continue; } - v32 = fixpoint_sub0(v29->pFacePlane_old.vNormal.x,v49); - v33 = fixpoint_sub0(v29->pFacePlane_old.vNormal.z,v47); - v34 = fixpoint_sub0(v29->pFacePlane_old.vNormal.y,v48); + v32 = fixpoint_mul(v29->pFacePlane_old.vNormal.x,v49); + v33 = fixpoint_mul(v29->pFacePlane_old.vNormal.z,v47); + v34 = fixpoint_mul(v29->pFacePlane_old.vNormal.y,v48); v59 = v32 + v33 + v34; if ( v59 ) { @@ -4514,7 +4504,7 @@ if( abs(v38) >> 14 > abs(v59) ) continue; - v58 = fixpoint_sub2(v38,v59); + v58 = fixpoint_div(v38,v59); if( v58 < 0 ) { @@ -4522,9 +4512,9 @@ } if(!sub_4075DB( - obj1_x + ((fixpoint_sub0(v49,v58) + 32768) >> 16), - obj1_y + ((fixpoint_sub0(v48,v58) + 32768) >> 16), - obj1_z + ((fixpoint_sub0(v47,v58) + 32768) >> 16), + obj1_x + ((fixpoint_mul(v49,v58) + 32768) >> 16), + obj1_y + ((fixpoint_mul(v48,v58) + 32768) >> 16), + obj1_z + ((fixpoint_mul(v47,v58) + 32768) >> 16), v29) ) { continue; @@ -4647,8 +4637,8 @@ // + 32768) >> 16) >= a4a) ) else { - v25 = fixpoint_sub2(dword_4F5D98_xs[i + 1] - dword_4F5D98_xs[i], dword_4F5CC8_ys[i + 1] - dword_4F5CC8_ys[i]); - if( dword_4F5D98_xs[i] + (fixpoint_sub0(v25, (v8 - dword_4F5CC8_ys[i]) << 16) + 32768 >> 16) >= a4a) + v25 = fixpoint_div(dword_4F5D98_xs[i + 1] - dword_4F5D98_xs[i], dword_4F5CC8_ys[i + 1] - dword_4F5CC8_ys[i]); + if( dword_4F5D98_xs[i] + (fixpoint_mul(v25, (v8 - dword_4F5CC8_ys[i]) << 16) + 32768 >> 16) >= a4a) ++a3a; } }
--- a/mm7_6.cpp Wed Sep 18 09:21:32 2013 +0600 +++ b/mm7_6.cpp Wed Sep 18 09:21:38 2013 +0600 @@ -9,7 +9,6 @@ #include "Weather.h" #include "Sprites.h" #include "BSPModel.h" -#include "OutdoorCamera.h" #include "Mouse.h" #include "Keyboard.h" #include "stru6.h" @@ -76,7 +75,7 @@ char *v28; // [sp+30h] [bp-4h]@4 v1 = uVertexID; - v2 = (double)pOutdoorCamera->shading_dist_mist; + v2 = (double)pODMRenderParams->shading_dist_mist; memcpy(&array_50AC10[uVertexID], array_50AC10, sizeof(array_50AC10[uVertexID])); v3 = 0; v22 = 0;
--- a/mm7_data.cpp Wed Sep 18 09:21:32 2013 +0600 +++ b/mm7_data.cpp Wed Sep 18 09:21:38 2013 +0600 @@ -1013,8 +1013,6 @@ std::array<char, 54> party_has_equipment; std::array<char, 17> byte_5111F6; -int _unused000; // weak - std::array<std::array<unsigned __int16, 137>, 117> pOdmMinimap; unsigned int uNumBlueFacesInBLVMinimap; std::array<unsigned __int16, 50> pBlueFacesInBLVMinimapIDs;
--- a/mm7_data.h Wed Sep 18 09:21:32 2013 +0600 +++ b/mm7_data.h Wed Sep 18 09:21:38 2013 +0600 @@ -3,16 +3,12 @@ #include "VectorTypes.h" #include "OSAPI.h" #include <array> + typedef char _UNKNOWN; - - - typedef unsigned int uint; -#define COERCE_UNSIGNED_INT64(a) (__debugbreak(), a) - @@ -663,7 +659,6 @@ extern std::array<unsigned int, 16> papredoll_dbrds; extern int bRingsShownInCharScreen; // weak -extern int _unused000; // weak extern std::array<std::array<unsigned __int16, 137>, 117> pOdmMinimap; extern unsigned int uNumBlueFacesInBLVMinimap; @@ -1146,7 +1141,7 @@ bool ShouldLoadTexturesForRaceAndGender(unsigned int _this); void WetsuitOn(unsigned int uPlayerID); // idb void WetsuitOff(unsigned int uPlayerID); -void __fastcall PrepareDrawLists_BLV(struct IndoorLocation_drawstru *_this); +void __fastcall PrepareDrawLists_BLV(); void FindBillboardsLightLevels_BLV(); int __fastcall _43F55F_get_billboard_light_level(struct RenderBillboard *a1, int uBaseLightLevel); int __fastcall _43F5C8_get_point_light_level_with_respect_to_lights(unsigned int uBaseLightLevel, int uSectorID, float x, float y, float z); @@ -1156,7 +1151,6 @@ void PrepareItemsRenderList_BLV(); void AddBspNodeToRenderList(unsigned int node_id); void __fastcall sub_4406BC(unsigned int node_id, unsigned int uFirstNode); // idb -void __fastcall sub_440BED(struct IndoorLocation_drawstru *_this); bool sub_44100D(); __int16 __fastcall sub_441A4E(int a1); void DrawBook_Map_sub(unsigned int tl_x, unsigned int tl_y, unsigned int br_x, int br_y, int _48074); // idb @@ -1181,7 +1175,7 @@ bool Initialize_GamesLOD_NewLOD(); void SaveNewGame(); void PrepareToLoadBLV(unsigned int bLoading); -void __fastcall PrepareToLoadODM(unsigned int bLoading, struct OutdoorCamera *a2); +void __fastcall PrepareToLoadODM(unsigned int bLoading, struct ODMRenderParams *a2); void _461103_load_level_sub(); void MainMenu_Loop(); char sub_4637E0_is_there_popup_onscreen(); @@ -1236,7 +1230,7 @@ bool __fastcall MerchandiseTest(ItemGen *item, int _2da_idx); void UIShop_Buy_Identify_Repair(); bool __fastcall IsBModelVisible(unsigned int uModelID, int *unused); -void ODM_LoadAndInitialize(const char *pLevelFilename, struct OutdoorCamera *thisa); +void ODM_LoadAndInitialize(const char *pLevelFilename, struct ODMRenderParams *thisa); unsigned int GetLevelFogColor(); int __fastcall sub_47C3D7_get_fog_related_stuff(int a1, int a2, float a3); int __fastcall GetActorTintColor(int max_dim, int min_dim, float distance, int a4, struct RenderBillboard *a5); @@ -1244,7 +1238,7 @@ unsigned int WorldPosToGridCellZ(int); // weak int GridCellToWorldPosX(int); // weak int GridCellToWorldPosZ(int); // weak -void sub_481ED9_MessWithOutdoorCamera(); +void sub_481ED9_MessWithODMRenderParams(); bool IsTerrainSlopeTooHigh(int pos_x, int pos_y); int __fastcall GetTerrainHeightsAroundParty2(int a1, int a2, int *a3, int a4); void sub_487DA9(); @@ -1373,7 +1367,7 @@ for ( int i=0; i < count; i++ ) *p++ = value; } -inline void __fastcall j_memset32(int a2, void *a1, unsigned int a3) {memset32(a1, a2, a3);} +//inline void __fastcall j_memset32(int a2, void *a1, unsigned int a3) {memset32(a1, a2, a3);} #define ErrD3D(hr) do {extern void ErrHR(HRESULT, const char *, const char *, const char *, int); ErrHR(hr, "Direct3D", __FUNCTION__, __FILE__, __LINE__);} while(0)
--- a/stru10.cpp Wed Sep 18 09:21:32 2013 +0600 +++ b/stru10.cpp Wed Sep 18 09:21:38 2013 +0600 @@ -668,9 +668,9 @@ RenderVertexSoft v25; // [sp+10h] [bp-90h]@20 memcpy(&v25, pOutBounding, sizeof(RenderVertexSoft)); - float _dp = (v25.vWorldPosition.x - pBLVRenderParams->vPartyPos.x) * a1.x + - (v25.vWorldPosition.y - pBLVRenderParams->vPartyPos.y) * a1.y + - (v25.vWorldPosition.z - pBLVRenderParams->vPartyPos.z) * a1.z; + float _dp = (v25.vWorldPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x) * a1.x + + (v25.vWorldPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y) * a1.y + + (v25.vWorldPosition.z - pGame->pIndoorCameraD3D->vPartyPos.z) * a1.z; if (fabs(_dp) < 1e-6f) { memcpy(&v25, &pOutBounding[1], sizeof(RenderVertexSoft)); @@ -784,9 +784,9 @@ char stru10::_49C720(RenderVertexSoft *pFaceBounding, IndoorCameraD3D_Vec4 *pPortalDataFrustum) { Vec3_float_ pRayStart; // [sp+4h] [bp-34h]@1 - pRayStart.x = (double)pBLVRenderParams->vPartyPos.x; - pRayStart.y = (double)pBLVRenderParams->vPartyPos.y; - pRayStart.z = (double)pBLVRenderParams->vPartyPos.z; + pRayStart.x = (double)pGame->pIndoorCameraD3D->vPartyPos.x; + pRayStart.y = (double)pGame->pIndoorCameraD3D->vPartyPos.y; + pRayStart.z = (double)pGame->pIndoorCameraD3D->vPartyPos.z; if (FindFaceNormal(&pFaceBounding[0], &pFaceBounding[1], &pRayStart, &pPortalDataFrustum[0]) && FindFaceNormal(&pFaceBounding[1], &pFaceBounding[2], &pRayStart, &pPortalDataFrustum[1]) &&